For discussion of other cellular automata.

dvgrn wrote:
83bismuth38 wrote:What about a rock-paper-scissors kind of rule? i.e. A>B>C>A, meaning a kills b, b kills c, and c kills a.

But does each color simply ignore the next color -- e.g., does a Rock-colored glider plow right through a Scissors-colored still life without noticing it's there? Or is a Rock-colored glider affected for one tick by the presence of Scissors ON cells, before the Scissors cells die?

Yeah, it just plows right through.

dvgrn wrote:
83bismuth38 wrote:I tried messing around with the code but it won't work.

What did you try, and in what way did it not work?

replaced the 'i's with 'j's and 'k's, BUT i did notice something interesting-- the rules for each changed, so golly was running 3 different rules in the same universe, AT THE SAME TIME! this really surprised me, but forgot to post it.
`x = 8, y = 10, rule = B3/S233b2o\$3b2o\$2b3o\$4bobo\$2obobobo\$3bo2bo\$2bobo2bo\$2bo4bo\$2bo4bo\$2bo!`

No football of any dui mauris said that.

83bismuth38

Posts: 424
Joined: March 2nd, 2017, 4:23 pm
Location: Still sitting around in Sagittarius A...

83bismuth38 wrote:Yeah, it just plows right through.

Okay, let's see how long it takes. We can start with ThreeDeadlyEnemies, but we might need some new variables, or we might not need some of the variables we have, depending on which rule variant we set up. There are still a couple of reasonable possibilities:

1) State 1 kills State 2 when it touches it, and thinks it's an OFF state, but State 2 thinks State 1 is an ON state (so three-neighbor births will still happen when an OFF cell has a combination of State 1 and State 2 neighbors)
or
2) State 1 kills State 2, but State 2 thinks State 1 is an OFF state

I'll try #2, because there are just a couple of complicated parts. Here's a test pattern:

`x = 94, y = 40, rule = RockScissorsPaperLife38.B.B\$38.2B\$39.B5\$82.A.A\$82.A.A\$82.3A6\$23.A.A\$23.2A\$24.A\$73.B.B15.C.C\$73.B.B15.C.C\$73.3B15.3C\$17.B\$17.2B\$16.B.B14\$.C\$.2C\$C.C!`

With the three pi explosions all near each other, they all affect one color and are affected by another, so you don't get any standard pi-debris shapes. But if you delete any one out of the three, one of the other two should dominate and not even notice that the remaining color is there, so you'll get one standard pi debris shape.

Here's what I think is the rule -- EDIT: patched 4/19/2017 in response to bug report below.

`@RULE RockScissorsPaperLife@TABLEn_states:4neighborhood:Mooresymmetries:permutevar a={0,1,2,3}var b={0,1,2,3}var c={0,1,2,3}var d={0,1,2,3}var e={0,1,2,3}var f={0,1,2,3}var g={0,1,2,3}var h={0,1,2,3}# Dead cells for State 1var i={0,2,3}var j={0,2,3}var k={0,2,3}var l={0,2,3}var m={0,2,3}var n={0,2,3}# Dead cells for State 2var o={0,1,3}var p={0,1,3}var q={0,1,3}var r={0,1,3}var s={0,1,3}var t={0,1,3}# Dead cells for State 3var u={0,1,2}var v={0,1,2}var w={0,1,2}var x={0,1,2}var y={0,1,2}var z={0,1,2}var any={0,1,2,3}# Birth in competitive circumstances0,1,1,1,3,3,3,u,v,31,1,1,1,3,3,3,u,v,30,2,2,2,1,1,1,i,j,12,2,2,2,1,1,1,i,j,10,3,3,3,2,2,2,o,p,23,3,3,3,2,2,2,o,p,2# Birth0,1,1,1,i,j,k,l,m,12,1,1,1,i,j,k,l,m,10,2,2,2,o,p,q,r,s,23,2,2,2,o,p,q,r,s,20,3,3,3,u,v,w,x,y,31,3,3,3,u,v,w,x,y,3# the RockScissorsPaper rules3,2,a,b,c,d,e,f,g,02,1,a,b,c,d,e,f,g,01,3,a,b,c,d,e,f,g,0# Three-neighbor survival1,1,1,1,i,j,k,l,m,12,2,2,2,o,p,q,r,s,23,3,3,3,u,v,w,x,y,3# Two-neighbor survival1,1,1,i,j,k,l,m,n,12,2,2,o,p,q,r,s,t,23,3,3,u,v,w,x,y,z,3# Deathany,a,b,c,d,e,f,g,h,0`

-- State 3 with any State 2 neighbor dies (overrules any other thing that might happen);
-- State 2 with any State 1 neighbor dies;
-- State 1 with any State 3 neighbor dies;

`# the RockScissorsPaper rules3,2,a,b,c,d,e,f,g,02,1,a,b,c,d,e,f,g,01,3,a,b,c,d,e,f,g,0`

Then we had to take away the rules that say that multiple colors can collaborate on new births: replace the 'i's with 1, 2, and 3 respectively, in "0,1,1,i,0,0,0,0,0,1", "0,2,2,i,0,0,0,0,0,2", and "0,3,3,i,0,0,0,0,0,3".

But then we also had to add variables to allow births to still happen when there are more than three neighbors, as long as they're different colors:

`# Dead cells for State 1var i={0,2,3}var j={0,2,3}var k={0,2,3}var l={0,2,3}var m={0,2,3}var n={0,2,3}# Dead cells for State 2var o={0,1,3}var p={0,1,3}var q={0,1,3}var r={0,1,3}var s={0,1,3}var t={0,1,3}# Dead cells for State 3var u={0,1,2}var v={0,1,2}var w={0,1,2}var x={0,1,2}var y={0,1,2}var z={0,1,2}var any={0,1,2,3}# Birth0,1,1,1,h,i,j,k,l,10,2,2,2,m,n,o,p,q,20,3,3,3,r,s,t,u,v,3`

There are just three more annoyances:

1) This last "Birth" addition will be asymmetric, because "0,1,1,1,h,i,j,k,l,1" will produce a State 1 cell even when the surroundings are something like "1,1,1,3,3,3,0,0". Paper covers rock, so presumably when both paper and rock are trying for a new birth in the same cell, paper ought to win...! These rules are more specific cases, so they have to be listed above the regular birth rules, above, or they'll never get triggered:

`# Birth in competitive circumstances0,1,1,1,3,3,3,h,i,30,2,2,2,1,1,1,m,n,10,3,3,3,2,2,2,r,s,2`

