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. . . p n q p n q . . . . . .
. . . { [ ] } [ ] . . . . . .
. . . . b u d b u d . . . . .
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Tezcatlipoca wrote:Still would like to see a rule to try to mimic biochemistry. I wonder how much complexity could arise with a rule like this.
blah wrote:Have you already seen that thing I linked?
@RULE biology_0_2
0 empty
1 b
2 u
3 d
4 out
5 in
6 interaction
7 signal out
8 signal in
9 bonded b
10 bonded u
11 bonded d
12 special interaction
13 shadow
14 corner protector
4,5,7,8 unused
ins try to match
particles only interact in unambiguous situations
@TABLE
n_states:15
neighborhood:Moore
symmetries:rotate4reflect
#all
var a1={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var a2={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var a3={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var a4={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var a5={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var a6={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var a7={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var a8={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
#b-states
var b1={1,9}
var b2={1,9}
var b3={1,9}
#u-states
var c1={2,10}
var c2={2,10}
var c3={2,10}
#d-states
var d1={3,11}
var d2={3,11}
var d3={3,11}
#live
var e1={1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var e2={1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var e3={1,2,3,4,5,6,7,8,9,10,11,12,13,14}
#particle (all except interactions)
var f1={1,2,3,4,5,7,8,9,10,11,13}
var f2={1,2,3,4,5,7,8,9,10,11,13}
var f3={1,2,3,4,5,7,8,9,10,11,13}
#dead (for creating interactions)
var g1={0,13}
#become unbonded
9,0,a1,0,a2,0,a3,0,a4,1
10,0,a1,0,a2,0,a3,0,a4,2
11,0,a1,0,a2,0,a3,0,a4,3
9,13,a1,0,a2,0,a3,0,a4,1
10,13,a1,0,a2,0,a3,0,a4,2
11,13,a1,0,a2,0,a3,0,a4,3
#bu,ud interaction gen 3
#(conserving particles, prefers linear strings)
#overriding “become bonded”
1,f1,f2,0,a1,a2,a3,0,f3,0
2,f1,f2,0,a1,a2,a3,0,f3,0
3,f1,f2,0,a1,a2,a3,0,f3,0
#become bonded
1,f1,a1,a2,a3,a4,a5,a6,a7,9
2,f1,a1,a2,a3,a4,a5,a6,a7,10
3,f1,a1,a2,a3,a4,a5,a6,a7,11
#b-u interaction (101 2)
#gen 1
0,c1,a1,b1,a2,c2,a2,a3,a4,1
1,a1,c1,0,c2,a2,a3,a4,a5,0
0,b1,a1,c1,a2,b2,a2,a3,a4,2
2,a1,b1,0,b2,a2,a3,a4,a5,0
#d-u interaction (101 2)
#gen 1
0,c1,a1,d1,a2,c2,a2,a3,a4,3
3,a1,c1,0,c2,a2,a3,a4,a5,0
0,d1,a1,c1,a2,d2,a2,a3,a4,2
2,a1,d1,0,d2,a2,a3,a4,a5,0
#special interaction
0,f1,a1,a2,0,f2,f3,a3,a4,12
#bud double reaction
0,f1,a1,a2,f2,a3,f3,a4,a5,12
#b-u interaction (101)
#gen 1
