Thread For Your Unrecognised CA

For discussion of other cellular automata.
wwei23

Re: Thread For Your Unrecognised CA

Post by wwei23 » June 26th, 2017, 10:28 am

wildmyron wrote:
wwei23 wrote:B2c/S
Time crystals-not known to explode. Can spaceships or infinite growth exist? I don't think so. In fact, the time crystals sometimes have periods nearly impossible to measure. I can't get the period of this one or whatever it evolves into. Warning-Extremely large.
Similar crystals exist in B3/S5. To convert from B2c/S to B3/S5, for every original cell, add one south, one east, and one southeast.
▓░to▓▓
░░to▓▓
Now, because the B2c/S version is too large, and because Google Docx crashed when I tried to paste the RLE THERE and add a link, I will use the much smaller B3/S5 version.

Code: Select all

<snip> rle for large filled rectangle
This type of structured pattern is much better represented (and run) in a hash format. Change the Golly algorithm to HashLife and then you can save the file in macrocell format. Here it is:

Code: Select all

[M2] (golly 2.9b1)
#R B2c/S
$$$..*.*.*$$..*.*.*$$..*.*.*$
$$$*.*.*.*$$*.*.*.*$$*.*.*.*$
4 0 0 1 2
4 0 0 2 2
$..*.*.*$$..*.*.*$$..*.*.*$$..*.*.*$
$*.*.*.*$$*.*.*.*$$*.*.*.*$$*.*.*.*$
4 5 6 5 6
4 6 6 6 6
5 3 4 7 8
6 0 0 0 9
7 0 0 0 10
8 0 0 0 11
9 0 0 0 12
10 0 0 0 13
11 0 0 0 14
5 4 4 8 8
6 0 0 16 16
7 0 0 17 17
8 0 0 18 18
9 0 0 19 19
10 0 0 20 20
$$$*$$*$$*$
4 0 0 2 22
$*$$*$$*$$*$
4 6 24 6 24
5 23 0 25 0
6 0 0 26 0
7 0 0 17 27
8 0 0 18 28
9 0 0 19 29
10 0 0 30 0
11 0 0 21 31
5 7 8 7 8
6 0 33 0 33
7 0 34 0 34
8 0 35 0 35
9 0 36 0 36
$..*.*.*$
$*.*.*.*$
4 5 6 38 39
4 6 6 39 39
5 40 41 0 0
6 0 33 0 42
7 0 43 0 0
8 0 35 0 44
9 0 36 0 45
10 0 37 0 46
11 0 47 0 0
5 8 8 8 8
6 49 49 49 49
7 50 50 50 50
8 51 51 51 51
9 52 52 52 52
5 41 41 0 0
6 49 49 54 54
7 55 55 0 0
8 51 51 56 56
9 52 52 57 57
10 53 53 58 58
5 25 0 25 0
6 60 0 60 0
7 50 61 50 61
8 51 62 51 62
9 52 63 52 63
$*$
4 6 24 39 65
5 66 0 0 0
6 60 0 67 0
7 55 68 0 0
8 51 62 56 69
9 52 63 57 70
10 64 0 71 0
11 59 72 0 0
12 15 32 48 73
This runs nicely with a step of 2^8 or even 2^10. If performance slows, you may be able to improve things by increasing the amount of memory available to the HashLife alogorithm (in Preferences -> Control -> Settings for this algorithm: HashLife)
wwei23 wrote:Alas, why does the RLE in the B2c/S version say "bo" so much?
RLE format is hopeless at compressing patterns with vertical lines or checkerboard patterns. Compare these three representations:

Code: Select all

x = 10, y = 9, rule = B3/S23
10o2$10o2$10o2$10o2$10o!
[[ NOGUI THEME 6 WIDTH 96 HEIGHT 96 ]]

Code: Select all

x = 9, y = 9, rule = B2c/S
obobobobo2$obobobobo2$obobobobo2$obobobobo2$obobobobo!
[[ NOGUI THEME 6 WIDTH 96 HEIGHT 96 ]]