2) Births still happen even if the cell is a losing color instead of really OFF:
[EDIT: I picked the wrong variables in the "Birth in competitive circumstances" section, so the text below is wrong -- compare the current rule text, or see here]
`# Birth in competitive circumstances0,1,1,1,3,3,3,i,j,31,1,1,1,3,3,3,i,j,30,2,2,2,1,1,1,o,p,12,2,2,2,1,1,1,o,p,10,3,3,3,2,2,2,u,v,23,3,3,3,2,2,2,u,v,2# Birth0,1,1,1,i,j,k,l,m,12,1,1,1,i,j,k,l,m,10,2,2,2,o,p,q,r,s,23,2,2,2,o,p,q,r,s,20,3,3,3,u,v,w,x,y,31,3,3,3,u,v,w,x,y,3`

3) The rock/scissors/paper death rules have to come after the above birth rules, because a cell shouldn't actually die if it's due to be born as another color on the next tick. If the death rules come first, you get non-Life-standard behavior in in two-color situations, in the winning color as well as the losing color.

dvgrn
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83bismuth38 wrote:replaced the 'i's with 'j's and 'k's, BUT i did notice something interesting-- the rules for each changed, so golly was running 3 different rules in the same universe, AT THE SAME TIME! this really surprised me, but forgot to post it.

There's been quite a lot of that kind of thing going on, actually, starting in the last year or so.

dvgrn
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@dvgrn:

Are these meant to behave like this?
1) no birth?
2) at generation 25, birth with 4 ON neighbours
3) I'm not sure what this is
`x = 6, y = 7, rule = RockScissorsPaperLife.2C\$C2.C\$C.C\$.C2.B\$3.B.B\$3.B.B\$4.B!`

`x = 14, y = 11, rule = RockScissorsPaperLife.C7.2C.2C\$C.C7.C.C\$2C8.C.C\$11.C5\$6.A\$5.3A\$4.2A.A!`

`x = 2, y = 4, rule = RockScissorsPaperLife2C\$2C\$A\$2A!`
SoL : FreeElectronics : DeadlyEnemies : 6a-ite
what is “sesame oil”?

Rhombic

Posts: 975
Joined: June 1st, 2013, 5:41 pm

Requesting a variant of the RPS rule:
Instead of dying, cells that get beaten should turn into the color of the invading cell.
Proud owner and founder of Sakagolue
`x = 17, y = 10, rule = B3/S23b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5bo2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!`

(Check gen 2)

Saka

Posts: 2494
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Rhombic wrote:Are these meant to behave like this?
1) no birth?
2) at generation 25, birth with 4 ON neighbours
3) I'm not sure what this is

Yeah, these may not be what somebody wants the rule to do. On the other hand, it is exactly what at least one person (me) wants the rule to do:

dvgrn wrote:There are still a couple of reasonable possibilities:

1) State 1 kills State 2 when it touches it, and thinks it's an OFF state, but State 2 thinks State 1 is an ON state (so three-neighbor births will still happen when an OFF cell has a combination of State 1 and State 2 neighbors)
or
2) State 1 kills State 2, but State 2 thinks State 1 is an OFF state

I'll try #2, because there are just a couple of complicated parts.

The requested rule isn't really specified completely by "Yeah, it just plows right through." My explanation of the decision to go with option #2 probably ended up being TL;DR.

Anyway, it seems to me all three of those cases make perfect sense. Maybe this statement of option #2 would be clearer:

"State [1,2,3] kills State [2,3,1] when it touches it. All ON states count only their own state when looking for neighbors."

Anyone who wants the rules to work differently is welcome to make a modified rule table (with a different name). The long walkthrough posts are trying to teach people how to rule, so to speak, instead of just giving them rules...! For example, I'm going to leave to someone else the implementation RockPaperScissorsSpockLizardLife -- or is it RockLizardSpockScissorsPaperLife?

When you compose a rule and want to test it, you can just copy it to the clipboard and choose File > Open Clipboard in Golly -- it will replace any previous versions. Keep running a test pattern that should have all the behavior that you want.

When something isn't working, read the rule list from the top. There will always turn out to be one that is either getting applied when you don't want it to, or isn't getting applied when you do want it to... and then you just have to figure out why, and how to fix it. It doesn't take very many test cycles to successfully produce fairly complicated multistate rules.

dvgrn
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IS it possible for a single rule to have a baby toad:
`x = 2, y = 3, rule = B3/S2e3bo\$2o\$o!`

`x = 2, y = 4, rule = B3/S23bo\$2o\$2o\$o!`

`x = 2, y = 5, rule = B34-air/S34-aibo\$2o\$2o\$2o\$o!`

and maybe even further? all I really want though is a non-explosive rule with these three toads.
Last edited by 83bismuth38 on April 14th, 2017, 6:12 pm, edited 1 time in total.
`x = 8, y = 10, rule = B3/S233b2o\$3b2o\$2b3o\$4bobo\$2obobobo\$3bo2bo\$2bobo2bo\$2bo4bo\$2bo4bo\$2bo!`

No football of any dui mauris said that.

83bismuth38

Posts: 424
Joined: March 2nd, 2017, 4:23 pm
Location: Still sitting around in Sagittarius A...

Maybe we could have another rule be the king of polythlons, or as I would call it, Polythlonia. It (of course) would have the pentadecathlon:
`x = 10, y = 3, rule = B3/S232bo4bo\$2ob4ob2o\$2bo4bo!`

But also from another rule, the decathlon:
`x = 6, y = 5, rule = B35y/S236cbo2bo\$o4bo\$o4bo\$o4bo\$bo2bo!`

And there's probably some others, but i'm too lazy to try and find them
`x = 8, y = 10, rule = B3/S233b2o\$3b2o\$2b3o\$4bobo\$2obobobo\$3bo2bo\$2bobo2bo\$2bo4bo\$2bo4bo\$2bo!`

No football of any dui mauris said that.

83bismuth38

Posts: 424
Joined: March 2nd, 2017, 4:23 pm
Location: Still sitting around in Sagittarius A...

it's WAY harder than you would think, i got this monstrosity instead of a regular blinker family:
`x = 33, y = 1, rule = B2-ac36/S02eo2b3o2b5o2b7o2b9o!`

btw, the regular blinker familty has a single, central stator with the rotor on the outside, turning 90 degrees at half of it's period.
Should i make a new thread for this? i feel like i'm spamming this one
EDIT: i kind of found it, only works with sizes 1 and 2:
`x = 10, y = 5, rule = B3-a4-n5/S02-c34e56-c82bo2\$5o2b3o2\$2bo!`
`x = 8, y = 10, rule = B3/S233b2o\$3b2o\$2b3o\$4bobo\$2obobobo\$3bo2bo\$2bobo2bo\$2bo4bo\$2bo4bo\$2bo!`

No football of any dui mauris said that.

