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Structure, materials and effort

Browse, hide and isolate the parts of a build, get a bill of materials with stacks and shulker boxes, and estimate the survival effort.

Both live in the Details sidebar on the left (the Details button above the view), as two tabs.

Structure

The Structure tab lists the parts your agent chose for this build – buildings, wings, roofs, rooms, trees, rocks, bridges – as a tree. There is no fixed scheme: the agent decides the parts, their names and how deeply they nest. Parts with the same group (for example all roofs) appear together as one category.

For every part or category you can:

  • Hide it (with everything inside it). Hidden parts glide out of the scene, roofs lift off upwards.
  • Isolate it: only this part stays, the camera moves in.
  • Focus the camera on it.

Show everything brings back all parts. All of this changes only the view, never blocks. Your agent can see what you hid or isolated.

Materials

The Materials tab starts with an overview of the effort and then lists every item you need:

  • counts as stacks of 64 plus remainder, and as shulker boxes (27 stacks); double slabs count twice, door and bed halves once,
  • optionally only the visible parts (for example just the roof, after isolating it),
  • a checklist per project, saved in this browser, plus CSV export and copying the list.

Study: is it doable in survival?

The effort estimate rates the project as starter base, mid-game, late-game or endgame, and estimates hours for gathering, placing and terraforming – solo and for a team of three – and the number of 3-hour sessions. It shows where the blocks come from (Overworld, processed, Nether, End/ocean, luxury), the progress you need and farms worth building first. All assumptions are listed; it is a rough planning estimate, not a promise.

For agents

Agents read and write the structure with build_get_components and build_set_components, and get the same numbers with build_get_materials and build_get_feasibility. Every build must be split into named parts.