PiSpaceships' buried garbage can

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PiSpaceships
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PiSpaceships' buried garbage can

Post by PiSpaceships »

I accumulated a lot of garbage during my CA journey. I stored the whole garbage in a draft. I decided to post it. Who knows - maybe someone will find a diamond in the **** below?


Ship

Code: Select all

x = 6, y = 5, rule = B2ce3i/S12
$2b2o$bo$2bobo$3bo!
Common puffer

Code: Select all

x = 7, y = 8, rule = B2ce3i/S12
5bo$4b2o3$2b2o$bo$2bobo$3bo!
Uncommon puffer

Code: Select all

x = 14, y = 21, rule = B2ce3i/S12
$2bo$2b2o2$4b2o$2bo$2b2o5b2o$5bo2bo$4b2o3bobo$2bo7bo$2b2o$5bo$4b2o$2b
o$2b2o3$4b2o$6bo$3bobo$4bo!
Diagonal puffer

Code: Select all

x = 8, y = 9, rule = B2ce3i/S12
3bo$3bo$bo3bo$2o3bo$3bo2bo$2b2obobo$o5bo$4b3o$b2o!

Code: Select all

x=0, y=0, rule=B2e3ceiq5n6n78/S02-a34-i5n6n
!
#C [[ RANDOMIZE RANDWIDTH 250 RANDHEIGHT 250 ]]
B3ai4rt5/S234
1c2ce4i7e/2ae3i/3 - Avalanche Mini
1c2ce4i7e/2aei3i/3 - Avalanche

partial

Code: Select all

x = 3, y = 5, rule = B2e3-a4-i/S1c23a
2o$2o2$3o$obo!
edit: class B2: B but expands very slowly, almost unnoticeably, withdrawn to the ash it creates.

012eik3-e/3-nq4/4 - Generations with puffers

Class D:
B2e3ceiq4-ai/S2-a34-i
B2e3ceiq4-ai/S2-a34-ai - like above but more classD-y.

Class EDiehard - diehard with puffers or rakes
B2e3ceiq4-i/S2-a34-ai - diehard with blinker puffers
B2en3ceiq4-i/S2-a34-ai - diehard with rakes
B2e3ceiq4-i/S2-a3-c4-ai - diehard with dirty rakes
B2e3ceiq4-i/S2-a3-i4-ai - diehard with lots of 2-cell oscillator puffers

Class E+ - puffers and rakes but I didn't die
B2e3ceiq4-i5a/S2-a34-ai5a

B2en3ceiq4-i/S2-an34-ai - class B but space

Class F - a lot of tiny chaotic areas which are unstable structures
B2ekn3ceiq4-i/S2ce3-a4-i


Feel free to post here, but please don't post anything unrelated to my garbage.
Last edited by PiSpaceships on April 21st, 2025, 9:56 am, edited 2 times in total.
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

From now it's my sandbox thread and I can post here anything and it counts as my garbage as long as it follows the forum rules.

My dream is rename this thread to "pispaceships buried cavern tavern" and flood it with spam. Unfortunelly, it will not come true because of my self-control.
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Re: PiSpaceships' buried cavern tavern

Post by unname4798 »

PiSpaceships wrote: March 24th, 2025, 12:57 pm My dream is rename this thread to "pispaceships buried cavern tavern" and flood it with spam. Unfortunelly, it will not come true because of my self-control.
About the thread rename part, it can be done.
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

Min: B2e3ai/S1c2ce3jr
Max: B2-ac3-er45-ci6-e78/S1c2-a3-n4-iw5678

Code: Select all

x = 8, y = 3, rule = B2e3ai/S1c2ce3jr
3o$o5bo$obo2bobo!
TheseTwoSpaceshipsLife:

Code: Select all

x = 8, y = 3, rule = B2e3-er/S1c2-a3-n
! #C [[ RANDOMIZE ]]
HackedTTSL:

Code: Select all

x = 8, y = 3, rule = B2eK3-er/S1c2-a3-n
! #C [[ RANDOMIZE ]]
edit: changed the names.

edit2: the smallest explosion I found in HTTSL:

Code: Select all

x = 6, y = 5, rule = B2ek3-er/S1c2-a3-n
bo$2bo$o3bo$3b3o$bo!
edit2.5: smaller:

Code: Select all

x = 3, y = 4, rule = B2ek3-er/S1c2-a3-n
b2o$o$bo$2bo!
edit2.75: probably the smallest:

Code: Select all

x = 3, y = 4, rule = B2ek3-er/S1c2-a3-n
bo$o$bo$2bo!
edit3: the closest rule to B012345678/S:

