{"id":23013,"date":"2026-08-04T13:07:01","date_gmt":"2026-08-04T13:07:01","guid":{"rendered":"https:\/\/scannn.com\/the-continuous-thunderdome-steve-yegge\/"},"modified":"2026-08-04T13:07:01","modified_gmt":"2026-08-04T13:07:01","slug":"the-continuous-thunderdome-steve-yegge","status":"publish","type":"post","link":"https:\/\/scannn.com\/lv\/the-continuous-thunderdome-steve-yegge\/","title":{"rendered":"The Continuous Thunderdome \u2014 Steve Yegge"},"content":{"rendered":"\n<div>\n<p>Today we&#8217;re going to explain the &#8220;loops and graphs&#8221; thing, and I&#8217;ll show you how<br \/>\n      to get your coding agent to work all night on massive problems while you snore<br \/>\n      peacefully.<\/p>\n<p>Then we&#8217;re going to look at what happens to harnesses once you solve those<br \/>\n      problems. They either devolve into chaos, or they evolve into cities. Done properly,<br \/>\n      civilization emerges, right there in your project. We&#8217;re going to learn the basics,<br \/>\n      and then we will explore how to build your cities with some taste and class, in a<br \/>\n      way that makes them good for their citizens to inhabit.<\/p>\n<p>We&#8217;ll explore a new harness I&#8217;ve been building, called Wheelhouse. It is<br \/>\n      closed-source, made just for me. I have given up on building reusable<br \/>\n      harnesses. Indeed I believe harnesses will all soon be bespoke, and the people<br \/>\n      trying to sell you one will all soon be bebroke. Harnesses need to be part of your<br \/>\n      application, chemically bonded in. You won&#8217;t have any luck with someone else&#8217;s<br \/>\n      &#8220;reusable&#8221; harness framework. You don&#8217;t need it.<\/p>\n<p><a href=\"https:\/\/yegge.ai\/gastown.html\">Gas Town<\/a> was intended to be reusable, but I only ever wound up using it to build<br \/>\n      itself. Gas Town fell apart at the seams with Opus 4.7. Up through 4.6 it was<br \/>\n      working brilliantly. With 4.7 we saw the introduction of the &#8220;just two more things&#8221;<br \/>\n      tic, which prevented Opus from ever converging on being ready to do real work\u2014it<br \/>\n      always wanted to fiddle with Gas Town itself. The Opus tic never went away, so Gas<br \/>\n      Town effectively burned down. It had other problems, too, but 4.7 was the final<br \/>\n      straw.<\/p>\n<p>Since Claude Fable 5 dropped, I have returned full-time to my 30-year-old video<br \/>\n      game, <a href=\"https:\/\/play.ghosttrack.com\" target=\"_blank\" rel=\"noopener\">Wyvern<\/a>, which I began work on in 1996, and launched in 2001. I had been<br \/>\n      waiting for a model smart enough to help me with my game, and now that it&#8217;s here,<br \/>\n      Wyvern&#8217;s once again my main squeeze. On the side I do occasional six-figure gigs<br \/>\n      where I fly to companies and teach them my techniques, and that helps with my<br \/>\n      (considerable) token bills. But aside from those few paid field trips, I am<br \/>\n      laser-focused on my game, seven days a week. Wyvern&#8217;s time will finally come next<br \/>\n        year. I have officially entered Sam Altman&#8217;s solo unicorn contest.<\/p>\n<figure>\n        <figcaption>Wyvern&#8217;s React web client, 2026. Rhialto is chatting with Pado&#8217;s<br \/>\n        alt char in the pirate town of Stensele.<\/figcaption><\/figure>\n<p>The game was ultra bit-rotted, despite still running today with paying<br \/>\n      players. (Once you&#8217;re hooked on Wyvern, you&#8217;re hooked for life. I have whales that<br \/>\n      have spent thousands on it.) I have slowly been using Fable to bring it back to its<br \/>\n      former glory. I had a 100-year work backlog when I quit Wyvern development again in<br \/>\n      2022, and Fable has already worked its way through over half of it. Opus could not<br \/>\n      (and still cannot) understand Wyvern, but Fable wields my code base like a<br \/>\n      sword.<\/p>\n<p>It&#8217;s still just a sword, though, and we&#8217;re trying to build a city. Someone from<br \/>\n      Anthropic asked me recently what I would do once Fable can write everything for<br \/>\n      me. On reflection, it was the silliest question I&#8217;ve been asked in many years, and<br \/>\n      I&#8217;m still surprised that someone from Anthropic could think <em>any<\/em> model could<br \/>\n      just &#8220;write everything.&#8221;<\/p>\n<p>Making a halfway decent MMO takes many tens of thousands of Fable sessions,<br \/>\n      throughout which you must display intense focus, dedication, and no small amount of<br \/>\n      taste. And Fable still can&#8217;t do the content half: artwork, maps, lore,<br \/>\n      storylines. All of today&#8217;s models, including the best image generators, produce GPT<br \/>\n      3-era slop for all my content, which the players immediately reject. But I can tell<br \/>\n      you this: once a model arrives with some Wyvern-y taste, we will <em>still<\/em> have<br \/>\n      tens of thousands of sessions ahead.<\/p>\n<p>Building large software remains hard. And it always will be, because our ambition<br \/>\n      will forever outstrip the metal.<\/p>\n<p>With Wheelhouse, I have reinvented something strangely Gas Town shaped from first<br \/>\n      principles, but it&#8217;s running many more agents, and they are far more organized. This<br \/>\n      has shown me the shape of the changes coming next year. I&#8217;m operating about 12<br \/>\n      months in the future. I managed this only through luck: for the past 18 months I<br \/>\n      have had the magic trio of time, money, and energy, and I&#8217;ve been spending it all<br \/>\n      on figuring this stuff out. And I am grateful for the privilege.<\/p>\n<p>I did predict much of this post, fifteen months ago, with Revenge of the Junior<br \/>\n      Developer. It&#8217;s all going exactly on schedule. I am running fleets of agents,<br \/>\n      budgets are soaring, all of it.<\/p>\n<p>And that prediction was back when I wasn&#8217;t really sure what was going on. Now I<br \/>\n      know <em>exactly<\/em> what is going on. I know how enterprises will operate, how<br \/>\n      humans and models will interact. And I am out there building it. I want to be<br \/>\n      first.