R-pentomino neutronium

For discussion of other cellular automata.
turnip
Posts: 2
Joined: March 10th, 2014, 9:06 am

R-pentomino neutronium

I created a rule I called Neutronium, which is CGOL plus a third state, which is created when a live cell is surrounded by 8 live cells. Rather than dying, it turns into neutronium, which is considered live, and never dies:

Code: Select all

@RULE Neutronium
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={1,2}
var b={1,2}
var c={1,2}
var d={1,2}
var e={1,2}
var f={1,2}
var g={1,2}
var h={1,2}

0,a,b,c,0,0,0,0,0,1
1,0,0,0,0,0,0,0,0,0
1,a,0,0,0,0,0,0,0,0
1,a,b,c,d,0,0,0,0,0
1,a,b,c,d,e,0,0,0,0
1,a,b,c,d,e,f,0,0,0
1,a,b,c,d,e,f,g,0,0
1,a,b,c,d,e,f,g,h,2
@COLORS
0 48 48 48
1 255 255 255
2 255 0 0

I ran all the pentominos through it. Most of them (not surprisingly) behaved exactly as they do in CGOL, with the exception of the I pentomino, which turns into the following in two generations:

Code: Select all

.....O
...O...O
.O...N...O
...O...O
.....O

But the oddest surprise was the r-pentonimo, which after 76,398 generations had a population of 86,158,122, including an estimated 20,000 gliders flying out in four huge sparse triangular formations (and about 20 orthogonal spaceships), fleeing a central seething ball of neutronioum growing at a rate of about 2/11c:

(this is my first post on this board. Please Let me know if I am in breach of any forum etiquette)
--Mike Turniansky

twinb7
Posts: 175
Joined: February 11th, 2014, 8:08 pm
Location: Ames, Iowa

Re: R-pentomino neutronium

You're not in any breach of forum etiquette! Welcome to the forums!
This rule is interesting- and adding a live cell that never dies might make some useful signal circuitry like reflectors. It might be even more useful if Neutronium ALMOST never died. I'll look into this rule and see what I can find

twinb7
Posts: 175
Joined: February 11th, 2014, 8:08 pm
Location: Ames, Iowa

Re: R-pentomino neutronium

A bit of stuff was already technically explored with Neutronium by Extrementhusiast, who made an extended life rule with Neutronium (however, it didn't occur naturally and wasn't given such a cool name. Check http://code.google.com/p/ruletablerepos ... i/TheRules)
The table was

Code: Select all

@RULE extendedlife

@TABLE

n_states:7
neighborhood:Moore
symmetries:permute

# General Behavior:
#
# 0 is empty
# 1 is on
# 2 is birthforcer
# 3 is deathforcer
# 4 is birthforcer + deathforcer
# 5 is blocker
# 6 is reactor
#
# Specific Behavior
# 0 changes to 1 when (state1 neighbors + state6 neighbors) == 3
# 0 changes to 1 when (state2 neighbors + state4 neighbors) >= 1
# otherwise 0 stays 0
#
# 1 changes to 0 when (state1 neighbors + state6 neighbors) != 2, 3
# 1 changes to 0 when (state3 neighbors + state4 neighbors) >= 1
# otherwise 1 stays 1
#
# 2 always stays 2
#
# 3 always stays 3
#
# 4 always stays 4
#
# 5 always stays 5
#
# 6 always stays 6

var a={2,4}
var b={0,1,2,3,4,5,6}
var c={b}
var d={b}
var e={b}
var f={b}
var g={b}
var h={b}
var i={1,6}
var j={i}
var k={i}
var L={i}
var m={i}
var n={i}
var o={i}
var p={i}
var q={0,2,3,4,5}
var r={q}
var s={q}
var t={q}
var u={q}
var v={q}
var w={q}
var x={q}
var y={3,4}

# 0 birthforcer
0,a,b,c,d,e,f,g,h,1

# 0 normal birth
0,i,j,k,q,r,s,t,u,1

# 1 deathforcer
1,y,b,c,d,e,f,g,h,0

# 1 normal death
1,q,r,s,t,u,v,w,x,0
1,i,r,s,t,u,v,w,x,0
1,i,j,k,L,u,v,w,x,0
1,i,j,k,L,m,v,w,x,0
1,i,j,k,L,m,n,w,x,0
1,i,j,k,L,m,n,o,x,0
1,i,j,k,L,m,n,o,p,0

@COLORS

0   0   0   0
1 255 255   0
2   0 255   0
3   0   0 255
4   0 255 255
5 153 153 153
6 255 255 128

A new eater given there was

Code: Select all

x = 66, y = 8, rule = extendedlife
56.A$54.A.A$55.2A$2.2A15.A$A4.A11.A3.A12.A2.A$6.A15.A15.A22.2A.F$A5.A
10.A4.A11.A3.A21.A2.2FE$.6A11.5A12.4A22.2A.F!  So, I made a stable form with Neutronium: Code: Select all x = 52, y = 8, rule = Neutronium 39.A$37.A.A$38.2A$2.A$A3.A12.A2.A$5.A15.A22.2A.B.2B$A4.A11.A3.A21.A2. 2B.B.B$.5A12.4A22.2A.B.2B!

Last to note, the HWSS is now unstable because a cell of Neutronium is created.

