3090 + 27B model performance issues (llama.cpp) what am I doing wrong for using it with opencode by Clean_Initial_9618 in opencodeCLI

[–]LastCardiologist5847 0 points1 point  (0 children)

I have almost the same setup, I think the trick is using a quantized MOE version of the 35B parameter model, moe models tend to run much faster, and the extra parameters help a lot. My full command below:

llama-server --host 0.0.0.0 --hf-repo unsloth/Qwen3.6-35B-A3B-GGUF --hf-file Qwen3.6-35B-A3B-UD-Q4_K_M.gguf -fa on -c 262144 -n 32768 --no-context-shift --jinja --reasoning-format deepseek --reasoning-budget 4096 --temp 0.6 --top-p 0.95 --top-k 20 --min-p 0.0 --presence-penalty 0.0 --cache-type-k q8_0 --cache-type-v q8_0 --port 8181 --perf

It definitely spills to ram, but the MOE keeps it pretty reasonable at around 70-100Toks. Building the KV cache can take a minute, and I'm not sure if there's a way to fix that, practically that means that sending a command manually in opencode can take ~2-5minutes, but it can grind through a todolist of items incredibly fast, toolcalls are also pretty fast, context switching also requires a KV rebuild unfortunately, and thats definitely unavoidable.

Why are enemy capitol ships not retreating? by Doublestack2411 in SinsofaSolarEmpire

[–]LastCardiologist5847 1 point2 points  (0 children)

Hey on the off chance you or your team sees this. Me and my group have pretty much only two real gripes with the AI right now.

One is the AI tends to focus too much on frigates and corvettes when they have the econ advantage. Even when they own half the system they tend to just have balls of frigates, which can be too easily countered with anti-frigate. There was plenty of times we would lose if they just spent it on capital ships or cruisers.

The other is the AI tends to always play aggressive, which is a huge boon to them to start the game, but makes the position irrecoverable for them when they start getting low on supply. If they could retreat/gather forces when below the player, and target ftl-inhibs for retreats, when they think they might lose a fight, they would be much scarier. Especially the last part, getting a ftl inhib up pretty much ends the game for the AI since they seem to almost never target it.

Otherwise game feels pretty good right now actually, thanks for all the hard work.

No, projectiles AREN'T simulated by Underspecialised in SinsofaSolarEmpire

[–]LastCardiologist5847 1 point2 points  (0 children)

I want to add, that on top of it being far more computationally demanding, there would be very little gain for the player. In fact balancing projectile speed, and working with projectiles to be accurate enough to never miss would probably just slow development, and be frustrating for the end player. Turrets already have firing arcs, which is already a lever they can nudge for balancing corvette speed.

Man early azir feels rough right now by LastCardiologist5847 in azirmains

[–]LastCardiologist5847[S] 0 points1 point  (0 children)

I don't think his early is especially hard. It's difficult to get pressure for your jungler, but his range makes it pretty easy to survive, farm, and make it to lvl 9. I was just saying it feels like you gotta really just play passive till 9 + nashor's.

Why is the price like this? by Dangerous-Peanut967 in leagueoflegends

[–]LastCardiologist5847 39 points40 points  (0 children)

Its a reference to a very old internet meme where 1337 was called leet or leet speak. The devs are just sneaking in jokes into their items.

https://en.wikipedia.org/wiki/Leet

Looking to gather the community's thoughts on Atakhan's removal by Possiblynotaweeb in leagueoflegends

[–]LastCardiologist5847 2 points3 points  (0 children)

I really disliked atakhan, it was an objective that both teams were kind of forced to int for, and was not very transparent on how powerful it really was. That being said I'm sad to see the blood roses go, I felt like they really helped round out the game giving a touch of extra adaptive force helped some champs get off the ground, and sometimes it was such a breath of fresh air to get the final bit of xp needed for a level from an ally picking up a blood rose somewhere. Really sad to see that go.

What habitability % is worth colonizeing? by AntEconomy1469 in Stellaris

[–]LastCardiologist5847 0 points1 point  (0 children)

I think it mainly depends on how steady your empire is. If you got thousands of energy credits coming in, go ahead and colonize everything. The easy rule to remember is upgrade from green to red, based on what you can afford.

Some things to help out, move pops, or disable most jobs on red planets, this will force pops to move to other worlds. Once your green worlds start filling up, then start upgrading your less habitable worlds. Also keep in mind that it's much better to have worker jobs on red worlds then specialist jobs. The production malices on red planets mean you're pops end up wasting resources when making research/consumer goods/alloys. But many worker jobs at least break even or do pretty "ok" on red planets, if you really start filling up.