83bismuth38

Posts: 424
Joined: March 2nd, 2017, 4:23 pm
Location: Still sitting around in Sagittarius A...

Looks like Rock-Paper-Scissors has a bug:
`x = 105, y = 83, rule = RockScissorsPaperLife5\$26.2A\$26.5A\$28.9A\$33.2A2.18A\$35.2A18.23A\$37.A40.18A4.A\$38.2A47.16A\$40.2A20.25A\$41.21A\$25.16A3.2A\$18.7A21.2A\$17.A30.3A\$18.3A30.2A\$21.3A29.3A\$23.16A17.3A\$39.31A\$62.3A5.24A\$65.2A27.7A\$67.3A29.A\$70.4A24.A\$74.4A12.8A\$72.18A\$43.29A10.4A\$23.20A43.4A\$19.5A66.8A\$15.4A35.43A\$16.3A19.16A\$19.12A.6A\$26.25A\$22.4A25.12A\$21.A41.4A\$20.A7.15A24.5A\$21.A10.5A2.6A2.A24.5A\$22.A13.5A36.4A\$22.A15.8A35.5A\$23.2A16.3A2.4A36.4A\$25.2A17.3A11.3C29.3A\$27.3A17.2A9.C.C32.2A\$30.3A25.C.C34.A\$15.32A49.2A\$28.22A2.A44.2A\$33.8A3.5A4.30A13.A\$38.5A6.4A30.13A\$16.2A25.8A2.5A\$15.A2.5A23.2A3.11A\$15.3A5.8A16.19A\$18.5A8.10A21.25A\$23.5A13.13A16.5A12.10A\$28.6A14.22A4.4A12.7A\$34.5A16.4A4.27A\$39.21A22.4A\$59.32A\$25.21A14.A27.10A\$19.6A21.49A3.A\$20.A41.A32.5A\$16.14A32.A14.18A\$22.7A.47A\$24.23A18.2A\$17.16A5.12A17.3A\$16.A10.10A13.11A9.3A\$15.5A11.4A.5A20.3A9.3A\$20.6A9.3A2.24A12.3A\$25.11A2.4A.10A2.27A\$13.44A\$8.5A33.8A3.20A\$7.A42.8A19.15A\$6.7A42.9A28.6A\$13.25A21.10A29.A\$38.36A25.A\$68.21A8.4A\$80.17A\$87.4A!`
Kiran Linsuain

Kiran

Posts: 284
Joined: March 4th, 2015, 6:48 pm

If a red cell should be born but there are 4/5 yellow cells surrounding the same cell, a yellow cell is incorrectly born instead:

`x = 9, y = 6, rule = RockScissorsPaperLife2CA\$C.A\$2CA\$6.2C\$6.C.A\$6.C2A!`
Jackk

Posts: 80
Joined: March 13th, 2012, 3:49 pm

Jackk wrote:If a red cell should be born but there are 4/5 yellow cells surrounding the same cell, a yellow cell is incorrectly born instead.

Kiran wrote:Looks like Rock-Paper-Scissors has a bug:
`x = 105, y = 83, rule = RockScissorsPaperLife5\$26.2A\$26.5A\$28.9A\$33.2A2.18A\$35.2A18.23A\$37.A40.18A4.A\$38.2A47.16A\$40.2A20.25A\$41.21A\$25.16A3.2A\$18.7A21.2A\$17.A30.3A\$18.3A30.2A\$21.3A29.3A\$23.16A17.3A\$39.31A\$62.3A5.24A\$65.2A27.7A\$67.3A29.A\$70.4A24.A\$74.4A12.8A\$72.18A\$43.29A10.4A\$23.20A43.4A\$19.5A66.8A\$15.4A35.43A\$16.3A19.16A\$19.12A.6A\$26.25A\$22.4A25.12A\$21.A41.4A\$20.A7.15A24.5A\$21.A10.5A2.6A2.A24.5A\$22.A13.5A36.4A\$22.A15.8A35.5A\$23.2A16.3A2.4A36.4A\$25.2A17.3A11.3C29.3A\$27.3A17.2A9.C.C32.2A\$30.3A25.C.C34.A\$15.32A49.2A\$28.22A2.A44.2A\$33.8A3.5A4.30A13.A\$38.5A6.4A30.13A\$16.2A25.8A2.5A\$15.A2.5A23.2A3.11A\$15.3A5.8A16.19A\$18.5A8.10A21.25A\$23.5A13.13A16.5A12.10A\$28.6A14.22A4.4A12.7A\$34.5A16.4A4.27A\$39.21A22.4A\$59.32A\$25.21A14.A27.10A\$19.6A21.49A3.A\$20.A41.A32.5A\$16.14A32.A14.18A\$22.7A.47A\$24.23A18.2A\$17.16A5.12A17.3A\$16.A10.10A13.11A9.3A\$15.5A11.4A.5A20.3A9.3A\$20.6A9.3A2.24A12.3A\$25.11A2.4A.10A2.27A\$13.44A\$8.5A33.8A3.20A\$7.A42.8A19.15A\$6.7A42.9A28.6A\$13.25A21.10A29.A\$38.36A25.A\$68.21A8.4A\$80.17A\$87.4A!`

Indeed it did. I had the wrong variables in the "birth in competitive circumstances" section -- it should have been

`# Birth in competitive circumstances0,1,1,1,3,3,3,u,v,31,1,1,1,3,3,3,u,v,30,2,2,2,1,1,1,i,j,12,2,2,2,1,1,1,i,j,10,3,3,3,2,2,2,o,p,23,3,3,3,2,2,2,o,p,2`

(and now it is.)

If I had been luckier, my three-pi test pattern would have caught that problem. Guess I'll use something bigger like overlapping acorns next time.

dvgrn
Moderator

Posts: 4650
Joined: May 17th, 2009, 11:00 pm

It would be nice to have a "friendly" version of Rock-Paper-Scissors.
Something like this (conditions edited to address 3 of each other kind case, may be reducable):
scissors cell
If it has exactly 3 rock neighbours and exactly 3 paper neighbours:
Turn into rock if it has 2 scissors neighbours, otherwise turns into paper.
Otherwise:
Turns into rock if it has exactly 3 rock neighbours.
Otherwise:
Stays scissors if it has 2 or 3 scissor neighbours.
Otherwise:
Turns into paper if it has exactly 3 paper neighbours.
Otherwise:
Becomes empty.
rock and paper cells
Analogues to scissors cells, just permute the labels cyclically.
empty cell
Turns into dominating type if there are exactly three cells of each of two types (for example, an empty cell with three scissors neighbours and three paper neighbours turns into a scissors cell).
Otherwise:
Turns into said type if there are exactly three neighbours of that type regardless of other neighbors.
Stays empty otherwise.

