Phoenix objects (ships, oscillators, puffers...)

For discussion of other cellular automata.
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Rhombic
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Phoenix objects (ships, oscillators, puffers...)

Post by Rhombic » April 24th, 2018, 7:48 pm

A 2c/7 phoenixship in an apgsearchable rule

Code: Select all

x = 7, y = 8, rule = B2cei3-cenr4-ijrw5-kry6cek7e/S
3bo2$2bobo$o5bo$o5bo$bo3bo$2bobo$3bo!
c/7(AforAmpere)

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x = 12, y = 12, rule = B2-an3-cery4city5kqry6-ck7c8/S
o10bo$o10bo$o10bo$2bo6bo$ob3o2b3obo$bobo4bobo3$5b2o$o2b6o2bo2$3ob4ob3o
!
What I believe to be the first phoenix-knightship:

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x = 8, y = 6, rule = B2ace3cenqy4-cknqw5-jkr6-ce7e8/S
4bo2$2bobo$4b2obo2$obo2b3o!
p5 phoenix

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x = 8, y = 8, rule = B1e2cn3-cijk4-aiqr5ceiqy6ckn7/S
3bobo2$7bo$o$7bo$o2$2bobo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
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AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: Phoenix objects (ships, oscillators, puffers...)

Post by AforAmpere » April 24th, 2018, 8:41 pm

What I think is the fastest known phoenix ship, at 5c/7:

Code: Select all

x = 4, y = 6, rule = B2ack3-ainq4knry5ckqr6ci7e8/S
bobo2$o2bo$3bo$obo$2bo!
It would be interesting to see what the speed limit for phoenix ships is.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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83bismuth38
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Re: Phoenix objects (ships, oscillators, puffers...)

Post by 83bismuth38 » April 24th, 2018, 9:53 pm

c is the limit:

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x = 2, y = 4, rule = B2ae/S
o$bo$bo$o!
but in all honesty, the ships being phoenix has nothing to do with the speed limit. It may without b2a/b1e, but otherwise, it's c.
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: Phoenix objects (ships, oscillators, puffers...)

Post by Rhombic » April 25th, 2018, 5:09 am

p7

Code: Select all

x = 5, y = 5, rule = B2-k3r4ajnrw5eijkq6aei7c/S
obo4$2bobo!
p11

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x = 5, y = 4, rule = B2-ce3anqy4-art5ceqr6ei7/S
o$2bo$2bo$4bo!
p17

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x = 5, y = 3, rule = B2-ak3aikq4cjknqty5-aikr6-ac7c/S
o3bo2$o3bo!
c/13d

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x = 4, y = 4, rule = B2-a3aeikn4aijnz5-ciq6-an7/S
3bo2$3bo$obo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

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Majestas32
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Re: Phoenix objects (ships, oscillators, puffers...)

Post by Majestas32 » April 25th, 2018, 10:25 am

Are either of the latter twoba apgsearchable?
Searching:
b2-a5k6n7cs12-i3ij4k5j8
b2-a3c7cs12-i

Currently looking for help searching these rules.

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77topaz
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Joined: January 12th, 2018, 9:19 pm

Re: Phoenix objects (ships, oscillators, puffers...)

Post by 77topaz » April 25th, 2018, 3:52 pm

B2-ak3aikq4cjknqty5-aikr6-ac7c/S and B2-a3aeikn4aijnz5-ciq6-an7/S should both be apgsearchable.

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: Phoenix objects (ships, oscillators, puffers...)

Post by AforAmpere » April 25th, 2018, 4:27 pm

83bismuth38 wrote:c is the limit:
What I meant is: "What is the fastest speed under c in a no-survival rule?" Sorry for the miscommunication.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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Rhombic
Posts: 1072
Joined: June 1st, 2013, 5:41 pm

Re: Phoenix objects (ships, oscillators, puffers...)

Post by Rhombic » April 25th, 2018, 8:46 pm

(3,1)c/8

Code: Select all

x = 3, y = 6, rule = B2-n3cq4eiqrtwz5-anqy6ce7c8/S
o$bo2$2bo2$2bo!
(2,1)c/7

Code: Select all

x = 4, y = 4, rule = B2-ek3acjkr4cenrtyz5aqry6-ce8/S
obo$3bo2$bobo!
Last edited by Rhombic on April 27th, 2018, 10:20 am, edited 1 time in total.
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: Phoenix objects (ships, oscillators, puffers...)

Post by AforAmpere » April 25th, 2018, 9:21 pm

(2,1)c/4:

Code: Select all

x = 4, y = 5, rule = B2ace3aekry4-ajntw5-aek6-kn7/S
bo$bobo$2obo$2bo$bobo!
EDIT, (3,1)c/5:

Code: Select all

x = 3, y = 5, rule = B2ace3-ijkn4ekqrwz5cy6aik7e/S
2bo$obo$2bo$bo$obo!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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LaundryPizza03
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Re: Phoenix objects (ships, oscillators, puffers...)

Post by LaundryPizza03 » May 1st, 2018, 1:36 am

Rhombic wrote:A 2c/7 phoenixship in an apgsearchable rule

Code: Select all

x = 7, y = 8, rule = B2cei3-cenr4-ijrw5-kry6cek7e/S
3bo2$2bobo$o5bo$o5bo$bo3bo$2bobo$3bo!
Until now I thought that nonrelativistic rules without survival could never escape their bounding diamond. Good job!

Code: Select all

x = 4, y = 3, rule = B3-q4z5y/S234k5j
2b2o$b2o$2o!
LaundryPizza03 at Wikipedia

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