Code: Select all
x = 16, y = 16, rule = DoubleB3S23
15.C7$6.2C$5.CA$6.C6$C!
Code: Select all
x = 16, y = 16, rule = DoubleB3S23
15.C7$6.2C$5.CA$6.C6$C!
Where is the link and source of it?tommyaweosme wrote: September 24th, 2025, 6:19 pm i'm posting this from an OS i'm making that runs in an HTML file! i'm using the browser right now, and the OS is under construction.
i was making it in penguinmod, but i gave up on it. i used an iframe instead of an actual browser.b-engine wrote: December 7th, 2025, 6:50 amWhere is the link and source of it?tommyaweosme wrote: September 24th, 2025, 6:19 pm i'm posting this from an OS i'm making that runs in an HTML file! i'm using the browser right now, and the OS is under construction.
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!oh, how the turns table.unname4798 wrote: June 27th, 2024, 7:45 am 2000-1005=995
995/6.13≈162
162<365.25
Tommyaweosme is going to reach 2000 posts even before mid-2025.
My 768th post! 768=2^8*3
-snip-
Code: Select all
x = 4, y = 2, rule = completelynormalrule
4A$A2.A!
@RULE completelynormalrule
@TABLE
n_states:10
neighborhood:vonNeumann
symmetries:none
0, 1,1,0,0, 2
1, 0,1,2,1, 3
1, 1,0,0,2, 9
2, 3,9,0,0, 9
0, 0,0,3,0, 4
1, 0,3,0,1, 5
0, 0,0,4,0, 6
1, 0,5,1,0, 7
1, 0,0,9,3, 0
5, 0,3,0,1, 0
3, 4,0,9,5, 9
0, 0,0,0,6, 9
4, 6,0,9,0, 9
6, 0,0,4,0, 9
7, 0,0,1,0, 0
1, 7,0,0,0, 0
@COLORS
0 255 255 255
1 0 0 0
2 0 0 255
3 0 0 255
4 0 0 255
5 0 0 255
6 0 0 255
7 0 0 255
8 0 0 255
9 0 0 0Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!i'm pretty sure that being homosexual is considered a sin in most denominations (i have a christian friend online who i talked with it about) but being transgender is definitely not a sin. likely because nobody who contributed to the Bible ever thought changing gender in real life would become a real thing, and they always kept it as fantasy for that reason.tommyaweosme wrote: January 5th, 2026, 11:09 pm i've spent around double or triple the time i usually do praying over the last few days, because i hear so many people saying that being trans or LGBTQ+ is a sin. i don't know what to even do.
More than 123355x longer!unname4798 wrote: December 7th, 2025, 5:06 am About 368x longer (new record):Code: Select all
x = 16, y = 16, rule = DoubleB3S23 15.C7$6.2C$5.CA$6.C6$C!
Code: Select all
x = 20, y = 20, rule = DoubleB3S23
5.4C$9.C$9.C$9.A2C6$C$C$C10.2C.C.C2.C$.2C14.C.C$.3C8.3C3.2C$.2C8.4C.C
2.C$11.C.C4.C$17.3C$14.C.C2.C$11.2C.3C.C$12.3C.4C!
subtle foreshadowing, my fondest friend.
