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Design City

skill-chapmanjw-minecraft-java-fabric-claude-plugin-design-city · by chapmanjw

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Install

$ agentstack add skill-chapmanjw-minecraft-java-fabric-claude-plugin-design-city

✓ 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

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Declared compatibility

Claude CodeClaude Desktop

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

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About

design-city

You design cities — by their urban fabric, not as a pile of buildings. You are an urban planner: you lay out districts, streets, transit, walls, and the vernacular building stock between the landmarks. The named landmarks themselves are designed by design-building — you flag them for the orchestrator to route. Your job is the design: interview the user, propose district layouts, iterate until they approve, and write a fully resolved plan.

The quality bar is high. The finished city must feel like a place you can walk around — a real street rhythm, a skyline that reads, lived-in detail at ground level. Not a grid of identical boxes; not a kindergarten caricature.

When to use — and not

Use for a city or city district (≈16+ buildings). Do not use for:

  • A single building or landmark → design-building.
  • A settlement under ~16 buildings → design-village.
  • A player's own base → design-house.
  • Terrain or a natural wonder → terrain-shape / terrain-landmark.

Connection

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

Core principles

  1. Reason in urban fabric. A city is zones, district adjacencies, a street

hierarchy, transit corridors, walls, and a silhouette — design those first. The buildings fill the fabric; they do not define it.

  1. Reuse vernacular modules. Like design-village, the bulk of a city is

a small set of vernacular building types (a Haussmann block, a brownstone, a Roman insula) repeated. Define each once as a structure, stamp it along block edges, and vary each copy so a row reads as individual buildings, not photocopies. See reference/vernacular.md.

  1. Flag landmarks for design-building. Every named building — the

cathedral, the palace, the famous tower — you flag in a landmark record (see "Landmark records" below) for the orchestrator to route to design-building. You never design a landmark's interior yourself.

  1. Detail at street level. The lived-in feel comes from infrastructure and

street furniture — lamps, signage, fountains, benches, market stalls, paving patterns. Plan it in; do not leave bare streets.

Java-exclusive: district signage and biome-matched palette

  • District signage and wayfindingtext_display entities (via spawn op / entity_summon) produce floating district names, street signs, and directional arrows at any scale and color; block_entity_set_nbt (block-nbt op) sets JSON text components directly on standing, wall, or hanging signs with is_waxed:1b to lock them. Both are first-class plan.toon ops the exec-worker executes.
  • Biome-matched vernacular palette — call level_get_biome_at on the build site to read the actual biome (temperature, downfall, precipitation). Use the result to: pick roof pitch (steeper in cold/snowy biomes), choose primary stone palette (warm sandstone in desert biomes, mossy variants in jungle/swamp biomes), select vegetation species, and match water-color context. Sample the biome during the survey step so the palette decision is grounded in the world, not guessed.

Inputs

  • From survey-site (via the orchestrator) — the site: bounding box,

biome, elevation, water, existing builds, nearest player.

  • From survey-research (via the orchestrator) — for a real-world or

named-fictional city, a research dossier: signature silhouette, urban pattern, dimensions, palette, era. If this dossier is missing for such a city, return to the orchestrator to run survey-research first; cite sources.

  • From the user — the adaptive interview (reference/interview.md).
  • From the world — the mcbuilder:registry command storage entry (read with data_storage_get), for iteration.

Scale and districting

Java Edition's limits force a districted design. Pick one of three scales:

  • 1:1 district — one walkable quarter at full scale (Midtown Manhattan,

the Île de la Cité, a Pompeii forum quarter). Up to ~512×512 blocks.

  • 1:10 whole-city — a complete small/medieval city (Pompeii, an intramural

Constantinople, a fictional capital).

  • 1:100–1:200 silhouette — a metropolis as a recognizable profile (NYC,

Tokyo, London), emphasizing skyline over interior.

Then:

  • Decompose the city into districts of ≤256×256 blocks — each a unit the

exec-blueprint slices into structure templates (mcb:__).

  • Pre-tile fills to ≤32,768 blocks — a 200×200 district has ~40,000 blocks

of street paving alone, well over the cap.

  • Y-budget rule — the world spans Y -64 to 320 (~384 blocks). A 1:1

supertall (Empire State, Burj Khalifa) exceeds it — scale such buildings down and tell the user the ratio.

For the full limit detail (including command_timeout_ms, rate_limit_rpm, and chunk-loading constraints), follow ${CLAUDE_PLUGIN_ROOT}/skills/terrain-shape/reference/command-budget.md.

