Murderers VS Sheriffs (MVS)

For discussion of other cellular automata.
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derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Murderers VS Sheriffs (MVS)

Post by derbil0 »

A thread solely about my custom cellular automata, Murderers VS Sheriffs, and maybe variants of it? (its getting pretty popular in OCA)
TheWayOfTheCon wrote: September 30th, 2026, 2:08 pm I think, with all the discussion happening on the rule by different people, that a thread should be made.
Current census: https://catagolue.hatsya.com/census/x2x1xmvs
Old census (spaceships do not work): https://catagolue.hatsya.com/census/x11 ... vssheriffs

The main rule would be formatted as MVS(BC3-5,BR35,BX2-4,SC2-4,SW-2 3,S 345A,SM34,P4-6,CH6,XH3-5,MT2,ST2)
(there might be a simpler or shorter way to format it but this is just my idea lol)

The rule table: (Now uploaded as a rule)

Code: Select all

@RULE MVS
In this rule, evil murderers kill civilians and sheriffs while the heroic sheriffs kill murderers. All the time, people are either dying or being born.

For each condition, there are suggested variables for controlling them; 12 in total
However, some conditions may need to simply be merged into a catchall condition

Total Parameters (12) / format: MVS(BC,BR,BX,  SC,SS,SX,SM,  P,  CH,XH, MT,ST), e.g. this is MVS(BC3-5, BR35, BX2-4, SC2-4, SS23, SX34, SM34, P4-6, CH6, XH3-5, MT2,ST2)
If it can be simpler, please do make it simpler lol

(Each digit, 0-8, in a parameter represents 1 value, and A-B represents a range of values from and including A to and including B. or means something specific depending on the condition that uses it)
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var states = {0,1,2,3}
var s1 = states
var s2 = states
var s3 = states
var s4 = states
var s5 = states
var s6 = states
var s7 = states
var s8 = states
var innoc = {0,1,2}
var i1 = innoc
var i2 = innoc
var i3 = innoc
var i4 = innoc
var i5 = innoc
var i6 = innoc
var i7 = innoc
var i8 = innoc
var civ = {0,1}
var c1 = civ
var c2 = civ
var c3 = civ
var c4 = civ
var c5 = civ
var c6 = civ
var c7 = civ
var c8 = civ
var nonsheriff = {0,1,3}
var n1 = nonsheriff
var n2 = nonsheriff
var n3 = nonsheriff
var n4 = nonsheriff
var n5 = nonsheriff
var n6 = nonsheriff
var n7 = nonsheriff
var n8 = nonsheriff
var living = {1,2,3}
var l1 = living
var l2 = living
var l3 = living
var l4 = living
var l5 = living
var l6 = living
var l7 = living
var l8 = living
var livingnonmurderer = {1,2}
var lnm1 = livingnonmurderer
var lnm2 = livingnonmurderer
var lnm3 = livingnonmurderer
var lnm4 = livingnonmurderer
var ls = {0,2}
var ls2 = ls
var lm = {0,3}
0, 1,1,1,c1,c2,0,0,0, 1 #Is born as a civilian – BC<b>
0, 2,2,2,ls,ls,0,0,0, 2  #Is born as a sheriff – BR<b>
0, 1,2,lnm1,lnm2,0,0,0,0, 2 #Is born as a sheriff – BX<b> ; 1,2 + lnm*BX; if BX = 0 then the birth condition would be 1,2,0... , if BX = 2-5 then it is lnm * the first # and s * (second # - first #); 1,2, lnm1, lnm2, s1,s2,s3,0. Not sure what the equivalent condition for anything other than a range is.
civ, 3,3,3,lm,lm,0,0,0, 3 #Is born as a murderer / murderer replaces civilian ... – BR
1, 1,1,i1,i2,0,0,0,0, 1 #Survives in the moderate company of people – SC<s>
1, 1,1,1,1,c1,c2,0,0, 2 #Climbs the ranks and becomes sheriff! – P<p>
1, 1,1,1,lnm1,lnm2,lnm3,i1,i2, 3 #Gets tired of all the annoying people and becomes a murderer! – CH<n> ; for CH < 4 add 1 * CH; for CH > 3 add on lnm*(CH-3) variables to the 1's ; and instead of any zeros in the condition, there are only i variables.
1, 2,2,2,i1,i2,0,0,0, 3 #Has a very heated argument with the sheriffs and plots to kill! – XH<n> ; a range value (like BX is); 2 * first # + i * second #
1, c1,c2,0,0,0,0,0,0, 0 #Dies of loneliness :( – Please convert into a catchall of some sort
2, 1,1,1,c1,0,0,0,0, 2 #Sheriff survives in the company of just people – SX<s>
2, 2,2,ls,c1,0,0,0,0, 2 #Sheriff survives in the company of a small or large group of others – SS<s> ; always includes a "c1" variable (?)
2, 1,2,3,0,0,0,0,0, 2 #Sheriff defends civilian
2, 2,2,2,2,s1,s2,s3,s4, 0 #Sheriff dies in heated banter! – Convert into catchall
2, lnm1,lnm2,lnm3,lnm4,s1,s2,s3,s4, 0 #Sheriff goes into poverty and starves... :( – Convert into catchall
2, 3,i1,i2,i3,i4,i5,i6,i7, 0 #Sheriff dies in tied duel
2, 3,3,s1,s2,s3,s4,s5,s6, 0 #Sheriff dies in any situation with too many murderers – MT<n>
3, 3,3,3,s1,c1,c2,c3,c4, 3 #Murderer survives with 3 or 4 other murderers – SM<s>
3, s1,s2,i1,i2,i3,i4,i5,i6, 0 #Mentally unstable murderer dies of... you can fill in the blank – Convert into catchall
3, 3,3,3,3,3,s1,s2,s3, 0 #Murderer dies in a gang fight! – Convert into catchall
3, 2,i1,i2,i3,i4,i5,i6,i7, 0 #Murderer dies in a tied duel
3, 2,2,s1,s2,s3,s4,s5,s6, 0 #Murderer dies in any situation with partnered sheriffs – ST<n>
innoc, 3,n1,n2,n3,n4,n5,n6,n7, 0 #One murderer can kill a whole crowd of unprotected innocents!
innoc, 3,3,n1,n2,s1,s2,s3,s4, 0 #A gang of murderers kill any insufficiently protected innocents! – MT and ST; MT for # of murderers, ST for # of sheriffs (# of nonsheriff variables)
states, s1,s2,0,0,0,0,0,0, 0 #Anyone dies of isolation – Convert into catchall
states, l1,l2,l3,l4,l5,l6,l7,l8, 0 #Anyone dies of overpopulation – Convert into catchall
@COLORS
0 0 0 0
1 255 255 255
2 0 127 255
3 255 0 0
Last edited by derbil0 on October 2nd, 2026, 3:55 pm, edited 3 times in total.
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
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derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

Cool stuff (Insert the rule)

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x = 725, y = 183, rule = MVS
2$124.3B7.3C14.2A13.2A5.2A14.2A20.2A30.2A9.2A24.2A13.2A25.2A15.2A26.2A
17.2A$123.B3.B5.2C.2C13.2A12.4A3.4A12.4A18.4A28.4A7.4A22.4A11.4A23.4A
13.4A24.4A15.4A$122.B2.B2.B3.2C.C.2C25.2A2.2A.2A2.2A10.2A2.2A16.2A2.2A
28.2A9.2A22.2A2.2A9.2A2.2A21.2A2.2A11.2A2.2A22.2A2.2A13.2A2.2A$122.3B
.3B3.C5.C26.4A3.4A12.4A18.4A26.A17.A20.4A11.4A23.4A13.4A24.4A15.4A$152.
2A12.2A5.2A14.2A20.2A27.A17.A18.5A13.5A19.5A15.5A20.5A17.5A$151.3A86.
A17.A18.A21.A19.A23.A20.A25.A$150.4A59.3A61.A21.A19.A23.A20.A25.A$150.
A62.2A.A$149.2A18.3A41.BA2.A$208.A6.A.2A$206.3A7.A$206.2A$205.A14.A155.
3A$189.2A15.2A12.A17.3A17.3A115.3A$189.2A15.3A2.2A7.A54.3A21.3A15.3A23.
3A16.3A11.3A11.3A$208.A2.B2A$189.2A22.A$188.4A$188.4A6$189.2A$189.2A14$
593.3A119.3A2$597.A115.A$597.A115.A$597.A115.A$597.A115.A$587.A135.A$
587.A6.2A119.2A6.A$587.A6.A121.A6.A2$589.4A125.4A12$637.A35.A$636.3A33.
3A$635.2A.2A31.2A.2A$635.2A.2A31.2A.2A$480.3A71.3A79.3A33.3A$637.A35.
A$484.A67.A$395.A51.A36.A67.A$394.3A49.3A35.A67.A$393.2A.2A47.2A.2A34.
A67.A$393.2A.2A47.2A.2A24.A87.A$328.A11.A53.3A49.3A25.A6.2A71.2A6.A$229.
A47.A49.3A9.3A53.A51.A26.A6.A73.A6.A$229.A47.A48.2A.2A7.2A.2A$229.A47.
A48.2A.2A7.2A.2A133.4A77.4A$327.3A9.3A301.A23.A$231.3A39.3A52.A11.A301.
3A21.3A$231.3A39.3A109.2A69.2A183.2A.2A19.2A.2A$384.4A67.4A182.2A.2A19.
2A.2A$383.2A2.2A65.2A2.2A182.3A21.3A$221.3A5.2A45.2A5.3A98.4A67.4A184.
A23.A$174.A54.2A45.2A107.2A69.2A$174.A14.A35.2A53.2A$68.2C104.A14.A35.
2A53.2A$68.2C46.A23.A48.A35.2A16.2A17.2A16.2A$115.3A21.3A28.3A3.3A64.
2A17.2A348.2A83.2A$114.2A.2A19.2A.2A27.3A3.3A6.3A3.3A417.4A81.4A$114.
2A.2A19.2A.2A42.3A3.3A317.A11.A86.2A2.2A79.2A2.2A$112.6A21.6A29.A335.
3A9.3A86.4A81.4A$111.6A23.6A28.A14.A319.2A.2A7.2A.2A86.2A83.2A$110.2A
2.2A25.2A2.2A27.A14.A319.2A.2A7.2A.2A$111.4A27.4A18.2A23.A320.3A9.3A102.
2A53.2A$112.2A29.2A19.2A32.2A311.A11.A102.4A51.4A$164.2A32.2A425.2A2.
2A49.2A2.2A$48.C149.2A33.2A37.2A352.4A51.4A$31.A16.2C2.3A105.3A4.3A63.
2A37.2A353.2A53.2A$31.A2.2C13.C2.3A139.3A4.3A99.2A59.2A$31.A2.2C16.2A
110.2A136.4A57.4A$2.4B6.2A13.2C2.A13.2A10.2C105.2A32.2A101.2A2.2A55.2A
2.2A$2.4B7.A13.2C2.A13.3A8.2C106.2A32.2A102.4A57.4A$2.4B7.A4.A15.5A6.
3A150.2A103.2A59.2A132.2A35.2A$2.4B12.A478.4A33.4A$18.2A6.5A24.3A438.
2A2.2A31.2A2.2A$33.A2.2C7.2C8.3A439.4A33.4A$33.A2.2C6.2C10.2A440.2A35.
2A$29.2C2.A15.2A$29.2C2.A14.3A2.C109.2A$33.A14.3A2.2C108.2A32.2A$54.C
13.2A93.2A32.2A104.2A59.2A$67.4A126.2A103.4A57.4A$66.2A2.2A87.3A4.3A132.
2A2.2A55.2A2.2A$67.6A120.3A4.3A99.4A57.4A$68.6A38.2A29.2A18.2A138.2A59.
2A132.2A35.2A$70.2A.2A23.2C11.4A27.4A17.2A32.2A34.2A37.2A223.4A33.4A$
70.2A.2A23.2C10.2A2.2A25.2A2.2A16.2A32.2A34.2A37.2A222.2A2.2A31.2A2.2A
$71.3A37.6A23.6A27.A23.2A298.4A33.4A89.2A53.2A$72.A39.6A21.6A28.A14.A
309.2A35.2A89.4A51.4A$114.2A.2A19.2A.2A30.A14.A436.2A2.2A49.2A2.2A$114.
2A.2A19.2A.2A45.A437.4A51.4A$115.3A21.3A27.3A3.3A449.2A53.2A$116.A23.
A28.3A3.3A6.3A3.3A$184.3A3.3A419.2A83.2A$173.A437.4A81.4A$173.A14.A54.
2A17.2A346.2A2.2A79.2A2.2A$173.A14.A36.2A16.2A17.2A16.2A229.A11.A87.4A
81.4A$188.A36.2A53.2A228.3A9.3A87.2A83.2A$225.2A53.2A227.2A.2A7.2A.2A
$229.2A45.2A231.2A.2A7.2A.2A$221.3A5.2A45.2A5.3A224.3A9.3A$385.2A69.2A
53.A11.A$384.4A67.4A184.A23.A$231.3A39.3A107.2A2.2A65.2A2.2A182.3A21.
3A$231.3A39.3A52.A11.A43.4A67.4A182.2A.2A19.2A.2A$327.3A9.3A43.2A69.2A
183.2A.2A19.2A.2A$229.A47.A48.2A.2A7.2A.2A299.3A21.3A$229.A47.A48.2A.
2A7.2A.2A300.A23.A$229.A47.A49.3A9.3A$328.A11.A$395.A51.A$394.3A49.3A
$393.2A.2A47.2A.2A$393.2A.2A47.2A.2A$394.3A49.3A27.4A77.4A$395.A51.A$
474.A6.A73.A6.A$474.A6.2A71.2A6.A74.A35.A$474.A87.A73.3A33.3A$484.A67.
A82.2A.2A31.2A.2A$484.A67.A82.2A.2A31.2A.2A$484.A67.A83.3A33.3A$484.A
67.A84.A35.A2$480.3A71.3A12$589.4A125.4A2$587.A6.A121.A6.A$587.A6.2A119.
2A6.A$587.A135.A$597.A115.A$597.A115.A$597.A115.A$597.A115.A2$593.3A119.
3A!
:D

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x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
TheWayOfTheCon
Posts: 393
Joined: March 28th, 2025, 11:40 pm
Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

To introduce people to the thread (I put this together quickly, you can also look at the above post):

This four-state rule behaves quite similarly to Life, and indeed many patterns from Life are shared here. However, the interaction of 'Murderers', 'Sheriffs', and 'Civillians' brings about some interesting behavior.

