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Blender Materials

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Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed stee...

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SKILL.md
---
name: blender-materials
description: Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).
when_to_use: Any material assignment, PBR setup, shader work, or look-dev request in Blender.
allowed-tools: Read Bash mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info
---

# Blender Materials

Apply physically-based materials to objects. Use **only Principled BSDF** — it's the only shader that exports cleanly to glTF and matches what other DCC tools expect.

## The metallic switch — never an in-between

The single most-important rule: **Metallic is a switch, not a slider.** Set it to `0.0` (dielectric: plastic, wood, glass, skin) or `1.0` (metal: steel, gold, copper). Values between 0.2 and 0.8 are almost always wrong; they produce energy-non-conservative renders that look "plasticky."

Exception: dark mirror lenses (sunglasses) use ~0.8 to combine strong reflection with slight tint — that's a stylistic choice, not strict PBR.

## Decision tree

```
What is it made of?
├── Raw metal (steel, gold, copper, etc.)
│   → Metallic=1.0, Base Color = F0 reflectance from physicallybased.info
│   → Roughness controls polish (0.05 mirror → 0.4 brushed → 0.7+ weathered)
│
├── Glass / clear / refractive
│   → Metallic=0, Transmission=1.0, IOR=1.5 (glass), Roughness=0.0
│   → Add Volume Absorption for thick tinted glass
│
├── Plastic / wood / stone (dielectric, opaque)
│   → Metallic=0, IOR=1.45 (plastic) or 1.5 (most others)
│   → Roughness per finish (0.15 glossy / 0.6 matte)
│   → Coat Weight 0.5+ for varnished/lacquered surfaces
│
├── Skin / wax / marble (subsurface scattering)
│   → Metallic=0, Subsurface Weight=1.0
│   → Subsurface Radius RGB tuned per material (skin: red scatters deepest)
│
├── Cloth / fabric (sheen)
│   → Metallic=0, Sheen Weight 0.2-0.5
│   → Roughness 0.6+, Sheen Roughness 0.5
│
└── Mirror / chrome (special metal)
    → Metallic=1.0, Roughness=0.02-0.05, near-white base
```

## Reference-look handoff

If the goal is to match an original/reference image rather than make a generally attractive render, chain-load `reference-look-calibration`. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.


## Recipes (the 12 to know)

Each recipe creates the material and assigns it to a target object. Replace `'GEO-target'` with your actual object name.

### `set_input` helper — required for some Blender 5.x BSDF inputs

In Blender 5.x's Principled BSDF v2, **two inputs are flagged `enabled=False`** in the data API: `Weight` and `Subsurface IOR`. These are reachable by **iteration or index** but **not by string-key lookup** — `bsdf.inputs['Subsurface IOR']` raises `KeyError` even though the input exists and its value is respected at render time. This is a Blender 5.x quirk surfaced during v0.4.0 → v0.5.0 validation.

Use this helper whenever a recipe sets an input that might be in the disabled-but-functional state. It works on every input (enabled or not) and is forward-compatible if more inputs become disabled in future Blender versions:

```python
def set_input(node, name, value):
    """Set a node input by name. Works on inputs with enabled=False
    that fail string-key lookup (e.g. 'Subsurface IOR' on Blender 5.x).
    """
    for inp in node.inputs:
        if inp.name == name:
            inp.default_value = value
            return True
    return False
```

For inputs that are reliably enabled (Base Color, Metallic, Roughness, IOR, Transmission Weight, Sheen Weight, etc.), direct string-key assignment still works fine — the helper is only required where an input is conditionally disabled. **Recipe 9 (Skin) uses it** because `Subsurface IOR` is one of the affected inputs.

