Joined May 2010
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🎮 Your community's feedback is gold. But are you turning it into actionable insights? 🛠️ Learn how you can avoid drowning in data, uncover root issues, and optimize workflows to make feedback count! #gamedev #communityfeedback 👇 Read more: blog.cohezion.ai/unlocking-t…
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I asked Grok and ChatGPT "based on the conversations we have had, I want you to create a image that shows the level of Autism you think I have. This is not offensive to me." I'm not sure what to make of this response 🤣
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My biggest gripe with LLMs right now, being the smartest man in the room all the time "Let me reframe what you just said because I think it's bigger...." I hate that LLMs are so eager to agree even when I'm wrong.
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Tim @ Cohezion 🎮📡 retweeted
Celebrating @MarathonTheGame SERVER SLAM Collector's Edition Satue GIVEAWAY #actuallyamarathonpartner 🤠 Enter here: gleam.io/hIDnx/marathon-coll…
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Got any suggestions for spatial reasoning? I'm building a knowledge base in Qdrant for all entities and their footprints. I'm thinking about multi-shots in the prompt, but I don't want to guide the LLM towards a solution.
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Additionally, I've written custom agents and scripts for Claude Code so it can run story generation, development, code review, and commit changes with a single command.
So I've taken a step back on the Factorio AI - my first implementation wasn't great to say the least. So starting attempt 2. Using the BMAD framework, I've generated much more detailed documentation. Progress is looking good on the next evolution.
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So I've taken a step back on the Factorio AI - my first implementation wasn't great to say the least. So starting attempt 2. Using the BMAD framework, I've generated much more detailed documentation. Progress is looking good on the next evolution.
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How we feeling about Antigravity IDE? Been playing with it. Can't say that I'm impressed yet.
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Some chaos for your day. 887 Cash Now!
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Yeah, building this AI for Factorio is a bit more complicated than I thought. I had put off doing LLM observability to get a basic MVP going. That was a mistake. Without that observability, I've been chasing my shadow to fix basic things. I'm tossing in @ArizePhoenix
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Open to any suggestions you might have!
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Factorio AI update: Path finding without memory is difficult 😂. The AI placed down a miner and then tried to walk through it for 5 minutes. Taking a step back to add in memory. The odd part is it does have access to a scan tool to find everything around it - didn't use it lol
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I'm currently refactoring the agentic workflow. I need the agent to return a list of steps to execute: move here, place this, mine that, craft in inventory, etc.
Then I came across a more interesting issue. When the AI completed task it go put into a loop of trying to complete the same thing over and over again.
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additionally I'm putting in a gate so that if it has a list of tasks to complete, it doesn't make additional LLM calls unless it is unable to move forward with the task or it completes the task
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Then I came across a more interesting issue. When the AI completed task it go put into a loop of trying to complete the same thing over and over again.
The next issue I came across was a few little things related to LUA. What Opus "knew" about the Factorio LUA API was outdated, and Factorio had changed data structures, removed/added methods, etc.
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additionaly it was trying to monitor its plan every 2 seconds. Talk about burning up some tokens...yeesh
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The next issue I came across was a few little things related to LUA. What Opus "knew" about the Factorio LUA API was outdated, and Factorio had changed data structures, removed/added methods, etc.
Today, I decided to start building an AI to play the game Factorio. So far it's not going toooo bad. Got basic agent graph up and running, basic Factorio mod to do in-game actions.
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It was a lot of testing to figure out places where we had these issues to be able to make things work, like getting inventory, player location, and finding resources as a few examples
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Today, I decided to start building an AI to play the game Factorio. So far it's not going toooo bad. Got basic agent graph up and running, basic Factorio mod to do in-game actions.
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I also wanted to go off the deep end a bit by letting opus 4.6 implement everything. I'm helping it write plans, but I'm letting it make most of the choices. Then when I come across unexpected results go back to opus and refactor it.
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First hurdle was pathing, it had x & y inverted, so the character was moving in the wrong direction 😂
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