Miscellaneous Discoveries in Other Cellular Automata

For discussion of other cellular automata.
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rabbit
Posts: 193
Joined: March 4th, 2024, 6:00 am
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by rabbit »

Here's a p30 glider* loop in that original rule:

Code: Select all

x = 104, y = 104, rule = B34k/S23-kr6e
55b2o$55b2o11$54b3o$53bo3bo$52bo5bo$52bo5bo$55bo6b2o$53bo3bo4b2o$54b3o
$55bo4$65b2o$49bo14b2obo$48bobo12b2o$48bo13b3o$49bo$50b3o$55bo$55bo17b
o$54b3o15b2o$41bo29b3o$41bo28b2o$41bo2bo9b3o13bo$42bo2bo9bo15bo$43b2o
10bo$55bo$55bo24b2o$34bo19b3o22b2obo8b2o$33bobo42b2o9bo2bo3b2o$33bo26b
o2b2o4b2o2bo3b3o8bo7bobo$34bo19b3o2bo3b3o2b3o3bo13bo9bo3b2o$35b3o17bo
4bo2b2o4b2o2bo14bo7bobo3b2o$55bo33bo2bo3b2o$91b2o2$26bo$26bo$26bo2bo
56b2o$27bo2bo55b2o$28b2o$74b2o$16b2o55bo2bo$16b2o56bo2bo$77bo$77bo2$
11b2o$6b2o3bo2bo33bo$2o3bobo7bo14bo2b2o4b2o2bo4bo17b3o$2o3bo9bo13bo3b
3o2b3o3bo2b3o19bo$5bobo7bo8b3o3bo2b2o4b2o2bo26bo$6b2o3bo2bo9b2o42bobo$
11b2o8bob2o22b3o19bo$22b2o24bo$48bo$48bo10b2o$32bo15bo9bo2bo$33bo13b3o
9bo2bo$32b2o28bo$30b3o29bo$30b2o15b3o$30bo17bo$48bo$51b3o$54bo$39b3o
13bo$39b2o12bobo$36bob2o14bo$37b2o4$48bo$47b3o$40b2o4bo3bo$40b2o6bo$
45bo5bo$45bo5bo$46bo3bo$47b3o11$47b2o$47b2o!
Unfortunately all four of the reflector designs I could find are colour changing, the bottom right is probably the best for general use since it's p30 and can accept input at p30:

Code: Select all

x = 134, y = 71, rule = B34k/S23-kr6e
28bo89bo$27bobo8b2o77bobo8b2o$26bob2o86bob2o$25b2ob2o12b2o71b2ob2o12b
2o$7b2o17bob2o12b2o53b2o17bob2o12b2o$7bo2bo16bobo8b2o57bo2bo16bobo8b2o
$28bo89bo2$7bob2o86bob2o$2b2o2bobo83b2o2bobo$2bo4bo84bo4bo18b2o$6bo8b
3o78bo9b2o8b2o$3bo2bo11bo74bo2bo8bo2bo$19bo86bo2bo$17bobo89bo$18bo90bo
24$21bo89bo$21bo6bo82bo6bo$2b2o6b2o15bobo8b2o52b2o6b2o15bobo8b2o$bo2bo
4bo2bo13bob2o61bo2bo4bo2bo13bob2o$bo2bo4bo2bo12b2ob2o12b2o47bo2bo4bo2b
o12b2ob2o12b2o$bo2bo4bo2bo13bob2o12b2o47bo2bo4bo2bo13bob2o12b2o$2b2o6b
2o15bobo8b2o52b2o6b2o15bobo8b2o$21bo6bo82bo6bo$21bo89bo3$116b2o$15b3o
88b2o8b2o$18bo86bo2bo$19bo86bo2bo$17bobo89bo$18bo90bo4$98b3o$101bo$
102bo$100bobo$101bo3$3o$3bo$4bo$2bobo$3bo!
EDIT: A smaller version of the reflectors that use unix can be constructed using the edge spark of a smaller p6:

Code: Select all

x = 42, y = 7, rule = B34k/S23-kr6e
5bo25bo$4bobo12b3o8bobo$6bo11bo11b2obo$5bo11bo12b2ob2o5b2o$bo2bo13bo
11b2obo6b2o$o2bo15b3o8bobo$b2o28bo!
EDIT: Two queens placed side by side move faster than one alone:

Code: Select all

x = 4, y = 75, rule = B34k/S23-kr6e
2o$2bo$3bo$3bo$3bo$2bo$2o44$2o$2bo$3bo$3bo$3bo$2bo$2o12$2o$2bo$3bo$3bo
$3bo$2bo$2o!
This pairing separates:

Code: Select all

x = 4, y = 26, rule = B34k/S23-kr6e
2o$2bo$3bo$3bo$3bo$2bo$2o13$2o$2bo$3bo$3bo$3bo$2bo$2o!
And this asymmetric pairing produces a fuse which eventually catches up to the frontend and kills it:

Code: Select all

x = 25, y = 22, rule = B34k/S23-kr6e
2o$2bo$3bo$3bo$3bo$2bo$2o9$21bo$20bobo$20b2obo$20b2ob2o$20b2obo$20bobo
$21bo!
It's highly plausible that there may be a spaceship, puffer, or replicator based off of this type of interaction.
Here's an amusing p480 orbit of the QB:

Code: Select all

x = 48, y = 11, rule = B34k/S23-kr6e
24b2o$23b2o$13b2o9bobo5bo13b2o$12b3o3b2o5bo6b2o12b2o$2o7bob2o5bob2o11b
2o$2o7bo2bo7b2o11b3o$9bob2o5bob2o11b2o$12b3o3b2o5bo6b2o$13b2o9bobo5bo$
23b2o$24b2o!
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unix with clock
Posts: 8
Joined: May 10th, 2025, 2:49 am

Re: Miscellaneous Discoveries in Other Cellular Automata

Post by unix with clock »

a simple predecessor of one of the reflectors:

Code: Select all

x = 42, y = 7, rule = B34k/S23-kr6e
10b2o$12bo$13bo27bo$2o11bo27bo$2o11bo27bo$12bo$10b2o!
loaf catalysis:

Code: Select all

x = 58, y = 9, rule = B34k/S23-kr6e
b2o52b2o$o2bo50bo2bo$obo23b2o27bobo$bo22bo3bo27bo$23bo5bo$22b2obo3bo$
23bo5bo$24bo3bo$26b2o![[ STOP 194 ]]
EDIT: The first 21c/200 puffer in this rule:

Code: Select all

x = 127, y = 33, rule = B34k/S23-kr6e
$112bo$113bo$113b2o2$81bobo17b2o$80bo2bo3b3o7bo3bobo$6b2o19b2o19b2o19b
2o8b2o6bo2bo5bobo5bo9b2o$6b2o19b2o19b2o19b2o6b2o3bo8bo3bo5bo2bo9b3o4b
3o$79b2o6bo2bo5bobo5bo9b2o$80bo2bo3b3o7bo3bobo$81bobo17b2o2$113b2o$
113bo$112bo$87bo$86bo$85bo2bo$86bobo4b2o$87bo3bo3bo$13bo20bo20bo40bo$
6bo6bo13bo6bo13bo6bo13bo26bo$5bobo5bo12bobo5bo12bobo5bo12bobo25bo$6bo
20bo20bo20bo17bo3bo3bo$86bobo4b2o$85bo2bo$86bo$87bo!
Is corderization possible?
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rabbit
Posts: 193
Joined: March 4th, 2024, 6:00 am
Location: Stuck inside a magician's hat. it hurts so bad

Re: Miscellaneous Discoveries in Other Cellular Automata

Post by rabbit »

The small spaceship (I'll just refer to it as the glider in this rule since it's easier) can almost eat another copy of itself, leaving behind a block:

Code: Select all

x = 35, y = 66, rule = B34k/S23-kr6e
3b3o$3b2o$ob2o$b2o7$15bo$14bobo$16bo$15bo$12b3o7$26bo$27bo$26b2o$24b3o
$24b2o$24bo11$12bo$13bo$12b2o$10b3o$10b2o$10bo2$19bo$20bo$19b2o$17b3o$
17b2o$17bo2$26bo$27bo$26b2o$24b3o$24b2o$24bo5$30b3o$33bo$34bo$32bobo$
33bo!
I've included both an odd and even period stream to show that both of them end up burrowing through the block.

