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Re: Rule request thread

Posted: July 6th, 2016, 4:16 pm
by muzik
BlinkerSpawn wrote:
muzik wrote:I don't know how to manually change rules
Control > Set Rule...
Type the rule in the top dialog box and click "OK".
I obviously don't have access to a computer right now

Re: Rule request thread

Posted: July 6th, 2016, 6:00 pm
by BlinkerSpawn
muzik wrote:
BlinkerSpawn wrote:
muzik wrote:I don't know how to manually change rules
Control > Set Rule...
Type the rule in the top dialog box and click "OK".
I obviously don't have access to a computer right now
Are you talking about mobile Golly then? If you don't have access to desktop Golly or mobile Golly I don't know why you'd be so worried. :?

Re: Rule request thread

Posted: July 7th, 2016, 3:12 am
by muzik
By manually changing rules I was talking about modifying the transitions in a ruletable, etc.

Re: Rule request thread

Posted: July 7th, 2016, 10:11 am
by BlinkerSpawn
Here's an ugly template that makes non-totalistic rulemaking "easy".

Code: Select all

@RULE NonTotalisticRulesMadeEasy
//This is a template for creating non-totalistic rules following Alan Hensel's notation.
//Set the variable for each present transition to {1}
//Set the variable for each absent transition to {0}
//X=0,A=1,B=2,C=3,D=4,E=5,F=6,G=7,H=8
@TABLE
n_states:2
neighbourhood:Moore
symmetries:rotate4reflect
var bAc={0}
var bAe={0}
var bBc={0}
var bBe={0}
var bBk={0}
var bBa={0}
var bBi={0}
var bBv={0}
var bCc={0}
var bCe={0}
var bCk={0}
var bCa={0}
var bCi={0}
var bCv={0}
var bCr={0}
var bCq={0}
var bCj={0}
var bCy={0}
var bDc={0}
var bDe={0}
var bDk={0}
var bDa={0}
var bDi={0}
var bDv={0}
var bDr={0}
var bDq={0}
var bDj={0}
var bDy={0}
var bDt={0}
var bDw={0}
var bDz={0}
var bEc={0}
var bEe={0}
var bEk={0}
var bEa={0}
var bEi={0}
var bEv={0}
var bEr={0}
var bEq={0}
var bEj={0}
var bEy={0}
var bFc={0}
var bFe={0}
var bFk={0}
var bFa={0}
var bFi={0}
var bFv={0}
var bGc={0}
var bGe={0}
var bH={0}
var sX={0}
var sAc={0}
var sAe={0}
var sBc={0}
var sBe={0}
var sBk={0}
var sBa={0}
var sBi={0}
var sBv={0}
var sCc={0}
var sCe={0}
var sCk={0}
var sCa={0}
var sCi={0}
var sCv={0}
var sCr={0}
var sCq={0}
var sCj={0}
var sCy={0}
var sDc={0}
var sDe={0}
var sDk={0}
var sDa={0}
var sDi={0}
var sDv={0}
var sDr={0}
var sDq={0}
var sDj={0}
var sDy={0}
var sDt={0}
var sDw={0}
var sDz={0}
var sEc={0}
var sEe={0}
var sEk={0}
var sEa={0}
var sEi={0}
var sEv={0}
var sEr={0}
var sEq={0}
var sEj={0}
var sEy={0}
var sFc={0}
