For discussion of other cellular automata.

77topaz
 Posts: 1345
 Joined: January 12th, 2018, 9:19 pm
Post
by 77topaz » January 12th, 2019, 2:32 am
This rule is originally a variant of FattyLife (B3n4nt5qr6i/S23), but adds the glider and numerous mangledWSS ships that weren't in the original rule. So many, in fact, that I decided to name the rule FishLife (as WSSes were once referred to as fishes).
The original posts on the rule from the Miscellaneous Discoveries thread:
77topaz wrote:77topaz wrote:LaundryPizza03 wrote:EDIT: Cross of regular FattyLife and the second rule above, oddly increasing the MWSS period to 16:
Code: Select all
x = 8, y = 31, rule = B3ekqr4nt5r6i/S02c3
bo2bo$o$o3bo$4o5$3bo$bo3bo$o$o4bo$5o5$3b2o$bo4bo$o$o5bo$6o5$3b3o$bo5bo
$o$o6bo$7o!
Removing B3n reduces the MWSS period to 8, but there is no more glider.
That rule also features another mangled (O)WSS, this one with period 4:
Code: Select all
x = 7, y = 10, rule = B3ekqr4nt5r6i/S02c3
2ob2o$3b3o$3b4o$o2b2o$3b4o$o2b3o$3b3o$2bob2o$2b3o$3bo!
A different p16 MWSS variant:
Code: Select all
x = 7, y = 5, rule = B3ekqr4nt5r6i/S02c3
o$4b2o$b3ob2o$b5o$2b3o!
And another p4 OWSS:
Code: Select all
x = 8, y = 7, rule = B3ekqr4nt5r6i/S02c3
b2obo$o5bo$7bo$o6bo$b7o2$3bo!
77topaz wrote:This rule also has a peculiarlooking natural c/7 diagonal:
Code: Select all
x = 6, y = 6, rule = B3ekqr4nt5r6i/S02c3
3b3o$2bo2bo$bo2bo$o2bo$obo$2o!
A variant of FattyLife's original p8 OWSS:
Code: Select all
x = 8, y = 5, rule = B3ekqr4nt5r6i/S02c3
7o$o6bo$o$bo5bo$3bob2o!
And a longer p8 OWSS (I wonder if there's an infinitely extendable family here?):
Code: Select all
x = 7, y = 13, rule = B3ekqr4nt5r6i/S02c3
2o$3bo$4bo$4bo$4bo$4bo$4bobo$o3bo$4bobo$o3bo$4bo$bo2bo$2b3o!
A WSS can also stretch wicks:
Code: Select all
x = 11, y = 21, rule = B3ekqr4nt5r6i/S02c3
3bobobobo$bo$o$o5bo$6o2$4bobobobo10$3bobobobo$bo$o$o5bo$6o!
EDIT: A weird p4 mutated barberpole:
Code: Select all
x = 8, y = 8, rule = B3ekqr4nt5r6i/S02c3
6b2o$7bo$4bobo2$2bobo$bo$obo$2o!
EDIT 2: A fuse travelling on a puffer's dot trail:
Code: Select all
x = 55, y = 8, rule = B3ekqr4nt5r6i/S02c3
3b2o$bo4bo$o$o5bo$6o$49b3ob2o$4bobobobobobobobobobobobobobobobobobobob
obobob2o2bo$49b3ob2o!
A p6 barberpole:
Code: Select all
x = 7, y = 7, rule = B3ekqr4nt5r6i/S02c3
5b2o$6bo$3bobo2$bobo$o$2o!
EDIT 3: A perioddoubling tagalong for the c/7 diagonal:
Code: Select all
x = 6, y = 7, rule = B3ekqr4nt5r6i/S02c3
o$4b2o$3b2o$2b2o$b2o$2o$o!
A complex double wickstretcher:
Code: Select all
x = 12, y = 14, rule = B3ekqr4nt5r6i/S02c3
obobobobo$10bo$11bo$5bo5bo$6b6o$bo2bo$6b2o$6b2o$bo2bo$6b6o$5bo5bo$11bo
$10bo$obobobobo!
A wickstretcher so sparse it's more of a puffer:
Code: Select all
x = 14, y = 10, rule = B3ekqr4nt5r6i/S02c3
10b4o$9bo3bo$13bo$6bo5bo$9bo$9bob2o$8bo3bo$6b2o4bo$6bo4bo$o6b2o!
In addition, it is worth noting this rule has one of the highest objects/sec (as opposed to soups/sec) searching speeds I've ever seen with apgsearch  comparable with regular B3/S23, which has numerous rulespecific speedups in the code itself.