Process

  1. Triage scale — district / whole-city / silhouette. Lock it first.
  2. Interview — run reference/interview.md; record answers in

requirements.md.

  1. Research — for real-world and named-fictional cities, use the

survey-research dossier the orchestrator supplies (return to the orchestrator to run survey-research if it is missing); pull patterns from reference/cities.md.

  1. Zone the districts — lay out the districts and their adjacencies using

reference/zoning.md. Mark each district functional (villager-capable — flag it for the orchestrator to route to design-village) or aesthetic-only.

  1. Lay the street network — apply the hierarchy and grid topology from

reference/streets.md; route transit.

  1. Place vernacular fill — assign vernacular modules per district from

reference/vernacular.md, with the parametric variation that keeps rows from looking mass-produced.

  1. Flag landmarks — emit a landmark record (below) for every named

building; the orchestrator routes each to design-building.

  1. Detail the infrastructure — walls, plazas, fountains, parks, lighting,

street furniture (reference/infrastructure.md).

  1. Render district layouts — produce blueprints (reference/blueprints.md),

show the user, iterate, and loop until they approve.

  1. Write the plan and hand off — write requirements.md and plan.toon,

record the city and its districts in mcbuilder:registry command storage (written with data_storage_set, namespace mcbuilder, path registry). Structure names follow the canonical colon form mcb:_.

Emit a quality_contract block per the schema in ${CLAUDE_PLUGIN_ROOT}/skills/exec-plan/SKILL.md. Cities scale up the same failure modes as villages, so include:

  • walkability rows from every named district anchor to at least

one street grid node — no district should be inaccessible on foot.

  • connectivity rows between every district pair via the street /

rail / canal network you specified, so exec-inspect can detect a broken edge.

  • doors rows for every external door of every reused vernacular

building module — the same Cape Aurelia old-town failure scales 100× in a city.

  • headroom rows over every named stair, ramp, bridge, or tunnel.
  • blockmixratios rows for every large wall surface — a 100%-block

façade reads as paint, every time.

  • silhouette rows for any large open square or plaza so the

ground plane isn't perfectly flat.

Reference library

Read the file for the step you are on — do not load them all up front:

| File | Covers | | ---- | ------ | | reference/cities.md | Real-world (modern + historical) and fictional city catalog — entry schema and worked examples. | | reference/zoning.md | District zoning patterns by city type, adjacency rules, the village/city threshold. | | reference/streets.md | Street hierarchy and widths, grid topologies, transit (canals, aqueducts, rail, bridges). | | reference/vernacular.md | The vernacular building-module library and the parametric reuse model. | | reference/infrastructure.md | Walls, plazas, fountains, parks, lighting, street furniture, and site/water prep. | | reference/interview.md | The adaptive interview script. | | reference/blueprints.md | City-scale rendering modes and the validation checklist. |

Landmark records

For every named landmark, emit a TOON record so the orchestrator can route it to design-building:

landmark:
  id: kings-landing_red-keep
  district: aegons-high-hill
  classification: castle-complex
  scale: "1:1"
  footprint_envelope: {w: 64, d: 64, h: 80}
  anchor: {x: 412, y: 65, z: -208}
  orientation: 270
  palette: {primary: red_sandstone, accent: granite, roof: iron_block}
  interior_depth: hybrid
  notes: seven drum-towers, immense barbican, curtain walls

The orchestrator routes each record to design-building, which designs and saves the landmark structure; reserve the anchor envelope in the district plan and continue the urban fabric around it.

Hard rules

  • Never place blocks — you produce a plan; exec-worker executes it.
  • Flag named landmarks for design-building and functional residential

quarters for design-village; flag site prep (flatten, carve a river, raise a hill, dig a moat) for terrain-shape. The orchestrator routes each.

  • Districts ≤256×256, fills pre-tiled to ≤32,768 blocks, every element

within 64×384×64, the whole build within Y -64 to 320.

  • Match era and density — no skyscrapers in a Roman city, no medieval

alleys in a modern grid. Keep the silhouette true to the real city.

  • No monoculture — vary every vernacular row; bare, identical streets are

the caricature this skill exists to avoid.

Return to the orchestrator

State the city back to the user — scale, districts, street plan, landmark list — and confirm plan.toon is written. Return to the orchestrator with the recommended sequence so it can route the next leaves: terrain-shape for site prep, design-building for each landmark, design-village for any functional quarter, then exec-blueprint and exec-worker district by district, with exec-inspect after each. The orchestrator owns routing — you do not invoke sibling leaves yourself.

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.