Note that cells do not disrupt each other too much, and behave independently as long as there is no conflict over a cell.
In particular, patterns like this are stable:
`x = 50, y = 4, rule = RockScissorsPaperLife.2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C\$A.BACBACBACBACBACBACBACBACBACBACBACBACBACBACBACB.C\$A.BACBACBACBACBACBACBACBACBACBACBACBACBACBACBACB.C\$.2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C2A2B2C!`
Last edited by Kiran on April 21st, 2017, 1:41 pm, edited 1 time in total.
Kiran Linsuain

Kiran

Posts: 284
Joined: March 4th, 2015, 6:48 pm

Kiran wrote:It would be nice to have a "friendly" version of Rock-Paper-Scissors.
Something like this:
scissors cell
...
Turns into paper if it has exactly 3 paper neighbours.

Since scissors wins against paper, might it not make sense for a scissors cell to hold its own against three paper neighbors? Or might a scissors cell turn into rock even if it has only two rock neighbors, or only one? Guess it depends on how dominant you want the dominant states to be.

I'm going to leave this for someone else to put together. The outline has all the details, so it's really just a matter of starting with the RockScissorsPaperLife rule table but removing the various competitive/enemy rule lines, stepping through the new specifications and adding a rule for each, and coming up with a good test pattern.

Maybe the new variant should be called just RockPaperScissorsLife, since I think that's the more standard ordering anyway.

dvgrn
Moderator

Posts: 4650
Joined: May 17th, 2009, 11:00 pm

dvgrn wrote:Since scissors wins against paper, might it not make sense for a scissors cell to hold its own against three paper neighbors?

Note that this transition only happens when the scissors cell does not have 2 or 3 scissors neighbours, so in the absence of paper cells, it would become empty anyway.
dvgrn wrote: Or might a scissors cell turn into rock even if it has only two rock neighbors, or only one? Guess it depends on how dominant you want the dominant states to be.

This would allow scissors cells to disrupt rock cells even in the absence of paper cells, for example, a rock glider hitting scissors cells would not plough through without noticing.

One special case that needs to be dealt with separately, is the case of a scissors cell with 3 rock neighbours and 3 paper neighbours. In this case, if it does not have 2 scissors neighbours, it should turn to paper. If it does, it is not clear what should happen, but it makes slightly more sense for it to turn to rock.
I will edit my description to address this.
If a cell has 3 neighbours of each type, the laws of geometry have changed, and it should watch out for Cthulhu.

It would also be interesting to make an exploding version of this rule, to track the spiralling vortexes that should emerge, the easiest way to achieve this is by adding survival conditions.
Kiran Linsuain

Kiran

Posts: 284
Joined: March 4th, 2015, 6:48 pm

What about a rule where state it's Life but every cell with 3a turns into state 2 which is highlife
Proud owner and founder of Sakagolue
`x = 17, y = 10, rule = B3/S23b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5bo2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!`

(Check gen 2)

Saka

Posts: 2494
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Saka wrote:What about a rule where state it's Life but every cell with 3a turns into state 2 which is highlife