Some p2 catalyst ideas:

Code: Select all

x = 28, y = 79, rule = B34k/S23-kr6e
20bo$19bobo$18bobobo$21bobo$19bo2bo$21bo4$2o$2bo$3bo$3bo$3bo$2bo$2o11$
20bo$19bobo$18bobobo$2o19bobo$2bo16bo2bo$3bo17bo$3bo$3bo$2bo$2o11$24bo
$23bobo$22bobobo$2o23bobo$2bo20bo2bo$3bo21bo$3bo$3bo$2bo$2o11$15bo$14b
obo$14b2obo$2o12b3obo$2bo12b3o$3bo$3bo$3bo$2bo11b2o$2o12bobo$16bo$16bo
bo$17b2o!
There's a duoplet sparker of the same type, but it is rather weak.

EDIT: p30 glider streams have a crystal. Here are two related burnings of that crystal using a catalytic block:

Code: Select all

x = 179, y = 61, rule = B34k/S23-kr6e
107b2o$101b2o3bo2bo$101b2o2bo2bo$105bo$b2o102bo$b2o3$2b3o109b3o$bo111b
o$o111bo$obo109bobo$bo111bo3$10b2o110b2o$9bo2bo108bo2bo$8bo2bo108bo2bo
$8bo111bo$8bo111bo4$17b3o109b3o$16bo111bo$15bo111bo$15bobo109bobo$16bo
111bo3$25b2o110b2o$24bo2bo108bo2bo$23bo2bo108bo2bo$23bo111bo$23bo111bo
4$32b3o109b3o$31bo111bo$30bo111bo$30bobo109bobo$31bo111bo3$40b2o4b2o
104b2o4b2o$39bo2bo3b2o103bo2bo3b2o$38bo2bo108bo2bo$38bo111bo$38bo12b2o
97bo12b2o$49bo3bo107bo3bo$48bo5bo105bo5bo$47b2obo3bo10b2o92b2obo3bo10b
2o$48bo5bo10b2o93bo5bo10b2o$49bo3bo107bo3bo$51b2o110b2o$42b2o110b2o$
43bo111bo$40b3o109b3o$39bo111bo$39b2o110b2o!
One of them burrows cleanly through, but the other restarts the crystallization. Unfortunately, the latter is offset by 2 (out of 5) cells, so I don't believe it can be used for anything.

EDIT2: Clearly I spoke too soon. By using five sufficiently edgy sparkers, a block extruder can be assembled:

Code: Select all

x = 123, y = 120, rule = B34k/S23-kr6e
23bo9b3o$23b2o11bo$18b3o3b2o11bo$18b2o4b3o7bo2bo$18b3o3b2o11bo$23b2o
11bo$23bo9b3o2$23bo9b3o$23b2o11bo$18b3o3b2o11bo$18b2o4b3o7bo2bo$18b3o
3b2o11bo$23b2o11bo$23bo9b3o3$7b2o$7b2o$2o$2o2$12b2o30bo10b2o$12b2o28b
4o8bo2bo$5b2o34bobob2o8bo2bo$5b2o33bo2bob3o10bo$41bobob2o8bo2bo$17b2o
23b4o8bo2bo$17b2o25bo10b2o$10b2o$10b2o32bo10b2o$42b4o8bo2bo$22b2o17bob
ob2o8bo2bo$22b2o16bo2bob3o10bo$15b2o24bobob2o8bo2bo$15b2o25b4o8bo2bo$
44bo10b2o$27b2o$27b2o$20b2o$20b2o2$32b2o$32b2o25bo$25b2o32bo6bo$25b2o
38bobo8b3o$55bo8bob2o11bo$37b2o16bo7b2ob2o12bo$37b2o25bob2o11bo$30b2o
23bo9bobo8b3o$30b2o23bo10bo2$42b2o11bo10bo$42b2o11bo9bobo8b3o$35b2o27b
ob2o11bo$35b2o18bo7b2ob2o12bo$55bo8bob2o11bo$47b2o16bobo8b3o$47b2o10bo
6bo$40b2o17bo$40b2o2$52b2o$52b2o$45b2o$45b2o34bo$80bobo7bo6b2o$57b2o
21bobo5bobo8bo$57b2o17b2o8b2o9b2obo$50b2o24b3o7b2o12b2o$50b2o25bo8b2o
9b2obo$76b2obo8bobo8bo$62b2o14bo11bo6b2o$62b2o$55b2o21bo11bo6b2o$55b2o
19b2obo8bobo8bo$77bo8b2o9b2obo$67b2o7b3o7b2o12b2o$67b2o7b2o8b2o9b2obo$
60b2o18bobo5bobo8bo$60b2o18bobo7bo6b2o$81bo$72b2o$72b2o$65b2o$65b2o2$
77b2o24bo$77b2o20bo3bo9bo5bo$70b2o27bo3bo6b4o4bobo$70b2o26bo3bo6b4o5bo
b2o$96b4o9bo2bo8b2o$82b2o15bo9b4o5bob2o$82b2o17bo8b4o4bobo$75b2o22b3o
11bo5bo$75b2o$99b3o11bo5bo$87b2o12bo8b4o4bobo$87b2o10bo9b4o5bob2o$80b
2o10b3ob4o9bo2bo8b2o$80b2o16bo3bo6b4o5bob2o$89bo3b2o4bo3bo6b4o4bobo$
87b4o8bo3bo9bo5bo$86b4obo11bo$85bo$85bo$86bo$87bo$104bobo$98b3o3bo2bo$
97bo2bo6b2o$96bo8bo3b2o6b2o$97bo2bo6b2o8b2o$98b3o3bo2bo$104bobo$94b2o$
95bo$92b3o$91bo$91b2o!
It's a peculiar pattern, and I'm sure it could be shrunk by finding a smaller sparker.

EDIT3: LLS found a c/3 with the bounding box set to 16x16:

Code: Select all

x = 15, y = 15, rule = B34k/S23-kr6e
3bobo$o2bob3o3b2o$bobo2bobo4bo$bob2o4bo4bo$ob2ob2obo5bo$3b2o5b2ob2o$b
3o7bobo$obo9bobo$obo5bobo3bo$3bo2bo3bob3o$2b2o3bo4b3o$bobo6bo$2bo5b3o
2b2o$13bo$12bo!
I should have probably given it more space parallel to its direction of movement, or used a dedicated program.

And a p12 loaf flipper:

Code: Select all

x = 21, y = 11, rule = B34k/S23-kr6e
2bo7b2o$2b2o6b2o$4bo$o4bo11bo$o3bo4b2o6b2o$2b2o5bob2o6bo$10bo4bo4bo$
15bo3bo$13bo3b2o$9bo2bo$9b2o!
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User avatar
R2INT
Posts: 775
Joined: July 2nd, 2024, 7:42 pm

Re: Miscellaneous Discoveries in Other Cellular Automata

Post by R2INT »

I have constructed a record-small Orthogonoid (a type of Geminoid spaceship) in my 4-state universal construction rule R2INT-Univ, which is currently in development.

The orthogonoid has a bounding box of 495×34, giving a width of 495 cells, which significantly improves on the previous record of 1535 width in Sticky.

This represents a substantial reduction in the size of known construction-based spaceships in multistate INT cellular automata, and demonstrates that single-channel construction with richer local reactions can outperform multi-lane architectures in compactness.

The spaceship moves at 6c/946, with a population ranging from 446 to 474 cells.