var sFe={0}
var sFk={0}
var sFa={0}
var sFi={0}
var sFv={0}
var sGc={0}
var sGe={0}
var sH={0}
0,0,1,0,0,0,0,0,0,bAc
0,1,0,0,0,0,0,0,0,bAe
0,0,1,0,1,0,0,0,0,bBc
0,1,0,1,0,0,0,0,0,bBe
0,1,0,0,1,0,0,0,0,bBk
0,1,1,0,0,0,0,0,0,bBa
0,1,0,0,0,1,0,0,0,bBi
0,0,1,0,0,0,1,0,0,bBv
0,0,1,0,1,0,1,0,0,bCc
0,1,0,1,0,1,0,0,0,bCe
0,1,0,1,0,0,1,0,0,bCk
0,1,1,1,0,0,0,0,0,bCa
0,0,1,1,1,0,0,0,0,bCi
0,1,1,0,1,0,0,0,0,bCv
0,1,1,0,0,1,0,0,0,bCr
0,1,1,0,0,0,1,0,0,bCq
0,0,1,1,0,1,0,0,0,bCj
0,0,1,0,1,0,0,1,0,bCy
0,0,1,0,1,0,1,0,1,bDc
0,1,0,1,0,1,0,1,0,bDe
0,1,0,1,1,0,1,0,0,bDk
0,1,1,1,1,0,0,0,0,bDa
0,0,1,1,0,0,0,1,1,bDi
0,0,1,1,1,0,1,0,0,bDv
0,1,1,1,0,1,0,0,0,bDr
0,1,1,1,0,0,1,0,0,bDq
0,1,0,1,0,1,1,0,0,bDj
0,1,1,0,1,0,1,0,0,bDy
0,0,1,1,1,0,0,1,0,bDt
0,1,1,0,0,0,1,1,0,bDw
0,0,1,1,0,0,1,1,0,bDz
0,1,1,1,0,1,0,1,0,bEc
0,0,1,1,1,0,1,0,1,bEe
0,1,1,0,1,0,1,1,0,bEk
0,0,1,1,1,1,1,0,0,bEa
0,1,1,1,1,1,0,0,0,bEi
0,1,1,1,1,0,0,1,0,bEv
0,0,1,1,1,0,1,1,0,bEr
0,1,1,1,0,0,1,1,0,bEq
0,0,1,1,1,1,0,0,1,bEj
0,1,1,0,1,1,0,1,0,bEy
0,1,1,1,1,1,0,1,0,bFc
0,0,1,1,1,1,1,0,1,bFe
0,1,1,1,1,0,1,1,0,bFk
0,1,1,1,1,1,1,0,0,bFa
0,0,1,1,1,0,1,1,1,bFi
0,1,1,1,0,1,1,1,0,bFv
0,1,1,1,1,1,1,1,0,bGc
0,0,1,1,1,1,1,1,1,bGe
0,1,1,1,1,1,1,1,1,bH
1,0,0,0,0,0,0,0,0,sX
1,0,1,0,0,0,0,0,0,sAc
1,1,0,0,0,0,0,0,0,sAe
1,0,1,0,1,0,0,0,0,sBc
1,1,0,1,0,0,0,0,0,sBe
1,1,0,0,1,0,0,0,0,sBk
1,1,1,0,0,0,0,0,0,sBa
1,1,0,0,0,1,0,0,0,sBi
1,0,1,0,0,0,1,0,0,sBv
1,0,1,0,1,0,1,0,0,sCc
1,1,0,1,0,1,0,0,0,sCe
1,1,0,1,0,0,1,0,0,sCk
1,1,1,1,0,0,0,0,0,sCa
1,0,1,1,1,0,0,0,0,sCi
1,1,1,0,1,0,0,0,0,sCv
1,1,1,0,0,1,0,0,0,sCr
1,1,1,0,0,0,1,0,0,sCq
1,0,1,1,0,1,0,0,0,sCj
1,0,1,0,1,0,0,1,0,sCy
1,0,1,0,1,0,1,0,1,sDc
1,1,0,1,0,1,0,1,0,sDe
1,1,0,1,1,0,1,0,0,sDk
1,1,1,1,1,0,0,0,0,sDa
1,0,1,1,0,0,0,1,1,sDi
1,0,1,1,1,0,1,0,0,sDv
1,1,1,1,0,1,0,0,0,sDr
1,1,1,1,0,0,1,0,0,sDq
1,1,0,1,0,1,1,0,0,sDj
1,1,1,0,1,0,1,0,0,sDy
1,0,1,1,1,0,0,1,0,sDt
1,1,1,0,0,0,1,1,0,sDw
1,0,1,1,0,0,1,1,0,sDz
1,1,1,1,0,1,0,1,0,sEc
1,0,1,1,1,0,1,0,1,sEe
1,1,1,0,1,0,1,1,0,sEk
1,0,1,1,1,1,1,0,0,sEa
1,1,1,1,1,1,0,0,0,sEi
1,1,1,1,1,0,0,1,0,sEv
1,0,1,1,1,0,1,1,0,sEr
1,1,1,1,0,0,1,1,0,sEq
1,0,1,1,1,1,0,0,1,sEj
1,1,1,0,1,1,0,1,0,sEy
1,1,1,1,1,1,0,1,0,sFc
1,0,1,1,1,1,1,0,1,sFe
1,1,1,1,1,0,1,1,0,sFk
1,1,1,1,1,1,1,0,0,sFa
1,0,1,1,1,0,1,1,1,sFi
1,1,1,1,0,1,1,1,0,sFv
1,1,1,1,1,1,1,1,0,sGc
1,0,1,1,1,1,1,1,1,sGe
1,1,1,1,1,1,1,1,1,sH
(That is, if it's formatted correctly)

Re: Rule request thread

Posted: July 7th, 2016, 10:35 am
by muzik
What would be nice, is if there was an online non-totalistic rule gen table generator thing.

