Sticky: a 4 state isotropic photon-based Moore rule

For discussion of other cellular automata.
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Redstoneboi
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Joined: May 14th, 2018, 3:57 am

Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 10th, 2018, 10:42 pm

This is Sticky, a rule named so for the blocks sticking to the photons.
It's a rule designed to be Turing-Complete (TC) and Construction Universal (CU).

This is the rule table.
As you've seen in the subject and the table, it has 4 states, uses a Moore neighborhood, and works the same way rotated and mirrored.

Code: Select all

@RULE Sticky

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a{0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

var s{1,2}

#SPACE
#retract
0,s,0,3,2,0,2,3,0,2

#construct
0,3,1,0,d,0,f,0,0,2
0,2,2,1,d,e,f,g,h,1

#moving
0,3,2,c,d,e,f,g,0,0
0,3,b,c,d,e,f,g,h,3

#BLOCK
#retract
1,s,0,3,2,2,2,3,0,2

#construction
1,2,2,c,d,2,f,g,h,1
1,2,2,c,d,e,f,g,h,0

#TAIL
#retract
2,3,b,c,d,e,f,g,h,0
2,0,2,c,2,0,f,g,h,1
2,1,3,2,0,e,0,2,3,2

#basic
2,a,b,c,d,e,f,g,h,0

#SIGNAL
#reflect
#3,2,b,1,d,0,f,0,h,0

#basic
3,a,b,c,d,e,f,g,h,2
There are ways to move blocks around, and reflect bullets.
Here are some examples:

INTERACTIONS
This section shows how photons interact with blocks.
Time stamps (because LifeViewer can’t use custom rules):
At generations:
  • 15-18: Photon splits in 2.
    28-32: A photon gets eaten.
    34-37: Photon gets reflected 90 degrees clockwise, left to up.
    49-52: Block “sticks” to photon, gets moved 1 cell, and destroys the photon.

Code: Select all

x = 83, y = 74, rule = Sticky
.B4.2B2.B.B.B3.B3.3B.3B3.B.2B2.B.B2.B2.3B2.B2.2B$2B2.B.B.B.B.B.B3.B3.
B4.B3.B2.B.B.B.B.B.B2.B2.B.B.B.B$.B4.2B2.B.B.B3.B3.2B3.B3.B2.2B2.3B.B
.B2.B2.B.B.B.B$.B2.B.B.B.B.B.B3.B3.B4.B3.B2.B3.B.B.B.B2.B2.B.B.B.B$3B
3.2B3.2B.3B.3B.3B2.B2.B3.B3.B.B2.B3.B3.B2.B.B2$3B4.2B.2B2.B3.3B.3B.3B
.3B.2B$2.B.B.B3.B.B.B4.B3.B3.B2.B3.B.B$3B4.B2.2B2.B4.B3.B3.B2.2B2.2B$
B3.B3.B.B3.B4.B3.B3.B2.B3.B.B$3B3.2B2.B3.3B.3B2.B3.B2.3B.B.B2$3B3.2B
2.3B.3B.B3.3B2.2B.3B2.B2.2B$2.B.B.B.B.B3.B3.B3.B3.B4.B2.B.B.B.B$3B3.
2B2.2B2.2B2.B3.2B2.B4.B2.B.B.2B$2.B.B.B.B.B3.B3.B3.B3.B4.B2.B.B.B.B$
3B3.B.B.3B.B3.3B.3B2.2B2.B3.B2.B.B2$B.B3.3B2.B2.3B.3B.2B$B.B.B.B3.B.B
2.B2.B3.B.B$3B3.2B2.3B2.B2.2B2.2B$2.B.B.B3.B.B2.B2.B3.B.B$2.B3.3B.B.B
2.B2.3B.B.B2$3B3.2B2.B4.B3.2B.B.B$B3.B.B.B.B3.B.B.B3.B.B$3B3.2B2.B3.B
.B.B3.2B$2.B.B.B.B.B3.B.B.B3.B.B12.3B$3B3.2B2.3B2.B3.2B.B.B12.B$37.3B
$39.B$37.3B2$38.B$38.B$36.B.B.B$37.3B$38.B3$38.A$55.3B$57.B$55.3B$55.
B$55.3B2$56.B$56.B$54.B.B.B$55.3B$56.B2$25.3B3.A44.B3.B.B$27.B4.A23.A
13.A4.B4.B.B$25.3B.5A2.A34.A2.5B.3B$27.B4.A4.A32.A4.B6.B$25.3B3.A44.B
5.B12$46.B4.B$45.2B5.B$46.B2.5B2.C$46.B5.B3.B$45.3B3.B!
Funny how LifeViewer thinks Sticky means B/S4, I don't know the exact reason why.
Can someone explain that?
Last edited by Redstoneboi on September 14th, 2018, 6:29 pm, edited 4 times in total.
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

