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00:03:11 <b_jonas> zzo38: how about hovering (Star Wars or Dune style)?
00:04:25 <zzo38> I don't know what is the Star Wars or Dune style.
00:06:45 <zzo38> There is contragravity, though. Contragravity Lifter provides ten times Earth's gravity of contragravity lift for 5% of total mass, while Skystone Armor provides Earth's gravity of contragravity lift for 15% of total mass (in addition to providing protection from being damaged).
00:07:57 <zzo38> You can also have wings, rockets, warp drive, etc.
00:08:41 <zzo38> (Although warp drive only works if you are at least 75 AU away from a star)
00:11:08 <b_jonas> no, the Star Wars hovering ships have anti-gravity magic that's lifting their whole weight usually. I'm not certain about dune, it's been a long time since I read those books and don't intend to revisit them.
00:11:28 <b_jonas> (or read the books that I haven't read; it's a series endlessly milked with more and more books)
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00:33:44 <zzo38> It does lift the entire vehicle; this is the percentage of the mass which must be dedicated to contragravity systems. However, contragravity does not allow the vehicle to fly but only counteracts part or all of the planet's gravity.
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03:21:31 <esolangs> [[Special:Log/newusers]] create * Kew * New user account
03:23:23 <esolangs> [[Special:Log/newusers]] create * 1 * New user account
04:37:14 <zzo38> Something unrelated is: In a computer program, an object's class cannot change, so the old object must be destroyed and a new one created of a different class. I will need a field in the object to reference the new object from the old one (which has not yet been freed), and perhaps an alternate name; one of the names is null if it hasn't been changed in this way. My question is, what should this name(s) be?
04:37:56 <zzo38> (This is similar than, but not quite like, how in Magic: the Gathering, an object that moves from one zone to another becomes a new object, but you can still find the new one and the old one based on some criteria.)
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06:10:05 <int-e> b_jonas: a resettable period 601 interval timer: https://int-e.eu/~bf3/tmp/shapez-p601.png (period 601 because it turns out that the typical accounting interval is 601 ticks)
06:10:32 <int-e> I love the CRT
06:12:42 <int-e> "typical"... but it's sometimes slower if the game is off screen so rendering is disabled? So odd.
06:15:02 <int-e> b_jonas: ah and I tested your idea of using the other output of the storage for detecting reloads. it works.
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06:34:47 <b_jonas> int-e: I see
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09:28:29 <wib_jonas> int-e: so what are you using this save-load lag detector mechanism for (shapez.io)?
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11:06:14 <int-e> wib_jonas: the plan is to synchronize with the accounting interval so only 2000 shapes need to be delivered to complete a level
11:07:08 <int-e> I don't know whether it'll work. But I want to try.
11:07:54 <int-e> wib_jonas: And as mentioned previously, reloading restarts the accounting interval so it's helpful to detect that for this synchronization.
11:09:28 <int-e> I'm building this very slowly though.
11:11:15 <int-e> wib_jonas: The best part for the p601 thing is that I got the math correct on the first try, including the extra delay as the reset signal travels around (which takes 4 ticks, so I had to compute 597 modulo 8, 7, 5, and 3.)
11:12:07 <int-e> (I already had a larger reference clock based on a binary counter)
11:13:33 <int-e> (how much larger? about 3.5-4x the area, while having about the same width)
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11:45:11 <wib_jonas> reloading restarts the interval for the speed check? wow, I didn't know that!
11:46:36 <wib_jonas> "including the extra delay as the reset signal travels around" => hehe. I have precise signal control for a Factorio nuclear plant where I account for the signal delay, but it barely matters and there's no way to really fully test if that delay is correct or late a tick
11:48:21 <int-e> wib_jonas: the speed check uses the same accounting as the delivery/produced graphs, and those are reset when reloading
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17:56:39 <zzo38> With the new Magic: the Gathering stuff in Unfinity (some of which I think is a design mistake, and some other people agree with me), it leads to a question: What is the primary key, by now?
18:05:52 <b_jonas> zzo38: primary key for what?
18:08:01 <zzo38> For the Oracle card database
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18:34:43 <b_jonas> zzo38: how is Unfinity relevant to that? I think the primary key is the numeric Scryfall ID by the way
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18:59:23 <esolangs> [[CalScript]] https://esolangs.org/w/index.php?diff=103414&oldid=43010 * Kaveh Yousefi * (+170) Added a hyperlink to my implementation of the CalScript programming language on GitHub.
19:00:04 <esolangs> [[CalScript]] https://esolangs.org/w/index.php?diff=103415&oldid=103414 * Kaveh Yousefi * (+116) Added categories to the page.
19:04:53 <esolangs> [[CalScript]] https://esolangs.org/w/index.php?diff=103416&oldid=103415 * Kaveh Yousefi * (+14168) Added an examples section with a Hello, world! and a one-time cat program as its initial members.
19:38:13 <zzo38> Scryfall IDs are not official. Normally the name would be used, although I think there are some Attractions that are eternal but may have a different effect even though they have the same name. I suppose it is currently unclear until actual rules are revealed, but I think that it should not be done badly.
19:39:13 <zzo38> (I think also "read ahead", when I saw it announced, I thought that this would require a change to the rules so it is a bit messy, even though the idea otherwise makes sense and seems reasonable. The way that they actually implemented it seems a bit wrong to me, like it could have been designed a bit better than that.)
19:39:36 <zzo38> (Of course "read ahead" isn't Unfinity, but with Unfinity it seems even more messy than that)
19:58:27 <zzo38> And, do you know the answer of my question about the computer program that the object's class cannot be changed?
20:31:40 <esolangs> [[Briefscript]] https://esolangs.org/w/index.php?diff=103417&oldid=61558 * TJC games * (+1) ios hehe
21:37:44 <esolangs> [[Enterprise]] M https://esolangs.org/w/index.php?diff=103418&oldid=96935 * PythonshellDebugwindow * (-61) Convert to redirect
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