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Question from rookie

Posted: February 4th, 2016, 2:18 pm
by danbae
Complete rookie here. Just registered. Don't understand half of the jargon. Simple question:

In a slightly modified version of GoL, with the sole addition to the rules that a cell with 6 live neighbours also comes alive, this pattern

0 0 0 0 1 0 0 0
0 0 0 1 1 1 0 0
0 0 1 1 0 1 1 0
0 1 1 0 1 1 0 0
1 1 0 1 1 0 0 0
0 1 1 1 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0

replicates itself, diagonally, a number of times and then suddenly annihilates all copies except for a few. Then proliferates again. And so on. I think it's rather neat. Maybe this is something all of you know everything about and it even has a fancy name and there have been PhD theses written about it. Maybe not. Either way, I'd like to know. Thanks for your time.

D

Re: Question from rookie

Posted: February 4th, 2016, 2:44 pm
by velcrorex
This ruleset is known as HighLife. Indeed, the replicator is well known. See here: http://conwaylife.com/wiki/Highlife

Re: Question from rookie

Posted: February 5th, 2016, 2:35 am
by danbae
Thanks for quick reply. I think I have even heard of HighLife, not knowing that it was that rule.

Another thing: Is there anyone studying automata in 3-D? I wrote a program for that, with a 26-cell neighbourhood as default, but it was hard to find really interesting rules. Fun to code the environment though.

Re: Question from rookie

Posted: February 5th, 2016, 3:11 am
by Sphenocorona
Yep, I think we've all had the same issues with 3D CAs - all the rules seem to either turn to dust rapidly or form one big blob... Trying different neighborhoods (such faces and edges only) or weighted rules (two state rules that behave the same after rotation/reflection of the entire grid, but decisions one what happens next are not necessarily based on simply counting neighbors) for them might yield some actual interesting rules that have natural spaceships and natural oscillators, but I haven't seen much effort put into that yet. If you find anything cool on those lines though, I think everyone would be interested in hearing about it.

Re: Question from rookie

Posted: February 10th, 2016, 1:48 pm
by Kiran
There are 1.8014398509481984x10^16 (18 quadrillion) 3D semi-totalistic two state rules, there is probably at least one interesting rule.

Most promising rules are those starting with B0 (but not S8), B5, B6, B7, or B9.
My suggestion is; start with B6 and B7 rules.

Re: Question from rookie

Posted: April 13th, 2016, 3:15 am
by shouldsee
I am using this post for rookie questions if no one minds XD.

How can we test our newly generated rules against the known collection of rules to avoid duplication?

Re: Question from rookie

Posted: April 13th, 2016, 7:03 am
by muzik
shouldsee wrote:I am using this post for rookie questions if no one minds XD.

How can we test our newly generated rules against the known collection of rules to avoid duplication?
- Search for the rule on the other cellular automata board

- See if any hauls of it have been uploaded to catagolue

Re: Question from rookie

Posted: April 13th, 2016, 8:42 am
by shouldsee
muzik wrote:
shouldsee wrote:I am using this post for rookie questions if no one minds XD.

How can we test our newly generated rules against the known collection of rules to avoid duplication?
- Search for the rule on the other cellular automata board

- See if any hauls of it have been uploaded to catagolue
-What if people are using different names for the same rule?

-What is a haul?

Re: Question from rookie

Posted: April 13th, 2016, 8:57 am
by muzik
shouldsee wrote:
muzik wrote:
shouldsee wrote:I am using this post for rookie questions if no one minds XD.

How can we test our newly generated rules against the known collection of rules to avoid duplication?
- Search for the rule on the other cellular automata board

- See if any hauls of it have been uploaded to catagolue
-What if people are using different names for the same rule?

-What is a haul?
- They would probably name the rule by its requirements anyway somewhere in the post

- https://catagolue.appspot.com/census/b3s23 just replace b3s23 with the desired rule name

Re: Question from rookie

Posted: April 13th, 2016, 8:54 pm
by shouldsee
muzik wrote:
shouldsee wrote:
-What if people are using different names for the same rule?