Code: Select all

x = 9, y = 10, rule = B3/S23
obobobobo$obobobobo$obobobobo$obobobobo$obobobobo$obobobobo$obobobobo$
obobobobo$obobobobo$obobobobo!
[[ NOGUI THEME 6 WIDTH 96 HEIGHT 96 ]]
wwei23 wrote:By the way, it should be "unrecognized," not the way it was spelled in the title. My spellcheck verifies that this was a mistake, spelling it with an "s."
"-ised" is the UK English form of "-ized". Most spell checkers installed by default use US English, and therefor indicate the UK English spelling forms as errors. The same applies to neighborhood / neighbourhood; center / centre; license / licence; and catalog / catalogue (US version followed by UK version). In general most people are accepting of both spellings, but it is preferable to be consistent with usage. When publishing you may be expected to conform to usage of one or the other, depending on the publisher.
The "bo" thing was just a joke, I got the idea from 83bismuth38's signature. I also sent it over to him(her?), to be funny. I have not gotten a reply yet.

wwei23

Re: Thread For Your Unrecognised CA

Post by wwei23 » June 26th, 2017, 10:34 am

drc wrote:Really nice distant relative of JustFriends

Code: Select all

x = 16, y = 16, rule = B2-a5/S1e2-a35678
bobo2b2ob2ob2o$3ob4o2bo3bo$o2bo2bobo5b2o$o2bo6bo2bobo$2obo3b4o2b2o$o2b
o5b2ob4o$o2b2obobo5b2o$3bo5b5o$2b2o2b2obo2bo$b2ob3ob3o2bobo$ob4obo4b2o
$obobo3b3obo$2b3ob5o2b3o$b2obo4b2ob2o$2b2o4bo2bo$2obobo2bobobo!
I call it organized explosion.

drc
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Re: Thread For Your Unrecognised CA

Post by drc » June 26th, 2017, 12:09 pm

1. Set to HashLife
2. Set to 8^3 scale
3. Run this pattern:

Code: Select all

x = 65537, y = 65541, rule = B2-ac3-n6/S02e
3bo$o$o3bo$o$3bo65536$65536bo!

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Rhombic
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Re: Thread For Your Unrecognised CA

Post by Rhombic » June 26th, 2017, 1:49 pm

Is this a rake or a puffer? Or a wavecarrier?

Code: Select all

x = 50, y = 65, rule = MAPAACAAAAAHDHDDHHDAAAAAaaaAAAAAKAAAB22AAAUbbAAAABBAAAABBBBCDAAPiPiPiAAAAKAAeyupAAAAAACCC
21b2o2$20bo2bo5$23b2o2$22bo2bo$21bo4bo$20b2o2bo$23bo2b2o$21b3obo$21b2o
$19b2obobo$19b3o2bo$22bo3bobo$18b2o2bob2o$18bobo2bo$18b2ob2o5bo$15bobo
4b5o$15b2o6bobo$18bobo$15bo6b2ob2o$22bobo3b2obo$13bo2bobob3o3bo2bo3bo$
12bo3b2obo13bo$11bo5bobo7bobobo3bobo$15b3ob3o7bo4bo$16bob2o5bo9bo$12b
2o7bobobo4bob3o7b2o$11b2o2bo5bo3bo2bo3bobobo2b2o$8bo2bob4o3bob4o2bobo
2bo13bo$2bobobob3o3bo8bo10bo2bo2bobob3obo$o3bob4o5b2o5bobobo4b2o7b3o6b
o$o2bo3bob3ob2o2bo4b2o2bobo2bob2obo2bo4b2o3bo$bo5bobo3bobo2bo9bobo3bo
7bo2bobo$2bo3bo2bobo6b4o6bobo3bobo6bobo$9bob2o8bo3bo6bobo2b2o4bo$12b3o
bo10bo2bo2bo2bobobo$8bobo6bo14bo3b2o3b2o$15bo2bo13bob2o$12b2o9b2o7bobo
$16b2o4bo2b2o2bo3b2o$19bo3bo2bo6b2o$22bo3b2ob5o$23bo8bo$25bo2bo$26b2o
13$24bo$21bo$22b2o!
Synth of xp31