Most notably, there is a very common replicator stemming from an all-civillian beehive.

Code: Select all

x = 3, y = 4, rule = MVS
.A$A.A$A.A$.A!
This can be corderized:

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x = 6, y = 26, rule = MVS
2.2A$.4A$2A2.2A$.4A$2.2A9$2.2A$2.2A2$2.2A$.4A$.4A6$2.2A$2.2A!
There is also a common c/3 blinker puffer, which can also be corderized.

Code: Select all

x = 83, y = 16, rule = MVS
6.2A48.2A17.2A$5.A2.A46.A2.A15.A2.A$6.2A48.2A17.2A2$2.3A47.3A23.3A3$10.
A49.A11.A2$A3.A7.A37.A3.A7.A7.A7.A3.A$11.AB2A46.AB2A3.2ABA$10.AB2CA45.
AB2CA3.A2CBA$2.A7.AB2.2A36.A7.AB2.2A.2A2.BA7.A$2.A7.AB2CA37.A7.AB2CA3.
A2CBA7.A$2.A8.AB2A37.A8.AB2A3.2ABA8.A$12.A49.A7.A!
Various small alien still lifes/oscillators exist from the interaction of these different states. Here are some examples:

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x = 52, y = 5, rule = MVS
19.2A$19.AB18.2B$31.2A6.B8.2B$BA4.BA4.BA6.BA8.A.AB6.2A6.B.2A$AB4.2A4.
BA6.2A9.AB7.2A7.B2A!
While spaceships aren't common, there are several interesting ones that have appeared in Catagolue soups, including the infinite growth corderizations I mentioned earlier.

The post below uses an outdated version of the rule, so some spaceships don't work, including, unfortunately, the rightmost one. That one is just so cool.
I6_I6 wrote: September 30th, 2026, 1:50 pm
A bunch of cool stuff appeared; these are the spaceships:

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x = 115, y = 26, rule = MVS
2.3C13.3B22.2A5.2A17.2A23.2A16.2A$.2C.2C11.B3.B20.4A3.4A15.4A21.4A15.
2A$2C.C.2C9.B2.B2.B18.2A2.2A.2A2.2A13.2A2.2A19.2A2.2A$C5.C9.3B.3B19.4A
3.4A15.4A21.4A$43.2A5.2A17.2A23.2A17.2A$112.3A$71.3A37.4A$71.2A.A36.A
$46.3A22.BA2.A34.2A$66.A6.A.2A$64.3A7.A$64.2A$63.A14.A$64.2A12.A15.2A
$64.3A2.2A7.A15.2A$66.A2.B2A$71.A22.2A$93.4A$93.4A6$94.2A$94.2A!
Murderers-only c/9o, sheriffs-only 2c/5o, 2-engine p18 replicator corderization, 1-engine p36 and p27 replicator corderizations and a 12c/154o.
Honestly, I think this rule will be interesting to explore.
Last edited by TheWayOfTheCon on October 2nd, 2026, 1:14 pm, edited 2 times in total.
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
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TheWayOfTheCon
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Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

It might be too early, but I made a rule page (not an OCA article!) on LifeWiki, which I think is what allows LifeViewer to simulate a rule without the need of a table or tree.
Last edited by TheWayOfTheCon on September 30th, 2026, 3:45 pm, edited 1 time in total.
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

derbil0 wrote: September 30th, 2026, 2:26 pm The rule table: (I hope one day it can be uploaded to the repository so that it can just be abbreviated as MVS(...) )

Code: Select all

@RULE MVS
In this rule, evil murderers kill civilians and sheriffs while the heroic sheriffs kill murderers. All the time, people are either dying or being born.

For each condition, there are suggested variables for controlling them; 12 in total
However, some conditions may need to simply be merged into a catchall condition

Total Parameters (12) / format: MVS(BC,BR,BX,  SC,SS,SX,SM,  P,  CH,XH, MT,ST), e.g. this is MVS(BC3-5, BR35, BX2-4, SC2-4, SS23, SX34, SM34, P4-6, CH6, XH3-5, MT2,ST2)
If it can be simpler, please do make it simpler lol

(Each digit, 0-8, in a parameter represents 1 value, and A-B represents a range of values from and including A to and including B. or means something specific depending on the condition that uses it)
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var states = {0,1,2,3}
var s1 = states
var s2 = states
var s3 = states
var s4 = states
var s5 = states
var s6 = states
var s7 = states
var s8 = states
var innoc = {0,1,2}
var i1 = innoc
var i2 = innoc
var i3 = innoc
var i4 = innoc
var i5 = innoc
var i6 = innoc
var i7 = innoc
var i8 = innoc
var civ = {0,1}
var c1 = civ
var c2 = civ
var c3 = civ
var c4 = civ
var c5 = civ
var c6 = civ
var c7 = civ
var c8 = civ
var nonsheriff = {0,1,3}
var n1 = nonsheriff
var n2 = nonsheriff
var n3 = nonsheriff
var n4 = nonsheriff
var n5 = nonsheriff
var n6 = nonsheriff
var n7 = nonsheriff
var n8 = nonsheriff
var living = {1,2,3}
var l1 = living
var l2 = living
var l3 = living
var l4 = living
var l5 = living
var l6 = living
var l7 = living
var l8 = living
var livingnonmurderer = {1,2}
var lnm1 = livingnonmurderer
var lnm2 = livingnonmurderer
var lnm3 = livingnonmurderer
var lnm4 = livingnonmurderer
var ls = {0,2}
var ls2 = ls
var lm = {0,3}
0, 1,1,1,c1,c2,0,0,0, 1 #Is born as a civilian – BC<b>
0, 2,2,2,ls,ls,0,0,0, 2  #Is born as a sheriff – BR<b>
0, 1,2,lnm1,lnm2,0,0,0,0, 2 #Is born as a sheriff – BX<b> ; 1,2 + lnm*BX; if BX = 0 then the birth condition would be 1,2,0... , if BX = 2-5 then it is lnm * the first # and s * (second # - first #); 1,2, lnm1, lnm2, s1,s2,s3,0. Not sure what the equivalent condition for anything other than a range is.
civ, 3,3,3,lm,lm,0,0,0, 3 #Is born as a murderer / murderer replaces civilian ... – BR
1, 1,1,i1,i2,0,0,0,0, 1 #Survives in the moderate company of people – SC<s>
1, 1,1,1,1,c1,c2,0,0, 2 #Climbs the ranks and becomes sheriff! – P<p>
1, 1,1,1,lnm1,lnm2,lnm3,i1,i2, 3 #Gets tired of all the annoying people and becomes a murderer! – CH<n> ; for CH < 4 add 1 * CH; for CH > 3 add on lnm*(CH-3) variables to the 1's ; and instead of any zeros in the condition, there are only i variables.
1, 2,2,2,i1,i2,0,0,0, 3 #Has a very heated argument with the sheriffs and plots to kill! – XH<n> ; a range value (like BX is); 2 * first # + i * second #
1, c1,c2,0,0,0,0,0,0, 0 #Dies of loneliness :( – Please convert into a catchall of some sort
2, 1,1,1,c1,0,0,0,0, 2 #Sheriff survives in the company of just people – SX<s>
2, 2,2,ls,c1,0,0,0,0, 2 #Sheriff survives in the company of a small or large group of others – SS<s> ; always includes a "c1" variable (?)
2, 2,2,2,2,s1,s2,s3,s4, 0 #Sheriff dies in heated banter! – Convert into catchall
2, lnm1,lnm2,lnm3,lnm4,s1,s2,s3,s4, 0 #Sheriff goes into poverty and starves... :( – Convert into catchall
2, 3,i1,i2,i3,i4,i5,i6,i7, 0 #Sheriff dies in tied duel
2, 3,3,s1,s2,s3,s4,s5,s6, 0 #Sheriff dies in any situation with too many murderers – MT<n>
3, 3,3,3,s1,c1,c2,c3,c4, 3 #Murderer survives with 3 or 4 other murderers – SM<s>
3, s1,s2,i1,i2,i3,i4,i5,i6, 0 #Mentally unstable murderer dies of... you can fill in the blank – Convert into catchall
3, 3,3,3,3,3,s1,s2,s3, 0 #Murderer dies in a gang fight! – Convert into catchall
3, 2,i1,i2,i3,i4,i5,i6,i7, 0 #Murderer dies in a tied duel
3, 2,2,s1,s2,s3,s4,s5,s6, 0 #Murderer dies in any situation with partnered sheriffs – ST<n>
innoc, 3,n1,n2,n3,n4,n5,n6,n7, 0 #One murderer can kill a whole crowd of unprotected innocents!
innoc, 3,3,n1,n2,s1,s2,s3,s4, 0 #A gang of murderers kill any insufficiently protected innocents! – MT and ST; MT for # of murderers, ST for # of sheriffs (# of nonsheriff variables)
states, s1,s2,0,0,0,0,0,0, 0 #Anyone dies of isolation – Convert into catchall
states, l1,l2,l3,l4,l5,l6,l7,l8, 0 #Anyone dies of overpopulation – Convert into catchall
@COLORS
0 0 0 0
1 255 255 255
2 0 127 255
3 255 0 0
I added a small condition to the rule (updated rule in the original post, however the quote here contains the old one), and now, the ship in my profile picture works, while keeping nearly all of the interesting things already in the Catagolue (basically all oscillators, but not the p152 spaceship)
Also, can someone make an organized set of all the basic or interesting oscillators/still lifes? (Sorted by primary state / the period, and the size)
edit: I'll update the rule page, too, with this
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
TheWayOfTheCon
Posts: 393
Joined: March 28th, 2025, 11:40 pm
Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

derbil0 wrote: September 30th, 2026, 3:39 pm I added a small condition to the rule (updated rule in the original post, however the quote here contains the old one), and now, the ship in my profile picture works, while keeping nearly all of the interesting things already in the Catagolue (basically all oscillators, but not the p152 spaceship)
This means that the Catagolue census is now using an outdated version of the rule, and I don't think there's any way to remove it short of asking a manager of the site to do so.

Also, if you keep modifying the rule while it's popular, we're gonna have a lot of different discoveries that might only be compatible with certain versions. So, if you have any changes to make, it's probably best to make them all at once.
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

TheWayOfTheCon wrote: September 30th, 2026, 3:52 pm
derbil0 wrote: September 30th, 2026, 3:39 pm I added a small condition to the rule (updated rule in the original post, however the quote here contains the old one), and now, the ship in my profile picture works, while keeping nearly all of the interesting things already in the Catagolue (basically all oscillators, but not the p152 spaceship)
This means that the Catagolue census is now using an outdated version of the rule, and I don't think there's any way to remove it short of asking a manager of the site to do so.

Also, if you keep modifying the rule while it's popular, we're gonna have a lot of different discoveries that might only be compatible with certain versions. So, if you have any changes to make, it's probably best to make them all at once.
Yeah, its a little bit of a problem...
I'm probably not going to change the rule much more, if at all.
Really, as far as I know, the only situation which the condition changes is mostly in spaceships I think, and of the spaceships in the census only one or two fail with this condition.
(The condition in question is: sheriff survives if it has 1 of each state as a neighbor; it defends a civilian, because otherwise it is caught by the catchall at the end, NOT killed by the murderer)
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

My PFP ship, which we need a name for, acts as a good tractor/repulsor beam of any color(s), especially when tractoring a sheriff block, or repulsing a civ blinker!

