Phase 0 of plans/autonomous-survival-bot-prd.md: change the product
direction from operator-driven remote control to autonomous survival
resident. MC chat is dialog-only for everyone, including
OPERATOR_USERNAMES — commands like come/follow/build/pause/stop are
recorded in the diary but not dispatched. TUI remains the only local
control plane.
Runtime changes:
- Remove operatorGoalReflex from reflex.js (the come-here chat command).
- Replace handleOperatorChat in bot.js with a dialog-only handleChat
that answers greetings/status questions and records command-like
verbs (en+ru) without dispatching them.
- Default MC_VERSION to "auto" in runtime/config.js; mineflayer
receives `false` to trigger version auto-detection.
- Update auto-escalation prompt's reflex chain summary.
Docs:
- AGENTS.md: product pivot notice up top; chat-driven scope-trust is
flagged as legacy/Pi-only.
- README.md / docs/runtime.md: replace operator-chat command list with
dialog-only description; update reflex chain summary.
- docs/roadmap.md: Phase 2/3 marked superseded by the PRD where they
assumed chat-driven control.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the loop "стой и кидай proposals" → "копит ресурсы, строит,
работает к глобальной цели". Three pieces:
1. Crafting primitives (runtime/actions.js).
craftPlanks (4 per log, any wood type), craftSticks (4 per 2 planks),
placeCraftingTable (crafts a table from planks if needed + places at
reference block + reuses an existing table within 4 m), craftWoodenAxe,
craftWoodenPickaxe, craftWoodenSword. Each uses bot.recipesFor()
+ bot.craft() with a 15s timeout. Returns the same {ok, detail}
contract as the other actions.
inv.{getItemCount, getAnyPlanksCount, getAnyLogCount} helpers
exported so the reflex layer can read inventory cheaply without
pulling mineflayer state through every reducer.
2. Tech-tree reflex (runtime/reflex.js).
New techTreeReflex between sleep and autonomous. Inventory-driven
progression: log+0 planks → planks; planks+0 sticks → sticks;
planks+sticks+no axe → wooden_axe; +no pickaxe → wooden_pickaxe;
+no sword → wooden_sword. 5 s cooldown so we don't fire on every
tick.
Pure script, no LLM. The progression is exactly what a player
does in the first 10 min on a new world; making it scripted means
the bot never burns tokens on it.
3. LLM planner (runtime/planner.js).
Background timer (every 15 min, with a 30 s warm-up after start).
Reads goal.md + plan.md + a slim snapshot, prompts Pi to output a
fresh plan.md to stdout. Stripped of code fences and written
verbatim to state/<host>/plan.md. Capped at 16 KB.
The plan is markdown the operator can read or edit by hand. Numbered
milestones, ✓ prefix for completed ones, kept short. The reflex
layer doesn't auto-execute LLM text — but the planner sets the
long-horizon shape that future reflexes (build house, plant farm)
can read.
5 min timeout on the pi subprocess. If it crashes or times out, the
next 15-min tick just retries — no propagation to the reflex loop.
The progression now looks like, roughly:
chop log (autonomous) →
craft planks → craft sticks → wooden_axe (tech-tree) →
chop faster (autonomous, has axe now) →
wooden_pickaxe + wooden_sword (tech-tree) →
mine stone … (next PR: stone tools, farm site selection,
house frame)
Smoke-tested: all three modules import cleanly, exports check out.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Operator feedback: "бот должен быть полностью автономным — сам себя
улучшать и чинить, в этом и есть смысл; все что я вижу пока что он
стоит на месте и кидает proposals на каждый чих — это кардинально не
то что я хочу". Acted on:
1. Trigger filter — proposals only on real bugs.
runtime/bot.js classifies failure detail into bug / timeout /
feature-gap / other. The 5-in-a-row trigger fires only when the run
contains a bug (TypeError / Cannot read / is not defined …) OR is
entirely timeouts on the same operation. Feature gaps like "no
reachable log within 32 blocks", "no food in inventory", "no bed in
range", "no target in reach" are SKIPPED — the reflex layer routes
around them (noTreesUntil → wander, etc). The LLM has no business
patching code for missing inventory.
