Sticky: a 4 state isotropic photon-based Moore rule

For discussion of other cellular automata.

Sticky: a 4 state isotropic photon-based Moore rule

This is Sticky, a rule named so for the blocks sticking to the photons.
It's a rule designed to be Turing-Complete (TC) and Construction Universal (CU).

This is the rule table.
As you've seen in the subject and the table, it has 4 states, uses a Moore neighborhood, and works the same way rotated and mirrored.
`@RULE Sticky@TABLEn_states:4neighborhood:Mooresymmetries:rotate4reflectvar a{0,1,2,3}var b=avar c=avar d=avar e=avar f=avar g=avar h=avar s{1,2}#SPACE#retract0,s,0,3,2,0,2,3,0,2#construct0,3,1,0,d,0,f,0,0,20,2,2,1,d,e,f,g,h,1#moving0,3,2,c,d,e,f,g,0,00,3,b,c,d,e,f,g,h,3#BLOCK#retract1,s,0,3,2,2,2,3,0,2#construction1,2,2,c,d,2,f,g,h,11,2,2,c,d,e,f,g,h,0#TAIL#retract2,3,b,c,d,e,f,g,h,02,0,2,c,2,0,f,g,h,12,1,3,2,0,e,0,2,3,2#basic2,a,b,c,d,e,f,g,h,0#SIGNAL#reflect#3,2,b,1,d,0,f,0,h,0#basic3,a,b,c,d,e,f,g,h,2`

There are ways to move blocks around, and reflect bullets.
Here are some examples:

INTERACTIONS
This section shows how photons interact with blocks.
Time stamps (because LifeViewer can’t use custom rules):
At generations:
15-18: Photon splits in 2.
28-32: A photon gets eaten.
34-37: Photon gets reflected 90 degrees clockwise, left to up.
49-52: Block “sticks” to photon, gets moved 1 cell, and destroys the photon.
`x = 83, y = 74, rule = Sticky.B4.2B2.B.B.B3.B3.3B.3B3.B.2B2.B.B2.B2.3B2.B2.2B\$2B2.B.B.B.B.B.B3.B3.B4.B3.B2.B.B.B.B.B.B2.B2.B.B.B.B\$.B4.2B2.B.B.B3.B3.2B3.B3.B2.2B2.3B.B.B2.B2.B.B.B.B\$.B2.B.B.B.B.B.B3.B3.B4.B3.B2.B3.B.B.B.B2.B2.B.B.B.B\$3B3.2B3.2B.3B.3B.3B2.B2.B3.B3.B.B2.B3.B3.B2.B.B2\$3B4.2B.2B2.B3.3B.3B.3B.3B.2B\$2.B.B.B3.B.B.B4.B3.B3.B2.B3.B.B\$3B4.B2.2B2.B4.B3.B3.B2.2B2.2B\$B3.B3.B.B3.B4.B3.B3.B2.B3.B.B\$3B3.2B2.B3.3B.3B2.B3.B2.3B.B.B2\$3B3.2B2.3B.3B.B3.3B2.2B.3B2.B2.2B\$2.B.B.B.B.B3.B3.B3.B3.B4.B2.B.B.B.B\$3B3.2B2.2B2.2B2.B3.2B2.B4.B2.B.B.2B\$2.B.B.B.B.B3.B3.B3.B3.B4.B2.B.B.B.B\$3B3.B.B.3B.B3.3B.3B2.2B2.B3.B2.B.B2\$B.B3.3B2.B2.3B.3B.2B\$B.B.B.B3.B.B2.B2.B3.B.B\$3B3.2B2.3B2.B2.2B2.2B\$2.B.B.B3.B.B2.B2.B3.B.B\$2.B3.3B.B.B2.B2.3B.B.B2\$3B3.2B2.B4.B3.2B.B.B\$B3.B.B.B.B3.B.B.B3.B.B\$3B3.2B2.B3.B.B.B3.2B\$2.B.B.B.B.B3.B.B.B3.B.B12.3B\$3B3.2B2.3B2.B3.2B.B.B12.B\$37.3B\$39.B\$37.3B2\$38.B\$38.B\$36.B.B.B\$37.3B\$38.B3\$38.A\$55.3B\$57.B\$55.3B\$55.B\$55.3B2\$56.B\$56.B\$54.B.B.B\$55.3B\$56.B2\$25.3B3.A44.B3.B.B\$27.B4.A23.A13.A4.B4.B.B\$25.3B.5A2.A34.A2.5B.3B\$27.B4.A4.A32.A4.B6.B\$25.3B3.A44.B5.B12\$46.B4.B\$45.2B5.B\$46.B2.5B2.C\$46.B5.B3.B\$45.3B3.B!`

