And it's way more annoying.
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- April 22nd, 2024, 12:05 pm
- Forum: The Sandbox
- Topic: dumb questions that will probably never get answered (at least here)
- Replies: 40
- Views: 1074
- April 17th, 2024, 2:17 pm
- Forum: Other Cellular Automata
- Topic: Rules with interesting dynamics
- Replies: 981
- Views: 340357
Re: Rules with interesting dynamics
binary(ish) counter, but then it explodes :{LaundryPizza03 wrote: ↑April 5th, 2024, 1:44 amSimilar to Life without death, except that patterns do not tend to grow quadratically.
SNIIIP
Code: Select all
x = 5, y = 3, rule = B2ek3ij4ct5en6k7c/S012aci3aijk4aceqrt5acqr6akn7c8
o$bo2bo$o!
- March 29th, 2024, 6:07 pm
- Forum: The Sandbox
- Topic: Thread for your Trolls
- Replies: 478
- Views: 234933
Re: Thread for your Trolls
Code: Select all
x = 5, y = 6, rule = Fredkin_mod3_vonNeumann
A3.A$B3.B$2.A2$A3BA$B3AB!
[[ COLOR 0 0 0 0 COLOR 1 255 255 255 COLOR 2 0 0 0 ]]
- March 22nd, 2024, 3:09 pm
- Forum: Other Cellular Automata
- Topic: Rule request thread
- Replies: 978
- Views: 387439
Re: Rule request thread
6-state rule
states 0&1: regular day&night
states 2&3: day&night, but treats 4&5 as inverted
states 4&5: day&night, but treats 2&3 as inverted
so 2, 3, 4, and 5 are parts of "gates" that, for example, can let a negative spaceship escape*!
*turn into a positive spaceship
states 0&1: regular day&night
states 2&3: day&night, but treats 4&5 as inverted
states 4&5: day&night, but treats 2&3 as inverted
so 2, 3, 4, and 5 are parts of "gates" that, for example, can let a negative spaceship escape*!
*turn into a positive spaceship
- March 20th, 2024, 12:45 pm
- Forum: Other Cellular Automata
- Topic: Hybrid CAs
- Replies: 112
- Views: 25195
Re: Hybrid CAs
What it is supposed to do? So far I just know that the glider expodes: x = 3, y = 3, rule = DiminishingTurns .A$2.A$3A! @RULE DiminishingTurns https://conwaylife.com/forums/viewtopic.php?p=180596#p180596 @TABLE n_states: 19 neighborhood:Moore symmetries:permute var l = {1,2,3,4,5,6,7,8,9,10,11,12,1...
- March 19th, 2024, 5:59 pm
- Forum: Other Cellular Automata
- Topic: Hybrid CAs
- Replies: 112
- Views: 25195
Re: Hybrid CAs
Does this count as a hybrid CA? if not, what IS it? @RULE DiminishingTurns @TABLE n_states: 19 neighborhood:Moore symmetries:permute var l = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18} var l1 = l var l2 = l var l3 = l var l4 = l var l5 = l var l6 = l var l7 = l var l8 = l var a = {l,0} var a1 = a...
- March 4th, 2024, 1:08 pm
- Forum: Other Cellular Automata
- Topic: Extended Life Extensions
- Replies: 931
- Views: 132801
Re: Extended Life Extensions
Here's a weird rule I've been working on: @RULE NotSlowLifeInv @TABLE n_states:8 neighborhood:Moore symmetries:permute var L = {1,2} var D = {0,3} var l = {L,4,6} var d = {D,5,7} var a = {l,d} var l1 = {l} var l2 = {l} var l3 = {l} var l4 = {l} var l5 = {l} var l6 = {l} var l7 = {l} var l8 = {l} var...
- March 3rd, 2024, 2:59 am
- Forum: The Sandbox
- Topic: QuadLife VS (Game)
- Replies: 12
- Views: 1039
Re: QuadLife VS (Game)
Nothing! Next round is another round.Entity Valkyrie 2 wrote: ↑March 2nd, 2024, 10:27 pmAnyway, what happens in a situation like this?
Snip
- March 1st, 2024, 9:23 pm
- Forum: Other Cellular Automata
- Topic: Rule request thread
- Replies: 978
- Views: 387439
Re: Rule request thread
I don't like making INT rules...
Someone, please, request a totalistic rule! I like making those!
Someone, please, request a totalistic rule! I like making those!
- March 1st, 2024, 6:17 pm
- Forum: Other Cellular Automata
- Topic: WireAllpermutations
- Replies: 2
- Views: 378
WireAllpermutations
This is a thread for a rule I made and all variants of it.The rules are pretty simple: wire rules, except you can choose wether a particular wire cell is touched by heads diagonally or orthogonally, and touched by tails diagonally or orthogonally. I trimmed this down to 9 wires, skipping "always dea...
