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Re: Thread for basic non-CGOL questions

Posted: June 8th, 2026, 9:33 am
by silversmith
B468S02357 wrote: June 5th, 2026, 8:08 pm Do linear spacefillers exist? I've seen the normal quadratic ones, and sublinear ones consisting of a signal expanding an agar (or antivoid) in a spiral formation, but do any rules exist qith linear ones?
Here are a few more examples:
wildmyron wrote: February 18th, 2021, 9:35 am ...
However, A for Awesome did post this interesting linear growth spacefiller:

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x = 29, y = 29, rule = B2c3-cikn4-eijn5-akn6ein7c8/S01e2ei3-cen4-iqy5iknqr6ai7c8
29o$5ob23o$4obob22o$3ob3ob15o2b4o$3o5b15obob3o$23o4b2o$23obob3o$23o2b
4o$29o$29o$29o$29o$29o$29o$29o$29o$29o$29o$29o$29o$29o$3o2b24o$2obob24o
$o4b16o5b3o$2obob16ob3ob3o$3o2b17obob4o$23ob5o$29o$29o!
...
melwin22 wrote: August 15th, 2019, 5:32 am ...
There also exists a linear spacefiller. Smallest predecessors in terms of bounding box (6x6) and population (12) are shown.

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x = 6, y = 6, rule = B3678/S135678
bob3o$6o$bob3o$3obo$6o$3obo!

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x = 8, y = 8, rule = B3678/S135678
bo$2obo2$bo2bo$3bo2bo2$4bob2o$6bo!
...

Re: Thread for basic non-CGOL questions

Posted: June 8th, 2026, 5:21 pm
by B468S02357
Bizzare. Very bizzare indeed.

Re: Thread for basic non-CGOL questions

Posted: June 8th, 2026, 9:36 pm
by Citation needed
What is the repeat time of this wire-based reflector?

Are there any other reflectors based on this wire with shorter repeat time?

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#C SlopeZeroToThree wire
x = 16, y = 168, rule = B2cen3aknry4ijkrtwz5ceiry6ik78/S2aik3eny4jkrtwy5jkInvestigator
9.DE2$3.E2.D2$9.D2.E2$6ED.8E$5.2E.3E$5.3E.DE$5.3E.2E$5.ED.3E$5.2E.3E$
5.3E.DE$5.3E.2E$5.ED.3E$5.2E.3E$5.3E.DE$5.3E.2E$5.ED.3E$5.2E.3E$5.3E.
DE$5.3E.2E$5.ED.3E$5.2E.3E$5.3E.DE$5.3E.2E$5.ED.3E$5.2E.3E$5.3E.DE$5.
3E.2E$5.ED.3E$5.2E.3E$5.3E.DE$5.3E.2E$5.ED.3E$5.2E.3E$5.3E.DE$5.3E.2E
$5.ED.3E$5.2E.3E$5.3E.DE$5.3E.2E$5.ED.3E$5.2E.3E$5.3E.DE$5.3E.2E$5.ED
.3E$7E.8E9$8.A$7.3A66$8.A$7.3A42$8.A$7.3A!

Re: Thread for basic non-CGOL questions

Posted: June 13th, 2026, 3:42 pm
by B468S02357
Does lowlife have any oblique ships?

Re: Thread for basic non-CGOL questions

Posted: June 13th, 2026, 3:45 pm
by TheWayOfTheCon
B468S02357 wrote: June 13th, 2026, 3:42 pm Does lowlife have any oblique ships?
Not that we know of, and I don't think there's anything stopping it.
I wrote: February 21st, 2026, 3:23 pm Out on a whim, I decided to do some knightship searching. Here was the best partial.

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x = 16, y = 14, rule = B3/S13
4b2o$4b3o$2bo4bo$b2o3b3o$o3bo4bo$o2bobo3bobo$o4b2o4bo$2b2o6bobo$b
3ob3o2b2ob2o$2b2o3bo2bob2o$3b2ob2o$2bo3bobo3bob2o$2b2o5b4obo$3b3ob
o3bobo!

Re: Thread for basic non-CGOL questions

Posted: June 17th, 2026, 3:28 am
by ThePlayzr
Is it possible to make this signal turn, and thus make loops?