Threshold raised 3 → 5 in a row. Cooldown unchanged (30 min).
2. Auto-apply, no operator-in-the-loop.
New runtime/auto-improve.js polls proposals/ every 2s. When it sees
a new .md and 10s have passed since first sighting (debounce),
spawns scripts/auto-patch.js detached.
New scripts/auto-patch.js: refuses on dirty tree, moves proposal
pending → approved/, branches `auto/<slug>` off main, runs `pi -p`
with 10-min timeout. If Pi committed AND every changed file is
under runtime/ → cherry-picks onto main. Otherwise discards the
branch. No push, no PR. Audit trail in state/<host>/proposals/approved/.
Rate limit: 15-min cooldown between finished runs + 4/hour hard cap.
3. Auto-rollback on bad patches.
runtime/supervisor.js: when MAX_RESTARTS_PER_MINUTE is exceeded
AND `git log -1 HEAD` is younger than 15 min AND HEAD touched
runtime/, runs `git reset --hard HEAD~1`. Up to MAX_ROLLBACKS=3
lifetime, then exits 1 for manual investigation. Restart counters
are reset after a successful rollback so the next attempt isn't
immediately killed.
4. current-task.json slim.
No longer stores the full perception snapshot (was ~3 KB per write
× every action). Position only — sufficient as a resume anchor.
Slim snapshot still goes into the proposal markdown for context.
docs/runtime.md — rewrote the self-improvement section: full flow
diagram, classification rules, all rate-limit knobs, manual escape
hatches kept but documented as rarely-needed.
Also cleared 5 stale proposals from previous smoke tests so the first
production run isn't burning Pi tokens on stale bugs that have since
been fixed.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report 2026-05-25: launched 'npm run bot' fresh, MC server kicked
every login with "Игрок с данным никнеймом уже играет на сервере" and
the bot fell into a perpetual reconnect-then-kicked loop. Root cause:
a smoke-test supervisor from an earlier shell was still running in the
background, holding the pepa_bot session open. Two supervisors racing
on the same nickname is undefined behaviour from the server's side and
results in this exact failure mode.
Changes:
runtime/supervisor.js — acquires state/<host>/supervisor.pid before
spawning the child. If another supervisor is alive (kill -0 check), the
new one exits with a clear message telling the operator how to recover.
On SIGINT/SIGTERM/exit the lock is released; stale pidfiles are detected
when the recorded PID is no longer alive.
scripts/stop.sh — emergency cleanup helper:
- kills any supervisor or bot.js processes matching this repo
- removes pidfile + bot.sock
- reminds the operator to wait ~30s for the MC server to drop the old
session before re-launching
package.json — new `npm run stop` script.
Smoke-tested:
- first 'node runtime/supervisor.js' acquires lock, writes pid
- second call refuses with diagnostic message
- first SIGTERM ⇒ pidfile removed automatically
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the "bot stands on a tree doing nothing" problem reported live
when the operator launched the TUI after PR #6 landed. The reactive
chain (operator > defend > eat > sleep > idle) was passive by design:
day-time, full HP and food, no hostile within 4 m ⇒ every reflex
returned noop. The bot perched in dark-oak canopy and never moved.
Changes
runtime/actions.js:
- chopNearestTree: find any *_log within 32 blocks, equip best axe
(falls back to fists), path to the block, dig. Per-bot 5-min
blacklist of unreachable log positions so we don't grind on the
same impossible target.
- wander: pick a random offset 6-16 blocks away and path there.
- setMovementsForGather / setMovementsForTravel: every action that
uses pathfinder now sets its own Movements profile (canDig=true)
instead of inheriting whatever the previous caller left. The old
behaviour caused chop to inherit flee's canDig=false and get stuck
in the canopy.