Re: Rule request thread

Posted: July 7th, 2016, 11:46 am
by BlinkerSpawn
muzik wrote:I obviously don't have access to a computer right now
muzik wrote:What would be nice, is if there was an online non-totalistic rule gen table generator thing.
:?:

Re: Rule request thread

Posted: July 7th, 2016, 1:36 pm
by muzik
BlinkerSpawn wrote:
muzik wrote:I obviously don't have access to a computer right now
muzik wrote:What would be nice, is if there was an online non-totalistic rule gen table generator thing.
:?:
So I could visit it form mobile and paste the rule tables into mobile golly.

Re: Rule request thread

Posted: July 7th, 2016, 6:03 pm
by BlinkerSpawn
muzik wrote: So I could visit <the rule generator from> mobile and paste the rule tables into mobile golly.
It's simply a matter of throwing together the proper applet and uploading it somewhere, but I'd bet against somebody doing it simply because we're close to the point where such a thing would be unnecessary. Here's what you can do in the meantime:
Paste my template into mobile Golly. (You should paste it into a word processor and change the rulename first; I made it too long.)
Then, whenever you'd like to test a rule, do the following:
  • Bring up the list of rules.
  • Click the green "Edit" to the left of the template rule.
  • Change the variable values to what you want them to be.
  • Tap "Save", then select the rule and tap "Done" to update the rule in Golly's cache.
Once you gain access to a computer, you can also do this after saving it to Golly's Rules folder:
  • Open the Rules folder in the directory on the left.
  • Right-click the template rule.
  • Change the variables and save.
  • Do Control > Set Rule, set the newly updated rule, and click "OK".

Re: Rule request thread

Posted: July 20th, 2016, 4:05 pm
by muzik
Are there any patterns with relatively common (switch engine rarity, or more common) quadratic growth patterns, that can be apgsearched and uploaded to Catagolue?

I want to see how it would handle a quadratic growth pattern.

Re: Rule request thread

Posted: July 20th, 2016, 5:28 pm
by BlinkerSpawn
muzik wrote:Are there any patterns with relatively common (switch engine rarity, or more common) quadratic growth patterns, that can be apgsearched and uploaded to Catagolue?

I want to see how it would handle a quadratic growth pattern.
I do remember there being a zz_QUADRATIC tag, but rules with relatively common 2d replicators and/or quadratic growth patterns probably aren't the best for soup searching anyway. (I mean, you can definitely try...)

Re: Rule request thread

Posted: July 20th, 2016, 5:30 pm
by muzik
There is zz_QUADRATIC, but then we also have zz_LINEAR.

And since we have Linear growth, I was wondering if there would be a normal Quadratic growth thing as wl l.

Re: Rule request thread

Posted: July 20th, 2016, 6:50 pm
by gameoflifeboy
When I searched PuffLife (B34-i5-a6-a/S2-an34-akrw) on apgsearch and uploaded it to Catagolue, it classified the quadratic growth pattern in the rule as z_EXPLOSIVE (should have been zz_EXPLOSIVE, but I forgot to change that part of v0.54+0.21i):

Code: Select all

x = 5, y = 4, rule = B34-i5-a6-a/S2-an34-akrw
5o$o3bo$o3bo$bobo!
You see, apgsearch does regression on the population of the pattern over time, and if the result is over 2.8, it returns zz_QUADRATIC. If the result is between 2.05 and 2.8, it returns zz_EXPLOSIVE.

Re: Rule request thread

Posted: July 20th, 2016, 7:21 pm
by muzik
So all quadratic growth patterns come under zz then?

Re: Rule request thread

Posted: July 20th, 2016, 7:32 pm
by gameoflifeboy
I guess they would have to. They certainly can't be classified under any of the other prefixes (xs, xp, xq, yl).

Re: Rule request thread

Posted: July 20th, 2016, 7:53 pm
by Gamedziner
muzik wrote:Are there any patterns with relatively common (switch engine rarity, or more common) quadratic growth patterns, that can be apgsearched and uploaded to Catagolue?

I want to see how it would handle a quadratic growth pattern.
Well, almost every pattern can be quadratic in B1357/S1357.

Re: Rule request thread

Posted: July 20th, 2016, 7:54 pm
by muzik
Gamedziner wrote:
muzik wrote:Are there any patterns with relatively common (switch engine rarity, or more common) quadratic growth patterns, that can be apgsearched and uploaded to Catagolue?