-What is a haul?
- They would probably name the rule by its requirements anyway somewhere in the post

- https://catagolue.appspot.com/census/b3s23 just replace b3s23 with the desired rule name
Thanks.That's helpful for simple rules with systematic names. But newly created rules sometimes are not systematically classified yet. For example my new rule flashbf7a does not fit into the B/S/K/3 spark notation. Is there an easy way to check duplication in this case?'

BTW, I am having problem in accessing the website but it's probabaly a censorship problem.

Re: Question from rookie

Posted: April 13th, 2016, 9:28 pm
by drc
shouldsee wrote:
Thanks.That's helpful for simple rules with systematic names. But newly created rules sometimes are not systematically classified yet. For example my new rule flashbf7a does not fit into the B/S/K/3 spark notation. Is there an easy way to check duplication in this case?'

BTW, I am having problem in accessing the website but it's probabaly a censorship problem.
BSK3 is not supported by catagolue

Re: Question from rookie

Posted: April 24th, 2016, 7:01 am
by shouldsee
How do you name this pattern?

Code: Select all

x = 93, y = 30, rule = life
14$65bo$10b2o7b2o7b2o7b2o7b2o7b2o6b2o$9bo2bo5bo2bo5bo2bo5bo2bo5bo2bo5b
o2bo5b2o$10b2o7b2o7b2o7b2o7b2o7b2o6b2o$65bo!

Re: Question from rookie

Posted: April 24th, 2016, 8:21 am
by BlinkerSpawn
shouldsee wrote:How do you name this pattern?

Code: Select all

x = 93, y = 30, rule = life
14$65bo$10b2o7b2o7b2o7b2o7b2o7b2o6b2o$9bo2bo5bo2bo5bo2bo5bo2bo5bo2bo5b
o2bo5b2o$10b2o7b2o7b2o7b2o7b2o7b2o6b2o$65bo!
It's a beehive fuse being dirtily burned at 9c/15 by a honeyfarm.

Re: Question from rookie

Posted: April 24th, 2016, 8:30 am
by shouldsee
BlinkerSpawn wrote:
shouldsee wrote:How do you name this pattern?

Code: Select all

x = 93, y = 30, rule = life
14$65bo$10b2o7b2o7b2o7b2o7b2o7b2o6b2o$9bo2bo5bo2bo5bo2bo5bo2bo5bo2bo5b
o2bo5b2o$10b2o7b2o7b2o7b2o7b2o7b2o6b2o$65bo!
It's a beehive fuse being dirtily burned at 9c/15 by a honeyfarm.
Many thanks. Do you happen to know more burning fuses or where I can find them?

Re: Question from rookie

Posted: April 25th, 2016, 8:09 pm
by BlinkerSpawn
There's a lightspeed beehive fuse in one of the predownloaded patterns (not sure which).
Any caterpillar is a fuse being extruded at precisely the speed at which it burns.

Re: Question from rookie

Posted: April 25th, 2016, 9:30 pm
by drc
BlinkerSpawn wrote:There's a lightspeed beehive fuse in one of the predownloaded patterns (not sure which).
Any caterpillar is a fuse being extruded at precisely the speed at which it burns.
Is the ls beehive fuse this one:

Code: Select all

x = 3, y = 172, rule = B3/S23
3o$3o2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$
obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo
2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$o
bo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$
obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo
2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$o
bo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$obo$obo$bo2$bo$
obo$obo$bo2$bo$obo$obo$bo!

Re: Question from rookie

Posted: May 4th, 2016, 3:03 pm
by shouldsee
A pretty unrelated question: How difficult is it to construct a particle capable of elastic collision in B3/S23?

Re: Question from rookie

Posted: May 15th, 2016, 10:31 am
by shouldsee
Anyone knows why there are natural seams in longlife?