Code: Select all

x = 150, y = 7, rule = B2-an3-ekny/S12-a
2o2$147b2o$143b2o2b2o$143bobob3o$143b2o2b2o$147b2o!
Last edited by Rhombic on June 29th, 2017, 6:52 am, edited 1 time in total.
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

drc
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Re: Thread For Your Unrecognised CA

Post by drc » June 26th, 2017, 10:44 pm

This pattern was so satisfying to stumble upon:

Code: Select all

x = 23, y = 7, rule = B34w/S2-n35i8
11bo$bobo6bo$4o6bo$bo8b3o$3bo15bob2o$19bo2bo$19bob2o!
For the impatent, it is two 6c/14 spaceships bouncing an LWSS between them.

This rule has infinitely many block-based still lifes:

Code: Select all

x = 16, y = 16, rule = B34w/S2-n35i8
5b2o2b2o$5b2o2b2o2$3b10o$3b10o$2ob10ob2o$2ob10ob2o$3b10o$3b10o$2ob10ob
2o$2ob10ob2o$3b10o$3b10o2$5b2o2b2o$5b2o2b2o!
And a small p29 that evolves from LOM:

Code: Select all

x = 2, y = 5, rule = B34w/S2-n35i8
o$o$2o$bo$bo!
LWSSes are cleanly emitted from B-heptominoes:

Code: Select all

x = 3, y = 4, rule = B34w/S2-n35i8
3o$2bo$2bo$bo!
2-glider synth (seems to be the only of this count, unfortunately):

Code: Select all

x = 7, y = 4, rule = B34w/S2-n35i8
obo$b2o3bo$bo2b2o$5b2o!
Also, this interesting 2G->2G:

Code: Select all

x = 6, y = 5, rule = B34w/S2-n35i8
2o$b2o$o4bo$3b2o$4b2o!

AbhpzTa
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Re: Thread For Your Unrecognised CA

Post by AbhpzTa » June 27th, 2017, 6:25 am

drc wrote:And a small p29 that evolves from LOM:

Code: Select all

x = 2, y = 5, rule = B34w/S2-n35i8
o$o$2o$bo$bo!
p493 glider gun:

Code: Select all

x = 101, y = 68, rule = B34w/S2-n35i8
42bo$42b3o8b2o$45bo7bo$44b2o5bobo$51b2o24$b3o$o3bo$2ob2o23b2o$o4bo21bo
bo$b2ob2o23bo39bo$bo3bo62b2o$2b3o63bobo16$3b3o$2bo2bo$2b3o$95bo$97bo$
95bob2o$92b2o2b3o$24b3o64bo3bo$24bo2b2o49bo12b2o$24b2o2bo48bobo11bo5b
2o$26b3o62bo8bo$76bobo14b2o5bo$77bo21b2o$96bo3bo$93b3o2b2o$93b2obo$94b
o$96bo!
100009436650194649 = 94649 * 1056634900001

Gamedziner
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Re: Thread For Your Unrecognised CA

Post by Gamedziner » June 27th, 2017, 7:03 am

Saka wrote:
Gamedziner wrote:B3/S35 seems to have some tiny ships, including a sparky one.

Code: Select all

x = ?, y = ?, rule = B3/S35
2bo$3o$2o$2o5$2bo$4o$2o$4o$2bo5$b3o$2o$b3o!
SERIOUSLY YOU'RE STILL POKING AROUND TOTALISTIC RULES! This is equivalent to me poking around semi-uncommon VHS tapes/cassettes/floppies. Tell me, why are you still doing this?
I am still poking around totalistic rules for two reasons:

A. They are easier for me to understand, so I can follow what's going on.
B. I've been using http://lazyslug.com/lifeview to look at rules other than B3/S23. That page only gives access to totalistic rules, but makes it easier for me to change the rule whenever I want (with a single click, I can toggle a birth or survival condition on or off).

