minewright-workflow
Designing and writing Minecraft Bedrock add-ons: a one-pager and one config file before code (every duration in one place, a test mode), APIs looked up on Microsoft Learn and npm, not recalled, stable modules only (Beta APIs make a world experimental for good), patterns that hold up (one runInterval loop, state in world dynamic properties, entity properties for rendering, the unloaded-chunk trap, inventory diffs to find who dropped an item), fair rules for young players, a playtest checklist. Use whenever the agent plans, writes or reviews Bedrock add-on code, or on 'make a Minecraft add-on', 'design my Bedrock mod', 'add a custom mob that...', 'write the script for my add-on', 'is this API real or current', 'what should we playtest', or 'refresh minewright-workflow'. Pack layout, builds and .mcaddon are minewright-project; static checks are minewright-checks; running it on a server is minewright-server; HUD and UI are minewright-hud.
Pinned to revision 0b851682a051, so it is the text this page describes rather than whatever the author pushed since.
Files
- skills/minewright-workflow/SKILL.md
- skills/minewright-workflow/CHANGELOG.md
- skills/minewright-workflow/LEARNINGS.md
- skills/minewright-workflow/MAINTENANCE.md
- skills/minewright-workflow/RESEARCH.md
- skills/minewright-workflow/TESTS.md
- skills/minewright-workflow/evals/evals.json
- skills/minewright-workflow/evergreen.json
- skills/minewright-workflow/references/game-design.md
- skills/minewright-workflow/references/script-api-patterns.md
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