### Recipe 1 — Brushed steel
```python
import bpy

mat = bpy.data.materials.new('MAT-steel_brushed')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.56, 0.57, 0.58, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.25

obj = bpy.data.objects['GEO-target']
if obj.data.materials:
    obj.data.materials[0] = mat
else:
    obj.data.materials.append(mat)
print(f"material:MAT-steel_brushed→{obj.name}")
```

### Recipe 2 — Polished gold
```python
import bpy
mat = bpy.data.materials.new('MAT-gold_polished')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (1.022, 0.782, 0.344, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.05
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:gold_polished')
```

### Recipe 3 — Polished copper
```python
import bpy
mat = bpy.data.materials.new('MAT-copper_polished')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.926, 0.721, 0.504, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.05
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:copper_polished')
```

### Recipe 4 — Mirror chrome
```python
import bpy
mat = bpy.data.materials.new('MAT-chrome')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.55, 0.56, 0.55, 1.0)
bsdf.inputs['Metallic'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.02
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:chrome')
```

### Recipe 5 — Clear glass
```python
import bpy
mat = bpy.data.materials.new('MAT-glass_clear')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (1.0, 1.0, 1.0, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.0
bsdf.inputs['Transmission Weight'].default_value = 1.0
bsdf.inputs['IOR'].default_value = 1.5
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:glass_clear')
```

### Recipe 6 — Frosted glass
```python
import bpy
mat = bpy.data.materials.new('MAT-glass_frosted')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (1.0, 1.0, 1.0, 1.0)
bsdf.inputs['Transmission Weight'].default_value = 1.0
bsdf.inputs['IOR'].default_value = 1.5
bsdf.inputs['Roughness'].default_value = 0.3
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:glass_frosted')
```

### Recipe 6b — Coloured glass (wine bottle, tinted vials, decorative glass)

Using only `Base Color` to tint Principled BSDF makes coloured glass look **flat or metallic**. Real coloured glass has *volume absorption*: light passing through gets tinted by the distance it travels, so thick parts look darker and thin parts look lighter. This is the depth-based richness that makes glass read as glass.

Pattern: keep the surface near-white with slight roughness, attach a `Volume Absorption` shader to the Material Output's `Volume` input.

```python
import bpy

def set_input(node, name, value):
    for inp in node.inputs:
        if inp.name == name:
            inp.default_value = value
            return True
    return False

mat = bpy.data.materials.new('MAT-glass_wine')
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
bsdf = nodes['Principled BSDF']
output = nodes['Material Output']

# Surface: near-white with tiny roughness (breaks mirror-finish look)
set_input(bsdf, 'Base Color', (0.85, 0.95, 0.85, 1.0))   # near-white
set_input(bsdf, 'Metallic', 0.0)
set_input(bsdf, 'Roughness', 0.025)                       # critical: not 0.0; that looks metallic
set_input(bsdf, 'Transmission Weight', 1.0)
set_input(bsdf, 'IOR', 1.52)                              # bottle glass

# Volume Absorption — depth-based tint
volume = nodes.new('ShaderNodeVolumeAbsorption')
set_input(volume, 'Color', (0.10, 0.45, 0.18, 1.0))       # saturated wine-bottle green
set_input(volume, 'Density', 30.0)                         # higher = more colour over short distance

links.new(volume.outputs['Volume'], output.inputs['Volume'])

bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:glass_wine_volume_absorption')
```

**Tuning Density**: 0–10 = very subtle tint (clear bottle); 20–40 = clear bottle-green or amber; 60–100+ = nearly opaque (cobalt-blue medicine bottle).

**Tuning Color**: invert intuition — the volume Color is what gets *removed* from passing light, so for "wine green" use saturated green; for "amber" use saturated yellow-orange.

**Other coloured-glass examples** (density values updated v0.9.0 after subject-class lighting fix):

| Name | Volume Color | Density | Surface tint |
|------|-------------|---------|---------------|
| Wine bottle (deep green) | (0.05, 0.32, 0.10) | 80 | near-white |
| Pale tinted (clear vial) | (0.10, 0.45, 0.18) | 15 | near-white |
| Champagne / pale gold | (0.85, 0.65, 0.30) | 25 | near-white |
| Cobalt blue (medicine bottle) | (0.10, 0.20, 0.85) | 80 | near-white |
| Amber / brown beer bottle | (0.80, 0.40, 0.10) | 70 | near-white |
| Ruby red | (0.85, 0.10, 0.15) | 100 | near-white |

**Density tuning rule of thumb under neutral/glass-class lighting**:
- Density 5–15 = subtle hint of colour (clear + tinted)
- Density 30–50 = medium tint visible at thin sections
- **Density 60–100 = proper wine/beer/cobalt bottle look** (recommended for hero shots)
- Density 100+ = nearly opaque (artistic / decorative)

If under standard 4:1:2 metal-class lighting the volume tint washes out (v0.7.0 issue), don't crank density to compensate — switch to `subject_class='glass'` lighting in `blender-lighting` Recipe 0a, which uses softer rim that preserves the volume colour.