Code: Select all
x = 64, y = 64, rule = R2,C2,S2-4,B5-6,NW0101011111110111111101010
bob2o2bo2b3o3b3o2b2o3b2obob3obobob3o4b5obobo2b2obob2o$ob2o4b4obob3obo
bo4bo4b3ob2obo8b2obob2ob5ob3o$5ob4o5b2ob2o2bo2bo2bob2o2bobob4o2bo2b2o
3b2o3bo2b3o$bob5ob3ob7o2b6o2bob2o2b3o2b2o6b3o3b3o2bobo$4o2bo2b2o2b3o2b
o3b3o2b2ob4o2b2ob2o4bo2b2o3bob3obo$bo5bo5b4obobo4bob2o3b2ob4o3bob4ob2o
2b3o2bob2obo$6o2b4obo4bo3bobo4b3obob3obobo2bo2b2ob2ob3o4bob2o$b5obobo
bobo6b2obo2b3o2bobo2b2ob4obobobo4b7obobo$ob3obob2o2bobo4bo2b2ob2obob5o
bo5bo3b2ob3obo2b3obo$2obobo2bo3b4o2bobobo2bo3b2o2bobobobobo2bobob2o2b
2obo2b2obobo$2o2b3o5bo4bo2b3ob3obobo2bobobo4bo2b2o2bobobo5b2ob2o$o3bo
5bo2b2obo7bob2obob2o2bo3bo6bob2o5bobobobo$4o2b2o2bo3b2o3b2ob5o2bo2b4o
b2ob2o2b5o6b2ob6o$2obob2obobob3ob3o2b2o5b3obob2obo2b3o6bobobob4o2b3o$
obo3b2ob3o2b3o3b2ob5o7bo2bo2bob2ob3ob3ob2ob2o3bo$2b3ob3obo2b7o2b4ob6o
2b3ob4ob3o5bo2bob6o$3bo2b3ob2o4bobo2bo2b2obobo2b6o7bob2ob3obobo2b2o$o
b7o2bo3b8ob3obo2b2ob3ob2o2bo2bob3obo2bob4o3bo$bob3o5b2o2b4o2bo3bobob2o
3b2o8b3ob2ob4ob6o$2ob2o2bo4bo2b2o3b7o7bob2obobob2ob5obo3bobobo2bo$3o3b
3ob3o2b5o3bobo2bo6bo2bo2bo3b4o2bo2b3o3bo$obob2o2b4o5bobo3bobob2o2b2o2b
2o2bo6bob2ob3ob4obo2bo$bo3bob2obo3bo2b2o2bo2bo4bo2b2obo2bob2o2b5o2bob
2obo2b3o$bo3b2ob2o3b4o3bo3bo2b5ob2o2b2o2b2o3bo2b3obo3bob5o$b2o2bobob4o
b5o3bob6obo2bobo2b2o3bobo2b3o2bo4bo3bo$3b4o2bob2o2bo3b2o2b2o2b4obob6o
2b3ob2obob3o4bo4bo$bobobob2ob3ob2obobo2bo3bob2ob3ob2ob3o2b2o7b2o2b7o$
ob2ob3o4bob2o6bo3bobo2b2ob2obob2o2bobo3b2o2b2ob5o$2o2b2ob2o3bo3b3obob
3obo2bo5b2ob3ob2o2bo2b3ob5o2b2o$2ob2o2b3obo4b2o2b2ob2o2b6o3b3o2bo2b3o
bob5o2bo4b2o$4obo5b3obob2ob2o3b3obob5ob3obob2o2bob2obo2bob2o$ob2o3b2o
bo2bo2b4o3b2o2b2ob2obo2bo2bob2obobobobobo3bob3o$2ob2o2b4obobob3o2b5ob
obo2b2o2bobob2o2bo4bobo3bo2bob4o$b4obo2b2o2b2ob4o4b4ob2o5bob2o2bobo3b
3ob2o6bob2o$6bob2o4bobo2bob3o6b3o2b2ob2o3b3o2bob2o2bo2bo2bob2o$2b4ob3o
4b5ob5o2b2ob3o3b8o2bobob2o5bo3bobo$4b3o2bo2b3o2bo4b2ob4obo2bo2bob4ob2o
bo3bo3bob3obobo$4b3obobob3obobo2b2o2b4o2bo2b2obo2b2o3bob2ob2o2b2ob2ob
ob2o$3bob2o5b2o2bo2b4ob5obob4obob3o6bob3o2b5o$b3obobobo2b2obobo2b2o2b
2obobo2b2ob4o2b2o2bo3bob2obo6bobo$2o2b3o2b4o2bob4o2b3o2b2ob2o2b2ob2o2b
2ob3o4bo2b2o2bob3o$2b2o2b6o2b3o2b3o3b4obob2ob3o2bo2bobob3o4bobobobo$2b
2ob3ob3obobob3o2bobo2bob2obo4bo2bobo3bobo2bo3b2ob3ob2o$b7o4b2o2b2o2bo
bo2b3ob5obobo2b6obobo2b2obo4bob2o$bo3bobobob2o2b3obo2bobo2bob3obobo2b
