"Wandering spaceships" and manipulation via ruleswitches

For discussion of other cellular automata.
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confocaloid
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by confocaloid »

In my exploration, I used two choices of the rules which the "background noise" must follow.

One choice is Conway's Life (B3/S23).

Another choice is the Life-like cellular automaton B23678/S3478, which was suggested by erictom333 for the purposes of generating pseudorandomness: viewtopic.php?p=168651#p168651
erictom333 wrote: October 6th, 2023, 7:40 pm I believe B23678/S3478 satisfies these conditions. Almost all patterns explode, it is not reversible (a single dot dies out immediately), it is self-complementary so it tends to around 50% fill, and it always looks random.
Personally I like the second choice, but it basically means you will need to run everything in a finite-area universe (e.g. torus, Klein bottle), otherwise the "background noise" explodes.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
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pifricted
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by pifricted »

Here are nine ships go up or go down randomly:

Code: Select all

x = 50, y = 49, rule = Wandering_Up_and Down:T50,50
5.3B6.B7.B6.B2.2B4.3B2.B$2.B10.B2.B9.2B6.B.B5.B.2B$4.B3.B.2B2.B2.B6.B
.B.B4.7B$2.2B2.B7.B8.2B7.B7.B.B$14.B9.B19.B4.B$3.B5.2B2.B4.B4.B.2B10.
2B5.B$2.B13.B2.B2.3B12.B4.B4.B$B20.3B.2B4.2B13.2B$6.B10.B.2B3.B5.B3.
4B7.B$.B10.B9.2B2.B5.3B3.B3.B2.B$.B2.B19.B.B7.5B9.B$B6.B4.B.B6.B.2B2.
B2.B2.B.B.2B9.2B$4.B2.2B2.3B3.B10.B$3B6.B.B4.B4.B.B4.B2.B6.C6.B$11.B
15.B.2B6.ABC3.2B4.B$9.B9.B.B2.B6.B3.4B.B$14.B11.B15.2B$.B12.B4.B.B2.B
.B.A.B9.B3.B$B6.BA3.B6.B.2B3.BA.C8.2B5.2B$6.BABA2.3B6.B.2B.B.3B2.B5.
3B$6.B9.3B.B3.B3.B5.3B.B3.B4.3B$.B3.B.B20.3B2.B.B6.2B.B2.B$2.B4.B8.2B
2.B.B10.B3.B.B6.2B$2B15.2B.B2.B19.A$B5.B26.B6.B.C.A$B.2B.B12.A8.2B.B
2.B4.2B$.2B12.B.ACA.B.A2.B.B.B.BA9.B.B$B.B11.B.B5.3A.B3.B.A.C.B3.B2.B
.B2.B$2B.B3.B2.B22.B10.2B.B.B$B2.AB.B4.B11.2B2.B2.B5.B$2.A2C7.BAB.B
19.2B.3B.3B$3.2B.B5.3A.B10.2B$7.B2.2B3.B5.3B3.B.B5.B5.2B$3.B4.B5.2B2.
2B3.B8.B2.B2.2B3.B$3.B6.4B.B2.B.B2.B3.B.B3.B10.B$2.2B6.B7.B.B8.6B3.4B
2.B$B9.B8.B21.B$2B6.2B.B13.4B14.B$10.B12.2B10.B.3B4.B2.B$2.B2.B4.B.B
4.B5.B14.B6.2B2.B$7.B4.B3.B7.2B3.B7.B.2B6.B$B.2B8.B4.B.B2.B.2B3.3B7.B
.3B3.B$.B21.B2.B6.B.B8.3B$B.B9.B14.B2.B3.B3.B$7.B5.B.2B.B8.B2.B3.B.B$
3.2B.B9.2B.2B8.B11.2B$3.B17.3B.B.2B.2B7.2B2.B$3.2B2.B18.2B.B10.2B2.2B
$2.2B4.B7.B12.B2.B6.B4.B4.B!
@RULE Wandering_Up_and Down

