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Re: "Geminoid for Newborn Babies"

Posted: March 22nd, 2026, 9:50 pm
by silversmith
I6_I6 wrote: March 22nd, 2026, 12:45 pm *rulefile for "A rule designed specifically to support othogonoids with only one signal in the tape."*

Only one signal is needed for the tape. The rule table does all the work. (Does this even count as an orthogonoid anymore??)
I wouldn't be surprised if there was an INT rule that does the same thing.
Your intuition is an the right track, since there are INT rules which do the same thing:
2718281828 wrote: June 26th, 2018, 5:13 pm There exist adjustable spaceships in B2a rules (but using a different 'technology'):
...

Code: Select all

x = 25, y = 10, rule = B2aen3an4cntwyz5678/S02ain3-ajnq4-nrwy5-ar678
2bo$9bo$16bo$23bo4$o2bo3bo2bo3bo2bo3bo2bo$2bo6bo6bo6bo$bo6bo6bo6bo!
As for whether it's an orthogonoid, I'd say no. Orthogonoids are based on universal construction, which among other things, allow for arbitrary displacements and overall greater flexibility.

Re: islptng's sandbox and rle pastebin

Posted: June 21st, 2026, 6:54 am
by Citation needed
Welcome back to the Conway Life Community.

Re: islptng's sandbox and rle pastebin

Posted: June 21st, 2026, 3:11 pm
by I6_I6
Citation needed wrote: June 21st, 2026, 6:54 am Welcome back to the Conway Life Community.
I don't think islptng is returning until July (which isn't far away).

Re: islptng's sandbox and rle pastebin

Posted: June 21st, 2026, 7:30 pm
by islptng
I6_I6 wrote: June 21st, 2026, 3:11 pm I don't think islptng is returning until July (which isn't far away).
I am, indeed, back. July is just an approximate date; I actually mean "the final exam's date". The Exam finished on Jun 21st.

---

By the way, here's an abandonned NORworld rule:

Code: Select all

#ReGatesWorld5s
!

@RULE GatesWorld5s

Yet another circuitry rule by islptng

Successor: islptng's NORworld3
with inspiration by EvinZL

@COLORS
0   0   0   0
1  96  96  96 Wire
2  96 255 255 Head
3 255 255 255 Body
4  96   0   0 Tail

@TABLE
n_states:5
neighborhood:Moore
symmetries:rotate4reflect

var a = {0,1,2,3,4}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a

var o = {1,2,3,4}
var p = o
var q = o
var r = o
var m = o

var n = {2,3} # Non-zero state
var N = n
var z = {1,4} # Zero state
var Z = z

var s = {1,3} # Stable state
var t = {2,4} # Transitional state
var T = t

# Forced flow in crossover
o p,0,q,r,m,a,0,b p

# Tilted-Stable: XOR
s n,0,N,0,0,a,0,0 1
s n,0,z,0,0,a,0,0 3
s z,0,Z,0,0,a,0,0 1
# Tilted-Trans: AND
t n,0,N,0,0,a,0,0 2
t p,0,q,0,0,a,0,0 4

# Trans-Wire: Equivalence Flip-Flop
1 p,0,t,0,q,a,0,b 1
t 0,n,1,N,0,a,b,c 2
t 0,z,1,Z,0,a,b,c 4
t 0,p,1,q,0,a,b,c t
# Trans-Body: XORed Toggle Flip-Flop
3 p,0,t,0,q,a,0,b 3
2 0,n,3,z,0,a,b,c 4
4 0,n,3,z,0,a,b,c 2
t 0,p,3,q,0,a,b,c t
# Trans-Trans: Serial Adder
t n,0,T,0,N,a,0,b 2
t z,0,T,0,Z,a,0,b 4
t p,0,T,0,q,a,0,b t
t 0,z,4,Z,0,a,b,c 4
t 0,z,2,Z,0,a,b,c 2
t 0,n,4,N,0,a,b,c 4
t 0,n,2,N,0,a,b,c 2
t 0,n,4,z,0,a,b,c 2
t 0,n,2,z,0,a,b,c 4

# Stable-Wire: XOR
1 p,0,s,0,q,a,0,b 1
s 0,n,1,N,0,a,b,c 1
s 0,z,1,Z,0,a,b,c 1
s 0,n,1,z,0,a,b,c 3
# Stable-Head: NOR
2 p,0,s,0,q,a,0,b 2
s 0,n,2,q,0,a,b,c 1
s 0,p,2,q,0,a,b,c 3
# Stable-Body: AND
3 p,0,s,0,q,a,0,b 3
s 0,n,3,N,0,a,b,c 3
s 0,p,3,q,0,a,b,c 1
# Stable-Tail: OR
4 p,0,s,0,q,a,0,b 4
s 0,n,4,q,0,a,b,c 3
s 0,p,4,q,0,a,b,c 1

