b-snapshots

For discussion of other cellular automata.
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b-engine
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Re: b-rules

Post by b-engine »

Did I discovered range-1 bugs???

Code: Select all

#C Steam in "torus"
x = 7, y = 2, rule = SevenElements:T120,120
D.2D.2B$I!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
2,9,a,a1,a2,a3,a4,4
3,9,a,a1,a2,a3,a4,4
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
2,4,4,4,4,4,4,9
3,4,4,a,a1,a2,a3,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
Or rock-paper-scissors rule??
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b-engine
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Re: b-rules

Post by b-engine »

This quasi-vonNeumann neighborhood rule needs name:

Code: Select all

x = 16, y = 20, rule = name
2B5.9B$2B5.9B$2B$2B$2B$2B$2B$2B$2B$2B$2B$2B$2B3$2.B$3.A2$16B$16B!

@RULE name
@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


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

0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2

2,2,a,2,a1,a2,a3,a4,a5,2

a,a1,a2,a3,a4,a5,a6,a7,a8,0
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b-engine
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Re: b-rules

Post by b-engine »

Outward turn:

Code: Select all

x = 46, y = 46, rule = name
5.6B16.2B$5.24B$10.17B2$18.A$17.B26.2B$6.4B19.11B4.2B$6.4B19.11B4.2B$
6.2B2.2B26.2B4.2B$6.2B2.2B26.2B4.2B$6.2B28.2B5.3B$6.2B28.2B5.2B$6.2B35.
2B$6.2B35.2B$6.2B35.2B$6.2B35.2B$6.2B35.2B$2B38.B2.2B$2B39.A.2B$.2B40.
2B$.2B40.2B$.2B40.2B$.2B40.2B$.2B40.2B$.2B40.2B$.2B40.2B$.2B40.2B$.2B
.A39.2B$.2B2.B38.2B$.2B35.2B$.2B35.2B$.2B35.2B$.2B35.2B$.2B35.2B$.2B5.
2B28.2B$3B5.2B28.2B$2B4.2B26.2B2.2B$2B4.2B26.2B2.2B$2B4.11B19.4B$2B4.
11B19.4B$2B26.B$27.A2$19.17B$17.24B$17.2B16.6B!


@RULE name
@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


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

0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2

2,2,a,2,a1,a2,a3,a4,a5,2

a,a1,a2,a3,a4,a5,a6,a7,a8,0
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b-engine
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Re: b-rules

Post by b-engine »

Added another form of signal:

Code: Select all

#C Pipe signal "oscillator"
#C Converters between three signals
#C Reflector for photon
#C Outward turner for wallside signal
#C Photon lane shifter
x = 59, y = 47, rule = name
27.2B17.2B$2.27B17.12B$2.25B21.10B$2B54.2B$2B3.AB49.2B$2B54.2B$2B3.3B
3.9B23.10B3.2B$2B3.3B3.11B19.12B3.2B$2B3.3B3.2B7.2B19.2B8.2B3.2B$2B9.
2B38.2B3.2B$2B9.2B37.2B5.2B$2B9.2B37.2B5.2B$2.9B$2.9B7$56.2B$56.2B$56.
2B$56.2B$56.2B$56.2B$56.2B$56.2B$56.2B$56.2B$56.2B$56.2B$56.2B$2B54.2B
$6B50.2B$2.8B46.2B$6.8B42.2B$10.8B38.2B$14.8B27.2B5.2B$18.6B25.4B3.2B
$3.4B15.2B27.2B3.2B$.10B45.2B$.2B4.8B41.2B$11.8B37.2B$15.8B11.24B$19.
4B9.26B$32.2B!


@RULE name
@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


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

0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2

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

2,2,a,2,a1,a2,a3,a4,a5,2

a,a1,a2,a3,a4,a5,a6,a7,a8,0
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b-engine
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Re: b-rules

Post by b-engine »

BlipTile???

Code: Select all

x = 59, y = 40, rule = name
7.52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.16B20.16B
$7.16B20.16B$7.16B20.16B$7.16B3.14B3.16B$7.16B3.14B3.16B$7.16B3.14B3.
14B$7.16B3.14B$7.16B3.14B$7.16B3.14B$7.16B3.14B3.13B$10.13B3.14B3.16B
$B31.8B3.16B$.A30.8B3.16B$B31.8B3.16B$9.14B3.3B3.8B3.16B$7.16B3.3B3.8B
3.16B$7.16B3.3B3.8B3.16B$7.16B20.16B$7.16B20.16B$7.16B20.16B$7.52B$7.
52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.52B$7.52B!
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
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b-engine
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Re: b-rules

Post by b-engine »

Is there any other rule with four distinct types of signal transmissions?

Code: Select all

x = 23, y = 4, rule = name
4.B$2B.2B.2B.2B.2B.2B.2B.2B$2B.2B.2B.2B.2B.2B.2B.2B$4.B!
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
0,2,2,0,2,0,0,0,0,2
0,2,0,2,2,0,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
EDIT:
All my apgsearchable rules would have census containing nothing but a few spaceships and some still lifes:

Code: Select all

x = 16, y = 16, rule = name
!
[[ RANDOMIZE2 RANDWIDTH 16 RANDHEIGHT 16 ]]
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0 
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b-engine
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Re: b-rules

Post by b-engine »

Two photons could somehow phase through each other, so I built this diode-like device:

Code: Select all

x = 74, y = 18, rule = name
21.2B$21.2B$14.2B4.2B$14.2B4.2B$15.2B3.2B$13.4B3.2B$13.2B5.2B$13.2B58.
B$B71.A$.A71.B$B60.2B$54.2B5.2B$54.2B3.4B$54.2B3.2B$54.2B4.2B$54.2B4.
2B$53.2B$53.2B!

@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
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b-engine
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Re: b-rules

Post by b-engine »

Highway robber:

Code: Select all

x = 35, y = 9, rule = name
B$.A16.B$B8.B9.A$10.A7.B$9.B21.2B$26.2B3.4B$26.2B5.2B$25.2B$25.2B!
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
0,2,0,2,0,2,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
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islptng
Posts: 495
Joined: May 24th, 2024, 6:17 am
Location: 种花家

Re: b-rules

Post by islptng »

b-engine wrote: March 29th, 2025, 11:16 pm This quasi-vonNeumann neighborhood rule needs name:
Suggestion: QVNElectrons

Also can you add a "1-cell-thick wire"? and what's the usage of corner neighborhoods?

