DeadlyEnemies

For discussion of other cellular automata.
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Rhombic
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DeadlyEnemies

Post by Rhombic »

To stop the clutter relative to this rule in the Rule Request Thread:

Code: Select all

@RULE DeadlyEnemies

@TABLE

n_states:3
neighborhood:Moore
symmetries:permute

var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}

# Proximity death 
# -- don't actually need these, since those cases are caught at the end
# 1,2,a,b,c,d,e,f,g,0
# 2,1,a,b,c,d,e,f,g,0

# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2

# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2

# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2

#Death
i,a,b,c,d,e,f,g,h,0
Some oscillators unique to this rule have been found.
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
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BlinkerSpawn
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Re: DeadlyEnemies

Post by BlinkerSpawn »

Novel p2s; first by skomick, second by A for Awesome, last two by me:

Code: Select all

x = 36, y = 10, rule = DeadlyEnemies
21.2A$22.A$12.2B8.A.2A6.2A$.3A7.B2.B8.A2.B6.A$B10.2B.B15.B3.2B$B8.2A
2.B11.2B3.2B3.B$B7.A.A12.3A6.A$8.A2.A10.A.A7.2A$9.2A11.A$21.2A!
Hybrid toads are interesting:

Code: Select all

x = 4, y = 4, rule = DeadlyEnemies
.2A$A$3.B$.2B!
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praosylen
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Re: DeadlyEnemies

Post by praosylen »

Copperhead front pulling an opposite-color pond:

Code: Select all

x = 8, y = 14, rule = DeadlyEnemies
.2B2.2B$3.2B$3.2B$B.B2.B.B$B6.B2$B6.B$.2B2.2B$2.4B2$3.2A$2.A2.A$2.A2.
A$3.2A!
EDIT:

Code: Select all

x = 20, y = 14, rule = DeadlyEnemies
.2B2.2B6.2B2.2B$3.2B10.2B$3.2B10.2B$B.B2.B.B4.B.B2.B.B$B6.B4.B6.B2$B
6.B4.B6.B$.2B2.2B6.2B2.2B$2.4B8.4B2$3.2A10.2A$2.A2.A8.A2.A$2.A2.A3.2A
3.A2.A$3.2A4.2A4.2A!
EDIT: A nice osc:

Code: Select all

x = 14, y = 12, rule = DeadlyEnemies
A$3A$3.A$2.2A$9.2B$4.2A2.B.B$3.A.A2.2B$3.2A$10.2B$10.B$11.3B$13.B!
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Re: DeadlyEnemies

Post by drc »

Various higher period unique oscillators:

Code: Select all

x = 66, y = 28, rule = DeadlyEnemies
12.B15.B12.B10.2B3.2B$4.3A3.2B16.3B8.3B3.2B5.2B3.2B5.2B$7.A4.B4.2A12.
B6.B7.B17.B$3.A3.A9.2A.A9.2B6.2B6.B.B13.B.B$2.A.A2.A13.A25.2B13.2B$A
2.A.A12.A$A3.A14.A.2A9.3B$A20.2A4.2A3.B.B6.2A$.3A23.2A3.3B6.2A8.3A3.
3A$51.A.A3.A.A$51.3A3.3A2$27.2A3.3B6.2A$27.2A3.B.B6.2A$32.3B3$30.2B6.
2B11.3B3.3B$31.B6.B12.B.B3.B.B$28.3B8.3B9.3B3.3B$28.B12.B3$47.2A13.2A
$46.A.A13.A.A$46.A17.A$45.2A5.2A3.2A5.2A$52.2A3.2A!
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Re: DeadlyEnemies

Post by BlinkerSpawn »

Unique twinbee stabilization:

Code: Select all

x = 28, y = 13, rule = DeadlyEnemies
11.A$7.2A2.A$6.A5.A13.2A$B4.2A2.A.A14.2A$B5.2A3.A$B6.3A2$B6.3A$B5.2A
3.A$B4.2A2.A.A$6.A5.A$7.2A2.A$11.A!
Unique twinbee stabilization of a different sort:

