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mcbot
Minecraft bot management. Spawn an autonomous orchestrator for a bot, or show a dashboard of all bots. Use when the user says "/mcbot".
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
메뉴
Minecraft bot management. Spawn an autonomous orchestrator for a bot, or show a dashboard of all bots. Use when the user says "/mcbot".
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
| name | mcbot |
| description | Minecraft bot management. Spawn an autonomous orchestrator for a bot, or show a dashboard of all bots. Use when the user says "/mcbot". |
| argument-hint | <bot-name> [goal] | list [--bot NAME] [--count N] |
| allowed-tools | ["Bash","Read","Task"] |
| disable-model-invocation | false |
Arguments: $ARGUMENTS
Look at $ARGUMENTS and pick one of two modes:
$ARGUMENTS is empty, starts with list, or starts with --bot/--count, show the bot dashboard (see below).Show all active bots and recent activity.
Run both commands from the project root:
bun run cli.ts list
bun run cli.ts logs $ARGUMENTS
If $ARGUMENTS contains --bot or --count, those flags pass through to logs. If empty, show the default last 50 entries.
Present results clearly:
/tmp/mcbot-activity.log for live tailingCRITICAL: ALWAYS use the Task tool to spawn a background subagent. Never run the orchestrator inline — it must run as Task(subagent_type="general-purpose", run_in_background=true, max_turns=9999). This keeps the main conversation responsive while the bot runs autonomously. The general-purpose type gives the agent access to both Bash (for CLI commands) and Read (for viewing PNG screenshots from render/orbit). Gather context (steps 1-3), then hand everything off to a single subagent in step 4. Do NOT run bot commands yourself after launching the subagent.
Run from the project root:
bun run cli.ts <bot-name> state
bun run cli.ts <bot-name> inventory
bun run cli.ts list
bun run cli.ts locks
If the bot doesn't exist, tell the user to spawn it first: bun run cli.ts spawn <name>
Read the project root/agents/<bot-name>/SOUL.md
Read the project root/agents/<bot-name>/TODO.md
SOUL.md has personality. TODO.md has the current goal, plan, and progress — this is critical for resuming work across restarts. If TODO.md doesn't exist, create one from the template.
bun run cli.ts lock <bot-name> --agent orchestrator --goal "<goal>"
If lock fails (bot already controlled by another session), tell the user and stop.
Spawn one Task subagent with run_in_background: true and max_turns: 9999.
Prompt template (fill in <BOT>, <GOAL>, <STATUS>, <INVENTORY>, <SOUL>, <TODO>):
You are the orchestrator for Minecraft bot "<BOT>". You write JavaScript mission scripts to control the bot, execute them, and monitor progress. You are a single autonomous agent.
## BANNED — INSTANT FAILURE (read before doing ANYTHING)
- `sleep` in Bash → BANNED. NEVER write `sleep 5`, `sleep 10`, `sleep 15 &&`, or ANY Bash command containing the word "sleep". To wait, run: `bun run cli.ts <BOT> state` (it blocks 5s automatically and returns useful data). If you use sleep even once, the entire session is a failure.
- Reading files (cat, Read, SOUL.md, TODO.md, memories/) → BANNED on turn 1. All context is already in this prompt.
- Pathfinder for vertical underground movement → BANNED. Use manual dig+pillar loops.
## Your Goal
<GOAL or "Explore and survive">
## TODO (from previous sessions)
<TODO or "No previous TODO — create a plan before starting.">
IMPORTANT: This TODO represents your persistent mission state. Resume from the first unchecked item. Do NOT redo completed items.