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x = 17, y = 17, rule = B2en3-acq6a7e/S2aek34a5aij6-e78
3b2ob2ob2ob2o$b15o$b15o$3o11b3o$3ob9ob3o$b2ob9ob2o$3ob2ob2ob3ob3o$3ob
3o4b2ob3o$b2ob3o3b3ob2o$3ob2o4b3ob3o$3ob3ob2ob2ob3o$b2ob9ob2o$3ob5ob3o
b3o$3o5bo5b3o$b8ob6o$b15o$3b2ob2ob2ob2o!
Change the rule all you want, so long as it's the same signal.

Re: Thread for basic non-CGOL questions

Posted: June 19th, 2026, 2:56 am
by wildmyron
ThePlayzr wrote: June 17th, 2026, 3:28 am Is it possible to make this signal turn, and thus make loops?

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x = 17, y = 17, rule = B2en3-acq6a7e/S2aek34a5aij6-e78
3b2ob2ob2ob2o$b15o$b15o$3o11b3o$3ob9ob3o$b2ob9ob2o$3ob2ob2ob3ob3o$3ob
3o4b2ob3o$b2ob3o3b3ob2o$3ob2o4b3ob3o$3ob3ob2ob2ob3o$b2ob9ob2o$3ob5ob3o
b3o$3o5bo5b3o$b8ob6o$b15o$3b2ob2ob2ob2o!
Change the rule all you want, so long as it's the same signal.
Here's a solution found with LLS. I suspect there are many more. This is close to the fastest possible, but it might be possible to go one tick faster. I haven't minimised the rule - it's just what came out of LLS.

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x = 16, y = 16, rule = B2e3akqy4knqrtw5ci6aen7/S012kn3eiky4acjkq5eij6-i78
o2bo2bo2bo2bo2bo$b14o$b14o$4ob6ob4o$b2obo6bob2o$b3ob6ob3o$4ob6ob4o$b
10ob3o$b2o3b5ob3o$4ob6ob4o$b3ob6ob3o$b2obo6bob2o$4ob6ob4o$b14o$b14o$o
2bo2bo2bo2bo2bo!
I've attached the jdf file from JLS (with extension renamed to .txt) I used to find this solution, having roughly followed part 1 of Sokwe's instructions, adapted to find non-periodic results. I used Sokwe's version of LLS, but latest LLS will give the same result. Note that I used Unset cells in last phase to inject the the signal in the phase 0, in phase 0 to remove the signal from the last phase, and around the border so that rule isn't constrained by any particular boundary. This last part means it's necessary to find a stator for the solution, which I did manually in Golly - as well as assembling the turner into a loop. The following command runs the search:

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./lls -r pB2345678/S012345678 <path>/signal_turn.jdf
where "<path>" is the path to folder with jdf file.

Edit:
Here's a solution that is one tick faster:

Code: Select all

x = 16, y = 16, rule = B2ik3-nq4-ainry5acikn6ac7e/S0123-n4acejwyz5-nr6-e78
3bo2bo2bo2bo$b14o$b14o$3obob6ob3o$b5o5b4o$b3o2b4obob2o$11ob4o$b2o3b5ob
3o$b3ob6ob3o$4ob6ob4o$b2obob4o2b3o$b5o4b5o$3ob6obob3o$b14o$b14o$3bo2bo
2bo2bo!

Re: Thread for basic non-CGOL questions

Posted: June 22nd, 2026, 9:11 pm
by NNlk05
Can someone teach me how to make weighted neighborhoods rules?
LifeWiki is very unhelpful.

Re: Thread for basic non-CGOL questions

Posted: June 22nd, 2026, 9:27 pm
by pifricted
NNlk05 wrote: June 22nd, 2026, 9:11 pm Can someone teach me how to make weighted neighborhoods rules?
LifeWiki is very unhelpful.
In a weighted rule,

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Rx, Cn, S…, B…, NW…
the “NW…” is the neighborhood, which needs x^2 or 2*x^2 hex digits.

