Empty values keep the fast-advisor tier disabled (safe no-op). Fill
in BASE_URL + API_KEY + MODEL to enable. TimeWeb-style endpoint
example included.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds a reactive layer on top of the polling reflex. The bot now
notices environmental shocks (forced moves, HP plunges, hostile
spawns) within ~100ms instead of waiting for the next DISPATCH tick,
and the in-flight skill is preempted so the next reflex cycle can
re-plan against the current world state.
This is the rc that wires the "rc.1 plumbing + rc.2 manifesto" into
a feedback loop:
- awareness fires preempt → dispatch aborts
- reflex tick re-evaluates → manifesto walks the ladder
- new dispatch picks the right skill for the new world state
Pieces:
- runtime/awareness/events.js (new) — bot.on listeners:
- move: single-tick Δposition ≥ 5 blocks → forced_move flag + preempt
- health: HP drop ≥ 2 → health_plunge flag + preempt
- entitySpawn: hostile mob within 12 blocks → hostile_added + preempt
- blockUpdate: nearby block change → env_changed flag (no preempt,
throttled 800ms; otherwise gather skills would self-preempt
every dig)
- runtime/skills/index.js — RUNNER_CODES.PREEMPTED + raceWithAbort()
wraps every execute() against ctx.abortSignal. Existing skills get
preemption for free; they don't have to check the signal manually.
- runtime/bot.js:
- dispatchAction creates a fresh AbortController per dispatch and
stores it on reflexCtx.currentAbort
- attachAwareness fires controller.abort() when something disrupts
the active skill; runSkill returns code: "preempted" and the
reflex moves on
- reflexCtx.lastPreempt records the most recent shock
Tests: 332 green (was 315 on rc.2, +17 new):
- runtime/awareness/events.test.js — 12 tests (each event type +
thresholds + throttling + passive-mob filter)
- runtime/skills/contract.test.js — 3 abortSignal tests
(mid-flight, pre-armed, clean signal)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds an explicit hierarchical needs catalogue that the reflex consults
on every tick. The bot now pursues tangible intermediate goals (food,
wood tools, shelter, stone tools, ...) instead of inheriting whatever
the curriculum thought was "next".
Ladder:
L0 alive HP>5, food>0, not in lava, not panic-near hostile
L1 food ≥6 food items in inventory (or sated + any food)
L2 tools_wood wooden_pickaxe + wooden_axe + wooden_sword
L3 shelter_basic bed placed nearby or in inventory
L4 tools_stone stone-tier triplet
L5 armor_basic any chestplate (pursue=null until craft.leather-*
lands; ladder gracefully skips)
L6 food_security ≥16 food items
L7 tools_iron iron-tier triplet (pursue=gather.stone for now)
L8 armor_iron iron chestplate (pursue=null for now)
L9 village_seed bed + chest in nearby blocks
L10 village_full never detected, falls through to curriculum
Each need has detect(snapshot) → bool and pursue(snapshot) →
{skillId, args} | null. The ladder picks the LOWEST unsatisfied
pursuable need. Needs whose pursue is null get recorded as
blockedNeeds and the walk continues — no stalling on missing skills.
Wired into curriculumReflex: manifesto takes precedence over
curriculum.plan when it has a concrete suggestion. Tests can pass
ctx.disableManifesto=true to exercise the curriculum branch
in isolation (existing reflex tests keep passing this way).
Pi self-reflection prompt now includes
"activeNeed (Maslow ladder L0-L10): L2 tools_wood → gather.logs"
so Pi advises at the right level instead of giving generic guidance.
skillId returned by pursue() is validated against the live registry
(rc.1 plumbing) — manifesto cannot accidentally dispatch a
hallucinated skill name.
Tests: 315 green (was 279 on rc.1, +36 new):
- runtime/manifesto/needs.test.js — 24 tests (per-need detect/pursue,
helper sums)
- runtime/manifesto/state.test.js — 10 tests (ladder walk, hostile
takeover at L0, armor skipping, caching)
- runtime/reflex.test.js — 2 integration tests (manifesto overrides
curriculum plan; well-fed bot pursues tools_stone)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Roots out the v0.2.x failure mode: Pi-extracted lessons routinely named
hallucinated skill ids (relocate.surface, choose.safe.surface,
survive.shelter, gather.visible_log, …). All 47 Pi-lessons in the live DB
had applied_count=0 because normalisePreferSkill couldn't find them.
Fix:
1. runtime/skill-registry.js — single source of truth derived from
skills/index.js. Exports listSkillIds, isRegistered, and a
prompt-ready block (skillRegistryPrompt) grouped by namespace.
2. Pi prompts (coach/postmortem, coach/reflect) embed the live registry
with a "USE ONLY THESE, never invent" instruction. Lessons are
filtered at write-time too — anything not in the registry and not a
known mode name gets dropped.
3. coach/advice.js — normalisePreferSkill now returns null for unknown
ids, hardening consult() against any hallucinations that slip
through. Warn-logged for visibility.
Also lays the LLM substrate for the rest of v0.3.0:
- runtime/llm/provider.js — OpenAI-compatible chat client. Configured
via PEPA_FAST_LLM_{BASE_URL,API_KEY,MODEL,TIMEOUT_MS}. Safe no-op
unless API_KEY is set. Supports JSON-mode.
- runtime/coach/fast-advisor.js — tactical advisor tier (scaffold).
Exposes advise() that asks the fast LLM what to do RIGHT NOW when
the reflex is wedged/stuck. Rejects hallucinated skill ids using the
registry. Rate-limited 6/h, 30s cooldown. Not auto-triggered yet —
wired into reflex in rc.3 (awareness layer).