Here is the pattern:

Code: Select all

x = 494, y = 29, rule = R2INT-Univ-pre0
493.C$483.CB.C4.A$485.C5.B3$491.A$491.B$483.C$10.C$6.C$2.C8.C$2.A481.
C$BCA488.A$.CB480.C7.B$10.C2.AB2.AB3.AB2.AB2.AB3.AB2.AB3.AB3.AB3.AB2.
AB3.AB2.AB2.AB3.AB2.AB2.AB3.AB2.AB2.AB3.AB2.AB2.AB3.AB2.AB2.AB3.AB2.A
B2.AB3.AB3.AB3.AB8.AB2.AB2.AB3.AB2.AB4.AB3.AB3.AB4.AB4.AB2.AB2.AB5.AB
5.AB2.AB2.AB3.AB2.AB4.AB3.AB2.AB4.AB3.AB2.AB4.AB3.AB2.AB4.AB3.AB2.AB5.
AB5.AB2.AB5.AB3.AB5.AB2.AB2.AB3.AB2.AB2.AB3.AB2.AB3.AB2.AB2.AB3.AB2.A
B2.AB3.AB2.AB2.AB2.AB3.AB2.AB4.AB3.AB2.AB4.AB3.AB2.AB2.AB3.AB2.AB5.AB
5.AB.BA6.C2$11.C479.C$2.C.AB11.BA4.BA3.BA3.BA4.BA2.BA3.BA4.BA2.BA3.BA
4.BA2.BA3.BA4.BA2.BA3.BA4.BA2.BA5.BA2.BA3.BA3.BA4.BA2.BA5.BA5.BA2.BA5.
BA3.BA5.BA2.BA5.BA5.BA2.BA3.BA4.BA2.BA3.BA4.BA2.BA3.BA4.BA2.BA3.BA4.B
A2.BA5.BA3.BA5.BA2.BA5.BA5.BA2.BA2.BA3.BA2.BA2.BA3.BA2.BA2.BA3.BA2.BA
2.BA3.BA2.BA3.BA2.BA2.BA3.BA4.BA2.BA3.BA4.BA2.BA3.BA4.BA2.BA3.BA4.BA2.
BA3.BA4.BA2.BA3.BA4.BA2.BA5.BA3.BA5.BA2.BA2.BA3.BA.C2$3.C479.C$10.C11.
AB4.AB3.AB3.AB4.AB2.AB3.AB2.AB4.AB3.AB2.AB5.AB3.AB5.AB3.AB4.AB19.AB2$
11.C$484.C2$483.C$10.C2$11.C!
@RULE R2INT-Univ-pre0
This rule was developed by R2INT while exploring the possibilities of universal construction.
@COLORS
0 0 0 0
1 255,0,128
2 80,0,160
3 128,255,192
@NAMES
0 dead
1 photon
2 tail
3 circuitry
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a = a1
0 0,0,0,0,0,0,0,0 0
0 1,0,0,0,0,0,0,0 1
1 2,0,0,0,0,0,0,0 2
1 0,0,0,0,0,0,0,0 2
1 0,1,2,1,0,0,0,0 2
1 2,1,0,0,0,0,0,0 2
1 0,1,0,0,0,0,0,0 2
# phase-preserve
3 0,0,0,0,0,0,0,0 3
0 1,0,0,3,0,0,0,0 3
3 0,3,0,0,0,0,0,0 2
3 2,0,0,3,0,0,0,0 3
0 3,0,3,0,0,0,0,0 1
0 1,3,0,0,0,0,0,0 1
2 1,3,0,0,0,0,0,0 3
1 3,0,2,0,0,0,0,0 2
3 2,0,0,0,0,0,0,0 3
# phase change
0 0,3,0,1,0,0,0,0 1
3 0,1,0,0,0,0,0,0 3
3 0,2,0,0,0,0,0,0 3
1 0,3,0,2,0,0,0,0 2
# split
3 0,1,0,1,0,0,0,0 3
3 0,2,0,2,0,0,0,0 3
3 3,0,0,0,0,0,0,0 3
# glider
2 2,2,0,0,0,0,0,0 2
2 2,0,2,2,0,0,0,0 2
0 2,0,2,2,0,0,0,0 2
0 0,2,2,2,0,0,0,0 2
0 2,2,2,0,0,0,0,0 2
2 2,2,0,0,2,0,0,0 2
2 2,0,2,0,0,0,0,0 2
2 2,2,0,2,0,0,0,0 2
0 2,2,0,2,0,0,0,0 2
# synth
0 1,0,0,1,0,0,0,0 1
2 1,1,0,0,0,0,0,0 2
0 2,1,1,2,0,0,0,0 1
1 2,0,1,0,0,0,0,0 1
1 1,2,0,0,2,0,0,0 1
0 0,2,1,1,0,0,0,0 2
0 2,1,1,0,0,0,0,0 2
1 1,2,1,0,2,0,0,0 2
2 1,1,1,0,0,0,0,0 2
# chaos
0 2,1,1,0,3,0,0,0 3
1 1,2,0,3,0,0,0,0 2
0 2,3,3,0,0,0,0,0 3
2 1,2,3,3,0,0,0,0 3
1 2,3,2,0,0,0,0,0 3
2 3,2,1,0,0,0,0,0 2
3 2,1,2,0,3,0,0,0 2
0 0,3,3,3,0,0,0,0 3
0 3,0,2,3,0,0,0,0 2
3 3,2,2,0,3,0,0,0 2
# 2c/3
0 0,1,0,1,0,0,0,0 1
0 0,1,1,1,0,0,0,0 2
0 2,2,1,0,0,0,0,0 1
1 1,2,0,2,1,0,0,0 2
1 2,0,2,2,0,0,0,0 2
# speed up RT
0 1,0,0,3,0,2,0,0 3
# 2-photon synth start
0 1,2,0,0,1,0,0,0 3
# SC: chaos #2 (p4)
0 0,1,0,2,3,3,0,0 1
2 1,0,2,3,3,3,0,0 3
2 3,0,0,0,3,0,0,0 1
0 0,3,1,3,0,0,0,0 3
1 3,0,0,0,3,0,0,0 2
# SC: fire 1
0 3,1,0,0,1,0,0,0 2
2 2,1,0,0,0,0,0,0 2
1 2,2,0,0,0,0,0,0 2
0 0,3,1,2,0,0,0,0 3
2 3,0,0,2,0,0,0,0 1
# SC: push
3 2,0,0,1,0,0,0,0 2
0 1,0,3,2,0,0,0,0 3
# SC: pull
3 1,0,0,3,0,0,0,0 2
0 3,2,2,0,0,0,0,0 1
3 2,2,0,0,0,0,0,0 2
0 3,0,3,1,0,0,0,0 3
2 3,1,2,0,3,0,0,0 2
1 3,2,2,0,3,0,0,0 1
2 0,3,3,3,2,3,0,0 2
0 3,2,1,0,0,0,0,0 3
2 2,3,0,0,3,0,0,0 1
2 2,0,3,0,1,2,0,0 1
# SC: flip
0 3,2,0,0,3,0,0,0 3
3 3,0,1,0,0,0,0,0 3
3 0,3,0,3,0,0,0,0 1
2 0,2,0,1,0,0,0,0 3
1 1,0,0,1,0,0,0,0 2
# SC: to 2c/3
0 1,0,2,3,0,0,0,0 2
2 3,0,0,3,0,1,0,0 2
1 2,0,0,2,0,0,0,0 1
0 3,0,2,0,1,2,0,0 1
2 1,1,2,3,0,0,0,0 2
2 3,1,2,3,0,0,0,0 2
# SC: break 2c/3
0 2,0,0,0,1,0,0,0 1
0 2,1,2,1,2,1,0,0 3
2 1,2,0,0,1,0,0,0 3
3 3,2,0,2,0,0,0,0 3
2 3,3,0,0,1,0,0,0 3
0 3,3,2,1,0,1,2,0 3
2 1,1,0,3,0,0,0,0 2
2 3,3,0,1,1,0,0,0 1
1 1,0,2,2,0,0,0,0 1
1 2,3,1,0,0,0,0,0 3
0 1,2,0,1,1,0,0,0 3
1 1,0,0,0,0,0,0,0 1
3 3,0,3,2,0,2,0,0 3
0 2,1,1,1,0,1,0,0 3
3 2,1,0,2,0,0,0,0 3
1 3,1,1,0,0,2,0,0 2
3 2,1,1,1,1,0,0,0 1
# SC: make hand
3 0,3,0,2,0,0,0,0 1
3 0,3,0,0,0,2,0,0 2
0 2,2,0,1,0,0,0,0 3
0 3,0,3,0,2,0,0,0 3
1 1,2,3,2,1,0,0,0 3
1 2,3,0,0,0,0,0,0 2
0 1,2,3,2,1,0,0,0 3
2 3,1,1,0,0,0,0,0 2
3 2,1,1,2,0,0,0,0 1
0 3,1,2,0,3,0,0,0 1
2 3,0,3,0,1,0,0,0 2
2 1,1,3,0,2,0,0,0 3
3 3,0,3,2,0,0,0,0 2
3 2,0,3,3,0,2,3,0 1
1 2,3,2,2,0,0,0,0 2
2 1,2,3,1,1,0,2,0 3
1 1,3,2,2,0,0,0,0 2
2 3,3,1,0,0,0,0,0 1
1 1,2,3,0,2,0,0,0 3
2 3,3,3,2,1,0,0,0 3
3 3,3,2,0,0,0,0,0 3
2 3,3,0,0,0,0,0,0 3
3 2,1,3,2,0,0,0,0 2
1 2,3,3,0,1,0,0,0 2
3 3,2,1,1,0,0,2,0 3
1 1,3,0,0,3,0,0,0 1
0 0,3,1,1,3,2,0,0 1
0 2,2,3,2,0,0,0,0 2
# SC: fire back
0 3,0,2,0,0,1,0,0 2
0 0,3,3,1,0,0,0,0 2
2 3,2,0,0,0,2,0,0 1
0 2,3,2,0,3,0,0,0 3
3 2,0,2,0,0,0,0,0 1
2 3,2,0,3,0,0,0,0 1
1 1,3,1,0,0,0,0,0 1
1 1,1,3,3,0,0,0,0 2
# We need to break the replicator
0 2,0,1,1,0,0,0,0 2
# break glider gun
1 0,2,0,2,0,0,0,0 2
# fix synth
2 3,1,0,0,0,0,0,0 3
3 2,1,1,0,2,0,0,0 1
2 3,0,3,0,1,1,0,0 2
1 0,2,2,1,0,2,0,0 2
1 1,2,3,2,0,0,0,0 2
# Snarkmaker
1 1,0,2,3,0,0,0,0 1
2 0,3,1,1,0,0,0,0 2
0 2,1,1,3,1,0,0,0 1
1 1,2,3,1,0,0,0,0 3
0 2,1,3,2,0,0,0,0 1
3 2,1,1,0,1,2,0,0 3
0 2,3,1,0,0,0,0,0 2
3 3,2,3,0,1,0,0,0 3
2 3,3,3,1,0,0,0,0 1
# Y destroys dot (high clearance)
0 2,0,1,1,0,3,0,0 2
# Y destroys reflector 2
0 3,0,3,0,0,3,0,0 3
# Fire Y
0 0,3,2,2,0,0,0,0 1 # This is my best option.
0 2,1,0,0,1,0,0,0 2
2 2,1,0,0,2,0,0,0 2
2 3,0,1,0,2,0,0,0 2
1 0,2,2,3,0,2,0,0 2
0 2,1,2,2,0,0,0,0 1
1 2,2,2,0,0,0,0,0 1
2 1,2,2,0,2,0,0,0 1
0 3,0,2,2,0,0,0,0 2
# Make sure to include the block
2 2,2,2,0,0,0,0,0 2
# Reduce the 14I to 7I
0 1,1,0,0,3,0,0,0 1
3 1,1,0,3,0,0,0,0 2
# Snarkbreaker component
1 2,1,2,2,0,0,0,0 2
# Snarkbreaker
3 2,2,0,2,0,0,0,0 1
1 1,3,2,3,1,0,0,0 2
0 3,0,0,2,0,2,0,0 1
0 2,0,2,0,2,0,0,0 1
0 3,2,2,2,2,0,2,0 2
2 2,3,0,2,2,2,0,0 3
2 2,2,3,3,0,0,0,0 3
3 2,2,2,2,0,2,3,0 3
2 3,1,1,1,3,0,2,0 2
# remove 2-cell gun
2 1,0,0,2,0,2,0,0 2
2 2,0,0,2,0,2,0,0 2
# reduce slow salvo
1 3,0,0,2,0,2,0,0 3
# reaction 2
0 2,1,0,0,0,3,0,0 2
# final destroy reaction
1 0,1,1,2,0,3,0,0 3
a a1,a2,a3,a4,a5,a6,a7,a8 0
Full collection of components if anyone's interested (includes the basic recipes):

