B2-k/S0

For discussion of other cellular automata.
drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

B2-k/S0

Post by drc »

A slightly-less explosive variant of LFOD:

Code: Select all

@RULE B2-kS0
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,0,0,0,0,0,0,1
0,1,0,1,0,0,0,0,0,1
0,1,0,0,0,1,0,0,0,1
0,0,1,0,1,0,0,0,0,1
0,0,1,0,0,0,1,0,0,1
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,0
1,1,0,1,0,0,0,0,0,0
1,1,0,0,1,0,0,0,0,0
1,1,0,0,0,1,0,0,0,0
1,0,1,0,1,0,0,0,0,0
1,0,1,0,0,1,0,0,0,0
1,0,1,0,0,0,1,0,0,0
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,1,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,1,1,1,1,0,0,0,0,0
1,1,1,1,0,1,0,0,0,0
1,1,1,1,0,0,1,0,0,0
1,1,1,0,1,1,0,0,0,0
1,1,1,0,1,0,1,0,0,0
1,1,1,0,1,0,0,1,0,0
1,1,1,0,1,0,0,0,1,0
1,1,1,0,0,1,1,0,0,0
1,1,1,0,0,1,0,1,0,0
1,1,1,0,0,1,0,0,1,0
1,1,1,0,0,0,1,1,0,0
1,1,0,1,0,1,0,1,0,0
1,0,1,0,1,0,1,0,1,0
1,0,0,0,1,1,1,1,1,0
1,0,0,1,0,1,1,1,1,0
1,0,0,1,1,0,1,1,1,0
1,0,0,1,1,1,0,1,1,0
1,0,0,1,1,1,1,0,1,0
1,0,0,1,1,1,1,1,0,0
1,0,1,0,1,0,1,1,1,0
1,0,1,0,1,1,0,1,1,0
1,0,1,1,0,1,0,1,1,0
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,1,0,1,1,1,1,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
It removes this birth transition:

Code: Select all

x = 3, y = 2, rule = B2-kS0
2bo$o!
It has a 3 cell breeder:

Code: Select all

x = 3, y = 3, rule = B2-kS0
o$2bo$2bo!
There is also a 2 cell linear growth, emitting the same puffers as the breeder:

Code: Select all

x = 1, y = 2, rule = B2-kS0
o$o!
It can be stabilised into a p2 oscillator:

Code: Select all

x = 6, y = 4, rule = B2-kS0
o4bo$2bo$2bo$o4bo!
It has a new anchor stack type, knight anchor stack:

Code: Select all

x = 7, y = 6, rule = B2-kS0
o$bo4bo$5bo$bo$o4bo$6bo!
The small dot puffer can be stabilised by a sun car followed by a tagalong:

Code: Select all

x = 9, y = 4, rule = B2-kS0
3bo2bo$8bo$3bo4bo$3o3bo!
2 of them make an anchor/dot puffer:

Code: Select all

x = 9, y = 13, rule = B2-kS0
3bo2bo$8bo$3bo4bo$3o3bo6$3o3bo$3bo4bo$8bo$3bo2bo!
P8:

Code: Select all

x = 4, y = 1, rule = B2-kS0
ob2o!
Last edited by drc on January 27th, 2016, 7:09 pm, edited 1 time in total.
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BlinkerSpawn
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Re: B2-k/S0

Post by BlinkerSpawn »

p9 domino puffer

Code: Select all

x = 22, y = 16, rule = B2-kS0
5bo$13bobo$16bobobo$4bo13bobo2$o8bo$3bo13bo$2bo16bobo$2bo16bobo$3bo13b
o$o8bo2$4bo13bobo$16bobobo$13bobo$5bo!
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drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: B2-k/S0

Post by drc »

BlinkerSpawn wrote:p9 domino puffer

Code: Select all

x = 22, y = 16, rule = B2-kS0
5bo$13bobo$16bobobo$4bo13bobo2$o8bo$3bo13bo$2bo16bobo$2bo16bobo$3bo13b
o$o8bo2$4bo13bobo$16bobobo$13bobo$5bo!
*duoplet
also, how did you find that so fast?