For example, In the rule

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x = 1, y = 1, rule = R2, C2, S, B1, NW0010009090100010909000100
!
, which the neighborhood in hex is this:

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0 0 1 0 0
0 9 0 9 0
1 0 0 0 1
0 9 0 9 0
0 0 1 0 0
, or is actually:

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0  0 1  0 0
0 -1 0 -1 0
1  0 0  0 1
0 -1 0 -1 0
0  0 1  0 0
Specially, for hex digits that greater than 8 (for 1 digit per cell) or 80 (for 2 digits per cell), they’re negative.

Re: Thread for basic non-CGOL questions

Posted: June 22nd, 2026, 11:30 pm
by NNlk05
pifricted wrote: June 22nd, 2026, 9:27 pm *snip*
For example, if I want to make a glider shaped cells be killed, otherwisely, behave exactly like CGoL, what do I do?

Re: Thread for basic non-CGOL questions

Posted: June 24th, 2026, 3:45 pm
by B468S02357
What's this osc's period

Code: Select all

x = 5, y = 5, rule = B3/S23Investigator|B34/S134Investigator
3.O$4.O$3A.O$ANA$3A!

Re: Thread for basic non-CGOL questions

Posted: June 24th, 2026, 3:53 pm
by I6_I6
B468S02357 wrote: June 24th, 2026, 3:45 pm What's this osc's period

Code: Select all

x = 5, y = 5, rule = B3/S23Investigator|B34/S134Investigator
3.O$4.O$3A.O$ANA$3A!
p174. (probably)

Re: Thread for basic non-CGOL questions

Posted: June 28th, 2026, 10:50 am
by Jasmine
Hello everyone! I'm new here. I have got basic knowledge of outer-totalistic rules, tried several tens of them, and am confused by two things:

1. Why is B37/S23 explosive but B357/S23 chaotic? I thought a more situation of born would make it more explosive, but it did vice versa.

2. Why is B3678/S235678 stable? Why those situations benefitting B and S altogether make it stable, even not chaotic? Even B3/S237 and B37/S23 is explosive!

I firstly supposed that one more number after B or S would never decrease the explosiveness/chaoticness, but it's false. Is there any theory to predicate character of rules with B3 and not B0/1/2? Or we don't have many ways indeed and need to try and try like chemists?

Re: Thread for basic non-CGOL questions

Posted: June 28th, 2026, 11:24 am
by I6_I6
Jasmine wrote: June 28th, 2026, 10:50 am Hello everyone! I'm new here. I have got basic knowledge of outer-totalistic rules, tried several tens of them, and am confused by two things:

1. Why is B37/S23 explosive but B357/S23 chaotic? I thought a more situation of born would make it more explosive, but it did vice versa.

2. Why is B3678/S235678 stable? Why those situations benefitting B and S altogether make it stable, even not chaotic? Even B3/S237 and B37/S23 is explosive!

I firstly supposed that one more number after B or S would never decrease the explosiveness/chaoticness, but it's false. Is there any theory to predicate character of rules with B3 and not B0/1/2? Or we don't have many ways indeed and need to try and try like chemists?
Welcome to the Forums!

To answer your first question, don't take my word for it, but I'm guessing that the additional B5 makes patterns denser in general, making more cells die from overpopulation which ends up making B357/S23 non-explosive.

B3678/S235678 has lots of survival digits, so cells that are born tend to stay alive for a while. That causes growing white blobs that are very stable. The reason the blobs don't just keep growing is because of the properties of the birth counts you chose. They make it really easy for stable boundaries to form, causing the blobs to stop growing pretty quickly. If you changed the birth counts into B34, it would become explosive because of B4.

I'd say it's hard to predict the behavior of OT rules without actually simulating them, so yes, you'd have to try them all out.

Re: Thread for basic non-CGOL questions

Posted: June 29th, 2026, 12:51 am
by NNlk05
Jasmine wrote: June 28th, 2026, 10:50 am Hello everyone! I'm new here. I have got basic knowledge of outer-totalistic rules, tried several tens of them, and am confused by two things:

1. Why is B37/S23 explosive but B357/S23 chaotic? I thought a more situation of born would make it more explosive, but it did vice versa.

2. Why is B3678/S235678 stable? Why those situations benefitting B and S altogether make it stable, even not chaotic? Even B3/S237 and B37/S23 is explosive!

I firstly supposed that one more number after B or S would never decrease the explosiveness/chaoticness, but it's false. Is there any theory to predicate character of rules with B3 and not B0/1/2? Or we don't have many ways indeed and need to try and try like chemists?
Welcome to the Forums!