@COLORS

0 48 48 48
1 240 240 240
2 48 48 128
3 160 160 240

@TREE

num_states=4
num_neighbors=8
num_nodes=216
1 0 0 0 0
2 0 0 0 0
1 1 0 1 0
2 0 2 0 2
1 2 2 0 0
2 0 0 4 4
1 3 2 1 0
2 0 2 4 6
3 1 3 5 7
1 1 0 1 1
2 0 9 0 9
1 3 2 1 1
2 0 9 4 11
3 3 10 7 12
2 4 4 0 0
2 4 6 0 2
3 5 7 14 15
2 4 11 0 9
3 7 12 15 17
4 8 13 16 18
2 2 9 2 9
2 2 9 6 11
3 1 20 5 21
2 9 0 9 0
2 9 0 11 4
3 20 23 21 24
2 6 11 2 9
3 5 21 14 26
2 11 4 9 0
3 21 24 26 28
4 22 25 27 29
3 14 15 1 3
3 15 17 3 10
4 16 18 31 32
3 14 26 1 20
3 26 28 20 23
4 27 29 34 35
5 19 30 33 36
1 0 1 0 1
2 0 38 0 38
2 38 0 38 0
1 2 3 0 1
2 0 38 4 41
2 38 0 41 4
3 39 40 42 43
3 1 1 5 5
2 4 41 0 38
2 41 4 38 0
3 42 43 46 47
3 5 5 14 14
4 44 45 48 49
4 45 45 49 49
3 46 47 39 40
3 14 14 1 1
4 48 49 52 53
4 49 49 53 53
5 50 51 54 55
3 1 3 1 3
3 3 10 3 10
4 31 32 57 58
3 1 20 1 20
3 20 23 20 23
4 34 35 60 61
5 33 36 59 62
3 39 40 39 40
3 1 1 1 1
4 52 53 64 65
4 53 53 65 65
5 54 55 66 67
6 37 56 63 68
3 39 1 42 5
3 40 1 43 5
3 42 5 46 14
3 43 5 47 14
4 70 71 72 73
3 46 14 39 1
3 47 14 40 1
4 72 73 75 76
5 74 51 77 55
2 38 2 38 2
2 38 2 41 6
3 79 1 80 5
2 41 6 38 2
3 80 5 82 14
4 81 45 83 49
3 82 14 79 1
4 83 49 85 53
5 84 51 86 55
3 39 1 39 1
3 40 1 40 1
4 75 76 88 89
5 77 55 90 67
3 79 1 79 1
4 85 53 92 65
5 86 55 93 67
6 78 87 91 94
4 57 58 57 58
4 60 61 60 61
5 59 62 96 97
4 64 65 64 65
4 65 65 65 65
5 66 67 99 100
6 63 68 98 101
4 88 89 88 89
5 90 67 103 100
4 92 65 92 65
5 93 67 105 100
6 91 94 104 106
7 69 95 102 107
3 1 40 5 43
3 5 43 14 47
4 109 45 110 49
4 71 45 73 49
3 14 47 1 40
4 110 49 113 53
4 73 49 76 53
5 111 112 114 115
2 2 0 2 0
2 2 0 6 4
3 40 117 43 118
2 6 4 2 0
3 43 118 47 120
4 119 45 121 49
3 47 120 40 117
4 121 49 123 53
5 122 51 124 55
3 1 40 1 40
4 113 53 126 65
4 76 53 89 65
5 114 115 127 128
3 40 117 40 117
4 123 53 130 65
5 124 55 131 67
6 116 125 129 132
5 51 51 55 55
5 55 55 67 67
6 134 134 135 135
4 126 65 126 65
4 89 65 89 65
5 127 128 137 138
4 130 65 130 65
5 131 67 140 100
6 129 132 139 141
5 67 67 100 100
6 135 135 143 143
7 133 136 142 144
5 96 97 96 97
5 99 100 99 100
6 98 101 146 147
5 103 100 103 100
5 105 100 105 100
6 104 106 149 150
7 102 107 148 151
5 137 138 137 138
5 140 100 140 100
6 139 141 153 154
5 100 100 100 100
6 143 143 156 156
7 142 144 155 157
8 108 145 152 158
4 45 71 49 73
4 49 73 53 76
5 160 112 161 115
4 53 76 65 89
5 161 115 163 128
6 162 134 164 135
3 117 1 118 5
3 118 5 120 14
4 71 166 73 167
3 120 14 117 1
4 73 167 76 169
5 168 51 170 55
3 117 1 117 1
4 76 169 89 172
5 170 55 173 67
6 171 134 174 135
4 65 89 65 89
5 163 128 176 138
6 164 135 177 143
4 89 172 89 172
5 173 67 179 100
6 174 135 180 143
7 165 175 178 181
4 166 45 167 49
4 167 49 169 53
5 112 183 115 184
4 169 53 172 65
5 115 184 128 186
6 185 134 187 135
4 172 65 172 65
5 128 186 138 189
6 187 135 190 143
7 188 136 191 144
5 176 138 176 138
6 177 143 193 156
5 179 100 179 100
6 180 143 195 156
7 178 181 194 196
5 138 189 138 189
6 190 143 198 156
7 191 144 199 157
8 182 192 197 200
6 146 147 146 147
6 149 150 149 150
7 148 151 202 203
6 153 154 153 154
6 156 156 156 156
7 155 157 205 206
8 152 158 204 207
6 193 156 193 156
6 195 156 195 156
7 194 196 209 210
6 198 156 198 156
7 199 157 212 206
8 197 200 211 213
9 159 201 208 214

...is enjoying his teenage time.
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hotcrystal0
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by hotcrystal0 »

confocaloid wrote: February 8th, 2025, 7:55 am In my exploration, I used two choices of the rules which the "background noise" must follow.

One choice is Conway's Life (B3/S23).

Another choice is the Life-like cellular automaton B23678/S3478, which was suggested by erictom333 for the purposes of generating pseudorandomness: viewtopic.php?p=168651#p168651

Personally I like the second choice, but it basically means you will need to run everything in a finite-area universe (e.g. torus, Klein bottle), otherwise the "background noise" explodes.
I think it might be better to use a chaotic self-complementary rule if you want to run it in an infinite universe.
112 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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CARuler
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by CARuler »

You could bind the chaos to the object by making it so that background noise cannot create itself or survive without a live cell being nearby
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
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LuveelVoom
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by LuveelVoom »

CARuler wrote: February 8th, 2025, 11:41 am You could bind the chaos to the object by making it so that background noise cannot create itself or survive without a live cell being nearby
This would work great if ruletables supported higher ranges. Sadly they don't. :(
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confocaloid
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by confocaloid »

LuveelVoom wrote: February 8th, 2025, 1:09 pm
CARuler wrote: February 8th, 2025, 11:41 am You could bind the chaos to the object by making it so that background noise cannot create itself or survive without a live cell being nearby
This would work great if ruletables supported higher ranges. Sadly they don't. :(
Some caveats are that

(1) a similar idea can still be made to work even with the existing (range-1) RuleLoader algorithm, see previous page: viewtopic.php?p=199835#p199835
Further, there are surprising ways to use multiple cellstates, see for example:
viewtopic.php?p=145635#p145635 by ClippyCosmologist - "an easier way to clear out random ash" (EightKillers, KillerPedestrian)
viewtopic.php?p=200264#p200264 by FWKnightship - "ObviouslyNotB356S23"

(2) In case you don't need to display evolving patterns and just want to process them programmatically, lifelib (and apgsearch) support an extension of the ruletable format, allowing higher-range ruletables with (more or less) arbitrary neighbourhood shapes and arbitrary permutation groups for symmetries.
viewtopic.php?p=66826#p66826
viewtopic.php?p=195288#p195288

