TerraCraft
Agent-driven Minecraft world generation from real-world geography. No frontend,
no web server -- agents specify locations in natural language and the pipeline
runs headlessly, producing Minecraft Java Edition region files.
Overview
TerraCraft converts real-world geographic data into playable Minecraft worlds.
The pipeline fetches OpenStreetMap features (buildings, roads, water, railways,
trees, landuse), retrieves elevation data from AWS Terrarium tiles, optionally
enriches building metadata with an LLM, then feeds everything into the arnis
Rust binary which produces Minecraft region files.
When to Use This Skill
- Creating Minecraft game levels from real places (cities, landmarks, campuses)
- Geospatial visualisation rendered as a walkable Minecraft world
- Educational terrain models -- geography, urban planning, architecture
- Prototyping game environments from real-world data before custom design
- Generating test worlds for Minecraft mod development
When NOT to Use This Skill
- Pure fictional world building with no geographic basis (use
/game-dev)
- Non-Minecraft game engines (use Blender or engine-specific tools)
- Tasks unrelated to geospatial-to-game conversion
- Real-time mapping or GIS analysis (use
/qgis directly)
Pipeline
The generation pipeline runs in five sequential steps:
OSM Fetch -- Queries the Overpass API for all buildings, highways,
waterways, landuse, natural features, railways, barriers, trees, amenities,
and leisure areas within the bounding box. Saves raw JSON.
Elevation -- By default, arnis fetches AWS Terrarium PNG tiles internally
when --terrain is set. For advanced use, GDAL can pre-process a GeoTIFF
DEM which arnis reads via --elevation-file.
LLM Enrichment (optional) -- Sends building summaries to Z.AI in batches
of 50, adding realistic architectural tags to buildings that lack them.
arnis Generation -- The Rust binary reads the OSM JSON and elevation
data, then writes Minecraft region files. Supports configurable block scale,
ground level, spawn point, terrain fill, and city boundary clipping.
Package -- The output directory contains a complete Minecraft world
folder. Zip it and copy to a Minecraft saves/ directory to play.
Quick Start
terracraft is not on $PATH in this image; invoke the skill-relative script
directly. It also requires arnis built to /usr/local/bin/arnis — see
references/arnis-and-elevation.md if you
hit arnis: command not found.
tools/terracraft.sh geocode "Edinburgh Castle" # place name -> bounding box
tools/terracraft.sh generate <lat1,lng1,lat2,lng2> --scale 1 --enrich
References
Load on demand -- deep detail lives here, not in this file:
- references/cli-reference.md -- Full CLI:
generate, geocode, osm-fetch, elevation, info with every option.
- references/arnis-and-elevation.md -- Building arnis from source, the full flag table, and AWS Terrarium vs GDAL GeoTIFF elevation sources.
- references/enrichment-and-output.md -- Z.AI building enrichment tags/behaviour and the Minecraft world output format plus install steps.
- references/skill-integration.md -- Pairing with QGIS, Blender, ImageMagick, perplexity-research, game-dev, and the recommended end-to-end agent workflow.
1---2name: terracraft3description: Generate Minecraft Java Edition worlds from real-world geographic data. Converts OpenStreetMap buildings, roads, water, and terrain into playable Minecraft worlds using the arnis Rust engine. Integrates with QGIS for geospatial analysis, Blender for 3D terrain preview, ImageMagick for elevation processing, and perplexity-research for location enrichment. Use when converting a real place (city, landmark, campus) into a Minecraft world, geocoding a location to a bounding box, fetching OSM features for an area, or building test/educational voxel worlds from geography. Triggers: "make a Minecraft world of <place>", "OSM to Minecraft", "arnis", "generate a voxel world from coordinates". NOT for fictional world-building with no geographic basis (use /game-dev), non-Minecraft engines, or live GIS analysis (use /qgis directly).4---56# TerraCraft78Agent-driven Minecraft world generation from real-world geography. No frontend,9no web server -- agents specify locations in natural language and the pipeline10runs headlessly, producing Minecraft Java Edition region files.1112## Overview1314TerraCraft converts real-world geographic data into playable Minecraft worlds.15The pipeline fetches OpenStreetMap features (buildings, roads, water, railways,16trees, landuse), retrieves elevation data from AWS Terrarium tiles, optionally17enriches building metadata with an LLM, then feeds everything into the `arnis`18Rust binary which produces Minecraft region files.1920## When to Use This Skill2122- Creating Minecraft game levels from real places (cities, landmarks, campuses)23- Geospatial visualisation rendered as a walkable Minecraft world24- Educational terrain models -- geography, urban planning, architecture25- Prototyping game environments from real-world data before custom design26- Generating test worlds for Minecraft mod development2728## When NOT to Use This Skill2930- Pure fictional world building with no geographic basis (use `/game-dev`)31- Non-Minecraft game engines (use Blender or engine-specific tools)32- Tasks unrelated to geospatial-to-game conversion33- Real-time mapping or GIS analysis (use `/qgis` directly)3435## Pipeline3637The generation pipeline runs in five sequential steps:38391. **OSM Fetch** -- Queries the Overpass API for all buildings, highways,40 waterways, landuse, natural features, railways, barriers, trees, amenities,41 and leisure areas within the bounding box. Saves raw JSON.42432. **Elevation** -- By default, arnis fetches AWS Terrarium PNG tiles internally44 when `--terrain` is set. For advanced use, GDAL can pre-process a GeoTIFF45 DEM which arnis reads via `--elevation-file`.46473. **LLM Enrichment** (optional) -- Sends building summaries to Z.AI in batches48 of 50, adding realistic architectural tags to buildings that lack them.49504. **arnis Generation** -- The Rust binary reads the OSM JSON and elevation51 data, then writes Minecraft region files. Supports configurable block scale,52 ground level, spawn point, terrain fill, and city boundary clipping.53545. **Package** -- The output directory contains a complete Minecraft world55 folder. Zip it and copy to a Minecraft `saves/` directory to play.5657## Quick Start5859`terracraft` is not on `$PATH` in this image; invoke the skill-relative script60directly. It also requires arnis built to `/usr/local/bin/arnis` — see61[references/arnis-and-elevation.md](references/arnis-and-elevation.md) if you62hit `arnis: command not found`.6364```bash65tools/terracraft.sh geocode "Edinburgh Castle" # place name -> bounding box66tools/terracraft.sh generate <lat1,lng1,lat2,lng2> --scale 1 --enrich67```6869## References7071Load on demand -- deep detail lives here, not in this file:7273- [references/cli-reference.md](references/cli-reference.md) -- Full CLI: `generate`, `geocode`, `osm-fetch`, `elevation`, `info` with every option.74- [references/arnis-and-elevation.md](references/arnis-and-elevation.md) -- Building arnis from source, the full flag table, and AWS Terrarium vs GDAL GeoTIFF elevation sources.75- [references/enrichment-and-output.md](references/enrichment-and-output.md) -- Z.AI building enrichment tags/behaviour and the Minecraft world output format plus install steps.76- [references/skill-integration.md](references/skill-integration.md) -- Pairing with QGIS, Blender, ImageMagick, perplexity-research, game-dev, and the recommended end-to-end agent workflow.