nucleation 0.3.15

A high-performance Minecraft schematic parser and utility library
Documentation
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<div align="center">

# Nucleation

**A Minecraft schematic engine in Rust — load, build, simulate, mesh, and render
schematics from seven languages.**

[![Crates.io](https://img.shields.io/crates/v/nucleation.svg)](https://crates.io/crates/nucleation)
[![npm](https://img.shields.io/npm/v/nucleation.svg)](https://www.npmjs.com/package/nucleation)
[![PyPI](https://img.shields.io/pypi/v/nucleation.svg)](https://pypi.org/project/nucleation)
[![CI](https://github.com/Schem-at/Nucleation/actions/workflows/ci.yml/badge.svg)](https://github.com/Schem-at/Nucleation/actions/workflows/ci.yml)

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/hero.png" width="760" alt="A volcanic floating island generated from a JSON SDF description and rendered by nucleation">

*This volcano island is a JSON description — [signed distance fields](docs/guides/sdf-terrain.md)
plus material rules. Every image on this page was built **and rendered** by
nucleation itself, and every snippet ran for real
([images](tools/readme-media/generate.py) · [snippets + outputs](docs/readme-snippets/)).*

</div>

**Contents** · [Install](#install) · [The basics](#the-basics) ·
[Build](#build-shapes-brushes-palettes) · [Masked edits](#edit-without-collateral-damage) ·
[Terrain](#terrain-from-a-json-description) · [Voxelize](#voxelize-3d-models) ·
[Real world](#the-real-world-in-blocks) · [Paintings](#paintings-in-blocks) ·
[Read & stream](#read-iterate-and-stream) · [Regions & transforms](#regions-transforms-and-stamping) ·
[Block entities & NBT](#block-entities-entities-and-nbt) · [Redstone](#simulate-redstone) ·
[Mesh & render](#mesh-and-render) · [Analyze](#analyze-diff-fingerprint-auto-stack) ·
[Worlds](#worlds-and-versions) · [Block database](#the-block-database) ·
[Scripting](#scripting) · [Storage](#pluggable-storage) ·
[Languages](#one-api-seven-languages) · [Docs](#documentation--development)

## Install

```bash
cargo add nucleation        # Rust
npm  install nucleation     # JavaScript / TypeScript (Node ≥ 18 or a bundler)
pip  install nucleation     # Python (CPython 3.12+)
```

Kotlin/JVM, PHP, C, and C++ ship as archives on
[Releases](https://github.com/Schem-at/Nucleation/releases) —
[quickstarts below](#one-api-seven-languages).

## The basics

A `Schematic` is a named collection of blocks (plus block entities, entities,
and metadata) — one or many named regions. Load one from any supported format,
edit it with plain coordinates and block strings, save it in any other:

```python
from nucleation import Schematic

cube = Schematic.load_from_file("simple_cube.litematic")   # any format, auto-detected
cube.dimensions()                                          # (3, 3, 3)

cube.set_block(1, 3, 1, "minecraft:glowstone")             # y=3: the region grows to fit
cube.get_block_name(1, 3, 1)                               # "minecraft:glowstone"

cube.save_to_file("cube.schem")                            # format from the extension
```

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/basics.png" width="380" alt="The cube from the snippet with its glowstone crown, rendered">
</div>

The same loop in JavaScript — the WASM build has no filesystem, so it's bytes
in, bytes out:

```js
import { Schematic } from "nucleation";
import { readFileSync, writeFileSync } from "node:fs";

const cube = Schematic.fromData(readFileSync("simple_cube.litematic"));
cube.setBlock(1, 3, 1, "minecraft:glowstone");
writeFileSync("simple_cube.schem", Buffer.from(cube.toSchematicB64(), "base64"));
```

Block-state strings with properties work anywhere a block is named —
`"minecraft:lever[face=floor,facing=east]"` — and every block string a
schematic can contain round-trips. Later Python snippets assume
`from nucleation import *` and an existing schematic `s`; each has a fully
runnable version with captured output in
[`docs/readme-snippets/`](docs/readme-snippets/).

