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Re: Thread for basic non-CGOL questions

Posted: March 9th, 2021, 8:32 pm
by LaundryPizza03
GUYTU6J wrote: February 11th, 2021, 11:57 am This is a failed attempt to construct a sawtooth because of the lack of proper upstream T-ship suppression:

Code: Select all

x = 104, y = 105, rule = B3-jknr4ity5ijk6i8/S23-a4city6c7c
54bo$53bobo$54bo10$bo24bo$obo12bo9bobo$bo12bobo9bo26bo$15b2o35bobo$52b
2o$18b2o29bo$17b3o19bo8b3o$18b2o18bobo7b3o$39bo5$54bo$53bobo$19bo34bo$
18bobo$19bo9$48bo$47bobo$13bo34bo$12bobo$13bo5$28bo$17b3o7bobo18b2o$
17b3o8bo19b3o$18bo29b2o29bo9bo$14b2o62bobo8bo$13bobo35b2o26bo8b4o$14bo
26bo9bobo37b2o$40bobo9bo35bobob2o$41bo50bo$66bo17b3o2b3o$58bo6bobo15bo
2bo$57bobo6bo16bo3bo$58bo24b2o2b2o$85bo3bo8b3o$86b3o9bobo$86b3o8bo2bo$
96b2o3b3o$96b2o5bo$13bo81bobobo2b2o$12bobo64b3o12b2o2bo$13bo65bobo6b3o
2b3o2b2o2bo$79b3o12b2o2bo$95bobobo2b2o$96b2o5bo$96b2o3b3o$97bo2bo$98bo
bo$98b3o2$95b2o$95b3o$95b2o2$98b3o$98bobo$97bo2bo$96b2o3b3o$96b2o5bo$
95bobobo2b2o$79b3o12b2o2bo$79bobo6b3o2b3o2b2o2bo$79b3o12b2o2bo$95bobob
o2b2o$96b2o5bo$96b2o3b3o$86b3o8bo2bo$86b3o9bobo$85bo3bo8b3o$83b2o2b2o$
83bo3bo$83bo2bo$84b3o2b3o$92bo$88bobob2o$91b2o$88b4o$89bo$89bo!
Any ideas to complete it? Can I use something like a regulator?
Actually, it is a working sawtooth with minimum repeating population 223. The advancing spaceship has speed 8c/17, the gun fires a spaceship with speed c/2, and the fuse formed afterward has speed 25c/52, which yields an expansion factor of 841/25 = 33.64. The first five minima occur at generations 89, 2027, 67205, 2259797, and 76018649.

Re: Thread for basic non-CGOL questions

Posted: March 9th, 2021, 8:36 pm
by MathAndCode
bubblegum wrote: March 9th, 2021, 7:28 pm…because you don't go around, looking for sequences that last at least six generations and were mentioned once in an obscure, badly-documented, ancient place and memorising every step of them?
My best guess is because the form that I'm used to looking 'for doesn't show up in this rule, so I suppose that you are correct because I would have recognized its predecessors had I memorized them.

Re: Thread for basic non-CGOL questions

Posted: March 13th, 2021, 10:02 am
by hotdogPi
How do I convert a binary string to base64 encoding for MAP rules? All I can find online is converting text to base64 encoding.

The rule I'm proposing is actually quite simple: it's Seeds, except B2a only works in half its configurations (with C4 symmetry), hopefully making it nonexplosive.

This diagram is just for visuals; it's not meant to be run.

Code: Select all

x = 23, y = 13, rule = LifeHistory
A2B2.B2A2.3B2.3B$ACB2.BCB2.BCA2.BCB$3B2.3B2.2BA2.2AB3$2AB2.2BA2.3B2.
3B$BDB2.BDA2.BDB2.ADB$3B2.3B2.B2A2.A2B3$ABA2.A2B2.A2B2.BAB2.BAB$BCB2.
BCA2.BCB2.BCA2.BCB$3B2.3B2.2BA2.3B2.BAB!

Re: Thread for basic non-CGOL questions

Posted: March 15th, 2021, 1:44 pm
by cgoler2
I think a good rule is B234/S12.

Re: Thread for basic non-CGOL questions

Posted: March 15th, 2021, 3:38 pm
by MathAndCode
cgoler2 wrote: March 15th, 2021, 1:44 pm I think a good rule is B234/S12.
That's not a question. Could you please reserve this thread for questions (and answers to those questions)?
Also, in general, simply saying that a rule is good or interesting is not very helpful. If you show us the structures that it has that make it good or interesting (in the appropriate thread), that would be better.

Re: Thread for basic non-CGOL questions

Posted: March 23rd, 2021, 3:15 am
by Donald Fe Trump
How Do Rule Tables And Rule Trees Work?
What Is "B2-i/S"?

What are ruletables and how do I make them?