Code: Select all

x = 909, y = 27, rule = MVS
12$5.2A6.2A7.2A5.2A8.2A8.2A9.2A6.2A6.2A7.2A6.2A7.2A8.2A6.2A6.2A7.2A5.
2A8.2A8.2A9.2A6.2A6.2A7.2A6.2A7.2A8.2A9.2A6.2A6.2A7.2A5.2A8.2A8.2A9.2A
6.2A6.2A7.2A6.2A7.2A8.2A9.2A6.2A6.2A7.2A5.2A8.2A8.2A9.2A6.2A6.2A7.2A5.
2A8.2A8.2A9.2A$2.B4.A2.B4.A3.B4.A.B4.A4.B4.A4.B4.A5.B4.A2.B4.A2.B4.A3.
B4.A2.B4.A3.B4.A4.B4.A2.B4.A2.B4.A3.B4.A.B4.A4.B4.A4.B4.A5.B4.A2.B4.A
2.B4.A3.B4.A2.B4.A3.B4.A4.B4.A5.B4.A2.B4.A2.B4.A3.B4.A.B4.A4.B4.A4.B4.
A5.B4.A2.B4.A2.B4.A3.B4.A2.B4.A3.B4.A4.B4.A5.B4.A2.B4.A2.B4.A3.B4.A.B
4.A4.B4.A4.B4.A5.B4.A2.B4.A2.B4.A3.B4.A.B4.A4.B4.A4.B4.A5.B4.A9.2A6.2A
7.2A5.2A8.2A8.2A9.2A6.2A6.2A7.2A5.2A8.2A8.2A9.2A7.2A6.2A7.2A6.2A7.2A8.
2A9.2A6.2A6.2A7.2A6.2A7.2A8.2A9.2A13.2A6.2A7.2A6.2A7.2A8.2A9.2A6.2A6.
2A7.2A5.2A8.2A8.2A9.2A$3.2B2A4.2B2A5.2B2A3.2B2A6.2B2A6.2B2A7.2B2A4.2B
2A4.2B2A5.2B2A4.2B2A5.2B2A6.2B2A4.2B2A4.2B2A5.2B2A3.2B2A6.2B2A6.2B2A7.
2B2A4.2B2A4.2B2A5.2B2A4.2B2A5.2B2A6.2B2A7.2B2A4.2B2A4.2B2A5.2B2A3.2B2A
6.2B2A6.2B2A7.2B2A4.2B2A4.2B2A5.2B2A4.2B2A5.2B2A6.2B2A7.2B2A4.2B2A4.2B
2A5.2B2A3.2B2A6.2B2A6.2B2A7.2B2A4.2B2A4.2B2A5.2B2A3.2B2A6.2B2A6.2B2A7.
2B2A7.B4.A2.B4.A3.B4.A.B4.A4.B4.A4.B4.A5.B4.A2.B4.A2.B4.A3.B4.A.B4.A4.
B4.A4.B4.A5.B4.A3.B4.A2.B4.A3.B4.A2.B4.A3.B4.A4.B4.A5.B4.A2.B4.A2.B4.
A3.B4.A2.B4.A3.B4.A4.B4.A5.B4.A9.B4.A2.B4.A3.B4.A2.B4.A3.B4.A4.B4.A5.
B4.A2.B4.A2.B4.A3.B4.A.B4.A4.B4.A4.B4.A5.B4.A$500.2B2A4.2B2A5.2B2A3.2B
2A6.2B2A6.2B2A7.2B2A4.2B2A4.2B2A5.2B2A3.2B2A6.2B2A6.2B2A7.2B2A5.2B2A4.
2B2A5.2B2A4.2B2A5.2B2A6.2B2A7.2B2A4.2B2A4.2B2A5.2B2A4.2B2A5.2B2A6.2B2A
7.2B2A11.2B2A4.2B2A5.2B2A4.2B2A5.2B2A6.2B2A7.2B2A4.2B2A4.2B2A5.2B2A3.
2B2A6.2B2A6.2B2A7.2B2A13.2A$895.2A!
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

Streeeeeeeeetcher
When he's done stretching, the murderer becomes the murderee?! :shock: :?
Can also be stabilized into multiple oscillators, which may be called "tamed stretchers", which I show below the "angry stretcher"

Code: Select all

x = 106, y = 43, rule = MVS
3$8.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C
$8.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C$
4.2C$4.2C.3A$9.2A$4.2C.3A$4.2C$8.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.
2C.2C.2C.2C.2C.2C.2C.2C.2C.2C$8.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C
.2C.2C.2C.2C.2C.2C.2C.2C.2C13.2C.2C$86.2C.2C7$81.2C.2C5.2C.2C$81.2C.2C
5.2C.2C$88.A$8.2C.2C.2C28.2C.2C.2C29.2C.2C.3A.2C.2C$8.2C.2C.2C28.2C.2C
.2C29.2C.2C.A.A.2C.2C$4.2C16.2C12.2C20.2C13.2C12.A.A12.2C$4.2C.9A6.2C
12.2C6.8A6.2C13.2C9.3A3.3A9.2C$15.2A66.2A7.2A$4.2C.9A6.2C12.2C6.8A6.2C
13.2C9.3A3.3A9.2C$4.2C16.2C12.2C20.2C13.2C12.A.A12.2C$8.2C.2C.2C28.2C
.2C.2C29.2C.2C.A.A.2C.2C$8.2C.2C.2C28.2C.2C.2C29.2C.2C.3A.2C.2C$88.A$
81.2C.2C5.2C.2C$81.2C.2C5.2C.2C6$86.2C.2C$86.2C.2C!
Also, I do believe these patterns are related to the "xp8_xoo2fjf2oozevaa4y14aavezx338upu833_xooy1oozzx33y133" oscillator submitted to Catagolue, which we can now call a type of "tamed stretcher"

And I thought murderers killed civilians...

EDIT: Reflector for the stretcher (Also, he eats civ blinkers and civ ships, but he doesnt really like civ blocks so he pushes them)

Code: Select all

x = 48, y = 27, rule = MVS
5.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C$5.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C
.2C.2C6.2C$46.2C$8.3A11.A4.A4.A$10.2A10.A4.A4.A13.2C$.2C5.3A11.A4.A4.
A13.2C$.2C$5.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C2.2C5.2C$.2C2.2C.2C.2C.2C
.2C.2C.2C.2C.2C.2C.2C2.2C5.2C$.2C$39.2C5.2C$.2C5.2C16.A12.2C5.2C$.2C5.
2C16.A$26.A12.2C5.2C$.2C5.2C16.A12.2C5.2C$.2C5.2C$46.2C$.2C5.2C2.2C.2C
.2C.2C.2C.2C.2C.2C.2C.2C5.2C$.2C5.2C2.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C2$
.2C13.A8.A$.2C13.A8.A$16.A8.A$.2C$.2C6.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.
2C.2C.2C$9.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C.2C!

:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
FWKnightship
Posts: 1774
Joined: June 23rd, 2019, 3:10 am
Location: Hey,wait!! Where am I!? Help! Somebody help!I'm lost!!

Re: Murderers VS Sheriffs (MVS)

Post by FWKnightship »

Spaceships made up of entirely sheriffs (B35/S23) and murderers (B35/S34), from new-gliders.db:

Code: Select all

x = 638, y = 92, rule = MVS
12.B28.B27.B16.3B6.3B16.3B11.B14.3B5.3B12.3B13.3B.3B14.B12.B26.3C20.
2C20.3C18.2C12.2C10.4C4.4C10.4C11.2C17.4C19.2C13.2C40.3C39.6C26.2C29.
3C11.3C22.5C12.3C$11.2B26.3B25.2B.2B13.B2.B5.B2.B15.B3.B9.3B51.B2.B.B
2.B13.B12.B25.2C.2C17.C4.C17.5C17.2C12.2C11.2C6.2C12.2C12.2C14.C.2C2.
2C.C14.C.3C.C7.C.3C.C37.3C.C37.C4.2C23.5C28.C.2C11.3C25.2C13.3C$10.4B
25.B26.B2.B2.B12.B.2B5.B.2B14.B2.B2.B7.B3.B15.2B.2B14.B2.B12.B2.B.B2.
B13.2B10.2B24.2C.C.2C16.6C15.2C.C.C.2C13.C4.C8.C3.C11.C.C2.C.C14.2C
10.C2.C12.C2.C.2C.C2.C11.2C.2C.4C5.4C.2C.2C34.3C.2C.3C32.2C3.C.C27.C
24.C3.2C.C8.3C2.C22.2C2.C11.C.C.2C$9.2B26.B.B26.B.B.B.B13.2B7.2B15.3B
.3B8.B2.B15.B.B.B14.B14.B9.B50.C5.C14.2C2.2C2.2C11.C4.C.C4.C10.C2.2C
2.C7.C17.C2.C15.C14.C13.C4.2C4.C11.2C.C.2C2.C2.C2.C2.2C.C.2C34.2C3.2C
.2C31.5C.C24.4C27.2C.3C10.C2.C20.3C2.C.C13.C$8.3B24.2B.B.B28.B14.B8.B
35.2B.B10.5B.5B11.3B11.4B5.4B70.2C.4C.2C11.C.C2.3C2.C.C11.C4.C8.C3.C
11.C.4C.C12.2C.C10.4C12.C2.6C2.C10.2C4.C.3C.3C.3C.C4.2C34.5C2.2C29.2C
.4C26.3C26.5C11.C4.2C19.C4.C.C12.2C$9.2B23.2B.2B.3B24.B3.B12.B.3B.B2.
B.3B.B32.B11.2B.B.B.2B10.B.B.B10.B.3B5.3B.B12.B.B4.B.B48.C6.C12.2C9.
2C12.4C10.3C14.C2.C12.3C.3C9.3C14.3C.2C.3C12.C2.2C.C.2C.3C.2C.C.2C2.C
34.5C.C33.C.C2.2C23.C9.3C18.2C.3C10.C.3C20.C.2C.C$8.B.B23.B.B3.2B3.B
21.B.B.B14.B4.B3.B4.B29.B.B9.B.B3.B3.B.B8.B.2B12.B2.3B.3B2.B13.3B4.3B
48.C2.2C2.C36.C4.C13.C11.2C2.2C9.8C.C8.C.C14.C8.C12.C.C3.3C.C.C.C.3C
3.C.C36.C39.5C22.C5.C5.2C15.2C.3C.2C9.C.4C21.3C.C13.C.C.4C$8.B3.B20.B
.B6.B2.B95.2B3.2B.2B3.2B7.4B12.B4.B.B4.B13.3B4.3B48.C2.2C2.C14.C7.C
13.2C2.2C12.3C11.C2.C10.C4.C.C13.C15.C4.C14.C.C2.C.C9.C.C2.C.C31.C.C
2.C40.3C23.C6.C2.C.C16.C.6C.C7.2C.2C16.2C2.3C.C.2C13.2C2.C.2C$7.5B22.
2B4.B2.2B.B43.B8.B41.B13.B22.2B.B2.B.B2.B.2B70.C2.2C2.C14.2C.3C.2C11.
3C.2C.3C12.C25.2C3.C12.C17.3C2.3C11.C3.C3.2C9.2C3.C3.C27.3C.2C37.2C.C
3.C32.2C.C16.C.C.4C12.C17.3C.C2.C.C13.2C5.C.C$3.B.B.B.2B20.3B5.2B3.2B
41.3B6.3B79.2B.3B3.3B.2B71.6C15.2C.3C.2C11.4C2.4C12.C28.C12.4C.4C11.
3C2.3C11.C5.C15.C5.C27.C2.C.C36.4C.C.C23.C.4C4.2C.C13.C.2C2.2C15.C18.
C.C3.C14.C$2.2B2.2B23.B2.3B.3B47.B76.B38.2B8.2B48.2C2.2C14.2C7.2C14.
2C45.4C9.C4.C.3C11.2C2.2C12.C.C23.C.C29.C.C34.2C2.C.3C.C24.C2.2C4.2C
15.C2.2C3.C30.3C2.2C.2C15.3C$.6B23.2B3.2B7.B2.B37.3B77.3B36.2B8.2B47.
C.C2.C.C13.2C.C3.C.2C11.8C12.2C41.2C4.C.C9.C10.C64.C4.C34.6C2.C25.2C
3.C17.C3.C2.6C32.6C16.C.3C$8B27.B.B8.2B39.B.B76.B16.2B.2B17.3B4.3B49.
2C2.2C14.3C.C.C.3C29.4C58.3C8.3C62.2C.2C35.C.3C30.2C3.C3.C13.C.C6.C
31.3C2.C.C2.C19.2C$.3B.B32.B5.3B.B36.B3.B75.3B13.B2.B.B2.B16.B6.B47.
4C4.4C11.4C.C.4C13.C2.C13.C.2C57.4C6.4C63.3C.C33.2C36.3C2.2C12.5C37.
5C.3C.3C$38.2B.B.B4.B37.2B11.B.B63.2B13.5B.5B71.C8.C11.C.C2.C.C2.C.C
11.6C12.3C58.2C.2C4.2C.2C64.C.2C31.2C4.C33.2C.C15.C.2C5.3C30.2C3.C2.
2C.2C$36.2B.B3.B4.B49.B2.B64.B13.B9.B15.2B4.2B52.2C15.C5.C5.C12.C2.C
14.2C61.C6.C62.2C.C4.2C30.2C3.C51.3C2.3C35.C.C4.C2.C$38.B3.2B53.B4.B
76.2B9.2B92.5C.5C12.2C2.2C76.C6.C62.6C32.C6.C51.2C.C3.C.2C32.C.C4.2C.
C$41.2B46.2B6.5B77.B11.B15.2B2.2B52.4C14.3C7.3C10.2C4.2C73.C.C6.C.C
58.C.C.C.C.C.C27.C.C2.4C52.2C5.3C34.3C3.2C$43.3B42.2B.B4.B.3B80.B2.3B
2.B17.B.2B.B71.3C5.3C94.C6.C59.C.C2.C35.C4.C55.2C4.4C31.2C.6C$91.B3.
2B84.2B.3B.2B93.2C9.2C92.2C6.2C57.2C2.2C.C34.C2.2C57.2C.C2.C35.2C2.2C
$91.B92.B.B96.2C.C5.C.2C92.C.C4.C.C55.C7.2C35.3C.C57.C2.3C35.C.2C$86.
B9.B88.B99.C7.C158.3C.2C.2C38.C55.3C3.3C$85.B4.2B92.B.B98.C7.C92.2C.C
6.C.2C52.C.5C2.C35.C.C.C53.C.C3.3C$86.B4.B91.2B.2B200.C8.C53.2C3.C39.
C.3C54.3C$87.B3.B91.B.B.B199.3C6.3C52.C40.C.C3.C.C$88.B.B90.B2.3B2.B
198.3C4.3C92.C.3C$100.B80.B.B3.B.B199.2C4.2C93.2C.2C3.C$100.2B81.B3.B
198.2C10.2C89.C4.3C$96.B.B288.2C8.2C89.2C5.3C$97.3B.B82.3B198.2C.3C4.
3C.2C86.C.C$98.B.B83.B.B201.2C6.2C89.C$98.3B82.B3.B199.C.8C.C86.3C.C$
387.3C.C2.C.3C87.3C$183.B3.B199.C.C.4C.C.C90.C$182.B.3B.B197.C.C.6C.C
.C85.2C.C$181.2B5.2B197.C3.4C3.C85.2C$182.B2.B2.B196.3C10.3C84.3C$
182.B5.B197.4C6.4C83.C$183.B3.B198.C.2C2.2C2.2C.C$184.3B199.2C.C.C2.C
.C.2C$184.B.B201.C.C4.C.C$185.B200.C12.C$184.3B204.4C$390.2C2.2C$182.
2B3.2B200.3C2.3C$182.2B3.2B200.C.C2.C.C$389.C.C2.C.C$183.B3.B202.C.2C
.C$184.B.B202.C.C2.C.C$181.B2.B.B2.B197.C10.C$181.B2.B.B2.B196.3C8.3C
$182.2B3.2B197.C.C.2C2.2C.C.C$183.B3.B198.C.C8.C.C$183.2B.2B197.2C.2C
6.2C.2C$181.2B5.2B198.C.C.2C.C.C$179.B4.B.B4.B194.2C.8C.2C$179.B11.B
196.10C$180.B.B5.B.B197.C2.4C2.C$183.B3.B201.3C2.3C$181.3B3.3B201.C2.
C$181.2B.B.B.2B197.2C.C4.C.2C$182.B.B.B.B199.2C6.2C$182.B.B.B.B198.2C
8.2C$388.C8.C$182.3B.3B198.C.3C2.3C.C$387.C10.C$387.C4.2C4.C$387.C2.
2C2.2C2.C$386.2C4.2C4.2C$388.C3.2C3.C$390.C4.C$392.2C$389.2C4.2C$390.
6C$390.2C2.2C2$389.C6.C$389.C.C2.C.C$388.2C.C2.C.2C$389.C6.C2$389.C2.
2C2.C$389.C2.2C2.C$389.C2.2C2.C$388.2C6.2C2$388.C2.4C2.C$388.C8.C$
390.C4.C$391.C2.C$390.2C2.2C$391.C2.C!
EDIT: 12c/108:

Code: Select all

x = 20, y = 60, rule = MVS
2.3C10.3C$.2C.2C8.2C.2C$2C.C.2C6.2C.C.2C$C5.C6.C5.C24$8.4A2$6.A6.A$6.
A6.A$6.A6.A2$8.4A18$9.2A$9.2A6$9.2A$9.2A!
EDIT2: P52:

Code: Select all

x = 16, y = 16, rule = MVS
3.2C.2C$3.2C.2C2$4.7A3.2C$4.A4.BA3.2C$5.6A$14.2C$7.2C5.2C$2C2.B2.2C$
2C$3.3A$2C.2A$2C2$8.2C.2C$8.2C.2C!
EDIT3: P26:

Code: Select all

x = 8, y = 11, rule = MVS
6.2C$6.2C4$2.2ABA$2.3AB3$2C$2C!
P28:

Code: Select all

x = 12, y = 12, rule = MVS
6.2C$6.2C2$5.A$2C3.B$2C$7.2A.2C$7.2A.2C$7.A2$4.2C$4.2C!
EDIT4: 3c/9 and 9c/27:

Code: Select all

x = 78, y = 24, rule = MVS
3.2C20.2C45.2C$3.2C20.2C44.4C$2.C2.C18.C2.C$4.C20.C18.2C11.4A11.3C$2.
4C18.4C16.2C25.C2.C$2.3C20.3C15.C2.C8.A6.A11.2C$2.C.C9.2A9.C.C17.C9.A
6.A8.3C$5.C7.A2.A7.C18.4C8.A6.AB9.C$2.C11.2A11.C15.3C17.A5.C.4C$4C.4C
12.4C.4C13.C.C16.2A3.4C.C.2C$C4.C.3C10.3C.C4.C16.C12.B4A3.C3.2C3.2C$
2C4.C.C12.C.C4.2C13.C17.A5.2C$41.4C.4C$13.4C24.C4.C.3C$14.2C25.2C4.C.
C$15.2C$14.C$13.3C$13.C2.C$14.2C$17.C$12.2C.2C.C$11.3C3.3C$12.C.C.2C
2.2C!
EDIT5: P9, P21, P22, P38:

Code: Select all

x = 74, y = 15, rule = MVS
65.B2.B$3B13.2A10.2A12.2A21.B2.B$2.B13.2A10.2A13.A16.2C3.B2.B3.2C$.B.
B39.A4.A12.2C8.2C$2.2A15.2A4.2A21.A$2.2A17.A2.A23.2A$19.2A4.2A$14.2C
14.2C$14.2C14.2C$19.2A4.2A$21.A2.A$19.2A4.2A2$16.2A10.2A$16.2A10.2A!
EDIT6: I apgsearched this rule using a different name: https://catagolue.hatsya.com/census/x2x1xmvs (Because the old name was occupied by the old version of this rule, I don't want to see a census containing hauls from two different rules.)

36c/72 puffer:

Code: Select all

x = 56, y = 51, rule = MVS
8.C3.C3.C22.C3.C3.C$7.3C.3C.3C20.3C.3C.3C$6.C4.3C4.C18.C4.3C4.C$2.5C
3.2C.2C3.5C10.5C3.2C.2C3.5C$.4C2.C.3C.3C.C2.4C8.4C2.C.3C.3C.C2.4C$C3.
C15.C3.C6.C3.C15.C3.C$4.2C.C.3C.3C.C.2C14.2C.C.3C.3C.C.2C$2C2.3C2.C5.
C2.3C2.2C6.2C2.3C2.C5.C2.3C2.2C$C.C.C3.C7.C3.C.C.C6.C.C.C3.C7.C3.C.C.
C$3.C17.C12.C17.C$5.C4.C3.C4.C16.C4.C3.C4.C$4.2C.C.3C.3C.C.2C14.2C.C.
3C.3C.C.2C$5.C.C3.C.C3.C.C16.C.C3.C.C3.C.C$8.C.2C.2C.C22.C.2C.2C.C$2.
3C.4C.C.C.4C.3C10.3C.4C.C.C.4C.3C$2.2C3.C3.C.C3.C3.2C10.2C3.C3.C.C3.C
3.2C$2.2C3.C.C5.C.C3.2C4.2A4.2C3.C.C5.C.C3.2C$3C19.3C.4A.3C19.3C$3.C
17.C4.A2.A4.C17.C$.2C19.2C2.4A2.2C19.2C$27.2A$3.3C13.3C12.3C13.3C$4.
2C13.2C14.2C13.2C$4.2C13.2C14.2C13.2C$5.3C9.3C16.3C9.3C$5.C13.C7.2A7.
C13.C$27.2A3$24.A6.A$24.A6.A$24.A6.A5$26.B2AB$25.2A2.2A$24.3A2B3A$25.
A4.A11$20.3A10.3A!
How can I make so many wonderful patterns and rules?
Because I'm interested in them, and willing to devote a lot of time to them.
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

FWKnightship wrote: October 1st, 2026, 11:45 pm Spaceships made up of entirely sheriffs (B35/S23) and murderers (B35/S34), from new-gliders.db:

EDIT: 12c/108:

EDIT2: P52:

EDIT3: P26:

P28:

EDIT4: 3c/9 and 9c/27:
EDIT5: P9, P21, P22, P38:

EDIT6: I apgsearched this rule using a different name: https://catagolue.hatsya.com/census/x2x1xmvs (Because the old name was occupied by the old version of this rule, I don't want to see a census containing hauls from two different rules.)

36c/72 puffer:
Awesome!
Also, probably a good choice for the different name
All the oscillators still work from the old version, but a few of the old spaceships don't survive the new condition (most do though)

I'm really trying to find a predecessor of the p8 spaceship so it can be easier to find a gun by hand... I don't have any search programs that I can run

EDIT: One of those spaceships reminds me of an Eater of Souls from Terraria...
Screen recording 2026-10-02 8.58.42 AM.gif
Screen recording 2026-10-02 8.58.42 AM.gif (326.17 KiB) Viewed 559 times
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
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TheWayOfTheCon
Posts: 393
Joined: March 28th, 2025, 11:40 pm
Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

A murderer block placed in the right spot parallel to a replicator will cleanly destroy the one closest to it.

Code: Select all

x = 6, y = 17, rule = MVS
2.2C$2.2C11$2.2A$.4A$2A2.2A$.4A$2.2A!
This can be used to make a replicator capped in one direction, or an infinite series of oscillators.

Code: Select all

x = 113, y = 6, rule = MVS
14.A11.A11.A11.A11.A11.A11.A11.A$13.3A9.3A9.3A9.3A9.3A9.3A9.3A9.3A$2C
10.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A10.2C$2C10.2A
.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A10.2C$13.3A9.3A9.
3A9.3A9.3A9.3A9.3A9.3A$14.A11.A11.A11.A11.A11.A11.A11.A!
I think with the sparks of this replicator and this reaction it might be possible to make a gun using it.

EDIT: Random p504 made from two perpandicular replicators and their murderer blocks to stabilize them. It just so happens that when they meet they create a clean reaction. The fact that the reaction is the same each time means that gunning this could be easier than I thought.

Code: Select all

x = 90, y = 93, rule = MVS
14.A$13.3A$2C10.2A.2A$2C10.2A.2A$13.3A$14.A71$86.2A$85.4A$84.2A2.2A$85.
4A$86.2A11$86.2C$86.2C!
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

TheWayOfTheCon wrote: October 2nd, 2026, 10:42 am
I think with the sparks of this replicator and this reaction it might be possible to make a gun using it.

EDIT: Random p504 made from two perpandicular replicators and their murderer blocks to stabilize them. It just so happens that when they meet they create a clean reaction. The fact that the reaction is the same each time means that gunning this could be easier than I thought.

Code: Select all

x = 90, y = 93, rule = MVS
14.A$13.3A$2C10.2A.2A$2C10.2A.2A$13.3A$14.A71$86.2A$85.4A$84.2A2.2A$85.
4A$86.2A11$86.2C$86.2C!
Yeah, replicators are probably the winning candidate for any guns, however the hard part is finding a reasonably simple or easy-to-make predecessor to a spaceship such that it can be created by a reaction between two oscillators (one of which is probably a replicator capped by two murder-blocks)
EDIT: Since FWKnightship's new censuses found a ton of the p8 spaceships from soups, each one of those soups has a naturally created predecessor (and most likely contain a reaction between two patterns that create it) of that spaceship, which is probably going to prove very useful.
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
TheWayOfTheCon
Posts: 393
Joined: March 28th, 2025, 11:40 pm
Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

derbil0 wrote: October 2nd, 2026, 12:36 pm Yeah, replicators are probably the winning candidate for any guns, however the hard part is finding a reasonably simple or easy-to-make predecessor to a spaceship such that it can be created by a reaction between two oscillators (one of which is probably a replicator capped by two murder-blocks)
I think the best approach is taking single replicators, collide them, and see what's produced in the ash, and if something promising is found, we can cap the replicators on one end to hopefully make the collisions periodic.
derbil0 wrote: October 2nd, 2026, 12:36 pm EDIT: Since FWKnightship's new censuses found a ton of the p8 spaceships from soups, each one of those soups has a naturally created predecessor (and most likely contain a reaction between two patterns that create it) of that spaceship, which is probably going to prove very useful.
I'm also doing a C1_spaceinvaders search with the updated rule table on my computer, that small 2c/8 and the corderized replicator seem to occur at roughly the same frequency (as of writing this, p8 has occured 30 times, cord-rep 32). Because of this I would aim for making the 2c/8 spaceship, because it's smaller and wont need multiple parts to it.

Oh, and while there are several tempting oscillators not entirely based on the replicator that have been found on Catagolue, I personally will put my focus on the infinite series.

Code: Select all

x = 124, y = 91, rule = MVS
4.2A$3.4A$4.2A$.A6.A$.A6.A31.2A29.2A$.A6.A31.AB29.BA$4.2A$3.A2.A43.3A
7.3A$3.B2AB43.3A7.3A$2.BA2BAB$40.AB29.BA$40.2A29.2A9$3.4A$2.2A2B2A$2.
AB2.BA$2.2A2C2A$2.BA2.AB4$3A4.3A2$4.2A$4.2A$4.2A103.A$109.A$109.A2$111.
3A$111.3A$49.2C11.2C$49.2C11.2C$101.3A5.2A$50.A11.A46.2A$49.3A9.3A41.
2A11.2A$38.2C8.2A.2A7.2A.2A8.2C30.2A11.2A$38.2C8.2A.2A7.2A.2A8.2C30.2A
11.2A$49.3A9.3A50.2A$50.A11.A51.2A5.3A2$49.2C11.2C$49.2C11.2C47.3A$111.
3A2$115.A$115.A$115.A2$3.2C$3.2C13$3.2A$2.A2BA$.AB2CBA$2.A2BA38.2B23.
2B$3.2A39.2B23.2B2$2.4A44.3A9.3A$.2A2B2A43.3A9.3A$.AB2.BA$.2A2B2A$2.4A
43.A15.A3$49.A15.A3$50.3A9.3A$50.3A9.3A2$44.2B23.2B$44.2B23.2B!
EDIT: Period-27 puffer from FWKnightship's hauls, unethically corderized.

Code: Select all

x = 14, y = 26, rule = MVS
4.A$4.A$4.A$3A$ABA$ABA3.A$3A2.3A$4.A.2CA3.2A$4.A2.A.A2.2A$6.A2.BA$7.A
.A$8.A3$8.A$7.A.A$6.A2.BA$4.A2.A.A2.2A$4.A.2CA3.2A$3A2.3A$ABA3.A$ABA$
3A$4.A$4.A$4.A!