## Build: shapes, brushes, palettes

Spheres, tori, cones, pyramids, bezier ribbons — plus boolean combinators —
filled by brushes that pick each block:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/shapes-gallery.png" width="700" alt="Shape gallery: sphere, torus, cone, pyramid, bezier ribbon">

A gradient brush follows a shape's own parameter — around the ring of a
torus, along a bezier — and snaps every color to a palette:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/gradient-torus.png" width="480" alt="Rainbow torus: a seamless curve gradient snapped to the wool palette">
</div>

```python
brush = Brush.curve_gradient(stops, rainbow_colors, InterpolationSpace.Oklab)
brush.set_palette(Palette.wool())
BuildingTool.fill(s, Shape.torus(0, 0, 0, 16, 6, 0, 1, 0), brush)
```

The shaded brush lights a base color by surface normal — 3D-lit forms out of
flat blocks:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/shaded-sphere.png" width="300" alt="Lambertian-shaded terracotta sphere">
</div>

```python
brush = Brush.shaded(224, 130, 84,  -1.0, 0.7, -0.3)   # base color, light direction
brush.set_palette(Palette.terracotta())
BuildingTool.fill(s, Shape.sphere(0, 0, 0, 16), brush)
```

And palettes turn colors into blocks. Ask for pure white → pure black in 24
steps and the engine picks the blocks itself — distinct, ordered, off-hue
candidates penalized (bottom row; above it, the lightness-sorted wool,
concrete, terracotta, and planks presets):

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/palette-ramps.png" width="740" alt="Preset palette ramps plus the engine-generated 24-step white-to-black ladder">

```python
Palette.grayscale().ramp_ids_json(255, 255, 255,  0, 0, 0,  24)
# 24 distinct blocks: white_wool ... iron_block ... deepslate_tiles ... black_concrete
```

And when a ramp still bands, dither it: `Palette.…().dithered()` makes
every brush alternate between the two nearest blocks per voxel (ordered
Bayer, deterministic) — hard bands on the left, dissolved on the right:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/dither-compare.png" width="740" alt="The same shaded sphere with hard palette snapping (banded) and dithered snapping (smooth)">

Or build palettes from pure color logic over the block database — no names,
just measured color values and block facts:

```python
b = PaletteBuilder.create()
b.chroma_below(0.022)               # near-neutral only
b.lightness_between(0.35, 0.75)     # mid-grays
b.full_blocks_only()
mid_grays = b.build()               # 40+ blocks, picked by math

Blocks.by_color_json(120, 200, 60, 0.10)
# everything lime-ish, nearest first: lime_concrete_powder (0.053), ...
```

And shapes aren't limited to the primitives — **any SDF tree is a `Shape`**,
so smooth-blended distance fields fill with every brush. Field-gradient
normals mean the shaded brush shades a blend continuously across the seam:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/sdf-shape-shaded.png" width="400" alt="A smooth-union SDF blob filled with the shaded brush">
</div>

```python
blob = Shape.sdf('{"type": "smoothUnion", "k": 6.0, "a": {"type": "sphere", "radius": 10}, '
                 '"b": {"type": "translate", "offset": [11, 3, 0], "child": {"type": "sphere", "radius": 7}}}')
BuildingTool.fill(s, blob, shaded_brush)      # masked fills work too
```

More in the guides: [shapes & brushes](docs/guides/shapes-and-brushes.md) ·
[palettes, ramps, and pixel art](docs/guides/palettes.md).