I wonder if there are any Neutronium guns, like

Code: Select all

x = 3, y = 3, rule = extendedlife
B.B2$B.B!  from extendedlife. --- P.S. stabilized the eater in a smaller form, at least for SSes: Code: Select all x = 24, y = 5, rule = Neutronium A2.A19.B$4.A13.2A.B$A3.A12.A2.3B$.4A13.2A.B$23.B!  turnip Posts: 2 Joined: March 10th, 2014, 9:06 am Re: R-pentomino neutronium Interesting to note about the the HWSS. No wonder I haven't seen any show up with the the r-pentomino pattern. BTW, when I originally started this idea, I didn't notice the limitation on how variables worked in the @TABLE, and I accidentally forgot the true isolation death rule, so my rule looked like this: Code: Select all @RULE BadNeutronium @TABLE n_states:3 neighborhood:Moore symmetries:permute var a={1,2} 0,a,a,a,0,0,0,0,0,1 1,a,0,0,0,0,0,0,0,0 1,a,a,a,a,0,0,0,0,0 1,a,a,a,a,a,0,0,0,0 1,a,a,a,a,a,a,0,0,0 1,a,a,a,a,a,a,a,0,0 1,a,a,a,a,a,a,a,a,2  Which grows an incredibly intricate and beautiful fractal-like pattern when you start with the r-pentomino. twinb7 Posts: 175 Joined: February 11th, 2014, 8:08 pm Location: Ames, Iowa Re: R-pentomino neutronium turnip wrote:Interesting to note about the the HWSS. No wonder I haven't seen any show up with the the r-pentomino pattern. BTW, when I originally started this idea, I didn't notice the limitation on how variables worked in the @TABLE, and I accidentally forgot the true isolation death rule, so my rule looked like this... So it's like B3/S023, with Neutronium? I actually like it, note this wickstretcher which occurs in the R-pentomino's evolution: Code: Select all x = 34, y = 6, rule = BadNeutronium 2.A4.A$.2A4.A2.B2.A6.B2.A6.B2.A$2A.A3.2A$.A.A5.A5.B2.A6.B2.A$2.2A$6.A
.A!

The fractal-ness is really cool, and looks almost identical to a Julia set! Namely its because the B-heptomino is a chaotic replicator.

twinb7
Posts: 175
Joined: February 11th, 2014, 8:08 pm
Location: Ames, Iowa

Re: R-pentomino neutronium

Also, since Neutronium doesn't die it can easily replace the rotor of any oscillator.

Code: Select all

x = 13, y = 13, rule = Neutronium
2.ABA3.ABA2$A4.A.A4.A$B4.B.B4.B$A4.B.B4.A$2.A2B3.2BA2$2.A2B3.2BA$A4.B
.B4.A$B4.B.B4.B$A4.A.A4.A2$2.ABA3.ABA!  Other random patterns that may or may not be of interest: Code: Select all x = 4, y = 7, rule = Neutronium 2A$A.A$2.A$B.2A$2.A$A.A$2A!  Code: Select all x = 4, y = 10, rule = Neutronium 2A$A.A$2.A$B.2A$2.A$2.A$B.2A$2.A$A.A$2A!

Very small pipsquirter:

Code: Select all

x = 4, y = 5, rule = Neutronium
.2A$.B.A$3B$.B.A$.2A!


twinb7
Posts: 175
Joined: February 11th, 2014, 8:08 pm
Location: Ames, Iowa

Re: R-pentomino neutronium

This rule is really cool. The following shows that you can use a block to make a very small eater with almost identical functionality to the eater 1, along with another eater that regenerates a beehive. There are also a load of neutronium core oscillators that make sparks that could be incredibly useful.

Code: Select all

x = 107, y = 73, rule = Neutronium
97.B$97.B$96.3B$97.B$96.A.A$89.B6.A.A6.B$89.B7.A7.B$88.3B13.3B$89.B
15.B$79.A8.A.A13.A.A$78.A9.A.A13.A.A$78.3A8.A15.A10$26.A$25.A7.5A11. 4A$25.3A5.A4.A10.A3.A$33.A15.A$22.BA10.A3.A11.A2.A$22.BA12.A47.A$71.A
2.A7.A3.A$58.B.2A8.A10.A$56.4B2.A7.A3.A6.A4.A$58.B.2A8.4A7.5A7$17.3A
19.B$15.2A.B.2A15.B.B.B$14.3A.B.3A13.7B$13.A.B2.B2.B.A13.B.B.B$12.A.
9B.A14.B$12.A.A.A.B.A.A.A$13.A9.A5$97.A$96.A.A$95.A3.A$2.2A7.2A83.3A$.A2.A7.A12.A$A.B.A4.3A13.A68.2A3.2A$.A.A6.B81.A3.A.A3.A$2.A6.3B11.A.B
.A11.B51.2A3.A.A3.2A$10.B12.A3BA10.3B49.A5.A.A5.A$10.B14.B13.B51.A.2A
.A.A.2A.A11$64.3A$64.A2.A$64.A$64.A$65.A.A!  Kazyan Posts: 947 Joined: February 6th, 2014, 11:02 pm Re: R-pentomino neutronium Some hand-found oscillators. Neutronium seems conductive to p3, in particular. Code: Select all x = 64, y = 16, rule = Neutronium 4$45.B$32.A$31.A.A25.2A$.A7.A6.A6.3B5.2B25.4B$.A2B5.8B6.B.B6.B5.2A.A
7.A.2A4.AB2.BA$.A2B4.2A6.2A5.3B6.B6.4B2.B2.4B5.AB2.BA$2.3A25.A.2B4.2A
.A7.A.2A5.4B$31.A.A25.2A$32.A2$45.B!  EDIT: A p8 with a strong spark. Code: Select all x = 8, y = 4, rule = Neutronium 5.A.A$2A3.2BA$2A2.A$5.B!