Also, poking around a certain totalistic rule (specifically, B3/S23) seems not to have fallen out of popularity here. Sure, that's what this site is all about, but it's still technically a totalistic rule.

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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Saka
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Re: Thread For Your Unrecognised CA

Post by Saka » June 27th, 2017, 7:06 am

Gamedziner wrote: I am still poking around totalistic rules for two reasons:

A. They are easier for me to understand, so I can follow what's going on.
B. I've been using http://lazyslug.com/lifeview to look at rules other than B3/S23. That page only gives access to totalistic rules, but makes it easier for me to change the rule whenever I want (with a single click, I can toggle a birth or survival condition on or off).
A. Why are they hard for you to understand?
B. Why the heck are you using that? Why not use Golly?
jarring cyan

Gamedziner
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Re: Thread For Your Unrecognised CA

Post by Gamedziner » June 27th, 2017, 7:13 am

Saka wrote:
Gamedziner wrote: I am still poking around totalistic rules for two reasons:

A. They are easier for me to understand, so I can follow what's going on.
B. I've been using http://lazyslug.com/lifeview to look at rules other than B3/S23. That page only gives access to totalistic rules, but makes it easier for me to change the rule whenever I want (with a single click, I can toggle a birth or survival condition on or off).
A. Why are they hard for you to understand?
B. Why the heck are you using that? Why not use Golly?
A. With totalistic rules, I only have to count how many live cells are around a given cell. This also makes it easier for me to invert a rule if I see an interesting pattern of dead cells in the midst of live cells.
However, non-totalistic rules have much more complicated birth and survival requirements, and there are many more of them. I have not memorized any, much less every, one of them.

B. I've not downloaded Golly. Mind you, I'm considering doing so, but I share this computer. I can't download stuff onto it without permission.

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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Saka
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Re: Thread For Your Unrecognised CA

Post by Saka » June 27th, 2017, 7:39 am

Gamedziner wrote:
Saka wrote: A. Why are they hard for you to understand?
B. Why the heck are you using that? Why not use Golly?
A. With totalistic rules, I only have to count how many live cells are around a given cell. This also makes it easier for me to invert a rule if I see an interesting pattern of dead cells in the midst of live cells.
However, non-totalistic rules have much more complicated birth and survival requirements, and there are many more of them. I have not memorized any, much less every, one of them.

B. I've not downloaded Golly. Mind you, I'm considering doing so, but I share this computer. I can't download stuff onto it without permission.
A. You don't need to memorize them. I too have not memorized all of them. But after a good while using nontotalistic rules, I remember them much better.
B. Seriously? Then why don't you ask for permission from err... "your parent or guardian"? I also needed to ask for permission when installing Golly. It's easy, "Daddy can I download this program for Conway's Game of Life?" (That's literally how I said it.) How old are you??
jarring cyan

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Rhombic
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Re: Thread For Your Unrecognised CA

Post by Rhombic » June 27th, 2017, 8:13 am

AbhpzTa wrote:
drc wrote:And a small p29 that evolves from LOM:

Code: Select all

x = 2, y = 5, rule = B34w/S2-n35i8
o$o$2o$bo$bo!
p493 glider gun:

Code: Select all

x = 101, y = 68, rule = B34w/S2-n35i8
42bo$42b3o8b2o$45bo7bo$44b2o5bobo$51b2o24$b3o$o3bo$2ob2o23b2o$o4bo21bo
bo$b2ob2o23bo39bo$bo3bo62b2o$2b3o63bobo16$3b3o$2bo2bo$2b3o$95bo$97bo$
95bob2o$92b2o2b3o$24b3o64bo3bo$24bo2b2o49bo12b2o$24b2o2bo48bobo11bo5b
2o$26b3o62bo8bo$76bobo14b2o5bo$77bo21b2o$96bo3bo$93b3o2b2o$93b2obo$94b
o$96bo!
As always, stunning!