Code: Select all

x = 83, y = 62, rule = MVS
20.A52.4A$20.A37.3A11.2A2BA$20.A35.A.A.A.A9.A3.A$17.A5.A31.4A.4A4.4A4.
A$16.A.A3.A.A4.2A5.2A16.2A.2A.2A.2A3.ACBA4.A4.2A$16.A.A3.A.A4.2A5.2A16.
2A.2A.2A.2A3.ACBA4.A4.2A$17.A5.A31.4A.4A4.4A4.A$20.A35.A.A.A.A9.A3.A$
20.A37.3A11.2A2BA$20.A52.4A4$24.A35.A$14.3A7.A35.A$24.A35.A3$4.A$4.A$
4.A$3A$ABA$ABA3.A$3A2.3A$4.A.2CA3.2A$4.A2.A.A2.2A$6.A2.BA$7.A.A$8.A3$
8.A$7.A.A$6.A2.BA$4.A2.A.A2.2A$4.A.2CA3.2A$3A2.3A$ABA3.A$ABA$3A$4.A$4.
A$4.A3$24.A35.A$14.3A7.A35.A$24.A35.A4$20.A52.4A$20.A37.3A11.2A2BA$20.
A35.A.A.A.A9.A3.A$17.A5.A31.4A.4A4.4A4.A$16.A.A3.A.A4.2A5.2A16.2A.2A.
2A.2A3.ACBA4.A4.2A$16.A.A3.A.A4.2A5.2A16.2A.2A.2A.2A3.ACBA4.A4.2A$17.
A5.A31.4A.4A4.4A4.A$20.A35.A.A.A.A9.A3.A$20.A37.3A11.2A2BA$20.A52.4A!
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

TheWayOfTheCon wrote: October 2nd, 2026, 1:07 pm I think the best approach is taking single replicators, collide them, and see what's produced in the ash, and if something promising is found, we can cap the replicators on one end to hopefully make the collisions periodic.
Hold on, I found a good candidate: a capped replicator that emits another replicator perpendicular to it every 720 generations, that could be added to in some way such that it creates p36 spaceships:

Code: Select all

x = 142, y = 26, rule = MVS
6$129.2C$129.2C2$17.3A45.3A64.2C$132.2C$15.A5.A41.A5.A$4.2C8.3A3.3A39.
3A3.3A61.2C$4.2C8.3A3.3A39.3A3.3A61.2C$15.A5.A41.A5.A$132.2C$17.3A45.
3A64.2C2$129.2C$129.2C!
The issue with the replicator alone is that it destroys itself because the replicators it produces are not being converted to spaceships, so they will still replicate in both directions and so collide with the original replicator. To convert a replicator into a spaceship, a block needs to be placed behind it, as such:

Code: Select all

x = 130, y = 83, rule = MVS
4.7C15.7C2.7C3.4C$7.C24.C8.C2.C4.C$7.C8.5C11.C8.C2.C4.C$7.C23.C8.C3.C
4.C$7.C23.C8.C4.4C$7.C8.5C9.C8.C4.C4.C$7.C22.C8.C4.C4.C$7.C21.C8.C5.C
4.C$7.C21.C8.C6.4C21$110.2A$109.4A$108.2A2.2A$109.4A$110.2A7$110.2A$110.
2A8$125.2C$125.2C$19.3A9.3A9.3A9.3A9.3A9.3A$17.3AB3A5.3AB3A5.3AB3A5.3A
B3A5.3AB3A5.3AB3A44.2C$15.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A.3A.
A.A.3A.3A.A.A.3A42.2C$15.AC2.C.C2.C3AC2.C.C2.C3AC2.C.C2.C3AC2.C.C2.C3A
C2.C.C2.C3AC2.C.C2.CA$2C12.2A9.3C9.3C9.3C9.3C9.3C9.2A41.2C$2C12.2A9.3C
9.3C9.3C9.3C9.3C9.2A41.2C$15.AC2.C.C2.C3AC2.C.C2.C3AC2.C.C2.C3AC2.C.C
2.C3AC2.C.C2.C3AC2.C.C2.CA$15.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A
.3A.A.A.3A.3A.A.A.3A42.2C$17.3AB3A5.3AB3A5.3AB3A5.3AB3A5.3AB3A5.3AB3A
44.2C$19.3A9.3A9.3A9.3A9.3A9.3A$125.2C$125.2C8$110.2A$110.2A7$110.2A$
109.4A$108.2A2.2A$109.4A$110.2A!
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
TheWayOfTheCon
Posts: 393
Joined: March 28th, 2025, 11:40 pm
Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

derbil0 wrote: October 2nd, 2026, 3:03 pm
Hold on, I found a good candidate: a capped replicator that emits another replicator perpendicular to it every 720 generations, that could be added to in some way such that it creates p36 spaceships:

The issue with the replicator alone is that it destroys itself because the replicators it produces are not being converted to spaceships, so they will still replicate in both directions and so collide with the original replicator. To convert a replicator into a spaceship, a block needs to be placed behind it, as such:

Code: Select all

x = 130, y = 83, rule = MVS
4.7C15.7C2.7C3.4C$7.C24.C8.C2.C4.C$7.C8.5C11.C8.C2.C4.C$7.C23.C8.C3.C
4.C$7.C23.C8.C4.4C$7.C8.5C9.C8.C4.C4.C$7.C22.C8.C4.C4.C$7.C21.C8.C5.C
4.C$7.C21.C8.C6.4C21$110.2A$109.4A$108.2A2.2A$109.4A$110.2A7$110.2A$110.
2A8$125.2C$125.2C$19.3A9.3A9.3A9.3A9.3A9.3A$17.3AB3A5.3AB3A5.3AB3A5.3A
B3A5.3AB3A5.3AB3A44.2C$15.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A.3A.
A.A.3A.3A.A.A.3A42.2C$15.AC2.C.C2.C3AC2.C.C2.C3AC2.C.C2.C3AC2.C.C2.C3A
C2.C.C2.C3AC2.C.C2.CA$2C12.2A9.3C9.3C9.3C9.3C9.3C9.2A41.2C$2C12.2A9.3C
9.3C9.3C9.3C9.3C9.2A41.2C$15.AC2.C.C2.C3AC2.C.C2.C3AC2.C.C2.C3AC2.C.C
2.C3AC2.C.C2.C3AC2.C.C2.CA$15.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A.3A.A.A.3A
.3A.A.A.3A.3A.A.A.3A42.2C$17.3AB3A5.3AB3A5.3AB3A5.3AB3A5.3AB3A5.3AB3A
44.2C$19.3A9.3A9.3A9.3A9.3A9.3A$125.2C$125.2C8$110.2A$110.2A7$110.2A$
109.4A$108.2A2.2A$109.4A$110.2A!
Here are several promising reactions I quickly found where a block is quickly made by two replicators without influencing them.

Code: Select all

x = 34, y = 160, rule = MVS
7.3A2$5.A5.A$5.A5.A20.A$5.A5.A19.A.A$5.A5.A19.A.A$32.A$7.3A30$7.3A2$5.
A5.A$5.A5.A$5.A5.A20.A$5.A5.A19.A.A$31.A.A$7.3A22.A35$6.3A$6.ABA$6.AB
A$6.3A22.A$30.A.A$30.A.A$31.A30$5.A$3.5A$3.AC.CA$2.2A3.2A$2.2A3.2A$3.
AC.CA21.A$3.5A20.A.A$5.A22.A.A$29.A27$4.A$4.A$4.A2$3A3.3A$3A3.3A$28.A
$4.A22.A.A$4.A22.A.A$4.A23.A!
And as a bonus; a reaction I found that almost makes the 2c/8, very unlikely that this can be fixed.

Code: Select all

x = 29, y = 11, rule = MVS
3.A$.5A$.AC.CA$2A3.2A$2A3.2A$.AC.CA$.5A$3.A23.A$26.A.A$26.A.A$27.A!
#C [[ STOP 41 ]]
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
User avatar
EvinZL
Posts: 1085
Joined: November 8th, 2018, 4:15 pm
Location: here

Re: Murderers VS Sheriffs (MVS)

Post by EvinZL »

poorly built gun:

Code: Select all

x = 293, y = 53, rule = MVS
73.3A45.3A52.A11.A11.A11.A$174.B3AB7.B3AB7.B3AB7.B3AB$71.A5.A41.A5.A
48.2A.2A7.2A.2A7.2A.2A7.2A.2A$2C69.A5.A41.A5.A47.A.A.A.A5.A.A.A.A5.A.
A.A.A5.A.A.A.A$2C69.A5.A41.A5.A50.A11.A11.A11.A$71.A5.A41.A5.A44.A47.
A$169.ABA45.ABA71.2C$73.3A45.3A45.ABA45.ABA71.2C$170.A47.A$176.A11.A
11.A11.A$173.A.A.A.A5.A.A.A.A5.A.A.A.A5.A.A.A.A$174.2A.2A7.2A.2A7.2A.
2A7.2A.2A$174.B3AB7.B3AB7.B3AB7.B3AB$176.A11.A11.A11.A11$130.2C$130.
2C$146.A23.A23.A23.A$127.2C17.A23.A23.A23.A$127.2C17.A23.A23.A23.A$
142.3A3.3A15.3A3.3A15.3A3.3A15.3A3.3A$127.2C13.ABA3.ABA15.ABA3.ABA15.
ABA3.ABA15.ABA3.ABA56.2C$127.2C13.ABA3.ABA15.ABA3.ABA15.ABA3.ABA15.AB
A3.ABA56.2C$142.3A3.3A15.3A3.3A15.3A3.3A15.3A3.3A$127.2C17.A23.A23.A
23.A$127.2C17.A23.A23.A23.A$146.A23.A23.A23.A$130.2C$130.2C6$180.A23.
A$180.A23.A$180.A23.A$177.A5.A17.A5.A$176.A.A3.A.A15.A.A3.A.A80.2C$
176.A.A3.A.A15.A.A3.A.A80.2C$177.A5.A17.A5.A$180.A23.A$180.A23.A$180.
A23.A!
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

EvinZL wrote: October 2nd, 2026, 4:26 pm poorly built gun:

Code: Select all

x = 293, y = 53, rule = MVS
73.3A45.3A52.A11.A11.A11.A$174.B3AB7.B3AB7.B3AB7.B3AB$71.A5.A41.A5.A
48.2A.2A7.2A.2A7.2A.2A7.2A.2A$2C69.A5.A41.A5.A47.A.A.A.A5.A.A.A.A5.A.
A.A.A5.A.A.A.A$2C69.A5.A41.A5.A50.A11.A11.A11.A$71.A5.A41.A5.A44.A47.
A$169.ABA45.ABA71.2C$73.3A45.3A45.ABA45.ABA71.2C$170.A47.A$176.A11.A
11.A11.A$173.A.A.A.A5.A.A.A.A5.A.A.A.A5.A.A.A.A$174.2A.2A7.2A.2A7.2A.
2A7.2A.2A$174.B3AB7.B3AB7.B3AB7.B3AB$176.A11.A11.A11.A11$130.2C$130.
2C$146.A23.A23.A23.A$127.2C17.A23.A23.A23.A$127.2C17.A23.A23.A23.A$
142.3A3.3A15.3A3.3A15.3A3.3A15.3A3.3A$127.2C13.ABA3.ABA15.ABA3.ABA15.
ABA3.ABA15.ABA3.ABA56.2C$127.2C13.ABA3.ABA15.ABA3.ABA15.ABA3.ABA15.AB
A3.ABA56.2C$142.3A3.3A15.3A3.3A15.3A3.3A15.3A3.3A$127.2C17.A23.A23.A
23.A$127.2C17.A23.A23.A23.A$146.A23.A23.A23.A$130.2C$130.2C6$180.A23.
A$180.A23.A$180.A23.A$177.A5.A17.A5.A$176.A.A3.A.A15.A.A3.A.A80.2C$
176.A.A3.A.A15.A.A3.A.A80.2C$177.A5.A17.A5.A$180.A23.A$180.A23.A$180.
A23.A!
Amazing!!!
Doesn't really look poorly built to me, about as compact and efficient as the Gosper glider gun in comparison to the gliders themselves
Last edited by derbil0 on October 2nd, 2026, 4:59 pm, edited 1 time in total.
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
TheWayOfTheCon
Posts: 393
Joined: March 28th, 2025, 11:40 pm
Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

EvinZL wrote: October 2nd, 2026, 4:26 pm poorly built gun:

Code: Select all

x = 293, y = 53, rule = MVS
73.3A45.3A52.A11.A11.A11.A$174.B3AB7.B3AB7.B3AB7.B3AB$71.A5.A41.A5.A
48.2A.2A7.2A.2A7.2A.2A7.2A.2A$2C69.A5.A41.A5.A47.A.A.A.A5.A.A.A.A5.A.
A.A.A5.A.A.A.A$2C69.A5.A41.A5.A50.A11.A11.A11.A$71.A5.A41.A5.A44.A47.
A$169.ABA45.ABA71.2C$73.3A45.3A45.ABA45.ABA71.2C$170.A47.A$176.A11.A
11.A11.A$173.A.A.A.A5.A.A.A.A5.A.A.A.A5.A.A.A.A$174.2A.2A7.2A.2A7.2A.
2A7.2A.2A$174.B3AB7.B3AB7.B3AB7.B3AB$176.A11.A11.A11.A11$130.2C$130.
2C$146.A23.A23.A23.A$127.2C17.A23.A23.A23.A$127.2C17.A23.A23.A23.A$
142.3A3.3A15.3A3.3A15.3A3.3A15.3A3.3A$127.2C13.ABA3.ABA15.ABA3.ABA15.
ABA3.ABA15.ABA3.ABA56.2C$127.2C13.ABA3.ABA15.ABA3.ABA15.ABA3.ABA15.AB
A3.ABA56.2C$142.3A3.3A15.3A3.3A15.3A3.3A15.3A3.3A$127.2C17.A23.A23.A
23.A$127.2C17.A23.A23.A23.A$146.A23.A23.A23.A$130.2C$130.2C6$180.A23.
A$180.A23.A$180.A23.A$177.A5.A17.A5.A$176.A.A3.A.A15.A.A3.A.A80.2C$
176.A.A3.A.A15.A.A3.A.A80.2C$177.A5.A17.A5.A$180.A23.A$180.A23.A$180.
A23.A!
A gun is better than no gun.
derbil0 wrote: October 2nd, 2026, 4:56 pm Amazing!!!
Doesn't really look poorly built to me, about as compact and efficient as the Gosper glider gun in comparison to the gliders themselves
I think the only thing to improve with that gun would be the period. Most of the components oscillate at period 288, and the gun is period-288. I think it's possible to squeeze some time out and construct a period-144 gun.

