B015/S0

For discussion of other cellular automata.
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muzik
Posts: 6558
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

B015/S0

Post by muzik » June 5th, 2016, 10:22 am

One of the more interesting B0 rules I've investigated.

For one, it's a Day and Night rule:

Code: Select all

x = 23, y = 39, rule = B015/S0
19b4o12$b12o$4o2b8o6b2o$4o2b8o$3o4b7o$14o$14o$14o$14o$14o$14o5b4o$14o$
14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$b12o!
Two ships and a replicator:

Code: Select all

x = 23, y = 8, rule = B015/S0
9bo4bo2$10bo2bo$10bo2bo$o9b4o7b2o$10bo2bo$2o$9b2o2b2o!
These things:

Code: Select all

x = 2, y = 5, rule = B015/S0
2o$2o$2o2$2o!
Parity Replicator Collection v1.6 is now live - please send all relevant discoveries here.

Bullet51
Posts: 711
Joined: July 21st, 2014, 4:35 am

Re: B015/S0

Post by Bullet51 » June 5th, 2016, 10:35 am

Glider gun:

Code: Select all

x = 15, y = 17, rule = B015/S0
9bo$7b2o$7b2o4$7b2o3$12b2o$3bo2bo5b2o$14bo$3bo3b2o$3bo$2b2o$b3o$o!
Any chance for synthesizing muzik's large c/2 ship?
Still drifting.

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: B015/S0

Post by drc » June 5th, 2016, 11:38 am

Domino tracks of period 16, 40, etc.:

Code: Select all

x = 19, y = 8, rule = B015/S0
2o2bo6b2o$2o2bo6b2o5$2o2bo12b2o$2o2bo12b2o!
Two p4s:

Code: Select all

x = 7, y = 6, rule = B015/S0
ob2obo5$ob3obo!
This rule took a while in gfind, but:
A slightly different c/2:

Code: Select all

x = 8, y = 8, rule = B015/S0
bo4bo2$2bo2bo$2bo2bo$2b4o$obo2bobo2$b2o2b2o!
It can pull lines:

Code: Select all

x = 8, y = 13, rule = B015/S0
o6bo$bo4bo$bo4bo$bo4bo$bo4bo$bo4bo$bo4bo$b2o2b2o$b2o2b2o$b6o$b2o2b2o2$
b2o2b2o!
It can be made a p16 puffer:

Code: Select all

x = 6, y = 6, rule = B015/S0
bo2bo$bo2bo$b4o$bo2bo2$2o2b2o!
And a slightly different p16 puffer:

Code: Select all

x = 6, y = 9, rule = B015/S0
2o2b2o2$bo2bo$b4o$b4o$bo2bo$bo2bo$bo2bo$o4bo!

Gamedziner
Posts: 795
Joined: May 30th, 2016, 8:47 pm
Location: Milky Way Galaxy: Planet Earth

Re: B015/S0

Post by Gamedziner » June 8th, 2016, 7:50 am

Uh... The entire grid should be mostly filled since most cells start with 0 cells nearby.

Code: Select all

x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!

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BlinkerSpawn
Posts: 1993
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: B015/S0

Post by BlinkerSpawn » June 8th, 2016, 7:59 am

Gamedziner wrote:Uh... The entire grid should be mostly filled since most cells start with 0 cells nearby.
Golly and LifeViewer handle B0 by modifying the transitions so that in odd generations, all cells that would be OFF are ON and vice versa.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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FlameandFury
Posts: 118
Joined: May 18th, 2016, 10:07 pm

B015/S3

Post by FlameandFury » July 3rd, 2016, 7:53 pm

Sorry for the bump, but B015/S3 is an interesting, if explosive rule.
Backrake, that creates a much slower ship:

Code: Select all

x = 8, y = 11, rule = B015/S3
3bo2$3bo2$3bo$3b2obo$4bo$6bo2$4b2o!
Puffer:

Code: Select all

x = 13, y = 9, rule = B015/S3
2$7bo$5bo3bo$3bo7bo$3bo7bo$5bo3bo$7bo!
Wickstretcher:

Code: Select all

x = 151, y = 12, rule = B015/S3
2$2bo$bo2b141obo$2bo143bo!
EDIT:
P3:

Code: Select all

x = 3, y = 3, rule = B015/S3
2o$3o$b2o!
Simpler but also slower wickstretcher:

Code: Select all

x = 5, y = 6, rule = B015/S3
bobo$2bo$2bo$2bo$2bo$bobo!
A P4 in an infinite family of P4s:

Code: Select all

x = 5, y = 12, rule = B015/S3
$2bo$3bo$3bo2$bo2$3bo$3bo$3bo$3bo$2bo!
what is sesame oil?

Rocknlol
Posts: 127
Joined: April 15th, 2012, 9:06 am

Re: B015/S3

Post by Rocknlol » July 4th, 2016, 12:13 pm

Here's a c/8 ship in B015/S3:

Code: Select all

x = 10, y = 10, rule = B015/S3
obo4bobo$bo6bo$bo6bo$bo6bo$2o6b2o$2o6b2o$bo6bo$b2o4b2o$2b2o2b2o$2b6o!

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