Search found 796 matches

by Gamedziner
October 2nd, 2019, 8:28 am
Forum: Website Discussion
Topic: Updating website
Replies: 45
Views: 1623

Re: Updating website

Pages in the updated forums seem to load a lot slower.
by Gamedziner
September 29th, 2019, 6:29 am
Forum: Bugs & Errors
Topic: Random Rule Bug
Replies: 1
Views: 282

Random Rule Bug

The RLE in the post changes even when cancelling random rule generation.
To test this, draw on any pattern and press Alt+Z. When the confirmation dialog box appears, press cancel or press the x in the upper right corner.
by Gamedziner
September 29th, 2019, 6:20 am
Forum: Other Cellular Automata
Topic: Miscellaneous Discoveries in Other Cellular Automata
Replies: 1482
Views: 298818

Re: Miscellaneous Discoveries in Other Cellular Automata

p36:

Code: Select all

x = 9, y = 2, rule = B0134/S1235
o7bo$2b2ob2o!
p12:

Code: Select all

x = 3, y = 3, rule = B0134/S1235
obo2$obo!
by Gamedziner
September 28th, 2019, 9:09 am
Forum: Other Cellular Automata
Topic: Miscellaneous Discoveries in Other Cellular Automata
Replies: 1482
Views: 298818

Re: Miscellaneous Discoveries in Other Cellular Automata

20c/40 through interaction of 4c/8 and 10c/20:

Code: Select all

x = 8, y = 15, rule = B3-en4ntz5r6i/S23-a4y
2o2b3o$o6bo$o6bo$6b2o2$5bo4$6o$o2bo2b2o$4o3bo$3bo3bo$4b3o$4bo!
Also, a c/4 diagonal:

Code: Select all

x = 5, y = 3, rule = B3-en4ntz5r6i/S23-a4y
o$4o$2o2bo$2b3o!
by Gamedziner
September 24th, 2019, 7:32 pm
Forum: Patterns
Topic: Synthesis components
Replies: 40
Views: 7518

Re: Synthesis components

BlinkerSpawn wrote: Now hold on just a second:

Code: Select all

x = 18, y = 13, rule = B3/S23
2bo$3b2o$2b2o2$12bobo$12b2o$13bo$bo$b2o$obo4b2o$7bo8bo$8b3o4b2o$10bo4b
obo!
A few modifications gives this ridiculous partial synthesis:

Code: Select all

x = 15, y = 11, rule = Life
obo$b2o$bo7bobo$9b2o$10bo3$4b2o$4bo8bo$5b3o4b2o$7bo4bobo!
[[ STOP 26 ]]
by Gamedziner
September 23rd, 2019, 7:16 am
Forum: The Sandbox
Topic: Talk to Transformer
Replies: 136
Views: 16528

Re: Talk to Transformer

A for awesome wrote: It needs to work on its arithmetic some, though -- (676458 soups - 673957 soups) / 10 seconds = 251.1 soups/second, not 351.8. I'd say two out of four correct digits isn't bad for a system not even remotely designed to do multi-digit subtraction and division, though.
(676458-673957)/10=250.1
by Gamedziner
September 18th, 2019, 3:05 pm
Forum: Bugs & Errors
Topic: Golly crashing for inexplicable reasons
Replies: 2
Views: 1120

Re: Golly crashing for inexplicable reasons

Could it be a memory overload from having and/or accessing too much temporary memory?
by Gamedziner
September 18th, 2019, 7:46 am
Forum: General Discussion
Topic: Collagol
Replies: 8
Views: 892

Re: Collagol

It seems to keep a single cell on an empty board two generations after being drawn. Is this a bug?
by Gamedziner
September 18th, 2019, 7:41 am
Forum: Other Cellular Automata
Topic: Smallest Spaceships Supporting Specific Speeds (5s) Project
Replies: 820
Views: 157828

Re: Smallest Spaceships Supporting Specific Speeds (5s) Project

wildmyron wrote:

Code: Select all

x = 3, y = 4, rule = B2in3-cekn4ikqz5r6n8/S2aek3-ae4ciy5-jqy6cin7c
2o$b2o$2o$o!
p72:

Code: Select all

x = 5, y = 3, rule = B2in3-cekn4ikqz5r6n8/S2aek3-ae4ciy5-jqy6cin7c
b3o$2ob2o$o3bo!
3c/6:

Code: Select all

x = 7, y = 4, rule = B2in3-cekn4ikqz5r6n8/S2aek3-ae4ciy5-jqy6cin7c
2bo2b2o$b3ob2o$2obo$b3o!
by Gamedziner
September 17th, 2019, 8:18 am
Forum: Other Cellular Automata
Topic: Smallest Spaceships Supporting Specific Speeds (5s) Project
Replies: 820
Views: 157828