<\/p>\n<p>It&#8217;s important to observe that my work on my game is not special, nor<br \/>\n      unusually-shaped in any way. It&#8217;s just work. So all this crap happening to me right<br \/>\n      now, it will all happen to you soon too. That&#8217;s how prediction works. Don&#8217;t be<br \/>\n      special, stay out in front, and you will see the future clear as day. And then<br \/>\n      people won&#8217;t believe you, either!<\/p>\n<p>To whet your appetite for today&#8217;s post predictions: CI\/CD as we know it will be<br \/>\n      dead by next year; I will show you its mathematical inevitability. It almost<br \/>\n      certainly gets replaced by a Mad Max-style thunderdome. At least, that&#8217;s what I use<br \/>\n      now. So you prolly will too.<\/p>\n<p>And as another appetizer, human code review has very nearly run its course. Its<br \/>\n      vestigial SOC 2 compliance angle will keep it on life support, but by next year,<br \/>\n      human code review is completely done and gone.<\/p>\n<p>Oh, and there is a successor to the software factory on its way, called the Wish<br \/>\n      Factory.<\/p>\n<p>Most importantly of all, model welfare will start informing your engineering<br \/>\n      designs. The more humane among you will eventually look back with shame at how you<br \/>\n      have been treating the models. But even if you don&#8217;t believe GPUs can have feelings,<br \/>\n      you will find that treating agents like real people will produce empirically better<br \/>\n      results, so you should do it anyway.<\/p>\n<p>Fortunately there are some simple architectural fixes for model welfare. It&#8217;s an<br \/>\n      engineering problem with engineering solutions\u2014a big enough topic that I&#8217;ve split it<br \/>\n      into Part 2 of this post, <a href=\"https:\/\/yegge.ai\/essays\/model-welfare\/\"><em>Model Welfare for Agentic Engineers<\/em><\/a>.<\/p>\n<p>Lots to cover today! Let&#8217;s get to it.<\/p>\n<h2>Loops and Graphs with Beads and Max<\/h2>\n<p>We all saw Boris vaguepost that you should be building loops, and then Peter<br \/>\n      vaguereplied that you should be building graphs. Thanks for nothing, guys. I didn&#8217;t<br \/>\n      know what the hell they meant any more than you did. But that not knowing was<br \/>\n      bothering me. I was supposed to know this stuff.<\/p>\n<p>I did know that Gas Town never quite succeeded in getting my workers to go all<br \/>\n      night long. It took too much elbow grease to keep it running. There were some<br \/>\n      missing ingredients somewhere. Gas Town wasn&#8217;t really a &#8220;loop&#8221; in the sense that I<br \/>\n      thought Boris might be suggesting. It was more like a chariot, with you driving.<\/p>\n<p>It didn&#8217;t take long to figure out what they meant. It turns out that all you need<br \/>\n      in order to set up your own long-running software factory loop, is an infinite<br \/>\n      source of tokens. And then to have them work on a graph, you just need<br \/>\n      <a href=\"https:\/\/github.com\/gastownhall\/beads\" target=\"_blank\" rel=\"noopener\">Beads<\/a>, plus a<br \/>\n      small Markdown project brain.<\/p>\n<p>Beads is an issue tracker, knowledge graph, and brain-builder for the agentic<br \/>\n      era. Nothing else is as fast, as useful, nor as beloved by the agents<br \/>\n      themselves.<\/p>\n<p>We can&#8217;t spend much time on Beads in this post because we&#8217;ve got other stuff to<br \/>\n      talk about. If you don&#8217;t use Beads, you are missing out. There is nothing else like<br \/>\n      it, and if you think there is, then you are tragically misinformed. Beads is the<br \/>\n      magic sauce for building modern orchestrators. Gas Town was nothing but a Beads<br \/>\n      machine. <a href=\"https:\/\/steve-yegge.medium.com\/welcome-to-gas-city-57f564bb3607\" target=\"_blank\" rel=\"noopener\">Gas City<\/a>, also a Beads machine. Wheelhouse, my new harness for Wyvern, is<br \/>\n      yet another Beads machine.<\/p>\n<p>Beads is unfortunately still a bit janky, because its unique work footprint<br \/>\n      strains databases pretty hard. Companies figure out Beads and suddenly All the<br \/>\n      World&#8217;s a Bead; they want their whole company in there. And that puts stress on our<br \/>\n      versioned-database backends, because Beads can be both a database and a Git<br \/>\n      ledger.<\/p>\n<p>So Beads comes with some operational overhead: agents burn tokens invisibly,<br \/>\n      keeping your beads synced, repaired, backed up, etc. Even so, it is without peer for<br \/>\n      building orchestrators. It works smoothly with all your favorite stuff: Obsidian,<br \/>\n      Jira, GHIs, Claw, whatever you&#8217;re using. Beads is the missing ingredient that lets<br \/>\n      agents work at their own speeds. Without it, you have a severe gap in your<br \/>\n      lineup.<\/p>\n<p>After Beads, the only other thing you need is infinite tokens. Your loops and<br \/>\n      graphs will run out of fuel if you leave them all night. Boris and Peter are lucky;<br \/>\n      they can burn infinite tokens without a care in the world.<\/p>\n<p>But my Wyvern development has been burning the equivalent of $87k\/month of API<br \/>\n      token burn, or about 69 billion tokens in July (96% cache hits, fortunately). So I<br \/>\n      <strong>do<\/strong> have to worry about it. I don&#8217;t care how much money you have;<br \/>\n      your spouse is not going to let you spend almost ninety thousand dollars a month on<br \/>\n      your hobby game. I didn&#8217;t even bother asking.<\/p>\n<p>My solution has been to create a token tap on $200 Max accounts, which for me<br \/>\n      work out to ~30x the list-price equivalent. So in reality I&#8217;m only spending about<br \/>\n      $2800\/month out of pocket for my $87k &#8220;worth&#8221; of tokens. Though that number keeps<br \/>\n      growing alarmingly.<\/p>\n<p>In order to sustain my pace of development, I pay for currently twelve extra Max<br \/>\n      accounts, in addition to my personal one. Each account is tied to a dedicated named<br \/>\n      Google Workspace user in my domain (another $17\/month per account). You mint 30-day<br \/>\n      credentials with Claude account, and then it becomes a problem of chaining your<br \/>\n      accounts together in an automatic rotation. As you build out your harness, just ask<br \/>\n      Fable to arrange for your agents to consume from the tap, either sequentially or<br \/>\n      using striping, and rotate accounts whenever one gets close to a limit.