Code: Select all

x = 75, y = 176, rule = B345/S5
14o4b4ob3obo$25bobo3b5o4b8o2b6o2b2o2bo2b2o5b3o$8o3b2o4b6o4bobo$25bobob
o6b7o3b2o2bo3b2o3bo3b12o$11ob14obobo$27bob3o2b2o3b9o2b7o2b6o5b5o$b2o3b
2o2b6o5b2ob4o$28b6o3b2o11b20o$b4ob4o4b14o$28b5o4b6ob5ob3o4b5o5bo5bo$o
3b2ob2o4bob7o2b4o$28bo3b2o3b6ob5o3b8o8b2o2b3o$5b5o3bo5b3o2b4o$28bo4b5o
b5o6b9o3b4ob3o2bo$6bo3b4o4b4o5bo$28bo10b11ob2ob3o3b3o3b4o2b3o$3o3b22o$
28b6o3b7o7b2ob11o2b2o3b3o$4o3b5o7b3ob2o2bo$28bo3b2o3b5o8bo5b4obo2bo2b
7o$2o5b2ob7o3b4o3bo$28bo2bo7b4o8b4ob4ob8o$7o4b4obo4b2o4bo$28b4o4b15o4b
ob2o2b3obo2b5o$3ob5o2bo3b9o3bo$28b3o5b16o5b2o6b8obo$3obo3bob7o6b5o$28b
2ob5ob2ob12o3b4ob4o4b5obo$b27o$28bo4b11o3b6o2b4ob13o$2b4o3b5o9b5o$28bo
3b6o3b2o4bo2bob5o2b7o3b6o$2b6o5b2o10b3o$28bo3b5o5b5o3b2o4b2o3b3o2b9o$
3ob8o2b3o3b2o4b2o$28b2o3b4o5b2o5b3o5b11o6bo$3b9ob7ob6o$30bo3bob13o3b8o
2b2o3bo3b4o$4o4bo4bo4b6o4bo$29b2o3bo12b8o4b2ob6o3b2o$5o2b2o4bo4b4o6bo$
29b6o6b11o3b20o$4ob3ob14ob5o$29b9o2b2o3b4o7b16o$b3ob9o3b9ob3o$30b4o3bo
2b5o6b4ob4ob6ob4o$ob7o2b6o2b2ob5o2b2o$31b3o3b11o3b18o2bo$ob5o4b3ob4o4b
ob2ob2o$32b3o2b2o3b7o5bo7b7o2bo$ob9o3b5o4b4obo$33b9o4b3o2b13o3b2o2b2o$
3o2b2o4b3o3b7ob5o$30b7o14b3o7b9ob2o$9o9bob10o$30bob8o8b11o2b3o2b2o2b2o
b2o$o2b8o3b9ob3ob2o$30b2o3b2o3b3o3b2o3b8o3b5ob2o$o2b4o2b5o3b8o4bo$30b
3o3b14ob2o9bo2bo2b7o$3b3o4b4o4b3o7b2o$30bo2b5o2b13ob4o3b2o3b2o$5b5o2b
2o4b10obo$30bo4b11obo3bob2ob2o3bo3b3o3b4o$6ob7o8b4o3bo$30b13ob2obo3b3o
2bo4b9ob4o$o5b4o8b8o3bo$30b3o3bo3b3ob2ob13ob11o$4o2b2o8b8ob5o$30bo2b4o
6b3ob5ob4o3b8o3bo$b8o3b14o3bo$30bob11o4b2o2b4o5b15o$b3o2b11o7b6o$30bob
o7b4o4bo3bo6b2o2b11o$4ob9ob7ob2o4bo$30b3o7b10o9b2o3b4o4b3o$2b2ob2ob5ob
4o4b3ob4o$30b3o4b5ob18o3b6o3bo$2b13o2b6o2b2o2bo$30b2o4b8ob4ob3o6b2o3b
6o3b2o$2o4bob3obo6b8ob2o$30b6o7bob4ob3o8b6o2b2o$b2ob3ob14o3b5o$30bo4bo
8b6o2b3o4b5ob2o2b4o$ob6o2b4o5bo6bo2bo$30b6o4b3o3b4o2b7o3b5o2b4obo$b4o