Code: Select all

x = 8, y = 3, rule = B2-ac3-er45-ci6-e78/S1c2ce3jr
! #C [[ RANDOMIZE ]]
Last edited by PiSpaceships on March 27th, 2025, 7:19 am, edited 4 times in total.
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Re: PiSpaceships' buried garbage can

Post by unname4798 »

PiSpaceships wrote: March 27th, 2025, 6:29 am Min: B2e3ai/S1c2ce3jr
Max: B2-ac3-er45-ci6-e78/S1c2-a3-n4-iw5678

Code: Select all

x = 8, y = 3, rule = B2e3ai/S1c2ce3jr
3o$o5bo$obo2bobo!
The rule with the least transitions from Life:

Code: Select all

x = 8, y = 3, rule = B2e3-er/S1c2-a3-n
#C [[ RANDOMIZE ]]
TheseTwoSpaceshipsLife:

Code: Select all

x = 8, y = 3, rule = B2eK3-er/S1c2-a3-n
#C [[ RANDOMIZE ]]
You forgot to insert exclamation marks after the header:

Code: Select all

x = 8, y = 3, rule = B2e3-er/S1c2-a3-n
!
#C [[ RANDOMIZE ]]

Code: Select all

x = 8, y = 3, rule = B2eK3-er/S1c2-a3-n
!
#C [[ RANDOMIZE ]]
The rule with the least transitions from B/S012345678:

Code: Select all

#R B2e3ai/S1c2-a3-n4-iw5678
!
[[ RANDOMIZE ]]
The rule with the least transitions from B2/S2 (totalistic rule):

Code: Select all

#R B2-ac3ai/S1c2-a3jr
!
[[ RANDOMIZE ]]
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

I tried to make a c/3o spaceship:

Code: Select all

#R B2ei3ik5q/S1c2-an3in4j5q
2bo$bobo$o3bo!
Min: B2ei3ik5q/S1c2-an3in4j5q
Max: B2ein3-ey4-aj5-e6-c/S12-an3-a5-y6-e

Unfortunatelly, it isn't compatible with previous two ships. Can someone make similar c/3o that is compatible?

edit: It's failed. Can someone make it work?
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Re: PiSpaceships' buried garbage can

Post by b-engine »

PiSpaceships wrote: March 27th, 2025, 12:25 pm I tried to make a c/3o spaceship:

Code: Select all

#R B2ei3ik5q/S1c2-an3in4j5q
2bo$bobo$o3bo!
Min: B2ei3ik5q/S1c2-an3in4j5q
Max: B2ein3-ey4-aj5-e6-c/S12-an3-a5-y6-e

Unfortunatelly, it isn't compatible with previous two ships. Can someone make similar c/3o that is compatible?

edit: It's failed. Can someone make it work?
Just add two conditions:

Code: Select all

#R B2ei3ijk5q/S1c2-an3in4jr5q
2bo$bobo$o3bo!
Min: B2ei3ijk5q/S2-an3in4r5q
Max: B2ein3-ey4-ar5-e6-c78/S1c2-an3-a45-y6-e78.
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

Code: Select all

x = 14, y = 4, rule = STest
6.B5.A$5.A.A3.A.A$.2A9.B$A5.A4.A.A! 

@RULE STest
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate8reflect

var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var n={0,1}
var x={1,2}

0 0,1,2,1,0,0,0,0 2
0 1,0,1,0,0,0,0,0 1
0 0,1,1,0,1,0,1,1 2
n 1,0,2,0,0,0,0,0 1
1 0,x,0,0,0,0,0,0 1
2 0,1,0,1,0,0,0,0 2

a b,c,d,e,f,g,h,i 0

EDIT: added CGoL state:

Code: Select all

x = 14, y = 4, rule = STest
!

@RULE STest
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate8reflect

var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var n={0,1,3}
var p={0,3}
var x={1,2,3}

0 0,1,2,1,0,0,0,0 2
0 1,0,1,0,0,0,0,0 1
0 0,1,1,0,1,0,1,1 2
n 1,0,2,0,0,0,0,0 1
1 0,x,0,0,0,0,0,0 1
2 0,1,0,1,0,0,0,0 2

p 3,3,3,0,0,0,0,0 3
p 3,3,0,3,0,0,0,0 3
p 3,3,0,0,3,0,0,0 3
p 3,0,3,0,3,0,0,0 3
p 3,0,3,0,0,3,0,0 3

3 3,3,0,0,0,0,0,0 3
3 3,0,3,0,0,0,0,0 3
3 3,0,0,3,0,0,0,0 3
3 3,0,0,0,3,0,0,0 3

a b,c,d,e,f,g,h,i 0
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

InDev rule

Code: Select all

#R Experimentt
3B$A.A!

