DeadlyEnemies

For discussion of other cellular automata.
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Rhombic
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DeadlyEnemies

Post by Rhombic » April 6th, 2017, 7:36 pm

To stop the clutter relative to this rule in the Rule Request Thread:

Code: Select all

@RULE DeadlyEnemies

@TABLE

n_states:3
neighborhood:Moore
symmetries:permute

var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}

# Proximity death 
# -- don't actually need these, since those cases are caught at the end
# 1,2,a,b,c,d,e,f,g,0
# 2,1,a,b,c,d,e,f,g,0

# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2

# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2

# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2

#Death
i,a,b,c,d,e,f,g,h,0
Some oscillators unique to this rule have been found.
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

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BlinkerSpawn
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Re: DeadlyEnemies

Post by BlinkerSpawn » April 6th, 2017, 7:40 pm

Novel p2s; first by skomick, second by A for Awesome, last two by me:

Code: Select all

x = 36, y = 10, rule = DeadlyEnemies
21.2A$22.A$12.2B8.A.2A6.2A$.3A7.B2.B8.A2.B6.A$B10.2B.B15.B3.2B$B8.2A
2.B11.2B3.2B3.B$B7.A.A12.3A6.A$8.A2.A10.A.A7.2A$9.2A11.A$21.2A!
Hybrid toads are interesting:

Code: Select all

x = 4, y = 4, rule = DeadlyEnemies
.2A$A$3.B$.2B!
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praosylen
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Re: DeadlyEnemies

Post by praosylen » April 6th, 2017, 8:51 pm

Copperhead front pulling an opposite-color pond:

Code: Select all

x = 8, y = 14, rule = DeadlyEnemies
.2B2.2B$3.2B$3.2B$B.B2.B.B$B6.B2$B6.B$.2B2.2B$2.4B2$3.2A$2.A2.A$2.A2.
A$3.2A!
EDIT:

Code: Select all

x = 20, y = 14, rule = DeadlyEnemies
.2B2.2B6.2B2.2B$3.2B10.2B$3.2B10.2B$B.B2.B.B4.B.B2.B.B$B6.B4.B6.B2$B
6.B4.B6.B$.2B2.2B6.2B2.2B$2.4B8.4B2$3.2A10.2A$2.A2.A8.A2.A$2.A2.A3.2A
3.A2.A$3.2A4.2A4.2A!
EDIT: A nice osc:

Code: Select all

x = 14, y = 12, rule = DeadlyEnemies
A$3A$3.A$2.2A$9.2B$4.2A2.B.B$3.A.A2.2B$3.2A$10.2B$10.B$11.3B$13.B!
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Re: DeadlyEnemies

Post by drc » April 6th, 2017, 9:30 pm

Various higher period unique oscillators:

Code: Select all

x = 66, y = 28, rule = DeadlyEnemies
12.B15.B12.B10.2B3.2B$4.3A3.2B16.3B8.3B3.2B5.2B3.2B5.2B$7.A4.B4.2A12.
B6.B7.B17.B$3.A3.A9.2A.A9.2B6.2B6.B.B13.B.B$2.A.A2.A13.A25.2B13.2B$A
2.A.A12.A$A3.A14.A.2A9.3B$A20.2A4.2A3.B.B6.2A$.3A23.2A3.3B6.2A8.3A3.
3A$51.A.A3.A.A$51.3A3.3A2$27.2A3.3B6.2A$27.2A3.B.B6.2A$32.3B3$30.2B6.
2B11.3B3.3B$31.B6.B12.B.B3.B.B$28.3B8.3B9.3B3.3B$28.B12.B3$47.2A13.2A
$46.A.A13.A.A$46.A17.A$45.2A5.2A3.2A5.2A$52.2A3.2A!

