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Experience report: five days running FLE's action layer on a persistent human-shared server (local ~30B model) #382
bdambrosio
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For the past five days I've been running FLE's action layer in a regime it wasn't built for — a persistent multiplayer server where an LLM agent and I cohabit the same map in real time (no fast-mode: the agent really walks, my client really joins, the server really autosaves). The agent is a standing "junior factory engineer" persona driven by a local ~30B model, with a bounded work zone, ownership norms, and a hard chat-phrase stop enforced below her reasoning.
Full write-up: Living With a Factorio Agent
Highlights the FLE community might care about:
storagemake worlds unsaveable, so every autosave crashed the headless server and silently rolled the world back. Details in Functions instoragemake world saves impossible — mod-packaged variant for persistent servers #381; the build script that generates the mod from the installedflepackage is in the linked repo (factorio/build_mod.py).drop_position(serialize.lua exposes drop_position for inserters but not mining drills #377), belt-masked pathfinding + collision-embedded path starts (Character pathfinding treats transport belts as walls (collision_mask includes transport_belt) #375, request_path returns not_found at every entity_size when the start position collides #376), and misleading off-grid placement errors (place_entity: off-grid placements yield misleading 'blocked by' errors — placement-grid guard proposal #380).storagemake world saves impossible — mod-packaged variant for persistent servers #381) started as her failure narrations.Huge thanks for FLE — the action layer is what made a weeks-scale build possible at all. Happy to answer questions, and the offered patches on #375/#376/#377/#380 stand.
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