schematic-architect
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@schematic-architect design a giant oak cross, preview it, and export it to my world's datapack folder"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
schematic-architect
An MCP server that lets an AI agent design Minecraft builds from a player's prompt
("make a giant cross from oak") and export them as Litematica schematics (.litematic).
It was made for AntCraft, whose bots build any .litematic in a data pack,
but the files work with Litematica too.
How it works
The agent never places blocks one by one. It draws with shapes (box, line, cylinder, sphere, pyramid), edits
(clear, replace, copy, symmetrize, undo), looks at what it made (preview returns a picture, layer a text
grid), checks the cost (materials) and exports.
Blocks are painted with palette roles (primary, secondary, trim, accent, glass, roof, floor,
light) or with plain block states (oak_log, minecraft:oak_stairs[facing=north]). A palette names the block each
role builds as, so one design is built from oak early in the game and from quartz later:
Tier | Palettes |
early |
|
mid |
|
late |
|
The palettes live in palettes.toml.
Related MCP server: minecraft-mcp-server-blueprint
Install
With uv, add it to your MCP client. For Claude Code:
claude mcp add schematic-architect -- uvx --from git+https://github.com/BarnieBarnie/schematic-architect schematic-architectFor Claude Desktop, in claude_desktop_config.json:
{
"mcpServers": {
"schematic-architect": {
"command": "uvx",
"args": ["--from", "git+https://github.com/BarnieBarnie/schematic-architect", "schematic-architect"]
}
}
}Use it
Ask the agent, naming the world's data pack folder:
Design a giant cross from oak and export it to
~/.minecraft/saves/MyWorld/datapacks/architect.
The agent writes datapacks/architect/data/architect/blueprint/cross.litematic (and a pack.mcmeta if the pack has
none). In game, run /reload. With AntCraft the build is now blueprint architect:cross: pick it with the Blueprint
item to see its ghost, and a bot builds it with build("architect:cross", at).
Later in the game: "rebuild the cross in quartz" swaps the palette with set_palette and exports again.
open_schematic loads an existing .litematic to change it.
Good to know
Every position inside the build's bounds that holds no block is structure void: a bot building it leaves what stands there and can put scaffolding through it. A hollow dome built into a hill is not dug out inside.
AntCraft's ghost shows at most 4096 blocks of a build; bots build all of it.
Block names are not checked against the game: a misspelt block becomes air when the game loads the file.
Turning and mirroring (
copy,symmetrize) turnfacing,axisand signrotation; stair corner shapes and fences keep their sides.The previews use flat colours guessed from block names, not the game's textures.
Designs live in the server's memory for the session; export to keep them.
Develop
uv sync
uv run pytestThe tests read every exported file back, and also with litemapy, an independent reader, so the files load in Litematica and AntCraft.
Available Tools
20 toolsboxB
Fills a box between two corners: mode solid, shell (six faces, hollow inside), walls (four sides, no floor or roof) or frame (the twelve edges).
Inputs: x1 (required), x2 (required), y1 (required), y2 (required), +5 more. Returns: result
clearA
Removes every block in a box (doors, windows, hollowing out).
Inputs: x1 (required), x2 (required), y1 (required), y2 (required), +3 more. Returns: result
copyB
Copies the blocks of a box dx, dy, dz on (repeat a window, a pillar, a wing), mirrored ("x" or "z") and turned a quarter clockwise (seen from above) turns times within the box. Facing and axis states turn with them.
Inputs: dx (required), dy (required), dz (required), x1 (required), +8 more. Returns: result
cylinderB
A cylinder whose first end is centred on x, y, z, running length blocks along +axis (y: a tower, x or z: a tunnel or arch). hollow leaves a tube open at both ends.
Inputs: x (required), y (required), z (required), block (required), +5 more. Returns: result
exportB
Writes the design as data//blueprint/.litematic in a data pack folder, such as /datapacks/architect, making the pack's pack.mcmeta if it has none. After /reload in game it is blueprint :: pick it with the Blueprint item, and bots build it with build(":", at). A path ending in .litematic writes just that file instead.