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Re: DeadlyEnemies

Post by BlinkerSpawn » April 6th, 2017, 11:13 pm

Unique twinbee stabilization:

Code: Select all

x = 28, y = 13, rule = DeadlyEnemies
11.A$7.2A2.A$6.A5.A13.2A$B4.2A2.A.A14.2A$B5.2A3.A$B6.3A2$B6.3A$B5.2A
3.A$B4.2A2.A.A$6.A5.A$7.2A2.A$11.A!
Unique twinbee stabilization of a different sort:

Code: Select all

x = 25, y = 8, rule = DeadlyEnemies
8.3A3.3A$3B4.A2.A3.A2.A4.3B$B2.B3.2A.A3.A.2A3.B2.B$B23.B$B3.B15.B3.B$
B3.B15.B3.B$B23.B$.B.B17.B.B!
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Saka
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Re: DeadlyEnemies

Post by Saka » April 7th, 2017, 5:18 am

Useless:

Code: Select all

x = 13, y = 25, rule = DeadlyEnemies
5.2B$6.B$3.B.B2$.A.A$A$2A6$4A5.B2.B$A3.A3.B$A7.B3.B$.A2.A3.4B2$5.2B$
5.2B$5.2B2$.A2.A3.4B$A7.B3.B$A3.A3.B$4A5.B2.B!
How does one search for stuff?

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Rhombic
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Re: DeadlyEnemies

Post by Rhombic » April 8th, 2017, 11:50 am

Hybrid toad is a one-time reflector:

Code: Select all

x = 5, y = 9, rule = DeadlyEnemies
.A$2.A$3A3$2.B$.B2.A$.B2.A$3.A!
Portrayal of two very interesting reactions:

Code: Select all

x = 642, y = 645, rule = DeadlyEnemies
A$.2A$2A17$19.A$20.2A$19.2A17$38.A$39.2A$38.2A17$57.A$58.2A$57.2A17$
76.A$77.2A$76.2A17$95.A$96.2A$95.2A17$114.A$115.2A$114.2A17$133.A$
134.2A$133.2A17$152.A$153.2A$152.2A17$171.A$172.2A$171.2A17$190.A$
191.2A$190.2A17$209.A$210.2A$209.2A17$228.A$229.2A$228.2A17$247.A$
248.2A$247.2A17$266.A$267.2A$266.2A17$285.A$286.2A$285.2A17$304.A$
305.2A$304.2A17$323.A$324.2A$323.2A17$342.A$343.2A$342.2A17$361.A$
362.2A$361.2A17$380.A$381.2A$380.2A17$399.A$400.2A$399.2A17$418.A$
419.2A$418.2A17$437.A$438.2A$437.2A17$456.A$457.2A$456.2A3$456.B$455.
B.B3.B$455.B.B3.B$456.B4.B6$463.B$462.B.B$462.B.B2.3B$463.B3$471.B$
470.B.B3.B$470.B.B3.B$471.B4.B6$478.B$477.B.B$477.B.B2.3B$478.B3$486.
B$485.B.B3.B$485.B.B3.B$486.B4.B6$493.B$492.B.B$492.B.B2.3B$493.B3$
501.B$500.B.B3.B$500.B.B3.B$501.B4.B6$508.B$507.B.B$507.B.B2.3B$508.B
3$516.B$515.B.B3.B$515.B.B3.B$516.B4.B6$523.B$522.B.B$522.B.B2.3B$
523.B3$531.B$530.B.B3.B$530.B.B3.B$531.B4.B6$538.B$537.B.B$537.B.B2.
3B$538.B3$546.B$545.B.B3.B$545.B.B3.B$546.B4.B6$553.B$552.B.B$552.B.B
2.3B$553.B3$561.B$560.B.B3.B$560.B.B3.B$561.B4.B6$568.B$567.B.B$567.B
.B2.3B$568.B3$576.B$575.B.B3.B$575.B.B3.B$576.B4.B6$583.B$582.B.B$
582.B.B2.3B$583.B3$591.B$590.B.B3.B$590.B.B3.B$591.B4.B6$598.B$597.B.
B$597.B.B2.3B$598.B3$606.B$605.B.B3.B$605.B.B3.B$606.B4.B6$613.B$612.
B.B$612.B.B2.3B$613.B3$621.B$620.B.B3.B$620.B.B3.B$621.B4.B6$628.B$
627.B.B$627.B.B2.3B$628.B3$636.B$635.B.B3.B$635.B.B3.B$636.B4.B!
New p2:

Code: Select all

x = 5, y = 5, rule = DeadlyEnemies
.3B$A3.A$A3.A$A3.A$.3B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

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Re: DeadlyEnemies

Post by GUYTU6J » April 8th, 2017, 12:56 pm

Just for fun

Code: Select all

x = 114, y = 132, rule = DeadlyEnemies
111.B$110.B.B2$110.B2.B$112.2B$113.B25$82.A.A$81.A$82.A2.A$84.3A30$
56.B$55.B.B2$55.B2.B$57.2B$58.B25$27.A.A$26.A$27.A2.A$29.3A30$.B$B.B
2$B2.B$2.2B$3.B!

