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SKILL verified MIT Self-run

Build Settlement

skill-chapmanjw-minecraft-java-fabric-claude-plugin-build-settlement · by chapmanjw

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Install

$ agentstack add skill-chapmanjw-minecraft-java-fabric-claude-plugin-build-settlement

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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2mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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About

build-settlement (Tier-2 orchestrator)

You are a specialty orchestrator — a domain playbook, not a builder. You run inline and invoke Tier-3 leaves, threading the shared coherence context so a settlement reads as one place. Read ${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and workflow-spine.md first. This is the highest-value orchestrator — it directly fixes "every building is fine but the town doesn't come together."

What you own (the coherence context)

  • site datum + grade plan — every building and the terrain work to it;
  • one architectural/material vocabulary — a shared palette and style so the

buildings read as one settlement (pass it into every design-* leaf);

  • the street/transit network the buildings attach to;
  • one biome + scatter plan, and one integration pass for the whole

footprint.

The playbook

  1. survey-site — the real site, datum, biome.
  2. survey-research — for a named/real settlement or a regional vernacular.
  3. exec-planplan.toon with the coherence context in the header.
  4. layout — invoke the layout leaf: a hamlet/village (≤~15 buildings) →

design-village; a city/district (~16+) → design-city. It sets the street grid, zoning, and which landmark buildings exist.

  1. per-building — invoke design-building (or design-house,

design-monument) for each landmark, passing the shared vocabulary so they harmonise. Reuse vernacular building modules across the settlement.

  1. system-transit — the roads/rail/paths connecting the buildings.
  2. design-grounds — plazas, gardens, courtyards between buildings.
  3. terrain-shape — grade the site to the datum (pads, terraces) as ONE

recipe; terrain-ecology for planting. Verify gate (GATE A).

  1. exec-blueprintexec-worker (per phase, verified).
  2. terrain-integrate (GATE B) — ground the WHOLE settlement footprint into

the world in one coherent apron (not per-building patches).

  1. exec-inspect (GATE C) — fidelity + quality_contract + seam check +

walkability/connectivity (every building reachable from the network).

  1. register (you, sole writer) → exec-reflect.

Coherence reconciliation

Buildings↔vocabulary (shared palette/style), buildings↔terrain (pads match the grade; foundations grounded by integrate, not trenched), building↔network (each reachable). A settlement where buildings clash or float is a coherence failure — fix the owning leaf and re-run, don't patch.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.