Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

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phdanielli
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Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

This rule houses many collisions and both a diagonal replicator and an orthogonal imperfect replicator-like dirty puffer. I am not at my PC unfortunately due to some problems regarding my travelling (EVA air strike; I'm stuck in Taiwan) so no life viewer stuff to share here yet.

Rule: B2-ak3-jnqr/S15678
P.S. I am so tempted to rename it Pseudo-Highlife but copyrights so no, not gonna risk it.

A small taste of the capabilities of this rule:

Code: Select all

x = 97, y = 56, rule = B2-ak3-jnqr/S15678
96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$
95bo$95bo$95bo$95bo$95bo$95bo$95bo$30bo64bo$95bo$30b3o62bo$95bo$94bo$
94bo$94bo$94bo$9bo84bo$94bo$7bo3bo82bo$94bo$2bo6bo84bo$2bo91bo$2ob2o
88bo$2bo90bo$2bo90bo$93bo$93bo$93bo$93bo$93bo$93bo$93bo$57bo35bo$55b2o
35bo$92bo$92bo$92bo$92bo$92bo$92bo$92bo$92bo$92bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

Patterns I find to be interesting put together in an interesting way. (speed through ~4-5000 steps later)

Code: Select all

x = 33, y = 3, rule = B2-ak3-jnqr/S15678
b2o8b2o7bobo8bo$o9bo9bo9b3o$o19bo9bobo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

Interesting interaction between replicator and puffer:

Code: Select all

x = 10, y = 3, rule = B2-ak3-jnqr/S15678
b2o5bo$o6b3o$o6bobo!
Eventually, a west-bound puffer-breeder emerges. (it's garbage collision & glider synthesis based)
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

A p14 c/2 orthogonal spaceship:

Code: Select all

x = 7, y = 8, rule = B2-ak3-jnqr/S15678
3bo$2b3o$2bobo$2b3o$3bo$3bo$7o$2bobo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

A p16 replicator shuttle. (maybe guns are possible in this rule?)

Code: Select all

x = 12, y = 10, rule = B2-ak3-jnqr/S15678
2o5$6b3o$6bo$6bo2$10b2o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ »

7c/9 “Squaresar” clean crawler

Code: Select all

x = 3, y = 30, rule = B2-ak3-jnqr/S15678
obo2$obo3$b2o3$b2o4$b2o3$b2o4$b2o3$b2o4$b2o3$b2o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by testitemqlstudop »

c/2

Code: Select all

x = 8, y = 4, rule = B2-ak3-jnqr/S15678
bo4bo$3o2b3o$ob4obo$b2o2b2o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

This is a variant called Snow Fall:
(agregates often)

Code: Select all

x = 41, y = 31, rule = B2-ak3-jnqr4ceiqtwz5-jnqr6-ak/S15678
b4o$b5o$b6o$9o$10o8b10o8b3o$11o3b17o2b7o$41o$b39o$b39o$2b38o$3b37o$4b
36o$5b35o$4b36o$4b36o$4b36o$4b35o$5b34o$4b35o$4b35o$4b35o$5b33o$5b33o$
5b32o$5b31o$6b30o$7b29o$8b27o$10b2o4b3o3b12o$23b2ob7o$27b3o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Sarp »

Replicator based gun

Code: Select all

x = 54, y = 53, rule = B2-ak3-jnqr/S15678
53bo$53bo2$49bobo$48b3o$49b3o$47b2obo$45bob2o$44b3o$45b3o$44bobo8$21b
2o$33bobo$21bo10b3o$33b3o$31b2obo$31b2o$29b2o$29b3o$26bo3bo$29bo$27bo
5$18bo$17bo$20bo$19bo5$10bo$9bo$12bo$11bo8$2o!
WADUFI
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

Orthogonal p12 c/2 spaceship:

Code: Select all

x = 7, y = 12, rule = B2-ak3-jnqr/S15678
3bo$2b3o$2bobo$bo$o4bo$bob3o$5b2o$2bobo2$3bo$5bo$4bobo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

Couple of glider collisions that I compiled here into a single pattern file for your convenience. :mrgreen:

Code: Select all

x = 96, y = 8, rule = B2-ak3-jnqr/S15678
2bo9bo9bo9bo8bo9bo9bo9bo9bo9bo$2o8bobo7bobo7b2o9bo9bo$35bo4bo9bo9b2o8b
2o8b2o8b2o3bo$5b2o8b2o27bo19bo29bo$14bo11b2o7b2o8b2o7bo10b2o27bo$5bo
19bo29b2o16b2o$72bo10b2o$82bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ »

So..this is a thing.

