Ok, I pretty much get it but, where in the code do we put the @COLORS string? Is it after the B/S requirements or somewhere before it?Schiaparelliorbust wrote: ↑November 4th, 2020, 9:05 amThere is this:Tutorials/Creating custom rulesHelicopterCat3 wrote: ↑November 4th, 2020, 8:48 amI see people making rules where certain states behave differently than each other, and I don't know how they do it. Could anyone tell me how to make a rule where each state has its own rule? Or something like that
You can also assign variable to states like
var a={1,2}
So if states 1 and 2 make no difference in the evolution of a third state when in its neighbourhood (basically they're interchangeable) you can compact rule table lines describing evolution. There are also a bunch of other things you can do but I really don't know, you can look here:https://github.com/gollygang/ruletabler ... /TheFormat
If anything I've said is wrong, I'm sorry, I'm really not good at making rule tables.
Thread for basic non-CGOL questions
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HelicopterCat3
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Re: Thread for basic non-CGOL questions
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Schiaparelliorbust
- Posts: 3686
- Joined: July 22nd, 2020, 9:50 am
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Re: Thread for basic non-CGOL questions
I've never used colors before, just try in different places. I think it was the in the end.HelicopterCat3 wrote: ↑November 4th, 2020, 9:44 amOk, I pretty much get it but, where in the code do we put the @COLORS string? Is it after the B/S requirements or somewhere before it?
Hunting's language (though he doesn't want me to call it that)
Board And Card Games
Colorised CA
Alien Biosphere
Board And Card Games
Colorised CA
Alien Biosphere
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HelicopterCat3
- Posts: 258
- Joined: October 16th, 2020, 10:27 am
Re: Thread for basic non-CGOL questions
Thank you muchSchiaparelliorbust wrote: ↑November 4th, 2020, 9:49 amI've never used colors before, just try in different places. I think it was the in the end.HelicopterCat3 wrote: ↑November 4th, 2020, 9:44 amOk, I pretty much get it but, where in the code do we put the @COLORS string? Is it after the B/S requirements or somewhere before it?
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MathAndCode
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Re: Thread for basic non-CGOL questions
Has anyone investigated Generations variants where off cells can directly become refractory under certain conditions? If not, I might investigate one.
I am tentatively considering myself back.
Re: Confusing rule: Langhton's Ants
Essentially, because one state is needed for every combination of cell color and ant direction, plus 2 more for cells without ants on them, so 10 total.MathAndCode wrote: ↑November 3rd, 2020, 9:43 pmI don't understand why its implementation needs so many states, though.
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MathAndCode
- Posts: 5166
- Joined: August 31st, 2020, 5:58 pm
Re: Thread for basic non-CGOL questions
I made a preliminary rule but cannot figure out how to run it in LifeViewer.MathAndCode wrote: ↑November 4th, 2020, 11:16 amHas anyone investigated Generations variants where off cells can directly become refractory under certain conditions? If not, I might investigate one.