3b3o2bob9ob2o2bo$30bo3b13o2b7o5b3o2b2o2b2o2bo$2b8o3b6o5b3o2bo$30b3o3b
21o4b2o4bo2bo3bo$2bo5b12o2b5o2bo$30bo2b2o4bob8ob4o3b2o3b3o3b3o3bo$2bo
9b4ob3o2b8o$30bo3bo3b7o5bo4b10o4b2o3bo$17o3b6o2b2o$30b5o3b5o5b2o4bo9b
3ob7o$4o5b6o6b5o3bo$30b6o2b6ob4o6b3o5b6ob3o$b2o4b4o2b2o6b5o3bo$30bo4b
5o2b2ob4o5b4ob9o5b2o$2o3b4o3b14o3bo$30b5o2b11o4b2o5bo3b7o$15o2b7ob5o$
30bo4b6o4b3o3bo2b4obo3bo4bob5o$2b2ob14o2b9o$30b3o4bob19ob4ob11o$2b2obo
6bo2b11o3bo$30bo2b5o6b4o4b4ob2ob8ob5o$3o2b2o5bob2o3b4o5b2o$30bo2b8o3b
4o2b5o2bo3b3o3b8o$7o5b16obo$30b3o7b4o6b7o3b2o2bo2b2o5bo$4b3o5b6o3b9o$
30bo8b12o4b10o2b2o4b2o$2b2ob8o5b12o$37b14o8b16o$3ob3o4b2o6b12o$31b6ob
3ob16ob8ob7o$31o$31b6ob24o4b3o3bobo$2b4ob2o5b3o3b2o6b3o$31b2o4b7o3b8ob
13o4bo$6ob2o7b6o6b3o$31bobo5bobo8b7o2b3o6b2o$2b2ob27o$40bo6b5o2b3o2b5o
5b2o$b3o2b14o8b2ob2o$45b2o3b5o2b3o3bob4o2b4o$ob7o4b3o4b2o6bo4bo$34bo5b
6o2b8ob7ob9o$b2o3b3o3b22o$34bo3b5o5b7ob2ob3o2b5o4b2o$2o3b3o3b17o5bo$
34b6o2bo5b4o3b4o3b7o3b3o$o3bobo4bo2b2ob2o2b8o4bo$34b7ob18o3b2o3b2o2b3o
$4bob2o3b8o2b9o3bo$34b22o2b2o2bo3b4o3bo$o4b9o7b5o2b2o3bo$34bo4b6o4b11o
3b7o3bo$4o3b4o3b15o4bo$34bo4b2o3b4ob8ob2o6b4o4bo$3ob2o3b8o5b4ob2o4bo$
34bo2b2ob5o2b10ob3o5bob7o$3o3b2o3b4o6b3ob6o2bo$34b13o5b2o7bo5b8o$3o4bo
11b2o2b12o$35b5ob6o7b3o3b2o12bo$3ob4o3b13o3b8o$35b2o5b10o3b4ob7obo5bo$
8o3b6ob6o5b2o2b2o$35bo5b2o3b2o4b17o5bo$2o3b3o5b4o2b6o4b6o$32bobobob3ob
6o6b6ob2o5b2o$8o6bo3b2o3bob8o3bo$32bobobo2bo3b27o$8o5b4ob6ob8ob2o2bo$
38b2o3b6o3b2o7b14o$2bob3o4b12o2bo3b9o$38bo4b5o4b5o4bo4b3ob5o$4ob7o5bo
4b9o3b4o$38bo3b2o2b2o4b5ob8o2b2o$4o4b10o5bob2o4b3o3bo$38b8o2b5o5b5o5b
2ob4o$o7b30o$38b10o10b9ob7o$8o7b3o3b2o4b5o2b4o$38b6o3b4o5b2o3b6o4bo$3o
4bo2b9o2b6o6b2ob2o$38bo3b3o2b15o6b4o$b2o5b16o9b2ob2o$38b12o6bo3b7ob7o$
3o9b2ob5o2b9o4b3o$38b12o6b5o4b2o7bo$o11b2o3b14ob3ob2o$38b9obo6b2o3b15o
!