## Edit without collateral damage

Masked fills touch only what you allow: `fill_only_air` builds around
existing work; `fill_replacing` swaps listed blocks inside a shape — a
temple weathering into moss and cracks within a sphere of decay:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/masked-fill.png" width="760" alt="Greek temple before/after weathering via fill_replacing">

```python
BuildingTool.fill_replacing(temple, decay_sphere, weathered_brush,
                            '["minecraft:stone_bricks"]')
```

## Terrain from a JSON description

The same SDF trees that work as shapes scale up to whole terrains: sampled
through declarative material rules (surface shells, depth bands, gradients,
scatter) instead of a single brush. Deterministic: same JSON, same terrain,
every language.

```python
from nucleation import Sdf

island = '''{"type": "displace", "amplitude": 3, "frequency": 0.1, "seed": 7,
             "child": {"type": "ellipsoid", "radii": [14, 8, 14]}}'''
rules = '''{"fill": [
  {"when": {"depthBelowSurface": {"min": 0, "max": 0}}, "block": "minecraft:grass_block"},
  {"when": {"depthBelowSurface": {"min": 1, "max": 3}}, "block": "minecraft:dirt"},
  {"block": "minecraft:stone"}]}'''

terrain = Sdf.schematic_from_sdf_auto(island, rules)
# → 29×18×29, 6,927 blocks
```

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/terrain-minimal.png" width="560" alt="The island the snippet above produces">
</div>

That's the minimal version; the volcano up top adds smooth-blended cones, a
cylinder-cored lava crater, and noise-gated snow. Smooth booleans even
animate into metaballs — recipes, node/rule schemas, and the gradient fill
rules live in the [SDF terrain guide](docs/guides/sdf-terrain.md).

## Voxelize 3D models

Real 3D models become schematics: GLB (with node transforms and embedded
textures) and OBJ load into a `MeshModel`, and a voxelized mesh is — like
everything else here — just a `Shape`. Inside/outside comes from
triangle-parity ray casting; normals come from the nearest triangle, so
lighting brushes simply work. The Utah teapot under one spotlight, through
the grayscale ladder:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/teapot-spotlight.png" width="640" alt="Voxelized Utah teapot lit by a single spotlight through a grayscale block palette">
</div>

```python
teapot = Voxelizer.shape_from_obj(teapot_obj, 56.0, 0.75)   # shell closes its thin ceramic walls
spot = Brush.spotlight(-38, 55, -52,  0.48, -0.54, 0.66,  46.0,  245, 242, 235)
spot.set_palette(gray_ramp)
BuildingTool.fill(s, teapot, spot)
```

And textures project onto the voxels: each block takes the palette-closest
color of its nearest surface point (barycentric UVs, bilinear sampling) —
the classic COLLADA duck, beak and eye catchlights intact:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/textured-duck.png" width="460" alt="The Khronos duck voxelized with its texture projected onto blocks">
</div>

```python
duck = Voxelizer.schematic_from_glb_textured(duck_glb, 44.0, 0.7, Palette.solid(), "duck")
# 25,641 blocks: yellow_wool body, orange beak, black eyes with snow-block catchlights
```

And it scales: a full Mario Kart 64 Rainbow Road, voxelized to a road eight
blocks wide — 515 blocks long, 51,000 blocks, solved in 1.5 seconds by the
scanline voxelizer:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/mariokart-track.png?v=4" width="760" alt="Rainbow Road N64 voxelized: the whole course as a glowing rainbow ribbon">

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/mariokart-closeup.png?v=4" width="620" alt="Closeup of the voxelized road: eight blocks wide, rainbow-striped surface curving into a banked loop">
</div>

A ribbon in the void is the easy case. Koopa Troopa Beach is the hard one — an
open island of sand, dirt track, cliffs, palms and a central lagoon, with the
sea faked in as a floor plane so the parity solver has a closed volume to fill.
Same call, a color-matched beach palette, and the shore reads at a glance:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/mk64-koopa-beach.png?v=2" width="760" alt="Mario Kart 64 Koopa Troopa Beach voxelized: sand island, cyan shallows and central lagoon in an endless sea">