Code: Select all
@RULE GenerationVariant
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,2
1,1,0,0,0,0,0,0,0,2
1,1,1,0,0,0,0,0,0,2
1,1,1,1,0,0,0,0,0,2
1,1,1,1,1,0,0,0,0,2
1,1,1,1,1,1,0,0,0,2
1,1,1,1,1,1,1,0,0,2
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,2
1,2,0,0,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,1,1,2,0,0,0,0,0,2
1,1,1,1,2,0,0,0,0,2
1,1,1,1,1,2,0,0,0,2
1,1,1,1,1,1,2,0,0,2
1,1,1,1,1,1,1,2,0,2
1,1,1,1,1,1,1,1,2,2
1,2,2,0,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
1,1,1,2,2,0,0,0,0,2
1,1,1,1,2,2,0,0,0,2
1,1,1,1,1,2,2,0,0,2
1,1,1,1,1,1,2,2,0,2
1,1,1,1,1,1,1,2,2,2
1,2,2,2,0,0,0,0,0,2
1,1,2,2,2,0,0,0,0,2
1,1,1,2,2,2,0,0,0,2
1,1,1,1,2,2,2,0,0,2
1,1,1,1,1,2,2,2,0,2
1,1,1,1,1,1,2,2,2,2
1,2,2,2,2,0,0,0,0,2
1,1,2,2,2,2,0,0,0,2
1,1,1,2,2,2,2,0,0,2
1,1,1,1,2,2,2,2,0,2
1,1,1,1,1,2,2,2,2,2
1,2,2,2,2,2,0,0,0,2
1,1,2,2,2,2,2,0,0,2
1,1,1,2,2,2,2,2,0,2
1,1,1,1,2,2,2,2,2,2
1,2,2,2,2,2,2,0,0,2
1,1,2,2,2,2,2,2,0,2
1,1,1,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,0,2
1,1,2,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,2,2
2,0,0,0,0,0,0,0,0,0
2,1,0,0,0,0,0,0,0,0
2,1,1,0,0,0,0,0,0,0
2,1,1,1,0,0,0,0,0,0
2,1,1,1,1,0,0,0,0,0
2,1,1,1,1,1,0,0,0,0
2,1,1,1,1,1,1,0,0,0
2,1,1,1,1,1,1,1,0,0
2,1,1,1,1,1,1,1,1,0
2,2,0,0,0,0,0,0,0,0
2,1,2,0,0,0,0,0,0,0
2,1,1,2,0,0,0,0,0,0
2,1,1,1,2,0,0,0,0,0
2,1,1,1,1,2,0,0,0,0
2,1,1,1,1,1,2,0,0,0
2,1,1,1,1,1,1,2,0,0
2,1,1,1,1,1,1,1,2,0
2,2,2,0,0,0,0,0,0,0
2,1,2,2,0,0,0,0,0,0
2,1,1,2,2,0,0,0,0,0
2,1,1,1,2,2,0,0,0,0
2,1,1,1,1,2,2,0,0,0
2,1,1,1,1,1,2,2,0,0
2,1,1,1,1,1,1,2,2,0
2,2,2,2,0,0,0,0,0,0
2,1,2,2,2,0,0,0,0,0
2,1,1,2,2,2,0,0,0,0
2,1,1,1,2,2,2,0,0,0
2,1,1,1,1,2,2,2,0,0
2,1,1,1,1,1,2,2,2,0
2,2,2,2,2,0,0,0,0,0
2,1,2,2,2,2,0,0,0,0
2,1,1,2,2,2,2,0,0,0
2,1,1,1,2,2,2,2,0,0
2,1,1,1,1,2,2,2,2,0
2,2,2,2,2,2,0,0,0,0
2,1,2,2,2,2,2,0,0,0
2,1,1,2,2,2,2,2,0,0
2,1,1,1,2,2,2,2,2,0
2,2,2,2,2,2,2,0,0,0
2,1,2,2,2,2,2,2,0,0
2,1,1,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,0,0
2,1,2,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,2,0
x=2, y=2, rule = GenerationVariant
BA$2B!Code: Select all
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,2
1,1,0,0,0,0,0,0,0,2
1,1,1,0,0,0,0,0,0,2
1,1,1,1,0,0,0,0,0,2
1,1,1,1,1,0,0,0,0,2
1,1,1,1,1,1,0,0,0,2
1,1,1,1,1,1,1,0,0,2
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,2
1,2,0,0,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,1,1,2,0,0,0,0,0,2
1,1,1,1,2,0,0,0,0,2
1,1,1,1,1,2,0,0,0,2
1,1,1,1,1,1,2,0,0,2
1,1,1,1,1,1,1,2,0,2
1,1,1,1,1,1,1,1,2,2
1,2,2,0,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
