< 1666483677 42352 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :different topic, I'm going to do a zzo38 here. imagine the following fictional shapez.io-like video game. the playfield is a 3D cube grid, infinite to the north-south and east-west but 16 cubies tall with a ground plane under. in Factorio and shapez.io and Mindustry you build belt sections in a cubie, but here you instead build belt sections on a face of a cubie. so a section can go south from a cubie, < 1666483683 51071 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :from south into a cubie, to west from a cubie, from west into a cubie, to below from a cubie, or from below up to a cubie. these are directional one-way despite being shown as transparent pipes. a long straigh pipe made of many sections transports items to long distance as you'd expect. interesting things happen when a cubie has some other configuration of pipes than just one pipe in and another out the < 1666483689 62849 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :opposite way. < 1666483891 381805 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :if a cubie has just one input, it blocks the items like you'd expect, and if just one input then it usually produces no items, but if the pipe is from a resource field tile on the ground plane then it periodically mines items. if a cubie has two or more input pipes and an output pipe opposite of one of the inputs then it's a priority merge, with the item going straight having priority and items from the < 1666483897 388735 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :other paths balanced if there's enough of them. two or more outputs and one input makes a priority splitter, with the other outputs having higher priority than the straight output. if you want an equal merge or split then you just leave the straight input or output resp unused. < 1666483925 92983 :int-e!~noone@int-e.eu PRIVMSG #esolangs :My idea regarding the byte order thing is a weak suspicion that maybe they wanted to write 64 bit constants with bit 0 first, then bit 1, etc. so UINT64_C(0x0102040810204080) would be the identity. < 1666483955 893986 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I don't see any actual benefit here... and I rather suspect that in most cases this value will be constant anyway. < 1666484129 116580 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :if there are two inputs from opposite direction and one output, that's not a merge, it's a factory building that waits for inputs from both sides then acts as a stacker or mixer or painter; similarly two outputs opposite each other and one input make for a shape cutter. one input and one output not opposite each other it's a rotator. if you want to go another direction without rotation then you can do a < 1666484135 110202 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :priority merge with one input unused, or multiple consecutive rotations cancelling out each other (works in 3D but not in 2D) < 1666484163 723372 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :no wait, the latter doesn't work < 1666484167 52969 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I don't understand "let you build sections in a cubie" < 1666484198 338433 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: those games are 2D so it lets you build sections in a belt < 1666484202 425087 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :no sorry < 1666484207 853280 :int-e!~noone@int-e.eu PRIVMSG #esolangs :but it sounds to me like you're just bumping all dimensions by one... so rather than lines as interfaces between squares you now have faces as interfaces between cubes < 1666484212 208149 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :those games are 2D so they let you build belt sections in a square tile < 1666484242 192285 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: no, the part about merges and splits still works in 2D actually, as long as you also add belt crossings when you use 2 inputs and 2 outputs < 1666484255 992472 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :with each input opposite an output < 1666484268 103118 :int-e!~noone@int-e.eu PRIVMSG #esolangs :unless you intend pipes/belts to be squeezed between cubes. < 1666484292 556096 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: yes, they're between the cubies, one cubie long going from the center of one cubie to the center of another cubie < 1666484320 401959 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and each section is straight, it doesn't get curved based on what neighbors it has < 1666484325 201171 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :should I draw a diagram? < 1666484435 13448 :int-e!~noone@int-e.eu PRIVMSG #esolangs :oh you /only/ have pipes, and they're supposed to determine the block's function? < 1666484439 466028 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :yes < 1666484470 673374 :int-e!~noone@int-e.eu PRIVMSG #esolangs :so basically... every face becomes a tristate thing: no pipe, pipe one way, pipe the other way, and that's all the information there is < 1666484471 504318 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :each face has either a one-way pipe in one direction, a one-way pipe in the other direction, or nothing (so far as I explained) < 1666484488 38288 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :exactly (later I'll add two more states totaling to five) < 1666484533 863466 :int-e!