Wasn't too interesting until I set it so that it could work vice versa:
`@RULE L3H3L@TABLEn_states:3neighborhood:Mooresymmetries:rotate4reflectvar a={1,2}var b={1,2}var c={1,2}var d={1,2}var e={1,2}var f={1,2}var g={1,2}var h={1,2}0,1,1,1,0,0,0,0,0,20,2,2,2,0,0,0,0,0,10,0,0,2,2,2,2,2,2,20,0,2,0,2,2,2,2,2,20,0,2,2,0,2,2,2,2,20,0,2,2,2,0,2,2,2,20,2,0,2,0,2,2,2,2,20,2,0,2,2,2,0,2,2,20,1,1,2,0,0,0,0,0,10,1,2,1,0,0,0,0,0,10,1,2,2,0,0,0,0,0,20,2,1,2,0,0,0,0,0,20,0,1,1,1,0,0,0,0,10,0,1,1,2,0,0,0,0,10,0,1,2,1,0,0,0,0,10,0,1,2,2,0,0,0,0,20,0,2,1,2,0,0,0,0,20,0,2,2,2,0,0,0,0,20,1,0,1,0,1,0,0,0,10,1,0,1,0,2,0,0,0,10,1,0,2,0,1,0,0,0,10,1,0,2,0,2,0,0,0,20,2,0,1,0,2,0,0,0,20,2,0,2,0,2,0,0,0,20,0,1,0,1,0,1,0,0,10,0,1,0,1,0,2,0,0,10,0,1,0,2,0,1,0,0,10,0,1,0,2,0,2,0,0,20,0,2,0,1,0,2,0,0,20,0,2,0,2,0,2,0,0,20,1,0,1,0,0,1,0,0,10,1,0,1,0,0,2,0,0,10,1,0,2,0,0,1,0,0,10,1,0,2,0,0,2,0,0,20,2,0,1,0,0,2,0,0,20,2,0,2,0,0,2,0,0,20,0,1,0,1,0,0,1,0,10,0,1,0,1,0,0,2,0,10,0,1,0,2,0,0,1,0,10,0,1,0,2,0,0,2,0,20,0,2,0,1,0,0,2,0,20,0,2,0,2,0,0,2,0,20,0,1,1,0,1,0,0,0,10,0,1,1,0,2,0,0,0,10,0,1,2,0,1,0,0,0,10,0,1,2,0,2,0,0,0,20,0,2,1,0,1,0,0,0,10,0,2,1,0,2,0,0,0,20,0,2,2,0,1,0,0,0,20,0,2,2,0,2,0,0,0,20,0,0,1,1,0,1,0,0,10,0,0,1,1,0,2,0,0,10,0,0,1,2,0,1,0,0,10,0,0,1,2,0,2,0,0,20,0,0,2,1,0,1,0,0,10,0,0,2,1,0,2,0,0,20,0,0,2,2,0,1,0,0,20,0,0,2,2,0,2,0,0,20,0,0,1,1,0,0,1,0,10,0,0,1,1,0,0,2,0,10,0,0,1,2,0,0,1,0,10,0,0,1,2,0,0,2,0,20,0,0,2,1,0,0,1,0,10,0,0,2,1,0,0,2,0,20,0,0,2,2,0,0,1,0,20,0,0,2,2,0,0,2,0,20,0,0,1,1,0,0,0,1,10,0,0,1,1,0,0,0,2,10,0,0,1,2,0,0,0,1,10,0,0,1,2,0,0,0,2,20,0,0,2,1,0,0,0,1,10,0,0,2,1,0,0,0,2,20,0,0,2,2,0,0,0,1,20,0,0,2,2,0,0,0,2,21,0,0,0,0,0,0,0,0,01,a,0,0,0,0,0,0,0,01,0,a,0,0,0,0,0,0,01,a,b,c,d,0,0,0,0,01,a,b,c,0,d,0,0,0,01,a,b,c,0,0,d,0,0,01,a,b,0,c,d,0,0,0,01,a,b,0,c,0,d,0,0,01,a,b,0,c,0,0,d,0,01,a,b,0,c,0,0,0,d,01,a,b,0,0,c,d,0,0,01,a,b,0,0,c,0,d,0,01,a,b,0,0,c,0,0,d,01,a,b,0,0,0,c,d,0,01,a,0,b,0,c,0,d,0,01,0,a,0,b,0,c,0,d,01,0,0,0,a,b,c,d,e,01,0,0,a,0,b,c,d,e,01,0,0,a,b,0,c,d,e,01,0,0,a,b,c,0,d,e,01,0,0,a,b,c,d,0,e,01,0,0,a,b,c,d,e,0,01,0,a,0,b,0,c,d,e,01,0,a,0,b,c,0,d,e,01,0,a,b,0,c,0,d,e,01,a,0,b,0,c,0,d,e,01,0,0,a,b,c,d,e,f,01,0,a,0,b,c,d,e,f,01,0,a,b,0,c,d,e,f,01,0,a,b,c,d,e,f,g,01,a,0,b,0,c,d,e,f,01,a,0,b,c,d,0,e,f,01,0,a,b,c,d,e,f,g,01,a,0,b,c,d,e,f,g,01,a,b,c,d,e,f,g,h,02,0,0,0,0,0,0,0,0,02,a,0,0,0,0,0,0,0,02,0,a,0,0,0,0,0,0,02,a,b,c,d,0,0,0,0,02,a,b,c,0,d,0,0,0,02,a,b,c,0,0,d,0,0,02,a,b,0,c,d,0,0,0,02,a,b,0,c,0,d,0,0,02,a,b,0,c,0,0,d,0,02,a,b,0,c,0,0,0,d,02,a,b,0,0,c,d,0,0,02,a,b,0,0,c,0,d,0,02,a,b,0,0,c,0,0,d,02,a,b,0,0,0,c,d,0,02,a,0,b,0,c,0,d,0,02,0,a,0,b,0,c,0,d,02,0,0,0,a,b,c,d,e,02,0,0,a,0,b,c,d,e,02,0,0,a,b,0,c,d,e,02,0,0,a,b,c,0,d,e,02,0,0,a,b,c,d,0,e,02,0,0,a,b,c,d,e,0,02,0,a,0,b,0,c,d,e,02,0,a,0,b,c,0,d,e,02,0,a,b,0,c,0,d,e,02,a,0,b,0,c,0,d,e,02,0,0,a,b,c,d,e,f,02,0,a,0,b,c,d,e,f,02,0,a,b,0,c,d,e,f,02,0,a,b,c,d,e,f,g,02,a,0,b,0,c,d,e,f,02,a,0,b,c,d,0,e,f,02,0,a,b,c,d,e,f,g,02,a,0,b,c,d,e,f,g,02,a,b,c,d,e,f,g,h,02,0,0,0,0,0,0,0,0,02,a,0,0,0,0,0,0,0,02,0,a,0,0,0,0,0,0,02,a,a,a,a,0,0,0,0,02,a,a,a,0,a,0,0,0,02,a,a,a,0,0,a,0,0,02,a,a,0,a,a,0,0,0,02,a,a,0,a,0,a,0,0,02,a,a,0,a,0,0,a,0,02,a,a,0,a,0,0,0,a,02,a,a,0,0,a,a,0,0,02,a,a,0,0,a,0,a,0,02,a,a,0,0,a,0,0,a,02,a,a,0,0,0,a,a,0,02,a,0,a,0,a,0,a,0,02,0,a,0,a,0,a,0,a,02,0,0,0,a,a,a,a,a,02,0,0,a,0,a,a,a,a,02,0,0,a,a,0,a,a,a,02,0,0,a,a,a,0,a,a,02,0,0,a,a,a,a,0,a,02,0,0,a,a,a,a,a,0,02,0,a,0,a,0,a,a,a,02,0,a,0,a,a,0,a,a,02,0,a,a,0,a,0,a,a,02,a,0,a,0,a,0,a,a,02,0,0,a,a,a,a,a,a,02,0,a,0,a,a,a,a,a,02,0,a,a,0,a,a,a,a,02,0,a,a,a,0,a,a,a,02,a,0,a,0,a,a,a,a,02,a,0,a,a,a,0,a,a,02,0,a,a,a,a,a,a,a,02,a,0,a,a,a,a,a,a,02,a,a,a,a,a,a,a,a,0@COLORS1 255 255 2552 128 128 128`

The standard spaceships get a nice strobe effect, and they become period 8:
`x = 12, y = 18, rule = L3H3L.B3.B2.A\$2.B6.B\$3B2.A3.B\$6.A3B3\$7.A\$5.A3.A\$10.B\$5.B4.B\$6.2A3B3\$7.2A\$5.A4.A\$11.B\$5.B5.B\$6.B2A3B!`

On top of that, there's a supersparky 13c/37 orthogonal spaceship:
`x = 4, y = 3, rule = L3H3LA.B\$2.AB\$A.B!`

There's also a c/14 a la CapLife:
`x = 4, y = 4, rule = L3H3L3B2\$B2.B\$.3B!`

The HighLife R-Pentomino lasts 5218 generations:
`x = 3, y = 3, rule = L3H3L2B\$.2B\$.B!`

