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06:19:20 <zzo38> Is there program that will inline any .so commands in a man page file, and any other changes that may be needed to make the man page file more portable?
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07:39:16 <esolangs> [[Wow, labels are variables now!]] N https://esolangs.org/w/index.php?oldid=102703 * ChuckEsoteric08 * (+1851) Created page with "{{Stub}} '''Wow, labels are variables now!'''('''WLAVN''') is a self-modifying esolang by [[User:ChuckEsoteric08]] where you can change label names. ==Description== It uses la..."
07:40:14 <esolangs> [[WLAVN]] N https://esolangs.org/w/index.php?oldid=102704 * ChuckEsoteric08 * (+44) Redirected page to [[Wow, labels are variables now!]]
08:07:21 <esolangs> [[Special:Log/newusers]] create * Razorlovesbaba * New user account
08:12:20 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=102705&oldid=102509 * Razorlovesbaba * (+214)
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10:20:04 <esolangs> [[Esolang:Sandbox]] https://esolangs.org/w/index.php?diff=102706&oldid=102684 * Esolanger12345 * (+16)
10:20:51 <esolangs> [[Esolang:Sandbox]] https://esolangs.org/w/index.php?diff=102707&oldid=102706 * Esolanger12345 * (+31)
10:23:00 <esolangs> [[2020]] https://esolangs.org/w/index.php?diff=102708&oldid=83189 * Esolanger12345 * (+15)
10:23:20 <esolangs> [[2020]] https://esolangs.org/w/index.php?diff=102709&oldid=102708 * Esolanger12345 * (-2)
10:35:27 <esolangs> [[Mindwhipper]] https://esolangs.org/w/index.php?diff=102710&oldid=75786 * Esolanger12345 * (+0)
10:35:40 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102711&oldid=74288 * Esolanger12345 * (+0)
10:39:06 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102712&oldid=102711 * Esolanger12345 * (+18)
10:39:44 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102713&oldid=102712 * Esolanger12345 * (-1)
10:40:08 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102714&oldid=102713 * Esolanger12345 * (+15)
10:40:54 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102715&oldid=102714 * Esolanger12345 * (-15) Undo revision 102714 by [[Special:Contributions/Esolanger12345|Esolanger12345]] ([[User talk:Esolanger12345|talk]])
10:41:05 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102716&oldid=102715 * Esolanger12345 * (+15) Undo revision 102715 by [[Special:Contributions/Esolanger12345|Esolanger12345]] ([[User talk:Esolanger12345|talk]])
10:41:43 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102717&oldid=102716 * Esolanger12345 * (+15)
10:42:34 <esolangs> [[Bitshit]] M https://esolangs.org/w/index.php?diff=102718&oldid=102717 * Esolanger12345 * (+30) Lol
10:43:01 <esolangs> [[Bitshit]] https://esolangs.org/w/index.php?diff=102719&oldid=102718 * Esolanger12345 * (-30) Undo revision 102718 by [[Special:Contributions/Esolanger12345|Esolanger12345]] ([[User talk:Esolanger12345|talk]])
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14:06:37 <esolangs> [[Yea]] N https://esolangs.org/w/index.php?oldid=102720 * ChuckEsoteric08 * (+1177) Created page with "{{WIP}} '''Yea''' is an esolang by [[User:ChuckEsoteric08]]. ==Description== It has one queue and one stack, both have their initial value and their element are one character..."
14:13:26 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102721&oldid=102475 * PixelatedStarfish * (-3) /* FizzBuzz */
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14:26:46 <esolangs> [[Roundabout]] M https://esolangs.org/w/index.php?diff=102722&oldid=102665 * AndrewToasterr * (+390) /* Flags */
14:47:30 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=102723&oldid=102662 * Ilikecreepers * (-18) /* download */
14:53:56 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=102724&oldid=102723 * Ilikecreepers * (+74) /* the complcated stuff */
14:55:31 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=102725&oldid=102724 * Ilikecreepers * (+10) /* the complcated stuff */
14:58:36 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=102726&oldid=102725 * Ilikecreepers * (-64) /* the complcated stuff */
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18:05:18 <esolangs> [[Bitshit]] M https://esolangs.org/w/index.php?diff=102727&oldid=102719 * PythonshellDebugwindow * (+0) Fix name
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18:20:39 <b_jonas> jesus, it's been decades since the web got invented, how do people still not understand the idea of hyperlinks and don't refer to whatever gives the context or just give vague hints of where to find it, rather than adding a fricking URL, as if they assumed that everyone has read the entire internet and will know the context?
18:24:24 <int-e> b_jonas: I'm back to doing this kind of thing... https://int-e.eu/~bf3/tmp/shapez-hub-v3.png (overview: https://int-e.eu/~bf3/tmp/shapez-compact.png ...four factories really close to the hub)
18:24:44 <b_jonas> int-e: I thought you gave up on that game! nice
18:26:22 <river> shapes!