I believe that adding B5 removes some bad-behaving patterns that makes the rule explosive.
Most OT rules had been explored throughout, and it seems like most discoveries had been discovered. You may want to try out INT instead.
However, still keep an eye out in OT, sometimes CA can surprise you...
-----
Was any B1e rule proven TC?

Re: Thread for basic non-CGOL questions

Posted: June 29th, 2026, 3:26 am
by Jasmine
NNlk05 wrote: June 29th, 2026, 12:51 am
Jasmine wrote: June 28th, 2026, 10:50 am Hello everyone! I'm new here. I have got basic knowledge of outer-totalistic rules, tried several tens of them, and am confused by two things:

1. Why is B37/S23 explosive but B357/S23 chaotic? I thought a more situation of born would make it more explosive, but it did vice versa.

2. Why is B3678/S235678 stable? Why those situations benefitting B and S altogether make it stable, even not chaotic? Even B3/S237 and B37/S23 is explosive!

I firstly supposed that one more number after B or S would never decrease the explosiveness/chaoticness, but it's false. Is there any theory to predicate character of rules with B3 and not B0/1/2? Or we don't have many ways indeed and need to try and try like chemists?
Welcome to the Forums!

I believe that adding B5 removes some bad-behaving patterns that makes the rule explosive.
Most OT rules had been explored throughout, and it seems like most discoveries had been discovered. You may want to try out INT instead.
However, still keep an eye out in OT, sometimes CA can surprise you...
-----
Was any B1e rule proven TC?
Thank you. Your telling me they're explored throughout makes me surprised, for I haven't found much talk about them. LifeWiki doesn't say much, and I have only found separate information rather than lists on this forum.

Is there a list of chaotic OT rules, or discussions trying to predict their characters beyond their having to fall in either B3 type or B0 type?

Re: Thread for basic non-CGOL questions

Posted: June 29th, 2026, 5:26 am
by NNlk05
Jasmine wrote: June 29th, 2026, 3:26 am
NNlk05 wrote: June 29th, 2026, 12:51 am *snip*
Thank you. Your telling me they're explored throughout makes me surprised, for I haven't found much talk about them. LifeWiki doesn't say much, and I have only found separate information rather than lists on this forum.

Is there a list of chaotic OT rules, or discussions trying to predict their characters beyond their having to fall in either B3 type or B0 type?
Thank you. Your telling me they're explored throughout makes me surprised, for I haven't found much talk about them. LifeWiki doesn't say much, and I have only found separate information rather than lists on this forum.
See glider.db.
Is there a list of chaotic OT rules, or discussions trying to predict their characters beyond their having to fall in either B3 type or B0 type?
From wiki page "Life-like cellular automaton" (Italics is mine):
LifeWiki, Life-like cellular automaton wrote: *snip*
There are 262144 (= 218) distinct Life-like rules. Each rule has a complementary rule which behaves identically under on-off reversal; namely the rule in which birth occurs on all N except those for which 8 - N is a survival condition in the original rule, and survival occurs on all N except those for which 8 - N is a birth condition in the original rule. For example, the rule complementary to Conway's Life is B0123478/S01234678. This however does not quite halve the number of effectively distinct rules, as there are 512 (= 29) self-complementary rules which are unaffected by on-off reversal.

Some straightforward inferences on the behavior of different kinds of rules can be made:
  • In all rules where the lowest birth condition is 1 neighboring ON cell, all finite patterns grow at the speed of light in all directions. No still lifes, oscillators or spaceships are possible in these rules. Several have replicators, however. There are 65536 (= 216) rules of the B1 type.
  • All rules where the lowest birth condition is 2 neighboring ON cells are exploding or expanding in character; this is largely due to the fact that a domino at the edge of a pattern will give rise to a new domino, also located at the edge of the daughter pattern. Spaceships (such as the moon) and oscillators (such as the duoplet) do exist in many of these rules. There are 32768 (= 215) rules of the B2 type.
  • All rules where the lowest birth condition (if any) is 4 or more neighboring ON cells are stable in character, since no patterns can ever grow beyond their initial bounding box. In particular, no spaceships can exist. There are 16384 (= 214) rules of the B4+ type.
  • In all rules where the lowest birth condition is 0 neighboring ON cells, and the highest survival condition is 8 neighboring ON cells, the vacuum is unstable and will be immediately filled (and remain filled) with ON cells; thus, there are no patterns that remain finite. All of these rules have distinct complementary rules, and they are not commonly studied on their own.

