| skill | terracraft |
| name | terracraft |
| version | 1.0.0 |
| description | Generate Minecraft Java Edition worlds from real-world geographic data. Converts OpenStreetMap buildings, roads, water, and terrain into playable Minecraft worlds using the arnis Rust engine. Integrates with QGIS for geospatial analysis, Blender for 3D terrain preview, ImageMagick for elevation processing, and perplexity-research for location enrichment. Use when converting a real place (city, landmark, campus) into a Minecraft world, geocoding a location to a bounding box, fetching OSM features for an area, or building test/educational voxel worlds from geography. Triggers: "make a Minecraft world of <place>", "OSM to Minecraft", "arnis", "generate a voxel world from coordinates". NOT for fictional world-building with no geographic basis (use /game-dev), non-Minecraft engines, or live GIS analysis (use /qgis directly). |
| tags | ["minecraft","geospatial","terrain-generation","openstreetmap","elevation","world-building","game-assets","procedural-generation"] |
| mcp_server | false |
| compatibility | ["gdal >= 3.0","rust >= 1.70"] |
| dependencies | ["gdal","rust","nodejs","zip"] |
| author | DreamLab-AI (ported by agentbox) |
TerraCraft
Agent-driven Minecraft world generation from real-world geography. No frontend,
no web server -- agents specify locations in natural language and the pipeline
runs headlessly, producing Minecraft Java Edition region files.
Overview
TerraCraft converts real-world geographic data into playable Minecraft worlds.
The pipeline fetches OpenStreetMap features (buildings, roads, water, railways,
trees, landuse), retrieves elevation data from AWS Terrarium tiles, optionally
enriches building metadata with an LLM, then feeds everything into the arnis
Rust binary which produces Minecraft region files.
When to Use This Skill
- Creating Minecraft game levels from real places (cities, landmarks, campuses)
- Geospatial visualisation rendered as a walkable Minecraft world
- Educational terrain models -- geography, urban planning, architecture
- Prototyping game environments from real-world data before custom design
- Generating test worlds for Minecraft mod development
When NOT to Use This Skill
- Pure fictional world building with no geographic basis (use
/game-dev)
- Non-Minecraft game engines (use Blender or engine-specific tools)
- Tasks unrelated to geospatial-to-game conversion
- Real-time mapping or GIS analysis (use
/qgis directly)
Pipeline
The generation pipeline runs in five sequential steps:
-
OSM Fetch -- Queries the Overpass API for all buildings, highways,
waterways, landuse, natural features, railways, barriers, trees, amenities,
and leisure areas within the bounding box. Saves raw JSON.
-
Elevation -- By default, arnis fetches AWS Terrarium PNG tiles internally
when --terrain is set. For advanced use, GDAL can pre-process a GeoTIFF
DEM which arnis reads via --elevation-file.
-
LLM Enrichment (optional) -- Sends building summaries to Z.AI in batches
of 50, adding realistic architectural tags to buildings that lack them.
-
arnis Generation -- The Rust binary reads the OSM JSON and elevation
data, then writes Minecraft region files. Supports configurable block scale,
ground level, spawn point, terrain fill, and city boundary clipping.
-
Package -- The output directory contains a complete Minecraft world
folder. Zip it and copy to a Minecraft saves/ directory to play.
Quick Start