Skip to content
Back to skills

Mc Pillar Up

ASecurity

Atomic pillar-up: jump and place block under self to ascend by 1 block. Handles timing internally.

  • 10 stars
  • 0 votes
  • 0 copies
  • 2 views
  • Added June 6, 2026
toolspythongoapiperformance

Works with

  • cli
  • api

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned June 6, 2026

npx -y skills add bdambrosio/Cognitive_workbench --skill mc-pillar-up --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Mc Pillar Up?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Mc Pillar Up
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/bdambrosio-mc-pillar-up/badge)](https://www.skillsdirectory.com/skills/bdambrosio-mc-pillar-up)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
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

Files in this skill

  • Skill.md4.6 KB
  • tool.py13.9 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.