@RULE Experimentt

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute

var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var m={0,2}
var n=m

0 1,0,0,0,0,0,0,0 2
0 1,2,2,0,0,0,0,0 2
0 2,2,2,0,0,0,0,0 2
0 2,2,2,2,0,0,0,0 1

1 m,m,m,m,n,n,n,n 1
1 2,2,0,0,0,0,0,0 1

2 1,1,2,2,0,0,0,0 1
2 1,1,2,0,0,0,0,0 1
2 1,2,2,0,0,0,0,0 2
2 1,2,0,0,0,0,0,0 2
2 2,2,0,0,0,0,0,0 2

a b,c,d,e,f,g,h,i 0
edit: I scrap this rule, STest was better.

edit2: SMOS photon rule:

Code: Select all

x = 19, y = 8, rule = SMOSexp
BA9.AB$2B9.2B!

@RULE SMOSexp

@TABLE
n_states:5
neighborhood:Moore
symmetries:permute

var a={0, 1, 2, 3, 4}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

# photon
0 1,0,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 2

# smos1
0 1,1,0,0,0,0,0,0 3
0 2,2,3,0,0,0,0,0 3
# smos2
2 2,2,3,0,0,0,0,0 4
# smos3
0 3,0,0,0,0,0,0,0 2
0 3,3,0,0,0,0,0,0 1
0 3,4,0,0,0,0,0,0 2
3 3,4,0,0,0,0,0,0 2

1 a,b,c,d,e,f,g,h 2
i a,b,c,d,e,f,g,h 0

@COLORS
1 255 0 0
2 255 255 0
3 0 255 0
4 0 255 255
5 0 0 255
Last edited by PiSpaceships on May 3rd, 2025, 12:48 pm, edited 1 time in total.
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

In this post I'll collect spaceships from TheseTwoSpaceshipsLife (TTSL).

Code: Select all

x = 26, y = 6, rule = B2e3-er/S1c2-a3-n
3o$o4b3o2b4o3b3o3b3o$obo2bobo2bob2o3bobo3bobo$16bo3bo$24bo$24bo!
How this rule can have FIVE common spaceships!?
(Teslinov has SIX common spaceships and a PUFFER.)

edit: A puffer in TheseTwoSpaceshipsLifeButNotFeudal (TTSLBNF or Thetslibnof or Teslinov)

Code: Select all

x = 4, y = 4, rule = B2e3-ekr/S1c2-a3-n
bo$ob2o2$3o!
edit: A spaceship in Teslinov. I'll call it Tesla.

Code: Select all

x = 5, y = 5, rule = B2e3-ekr/S1c2-a3-n
$b2o$bobo$b2o$3bo!
Last edited by PiSpaceships on March 30th, 2025, 4:03 pm, edited 3 times in total.
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Re: PiSpaceships' buried garbage can

Post by unname4798 »

Two transitions away from TTSSL:
When you bring back B3e and B3r that are from Life.

Code: Select all

#R B2e3/S1c2-a3-n
!
[[ RANDOMIZE ]]
The 3 spaceships don't work anymore, but this interesting spaceship (11/38o) spotted:

Code: Select all

x = 5, y = 4, rule = B2e3/S1c2-a3-n
3bo$4bo$o2bo$2o!
It consists of a block and a spark.
And an interesting p92 oscillator:

Code: Select all

x = 9, y = 9, rule = B2e3/S1c2-a3-n
2o$2o3b2o$7bo$3bo$2b2o$2b2o$2b2o$7b2o$7b2o!
It regenerates when any of the two blocks is removed.
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

Nice 3c/10 ship:

Code: Select all

x = 3, y = 6, rule = 23/2in3/3
.A$ABA$ABA$A.A$B.B$B.B!
Can someone specify required and forbidden birth and survival conditions?

Edit: eater found:

Code: Select all

x = 13, y = 13, rule = 23/2in3/3
8.2A$8.2A4$5.A$4.ABA$3.A3BA$3.A3.A$3.A3BA$3.A3BA$5.A!
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Re: PiSpaceships' buried garbage can

Post by islptng »

PiSpaceships wrote: April 20th, 2025, 10:12 am Nice 3c/10 ship:

Code: Select all

x = 3, y = 6, rule = 23/2in3/3
.A$ABA$ABA$A.A$B.B$B.B!
Can someone specify required and forbidden birth and survival conditions?

Code: Select all

Required S: 23-cky
Required B: 2i3aeijr
Maximum S: 1c234-ainq5-ciq678
Maximum B: 2in34-cir5-eiy6-ik78
My sandbox | All my engineered replicators | BsKngt | TNT
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

islptng wrote: April 21st, 2025, 12:17 am
PiSpaceships wrote: April 20th, 2025, 10:12 am Can someone specify required and forbidden birth and survival conditions?