12,b1,a1,a2,c1,0,c2,a3,a4,1
12,c1,a1,a2,b1,0,b2,a3,a4,2
#gen 2
6,a1,b1,12,0,c1,a2,a3,a4,0
6,a1,c1,12,0,b1,a2,a3,a4,0
#d-u interaction (101)
#gen 1
12,d1,a1,a2,c1,0,c2,a3,a4,3
12,c1,a1,a2,d1,0,d2,a3,a4,2
#gen 2
6,a1,d1,12,0,c1,a2,a3,a4,0
6,a1,c1,12,0,d1,a2,a3,a4,0
#b-u interaction (2,1)
#gen 1
g1,b1,a1,a2,c1,a3,a4,a5,a6,6
g1,c1,a1,a2,b1,a3,a4,a5,a6,6
#gen 2
6,c1,a1,6,b1,a1,a2,a3,a4,2
6,b1,a1,6,c1,a1,a2,a3,a4,1
b1,6,6,a1,a2,a3,a4,a5,a6,13
c1,6,6,a1,a2,a3,a4,a5,a6,13
#d-u interaction (2,1)
#gen 1
g1,d1,a1,a2,c1,a3,a4,a5,a6,6
g1,c1,a1,a2,d1,a3,a4,a5,a6,6
#gen 2
6,c1,a1,6,d1,a1,a2,a3,a4,2
6,d1,a1,6,c1,a1,a2,a3,a4,3
d1,6,6,a1,a2,a3,a4,a5,a6,13
c1,6,6,a1,a2,a3,a4,a5,a6,13
#b-u interaction (1,1)
#gen 1
g1,9,a1,2,a2,a3,a4,a5,a6,6
g1,1,a1,10,a2,a3,a4,a5,a6,6
#gen 2
6,1,6,10,a1,a2,a3,a4,a5,1
6,2,6,9,a1,a2,a3,a4,a5,2
1,6,a1,6,a2,a3,a4,a5,a6,0
2,6,a1,6,a2,a3,a4,a5,a6,0
#d-u interaction (1,1)
#gen 1
g1,11,a1,2,a2,a3,a4,a5,a6,6
g1,3,a1,10,a2,a3,a4,a5,a6,6
#gen 2
6,3,6,10,a1,a2,a3,a4,a5,3
6,2,6,11,a1,a2,a3,a4,a5,2
3,6,a1,6,a2,a3,a4,a5,a6,0
2,6,a1,6,a2,a3,a4,a5,a6,0
#bug
6,9,a1,10,a2,a3,a4,a5,a6,0
#b-u interaction (0,2)
#gen 1
0,10,a1,0,a3,1,a4,0,a6,6
0,9,a1,0,a3,2,a4,0,a6,6
#gen 2
1,6,0,a1,a2,a3,a4,a5,0,0
2,6,0,a1,a2,a3,a4,a5,0,0
6,1,0,a1,a2,a3,a4,a5,0,1
6,2,0,a1,a2,a3,a4,a5,0,2
#d-u interaction (0,2)
#gen 1
0,10,a1,0,a3,3,a4,0,a6,6
0,11,a1,0,a3,2,a4,0,a6,6
#gen 2
3,6,0,a1,a2,a3,a4,a5,0,0
2,6,0,a1,a2,a3,a4,a5,0,0
6,3,0,a1,a2,a3,a4,a5,0,3
6,2,0,a1,a2,a3,a4,a5,0,2
#b-u interaction (x,2o)
#gen 2
6,0,b1,12,9,10,a1,a2,a3,0
1,12,6,a1,a2,a3,a4,a5,a6,0
12,1,a1,a2,a3,9,10,a4,a5,9
6,0,c1,12,10,9,a1,a2,a3,0
2,12,6,a1,a2,a3,a4,a5,a6,0
12,2,a1,a2,a3,10,9,a4,a5,10
#d-u interaction (x,2o)
#gen 2
6,0,d1,12,11,10,a1,a2,a3,0
3,12,6,a1,a2,a3,a4,a5,a6,0
12,3,a1,a2,a3,11,10,a4,a5,11
6,0,c1,12,10,11,a1,a2,a3,0
2,12,6,a1,a2,a3,a4,a5,a6,0
12,2,a1,a2,a3,10,11,a4,a5,10
#b-u interaction (x,2d)
#gen 2
0,0,2,12,9,10,a1,a2,a3,6
0,0,1,12,10,9,a1,a2,a3,6
#gen 3
12,2,a1,a2,a3,9,10,0,a5,12
12,1,a1,a2,a3,10,9,0,a5,12
12,2,a1,a2,a3,9,10,a4,a5,10
12,1,a1,a2,a3,10,9,a4,a5,9
6,0,c1,12,9,10,f1,a2,a3,14
6,0,b1,12,10,9,f1,a2,a3,14
6,0,c1,12,9,10,a1,a2,a3,0
6,0,b1,12,10,9,a1,a2,a3,0
#d-u interaction (x,2d)
#gen 2
0,0,2,12,11,10,a1,a2,a3,6
0,0,3,12,10,11,a1,a2,a3,6
#gen 3
12,2,a1,a2,a3,11,10,0,a5,12
12,3,a1,a2,a3,10,11,0,a5,12
12,2,a1,a2,a3,11,10,a4,a5,10
12,3,a1,a2,a3,10,11,a4,a5,11
6,0,c1,12,11,10,f1,a2,a3,14
6,0,d1,12,10,11,f1,a2,a3,14
6,0,c1,12,11,10,a1,a2,a3,0
6,0,d1,12,10,3,a1,a2,a3,0
#line protector dies
14,f1,f2,f3,a1,a2,a3,a4,a5,14
14,f1,a1,a2,f1,f2,a3,a4,a5,14
14,a1,a2,a3,a4,a5,a6,a7,a8,0