Last edited by Kazyan on March 11th, 2014, 8:14 pm, edited 1 time in total.
Tanner Jacobi

twinb7
Posts: 175
Joined: February 11th, 2014, 8:08 pm
Location: Ames, Iowa

Re: R-pentomino neutronium

Two eaters hassling each other...

Code: Select all

x = 12, y = 3, rule = Neutronium
2.B6.B$4B4.4B$2.B6.B!

At some point I'll get to using one of those small pipsquirters to really reduce the size of reflectors.

dvgrn
Moderator
Posts: 6467
Joined: May 17th, 2009, 11:00 pm
Location: Madison, WI
Contact:

Re: R-pentomino neutronium

twinb7 wrote:Two eaters hassling each other...
Hmm, there's a p13 version too:

Code: Select all

x = 12, y = 6, rule = Neutronium
2.BA$4B$2.BA$8.AB$8.4B$8.AB! twinb7 wrote:At some point I'll get to using one of those small pipsquirters to really reduce the size of reflectors. I suppose that could work, as long as you still have workable logic circuitry and guns and such, to make reflectable gliders with. I'd be out of my element, personally, since Neutronium breaks Herschel circuitry, or nearly all of it anyway: there might just barely be a universal set left, since Fx77 and R64 are still intact. But anything with an R-pentomino stage is hopeless. Could perfectly well build new Herschel conduits out of neutronium, of course, but that's a lot of work... Pentadecathlons are toast, and so are p46 guns and reflectors. But it looks like a fair fraction of p30 logic circuitry would still be usable: Code: Select all x = 272, y = 176, rule = Neutronium 161.2A$162.A$162.A.A8.2A$163.2A6.A2.A$170.A7.5A$170.A6.A5.A$170.A7.2A 3.A$171.A2.A7.A$173.2A9$80.2A$80.3A$66.A15.2A.A$64.A.A4.3A8.A2.A5.2A$
63.A.A16.2A.A5.2A$57.2A3.A2.A7.A2.2A2.3A$57.2A4.A.A7.A3.A2.2A$64.A.A 6.A2.A$66.A8.2A4$84.A$82.A.A$83.2A$126.A9.2A$125.A.A7.4A$118.2A4.A.2A
6.A.A.A2.A.A$118.2A3.2A.2A7.2A.2A.A2.A$91.A32.A.2A7.2A.A5.2A6.2A$92.A 32.A.A8.2A4.A3.2A4.2A$90.3A33.A7.3A7.2A$136.A4.A2.A$134.A6.A.A$135.2A$235.2A$234.3A$99.A131.A.2A15.A$97.A.A124.2A5.A2.A8.3A4.A.A$98.2A29.
2A93.2A5.A.2A16.A.A$130.2A102.3A2.2A2.A7.A2.A3.2A$129.A105.2A2.A3.A7.
A.A4.2A$240.A2.A6.A.A$240.2A8.A$106.A110.A2.A$107.A93.4A11.A14.4A$105.3A14.A78.A3.A10.A3.A10.A3.A$122.2A77.A14.4A11.A$121.A.A74.2A2.A2. A26.A2.A$197.A.A$197.A46.2A$196.2A45.2A$114.A130.A$112.A.A6.2A$113.2A 6.A2.A108.2A$116.2A7.A6.2A100.2A$118.A6.A6.2A99.A18.2A9.A$125.A125.4A
7.A.A$113.2A6.A2.A121.A.A2.A2.3A5.2A.A4.2A$112.A.A6.2A96.A25.A2.A2.2A
9.2A.2A3.2A$112.A103.4A3.A.2A17.2A9.A6.2A.A$111.2A95.2A5.4A4.A.A.2A2.
2A9.2A3.A8.A5.A.A$208.2A5.A2.A3.2A.A.2A2.A.A10.2A10.A6.A$215.4A3.2A8.
3A10.A2.A$216.4A3.2A8.3A10.A.A$219.A12.3A$231.A.A$231.2A10$20.2A$20.
2A5$20.A$20.A$19.A.A$18.2A.2A103.A$17.A5.A101.2A$20.A93.2A8.2A11.2A$17.2A3.2A90.2A7.3A7.A3.3A$124.2A5.4A4.2A.A$125.2A2.A4.A4.A2.A5.2A$
126.A2.A3.A5.2A.A5.2A$108.A.A19.A.2A3.3A$106.A3.A26.2A$98.A7.A12.2A$
17.2A78.4A4.A4.A8.2A$18.A77.2A.A.A4.A16.A.A$15.3A67.2A8.3A.A2.A3.A3.A
12.2A$15.A69.2A9.2A.A.A6.A.A13.A$97.4A$98.A$109.A$107.A.A$108.2A7.A$115.2A$116.2A27.A$112.2A31.A.A$112.A.A30.2A$114.A$114.2A$64.A$62.3A$61.A$61.2A49.A$112.3A$115.A$114.2A8.A$56.2A64.A.A$57.2A64.2A$56.A62.A
$118.2A$118.A.A6$126.2A5.2A$125.2A6.A$127.A6.3A$136.A$99.A$34.2A5.2A
54.3A$34.A7.2A52.A$25.2A5.A.A6.A54.2A36.A$24.A.A5.2A99.2A$9.A.A11.A