6-cell infinite anchor track:

Code: Select all

x = 9, y = 2, rule = B2-kS0
b2o3b2o$o7bo!
Sphenocorona
Posts: 549
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Re: B2-k/S0

Post by Sphenocorona »

I found a p12 dot puffer:

Code: Select all

x = 10, y = 15, rule = B2-kS0
2b2o2b2o$bo6bo$o8bo$bo6bo$4b2o2$bo6bo2$4b2o$o8bo$4b2o$bo6bo$3bo2bo2$ob
o4bobo!
It can be turned into a P8 puffer, or into a puffer for a new three cell P6:

Code: Select all

x = 22, y = 27, rule = B2-kS0
8b2o2b2o$7bo6bo$6bo3b2o3bo2$5b2o8b2o$6bo8bo$9bo2bo2$7bobo2bobo3$6bo2bo
2bo2bo$8bo4bo$7bo6bo$6b2obo2bob2o7$5bo10bo2$7bo6bo$6bo8bo$b2o16b2o$o2b
o14bo2bo!
This can then be turned into a p12 ship with min. population 78:

Code: Select all

x = 28, y = 48, rule = B2-kS0
11b2o2b2o$10bo6bo$9bo3b2o3bo2$8b2o8b2o$9bo8bo$12bo2bo2$10bobo2bobo3$9b
o2bo2bo2bo$11bo4bo$10bo6bo$9b2obo2bob2o7$8bo10bo2$10bo6bo$9bo8bo$4b2o
16b2o$3bo2bo14bo2bo3$b2o22b2o2$o2bo20bo2bo2$10bo6bo$obo22bobo$3bo4bo
10bo4bo$3bo3bo12bo3bo$3bo20bo8$5bo16bo2$5bo16bo!
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Saka
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Re: B2-k/S0

Post by Saka »

There are also these too:

Code: Select all

x = 22, y = 15, rule = B2-kS0
o$bo4bo9bo$5bo9bo4bo$bo19bo$o4bo9bo$6bo9bo4bo$20bo3$bo$o5bo$7bo$o$bo5b
o$6bo!
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Saka
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Re: B2-k/S0

Post by Saka »

Exotic!

Code: Select all

x = 8, y = 15, rule = B2-kS0
b2o$o$2bo$bobo$bo3bo$5bo$o2bobo$6bo$4b2o$3bo$b2o3bo$3bob3o$o2bobo$3b2o
bo$4bo!

Code: Select all

x = 7, y = 11, rule = B2-kS0
2o3b2o2$3bo4$bobobo$2b3o2$o2bo2bo$2b3o!

Code: Select all

x = 23, y = 24, rule = B2-kS0
7b2o5b2o$9bo3bo$7bo7bo$6bobo5bobo$4bo3bo5bo3bo$4bo13bo$4bobo2bo3bo2bob
o$3bo4b3ob3o4bo$9bo3bo2$8bo5bo$6bo9bo2$7bo7bo$8bo5bo$6b2o2b3o2b2o$9bob
obo$2bobo4bobobo4bobo$b2o3b2obo3bob2o3b2o$2obo3bobo3bobo3bob2o$bo19bo$
8bo5bo$5b3o3bo3b3o$7b3o3b3o!

Code: Select all

x = 16, y = 15, rule = B2-kS0
b2o10b2o$o14bo$2bo10bo$bobo8bobo$bo3bo4bo3bo$5bo4bo$o2bobo4bobo2bo$6bo
2bo$4b2o4b2o$3bo8bo$b2o3bo2bo3b2o$3bob6obo$o2bobo4bobo2bo$3b2obo2bob2o
$4bo6bo!

Code: Select all

x = 5, y = 18, rule = B2-kS0
b2o2$2bo$o$3bo$4bo$2b2o$3bo$3bo$2bo3$o2bo3$bo$2b2o$4bo!
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drc
Posts: 1664
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Re: B2-k/S0

Post by drc »

Saka wrote:There are also these too:

Code: Select all

x = 22, y = 15, rule = B2-kS0
o$bo4bo9bo$5bo9bo4bo$bo19bo$o4bo9bo$6bo9bo4bo$20bo3$bo$o5bo$7bo$o$bo5b
o$6bo!
I think only this one counts, because they interact with eachother:

Code: Select all

x = 9, y = 6, rule = B2-kS0
bo$2bo4bo$3o3bo$2bo3b3o$bo4bo$7bo!
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praosylen
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Re: B2-k/S0

Post by praosylen »

A p16 dot puffer:

Code: Select all

x = 13, y = 13, rule = B2-kS0
2b2o5b2o$bo9bo$o2b3ob3o2bo$bo9bo2$2bo7bo$2bo7bo$3bo5bo2$5bobo3$3bo5bo!
former username: A for Awesome
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Saka
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Re: B2-k/S0

Post by Saka »

Another dot puffer, this time, creating and destroying a douplet

Code: Select all

x = 11, y = 5, rule = B2-kS0
5bo3bo$2bo7bo$o2bo$o$4bo!
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Saka
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Re: B2-k/S0

Post by Saka »

Can this be stabilized?