Hunting
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Hunting » September 10th, 2018, 11:06 pm

Nice.
I think in LifeViewer "Sticky" means B/S because
B / S ticky(ignored letters)
This post was brought to you by the Element of Magic.

Plz correct my grammar mistakes. I'm still studying English.

Working on:

Nothing.

Favorite gun ever:

Code: Select all

#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo$4o3$4o$o2bo!

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Redstoneboi
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 11th, 2018, 12:23 am

Hunting wrote:Nice.
I think in LifeViewer "Sticky" means B/S because
B / S ticky(ignored letters)
it’s actually B/S4, though it doesn’t behave as such.
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

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KittyTac
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by KittyTac » September 11th, 2018, 10:50 am

Gun:

Code: Select all

x = 5, y = 5, rule = Sticky
.A$2.BCA2$A$3.A!
Large enough random fields produce natural guns among the debris that make more guns from the debris. Results in a complex system of feedback loops.

Wick:

Code: Select all

x = 4, y = 67, rule = Sticky
2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$
2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.BA$2.B!
Another wick:

Code: Select all

x = 15, y = 72, rule = Sticky
6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.
C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B
$6.C2$5.A$7.A!
Ditto. Looks to be extensible:

Code: Select all

x = 17, y = 4, rule = Sticky
11.A$BC2.BC2.BC2.BC$12.3A$10.A!

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Redstoneboi
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 11th, 2018, 11:57 am

I’ve already made a universal construction arm:

Code: Select all

x = 75, y = 26, rule = Sticky
52.A14.A$51.A16.A2$61.A$60.A.A$54.2A.2A4.A$39.BC12.A10.A$52.A.A3.A$
26.BC30.A$52.A.A.2A$13.BC41.A5.A.A$52.A$BC51.A$66.A.A$65.A3.A$54.A3.A
8.A$55.A.A.A2.A$57.A$57.A16.A$57.A15.A$57.A$57.A.A$58.A2$51.A11.A$52.
A9.A!
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by AforAmpere » September 11th, 2018, 12:41 pm

log(t) growth:

Code: Select all

x = 7, y = 5, rule = Sticky
4.A$.4A$A3.A$.ACBC.A$2.2A.A!
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

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Redstoneboi
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 12th, 2018, 6:41 am

AforAmpere wrote:log(t) growth:

Code: Select all

x = 7, y = 5, rule = Sticky
4.A$.4A$A3.A$.ACBC.A$2.2A.A!
sqrt(t)*
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

Sarp
Posts: 203
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Sarp » September 12th, 2018, 2:16 pm

Can anybody make a diode?
Edit: I made one

Code: Select all

x = 7, y = 7, rule = Sticky
2.A.A$.A3.A$.A3.A$A5.A$.A.A.A$.A3.A$2.A.A!
WADUFI

AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by AforAmpere » September 12th, 2018, 3:50 pm

Toggle with signal returned in one case, but not the other:

Code: Select all

x = 14, y = 22, rule = Sticky
$3.A$2.A$4.A$2.A8.CB$.A$2.A$3.A7$3.A$2.A$5.A$2.A8.CB$.A$2.A$3.A!
AND using Sarp's diode:

Code: Select all

x = 18, y = 15, rule = Sticky
$10.A$8.2A.2A$7.A5.A.A$.BC6.A6.A$7.A5.A$8.2A.2A$10.A$8.2A.2A$7.A5.A$.
BC6.A6.A$7.A5.A.A$8.2A.2A$10.A!
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

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rowett
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by rowett » September 12th, 2018, 4:29 pm

Redstoneboi wrote: Funny how LifeViewer thinks Sticky means B/S4, I don't know the exact reason why.
Can someone explain that?
Yes, I can: It's a bug. I'll fix it for the next release.