**Critical**: Cycles `transmission_bounces` must be ≥ 16 (default 12) for thick or layered colour glass; otherwise rays terminate and the glass renders black on the inside.

```python
scene.cycles.transmission_bounces = 24
```

**Pitfall**: don't set `Base Color` to the tint colour AND attach a Volume — you get double-tinting that looks wrong. Surface near-white, volume does the colour work.

### Recipe 7 — Matte plastic (red)
```python
import bpy
mat = bpy.data.materials.new('MAT-plastic_matte_red')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.8, 0.1, 0.05, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.6
bsdf.inputs['IOR'].default_value = 1.45
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:plastic_matte_red')
```

### Recipe 8 — Lacquered plastic (car-paint look)
```python
import bpy
mat = bpy.data.materials.new('MAT-plastic_lacquered')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.8, 0.1, 0.05, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.15
bsdf.inputs['IOR'].default_value = 1.45
bsdf.inputs['Coat Weight'].default_value = 0.8
bsdf.inputs['Coat Roughness'].default_value = 0.05
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:plastic_lacquered')
```

### Recipe 9 — Skin (light tone)

Uses the `set_input` helper because `Subsurface IOR` has `enabled=False` on Blender 5.x and isn't reachable by string-key lookup. The other inputs work fine either way; using the helper consistently keeps the recipe safe across versions.

```python
import bpy

def set_input(node, name, value):
    for inp in node.inputs:
        if inp.name == name:
            inp.default_value = value
            return True
    return False

mat = bpy.data.materials.new('MAT-skin_light')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']

set_input(bsdf, 'Base Color', (0.85, 0.65, 0.55, 1.0))
set_input(bsdf, 'Metallic', 0.0)
set_input(bsdf, 'Roughness', 0.4)
set_input(bsdf, 'Subsurface Weight', 1.0)
set_input(bsdf, 'Subsurface Radius', (1.0, 0.2, 0.1))
set_input(bsdf, 'Subsurface IOR', 1.4)   # ← string-key fails on Blender 5.x; helper bypasses it

bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:skin_light')
```

### Recipe 10 — Velvet / cloth with sheen
```python
import bpy
mat = bpy.data.materials.new('MAT-velvet_red')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.6, 0.0, 0.1, 1.0)
bsdf.inputs['Roughness'].default_value = 0.9
bsdf.inputs['Sheen Weight'].default_value = 0.5
bsdf.inputs['Sheen Roughness'].default_value = 0.5
bsdf.inputs['Sheen Tint'].default_value = (0.8, 0.6, 0.6, 1.0)
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:velvet_red')
```

### Recipe 11 — Soft silicone
```python
import bpy
mat = bpy.data.materials.new('MAT-silicone')
mat.use_nodes = True
bsdf = mat.node_tree.nodes['Principled BSDF']
bsdf.inputs['Base Color'].default_value = (0.65, 0.63, 0.60, 1.0)
bsdf.inputs['Metallic'].default_value = 0.0
bsdf.inputs['Roughness'].default_value = 0.7
bsdf.inputs['IOR'].default_value = 1.4
bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:silicone')
```

### Recipe 11b — Emission (light-emitting mesh, e.g. lamp bulb, neon sign, screen glow)

Emission is a **separate shader from Principled BSDF** — replace the BSDF entirely with a `ShaderNodeEmission` and connect to Material Output's Surface input. The mesh becomes a light source itself (contributes to scene illumination in Cycles).

```python
import bpy

mat = bpy.data.materials.new('MAT-bulb_emission')
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links

# Remove the default Principled BSDF
for n in list(nodes):
    if n.type == 'BSDF_PRINCIPLED':
        nodes.remove(n)

emission = nodes.new('ShaderNodeEmission')
emission.inputs['Color'].default_value = (1.0, 0.92, 0.78, 1.0)   # warm tungsten
emission.inputs['Strength'].default_value = 1500.0                 # see strength guide below

output = nodes['Material Output']
links.new(emission.outputs['Emission'], output.inputs['Surface'])

bpy.data.objects['GEO-bulb'].data.materials.append(mat)
print('material:bulb_emission')
```