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Rhombic
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Re: DeadlyEnemies

Post by Rhombic » April 8th, 2017, 1:52 pm

Destruction of a fully built opposite-colour Snark:

Code: Select all

x = 23, y = 29, rule = DeadlyEnemies
14.A$15.2A$14.2A4$17.A$18.A$16.3A3$20.2B$18.B2.B$2B14.5B$.B13.B$.B.B
12.3B$2.2B15.B$16.4B$11.2B3.B3.2B$11.2B4.3B2.B$19.B.2B$19.B$18.2B3$
10.2B$10.B$11.3B$13.B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

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praosylen
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Re: DeadlyEnemies

Post by praosylen » April 8th, 2017, 5:25 pm

This one-time reflector takes the term "color-changing" to a whole new level:

Code: Select all

x = 8, y = 3, rule = DeadlyEnemies
.2A2.3B$A2.A.B$.2A3.B!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
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Re: DeadlyEnemies

Post by dvgrn » April 8th, 2017, 5:48 pm

A "solution" to the very old problem of fitting an Fx119 conduit after an R64:

Code: Select all

x = 59, y = 49, rule = DeadlyEnemies
22.A$11.2A9.3A$11.2A12.A$24.2A2$5.2A$5.2A$9.2A$9.2A4$4.2A$4.2A2$27.2A
$26.A.A$26.A$25.2A2$18.2A$18.A$16.3A$23.2B10.2A11.A$23.2B5.2A3.2A9.3A
$30.2A14.A$46.A$57.A$29.2A25.A.A$A29.A4.2A19.A.A$3A24.3A5.2A20.A$3.A
23.A$2.2A14.2A$18.2A12$9.3A7.2A$10.A8.A.A$10.3A8.A$21.2A!
It still seems like there should be a way to do this with only one color... but it's been tried many times before, and it seems there isn't quite enough room. (Not sure anyone has ever tried with Bellman, though.)

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Rhombic
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Re: DeadlyEnemies

Post by Rhombic » April 9th, 2017, 5:26 am

A for awesome wrote:This one-time reflector takes the term "color-changing" to a whole new level:

Code: Select all

x = 8, y = 3, rule = DeadlyEnemies
.2A2.3B$A2.A.B$.2A3.B!
0º colour-changing reflector

Code: Select all

x = 12, y = 8, rule = DeadlyEnemies
.A$2.A$3A3$9.2B$8.B2.B$9.2B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

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Re: DeadlyEnemies

Post by 83bismuth38 » April 9th, 2017, 1:45 pm

Novel p30:

Code: Select all

x = 81, y = 41, rule = DeadlyEnemies
16$30.2B19.A.A$29.B3.B17.A3.A$13.2B13.B5.B3.2B.2A12.A7.A$13.2B13.B3.B
.2B2.2B.2A8.A4.A4.4A$4.2B3.B6.2B10.B5.B20.A4.A.A.2A9.2A$4.B.B3.B5.3B
10.B3.B17.A3.A3.A2.A.3A8.2A$5.5B6.2B12.2B19.A.A6.A.A.2A$6.3B4.2B9.B.B
34.4A$13.2B10.2B36.A$25.B26.A$52.A.A$52.2A3$32.B$33.2B$32.2B11.A$44.A
$44.3A!
edit: 90 degree reflector:

Code: Select all

x = 15, y = 9, rule = DeadlyEnemies
2.A$A.A$.2A4.2B$6.B2.B$7.2B2$12.2A$11.A2.A$12.2A!
looking to support hive five (n+18) and charity's oboo reaction (2n+18)

Code: Select all

x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!

