When I write a blog entry, I usually end in the following loop:
- Write/update the
.markdown file
- Regenerate the HTML using
statocles build; this regenerates the whole site
- Refresh my browser to view the current page
Glueing together Mojo::File::ChangeNotify
and App::Mojo::AssetReloader and a nice default rule using make for changed files makes updating the browser automatic and somewhat instant.
The Makefile
BLOGPOSTS=$(wildcard blog/*/*/*/*/*.markdown)
HTML=$(patsubst %.markdown,.statocles/build/%.html,$(BLOGPOSTS))
all: $(HTML)
%.html: $(patsubst $(patsubst .statocles/build/,,$<),.html,.markdown)
statocles build
The main "problem" now is opening the loong URL in the browser
manually. Having make also work with processes
( via /proc/(pid)/cmdline ) is something for a later day.
It would be great if statocles supported building a single page, but
so far, I've resolved to rebuilding the whole site every time.
Lethal Trifecta
All AI agents must live in the Lethal Trifecta as coined
by Simon Willison.

For programming assistants, who need to be online to install modules and to run tests
this basically means they cannot have access to private information. So my solution is to run them
in a podman container where they have read/write access to a directory where I also check out
the code the agent should work on.
This is somewhat in contrast to the current meme of letting an
OpenClaw assistant run with your credentials, your
email address and input from the outside world.
Setup
My setup choses to remove all access to private data, since for programming
an agent does not need access to any data that should not be publically known.
- Claude Code within its own Docker container
- Runs as
root there
- Mount
/home/corion/claude-in-docker/.claude as /root/.claude
- Mount working directory as
/claude
- (maybe) mount other needed directories as read-only, but I haven't felt the need for that
Dockerfile
FROM docker.io/library/debian:trixie-slim
# debian-trixie-slim
RUN <<EOF
apt update
# Install our packages
DEBIAN_FRONTEND=noninteractive TZ=Etc/UTC apt-get install -y npm perl build-essential imagemagick git apache2 wireguard wget curl cpanminus liblocal-lib-perl ripgrep
# Install claude
curl -fsSL https://claude.ai/install.sh | bash
# Set up our directories to be mountable from the outside
mkdir -p /work
mkdir -p /root/.claude
# Now you need to /login with claude :-/
# claude plugins install superpowers@superpowers-marketplace
EOF
# Add claude to the search path
ENV PATH="/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/root/.local/bin"
ENTRYPOINT ["bash"]
CMD ["-i"]
Script to launch CC
Of course, the first thing an AI agent is used for is to write a script
that launches the AI agent in a container. This script is
very much still under development as I find more and more use cases that
the script does not cover.
Development notes
While developing the script, I found that Claude Code very much needs
example sections to work from. On its own, it comes up with code that is not
really suitable. This mildly reinforces to me that the average Perl code
used for training is not really good.
Tainted Grail - The Fall of Avalon

The game is a quite good RPG. It borrows heavily from Skyrim, Gothic, Morrowind and a bit of the Witcher and Elden Ring, but the mix is quite good.
You start as somebody possessed by King Artus, who wants to regain dominion over Avalon. The island has been taken over by the Red Blight, and the Knights of Kamelot are reigning from afar, not necessarily well. It is a grimdark setting but manages to be not entirely bleak.
Graphics
I'm playing this on an old(ish) PC with an Nvidia RTX 1080, with graphics at 1080p and "low" setting. The graphics are still OK. The world feels very handcrafted, and for example some of the ruins feel hand-placed but without much transition from the landscape to the ruin blocks. It strongly reminds me of Gothic in that regard. The general idea of the landscape reminds me of Elden Ring, except that the landscape is more gray and not in the glorious colors of Elden Ring.

World
The world is compressed, but still feels believable (for a fantasy RPG open world world). It is not littered with Ubisoft-style
fetch quests and collectibles, and soulless question marks with nothing to explore there. There are some side things to do,
like collecting cooking recipes, collecting ingredients for magic potions, some mild crafting, but it is all for making you a
better fighter, or keeping you alive. The crafting feels very close to Skyrim.
The characters inhabiting the world are grimdark, mostly, but there are also some weird characters and even mild attempts
at comedy. They are not as present as Jaskier in The Witcher, but not having everybody be within the grimdark framework
makes for good entertainment.

Gameplay
The game loop consists of exploring the world, mildly guided by quests, and then selling the loot at merchants, and maybe
crafting new stuff. The skills / leveling are taken from Morrowind, where doing any activity improves your ability in it. So,
cooking a meal slightly improves your general cooking ability. Running around a lot improves your running ability. And
conjuring monsters improves your general magic ability.
The fighting feels very much like Skyrim, having bow and arrows, magic and close combat. The fighting forces you
to switch weapons more often than Skyrim did, but that adds to the variety.

Story
There are various factions and various side quests that are well-written. There is a lot of (English) voiced dialogue,
which can get tedious at times, but on the other hand, it is spoken well and the voices feel in-character. Even the
side quests have a lot of spoken dialogue and I haven't found a quest without talking yet.
Conclusion
Overall, the game is interesting and touches the right buttons for me. It's
enjoyable to just go through the scenery, finding new caves to explore or
citizens to speak with. I am currently in the first act of the game and already
am overpowered (summoner magicians usually are), but that's fine.