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.
Use build_schematic() for all structures. See building-with-schematics skill for schema details.
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
get_surface_level() calledpreview_only=true)# 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")
| 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 |
{
"palette": {
"W": "oak_planks",
"S": "cobblestone",
"P": "stripped_oak_log",
"R": "dark_oak_stairs[facing=...]"
}
}
{
"palette": {
"W": "stone_bricks",
"D": "deepslate_bricks",
"P": "polished_deepslate",
"R": "deepslate_tile_stairs[facing=...]"
}
}
{
"palette": {
"W": "spruce_planks",
"P": "dark_oak_log[axis=...]",
"R": "dark_oak_stairs[facing=...]",
"F": "white_wool"
}
}
{
"palette": {
"W": "white_concrete",
"G": "glass",
"A": "gray_concrete",
"R": "smooth_stone_slab[type=bottom]"
}
}
Layer 0: Se P P P Sw (stairs facing out)
Layer 1: . Se P Sw .
Layer 2: . . P . . (ridge)
Layer 0: Sse Ss Ss Ss Ssw (corners use shape=outer_*)
Layer 1: Se P P P Sw
Layer 2: . Se P Sw .
Layer 0: Sb Sb Sb Sb Sb (slab[type=bottom] on ceiling)
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"]
]}
]
}
{
"palette": {
"W": "oak_planks",
"G": "glass_pane",
"F": "oak_trapdoor[facing=north,half=top,open=true]" // Frame
}
}
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"]]}
]
}
Facing = direction player walks UP:
facing=north: Walk north to go upfacing=south: Walk south to go uphalf=bottom: Normal stairshalf=top: Upside-down (for roof undersides)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
.SSS.
S.....S
S.....S
S.....S
S.....S
S.....S
.SSS.
Use WorldEdit for:
//pos1, //pos2, //set air//smooth//set stoneThen use build_schematic() for the detailed structure.
npx skills add amenti-labs/building-structures下载完整 Skill 目录,包含 SKILL.md 及所有相关文件
Category:gaming-entertainment