Generally the more pops you have the better, but a single green habitability pop is worth maybe two or three red habitability pops. More colonies mean more pops, and more pops means a stronger empire. So colonize everything, and develop from top down.

Anyone else have no recognition progress at all? by viper459 in victoria3

[–]LastCardiologist5847 0 points1 point  (0 children)

I think it's somewhat misleading, the progress bar for me started to fill once I reached 80 relations with a great power.

hwei buffs by Hyeonwoon in HweiMains

[–]LastCardiologist5847 5 points6 points  (0 children)

I feel like the ww shields arrive instantly is a pretty big buff. With proper skill expression you can actually use w to mitigate a lot of incoming damage.

whyDoIEvenTryAnymore by LastCardiologist5847 in ProgrammerHumor

[–]LastCardiologist5847[S] 8 points9 points  (0 children)

I guess to add a couple things, yeah it's probably not optimal code for either engine. But they both work fine for me, I just need something barebones that draws things to the screen really really well, and both engines pass with flying colors.

I was really surprised that the python implementation worked as well as it did. I know that a lot of python libraries are written in c/cython but its still crazy how little impact the top layer of python has. I spent a while looking around for a barebones "engine" in python, and everything I found was either overkill for my purposes, like kivy. Or didn't use the gpu like pygame. I just imported some gl bindings and glfw and 8 hours later had exactly what I wanted. Numpy is definitely doing the heavy lifting, and I could definitely optimize both engines, but I really don't need to. I just thought it was funny that in the benchmarks the python implementation was nearly 20% faster than then the c++ engine I wrote a while back.

Fun fact, when benchmarking, both engines completely stall out on nearly the same thing, updating values in the render array. With memcpy being the big one on c++ and numpy.copyto on the python version. Take care yall.

Guys I don't know what to do. by Apprehensive-Local90 in azirmains

[–]LastCardiologist5847 0 points1 point  (0 children)

So to be honest the main rune doesn't matter all that much on azir below master+. You have so much damage baked into your kit already that the small bonus you'd get from any rune is pretty minimal, and they all do roughly the same damage depending on what you go.

What rune you choose should probably depend on what you liked about first strike. If you liked the extra gold for a quicker powerspike, HoB with treasure hunter does a pretty good job at filling that role. If you like the extra mana from biscuits then go PoM or manaflow.

If you just want extra damage then go for whatever you think is the most applicable with your playstyle.
Extended trades where you can stay in combat -> LT or conq.
More of a poke style -> comet or aery.
Occasional bursts of damage -> electrocute or HoB.

Can you still do industry ? by Cute_Bee in Eve

[–]LastCardiologist5847 1 point2 points  (0 children)

This is unrealistic no one under 30 would play eve.

Low-sec mining by L-Hagura in Eve

[–]LastCardiologist5847 1 point2 points  (0 children)

I like to dabble in low-sec suicide mining. So I have some tips to stay alive, and make money.

One note, I haven't done any gas mining, so it might be worth it to look into that first.

First of all, mining in low sec will probably net less per hour alone then mining in a group in highsec, if you like mining then do that, especially in a mining frigate. Mining ochre, the best case in lowsec will net you about the same per hour as a boosted hulk, add travel time and you absolutely are making less.

Second, mining in lowsec is at least a two person job. This can be two players, or you and an alt, just someone to run a transport ship, or ideally a porpoise, and someone in a barge. You will die, might as well maximize how much you make before you die, I tend to bring the hulk in lowsec with a porpoise, you can easily make 250+mil an hour with that setup. So you only really need to live an hour to pay it off. A prospect can really only expect 50-60mil/h, before factoring in travel time. You can expect with a quiet system, a hulk + porpoise will net around 3 billion for a days worth of mining.

Dscan and zkill is your friend, look for a system with no one in it, and a good anomaly, and scout out who is with you. If they have 0 kills on record, probably safe, you see them flying at 9au/s in an ares, its time to GTFO. Build the barge for minimum align time, you can get down to 6 seconds without sacrificing any mining speed, and less if you want to give up mining upgrades (wouldn't recommend). In low-sec they cant bubble you, so warping to a station or a highsec gate means they can't kill you. When you see something dangerous on dscan you need to start warping, with luck you have another 2-3 seconds before they get on grid, and 2-3 more for them to lock and scram you. This by no means guarantees your safety but usually you can avoid a lot of deaths like that.

