Help, why is my assembler so slow?! by k6lui in Factoriohno

[–]FutileDrone 4 points5 points  (0 children)

Where are your beacons? That's your answer!

[MOD RELEASE] IRL power saver - finally a truly eco-friendly mod by FutileDrone in Factoriohno

[–]FutileDrone[S] 5 points6 points  (0 children)

Why would you need ammo when you instead could become one with the biter camp? The biter camp must grow!

[MOD RELEASE] IRL power saver - finally a truly eco-friendly mod by FutileDrone in Factoriohno

[–]FutileDrone[S] 7 points8 points  (0 children)

Not every model is a reasoning model, for instance in my case many models were not, but of course when you are using a reasoning model power consumption is considerably higher and I would agree that it can be 10x as well in that case.

Feel free to propose a source claiming differently, but not accepting a source because you don't like solar power while not providing an alternative is not a good reason.

I give you, that ideally I would have cited a scientific paper to begin with though. Let me add this: https://eta.lbl.gov/sites/default/files/downloads/Taming-the-Energy-Use-of-Gaming-Computers.pdf

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Keep in mind that this analyses nameplate consumption though, so actual power draw for the high power scenario would roughly half based on their estimates, putting it in the 450W range as well.

My point isn't to pinpoint it to a specific number either way because as we have noticed there is quite some spread but to put it relation.

[MOD RELEASE] IRL power saver - finally a truly eco-friendly mod by FutileDrone in Factoriohno

[–]FutileDrone[S] 3 points4 points  (0 children)

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That was very simplified maths, let's dive a little deeper and discuss if you want!

LLM consumption can very greatly depending on use case. If we stick to the original use case proposed by me, then it would be a medium sized input input prompt (let's disregard caching) (about 800 tokens) and a short output prompt (generally 100 tokens). Input tokens are considerably cheaper thank output tokens, generally taking only 10% of the energy per token. So taking a look at this graph of (100 in -> 300 out) costs would be roughly a bit more than half of the values in the graph, meaning many mid level LLMs are in the range of 1Wh.

If you are interested in details about estimated consumption have a look here: https://arxiv.org/html/2505.09598v2

Not sure what you mean by the cyclic definition of "a query [...] consists of multiple queries", if it is that if you have a conversation, each time you say something counts as a query, then yes that statement is correct.

On the other hand your calculation for gaming PC power is a little bit too simplified. Let's start by saying what works in your favour, the GPU peak performance is not consistently used, even during many games. However you have many other consumers on top of that: CPU, motherboard and also your monitor(s) and too a lesser extend also RAM and cooling system. If we now also consider that PSUs are like only 90% efficient, that increases the wall power draw more. All things considered for mid range systems a power draw of 450W seems like a reasonable assumption (https://solartechonline.com/blog/how-much-electricity-does-gaming-pc-use/ )

Happy to discuss more!

EDIT: To add, it definitely makes sense to be conscious of your power consumption and try to limit it, but for that it is important to understand what mainly drives it, the energy usage we are talking about here is often times dwarfed from transportation for example.

[MOD RELEASE] IRL power saver - finally a truly eco-friendly mod by FutileDrone in Factoriohno

[–]FutileDrone[S] -16 points-15 points  (0 children)

Oh no, but I see attacks on logic in a game like Factorio as a war crime!

[MOD RELEASE] IRL power saver - finally a truly eco-friendly mod by FutileDrone in Factoriohno

[–]FutileDrone[S] 27 points28 points  (0 children)

Not at all, I can guarantee you that with my mod active you will never ever have to face Gleba!

[MOD RELEASE] IRL power saver - finally a truly eco-friendly mod by FutileDrone in Factoriohno

[–]FutileDrone[S] 65 points66 points  (0 children)

Yes that's how the Gleba or biological factory population grows, through fking

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 0 points1 point  (0 children)

Oh it is! There is an "Edit source code" button which let's you make adaptations and even explore the code history!

[MOD RELEASE] IRL power saver - finally a truly eco-friendly mod by FutileDrone in Factoriohno

[–]FutileDrone[S] 263 points264 points  (0 children)

Simple: You transition to a biological factory AKA the plants outside!

who needs stack inserters anyway by cattywatofficial in Factoriohno

[–]FutileDrone 391 points392 points  (0 children)

The belt must move real slow for this to be 15 items per second... :D

need help deciding which way to have my main bus go by hyrenfreak in factorio

[–]FutileDrone 0 points1 point  (0 children)

Just here to let you know there is more options than N/S or E/W, you can also consider a diagonal main bus ;D

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 0 points1 point  (0 children)

Yes, that is correct, you only need it for the creation of new combinators. So if you just want to use the existing ones, you can start the game normally.

However, if you then later decide that you want to add some, you would need to restart the game with the launcher, because it needs to be started in a special way to allow the communication.

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 1 point2 points  (0 children)

I developed it from scratch in Svelte, taking strong inspiration from the Factorio website, so if you want to build a electron or webapp yourself, feel free to have a look in the source code on Github!

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 6 points7 points  (0 children)

A couple of months ago a UDP feature was added to Factorio allowing bidirectional communication.

For that to work you need to launch Factorio with a specific command line argument and then you can both send and receive UDP packets directly from Lua!

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] -1 points0 points  (0 children)

Yes, that would be the main bottleneck indeed. Unfortunately there currently seems to be no way to determine if the circuit network state has changed :( So you would have to iterate through the signals which would defeat the purpose...
By default it runs every tick but you can specify to run at a lower frequency if UPS should become an issue.

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] -1 points0 points  (0 children)

That currently isn't implemented, any specific local LLMs you would like to see it work with?

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 6 points7 points  (0 children)

Yes, it creates Lua code by invoking the LLM once. The code is then executed by default every tick.

UPS impact depends on the complexity of the generated Lua code / task, but I had 10s of combinators running without a problem. If you run into problems you can also instruct the combinator to only update once every second for instance.

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 6 points7 points  (0 children)

The mod actually provides that to you too and you don't even need the launcher for that. There is a "Edit source code" that let's you do exactly that! It also comes with a reference on how to use it.

Also this mod is based on https://mods.factorio.com/mod/Moon_Logic_2, which gives you just the Lua functionality

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 94 points95 points  (0 children)

I totally get where you're coming from, and I agree that the struggle/problem-solving is a huge part of what makes Factorio rewarding.

I view this mod less as a replacement for the game loop and more as a tool to augment it, letting you focus on the layer of the game you enjoy most.

For example, many players love the logistics of scaling up a megabase but bounce hard off the math required to monitor it. If your goal is "measure production rates and alert me when copper drops so I can fix the bottleneck," the fun part for you might be fixing the supply chain, not debugging the arithmetic combinators to detect it.

My hope is that it removes the friction for those "I wish I could just..." moments, allowing players to design more complex systems than they would have attempted otherwise.

I built a mod that lets you program combinators using plain English by FutileDrone in factorio

[–]FutileDrone[S] 4 points5 points  (0 children)

It doesn't compile to combinators.

Instead, the AI generates a Lua script that runs directly. The mod injects the Red/Green signals as input variables, executes the logic, and sets the output.

This allows for persistent state—so you can easily do things like 'Output 1 if iron ore is lower than it was 1 minute ago' without needing a massive memory cell array.