## The real world, in blocks

Texture mapping and the color math, animated: a voxel Earth spinning under
a fixed sun — every frame, every surface block is re-picked by its
luminosity through the dithered palette, so continents sweep through a
true day/night terminator:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/globe-day-night.gif?v=2" width="440" alt="A voxel Earth rotating through a day/night cycle, every block re-picked by luminosity">
</div>

And real geodata voxelizes straight from public sources. The geo entry points
take data, not URLs — you fetch and project, they build the blocks. The
Matterhorn is an AWS elevation grid through `Geo.heightmap_terrain` (300×300
columns, ~53 m/block, then snow/scree/meadow bands by elevation and slope):

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/geo-mountains.png" width="760" alt="The Matterhorn and surrounding range voxelized from elevation tiles">

…and Wall Street is OpenStreetMap footprints through `Geo.extrude_footprints` —
179 buildings, each a `Shape.polygon_prism` extruded to its tagged height at
1 block = 2 m, stacked tallest-wins and banded by height:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/geo-city.png" width="760" alt="Manhattan's Financial District voxelized from OSM building data">

```python
# Each footprint is [x, z] block coords + a height; Geo rasterizes and extrudes.
buildings = [{"polygon": [[0,0],[12,0],[12,8],[0,8]], "height": 40, "block": "minecraft:white_concrete"}, ...]
city = Geo.extrude_footprints(json.dumps(buildings), "minecraft:gray_concrete", "fidi")
```

That whole 2.4-million-block district is one schematic — and it streams
straight out to a *playable Minecraft world*, region files and all, chunk by
chunk in constant memory (see [Read, iterate, and stream](#read-iterate-and-stream)):

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/geo-city-skyline.png" width="820" alt="A low-angle skyline of the voxelized Financial District, ready to load as a Minecraft world">

```python
city.save_world("fidi-world/", "")     # or stream chunk-by-chunk with WorldSink
```

All four are reproducible recipes in
[`tools/readme-media/generate.py`](tools/readme-media/generate.py)
(`globe`, `mountains`, `city`), and the geo API has a
[runnable snippet](docs/readme-snippets/16-geo-osm-python.md).

## Paintings, in blocks

Everything above composes: flat-texture palettes built by color-logic
filters, chroma-boosted matching (so muted pigments land on saturated
blocks, not gray clays), and per-voxel ordered dithering — pointed at art.
Van Gogh's Starry Night, 128 blocks wide:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/painting-starry-night.png" width="760" alt="Van Gogh's Starry Night as block pixel art, 128 blocks wide">

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/painting-gallery.png" width="760" alt="Sunflowers, The Great Wave off Kanagawa, and Girl with a Pearl Earring as block pixel art">

```python
palette = flat_art_palette().dithered()          # PaletteBuilder + map-art excludes
r, g, b = boost(*pixel, sat=1.35)                # chroma exaggeration pre-match
s.set_block(x, 0, y, palette.closest_block_dithered(r, g, b, x, 0, y))
```

The full recipe — including the flat-palette filter chain — is
`scene_paintings` in [`tools/readme-media/generate.py`](tools/readme-media/generate.py).

## Read, iterate, and stream

Everything above *writes* blocks. This is how you read them back and process
builds too big to hold in memory. Any schematic splits into fixed chunks in a
traversal order you choose — `bottom_up`, `top_down`, `center_outward`,
`distance_to_camera`, or `random`. Freeze a center-outward walk 60% of the
way through and the iterator's wavefront reads straight off the terrain:
plasma-tinted columns have been visited, green ones haven't yet.