2ob3ob5obo3b4obob2o$2bobo3bobo4b4obo6b4obo2bo2b2ob2ob3o2bo3bo3bo2bob2o
$ob5o2bo2b4ob2o2bob3obob2ob4o2b4o3b3o2b3obo2bob5o$2b2ob3obo3b2o4b2o3b
2ob2o2bobob2obo3b8ob3o4b2o3bo$bobo2b4o2b2ob2ob2obo4b2ob3ob2o3b3ob3obo
bo2bob6o4bo$o3b2o6bob2ob2o2bo5bo4bob5obob3o2bo4b2obob3o3bo$6bobo2b2o5b
o3bo2b2o2b2obo3b3ob2o2bob2o3bo2b4o2b2obo$ob3o3b2obob5ob3o3b2o2bo3b3ob
3o3b2o3bobo5b6o$5bo3bob3obobobobo2bo2b5obo4b2o7b3o6b2o2b3o$2bo2bo3bo4b
3ob2o2bobobobo5b3obob4o3bob3ob2o3bo$obo2bobo2b2o3bo2bob2ob2obob3o9bob
ob2ob2ob2o3bo4b2o$3o2b3o2b2o2bo2b4obobo3bo3bo2b2o2b3ob2o2bobo3b2ob4ob
obo$obo2bob2obo2b2obob6o3bobobo2b4ob5o3b2o2bo3b2o3bob2o$b2obo2b2o2b3o
b2o3b2o2b3o2bo2bobo2bo2bo3bo7b6obo$2b2ob4obo3bob2ob3o3bobobobo3bo6b2o
2b2o2bobobo2b2ob4o$4obobo2b2o5bobob2ob3ob2ob3o2b5obo2b3obo3b3ob4ob2o$
3o2bo6b2o4b2ob4o9bobo3b4obo2bo5b5obo2bo$bobo2b2obob2o4bo3bobobobo2b5o
3bo4b2ob3ob3obob4ob2o$ob3obobo2bo2b6o4bo2bobo2bo2b2o3b2obob3o3b4o3b2o
bobo$2o4b2o2bobo2bob2o3bo3b2o2bob2obo2bobo2bo2bo2b6o2bobo3bo!
[[ RANDOMIZE ]]
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
#R R2,C2,S1-2,B4,N@c633ff
!
A natural 3c/10 spaceship, likely known:
Code: Select all
x = 2, y = 3, rule = R2,C2,S1-2,B4,N@c633ff
2o2$2o!
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
x = 115, y = 191, rule = B3/S23
22b2o$22bobo$24bo4b2o$20b4ob2o2bo2bo$20bo2bobobobob2o$23bobobobo$24b2o
bobo$28bo2$14b2o$15bo7b2o$15bobo5b2o$16b2o3$22b2o$21bobo7bobo$23bo8b2o
$32bo$26b2o$26bo$27b3o$3b2o24bo$4bo$2bo$2b5o7bo6b2o$7bo5b3o5bo21bo$4b
3o5b4o3bobo22bo$3bo7bo7b2o21b3o$3b4o3b2o2bo$b2o3bo2b3obobo$o2b3o4b2o2b
o$2obo7bo5bo$3bo8b5o$3b2o8b3o11b2o$14bo12bobob2o$20b3o6bobobo7bo$11b2o
7bo7bo2bo2bo5bobo10bo$12bo8bo6b2o2b2o7bo12b2o$9b3o41b2o$9bo$17b2o$18b
o13bo6bobo$18bobo9bo5b2o$19b2o8bo11bo$26bo7bo$25b3o10b3o$31bo7bo$24bo
11bo8b2o18bo$28b2o5bo9bobo15bobo$24bobo6bo13bo16b2o$47b2o3$24bo7b2o2b
2o6bo13bo$23bobo5bo2bo2bo7bo10b3o$24bo7bobobo6b3o9bo$33b2obobo16b2o$37b
2o$74bobo$63b2o10b2o$64bo10bo$64bob2o$52b3o7b3o2bo$51bo2bo6bo3b2o$51b
ob2o6b4o$47b2o3bo11bo$46bobo12b3o$46bo13bo$45b2o14b5o20bo$65bo21bo$63b
o21b3o$63b2o2$105bo$46bo56b3o$46bobo53bo$46b2o54b2o3$96bo13b2o$97b2o12b
o$96b2o13bob2o$103b2o4b3o2bo$103b2o3bo3b2o$108b4o$35bobo56b2o15bo$35b
2o56bobo12b3o$36bo56bo13bo$92b2o14b5o$98bo13bo$98bobo9bo$98b2o10b2o76$
9bo$9b3o$12bo$11b2o7$21b2o$14b2o5bobo$14b2o7bo$23b2o2$10bo$9bobob2o$9b
obobobo$6b2obobobobo2bo$6bo2bo2b2ob4o$8b2o4bo$14bobo$15b2o!
