C# / .NET · AI agents · Developer tools · Survivalcraft mods
I build tools around things I use: understanding AI usage, turning an agent into a useful companion, and adding new ways to explore and play in Survivalcraft. My projects range from .NET applications and local developer tools to game mods, animation systems, and world generators.
主要做 C#/.NET、AI Agent 与开发工具,也持续开发《生存战争》的玩法模组和地图工具。
Working with: C# / .NET · TypeScript / JavaScript · Python · React / Next.js · PostgreSQL · Windows & Linux
| Project | What I'm building |
|---|---|
| TokenLedger | Token accounting for DeepSeek Harness, attributed to the relay that served each request. Project/model breakdowns, subscription windows, and cost estimates. |
| UsagePlane | A local-first AI usage console spanning multiple devices, coding tools, subscription limits, and relay accounts. In active development. |
| MES Copilot | A manufacturing operations agent platform for MES queries, anomaly analysis, quality traceability, and SOP/RAG answers. ASP.NET Core, Next.js, and PostgreSQL. |
| GitHub Metric Auditor | Reproducible analysis of repository activity, with preserved evidence, coverage checks, and explicit uncertainty. |
| Project | What it does |
|---|---|
| ScCsgoKnives | A CS2 weapon mod covering knives, firearms, and throwables, with draw/inspect animations, first- and third-person handling, skins, and survival crafting. |
| SurvivalCraftTravelMap | Persistent exploration maps, cave layers, waypoints, death markers, and safe travel. Available for both plugin (.scmod) and multiplayer (.netmod) editions. |
| SurvivalCraftGenius | An AI companion project: summon it, talk to it, and let it plan actions such as following, exploring, mining, and building. |
| Real World Generator | An early-stage standalone tool that turns OpenStreetMap roads, buildings, and waterways into Survivalcraft worlds. |
More from the same world:
- ScCsgoBox — rolling weapon cases, reward previews, and integrations with other mods.
- SurvivalcraftStash — backpacks, tiered storage, sorting, and a searchable storage network.
- SurvivalcraftRuins — explorable structures, deterministic generation, traps, and loot.
- SurvivalcraftLangPack · SurvivalcraftDynamicLighting — language support and dynamic lighting.
I care about what happens after the demo: input that behaves during combat, saves that survive an update, and usage numbers that explain where they came from. I try to make that visible through regression tests, readable diagnostics, and release notes that distinguish automated checks from in-game verification.
Found a bug or have an idea? Open an issue in the relevant repository — 中文 / English are both welcome.




