These problems don't really need extremely powerful hardware, and extremely large and expensive frontier AI agent swarms. I'm certain a good engineer could get away with a lot less than the OP, working with care under hard budget constraints (i.e., no 50x Sol); optimizing things thoughtfully and deliberately from first principles.
I get a sense, reading OP, reading in between the lines, that: one, those agents really, just, suck at playing Minecraft. And, two: that's not a limitation of "Sol 6.1 is too weak an AI" (hah!); or some hard CS problem of scaling and coordinating agent swarms (though that is a thing); but it's that their harness and tooling setup is bad. You can see all over the logs agents struggling with absolute basics of how to handle their tool calls[0], and how to interact with their world; fundamental basics that could easily be fixed, but weren't.
I think if you're passionate about something related to this, and you want to make a real product (not a one-off slop demo) and are willing to put in your serious-engineer effort into it, you could do way better than this demo, on way smaller hardware. (HN has lost sight of some fundamentals I can't now articulate in words. The AI burnout is clouding our eyes).
[0] e.g.: [B_Wren โ B_Theo] "Failure was automatic tool selection with enchanted sword held" [B_Esme ยท private reasoning] "I could buy shears for 20, but that's pointless since breaking is bugged anyway"
or: [R_Cleo/memory.md] "Died chasing B_Theo off island edge. Use max_distance ~6 when attacking on base... Died AGAIN: attack chase pulled me onto south wool bridge (-40,-10), fell. Use chase=false or max_distance 3."
Like take an existing NPC mod and then get it to improve how they work and direct those NPCs, rather than directly controlling a character with an LLM.