b-snapshots

For discussion of other cellular automata.
User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: 3-state OTCA

Post by b-engine » April 7th, 2024, 10:07 pm

:roll: Still having some problems:

Code: Select all

x = 32, y = 30, rule = OTWire
.5B$7B$2B3.2B$2B3.2B$2B3.2B$2B3.2B$2B3.2B$7B$.5B23.B$17.BA$8.21B$7.23B
$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B
$7.2B7.14B$7.2B6.14B2.B$7.2B6.2B$7.2B6.2B$7.2B6.2B$7.2B6.2B$7.2B6.2B$
7.10B$8.8B2.B2$7.B!

@RULE OTWire
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122200001
0122000001
1100000000
1122000000
1122200000
1112220000
1112000000
1122220000
1222200002
1222000002
1220000002
2112220000
2120000000
2220000000
2122000000
2222000000
2122200000
EDIT:

Code: Select all

x = 35, y = 28, rule = OTWire
.5B$7B$2B3.2B$2B3.2B$2B3.2B$2B3.2B$2B3.2B25.B$7B13.BA$.5B2.B2.21B$10.
23B$10.2B19.2B$10.2B19.2B$10.2B19.2B$10.2B19.2B$10.2B19.2B$10.2B19.2B
$10.2B19.2B$10.2B7.14B$10.2B6.14B2.B$10.2B6.2B$10.2B6.2B$10.2B6.2B$10.
2B6.2B$10.2B6.2B$10.10B$11.8B2.B2$10.B!

@RULE OTWire
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122200001
0122000001
0111000001
1100000000
1122000000
1122200000
1112220000
1112000000
1122220000
1222200002
1222000002
1220000002
1000000000
1100000000
1111100000
1111110000
1111111000
1111111100
1111111110
2112220000
2120000000
2220000000
2122000000
2222000000
2122200000

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: subset of 3-state OTCA

Post by b-engine » April 8th, 2024, 9:45 am

confocaloid wrote:
April 8th, 2024, 5:18 am
...
Further, arrange things so that a cell "knows" its own current state (0, 1, 2), but a cell cannot distinguish state-1 neighbours from state-2 neighbours. (Every cell knows that it is 3-state, but sees the neighbourhood as 2-state.) Then only 2^27 = 134217728 different cellular automata can be defined. (You can apply different survival conditions to "newborn" and "old" cells, but otherwise it's analogous to Life-like cellular automata.)

There are many other possibilities for choosing a sub-rulespace within 3-state R1 Moore OT.

Code: Select all

x = 33, y = 6, rule = S5forB6
29.A$29.A$.3A25.A$A29.3A$A$A!

@RULE S5forB6
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
# I'm tired of making 9 separate variables just for a line, that's why I'm urgent of local variables.
var k = {0,1,2}
var k1 = k
var k2 = k
var k3 = k
var k4 = k
var k5 = k
var k6 = k
var k7 = k
var k8 = k
0,a,a1,a2,0,0,0,0,0,1
0,a,a1,a2,a3,a4,a5,0,0,2
a,a1,a2,k,0,0,0,0,0,a
2,a,a1,a2,0,0,0,0,0,2
2,a,a1,a2,a3,a4,0,0,0,2
k,k1,k2,k3,k4,k5,k6,k7,k8,0

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » April 9th, 2024, 8:04 am

A genius (?) idea:

Code: Select all

x = 13, y = 4, rule = test
11.2B$11.2B$BA$BA!

@RULE test
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0110000001
0112000001
1100000002
1120000002
1122000002
2112000000
2120000001
2220000001


User avatar
hotcrystal0
Posts: 4335
Joined: July 3rd, 2020, 5:32 pm
Location: wherever you think I am

Re: b-rules

Post by hotcrystal0 » April 9th, 2024, 9:42 pm

Can you fix this problem with SDHI?
hotcrystal0 wrote:
April 7th, 2024, 7:43 pm
b-engine wrote:
March 29th, 2024, 2:14 am
Hybriding 4 well known and new 3-state Life-based OT rules:

Code: Select all

SDHI
Symbiosis isn’t acting right. A red cell still dies when it’s touching exactly one yellow cell and nothing else.
Edit: Can you fix the ruletable on LifeWiki?
wherever I go on the internet I bring with myself nothing but problems.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » April 9th, 2024, 9:57 pm

hotcrystal0 wrote:
April 9th, 2024, 9:42 pm
Can you fix this problem with SDHI?
Fixed:

Code: Select all

x = 6, y = 2, rule = SDHI
4.A$AB3.B!

