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VibeSchem v0.6.0

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@github-actions github-actions released this 19 Oct 15:02
99fcc14
  • Gravity. Sand, red sand, gravel, concrete powder, anvils and the dragon egg fall when what
    holds them goes, as entities with the game's physics (2 gt wait, gravity 0.04, drag 0.98): they
    land on the first collision box below (on top of a fence, 1.5 high), break into an item inside a
    torch, a slab or another block they can't replace, and concrete powder hardens in water.
    Suspicious sand and gravel shatter; a stalactite falls when its block goes. In the viewer the
    falling blocks glide down.
  • Water and lava flow like in the game: down first, then toward the nearest drop, 7 blocks
    for water (1 every 5 gt), 3 for lava (1 every 30 gt); new sources between two; water washes
    redstone away; lava and water make obsidian, cobblestone and stone; waterlogged blocks spill.
    The viewer draws flowing liquids lower as they spread.
  • Items move. Hoppers pull from above and push where they face (1 item every 8 gt, 7 gt per
    hopper along a chain, locked while powered), droppers push into containers, dispensers pour and
    pick up water and lava with buckets. Comparators follow the contents, and a build's rest state
    saves them.
  • Click it like in Minecraft. Right-click a lever, button, pressure plate, target (power by
    where you hit it), lectern, trapped chest, lightning rod, sculk sensor, daylight detector, note
    block or door in the viewer and the simulation starts by itself; the cursor shows what you can
    use. The same in tests: {"use": [x,y,z]} steps on plates, shoots targets and opens trapped
    chests too. New inputs: trapped chests, lightning rods, detector rails; containers can be read as
    outputs.
  • Labels you can hide: the I/O labels on the model show every bit, only the names, or nothing
    (the tag button or I), remembered between sessions. A bus is labelled once, its other bits by
    number.
  • Fixed: the viewer didn't recognise blocks under the cursor when the camera was inside the
    build's bounding box (zoomed in close).

VibeSchem v0.5.0

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@github-actions github-actions released this 19 Oct 07:26
3a4b2bd
  • Build on your own world. Claude can read an area of your Minecraft Java world and build on
    its real terrain instead of a flat, empty schematic:
    • worlds finds your worlds (official launcher, Prism, MultiMC, CurseForge, Modrinth) with
      their version and where you stand; import_site reads the area around a point (radius up to
      128) into a new project, or uses a schematic (.schem, .schematic, .litematic, .nbt) as
      the starting point;
    • every save format from 1.8 to 26.x, including LZ4-compressed regions and the new 26.1
      dimensions/ folder layout. The world is only read;
    • a terrain report for Claude: height map, water, trees, flattest spots and existing builds.
  • Terrain-aware operations: flatten levels a plot and blends it into the slopes around it,
    foundation fills down to the ground (solid or pillars), path follows the ground; ground: true
    stands trees, components and blocks on it, and scripts get ground(), surface() and water().
  • Back into the game, in place:
    • a copy of your world with the build in it, next to the original (needs 1.14+);
    • a vanilla data pack: /function vibeschem:<name>/build places it with /fill and
      /setblock over a few ticks, …/undo puts back exactly what was there, …/tp takes you
      there. It can be installed straight into the world;
    • schematics hold only the changed area and keep its world position (WorldEdit //paste -o); the
      structure .nbt holds only the changed blocks; the material list counts only what you place.
  • Data packs for every build (1.13+), without WorldEdit: /function …/build builds it where you
    stand, …/undo removes it.
  • Viewer: an Import sheet (pick a world, the centre and the radius, or drop a schematic file
    anywhere on the viewer), a Site panel with the number of changed blocks, and C to show only
    what the build changes. The export sheet installs data packs and creates world copies.
  • NBT strings are written in Java's modified UTF-8, so text with emoji survives a round trip
    through the game.
  • Fallback colours no longer paint waterlogged blocks (leaves, stairs) as water.

