Close life variants

For discussion of other cellular automata.
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BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Close life variants

Post by BlinkerSpawn » October 24th, 2015, 10:09 am

M. I. Wright wrote:Hugely inefficient p48 glider gun/T->G:

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rle
Bounding box reduction, nothing special:

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x = 99, y = 102, rule = replife
74b2o$74b2o10$80b2o5b2o$79bo2bo3bo2bo$79bo2bo3bo2bo7b2o$79b2ob2ob2ob2o
7b2o$81b2o3b2o2$44b2o$45bo4$46b2o24b2o3b2o$70b2ob2ob2ob2o$70bo2bo3bo2b
o$70bo2bo3bo2bo$71b2o5b2o2$55bo$53bo2bo$53b2obo$53bobo3$13b2o49bo$13b
2o$63bobo18b2o$64bo19b2o$64bo2$31b2o11bobo$31b2o10bob2o$43bo2bo$12b3o
29bo$11bo2bo$11bo3bo48bo$12b4o47b3o$14bo21b2o25b3o$36b2o$14bo37b2o$12b
4o$11bo3bo$11bo2bo8b3o$12b3o8bo2bo27bo$22bo3bo27b2o8bo$22b4o38bo$23bo
39b3o$2o$2o21bo$22b4o41bo$22bo3bo40b2o$23bo2bo39bobo$23b3o5$36bo9b2o8b
o$34bo2b2o6b3o6b3o$36bo9b2o8bo$65bo$64bobo$63bo2bo21b2o$63bo24b2o$63bo
2bo$64bobo$29b2o34bo$28bo2bo22bo$30bo22b2o$29b3o17bo26bo$49bo25bobo$
75bo2bo$52b2o24bo$52b2o21bo2bo$75bobo$22bo53bo$22bo17b3o$17b2o22bo$17b
o22bo2bo$41b2o6$75b2o$75b2o4$40b2o$40b2o!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Close life variants

Post by M. I. Wright » October 24th, 2015, 7:21 pm

Rule with a dirty 2D replicator and a neat c/6 diagonal glider, among other things:

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@RULE notlife
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
1,1,0,0,0,1,0,0,0,0
0,1,1,1,1,1,0,1,1,1
0,0,0,0,1,0,0,1,1,0

0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,1
1,1,1,0,1,1,0,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,0
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,1,0,0,0
1,1,1,0,0,1,0,1,0,0
1,1,1,0,0,1,0,0,1,0
1,1,1,0,0,0,1,1,0,0
1,1,0,1,0,1,0,1,0,0
1,0,1,0,1,0,1,0,1,0
1,0,0,0,1,1,1,1,1,0
1,0,0,1,0,1,1,1,1,0
1,0,0,1,1,0,1,1,1,0
1,0,0,1,1,1,0,1,1,0
1,0,0,1,1,1,1,0,1,0
1,0,0,1,1,1,1,1,0,0
1,0,1,0,1,0,1,1,1,0
1,0,1,0,1,1,0,1,1,0
1,0,1,1,0,1,0,1,1,0
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0

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x = 3, y = 3, rule = notlife
bo$3o$bo!

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x = 180, y = 30, rule = notlife
117b2o10b2o22b2o10b2o$61b2o10b2o42b2o10b2o22b2o10b2o$61b2o10b2o61bo$
136bo$135bobo2$136bo2$b2o7b2o9bo9bo$obo6bobo10bo8bo$3o6b3o8b3o7b3o$13b
2o$12bobo138bo$13bo8b2o105b3o20bobo$22bobo6bo29b3o23b2o15b2o23bobo19bo
3bo22b2o$23bo7bo16b2o11bobo23b2o15b2o23b3o20bobo23b2o$30b3o15b2o11b3o
89bo4$30b2o$30b2o2b2o$34b2o3$135b2o$135b2o2b2o$118b2o9b2o8b2o12b2o9b2o
$62b2o9b2o43b2o9b2o22b2o9b2o$62b2o9b2o!
The transitions at the top of the ruletable are various attempts to try to clean up the replicator's debris.
Last edited by M. I. Wright on August 22nd, 2017, 2:49 pm, edited 2 times in total.

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gmc_nxtman
Posts: 1150
Joined: May 26th, 2015, 7:20 pm

Re: Close life variants

Post by gmc_nxtman » October 24th, 2015, 7:54 pm

Notlife:

Reactions involving that one c/6 glider, which I'm going to call the moth:

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x = 49, y = 9, rule = notlife
3o10b3o10b3o11b3o$obo10bobo10bobo11bobo$2o11b2o11b2o3bo8b2o4b2o$5b2o
23bobo12bo2bo$5b2o10b2o10bobo13bobo$3b2o12b2o9bobo12b2obo$3b2o24bo12bo
2bo$42bobo$43bo!
Collisions between a glider and some small objects. (I will finish the other boat orientations)