EDIT: I see why it uses a Moore neighborhood.
My sandbox | All my engineered replicators | BsKngt | TNT
Asperger, ISTP, using a Dvorak keyboard.

I love my new school life.
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b-engine
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Re: b-rules

Post by b-engine »

islptng wrote: March 31st, 2025, 4:33 am Suggestion: QVNElectrons

Also can you add a "1-cell-thick wire"? and what's the usage of corner neighborhoods?
I may accept that suggestion. Impostor of Neumanns???

I won't be able to implement 1-cell thick wires without breaking the other three wires.
Observe when the signal turns. If the rule operated in von Neumann neighborhood, the signal would just disappear when entering the corner:

Code: Select all

x = 14, y = 10, rule = name
7.2B3.2B$7.2B3.2B$7.2B3.2B$9B3.2B$9B3.2B$12.2B$.BA9.2B$12.2B$14B$14B!

@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
0,2,0,2,0,2,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
EDIT:
Period 20 AND & OR:

Code: Select all

x = 82, y = 41, rule = name
14.2B35.2B3.2B5.2B$16B21.16B3.2B5.2B$14B23.14B$2B25.B9.2B25.B$2B5.BA19.
A2.2B4.2B5.BA19.A$2B25.B3.2B4.2B25.B$2B3.2B3.4B23.2B3.2B3.4B$2B3.2B3.
6B21.2B3.2B3.6B$2B8.2B2.2B21.2B8.2B2.2B$2B8.2B25.2B8.2B$2B8.2B25.2B8.
2B$12B25.12B$12B25.12B24.A$72.B.B2$19.A36.A$18.B.B34.B.B6$26.A36.A$25.
B.B34.B.B2$69.2B5.2B$69.2B5.2B$70.2B3.2B$70.2B3.2B$70.2B3.7B$70.2B3.7B
$70.2B8.2B$70.2B.A6.2B$70.2B.B6.2B$70.2B3.2B3.2B$70.2B3.2B3.2B$70.2B8.
2B$70.2B8.2B$70.2B8.2B$70.12B$70.12B!
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
0,2,0,2,0,2,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
 
User avatar
PiSpaceships
Posts: 218
Joined: January 17th, 2025, 12:20 pm

Re: b-rules

Post by PiSpaceships »

b-engine wrote: March 30th, 2025, 9:21 pmAll my apgsearchable rules would have census containing nothing but a few spaceships and some still lifes:

Code: Select all

ruletable
An interesting object (lengthening rake?):

Code: Select all

x = 87, y = 16, rule = name
4.B$3.A$4.B$75.A$74.B.B$5.B.B.B.B.B3.B.B.B.B.B3.B3.B3.B3.B3.B.B.B.B.B
.B.B3.B3.B.B.B.B.B$4.A.A9.A.A9.A.A.A.A.A.A.A.A.A.A13.A.A.A.A11.B3.B$5.
A.A9.A.A9.A.A.A.A.A.A.A.A.A.A13.A.A.A.A8.B2.A3.A$4.B.B3.B.B.B.B.B3.B.
B.B.B.B3.B3.B3.B3.B3.B.B.B.B.B.B.B3.B3.B.B.B.B.B3.B$3.A$4.B12.B$16.A$
17.B!
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0 
INACTIVE
User avatar
b-engine
Posts: 3762
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine »

PiSpaceships wrote: March 31st, 2025, 8:24 am An interesting object (lengthening rake?):
That's already known but I forgot to post this. Probably a hybrid of failed replicator and rake.

-

Have to finish the rule quickly so I could nominate it as candidate of Rule of the Week 3:

Code: Select all

x = 6, y = 5, rule = name
3.A$2.B.B$.2B.2B$3B.2B$3B.2B!
 
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,0,1,0,0,2,2,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0 
User avatar
confocaloid
Posts: 6697
Joined: February 8th, 2022, 3:15 pm
Location: learn to protect yourself against stray gliders and sparks and self-destruct mechanisms

Re: b-rules

Post by confocaloid »

b-engine wrote: March 30th, 2025, 9:21 pm Is there any other rule with four distinct types of signal transmissions?

Code: Select all

x = 23, y = 4, rule = name
4.B$2B.2B.2B.2B.2B.2B.2B.2B$2B.2B.2B.2B.2B.2B.2B.2B$4.B!
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
0,2,2,0,2,0,0,0,0,2
0,2,0,2,2,0,0,0,0,2
1,a,0,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
[...]
Depends on what is the exact intended meaning of "distinct types of signal transmissions", you don't seem to explain that, the pattern doesn't make any obvious answer either, there are many ways to define what it could mean. (What counts as an example? What counts as distinct?)
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
b-engine
Posts: 3762
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine »

Well, SoFewShips.

Adding a c/2:

Code: Select all

x = 3, y = 2, rule = name
B.B$.B!
@RULE name
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
0,2,1,0,0,0,0,0,0,2
0,2,2,1,2,2,0,0,0,1
0,2,2,1,2,2,0,0,0,1
0,2,0,2,0,2,0,0,0,1
1,a,0,0,0,0,0,0,0,2
1,2,0,2,0,2,0,0,0,2
2,0,2,0,2,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,0,1,0,0,2,2,0,0,2
2,1,2,2,0,0,0,0,0,2
2,2,1,2,0,0,0,0,0,2
2,2,2,1,2,2,0,0,0,2
2,2,0,1,2,2,0,0,0,2
2,2,1,0,0,0,0,0,0,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
I don't expect the rule to be APGsearchable:

Code: Select all

#C There are two breeders in this soup

#C 3AB.A.B.A.A2B.2BA.3B.2B.ABA3.AB.AB.2BA5.A$A.BA.A2.2A2.A.A2B.2A.B.2BA.B.A3.B2.2A3B.2ABAB$B.ABAB.BA2.A.BA.B3.3AB4.3B2.B4.A.AB4.A$.AB.B.2B.A.B.AB.BA.BA.2B2.A2.BA2BAB.B.3A2.B$AB2.A.2B.2B.A2BA.A.2B4.A.A.A3.2BA2.2B3.BAB$2.BABA.2A2B.B.3B.3A.B2A.B2.B2AB.A.2A.2ABA2.B$3.B.A.2A2.A2BA2B2.B2.2B.A.B.AB5.B2.A2.B2.BA$.3AB.5A.B.ABA2.B4.2A.AB3.B.B.A4.A.A$A.B.B.B2.AB.2A3.B3AB.B3.ABA2.A2.2AB3ABA3.A$.B3.A3.A.A.AB2AB2A2BA.A6.2B.A.B.2A2BAB.A$.A2.B.2B2ABAB2.B3.ABAB.2A3B.ABA.2A.4B.2B2.B$A4.2B2.B.B6.2AB.2A.2BA.B3.2A2.A2.A.A2.2A$2.B2AB.ABA4.A.A.A.2A2.ABA.AB2.2B.B.A3.AB.2A$BA.A.B4.3B2.A3.A.2B.AB2.A6.AB.A.2A2BA.B$.A.2B.B.2A2.2ABA2.A4.B.ABA.BA2.2A2.AB.ABA$A2BA2.B2.B.BA.A.A.A.ABABA.A2.2A.A2BA.AB3.BA2.A$3.B2A3.2B.2BA.A.ABAB2.2A.B.3BA2.B2.B.BA3.B$A.2A.B3.B3.2B2.2BA.A2B2.BA.B.B3.B.A2.A.B2AB$A.2A.A.AB.2BA2.A5.A4.2A.BA.3B.2A.ABA3.B$2.3AB3.B.2A4.B.B.2BA5.2B2.BAB.A2.2BA$BA4.3B.A3.2B.5A4.A.B.A2.A.4B3.BAB$A.B6.AB2A2.AB.B.A3.A.2B.A3.BA.2A2B2.B.B$2.2B.2B2A4B3.B2.B.B.BA3.B4A2.2A.B2.A.BA.A$4.B2.B.A2.A2.2B2.B2.B.A.B3.AB2A.2AB2.A2.2B$A.BA.2A2.B.2A.B3A4.B.BA2.2B.3B.BA.A2BA$2.BA.A2.2B.B.AB.B2.ABA3.A.AB3.B.2A.AB3.B.2A$.BABA.2A2.2B4A3.A3.2A2.2B3.BA3.A.B3.2A.B$2.B.2B.2B2.2AB.A4.2A.A4.A2.B3.B.2B6.B$BA4.B.BA.A2B2A2.B.B7.2A.BA.3A.B4.BAB$5.B.2B.A2B2A2B5.B3.B.B2.B4.BA2.2AB.A.A$B.AB3.2A2.4A2.2ABA4.B.A2.B.2B.B3.A3.B$ABA3.B2.A2.A3.A2.2A.2AB3.A.BA.BA2.BA6.A$A3B3.BA.B.2B4.A.B2.2AB.BA.A.AB.2A2.A2B.A$A.BA.A4.3A4.A3.A.BA.AB2A.A2.A2.A.B2.A.B.A$2.2B4.B.A2.4B3.A.BA3.A2B3.2AB.2BA2.BA.2B$B3.A3.ABA2B.2B.BA.B4.2A.AB.2A4.2B3.A.B$4.A2B.A.AB2.2ABABA2.A.BA.A2.BAB.AB.ABA2.B.B.B$BA5.4A.BA.AB3A.ABA2.BA2.3B.A2BA3.BA.3A$A4.AB.A.2AB3.2AB2.AB.BA2B2.B.A.BAB2A.A.BABAB$2A3.B2.2A.BA2.B2.AB.B2.2B5.B4.2AB.B.A3B$2.B2.B.B4.B.BAB.A.B.B2A3.B4ABA2.A.A.AB2.BA$A2B.A.B.A.BA.AB2.BA.2B.BA2.A.AB2.B2A3.2B.2A$B.BA.BA5B.AB2A2B2.2BA5.A.A4.B2.BA2BA$6.A10.B.A6.2B.A.2B3.BA2B.B2.A$B3.2A3.A5.BA2.B.B3.B.3A4.3B3A3.B2A$.3B3.2B2AB2.A2.BA2.A5.B3.2BABA3.ABA.3AB$B.2B.A.A.2B3.BABABA.A.A2.2BA2.B2.A.B3AB.A.3B$.2A.A3.B.B.ABAB.BABA.ABA.A.2A2.B2A4.B2.A.BA$2B2.B.2BA2BA2.A.B3.2A3.B5.A.3A.B.A.A.B.AB$6AB.B.B2.3B3.BA2.B2.A.B3.A.B.2AB3.2B.A$B4.AB.B2.2B3A3.2B.A.BA.A3.2A.2A2BABA4.AB$BA.BA3.3B.A2BA.3BAB2.B3.B2AB2A3B5.B2A.A




							#R Devore
							32A$32A$15A3F14A$14A2F2DF13A$14AF4D13A$14A5D13A$14A4D14A$15A3D14A$15A3D2B12A$14AC3D5B9A$14AB3E5B9A$13A2BE2C5B9A$12A3BE2C5B9A$12A3B2C7B8A$12A3B3C6B8A$12A3B2C7B8A$12A3BC8B8A$12A3B2C7B8A$12A3BC2B2D3B9A$12A3B2CB2D3B9A$12A3B2CB2D2B10A$11A3DB2C6B9A$12A2DB2C6B9A$12A3B2C6B9A!18.6B$.8B8.B6AB$B8AB7.BA4BAB$BA5B2AB7.BAB2.BAB$BAB4.BAB7.BAB2.BAB$BAB4.BAB3.4B2AB2.BAB$BGB4.BAB2.B6AB2.BAB$B.B4.BAB2.BA5B3.BAB$BAB3.B2A4BAB7.BAB$BAB3.B7AB7.BAB$BAB3.BA4B2AB7.BAB$BA5BAB2.BAB8.BAB$B7AB2.BAB8.BAB$.7B3.BA10BAB$11.B12AB$12.12B!.6B$B6AB8.8B$BA4BAB7.B8AB$BAB2.BAB7.B2A5BAB$BAB2.BAB7.BAB4.BAB$BAB2.B2A4B3.BAB4.BAB$BAB2.B6AB2.BAB4.BGB$BAB3.
5BAB2.BAB4.B.B$BAB7.BA4B2AB3.BAB$BAB7.B7AB3.BAB$BAB7.B2A4BAB3.BAB$BAB8.BAB2.BA5BAB$BAB8.BAB2.B7AB$BA10BAB3.7B$B12AB$.12B!.14B$B14AB$BA12BAB$BAB10.BAB$BAB10.BAB$BAB6.5BAB$BAB5.B6AB$BAB5.B2A4B$BAB5.BAB$BAB5.BAB$BAB2.4BAB$BA3B5AB$B6A3B$.5BAB$5.BAB$5.BA7B$3.3B8AB$2.B5A4B2AB$2.BA4B4.BAB$2.BAB7.BAB$2.BAB7.BAB$2.BAB7.BAB$2.BA9BAB$2.B5A.G4AB$3.11B!












