Agent Skills: Building Structures

Builds Minecraft structures using VibeCraft MCP tools. Use when building houses, castles, towers, cottages, temples, or any architectural structure. Works with build_schematic for precise control. Handles room dimensions, floor placement, wall construction, roofing, and architectural style matching.

UncategorizedID: amenti-labs/vibecraft/building-structures

Install this agent skill to your local

pnpm dlx add-skill https://github.com/amenti-labs/vibecraft/tree/HEAD/agent/.claude/skills/building-structures

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agent/.claude/skills/building-structures/SKILL.md

Skill Metadata

Name
building-structures
Description
Builds Minecraft structures using VibeCraft MCP tools. Use when building houses, castles, towers, cottages, temples, or any architectural structure. Works with build_schematic for precise control. Handles room dimensions, floor placement, wall construction, roofing, and architectural style matching.

Building Structures

Primary Method: Schematics

Use build_schematic() for all structures. See building-with-schematics skill for schema details.

Critical: Floor Y = Ground Y

Floor REPLACES ground, NOT sits on top!

WRONG: Y=65 floor, Y=64 foundation, Y=63 grass (elevated!)
RIGHT: Y=65 walls, Y=64 floor REPLACES grass, Y=63 dirt

Workflow: get_surface_level(x,z) → anchor at that Y

Pre-Build Checklist

  • [ ] get_surface_level() called
  • [ ] anchor_y = ground_y (NOT +1)
  • [ ] All blocks have orientations
  • [ ] Doors have lower + upper
  • [ ] Preview first (preview_only=true)

Building Workflow

# 1. Get ground level
y = get_surface_level(x=100, z=200)

# 2. Design schematic
schematic = {
  "anchor": [100, y, 200],
  "palette": {
    "S": "stone_bricks",
    "P": "oak_planks",
    "W": "oak_planks",
    "G": "glass_pane",
    "Dl": "oak_door[facing=south,half=lower]",
    "Du": "oak_door[facing=south,half=upper]",
    "Sn": "oak_stairs[facing=north,half=bottom]",
    "Ss": "oak_stairs[facing=south,half=bottom]",
    ".": "air"
  },
  "layers": [
    # y=0: Foundation/Floor
    {"y": 0, "grid": [
      ["S", "S", "S", "S", "S"],
      ["S", "P", "P", "P", "S"],
      ["S", "P", "P", "P", "S"],
      ["S", "S", "S", "S", "S"]
    ]},
    # y=1-3: Walls
    {"y": 1, "grid": [
      ["W", "W", "W", "W", "W"],
      ["W", ".", ".", ".", "W"],
      ["G", ".", ".", ".", "G"],
      ["W", "W", "Dl", "W", "W"]
    ]},
    # ... more layers
  ]
}

# 3. Preview
build_schematic(schematic=schematic, preview_only=true, description="Cottage")

# 4. Execute
build_schematic(schematic=schematic, description="Cottage")

Dimensions Reference

| Room Type | Minimum | Comfortable | |-----------|---------|-------------| | Bedroom | 5×6 | 6×7 | | Kitchen | 5×7 | 6×8 | | Living Room | 7×9 | 8×10 | | Dining | 7×9 | 8×10 | | Great Hall | 15×20 | 20×25 |

| Ceiling Height | Feel | |----------------|------| | 3 blocks | Minimum | | 4 blocks | Comfortable | | 5-6 blocks | Grand | | 8+ blocks | Cathedral |

Architectural Styles

Medieval

{
  "palette": {
    "W": "oak_planks",
    "S": "cobblestone",
    "P": "stripped_oak_log",
    "R": "dark_oak_stairs[facing=...]"
  }
}

Gothic

{
  "palette": {
    "W": "stone_bricks",
    "D": "deepslate_bricks",
    "P": "polished_deepslate",
    "R": "deepslate_tile_stairs[facing=...]"
  }
}

Japanese

{
  "palette": {
    "W": "spruce_planks",
    "P": "dark_oak_log[axis=...]",
    "R": "dark_oak_stairs[facing=...]",
    "F": "white_wool"
  }
}

Modern

{
  "palette": {
    "W": "white_concrete",
    "G": "glass",
    "A": "gray_concrete",
    "R": "smooth_stone_slab[type=bottom]"
  }
}

Roof Patterns

Gabled Roof

Layer 0: Se P P P Sw   (stairs facing out)
Layer 1:  . Se P Sw .
Layer 2:  .  . P  . .  (ridge)

Hip Roof

Layer 0: Sse Ss Ss Ss Ssw  (corners use shape=outer_*)
Layer 1: Se   P  P  P  Sw
Layer 2:  .  Se  P Sw   .

Flat Roof (Modern)

Layer 0: Sb Sb Sb Sb Sb   (slab[type=bottom] on ceiling)

Corner Pillars (REQUIRED)

Always use contrasting corner pillars:

{
  "palette": {
    "W": "oak_planks",
    "P": "stripped_oak_log[axis=y]"  // Corner pillar
  },
  "layers": [
    {"y": 1, "grid": [
      ["P", "W", "W", "W", "P"],
      ["W", ".", ".", ".", "W"],
      ["W", ".", ".", ".", "W"],
      ["P", "W", "W", "W", "P"]
    ]}
  ]
}

60-30-10 Rule

  • 60% Primary: Walls (oak_planks, stone_bricks)
  • 30% Secondary: Roof, trim (stairs, logs)
  • 10% Accent: Details (doors, windows, lights)

Window Placement

{
  "palette": {
    "W": "oak_planks",
    "G": "glass_pane",
    "F": "oak_trapdoor[facing=north,half=top,open=true]"  // Frame
  }
}

Door Placement

Always place both parts:

{
  "palette": {
    "Dl": "oak_door[facing=south,half=lower,hinge=left]",
    "Du": "oak_door[facing=south,half=upper,hinge=left]"
  },
  "layers": [
    {"y": 1, "grid": [["W", "Dl", "W"]]},
    {"y": 2, "grid": [["W", "Du", "W"]]}
  ]
}

Stairs Orientation

Facing = direction player walks UP:

  • facing=north: Walk north to go up
  • facing=south: Walk south to go up
  • half=bottom: Normal stairs
  • half=top: Upside-down (for roof undersides)

Quick Templates

Tiny Hut (5×5)

Floor:  SSSSS    Walls: WWWWW    Roof: SsSsSsSsSs
        SPPPS           W...W          Se P P Sw
        SPPPS           W...W          Se P P Sw
        SPPPS           W...W          Se P P Sw
        SSSSS           WWDWW          SnSnSnSn

Tower (7×7 circular)

         .SSS.
        S.....S
        S.....S
        S.....S
        S.....S
        S.....S
         .SSS.

For Bulk Operations

Use WorldEdit for:

  • Clearing large areas: //pos1, //pos2, //set air
  • Terrain prep: //smooth
  • Large fills: //set stone

Then use build_schematic() for the detailed structure.