Meanwhile, I'm exploring B37/S2-i34k and there are some interesting results.
Natural xq64

Code: Select all

x = 4, y = 10, rule = B37/S2-i34k
b2o$2b2o$3o$o5$2b2o$2b2o!
Potential xs17 synthesis (natural, no debris, includes t-ship in reaction):

Code: Select all

x = 16, y = 16, rule = B37/S2-i34k
bo2bo2b2o6bo$ob2o3b5ob3o$4b2ob3o3bo$bo2bob3ob6o$4o2bo3b3o$bobobobo2b4o
$o3bo4b2o4bo$b2o2b2o2bo2b2o$2ob3o2bobo2bobo$o3b2o3b4ob2o$b3o2bo3bobobo
$b2o2b3ob7o$obob2ob2ob2obobo$3b13o$6b2ob3o$bobo4bob3obo!

Code: Select all

x = 10, y = 5, rule = B37/S2-i34k
9bo$8b2o$o8bo$2o$o!
Century to t-ship:

Code: Select all

x = 18, y = 12, rule = B37/S2-i34k
2o$b3o$2bo6$2o12b2o$2o12bo$15b3o$17bo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

Gamedziner
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Re: Thread For Your Unrecognised CA

Post by Gamedziner » June 27th, 2017, 11:00 am

Saka wrote: A. You don't need to memorize them. I too have not memorized all of them. But after a good while using nontotalistic rules, I remember them much better.
B. Seriously? Then why don't you ask for permission from err... "your parent or guardian"? I also needed to ask for permission when installing Golly. It's easy, "Daddy can I download this program for Conway's Game of Life?" (That's literally how I said it.) How old are you??
I always forget to ask. Oh, and I'm a bit lazy when it comes to these things :oops:. (Yes, I know it's a terrible excuse.)

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
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Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » June 27th, 2017, 11:17 am

Rhombic wrote:Potential xs17 synthesis (...includes t-ship in reaction):

Code: Select all

rle
No, it doesn't:

Code: Select all

x = 4, y = 10, rule = B37/S2-i34k
2b2o$bobo$2o$o$bo4$b2o$b2o!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

Gamedziner
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Re: Thread For Your Unrecognised CA

Post by Gamedziner » June 27th, 2017, 12:47 pm

A B2 totalistic Generations rule that seems to not be very explosive:

Code: Select all

x = 6, y = 5, rule = 04678/247/5
.A$A$A2.3A$A$2.A!

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!

bprentice
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Re: Thread For Your Unrecognised CA

Post by bprentice » June 27th, 2017, 3:51 pm

Gamedziner,

Your rule seems to support oscillators similar to those discussed here:

viewtopic.php?f=11&t=2792#p43300

You might enjoy experimenting with them. The following period 90 oscillator is an example:

Code: Select all

x = 17, y = 17, rule = 04678/247/5
A2$2.CBA$2.BCB$2.ABC2$6.CBA$6.BCB$6.ABC2$10.A2$13.DA$12.D.D$12.AD2$
16.A!
Brian Prentice

Gamedziner
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Re: Thread For Your Unrecognised CA

Post by Gamedziner » June 27th, 2017, 8:27 pm

bprentice wrote:Gamedziner,

Your rule seems to support oscillators similar to those discussed here:

viewtopic.php?f=11&t=2792#p43300

You might enjoy experimenting with them. The following period 90 oscillator is an example:

Code: Select all

x = 17, y = 17, rule = 04678/247/5
A2$2.CBA$2.BCB$2.ABC2$6.CBA$6.BCB$6.ABC2$10.A2$13.DA$12.D.D$12.AD2$
16.A!
Brian Prentice
I'm surprised to see similarities with these rules! Thanks for bringing that to my attention.