Code: Select all

x = 9, y = 45, rule = B2-ak3-jnqr/S15678
obo2bo2bo$5bo2bo$obo2$5b2o6$5bo2bo$b2o2bo2bo3$5b2o6$5bo2bo$b2o2bo2bo3$
5b2o6$5bo2bo$b2o2bo2bo3$5b2o6$5bo2bo$b2o2bo2bo3$5b2o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ »

You know why I was looking for this.

Code: Select all

x = 58, y = 13, rule = B2-ak3-jnqr/S15678
obo2bo51bo$5bo2b2o45bobo$obo46bo3bobo$47bobo3bo$5b2o34bo3bobo$39bobo3b
o$33bo3bobo$31bobo3bo$22bo2bo3bobo$18bo3bo2bo3bo$18bo$3bo$3bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

That was super clever! :lol:
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

So is it possible to use replicator guns (they can collide gliders too) to infinitely hassle a pulsar through a racetrack (maybe even convert it through different stuff like glider and flipper) to make a high period oscillator?
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Hunting »

phdanielli wrote:So is it possible to use replicator guns (they can collide gliders too) to infinitely hassle a pulsar through a racetrack (maybe even convert it through different stuff like glider and flipper) to make a high period oscillator?
Nope. If you try to implement that idea, you'll probably end up with something that make a line of domino, burn it up with a "pulsar"(That small p3 oscillator appeared in one of my early rule too, I'm calling it the Star), and destroy the pulsar amd restore the domino line. That is not much better than a gun that repeatly makes vanish reactions.
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

Plot Twist: Mske a pulsar reaction that writes GOLLY (galaxy symbol) to screen. :P
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ »

This is probably my starting strategy.

Code: Select all

x = 9, y = 5, rule = B2-ak3-jnqr/S15678
obo2bo2bo$5bo2bo$obo2$5b2o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ »

Oh, and by the way, here's how fast converting to squasar and back is:

Code: Select all

x = 54, y = 23, rule = B2-ak3-jnqr/S15678
$45bo3bo$43bobo3bo2b2o$37bo3bobo$35bobo3bo$29bo3bobo13b2o$27bobo3bo$
21bo3bobo$19bobo3bo$10bo2bo3bobo$3o3bo3bo2bo3bo$6bo$o46bo$47bo7$3o2$o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

Nice star-gate effect! So cool~ 8)
Also, I will be semi-inactive for a week or so due to travelling reasons. Will return after travels.
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Hdjensofjfnen »

phdanielli wrote:Nice star-gate effect! So cool~ 8)
Also, I will be semi-inactive for a week or so due to travelling reasons. Will return after travels.
There are a lot of reactions like this, but the problem with the "stargate" above is that it's not easily regeneratable.
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli »

Replicator Breeder:

Code: Select all

x = 83, y = 82, rule = B2-ak3-jnqr/S15678
78bo$77b3o$77bobo2$77bobo4$78bo$77b3o$77bobo$77b3o5$78bo2$76bo3bo2$77b
obo2$74bo7bo$74bob5obo$77bobo2$74bob2ob2obo$77b3o$76bobobo$76b2ob2o$
77b3o$76b2ob2o$76bobobo$76b2ob2o$78bo$78bo4$4bo$3b3o$3bobo3$3bobo2$4bo
5$4bo$4bo$3bobo$bo2bo2bo$b2o3b2o$3o3b3o$b2obob2o$b2o3b2o$b3ob3o2$b3ob
3o2$3bobo71bobo2$77bobo4$3bobo2$3bobo$3b3o$4bo2$4bo$2bobobo2$b2o3b2o2$
2bobobo$4bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ »

p16

Code: Select all

x = 10, y = 12, rule = B2-ak3-jnqr/S15678
9bo$9bo2$5bo$5bo$5b3o5$o$o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ »

Gun-like reaction

Code: Select all

x = 10, y = 10, rule = B2-ak3-jnqr/S15678
9bo2$7bobo5$3o$2bo$2bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Moosey »

PkmnQ wrote:Gun-like reaction

Code: Select all

x = 10, y = 10, rule = B2-ak3-jnqr/S15678
9bo2$7bobo5$3o$2bo$2bo!
There is an 8-barreled gun:

Code: Select all

x = 14, y = 20, rule = B2-ak3-jnqr/S15678
obo8bobo2$2bo8bo15$2bo8bo2$obo8bobo!
Not related to you reaction, but...


Also, 1-barreled version:

Code: Select all

x = 57, y = 19, rule = B2-ak3-jnqr/S15678
8bobo8bobo2$10bo8bo8$o28bo$o28bo20bobo2$50bo4$56bo$56bo!
Almost true period but the bottommost domino makes it pseudo.
κ is measurable iff there is a nontrivial elementary embedding j:V→M (M transitive) with critical point κ
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