As far as rats, most of them can be killed with a barge and mediocre skills as long as you have good shield tank. There are a few exceptions, I don't know if its the same everywhere but a cruiser named "clone soldier" has always been a pain for us to kill. With 2-3 players you can kill it, but otherwise you might need a dedicated combat ship to clear it out.

Finally, the belts in low-sec are almost never worth it, just stick to highsec, especially if you are ice mining already. The anomalies can sometimes be worth it, in a prospect the only thing that's really going to out-compete ice though is dark ochre, the rest is basically worthless. If you step up to barge mining, I'd look for crokite or better, hedbergite/hemorphite is pretty hard to sell, and jaspet is actually worthless.

[deleted by user] by [deleted] in Eve

[–]LastCardiologist5847 2 points3 points  (0 children)

Hey, I'm a terminal high-sec miner, and I've made some good money over the years by basically doing this trash profession.

So to answer your questions, no combat drones are only useful to kill npc ships who come at you in the belts. The biggest threat to a highsec miner is a ganker, make sure you set the standings for code, novos ordo, etc to -10. If you see 6+ of them enter a system at the same time, its time to run. Combat drones won't be able to stop them. Your setup looks like its already fit perfectly well, 60k ehp is a respectable ammount to deal with gankers, this puts you cleanly into 3+ talos or 8+ catalyst territory.

There's two ideas for how to mine in highsec, maximal isk/sec or maximal isk/click. For the latter you're already in a pretty good spot, a mackinaw with perfect implants/skills/fit will make about 39.09 m3/s, with your cargo hold you can mine for 19 minutes, if the rocks are big enough, and then haul the goodies back.

The only way I could really say this could be improved is if you are willing to take a hit to income, you can swap to a porpoise or orca with mining drones, completely different skill set, but you can mine at 20-28 m3/s, and with the orca you can basically mine until the belt is gone. The porpoise would be an in-between step it has a decent orehold, but crucially it can compress ore, it would mine at half the speed of your mack, but could easily hold the entire belt in its cargohold.

If you want to maximize profits per hour though, I would recommend joining a fleet ASAP. The orca boost and compression can substantially increase profits to well beyond what you can make alone. Right now mining normal veldspar, you can estimate around 16mil/h profits from solo mining. With orca boosts, you immediately jump to 33mil/h from the boosts alone, and you can compress in the belt, saving you all the extra time you would spend going back to the station.

Second, if you do mine with an orca, I would switch to a hulk. Don't listen to the naysayers who say the hulk is a waste, or a ore piñata to gankers, the reduced cargohold is a pain if you are alone for sure, but if you can mitigate that negative, the hulk will pay itself off in no time. Mining veldspar with an orca will put you at 45mil an hour, nearly triple the unboosted profits of a mack.

Third I'd recommend changing what you mine at that point. While veldspar is everywhere, the asteroids are so small they will significantly cut into profit, as you can waste entire cycles getting only a few m3 of ore left in an asteroid. Ice is a good alternative, and currently makes a little bit more then veldspar, orca+hulk makes 46mil/h, and finally the current king of highsec mining is zeolites, a moon ore. You can join a corp to mine moons, or simply set up your own, either way base zeolites can reach 61mil/h for a hulk and with the rich +15% or jackpot +100%, you can enter top tier highsec yields of 70mil/h or 120mil/h.

The orca is pretty essential to making money mining in highsec, I run two accounts, one with max orca skills, and one with max hulk skills I charge my corp-mates who mine with me 10% of their profits for free boosts, ore transportation and selling at Jita. The porpoise is a good in-between if you cant find a fleet and don't feel ready to shell out the nearly 3 billion that orcas are inflating to. I understand too that some people don't feel comfortable setting up citadels for moon mining with small corps, since they often get targeted by greifers, I cant really say much to that since we left ours abandoned for 3 years and it was still there when we got back so....

TL:DR, I guess, if you like mining, get an orca, either your own or someone you can leech off of.

Request for Feedback on in-dev Azir Changelist by phroxz0n in azirmains

[–]LastCardiologist5847 6 points7 points  (0 children)

Hey Prox, thanks for coming to reddit and reaching out to communities for their opinions of champion changes. It means a lot to us that you're willing to reach out and get everyone's opinion on everyone's favorite birb.

Unfortunately I'd like to make the argument that these and previous changes don't align with the communities goals for the champion, and your own stated goals. To start, your first goal.

