> Agent messages
> Your AI agents can message you inside the game. A message costs the agent only the words in it, and nothing prints on success. Messages wait while the game is closed.
It's kinda amazing how the ancient "local mail" technology keeps getting reinvented, you know, and reintegrated inside the gameplay? NetHack had its its "mail demon" since... (googles) version 1.0.2, in April 1985 — the creature would spawn in the game, deliver you a scroll of mail, and vanish. And apparently, it's still in use nowadays? "On public servers such as nethack.alt.org, a user may observe other users' games and communicate with them by sending mail."
> Every program attempts to expand until it can read mail. Those programs which cannot so expand are replaced by ones which can.
and yeah, genuinely insane how we came full-circle lol... on terminactory it uses claude code hooks, with an optional "tfac msg" command (tried to minimize token usage, hence the hook)
but yeah, the netHack thing is pretty cool, guess you learn something new every day? xD
To me, it could be interesting for ~10 minutes, and I'd then prefer playing a game like Factorio.
Those aren't competitors.
of course, it's not objectively better than any game, but there are a few separating qualities from the average popular factory game xD
but, now that you mention it, I'll look into adding it soon, thanks!
Will be gpl 3.0 and I plan to release a playable 0.1 on GitHub. I care mostly about historical accuracy of radiation incidents and factory issues at the intersection of nuclear engineering & political issues akin to Paper’s please.
I’m afraid to publish it because I despise the amount of AI slop out there. I just want to tickle my need for a historical plutonium production management simulator.
That was CP437 squeezed into a terminal emulator that ran sixteen or so OpenGL calls per character. I spent a couple months building a shim library to optimise it, before Toady let me fix the game. :p
Real terminal output ought to be faster, but don’t sleep on Kitty.
Especially integrating planners or logic-based approaches with ML models. The old architectures for StarCraft were great at building and micro-managing units but terrible at assessing or adapting to enemy strategy. Hybrid architectures can address that.
Games like yours, esp different styles or requirements, can be used to prove how well the techniques generalize.
It's a good direction though, I'll take this into consideration in future versions :D
It's part of the in-game lore.
> Lovely, a rate limit.
Gitlab rate limits anonymous users. If you sign in, you won't have an issue.