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Hdjensofjfnen
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Hdjensofjfnen » September 12th, 2018, 5:38 pm

This machine can count, but only up to a point:

Code: Select all

x = 23, y = 28, rule = Sticky
19.A$4.16A$22.A22$4A.A$A.BC.A$A4.A$6A!
EDIT: Cage-opening sequences. Can anyone make a safe that requires a specific sequence to let the photon out?

Code: Select all

x = 41, y = 5, rule = Sticky
BC.BC21.BC.BC.BC$8.4A26.2A$8.AB.A25.AB.A$8.AC.A25.AC.A$8.4A26.2A!
"A man said to the universe:
'Sir, I exist!'
'However,' replied the universe,
'The fact has not created in me
A sense of obligation.'" -Stephen Crane

Code: Select all

x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!

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Redstoneboi
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 13th, 2018, 2:54 am

binary counter:

Code: Select all

x = 26, y = 7, rule = Sticky
.A.A$A3.A$3.B5.A4.A4.A4.A$A2.C6.A9.A$.A.A3.A4.A4.A4.A$15.A9.A$9.A4.A
4.A4.A!
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

Sarp
Posts: 203
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Sarp » September 13th, 2018, 5:03 am

OR gate

Code: Select all

x = 32, y = 20, rule = Sticky
3$11.A.A3.A.A$10.A3.A.A3.A$4.A3.A5.A.A5.A3.A$3.A10.A.A10.A$8.A6.A6.A$
3.A8.A.A.A.A8.A$4.A21.A$8.C$8.B3$10.A3.A.A3.A$11.A.A3.A.A!
WADUFI

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Redstoneboi
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 13th, 2018, 5:37 am

In order left to right:
  • NOT
    T-Flip Flop
    Diode
    OR
    AND
    AND-NOT
    XOR

Code: Select all

x = 74, y = 25, rule = Sticky
.2A67.2A.A$AC.A64.2A3.A$.B10.A7.2A8.2A.2A8.3A.3A6.A3.A6.A5.A$A6.A3.A
3.A3.A5.A3.A8.A3.A7.A4.A5.A7.A.A.A$.2A3.A6.A6.A3.A5.A3.A2.A5.A2.A2.A
10.A11.A3$.B.C6.B.C6.B.C7.B.C10.B.C3.C.B3.B.C9.B.C$.B.B6.B.B6.B.B7.B.
B10.B.B3.B5.B.B9.B.B$.B8.B8.B9.B3.C.B6.B11.B3.C.B5.B3.C.B$.B8.B18.B3.
B8.B11.B3.B7.B3.B$.B8.B20.C10.B13.C11.C$.B8.B20.B10.B13.B11.B$10.B31.
B$10.B31.B$44.C$44.B$33.C24.C11.C$33.B24.B11.B5$48.C$48.B!
Last edited by Redstoneboi on September 14th, 2018, 9:34 am, edited 2 times in total.
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

Sarp
Posts: 203
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Sarp » September 13th, 2018, 7:02 am

XOR

Code: Select all

x = 11, y = 28, rule = Sticky
4.2A$3.A2.A$8.2A$10.A$8.A.A$7.A2.A$.3A.3A.A$A8.A$.A2.A2.2A2$2.C3.C$2.
B3.B7$2.C$2.B7$6.C$6.B!
Last edited by Sarp on September 14th, 2018, 5:08 am, edited 2 times in total.
WADUFI

AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by AforAmpere » September 13th, 2018, 9:42 am

Periodically fires a beam:

Code: Select all

x = 37, y = 49, rule = Sticky
5$12.A15.A$11.A17.A13$12.A.3A$11.A17.A$28.A21$8.4A.A$8.A.BC.A$8.A4.A$
8.6A!
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

Sarp
Posts: 203
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Sarp » September 13th, 2018, 10:18 am