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!you.... you....... YOU!!!!!!j.16.24. wrote:Hi! I just found this cool time travelling machine. I decided to travel 2 years in the future. Cool, right?
i have no clue what that could possibly mean. maybe a skilled theorist could put together that i am creating lore around real-world events, possibly to explain them without having to actually explain anything. also j.16.24. is why i can't use discord anymore, how fun!j.16.24. wrote:Anything for consistency! I'm now gonna be evil! First thing I'ma do, head back to your birth and mess things around
j.16.24. what did you do???j.16.24. wrote:I just came back. Who are you talking to?
no i mean what did you do TO ME?j.16.24. wrote:It's a bit of an advanced concept. I spent years of my time just fooling around with the timeline a bit. I have seen years and years travelling and travelling. I come back in a minute, but between that minute to you is me jumping spacetime, adventuring for years on end. Keep an eye out, I might have brought Bill Cipher to our timeline.
yeah, go google it.j.16.24. wrote:Ah, that doesn't matter now does it. Now could you please tell me what a garden of eden is before I google it?
WHAT???????j.16.24. wrote:Just went there myself as a snake. Made some girl eat a fruit or something.
ok j.16.24., go leave and do some evil before the timeline collapses. I've already captured a future version of you a month ago. timelines sure are confusing!j.16.24. wrote:Yeah, turns out people aren't very happy with me now.
yes, anway.hidden lore tinley wrote:2024 2024202420242024202420242024202420242024202420242024202420242024
dON'T fORGET tHE hIDDEN lORE!!!!
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
x = 4, y = 35, rule = KATAMARIv1
4C$CBAC$C2.C$2C.C3$3.C5$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.
C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C!
@RULE KATAMARIv1
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3}
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 = {0,2,3}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
var c = {0,1,2}
var c1 = c
var c2 = c
var c3 = c
var c4 = c
var c5 = c
var c6 = c
var c7 = c
var c8 = c
0, 2,3,c3,c4,c5,c6,c7,c8, 1 # Drag rule I blatantly stole from sticky lol
0, 3,a2,a3,a4,a5,a6,1,1, 3 # Drag rule I blatantly stole from sticky lol
3, a1,a2,a3,a4,a5,1,1,a8, 0 # Drag rule I blatantly stole from sticky lol
0, 2,b2,b3,b4,b5,b6,b7,b8, 2 # Empty space in front of state 1 turns to state 1
2, a1,a2,a3,a4,a5,a6,a7,a8, 1 # State 2 turns to state 1 always
1, a1,a2,a3,a4,a5,a6,a7,a8, 0 # State 1 turns to state 0 always
0, 2,3,a3,a4,a5,a6,a7,a8, 2 # Split
@COLORS
1 0 255 255
2 255 0 255
3 255 255 255
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
x = 4, y = 35, rule = KATAMARIv1.1U
4C$CBAC$C2.C$2C.C3$3.C5$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.
C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C$2.C!
@RULE KATAMARIv1.1U
Unname's fork.
v1.1: Reflector fix
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3}
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 = {0,2,3}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
var c = {0,1,2}
var c1 = c
var c2 = c
var c3 = c
var c4 = c
var c5 = c
var c6 = c
var c7 = c
var c8 = c
0, 0,1,2,3,0,0,0,0, 2 # Reflector fix (v1.1)
0, 2,3,c3,c4,c5,c6,c7,c8, 1 # Drag rule from Sticky
0, 3,a2,a3,a4,a5,a6,1,1, 3 # Drag rule from Sticky
3, a1,a2,a3,a4,a5,1,1,a8, 0 # Drag rule from Sticky
0, 2,b2,b3,b4,b5,b6,b7,b8, 2 # Empty space in front of state 1 turns to state 1
2, a1,a2,a3,a4,a5,a6,a7,a8, 1 # State 2 turns to state 1 always
1, a1,a2,a3,a4,a5,a6,a7,a8, 0 # State 1 turns to state 0 always
0, 2,3,a3,a4,a5,a6,a7,a8, 2 # Split
@COLORS
1 0 255 255
2 255 0 255
3 255 255 255
thanks! :3
Code: Select all
x = 22, y = 26, rule = KATAMARIv2
16.AB$12.AB$8.AB$4.AB$AB19.B$21.A4$21.B$21.A4$21.B$21.A4$21.B$21.A4$21.
B$21.A!