~noone@int-e.eu PRIVMSG #esolangs :and I guess one could recover user-friendliness by actually decoding this for UI purposes, and offering prebuilt cubes too. < 1666484543 712378 :int-e!~noone@int-e.eu PRIVMSG #esolangs :hmm hmm. < 1666484566 229077 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: for 2D this would be user-friendly, for 3D it's very hard to implement in a way that you can see what you're building, which is why this is a hypothetical game < 1666484572 942819 :int-e!~noone@int-e.eu PRIVMSG #esolangs :did you ever play the infinifactory thing? < 1666484577 466394 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I haven't explained about the items (shapes and pigments) yet < 1666484698 754339 :int-e!~noone@int-e.eu PRIVMSG #esolangs :(Asking because that one *is* 3D, though closer to the building/pipes story. The other twist is that you build 3D objects that often take up multiple cubes of space.) < 1666484699 738454 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :the items are pigments that work exactly as in shapez.io: you mine red, green or blue and mix them and paint octants; and shapes, which are made of eight octants that can be missing or one of four shapes with one of eight colors and, here's the twist form shapez.io, an orientation. the four minable shapes are cubes, spheres, cylinders, and hexagonal prisms, whose octants have progressively less < 1666484706 121762 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :symmetry, so a cube octant only has one orientation, a sphere octant 8, a cylinder octant 12, and a hexagon octant 24. < 1666484755 966254 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :(you could add a fifth shape whose octants differ in chiralty, but I think that's too evil) < 1666484781 93686 :int-e!~noone@int-e.eu PRIVMSG #esolangs :mmm < 1666484783 588277 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so one of the earliest goal shapes is made of two halfspheres with their round parts touching < 1666484801 993429 :int-e!~noone@int-e.eu PRIVMSG #esolangs :so octants can change position? < 1666484857 614505 :int-e!~noone@int-e.eu PRIVMSG #esolangs :sounds messy already tbh < 1666484858 787945 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: yes, if you stack two shapes then each has to fit half of the bounding box, cut in the direction opposite the two input pipes, and the stacker moves them so each is in the half-box on the side of the input < 1666484876 190159 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :a cutter outputs shapes suitable for stacking in that orientation < 1666484887 893370 :int-e!~noone@int-e.eu PRIVMSG #esolangs :especially when you start painting < 1666484898 493549 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :yes, it's messy < 1666484971 372993 :int-e!~noone@int-e.eu PRIVMSG #esolangs :(even if you paint the whole surface... take a half cube, stack a half sphere, paint, remove the half sphere... you now have a half cube with a circular unpainted area. cut, rotate...) < 1666484972 792753 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I didn't define what some other pipe configurations do, like the ones with two inputs and one output in three pairwise perpendicular directions, or two outputs and one input pairwise perpendicular, etc < 1666484995 95516 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I'm not really decided about what those configurations should do yet, but the rest of the configurations are enough to do everything < 1666485043 820863 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: no, the paint goes deep, each octant is wholly the sme color. imagine the shapes made of sponge if you wish, or the paint flowing into the gaps between the octant < 1666485098 244102 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I guess that's less messy... as far as game logic goes < 1666485107 984631 :int-e!~noone@int-e.eu PRIVMSG #esolangs :(the floor will be dripping with paint now though) < 1666485151 615717 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :no, the sponge absorbs the whole drop of paint no matter if the shape is just one eight-sphere or a full mined cube < 1666485189 724159 :int-e!~noone@int-e.eu PRIVMSG #esolangs :my experience with sponges has been different... anyway. < 1666485199 582489 :int-e!~noone@int-e.eu PRIVMSG #esolangs :just thought it was amusing < 1666485206 193973 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and the paint replaces any other paint already on it, so it can brighten the color from blue to pink or pink to red, just as in shapez.io < 1666485244 402055 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and the mined shapes are black and there's no black pigment so you can't unpaint sponge, just as in shapez.io < 1666485256 950917 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :(if you couldn't brighten colors then you wouldn't need mixers) < 1666485265 846287 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :(er, darken) < 1666485296 54179 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :it's an abstract video game, it doesn't have to work like real sponges and paint < 1666485304 264125 :int-e!~noone@int-e.eu PRIVMSG #esolangs :oh really < 1666485327 703629 :int-e!