←2022-07 2022-08 ↑2022 ↑all
2022-08-01
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00:17:02 <esolangs> [[Deadfish PDA]] N https://esolangs.org/w/index.php?oldid=101488 * BoundedBeans * (+3207) Created page with "Deadfish PDA is a version of Deadfish that resembles a push-down automata. ==Description== The numbers in Deadfish PDA are the states, however unlike traditional Deadfish, yo..."
00:17:28 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101489&oldid=101486 * BoundedBeans * (+19)
00:18:28 <esolangs> [[Deadfish PDA]] https://esolangs.org/w/index.php?diff=101490&oldid=101488 * BoundedBeans * (+81)
00:18:45 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101491&oldid=101487 * BoundedBeans * (-71)
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00:52:55 <esolangs> [[G arD^EN CorUtY@rD]] M https://esolangs.org/w/index.php?diff=101492&oldid=101483 * PythonshellDebugwindow * (-4) Displaytitle
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03:18:33 <esolangs> [[Underload/Numbers]] https://esolangs.org/w/index.php?diff=101493&oldid=81514 * CatIsFluffy * (-918) More numbers and shorter numbers
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10:43:00 <int-e> Ah, I found a better layout for that shapez harvester and now it fits on my screen in full rendering mode, https://int-e.eu/~bf3/tmp/shapez-monster-v2.png ...though I'm not sure why I'm bothering with this. The lure of golfing, I suppose.
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12:34:57 <esolangs> [[EsoBASIC]] https://esolangs.org/w/index.php?diff=101494&oldid=101471 * Yes * (+79)
12:35:13 <esolangs> [[EsoBASIC]] https://esolangs.org/w/index.php?diff=101495&oldid=101494 * Yes * (+4)
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14:56:50 <esolangs> [[FuckBrainfuck]] M https://esolangs.org/w/index.php?diff=101496&oldid=11194 * PythonshellDebugwindow * (+86) Use HTTPS, add link, add category
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16:06:20 <esolangs> [[Deadfish PDA]] M https://esolangs.org/w/index.php?diff=101497&oldid=101490 * PythonshellDebugwindow * (+169) Add links, an example, and a category
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16:09:13 <esolangs> [[AI-Generated Esolang]] M https://esolangs.org/w/index.php?diff=101498&oldid=100295 * PythonshellDebugwindow * (+4) /* Instruction */ Link
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17:49:02 <esolangs> [[Deadfish PDA]] M https://esolangs.org/w/index.php?diff=101499&oldid=101497 * BoundedBeans * (-2) Fixed numerical list
17:54:09 <esolangs> [[Deadfish PDA]] https://esolangs.org/w/index.php?diff=101500&oldid=101499 * BoundedBeans * (+61)
17:56:41 <esolangs> [[Deadfish PDA]] https://esolangs.org/w/index.php?diff=101501&oldid=101500 * BoundedBeans * (-29)
18:00:50 <esolangs> [[Deadfish PDA]] https://esolangs.org/w/index.php?diff=101502&oldid=101501 * BoundedBeans * (+81)
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18:07:06 <esolangs> [[Talk:Deadfish PDA]] N https://esolangs.org/w/index.php?oldid=101503 * BoundedBeans * (+506) Created page with "==Output decisions== Originally this had ASCII output only, but I realized that ASCII and numerical output would both be useful. I've decided that output style should be chose..."
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19:40:33 <esolangs> [[PDAsephone]] M https://esolangs.org/w/index.php?diff=101504&oldid=100108 * BoundedBeans * (+9)
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19:59:56 <esolangs> [[Deadfish PDA]] M https://esolangs.org/w/index.php?diff=101505&oldid=101502 * PythonshellDebugwindow * (+57) /* Truth-machine */ Add numeric output
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20:00:32 <esolangs> [[Deadfish PDA]] M https://esolangs.org/w/index.php?diff=101506&oldid=101505 * PythonshellDebugwindow * (+4) /* Syntax */ Add link to ASCII
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20:05:59 <esolangs> [[CardScript]] N https://esolangs.org/w/index.php?oldid=101507 * Yes * (+174) Created page with "CardScript is an esolang by [[User:Yes]] == Suits == Spade Club Diamond Heart == Numbers (Spade) == A-10 J Q K == Numbers (Club) == A 2 3 4 5 6 7 8 9 10-K == NOT FINISHED =="
20:06:15 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=101508&oldid=101433 * Yes * (+20)
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20:53:36 <esolangs> [[FlipJump]] M https://esolangs.org/w/index.php?diff=101509&oldid=101462 * Tomhe * (+22) intro update
20:55:55 <esolangs> [[BitFlip]] M https://esolangs.org/w/index.php?diff=101510&oldid=98344 * Tomhe * (+15) /* See also */
20:58:11 <esolangs> [[BIT]] M https://esolangs.org/w/index.php?diff=101511&oldid=89868 * Tomhe * (+15) /* See also */
20:58:45 <esolangs> [[BitSwitch]] https://esolangs.org/w/index.php?diff=101512&oldid=101351 * Tomhe * (+15) /* See also */
20:58:56 <esolangs> [[Bitfuck]] https://esolangs.org/w/index.php?diff=101513&oldid=98729 * Tomhe * (+15) /* See also */
20:59:31 <esolangs> [[BIT]] M https://esolangs.org/w/index.php?diff=101514&oldid=101511 * Tomhe * (+0) /* See also */
20:59:46 <esolangs> [[BitSwitch]] M https://esolangs.org/w/index.php?diff=101515&oldid=101512 * Tomhe * (+0) /* See also */
20:59:58 <esolangs> [[Bitfuck]] M https://esolangs.org/w/index.php?diff=101516&oldid=101513 * Tomhe * (+0) /* See also */
21:00:08 <esolangs> [[Brain Ah Fuck]] M https://esolangs.org/w/index.php?diff=101517&oldid=97895 * Tomhe * (+15) /* See also */
21:00:18 <esolangs> [[Boolfuck]] M https://esolangs.org/w/index.php?diff=101518&oldid=98730 * Tomhe * (+15) /* See also */
21:01:51 <esolangs> [[BiTrax]] M https://esolangs.org/w/index.php?diff=101519&oldid=89856 * Tomhe * (+15) /* See also */
21:02:01 <esolangs> [[Boolet]] M https://esolangs.org/w/index.php?diff=101520&oldid=89869 * Tomhe * (+15) /* See also */
21:04:04 <esolangs> [[Bitter]] M https://esolangs.org/w/index.php?diff=101521&oldid=91729 * Tomhe * (+15) /* See also */
21:04:28 <esolangs> [[BitChanger]] M https://esolangs.org/w/index.php?diff=101522&oldid=89858 * Tomhe * (+15) /* See also */
21:05:31 <esolangs> [[ExtendedPig]] N https://esolangs.org/w/index.php?oldid=101523 * BoundedBeans * (+5382) Created page with "ExtendedPig is an extension of [[Pig]] and its derivatives by [[User:BoundedBeans]]. ExtendedPig can contain multiple commands, unlike Pig. Each command should go on its own..."
21:06:05 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101524&oldid=101489 * BoundedBeans * (+18)
21:06:12 <esolangs> [[ByteByteJump]] M https://esolangs.org/w/index.php?diff=101525&oldid=74220 * Tomhe * (+50) /* See Also */
21:06:27 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101526&oldid=101491 * BoundedBeans * (+17)
21:06:41 <esolangs> [[Bitwise Trance]] M https://esolangs.org/w/index.php?diff=101527&oldid=89854 * Tomhe * (+15) /* See also */
21:09:38 <esolangs> [[Izhora]] M https://esolangs.org/w/index.php?diff=101528&oldid=92062 * Tomhe * (+31) /* See also */
21:10:49 <esolangs> [[@everyone]] https://esolangs.org/w/index.php?diff=101529&oldid=98414 * Raptor4694 * (+68) Added link to interpreter implementation
21:12:48 <esolangs> [[Subleq]] M https://esolangs.org/w/index.php?diff=101530&oldid=99491 * Tomhe * (+31) /* See also */
21:13:29 <esolangs> [[Bitwise Cyclic Tag]] M https://esolangs.org/w/index.php?diff=101531&oldid=101141 * Tomhe * (+15) /* See also */
21:15:37 <esolangs> [[PLAWIHA]] N https://esolangs.org/w/index.php?oldid=101532 * BoundedBeans * (+5343) Created page with "PLAWIHA (Programming LAnguage WIth Heavy Accent) is an esolang by [[User:BoundedBeans]] using only Unicode combining characters. It was created entirely independantly of Zal..."
21:15:55 <esolangs> [[Hello world program in esoteric languages (nonalphabetic and A-M)]] M https://esolangs.org/w/index.php?diff=101533&oldid=98703 * Tomhe * (+45) /* FlipJump */
21:15:58 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101534&oldid=101526 * BoundedBeans * (-93)
21:27:15 <esolangs> [[Daffodil]] N https://esolangs.org/w/index.php?oldid=101535 * BoundedBeans * (+3584) Created page with "Daffodil is an esoteric programming language by [[User:BoundedBeans]]. It is a clone of Subleq. That means every command is 3 memory locations, which ran through the following..."
21:27:49 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101536&oldid=101534 * BoundedBeans * (-50)
21:36:34 <esolangs> [[O o]] N https://esolangs.org/w/index.php?oldid=101537 * BoundedBeans * (+2831) Created page with "{{DISPLAYTITLE:O_o}} O_o is a [[brainfuck]] derivative by [[User:BoundedBeans]] that formats its code like elongated eyebrow raise emojis. It is mostly equivalent to brainfuc..."
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21:38:21 <esolangs> [[O o]] https://esolangs.org/w/index.php?diff=101538&oldid=101537 * BoundedBeans * (+164)
21:39:05 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101539&oldid=101524 * BoundedBeans * (+32)
21:39:42 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101540&oldid=101539 * BoundedBeans * (+10)
21:41:08 <esolangs> [[Daffodil]] https://esolangs.org/w/index.php?diff=101541&oldid=101535 * BoundedBeans * (+126)
21:41:52 <esolangs> [[Daffodil]] https://esolangs.org/w/index.php?diff=101542&oldid=101541 * BoundedBeans * (+35)
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21:42:30 <esolangs> [[Daffodil]] https://esolangs.org/w/index.php?diff=101543&oldid=101542 * BoundedBeans * (+2)
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21:43:56 <esolangs> [[Daffodil]] https://esolangs.org/w/index.php?diff=101544&oldid=101543 * BoundedBeans * (-35)
21:44:04 <esolangs> [[Daffodil]] https://esolangs.org/w/index.php?diff=101545&oldid=101544 * BoundedBeans * (-2)
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21:44:23 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101546&oldid=101536 * BoundedBeans * (+17)
21:45:42 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101547&oldid=101546 * BoundedBeans * (-95)
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22:00:04 <esolangs> [[Special:Log/upload]] upload * SpaceByte * uploaded "[[File:Cat.png]]"
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22:02:05 <esolangs> [[NOisE]] N https://esolangs.org/w/index.php?oldid=101549 * SpaceByte * (+5163) png lang
22:02:25 <esolangs> [[NOisE]] M https://esolangs.org/w/index.php?diff=101550&oldid=101549 * SpaceByte * (+2) fix curly bracket issue
22:03:41 <esolangs> [[NOisE]] https://esolangs.org/w/index.php?diff=101551&oldid=101550 * SpaceByte * (+172)
22:04:28 <esolangs> [[NOisE]] https://esolangs.org/w/index.php?diff=101552&oldid=101551 * SpaceByte * (-39)
22:04:47 <esolangs> [[User:SpaceByte]] https://esolangs.org/w/index.php?diff=101553&oldid=101003 * SpaceByte * (+12)
22:05:16 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101554&oldid=101540 * SpaceByte * (+12) Added Noise
22:06:04 <esolangs> [[Bbe doc downloadable]] https://esolangs.org/w/index.php?diff=101555&oldid=100836 * PixelatedStarfish * (+39090)
22:07:32 <esolangs> [[User talk:Yes]] https://esolangs.org/w/index.php?diff=101556&oldid=100751 * SpaceByte * (+517)
22:08:07 <esolangs> [[Bbe doc downloadable]] https://esolangs.org/w/index.php?diff=101557&oldid=101555 * PixelatedStarfish * (-57)
22:15:02 <esolangs> [[lang]] https://esolangs.org/w/index.php?diff=101558&oldid=100756 * SpaceByte * (+136)
22:16:18 <esolangs> [[User talk:Yes]] M https://esolangs.org/w/index.php?diff=101559&oldid=101556 * SpaceByte * (+247) Scratch
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22:51:44 <esolangs> [[Deadfish PDA]] M https://esolangs.org/w/index.php?diff=101560&oldid=101506 * BoundedBeans * (+25) Tagged myself
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23:33:37 <esolangs> [[NOisE]] M https://esolangs.org/w/index.php?diff=101561&oldid=101552 * PythonshellDebugwindow * (+25) /* Cat */ Categoey
23:35:12 <esolangs> [[NOisE]] M https://esolangs.org/w/index.php?diff=101562&oldid=101561 * PythonshellDebugwindow * (-135) /* Commands */ Fix links
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23:39:16 <esolangs> [[Daffodil]] M https://esolangs.org/w/index.php?diff=101563&oldid=101545 * PythonshellDebugwindow * (+31) Link, category
23:40:36 <esolangs> [[O o]] M https://esolangs.org/w/index.php?diff=101564&oldid=101538 * PythonshellDebugwindow * (+22) Remove extra line, add category
23:43:17 <esolangs> [[ExtendedPig]] M https://esolangs.org/w/index.php?diff=101565&oldid=101523 * PythonshellDebugwindow * (+104) See also, add category
23:44:08 <esolangs> [[Pig]] M https://esolangs.org/w/index.php?diff=101566&oldid=97641 * PythonshellDebugwindow * (+32) /* See also */ Add DeafPig and ExtendedPig
23:45:13 <esolangs> [[DeadPig]] M https://esolangs.org/w/index.php?diff=101567&oldid=100443 * PythonshellDebugwindow * (+67) /* The Pig Series */ Mention DeafPig and ExtendedPig
23:45:55 <esolangs> [[SickPig]] M https://esolangs.org/w/index.php?diff=101568&oldid=97643 * PythonshellDebugwindow * (+67) /* The Pig Series */ Add
23:46:22 <esolangs> [[QuinePig]] M https://esolangs.org/w/index.php?diff=101569&oldid=100444 * PythonshellDebugwindow * (+67) /* The Pig Series */ Add
23:53:41 <esolangs> [[DeafPig]] M https://esolangs.org/w/index.php?diff=101570&oldid=100635 * PythonshellDebugwindow * (+316) /* The Pig Series */ Link to ExtendedPig, add interpreter and categories
2022-08-02
00:12:31 <esolangs> [[Ajsone]] https://esolangs.org/w/index.php?diff=101571&oldid=44280 * Esolanger12345 * (+23)
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02:07:34 <esolangs> [[G arD^EN CorUtY@rD]] M https://esolangs.org/w/index.php?diff=101572&oldid=101492 * PythonshellDebugwindow * (-1) Remove extra line
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06:16:37 <esolangs> [[Special:Log/newusers]] create * AntThrowPology * New user account
06:22:34 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101573&oldid=101446 * AntThrowPology * (+243) /* Introductions */
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08:57:20 <wib_jonas> int-e: re https://logs.esolangs.org/libera-esolangs/2022-07.html#lkEb about shapez.io, I decided eventually to not use the same mine for more than one different output. When I did, then to keep up the balance between the two without the machine getting clogged. To solve this, either I have to vent both of the outputs to trash (at lower priority)
08:57:20 <wib_jonas> which means that even when neither output is used to full capacity, the machine will produce at full capacity, which makes debugging harder and I suspect might waste computation time; or I need some stupid two-tank stateful wire thingy to trash only as many shapes as there's excess of use of the other shape, of which I did make a proof of concept
08:57:21 <wib_jonas> but it's kind of silly.
09:08:26 <wib_jonas> "<zzo38> I had started to write a change file for patching SQLite to not use Unicode" => all the parts that use unicode are already optional. there's a statement hidden in https://sqlite.org/invalidutf.html that if you never cause sqlite to convert strings to utf-16 (such as with the sqlite3_value_text16 or sqlite3_result_text16 functions, or
09:08:27 <wib_jonas> PRAGMA encoding, or substr SQL function) then all its operations work on any byte strings.
09:10:39 <wib_jonas> I also don't think it causes SQLite to run slower, except from minor effects from the code having some parts that you don't use, but there's almost always large parts of the SQLite code that you don't use in your program regardless.
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09:13:14 <wib_jonas> "<zzo38> Does any UNIX shell have a command to create a unnamed temporary file and then returns the file path in /proc to that file" => no, because /proc isn't even a Unix thing, it was invented by Linux specifically. but it wouldn't be hard to write this yourself in C.
09:14:31 <wib_jonas> "<companion_cube> Can you even have nameless files on Linux?" => yes, you could always create a file and unlink it and handle it that way. these days you can even create files unnamed. there are filesystem limitations, in particular "unnamed" files on NTFS will have a name.
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10:14:06 <wib_jonas> https://xkcd.com/2653/ => I'm disappointed that this has no goat parts
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12:22:50 <int-e> /lastlog int-e 2
12:26:01 <wib_jonas> @type second
12:26:03 <lambdabot> Arrow a => a b c -> a (d, b) (d, c)
12:26:06 <wib_jonas> no
12:26:08 <int-e> wib_jonas: I have output overflow buffers to compensate for uneven loads... but still, this harvester isn't worth it; the shapes are far too unevenly distributed for that (circles seem to be so abundant that you can find *pure* circles far out, while the windmill shape is hard to find even in quarters. Rectangles and stars seem to be frequently available in halfs.
12:26:08 <wib_jonas> @type snd
12:26:10 <lambdabot> (a, b) -> b
12:26:51 <int-e> (overflow buffers: see the storage thingies to the right in https://int-e.eu/~bf3/tmp/shapez-monster-v2.png )
12:27:45 <int-e> Anyway, I'm going to use single-shape harvesters as well. Ressources are plentiful in the game and wasting them saves significant space.
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12:37:58 <wib_jonas3> int-e: yes, that's the former solution, you're always running that machine even if much less is consumed than it can produce\
12:38:31 <wib_jonas3> I made a working solution that avoids that for two outputs, but never tried more than two outputs
12:38:36 <wib_jonas3> why would I even want more than two outputs?
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12:40:53 <wib_jonas> oops, I ghosted the wrong thing
12:40:55 <wib_jonas> anyway
12:45:05 <wib_jonas> I think at one point I even made a stupid design for the rocket where I had two submachines that gave two outputs each and consumed one output of the other, which also locks up super easily. but I'm not sure of the details.