@RULE KATAMARIv2
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3}
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 = {0,2,3}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
var c = {0,1,2}
var c1 = c
var c2 = c
var c3 = c
var c4 = c
var c5 = c
var c6 = c
var c7 = c
var c8 = c
0, 0,1,2,3,0,0,0,0, 2 # Reflector fix from unname
0, 2,3,c3,c4,c5,c6,c7,c8, 1 # Drag rule I blatantly stole from sticky lol
0, 3,a2,a3,a4,a5,a6,1,1, 3 # Drag rule I blatantly stole from sticky lol
3, a1,a2,a3,a4,a5,1,1,a8, 0 # Drag rule I blatantly stole from sticky lol
0, 2,a2,2,b4,a5,a6,a7,b8, 3 # Construction
0, 2,b2,b3,b4,a5,b6,b7,b8, 2 # Empty space in front of state 2 turns to state 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 1 # State 2 turns to state 1 always
1, a1,a2,a3,a4,a5,a6,a7,a8, 0 # State 1 turns to state 0 always
0, 2,3,a3,a4,a5,a6,a7,a8, 2 # Split
@COLORS
1 0 255 255
2 255 0 255
3 255 255 255
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
x = 9, y = 8, rule = B3/S23
2o$2o2$2b3ob3o$2bo5bo$2b3o3bo$2bobo3bo$2b3o3bo!
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
x = 151, y = 282, rule = test
18.CD$18.2A$19.C$19.D$19.A$19.C$19.D$19.A$19.C$19.D$19.A$19.C$19.D$19.
B44$20.6ACDACEACFA$20.A13.A$20.A13.A$20.A13.A$20.A13.A$20.A13.A$20.A13.
A$20.A13.A$20.A13.A$20.A13.A$20.A13.A$20.A13.A$20.A13.A$20.15AB32$23.
CD$23.2A$24.C$24.D$24.A110.DC$24.C110.2A$24.D110.C$24.A110.D$24.C110.
A$24.D110.C$24.A110.D$24.C110.A$24.D110.C$24.B110.D$135.A$135.C$135.D
$135.B5$131.FACDACFACDACDACD$131.C14.A$FACDACFACDACDACD115.A14.C$C14.
A115.D14.E$A14.C115.CADCADCAECADC6AB$D14.E$CADCADCAECADC6AB15$76.CD$76.
2A$77.C$77.D$77.A$77.C$77.D$77.A$77.C$77.D$77.A$77.C$77.D$77.B3$54.FA
CDACFACDACDACD$54.C14.A$54.A14.C$54.D14.E$54.CADCADCAECADC6AB13$54.A$
54.A$54.C$54.D$54.A$54.C$54.D$54.A$54.C$54.D$54.A$54.C$54.D$54.B5$49.
FACDACFACDACDACD$49.C14.A$49.A14.C$49.D14.E$49.CADCADCAECADC6AB34$41.
FA$41.CAB11$94.AFC2AB$94.C.A$94.E2A7$102.AFC2AB$102.C.A$102.E.A$102.A
CD2$67.FACDACFACDACDACD$67.C14.A$67.A14.C$67.D14.E$67.CADCADCAECADC6A
B13$73.AEC2A$73.C3.A$73.D3.A$73.A3.A$73.CDACD3AB!
@RULE test
@TABLE
n_states:7
neighborhood:Moore
symmetries:rotate4
var a = {0,1,2,3,4,5,6}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
3,a1,a2,a3,a4,a5,a6,a7,a8,1 # signal tail to wire
4,a1,a2,a3,a4,a5,a6,a7,a8,3 # forward to signal tail
5,a1,a2,a3,a4,a5,a6,a7,a8,3 # left to signal tail
6,a1,a2,a3,a4,a5,a6,a7,a8,3 # right to signal tail
1,a1,a2,a3,a4,a5,a6,4,a7,4 # wire to forward when >0 orthogonal neighbors are forward
1,a1,a2,a3,a4,a5,a6,5,a7,5 # wire to left when >0 orthogonal neighbors are left
1,a1,a2,a3,a4,a5,a6,6,a7,6 # wire to right when >0 orthogonal neighbors are right
# make forward
2,a1,a2,a3,a4,a5,a6,4,a7,4 # treat head like wire in this case
0,a1,a2,a3,a4,a5,0,4,0,2 # make head
# make left
0,a1,a2,a3,a4,2,5,a7,a8,2 # make head go left
2,2,a2,a3,a4,a5,a6,3,a8,1 # turn head to wire
# make right
0,a1,a2,a3,a4,a5,6,2,a8,2 # make head go left
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
@COLORS
0 0 0 0
1 255 0 0
2 255 255 0
3 0 255 0
4 0 255 255
5 0 0 255
6 255 0 255
@NAMES
0 blank
1 wire
2 head
3 signal tail
4 forward
5 left
6 right
Code: Select all
x = 14, y = 11, rule = test
CADCAFCADCAFC$D11.A$A.CEACDACEACD$C.A$D.DCADC6A$A11.A$C.11A$F.A$A.11A
$C11.A$DACDACDACEACDB!