I want to see how it would handle a quadratic growth pattern.
Well, almost every pattern can be quadratic in B1357/S1357.
One does not simply search a B1 rule in apgmera.

Re: Rule request thread

Posted: September 6th, 2016, 11:52 am
by muzik
How about a multistate table that allows spaceships to travel at c diagonal

Re: Rule request thread

Posted: September 6th, 2016, 1:10 pm
by wildmyron
muzik wrote:How about a multistate table that allows spaceships to travel at c diagonal
That's a pretty broad criteria.

Have you seen the Mites thread? There are several rules which satisfy your request there.

Edited to add:

Here's a rule I came up with long time ago when I was exploring the Mites rules. It's primary purpose was to support light speed orthogonal and diagonal ships which used the same state for head and tail cells. The ships are necessarily larger than those in Mites, and for lack of a better name I called it Gnats. The comments in the rule table are not entirely accurate because the transitions are broader than what is described, but they do show the required function of each transition to give the overall rule behaviour. I retained a fourth state which is immortal to allow creation of circuitry, but stopped short of making it constructible.

Code: Select all

@RULE Gnats

Variation of Mites rules by Brian Prentice
One state is used as the head for orthogonal and diagonal mites
One state is used as the tail for orthogonal and diagonal mites but requires
some structure in the tail to allow both types of mites to exist
A fourth state represents an immortal but mostly  inactive cell which allows 
the creation of guns and other circuitry

@TABLE

# 0 = Background
# 1 = Head
# 2 = Tail
# 3 = Inactive Block

n_states:4
neighborhood:Moore
symmetries:rotate4reflect

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

# Common move rules
0,1,1,a,b,c,d,e,f,1    # 2 Heads -> Head
0,2,1,a,b,c,d,e,f,2    # Head in corner with Tail -> Tail
1,a,b,c,d,e,f,g,h,2    # Head becomes Tail

# Move orthogonal mite
0,1,m,a,b,c,d,e,2,1    # Head adjacent with Tails -> Head

# Move diagonal mite
0,1,a,b,c,d,e,f,g,2    # Head adjacent -> Tail
0,a,1,b,c,d,e,f,g,1    # Head in corner -> Head

# Any Tail dies
2,a,b,c,d,e,f,g,h,0

@COLORS

0   0   0   0
1   0 255   0
2   0   0 255
3   0 255 255
These are the gnats as well as a few variations thereof:

Code: Select all

x = 53, y = 15, rule = Gnats
8.2BA9.BA6.2BA8.2BA8.2BA$9.BA9.B2A6.2B9.2BA8.2B$9.B3A7.3B7.2BA8.2B9.B
$9.4B18.2B9.B$12.B19.B6$2.B9.B7.B.B7.B.B7.B.B7.B.B$.BA8.BA8.BA8.BA8.B
A8.BA$B2A8.BA7.B.B8.BA8.BA7.B.B$21.BA8.BA7.B.B$20.B.B7.B.B!
And here's a sample of the circuitry. I had a larger pattern collection of constructions somewhere, but I seem to have lost it.

Code: Select all

x = 66, y = 146, rule = Gnats
27.C5$23.C$21.C2$20.C4$15.C7$40.C2$36.BC$36.CA3$34.C11$51.C$12.C$12.
2C$10.2C$12.C21.C7.C$12.C3$37.CA20.C$37.2B19.C$37.CA19.C.C$C.C$2.C$.C
$2.C39.C$C.2C29.C$50.2C$51.C$52.C$51.C$51.C.C6$35.A2B$35.2B$35.B2$39.
AC$39.2B$39.AC4$35.C7.C19$35.C$38.2B$38.CA$37.C$39.AC$39.AB$39.AB$39.
AC$37.C$38.CA$38.2B9$48.C2$47.3C2$34.3C$20.C$20.C.C12.C$20.C25.C4$27.
C$51.AB2.B$26.3C22.B2.2B$29.C21.BA2BA$50.2BA6$20.C$21.C3$6.C3.2C2$7.C
.C2.C.C$14.C$12.C$13.C.2C2$12.C$17.C46.C$63.C$65.C!
It's also possible to reduce the explosiveness of the rule but retain the smallest ships by disallowing some of the birth transitions where a cell has multiple heads adjacent to it.

Re: Rule request thread

Posted: September 7th, 2016, 6:44 am
by bprentice
Gnats is an excellent variation of the Mites rules, I look forward to exploring it.