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13:29:00 <int-e> wib_jonas: Hmm. I have a slice factory, but how do I copy it... do I really need to copy the layers separately...
13:52:01 <wib_jonas> int-e: if you mean the belt/machine layer and the wire/gate layer then yes
13:52:12 <int-e> yeah that's what I meant
13:52:28 <wib_jonas> yeah, that's a FAQ, it probably won't be changed in shapez.io 1
13:53:40 <int-e> this is a bit annoying... copying is kind of okay actually, but moving things is destructive when the layers collide. As I'm sure you know... I'm just discovering this.
13:55:16 <int-e> "two submachines that gave two outputs each and consumed one output of the other" ... that does sound insane. How do you even get that started?
13:56:09 <int-e> I have one or two large factories where I had to drain some internal lines to get things up to speed. No huge lockups yet.
13:56:49 <int-e> (I mean, no huge lockups from machines that I thought were running smoothly... obviously all sorts of things go wrong while editing)
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13:59:06 <int-e> Other things I wish I could do... get rid of all the garbage stored in the hub.
13:59:50 <int-e> (selectively)
14:04:26 <wib_jonas> I think it's actually a good feature, even if it doesn't seem like that at first.. Having to copy both layers is a very small inconvenience. If copy+paste or delete acted on both layers, then I could edit a part of the factory that's completely in the belt layer, and wouldn't even notice that I broke an unrelated wire that happens to cross through
14:04:27 <wib_jonas> that between other sections, since the wires are completely invisible when I do this.
14:05:07 <int-e> Sure, it has to be a deliberate choice
14:05:22 <int-e> and I guess we've run out of modifiers already
14:05:43 <int-e> shift, ctrl, alt, what is this, emacs?
14:07:22 <wib_jonas> int-e: as for the two co-dependent submachines, dunno, I can try to reconstruct why that happened later
14:08:36 <wib_jonas> int-e: so are you trying to solve freeplay levels yet? and which section of freeplay levels (there are between two to seven sections depending on how you count)?
14:09:17 <int-e> I haven't even done the first freeplay level. Though I'm about ready for that, I think.
14:09:44 <wib_jonas> have you solved all non-freeplay levels?
14:09:55 <int-e> Yes.
14:10:53 <int-e> Also got everything to tier 15? Factor 8.9. But that's just because designing an automated factory takes so long.
14:11:32 <wib_jonas> sure, that's how "not idle game" usually works, there's always something else to do while you wait for something. that's definitely a feature.
14:12:41 <wib_jonas> mind you, shapez.io gets this partly wrong because it only tells you about one level shape at a time, you don't see the next ones so you can't start building for the next one while you're waiting for a slow machine of the previous one
14:13:19 <wib_jonas> this is especially annoying in freeplay, which you could play much faster if the hub gave you the next shape
14:15:51 <wib_jonas> it helps a bit that there are two hard puzzles to solve for upgrades while you are solving the last non-freeplay levels
14:16:42 <wib_jonas> but even so, other games often do it better, always giving you several goals that you know of so you can think ahead
14:18:24 <int-e> I actually worked a bit on reducing the factory's latency on switchovers.
14:19:19 <int-e> Oh well. I'll probably say something when the pieces come together.
14:19:24 <wib_jonas> and it's not just about the waiting, there are intermediate shapes that I want to build a bigger factory of immediately because I know it's needed for another level or upgrade, most importantly I want more of the tier 5 stacking upgrade shape because the tier 6 shape needs it
14:19:53 <wib_jonas> also the tier 5 and 6 painting shapes
14:20:24 <wib_jonas> in fact, all four pairs of tier 5 and 6 shapes are like this
14:21:03 <int-e> oh you mean the thing where the next tier just adds another layer of the same kind on top
14:22:07 <wib_jonas> the painting upgrade does that; the other three upgrades add another layer but not of the same kind
14:30:28 <int-e> https://int-e.eu/~bf3/tmp/shapez-foo.png ...fun little corner case (it does what I thought it would)
14:35:59 <sknebel> has anyone turned shapez into an esolang already?
14:38:05 <int-e> Like, if you allow infinite towers, can you do arbitrary computations without the wire layer? :P
14:45:42 <int-e> wib_jonas: I watched this yesterday, https://www.youtube.com/watch?v=-3CroGG9wKE ...clearly having a list of shapes in advance is very helpful (and there's some pretty clever planning in there when it comes to reusing machinery. not that I really followed what those modificationss did exactly)
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14:47:02 <int-e> I like how the last 18 minutes is just "waiting for rockets".
14:49:42 <wib_jonas> int-e: as for fun little corner cases, did you know that (a) the mixer can mix pigments redundantly, with both inputs being dark on one channel, (b) the hub doesn't accept pigments, so belts to the hub can be blocked just like belts to most machines?
14:51:04 <int-e> wib_jonas: (a) yes, but why would I waste paint like that? (b) you mentioned that the other day.
14:51:27 <int-e> I found out about the "B" key yesterday. That's so much better than cutting and repasting.
14:51:37 <int-e> (And it should work on the hub. I hope.)
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14:51:57 <int-e> (This is when you have a selection; "B" clears selected belts)
14:52:33 <wib_jonas> there are also some more usable tricks that you might be spoiled on by now
14:53:31 <wib_jonas> almost certainly if you watched a speedrun
14:54:16 <int-e> Yeah, I saw a few cute editing tricks. But I don't care too much about fast editing.
14:54:49 <int-e> I've glimpsed at some machines that look quite compact, but I didn't actually try to work them out.
14:54:57 <wib_jonas> I don't mean editing, I mean that unintended thing on how to reduce latency on long belts
14:55:37 <int-e> Ah.
14:56:00 <int-e> Yeah, that was in the 16 minutes speedrun to blueprints... that was funny.
14:56:11 <int-e> I might use it later. Maybe.
14:57:31 <wib_jonas> and also for how to get more than 16 belts' worth speed of shapes into the hub
14:58:47 <wib_jonas> wait, 16 minutes to blueprints? that can't be the same thing, you don't unlock the latency reduction until later
14:59:36 <int-e> https://www.youtube.com/watch?v=AGLpoVbm4JY
15:00:31 <wib_jonas> int-e: can you give a timestamp?
15:00:34 <int-e> The player mentions the lower latency in passing.
15:00:53 <wib_jonas> oh, so it's just in the dialog
15:01:16 <wib_jonas> (the latency test at https://i.stack.imgur.com/ITv1a.png gives away the secret)
15:02:18 <int-e> I'm pretty sure he mentioned that just making a highway of those merger/splitters would make things arrive a bit faster. But I may have forgotten about a caveat, I wasn't paying close attention.
15:03:50 <wib_jonas> no it wouldn't
15:04:07 <wib_jonas> mergers or splitters would be slower or have the same latency at best case
15:04:30 <wib_jonas> balancers can help increase the *throughput* to the hub, if you place them properly
15:04:41 <wib_jonas> it doesn't help with the latency of a highway
15:05:21 <int-e> Anyway, I'll worry about these things later, or possibly never.
15:05:27 <wib_jonas> and AFAIU using balancers is the only way to get more than four belt speed's worth into the hub
15:05:47 <wib_jonas> I never used that accidental feature by the way, only the latency reduction
15:05:55 <wib_jonas> ... yet?
15:06:13 <int-e> I meant the balancer, I'm just thinking of it as a combined merger and splitter.
15:06:58 <wib_jonas> yes, and a balancer can't help you reduce latency of a long distance highway compared to a long straight belt
15:07:51 <wib_jonas> unless there's some FPS-dependent phenomenon that I haven't seen that is
15:10:08 <int-e> well, you're wrong.
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15:20:18 <int-e> wib_jonas: I just started with https://int-e.eu/~bf3/tmp/balancer-1.png triggered by pasting in 4 belt pieces (so they start simultaneously), and arrival ~140 blocks further to the right looked like this: https://int-e.eu/~bf3/tmp/balancer-2.png. That's with a speedup of 8.9 for everything, maybe that matters (rounding? I have not looked at any code.)
15:23:00 <wib_jonas> int-e: dunno, that might match https://i.stack.imgur.com/ITv1a.png where apparently the first square arrives earlier but the next one later than the ones from the belt.
15:24:34 <wib_jonas> so maybe you can get better latency for one or two shapes, but sadly it's something like the 100th to 400th shape that will matter
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15:54:29 <int-e> Well, let's use a bigger setup then... https://int-e.eu/~bf3/tmp/balancer-3.png arrival: https://int-e.eu/~bf3/tmp/balancer-4.png 256 squares worth of stuff later: https://int-e.eu/~bf3/tmp/balancer-5.png ...looks pretty much the same (damn, I should've made sure to make those screenshots at the same scale)
16:00:03 <wib_jonas> int-e: hey, that's not fair! I have no reason to think that curved belts behave the same as straight belts
16:00:16 <wib_jonas> oh, sorry, that's just the input buffer
16:00:33 <wib_jonas> I just used miners that saturate the belts plus circuits to start and stop them for that
16:00:35 <wib_jonas> no buffer
16:00:48 <wib_jonas> also interesting
16:00:59 <wib_jonas> that shows that the balancers are a bit faster for you
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16:01:04 <wib_jonas> I don't know what to think then
16:01:28 <wib_jonas> in any case that no longer matters in late game, which is when you care about the latency more
16:01:38 <wib_jonas> er postgame I mean
16:01:46 <wib_jonas> freeplay is postgame, right?
16:08:36 <int-e> works for me
16:09:02 <int-e> wib_jonas: I was worried about the curves even for the buffer... but all paths have the same curving, so it should be fair.
16:09:18 <int-e> length for that experiment was 144 exactly
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16:13:49 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101574&oldid=101477 * PixelatedStarfish * (+231) /* Casting */
16:14:32 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101575&oldid=101574 * PixelatedStarfish * (+13) /* Assignment */
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16:17:25 <int-e> tunnels, otoh, seem to introduce a bit of a delay
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16:27:24 <int-e> Oh but with 9x speedup that delay is significantly smaller. So... maybe a similar thing could be happening with the balancer where the results vary with the speedup factor?
16:28:19 <wib_jonas> int-e: quite possible. the details of everything like this depend on fps so they probably depend on the upgrades too
16:28:46 <int-e> In any case, none of this seems very relevant. I can see the value of throughput, but a 5, maybe 10% reduction in latency? Not something I actually worry about. It's a fascinating phenomenon though.
16:29:10 <wib_jonas> and by fps I mean the setting that sets the number of computed frames per in-game seconds, which are often be slower than real time if the game is lagging
16:29:43 <wib_jonas> int-e: yes, it usually doesn't matter
16:29:47 <int-e> Tick rate is 60Hz, fwiw.
16:30:12 <wib_jonas> that's the default, yes
16:30:54 <wib_jonas> that makes it even more moot because the better way to get low latency for long straight passages works better at high tick rate than low tick rate
16:33:11 <int-e> Anyway, enough experimentation. In fact, enough of that game for today. I'll assemble and finally complete level 27 tomorrow. And then I'll see what twists await me.
16:35:33 <wib_jonas> good
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17:02:03 <esolangs> [[User talk:Yes]] https://esolangs.org/w/index.php?diff=101576&oldid=101559 * Yes * (+104)
17:02:34 <esolangs> [[User talk:Yes]] https://esolangs.org/w/index.php?diff=101577&oldid=101576 * Yes * (+80)
17:02:53 <esolangs> [[User talk:Yes]] https://esolangs.org/w/index.php?diff=101578&oldid=101577 * Yes * (+4)
17:03:26 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=101579&oldid=101508 * Yes * (-5)
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23:45:42 <Guest667> 01->1# +# :# 0# g# ,# :# 5# 8# *# 4# +# -# _@
23:52:33 <fizzie> `! befunge 01->1# +# :# 0# g# ,# :# 5# 8# *# 4# +# -# _@ just for the record
23:52:35 <HackEso> 01->1# +# :# 0# g# ,# :# 5# 8# *# 4# +# -# _@
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23:56:41 <unicode1> https://esolangs.org/wiki/Esoteric_Awards so they stopped after 2006?
23:56:47 <unicode1> whats to stop it from being revived?
2022-08-03
00:05:32 <fizzie> `! befunge >:#+0#1g# ,#$:#$46*-#1_ @ shortened down a little
00:05:33 <HackEso> ​>:#+0#1g# ,#$:#$46*-#1_ @
00:05:45 <fizzie> (I don't like bidirectional oneliners that leave the other direction entirely empty.)
00:06:22 <esolangs> [[ASCIIORb]] https://esolangs.org/w/index.php?diff=101580&oldid=92752 * Kaveh Yousefi * (-8) Removed the erroneous argument STAQ, which does not contribute to the REP command, from the example, and amended the description of the Numerical stack regarding the transfer of its elements into the Queue stack.
00:07:29 <esolangs> [[ASCIIORb]] https://esolangs.org/w/index.php?diff=101581&oldid=101580 * Kaveh Yousefi * (+166) Added a hyperlink to my implementation of the ASCIIORb programming language on GitHub and changed the category tag Unimplemented to Implemented.
00:08:31 <fizzie> As for the awards, I imagine nothing else is stopping them from being revived than general laziness and antipathy. Many other things have just... stopped, too.
00:10:06 <esolangs> [[ASCIIORb]] https://esolangs.org/w/index.php?diff=101582&oldid=101581 * Kaveh Yousefi * (+360) Added an example section with an initial member.
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00:22:46 <unicode1b> look at all the spam they had back in 2009:http://esolangs.org/forum/
00:23:03 <unicode1b> or wait 2011
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01:03:53 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101583&oldid=101575 * PixelatedStarfish * (+50) /* Assignment */
01:05:19 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101584&oldid=101583 * PixelatedStarfish * (+126) /* Assignment */
01:05:35 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101585&oldid=101584 * PixelatedStarfish * (+0) /* Assignment */
01:05:52 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101586&oldid=101585 * PixelatedStarfish * (+0) /* Assignment */
01:10:48 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101587&oldid=101586 * PixelatedStarfish * (+118) /* Specifying Function Input Types */
01:11:28 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101588&oldid=101587 * PixelatedStarfish * (+0) /* Specifying Function Input Types */
01:27:21 <esolangs> [[Talk:G arD^EN CorUtY@rD]] N https://esolangs.org/w/index.php?oldid=101589 * Salpynx * (+967) start of an interpreter
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03:04:12 <esolangs> [[Esolang:Sandbox]] https://esolangs.org/w/index.php?diff=101590&oldid=101242 * AntThrowPology * (+0)
03:06:31 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101591&oldid=101588 * PixelatedStarfish * (+78) /* Sources */
03:06:48 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101592&oldid=101591 * PixelatedStarfish * (+0) /* External Links */
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07:16:22 <esolangs> [[4]] https://esolangs.org/w/index.php?diff=101593&oldid=78009 * XKCD Random Number * (+258) THIS IS NOT A BOUNDED STORAGE MACHINE!!
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07:44:33 <esolangs> [[User:XKCD Random Number]] https://esolangs.org/w/index.php?diff=101594&oldid=101374 * XKCD Random Number * (+881) Eso2D prints 0 by mistake
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09:42:28 <wib_jonas> heh, the link from https://www.w3.org/Protocols/ to RFC 7321 is broken
09:42:47 <wib_jonas> a site that works is http://www.faqs.org/rfcs/rfc7321.html just in case you need one
09:44:03 <wib_jonas> sorry http://www.faqs.org/rfcs/rfc7231.html , I got the number wrong
09:46:10 <int-e> wib_jonas: reached level 101, but not fully automated (I did some manual buffering to amplify the throughput; my sole factory only saturates one belt, and I want to tweak it a bit more before duplicating it)
09:47:06 <int-e> https://int-e.eu/~bf3/tmp/shapez-101.png ...could be worse. (The part directly above the hub needs tweaks.)
09:47:31 <int-e> (I hoped 101 would have a twist, but nope.)
09:48:23 <int-e> not in the screenshot: resource gathering (4 belts worth of each shape and color)
09:48:54 <wib_jonas> int-e: makes sense. the machines that I used to solve freeplay levels was controlled manually by buttons. first I made it completely button-controlled with no logic at all, then added more and more logic into it. at one stage it had only like six buttons remaining to make it work, and could plausibly have been operated by randomly mashing buttons
09:48:55 <wib_jonas> every twenty seconds.
09:51:02 <int-e> Yeah I wanted full automation for slices
09:51:19 <int-e> So it took me a while to get there :)
09:54:07 <wib_jonas> and no, the next change twist is I think somewhere above level 299 and then final one somewhere above level 587, but there's no twist, only that the required amount of shapes keeps growing until you need more than 4 then more than 8 belts to the hub to deliver the freeplay shapes.
09:54:27 <int-e> Before the numbers exceeded a full belt's worth, it automatically solved levels at 1 per 40s (well, except each time it added more slices)
09:56:04 <wib_jonas> (that's not the full story, I also had to rebuild large parts of the machine because I had incorrect ideas about what the later freeplay shapes would be like, so the machine that happened to work for the two layer shapes didn't scale like I planned)
09:56:56 <wib_jonas> I'm probably getting the level numbers wrong here by the way
09:57:03 <int-e> it's fine
09:57:18 <wib_jonas> also one level per 40 seconds is quite quick, my machine is much slower than that\
09:57:29 <int-e> I did anticipate holes in slices.
09:58:04 <int-e> That was with 3 slices though, hmm. I guess it's closer to a minute now. I /did/ put in some logic to drain some lines of unwanted items though, which seems to be working.
09:58:10 <wib_jonas> I don't know how fast it was for the early levels admittedly, since at that time I was still actively editing the machine
09:58:57 <int-e> I did learn that the storage block can be clogged. That'll be annoying.