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x = 168, y = 50, rule = notlife
17bobo9bobo9bo16bo$bo15b2o10b2o10bobo13bo17bobo$bobo14bo11bo10b2o14b3o
15b2o$b2o73bo$4b2o12b2o9b2o9b2o14b2o15b2o$4b2o12b2o9b2o9b2o14b2o15b2o
10$20bo17bo12bo$bobo16bobo15bobo9bo11bobo9bo$b2o17b2o16b2o10b3o9b2o10b
obo$2bo60bo10b2o$4bo16bo16bo11bo10bo10bo$3bobo14bobo14bobo9bobo8bobo8b
obo$4bo16bo16bo11bo10bo10bo8$18bo16bo13bo$obo15bobo14bobo10bo11bobo9bo
$2o16b2o15b2o11b3o9b2o10bobo$bo59bo10b2o$3bo15bo15bo12bo10bo10bo$2bobo
13bobo13bobo10bobo8bobo8bobo$2b2o14b2o14b2o11b2o9b2o9b2o8$17bobo13bobo
13bo11bo$o16b2o14b2o14bobo8bo12bobo11bo16bo34bo$obo15bo15bo14b2o9b3o
10b2o12bobo13bo9bo11bo8b2o2bo9b2o3bo8b2o$2o72bo12b2o14b3o5b2o8b2o2bobo
6bobob3o7bobobo9bobo$3b2o13b2o13b2o13b2o9b2o10b2o11b2o14b2o6b2o2b2o7bo
bob2o8bo13bo2b3o8bo3bo$3bobo12bobo12bobo12bobo8bobo9bobo10bobo13bobo5b
obo11bo42b2o$4bo14bo14bo14bo10bo11bo12bo15bo7bo56b2o!
Interestingly, the only spaceships generated by these collisions are moths and c/5 gliders(which also deserve a name other than T).

Some syntheses:

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#C 1A: 4M -> Lake
#C 1B: 1M + 1G = P32 osc
#C 1C: 4G -> P6 osc
#C 1D: 3G -> Super pond
#C 1E: 4G -> Carrier
#C 1F: 4G -> 7-bit SL
#C 2A: 1T + 2G -> Cis buns
#C 2B: 4G -> Loaf tie cornerloaf + 4 Longbarges
x = 102, y = 47, rule = notlife
16bobobo12bobobo10bobobo9bobo12bobobo11bobobo2$16bo3bo12bo4bo9bo13bo3b
o10bo15bo2$16bobobo12bobobo10bo13bo3bo10bobo13bobo2$16bo3bo12bo4bo9bo
13bo3bo10bo15bo2$16bo3bo12bobobo10bobobo9bobo12bobobo11bo5$45bo$43bobo
$15b3o4b3o19b2o$4bo10bobo4bobo$15b2o6b2o8b2o13bobo42bo3bobo$4bo27bobo
13b2o10bo3bobo11bo15b2ob2o$32b3o14bo11b2ob2o10b2o6bo8b2o3bo$4bo46b2o7b
2o3bo11b2o4bo$37b2o11b2o15bo15b3o$4bo10b2o6b2o12bobo12bo13b2o7bo4b2o$
15bobo4bobo12bo28bobo7b2o2bobo11b2o$4bo10b3o4b3o19b2o29b2o3bo12b2o4b3o
$43bobo49bo3bo$45bo54bo7$40bo$39bo$obobo34b3o2$4bo12bo19b3o$18bo20bo$o
bobo11b3o2bobo14bo$20bo2bo5bobo$o15b3o2bobo5b2o$18bo11bo$obobo12bo$29b
3o$31bo$30bo!
Also noting that the "capped p4" works in notlife as well.

And this rule is B3-Q8C/S2-I3-Q4Q, correct?

danieldb
Posts: 163
Joined: July 15th, 2015, 4:27 pm

Re: Close life variants

Post by danieldb » October 29th, 2015, 8:21 pm

hedgehog, gotta go fast:

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@RULE hedgehog
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,0
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,0
1,1,1,0,1,1,0,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,0
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,1,0,0,0
1,1,1,0,0,1,0,1,0,0
1,1,1,0,0,1,0,0,1,0
1,1,1,0,0,0,1,1,0,0
1,1,0,1,0,1,0,1,0,0
1,0,1,0,1,0,1,0,1,0
1,0,0,0,1,1,1,1,1,0
1,0,0,1,0,1,1,1,1,0
1,0,0,1,1,0,1,1,1,1
1,0,0,1,1,1,0,1,1,0
1,0,0,1,1,1,1,0,1,0
1,0,0,1,1,1,1,1,0,0
1,0,1,0,1,0,1,1,1,0
1,0,1,0,1,1,0,1,1,0
1,0,1,1,0,1,0,1,1,0
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,1
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
@COLORS
0 0 0 0
1 255 255 255
There's a c/2 p6 orthogonal ship:

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x = 5, y = 5, rule = hedgehog
bo$obo$o$o$bo2bo!

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praosylen
Posts: 2443
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
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Re: Close life variants

Post by praosylen » October 31st, 2015, 3:54 pm

A rule with 2 t-tetromino spaceships:

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@RULE tlife2
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var aa={a}
var ab={a}
var ac={a}
var b={1,2}
var ba={b}
var bb={b}
var bc={b}
var bd={b}
var be={b}
var bf={b}
var bg={b}
0,b,ba,bb,0,0,0,0,0,1
0,b,ba,0,bb,0,0,0,0,1
0,b,ba,0,0,bb,0,0,0,1
0,b,ba,0,0,0,bb,0,0,1
0,b,ba,0,0,0,0,bb,0,1
0,1,ba,0,0,0,0,0,bb,1
0,b,0,ba,0,bb,0,0,0,2
0,b,0,ba,0,0,bb,0,0,1
0,b,0,0,ba,0,bb,0,0,1
0,0,b,0,bb,0,ba,0,0,1
b,a,0,0,0,0,0,0,0,0
b,0,a,0,0,0,0,0,0,0
b,ba,bb,bc,bd,a,aa,ab,ac,0
b,ba,bb,bc,a,bd,aa,ab,ac,0
b,ba,bb,bc,a,aa,bd,ab,ac,0
b,ba,bb,a,bc,bd,aa,ab,ac,0
b,ba,bb,a,bc,aa,bd,ab,ac,0
b,ba,bb,a,bc,aa,ab,bd,ac,0
b,ba,bb,a,bc,aa,ab,ac,bd,0
b,ba,bb,a,aa,bc,bd,ab,ac,0
b,ba,bb,a,aa,bc,ab,bd,ac,0
b,ba,bb,a,aa,bc,ab,ac,bd,0
b,ba,bb,a,aa,ab,bc,bd,ac,0
b,ba,bb,a,aa,ab,bc,ac,bd,0
b,ba,a,bb,aa,bc,ab,bd,ac,0
b,a,ba,aa,bb,ab,bc,ac,bd,0
@COLORS
0 30 30 30
1 255 0 0
2 200 0 0