~noone@int-e.eu PRIVMSG #esolangs :meh you reminded me that I still haven't finished the logic for my 6-factory shapez thing < 1666485400 757604 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :also there's a hub, which I imagine is a full height obelisk 4x4 tiles across somewhere near the staring area, and it accepts the requested shapes modulo rotation, mirroring (chirality) or shifting (for shapes that can come out of a cutter) < 1666485412 654405 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :but this pat is subject to change < 1666485486 488862 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and you can unbuild pipes because not being able to do that is also evil < 1666485501 512186 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :also a pipe going down to the ground plane should probably be a sink (shapez.io trash) < 1666485506 714590 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so you can discard cut pieces < 1666485606 184805 :int-e!~noone@int-e.eu PRIVMSG #esolangs :One of my favorite things I did in Infinifactory was an upward disposal, raising tower of garbage into the sky... < 1666485627 719275 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I also have an extension for how circuit/signals should work < 1666485650 392941 :int-e!~noone@int-e.eu PRIVMSG #esolangs :4D shapez with time travel < 1666485677 453173 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I guess that's your extra bits you alluded to before < 1666485678 603920 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :to answer your question, I haven't played Infinifactory. should I? is it good? < 1666485800 302042 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :now besides pipe you can build two more things. the first is wires, which you build directional on a face between two cubies or below a cubie. they transmit boolean signals, fast enough that any length of wire transmits the signal in one tick between two junctions, kind of like shapez.io, but each wire section can only be in two states, 0 or 1, there's no void or conflict or shape or pigment state. < 1666485806 731881 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :junctions, which are cubies with multiple wires other than one input and one output perform various logic functions. < 1666485820 307444 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I'm not quite decided on what these functions should be, I thought of multiple variants. < 1666485828 754741 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :a face can't have both a wire and a pipe. < 1666485865 562944 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I had fun when I played it. Can't hurt to check a let's play video first, of course. It's less abstract than shapez. < 1666485894 990036 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :a junction with an input pipe, two output pipes one of which is opposite the input, and a wire input, makes for a shapez.io-like gate. there can also be other interactions of gates and wires. < 1666485973 163526 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl JOIN #esolangs * :Textual User < 1666485992 332796 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I should also say that I never finished the final part (which I think is post-story) because as happens in several Zachtronics games, the tasks just get too big. < 1666486001 12872 :int-e!~noone@int-e.eu PRIVMSG #esolangs :(for my taste, ymmv) < 1666486004 776944 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl QUIT :Client Quit < 1666486115 819587 :shachaf!~shachaf@user/shachaf PRIVMSG #esolangs :i,i is a ymmv register the VEX encoding version of a ymm register? < 1666486242 74214 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and finally, you can build a shape detector, which you build not on a face but on a huge cube made of 11x11x11 cubies, not overlapping with other shape detectors. a shape detector has 97 special cubie location, the other cubies are normal. each 5x5x5 corner has 12 magic wire output cubies, 6 on the faces and 6 between the face and the center. each corner of 12 outputs information about the shape of one < 1666486248 85680 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :octant of a shape item. there's a special shape input cubie in the center which lets the shape detector reads the shape that goes through the pipe in the center, like shapez.io speed meters, or the current freeplay shapes, or the next freeplay shape, depending on its configuration of wires/pipes. < 1666486258 65886 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I haven't figured out how you should read color information yet, this only gives the shape. < 1666486295 421256 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so in the special magic cubes of a shape detector, different rules apply than in other cubies. < 1666486320 333622 :int-e!~noone@int-e.eu PRIVMSG #esolangs :this... sounds too difficult to play casually < 1666486344 204506 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: is building a MAM in shapez.io too difficult to play casually? < 1666486358 112920 :int-e!~noone@int-e.eu PRIVMSG #esolangs :hmm. probably. < 1666486403 741965 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :might be < 1666486426 513293 :int-e!~noone@int-e.eu PRIVMSG #esolangs :but I know how to break it down into reasonably self-contained parts. and it's 2D so navigating the things and debugging them is ultimately not too taxing. < 1666486427 565639 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :but I presume you don't need the logic at first, until you want to automate freeplay levels < 1666486454 672801 :int-e!