Re: Smallest Spaceships Supporting Specific Speeds (5s) Project

wildmyron wrote:

Code: Select all

x = 3, y = 13, rule = B2-a/S125-r
o$2bo$o8$bo$bo$o!
p26:

Code: Select all

x = 5, y = 5, rule = B2-a/S125-r
bobo2$bobo2$5o!
Interestingly, the still-life can also act as a reflector for the 3c/83:

Code: Select all

x = 5, y = 21, rule = B2-a/S125-r
5o11$bobo2$2bo7$5o!
by Gamedziner
September 16th, 2019, 8:24 pm
Forum: The Sandbox
Topic: Clean Aidan Mode Testing Grounds
Replies: 10
Views: 859

Re: Clean Aidan Mode Testing Grounds

[viewer][wiki]Maybe it is simplest to disable BBCode, leaving the plaintext available for easy copying. (NOTE: Disabling BBCode only affects the post itself, NOT quotes of BBCode-disabled posts.)[/viewer][/wiki]
by Gamedziner
September 15th, 2019, 3:02 pm
Forum: The Sandbox
Topic: Absolutely Useless Patterns Not Worthy Of Patterns Thread
Replies: 528
Views: 122094

Re: Absolutely Useless Patterns Not Worthy Of Patterns Thread

x = 58, y = 40, rule = B3/S23 11bo3b2o$10bobobobo$10bobobo$9b2obob2o$8bo2b2o3bo$7b3o3b2o2bo$7b3o2b2obobo$7b3o3b2obo$8bo2b2o$9b2obob5o$10bobo2bo2bo$4bo2bo2bo2bo$11b2o$3bo4bo$b3ob2ob5o8b2o3bo$o3bo2bo5bo7bobobobo$b4o2b6o10bobobo$22b2obob2o$b2obo2bob2o10bo3bo2bo$bo8bo9bob2o2b3o$2b3o2b3o10bo4b4o7bo$4bo2...
by Gamedziner
September 6th, 2019, 8:20 am
Forum: Patterns
Topic: Thread For Your Useless Discoveries
Replies: 2289
Views: 901917

Re: Thread For Your Useless Discoveries

Still life I haven't seen before: x = 8, y = 8, rule = B3/S23 b2o$o2bob2o$2obob2o$3bo$3b4o$7bo$5bobo$5b2o! The block can be replaced by similar patterns. A curious thing about this pattern: Hitting it with a glider can cleanly produce a bun and, if you replace the block with a boat, hitting that pa...
by Gamedziner
September 3rd, 2019, 2:05 pm
Forum: Other Cellular Automata
Topic: Creating a Better CA notation (because all the others suck)
Replies: 8
Views: 1295

Re: Creating a Better CA notation (because all the others suck)

Here, have a notation that describes a lot more CA: Start with "G=" followed by "H," "S," or "T" to indicate a hexagonal, square, or triangular grid, respectively. To describe the neighborhood, use "N=" followed by an RLE in which "A" represents a neighbor and "B" represents the cell itself. After t...
by Gamedziner
September 2nd, 2019, 8:03 am
Forum: Other Cellular Automata
Topic: Question about rule trees
Replies: 2
Views: 631

Re: Question about rule trees

PkmnQ wrote:How do rule trees work, and are they better than rule tables?
An explanation of rule trees by dvgrn.
by Gamedziner
September 1st, 2019, 7:20 pm
Forum: Other Cellular Automata
Topic: Request a Rule to be "Tamed"
Replies: 97
Views: 48224

Re: Request a Rule to be "Tamed"

Moosey wrote:This rule is probably good
A 2c/8 diagonal wickstretcher:

Code: Select all

x = 5, y = 5, rule = B2ek3aeijy4c5ace6in/S1c2-in3airy4ciz5k7c
3b2o$3b2o$o$bo$obo!
by Gamedziner
September 1st, 2019, 1:07 pm
Forum: Other Cellular Automata
Topic: Need help determining issue with custom rule tree
Replies: 6
Views: 889

Re: Need help determining issue with custom rule tree

I think this rule is now finished: It's like nuclear fission! I stand corrected, there was an issue with the arrow-making cells... With everything (hopefully) corrected, here is an updated (and renamed) rule: @RULE FissileCollisions @TREE num_states=12 num_neighbors=8 num_nodes=119 1 0 1 0 0 0 0 0 ...
by Gamedziner
September 1st, 2019, 7:21 am
Forum: Other Cellular Automata
Topic: Need help determining issue with custom rule tree
Replies: 6
Views: 889