There is also a Mites4 rule which uses this neighborhood:
Neighborhood.png
Neighborhood.png (47.57 KiB) Viewed 11817 times
Here is a screen shot of a gun running in Square Cell:
Gun.png
Gun.png (66.68 KiB) Viewed 11858 times
The complete Mites archive is here:

http://bprentice.webenet.net/Java%20Squ ... /Mites.zip

Brian Prentice

Re: Rule request thread

Posted: September 11th, 2016, 5:25 pm
by Rhombic
Immigration and QuadLife? I can't find them.

Re: Rule request thread

Posted: September 11th, 2016, 6:21 pm
by Alexey_Nigin
Rhombic wrote:Immigration and QuadLife? I can't find them.
Here.

Re: Rule request thread

Posted: September 12th, 2016, 9:37 pm
by toroidalet
muzik wrote:What about a rule that is not explosive, but has 2d replicator(s)?
Here are 3: B1357/S1357, B1357/S02468, and B02468/S1357.

Code: Select all

x = 40, y = 40, rule = B1357/S1357
b2o4b2o7bobobobo2b3o2b2obo3bo$bob2o2bob3o2b2o3b3o2bob3obo4bo2b2o$bob2o
bo2b2o6bo3b2o2bo2bobo2b2o2bo$obob4o2b8o2bob3ob2o2b5o2bo$o2b2obobob2obo
bo2bob5o2bo2bo3b3o2bo$10bo7b6o2bo3bo3b2obobo$ob4o4bo2bob2ob3obo2b2ob2o
b2o3b3o$2o7bo3b3ob6ob3o$bo2b6o2bo2b5o2bo2b2obob2obob5o$3bo3b2obo2bo2bo
2b5ob2o2b9o$5ob3ob4obo2b2o2b4o2b2obo3bo$2bob5o4bob2o2bo7bo2b2o3b3o$ob
6o2b2o2bo4bob8o5bobob2o$2bob2obo3b3obo3bo2b2obo2b3o6b3o$b2o2bob2obo2b
3o2bob2obobob3o2b2ob3obo$b3obo2b2obo3b3o2bo3bob4obo3b2ob2o$o2bobobo3bo
3bo4bob6o2b4obobobo$3obobobo2bo4bob5obo2bobob3obo3bo$b4obo3b2o3b4o3b2o
4b2o7b3o$2b4obo2bo2bo2bob6obobobob2o3bo$2o3b2obobo3bo5bob2ob3ob5o3bo$
2bob7obo2bo3bobobo4bo4bob4o$o4b2o2bob3obo2b2ob2ob5o3bo2b2ob2o$2bobo2b
3o2b7obo5b3o2bob2ob3o$10b2o2b2ob4o8bob2obob2obo$3obobo2b2o2bobobobo2bo
2b4ob2obo3b2o$2bo3b2o2bo2b3obob3ob2ob3o2b3o3b2o$bobob4o2bo2b2ob2ob2o2b
2ob2o2b2obobo2bo$bob3o3bo2bobo2bo4bob3ob2obob7o$4bobobo2bob3o3b2obob3o
2b3o2b2o3bo$obobob2o2bo3b2ob2o5bob2o3b6obo$bo3bo3b4o3b4o2b11obob4o$b3o
2b2o3b3o4b3obobob3ob2ob3o2bo$2bo2b2o2b3o2bob3o3b2o2bo3bob5o$2o3b5ob3ob
6obob3o2bo3bo2b2o$ob4ob2obobob4obo4b2o3bobobobobobo$o5b2o2b3o2b3o3b3o
5b3o6bo$6bo3b2o3bo4b2o2bobob3obo4bo$3b4ob2o4b2obo3b2o2b2obo2bob3ob2o$b
o2bo2b2ob3obo4b4o2bo2bo8bo!