1,1,1,2,2,0,0,0,0,2
1,1,1,1,2,2,0,0,0,2
1,1,1,1,1,2,2,0,0,2
1,1,1,1,1,1,2,2,0,2
1,1,1,1,1,1,1,2,2,2
1,2,2,2,0,0,0,0,0,2
1,1,2,2,2,0,0,0,0,2
1,1,1,2,2,2,0,0,0,2
1,1,1,1,2,2,2,0,0,2
1,1,1,1,1,2,2,2,0,2
1,1,1,1,1,1,2,2,2,2
1,2,2,2,2,0,0,0,0,2
1,1,2,2,2,2,0,0,0,2
1,1,1,2,2,2,2,0,0,2
1,1,1,1,2,2,2,2,0,2
1,1,1,1,1,2,2,2,2,2
1,2,2,2,2,2,0,0,0,2
1,1,2,2,2,2,2,0,0,2
1,1,1,2,2,2,2,2,0,2
1,1,1,1,2,2,2,2,2,2
1,2,2,2,2,2,2,0,0,2
1,1,2,2,2,2,2,2,0,2
1,1,1,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,0,2
1,1,2,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,2,2
2,0,0,0,0,0,0,0,0,0
2,1,0,0,0,0,0,0,0,0
2,1,1,0,0,0,0,0,0,0
2,1,1,1,0,0,0,0,0,0
2,1,1,1,1,0,0,0,0,0
2,1,1,1,1,1,0,0,0,0
2,1,1,1,1,1,1,0,0,0
2,1,1,1,1,1,1,1,0,0
2,1,1,1,1,1,1,1,1,0
2,2,0,0,0,0,0,0,0,0
2,1,2,0,0,0,0,0,0,0
2,1,1,2,0,0,0,0,0,0
2,1,1,1,2,0,0,0,0,0
2,1,1,1,1,2,0,0,0,0
2,1,1,1,1,1,2,0,0,0
2,1,1,1,1,1,1,2,0,0
2,1,1,1,1,1,1,1,2,0
2,2,2,0,0,0,0,0,0,0
2,1,2,2,0,0,0,0,0,0
2,1,1,2,2,0,0,0,0,0
2,1,1,1,2,2,0,0,0,0
2,1,1,1,1,2,2,0,0,0
2,1,1,1,1,1,2,2,0,0
2,1,1,1,1,1,1,2,2,0
2,2,2,2,0,0,0,0,0,0
2,1,2,2,2,0,0,0,0,0
2,1,1,2,2,2,0,0,0,0
2,1,1,1,2,2,2,0,0,0
2,1,1,1,1,2,2,2,0,0
2,1,1,1,1,1,2,2,2,0
2,2,2,2,2,0,0,0,0,0
2,1,2,2,2,2,0,0,0,0
2,1,1,2,2,2,2,0,0,0
2,1,1,1,2,2,2,2,0,0
2,1,1,1,1,2,2,2,2,0
2,2,2,2,2,2,0,0,0,0
2,1,2,2,2,2,2,0,0,0
2,1,1,2,2,2,2,2,0,0
2,1,1,1,2,2,2,2,2,0
2,2,2,2,2,2,2,0,0,0
2,1,2,2,2,2,2,2,0,0
2,1,1,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,0,0
2,1,2,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,2,0
x=2, y=2
BA$2B!Code: Select all
x=2, y=2
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,2
1,1,0,0,0,0,0,0,0,2
1,1,1,0,0,0,0,0,0,2
1,1,1,1,0,0,0,0,0,2
1,1,1,1,1,0,0,0,0,2
1,1,1,1,1,1,0,0,0,2
1,1,1,1,1,1,1,0,0,2
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,2
1,2,0,0,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,1,1,2,0,0,0,0,0,2
1,1,1,1,2,0,0,0,0,2
1,1,1,1,1,2,0,0,0,2
1,1,1,1,1,1,2,0,0,2
1,1,1,1,1,1,1,2,0,2
1,1,1,1,1,1,1,1,2,2
1,2,2,0,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
1,1,1,2,2,0,0,0,0,2
1,1,1,1,2,2,0,0,0,2
1,1,1,1,1,2,2,0,0,2
1,1,1,1,1,1,2,2,0,2
1,1,1,1,1,1,1,2,2,2
1,2,2,2,0,0,0,0,0,2
1,1,2,2,2,0,0,0,0,2
1,1,1,2,2,2,0,0,0,2
1,1,1,1,2,2,2,0,0,2
1,1,1,1,1,2,2,2,0,2
1,1,1,1,1,1,2,2,2,2
1,2,2,2,2,0,0,0,0,2
1,1,2,2,2,2,0,0,0,2
1,1,1,2,2,2,2,0,0,2
1,1,1,1,2,2,2,2,0,2
1,1,1,1,1,2,2,2,2,2
1,2,2,2,2,2,0,0,0,2
1,1,2,2,2,2,2,0,0,2
1,1,1,2,2,2,2,2,0,2
1,1,1,1,2,2,2,2,2,2
1,2,2,2,2,2,2,0,0,2
1,1,2,2,2,2,2,2,0,2
1,1,1,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,0,2
