Nucleation
Nucleation is a high-performance Minecraft schematic engine written in Rust, with generated bindings for C, C++, JavaScript/TypeScript (WASM), Kotlin/JVM, Python, and PHP.
What it does
- Schematic formats: read and write
.litematic, Sponge.schem, WorldEdit.schematic, Bedrock.mcstructure, structure.nbt, and a fast binary snapshot format (.nusn), with format auto-detection. - World import and export: parse whole worlds (Anvil
.mcaregion files, zipped or on-disk world folders, optionally bounded to a coordinate box) into a schematic, and export schematics back out as playable worlds. A streaming API processes worlds chunk by chunk in constant memory. - Cross-version conversion: convert block, block-entity, item, and entity data between Minecraft data versions (a Rust port of PaperMC's DataConverter), with loss reports on lossy down-converts.
- Schematic building: a template system for building schematics from ASCII or Unicode layer art, a procedural building tool (spheres, cuboids, cylinders, bezier curves, and more, filled by solid, gradient, or shaded brushes), and SDF-based shape and terrain generation.
- Redstone simulation: tick circuits headlessly via MCHPRS, inject and read signals at arbitrary positions, and drive circuits through a typed executor with named, typed inputs and outputs (booleans, integers, floats, ASCII).
- Meshing and rendering: turn schematics into GLB/glTF or USDZ meshes using any resource pack, and render PNG previews on the GPU, headlessly.
- Diffing and fingerprinting: structural diffs between schematics (added, removed, changed, swapped views), translation-invariant fingerprints, signatures, and duplicate detection.
- Auto-stack: detect the repeating lattice in a build and re-stamp it to a new size, for example a 4-bit adder to 8-bit, or a 32x32 screen to 64x64.
- Storage: a pluggable byte store (in-memory, filesystem, and S3, Redis, or Postgres behind feature flags) for moving schematics and renders around with a single URI.
- Embedded scripting: generate schematics from Lua or JavaScript scripts.
One API, seven languages
Since v0.3.0 every language binding is generated from a single annotated-Rust source of truth
(src/bridge/) using Diplomat. The bindings are
committed under bindings/, regenerated and diffed in CI so they can never go stale, and every
language exposes the same types and methods with per-language casing and idioms:
| Language | Package | Errors | Naming |
|---|---|---|---|
| Rust | nucleation crate (native API) |
Result |
snake_case |
| C | Release archive (include/ + library) |
result structs | Schematic_set_block |
| C++ | Release archive (header-only over C ABI) | diplomat::result |
set_block |
| JavaScript | npm install nucleation |
exceptions | setBlock |
| Kotlin/JVM | Release JAR (JNA) | kotlin.Result |
setBlock |
| Python | pip install nucleation |
exceptions | set_block |
| PHP | Release archive (php/ + FFI) |
DiplomatError |
setBlock |
Installation
# Rust
# JavaScript / TypeScript (Node >= 18 or a bundler)
# Python (CPython 3.12+)
For C, C++, Kotlin, and PHP, download the platform archive or JAR from Releases, or build locally:
What ships in the published packages
Published artifacts (npm, PyPI, release archives, JAR) contain the core feature set: schematics, formats, world import/export and streaming, builder, building tool, definition regions, diff/fingerprint, autostack, NBT helpers, SDF, and the in-memory/filesystem store.
Meshing, rendering, simulation, and scripting are compiled in when you build the native library
yourself with --features bridge-full (or any subset, for example --features bridge,simulation).
Simulation and meshing also work on WASM. See the per-language docs for details.
Quick start
Rust
use UniversalSchematic;
JavaScript
import from "nucleation";
const schematic = ;
schematic.;
console.log; // "minecraft:stone"
// Serialize to litematic bytes (base64 across the WASM boundary)
const bytes = Uint8Array.;
const loaded = ;
Python
=
# "minecraft:stone"
=
Kotlin
import at.schem.nucleation.*
val schematic = Schematic.create("demo")
schematic.setBlock(1, 2, 3, "minecraft:stone").getOrThrow()
println(schematic.getBlockName(1, 2, 3).getOrThrow()) // "minecraft:stone"
PHP
C
int
Documentation
Full documentation lives in docs/:
- Documentation index
- Per-language references: Rust, JavaScript, Python, Kotlin, PHP, C, C++
- Feature guides (concepts, data models, and JSON schemas shared by all bindings)
Development
# Regenerate the committed bindings from src/bridge/ (requires the diplomat-tool fork)
# End-to-end smoke tests for the generated bindings
CI regenerates the bindings and fails on any diff, checks coverage of the full pre-0.3.0 FFI surface, and runs the smoke tests on every push.
License
MIT. See LICENSE.