Close life variants

For discussion of other cellular automata.
M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Close life variants

Post by M. I. Wright » September 18th, 2015, 7:17 pm

Nice find! There's obviously no shortage of ways it can be perturbed:

Code: Select all

x = 192, y = 29, rule = dlife
38b3o3b3o21b3o3b3o17b3o3b3o10b3o3b3o24b3o3b3o22b3o3b3o$7b3o3b3o22bo2bo
bo2bo21bo2bobo2bo17bo2bobo2bo10bo2bobo2bo24bo2bobo2bo22bo2bobo2bo$7bo
2bobo2bo22bo7bo21bo7bo17bo7bo10bo7bo24bo7bo22bo7bo$7bo7bo22bo7bo21bo7b
o17bo7bo10bo7bo24bo7bo22bo7bo$7bo7bo23bobobobo23bobobobo19bobobobo12bo
bobobo26bobobobo24bobobobo$8bobobobo$42bo29bo25bo18bo32bo30bo$11bo29b
3o27b3o23b3o16b3o30b3o28b3o$10b3o28b3o27b3o23b3o16b3o30b3o28b3o$10b3o
3$34b3o27b3o22b3o4bo3bo22b3o16b3o11b3o14b3o$3b3o27bo2bo11b3o12bo2bo11b
3o8bo2bo3bo3bo22bo2bo14bo2bo11bo2bo12bo2bo11b3o$2bo2bo11b3o16bo11bo2bo
14bo11bo2bo7bo33bo20bo11bo18bo11bo2bo$5bo11bo2bo11bo3bo11bo13bo3bo11bo
10bo3bo3b3o23bo3bo12bo3bo11bo3bo10bo3bo11bo$bo3bo11bo14bo3bo11bo3bo9bo
3bo11bo3bo6bo7b3o23bo3bo12bo3bo11bo3bo10bo3bo11bo3bo$bo3bo11bo3bo14bo
11bo17bo11bo11bobo5bo24bo20bo11bo18bo11bo$5bo11bo15bobo13bobo11bobo13b
obo42bobo14bobo13bobo12bobo13bobo$2bobo13bobo79b2o$100b2o$51b3o$3o17b
3o27bo2bo$o2bo15bo2bo30bo27b3o$o21bo26bo3bo26bo2bo$o3bo13bo3bo30bo29bo
$o17bo3bo27bobo26bo3bo$bobo18bo60bo$19bobo58bobo!
4-LWSS synthesis of an integral (based on the reaction at left) that can be converted to a canoe with another LWSS:

Code: Select all

x = 92, y = 67, rule = dlife
40bo$39bo$39bo$39bo2bo$39b3o38$37bobo$40bo$40bo34bo2bo$37bo2bo38bo$38b
3o3bo2bo27bo3bo$43bo32b4o$43bo3bo$43b4o$89b3o$88bo2bo$5bo85bo$4bobo84b
o$4bobo81bobo$2o3bo$b2o$2o$o3$33bo2bo$37bo6b3o$33bo3bo5bo2bo$34b4o8bo$
46bo$43bobo!
edit: 4-LWSS synth of the diagonal puffer plus some junk, again based on the reaction at left (the reaction up top leaves less junk, but I can't see a way to get that B in there):

Code: Select all

x = 61, y = 47, rule = dlife
45b2o$45b2o$49b2o$50b2o$49b2o$49bo25$51bobo$50bo$50bo$3o47bo2bo$obo47b
3o$o2bo$bobo$b3o39bobo$46bo$9b3o34bo11b2o$43bo2bo10b4o$44b3o9b2ob2o$
57b2o$40b4o$39bo3bo$43bo$39bo2bo!
A p5:

Code: Select all

x = 7, y = 5, rule = dlife
bo$o2bo$bo3bo$3bo2bo$5bo!
p6 flipper:

Code: Select all

x = 5, y = 8, rule = dlife
2bo$2ob2o2$2ob2o$bobo2$bobo$2bo!

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

Re: Close life variants

Post by M. I. Wright » September 19th, 2015, 6:20 pm

gmc_nxtman wrote:Here's the 3 phases of the hat ship, if anyone's interested:

Code: Select all

x = 33, y = 5, rule = B/S012345678
9bo13bo$2bo7bo5bo7bo4b3o$bobo3b2o2bo3b3o3b2o2bo3bobo$bobo6bo4bobo6bo$
2ob2o4bo4b2ob2o4bo4b2ob2o!
I can't seem to make a rule that supports this, though...
Here you go! The first transition (0,1,1,0,1,1,0,1,0,1) is the only one different from Life.
In Alan Hensel's notation, the rule is 23/35y.

Code: Select all

@RULE hatlife
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,0,1,1,0,1,0,1
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 = 4, y = 5, rule = hatlife
3bo$b3o$o$b3o$3bo!
The hat doesn't appear naturally as far as I can tell, though...