Layz Boi
 Posts: 48
 Joined: October 25th, 2018, 3:57 pm
Post
by Layz Boi » January 12th, 2019, 5:28 am
77topaz wrote:
A p6 barberpole:
Code: Select all
x = 7, y = 7, rule = B3ekqr4nt5r6i/S02c3
5b2o$6bo$3bobo2$bobo$o$2o!
In addition, it is worth noting this rule has one of the highest objects/sec (as opposed to soups/sec) searching speeds I've ever seen with apgsearch  comparable with regular B3/S23, which has numerous rulespecific speedups in the code itself.
Barberpole galore!
Code: Select all
x = 0, y = 0, rule = B3ekqr4nt5r6i/S02c3
17.2A$16.A.A$15.A.A$14.A.A$13.A.A$14.A$
11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$5.A.A$
4.A$3.A.A$2.A.A$.A.A$A.A$2A$17.2A$16.A.A$15.A.A$$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$$3.A.A$2.A$.A.A$.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$4.A.A$3.A.A$2.A$2.2A$17.2A$18.A$15.A.A$
14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$
7.A.A$6.A.A$5.A.A$4.A$4.2A$17.2A$16.A.A$
15.A$14.A.A$$12.A.A$11.A$10.A.A$9.A.A$8.A.A$7.A.A$
6.A.A$5.A$5.2A$17.2A$18.A$15.A.A$14.A$13.A.A$
12.A.A$11.A.A$10.A.A$9.A.A$10.A$7.A.A$6.A$6.2A$
17.2A$16.A.A$15.A.A$14.A.A$15.A$12.A.A$11.A.A$
10.A.A$9.A$8.A.A$7.A.A$7.2A$17.2A$16.A.A$15.A.A$
14.A.A$$12.A.A$$10.A.A$9.A.A$8.A.A$8.2A$17.2A$18.A$
15.A.A$14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A$
8.2A$17.2A$16.A.A$15.A.A$14.A$13.A.A$12.A$11.A.A$
10.A$9.A.A$9.2A$17.2A$16.A.A$15.A.A$16.A$13.A.A$12.A$
11.A.A$10.A.A$10.2A$17.2A$18.A$15.A.A$14.A.A$13.A.A$
12.A.A$11.A.A$10.A$10.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A$12.2A$17.2A$18.A$15.A.A$14.A$14.2A$

Hunting
 Posts: 1117
 Joined: September 11th, 2017, 2:54 am
 Location: Ponyville, Equestria
Post
by Hunting » January 12th, 2019, 8:57 am
Layz Boi wrote:77topaz wrote:
A p6 barberpole:
Code: Select all
x = 7, y = 7, rule = B3ekqr4nt5r6i/S02c3
5b2o$6bo$3bobo2$bobo$o$2o!
In addition, it is worth noting this rule has one of the highest objects/sec (as opposed to soups/sec) searching speeds I've ever seen with apgsearch  comparable with regular B3/S23, which has numerous rulespecific speedups in the code itself.
Barberpole galore!
Code: Select all
x = 0, y = 0, rule = B3ekqr4nt5r6i/S02c3
17.2A$16.A.A$15.A.A$14.A.A$13.A.A$14.A$
11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$5.A.A$
4.A$3.A.A$2.A.A$.A.A$A.A$2A$17.2A$16.A.A$15.A.A$$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$$3.A.A$2.A$.A.A$.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$4.A.A$3.A.A$2.A$2.2A$17.2A$18.A$15.A.A$
14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$
7.A.A$6.A.A$5.A.A$4.A$4.2A$17.2A$16.A.A$
15.A$14.A.A$$12.A.A$11.A$10.A.A$9.A.A$8.A.A$7.A.A$
6.A.A$5.A$5.2A$17.2A$18.A$15.A.A$14.A$13.A.A$
12.A.A$11.A.A$10.A.A$9.A.A$10.A$7.A.A$6.A$6.2A$
17.2A$16.A.A$15.A.A$14.A.A$15.A$12.A.A$11.A.A$
10.A.A$9.A$8.A.A$7.A.A$7.2A$17.2A$16.A.A$15.A.A$
14.A.A$$12.A.A$$10.A.A$9.A.A$8.A.A$8.2A$17.2A$18.A$
15.A.A$14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A$
8.2A$17.2A$16.A.A$15.A.A$14.A$13.A.A$12.A$11.A.A$
10.A$9.A.A$9.2A$17.2A$16.A.A$15.A.A$16.A$13.A.A$12.A$
11.A.A$10.A.A$10.2A$17.2A$18.A$15.A.A$14.A.A$13.A.A$
12.A.A$11.A.A$10.A$10.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A$12.2A$17.2A$18.A$15.A.A$14.A$14.2A$
It seems there's a techonology that "signals" travel through barber and creates barberpole.
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!

77topaz
 Posts: 1345
 Joined: January 12th, 2018, 9:19 pm
Post
by 77topaz » January 12th, 2019, 5:56 pm
It seems like a onedimensional CA of sorts (first I thought it was XOR, but it's more complicated than that), except there's two "layers" of such 1D CAs interacting. It's a definitely unusual behaviour which I haven't seen in other rules before.

77topaz
 Posts: 1345
 Joined: January 12th, 2018, 9:19 pm
Post
by 77topaz » January 13th, 2019, 2:44 am
A pair/flotilla of fishes that, unlike the other flotillas that have appeared on Catagolue, are not individually/separately stable:
Code: Select all
x = 13, y = 14, rule = B3ekqr4nt5r6i/S02c3
4bo3bo2$4bo3bo$3b2o3b2o$3b2o3b2o3$b3o5b3o$4o5b4o$b3o5b3o$b3o5b3o$b2obo3bob2o$
2b3o3b3o$3bo5bo!