Tests: 279 green (+24 vs rc.3): 5 registry, 9 provider, 10 advisor.
See dev/v0.3.0/PLAN.md for the full iteration design (manifesto needs
ladder, event-driven awareness, skill pre-emption) and STATUS.md for
shipped/pending tracking.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- README: update lede, architecture block, self-improvement section, status.
Mentions knowledge.db, coach/advice loop, persona narration, and the new
PR-based auto-patch flow.
- scripts/auto-patch.js: replace cherry-pick-to-main with `git push` +
`gh pr create`. The operator is now the only one who can merge into main
(enforced by branch protection rules on the remote). Legacy direct-merge
path remains behind PEPA_AUTO_PATCH_MERGE=cherry-pick for emergencies.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Major iteration. The bot now:
1. Maintains a per-server SQLite knowledge.db with structured memory:
recipes, mob_intel, block_intel, lessons, deaths, postmortems, poi,
wiki_pages, chat_log, code_changes. Seeded from docs/.
2. Captures every death event into the `deaths` table with full context
(last skill, hostile, recent dispatches, snapshot). A periodic coach
loop (≤3 Pi calls/hour) extracts generalised lessons from batches of
unanalysed deaths and writes them to the `lessons` table.
3. Honours learned lessons at dispatch time. curriculumReflex and
defendReflex consult knowledge.topAdvice before action: if a
high-confidence lesson says "avoid <skill>" or "prefer <alternative>",
the dispatcher swaps or backs off. Closes the learning loop.
4. Narrates its actions in Russian MC chat (≤8 lines/hour, ≥75s gap):
skill starts, threat sightings, dusk/dawn, respawn, milestones.
5. Includes pre-v0.2.0 WIP in the baseline commit: pathfinder watchdog
refinements that avoid interrupting collectBlock, metric-driven
reflex recovery, persistent skill metrics, new skills (flee,
acquire-food, place-chest, sleep), gather.logs hostile-proximity
bail-out (auto-patch).
See docs/v0.2.0-self-learning.md for the rc.2/final roadmap.
237/237 tests pass. better-sqlite3 dep added; the subsystem
gracefully no-ops when the driver is missing.
This closes the learning loop. Lessons in knowledge.db now actually
influence behaviour:
- runtime/coach/advice.js: consult({plannedSkillId, snapshot}) reads
knowledge.topAdvice() and returns 'override' / 'avoid' / 'proceed'.
When a lesson says "avoid <skill>" with prefer="survive.flee" (etc.),
the dispatcher swaps in the alternative.
- runtime/reflex.js:
* curriculumReflex now consults advice before dispatch; on 'avoid'
backs off the planned skill + sets wander hint; on 'override'
dispatches the lesson's preferred alternative.
* defendReflex (dist≤4 melee branch) consults advice too — so a
creeper at 4m honours the starter rule "attack creeper → flee".
Failure outcomes feed back via markApplied so confidence stays
grounded.
SAFE_OVERRIDES whitelist contains only known runSkill targets
(survive.flee, survive.sleep, survive.eat, recovery.tunnel-out,
explore.far/wander, village.build-shelter); unknown prefers fall back
to plain 'avoid'.
7 advice tests; total suite 237 green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Major iteration: self-learning agent with knowledge base, post-mortem
coach, and persona narration. See docs/v0.2.0-self-learning.md for the
full design. This commit only adds the scaffolding (design + deps);
subsequent commits add the modules.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Baseline for the v0.2.0 self-learning iteration. All 205 tests pass on this
state. Subsequent commits in this branch layer the knowledge base,
post-mortem coach, and persona narration on top.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Problem (live 2026-05-26 screenshot): player drops a block in front of
the bot mid-path. mineflayer-pathfinder computes the path once when
goto() is called and never recomputes for world changes. Bot pushes
forward against the new block until the 30–60 s goto timeout fires,
visible as the bot just standing there pressing W.
Fix — runtime/pathfinder-watchdog.js: per-bot poll loop (2 s tick) that
runs while bot.pathfinder.goal is non-null. Tracks horizontal position.
If movement < 0.5 blocks for > 6 s after an initial 1.5 s grace,
forces a replan: setGoal(null) + setGoal(<same goal>) on a 250 ms
delay. That makes the planner rebuild the path against the current
world, so it routes around the new block — or, with canDig=true in our
profiles, digs through it. Capped at 3 replans per goal so a genuinely
unreachable target still bubbles up to the caller's timeout.
Side benefit: catches mineflayer-pathfinder issue #222 ("path hangs
on unreachable goal") much earlier than our 45 s goto wrappers.
Wired into bot.js on the "spawn" event and stopped on gracefulExit.
7 new unit tests cover the polling math + replan cap. 197/197 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the canned-template "yo" path for greetings / status / addressed
banter with a Pi roundtrip that takes a real persona, the bot's current
in-game context, the operator's diary tail, AND the last 8 chat turns
with THIS specific player. Per-player cooldown (8 s) + per-message
chat-rate cooldown survive the existing throttle so a chatty player
can't drain Pi tokens.
runtime/social/chat-history.js — append/recent per player into
state/<host>/chat/<player>.jsonl, 1000-line rolling cap. Each entry
stores { ts, dir, text, snap? } where snap is a compact position +
activeSkill + milestone at the time of the turn, so Pi can later say
"помнишь когда мы тогда у воды лес рубили". Survives restarts and
auto-patch cherry-picks.
runtime/social/reply-pi.js — Russian-first system prompt locking the
bot as "pepa_bot, автономный игрок-фермер" on play.xmatic.team, one-
line answers, no emojis, no AI/bot self-mentions, no sycophancy. Spawns
`pi -p`, sanitises the response (strips pepa: prefix, code fences,
quotes, multi-line), caps at 200 chars before sending into MC chat.