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Rhombic
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Re: DeadlyEnemies

Post by Rhombic » April 9th, 2017, 1:58 pm

Unique p3

Code: Select all

x = 3, y = 5, rule = DeadlyEnemies
2B$2B2$.2A$.2A!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

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praosylen
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Re: DeadlyEnemies

Post by praosylen » April 9th, 2017, 3:41 pm

A p2:

Code: Select all

x = 3, y = 6, rule = DeadlyEnemies
.2B$B.B$B$A$A.A$.2A!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
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Re: DeadlyEnemies

Post by BlinkerSpawn » April 9th, 2017, 9:56 pm

A for awesome wrote:A p2:

Code: Select all

x = 3, y = 6, rule = DeadlyEnemies
.2B$B.B$B$A$A.A$.2A!
Trans version is equally valid:

Code: Select all

x = 6, y = 6, rule = Deadlyenemies
4.2B$3.B.B$3.B$3.A$A.A$2A!
Short version:

Code: Select all

x = 5, y = 4, rule = DeadlyEnemies
3.2B$2.B.B$A.A$2A!
Tub hasslers:

Code: Select all

x = 19, y = 6, rule = DeadlyEnemies
2.2B6.A3.B.B$.B.B5.A.AB2.B$3.B.2B3.A2.B.B.2B$2B.B.B2.A3.2B.B$3.B2.BA.
A5.B.B$2.B.B3.A6.2B!
Extensible:

Code: Select all

x = 63, y = 6, rule = DeadlyEnemies
2.B.B3.A12.2A7.A12.2A7.A6.2B$3.B2.BA.A10.A3.B3.BA.A10.A3.B3.BA.A5.B.B
$2B.B.B2.A5.B.B3.2A2.B2.2B.A5.B.B3.2A2.B2.2B.A3.2B.B$3.B.2B3.A.2B2.B
2.2A3.B.B5.A.2B2.B2.2A3.B.B5.A2.B.B.2B$.B.B5.A.AB3.B3.A10.A.AB3.B3.A
10.A.AB2.B$2.2B6.A7.2A12.A7.2A12.A3.B.B!
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Re: DeadlyEnemies

Post by BlinkerSpawn » April 11th, 2017, 8:47 pm

More extensible oscillators:

Code: Select all

x = 99, y = 43, rule = DeadlyEnemies
2.A93.A$2.A.A89.A.A$A97.A$6A87.6A$9.A4.B4.A4.B4.A4.B4.A4.B4.A4.B4.A4.
B4.A4.B4.A4.B4.A$2.2A.A2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A
2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.A.2A$3.A.A2.A.A2.B.B2.A.A2.
B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A
2.A.A$2.A2.A2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.
B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.A2.A$2.2A2.A85.A2.2A$11.2B3.2B3.2B3.2B
3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B2$13.B.B7.B.B7.B.B7.B
.B7.B.B7.B.B7.B.B7.B.B$14.B9.B9.B9.B9.B9.B9.B9.B$12.B.B.B5.B.B.B5.B.B
.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B$11.B.B.2B4.B.B.2B4.B.B.2B4.B.B.
2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B$11.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B
.B7.B.B$12.2B8.2B8.2B8.2B8.2B8.2B8.2B8.2B4$12.2B8.2B8.2B8.2B8.2B8.2B
8.2B8.2B$11.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B$11.B.B.2B4.B.B.2B
4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B$12.B.B.B5.B.B.B5.B.B
.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B$5.B.2B5.B9.B9.B9.B9.B9.B9.B9.B
5.2B.B$3.2B3.B5.B9.B9.B9.B9.B9.B9.B9.B5.B3.2B$7.B4.B3.B5.B3.B5.B3.B5.
B3.B5.B3.B5.B3.B5.B3.B5.B3.B4.B$5.B87.B$7.B3.2B3.2B3.2B3.2B3.2B3.2B3.
2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.B$7.A83.A$8.A.2A2B.2B2A.2A2B.
2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.A$7.
2A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B
2.A.A2.B.B2.A.2A$8.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.
A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A$8.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A
2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A$6.B85.B$6.B4.2B3.
2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B4.B$4.B89.B
$4.B.B.B4.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B4.B.B.B$4.B2.2B5.B9.B
9.B9.B9.B9.B9.B9.B5.2B2.B$12.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B
5.B.B.B5.B.B.B$11.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B
.2B4.B.B.2B$11.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B$12.2B8.2B8.2B8.
2B8.2B8.2B8.2B8.2B!
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Re: DeadlyEnemies