#shadows die
13,a1,a2,a3,a4,a5,a6,a7,a8,0
#protect corners
6,f1,f2,f3,a1,a2,a3,a4,a5,14
#protect gaps
12,f1,a1,0,f1,f2,a2,a3,a4,14
#kill unwanted interactions
6,a1,a2,a3,a4,a5,a6,a7,a8,0
12,a1,a2,a3,a4,a5,a6,a7,a8,0
@COLORS
0 0 0 0
1 255 0 0
2 0 255 0
3 0 0 255
4 255 255 0
5 0 255 255
6 255 128 0
7 255 255 128
8 128 255 255
9 255 63 63
10 63 255 63
11 63 63 255
12 255 0 255
13 0 0 128
14 128 0 0
x = 23, y = 10, rule = biology_0_2
2$4.B3.A7.B3.C$3.A2.J3.B4.C2.J3.B$.A6.A4.C6.C$6.J11.J$2.B11.B$8.A11.C
!
AbhpzTa wrote:c/2n p2n spaceships for any integer n>1:Code: Select allx = 10, y = 38, rule = B2c3ae4ai56c/S2-kn3-enq4
bo2bo$ob3o$bo2bo5$bo3bo$ob4o$bo3bo5$bo4bo$ob5o$bo4bo5$bo5bo$ob6o$bo5bo
5$bo6bo$ob7o$bo6bo5$bo7bo$ob8o$bo7bo!
x = 198, y = 30, rule = B2c3ae4ai56c/S2-kn3-enq4
3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o
3b3o3b3o3b3o3b3o3b3o3b3o3b3o3b3o31b3o9bo$bo5bo5bo5bo5bo5bo5bo5bo5bo5bo
5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo33bo9bobo$bo5bo5bo5bo
5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo33bo
10bo$obo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5b
o5bo5bo5bo5bo33bo10bo$bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5b
o5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo33bo10bo$7bo4bobo4bo5bo5bo5bo5bo5bo5bo
5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo33bo10bo$13bo4bobo4bo
5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo33bo10b
o$19bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5b
o5bo33bo10bo$25bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo
5bo5bo5bo5bo33bo9bobo$31bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo
5bo5bo5bo5bo5bo5bo32b3o9bo$37bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo
5bo5bo5bo5bo5bo5bo5bo$43bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo
5bo5bo5bo5bo$49bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo
$55bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo$61bo4bobo4bo5b
o5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo$67bo4bobo4bo5bo5bo5bo5bo5bo5bo5b
o5bo5bo5bo5bo5bo$73bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo$79bo4bo
bo4bo5bo5bo5bo5bo5bo5bo5bo5bo5bo5bo$85bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo
5bo5bo$91bo4bobo4bo5bo5bo5bo5bo5bo5bo5bo5bo$97bo4bobo4bo5bo5bo5bo5bo5b
o5bo5bo$103bo4bobo4bo5bo5bo5bo5bo5bo5bo$109bo4bobo4bo5bo5bo5bo5bo5bo$
115bo4bobo4bo5bo5bo5bo5bo$121bo4bobo4bo5bo5bo5bo$127bo4bobo4bo5bo5bo$
133bo4bobo4bo5bo$139bo4bobo4bo$145bo4bobo$151bo!
x = 50, y = 28, rule = LifeHistory
D3.D2.D3.2D.D.2D.3D.D2.D.D.D$2D.2D.D.D.D3.D.D2.D.D.D2.D.D.D$D.D.D.3D.
