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amenti-labs

generating-terrain

by amenti-labs

AI-driven vibe based Minecraft building via MCP. Describe a build, watch your agent construct it in Minecraft.

55🍴 5📅 2026年1月23日
GitHubで見るManusで実行

SKILL.md


name: generating-terrain description: Generates Minecraft terrain and landscapes using VibeCraft MCP tools. Use when creating hills, mountains, valleys, rivers, caves, cliffs, or natural terrain features. Handles procedural generation, noise functions, and terrain texturing.

Generating Terrain

MCP Tools

  • generate_terrain - rolling_hills, rugged_mountains, valley_network, mountain_range, plateau
  • texture_terrain - temperate, alpine, desert, volcanic, jungle, swamp
  • smooth_terrain - Post-process smoothing (iterations 1-5)
  • worldedit_deform - Math expressions
  • worldedit_terrain_advanced - smooth, naturalize, regen
  • build(code=...) - Procedural algorithms

Quick Start

generate_terrain(type="rolling_hills", center_x=100, center_y=64, center_z=200, size=50, amplitude=8)
texture_terrain(style="temperate", center_x=100, center_y=64, center_z=200, size=50)
smooth_terrain(center_x=100, center_y=64, center_z=200, size=50, iterations=2)

Procedural with build()

Rolling Hills

build(code="""
commands = []
def noise(x, z, seed=42):
    n = x * 374761393 + z * 668265263 + seed
    n = (n ^ (n >> 13)) * 1274126177
    return ((n ^ (n >> 16)) & 255) / 255.0

base_x, base_z, size, base_y, amplitude = 100, 200, 50, 64, 8
for x in range(base_x, base_x + size):
    for z in range(base_z, base_z + size):
        height = noise(x, z, 1) * amplitude + noise(x*2, z*2, 2) * amplitude * 0.5
        y = int(base_y + height)
        commands.append(f'/setblock {x} {y} {z} grass_block')
        for below in range(base_y - 5, y):
            mat = 'dirt' if y - below <= 3 else 'stone'
            commands.append(f'/setblock {x} {below} {z} {mat}')
""", description="Rolling hills")

Mountain Range

# Use ridged noise: abs(noise(x, z) - 0.5) * 2
# Snow above base+18, stone above base+12, grass below

River Valley

# Sinusoidal path: path_x = base_x + sin(i * 0.1) * 10
# Depth based on distance from center
# Water in deepest part, sand on banks

WorldEdit Expressions

//generate -h stone y<perlin(x/10,z/10,0)*5+64  # Noise terrain
//deform y+=sin(x/5)*3+sin(z/5)*3               # Sine wave hills
//generate stone (x*x+z*z)<radius^2 && y<sqrt(radius^2-x*x-z*z)  # Dome

Biome Texturing

Temperate: grass_block (Y+0), dirt (Y-1 to -3), stone (Y-4+), flowers/tall_grass Alpine: snow_block (Y>base+18), stone (Y>base+12), grass (Y>base+6), spruce trees Desert: sand (3-4 layers), sandstone below, dead_bush/cactus Volcanic: magma_block/obsidian (Y>base+15), blackstone (Y>base+8), basalt, lava pools

Common Patterns

Cliff Face: Random ledge depth per Y level Cave System: worldedit_terrain_advanced(command="caves", size=8, freq=40, rarity=7, minY=0, maxY=60) Erosion: 20% random block removal from surface

Smoothing

//smooth 3  # 3 iterations

# Manual: average neighbor heights
def smooth(heights, x, z):
    return sum(heights.get((x+dx, z+dz), 64) for dx in [-1,0,1] for dz in [-1,0,1]) // 9

Tips

  1. Generate in 16×16 chunks
  2. Only modify necessary Y levels
  3. Use /fill for rectangular areas
  4. Preview first: build(preview_only=True)

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