Code: Select all

x = 25, y = 8, rule = DeadlyEnemies
8.3A3.3A$3B4.A2.A3.A2.A4.3B$B2.B3.2A.A3.A.2A3.B2.B$B23.B$B3.B15.B3.B$
B3.B15.B3.B$B23.B$.B.B17.B.B!
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Saka
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Re: DeadlyEnemies

Post by Saka »

Useless:

Code: Select all

x = 13, y = 25, rule = DeadlyEnemies
5.2B$6.B$3.B.B2$.A.A$A$2A6$4A5.B2.B$A3.A3.B$A7.B3.B$.A2.A3.4B2$5.2B$
5.2B$5.2B2$.A2.A3.4B$A7.B3.B$A3.A3.B$4A5.B2.B!
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Rhombic
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Re: DeadlyEnemies

Post by Rhombic »

Hybrid toad is a one-time reflector:

Code: Select all

x = 5, y = 9, rule = DeadlyEnemies
.A$2.A$3A3$2.B$.B2.A$.B2.A$3.A!
Portrayal of two very interesting reactions:

Code: Select all

x = 642, y = 645, rule = DeadlyEnemies
A$.2A$2A17$19.A$20.2A$19.2A17$38.A$39.2A$38.2A17$57.A$58.2A$57.2A17$
76.A$77.2A$76.2A17$95.A$96.2A$95.2A17$114.A$115.2A$114.2A17$133.A$
134.2A$133.2A17$152.A$153.2A$152.2A17$171.A$172.2A$171.2A17$190.A$
191.2A$190.2A17$209.A$210.2A$209.2A17$228.A$229.2A$228.2A17$247.A$
248.2A$247.2A17$266.A$267.2A$266.2A17$285.A$286.2A$285.2A17$304.A$
305.2A$304.2A17$323.A$324.2A$323.2A17$342.A$343.2A$342.2A17$361.A$
362.2A$361.2A17$380.A$381.2A$380.2A17$399.A$400.2A$399.2A17$418.A$
419.2A$418.2A17$437.A$438.2A$437.2A17$456.A$457.2A$456.2A3$456.B$455.
B.B3.B$455.B.B3.B$456.B4.B6$463.B$462.B.B$462.B.B2.3B$463.B3$471.B$
470.B.B3.B$470.B.B3.B$471.B4.B6$478.B$477.B.B$477.B.B2.3B$478.B3$486.
B$485.B.B3.B$485.B.B3.B$486.B4.B6$493.B$492.B.B$492.B.B2.3B$493.B3$
501.B$500.B.B3.B$500.B.B3.B$501.B4.B6$508.B$507.B.B$507.B.B2.3B$508.B
3$516.B$515.B.B3.B$515.B.B3.B$516.B4.B6$523.B$522.B.B$522.B.B2.3B$
523.B3$531.B$530.B.B3.B$530.B.B3.B$531.B4.B6$538.B$537.B.B$537.B.B2.
3B$538.B3$546.B$545.B.B3.B$545.B.B3.B$546.B4.B6$553.B$552.B.B$552.B.B
2.3B$553.B3$561.B$560.B.B3.B$560.B.B3.B$561.B4.B6$568.B$567.B.B$567.B
.B2.3B$568.B3$576.B$575.B.B3.B$575.B.B3.B$576.B4.B6$583.B$582.B.B$
582.B.B2.3B$583.B3$591.B$590.B.B3.B$590.B.B3.B$591.B4.B6$598.B$597.B.
B$597.B.B2.3B$598.B3$606.B$605.B.B3.B$605.B.B3.B$606.B4.B6$613.B$612.
B.B$612.B.B2.3B$613.B3$621.B$620.B.B3.B$620.B.B3.B$621.B4.B6$628.B$
627.B.B$627.B.B2.3B$628.B3$636.B$635.B.B3.B$635.B.B3.B$636.B4.B!
New p2:

Code: Select all

x = 5, y = 5, rule = DeadlyEnemies
.3B$A3.A$A3.A$A3.A$.3B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
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Re: DeadlyEnemies

Post by GUYTU6J »