09:59:11 <wib_jonas> in particular right after solving the first freeplay level, I made sure to have a museum, a long belt where I store exactly one copy of every freeplay shape. the mechanism to separate exactly one shape proved to be quite tricky to make, even if I made a manual button-controlled one at first
09:59:42 <int-e> hah
09:59:55 <wib_jonas> eventually I managed to fully automate this, so I believe that I do have two museums with exactly one copy of all freeplay shape starting from the very first one in them
10:00:45 <wib_jonas> it's two museums just for redundancy in case I accidentally erase into one by trying to scroll the screen with the right mouse button, since my fingers were very used to that from OpenTTD
10:01:14 <wib_jonas> but the first few freeplay shapes were sent in there by a button-controlled one-shape-separator mechanism
10:01:58 <wib_jonas> I guess you could call it trophy room instead of museum
10:02:09 <int-e> either works
10:03:49 <wib_jonas> https://cdn.discordapp.com/attachments/706121159405731913/867988301276123186/a.png shows a snapshot of the museum, and by the way, DON'T try to make the belts of the museum shaped like that tight space-filling curve, it seems like a good idea at first but the shapez.io interface really hates it
10:04:21 <wib_jonas> you think you could just make that fractal belt by repeatedly doubling a belt with the copy-paste mechanism, but no, that doesn't work
10:04:46 <wib_jonas> I should have given up early and made either just a zig-zag or a less tight space-filling curve with a tile of gap between the belts, but I was stubborn
10:05:43 <int-e> belts autoconnect in weird ways
10:05:47 <int-e> it's quite vexing
10:06:10 <int-e> I see you gave up a bit to the left :)
10:06:44 <int-e> or is that the second museum, hmm.
10:07:06 <wib_jonas> int-e: no, https://i.stack.imgur.com/s18LD.png https://i.stack.imgur.com/mlWIS.png
10:07:34 <wib_jonas> they're big because I knew it would be very hard to extend it later without losing a shape
10:08:17 <int-e> right.
10:08:32 <int-e> you could've started with a bunch of filler shapes for that purpose
10:08:47 * int-e shrugs
10:08:50 <wib_jonas> now in theory I may be able to replace the first few shapes from screenshots, but I'd rather not worry about that
10:13:55 <wib_jonas> so I think the timeline was, build a button-controlled machine based on incorrect ideas about the freeplay shapes, use it to solve the first freeplay level, build the museum and the button-controlled separating mechanism, solve a few dozen levels while researching freeplay shapes more and realizing that the machine won't scale, almost completely
10:13:56 <wib_jonas> rebuild the button-controlled freeplay machine, automate the museum, slightly improve freeplay machine, gradually semi-automate the freeplay machine and eventually completely automate it, decide that it's finished and replace the long belt sections with storages because I'm lazy to try to move the machine closer to the hub
10:16:05 <wib_jonas> no wait, that last part isn't quite right
10:16:08 <int-e> yeah moving stuff is painful
10:18:36 <wib_jonas> somewhere around the end I built a buffering mechanism around the hub to collect shapes and let them into the hub all that once, first on just eight belts then twelve, because the machine can only output four belts' worth and I didn't want to build it bigger, then automated that buffering mechanism (I made the counting mechanism way more
10:18:37 <wib_jonas> complicated than it should be), and fine tuned it
10:19:00 <wib_jonas> and probably replaced the long belt sections with storages only near the end of that
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10:36:30 <int-e> Apparently one can make this and I have no clue how: https://int-e.eu/~bf3/tmp/shapez-wtf.png
10:38:27 <wib_jonas> int-e: I believe the players figured out some implementable test for exactly what shapes you can and can't build and how to build them, and exactly one player built a machine that can fully automatically build any shape that can be built, but I haven't tried to understand any details of that other than seeing why it's a hard problem
10:38:30 <int-e> (Not sure; this is computer generated based on my current understanding of cutting and stacking.)
10:39:04 <int-e> Yeah I'm doing the first part of that, but I'm treating the game as a black box.
10:39:11 <wib_jonas> in particular, I don't understand whether you ever need to stack shapes in a way that would result in more than four layers to create some shapes
10:39:29 <int-e> Good question, hmm. I can check that.
10:39:49 <wib_jonas> the source code is available, but I never tried to read how exactly stacking works, I read it to understand exactly how freeplay shapes are generated
10:40:09 <wib_jonas> I do believe I understand the freeplay shape generation mechanism though
10:42:18 <int-e> My program says yes... there are 48432 arrangements with truncated stacking and 44328 without.
10:43:08 <int-e> (Out of 2^16 if you naively place holes or shapes, disregarding the game physics)
10:44:06 <int-e> ironically I can't easily give an example of that :P
10:44:12 <wib_jonas> is that the number of arrangements that you can create?
10:44:31 <int-e> Oh maybe I can... the wtf shape is probably such an example.
10:45:38 <wib_jonas> wait, 2**16? that's way too little. four layers with no holes gives 2**80
10:45:55 <wib_jonas> oh, you mean arrangements where you ignore the colors and shapes of the pieces?
10:46:04 <int-e> I'm just worrying about which spaces are occupied, not shapes or colors.
10:46:12 <wib_jonas> that might make sense
10:46:49 <int-e> Once you have worked out how to create such an arrangement you can work backwards and figure out where each piece originated, and place the right shape and color there.
10:47:02 <wib_jonas> right, that's enough to determine if the shape can be built
10:47:33 <int-e> (and we know how to make arbitrary slices)
10:51:07 <int-e> I really want to call this a shape... shapes could be types, and colors would still be colors. :P
10:52:08 <wib_jonas> no, color items on belts are pigments
10:52:15 <wib_jonas> or paint if you prefer
10:52:40 <wib_jonas> color is the property that they or parts of a shape have
10:52:43 <int-e> Anyway, terminology is hard.
10:52:48 <wib_jonas> sure
10:53:20 <wib_jonas> but "shape" is in the name of the game and I don't think it refers to what you want it to mean
10:53:41 <int-e> Maybe I could compromise of called the arrangement the type of a shape.
10:54:05 <int-e> s/of/on/?
10:54:51 <wib_jonas> dunno
10:55:37 <int-e> "Of" is definitely wrong, "on" may be correct. "called" should be "calling". Grammar is hard in real time.
10:56:23 <wib_jonas> the brief description of the game on Steam is "shapez is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map." I think that fixes what a shape is.
10:57:06 <wib_jonas> But if that's a shape, the what do you call one of the four possible shapes that a corner can have, R C S W?
10:57:47 <int-e> *I*'m calling those shapes, but I realize that this is troubling.
10:58:17 <wib_jonas> yeah, they're corner shapes
10:58:24 <int-e> sectors if you will
10:58:27 <int-e> or quadrants
10:58:46 <int-e> but those should comprise a shape and a color
10:58:53 <int-e> (or absence of both)
11:01:45 <wib_jonas> ok, so is uncolored (gray) a color?
11:01:48 <wib_jonas> :-P
11:02:18 <int-e> hmm. yes.
11:02:21 <int-e> maybe.
11:02:29 <int-e> I think it's a color but not a paint :P
11:02:39 <int-e> A bit of a pain though ;)
11:03:37 <wib_jonas> it's not much of a pain as things I had to handle in my freeplay machine go
11:04:46 <wib_jonas> that the fricking missing corner can break the symmetry of the shape was the really big pain, the machine would be so much simpler without that
11:05:04 <wib_jonas> I consider that an ascended bug in the freeplay shape generating code
11:06:08 <int-e> Somehow, I did plan for both unpainted pieces and missing corners in my slice maker.
11:06:43 <int-e> What I'm afraid of is that the final stacking may get interesting.
11:07:36 <int-e> But I'll see. For now it's cleanup (I expect I'll need to deal with variable number of slices, that's the obvious *easy* tweak on stacking) and a bit more throughput.
11:09:32 <wib_jonas> It won't.
11:10:29 <wib_jonas> and I did account for this from the start, but it was still a pain
11:10:56 <int-e> Making slices with holes is the only place where I have binary logic gates.
11:11:42 <wib_jonas> well sure, you don't need the logic gates because you can do any computation by applying the the equals gate to booleans
11:12:30 <wib_jonas> or at least I think you can
11:12:34 <wib_jonas> maybe not
11:12:37 <int-e> That's a linear function.
11:12:49 <int-e> (negated xor)
11:13:17 <int-e> But what I meant is that the rest is either straight comparisons or negations thereof
11:13:34 <int-e> or double negations is very few places
11:13:38 <wib_jonas> right, so you may need transistors and use missing values or conflicts with the stupid rules that shapez.io logic has
11:14:46 <int-e> Anyway, it's nice to have this part working :)
11:17:35 <wib_jonas> no, I'm incorrect
11:18:02 <int-e> a transistor will give you an and gate, more or less.
11:18:47 <wib_jonas> on booleans yes, but it does more on shape or pigment signals, it lets you do conditionals on them
11:18:47 <int-e> (you can fix the caveats by adding a double negation to the output)
11:18:56 <int-e> oh, sure.
11:19:10 <int-e> haven't done that yet either
11:19:18 <wib_jonas> and even on boolean-or-missing-or-conflict I think it does more than just an or gate
11:19:36 <wib_jonas> it gives you an easier way to implement some kinds of flip-flop
11:19:57 <int-e> Anyway, that's an unexplored area for me.
11:19:59 <wib_jonas> I think
11:20:12 <int-e> I only had booleans in mind
11:20:18 <wib_jonas> honestly I hate shapez.io wire logic and tried to forget most of what I figured out about it\
11:20:44 <wib_jonas> the whole wires update is designed incredibly badly compared to how good the base game is
11:20:53 <int-e> so if you really wanted to, you could do without the or and and gates and still make full logic work.
11:21:08 <wib_jonas> adding logic and wires is a good idea, but the specific design is really hard to use
11:21:10 <int-e> modulo timing
11:21:14 <int-e> which I'm sure is a mess
11:21:36 <int-e> and which I guess you had to mess around with to get the single shape isolator to work
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12:36:53 <int-e> wib_jonas: Aah, I messed up the wtf shape, I misread my bitmasks. https://int-e.eu/~bf3/tmp/shapez-wtf.png is a bit less precariously balanced.
12:37:42 <int-e> And in fact I see how to make that.
12:42:31 <int-e> (bitmasks: In my program, the arrangement is encoded as 0x3431, where each nibble represents a slice in circular order (say, clockwise)) And somehow I thought that 1 and 3 didn't overlap. Stupid.
12:42:35 <int-e> )
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12:55:11 <wib_jonas> I see
12:55:39 <wib_jonas> did you manage to find a specific arrangement that requires fifth layer dropping?
12:55:49 <wib_jonas> I wonder what the simplest one is
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13:06:49 <int-e> hmm, "simplest"
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13:26:54 <int-e> https://int-e.eu/~bf3/tmp/shapez-overflow.png is a good candidate for simplest, I think.
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13:27:34 <int-e> err, wait a minute... I messed up once more
13:29:32 <int-e> wib_jonas: Okay, now fixed. https://int-e.eu/~bf3/tmp/shapez-overflow.png
13:30:49 <int-e> There's no arrangements of height 3 that benefit from overflowing.
13:32:06 <int-e> (which makes sense: when an overflow happens, all layers are occupied, so you need to cut something. But we can make all possible half-shapes by stacking three-quarter slices, and then cutting off one half)
13:33:09 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101595&oldid=101573 * Eso-t * (+179) /* Introductions */
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13:45:56 <wib_jonas> "There's no arrangements of height 3 that benefit from overflowing." => hmm, I was wondering for a moment how that would even be plausible, but in fact you can cut a 4 layer shape to get a 3 layer shape, so this isn't obvious
13:46:18 <wib_jonas> yeah, what you said
13:46:19 <wib_jonas> thank you
13:46:51 <esolangs> [[ONABOBFE4P]] N https://esolangs.org/w/index.php?oldid=101598 * Eso-t * (+1399) Created page with "[[File:ONABOBFE4P BF Curse Interpreter.gif|thumb|alt=[Image of interpreter]|One of ONABOBFE4P's BrainFuck interpreters (the one that uses curses)]] :''Oh no, Another Bunch Of..."
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13:48:49 <wib_jonas> I recommend an url like https://viewer.shapez.io/?CwCwCwCw:CuCuCuCu:------Cw:CrCrCr-- to describe a shape by the way, it's more self-contained than your image link
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13:56:53 <int-e> wib_jonas: Proof of feasibility: https://int-e.eu/~bf3/tmp/shapez-overflow-poc.png
13:57:07 <int-e> "Error"
13:58:13 <int-e> So basically, the rocket trick, but you can shave off the supporting part.
13:58:19 <esolangs> [[Brainfuck]] https://esolangs.org/w/index.php?diff=101600&oldid=101410 * Eso-t * (+272)
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15:34:24 <wib_jonas> int-e: thank you, that's a nice illustration
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16:29:37 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101606&oldid=101605 * PixelatedStarfish * (+470) /* Sources */
16:55:27 <esolangs> [[Special:Log/move]] move * Bor0 * moved [[Budge]] to [[Budge-PL]]
16:55:59 <esolangs> [[Budge-PL]] https://esolangs.org/w/index.php?diff=101609&oldid=101607 * Bor0 * (+15)
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18:11:23 <esolangs> [[ONABOBFE4P]] M https://esolangs.org/w/index.php?diff=101612&oldid=101599 * PythonshellDebugwindow * (+78) Add categories
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18:40:25 <esolangs> [[Teramithic]] M https://esolangs.org/w/index.php?diff=101614&oldid=101613 * Digital Hunter * (+3) /* Factorial */ this is embarassing. These are all going to be changed anyway once i update the page to match the newest version of Teramithic
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20:03:20 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101616&oldid=101615 * PixelatedStarfish * (+102) /* Grammar in EBNF */
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22:43:25 <esolangs> [[User:Yes/Sandbox]] N https://esolangs.org/w/index.php?oldid=101618 * Yes * (+51) Created page with "THIS IS MAH SANDBOXZ DEAL WITH IT!!!1!!!!11!1!!11!!"
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02:32:20 <esolangs> [[Special:Log/move]] move * Squidmanescape * moved [[User:Squidmanescape]] to [[User:Sphyrna]]: I want to do it.
02:32:44 <esolangs> [[User:Squidmanescape]] https://esolangs.org/w/index.php?diff=101626&oldid=101625 * Squidmanescape * (+1) Removed redirect to [[User:Sphyrna]]
02:34:26 <esolangs> [[User:Squidmanescape]] https://esolangs.org/w/index.php?diff=101627&oldid=101626 * Squidmanescape * (+587) This is what I have done.
02:38:39 <esolangs> [[Bbe doc downloadable]] https://esolangs.org/w/index.php?diff=101628&oldid=101557 * PixelatedStarfish * (+1020)
02:38:43 <esolangs> [[User:Sphyrna]] https://esolangs.org/w/index.php?diff=101629&oldid=101624 * Squidmanescape * (-783) Blanked the page
02:44:54 <esolangs> [[Talk:G arD^EN CorUtY@rD]] https://esolangs.org/w/index.php?diff=101630&oldid=101589 * Salpynx * (+276) /* Interpreter */
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02:48:21 <esolangs> [[Special:Log/move]] move * Squidmanescape * moved [[User:Sphyrna]] to [[LambdaStack]]: I can.
02:51:51 <esolangs> [[LambdaStack]] https://esolangs.org/w/index.php?diff=101633&oldid=101631 * Squidmanescape * (+50)
02:52:47 <esolangs> [[User:Sphyrna]] https://esolangs.org/w/index.php?diff=101634&oldid=101632 * Squidmanescape * (+41) Removed redirect to [[LambdaStack]]
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05:54:31 <esolangs> [[Brain4Ever]] https://esolangs.org/w/index.php?diff=101635&oldid=101620 * LEOMOK * (+642)
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10:35:08 <esolangs> [[User:Yes/Sandbox]] M https://esolangs.org/w/index.php?diff=101636&oldid=101618 * SpaceByte * (+46) false
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13:15:42 <esolangs> [[D]] https://esolangs.org/w/index.php?diff=101637&oldid=101214 * Yes * (+19)
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13:52:34 <esolangs> [[Broken Tape]] N https://esolangs.org/w/index.php?oldid=101638 * Yes * (+1788) Created page with "Broken Tape is an esolang made by [[User:Yes]] that uses a broken tape processor. == The Tape == The tape is a 1D array of cells, like any other. But, the tape processor is b..."
13:54:15 <esolangs> [[List of ideas]] https://esolangs.org/w/index.php?diff=101639&oldid=101217 * Yes * (+45) /* Joke/Silly Ideas */
13:54:51 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=101640&oldid=101619 * Yes * (+26)
13:59:19 <esolangs> [[Talk:ROTfuck]] https://esolangs.org/w/index.php?diff=101641&oldid=69826 * Nmcassa * (+402)
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14:37:00 <int-e> `date
14:37:03 <HackEso> Thu Aug 4 14:37:01 UTC 2022
14:53:52 <esolangs> [[99 bottles of pain]] M https://esolangs.org/w/index.php?diff=101642&oldid=101485 * PythonshellDebugwindow * (+45) Add link and category
14:55:17 <esolangs> [[Teramithic]] https://esolangs.org/w/index.php?diff=101643&oldid=101617 * Digital Hunter * (+287) /* Functions */ information i forgot to add
14:56:51 <esolangs> [[Teramithic]] https://esolangs.org/w/index.php?diff=101644&oldid=101643 * Digital Hunter * (+69) /* Expressions, variables, and functions */ detail i forgot to add
15:08:05 <esolangs> [[User:ProjectEuler/Sandbox]] N https://esolangs.org/w/index.php?oldid=101645 * XKCD Random Number * (+2535) Sandbox
15:12:20 <esolangs> [[User:ProjectEuler/Sandbox]] https://esolangs.org/w/index.php?diff=101646&oldid=101645 * XKCD Random Number * (+134)
15:17:04 <esolangs> [[User:Eso-t]] M https://esolangs.org/w/index.php?diff=101647&oldid=101597 * XKCD Random Number * (+19)
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17:09:46 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101648&oldid=101623 * PixelatedStarfish * (+89) /* Concurrency and Threading */
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18:47:08 <esolangs> [[Ixth]] N https://esolangs.org/w/index.php?oldid=101649 * Munvoseli * (+870) Created page with "{{infobox proglang |name=Ixth |author=munvoseli |year=[[:Category:2022|2022]] |refimpl=[https://github.com/munvoseli/ixth ixth on github] |files=<code>.ixth</code>, <code>.txt..."
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20:12:05 <esolangs> [[Bifuck]] N https://esolangs.org/w/index.php?oldid=101650 * SpaceByte * (+2620) bifuck is cool ig
20:13:26 <esolangs> [[User:SpaceByte]] https://esolangs.org/w/index.php?diff=101651&oldid=101553 * SpaceByte * (+97)
20:14:10 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101652&oldid=101610 * SpaceByte * (+13) bifuck!
