B+Univ

For discussion of other cellular automata.
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b-engine
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Re: B+Univ

Post by b-engine » June 26th, 2024, 6:15 pm

If there's nothing to concern, I begin the beta state focused on construction arm.

Code: Select all

x = 46, y = 7, rule = B+UnivB1
43.E$CG.CB.CG.CB.CG.CD.CG.CG.CG.CG.CD.CF2.CB.CG3$40.E$41.E3.E$40.E!

@RULE B+UnivB1
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
Var m={0,5} # Empty and magenta
Var m1=m
Var m2=m
Var m3=m
Var m4=m
Var m5=m
Var m6=m
Var m7=m
var s={2,4,6,7} # Signal heads

# emulate B2a3e/S012-a3e using magenta
0,5,5,0,0,0,0,0,0,5
0,5,0,5,0,5,0,0,0,5
5,0,0,0,0,0,0,0,0,5
5,5,0,0,0,0,0,0,0,5
5,0,5,0,0,0,0,0,0,5
5,5,0,5,0,0,0,0,0,5
5,5,0,0,5,0,0,0,0,5
5,5,0,0,0,5,0,0,0,5
5,0,5,0,5,0,0,0,0,5
5,5,0,5,0,5,0,0,0,5
5,m,m1,m2,m3,m4,m5,m6,m7,0

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,4,5,0,0,0,0,0,0,5 # Make ACTION elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,0,0,0,0,0,5 # Add magenta
5,3,3,0,a,0,0,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Signal tail always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Signal tail always die
@NAMES
0 empty
1 Sheath
2 FLIP
3 signal tail
4 TURN
5 hand
6 CLEAR
7 ACTIVATE
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
 
Terminologies:
Photon: any 2-cell c spaceships that don't carry any usable information, or in an construction arm.
Signal: photon, but carries an information.
Sheath: hollow wires made of state 1 (refered as blue in ruletable)
FIRE: a temporary elbow that fires an input photon
V-ship: A 3-cell c/2 magenta ship (the one in B2a3emS12-a3e) that takes the shape of V spark. Used if the target is far from arm.

unname4798
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Re: B-Univ (and related)

Post by unname4798 » June 27th, 2024, 2:28 am

b-engine wrote:
June 25th, 2024, 5:37 pm
tommyaweosme wrote:
June 25th, 2024, 9:18 am
lol can you make a special signal that just circles around the pink block
Rejected. B+Univ or B-Univ only ever have 8 states.
Then, please, can you remove the limit on states? Also, do Tommyaweosme's request.

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Re: B-Univ (and related)

Post by b-engine » June 27th, 2024, 3:06 am

unname4798 wrote:
June 27th, 2024, 2:28 am
Then, please, can you remove the limit on states? Also, do Tommyaweosme's request.
Once the full release is done, I'll make another rule based on requests of all suggestions, with no limit on states. I won't share the ruletable (instead I share ruletree) through.

unname4798
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Re: B-Univ (and related)

Post by unname4798 » June 27th, 2024, 3:09 am

b-engine wrote:
June 27th, 2024, 3:06 am
unname4798 wrote:
June 27th, 2024, 2:28 am
Then, please, can you remove the limit on states? Also, do Tommyaweosme's request.
Once the full release is done, I'll make another rule based on requests of all suggestions, with no limit on states. I won't share the ruletable (instead I share ruletree) through.
The ruletree is a lot more cryptic.

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b-engine
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Re: B-Univ (and related)

Post by b-engine » June 27th, 2024, 4:06 am

unname4798 wrote:
June 27th, 2024, 3:09 am
The ruletree is a lot more cryptic.
To ensure that the ruletable is closed-source. I only share the source to someone who discovered a notable object in full B+Univ.

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Re: B+Univ

Post by b-engine » June 27th, 2024, 4:08 am

Code: Select all

x = 46, y = 7, rule = B+UnivB2
43.E$CG.CB.CG.CB.CG.CD.CG.CG.CG.CG.CD.CF2.CB.CG3$41.E$40.2C3.E$41.E!