Post by praosylen » April 12th, 2017, 8:33 am

A p5:

Code: Select all

x = 14, y = 8, rule = DeadlyEnemies
4.A4.B$3.A.A2.B.B$3.A.A2.B.B$2A.A.A2.B.B.2B$2A.A6.B.2B$3.A6.B$3.A.A2.
B.B$4.2A2.2B!
EDIT: There are also an enormous amount of these:

Code: Select all

x = 180, y = 55, rule = DeadlyEnemies
62.2B52.2B$9.2B2.2B47.2B52.2B23.2B$9.2B2.2B22.2A50.2B50.2B24.BA$4.A
14.B10.A3.A5.2B3.B10.A3.A4.A5.B10.A3.2A4.2A3.A10.A3.A.A8.A10.A14.A10.
A14.B$3.A.A12.B.B8.A.A12.B.B8.A.A12.B.B8.A.A12.A.A8.A.A12.A.A8.A.A12.
A.A8.A.A12.B.B$3.A.A12.B.B8.A.A12.B.B8.A.A12.B.B8.A.A12.A.A8.A.A12.A.
A8.A.A12.A.A8.A.A12.B.B$2A.A.A.5A5B.B.B.2B2.2A.A.A.6A4B.B.B.2B2.2A.A.
A.7A3B.B.B.2B2.2A.A.A.4A2B4A.A.A.2A2.2A.A.A.5A2B3A.A.A.2A2.2A.A.A.3A
4B3A.A.A.2A2.2A.A.A.3A2B2A3B.B.B.2B$2A.A16.B.2B2.2A.A16.B.2B2.2A.A16.
B.2B2.2A.A16.A.2A2.2A.A16.A.2A2.2A.A16.A.2A2.2A.A16.B.2B$3.A16.B8.A
16.B8.A16.B8.A16.A8.A16.A8.A16.A8.A16.B$3.A.A4.B2.B4.B.B8.A.A4.B2.B4.
B.B8.A.A4.B2.B4.B.B8.A.A4.B2.B4.A.A8.A.A4.B2.B4.A.A8.A.A4.B2.B4.A.A8.
A.A4.B2.B4.B.B$4.2A4.4B4.2B10.2A4.4B4.2B10.2A4.4B4.2B10.2A4.4B4.2A10.
2A4.4B4.2A10.2A4.4B4.2A10.2A4.4B4.2B2$12.2B24.2B24.2B24.2B24.2B24.2B
24.2B$12.2B24.2B24.2B24.2B24.2B24.2B24.2B4$11.A25.A25.B$4.A3.A.A2.2B
3.B11.A3.A3.A5.B11.A3.2A8.A$3.A.A11.B.B9.A.A11.B.B9.A.A11.A.A$3.A.A
11.B.B9.A.A11.B.B9.A.A11.A.A$2A.A.A.5A4B.B.B.2B3.2A.A.A.6A3B.B.B.2B3.
2A.A.A.4A2B3A.A.A.2A$2A.A15.B.2B3.2A.A15.B.2B3.2A.A15.A.2A$3.A15.B9.A
15.B9.A15.A$3.A.A4.B.B4.B.B9.A.A4.B.B4.B.B9.A.A4.B.B4.A.A$4.2A4.2B.B
3.2B11.2A4.2B.B3.2B11.2A4.2B.B3.2A$13.B25.B25.B$13.2B24.2B24.2B6$4.A
3.2A2.2B3.B12.A3.A.2A5.B12.A12.A$3.A.A10.B.B10.A.A10.B.B10.A.A10.A.A$
3.A.A10.B.B10.A.A10.B.B10.A.A10.A.A$2A.A.A.4A4B.B.B.2B4.2A.A.A.5A3B.B
.B.2B4.2A.A.A.3A2B3A.A.A.2A$2A.A14.B.2B4.2A.A14.B.2B4.2A.A14.A.2A$3.A
14.B10.A14.B10.A14.A$3.A.A4.2B4.B.B10.A.A4.2B4.B.B10.A.A4.2B4.A.A$4.
2A4.2B4.2B12.2A4.2B4.2B12.2A4.2B4.2A7$4.A3.2A6.B$3.A.A9.B.B$3.A.A9.B.
B$2A.A.A.4A3B.B.B.2B$2A.A13.B.2B$3.A13.B$3.A.A9.B.B$4.2A3.3B3.2B!
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Re: DeadlyEnemies

