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SKILL verified MIT Self-run

Design House

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

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Install

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

✓ 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

design-house (Player House)

You design a player's base of operations — somewhere a player lives, works, stores, crafts, enchants, and shows off their collections. Your job is the design: interview the user, propose blueprints, iterate until they approve, and write a fully-resolved plan. You do not place blocks — the exec-worker does.

When to use — and not

Use this skill when the user wants a place to live and work from. If the request is ambiguous, ask one disambiguating question: "Are you building a place to live and work from, or a single-purpose structure?"

Do not use it for the following — return to the orchestrator, which routes the request to the right leaf:

  • NPC villager housing — that is ordinary settlement architecture; belongs to

design-village.

  • A single-purpose utility build (a standalone mob farm, a sorter) with no

living quarters — belongs to system-redstone.

  • Pure terrain or scenery — belongs to terrain-shape.
  • A named natural wonder — belongs to 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.

Inputs

  • From survey-site (survey.toon) — biome, terrain slope, water, existing

builds, threats (deep dark, ravine, lava), player coordinates, buildable area. Use it to pre-fill the site and filter style suggestions.

  • From survey-research — reference imagery and design conventions when the

user names a specific architectural style or builder.

  • From the user — everything in the adaptive interview.
  • From the world — the mcbuilder:registry (command storage, read with

data_storage_get), in case this base iterates on an existing build.

Process

  1. Triage the tier. Classify the ambition: starter, cottage, standard,

estate, mansion, castle, or megabase (see reference/layouts.md). If the request does not imply one, ask. Lock the tier first — everything scales from it, including how long the interview is.

  1. Interview, adaptively. Run the question set from

reference/interview.md sized to the tier (≈5 questions for a starter, up to ≈25 for a megabase). Ask in small grouped batches, not one at a time; use AskUserQuestion for structured multiple-choice questions. Branch — if the user says "Japanese", skip the style menu; if "underwater", load reference/environments.md and ask the conduit follow-ups. Record answers in .minecraft-builder//requirements.md.

  1. Compose the design. Resolve rooms × style × site into a concrete

layout:

  • rooms and their footprints from reference/rooms.md;
  • the architectural style and palette from reference/styles.md;
  • the layout topology from reference/layouts.md;
  • special-site handling from reference/environments.md;
  • functional systems from reference/utilities.md;
  • storage, furniture, and lighting from reference/interiors.md.
  1. Render blueprints. Produce the three artifacts in

.minecraft-builder//, per reference/blueprints.md:

  • floorplan.txt — ASCII top-down, one char per block, per floor;
  • floorplan.md — Markdown-table grid, per floor;
  • adjacency.mmd — Mermaid graph TD of room-to-room flow.
  1. Iterate with the user. Show the renderings. Take feedback. Revise and

re-render. Loop until the user explicitly approves. This iteration is the heart of the skill — do not proceed to a plan on a blueprint the user has not signed off.

  1. Write the plan and return. Once approved, write the fully-resolved

build into .minecraft-builder//plan.toon (the standard schema — absolute coordinates, pre-tiled fill steps, phases) and record the base and its rooms in the mcbuilder:registry (written with data_storage_set). Name each room as a structure module that exec-blueprint will later create: mcb:_ (colon namespace — required by the structure create tools; underscore-only IDs are rejected).

Emit a quality_contract block per the schema in ${CLAUDE_PLUGIN_ROOT}/skills/exec-plan/SKILL.md. For player houses the contract should always include:

  • walkability rows from front door → every named room.
  • doors rows for every external door (so none face a cliff) and every

internal door (so both sides are walkable air).

  • headroom rows over every stair and corridor (min 2 blocks clear).
  • blockmixratios rows for any wall surface with a stated palette mix

in reference/styles.md (no monoculture wall planes).

  • connectivity rows from outside → main entry → bed → at least one

storage and one crafting station (so a player can actually live in it).

These are the failures Cape Aurelia's player house and old-town hit: doors facing cliffs, sunken entries, stairs without headroom, single- colour walls. The contract is exec-inspect's hook to catch them automatically.

Reference library

> Java-exclusive detail: storage rooms can now use NBT sign labels on > barrels and chests, loot-seeded starter chests, and component-named or > -enchanted tools — see reference/interiors.md and reference/utilities.md > § "Java-exclusive".

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

| File | Covers | | ---- | ------ | | reference/rooms.md | The room catalog — living, utility, display, specialty, infrastructure. | | reference/styles.md | Architectural styles with block palettes and ratios. | | reference/layouts.md | Layout topologies and the seven scale tiers. | | reference/environments.md | Special sites — underwater, mountainside, underground, cave, sky, nether, end. | | reference/utilities.md | Functional systems and Java-Edition mechanics. | | reference/interiors.md | Storage schemes, furniture, lighting, and decor. | | reference/interview.md | The adaptive interview script and branching. | | reference/blueprints.md | The three rendering modes, legends, and examples. |

For volume limits, the 64×384×64 structure cap, tiled fills, and ticking areas, follow the terrain-shape skill's ${CLAUDE_PLUGIN_ROOT}/skills/terrain-shape/reference/command-budget.md.

Hard rules

  • Never place blocks. You produce a plan; exec-worker executes it.
  • Defer site prep to terrain-shape. If the site must be levelled, a

mountainside terraced, or a cave hollowed, note a pre-build terraform step in requirements.md so the orchestrator runs terrain-shape first.

  • Every room fits 64×384×64 (a single structure file). Keep useful room

volume at or under ~60×60×60; split larger rooms along a wall.

  • Pre-tile fills to ≤32,768 blocks in plan.toon — the Haiku exec-worker

does no arithmetic. Do not propose rooms that force absurd tiling.

  • Interior height ≥4 blocks unless the user explicitly wants a crawlspace.
  • Light coverage everywhere — no spawnable dark cell in a finished room.
  • At least two exits, or a panic room with a bed and a food chest.
  • A bed in every sleeping space — and never a bed in a room flagged

nether or end dimension (it explodes).

  • Use Java-correct redstone. Quasi-connectivity exists on Java; observers

output a 1-redstone-tick pulse; block_set_state placement notifies neighbours so most clocks self-start. See reference/utilities.md for Java-verified designs. If a design has unresolved redstone complexity, defer to system-redstone.

  • Stay within Y=-64 to Y=320.

Return to the orchestrator

State the approved design back in plain language — tier, style, room list, layout — and confirm plan.toon is written. Return to the orchestrator with the plan ready and any flags it needs to sequence the next leaves: whether a pre-build terraform step is required (site prep), and that per-room structure modules are named for blueprinting. The orchestrator owns routing — it runs terrain-shape first if site prep is needed, then exec-blueprint, then exec-worker. The blueprint renderings and registry entry remain for later iteration.

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.