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Living reference: Minecraft build demand coverage and v1.0 readiness matrix #81

@madawei2699

Description

@madawei2699

Purpose

This is a living reference issue for CraftDAG's Minecraft build-demand coverage.

CraftDAG now has a broad ComponentPlan vocabulary for architecture, monumental builds, and landscape features. Before adding more primitives/components, we need a shared map of:

  • common Minecraft build demand categories
  • current CraftDAG coverage level
  • known gaps
  • whether a gap should become a core component, an assembly/template, documentation, diagnostics, or a future module system
  • what this implies for CraftDAG v1.0 readiness

This issue should be updated as new samples, components, diagnostics, and redstone/automation modules land.

Why this matters

Without a demand coverage map, it is easy for coding agents and developers to add components opportunistically:

sample is hard to write -> add a new component

That path risks:

  • DSL bloat
  • LLM prompt explosion
  • overlapping components
  • validation complexity
  • long-term maintenance burden
  • domain-specific components that should have been roles, assemblies, or examples

This issue should be read together with:

Current coverage snapshot

Approximate coverage levels are intentionally qualitative. They should be revised after new stress samples.

Demand category Examples Current coverage Current strengths Main gaps Preferred next action
Survival houses and starter bases starter house, workshop, mine entrance, nether room High RoomShell, Foundation, Platform, Beam, Door, Window, GableRoof, FlatRoof stairs, vertical circulation, functional storage/automation Add StairRun; use assemblies for room templates
Castles, walls, medieval villages castle, tower, gatehouse, bridge, market, tavern High RoomShell, Platform, Beam, RailingRun, ArcadeRun, Repeat, Assembly/Instance stairs, crenellations, octagonal/circular towers Prefer StairRun; use Repeat/Assembly for crenellations before adding core component
Large landmarks and monumental builds Taj Mahal, Titanic, Colosseum, Burj-like tower, Forbidden City, Great Wall Medium-high monumental tier, sections, assemblies, TaperedVolume, SteppedTier, VerticalSetbackVolume, ArcadeRun, SupportBracket domes, radial/ring forms, grand stairs, richer diagnostics Add SteppedDome after StairRun; evaluate ring/radial primitives cautiously
Modern buildings and city blocks skyscraper, apartment, mall, office, subway station Medium-high VerticalSetbackVolume, Compartment, Corridor, Window, Section, Repeat facade grids, floor stacks, stair/elevator cores, city/block layout First try Repeat/Assembly/Section; consider FacadeGrid only after repeated evidence
Interiors and underground bases storage rooms, corridors, dungeons, ship decks, compartments Medium-high Compartment, Corridor, Platform, Section, Assembly, role metadata StairRun, StairCore, RoomGrid/CabinGrid, vertical shafts Add StairRun; defer StairCore/RoomGrid until samples prove need
Landscape and nature Japanese garden, pond, path, sakura tree, rock garden Medium-high TreeCanopy, OrganicPatch, PathRun, RockCluster terrain slopes, waterfalls, hedges/screens, biome-scale terrain Use current landscape primitives first; defer SlopePatch/HedgeRun until samples demand them
Redstone and automation item sorter, auto smelter, piston door, farm hub, storage system Low Architectural host structures can be built block states, block entities/NBT, version target, module validation, smoke tests Follow #53 and #59; do not mix arbitrary redstone into general ComponentPlan yet
Sculptures, organic creatures, pixel art dragon, statue, logo, giant sword, organic terrain sculpture Low-medium Some massing possible with TaperedVolume/RockCluster/OrganicPatch freeform voxels, image/heightmap/mesh import, curved organic forms Future adapter/tooling; do not pollute core ComponentPlan with sculpture-specific components

Current ComponentPlan capabilities

CraftDAG currently has strong coverage for human-built architectural structures:

  • base slabs and platforms
  • hollow rooms and compartments
  • corridors
  • roofs and covers
  • doors, windows, openings, portals
  • repeated details
  • assemblies and instances
  • sectioned monumental builds
  • large-form shape approximations
  • railings, arcades, support brackets
  • trees, patches, paths, and rocks
  • structural intent metadata
  • validation diagnostics with repair hints

This is enough to generate many non-redstone Minecraft builds as recognizable, inspectable, and exportable ComponentPlans.