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x = 23, y = 2, rule = tlife2
3A17.3A$.A19.B!
The first one has velocity (10,0)c/43, the second (1,0)c/4. The rule differs from Life in a similar way to the (utterly useless) rule in the first post, except the transitions that differ are different: A dead cell becomes state 2 if it is surrounded by 3 orthogonally adjacent live cells of either state; and a dead cell remains dead if it is surrounded by an orthogonally adjacent state 2 cell flanked by diagonally adjacent live cells of either state. I have a feeling that the first t-ship could be reflected and manipulated in conduits.

Edit: T1+tub -> hat-on-two-blocks:

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x = 3, y = 17, rule = tlife2
.A$3A13$.A$A.A$.A!
Edit 2: And, of course:

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x = 43, y = 30, rule = tlife2
41.A$.A38.3A$3A26$3A37.3A$.A39.A!
Edit 3: A few SL precursors:

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x = 26, y = 5, rule = tlife2
14.A.A5.A.A$2.2A9.A7.A$.A.A.A6.A.A7.A$2A3.2A5.2A9.A$24.2A!
Last edited by praosylen on October 31st, 2015, 4:31 pm, edited 1 time in total.
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,
or could stand for more than a few hours at most...

M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Close life variants

Post by M. I. Wright » October 31st, 2015, 4:27 pm

Neat rule! I wouldn't call the first one a T ship, though, since it doesn't actually return to the T phase - 'pi ship' would probably be more accurate.

There are wayy too many puffers that can be made by combining two of them; here are two of the more interesting ones (stable multicolored buns and multicolored blocks):

Code: Select all

x = 106, y = 10, rule = tlife2
31.A$30.ABA69.3A$29.AB.BA36.A30.A3.A$3.3A63.A.A29.AB.BA$2.A3.A61.A3.A
$.A5.A61.A.A$A3.A3.A$A7.A$A.A3.A.A$.2A3.2A!
Here are all three of the the two-engine rakes I've found (there were actually two more glider backrakes, but they didn't have any obvious advantages over the one shown so I scrapped them):

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x = 168, y = 7, rule = tlife2
102.A62.A$33.A67.A.A36.A23.A.A$2.A29.A.A65.A3.A34.A.A21.A3.A$.A.A27.A
3.A64.A3.A33.A3.A21.A.A$A3.A27.A.A35.3A27.AB.BA33.A3.A18.A$.A.A65.A3.
A64.AB.BA17.A$69.AB.BA!
The T siderake is actually twice the normal period.

danieldb
Posts: 163
Joined: July 15th, 2015, 4:27 pm

Re: Close life variants

Post by danieldb » October 31st, 2015, 10:40 pm

Eater for both T ships:

Code: Select all

x = 16, y = 7, rule = tlife2
5.A8.B$4.3A6.3A2$2.2A7.2A$3.A8.A$3A6.3A$A8.A!
T ship synths:

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x = 13, y = 7, rule = tlife2
4.2A5.A$3.2AB5.AB$4.2A5.A2$3A5.3A$.B$8.A.A!
Cool beehive nudger

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x = 31, y = 3, rule = tlife2
3A$.A26.3A$29.A!
Honey farm explosion puffer:

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x = 31, y = 6, rule = tlife2
28.3A$29.A3$3A$.A!
Yeah, Wright was right (hehe) about these puffers:

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x = 285, y = 268, rule = tlife2
283.A$252.A29.3A2$251.3A$252.A60$.A$3A29.A2$31.3A$32.A2$283.A$252.A
29.3A2$251.3A$252.A60$.A$3A29.A2$31.3A$32.A2$283.A$252.A29.3A2$251.3A
$252.A35$139.A$138.3A17$139.A$138.3A6$.A$3A29.A2$31.3A$32.A37$189.A$
188.3A19$155.A$154.3A31.A$187.3A!

danieldb
Posts: 163
Joined: July 15th, 2015, 4:27 pm

Re: Close life variants

Post by danieldb » October 31st, 2015, 11:13 pm

Code: Select all

@RULE bpuff
#test rule tree, emulating life
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,0
1,1,1,0,1,1,0,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,1
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,1,0,0,0
1,1,1,0,0,1,0,1,0,0
1,1,1,0,0,1,0,0,1,0
1,1,1,0,0,0,1,1,0,0
1,1,0,1,0,1,0,1,0,0
1,0,1,0,1,0,1,0,1,0
1,0,0,0,1,1,1,1,1,0
1,0,0,1,0,1,1,1,1,0
1,0,0,1,1,0,1,1,1,0
1,0,0,1,1,1,0,1,1,0
1,0,0,1,1,1,1,0,1,0
1,0,0,1,1,1,1,1,0,0
1,0,1,0,1,0,1,1,1,0
1,0,1,0,1,1,0,1,1,0
1,0,1,1,0,1,0,1,1,0
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,1
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,1
@COLORS
0 0 0 0
1 255 255 255
This rule has a puffer evolving from the b-heptomino

Code: Select all

x = 3, y = 4, rule = bpuff
o$2o$b2o$2o!
1000 cell row produces 8 of these:

Code: Select all

x = 1000, y = 1, rule = bpuff
1000o!