@RULE B+UnivB2
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,0,3
3,0,5,3,5,0,0,0,0,3
3,5,0,0,0,5,0,0,0,3

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,4,5,0,0,0,0,0,0,5 # Make ACTION elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,0,0,0,0,0,5 # Add magenta
5,3,3,0,a,0,0,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Signal tail always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Signal tail always die
@NAMES
0 empty
1 Sheath
2 FIRE
3 signal tail
4 DO
5 hand
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
  
unname4798 wrote:
June 27th, 2024, 4:24 am
I want a ruletable (the full version)
The full version isn't released yet. Once the full version is released, you can contribute into B+Univ to get the ruletable as a reward (if you make something notable enough).
Last edited by b-engine on June 27th, 2024, 4:27 am, edited 1 time in total.

unname4798
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Location: On the highest skyscraper

Re: B-Univ (and related)

Post by unname4798 » June 27th, 2024, 4:24 am

b-engine wrote:
June 27th, 2024, 4:06 am
unname4798 wrote:
June 27th, 2024, 3:09 am
The ruletree is a lot more cryptic.
To ensure that the ruletable is closed-source. I only share the source to someone who discovered a notable object in full B+Univ.
I want a ruletable (the full version)

unname4798
Posts: 2442
Joined: July 15th, 2023, 10:27 am
Location: On the highest skyscraper

Re: B+Univ

Post by unname4798 » June 27th, 2024, 4:27 am

b-engine wrote:
June 27th, 2024, 4:08 am

Code: Select all

x = 46, y = 7, rule = B+UnivB2
43.E$CG.CB.CG.CB.CG.CD.CG.CG.CG.CG.CD.CF2.CB.CG3$41.E$40.2C3.E$41.E!

@RULE B+UnivB2
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,0,3
3,0,5,3,5,0,0,0,0,3
3,5,0,0,0,5,0,0,0,3

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,4,5,0,0,0,0,0,0,5 # Make ACTION elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,0,0,0,0,0,5 # Add magenta
5,3,3,0,a,0,0,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Signal tail always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Signal tail always die
@NAMES
0 empty
1 Sheath
2 FIRE
3 signal tail
4 DO
5 hand
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
  
unname4798 wrote:
June 27th, 2024, 4:24 am
I want a ruletable (the full version)
The full version isn't released yet. Once the full version is released, you can contribute into B+Univ to get the ruletable as a reward (if you make something notable enough).
I can't make something notable.

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b-engine
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Re: B+Univ

Post by b-engine » June 27th, 2024, 5:00 am

unname4798 wrote:
June 27th, 2024, 4:27 am
I can't make something notable.
Something like a single-channel construction recipe for a sufficiently large object (and has a use) is enough for a reward. Only applies to full version through.

unname4798
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Re: B+Univ

Post by unname4798 » June 27th, 2024, 5:54 am

b-engine wrote:
June 27th, 2024, 5:00 am
unname4798 wrote:
June 27th, 2024, 4:27 am
I can't make something notable.
Something like a single-channel construction recipe for a sufficiently large object (and has a use) is enough for a reward. Only applies to full version through.
Recipes are too complex

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Re: B+Univ

Post by b-engine » June 27th, 2024, 6:32 am

unname4798 wrote:
June 27th, 2024, 5:54 am
Recipes are too complex.
Or a small logic gate. By the way, contributing isn't necessary but needed for legitimate B+Univ source.

Construction of T in action:

Code: Select all

x = 93, y = 16, rule = B+UnivB2.1
90.E$CG.CB.CG.CB.CG.CB.CG.CB.CG.CB.CG.CB.CG.CB.CG.CB.CF.CF.CF.CG.CB.C
G.CB.CG.CB.CG.CB.CG.CG.CG4$91.E5$92.E5$91.E!

@RULE B+UnivB2.1
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,0,3
3,0,5,3,5,0,0,0,0,3
3,5,0,0,0,5,0,0,0,3

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,4,5,0,0,0,0,0,0,5 # Make ACTION elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,0,0,a,0,0,5 # Add magenta
5,3,3,0,a,0,0,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Signal tail always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Signal tail always die
@NAMES
0 empty
1 Sheath
2 FIRE
3 signal tail
4 DO
5 hand
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
  
Last edited by b-engine on June 28th, 2024, 2:39 am, edited 1 time in total.

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Re: B+Univ

Post by b-engine » June 27th, 2024, 6:27 pm

B+UnivB3 out!
• Added "SWITCH" and "PRINT" action (a.k.a commands).
• MCSSC is now possible.
Demo:

Code: Select all

x = 18, y = 23, rule = B+UnivB3
5.E10.E$E10.CG4.E3$3.3A$.BAC.BAC$.C.G.C.G$16.E$.B.C.B.C3.CF4.E$.C.B.C
.B2$.G.C.G.C$.C.D.C.D2$.G.C.G.C8.E$.C.B.C.B3.CD4.E2$.B.C.B.C$.C.D.C.D
2$.F.C.F.C$AC.BAC.BA7.E$.3A.3A3.CB4.E!

@RULE B+UnivB3
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,0,3
3,0,5,3,5,0,0,0,0,3
3,5,0,0,0,5,0,0,0,3

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
If there's no any problem to consider, I'll release the full version once I'm home.

