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SKILL verified MIT Self-run

Exec Reflect

skill-chapmanjw-minecraft-java-fabric-claude-plugin-exec-reflect · by chapmanjw

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Install

$ agentstack add skill-chapmanjw-minecraft-java-fabric-claude-plugin-exec-reflect

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
0 installs to date
no reviews yet
2mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

How agent discovery & health will work →
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About

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//requirements.md — what was asked for.
  • .minecraft-builder//plan.toon — what was planned.
  • .minecraft-builder//survey.toon and research.* — what was known.
  • The exec-worker's execution report — what actually happened.
  • .minecraft-builder//inspections.toon — the exec-inspect's log of

every phase: what passed, and every course correction made along the way.

  • The world itself, if useful — structure_list, the mcbuilder:registry

from command storage (data_storage_get, namespace mcbuilder, path registry), spot-checks of the result.

Assess

Ask, honestly:

  • Where did plan and reality diverge — failed steps, rework, deviations?
  • What did the exec-inspect have 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-landmark skill's

${CLAUDE_PLUGIN_ROOT}/skills/terrain-landmark/reference/anti-patterns.md checklist — 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:registry command 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 with data_storage_set (namespace mcbuilder, path registry) if any phase left it inconsistent — including any mcb:_* template the registry claims exists but structure_list doesn'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_state may 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-inspect functional test to pass.

  • Boats, minecarts, and item frames placed via entitysummon or blockset_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:registry matches the world,

and report any inconsistency you fixed (registry fixes you may apply directly via data_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.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.