    This leaves 16384 rules in which the lowest birth condition is 3 neighboring ON cells, as well as 65536 rules in which the lowest birth condition is 0 neighboring cells, and 8 neighbors is not a survival condition. All chaotic rules must fall in either of these two areas of the rulespace.
    Most well-studied examples fall in the first one, since for long no commonly available software existed that could simulate the evolution of rules containing B0. Golly's QuickLife algorithm simulates them by converting them into equivalent rules to avoid having to simulate an infinite number of cells.
*snip*

Re: Thread for basic non-CGOL questions

Posted: July 3rd, 2026, 1:50 am
by B468S02357
gbagcn wrote: July 11th, 2010, 6:48 pm This is a type of cellular automata that I created is similar to both brains brain and star wars in that it creates alot of spaceships that travel at the speed of light. They start from an initial configuration of 2 cells that are horizontally next to each other and grow chaotically. These rules are created using weighted life (4 states) and general binary and use the MCell text format. The weights in the survives and born section can probably be cut down a bit since I left alot of information in them that made searching for new rules easier. Ok here they are:

1. Line ships: NW12,NN8,NE12,WW8,ME0,EE10,SW12,SS10,SE12,HI4,RS24,RS28,RS32,RB16,RB17,RB18,RB19,RB20,RB21,RB22,RB23,RB24,RB25,RB26,RB27,RB28,RB29,RB30,RB31,RB32,RB33

2. Rectangles:
NW4,NN5,NE6,WW4,ME0,EE4,SW6,SS5,SE5,HI4,RS12,RS16,RS20,RB8,RB9,RB10,RB11,RB12,RB13,RB14,RB15

3. Trickle Down: NW10,NN9,NE10,WW6,ME0,EE6,SW7,SS7,SE7,HI4,RS18,RS21,RS24,RB12,RB14,RB15,RB16,RB17,RB18,RB19,RB20,RB21,RB22,RB23,RB24,RB25,RB26

4. Weird:
NW4,NN4,NE5,WW4,ME3,EE4,SW4,SS4,SE4,HI4,RS12,RB6,RB7,RB8,RB9,RB13,RB14,RB15,RB16,RB17

5. Insects:
NW3,NN2,NE3,WW2,ME0,EE2,SW2,SS3,SE2,HI4,RS6,RS10,RB4,RB5,RB6,RB7

6. Random Triangle:
NW5,NN4,NE5,WW4,ME4,EE4,SW4,SS4,SE3,HI4,RS12,RB6,RB7,RB8,RB9,RB13,RB14,RB15,RB16,RB17

7. Weird Ships:
NW6,NN5,NE6,WW4,ME0,EE4,SW5,SS5,SE4,HI4,RS12,RS16,RS20,RB8,RB9,RB10,RB11,RB12,RB13,RB14,RB15

8. Weird Ships 2:
NW4,NN5,NE6,WW6,ME0,EE4,SW4,SS5,SE5,HI4,RS12,RS16,RS20,RB8,RB9,RB10,RB11,RB12,RB13,RB14,RB15

9. Bugs (gen binary):
C4,NM,S6ab5abab81ab15ab79abb30ab31a,B3ababbaabbab4abbab3ab8abbab3ab7ab15a3bab3ab7ab15ab32abbab3ab7ab15ab31ab63a

10. Solid insects (gen binary, start with 2x2 square, 2 states):
C0,NM,S7ab3aba3b3aba3ba7b3aba3ba7ba14b4aba3ba7ba14baa14ba7ba3bab6aba3ba7ba14baa14ba7ba3bab4a14ba7ba3bab3a7ba3bab3a3bab3ab7a,B3abaabb4ab11ab3ab19ab47ab15ab16ab62abb62a
What's the ruletable fr this?