Universal slow salvo maker

Code: Select all

x = 45, y = 128, rule = Sticky
4$19.A6$16.A5.A9.A$14.2A7.2A.A6.A$13.A5.A5.A.A$15.A.2A.2A.A.2A6.A$13.
A5.A12.2A$15.A7.A.2A7.A$13.A.2A5.A4.A4.A$18.A15.A$13.A.A3.A2.A9.2A$
12.2A11.A$11.A3.A6.A.A$13.A.A$14.A7$19.C$19.B14$27.C$27.B23$12.C$12.B
24$27.C$27.B23$12.C$12.B!
WADUFI

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Redstoneboi
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 13th, 2018, 6:58 pm

Sarp wrote:Universal slow salvo maker

Code: Select all

x = 45, y = 128, rule = Sticky
4$19.A6$16.A5.A9.A$14.2A7.2A.A6.A$13.A5.A5.A.A$15.A.2A.2A.A.2A6.A$13.
A5.A12.2A$15.A7.A.2A7.A$13.A.2A5.A4.A4.A$18.A15.A$13.A.A3.A2.A9.2A$
12.2A11.A$11.A3.A6.A.A$13.A.A$14.A7$19.C$19.B14$27.C$27.B23$12.C$12.B
24$27.C$27.B23$12.C$12.B!
Nice!
I’m aiming for minimum population here, though.
also, we don’t need a slow salvo, we just need to place blocks, which speeds up construction!
here’s the new model attached to an infinite block generator:

Code: Select all

x = 56, y = 21, rule = Sticky
44.A$BC43.A2$29.2A.2A4.A$28.A10.A3.A.A$29.A3.A2.2A.A2.A3.A$6.BC23.A3.
A4.A3.A$30.A6.A$34.A2.A$17.BC14.A3.2A16.A$37.A$37.A$20.BC13.A4.A$36.
2A.A$31.A7.A$32.A5.A4$33.A7.A$34.A5.A!
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by AforAmpere » September 13th, 2018, 8:35 pm

Creating salvos to make any object is fairly easy, but long and tedious. Using a general method, a script could probably be written to make one. This prints "HI":

Code: Select all

x = 718, y = 21, rule = Sticky
705.A$64.BC70.BC74.BC70.BC62.BC67.BC66.BC58.BC54.BC58.BC43.A2$690.2A.
2A4.A$689.A10.A3.A.A$690.A3.A2.2A.A2.A3.A$8.BC2.BC2.BC2.BC2.BC2.BC2.B
C2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.B
C2.BC2.BC2.BC2.BC22.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.B
C2.BC6.BC2.BC14.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.
BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC23.BC2.BC2.BC2.BC2.BC2.BC2.
BC2.BC2.BC2.BC2.BC2.BC6.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.
BC6.BC14.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.BC2.BC2.BC2.BC
2.BC2.BC2.BC2.BC2.BC22.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC33.A3.A
4.A3.A$691.A6.A$695.A2.A$694.A3.2A17.A$698.A$698.A$BC2.BC62.BC2.BC2.B
C62.BC2.BC2.BC2.BC74.BC2.BC54.BC2.BC2.BC55.BC2.BC2.BC2.BC62.BC2.BC2.B
C58.BC2.BC46.BC2.BC2.BC46.BC2.BC2.BC2.BC77.A4.A$697.2A.A$692.A7.A$
693.A5.A4$694.A7.A$695.A5.A!
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

Sarp
Posts: 203
Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Sarp » September 14th, 2018, 5:13 am

Half adder

Code: Select all

x = 20, y = 17, rule = Sticky
4.2A.A$3.A3.A$.3A.A.A$A6.A$.A.A.2A5.3A.3A$.A.A3.A3.A7.A$4.2A.A2.3A.3A
.A$5.A12.A$6.3A.A.A.A2.A$.A12.A$2.A3.A.A.A.2A5$7.C3.C$7.B3.B!
WADUFI

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Redstoneboi
Posts: 340
Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore ru

Post by Redstoneboi » September 14th, 2018, 8:33 am

Loop based constructor. We’re getting closer to a full replicator, which was my goal from the beginning! :)
PARTS
bottom: loop
top leftmost: rising/falling edge detector
middle top left: multiplexer
middle top right: output aligner
top right most: universal constructor

