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04:40:57 <esolangs> [[Esolang talk:General disclaimer]] https://esolangs.org/w/index.php?diff=103446&oldid=83060 * Esolanger12345 * (+18)
04:42:05 <esolangs> [[Esolang talk:General disclaimer]] https://esolangs.org/w/index.php?diff=103447&oldid=103446 * Esolanger12345 * (+36)
04:42:40 <esolangs> [[Esolang talk:General disclaimer]] https://esolangs.org/w/index.php?diff=103448&oldid=103447 * Esolanger12345 * (+0)
04:46:10 <esolangs> [[Anarchysm]] https://esolangs.org/w/index.php?diff=103449&oldid=96912 * Esolanger12345 * (+6)
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07:44:56 <esolangs> [[Oxon]] M https://esolangs.org/w/index.php?diff=103450&oldid=99886 * A casual user * (+68)
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14:44:32 <esolangs> [[Special:Log/move]] move * PythonshellDebugwindow * moved [[Broken stack eleement]] to [[Broken stack element]]: Fix title
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18:23:14 <int-e> (shapez.io computation: in order to solve a level in 40 seconds with 4 full-speed MAMs at 10x speedup, the maximum latency for switching over to the next piece is 15 seconds... I don't think I can manage that... I'm quite close, but not there.)
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18:27:02 <int-e> around 17s or 18s is where I am.
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18:45:10 <int-e> > 2000/120 + 20 -- maybe I should build 6 MAMs
18:46:40 <int-e> (I /think/ I can manage that and keep the tick below 16ms; it's under 10 right now)
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18:48:13 <int-e> (the latency would increase a bit because of the larger distances, and probably a tiny bit of extra routing around the hub)
18:50:53 <Joao003> I'm from South America, that's why
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19:00:20 <HackEso> Joao003: 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.)
19:00:54 <int-e> Joao003: Hi, but I was just completing a thought of my own... you can check the logs (see topic) if you care about context.
19:02:47 <Joao003> why is the text so rainbow
19:09:03 <int-e> `rainwords Hello, cruel world!
19:10:24 <int-e> It's a feature :P There's variations of the `welcome command. `relcome has rainbow colors.
19:10:35 <fungot> int-e: fnord fizzie my keyboard kept generating utf-8 characters and the display is rather limited. but it would be to kill the script after 1/ 10 to work...
19:10:37 <HackEso> ungot: elcome o he nternational ub or soteric rogramming anguage esign nd eployment! or ore nformation, heck ut ur iki: <ttps://solangs.rg/>. (or he ther ind f soterica, ry #soteric n Fnet r ALnet.)
19:16:15 <b_jonas> int-e: I think only one or two players managed to build MAMs that level in 40 seconds. it's hard.
19:17:10 <b_jonas> mine takes 120 seconds, and that's to a large amount because it lags the game so much it runs at very low speed
19:32:30 <int-e> b_jonas: just the prospect of connecting all those outside belts... https://hack.esolangs.org/repo/file/tip/bin/rainwords ...never mind the hub area
19:38:50 <b_jonas> int-e: is that what you wanted to link to?
19:39:38 <b_jonas> I don't see the relevance to shapez.io. that looks like some randomized computation or something.
19:40:25 <b_jonas> wait, why do you use open("/dev/stdin") instead of open(0) (or ideally open(0,closefd=0)) ?
19:41:15 <b_jonas> or just sys.stdin, after adding sys to the list of imports like import sys,random;
19:41:41 <b_jonas> heck, even open("/dev/fd/0") is shorter than open("/dev/fd/0")
19:43:46 <int-e> b_jonas: no, I meant to link to https://int-e.eu/~bf3/tmp/shapez-v5x6-mockup.png
19:43:54 <int-e> and got betrayed by my browser. again.
19:44:06 <b_jonas> oh, that looks much more relevant to shapez
19:44:28 <b_jonas> is this zoomed out so much that some belts are invisible?
19:45:03 <b_jonas> it doesn't look like anything is connected to the hub
19:49:43 <HackEso> lol: 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.)
19:50:18 <int-e> b_jonas: no, all belts are visible... but it's incomplete
19:50:55 <int-e> b_jonas: I've just placed 6 factories to see how that would look.
19:51:40 <int-e> no outside connections, no hub stuff (I preserved some from a 4 factory build but it's not really working as is either)
19:52:37 <int-e> b_jonas: But the zoom level is chosen carefully so that every tile is exactly 3x3 pixels
19:54:12 <int-e> b_jonas: if you're wondering about the circles inside the factories... I use those as alignment markers.
19:54:26 <int-e> "circle"... small squares really
19:58:44 <int-e> re-upload with slightly more compact placement, and without all the old stuff (except for a saved circuit to the right, invisible)
20:02:14 <int-e> Designing for 10x speedup, I can go for a 12 belt delivery and have a simpler hub.
20:12:40 <int-e> And maybe don't worry about bypasses either... https://int-e.eu/~bf3/tmp/shapez-v5x6-minimal-hub.png
20:17:15 <HackEso> r? No such file or directory
20:30:23 <int-e> b_jonas: I've updated https://int-e.eu/~bf3/tmp/shapez-v5x6-mockup.png once more, but I'll leave it at that for now. There's a lot of work left to do... but I do think it has a good chance of solving levels in 40 1/15 seconds.
20:31:13 <int-e> (but at least the hub area is now actually connected to the factories)
20:41:36 <int-e> I guess alternatively I could try to design for a 12x speedup and stick to 4 factories. But getting that high in a real game seems rather tedious.
20:43:51 <int-e> And unfortunately I don't think I'll gain enough from anything between 10x and 11.9x. Though I guess that's worth investigating too.
20:47:54 <int-e> Then again 10x speedup is such a nice reference point to use...
20:48:31 <b_jonas> int-e: all betlts are visible but they're not there. ok.
20:49:16 <int-e> gotta start somewhere
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20:51:38 <int-e> b_jonas: the zoom level is the same as this one, btw, https://int-e.eu/~bf3/tmp/shapez-v4-footprint.png (if you look closely you'll see that the v5 factories are a tiny bit more compact. in numbers, the v4 factory had slices makers of width 24, while v5 has width 22)
20:53:20 <int-e> (the factories have full logic and are tested too)
20:55:21 <int-e> (Well, unless I messed them up while moving stuff around. That's possible.)
21:44:05 <sprout> so this is how it all ends
22:03:29 <Joao003> int-e: what are you playing?
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22:34:36 <esolangs> [[Counterfish]] M https://esolangs.org/w/index.php?diff=103453&oldid=103375 * Salpynx * (+48) /* External resources */ adjust link, and add TC cat
22:39:28 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=103454&oldid=103402 * Salpynx * (+18) /* C */ Counterfish
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22:49:24 <esolangs> [[Counterfish]] https://esolangs.org/w/index.php?diff=103455&oldid=103453 * Salpynx * (+244) Correct my statement about 2-reg PMMN, it is TC, but not a straightforward translation
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23:49:05 <b_jonas> sprout: not necessarily. mine ended up much more like a jumbled mess and less efficient and much more laggy than int-e's super-optimized and crazy factories