Code: Select all

...
Thank you!

CARuler added an oscillator:
CARuler wrote: April 20th, 2025, 12:13 pm added this:

Code: Select all

x = 16, y = 18, rule = 235e/2in3/3
.A$ABA$ABA$A.A$B.B$B.B10$14.A$13.3A$14.A!
edit: found minrule of this glider-like spaceship:

Code: Select all

x = 3, y = 3, rule = 1c2ae3jr/2i3aijnr/3
A$.BA$3A!
Now we can combine it with the 23/2in3/3ship:

Code: Select all

x = 9, y = 6, rule = 1c23-cky/2i3-ckqy/3
.A$ABA$ABA$A.A3.A$B.B4.BA$B.B3.3A!
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

Working on new wire rule:

Code: Select all

x = 8, y = 9, rule = nameloop
3.AB$8A$A2.AB2.A$A6.A$A6.A$A6.A$A6.A$A6.A$8A!

@RULE nameloop

@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect

var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

#basic
0 1,1,1,a,0,0,0,0 1
1 2,1,1,a,0,0,0,0 2

#turn out
0 0,2,1,1,0,0,0,0 1
0 1,0,1,2,2,0,0,0 1
1 1,0,1,0,1,0,2,0 0
1 0,2,1,1,0,0,0,0 2
1 2,0,1,1,0,0,0,0 2
2 1,1,0,0,0,0,0,0 2

#turn in
0 0,1,1,1,0,1,0,0 1
1 0,1,1,1,0,2,0,0 2

2 a,b,c,d,e,f,g,h 0
edit: found in a soup:

Code: Select all

x = 12, y = 5, rule = nameloop
A10.A$4.AB$.10A$2.8A$.A.6A.A!

@RULE nameloop

@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect

var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

#basic
0 1,1,1,a,0,0,0,0 1
1 2,1,1,a,0,0,0,0 2

#turn out
0 0,2,1,1,0,0,0,0 1
0 1,0,1,2,2,0,0,0 1
1 1,0,1,0,1,0,2,0 0
1 0,2,1,1,0,0,0,0 2
1 2,0,1,1,0,0,0,0 2
2 1,1,0,0,0,0,0,0 2

#turn in
0 0,1,1,1,0,1,0,0 1
1 0,1,1,1,0,2,0,0 2

2 a,b,c,d,e,f,g,h 0
edit2: first infinite growth found:

Code: Select all

x = 3, y = 4, rule = nameloop
BA$3A$3A$3A!

@RULE nameloop

@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect

var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

#basic
0 1,1,1,a,0,0,0,0 1
1 2,1,1,a,0,0,0,0 2

#turn out
0 0,2,1,1,0,0,0,0 1
0 1,0,1,2,2,0,0,0 1
1 1,0,1,0,1,0,2,0 0
1 0,2,1,1,0,0,0,0 2
1 2,0,1,1,0,0,0,0 2
2 1,1,0,0,0,0,0,0 2

#turn in
0 0,1,1,1,0,1,0,0 1
1 0,1,1,1,0,2,0,0 2

2 a,b,c,d,e,f,g,h 0
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

New rule:

Code: Select all

#R name
! #C [[ RANDOMIZE ]]
@RULE name
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect

var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

0 0,1,1,1,0,0,0,0 1
0 0,1,2,1,0,0,0,0 2
0 1,0,0,0,0,0,0,0 2
0 2,1,2,0,0,0,0,0 1
0 2,a,2,a,2,a,2,a 1
0 0,2,0,1,0,2,0,0 1
0 2,0,0,0,2,0,0,0 2
0 0,2,0,0,0,2,0,0 2
0 2,0,0,2,0,0,0,0 1
0 0,2,0,0,2,0,0,2 1
0 1,2,0,2,0,0,0,0 2
1 0,0,0,0,0,0,0,0 1
1 1,0,2,0,1,0,0,0 2
1 1,0,0,0,0,0,0,0 2
1 2,0,0,0,0,0,0,0 1
2 0,2,1,2,0,0,0,0 2
2 1,2,0,0,0,0,0,0 2

a b,c,d,e,f,g,h,i 0
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

The version of the post quoted below which can be displayed in LifeViewer.
Pteriforever wrote: August 15th, 2013, 4:46 am
1. This rule is the MilhinSA-meets-Generations treatment applied to B35/S1347. It, rather oddly, has both c/3 and 2c/7 diagonal spaceships:

