Turing Machines. (B2ac3i/S)

For discussion of other cellular automata.
PkmnQ
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Turing Machines. (B2ac3i/S)

Post by PkmnQ » September 27th, 2018, 6:22 am

So…this is a rule that has turing machines.
Here are some things in this rule:

Electron

Code: Select all

x = 3, y = 2, rule = B2ac3i/S
o$obo!
Electron creator

Code: Select all

x = 3, y = 3, rule = B2ac3i/S
2bo$obo$obo!
Electron eater

Code: Select all

x = 9, y = 3, rule = B2ac3i/S
obo$6bo$6bobo!
And here are two multiples machines I made:

2n

Code: Select all

x = 6, y = 7, rule = B2ac3i/S
o$obo$obo2$4b2o2$3b3o!
4n

Code: Select all

x = 20, y = 10, rule = B2ac3i/S
obo16bo$o18bo$o16bobo5$11b2o2$10b3o!
Last edited by PkmnQ on September 8th, 2019, 4:39 am, edited 2 times in total.

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

bprentice
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by bprentice » September 27th, 2018, 7:46 am

PkmnQ,

An interesting rule!

Brian Prentice

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Redstoneboi
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by Redstoneboi » September 27th, 2018, 9:07 am

Those aren’t electrons, they’re technically photons.
Also is there any chance to find a “laser” (photon gun)?
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

bprentice
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by bprentice » September 27th, 2018, 12:02 pm

Redstoneboi,

The rule supports a variety of replicators and guns. A simple example:

Code: Select all

x = 17, y = 23, rule = B2ac3i/S
A2$A9.A5.A$10.A5.A3$15.2A6$15.2A10$13.A.A!
Brian Prentice

PkmnQ
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by PkmnQ » September 28th, 2018, 12:20 am

bprentice wrote:Redstoneboi,

The rule supports a variety of replicators and guns. A simple example:

Code: Select all

x = 17, y = 23, rule = B2ac3i/S
A2$A9.A5.A$10.A5.A3$15.2A6$15.2A10$13.A.A!
Brian Prentice
Ooh, didn't see that!
Only found a rake.
Anyways, I'm saving all patterns that are discovered here.
I'm gonna give credit, too.

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

PkmnQ
Posts: 665
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by PkmnQ » September 28th, 2018, 12:47 am

Photon 2

Code: Select all

x = 7, y = 18, rule = B2ac3i/S
o2$b2o13$4bo2$4b3o!

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

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Re: Maybe Turing Machines? (B2ac3i/S)

Post by PkmnQ » September 28th, 2018, 7:13 am

Code: Select all

x = 4, y = 5, rule = B2ac3i/S
bobo$bo2$o$o!
Photon Rake 2

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

Hunting
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by Hunting » September 28th, 2018, 7:57 am

Interesting although its exploding!
The first photon can act as a signal. Any idea for logic gates? First, Can we build a Not gate?
This post was brought to you by the Element of Magic.

Plz correct my grammar mistakes. I'm still studying English.

Working on:

Nothing.

Favorite gun ever:

Code: Select all

#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo$4o3$4o$o2bo!

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Redstoneboi
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by Redstoneboi » September 28th, 2018, 9:00 am

Hunting wrote:Interesting although its exploding!
The first photon can act as a signal. Any idea for logic gates? First, Can we build a Not gate?
Yes.
let’s look at the list of stuff we need:
guns, check, and adjustable.

Code: Select all

x = 40, y = 59, rule = B2ac3i/S
38bo2$38bo17$36b2o12$36b2o2$obo$17bo5bo5bo5bo$17bo5bo5bo5bo5$29bo5bo$
29bo5bo$18bobo2$36b2o6$35bo2bo6$38bo2$38bo!
independent eaters, check.

Code: Select all

x = 3, y = 9, rule = B2ac3i/S
bo2$b2o4$o2$o!
independent 90 degree reflectors that aren’t NOT gates, NOT check. (no pun inteded)
EDIT: NEVERMIND FOUND ONE

Code: Select all

x = 68, y = 43, rule = B2ac3i/S
2bo11bo31bo$2bo11bo29bo11bo5bo$o11bo31bo11bo5bo$65bobo2$50bo2$39b2o2$
38bo2$48b2o6$47bo2$39b2o6bo2$38bo$55bobo$49bo$49bo$43bo6$39b2o6$39b2o
3$41bo2$41bo!
NOT gate, CHECK!
also, this kind of not gate is really just an ANDNOT gate (which is a UNIVERSAL GATE WOOO) where the first input is always on.