#C Yes, this is an april fools joke
#C April fools!
[[
COLOR 1 172 163 180
COLOR 2 67 52 52
COLOR 3 102 85 102
COLOR 4 176 135 116
COLOR 5 181 155 167
COLOR 6 131 80 58
AUTOSTART
AUTOHIDEGUI
TITLE "RickViewer"
GPS 13
NOSOURCE
PASTEMODE COPY
RLE F2 32A$32A$32A$15A3F14A$14AF3DF13A$14A5D13A$14A5D13A$14A5D13A$15A3D14A$15A3D2C12A$15A3DC3B10A$13A2B3E5B9A$12A3BE2C5B9A$12A3BEC6B9A$12A3B2C6B9A$12A3B3C6B8A$12A3B2C7B8A$12A3BC8B8A$12A3B2CB2D3B9A$12A3BC2B2D3B9A$10A2D3BC2B2D2B10A$11ACBAB2C5B10A$14AB2C5B10A$13A2B2C6B9A!
RLE F3 32A$32A$17AF14A$15A4F13A$14AF3DF13A$15A4D13A$15A4D13A$15A4D13A$15A4D13A$15AE2D3B11A$13A2C3D5B9A$12AC2B3E5B9A$12A3BE2C4BC9A$12A3BE2C5B9A$12A3B2CBC4BC8A$12A3B3C2D4B8A$12A3B3C2D4BC7A$12A3BC2B2D4B8A$12A3B2C7B8A$10A2D3BC6BC9A$10A2D3B2C5BC9A$11ACBAB2C5BC9A$13ACB2C6B9A$13A2B2C6B9A!
RLE F4 32A$32A$15A4F13A$15AF3DC12A$15AF3DC12A$15A4D13A$15A4D13A$15A4D13A$15AE2DE13A$16A3DB12A$13A2BF3D4B9A$12A3BE2C5B9A$12A3BE3C4B9A$12A3BE2C2D3B9A$12A3B3C2D3B9A$12A3B2CB2D4B8A$12A3B2C8B7A$11A2D2B2C7B8A$11A2D2BC8B8A$11A2D2BC6B10A$14AB2C5B10A$14AB2C5B10A$13AB3C6B9A$13A5C5B9A!
RLE F5 32A$32A$16A3F13A$15AF3DF12A$15A4D13A$15A4D13A$15A4D13A$16A3D13A$15A4D13A$14AC3D2B12A$11A3BCD2EB2CB10A$11A3B2CECB2D2B9A$11A4BE2CB2D2B9A$11A4BEC2B2D2B9A$11A4B3C5B9A$11A2B2D2C7B8A$10A2B3D2C8B7A$10A3B2D2C7BC7A$10AC4BC8BC7A$13A2BC6BC9A$13AB3C5BC9A$13A2B2C6B9A$13AB3C6B9A$13A2B2C6B9A!
RLE F6 32A$32A$16A2F14A$15A4F13A$15AF2DF13A$14ADF3D13A$14A5D13A$15A4D13A$15A3D14A$13AB4DB13A$11A3BE2CE2BC11A$10A4B2CEC4B10A$10A5BE2C5B9A$10A5BEC3B2DC9A$10A5BEC3B2DC9A$10A3BDCEC3B2DB9A$9A2B3D3C6B9A$9A3B2D2C8B8A$10ABA3B2C7B8A$12A3BC7B9A$12A3BC5B11A$12A3B2C4B11A$12A3B2C5B10A$12A3B2C5B10A!
RLE F7 32A$32A$32A$14A4F14A$14A2FDF14A$14AF3D14A$13A6D13A$13A6D13A$14A4D14A$14A3D15A$12A2C3D3B12A$10A3BC3EC3B11A$10A4BC2EC4B10A$9AC4BCEC5B10A$9AC4B3C5B10A$9AC4B3C2B2DB10A$9AC5BC3B2DB10A$9AB2D2B2C3B2D2B9A$9AB2D3BC7B9A$9AB2D3B2C5B10A$10AC4BC4B12A$10AC4B2C3B12A$10A5B2C3B12A$10A5B3C2BC11A!
RLE F8 32A$32A$32A$32A$12A5F15A$12AF3DF15A$12AF3DF15A$12A5D15A$12A4D16A$12A4D16A$13A4D15A$11AEB3DE2B13A$10A3BCEAE4BC10A$9A5BCAC4BC10A$9A5B4C4B10A$9A5B3C2D3B10A$9A5B3C2D2BC10A$9A5B2CBCD3B10A$9A6BC7B9A$8A3D4B2C5B10A$8A3D4BC5B11A$9A6BC3BC12A$10A5B2C3B12A$10A5B3C2B12A!
RLE F9 32A$32A$32A$32A$14A2F16A$13A4F15A$12A4DF15A$12A4DF15A$12A5D15A$13A3D16A$13A3D16A$11A2C3D2C14A$9A3BCECEC2BC12A$8A4B3CE4BC11A$8A5B3C5B11A$8A5B3C5B11A$8A3BD2B2C2B2CB11A$8A2B2D2B2C2B2DB11A$8A2B2D2B2C2B2D2B10A$8A6B2C3BD2B10A$8A6B2C5BC10A$8A7BC4BC11A$10A5B3CBC12A$10A5B3C2B12A!
RLE F10 32A$32A$32A$32A$32A$13A3F16A$13A4F15A$12A4DF15A$12A4DF15A$12A5D15A$12A5D15A$12A4D16A$9A3BE2DEB15A$8A4B4E3B13A$7A6B3C4B12A$7A6B3C4B12A$7A4B3D2C4B12A$7A4B2D3C4B12A$7A4BDB3C4B12A$6A8B2C4BA2D9A$6A8B2C4B3D9A$7A7B2C5B2D9A$10A4B2C6B10A$10A4B2C3B13A!