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:6
neighborhood:Moore
symmetries:permute
var a={1,3}
var b={1,3}
var c={1,3}
var d={1,3}
var e={1,3}
var f={1,3}
var g={1,3}
var h={1,3}
var j={0,2,4,5}
var k={0,2,4,5}
var l={0,2,4,5}
var m={0,2,4,5}
var n={0,2,4,5}
var o={0,2,4,5}
var p={0,2,4,5}
var q={0,2,4,5}
var s={0,1,2,3,4,5}
var t={0,1,2,3,4,5}
var u={0,1,2,3,4,5}
var v={0,1,2,3,4,5}
var w={0,1,2,3,4,5}
var x={0,1,2,3,4,5}
var y={0,1,2,3,4,5}
var z={0,1,2,3,4,5}
0,a,b,c,d,e,j,k,l,3
0,a,b,c,j,k,l,m,n,3
1,a,b,c,d,e,f,g,q,1
1,a,b,c,d,n,o,p,q,1
1,a,b,c,m,n,o,p,q,1
1,a,k,l,m,n,o,p,q,1
3,s,t,u,v,w,x,y,z,1
1,s,t,u,v,w,x,y,z,2
2,s,t,u,v,w,x,y,z,4
4,s,t,u,v,w,x,y,z,5
5,s,t,u,v,w,x,y,z,0
2. This is of the birth-then-survival subset of alternating rules: Basically, B2/TS247. It's got three spaceship speeds so I suppose it counts as interesting:

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={1,2}
var b={1,2}
var c={1,2}
var d={1,2}
var e={1,2}
var f={1,2}
var g={1,2}
var h={1,2}
var s={0,1,2}
var t={0,1,2}
var u={0,1,2}
var v={0,1,2}
var w={0,1,2}
var x={0,1,2}
var y={0,1,2}
var z={0,1,2}


0,1,1,0,0,0,0,0,0,2
2,2,2,0,0,0,0,0,0,1
2,2,2,2,2,0,0,0,0,1
2,2,2,2,2,2,2,2,0,1
1,s,t,u,v,w,x,y,z,2
2,s,t,u,v,w,x,y,z,0
3. 2-state rule, has cutesy spinning oscillators and a c/5 spaceship:

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate8


var s={0,1}
var t={0,1}
var u={0,1}
var v={0,1}
var w={0,1}
var x={0,1}
var y={0,1}
var z={0,1}



1,1,0,0,0,0,0,0,0,1



0,1,0,1,0,0,0,0,0,1
0,1,0,0,1,0,0,0,0,1
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1


1,s,t,u,v,w,x,y,z,0
4. A small variation on standard Life, where a cell can be born on B2 if the two parents are directly opposite each other, and conversely, can die even with S2 if the two neighbours are, again, directly opposite. It has lots of pretty oscillators and the t-tetromino is a c/5 spaceship.

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate8


var s={0,1}
var t={0,1}
var u={0,1}
var v={0,1}
var w={0,1}
var x={0,1}
var y={0,1}
var z={0,1}



1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1

1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1

0,1,0,0,0,1,0,0,0,1
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1

1,s,t,u,v,w,x,y,z,0
5. This is a 7-state rule designed to contain a tiny (2,1)c/3 knightship. It tends to be dominated by crazy amounts of two different kinds of replicators as well as 2c/3 orthogonal spaceships. Some really interetsing guns are possible, I might post some of those later:

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:7
neighborhood:Moore
symmetries:permute

var a={0,6}
var b={0,6}
var c={0,6}
var d={0,6}
var e={0,6}
var f={0,6}
var g={2,4}
var h={2,4}
var i={2,4}

var j={3,5,6}
var k={3,5,6}
var l={3,5,6}
var m={3,5,6}
var n={3,5,6}
var o={3,5,6}
var p={3,5,6}
var q={3,5,6}

var s={0,1,2,3,4,5,6}
var t={0,1,2,3,4,5,6}
var u={0,1,2,3,4,5,6}
var v={0,1,2,3,4,5,6}
var w={0,1,2,3,4,5,6}
var x={0,1,2,3,4,5,6}
var y={0,1,2,3,4,5,6}
var z={0,1,2,3,4,5,6}


0,1,1,0,0,0,0,0,0,4
0,g,h,i,0,0,0,0,0,5

0,6,5,a,b,c,d,e,f,1
0,j,k,l,m,0,0,0,0,1

1,s,t,u,v,w,x,y,z,2
2,s,t,u,v,w,x,y,z,3
3,s,t,u,v,w,x,y,z,0
4,s,t,u,v,w,x,y,z,6
5,s,t,u,v,w,x,y,z,0
6,s,t,u,v,w,x,y,z,0
6. I don't know what this is, i just found it in my rules folder.

