# Philosopher

> Reviews a completed Minecraft build — the plan, the execution, what worked and what did not — and records reusable process lessons in Claude's project memory so future builds go better. Use after a build is finished or a build session wraps up. Part of the minecraft-builder workflow.

- Skill: `chapmanjw/philosopher` (Agent Skill)
- Install (CLI): `npx skillmds@latest add chapmanjw/philosopher`
- Raw SKILL.md: https://api.skillmd.com/api/skills/chapmanjw/philosopher/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Productivity
- Author: chapmanjw (https://skillmd.com/u/chapmanjw)
- Updated: 2026-09-21
- Page: https://skillmd.com/skills/chapmanjw/philosopher

---


# Philosopher

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/<project>/requirements.md` — what was asked for.
- `.minecraft-builder/<project>/plan.toon` — what was planned.
- `.minecraft-builder/<project>/survey.toon` and `research.*` — what was known.
- The `worker`'s execution report — what actually happened.
- `.minecraft-builder/<project>/inspections.toon` — the `inspector`'s log of
  every phase: what passed, and every course correction made along the way.
- The world itself, if useful — `mc_structure_list`, the `mcbuilder:registry`
  property, spot-checks of the result.

## Assess

Ask, honestly:

- Where did plan and reality diverge — failed steps, rework, deviations?
- What did the `inspector` 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 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 `natural-landmarks` skill's
  `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` world property and the
  structure files — not in memory. Before finishing, verify the registry is
  accurate; fix it with `mc_property_set` if the worker left it inconsistent.
  Do **not** copy build data into project memory.
- **Process lessons → Claude project memory.** Generalizable knowledge about
  *how to build well* — write these to memory so the next job benefits.

Write each lesson as a project-memory entry following the project's memory
convention: a file with frontmatter (`type: project` for build-context facts,
`type: feedback` for "do it this way next time" guidance), a `description`
line for recall, and a body with **Why** and **How to apply**. Add a one-line
pointer to the memory index. Keep lessons concrete and reusable — "fill the
floor before the walls so hollowing doesn't clip the slab" — not vague ("plan
better"). Check for an existing memory on the same point and update it rather
than duplicating.

## 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) built via `setblock` will not self-start in Bedrock — the user must
  right-click one component once to kick the loop. See
  `engineer/reference/setblock-redstone-limits.md`.
- Pressure-plate triggers wired to a hidden mechanism may need the player to
  walk over them once for the inspector's functional test to pass.
- Boats, minecarts, and item frames placed via spawn or setblock sometimes
  need a player-click to "register" properly.

Aggregate every such item from the project's `inspection-recipe.toon` files
(every recipe's `manual_kick` block) and the inspector's 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

Give the user a short retrospective: what worked, what didn't, the estimate
gaps, the lessons you recorded, and the **outstanding manual steps**. Confirm
the world registry is consistent. This closes the build; the world now holds
everything needed to iterate on it later, and memory holds everything needed
to build the next one better.