RLE F11 32A$32A$32A$32A$13A2F17A$12A4F16A$12AF2DF16A$11A5D16A$11A5D16A$12A4D16A$12A4D16A$10A2B3D3C14A$8A4B4E3B13A$7A5B2CEC3BC12A$7A6B2EC3BC12A$7A6BCE5B12A$7A6B3C4B12A$7A2BD3B3C4B12A$7AB3D2B2C2B2DB12A$7AB3D3BC2B2DB12A$6AC2BD4B2C3B13A$7A7B2C3B13A$8A6B2CBC14A$8A6B2C2B14A!
RLE F12 32A$32A$32A$13A2F17A$12A4F16A$11AF3DF16A$11AF3DF16A$11A5D16A$12A3D17A$12A3DC16A$11ABE2D2C15A$9A3B2ECE3B13A$8A4BC2EC3B13A$8A5B3C3B13A$8A5B3C3B13A$8A5B4C2B13A$8A5B2C3D2B12A$8A6B2C2DB13A$7A2BD4BC4B13A$7AB3D2B3C2B14A$7AB3D3BC2B15A$8ABD4BC2BC14A$8A6B2CBC14A$8A6B2C2B14A!
RLE F13 32A$32A$12A4F16A$11A5F16A$11A2F3D16A$11A2F3D16A$11A5D16A$11A5D16A$12A4D16A$9A2BC4DC15A$7A4BC3EC2B14A$6A6B2ECE2B14A$6A6BCECE2B14A$6A6B4C2B14A$6A6B4C2B14A$6A7B3C2BC13A$6A6B2DC4B2D11A$5A6B3D5BD12A$6A6B2D6B12A$8A9B15A$8A9B15A$8A7BCB15A$7A8BC2B14A$7A6B3C2B14A!
RLE F14 32A$32A$12A4F16A$11A5F16A$11A2F3D16A$11A2F3D16A$10A6D16A$11A4D17A$11A4D17A$8A3B4D17A$6A5B4ECB15A$6A5BC2E2C2B14A$6A6BCEBC2B14A$5A7BCEBC2B14A$5A8BEBC3B13A$5A8B3D3B13A$5A7B3DC3B13A$5A14B13A$5A16B3D8A$8A13B3D8A$8A7BC2B2ACB10A$8A7BC2B14A$8A7BC2BC13A$8A7BC2BC13A! 
RLE F15 32A$32A$12A2F18A$11A5F16A$11A2F3D16A$11AF4D16A$11A5D16A$11A4D17A$11A4D17A$10AC4D17A$8A3B3DECB15A$6A5B3ECE2B14A$6A5BC2EBE2BC13A$6A6B2EB2C2B13A$6A6BCEBC3B13A$5A8B3C3B13A$5A8BCBC3B13A$5A7B2CBC3B13A$5A6B3D4B2D12A$6A5B3DBC2B2D12A$8A7BC3BD12A$8A6BC2B15A$8A6B2CBC14A$8A6BC2BC14A!
RLE F16 32A$32A$32A$12A2F18A$11A4F17A$11AF3DF16A$11A5D16A$11A5D16A$11A5D16A$12A3DC16A$10A2B3D2C15A$8A4B3DC3B13A$7A5BC3E3B13A$7A6BE2C3B13A$7A6BEC4B13A$7A6BC2B2DB13A$7A6BCB3DB13A$7A6BC2B2D2B12A$7A7BC4B13A$7A7B2C2B14A$7AB2D5BCB15A$7AB2D4B2C2B14A$8ABD4B2C2B14A$8A6B2C2B14A!
RLE F17 32A$32A$32A$32A$11A3F18A$11A4F17A$11A4DF16A$11A4D17A$11A4D17A$11A5D16A$12A3DC16A$11AC3DC3B13A$9A3B4E4B12A$8A4BECEC4B12A$8A5BE2C4B12A$8A5BE2C4B12A$8A5B3C5B11A$8A5B2C2B3DB11A$8A6B2CB3DB11A$8A6B2C4BC11A$8A2D4B2C3BC12A$8A2D5BC2B14A$9A5B2C2BC13A$9A5B2C3B13A!
RLE F18 32A$32A$32A$32A$32A$12A4F16A$12A5F15A$12A4DF15A$12A4D16A$12A4D16A$13A3D16A$12A4D16A$11AC4DBC14A$9AC2B2EDE4BC11A$8AC3BC3E5B11A$8AC4B3C5B11A$8A4BD3C5B11A$8A2B2DB3C5BC10A$8A2B3DB2C6B10A$8A6B2C6BC9A$8A6B2C7B9A$8A6B3C5B2D8A$10A4B3C5B3D7A$10A4B4C2BC2A2D7A!
RLE F19 32A$32A$32A$32A$14A2F16A$13A4F15A$13AF2D2F14A$13AF3DF14A$13A4DF14A$13A4D15A$13A4D15A$13AE3DC14A$12ABE2DEC2B12A$10A3B4E5B10A$10A4B3C5B10A$10A4B3C5B10A$10A4B3C5B10A$10AD3B4C4B10A$10A3D2B2C5BC9A$9AB2D2B4C5B9A$9A6B3C5B9A$9A5B3C3B2D10A$11AC3B3C2B2D10A$11A4B3C3BD10A!
PASTET 1 PASTE F2
PASTET 2 PASTE F3
PASTET 3 PASTE F4
PASTET 4 PASTE F5
PASTET 5 PASTE F6
PASTET 6 PASTE F7
PASTET 7 PASTE F8
PASTET 8 PASTE F9
PASTET 9 PASTE F10
PASTET 10 PASTE F11
PASTET 11 PASTE F12
PASTET 12 PASTE F13
PASTET 13 PASTE F14
PASTET 14 PASTE F15
PASTET 15 PASTE F16
PASTET 16 PASTE F17
PASTET 17 PASTE F18
PASTET 18 PASTE F19
LOOP 19
]]
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b-engine
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Re: b-rules