~noone@int-e.eu PRIVMSG #esolangs :sure, I think the logic is *meant* for people who venture into MAM territory. < 1666486487 323103 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :the way I imagine it, the hub always requires a very low amount of each shape, like only 10 of each shape, so you don't need too many copies of things, though there's still a range copy/paste and range delete function so you can copy blocks < 1666486497 773535 :int-e!~noone@int-e.eu PRIVMSG #esolangs :It's the obvious thing to do with it, since that's basically the only in-game objective. < 1666486503 873010 :int-e!~noone@int-e.eu PRIVMSG #esolangs :(make more stuff) < 1666486554 678788 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and I'm assuming there are no upgrade goal shapes, only level goal shapes, and the pipes have a fixed speed, and most levels don't unlock any reward other than the next level, though some early levels unlock certain mine fields so you can only mine cubes at the start < 1666486568 246511 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :the first shape is a full uncolored cube < 1666486581 851695 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :first goal shape < 1666486620 626394 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :but there are also multiple level shapes accepted at a time so you can pick what you do first < 1666486657 602901 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so it's more like an achievement digraph than a sequence of levels < 1666486689 574186 :int-e!~noone@int-e.eu PRIVMSG #esolangs :oh also note that the fact that shapez.io signals operate on items like pigments and shapes makes the logic design relatively intuitive. < 1666486744 25630 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: you could probably have a signal system like that here too, with two input wires and an output wire making a virtual stacker/painter/mixer, while an input wire and two output wires make a virtual cutter < 1666486754 231450 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :that's just not what sprang into my mind for some reason < 1666486785 805154 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :you need a bit more than those obviously, I'm not fully specifying the gates < 1666486921 570119 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :you may be right that that's a better idea < 1666486938 350296 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I do know that the wire routing and logic gets very annoying and hard to debug with the shape detector that I proposed < 1666486997 458911 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I did make sure that there's enough space to lead wires out of each magic cubie in a detector with some to spare, but still < 1666487008 818157 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :it's 96 signals < 1666487014 759586 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :120 if you read color too < 1666487123 73528 :int-e!~noone@int-e.eu PRIVMSG #esolangs :do you have anything like filters? < 1666487132 240661 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :you'd probably get hopelessly lost trying to debug your logic unless you're like one of the gods that created 6502 < 1666487155 504280 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: not directly, no < 1666487187 157177 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :though you could have boolean shape gates with two inputs and one output, picking one of two choies < 1666487207 197293 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :rather than just the boolean shape gates with one pipe input and two output that I mentioned before < 1666487210 202048 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :just for simplicity < 1666487215 442341 :int-e!~noone@int-e.eu PRIVMSG #esolangs :b_jonas: yeah I'd worry that the only way to manage thay would be ICFP style (write a compiler, router, etc. to do most of the work) < 1666487224 3211 :int-e!~noone@int-e.eu PRIVMSG #esolangs :thay -> that < 1666487228 995271 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :yeah < 1666487263 22862 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I mean the contest, of course, not the conference < 1666487314 901320 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :maybe I should ditch all the pigments and color and just consider shapes < 1666487386 515645 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :because that's still like (1+8+12+24)^8-1 different shapes < 1666487409 572299 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :(one more if you allow the empty shape, whether you want that isn't obvious) < 1666487451 870817 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :no wait < 1666487459 220363 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :(1+1+8+12+24)^8-1 different shapes < 1666487503 723480 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :less than how many shapes shapez.io has admittedly < 1666487543 16805 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :it would be (1+(1+8+12+24)*8)^8 with colors < 1666487597 284341 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :oh by the way, there are no concentric layers, the shape is just eight octant with up to one shape-octant in each, not four nested shells of this < 1666487606 927884 :Lord_of_Life!