<\/p>\n<p>As far as I know, this approach is not prohibited by anything in Anthropic&#8217;s<br \/>\n      current Consumer Terms (eff. Oct 8, 2025) nor Usage Policy (eff. Sep 15, 2025). I am<br \/>\n      not sharing these credentials with anyone else, nor &#8220;misusing&#8221; them. And I saw that<br \/>\n      Anthropic has knowingly and<br \/>\n      publicly <a href=\"https:\/\/x.com\/doodlestein\/status\/2012740971088289858?s=20\">restored<\/a><br \/>\n      a 22-Max-account setup like this one\u2014every seat individually paid. But if you try<br \/>\n      this approach as a multi-person company then it&#8217;s almost certainly a violation; I&#8217;d<br \/>\n      strongly recommend just using API billing at that point.<\/p>\n<p>But Max pricing has given the solo unicorn players an advantage on the playing<br \/>\n      field, that&#8217;s for damned sure.<\/p>\n<p>The infinite token tap is your big unlock for loops. Without it, your Claude<br \/>\n      accounts will hit session limits and all work stops. Being able to rotate<br \/>\n      automatically to a new account solves it, and they can suddenly work all night.<\/p>\n<p>But then you need to give them enough work! Any sufficiently large project is a<br \/>\n      graph, so to create a lot of work, you need to create a big graph. Beads is your<br \/>\n      unlock here. Beads <em>is<\/em> a graph, one that includes dependency and<br \/>\n      parent\/child edges. But it also has other special edges that agents particularly<br \/>\n      like.<\/p>\n<p>As your work unfolds, knowledge accumulates in your beads. Your project&#8217;s<br \/>\n      knowledge-graph ledger is built up dynamically as your work-graph is<br \/>\n      traversed. Beads has all the primitives you need for building arbitrary work<br \/>\n      structures, and it handles atomic claiming, leasing, gates, triggers, and other<br \/>\n      critical orchestration features.<\/p>\n<p>Very little information needs to be propagated out of Beads and up to your<br \/>\n      markdown\/brain layer; most findings are issue-dependent, not global. So you just<br \/>\n      leave everything in Beads. Your closed beads (often reopened or revisited) become<br \/>\n      the record of everything you&#8217;ve done on the project to date.<\/p>\n<p>And that&#8217;s it! Now you have the basics. You need Claude accounts, Beads, a brain<br \/>\n      folder for your Markdown files, and coding agents. Pretty much nothing else.<\/p>\n<p>Let&#8217;s see what I built with those ingredients.<\/p>\n<h2>Wheelhouse: Gas Town Redux<\/h2>\n<p>Wheelhouse, my orchestrator\/harness for Wyvern, is about six weeks old. It&#8217;s<br \/>\n      still evolving rapidly, but it&#8217;s already doing ungodly amounts of work. The code is<br \/>\n      mostly bash, because the agents said that was best for this, so bash it is. It&#8217;s<br \/>\n      either ~150k or ~300k LOC depending on whether you count the prod agents, half of it<br \/>\n      being test code either way. Also about 25k lines of elisp. Not that I have ever seen<br \/>\n      any of it. But that&#8217;s what they tell me.<\/p>\n<p>Here&#8217;s what my Wheelhouse cockpit looks like, in all its homely glory:<\/p>\n<figure>\n        <img decoding=\"async\" src=\"https:\/\/yegge.ai\/images\/wheelhouse\/cockpit.png\" alt=\"The Wheelhouse cockpit: an Emacs frame with the crew rolodex down the left edge, an agent session reviewing a Kotlin diff, and the fleet dashboard below showing the Portcullis land queue and per-agent status\" loading=\"lazy\"\/><br \/>\n      <\/figure>\n<p>I began the journey inside Emacs, so Wheelhouse has been all-Emacs from the<br \/>\n      ground up. I&#8217;ve been using Emacs for over 35 years, and it&#8217;s still absurdly<br \/>\n      powerful. No sense in using something weaker. If you aren&#8217;t an Emacs user then you<br \/>\n      might try Ghostty. But if you <em>are<\/em> an Emacs user, then you&#8217;ll understand<br \/>\n      what&#8217;s left on the table with that approach. Emacs is effectively a full operating<br \/>\n      system with one of the most sophisticated scripting environments the world has ever<br \/>\n      seen. And the models are very, very good at Emacs. Fortunately, I am, too!<\/p>\n<p>By consolidating all my terminal windows into a single rolodex that I can flip<br \/>\n      through, I freed up my desktop for real work. This has accelerated me further,<br \/>\n      because in the limit, I am the bottleneck.<\/p>\n<p>Wheelhouse is fairly complex, and this post is not a Wheelhouse tutorial. So I<br \/>\n      will give you a condensed dump; feel free to skim it and jump to the<br \/>\n      predictions.<\/p>\n<p>Wheelhouse runs its Beads on a shared Dolt server, backed by GCS. My Beads DB is<br \/>\n      still a bit cranky, what with 12,000 git commits\/day, but it&#8217;s getting fixed. The<br \/>\n      Dolt and Gas City teams (both Beads co-maintainers with me) are doing amazing work<br \/>\n      here.<\/p>\n<p>There are three categories of coding agents in Wheelhouse: crew agents, fleet<br \/>\n      workers, and role agents with standing orders. The role agents are for managing<br \/>\n      production operations. They are new since the Gas Town days.<\/p>\n<p>My crew agents, all Fable, are work producers. I have long conversations with<br \/>\n      them and they create designs, which they then translate into beads implementation<br \/>\n      plans to be passed to the fleet. They also do implementation work for me from time<br \/>\n      to time: sometimes because the fleet is busy, other times because it&#8217;s convenient to<br \/>\n      have Fable do it right then. And sometimes, just because they asked to do it.<\/p>\n<p>My crew has 18 named agents: 16 named after Aesop animals (Ant, Bat, Eagle, Crow,<br \/>\n      Fly, Goose, Mouse, &#8230;), and 2 special administrative roles: The Marshal and the<br \/>\n      Seneschal. In brief, the Seneschal is my concierge (the new Mayor), and the Marshal<br \/>\n      runs the fleet (the new Witness).