18:27:00 <int-e> I rebuilt a lot of it but I did keep the rocket, 2x flower and logo factories from before.
18:27:23 <int-e> Which is the main reason why those are so far away
18:29:01 <int-e> Err, 2x rocket, 4x flower, 2x logo
18:29:38 <b_jonas> int-e: meanwhile I'm still playing Mindustry, and I find it annoying that it repeats a certain design mistake from shapez.io: it doesn't have a priority merge for belts. there are very good approximation solutions, just like in shapez.io, but no simple exact solution. and Mindustry wouldn't even need to add a separate building for that, it could either make T-merges work correctly like in Factorio (they
18:29:44 <b_jonas> almost work in Mindustry too, but don't quite manage to saturate the output belt if the low prio input is saturated but the high prio input is sparse), or make the priority output splitter work as a priority input merge too
18:30:35 <int-e> I have no timings yet.. maybe tomorrow. As you can see I'm currently abusing the factories to make blueprints.
18:30:44 <int-e> (glue shape)
18:30:44 <b_jonas> oddly you can use bridges to build something that sometimes seems to work as a priority input merge, but I couldn't get them to work in some simple consistent way, so that's like a third chance missed
18:31:36 <int-e> Oh yes, a priority merge would simplify the hub so much... I have to fake it with merge and filter.
18:31:56 <b_jonas> yes, that's what reminded me of it, though there are other potential uses besides that
18:32:40 <int-e> I kind of like the tunnel under tunnel thing.
18:32:43 <b_jonas> a priority balancer with 2 inputs and 2 outputs, like in Factorio, would also be useful for some purposes, though of course sometimes you want an 1x1 building
18:34:12 <b_jonas> ah yes, belt weaving in shapez.io is crazy. you can have two tunnels of the same type and opposite direction over each other, but only if you copy-paste the tunnel heads.
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18:35:15 <int-e> Oh... that's wild.
18:36:52 <b_jonas> Factorio doesn't allow that by the way, the tunnels just don't connect
18:37:01 <int-e> Though it does make sense. I mean, with a programmer's mind.
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18:38:12 <int-e> I thought of vertically crossing tunnels (one tunnel exiting between start and end of another tunnel) which would work, but I never found a use for that.
18:47:28 <int-e> b_jonas: I did take a break for 2 1/2 weeks. Also I'm not really planning to do anything else except tuning my counter for getting 200/s to get some timings. https://int-e.eu/~bf3/tmp/shapez-circuits-v3.png is the mostly intact circuit layer (there's a tweak in the center to inject the blueprint shape instead of the requested one)
18:47:41 <b_jonas> anyway, Mindustry has a system of belts and pipes, taking the idea from Factorio, but the mechanics of the belts is pairwise different in Factorio, shapez.io, and Mindustry
18:48:01 <b_jonas> and I have kind of a plan for a fourth system different from each of those
18:48:37 <b_jonas> mah, two and a half weeks isn't really a break in your hobby when you have a job
18:49:52 <int-e> the wire layer looks much more boring now since you told me that filters can take shapes as input
18:49:52 <b_jonas> the controls are also pairwise different among these games so I have some amount of confused fingers when I switch between them, though it's not as bad as between OpenTTD and any of these games
18:50:21 <b_jonas> int-e: or colors, but yes
18:50:29 <b_jonas> I mean pigments
18:51:12 <int-e> right, I'm using that too
18:52:26 <b_jonas> IIRC you also discovered that you can use them as three-ways where they can block or send the shapes to either output
18:52:43 <int-e> right
18:53:37 <int-e> I'm using that; https://int-e.eu/~bf3/tmp/shapez-hub-v3.png has filters at the output of the buffer that are in blocked state.
18:54:16 <int-e> which is how they can be filled
18:57:22 <int-e> and the other two modes are for delivery and draining the buffer when the level is done
19:12:09 <esolangs> [[Rings]] https://esolangs.org/w/index.php?diff=102728&oldid=99031 * Ardemit * (-4152) Complete rewrite, new version
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20:17:37 <int-e> b_jonas: seems to be taking 85 or 90 seconds to solve a level (mostly 90)... hmm, this is odd, I thought the granularity would be 10s, not 5.
20:18:05 <int-e> Do I misremember?
20:19:14 <int-e> Well that's how I read https://www.reddit.com/r/shapezio/comments/kmky0d/how_hub_delivery_rates_are_computed/ ...which may be outdated of course.
20:21:40 <int-e> Anyway, from switching to a new shape it takes ~25 seconds to first produced shape, and ~60s to get to 20/s. I release buffers at about 16*170 which, taking continued delivery into account, should reliably trigger the 200/s in *some* 10s window.
20:23:45 <int-e> Hmm. I need to check that math.