Code: Select all

x = 99, y = 46, rule = B2ac3i/S
96bo2$96bo7$38bo2$38bo58b2o6$97b2o$94bo$94bo$80bobo9$35b2o12$o34b2o2$o
$16bo5bo5bo5bo$16bo5bo5bo5bo!
signal duplicator: CHECK!
uses a heisenburp

Code: Select all

x = 41, y = 53, rule = B2ac3i/S
37bo2$37bo7$38b2o2$37bo2bo2$38b2o2$38b2o2$35bo4bo$33bo$33bo4b2o$21bobo
11bo4$2bo$2bo$o3$40bo2$38b2o2$16bo5bo11bo$14bo3bobo3bo11bo$14bo3bobo3b
o11bo$5bobo8bo2$22bo2bo2$23b2o10$25bo2$25bo!
For good measure, have something that could possibly be used for a memory cell, most notably a t-flip flop.

Code: Select all

x = 31, y = 44, rule = B2ac3i/S
28bo2$29b2o22$28bo2$29b2o10$28bo2$29b2o3$2bo23bo$2bo23bo$o23bo!
Last edited by Redstoneboi on October 2nd, 2018, 8:50 am, edited 1 time in total.
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

PkmnQ
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by PkmnQ » September 28th, 2018, 10:44 am

Redstoneboi wrote:
also, this kind of not gate is really just an ANDNOT gate (which is a UNIVERSAL GATE WOOO) where the first input is always on.

Code: Select all

x = 99, y = 46, rule = B2ac3i/S
96bo2$96bo7$38bo2$38bo58b2o6$97b2o$94bo$94bo$80bobo9$35b2o12$o34b2o2$o
$16bo5bo5bo5bo$16bo5bo5bo5bo!
Nice!
That was quick.

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

Naszvadi
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by Naszvadi » September 28th, 2018, 3:10 pm

My usual 2cents. (Do construct a rule-110 unit cell!)

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Redstoneboi
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by Redstoneboi » September 28th, 2018, 8:16 pm

But first, let’s figure out how we’re gonna solve timing issues.
the reflector is very flexible, and can be used to become a regulator, so long as the input phase stays correct.
there are many cancelling reactions and ANDNOT gates with different timings for anyone to figure out.
reflectors can be used as trombone slides.

to remove ambiguity, an ANDNOT gate will return a photon when the first input has a photon AND NOT the second input.
a cancel ANDNOT (CAndNot) is where the second input is destroyed on collision.
a passing ANDNOT (PAndNot) is where the second input is NOT destroyed on collision.
a NOT (and its c and p variants) is where the first input always has a photon.

In this racetrack i’m going to be using
  • 2 period doubled guns
    1 splitter (which is just a gun powering the first input of a PAndNot connected to a CNot gate)
    3 eaters (one of which is for a CAndNot)
    and 2 reflectors.
the top end is synchronized differently so I had to find some ways to time them correctly.

Code: Select all

x = 249, y = 163, rule = B2ac/S
49bobo$54bo2$52b2o2$52b2o2$51bo2bo2$52b2o4$43bo$41bo3bo$41bo3bo$43bo$
38b2o2$37bo2bo10bo2$38b2o12b2o3$170bobo$24bo2$24bo6bo11bo$27bobo3bo11b
o$27bobo3bo11bo57bo71bo23bo23bo11bo5bo$25bo5bo71bo65b2o4bo23bo23bo11bo
5bo$105bo71bo23bo23bo22bo$171bo$233b2o13bo6$232bo2bo3$214b2o2$216bo18b
obo7$224bo$218bo$218bo$169b2o43b2o8bo4bo2$171bo57bo4$214b2o7$216bobo
11$169b2o2$171bo3$97bobo5$99bo2bo6$86bo13b2o2$86bo34bo23bo23bo$93bo5bo
23bo23bo23bo$93bo5bo23bo23bo23bobo11bo5bo$173bo11bo5bo$175bo22bo2$30bo
bo136b2o12b2o13bo2$171bo4$182bo2bo$33b2o$183bo$179bo$173bo7bo$19bo82b
2o69bo$169b2o8bo$19bo4bo8b2o66bo$30bo$30bo$24bo2$169b2o5$11bobo18bo2$
33b2o136bobo3$13bo2bo6$o13b2o$102b2o$o22bo23bo23bo23bo24bo23bo$7bo5bo
11bo23bo23bo23bo3bo20bo23bo$7bo5bo11bo23bo23bo23bo24bo23bo4bo2$151bo4$
93bo$99bo$99bo$88bo4bo8b2o2$88bo4$102b2o2$51bo2$51bo3$99bobo!
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