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

Re: Close life variants

Post by M. I. Wright » September 20th, 2015, 12:20 pm

The twin bees shuttle works in hatlife (although the hat stabilization obviously doesn't :P) as do the bi-gun, eater 1 and 3-glider hat synthesis - so here's a p46 hat gun:

Code: Select all

x = 95, y = 70, rule = hatlife
60b2o$60bo$58bobo$43bo14b2o$32b2o8b2o$32b2o7b2o$42b2o2b2o$70bo$70b2o8b
2o$71b2o7b2o$42b2o2b2o18b2o2b2o$32b2o7b2o$32b2o8b2o$43bo$66b2o2b2o$71b
2o7b2o$70b2o8b2o$54bo15bo$49b2o3bobo$48bobo3b2o$50bo31b2o5b2o$82b2o5b
2o3$58b2o$58bobo$58bo4$37b3o$39bo$38bo4$69b3o$69bo11b2obo3bob2o$70bo
10bo2bo3bo2bo$82b3o3b3o2$26b2o$25bobo$11bo15bo$2o8b2o$2o7b2o$10b2o2b2o
75b2o$38bo52bo$38b2o8b2o42b3o$39b2o7b2o44bo$10b2o2b2o18b2o2b2o38b3o3b
3o$2o7b2o66bo2bo3bo2bo$2o8b2o65b2obo3bob2o$11bo$34b2o2b2o$39b2o7b2o$
38b2o8b2o$22b2o14bo$21bobo$21bo$20b2o8$78b2o5b2o$78b2o5b2o!
Edit: Puffer 1 is a blinker puffer.

Code: Select all

x = 5, y = 18, rule = hatlife
2b2o$b4o$2ob2o$b2o5$3b2o$2b2o$3b2o$4bo3$2b2o$b4o$2ob2o$b2o!
Speaking of blinkers, they're definitely the most common object in this rule, owing largely to the fact that the common domino spark predecessor (beehive missing an edge cell) is a TL predecessor, and the beehive is a predecessor of the interchange. There are various common placements for pairs of beehives as well, one of which results in a pulsar.

User avatar
praosylen
Posts: 2448
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » September 21st, 2015, 9:22 pm

A p52 gun and a 2c/6 ship in hatlife:

Code: Select all

x = 40, y = 33, rule = hatlife
2bobo15bobo$2b2o17b2o$3bo17bo5$9b3ob3o$10bo3bo4$34bo3bo$33b3ob3o$35bob
o$10bo3bo20bobo$9b3ob3o18b2ob2o5$21bo$21b2o$20bobo$o$3o$3bo$2bobo$3bo
3$4b2o$4b2o!
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 » September 22nd, 2015, 9:28 pm

The gun is neat, how did you find it?

p10 flipper in 2diagonal:

Code: Select all

x = 9, y = 5, rule = 2diagonal
3bo$2b2o2bobo$obo3bobo$obo2b2o$5bo!

User avatar
praosylen
Posts: 2448
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » September 23rd, 2015, 8:37 am

M. I. Wright wrote:The gun is neat, how did you find it?
I was actually trying to find a wickstretcher:

Code: Select all

x = 7, y = 6, rule = hatlife
bo3bo$3ob3o$2bobo$2bobo$3ob3o$bo3bo!
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 » September 29th, 2015, 1:26 am

Oh, neat - I assume that's how you found the 2c/6 ship too?

Code: Select all

x = 7, y = 10, rule = hatlife
3ob3o$obobobo$2bobo$b2ob2o$2bobo$2bobo$b2ob2o$2bobo$2bobo$b2ob2o!
Offhand I don't see a way to turn that into a wickstretcher - both of the transitions that could make the wick work would also ruin the engine.
--

Code: Select all

@RULE qlife
@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
0,1,1,0,0,0,0,1,0,1
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
This rule is similar to dlife, retaining the commonness of weird still-lifes.

Code: Select all

x = 13, y = 10, rule = qlife
11b2o$11b2o2$2o$obo$2bo8b2o$obo4bo3b2o$2o4bobo$5bo2bo$6b2o!

Code: Select all

x = 36, y = 17, rule = qlife
32bobo$13bobo15bo2bo$12bo2bo15bo$12bo18b2ob2o$12b2ob2o15b3o$13b3o$4b3o
$4bobo$3obobo7bo$14bo$14bo$34bo$34bo$34bo$31b2o$31bobo$33b2o!
The block is also subject to a really cool glider crystal reaction:

Code: Select all

x = 39, y = 39, rule = qlife
2o$2o3$4b2o$4bobo$4bo2$8b2o$8bobo$8bo2$12b2o$12bobo$12bo2$16b2o$16bobo
$16bo2$20b2o$20bobo$20bo2$24b2o$24bobo$24bo2$28b2o$28bobo$28bo2$32b2o$
32bobo$32bo2$36b2o$36bobo$36bo!
There are a few ways it can burn as a fuse, although they're all dirty.

edit: pretty much anything with a corner can hassle a pre-loaf into an oscillator.