# Propagation
1 a,0,n,0,b,c,d,e 2 # Edge
1 0,n,0,a,b,c,d,e 2 # Corner
1 p,n,q,a,b,c,d,e 2 # Crossover

2 a,0,n,0,b,c,d,e 3
2 0,n,0,a,b,c,d,e 3
2 p,n,q,a,b,c,d,e 3

2 a,0,z,0,b,c,d,e 4
2 0,z,0,a,b,c,d,e 4
2 p,z,q,a,b,c,d,e 4

3 a,0,z,0,b,c,d,e 4
3 0,z,0,a,b,c,d,e 4
3 p,z,q,a,b,c,d,e 4

4 a,0,z,0,b,c,d,e 1
4 0,z,0,a,b,c,d,e 1
4 p,z,q,a,b,c,d,e 1

4 a,0,n,0,b,c,d,e 2
4 0,n,0,a,b,c,d,e 2
4 p,n,q,a,b,c,d,e 2

2 a,b,c,d,e,f,g,h 3
4 a,b,c,d,e,f,g,h 1

Re: islptng's sandbox and rle pastebin

Posted: July 22nd, 2026, 4:14 am
by islptng
islptng wrote: December 26th, 2024, 11:32 pm Primer with decimal display.
Better:

Code: Select all

x = 3, y = 3, rule = PrimeTableDecDisp
L2T$M$A! [[ ICONS ]]

@RULE PrimeTableDecDisp

@COLORS
0 255 255 0 255 255
1 255 255 255
2 255 128 0
3 255 128 0
4 0 0 255
5 128 0 255
6 0 128 255
7 255 0 255
8 255 255 0
9 255 128 0
20 255 128 0
21 128 0 128
22 128 128 0

@TABLE
n_states:23
neighborhood:Moore
symmetries:none

var StatesAfter19 = {20,21,22}

var N1 = {10,11,12,13,14,15,16,17,18,19}
var N2 = N1
var N3 = N1
var v1 = {4,5,6}
var j1 = {0,1,2,3,7,8,9,N1,StatesAfter19}

var p1 = {7,5}

var c1 = {8,9}
var d1 = {1,c1}

var a1 = {0,1,2,3,v1,7,8,9,N1,StatesAfter19}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1

# Counter
 0  1, 0, 0, 0, 0, 0, 0, 0  1
 1 12,a1,a2,a3,a4,a5,a6,a7 13
# Single digit cycle
 1 13, 0, 0, 0, 0, 0, 0,a1 15
 1 15, 0, 0, 0, 0, 0, 0,a1 17
 1 17, 0, 0, 0, 0, 0, 0,a1 19
 1 19, 0, 0, 0, 0, 0, 0,a1 11
 1 11, 0, 0, 0, 0, 0, 0,a1 13
# 2nd digit auto carry
 0  0,19, 1, 0, 0, 0, 0, 0  8
 0  0,19, 9, 0, 0, 0, 0, 0  8
 0  8,19, 1, 0, 0, 0, 0, 0  9
 0  8,19, 9, 0, 0, 0, 0, 0  9
 0 c1,N1,d1, 0, 0, 0, 0, 0  8
# Transform to digit
 8  0,19,a1,d1, 0, 0, 0,a8 11
 8 N1,N2,N3,d1, 0, 0, 0,a8 N1
 9 10,a1,a2,a3,a4,a5,a6,a7 11
 9 11,a1,a2,a3,a4,a5,a6,a7 12
 9 12,a1,a2,a3,a4,a5,a6,a7 13
 9 13,a1,a2,a3,a4,a5,a6,a7 14
 9 14,a1,a2,a3,a4,a5,a6,a7 15
 9 15,a1,a2,a3,a4,a5,a6,a7 16
 9 16,a1,a2,a3,a4,a5,a6,a7 17
 9 17,a1,a2,a3,a4,a5,a6,a7 18
 9 18,a1,a2,a3,a4,a5,a6,a7 19
 9 19,a1,a2,a3,a4,a5,a6,a7 10

# c/2 Head
 2 a1,a2,a3,a4,a5,a6,a7,a8  3
 3 a1,a2,a3,a4,a5,a6,a7,a8 20
20 a1,a2,a3,a4,a5,a6,12, 0  0
20 a1,a2,a3,a4,a5,a6,N1, 0 22
20 a1,a2,a3,a4,a5,a6,a7,a8  0
 0 20,a1,a2,a3,a4,a5,a6,a7  2
 0  0, 0, 0, 0, 0, 4, 3, 0 20 
# Make siever
 0  2,a1,a2,a3,a4,a5,a6,N1  6
 0  2,a1,a2,a3,a4,a5,a6, 0 21
 0  2,a1,a2,a3,a4,a5,a6,a7  4
# Remove number if being pointed
N1 a1,a2,p1,a4,a5,a6,a7,a8  7
 7 a1,a2,a3,a4,a5,a6,a7,a8  0