1,1,2,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,2,2
2,0,0,0,0,0,0,0,0,0
2,1,0,0,0,0,0,0,0,0
2,1,1,0,0,0,0,0,0,0
2,1,1,1,0,0,0,0,0,0
2,1,1,1,1,0,0,0,0,0
2,1,1,1,1,1,0,0,0,0
2,1,1,1,1,1,1,0,0,0
2,1,1,1,1,1,1,1,0,0
2,1,1,1,1,1,1,1,1,0
2,2,0,0,0,0,0,0,0,0
2,1,2,0,0,0,0,0,0,0
2,1,1,2,0,0,0,0,0,0
2,1,1,1,2,0,0,0,0,0
2,1,1,1,1,2,0,0,0,0
2,1,1,1,1,1,2,0,0,0
2,1,1,1,1,1,1,2,0,0
2,1,1,1,1,1,1,1,2,0
2,2,2,0,0,0,0,0,0,0
2,1,2,2,0,0,0,0,0,0
2,1,1,2,2,0,0,0,0,0
2,1,1,1,2,2,0,0,0,0
2,1,1,1,1,2,2,0,0,0
2,1,1,1,1,1,2,2,0,0
2,1,1,1,1,1,1,2,2,0
2,2,2,2,0,0,0,0,0,0
2,1,2,2,2,0,0,0,0,0
2,1,1,2,2,2,0,0,0,0
2,1,1,1,2,2,2,0,0,0
2,1,1,1,1,2,2,2,0,0
2,1,1,1,1,1,2,2,2,0
2,2,2,2,2,0,0,0,0,0
2,1,2,2,2,2,0,0,0,0
2,1,1,2,2,2,2,0,0,0
2,1,1,1,2,2,2,2,0,0
2,1,1,1,1,2,2,2,2,0
2,2,2,2,2,2,0,0,0,0
2,1,2,2,2,2,2,0,0,0
2,1,1,2,2,2,2,2,0,0
2,1,1,1,2,2,2,2,2,0
2,2,2,2,2,2,2,0,0,0
2,1,2,2,2,2,2,2,0,0
2,1,1,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,0,0
2,1,2,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,2,0
BA$2B!I am tentatively considering myself back.
Re: Thread for basic non-CGOL questions
Just paste the rule into a new page under the Rule: namespace.MathAndCode wrote: ↑November 4th, 2020, 11:02 pmI made a preliminary rule but cannot figure out how to run it in LifeViewer.MathAndCode wrote: ↑November 4th, 2020, 11:16 amHas anyone investigated Generations variants where off cells can directly become refractory under certain conditions? If not, I might investigate one.Code: Select all
snipCode: Select all
snapAlso, is there any way to specify that the rule should be isotropic but not outer-totalistic?Code: Select all
uhh..snop?
symmetries:rotate4reflect, order is c,n,ne,e,se,s,sw,w,nw,c'
Each day is a hidden opportunity, a frozen waterfall that's waiting to be realised, and one that I'll probably be ignoring
anythingsonata wrote:July 2nd, 2020, 8:33 pmconwaylife signatures are amazing[citation needed]
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MathAndCode
- Posts: 5166
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Re: Thread for basic non-CGOL questions
Is there any other way to do this? I haven't decided on a particular Generations-like rule to use, I don't want to until I'm able to see which rule has the most interesting objects (e.g. spaceships), I don't want to create potentially ten or more rules with the intention to use only one, and I don't want to modify a rule page after it has been created in case other users decide to investigate it.
Thank you.
I am tentatively considering myself back.