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20:29:58 <esolangs> [[Brainfork (interpreter)]] N https://esolangs.org/w/index.php?oldid=101653 * SpaceByte * (+1999) bf interp
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20:30:47 <esolangs> [[Bifuck]] https://esolangs.org/w/index.php?diff=101654&oldid=101650 * SpaceByte * (+28)
20:32:06 <esolangs> [[User:SpaceByte]] https://esolangs.org/w/index.php?diff=101655&oldid=101651 * SpaceByte * (+78)
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20:40:02 <zzo38> Can it be made the variant of Cangjie encoding with six pieces of five bits each, and two extra bits; also can be used for all Chinese characters including Japanese kanji, including all of them also in Unicode and in TRON, not necessarily limited to such things, and hopefully to reduce the number of exceptions needed (I think the originally Cangjie design does need many exceptions)
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22:24:54 <esolangs> [[Special:Log/newusers]] create * Artegoser * New user account
23:05:12 <esolangs> [[User:ProjectEuler/Sandbox]] M https://esolangs.org/w/index.php?diff=101656&oldid=101646 * XKCD Random Number * (+173)
2022-08-05
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02:13:16 <esolangs> [[Talk:G arD^EN CorUtY@rD]] https://esolangs.org/w/index.php?diff=101657&oldid=101630 * BoundedBeans * (+282)
02:14:55 <esolangs> [[G arD^EN CorUtY@rD]] https://esolangs.org/w/index.php?diff=101658&oldid=101572 * BoundedBeans * (+39)
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04:26:29 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101659&oldid=101648 * PixelatedStarfish * (+281) /* Concurrency and Threading */
04:57:40 <esolangs> [[Miw]] https://esolangs.org/w/index.php?diff=101660&oldid=94381 * ChuckEsoteric08 * (+90) You need to input initial stack before but I forget to include that.
05:14:15 <esolangs> [[Toki pona li pona]] https://esolangs.org/w/index.php?diff=101661&oldid=98855 * ChuckEsoteric08 * (+8)
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07:04:47 <esolangs> [[LECHEI]] https://esolangs.org/w/index.php?diff=101662&oldid=100523 * ChuckEsoteric08 * (+0)
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07:08:46 <esolangs> [[LECHEI]] M https://esolangs.org/w/index.php?diff=101663&oldid=101662 * ChuckEsoteric08 * (+35)
07:30:24 <esolangs> [[AssemblerFuck++]] M https://esolangs.org/w/index.php?diff=101664&oldid=96595 * Esolang1 * (-4)
07:31:52 <esolangs> [[User:Esolang1]] M https://esolangs.org/w/index.php?diff=101665&oldid=92595 * Esolang1 * (-50)
07:38:12 <esolangs> [[AssemblerFuck++]] https://esolangs.org/w/index.php?diff=101666&oldid=101664 * Esolang1 * (+46)
07:38:35 <esolangs> [[AssemblerFuck++]] https://esolangs.org/w/index.php?diff=101667&oldid=101666 * Esolang1 * (-1)
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07:51:55 <esolangs> [[User:ChuckEsoteric08]] https://esolangs.org/w/index.php?diff=101668&oldid=101352 * ChuckEsoteric08 * (+18)
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08:33:33 <esolangs> [[Enrtopy]] N https://esolangs.org/w/index.php?oldid=101669 * Esolang1 * (+1822) Created new page: Enrtopy
08:35:20 <esolangs> [[Enrtopy]] M https://esolangs.org/w/index.php?diff=101670&oldid=101669 * Esolang1 * (+63) Fixed typos: Indentation
08:36:03 <esolangs> [[User:Esolang1]] M https://esolangs.org/w/index.php?diff=101671&oldid=101665 * Esolang1 * (+14) Added language: Enrtopy
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11:48:36 <int-e> b_jonas: I think I see what you meant by more compact flip-flop
11:57:47 <int-e> (cf. https://int-e.eu/~bf3/tmp/shapez-rs-flip-flops.png )
12:03:51 <esolangs> [[User:XKCD Random Number]] https://esolangs.org/w/index.php?diff=101672&oldid=101594 * ColorfulGalaxy * (+625) This is my first Piet program, visualized by [[User:XKCD Random Number]] using his script.
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12:15:55 <int-e> and the same idea applies to d-flip-flops, nice.
12:41:27 <esolangs> [[OW-1]] https://esolangs.org/w/index.php?diff=101673&oldid=98691 * Potato Imaginator * (+161) /* Examples */
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12:51:37 <int-e> Uh, I meant gated D-latch. Which... eh, is good enough for this game.
12:58:55 <esolangs> [[User:Yes/Sandbox]] https://esolangs.org/w/index.php?diff=101674&oldid=101636 * Yes * (+11)
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13:21:20 <esolangs> [[User:Stripeagremlin]] https://esolangs.org/w/index.php?diff=101675&oldid=99687 * Stripeagremlin * (-45) Blanked the page
13:23:37 <esolangs> [[OW-1]] https://esolangs.org/w/index.php?diff=101676&oldid=101673 * Potato Imaginator * (+195) /* Examples */
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14:36:56 <wib_jonas> https://dpaste.com/5U2R93EQ4.txt stupid parallelograms
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15:13:02 <esolangs> [[ROTfuck]] M https://esolangs.org/w/index.php?diff=101677&oldid=71069 * PythonshellDebugwindow * (+12) /* Commands */ Clarify Unicode
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16:03:52 <int-e> Hmm, I wonder what those parallelograms are about.
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18:01:45 <esolangs> [[Unarian]] https://esolangs.org/w/index.php?diff=101678&oldid=100858 * Scoppini * (+2) Fix bug in prime calculation program
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20:23:20 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101679&oldid=101659 * PixelatedStarfish * (-321)
20:30:38 <int-e> `? password
20:30:41 <HackEso> The password of the month is redundant but not distributed.
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21:10:44 <esolangs> [[User:Oshaboy]] https://esolangs.org/w/index.php?diff=101680&oldid=98870 * Oshaboy * (+121) /* Original(-ish) Esolangs */
21:24:57 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101681&oldid=101679 * PixelatedStarfish * (+18) /* External Links */
21:25:24 <esolangs> [[Special:Log/newusers]] create * Ilikecreepers * New user account
21:32:11 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101682&oldid=101595 * Ilikecreepers * (+101) /* Introductions */
21:33:27 <esolangs> [[User:Ilikecreepers]] N https://esolangs.org/w/index.php?oldid=101683 * Ilikecreepers * (+2) Created page with "hi"
21:39:36 <esolangs> [[Joke language list]] https://esolangs.org/w/index.php?diff=101684&oldid=101154 * Ilikecreepers * (+12) /* General languages */
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22:41:19 <esolangs> [[Double]] https://esolangs.org/w/index.php?diff=101685&oldid=100111 * Lim95 * (+573)
22:41:34 <esolangs> [[Double]] https://esolangs.org/w/index.php?diff=101686&oldid=101685 * Lim95 * (+1)
22:42:12 <esolangs> [[Double]] https://esolangs.org/w/index.php?diff=101687&oldid=101686 * Lim95 * (-184) /* Screen */
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22:55:02 <esolangs> [[Double]] https://esolangs.org/w/index.php?diff=101688&oldid=101687 * Lim95 * (+14)
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23:14:56 <esolangs> [[Dot's]] N https://esolangs.org/w/index.php?oldid=101689 * Ilikecreepers * (+6395) Created page with "== introduction == dot's is or dots is a codeing language I kyle/~~~ made that is heavily inspiered by asciidots but I desinged it so that it be faster and more functional th..."
23:17:35 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101690&oldid=101689 * Ilikecreepers * (+1735)
23:50:57 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101691&oldid=101690 * Ilikecreepers * (+7214)
23:53:56 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101692&oldid=101691 * Ilikecreepers * (-2) /* programs I made in this */
23:55:22 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101693&oldid=101692 * Ilikecreepers * (+12) /* the hold on to your stuff it's going to get more complcated stuff/multi operation */
2022-08-06
00:09:19 <esolangs> [[Deadfish TM]] N https://esolangs.org/w/index.php?oldid=101694 * BoundedBeans * (+5869) Created page with "Deadfish TM is a sequel to [[Deadfish PDA]] by [[User:BoundedBeans]], both derivatives of [[Deadfish]]. Deadfish PDA describes [[Push-down automaton|push-down automata]], whil..."
00:09:55 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101695&oldid=101652 * BoundedBeans * (+18)
00:11:08 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101696&oldid=101547 * BoundedBeans * (+18)
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01:36:15 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101697&oldid=101681 * PixelatedStarfish * (+1) /* Grammar in EBNF */
03:40:58 <esolangs> [[Special:Log/newusers]] create * Elonlit * New user account
03:45:38 <esolangs> [[Special:Log/newusers]] create * Legoninjaenoch * New user account
03:49:39 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101698&oldid=101682 * Legoninjaenoch * (+212) /* Introductions */
04:15:06 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101699&oldid=101698 * Elonlit * (+193) /* Introductions */
04:30:18 <esolangs> [[4cell]] N https://esolangs.org/w/index.php?oldid=101700 * Legoninjaenoch * (+1124) Created page with "== 4 cell == a cell based language that has four cells. they are a, b, c, d. === Commands === Use lowercase letter when referencing a cell. {| class="wikitable" |+ Caption tex..."
04:31:34 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101701&oldid=101700 * Legoninjaenoch * (+103)
04:33:42 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101702&oldid=101701 * Legoninjaenoch * (+90)
04:34:42 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101703&oldid=101702 * Legoninjaenoch * (+1)
04:35:23 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101704&oldid=101703 * Legoninjaenoch * (+2) /* Examples */
04:38:23 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101705&oldid=101704 * Legoninjaenoch * (+79)
04:39:41 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101706&oldid=101705 * Legoninjaenoch * (-6) /* Commands */
04:43:06 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101707&oldid=101706 * Legoninjaenoch * (+145) /* 4 cell */
04:44:40 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101708&oldid=101707 * Legoninjaenoch * (+17)
04:45:17 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101709&oldid=101708 * Legoninjaenoch * (+11) /* Examples */
04:50:35 <esolangs> [[User:Elonlit]] N https://esolangs.org/w/index.php?oldid=101710 * Elonlit * (+9631) Created page with "=='''Genesis '''== [http://github.com/elonlit/Genesis Genesis] is an interpreted, procedural, and Turing-complete diacriticless Paleo-Hebrew programming language designed..."
04:51:37 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101711&oldid=101709 * Legoninjaenoch * (+22)
04:53:32 <esolangs> [[User:Elonlit]] https://esolangs.org/w/index.php?diff=101712&oldid=101710 * Elonlit * (+24)
04:54:03 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101713&oldid=101711 * Legoninjaenoch * (+96)
04:54:52 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101714&oldid=101713 * Legoninjaenoch * (+18)
04:56:49 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101715&oldid=101714 * Legoninjaenoch * (+44)
04:59:03 <esolangs> [[User:Legoninjaenoch]] N https://esolangs.org/w/index.php?oldid=101716 * Legoninjaenoch * (+43) Created page with "== My languages == *[[4cell]] only 1 so far"
05:00:32 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101717&oldid=101715 * Legoninjaenoch * (+26)
05:05:20 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101718&oldid=101717 * Legoninjaenoch * (+53)
05:05:35 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101719&oldid=101718 * Legoninjaenoch * (+1)
05:05:53 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101720&oldid=101719 * Legoninjaenoch * (+5)
05:06:25 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101721&oldid=101720 * Legoninjaenoch * (-25)
05:08:37 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101722&oldid=101721 * Legoninjaenoch * (+25)
05:10:48 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101723&oldid=101722 * Legoninjaenoch * (-15) /* Commands */
05:11:07 <esolangs> [[Special:Log/newusers]] create * ApisNecros * New user account
05:13:30 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101724&oldid=101699 * ApisNecros * (+219) wewlad
05:14:24 <esolangs> [[User:Elonlit]] https://esolangs.org/w/index.php?diff=101725&oldid=101712 * Elonlit * (+388)
05:14:56 <esolangs> [[User:Elonlit]] https://esolangs.org/w/index.php?diff=101726&oldid=101725 * Elonlit * (-24)
05:19:20 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101727&oldid=101723 * Legoninjaenoch * (+155)
05:20:42 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101728&oldid=101727 * Legoninjaenoch * (+43)
05:21:09 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101729&oldid=101728 * Legoninjaenoch * (-9) /* Commands */
05:21:33 <esolangs> [[User:Elonlit]] https://esolangs.org/w/index.php?diff=101730&oldid=101726 * Elonlit * (+89)
05:21:46 <esolangs> [[Deadfish]] https://esolangs.org/w/index.php?diff=101731&oldid=100795 * ApisNecros * (+165) Add starfish implementation
05:23:52 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101732&oldid=101695 * Legoninjaenoch * (+12) /* Non-alphabetic */
05:33:02 <esolangs> [[User:Elonlit]] https://esolangs.org/w/index.php?diff=101733&oldid=101730 * Elonlit * (+9)
05:34:25 <esolangs> [[User:Elonlit]] https://esolangs.org/w/index.php?diff=101734&oldid=101733 * Elonlit * (-36)
05:34:37 <esolangs> [[User:Elonlit]] https://esolangs.org/w/index.php?diff=101735&oldid=101734 * Elonlit * (+0)
05:41:57 <esolangs> [[Special:Log/move]] move * Elonlit * moved [[User:Elonlit]] to [[Esolang:Genesis]]
05:43:05 <esolangs> [[Special:Log/move]] move * Elonlit * moved [[Esolang:Genesis]] to [[Genesis]]
05:44:28 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101740&oldid=101732 * Elonlit * (+14) /* G */
05:46:10 <esolangs> [[Genesis]] https://esolangs.org/w/index.php?diff=101741&oldid=101738 * Elonlit * (-4)
07:52:55 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101742&oldid=101693 * Ilikecreepers * (+22) /* the complcated stuff */
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07:57:05 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101743&oldid=101742 * Ilikecreepers * (+32) /* the complcated stuff */
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08:04:57 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101744&oldid=101743 * Ilikecreepers * (+234) /* programs made in this */
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08:06:43 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101745&oldid=101744 * Ilikecreepers * (+22) /* basics */
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08:10:41 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101746&oldid=101745 * Ilikecreepers * (+29) /* programs made in this */
08:29:32 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101747&oldid=101746 * Ilikecreepers * (+62) /* programs made in this */
08:35:25 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101748&oldid=101747 * Ilikecreepers * (-59) /* programs made in this */
08:41:15 <int-e> b_jonas: look at this silliness: https://int-e.eu/~bf3/tmp/shapez-silly.png
09:06:26 <int-e> b_jonas: Oh and making a Hilber curve isn't all that bad once you realize that you need each square in two orientations...
09:11:06 <int-e> Hilbert.
09:12:21 <int-e> But it's probably still too much effort for what it accomplishes. :P
09:31:20 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101749&oldid=101748 * Ilikecreepers * (+139)
11:13:10 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101750&oldid=101749 * Ilikecreepers * (+113) /* download */
11:17:53 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101751&oldid=101750 * Ilikecreepers * (+16) /* download */
11:18:33 <esolangs> [[User talk:Ilikecreepers]] N https://esolangs.org/w/index.php?oldid=101752 * Ilikecreepers * (+2) Created page with "hi"
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13:36:32 <b_jonas> https://xkcd.com/2655/ title text: my stereotype is that the former is from a physicist, the latter from a chemist
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14:12:56 <esolangs> [[User:XKCD Random Number]] https://esolangs.org/w/index.php?diff=101753&oldid=101672 * XKCD Random Number * (+62) /* top */ I guess that someone is going to cite this challenge on another website.
14:28:22 <esolangs> [[Talk:Andrew's Programming Language]] https://esolangs.org/w/index.php?diff=101754&oldid=77187 * Esolanger12345 * (+34) /* Suggested Name */ new section
14:41:16 <esolangs> [[4cell]] M https://esolangs.org/w/index.php?diff=101755&oldid=101729 * PythonshellDebugwindow * (+115) Expand infobox, add categories
14:47:33 <esolangs> [[Genesis]] M https://esolangs.org/w/index.php?diff=101756&oldid=101741 * PythonshellDebugwindow * (+38) Link to interpreter in infobox
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14:49:08 <esolangs> [[Dots]] M https://esolangs.org/w/index.php?diff=101757&oldid=77458 * PythonshellDebugwindow * (+142) Add categories
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18:06:02 <esolangs> [[ROTfuck]] M https://esolangs.org/w/index.php?diff=101758&oldid=101677 * PythonshellDebugwindow * (+36) /* Automatic command rotation */ Clarify
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18:06:37 <esolangs> [[Talk:ROTfuck]] M https://esolangs.org/w/index.php?diff=101759&oldid=101641 * PythonshellDebugwindow * (+915) Reply
18:06:54 <int-e> b_jonas: I'm building... https://int-e.eu/~bf3/tmp/shapez-big.png
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18:07:15 <int-e> still need to connect resources, won't happen today.
18:07:29 <river> o_o
18:07:31 <river> what is this?
18:07:34 <river> shapez
18:07:44 <river> it looks like a CPU
18:08:30 <int-e> Yes, shapez. It's 8 full free-play factories for shapes, plus some stuff in the middle to amplify throughput once that's needed.
18:08:56 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101760&oldid=101755 * Legoninjaenoch * (+126)
18:09:31 <river> oh you buy this on steam?
18:09:35 <int-e> So in order to make that work at full speed, I need to deliver 16 each of the 7 basic resources. (paints and pure shapes)
18:09:39 <int-e> I got it on gog
18:10:06 <river> oof
18:10:13 <river> when i google shapez gog it says:
18:10:15 <river> -60% shapez on GOG.com
18:10:21 <river> but when i click through its not -60% anymore
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18:10:25 <int-e> yeah that was last week
18:10:29 <river> i am suffering
18:11:59 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101761&oldid=101760 * Legoninjaenoch * (+31)
18:12:21 <esolangs> [[4cell]] https://esolangs.org/w/index.php?diff=101762&oldid=101761 * Legoninjaenoch * (+1)
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18:13:33 <sknebel> isnt it also open-source? or is it an open-core thing?
18:17:26 <int-e> There's https://github.com/tobspr/shapez.io and a second repo for "most assets", whatever that means
18:18:39 <int-e> So, a bit more than the core, but less than the full game? I have no clue what's missing.
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18:52:03 <esolangs> [[User:Grs]] https://esolangs.org/w/index.php?diff=101763&oldid=84630 * Grs * (+10)
18:55:13 <Grs> Hello everyone! I'm the user who made that thing appear above. How things go around here?
18:55:53 <int-e> often slow, you can browse logs (see topic) to get an idea
18:56:15 <int-e> `relcome Grs
18:56:19 <HackEso> Grs: Welcome to the international hub for esoteric programming language design and deployment! For more information, check out our wiki: <https://esolangs.org/>. (For the other kind of esoterica, try #esoteric on EFnet or DALnet.)
18:57:24 <Grs> Ok thanks!
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20:26:34 <b_jonas> int-e: by "8 full free-play factories" what throughput of the final shape do you mean?