Code: Select all

x = 24, y = 21, rule = qlife
2o6b2o$2o6b2o$3bo7bo$2bobo5bobo$bo7bo$2bo7bo3bo$5bo7b2o$4b2o5$4bo8b2o$
2b3o9bo$bo4bo7bobo$b2o2bobo7b2o$4bo13bo3b2o$5bo11bobo2b2o$7b2o7bo$7bob
o7bo2b4o$8bo11bo2bo!

Code: Select all

@RULE nonlife
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect

0,1,1,1,0,0,0,0,0,1
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
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,0
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,0,1,0,0
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
This was the result of a failed attempt to make the following nonomino (hence 'nonlife') a 2c/4 glide-reflective spaceship.

Code: Select all

x = 4, y = 4, rule = 012345678/
bo$3o$obo$ob2o!
#C [[ VIEWONLY THUMBNAIL ]]
It didn't work, but the result is super cool; it would actually be a pretty tame rule if not for the behavior of the B-heptomino. It doesn't actually stop moving, and its debris periodically creates new perpendicular B-heptominoes, which then create perpendicular B-heptominoes and so on, ending up as a really weird Evoloop-esque quadratically growing mess. Does this count as a replicator? (speaking of which, Life's fleet predecessor is a failed 2D replicator - works for one cycle, but the copies interact with each other and make a mess)

All of the xWSSs work in this rule, and there are a few ways to arrange pairs of Bs to tame their debris. Also, bookend+block makes a beehive puffer:

Code: Select all

x = 102, y = 62, rule = nonlife
71bobo$74bo$70bo3bo$74bo$71bo2bo$72b3o35$41b3o3$50bo$44bo4bobo$43bobo
3bobo$43bobo4bo$44bo$50bo$44bo7bo$42bo9b2o$41b2o9b2o$41b2o2$48bob2o19b
2obobob2o13b2obo$4b2o14b2obobob2o14b2obob3o20bo2bob3o14bo2bobob2o$4b2o
15b3ob3o16b3o2bo22b3o2bo16b3ob3o$22bo3bo18bo53bo2$2o$o2bo$b3o!

Code: Select all

@RULE notlife
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect

0,1,0,0,0,0,1,0,0,1
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
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
1,1,1,1,0,0,0,0,0,0
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
1,1,1,1,1,0,0,0,0,0
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
EDIT by dvgrn: Replaced "notlife" with equivalent "B2k3-k/S23-a", since "notlife" was represented on the wiki by "notlife (Wright)", and so LifeViewer didn't work right here anyway.

This rule was an accident - it's pretty boring overall, but it has a neat 2c/19 (natural but rare) orthogonal ship.

Code: Select all

x = 4, y = 4, rule = B2k3-k/S23-a
b3o$bo$o$3o!
Other stuff:

Code: Select all

x = 82, y = 45, rule = B2k3-k/S23-a
16b2o6b4o4bo5b2o4bo$16bo2bo14bo5bo3bobo$16b2obo11bo5bo2bo3bobo$19bo4b
4o5bo5bo6bo7$80bo$79bo$79b3o6$58bo7b3o$57bo10bo$57b3o7bo6$36bo7b3o$35b
o10bo$35b3o7bo6$14bo7b3o$13bo10bo$13b3o7bo6$3o$2bo$bo!

Code: Select all

@RULE snotlife
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect

#non-life transitions
0,0,1,0,0,1,0,1,0,0
0,1,0,0,0,0,1,0,0,1
0,1,1,0,1,0,0,0,0,0
# /

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
1,1,1,1,1,0,0,0,0,0
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
This one's also pretty cool, although it hasn't got any gliders (the LWSS works, but is really rare)

Code: Select all

x = 11, y = 44, rule = snotlife
6b2o$5bo3bo$5bo3bo$6b2obo9$4bo3bo2$2bo2b3o2bo$4bobobo$4b2ob2o$4bobobo$
2bo2b3o2bo2$4bo3bo9$3bo$3b2obo$3bo2bo$3b2obo$3bo6$bobo$bob2obo$o6bo$bo
b2obo$bobo!
The p46 self-shuttle looks promising... but then again, no gliders, so it's probably not going to become a gun.
Last edited by M. I. Wright on August 22nd, 2017, 1:15 pm, edited 2 times in total.