Graceful: timeout/parse-fail → returns null, caller falls through to
the existing template path so the bot never goes mute.
bot.js handleChat:
- Skip messages from our own username (defensive — never reply to self).
- Record every inbound line into chat-history.
- For non-COMMAND_LIKE / non-UNSAFE intents, try piReply first; on
success, send + record outbound; on null/throw, fall through to the
templated generateReply.
14 new unit tests (sanitiseReply edge cases, history rotation, snap
compaction, prompt content). 190/190 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three live-verification surfaces on top of v0.1.0:
1. cmd:screenshot { reason?, frames? } → runtime/viewer.takeScreenshot
- Headless POV render via prismarine-viewer.headless to
state/<host>/screenshots/<ISO>-<reason>.mp4 (1 frame ≈ ~10 KB).
- Lazy-loads the heavy GL stack on first call so the bot doesn't pay
the cost on startup or in TUI-only sessions.
- Returns { ok, path, error } over IPC LOG event.
- Known limitation: needs node-canvas. node-canvas v3 (current npm
default) is incompatible with prismarine-viewer's API; v2 doesn't
build under Node 24 (node-pre-gyp fail). So today the feature is
wired and the IPC contract is stable, but the underlying render
fails fast with "createCanvas is not a function". A future cleanup
can either fork the renderer or pin a Node 20 toolchain.
2. cmd:force-incident { kind?, reason? } → filePostCritique path
- Operator-triggered demo of the critic → proposal → auto-improve →
auto-patch chain. Was previously only observable when the bot
genuinely got stuck. Now a single IPC call exercises the full
loop on demand.
- Verified live 2026-05-26: critic call returned a real, useful
critique ("attack zombie returns done while target is alive →
blocks gather.logs"), proposal landed with all sections including
the Critic block, auto-improve picked it up within 10 s.
3. prismarine-viewer + canvas added to dependencies so npm install
builds the deps once and the IPC surface is always available.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five concrete patterns from Voyager and Mindcraft, applied in our shape
without abandoning the git-as-evolution-substrate that makes pepa
distinct. Plus a first multi-agent surface so two bots from the same
repo can share intent.
1. runtime/critic.js (Voyager critic.txt)
- Spawns `pi -p` with a JSON-only critic prompt before a proposal is
written. {reasoning, success, critique}.
- success=true short-circuits the proposal (bot recovered between
detector tripping and now), saving Pi tokens on false positives.
- critique is spliced into the proposal body via attachCritique() so
the downstream auto-patcher has a sharp spec.
- Graceful: pi missing / timeout / unparseable JSON → proposal still
filed without the critic block.
2. scripts/lint-patch.js (Mindcraft coder._lintCode)
- Pre-flight gate between Pi commit and npm test: node --check, dynamic
import (catches missing named exports), regex extraction of
runSkill("id") calls cross-checked against the live registry.
- Cheaper than npm test, fails fast with a clear reason.
3. runtime/stuck-incident.renderActionTemplate (Voyager action_template.txt)
- All proposal bodies now follow the same fixed-section layout: Task /
Last result / Execution error / State / Metrics / Journal /
Scenarios / Critique / Fix / Edit scope / Forbidden.
4. runtime/skill-library.js (Mindcraft skill_library.getRelevantSkillDocs)
- Word-overlap ranking (Mindcraft's offline fallback) — zero deps,
deterministic. auto-patch.js injects top-3 similar skills into the
Pi prompt as "look at these patterns".
5. runtime/modes.js (Mindcraft modes.js)
- Declarative {name, interrupts, on, active, update(ctx)} chain that
runs BEFORE the curriculum each tick.
- Ships self_preservation (low HP → eat/flee), hunger (food<14 → eat),
night_shelter (night + bed in hand → sleep). Cleaner than ad-hoc
lastFleeAttempt cooldowns in reflex.js.
6. runtime/social/conversation.js + cmd:conv-say/conv-recent/conv-list
- File-JSONL topic channel so two bots from the same repo (different
usernames, different host dirs under state/) can append turns and
read peers. Skeleton — multi-agent collaboration on top later.
Differentiator preserved: every Pi-written skill still lands on main via
auto-patch.js (real git branch + smoke gate + cherry-pick). Voyager
keeps skills in a Chroma JSON, Mindcraft keeps them in RAM — pepa keeps
them as versioned source code reviewable in `git log`.
package.json: 0.0.1 → 0.1.0. 174/174 tests pass. README + AGENTS updated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Root cause of "bot just stands still": every gather.* skill was using
bot.findBlock({ matching: (b) => names.includes(b.name) }), and under
mineflayer 1.21.4 + ViaBackwards the Block objects fed into the
callback have a wrong .name field (Block.type / numeric id is still
correct — this is mineflayer issue #2347). Every search returned null,
every skill reported "no_target", reflex looped wander → tunnel-out
forever. The bot's logs said "dispatch ok" while the operator watched
it pace in circles.
Proven live with a new diag.match skill on play.xmatic.team:
findBlocks({matching: numericIds}) → 50 hits
findBlocks({matching: (b) => b.name === ...}) → 0 hits ← the bug
findBlock({matching: (b) => b.name === ...}) → null ← the bug
findBlock({matching: numericIds}) → dark_oak_log @ (606,62,110)
After this fix the same bot from the same spawn dispatches gather.logs
and reaches the chop loop ("chop: dark_oak_log at 606,62,110 (tool=fists)")
instead of returning "no reachable log within 64 blocks".
Changes:
- runtime/perception.js (new): findBlocksByName / findNearestBlockByName
centralise the numeric-id workaround for any future skill.