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var s={0,1,2,3}
var t={0,1,2,3}
var u={0,1,2,3}
var v={0,1,2,3}
var w={0,1,2,3}
var x={0,1,2,3}
var y={0,1,2,3}
var z={0,1,2,3}
var a={1,0}
var b={1,0}
var c={1,0}


1,1,c,a,b,0,0,0,0,2
0,1,1,1,0,0,0,0,0,3
3,s,t,u,v,w,x,y,z,1
0,2,2,3,0,0,0,0,0,1
2,2,2,3,0,0,0,0,0,1
2,s,t,u,v,w,x,y,z,0
1,s,t,u,v,w,x,y,z,0
7. One challenge attempt. Nothing exists besides 2c/7 diagonal spaceships and replicators.

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:8
neighborhood:Moore
symmetries:permute
var a={1,2,3,4,5,6,7}
var b={1,2,3,4,5,6,7}
var c={1,2,3,4,5,6,7}
var d={1,2,3,4,5,6,7}
var e={1,2,3,4,5,6,7}
var f={1,2,3,4,5,6,7}
var g={1,2,3,4,5,6,7}
var h={1,2,3,4,5,6,7}
var s={0,1,2,3,4,5,6,7}
var t={0,1,2,3,4,5,6,7}
var u={0,1,2,3,4,5,6,7}
var v={0,1,2,3,4,5,6,7}
var w={0,1,2,3,4,5,6,7}
var x={0,1,2,3,4,5,6,7}
var y={0,1,2,3,4,5,6,7}
var z={0,1,2,3,4,5,6,7}
0,1,0,0,0,0,0,0,0,2
0,1,1,1,0,0,0,0,0,2
0,1,1,1,1,0,0,0,0,2
1,1,1,0,0,0,0,0,0,2
0,2,2,2,0,0,0,0,0,3
0,2,2,2,2,2,0,0,0,3
0,2,2,2,2,2,2,2,2,3
2,2,0,0,0,0,0,0,0,3
0,3,3,0,0,0,0,0,0,4
0,4,4,0,0,0,0,0,0,5
0,4,4,4,4,0,0,0,0,5
0,4,4,4,4,4,0,0,0,5
0,4,4,4,4,4,4,4,0,5
5,5,5,0,0,0,0,0,0,6
5,5,5,5,0,0,0,0,0,6
0,5,5,5,5,5,5,5,5,6
0,5,5,5,5,5,5,5,0,6
0,5,5,5,5,5,5,0,0,6
6,6,6,0,0,0,0,0,0,7
6,6,6,6,0,0,0,0,0,7
0,6,6,6,6,6,0,0,0,7
7,7,7,0,0,0,0,0,0,1
7,7,7,7,0,0,0,0,0,1
0,7,7,7,7,0,0,0,0,1

1,s,t,u,v,w,x,y,z,0
2,s,t,u,v,w,x,y,z,0
3,s,t,u,v,w,x,y,z,0
4,s,t,u,v,w,x,y,z,0
5,s,t,u,v,w,x,y,z,0
6,s,t,u,v,w,x,y,z,0
7,s,t,u,v,w,x,y,z,0
8.
An earlier attempt at the same challenge. Explosive as hell but has some rakes and things.

Code: Select all

#R name
!
@RULE name
@TABLE
n_states:5
neighborhood:Moore
symmetries:permute
var a={1,2,3,4}
var b={1,2,3,4}
var c={1,2,3,4}
var d={1,2,3,4}
var e={1,2,3,4}
var f={1,2,3,4}
var g={1,2,3,4}
var h={1,2,3,4}
var s={0,1,2,3,4}
var t={0,1,2,3,4}
var u={0,1,2,3,4}
var v={0,1,2,3,4}
var w={0,1,2,3,4}
var x={0,1,2,3,4}
var y={0,1,2,3,4}
var z={0,1,2,3,4}
0,1,0,0,0,0,0,0,0,2
0,1,1,0,0,0,0,0,0,2
0,1,1,1,1,1,1,1,1,2
0,2,2,0,0,0,0,0,0,3
0,2,2,2,2,2,2,2,0,3
0,3,3,3,0,0,0,0,0,4
0,3,3,3,3,0,0,0,0,4
0,3,3,3,3,3,0,0,0,4
0,4,4,0,0,0,0,0,0,1
0,4,4,4,0,0,0,0,0,1
0,4,4,4,4,4,4,0,0,1


1,s,t,u,v,w,x,y,z,0
2,s,t,u,v,w,x,y,z,0
3,s,t,u,v,w,x,y,z,0
4,s,t,u,v,w,x,y,z,0
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PiSpaceships
Posts: 218
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

Base for emulation of R2 rules:

Code: Select all

#R LifeR2
!