--
In the DryLife version:
`@RULE L3D3L@TABLEn_states:3neighborhood:Mooresymmetries:rotate4reflectvar a={1,2}var b={1,2}var c={1,2}var d={1,2}var e={1,2}var f={1,2}var g={1,2}var h={1,2}0,1,1,1,0,0,0,0,0,20,2,2,2,0,0,0,0,0,10,2,0,2,2,2,2,2,2,20,0,2,2,2,2,2,2,2,20,1,1,2,0,0,0,0,0,10,1,2,1,0,0,0,0,0,10,1,2,2,0,0,0,0,0,20,2,1,2,0,0,0,0,0,20,0,1,1,1,0,0,0,0,10,0,1,1,2,0,0,0,0,10,0,1,2,1,0,0,0,0,10,0,1,2,2,0,0,0,0,20,0,2,1,2,0,0,0,0,20,0,2,2,2,0,0,0,0,20,1,0,1,0,1,0,0,0,10,1,0,1,0,2,0,0,0,10,1,0,2,0,1,0,0,0,10,1,0,2,0,2,0,0,0,20,2,0,1,0,2,0,0,0,20,2,0,2,0,2,0,0,0,20,0,1,0,1,0,1,0,0,10,0,1,0,1,0,2,0,0,10,0,1,0,2,0,1,0,0,10,0,1,0,2,0,2,0,0,20,0,2,0,1,0,2,0,0,20,0,2,0,2,0,2,0,0,20,1,0,1,0,0,1,0,0,10,1,0,1,0,0,2,0,0,10,1,0,2,0,0,1,0,0,10,1,0,2,0,0,2,0,0,20,2,0,1,0,0,2,0,0,20,2,0,2,0,0,2,0,0,20,0,1,0,1,0,0,1,0,10,0,1,0,1,0,0,2,0,10,0,1,0,2,0,0,1,0,10,0,1,0,2,0,0,2,0,20,0,2,0,1,0,0,2,0,20,0,2,0,2,0,0,2,0,20,0,1,1,0,1,0,0,0,10,0,1,1,0,2,0,0,0,10,0,1,2,0,1,0,0,0,10,0,1,2,0,2,0,0,0,20,0,2,1,0,1,0,0,0,10,0,2,1,0,2,0,0,0,20,0,2,2,0,1,0,0,0,20,0,2,2,0,2,0,0,0,20,0,0,1,1,0,1,0,0,10,0,0,1,1,0,2,0,0,10,0,0,1,2,0,1,0,0,10,0,0,1,2,0,2,0,0,20,0,0,2,1,0,1,0,0,10,0,0,2,1,0,2,0,0,20,0,0,2,2,0,1,0,0,20,0,0,2,2,0,2,0,0,20,0,0,1,1,0,0,1,0,10,0,0,1,1,0,0,2,0,10,0,0,1,2,0,0,1,0,10,0,0,1,2,0,0,2,0,20,0,0,2,1,0,0,1,0,10,0,0,2,1,0,0,2,0,20,0,0,2,2,0,0,1,0,20,0,0,2,2,0,0,2,0,20,0,0,1,1,0,0,0,1,10,0,0,1,1,0,0,0,2,10,0,0,1,2,0,0,0,1,10,0,0,1,2,0,0,0,2,20,0,0,2,1,0,0,0,1,10,0,0,2,1,0,0,0,2,20,0,0,2,2,0,0,0,1,20,0,0,2,2,0,0,0,2,21,0,0,0,0,0,0,0,0,01,a,0,0,0,0,0,0,0,01,0,a,0,0,0,0,0,0,01,a,b,c,d,0,0,0,0,01,a,b,c,0,d,0,0,0,01,a,b,c,0,0,d,0,0,01,a,b,0,c,d,0,0,0,01,a,b,0,c,0,d,0,0,01,a,b,0,c,0,0,d,0,01,a,b,0,c,0,0,0,d,01,a,b,0,0,c,d,0,0,01,a,b,0,0,c,0,d,0,01,a,b,0,0,c,0,0,d,01,a,b,0,0,0,c,d,0,01,a,0,b,0,c,0,d,0,01,0,a,0,b,0,c,0,d,01,0,0,0,a,b,c,d,e,01,0,0,a,0,b,c,d,e,01,0,0,a,b,0,c,d,e,01,0,0,a,b,c,0,d,e,01,0,0,a,b,c,d,0,e,01,0,0,a,b,c,d,e,0,01,0,a,0,b,0,c,d,e,01,0,a,0,b,c,0,d,e,01,0,a,b,0,c,0,d,e,01,a,0,b,0,c,0,d,e,01,0,0,a,b,c,d,e,f,01,0,a,0,b,c,d,e,f,01,0,a,b,0,c,d,e,f,01,0,a,b,c,d,e,f,g,01,a,0,b,0,c,d,e,f,01,a,0,b,c,d,0,e,f,01,0,a,b,c,d,e,f,g,01,a,0,b,c,d,e,f,g,01,a,b,c,d,e,f,g,h,02,0,0,0,0,0,0,0,0,02,a,0,0,0,0,0,0,0,02,0,a,0,0,0,0,0,0,02,a,b,c,d,0,0,0,0,02,a,b,c,0,d,0,0,0,02,a,b,c,0,0,d,0,0,02,a,b,0,c,d,0,0,0,02,a,b,0,c,0,d,0,0,02,a,b,0,c,0,0,d,0,02,a,b,0,c,0,0,0,d,02,a,b,0,0,c,d,0,0,02,a,b,0,0,c,0,d,0,02,a,b,0,0,c,0,0,d,02,a,b,0,0,0,c,d,0,02,a,0,b,0,c,0,d,0,02,0,a,0,b,0,c,0,d,02,0,0,0,a,b,c,d,e,02,0,0,a,0,b,c,d,e,02,0,0,a,b,0,c,d,e,02,0,0,a,b,c,0,d,e,02,0,0,a,b,c,d,0,e,02,0,0,a,b,c,d,e,0,02,0,a,0,b,0,c,d,e,02,0,a,0,b,c,0,d,e,02,0,a,b,0,c,0,d,e,02,a,0,b,0,c,0,d,e,02,0,0,a,b,c,d,e,f,02,0,a,0,b,c,d,e,f,02,0,a,b,0,c,d,e,f,02,0,a,b,c,d,e,f,g,02,a,0,b,0,c,d,e,f,02,a,0,b,c,d,0,e,f,02,0,a,b,c,d,e,f,g,02,a,0,b,c,d,e,f,g,02,a,b,c,d,e,f,g,h,02,0,0,0,0,0,0,0,0,02,a,0,0,0,0,0,0,0,02,0,a,0,0,0,0,0,0,02,a,a,a,a,0,0,0,0,02,a,a,a,0,a,0,0,0,02,a,a,a,0,0,a,0,0,02,a,a,0,a,a,0,0,0,02,a,a,0,a,0,a,0,0,02,a,a,0,a,0,0,a,0,02,a,a,0,a,0,0,0,a,02,a,a,0,0,a,a,0,0,02,a,a,0,0,a,0,a,0,02,a,a,0,0,a,0,0,a,02,a,a,0,0,0,a,a,0,02,a,0,a,0,a,0,a,0,02,0,a,0,a,0,a,0,a,02,0,0,0,a,a,a,a,a,02,0,0,a,0,a,a,a,a,02,0,0,a,a,0,a,a,a,02,0,0,a,a,a,0,a,a,02,0,0,a,a,a,a,0,a,02,0,0,a,a,a,a,a,0,02,0,a,0,a,0,a,a,a,02,0,a,0,a,a,0,a,a,02,0,a,a,0,a,0,a,a,02,a,0,a,0,a,0,a,a,02,0,0,a,a,a,a,a,a,02,0,a,0,a,a,a,a,a,02,0,a,a,0,a,a,a,a,02,0,a,a,a,0,a,a,a,02,a,0,a,0,a,a,a,a,02,a,0,a,a,a,0,a,a,02,0,a,a,a,a,a,a,a,02,a,0,a,a,a,a,a,a,02,a,a,a,a,a,a,a,a,0@COLORS1 255 255 2552 128 128 128`