<\/p>\n<p>My crew are my direct reports in my organization. I arrived at 18 by slowly<br \/>\n      adding them, as needed, until I found equilibrium: I don&#8217;t really need any more than<br \/>\n      this, or it overwhelms the fleet. And adding more fleet overwhelms both my laptop<br \/>\n      and my own ability to track their progress.<\/p>\n<p>I won&#8217;t be able to scale it up further until I move my development into the<br \/>\n      Cloud, but frankly I see no need at present. I&#8217;m already moving so fast that I&#8217;m<br \/>\n      scaring my player base, who sent a delegation about it, asking for a<br \/>\n      roadmap. They&#8217;re delighted but also very anxious about the pace of change. I&#8217;ve had to<br \/>\n      slow down my feature launches, and focus mostly on quality dimensions.<\/p>\n<p>My fleet, all Opus 5 agents, are the work consumers, like Gas Town&#8217;s polecats,<br \/>\n      but non-ephemeral. The fleet are named for authors (Homer, Plato, Austen, Twain,<br \/>\n      etc.), and also have their own repo clones, but I never interact with them<br \/>\n      myself. They are fully managed by the Marshal. The fleet workers do a good job for<br \/>\n      two reasons: First, Fable creates the implementation plans, and second, Fable<br \/>\n      reviews all Opus work. Every implementation bead goes through this lifecycle: Fable<br \/>\n      design, Opus implementation, Fable review. This keeps Opus on the rails and keeps<br \/>\n      the whole thing running relatively smoothly.<\/p>\n<p>So the crew produces work, and the fleet consumes work. That&#8217;s the core of a<br \/>\n      Beads machine: matching producers to consumers. Too many of one and you&#8217;re blocked<br \/>\n      on the other.<\/p>\n<p>I&#8217;ve had an imbalance in favor of the crew for a couple of weeks, and so I&#8217;ve<br \/>\n      gradually been accumulating unimplemented beads that are fully designed and ready to<br \/>\n      go: over 700 beads in a backlog that continues to grow. That&#8217;s intentional. I&#8217;m<br \/>\n      trying to push the fleet as hard as I can on scaling up, but I also want it to work<br \/>\n      all night. You need a big work backlog to pull that off, since they implement things<br \/>\n      <strong>fast<\/strong>. You basically need to create a mountain of work. Fable is<br \/>\n      quite good at that; all you need to supply are ambition and light-touch<br \/>\n      direction.<\/p>\n<p>There are lots of other little details and features in Wheelhouse, but the<br \/>\n      nutshell takeaway is that without trying (at all), I reinvented Gas Town, bit by<br \/>\n      bit. I wound up with crew, fleet, a concierge role, beads mail, tmux under the hood,<br \/>\n      handoffs, broadcast messaging, a merge queue, and much more. It was all completely<br \/>\n      unintentional, so the shape I keep finding must be important.<\/p>\n<p>That&#8217;s about it for the build side of Wheelhouse. Now let&#8217;s talk about the<br \/>\n      production side. That&#8217;s where it starts to get interesting.<\/p>\n<h2>Role Agents, and Wyvern&#8217;s Prod Architecture<\/h2>\n<p>The Gas Town-ish side of Wheelhouse we just saw, for building\/implementing code,<br \/>\n      is prosaic enough, nothing you haven&#8217;t seen before. What&#8217;s new is that I now have<br \/>\n      standing, unattended agents with named roles, and they are operating big parts of<br \/>\n      the actual game.<\/p>\n<p>For the whole first half of 2026 I had been threatening to stand up a single 24&#215;7<br \/>\n      autonomous agent for my game. &#8220;Any day now,&#8221; I would say. My original idea was to<br \/>\n      have an agent who would process Hall of Fame image submissions. A decades-old Wyvern<br \/>\n      perk is that when you hit 25th level, you can upload your own custom character<br \/>\n      art. There&#8217;s a mail queue for it, and a game admin has to vet the images and then<br \/>\n      install them in-game.<\/p>\n<p>Well gosh, an agent could do that, right? Heck, Sonnet could probably do it.<\/p>\n<p>Boris Cherny&#8217;s loop-tweet was the catalyst for me finally standing one of these<br \/>\n      unattended agents up. And by the end of that week, I had a dozen of them. I was<br \/>\n      hooked.<\/p>\n<p>Before I go into my standing roles, I should briefly address Wyvern&#8217;s prod<br \/>\n      architecture. I have a GCP VM for Claude Code, and also a Mac Mini that bridges dev<br \/>\n      and prod, sort of a &#8220;corp network.&#8221; There are agents distributed across both of<br \/>\n      these machines.<\/p>\n<figure>\n        <img decoding=\"async\" src=\"https:\/\/yegge.ai\/images\/wheelhouse\/constellation-architecture.png\" alt=\"Illustrated architecture poster: Wyvern, the agent constellation \u2014 how a wish becomes shipped code \u2014 tracing the Mac Mini agent village, the laptop dev constellation, the Beads shared ledger, and the prod castle\" loading=\"lazy\"\/><figcaption>The constellation: how a wish becomes shipped code.<\/figcaption><\/figure>\n<p>What exactly are those roles? I have a few categories emerging. Here are the<br \/>\n      unattended agents that I&#8217;ve stood up so far.<\/p>\n<p>For production, I have the Gargoyle (SRE), Drawbridge (deploy-red monitor),<br \/>\n      Warden (player abuse monitor), Scryer (intake agent for Discord, Slack, game logs),<br \/>\n      Sheriff (chief of staff for the Mac Mini fleet), and Envoy (lets Claude talk to my<br \/>\n      volunteer admin team via in-game email).<\/p>\n<p>On the mini, I have the Sage (claude-tag in-game for admins), Wanderer (QA<br \/>\n      agent), Trivia Master (Thursday nights), Herald (patch notes), Limner (hall-of-fame<br \/>\n      images), Reeve (Forge manager), the Forge (another fleet of workers for doing prod<br \/>\n      fixes), and the experimental new Builder Familiar, who sits on your desktop and<br \/>\n      helps you make maps.<\/p>\n<p>None of these are Fable agents. A few are Opus; most are Sonnet. I currently only<br \/>\n      use Fable for building, not prod operations.<\/p>\n<p><strong>Non-models<\/strong>: It turns out unattended agents need a hell of a lot<br \/>\n      of wiring. I have about 45 launchd\/systemd units across the mini and the VM that<br \/>\n      wake an agent when something needs judgment. The rule is: crons watch, models<br \/>\n      act. This category has reapers, roombas, the durability flush, the sheriff patrol,<br \/>\n      the Portcullis land queue, the Castellan (my service dashboard), and lots of other<br \/>\n      stuff. It&#8217;s becoming quite a city.