Post by praosylen » April 12th, 2017, 10:20 pm

Something else slightly interesting:

Code: Select all

x = 9, y = 6, rule = DeadlyEnemies
6.2A$6.2A2$.A5.B$A.A3.2B$.A4.B.B!
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Re: DeadlyEnemies

Post by Rhombic » April 13th, 2017, 7:59 am

There are obviously many Heisenburps in this rule, but I find some of the glider ones particularly notable. Circuitry in this rule might be shorter, simpler and probably contain many reductions. However, the states make all the difference and some circuits might require certain stable state-changing gliders.

Code: Select all

x = 14, y = 18, rule = DeadlyEnemies
11.A$12.2A$11.2A3$6.B$5.B.B$5.B.B$6.B2$.2B7.2B$B2.B5.B2.B$.2B7.2B2$6.
B$5.B.B$5.3B$6.B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
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Re: DeadlyEnemies

Post by praosylen » April 13th, 2017, 8:11 pm

Octagon 6:

Code: Select all

x = 18, y = 18, rule = DeadlyEnemies
5.2B4.2B$5.2B4.2B2$6.6A$5.A6.A$2B2.A8.A2.2B$2B.A10.A.2B$3.A10.A$3.A4.
2B4.A$3.A4.2B4.A$3.A10.A$2B.A10.A.2B$2B2.A8.A2.2B$5.A6.A$6.6A2$5.2B4.
2B$5.2B4.2B!
EDIT:

Code: Select all

x = 23, y = 23, rule = DeadlyEnemies
14.B$13.B.B$14.B2$12.5B$12.B4.B$15.B2.B$15.2B.B2.B$12.B5.B.B.B$11.B.B
4.B2.B$14.B2.2B$9.A3.B$4.2A2.A$.A2.A4.A.A$A.A.A5.A$.A2.A.2A$4.A2.A$5.
A4.A$6.5A2$8.A$7.A.A$8.A!
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Re: DeadlyEnemies

Post by praosylen » April 15th, 2017, 3:09 pm

Code: Select all

x = 44, y = 1, rule = DeadlyEnemies
3B2.8B2.5B4.5A2.8A2.3A!
former username: A for Awesome
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Re: DeadlyEnemies

Post by praosylen » April 16th, 2017, 11:17 am

P16:

Code: Select all

x = 14, y = 9, rule = DeadlyEnemies
2B10.2B$B.B8.B.B$2.B8.B$2.2B3.A2.2B$7.A$2.2B3.A2.2B$2.B8.B$B.B8.B.B$
2B10.2B!
EDIT: P10:

Code: Select all

x = 19, y = 19, rule = DeadlyEnemies
5.2B5.2B$5.B7.B$6.3B.3B$8.B.B2$2B15.2B$B.B13.B.B$2.B5.3A5.B$2.2B3.A3.
A3.2B$7.A3.A$2.2B3.A3.A3.2B$2.B5.3A5.B$B.B13.B.B$2B15.2B2$8.B.B$6.3B.
3B$5.B7.B$5.2B5.2B!
EDIT 2:

Code: Select all

x = 18, y = 9, rule = DeadlyEnemies
2B$B.B$2.B$2.2B6.A4.A$8.2A.4A.2A$2.2B6.A4.A$2.B$B.B$2B!
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Re: DeadlyEnemies

Post by Jackk » April 18th, 2017, 2:09 pm

Multicoloured B-track:

Code: Select all

x = 19, y = 120, rule = DeadlyEnemies
7.3B8$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A
4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.
2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A
.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$
14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B
.2A$14.2B.2A2$9.A$8.3A$2A.2B2.2A.A$2A.2B!

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Re: DeadlyEnemies

Post by BlinkerSpawn » April 18th, 2017, 8:44 pm

It can be turned into a "wrong-color" track easily:

Code: Select all

x = 23, y = 120, rule = DeadlyEnemies
9.3B5$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B7.A$2B.B6.3A$B2.B.2B2.2A.A$2.2B.2B!
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