Inputs: design (required), datapack (required), namespace, description. Returns: result
layerB
One height of the design as text, from above (north up, x to the right), y counted from the bottom; a letter a block, "." air. For checking exact positions.
Inputs: y (required), design (required). Returns: result
lineC
A one-block line between two points, diagonal too.
Inputs: x1 (required), x2 (required), y1 (required), y2 (required), +4 more. Returns: result
list_designsB
The designs open in this session, with their palette, size and block count.
Inputs: no named parameters. Returns: result
materialsC
What the design takes to build: blocks with counts, stacks and tier, and the highest tier it needs.
Inputs: design (required). Returns: result
new_designB
Starts an empty design named design (lowercase letters, digits, _ . -; it becomes the blueprint id) with a palette.
Inputs: design (required), palette. Returns: result
open_schematicB
Opens a .litematic file as a design to change, its blocks as they are (no roles).
Inputs: path (required), design. Returns: result
palettesC
The palettes, by tier, with the block each role builds as.
Inputs: no named parameters. Returns: result
previewB
A picture of the design: "all" (isometric beside top, front and side), "iso", "top", "front" (from the south), "side" (from the east), or "layer" with y (one height, from above, y counted from the bottom of the design). Colours are guessed from block names; glass is see-through.
Inputs: design (required), y, view.
pyramidB
A stepped pyramid on the rectangle x1..x2, z1..z2 starting at height y, one smaller on every side each layer up. Also good for a stepped roof.
Inputs: y (required), x1 (required), x2 (required), z1 (required), +4 more. Returns: result
replaceC
Swaps every old block or role for new; a block name without state matches all its states.
Inputs: new (required), old (required), design (required). Returns: result
set_blockC
Puts one block (a role, a block state, or air).
Inputs: x (required), y (required), z (required), block (required), +1 more. Returns: result
set_paletteC
Builds the design's roles from another palette, such as a late-game one; literal blocks stay as they are.
Inputs: design (required), palette (required). Returns: result
sphereB
A ball centred on x, y, z. half "top" keeps the upper half (a dome), "bottom" the lower (a bowl).
Inputs: x (required), y (required), z (required), block (required), +4 more. Returns: result
symmetrizeA
Makes the design symmetric across a plane: the low side (smaller x or z) is mirrored onto the high side. center is the plane's x or z; the middle of the design by default.
Inputs: axis (required), design (required), center. Returns: result
undoC
Takes back the last change (up to 20).
Inputs: design (required). Returns: result
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 20 tools
Most tools target a clearly distinct resource or operation: the five shape primitives (box, line, cylinder, sphere, pyramid), the block-level edits (set_block, clear, replace), and the design lifecycle tools are easy to tell apart. The only mild overlaps are box vs clear vs replace (all act on a box region) and copy vs symmetrize (both mirror geometry), but their descriptions spell out the differences well enough for an agent to choose correctly.
There is a rough logic (shape primitives are bare nouns, design management uses verb_noun like new_design, list_designs, set_palette, set_block), but listing/inspection tools mix conventions: list_designs uses a verb while palettes and materials are bare nouns. It stays readable, but the pattern is not predictable enough to guess a tool name cold.
At 20 tools the set is on the heavy side, but nearly every tool maps to a distinct capability of a schematic editor (five shapes, three block edits, palette handling, four inspection/preview tools, export, undo). Nothing looks like filler, though a few could plausibly be folded together (e.g. layer into preview).
The surface covers the full build loop: create/open/list designs, assign palettes, place and modify geometry, inspect via materials/preview/layer, and export to a datapack. Minor gaps remain: no way to close or delete a design, no rename, no single-block query at a coordinate, and undo has no redo, but agents can work around all of these.
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