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b-engine
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Re: B+Univ

Post by b-engine » June 28th, 2024, 2:29 am

Interesting result while trying to kill the "=" sign by 3E:

Code: Select all

x = 18, y = 23, rule = B+UnivFR
3E!

@RULE B+UnivFR
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,5,0,0,0,5,5,3
0,0,5,3,5,0,0,0,0,3
3,0,5,3,5,0,0,0,0,3
3,5,0,0,0,5,0,0,0,3
3,5,a,0,a,5,0,0,0,0
3,5,a,0,a1,5,0,0,0,3
5,5,0,0,0,5,0,0,0,3

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
The only problem left in the last beta is how to make a new elbow. This will be resolved in full release (1.0).
Anyone that suggested an idea about addition in B+Univ (accepted or not) will get the ruletable of the full release.

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b-engine
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Re: B+Univ

Post by b-engine » June 29th, 2024, 12:38 am

Announcement:
B+Univ is complete! Changes:
• Now the MKARM command is functionally complete.
• Bought back the "signal color changers" from B-Univ.

Here's the demo:

Code: Select all

x = 43, y = 9, rule = B+Univ
32.E$22.CG.CB.CD5$19.AEA2.A2EA2.A3EA2.A4EA$CG3.CF3.CD3.CB$19.AEA2.A2E
A2.A3EA2.A4EA!
@RULE B+Univ
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
# Redacted, will add ruletree once I'm home
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
Thanks all that suggested ideas.actually only tommyaweosme.They'll receive a copy of B+Univ source ruletable. The ruletable is available for download, but it's locked so you need a password to open. Password is PMed to all contributors in B+Univ.
I'll make another rule that all suggested ideas will be.

Warning: do not distribute the ruletable. Violation will results in discontinuation of sources-gifting that lasts forever.

unname4798
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Location: On the highest skyscraper

Re: B+Univ

Post by unname4798 » June 29th, 2024, 1:12 am

b-engine wrote:
June 29th, 2024, 12:38 am
Announcement:
B+Univ is complete! Changes:
• Now the MKARM command is functionally complete.
• Bought back the "signal color changers" from B-Univ.

Here's the demo:

Code: Select all

x = 43, y = 9, rule = B+Univ
32.E$22.CG.CB.CD5$19.AEA2.A2EA2.A3EA2.A4EA$CG3.CF3.CD3.CB$19.AEA2.A2E
A2.A3EA2.A4EA!
@RULE B+Univ
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
# Redacted, will add ruletree once I'm home
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
Thanks all that suggested ideas.actually only tommyaweosme.They'll receive a copy of B+Univ source ruletable. The ruletable is available for download, but it's locked so you need a password to open. Password is PMed to all contributors in B+Univ.
I'll make another rule that all suggested ideas will be.

Warning: do not distribute the ruletable. Violation will results in discontinuation of sources-gifting that lasts forever.
I want the ruletable!

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b-engine
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Re: B+Univ

Post by b-engine » June 29th, 2024, 1:16 am

unname4798 wrote:
June 29th, 2024, 1:12 am
I want the ruletable!
Suggest an idea of improvement of B+Univ, following the criteria:
1. No additional states are allowed.
2. The idea must be compatible with the current construction actions.
3. It must be possible in R1 Moore CA, without making it explosive.

By suggesting an idea, you can get the ruletable for free, plus the future B+Univ+ ruletable that contains every ideas suggested.

unname4798
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Location: On the highest skyscraper

Re: B+Univ

Post by unname4798 » June 29th, 2024, 1:20 am

b-engine wrote:
June 29th, 2024, 1:16 am
unname4798 wrote:
June 29th, 2024, 1:12 am
I want the ruletable!
Suggest an idea of improvement of B+Univ, following the criteria:
1. No additional states are allowed.
2. The idea must be compatible with the current construction actions.
3. It must be possible in R1 Moore CA, without making it explosive.

By suggesting an idea, you can get the ruletable for free, plus the future B+Univ+ ruletable that contains every ideas suggested.
It's a little bit too hard.

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b-engine
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Re: B+Univ

Post by b-engine » June 29th, 2024, 1:26 am

unname4798 wrote:
June 29th, 2024, 1:20 am
It's a little bit too hard.
*Removes the 3 criteria*
[joke]Alternatively, give me 4 dihydrogen monoxide molecules to get the reward. [/joke]

unname4798
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Re: B+Univ

Post by unname4798 » June 29th, 2024, 1:36 am

b-engine wrote:
June 29th, 2024, 1:26 am
unname4798 wrote:
June 29th, 2024, 1:20 am
It's a little bit too hard.
*Removes the 3 criteria*
[joke]Alternatively, give me 4 dihydrogen monoxide molecules to get the reward. [/joke]
Please, make emulation of Life using state 5 cells.