But yes, with higher-range ruletables it would be simpler to make sure that the chaos remains contained.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
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pifricted
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by pifricted »

Script update:

Code: Select all

name = "2Layer-test"
n_states = 4
n_neighbors = 8
#Layer 1
B1 = []
S1 = ['0','1c','1e','2a','2c','2e','2i','2k','2n','3a','3i','3c','3e','3k','3r','3j','3y','3q','3n','4a','4i','4c','4e','4k','4r','4j','4y','4q','4w','4t','4n','4z','5a','5i','5c','5e','5k','5r','5j','5y','5q','5n','6a','6e','6c','6i','6k','6n','7e','7c','8']
B1on2=['3a','3i','3c','3e','3k','3r','3j','3y','3q']
S1on2=['2a','2c','2e','2i','2k','2n','3a','3i','3c','3e','3k','3r','3j','3y','3q']
#Layer 2
B2 = ['2e','3e','4a','4e','5a','5i','6c','7c']
S2 = ['2e','2i','3a','3e','3r','4i','4r']
B2on1=['2e','3e','4a','4e','5a','5i','6c','7c']
S2on1=['2e','2i','3a','3e','3r','4i','4r']


trans_dict = {'0':[0],'1e':[1,4,16,64],'1c':[2,8,32,128],'2e':[5,20,80,65],'2c':[10,40,160,130],'2k':[9,33,36,132,18,144,66,72],'2a':[3,6,12,24,48,96,192,129],'2i':[17,68],'2n':[34,136],'3e':[21,81,84,69],'3c':[42,168,162,138],'3k':[37,148,82,73],'3a':[7,28,112,193],'3i':[14,56,224,131],'3n':[11,26,44,104,176,161,194,134],'3y':[41,74,146,164],'3q':[35,38,140,152,50,98,137,200],'3j':[13,22,52,88,208,97,133,67],'3r':[19,25,145,49,76,100,196,70],'4c':[170],'4e':[85],'4k':[45,90,180,165,210,150,105,75],'4a':[15,30,60,120,240,225,135,195],'4i':[27,108,177,198],'4n':[46,142,184,58,226,232,139,163],'4y':[43,166,172,154,178,106,202,169],'4q':[201,39,156,114],'4j':[212,89,83,101,77,149,53,86],'4r':[209,113,71,197,29,23,116,92],'4t':[78,57,228,147],'4w':[54,216,99,141],'4z':[51,102,204,153],'5e':[234,174,171,186],'5c':[213,87,93,117],'5k':[218,107,173,182],'5a':[248,227,143,62],'5i':[241,199,31,124],'5n':[244,229,211,79,94,61,121,151],'5y':[214,181,109,91],'5q':[220,217,115,103,205,157,118,55],'5j':[242,233,203,167,47,158,122,188],'5r':[236,230,110,206,179,155,59,185],'6e':[250,235,175,190],'6c':[245,215,95,125],'6k':[246,222,219,123,237,111,189,183],'6a':[252,249,243,231,207,159,63,126],'6i':[238,187],'6n':[221,119],'7c':[253,247,223,127],'7e':[254,251,239,191],'8':[255]}

def trans_string(s):
    tmp=[]
    for a in s:
        tmp=tmp+trans_dict[a]
    return tmp

B_1=trans_string(B1)
S_1=trans_string(S1)
B_1on2=trans_string(B1on2)
S_1on2=trans_string(S1on2)
B_2=trans_string(B2)
S_2=trans_string(S2)
B_2on1=trans_string(B2on1)
S_2on1=trans_string(S2on1)

on_L1 = lambda s: s in [1,3]
on_L2 = lambda s: s in [2,3]

def transition_function(a):
    [nw,ne,sw,se,n,w,e,s,c] = a
    cnt = 0
    
    def total_1():
        return on_L1(n)+on_L1(ne)*2+on_L1(e)*4+on_L1(se)*8+on_L1(s)*16+on_L1(sw)*32+on_L1(w)*64+on_L1(nw)*128
    def total_2():
        return on_L2(n)+on_L2(ne)*2+on_L2(e)*4+on_L2(se)*8+on_L2(s)*16+on_L2(sw)*32+on_L2(w)*64+on_L2(nw)*128
    
    if c == 0:
        #State 1 birth
        if total_1() in B_1:
            cnt = cnt + 1
        #State 2 birth
        if total_2() in B_2:
            cnt = cnt + 2
    
    if c == 1:
        #State 1 survival
        if total_1() in S_1:
            cnt = cnt + 1
        #State 2 birth
        if total_2() in B_2on1:
            cnt = cnt + 2
    
    if c == 2:
        #State 1 birth
        if total_1() in B_1on2:
            cnt = cnt + 1
        #State 2 survival
        if total_2() in S_2:
            cnt = cnt + 2
    
    if c == 3:
        #State 1 survival
        if total_1() in S_1on2:
            cnt = cnt + 1
        #State 2 survival
        if total_2() in S_2on1:
            cnt = cnt + 2
    
    return cnt
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confocaloid
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by confocaloid »

It's unclear whether it's feasible to determine the eventual period of this "capped pseudorandom glider guns" oscillator predecessor:

Code: Select all

#C https://conwaylife.com/forums/viewtopic.php?p=207824#p207824
#C https://conwaylife.com/forums/viewtopic.php?p=207810#p207810
x = 92, y = 71, rule = PseudorandomGliderGun:T120,90
18.2A44.2A$19.A44.A$19.A.A40.A.A$20.2A40.2A24$9.A32.2B$6.3A.A30.2B$.
2A2.A36.B$.2A2.A3.2A$6.A4.A$7.4A2$7.4A$6.A4.A70.A$.2A2.A3.2A70.A.3A$.
2A2.A80.A2.2A$6.3A.A70.2A3.A2.2A$9.A70.A4.A$81.4A$4.A$2.A13.A64.4A$.A
4.A2.2A4.A64.A4.A$.A.A3.A2.2A3.A65.2A3.A2.2A$6.A3.2A2.A71.A2.2A$6.A4.
2A2.A8.2A4.A50.A.3A$2.A2.A17.A.A4.A.A49.A$A.A14.A4.3A6.A2.A$2A20.2A5.
A.A.3A51.A$12.A10.2A3.4A3.2A38.A13.A$11.A.3A8.3A.A.A5.2A38.A4.2A2.A4.
A$16.A2.2A4.A2.A6.3A38.A3.2A2.A3.A.A$11.2A3.A2.2A6.A.A4.A.A40.A2.2A3.
A$10.A4.A13.A4.2A25.A4.2A8.A2.2A4.A$11.4A44.A.A4.A.A17.A2.A$57.A2.A6.
3A4.A14.A.A$11.4A41.3A.A.A5.2A20.2A$10.A4.A39.2A3.4A3.2A10.A$11.2A3.A
2.2A33.2A5.A.A.3A8.3A.A$16.A2.2A33.3A6.A2.A4.2A2.A$11.A.3A39.A.A4.A.A
6.2A2.A3.2A$12.A43.2A4.A13.A4.A$77.4A2$77.4A$76.A4.A$71.2A2.A3.2A$71.
2A2.A$76.3A.A$79.A!

@RULE PseudorandomGliderGun

https://conwaylife.com/forums/viewtopic.php?p=207824#p207824
https://conwaylife.com/forums/viewtopic.php?p=207810#p207810

A four-state outer-totalistic cellular automaton that can be viewed as
"two weakly interacting universes", with interactions in one direction.

The "background chaos" in the high-bit universe determines whether
the cell in the low-bit universe follows the rule B8 or the rule A8.
Other than that, cells in the low-bit universe follow all rules
that are shared between CGoL (B3/S23) and Pedestrian Life (B38/S23).

The low bit follows B3/S23 if the high bit is 0.
The low bit follows B38/S23 if the high bit is 1.
The high bit follows B23678/S3478.

@COLORS

0 48 48 48
1 240 240 240
2 48 48 128
3 160 160 240

@NAMES

0 A8/dead
1 A8/live
2 B8/dead
3 B8/live

@TREE

num_states=4
num_neighbors=8
num_nodes=173
1 0 0 0 0
2 0 0 0 0
1 0 1 0 1
2 0 2 0 2
1 2 2 0 0
2 0 0 4 4
1 2 3 0 1
2 0 2 4 6
3 1 3 5 7
1 1 1 1 1
2 2 9 2 9
1 3 3 1 1
2 2 9 6 11
3 3 10 7 12
1 2 2 2 2
2 4 4 14 14
1 2 3 2 3
2 4 6 14 16
3 5 7 15 17
1 3 3 3 3
2 6 11 16 19
3 7 12 17 20
4 8 13 18 21
2 9 0 9 0
2 9 0 11 4
3 10 23 12 24
2 11 4 19 14
3 12 24 20 26
4 13 25 21 27
1 0 0 2 2
2 14 14 29 29
1 0 1 2 3
2 14 16 29 31
3 15 17 30 32
1 1 1 3 3
2 16 19 31 34
3 17 20 32 35
4 18 21 33 36
2 19 14 34 29
3 20 26 35 38
4 21 27 36 39
5 22 28 37 40
3 23 1 24 5
3 24 5 26 15
4 25 42 27 43
3 26 15 38 30
4 27 43 39 45
5 28 44 40 46
2 29 29 0 0
2 29 31 0 2
3 30 32 48 49
2 31 34 2 9
3 32 35 49 51
4 33 36 50 52
2 34 29 9 0
3 35 38 51 54
4 36 39 52 55
5 37 40 53 56
3 38 30 54 48
4 39 45 55 58
5 40 46 56 59
6 41 47 57 60
3 1 1 5 5
3 5 5 15 15
4 42 62 43 63
3 15 15 30 30
4 43 63 45 65
5 44 64 46 66
3 30 30 48 48
4 45 65 58 68
5 46 66 59 69
6 47 67 60 70
3 48 49 5 7
3 49 51 7 12
4 50 52 72 73
3 51 54 12 24
4 52 55 73 75
5 53 56 74 76
3 54 48 24 5
4 55 58 75 78
5 56 59 76 79
6 57 60 77 80
3 48 48 5 5
4 58 68 78 82
5 59 69 79 83
6 60 70 80 84
7 61 71 81 85
4 62 62 63 63
4 63 63 65 65
5 64 87 66 88
4 65 65 68 68
5 66 88 69 90
6 67 89 70 91
4 68 68 82 82
5 69 90 83 93
6 70 91 84 94
7 71 92 85 95
4 72 73 18 21
4 73 75 21 27
5 74 76 97 98
4 75 78 27 43
5 76 79 98 100
6 77 80 99 101
4 78 82 43 63
5 79 83 100 103
6 80 84 101 104
7 81 85 102 105
4 82 82 63 63
5 83 93 103 107
6 84 94 104 108
7 85 95 105 109
8 86 96 106 110
1 0 0 1 1
2 0 112 0 112
1 2 2 1 1
2 0 112 4 114
3 1 113 5 115
1 2 2 3 3
2 4 114 14 117
3 5 115 15 118
4 62 116 63 119
1 0 0 3 3
2 14 117 29 121
3 15 118 30 122
4 63 119 65 123
5 87 120 88 124
2 29 121 0 112
3 30 122 48 126
4 65 123 68 127
5 88 124 90 128
6 89 125 91 129
3 48 126 5 115
4 68 127 82 131
5 90 128 93 132
6 91 129 94 133
7 92 130 95 134
4 82 131 63 119
5 93 132 107 136
6 94 133 108 137
7 95 134 109 138
8 96 135 110 139
2 14 14 14 14
2 14 16 14 16
3 15 17 141 142
2 16 19 16 19
3 17 20 142 144
4 18 21 143 145
2 19 14 19 14
3 20 26 144 147
4 21 27 145 148
5 97 98 146 149
3 26 15 147 141
4 27 43 148 151
5 98 100 149 152
6 99 101 150 153
3 15 15 141 141
4 43 63 151 155
5 100 103 152 156
6 101 104 153 157
7 102 105 154 158
4 63 63 155 155
5 103 107 156 160
6 104 108 157 161
7 105 109 158 162
8 106 110 159 163
2 14 117 14 117
3 15 118 141 165
4 63 119 155 166
5 107 136 160 167
6 108 137 161 168
7 109 138 162 169
8 110 139 163 170
9 111 140 164 171
WhiteHawk wrote: March 23rd, 2025, 3:55 am P42 gun