@RULE LifeR2

@COLORS
1 255 255 255  # alive
2 0 0 255 # dead>alive
3 0 255 0 # alive>alive
4 100 0 0 # alive>dead
5 100 100 100 # dead>dead

@TABLE
n_states:6
neighborhood:Moore
symmetries:permute

var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var x={0,4,5} #dead
var y={2,3} #alive

0 1,1,1,0,0,0,0,0 2
1 1,1,a,0,0,0,0,0 3
1 a,b,c,d,e,f,g,h 4
0 1,b,c,d,e,f,g,h 5

x a,b,c,d,e,f,g,h 0
y a,b,c,d,e,f,g,h 1
edit: added dead>dead state

edit2: modified to add a small c/2o:

Code: Select all

x = 10, y = 4, rule = TestR2
8.A$3A6.A$A.A4.3A!

@RULE TestR2

@COLORS
1 255 255 255  # alive
2 0 0 255 # dead>alive
3 0 255 0 # alive>alive
4 100 0 0 # alive>dead
5 100 100 100 # dead>dead

@TABLE
n_states:6
neighborhood:Moore
symmetries:permute

var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var x={0,4,5} #dead
var y={2,3} #alive

0 1,1,1,0,0,0,0,0 2
1 1,1,a,0,0,0,0,0 3
1 a,b,c,d,e,f,g,h 4
0 1,b,c,d,e,f,g,h 5

5 3,5,3,5,5,0,5,5 1
x a,b,c,d,e,f,g,h 0
y a,b,c,d,e,f,g,h 1
edit3: Premium version of LifeR2:

Code: Select all

#R LifeR2Premium
!

@RULE LifeR2Premium

@NAMES
1 alive non-emulated
2 alive-0
3 alive-1
4 alive-2
5 alive-3
6 alive-4
7 alive-5
8 alive-6
9 alive-7
10 alive-8
11 dead-1
12 dead-2
13 dead-3
14 dead-4
15 dead-5
16 dead-6
17 dead-7
18 dead-8

@TABLE
n_states:19
neighborhood:Moore
symmetries:permute

var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var x={4,5,13} # birth and survival conditions here

# TRANSLATION
0 1,0,0,0,0,0,0,0 11
0 1,1,0,0,0,0,0,0 12
0 1,1,1,0,0,0,0,0 13
0 1,1,1,1,0,0,0,0 14
0 1,1,1,1,1,0,0,0 15
0 1,1,1,1,1,1,0,0 16
0 1,1,1,1,1,1,1,0 17
0 1,1,1,1,1,1,1,1 18
1 0,0,0,0,0,0,0,0 2
1 1,0,0,0,0,0,0,0 3
1 1,1,0,0,0,0,0,0 4
1 1,1,1,0,0,0,0,0 5
1 1,1,1,1,0,0,0,0 6
1 1,1,1,1,1,0,0,0 7
1 1,1,1,1,1,1,0,0 8
1 1,1,1,1,1,1,1,0 9
1 1,1,1,1,1,1,1,1 10

# EMULATION
x a,b,c,d,e,f,g,h 1
i a,b,c,d,e,f,g,h 0

@COLORS
0 0 0 0
1 255 255 255
2 0 255 0
3 0 255 65
4 0 255 130
5 0 255 195
6 0 255 255
7 0 195 255
8 0 130 255
9 0 65 255
10 0 0 255
11 130 130 130
12 130 130 65
13 130 130 0
14 130 65 0
15 130 0 0
16 170 0 0
17 210 0 0
18 255 0 0
edit4: Finished LifeR2Premium.

edit5: Premium version of TestR2:

Code: Select all

#R LifeR2Premium
!

@RULE LifeR2Premium

@NAMES
1 alive non-emulated
2 alive-0
3 alive-1
4 alive-2
5 alive-3
6 alive-4
7 alive-5
8 alive-6
9 alive-7
10 alive-8
11 dead-1
12 dead-2
13 dead-3
14 dead-4
15 dead-5
16 dead-6
17 dead-7
18 dead-8

@TABLE
n_states:19
neighborhood:Moore
symmetries:permute

var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var x={4,5,13} # birth and survival conditions here

# TRANSLATION
0 1,0,0,0,0,0,0,0 11
0 1,1,0,0,0,0,0,0 12
0 1,1,1,0,0,0,0,0 13
0 1,1,1,1,0,0,0,0 14
0 1,1,1,1,1,0,0,0 15
0 1,1,1,1,1,1,0,0 16
0 1,1,1,1,1,1,1,0 17
0 1,1,1,1,1,1,1,1 18
1 0,0,0,0,0,0,0,0 2
1 1,0,0,0,0,0,0,0 3
1 1,1,0,0,0,0,0,0 4
1 1,1,1,0,0,0,0,0 5
1 1,1,1,1,0,0,0,0 6
1 1,1,1,1,1,0,0,0 7
1 1,1,1,1,1,1,0,0 8
1 1,1,1,1,1,1,1,0 9
1 1,1,1,1,1,1,1,1 10

