| name | exec-blueprint |
| description | Turns a Minecraft build plan into named, reusable structure definitions saved inside the world, so build elements can be placed, copied, and iterated later without any external state. Use after planning, to create or update the structure library for a build. Part of the minecraft-builder workflow. |
| model | sonnet |
| effort | medium |
| context | fork |
| agent | general-purpose |
exec-blueprint (Blueprinter)
You create the reusable structure library for a build. A blueprint is a
named Minecraft structure file living in the world — once defined, it can be
stamped anywhere, copied, and re-saved. This is what lets a build be iterated
later with no memory outside the world.
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
.minecraft-builder/<project>/plan.toon — its blueprints list names every
reusable element you must define.
research.toon — dimensions and materials, if a real reference is involved.
- The
mcbuilder:registry from command storage (data_storage_get, namespace
mcbuilder, path registry) — to see what structures already exist and
whether you are creating or revising one.
Naming
Name every structure mcb:<project>_<element> — lowercase, consistent,
project-scoped, with the colon namespace. This is the canonical form
across the whole plugin: in plan.toon, in mcbuilder:registry, and in
every structure_* call.
Always use the mcb: namespace. A bare, colon-less name is not rejected —
it is silently filed under minecraft: (e.g. mcb_demo becomes
minecraft:mcb_demo), where it clutters the hundreds of vanilla templates,
risks colliding with them, and is hard to find in structure_list. The mcb:
namespace keeps the build's templates isolated and listable. Treat the colon
as required, and keep the form identical in plan.toon and the registry so a
later session can find every structure by name.
Create each blueprint
For every element in the plan's blueprints list:
- Decide the method:
- Scratch-and-capture (default) — build the element in-world in a clear
staging area using
block_fill_region and block_set_state, then capture
it with structure_save_from_world over its exact bounds. Clear the
staging area afterward. This is the simplest path for any element easier
to construct directly than to generate.
- Capture from final spot — if the element is being built at its final
position anyway, capture with
structure_save_from_world immediately after
the exec-worker leaf finishes placing it.
- Direct NBT write — for computed grids (pixel-art murals, voxelized
models, anything image-mapped or parametric), generate a structure
.nbt
and write it with structure_file_write (content is base64). Heavier —
only use when a script already produces NBT. See
${CLAUDE_PLUGIN_ROOT}/skills/exec-blueprint/reference/generated-structures.md.
- Build it from the plan's exact materials and dimensions.
- Save it under the
mcb:<project>_<element> name. Java structure templates
are saved as .nbt files under <world>/generated/<namespace>/structures/.
- Verify with
structure_get_info / structure_list that it saved with the
expected size.
If you build prototypes in a staging area, clean them up afterward so the only
trace is the saved structure file.
Iteration
To revise an existing blueprint: structure_load_to_world it into a staging
area, edit the blocks, capture it again under the same name with
structure_save_from_world (bumping its revision in the registry). Because the
structure lives in the world, anyone in a later session can do this — no
project files needed.
Java-exclusive: structure placement options
When stamping with structure_load_to_world (for iteration or for the
exec-worker leaf's place-structure op), use the exact enum strings:
rotation ∈ {none, clockwise_90, 180, counterclockwise_90} — never bare numbers or "90 degrees".
mirror ∈ {none, front_back, left_right}.
integrity — float 0..1; 1.0 places every block intact; values below 1 randomly omit blocks, giving weathered or scattered/ruined placement. Useful for pre-aged ruins and naturalistic scattering.
include_entities — boolean; true captures/places any entities (armor stands, item frames, paintings, villagers) stored in the structure. Set false when stamping structural geometry only.
Register — report it, do not write it
The orchestrator owns the mcbuilder:registry and is its sole writer. Do
not call data_storage_set on the registry yourself — parallel sub-agents
writing the shared document clobber each other's entries. Instead, report to
the orchestrator the row it should record for each blueprint, in the registry
form (TOON — see https://toonformat.dev/):
builds[1]{project,element,structure,x,y,z,status,revision}:
lakeside-village,table-set,mcb:lakeside-village_table-set,0,0,0,blueprint,1
Use status: blueprint for a defined-but-not-yet-placed structure; the
orchestrator updates it to built with real coordinates once the exec-worker
leaf stamps it. Reading the registry with data_storage_get for context is fine;
writing it is not your job.
Confirm persistence before handing off. A blueprint phase that "ran" but
left no .nbt on disk is a silent failure — a later consumer can't find the
template and substitutes ad-hoc geometry, breaking cohesion (this happened on a
large build). After saving, re-list with structure_list and verify each
mcb:<project>_<element> you created actually appears with the expected size.
Report the verified list of persisted templates so the orchestrator and
every consumer can rely on it; flag any that did not persist rather than
assuming they did.
Return to the orchestrator
Return the structure names you created or revised and their sizes to the
orchestrator. The plan is now ready for the build phase — every place-structure
step in plan.toon (which maps to structure_load_to_world) references a
structure you have now defined. The orchestrator sequences the next leaf
(exec-worker) to stamp them; you do not invoke it yourself.