~Lord@user/lord-of-life/x-2819915 QUIT :Ping timeout: 272 seconds < 1666487635 546575 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :the stacker only glues shapes, it doesn't put one shape inside another, and if one of the input shapes is too big then it just clogs the stacker < 1666487641 567580 :Lord_of_Life!~Lord@user/lord-of-life/x-2819915 JOIN #esolangs Lord_of_Life :Lord < 1666487706 493459 :int-e!~noone@int-e.eu PRIVMSG #esolangs :Hmm. I'll say this... if shapez.io didn't have the shape/pigment signals, I'd probably not have bothered with building an MAM < 1666487747 153430 :int-e!~noone@int-e.eu PRIVMSG #esolangs :But if you do have those, then the huge number of possible shapes becomes far less of an issue < 1666487780 825035 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :by the way, if you just want a Factorio/Mindustry-like game with 2D and belts working this way, with priority merges and splits and crossings working how I described (split has side output at high prio, merge has straight output with higher prio) then you'd build filter splitters (as in Factorio filter splitters or Mindustry sorters) on a cubie < 1666487827 685523 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: sure, but the hypothetical shapez 3D that I'm describing has orientation of the octants, which shapez.io doesn't have < 1666487862 113603 :int-e!~noone@int-e.eu PRIVMSG #esolangs :oh sure, I got that. I guess you're saying that that's a bit like colors < 1666487885 507432 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :it adds difficulty at least. I'm not sure how much it's like colors or not. < 1666487888 772831 :int-e!~noone@int-e.eu PRIVMSG #esolangs :in the sense that it's extra processing that has to be managed < 1666487896 571719 :int-e!~noone@int-e.eu PRIVMSG #esolangs :on top of just selecting the right shape < 1666487969 144813 :int-e!~noone@int-e.eu PRIVMSG #esolangs :> 1+8+12+24 < 1666487969 540537 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :imagine the earliest goal shapes are a full cube (teaches mining and piping), a half cube (teaches cutting), sphere, then two half-spheres touching at their round tip (teaching that stacking cares about the direction of the inputs), then you get into less and less symmetric goal shapes < 1666487970 564197 :lambdabot!~lambdabot@haskell/bot/lambdabot PRIVMSG #esolangs : 45 < 1666488032 563353 :int-e!~noone@int-e.eu PRIVMSG #esolangs :Produce a supply of each? Eh it's really impossible to plan without knowing what the logic layer will look like... or what kind of devices you have for rotating things etc. < 1666488077 252868 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: just deliver 10 of it to the hub < 1666488098 820174 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I did define rotating, or try to < 1666488137 974339 :int-e!~noone@int-e.eu PRIVMSG #esolangs :So... when playing this, is there a reason to use the 3rd dimension for more than routing and compact standard building blocks? < 1666488188 455354 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :if you have a corner in a pipe, with one input pipe and one output pipe to a cubie, then it rotates the shape; while splitters, mergers, joiners, cutters, painters don't change the orientation of the octants (absolute to the playfield) < 1666488198 403355 :int-e!~noone@int-e.eu PRIVMSG #esolangs :(by "standard building block" I mean higher level blocks you design and copy around) < 1666488211 646538 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :there is a reason to use the 3rd dimension, yes: < 1666488233 4959 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :joiners, cutters, and rotators care about the orientation of their input pipes, < 1666488246 623600 :int-e!~noone@int-e.eu PRIVMSG #esolangs :Which btw is something that Infinifactory does *not* have. It's not really about throughput and replicating machinery. < 1666488258 431459 :int-e!~noone@int-e.eu PRIVMSG #esolangs :IIRC < 1666488292 906103 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so if you have an input pipe and two output pipes, one north and one south, then it cuts the shape north-south, but if the two output pipes are west and east then it cuts east-west, and if the two output pipes are up and down then it cuts to up and down halves < 1666488299 923017 :int-e!~noone@int-e.eu PRIVMSG #esolangs :Hmm, there was a selection mechanism though, which I remeber using quite a bit for *moving* things. Maybe you can copy stuff too. I forgot! < 1666488341 390350 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and you need to use a merge with the straight input unused to rotate your shape in a way that doesn't keep the direction facing the way the shape moves in the pipe < 1666488348 589847 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :that combined with a rotator < 1666488428 239936 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and, while you don't necessarily need to rotate (cube or) sphere octants because you can mine all (one or) eight orientations, you do have to rotate cylinder and hexagon octants < 1666488429 41506 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I guess the fact that the z dimension has "only" 16 layers is already the answer... at large scale this will be mostly 2D < 1666488453 252788 :int-e!~noone@int-e.eu PRIVMSG #esolangs :with 3D used locally < 1666488467 946153 :int-e!