Install
$ agentstack add skill-chapmanjw-minecraft-java-fabric-claude-plugin-design-house ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →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
- 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.
- 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.
- 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.
- 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— Mermaidgraph TDof room-to-room flow.
- 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.
- 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-workerexecutes 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 Haikuexec-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.
- Author: chapmanjw
- Source: chapmanjw/minecraft-java-fabric-claude-plugin
- License: MIT
- Homepage: https://github.com/chapmanjw/minecraft-java-fabric-mcp-server
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.