PkmnQ
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Re: Maybe Turing Machines? (Not B2ac/S)

Post by PkmnQ » September 28th, 2018, 10:02 pm

Umm...RedstoneBoi, you forgot the 3i

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

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danny
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by danny » September 29th, 2018, 11:21 am

It works just fine in B3i

Code: Select all

x = 249, y = 163, rule = B2ac3i/S
49bobo$54bo2$52b2o2$52b2o2$51bo2bo2$52b2o4$43bo$41bo3bo$41bo3bo$43bo$
38b2o2$37bo2bo10bo2$38b2o12b2o3$170bobo$24bo2$24bo6bo11bo$27bobo3bo11b
o$27bobo3bo11bo57bo71bo23bo23bo11bo5bo$25bo5bo71bo65b2o4bo23bo23bo11bo
5bo$105bo71bo23bo23bo22bo$171bo$233b2o13bo6$232bo2bo3$214b2o2$216bo18b
obo7$224bo$218bo$218bo$169b2o43b2o8bo4bo2$171bo57bo4$214b2o7$216bobo
11$169b2o2$171bo3$97bobo5$99bo2bo6$86bo13b2o2$86bo34bo23bo23bo$93bo5bo
23bo23bo23bo$93bo5bo23bo23bo23bobo11bo5bo$173bo11bo5bo$175bo22bo2$30bo
bo136b2o12b2o13bo2$171bo4$182bo2bo$33b2o$183bo$179bo$173bo7bo$19bo82b
2o69bo$169b2o8bo$19bo4bo8b2o66bo$30bo$30bo$24bo2$169b2o5$11bobo18bo2$
33b2o136bobo3$13bo2bo6$o13b2o$102b2o$o22bo23bo23bo23bo24bo23bo$7bo5bo
11bo23bo23bo23bo3bo20bo23bo$7bo5bo11bo23bo23bo23bo24bo23bo4bo2$151bo4$
93bo$99bo$99bo$88bo4bo8b2o2$88bo4$102b2o2$51bo2$51bo3$99bobo!
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

PkmnQ
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by PkmnQ » September 30th, 2018, 2:31 am

I know, I already saved it.
Also, I'm currently not using the device a saved all my patterns on, so no patterns will be saved for now.

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

PkmnQ
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by PkmnQ » September 30th, 2018, 9:24 am

Code: Select all

x = 7, y = 14, rule = B2ac3i/S
2$2b4o2$3b3o7$bobo!
Almost spaceship, but we have to add a hollow blinker to eat every photon rake that comes out when there are no photons left.

Could maybe be used as a counter?

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

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KittyTac
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by KittyTac » September 30th, 2018, 11:09 am

PkmnQ wrote:

Code: Select all

x = 7, y = 14, rule = B2ac3i/S
2$2b4o2$3b3o7$bobo!
Almost spaceship, but we have to add a hollow blinker to eat every photon rake that comes out when there are no photons left.

Could maybe be used as a counter?
It's a moving, endlessly expanding binary counter! Also a high-period sawtooth.

PkmnQ
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Re: Maybe Turing Machines? (B2ac3i/S)

Post by PkmnQ » October 1st, 2018, 5:38 am

Second sawtooth counter

Code: Select all

x = 4, y = 8, rule = B2ac3i/S
bobo$bo2$o$o$o2bo2$3bo!