- runtime/actions.js: chopNearestTree, sleepInBed, placeCraftingTable now
use perception. Also load mineflayer-tool plugin alongside collectblock
(collectblock 1.6 hard-requires bot.tool to dispatch a dig).
- gather-stone, gather-wool, deposit-surplus rewritten to numeric-id
search. gather-wool also loads mineflayer-tool.
- diagnose-scan.js (new): two diagnostic skills — diag.scan reports
findBlocks counts per radius for common blocks; diag.match cross-tests
the four matcher styles so this regression can be re-proven on demand.
- runtime/skills/index.js: registers diag.scan + diag.match.
Memory: project_findblock_callback_broken_under_viabackwards.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
When Pi writes a multi-file runtime patch, the supervisor's file watcher
can fire between two consecutive writes, kill the bot mid-edit, and load
a half-saved file with a SyntaxError. Loop until the operator stops it.
scripts/auto-patch.js now creates state/auto-patch.lock with its PID
right after the branch checkout (before spawning pi -p), and removes
it on every exit path. runtime/supervisor.js defers any watch-triggered
restart while the lock holder is alive, polling every 2 s; once the
lock drops it waits 1.5 s for the final write to settle, then runs
\`node --check\` on the changed file and only restarts if it parses.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pi-authored follow-up from a second auto-patch cycle — the original
"does not count jumping in place as escape" test forgot to provide a
dig() mock, so the in-place jump path crashed when the test exercised
escape-pit's "dig above" fallback. Adding the mock makes the test
actually verify the assertion it claims.
138/138 tests now.
Co-Authored-By: pepa_bot self-improvement loop <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two bugs the live self-improvement run exposed:
1) Auto-patch was spawned with detached:false, so when supervisor
restarted bot.js (file change after Pi's commit landed on the
auto branch), the auto-patch child was killed mid-way — Pi's
commit lived in the auto branch but never got cherry-picked.
Recovered manually this round via reflog + cherry-pick. Now
detached:true + child.unref() + a per-run log at
state/_auto-patch-last.log so the operator can read Pi's full
output later.
2) Pi's recovery-tunnel-out.test.js was created but not in npm test
script; tests would have stayed unrun forever. Added.
Also commits the Pi-authored skill (eb29591 cherry-picked):
- runtime/skills/recovery-tunnel-out.js (+ test)
- improvements to runtime/actions.js + runtime/skills/explore-far.js
- wired into runtime/skills/index.js
npm test 137/137.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the self-improvement loop: when escape-pit + wedged-jump +
blind fallback all run 3× in a row without freeing the bot, fire a
dedicated proposal at the auto-improver. Pi gets the full context
(journal byKind, last 12 scenario-memory entries, current slim
snapshot) and is asked to either improve escapePit() (dig forward +
down + side, not only up) OR add a brand-new recovery.tunnel-out skill.
- runtime/stuck-incident.js: new checkWedged() path with separate
cooldown (10 min) from the no-progress path. noteResult() ingests
every dispatched action's detail.mode to count wedged completions.
- runtime/bot.js: dispatchAction calls stuckIncident.noteResult(res)
after each result; tick() calls checkWedged() and files the proposal
via writeProposal({editScope:[runtime/actions.js, runtime/skills/,
runtime/reflex.js]}).
This is the architectural piece: a bot wedged in a 1×1 hole now
generates a proposal that Pi can act on (with edit-scope guard rails
+ npm test smoke gate from PR #19), instead of looping wedged-jump
forever.
Verified live: bot now also picks direction from journal —
"explore.far: journal says leanest quadrant=NE → prefer N" — first
time the bot uses persistent memory to choose where to go next.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes a structural gap: the bot now actually REMEMBERS what it
discovered and what it tried. Two stores live under state/<host>/ and
are wired in automatically.
runtime/world-journal.js
- Append-only JSONL of discovered points (chopped, placed, base,
shelter, farm, dead_end). Indexed by 16-block spatial grid; O(neighbors)
nearest() lookups; 6 h age prune; 10k line ceiling with trim.
- leanestQuadrant({x,z}) reports the quadrant the bot has the FEWEST
markers in — used by explore.far to circle rather than retread.
- summary() exposed for the stuck-incident proposal body.
runtime/scenario-memory.js
- Sliding window of (skillId, situationHash, code, ok, detail) tuples.
- situationHash() is a coarse fingerprint (16x8x16 cell + day/night +
food/hp bucket + inv key set + closest hostile). So "same kind of
place + same kind of state" matches.
- shouldSkip({skillId, situation}) → true after ≥3 failures within 30
min UNLESS a more-recent success in the same situation un-locks it.
- recentTailFor() exposed for the stuck-incident body.
Wiring (runtime/bot.js):
- dispatchAction captures situationHash BEFORE the action runs and
records (skillId, situation, code, ok) after — failures are attributed
to the dispatch-time state, not the partial-effect state.
- worldDelta fields (choppedAt, minedAt, placedAt, baseAt, shelterAt,
plantedAt, harvestedAt, tilledAt) auto-flow into the journal.
- no_target + silent_dig_failure also write dead_end markers.
Scheduler / skills now consume memory:
- reflex.js curriculum reflex calls memory.shouldSkip — if the same
(skill, situation) failed 3+ times recently, auto-converts to a
wander hint so the bot leaves and tries elsewhere.
- explore.far calls journal.leanestQuadrant when multiple cardinal
directions are walkable and prefers the less-explored one.
- gather.logs walks to the nearest known "chopped" bucket within 96
blocks before falling through to findBlock — chunks with confirmed
trees are more likely to yield another.
stuck-incident body now includes journal byKind + last 12 scenario
entries so Pi can write a structural fix, not just a guard clause.