@RULE test
@TABLE
n_states:7
neighborhood:Moore
symmetries:rotate4
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
3,a1,a2,a3,a4,a5,a6,a7,a8,1 # signal tail to wire
4,a1,a2,a3,a4,a5,a6,a7,a8,3 # forward to signal tail
5,a1,a2,a3,a4,a5,a6,a7,a8,3 # left to signal tail
6,a1,a2,a3,a4,a5,a6,a7,a8,3 # right to signal tail
1,a1,a2,a3,a4,a5,a6,4,a7,4 # wire to forward when >0 orthogonal neighbors are forward
1,a1,a2,a3,a4,a5,a6,5,a7,5 # wire to left when >0 orthogonal neighbors are left
1,a1,a2,a3,a4,a5,a6,6,a7,6 # wire to right when >0 orthogonal neighbors are right
# make forward
2,a1,a2,a3,a4,a5,a6,4,a7,4 # treat head like wire in this case
0,a1,a2,a3,a4,a5,0,4,0,2 # make head
# make left
0,a1,a2,a3,a4,2,5,a7,a8,2 # make head go left
2,2,a2,a3,a4,a5,a6,3,a8,1 # turn head to wire
# make right
0,a1,a2,a3,a4,a5,6,2,a8,2 # make head go left
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
@COLORS
0 0 0 0
1 255 0 0
2 255 255 0
3 0 255 0
4 0 255 255
5 0 0 255
6 255 0 255
@NAMES
0 blank
1 wire
2 head
3 signal tail
4 forward
5 left
6 right
Code: Select all
x = 9, y = 4, rule = test
DC2A$A2.A$C2.A$DACE4AB!
@RULE test
@TABLE
n_states:7
neighborhood:Moore
symmetries:rotate4
var a = {0,1,2,3,4,5,6}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
3,a1,a2,a3,a4,a5,a6,a7,a8,1 # signal tail to wire
4,a1,a2,a3,a4,a5,a6,a7,a8,3 # forward to signal tail
5,a1,a2,a3,a4,a5,a6,a7,a8,3 # left to signal tail
6,a1,a2,a3,a4,a5,a6,a7,a8,3 # right to signal tail
1,a1,a2,a3,a4,a5,a6,4,a7,4 # wire to forward when >0 orthogonal neighbors are forward
1,a1,a2,a3,a4,a5,a6,5,a7,5 # wire to left when >0 orthogonal neighbors are left
1,a1,a2,a3,a4,a5,a6,6,a7,6 # wire to right when >0 orthogonal neighbors are right
# make forward
2,a1,a2,a3,a4,a5,a6,4,a7,4 # treat head like wire in this case
0,a1,a2,a3,a4,a5,0,4,0,2 # make head
# make left
0,a1,a2,a3,a4,2,5,a7,a8,2 # make head go left
2,2,a2,a3,a4,a5,a6,3,a8,1 # turn head to wire
# make right
0,a1,a2,a3,a4,a5,6,2,a8,2 # make head go left
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
@COLORS
0 0 0 0
1 255 0 0
2 255 255 0
3 0 255 0
4 0 255 255
5 0 0 255
6 255 0 255
@NAMES
0 blank
1 wire
2 head
3 signal tail
4 forward
5 left
6 right
Code: Select all
x = 31, y = 11, rule = test
ADCAECADCAFCADCADCADCADCADC$C$EACDACDACDACEACDACDACDACDACDAC$29.D$DCA
DCADCADCADCADCAECADCADCADCA$A$CDACEACDACEACDACFACDACDACDACFA$29.C$CAD
CADCAFCADCAFCADCAECADCAECAD$D$ACFACDACDACDACDACDACDACDACEACDB!