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

Re: Close life variants

Post by M. I. Wright » October 3rd, 2015, 12:46 pm

A couple would-be chaotic puffers in 'xvaLifeg':

Code: Select all

x = 23, y = 6, rule = xvaLifeg
11bo$10bobo$6bo3bobo3bo$6bobobobobobo$obobobobobobobobobobobo$3ob3ob3o
b3ob3ob3o!

Code: Select all

x = 23, y = 4, rule = xvaLifeg
6bobo3bobobo$obobobobobobobobobobobo$obobobobobobobobobobobo$bo3bo3bo
3bo3bo3bo!
Their debris eventually catches up to them, although adding more ships to the sides increases their lifespan. This one, for instance, lasts over 2,000 generations:

Code: Select all

x = 139, y = 4, rule = xvaLifeg
33bobo5bo$32bo3bobobo$obobobobobobobobobobobobobobobobobobobobobobobob
obobobobobobobobobobobobobobobobobobobobobobobobobobobobobobobobobobob
obobobobobobobobobobo$3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3o!

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 » October 3rd, 2015, 4:21 pm

Is it acceptable to put HighLife variants as well? This rule differs from HighLife in that

Code: Select all

111
000
111
does not cause the center cell to be born.
(I call it EasyHighLife because this makes it easier to make still lifes and place induction coils on objects)
Rule table:

Code: Select all

@RULE EasyHighLife
@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
0,1,1,1,1,1,1,0,0,1
0,1,1,1,1,1,0,1,0,1
0,1,1,1,1,0,1,1,0,1
0,1,1,1,0,1,1,1,0,1
0,1,1,1,1,1,0,0,1,1
0,1,1,1,1,0,1,0,1,1
0,1,1,1,0,1,1,0,1,1
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
1,1,1,1,1,0,0,0,0,0
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
It has the standard spaceships (and flotillae of the xWSS family, due to the missing birth condition), and this p88 capable of reflecting gliders:

Code: Select all

x = 68, y = 71, rule = EasyHighLife
4b2o26b2o$4b2o26b2o2$7b3o25b3o2$7bo2bo24bo2bo$8b2o26b2o2$b3o25b3o$b2ob
2o23b2ob2o$o27bo$b2o26b2o$b2ob2o23b2ob2o$3bo27bo12$36b2o$36bobo$36bo$
61b2o$4b2o55b2o$4b2o8bo$14bobo47b3o$7b3o4b2o$64bo2bo$7bo2bo54b2o$8b2o$
58b3o$b3o54b2ob2o$b2ob2o51bo$o57b2o$b2o55b2ob2o$b2ob2o54bo$3bo5$30b2o$
29bobo$31bo8$33b2o$33b2o2$36b3o2$36bo2bo$37b2o2$30b3o$30b2ob2o$29bo$
30b2o$30b2ob2o$32bo!
EDIT: Bomber constructs work as well:

Code: Select all

x = 111, y = 117, rule = EasyHighLife
8bo$7bobo$8b2o3$3b3o3$16bo$15bobo$3bo12b2o$b2ob2o$3bo$11b3o3$24bo$23bo
bo$o23b2o$o$o8bo$8b3o8b3o$7b2obo$6b2o$7b2o23bo$31bobo$32b2o$29bo2$27b
2o2bo$29bo2$40bo$39bobo$39bobo$40bo$26bo$26bo$26bo8bo24b3o$34b3o16bo$
33b2obo16bo$32b2o18bobo$33b2o18bo$48bo4bo$47bobo15bo$47bo2bo13b3o$48b
2o13b2obo$62b2o$63b2o3$56bo$55bobo$55bo2bo$56b2o5$64bo$63bobo$63bo2bo$
64b2o15b3o$74bo$74bo$73bobo$74bo$74bo$86bo$70b2o13b3o$70b2o12b2obo$83b
2o$84b2o5$78b2o$78b2o7$86b2o$86b2o9$85bo18b3o$84bobo10bo$87b2o8bo$84b
2o3bo6bobo$86bo2bo7bo$86b3o8bo$109bo$95bo12b3o$93b2ob2o9b2obo$95bo10b
2o$107b2o5$92bo$92bo$92bo8bo$100b3o$99b2obo$98b2o$99b2o!
Smaller siderake:

Code: Select all

x = 60, y = 62, rule = EasyHighLife
13bo$13bo$13bo$16b2o$15bo2bo$16b2o$8b3o$bo$bo19bo$obo18bo$bo19bo$bo22b
2o$13bo9bo2bo$12b3o9b2o17b3o$11b2obo21bo$10b2o24bo$11b2o16bo5bobo$29bo
6bo$29bo6bo$48bo$31b3o13b3o$46b2obo$45b2o$46b2o$37bo$37bo$37bo2$39b3o
7$39bo$37bo3bo2$36bo5bo2$37bo3bo11b3o$39bo6bo$46bo$45bobo$46bo$46bo$
58bo$43b3o11b3o$43bobo10b2obo$43b3o9b2o$56b2o6$40b3o$49b3o$48bo2bo$47b
o3bo$47bo2bo$47b3o!
EDIT 2: Direct siderake:

Code: Select all

x = 20, y = 25, rule = EasyHighLife
13b3o$6bo$6bo$5bobo$6bo$6bo$18bo$17b3o$3bo12b2obo$2bobo10b2o$bo3bo10b
2o$2bobo$3bo5$o$o8bo$o7b3o$7b2ob2o$6b2ob2o$5b2ob2o$6b3o$7bo!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

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 » October 5th, 2015, 7:43 pm

4c/6 fuse:

Code: Select all

x = 47, y = 5, rule = EasyHighLife
5b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o$o4b2o2b2o2b2o2b2o2b2o2b2o
2b2o2b2o2b2o2b2o2b2o$bo$bo3bo$3bo!
p7:

Code: Select all

x = 10, y = 6, rule = EasyHighLife
2$6bob2o$8bo$4bo$3b2obo!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

User avatar
praosylen
Posts: 2448
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » October 5th, 2015, 11:02 pm

BlinkerSpawn wrote:4c/6 fuse:

Code: Select all

x = 47, y = 5, rule = EasyHighLife
5b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o2b2o$o4b2o2b2o2b2o2b2o2b2o2b2o
2b2o2b2o2b2o2b2o2b2o$bo$bo3bo$3bo!
p7:

Code: Select all

x = 10, y = 6, rule = EasyHighLife
2$6bob2o$8bo$4bo$3b2obo!
Both of those work in normal HighLife, too.
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 » October 6th, 2015, 8:28 pm

Synthesis of the EasyHighLife p88:

Code: Select all

x = 15, y = 13, rule = EasyHighLife
9bo$10bo$8b3o5$bo$2bo9b3o$3o9bo$6b3o4bo$6bo$7bo!
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 6th, 2015, 8:53 pm

Three gliders:

Code: Select all

x = 23, y = 18, rule = EasyHighLife
21bo$20bo$20b3o7$21bo$20b2o$20bobo4$b2o$obo$2bo!
Interestingly, the oscillator's 'engine' is the octomino, as can be seen at gen 45 of the synthesis and every 22 generations after that - the junk alongside it fades away before it can affect the octomino.

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 » October 10th, 2015, 10:40 am

Could anybody make some form of EHLHistory rule?
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

User avatar
praosylen
Posts: 2448
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » October 10th, 2015, 3:19 pm

A rule that differs from Life only in that if a live cell has 4 orthogonal and 3 diagonal live neighbors, it survives:

Code: Select all

@RULE glife
@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
1,1,0,1,0,1,0,1,0,0
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
1,1,0,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,0
It is, unfortunately, weakly exploding, and the LWSS is the largest standard spaceship, but there are p30 B shuttles:

Code: Select all

x = 12, y = 24, rule = glife
11bo$9b3o$8bo$8b2o5$6bo$5b3o$4b2obo3$7bo2$5bobo$5bo2bo$6b2o3$2b2o$3bo$
3o$o!
There's probably some way to make a gun out of them (although the GGG still works fine):

Code: Select all

x = 36, y = 9, rule = glife
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!
Last edited by praosylen on October 11th, 2015, 10:36 am, 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...

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 » October 10th, 2015, 4:36 pm

Could you rename your new rule to differentiate it from M. I. Wright's qlife?
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

User avatar
praosylen
Posts: 2448
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » October 11th, 2015, 10:41 am

BlinkerSpawn wrote:Could you rename your new rule to differentiate it from M. I. Wright's qlife?
Done.
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 » October 13th, 2015, 10:25 pm

Code: Select all

x = 53, y = 39, rule = qlife
28bo$27bo$27b3o$4bo$2bobo$3b2o7$20bo$20bobo$20b2o2$9bo$9bo$9bo$34bo6b
2ob2o6bo$35b2o3bobobobo3b2o$34b2o4bo5bo4b2o$38b2obo3bob2o$37bo2bo5bo2b
o$37b2o9b2o$3o17b3o$37b2o9b2o$37bo2bo5bo2bo$38b2obo3bob2o$3o17b3o17bo
5bo$40bobobobo$41b2ob2o$38bo$38b2o$37bobo$19b3o$9bo3bo5bo$9bo3bo6bo$9b
o3bo!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

User avatar
praosylen
Posts: 2448
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » October 15th, 2015, 9:51 pm