Post by b-engine »

(Should I create my own sandbox thread where I could dump snapshots and random stuffs inside??)

New wire rule:

Code: Select all

#R Arithrnetic
5C$B3.D$A3.A$A3.A$5A!
@RULE Arithrnetic
@TABLE
n_states:6
neighborhood:vonNeumann
symmetries:rotate4reflect
var a={0,1,2,3,4,5}
var a1=a
var a2=a
var a3=a
var a4=a

1,2,a,a1,a2,2
2,a,a1,a2,a3,3
3,4,a,a1,a2,4
4,a,a1,a2,a3,1

@COLORS
1 192 128 0
2 192 192 192
3 255 255 255
4 128 128 255
5 132 128 0
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islptng
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Re: b-rules

Post by islptng »

b-engine wrote: April 2nd, 2025, 4:25 am New wire rule
I've done sth 4 u:

Code: Select all

x = 5, y = 5, rule = Arithrnetic
2CD2A$B3.A$D3.A$C3.A$BADBA!
@RULE Arithrnetic
@TABLE
n_states:6
neighborhood:vonNeumann
symmetries:rotate4reflect
var a={0,1,2,3,4,5}
var a1=a
var a2=a
var a3=a
var a4=a

1,2,a,a1,a2,2
2,3,a1,a2,a3,3
2,4,a,a1,a2,4
3,4,a,a1,a2,4
4,1,a,a1,a2,1
4,2,a,a1,a2,2
4,a,a1,a2,a3,1

@COLORS
1 192 128 0
2 192 192 192
3 255 255 255
4 128 128 255
5 132 128 0
Arithmetic and what? What's the purpose?
b-engine wrote: April 2nd, 2025, 4:25 am (Should I create my own sandbox thread where I could dump snapshots and random stuffs inside??)
I suggest you to have only one thing; But I, only have a sandbox which is more free than a rule thread.
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Re: b-rules

Post by b-engine »

(Thanks islptng for providing a fix)


Upgrade the neighbourhood to support a logic gate:

Code: Select all

x = 17, y = 7, rule = Arithrnetic
3ADBDB4A$10.A$10.A$10.E6A$10.A$10.A$3ADCB5A!

@RULE Arithrnetic
@TABLE
n_states:6
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5}
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 h={2,3}
var h1=h
var l={1,4}
var l1=l

1,2,a,a1,a2,a3,a4,a5,a6,2
2,3,a,a1,a2,a3,a4,a5,a6,3
2,4,a,a1,a2,a3,a4,a5,a6,4
3,4,a,a1,a2,a3,a4,a5,a6,4
4,1,a,a1,a2,a3,a4,a5,a6,1
4,2,0,0,1,5,1,0,0,1
4,2,a,a1,a2,a3,a4,a5,a6,2
4,a,a1,a2,a3,a4,a5,a6,a7,1
1,0,h,5,h1,a,a1,a2,a3,2
2,0,l,5,l1,a,a1,a2,a3,4

@COLORS
1 192 128 0
2 192 192 192
3 255 255 255
4 128 128 255
5 132 128 0
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confocaloid
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Re: b-rules

Post by confocaloid »

islptng wrote: April 2nd, 2025, 4:41 am [...]
b-engine wrote: April 2nd, 2025, 4:25 am (Should I create my own sandbox thread where I could dump snapshots and random stuffs inside??)
I suggest you to have only one thing; But I, only have a sandbox which is more free than a rule thread.
Seconded (both the suggestion to have only one thread, and preferring a sandbox thread).

In case you would like to post stuff without expecting that most or all of it will be of interest to the community, then you can PM a moderator and ask to move this forum thread into the Sandbox.
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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islptng
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Re: b-rules

Post by islptng »

b-engine wrote: April 2nd, 2025, 8:25 am Upgrade the neighbourhood to support a logic gate:

Code: Select all

rle and ruletable
Then try to beat my serial multiplier in size since you have an additional state.
islptng wrote: February 27th, 2025, 8:50 pm I present you Mk2Nw3 16-bit Real time Multiplier!

Code: Select all

a multiplier in NORworld3 with bounding box 113*48=5424,
contains 1804 wire cells, delays 37 generation
You still didn't answer my question. Why is the name "arithrnetic"? Its a combination of "arithmetic" and what?

-----
EDIT:
b-engine wrote: April 2nd, 2025, 9:16 pm Adding four logic gates:
You're getting closer to Semaphore.
Last edited by islptng on April 2nd, 2025, 9:21 pm, edited 1 time in total.
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Re: b-rules

Post by b-engine »

islptng wrote: April 2nd, 2025, 8:05 pm You still didn't answer my question. Why is the name "arithrnetic"? Its a combination of "arithmetic" and what?
This is an intentional typo of "arithmetic", not a portmanteau.

-

Adding four logic gates:

Code: Select all

x = 16, y = 17, rule = Arithrnetic
ADBDB3A$8.E7A$ADCB4A3$ADBDB3A$7.E8A$ADCB4A3$ADBDB3AE$8.8A$ADCB4AE3$AD
CB4A$8.F7C!