109.A.A$4.A4.A2.A10.A2.A117.A$5.2A5.2A9.A67.3A49.A.A$2A8.A3.2A8.A.A 66.A38.A8.2A3.A9.2A$2A10.2A11.2A65.A39.4A5.2A3.A9.2A$9.A2.A8.A100.2A 9.4A4.2A3.A$9.A.A10.2A98.2A9.A2.A6.A.A$21.2A104.A5.4A7.A$127.A4.4A$84.2A46.A$83.A.A$26.2A57.A$27.2A$26.A$15.2A$14.A3.A$3.2A8.A5.A7.A$3. 2A8.A3.A.2A4.A.A48.3A$13.A5.A3.2A12.2A39.A$14.A3.A4.2A12.2A38.A$15.2A
6.2A$25.A.A$27.A$58.A8.A2.A$57.A.A10.A$50.2A3.2A3.A5.2A3.A2.A$50.2A3.
2A3.A4.A.A.2A3.4A$55.2A3.A14.4A5.2A$57.A.A5.2A8.A2.A5.2A$58.A16.4A$
74.4A$74.A! c0b0p0 Posts: 645 Joined: February 26th, 2014, 4:48 pm Re: R-pentomino neutronium twinb7 wrote:It might be even more useful if Neutronium ALMOST never died. I did exactly that, making a switchable version of Neutronium which I named with a random stroke across my keyboard: Code: Select all @RULE Nde @TABLE n_states:3 neighborhood:Moore symmetries:permute var a={0,1,2} var b={a} var c={a} var d={a} var e={a} var f={a} var g={a} var h={a} var i={a} var j={a} var k={a} var l={a} var m={1,2} var n={m} var o={m} var p={m} var q={m} var r={m} 1,1,1,1,1,1,1,1,1,2 # a living cell with 8 neighbors becomes Neutronium 0,m,n,o,0,0,0,0,0,1 1,a,0,0,0,0,0,0,0,0 1,m,n,o,p,b,c,d,e,0 2,m,n,o,p,q,r,b,c,0 # a Neutronium cell with 6 neighbors dies @COLORS # colors from # http://necsi.org/postdocs/sayama/sdsr/java/loops.java # Color.black,Color.blue,Color.red,Color.green, # Color.yellow,Color.magenta,Color.white,Color.cyan,Color.orange 1 0 0 255 2 255 0 0  In this rule, the B-heptomino turns into a knightpuffer which releases gliders. twinb7 Posts: 175 Joined: February 11th, 2014, 8:08 pm Location: Ames, Iowa Re: R-pentomino neutronium c0b0p0 wrote: twinb7 wrote:It might be even more useful if Neutronium ALMOST never died. I did exactly that, making a switchable version of Neutronium which I named with a random stroke across my keyboard: Code: Select all @RULE Nde @TABLE n_states:3 neighborhood:Moore symmetries:permute var a={0,1,2} var b={a} var c={a} var d={a} var e={a} var f={a} var g={a} var h={a} var i={a} var j={a} var k={a} var l={a} var m={1,2} var n={m} var o={m} var p={m} var q={m} var r={m} 1,1,1,1,1,1,1,1,1,2 # a living cell with 8 neighbors becomes Neutronium 0,m,n,o,0,0,0,0,0,1 1,a,0,0,0,0,0,0,0,0 1,m,n,o,p,b,c,d,e,0 2,m,n,o,p,q,r,b,c,0 # a Neutronium cell with 6 neighbors dies @COLORS # colors from # http://necsi.org/postdocs/sayama/sdsr/java/loops.java # Color.black,Color.blue,Color.red,Color.green, # Color.yellow,Color.magenta,Color.white,Color.cyan,Color.orange 1 255 255 255 2 255 0 0  In this rule, the B-heptomino turns into a knightpuffer which releases gliders. The random stroke was nice, but I'm gonna call it Neutronium-6, because that makes it sound science-y! And I'm gonna stick with the white-red colors, but no one else needs to know about that. But alas, the wonderful, wonderful eater is unstable: Code: Select all x = 4, y = 3, rule = Nde 2.B$4B$2.B!  I suppose this one is still stable: Code: Select all x = 19, y = 7, rule = Nde 5.A$4.A10.A2.A$4.3A7.A$14.A3.A$14.4A$BA$BA!  The Herschel's evolution is really cool, sprouting a ton of B-heptomino puffers (of course, after looking at more patterns, apparently this isn't uncommon) Code: Select all x = 3, y = 4, rule = Nde A$3A$A.A$2.A!