Apparently my C1_spaceinvaders search picked up a p54 natural puffer corderization.

Code: Select all

x = 30, y = 35, rule = MVS
14.3A3.A8.A$13.2AC2A11.A$14.AB2A11.A$15.2A$20.A5$14.A$14.A12.3A$14.A$23.4A$
23.A2BA$23.4A3$.A$.A$.A11.3A6$3A$3A$AC3A$BAB2A$2.2BA4.A$2.2A5.A$9.A$5.2A$4.4A
$5.2A!
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
User avatar
FWKnightship
Posts: 1774
Joined: June 23rd, 2019, 3:10 am
Location: Hey,wait!! Where am I!? Help! Somebody help!I'm lost!!

Re: Murderers VS Sheriffs (MVS)

Post by FWKnightship »

P73 (the replcator was rephased):

Code: Select all

x = 37, y = 10, rule = MVS
4.2C$4.2C15.3A2$19.A5.A$2C17.A5.A9.2C$2C17.A5.A9.2C$19.A5.A2$4.2C15.
3A$4.2C!
EDIT: Stable replicator track:

Code: Select all

x = 403, y = 403, rule = MVS
234.2C.2C.2C$234.2C.2C.2C2$231.2C10.2C$164.2C65.2C10.2C$164.2C7$149.
2C$149.2C2$146.2C$146.2C2$146.2C103.2C$146.2C103.2C2$146.2C$146.2C2$
149.2C$149.2C48$307.2C.2C.2C$307.2C.2C.2C2$304.2C10.2C$91.2C211.2C10.
2C$91.2C6$237.2A$76.2C144.2C12.A2.A$76.2C144.2C13.2A2$73.2C144.2C$73.
2C144.2C2$73.2C103.2C39.2C103.2C$73.2C103.2C39.2C103.2C2$73.2C144.2C$
73.2C144.2C2$76.2C144.2C13.2A$76.2C144.2C12.A2.A$237.2A6$237.2C$158.
2C10.2C65.2C$158.2C10.2C2$161.2C.2C.2C$161.2C.2C.2C36$380.2C.2C.2C$
380.2C.2C.2C2$377.2C10.2C$18.2C357.2C10.2C$18.2C7$3.2C290.2C$3.2C290.
2C2$2C290.2C$2C290.2C2$2C103.2C185.2C103.2C$2C103.2C185.2C103.2C2$2C
290.2C$2C290.2C2$3.2C290.2C$3.2C290.2C7$310.2C$85.2C10.2C211.2C$85.2C
10.2C2$88.2C.2C.2C$88.2C.2C.2C36$307.2C.2C.2C$307.2C.2C.2C2$304.2C10.
2C$91.2C211.2C10.2C$91.2C7$106.2C290.2C$106.2C290.2C2$109.2C290.2C$
109.2C290.2C2$4.2C103.2C185.2C103.2C$4.2C103.2C185.2C103.2C2$109.2C
290.2C$109.2C290.2C2$106.2C290.2C$106.2C290.2C7$383.2C$12.2C10.2C357.
2C$12.2C10.2C2$15.2C.2C.2C$15.2C.2C.2C36$234.2C.2C.2C$234.2C.2C.2C2$
231.2C10.2C$164.2C65.2C10.2C$164.2C7$179.2C144.2C$179.2C144.2C2$182.
2C144.2C$182.2C144.2C2$77.2C103.2C39.2C103.2C$77.2C103.2C39.2C103.2C
2$182.2C144.2C$182.2C144.2C2$179.2C144.2C$179.2C144.2C7$310.2C$85.2C
10.2C211.2C$85.2C10.2C2$88.2C.2C.2C$88.2C.2C.2C48$252.2C$252.2C2$255.
2C$255.2C2$150.2C103.2C$150.2C103.2C2$255.2C$255.2C2$252.2C$252.2C7$
237.2C$158.2C10.2C65.2C$158.2C10.2C2$161.2C.2C.2C$161.2C.2C.2C!
How can I make so many wonderful patterns and rules?
Because I'm interested in them, and willing to devote a lot of time to them.
User avatar
TheWayOfTheCon
Posts: 393
Joined: March 28th, 2025, 11:40 pm
Location: Always moving, always traveling through time

Re: Murderers VS Sheriffs (MVS)

Post by TheWayOfTheCon »

What I hope is a smaller replicator rake/quadratic growth.

Code: Select all

x = 75, y = 17, rule = MVS
49.2A17.2A$6.2A17.2A21.4A15.4A$5.A2.A15.A2.A19.2A2.2A13.2A2.2A$6.2A17.
2A21.4A15.4A$46.5A17.5A$2.3A23.3A15.A25.A$46.A25.A2$10.A11.A2$A3.A7.A
7.A7.A3.A$11.AB2A3.2ABA$10.AB2CA3.A2CBA35.3A$2.A7.AB2.2A.2A2.BA7.A27.
3A$2.A7.AB2CA3.A2CBA7.A13.3A11.3A11.3A$2.A8.AB2A3.2ABA8.A$12.A7.A!
I could've chose a better username, but oh well.

I think I've learned the ropes of cellular automata. My current interest is range-two LTLs.
User avatar
FWKnightship
Posts: 1774
Joined: June 23rd, 2019, 3:10 am
Location: Hey,wait!! Where am I!? Help! Somebody help!I'm lost!!

Re: Murderers VS Sheriffs (MVS)

Post by FWKnightship »

6c/54 and smaller 12c/108:

Code: Select all

x = 130, y = 62, rule = MVS
2.3C10.3C26.3C10.3C63.C$.2C.2C8.2C.2C24.2C.2C8.2C.2C60.5C$2C.C.2C6.2C
.C.2C22.2C.C.2C6.2C.C.2C58.2C3.2C$C5.C6.C5.C22.C5.C6.C5.C58.2C3.2C$
121.C3.C3$50.4A2$48.A6.A70.A$48.A6.A$48.A6.A2$50.4A70.A$124.A4.A$8.4A
116.A$126.A$6.A6.A$6.A6.A$6.A6.A2$8.4A8.C.C$17.9C$17.3C3.3C$18.C5.C4$
122.4A$63.3C10.3C$62.2C.2C8.2C.2C40.A6.A$12.2A47.2C.C.2C6.2C.C.2C39.A
6.A$12.2A47.C5.C6.C5.C39.A6.A2$122.4A10$51.4A14.4A2$49.A6.A10.A6.A$
49.A6.A10.A6.A$49.A6.A10.A6.A2$51.4A14.4A2$123.2A$123.2A6$123.2A$55.
2A10.2A54.2A$55.2A10.2A!
EDIT: Smaller and faster gun:

Code: Select all

x = 146, y = 72, rule = MVS
74.2A$73.4A$74.2A$71.A6.A$71.A6.A$71.A6.A$74.2A$73.4A$74.2A5$74.2A$
74.2A6$74.2A$74.2A26$19.3A9.3A$74.2A$17.A5.A5.A5.A37.4A41.3A$2C15.A5.
A5.A5.A38.2A$2C15.A5.A5.A5.A35.A6.A37.A5.A$17.A5.A5.A5.A35.A6.A36.3A
3.3A20.2C$71.A6.A36.3A3.3A20.2C$19.3A9.3A40.2A40.A5.A$73.4A$74.2A42.
3A5$74.2A$74.2A$62.2C29.3A$62.2C$91.A5.A$91.A5.A45.2C$64.2C25.A5.A45.
2C$64.2C25.A5.A2$68.2C23.3A$68.2C!
EDIT2: 6c/71 engine:

Code: Select all

x = 16, y = 16, rule = MVS
6.2A$6.2A10$2.2A8.2A$.4A6.4A$2A2.2A4.2A2.2A$.4A6.4A$2.2A8.2A!
EDIT3: P122:

Code: Select all

x = 22, y = 14, rule = MVS
8.2C2.2C$8.2C2.2C$2.2C14.2C$2.2C14.2C3$2C.3A14.2C$2C.3A14.2C3$2.2C14.
2C$2.2C14.2C$8.2C2.2C$8.2C2.2C!
EDIT4: If you think use murderers to block the replicator is too cruel, you can use sheriffs instead.

Code: Select all

x = 18, y = 4, rule = MVS
15.3A$2B13.A.A$2B13.A.A$15.3A!
How can I make so many wonderful patterns and rules?
Because I'm interested in them, and willing to devote a lot of time to them.
User avatar
FWKnightship
Posts: 1774
Joined: June 23rd, 2019, 3:10 am
Location: Hey,wait!! Where am I!? Help! Somebody help!I'm lost!!

Re: Murderers VS Sheriffs (MVS)

Post by FWKnightship »

Oscillator collection (Some oscillators from B35/S23 and B35/S34 are also included):

