generating-terrain

- generate_terrain - rolling_hills, rugged_mountains, valley_network, mountain_range, plateau

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Install skill "generating-terrain" with this command: npx skills add amenti-labs/vibecraft/amenti-labs-vibecraft-generating-terrain

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(x2, z2, 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 (xx+zz)<radius^2 && y<sqrt(radius^2-xx-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

  • Generate in 16×16 chunks

  • Only modify necessary Y levels

  • Use /fill for rectangular areas

  • Preview first: build(preview_only=True)

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