20:27:04 <int-e> a belt worth, so not enough to saturate all lines
20:27:08 <int-e> of the hub
20:27:19 <b_jonas> er
20:27:23 <b_jonas> so 8 belts, 1 belt per factory?
20:27:34 <int-e> yes
20:27:36 <b_jonas> (I almost asked which tier of belt but shapez.io doesn't have those)
20:28:28 <b_jonas> you do know that that's not quite enough to saturate all lines, you will eventually need 10 to 12 belts of input to the hub, but that's very far into the game, plus you can just make 4 belts like I did and buffer them
20:28:59 <b_jonas> there's even a relatively easy way to make the buffering mechanism, as opposed to the more complex one that I did
20:30:26 <int-e> 8 is a compromise :P
20:30:38 <int-e> I do have a buffering mechanism anyway
20:30:48 <b_jonas> sure, 8 is more than enough
20:31:06 <b_jonas> how many belts of bouqet, logo and rocket are you producing out of curiosity?
20:31:13 <int-e> None
20:31:46 <int-e> I was producing 2,1,1 before it got all torn down because it would interfere with the factories.
20:32:05 <b_jonas> I see
20:32:21 <b_jonas> so presumably you'll add them back later
20:32:55 <int-e> Yeah, there's just enough space between the factories to route in something from outside, and the delivery system has bypasses for that purpose
20:34:05 <int-e> (if you look closely you can see 16 unconnected belts around the hubs
20:34:06 <int-e> )
20:34:42 <int-e> (probably not noticable unless you're looking for them, because theyre not sticking out)
20:51:27 <int-e> Oh I also love the double painter.
20:52:19 <int-e> It has exactly the right throughput for slice making.
20:52:54 <int-e> And consumes 1/4 belt of color, so you can easily feed 4 of them.
20:53:35 <int-e> I wonder whether that's by design :)
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22:45:48 <esolangs> [[List of ideas]] https://esolangs.org/w/index.php?diff=101764&oldid=101639 * XKCD Random Number * (+145) I found an ambiguous sentence.
23:15:04 <b_jonas> int-e: I see. feel free to tell about further progress
23:31:58 <esolangs> [[List of ideas]] M https://esolangs.org/w/index.php?diff=101765&oldid=101764 * PythonshellDebugwindow * (+0) /* Ideas for Names */ Fix typo
2022-08-07
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03:05:06 <zzo38> I have some ideas relating to operating system making, including I/O lists with transactions and multiple locking, files that can contain hard links to other files (and optionally to specific version of the files, making copy on write), all system call access by proxies, including instruction set emulation so that both native and non-native programs will run, virtual files with translation, etc.
03:05:53 <zzo38> There are also many other ideas too
03:59:25 <esolangs> [[Special:Log/newusers]] create * N-C * New user account
04:10:04 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101766&oldid=101724 * N-C * (+233)
04:18:08 <esolangs> [[User:N-C]] N https://esolangs.org/w/index.php?oldid=101767 * N-C * (+193) Created page with "Hey, welcome to my page! This is N-C, real name Nathaniel. I am an avid Turing tarpit enthusiast and intend on sharing the projects I am working on here, check out this page t..."
04:20:15 <esolangs> [[User:N-C]] https://esolangs.org/w/index.php?diff=101768&oldid=101767 * N-C * (+81)
04:21:19 <esolangs> [[User:N-C]] https://esolangs.org/w/index.php?diff=101769&oldid=101768 * N-C * (-19)
04:24:21 <esolangs> [[User:N-C]] https://esolangs.org/w/index.php?diff=101770&oldid=101769 * N-C * (+23)
04:24:58 <esolangs> [[User:N-C]] https://esolangs.org/w/index.php?diff=101771&oldid=101770 * N-C * (+0)
04:26:22 <esolangs> [[User:N-C]] https://esolangs.org/w/index.php?diff=101772&oldid=101771 * N-C * (+60)
04:27:11 <esolangs> [[User:N-C]] https://esolangs.org/w/index.php?diff=101773&oldid=101772 * N-C * (-12)
05:06:02 <esolangs> [[Double]] M https://esolangs.org/w/index.php?diff=101774&oldid=101688 * Indigo * (+0)
05:54:19 <esolangs> [[Countup]] https://esolangs.org/w/index.php?diff=101775&oldid=91583 * Esolanger12345 * (+2)
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09:36:24 <river> > This time instead of overlapping (&&) the two cards which created the POGO HAMMER, you use the two codes to double-punch (||) a blank card, producing a different hole pattern.
09:36:26 <lambdabot> <hint>:1:19: error: parse error on input ‘of’
09:36:39 <river> "The result is the HAMMERHEAD POGO RIDE. It doesn't look like it's as much fun as the original ride, but to be fair it's probably a lot safer."
09:38:06 <river> https://www.homestuck.com/story/1052 the ~10 pages after this are really fun, about the punch card stuff
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12:24:25 <esolangs> [[Special:Log/newusers]] create * AndrewToasterr * New user account
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12:33:45 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101776&oldid=101766 * AndrewToasterr * (+320) /* Introductions */
12:42:40 <esolangs> [[User:AndrewToasterr]] N https://esolangs.org/w/index.php?oldid=101777 * AndrewToasterr * (+121) Created page with "Just a bumbling idiot making code in his free time. == External Resources == * [https://github.com/AndrewToaster GitHub]"
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14:28:55 <esolangs> [[Special:Log/newusers]] create * Boinga15 * New user account
14:32:44 <esolangs> [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=101778&oldid=101776 * Boinga15 * (+220) Added my name to this list.
14:37:41 <esolangs> [[Talk:Memescript]] N https://esolangs.org/w/index.php?oldid=101779 * Zip * (+3) Created page with "why"
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15:23:28 <esolangs> [[Chess Code]] N https://esolangs.org/w/index.php?oldid=101780 * Boinga15 * (+4073) Created page.
15:26:39 <esolangs> [[Language list]] M https://esolangs.org/w/index.php?diff=101781&oldid=101740 * Boinga15 * (+17) Added Chess Code to list.
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15:43:00 <esolangs> [[Seabass]] M https://esolangs.org/w/index.php?diff=101782&oldid=65098 * PythonshellDebugwindow * (+9) Stub
15:47:25 <esolangs> [[Chess Code]] M https://esolangs.org/w/index.php?diff=101783&oldid=101780 * PythonshellDebugwindow * (+71) /* External Resrouces */ Add categories
16:18:48 <esolangs> [[Lo'reran]] https://esolangs.org/w/index.php?diff=101784&oldid=75251 * DanielE * (-3)
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16:37:40 <esolangs> [[Special:Log/newusers]] create * Mendelsshop * New user account
16:39:01 <esolangs> [[Special:Log/newusers]] create * Isaquenoll * New user account
16:41:00 <esolangs> [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=101785&oldid=101778 * Mendelsshop * (+92) added my into
16:50:40 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101786&oldid=101785 * Isaquenoll * (+199) /* Introductions */
17:09:01 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101787&oldid=101697 * PixelatedStarfish * (+1081) /* Functions */
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17:14:51 <esolangs> [[User:DanielE]] https://esolangs.org/w/index.php?diff=101788&oldid=97296 * DanielE * (+457)
17:16:24 <esolangs> [[User:DanielE]] https://esolangs.org/w/index.php?diff=101789&oldid=101788 * DanielE * (+9)
17:19:38 <esolangs> [[User:DanielE]] https://esolangs.org/w/index.php?diff=101790&oldid=101789 * DanielE * (+49)
17:35:08 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101791&oldid=101787 * PixelatedStarfish * (+235) /* Interfacing Functions */
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17:36:44 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101792&oldid=101791 * PixelatedStarfish * (-1078) /* Interfacing Macros */
17:38:07 <esolangs> [[AMONGUSISABIGSUSSYBAKAHAHAHAHAHATHISLANGUAGEISREALLYCOOLPLEASEUSEITMYLIFEDEPENDSONITORELSEPLSPLSPLSPLSPLSPLSPLSkahyghdfhm]] https://esolangs.org/w/index.php?diff=101793&oldid=100010 * DanielE * (+0)
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17:39:41 <esolangs> [[One Time Cat]] N https://esolangs.org/w/index.php?oldid=101794 * DanielE * (+185) Created page with "A One Time Cat program is the same as a normal [[Cat]] program, but then working with only 1 character. ~~~~"
17:41:00 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101795&oldid=101792 * PixelatedStarfish * (+4) /* Parser Tests */
17:41:20 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101796&oldid=101795 * PixelatedStarfish * (+1) /* Compiler Tests */
17:43:53 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101797&oldid=101796 * PixelatedStarfish * (-297) /* General Palettes */
17:45:23 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101798&oldid=101797 * PixelatedStarfish * (+15) /* External Links */
17:59:30 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101799&oldid=101798 * PixelatedStarfish * (-156) /* General Palettes */
18:07:39 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101800&oldid=101799 * PixelatedStarfish * (-304) /* Adapted Palettes */
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19:46:42 <int-e> `? cat
19:46:45 <HackEso> Cats are cool, but should be illegal.
19:46:52 <int-e> `? password
19:46:54 <HackEso> The password of the month is redundant but not distributed.
19:48:16 <int-e> `learn The password of the month is ridled woht tpyo.s
19:48:20 <HackEso> Relearned 'password': The password of the month is ridled woht tpyo.s
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20:12:19 <esolangs> [[Fixed Tape]] N https://esolangs.org/w/index.php?oldid=101801 * Yes * (+94) Created page with "Fixed Tape is made by [[User:Yes]] <br>Its [[Broken Tape]] but the tape processor is fixed."
20:12:43 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=101802&oldid=101640 * Yes * (+20)
20:23:45 <esolangs> [[Roundabout]] N https://esolangs.org/w/index.php?oldid=101803 * AndrewToasterr * (+5473) Created page with "'''This page is still being worked on!''' '''RoundAbout''' is a two-dimensional [[esoteric programming language]]. Code is placed on a two-dimensional grid, called ''Map''...."
20:24:43 <esolangs> [[Business Offers]] N https://esolangs.org/w/index.php?oldid=101804 * Yes * (+32) Created page with "This is a candidate for deletion"
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20:35:22 <esolangs> [[Talk:ROTfuck]] https://esolangs.org/w/index.php?diff=101805&oldid=101759 * Nmcassa * (+118)
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20:57:46 <esolangs> [[ROTfuck]] M https://esolangs.org/w/index.php?diff=101806&oldid=101758 * PythonshellDebugwindow * (+0) /* Commands */ Change command order in the table to match the rotation order
21:03:09 <esolangs> [[FALSER]] N https://esolangs.org/w/index.php?oldid=101807 * Yes * (+1142) Created page with "Have you ever wanted to write [[FALSE]] code using 4 (6) characters? <br> Well [[User:Yes]] has the solution for you! == Intro == FALSER can write [[FALSE]] code in more than..."
21:03:36 <esolangs> [[FALSER]] M https://esolangs.org/w/index.php?diff=101808&oldid=101807 * Yes * (-2)
21:03:59 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=101809&oldid=101802 * Yes * (+16)
21:04:47 <esolangs> [[Talk:ROTfuck]] M https://esolangs.org/w/index.php?diff=101810&oldid=101805 * PythonshellDebugwindow * (+770) Reply
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21:55:23 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101811&oldid=101800 * PixelatedStarfish * (-15) /* External Links */
22:10:49 <esolangs> [[Bbe doc downloadable]] https://esolangs.org/w/index.php?diff=101812&oldid=101628 * PixelatedStarfish * (-835)
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2022-08-08
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01:05:47 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101813&oldid=101811 * PixelatedStarfish * (+67) /* Declaring Variables: The Refer Operator & */
01:27:29 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101814&oldid=101813 * PixelatedStarfish * (+71) /* Buckets, Indexing, and Nesting */
01:28:30 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101815&oldid=101814 * PixelatedStarfish * (+48) /* Error Codes */
01:34:23 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101816&oldid=101815 * PixelatedStarfish * (+116) /* Structs: Defining a Data Type */
02:17:06 <esolangs> [[Teramithic]] https://esolangs.org/w/index.php?diff=101817&oldid=101644 * Digital Hunter * (+141) /* Examples */ important note that the example programs are out of date
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03:34:34 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101818&oldid=101816 * PixelatedStarfish * (+188) /* External Links */
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08:11:23 <zzo38> Is there a compression library in C that the caller (in C) can specify the contexts, possible values, etc, during the process of compressing/decompressing the data?
08:19:00 <esolangs> [[Special:Log/newusers]] create * Matto * New user account
08:21:21 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101819&oldid=101786 * Matto * (+139)
08:48:29 <esolangs> [[MASL]] N https://esolangs.org/w/index.php?oldid=101820 * Matto * (+927) Created page with "'''Matto's Assembly-Styled Language'''<ref>https://github.com/Matto58/masl</ref> is an interpreted esoteric programming language that looks like assembly but really isn't asse..."
08:49:53 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101821&oldid=100704 * Lyxal * (+183) /* Shortest lang interpreter you'll ever see */ new section
08:50:10 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101822&oldid=101821 * Lyxal * (+117) /* Shortest lang interpreter you'll ever see */
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10:32:49 <esolangs> [[LRL]] N https://esolangs.org/w/index.php?oldid=101823 * ChuckEsoteric08 * (+824) Created page with "{{Stub}} '''LRL'''('''L'''azy '''R'''eversible '''l'''anguage) is Reversible progrmming language invented by [[User:ChuckEsoteric08]]. ==Commands== {| class="wikitable" LRL op..."
10:33:10 <esolangs> [[User:ChuckEsoteric08]] https://esolangs.org/w/index.php?diff=101824&oldid=101668 * ChuckEsoteric08 * (+9)
10:42:41 <esolangs> [[Lazy reversible language]] N https://esolangs.org/w/index.php?oldid=101825 * ChuckEsoteric08 * (+17) Redirected page to [[LRL]]
10:43:06 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101826&oldid=101818 * PixelatedStarfish * (+382) /* Error Codes */
10:45:17 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101827&oldid=101826 * PixelatedStarfish * (-9) /* Error Codes */
10:46:38 <esolangs> [[The Multi-Million Language Project To End All Language Projects And Isn't That A Fine Name For A Language]] N https://esolangs.org/w/index.php?oldid=101828 * ChuckEsoteric08 * (+33) Nobody will need to remeber language acronym anymore
10:57:34 <esolangs> [[User:ChuckEsoteric08]] M https://esolangs.org/w/index.php?diff=101829&oldid=101824 * ChuckEsoteric08 * (-82)
11:02:41 <esolangs> [[Talk:BunnyBell]] https://esolangs.org/w/index.php?diff=101830&oldid=100838 * Gapples2 * (+1135) questions: take 2
11:02:56 <esolangs> [[HAN]] M https://esolangs.org/w/index.php?diff=101831&oldid=80953 * ChuckEsoteric08 * (+0) Fixed orthografic mistake
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12:50:18 <esolangs> [[Special:Log/newusers]] create * Yee haw * New user account
12:57:05 <esolangs> [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=101832&oldid=101819 * Yee haw * (+249) /* Introductions */
12:59:53 <esolangs> [[User:Yee haw]] N https://esolangs.org/w/index.php?oldid=101833 * Yee haw * (+40) Created page with "Hi, I'm me, and I do programming things."
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13:10:25 <esolangs> [[Multiply/V2]] N https://esolangs.org/w/index.php?oldid=101834 * Esolanger12345 * (+1128) Created page with "Multiply but with binary conversion. ==Python Intepreter== <code> def binaryToDecimal(n): return int(n,2) def decimalToBinary(n): return bin(n).replace("0b","") def in..."
13:10:38 <esolangs> [[Multiply/V2]] https://esolangs.org/w/index.php?diff=101835&oldid=101834 * Esolanger12345 * (-2)
13:11:49 <esolangs> [[Multiply]] https://esolangs.org/w/index.php?diff=101836&oldid=91631 * Esolanger12345 * (+17)
13:12:03 <esolangs> [[Multiply]] https://esolangs.org/w/index.php?diff=101837&oldid=101836 * Esolanger12345 * (-2)
13:12:19 <esolangs> [[Multiply]] https://esolangs.org/w/index.php?diff=101838&oldid=101837 * Esolanger12345 * (+2)
13:12:46 <esolangs> [[Multiply]] https://esolangs.org/w/index.php?diff=101839&oldid=101838 * Esolanger12345 * (+10)
13:12:58 <esolangs> [[Multiply]] https://esolangs.org/w/index.php?diff=101840&oldid=101839 * Esolanger12345 * (+0)
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13:26:17 <esolangs> [[++C]] N https://esolangs.org/w/index.php?oldid=101841 * Yee haw * (+1838) First draft, basic info about ++C, will add a better calculator program later
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14:33:30 <esolangs> [[Delambda]] M https://esolangs.org/w/index.php?diff=101842&oldid=101478 * Shadow Kestrel * (-1) erroneous backtick
14:36:26 <esolangs> [[Delambda]] https://esolangs.org/w/index.php?diff=101843&oldid=101842 * Shadow Kestrel * (-43) update canvas creation entry to match current state of language
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15:16:08 <esolangs> [[Delambda]] https://esolangs.org/w/index.php?diff=101844&oldid=101843 * Shadow Kestrel * (+130) /* Implementation-specific functionality */
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15:24:17 <rdococ> you guys moved here too
15:25:18 <int-e> From? Oh, Freenode I guess.
15:25:50 <int-e> It was either here or OFTC.
15:26:08 <int-e> And I guess more people were already on Libera for other things.
15:27:02 <int-e> Unless I'm mistaken and the oftc channel is flourishing. I'm not there. I /think/ somebody would've said something here though if that were the case.
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15:36:28 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101845&oldid=101827 * PixelatedStarfish * (-47) /* Notes */
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15:55:00 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101846&oldid=101845 * PixelatedStarfish * (+73) /* Nesting */
16:12:43 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101847&oldid=101846 * PixelatedStarfish * (+320) /* Declaring Variables: The Refer Operator & */
16:13:14 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101848&oldid=101847 * PixelatedStarfish * (-57) /* Notes */
16:15:02 <fizzie> I set up a connection to OFTC during the Terrible Events, but then none of the channels I was on ended up there, so I just joined #debian-next in there.