Lastly, after a while, I realize your 6 neighbors means 'Life' neighbors, and not including Neutronium neighbors, because the center Neutronium cell here dies:

Code: Select all

x = 9, y = 3, rule = Nde
2B5.2B$.7B$2B5.2B!


twinb7
Posts: 175
Joined: February 11th, 2014, 8:08 pm
Location: Ames, Iowa

Re: R-pentomino neutronium

I've been bored.

Code: Select all

x = 15, y = 11, rule = Neutronium
8.B$3.B4.3B$2.B.B6.B$2.2B.B.B.B.B$3.B.B.B.B.3B$2.2B2.4B2.B.B$2.B.2B4.
3B.B$.2B.B.3B$B2.B.2B5.B$.B2.B$5.2B!


twinb7
Posts: 175
Joined: February 11th, 2014, 8:08 pm
Location: Ames, Iowa

Re: R-pentomino neutronium

Useless accidental find, B-heps making a row of eaters before one is annihilated....

Code: Select all

x = 8, y = 143, rule = Nde
6.2A$5.2A$6.2A$7.A136$2.A$.2A$2A$.2A!  c0b0p0 Posts: 645 Joined: February 26th, 2014, 4:48 pm Re: R-pentomino neutronium [quote="twinb7] Lastly, after a while, I realize your 6 neighbors are 'Life' neighbors, and not including Neutronium neighbors, because the center Neutronium cell here dies: Code: Select all x = 9, y = 3, rule = Nde 2B5.2B$.7B$2B5.2B!  [/quote] Yes, the Neutronium dies if it has six or more live neighbors, including Neutronium neighbors, due to the final line in the rule table. Below is a "chaos puffer". You will probably recognize it as Puffer 2. Code: Select all x = 5, y = 18, rule = Nde 3.A$4.A$A3.A$.4A4$A$.AA$..A$..A$.A3$3.A$4.A$A3.A$.4A!  twinb7 Posts: 175 Joined: February 11th, 2014, 8:08 pm Location: Ames, Iowa Re: R-pentomino neutronium I've been trying to make a CLEAN quadratic growth pattern with B-puffers in Nde. No success. c0b0p0 Posts: 645 Joined: February 26th, 2014, 4:48 pm Re: R-pentomino neutronium twinb7 wrote:I've been trying to make a CLEAN quadratic growth pattern with B-puffers in Nde. No success. You would probably need rakes with a period around 520. To do that with only the spacerakes working would make the first task filtering out most of the gliders. Extrementhusiast Posts: 1824 Joined: June 16th, 2009, 11:24 pm Location: USA Re: R-pentomino neutronium twinb7 wrote:It might be even more useful if Neutronium ALMOST never died. I actually have eight variations on this; see thread "Conway's Game of Stones" for the first. I Like My Heisenburps! (and others) Alexey_Nigin Posts: 323 Joined: August 4th, 2014, 12:33 pm Location: Ann Arbor, MI Contact: Re: R-pentomino neutronium I liked Neutronium and decided to make my own variation. Code: Select all @RULE DoubleN Similar to the Neutronium rule by Mike Turniansky, but with richer behaviour. Made by Alexey Nigin (twitter.com/AlexeyNigin). @TABLE n_states:4 neighborhood:Moore symmetries:permute var a1={0,1,2,3} var a2=a1 var a3=a1 var a4=a1 var a5=a1 var a6=a1 var a7=a1 var a8=a1 var o1={1,3} var o2=o1 var o3=o1 var b1={0,2} var b2=b1 var b3=b1 var b4=b1 var b5=b1 var f1={1,2,3} var f2=f1 var f3=f1 var f4=f1 var f5=f1 var f6=f1 var f7=f1 var f8=f1 var x={0,1} 0,f1,f2,f3,f4,f5,f6,f7,f8,2 1,f1,f2,f3,f4,f5,f6,f7,f8,3 2,f1,f2,f3,f4,f5,f6,f7,f8,0 3,f1,f2,f3,f4,f5,f6,f7,f8,1 0,o1,o2,o3,b1,b2,b3,b4,b5,1 1,o1,o2,a1,b1,b2,b3,b4,b5,1 x,a1,a2,a3,a4,a5,a6,a7,a8,0 @COLORS 0 48 48 48 1 255 255 255 2 32 32 255 3 255 16 16 My rule has two almost-never-dying states. I expected it to be quite stable, but this prediction was wrong. By the way, congratulations to moderators: your headache is back on the forums, so you will not get bored in the near future. There are 10 types of people in the world: those who understand binary and those who don't. Alexey_Nigin Posts: 323 Joined: August 4th, 2014, 12:33 pm Location: Ann Arbor, MI Contact: Re: R-pentomino neutronium p19: Code: Select all x = 6, y = 5, rule = DoubleN B.A$.C2.AB$.A$2.A.C$4.B! A puffer: Code: Select all x = 23, y = 57, rule = DoubleN 3.3A11.3A$2.A17.A$3.A2.3A.3A.3A2.A$5.A2.A.A.A.A2.A$7.2A.A.A.2A$7.A2.A
.A2.A$10.A.A$7.A2.A.A2.A$8.A.A.A.A$8.A.A.A.A$5.2A.A.A.A.A.2A$5.2A.A.A
.A.A.2A$2.3A3.A.A.A.A3.3A$.A5.2A.A.A.2A5.A$2.A.2A2.A.A.A.A2.2A.A$5.2A
.A.A.A.A.2A$5.2A.A.A.A.A.2A$6.A.A.A.A.A.A$8.A.A.A.A$4.A.A.A.A.A.A.A.A
$3.3A.2A.A.A.2A.3A$3.5A2.A.A2.5A$7.2A.A.A.2A$3.2A5.A.A5.2A$2.A2.A4.A. A4.A2.A$3.A.A2.A.A.A.A2.A.A$2.2A.2A9.2A.2A$2.2A.A.A2.3A2.A.A.2A2$2.2A 3.3A3.3A3.2A$.A19.A$2A3.2A4.A4.2A3.2A$3.3A11.3A$3.A15.A$2A.A.A11.A.A.
2A$2A.A.A.2A5.2A.A.A.2A$3.A.A.2A5.2A.A.A$2.A.A.3A5.3A.A.A2$4.3A9.3A$4.3A.A.A.A.A.3A$5.5A.A.5A$10.A.A$10.3A$7.A.A3.A.A2$5.2A.3A.3A.2A$5.A 11.A$4.A2.A7.A2.A$4.A4.A3.A4.A$9.A3.A$3.6A5.6A$2.2A7.A7.2A$10.A.A$10.
3A2$11.B! Another puffer: Code: Select all x = 16, y = 22, rule = DoubleN 7.3A$6.A$9.A$4.2A$2.2A$.2A.5A$A7.A4.A$.3A2.2A.A3.2A$2.2A2.A4.A3.A$11.
2A2.A$15.A$15.A$11.2A2.A$2.2A2.A4.A3.A$.3A2.2A.A3.2A$A7.A4.A$.2A.5A$
2.2A$4.2A$9.A$6.A$7.3A!
Look at the weekender:

Code: Select all

x = 16, y = 11, rule = DoubleN
.A12.A$.A12.A$A.A10.A.A$.A12.A$.A12.A$2.A3.4A3.A$6.4A$2.4A4.4A2$4.A6.
A$5.2A2.2A! There are 10 types of people in the world: those who understand binary and those who don't. A for awesome Posts: 1993 Joined: September 13th, 2014, 5:36 pm Location: 0x-1 Contact: Re: R-pentomino neutronium Four different glider-neutronium collisions: Code: Select all x = 31, y = 5, rule = DoubleN C10.C10.C6.C2$.3A8.2A8.2A4.2A$.A10.A.A7.A.A3.A.A$2.A9.A9.A5.A!

x₁=ηx
V ⃰_η=c²√(Λη)
K=(Λu²)/2
Pₐ=1−1/(∫^∞_t₀(p(t)ˡ⁽ᵗ⁾)dt)

$$x_1=\eta x$$
$$V^*_\eta=c^2\sqrt{\Lambda\eta}$$
$$K=\frac{\Lambda u^2}2$$
$$P_a=1-\frac1{\int^\infty_{t_0}p(t)^{l(t)}dt}$$

http://conwaylife.com/wiki/A_for_all

Aidan F. Pierce

BlinkerSpawn
Posts: 1950
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: R-pentomino neutronium

p31 can reflect gliders if supported by neutronium:

Code: Select all

x = 28, y = 19, rule = DoubleN
5.A9.A.A7.A.A$5.A.A7.2A8.2A$5.2A9.A9.A2$25.B3$.B9.B8.B3$2.3A7.3A7.3A$
.A3.A5.A3.A5.A3.A$A5.A3.A5.A3.A5.A$3.A9.A9.A$2.A.A7.A.A7.A.A$BC3.CB3.
BC3.CB3.BC3.CB$.A.A.A5.A.A.A5.A.A.A$2.3C7.3C7.3C$3.B9.B9.B!  R-to-Pi-to-G, repeat time 29(!): Code: Select all x = 13, y = 11, rule = DoubleN 11.C$10.B$5.B3$2A$.2A$.A10.B3$2.B3.BCB!  H-to-G, repeat time 62: Code: Select all x = 18, y = 25, rule = DoubleN 11.B2$B3$14.B3$7.B4.C3.B3$16.B4$15.B7$15.3A$16.A$14.3A!  Beehive stopper: Code: Select all x = 9, y = 17, rule = DoubleN 2.2B$2.2C$2.2A2$.A$.2A$A.A$5.B7$7.A$6.2A$6.A.A!

Smallest found oscillators for periods 60 or less (except 47, 51, 58, and 59):