@RULE SDHI
@TABLE
n_states:9
neighborhood:Moore
symmetries:permute
# Symbiosis
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
0,1,1,1,0,0,0,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,1,1,0,0,0,0
1,1,1,1,1,1,1,0,0,0
1,1,1,1,1,1,1,1,0,0
1,1,1,1,1,1,1,1,1,0
2,0,0,0,0,0,0,0,0,0
2,2,0,0,0,0,0,0,0,0
0,2,2,2,0,0,0,0,0,2
2,2,2,2,2,0,0,0,0,0
2,2,2,2,2,2,0,0,0,0
2,2,2,2,2,2,2,0,0,0
2,2,2,2,2,2,2,2,0,0
2,2,2,2,2,2,2,2,2,0
1,2,0,0,0,0,0,0,0,1
2,1,0,0,0,0,0,0,0,2
# DeadlyEnemies
var da={0,1,2,3,4,5,6,7,8}
var db={0,3,4}
var dc=db
var dd=db
var de=db
var df=db
var dg=db
var dh=db
var di={1,2,3,4,5,6,7,8}
var dj=di
var dk=di
0,3,3,di,0,0,0,0,0,3
0,4,4,di,0,0,0,0,0,4
3,3,3,3,0,0,0,0,0,3
4,4,4,4,0,0,0,0,0,4
3,3,3,0,0,0,0,0,0,3
4,4,4,0,0,0,0,0,0,4
di,da,db,dc,dd,de,df,dg,dh,0
# HighAndLowLife
var h1 = {0,1,2,3,4,5,6,7,8}
var h2 = {0,5,6}
var h3 = h2
var h4 = h2
var h5 = h2
var h6 = h2
var h7 = h2
var h8 = h2
var hb = {0,1,2,3,4,5,7,8}
var hc = {0,1,2,3,4,6,7,8}
var hd = {1,2,3,4,5,6,7,8}
5, 5, 5, 0, 0, 0, 0, 0, 0, 5
5, 6, 0, 0, 0, 0, 0, 0, 0, 5
hb, 5, 5, 5, 0, 0, 0, 0, 0, 5
hb, 5, 6, 0, 0, 0, 0, 0, 0, 5
6, 5, 5, 5, 5, 0, 0, 0, 0, 6
6, 5, 5, 6, 0, 0, 0, 0, 0, 6
6, 6, 6, 0, 0, 0, 0, 0, 0, 6
6, 5, 5, 5, 5, 5, 0, 0, 0, 6
6, 5, 5, 5, 6, 0, 0, 0, 0, 6
6, 6, 6, 5, 0, 0, 0, 0, 0, 6
hc, 5, 5, 5, 5, 5, 5, 0, 0, 6
hc, 5, 5, 5, 5, 6, 0, 0, 0, 6
hc, 5, 5, 6, 6, 0, 0, 0, 0, 6
hc, 6, 6, 6, 0, 0, 0, 0, 0, 6
6, 5, 5, 5, 5, 5, 5, 5, 0, 6
6, 5, 5, 5, 5, 5, 6, 0, 0, 6
6, 5, 5, 5, 6, 6, 0, 0, 0, 6
6, 5, 6, 6, 6, 0, 0, 0, 0, 6
hd, h1, h2, h3, h4, h5, h6, h7, h8, 0
# Ignorance
var i = {0,1,2,3,4,5,6,7,8}
var i1 = {0,7,8}
var i2 = i1
var i3 = i1
var i4 = i1
var i5 = i1
var i6 = i1
var i7 = i1
var i8 = i1
var j = {0,1,2,3,4,5,6,8}
var j1 = j
var j2 = j
var j3 = j
var j4 = j
var k = {0,1,2,3,4,5,6,7}
var k1 = k
var k2 = k
var k3 = k
var k4 = k
0,7,7,7,8,8,8,0,0,0
0,7,7,7,j,j1,j2,j3,j4,7
0,8,8,8,k,k1,k2,k3,k4,8
7,7,7,i,j,j1,j2,j3,j4,7
8,8,8,i,k,k1,k2,k3,k4,8
i,i1,i2,i3,i4,i5,i6,i7,i8,0
@NAMES
1 Symbiosis red
2 Symbiosis yellow
3 DeadlyEnemies red
4 DeadlyEnemies yellow
5 HighAndLowLife low
6 HighAndLowLife high
7 Ignorance orange
8 Ignorance blue
@COLORS
1 255 0 0
2 255 255 0
3 192 0 0
4 192 192 0
5 0 128 128
6 0 255 255
7 255 150 0
8 0 92 255

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » April 11th, 2024, 2:17 am

Random scribble VS LWSS:

Code: Select all

x = 129, y = 15, rule = LifeBurning34
118.7B$116.2B7.2B$115.B5.2B4.B$115.B3.2B.B4.B$114.B3.B4.3B2.B$114.B6.
2B.5B$114.B5.4B3.B$114.B.8B.2B$114.2B3.B2.3B$116.6B$.4A114.B$A3.A81.B
32.B$4.A80.2B.B31.9B$3.A80.2B2.B$86.B!