Code: Select all

x = 38, y = 36, rule = B3/S23|B38/S23
9bo$6b3obo$b2o2bo$b2o2bo3b2o$6bo4bo$7b4o2$7b4o$6bo4bo$b2o2bo3b2o$b2o2b
o$6b3obo$9bo2$4bo$2bo13bo$bo4bo2b2o4bo$bobo3bo2b2o3bo$6bo3b2o2bo$6bo4b
2o2bo8b2o4bo$2bo2bo17bobo4bobo$obo14bo4b3o6bo2bo$2o20b2o5bobob3o$12bo
10b2o3b4o3b2o$11bob3o8b3obobo5b2o$16bo2b2o4bo2bo6b3o$11b2o3bo2b2o6bob
o4bobo$10bo4bo13bo4b2o$11b4o2$11b4o$10bo4bo$11b2o3bo2b2o$16bo2b2o$11b
ob3o$12bo!
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
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breaker's glider gun
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by breaker's glider gun »

confocaloid wrote: March 23rd, 2025, 5:15 am It's unclear whether it's feasible to determine the eventual period of this "capped pseudorandom glider guns" oscillator predecessor:
[snip]
Yeah, I just cut out the gun and ran noise for 100K gens and got nothing.
That just shows that the noise is doing its job.
:?: :?: . . . :!:
Give me a suggestion of something interesting to draw here!
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by confocaloid »

breaker's glider gun wrote: March 26th, 2025, 3:11 pm [...] Yeah, I just cut out the gun and ran noise for 100K gens and got nothing.
That just shows that the noise is doing its job.
If you need some level of "predictability", there are known high-period agars which could be used for "noise":
viewtopic.php?f=11&t=4503#p168962
https://conwaylife.com/w/index.php?titl ... did=139405
(and probably lots of unknown high-period agars that could be found with more searching)
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
User avatar
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by breaker's glider gun »

Shameless copy of the 3-cell one, except noise cannot survive without state 1:

Code: Select all

x = 2, y = 3, rule = Wandering3Cell
.A$A$A!
@RULE Wandering3Cell
# The background noise uses B2-a3aiknq4c5i/S25i.
@COLORS
0   0,  0,  0
1 255,255,255
2   0,  0,192
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a9 = a8
var b0 = {0,2}
var b1 = b0
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var b7 = b6
var c1 = {0,1}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
var c0 = c1
# optional rules
0 1,1,0,1,0,0,0,0 1
0 1,1,0,1,0,0,0,2 0
0 1,1,0,1,0,0,2,0 0
0 1,1,0,1,0,0,2,2 0
0 1,1,0,1,0,2,0,0 0
0 1,1,0,1,0,2,0,2 0
0 1,1,0,1,0,2,2,0 0
0 1,1,0,1,0,2,2,2 0
0 1,1,0,1,2,0,0,0 0
0 1,1,0,1,2,0,0,2 0
0 1,1,0,1,2,0,2,0 0
0 1,1,0,1,2,0,2,2 0
0 1,1,0,1,2,2,0,0 0
0 1,1,0,1,2,2,0,2 0
0 1,1,0,1,2,2,2,0 0
0 1,1,0,1,2,2,2,2 0
0 1,1,2,1,0,0,0,0 0
0 1,1,2,1,0,0,0,2 0
0 1,1,2,1,0,0,2,0 0
0 1,1,2,1,0,0,2,2 0
0 1,1,2,1,0,2,0,0 0
0 1,1,2,1,0,2,0,2 0
0 1,1,2,1,0,2,2,0 0
0 1,1,2,1,0,2,2,2 0
0 1,1,2,1,2,0,0,0 0
0 1,1,2,1,2,0,0,2 0
0 1,1,2,1,2,0,2,0 0
0 1,1,2,1,2,0,2,2 0
0 1,1,2,1,2,2,0,0 0
0 1,1,2,1,2,2,0,2 0
0 1,1,2,1,2,2,2,0 0
0 1,1,2,1,2,2,2,2 0
2 b0,b1,b2,b3,b4,b5,b6,b7 0
2 1,1,0,1,0,0,0,0 0
2 1,1,0,1,0,0,0,2 0
2 1,1,0,1,0,0,2,0 0
2 1,1,0,1,0,0,2,2 0
2 1,1,0,1,0,2,0,0 0
2 1,1,0,1,0,2,0,2 0
2 1,1,0,1,0,2,2,0 0
2 1,1,0,1,0,2,2,2 0
2 1,1,0,1,2,0,0,0 0
2 1,1,0,1,2,0,0,2 0
2 1,1,0,1,2,0,2,0 0
2 1,1,0,1,2,0,2,2 0
2 1,1,0,1,2,2,0,0 0
2 1,1,0,1,2,2,0,2 0
2 1,1,0,1,2,2,2,0 0
2 1,1,0,1,2,2,2,2 0
2 1,1,2,1,0,0,0,0 0
2 1,1,2,1,0,0,0,2 0
2 1,1,2,1,0,0,2,0 0
2 1,1,2,1,0,0,2,2 0
2 1,1,2,1,0,2,0,0 0
2 1,1,2,1,0,2,0,2 0
2 1,1,2,1,0,2,2,0 0
2 1,1,2,1,0,2,2,2 0
2 1,1,2,1,2,0,0,0 0
2 1,1,2,1,2,0,0,2 0
2 1,1,2,1,2,0,2,0 0
2 1,1,2,1,2,0,2,2 0
2 1,1,2,1,2,2,0,0 0
2 1,1,2,1,2,2,0,2 0
2 1,1,2,1,2,2,2,0 0
2 1,1,2,1,2,2,2,2 0
# base rule
b1 1,b2,1,b3,b4,b5,b6,b7 1
1 b1,1,b2,b3,b4,b5,b6,b7 1
1 1,b1,b2,b3,b4,b5,b6,b7 1
b1 b2,1,b3,1,b4,b5,b6,b7 1
# bg noise
# init
0 1,0,0,0,0,0,0,0 2
0 1,1,0,0,0,0,0,0 2
0 2,1,0,0,0,0,0,0 2
0 1,0,2,0,0,0,0,0 2
0 1,1,2,0,0,0,0,0 2
0 0,2,2,1,0,0,0,0 2
2 1,2,0,0,0,0,0,0 2
2 2,0,1,2,0,0,0,0 2
# noise
c0 c1,2,c2,2,c3,c4,c5,c6 2
c0 2,c1,2,c2,c3,c4,c5,c6 2
c0 2,c1,c2,2,c3,c4,c5,c6 2
c0 2,c1,c2,c3,2,c4,c5,c6 2
c0 c1,2,c2,c3,c4,2,c5,c6 2
c0 2,2,2,c1,c2,c3,c4,c5 2
c0 c1,2,2,2,c2,c3,c4,c5 2
c0 2,c1,2,c2,c3,2,c4,c5 2
c0 2,2,c1,2,c2,c3,c4,c5 2
c0 2,2,c1,c2,c3,2,c4,c5 2
c0 c1,2,c2,2,c3,2,c4,2 2
c0 2,2,2,2,2,c1,c2,c3 2
2 c1,2,c2,2,c3,c4,c5,c6 2
2 2,c1,2,c2,c3,c4,c5,c6 2
2 2,c1,c2,2,c3,c4,c5,c6 2
2 2,2,c1,c2,c3,c4,c5,c6 2
2 2,c1,c2,c3,2,c4,c5,c6 2
2 c1,2,c2,c3,c4,2,c5,c6 2
2 2,2,2,2,2,c1,c2,c3 2
a1 a2,a3,a4,a5,a6,a7,a8,a9 0
Intended to be like the one where the noise runs on the spaceship, except it runs on the "neighborhood envelope" and a bit more - but there are half-blinker-like structures.

it looks weirdly like a Langton's ant...

I made dots do generations 1, so now the blinkery things are unstable, and it stabalizes into one of a couple spaceships, including this 204c/1242o.

