Write-ups from things I actually built and debugged — game mod internals, VR and simulator tuning, and the tooling around both. Everything here is first-hand: if a number wasn’t measured, it says so.
Topics
Tags
Active Directory (1) Build 42 (1) Honeypot (1) Internal Tools (1) Meta Quest 3 (2) MSFS 2024 (2) Node.js (1) Project Zomboid (1) Quest Link (2) Reprojection (1) Security (1) SSO (1) TypeScript (2)
All posts
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The Alcoholic trait for Build 42: features and planned scope
A design review of the planned Alcoholic trait for Build 42 — the craving model, what the minus-four points buy you, the Smoker cross, and seven specific questions I want picked apart before any of it is built.
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Teaching a Honeypot to Tell Bots From People
Open a port to the internet and you get thousands of sessions within hours, nearly all of them machines. This is how I built the classification and scoring layer that decides which ones a human should actually look at — and why covering your tracks scores higher than dropping a payload.
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Automating Active Directory Access Troubleshooting with Node.js and TypeScript
When two users should have the same application access but only one does, manually comparing Active Directory groups is a terrible debugging workflow. I built an internal TypeScript tool that turns that comparison into a structured troubleshooting process.
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Every test was green. The server wouldn’t start.
A one-character typo in a comment took down a mod’s entire item set, and every automated check said the change was fine. The interesting part is the two independent reasons nothing caught it.
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One bit too heavy: a Project Zomboid bug that lived in the 24th decimal place
A pot that wouldn’t go in an oven, traced to a single bit of float32 rounding – and a second bug where a crafting input was counted but never consumed.
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Sleepy Hollow: an autonomous testing agent
A sub-agent that reproduces and fixes Project Zomboid recipe bugs with headless evidence and no human in the loop — what it’s built on, what it can do, its hard limits, and the dark spots that produce a confident wrong answer.
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Testing Project Zomboid Build 42 craft recipes headlessly
A scripting channel into a running dedicated server, a way to perform real crafts with no client or player, and the duplication and silent-no-op bug classes they surfaced while porting a mod to Build 42.