The 13c/37 ship turns into a puffer:
`x = 4, y = 3, rule = L3D3LA.B\$2.AB\$A.B!`
This post was brought to you by the letter D, for dishes that Andrew J. Wade won't do. (Also Daniel, which happens to be me.)
Current rule interest: B2ce3-ir4a5y/S2-c3-y

drc

Posts: 1664
Joined: December 3rd, 2015, 4:11 pm
Location: creating useless things in OCA

B3y doesn't seem to work under certain circumstances.
`x = 26, y = 8, rule = L3H3LA.A8.A.A9.B.B2\$.A10.B11.A3\$A.B8.B.A9.B.B2\$.A10.B11.B!`

Here is the (probably) correct (and less interesting) version that doesn't have the cool sparky ship:
`@RULE L3H3Lfixed@TABLEn_states:3neighborhood:Mooresymmetries:rotate4reflectvar a={1,2}var b={1,2}var c={1,2}var d={1,2}var e={1,2}var f={1,2}var g={1,2}var h={1,2}0,1,1,1,0,0,0,0,0,20,1,0,0,2,0,2,0,0,20,2,2,2,0,0,0,0,0,10,0,0,2,2,2,2,2,2,20,0,2,0,2,2,2,2,2,20,0,2,2,0,2,2,2,2,20,0,2,2,2,0,2,2,2,20,2,0,2,0,2,2,2,2,20,2,0,2,2,2,0,2,2,20,1,1,2,0,0,0,0,0,10,1,2,1,0,0,0,0,0,10,1,2,2,0,0,0,0,0,20,2,1,2,0,0,0,0,0,20,0,1,1,1,0,0,0,0,10,0,1,1,2,0,0,0,0,10,0,1,2,1,0,0,0,0,10,0,1,2,2,0,0,0,0,20,0,2,1,2,0,0,0,0,20,0,2,2,2,0,0,0,0,20,1,0,1,0,1,0,0,0,10,1,0,1,0,2,0,0,0,10,1,0,2,0,1,0,0,0,10,1,0,2,0,2,0,0,0,20,2,0,1,0,2,0,0,0,20,2,0,2,0,2,0,0,0,20,0,1,0,1,0,1,0,0,10,0,1,0,1,0,2,0,0,10,0,1,0,2,0,1,0,0,10,0,1,0,2,0,2,0,0,20,0,2,0,1,0,2,0,0,20,0,2,0,2,0,2,0,0,20,1,0,1,0,0,1,0,0,10,1,0,1,0,0,2,0,0,10,1,0,2,0,0,1,0,0,10,1,0,2,0,0,2,0,0,20,2,0,1,0,0,2,0,0,20,2,0,2,0,0,2,0,0,20,0,1,0,1,0,0,1,0,10,0,1,0,1,0,0,2,0,10,0,1,0,2,0,0,1,0,10,0,1,0,2,0,0,2,0,20,0,2,0,1,0,0,2,0,20,0,2,0,2,0,0,2,0,20,0,1,1,0,1,0,0,0,10,0,1,1,0,2,0,0,0,10,0,1,2,0,1,0,0,0,10,0,1,2,0,2,0,0,0,20,0,2,1,0,1,0,0,0,10,0,2,1,0,2,0,0,0,20,0,2,2,0,1,0,0,0,20,0,2,2,0,2,0,0,0,20,0,0,1,1,0,1,0,0,10,0,0,1,1,0,2,0,0,10,0,0,1,2,0,1,0,0,10,0,0,1,2,0,2,0,0,20,0,0,2,1,0,1,0,0,10,0,0,2,1,0,2,0,0,20,0,0,2,2,0,1,0,0,20,0,0,2,2,0,2,0,0,20,0,0,1,1,0,0,1,0,10,0,0,1,1,0,0,2,0,10,0,0,1,2,0,0,1,0,10,0,0,1,2,0,0,2,0,20,0,0,2,1,0,0,1,0,10,0,0,2,1,0,0,2,0,20,0,0,2,2,0,0,1,0,20,0,0,2,2,0,0,2,0,20,0,0,1,1,0,0,0,1,10,0,0,1,1,0,0,0,2,10,0,0,1,2,0,0,0,1,10,0,0,1,2,0,0,0,2,20,0,0,2,1,0,0,0,1,10,0,0,2,1,0,0,0,2,20,0,0,2,2,0,0,0,1,20,0,0,2,2,0,0,0,2,21,0,0,0,0,0,0,0,0,01,a,0,0,0,0,0,0,0,01,0,a,0,0,0,0,0,0,01,a,b,c,d,0,0,0,0,01,a,b,c,0,d,0,0,0,01,a,b,c,0,0,d,0,0,01,a,b,0,c,d,0,0,0,01,a,b,0,c,0,d,0,0,01,a,b,0,c,0,0,d,0,01,a,b,0,c,0,0,0,d,01,a,b,0,0,c,d,0,0,01,a,b,0,0,c,0,d,0,01,a,b,0,0,c,0,0,d,01,a,b,0,0,0,c,d,0,01,a,0,b,0,c,0,d,0,01,0,a,0,b,0,c,0,d,01,0,0,0,a,b,c,d,e,01,0,0,a,0,b,c,d,e,01,0,0,a,b,0,c,d,e,01,0,0,a,b,c,0,d,e,01,0,0,a,b,c,d,0,e,01,0,0,a,b,c,d,e,0,01,0,a,0,b,0,c,d,e,01,0,a,0,b,c,0,d,e,01,0,a,b,0,c,0,d,e,01,a,0,b,0,c,0,d,e,01,0,0,a,b,c,d,e,f,01,0,a,0,b,c,d,e,f,01,0,a,b,0,c,d,e,f,01,0,a,b,c,d,e,f,g,01,a,0,b,0,c,d,e,f,01,a,0,b,c,d,0,e,f,01,0,a,b,c,d,e,f,g,01,a,0,b,c,d,e,f,g,01,a,b,c,d,e,f,g,h,02,0,0,0,0,0,0,0,0,02,a,0,0,0,0,0,0,0,02,0,a,0,0,0,0,0,0,02,a,b,c,d,0,0,0,0,02,a,b,c,0,d,0,0,0,02,a,b,c,0,0,d,0,0,02,a,b,0,c,d,0,0,0,02,a,b,0,c,0,d,0,0,02,a,b,0,c,0,0,d,0,02,a,b,0,c,0,0,0,d,02,a,b,0,0,c,d,0,0,02,a,b,0,0,c,0,d,0,02,a,b,0,0,c,0,0,d,02,a,b,0,0,0,c,d,0,02,a,0,b,0,c,0,d,0,02,0,a,0,b,0,c,0,d,02,0,0,0,a,b,c,d,e,02,0,0,a,0,b,c,d,e,02,0,0,a,b,0,c,d,e,02,0,0,a,b,c,0,d,e,02,0,0,a,b,c,d,0,e,02,0,0,a,b,c,d,e,0,02,0,a,0,b,0,c,d,e,02,0,a,0,b,c,0,d,e,02,0,a,b,0,c,0,d,e,02,a,0,b,0,c,0,d,e,02,0,0,a,b,c,d,e,f,02,0,a,0,b,c,d,e,f,02,0,a,b,0,c,d,e,f,02,0,a,b,c,d,e,f,g,02,a,0,b,0,c,d,e,f,02,a,0,b,c,d,0,e,f,02,0,a,b,c,d,e,f,g,02,a,0,b,c,d,e,f,g,02,a,b,c,d,e,f,g,h,02,0,0,0,0,0,0,0,0,02,a,0,0,0,0,0,0,0,02,0,a,0,0,0,0,0,0,02,a,a,a,a,0,0,0,0,02,a,a,a,0,a,0,0,0,02,a,a,a,0,0,a,0,0,02,a,a,0,a,a,0,0,0,02,a,a,0,a,0,a,0,0,02,a,a,0,a,0,0,a,0,02,a,a,0,a,0,0,0,a,02,a,a,0,0,a,a,0,0,02,a,a,0,0,a,0,a,0,02,a,a,0,0,a,0,0,a,02,a,a,0,0,0,a,a,0,02,a,0,a,0,a,0,a,0,02,0,a,0,a,0,a,0,a,02,0,0,0,a,a,a,a,a,02,0,0,a,0,a,a,a,a,02,0,0,a,a,0,a,a,a,02,0,0,a,a,a,0,a,a,02,0,0,a,a,a,a,0,a,02,0,0,a,a,a,a,a,0,02,0,a,0,a,0,a,a,a,02,0,a,0,a,a,0,a,a,02,0,a,a,0,a,0,a,a,02,a,0,a,0,a,0,a,a,02,0,0,a,a,a,a,a,a,02,0,a,0,a,a,a,a,a,02,0,a,a,0,a,a,a,a,02,0,a,a,a,0,a,a,a,02,a,0,a,0,a,a,a,a,02,a,0,a,a,a,0,a,a,02,0,a,a,a,a,a,a,a,02,a,0,a,a,a,a,a,a,02,a,a,a,a,a,a,a,a,0@COLORS1 255 255 2552 128 128 128`

