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
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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:registryfrom command storage withdata_storage_getand 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 adimensionarg, 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_yacross the footprint to map surface heights and find flat, clear ground;block_get_state/block_scan_regionto sample composition, biome surface blocks, and obstructions (water, caves, trees).block_scan_regionis capped at 65,536 blocks per call — page large areas. For a coastal or underwater site on a v0.3.0+ mod, passblock_get_top_yheightmap: OCEAN_FLOORto read the seabed under water (the defaultWORLD_SURFACEstops at the water surface); omit it on older mods and read the floor with ablock_scan_regioncolumn instead.- Confirm what
block_get_top_ymeans 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 isresult − 1. Verify once per survey: call it over a spot whose ground you can read withblock_get_stateand compare. Record the convention insurvey.toon(e.g.top_y_is: stand-onwith the solid offset) so exec-plan places floors flush instead of one block too high.
- Confirm what
- Existing builds —
structure_listfor saved blueprints;block_scan_regionto check whether a candidate area is already occupied. - Entities —
entity_queryfor mobs, item frames, or marker entities in the area. Note:entity_querysupports@e/@aselector 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_ypoint 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_regionover 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.toonso 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).