Code: Select all

@RULE ktlife
@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
1,1,0,0,0,1,0,0,0,0
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
1,1,1,1,0,0,1,0,0,1
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
1,1,1,0,1,0,0,0,1,1
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 = 85, y = 37, rule = ktlife
3bo8b3o$2b3o8bo3$10b2o3b2o24bo$10b2o3b2o22b2obo$39b2o$38bo2$bo$o$3o6bo
$8bo8bobo$9b3o5bo$9b3o5b2o2bo$19bo$19b3o$22bobo$22bo18bo$22b2o2bo13bo
23bo13bo$24bo15b3o20bo13bo$24b3o16bo7bobo9b3o11b3o$38b2o3bobo5bo14bo
13bobo$38b2o3b2o6b2o2bo5b2o3bobo6b2o3bo$40b2o11bo8bo3b2o7b2o3b2o2bo$
40b2o7b2o2b3o3b3o15b2o3bo$49bobo7bo17b2o3b3o$50b2o$60bobo$60bo$60b2o2b
o$62bo$62b3o2$59b3o$61bo$60bo!
Enough said.
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 17th, 2015, 1:16 pm

glife behaves similarly to B3/S2378, where David Eppstein built a gun using the B shuttle:

Code: Select all

x = 43, y = 25, rule = glife
7b2o$8bo$8bobo$9b2o8bo$15bo3bo2b2o$14bobobo5bo$19bobo2b2o$19bo3b2o16b
2o$21b3o17bo$39bobo$25b2o6b2o4b2o$2o23bo6bo2bo$bo30bo2b2o$bobo27bo2b2o
$2b2o4b2o6b2o6bo6b4o$7bo2bo4b3o7bo$7bo2bo12b3o$7b2ob2o$9b2o7bobo$18b3o
3$32bo$30bobo$31b2o!
If you add B8, the pi heptomino becomes a chaotic 2D replicator.

Code: Select all

x = 3, y = 3, rule = B38/S2378
3o$obo$obo!
--
Here are the two rules from Tropylium's post here:

Code: Select all

@RULE 4life
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,0,1,0,1,0,0,1,1
0,1,0,0,1,0,1,0,1,1

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 = 4, y = 3, rule = 4life
bo$3o$ob2o!

Code: Select all

@RULE 4life2
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,0,1,0,1,0,0,1,1

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 = 5, y = 4, rule = 4life2
3b2o$2o2bo$o2bo$b3o!
I wanted to see what would happen if I added 1,1,0,0,0,1,0,0,0,0 (a la tlife) to the first rule, and got this:

Code: Select all

@RULE t4life
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,0,1,0,1,0,0,1,1
0,1,0,0,1,0,1,0,1,1

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
1,1,0,0,0,1,0,0,0,0
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
1,1,1,0,1,0,0,1,0,0
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
It unfortunately loses the B spaceship... seems boring, right? Well, check this out!

Code: Select all

x = 4, y = 9, rule = t4life
2bo$b3o$2obo4$2obo$b3o$2bo!
Adding a B6 transition to kill the ships turns it into a clean replicator.

Code: Select all

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

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
1,1,0,0,0,1,0,0,0,0
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
1,1,1,0,1,0,0,1,0,0
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 = 4, y = 9, rule = replife
2bo$b3o$2obo4$2obo$b3o$2bo!
Last edited by M. I. Wright on August 22nd, 2017, 1:20 pm, edited 5 times in total.

Sphenocorona
Posts: 549
Joined: April 9th, 2013, 11:03 pm

Re: Close life variants

Post by Sphenocorona » October 18th, 2015, 1:06 am

Code: Select all

@RULE B35j_S23

@TABLE
neighborhood:Moore
symmetries:rotate4reflect
n_states:2

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

a,1,1,0,0,1,0,0,0,1
a,1,0,0,1,0,1,0,0,1
a,1,1,0,0,0,1,0,0,1
a,1,1,0,1,0,0,0,0,1
a,1,0,1,0,0,1,0,0,1
a,1,1,0,0,0,0,1,0,1
a,1,1,0,0,0,0,0,1,1
a,0,1,0,1,0,1,0,0,1
a,1,1,1,0,0,0,0,0,1
a,1,0,1,0,1,0,0,0,1
0,0,0,1,1,1,1,0,1,1
1,0,1,0,0,0,1,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
# Death otherwise
1,a,b,c,d,e,f,g,h,0
Below is a small sampler of what I've found, including a p12 shuttle and a p64 wick.
There are also three very dirty puffers based on the same c/3 engine that arises from twin centuries.