Code: Select all

x = 194, y = 115, rule = DoubleN
102.B2.B38.C$74.A2CA56.A2C5.C.C$100.2A31.A2.A6.B20.A2.A$3B3.A23.B.3B 25.3B.3B7.C2.C12.3B.3B3.ACA17.B.B.3B6.2CA14.3B.3B7.A2CA$2.B3.A23.B3.B
3.C2B2C19.B3.B25.B3.B4.2BC16.B.B3.B23.B5.B8.2A$3B3.A23.B.3B2.B2C20.3B .3B7.A2CA12.3B.3B7.B15.3B.3B23.3B.3B8.2B$B29.B.B5.A3.A17.B3.B27.B.B
27.B.B27.B.B$3B27.B.3B8.A16.3B.3B23.3B.3B25.B.3B23.3B.3B27.B3.B$39.B$180.B11.B$114.B$179.B5.B.B5.B2$113.A.A$3B27.B.3B7.A17.3B.3B23.3B.3B 17.C5.B.B.3B23.3B.3B26.2A3.2A$2.B27.B3.B5.B2.C18.B3.B10.B14.B3.B16.C.
C4.B.B3.B6.B16.B5.B25.B.C.C.C.B$3B4.C22.B.3B6.CA17.3B.3B7.BAC13.3B.3B 15.AC.CA3.3B.3B5.C2.B14.3B.3B26.AB3.BA$2.B2.C.C22.B3.B5.B2.C16.B5.B5.
B19.B3.B15.B3.B5.B3.B4.C.A18.B3.B27.C.C.C$3B3.B23.B.3B7.A17.3B.3B5.2C .A14.3B.3B25.B.3B3.B2C17.3B.3B$72.C.B56.CA$138.B$133.B3$73.B93.A2CA$B
.B4.C22.B.B.B13.A2C9.3B.B.B23.3B.B.B23.B.B.B.B23.3B.B.B10.C2.C$B.B27. B.B.B12.A2.A11.B.B.B5.ACB17.B.B.B7.B3.B11.B.B.B.B23.B3.B.B9.AC2.CA$3B
2.3C22.B.3B12.2CA10.3B.3B5.AC16.3B.3B12.CB9.3B.3B14.A2CA5.3B.3B9.A4.A
$2.B27.B3.B25.B5.B4.C.B18.B3.B11.A.C11.B3.B25.B3.B10.B2CB$2.B4.C22.B
3.B25.3B3.B3.B2C17.3B3.B7.B3.A.CB10.B3.B14.C2.C5.3B3.B$108.A.C22.2C$
109.CB22.C2.A4.A2CA$104.B3.B$134.A.C3$3B4.C22.B.3B6.2CB16.3B.3B13.B9. 3B.3B7.B15.B.B.3B23.3B.3B23.2A4.2A$B5.A23.B.B7.B2.BC17.B.B16.AC9.B.B
25.B.B.B4.B.CB17.B3.B25.2A4.2CB$3B2.C.C22.B.3B8.ACB14.3B.3B13.C9.3B. 3B5.BC16.3B.3B.A.2A18.3B.3B30.A$2.B3.A23.B3.B8.A16.B5.B16.C8.B3.B5.C.
A17.B3.B.AC22.B3.B28.B$3B4.C22.B.3B25.3B.3B14.CA7.3B.3B4.B2C18.B.3B3. A2.B16.3B.3B$83.B18.CA24.AC$128.A.B$103.B$180.CA2.AC$114.B66.B2CB$72. B$3B27.B.3B5.2C18.3B.3B4.AC17.3B.3B18.C4.B.B.3B12.B10.3B.3B3.B7.B$B4. B2.C21.B.B6.A2.A19.B.B5.C5.B15.B.B18.ACA4.B.B.B11.B6.B6.B3.B6.2A$3B2.
CACB21.B.3B4.C2.C17.3B.3B2.BC19.3B.3B16.C6.3B.3B15.AC6.3B.3B$B.B2.B2. C21.B.B.B4.A2.A17.B3.B.B3.C5.B15.B.B.B16.C8.B.B.B11.3A2.C8.B.B.B4.BCB CBCB$.2B27.B2.2B25.3B2.2B4.AC17.3B2.2B16.ACA6.B2.2B11.A2.2C7.3B2.2B$72.B42.C24.C$139.AC$114.B24.B2$101.B3.B$168.2C3.2A$3B3.B2C21.B.3B25.
3B.3B23.3B.3B5.A.A15.B.B.3B23.3B.3B10.B5.A$2.B3.CA22.B3.B27.B3.B25.B 3.B6.C16.B.B3.B23.B5.B11.C7.B$2.B27.B3.B12.B12.3B3.B4.B18.3B3.B5.C.C
15.3B3.B23.3B3.B18.C.C$2.B27.B3.B11.C13.B5.B25.B3.B4.AC.CA16.B3.B25.B 3.B18.C.C$2.B5.AC20.B3.B10.C14.3B3.B4.C2ACB14.3B3.B25.B3.B23.3B3.B19.
B$7.2CB34.B2CA2.B19.A2C.C98.A$45.2A23.A2.A99.2A$71.C62.C$134.C.C$135. B6.2C$8.B132.A2.A$3B4.ACA20.B.3B5.A19.3B.3B9.B4.A.B6.3B.3B23.B.B.3B 14.C2.C5.3B.3B$B.B5.C.A19.B.B.B4.A.A20.B.B.B13.2A10.B.B.B6.B16.B.B.B.
B14.A2.A5.B3.B.B$.B7.A20.B2.B5.A.A18.3B2.B15.A8.3B2.B5.B18.3B2.B24.3B 2.B$B.B3.BA22.B.B.B5.C19.B3.B.B25.B.B.B3.AC20.B.B.B25.B.B.B$3B27.B.3B 5.C19.3B.3B11.B2.B8.3B.3B2.C22.B.3B23.3B.3B$39.A.A56.BCA6.C28.B$40.A 58.C$100.AC$101.B$103.B36.B2$2B28.B.2B11.CB13.3B.2B7.B3.B12.3B.2B15.B C7.B.B.2B7.B16.3B.2B$B.B7.A19.B.B.B9.BC16.B.B.B25.B.B.B15.C7.B.B.B.B
5.AC16.B3.B.B$3B3.B2.2CB18.B.3B9.AC14.3B.3B6.C.A.C12.3B.3B6.A8.2C6.3B .3B4.C3.A14.3B.3B$2.B7.A19.B3.B9.A2.C12.B5.B5.BA3.AB13.B3.B4.B2.C7.2C
8.B3.B3.BC3.A3.C12.B3.B$3B27.B.3B11.B13.3B.3B7.C.C13.3B.3B5.CA8.C9.B. 3B4.C3.A14.3B.3B$74.B.B24.B2.C6.BC19.AC$75.C27.A29.B2$140.B$112.CA$
55.C55.BC48.C$B.3B6.3A16.3B.3B18.B4.3B.3B3.2CBC16.B.B.3B14.C2A36.3B. 3B4.C.C$B.B.B5.CB20.B.B.B17.AC6.B.B.B2.B3.CB15.B.B.B.B7.A31.B13.B3.B.
B5.B$B.B.B6.CA17.3B.B.B18.B4.3B.B.B5.ACB15.3B.B.B6.A.A44.3B.B.B$B.B.B
25.B3.B.B17.AC6.B.B.B5.A19.B.B.B5.B2C45.B.B.B.B7.BC2A$B.3B25.3B.3B15. B2.C4.3B.3B25.B.3B6.A2.A5.2A37.2B.3B8.C2.A$54.C51.B5.2A52.3CB$133.AC 7.B24.B$134.CB6.A.C$121.3B.3B5.2AC6.C$121.B3.B.B6.A10.C$40.B30.B49.3B .B.B15.C.A$B.B6.C20.3B.B5.C19.3B.B5.AC18.B.B.B28.B.B.B17.B$B.B5.B.A 21.B.B4.B2A3.B16.B.B4.C20.B.B.B26.3B.3B5.2A$B.B5.2C20.3B.B4.CA19.3B.B
3.BCA19.3B.B6.B31.2A$B.B5.2A20.B3.B4.A22.B.B4.C22.B.B8.A$B.B27.3B.B
25.3B.B5.AC20.B.B11.B$71.B31.C.A$103.2CA$102.C.CB$121.3B.B$121.B3.B$
121.3B.B$123.B.B$121.3B.B!