@RULE LifeBurning34
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var b = {0,2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var c = {0,1}
b,2,2,2,b1,0,0,0,0,2
2,1,a1,a2,a3,a4,a5,a6,a7,1
a,1,1,1,b,b1,b2,b3,b4,1
1,1,1,b,b1,b2,b3,b4,b5,1
a,a1,a2,a3,a4,a5,a6,a7,a8,0

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » April 12th, 2024, 7:59 am

Code: Select all

x = 10, y = 3, rule = BasicWorm
.9B$B.8A$.9B!

@RULE BasicWorm
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122000002
0222220002
0222222201
0122222002
1222222200
2122220001
2122200000
EDIT:
Omniperiodic:

Code: Select all

x = 36, y = 21, rule = OTOP
33.A.A$33.2A$34.A2$5.2A$4.2A13.A$5.A11.BA.AB$18.2A3$2.7B$.9B12.A.A$2B
2.BA3.2B11.2A$2BA5.3B12.A$3B5.A2B$2B2.3A2.2B10.2A$2B7.2B9.BA.AB$2B7.2B
11.A$2B4.AB.2B$.9B$2.7B!

@RULE OTOP
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122200001
0122220001
0111000001
1222200002
1000000000
1100000000
1111100000
1111110000
1111111000
1111111100
1111111110
2122200000

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: NotStickyAtAll

Post by b-engine » April 15th, 2024, 7:15 am

I'm trying to combine NoTimeAtAll and Sticky for "easier" universality.
Forgive me if I have bad habit of making reader-unfriendly ruletables

Code: Select all

# Ruletable not finished yet - I need to look over the ruletables of NTAA and Sticky.
x = 30, y = 4, rule = NSAA
DB.DB.DB.DB.DB.DB.DB.DB2$DB.DB.DB.DB.DB.DB.DB.DB6.A$28.A!

@RULE NSAA
@TABLE
n_states:5
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3,4}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var w = {0,1}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
var w5 = w
var w6 = w
var w7 = w
var s = {2,3}
var t = {0,4}
0,0,1,s,s,0,0,0,0,s
0,0,4,s,1,0,0,0,0,s
0,s,w,a,a1,w2,a3,a4,w1,s
s,s,a1,a2,a3,s,a4,a5,a6,4
s,s,a,a1,a2,4,a3,a4,a5,4
s,s,0,1,0,s,0,4,0,4
s,s,0,4,0,1,0,1,0,4
4,t,w,w1,w2,s,w3,w4,w5,4
4,a,a1,a2,a3,a4,a5,a6,a7,0

@COLORS
1 100 100 128
2 128 255 128
3 255 128 128
4 128 128 128

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » April 18th, 2024, 10:10 am

The signals only follow the rule B12/S/C3 when contained in steaths. They're more well-behaved outside the steaths:

Code: Select all

x = 52, y = 20, rule = SteathWorld
41.9A$.A.A33.CB10.2A$.ABA14.2A21.8A.A$.A.A8.CB3.A.2A27.A.A$.A.A13.2A.
2A26.A.A$.A.A14.2A.4A23.A.A$A.A.A14.2A.A.2A22.A.A$A3.A15.2A.A.2A20.2A
.2A$2A.2A14.2A.A.A.2A22.A$.A.A14.2A.5A.A$.A.A15.2A.3A.2A$.A.A16.2A.A.
2A$.A.A17.2A.A.2A$22.4A.2A$23.A.2A.2A$26.2A.A17.A.A$27.2A17.2A.A$48.2A
$47.2A$47.A!
@RULE SteathWorld
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
0,3,2,1,0,0,0,0,0,0
0,2,1,1,a,a1,a2,1,1,2
0,1,2,a1,a2,a3,a4,a5,a6,2
0,2,0,a1,a2,a3,a4,a5,0,2
2,a1,a2,a3,a4,a5,a6,a7,a8,3
3,a1,a2,a3,a4,a5,a6,a7,a8,0
@COLORS
1 255 128 0
2 0 0 255
3 255 255 255

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » May 1st, 2024, 12:54 am

Spaceships and lot of tagalongs:

Code: Select all

# The left 8 are the spaceships and their respective tagalongs, 
# while the right one is the most common and the first known puffer.
x = 60, y = 6, rule = B1/S0V|B3/S02V|B2e/S012eV
A5.A6.A7.A7.A7.A7.A3.A5.A$A.A3.A.A4.A.A5.A.A3.A.A.A3.A.A.A3.A.A.A.A.A
3.A.A$19.A39.A$55.A$6.A6.A23.A19.A$11.A!
@RULE B1/S0V|B3/S02V|B2e/S012eV
@TABLE
n_states:4
neighborhood:vonNeumann
symmetries:rotate4reflect
010002
100002
110000
111000
110100
111100
111110
022203
222003
220203
200003
220000
222200
222220
300001
033001
330001
333001
330300
333300
333330
@COLORS
1 255 220 220
2 220 255 220
3 200 200 255
It supports some Margolus oscillators, but the sad news is on the right: :cry:

Code: Select all

x = 81, y = 8, rule = B1/S0VIB3/S02VIB2e/S012eV
80.A$62.A15.A$46.A13.A15.A$32.A11.A13.A15.A$20.A9.A11.A13.A15.A$10.A7.
A9.A11.A13.A15.A$2.A5.A7.A9.A11.A13.A15.A$A5.A7.A9.A11.A13.A15.A!
EDIT:
There're some still lifes and eaters, but that's cheating:

Code: Select all

x = 49, y = 5, rule = B1/S0VIB3/S02VIB2e/S012eV
9.A7.A10.A8.A7.A2$CB6.2A6.2A2.A6.2A7.2A6.2A2.A2$29.A7.A7.A!
However there're legitimate ones even if periodic:

Code: Select all

x = 46, y = 5, rule = B1/S0VIB3/S02VIB2e/S012eV
10.A7.A7.A7.A7.A2$2A7.2A6.2A2.A3.2A6.2A6.2A2.A2$27.A6.A7.A!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: Ignorance

Post by b-engine » May 3rd, 2024, 12:09 am

Is this color changing or color changing?

Code: Select all

x = 14, y = 11, rule = Ignorance
.2B$B2AB$BA2BA$.B2ABA$2.A2BA$3.2A3$11.3A$11.A$12.A!
EDIT:
Color changing color preserving OTT (but a little bit dirty):

Code: Select all

x = 16, y = 7, rule = Ignorance
13.A$.2B10.A.A$B2AB9.2A$BA2BA$.B2ABA$2.A2BA$3.2A!
EDIT 2:
I want a reflector made of this:

Code: Select all

x = 17, y = 21, rule = Ignorance
14.A$14.A.A$14.2A15$.2BA$B2ABA$BA2BA$.B2A!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » May 4th, 2024, 8:30 pm

:oops:

Code: Select all

x = 17, y = 21, rule = Ignorance
14.A$14.A.A$14.2A15$.2BA$B2ABA$BA2BAB$.B2A2B!

Code: Select all

x = 17, y = 21, rule = B3/S23Investigator
14.A$14.A.A$14.2A15$.2EA$E2AED$EA2EAE$.E2A2E!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: Ignorance

Post by b-engine » May 18th, 2024, 7:58 pm

P38 pre-pulsar shuttle:

Code: Select all

x = 15, y = 9, rule = Ignorance
5.2B.2B$5.2B.2B$.B11.B$B.B.3A5.B.B$.B2.A.A6.B$4.3A2$5.2B.2B$5.2B.2B!
P22 pre-pulsar shuttle:

Code: Select all

x = 17, y = 10, rule = Ignorance
2A13.2A$.A4.2B.2B4.A$.A.A2.2B.2B2.A.A$2.2A9.2A$6.3A$6.A.A$6.3A2$6.2B.
2B$6.2B.2B!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: Ignorance

Post by b-engine » May 24th, 2024, 6:56 am

P37 TL hassler:

Code: Select all

x = 17, y = 11, rule = Ignorance
2A$.A5.2B.B.2B.2B$.A.A3.2B.2B.B.2B$2.2A6.A$9.A.A$8.A2.A$9.A.A$2.2A6.A
$.A.A3.2B.2B.B.2B$.A5.2B.B.2B.2B$2A!
P132 nonstandard TL-tetrablock shuttle:

Code: Select all

x = 18, y = 9, rule = Ignorance
2.2B.2B.2B.2B.2B$.B.2B.B.2B.B.2B.B$.B14.B$2B4.A9.2B$5.2A$2B4.A9.2B$.B
14.B$.B.2B.B.2B.B.2B.B$2.2B.2B.2B.2B.2B!
I define a pre-pulsar hassler in the rule as oscillators that contains a traffic light that's always blocked from only 1 direction. TL hasslers are common in the rule, but it's still classified as interesting or else interesting objects will be very hard to find…

EDIT:
P140 somewhat between HF hassler and pre-pulsar hassler:

Code: Select all

x = 22, y = 9, rule = Ignorance
2.2B.B.2B.2B.2B.B.2B$.B.B.2B.B.2B.B.2B.B.B$.B12.A5.B$2B11.A.A4.2B$13.
A2.A$2B11.A.A4.2B$.B12.A5.B$.B.B.2B.B.2B.B.2B.B.B$2.2B.B.2B.2B.2B.B.2B
!
P58 TL shuttle:

Code: Select all

x = 17, y = 15, rule = Ignorance
6.2B.2B$6.2B.2B2$2.2B.B.3B.B.2B$.B.B.2B.B.2B.B.B$.B13.B$2B8.3A2.2B$10.
A.A$2B8.3A2.2B$.B13.B$.B.B.2B.B.2B.B.B$2.2B.B.3B.B.2B2$6.2B.2B$6.2B.2B
!
EDIT 2:
P132 B-loop:

Code: Select all

x = 29, y = 29, rule = Ignorance
13.2B$12.B2AB$12.B2AB$13.2B4$19.2B$7.2B6.2B2.2B$7.2B6.2B$18.A$18.2A$8.
2B9.2A5.2B$.2B5.2B8.2A5.B2AB$B2AB21.B2AB$B2AB15.2B5.2B$.2B16.2B3$12.2B
6.2B$8.2B2.2B6.2B$8.2B4$14.2B$13.B2AB$13.B2AB$14.2B!
P132 4-barreled glider gun based on it:

Code: Select all

x = 29, y = 29, rule = Ignorance
13.2B$12.B2AB$12.B2AB$13.2B2$5.2B15.2B$5.2B15.2B$7.2B11.2B$7.2B6.2B3.
2B$15.2B$18.A$18.2A$8.2B9.2A5.2B$.2B5.2B8.2A5.B2AB$B2AB21.B2AB$B2AB15.
2B5.2B$.2B16.2B3$12.2B$7.2B3.2B6.2B$7.2B11.2B$5.2B15.2B$5.2B15.2B2$14.
2B$13.B2AB$13.B2AB$14.2B!
Last edited by b-engine on May 24th, 2024, 10:07 am, edited 2 times in total.

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: BBSeedsLife

Post by b-engine » May 24th, 2024, 9:49 am

Novelty:

Code: Select all

x = 6, y = 18, rule = BBSeedsLife
.2B$B2.B$3.A$3.2A2$2.A2.A$4.A2$4.B$5.B$5.B$3.B3$4.B$4.B$2.B$B!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: B1LifeLife

Post by b-engine » May 25th, 2024, 8:05 pm

Almost a pseudo-heisenburp:

Code: Select all

x = 15, y = 20, rule = B1LifeLife
2.A$3.A$.3A2$13.2A$12.A.A$13.A7$2A$2A3$6.2A$6.2A3.2A$11.2A!
EDIT:
:oops:

Code: Select all

x = 155, y = 140, rule = B1LifeLife
.A$2.A$3A37$40.A$41.A$39.3A37$79.A$80.A$78.3A37$118.A$119.A$117.3A$130.
A$129.A.A$128.A2.A$129.2A11$123.2A$123.2A$153.B$152.B.B$152.B.B$153.B
!
EDIT 2:
Closer to heisenburp, but the catalysts need to be rephased correctly:

Code: Select all

x = 38, y = 12, rule = B1LifeLife
3.A5.2A$4.A4.A2.A$2.3A5.3A2$12.3A21.2A$12.A2.A20.2A$14.2A3$17.2A$2A15.
2A8.2A$2A25.2A!
EDIT 3:
P92 grey glider gun:

Code: Select all

x = 30, y = 24, rule = B1LifeLife
8.2A$8.2A12.2B$7.B14.2B3$12.2B$12.3B$B2.B6.B.A2.2B$.2A8.2A15.2A$.2A7.
2A16.2A$B2.B7.2A2B2A6.2B2.B$13.B9.2B2$13.B9.2B$B10.2A2B2A6.2B2.B$.2A7.
2A16.2A$.2A8.2A15.2A$3.B6.B.A2.2B$12.3B$12.2B3$22.2B$22.2B!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: B1HighLifeLife

Post by b-engine » May 27th, 2024, 12:09 am

New rule!

A slightly modified variant of B1LifeLife that replaces state 2 with B36/S23.

Code: Select all

x = 118, y = 35, rule = B1HighLifeLife
10.2A$10.2A8$80.A$2A78.A$2A78.A$14.3B$13.B2.B61.3A$12.B3.B64.A13.A9.A
$12.B2.B65.A11.2A.2A6.A.A$12.3B56.A3.2A4.A8.A.A2.A8.A.A$70.A.A.A4.A10.
A15.A$42.A.2A11.2A.A2.2A9.2A12.A.A15.2A$41.A6.A9.2A2.A2.A7.2A2.2A8.A2.
A14.A.A$40.2A3.A2.A13.A.A9.A.2A.A7.A3.2A21.4A$31.2A4.2A.A5.2A15.A10.A
5.A10.2A13.3A4.A3.A$31.2A4.2A.A5.2A9.A16.A5.A10.2A13.A.A8.A$40.2A3.A2.
A8.3A14.A.2A.A7.A3.2A12.A.A8.A$41.A6.A11.A12.2A2.2A8.A2.A16.2A$42.A.2A
13.A14.2A12.A.A$57.2A11.A.A.A4.A10.A16.A$71.A3.2A4.A8.A.A2.A9.A.A$81.
A11.2A.2A7.A.A$81.A13.A10.A$78.3A$21.2A$21.2A57.A$80.A$80.A!

