OSINT & digital forensics meets AI agent engineering
π¬ KeilerHirsch-Labs β dedicated org for the tools meant to stand on their own, separate from the experiments below.
I build and harden the tools I actually run β AI agent workflows in Go and Python, game mods in Lua. Self-taught from electrical/trades work into security research and systems tooling. When something breaks in a tool I depend on, I'd rather root-cause it and send a tested fix upstream than work around it forever.
- ai-trinity The three things that make an AI coding setup actually reliable: a model that isn't dumb, a real harness, and persistent memory. Problem β thesis β buildable solution, EN/DE, from months of hands-on iteration rather than theory.
- schroedinger-sync (now under KeilerHirsch-Labs) Single Go binary that exports your own claude.ai conversations, project docs and memory to local Markdown. Windows, DPAPI + CDP, no telemetry, no cloud dependency.
- claude-bordcomputer-sounds Star-Trek ship's-computer acoustic hooks for Claude Code auto-mode workflows.
I don't file drive-by issues. Everything below is a tested patch or a root-caused report against code I run.
- MemPalace/mempalace β open-source AI memory system, my daily
long-term memory store. Three merged fixes, all found by running it under real load rather than reading its
source: an MCP startup deadlock (#1987 β answer
initializeimmediately, move preflight off the handshake thread), a cross-device rename that broke in-place archive repair (#1945), and a miner that flooded the store with raw agent tool dumps (#2010). - Farming Simulator 25 mods β dedicated-server bugs found on a live multiplayer server, submitted as patches with the reproduction and the log evidence attached: Courseplay Β· AutoDrive Β· EnhancedVehicle Β· BetterContracts Β· RedTape Β· ToolInclinationHelper Β· UnloadBalesEarly
- Dude23-mods/FS25_Personnel_Management β server-freeze (unbounded network array reads) and fail-open farm-authorization bugs. No license on the repo, so reported via Issue rather than a PR β both fixed and credited by name, twice, in the maintainer's own v1.1.0.0 release notes.
I review other people's pull requests the same way I ship my own β trace a fix to where it's actually consumed, don't just read the diff, and check the discussion thread before adding to it. 12 PRs reviewed across 10 repos in the FS25 modding ecosystem: 8 approved, 3 flagged with concrete findings, 1 changes-requested.
- RealisticWeather#170 β a swapped
self/superFuncparameter order that would have crashed on every savegame load ("attempt to call a table value"), proven by comparing against the codebase's own established calling convention rather than guessing. - AutoDrive#544 β read the discussion before the code: the maintainers had already flagged the change as reintroducing a deliberately-fixed regression. Backed their call with a concrete alternative instead of repeating what was already said.
- ContractBoost#122 β a likely nil-crash when opening a UI menu for a disabled game feature.
- ContractBoost#115 β a hardcoded engine constant for a new DLC feature that nobody had verified against the base game.
My proving ground: a real dedicated server, real multiplayer, real players hitting real bugs. Multiplayer is where sloppy code actually breaks β which makes it honest training for the security work.
- FS25_IronHorseRealism Original modular vehicle-realism framework for FS25.
- FS25_16xMapFix Diagnosis + verified fix for the 16x-map "freezes at 100% compiling shaders" bug.
- FS25_AutoVRAMOptimizer Raises the texture-streaming VRAM budget automatically, matched to your card.
- FS25_NoResetMP Hardcore multiplayer: disables the free vehicle "reset to shop".
- FS25_SoundOverhaulRealism Engine-accurate vehicle sounds (I6/V8), built strictly from CC0 / self-recorded audio.
- fs25-server-watch Zero-dependency dedicated-server monitor: live status, joins, crashes.
- reach-a-human Bypasses AI customer-service bots to reach a real human, and documents how to exercise GDPR/CCPA rights when a company hides behind automation.
I hunt bugs in code I actually run β game mods, AI tooling, agent CLIs β and report them as tested patches, not drive-by issues. Concrete and recent:
- A recurring multiplayer vulnerability class, found across 5 independent FS25 mod authors: a server-authoritative network event missing the origin check its sibling events correctly have, letting a modified client spoof a fake "server message" straight at the server and overwrite protected state. 7 issues filed β economy exploits (forged invoices, unlimited money, forged crop quality in MoistureSystem), a cross-farm exploit with a crash vector in EnhancedAnimalSystem, and an unbounded-read DoS.
- A server-freeze + fail-open farm-authorization bug in a Farming Simulator mod: reported, fixed, and credited by name twice in the maintainer's own release notes.
- A dedicated-server crash and a data-loss bug in two other mods β root-caused by bisection against live server and client logs, then submitted as PRs.
- Upstream fixes to the AI memory system I depend on, found by running it under real load rather than reading its source.
Coordinated disclosure only. No public details before a fix ships β and I don't claim other people's CVEs.
Every repo here clears the same floor, because "works on my machine" is not a standard:
- CI on every push β lint and tests, so the green badge means something
- An explicit license β no license means all rights reserved, which helps nobody
- Tests before the release, not after the bug report
- Adversarial review before shipping β a second pass whose only job is to find what I missed
- Root cause over band-aid β hypothesis β reproduction β evidence β fix. No "this should help" commits.
- Measure, never guess β a claim without a number is a hunch wearing a lab coat.