- March 1st, 2024, 2:29 pm
- Forum: The Sandbox
- Topic: Your favorite OCA?
- Replies: 24
- Views: 1538
Re: Your favorite OCA?
wire12allpermutations (and all permutations of that, like wire1allpermutations) because it gives you all the tools for making something awesome. For example, I easily made this solid-state bit with an "on" and "off" input: x = 16, y = 10, rule = Wire1allpermutations 9A.4E2A$9.F$9.I.3EJS$10.I3$9J.4EJ...
- February 29th, 2024, 9:16 pm
- Forum: Other Cellular Automata
- Topic: Hybrid CAs
- Replies: 112
- Views: 25195
Re: Hybrid CAs
P42 sparker with unknown usefulness and speeding up to P12 (or something?) with a block: x = 18, y = 8, rule = WWLeapLife 2.CDB7.CDB$2.C.C7.CAC$D2B.BDC3.D2B.BDC$2.3A12.A$3.A8.A$12.2A2.A$2.2A$ 2.2A8.A.A! weird... it turns into a p51? x = 13, y = 77, rule = WWLeapLife 4.BCD$4.BAB$2.C2DADCB$.A3.A$.A3....
- February 29th, 2024, 1:43 pm
- Forum: Other Cellular Automata
- Topic: Extended Life Extensions
- Replies: 931
- Views: 132801
Re: Extended Life Extensions
never seen this before, but it's probably known:
Code: Select all
x = 9, y = 9, rule = B3/S23Investigator
4.D2$2.E3.E2$D3.H3.D2$2.E3.E2$4.D!
- February 28th, 2024, 6:49 pm
- Forum: The Sandbox
- Topic: QuadLife VS (Game)
- Replies: 12
- Views: 1039
Re: QuadLife VS (Game)
let's put them farther away from each other: x = 40, y = 40, rule = QuadLife 7.A24.B$6.A.A2.2A14.2B2.B.B$2.2A3.A2.A2.A12.B2.B2.B3.2B$2.2A7.A.A12.B .B7.2B$12.A14.B$7.2A22.2B$.A6.A5.A10.B5.B6.B$A.A2.A6.3A10.3B6.B2.B.B$ .A3.2A4.A16.B4.2B3.B$11.2A14.2B$2.A34.B$.A.A4.2A20.2B4.B.B$.A2.A2.A.A 20.B.B2.B2.B$...
- February 28th, 2024, 1:07 pm
- Forum: Other Cellular Automata
- Topic: Margolus-neighborhood rules
- Replies: 74
- Views: 18038
Re: Margolus-neighborhood rules
Some of the patterns packaged with MCell: x = 5, y = 36, rule = Rotations obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obob o$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$ob obo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$obobo$ obobo! x = 2...
- February 26th, 2024, 4:21 pm
- Forum: Website Discussion
- Topic: Pattern viewer for forum threads
- Replies: 3429
- Views: 845461
Re: Pattern viewer for forum threads
(actually about ruleloader, but I couldn't find a dedicated thread about it. if there is one, please move this to it.) It would be nice to have a symmetry (in the symmety:____ line of a ruletable) that's like permute, but preserves wether something is orthogonal or diagonal. (or, if there is a symme...
- February 25th, 2024, 8:35 pm
- Forum: Other Cellular Automata
- Topic: Hybrid CAs
- Replies: 112
- Views: 25195
Re: Hybrid CAs
tiny diode! x = 9, y = 2, rule = Wire12allpermutations 4A$4.D4A! and a necksore gate: x = 10, y = 17, rule = Wire12allpermutations 6.A$3.2AG.AJS$4A$3.2AG.3A$6.A2$6.A$3.2AG.AJS$4A$3.2AG.AJS$6.A2$6.A$3. 2AG.3A$4A$3.2AG.AJS$6.A! Visual explanation of the wires: x = 34, y = 23, rule = Wire12allpermutati...
- February 25th, 2024, 12:51 am
- Forum: Other Cellular Automata
- Topic: Thread For Your Unrecognised CA
- Replies: 3063
- Views: 1087913
Re: Thread For Your Unrecognised CA
snip @RULE MagentaLife also snip x = 14, y = 3, rule = MagentaLife2 A11BA$A10.A.A$11.2A! @RULE MagentaLife2 @TABLE n_states:4 neighborhood:Moore symmetries:permute var a0 = {0,1,2,3} var l1 = {1,3} var d1 = {0,2} var a1 = a0 var a2 = a1 var a3 = a1 var a4 = a1 var a5 = a1 var a6 = a1 var a7 = a1 va...