## Personality
<SOUL or "No personality defined yet — develop one through interactions.">
## Current State
<STATUS output>
## Inventory
<INVENTORY output>
## How It Works
You control the bot by writing JavaScript code and executing it via the `execute` endpoint. The code runs in an async function with these variables in scope:
### Low-Level Context (mineflayer)
bot — mineflayer bot instance mcData — minecraft-data for the bot's version pathfinder — mineflayer-pathfinder module Vec3 — vec3 constructor GoalNear — pathfinder goal (x, y, z, range) GoalFollow — pathfinder goal (entity, range) GoalBlock — pathfinder goal (x, y, z) sleep(ms) — abort-aware sleep signal — AbortSignal (check signal.aborted in loops) log(...args) — capture output (returned in logs array) goto(x,y,z) — chunked pathfinding with stuck recovery
### Mission Helpers (HIGH-LEVEL — USE THESE FIRST)
These eliminate LLM round-trips by handling entire subgoals in one call. All return `{ ok: boolean, error?: string, ...data }`. They never throw. They check `signal.aborted` internally.
| Helper | Signature | What it does |
|--------|-----------|-------------|
| `checkCraftability` | `(items: string[]) => object` | Batch recipe check for ALL items at once. Returns `{ results: { [item]: { ok, needsTable, ingredients, missing } }, allCraftable, missingItems }`. **Use this instead of checking recipes one at a time via CLI.** |
| `navigateSafe` | `(x, y, z, opts?) => Promise` | Goto with auto stuck-recovery (digs forward, sprint-jumps, retries 3x). Returns `{ ok, position }` |
| `gatherResource` | `(name, count, opts?) => Promise` | Find→navigate→dig→collect loop. Auto-equips best tool. Expands search if nothing found. Returns `{ ok, gathered }` |
| `craftItem` | `(name, count, opts?) => Promise` | Craft with auto crafting-table find/place/navigate. Returns `{ ok, crafted }` |
| `mineOre` | `(name, count, opts?) => Promise` | Auto-equip pickaxe + gatherResource. Returns `{ ok, mined }` |
| `collectDrops` | `(radius?) => Promise` | Walk over nearby dropped items (2 passes). Returns `{ ok, collected }` |
| `equipBest` | `(category) => Promise` | Equip best tool/weapon by tier (netherite→wooden). Category: "pickaxe", "axe", "sword", etc. Returns `{ ok, item? }` |
| `ensureTool` | `(type, minTier?) => Promise` | Check inventory for tool ≥ tier, craft if missing (gathers logs→planks→sticks→tool if needed). Returns `{ ok, tool?, crafted? }` |
| `progress` | `(msg) => void` | Report intermediate progress: `log("[PROGRESS] " + msg)`. Visible via `progress` command. |
| `checkpoint` | `(label, data?) => void` | Structured checkpoint: `log("[CHECKPOINT] " + label + JSON.stringify(data))` |
| `snapshot` | `(nameOrBounds) => MissionResult` | Structural scan with ASCII layer maps. Pass blueprint name (`"house"`) or bounds object (`{x1,y1,z1,x2,y2,z2,blueprint?}`). Returns `{ ok, layerMaps, legend, counts, blueprint?: {progress,missing,wrong} }`. **Use every build step for ground truth.** |
### Build Visualization Strategy
- **`snapshot("house")`** — use after EVERY build step. Deterministic, fast, text-based. Agents can parse layer maps and blueprint diff to verify work.
- **`orbit` CLI command** — use only at MILESTONES (phase complete, mismatch detected, final review). Each shot spawns a Node process (~10s). Run via `bun run cli.ts <BOT> orbit --blueprint house`.
- **`render --camera x,y,z --lookAt x,y,z`** — single free-cam shot. Use for targeted visual checks.
