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SubliminalCodingSubliminalCoding/bilbroswagginz-skills/skills/forge/SKILL.md

forge

Skill0 starsChanged 46 days agoMITView on GitHub

The one-handle lifecycle conductor: take a bare idea OR a project at any stage and carry it all the way to shipped, by detecting where it is and driving the right skill at the right time: kickstart (0→1) → project-autopilot (1→done, which itself routes to bug-zero/perf-max/ux-maximizer) → ship-it (out the door). Pauses at every judgment gate. Use when "take this idea all the way", "build and ship this", "run the whole lifecycle", or you don't want to think about which skill to reach for.

78 other projects use a version of this.

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Used with

Projects with it also use forge-ship, forge-review and 10 more.

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Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • redteamlifeSkill

    forge-ship

    Use when the user asks to merge, release, promote, reconcile, or close out work in a repo containing `docs/forge/` or governed by FORGE. Not for per-task commits; those complete inside forge-execute-task.

    Also in 6 projects that use this

  • tonmoy007Skill

    forge-review

    Run a multi-dimensional parallel code review over the current change.

    Also in 8 projects that use this

  • weselbenSkill

    forge-docs

    Load before code changes, before writing docs or an ADR, when a user question exposes a missing how-to, and when closing a chunk of work; also loaded by forge after each squash-merge and by deep-research after a report.

    Also in 3 projects that use this

  • DailenGSkill

    forge-design

    Design, UX, and polish discipline for the forge lifecycle. Covers the design tier, the design brief in docs/DESIGN.md, UX requirements and their verification methods, the per-slice design pass, the UX defect register, and the release polish pass. Load whenever work touches a user-facing surface (GUI, terminal, library API, or operated service), whenever a UX observation needs disposing of, and whenever a release is in reach.

    Also in 3 projects that use this

  • DshamirSkill

    forge-plan

    Takes analysis.json + budget cap → derives the full phase sequence, hyperparameters, instance type, cost estimate, and acceptance thresholds. Emits plan.md (the single human gate document) and plan.json (the machine-readable spec that dispatch-v2 consumes). Refuses to plan if estimated cost exceeds budget×1.2.

    Also in 4 projects that use this

  • tonmoy007Skill

    forge-build

    Run Stage 6 of the Forge pipeline — implementation. Use when the user says

    Also in 3 projects that use this

The file

Files
SKILL.md

Forge

One handle, all the blades. You don't pick the vertical; forge detects where the project is in its life and runs the right specialist, advancing stage by stage from a bare idea to a shipped product, pausing only at the judgment gates that are yours.

Core Insight: This is a conductor, not a merge. It adds almost no logic of its own: it's a stage detector + a macro-loop over seven skills that stay exactly as they are and remain independently callable. That's deliberate: fusing their contents into one file would be the ~1,000-line overbuild this whole family exists to prevent. The value here is a single entry point and correct sequencing, nothing more. Every safety brake lives in the sub-skills, so forge inherits them all and can bypass none: kickstart's overbuild gates, autopilot's green ratchet + decision inbox + late-stage guard, the verticals' gates, ship-it's never-auto-publish discipline.

The lifecycle state machine

DETECT   Where is this? Use reality-check + the shipped-reality probe to place it:
           • bare idea, no working scaffold          → STAGE 1
           • working scaffold, not yet delivering intent → STAGE 2
           • green + delivers intent, ready to release   → STAGE 3
           • shipped                                  → DONE
           • ON FIRE in production (any stage)        → /incident-zero FIRST:
             stabilize → evidence → fail-first regression → prevention, then
             re-DETECT and resume the lifecycle where the fire interrupted it

ROUTE    Run the stage's skill (each owns its own loop, gates, and convergence):
           STAGE 1  /kickstart        idea → walking, intent-aligned scaffold + beads
                    exit: green baseline + intent + bead backlog exist
           STAGE 2  /project-autopilot  scaffold → done (it routes to /bug-zero,
                    /perf-max, /ux-maximizer as its lenses fire)
                    exit: intent satisfied (dry passes + final reality-check pass)
           STAGE 3  /ship-it          pre-flight everything reversible, hand the user the
                    outward buttons (publish/deploy/submit): ask-user
                    exit: the user ships + post-ship smoke passes

ADVANCE  When a stage's exit condition holds, re-DETECT and move to the next.
PAUSE    At ANY ask-user gate (ship buttons, pricing/scope/release decisions, a
         late-stage idea-forge / idea-wizard run): surface to the user, never guess. Decision inbox carries
         everything that's waiting; forge works around it where it can.
DONE     Shipped (or the user stops it, or a sub-skill's budget caps the run).

What forge adds (and deliberately does not)

Adds: one entry point · stage detection · correct sequencing · the 0→1 entry and the ship exit that no single existing skill spans. Does NOT add: any quality/fix/build logic (that's the verticals), and any new risk: it can only invoke the sub-skills, which keep all their own brakes.

Preconditions

Just an idea or a project path. forge figures out the stage. (If you already know the project needs only ONE thing (just bugs, just a perf pass, just shipping), call that skill directly; forge is for carrying the whole arc, not for single-stage work.)

THE EXACT PROMPT

/forge
Target: <a bare idea (text) | a project path at any stage>
Goal:   <"idea → shipped" (default) | or a stage to stop at, e.g. "to done, don't ship">
Mode:   solo | swarm

The family it conducts

StageSkillOwns
0→1/kickstartlean greenfield scaffold (overbuild-gated)
1→done/project-autopilotthe diagnose→route→loop engine; routes to ↓
correctness/bug-zero(via autopilot's correctness lens)
performance/perf-max(via autopilot's perf lens)
UI/UX/ux-maximizer(via autopilot's UX lens)
ship/ship-itreversible pre-flight + the outward buttons
prod incident/incident-zero(via DETECT's fire branch) stabilize-first + prevention-before-close

Anti-Patterns

  • Merging the sub-skills' contents instead of delegating. forge is a router; a merge is the overbuild the family exists to prevent.
  • Skipping a stage's exit condition to rush ahead (each stage hands off clean or not at all).
  • Auto-pressing ship buttons or answering decision-inbox items. Inherited ask-user.
  • Using forge when the project needs only one stage. Call that vertical directly.
  • Re-implementing a brake here that a sub-skill already owns. Inherit, don't copy.

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