Code: Select all

x = 40, y = 40, rule = B1357/S02468
3o2b2obobo7bob4ob2ob2o3b4ob2o$obo3bo2bo6b2obob4ob2ob2ob3o2b3o$5bo4b8ob
3o2bo3bob5o4bo$ob3o2bo3bob3o4bobob2o2b3ob3obo2bo$bo3bo5bo2b3o3bo2bo2b
2ob5o3b2o$obob2o3b2obob2obob3obobobo3bo2bo$2bo2bo2bo2b2o3b4o3bo2b3ob2o
bobo2b2o$o6bo6bo4b2obo3bo2b5ob4o$2o2bo2bob4obob2o2bob2o3bob3o2b3o2bo$
2o2b2ob2ob6o2bobob3o7b2o2b3o$b3ob4o2bob2o2bob2obo3b8obo3bo$2ob2ob3o2bo
bobo3b3o2bo3bob2ob2o$o2bobo4bo4b2ob6ob2o3bo3b2obo$bo6bo2bobob3obo3bob
3ob5obob3o$4ob5obo2b6obo2b3ob4o$4o5b2o2bo2bobo5bo2b4o5bo2bo$o3b3ob3o3b
obob2o3bob2ob2obob2ob4o$ob6ob3obo2b2o6bo2bobo8b2o$o3b2o2bo3b2o3b2obobo
b3o2bob3ob2o2bo$bo2bobo4b3o2b4obobob2obo7bobo$3o5b6o4b2o5b6o2b2obo2bo$
3o3b3o2b8obobo3b3obo4b4o$bo2bo3b2obobo3b3ob2ob2o2bobo2b2obob2o$2bo2b2o
bob2obobob3o2b6obo3b5obo$obo2bob3o2bo4bobob2ob4ob3obob2o$bo2b3o3b2o6bo
b2ob2ob2o3b3o2b2obo$3o2bob3obo2b3ob5o2bob3o5b2obo$o4bo2b2ob3ob4o4b3o3b
3obob4o$3ob5obo3b2o3bob4obob5obob2obo$obo3b4o4b5ob3o2bo2b2ob2obob3o$ob
o4b4obob2o2b2o4bobo3bo2b2obo$2ob2o2b4obo2b4o4bo3b3o2bobo4bo$2ob2o4b2o
3b4o2bob4obo2bob2o3bobo$2bob3o4bo2bo2bob2ob4o4bob8o$bobobob3o2bo2b2ob
2o2b2ob2obob4o2bobo$o4bob2obo3b3obo2b4ob3o2bo2b2obobo$obo3b2obo2b2o2b
3o2b2ob3ob9ob2o$2bobob2o3bo5bob3ob2ob2ob3obo5bo$b5o2b3o2bo3bo3b3ob3o2b
2obobo2bo$ob2ob2obo2b2o5bo3bob2ob3ob3o4b2o!

Code: Select all

x = 40, y = 40, rule = B02468/S1357
5obo2b2obo3b4ob3o2bobob4ob3obo$3bobob2ob4o4b4o2bobo2bo2bo2b2o$obo2b2o
3b2o2b2obo2bo4bo4bobo2b2obo$o4bo3b3ob5ob2obob5ob3o3bo$o4b2o2bo3bobob2o
3bo2bobo2bo3bob2obo$bob3o4bo2bo2b2o2b2obob4ob3o2b2obo$2o2bo3b3obobob2o
bo5bobo2b2obobo2b2o$5ob2obobo2b2ob3obo3b5o3bo2b3o$3bo2b5o2bo2b4obo5b2o
b3obobob2o$2obo3b3ob5obob2o2bob2obo2bob3o3bo$ob5ob3ob2o2bo2bo2b2o2bo5b
5ob2o$b2ob3ob2ob2obo6bo2b6o5b2o$b4obobob2ob4o4bo3b2o3bo4bo2bo$3b2ob2ob
ob2obobob2o5b2obo2b5obo$o2bo5bo10bobo3b2o4bobobob2o$b2o2b2o2b5o4bob3o
4b3o3b3o2bo$ob2obob2o2b2ob3o2b3ob2ob3obob7o$b4ob2o3bob4obob3o2bo2bob2o
3b3o$3b2o3b3obobobo2b2o4b3ob3o2bo2bobo$2b3o3b3ob2o3b2obo3bo8b2o2b3o$b
3o2b4o2b2o5b5o4bob3o4bobo$2b2obob2o2bo2bo2bo2b2ob4o3bo2b3obo$bob2o6b2o
2b2o2bo5b2obobob2o2b3o$b3obob2o2b2ob2o2bobo3bo4bo3bobobo$obo4bobobob2o
bob2o4b3ob3o2b2o2b3o$o2bobo2bobo8bo3b3obo2b3o2b3o$bob4ob2ob2o3b7o6b5ob
2o2bo$bobo10b2ob2o2b2ob3o2bob2obob2o$o6bob3o3bo2b4obobo3b2o2bo3bobo$2o
b2obobobo3b2o5b11o3b2o2bo$3bob3obo2b2o2bo2bo5bo2bobo2b5o$2obo6bobo2bob
2o3bobo3bo4bo3b3o$2bo2b5obob3obob2ob3obo2b5o3b2o$b2o7b2obobo2bob2o2b5o
2b2ob2o2bo$bo3bob4ob2o2b2obob2ob2obob3ob4o2bo$2o2bo3bo5bo2b8obob3o2bo
3b3o$ob2obob5obobo4b2o3bobobob5ob3o$o3b3obobobobo2bobo2bo2b4o2b3o2bobo
$3bob2obob5o2bo3bo2bobo2bo3bob2obo$3ob3obob2o2b2ob4o2b3ob2ob3o!
In these rules, all patterns are replicators, so no pattern is explosive, as everything is a replicator.

