Using the database as a queue, you no longer need to setup transaction triggers to fire your tasks, you can have atomic guarantees that the data and the task were created successfully, or nothing was created.
I think the problem starts with the name. I've been coding with LLMs for the past few months but most of it is far from "vibed", I am constantly reviewing the output and guiding it in the right direction, it's more like a turbo charged code editor than a "junior developer", imo.
Have you tried Roo Code in "Orchestrator" mode? I find it generally "chews" the tasks I give it to then spoon feed into sub-tasks in "Code" (or others) mode, leaving less room to stray from very focused "bite-sized" changes.
I do need to steer it sometimes, but since it doesn't change a lot at a time, I can usually guide the agent and stop the disaster before it spreads.
A big caveat is I haven't tried heavy front-end stuff with it, more django stuff, and I'm pretty happy with the output.
If you're visiting Shinjuku, nearby there's a narrow street called Omoide Yokocho. Just take in the vibe and choose a yakitori spot to grab a bite and drink your poison of choice (tea/beer/sake). I would recommend going at night/dinner time.
Speaking of Shinjuku and videogames, if you've ever played any yakuza/like a dragon game, you owe it to yourself to go to Kabukicho and its big red gate.
In any case, whatever you choose to visit in Tokyo, it will be really nice, and a lot of it will still be waiting when you eventually come back.
I think Elden Ring (and the souls genre in general) IS designed with the assumption players have access to the internet to search for stuff if they want.
The game will still provide quite a challenge even if you know where you need to go and get weapons/items/etc. The bosses won't defeat themselves even if you know the overall strategy to use.
I think of it as kind of a self-regulated difficulty system, if you want to go in blind you are still free to do so.
Elden Ring and Fallouts are IMO good examples of games that have done great in this environment. There are people wondering at the art and archaeology(!) and cultures and various descriptions and other lore bits scattered around the games while others are speedrunning and stat optimizing things. They're extracting enjoyment whether they're on their first playthrough or have thousands of hours invested in countless builds. Surely just about every technical detail has been discovered, debugged, and charted a long ago.
There are probably far simpler ones as well. People still talk about chess strategies and things like that all across the detail spectrum.
There is also the reality that most games produced just aren't worth that much of people's time. They may still be fun, but in a more limited capacity.
I'm not a scientist by any means, but I imagine even accurate opaque models can be useful in moving the knowledge forward. For example, they can allow you to accurately simulate reality, making experiments faster and cheaper to execute.
IMO, their scripting language is pretty accessible to anyone with a bit of experience with programming and has nice syntactic sugar to integrate with the engine.
Using the database as a queue, you no longer need to setup transaction triggers to fire your tasks, you can have atomic guarantees that the data and the task were created successfully, or nothing was created.
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