Code: Select all

x = 416, y = 264, rule = R2INT-Univ-pre0
354.C3$353.A$353.A$352.B.B18$336.C14.C12.C9.C2$334.A14.A12.A9.A$334.B
14.B12.B9.B3$353.A$353.A$335.A16.B.B8.A9.A$335.B27.B9.B10$331.A30.A10.
A$331.A30.A10.A$330.B.B28.B.B8.B.B24$343.B.B$344.A$344.A3$343.C$342.B
$342.C12.C$355.B$356.C3$355.A$355.A$354.B.B9$366.C$366.B$367.C4$366.A
$366.B8$102.B$103.2A$30.C5.C65.B$28.C78.C2$393.C$391.A$25.BA4.C114.A5.
A5.A4.A4.A222.B$146.A5.A5.B3.CB3.CB$87.C3.C53.B5.B.B255.C$33.C54.BA77.
C223.A19.A$A.A2.A85.B76.C222.B19.B$B.B2.B85.A$29.C$34.C71.B304.A$92.C
14.2A302.B$87.C18.B6.C$111.C279.A$2.A388.B$2.B2$411.A$102.B5.C282.A19.
B$103.2A286.B$102.B6.C4$63.AB163.C182.A$131.2B23.BC253.B$59.A70.B.B23.
A70.C6.C$59.B70.2B96.B7.C$228.A64.B117.A$293.A12.B104.B$155.C13.AB135.
A11.B$233.A84.A$123.2B31.C68.C2.BA3.B$123.2B102.C6.C$336.C48.C11.C$233.
C100.A48.A11.A15.A$293.B12.B11.B15.B48.B11.B15.B$126.A166.A12.A11.A$126.
B2$334.A48.A11.A15.A$293.B12.B11.B15.B48.B11.B15.B$293.A12.A11.A$295.
C12.C11.C$395.A$383.A11.B$383.B3$334.A$334.B19$359.C11.C11.C11.C$361.
A11.A11.A11.A$361.B11.B11.B11.B3$361.A11.A11.A11.A$361.B11.B11.B11.B3$
361.A$361.B11.A$373.B11.A$385.B11.A$397.B24$373.C7.C8.C7.C16.C$371.A7.
A8.A7.A16.A$371.B7.B8.B7.B10.C5.B$405.A$405.B$396.A$388.A7.B$379.A8.B
24.A$371.A7.B33.B$371.B2$413.A$413.B9$287.B91.A$277.B10.2A15.BA72.B$278.
2A7.B11.BA$277.B$322.C$270.B42.BA$271.2A9.BA35.BA$270.B5$322.C2$323.C
6$358.BA$369.BA2$353.B19.C$354.2A8.B$353.B11.2A$364.B!
@RULE R2INT-Univ-pre0
This rule was developed by R2INT while exploring the possibilities of universal construction.
@COLORS
0 0 0 0
1 255,0,128
2 80,0,160
3 128,255,192
@NAMES
0 dead
1 photon
2 tail
3 circuitry
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a = a1
0 0,0,0,0,0,0,0,0 0
0 1,0,0,0,0,0,0,0 1
1 2,0,0,0,0,0,0,0 2
1 0,0,0,0,0,0,0,0 2
1 0,1,2,1,0,0,0,0 2
1 2,1,0,0,0,0,0,0 2
1 0,1,0,0,0,0,0,0 2
# phase-preserve
3 0,0,0,0,0,0,0,0 3
0 1,0,0,3,0,0,0,0 3
3 0,3,0,0,0,0,0,0 2
3 2,0,0,3,0,0,0,0 3
0 3,0,3,0,0,0,0,0 1
0 1,3,0,0,0,0,0,0 1
2 1,3,0,0,0,0,0,0 3
1 3,0,2,0,0,0,0,0 2
3 2,0,0,0,0,0,0,0 3
# phase change
0 0,3,0,1,0,0,0,0 1
3 0,1,0,0,0,0,0,0 3
3 0,2,0,0,0,0,0,0 3
1 0,3,0,2,0,0,0,0 2
# split
3 0,1,0,1,0,0,0,0 3
3 0,2,0,2,0,0,0,0 3
3 3,0,0,0,0,0,0,0 3
# glider
2 2,2,0,0,0,0,0,0 2
2 2,0,2,2,0,0,0,0 2
0 2,0,2,2,0,0,0,0 2
0 0,2,2,2,0,0,0,0 2
0 2,2,2,0,0,0,0,0 2
2 2,2,0,0,2,0,0,0 2
2 2,0,2,0,0,0,0,0 2
2 2,2,0,2,0,0,0,0 2
0 2,2,0,2,0,0,0,0 2
# synth
0 1,0,0,1,0,0,0,0 1
2 1,1,0,0,0,0,0,0 2
0 2,1,1,2,0,0,0,0 1
1 2,0,1,0,0,0,0,0 1
1 1,2,0,0,2,0,0,0 1
0 0,2,1,1,0,0,0,0 2
0 2,1,1,0,0,0,0,0 2
1 1,2,1,0,2,0,0,0 2
2 1,1,1,0,0,0,0,0 2
# chaos
0 2,1,1,0,3,0,0,0 3
1 1,2,0,3,0,0,0,0 2
0 2,3,3,0,0,0,0,0 3
2 1,2,3,3,0,0,0,0 3
1 2,3,2,0,0,0,0,0 3
2 3,2,1,0,0,0,0,0 2
3 2,1,2,0,3,0,0,0 2
0 0,3,3,3,0,0,0,0 3
0 3,0,2,3,0,0,0,0 2
3 3,2,2,0,3,0,0,0 2
# 2c/3
0 0,1,0,1,0,0,0,0 1
0 0,1,1,1,0,0,0,0 2
0 2,2,1,0,0,0,0,0 1
1 1,2,0,2,1,0,0,0 2
1 2,0,2,2,0,0,0,0 2
# speed up RT
0 1,0,0,3,0,2,0,0 3
# 2-photon synth start
0 1,2,0,0,1,0,0,0 3
# SC: chaos #2 (p4)
0 0,1,0,2,3,3,0,0 1
2 1,0,2,3,3,3,0,0 3
2 3,0,0,0,3,0,0,0 1
0 0,3,1,3,0,0,0,0 3
1 3,0,0,0,3,0,0,0 2
# SC: fire 1
0 3,1,0,0,1,0,0,0 2
2 2,1,0,0,0,0,0,0 2
1 2,2,0,0,0,0,0,0 2
0 0,3,1,2,0,0,0,0 3
2 3,0,0,2,0,0,0,0 1