# Siever
 0  4,a1,a2,a3,a4,a5,a6,21 21
21 a1,a2,a3,a4,a5,a6,a7,a8  0
 0  4,j1,a1,a2,a3,a4,a5, 6  5
 0  5,a1,a2,a3,a4,a5,a6,j1  6
 0  4, 5,a1,a2,a3,a4,a5,a6  5
 0  4,a1,a2,a3,a4,a5,a6, 6  6
 0  4,a1,a2,a3,a4,a5,a6, 6  6
 0 v1,a1,a2,a3,a4,a5,a6,a7  4
v1 a1,a2,a3,a4,a5,a6,a7,a8  0

# Take the numbers up
 0  0, 0, 0, 0,22,a1, 0,a2 22
22 a1,a2,a3,a4,a5,a6,a7,a8  0
N1  0,22,a1,a2,a3,a4,a5,a6  0
N1  0,N2, 0,a2,a3,a4,a5,a6  0
 0 a1, 0,22, 0,N1,a2,a3,a4 N1
 0 a1,a8,N2, 0,N1,a2,a3,a4 N1



@ICONS
XPM
/* width height num_colors chars_per_pixel */
"7 161 2 1"
/* colors */
". c #000000"
"B c #FFFFFF"
/* icon for state 1 */
"......."
"...B..."
"...B..."
".BBBBB."
"...B..."
"...B..."
"......."
/* icon for state 2 */
"BBBBBBB"
"B.....B"
"B.BBB.B"
"B.BBB.B"
"B.BBB.B"
"B.....B"
"BBBBBBB"
/* icon for state 3 */
"BBBBBBB"
"BBBBBBB"
"BBBBBBB"
"B.....B"
"B.BBB.B"
"B.BBB.B"
"B.BBB.B"
/* icon for state 4 */
"BBBBBBB"
"......."
"BBBBBBB"
"BBBBBBB"
"BBBBBBB"
"BBBBBBB"
"BBBBBBB"
/* icon for state 5 */
"BBBBBBB"
"......."
"B.BBBBB"
"BB.BBBB"
"BBB.BBB"
"BBBBBBB"
"BBBBBBB"
/* icon for state 6 */
"BBBBBBB"
"......."
"BBBBB.B"
"BBBB.BB"
"BBB.BBB"
"BBBBBBB"
"BBBBBBB"
/* icon for state 7 */
"......."
".....B."
"..BB.B."
"BBBBBB."
"..BB.B."
".....B."
"......."
/* icon for state 8 */
"......."
".B....."
"..B...."
"...B..."
"....B.."
".....B."
"......."
/* icon for state 9 */
"......."
".BBB..."
"..BB..."
"...B..."
"...BB.."
"...B.B."
"......."
/* icon for state 10 */
"......."
"..BBB.."
".B...B."
".B...B."
".B...B."
"..BBB.."
"......."
/* icon for state 11 */
"......."
"..BB..."
"...B..."
"...B..."
"...B..."
"...B..."
"......."
/* icon for state 12 */
"......."
".BBBB.."
".....B."
"..BBB.."
".B....."
".BBBBB."
"......."
/* icon for state 13 */
"......."
".BBBB.."
".....B."
"..BBB.."
".....B."
".BBBB.."
"......."
/* icon for state 14 */
"......."
"...BB.."
"..B.B.."
".B..B.."
".BBBBB."
"....B.."
"......."
/* icon for state 15 */
"......."
".BBBBB."
".B....."
".BBBB.."
".....B."
".BBBB.."
"......."
/* icon for state 16 */
"......."
"..BBB.."
".B....."
".BBBB.."
".B...B."
"..BBB.."
"......."
/* icon for state 17 */
"......."
".BBBBB."
".....B."
"....B.."
"...B..."
"...B..."
"......."
/* icon for state 18 */
"......."
"..BBB.."
".B...B."
"..BBB.."
".B...B."
"..BBB.."
"......."
/* icon for state 19 */
"......."
"..BBB.."
".B...B."
"..BBBB."
".....B."
"..BBB.."
"......."
/* icon for state 10 */
"BBBBBBB"
"BBBBBBB"
"BBBBBBB"
"BBBBBBB"
"BBBBBBB"
"B.....B"
"B.BBB.B"
/* icon for state 11 */
"...BBBB"
"...B..."
"...BBBB"
"...BBBB"
"...BBBB"
"...BBBB"
"...BBBB"
/* icon for state 12 */
"......."
"...B..."
"...B..."
"...B..."
"......."
"...B..."
"......."
/* icon for state 13 */
"......."
"..B...."
".B....."
"BBBBBBB"
".B....."
"..B...."
"......."