User avatar
BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Close life variants

Post by BlinkerSpawn » November 1st, 2015, 12:30 am

Those ships can't come from infinity for those eating reactions.
I can't find a way to eat the T, but a block eats the Pi:

Code: Select all

x = 3, y = 16, rule = tlife2
.A$3A13$A$2A!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

danieldb
Posts: 163
Joined: July 15th, 2015, 4:27 pm

Re: Close life variants

Post by danieldb » November 1st, 2015, 10:13 am

2 b-puffers for the price of 1 3/7:

Code: Select all

x = 4, y = 5, rule = bpuff
2o$b2o$2b2o$b2o$2o!
Only 2 spaceships so far:

Code: Select all

x = 6, y = 12, rule = bpuff
o2bo$4bo$o3bo$b4o4$2bo$o3bo$5bo$o4bo$b5o!
HWSS lasts 69 generations:

Code: Select all

x = 7, y = 5, rule = bpuff
2b2o$o4bo$6bo$o5bo$b6o!
4-Ship Seed:

Code: Select all

x = 3, y = 5, rule = bpuff
bo$b2o$obo$2o$bo!
4-Beehive Seed:

Code: Select all

x = 3, y = 6, rule = bpuff
bo$obo$obo$obo$obo$bo!
4-Block Seed:

Code: Select all

x = 5, y = 9, rule = bpuff
o$2o5$2b2o$3b2o$3bo!
6-Cell B Puffer Predecessor:

Code: Select all

x = 2, y = 6, rule = bpuff
bo$bo$bo2$2o$o!

User avatar
praosylen
Posts: 2443
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » November 1st, 2015, 10:47 am

BlinkerSpawn wrote:I can't find a way to eat the T, but a block eats the Pi:

Code: Select all

x = 3, y = 16, rule = tlife2
.A$3A13$A$2A!
A beehive-with-tail is a t eater:

Code: Select all

x = 8, y = 9, rule = tlife2
7.A$5.3A$4.A$3.A.A$3.A.A$4.A$.A$.A$A.A!
Edit: Just realized that the Snark also works in this rule:

Code: Select all

x = 20, y = 27, rule = tlife2
.A$2.A$3A2$16.A$14.3A$13.A$13.2A7$3.2A$2.A.A5.2A$2.A7.2A$.2A2$15.A$
11.2A.A.A$10.A.B.B.A$7.A2.A.A.A.A.2A$7.4A.2A2.A2.A$11.A4.2A$9.A.A$9.
2A!
Edit 2: Modified beacon is a LWSS seed:

Code: Select all

x = 4, y = 9, rule = tlife2
2A$A$3.A$2.BA3$.A$.2A$A.A!
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,
or could stand for more than a few hours at most...

User avatar
BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Close life variants

Post by BlinkerSpawn » November 1st, 2015, 7:36 pm

Modified bun eats Ts as well:

Code: Select all

x = 6, y = 7, rule = tlife2
A.A$.A$.A$4.A$3.A.A$3.A.B$4.2A!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

User avatar
praosylen
Posts: 2443
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » November 1st, 2015, 7:38 pm

BlinkerSpawn wrote:Modified bun eats Ts as well:

Code: Select all

x = 6, y = 7, rule = tlife2
A.A$.A$.A$4.A$3.A.A$3.A.B$4.2A!
How did I miss that? Thanks.
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,
or could stand for more than a few hours at most...

danieldb
Posts: 163
Joined: July 15th, 2015, 4:27 pm

Re: Close life variants

Post by danieldb » November 1st, 2015, 8:50 pm

Code: Select all

@RULE longlast
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,0
1,1,1,0,1,1,0,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,0
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,1,0,0,0
1,1,1,0,0,1,0,1,0,0
1,1,1,0,0,1,0,0,1,0
1,1,1,0,0,0,1,1,0,0
1,1,0,1,0,1,0,1,0,1
1,0,1,0,1,0,1,0,1,1
1,0,0,0,1,1,1,1,1,0
1,0,0,1,0,1,1,1,1,0
1,0,0,1,1,0,1,1,1,0
1,0,0,1,1,1,0,1,1,0
1,0,0,1,1,1,1,0,1,0
1,0,0,1,1,1,1,1,0,0
1,0,1,0,1,0,1,1,1,0
1,0,1,0,1,1,0,1,1,0
1,0,1,1,0,1,0,1,1,0
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,1
@COLORS
0 0 0 0
1 255 255 255
Patterns last very long, probably because of phi spark:

Code: Select all

x = 5, y = 3, rule = longlast
5o$b3o$2bo!
R pentomino lasts 3 extra generations

36,250 Gen soup

Code: Select all

x = 50, y = 50, rule = longlast
ob2o2b2ob3o3b2obo3b2obo2b2o2b3o2b3obob2obo2bo$6o2bobo6bo2bo4bo2bo2b2ob
3o2b2obo2b5o$6o2bo2bo4b5o2b2obo2bo2bob2o3bob2ob2ob2o$2b6ob2o3b2o2b2o3b
2obo2b5obob4o3bobo$b3obob2o3bo3b2o2b4ob2ob4obo2bo3b2ob2ob2obo$6ob2obob
ob2obo3bobob2ob3obo6b3o3bo2bo$6o2b4o4bob2ob2ob4ob2o3bo3b2o6b3o$3o3b2ob
3obob2ob2o4b2obo2b7o9bobo$obo2b2ob2o4b2o4b2obo4bobo3b4obobobob2o$bob2o
bobobo2bo2b2o3bo2b3ob3obo2bo2b2o2bo5bo$2bob2o4b2o3bob2o3bo2b6ob2ob5obo
2b2ob3o$4b4o3b2obobo4b3o11b3ob2o2bobo3bo$4o3bob2obo4b2ob5obob3obobo6bo
2b2o2bo$2ob6o5b3ob3o3bob2obo2bobobo4b3obo3bo$bo2b9ob2o2b4obobobo3b2o2b
3o3b2o5b2o$2obobo3b2ob2obobob3o5bobob2obobobo5b2o3bo$o2bo2b4obo3bob3o
2b2o2b3o2bo3b4o2bo6bo$2bobob2obob2o2b3ob2ob4o2bo2bo4b3o2bob2ob2o$2b5o
2bo3bob3o2bo7bob2o4bobo$o7b3obo2bo4b2ob3obob2obob3o3bobob3obo$2obobo3b
2ob7obo3bob4o3b2ob3o4b2o$2bob2obo2b3ob3obo3b2obo3b6obo4b2obobob2o$bo3b
2obo3bob4o2bob2o2bo5bobo3bo4b2ob2obo$o2bob3ob2ob2obo4bob3o2bob3o3bobo
2bobo2b4o$bob2o3b3o2b3o4bob2o4b2o2b3obo3bo6b3o$ob2o2bo2b4obo2bobo3bob
3o3b4o5bob2obo2bo$obob2obo2b2o3b2ob5ob3obobobob2o2bo2b2ob4o$b3obo2b3o
4bo5bo2bobob3o2b3o3b2ob3o2bo$4o3b4ob4ob2o2b3obobob3o2b2o6bo5bo$2bo4b3o
bobobob2ob2o2bob2o2b8o4bob2ob3o$obob4o3bo2bo2bob3o8bob2obobobo2b6obo$
4o2bo4bob2o2bob4o2bobobob4obo2b2obobo3bo$2obo2bo3b2o3bo2b5obo2bo2bob2o
2b6obobo2bo$b3o2bob3o3b2ob2ob3ob3o3bo3bob2obobo4bo2bo$3o3bobo3b4ob8o2b
o3bo2b3ob2o2b2o2b2o$bobobobo4bob2o5bo2bobobob4o4bobo4bo3bo$b4o2bobo4bo
3bo2b6obo3b2ob3o2b3o2bob3o$2ob3ob2o2b3o2b2o2b5o5bob2o3b2o2bob3ob3o$o2b
obo2b2o4bob2o3b3o2b3ob2ob3obo2b4o3bobo$2ob7o2bobob5o3bobo6bob8ob3o2bo$
3b5ob4o2b3ob3obo8bo2bo2b2o3bobobo$bobobo4bo2bo3b2obobo2bob2o3bob4obob
6o2bo$2bob2o2bo3b4ob2obob4o2b3ob2ob2ob3obo2b2ob2o$bo2b2ob2o3b2o2b5o2b
2obo3bobob5ob2ob7o$2ob6o2b2obob2o3b2obobobo2b8o3b3obob2o$2bob2obo3bob
2obob5obo2bo3b3o2b6o2bo2bo$2o3b2obobo3bo2bo6b3o2bob3ob2ob2ob2o4bobo$bo
b2obo2b2o2b3o4b2o2bo2bob2ob3ob3o2b2o2bo3bo$2bobo2bobobob6o2bobobobo2b
4o2bobo2b5obo$4b8obob6o2bob2ob3obobo2b4obobob2obo!
P12 Oscillator:

Code: Select all

x = 16, y = 7, rule = justatest
2o12b2o$bo12bo$bobo8bobo$2b2o8b2o$7bo$7b2o$7bo!

M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Close life variants

Post by M. I. Wright » November 1st, 2015, 9:34 pm

Neat! The p12 is extensible:

Code: Select all

x = 24, y = 7, rule = longlast
2o20b2o$bo20bo$bobo16bobo$2b2o16b2o$8bo6bo$7b2o6b2o$8bo6bo!

M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Close life variants

Post by M. I. Wright » November 9th, 2015, 8:33 pm

Code: Select all

@RULE plife
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,0,1,0,1,1,1,1,0,1
1,1,0,0,0,1,0,0,0,0

0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,0
1,1,1,0,1,1,0,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,0
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,1,0,0,0
1,1,1,0,0,1,0,1,0,0
1,1,1,0,0,1,0,0,1,0
1,1,1,0,0,0,1,1,0,0
1,1,0,1,0,1,0,1,0,0
1,0,1,0,1,0,1,0,1,0
1,0,0,0,1,1,1,1,1,0
1,0,0,1,0,1,1,1,1,0
1,0,0,1,1,0,1,1,1,0
1,0,0,1,1,1,0,1,1,0
1,0,0,1,1,1,1,0,1,0
1,0,0,1,1,1,1,1,0,0
1,0,1,0,1,0,1,1,1,0
1,0,1,0,1,1,0,1,1,0
1,0,1,1,0,1,0,1,1,0
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
Gen 9 of the pi-heptomino is a failed replicator, turning into two puffers (that are also pi heptominoes with a block to mess up the replication):