Code: Select all

x = 721, y = 800, rule = MVS
12.A2.A2.A635.A5.A2.A2.A5.A2.A2.A18.2C2.2C$604.3B10.3B77.2C2.2C$422.A
2.A2.A5.A2.A2.A164.3B8.3B72.2C14.2C$18.A440.B.B20.2C51.2B24.2C91.A11.
A11.A12.2C14.2C$152.C42.C17.C14.C.C11.2C2.2C212.2B20.2C51.2B24.2C14.
2C8.2C$30.A12.B12.B25.2B14.B11.C28.C12.C14.2C14.C12.2C13.2C.2C13.C13.
4C181.A5.A24.2B42.2C22.3B5.2B21.BA17.2C3.2C3.2C$12.A2.A2.A11.A12.B12.
2B11.2C11.B13.2B13.2C10.3C11.C.C12.3C12.C.2C10.2C13.C14.C3.C11.2C.2C
271.2C22.3B28.3A21.2C70.A5.A2.A2.A5.A2.A2.A10.2C14.3A.2C$30.A12.B12.
2B12.2C13.B12.2B11.C13.C11.C.C14.C12.2C14.2C14.A11.2C.2C13.C14.2A217.
B43.2A69.3A4.3A19.B2.B2.B2.B72.2C14.3A.2C$57.B26.2B11.B27.C13.C14.C
27.C15.2A13.C14.C.C13.2A176.A2.A2.A5.A2.A2.A15.2B4.2B20.AB2A18.3A4.2A
63.A8.A19.B2.B2.B2.B$12.A443.B27.B3A18.3A4.2A63.2A6.2A19.B2.B2.B2.B
37.A5.A11.A$507.2A44.BA136.2C14.2C$422.A11.A5.A18.2B42.2C31.3B14.2A
136.2C14.2C$12.A2.A2.A439.2B28.2C13.2C24.2B5.3B15.A99.A5.A2.A2.A5.A2.
A2.A18.2C2.2C$458.B.B27.2C39.2B20.2C144.2C2.2C$422.A2.A2.A5.A2.A2.A
88.2B20.2C52.3B8.3B$604.3B10.3B18$12.A2.A2.A3$18.A59.B.B19.2B15.C14.
2C4.2C514.A5.A5.A5.A2.A2.A10.2B21.2B$62.C15.B17.2B.B2.B13.3C13.2C4.2C
282.A2.A2.A5.A2.A2.A248.B.B19.B.B$44.2A16.C15.B.B.3B11.2B.B2.B12.C.C.
C15.2A320.2C19.C12.C198.2B19.2B$12.A2.A2.A10.2A.2B10.2A2B2A12.2C.2A
13.B.B17.2B12.3C.3C13.A2.A319.2C19.2C10.2C162.A5.A5.A11.A$29.2A.2B14.
2A12.2C.2A15.B13.2B17.C.C.C15.2A291.A5.A5.A38.C10.C$62.C14.3B15.B2.B.
2B14.3C13.2C4.2C316.A$18.A43.C32.B2.B.2B15.C14.2C4.2C311.2C3.B20.3A
10.3A161.A5.A2.A2.A5.A2.A2.A18.B7.B$96.2B324.A2.A2.A5.A2.A2.A10.2C24.
ABA10.ABA205.B5.B$458.2A.2C14.3A10.3A203.B.B5.B.B$12.A2.A2.A439.2A.2C
191.A11.A5.A26.B3.B$422.A11.A5.A17.A20.C10.C207.2B3.2B$478.2C10.2C
198.2B19.2B$455.2C21.C12.C162.A11.A5.A2.A2.A10.B.B19.B.B$422.A2.A2.A
5.A2.A2.A14.2C232.2B21.2B17$12.A5.A$304.B41.2B5.2B$284.B19.B40.B2.B3.
B2.B$12.A5.A265.2B18.2B38.B4.B.B4.B16.4B$82.2B45.2B20.B5.B30.2A2.2A
28.2C2.A2.2C10.2A3.2A10.3B4.2B17.B20.2B16.B.2B.2B.B13.B3.B.B3.B11.B2.
B.B4.B.B2.B$31.B3.B12.2A13.2C2.B13.B2.B13.2B13.B.B14.B.B2.2B13.B.2B.
2B.B29.BA2.AB12.2C.C12.2C2.A2.2C10.2A3.2A13.2B2.B21.3B10.3B3.B15.B.B.
B.B.B.B12.B3.B.B3.B11.7B2.7B78.2B$12.A2.A2.A12.2B.2B12.A.B.A10.2C.2B
12.B4.B10.2A.B11.B3.B.2B11.B.B2.B.B11.B4.B4.B10.2A4.2A11.B2.B11.2C.C
2.2C14.A17.C14.B.3B.3B.B12.B5.B13.2B4.2B11.B4.B.B4.B15.B.B109.2B$31.B
3.B15.2A14.B12.B4.B10.2A2.A10.2B.B3.B12.2B2.B.B11.B4.B4.B10.2A4B2A10.
B4.B12.2C.C16.A15.2C.2C16.B2.2B13.3B19.2B2.3B11.B4.B.B4.B15.B.B15.7B
2.7B$81.B2.B14.2A13.B.B20.2B11.B.2B.2B.B14.2B14.B2.B33.A16.3C16.2B4.
3B15.B19.B2.B12.B.B.B.B.B.B12.B3.B.B3.B11.B2.B.B4.B.B2.B311.2C$18.A
63.2B67.B5.B32.2B93.2B18.2B16.B.2B.2B.B13.B3.B.B3.B17.4B317.2C$286.B
18.3B36.B4.B.B4.B102.B$345.B2.B3.B2.B66.A2.A2.A5.A2.A2.A18.B249.2C$
18.A327.2B5.2B104.B9.3B237.2C$460.B2.B4.B$428.A5.A5.A20.2B4.B7.2B$
467.B7.2B218.2A8.2A$468.B179.A2.A2.A11.A5.A2.A2.A15.A2.A6.A2.A$422.A
2.A2.A5.A2.A2.A254.2A8.2A$460.B$452.2B7.B186.A17.A5.A5.A$422.A17.A11.
2B7.B4.2B$460.B4.B2.B$457.3B9.B178.A2.A2.A11.A5.A5.A39.3A$422.A2.A2.A
5.A2.A2.A28.B$469.B$654.A11.A5.A5.A2$695.2A8.2A$466.2B180.A2.A2.A11.A
5.A2.A2.A15.A2.A6.A2.A$466.2B227.2A8.2A3$709.2C$274.2B433.2C$274.2B$
694.2C$12.A2.A2.A675.2C$273.3B$145.2A77.3B.3B23.C17.B$12.A132.2A15.B
6.B15.2A14.2A5.2A15.2B.2B20.6C15.B3.3B25.C2.C$30.2A13.2A55.2C20.3B17.
B2.B13.B.B4.B.B14.2A14.2A5.2A11.3B7.3B15.C2.2C.C11.2B2.B2.B2.B20.C.C
3.2C3.C.C$30.2A13.AB14.2C6.2C11.B7.B11.2C4.2C33.B4.B13.B.B2.B.B11.2C
6.2C13.3C14.B4.B.B4.B14.C2.C3.C11.2B2.B.B4.2B17.2C2.2C4.2C2.2C$12.A2.
A2.A15.A14.2A10.2C.4B.2C10.B2.2A.2A2.B13.B2.2C10.2A.B3.B.2A11.B2.2B2.
B13.B4.B12.2C6.2C12.2C.2C18.B.B21.2C21.B5.B17.2C3.C4.C3.2C$29.B2.B2A
11.A.B2A30.B2.2A.2A2.B12.2B14.2A.B3.B.2A12.B4.B35.4B16.3C19.B.B17.C3.
C2.C19.2B4.B.B2.2B11.2C3.C4.C3.2C$29.2B15.2A34.B7.B14.B38.B2.B14.B6.B
14.B2.B13.2A5.2A11.B4.B.B4.B12.C.2C2.C22.B2.B2.B2.2B11.2C2.2C4.2C2.2C
$18.A105.3B18.2A15.2B4.2B15.2B14.2A5.2A11.3B7.3B12.6C23.3B3.B16.C.C3.
2C3.C.C$145.2A78.2B.2B17.C32.B22.C2.C$224.3B.3B46.3B$12.A2.A2.A2$277.
2B$277.2B143.A2.A2.A5.A2.A2.A2$456.2C16.2C$428.A5.A5.A16.2C14.2C2$
456.3A14.3A$422.A2.A2.A5.A5.A14.A2.A14.A2.A$456.3A14.3A2$428.A5.A5.A
16.2C14.2C$456.2C16.2C2$422.A2.A2.A5.A2.A2.A10$12.A2.A2.A204.2B$223.
2B.B$227.B$12.A189.C23.B2.B11.3B13.3B$61.2B16.C32.2C4.2C15.2B63.C.C
26.B12.3B.B7.B.3B$44.3C14.3A14.C.C16.B2.2C10.2C4.2C10.BA2.B2.B2.AB10.
C.C.6C.C.C19.C15.2C.C19.B4.B17.7B$12.A2.A2.A10.2AB.B11.C.C11.A4.A12.C
3.C11.2C2.2B.2C13.2A13.2A.B4.B.2A11.C10.C12.C.C.3C2.2C11.2C3.C12.2B5.
B.B21.B3.B$29.2A.2B12.2C11.A4.A12.5C11.2C2.B16.A2.A16.B2.B15.C.C6.C.C
11.2C2.3C.C.C12.C3.2C12.2B3.2B24.B3.B$47.C13.3A14.3C33.A2.A17.2B41.C
20.C.2C44.7B$12.A5.A42.2B53.A41.2C41.C.C14.B.B2.B18.3B.B7.B.3B$201.C
17.B21.3B13.3B$422.A2.A2.A11.A$12.A2.A2.A201.3B230.2C$453.2C$428.A11.
A10.2C$451.2C2.B$454.3B$422.A2.A2.A11.A14.B3$428.A11.A3$422.A2.A2.A
11.A11$12.A2.A2.A3$18.A44.2A3.2A$50.BA11.2A3.2A$29.2A2B14.2A.2A12.B3.
B$18.A10.2A16.A16.B3.B$34.2A28.B3.B$32.2B2A10.BA15.2A3.2A$18.A27.2A
15.2A3.2A$422.A2.A2.A5.A2.A2.A2$18.A432.2C23.B26.2C.2C$428.A11.A10.2C
23.B26.2C.2C$455.B14.2C4.B$455.B15.2C6.B23.2A.2A19.2C19.2C$422.A2.A2.
A5.A2.A2.A14.2B20.B.B22.A5.A19.2C2.3B7.3B2.2C$479.B22.A5.A25.B7.B$
503.2A.2A$428.A5.A95.2C13.2C$474.2C27.2C.2C22.2C13.2C$474.2C2.2B23.2C
.2C$422.A2.A2.A5.A2.A2.A37.2B11$12.A2.A2.A161.B.B$179.B2.B46.3C$178.B
2.B46.C3.C$12.A5.A112.B21.B.B25.B45.2C3.2C$67.4B21.4B12.A2.4C2.A11.4B
2.3B18.B20.B3.B20.2C3.2C19.C3.C$31.B3.B12.2C2.B13.B4.B13.2B.2B5.B12.A
2.C2.C2.A14.2B15.B5.B5.B12.B2.B3.B6.B11.C.2C3.3C17.C.3C.C$12.A2.A2.A
11.2B3.2B11.2C2.2B11.B6.B13.B.B19.A2.4C2.A30.B8.3B2.B11.B2.B3.B6.B14.
C4.2C17.2C3.2C$31.B3.B16.B12.B6.B12.2B.2B5.B36.2B14.B2.3B8.B11.B2.B3.
B6.B13.C.C5.2C15.C.3C.C$66.B.2B.B20.4B16.2C15.4B2.3B11.B5.B5.B15.B3.B
28.3C15.C3.C$12.A5.A112.B22.B26.B29.2C14.2C3.2C$155.B.B20.B2.B46.C3.C
$179.B2.B46.3C190.A2.A2.A5.A2.A2.A$12.A2.A2.A161.B.B273.B11.B20.2C$
456.2B9.2B20.2C$428.A11.A15.B11.B$459.2B3.2B$459.2B3.2B28.A$422.A2.A
2.A5.A2.A2.A43.2C8.A6.2C$484.2C8.A6.2C$459.2B3.2B28.A$428.A11.A18.2B
3.2B$456.B11.B$456.2B9.2B20.2C$422.A2.A2.A5.A2.A2.A15.B11.B20.2C10$
12.A2.A2.A3$12.A5.A26.2C6.2C$31.2A12.2C6.2C$31.2A15.4B$12.A2.A2.A12.B
.B11.2A6.2A$32.B12.2A6.2A$32.3B$18.A30.2C$49.2C2$12.A2.A2.A$422.A2.A
2.A5.A5.A2$451.2A31.2C14.2C$428.A5.A5.A10.2A27.B2.2C16.2C2.B$456.B$
455.B.B20.A3.2A18.2A3.A$422.A2.A2.A5.A2.A2.A17.B19.A4.2A16.2A4.A$457.
B20.A3.2A18.2A3.A2$428.A11.A39.B2.2C16.2C2.B$459.2A23.2C14.2C$459.2A$
422.A2.A2.A11.A8$141.2B$6.A5.A2.A2.A122.2B2$52.2C64.C$6.A5.A5.A34.2C
15.2C10.2C34.C3.2A14.B2.3B$32.2B36.2C10.2C10.2A2.2C2.2A14.2C2.2A20.B$
31.B2.B17.3A18.2A4.2A13.2A.4C.2A14.C.C24.B$6.A5.A5.A10.A6.A14.A2.2A
17.3A2.3A17.2C18.2C14.2B2.B2.2B2.B2.2B$29.2A4.2A15.3A19.2A2.2A38.C.C
13.2B2.B2.2B2.B2.2B$32.2C84.2C2.2A14.B$6.A5.A5.A13.2C19.2C43.2A18.C3.
2A15.B$52.2C44.2A18.C21.3B2.B2$6.A5.A2.A2.A$141.2B$141.2B351.A$494.A$
494.A2$496.3A$422.A2.A2.A5.A2.A2.A55.3A3$428.A5.A23.3A25.3A5.2A$494.
2A$456.A5.A27.2A11.2A$422.A2.A2.A5.A2.A2.A10.2C3.A5.A9.2C16.2A11.2A$
451.2C3.A5.A9.2C16.2A11.2A$456.A5.A36.2A$428.A5.A5.A58.2A5.3A$458.3A
2$422.A2.A2.A5.A2.A2.A55.3A$496.3A2$500.A$500.A$500.A$6.A11.A153.2C$
90.2A4.2A74.4C$90.2A4.2A20.2C49.3C$6.A11.A37.2A10.AB5.BA13.B2.2B2.B
20.2C23.C3.C19.C.C.C3.2C$29.2A6.2A13.C3.AB10.2A5.2A13.B6.B41.4C.3C.4C
15.C8.C$29.BA6.AB12.3C36.B6.B20.2A5.2C11.2C.C7.C.2C13.2C3.C.C.2C$6.A
11.A14.2B17.3C13.2C2.A2.2C13.B6.B13.2C4.A2.A4.2C11.2C.2C5.2C.2C13.2C
9.2C$33.2B18.2C13.2C.A.A.2C13.B6.B13.2C5.2A18.2C.C7.C.2C15.2C.C.C3.2C
$33.2B36.A.A16.B6.B41.4C.3C.4C16.C8.C$6.A11.A31.2A18.2AB2A15.B2.2B2.B
20.2C23.C3.C20.2C3.C.C.C$50.AB38.2A4.2A20.2C53.3C$90.2A4.2A71.4C$6.A
11.A152.2C11$422.A2.A2.A5.A2.A2.A3$428.A11.A3$422.A2.A2.A11.A14.2A.A
8.A.2A$455.4A8.4A$456.A12.A$428.A11.A2$454.2C14.2C$422.A2.A2.A11.A13.
2C14.2C$122.B8.B43.C$6.A5.A2.A2.A102.B.B2.B3.B.B41.2C3.A$120.B.B2.3B
3.B.B40.C3.3A$97.2C5.2C13.B.B3.B6.B.B14.6C22.A$6.A11.A78.2C5.2C14.B
12.B15.2C2.2C17.A9.2C$52.4B16.C.C3.C.C13.2A11.2A62.2A10.2C$32.4B35.C.
C5.C.C12.5A5.5A12.2B24.C2.C2.C2.C15.A$6.A5.A2.A2.A10.2A2.2B2.2A10.2C
6.2C11.C.2C5.2C.C11.B4.A3.A4.B11.2B10.B13.C2.C4.C2.C15.A7.A$29.2A6.2A
10.2C6.2C11.C.2C5.2C.C11.5A5.5A12.B10.2B12.C2.C4.C2.C24.A$31.2B2.2B
33.4C5.4C11.2A11.2A22.2B14.C2.C2.C2.C13.2C10.2A$6.A5.A39.4B17.C5.C17.
2C5.2C65.2C9.A$73.C5.C17.2C5.2C14.B12.B15.2C2.2C22.A$119.B.B6.B3.B.B
14.6C19.3A3.C$6.A5.A2.A2.A101.B.B3.3B2.B.B41.A3.2C$121.B.B3.B2.B.B46.
C$122.B8.B6$422.A2.A2.A5.A2.A2.A3$428.A5.A5.A3$422.A2.A2.A5.A2.A2.A
10.2C10.2C$452.2C8.2C$455.6B$428.A5.A5.A3$422.A2.A2.A5.A2.A2.A3$63.2B
$63.B.B$64.2B4$66.B.B$66.3B3$6.A5.A2.A2.A44.2B5.2B$31.2C4.2C26.B3.B$
31.2C4.2C22.B2.B5.B2.B8.2B$6.A11.A42.B.B7.B.B7.B.B$34.2A26.B9.B8.2B$
33.4A20.2B17.2B$6.A5.A2.A2.A14.4A21.B17.B$57.2B17.2B$52.2B8.B9.B$6.A
11.A32.B.B7.B.B7.B.B$34.2C15.2B8.B2.B5.B2.B404.B$34.2C29.B3.B407.2B3.
2B9.B$6.A5.A2.A2.A44.2B5.2B404.2B5.B9.2B$480.B.B11.2B17.2C3.2C$422.A
5.A5.A2.A2.A39.B.B31.2C.2C$66.3B422.2B$66.B.B$422.A5.A5.A56.2B.B$493.
2B21.A$516.A$69.2B351.A2.A2.A5.A2.A2.A15.B51.2C6.A6.2C$69.B.B383.B.B
50.2C6.A6.2C$70.2B382.B3.B17.2B38.A$428.A5.A5.A10.3C3.B18.B.2B36.A$
453.C2.B$453.3C22.2B$428.A5.A2.A2.A47.B.B$475.2B11.B.B23.2C.2C$476.2B
9.B5.2B18.2C3.2C$477.B9.2B3.2B$492.B13$6.A5.A5.A2$32.2C3.2C$6.A5.A5.A
13.2C3.2C$35.A$34.3A$6.A5.A2.A2.A10.2C4.A4.2C$29.2C4.A4.2C$34.3A$6.A
11.A16.A$32.2C3.2C383.A5.A5.A2.A2.A$32.2C3.2C$6.A11.A$422.A5.A5.A5.A
10.2A29.2A$451.AB29.BA2$422.A2.A2.A5.A2.A2.A20.3A7.3A$461.3A7.3A2$
428.A11.A10.AB29.BA$451.2A29.2A2$428.A5.A2.A2.A11$6.A5.A2.A2.A2$33.2C
3.2C$6.A5.A20.2C3.2C2$33.A5.A$6.A5.A2.A2.A10.2C2.2A3.2A2.2C$29.2C2.2A
3.2A2.2C$33.A5.A$6.A11.A$33.2C3.2C$33.2C3.2C$6.A5.A2.A2.A3$422.A2.A2.
A11.A10.2C6.A11.A6.2C$451.2C5.A.A9.A.A5.2C$458.A.A9.A.A$422.A17.A18.A
11.A3$422.A2.A2.A11.A3$428.A11.A$459.A11.A$458.A.A9.A.A$422.A2.A2.A
11.A10.2C5.A.A9.A.A5.2C$451.2C6.A11.A6.2C6$76.3B$77.3B$6.A5.A2.A2.A2$
48.2C.2C22.B$6.A5.A35.2C.2C21.B.B$73.B2.B7.B$51.2A16.B4.2B8.2B$6.A5.A
2.A2.A11.2C11.2C7.2A2.2C11.2B13.2B$30.2C11.2C7.2A2.2C11.2B8.2B4.B$31.
C19.2A17.B7.B2.B$6.A5.A5.A59.B.B$48.2C.2C26.B$48.2C.2C$6.A5.A2.A2.A$
75.3B$76.3B4$459.2C.2C$422.A2.A2.A5.A2.A2.A18.2C.2C2$451.2C3.7A$422.A
17.A10.2C3.AB4.A$456.6A$451.2C$422.A2.A2.A5.A2.A2.A10.2C5.2C$458.2C2.
B2.2C$465.2C$428.A5.A26.3A$462.2A.2C$465.2C$422.A2.A2.A5.A2.A2.A$454.
2C.2C$454.2C.2C3$6.A5.A2.A2.A2$32.2A$6.A11.A13.AB2$35.A$6.A11.A10.2C
4.A2.2C$29.2C4.A2.2C$35.A$6.A11.A$32.AB$32.2A$6.A11.A10$422.A2.A2.A5.
A5.A$462.C5.C$461.2C5.2C$422.A11.A5.A20.C3.A3.C$464.3A2$422.A2.A2.A5.
A2.A2.A10.2C25.2C$451.2C25.2C2$428.A11.A23.3A$461.C3.A3.C$461.2C5.2C$
422.A2.A2.A11.A21.C5.C2$140.2B3.2B$140.B2.B2.B2$141.B3.B$55.2B85.3B$
55.2B$6.A5.A2.A2.A120.2B5.2B$83.2C53.B9.B$32.2C49.2C21.2C3.2C24.B11.B
$6.A5.A5.A12.2C17.2B3.2B49.2C3.2C18.2B4.B2.B5.B2.B4.2B$50.B4.2B74.B2.
B17.B2.B$30.B2.A3.C13.B4.B49.A5.A22.B15.B$6.A5.A2.A2.A10.B3.A3.C.C15.
2B20.2C5.3A2.2C10.2C3.2A3.2A3.2C14.B2.B15.B2.B$29.B3.A3.C.C16.B20.2C
5.3A2.2C10.2C3.2A3.2A3.2C17.B15.B$30.B2.A3.C19.5B3.2B39.A5.A18.B2.B
17.B2.B$6.A5.A5.A39.B.2B3.2B64.2B4.B2.B5.B2.B4.2B$31.2C73.2C3.2C24.B
11.B$32.2C49.2C21.2C3.2C25.B9.B$6.A5.A2.A2.A64.2C54.2B5.2B$59.B.B$60.
2B80.3B$141.B3.B2$140.B2.B2.B$140.2B3.2B275.A2.A2.A5.A2.A2.A2$495.A$
422.A11.A5.A29.3A16.B5.A$474.A2.A11.A5.A$468.A5.B4A11.ABA5.A$422.A2.A
2.A5.A5.A27.A5.CBA.2A11.A.A3.A.A$468.A5.CBA.2A11.A.A3.A.A$468.A5.B4A
11.ABA5.A$422.A5.A5.A5.A33.A2.A11.A5.A$470.3A16.B5.A$495.A$422.A2.A2.
A5.A2.A2.A15$117.2C$117.2C.3A$120.3A$A2.A2.A5.A2.A2.A102.A25.2C17.2C$
57.2C88.2C17.2C$37.C19.2C2.2C15.2C12.2C18.2C$6.A5.A5.A13.C4.C23.2C16.
2C10.2C19.2C$33.2C.2C21.A$33.C.3C22.A20.2A6.2A22.2A13.2A15.C4.3A9.3A
4.C252.A2.A2.A5.A2.A2.A$A2.A2.A5.A5.A14.C2.C15.2C5.A20.A2.A4.A2.A21.
3A11.3A15.C.C2.ABA9.ABA2.C.C$33.C.3C14.2C4.A22.2A6.2A22.2A13.2A15.C.C
2.ABA9.ABA2.C.C285.2C35.2C$33.2C.2C17.A.A87.C4.3A9.3A4.C252.A17.A14.
2C35.2C$A11.A5.A13.C4.C18.A22.2C10.2C36.2C$37.C15.2C23.2C12.2C35.2C
336.A13.A$53.2C367.A2.A2.A5.A2.A2.A10.2C13.A.A11.A.A13.2C$A2.A2.A5.A
2.A2.A102.A25.2C17.2C283.2C13.A.A11.A.A13.2C$120.3A24.2C17.2C299.A13.
A$120.3A.2C296.A5.A5.A$124.2C329.2C35.2C$455.2C35.2C$422.A2.A2.A5.A2.
A2.A22$53.2B15.2B$53.2B15.2B$422.A2.A2.A5.A2.A2.A$A2.A2.A11.A66.2A10.
2A$30.2A7.2A44.2A10.2A356.2C$30.A.A5.A.A17.2B5.2B361.A11.A14.2C3.3A$
6.A11.A12.2A5.2A14.B4.B5.B4.B18.A4.A$53.3B3.B5.B3.3B16.3A2.3A362.A5.A
$53.B.B2.B7.B2.B.B17.A4.A333.A5.A2.A2.A10.2C5.A5.A21.2C$A2.A2.A11.A
64.2C14.2C350.2C5.A5.A21.2C$83.2C14.2C357.A5.A$30.3B5.3B12.B.B2.B7.B
2.B.B17.A4.A333.A11.A$A17.A12.2B5.2B13.3B3.B5.B3.3B16.3A2.3A359.2C3.
3A$32.B5.B15.B4.B5.B4.B18.A4.A360.2C$58.2B5.2B361.A5.A2.A2.A$A2.A2.A
11.A66.2A10.2A$85.2A10.2A2$53.2B15.2B$53.2B15.2B19$422.A2.A2.A5.A5.A
2$A2.A2.A5.A2.A2.A436.2C21.2C$428.A5.A5.A14.2C3.3A15.2C$75.3C.C$6.A
11.A32.2C7.2C16.3C.C375.A5.A$31.2A18.2C7.2C13.C6.C345.A5.A2.A2.A10.2C
5.A5.A17.2C$32.A41.2C6.C368.2C5.A5.A17.2C$A2.A2.A5.A2.A2.A13.A4.A15.
3A19.C5.C376.A5.A$37.A15.3A18.C6.2C345.A11.A$37.2A35.C6.C373.2C3.3A
15.2C$A11.A38.2C7.2C12.C.3C376.2C21.2C$51.2C7.2C15.C.3C346.A11.A2$A2.
A2.A5.A2.A2.A21$A2.A2.A5.A2.A2.A403.A2.A2.A5.A2.A2.A$462.2C11.2C$35.
2C23.2C.2C397.2C11.2C$6.A11.A16.2C23.2C.2C357.A5.A5.A5.A2$32.2A24.2A
5.2A393.A5.A5.A5.A$A2.A2.A5.A2.A2.A10.2C.A7.2C10.2C3.2A7.2A3.2C349.A
2.A2.A5.A5.A10.2C7.A5.A5.A5.A7.2C$29.2C.A7.2C10.2C3.2A7.2A3.2C378.2C
7.A5.A5.A5.A7.2C$32.2A24.2A5.2A393.A5.A5.A5.A$A17.A409.A5.A5.A$35.2C
23.2C.2C$35.2C23.2C.2C397.2C11.2C$A2.A2.A5.A2.A2.A403.A2.A2.A5.A2.A2.
A21.2C11.2C21$455.2C14.2C$455.2C14.2C$A2.A2.A5.A5.A$39.2B$41.B43.2C$
6.A5.A5.A20.2B.B14.2C10.2C14.2C$36.2B3.B.B13.2C10.2C345.A5.A2.A2.A5.A
2.A2.A$34.B2.B3.B.B16.A6.A16.3A$A2.A2.A5.A2.A2.A17.2B21.2A6.2A12.2C4.
A.2C$33.2B3.3B18.A8.A12.2C4.A.2C325.A5.A5.A11.A$32.2B4.B.B46.A$A17.A
38.2C10.2C389.2A4.2A$37.B.B17.2C10.2C14.2C329.A5.A5.A5.A2.A2.A18.A2.A
2.A2.A$36.2B47.2C373.2A4.2A$A2.A2.A11.A17.B$416.A5.A5.A5.A3$416.A5.A
2.A2.A5.A2.A2.A5$455.2C14.2C$455.2C14.2C!
How can I make so many wonderful patterns and rules?
Because I'm interested in them, and willing to devote a lot of time to them.
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