Re: Thread for basic non-CGOL questions
I'd say just keep playing around with it in Golly until you find something you're satisfied with.MathAndCode wrote: ↑November 4th, 2020, 11:17 pmIs there any other way to do this? I haven't decided on a particular Generations-like rule to use, I don't want to until I'm able to see which rule has the most interesting objects (e.g. spaceships), I don't want to create potentially ten or more rules with the intention to use only one, and I don't want to modify a rule page after it has been created in case other users decide to investigate it.
- yujh
- Posts: 3079
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- Contact:
Re: Thread for basic non-CGOL questions
Is there a ten color version of quadlife?
Rule modifier
B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7
Bored of Conway's Game of Life? Try Pedestrian Life -- not pedestrian at all!
B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7
Bored of Conway's Game of Life? Try Pedestrian Life -- not pedestrian at all!
- silversmith
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- Contact:
Re: Thread for basic non-CGOL questions
Here is a potential solution where the ship's orthogonal speeds approach c/2, and there are no obvious c/2 ships.Moosey wrote: ↑September 4th, 2020, 10:24 amIs it possible to have a rule where (stable, at least) object (or even just spaceship) speeds are bounded above some unreachable limit, say, c/2, and for any reachable speed there exists a higher reachable speed; that is to say, any (stable) object (/just spaceship) that exists in the rule can be caught up to by a spaceship (of higher speed)?
Code: Select all
x = 82, y = 43, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
47b2o7bo$57b3o21bo$48b2o4bo2bo2b21o$47bo10b2o21bo10$38bo$39b3o39bo$
36bo2bo2b39o$40b2o39bo10$20bo$21b3o57bo$18bo2bo2b57o$22b2o57bo10$2bo$3b
3o75bo$o2bo2b75o$4b2o75bo!A simulator with the tools I couldn’t find elsewhere: https://silversimulations.com/caplayer/
Documentation:https://github.com/teraxtech/caplayer
Documentation:https://github.com/teraxtech/caplayer
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Schiaparelliorbust
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Re: Thread for basic non-CGOL questions
You answered this question before, but I think the question asks if there is a rule where for every spaceship you can find a faster spaceship, but every spaceship travels under some limit.silversmith wrote: ↑November 10th, 2020, 7:46 amHere is a potential solution where the ship's orthogonal speeds approach c/2, and there are no obvious c/2 ships.Moosey wrote: ↑September 4th, 2020, 10:24 amIs it possible to have a rule where (stable, at least) object (or even just spaceship) speeds are bounded above some unreachable limit, say, c/2, and for any reachable speed there exists a higher reachable speed; that is to say, any (stable) object (/just spaceship) that exists in the rule can be caught up to by a spaceship (of higher speed)?Code: Select all
x = 82, y = 43, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn 47b2o7bo$57b3o21bo$48b2o4bo2bo2b21o$47bo10b2o21bo10$38bo$39b3o39bo$ 36bo2bo2b39o$40b2o39bo10$20bo$21b3o57bo$18bo2bo2b57o$22b2o57bo10$2bo$3b 3o75bo$o2bo2b75o$4b2o75bo!
Edit: You said no obvious c/2 spaceships but they very probably exist. There should be a proof of no spaceships moving at the speed limit.
Hunting's language (though he doesn't want me to call it that)
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- silversmith
- Posts: 366
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Re: Thread for basic non-CGOL questions
It is true that there most probably is a c/2 ship, or at least that a proof of non-existence would be hard to find, but I do think this concrete example has the property of orthogonal ships always being reachable by a faster ship.Schiaparelliorbust wrote: ↑November 10th, 2020, 7:57 amYou answered this question before, but I think the question asks if there is a rule where for every spaceship you can find a faster spaceship, but every spaceship travels under some limit.
Edit: You said no obvious c/2 spaceships but they very probably exist. There should be a proof of no spaceships moving at the speed limit.
A simulator with the tools I couldn’t find elsewhere: https://silversimulations.com/caplayer/
Documentation:https://github.com/teraxtech/caplayer
Documentation:https://github.com/teraxtech/caplayer
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wwei23
Re: Thread for basic non-CGOL questions
Hey!
Code: Select all
x = 5, y = 7, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
2bo$2bo$obobo$obobo$b3o$obobo$bobo!