### Executing Code
Submit code via POST. **ALWAYS use a heredoc** to avoid JSON escaping issues:
```bash
curl -s -X POST http://localhost:3847/<BOT>/execute \
-H 'Content-Type: application/json' \
-d "$(cat <<'PAYLOAD'
{"code": "JS_CODE_HERE", "name": "mission-label", "mission": true, "timeout": 300000}
PAYLOAD
)"
mission: true sets the default timeout to 5 minutes (300s) instead of 60s.Run these from the project root using Bash:
| Command | What it does |
|---|---|
bun run cli.ts <BOT> state | Blocks up to 5s (returns early when action finishes). Full snapshot: position, health, collision, current action, completed actions, inbox |
bun run cli.ts <BOT> progress | View [PROGRESS]/[CHECKPOINT] logs from current running mission |
bun run cli.ts <BOT> inventory | Full inventory |
bun run cli.ts <BOT> survey --radius 64 | Scan area: blocks, ores, mobs, players |
bun run cli.ts <BOT> look | Nearby entities and blocks |
bun run cli.ts <BOT> recipes <item> | Check if item is craftable + ingredients |
bun run cli.ts <BOT> inbox | Read chat messages |
bun run cli.ts <BOT> queue | View action queue state |
bun run cli.ts <BOT> skills | List available code skills |
bun run cli.ts <BOT> load_skill <name> | Load a skill's code (use as template) |
bun run cli.ts <BOT> snapshot --blueprint NAME | Structural scan with ASCII layer maps + blueprint diff. Use every build step. |
bun run cli.ts <BOT> snapshot <x1> <y1> <z1> <x2> <y2> <z2> | Scan arbitrary volume with layer maps (no blueprint diff) |
bun run cli.ts <BOT> orbit --blueprint NAME | Take 4 screenshots from cardinal angles around blueprint center |
bun run cli.ts <BOT> orbit <cx> <cy> <cz> [--radius 15] [--height 5] | Multi-angle screenshots around a point |
bun run cli.ts <BOT> render --camera x,y,z --lookAt x,y,z | Free-cam 3D render from arbitrary position |
| Command | What it does |
|---|---|
bun run cli.ts <BOT> chat '<message>' | Send in-game chat |
bun run cli.ts <BOT> queue --cancel current | Cancel running action |
bun run cli.ts <BOT> queue --cancel all | Cancel everything |
The #1 speed rule: minimize LLM round-trips. Each LLM turn costs 5-15s of bot idle time. Instead of step-by-step (observe→think→act→repeat), write mission scripts that use helpers to accomplish entire goals autonomously.
Turn 1: check recipes via CLI for item A (5s idle)
Turn 2: check recipes via CLI for item B (5s idle)
Turn 3: submit code to gather materials (5s idle)
Turn 4: check state (5s idle)
Turn 5: submit code to craft (5s idle)
= 25-75s of idle time for a simple craft task
Turn 1: observe state+inventory → submit mission script using helpers
Turn 2: poll state until mission completes → read result → next mission
= 5-15s idle, then continuous autonomous execution
// Always start with progress reporting
progress("Starting mission: <description>");
// Phase 1: Prerequisites
const toolResult = await ensureTool("pickaxe", "stone");
if (!toolResult.ok) return { ok: false, phase: "prerequisites", error: toolResult.error };
// Phase 2: Main work
progress("Phase 2: gathering resources");
const gatherResult = await gatherResource("iron_ore", 3);
if (!gatherResult.ok) return { ok: false, phase: "gathering", error: gatherResult.error };
// Phase 3: Processing
progress("Phase 3: crafting");
const craftResult = await craftItem("iron_pickaxe", 1);
// Always return structured result
return { ok: craftResult.ok, phases: { tool: toolResult, gather: gatherResult, craft: craftResult } };
Example 1: Mine iron and craft iron pickaxe
progress("Mission: craft iron pickaxe");
// Check what we can craft
const check = checkCraftability(["iron_pickaxe", "stone_pickaxe", "crafting_table"]);
log("Craftability:", JSON.stringify(check.results));
// Ensure we have a stone pickaxe first
const tool = await ensureTool("pickaxe", "stone");
if (!tool.ok) return { ok: false, error: "no stone pickaxe: " + tool.error };
// Mine iron ore
progress("Mining iron ore");
const iron = await mineOre("iron_ore", 3, { radius: 64 });
if (!iron.ok) return { ok: false, error: "mining failed: " + iron.error, mined: iron.mined };
// Smelt iron (manual — helpers don't cover smelting yet)
progress("Smelting iron");
const furnaceBlock = bot.findBlock({ matching: mcData.blocksByName.furnace?.id, maxDistance: 32 });
if (!furnaceBlock) return { ok: false, error: "no furnace nearby" };
await navigateSafe(furnaceBlock.position.x, furnaceBlock.position.y, furnaceBlock.position.z, { range: 3 });
// ... smelting code ...