0.4.0

  • Redstone simulator. A new engine (packages/redstone) runs Minecraft Java redstone the way
    the game's code does, with the mechanics of the build's version (1.8 → newest):
    • game ticks, neighbour updates (W, E, down, up, N, S) and shape updates;
    • scheduled-tick priorities and block events;
    • pistons and sticky pistons with slime, honey, the 12-block limit and dropped blocks on short
      pulses;
    • quasi-connectivity, observers, comparators (compare/subtract, containers, through a block) and
      torch burnout;
    • doors, rails, note blocks, copper bulbs and more.
      Dust update order depends on world position, like in the game.
  • Circuits with tests. A BuildSpec can have a circuit with named inputs and outputs (single
    blocks or buses) and tests: truth tables with forAll, delays with expect … within, clock
    periods with measure, memory with for. The tests run on every build and show in the summary.
    The rest state is saved into the build, so exports paste working.
  • simulate tool: run stored or ad-hoc tests, add probes, check that results don't depend on
    where the build sits (locations), and play a test live in the viewer (show).
  • Live simulation in the viewer:
    • a hand tool (U) for levers, buttons and repeaters;
    • run, pause, one tick, speed from ¼× to max;
    • a Redstone panel with inputs, outputs, tests and events, and labels on the blocks;
    • redstone dust coloured by its power, like in the game.
  • New guide read_guide("redstone"): tick timing, which way blocks face, power rules, the test
    language, verified building blocks (AND, latch, clock, pulse, piston door, a generated chaser) and
    how to scale up. Every example in it is tested.
  • Dust connects like placing it by hand (a lone dust is a "+" from 1.16), and repeaters get their
    locked state.
  • The viewer tab is reused. Edits no longer open a new browser tab: the server waits for the tab
    that's already open to reconnect (after a new session too), and only opens one when there is none.
    A hidden tab shows a dot in its title when a change arrives.

VibeSchem v0.3.1

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@github-actions github-actions released this 18 Oct 19:21
1b0b8aa
  • Fix: Claude dropped the focus_view, inspect and render_views tools, because their [x, y, z]
    coordinates were described as a JSON Schema draft-07 tuple, which the Claude API (JSON Schema
    2020-12) rejects. A test now checks every tool's schema against 2020-12.

VibeSchem v0.3.0

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@github-actions github-actions released this 18 Oct 14:55
0908f0f
  • New name: VibeSchem, "AI builder for Minecraft". Plugin vibeschem@vibeschem, desktop
    extension vibeschem.mcpb. Coming from minecraft-schematic-lab? Uninstall it first (see the
    README); your builds stay in ~/.minecraft-schematic-lab.
  • Windows support for the plugin: one launch command for every OS (scripts/start-server, with
    start-server.cmd on Windows), and Node is downloaded when missing, without admin rights.
  • Ready for Anthropic's plugin directory: listing page (plugin/README.md), icon, privacy
    policy, documentation and support links, third-party notices.
  • Security: build scripts run in a sandbox that can't reach Node; the local server answers only
    its own viewer (no DNS rebinding or cross-site requests) and binds to 127.0.0.1 only; a stray
    promise rejection no longer stops it; fastify, @fastify/static and the MCP SDK updated past their
    advisories; Node downloads pinned to v24.22.0 with SHA-256 sums; exports never overwrite a file.
    See SECURITY.md to report a problem.
  • MCP tools carry titles and read-only/destructive annotations, and say they are for Minecraft.
  • License: GNU AGPL v3 (AGPL-3.0-only) instead of MIT. The name and logo are reserved
    (TRADEMARKS.md). Versions up to 0.2.0 stay available under MIT.

Minecraft Schematic Lab 0.2.0

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@SimoneRecchia SimoneRecchia released this 15 Oct 21:29
10b2d6f

Describe a Minecraft build to Claude and get an expert-quality schematic, with a live 3D viewer that uses the real game textures, for any Java version from 1.8 to the newest.

Use it in the Chat tab of the Claude desktop app

  1. Download minecraft-schematic-lab.mcpb below.
  2. Double-click it, then click Install in the Claude app.
  3. Open a new chat and ask, in any language:

    Costruiscimi un castello fantasy su un'isola fluttuante, per la 1.20.1, massimo 100×100.

You need the Claude desktop app on macOS (Apple Silicon or Intel) or Windows (Windows hasn't been tested yet). Nothing else to install: the extension runs on the app's built-in Node. It doesn't work on claude.ai in a browser or in the phone apps.

Optional, for better builds: download minecraft-builder-skill.zip, then in the app go to Customize → Skills, upload it and turn it on. Skills need Code execution turned on in Settings → Capabilities.

Use it in Claude Code (terminal or the Code tab)

/plugin marketplace add SimoneRecchia/minecraft-schematic-lab
/plugin install minecraft-schematic-lab@minecraft-schematic-lab

The Code tab also loads desktop extensions, so if you install both, the tools show up twice there. Keep only one.

Everything runs on your computer. The textures come from the official Minecraft client: your launcher's copy if you have that version, otherwise a one-time download from Mojang. See the README for details.

SHA-256:

  • minecraft-schematic-lab.mcpb 3423a1534d9545c842b59ee8e712d1524f625fdf2f745665e22973e6b6b4fe8d
  • minecraft-builder-skill.zip 2ca5c3ad6532f3a819a7227c13ab6dc95179758c9e5c47a5bca2faf521755049