Funny how LifeViewer thinks Sticky means B/S4, I don't know the exact reason why.
Can someone explain that?
Last edited by Redstoneboi on September 14th, 2018, 6:29 pm, edited 4 times in total.
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
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Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

Nice.
I think in LifeViewer "Sticky" means B/S because
B / S ticky(ignored letters)
Plz correct my grammar mistakes. I'm still studying English.

Working on:

* Rule Y Orthogonoid

Favorite gun ever:
`#C Favorite Gun. Found by me.x = 4, y = 6, rule = B2e3i4at/S1c23cijn4ao2bo\$4o3\$4o\$o2bo!`
Hunting

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Joined: September 11th, 2017, 2:54 am
Location: Universe

Re: Sticky: a 4 state isotropic photon-based Moore rule

Hunting wrote:Nice.
I think in LifeViewer "Sticky" means B/S because
B / S ticky(ignored letters)

it’s actually B/S4, though it doesn’t behave as such.
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

Gun:
`x = 5, y = 5, rule = Sticky.A\$2.BCA2\$A\$3.A!`

Large enough random fields produce natural guns among the debris that make more guns from the debris. Results in a complex system of feedback loops.

Wick:
`x = 4, y = 67, rule = Sticky2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.B\$2.C3\$2.BA\$2.B!`

Another wick:
`x = 15, y = 72, rule = Sticky6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C3\$6.B\$6.C2\$5.A\$7.A!`

Ditto. Looks to be extensible:
`x = 17, y = 4, rule = Sticky11.A\$BC2.BC2.BC2.BC\$12.3A\$10.A!`

KittyTac

Posts: 533
Joined: December 21st, 2017, 9:58 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

`x = 75, y = 26, rule = Sticky52.A14.A\$51.A16.A2\$61.A\$60.A.A\$54.2A.2A4.A\$39.BC12.A10.A\$52.A.A3.A\$26.BC30.A\$52.A.A.2A\$13.BC41.A5.A.A\$52.A\$BC51.A\$66.A.A\$65.A3.A\$54.A3.A8.A\$55.A.A.A2.A\$57.A\$57.A16.A\$57.A15.A\$57.A\$57.A.A\$58.A2\$51.A11.A\$52.A9.A!`
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

log(t) growth:
`x = 7, y = 5, rule = Sticky4.A\$.4A\$A3.A\$.ACBC.A\$2.2A.A!`
Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule (someone please search the rules)
- Find a C/10 in JustFriends
- Find a C/10 in Day and Night
AforAmpere

Posts: 986
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

AforAmpere wrote:log(t) growth:
`x = 7, y = 5, rule = Sticky4.A\$.4A\$A3.A\$.ACBC.A\$2.2A.A!`

sqrt(t)*
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

Can anybody make a diode?
`x = 7, y = 7, rule = Sticky2.A.A\$.A3.A\$.A3.A\$A5.A\$.A.A.A\$.A3.A\$2.A.A!`
Sarp

Posts: 182
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Toggle with signal returned in one case, but not the other:
`x = 14, y = 22, rule = Sticky\$3.A\$2.A\$4.A\$2.A8.CB\$.A\$2.A\$3.A7\$3.A\$2.A\$5.A\$2.A8.CB\$.A\$2.A\$3.A!`

AND using Sarp's diode:
`x = 18, y = 15, rule = Sticky\$10.A\$8.2A.2A\$7.A5.A.A\$.BC6.A6.A\$7.A5.A\$8.2A.2A\$10.A\$8.2A.2A\$7.A5.A\$.BC6.A6.A\$7.A5.A.A\$8.2A.2A\$10.A!`
Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule (someone please search the rules)
- Find a C/10 in JustFriends
- Find a C/10 in Day and Night
AforAmpere

Posts: 986
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Redstoneboi wrote:Funny how LifeViewer thinks Sticky means B/S4, I don't know the exact reason why.
Can someone explain that?