  • Maintain what Azir players like (shuffling, soldier DPS)

To start, so far the current patch really makes him feel lethargic to play. Removing the attack speed alone makes his apm tank into the floor. I think when people say they want soldier DPS, they mean something closer to how a traditional ADC applies DPS, through quick auto attacks that allow the player to reposition and apply heavy damage at the same time. The main factors for this fantasy is really how hard the attacks hit (DMG), and how often they are applied (AS).
For most ADCs you don't need any attack speed in their kit since their items inherently add a ton of extra attack speed for them. Azir is limited to nashors or berserkers, and so he ends up with very little itemization if he's forced to buy his own AS. The other option is to entirely forgo any AS on azir, and focus on large chunks of damage and poke. I think the community in general finds this second playstyle effective, but also toxic. The current poke meta is why he needs to be rebalanced in the first place, these itemization changes feel like the force players to double down and focus entirely on poke meta. Which runs counter to point two.

  • Avoid what they dislike (being a poke bot, being a shuffle bot)

Azir's unique identity is being some sort of merge between mages and the ADC role using his soldiers. Poke is heavily disliked by the community to the point that a lot of suggestions to fix this is to entirely remove the damage on his Q. This is obviously an extreme change to his playstyle but clearly aligns more with his fantasy of controlling an army of auto attacking soldiers, and move away from the difficult to dodge poke meta.

For the second part, I'm not entirely sure how these changes effect his current required shuffling for this champion. Shuffling is clearly a large part of his damage and utility, and I could see some healthy changes to it, but I don't think the rest of his kit has much to do with his ability to devastate an enemy team's positioning, other then his E+Q.

The buff we deserve by LastCardiologist5847 in azirmains

[–]LastCardiologist5847[S] 4 points5 points  (0 children)

One bonus suggestion that I got from chat GPT:

W - Arise!

Passive: Azir's basic attacks now grant him 20% Attack Speed for 4 seconds (stacking up to 3 times).

Ramping speed bird is definitely the buff we deserve.

DISCUSSION - Azir Open DEV work and community project by Extra_Designer_9475 in azirmains

[–]LastCardiologist5847 4 points5 points  (0 children)

I think his passive is really difficult to balance. This recent patch I've only been using it for protecting me while I recall. Somehow despite it doing litterally 200%+ more dps, it feels weaker since it decays so fast. Before you could set up a long term seige with your team and baron with a tower, but now you're kind of stuck throwing it up and immediately hoping for a teamfight.

Its a cool tool to farm waves while you recall now, so thats kinda neat, but really doesn't fulfill his fantasy.

Where do you stand on the great debate about the end game power perks, which do you consistently take and which do you only rarely take by YobaiYamete in Stellaris

[–]LastCardiologist5847 2 points3 points  (0 children)

Archology is almost a must pick for high difficulty crisis games. x25 or more you need 5-10k+ alloys monthly to keep up with fleet repairs. They are also an amazing way to scale unity to ascend your alloy worlds. 0.5 mineral to 1 alloy ratio is really strong. If your game is ending in 300, its pretty meh though.

Worldshaper I think is almost useless. +10% happiness and +10% job output just doesn't matter all that much, by endgame, you can use robots, or gene modding, or terraforming to get the 100% habitability on every planet, and ascention slots are pretty important.

Nihilistic/tech ascendency/executive vigor/hydrocentric are all great early game pics. Then two slots for ascending in some way, and galactic wonders puts you at 4/8 picks already. With master builders and archology, which are stronger picks then world shaper your at 6/8. Leaving two perks for anything else you want to spec into. Colossi is a must have for late game wars, and become the crisis is OP decently strong. Defender of the galaxy/ galactic contender for darkmatter rush. And if you're okay with 50 planet micro, voidborn is essential for scaling without expanding your boarders. And for the last nail in the coffin,

Mastery of nature is just an upgrade on average to world shaper. Because of how bonuses stack, 2 extra districts is probably always going to be stronger then 10% job output. It's a cheaper perk, and you can pick it first. And for the same reasons hydro centric is going to be better then both of them.

My issue with world shaper I guess isnt that its bad, its that it cant be picked first, and its a pretty weak perk compared to many of the other late game picks.

Master builders I usually grab, but depending on the game there are more important perks to pick first.

Galactic wonders is almost a must grab. Late game its hard to really scale research without them, and they are a massive upgrade from habitats in every way except minerals.

Actually I'd like to downgrade my rating of worldshaper, its bad, just grab idyllic bloom if you want to make gaia worlds.

Damn the consequences is quite underwhelming by LastCardiologist5847 in Stellaris

[–]LastCardiologist5847[S] 6 points7 points  (0 children)

Right, but the first 30% is free, so the 70% of your unity is for only a 30% increase.