16:21:33 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101849&oldid=101848 * PixelatedStarfish * (+47) /* Structs: Defining a Data Type */
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18:12:46 <esolangs> [[Talk:ROTfuck]] https://esolangs.org/w/index.php?diff=101850&oldid=101810 * Nmcassa * (+329)
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18:40:59 <esolangs> [[Language list]] M https://esolangs.org/w/index.php?diff=101851&oldid=101781 * Yee haw * (+10) Added ++C to list
18:42:06 <esolangs> [[Long2]] N https://esolangs.org/w/index.php?oldid=101852 * Yes * (+764) Created page with "[[User:Hex96]] made an esolang called [[Long]] <br> So here's an actual good version. By [[User:Yes]] == commands (this is worse quality than normal esolang lol) == <pre> PRIN..."
18:43:02 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=101853&oldid=101809 * Yes * (+15)
18:43:27 <esolangs> [[Long]] https://esolangs.org/w/index.php?diff=101854&oldid=68365 * Yes * (+27)
18:47:31 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101855&oldid=101849 * PixelatedStarfish * (+34) /* Structs: Defining a Data Type */
18:48:13 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101856&oldid=101855 * PixelatedStarfish * (-8) /* Notes */
18:48:56 <esolangs> [[Talk:ROTfuck]] https://esolangs.org/w/index.php?diff=101857&oldid=101850 * Nmcassa * (+89)
18:49:07 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101858&oldid=101856 * PixelatedStarfish * (-8) /* Notes */
18:50:25 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101859&oldid=101858 * PixelatedStarfish * (-66) /* Notes */
18:51:25 <esolangs> [[++C]] https://esolangs.org/w/index.php?diff=101860&oldid=101841 * Yee haw * (+547) Modified calculator code to support multiple operators
18:52:28 <esolangs> [[++C]] https://esolangs.org/w/index.php?diff=101861&oldid=101860 * Yee haw * (-5) /* Examples */
19:01:10 <esolangs> [[Talk:ROTfuck]] M https://esolangs.org/w/index.php?diff=101862&oldid=101857 * Nmcassa * (+98)
19:12:15 <esolangs> [[++C]] https://esolangs.org/w/index.php?diff=101863&oldid=101861 * Yee haw * (+743) Added an additional section about the differences between ++C and C++
19:19:16 <esolangs> [[++C]] https://esolangs.org/w/index.php?diff=101864&oldid=101863 * Yee haw * (+2) Changed Notable Differences header to subsection
19:31:51 <river> I didn't realize this but you can buy physical book copies of homestuck
19:31:53 <river> what does this mean?
19:34:56 <fizzie> How does it do those animations? And the interactive bits?
19:35:40 <river> i don't know, i didn't buy it
19:35:52 <river> > sort "FJORD WALTZ NYMPH VIBEX GUCKS"
19:35:53 <lambdabot> " ABCDEFGHIJKLMNOPRSTUVWXYZ"
19:36:19 <river> try using these as your first guesses in octordle
19:49:29 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101865&oldid=101751 * Ilikecreepers * (+10) /* introduction */
19:50:16 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101866&oldid=101865 * Ilikecreepers * (+4) /* introduction */
19:54:51 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101867&oldid=101866 * Ilikecreepers * (-3) /* lua code you can use */
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20:02:12 <esolangs> [[Talk:BunnyBell]] https://esolangs.org/w/index.php?diff=101868&oldid=101830 * Gapples2 * (+464) questions: take 2 (now complete)
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20:59:33 <esolangs> [[Language list]] M https://esolangs.org/w/index.php?diff=101869&oldid=101851 * PythonshellDebugwindow * (+11) /* M */ add
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21:03:56 <esolangs> [[MASL]] M https://esolangs.org/w/index.php?diff=101870&oldid=101820 * PythonshellDebugwindow * (+34) Stub, category
21:04:25 <esolangs> [[Multiply]] M https://esolangs.org/w/index.php?diff=101871&oldid=101840 * PythonshellDebugwindow * (+6) /* See also */
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21:05:49 <esolangs> [[Multiply/V2]] M https://esolangs.org/w/index.php?diff=101872&oldid=101835 * PythonshellDebugwindow * (+135) Back, stub, see also, categories
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21:16:05 <esolangs> [[++C]] M https://esolangs.org/w/index.php?diff=101873&oldid=101864 * PythonshellDebugwindow * (+18) Add category
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2022-08-09
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01:19:15 <esolangs> [[Special:Log/newusers]] create * Natejoestev * New user account
01:22:28 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=101874&oldid=101832 * Natejoestev * (+61) /* Introductions */
01:37:49 <esolangs> [[Special:Log/newusers]] create * Alanmalan * New user account
01:41:25 <esolangs> [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=101875&oldid=101874 * Alanmalan * (+129) added my own hi guys
01:42:52 <esolangs> [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=101876&oldid=101875 * Alanmalan * (+42)
01:53:00 <esolangs> [[ITM]] N https://esolangs.org/w/index.php?oldid=101877 * Alanmalan * (+1550) brainfuck but worse and made by me
01:54:50 <esolangs> [[ITM]] M https://esolangs.org/w/index.php?diff=101878&oldid=101877 * Alanmalan * (+1)
01:58:30 <esolangs> [[ITM]] M https://esolangs.org/w/index.php?diff=101879&oldid=101878 * Alanmalan * (+54)
02:33:31 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101880&oldid=101859 * PixelatedStarfish * (+67) /* Structs: Defining a Data Type */
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04:23:03 <esolangs> [[lang]] https://esolangs.org/w/index.php?diff=101881&oldid=101558 * Salpynx * (+1473) /* Interpeters */ shameful
05:33:01 <esolangs> [[Special:Log/newusers]] create * Jmibo * New user account
05:34:19 <esolangs> [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=101882&oldid=101876 * Jmibo * (+114) /* Introductions */
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08:21:03 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101883&oldid=101867 * Ilikecreepers * (+49)
08:21:44 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101884&oldid=101883 * Ilikecreepers * (+34)
08:22:51 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101885&oldid=101884 * Ilikecreepers * (+1) /* basics */
08:25:16 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101886&oldid=101885 * Ilikecreepers * (+124) /* the complcated stuff */
08:26:33 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101887&oldid=101886 * Ilikecreepers * (+54) /* programs made in this */
08:28:01 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101888&oldid=101887 * Ilikecreepers * (+35)
08:28:43 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101889&oldid=101888 * Ilikecreepers * (+2) /* basics */
08:51:36 <esolangs> [[MASL]] https://esolangs.org/w/index.php?diff=101890&oldid=101870 * Matto * (+616) Added Fibonacci seq. + some other stuff
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11:21:46 <int-e> wib_jonas: I did a saturation test: https://int-e.eu/~bf3/tmp/shapez-saturation.png
11:23:13 <esolangs> [[Roundabout]] https://esolangs.org/w/index.php?diff=101891&oldid=101803 * AndrewToasterr * (+3467)
11:23:39 <wib_jonas> int-e: nice. what did the speed stabilize at if you flushed the buffers for longer than required to pass the level? the displayed 62/s looks too low
11:23:55 <wib_jonas> int-e: also what's your nominal belt speed?
11:25:16 <wib_jonas> also why are there 32 belts going towards the hub, when afair you can only actually feed 20 belts' worth? is that so you can later switch quickly between upgrade shapes and freeplay shapes at low latency?
11:25:39 <wib_jonas> such switching is not trivial
11:25:55 <int-e> Nah, it's just simplifying the load balancing because it's a power of 2
11:26:53 <wib_jonas> partly because shapez.io doesn't have a simple merger with input priority (so that you'd prioritize the freeplay shape if available), partly because low latency to supply the new freeplay shape is important it and works against the switching
11:28:30 <wib_jonas> why is there a merger of two belts before each buffer?
11:29:15 <wib_jonas> ah no, there isn't
11:29:20 <int-e> My speedup is 9.6 (9.7 for belts, but that doesn't really help). So let's say 19.2 per belt. The balancer bumps this up to 20. But I suspect that'll change once the speedup goes above 10.
11:29:22 <wib_jonas> sorry, confusing tunnels
11:30:06 <wib_jonas> there's a switch after the buffer, but that's just for the upgrade or tape roll shape
11:30:20 <int-e> Right
11:30:56 <int-e> And there's a filter before the buffer. And a switch before and after the buffer that can quickly drain both. Not that I'll really need that...
11:30:59 <wib_jonas> there's a split path before the buffers that comes from the same belt, I don't know why that is but it's less werid
11:31:21 <wib_jonas> sure, the filters I understand, and you *do* want a switch to quickly drain the buffer
11:31:53 <int-e> hmm... let me make another screenshot
11:32:33 <int-e> If the game lets me... responsiveness has become an issue, especially after it regains focus.
11:36:44 <wib_jonas> basically you want to flush your buffers as soon as possible when it's already very likely that it will trigger completion of the level. knowing whether it will trigger is hard, because you need 2000 shapes within a 10 second interval that is synchronized to an even 10 seconds on a map-global timer, and it's hard to synchronize with that timer, so
11:36:45 <wib_jonas> ideally you just send somewhat less than 4000 shapes and hope it works. to make average progress the fastest, you want to empty the shape when there's a small chance of failure, so you want to continue feeding the buffers with the shame level shape until you can verify that the level shape has indeed changed, at which point you drain the buffer.
11:36:45 <wib_jonas> the drain is easy to implement: just connect the hub's level shape signal to the filter, and put a trash at the bad end of the filter. and this is almost free, because your freeplay machine will be slow enough that it won't start filling the buffer before you can drain it.
11:38:11 <int-e> wib_jonas: https://int-e.eu/~bf3/tmp/shapez-buffer.png
11:40:00 <int-e> wib_jonas: Oh. I guess it was all there after all. So the splitter is to make the filters clean... they don't work well at full rate, but they do work at half rate.
11:40:39 <int-e> It's kind of useless the way things turned out, because the input lines themselves are split up as well.
11:41:03 <int-e> but I /could/ fully saturate that input and it would still not clog the storage.
11:41:19 <int-e> even if some dirt arrives
11:41:44 <wib_jonas> in other news, I've been playing Mindustry. it's another simulation game inspired by Factorio, with items traveling on belts, crafter buildings. also there's built-in in-game programmability similar to Factorio or shapez.io but with a language deliberately more full-featured than those (not a high bar) and interesting limitations in how those
11:41:44 <wib_jonas> programs can interface the in-game world. it can have some esoteric interest similar to Factorio or shapez.io or openttd with its deliberate and accidental programmability potentials.
11:42:53 <int-e> So I did over-engineer that buffer gadget a little bit.
11:42:56 <wib_jonas> int-e: interesting, so you can filter trash the line faster this way? I didn't know
11:44:32 <wib_jonas> I have lots of these trash filters, not just in the buffers but the guts of the freeplay shape making machine, because otherwise shapes or pigment tends to get stuck in it when one input of a crafting machine is present but the other isn't.
11:44:46 <int-e> If I just have a single line then the detector's pulse is too long to let just one item through.
11:45:15 <wib_jonas> so for most of the internal belts I compute the exact shape or pigment that ought to be present there and filter for it
11:45:16 <int-e> so if I have a correct item immediately followed by garbage, the garbage will tail the good item through the filter.
11:45:48 <wib_jonas> int-e: if your freeplay machine, not just the buffer, works, I'll be interested to see that as well
11:45:50 <int-e> Yeah I remade large parts of the factory to have more filters and some logic to drain lines on switchover.
11:47:12 <wib_jonas> I didn't actually remake any parts for that, there was generally enough space to fit the filters with small changes
11:47:33 <wib_jonas> and half of the machine was designed knowing that I need the filters too
11:48:05 <wib_jonas> oh, not for speed but to trash a bad item that follows a good item? that makes sense
11:49:26 <int-e> Ah, I kind of golfed the first attempt already... and it turns out there wasn't enough space.
11:49:47 <int-e> Or let's call it the first version. It worked well enough, really.
11:53:56 <esolangs> [[Roundabout]] M https://esolangs.org/w/index.php?diff=101892&oldid=101891 * AndrewToasterr * (+318)
12:01:03 <esolangs> [[Roundabout]] M https://esolangs.org/w/index.php?diff=101893&oldid=101892 * AndrewToasterr * (+46)
12:02:56 <wib_jonas> int-e: if it *worked* as in it's already working I'll be interested to see it
12:03:07 <wib_jonas> but if you want to improve it, don't feel pressured too much
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12:36:41 <esolangs> [[LRL]] https://esolangs.org/w/index.php?diff=101894&oldid=101823 * ChuckEsoteric08 * (+3)
12:39:25 <int-e> wib_jonas: https://int-e.eu/~bf3/tmp/Exhibit.bin is the working second version. (I trimmed it down to a single factory and a quarter of the delivery mechanism... this also makes it run smoothly at 60 ticks/s, which the full version doesn't.
12:40:05 <int-e> Actually the first version is now lost, I overwrote that save file.
12:40:27 <int-e> But it wasn't dramatically different from this one anyway, it mostly had fewer filters.
12:41:54 <int-e> I have no automation for the delivery mechanism yet, it's just two buttons.
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12:49:41 <esolangs> [[User:ChuckEsoteric08/Interpreters]] M https://esolangs.org/w/index.php?diff=101895&oldid=98382 * ChuckEsoteric08 * (+430)
13:02:32 <wib_jonas> int-e: thanks, I'll look later
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13:52:03 <esolangs> [[++C]] M https://esolangs.org/w/index.php?diff=101896&oldid=101873 * Yee haw * (+0) Thanks to rampion for catching a bug in the calculator program!
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13:53:17 <UserYes> Hi
13:53:20 <esolangs> [[Weeeeeeeeeeeeeeeeeeeeeeeeeeeeee]] https://esolangs.org/w/index.php?diff=101897&oldid=101439 * ChuckEsoteric08 * (+117) Scratch interpreter
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14:05:54 <esolangs> [[User:ChuckEsoteric08]] https://esolangs.org/w/index.php?diff=101898&oldid=101829 * ChuckEsoteric08 * (+209)
15:07:14 <esolangs> [[ITM]] M https://esolangs.org/w/index.php?diff=101899&oldid=101879 * PythonshellDebugwindow * (+172) Formatting, external resources, categories
15:52:16 <esolangs> [[Special:Log/upload]] upload * CNK * uploaded "[[File:Dang.png]]"
15:52:54 <b_jonas_> int-e: I'm looking at your shapez.io save. you have more drain filters than I do, you added one between the output of every painter/stacker/cutter and the input of the next one where the shape can change. I have steps combined a bit more often than this.
15:52:58 <esolangs> [[Color Scheme]] M https://esolangs.org/w/index.php?diff=101901&oldid=97991 * CNK * (-4)
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15:54:11 <esolangs> [[Special:Log/upload]] upload * CNK * uploaded "[[File:Dang2.png]]"
15:55:31 <b_jonas> also now I see what you meant about the double painters
15:55:35 <esolangs> [[Color Scheme]] https://esolangs.org/w/index.php?diff=101903&oldid=101901 * CNK * (+44)
15:56:16 <esolangs> [[Color Scheme]] https://esolangs.org/w/index.php?diff=101904&oldid=101903 * CNK * (+0)
15:56:34 <esolangs> [[Color Scheme]] https://esolangs.org/w/index.php?diff=101905&oldid=101904 * CNK * (+0)
15:57:54 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101906&oldid=101880 * PixelatedStarfish * (+125) /* Data */
15:57:57 <esolangs> [[Color Scheme]] https://esolangs.org/w/index.php?diff=101907&oldid=101905 * CNK * (+9)
15:58:42 <b_jonas> also I have a single big machine producing four belts, with repetitions only inside its modules, rather than a machine that produces one belt repeated multiple times
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17:11:32 <river> https://twitter.com/CihanPostsThms/status/1556355541865095169
17:27:07 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101908&oldid=101906 * PixelatedStarfish * (+7) /* Data */
17:47:38 <int-e> b_jonas: https://int-e.eu/~bf3/tmp/shapez-upgrading-again.png
17:48:25 <int-e> b_jonas: I considered producing multiple belts at once but the routing doesn't get easier... of course not doing that means quite a bit of duplicated logic in the second layer.
17:50:14 <int-e> b_jonas: yeah those extra drains at every stage is what I did for version 2 of the thing. it does improve switch over time a bit. It doesn't really matter in the grand scheme of things.
17:55:37 <int-e> b_jonas: My reasoning was that as long as I saturate the building blocks (filters, cutters, painters, stackers) it doesn't really matter whether I replicate them locally or by copying the whole factory several times.
17:57:09 <int-e> Oh and inputs too.
17:57:59 <int-e> Which... hmm. I guess is a case in favor of producing 2 things at once since I'm not saturating the paint inputs. But paint is abundant.
18:04:47 <int-e> I designed the paint mixing stage without accounting for the double painter
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18:13:09 <int-e> Anyway, I'm now making 4 belts worth of flowers and 2 each of logos and rockets. I'm not making blueprints... I don't expect to run out, and if I actually do, I can use the freeplay factory to make more.
18:13:28 <int-e> (it does cope with missing slices)
18:14:22 <b_jonas> int-e: sure, the locality just made me easier to modify my machine
18:14:51 <int-e> But... meh, I think I'm done except for some gadget/logic for controlling the buffering. Which... won't need much copying.
18:15:23 <int-e> I mostly succeeded in debugging the thing before I replicated it.
18:16:02 <b_jonas> int-e: do take it over level 800 so you can measure its speed for bragging rights though
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18:23:02 <int-e> b_jonas: I've seen a 320/s delivery rate. But I want to see whether that changes when I get the speedup multiplier above 10.
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18:33:54 <int-e> it was actually fun to make the rocket again... the factory is far more compact (and I made a dual factory, duplicating each stage locally)
18:35:36 <int-e> note to self: don't blindly use storage for latency reduction, there might be circuits below
18:37:02 <b_jonas> right
18:39:40 <b_jonas> int-e: it's not the delivery rate that matters the most, but how quickly you can pass levels (above 810) in average
18:41:01 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101909&oldid=101889 * Ilikecreepers * (+180) /* programs made in this */
18:48:01 <b_jonas> and as for that, yes, I have some places where I clearly have a evade one tile left just for crossing a storage line
18:49:14 <b_jonas> I have five total crossings of wires with storage lines, each of them crosses four parallel lines of storage
18:50:46 <b_jonas> no, six crossings
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18:53:43 <b_jonas> also to avoid the opposite problem, where I build storages without looking at the wire layer, I have walls of trash blocks to delimit some areas are that in use but not obvious from the belt layer
18:54:34 <int-e> one late insight... there's hardly any point in having more bypasses than hub connections.
18:54:59 <b_jonas> there are three larger areas with just complex logic, no belts, and some smaller areas
18:56:45 <int-e> I don't think I'll have any complex logic. What I have in mind will take maybe half a dozen rs flip-flops.