Yes, I can: It's a bug. I'll fix it for the next release.
rowett
Moderator

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Joined: January 31st, 2013, 2:34 am
Location: UK

Re: Sticky: a 4 state isotropic photon-based Moore rule

This machine can count, but only up to a point:
`x = 23, y = 28, rule = Sticky19.A\$4.16A\$22.A22\$4A.A\$A.BC.A\$A4.A\$6A!`

EDIT: Cage-opening sequences. Can anyone make a safe that requires a specific sequence to let the photon out?
`x = 41, y = 5, rule = StickyBC.BC21.BC.BC.BC\$8.4A26.2A\$8.AB.A25.AB.A\$8.AC.A25.AC.A\$8.4A26.2A!`
Life is hard. Deal with it.
My favorite oscillator of all time:
`x = 7, y = 5, rule = B3/S2-i3-y4i4b3o\$6bo\$o3b3o\$2o\$bo!`

Hdjensofjfnen

Posts: 1061
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

Re: Sticky: a 4 state isotropic photon-based Moore rule

binary counter:
`x = 26, y = 7, rule = Sticky.A.A\$A3.A\$3.B5.A4.A4.A4.A\$A2.C6.A9.A\$.A.A3.A4.A4.A4.A\$15.A9.A\$9.A4.A4.A4.A!`
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

OR gate
`x = 32, y = 20, rule = Sticky3\$11.A.A3.A.A\$10.A3.A.A3.A\$4.A3.A5.A.A5.A3.A\$3.A10.A.A10.A\$8.A6.A6.A\$3.A8.A.A.A.A8.A\$4.A21.A\$8.C\$8.B3\$10.A3.A.A3.A\$11.A.A3.A.A!`
Sarp

Posts: 182
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

In order left to right:
NOT
T-Flip Flop
Diode
OR
AND
AND-NOT
XOR
`x = 74, y = 25, rule = Sticky.2A67.2A.A\$AC.A64.2A3.A\$.B10.A7.2A8.2A.2A8.3A.3A6.A3.A6.A5.A\$A6.A3.A3.A3.A5.A3.A8.A3.A7.A4.A5.A7.A.A.A\$.2A3.A6.A6.A3.A5.A3.A2.A5.A2.A2.A10.A11.A3\$.B.C6.B.C6.B.C7.B.C10.B.C3.C.B3.B.C9.B.C\$.B.B6.B.B6.B.B7.B.B10.B.B3.B5.B.B9.B.B\$.B8.B8.B9.B3.C.B6.B11.B3.C.B5.B3.C.B\$.B8.B18.B3.B8.B11.B3.B7.B3.B\$.B8.B20.C10.B13.C11.C\$.B8.B20.B10.B13.B11.B\$10.B31.B\$10.B31.B\$44.C\$44.B\$33.C24.C11.C\$33.B24.B11.B5\$48.C\$48.B!`
Last edited by Redstoneboi on September 14th, 2018, 9:34 am, edited 2 times in total.
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

XOR
`x = 11, y = 28, rule = Sticky4.2A\$3.A2.A\$8.2A\$10.A\$8.A.A\$7.A2.A\$.3A.3A.A\$A8.A\$.A2.A2.2A2\$2.C3.C\$2.B3.B7\$2.C\$2.B7\$6.C\$6.B!`
Last edited by Sarp on September 14th, 2018, 5:08 am, edited 2 times in total.
Sarp

Posts: 182
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Periodically fires a beam:
`x = 37, y = 49, rule = Sticky5\$12.A15.A\$11.A17.A13\$12.A.3A\$11.A17.A\$28.A21\$8.4A.A\$8.A.BC.A\$8.A4.A\$8.6A!`
Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule (someone please search the rules)
- Find a C/10 in JustFriends
- Find a C/10 in Day and Night
AforAmpere