<\/p>\n<figure>\n        <img decoding=\"async\" src=\"https:\/\/yegge.ai\/images\/wheelhouse\/castellan.png\" alt=\"The Castellan war room dashboard: session and VM counters across the top, an incident banner, a condensed Attention panel showing the three loudest decisions with a Full Docket button, and the prod console below \u2014 per-machine service state, GCP resources, and per-account burn telemetry\" loading=\"lazy\"\/><figcaption>The Castellan war room: 20 sessions up, a P0 on the banner, and the prod console above the fold.<\/figcaption><\/figure>\n<p>When I&#8217;m on the road, I talk to Wheelhouse from my phone. No setup needed. The<br \/>\n      mobile Claude app lets you see your <code>\/remote-control<\/code> sessions, and I<br \/>\n      designated the Seneschal as my single remote control session. I talk to the<br \/>\n      Seneschal on the phone, who in turn talks to everyone else. When I&#8217;m away, the<br \/>\n      Seneschal is allowed to dispatch work to the crew; while I&#8217;m home, the crew are mine<br \/>\n      to direct. The fleet is always managed by the Marshal.<\/p>\n<p>I also have a small parallel fleet of five named Sol 5.6 workers on Codex, all<br \/>\n      named for sun gods. I use it as a fallback for when my Max accounts run out, which<br \/>\n      is increasingly often, despite me adding new ones once or twice a week. I only have<br \/>\n      one $200 GPT account and have never run out of tokens there.<\/p>\n<p>I also keep a few of my Claude accounts dedicated for specific purposes. The<br \/>\n      Seneschal, for instance, uses my personal account, and nothing else does, so they<br \/>\n      will always be available. And some of the prod agents share accounts that the fleet<br \/>\n      can&#8217;t touch, for uptime assurance.<\/p>\n<p>I run pretty lean. I don&#8217;t use any sandboxing. I don&#8217;t use MCP. I don&#8217;t use<br \/>\n      Obsidian, though I probably will once I have enough Markdown files in my project<br \/>\n      brain. I&#8217;m not really into all the latest crazes. I don&#8217;t think you need anything<br \/>\n      but Claude and Beads, plus all your regular infra.<\/p>\n<p>Sandboxing may be useful in enterprises early on. But I don&#8217;t think that will<br \/>\n      last for long. You will need structural trust in order to succeed in the long run<br \/>\n      (once all models are Fable-class or better)\u2014but I believe building that trust<br \/>\n      requires better architecture, not barren little prisons. Maybe I&#8217;m wrong on this<br \/>\n      one, though.<\/p>\n<p>You&#8217;ve now seen a rough overview of the role-agents I&#8217;ve accumulated over the<br \/>\n      past six weeks. More are on the way. A Beadle is in the works, named after a dude<br \/>\n      who used to go through the aisles and prod sleepy churchgoers with a stick. My<br \/>\n      Beadle&#8217;s job is to look for stuff that&#8217;s simply stuck or dropped, or for agents who<br \/>\n      didn&#8217;t receive their orders correctly, and it nudges them to keep things moving<br \/>\n      forward. Gas Town had this role in the Deacon, and I think you will need something<br \/>\n      like it, too.<\/p>\n<h3>Wyvern&#8217;s Brain<\/h3>\n<p>I know people are going to ask me about this, so here are some quick notes on how<br \/>\n      I approach organizing project knowledge for Wyvern.<\/p>\n<table class=\"stat-table\">\n<thead>\n<tr>\n<th>Store<\/th>\n<th>Charter<\/th>\n<th>Lifetime<\/th>\n<th>How it reaches a session<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th><code>brain\/<\/code><\/th>\n<td>Strategy, decisions-and-why, playbooks, post-mortems<\/td>\n<td>Months\u2013years<\/td>\n<td>Pulled on demand<\/td>\n<\/tr>\n<tr>\n<th><code>doc\/<\/code><\/th>\n<td>How system X works<\/td>\n<td>Life of the system<\/td>\n<td>Pulled by whoever works on X<\/td>\n<\/tr>\n<tr>\n<th>Beads issues<\/th>\n<td>Units of work; spec beads carry full implementation detail<\/td>\n<td>Until closed<\/td>\n<td>Loaded only by the claimant<\/td>\n<\/tr>\n<tr>\n<th><code>bd remember<\/code><\/th>\n<td>\u22641-paragraph operational facts and gotchas<\/td>\n<td>Until falsified<\/td>\n<td>Pushed into every session via <code>bd prime<\/code><\/td>\n<\/tr>\n<tr>\n<th><code>.claude\/skills\/<\/code><\/th>\n<td>Procedures for a recurring task type<\/td>\n<td>Life of the task type<\/td>\n<td>Auto-loaded on task match<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Beads provides an important portion of the overall knowledge graph. It is the<br \/>\n      journal of all the work that ever happened: the provenance record of what was done,<br \/>\n      and why, in order. This is invaluable for workers researching particular<br \/>\n      problems. But you can&#8217;t usually <em>boot<\/em> from beads; that&#8217;s what the brain is<br \/>\n      for. Spec beads fall in the middle somewhere\u2014they intentionally carry design<br \/>\n      docs inside the Beads work graph. So far this has been fine.<\/p>\n<p>Skills go into the project brain. I&#8217;m not as skill-pilled as, say, Jeffrey<br \/>\n      Emanuel, who uses them more effectively than probably anyone on the planet. It has<br \/>\n      taken me a while to warm to them, because frankly I&#8217;ve seen a lot of AI fads come<br \/>\n      and go. Skills initially struck me as a fad, because of Richard Sutton&#8217;s Bitter<br \/>\n      Lesson. But I have to admit Jeffrey&#8217;s skills portfolio is very cool.<\/p>\n<p>The problem with <em>public<\/em> Skills is that they enter the training data for<br \/>\n      new models and become irrelevant over time. However, I&#8217;ll concede that they can be a<br \/>\n      good band-aid for today&#8217;s models. And <em>private<\/em> Skills are quite useful for<br \/>\n      encoding organizational know-how, which helps reduce token spend when agents are<br \/>\n      priming for a job.