Code: Select all

x = 15, y = 24, rule = plife
10b3o$9bo3bo$2o6bo5bo$2o6bo5bo$8b3ob3o15$8b3o$7bo3bo$6bo5bo$6bo5bo$6b
3ob3o!
And this EXTREMELY unusual knightpuffer:

Code: Select all

x = 7, y = 14, rule = plife
4bo$3bobo$2bo3bo$2b2ob2o3$2bo$bobo$o$b3o2$2b2o$2b2o$3bo!
I haven't yet found a two-engine knightship, but one can clean up another's smoke before it settles into debris:

Code: Select all

x = 79, y = 98, rule = plife
5bo$4bo2bo$3bo3bo$2b2ob4o$2b3o3b2o2$3b2o2bo$3b2obo$5bo6$2b3o$bob3o$obo
3bo$6b2o$2b2o11bobo$3bo3bo6bo3bo$7bo6bo3bob2o$4b3o6b4o5bo$12bob2o6bo$
12bobobo4b2o$20bo$19bo10$17b3o10b2o$28bob2o$16b4o7bo4b3o$15b3o10b2obob
obo$15b3o11b6obo$36b2o$33bob2o$31b2obo$32bobo$33bo8$41b3o$40bo2b2o$40b
3obo$43bo3b2o$40b2o$39bo2bo4b4o$40bo9b2o$40bo4bo3b2o$41bo3bo2$44b2o6$
53b2o$56bo$51b2o3b2o$55bob2o2$53b2o$51b3o8b2o$52bo9bobo$53bo11bo$62bob
o$62b2o9$67b2o$65bo4bo$65bo4bo$66b2o2bo$67b2o5b3o$74bo2bo$74bo3bo$78bo
$74bo3bo$74bo2bo$74b3o!
Oblique breeders!

Code: Select all

x = 164, y = 97, rule = plife
131bo$130bobo19bo7bo$129bo3bo18b2o5b3o$129b2ob2o18b2o4bo3b2o$158b3ob2o
$158bo3b2o$129bo29bobo$128bobo28b3o$127bo27bo$128b3o$155b2o$129b2o23b
2obo$129b2o21bob2ob2o$130bo20bo5b2o$150bobo3b2o2$154b2o$155bo$154bo62$
127bo$126bobo20b2o4bo$28bo96bo3bo17b2obo5bo$2b3o22bobo95b2ob2o16b2o3bo
2b2obo$bo3bo20bo3bo114b2o4bo4b2o$o5bo19b2ob2o114b3o3bobob2o$o5bo118bo
20b2ob2o3b2o$3ob3o117bobo19b3o$30bo92bo$29bobo92b3o$6bo25bo118b2o$6b2o
21b3o93b2o21b4o$3bo4bo116b2o22b2o$3bo25b2o95bo20bobo$3bo2bo22b2o119bo$
5b2o22bo118bobo$4b3o142b2o!
Variant where the knightpuffer is a reflectorless rotating oscillator (the puffer was actually found by copying the oscillator from this rule into plife):

Code: Select all

@RULE plife2
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,0,1,0,1,1,1,1,0,1
1,1,0,0,0,1,0,0,0,0

0,0,1,1,1,0,1,1,1,1

0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,0
1,1,1,0,1,1,0,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,0
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,1,0,0,0
1,1,1,0,0,1,0,1,0,0
1,1,1,0,0,1,0,0,1,0
1,1,1,0,0,0,1,1,0,0
1,1,0,1,0,1,0,1,0,0
1,0,1,0,1,0,1,0,1,0
1,0,0,0,1,1,1,1,1,0
1,0,0,1,0,1,1,1,1,0
1,0,0,1,1,0,1,1,1,0
1,0,0,1,1,1,0,1,1,0
1,0,0,1,1,1,1,0,1,0
1,0,0,1,1,1,1,1,0,0
1,0,1,0,1,0,1,1,1,0
1,0,1,0,1,1,0,1,1,0
1,0,1,1,0,1,0,1,1,0
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0

Code: Select all

x = 65, y = 19, rule = plife2
46bo$4bo40bobo$3bobo38bo3bo$2bo3bo37b2ob2o$2b2ob2o$61bo$44bo16b2o$2bo
40bobo15b2o$bobo38bo$o42b3o15b3o$b3o60bo$44b2o15bobo$2b2o40b2o16bo$2b
2o41bo$3bo$58b2ob2o$58bo3bo$59bobo$60bo!
Last edited by M. I. Wright on November 10th, 2015, 8:43 pm, edited 3 times in total.

EricG
Posts: 199
Joined: August 19th, 2011, 5:41 pm
Location: Chicago-area, USA

Re: Close life variants

Post by EricG » November 9th, 2015, 9:34 pm

Nice rule!

