flume is designed, not built. Its design book holds the design whole.
How it fits
flume stands between what decides the work and what lands it. millpond,
headwater, sounding, crew and your own sessions decide what to launch;
flume makes the place and runs the stages; sluice lands the result.
Each tool stands alone, with its own Claude Code and herdr plugins.
One loop, from what is noticed to what lands. Flywheel is the Method it belongs to.
1headwater and eddy notice events and print captures.
2millpond keeps them as an inbox: captures become signals, and curation joins signals into items.
3millpond sends each item down flume, which launches one agent in one worktree for it, and tidies the place once the work lands.
4An item is worked in its worktree or a planner's plan. A question goes to a sounding, whose conclusion comes back as new items.
5sluice tests the work as merged and lands it.
6The landed bump moves the pin, so headwater stops reporting that release.
Sends an item to one worktree through flume, as a fix or a change.
millpond records the send and hands flume the brief, and writes the
landing against the item from sluice’s record of the branch. An
inbox crew keeps sends nothing to flume itself.
headwater · releases
Its fix key hands a release’s brief to flume as a fix, and an agent
makes the bump and submits it to sluice. In a repository crew runs,
the key hands the release to millpond instead, and the bump comes
as a chore from crew’s plan.
sounding · questions
A question runs as flume’s kind question. flume makes the place on
sounding/<name> and runs the session; sounding keeps the question,
its rounds and the conclusion you decide. A sounding waiting on you
shows in flume’s herdr sidebar.
sluice · landing
Lands what the last stage submits, tested as merged. flume never
lands anything itself: it reads sluice’s verdict and tidies the
place once the work lands.
crew · teams and plans
Keeps everything that spans many places: plans, bolts, slots, the
dispatcher, conductors, approvals, and conflicts between units. crew
asks flume for each place and each stage’s agent, as it asks sluice
for each landing.
Flywheel · the Method
The Method the family belongs to. crew becomes Flywheel, which is
built later on the same parts as millpond.
flume holds the one implementation of places, a fresh agent per stage,
prompt delivery, stages that end on their deliverable, and tidying. It
grows out of crew’s rules for teams and plans (teams.2 to teams.4,
teams.11, teams.15, and plan.9, plan.10, plan.12 and
plan.17), and millpond, headwater, sounding and crew all build on it.