@RULE Arithrnetic
@TABLE
n_states:7
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4,5,6}
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 h={2,3}
var h1=h
var l={1,4}
var l1=l
var s={1,2,3,4}

1,2,a,a1,a2,a3,a4,a5,a6,2
2,3,a,a1,a2,a3,a4,a5,a6,3
2,4,a,a1,a2,a3,a4,a5,a6,4
3,4,a,a1,a2,a3,a4,a5,a6,4
4,1,a,a1,a2,a3,a4,a5,a6,1
4,2,0,0,1,5,1,0,0,1
4,2,a,a1,a2,a3,a4,a5,a6,2
4,a,a1,a2,a3,a4,a5,a6,a7,1
1,0,h,5,h1,a,a1,a2,a3,2
2,0,l,5,l1,a,a1,a2,a3,4
5,0,s,0,h,0,0,a,0,6
6,0,l,0,l,0,0,a,0,5
1,6,a,a1,a2,a3,a4,a5,a6,2
2,6,a,a1,a2,a3,a4,a5,a6,3
3,5,a,a1,a2,a3,a4,a5,a6,4
1,1,0,5,h,0,l,5,0,2
2,1,0,5,h,0,l,5,0,3
2,1,0,5,h,0,h1,5,0,4
3,1,0,5,h,0,h1,5,0,4
5,a,0,0,0,0,l,0,0,6
6,a,0,0,0,0,h,0,0,5

@COLORS
1 192 128 0
2 192 192 192
3 255 255 255
4 128 128 255
5 132 128 0
6 224 192 0
islptng wrote: April 2nd, 2025, 8:05 pm EDIT:
b-engine wrote: April 2nd, 2025, 9:16 pm Adding four logic gates:
You're getting closer to Semaphore.
Unintended consequences of technical difficulties. This is in fact inspired by Semaphore.
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Re: b-rules

Post by b-engine »

Made c/2 more common:

Code: Select all

x = 3, y = 1, rule = FakeVN
A.A!
@RULE FakeVN
@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
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,1,0,1,0,2,0,0,0,1
0,1,0,0,0,1,0,0,0,2
0,2,0,0,0,2,0,0,0,2
0,1,0,2,0,1,0,0,0,2
0,2,2,2,0,0,0,0,0,2
0,0,2,0,2,0,2,0,0,2
0,1,0,2,0,2,0,0,0,2
0,1,a,1,a1,0,a2,0,a3,2
0,1,a,2,a1,0,a2,0,a3,2
0,1,2,2,0,1,0,0,0,2
0,2,1,0,0,0,0,0,0,2
0,2,2,1,2,2,0,0,0,1
0,2,2,1,2,2,0,0,0,1
0,2,0,2,0,2,0,0,0,1
0,2,0,2,0,2,0,2,0,2
1,a,0,0,0,0,0,0,0,2
1,2,0,2,0,2,0,0,0,2
1,2,2,0,2,2,0,0,0,2
1,2,1,0,1,2,0,0,0,2
1,2,0,2,0,2,0,2,0,2
2,0,2,0,2,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,0,1,0,0,2,2,0,0,2
2,1,2,2,0,0,0,0,0,2
2,2,1,2,0,0,0,0,0,2
2,2,2,1,2,2,0,0,0,2
2,2,0,1,2,2,0,0,0,2
2,2,1,0,0,0,0,0,0,2
2,0,1,2,1,0,1,2,1,2
2,2,a,2,a1,a2,a3,a4,a5,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
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Re: b-rules

Post by b-engine »

Code: Select all

x = 19, y = 4, rule = 7x7
18.A$16.A.A$A.A14.A$16.A.A!
 
@RULE 7x7
@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

# B2cekn3cj4cejr5y7/S02ik3aekn4ci5aeir7c8 

0,1,0,1,0,0,0,0,0,1
0,0,1,0,1,0,0,0,0,1
0,1,0,0,1,0,0,0,0,1
0,0,1,0,0,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,1,0,0,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,1,0,1,0,1,0,1,1
0,1,0,1,0,1,1,0,0,1
0,1,0,1,1,1,0,0,0,1
0,0,1,1,0,1,0,1,1,1
0,1,1,1,1,1,1,1,0,1
0,0,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,0,1,0,1,0,1,0,1,1
1,1,1,0,1,1,0,0,0,1
1,0,1,1,1,1,1,0,0,1
1,0,1,0,1,0,1,1,1,1
1,1,1,1,1,1,0,0,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,1,1,1,1,1,0,1
1,1,1,1,1,1,1,1,1,1
0,2,0,2,0,0,0,0,0,2
0,0,2,2,2,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,0,2,0,2,0,0,0,0,2
2,2,0,2,0,0,0,0,0,2
0,2,0,0,1,1,1,0,0,2
0,2,1,1,1,0,0,0,0,2
0,1,1,1,1,2,0,0,0,2
0,1,0,1,1,1,1,1,0,2
0,0,0,2,1,1,1,1,2,2
0,0,2,1,0,0,0,1,2,2
0,0,1,0,2,0,0,0,0,1
0,2,0,2,0,2,a,0,0,2
0,1,0,0,1,1,1,0,0,2
0,2,1,0,0,0,0,0,0,1
0,2,0,0,2,0,0,0,0,1
0,0,1,2,1,0,0,0,0,1
0,2,0,0,1,0,1,0,0,1
1,0,1,1,0,0,0,1,2,1
1,0,2,0,1,1,1,1,1,2
1,0,1,1,1,1,1,1,1,2
1,2,a,a1,a2,1,a2,a1,a,2
2,0,2,0,1,1,1,0,2,1

a,a1,a2,a3,a4,a5,a6,a7,a8,0
User avatar
R2INT
Posts: 811
Joined: July 2nd, 2024, 7:42 pm

Re: b-rules

Post by R2INT »

Experimenting a little with colors:

Code: Select all

x = 19, y = 4, rule = 7x7
18.A$16.A.A$A.A14.A$16.A.A!
@RULE 7x7
@COLORS
0 0,0,0
1 168,180,192
2 208,255,64
@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
# B2cekn3cj4cejr5y7/S02ik3aekn4ci5aeir7c8
0,1,0,1,0,0,0,0,0,1
0,0,1,0,1,0,0,0,0,1
0,1,0,0,1,0,0,0,0,1
0,0,1,0,0,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,1,0,0,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,1,0,1,0,1,0,1,1
0,1,0,1,0,1,1,0,0,1
0,1,0,1,1,1,0,0,0,1
0,0,1,1,0,1,0,1,1,1
0,1,1,1,1,1,1,1,0,1
0,0,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,0,1,0,1,0,1,0,1,1
1,1,1,0,1,1,0,0,0,1
1,0,1,1,1,1,1,0,0,1
1,0,1,0,1,0,1,1,1,1
1,1,1,1,1,1,0,0,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,1,1,1,1,1,0,1
1,1,1,1,1,1,1,1,1,1
0,2,0,2,0,0,0,0,0,2
0,0,2,2,2,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,0,2,0,2,0,0,0,0,2
2,2,0,2,0,0,0,0,0,2
0,2,0,0,1,1,1,0,0,2
0,2,1,1,1,0,0,0,0,2
0,1,1,1,1,2,0,0,0,2
0,1,0,1,1,1,1,1,0,2
0,0,0,2,1,1,1,1,2,2
0,0,2,1,0,0,0,1,2,2
0,0,1,0,2,0,0,0,0,1
0,2,0,2,0,2,a,0,0,2
0,1,0,0,1,1,1,0,0,2
0,2,1,0,0,0,0,0,0,1
0,2,0,0,2,0,0,0,0,1
0,0,1,2,1,0,0,0,0,1
0,2,0,0,1,0,1,0,0,1
1,0,1,1,0,0,0,1,2,1
1,0,2,0,1,1,1,1,1,2
1,0,1,1,1,1,1,1,1,2
1,2,a,a1,a2,1,a2,a1,a,2
2,0,2,0,1,1,1,0,2,1
a,a1,a2,a3,a4,a5,a6,a7,a8,0
Range-2 INT
R2INT's Rule Collection

Travelling Ts has surpassed LeapLife in post count, but not yet in technology.
User avatar
b-engine
Posts: 3762
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine »

Oops, accidentally made a puffer:

Code: Select all

x = 6, y = 1, rule = 7x7
B2.A.A!
@RULE 7x7
@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
# B2cekn3cj4cejr5y7/S02ik3aekn4ci5aeir7c8
0,1,0,1,0,0,0,0,0,1
0,0,1,0,1,0,0,0,0,1
0,1,0,0,1,0,0,0,0,1
0,0,1,0,0,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,1,0,0,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,1,0,1,0,1,0,1,1
0,1,0,1,0,1,1,0,0,1
0,1,0,1,1,1,0,0,0,1
0,0,1,1,0,1,0,1,1,1
0,1,1,1,1,1,1,1,0,1
0,0,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,0,1,0,1,0,1,0,1,1
1,1,1,0,1,1,0,0,0,1
1,0,1,1,1,1,1,0,0,1
1,0,1,0,1,0,1,1,1,1
1,1,1,1,1,1,0,0,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,1,1,1,1,1,0,1
1,1,1,1,1,1,1,1,1,1
0,2,0,2,0,0,0,0,0,2
0,0,2,2,2,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,0,2,0,2,0,0,0,0,2
2,2,0,2,0,0,0,0,0,2
0,2,0,0,1,1,1,0,0,2
0,2,1,1,1,0,0,0,0,2
0,1,1,1,1,2,0,0,0,2
0,1,0,1,1,1,1,1,0,2
0,0,0,2,1,1,1,1,2,2
0,0,2,1,0,0,0,1,2,2
0,0,1,0,2,0,0,0,0,1
0,2,0,2,0,2,a,0,0,2
0,1,0,0,1,1,1,0,0,2
0,2,1,0,0,0,0,0,0,1
0,2,0,0,2,0,0,0,0,1
0,0,1,2,1,0,0,0,0,1
0,2,0,0,1,0,1,0,0,1
1,0,1,1,0,0,0,1,2,1
1,0,2,0,1,1,1,1,1,2
1,0,1,1,1,1,1,1,1,2
1,2,a,a1,a2,1,a2,a1,a,2
2,0,2,0,1,1,1,0,2,1
2,0,0,0,0,0,0,0,0,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
Corderized as 6c/19 spaceship:

Code: Select all

x = 40, y = 15, rule = 7x7
2.A5.A5.A5.A6$A.A7.A15.A.A7.A$2.A6.A.A.A14.A6.A.A.A$A.A7.A15.A.A7.A6$
2.A5.A5.A5.A!
@RULE 7x7
@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
# B2cekn3cj4cejr5y7/S02ik3aekn4ci5aeir7c8
0,1,0,1,0,0,0,0,0,1
0,0,1,0,1,0,0,0,0,1
0,1,0,0,1,0,0,0,0,1
0,0,1,0,0,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,1,0,0,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,1,0,1,0,1,0,1,1
0,1,0,1,0,1,1,0,0,1
0,1,0,1,1,1,0,0,0,1
0,0,1,1,0,1,0,1,1,1
0,1,1,1,1,1,1,1,0,1
0,0,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,0,1,0,1,0,1,0,1,1
1,1,1,0,1,1,0,0,0,1
1,0,1,1,1,1,1,0,0,1
1,0,1,0,1,0,1,1,1,1
1,1,1,1,1,1,0,0,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,1,1,1,1,1,0,1
1,1,1,1,1,1,1,1,1,1
0,2,0,2,0,0,0,0,0,2
0,0,2,2,2,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,0,2,0,2,0,0,0,0,2
2,2,0,2,0,0,0,0,0,2
0,2,0,0,1,1,1,0,0,2
0,2,1,1,1,0,0,0,0,2
0,1,1,1,1,2,0,0,0,2
0,1,0,1,1,1,1,1,0,2
0,0,0,2,1,1,1,1,2,2
0,0,2,1,0,0,0,1,2,2
0,0,1,0,2,0,0,0,0,1
0,2,0,2,0,2,a,0,0,2
0,1,0,0,1,1,1,0,0,2
0,2,1,0,0,0,0,0,0,1
0,2,0,0,2,0,0,0,0,1
0,0,1,2,1,0,0,0,0,1
0,2,0,0,1,0,1,0,0,1
1,0,1,1,0,0,0,1,2,1
1,0,2,0,1,1,1,1,1,2
1,0,1,1,1,1,1,1,1,2
1,2,a,a1,a2,1,a2,a1,a,2
2,0,2,0,1,1,1,0,2,1
2,0,0,0,0,0,0,0,0,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0
User avatar
b-engine
Posts: 3762
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine »

Test of two slopes:

Code: Select all

#R test
! 
[[ RANDOMIZE ]]
@RULE test
@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

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


a,a1,a2,a3,a4,a5,a6,a7,a8,0
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