Code: Select all

x = 64, y = 32, rule = Sticky
25.A23.A$24.A25.A2$5.A7.A21.2A.2A4.A$4.A9.A19.A10.A2.A.A$27.A7.A3.A2.
2A.A.A3.A$12.A13.A10.A3.A4.A2.A$12.A12.A10.A6.A$12.A15.2A10.A2.A$12.A
13.2A11.A3.2A18.A$12.A16.A13.A$12.A14.2A14.A$12.A28.A4.A$.A26.A13.2A.
A$A13.A22.A7.A$13.A24.A5.A$3.A$A5.A$.A3.A$39.A7.A$40.A5.A7$27.A$2.ACB
2.CB2.CB2.CB5.CB2.CBA2$2.A4.BC5.BC2.BC5.BC.A$3.A23.A!
HOW IT WORKS
Let’s start with
the Loop,
  • which contains all the information the machine will use to construct objects.
    The spacing of the bullets dictates which instruction it represents.
    It then splits the data and sends it to
the Rising/Falling Edge Detector (RFED),
  • which is really just a double AND NOT gate with a delay on one end.
    It detects whether a stream of closely spaced bullets (1 bullet/4 cells) starts (rising edge, outputs top) and falls (>1 bullet/7 cells) (falling edge, outputs right), and outputs it to
the Multiplexer (mux),
  • which is an elongated AND gate with multiple outputs.
    It detects the timing of the bullets coming in from both inputs (like Banks IV) and sends it to the proper output, which will then be aligned by
the Output Aligner (aligner),
  • which just uses reflectors to align the outputs for
the universal constructor (UC),
which has 4 inputs:
  • The top input generates a block to be pushed into the correct location.
    The mid-top one pushes the elbow block forward 1 cell.
    The mid-bottom one pulls it back 1 cell.
    The bottom one fires a bullet upwards from the elbow block.
These commands are enough to construct any pattern of blocks, and shoot at it from any location at the bottom.
Last edited by Redstoneboi on September 15th, 2018, 2:17 am, edited 1 time in total.
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

Sarp
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Joined: March 1st, 2015, 1:28 pm

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Sarp » September 14th, 2018, 10:34 am

That is beautiful
WADUFI

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Redstoneboi
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Joined: May 14th, 2018, 3:57 am

Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » September 14th, 2018, 11:33 am

Can someone write a Lua script to convert a pattern into a loop based c arm above?
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

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KittyTac
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by KittyTac » September 14th, 2018, 12:52 pm

Nice speedrun.

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Redstoneboi
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Re: Sticky: a 4 state isotropic photon-based Moore rule

Post by Redstoneboi » October 6th, 2018, 10:57 am

HUGE update to the rule, there are some new collisions and features that are simply gonna change the rule completely.

Code: Select all

@RULE Sticky

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a{0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

#SPACE
#synthesis
0,3,3,0,d,e,f,g,2,1

#offset
0,1,3,1,d,1,f,g,h,3

#retract
0,a,2,3,0,1,0,3,2,1

#construct
0,3,1,0,d,0,f,0,0,2
0,2,2,1,d,e,f,g,h,1

#moving
0,3,3,c,d,e,f,g,h,0
0,3,2,c,d,e,f,g,0,0
0,3,b,c,d,e,f,g,h,3

#BLOCK
#retract
1,3,2,1,2,3,0,0,0,0

#synthesis
1,3,3,c,d,e,f,g,h,0

#construction
1,2,2,c,d,e,3,g,h,3
1,2,2,c,d,e,f,g,h,0

#TAIL
#basic
2,a,b,c,d,e,f,g,h,0

#SIGNAL
#synthesis
3,3,1,c,d,e,f,2,h,1
3,3,2,c,d,e,f,1,h,1

#basic
3,a,b,c,d,e,f,g,h,2

@COLORS
0 0 0 0
1 255 0 0
2 0 128 128
3 0 255 255
New features demo:
A: Now you can make blocks out of elbows so you don’t have to push one all the way to the other end!
B: 90 degree off color block synthesis, as if there weren’t enough construction methods!
C: Color changing prisms!

Code: Select all

x = 20, y = 10, rule = Sticky
9.BC$14.A$11.BC3$BC$15.A$11.BC3.A$5.C9.A$5.B10.A!
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

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