D.D.D.D2.3D.D2.D2.D$D3.D.D.D2.2D.D.2D.D.D.2D.2D.D3$2D2.3D.3D.D$D.D.D.
D.D3.3D$2D2.D.D.D3.D2.D$D.D.D.D.D3.D2.D15.19F$2D2.3D.D3.D2.D15.F5.F.
3A.F5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$10.D20.F5.F5AF5.F$10.D20.F5.F.3A.
F5.F$10.D20.19F$10.D16.D3.F5.F.3A.F5.F$11.D16.D2.F5.F5AF5.F$11.2D12.
5D.F5.F5AF5.F$12.4D9.D2.D2.F5.F5AF5.F$15.10D2.D3.F5.F.3A.F5.F$31.19F$
31.F5.F.3A.F5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$31.F5.F.3A.
F5.F$31.19F!
x = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$F5.F5.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$
19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.
F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F5.F5.F$F5.F5.F
5.F$19F!
x = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$19F$F.3A.F
.3A.F.3A.F$F5AF5AF5AF$F5AF5AF5AF$F5AF5AF5AF$F.3A.F.3A.F.3A.F$19F$F5.F
5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$19F!
x = 19, y = 19, rule = LifeHistory
19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.
F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F
2.A2.F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F
$F5.F2.A2.F5.F$19F!
x = 19, y = 19, rule = LifeHistory
19F$F5.F4.AF5.F$F5.F3.A.F5.F$F5.F2.A2.F5.F$F5.F.A3.F5.F$F5.FA4.F5.F$
19F$F4.AF5.F5.F$F3.A.F5.F5.F$F2.A2.F5.F5.F$F2.A2.F5.F5.F$F2.A2.F5.F5.
F$19F$F2.A2.F5.F5.F$F2.A2.F5.F5.F$F2.3AF5AF5AF$F5.F5.F5.F$F5.F5.F5.F$
19F!
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
83bismuth38 wrote:i request a stable, totalistic, hexagonal rule with oscillators and ships.
drc wrote:This is a thread where you can request a rule to be made.
83bismuth38 wrote:i request a stable, totalistic, hexagonal rule with oscillators and ships.
x = 9, y = 11, rule = B2/S34H
bobo$3b3o$b2o$o4bo$4b3o$o3bo$3bobobo$2b2o2b2o$3b2o3bo$4b2obo$6bo!
did i nention it was HEXAGONAL?BlinkerSpawn wrote:83bismuth38 wrote:i request a stable, totalistic, hexagonal rule with oscillators and ships.
From the first post:drc wrote:This is a thread where you can request a rule to be made.
You can't exactly make a totalistic rule unless you allow multiple states.
Making totalistic rules is pretty easy and painless anyway; just set "symmetries:permute" and play around.
Go here if you need a refresher on the .rule format.
Start with 3 states (1 vacuum, 2 ON). If you don't get any satisfactory results, go up to 4.
missed this post. thanks anyways.wildmyron wrote:83bismuth38 wrote:i request a stable, totalistic, hexagonal rule with oscillators and ships.
Well, if you insist on asking again, here are 8 rules which all meet this criteria:
B2/S34H
B25/S34H
B26/S34H
B256/S34H
B2/S346H
B25/S346H
B26/S346H
B256/S346H
(Unless I missed checking one of the combinations for explosiveness)
The following ship works in all of them:Code: Select allx = 9, y = 11, rule = B2/S34H
bobo$3b3o$b2o$o4bo$4b3o$o3bo$3bobobo$2b2o2b2o$3b2o3bo$4b2obo$6bo!