# SC: push
3 2,0,0,1,0,0,0,0 2
0 1,0,3,2,0,0,0,0 3
# SC: pull
3 1,0,0,3,0,0,0,0 2
0 3,2,2,0,0,0,0,0 1
3 2,2,0,0,0,0,0,0 2
0 3,0,3,1,0,0,0,0 3
2 3,1,2,0,3,0,0,0 2
1 3,2,2,0,3,0,0,0 1
2 0,3,3,3,2,3,0,0 2
0 3,2,1,0,0,0,0,0 3
2 2,3,0,0,3,0,0,0 1
2 2,0,3,0,1,2,0,0 1
# SC: flip
0 3,2,0,0,3,0,0,0 3
3 3,0,1,0,0,0,0,0 3
3 0,3,0,3,0,0,0,0 1
2 0,2,0,1,0,0,0,0 3
1 1,0,0,1,0,0,0,0 2
# SC: to 2c/3
0 1,0,2,3,0,0,0,0 2
2 3,0,0,3,0,1,0,0 2
1 2,0,0,2,0,0,0,0 1
0 3,0,2,0,1,2,0,0 1
2 1,1,2,3,0,0,0,0 2
2 3,1,2,3,0,0,0,0 2
# SC: break 2c/3
0 2,0,0,0,1,0,0,0 1
0 2,1,2,1,2,1,0,0 3
2 1,2,0,0,1,0,0,0 3
3 3,2,0,2,0,0,0,0 3
2 3,3,0,0,1,0,0,0 3
0 3,3,2,1,0,1,2,0 3
2 1,1,0,3,0,0,0,0 2
2 3,3,0,1,1,0,0,0 1
1 1,0,2,2,0,0,0,0 1
1 2,3,1,0,0,0,0,0 3
0 1,2,0,1,1,0,0,0 3
1 1,0,0,0,0,0,0,0 1
3 3,0,3,2,0,2,0,0 3
0 2,1,1,1,0,1,0,0 3
3 2,1,0,2,0,0,0,0 3
1 3,1,1,0,0,2,0,0 2
3 2,1,1,1,1,0,0,0 1
# SC: make hand
3 0,3,0,2,0,0,0,0 1
3 0,3,0,0,0,2,0,0 2
0 2,2,0,1,0,0,0,0 3
0 3,0,3,0,2,0,0,0 3
1 1,2,3,2,1,0,0,0 3
1 2,3,0,0,0,0,0,0 2
0 1,2,3,2,1,0,0,0 3
2 3,1,1,0,0,0,0,0 2
3 2,1,1,2,0,0,0,0 1
0 3,1,2,0,3,0,0,0 1
2 3,0,3,0,1,0,0,0 2
2 1,1,3,0,2,0,0,0 3
3 3,0,3,2,0,0,0,0 2
3 2,0,3,3,0,2,3,0 1
1 2,3,2,2,0,0,0,0 2
2 1,2,3,1,1,0,2,0 3
1 1,3,2,2,0,0,0,0 2
2 3,3,1,0,0,0,0,0 1
1 1,2,3,0,2,0,0,0 3
2 3,3,3,2,1,0,0,0 3
3 3,3,2,0,0,0,0,0 3
2 3,3,0,0,0,0,0,0 3
3 2,1,3,2,0,0,0,0 2
1 2,3,3,0,1,0,0,0 2
3 3,2,1,1,0,0,2,0 3
1 1,3,0,0,3,0,0,0 1
0 0,3,1,1,3,2,0,0 1
0 2,2,3,2,0,0,0,0 2
# SC: fire back
0 3,0,2,0,0,1,0,0 2
0 0,3,3,1,0,0,0,0 2
2 3,2,0,0,0,2,0,0 1
0 2,3,2,0,3,0,0,0 3
3 2,0,2,0,0,0,0,0 1
2 3,2,0,3,0,0,0,0 1
1 1,3,1,0,0,0,0,0 1
1 1,1,3,3,0,0,0,0 2
# We need to break the replicator
0 2,0,1,1,0,0,0,0 2
# break glider gun
1 0,2,0,2,0,0,0,0 2
# fix synth
2 3,1,0,0,0,0,0,0 3
3 2,1,1,0,2,0,0,0 1
2 3,0,3,0,1,1,0,0 2
1 0,2,2,1,0,2,0,0 2
1 1,2,3,2,0,0,0,0 2
# Snarkmaker
1 1,0,2,3,0,0,0,0 1
2 0,3,1,1,0,0,0,0 2
0 2,1,1,3,1,0,0,0 1
1 1,2,3,1,0,0,0,0 3
0 2,1,3,2,0,0,0,0 1
3 2,1,1,0,1,2,0,0 3
0 2,3,1,0,0,0,0,0 2
3 3,2,3,0,1,0,0,0 3
2 3,3,3,1,0,0,0,0 1
# Y destroys dot (high clearance)
0 2,0,1,1,0,3,0,0 2
# Y destroys reflector 2
0 3,0,3,0,0,3,0,0 3
# Fire Y
0 0,3,2,2,0,0,0,0 1 # This is my best option.
0 2,1,0,0,1,0,0,0 2
2 2,1,0,0,2,0,0,0 2
2 3,0,1,0,2,0,0,0 2
1 0,2,2,3,0,2,0,0 2
0 2,1,2,2,0,0,0,0 1
1 2,2,2,0,0,0,0,0 1
2 1,2,2,0,2,0,0,0 1
0 3,0,2,2,0,0,0,0 2
# Make sure to include the block
2 2,2,2,0,0,0,0,0 2
# Reduce the 14I to 7I
0 1,1,0,0,3,0,0,0 1
3 1,1,0,3,0,0,0,0 2
# Snarkbreaker component
1 2,1,2,2,0,0,0,0 2
# Snarkbreaker
3 2,2,0,2,0,0,0,0 1
1 1,3,2,3,1,0,0,0 2
0 3,0,0,2,0,2,0,0 1
0 2,0,2,0,2,0,0,0 1
0 3,2,2,2,2,0,2,0 2
2 2,3,0,2,2,2,0,0 3
2 2,2,3,3,0,0,0,0 3
3 2,2,2,2,0,2,3,0 3
2 3,1,1,1,3,0,2,0 2
# remove 2-cell gun
2 1,0,0,2,0,2,0,0 2
2 2,0,0,2,0,2,0,0 2
# reduce slow salvo
1 3,0,0,2,0,2,0,0 3
# reaction 2
0 2,1,0,0,0,3,0,0 2
# final destroy reaction
1 0,1,1,2,0,3,0,0 3
a a1,a2,a3,a4,a5,a6,a7,a8 0
The future developments I plan to make include:
  • Improve the PULL and PUSH recipes for longer distances. Currently, it takes lots of photons to move the hand block.
  • Add a more flexible slow salvo construction set for complex patterns using state 2 and the glider
  • Tame the rule. Currently it is explosive due to puffers creating too many photons
EDIT: tamed

