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sexta-feira, 5 de junho de 2026

Show HN: Lowfat – pluggable CLI filter that saved 91.8% of my LLM tokens https://ift.tt/FA3Skys

Show HN: Lowfat – pluggable CLI filter that saved 91.8% of my LLM tokens Hi HN, Not sure if anyone would be interested. But, just wanted to share that I've been maintaining my small tool called 'lowfat' that helps me filters some of my verbose CLI output. It's a single binary, works as an agent hook or a shell wrapper. It has a plugin system to customize filters per command. The idea is pretty simple: agents don't need the full kubectl get -o yaml or any 10k-line dump to make decisions. So that lowfat sits in between, strips the noise, and passes through what matters. Here's my real report after 2 months of personal use: lowfat history --all lowfat plugin candidates ───────────────────────────────────────────────────────── # command runs avg raw cost savings source status 1 kubectl get 101x 14.4K 1.5M 93.9% plugin good 2 grep 103x 13.5K 1.4M 96.2% plugin good 3 git diff 81x 995 80.6K 57.9% built-in good 4 kubectl 90x 485 43.6K 33.6% plugin good 5 docker 127x 5.5K 693.6K 96.1% built-in good 6 ls 489x 117 57.3K 56.2% built-in good 7 find 30x 16.5K 495.0K 95.5% plugin good 8 git show 63x 490 30.9K 38.0% built-in good 9 git 177x 368 65.2K 76.1% built-in good 10 git log 86x 556 47.8K 78.5% built-in good 11 kubectl logs 5x 3.6K 17.8K 43.0% plugin good 12 git status 86x 152 13.1K 58.0% built-in good 13 docker ps 20x 467 9.3K 52.8% plugin good 14 kubectl describe 6x 656 3.9K 1.2% plugin weak 15 docker images 9x 940 8.5K 61.8% built-in good 16 k get 2x 2.1K 4.2K 35.9% plugin good 17 terraform 10x 395 3.9K 32.1% plugin good 18 git commit 32x 77 2.5K 0.0% built-in weak 19 docker build 8x 487 3.9K 37.6% built-in good 20 docker compose 22x 979 21.5K 89.4% built-in good total: 4.4M raw → 4.1M saved (91.8%) My toolset above is kind limited, but it works pretty well for my usecase without any interruption Kinda help me not reaching the token limit for my company Bedrock limit usage and keep optimizing the saving on the go for later usage. But, why not alternatives ( https://ift.tt/2uRDeja ) ? The answers are: - My goal is to make the core lightweight but extensible via plugins i.e. not trying to bundle every command in the installed binary so that people own their output filters. - Customizable per usecase via plugin or filter pipelines as I am using my own toolset. - Customizable for non-public CLI tools, for example, some enterprise might have their interal CLI tools that public won't have access. - People should own their data. So the design is local-first, No telemetry forever. - I kinda love UNIX-style composible pipes, so lowfat-filter has implemented this style. - Be able to adjust aggressiveness of the filter, so we can control that we won't strip something the agent needed. GitHub: https://ift.tt/G3ZPzpO Anyway, if anyone is interested, feedbacks and questions are welcome! Thanks! https://ift.tt/G3ZPzpO June 5, 2026 at 06:10AM

Show HN: CentProof – Local-first bank statement reconciliation for macOS https://ift.tt/64Xdfgy

Show HN: CentProof – Local-first bank statement reconciliation for macOS https://centproof.com June 5, 2026 at 02:31AM

Show HN: Lessons learned from running Claude Code swarms at scale https://ift.tt/lwLZsmu

Show HN: Lessons learned from running Claude Code swarms at scale Some time ago I built a simple app to run swarms of coding agents — I call it fleet ( https://ift.tt/OBmudWG ). It's based on centralized beads with a Python orchestrator and can run any coder (Claude, agy, Codex). Recently I added a UI to manage the whole agent lifecycle: adding new tasks, monitoring running ones, and a chat interface built on MCP with a centralized SQLite DB. From the UI I can spawn agents to run in any directory, define dependencies on other tasks, and specify which coder/model should do the job. Today I can run 10–15 agents concurrently. At that scale you burn through limits very fast, so I spent some time investigating where those limits go and how to maximize efficiency. Here are the lessons learned after a few weeks of running the fleet: - CLAUDE.md is a terrible abstraction. These files load unconditionally, they often contain descriptions irrelevant to the task at hand, and they stack from your working directory upward. The result is wasted tokens and confusion from injecting irrelevant instructions into the session. - Skills are bad, but not as bad as CLAUDE.md. They use a progressive disclosure approach: only the skill description goes into the session, and Claude loads the full skill text with a tool when it's needed. That's one level better, but it still doesn't let you scale — you can't create 10K skills, as that would eat your entire usable context. Claude recently introduced a skills budget that silently drops less frequently used skills from the session entirely. You can still invoke them in an interactive session, but the model can't invoke them in a background session. - Some plugins may be installed more than once. During cleanup I found that a few of mine were installed in multiple locations, consuming double the tokens on duplicated instructions. - Attaching plugins to every session is a bad idea at scale. You want to be precise about which plugins are actually useful and attach them per task. - Use a hierarchical knowledge base instead of CLAUDE.md / skills / plugins. It lets you benefit from real progressive disclosure: keep your instructions and tool descriptions in it and let Claude navigate through it quickly and cheaply. - System tools consume ~15K tokens (7% of the session). You can't manage this — they're just attached, and disabling tools doesn't remove them from the context. - AskUserQuestion isn't available in background sessions. You need to implement your own tool — MCP- or CLI-based — to give `claude -p` the ability to talk to you. - You become selective about which model handles each task. Decompose work into harder and simpler subtasks so you can route the simpler ones to weaker, cheaper models and save tokens. - Your context-switching skill improves over time. Fleet repo: https://ift.tt/wG8cWl5 June 5, 2026 at 01:34AM

quinta-feira, 4 de junho de 2026

Show HN: Wd-41, hot-reload webserver for static sites https://ift.tt/JGopfOT

Show HN: Wd-41, hot-reload webserver for static sites Since everything needs an AI slogan now a days: with this you can just keep your browser open as it's being worked on agentically and see your website be built in front of your eyes! https://ift.tt/ZAG6d9P June 4, 2026 at 02:44AM

