home / skills / bdambrosio / cognitive_workbench / mc-pillar-up

This skill helps you ascend vertically in Minecraft by placing a block beneath you during a precise jump, enabling rapid pillar climbs.

npx playbooks add skill bdambrosio/cognitive_workbench --skill mc-pillar-up

Review the files below or copy the command above to add this skill to your agents.

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Skill.md
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---
name: mc-pillar-up
type: python
description: "Atomic pillar-up: jump and place block under self to ascend by 1 block. Handles timing internally."
schema_hint:
  value: "block name to place (e.g., 'cobblestone', 'dirt')"
  item: "alternative to value"
  out: "$variable"
examples:
  - '{"type":"mc-pillar-up","value":"cobblestone","out":"$pillar"}'
  - '{"type":"mc-pillar-up","item":"dirt","out":"$up"}'
---

# 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 result
- `data`: Structured data dict. Key fields:
  - `success`: Boolean
  - `delta_y`: Vertical displacement achieved (1 on success)
  - `from_y`: Starting Y block coordinate
  - `to_y`: Ending Y block coordinate
  - `placed_at`: `{x, y, z}` where block was placed
  - `item`: Block name used

## Behavior & Performance

1. **Grid alignment**: Ensures agent is at block center before jump
2. **Jump**: Initiates pure vertical jump (no forward movement)
3. **Peak timing**: Waits for jump peak (~350ms)
4. **Place**: Places block at original feet level while airborne
5. **Land**: Agent lands on the new block
6. **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-climb` instead)
- You want to bridge forward (use `mc-place` with forward anchor)
- You're already at the edge of a cliff (use `nav-climb` or `mc-place` bridge 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 provided
- `status_failed`: Could not get agent position
- `no_headroom`: Block detected at y+2 or y+3 (insufficient clearance for jump)
- `jump_failed`: Jump command failed
- `placement_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:**
```json
{"type":"mc-pillar-up","value":"cobblestone","out":"$up"}
```

**Multiple pillar steps (ascend 3 blocks):**
```json
{"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:**
```json
{"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-inventory` if 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

Overview

This skill performs an atomic pillar-up: the agent jumps and places a block under itself to ascend exactly one block. It handles the timing-critical jump+place sequence internally and returns structured result data including success, coordinates, and item used. Use it when you need a reliable one-block vertical ascent without existing terrain.

How this skill works

The skill first centers the agent on the block grid, checks headroom, and selects a block from inventory. It issues a vertical jump, waits for the jump peak (~350ms), and places the block at the original feet level while airborne. After landing it verifies the agent is one block higher and returns a uniform result with placement coordinates and success state.

When to use it

  • Ascend vertically when no adjacent elevated terrain exists
  • Build a narrow pillar or tower upward quickly
  • Escape a pit or ravine by self-scaffolding
  • Automate repeated one-block climbs (looped calls)

Best practices

  • Ensure the chosen block is present in inventory (use mc-inventory to check)
  • Confirm at least 3 blocks of headroom above current floor before invoking
  • Center the agent on the block grid to avoid placement misalignment
  • Avoid using at cliff edges or when a neighboring block can be climbed onto (use nav-climb instead)
  • Chain calls for multi-block ascent and verify progress after each step

Example use cases

  • Single-step ascent using cobblestone: {"type":"mc-pillar-up","value":"cobblestone"}
  • Climb 3 blocks by invoking three sequential pillar-up calls with dirt
  • Escape a 2-deep pit by pillar-up twice to reach the rim
  • Quickly build a skinny tower while keeping inventory blocks tracked

FAQ

What input does the skill require?

Provide a block name as value or item (for example "cobblestone"). The block must exist in the agent inventory.

What failure reasons should I handle?

Common failures: missing_item, status_failed, no_headroom, jump_failed, placement_failed, and ascent_failed. Check returned data.reason for diagnosis.

How much vertical movement does a successful call give?

A successful operation yields delta_y = 1. The output includes from_y and to_y to confirm the ascent.