They all have a range of small common oscillators and most have several other ships at the same speed as the one above.
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
Saka wrote:I would like a script-made rule that runs Life as normal but with icons for all possible sets of neighbors so that it creates a "net" of cells. Here's how it works:
1. A cell is born as state 1Code: Select allx = 50, y = 28, rule = LifeHistory
D3.D2.D3.2D.D.2D.3D.D2.D.D.D$2D.2D.D.D.D3.D.D2.D.D.D2.D.D.D$D.D.D.3D.
D.D.D.D2.3D.D2.D2.D$D3.D.D.D2.2D.D.2D.D.D.2D.2D.D3$2D2.3D.3D.D$D.D.D.
D.D3.3D$2D2.D.D.D3.D2.D$D.D.D.D.D3.D2.D15.19F$2D2.3D.D3.D2.D15.F5.F.
3A.F5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$10.D20.F5.F5AF5.F$10.D20.F5.F.3A.
F5.F$10.D20.19F$10.D16.D3.F5.F.3A.F5.F$11.D16.D2.F5.F5AF5.F$11.2D12.
5D.F5.F5AF5.F$12.4D9.D2.D2.F5.F5AF5.F$15.10D2.D3.F5.F.3A.F5.F$31.19F$
31.F5.F.3A.F5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$31.F5.F.3A.
F5.F$31.19F!
2. The cell detects it's fellow state 1 neighbors and changes to the state with the proper icon:Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$F5.F5.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$
19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.
F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F5.F5.F$F5.F5.F
5.F$19F!
3. Repeat from step 1, but surviving states also change to state 1:Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$19F$F.3A.F
.3A.F.3A.F$F5AF5AF5AF$F5AF5AF5AF$F5AF5AF5AF$F.3A.F.3A.F.3A.F$19F$F5.F
5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$19F!
But if you do the math, all possible neighbors will require 256 states with icons. That, for now, is impossible in Golly. BUT, we can cut down on states by deleting all 1e and 1c states and replacing them with the 2i and 2n states:Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.
F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F
2.A2.F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F
$F5.F2.A2.F5.F$19F!
This will cut down on 8 states, making a rule with 246 neighbor states + 1 detect state + Void = 248 states.
PLEASE someone do it, this would be very cool.Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F4.AF5.F$F5.F3.A.F5.F$F5.F2.A2.F5.F$F5.F.A3.F5.F$F5.FA4.F5.F$
19F$F4.AF5.F5.F$F3.A.F5.F5.F$F2.A2.F5.F5.F$F2.A2.F5.F5.F$F2.A2.F5.F5.
F$19F$F2.A2.F5.F5.F$F2.A2.F5.F5.F$F2.3AF5AF5AF$F5.F5.F5.F$F5.F5.F5.F$
19F!
$ ./1da.py | sed -nre '/1D margolus/,${p;b};/....[^0-9](0|34|48|90|128|165|170|187|200|236|240|243|254|255)[^0-9]/{p;b};/Margolus[][]|^$/{p;b};/1D/p'
x = 8, y = 16, rule = B34-air5/S234-ai
b3o$2obo$o2bo$ob2o$b2o6$5bo$4b3o$b3o3bo$2o3b2o$bo3bo$2bo!
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
83bismuth38 wrote:could you tame this rule, keeping these 2 ships:Code: Select allx = 8, y = 16, rule = B34-air5/S234-ai
b3o$2obo$o2bo$ob2o$b2o6$5bo$4b3o$b3o3bo$2o3b2o$bo3bo$2bo!
AbhpzTa wrote:MIN rule is explosive ...
AbhpzTa wrote:83bismuth38 wrote:could you tame this rule, keeping these 2 ships:Code: Select allx = 8, y = 16, rule = B34-air5/S234-ai
b3o$2obo$o2bo$ob2o$b2o6$5bo$4b3o$b3o3bo$2o3b2o$bo3bo$2bo!