- fleeFrom now uses canDig=true too — the user observed the bot
permanently stuck on a leaf block because escape required digging.
runtime/reflex.js:
- new autonomousReflex between sleep and idle. Cooldown 10s. Picks
chop when log count < 16, else wander. When chop reports "no
reachable log within 32 blocks" we switch to wander for 60s so we
don't re-fire chop against the same impossible position.
- defendReflex tightened: only flee when closest is ≤8m (or ≤12m
on low HP). Avoids the "82 distant hostiles ⇒ constant flee
loop" pathology observed at this spawn.
- flee cooldown: same mob name within 60s ⇒ noop, so we yield to
other reflexes if flee keeps timing out.
- sleepReflex retry cooldown raised 30s → 5min. Sleeping fails
permanently if no bed is around; the short retry blocked
autonomous behaviour every tick.
- ctx.lastReflex now records {name, label, ts} after each
dispatched/completed reflex so the TUI can show what the bot
just decided.
runtime/bot.js:
- per-tick snapshot adds lastReflex and busy fields for the TUI.
- maybeReplyToPlayer: light canned greetings (yo/hey/hi/привет)
to non-operators when they address the bot. 30s cooldown so we
don't spam.
tui/tui.tsx:
- status bar shows either "▸ busy: <label>" while an action is
in flight, or "last reflex: <name> (<label>) Ns ago" when idle.
Gives an at-a-glance answer to "what is the bot doing right now?"
Smoke-tested live (play.xmatic.team, 2026-05-25T13:30-13:39):
- bot did dispatch chop tree (oak_log at 617,82,95)
- real bug surfaced and 3-fail rule filed a proposal automatically
- after the runtime fix, chop returns "no reachable log" gracefully
- bot switched to wander on the next tick
- position moved from (623.31, 85, 95.12) to (623.41, 86.02, 96.7)
— the first observable movement in this dark-oak spawn
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Updates docs/runtime.md and README.md to match what's actually shipped:
- reflex chain priorities and what each body now dispatches
- operator chat command list (status, come, pause, resume, stop)
- automatic + manual Pi escalation paths and the no-code-change rule
- the full self-improvement loop end-to-end (detector → TUI approval
→ propose:apply → supervisor restart) with the rationale for the
manual propose:apply step
- new state files layout (proposals/, proposals/approved/, etc.)
- supervisor.js + bot:bare script flags
No code changes.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the self-improvement loop end-to-end:
reflex fails 3× → proposal file → operator approves in TUI →
`npm run propose:apply <file>` spawns Pi on a feature branch →
Pi commits the patch → supervisor watches runtime/*.js and
restarts the child on change.
runtime/state-store.js — atomic current-task.json writes, daily diary
append, proposals/ + proposals/approved/ helpers.
runtime/bot.js:
- ctx.dispatch writes current-task.json on start and updates it on
completion / failure / throw.
- failure tracker: 3 consecutive same-label failures → writeProposal()
with the snapshot, labels, and a suggested-next-step section.
30-min cooldown prevents proposal spam.
- on startup, surfaces resume info (previous task + pending proposal
count); on death, clears current-task.json + writes diary line.
- new IPC commands: PROPOSAL_LATEST returns the newest pending
proposal body; PROPOSAL_APPROVE moves it to proposals/approved/.
tui/tui.tsx — status bar shows `[proposals N, press y]` badge when
bot.pendingProposals > 0. Hotkey 'y' opens the proposal panel; 'y'
approves, 'n'/Esc closes.
scripts/propose-apply.js — given an approved proposal filename, creates
a `feat/proposal-<slug>` branch and spawns `pi -p` with the proposal
+ repo-conventions prompt. Refuses on dirty tree. No auto-push, no
auto-merge — operator reviews the diff and decides.
runtime/supervisor.js — forks bot.js as a child, watches runtime/*.js,
restarts on file change or on child exit code 42. Rate-limited at 5
restarts/minute. SIGINT/SIGTERM forward cleanly. `npm run bot` now
goes through the supervisor; `npm run bot:bare` skips it.