~noone@int-e.eu PRIVMSG #esolangs :oh well < 1666488469 620442 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: yes, that's the big problem, it's hard to make a video game UI that displays this well, and even harder to make one that controls well < 1666488483 882857 :int-e!~noone@int-e.eu PRIVMSG #esolangs :it's probably hard already with 16 layers < 1666488523 305833 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :at least until computers get holographic displays and a bat (3D mouse that you move in 3 to 6 degrees of freedom) < 1666488546 672951 :int-e!~noone@int-e.eu PRIVMSG #esolangs :Even with holographic displays our perception is still largely 2D < 1666488581 86548 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :int-e: yes, and your muscles are 2D and you walk on 1D roads and stairs/elevators, but you can still move around a 3D building < 1666488598 729795 :int-e!~noone@int-e.eu PRIVMSG #esolangs :Sure, using stairs and elevators. < 1666488600 229333 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :but we can't build arbitrarily high yet < 1666488617 613735 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so you only need to navigate like twenty-something layers at most < 1666488631 878267 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :more if you live in a city with skyscrapers probably < 1666488735 707605 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :(NET, which is among the highest buildings in Budapest, has 21 layers above ground AFAIR, perhaps some basement levels, and there's two layers of underground very close to it on the street for the metro station < 1666488740 307695 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :) < 1666488795 12661 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :(the parliament is taller but has fewer layers, and the cathedral may or may not be taller) < 1666488831 491562 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :heck I'm wrong < 1666488835 415255 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :it's more than 21 < 1666488835 893354 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :wow < 1666488883 126463 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :apparently like 24 or 25 layers? I'm not sure < 1666488922 623996 :int-e!~noone@int-e.eu PRIVMSG #esolangs :I think they're conventionally called floors < 1666488936 393040 :int-e!~noone@int-e.eu PRIVMSG #esolangs :though that excludes the rooftop < 1666488943 438191 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :the internet says 24 < 1666488970 688043 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so at least 26 layers on Nagyvárad tér < 1666489126 577188 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :I don't insist on exactly 16 layers of cubies by the way < 1666489229 445450 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :11 layers is enoguh in theory, but I want to leave a bit more for convenience < 1666489384 716781 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :and it's likely that you would have to change much more of this to get a usable video game, or that the whole 3D shapes idea just doesn't work out, though I'm pretty sure just the belts on edges in 2D would work < 1666489420 338173 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :by the way in the 2D factorio-like version of this, you'd build factory buildings on a rectangle of cube tiles, and instead of inserters you lead a belt directly into or out the boundary < 1666489450 47952 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :so part of the belt is visible, disappearing in a gate of the building < 1666489506 193304 :int-e!~noone@int-e.eu PRIVMSG #esolangs :Sorry, I'll sleep now. < 1666489510 820304 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :in TTD/OpenTTD you build roads on edges just like this, only it's not just two but four different orientations of road on an edge, and you build a lot more things other than roads < 1666489533 257673 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :yeah, I should too. but we have a channel log. g'nite. < 1666491575 643802 :b_jonas!~x@adsl-89-134-12-222.monradsl.monornet.hu PRIVMSG #esolangs :thank you for mentioning Infinifactory. definitely worth knowing about at least. < 1666506770 390357 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl JOIN #esolangs * :Textual User < 1666507320 808298 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl QUIT :Quit: My iMac has gone to sleep. ZZZzzz… < 1666508356 915429 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl JOIN #esolangs * :Textual User < 1666512754 688341 :razetime!~quassel@49.207.192.79 JOIN #esolangs * :razetime < 1666514142 473350 :Guest45!~Guest45@a109-48-100-60.cpe.netcabo.pt JOIN #esolangs * :[https://web.libera.chat] Guest45 < 1666514318 755123 :Guest45!~Guest45@a109-48-100-60.cpe.netcabo.pt QUIT :Client Quit < 1666517455 856612 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl QUIT :Quit: My iMac has gone to sleep. ZZZzzz… < 1666518227 683093 :razetime!~quassel@49.207.192.79 QUIT :Ping timeout: 276 seconds < 1666518648 984491 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl JOIN #esolangs * :Textual User < 1666520371 968933 :razetime!