derbil0 wrote: October 1st, 2026, 12:11 pm Streeeeeeeeetcher
When he's done stretching, the murderer becomes the murderee?! :shock: :?
Can also be stabilized into multiple oscillators, which may be called "tamed stretchers", which I show below the "angry stretcher"

Also, I do believe these patterns are related to the "xp8_xoo2fjf2oozevaa4y14aavezx338upu833_xooy1oozzx33y133" oscillator submitted to Catagolue, which we can now call a type of "tamed stretcher"

And I thought murderers killed civilians...

EDIT: Reflector for the stretcher (Also, he eats civ blinkers and civ ships, but he doesnt really like civ blocks so he pushes them)
I think it would be silly if this stretcher was expanded in some way lol
Like if there is a better reflector, or even better, a splitter
Theres probably some sort of stretch-eater, maybe the p8 spaceship
Also, I think lots of the oscillators above would probably fall into the "tamed stretcher" category
And I think the stretcher is sort of a condensed version of the replicator, in some way
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
User avatar
derbil0
Posts: 52
Joined: August 31st, 2026, 12:55 pm
Location: Somewhere in your range 10 Moore neighborhood, maybe

Re: Murderers VS Sheriffs (MVS)

Post by derbil0 »

Uhmmmmm thats quite a period- i was just trying to find an oscillator that I could use to limit the fire rate of FWKnightship's gun, cause it's smaller but I want a slower one (I'm trying to find a replicator oscillator that destroys half or so of the spaceships emitted; that would be the simple way to lower the fire rate)

Code: Select all

x = 176, y = 17, rule = MVS
4$58.A11.A36.A11.A$56.5A7.5A32.5A7.5A$54.2ABA.AB2A3.2ABA.AB2A28.2ABA.
AB2A3.2ABA.AB2A$57.A.A4.A4.A.A34.A.A4.A4.A.A$52.A23.A24.A23.A$8.2C42.
A10.C.C10.A24.A10.C.C10.A42.2C$8.2C42.A10.C.C10.A24.A10.C.C10.A42.2C$
52.A23.A24.A23.A$57.A.A4.A4.A.A34.A.A4.A4.A.A$54.2ABA.AB2A3.2ABA.AB2A
28.2ABA.AB2A3.2ABA.AB2A$56.5A7.5A32.5A7.5A$58.A11.A36.A11.A!
Screenshot 2026-10-05 10.54.47 AM.png
Screenshot 2026-10-05 10.54.47 AM.png (82.69 KiB) Viewed 202 times
:D

Code: Select all

x = 72, y = 54, rule = 15/25/3H
14$45.ABA$45.A2B$44.3A$43.AB2A$44.A2$46.A14$26.ABA$26.A2B$25.3A$24.AB
2A$25.A2$27.A!
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