Search found 37 matches

by Pteriforever
April 27th, 2013, 9:11 am
Forum: Other Cellular Automata
Topic: Alternating rules
Replies: 127
Views: 70021

Re: Alternating rules

I never did work out how to get those .py script, but thanks anyway! So, I've built a /proper/ replicator puffer in what is probably my favourite of these rules, B3S135+B2S5. This is the first faster-than-linear-growth pattern for it :D x = 747, y = 670, rule = jelly 337.2A2.2A3.2A2$339.2A5.2A$317.2...
by Pteriforever
April 27th, 2013, 3:30 am
Forum: Other Cellular Automata
Topic: Alternating rules
Replies: 127
Views: 70021

Re: Alternating rules

Whoops, didn't catch that. Yeah, sometimes things like that show up if I make random soups with unedited ctrl-5 which is most of the time. To make up for it, here's a rule I forgot where I first found the 3c/4 spaceships. B3S348+B2S356 n_states:3 neighborhood:Moore symmetries:permute var a={1,2} var...
by Pteriforever
April 26th, 2013, 8:14 am
Forum: Other Cellular Automata
Topic: Alternating rules
Replies: 127
Views: 70021

Re: Alternating rules

That's cool. I like the sheer variety of spaceships that can happen. I've mostly looked into the B2XSX+B3XSX space. One thing I've figured out is while c/4 diagonal and c/2 orthogonal spaceships are much more common, faster ones are now possible. I've seen c/2 diagonal and 3c/4 orthogonal ones show ...
by Pteriforever
April 24th, 2013, 3:37 am
Forum: Other Cellular Automata
Topic: Thread for Your Accidental Discoveries that Aren't in CGOL
Replies: 836
Views: 360376

Re: Thread for Your Accidental Discoveries that Aren't in CGOL

And to take the weirdness one step higher: n_states:3 neighborhood:Moore symmetries:permute var a={1,2} var b={1,2} var c={1,2} var d={1,2} var e={1,2} var f={1,2} var g={1,2} var h={1,2} var s={0,1,2} var t={0,1,2} var u={0,1,2} var v={0,1,2} var w={0,1,2} var x={0,1,2} var y={0,1,2} var z={0,1,2} ...
by Pteriforever
April 22nd, 2013, 10:31 pm
Forum: Other Cellular Automata
Topic: Rules in which every spaceship speed is possible
Replies: 9
Views: 4824

Re: Rules in which every spaceship speed is possible

Pteriforever, You might also like this thread: "Weird speeds ships" by Wojowu http://www.conwaylife.com/forums/viewtopic.php?f=11&t=821 That's really cool. I like their structure, and how their speed is influenced by their size like that. There's probably some reaction out there which could both sh...
by Pteriforever
April 22nd, 2013, 2:55 am
Forum: Other Cellular Automata
Topic: Thread for Your Accidental Discoveries that Aren't in CGOL
Replies: 836
Views: 360376

Re: Thread for Your Accidental Discoveries that Aren't in CGOL

I was using a program to generate ruletables for jelly-like rules which alternate between a B2 and a B3 rule each generation, and the alarmingly simple rule

B3/S1 <--> B2/S

contains an extremely bizarre object; it's a replicator, except it produces spaceships in addition to copies of itself.
by Pteriforever
April 21st, 2013, 11:34 pm
Forum: Other Cellular Automata
Topic: Rules in which every spaceship speed is possible
Replies: 9
Views: 4824

Rules in which every spaceship speed is possible

I was wondering if this is a thing people do or not. So, I put together this 4-state rule: n_states:4 neighborhood:Moore symmetries:none var a={1,2} var ss={0,1,2,3} var tt={0,1,2,3} var uu={0,1,2,3} var vv={0,1,2,3} var ww={0,1,2,3} var xx={0,1,2,3} var yy={0,1,2,3} var zz={0,1,2,3} 0,ss,tt,uu,vv,1...
by Pteriforever
April 21st, 2013, 11:08 pm
Forum: Other Cellular Automata
Topic: Generations meets MilhinSA
Replies: 4
Views: 3434

Re: Generations meets MilhinSA

Don't really have much to add but...

Wow, that is cool O_o
by Pteriforever
April 18th, 2013, 4:17 am
Forum: Other Cellular Automata
Topic: Generations meets MilhinSA
Replies: 4
Views: 3434

Generations meets MilhinSA

I just came up with this somewhat interesting rule while messing around. It's fairly straightforward: --Cells that turn on must stay on for at least one more generation. --Cells that turn off must stay off for at least three more generations. --Other than that, it's just B3S23. .table file: n_states...
by Pteriforever
April 16th, 2013, 5:48 am
Forum: Other Cellular Automata
Topic: Jelly [B3/S135 <--> B2/S5]
Replies: 7
Views: 6538

Re: Jelly [B3/S135 <--> B2/S5]

#CXRLE Pos=-23,-15 x = 80, y = 19, rule = Jelly 26.2A2.2A$25.A6.A$10.A6.A2.A$12.A2.A4.A4.A6.A$9.A2.A2.A2.A2.A.A2.2A2. 2A$12.A2.A41.2A$10.A6.A38.A2.A$55.A3.A$54.A3.A$54.A2.A13.A.A$37.2A2. 2A12.2A16.A$36.A6.A28.A4.A$.A6.A2.A4.A4.A4.A4.A24.A.A16.2A$3.A2.A4.A 4.A4.A4.A4.A4.A6.A31.2A$A2.A2.A2.A2.A.A2.A....
by Pteriforever
April 12th, 2013, 8:13 am
Forum: Other Cellular Automata
Topic: Jelly [B3/S135 <--> B2/S5]
Replies: 7
Views: 6538

Re: Jelly [B3/S135 <--> B2/S5]

Among the many stabilisations of the replicator, most of which are high-period oscillators, I found a gun:

Code: Select all

#CXRLE Pos=-112,1
x = 170, y = 9, rule = jelly
A167.A$.A155.A11.A$157.A5$157.A$157.A!
It's p812 (406x2) and produces four basic spaceships per period.
by Pteriforever
April 10th, 2013, 10:33 pm
Forum: Other Cellular Automata
Topic: Jelly [B3/S135 <--> B2/S5]
Replies: 7
Views: 6538

Jelly [B3/S135 <--> B2/S5]

I came up with this rule which uses two simpler lifelike rules, alternating between them each generation. Table file: n_states:3 neighborhood:Moore symmetries:permute var a={1,2} var b={1,2} var c={1,2} var d={1,2} var e={1,2} var f={1,2} var s={0,1,2} var t={0,1,2} var u={0,1,2} var v={0,1,2} var w...