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!

drc
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Re: Thread For Your Unrecognised CA

Post by drc » June 28th, 2017, 11:45 am

I've been exploring B37e/S2-i34n, and it's pretty rad so far. Here's a p48 sparky oscillator:

Code: Select all

x = 3, y = 4, rule = B37e/S2-i34n
2o$obo$obo$b2o!
Don't know if it's sparky enough to weird a 2-oscillator gun like in tlife.
And a 12c/24 orthogonal spaceship:

Code: Select all

x = 36, y = 19, rule = B37e/S2-i34n
5o$o3bobo6bo$o3bo6b2obo$bo3b2o7bobo$11b2ob2o6bo5b2o2b2o$22b2o4b2ob2ob
2o$32bo2bo$32bo2bo$33b2o2$33b2o$32bo2bo$32bo2bo$22b2o4b2ob2ob2o$11b2ob
2o6bo5b2o2b2o$bo3b2o7bobo$o3bo6b2obo$o3bobo6bo$5o!
It can rub sparks with another copy of itself to produce puffers, like this glider rake and block puffer:

Code: Select all

x = 39, y = 145, rule = B37e/S2-i34n
5o$o3bobo6bo$o3bo6b2obo$bo3b2o7bobo$11b2ob2o6bo5b2o2b2o$22b2o4b2ob2ob
2o$32bo2bo$32bo2bo$33b2o2$33b2o$32bo2bo$32bo2bo$22b2o4b2ob2ob2o$11b2ob
2o6bo5b2o2b2o$bo3b2o7bobo$o3bo6b2obo$o3bobo6bo$5o6$3b3o$2b2ob3o$b2obob
o7b2o$2b2o2bobo5bob2o$7bo8bo$15b3o6b2o4b7o$24b2o4b4o2b2o$34bo2b2o$34bo
2bo$35b2o2$35b2o$34bo2bo$34bo2b2o$24b2o4b4o2b2o$15b3o6b2o4b7o$7bo8bo$
2b2o2bobo5bob2o$b2obobo7b2o$2b2ob3o$3b3o56$2b3o$b2ob3o$2obobo7b2o$b2o
2bobo5bob2o$6bo8bo$14b3o6b2o4b7o$23b2o4b4o2b2o$33bo2b2o$33bo2bo$34b2o
2$34b2o$33bo2bo$33bo2b2o$23b2o4b4o2b2o$14b3o6b2o4b7o$6bo8bo$b2o2bobo5b
ob2o$2obobo7b2o$b2ob3o$2b3o6$b5o$bo3bobo6bo$bo3bo6b2obo$2bo3b2o7bobo$
12b2ob2o6bo5b2o2b2o$23b2o4b2ob2ob2o$33bo2bo$33bo2bo$34b2o2$34b2o$33bo
2bo$33bo2bo$23b2o4b2ob2ob2o$12b2ob2o6bo5b2o2b2o$2bo3b2o7bobo$bo3bo6b2o
bo$bo3bobo6bo$b5o!
The double glider works here, too:

Code: Select all

x = 5, y = 5, rule = B37e/S2-i34n
2bobo$4bo$o2b2o$2bo$3o!
5c/8 tub fuse which burns to produce 2 beehives:

Code: Select all

x = 29, y = 5, rule = B37e/S2-i34n
bo$obo4bo4bo4bo4bo4bo$3bo2bobo2bobo2bobo2bobo2bobo$obo4bo4bo4bo4bo4bo$
bo!
And three wacky clean fuses:

Code: Select all

x = 55, y = 47, rule = B37e/S2-i34n
b2o4b2o4b2o4b2o4b2o$bobo3bobo3bobo3bobo3bobo$2b2o4b2o4b2o4b2o4b2o2$o$
2o$o8$36b2o$35bo2bo$28b2o6b2o$27bo2bo$20b2o6b2o$19bo2bo$12b2o6b2o$11bo
2bo$4b2o6b2o$3bo2bo$o3b2o$2o$o12$53bo$41bo10bobo$29bo10bobo8bo2bo$17bo
10bobo8bo2bo9b2o$5bo10bobo8bo2bo9b2o$4bobo8bo2bo9b2o$o2bo2bo9b2o$2o2b
2o$o!
Here's a boat-pushing reaction, much like the block-pushing reaction from CGOL:

Code: Select all

x = 7, y = 4, rule = B37e/S2-i34n
4b2o$o3bobo$2o3bo$o!
T loaf-push:

Code: Select all

x = 8, y = 6, rule = B37e/S2-i34n
5bo$4bobo$4bo2bo$o4b2o$2o$o!