Code: Select all

x = 11, y = 23, rule = B2-kS0
10bo$9bo$9bo$10bo2$5bo3bo$2bo7bo$o2bo$o$4bo4$4bo$o$o2bo$2bo7bo$5bo3bo
2$10bo$9bo$9bo$10bo!
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wildmyron
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Location: Western Australia

Re: B2-k/S0

Post by wildmyron »

Saka wrote:Can this be stabilized?

Code: Select all

x = 11, y = 23, rule = B2-kS0
10bo$9bo$9bo$10bo2$5bo3bo$2bo7bo$o2bo$o$4bo4$4bo$o$o2bo$2bo7bo$5bo3bo
2$10bo$9bo$9bo$10bo!
Here's one p16 stabilisation of that frontend. I suspect there are many more.

Code: Select all

x = 70, y = 27, rule = B2-kS0
30bo$29bo$10bo18bo$9bo20bo2bobo$9bo$10bo22bobo13bo7bo9bo5bo$13bo4bo5bo
15bo7bobo3bo4bobo6bo$5bo3bo6bo17bo2bo10b3o$2bo7bo2bo19bo2bo7bo2bobob3o
$o2bo10bo13bo16bo2bob2o$o5b2o8bo8bo7bo4bo7b5o$4bo12bo5bo15bo7bobo$6bo
11bo5b5o12bo25bo$33bo5b4o10bo$6bo11bo5b5o12bo25bo$4bo12bo5bo15bo7bobo$
o5b2o8bo8bo7bo4bo7b5o$o2bo10bo13bo16bo2bob2o$2bo7bo2bo19bo2bo7bo2bobob
3o$5bo3bo6bo17bo2bo10b3o$13bo4bo5bo15bo7bobo3bo4bobo6bo$10bo22bobo13bo
7bo9bo5bo$9bo$9bo20bo2bobo$10bo18bo$29bo$30bo!
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drc
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Re: B2-k/S0

Post by drc »

Pretty sure the top can be stabilized:

Code: Select all

x = 8, y = 7, rule = B2-kS0
6b2o$2b2o$6b2o4$o4bo!
Another p8 ship:

Code: Select all

x = 11, y = 7, rule = B2-kS0
b2o5b2o2$o3bobo3bo$5bo$bo7bo2$2bobobobo!
A p8 dot puffer:

Code: Select all

x = 11, y = 7, rule = B2-kS0
b2o5b2o2$o3bobo3bo$5bo$o8bo2$6bobo!
drc
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Re: B2-k/S0

Post by drc »

p5 oscillator I just found:

Code: Select all

x = 13, y = 7, rule = B2-kS0
bo9bo$o11bo$4bo3bo2$4bo3bo$o11bo$bo9bo!
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Saka
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Re: B2-k/S0

Post by Saka »

[qoute]

Another p8 ship:

Code: Select all

x = 11, y = 7, rule = B2-kS0
b2o5b2o2$o3bobo3bo$5bo$bo7bo2$2bobobobo!
[/quote]
How you find?
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drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: B2-k/S0

Post by drc »

Saka wrote:[qoute]

Another p8 ship:

Code: Select all

x = 11, y = 7, rule = B2-kS0
b2o5b2o2$o3bobo3bo$5bo$bo7bo2$2bobobobo!
How you find?[/quote]
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Saka
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Re: B2-k/S0

Post by Saka »

puffer

Code: Select all

x = 8, y = 8, rule = B2-kS0
3bo3bo$o5bo$o$4bo$4bo$o$o5bo$3bo3bo!
Tagalong

Code: Select all

x = 28, y = 10, rule = B2-kS0
16bo$2bo2bo3bo2bo2b3o2bo$o5bo9bo10bo$o12bo$2bo8bo3bo2b2o$2bo8bo3bo2b2o
$o12bo$o5bo9bo10bo$2bo2bo3bo2bo2b3o2bo$16bo!
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drc
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Re: B2-k/S0

Post by drc »

UPDATED RULE TABLE

I found that it was B2-k/S07c, not B2-k/S0. Rule is fixed, all patterns in this thread still work
drc
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Re: B2-k/S0

Post by drc »

p12 dot puffer that resembles a dog:

Code: Select all

x = 11, y = 9, rule = B2-kS0
b2o5b2o$o9bo$2bo5bo2$3bo3bo$5bo2$4b3o$5bo!
drc
Posts: 1664
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Re: B2-k/S0

Post by drc »

p6 osc:

Code: Select all

x = 8, y = 8, rule = B2-kS0
3bo$4bo$o6bo$5bo$5bo$o6bo$4bo$3bo!
Variants:

Code: Select all

x = 13, y = 31, rule = B2-kS0
4bo2bo$3bo4bo$o10bo$2bo6bo$2bo6bo$o10bo$3bo4bo$4bo2bo4$4bo$3bo3bo$o7bo
$2bo8bo$2bo6bo$o8bo$3bo7bo$4bo3bo$7bo3$4bo$3bo4bo$o8bo$2bo9bo$2bo7bo$o
9bo$3bo8bo$4bo4bo$8bo!
drc
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Re: B2-k/S0

Post by drc »

A p4 oscillator called "Pillar":

Code: Select all

x = 13, y = 5, rule = B2-kS0
o3bo3bo3bo$bo3bobo3bo2$bo3bobo3bo$o3bo3bo3bo!
A p12 oscillator called "Double Negative":

Code: Select all

x = 23, y = 21, rule = B2-kS0
9bo3bo4$9bo3bo$10bobo3$bo3bo11bo3bo$o7bo5bo7bo$8bo5bo$o7bo5bo7bo$bo3bo
11bo3bo3$10bobo$9bo3bo4$9bo3bo!
Smiley 2c/1 wick:

Code: Select all

x = 146, y = 7, rule = B2-kS0
2bo8bo8bo8bo8bo8bo8bo8bo8bo8bo8bo8bo8bo8bo8bo8bo$3b2o7b2o7b2o7b2o7b2o
7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o$bo3bobo2bo3bobo2bo3bobo2b
o3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo
2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo$o4bo3bo4bo3bo4bo3bo4bo3bo4bo3bo4bo
3bo4bo3bo4bo3bo4bo3bo4bo3bo4bo3bo4bo3bo4bo3bo4bo3bo4bo3bo4bo3bo$bo3bob
o2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3b
obo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo3bobo2bo$3b2o7b2o7b2o7b
2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o7b2o$2bo8bo8bo8bo8bo8bo
8bo8bo8bo8bo8bo8bo8bo8bo8bo8bo!
Failed replicator:

Code: Select all

x = 4, y = 4, rule = B2-kS0
b2o2$o2bo$o2bo!
drc
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Re: B2-k/S0

Post by drc »

4c/5 currently exploding trailer

Code: Select all

x = 7, y = 8, rule = B2-k_S0
o$bo$bo2bo$6bo$6bo$bo2bo$bo$o!
drc
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Re: B2-k/S0

Post by drc »

I've named this: Isolation

I'm going to set up a wiki at iso.wikia.com, however it is giving me problems (don't worry, I will actually actively run it this time :wink: )

A p32 osc, adding two sets of dots to increase the anchor track size gives weird results:

Code: Select all

x = 99, y = 67, rule = Isolation
3ob3o19bo$2bo3bo10bo3bo3bo4bo3bo$3ob3o15bo6bo$2bobo$3ob3o15bo6bo$17bo
3bo3bo4bo3bo$26bo14$obob3o27bo$obobobo10bo3bo3bo3bo3bo4bo3bo$3obobo23b
o6bo$2bobobo$4b3o23bo6bo$17bo3bo3bo3bo3bo4bo3bo$34bo14$obobobo27bo$obo
bobo10bo3bo3bo3bo3bo4bo3bo3bo3bo$3o2b2o23bo6bo$2bo3bo$2bo3bo23bo6bo$
17bo3bo3bo3bo3bo4bo3bo3bo3bo$34bo14$3ob3o35bo39bo$o3bo12bo3bo3bo3bo3bo
3bo3bo4bo3bo6bo3bo3bo3bo3bo3bo3bo4bo3bo3bo3bo$3ob3o31bo6bo32bo6bo$2bob
obo$3ob3o31bo6bo32bo6bo$17bo3bo3bo3bo3bo3bo3bo4bo3bo6bo3bo3bo3bo3bo3bo
3bo4bo3bo3bo3bo$42bo39bo!
drc
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Re: B2-k/S0

Post by drc »

EDIT: The wikia is at isolationcell.wikia.com
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muzik
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Re: B2-k/S0

Post by muzik »

A rather depressed looking dot puffer:

Code: Select all

x = 6, y = 20, rule = B2-kS0
4bo$3bo$3bo$4bo5$2bob2o$o3bo$o3bo$2bob2o5$4bo$3bo$3bo$4bo!
Parity Replicator Collection v1.6 is now live - please send all relevant discoveries here.
Gamedziner
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Re: B2-k/S0

Post by Gamedziner »

"Pillar" can be simplified as follows:

Code: Select all

x = 6, y = 20, rule = B2-kS0
o3bo$bobo!
Edit:
That was already known? Sorry about that.
Last edited by Gamedziner on May 31st, 2016, 12:12 pm, edited 1 time in total.
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