Re: Need help determining issue with custom rule tree

Fixed: Thank you! With some changes, I think this rule is now finished: @RULE CollidingParticles @TREE num_states=12 num_neighbors=8 num_nodes=119 1 0 1 0 0 0 0 0 0 0 0 0 11 1 0 2 0 0 0 0 0 0 0 0 0 11 1 1 2 2 2 2 2 2 2 2 2 2 11 1 2 2 2 0 0 0 0 0 0 0 0 11 1 3 2 3 3 3 3 3 3 3 3 3 11 1 4 2 4 4 4 4 4 4...
by Gamedziner
August 31st, 2019, 10:56 pm
Forum: Other Cellular Automata
Topic: Need help determining issue with custom rule tree
Replies: 6
Views: 889

Need help determining issue with custom rule tree

I've been working on a rule with a rather large tree throughout the day and when I thought I had finished, I attempted to run it... @RULE CollidingParticles @TREE num_states=12 num_neighbors=8 num_nodes=119 1 0 1 0 0 0 0 0 0 0 0 0 11 1 0 2 0 0 0 0 0 0 0 0 0 11 1 1 2 1 0 0 0 0 0 0 0 0 11 1 2 2 2 0 0 ...
by Gamedziner
August 27th, 2019, 6:37 pm
Forum: The Sandbox
Topic: otismo
Replies: 73
Views: 12983

Re: otismo

Moderators, please move this thread to the Sandbox.
by Gamedziner
August 26th, 2019, 5:02 pm
Forum: Other Cellular Automata
Topic: Partitioned Cellular Automata
Replies: 99
Views: 8664

Re: Partitioned Cellular Automata

p16 oscillator:

Code: Select all

x = 2, y = 2, rule = PCA_4
C$.A!
EDIT:
p552:

Code: Select all

x = 5, y = 2, rule = PCA_4
.ED2B$BL!
by Gamedziner
August 20th, 2019, 8:30 am
Forum: Other Cellular Automata
Topic: Smallest Spaceships Supporting Specific Speeds (5s) Project
Replies: 820
Views: 157828

Re: Smallest Spaceships Supporting Specific Speeds (5s) Project

LaundryPizza03 wrote:(30,9)c/381, 6 cells:

Code: Select all

x = 3, y = 3, rule = B2k3aeijr4ejyz5k6n7c/S2aek3ijnqr4ait5r6aen8
3o$obo$o!
2c/46:

Code: Select all

x = 9, y = 8, rule = B2k3aeijr4ejyz5k6n7c/S2aek3ijnqr4ait5r6aen8
6b2o$6b2o$6bo$5bobo$2o5b2o$o4b3o$b3ob2o$2bo!
by Gamedziner
August 17th, 2019, 7:55 am
Forum: Other Cellular Automata
Topic: Smallest Spaceships Supporting Specific Speeds (5s) Project
Replies: 820
Views: 157828

Re: Smallest Spaceships Supporting Specific Speeds (5s) Project

(9,7)c/27, 5 cells: x = 4, y = 3, rule = B2cik3-ijn4ceknz5ceky6cek8/S2c3cny4-enyz5-a6ace7e 2bo$bobo$obo! There is a c/3 diagonal spaceship in this rule that differs from the above spaceship by only one cell at one point: x = 5, y = 5, rule = B2cik3-ijn4ceknz5ceky6cek8/S2c3cny4-enyz5-a6ace7e 2bo$4bo...
by Gamedziner
August 16th, 2019, 8:30 am
Forum: Patterns
Topic: Thread for your unsure discoveries
Replies: 1730
Views: 844358

Re: Thread for your unsure discoveries

x = 103, y = 46, rule = B3/S23 37b6o$36bo5bo$42bo$36bo4bo45b6o$38b2o46bo5bo$92bo$39bo3b2o5b2o34bo4bo$ 37bo2bo5b4ob2o35b2o$37bo9b5o$26bo10bo10b3o38bo3b2o5b2o$25bo13bob2o44bo 2bo5b4ob2o$25b3o12bo46bo9b5o$39b2o7b4o24bo10bo10b3o$14bo32bo3bo23bo13b ob2o$13bo37bo23b3o12bo$13b3o26b2o3bo2bo38b2o7b4o$38b4ob...
by Gamedziner
August 15th, 2019, 8:00 am
Forum: Website Discussion
Topic: Pattern viewer for forum threads
Replies: 1317
Views: 309838

Re: Pattern viewer for forum threads

rowett wrote:
fluffykitty wrote:Feature request: Only display on steps that are a multiple of x (useful for strobing rules)
Is setting the STEP size to a higher value not good enough?
When lag starts to occur, the STEP size is bypassed. Perhaps there can be a toggle to make it bypass the steps per second instead.