Code: Select all

x = 6, y = 5, rule = Wandering3Cell
2.BA.B$B.B.A$CB2.AB$B.2B$.C!
@RULE Wandering3Cell
# The background noise uses B2-a3aiknq4c5i/S25i.
@COLORS
0   0,  0,  0
1 255,255,255
2   0,  0,192
3   0,  0,  0
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a9 = a8
var b0 = {0,2,3}
var b1 = b0
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var b7 = b6
var c1 = {0,1,3}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
var c0 = c1
3 a2,a3,a4,a5,a6,a7,a8,a9 0
# optional rules
0 1,1,0,1,0,0,0,0 1
0 1,1,0,1,0,0,0,2 0
0 1,1,0,1,0,0,2,0 0
0 1,1,0,1,0,0,2,2 0
0 1,1,0,1,0,2,0,0 0
0 1,1,0,1,0,2,0,2 0
0 1,1,0,1,0,2,2,0 0
0 1,1,0,1,0,2,2,2 0
0 1,1,0,1,2,0,0,0 0
0 1,1,0,1,2,0,0,2 0
0 1,1,0,1,2,0,2,0 0
0 1,1,0,1,2,0,2,2 0
0 1,1,0,1,2,2,0,0 0
0 1,1,0,1,2,2,0,2 0
0 1,1,0,1,2,2,2,0 0
0 1,1,0,1,2,2,2,2 0
0 1,1,2,1,0,0,0,0 0
0 1,1,2,1,0,0,0,2 0
0 1,1,2,1,0,0,2,0 0
0 1,1,2,1,0,0,2,2 0
0 1,1,2,1,0,2,0,0 0
0 1,1,2,1,0,2,0,2 0
0 1,1,2,1,0,2,2,0 0
0 1,1,2,1,0,2,2,2 0
0 1,1,2,1,2,0,0,0 0
0 1,1,2,1,2,0,0,2 0
0 1,1,2,1,2,0,2,0 0
0 1,1,2,1,2,0,2,2 0
0 1,1,2,1,2,2,0,0 0
0 1,1,2,1,2,2,0,2 0
0 1,1,2,1,2,2,2,0 0
0 1,1,2,1,2,2,2,2 0
2 0,0,0,0,0,0,0,0 3
2 b0,b1,b2,b3,b4,b5,b6,b7 0
2 1,1,0,1,0,0,0,0 0
2 1,1,0,1,0,0,0,2 0
2 1,1,0,1,0,0,2,0 0
2 1,1,0,1,0,0,2,2 0
2 1,1,0,1,0,2,0,0 0
2 1,1,0,1,0,2,0,2 0
2 1,1,0,1,0,2,2,0 0
2 1,1,0,1,0,2,2,2 0
2 1,1,0,1,2,0,0,0 0
2 1,1,0,1,2,0,0,2 0
2 1,1,0,1,2,0,2,0 0
2 1,1,0,1,2,0,2,2 0
2 1,1,0,1,2,2,0,0 0
2 1,1,0,1,2,2,0,2 0
2 1,1,0,1,2,2,2,0 0
2 1,1,0,1,2,2,2,2 0
2 1,1,2,1,0,0,0,0 0
2 1,1,2,1,0,0,0,2 0
2 1,1,2,1,0,0,2,0 0
2 1,1,2,1,0,0,2,2 0
2 1,1,2,1,0,2,0,0 0
2 1,1,2,1,0,2,0,2 0
2 1,1,2,1,0,2,2,0 0
2 1,1,2,1,0,2,2,2 0
2 1,1,2,1,2,0,0,0 0
2 1,1,2,1,2,0,0,2 0
2 1,1,2,1,2,0,2,0 0
2 1,1,2,1,2,0,2,2 0
2 1,1,2,1,2,2,0,0 0
2 1,1,2,1,2,2,0,2 0
2 1,1,2,1,2,2,2,0 0
2 1,1,2,1,2,2,2,2 0
# base rule
b1 1,b2,1,b3,b4,b5,b6,b7 1
1 b1,1,b2,b3,b4,b5,b6,b7 1
1 1,b1,b2,b3,b4,b5,b6,b7 1
b1 b2,1,b3,1,b4,b5,b6,b7 1
# bg noise
# init
0 1,0,0,0,0,0,0,0 2
0 1,1,0,0,0,0,0,0 2
0 2,1,0,0,0,0,0,0 2
0 1,0,2,0,0,0,0,0 2
0 1,1,2,0,0,0,0,0 2
0 0,2,2,1,0,0,0,0 2
2 1,2,0,0,0,0,0,0 2
2 2,0,1,2,0,0,0,0 2
# noise
c0 c1,2,c2,2,c3,c4,c5,c6 2
c0 2,c1,2,c2,c3,c4,c5,c6 2
c0 2,c1,c2,2,c3,c4,c5,c6 2
c0 2,c1,c2,c3,2,c4,c5,c6 2
c0 c1,2,c2,c3,c4,2,c5,c6 2
c0 2,2,2,c1,c2,c3,c4,c5 2
c0 c1,2,2,2,c2,c3,c4,c5 2
c0 2,c1,2,c2,c3,2,c4,c5 2
c0 2,2,c1,2,c2,c3,c4,c5 2
c0 2,2,c1,c2,c3,2,c4,c5 2
c0 c1,2,c2,2,c3,2,c4,2 2
c0 2,2,2,2,2,c1,c2,c3 2
2 c1,2,c2,2,c3,c4,c5,c6 2
2 2,c1,2,c2,c3,c4,c5,c6 2
2 2,c1,c2,2,c3,c4,c5,c6 2
2 2,2,c1,c2,c3,c4,c5,c6 2
2 2,c1,c2,c3,2,c4,c5,c6 2
2 c1,2,c2,c3,c4,2,c5,c6 2
2 2,2,2,2,2,c1,c2,c3 2
a1 a2,a3,a4,a5,a6,a7,a8,a9 0
EDIT: The other is 12c/48d.

it would be interesting to see one where the noise is designed to stay around a bit but not generate debris, because then spaceships would interact with each other more.
:?: :?: . . . :!:
Give me a suggestion of something interesting to draw here!
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b-engine
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by b-engine »

Remake of that blinker one, trying to make deaths of blinkers due to traffic lights unlikely:

Code: Select all

x = 7, y = 7, rule = Testrule:T64,64
.2B$B5$4.3A!

@RULE Testrule
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var b = {0,2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
b6,b,1,1,1,b1,b2,b3,b4,1
b6,1,1,1,b,b1,b2,b3,b4,1
b6,1,b,1,b1,1,b2,b3,b4,1
b6,b,1,1,1,b1,b2,1,b3,1
b6,b,1,1,1,b1,b2,1,b3,1
b6,1,b,b1,1,b2,b3,b4,b5,1
b6,1,1,b,1,1,1,b3,b4,1
1,1,0,0,0,2,0,0,0,1
1,1,b,b1,b2,1,b3,b4,b5,1
1,1,1,b,b1,b2,b3,b4,b5,1
1,1,b,1,b1,b2,b3,b4,b5,1
1,b,1,b1,b2,1,b3,b4,b5,1
1,b,1,b1,1,b2,b3,b4,b5,1
1,b,1,b1,b2,b3,1,b4,b5,1
1,b,1,1,1,b1,b2,b3,b4,1
1,1,b,1,b1,1,b2,b3,b4,1
1,1,1,1,1,1,b,b1,b2,1
0,2,2,0,0,0,0,0,0,2
0,2,0,2,0,0,0,0,0,2
0,2,0,0,2,0,0,0,0,2
0,0,2,0,2,0,0,0,0,2
0,0,2,0,0,0,2,0,0,2
0,2,0,0,0,0,0,0,0,2
0,0,2,0,0,0,0,0,0,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
@COLORS
1 255 255 255
2 0 0 64
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by hotcrystal0 »

I think a wandering glider is possible in the rule B34j/S2-ck34a(k). Without the S4k consition*, the glider evolves as it does in CGoL. With S4k, it’s a 2c/6o spaceship:

Code: Select all

x = 3, y = 3, rule = B34j/S2-ck34a
bo$b2o$obo!