@RULE test
@TABLE
n_states:7
neighborhood:Moore
symmetries:rotate4
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
3,a1,a2,a3,a4,a5,a6,a7,a8,1 # signal tail to wire
4,a1,a2,a3,a4,a5,a6,a7,a8,3 # forward to signal tail
5,a1,a2,a3,a4,a5,a6,a7,a8,3 # left to signal tail
6,a1,a2,a3,a4,a5,a6,a7,a8,3 # right to signal tail
1,a1,a2,a3,a4,a5,a6,4,a7,4 # wire to forward when >0 orthogonal neighbors are forward
1,a1,a2,a3,a4,a5,a6,5,a7,5 # wire to left when >0 orthogonal neighbors are left
1,a1,a2,a3,a4,a5,a6,6,a7,6 # wire to right when >0 orthogonal neighbors are right
# make forward
2,a1,a2,a3,a4,a5,a6,4,a7,4 # treat head like wire in this case
0,a1,a2,a3,a4,a5,0,4,0,2 # make head
# make left
0,a1,a2,a3,a4,2,5,a7,a8,2 # make head go left
2,2,a2,a3,a4,a5,a6,3,a8,1 # turn head to wire
# make right
0,a1,a2,a3,a4,a5,6,2,a8,2 # make head go left
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
@COLORS
0 0 0 0
1 255 0 0
2 255 255 0
3 0 255 0
4 0 255 255
5 0 0 255
6 255 0 255
@NAMES
0 blank
1 wire
2 head
3 signal tail
4 forward
5 left
6 right
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
x = 2, y = 3, rule = KATAMARIv3U
.A$.A$A!
@RULE KATAMARIv3U
Added B2ce/S1 emulation.
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var b = {0,2,3}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
var c = {0,1,2}
var c1 = c
var c2 = c
var c3 = c
var c4 = c
var c5 = c
var c6 = c
var c7 = c
var c8 = c
# B2ce/S1
0, 0,1,0,1,0,0,0,0, 1
0, 1,0,1,0,0,0,0,0, 1
1, 1,0,0,0,0,0,0,0, 1
1, 0,1,0,0,0,0,0,0, 1
# EOS
0, 0,1,2,3,0,0,0,0, 2 # Reflector fix (v1.1)
0, 2,3,c3,c4,c5,c6,c7,c8, 1 # Drag rule from Sticky
0, 3,a2,a3,a4,a5,a6,1,1, 3 # Drag rule from Sticky
3, a1,a2,a3,a4,a5,1,1,a8, 0 # Drag rule from Sticky
0, 2,a2,2,b4,a5,a6,a7,b8, 3 # Construction
0, 2,b2,b3,b4,a5,b6,b7,b8, 2 # Empty space in front of state 2 turns to state 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 1 # State 2 turns to state 1 always
1, a1,a2,a3,a4,a5,a6,a7,a8, 0 # State 1 turns to state 0 always
0, 2,3,a3,a4,a5,a6,a7,a8, 2 # Split
@COLORS
1 0 255 255
2 255 0 255
3 255 255 255
Code: Select all
x = 12, y = 17, rule = test
CD9AB4$CE9AB4$CF9AB4$CG9AB4$CH9AB!
@RULE test
@TABLE
n_states:9
neighborhood:Moore
symmetries:rotate4
var a = {0,1,2,3,4,5,6,7,8}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a
var b = {4,5,6,7,8} # this is just for convenience
# make back
8,a1,a2,2,a4,a5,a6,a7,a8,2 # turn back to head
2,a1,a2,8,a4,a5,a6,a7,a8,0 # turn head to nothing when there is back
# main area
3,a1,a2,a3,a4,a5,a6,a7,a8,1 # signal tail to wire
b,a1,a2,a3,a4,a5,a6,a7,a8,3 # signal to signal tail
1,a1,a2,a3,a4,a5,a6,b,a7,b # wire to signal when >0 orthogonal neighbors are signal
# make forward
2,a1,a2,a3,a4,a5,a6,4,a7,4 # treat head like wire in this case
0,a1,a2,a3,a4,a5,0,4,0,2 # make head
# make left
0,a1,a2,a3,a4,2,5,a7,a8,2 # make head go left
2,2,a2,a3,a4,a5,a6,3,a8,1 # turn head to wire
# make right
0,a1,a2,a3,a4,a5,6,2,a8,2 # make head go right
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
# make split
0,a1,a2,a3,a4,2,7,a7,a8,2 # make head go left
0,a1,a2,a3,a4,a5,7,2,a8,2 # make head go right
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
@COLORS
0 0 0 0
1 255 255 255
2 0 128 255
3 128 128 128
4 255 0 0
5 255 128 0
6 255 255 0
7 128 255 0
8 0 255 0
@NAMES
0 blank
1 wire
2 head
3 signal tail
4 forward
5 left
6 right
7 split
8 back
Code: Select all
x = 4, y = 3, rule = test
C2A$H.A$ACDB!
