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muzik
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Re: Random posts

Post by muzik »

xq141_aalh1klk1hlaazy02a2a2/b3458s05678
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drc
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Re: Random posts

Post by drc »

Code: Select all

x = 47, y = 52, rule = B3/S23
10bo$11bo$9b3o$2o$2o$10b3o$12bo$11bo13$44bobo$44b2o$45bo2$obo38bobo$b
2o38b2o$bo40bo18$31bo$32bo$30b3o2$21b2o$21b2o8b3o$33bo$32bo!
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

x = 4, y = 2, rule = B2ek3aeiy4-knqy5r6aen/S01e2eik3acinr4acityz5eijr6kn7e
bo$o2bo!
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

x = 47, y = 7, rule = B3457/S4568
6b2o31b2o$4bo4bo$4b2o2b2o13b2o12b2o2b2o$2b10o$5o4b5o7b6o7b5o2b5o$o4b4o
4bo23bo4bo$b2o8b2o5b4o4b4o3bobob6obobo!
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

x = 57, y = 6, rule = B3457/S4568
2bo3b2o3bo11bo6bo12b2o6b2o$43b4o2b4o$3o3b2o3b3o7b2obo4bob2o7b6o4b6o$4b
6o11b12o8b4obo2bob4o$2o2b6o2b2o6bob4o2b4obo5b4ob2o4b2ob4o$18bobo2b2ob
2ob2o2bobo3bobo2bobo2bobo2bobo!
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

x = 16, y = 8, rule = B3457/S456
7b2o2$5b6o$3b10o$3b2ob4ob2o$b4obo2bob4o$3obob4obob3o$7o2b7o!
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Rhombic
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Re: Random posts

Post by Rhombic »

Stable 2-cell reflector

Code: Select all

x = 23, y = 22, rule = B2ik3ain4-aciy5cijnq6aen/S1e2aek3jkry4aeqt5cekn6ck7c
10$13b2o5$8bobo$8bobo$10bo!
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what is “sesame oil”?
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blah
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Re: Random posts

Post by blah »

2. ni'o ti glibau snustu
  1. .i lo nu ze'i tavla fo lo drata bangu cu xamgu .i ku'i lo nu na tavla fo lo glibau cu na xamgu
  2. .i lo mabla ku na xamgu
succ
wwei23

Re: Random posts

Post by wwei23 »

Saka wrote:DOUBLE POST but whatever.
I'm pretty sure I've also seen that from AbhpzTa.
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Rhombic
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Re: Random posts

Post by Rhombic »

blah wrote:2. ni'o ti glibau snustu
  1. .i lo nu ze'i tavla fo lo drata bangu cu xamgu .i ku'i lo nu na tavla fo lo glibau cu na xamgu
  2. .i lo mabla ku na xamgu
Lojban!
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blah
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Re: Random posts

Post by blah »

Rhombic wrote:Lojban!
.i .ui do djuno .i xu do se bangu la .lojban. .i mi pu ze'i se bangu la .lojban.
succ
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muzik
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Re: Random posts

Post by muzik »

Not adjustable:

Code: Select all

x = 3, y = 5, rule = B2ak3eiry4acijqy5a/S02en3-anr4ijknty5ej6aei8
bo$obo$bo$bo$3o!
Also not adjustable, but it has another ship:

Code: Select all

x = 3, y = 5, rule = B2ikn3-knqr4acinwz5-en6-ci7e/S1e2an3aei4-ijknt5acr6eik
bo$obo$bo$bo$3o!

Code: Select all

x = 3, y = 4, rule = B2ikn3-knqr4acinwz5-en6-ci7e/S1e2an3aei4-ijknt5acr6eik
bo$bo$bo$3o!
Also not adjustable, but it has a wickstretcher:

Code: Select all

x = 3, y = 5, rule = B2cik3aceny4-jnqty5-ce6ekn7c8/S01e2-ce3-ekqr4ceiqrwz5-ajn6ckn78
bo$obo$bo$bo$3o!

Code: Select all

x = 3, y = 6, rule = B2cik3aceny4-jnqty5-ce6ekn7c8/S01e2-ce3-ekqr4ceiqrwz5-ajn6ckn78
bo$bo$obo$bo$bo$3o!
Last edited by muzik on August 25th, 2017, 10:19 am, edited 2 times in total.
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

@RULE B2ci3aer4ai5-c6c_S2-kn3-cenq4-k5eiy6c

*** File autogenerated by saverule. ***


This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.
The notation used to define the rule was originally proposed by Alan Hensel.
See http://www.ibiblio.org/lifepatterns/neighbors2.html for details


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

# Birth
0,1,0,0,0,1,0,0,0,1
0,0,1,0,1,0,0,0,0,1
0,1,1,1,0,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,0,1,0,1,0,0,0,1
0,1,1,1,1,0,0,0,0,1
0,1,1,0,1,1,0,0,0,1
0,1,1,1,1,1,0,0,0,1
0,1,1,1,1,0,1,0,0,1
0,1,1,1,1,0,0,1,0,1
0,1,1,1,1,0,0,0,1,1
0,1,1,1,0,1,1,0,0,1
0,1,1,0,1,1,1,0,0,1
0,1,1,0,1,1,0,1,0,1
0,1,1,0,1,0,1,1,0,1
0,1,1,0,1,0,1,0,1,1
0,1,1,1,1,1,0,1,0,1

