Factorio (R3,C2,S2,B3,N+)

For discussion of other cellular automata.
User avatar
H. H. P. M. P. Cole
Posts: 482
Joined: July 15th, 2023, 9:36 pm

Re: Factorio (R3,C2,S2,B3,N+)

Post by H. H. P. M. P. Cole »

New trivial p6 from D4_+2 and p3 monomerization

Code: Select all

x = 31, y = 14, rule = R3,C2,S2,B3,N+
5bo17bo$3bo3bo13bo3bo$3bo3bo13bo3bo$3bo3bo13bo3bo$o9bo5bo2bo7bo2bo2$b
o7bo$bo7bo7bobo7bobo2$o9bo$3bo3bo9bobo7bobo$3bo3bo$3bo3bo$5bo10bo2bo7b
o2bo!
New c/1o from D8_4

Code: Select all

x = 10, y = 9, rule = R3,C2,S2,B3,N+
bo6bo$bo6bo$bo6bo3$bo6bo$4b2o$2b6o$o8bo!
Suddenly, after a long hiatus, going back to this rule becomes interesting...
User avatar
H. H. P. M. P. Cole
Posts: 482
Joined: July 15th, 2023, 9:36 pm

Re: Factorio (R3,C2,S2,B3,N+)

Post by H. H. P. M. P. Cole »

My enumeration of collisions between a factorialship and some other 4-cell object. Can anyone verify that my list is exhaustive?
factorio collisions (semiexhaustive).zip
(4.73 KiB) Downloaded 17 times
Highlights:

One-time 90-degree turner:

Code: Select all

x = 8, y = 14, rule = R3,C2,S2,B3,N+
5bobo3$4bobo5$o$o$o3$o!
At least two one-time 180-degree turners:

Code: Select all

x = 18, y = 14, rule = R3,C2,S2,B3,N+
5bo11bo2$3bo10bo$3bobo8bo2bo5$o11bo$o11bo$o11bo3$o11bo!
AlephAlpha
Posts: 67
Joined: October 6th, 2017, 1:50 am

Re: Factorio (R3,C2,S2,B3,N+)

Post by AlephAlpha »

AlephAlpha wrote: December 11th, 2023, 3:57 am My factoriosrc is still in development. Currently it is still slow and lacks many features, but at least it shows that rlifesrc's algorithm does work for Factorio.

There isn't a web version yet. In fact, making a GUI is much more complicated than writing the core algorithm. I think I cannot finish it in this year.
Now factoriosrc has a web version, and it supports all rules that are supported by rlifesrc. Recent development is mostly done by AI, so there may be bugs.
Post Reply