Posts: 986
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Universal slow salvo maker
`x = 45, y = 128, rule = Sticky4\$19.A6\$16.A5.A9.A\$14.2A7.2A.A6.A\$13.A5.A5.A.A\$15.A.2A.2A.A.2A6.A\$13.A5.A12.2A\$15.A7.A.2A7.A\$13.A.2A5.A4.A4.A\$18.A15.A\$13.A.A3.A2.A9.2A\$12.2A11.A\$11.A3.A6.A.A\$13.A.A\$14.A7\$19.C\$19.B14\$27.C\$27.B23\$12.C\$12.B24\$27.C\$27.B23\$12.C\$12.B!`
Sarp

Posts: 182
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Sarp wrote:Universal slow salvo maker
`x = 45, y = 128, rule = Sticky4\$19.A6\$16.A5.A9.A\$14.2A7.2A.A6.A\$13.A5.A5.A.A\$15.A.2A.2A.A.2A6.A\$13.A5.A12.2A\$15.A7.A.2A7.A\$13.A.2A5.A4.A4.A\$18.A15.A\$13.A.A3.A2.A9.2A\$12.2A11.A\$11.A3.A6.A.A\$13.A.A\$14.A7\$19.C\$19.B14\$27.C\$27.B23\$12.C\$12.B24\$27.C\$27.B23\$12.C\$12.B!`

Nice!
I’m aiming for minimum population here, though.
also, we don’t need a slow salvo, we just need to place blocks, which speeds up construction!
here’s the new model attached to an infinite block generator:
`x = 56, y = 21, rule = Sticky44.A\$BC43.A2\$29.2A.2A4.A\$28.A10.A3.A.A\$29.A3.A2.2A.A2.A3.A\$6.BC23.A3.A4.A3.A\$30.A6.A\$34.A2.A\$17.BC14.A3.2A16.A\$37.A\$37.A\$20.BC13.A4.A\$36.2A.A\$31.A7.A\$32.A5.A4\$33.A7.A\$34.A5.A!`
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

Creating salvos to make any object is fairly easy, but long and tedious. Using a general method, a script could probably be written to make one. This prints "HI":
`x = 718, y = 21, rule = Sticky705.A\$64.BC70.BC74.BC70.BC62.BC67.BC66.BC58.BC54.BC58.BC43.A2\$690.2A.2A4.A\$689.A10.A3.A.A\$690.A3.A2.2A.A2.A3.A\$8.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC22.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC6.BC2.BC14.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC23.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC6.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC6.BC14.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC22.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC33.A3.A4.A3.A\$691.A6.A\$695.A2.A\$694.A3.2A17.A\$698.A\$698.A\$BC2.BC62.BC2.BC2.BC62.BC2.BC2.BC2.BC74.BC2.BC54.BC2.BC2.BC55.BC2.BC2.BC2.BC62.BC2.BC2.BC58.BC2.BC46.BC2.BC2.BC46.BC2.BC2.BC2.BC77.A4.A\$697.2A.A\$692.A7.A\$693.A5.A4\$694.A7.A\$695.A5.A!`
Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule (someone please search the rules)
- Find a C/10 in JustFriends
- Find a C/10 in Day and Night
AforAmpere

Posts: 986
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

`x = 20, y = 17, rule = Sticky4.2A.A\$3.A3.A\$.3A.A.A\$A6.A\$.A.A.2A5.3A.3A\$.A.A3.A3.A7.A\$4.2A.A2.3A.3A.A\$5.A12.A\$6.3A.A.A.A2.A\$.A12.A\$2.A3.A.A.A.2A5\$7.C3.C\$7.B3.B!`
Sarp