(Collection last updated 8-29-2015)
This rule is fun.
Last edited by BlinkerSpawn on August 29th, 2015, 9:05 am, edited 7 times in total.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

BlinkerSpawn
Posts: 1950
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: R-pentomino neutronium

Also, a reflector with repeat time 48 (even though the Snark works flawlessly at 43 ticks):

Code: Select all

x = 34, y = 22, rule = DoubleN
.A$2.A$3A10$13.A$14.A7.B$12.3A$18.B14.B$9.B7.C5.B2$31.B$26.B$11.B$15. 2B2.B!  Edited: And a tiny p88 Herschel factory hooked up to a smaller H-to-G: Code: Select all x = 35, y = 11, rule = DoubleN 34.B$23.B3$3.B$2.C2.B$.C31.B$B2C18.A$.C2.A2.2A.A10.A.A$3.3A.2A2.A9.3A
$3.B2A2.A2.A11.A!  LifeWiki: Like Wikipedia but with more spaceships. [citation needed] BlinkerSpawn Posts: 1950 Joined: November 8th, 2014, 8:48 pm Location: Getting a snacker from R-Bee's Re: R-pentomino neutronium Sorry for the triple post, but DoubleN is onniperiodic thanks to a new 39-tick reflector. Code: Select all x = 22, y = 21, rule = DoubleN 19.A.A$19.2A$20.A7$.C8.A$2.B6.A$4.B4.3A$6.B4$B2$6.B$4.ACB$3.BCA!  LifeWiki: Like Wikipedia but with more spaceships. [citation needed] A for awesome Posts: 1993 Joined: September 13th, 2014, 5:36 pm Location: 0x-1 Contact: Re: R-pentomino neutronium G-to-more-accessible-pi (with attached pi track) with an abysmal repeat time of 132: Code: Select all x = 56, y = 39, rule = DoubleN 53.A.A$53.2A$54.A6$3.B3$B5.B3$B8.B3$3.B8.B3$6.B8.B3$9.B3$19.B$10.B9.B 3$21.B$17.B2$16.B3.A.A$20.2A$21.A$22.B$20.ACB\$15.B3.BCA!

x₁=ηx
V ⃰_η=c²√(Λη)
K=(Λu²)/2
Pₐ=1−1/(∫^∞_t₀(p(t)ˡ⁽ᵗ⁾)dt)

$$x_1=\eta x$$
$$V^*_\eta=c^2\sqrt{\Lambda\eta}$$
$$K=\frac{\Lambda u^2}2$$
$$P_a=1-\frac1{\int^\infty_{t_0}p(t)^{l(t)}dt}$$

http://conwaylife.com/wiki/A_for_all

Aidan F. Pierce