Local models are meaningfully useful* for agentic work now. This is a realization I came to over the last day or so.

I wrote a lot of custom mods for a game that recently switched engines. The migration is going rather smooth for most people because of wise architectural choices from the dev early on, and because they prioritized backwards compatibility in the update. But there are still some rough edges, especially if you had your hooks deep into the engine.

I recently vibeforked Unbiased Bob's fork of Strata to make it compatible, easy to use and optimized for my OS and hardware (NixOS 5800x3d 64gb, 7900xtx 24gb). Sol 6.1 got it working with Qwen 3.8 Flash Next IQ3 XSS (~75GB) at roughly 46tps 164k ctx with enough headroom to launch a heavy browser along with a triple-A game set to low in 720p for testing when I need to (plus space for zram swap)

I set it up in deepseek harness, gave it a 14MB error log in the game's working directory, then went to sleep. I woke up and it had run for 3 hours. The game launched with only two errors, which it quickly fixed from the new, vastly smaller logfile.

It hammered down every issue, making changes across 30 separate mod repos. Practically a one-shot, and all the features worked as originally intended.

I left a local coding agent running completely on its own for three hours across multiple repos across a dozen auto-compactions with a log file and no ability for it to verify its work besides a compiler. And it produced meaningful results. I can't speak to the code quality, but it worked. This was completely unthinkable even just two years ago. Even one year ago, the cloud frontier wouldn't be able to do this on its own, and now a local model can, running on my consumer gaming hardware from one or two gens back.

“Huh... So... We're here now..." I said to myself, with a bit of stunned disbelief, wondering what the future one or two years from now might hold.

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[–] [S] 9 points 1 day ago* (5 children)

Yes, it's Rimworld, you're right! But I don't have many pointers for modding with AI because I'm a rimworld modder and have been since alpha. This was just a huge collection of random forks and one-off personal mods that I wanted to update for 1.7 for a personal run.

I have also been using frontier models to write game cheats for various games, replacing my miles of handwritten Lua code in cheat engine tables with native injection mods (easiest in unity and ue4, but I also modded an old dosbox game for a friend, and got a bunch of features for assassins creed black flag resynced on the anvil engine). I haven't tried doing that with local models yet, but after seeing these results, I might. I suspect that's code will be substantially worse, though...

As far as modding Rimworld, because most of its JIT C#/mono, and the game files have a lot of data in them already; it seems like models don't need a lot of hand-holding. I bet downloading the wiki for some additional context would probably be wise, but as far as implementing simple changes, it seems to be perfectly capable with little to no prep. Also I'm using nix so it can get any tooling it needs and set up a dev environment on its own.

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  • [–] 4 points 1 day ago (4 children)

    Okay, thanks. I was hoping it'd be relatively straightforward to get AI up to speed on it, I just wasn't sure where to start or whether it'd be a waste of time if I tried. I just want to give my pawns some interesting diseases and it seemed like a daunting bit of setup to get to that point. I'll take another run at it soon. :)

    Rimworld's an interesting battleground right now in terms of AI, the various fan forums came out strongly against AI and then the new BRUTAL engine came along that incorporates AI-generated code into the base game. So I didn't think I'd get much help from the forums I'm aware of.

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  • [–] 2 points 23 hours ago (3 children)

    Most agents can read websites, you may not need to download it. Just tell it that that wiki has useful information. Maybe include it in the AGENTS.md file so it remembers.

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  • [–] 2 points 22 hours ago (2 children)

    I imagine my first task for the agent will be to tell it to compile a skill file from all the documentation I'm able to direct it to. I was just hoping that maybe someone had already done that to give it a leg up.

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  • [–] 1 point 13 hours ago (1 child)

    Maybe, skill files are usually for particular tasks though. I have one for code review, another for writing tests, etc.. Documentation usually goes in a different file. It'll depend on what agent you pick.

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  • [–] 2 points 4 hours ago

    Yeah, the standards for all that are still new and shifting so I usually just leave it up to the AI itself to figure out how it wants to organize the data. It's the one that knows where its harness tells it to find stuff, after all.

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