User avatar
praosylen
Posts: 2449
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Location: Pembina University, Home of the Gliders
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Re: Thread For Your Unrecognised CA

Post by praosylen » June 28th, 2017, 11:57 am

P3:

Code: Select all

x = 6, y = 6, rule = B37e/S2-i34n
b4o$obo2bo$2o3bo$o3b2o$o2bobo$b4o!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...

AbhpzTa
Posts: 624
Joined: April 13th, 2016, 9:40 am
Location: Ishikawa Prefecture, Japan

Re: Thread For Your Unrecognised CA

Post by AbhpzTa » June 28th, 2017, 2:04 pm

drc wrote:Here's a p48 sparky oscillator:

Code: Select all

x = 3, y = 4, rule = B37e/S2-i34n
2o$obo$obo$b2o!
p384 glider gun:

Code: Select all

x = 100, y = 86, rule = B37e/S2-i34n
60bo2$58bobo$58bo$58bo6bo$64b3o$56bo8bo$55b3o19bo$56bo6bo11bo3bo$63bo
11bo3bo$61bobo10bob3obo$73b2ob3obo$61bo11b3o2b3o$73bob3ob2o$73bob3obo$
74bo3bo$74bo3bo$55b2o19bo$55b2o$49b2o$49b2o5$53bo$52bo$24bo27b3o$23bob
o$22bo3bo$23bobo7b2o35b2o$24bo4bo3b2o35b2o$95b3o$49b2o44bo2b2o$48bobo
44b2o2bo$50bo46b3o$21bo4bo$25bobo$24bo3bo$25bobo30b2o$26bo31bobo$51b2o
7bo$51bo8b2o$19b3o30b3o$18bo3bo31bo$10b3o5bo3bo$9bo3bo4bo3bo$9bo3bo5b
3o44b3o$9bo3bo51bo3bo21b2o$10b3o52b2ob2o20bobo$65bo4bo19bobo$66b2ob2o
19b2o$66bo3bo$67b3o3$81b2o$78b2o2bo$78bo2bobo$77bobo3b2o$76b2o3bobo$
77bobo2bo$5bo72bo2b2o$4bobo71b2o$3bo3bo$4bobo$o4bo5$3bo4bo$2bobo$bo3bo
$2bobo$3bo17bo$21bo$12bo$12bo$17b2o5b2o$16b2o$8b2o5b2o$21bo$21bo$12bo$
12bo!
100009436650194649 = 94649 * 1056634900001

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Saka
Posts: 3627
Joined: June 19th, 2015, 8:50 pm
Location: Indonesia
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Re: Thread For Your Unrecognised CA

Post by Saka » June 28th, 2017, 8:27 pm

AbhpzTa wrote:
drc wrote:Here's a p48 sparky oscillator:

Code: Select all

x = 3, y = 4, rule = B37e/S2-i34n
2o$obo$obo$b2o!
p384 glider gun:

Code: Select all

x = 100, y = 86, rule = B37e/S2-i34n
60bo2$58bobo$58bo$58bo6bo$64b3o$56bo8bo$55b3o19bo$56bo6bo11bo3bo$63bo
11bo3bo$61bobo10bob3obo$73b2ob3obo$61bo11b3o2b3o$73bob3ob2o$73bob3obo$
74bo3bo$74bo3bo$55b2o19bo$55b2o$49b2o$49b2o5$53bo$52bo$24bo27b3o$23bob
o$22bo3bo$23bobo7b2o35b2o$24bo4bo3b2o35b2o$95b3o$49b2o44bo2b2o$48bobo
44b2o2bo$50bo46b3o$21bo4bo$25bobo$24bo3bo$25bobo30b2o$26bo31bobo$51b2o
7bo$51bo8b2o$19b3o30b3o$18bo3bo31bo$10b3o5bo3bo$9bo3bo4bo3bo$9bo3bo5b
3o44b3o$9bo3bo51bo3bo21b2o$10b3o52b2ob2o20bobo$65bo4bo19bobo$66b2ob2o
19b2o$66bo3bo$67b3o3$81b2o$78b2o2bo$78bo2bobo$77bobo3b2o$76b2o3bobo$
77bobo2bo$5bo72bo2b2o$4bobo71b2o$3bo3bo$4bobo$o4bo5$3bo4bo$2bobo$bo3bo
$2bobo$3bo17bo$21bo$12bo$12bo$17b2o5b2o$16b2o$8b2o5b2o$21bo$21bo$12bo$
12bo!
I knew it. Knew it knew it knew it!!!
jarring cyan

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

Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » June 28th, 2017, 8:43 pm

Saka wrote:I knew it. Knew it knew it knew it!!!
I've noticed that Ab*scrolls down to get correct spelling*hpzTa's guns are all of the "over-unity reaction + reflectors = gun" kind.
You can easily find guns of this sort on your own if you experiment with glider+glider(s) and glider+sparky oscillator collisions.
Provided you find workable pieces, all that's left is a bit of modular math and some assembly and you've got yourself a gun.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Rhombic
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Joined: June 1st, 2013, 5:41 pm

Re: Thread For Your Unrecognised CA

Post by Rhombic » June 29th, 2017, 9:37 am

Any way for this slow growth to actually work?

Code: Select all

x = 128, y = 112, rule = B3/S23-ky
10b2o$9bo2bo$8bo4bo$7bo2b3o$7b3o2bo$7b2o3bo$13bo$13bo$12bo$11bo6$2b3o$
bo3bo$5bo$o3b2o$o$b3o6$6bo$b2o2bobo$b3o$3bo$4bobo53$126bo$124b2obo$
124bo2bo$126bo$123bo2bo$123bobo$125b2o$126bo$126bo$125b2o$125b2o$125b
2o7$107bo$105bobo$106b2o2$118bo$117b3o$107b2o7bo2b2o$106bob2o7bo2bo$
105b2o8bobo3b2o$107bo7bo4bo$115bo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

bprentice
Posts: 920
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: Thread For Your Unrecognised CA

Post by bprentice » June 29th, 2017, 12:56 pm

BlinkerSpawn wrote:I've noticed that AbhpzTa's guns are all of the "over-unity reaction + reflectors = gun" kind.
You can easily find guns of this sort on your own if you experiment with glider+glider(s) and glider+sparky oscillator collisions.
Provided you find workable pieces, all that's left is a bit of modular math and some assembly and you've got yourself a gun.
Your suggestion would be more powerful if you included an example.

Brian Prentice

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

Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » June 29th, 2017, 12:59 pm

Rhombic wrote:Any way for this slow growth to actually work?

Code: Select all

x = 128, y = 112, rule = B3/S23-ky
10b2o$9bo2bo$8bo4bo$7bo2b3o$7b3o2bo$7b2o3bo$13bo$13bo$12bo$11bo6$2b3o$
bo3bo$5bo$o3b2o$o$b3o6$6bo$b2o2bobo$b3o$3bo$4bobo53$126bo$124b2obo$
124bo2bo$126bo$123bo2bo$123bobo$125b2o$126bo$126bo$125b2o$125b2o$125b
2o7$107bo$105bobo$106b2o2$118bo$117b3o$107b2o7bo2b2o$106bob2o7bo2bo$
105b2o8bobo3b2o$107bo7bo4bo$115bo!
No, because the debris is dropped on the glider lane.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

wwei23

Re: Thread For Your Unrecognised CA

Post by wwei23 » June 29th, 2017, 6:00 pm

Beep beep! Glider coming through!

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