20:26:28 <int-e> > (16*170 - 2000) + (10+2000/320)*80 -- the first 2k are delivered at full speed; while that happens, shapes continue to arrive at a rate of 80/s
20:26:30 <lambdabot> 2020.0
20:27:36 <int-e> And the bad case is 1999 arrivals in the first slice, in which case we need to deliver 2k in the next slice. We have 10s to do that.
20:28:15 <int-e> But hmm. What's the reality? Are there actually overlapping slices now, every 5s?
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20:52:40 <b_jonas> int-e: I said it was 10 seconds at least, but I may have misremembered
20:54:22 <b_jonas> at least some of the mechanics have changed since I played this game, in particular there's a rumor that the bug that caused double painters to be slower than the in-game help claims is fixed (or worked around) and they're now as fast as the game claimed, but I'm not quite sure about this
20:54:55 <b_jonas> argh I'm using too long sentences again. that first comma should have been a period. I'm trying to pay attention to this but sometimes I forget.
21:02:49 <int-e> The double painters have worked as advertised for me. Though right now I'm making things easy for the game with a uniform 10x speedup.
21:07:35 <int-e> The color mixers have underperformed for me though. I think.
21:08:10 <int-e> (If my math is correct, I should only need 5 for full processing speed, but in reality I have needed 6)
21:11:10 <esolangs> [[XYZ?]] N https://esolangs.org/w/index.php?oldid=102729 * BoundedBeans * (+16412) Not sure whether to categorize this as Implemented or Unimplemented, it's kind of partially implemented.
21:11:39 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=102730&oldid=102674 * BoundedBeans * (+11)
21:12:37 <esolangs> [[XYZ?]] M https://esolangs.org/w/index.php?diff=102731&oldid=102729 * BoundedBeans * (+9) Added a few links
21:13:15 <esolangs> [[User:Razorlovesbaba]] N https://esolangs.org/w/index.php?oldid=102732 * Razorlovesbaba * (+39) Created page with "== Heading == [http://example.com Link]"
21:13:31 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=102733&oldid=102561 * BoundedBeans * (+122)
21:15:35 <b_jonas> yes, I recommend uniform speedup, keeping the four upgrades at close to the same level, except possibly the mining since that's cheap to leave somewhat lower
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21:26:44 <int-e> Anyway, I think that makes it 10 to 15 seconds faster per level than what I had previously.
21:27:34 <int-e> I've now reached level 819 (again) and it's holding up so far.
21:38:59 <esolangs> [[Arch is the best!]] N https://esolangs.org/w/index.php?oldid=102734 * Razorlovesbaba * (+607) Created page with "'''Arch is the best!''' is a joke language that prints "Arch is the best!" regardless of the program. It has no syntax. It is a joke about [https://wiki.archlinux.org/title/ar..."
22:05:48 <esolangs> [[HQ9^]] N https://esolangs.org/w/index.php?oldid=102735 * BoundedBeans * (+3370) Created page with "HQ9^ is an esolang by [[User:BoundedBeans]], which is a lot like HQ9+, but capable of computation and much, much weirder. ==Storage== There are many storage locations: * An..."
22:06:21 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=102736&oldid=102730 * BoundedBeans * (+11)
22:06:50 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=102737&oldid=102733 * BoundedBeans * (+10)
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22:48:30 <esolangs> [[TError]] M https://esolangs.org/w/index.php?diff=102738&oldid=102530 * BoundedBeans * (+19) Clarified ! command
22:50:31 <esolangs> [[XYZ?]] M https://esolangs.org/w/index.php?diff=102739&oldid=102731 * BoundedBeans * (+25) Linked to my userpage
22:53:07 <esolangs> [[HQ9^]] M https://esolangs.org/w/index.php?diff=102740&oldid=102735 * BoundedBeans * (+79)
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23:21:50 <esolangs> [[HQ9^]] https://esolangs.org/w/index.php?diff=102741&oldid=102740 * BoundedBeans * (+2450) Added some examples
23:35:25 <b_jonas> int-e: is the required speed maxed out?
23:46:16 <esolangs> [[Braimmental]] N https://esolangs.org/w/index.php?oldid=102742 * BoundedBeans * (+1778) Created page with "Braimmental is a simple combination of [[Brainfuck]] and [[Emmental]] by [[User:BoundedBeans]] that drastically changes how to write programs in either one. ==Syntax== Syntax..."
23:46:44 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=102743&oldid=102736 * BoundedBeans * (+18)
23:46:57 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=102744&oldid=102737 * BoundedBeans * (+17)
23:49:04 <esolangs> [[ExtendedPig]] M https://esolangs.org/w/index.php?diff=102745&oldid=101565 * BoundedBeans * (+1) Fixed broken subheading
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←2022-08-25 2022-08-26 2022-08-27→ ↑2022 ↑all