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haaaaaands
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Re: B+Univ

Post by haaaaaands » June 30th, 2024, 10:02 am

uhhhhhhh
uhhhh
uhhhh
Screenshot_2024-06-30-16-01-13-175.jpg (468.04 KiB) Viewed 6740 times
-- haaaaaands with 6 a's



my hands are typing words!

not quite as active anymore :/

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tommyaweosme
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Re: B+Univ

Post by tommyaweosme » June 30th, 2024, 9:43 pm

you should add a wireworld emulator. it is very helpful on hand, and it should be able to be turned into other signals

Code: Select all

x = 10, y = 3, rule = B-Univ
4.2A$CB2A.5A$4.2A!
caption: the proof that b-univ doesnt emulate wireworld (diode)
here's the gosper glider gun

Code: Select all

#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!

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b-engine
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Re: B-Univ

Post by b-engine » June 30th, 2024, 10:23 pm

tommyaweosme wrote:
June 30th, 2024, 9:43 pm
you should add a wireworld emulator. it is very helpful on hand, and it should be able to be turned into other signals

Code: Select all

x = 10, y = 3, rule = B-Univ
4.2A$CB2A.5A$4.2A!
caption: the proof that b-univ doesn't emulate wireworld (diode)
B-Univ emulates Bliptile instead. Bliptile has same set of logic gates with that that of WireWorld.

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Re: B+Univ

Post by b-engine » July 2nd, 2024, 3:43 am

Building T from ground up:

Code: Select all

x = 100, y = 2, rule = B+Univ
99.E$CG.CB.CG.CB.CG.CB.CG.CB.CG.CG.CG.CB.CD.CG.CG.CB.CG.CB.CG.CB.CG.C
B.CG.CB.CD.CG.CB.CG.CB.CG.CB.CD!

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H. H. P. M. P. Cole
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Re: B+Univ

Post by H. H. P. M. P. Cole » July 2nd, 2024, 6:49 am

b-engine wrote:
July 2nd, 2024, 3:43 am
Building T from ground up:

Code: Select all

x = 100, y = 2, rule = B+Univ
99.E$CG.CB.CG.CB.CG.CB.CG.CB.CG.CG.CG.CB.CD.CG.CG.CB.CG.CB.CG.CB.CG.C
B.CG.CB.CD.CG.CB.CG.CB.CG.CB.CD!
[mtcc]

p112 T gun based on that:

Code: Select all

x = 32, y = 31, rule = B+Univ
.A27.A.E$AC.GC.BC.GC.BC.GC.FC.FC.FC$.B2$.C$.G$29.D$.C27.C$.B$29.B$.C27.
C$.G$29.G$.C27.C$.G$29.B$.C27.C$.G$29.G$.C27.C$.B$29.B$.C27.C$.D$29.G
$.C27.C$.G$29.D$.C27.C$AG.CB.CG.CB.CG.CB.CG.CB.CG.CB.A$.A27.A!
[/mtcc]

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Re: B+Univ

Post by Anivec » July 2nd, 2024, 8:34 am

H. H. P. M. P. Cole wrote:
July 2nd, 2024, 6:49 am
b-engine wrote:
July 2nd, 2024, 3:43 am
Building T from ground up:

Code: Select all

x = 100, y = 2, rule = B+Univ
99.E$CG.CB.CG.CB.CG.CB.CG.CB.CG.CG.CG.CB.CD.CG.CG.CB.CG.CB.CG.CB.CG.C
B.CG.CB.CD.CG.CB.CG.CB.CG.CB.CD!
[mtcc]

p112 T gun based on that:

Code: Select all

x = 32, y = 31, rule = B+Univ
.A27.A.E$AC.GC.BC.GC.BC.GC.FC.FC.FC$.B2$.C$.G$29.D$.C27.C$.B$29.B$.C27.
C$.G$29.G$.C27.C$.G$29.B$.C27.C$.G$29.G$.C27.C$.B$29.B$.C27.C$.D$29.G
$.C27.C$.G$29.D$.C27.C$AG.CB.CG.CB.CG.CB.CG.CB.CG.CB.A$.A27.A!
[/mtcc]
Removed some of the excessive instructions:

Code: Select all

 x = 32, y = 31, rule = B+Univ
.A27.A.E$AC.GC.BC.GC7.FC.FC.FC$.B2$.C$.G$29.D$.C27.C$.B$29.B$.C27.C$.
G$29.G$.C27.C$.G$29.B$.C27.C$.G$29.G$.C27.C$.B$29.B$.C27.C$.D$29.G$.C
27.C$.G$29.D$.C27.C$AG.CB.CG.CB.CG.CB.CG.CB.CG.CB.A$.A27.A!

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