Dominoplex (B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k)

For discussion of other cellular automata.
googoIpIex
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Re: Dominoplex (B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k)

Post by googoIpIex » March 5th, 2019, 10:49 pm

another gun:

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x = 27, y = 39, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
15b2o5$o$o5b2o7bo$15bo$25b2o4$13bobo$14bo$25bo$25bo2$13b2o$13b2o4$6bo$
6bo6$5b2o$15bo$15bo8b2o7$14b2o!
The reflectors can likely be simplified.
woomy on a vroomy

googoIpIex
Posts: 253
Joined: February 28th, 2019, 4:49 pm
Location: Sqrt(-1)

Re: Dominoplex (B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k)

Post by googoIpIex » March 5th, 2019, 11:10 pm

This should be useful for slow salvo construction:

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x = 5, y = 19, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
bobo$2bo11$obo$bo4$3b2o$3b2o!
Also, I made a table of all t-on t collisions:

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x = 160, y = 78, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
76bobo$62bobo12bo$48bobo12bo$34bobo12bo$20bobo12bo$6bobo12bo$7bo4$b2o
12b2o12b2o12b2o12b2o12b2o$2o12b2o12b2o12b2o12b2o12b2o$b2o12b2o12b2o12b
2o12b2o12b2o8$77bo$63bo12b3o$49bo12b3o11bobo$35bo12b3o11bobo$21bo12b3o
11bobo$7bo12b3o11bobo$6b3o11bobo$6bobo4$bo13bo13bo13bo13bo13bo$2bo13bo
13bo13bo13bo13bo$bo13bo13bo13bo13bo13bo7$76bobo$62bobo12bo$48bobo12bo$
34bobo12bo$20bobo12bo$6bobo12bo$7bo4$bo13bo13bo13bo13bo13bo$2bo13bo13b
o13bo13bo13bo$bo13bo13bo13bo13bo13bo15$2bobo6bobo6bobo6bobo7bobo6bobo
7bobo8bobo8bobo8bobo9bobo9bobo9bobo10bobo10bobo$3bo8bo8bo8bo9bo8bo9bo
10bo10bo10bo11bo11bo11bo12bo12bo6$3bo27bo17bobo9bo20bobo10bo22bobo11bo
24bobo$2bobo7bo7bobo7bobo8bo7b3o8bobo9bo9b3o9bobo10bo10b3o10bobo11bo
11b3o$11bobo6b3o17bobo7bo20bobo9bo22bobo10bo24bobo11bo$21bo!
woomy on a vroomy

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2718281828
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Re: Dominoplex (B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k)

Post by 2718281828 » March 6th, 2019, 10:22 am

googoIpIex wrote:This should be useful for slow salvo construction:

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x = 5, y = 19, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
bobo$2bo11$obo$bo4$3b2o$3b2o!
Maybe, but this one might be even better:

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x = 16, y = 7, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
b2o$2o$b2o2$11bo$12bob2o$11bo2b2o!
2G from on side, and sends back 2G's while side-shouting an A and a G. As above the block is pushed forward.

It might go along with this one:

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x = 22, y = 7, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
o6b2o$o5b2o$7b2o2$17bo$18bob2o$17bo2b2o!
However, I don't how this could lead to a ship.

googoIpIex
Posts: 253
Joined: February 28th, 2019, 4:49 pm
Location: Sqrt(-1)

Re: Dominoplex (B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k)

Post by googoIpIex » March 6th, 2019, 5:36 pm

two things: 1.
2718281828 wrote:For p19 and p20 A reflector, this A salvo works. So if we would have a p19 or p20 (pseudo-)A-gun then we could have a p19 and p20 A reflector.

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x = 37, y = 36, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
34bo$35b2o8$25bo$25bo$26bo2$17bo$17bo2bo$20bobo4$14b2o2$15bo3$9b2o$11b
o4$4bobo$6bo3$o$bo$bo!
this also works as an and gate.

2. would it simplify the orthogonoid by using Ts for the elbow?
woomy on a vroomy

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2718281828
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Re: Dominoplex (B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k)

Post by 2718281828 » March 9th, 2019, 3:20 am

googoIpIex wrote: 2. would it simplify the orthogonoid by using Ts for the elbow?
I don't see how this should be possible. Could you explain your idea?

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LaundryPizza03
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Re: Dominoplex (B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k)

Post by LaundryPizza03 » May 9th, 2019, 8:07 am

Bump

It turns out that there is a G-A collision that can create a splitter, then turn it into an A by repeating it:

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x = 33, y = 16, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
o13bo$bo13bo$o13bo8bobo$23bo6$30bobo$30bo4$5bo$5bo!
Using this, I have created a readable memory cell. The minimum repeat time for the toggle input is 83, but some more time is required to cool down.

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x = 314, y = 95, rule = B2cen3ek4ejkwz5-ein6an7e8/S12an3-eijq4enrty5e6k
77b2o24b2o4$78bo4b2o18bo$78bo24bo6$74bo$58b2o14bo2$78b2o2$42bo19bo$42b
o3b2o14bo3b2o$58bo26bo$58bo26bo3$51bo$51bo53bo$68bo10bo3b2o20bo$57b2o
9bo10bo3$77b2o26b2o2$68b2o2$b2o40bo4bo$2o42bo3bo$b2o40bo9$62bo$62bo30b
o159bo59bo$92bo159bo59bo$93bo159bo59bo13$86b2o9$18bo$18bo5b2o$74bo$74b
o4$74b2o14$23bo$23bo23b2o3bo$52bo3$22b2o!
By utilizing vanishing collisions as A-AND-NOT-B gates, this rule should be Turing-complete as well.

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x = 4, y = 3, rule = B3-q4z5y/S234k5j
2b2o$b2o$2o!
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