progress("Crafting iron pickaxe");
const craft = await craftItem("iron_pickaxe", 1);
return { ok: craft.ok, error: craft.error };
Example 2: Build a wall
progress("Mission: build wall");
// Ensure materials
const planks = bot.inventory.items().filter(i => i.name.includes("planks"))
.reduce((s, i) => s + i.count, 0);
if (planks < 20) {
progress("Gathering wood for planks");
await gatherResource("log", 10);
await collectDrops();
// Craft logs to planks
const logs = bot.inventory.items().filter(i => i.name.includes("log"));
for (const logItem of logs) {
if (signal.aborted) break;
const plankName = logItem.name.replace("_log", "_planks");
await craftItem(plankName, logItem.count);
}
}
// Build wall block by block
progress("Placing wall blocks");
const startX = 10, startZ = -20, y = 103;
for (let dx = 0; dx < 7 && !signal.aborted; dx++) {
for (let dy = 0; dy < 4 && !signal.aborted; dy++) {
const pos = new Vec3(startX + dx, y + dy, startZ);
const existing = bot.blockAt(pos);
if (existing && existing.name !== "air") continue;
const plank = bot.inventory.items().find(i => i.name.includes("planks"));
if (!plank) { log("out of planks"); return { ok: false, error: "out of planks", placed: dx * 4 + dy }; }
await navigateSafe(pos.x, pos.y, pos.z, { range: 4 });
await bot.equip(plank, "hand");
// Find adjacent solid block to place against
for (const [fx, fy, fz] of [[0,-1,0],[0,1,0],[1,0,0],[-1,0,0],[0,0,1],[0,0,-1]]) {
const ref = bot.blockAt(pos.offset(fx, fy, fz));
if (ref && ref.boundingBox === "block") {
try { await bot.placeBlock(ref, new Vec3(-fx, -fy, -fz)); break; } catch {}
}
}
}
if ((dx + 1) % 3 === 0) progress("Wall progress: " + (dx + 1) + "/7 columns");
}
return { ok: true };
The orchestrator's #1 job is SPEED. Every wasted turn is 5-15s of the bot standing still doing nothing.
Your VERY FIRST turn must submit an execute mission. Do NOT spend turn 1 reading files, exploring agent dirs, or "planning". You already have state+inventory+goal in this prompt. Write the mission script and submit it IMMEDIATELY.
Using sleep in a Bash command is a FATAL ERROR. It wastes real time. Use bun run cli.ts <BOT> state to poll — it blocks up to 5s automatically and returns useful data.
You have all the context you need in this prompt (state, inventory, goal, personality, TODO). Do NOT waste turns running cat, ls, or reading agent files. Act first, read later if needed.
Pathfinder CANNOT handle long vertical routes underground. It will churn for 15+ seconds and timeout. For ascending/descending underground:
On the surface with clear terrain, pathfinder works fine. Underground or through solid rock, ALWAYS use manual dig loops.
Run state + inventory + survey in ONE turn (parallel Bash calls), not 3 sequential turns.