Re: Rule request thread

Posted: September 12th, 2016, 9:50 pm
by BlinkerSpawn
But since every pattern expands at c it is explosive, just like Seeds and LFOD.
Everything being a replicator doesn't affect that.

Re: Rule request thread

Posted: September 12th, 2016, 9:58 pm
by Rocknlol
Evoloop has 2d replicators, and random soups aren't explosive.

Code: Select all

# [[ COLOR 1 0 0 255 COLOR 2 255 0 0 COLOR 3 0 255 0 COLOR 4 255 255 0 COLOR 5 255 0 255 COLOR 6 255 255 255 COLOR 7 0 255 255 COLOR 8 255 128 0 ]]
x = 17, y = 17, rule = Evoloop
.15B$BG.AG.AG.AG.4AB$BA13BAB$B.B11.BAB$BGB11.BAB$BAB11.BAB$B.B11.BAB$
BGB11.BAB$BAB11.BAB$B.B11.BAB$BGB11.BGB$BAB11.B.B$B.B11.BAB$BGB11.BGB
$BA13B.B$B.GA.GA.GA.DA.DAB$.14BE!

Code: Select all

# [[ COLOR 1 0 0 255 COLOR 2 255 0 0 COLOR 3 0 255 0 COLOR 4 255 255 0 COLOR 5 255 0 255 COLOR 6 255 255 255 COLOR 7 0 255 255 COLOR 8 255 128 0 ]]
x = 50, y = 51, rule = Evoloop
3.G5.D.H2.B2.H.B3.B8.ECBA2.DA.DB5.D$A.A.B.DB.B2.A2.D.HF.F2.BD.G.D2.E.
EF.H.HC.DBA4.C$F2.AEGD3.B2.F.DB.D.F4.2HC.D4.2C.D3.BGH2.EF$.E.DCBD2.G
3.EC.BF.B.BF3.B2.B3.EHCHE2.A.DABGDH.F$.GDHG3.HA3.B3.GB5.H.CHA8.C4.F.B
2.C.A$.H.B.A.EC.2CA6.BEC2GA.HA5.E3.EDCD.DE2.F2.F$E2.G.CA.E.D3.E.A.C3.
FD.H.G2.ACE.D2.H.G2.DFGEDHAD$.CEC2DB2.A2.AD2.DH2.D.H10.C2.C2.A2E.2D4.
D$.A3.CD5.2HA2F.F3.BH.HB.2HE2.E.FD.2D.F.D2.2D$2.GBC.ABF.F.EA2.H3.H.E
4.2AD.E5.B3.D.B.BC2.D$ED3.B.FH.G.C2.EC.H2.BDFD.C.F.EFE3.2E.BCG.FD.E.F
G$.H2.C2A.BDHF3.A3.DCA.A.E.FHA.HDAHCGH2.F.CFC.HD.B$D2.BE.2CE2.D2.H4.E
C.D.F.DFH.C2.G.EDE.HEDH.B2.H.C$2.H3.C5.F2.B2.EB5.HCHD.A.D.2FB2.B$2.C.
D.CE3.F3.D.E2.HF.D.CGHCB2.2A.CE2.AHE5.BE$4.D5.D.2CGH.G3.A2.C4.FD.DCG.
2D.HF2.H2G2.A$.F.FD2.G4.B.CD3.E2.DB.E.EC3.A2.GB2.G.E.DF.B$G2.C.A2.AGH
.FGHA3.CF.G.CE2.G.2GD2.EB.GHG3.BD.CDC$C2.CEG2.H2DBG.CA.B.DGFG4.F.F4.A
E2.B3.FA.G$E.BE.EAGE.A3.FC.C3.2D.EA5.FHFDA.F3.GH3.ADC$.E.C.D.F2.HEA.B
.DAG.B7.A4.E2.G2.GAGH.DH.D$.A2HBHFC2A2.H2.EGBDA.2E2.DBAF.B4.H2.2G2.A.
ACD2.H$3.E2.GA.H.B2.2C.FG.B3.C.CE.E.H.D2.EG.GAD3.CGB.C$C3.EDGBC6.C.H
2.H.B5.FDFCDGDHC3.FE.A.CGDHF$.ACB.BD.F2.H.B.HGE.H.GE3.D2.2C.C3.HEA.CB
2.E2A$2.C2.D2.CD2.D.DA.FHD2.H.D4.D.F2.FB2.E.C2.DHC$H.BCBCE.HBA5.DA.C.
B.2FEGHGCF3.E.HG2.C.B2.D3.F$FA.C.B2.H4.CE.BGADE2.DC.F.EH2.B2.CADE.FB
3.G.F.B$D.D2.2A2.B4.GAE.GBH.CHAFEABHAE.ED2E.DEB2.G.B2AB$DE.E.BCFD.HA.
C.BE3.E3.B.GHAH.HE2.C4.GA.AD.H$E.F2.CF.DH2.E5.A.F.F2.FEB2.H2G.EBECH2.
F.CGC2.D$2.D2.F4.H.H5.C2.BFAD4.G3.C.FBHAH4.H3.H$A3.CGC.2E2.B3.A.A2D2.
FA.B4.DHDC.F2D.G2.2ECB2.G$DC3.ED.E.BH.HE2.H2.H.D.BF2HFH2.C.HF2BA.C2.G
2.A.BH$GE3.E4.2G2C.B.AEB3.EHA2.C2.B.H.AC.H3.E2BA3.B$.H2.F2.DA4.FBCB2.
G.CFGCBA.DB.G2.F.GACA.GE.A$B.2CB.G.GADG2.G4.F.F.A2.E.GAD.GACHBH.HB8.H
$.BG.C2.HCF.H.GH.FG2.BG2.C.E.C2.D.DEBD.2GC3.HB$.FB.HDE2.HBD.E2.E.GC5.
BEAFHC3.A3.AE2.C.F.B.DG$AB2.BD3.F3.GHF3.A3.G6.CE4.EDG2.AF2.F.A.G$2F3.
E3.3E2.B.H.G2C.2EB2.2C4.G2.AE2F5.GB.2B$GC.AH3.HC.AD2.E2H4.B.FD.A.A3.H
.C.H3.EA2CD$FG2.F2.E.FC.EBCD3.E3.CE.G.F2H.A.AB.H2.DBDFC.B2.B$G2.B4.GH
3.BEH.D2.H2.D4.A2.AC.AGF.BFH3.D2EB.E$.E3.FDBECAHG2.B3.G.FE.E.2AB2.BG.
A.EF2.E2.CAD$A.2DA4.DB.C.GDHFD.BHA.EGDHC2.BF.G5.EAH.BGE$2.F.FB8.CHD.H
CF.C.A.E.B.G.F.BDHDH2.C.B2.GBAE$A2.B2.HG.BGDG3.AD.D2.C4.CE.B.A.DB2.H