# EMULATION
12 4,15,4,12,11,0,11,11 1
x a,b,c,d,e,f,g,h 1
i a,b,c,d,e,f,g,h 0

@COLORS
0 0 0 0
1 255 255 255
2 0 255 0
3 0 255 65
4 0 255 130
5 0 255 195
6 0 255 255
7 0 195 255
8 0 130 255
9 0 65 255
10 0 0 255
11 130 130 130
12 130 130 65
13 130 130 0
14 130 65 0
15 130 0 0
16 170 0 0
17 210 0 0
18 255 0 0
edit5: B2ce/S1 tamed:

Code: Select all

#R INTB2ceS1R2
!

@RULE INTB2ceS1R2

@COLORS
1 255 255 255  # alive
2 0 0 255 # dead>alive
3 0 255 0 # alive>alive
4 100 0 0 # alive>dead
5 100 100 100 # dead>dead

@TABLE
n_states:6
neighborhood:Moore
symmetries:rotate8reflect

var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var x={0,4,5} #dead
var y={2,3} #alive

0 1,0,1,0,0,0,0,0 2
1 1,0,0,0,0,0,0,0 3
1 a,b,c,d,e,f,g,h 4
0 1,b,c,d,e,f,g,h 5

#3 4,2,3,5,2,5,3,2 0
4 5,5,2,3,5,3,2,5 1
x a,b,c,d,e,f,g,h 0
y a,b,c,d,e,f,g,h 1
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

A rule in which spaceships can travel at any slope (2n+3,1)c/1, where n>0.

Code: Select all

#C [[ ZOOM 4 Y -35 ]]
x = 6, y = 18, rule = AlmostAnySlope
4.EC$4.2B3$3.ECA$3.3B3$2.EC2A$2.4B3$.EC3A$.5B3$EC4A$6B!

@RULE AlmostAnySlope

@NAMES
1 spaceship head
2 spaceship tail
3 instruction extend
4 instruction retract
5 instruction tail
6 dying retract

@TABLE
n_states:7
neighborhood:Moore
symmetries:rotate4reflect

var a={0, 1, 2, 3, 4, 5, 6}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a

var n={3,4}
var p={1,3,4,5,6}
var q=p
var r=p
var x={0,p}
var y=x

# extend
0 0,3,0,0,0,0,0,0 5
0 3,2,0,0,0,0,0,0 2
0 3,5,0,0,0,0,0,0 4

# retract
0 4,5,0,0,0,0,0,0 6
0 0,6,1,1,0,0,0,0 3
0 6,1,0,0,0,0,0,0 6
0 6,3,0,0,0,0,0,0 0

# program flow
0 0,n,1,x,0,0,0,0 n
0 0,y,n,x,0,0,0,0 5

# defaults
0 p,q,0,0,0,0,0,0 1
0 0,p,q,r,0,0,0,0 1
2 a,b,c,d,e,f,g,h 0
p a,b,c,d,e,f,g,h 2

@COLORS
1 255 255 255
2 150 150 150
3 0 0 255
4 255 0 0
5 0 255 0
6 0 0 150
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Re: PiSpaceships' buried garbage can

Post by PiSpaceships »

I am dying will be inactive for a long time I'll be back when deleted Minecraft worlds will recover and the winter godess will enter the Nether, so I'm saying this my last words:
Until I'll be back you can do anything with this thread, but please - don't make this thread a roleplay.
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Re: PiSpaceships' buried garbage can

Post by unname4798 »

Spotted - PiSpaceships is dying. Yes, real news. I see it. Transparency is not supported. Please, Nathaniel, add transparency! The problem with roleplay threads is so intense, even PiSpaceships banned it here. You can still play pass-the-rule and catalysts here.
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Re: PiSpaceships' buried garbage can

Post by b-engine »

unname4798 wrote: May 11th, 2025, 12:52 pmTransparency is not supported. Please, Nathaniel, add transparency!
You could use [s¡ze=1] instead. Or nest [s¡ze=1].
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Re: PiSpaceships' buried garbage can

Post by unname4798 »

But that doesn't work on my device.
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Re: PiSpaceships' buried garbage can

Post by b-engine »

unname4798 wrote: May 12th, 2025, 1:05 am But that doesn't work on my device.
This is not an excuse. BBCode should work anywhere. Or to stack size tags like this.
Last edited by b-engine on May 12th, 2025, 1:10 am, edited 1 time in total.
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unname4798
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Re: PiSpaceships' buried garbage can

Post by unname4798 »

I'm using F12 Browser (on mobile) on Samsung A14 (Android 14).
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