Minecraft Pillar Up Tool
Atomic pillar-up operation: jump and place block under self to ascend by 1 block. Handles the timing-critical jump+place sequence internally.
Purpose
Vertical ascent by self-scaffolding. Use when you need to go straight up and there's no existing terrain to climb onto. This tool handles the precise timing required to place a block under yourself while airborne.
Input
value: Block name to place (preferred) - e.g., "cobblestone", "dirt", "stone"item: Block name to place (alternative to value)
Output
Returns uniform_return format with:
value: Text summary of resultdata: Structured data dict. Key fields:success: Booleandelta_y: Vertical displacement achieved (1 on success)from_y: Starting Y block coordinateto_y: Ending Y block coordinateplaced_at:{x, y, z}where block was placeditem: Block name used
Behavior & Performance
- Grid alignment: Ensures agent is at block center before jump
- Jump: Initiates pure vertical jump (no forward movement)
- Peak timing: Waits for jump peak (~350ms)
- Place: Places block at original feet level while airborne
- Land: Agent lands on the new block
- Verify: Confirms agent is 1 block higher
Total operation time: ~800-900ms
Guidelines
When to use mc-pillar-up:
- Need to ascend vertically with no existing elevated terrain
- Building a pillar/tower upward
- Escaping a pit or ravine
When NOT to use mc-pillar-up:
- There's already an elevated block to climb onto (use
nav-climbinstead) - You want to bridge forward (use
mc-placewith forward anchor) - You're already at the edge of a cliff (use
nav-climbormc-placebridge pattern)
Comparison with alternatives:
nav-climb: Climbs onto EXISTING elevated blocks (doesn't place blocks)mc-place(bridge pattern): Places forward then walk onto (slower but works at edges)mc-pillar-up: Places directly under self (faster for pure vertical ascent)
Failure Modes
missing_item: No block name providedstatus_failed: Could not get agent positionno_headroom: Block detected at y+2 or y+3 (insufficient clearance for jump)jump_failed: Jump command failedplacement_failed: Block placement failed while airborne (inventory empty, invalid block, etc.)ascent_failed: Placement accepted but agent didn't end up higher (block may have been destroyed, agent slipped off, etc.)
Placement Mechanics
The tool calculates placement internally:
- Anchor: Block at
(agent_x, agent_y - 1, agent_z)(block below feet) - Face:
"top"(place on top of anchor) - Result: Block at
(agent_x, agent_y, agent_z)(original feet level)
Since the agent is airborne during placement, the agent's current feet level is temporarily higher than the target, so there's no overlap conflict.
Usage Examples
Basic pillar up:
{"type":"mc-pillar-up","value":"cobblestone","out":"$up"}
Multiple pillar steps (ascend 3 blocks):
{"type":"mc-pillar-up","value":"dirt","out":"$p1"}
{"type":"mc-pillar-up","value":"dirt","out":"$p2"}
{"type":"mc-pillar-up","value":"dirt","out":"$p3"}
Escape a 2-deep pit:
{"type":"mc-pillar-up","value":"cobblestone","out":"$escape1"}
{"type":"mc-pillar-up","value":"cobblestone","out":"$escape2"}
Inventory Requirements
- Block must be in inventory
- Uses one block per pillar-up
- Check inventory with
mc-inventoryif unsure
Headroom Requirements
Pillar-up requires 3 blocks clear above the floor (or 1 block above current head):
- y+1: Agent's current head level (already occupied by agent)
- y+2: Required for landing position (agent's head after pillar-up)
- y+3: Required for jump peak (head reaches ~y+3 during jump)
The tool checks headroom using the local voxel grid before jumping. If blocks are detected at y+2 or y+3, it fails with no_headroom reason. If cells are unknown (not yet observed), it proceeds with a warning.
Safety Notes
- If headroom check fails, observe the area first or find a different ascent path
- After pillar-up, agent is on a 1x1 pillar - be careful with movement
- If placement fails mid-jump, agent falls back to original position