Code: Select all

x = 64, y = 64, rule = R2INT-Univ-pre1
!
# [[ RANDFILL 35 RANDOMIZE ]]
@RULE R2INT-Univ-pre1
This rule was developed by R2INT while exploring the possibilities of universal construction.
@COLORS
0 0 0 0
1 255,0,128
2 80,0,160
3 128,255,192
@NAMES
0 dead
1 photon
2 tail
3 circuitry
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a = a1
0 0,0,0,0,0,0,0,0 0
0 1,0,0,0,0,0,0,0 1
1 2,0,0,0,0,0,0,0 2
1 0,0,0,0,0,0,0,0 2
1 0,1,2,1,0,0,0,0 2
1 2,1,0,0,0,0,0,0 2
1 0,1,0,0,0,0,0,0 2
# phase-preserve
3 0,0,0,0,0,0,0,0 3
0 1,0,0,3,0,0,0,0 3
3 0,3,0,0,0,0,0,0 2
3 2,0,0,3,0,0,0,0 3
0 3,0,3,0,0,0,0,0 1
0 1,3,0,0,0,0,0,0 1
2 1,3,0,0,0,0,0,0 3
1 3,0,2,0,0,0,0,0 2
3 2,0,0,0,0,0,0,0 3
# phase change
0 0,3,0,1,0,0,0,0 1
3 0,1,0,0,0,0,0,0 3
3 0,2,0,0,0,0,0,0 3
1 0,3,0,2,0,0,0,0 2
# split
3 0,1,0,1,0,0,0,0 3
3 0,2,0,2,0,0,0,0 3
3 3,0,0,0,0,0,0,0 3
# glider
2 2,2,0,0,0,0,0,0 2
2 2,0,2,2,0,0,0,0 2
0 2,0,2,2,0,0,0,0 2
0 0,2,2,2,0,0,0,0 2
0 2,2,2,0,0,0,0,0 2
2 2,2,0,0,2,0,0,0 2
2 2,0,2,0,0,0,0,0 2
2 2,2,0,2,0,0,0,0 2
0 2,2,0,2,0,0,0,0 2
# synth
0 1,0,0,1,0,0,0,0 1
2 1,1,0,0,0,0,0,0 2
0 2,1,1,2,0,0,0,0 1
1 2,0,1,0,0,0,0,0 1
1 1,2,0,0,2,0,0,0 1
0 0,2,1,1,0,0,0,0 2
0 2,1,1,0,0,0,0,0 2
1 1,2,1,0,2,0,0,0 2
2 1,1,1,0,0,0,0,0 2
# chaos
0 2,1,1,0,3,0,0,0 3
1 1,2,0,3,0,0,0,0 2
0 2,3,3,0,0,0,0,0 3
2 1,2,3,3,0,0,0,0 3
1 2,3,2,0,0,0,0,0 3
2 3,2,1,0,0,0,0,0 2
3 2,1,2,0,3,0,0,0 2
0 0,3,3,3,0,0,0,0 3
0 3,0,2,3,0,0,0,0 2
3 3,2,2,0,3,0,0,0 2
# 2c/3
0 0,1,0,1,0,0,0,0 1
0 0,1,1,1,0,0,0,0 2
0 2,2,1,0,0,0,0,0 1
1 1,2,0,2,1,0,0,0 2
1 2,0,2,2,0,0,0,0 2
# speed up RT
0 1,0,0,3,0,2,0,0 3
# 2-photon synth start
0 1,2,0,0,1,0,0,0 3
# SC: chaos #2 (p4)
0 0,1,0,2,3,3,0,0 1
2 1,0,2,3,3,3,0,0 3
2 3,0,0,0,3,0,0,0 1
0 0,3,1,3,0,0,0,0 3
1 3,0,0,0,3,0,0,0 2
# SC: fire 1
0 3,1,0,0,1,0,0,0 2
2 2,1,0,0,0,0,0,0 2
1 2,2,0,0,0,0,0,0 2
0 0,3,1,2,0,0,0,0 3
2 3,0,0,2,0,0,0,0 1
# SC: push
3 2,0,0,1,0,0,0,0 2
0 1,0,3,2,0,0,0,0 3
# SC: pull
3 1,0,0,3,0,0,0,0 2
0 3,2,2,0,0,0,0,0 1
3 2,2,0,0,0,0,0,0 2
0 3,0,3,1,0,0,0,0 3
2 3,1,2,0,3,0,0,0 2
1 3,2,2,0,3,0,0,0 1
2 0,3,3,3,2,3,0,0 2
0 3,2,1,0,0,0,0,0 3
2 2,3,0,0,3,0,0,0 1
2 2,0,3,0,1,2,0,0 1
# SC: flip
0 3,2,0,0,3,0,0,0 3
3 3,0,1,0,0,0,0,0 3
3 0,3,0,3,0,0,0,0 1
2 0,2,0,1,0,0,0,0 3
1 1,0,0,1,0,0,0,0 2
# SC: to 2c/3
0 1,0,2,3,0,0,0,0 2
2 3,0,0,3,0,1,0,0 2
1 2,0,0,2,0,0,0,0 1
0 3,0,2,0,1,2,0,0 1
2 1,1,2,3,0,0,0,0 2
2 3,1,2,3,0,0,0,0 2
# SC: break 2c/3
0 2,0,0,0,1,0,0,0 1
0 2,1,2,1,2,1,0,0 3
2 1,2,0,0,1,0,0,0 3
3 3,2,0,2,0,0,0,0 3
2 3,3,0,0,1,0,0,0 3
0 3,3,2,1,0,1,2,0 3
2 1,1,0,3,0,0,0,0 2
2 3,3,0,1,1,0,0,0 1
1 1,0,2,2,0,0,0,0 1
1 2,3,1,0,0,0,0,0 3
0 1,2,0,1,1,0,0,0 3
1 1,0,0,0,0,0,0,0 1
3 3,0,3,2,0,2,0,0 3
0 2,1,1,1,0,1,0,0 3
3 2,1,0,2,0,0,0,0 3
1 3,1,1,0,0,2,0,0 2
3 2,1,1,1,1,0,0,0 1
# SC: make hand
3 0,3,0,2,0,0,0,0 1
3 0,3,0,0,0,2,0,0 2
0 2,2,0,1,0,0,0,0 3
0 3,0,3,0,2,0,0,0 3
1 1,2,3,2,1,0,0,0 3
1 2,3,0,0,0,0,0,0 2
0 1,2,3,2,1,0,0,0 3
2 3,1,1,0,0,0,0,0 2
3 2,1,1,2,0,0,0,0 1
0 3,1,2,0,3,0,0,0 1
2 3,0,3,0,1,0,0,0 2
2 1,1,3,0,2,0,0,0 3
3 3,0,3,2,0,0,0,0 2
3 2,0,3,3,0,2,3,0 1
1 2,3,2,2,0,0,0,0 2
2 1,2,3,1,1,0,2,0 3
1 1,3,2,2,0,0,0,0 2
2 3,3,1,0,0,0,0,0 1
1 1,2,3,0,2,0,0,0 3
2 3,3,3,2,1,0,0,0 3
3 3,3,2,0,0,0,0,0 3
2 3,3,0,0,0,0,0,0 3
3 2,1,3,2,0,0,0,0 2
1 2,3,3,0,1,0,0,0 2
3 3,2,1,1,0,0,2,0 3
1 1,3,0,0,3,0,0,0 1
0 0,3,1,1,3,2,0,0 1
0 2,2,3,2,0,0,0,0 2
# SC: fire back
0 3,0,2,0,0,1,0,0 2
0 0,3,3,1,0,0,0,0 2
2 3,2,0,0,0,2,0,0 1
0 2,3,2,0,3,0,0,0 3
3 2,0,2,0,0,0,0,0 1
2 3,2,0,3,0,0,0,0 1
1 1,3,1,0,0,0,0,0 1
1 1,1,3,3,0,0,0,0 2
# We need to break the replicator
0 2,0,1,1,0,0,0,0 2
# break glider gun
1 0,2,0,2,0,0,0,0 2
# fix synth
2 3,1,0,0,0,0,0,0 3
3 2,1,1,0,2,0,0,0 1
2 3,0,3,0,1,1,0,0 2
1 0,2,2,1,0,2,0,0 2
1 1,2,3,2,0,0,0,0 2
# Snarkmaker
1 1,0,2,3,0,0,0,0 1
2 0,3,1,1,0,0,0,0 2
0 2,1,1,3,1,0,0,0 1
1 1,2,3,1,0,0,0,0 3
0 2,1,3,2,0,0,0,0 1
3 2,1,1,0,1,2,0,0 3
0 2,3,1,0,0,0,0,0 2
3 3,2,3,0,1,0,0,0 3
2 3,3,3,1,0,0,0,0 1
# Y destroys dot (high clearance)
0 2,0,1,1,0,3,0,0 2
# Y destroys reflector 2
0 3,0,3,0,0,3,0,0 3
# Fire Y
0 0,3,2,2,0,0,0,0 1 # This is my best option.
0 2,1,0,0,1,0,0,0 2
2 2,1,0,0,2,0,0,0 2
2 3,0,1,0,2,0,0,0 2
1 0,2,2,3,0,2,0,0 2
0 2,1,2,2,0,0,0,0 1
1 2,2,2,0,0,0,0,0 1
2 1,2,2,0,2,0,0,0 1
0 3,0,2,2,0,0,0,0 2
# Make sure to include the block
2 2,2,2,0,0,0,0,0 2
# Reduce the 14I to 7I
0 1,1,0,0,3,0,0,0 1
3 1,1,0,3,0,0,0,0 2
# Snarkbreaker component
1 2,1,2,2,0,0,0,0 2
# Snarkbreaker
3 2,2,0,2,0,0,0,0 1
1 1,3,2,3,1,0,0,0 2
0 3,0,0,2,0,2,0,0 1
0 2,0,2,0,2,0,0,0 1
0 3,2,2,2,2,0,2,0 2
2 2,3,0,2,2,2,0,0 3
2 2,2,3,3,0,0,0,0 3
3 2,2,2,2,0,2,3,0 3
2 3,1,1,1,3,0,2,0 2
# remove 2-cell gun
2 1,0,0,2,0,2,0,0 2
2 2,0,0,2,0,2,0,0 2
# reduce slow salvo
1 3,0,0,2,0,2,0,0 3
# reaction 2
0 2,1,0,0,0,3,0,0 2
# final destroy reaction
1 0,1,1,2,0,3,0,0 3
# taming attempt (success)
1 0,2,2,1,0,0,0,0 2 # reduce photon proliferation
1 0,1,0,1,0,0,0,0 2
1 0,3,2,1,0,0,0,0 2
1 0,2,0,0,0,0,0,0 2
0 3,0,3,3,0,0,0,0 3 # remove puffers
1 0,2,2,2,0,0,0,0 2
#0 3,0,3,0,3,0,0,0 3 # reverted because it breaks geminoid
#0 3,1,3,0,3,0,0,0 3
1 0,3,2,2,0,0,0,0 2
2 1,1,0,0,0,2,0,0 2 # remove 2c/3 rake
a a1,a2,a3,a4,a5,a6,a7,a8 0
Range-2 INT
R2INT's Rule Collection

