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Espectral: building a UHC Minecraft platform with AI agents
I run the Espectral project, a Minecraft UHC (Ultra Hardcore) network.
The platform has several moving parts: Java Paper plugins that run the game modes, a Python analytics pipeline and web dashboard, a JavaScript replay UI, Discord bots, in-game polling campaigns, and a local RAG context system. I have tried to be explicit about what is implemented, what is locally tested, and what is still experimental or planned.
Evidence at a glance
Output
Scope
Validation snapshot
Game-server logs
About 1,800 compressed logs
Pulled from production and rebuilt into the analytics DB
Analytics DB
About 1.9 GB SQLite database
Deterministic rebuild and table-level acceptance checks
Chat corpus
About 504,000 Discord messages and 246,000 Minecraft messages
Ingested into the analytics DB, identity resolution reviewed locally
119 passing tests plus a full automated game-cycle smoke test at that checkpoint
Later plugin test run
217 discovered tests
199 passed, 18 skipped, 0 failed
Backend and replay tests
70 focused tests
Replay API, sample loading, and UI core covered
Domain tests
60 tests
FSM, services, and config versioning
Scenario verification
39 scenarios
Behaviorally verified with local test server and bots; 1 experimental
The numbers above are snapshots from recorded checkpoints, not a live scoreboard. I refreshed them when the project was at a stable state.
System architecture
flowchart LR
A["Paper UHC server<br/>EspectralUHC plugin"] -->|metrics + telemetry JSONL| B[Analytics host]
B -->|parse + rebuild| C[SQLite analytics DB]
C --> D[FastAPI web app]
D --> E[JavaScript replay UI with Leaflet]
D --> F[Admin + public dashboards]
G[Discord bot / BalasGPT] -->|hosting, tokens, alerts| A
B -->|replay links + summaries| G
H[Discord + MC chat logs] --> B
I[RAG index] -.->|context for chatbot| G
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The diagram shows five main roles.
Component
Role
Java plugin
Records what happens during a UHC game and writes per-second telemetry and metrics to JSONL files.
Python analytics pipeline
Pulls those files plus server logs, parses them, resolves identities, and builds a SQLite database.
FastAPI web app
Serves public and staff dashboards, exposes replay metadata, and accepts ingestion hooks.
JavaScript replay UI
Reads the telemetry through the API and renders a timeline, player list, and Leaflet-based map.
Discord bot
Handles scheduling, hosting commands, token accounting, and can pull RAG context from the chat corpus.
Implemented and exercised with live-game data; longer-term coverage is still limited
Palanctral analytics pipeline and web dashboard
Deployed on the analytics host and serving traffic
Discord ingestion
Corpus and incremental ingestion implemented; continuous production-to-database freshness is still being hardened
In-game polling integration
Locally tested and wired to the plugin and dashboard
RAG indexing and retrieval
Source corpus, indexer, and local integration ready; production population and retrieval-quality evaluation are not fully established
Paid custom UHC token workflow
Local prototype only; not presented as a live system
Many Java scenario files
Implemented, but not all behaviorally verified yet
I do not claim that every component is production-ready. What I do claim is that the implemented parts are real, measured, and tested to the level shown above, and that I know exactly where the remaining gaps are.
About
Full documentation repo of my personal project using AI agentic engineering