Re: Question from rookie

Posted: May 15th, 2016, 3:37 pm
by BlinkerSpawn
shouldsee wrote:Anyone knows why there are natural seams in longlife?
Empty cells in the middle of seams are required to have 3-5 neighbors: One from the opposite side of the seam, one from each adjacent cell on the same side, and up to two more if adjacent units extend outward.
Thus, excluding the ends, seams are self-perpetuating.

Question on ruletable notation

Posted: July 19th, 2016, 10:40 am
by shouldsee
Is there a way I can implement rule 202200222012210222210 in a k=5 neighborhood easily in golly? There is native support for k=4 von Neumann neighborhood, but I found it hard to implement k=5 or k=7.

By the way, here is my brutal implementation for k=7
v3k7_000200120021220221200222122022221210H_permuted.rule

Code: Select all

@RULE v3k7_000200120021220221200222122022221210H_permuted


@COLORS

0 0 0 0
1 0 155 155
2 200 200 0
3 200 0 200

@TABLE

n_states:3
neighborhood:hexagonal
symmetries:permute


0,0,0,0,0,0,0,0

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


0,0,0,0,0,1,1,2
1,0,0,0,0,1,0,2

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



0,0,0,1,1,1,1,2
1,0,0,0,1,1,1,2


0,0,1,1,1,1,1,2
1,0,0,1,1,1,1,2

0,1,1,1,1,1,1,2
1,1,1,1,1,1,0,2


1,1,1,1,1,1,1,2


2,0,0,0,0,0,0,0
0,0,0,0,0,0,2,0

0,2,0,0,0,0,1,2
1,0,0,0,0,0,2,2
2,0,0,0,0,0,1,2


0,2,0,0,0,1,1,2
1,0,0,0,0,1,2,2
2,0,0,0,0,1,1,2


0,2,0,0,1,1,1,1
1,0,0,0,2,1,1,1
2,0,0,0,1,1,1,1


0,2,0,1,1,1,1,2
1,0,0,2,1,1,1,2
2,0,0,1,1,1,1,2


0,2,1,1,1,1,1,2
1,0,2,1,1,1,1,2
2,0,1,1,1,1,1,2

2,1,1,1,1,1,1,2
1,2,1,1,1,1,1,2

2,2,0,0,0,0,0,0
0,2,2,0,0,0,0,0

0,2,2,0,0,0,1,0
1,2,0,0,0,0,2,0
2,2,0,0,0,0,1,0

0,2,2,0,0,1,1,2
1,2,0,0,0,1,2,2
2,2,0,0,0,1,1,2


0,2,2,0,1,1,1,1
1,2,0,0,1,1,2,1
2,2,0,0,1,1,1,1

0,2,2,1,1,1,1,2
1,2,0,1,1,1,2,2
2,2,0,1,1,1,1,2


1,2,2,1,1,1,1,2
2,2,1,1,1,1,1,2


0,2,2,0,0,0,2,0
2,2,2,0,0,0,0,0


0,2,2,2,0,0,1,2
1,2,2,0,0,0,2,2
2,2,2,0,0,0,1,2


0,2,2,0,2,1,1,2
1,2,2,0,0,1,2,2
2,2,2,0,0,1,1,2


0,2,2,2,1,1,1,1
1,2,2,0,2,1,1,1
2,2,2,0,1,1,1,1

1,2,2,2,1,1,1,2
2,2,2,1,1,1,1,2


0,2,2,2,2,0,0,0
2,2,2,2,0,0,0,0


0,2,2,2,0,2,1,0
1,2,2,2,0,0,2,0
2,2,2,2,0,0,1,0

0,2,2,2,2,1,1,2
1,2,2,2,0,2,1,2
2,2,2,2,0,1,1,2

1,2,2,2,1,1,2,1
2,2,2,2,1,1,1,1


0,2,2,2,2,0,2,0
2,2,2,2,2,0,0,0


0,2,2,2,2,2,1,0
1,2,2,2,2,0,2,0
2,2,2,2,2,0,1,0

1,2,2,2,2,2,1,2
2,2,2,2,2,1,1,2


0,2,2,2,2,2,2,0
2,2,2,2,2,2,0,0

1,2,2,2,2,2,2,0
2,2,2,2,2,2,1,0

2,2,2,2,2,2,2,0



Re: Question on ruletable notation

Posted: July 19th, 2016, 11:31 am
by BlinkerSpawn
shouldsee wrote:Is there a way I can implement rule 202200222012210222210 in a k=5 neighborhood easily in golly? There is native support for k=4 von Neumann neighborhood, but I found it hard to implement k=5 or k=7.
A turmites rule in a pentagonal neighborhood? I don't know, but check out the Space Fabrication thread.