18:58:03 <int-e> there's logic under the factories of course... but the complexity is mostly in squeezing it to fit into the desired grid, to keep belts short
18:58:29 <int-e> the freeplay factories that is... I have no other factories with logic parts
18:59:00 <b_jonas> the three are: (1) the needlessly overcomplicated timer mechanism for when to flush the freeplay shapes to the hub, (2) the logic part that determines which three layers definitely aren't missing a corner and what symmetry these have, and (3) the logic that determines what symmetry the fourth layer has, since there's a rare case when the other three layers appear to have multiple symmetries and the
18:59:06 <b_jonas> previous logic picks the wrong one because it doesn't take into account of the fourth layer
18:59:57 <b_jonas> and sure, the constant shape factories have no logic
19:00:07 <int-e> right, so (2) and (3) don't come up for me because I just make arbitrary slices
19:00:39 <int-e> and my plan for (1) is mechatronic, leaving most of the timing to items on belts.
19:01:30 <b_jonas> the only logic I use are for the freeplay factory, the freeplay flusing mechanism, and a small one for the museum single shape separator. and some of the logic is for debugging only.
19:01:31 <int-e> but it'll take some fiddling, haven't done all the work yet.
19:01:51 <b_jonas> yes, everyone other than me builds freeplay factories that don't care about the symmetry invariants
19:02:22 <int-e> KISS in action
19:02:42 <b_jonas> and yes, for (1) the easiest way to do a counter is to send a stream of shapes (either the freeplay shapes or constant shapes tied to them) through a sequence of 1/2 splitters, to divide the count by a power of two
19:02:51 <b_jonas> instead I built a stupid quasi-binary counter in logic
19:03:30 <int-e> Yeah I did realise that splitters can make binary counters.
19:03:54 <int-e> Anyway, future work, not for today.
19:04:22 <int-e> I meant to do some of this on Sunday but my monitor decided it was time to break.
19:05:09 <int-e> And yesterday I was exhausted from getting a new monitor :P
19:05:09 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101910&oldid=101909 * Ilikecreepers * (+94) /* programs made in this */
19:06:18 <b_jonas> ouch, monitor breaking sucks
19:06:44 <int-e> I wish the game would display the ticks per seconds it executes
19:06:50 <int-e> (optionally)
19:06:54 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=101911&oldid=101910 * Ilikecreepers * (+5) /* programs made in this */
19:07:14 <int-e> maybe there's a mod for that?
19:09:44 <b_jonas> int-e: there's a key shortcut to show debug info which includes FPS
19:10:02 <b_jonas> it's not perfect, but it's usable
19:11:56 <int-e> Oh let me find that
19:12:22 <int-e> F4, I see
19:13:28 <int-e> somewhere between 14 and 15.
19:14:24 <int-e> Ah, the time per tick is more relevant, that 33ms. So... 1 second takes 2 seconds then.
19:14:28 <b_jonas> btw the funniest unused logic is the one that could force the freeplay factory to continue producing the previous freeplay shape even after I leveled if the museum separator hasn't managed to separate any shape yet. I don't think that ever happened or could happen, because the museum separator is fast and leveling is slow, but I can't prove that it can't happen so adding logic was easier
19:17:09 <int-e> Interesting. I guess a transistor can be fed its own output and thus keep it alive.
19:17:36 <b_jonas> yes, that's how you make a memory cell
19:18:01 <b_jonas> in theory you could do it with one of those virtual shape thingies instead of a transistor, but a transistor is easiest
19:18:07 <int-e> somehow, I have not needed one yet
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19:25:43 <int-e> (tick times are relevant because I think when I got those ~40s numbers, apart from my factory being closer to the hub, the ticks were still managed at their nominal rate (so 16ms))
19:42:09 <zzo38> If I have audio being generated at a higher sample rate, which is a integer multiple of the output sample rate, then how should the signal be reduced to the output sample rate? Would a table be used of numbers for the current and previous output, and if so then how to know what numbers to use?
20:06:21 <int-e> b_jonas: on the plus side I actually have a better monitor now
20:07:11 <int-e> (the other one was 12 years old, and display technology has improved quite a lot in that time)
20:23:40 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101912&oldid=101908 * PixelatedStarfish * (-20) /* Structs: Defining a Data Type */
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20:47:11 <b_jonas> int-e: well yes, a better monitor is what came out of my old monitor dying too. but I had to pay a ton for it.
20:47:59 <b_jonas> more on the plus side, I just got a better monitor at work a few days ago. it's larger and can actually do 3840*2160 resolution, though I don't really need the larger resolution.
20:48:20 <b_jonas> I'm not sure yet if I want to use it on full resolution or 1920*1080 on the longer term.
20:49:02 <b_jonas> this one is rare because almost all the monitors in the company are the same kind, but the boss was kind enough to give me the larger one that he used to use before he bought an even bigger one
20:49:11 <b_jonas> (for use at the company that is; I don't own it)
20:49:43 <b_jonas> I appreciate this
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22:05:37 <esolangs> [[Special:Log/newusers]] create * PartehTheEsolangDev * New user account
22:09:15 <esolangs> [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=101913&oldid=101882 * PartehTheEsolangDev * (+188)
22:13:38 <esolangs> [[User:PartehTheEsolangDev]] N https://esolangs.org/w/index.php?oldid=101914 * PartehTheEsolangDev * (+56) make my user page
22:14:22 <esolangs> [[User talk:PartehTheEsolangDev]] N https://esolangs.org/w/index.php?oldid=101915 * PartehTheEsolangDev * (+20) Created page with "this is my talk page"
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22:33:08 <esolangs> [[Special:Log/newusers]] create * * New user account
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2022-08-10
00:11:24 -!- Sgeo has joined.
00:24:10 <esolangs> [[lang]] https://esolangs.org/w/index.php?diff=101916&oldid=101881 * Salpynx * (+5584) /* Interpeters */ Combinators: (IDK) (IMBOSTER) (IS) (SUS) (BKI)
00:25:19 <esolangs> [[Combinatory logic]] M https://esolangs.org/w/index.php?diff=101917&oldid=79831 * Salpynx * (+13) /* See also */ link to Lazy K
00:32:30 <esolangs> [[lang]] M https://esolangs.org/w/index.php?diff=101918&oldid=101916 * Salpynx * (+0) /* Combinatory logic / Lazy-K */ What even is BBK? IDK.
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01:04:57 <esolangs> [[PriLogic]] N https://esolangs.org/w/index.php?oldid=101919 * BoundedBeans * (+3761) Created page with "PriLogic is an esolang by [[User:BoundedBeans]] using priority queues as its only data structure. ==Storage== PriLogic uses a priority queue of unbounded non-negative integer..."
01:05:44 <esolangs> [[PriLogic]] https://esolangs.org/w/index.php?diff=101920&oldid=101919 * BoundedBeans * (+76)
01:06:42 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101921&oldid=101869 * BoundedBeans * (+15)
01:07:31 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101922&oldid=101696 * BoundedBeans * (+13)
01:08:31 <esolangs> [[Letlang]] N https://esolangs.org/w/index.php?oldid=101923 * PartehTheEsolangDev * (+671) Created page with "== LetLang == [https://github.com/PartehDev/Letlang LetLang] is a joke esolang created by [[User:PartehTheEsolangDev|PartehTheEsolangDev]] which uses numbers from 1-6 to make..."
01:10:39 <esolangs> [[Letlang]] https://esolangs.org/w/index.php?diff=101924&oldid=101923 * PartehTheEsolangDev * (+28)
01:12:18 <esolangs> [[Joke language list]] M https://esolangs.org/w/index.php?diff=101925&oldid=101684 * PartehTheEsolangDev * (+55)
01:13:12 <esolangs> [[Joke language list]] https://esolangs.org/w/index.php?diff=101926&oldid=101925 * PartehTheEsolangDev * (+0)
01:13:31 <esolangs> [[Letlang]] https://esolangs.org/w/index.php?diff=101927&oldid=101924 * PartehTheEsolangDev * (-14) /* LetLang */
01:23:39 <esolangs> [[SiacB]] N https://esolangs.org/w/index.php?oldid=101928 * PartehTheEsolangDev * (+517) Created page with "SiacB, aka siacB v2, is a python esotaric programming language that [[User:PartehTheEsolangDev|PartehTheEsolangDev]] rewrote from it's previous owner, [https://github.com/PyGa..."
01:24:04 <esolangs> [[SiacB]] https://esolangs.org/w/index.php?diff=101929&oldid=101928 * PartehTheEsolangDev * (+28)
01:24:39 <esolangs> [[SiacB]] https://esolangs.org/w/index.php?diff=101930&oldid=101929 * PartehTheEsolangDev * (+0)
01:26:02 <esolangs> [[Joke language list]] https://esolangs.org/w/index.php?diff=101931&oldid=101926 * PartehTheEsolangDev * (+68)
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08:33:53 <river> http://richg42.blogspot.com/2022/01/lzxor.html
08:42:50 <river> On June 29, 2022, Earth completed one spin in 1.59 milliseconds less than 24 hours
08:42:57 <river> reminder earth fast
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10:15:53 <river> https://witness.zacharytalis.com/play.html#vs3i_vA_%E1%A0%982%E3%86%B3%D1%9F%E1%93%A2000%EA%B9%83%EA%B9%83%ED%99%83%EC%A9%83%E6%AB%A900%D2%BD%EB%81%8C%EB%B9%8300%E1%97%9E14%E1%97%9B%D3%8C0%E3%86%B3%E3%83%9E%F0%A0%A4%97%E1%97%9B0%D1%9F%E3%84%A62%E1%A0%96%D2%BD%E1%93%A8%E3%86%B3%E1%89%8D%E1%93%A8%E3%84%A8%E1%89%90%E1%97%9F%D2%BF%E1%97%9C%E1%89%91%E1%93%A4%E1%A0%99%E1%97%9C%E1%97%A04%E1%93%A3%E1%A2%
10:15:55 <river> 80%E5%9B%AE0%E1%A0%97%EC%95%88%E1%89%8C%E1%A0%95%EC%89%89%E3%84%A6%E1%89%B3%EC%95%890%E1%8A%AC%EC%95%840%E1%94%837W%EA%B9%A4%EC%95%830%E1%90%8342%E1%89%8C%EC%95%8B%EC%91%83%EA%B9%A4%E3%84%A6%E1%A0%95%EA%B5%A3X%E3%84%A6%E1%93%A2%E1%8F%8C0%E1%97%9C%E1%89%B3%EA%B1%83%EA%B9%84%E1%A2%84%EA%B9%83%E4%83%80X%E3%81%A10%E4%83%80~~7XUXXX0%E4%83%80XX0%EC%91%83%E4%83%80X0%D3%8C%EB%81%83%E1%8E%AC%D3%8C%D3%8C%D
10:15:57 <river> 3%8C00%D2%B9000%E3%84%A6%E1%A0%96%D3%80%E1%93%A4%E3%86%A8%D1%8D51%E3%86%AA%D2%BF%E1%93%A6%E1%97%9F02%D2%BF%E1%93%A4%E1%93%A5%E1%A0%96%E3%84%A7%C6%9A%EC%89%A3%F0%A5%B1%95%E3%AF%9F%F0%A5%B2%B4%E9%AE%93%F0%A5%B3%8B%F0%A1%AF%B5%F0%A5%B2%91%E7%A1%A9%F0%A5%B3%B2%E3%93%93%F0%A5%B4%95%F0%A5%B4%95%F0%A5%B2%9E%F0%A5%B4%95%F0%A5%B4%95%F0%A5%B0%B8%F0%A5%B0%96%EC%8D%83%EC%8D%83%EC%8D%83%EC%8D%83%EC%8E%AB%E6%A
10:15:59 <river> 5%91%E6%A5%91~~5%E7%95%9D%E7%85%99%E7%85%99%E7%85%9C%E7%91%9C%E7%91%9C%E3%AB%99%E3%AB%99%E3%AB%8E%ED%8D%B2%ED%8D%B2%ED%8D%B2%ED%8D%B2%ED%8E%AC%E6%A9%92%E6%A9%92%ED%89%B1%ED%89%B1%ED%8A%AC%E6%A9%92%E6%A9%92%E6%B9%96%E6%B9%96%E6%B9%90%E6%A1%90%E6%A1%90%E7%99%9E%E7%99%9E%E7%99%9B%E7%8D%9B%E7%8D%9B%ED%89%B1%ED%89%B1%ED%8A%A6%E6%91%8C%E6%91%8C%E7%81%98%E7%81%98%E7%81%96%E6%B9%96%E6%B9%96%ED%8D%B2%ED%8
10:16:01 <river> D%B2%ED%8E%87%E6%AC%A0%E4%BD%96%E7%84%BD%E6%A8%B6%E6%AC%BF%E4%88%88%E7%A4%A0%E6%9D%A1%E4%B0%87%E7%95%8D%E7%91%94%E6%A8%B8%ED%96%89%ED%9E%97%E5%85%8B%E7%AD%9D%E4%B4%92%ED%89%B1%ED%89%B1%ED%8A%B3%E7%85%99%E7%85%99%E6%BD%97%E6%BD%97%E6%BD%90%E6%A1%90%E6%A1%90
10:16:10 <river> https://bpa.st/AF2A
10:46:13 <esolangs> [[WholesomeFuck]] N https://esolangs.org/w/index.php?oldid=101932 * Dtp09 * (+1822) Created page with ":''"This Warms My Heart" --Dtp09'' '''WholesomeFuck''' is a language created by [[User:Dtp09]]. It is a [[brainfuck]] equivalent, and uses emoticon faces seperated by spaces..."
10:46:57 <esolangs> [[User:Dtp09]] https://esolangs.org/w/index.php?diff=101933&oldid=92497 * Dtp09 * (+31)
10:47:40 <esolangs> [[WholesomeFuck]] https://esolangs.org/w/index.php?diff=101934&oldid=101932 * Dtp09 * (+1) /* Implementation */
10:55:59 <esolangs> [[WholesomeFuck]] https://esolangs.org/w/index.php?diff=101935&oldid=101934 * Dtp09 * (+93)
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12:03:52 <esolangs> [[WholesomeFuck]] https://esolangs.org/w/index.php?diff=101936&oldid=101935 * Dtp09 * (+1) /* Hello, World! */
12:03:53 <river> https://posithub.org/
12:04:00 <esolangs> [[WholesomeFuck]] https://esolangs.org/w/index.php?diff=101937&oldid=101936 * Dtp09 * (+1) /* Hello, World! */
12:04:45 <esolangs> [[WholesomeFuck]] https://esolangs.org/w/index.php?diff=101938&oldid=101937 * Dtp09 * (+23) /* Programs Translated from brainfuck */
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14:06:17 <int-e> b_jonas: control logic: https://int-e.eu/~bf3/tmp/shapez-control.png (selected parts are old) ...featuring an electromechanical counter
14:06:50 <int-e> And https://int-e.eu/~bf3/tmp/shapez-incoming.png is what it looks like when it starts flushing buffers.
14:07:08 <int-e> (I may need to fill them a bit more later on... I can adjust the counter for that.)
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14:57:10 <wib_jonas> int-e: I don't understand almost anything from that image, sorry
15:00:17 <wib_jonas> what are the equal gates for?
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15:05:11 <int-e> wib_jonas: followed by negation? edge detection
15:06:00 <int-e> wib_jonas: three of the equals gates are old actually, I just didn't select them out of laziness
15:06:42 <int-e> wib_jonas: the top right one detects level changes
15:06:59 <int-e> by comparing the shape to the shape two ticks earlier
15:07:10 <int-e> or whatever the exact delay of those transistors is
15:08:29 <int-e> wib_jonas: anyway, timing is done by releasing a single blue paint particle and running it through a parcour with many balancers until it finds the exit. on the way there are filters that trigger when 32 items arrive on a single belt. So that's how it's counting.
15:11:07 <int-e> So that happens in the bottom right part. the bottom center part has two RS-flip-flops which manage the state. To the left, there's a manual override and a translation of that state to controlling the buffers and all that. And somewhere in the middle of the left part is a detector for the first correct item to arrive, which is when it switches off the drain mode.
15:11:18 <wib_jonas> no, I mean the equals gates where one of the inputs is the shape output of a belt meter
15:12:07 <wib_jonas> those are the ones that you have highlighted with blue
15:13:04 <int-e> oh? those control filters, only letting items pass that match the target one.
15:13:48 <int-e> You already can see those in yesterday's Exhibit save file.
15:15:50 <int-e> the one highlighted wire carries the target piece for the level
15:16:05 <int-e> so you can see that it is indeed one of the inputs there
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15:22:23 <wib_jonas> but why do you need those? doesn't a normal filter with shape signal inputed in fit?
15:24:32 <int-e> Apparently... I missed that in the description.
15:25:22 <int-e> And I guess that would work at full speed... so the splitting I've been doing is superfluous as well.
15:26:22 <int-e> So... hmm. I guess I can clean a few places up a bit.
15:26:30 <wib_jonas> oh
15:26:34 <wib_jonas> that's what the split was for?
15:27:01 <int-e> Yes, because with the shape detector there's a delay between detector and filter
15:27:30 <int-e> so if shapes arrive too fast this construct gets confused.
15:33:01 <int-e> the funny thing is though... this is hardly worth cleaning up; the critical places in the factory all use the negation of the comarison as well.
15:33:46 <wib_jonas> that just makes it harder to clean up, since you have to redo the belts and layout
15:36:41 <int-e> I might do it for the hub area... it's not too bad.
15:41:08 <int-e> thanks for pointing that out
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15:50:14 <esolangs> [[User:Razetime]] https://esolangs.org/w/index.php?diff=101939&oldid=93939 * Razetime * (+309) new links
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16:41:36 <esolangs> [[2002-12-14]] https://esolangs.org/w/index.php?diff=101940&oldid=100596 * Yes * (+3)
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17:05:48 <esolangs> [[WholesomeFuck]] https://esolangs.org/w/index.php?diff=101941&oldid=101938 * Dtp09 * (+72) /* Implementation */
17:08:37 <esolangs> [[WholesomeFuck]] https://esolangs.org/w/index.php?diff=101942&oldid=101941 * Dtp09 * (-2) /* Implementation */
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17:50:31 <esolangs> [[Bidiroop]] N https://esolangs.org/w/index.php?oldid=101943 * BoundedBeans * (+13420) Created page with "Bidiroop is an esolang by [[User:BoundedBeans]] where objects and classes have a different sort of relationship than usual. ==Fundamentals== There are four first-class types..."