@RULE test
@TABLE
n_states:9
neighborhood:Moore
symmetries:rotate4
var a = {0,1,2,3,4,5,6,7,8}
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 = {4,5,6,7,8} # this is just for convenience
# make back
8,a1,a2,2,a4,a5,a6,a7,a8,2 # turn back to head
2,a1,a2,8,a4,a5,a6,a7,a8,0 # turn head to nothing when there is back
# main area
3,a1,a2,a3,a4,a5,a6,a7,a8,1 # signal tail to wire
b,a1,a2,a3,a4,a5,a6,a7,a8,3 # signal to signal tail
1,a1,a2,a3,a4,a5,a6,b,a7,b # wire to signal when >0 orthogonal neighbors are signal
# make forward
2,a1,a2,a3,a4,a5,a6,4,a7,4 # treat head like wire in this case
0,a1,a2,a3,a4,a5,0,4,0,2 # make head
# make left
0,a1,a2,a3,a4,2,5,a7,a8,2 # make head go left
2,2,a2,a3,a4,a5,a6,3,a8,1 # turn head to wire
# make right
0,a1,a2,a3,a4,a5,6,2,a8,2 # make head go right
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
# make split
0,a1,a2,a3,a4,2,7,a7,a8,2 # make head go left
0,a1,a2,a3,a4,a5,7,2,a8,2 # make head go right
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
@COLORS
0 0 0 0
1 255 255 255
2 0 128 255
3 128 128 128
4 255 0 0
5 255 128 0
6 255 255 0
7 128 255 0
8 0 255 0
@NAMES
0 blank
1 wire
2 head
3 signal tail
4 forward
5 left
6 right
7 split
8 back
Code: Select all
x = 3, y = 2, rule = test
CG$2AB!
@RULE test
@TABLE
n_states:9
neighborhood:Moore
symmetries:rotate4
var a = {0,1,2,3,4,5,6,7,8}
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 = {4,5,6,7,8} # this is just for convenience
# make back
8,a1,a2,2,a4,a5,a6,a7,a8,2 # turn back to head
2,a1,a2,8,a4,a5,a6,a7,a8,0 # turn head to nothing when there is back
# main area
3,a1,a2,a3,a4,a5,a6,a7,a8,1 # signal tail to wire
b,a1,a2,a3,a4,a5,a6,a7,a8,3 # signal to signal tail
1,a1,a2,a3,a4,a5,a6,b,a7,b # wire to signal when >0 orthogonal neighbors are signal
# make forward
2,a1,a2,a3,a4,a5,a6,4,a7,4 # treat head like wire in this case
0,a1,a2,a3,a4,a5,0,4,0,2 # make head
# make left
0,a1,a2,a3,a4,2,5,a7,a8,2 # make head go left
2,2,a2,a3,a4,a5,a6,3,a8,1 # turn head to wire
# make right
0,a1,a2,a3,a4,a5,6,2,a8,2 # make head go right
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
# make split
0,a1,a2,a3,a4,2,7,a7,a8,2 # make head go left
0,a1,a2,a3,a4,a5,7,2,a8,2 # make head go right
2,a1,a2,a3,a4,2,a6,3,a8,1 # turn head to wire
@COLORS
0 0 0 0
1 255 255 255
2 0 128 255
3 128 128 128
4 255 0 0
5 255 128 0
6 255 255 0
7 128 255 0
8 0 255 0
@NAMES
0 blank
1 wire
2 head
3 signal tail
4 forward
5 left
6 right
7 split
8 back
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
#R M0,1,2,12,4,5,6,7,8,9,10,11,3,13,14,15
$2b2obobobo7bo$4b6ob2o3b2o$obob3o2b4o2bobo$bo2b4o7b3o$o2bobo2b4o2b2o$
o2b4ob3o4b2o$4b2o4b3o2bobo$b2obo3b2obo2bobo$4o2b5o2b2o2bo$3bobo3bob4o
b2o$3bo2b3o2bo4bo$bob2o4b2ob2o2b2o$2bobob2o2bob4o$4o2bo2b3o2bob2o!
Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!Code: Select all
#R life
24bo$22bobo$12b2o6b2o12b2o$11bo3bo4b2o12b2o$2o8bo5bo3b2o$2o8bo3bob2o4b
obo$10bo5bo7bo$11bo3bo$12b2o!