"Solid" LTL Ships

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muzik
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Re: "Solid" LTL Ships

Post by muzik » June 22nd, 2020, 5:09 pm

Solid ships probably exist in hexagonal rules as well, but scaling the original SlowShip rule to fit a hexagonal neighbourhood doesn't seem to have done anything helpful:

Code: Select all

x = 26, y = 26, rule = R10,C0,M1,S115..196,B100..198,NH
13bo$15bo$12b5o$11b5obo$10b7obo$9b9o$8b10o$4bo2b12o$3bob15o$4b17o$b10o
4b7o$ob8o6b7o$ob8o6b7o$ob8o6b8obo$3b7o6b8obo$3b8o4b10o$4b18obo$6b14o2b
o$7b12o2bo$8b10o$8b9o$7bob7o$8bob5o$10b4o$10bo$12bo!
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praosylen
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Re: "Solid" LTL Ships

Post by praosylen » June 22nd, 2020, 6:38 pm

muzik wrote:
June 22nd, 2020, 5:09 pm
Solid ships probably exist in hexagonal rules as well, but scaling the original SlowShip rule to fit a hexagonal neighbourhood doesn't seem to have done anything helpful:

Code: Select all

rle
Putting the RLE directly into a hexagonal neighborhood won't work, since hexagonal RLEs are skewed compared to normal ones. Here's an example pattern that lasts longer and more usefully so, although it's not a ship itself:

Code: Select all

x = 20, y = 20, rule = R10,C2,M1,S115..196,B100..198,NH
$4b3o$2b2ob2obo$2b9o$b10obo$2b12o$2b13o$b15o$3b12o$2b15o$4b12o$3b15o$
5b12o$6b11o$7b10obo$8b9o$10b6o$10bob3obo$12b4o!
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muzik
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Re: "Solid" LTL Ships

Post by muzik » June 22nd, 2020, 8:19 pm

Obviously it won't, I'd already random filled it and that wasn't showing anything either.
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