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

PkmnQ
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Re: Turing Machines. (B2ac3i/S)

Post by PkmnQ » October 8th, 2018, 10:41 am

Code: Select all

x = 20, y = 5, rule = B2ac3i/S
bobo13bobo$bobo13bo2$obo$obo!
Digging in my files, I saw a puffer in B2ac/S.
I wondered if it still worked.
It kinda did, but I had to modify it a bit.
Luckily, I didn't need a search program because it readjusted itself.

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

Hunting
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Re: Turing Machines. (B2ac3i/S)

Post by Hunting » November 10th, 2018, 11:07 am

PkmnQ wrote:

Code: Select all

x = 20, y = 5, rule = B2ac3i/S
bobo13bobo$bobo13bo2$obo$obo!
Digging in my files, I saw a puffer in B2ac/S.
I wondered if it still worked.
It kinda did, but I had to modify it a bit.
Luckily, I didn't need a search program because it readjusted itself.
Oh Good
This post was brought to you by the Element of Magic.

Plz correct my grammar mistakes. I'm still studying English.

Working on:

Nothing.

Favorite gun ever:

Code: Select all

#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo$4o3$4o$o2bo!

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Layz Boi
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Re: Turing Machines. (B2ac3i/S)

Post by Layz Boi » November 10th, 2018, 3:23 pm

Here's some probably useless garbóge.

stuff.rke

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A$A4.A$A$A.2A3.2A$A$A8.A$A$A3.A12$
2.A$A3.A$A4.A$A$A.2A3.2A$A$A8.A$A$A$A5.A$2.A12$
A.A5.A.A$A.A5.A$A.A$A.A$A.A$A.A12$!
stuff.pfr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A$A.A.A.A$A.A.A3.A$A$A7.A$A12$!
stuff.osr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A2.A.A4$2.4A2$A6.A2$2.4A4$A.A2.A.A12$
A.A15.A.A$12.A$10.A$10.A$12.A$A.A15.A.A12$
2.A.A2$6.A..A$2.3A.A$6.A2.A$A2.A$3.A.3A$A2.A2$5.A.A12$!
stuff.shp

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A3.A$A$A5.A$A$A.2A..A$A$A5.A$A$A3.A12$
A5.A.A$A.A.A.A.A.A$A.A.A.A$A.A.A.A$A5.A12$
A$A.A$A.A$A$5.A$5.A$7.A12$
2.A7.A$A3.A$A3.A5.A3.A2$2.A7.A3.A$2.A7.A$2.A3.A3.A12$
A$A.A$A2.2A$A$A2.2A$A.A$A12$
A7.A$A$2.A5.A2$2.A5.A$A$A7.A12$!
stuff.rke.pfr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A$A.A$A.A$A$A6.3A$A$A.AA6.A$A$A6.3A$A$A.A$A.A$A.A12$!

Hunting
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Re: Turing Machines. (B2ac3i/S)

Post by Hunting » November 11th, 2018, 5:51 am

Layz Boi wrote:Here's some probably useless garbóge.

stuff.rke

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A$A4.A$A$A.2A3.2A$A$A8.A$A$A3.A12$
2.A$A3.A$A4.A$A$A.2A3.2A$A$A8.A$A$A$A5.A$2.A12$
A.A5.A.A$A.A5.A$A.A$A.A$A.A$A.A12$!
stuff.pfr

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x = 0, y = 0, rule = B2ac3i/S
A.A$A.A.A.A$A.A.A3.A$A$A7.A$A12$!
stuff.osr

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x = 0, y = 0, rule = B2ac3i/S
A.A2.A.A4$2.4A2$A6.A2$2.4A4$A.A2.A.A12$
A.A15.A.A$12.A$10.A$10.A$12.A$A.A15.A.A12$
2.A.A2$6.A..A$2.3A.A$6.A2.A$A2.A$3.A.3A$A2.A2$5.A.A12$!
stuff.shp

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x = 0, y = 0, rule = B2ac3i/S
A3.A$A$A5.A$A$A.2A..A$A$A5.A$A$A3.A12$
A5.A.A$A.A.A.A.A.A$A.A.A.A$A.A.A.A$A5.A12$
A$A.A$A.A$A$5.A$5.A$7.A12$
2.A7.A$A3.A$A3.A5.A3.A2$2.A7.A3.A$2.A7.A$2.A3.A3.A12$
A$A.A$A2.2A$A$A2.2A$A.A$A12$
A7.A$A$2.A5.A2$2.A5.A$A$A7.A12$!
stuff.rke.pfr