Currently missing OCA catalyst search software and OCA conduit search software (the one I have is hardcoded to B3/S23-a5)
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b-engine
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by b-engine »

R2INT wrote: March 21st, 2026, 9:42 pm I have constructed a record-small Orthogonoid (a type of Geminoid spaceship)
There's a much smaller orthogonoid:
islptng wrote: October 9th, 2024, 10:30 pm

Code: Select all

#C 8c/78 Mini Orthogonoid in a 10-state Moore rule
x = 101, y = 38, rule = GeminoidMaster
88.A4.A2.A$87.A5.A.A$86.A7.A17$BE3.BH.BC3.BH2.BD2.BD3.BH8.BI.BC.BC.BC
.BC.BC.BC.BC.BC.BC.BC21.A$88.A$87.A14$90.A7.A$91.A5.A.A$92.A4.A2.A!
The same creator also made a slightly larger and more "authentic" orthogonoid.
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by I6_I6 »

b-engine wrote: March 22nd, 2026, 8:43 am
R2INT wrote: March 21st, 2026, 9:42 pm I have constructed a record-small Orthogonoid (a type of Geminoid spaceship)
There's a much smaller orthogonoid:
islptng wrote: October 9th, 2024, 10:30 pm
The same creator also made a slightly larger and more "authentic" orthogonoid.
R2INT's orthogonoid uses only 4 states; that one by islptng uses 10. I'm pretty sure one of islptng's many orthogonoids holds the current record for smallest 2-state orthogonoid, though. (Edit: I was wrong, the current record is held by AforAmpere: viewtopic.php?p=75164#p75164, thx islptng for correcting me)

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
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splitterrules
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by splitterrules »

Orthogonoid gun in TinyOrthogonoid:

Code: Select all

x = 118, y = 74, rule = TinyOrthogonoid
103.C2$87.C$91.AB$103.C$63.C4.C$66.C20.C$112.C4.C$114.C$48.C4.C$20.C
4.C25.C35.C$23.C$103.C$74.BA2$104.C3$50.A$50.B3$67.C4$52.C31$115.A$
115.B.C$111.C2.D$113.EC$20.C44.A$22.FD2.C38.B48.C$22.GCE37.C$67.BA$
63.C51.C2$.C$53.C8.C50.C$E$CD50.C$GF2$2.C50.C!
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by yyh_baboon »

I wonder how many barrels is this…
EDIT:64 barrels :?: :?:

Code: Select all

 x = 3, y = 3, rule = B3aeijr4ej5ce/S2-ci3-aky4ceinrtz5k6c
3o$obo$2bo!
EDIT: ridiculous rake, I’ll be very astonished if this is corderized:

Code: Select all

 x = 3, y = 3, rule = B3aeijr4ej5ce/S2-ci3-aky4ceinrtz5k6cn
3o$obo$2bo!
Do anyone have a P38 edge block factory?
Currently hand-searching spaceships.
Have a look at my spaceship hub viewtopic.php?f=12&t=7084 if you’re interested ÔvÔ

Code: Select all

  x = 4, y = 3, rule = B3-cnqy4ej7c/S2-ci3-ak4ceinrz5acek6c
3o$o2bo$ob2o!
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Rhombic
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by Rhombic »

Reaction with three separated still lifes (two blocks and a boat) is a 8c/310d spaceship:

Code: Select all

x = 25, y = 17, rule = B3-e4cei5k6c78/S2-in34jy5a6a8
2o$2o4$11bo$10b2o$10b2o2$b2o$obo$bo4$23b2o$23b2o!
In a related rule, a duoplet on a ship restores the ship after 13 generations, enabling hasslers like this p58:

Code: Select all

x = 11, y = 5, rule = B3-e4cei6c78/S2-in34jy
b2o$obo5b3o$2o6bobo$10bo$7b3o!
A peculiar p592:

Code: Select all

x = 16, y = 9, rule = B2cek3akqy4t6an7/S023ij4ek5-i6k8
o14bo6$6bo$2bo2bobo$6bo!
Last edited by Rhombic on April 1st, 2026, 5:45 pm, edited 1 time in total.
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?
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Sylvani
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by Sylvani »

Cursed B1 spaceships

Code: Select all

x = 35, y = 12, rule = R1,C0,S,B1,NL
5b3o24bobo2$10b2o9b3o$20b2ob2o$19bo4bo$o5bo6bo3b4ob2o$2o5bo10bob3o$4bo
3b2o10b3o$3b2o3bo13b2o$3b6o9bo3b2o$8b2o5b2ob3o$13b3o!
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hibiscus
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by hibiscus »

p67 in Baeijy4et5c/S2-i3-ckqr5i6c:

Code: Select all

x = 15, y = 17, rule = B3aeijy4et5c/S2-i3-ckqr5i6c
2b2o$2b2o3$13b2o$13b2o2$2o$obo$b2o$7b3o$7b3o4$8b2o$8b2o!