~quassel@49.207.192.79 JOIN #esolangs * :razetime < 1666520570 108536 :tech_exorcist!13203@user/tech-exorcist/x-0447479 JOIN #esolangs tech_exorcist :he/him - IT, EN > 1666523192 284297 PRIVMSG #esolangs :14[[07Night Shift14]]4 N10 02https://esolangs.org/w/index.php?oldid=104161 5* 03Hakerh400 5* (+9488) 10+[[Night Shift]] > 1666523211 947645 PRIVMSG #esolangs :14[[07Language list14]]4 10 02https://esolangs.org/w/index.php?diff=104162&oldid=104153 5* 03Hakerh400 5* (+18) 10+[[Night Shift]] > 1666523225 319387 PRIVMSG #esolangs :14[[07User:Hakerh40014]]4 10 02https://esolangs.org/w/index.php?diff=104163&oldid=104154 5* 03Hakerh400 5* (+18) 10+[[Night Shift]] > 1666523529 580941 PRIVMSG #esolangs :14[[07Night Shift14]]4 10 02https://esolangs.org/w/index.php?diff=104164&oldid=104161 5* 03Hakerh400 5* (-4) 10/* Rewriting rules */ > 1666523650 868768 PRIVMSG #esolangs :14[[07Night Shift14]]4 M10 02https://esolangs.org/w/index.php?diff=104165&oldid=104164 5* 03Hakerh400 5* (+27) 10 < 1666525619 370050 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl QUIT :Quit: My iMac has gone to sleep. ZZZzzz… < 1666527543 257645 :Thelie!~Thelie@2a03:2260:300c:400:d115:ecfe:1ef4:7596 JOIN #esolangs Thelie :Thelie > 1666527737 579587 PRIVMSG #esolangs :14[[07Basic Programming14]]4 M10 02https://esolangs.org/w/index.php?diff=104166&oldid=104160 5* 03Oshaboy 5* (+24) 10Sinclair Basic < 1666529214 562995 :Koen!~Koen@2a01:e34:ec7c:30:b82f:6255:2703:6313 JOIN #esolangs * :Koen < 1666530942 277326 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl JOIN #esolangs * :Textual User < 1666533983 710340 :Thelie!~Thelie@2a03:2260:300c:400:d115:ecfe:1ef4:7596 QUIT :Ping timeout: 276 seconds > 1666535725 29533 PRIVMSG #esolangs :14[[07Special:Log/newusers14]]4 create10 02 5* 03Andor ch 5* 10New user account > 1666536177 80504 PRIVMSG #esolangs :14[[07Esolang:Introduce yourself14]]4 10 02https://esolangs.org/w/index.php?diff=104167&oldid=104092 5* 03Andor ch 5* (+245) 10~~~~ > 1666536310 399512 PRIVMSG #esolangs :14[[07User:Andor ch14]]4 N10 02https://esolangs.org/w/index.php?oldid=104168 5* 03Andor ch 5* (+261) 10Created page with " Hi my name is andor_ch, we are working on [https://www.brainfuckconsole74.ch www.brainfuckconsole74.ch]. This is a fantasy console and extends brainfuck on several simple co..." > 1666536379 815257 PRIVMSG #esolangs :14[[07Special:Log/upload14]]4 upload10 02 5* 03Andor ch 5* 10uploaded "[[02File:Brainfuck Screen.png10]]" < 1666536424 587539 :Thelie!~Thelie@185.66.195.74 JOIN #esolangs * :Thelie > 1666536458 898705 PRIVMSG #esolangs :14[[07Special:Log/upload14]]4 upload10 02 5* 03Andor ch 5* 10uploaded "[[02File:Picture all.png10]]" > 1666536521 284052 PRIVMSG #esolangs :14[[07User:Andor ch14]]4 M10 02https://esolangs.org/w/index.php?diff=104171&oldid=104168 5* 03Andor ch 5* (+37) 10 > 1666536705 904945 PRIVMSG #esolangs :14[[07Language list14]]4 10 02https://esolangs.org/w/index.php?diff=104172&oldid=104162 5* 03Andor ch 5* (+25) 10Added a entry for brainfuckconsole74 a fantasy console extending brainfuck > 1666536864 55336 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 N10 02https://esolangs.org/w/index.php?oldid=104173 5* 03Andor ch 5* (+250) 10Created page with " BrainFuckConsole is a [https://en.wikipedia.org/wiki/Fantasy_video_game_console minimalistic fantasy console]. The idea of this console: It could be come from the 70ies of th..." > 1666537132 675554 PRIVMSG #esolangs :14[[07Special:Log/upload14]]4 upload10 02 5* 03Andor ch 5* 10uploaded "[[02File:Screen shot.png10]]" > 1666537395 246879 PRIVMSG #esolangs :14[[07Special:Log/upload14]]4 upload10 02 5* 03Andor ch 5* 10uploaded "[[02File:Screenshot.png10]]" > 1666537404 364464 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104176&oldid=104173 5* 03Andor ch 5* (+267) 10 > 1666537544 59773 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104177&oldid=104176 5* 03Andor ch 5* (+149) 10 > 1666537623 150986 PRIVMSG #esolangs :14[[07Special:Log/upload14]]4 upload10 02 5* 03Andor ch 5* 10uploaded "[[02File:Webseite.png10]]" > 1666537773 870662 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104179&oldid=104177 5* 03Andor ch 5* (+172) 10 > 1666537902 348356 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104180&oldid=104179 5* 03Andor ch 5* (+70) 10 > 1666537935 972887 PRIVMSG #esolangs :14[[07Whenever14]]4 10 02https://esolangs.org/w/index.php?diff=104181&oldid=30436 5* 03Yes 5* (+335) 10expanded it a little > 1666537980 242358 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104182&oldid=104180 5* 03Andor ch 5* (+84) 10 > 1666538007 166949 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104183&oldid=104182 5* 03Andor ch 5* (-13) 10 > 1666538185 627503 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104184&oldid=104183 5* 03Andor ch 5* (+121) 10 > 1666538216 704305 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104185&oldid=104184 5* 03Andor ch 5* (+25) 10 > 1666538237 811691 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104186&oldid=104185 5* 03Andor ch 5* (-72) 10 > 1666538278 792491 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104187&oldid=104186 5* 03Andor ch 5* (+25) 10 > 1666538778 322458 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104188&oldid=104187 5* 03Andor ch 5* (+523) 10 > 1666538942 947388 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104189&oldid=104188 5* 03Andor ch 5* (+229) 10 > 1666539000 579764 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104190&oldid=104189 5* 03Andor ch 5* (+40) 10 > 1666539036 167418 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104191&oldid=104190 