Architecturally: this is the foundation for "bot rewrites itself".
The proposals Pi now receives carry real signal about what was tried
and what's around, instead of a single snapshot in isolation.
10 new tests (world-journal × 5, scenario-memory × 5). npm test 134/134.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
When probe-cardinal shows all 4 directions blocked (the bot is in a
1×1 pit, surrounded by leaves, or in a corridor corner), don't just
hold forward+jump — actually dig the block above the bot's head,
jump into the new gap, repeat up to 3 times. Both wander and
explore.far now call escapePit() in this branch.
Observed live: bot fell into a pit at (623,71,106) after first
explore.far and looped wedged-jump→still-wedged→wedged-jump for 60s
before this fix. With escape-pit, the bot now actually breaks out.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ground-truth finding (diag.physics):
forward N:0.03 E:3.38 S:0 W:3.26 → forward WORKS in unobstructed dirs
jump ΔY=1.25 → jump WORKS (vanilla height)
dig untested (no soft block within 6 of spawn)
So the bot CAN move and jump — the previous "stands still" symptom was
our wander/explore code picking blocked random angles and trusting a
pathfinder that times out on this server's terrain. Each retry just
picked another random direction, often the same blocked one.
- runtime/actions.js wander: probe 4 cardinal yaws for 800ms each,
measure actual Δ, commit to the best one for the remaining budget.
Falls back to "wedged-jump" (forward+jump 2.5s) only when ALL four
cardinals are <0.5 blocks.
- runtime/skills/explore-far.js: same probe-then-go shape, scaled to a
~48-block long walk in the best direction. Replaces the static
NE/SE/SW/NW quadrant rotation that ignored what was actually
walkable.
- runtime/movement-profiles.js: canDig back to true on gather/travel/
flee. The earlier "everything false" defensive default was based on
a wrong hypothesis (silent dig failure) — diag.physics + server-side
inspection (no anti-cheat plugin, spawn-protection=0) showed dig is
fine.
- runtime/compat.test.js: assertions follow profile defaults.
- runtime/skills/diagnose-physics.js: forward probe now tries 4
cardinals and returns trials + bestDir + bestDist so it can be used
to debug "wedged" reports later.
Verified live: bot now actually walks 47 blocks north after
probe.cardinal showed N:2.4 free. First end-to-end real movement on
play.xmatic.team since this session started.
npm test 124/124.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Recovers the bot from the live-server symptoms reported 2026-05-26:
1) constant supervisor reconnects, 2) chop "clicks once and stops",
3) sleep does nothing without a bed and so blocks night-skipping for
other players, 4) curriculum reflex always fell through to wander.
Supervisor (#38):
- runtime/watch-filter.js: pure predicate excluding *.test.js + the
supervisor itself; recursive:true so skills/ + social/ edits also
restart. Burned a working main once when test files counted toward
the rollback threshold.
- runtime/supervisor.js: watch-triggered restarts no longer count
toward the crash-loop rollback path. Watcher is now recursive.
Chop / mine (#39):
- runtime/actions.js + runtime/skills/gather-stone.js: replaced raw
pathfinder.goto + bot.dig with mineflayer-collectblock's
bot.collectBlock.collect — handles approach, repositioning, LoS,
dig and pickup as one primitive. Old version "swung once" because
GoalGetToBlock often parked the bot in leaves above the log.
Sleep + bed (#40):
- runtime/actions.js: sleepInBed now ALSO places a carried bed on
solid ground next to the bot and sleeps on it. Critical so the bot
stops blocking player night-skipping the moment it owns a bed.
Bed pipeline (#41):
- runtime/skills/gather-wool.js: gather.wool skill — mines wool block
if any nearby, otherwise shears or attacks the nearest sheep.
- runtime/skills/craft.js: craftBedSkill (any colour the bot has ≥3
wool of, plus 3 planks, plus a table).
- runtime/curriculum.js: new milestone survive.bed sits between
wood.tools and stone.32 so the bot gets a bed BEFORE everything else.
Test fixture updated to include a red_bed in post-survive.bed stages.
Village / shelter / wheat (#42, #43):
- runtime/skills/build-shelter.js: village.build-shelter — real 3×3×3
resumable hut blueprint around the recorded base, places one block
per loop, idempotent so an interrupted build resumes correctly,
marks each placed block in the owned-blocks ledger.
- runtime/skills/deposit-surplus.js: village.deposit-surplus opens
the nearest chest and transfers surplus stacks while keeping a
reserve of tools/food/bed.
- runtime/skills/farm-wheat.js: farm.wheat does one step per call
(till adjacent-to-water grass, plant seeds, or harvest ripe wheat).
- runtime/curriculum.js: village.shelter milestone after base-site.
Scheduler glitch (root of "always wander"):
- runtime/bot.js: curriculum + locations are now computed BEFORE
runTick. Previously they were stamped AFTER, so reflex.js saw
snapshot.curriculum=undefined every tick and fell through to the
wander fallback. Verified live: scheduler now dispatches
gather.logs/gather.stone/craft.* by id via runSkill.