Main remaining gaps before v1.0

1. Vertical circulation

Most multi-level builds need stairs, ramps, ladders, or shafts. Today these can be hand-authored with platforms and repeats, but that is verbose and error-prone for agents.

Likely core addition:

StairRun

Possible future templates/components only if needed:

StairCore
LadderShaft
ElevatorShaft

2. Dome and radial landmark forms

Large religious, palace, stadium, tower, and circular builds need better radial approximations.

Likely future addition:

SteppedDome

Cautious evaluation:

OctagonalRing / RingWall
RadialArray

Avoid landmark-specific forms such as TajMahalDome.

3. Redstone/automation module system

This is a separate capability area, not just another architectural primitive.

Needs:

  • redstone block-state support
  • block entity / inventory NBT support
  • version target
  • module-specific validation
  • initialization instructions
  • real Minecraft smoke-test notes

Follow #53 and #59.

4. Agent-facing authoring and repair loop maturity

As the component set grows, docs and diagnostics become as important as primitives.

Needs:

  • docs/llm.txt / authoring pack maturity
  • examples by pattern
  • invalid anti-pattern examples
  • diagnostics JSON with repair hints
  • clear guidance on when not to add components

Follow #54 and #55.

5. Release discipline and compatibility

Before v1.0, the public ComponentPlan vocabulary should stabilize enough that examples and downstream tools do not constantly churn.

Needs:

  • versioned schema semantics
  • compatibility policy
  • fixture coverage for all public components
  • documented deprecation policy for component names/options

Component admission guidance

Before creating a new component issue, use docs/COMPONENT_DESIGN_GUIDE.md and answer:

1. Which common Minecraft demand category does this serve?
2. Is this pattern common across multiple build families?
3. Why are existing components, role metadata, Repeat, Assembly, or Section insufficient?
4. What overlap exists with current components?
5. Can the component expand deterministically from bounded integer parameters?
6. Can validation catch common errors?
7. Can diagnostics give useful repair hints?
8. What sample proves the component reduces authoring burden?
9. What docs/LLM guidance must be updated?
10. Does this move CraftDAG closer to v1.0, or just make one showcase easier?

Suggested next capability issues

Based on current coverage, the next architectural gaps worth considering are:

  1. StairRun for vertical circulation in multi-level builds.
  2. SteppedDome / ring-form evaluation for radial landmark forms.

These should be added only if scoped with examples, tests, docs, and anti-goals.

v1.0 readiness definition draft

CraftDAG should be considered closer to v1.0 when it can reliably support these workflows:

Architecture

  • generate small/medium/large/monumental non-redstone builds
  • use sections and assemblies for large builds
  • cover common survival, medieval, modern, landmark, interior, and landscape scenarios
  • export VoxelPlan and schematics reliably
  • produce material and layer guides

Authoring

  • LLM/harness agents can read a compact authoring pack and create valid plans
  • diagnostics are machine-readable and repairable
  • component vocabulary is stable and documented
  • new component additions follow design governance

Validation

  • bounds, budget, references, attachments, covers, repeats, sections, and structural support are validated
  • examples cover both valid and invalid patterns
  • tests protect public component behavior

Functional builds

  • at least one useful verified automation module exists, likely ItemSorterSlice
  • redstone/automation remains module-verified rather than arbitrary circuit synthesis

Non-goals for this issue

  • Do not implement components directly here.
  • Do not use this issue to approve every new component automatically.
  • Do not treat coverage percentages as exact metrics.
  • Do not expand ComponentPlan into a biome/theme/landmark catalog.

Maintenance note

Update this issue whenever:

  • a new public ComponentPlan component lands
  • a major sample exposes a new repeated authoring pain
  • a component is deprecated or renamed
  • a redstone/automation module changes coverage
  • v1.0 readiness criteria are clarified

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