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MathAndCode
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Re: Thread for basic non-CGOL questions
I think that that's c/4, not 2c/4.wwei23 wrote: ↑November 10th, 2020, 11:07 amHey!Code: Select all
x = 5, y = 7, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn 2bo$2bo$obobo$obobo$b3o$obobo$bobo!
Also, it's possible that attempts to clean up its ash would interfere with the engine.
I am tentatively considering myself back.
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Schiaparelliorbust
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Re: Thread for basic non-CGOL questions
What does this have to do with the question asked?MathAndCode wrote: ↑November 10th, 2020, 11:12 amI think that that's c/4, not 2c/4.wwei23 wrote: ↑November 10th, 2020, 11:07 amHey!Code: Select all
x = 5, y = 7, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn 2bo$2bo$obobo$obobo$b3o$obobo$bobo!
Also, it's possible that attempts to clean up its ash would interfere with the engine.
Hunting's language (though he doesn't want me to call it that)
Board And Card Games
Colorised CA
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- praosylen
- Posts: 2449
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Re: Thread for basic non-CGOL questions
Here are two c/2 ships in this rule, found by ntzfind:silversmith wrote: ↑November 10th, 2020, 7:46 amHere is a potential solution where the ship's orthogonal speeds approach c/2, and there are no obvious c/2 ships.Code: Select all
x = 82, y = 43, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn 47b2o7bo$57b3o21bo$48b2o4bo2bo2b21o$47bo10b2o21bo10$38bo$39b3o39bo$ 36bo2bo2b39o$40b2o39bo10$20bo$21b3o57bo$18bo2bo2b57o$22b2o57bo10$2bo$3b 3o75bo$o2bo2b75o$4b2o75bo!
Code: Select all
x = 30, y = 19, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
bo5bo8bo5bo5bo$obo3bobo6bobo3bobo3bobo$bo5bo8bo5bo5bo$bo2bo2bo8bo2bo2b
o2bo2bo$bobobobo8bobobobobobobo$b2obob2o8b2obo2bo2bob2o$bo2bo2bo11b2o
bob2o$9o$o3bo3bo10bo5bo$obobobobo13bo$obobobobo$o3bo3bo$o2bobo2bo$o7b
o$ob5obo$2obobob2o2$2bobobo$2b2ob2o!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...
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...
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wwei23
Re: Thread for basic non-CGOL questions
You're right. I was just surprised to see it.MathAndCode wrote: ↑November 10th, 2020, 11:12 amI think that that's c/4, not 2c/4.
Also, it's possible that attempts to clean up its ash would interfere with the engine.
- yujh
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Re: Thread for basic non-CGOL questions
p59:p78p196p156:Can anybody tell if there's a family of x + n (0,1,2,3,etc.)oscillators?(which will make the rule colser to omniperiodicity?)
Code: Select all
x = 127, y = 127, rule = B2n3-q5y6cn7/S23-k4c8
60bo$59bobo$60bo4bobo$66bo3b2o$66bo3b2o8$59bo$58bo$58b3o7b2o$67b2o$69b
o11$45bo$43b2o$44b2o36b3o$82bo$83bo11$29bo$29bobo66bo$29b2o66b2o$97bob
o10$3b2o$3b2o$14bobo$14b2o96b2o$2bo12bo96bobo10bo$3b2o107bo11bobo$2bo
122bo4$bo122bo$obo11bo107b2o$bo10bobo96bo12bo$13b2o96b2o$110bobo$122b
2o$122b2o10$27bobo$28b2o66b2o$28bo66bobo$97bo11$43bo$44bo$42b3o36b2o$
82b2o$81bo11$57bo$58b2o$57b2o7b3o$68bo$67bo8$55b2o3bo$55b2o3bo$59bobo
4bo$65bobo$66bo!
Code: Select all
x = 87, y = 87, rule = B2n3-q5y6cn7/S23-k4c8
40bo$39bobo$40bo4bobo$46bo3b2o$46bo3b2o10$48b2o$47b2o$49bo$35bo$33b2o$
34b2o14$68bo$67b2o$3b2o62bobo$3b2o$14bobo$14b2o$2bo12bo69bo$3b2o79bobo
$2bo82bo4$bo82bo$obo79b2o$bo69bo12bo$71b2o$70bobo$82b2o$17bobo62b2o$
18b2o$18bo14$51b2o$52b2o$51bo$37bo$38b2o$37b2o10$35b2o3bo$35b2o3bo$39b
obo4bo$45bobo$46bo!
