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Culonavirustoday at 3:32 AM1 replyview on HN

YOLO.

Btw for real tho, if you don't have the time or means to mess with full sandboxed environments, just working within a git repo and instructing on your agents.md project level that the agent should back up dirty files (local changes that were not yet committed) before changing them is enough and super fast and easy to set up. And by back up I just mean a simple instruction to back up to some temp location under random named, but rembered during one "turn" of agent thinking, subfolder ( .../temp/{random}/orginal/tree/file.xyz )

This is so the agent (or you later) can recover even locally changed files if it messes them up for whatever reason.

As for the rest you gotta watch what you're asking for, but generally speaking, these SOTA models are smart, none of them will just delete your stuff even with full access. I've been raw dogging multiple projects on my work machine with zero issues of this kind for months. I created codex_reader read only acccounts for my local databases and just add that to agents.md with a note its allowed to only use that and never had a problem.


Replies

pixelbrotoday at 10:15 AM

I literally have had a SOTA Codex agent delete a bunch of files just last month, but it took very specific circumstances. It was working within my game repo, in a branch, and it ran out of SSD. It had to free up some space to work, so it looked around and found 25GB of untracked files in the project, in a folder called Recordings. Might as well clean that up, it thinks. There goes all the raw Unity Recorder footage I'd ever recorded of my game, over many years of development.

So yeah, it won't go on a spree outside of its lane even with full access, but if you give it a box and tell it to go ham, it's on you to make sure you didn't leave precious unrecoverable assets in that box.