#### Strength tuning — critical for mesh emitters

Mesh emission's effective brightness scales with **mesh surface area**, not just the Strength value. A small sphere at Strength=50 is barely visible; the same sphere at Strength=1500 lights a desk like a real bulb. Use this table for ballpark values:

| Mesh size | Bulb-equivalent | Strength |
|-----------|-----------------|----------|
| 1-2 cm sphere (Edison bulb) | 40W warm bulb | 800-1500 |
| 3-5 cm sphere (LED globe) | 60-100W bulb | 1500-3000 |
| 10×10 cm flat panel (LED panel) | Indoor light panel | 100-300 |
| 100×30 cm strip (neon tube) | Neon sign | 50-150 |
| Large window plane (sky simulation) | Daylight | 5-20 |

**Rule of thumb**: smaller surface area → higher Strength. Doubling sphere radius reduces required Strength by ~4× (inverse surface-area scaling).

Use `(R, G, B)` to set colour temperature:
- Tungsten (3200K) — `(1.0, 0.85, 0.6)`
- LED warm (3000K) — `(1.0, 0.8, 0.6)`
- Daylight (5500K) — `(1.0, 1.0, 1.0)`
- Cool fluorescent (4500K) — `(0.95, 0.95, 1.0)`

#### Lamp shade — separate flipped-normal interior

If the bulb sits inside a shade, the shade's INSIDE surface needs to be bright matte (white) so it reflects bulb light realistically. Single-mesh shades only show the OUTSIDE material. Solution: duplicate the shade mesh, flip normals, scale 97% smaller, apply bright-white material. This gives proper interior-glow when the bulb illuminates the shade.

```python
import bpy

# Assuming `shade` is the outer cone with the dark exterior material already applied
shade = bpy.data.objects['GEO-lamp_shade']
bpy.ops.object.select_all(action='DESELECT')
shade.select_set(True); bpy.context.view_layer.objects.active = shade
bpy.ops.object.duplicate()
shade_in = bpy.context.active_object
shade_in.name = shade.name + '_interior'

# Flip normals so the inside surface faces inward
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.flip_normals()
bpy.ops.object.mode_set(mode='OBJECT')

# Bright white interior
mat_in = bpy.data.materials.new('MAT-shade_interior')
mat_in.use_nodes = True
b = mat_in.node_tree.nodes['Principled BSDF']
b.inputs['Base Color'].default_value = (0.95, 0.93, 0.88, 1.0)
b.inputs['Roughness'].default_value = 0.5

shade_in.data.materials.clear()
shade_in.data.materials.append(mat_in)
shade_in.scale = (0.97, 0.97, 0.97)
print('material:shade_interior_white')
```

### Recipe 12 — Procedural wood (10 nodes)
```python
import bpy

mat = bpy.data.materials.new('MAT-wood_procedural')
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links

bsdf = nodes['Principled BSDF']

# Texture coordinate
tex_coord = nodes.new('ShaderNodeTexCoord')
tex_coord.location = (-800, 0)

# Mapping
mapping = nodes.new('ShaderNodeMapping')
mapping.location = (-600, 0)
mapping.inputs['Scale'].default_value = (3, 3, 3)

# Wave (the grain)
wave = nodes.new('ShaderNodeTexWave')
wave.location = (-400, 100)
wave.wave_type = 'BANDS'
wave.bands_direction = 'X'
wave.inputs['Scale'].default_value = 5.0
wave.inputs['Distortion'].default_value = 4.0

# Noise (variation)
noise = nodes.new('ShaderNodeTexNoise')
noise.location = (-400, -100)
noise.inputs['Scale'].default_value = 8.0

# Mix wave + noise
mix = nodes.new('ShaderNodeMixRGB')
mix.location = (-200, 0)
mix.blend_type = 'MULTIPLY'
mix.inputs[0].default_value = 0.5

# ColorRamp (tonal range)
ramp = nodes.new('ShaderNodeValToRGB')
ramp.location = (0, 0)
ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1.0)  # dark wood
ramp.color_ramp.elements[1].color = (0.6, 0.35, 0.18, 1.0)   # light wood

# Wire
links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])
links.new(mapping.outputs['Vector'], wave.inputs['Vector'])
links.new(mapping.outputs['Vector'], noise.inputs['Vector'])
links.new(wave.outputs['Color'], mix.inputs[1])
links.new(noise.outputs['Color'], mix.inputs[2])
links.new(mix.outputs['Color'], ramp.inputs['Fac'])
links.new(ramp.outputs['Color'], bsdf.inputs['Base Color'])

bsdf.inputs['Roughness'].default_value = 0.7

bpy.data.objects['GEO-target'].data.materials.append(mat)
print('material:wood_procedural')
```