@RULE B1HighLifeLife
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var b = {0,2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
0,1,0,0,0,0,0,0,0,2
b,2,2,2,0,0,0,0,0,2
0,2,2,2,2,2,2,0,0,2
a,1,1,1,b,b1,b2,b3,b4,1
1,1,1,b,b1,b2,b3,b4,b5,1
2,2,2,0,0,0,0,0,0,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
@COLORS
1 255 255 255
2 128 128 128

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: 2qwLife variants

Post by b-engine » May 27th, 2024, 11:59 pm

2qwLife (i.e. B2in3-q4w/S23) is my first "new" rule on the forums, but what if an outer-totalistic transition is added?

Add B5 (i.e. ground) results in a grounded Life-like dynamics, but soups seems last longer:

Code: Select all

x=0,y=0,rule = B2in3-q4w5/S23
!
[[ RANDOMIZE ]]
Add B6 (i.e. high) results in a Life-like rule:

Code: Select all

x=0,y=0,rule = B2in3-q4w6/S23
!
[[ RANDOMIZE ]]
B7 (i.e. dry) results in another Life-like rule:

Code: Select all

x=0,y=0,rule = B2in3-q4w7/S23
!
[[ RANDOMIZE ]]
Add B8 cancels the TL explosion and adds a p84 pi shuttle with big spark:

Code: Select all

x=0,y=0,rule = B2in3-q4w8/S23
!
[[ RANDOMIZE ]]
More coming soon!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: Ignorance

Post by b-engine » May 28th, 2024, 7:41 am

Strange p4 LW emulator:

Code: Select all

x = 8, y = 6, rule = Ignorance
2BA2.A2B$2B4.2B$.A4.A$A.4A.A$2A.2B.2A$3.2B!
4 p7s from nbsrc2a:

Code: Select all

x = 46, y = 11, rule = Ignorance
3.A4.A$2BA6.A2B$BA8.AB$.A8.A3.2B3.2A3.2B13.2B.2B$2.3A2.3A4.2B2.A2.A2.
2B8.2B3.2B.B2A$15.2A.A2.A.2A5.A3.2B2.3A2.BAB$2.3A2.3A5.2A.A2.A.2A5.4A
4.A2.A.A2B$.A8.A3.2B2.A2.A2.2B2.2B3.A5.A.A.A$BA8.AB2.2B3.2A3.2B2.2B8.
2A.2A$2BA6.A2B$3.A4.A!
P9 Lo6 spark hassler:

Code: Select all

x = 12, y = 12, rule = Ignorance
2.A.A2.A.A$5.2A$A4.2A4.A$4.A2.A$A2.A.2B.A2.A$.2A.B2.B.2A$.2A.B2.B.2A$
A2.A.2B.A2.A$4.A2.A$A4.2A4.A$5.2A$2.A.A2.A.A!
2 p12s:

Code: Select all

x = 28, y = 17, rule = Ignorance
21.2A$22.A2$6.2A$6.2A2$2.2B6.2B9.2A$.A2B6.2BA4.B.A.A4.B$A.A.6A.A.A2.B
.B6.B.B$.A2B6.2BA4.B4.A.A.B$2.2B6.2B9.2A2$6.2A$6.2A2$21.A$21.2A!
P16:

Code: Select all

x = 12, y = 13, rule = Ignorance
3.2B$3.2B$3.A$2B.A$2B2A$2.A$2.A6.A$9.A$8.2A2B$8.A.2B$8.A$7.2B$7.2B!
P17 originally occurred stabilized using only beehives:

Code: Select all

x = 18, y = 8, rule = Ignorance
.B14.B$B.B.2A6.2A.B.B$.B.A.A6.A.A.B$3.3A6.3A$4.A8.A2$5.2B4.2B$5.2B4.2B
!
P22:

Code: Select all

x = 22, y = 6, rule = Ignorance
2.A5.A4.A5.A$.2A5.2A2.2A5.2A$.BA5.A4.A5.AB$B.B16.B.B$.B3.2B8.2B3.B$5.
2B8.2B!
P23 pi (?) hassler:

Code: Select all

x = 13, y = 9, rule = Ignorance
2B3A3.3A2B$2BA2.A.A2.A2B2$3.A5.A$3.A5.A$3.A5.A2$2BA2.A.A2.A2B$2B3A3.
3A2B!
P36 honeyfarm hassler:

Code: Select all

x = 21, y = 21, rule = Ignorance
2.2B10.A$2.2B3.2B4.A.A$7.2B3.A3.A2.2B$13.3A3.2B$2.A$.A.A$A2.A$.A.A14.
2B$2.A15.2B4$.2B15.A$.2B14.A.A$17.A2.A$17.A.A$18.A$2B3.3A$2B2.A3.A3.2B
$5.A.A4.2B3.2B$6.A10.2B!
P36 unnamed hassler:

Code: Select all

x = 16, y = 10, rule = Ignorance
3.2A6.2A$.2A.A6.A.2A$4.A6.A$A14.A$.A3.2B2.2B3.A$.A3.2B2.2B3.A3$2.2B8.
2B$2.2B8.2B!
P57 procrastinator/wing/LoM hassler:

Code: Select all

x = 20, y = 20, rule = Ignorance
7.2A$5.B.A.A$4.B.BA.A$4.B.B2.A$5.B10.2B$15.B2.B$16.2B$7.2B2.2B4.3A$7.
2B2.2B6.A$16.3A$.3A$A6.2B2.2B$3A4.2B2.2B$2.2B$.B2.B$2.2B10.B$10.A2.B.
B$10.A.AB.B$10.A.A.B$11.2A!
Other results:

Code: Select all

x=0,y=0,rule = Ignorance
50.B$23.2B24.B.B$9.2B11.B2.B24.2B$9.2B12.B.B10.A$5.2A17.B11.A15.3A$4.
2A.A24.2BA3.A2B11.A.A$2B4.A25.2BA3.A2B11.3A$2B21.2A9.A3.A4.2B$23.2A3.
2B2.2B5.2B2.2B4.2B$17.2B3.A.A3.2B2.2B.3A.2B8.2B4.2B$17.2B3.2A31.2B4.2B
$13.2B7.2A37.2B$8.A4.2B20.2B14.3A$7.A.2A24.2B14.A.A$8.2A12.B28.3A$4.2B
15.B.B$4.2B15.B2.B29.2B$22.2B29.B.B$54.B!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules search dumps

Post by b-engine » May 28th, 2024, 10:02 am

Here's the search dump from my various rules:
OscResults (59).mc.gz
B1LifeLife nbsrc2a
(269.42 KiB) Downloaded 20 times
OscResults (56).mc.gz
B1HighLifeLife nbsrc2a
(242.03 KiB) Downloaded 51 times

User avatar
PHPBB12345
Posts: 1133
Joined: August 5th, 2015, 11:55 pm
Contact:

Re: Ignorance

Post by PHPBB12345 » June 3rd, 2024, 10:05 am

Here is ruletable of IgnoranceHistory:

Code: Select all

@RULE IgnoranceHistory

@TABLE
n_states:8
neighborhood:Moore
symmetries:permute
var a = {0,1,2,3,4,5,6,7}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var b = {1,2}
var c = {4,5}
var d = {0,3,6,7}
var d1 = d
var d2 = d
var e = {1,4}
var e1 = e
var e2 = e
var f = {2,5}
var f1 = f
var f2 = f
var g = {0,3}
var h = {0,2,3,5,6,7}
var h1 = h
var h2 = h
var h3 = h
var h4 = h
var i = {0,1,3,4,6,7}
var i1 = i
var i2 = i
var i3 = i
var i4 = i

b,7,a,a1,a2,a3,a4,a5,a6,3
c,7,a,a1,a2,a3,a4,a5,a6,6
d,e,e1,e2,f,f1,f2,d1,d2,d
g,e,e1,e2,h,h1,h2,h3,h4,1
6,e,e1,e2,h,h1,h2,h3,h4,4
g,f,f1,f2,i,i1,i2,i3,i4,2
6,f,f1,f2,i,i1,i2,i3,i4,5
e,e1,e2,a,h,h1,h2,h3,h4,e
f,f1,f2,a,i,i1,i2,i3,i4,f
b,a,a1,a2,a3,a4,a5,a6,a7,3
c,a,a1,a2,a3,a4,a5,a6,a7,6

@COLORS
1 255 150 0
2 0 92 255
3 0 0 128
4 255 200 140
5 76 184 255
6 96 96 96
7 255 0 0

@NAMES
0 dead
1 life A
2 life B
3 history
4 marked life A
5 marked life B
6 marked dead
7 killer

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: Ignorance

Post by b-engine » June 3rd, 2024, 10:32 am

PHPBB12345 wrote:
June 3rd, 2024, 10:05 am
Here is ruletable of IgnoranceHistory:

Code: Select all

#C [[ RANDOMIZE ]]
x=0,y=0,rule = IgnoranceHistory
!
@RULE IgnoranceHistory

@TABLE
n_states:8
neighborhood:Moore
symmetries:permute
var a = {0,1,2,3,4,5,6,7}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var b = {1,2}
var c = {4,5}
var d = {0,3,6,7}
var d1 = d
var d2 = d
var e = {1,4}
var e1 = e
var e2 = e
var f = {2,5}
var f1 = f
var f2 = f
var g = {0,3}
var h = {0,2,3,5,6,7}
var h1 = h
var h2 = h
var h3 = h
var h4 = h
var i = {0,1,3,4,6,7}
var i1 = i
var i2 = i
var i3 = i
var i4 = i

b,7,a,a1,a2,a3,a4,a5,a6,3
c,7,a,a1,a2,a3,a4,a5,a6,6
d,e,e1,e2,f,f1,f2,d1,d2,d
g,e,e1,e2,h,h1,h2,h3,h4,1
6,e,e1,e2,h,h1,h2,h3,h4,4
g,f,f1,f2,i,i1,i2,i3,i4,2
6,f,f1,f2,i,i1,i2,i3,i4,5
e,e1,e2,a,h,h1,h2,h3,h4,e
f,f1,f2,a,i,i1,i2,i3,i4,f
b,a,a1,a2,a3,a4,a5,a6,a7,3
c,a,a1,a2,a3,a4,a5,a6,a7,6

@COLORS
1 255 150 0
2 0 92 255
3 0 0 128
4 255 200 140
5 76 184 255
6 96 96 96
7 255 0 0

@NAMES
0 dead
1 life A
2 life B
3 history
4 marked life A
5 marked life B
6 marked dead
7 killer
There's a rule that's similar to the rule above, but with no history states:

Code: Select all

x=0,y=0,rule = IgnoranceM
!
[[ RANDOMIZE ]]

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » June 7th, 2024, 6:27 pm

P36 TL hassler:

Code: Select all

x = 18, y = 9, rule = Ignorance
6.2B.B.2B$B5.2B.2B.B$3B13.2B$3.B6.A5.2B$2.B6.2A$2.2B6.A2$6.2B.2B.B$6.
2B.B.2B!
 
EDIT:
P36 MW sparker by utilizing the blinker factory and a shillelagh-based high clearance eater:

Code: Select all

x = 26, y = 12, rule = Ignorance
6.2B.2B.B$B5.2B.B.2B$3B$3.B6.A9.2A$2.B6.2A8.A.A$2.2B6.A7.A.A$19.A4.2A
$6.2B.2B.B11.2A$6.2B.B.2B$15.B2A$13.2A2BA$13.A.2A!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » June 8th, 2024, 2:49 am

b-engine wrote:
June 7th, 2024, 6:27 pm
P36 TL hassler:

Code: Select all

x = 18, y = 9, rule = Ignorance
6.2B.B.2B$B5.2B.2B.B$3B13.2B$3.B6.A5.2B$2.B6.2A$2.2B6.A2$6.2B.2B.B$6.
2B.B.2B!
 
A p108 glider gun and a related p79 glider gun by just adding a fishhook:

Code: Select all

x = 24, y = 18, rule = Ignorance
2.2B13.2B$2.2B13.2B3$2B5.2B6.2B5.2B$2B5.2B6.2B5.2B2$2B2.A2.2B6.2B2.A2.
2B$.B.3A2.B7.B.3A2.B$B6.B7.B6.B$2B5.2B6.2B5.2B4$2.2B8.2A3.2B$2.2B7.A.
A3.2B$11.A$10.2A!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: BBSeedsLife

Post by b-engine » June 14th, 2024, 7:00 pm

You can make a puffer photon of any size by placing 3 blocks at 3 sides of Seeds explosion:

Code: Select all

x = 23, y = 37, rule = BBSeedsLife
21.A$21.2A11$A20.2B$2A19.2B22$20.A$20.2A!
 
Or photons of any size by chopping 5 red cells:

Code: Select all

x = 110, y = 41, rule = BBSeedsLife
108.AB$108.2B7$69.AB$69.2B7$32.AB$32.2B7$AB$2B14$A31.A36.A38.A$2A30.2A
35.2A37.2A!

Code: Select all

x = 2, y = 1009, rule = BBSeedsLife
AB$2B1006$A$2A!
Oops, a pulsar puffer:

Code: Select all

x = 2, y = 1009, rule = BBSeedsLife
AB$2B1006$2B$AB!
 
EDIT:
Anything that can fire this?

Code: Select all

x = 1561, y = 1009, rule = BBSeedsLife
AB1557.2A$2B1557.2A1006$A$2A!
 
Any fuse that could keep burn through the pulsars?

Code: Select all

x = 3, y = 52, rule = BBSeedsLife
.A$2.A$3A11$.AB$.2B36$.2B$.AB!

Post Reply