exec-reflect

A reference for pgDesigner files, which are XML documents used to describe PostgreSQL database schemas. It explains the .pgd format and the command-line program used to work with it.

In plain words
What is it for?
Use it when editing .pgd files, defining tables and relationships, writing SQL expressions inside the format, or checking the correct pgDesigner CLI and element order.
Why use it?
It helps avoid format mistakes that can break schema files or create noisy, hard-to-review changes in version control.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/chapmanjw/minecraft-java-fabric-claude-plugin/exec-reflect
Any agent
npx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill exec-reflect
Clone the repo
git clone --depth 1 https://github.com/chapmanjw/minecraft-java-fabric-claude-plugin

Made for: Claude Code, Codex.

Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,711 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00059 $0.01711
Opus 5 $0.00030 $0.00856
Sonnet 5 $0.00012 $0.00342
Haiku 4.5 $0.00006 $0.00171

Measured 2d ago against content hash 24a7976bb2c1, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

exec-reflect scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/exec-reflect/SKILL.md · 141 lines

How it starts

The opening of the file, as written. The whole thing — 141 lines — stays where its author put it; the contents beside it link to each section on GitHub.

exec-reflect (Retrospective)

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 exec-worker's execution report — what actually happened.
  • .minecraft-builder/<project>/inspections.toon — the exec-inspect's log of every phase: what passed, and every course correction made along the way.
  • The world itself, if useful — structure_list, the mcbuilder:registry from command storage (data_storage_get, namespace mcbuilder, path registry), spot-checks of the result.

Assess

Ask, honestly:

  • Where did plan and reality diverge — failed steps, rework, deviations?
  • What did the exec-inspect 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 exec-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 terrain-landmark skill's ${CLAUDE_PLUGIN_ROOT}/skills/terrain-landmark/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 command storage record and the structure files — not in memory. The orchestrator owns the registry; as the final check, verify it is accurate against what's actually in the world (structure_list, spot-checks) and fix it with data_storage_set (namespace mcbuilder, path registry) if any phase left it inconsistent — including any mcb:<project>_* template the registry claims exists but structure_list doesn't show. Do not copy build data into project memory.
  • Process lessons → Claude project memory, via the orchestrator. Generalizable knowledge about how to build well belongs in project memory. You run forked, so you do not have the parent session's memory directory — do not try to write memory files yourself. Instead draft each lesson and return it to the orchestrator, which persists it (the orchestrator owns durable writes, exactly as it does for the registry).

Read the full file on GitHub · 141 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 141 lines · 59 tokens per session scan A 24a7976bb2c1

Subscribe to this mod's changes

exec-reflect is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 5d ago), licensed MIT. It adds 59 tokens to every session and 1,711 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

Related

Other skills, from other repositories

inspector

Verifies a Minecraft Bedrock build in-world after each phase — checks the plan was carried out as specified, that the result fits the world cleanly (no dangling edges, blocked paths, or unintended overrides), and proposes concrete course corrections. Use after every major phase of executing a build plan, as the…

chapmanjw/minecraft-bedrock-claude-plugin · 78 tokens

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.

chapmanjw/minecraft-bedrock-claude-plugin · 59 tokens

1211-neoforge-modding

Minecraft 1.21.1 NeoForge Moddingに関する開発支援。Modの新規作成、Block/Item/Entityの追加、 DataGen、ネットワーク処理(Payload System)、レシピ・進捗・ルートテーブルの生成、 Capability/Data Component/Data Attachmentの実装、クラッシュ対応など。 Minecraft 1.21.1 NeoForge Moddingに関するタスクや、ModDevGradleのセットアップ、 Registry/Event/sidednessに関する質問があった際に使用する。.

code-onigiri/mc-modding-skill · 127 tokens

1201-forge-modding

Minecraft 1.20.1 Forge Moddingに関する開発支援。Modの新規作成、Block/Item/Entityの追加、 DataGen、ネットワーク処理、レシピ・進捗・ルートテーブルの生成、Capabilityの実装、 クラッシュ対応など。Minecraft 1.20.1 Moddingに関するタスクや、Gradle/MDKのセットアップ、 Registry/Event/sidednessに関する質問があった際に使用する。.

code-onigiri/mc-modding-skill · 118 tokens

1201-mods-exsample

Minecraft 1.20.1 Forge Moddingにおける実践的な実装パターン集。 エネルギー・GUI・ネットワーク・マルチブロック・レシピ・レンダリング・ スペル/AI/スクリプトなどの設計パターンを、17の主要Modの実装から抽出して解説。 Addon作成に使える部分は各Modトピックとして維持しつつ、Modに依存しない アーキテクチャ知識として整理する。.

code-onigiri/mc-modding-skill · 130 tokens

1211-mods-exsample

Minecraft 1.21.1 NeoForge Moddingにおける実践的な実装パターン集。 エネルギー・GUI・ネットワーク・マルチブロック・レシピ・レンダリング・ スペル/AI/スクリプトなどの設計パターンを、16の主要Modの実装から抽出して解説。 Forge 1.20.1 → NeoForge 1.21.1 の移行差分(Data Component・Payload System・ Data Attachment)を加味したNeoForge版パターン集。.

code-onigiri/mc-modding-skill · 135 tokens