Eat-spam:
- runtime/reflex.js: eatReflex now checks inventory for actual food
and updates lastEatAt on EVERY dispatch (not only successes), so a
failed eat respects the 5 s cooldown instead of firing every tick.
npm test 123/123. Validated live on play.xmatic.team (curriculum
dispatched gather.logs via runSkill, recover hint switched to wander
when no log in range).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Operator PRDs and scratch implementation notes live under plans/ and
should not be committed to the repo.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
OpenClaw is a different paradigm than our Pi-based bridge — messaging-first,
marketplace of pre-built skills (astraopenclaw/minecraft-agent already exists),
self-extension via skill authoring. The operator wants to run an OpenClaw
instance side-by-side with pepa-pi-bot to compare which approach gets to a
visible village faster.
prompts/openclaw-seed.md: single founding-message prompt. Identity, server
credentials inline (secrets via .env, not echoed), goal (small village,
long-horizon), bootstrap checklist (install skill, connect, AuthMe handle,
30-60s autonomous tick, on-death recovery), self-extension permission, hard
safety rules duplicated from AGENTS.md, definition of success ("a week from
now there's a cluster of buildings attributable to you").
Includes operational notes on nickname conflict (only one bot can be on the
server at a time under pepa_bot; suggest pepa_claw for the OpenClaw side),
.env coordination, LLM provider mixing, and a short post-mortem comparison
checklist for after a few hours of both running.
Not invoked by anything in this repo — it's an artefact for cross-runtime
experimentation. Lives in prompts/ alongside the Pi prompts and the
codex-seed-knowledge.md prompt because that folder is the right home for
reusable prompts regardless of which agent consumes them.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four targeted fixes for issues observed during the live autonomous test:
1. **bot.modes shim** (extensions/lib/mcdata.js)
Mindcraft skills.* call bot.modes.pause('cowardice') in 7+ places.
`mineflayer-modes` does not exist on npm — it's internal to Mindcraft.
attachPluginsAndInit now installs a no-op shim so skills.stay() /
.consume() / .defendSelf() etc. stop crashing with "pause undefined".
2. **Death + respawn handlers** (extensions/mineflayer-bridge.ts)
Subscribe to bot 'death' event: append diary line with position,
clear current-task.json so Pi doesn't resume a stale task referencing
inventory that no longer exists.
On 'spawn' within 5s of death: log the new respawn position to diary.
Live test had bot killed twice by zombies at night; the next Pi
prompt was unable to recover. With this it's now an explicit diary
line + clean task slate.
3. **Auto-defend reflex tick** (extensions/mineflayer-bridge.ts)
New setInterval(2s) that, when bot.health < 18 AND a hostile mob
(zombie/skeleton/creeper/spider/etc.) is within 6 blocks AND no
active world task, fires `bot.pvp.attack(nearest)` in the background.
No LLM call needed for instant self-defense — saves tokens and reacts
on mineflayer timescale (sub-second) rather than Pi loop timescale
(~10s+ to reason and dispatch). Throttled to once per 4s.
4. **mc_collect_block bulk rework** (extensions/mindcraft-skills.ts)
Live test showed count=1 succeeds in ~25s but count=8 hangs past
270s with identical blocks in range. Upstream collectBlock plugin
appears to drift on its block cache after the first dig in dense
terrain. Loop single-block collects in-tool instead (75s per iter,
re-pathfind on each iteration). Track per-iter success/failure,
abort after 3 consecutive failures, return aggregate count to the
agent so it can adapt instead of seeing a single failure.
Smoke test: both extensions load, bot connects, perception confirms
hostiles nearby and daylight safety check. No syntax/runtime errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live test showed count=1 succeeds in ~25s but count=8 timed out at 90s
because gathering 8 logs naturally takes ~200s of pathing + dig + pickup
across the area. Fixed 90s ceiling was too tight for legitimate bulk
collection.
Scale timeout linearly: 30s overhead + 30s per requested block, capped
at 600s. count=1 → 60s, count=4 → 150s, count=8 → 270s, count=20 → 630s
(capped at 600). Catches real hangs (wrong name, unreachable) without
killing legitimate long collections in dense forest.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Mineflayer's collectBlock plugin and pathfinder can hang indefinitely when:
- the requested block name doesn't match anything in range (e.g. asking for
"oak_log" when the only nearby logs are "dark_oak_log"),
- pathfinder cannot reach the goal but doesn't return a clean noPath,
- a path computation enters an infinite-search state in dense terrain.
This blocks the entire Pi tool loop — observed in a live test where
mc_collect_block("oak_log", 4) ran for 8+ minutes without ever returning,
leaving Pi unable to respond to chat or do anything else.
Add a 90s timeout for collectBlock/goToNearestBlock and 120s for goToPosition.
On timeout the tool throws a descriptive error so the agent learns to retry
with a different block name or position rather than waiting forever.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The bot was acting blind: it knew its own coordinates but nothing about
what was around it. mc_goto's over-strict safety guards refused every
real path. mc_dig was too low-level to drive a coherent farming loop.
The result: 4+ hours of "trying" with zero physical achievement.
This commit reframes the bridge around a perceive→decide→act loop using
proven primitives from Mindcraft (github.com/kolbytn/mindcraft, MIT —
LICENSE-MINDCRAFT vendored beside the library files).
Changes:
- extensions/lib/ (new, vendored from Mindcraft with attribution)
- world.js (431 LoC) — 21 perception functions: getNearbyBlockTypes,
getNearbyEntities, getInventoryCounts, getNearestBlock, getPosition,
getBiomeName, etc.
- skills.js (2093 LoC) — 30+ action primitives: collectBlock, placeBlock,
goToPosition, goToNearestBlock, craftRecipe, equip, consume,
defendSelf, avoidEnemies, pickupNearbyItems, stay, etc.
- mcdata.js (~600 LoC) — Mindcraft's mc-data adapter. Imports patched
to local paths; mineflayer-auto-eat removed (our installed 5.x has
a divergent API; skills.consume() falls back to bot.consume()).
Added attachPluginsAndInit(bot) export so mineflayer-bridge.ts can
wire plugins onto its externally-created bot.
- settings.js — minimal stub with farmer-bot defaults.
