A local AI workspace with LibreChat and Ollama
A local AI setup narrowed to a concrete Docker-to-host networking problem: the model answered directly, while the container path needed a firewall change.
Documented activity: September 18, 2026
Some assembly required
The longer rabbit holes. A home for things that take more than one sitting, including the ones still in pieces.
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Browse the notebook →A local AI setup narrowed to a concrete Docker-to-host networking problem: the model answered directly, while the container path needed a firewall change.
Documented activity: September 18, 2026
From a two-column prompt composer to the saved implementation: controls, generation rules, presets, manual edits, and the character budget.
Documented activity: September 12, 2026
A worn generation ship became the setting for an automation game built around machine networks, repair detours, and a small playable Godot workshop.
Documented activity: September 11, 2026 – September 12, 2026

A skyblock base grew from an unbuilt floor plan into automation, a cramped service layer, a room retrofit, and recurring power constraints.
Documented activity: July 28, 2026 – September 14, 2026
An expert Minecraft pack design moved from campaign decisions into a smaller development instance, with guide-first quests and concrete compatibility tests.
Documented activity: July 20, 2026 – September 6, 2026
A one-task-at-a-time development workflow exposed gaps in task authority, then changed direction toward a reusable project template.
Documented activity: June 21, 2026 – June 22, 2026
Separating reusable graph structure from Crushline recipes, consequences, rendering, and runtime evaluation.
Documented activity: June 8, 2026 – June 18, 2026
A Linux-native C11 platform layer grew out of custom node-graph UI work, with narrow contracts for windows, input, drawing, files, and replay.
Documented activity: June 8, 2026 – June 15, 2026
Exploring a self-hosted AI workspace led to authorization hardening, blocking CI, local release checks, and a first-run setup test that exposed a missing-directory problem.
Documented activity: June 7, 2026 – June 8, 2026
A node-based factory game built around competing production routes, useful waste, machine upgrades, and the freedom to build an inefficient line.
Documented activity: June 5, 2026 – June 19, 2026
A native space-strategy prototype where production choices, fleet movement, and a persistent information panel developed through explicit state and UI boundaries.
Documented activity: June 1, 2026 – September 22, 2026

A generation-ship simulation built around fragile knowledge, followed by a long interface search from command board to a clearer Godot workstation.
Documented activity: May 28, 2026 – June 1, 2026
Planning a first-day Vintage Story guide around the things a new player should be able to do before nightfall.
Documented activity: May 25, 2026
A browser pixel experiment grew into a C++ ecology sandbox with inherited traits, grazing, local nutrients, CSV telemetry, and measured performance bottlenecks.
Documented activity: May 23, 2026 – May 25, 2026
A Rust simulator for explicit authority, with capability and policy checks, atomic audit rules, replay experiments, and a concrete Stage 1A failure.
Documented activity: May 22, 2026 – May 23, 2026
A personal lab for watching how an ordinary sudo-capable agent handled normal Linux tasks, including malformed actions and a suspected loop.
Documented activity: May 21, 2026 – May 23, 2026
A local AI desktop concept developed around Linux identities, a trusted broker, staged outputs, and evidence that could actually support its security claims.
Documented activity: May 17, 2026 – June 7, 2026
A Debian VM plan put activities, a command palette, plain-file state, and recovery at the center of a small Xorg/FVWM3 desktop experiment.
Documented activity: May 16, 2026
From a short image-to-video reel to a basic text-to-image graph, with the actual nodes, settings, and failures that shaped the experiment.
Documented activity: May 15, 2026
A horror-game design where the only view of a building is a floor plan that can lie, and sound supplies the missing physical world.
Documented activity: May 14, 2026 – May 27, 2026
Testing a twenty-module Blender course exposed a basic problem: an absolute beginner needs exact actions and visible checks, not a longer outline.
Documented activity: May 11, 2026 – May 12, 2026
A survival-game design that moved toward restoring the land, assembling useful systems, and a deliberately smaller first-day slice.
Documented activity: May 8, 2026 – May 13, 2026
A generation-ship side-scroller found its identity in close-quarters resistance, fragile shared infrastructure, and the etiquette of a civil war inside a sealed home.
Documented activity: May 8, 2026 – May 10, 2026
A C++ game-system experiment made official records shape a city’s legal reality, with replay, conflicting authorities, and reversible public-memory decrees.
Documented activity: May 4, 2026 – May 6, 2026
A C++ fictional-history engine separating hidden causes, unreliable evidence, and changing interpretations, developed through narrow, auditable implementation slices.
Documented activity: May 3, 2026 – May 17, 2026
An Obsidian archive design that splits conversations into durable ideas and keeps productive drift visible.
Documented activity: May 2, 2026 – May 3, 2026
A compact project-instruction platform explored exact manual edits, source fingerprints, validation gates, and self-contained project capsules.
Documented activity: April 27, 2026 – May 1, 2026
A Python prototype explored identity through player actions, while schema mismatches exposed the need to validate the links between actions and projects.
Documented activity: April 26, 2026 – April 27, 2026
A spreadsheet and web-app concept connecting transaction records to priorities, with a three-sheet starting point and a concrete review workflow.
Documented activity: April 22, 2026 – May 2, 2026
An archive design that preserves topic drift, separates transcripts from concept notes, and keeps source dates distinct from import dates.
Documented activity: April 19, 2026 – April 21, 2026
A general decision framework became a game about balancing usable possibilities, with weighted priorities, signals, dials, and explicit prototype equations.
Documented activity: April 18, 2026 – April 21, 2026
A card-driven village concept with concrete resources, relationships, story templates, and an AI-generated Godot prototype structure.
Documented activity: August 14, 2025
A single-file C/SDL2 draft models one hundred moving agents with position, velocity, and simple boundary bounces.
Documented activity: February 23, 2025
A turn-by-turn science-fiction story changed from surveillance and resistance into unstable realities, time travel, loss, and an altered future.
Documented activity: May 26, 2024 – May 28, 2024
A dark-fantasy writing experiment built a cursed garden around one red rose, then revised the hero’s battle to include fear and apparent defeat.
Documented activity: May 22, 2024
Building Hive Sigma-9 around three social levels, then following Lira from scavenger sketches toward a narrated story.
Documented activity: May 21, 2024 – February 8, 2025
A humane-AI science-fiction brief evolved into Sam Hunter, ancient technology, corporate pursuit, and the opening of Neon Shadow.
Documented activity: May 21, 2024