Posts: 182
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore ru

Loop based constructor. We’re getting closer to a full replicator, which was my goal from the beginning!
PARTS
bottom: loop
top leftmost: rising/falling edge detector
middle top left: multiplexer
middle top right: output aligner
top right most: universal constructor
`x = 64, y = 32, rule = Sticky25.A23.A\$24.A25.A2\$5.A7.A21.2A.2A4.A\$4.A9.A19.A10.A2.A.A\$27.A7.A3.A2.2A.A.A3.A\$12.A13.A10.A3.A4.A2.A\$12.A12.A10.A6.A\$12.A15.2A10.A2.A\$12.A13.2A11.A3.2A18.A\$12.A16.A13.A\$12.A14.2A14.A\$12.A28.A4.A\$.A26.A13.2A.A\$A13.A22.A7.A\$13.A24.A5.A\$3.A\$A5.A\$.A3.A\$39.A7.A\$40.A5.A7\$27.A\$2.ACB2.CB2.CB2.CB5.CB2.CBA2\$2.A4.BC5.BC2.BC5.BC.A\$3.A23.A!`

HOW IT WORKS
the Loop,
which contains all the information the machine will use to construct objects.
The spacing of the bullets dictates which instruction it represents.
It then splits the data and sends it to
the Rising/Falling Edge Detector (RFED),
which is really just a double AND NOT gate with a delay on one end.
It detects whether a stream of closely spaced bullets (1 bullet/4 cells) starts (rising edge, outputs top) and falls (>1 bullet/7 cells) (falling edge, outputs right), and outputs it to
the Multiplexer (mux),
which is an elongated AND gate with multiple outputs.
It detects the timing of the bullets coming in from both inputs (like Banks IV) and sends it to the proper output, which will then be aligned by
the Output Aligner (aligner),
which just uses reflectors to align the outputs for
the universal constructor (UC),
which has 4 inputs:
The top input generates a block to be pushed into the correct location.
The mid-top one pushes the elbow block forward 1 cell.
The mid-bottom one pulls it back 1 cell.
The bottom one fires a bullet upwards from the elbow block.
These commands are enough to construct any pattern of blocks, and shoot at it from any location at the bottom.
Last edited by Redstoneboi on September 15th, 2018, 2:17 am, edited 1 time in total.
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

That is beautiful
Sarp

Posts: 182
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Can someone write a Lua script to convert a pattern into a loop based c arm above?
c(>^w^<c)~*
This is Fluffy the cat.
Fluffy wants to discover new things that everyone likes.
Fluffy likes to watch spaceship guns in Golly.
Fluffy knows Natsuki best girl.

Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

Nice speedrun.

KittyTac

Posts: 533
Joined: December 21st, 2017, 9:58 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

HUGE update to the rule, there are some new collisions and features that are simply gonna change the rule completely.
`@RULE Sticky@TABLEn_states:4neighborhood:Mooresymmetries:rotate4reflectvar a{0,1,2,3}var b=avar c=avar d=avar e=avar f=avar g=avar h=a#SPACE#synthesis0,3,3,0,d,e,f,g,2,1#offset0,1,3,1,d,1,f,g,h,3#retract0,a,2,3,0,1,0,3,2,1#construct0,3,1,0,d,0,f,0,0,20,2,2,1,d,e,f,g,h,1#moving0,3,3,c,d,e,f,g,h,00,3,2,c,d,e,f,g,0,00,3,b,c,d,e,f,g,h,3#BLOCK#retract1,3,2,1,2,3,0,0,0,0#synthesis1,3,3,c,d,e,f,g,h,0#construction1,2,2,c,d,e,3,g,h,31,2,2,c,d,e,f,g,h,0#TAIL#basic2,a,b,c,d,e,f,g,h,0#SIGNAL#synthesis3,3,1,c,d,e,f,2,h,13,3,2,c,d,e,f,1,h,1#basic3,a,b,c,d,e,f,g,h,2@COLORS0 0 0 01 255 0 02 0 128 1283 0 255 255`

New features demo:
A: Now you can make blocks out of elbows so you don’t have to push one all the way to the other end!
B: 90 degree off color block synthesis, as if there weren’t enough construction methods!
C: Color changing prisms!
`x = 20, y = 10, rule = Sticky9.BC\$14.A\$11.BC3\$BC\$15.A\$11.BC3.A\$5.C9.A\$5.B10.A!`
c(>^w^<c)~*
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Redstoneboi

Posts: 332
Joined: May 14th, 2018, 3:57 am

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