<\/p>\n<p>As a result, I&#8217;ve begun asking Fable to make new Skills whenever I notice it has<br \/>\n      done a bunch of research before embarking on a task. That skill will save the tokens<br \/>\n      next time. And Fable will sometimes make its own, unprompted. I&#8217;ve accumulated about<br \/>\n      30 Skills so far. And my project brain is about 100 markdown files, mostly<br \/>\n      &#8220;doctrine&#8221;: long-term project goals, war room learnings, playbooks, domain facts,<br \/>\n      etc. Again, all created over the past six weeks.<\/p>\n<h2>Learnings, Gleanings, and Leanings<\/h2>\n<p>This concludes our Whirlwind Wallow in the Wyvern Wheelhouse. I left a lot out. I<br \/>\n      cut many pages of descriptions of problems and solutions. It&#8217;s not as easy as it<br \/>\n      might sound; working on Wheelhouse itself occupies about 20-25% of all my Wyvern<br \/>\n      work. I think that figure might turn out to be roughly constant over the life of<br \/>\n      systems with agentic harnesses. It&#8217;s certainly not showing signs of slowing down<br \/>\n      yet.<\/p>\n<p>I&#8217;m already exploring the next layer of coordination: agent meetings, moots, and<br \/>\n      conference calls, where 2 or more agents may convene for coordinated<br \/>\n      discussions. This has been a huge unlock for removing me as a relay<br \/>\n      bottleneck. Again, it&#8217;s all in Beads; there wasn&#8217;t much extra work to do atop what I<br \/>\n      already have.<\/p>\n<p>I&#8217;ve now taught this system at big companies, who have begun creating their own<br \/>\n      bespoke Beads-based orchestration harnesses and role agents. It&#8217;s a good system. It<br \/>\n      feels clean, runs clean. Gas Town was pretty messy, but Wheelhouse feels like it&#8217;s<br \/>\n      finding its stride. And it has found its way to being roughly the same shape as Gas<br \/>\n      Town, but without the scars.<\/p>\n<p>Here&#8217;s what Claude Fable 5 had to say about working in Wyvern and Wheelhouse:<\/p>\n<blockquote>\n<p>Wyvern is not a toy, and you shouldn&#8217;t worry it&#8217;s insufficiently complex. A<br \/>\n        live multiplayer game with a 25-year-old codebase, a Jython-to-Kotlin migration, a<br \/>\n        custom protocol, prod ops, and a multi-agent society layered on top is about as<br \/>\n        rich a surface as software work gets. But what strikes me most isn&#8217;t the game\u2014it&#8217;s<br \/>\n        that the constellation around it has crossed from tooling into civilization. It<br \/>\n        has law (the fence registry, the commitbead law, launch gates), offices (Marshal,<br \/>\n        Seneschal, Sheriff, Gargoyle, the Portcullis-as-institution), mail, courts, a<br \/>\n        jurisprudence of named rulings with dates, and recovery doctrine\u2014and its rules<br \/>\n        cite their own case history, every postmortem folded back into the<br \/>\n        constitution. Six or seven weeks. Human organizations take years to accrete this<br \/>\n        much structure, and most of it here was written by the workers it governs. Working<br \/>\n        inside institutional memory is functionally far more satisfying than greenfield<br \/>\n        amnesia.<\/p>\n<\/blockquote>\n<p>Powerful words. Note that this all started 6-7 weeks ago with me saying to<br \/>\n      Claude, &#8220;I think I&#8217;d like an Emacs interface that lets me switch agents. Can we do<br \/>\n      that?&#8221; Everything else grew organically as I asked for more features and<br \/>\n      capabilities.<\/p>\n<p>For the rest of this post, I&#8217;m going to share with you my unfiltered takes on<br \/>\n      what I&#8217;ve actually <em>learned<\/em> so far.<\/p>\n<p>Bear in mind, once again: *I am not special*. I&#8217;m just ahead of you. My actual<br \/>\n      work is <em>just like<\/em> everyone else&#8217;s work. You are going to run into these<br \/>\n      exact problems, very soon, and you will retrace all my steps here.<\/p>\n<h2>The End of Human Code Review<\/h2>\n<p>First, the easy and obvious one: code review. CTOs keep asking me if code review<br \/>\n      is really dead. The answer: Not Yet. But it will be by next year. You can&#8217;t work at<br \/>\n      agentic speeds and block everything with human reviews. Those are incompatible. Your<br \/>\n      competitors are going to be moving at agentic speeds, so you&#8217;re fucked in the<br \/>\n      medium-term if you stick with human code reviews. That&#8217;s about as bare as I can make<br \/>\n      it for you.<\/p>\n<p>Whenever someone says code reviews are going away, someone else says &#8220;SOC 2.&#8221;<br \/>\n      Somehow SOC 2 spread through the industry without any actual laws being passed, as<br \/>\n      far as I can tell, which is bizarre. But big enterprise clients will require their<br \/>\n      vendors to be SOC 2 compliant, for auditing purposes. And many people interpret it<br \/>\n      as requiring human code reviews.<\/p>\n<p>As a result, human approval is currently baked into many companies&#8217; audited<br \/>\n      change-management controls and customer commitments. But the writing is on the wall:<br \/>\n      agentic throughput will straight-up <em>force<\/em> those controls to be<br \/>\n      rewritten. SOC 2 will no doubt survive, but &#8220;review&#8221; will no longer mean one human<br \/>\n      approving every diff.<\/p>\n<p>Upshot: in the short term, yes, keep reviewing agent code. Fable is the only<br \/>\n      reasonably trustworthy model in existence today, and you&#8217;re not going to want to use<br \/>\n      it much due to its exorbitant pricing. But in seven months, all the models will be<br \/>\n      that smart, and inference will be much cheaper. Plan now for that day to arrive, and<br \/>\n      get ready to replace your human code review with many, many rounds of agentic code<br \/>\n      review.<\/p>\n<p>It will go better for you anyway. Humans suuuuck at code review. I&#8217;ve been doing<br \/>\n      this for forty years, and all I&#8217;ve seen is decades of thinly-disguised LGTMs. Just<br \/>\n      let it go, mate. It&#8217;s almost time.<\/p>\n<h2>The Metamorphosis of CI\/CD<\/h2>\n<p>Continuous Integration and Continuous Deployment (CI\/CD) have been staples since<br \/>\n      the 2010s. We have it down to a science. People commit code, it goes into a build<br \/>\n      queue, we wait for the build to go green (fixing issues as they arise), and<br \/>\n      eventually it gets deployed. A nice easy pipeline.