build-systems
Skill9 starsChanged 4 months agoMITView on GitHub
Orchestrates a working or connective system in a live Minecraft Java world — a redstone contraption or automatic farm, a transit line, a nether hub, a mechanism — together with its housing and right-of-way. Sequences design, functional verification, build, the terrain cuts/grades it needs, and one integration pass so the machine works AND sits in the world without a raw seam. Tier-2 orchestrator.
In this repository28 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- build-natural-worldSkill
- build-settlementSkill
- build-structureSkill
- design-buildingSkill
- design-citySkill
- design-groundsSkill
- design-houseSkill
- design-monumentSkill
- design-villageSkill
- exec-blueprintSkill
- exec-inspectSkill
- exec-planSkill
- exec-reflectSkill
- exec-workerSkill
- setup-connectSkill
- setup-fabricSkill
- setup-modSkill
- setup-serverSkill
- survey-researchSkill
- survey-siteSkill
- system-redstoneSkill
- system-transitSkill
- terrain-caveSkill
- terrain-ecologySkill
- terrain-integrateSkill
- terrain-landmarkSkill
- terrain-shapeSkill
The file
Files
build-systems (Tier-2 orchestrator)
A specialty orchestrator for working/connective systems. Runs inline,
invokes Tier-3 leaves, threads the shared coherence context. Read
${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and
workflow-spine.md first. Keep the machine working while making it belong to
the world — the two goals are reconciled here, not traded off.
What you own (the coherence context)
- the route/topology and the terrain cuts/grades it requires;
- the tick/timing constraints the build must preserve (the machine must still function after grading and integration);
- the power-source invariant for any player-facing powered component: every
booster needs a real redstone source (a
redstone_blockdirectly under the rail,y = RAILY-1), not a source-lessset_state powered=true. A source-less powered rail re-evaluates topowered=falseon any block update, and a player's presence generates those continuously, so a rail that held during a headless 0-player verify collapses the instant the user logs in to ride it. The leaf (system-transit) carries the placement detail; you enforce that the design and the functional test honor it; - the integration plan so cuttings and embankments don't leave a raw seam.
The playbook
- survey-site — terrain along the route/footprint; datum.
- design — invoke the system leaf: redstone/farm/contraption/mechanism → system-redstone; rail/road/nether-hub/bridge-as-route → system-transit. It produces the design AND the functional-test recipe.
- exec-plan → exec-blueprint.
- terrain-shape — cuts, grades, embankments, machine housing the route needs (one recipe, verify gate GATE A); terrain-cave for tunnels/underground runs.
- exec-worker — build per phase, verified.
- terrain-integrate (GATE B) — ground cuttings/embankments/housing into the surrounding terrain so there is no raw seam, without touching the working parts (protect_box around the mechanism). Required.
- exec-inspect (GATE C) — fidelity + quality_contract + seam check + the
functional test (a machine built correctly but not working still fails;
route functional failures back to the system leaf). Confirm the tick/timing
still holds after grading. For a player-facing powered component, the
functional test must include a player online (a source-less powered rail holds
at 0 players and reverts the moment someone logs in) — read
poweredon a sample and ride from a slow start, not just a headless max-speed launch. Flag any manual trigger / chunk-load requirement. - register (you) → exec-reflect.
Coherence reconciliation
System↔terrain (cuts match the route; housing grounded), system↔function (still works after grading — re-test), route↔world (no raw embankment seam). A machine that stopped working after integration, or an embankment that walls off the world, is a coherence failure — fix the owning leaf and re-run.
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