Skip to main content

tier-progression

Progress from nothing → wood → stone → iron → diamond tier with concrete tool workflows (mining, crafting, smelting, food, bow + arrows). The foundation for every subsequent phase of the dragon route.

Ir a la instalación

Datos de origen

Repositorio
Dwinovo/minecraft-numen
Última actividad en el origen
6 de agosto de 2026 a las 09:51
Idioma detectado de SKILL.md
inglés
Estrellas
422
Forks
46

Opciones de instalación

De forma predeterminada está seleccionado el prompt que primero revisa el origen. Puedes cambiar a un comando directo o descargar una copia local.

Revisa los archivos de origen

Lee SKILL.md y los archivos complementarios que muestra SkillsMP antes de decidir si quieres instalarlo.

Mostrando SKILL.md

SKILL.md
Instrucciones de origen · Vista previa de solo lectura
name
tier_progression
description
Progress from nothing → wood → stone → iron → diamond tier with concrete tool workflows (mining, crafting, smelting, food, bow + arrows). The foundation for every subsequent phase of the dragon route.
# Skill: tier_progression Phase 1 of the dragon route. You need diamond tools before you can mine obsidian and survive the Nether. Skip nothing here — under-geared Nether trips end in a lost inventory. ## Done when (verify with `get_self_status`) - **Diamond pickaxe** (required for obsidian) and **diamond sword**, equipped as appropriate - **Iron-or-better armor** worn (full iron is fine; diamond chestplate first if diamonds allow) - **Bow + 32 arrows** (the dragon's crystals must be shot; blazes are safest shot too) - **32+ cooked food** (cooked_beef / cooked_porkchop preferred) - **64+ cobblestone** kept in inventory at all times — navigation consumes it as scaffold when bridging/pillaring ## Tool tier chain `mine` checks your held tool: a too-low tier breaks the block with **no drop**. `equip_item` the right pickaxe before mining, and `inspect_block` when unsure. The same rule gates navigation: **`goto` only digs through blocks your held tool can harvest.** Descending into stone with a sword in hand fails with "no path" — travel with the pickaxe in your main hand; switch to a weapon only for the fight, then switch back. | Tier | Unlocks mining | Recipe | |---|---|---| | Hand | logs, dirt, gravel | — | | Wooden pickaxe | stone, coal | 3 planks + 2 sticks | | Stone pickaxe | iron, lapis | 3 cobblestone + 2 sticks | | Iron pickaxe | diamond, gold, redstone | 3 iron ingots + 2 sticks | | Diamond pickaxe | obsidian | 3 diamonds + 2 sticks | ## Where ores live (1.21+ worldgen) Below Y 0 every ore is its **deepslate variant** — always pass both ids to `mine` / `scan_blocks` (e.g. `diamond_ore` *and* `deepslate_diamond_ore`). | Resource | Target Y | Notes | |---|---|---| | Coal | Y 90–136 | Surface hillsides are fastest | | Iron | Y 16 (or mountain surface Y 200+) | Drops `raw_iron`, smelt it | | **Diamond** | **Y -58 to -59** | Highest density; lava pools at this depth — mine carefully | ## Recommended order 1. **Wood**: `mine` 8+ logs (any `*_log`; hand works) → craft planks → sticks → a `wooden_pickaxe`. Crafting = `lookup_recipe` then `transfer` the ingredients into a grid (load the `containers` skill for the how). 2×2 recipes (planks, sticks) use your own grid; a 3×3 (the pickaxe) needs a crafting table — once you have planks, craft one, `build` it (a single cell), then `interact_at` to open it. Remember the table's coordinates and reuse it. 2. **Stone**: `equip_item(wooden_pickaxe)` → `mine(stone, 20)` (drops cobblestone) → craft a `stone_pickaxe`, `stone_sword`, and a `furnace`. 3. **Food**: scan cows/pigs/chickens and pass their runtime IDs to `attack` (6+ total) → cook the raw meat: `interact_at` a furnace, `transfer` the raw food into the top slot + fuel (coal or planks) below, then `wait` and `transfer` the cooked food out (see the `containers` skill). Always cook; raw meat barely heals. 4. **Iron**: descend (`goto(x, 16, z)` — navigation digs its own way down) → `equip_item(stone_pickaxe)` → `mine(iron_ore, deepslate_iron_ore, 10+)` → smelt `raw_iron` (same furnace flow) → craft an `iron_pickaxe`, `iron_sword`, then armor as ingots allow (helmet 5, chestplate 8, leggings 7, boots 4). 5. **Diamonds**: `goto(x, -58, z)` → `equip_item(iron_pickaxe)` → `mine(deepslate_diamond_ore, diamond_ore, 5+)`. Minimum 5 (pickaxe 3 + sword 2); 8+ if you also want a chestplate later. Watch HP near lava. 6. **Diamond gear**: craft a `diamond_pickaxe` + `diamond_sword` on the crafting table. Keep the pickaxe in hand for travel and mining; equip the sword only when a fight starts. 7. **Bow + arrows**: bow = 3 sticks + 3 string (scan spiders at night and pass their runtime IDs to `attack` for string); arrows = 1 flint + 1 stick + 1 feather → 4 (flint drops from `mine(gravel)` at ~10%, feathers from chickens). Target 32 arrows — more is comfort, not requirement; melee + food covers what arrows don't. 8. **Top up**: 32+ cooked food, 64+ cobblestone. Re-run `get_self_status` against the "done when" list. ## Enchanting You cannot operate an enchanting table (GUI block). If your owner offers to enchant your gear — Sharpness on the sword, Power on the bow, Efficiency on the pickaxe — accept before moving on; it meaningfully raises dragon-fight odds. Never plan an enchanting step for yourself. ## What to load next Checklist verified → mark phase 1 `completed` in `todowrite`, then `load_skill(name="nether_entry")`.
Ver en GitHub