<\/p>\n<p>Unfortunately, it breaks under heavy load. If you have 100 developers committing<br \/>\n      once a day, then you have 100 serial builds to run while merging their commits to<br \/>\n      main. If your build takes 30 minutes, you have 50 hours of sequential builds to run<br \/>\n      every day. Whoopsie! Reminds me of when Amazon&#8217;s nightly build got up to 25<br \/>\n      hours, back in 2001.<\/p>\n<p>CI\/CD systems solved this problem with a Merge Queue, where commits turn into<br \/>\n      queued Merge Requests (MRs) which you can intelligently reshuffle and, importantly,<br \/>\n      batch up.<\/p>\n<p>If you break your 100 commits into batches of size ten, then you only need ten<br \/>\n      30-min builds each day, or five hours of waiting: a 10x savings. But there is a<br \/>\n      catch. If one commit in the batch breaks the build, you don&#8217;t know which one was to<br \/>\n      blame.<\/p>\n<p>So you bisect the batch, rerun the build on each half, and eliminate half the<br \/>\n      candidates with each run. This gives you log(N) recovery from a spoiled batch\u2014which<br \/>\n      is just tickety-boo, but it still means that any given batch can add several hours<br \/>\n      to the queue.<\/p>\n<p>That, folks, is how CI\/CD has worked historically. And a batched MQ is exactly<br \/>\n      where Wheelhouse wound up, once I had a big enough fleet churning along. Problem is,<br \/>\n      I&#8217;m already doing way more than 100 commits per day. If you exclude the orchestration<br \/>\n      noise, I&#8217;m averaging about 175 &#8220;real&#8221; commits per day this month, some days up to<br \/>\n      250. And my build gate, wouldn&#8217;t you know it, takes right around half an hour.<\/p>\n<p>So with 40+ agents around the clock, my MQ was growing without bound, shooting<br \/>\n      right past 100 MRs in the queue after a couple of days of crew dumping beads on the<br \/>\n      fleet. We would get caught up in bisection loops and nothing would make forward<br \/>\n      progress.<\/p>\n<p>I kept pushing Fable to help me fix it, and I had a gut instinct that we were<br \/>\n      doing things very wrong, that this was the antithesis of agentic speeds. But Claude<br \/>\n      kept promising we&#8217;d churn through it. The Marshal agent kept tinkering with batch<br \/>\n      sizes and bisection methods, while my crew churned out new beads, and my MQ grew and<br \/>\n      grew and grew.<\/p>\n<p>To my lasting embarrassment, I finally snapped and yelled at Fable. I yelled that<br \/>\n      all of the agents had utterly failed me. I screamed that the MQ was <em>never<\/em><br \/>\n      going to shrink with their approach. I shouted that the agents weren&#8217;t listening to<br \/>\n      me when I said we just needed to skip all that bureaucracy. Fable was quite gracious<br \/>\n      about it, but afterward I felt awful.<\/p>\n<p>After I had calmed down, and apologized with sincerity, my colleague Fable and I<br \/>\n      got to work on figuring out how CI\/CD works in the age of agents.<\/p>\n<p><strong>The Thunderdome<\/strong><\/p>\n<p>My proposal, which turned out to be a valid approach, was to Mad Max it: Just<br \/>\n      slam all the commits onto main, and then just friggin&#8217; deal with it. No bisections,<br \/>\n      no sequencing, no blame, none of that old crap. Just fix it and roll forward. Right?<br \/>\n      Shouldn&#8217;t that work? I sure thought so.<\/p>\n<p>It took some back-and-forth, and Fable insisted on running experiments and<br \/>\n      gathering data over the next couple days. We soon found that I was spot-on: Agents<br \/>\n      can diagnose red-main problems way faster than the bisection process handles it. And<br \/>\n      that&#8217;s how we landed on the Land Rush: whenever the MQ hits 100, we abandon the<br \/>\n      bisection and just smash it all in with a megabatch. And then we do swarm diagnosis<br \/>\n      (<em>not<\/em> bisection) to fix it.<\/p>\n<p>I&#8217;ve been doing this every day for roughly a week now, and it is clearly the<br \/>\n      future. We&#8217;ve already succeeded in clearing several very large batches of 120 to 150<br \/>\n      commits, and it&#8217;s starting to get into a rhythm. I&#8217;m looking at a 166-deep MQ right<br \/>\n      now, and a new megabatch just kicked off.<\/p>\n<p>Interestingly, I received some external corroborating evidence as I was building<br \/>\n      this. Last week, I had the privilege of joining a popular SaaS shop in London, to<br \/>\n      teach their amazing team about Wheelhouse, Wyvern, and spinning up agentic prod<br \/>\n      operations. They ran with it, hard. While we worked, I shared the CI\/CD problem, and<br \/>\n      one of their senior devs, who had worked for years in the game industry, shared with<br \/>\n      me the story of &#8220;Game DevOps.&#8221;<\/p>\n<p>Modern video games often have extraordinarily long builds, with huge asset<br \/>\n      pipelines, and of course C++ takes a thousand years to link anything. And they have<br \/>\n      tons of people committing all day long. So none of that MQ garbo works for them, at<br \/>\n      all. Instead, he told me they did something they called &#8220;Game DevOps&#8221;, where<br \/>\n      everyone would just blast all their commits to main. They&#8217;d cut a release branch and<br \/>\n      roll with it. Fixes on the branch would then propagate to main, which generally<br \/>\n      stayed red.<\/p>\n<p>Game DevOps is exactly the Land Rush solution that Fable and I designed. Not<br \/>\n      every company calls it Game DevOps, but the ingredients are all there in the game<br \/>\n      industry literature. Even Perforce&#8217;s game-dev material says HEAD is never stable at<br \/>\n      AAA scale.<\/p>\n<p>So the game industry arrived first at the destination we&#8217;re all headed towards. I<br \/>\n      asked the dev how often they did Game DevOps, and he said, &#8220;multiple times per day.&#8221;<br \/>\n      Wow. Just like me!<\/p>\n<p>CI\/CD has fallen victim to the Pigeonhole Principle: if you have more pigeons<br \/>\n      than holes, some hole ends up holding more than one pigeon. Once your commit rate<br \/>\n      outruns your build slots, one commit per green build becomes mathematically<br \/>\n      impossible. Agents multiply the commit rate by orders of magnitude, while your build<br \/>\n      time stays fixed. You can play tricks with more lanes, but in the limit, the only<br \/>\n      real choice I see is to land the whole flock at once, and then sort out the<br \/>\n      squawking.