On the road to finding a two engine oblique ship, here's a four engine oblique rake, which produces gliders and t-ships:

Code: Select all

x = 285, y = 187, rule = plife
29$263b2o$262b2obo$14bo247b2obo$13b3o246bobo$262b2o4$257bo$255bobo$
255bobo$236b2o$235b2obo$235b2obo22bo$235bobo20bo4bo$235b2o21bo5bo$43b
3o212bob4o$44bo$44bo214b5o$230bo30b3o$228bobo$228bobo$257bo$256bo3bo$
234bo22bo4bo$231bo4bo20b2o2bo$231bo5bo20b3o$231bob4o22bo$74bo$74bo157b
5o$73bobo158b3o2$74bo170b2o$230bo14b2o$229bo3bo$230bo4bo$230b2o2bo$
180b2o42bo6b3o$179b2obo40b3o6bo6bo$179b2obo39b2o3bo10bobo$179bobo39bob
3o2bo9bo2bo$104bo74b2o40bo2bobobo10b2o$103bobo116bobobobo$223bob3o$
103b3o124b3o$174bo54b2o2bo$172bobo53bo3bo$172bobo54b3o$230bo2$178bo$
175bo4bo$175bo5bo$175bob4o2$133b3o40b5o9b2o$133b3o42b3o9b2o$134bo2$
174bo$148b3o22bo3bo$148b4o22bo4bo$150bobo21b2o2bo$151b3o21b3o$151b2o
23bo2$151b2o$151b3o$148b3ob2o10bo$149bo2bo10b3o$150b2o8$146b3o$145bo2b
o$144bo3bo$140b2o3bobo7bo$140b2o4bo7bobo$154bobo$155bo7$86b2o$85b2obo$
85b2obo$85bobo$85b2o2$125bo$124bobo$80bo43bobo$78bobo44bo$78bobo3$84bo
$81bo4bo$81bo5bo$81bob4o2$82b5o$84b3o3$80bo14bo$79bo3bo10bobo$80bo4bo
8bobo$80b2o2bo10bo$81b3o$82bo9$60bo$59b2o$59bobo3$52b3o$51bo2bo$50bo3b
o$46b2o3bobo$46b2o4bo!
And here is one that produces new oblique puffers:

Code: Select all

x = 451, y = 251, rule = plife
69$368b2o$359b4o4bo2bo$358bo3bo3bo3bo$359b4o3bo3bo$360b2o5b2o2$367b2o$
366bo3bo$366bo3bo$367bo2bo$368b2o$341b2o$332b4o4bo2bo$331bo3bo3bo3bo$
332b4o3bo3bo$333b2o5b2o2$340b2o$339bo3bo$339bo3bo$340bo2bo$341b2o2$14b
3o$14b3o$15bo2$354b2o$345b3o6b2o$275bo5bo63b2o2bo$271b2ob3o3bobo65bo$
272bob3o2bo2b2o50b3o12bo$279b2o52bo3bo9bob2o$332bo4b2o7b2o$332bo5bo$
332bo5bo8bo$45bo233b2o51b6o8b4o$44b3o232bo2b2o61bo3bo$280bobo30bo16b2o
12bo4b2o$281bo27b2obobo12b9o9b3ob2o$309bo4bo11bo2b4o13b4o$312b2o13b2o
4bo13b2o$310b3o24bo8b2o$336b2o7$74b3o222b2o$75bo223b2o$75bo5$258b2o9bo
$258bob2o9bo$246bo$245bobo12bobo$245bob2o$105bo162b3o$105bo140b2obo9b
3o7b2o$104bobo140bob2o10b2o7bo$246b2o13b2o$105bo139bob2o12bo6bo$245bo
14b2o6b2o$245bobo$246b2o$207b2o39b2o10b2obo$198b4o4bo2bo38bobo10bobo$
197bo3bo3bo3bo39b2o11bo$198b4o3bo3bo$199b2o5b2o$135bo$134bobo69b2o$
205bo3bo56bo$134b3o68bo3bo54b3o$206bo2bo56bo$207b2o3$221b2o$221b2o2$
191bo$184b4o3bo$191bo$164b3o20b3o$164b3o21bo$165bo16bo$181bo2bo$181bo
3b3o77bo$181b2o4b2o76b2o$181bo2bo80bo$181b2o$181b2o4$173b3o15b3o$172bo
3bo13bo2bo$171bo4b2o11bo$171bo5bo11bobo$171bo5bo10b2ob2o$171b6o12b2o3$
171b4o11bo77b2o$171bo13b2o76b3o$172bo11b2o78b2o$176bo7b2o$175b2o7b2o$
182bo$185b2o$183bo3bo$184bobo$184b3o7$156bo105bobo$155bobo104bo2bo$
155bobo104bobo$156bo13$126bo135bo$125bobo132bo2b2o$125bobo134bo$126bo
13$96bo165bo$95bobo162b3o$95bobo164bo$96bo2$57b2o$48b4o4bo2bo$47bo3bo
3bo3bo$48b4o3bo3bo$49b2o5b2o2$56b2o$55bo3bo$55bo3bo$56bo2bo$57b2o$66bo
194bo$65bobo193b2o$65bobo193bo$66bo5$36bo!
Here's a two engine one that produces new oblique puffers:

Code: Select all

x = 39, y = 42, rule = plife
33bo$32bobo$31b5o$30b2o3b2o$25b3o2bo5b2o$28bob2o3b2o$26bo3b2o3bo$26bo
2bo$9bo17bob2o$8bobo16bo2bo$7bo3bo15bo2bo$bo5bo3bo16b2o$ob2o3b2ob2o$bo
bo$4bo28b2o$31bo4bo$4b2o30bo$4b2o24bo7bo$33b2obobo$4bo24b3ob2o$32b2o3$
7b3obo23bo$7b2obob2o17bob2o$7bo2bob2o17b3o$5bo3bo22bo$4bo6b2o$5bo5bo$
10bo$6bo3bo9b2o$7bobo9b4o$8bo9bo4bo$19bo2b2o$21b2o3$18b2o$17b2o2bo$17b
o4bo$18b4o$19b2o!

