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sailingparrottoday at 9:29 PM1 replyview on HN

Gas Town really feels not just vibe coded but also vibe designed. I looked into it, to see whether multi agent setups really made a difference, the entire design philosophy feels like it was « let’s add one more layer of agent and surely this time it will work » about 10 times in a row.

So now you have agents of type mayor, polecats, witnesses, deacons, dogs etc plus a slew of Unneeded constructs with incomprehensible names.

In one of the blog post for gas town I remember reading something by the author along the lines of « it’s super inefficient, but because you burn so many tokens, you still get what you want at the end! » clearly this is also the design philosophy behind this project, just (get your ai to) throw more random abstractions and more agent types until you feel like it kinda works, don’t bother asking yourself if they actually contribute anything.

This gave me the very clear feeling that most of the complexity of gas town is absolutely not needed and probably detrimental.

Ended up building my own thing that is 10x simpler, just a simple main agent you talk to, that can dispatch subagents, they all communicate, wake each other up and keep track of work through a simple CLI. No « refinery » or « wasteland » or « molecule » or « convoys » or « deacons » or …


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rspeeletoday at 10:02 PM

> Ended up building my own thing that is 10x simpler, just a simple main agent you talk to, that can dispatch subagents, they all communicate, wake each other up and keep track of work through a simple CLI. No « refinery » or « wasteland » or « molecule » or « convoys » or « deacons » or …

You won't get 10k stars and a blog post out of that. Obviously you need some Stoats who have Conferences with the Stump Lord to determine whether they are needed at the Silo or the Bilge. They'll then regroup at the appropriate Decision Epicenter and delegate to the Weasels and Chipmunks who actually do the coding (antiquated term) in the Salt Mine.

The Stump Lord is an owl.

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