Code: Select all

#C [[ ZOOM 8 TRACK -3/87 -1/87 ]]
x = 4, y = 5, rule = B35ay/S2-i3-e4ey5j
2bo$b2o$2obo$bobo$2b2o!
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by yyh_baboon »

Giant-period gun that appears as a by-product of my spaceship search:

Code: Select all

 x = 3, y = 3, rule = B3-cnqy4j5e/S2-ci3-acky4einrz5ck6c
3o$obo$2bo!
EDIT: more:

Code: Select all

 x = 3, y = 3, rule = B3-cnqy4j5e/S2-ci3-acky4einrz5ck6ci8
3o$obo$2bo!
Do anyone have a P38 edge block factory?
Currently hand-searching spaceships.
Have a look at my spaceship hub viewtopic.php?f=12&t=7084 if you’re interested ÔvÔ

Code: Select all

  x = 4, y = 3, rule = B3-cnqy4ej7c/S2-ci3-ak4ceinrz5acek6c
3o$o2bo$ob2o!
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by LaundryPizza03 »

15c/118o spaceship and rake in B34aq/S2-c3:

Code: Select all

x = 103, y = 96, rule = B34aq/S2-c3
34b2o$33bo2bo$36bo$34b3o14bo$35b2o13b3o$36b2o11bo$b2o35bo11b4o3bo$o2bo
32bobo12bo3b3o$3bo32bobo16b2o$b3o$2b2o$3b2o$5bo$3bobo25bo14bo$3bobo25b
o14bo$31bo14bo12$33bo14bo$5bobo25bo14bo$5bobo25bo14bo$7bo$5b2o$4b2o$3b
3o$5bo32bobo16b2o$2bo2bo32bobo12bo3b3o$3b2o35bo11b4o3bo$38b2o11bo$37b
2o13b3o$36b3o14bo$38bo$35bo2bo$36b2o18$b2o$o2bo$3bo$b3o$2b2o$3b2o$5bo$
3bobo25bo5b2o7bo14bo14bo14bo$3bobo25bo4bobo7bo14bo14bo14bo$31bo6bo7bo
14bo14bo14bo5$81bobo16b2o$81bobo12bo3b3o$83bo11b4o3bo$81b2o11bo$80b2o
13b3o$79b3o14bo$34bo14bo31bo$6bobo25bo14bo28bo2bo$6bobo25bo14bo29b2o$
8bo$6b2o$5b2o$4b3o$6bo32bobo16b2o$3bo2bo32bobo12bo3b3o$4b2o35bo11b4o3b
o$39b2o11bo$38b2o13b3o$37b3o14bo$39bo$36bo2bo$37b2o!

Code: Select all

x = 4, y = 3, rule = B3-q4z5y/S234k5j
2b2o$b2o$2o!
LaundryPizza03 at Wikipedia
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hibiscus
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by hibiscus »

p27 in B3/S235:

Code: Select all

x = 8, y = 8, rule = B3/S235
3o$2obo$o3bo$bo3bo$2bo3bo$3bo3bo$4bob2o$5b3o!

Code: Select all

#C [[ ZOOM 8 TRACK -3/87 -1/87 ]]
x = 4, y = 5, rule = B35ay/S2-i3-e4ey5j
2bo$b2o$2obo$bobo$2b2o!
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by yyh_baboon »

What is this…

Code: Select all

x = 3, y = 3, rule = B3aijkr4ej5ce6i8/S2-ci3-aky4einrz5j6cn7c
3o$obo$2bo!
EDIT: what??

Code: Select all

 x = 3, y = 3, rule = B3aijr4j5e/S2-ci3-aky4ceinrz5aejn7e
3o$obo$2bo!
Do anyone have a P38 edge block factory?
Currently hand-searching spaceships.
Have a look at my spaceship hub viewtopic.php?f=12&t=7084 if you’re interested ÔvÔ

Code: Select all

  x = 4, y = 3, rule = B3-cnqy4ej7c/S2-ci3-ak4ceinrz5acek6c
3o$o2bo$ob2o!
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by yyh_baboon »

(Sorry for the multi post)
What :?: :?: :?: (puffrake with period over 30000)

Code: Select all

 x = 3, y = 3, rule = B3aijkr4cj5ce8/S2-ci3-aky4einrz5aj6n7e8
3o$obo$2bo!
Do anyone have a P38 edge block factory?
Currently hand-searching spaceships.
Have a look at my spaceship hub viewtopic.php?f=12&t=7084 if you’re interested ÔvÔ

Code: Select all

  x = 4, y = 3, rule = B3-cnqy4ej7c/S2-ci3-ak4ceinrz5acek6c
3o$o2bo$ob2o!
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by rabbit »

Rule with a confused glider and a questionable oscillator:

Code: Select all

x = 13, y = 5, rule = B2-a3a4r/S12-ck3j4ak5c6
bo8b2o$b2o9bo$obo8bo2$11bo!
That's the bunny. (she/her)
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by I6_I6 »

This thing in TnT hassles itself (OMOI):

Code: Select all

x = 10, y = 10, rule = B2cik3-cijn4cknqr5-anqy6ekn7/S1c2acn3-aijq4cjktw5ejny6aen7c8
3bo$4bo$b2o$2bo2$8bo$bo5b3o$3o3bobo$bo4b2o$2bo!

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
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ThePlayzr
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by ThePlayzr »

Interesting life-like rule with a lot less still lives:

Code: Select all

x = 3, y = 3, rule = B2ce3/S23nr
3o$o$o!
[[ RANDOMIZE ]]
EDIT: another:

Code: Select all

x = 3, y = 3, rule = B2n34cejw5cekqy6-i7e8/S2-cn3-ceky
!
[[ RANDOMIZE ]]
Please help me prove b3s23-a5 omniperiodic!
Please visit my ruleset and contribute!
User:ThePlayzr
Finally got LLS! Time to do way too much searching!
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b-engine
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by b-engine »

This thing is supposed to be a replicator, but it doesn't destroy itself after breeding copies of itself:

Code: Select all

x = 4, y = 9, rule = B3aijkr4ej5e6n/S2-ci3-aky4-ajqwy5ejn6ce7
3o$o2bo$3bo$b3o2$b2o$ob2o$obo$2o!
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I6_I6
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by I6_I6 »

ThePlayzr wrote: April 5th, 2026, 4:12 am EDIT: another:

Code: Select all

x = 3, y = 3, rule = B2n34cejw5cekqy6-i7e8/S2-cn3-ceky
!
[[ RANDOMIZE ]]
Adjustable p4n+2 oscillators:

Code: Select all

x = 45, y = 12, rule = B2n34cejw5cekqy6-i7e8/S2-cn3-ceky
2b2o9b2o8b2o8b2o8b2o$bobo8bobo7bobo7bobo7bobo$obo10bo9bo9bo9bo$2o10bo
9bo9bo9bo$11bobo9bo9bo9bo$11b2o9bo9bo9bo$21bobo9bo9bo$21b2o9bo9bo$31b
obo9bo$31b2o9bo$41bobo$41b2o!
Edit: The first one probably doesn't count.

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
User:I6 I6/Elementary Emulators
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hotcrystal0
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by hotcrystal0 »

I found this rule full of blocks and gliders while trying to golf for a rule where the century is a (2,1)c/5 knightship:

Code: Select all

x = 4, y = 3, rule = B34e5i/S2aek3-cqy4qrw5q
bo$3o$2b2o!
wherever I go on the internet I bring with myself nothing but problems.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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PK22
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by PK22 »

hotcrystal0 wrote: April 8th, 2026, 2:03 pm I found this rule full of blocks and gliders while trying to golf for a rule where the century is a (2,1)c/5 knightship:

Code: Select all

x = 4, y = 3, rule = B34e5i/S2aek3-cqy4qrw5q
bo$3o$2b2o!
3G -> 7G over-unity reaction:

Code: Select all

x = 38, y = 28, rule = B34e5i/S2aek3-cqy4qrw5q
17bo19bo$15bobo17b2o$16b2o18b2o23$b2o$obo$2bo!
5G -> 14G over-unity reaction:

Code: Select all

x = 23, y = 18, rule = B34e5i/S2aek3-cqy4qrw5q
5bobo12bobo$5b2o13b2o$6bo14bo3$12bo$bo9bo$o10b3o$3o7$b2o$2o$2bo!
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17/25 exams completed.
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hotcrystal0
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by hotcrystal0 »

Here's an actual rule with the century knightship:

Code: Select all

x = 4, y = 6, rule = B2kn3-ckry4eq5e6k/S2ace3-qy4aqw5qy6a
bo$3o$2b2o3$bo!
wherever I go on the internet I bring with myself nothing but problems.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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PK22
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Re: Miscellaneous Discoveries in Other Cellular Automata

Post by PK22 »

hotcrystal0 wrote: April 8th, 2026, 3:08 pm Here's an actual rule with the century knightship:

Code: Select all

x = 4, y = 6, rule = B2kn3-ckry4eq5e6k/S2ace3-qy4aqw5qy6a
bo$3o$2b2o3$bo!
p120:

Code: Select all

x = 9, y = 5, rule = B2kn3-ckry4eq5e6k/S2ace3-qy4aqw5qy6a
bo2$o2bo2b2o$5b2o$5bo2bo!
p84 (not loopable):

Code: Select all

x = 6, y = 7, rule = B2kn3-ckry4eq5e6k/S2ace3-qy4aqw5qy6a
2b2o$2bo2$bo$2o3bo$2o$b3o!
User:PK22
Currently taking exams; unlikely to be active until mid June.
17/25 exams completed.
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