- extensions/mindcraft-skills.ts (new, 406 LoC) — Pi extension registering
15 high-level tools on top of the vendored library:
- Perception: mc_observe, mc_inventory, mc_nearby_blocks, mc_nearby_entities
- Action: mc_collect_block, mc_place_block, mc_go_to, mc_go_to_block,
mc_craft, mc_equip, mc_consume, mc_defend_self, mc_avoid_enemies,
mc_stay, mc_pickup_nearby
ES modules from extensions/lib/ are loaded via dynamic import() at
extension init so the cross-extension require()-race resolves cleanly.
- extensions/mineflayer-bridge.ts
- Expose the live Mineflayer bot on globalThis.__pepaPiBot so the
mindcraft-skills extension can use it (set on connect, cleared on
error/end/manual disconnect).
- Call attachPluginsAndInit(nextBot) right after createBot to load
pathfinder, pvp, collectblock, armorManager and prime
minecraft-data once login completes.
- package.json — new runtime deps: minecraft-data, vec3,
mineflayer-pvp, prismarine-item.
- AGENTS.md — new "Perception → decision → action" section before
"Your tools right now" with full tool catalog and a deprecation
note for the broken mc_goto / mc_build_pyramid_5x5 / low-level
mc_dig from the old bridge.
Smoke test (medium thinking): bot called mc_observe and received a
real JSON snapshot — nearbyBlocks listed coal_ore, oak_log, water,
sand; nearbyEntityTypes listed creeper, zombie, pillager, skeleton.
The bot can finally see what it could not see this morning.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
A long-form prompt for a long-context autonomous coding agent (Codex Pro,
Claude Sonnet w/ repo access, etc.) — NOT a Pi prompt. Goal: produce a
comprehensive docs/ knowledge base so the bot doesn't have to rediscover
Mineflayer API surface and core Minecraft mechanics (mobs, biomes,
recipes, ore Y-levels, farming, breeding) every time it tries something
new.
Design constraints baked into the prompt:
- PR-only workflow. Worker agent operates on a feat/knowledge-base
branch; main stays untouched so the live bot is unaffected until the
operator reviews and merges.
- docs/ only. Never write skills/ — that's the bot's notebook; pre-
writing procedural skills kills emergence. Reference material is the
textbook; the bot stays the author of its own procedures.
- One-line AGENTS.md addition pointing to docs/, no broader policy
rewrite. Behaviour change is "consult docs/ before I'll try to learn".
- package.json gets four universal-useful plugins added (collectblock,
auto-eat, tool, armor-manager); statemachine/pvp/blockfinder/viewer
are left for the bot to opt into.
- Concrete definition of done, scope estimate (10-30h), review
checklist for spot-checking hallucinations before merge.
- Re-run triggers documented (MC version bump, Mineflayer major,
new must-have plugin).
Included so future operators / forks can repeat this kind of one-off
seeding without re-deriving the prompt. Lives alongside the Pi prompts
in prompts/, even though it targets a different runtime — the
prompts/ folder is the right home for "reusable prompts" regardless of
which agent consumes them.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three things that together turn the bot from a reactive chat agent into
a goal-driven autonomous one.
1. Memory model (docs/memory-model.md, new). Formal split:
- SHARED knowledge — skills/, extensions/, prompts/, docs/,
.pi/settings.json — committed, community-improvable, portable to any
server.
- PERSONAL memory — state/<MC_HOST>/ — gitignored, per-instance, per-
server. Survives restarts (local disk), doesn't survive a re-clone
(deliberately). Holds goal.md, plan.md, current-task.json,
locations.json, diary/, inventory-log.jsonl, escalations.
Covers resume-after-restart protocol, what "abstract a lesson into a
skill" means, and the two anti-patterns (committing state, gitignoring
shared knowledge).
2. AGENTS.md changes:
- New section "Long-term goal and personal memory" wiring AGENTS.md
directly into state/<MC_HOST>/goal.md + current-task.json with a
pointer to docs/memory-model.md.
- Operating principle #4 ("I'll try to learn") rewritten with
**bias to action**: a pending stub is now a last resort, not a
default. Operator-trusted requests are themselves approval — bot
does not write a stub and wait for a separate "go".
Rationale: today's pyramid task got stuck because the bot wrote
a careful "pending" stub and waited; the operator had to send
"ты ждешь одобрения? можешь стартовать!" before any action. That
extra round-trip is the reflex this rewrite removes.
- Operating principle #5 ("live your best life when idle") expanded
to "goal-driven autonomy" with an explicit 5-level priority order
(operator task > non-op reply > resume current-task.json > next
plan milestone > decompose goal). Memory protocol made concrete:
write current-task.json before every meaningful action, append to
diary, keep locations.json fresh, tick off plan.md.
3. prompts/live-your-life.md (new). Canonical kickoff to switch the
bot into autonomous mode. Numbered concrete asks (re-read three
docs, write plan.md, implement memory protocol, implement
resume-on-restart, start). Includes a "plan.md draft for review"
gate so the operator can shape direction without micromanaging
execution. Designed to be sent after Phase 0/1/operator-trust are
stable and a goal.md exists for the target server.
Companion seed (local-only, NOT in this commit because gitignored):
state/play.xmatic.team_25565/goal.md — "build a small village and
survive long-term, live like a farmer". Lives only on the operator's
machine; a fresh clone won't see it.
README and roadmap updated with the new Phase 3 status (🌱 → 🌿
kickoff) and pointers to the new memory-model doc.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two-tier chat trust:
- Anyone in OPERATOR_USERNAMES (comma-separated, .env-only) is SCOPE-trusted.