# Survival
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,1,1,1,1,0,0,0,0,1
1,1,1,1,0,1,0,0,0,1
1,1,1,1,0,0,1,0,0,1
1,1,1,0,1,1,0,0,0,1
1,1,1,0,1,0,1,0,0,1
1,1,1,0,1,0,0,0,1,1
1,1,1,0,0,1,1,0,0,1
1,1,1,0,0,1,0,1,0,1
1,1,1,0,0,1,0,0,1,1
1,1,1,0,0,0,1,1,0,1
1,1,0,1,0,1,0,1,0,1
1,0,1,0,1,0,1,0,1,1
1,1,1,1,1,1,0,0,0,1
1,1,1,0,1,1,0,1,0,1
1,1,1,0,1,0,1,0,1,1
1,1,1,1,1,1,0,1,0,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

circles
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

x = 35, y = 16, rule = B2-ak3aejqr4aeqrt5ceijn6ain78/S01c2ci3aqr4qtz5akqry6c7
6b2o$6b2o$5bobo$5bobo$5bobo$5b2o$5b3o$5b4o$5b2o$o4bo$bo2b2o$2bob2o16bo
bo9bo$3b2o18bo$23bo8bo$22b3o$31bobo!

Code: Select all

x = 15, y = 6, rule = B2-a3acejk4-cknqw5-knqr6-i7e8/S01c2cn3qry4ektwz5ijy6ak7e8
obo$bo10bobo$bo11bo$bo11bo$bo11bo$3o9b3o!

Code: Select all

x = 3, y = 6, rule = B2c3acejr4aekntz5ciq6a7e/S1e2cik3acjq4aijknry5eknqr6-kn8
obo$bo$bo$bo$bo$3o!
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Rhombic
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Re: Random posts

Post by Rhombic »

SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

x = 11, y = 6, rule = B2c3ae4ai5iy6c_S2-kn3iyjr4ict
bo6b2o$obo4bo2bo$bo6b2o$bo6b2o$bo6b2o$3o4b4o!
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muzik
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Re: Random posts

Post by muzik »

Code: Select all

x = 17, y = 7, rule = B2c3aj4nrt5i6c7e_S1c2-en3enr4aet5cey6c7e
15bo$8bo5bobo$bo5bobo4bobo$obo4bobo5bo$obo5bo6bo$bo6bo6bo$3o4b3o4b3o!
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Gamedziner
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Re: Random posts

Post by Gamedziner »

muzik wrote:

Code: Select all

x = 17, y = 7, rule = B2c3aj4nrt5i6c7e_S1c2-en3enr4aet5cey6c7e
15bo$8bo5bobo$bo5bobo4bobo$obo4bobo5bo$obo5bo6bo$bo6bo6bo$3o4b3o4b3o!
c/1995:

Code: Select all

x = 1000, y = 3, rule = B2c3aj4nrt5i6c7e_S1c2-en3enr4aet5cey6c7e
b2o996bo$o2b997o$b2o996bo!

Code: Select all

x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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muzik
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Re: Random posts

Post by muzik »

Gamedziner wrote:
muzik wrote:

Code: Select all

x = 17, y = 7, rule = B2c3aj4nrt5i6c7e_S1c2-en3enr4aet5cey6c7e
15bo$8bo5bobo$bo5bobo4bobo$obo4bobo5bo$obo5bo6bo$bo6bo6bo$3o4b3o4b3o!
c/1995:

Code: Select all

x = 1000, y = 3, rule = B2c3aj4nrt5i6c7e_S1c2-en3enr4aet5cey6c7e
b2o996bo$o2b997o$b2o996bo!
That was a reduction of a known rule, btw. Credit goes to A for awesome.
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toroidalet
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Please, stay on-topic.

Post by toroidalet »

The topic is non-CA. Saka suggested this rule a while ago.
Say you want to observe a decay of Ta-180m1. Sorry, you're out of luck. (Unless you have a particle accelerator and a method to generate 100%-pure samples of Ta-180m.)
Any sufficiently advanced software is indistinguishable from malice.
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Saka
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Cibubur cipete

Post by Saka »

Schlicky boom boom schlicka boom kaeurheadum boom
jarring cyan
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praosylen
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Ánte é áse selećál chieratriénxo éva alácoíen.

Post by praosylen »

Note: there is no Unicode character matching the letter I have replaced with the symbol "ć" — it should look vaguely similar to a Greek capital psi.

EDIT: As it turns out, regular expressions work very well for parsing Hensel notation, or at least better than my previous attempts at using raw Python string operations.

EDIT 2: I realize now that I accidentally used the plural form "selećánl" instead of the singular "selećál".
former username: A for Awesome
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The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...
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toroidalet
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I play pokemon go every day

Post by toroidalet »

(This Undertale hard mode quote works pretty well for pretyy much anything.)
Any sufficiently advanced software is indistinguishable from malice.
drc
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Re: Random posts

Post by drc »

toroidalet wrote:(This Undertale hard mode quote works pretty well for pretyy much anything.)
0LEjmKn.png
0LEjmKn.png (74.71 KiB) Viewed 572 times
in all seriousness, i get toroidalet and wildmyron confused for some reason.
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Saka
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‮ Re: Random posts

Post by Saka »

‮ So apparently you can use this character! Fun!
jarring cyan
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