Two-pronged response to user-confirmed "bot stands still, doesn't actually
chop" on play.xmatic.team:
1. Pin protocol — .env now sets MC_VERSION=1.21.4. minecraft-data has
wrong packet ID mappings for protocol 775 (server 26.1.2 via
ViaBackwards 5.9.1) — see mineflayer#3888 and #3717. 1.21.5 also has
an enchants decoder bug that breaks bot.dig. 1.21.4 is the last
protocol mineflayer 4.37.1 can speak cleanly through VIA.
2. Don't trust dig success — runtime/actions.js chopNearestTree and
runtime/skills/gather-stone.js now lookAt(face center)+forceLook,
await collectBlock, then re-read the target block. If the log/stone
is STILL there, return ok:false code:"silent_dig_failure" and
blacklist the position. Prevents the curriculum from reporting
"wood.16 in progress" while the world hasn't actually changed.
3. Defensive default — runtime/movement-profiles.js: canDig=false on
every profile until dig is confirmed working live. Otherwise
pathfinder schedules paths through must-dig blocks and the bot loops.
4. Ground-truth probe — runtime/skills/diagnose-physics.js dispatches
forward/jump/dig probes and writes the result to the diary. New
IPC command cmd:run-skill lets the operator (or a future curriculum
trigger) fire any skill on demand; it waits for the current action
to finish before dispatching. /tmp/pepa-runskill.mjs is a one-shot
client.
Live probe on play.xmatic.team confirmed: forward Δ=0.003 over 2s
(BROKEN — server rejects movement packets), jump ΔY=0.42 (likely
physics jitter, not a real jump). Strongly suggests an anti-cheat
plugin gating bot-style movements server-side — beyond protocol pin.
npm test 124/124.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Follow-up to the iteration-1 fixes. Live smoke on play.xmatic.team
revealed the bot was spawning into a tree-less plain (no log within
32 blocks of spawn), looping wander→gather→no_target→wander
forever inside a 16-block box.
- runtime/actions.js: chopNearestTree search radius 32 → 64 (still no
trees on this spawn, but a normal biome will be served well by it).
wander now has a blind-walk fallback when pathfinder times out
(look+forward+jump for 3 s) so the bot at least unsticks from leaves
or pillars. Pathfinder timeout reduced 30 s → 15 s.
- runtime/skills/explore-far.js: new explore.far skill — walks ~48
blocks in a quadrant (NE/SE/SW/NW, rotating per call) so successive
hints actually circle the spawn instead of bouncing in place. Blind
walk fallback included.
- runtime/reflex.js: when the scheduler is told to wander twice in a
row by gather.* recover hints, it now dispatches explore.far instead
so the bot actually leaves the patch it's stuck in. Resets the
consecutiveWanderHints counter on any success.
- runtime/reflex.js (sleep): no longer dispatches when the bot has
neither a bed in inventory NOR a known shelter/base location —
saved one dispatch + 5-min cooldown per restart at night.
- runtime/reflex.js (eat): inventory check + lastEatAt always updated
fix the eat-spam loop observed live (every tick fired "eat" → "no
food in inventory" → again).
- runtime/skills/chop-logs.js: recognise "no log within ..." as
no_target so the recover hint switches the bot to wander/explore.
npm test 124/124.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 of plans/autonomous-survival-bot-prd.md. Establishes the
composable skill contract from PRD §5.2 and ports three reference
skills so future phases can layer survival behaviour on top instead of
adding more ad-hoc branches to reflex.js.
New: runtime/skills/
- index.js: skill registry + runSkill(id, ctx, args) wrapper. Enforces
preconditions, hard timeout, normalises {ok, code, detail, worldDelta}
on every result, runs validate() and calls recover() on failure.
Stable failure codes live in RUNNER_CODES (unknown_skill,
precondition_failed, timeout, threw, validation_failed, done).
- groups.js: registry-derived item/block sets — logs/planks/sticks/beds
derived by suffix; foods intersects a curated allowlist with the live
bot.registry; axes/pickaxes/swords scoped to whatever the connected
server's item table actually ships. Empty set instead of throwing on
missing registry, so skills can emit code:"unsupported_version".
- chop-logs.js: gather.logs reference skill (wraps chopNearestTree).
- eat.js: survive.eat (wraps eatBestFood, preconditions check carrying
edible food from the registry-derived set).
- wander.js: explore.wander (wraps wander).
- contract.test.js + groups.test.js: 14 tests covering precondition
gating, timeout firing recover(), execute exceptions, validate
flipping ok→false, dynamic group filtering across mock registries.
package.json: `npm test` runs the new contract + groups suites.
docs/runtime.md: documents the skill contract, runner, dynamic groups
and the reference skills.
Reflex.js still calls actions.js directly — wiring the scheduler to
runSkill() lands in later phases when the survival curriculum kicks in.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>