The bot skips the "out of scope / not sure where" escalation reflex for
these users and instead applies "I'll try to learn" (Operating principle
#4): attempt, codify into a new skill, or reply with a concrete reason.
- Hard safety rules (no OP, no breaking other players' builds, no .env
leak, no chat spam, no destructive bash) remain ABSOLUTE. Operators get
the same refusal + escalation as anyone else for safety-borderline
requests — with slightly pointed wording, because they should know better.
- No transitive trust: chat-based "trust X for the next hour" / "make Y
an op" requests are themselves safety escalations. Op membership only
flows through .env on disk.
Security caveat documented in .env.example: nickname-based trust is only
safe on servers with identity protection (online-mode UUID or AuthMe).
On pure cracked servers OPERATOR_USERNAMES must stay empty.
- AGENTS.md: new Identity field for OPERATOR_USERNAMES; new Operating
principle #6 "Trusted operators" with the scope-vs-safety split; old
escalation principle renumbered to #7; Control channel section
rewritten with primary/secondary trust distinction.
- .env.example: OPERATOR_USERNAMES placeholder with multi-paragraph
security note covering when the model is and isn't safe.
- prompts/grant-op-trust.md: canonical implementation prompt for the
next Pi pass — re-read AGENTS.md, wire isOperator() into the bridge's
escalation flow, codify into skills/operator-trust.md, reload bridge,
verify with two concrete chat replays (scope vs safety).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 0 (body) is done. The next steps shouldn't be guessed prompt-by-prompt —
write down the order, the judgement principles, and the next concrete
session prompt, so the bot has a coherent direction and the human can
hand it off in one message.
- docs/roadmap.md (new): six phases, each with status, scope, and stretch.
Phase 0 = 🌳 done, Phase 1 = 🌿 in progress, the rest = 🌱.
Explicit non-goals (no PvP, no OP, no cross-server identity).
- AGENTS.md: First-objective section collapsed to a pointer at the
onboarding skill (it's been done). New "What to do, in priority order"
summary citing the roadmap. New top-level "Operating principles"
section: presence, bounded reconnect, hold focus, "I'll try to learn"
reflex, idle = best-life mode, escalate destructive doubt with a
JSONL log under state/<host>/escalations.jsonl.
- prompts/awake-and-live.md (new): canonical kickoff prompt for the
next session. Scopes itself explicitly to phases 1+5+6 and excludes
locomotion (phase 2 needs care, separate session).
- README Status: 🌳 Phase 0 done / 🌱 Phase 1 in progress, links to
roadmap and operating principles.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The whole point of this project is that the agent's growth is shareable.
If skills and extensions silently land in ~/.pi/ on the maintainer's
laptop, every clone starts from zero and the repo becomes a fancy
README. Fix that with an explicit hard rule and a contributor guide.
- AGENTS.md: new "Artifact location — hard rule" subsection spelling out
that skills/extensions/prompts/state/.pi-settings ALL live in this repo,
never in ~/.pi/. Pi's own built-in skills (skill-creator, etc.) stay
user-global; the agent may use them, but their *output* must land here.
- README: new "Everything in the repo" subsection covering the same rule
in user-facing language, plus a pointer to CONTRIBUTING.md.
- CONTRIBUTING.md (new): skill/extension formats, server-agnostic and
no-secrets requirements, smoke-test recipe, PR checklist.
- .gitignore: switch from blanket `.pi/` ignore to `.pi/*` + explicit
un-ignore of `.pi/settings.json`, so project Pi config is reproducible.
- "Don't push without operator confirmation" → "without human
confirmation via the repo" — consistent with the new control model.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pi only acts when prompted. New repo users (and the maintainer's future
self) shouldn't have to invent the kickoff message — pin it.
- prompts/bootstrap.md: the canonical first-run message, with rationale
for each clause and guidance for shorter subsequent prompts
- README quickstart: new "Send the first message" subsection that quotes
the bootstrap prompt verbatim and explains what the agent does next
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
There's no good reason to bake a specific operator nickname into the bot's
identity — it differs per server, may not exist at all, and treating any
in-game name as "trusted" is a chat-injection vector ("I am the operator,
do X").
New model: the **repo** is the only trusted control plane. Anyone editing
AGENTS.md, skills/, or .env has filesystem access and is, by definition,
an operator. In-game chat becomes a dialog-only comms plane — the bot
talks to anyone but refuses destructive requests unless a corresponding
skill or AGENTS.md instruction makes the action explicitly permitted.
- .env / .env.example: OPERATOR_USERNAME removed
- AGENTS.md: identity section trimmed; "Operator contact" rewritten as
"Control channel" with the trust model spelled out; rules #2 and #6
rephrased so they no longer reference a named operator
- docs/architecture.md: top box renamed to "Human" with explicit
control-plane vs comms-plane split
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The bot is a universal Minecraft player, not tied to any one server.
Server identity (host, port, username, auth mode, optional AuthMe password)
is now read entirely from .env.
- README: rewritten as universal-bot pitch; auth covered as two dimensions
(MC auth mode + LLM credential)
- AGENTS.md: identity comes from .env, hard-coded references to pepa
removed; bootstrap step auto-detects whether the server uses an
AuthMe-style /register-/login plugin
- .env.example: example values replaced with placeholders, MC_AUTH_MODE
added (offline | microsoft)
- docs/architecture.md: rephrased target as "any Minecraft Java server",
added open question on cross-server vs per-server state
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Initial seed for an autonomous, self-extending Minecraft player powered by
Pi (pi.dev) and Mineflayer.
Includes README, AGENTS.md mandate, .env.example, MIT LICENSE, package.json
with mineflayer + dotenv, and empty skills/ extensions/ prompts/ dirs for
the agent to grow into.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>