Show HN: Uruky (EU-based Kagi alternative) now has Image Search and URL Rewrites https://ift.tt/ywh0d2g

Show HN: Uruky (EU-based Kagi alternative) now has Image Search and URL Rewrites You can get a 2h free trial by solving a proof-of-work captcha when topping up your account for the first time. If you'd like to learn more, an independent interview was posted a couple of weeks ago [1], and the FAQ [2] has a lot of information as well. For the source code sharing, we've talked with lawyers and are inclined to no longer require the NDA/NCC for privacy reasons shared with us before (signing requires identification), but instead use a source-available permissive license that doesn't allow competition, like PolyForm Shield [3] (we do still have about 6 months before finalising a decision, here). This does come with a lot more risks for us (it's harder to track down if someone publishes the code or uses it against the license), but given we've already passed 100 monthly active accounts, we're feeling more confident it's an acceptable risk. The plan is to give logged in accounts (who are 12 months old or more) a way to download a ZIP of the current code base that's in the server. Obviously there's no easy way to prove that's the case, but we're open to ideas/suggestions if someone here has them. [1]: https://ift.tt/BTkcnZS... [2]: https://uruky.com/faq [3]: https://ift.tt/loTJrWA https://ift.tt/23F71yY June 4, 2026 at 05:56AM

Euro Truck Simulator 2: 1.60 Update Open Beta

We're happy to announce that the Open Beta for the 1.60 update for Euro Truck Simulator 2 is now available for players to try out and test. If you choose to participate, we'd greatly appreciate any feedback, bug reports, or issues you encounter being shared in the appropriate section of our official forums.

Your feedback and reports are incredibly valuable to our team, and we truly appreciate everyone taking the time to help us refine and improve the game experience. Now, without further ado, let's take a closer look at what the 1.60 Open Beta has in store.

Game Radio

With Update 1.60, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.

At launch, players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also the only stream-safe station at launch, designed to help content creators avoid copyright claims.

Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.

Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.

Improved Material System

The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.

During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.

The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ETS2 will be the DAF NGD and MAN TG3 TGX models. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.

Light Tweaks

We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.

Volvo FH Series 6 Update

With this update, truckers will be able to customize their Volvo FH Series 6 with a selection of several new aerodynamic parts, including the newly designed aerodynamic roof deflectors available for the Sleeper Cab, Globetrotter, and Globetrotter XL cab variants. These updated components help create a smoother and more refined roof profile, blending seamlessly into the truck's overall design.

Alongside these additions, all Aero cabin variants will also have the option to add new distinctive black aerodynamic A-Pillar trim, as featured on the newest generation of Volvo FH truck. These new additions reflect Volvo Trucks' ongoing efforts to improve aerodynamic efficiency and optimise airflow around the cab to help enhance energy efficiency and overall vehicle performance.

Job Details Widget

Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget will be introduced with the 1.60 update. Its primary purpose will be to enable a new, more immediate, and concise way of displaying relevant job info. Also, in response to community feedback, the GPS will now display the estimated arrival day and time, along with the remaining travel time and distance.

Once added, you'll be able to enable the Job Details Widget through the Widget Options menu (F6). The widget will display key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.

Expanded Rest Mechanic

This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.

Alongside this change, the Fatigue system will now be split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.

The Rest State, symbolised by a bed icon, will now gradually deplete rather than recover over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.

The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, will function more strictly. In Euro Truck Simulator 2, drivers may drive for up to 10 hours before taking a mandatory break, which requires 9 consecutive hours of rest. You can read more about this feature here.

Changelog

Vehicles

  • Volvo FH Series 6 Update

Visual

  • Improved Material System
  • Light Tweaks

Sound

  • Game Radio

UI/UX

  • Job Details Widget
  • Expanded Rest Mechanic

So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to get there faster, we'd appreciate all of your feedback on our forum and your bug reports in the dedicated section.

Please check our modding wiki to get details pertaining to mods for the game.

If you wish to participate in this Open Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → Beta Participation drop-down menu → public_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.



source http://blog.scssoft.com/2026/06/euro-truck-simulator-2-160-update-open.html

Show HN: I've hooked up 2D LiDARs to Raspberry Pi, wrote Python library lds2d https://ift.tt/ZXPc0IG

Show HN: I've hooked up 2D LiDARs to Raspberry Pi, wrote Python library lds2d Try it in 60 seconds - no hardware needed. It supports 23+ LiDAR models including LDROBOT, YDLIDAR, RPLIDAR, 3irobotix, Neato, Xiaomi, Camsense and Hitachi-LG. https://ift.tt/3tK9cML June 4, 2026 at 04:10AM

DJ Sandro

http://sandroxbox.listen2myradio.com