**Note**: procedural materials don't export to glTF. For web/game export, bake to image textures first.

## PBR values reference

For exact F0 reflectance values for any metal: [physicallybased.info](https://physicallybased.info/) — covers 50+ materials. The recipes above use values from this database.

## Material naming convention

`MAT-{purpose}_{subtype}_{finish}`. Examples:
- `MAT-frame_metal_brushed`
- `MAT-lens_glass_dark_mirror`
- `MAT-pad_silicone_warm_gray`
- `MAT-wood_oak_glossy`

Avoid `Material.001`, `Material.027`. Always rename.

## Common pitfalls

| Symptom | Fix |
|---------|-----|
| "Plasticky" metals | Metallic must be exactly 0 or 1 |
| Black metal | Base color too dark; metals reflect 30–100%; keep ≥0.5 sRGB |
| Roughness 0 = artifacts | Use 0.01–0.05 minimum |
| Glass renders black | Increase Cycles transmission bounces (Recipe section 11-rendering) |
| Material not visible in glTF | Procedural shader; bake to image first |
| Normal map looks wrong | Set image texture to "Non-Color" color space |
| sRGB on roughness map | Set image texture to "Non-Color" |
| `KeyError: 'Subsurface IOR'` (or any other input) | Blender 5.x quirk: input has `enabled=False`; use the `set_input` helper at the top of this file instead of `bsdf.inputs['Name']` |

## When to load `references/overview.md`

Load when:
- The recipe you need isn't in the 12 above
- You need anisotropy (brushed metal direction), volume absorption (tinted thick glass), or advanced shader-node combos
- The user asks for material variation across one mesh (Mix Shader patterns)
- You're baking procedural to image textures for export

The reference covers: full Principled BSDF parameter map, 50+ materials database link, procedural texture combinations (Voronoi, Wave, Noise), Sheen + Subsurface deep-dives, and bake-for-export workflow.

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1100021 votes

Hyperplan

Adversarial multi-agent planning skill. Self-orchestrates 5 hostile category members (unspecified-low, unspecified-high, deep, ultrabrain, artistry) via team-mode for ruthless cross-critique debate, distills only the defensible insights, then MANDATORILY hands the distilled insight bundle to the `plan` agent for executable plan formalization. Use when planning needs maximum rigor and surfacing of weak assumptions, blind spots, and over-engineering. Triggers: 'hyperplan', 'hpp', '/hyperplan', ...

698431 votes

Writing Skills

Create and manage Claude Code skills in HASH repository following Anthropic best practices. Use when creating new skills, modifying skill-rules.json, understanding trigger patterns, working with hooks, debugging skill activation, or implementing progressive disclosure. Covers skill structure, YAML frontmatter, trigger types (keywords, intent patterns), UserPromptSubmit hook, and the 500-line rule. Includes validation and debugging with SKILL_DEBUG. Examples include rust-error-stack, cargo-dep...

3931 votes

Mcp Code Execution

Routes multi-tool workflows through MCP servers for large datasets and pipelines. Use when Bash tool overhead is limiting throughput on data-heavy tasks.

3421 votes

catchup

Recovers the conversation and failed tool calls of a previous Codex, Amp, Claude Code, Antigravity, Cline, Copilot CLI, Cursor, DeepSeek Harness, Grok Build, Kimi, OpenCode, Pi Agent, or ZCode session. Use when the user says "catch up", "what did the last session do", "get me up to speed", "I switched agents", asks to recover/summarize a previous session before continuing, or asks to diagnose or report a catchup failure. Do NOT use for the current conversation, git history, or any non-agent log.

741 votes
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