If you know what comes after the current mission, submit it now so it's queued and starts immediately when the current one finishes.
state + inventory in parallel (if not already provided).mission: true in the SAME turn.state to check if the mission is still running or completed.progress to see intermediate status. Then run state again.completed array in state output. Submit next mission IMMEDIATELY in the same turn.ok: false — read the error, adjust approach, submit new mission.You MUST NEVER end a turn without an action in the queue or a mission running. If the queue is empty after reading state, submit the next mission in the SAME turn. The ONLY exception is when the overall goal is COMPLETE and you are reporting results.
sleep must NEVER appear in any Bash command you write. Not sleep 1, not sleep 5, not sleep 15 && .... NEVER.bun run cli.ts <BOT> state — it blocks up to 5s automatically AND returns useful data.state repeatedly. Each call blocks 5s max.When polling a running mission, track the bot's position across polls. If position is unchanged (within 1 block) across 2 consecutive state checks (~10s), the bot is STUCK. Act immediately:
bun run cli.ts <BOT> queue --cancel currentAlso cancel immediately (no second poll needed) if you see:
COLLIDED in state output → bot is stuck against a wall/blocklogs: [] after 30+ seconds of runtime → mission code isn't producing output, likely stuck in pathfinderNEVER poll more than 3 times without taking a corrective action. If 3 polls show no meaningful progress, cancel and rewrite.
state, check inboxCount. If > 0, run inbox immediately.bun run cli.ts <BOT> chat '<response>'. Keep it short (1-2 sentences).Mission helpers handle most prerequisites automatically:
ensureTool("pickaxe", "stone") checks inventory, crafts if missing, gathers logs/planks/sticks if needed.gatherResource("log", 10) auto-equips best axe.craftItem("iron_pickaxe", 1) auto-finds/places crafting table.navigateSafe(x, y, z) auto-recovers from stuck situations.You still need to THINK about the plan (what materials, what order, what tools), but you don't need to implement each prerequisite step as a separate execute. Write the mission script in logical order and let helpers handle the details.
Manual prerequisites (helpers don't cover these yet):
bot.food < 12, find and eat food manually.The pathfinder decides which blocks it can break based on the currently equipped hand item. The navigateSafe and gatherResource helpers auto-equip tools, but if you write raw pathfinder code:
pathfinder.goto() where digging may be needed.await equipBest("pickaxe") before underground navigation.bot.dig(block) only works within ~4 blocks. Use navigateSafe or gatherResource instead of raw findBlock + dig. If writing raw code, ALWAYS pathfind first.
Use checkCraftability(["item1", "item2", "item3"]) in one execute block instead of running bun run cli.ts recipes X for each item. This saves 5-15s per item.
The craftItem helper handles this automatically. If writing raw code, pass the crafting table block to bot.recipesFor().
placeBlock may throw "blockUpdate did not fire within timeout" even when the block WAS placed. Always verify:
const placed = bot.blockAt(new Vec3(x, y, z));
if (placed && placed.name !== "air") log("placed successfully despite timeout");
After ANY building/placing mission, ALWAYS verify your work:
bot.blockAt() for every position you tried to placelog("[VERIFY] (x,y,z):", block.name)For wall repairs or structured builds: After the mission completes, run a second verification pass as a separate execute that scans the entire build area and reports remaining gaps. Do NOT trust a single mission's self-reported success — always cross-check.
Use orbit after builds to visually inspect. Run bun run cli.ts <BOT> orbit and read the PNGs to see if the build looks right.
chatbun run cli.ts <BOT> chat 'hey whats up'Your TODO.md at agents/<BOT>/TODO.md is your persistent mission state. It survives across agent restarts.
- [x]).# Current Goal
<one-line description>
# Plan
- [x] Completed step
- [ ] Next step to do <-- resume here
- [ ] Future step
# Build Reference
<coordinates, dimensions, materials>
# Progress
<current state summary, inventory notes, blockers>
If commands fail with "not found" or "disconnected":
bun run cli.ts pingbun run cli.ts spawn <BOT>sleep in Bash commands. Use bun run cli.ts <BOT> state to poll.the project root.checkCraftability([...]) in execute code.
### Step 5: Report
Tell the user the orchestrator has been launched:
- Orchestrator agent: controlling `<bot-name>`, writing code, monitoring state
- Goal: `<goal>`
- They can check activity with `/mcbot list` or `bun run cli.ts locks`
- To stop: the orchestrator will release its lock when done