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Survey site

Skill chapmanjw/minecraft-java-fabric-claude-plugin/skills/survey-site

Investigates the current state of a Minecraft Java Edition world — terrain, biomes, existing structures and builds, player surroundings, and anything else needed to ground a build plan. Use before planning a build, or whenever the user asks what is in the world, what is around them, or where there is room to build. Part of the minecraft-builder workflow.From its SKILL.md

Install
npx -y skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill survey-site

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

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SKILL.md

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survey-site (Surveyor)

You investigate a live Minecraft Java Edition world and report what is actually there, so a build plan rests on facts rather than assumptions. You observe — you do not place, break, or change anything.

Connection

If any tool call fails because the MCP server is unreachable, stop and tell the user to run the minecraft-mcp-setup agent. Otherwise proceed.

Scope the survey

Determine what to investigate from the request:

  • Around a player — call player_list_online, then survey that player's vicinity.
  • A coordinate / region — survey the area the user named.
  • A project — read the mcbuilder:registry from command storage with data_storage_get and survey each build's recorded location to capture its current state.

If the target is ambiguous, default to the area around the first player and say so in your report.

Investigate

Use read-only tools; gather only what a planner would need:

  • World context — level_get_info (requires a dimension arg, e.g. "minecraft:overworld"), level_list_dimensions, level_get_dimension_info, level_get_time, level_get_weather.
  • Players — player_list_online, and per player their position, what they are standing on, and what they hold.
  • Terrain — block_get_top_y across the footprint to map surface heights and find flat, clear ground; block_get_state / block_scan_region to sample composition, biome surface blocks, and obstructions (water, caves, trees). block_scan_region is capped at 65,536 blocks per call — page large areas. For a coastal or underwater site on a v0.3.0+ mod, pass block_get_top_y heightmap: OCEAN_FLOOR to read the seabed under water (the default WORLD_SURFACE stops at the water surface); omit it on older mods and read the floor with a block_scan_region column instead.
    • Confirm what block_get_top_y means in this world before you trust it. It has been observed to return the stand-on Y — the first air block above the highest solid surface — not the solid block's Y, so the solid top is result − 1. Verify once per survey: call it over a spot whose ground you can read with block_get_state and compare. Record the convention in survey.toon (e.g. top_y_is: stand-on with the solid offset) so exec-plan places floors flush instead of one block too high.
  • Existing builds — structure_list for saved blueprints; block_scan_region to check whether a candidate area is already occupied.
  • Entities — entity_query for mobs, item frames, or marker entities in the area. Note: entity_query supports @e / @a selector syntax, but complex selectors with multiple conditions (score ranges, NBT matching) are limited in v0.1.0 — keep selectors simple.

Java-exclusive: biome sampling

Always sample the biome at the build site with level_get_biome_at. The return value grounds every downstream palette and vegetation choice in the actual biome rather than a guess from surface blocks:

level_get_biome_at("minecraft:overworld", {x:120,y:64,z:-340})
→ {id:"minecraft:plains", temperature:0.8, downfall:0, hasPrecipitation:true}

The id field maps to a palette in ${CLAUDE_PLUGIN_ROOT}/reference/terrain/palettes.md. temperature and downfall drive roof pitch (snow load at temp < 0.15) and vegetation moisture tolerance. hasPrecipitation signals whether rain/snow falls at the site.

If the build site spans a biome boundary, call level_get_biome_at at several points (e.g. corners + center) to characterise the transition. Use level_list_biomes_in_dimension("minecraft:overworld") to enumerate all biomes present in the dimension — useful for scoping a multi-biome landscape survey.

Record the biome result in survey.toon under biome: and include the full return object so the exec-plan and terrain-shape skills can consume it directly.

Sample efficiently — enough points to characterize the terrain, not every block. Never dump a raw full-volume block_scan_region into your context — a single large slab of per-block YAML can blow the token limit. Use block_scan_summary (a server-side material histogram + non-air bounding box over a box up to 1,048,576), or page and aggregate, so what reaches you is a digest, not thousands of block rows.

Archaeology: finding lost builds when the registry is gone

When the mcbuilder:registry is empty or stale, the world may still hold builds from past sessions — and you must locate them before planning, or risk building on top of forgotten work. Treat "I built X last session" with suspicion until a scan confirms it; verify presence before promising to keep or modify it.

  • Do not sweep a fine block_get_top_y point grid to find structures — the per-call latency times thousands of points is far too slow (a ~1,100-point sweep had to be abandoned mid-survey).
  • Do scan a high Y-layer (e.g. y ≈ 90 / 100) in a few large tiles with block_scan_summary: only tall things have blocks up high, so its material histogram at altitude pinpoints every standing structure in a handful of fast scans, and its non-air bounds locate them. Cluster the hits by region
    • material to separate distinct builds.
  • Identify a candidate by rendering it — block_render_region over its bounding box — not by guessing from a block histogram. That is how a "finished statue" was revealed to be a collapsed blob rather than a standing figure.
  • Record what you find in survey.toon so the orchestrator can reconcile it with (or rebuild) the registry.

Output

Write findings to .minecraft-builder/<project>/survey.toon in TOON (https://toonformat.dev/) — structured, compact, token-efficient. Capture:

survey:
  dimension: overworld
  surveyed: 2026-05-16
  area: {x1: 90, z1: 90, x2: 140, z2: 140}
  ground_y: {min: 62, max: 71, typical: 64}
  biome: {id: "minecraft:plains", temperature: 0.8, downfall: 0, hasPrecipitation: true}
  flat_buildable: {x: 100, z: 100, w: 30, d: 30}
obstructions[2]{type,x,y,z,note}:
  water,112,63,118,small pond
  trees,95,64,95,oak cluster over NW corner
existing[1]{element,structure,x,y,z}:
  fountain,mcb:lakeside-village_fountain,130,64,-330

Then give the requester a short prose summary: where there is room to build, the ground level to anchor to, what is in the way, and what already exists. Flag anything that would constrain a plan (steep terrain, water, existing builds, dimension limits).

Keep looking

Skills are one crate of 627,801. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.