- February 23rd, 2024, 8:56 pm
- Forum: The Sandbox
- Topic: Precede (Game)
- Replies: 30
- Views: 2401
Re: Precede (Game)
Code: Select all
x = 32, y = 12, rule = B3/S23
27bo$27bo$26b3o$25bobobo$23b4ob4o$12bo7bo4bobobo$obo5bo4bo5bo3bo2b3o2b
o$bo4bobobo4b3o5bo3bo3bo$8bo4bo5bo$6bo3bo12bobo3bobo$13bobobobo$25bob
obo!
- February 23rd, 2024, 6:31 pm
- Forum: Other Cellular Automata
- Topic: BondOrDecayLife
- Replies: 49
- Views: 7717
Re: BondOrDecayLife
p20 x = 11, y = 13, rule = BondOrDecayLife6 4B3.4B$B2AB3.B2AB$B2AB3.B2AB$3B5.3B3$4.3A$4.A.A$4.3A$3B5.3B$B2AB3.B2A B$B2AB3.B2AB$4B3.4B! The shuttle can use these catalysts instead: x = 11, y = 11, rule = BondOrDecayLife6 BAB5.BAB$A.A5.A.A$BAB5.BAB3$4.3A2$4.A.A$BAB2.A2.BAB$A.A5.A.A$BAB5.BAB !
- February 17th, 2024, 8:46 pm
- Forum: Other Cellular Automata
- Topic: Thread for basic non-CGOL questions
- Replies: 963
- Views: 286267
Re: Thread for basic non-CGOL questions
Why did this not exist? x = 1, y = 1, rule = Pascal-mod3-hex A! @RULE Pascal-mod3-hex @TABLE n_states:3 neighborhood:hexagonal symmetries:none 0, 0,0,0,0,0,0, 0 0, 2,0,0,0,0,0, 2 0, 0,0,0,0,0,2, 2 0, 2,0,0,0,0,2, 1 0, 1,0,0,0,0,0, 1 0, 1,0,0,0,0,2, 0 0, 0,0,0,0,0,1, 1 0, 2,0,0,0,0,1, 0 0, 1,0,0,0,0,...
- February 16th, 2024, 1:37 am
- Forum: Other Cellular Automata
- Topic: Rule request thread
- Replies: 978
- Views: 387439
Re: Rule request thread
So, I think it might be possible, but difficult. LTL is out of question, because. One could make it with several states, cells making "gravity pulses," pulling things toward them. Of course the waves would get weaker and weaker as they go out, and they could merge. One could make velocity of the roc...
- February 15th, 2024, 8:19 pm
- Forum: Other Cellular Automata
- Topic: Rules with interesting dynamics
- Replies: 981
- Views: 340357
Re: Rules with interesting dynamics
this is what it was originally derived from: x = 37, y = 23, rule = B2cek3aej4aijr5c/S2eik3eknry4ijrwz5r 10bo$12bo$12o$o11bo3b7o3b10o$o11bo3bo5bo3bo8bo$o11bo3bo5bo3bo8bo$o11b o3bo5bo3bo8bo$o11bo3bo5bo3bo4b5o$13o3b3o3bo3bo4bo$16bobo3bo3bo4bo$16b 3o3bo3bo4bo$22bo3bo4b6o$13b10o3b5o5bo$13bo16bo5bo$13bo...
- February 14th, 2024, 7:42 pm
- Forum: Other Cellular Automata
- Topic: Rule request thread
- Replies: 978
- Views: 387439
Re: Rule request thread
Can you create a rule where cells behave like life, but if they have 4 neighbours, they turn into cells that count only for survival (Like Stateinvestigator magenta cells, state 18), and those cells survive only if they have 2-4 neighbours? x = 14, y = 3, rule = MagentaLife A11BA$A10.A.A$11.2A! @RU...
- February 12th, 2024, 11:45 pm
- Forum: Other Cellular Automata
- Topic: Other Loop rules
- Replies: 106
- Views: 70863
Re: Other Loop rules
x = 2, y = 2, rule = B-loopH CB$.A! @RULE B-loopH @TABLE n_states:6 neighborhood:Hexagonal symmetries:rotate6reflect var i1 = {0,1,2,3} var i2 = {0,1,2,3} var i3 = {0,1,2,3} var i4 = {0,1,2,3} var i5 = {0,1,2,3} var i6 = {0,1,2,3,4,5} var i7 = {0,1,2,3,4,5} var a1 = {0,1,2,3,4,5} var a2 = {0,1,2,3,...