2.1 KiB
2.1 KiB
Decoration workflow
Decoration uses the ordinary checked building tools. A design recipe is a specification to translate into geometry; it is not an additional MCP tool. Keep building-specific palettes, coordinates, references and construction records in the map project.
- Read
project_contextand inspect the relevant part of the world. Establish the room's purpose, main silhouette and clear routes before adding detail. - Choose a coherent palette. Use
material_searchfor focused discovery andmaterial_describefor a few exact defaults and property domains; reuse them while the catalog version is unchanged. See material discovery. - Build one small prototype. Check proportions, supports, orientation and daylight appearance before repeating its motif. Leave calm surfaces between focal details and use texture variation in deliberate patches.
- Preserve entrances, circulation, sightlines and unfinished-space closures. Thin decorative blocks do not prove containment. Doors, beds and tall plants need all their component blocks; leaves usually need
persistent=true. - For an open trapdoor, choose the physical panel edge first: the panel occupies the edge opposite
facing, with a thickness of 3/16 block. Check that it touches the intended support instead of leaving a 13/16-block gap. Horizontal lids usehalf; already correct panels must not be globally inverted. - Apply bounded plans with fresh expected states, including
snapshot_idfor existing block entities. Stop on conflicts and preserve manual changes. Use checked undo when a completed detail needs to be removed. - Inspect actual Minecraft captures from player height and an overview; check night lighting when relevant. State which views remain unverified. A matching block-state list does not establish good lighting or physical panel contact.
The short shared instructions live in building-guidance.ts. They are supplied to MCP and ACP clients without loading an entire recipe library into every turn. External map documents are not implicitly accessible to the in-game ACP agent.