Just for fun

Code: Select all

x = 114, y = 132, rule = DeadlyEnemies
111.B$110.B.B2$110.B2.B$112.2B$113.B25$82.A.A$81.A$82.A2.A$84.3A30$
56.B$55.B.B2$55.B2.B$57.2B$58.B25$27.A.A$26.A$27.A2.A$29.3A30$.B$B.B
2$B2.B$2.2B$3.B!
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Rhombic
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Re: DeadlyEnemies

Post by Rhombic »

Destruction of a fully built opposite-colour Snark:

Code: Select all

x = 23, y = 29, rule = DeadlyEnemies
14.A$15.2A$14.2A4$17.A$18.A$16.3A3$20.2B$18.B2.B$2B14.5B$.B13.B$.B.B
12.3B$2.2B15.B$16.4B$11.2B3.B3.2B$11.2B4.3B2.B$19.B.2B$19.B$18.2B3$
10.2B$10.B$11.3B$13.B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?
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praosylen
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Re: DeadlyEnemies

Post by praosylen »

This one-time reflector takes the term "color-changing" to a whole new level:

Code: Select all

x = 8, y = 3, rule = DeadlyEnemies
.2A2.3B$A2.A.B$.2A3.B!
former username: A for Awesome
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Re: DeadlyEnemies

Post by dvgrn »

A "solution" to the very old problem of fitting an Fx119 conduit after an R64:

Code: Select all

x = 59, y = 49, rule = DeadlyEnemies
22.A$11.2A9.3A$11.2A12.A$24.2A2$5.2A$5.2A$9.2A$9.2A4$4.2A$4.2A2$27.2A
$26.A.A$26.A$25.2A2$18.2A$18.A$16.3A$23.2B10.2A11.A$23.2B5.2A3.2A9.3A
$30.2A14.A$46.A$57.A$29.2A25.A.A$A29.A4.2A19.A.A$3A24.3A5.2A20.A$3.A
23.A$2.2A14.2A$18.2A12$9.3A7.2A$10.A8.A.A$10.3A8.A$21.2A!
It still seems like there should be a way to do this with only one color... but it's been tried many times before, and it seems there isn't quite enough room. (Not sure anyone has ever tried with Bellman, though.)
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Rhombic
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Re: DeadlyEnemies

Post by Rhombic »

A for awesome wrote:This one-time reflector takes the term "color-changing" to a whole new level:

Code: Select all

x = 8, y = 3, rule = DeadlyEnemies
.2A2.3B$A2.A.B$.2A3.B!
0º colour-changing reflector

Code: Select all

x = 12, y = 8, rule = DeadlyEnemies
.A$2.A$3A3$9.2B$8.B2.B$9.2B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?
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Re: DeadlyEnemies

Post by 83bismuth38 »

Novel p30:

Code: Select all

x = 81, y = 41, rule = DeadlyEnemies
16$30.2B19.A.A$29.B3.B17.A3.A$13.2B13.B5.B3.2B.2A12.A7.A$13.2B13.B3.B
.2B2.2B.2A8.A4.A4.4A$4.2B3.B6.2B10.B5.B20.A4.A.A.2A9.2A$4.B.B3.B5.3B
10.B3.B17.A3.A3.A2.A.3A8.2A$5.5B6.2B12.2B19.A.A6.A.A.2A$6.3B4.2B9.B.B
34.4A$13.2B10.2B36.A$25.B26.A$52.A.A$52.2A3$32.B$33.2B$32.2B11.A$44.A
$44.3A!
edit: 90 degree reflector:

Code: Select all

x = 15, y = 9, rule = DeadlyEnemies
2.A$A.A$.2A4.2B$6.B2.B$7.2B2$12.2A$11.A2.A$12.2A!
looking to support hive five (n+18) and charity's oboo reaction (2n+18)

Code: Select all

x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!
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Rhombic
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Re: DeadlyEnemies

Post by Rhombic »

Unique p3

Code: Select all

x = 3, y = 5, rule = DeadlyEnemies
2B$2B2$.2A$.2A!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
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Re: DeadlyEnemies

Post by praosylen »

A p2:

Code: Select all

x = 3, y = 6, rule = DeadlyEnemies
.2B$B.B$B$A$A.A$.2A!
former username: A for Awesome
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Re: DeadlyEnemies

