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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.