Sarp
 Posts: 203
 Joined: March 1st, 2015, 1:28 pm
Post
by Sarp » January 16th, 2019, 8:25 am
Longer owss
Code: Select all
x = 7, y = 13, rule = B3ekqr4nt5r6i/S02c3
5b2o$3bo$2bo$2bo$2bo$2bo$obo$2bo3bo$obo$2bo3bo$2bo$2bo2bo$2b3o!
Edit: whoops it isn't
WADUFI

77topaz
 Posts: 1345
 Joined: January 12th, 2018, 9:19 pm
Post
by 77topaz » January 24th, 2019, 4:52 pm
This rule's lightweight, heavyweight and overweight emulators (the middleweight one is unstable):
Code: Select all
x = 39, y = 4, rule = B3ekqr4nt5r6i/S02c3
2o2b2o8b2o4b2o8b2o5b2o$2b2o12b4o12b5o$b4o10b6o10b7o$2b2o12b4o12b5o!
And a weird oscillator that contains half of such an emulator:
Code: Select all
x = 9, y = 5, rule = B3ekqr4nt5r6i/S02c3
5bob2o$2o6bo$2b6o$b5o$2b2obobo!

77topaz
 Posts: 1345
 Joined: January 12th, 2018, 9:19 pm
Post
by 77topaz » January 29th, 2019, 11:49 pm
77topaz wrote:And a longer p8 OWSS (I wonder if there's an infinitely extendable family here?):
Code: Select all
x = 7, y = 13, rule = B3ekqr4nt5r6i/S02c3
2o$3bo$4bo$4bo$4bo$4bo$4bobo$o3bo$4bobo$o3bo$4bo$bo2bo$2b3o!
Catagolue hasn't found any more singleWSS ships despite the rule now having the secondmost objects on Catagolue of any isotropic nontotalistic rule (!), suggesting there isn't such an infinitely extendable family, though flotillas of multiple fishes have appeared. Indeed, a simple attempt to extend this OWSS (the longest one) results in the ship simply shedding the extra weight:
Code: Select all
x = 25, y = 15, rule = B3ekqr4nt5r6i/S02c3
5bo17bo$bobo15bobo$4bobo15bobo$o3bo13bo3bo$4bobo15bobo$o3bo13bo3bo$4bo
bo15bobo$o3bo13bo3bo$4bobo15bobo$o3bo13bo3bo$4bo17bobo$bo2bo13bo3bo$2b
3o17bo$19bo2bo$20b3o!
Interestingly, around generation 66 there briefly appears a WSSfront heading in the opposite direction to the rest of the ship. Were the earlier debris not present, it would evolve into a second fish:
Code: Select all
x = 7, y = 13, rule = B3ekqr4nt5r6i/S02c3
2b3o$2bo2bo$2bo$2bo3bo$obo$2bo$obo$2bo3bo$obo$2bo3bo$2bo$2bo2bo$2b3o!

77topaz
 Posts: 1345
 Joined: January 12th, 2018, 9:19 pm
Post
by 77topaz » March 1st, 2019, 7:19 pm
Another nontrivial flotilla:
Code: Select all
x = 7, y = 9, rule = B3ekqr4nt5r6i/S02c3
6o$o5bo$o$bo4bo2$bo4bo$o$o5bo$6o!
The usually p8 HWSS becomes p16 with this interaction.

Moosey
 Posts: 2478
 Joined: January 27th, 2019, 5:54 pm
 Location: A house, or perhaps the OCA board.

Contact:
Post
by Moosey » March 1st, 2019, 7:28 pm
A puffer:
Code: Select all
x = 15, y = 17, rule = B3ekqr4nt5r6i/S02c3
2b4o$b6o$2ob4o$b2o5bo$7bobo2bo$7bo2b2o2bo$2bo7b2o$bo$bo$b9o$10bob2o$8b
2o$2b4o2b3o$b6o$2ob4o$b2o5bo$7bobo!
I am a prolific creator of many rather pathetic googological functions
My CA rules can be found
here
Also,
the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

77topaz
 Posts: 1345
 Joined: January 12th, 2018, 9:19 pm
Post
by 77topaz » March 2nd, 2019, 6:57 am
Nice! At p84 (mod 42), that one's noticeably more complex than the ones found by apgsearch so far.

Moosey
 Posts: 2478
 Joined: January 27th, 2019, 5:54 pm
 Location: A house, or perhaps the OCA board.

Contact:
Post
by Moosey » March 2nd, 2019, 9:28 am
77topaz wrote:Nice! At p84 (mod 42), that one's noticeably more complex than the ones found by apgsearch so far.
It was basically a flotilla of an owss, so you can probably find more of the kind by looking for flotillas.
I am a prolific creator of many rather pathetic googological functions
My CA rules can be found
here
Also,
the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"