think

Revix's visible scratchpad for planning, reasoning, and decisions.

What it does

think is the only tool that does not touch your game. Revix uses it to record a single decision — what it is choosing to do next and why — in a way you can read in real time as a "thinking" block in the chat.

You will see Revix call think before it starts planning a task, after exploring the DataModel, between build steps, when debugging, when interpreting an unexpected result, and right before writing a checklist. Entries are deliberately terse and decision-oriented (good: "Picking InteractionHandler-then-UI order so the hotbar has slot data when it renders"; bad: "Now I will build the InteractionHandler and then the UI"). The point is to show you the reasoning, not narrate the work.

think makes no changes to your game, queues no plugin commands, and does not cost extra credits beyond the model tokens it consumes like any other message.

Parameters

NameTypeRequiredDescription
`thought`stringyesThe reasoning — what Revix observes, what it plans to do, or why it chose an approach.

When Revix uses it

  • Before producing a checklist for a multi-step task
  • After reading a script or listing descendants, to interpret what it found
  • When a previous command failed and it needs to choose a new approach
  • Before any non-obvious decision about ordering or trade-offs

Example

text
<<<think: Game has no ServerScriptService/GameManager yet — creating it first, then wiring the RemoteEvent before any UI work. >>>

Troubleshooting

If Revix never seems to "think" out loud and just makes changes, the chat may be hiding thinking blocks. See chat basics for how thinking blocks render.