Post by BlinkerSpawn »

A for awesome wrote:A p2:

Code: Select all

x = 3, y = 6, rule = DeadlyEnemies
.2B$B.B$B$A$A.A$.2A!
Trans version is equally valid:

Code: Select all

x = 6, y = 6, rule = Deadlyenemies
4.2B$3.B.B$3.B$3.A$A.A$2A!
Short version:

Code: Select all

x = 5, y = 4, rule = DeadlyEnemies
3.2B$2.B.B$A.A$2A!
Tub hasslers:

Code: Select all

x = 19, y = 6, rule = DeadlyEnemies
2.2B6.A3.B.B$.B.B5.A.AB2.B$3.B.2B3.A2.B.B.2B$2B.B.B2.A3.2B.B$3.B2.BA.
A5.B.B$2.B.B3.A6.2B!
Extensible:

Code: Select all

x = 63, y = 6, rule = DeadlyEnemies
2.B.B3.A12.2A7.A12.2A7.A6.2B$3.B2.BA.A10.A3.B3.BA.A10.A3.B3.BA.A5.B.B
$2B.B.B2.A5.B.B3.2A2.B2.2B.A5.B.B3.2A2.B2.2B.A3.2B.B$3.B.2B3.A.2B2.B
2.2A3.B.B5.A.2B2.B2.2A3.B.B5.A2.B.B.2B$.B.B5.A.AB3.B3.A10.A.AB3.B3.A
10.A.AB2.B$2.2B6.A7.2A12.A7.2A12.A3.B.B!
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Re: DeadlyEnemies

Post by BlinkerSpawn »

More extensible oscillators:

Code: Select all

x = 99, y = 43, rule = DeadlyEnemies
2.A93.A$2.A.A89.A.A$A97.A$6A87.6A$9.A4.B4.A4.B4.A4.B4.A4.B4.A4.B4.A4.
B4.A4.B4.A4.B4.A$2.2A.A2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A
2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.A.2A$3.A.A2.A.A2.B.B2.A.A2.
B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A
2.A.A$2.A2.A2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.
B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.A2.A$2.2A2.A85.A2.2A$11.2B3.2B3.2B3.2B
3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B2$13.B.B7.B.B7.B.B7.B
.B7.B.B7.B.B7.B.B7.B.B$14.B9.B9.B9.B9.B9.B9.B9.B$12.B.B.B5.B.B.B5.B.B
.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B$11.B.B.2B4.B.B.2B4.B.B.2B4.B.B.
2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B$11.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B
.B7.B.B$12.2B8.2B8.2B8.2B8.2B8.2B8.2B8.2B4$12.2B8.2B8.2B8.2B8.2B8.2B
8.2B8.2B$11.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B$11.B.B.2B4.B.B.2B
4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B$12.B.B.B5.B.B.B5.B.B
.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B$5.B.2B5.B9.B9.B9.B9.B9.B9.B9.B
5.2B.B$3.2B3.B5.B9.B9.B9.B9.B9.B9.B9.B5.B3.2B$7.B4.B3.B5.B3.B5.B3.B5.
B3.B5.B3.B5.B3.B5.B3.B5.B3.B4.B$5.B87.B$7.B3.2B3.2B3.2B3.2B3.2B3.2B3.
2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.B$7.A83.A$8.A.2A2B.2B2A.2A2B.
2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.2A2B.2B2A.A$7.
2A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B
2.A.A2.B.B2.A.2A$8.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.
A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A$8.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A
2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A2.B.B2.A.A$6.B85.B$6.B4.2B3.
2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B3.2B4.B$4.B89.B
$4.B.B.B4.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B4.B.B.B$4.B2.2B5.B9.B
9.B9.B9.B9.B9.B9.B5.2B2.B$12.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B5.B.B.B
5.B.B.B5.B.B.B$11.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B.2B4.B.B
.2B4.B.B.2B$11.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B7.B.B$12.2B8.2B8.2B8.
2B8.2B8.2B8.2B8.2B!
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praosylen
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Re: DeadlyEnemies

Post by praosylen »

A p5:

Code: Select all

x = 14, y = 8, rule = DeadlyEnemies
4.A4.B$3.A.A2.B.B$3.A.A2.B.B$2A.A.A2.B.B.2B$2A.A6.B.2B$3.A6.B$3.A.A2.
B.B$4.2A2.2B!
EDIT: There are also an enormous amount of these:

Code: Select all

x = 180, y = 55, rule = DeadlyEnemies
62.2B52.2B$9.2B2.2B47.2B52.2B23.2B$9.2B2.2B22.2A50.2B50.2B24.BA$4.A
14.B10.A3.A5.2B3.B10.A3.A4.A5.B10.A3.2A4.2A3.A10.A3.A.A8.A10.A14.A10.
A14.B$3.A.A12.B.B8.A.A12.B.B8.A.A12.B.B8.A.A12.A.A8.A.A12.A.A8.A.A12.
A.A8.A.A12.B.B$3.A.A12.B.B8.A.A12.B.B8.A.A12.B.B8.A.A12.A.A8.A.A12.A.
A8.A.A12.A.A8.A.A12.B.B$2A.A.A.5A5B.B.B.2B2.2A.A.A.6A4B.B.B.2B2.2A.A.
A.7A3B.B.B.2B2.2A.A.A.4A2B4A.A.A.2A2.2A.A.A.5A2B3A.A.A.2A2.2A.A.A.3A
4B3A.A.A.2A2.2A.A.A.3A2B2A3B.B.B.2B$2A.A16.B.2B2.2A.A16.B.2B2.2A.A16.
B.2B2.2A.A16.A.2A2.2A.A16.A.2A2.2A.A16.A.2A2.2A.A16.B.2B$3.A16.B8.A
16.B8.A16.B8.A16.A8.A16.A8.A16.A8.A16.B$3.A.A4.B2.B4.B.B8.A.A4.B2.B4.
B.B8.A.A4.B2.B4.B.B8.A.A4.B2.B4.A.A8.A.A4.B2.B4.A.A8.A.A4.B2.B4.A.A8.
A.A4.B2.B4.B.B$4.2A4.4B4.2B10.2A4.4B4.2B10.2A4.4B4.2B10.2A4.4B4.2A10.
2A4.4B4.2A10.2A4.4B4.2A10.2A4.4B4.2B2$12.2B24.2B24.2B24.2B24.2B24.2B
24.2B$12.2B24.2B24.2B24.2B24.2B24.2B24.2B4$11.A25.A25.B$4.A3.A.A2.2B
3.B11.A3.A3.A5.B11.A3.2A8.A$3.A.A11.B.B9.A.A11.B.B9.A.A11.A.A$3.A.A
11.B.B9.A.A11.B.B9.A.A11.A.A$2A.A.A.5A4B.B.B.2B3.2A.A.A.6A3B.B.B.2B3.
2A.A.A.4A2B3A.A.A.2A$2A.A15.B.2B3.2A.A15.B.2B3.2A.A15.A.2A$3.A15.B9.A
15.B9.A15.A$3.A.A4.B.B4.B.B9.A.A4.B.B4.B.B9.A.A4.B.B4.A.A$4.2A4.2B.B
3.2B11.2A4.2B.B3.2B11.2A4.2B.B3.2A$13.B25.B25.B$13.2B24.2B24.2B6$4.A
3.2A2.2B3.B12.A3.A.2A5.B12.A12.A$3.A.A10.B.B10.A.A10.B.B10.A.A10.A.A$
3.A.A10.B.B10.A.A10.B.B10.A.A10.A.A$2A.A.A.4A4B.B.B.2B4.2A.A.A.5A3B.B
.B.2B4.2A.A.A.3A2B3A.A.A.2A$2A.A14.B.2B4.2A.A14.B.2B4.2A.A14.A.2A$3.A
14.B10.A14.B10.A14.A$3.A.A4.2B4.B.B10.A.A4.2B4.B.B10.A.A4.2B4.A.A$4.
2A4.2B4.2B12.2A4.2B4.2B12.2A4.2B4.2A7$4.A3.2A6.B$3.A.A9.B.B$3.A.A9.B.
B$2A.A.A.4A3B.B.B.2B$2A.A13.B.2B$3.A13.B$3.A.A9.B.B$4.2A3.3B3.2B!
former username: A for Awesome
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Re: DeadlyEnemies