2.G.F.H.EGF$A.A.3A5.FB5.2E.C.AC.CGC.H2.BG.F3.F$2.A2G4.BCH.BG3.ABGA.A
2.FBC3.B4.G.AH.GH2.D2.G$HA7.BGFB2.F.EH2.B.A2.G2.G3.AF.FG.E2.EHE.H.F!

Re: Rule request thread

Posted: October 7th, 2016, 6:24 am
by shouldsee
I would like a rule, that converts all 1's pattern into vertical zebra strips.
Actually an efficient script would suffice.

Code: Select all

x = 53, y = 56, rule = B3S23
obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobob
obobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobob
obobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobobob
obobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobob
obobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobob
obobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobob
obobobobobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obob
obobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobob
obobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobob
obobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobobobobob
o$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobob
obobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobob
obobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobob
obobobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobob
obobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobob
obobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobob
obobobobobobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$ob
obobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobob
obobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobob
obobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobobobob
obo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobob
obobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobob
obobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobob
obobobobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobob
obobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobob
obobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobob
obobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$
obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobob
obobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobob
obobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobobob
obobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobob
obobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobob
obobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobob
obobobobobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obob
obobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobob
obobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobob
obobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobobobobob
o$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobobobobob
obobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobobobobob
obobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobobobobob
obobobo$obobobobobobobobobobobobobobobobobobobobobobobobobobo$obobobob
obobobobobobobobobobobobobobobobobobobobobobo$obobobobobobobobobobobob
obobobobobobobobobobobobobobo$obobobobobobobobobobobobobobobobobobobob
obobobobobobo!