Code: Select all

x = 294, y = 76, rule = B35j_S23
218b3o$65b3o3b3o6b3o3b3o129bo2bo$64bo3bobo3bo4bo3bobo3bo131bo$2b3o3b3o
57bobo12bobo41b3o3b3o84b2o$bo3bobo3bo51bo4bobo4bo2bo4bobo4bo35bo3bobo
3bo$5bobo55bo11bo2bo11bo39bobo$o4bobo4bo50bo3bo3bo3bo2bo3bo3bo3bo34bo
4bobo4bo$o11bo51b3o5b3o4b3o5b3o35bo11bo$o3bo3bo3bo112bo3bo3bo3bo$b3o5b
3o114b3o5b3o3$64bobo5bobo4bobo5bobo90bo49b3o$64b3o5b3o4b3o5b3o90b3o47b
o2bo$bobo5bobo53bo7bo6bo7bo45bobo46bo49bo$b3o5b3o122b3o45b2o48b2o$2bo
7bo124bo3$183bo3bo$184b3o$184b3o2$182b2o$183bo58b3o$180b3o59bo2bo$180b
o64bo$244b2o9$254b3o$254bo2bo$257bo$256b2o9$266b3o$266bo2bo$269bo$268b
2o9$278b3o$278bo2bo$281bo$280b2o9$290b3o$290bo2bo$293bo$292b2o!
I had also found a fourth puffer, which was VERY clean (makes a row of ships on each side) as well as being glide-reflective, but due to Golly crashing I lost it :cry: I must have found it out of sheer luck because almost all perturbations to the pi plumes it makes catch up to the engine and destroy it. The clean puffer I found had some complicated smoke that interacted in such a manner, and I have no idea how to create it again :x

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 » October 18th, 2015, 7:37 am

Replife's replicator can be hassled at p96, or two copies can be combined for a p48. It's capable of converting Life's glider to the T glider and vice versa. A p48 gun may be possible.

Code: Select all

x = 38, y = 38, rule = replife
13b2o$13b2o4$4bobo$4bo2bo$4bobo3$13bo$12b3o$12bob2o$36b2o$36b2o2$12bob
2o$12b3o$13bo$24bo$23b3o$22b2obo2$2o$2o$22b2obo$23b3o$24bo8$34bo$23b2o
8b2o$23b2o8bobo!
EDIT: It is.

Code: Select all

x = 64, y = 69, rule = replife
19b2o$19b2o7$19bo$18b3o$17bo2b2o$17bo3bo$18b2obo$20b2o20b2o$42b2o$20b
2o$18b2obo$17bo3bo8bo$17bo2b2o7b3o$18b3o7b2o2bo$19bo8bo3bo$28bob2o$28b
2o$6b2o$6b2o20b2o$28bob2o17b2o$28bo3bo16b2o$28b2o2bo$29b3o$30bo2$13b2o
$13b2o5$37b2o3b2o$36b2o5b2o$37b2o3b2o$38bo3bo3$20b2o3b2o$19b2o5b2o$20b
2o3b2o$21bo3bo$47bo3bo$46b2o3b2o9b2o$45b2o5b2o8b2o$46b2o3b2o3$12bo3bo$
2o9b2o3b2o$2o8b2o5b2o$11b2o3b2o5$39b2o$39b2o5$23b2o$23b2o!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

User avatar
praosylen
Posts: 2448
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: Close life variants

Post by praosylen » October 18th, 2015, 11:11 am

BlinkerSpawn wrote:Replife's replicator can be hassled at p96, or two copies can be combined for a p48. It's capable of converting Life's glider to the T glider and vice versa. A p48 gun may be possible.

Code: Select all

rle
EDIT: It is.

Code: Select all

rle
A 2-engine gun:

Code: Select all

x = 64, y = 44, rule = replife
49b2o$49b2o5$13b2o$13b2o5$25b2o10b2o3b2o$25b2o9b2o5b2o$37b2o3b2o$38bo
3bo3$20b2o3b2o$19b2o5b2o$20b2o3b2o$21bo3bo$47bo3bo$46b2o3b2o9b2o$45b2o
5b2o8b2o$46b2o3b2o3$12bo3bo$2o9b2o3b2o$2o8b2o5b2o$11b2o3b2o5$39b2o$39b
2o5$23b2o$23b2o!
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 » October 18th, 2015, 3:28 pm

A for awesome wrote: A 2-engine gun:

Code: Select all

RLE
Another, with a more accessible output:

Code: Select all

x = 55, y = 68, rule = replife
13b2o$13b2o11$20b2o3b2o$19b2o5b2o8b2o$20b2o3b2o9b2o$21bo3bo7$12bo3bo$
2o9b2o3b2o$2o8b2o5b2o$11b2o3b2o15$36bo7bo$34bo11bo$32b2o4b2ob2o4b2o$
32bo6bobo6bo4b2o$32bo2b2obo3bob2o2bo4b2o$33bob2o7b2obo7$24bob2o7b2obo$
17b2o4bo2b2obo3bob2o2bo$17b2o4bo6bobo6bo$23b2o4b2ob2o4b2o$25bo11bo$27b
o7bo9$40b2o$40b2o!
The 135 degree reflection reaction doesn't work at p48, but here's a p96 glider gun:

Code: Select all

x = 94, y = 68, rule = replife
40b2o$40b2o12$17b2o$17b2o9$38bo3bo10b2o$37b3ob3o9b2o$38b5o$39bobo$40bo
28b2o$69b2o4$42b2o16bobo$41b3o16bo2bo$42b2o16bobo3$69bo$68b3o$68bob2o$
10bo7bo73b2o$8b3o7b3o71b2o$7bo3b2o3b2o3bo$2o5bo4bo3bo4bo46bob2o$2o5b2o
bobo3bobob2o46b3o$9bo9bo49bo5$56b2o$56b2o2$36b2o$36b2o9$79b2o$79b2o2$
13b2o$13b2o!
With a (EDIT: More direct) p48/96 90 degree dependent T reflector:

Code: Select all

x = 75, y = 68, rule = replife
13b2o$13b2o5$50b2o$50b2o2$12b3o$11bo2bo$11bo3bo$12b4o$14bo21b2o$36b2o$
14bo$12b4o$11bo3bo41bo5bo$11bo2bo8b3o30b2o5b2o$12b3o8bo2bo28b2obo3bob
2o7b2o$22bo3bo29bobo3bobo8b2o$22b4o31b2o3b2o$23bo$2o$2o21bo$22b4o$22bo
3bo$23bo2bo$23b3o22b2o3b2o$47bobo3bobo$46b2obo3bob2o$47b2o5b2o$48bo5bo
$36bo$34bo2b2o$36bo7$29b2o29b2o$28bo2bo22bo5b2o$30bo22b2o$29b3o6$22bo$
22bo17b3o$17b2o22bo$17bo22bo2bo$41b2o11$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 23rd, 2015, 6:36 pm

Hugely inefficient p48 glider gun/T->G:

Code: Select all

x = 211, y = 107, rule = replife
97b2o$97b2o$186b2o$186b2o6$97bo$96b3o$95b2o2bo86bo$97b3o85b3o$120b2o
62b2o2bo$120b2o64b3o$209b2o$97b3o109b2o$67b2o26b2o2bo$67b2o19bo7b3o9bo
77b3o$87b3o7bo9b3o46b2o26b2o2bo$86b2o2bo15bo2b2o45b2o19bo7b3o9bo$88b3o
15b3o67b3o7bo9b3o$175b2o2bo15bo2b2o$177b3o15b3o2$89b2o15b3o$88bobo15bo
2b2o$107b3o68b2o15b3o$108bo68bobo15bo2b2o$66b2o6bobobobo115b3o$65bobo
19bobo107bo$66b2o6bobobobo6b2o66b2o6bobobobo$67bobo15bobo66bobo19bobo$
155b2o6bobobobo6b2o$156bobo15bobo2$107b2o$107b2o$58bo137b2o$40b2o16bob
o15bobo117b2o$39bo2bo11b2o9bobobobo6b2o7bo59bo$42bo11bo23bobo5b3o58bob
o15bobo$39bo15bo9bobobobo6b2o6b3o54b2o9bobobobo6b2o7bo$39bo3bo99bo23bo
bo5b3o$38bo105bo9bobobobo6b2o6b3o2$39b2o3bo$42bo2$87bo$40b2o45bo$29b3o
8b3o43b3o87bo$17b2o9bo3bo8b2o133bo$17b2o14bo43b2o96b3o$41b2o34b2o$27bo
3b2o7b3o123b2o$29bo10b2o124b2o3$30b2o10bo43b3o$29b3o7b2o3bo$29b2o55bob
o86b3o$38bo14b2o32bo$29b2o8bo3bo9b2o120bobo$29b3o8b3o99b2o32bo$30b2o
110b2o3$29bo$27bo3b2o$26bo$33bo7bo8bo9b2o8bo7bobo$19b3o3bo6bo8b2o5bo2b
2o6b3o6b3o7bo2bo$19bo9b3o9bo8bo9b2o8bo7bobo7bo78bobo$19bobo3bobo59b3o
77bo2bo$20b2o3b2o60bob2o76bobo7bo$111b2o63b3o$111b2o63bob2o$200b2o$87b
ob2o109b2o$87b3o$10b3o3b3o69bo87bob2o$2o8bo7bo80bo76b3o$2o8bobo3bobo
79b3o76bo$11b2o3b2o79b2obo87bo$187b3o$75b2o109b2obo$75b2o$97b2obo63b2o
$98b3o63b2o$99bo86b2obo$20b2o3b2o160b3o$19bobo3bobo8b2o150bo$19bo7bo8b
2o$19b3o3b3o5$98b2o$98b2o$187b2o$187b2o3$13b2o$13b2o!

Post Reply