Post by praosylen »

Something else slightly interesting:

Code: Select all

x = 9, y = 6, rule = DeadlyEnemies
6.2A$6.2A2$.A5.B$A.A3.2B$.A4.B.B!
former username: A for Awesome
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Re: DeadlyEnemies

Post by Rhombic »

There are obviously many Heisenburps in this rule, but I find some of the glider ones particularly notable. Circuitry in this rule might be shorter, simpler and probably contain many reductions. However, the states make all the difference and some circuits might require certain stable state-changing gliders.

Code: Select all

x = 14, y = 18, rule = DeadlyEnemies
11.A$12.2A$11.2A3$6.B$5.B.B$5.B.B$6.B2$.2B7.2B$B2.B5.B2.B$.2B7.2B2$6.
B$5.B.B$5.3B$6.B!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?
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praosylen
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Re: DeadlyEnemies

Post by praosylen »

Octagon 6:

Code: Select all

x = 18, y = 18, rule = DeadlyEnemies
5.2B4.2B$5.2B4.2B2$6.6A$5.A6.A$2B2.A8.A2.2B$2B.A10.A.2B$3.A10.A$3.A4.
2B4.A$3.A4.2B4.A$3.A10.A$2B.A10.A.2B$2B2.A8.A2.2B$5.A6.A$6.6A2$5.2B4.
2B$5.2B4.2B!
EDIT:

Code: Select all

x = 23, y = 23, rule = DeadlyEnemies
14.B$13.B.B$14.B2$12.5B$12.B4.B$15.B2.B$15.2B.B2.B$12.B5.B.B.B$11.B.B
4.B2.B$14.B2.2B$9.A3.B$4.2A2.A$.A2.A4.A.A$A.A.A5.A$.A2.A.2A$4.A2.A$5.
A4.A$6.5A2$8.A$7.A.A$8.A!
former username: A for Awesome
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Re: DeadlyEnemies

Post by praosylen »

Code: Select all

x = 44, y = 1, rule = DeadlyEnemies
3B2.8B2.5B4.5A2.8A2.3A!
former username: A for Awesome
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Re: DeadlyEnemies

Post by praosylen »

P16:

Code: Select all

x = 14, y = 9, rule = DeadlyEnemies
2B10.2B$B.B8.B.B$2.B8.B$2.2B3.A2.2B$7.A$2.2B3.A2.2B$2.B8.B$B.B8.B.B$
2B10.2B!
EDIT: P10:

Code: Select all

x = 19, y = 19, rule = DeadlyEnemies
5.2B5.2B$5.B7.B$6.3B.3B$8.B.B2$2B15.2B$B.B13.B.B$2.B5.3A5.B$2.2B3.A3.
A3.2B$7.A3.A$2.2B3.A3.A3.2B$2.B5.3A5.B$B.B13.B.B$2B15.2B2$8.B.B$6.3B.
3B$5.B7.B$5.2B5.2B!
EDIT 2:

Code: Select all

x = 18, y = 9, rule = DeadlyEnemies
2B$B.B$2.B$2.2B6.A4.A$8.2A.4A.2A$2.2B6.A4.A$2.B$B.B$2B!
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Re: DeadlyEnemies

Post by Jackk »

Multicoloured B-track:

Code: Select all

x = 19, y = 120, rule = DeadlyEnemies
7.3B8$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A
4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.
2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A
.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$
14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B.2A$14.2B.2A4$2A.2B$2A.2B4$14.2B
.2A$14.2B.2A2$9.A$8.3A$2A.2B2.2A.A$2A.2B!
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Re: DeadlyEnemies

Post by BlinkerSpawn »

It can be turned into a "wrong-color" track easily:

Code: Select all

x = 23, y = 120, rule = DeadlyEnemies
9.3B5$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B$2B.B$B2.B.2B$2.2B.2B$18.2B$19.B$19.B.2B$16.2B.B2.B$16.
2B.2B$3.2B$3.B7.A$2B.B6.3A$B2.B.2B2.2A.A$2.2B.2B!
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