▲ 16 r/AISystemsEngineering+1 crossposts

Genuine question: why does AI memory still seem so underdeveloped?

I've been working on my own approach to this, and something keeps bothering me. Why are we still so constrained by context windows when we have all these other ways to store, retrieve, and manage information? I'm trying to build a system that adapts its working memory to what a task actually needs, moving relevant information in and out of context as needed instead of treating the context limit as the thing everything has to work around. I know RAG, summarization, compaction, and external memory exist. I'm not saying nobody is working on this. I'm wondering why there don't seem to be more mature systems that tie all of this together, especially for agents working on long-running coding tasks. Am I missing some obvious projects? Is this just a much harder problem than it looks, or are there other reasons this hasn't progressed further? I'm already building my own version, so I'd genuinely like to know what's out there before I reinvent something that's already been done. Also interested in hearing from people who've actually tried building this stuff, because I'm sure there are problems I haven't run into yet.

reddit.com
u/deviant46n2 — 6 days ago

Modpack Creators / Aspiring Modpack Creators! What features would you want in a minecraft modpack ide software.

Hey r/feedthebeast,

I’ve spent countless hours making modpacks and dealing with the constant cycle of editing .snbt quest files, tweaking KubeJS scripts, and waiting minutes on game restarts just to see if a quest tree layout looks right.

I'm currently developing a free, open-source standalone desktop app (built on Tauri + Rust) specifically designed to solve these workflow headaches for modpack creators.

The core focus is a visual studio for FTB Quests—featuring a node-based graph editor, an in-game styled quest inspector modal, a JEI/EMI-style item drawer that reads your mod .jar assets directly, and a real-time hot-swap pipeline to push changes straight to a running game instance.

Before I lock down the v1.0 feature roadmap, I want to ask both active and aspiring pack devs: What are your biggest pain points when organizing or editing quests, scripts, and configs?

Specifically:

What features do you wish existing tools or in-game editors had?

How do you handle version control or tracking quest changes in your packs?

What minor annoyances in FTB Quests or quest-making waste the most of your time?

I'd love to hear what would make your workflow faster or less frustrating! or things you just think would be cool.

reddit.com
u/deviant46n2 — 2 months ago

Modpack Creators / Aspiring Modpack Creators! What features would you want in a minecraft modpack ide software.

Hey r/moddedmc

I’ve spent countless hours making modpacks and dealing with the constant cycle of editing .snbt quest files, tweaking KubeJS scripts, and waiting minutes on game restarts just to see if a quest tree layout looks right.

I'm currently developing a free, open-source standalone desktop app (built on Tauri + Rust) specifically designed to solve these workflow headaches for modpack creators.

The core focus is a visual studio for FTB Quests—featuring a node-based graph editor, an in-game styled quest inspector modal, a JEI/EMI-style item drawer that reads your mod .jar assets directly, and a real-time hot-swap pipeline to push changes straight to a running game instance.

Before I lock down the v1.0 feature roadmap, I want to ask both active and aspiring pack devs: What are your biggest pain points when organizing or editing quests, scripts, and configs?

Specifically:

What features do you wish existing tools or in-game editors had?

How do you handle version control or tracking quest changes in your packs?

What minor annoyances in FTB Quests or quest-making waste the most of your time?

I'd love to hear what would make your workflow faster or less frustrating! or things you just think would be cool.

reddit.com
u/deviant46n2 — 3 months ago

Modpack Creators / Aspiring Modpack Creators! What features would you want in a minecraft modpack ide software.

Hey r/MinecrafMod

I’ve spent countless hours making modpacks and dealing with the constant cycle of editing .snbt quest files, tweaking KubeJS scripts, and waiting minutes on game restarts just to see if a quest tree layout looks right.

I'm currently developing a free, open-source standalone desktop app (built on Tauri + Rust) specifically designed to solve these workflow headaches for modpack creators.

The core focus is a visual studio for FTB Quests—featuring a node-based graph editor, an in-game styled quest inspector modal, a JEI/EMI-style item drawer that reads your mod .jar assets directly, and a real-time hot-swap pipeline to push changes straight to a running game instance.

Before I lock down the v1.0 feature roadmap, I want to ask both active and aspiring pack devs: What are your biggest pain points when organizing or editing quests, scripts, and configs?

Specifically:

What features do you wish existing tools or in-game editors had?

How do you handle version control or tracking quest changes in your packs?

What minor annoyances in FTB Quests or quest-making waste the most of your time?

I'd love to hear what would make your workflow faster or less frustrating! or things you just think would be cool.

reddit.com
u/deviant46n2 — 3 months ago

Modpack Creators / Aspiring Modpack Creators! What features would you want in a minecraft modpack ide software.

Hey r/feedthebeast,

I’ve spent countless hours making modpacks and dealing with the constant cycle of editing .snbt quest files, tweaking KubeJS scripts, and waiting minutes on game restarts just to see if a quest tree layout looks right.

I'm currently developing a free, open-source standalone desktop app (built on Tauri + Rust) specifically designed to solve these workflow headaches for modpack creators.

The core focus is a visual studio for FTB Quests—featuring a node-based graph editor, an in-game styled quest inspector modal, a JEI/EMI-style item drawer that reads your mod .jar assets directly, and a real-time hot-swap pipeline to push changes straight to a running game instance.

Before I lock down the v1.0 feature roadmap, I want to ask both active and aspiring pack devs: What are your biggest pain points when organizing or editing quests, scripts, and configs?

Specifically:

What features do you wish existing tools or in-game editors had?

How do you handle version control or tracking quest changes in your packs?

What minor annoyances in FTB Quests or quest-making waste the most of your time?

I'd love to hear what would make your workflow faster or less frustrating! or things you just think would be cool.

reddit.com
u/deviant46n2 — 3 months ago