Generates Minecraft terrain and landscapes using VibeCraft MCP tools. Use when creating hills, mountains, valleys, rivers, caves, cliffs, or natural terrain features. Handles procedural generation, noise functions, and terrain texturing.
generate_terrain - rolling_hills, rugged_mountains, valley_network, mountain_range, plateautexture_terrain - temperate, alpine, desert, volcanic, jungle, swampsmooth_terrain - Post-process smoothing (iterations 1-5)worldedit_deform - Math expressionsworldedit_terrain_advanced - smooth, naturalize, regenbuild(code=...) - Procedural algorithmsgenerate_terrain(type="rolling_hills", center_x=100, center_y=64, center_z=200, size=50, amplitude=8)
texture_terrain(style="temperate", center_x=100, center_y=64, center_z=200, size=50)
smooth_terrain(center_x=100, center_y=64, center_z=200, size=50, iterations=2)
build(code="""
commands = []
def noise(x, z, seed=42):
n = x * 374761393 + z * 668265263 + seed
n = (n ^ (n >> 13)) * 1274126177
return ((n ^ (n >> 16)) & 255) / 255.0
base_x, base_z, size, base_y, amplitude = 100, 200, 50, 64, 8
for x in range(base_x, base_x + size):
for z in range(base_z, base_z + size):
height = noise(x, z, 1) * amplitude + noise(x*2, z*2, 2) * amplitude * 0.5
y = int(base_y + height)
commands.append(f'/setblock {x} {y} {z} grass_block')
for below in range(base_y - 5, y):
mat = 'dirt' if y - below <= 3 else 'stone'
commands.append(f'/setblock {x} {below} {z} {mat}')
""", description="Rolling hills")
# Use ridged noise: abs(noise(x, z) - 0.5) * 2
# Snow above base+18, stone above base+12, grass below
# Sinusoidal path: path_x = base_x + sin(i * 0.1) * 10
# Depth based on distance from center
# Water in deepest part, sand on banks
//generate -h stone y<perlin(x/10,z/10,0)*5+64 # Noise terrain
//deform y+=sin(x/5)*3+sin(z/5)*3 # Sine wave hills
//generate stone (x*x+z*z)<radius^2 && y<sqrt(radius^2-x*x-z*z) # Dome
Temperate: grass_block (Y+0), dirt (Y-1 to -3), stone (Y-4+), flowers/tall_grass Alpine: snow_block (Y>base+18), stone (Y>base+12), grass (Y>base+6), spruce trees Desert: sand (3-4 layers), sandstone below, dead_bush/cactus Volcanic: magma_block/obsidian (Y>base+15), blackstone (Y>base+8), basalt, lava pools
Cliff Face: Random ledge depth per Y level
Cave System: worldedit_terrain_advanced(command="caves", size=8, freq=40, rarity=7, minY=0, maxY=60)
Erosion: 20% random block removal from surface
//smooth 3 # 3 iterations
# Manual: average neighbor heights
def smooth(heights, x, z):
return sum(heights.get((x+dx, z+dz), 64) for dx in [-1,0,1] for dz in [-1,0,1]) // 9
build(preview_only=True)npx skills add amenti-labs/generating-terrain下载完整 Skill 目录,包含 SKILL.md 及所有相关文件
Category:gaming-entertainment