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/streaming-chunks.png" width="760" alt="A rolling terrain iterated 16x16 column by column, tinted by center-outward chunk order with the unvisited rim still natural green">

```python
import json
# Walk a build in 16×16×16 chunks, center-outward from a point:
for chunk in json.loads(s.get_chunks_with_strategy_json(16, 16, 16, "center_outward", 0, 0, 0)):
    handle(chunk["chunk_x"], chunk["chunk_z"], chunk["blocks"])
```

The same idea scales past memory: stream a real world folder chunk-by-chunk
and write a transformed copy, with only one chunk resident at a time — RAM
stays flat whether the world is 10 MB or 10 GB.

```python
from nucleation import WorldStream, WorldSink

stream = WorldStream.open_dir("world/")     # or .from_zip(bytes), or *_bounded(...)
sink   = WorldSink.create("world-out/", "")
while True:
    try:
        chunk = stream.next()               # a WorldChunkView
    except Exception:
        break                               # end of stream is signalled by raising
    # inspect or edit here: chunk.set_block(...), chunk.to_schematic(), ...
    sink.write_chunk(chunk)
sink.finish()
```

## Regions, transforms, and stamping

A schematic is multi-region in the Litematica sense — many named sub-volumes,
each with its own palette and bounds — and both whole builds and single
regions transform in place. Here a keep and two wings are three separate
named regions; `rotate_region_y` turns the copper wing 90° and leaves the
keep and the prismarine wing exactly where they were:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/regions.png" width="760" alt="Before and after: a quartz keep with copper and prismarine wings as three named regions, with the copper wing rotated 90 degrees in place">

```python
# Address independent named regions in one schematic:
s.set_block_in_region("keep",  0, 0, 0, "minecraft:quartz_block")
s.set_block_in_region("gate", 10, 0, 0, "minecraft:blackstone")
s.region_names_json()                 # ["Main", "keep", "gate"]
s.rotate_region_y("gate", 90)         # turn one region, leave the rest

# Transform the whole build — rotate_x/y/z (degrees), flip_x/y/z:
s.rotate_y(90)                        # a bar's +x tip at (9,0,0) lands at (0,0,0)

# Stamp a sub-volume of one schematic into another:
dst.copy_region(src, 0, 0, 0,  9, 0, 0,   100, 0, 0,  "[]")
#               source  ── from box ──   ── to ──   exclude
```


## Block entities, entities, and NBT

Blocks carry NBT, and the schematic holds full block entities and entities,
round-tripped as SNBT — so a chest keeps its loot table and a spawner its mob.
A vault of them — chests, barrels, dyed shulker boxes, a caged spawner, and
brewing/enchanting furniture, every one an NBT carrier:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/block-entities.png" width="620" alt="An aerial view of a stone-brick vault lined with chests, barrels, dyed shulker boxes, furnaces, a caged spawner, and an enchanting table">
</div>

```python
# A chest with contents, set straight from SNBT:
s.set_block_entity(0, 0, 0, "minecraft:chest",
    '{Items:[{Slot:0b,id:"minecraft:diamond",Count:3b},'
            '{Slot:1b,id:"minecraft:emerald",Count:5b}]}')
s.get_block_entity_snbt(0, 0, 0)
# → {Items:[{...diamond, Slot:0B, Count:3B}, {...emerald, Slot:1B, Count:5B}]}  (SNBT)

# Entities parse from SNBT too:
s.add_entity_from_snbt('{id:"minecraft:armor_stand",Pos:[0.5d,1.0d,0.5d],Rotation:[0f,0f]}')
s.entity_count()                      # 1
```

## Simulate redstone

Headless circuit simulation via [MCHPRS](https://github.com/MCHPR/MCHPRS)'s
redpiler — and it runs in the browser, since simulation ships in the WASM
build. Flip the lever, tick the world, and the lamp (and wire) light up:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/redstone.png" width="700" alt="Lever, wire and lamp before and after simulation">

```js
import { Schematic, MchprsWorld } from "nucleation";

const world = MchprsWorld.create(circuit);   // lever → wire → lamp
world.onUseBlock(0, 1, 0);                   // flip the lever
world.tick(2);
world.flush();
world.isLit(2, 1, 0);                        // → true
```

Eight of those lines make a display — levers flipped through the
simulator, lamps showing the byte:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/simulation-byte.png" width="700" alt="Eight lever-wire-lamp lines displaying the binary pattern 10110010">

Beyond poking blocks: a typed executor drives circuits through named, typed
inputs and outputs (booleans, integers, floats, ASCII) with layout builders
for buses. Build an `IoLayout`, wrap the world in a `TypedCircuitExecutor`,
and set an 8-bit input by value instead of toggling wires by hand — see the
[docs](docs/README.md).