MIN : B3-ky4knwz5-cekn/S23-cky4jnqrwy
MAX : B2n34-ar56eik/S234-ai5ejq6ei
MIN rule is explosive ...
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
83bismuth38 wrote:so is max, and i can't find a nonexplosive rule with it because stating the min and max is incredibly vague
drc wrote:83bismuth38 wrote:so is max, and i can't find a nonexplosive rule with it because stating the min and max is incredibly vague
oh yeah, let's just have them go through every single combination of extraneous transitions. All approximately 30 of them.
Just incase you don't understand, poking through all of those rules would result in 2^30=1073741824 different strings, and it's very likely none of those are non-explosive. A rule this explosive is hard to tame with that set of transitions. I tried manually and couldn't get anywhere.
Min/Max rules are actually really useful in this sort of poking around for non-explosive rules. Cause you know which transitions to turn on and off.
x = 4, y = 5, rule = B3-ky4knwz5-cekn/S23-cky4jnqrwy
b2o$o2bo$3bo$4o$bobo!
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
x = 23, y = 4, rule = B2c3ajr4i5-ay6c7/S123eknqr4etz56ac7
o$o2b19o$b3o18bo$3b19o!
Saka wrote:Saka wrote:I would like a script-made rule that runs Life as normal but with icons for all possible sets of neighbors so that it creates a "net" of cells. Here's how it works:
1. A cell is born as state 1Code: Select allx = 50, y = 28, rule = LifeHistory
D3.D2.D3.2D.D.2D.3D.D2.D.D.D$2D.2D.D.D.D3.D.D2.D.D.D2.D.D.D$D.D.D.3D.
D.D.D.D2.3D.D2.D2.D$D3.D.D.D2.2D.D.2D.D.D.2D.2D.D3$2D2.3D.3D.D$D.D.D.
D.D3.3D$2D2.D.D.D3.D2.D$D.D.D.D.D3.D2.D15.19F$2D2.3D.D3.D2.D15.F5.F.
3A.F5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$10.D20.F5.F5AF5.F$10.D20.F5.F.3A.
F5.F$10.D20.19F$10.D16.D3.F5.F.3A.F5.F$11.D16.D2.F5.F5AF5.F$11.2D12.
5D.F5.F5AF5.F$12.4D9.D2.D2.F5.F5AF5.F$15.10D2.D3.F5.F.3A.F5.F$31.19F$
31.F5.F.3A.F5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$31.F5.F5AF5.F$31.F5.F.3A.
F5.F$31.19F!
2. The cell detects it's fellow state 1 neighbors and changes to the state with the proper icon:Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$F5.F5.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$
19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.
F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F5.F5.F$F5.F5.F
5.F$19F!
3. Repeat from step 1, but surviving states also change to state 1:Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$19F$F.3A.F
.3A.F.3A.F$F5AF5AF5AF$F5AF5AF5AF$F5AF5AF5AF$F.3A.F.3A.F.3A.F$19F$F5.F
5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$F5.F5.F5.F$19F!
But if you do the math, all possible neighbors will require 256 states with icons. That, for now, is impossible in Golly. BUT, we can cut down on states by deleting all 1e and 1c states and replacing them with the 2i and 2n states:Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.
F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F
2.A2.F5.F$19F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F$F5.F2.A2.F5.F
$F5.F2.A2.F5.F$19F!
This will cut down on 8 states, making a rule with 246 neighbor states + 1 detect state + Void = 248 states.
PLEASE someone do it, this would be very cool.Code: Select allx = 19, y = 19, rule = LifeHistory
19F$F5.F4.AF5.F$F5.F3.A.F5.F$F5.F2.A2.F5.F$F5.F.A3.F5.F$F5.FA4.F5.F$
19F$F4.AF5.F5.F$F3.A.F5.F5.F$F2.A2.F5.F5.F$F2.A2.F5.F5.F$F2.A2.F5.F5.
F$19F$F2.A2.F5.F5.F$F2.A2.F5.F5.F$F2.3AF5AF5AF$F5.F5.F5.F$F5.F5.F5.F$
19F!
pls
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