Smoke-tested: supervisor spawned, bot connected to MC, spawned at
expected coords, diary line written, state cleanup on SIGTERM correct.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
runtime/actions.js — Mineflayer wrappers with hard timeouts and structured
{ok, detail} returns:
- attackNearest: equip best melee, lookAt, single swing per call
- fleeFrom: lazy-load pathfinder, walk N blocks away (canDig=false to
avoid burrowing through walls under panic)
- eatBestFood: scan inventory by FOOD_PRIORITY, equip + consume
- sleepInBed: find nearest placed bed within 16 blocks, path to it, sleep
- goTo: pathfinder.goto for operator come/follow
runtime/reflex.js — bodies now dispatch real actions via ctx.dispatch:
- operator-goal (highest): satisfy come/follow command
- defend: ≤4m attack, ≤12m + low HP/many hostiles flee
- eat: food < 16 + 5s cooldown
- sleep: night + safe + 30s retry cooldown
- idle: heartbeat every 20th tick
Reflex returns "skipped" when ctx.busy so we don't count busy ticks as
either productive or noop in the escalation counter.
runtime/bot.js:
- ctx.dispatch fire-and-forget wrapper with busy gate, onComplete hook
- consecutiveNoops counter; after ESCALATE_AFTER_NOOPS (=20, ~1 min at
tick=3s), askPi with the current snapshot. 10-min cooldown.
- operator chat handler: parses `<botname> <verb>` messages from
OPERATOR_USERNAMES. Verbs: status, pause, resume, stop, come.
- Death drops any pending operator goal.
Smoke-tested live against play.xmatic.team:25565: bot connected, logged
in via AuthMe, reflex chain dispatched flee/sleep, hard timeout fired
when pathfinder couldn't reach the flee target (expected — no usable
ground path in dark_forest at this spawn).
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(mindcraft-skills): hard timeout on every skill call
mc_avoid_enemies (and 7 other tools) wrapped only in safeCall without a
withTimeout. When mindcraft's underlying pathfinder/pvp goal couldn't be
satisfied, the call never resolved — the Pi tick loop blocked forever.
Observed live: mc_avoid_enemies pending >10 minutes after one mc_observe.
safeCall now takes timeoutMs (default 30s) and wraps withTimeout itself,
so every tool gets a hard ceiling. Per-tool overrides:
- goToPosition / goToNearestBlock: 120s / 90s (unchanged from before)
- defendSelf / avoidEnemies: 45s
- stay: secs*1000 + 10s
- craft / consume / pickup / place: 30s
- equip: 15s
collectBlock still uses its bespoke per-iter 75s loop.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(runtime): script-driven reflex daemon + Ink TUI dashboard
Pure-Pi runtime had three failure modes in practice:
- slow: 20-60s per decision because LLM was in the hot path
- expensive: every tick (defend, eat, idle) paid for a reasoning pass
- invisible: required tmux capture-pane to know what the bot was doing
New runtime/ layer is a long-running Node daemon that owns the MC
connection, ticks a priority-ordered reflex chain (defend > eat > sleep
> idle) with NO LLM in the hot path, and exposes status + commands over
a Unix-socket IPC. tui/ is an Ink dashboard that attaches over IPC and
can detach freely — multiple TUI clients can connect at once.
Pi/Codex are still available, but as on-demand escalation: TUI hotkey
'a' spawns `pi -p "<prompt>"` as a subprocess and streams stdout into
the dashboard. The self-improvement loop (proposals → operator approval
→ Pi-driven patch → hot reload) is documented in docs/runtime.md but
not yet wired.
Reflex bodies are stubs today — they log decisions but don't drive
Mineflayer actions yet. The priority chain, IPC contract, and TUI are
fully working; subsequent commits will fill in defend/eat/sleep bodies
and wire automatic escalation.
Run with `npm run bot` + `npm run tui`. Pi-only fallback stays at
`npm run agent`.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>