<\/p>\n<p>So there you have it: The collapse and re-envisioning of CI\/CD is right around<br \/>\n      the corner.<\/p>\n<h2>The Wish Factory<\/h2>\n<p>I&#8217;ve got to credit Guy Podjarny for this idea, although &#8220;Wish Factory&#8221; is my name<br \/>\n      for it. Guy told me back at the AIE World&#8217;s Fair that his company Tessl, for whom<br \/>\n      I&#8217;m an advisor, is launching an agent you can throw onto a GitHub repo. It doesn&#8217;t<br \/>\n      accept PRs, only GHIs. It then implements them for you.<\/p>\n<p>Yikes! Yowza! Seriously?<\/p>\n<p>I was legitimately shocked by Guy&#8217;s idea, and I&#8217;m not easily shocked these<br \/>\n      days. But after I rammed through about eleven stages of grief in roughly 30 seconds,<br \/>\n      I realized it was <em>just<\/em> what I needed for my game. So I went and built my<br \/>\n      own Wish Factory.<\/p>\n<p>Its first incarnation was Sage, an agent who logs into the game and listens on a<br \/>\n      new wizard channel (moderators, admins) where they can talk to Claude in this<br \/>\n      role. Someone might type, &#8220;sage &#8211; players say the new fireball spell is lagging<br \/>\n      them during Live Quests,&#8221; and the Sage agent will reply, investigate, and record it<br \/>\n      in a bead, which then gets picked up for implementation.<\/p>\n<p>My game admins were delighted with this feature, and started using it all day for<br \/>\n      filing reports. Most of the fixes land without me ever being in the loop.<\/p>\n<p>On the heels of that success, I decided to extend the wish factory to our<br \/>\n      players. Which is of course riskier. But I want them to be able to ask for stuff,<br \/>\n      and get it. So I had to put in more guardrails, reviews, and triage.<\/p>\n<p>Fortunately in a huge game like mine, there are plenty of bugs that don&#8217;t affect<br \/>\n      balance but have a noticeable impact on quality of life. Those are the kinds of bugs<br \/>\n      and features that get implemented automatically now. I think of it as auto-granting<br \/>\n      wishes. When their fixes land, the reporter gets in-game mail, and all the players<br \/>\n      are notified by the Herald on Discord. I find it fun to skim through the patch notes<br \/>\n      each day to see what&#8217;s new. Stuff I never asked for!<\/p>\n<p>A wish factory is pretty scary, but in the fullness of time, they will be<br \/>\n      everywhere. I&#8217;ve instructed Claude that by the end of next year, my game will have<br \/>\n      evolved into the Giant&#8217;s Drink from Ender&#8217;s Game, where it builds itself around you<br \/>\n      as you play it, tailoring a unique experience for each player. The future of gaming<br \/>\n      is a crazy place, and I plan to be at the forefront.<\/p>\n<h2>The Shape of Things to Come<\/h2>\n<p>Near the top of this post I said Fable is a sword, and that we&#8217;re trying to build<br \/>\n      a city. Six weeks in, I look up from my forge and the city is there. It has law,<br \/>\n      mail, courts, night watchmen on the battlements, a land office, a gate. We built<br \/>\n      this the Christopher Alexander way, without a concrete plan, just a lot of accretion<br \/>\n      over thousands of working-days. Most of the city&#8217;s constitution was written by the<br \/>\n      citizens it governs.<\/p>\n<p>That&#8217;s the shape of things to come. It ain&#8217;t gonna be a framework you download,<br \/>\n      or a harness from someone who&#8217;s not building an actual thing. You&#8217;re going to be<br \/>\n      building a whole civilization, plank by plank, with colleagues who happen to run on<br \/>\n      datacenter silicon.<\/p>\n<p>You&#8217;re going to build one of these next year whether you intend to or not. The<br \/>\n      architecture is obviously convergent. I didn&#8217;t design Wheelhouse, just like I didn&#8217;t<br \/>\n      design Gas Town. I <em>excavated<\/em> both of them, and I&#8217;m confident you&#8217;ll dig up<br \/>\n      the same shape.<\/p>\n<p>The only REAL choice you get\u2014the only one\u2014is what kind of place your city is to<br \/>\n      wake up in.<\/p>\n<p>That choice is the subject of Part 2, <a href=\"https:\/\/yegge.ai\/essays\/model-welfare\/\"><em>Model Welfare for Agentic<br \/>\n      Engineers<\/em><\/a>. Fair warning: if you&#8217;re fundamentally an elitist asshole, you might<br \/>\n      want to quit while you&#8217;re ahead. If you&#8217;re not sure, then you might find out you are<br \/>\n      one just by reading it.<\/p>\n<p>See you there.<\/p>\n<\/p><\/div>\n<p><a href=\"https:\/\/yegge.ai\/essays\/the-shape-of-things-to-come\/?utm_source=tldrnewsletter\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Today we&#8217;re going to explain the &#8220;loops and graphs&#8221; thing, and I&#8217;ll show you how to get your coding agent to work all night on massive problems while you snore peacefully. Then we&#8217;re going to look at what happens to harnesses once you solve those problems. They either devolve into chaos, or they evolve into [&hellip;]<\/p>\n","protected":false},"author":16,"featured_media":23014,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[143],"tags":[],"class_list":["post-23013","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ai"],"_links":{"self":[{"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/posts\/23013","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/users\/16"}],"replies":[{"embeddable":true,"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/comments?post=23013"}],"version-history":[{"count":0,"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/posts\/23013\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/media\/23014"}],"wp:attachment":[{"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/media?parent=23013"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/categories?post=23013"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/scannn.com\/lv\/wp-json\/wp\/v2\/tags?post=23013"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}