Re: Question on ruletable notation

Posted: July 19th, 2016, 4:31 pm
by shouldsee
BlinkerSpawn wrote:
shouldsee wrote:Is there a way I can implement rule 202200222012210222210 in a k=5 neighborhood easily in golly? There is native support for k=4 von Neumann neighborhood, but I found it hard to implement k=5 or k=7.
A turmites rule in a pentagonal neighborhood? I don't know, but check out the Space Fabrication thread.
I meant a modified vonNeumann neighborhood with the central cell included as symmetrical to others. i.e. only the absolute count within this 5-cell (4+1) neighborhood matters

http://uncomp.uwe.ac.uk/wuensche/2006_ddlab_slides1.pdf

Re: Question on ruletable notation

Posted: July 20th, 2016, 12:43 pm
by BlinkerSpawn
shouldsee wrote:
BlinkerSpawn wrote:
shouldsee wrote:Is there a way I can implement rule 202200222012210222210 in a k=5 neighborhood easily in golly? There is native support for k=4 von Neumann neighborhood, but I found it hard to implement k=5 or k=7.
A turmites rule in a pentagonal neighborhood? I don't know, but check out the Space Fabrication thread.
I meant a modified vonNeumann neighborhood with the central cell included as symmetrical to others. i.e. only the absolute count within this 5-cell (4+1) neighborhood matters.
But then how do birth/survival work? What I'm seeing is
K5 5 neighbors on = VonNeumann S4
K5 4 neighbors on = VonNeumann B4/S3
K5 3 neighbors on = VonNeumann B3/S2
K5 2 neighbors on = VonNeumann B2/S1
K5 1 neighbor on = VonNeumann B1/S0
K5 0 neighbors on = VonNeumann B0

Re: Question on ruletable notation

Posted: July 20th, 2016, 2:14 pm
by shouldsee
BlinkerSpawn wrote:
shouldsee wrote:
BlinkerSpawn wrote:Is there a way I can implement rule 202200222012210222210 in a k=5 neighborhood easily in golly? There is native support for k=4 von Neumann neighborhood, but I found it hard to implement k=5 or k=7.
A turmites rule in a pentagonal neighborhood? I don't know, but check out the Space Fabrication thread.
I meant a modified vonNeumann neighborhood with the central cell included as symmetrical to others. i.e. only the absolute count within this 5-cell (4+1) neighborhood matters.
But then how do birth/survival work? What I'm seeing is
K5 5 neighbors on = VonNeumann S4
K5 4 neighbors on = VonNeumann B4/S3
K5 3 neighbors on = VonNeumann B3/S2
K5 2 neighbors on = VonNeumann B2/S1
K5 1 neighbor on = VonNeumann B1/S0
K5 0 neighbors on = VonNeumann B0

This interpretation is right, and is how I implemented the aforementioned k=7 hexagonal rule. However having to make such processing is rather inconvenient than having the k=5 neighborhood implemented ready in golly.

this k=5 neighbor don't fit into birth/survival notation that nicely, and we can easily find a different k=5 neighborhood on a pentagonal lattice. k=5 neighborhood is not uniquely defined, but this k=5 can be viewed as k=4 with extra symmetry.

Re: Question on ruletable notation

Posted: July 20th, 2016, 3:58 pm
by BlinkerSpawn
shouldsee wrote:This k=5 neighbor don't fit into birth/survival notation that nicely, and we can easily find a different k=5 neighborhood on a pentagonal lattice. k=5 neighborhood is not uniquely defined, but this k=5 can be viewed as k=4 with extra symmetry.
So how does the rule work in the k5 neighborhood anyway? Tell me that and I can (hopefully) get a ruletable prepared.