17:51:52 <esolangs> [[Bidiroop]] https://esolangs.org/w/index.php?diff=101944&oldid=101943 * BoundedBeans * (+118)
17:52:24 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101945&oldid=101921 * BoundedBeans * (+15)
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17:52:57 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101946&oldid=101922 * BoundedBeans * (+14)
17:59:07 <esolangs> [[Talk:Bidiroop]] N https://esolangs.org/w/index.php?oldid=101947 * BoundedBeans * (+916) Created page with "I'm not sure how much this language is esoteric. It can be used as a normal imperative language if you don't use classes, methods, or objects. It has some odd syntax but it ac..."
18:00:39 <esolangs> [[Talk:Bidiroop]] https://esolangs.org/w/index.php?diff=101948&oldid=101947 * BoundedBeans * (+154)
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18:16:23 <esolangs> [[G arD^EN CorUtY@rD]] https://esolangs.org/w/index.php?diff=101949&oldid=101658 * BoundedBeans * (+1)
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18:36:42 <esolangs> [[G arD^EN CorUtY@rD]] https://esolangs.org/w/index.php?diff=101950&oldid=101949 * BoundedBeans * (+938)
18:57:34 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101951&oldid=101912 * PixelatedStarfish * (+139) /* Heap */
18:57:57 <esolangs> [[@everyone]] https://esolangs.org/w/index.php?diff=101952&oldid=101529 * BoundedBeans * (+22) Added Thematic category
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19:10:36 <int-e> b_jonas: Sadly I "had to" tear down 4 of my factories.... it's nominally slower, of course, but now a tick takes less than 16ms to compute and in terms of real time it's faster this way. :-/
19:11:35 <int-e> I did save the full thing, but I won't pursue higher levels with it.
19:13:22 <int-e> I did keep all of the "basic" shape factories, so upgrading is now twice as fast.
19:22:58 <b_jonas> I see
19:24:21 <int-e> slightly annoying to see that effort go to waste for such a silly reason
19:24:45 <int-e> also, I had to tear them down; just deactivating them didn't significantly improve the tick time.
19:25:53 <int-e> (my factories come to a halt if you give them an undefined shape... not really something I designed for, but I guess it happens quite naturally)
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19:40:06 <int-e> b_jonas: https://int-e.eu/~bf3/tmp/shapez-control2.png ...looks a bit cleaner. A nasty bit of logic that mappend undefined to 1 (and 0, 1 to itself) disappeared.
19:42:36 <b_jonas> @type mappend
19:42:37 <lambdabot> Monoid a => a -> a -> a
19:43:02 <b_jonas> isn't that just two not gates?
19:43:21 <b_jonas> no wait it's not
19:43:24 <b_jonas> sorry
19:44:10 <int-e> What I had is around the red wire in https://int-e.eu/~bf3/tmp/shapez-control.png
19:45:55 <int-e> so, a not, an or (to turn conflict into undefined), and another or. And a transistor to isolate the conflict from the input
19:46:47 <int-e> Anyway, I don't miss it :P
19:53:54 <esolangs> [[User talk:PartehTheEsolangDev]] https://esolangs.org/w/index.php?diff=101953&oldid=101915 * PartehTheEsolangDev * (+72)
19:54:16 <esolangs> [[User talk:PartehTheEsolangDev]] https://esolangs.org/w/index.php?diff=101954&oldid=101953 * PartehTheEsolangDev * (+1)
19:57:46 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101955&oldid=101951 * PixelatedStarfish * (+225) /* Initialization */
19:58:31 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101956&oldid=101955 * PixelatedStarfish * (+2298) /* Initialization */
20:02:42 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101957&oldid=101956 * PixelatedStarfish * (-379) /* Initialization */
20:11:22 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101958&oldid=101957 * PixelatedStarfish * (+255) /* Initialization */
20:11:38 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101959&oldid=101958 * PixelatedStarfish * (+0) /* Initialization */
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20:24:20 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101960&oldid=101959 * PixelatedStarfish * (-276) /* Initialization */
20:25:33 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101961&oldid=101960 * PixelatedStarfish * (-80) /* Initialization */
20:27:28 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101962&oldid=101961 * PixelatedStarfish * (-320) /* Initialization */
20:27:49 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101963&oldid=101962 * PixelatedStarfish * (+1) /* Initialization */
20:28:20 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101964&oldid=101963 * PixelatedStarfish * (+1) /* Initialization */
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21:15:02 <esolangs> [[Bidiroop]] https://esolangs.org/w/index.php?diff=101965&oldid=101944 * BoundedBeans * (+8863) Updated the specification a bit and added Data Structures section
21:20:54 <esolangs> [[Bidiroop]] https://esolangs.org/w/index.php?diff=101966&oldid=101965 * BoundedBeans * (+217)
21:22:37 <esolangs> [[Bidiroop]] M https://esolangs.org/w/index.php?diff=101967&oldid=101966 * BoundedBeans * (-1) Removed stray quotation mark in "@LAST
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21:24:24 <esolangs> [[Talk:Bidiroop]] https://esolangs.org/w/index.php?diff=101968&oldid=101948 * BoundedBeans * (+221)
21:24:38 <esolangs> [[Talk:Bidiroop]] https://esolangs.org/w/index.php?diff=101969&oldid=101968 * BoundedBeans * (+97)
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22:01:18 <esolangs> [[C@]] https://esolangs.org/w/index.php?diff=101970&oldid=100181 * BoundedBeans * (+1341)
22:02:51 <esolangs> [[Talk:C@]] https://esolangs.org/w/index.php?diff=101971&oldid=100174 * BoundedBeans * (+293)
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22:35:32 <esolangs> [[Roundabout]] M https://esolangs.org/w/index.php?diff=101972&oldid=101893 * AndrewToasterr * (-39)
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23:02:50 <esolangs> [[2022]] N https://esolangs.org/w/index.php?oldid=101973 * BoundedBeans * (+3600) Created page with "2022 is a string-rewriting esolang by [[User:BoundedBeans]]. It is not a derivative of 2014. 2022 is different from other string-rewriting esolangs in that it only has one rew..."
23:03:22 <esolangs> [[2022]] https://esolangs.org/w/index.php?diff=101974&oldid=101973 * BoundedBeans * (+82)
23:03:49 <esolangs> [[2022]] https://esolangs.org/w/index.php?diff=101975&oldid=101974 * BoundedBeans * (+36) Made the categories actually categories
23:04:13 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=101976&oldid=101945 * BoundedBeans * (+11)
23:04:29 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101977&oldid=101946 * BoundedBeans * (+10)
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23:08:33 <esolangs> [[User:BoundedBeans]] https://esolangs.org/w/index.php?diff=101978&oldid=101977 * BoundedBeans * (-103)
23:20:33 <esolangs> [[Bidiroop]] M https://esolangs.org/w/index.php?diff=101979&oldid=101967 * BoundedBeans * (+396) Clarified dynamic class scope and garbage collection
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23:31:09 <esolangs> [[C@]] https://esolangs.org/w/index.php?diff=101980&oldid=101970 * BoundedBeans * (+662)
23:31:25 <esolangs> [[C@]] https://esolangs.org/w/index.php?diff=101981&oldid=101980 * BoundedBeans * (+3)
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23:46:31 <esolangs> [[Bidiroop]] M https://esolangs.org/w/index.php?diff=101982&oldid=101979 * BoundedBeans * (+495) Added self-interpreter
23:48:16 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101983&oldid=101822 * Yes * (+214) /* AIGHT */ new section
23:48:32 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101984&oldid=101983 * Yes * (+72) /* AIGHT */
23:50:17 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101985&oldid=101984 * Yes * (-2)
23:50:44 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101986&oldid=101985 * SpaceByte * (+144)
23:51:25 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101987&oldid=101986 * SpaceByte * (+89) forgor my sig
23:53:27 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=101988&oldid=101987 * Yes * (+88)
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2022-08-11
00:26:43 <esolangs> [[2022]] M https://esolangs.org/w/index.php?diff=101989&oldid=101975 * PythonshellDebugwindow * (+72) Categories
00:37:43 <esolangs> [[Letlang]] M https://esolangs.org/w/index.php?diff=101990&oldid=101927 * PythonshellDebugwindow * (+119) Stub, categories
00:49:33 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101991&oldid=101964 * PixelatedStarfish * (+113) /* Data */
00:52:29 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101992&oldid=101991 * PixelatedStarfish * (+125) /* Initialization */
00:56:32 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101993&oldid=101992 * PixelatedStarfish * (+0) /* Initialization */
00:58:02 <esolangs> [[SiacB]] M https://esolangs.org/w/index.php?diff=101994&oldid=101930 * PythonshellDebugwindow * (+57) Stub, categories p
01:00:03 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101995&oldid=101993 * PixelatedStarfish * (+31) /* Initialization */
01:01:23 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101996&oldid=101995 * PixelatedStarfish * (+38) /* Initialization */
01:02:42 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101997&oldid=101996 * PixelatedStarfish * (+40) /* Initialization */
01:05:45 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101998&oldid=101997 * PixelatedStarfish * (+91) /* Initialization */
01:20:34 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=101999&oldid=101998 * PixelatedStarfish * (+29) /* Initialization */
01:28:13 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102000&oldid=101999 * PixelatedStarfish * (-1) /* Initialization */
01:33:49 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102001&oldid=102000 * PixelatedStarfish * (+87) /* Initialization */
01:35:11 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102002&oldid=102001 * PixelatedStarfish * (+7) /* Initialization */
01:39:23 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=102003&oldid=101988 * SpaceByte * (+463)
01:53:31 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102004&oldid=102002 * PixelatedStarfish * (-76) /* Initialization */
02:03:55 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102005&oldid=102004 * PixelatedStarfish * (+68) /* Initialization */
02:13:32 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102006&oldid=102005 * PixelatedStarfish * (+10) /* Initialization */
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11:54:34 <int-e> b_jonas: Around level 810 it's taking 120 +/- 5 seconds. This should carry me to about 270 items/s, after that I'll have to increase the number of buffered items a bit more. Or figure out a way
11:54:58 <int-e> ...err, figure out a way to synchronise with the rate measurement.
11:57:31 <int-e> b_jonas: it's also scamming me... https://int-e.eu/~bf3/tmp/shapez-scam.png doesn't look like 20.2 items per second :P
12:03:13 <int-e> b_jonas: that setup is how I tested the delivery mechanism btw. So I /know/ that at speedup just over 8, the top part would already consume and deliver 10*8 on both sides, while going through that bottleneck in the middle.
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12:42:58 <int-e> b_jonas: Oh does it just stay at 200/s now?
12:48:55 <int-e> > 200/16
12:48:57 <lambdabot> 12.5
12:51:33 <int-e> what an odd place to stop
12:52:46 <int-e> That means I can probably reduce my timer setting one step and still reliably make it each time.
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13:05:33 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=102007&oldid=102003 * Yes * (+309) /* mistake */ new section
13:13:19 <esolangs> [[Talk:lang]] https://esolangs.org/w/index.php?diff=102008&oldid=102007 * Yes * (+17)
13:13:54 <int-e> b_jonas: Hah. While the throughput is stuck at 20, items now travel faster along the belt, so chained balancers are now slower than plain belts.
13:17:26 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=102009&oldid=101853 * Yes * (+235)
13:17:27 <int-e> > (19*60-19)/10 -- seconds per level, from 855 to 864
13:17:29 <lambdabot> 112.1
13:31:49 <esolangs> [[SIMPLE (the other one)]] N https://esolangs.org/w/index.php?oldid=102010 * Yes * (+940) Created page with "SIMPLE (the other one) is a joke esolang made by [[User:Yes]] thats a parody of [[SIMPLE]] == Acroynm == <code>Simp Linguistic Environment</code> == Conversion from SIMPLE..."
13:32:15 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=102011&oldid=102009 * Yes * (+32)
13:34:56 <esolangs> [[SIMPLE (the other one)]] https://esolangs.org/w/index.php?diff=102012&oldid=102010 * Yes * (+11)
14:16:36 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102013&oldid=102006 * PixelatedStarfish * (-90)
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14:22:05 <wib_jonas> int-e: er...  you know the required speed doesn't increase past 200/s (i.e. 2000 items within an aligned 10 second window), which is from around level 810, right?
14:22:16 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102014&oldid=102013 * PixelatedStarfish * (+0) /* lists, Indexing, and Nesting */
14:22:47 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102015&oldid=102014 * PixelatedStarfish * (+0) /* Lists, Indexing, and Nesting */
14:23:12 <wib_jonas> shapez.io is written this way so it's not impossible to deliver the shapes to the hub without bugs, since 200/s already takes between 10 to 12 of the 16 belts perimeter\
14:23:44 <wib_jonas> and the speeds on the belt measurers can't really be trusted
14:24:35 <wib_jonas> ah yes, you know, you mentioned that later
14:24:49 <wib_jonas> I think of it as 10 belts definitely required, 12 belts enough
14:25:36 <wib_jonas> also nice
14:25:40 <int-e> wib_jonas: I know that now
14:26:01 <int-e> I didn't before I actually hit the cap
14:28:08 <int-e> Hmm. I have no indication that the belt readers are unreliable. They seem to have the same throughput as belts too, but I'm making a point to mostly not use them at full throughput.
14:32:41 <esolangs> [[OISC]] https://esolangs.org/w/index.php?diff=102016&oldid=101419 * ChuckEsoteric08 * (-2)
14:34:03 <int-e> I guess I'm done with the game then. Maybe wait for level 1024 because it's a nice round number...
14:35:51 <int-e> I could endlessly redesign stuff in hopes of getting to maybe 90-100s per level instead of 113s.
14:37:47 <int-e> or wait forever for upgrades but it's probably better to just hack the save file or game instead.
14:38:51 <int-e> basically that whole area around the hub is hopelessly overengineered now, so the four factories could be quite a bit closer
14:39:53 <int-e> At least for the objective of continuously solving freeplay levels.
14:47:19 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102017&oldid=102015 * PixelatedStarfish * (+0) /* Argument Tokens */
14:47:56 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102018&oldid=102017 * PixelatedStarfish * (+0) /* Token Precedence */
14:48:33 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102019&oldid=102018 * PixelatedStarfish * (-3) /* Data Types */
14:49:01 <int-e> > (20*16, 24*16)
14:49:03 <lambdabot> (320,384)
14:49:06 <wib_jonas> int-e: belt readers are not unreliable in having the full throughput of the belt, or in their two signal ouputs. they're only unreliable in the number that they display to you.
14:49:46 <wib_jonas> also at least make some screenshots or savefile to show off the final design before you abandon it
14:51:03 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102020&oldid=102019 * PixelatedStarfish * (+0)
14:54:12 <int-e> Eh I'll keep the save file. I didn't actually change anything from yesterday. (I changed the counter setting, then changed it back.)
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14:55:36 <int-e> one nuisance is that my rocket factory clogs up every two or so saves/reloads (slowing down its production rate)... so somehow saving is losing information. Maybe the output queues of the various devices?
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15:01:10 <int-e> specifically this part https://int-e.eu/~bf3/tmp/shapez-rocket-detail.png
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15:01:59 <int-e> (I actually found that SCSC shape on the ground, which is why it's also used as waste material)
15:19:07 <wib_jonas> ha, nice! you managed to make your rocket factory clog up, like I mentioned when we talked about rocket factories. now redesign it so that it can't clog up :-P
15:24:22 <int-e> But it's not me, it's the engine. Everything is consumed at the right rate.
15:24:48 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102021&oldid=102020 * PixelatedStarfish * (+0) /* Character Access */
15:25:06 <int-e> I can probably fix most of it by inserting two rotators along that long path in the middle
15:25:36 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102022&oldid=102021 * PixelatedStarfish * (+0) /* Initialization */
15:26:07 <int-e> But I'm aware of the problem so I'm just cleaning the factory up (using select, then B) every once in a while.
15:26:38 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102023&oldid=102022 * PixelatedStarfish * (-66) /* Initialization */
15:26:56 <esolangs> [[Brainspin]] M https://esolangs.org/w/index.php?diff=102024&oldid=101376 * PythonshellDebugwindow * (+35) /* Implementation */ Category
15:30:11 <wib_jonas> int-e: you could design it such that it can't be clogged no matter what's on the belts, like I had to after I designed that broken one of mine
15:30:20 <wib_jonas> anyway, it makes me happy that other people stumble into the same mistake
15:30:28 <int-e> It would be much bigger if I did that
15:31:06 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102025&oldid=102023 * PixelatedStarfish * (+0) /* Use with Constants */
15:31:28 <wib_jonas> nah, probably less than one and a half times as big as now, I guess, unless you managed to find a very compact layout for this but can't for the redesign
15:34:19 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102026&oldid=102025 * PixelatedStarfish * (+0) /* Use with Constants */
15:35:24 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102027&oldid=102026 * PixelatedStarfish * (+0) /* Use with Constants */
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15:37:14 <esolangs> [[UBLANG/MUUBLANG]] N https://esolangs.org/w/index.php?oldid=102028 * ChuckEsoteric08 * (+530) Created page with "{{back|UBLANG}} '''MUUBLANG'''('''M'''ore '''u'''seful un'''u'''sa'''b'''le '''l'''anguage) is an extension of UBLANG that allow initial values and speical "Goto" value ==Cha..."
15:37:22 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102029&oldid=102027 * PixelatedStarfish * (+0) /* Proof by Translation to bf */
15:37:54 <esolangs> [[BunnyBell]] https://esolangs.org/w/index.php?diff=102030&oldid=102029 * PixelatedStarfish * (+0) /* Proof by Translation to bf */
15:38:13 <esolangs> [[UBLANG]] https://esolangs.org/w/index.php?diff=102031&oldid=100156 * ChuckEsoteric08 * (+34)
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15:40:35 <int-e> The obvious solution for this (storage with garbage bin on the low-priority output) would make this 6 squares higher, I think.
15:41:19 <int-e> There's two 4-way cutters that will clog if the outputs aren't used in lockstep. So two layers of those protectors.
15:42:19 <int-e> Anyway, it's not going to happen.
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16:16:42 <int-e> I guess you could omit the garbage bins and it'll still work essentially forever.
16:17:02 <esolangs> [[Teramithic]] https://esolangs.org/w/index.php?diff=102032&oldid=101817 * Digital Hunter * (+41) /* Functions */ pretty important note
16:17:41 <int-e> (probably more than 1k save/reload cycles)
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17:04:26 <esolangs> [[User:Yes]] https://esolangs.org/w/index.php?diff=102033&oldid=102011 * Yes * (+55)
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17:06:05 <shachaf> `olist 1264
17:06:09 <HackEso> olist <https://www.giantitp.com/comics/oots1264.html>: shachaf oerjan Sgeo FireFly boily nortti b_jonas
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17:36:40 <int-e> b_jonas: Oh the layout doesn't seem to be prepared for this :) https://int-e.eu/~bf3/tmp/shapez-1k.png
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