## Mesh and render

Any schematic → GLB/glTF or USDZ using any vanilla-format resource pack,
plus the headless GPU renderer that drew this page. The sphere-fit camera
holds a rotation-stable frame — this turntable is 40 renders of the hero
island:

<div align="center">
<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/hero-turntable.gif" width="440" alt="Rotation-stable turntable of the volcano island">
</div>

```python
mesh = MeshResult.create(schem, ResourcePack.from_bytes(pack_zip), MeshConfig.create())
glb = base64.b64decode(mesh.glb_data_b64())     # magic b'glTF'

cfg = RenderConfig.create(1200, 760)
cfg.set_isometric()
cfg.set_sphere_fit(True)                        # rotation-stable framing
Renderer.render_to_file(schem, pack_zip, cfg, "island.png")
```

## Analyze: diff, fingerprint, auto-stack

Structural diffs know what was added, removed, changed, and swapped — here
as a ghost view, additions in green, removals in red:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/diff-engine.png" width="760" alt="Cottage before, after, and diff ghost view">

```python
diff = Diff.compute(before, after, "exact")     # distance 3; summary JSON with regions
Fingerprint.is_duplicate(before, after, "exact")   # False (fingerprints are translation-invariant)
```

And nucleation can *find the repetition in a build* — the lattice of a
tiling wall, a repeater bus, a pixel grid — and restamp it to a new size:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/autostack.png" width="760" alt="A 2-unit wall module restamped to 6 units">

```python
Autostack.detect_structures(wall)        # {"mode": "1d", "vectors": [[4,0,0]], "coverage": 1.0}
longer = Autostack.resize_1d(wall, 4, 0, 0, 6)   # 2 units → 6: (8,4,1) → (24,4,1)
```

## Worlds and versions

Schematics round-trip through *playable worlds* — export a real world folder
(`level.dat` + region files), import any world back, bounded to a box or
[streamed chunk-by-chunk](#read-iterate-and-stream) in constant memory:

```python
plaza.save_world(world_dir, "")
back = Schematic.from_world_directory_bounded(world_dir, 0, 0, 0, 39, 4, 39)
```

The built-in DataConverter port migrates blocks, items, and entities across
Minecraft data versions (loss reports on downgrades), and Java ↔ Bedrock
translation runs on GeyserMC's mappings at full **26.2** parity.

## The block database

Under it all sits a block database extracted from Mojang's own data
generator and the vanilla jars — kinds, variant families, resolved tags,
geometry, measured colors for all 1,196 Minecraft 26.2 blocks — which
[updates itself](docs/guides/minecraft-block-data.md) when Mojang ships a
new version. It's what lets palettes reason about color and brushes about
block facts:

```python
json.loads(Blocks.get_json("minecraft:oak_stairs"))
# {"kind": "minecraft:stair", "base_block": "minecraft:oak_planks",
#  "tags": ["minecraft:mineable/axe", ...], "full_cube": false, ...}

json.loads(Blocks.variants_of_json("minecraft:oak_planks"))
# [oak_planks, oak_button, oak_fence, oak_fence_gate, oak_pressure_plate, oak_slab, ...]
```

## Scripting

Embedded Lua and JS engines run build scripts against the full API — this
sine wall is a 12-line Lua script run through `Scripting.run_lua_script`
([scripting guide](docs/guides/scripting.md)):

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/scripting-wall.png" width="700" alt="A sine-wave wall built by an embedded Lua script with a concrete gradient">

## Pluggable storage

A library of builds — any schematic saves and loads through one URI, across
backends — memory, filesystem, S3, Redis, Postgres:

<img src="https://raw.githubusercontent.com/Schem-at/Nucleation/master/docs/media/storage-gallery.png" width="820" alt="A shaded sphere, a rainbow torus, an oak tree, and a sandstone pyramid — four saved schematics">

Two layers: `StoreIo` moves whole schematics, `Store` is a raw key-value store
over the same backends.

```python
# Whole schematics, by URI (format inferred from the path — or defaulted):
StoreIo.save(castle, "file:///data/castle.schem", "")
castle = StoreIo.open("file:///data/castle.schem")

# Or raw key-value over any backend:
store = Store.open("mem://")           # also file:// · s3:// · redis:// · postgres://
store.put("meta/version", b"3")
store.get_b64("meta/version")          # "Mw=="
store.list("meta/")                    # ["meta/version"]
```

## One API, seven languages

Every binding is generated from one annotated-Rust source of truth
([`src/bridge/`](src/bridge/)) via
[Diplomat](https://github.com/rust-diplomat/diplomat) — committed,
regenerated, and diffed in CI so they can never drift:

| Language | Package | Errors | Naming |
| --- | --- | --- | --- |
| Rust | `nucleation` crate (native API) | `Result` | `snake_case` |
| JavaScript | `npm install nucleation` | exceptions | `setBlock` |
| Python | `pip install nucleation` | exceptions | `set_block` |
| Kotlin/JVM | Release JAR (JNA, 5 platforms bundled) | `kotlin.Result` | `setBlock` |
| PHP | Release archive (`php/` + FFI) | `DiplomatError` | `setBlock` |
| C | Release archive (`include/` + library) | result structs | `Schematic_set_block` |
| C++ | Header-only over the C ABI | `diplomat::result` | `set_block` |

What ships where:

| Channel | Surface |
| --- | --- |
| npm | full surface; WASM includes simulation + meshing (no GPU rendering) |
| PyPI | full surface, including simulation, meshing, rendering, scripting |
| Release archives + JAR | full surface, native, 5 platforms |
| crates.io | full surface except `simulation`* |

\* MCHPRS isn't on crates.io — for simulation in Rust, use
`nucleation = { git = "https://github.com/Schem-at/Nucleation", features = ["simulation"] }`.

<details>
<summary><b>Kotlin, PHP, and C quickstarts</b></summary>

```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
<?php
require "php/index.php";
use Stencil\Lib;
use Stencil\Schematic;

Lib::init("/path/to/libnucleation.so");
$schematic = Schematic::create("demo");
$schematic->setBlock(1, 2, 3, "minecraft:stone");
echo $schematic->getBlockName(1, 2, 3); // "minecraft:stone"
```

```c
#include "Schematic.h"

int main(void) {
    DiplomatStringView name = {"demo", 4};
    Schematic *s = Schematic_create(name);
    DiplomatStringView stone = {"minecraft:stone", 15};
    Schematic_set_block(s, 1, 2, 3, stone);
    Schematic_destroy(s);
    return 0;
}
```

</details>

## Documentation & development

- [Documentation index](docs/README.md) — per-language references and all
  feature guides ([shapes & brushes](docs/guides/shapes-and-brushes.md),
  [palettes](docs/guides/palettes.md), [SDF terrain](docs/guides/sdf-terrain.md),
  [scripting](docs/guides/scripting.md),
  [block database](docs/guides/minecraft-block-data.md))
- [`docs/readme-snippets/`](docs/readme-snippets/) — every snippet above with
  its verified output
- [Release notes](RELEASE_NOTES.md)

Also in the box: layer-art templates (schematics from ASCII art).

```bash
cargo test                          # core suite (784 tests)
./tools/gen-bindings.sh             # regenerate bindings (diplomat-tool fork)
./examples/bridge_smoke/js/run.sh   # end-to-end smoke per language
```

CI regenerates bindings and fails on drift, exercises every built wheel and
the assembled JAR before release, and smoke-tests all seven language
bindings on every push.

## License

MIT. See [LICENSE](LICENSE).