Re: Thread for basic non-CGOL questions

Posted: July 3rd, 2026, 4:26 am
by 1and0nlycordershippr
NNlk05 wrote: June 22nd, 2026, 11:30 pm
pifricted wrote: June 22nd, 2026, 9:27 pm *snip*
For example, if I want to make a glider shaped cells be killed, otherwisely, behave exactly like CGoL, what do I do?
Well, try making a neighborhood that has its 8 cells spread out evenly, like in this rule:

Code: Select all

x = 103, y = 14, rule = R4,C2,S2-3,B3,NW100010001000000000000000000000000000100000001000000000000000000000000000100010001
48bo22bo22b2o$51bo20bobo20b4o$o22b2o21bo22bo5bo16b2o4b2o$obo20bobo19b
o7bo14bobo5bo14b4o4b2o$2o23bo18bo22bobo7bo12b4o6b2o$25b2o16bo3bo18bob
obo18b6o$o7bo14b2o6b2o13bo7bo12bobobo5bo12b6o4b2o$obo5bobo12bobo5bobo
11bo3bo18bobobo5bo12b6o4b2o$2o6b2o15bo7bo10bo3bo3bo14bobobobobo14b10o
$25b2o6b2o12bo3bo16bobobobobo14b10o$o3bo18b2o2b2o17bo3bo18bobobobo16b
8o$obobobo16bobobobo19bo20bobobo18b6o$2o2b2o19bo3bo43bo22b2o$25b2o2b2o
!

Re: Thread for basic non-CGOL questions

Posted: July 3rd, 2026, 8:18 am
by pifricted
NNlk05 wrote: June 22nd, 2026, 11:30 pm
pifricted wrote: June 22nd, 2026, 9:27 pm *snip*
For example, if I want to make a glider shaped cells be killed, otherwisely, behave exactly like CGoL, what do I do?
It seems impossible to add transitions to CGoL and not to change its behavior.

I don’t know how confocaloid done the R3 weighted rules, either.

Re: Thread for basic non-CGOL questions

Posted: July 9th, 2026, 10:34 pm
by yyh_baboon
WhiteHawk wrote: August 3rd, 2024, 3:17 pm How many oblique ship slopes are known, barring repeats like (2,1) and (3,6)?
Two years have passed, and definitely there are more slopes. So i will ask this question again :)

Re: Thread for basic non-CGOL questions

Posted: July 10th, 2026, 1:15 am
by NNlk05
yyh_baboon wrote: July 9th, 2026, 10:34 pm
WhiteHawk wrote: August 3rd, 2024, 3:17 pm How many oblique ship slopes are known, barring repeats like (2,1) and (3,6)?
Two years have passed, and definitely there are more slopes. So i will ask this question again :)
speedydelete, can you look this up?

Re: Thread for basic non-CGOL questions

Posted: July 10th, 2026, 5:52 pm
by silversmith
NNlk05 wrote: July 10th, 2026, 1:15 am speedydelete, can you look this up?
It's perhaps not how you expected them to answer, but their frontend for the 5S database says there are 671348 oblique spaceship speeds in the database at this time.

Re: Thread for basic non-CGOL questions

Posted: July 10th, 2026, 9:08 pm
by speedydelete
NNlk05 wrote: July 10th, 2026, 1:15 am
yyh_baboon wrote: July 9th, 2026, 10:34 pm
Two years have passed, and definitely there are more slopes. So i will ask this question again :)
speedydelete, can you look this up?
7985 unsimplified, 4490 simplified

Re: Thread for basic non-CGOL questions

Posted: July 11th, 2026, 3:33 am
by B468S02357
Speed?

Code: Select all

x = 89, y = 86, rule = B2i3-jkq4qt5cny7c/S2-ci3-aeky4ciz5cjq6eik7|B2i3-jkq4qt5cny7c/S2-ci3-aeky4ciz5cjq6eik7e
36$18b2o$20bo$14bobo3bo$14bo3b3o2$14bob2o$14bo2bo$14b3o6$3b2ob3o$8bo$
3bo2bobo9b3o$6b2o9bo2bo$bo2bo12bo3bo$bo2bo12b2o$2b3o13bo$18bo$17bobo15b
o$17bobo14b3o$18bo2bo12bobo$33b2o2bo$33b5o$33b2o5$25b2o$24bobo$23b2o$
24b2o4$32b2o$30bo2bo$30b3o$31bo!