Code: Select all
x = 109, y = 109, rule = B2n3-q5y6cn7/S23-k4c8
56b3o$51bo4bobo$50bobo5bo$51bo4bobo$55bo2bo2b2o$55b2obo2b2o$55b2obo$
56bobo$56b3o4$55b3o$55bo$56bo3$46bobo$46b2o$47bo7$71bo$70b2o$70bobo8$
28bo$26b2o$27b2o8$4b2o84b2o$4b2o83b2o$91bo2$9o97bo$o7bo3bo92bobo$2obob
4o3bobo91bo$4b3o5b2o2$95b2o5b3o$2bo91bobo3b4obob2o$bobo92bo3bo7bo$2bo
97b9o2$17bo$18b2o83b2o$17b2o84b2o8$80b2o$81b2o$80bo8$36bobo$37b2o$37bo
7$61bo$61b2o$60bobo3$52bo$53bo$51b3o4$50b3o$50bobo$50bob2o$46b2o2bob2o
$46b2o2bo2bo$50bobo4bo$50bo5bobo$50bobo4bo$50b3o!
Code: Select all
x = 87, y = 87, rule = B2n3-q5y6cn7/S23-k4c8
40bo$39bobo$40bo4b3o$45bobo2b2o$45b3o2b2o5$42bo$42bobo$42b2o13$27bobo$
27b2o$28bo$61b2o$60b2o$62bo6$3b2o$3b2o3$2b3o80bo$2bobo79bobo$2b3o80bo$
10bo64b3o$11bo63bo$9b3o64bo$bo80b3o$obo79bobo$bo80b3o3$82b2o$82b2o6$
24bo$25b2o$24b2o$58bo$58b2o$57bobo13$43b2o$42bobo$44bo5$35b2o2b3o$35b
2o2bobo$39b3o4bo$45bobo$46bo!
Rule modifier
B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7
Bored of Conway's Game of Life? Try Pedestrian Life -- not pedestrian at all!
B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7
Bored of Conway's Game of Life? Try Pedestrian Life -- not pedestrian at all!
- toroidalet
- Posts: 1514
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Re: Thread for basic non-CGOL questions
Each glider phase-shifts the p19 by 2 generations mod 19. Therefore, using one glider per cycle gets us 59+19n, as you found. If we use 2 gliders per cycle, we get a phase shift mod 4, but due to the repeat time this only gives us 137+19n (137=2*59+19, since the "p118" is really p59. The gliders alternate between being spaced at 59 and 78 generations). Similarly, if we have 3 gliders per cycle we get periods starting at 3*59+19=196. Thus we have glider loop oscillators of each mod-19 residue starting at 59, 137, 196, 255, 314, 373, 432, 491, 550, 609, 668, 727, 786, 845, 904, 963, 1022, 1081, and 1140 (59*19+19, completing the cycle) and every period of the form 1122+n starting at 0 (59*19+1, skipping after the last gap; coincidentally, that's today's date).
Any sufficiently advanced software is indistinguishable from malice.
Re: Confusing rule: Langhton's Ants
What is your confusion? The states seems logical to me.MathAndCode wrote: ↑November 3rd, 2020, 9:43 pmI don't understand why its implementation needs so many states, though.
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MathAndCode
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Re: Confusing rule: Langhton's Ants
I am tentatively considering myself back.
Re: Confusing rule: Langhton's Ants
Yes, and I did see that, but that does not answer my question: What is your confusion?
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MathAndCode
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Re: Confusing rule: Langhton's Ants
I basically forgot that LifeViewer has no inherent sense of direction.
I am tentatively considering myself back.
Re: Confusing rule: Langhton's Ants
Well, that property is not of LV. It is of CA itself.MathAndCode wrote: ↑November 24th, 2020, 12:21 pmI basically forgot that LifeViewer has no inherent sense of direction.