Code: Select all

x = 3, y = 3, rule = B34j/S2-ck34ak
bo$b2o$obo!
*Compromise between “condition” and “transition”.
Since I can’t run the script to make the ruletable right now, can someone else do so for me?
112 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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Posts: 730
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by breaker's glider gun »

uhhh
so, it outputted...
to the rle...
I hope you like it! If you can decode it:

Code: Select all

x = 1283, y = 77, rule = B3/S23
4obob13o$8obobo$11obobo$6obo$2obob5ob4ob4ob4ob4ob4ob4ob4ob4ob5o$2obob
5ob4ob4ob4ob4ob4ob4ob4ob4ob4ob4ob4ob4ob5o$5obob5ob4ob4ob4ob4ob4ob4ob4o
b4ob5o$4obob5ob4ob4ob4ob4ob4ob4ob4ob4ob4ob4ob4ob4ob4ob5o$6obo$2obob5ob
4ob4ob4ob4ob4ob4ob5o$2obob5ob4ob4ob4ob4ob4ob5o$11ob4ob4ob4ob4ob4ob4ob
5o$11ob4ob4ob4ob4ob4ob5o3$10obob8ob7obob2ob3ob7obob2ob4ob7ob2ob2ob3ob
8ob2ob3ob4ob7ob2ob2ob3ob2ob3ob2ob3ob7obob2ob2ob2ob2ob3ob4ob8ob3ob8ob4o
b8ob2ob2ob3ob8ob3ob3ob4ob8ob3ob2ob3ob7ob2ob3ob4ob8ob2ob3ob4ob8ob2ob2ob
3ob3ob3ob3ob4ob8ob2ob3ob4ob8ob2ob3ob3ob2ob2ob3ob4ob8ob2ob2ob2ob3ob2ob
3ob3ob8ob2ob3ob2ob2ob3ob3ob3ob10ob9ob8ob2ob3ob3ob3ob3ob3ob3ob8ob2ob2ob
3ob3ob3ob3ob4ob8ob3ob3ob4ob8ob3ob3ob2ob3ob3ob3ob4ob8ob3ob3ob3ob3ob3ob
3ob4ob9ob2ob3ob4ob9ob2ob2ob3ob2ob3ob2ob3ob9ob3ob2ob3ob2ob2ob3ob3ob8ob
2ob3ob4ob8ob3ob2ob4ob8ob3ob3ob4ob9ob3ob3ob4ob9ob2ob2ob4ob9ob3ob3ob4ob
9ob3ob3ob3ob9ob3ob2ob4ob9ob3ob3ob2ob2ob2ob3ob4ob9ob3ob3ob3ob9ob3ob3ob
3ob3ob3ob3ob3ob9ob3ob3ob3ob2ob3ob3ob4ob9ob3ob3ob3ob3ob3ob2ob4ob9ob3ob
3ob4ob9ob3ob2ob4ob9ob3ob3ob3ob3ob3ob3ob4ob9ob3ob3ob3ob3ob3ob2ob4ob9ob
4ob9ob4ob9ob3ob3ob4ob9ob3ob3ob4ob10o2$3ob16o$4b6o$4b3obob2ob2o$8b21o$
4b6ob3o2$20o$20o$26o$26o$20o$20o$26o$26o2$5obob6ob2obob2ob2ob2o$5obob
6ob2obob2ob2ob2o2$3ob23o$4b3ob2ob2ob2obobobobob2obobo$4b3obobo2$4b3ob
10o$8b6ob94o$4b3ob10o$8b6ob94o2$4b2obob2ob2o$8b6obob5o$8b2ob9ob2ob4o$
12b3obob3obobo$8b6obob5o$8b2ob9ob2ob4o$12b3obob3obobo2$4b2obob2ob2o$8b
6obob8o$8b2ob9ob2ob4o$12b3obob3obobo$8b6obob5o$8b2ob9ob2ob7o$12b3obob
3obobo2$4b2obob2ob2o$8b6obob5o$8b2ob9ob2ob7o$12b3obob3obobo$8b6obob8o$
8b2ob9ob2ob4o$12b3obob3obobo2$4b2obob2ob2o$8b6obob8o$8b2ob9ob2ob7o$12b
3obob3obobo$8b6obob8o$8b2ob9ob2ob7o$12b3obob3obobo2$4b6ob3o!
:?: :?: . . . :!:
Give me a suggestion of something interesting to draw here!
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b-engine
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by b-engine »

breaker's glider gun wrote: August 16th, 2025, 8:18 am uhhh
so, it outputted...
to the rle...
I hope you like it! If you can decode it:
Some information was lost during the conversion to RLE, so decoding is unlikely.
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R2INT
Posts: 829
Joined: July 2nd, 2024, 7:42 pm

Re: "Wandering spaceships" and manipulation via ruleswitches

Post by R2INT »

I have figured out how to make the glider into a wandering spaceship:

Code: Select all

# Result 1: B3aijn/S2ae3ajnr5j (+B2a); unreliable
# Result 2: B34j/S2-ck34a
# You are currently viewing Result 2
# +B4k = 90 degree refkectir
# +B5n = eater
x = 23, y = 3, rule = B34j/S2-ck34a
bo10b2o5b3o$b2o8b3o5bo2bo$obo10bo7bo!
Range-2 INT
R2INT's Rule Collection

Travelling Ts has surpassed LeapLife in post count, but not yet in technology.
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b-engine
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Re: "Wandering spaceships" and manipulation via ruleswitches

Post by b-engine »

I don't know what would happen if the glider turns into a pi, but anyway please implement these two:

Code: Select all

x = 3, y = 3, rule = B3/S23
bo$2bo$3o!

Code: Select all

x = 3, y = 3, rule = B3/S1e2-e3
bo$2bo$3o!
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