The glider is actually p12 in L3H3L.
Also, they both have a p4 toad:
`x = 2, y = 4, rule = L3H3LA\$2A\$2B\$.B!`
I have the best signature ever.

toroidalet

Posts: 859
Joined: August 7th, 2016, 1:48 pm
Location: Somewhere on a planet called "Earth"

I like drc's version better.
`x = 17, y = 40, rule = L3H3L7.A2.A\$6.A\$6.A3.A\$6.4A4\$4.8A\$4.A7.A\$4.A\$5.A6.A2\$3.A10.A\$2.A\$2.A11.A\$2.12A4\$16A\$A15.A\$A\$.A14.A2\$3.A10.A\$2.A\$2.A11.A\$2.12A4\$4.8A\$4.A7.A\$4.A\$5.A6.A2\$7.A2.A\$6.A\$6.A3.A\$6.4A!`
Proud owner and founder of Sakagolue
`x = 17, y = 10, rule = B3/S23b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5bo2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!`

(Check gen 2)

Saka

Posts: 2494
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Can someone make a binary counter 1D CA for me?
Proud owner and founder of Sakagolue
`x = 17, y = 10, rule = B3/S23b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5bo2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!`

(Check gen 2)

Saka

Posts: 2494
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

What about a rule that simulates minecraft's flying slime block machine technology?
waiting for apgsearch to support one-dimensional rules
muzik

Posts: 2761
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

muzik wrote:What about a rule that simulates minecraft's flying slime block machine technology?

Nice idea.
Proud owner and founder of Sakagolue
`x = 17, y = 10, rule = B3/S23b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5bo2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!`

(Check gen 2)

Saka

Posts: 2494
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

muzik wrote:What about a rule that simulates minecraft's flying slime block machine technology?

I doubt it. It would probably have to be 3d.
I have the best signature ever.

toroidalet

Posts: 859
Joined: August 7th, 2016, 1:48 pm
Location: Somewhere on a planet called "Earth"

toroidalet wrote:
muzik wrote:What about a rule that simulates minecraft's flying slime block machine technology?

I doubt it. It would probably have to be 3d.

I was more thinking one that just works in one 2D plane
waiting for apgsearch to support one-dimensional rules
muzik

Posts: 2761
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

Can I have a variation of Spectral Life where:

red = DryLife
green = tDryLife
blue = HighLife
cyan = tHighLife
magenta = Pedestrian Life
yellow = tPedestrianLife
white = Life
another white state = tLife
waiting for apgsearch to support one-dimensional rules
muzik

Posts: 2761
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

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