5* 03Andor ch 5* (+8) 10 > 1666539207 930834 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104192&oldid=104191 5* 03Andor ch 5* (+230) 10 > 1666539459 290868 PRIVMSG #esolangs :14[[07Special:Log/upload14]]4 upload10 02 5* 03Andor ch 5* 10uploaded "[[02File:Animated Cat.png10]]" > 1666539467 366615 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104194&oldid=104192 5* 03Andor ch 5* (+33) 10 > 1666539776 285188 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104195&oldid=104194 5* 03Andor ch 5* (+544) 10 > 1666539821 946509 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104196&oldid=104195 5* 03Andor ch 5* (-8) 10 > 1666539884 715905 PRIVMSG #esolangs :14[[07lang14]]4 10 02https://esolangs.org/w/index.php?diff=104197&oldid=102067 5* 03Yes 5* (+171) 10 > 1666539959 392499 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104198&oldid=104196 5* 03Andor ch 5* (+173) 10 > 1666539979 147714 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104199&oldid=104198 5* 03Andor ch 5* (+1) 10 > 1666540062 507493 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104200&oldid=104199 5* 03Andor ch 5* (-63) 10 > 1666540107 199474 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104201&oldid=104200 5* 03Andor ch 5* (+1) 10 > 1666540201 455907 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104202&oldid=104201 5* 03Andor ch 5* (+58) 10 > 1666540347 513532 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104203&oldid=104202 5* 03Andor ch 5* (+196) 10 > 1666540484 833165 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104204&oldid=104203 5* 03Andor ch 5* (+298) 10 > 1666541163 886855 PRIVMSG #esolangs :14[[07Brainfuck implementations14]]4 M10 02https://esolangs.org/w/index.php?diff=104205&oldid=101603 5* 03Maxdefolsch 5* (-23) 10/* Optimizing implementations */ < 1666541784 821625 :SGautam!uid286066@id-286066.ilkley.irccloud.com JOIN #esolangs SGautam :Siddharth Gautam > 1666541790 975370 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104206&oldid=104204 5* 03Andor ch 5* (+9) 10 > 1666541882 75585 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104207&oldid=104206 5* 03Andor ch 5* (+30) 10 > 1666541944 39698 PRIVMSG #esolangs :14[[07Esolang:Categorization14]]4 10 02https://esolangs.org/w/index.php?diff=104208&oldid=95115 5* 03Andor ch 5* (+14) 10/* Input/output capabilities */ > 1666541967 635543 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104209&oldid=104207 5* 03Andor ch 5* (+25) 10 > 1666542060 663713 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 10 02https://esolangs.org/w/index.php?diff=104210&oldid=104209 5* 03Andor ch 5* (+31) 10 > 1666542160 788415 PRIVMSG #esolangs :14[[07Esolang:Categorization14]]4 10 02https://esolangs.org/w/index.php?diff=104211&oldid=104208 5* 03Andor ch 5* (-8) 10 < 1666542452 536198 :__monty__!~toonn@user/toonn JOIN #esolangs toonn :Unknown < 1666543777 597486 :Thelie!~Thelie@185.66.195.74 QUIT :Ping timeout: 260 seconds > 1666543904 44838 PRIVMSG #esolangs :14[[07XENBLN14]]4 M10 02https://esolangs.org/w/index.php?diff=104212&oldid=102066 5* 03PythonshellDebugwindow 5* (-202) 10/* Commands */ > 1666544404 347739 PRIVMSG #esolangs :14[[07XENBLN14]]4 M10 02https://esolangs.org/w/index.php?diff=104213&oldid=104212 5* 03PythonshellDebugwindow 5* (-155) 10/* Program structure */ > 1666545164 9599 PRIVMSG #esolangs :14[[07XENBLN/Commands14]]4 M10 02https://esolangs.org/w/index.php?diff=104214&oldid=102068 5* 03PythonshellDebugwindow 5* (-259) 10Update header, scroll, remove smart quotes > 1666545897 956215 PRIVMSG #esolangs :14[[07Apple3.1414]]4 M10 02https://esolangs.org/w/index.php?diff=104215&oldid=79338 5* 03PythonshellDebugwindow 5* (+23) 10/* Implementation */ Category > 1666546080 577935 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 M10 02https://esolangs.org/w/index.php?diff=104216&oldid=104210 5* 03PythonshellDebugwindow 5* (-37) 10/* Metagame */ Remove nonexistent categories, fix category > 1666546088 99884 PRIVMSG #esolangs :14[[07Brainfuckconsole7414]]4 M10 02https://esolangs.org/w/index.php?diff=104217&oldid=104216 5* 03PythonshellDebugwindow 5* (-25) 10/* Metagame */ . < 1666546831 435729 :razetime!~quassel@49.207.192.79 QUIT :Quit: https://quassel-irc.org - Chat comfortably. Anywhere. < 1666547522 667055 :Thelie!~Thelie@185.66.195.74 JOIN #esolangs * :Thelie < 1666550791 503321 :Koen!~Koen@2a01:e34:ec7c:30:b82f:6255:2703:6313 QUIT :Remote host closed the connection < 1666551079 690671 :Koen!~Koen@2a01:e34:ec7c:30:1db3:a9e2:3d55:5403 JOIN #esolangs * :Koen < 1666551232 611169 :Thelie!~Thelie@185.66.195.74 QUIT :Ping timeout: 260 seconds < 1666553157 697457 :SGautam!uid286066@id-286066.ilkley.irccloud.com QUIT :Quit: Connection closed for inactivity < 1666555003 911269 :Koen!~Koen@2a01:e34:ec7c:30:1db3:a9e2:3d55:5403 QUIT :Quit: Leaving... < 1666557339 400501 :tech_exorcist!13203@user/tech-exorcist/x-0447479 QUIT :Quit: Disconnecting < 1666560344 993719 :tromp!~textual@92-110-219-57.cable.dynamic.v4.ziggo.nl QUIT :Quit: My iMac has gone to sleep. ZZZzzz… > 1666561953 859748 PRIVMSG #esolangs :14[[07Special:Log/newusers14]]4 create10 02 5* 03OrrinPants 5* 10New user account < 1666562966 641890 :__monty__!~toonn@user/toonn QUIT :Quit: leaving < 1666565137 126884 :chiselfuse!~chiselfus@user/chiselfuse QUIT :Ping timeout: 258 seconds < 1666565169 136832 :chiselfuse!~chiselfus@user/chiselfuse JOIN #esolangs chiselfuse :chiselfuse