User avatar
praosylen
Posts: 2443
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Re: Close life variants

Post by praosylen » November 9th, 2015, 9:53 pm

Yes! A (15,8)c/73 spaceship!

Code: Select all

x = 44, y = 48, rule = plife
40b2o$40bob2o$41bobo$40bo2bo$40b3o6$22b2o$22bob2o$23bobo$22bo2bo$22b3o
10$33b3o$36b3o$34bo4bo$8b2o29bo$8bob2o23bo2bo$9bobo24bo$8bo2bo$8b3o4$
26bo$27bo$26bo2$22b2o$21bo2bo$22b2o2$2bo$bobo$2o$bo$o!
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,
or could stand for more than a few hours at most...

EricG
Posts: 199
Joined: August 19th, 2011, 5:41 pm
Location: Chicago-area, USA

Re: Close life variants

Post by EricG » November 9th, 2015, 10:04 pm

Awesome, A for Awesome!

Here's a version of the above-mentioned oscillator that works in plife:

Code: Select all

x = 11, y = 20, rule = plife
6b2o$5bo2bo$7b2o$7b2o$5b3o$5b2o$b2o2b2o$3bo$o2b2o$o3bo2$b3o4$4b3ob3o$
4bo5bo$4bo5bo$5bo3bo$6b3o!
Here's a puffer that produces the oscillator among other stuff:

Code: Select all

x = 33, y = 44, rule = plife
6bo$4b2obobo$4b2obo2bo2$4b3obo2b2o$4bo3b2ob3o7b2o$5bo2bo4b2o6b2obo$5b
3o5bo6bo3b2o$20b3obo$8b2o13bo$8b2o10bobo7bo$19bo2bo7b2o$19bobo10bo$19b
obo8b2o$30bo15$3bo$4b2ob3o$5bo2$2bo$2obo$b2o$2bo16b2ob2o$19b2o$21b3o$
17b2o$16bo2bo$16bo2bo$2b2o13b2o$2b2o!
I wonder if a pair of these oscillators can make a gun?

User avatar
BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Close life variants

Post by BlinkerSpawn » November 10th, 2015, 7:41 pm

p168 reflection reaction:

Code: Select all

x = 31, y = 40, rule = plife
30bo$28b2o$29b2o4$8b2o$8b2o21$7bo$6b3o$5b2o2bo$5bo2b2o6$2bo5b2o$2o7bo$
8bo!
Knightpuffer synthesis:

Code: Select all

x = 13, y = 10, rule = plife
3b3o$5bo$4bo5b3o$10bo$11bo3$bo$b2o$obo!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

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Alexey_Nigin
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Location: Ann Arbor, MI
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Re: Close life variants

Post by Alexey_Nigin » November 12th, 2015, 12:59 pm

I have recently been comtemplating an idea of a program which could look for oscillators, wicks, agars, waves and maybe even spaceships in all 2-state rules with less-than-or-equal-to-Moore neighbourhood, such as:
  • B0 rules.
  • Hexagonal, von Neumann rules.
  • Non-totalistic rules (all ones from this thread and more).
  • Asymmetric rules (a cell on the top gives birth but a cell on the bottom doesn't).
  • Rules where everything ends up being one connected component (B4/S3456).
  • Highly explosive rules (Live Free or Die).
  • Any combination of the above.
Since I have loads of code left from wsearch, writing it should not be terribly difficult. However, I am not suffering from overly large amount of free time nowadays, so

I will write it only if at least 5 people say they would like to download it.

If you are one of those people, please contact me by any means.

Cheers,

Alexey

Edit: Thanks to all people who replied. I am starting to write this program.
Last edited by Alexey_Nigin on November 15th, 2015, 2:59 pm, edited 1 time in total.
There are 10 types of people in the world: those who understand binary and those who don't.

danieldb
Posts: 163
Joined: July 15th, 2015, 4:27 pm

Re: Close life variants

Post by danieldb » November 12th, 2015, 5:27 pm

Alexey_Nigin wrote:I have recently been comtemplating an idea of a program which could look for oscillators, wicks, agars, waves and maybe even spaceships in all 2-state rules with less-than-or-equal-to-Moore neighbourhood, such as:
  • B0 rules.
  • Hexagonal, von Neumann rules.
  • Non-totalistic rules (all ones from this thread and more).
  • Asymmetric rules (a cell on the top gives birth but a cell on the bottom doesn't).
  • Rules where everything ends up being one connected component (B4/S3456).
  • Highly explosive rules (Live Free or Die).
  • Any combination of the above.
Since I have loads of code left from wsearch, writing it should not be terribly difficult. However, I am not suffering from overly large amount of free time nowadays, so

I will write it only if at least 5 people say they would like to download it.

If you are one of those people, please contact me by any means.

Cheers,

Alexey
10/10 would download -ign

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BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Close life variants

Post by BlinkerSpawn » November 12th, 2015, 7:30 pm

What sort of program are we talking about here, Python script or standalone?
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Alexey_Nigin
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Re: Close life variants

Post by Alexey_Nigin » November 13th, 2015, 2:26 am

BlinkerSpawn wrote:What sort of program are we talking about here, Python script or standalone?
Standalone console app for Windows.
There are 10 types of people in the world: those who understand binary and those who don't.

M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Close life variants

Post by M. I. Wright » November 13th, 2015, 2:37 am

In that case I'd definitely try it out. Count me in!

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