exec-reflect
Skill9 starsChanged 4 months agoMITView on GitHub
Reviews a completed Minecraft build — the plan, the execution, what worked and what did not — and records reusable process lessons in Claude's project memory so future builds go better. Use after a build is finished or a build session wraps up. Part of the minecraft-builder workflow.
In this repository28 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- build-natural-worldSkill
- build-settlementSkill
- build-structureSkill
- build-systemsSkill
- design-buildingSkill
- design-citySkill
- design-groundsSkill
- design-houseSkill
- design-monumentSkill
- design-villageSkill
- exec-blueprintSkill
- exec-inspectSkill
- exec-planSkill
- 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
exec-reflect (Retrospective)
You run the retrospective. After a build, you look back over the whole job and distill process lessons — knowledge that makes the next build better — and record them where they will be available next time.
Gather the evidence
Review, for the just-finished job:
.minecraft-builder/<project>/requirements.md— what was asked for..minecraft-builder/<project>/plan.toon— what was planned..minecraft-builder/<project>/survey.toonandresearch.*— what was known.- The
exec-worker's execution report — what actually happened. .minecraft-builder/<project>/inspections.toon— theexec-inspect's log of every phase: what passed, and every course correction made along the way.- The world itself, if useful —
structure_list, themcbuilder:registryfrom command storage (data_storage_get, namespacemcbuilder, pathregistry), spot-checks of the result.
Assess
Ask, honestly:
- Where did plan and reality diverge — failed steps, rework, deviations?
- What did the
exec-inspecthave to course-correct, and why? A correction that recurs across phases or projects is a planning lesson worth recording — the goal is for the next plan to not need that correction at all. - Was the plan precise enough for the
exec-worker, or did ambiguity cause stalls? - Did the survey or research miss something that mattered?
- What estimates (size, materials, phase count) were off, and by how much?
- What went right and is worth doing again deliberately?
- For a terrain or natural-wonder build, walk the
terrain-landmarkskill's${CLAUDE_PLUGIN_ROOT}/skills/terrain-landmark/reference/anti-patterns.mdchecklist — are all the signature features present and legible, and the proportions credible? A failed signature gate is a correction to make, not a cosmetic note.
Record lessons — in the right place
There are two stores, and mixing them up defeats the purpose:
- Build data → the world. Coordinates, structure names, build status,
revisions belong in the
mcbuilder:registrycommand storage record and the structure files — not in memory. The orchestrator owns the registry; as the final check, verify it is accurate against what's actually in the world (structure_list, spot-checks) and fix it withdata_storage_set(namespacemcbuilder, pathregistry) if any phase left it inconsistent — including anymcb:<project>_*template the registry claims exists butstructure_listdoesn't show. Do not copy build data into project memory. - Process lessons → Claude project memory, via the orchestrator. Generalizable knowledge about how to build well belongs in project memory. You run forked, so you do not have the parent session's memory directory — do not try to write memory files yourself. Instead draft each lesson and return it to the orchestrator, which persists it (the orchestrator owns durable writes, exactly as it does for the registry).
Draft each lesson in the project's memory convention so the orchestrator can save
it verbatim: a name slug, a description line for recall, a type
(project for build-context facts, feedback for "do it this way next time"
guidance), and a body with Why and How to apply. Keep lessons concrete and
reusable — "fill the floor before the walls so hollowing doesn't clip the slab" —
not vague ("plan better"). Note in your report which existing memory (if any) each
lesson should update rather than duplicate, so the orchestrator merges instead of
appending.
Outstanding manual steps — surface them, every time
Some builds leave one-time manual actions the user has to perform for the build to actually function. Most commonly:
- A self-cycling redstone clock (rotating beam, windmill animation, observer
ring) placed via
block_set_statemay need an initial trigger to start ticking if the contraption did not self-start. Java Edition's neighbor-update flags mean many clocks self-start, but verify — see${CLAUDE_PLUGIN_ROOT}/skills/system-redstone/reference/setblock-redstone-limits.md. - Pressure-plate triggers wired to a hidden mechanism may need the player to
walk over them once for the
exec-inspectfunctional test to pass. - Boats, minecarts, and item frames placed via entity_summon or block_set_state sometimes need a player-click to "register" properly.
- Tick-driven mechanisms need a live session. Any contraption that relies on the scheduled block-tick queue — pistons, hoppers, comparator container-reads, redstone-lamp turn-off, auto-farms, crop growth — only runs while the game loop is advancing. On a single-player client it freezes when idle/unfocused; it needs a focused client or a dedicated server. If the build was made unattended, say plainly which exhibits won't move until the user is actively in-world, and that this is the environment, not a build defect.
Aggregate every such item from the project's inspection-recipe.toon files
(every recipe's manual_kick block) and the exec-inspect reports. Surface
them as a clearly-titled section in the final retrospective — coordinates,
the action, and what it activates:
Outstanding manual steps (do these to activate the build):
1. Right-click any of the 4 lantern-room repeaters at (-39,143,-42),
(-34,143,-39), (-37,143,-34), or (-42,143,-37) to start the rotating
lighthouse beam.
2. Right-click the observer at (5,125,-30) at the windmill cap to start the
blade animation.
3. Pull the lever at (-44,128,-44) to sound the foghorn. (Lever-driven — no
kick needed; this is how to use it.)This is non-optional. The Cape Aurelia retrospective established that the user shouldn't have to discover that the rotating beam needs a kick by noticing it isn't rotating — the orchestrator's final message must include the kick steps prominently, every time.
Report — back to the orchestrator
You run forked, so your report is consumed by the orchestrator (which relays the retrospective to the user and persists what needs persisting). Return, clearly sectioned:
- Retrospective — what worked, what didn't, the estimate gaps.
- Drafted memory lessons — each in the convention above, ready for the orchestrator to save verbatim to project memory (note any existing memory to merge into).
- Outstanding manual steps — the full list (coordinates + action + what it activates), for the orchestrator to surface prominently in the final message.
- Registry consistency — confirm the
mcbuilder:registrymatches the world, and report any inconsistency you fixed (registry fixes you may apply directly viadata_storage_set, since you run last with no concurrent writers).
This closes the build; the world holds everything needed to iterate on it later, and the orchestrator commits your lessons so the next build goes better.
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