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x = 0, y = 0, rule = B2ac3i/S
A.A$A.A$A.A$A$A6.3A$A$A.AA6.A$A$A6.3A$A$A.A$A.A$A.A12$!
The rakepuffer is techly a breeder, congrats!
------------------------------------------------------------
I wanna build a Rule 18 Machine here! Start from now...
The rule 18 logic expression is:
(Not q) and (p xor r)
So we need a NOT gate and an XOR gate (and probably, a lots of 90d reflector)
However
a xor b = (a or b) and not (a and b)
We've completed the NOT gate, right?
This post was brought to you by the Element of Magic.

Plz correct my grammar mistakes. I'm still studying English.

Working on:

Nothing.

Favorite gun ever:

Code: Select all

#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo$4o3$4o$o2bo!

User avatar
Redstoneboi
Posts: 340
Joined: May 14th, 2018, 3:57 am

Re: Turing Machines. (B2ac3i/S)

Post by Redstoneboi » November 11th, 2018, 11:52 am

Hunting wrote: I wanna build a Rule 18 Machine here! Start from now...
The rule 18 logic expression is:
(Not q) and (p xor r)
So we need a NOT gate and an XOR gate (and probably, a lots of 90d reflector)
However
a xor b = (a or b) and not (a and b)
We've completed the NOT gate, right?
What about rule 90? Rule 90 is (left xor right) which is much simpler than ((not left) and (center xor right)).
Alternatively we could do something more important such as rule 110 ((c or r) andnot (l and c and r)).
T = true = gun
not a = T andnot a
a or b = not ((not a) andnot b)
a and b = a andnot (not b)
a xor b = (a andnot b) or (b andnot a)

So that gives us:
rule 110 = T andnot ((T andnot c) andnot r) andnot (l andnot (T andnot (c andnot (T andnot r))))
rule 90 = T andnot ((T andnot (l andnot r)) andnot (r andnot l))
Now that’s a lot of splitters and reflectors.
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

Hunting
Posts: 1117
Joined: September 11th, 2017, 2:54 am
Location: Ponyville, Equestria

Re: Turing Machines. (B2ac3i/S)

Post by Hunting » November 12th, 2018, 9:30 am

Redstoneboi wrote:
Hunting wrote: I wanna build a Rule 18 Machine here! Start from now...
The rule 18 logic expression is:
(Not q) and (p xor r)
So we need a NOT gate and an XOR gate (and probably, a lots of 90d reflector)
However
a xor b = (a or b) and not (a and b)
We've completed the NOT gate, right?
What about rule 90? Rule 90 is (left xor right) which is much simpler than ((not left) and (center xor right)).
Alternatively we could do something more important such as rule 110 ((c or r) andnot (l and c and r)).
T = true = gun
not a = T andnot a
a or b = not ((not a) andnot b)
a and b = a andnot (not b)
a xor b = (a andnot b) or (b andnot a)

So that gives us:
rule 110 = T andnot ((T andnot c) andnot r) andnot (l andnot (T andnot (c andnot (T andnot r))))
rule 90 = T andnot ((T andnot (l andnot r)) andnot (r andnot l))
Now that’s a lot of splitters and reflectors.
WOW Nice
Now rule 18 is:
(T andnot b) andnot (T andnot ((a andnot c) or (c andnot a)))
Last edited by Hunting on January 8th, 2019, 6:58 am, edited 1 time in total.
This post was brought to you by the Element of Magic.

Plz correct my grammar mistakes. I'm still studying English.

Working on:

Nothing.

Favorite gun ever:

Code: Select all

#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo$4o3$4o$o2bo!

PkmnQ
Posts: 665
Joined: September 24th, 2018, 6:35 am
Location: Server antipode

Re: Turing Machines. (B2ac3i/S)

Post by PkmnQ » November 12th, 2018, 9:48 am

Rule 30 is (l xor (c or r))

Which is turned into:
T andnot (((l andnot (T andnot ((T andnot c) andnot r))) andnot ((T andnot ((T andnot c) andnot r)) andnot l)

Code: Select all

x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
i like loaf

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