Posted: March 23rd, 2021, 6:03 pm
by hotcrystal0
How do I make a ruletable and what does everything do in one?

EDIT by dvgrn: A basic question like this fits better here than in a whole new thread under Website Discussion. Please try to limit the number of new threads, and the number of new one-liner posts without much content, that you create per day. People are starting to report some of them as being a bit too noisy for these forums -- "noisy" as in "low signal-to-noise ratio".

Re: What are ruletables and how do I make them?

Posted: March 23rd, 2021, 6:09 pm
by Moosey
hotcrystal0 wrote: March 23rd, 2021, 6:03 pm How do I make a ruletable and what does everything do in one?
Have you seen the wiki tutorial? That might be the best place to learn about ruletables quickly.

EDIT:
re: movement to thread, why not the thread for basic non-CGoL questions?

EDIT by dvgrn: Yup, that is obviously what I should have done.

Re: Thread for basic non-CGOL questions

Posted: March 24th, 2021, 6:32 pm
by dvgrn
hotdogPi wrote: March 13th, 2021, 10:02 am How do I convert a binary string to base64 encoding for MAP rules? All I can find online is converting text to base64 encoding.
Some of the code in MAPper.lua might help, if you don't mind Lua instead of Python.

What it does is to create all 512 neighborhoods and actually run them for one tick in Golly. Then it creates a binary string representing the unencoded MAP string, and then it base64-encodes that string.

There's some extra complexity due to Golly not actually running the rule that it's supposed to sometimes, to avoid strobing effects. But the base64-encoding part should be fairly easy to extract.

Tell me the string for each transition

Posted: March 25th, 2021, 5:59 pm
by hotcrystal0
Can someone tell me the string for each transition in a ruletable? I really need it!

Re: Thread for basic non-CGOL questions

Posted: March 25th, 2021, 6:29 pm
by toroidalet
Please don't create a new thread every time you have a question like this. It clutters up the forums.

As usual with these types of questions, the first step would be to check LifeWiki, which has a table. There was an image somewhere with the same list but I forgot where. (this is assuming you are referring to non-totalistic rules, not ruletables.)

If you use them enough, you'll eventually memorize them all and the thought that they could have been assigned any other way will become pure nonsense. Don't let the task ahead daunt you!


If you meant "how to write transitions in rule tables", there's a guide somewhere. Basically, a transition looks like this (in smaller neighborhoods, there will be less transitions):

Code: Select all

center,N,NE,E,SE,S,SW,W,NW,final
This means that a cell in state "center" (they are numbers) surrounded by a given pattern of other cells will become the final state.

Re: Tell me the string for each transition

Posted: March 25th, 2021, 6:33 pm
by dvgrn
hotcrystal0 wrote: March 25th, 2021, 5:59 pm Can someone tell me the string for each transition in a ruletable? I really need it!
Sure -- but this is a basic OCA question. It definitely isn't a question about Conway's Life or about the forum website, and even if it were it wouldn't need a whole new thread on the Website Discussion board. Please spend some time trying to understand why I moved this question to this thread instead (for the second time in a row) before you create any more threads, or I'll have to start trying to get your attention with a temporary ban.

I think what you're looking for is this dictionary definition from isotropic-rule-gen.py:

Code: Select all

        "0"  : [0,0,0,0,0,0,0,0],   #    
        "1e" : [1,0,0,0,0,0,0,0],   #   N
        "1c" : [0,1,0,0,0,0,0,0],   #   NE
        "2a" : [1,1,0,0,0,0,0,0],   #   N,  NE
        "2e" : [1,0,1,0,0,0,0,0],   #   N,  E
        "2k" : [1,0,0,1,0,0,0,0],   #   N,  SE
        "2i" : [1,0,0,0,1,0,0,0],   #   N,  S
        "2c" : [0,1,0,1,0,0,0,0],   #   NE, SE
        "2n" : [0,1,0,0,0,1,0,0],   #   NE, SW
        "3a" : [1,1,1,0,0,0,0,0],   #   N,  NE, E
        "3n" : [1,1,0,1,0,0,0,0],   #   N,  NE, SE
        "3r" : [1,1,0,0,1,0,0,0],   #   N,  NE, S
        "3q" : [1,1,0,0,0,1,0,0],   #   N,  NE, SW
        "3j" : [1,1,0,0,0,0,1,0],   #   N,  NE, W
        "3i" : [1,1,0,0,0,0,0,1],   #   N,  NE, NW
        "3e" : [1,0,1,0,1,0,0,0],   #   N,  E,  S
        "3k" : [1,0,1,0,0,1,0,0],   #   N,  E,  SW
        "3y" : [1,0,0,1,0,1,0,0],   #   N,  SE, SW
        "3c" : [0,1,0,1,0,1,0,0],   #   NE, SE, SW
        "4a" : [1,1,1,1,0,0,0,0],   #   N,  NE, E,  SE
        "4r" : [1,1,1,0,1,0,0,0],   #   N,  NE, E,  S
        "4q" : [1,1,1,0,0,1,0,0],   #   N,  NE, E,  SW
        "4i" : [1,1,0,1,1,0,0,0],   #   N,  NE, SE, S
        "4y" : [1,1,0,1,0,1,0,0],   #   N,  NE, SE, SW
        "4k" : [1,1,0,1,0,0,1,0],   #   N,  NE, SE, W
        "4n" : [1,1,0,1,0,0,0,1],   #   N,  NE, SE, NW
        "4z" : [1,1,0,0,1,1,0,0],   #   N,  NE, S,  SW
        "4j" : [1,1,0,0,1,0,1,0],   #   N,  NE, S,  W
        "4t" : [1,1,0,0,1,0,0,1],   #   N,  NE, S,  NW
        "4w" : [1,1,0,0,0,1,1,0],   #   N,  NE, SW, W
        "4e" : [1,0,1,0,1,0,1,0],   #   N,  E,  S,  W
        "4c" : [0,1,0,1,0,1,0,1],   #   NE, SE, SW, NW
        "5i" : [1,1,1,1,1,0,0,0],   #   N,  NE, E,  SE, S
        "5j" : [1,1,1,1,0,1,0,0],   #   N,  NE, E,  SE, SW
        "5n" : [1,1,1,1,0,0,1,0],   #   N,  NE, E,  SE, W
        "5a" : [1,1,1,1,0,0,0,1],   #   N,  NE, E,  SE, NW
        "5q" : [1,1,1,0,1,1,0,0],   #   N,  NE, E,  S,  SW
        "5c" : [1,1,1,0,1,0,1,0],   #   N,  NE, E,  S,  W
        "5r" : [1,1,0,1,1,1,0,0],   #   N,  NE, SE, S,  SW
        "5y" : [1,1,0,1,1,0,1,0],   #   N,  NE, SE, S,  W
        "5k" : [1,1,0,1,0,1,1,0],   #   N,  NE, SE, SW, W
        "5e" : [1,1,0,1,0,1,0,1],   #   N,  NE, SE, SW, NW
        "6a" : [1,1,1,1,1,1,0,0],   #   N,  NE, E,  SE, S,  SW
        "6c" : [1,1,1,1,1,0,1,0],   #   N,  NE, E,  SE, S,  W
        "6k" : [1,1,1,1,0,1,1,0],   #   N,  NE, E,  SE, SW, W
        "6e" : [1,1,1,1,0,1,0,1],   #   N,  NE, E,  SE, SW, NW
        "6n" : [1,1,1,0,1,1,1,0],   #   N,  NE, E,  S,  SW, W
        "6i" : [1,1,0,1,1,1,0,1],   #   N,  NE, SE, S,  SW, NW
        "7c" : [1,1,1,1,1,1,1,0],   #   N,  NE, E,  SE, S,  SW, W
        "7e" : [1,1,1,1,1,1,0,1],   #   N,  NE, E,  SE, S,  SW, NW
        "8"  : [1,1,1,1,1,1,1,1],   #   N,  NE, E,  SE, S,  SW, W,  NW
If you're building rule tables by hand (though I'm not sure why you wouldn't just use one of the scripts) then you'd just use the lists of ones and zeroes inside the brackets. Example: to build a table for B6k/S7e, you'd just look at these lines:

"6k" : [1,1,1,1,0,1,1,0], # N, NE, E, SE, SW, W
"7e" : [1,1,1,1,1,1,0,1], # N, NE, E, SE, S, SW, NW

"B" means a cell is being born, so it starts with state 0 and ends in state 1. The rule line is:

0,1,1,1,1,0,1,1,0,1

"S" means a cell is surviving, so it starts with state 1 and ends in state 1. The rule line is:

1,1,1,1,1,1,1,0,1,1

The symmetry that the table would need to define to use these strings would be 'rotate4reflect'.

Re: Tell me the string for each transition

Posted: March 26th, 2021, 3:01 pm
by hotcrystal0
dvgrn wrote: March 25th, 2021, 6:33 pm
hotcrystal0 wrote: March 25th, 2021, 5:59 pm Can someone tell me the string for each transition in a ruletable? I really need it!
Sure -- but this is a basic OCA question. It definitely isn't a question about Conway's Life or about the forum website, and even if it were it wouldn't need a whole new thread on the Website Discussion board. Please spend some time trying to understand why I moved this question to this thread instead (for the second time in a row) before you create any more threads, or I'll have to start trying to get your attention with a temporary ban.

I think what you're looking for is this dictionary definition from isotropic-rule-gen.py:

Code: Select all

        "0"  : [0,0,0,0,0,0,0,0],   #    
        "1e" : [1,0,0,0,0,0,0,0],   #   N
        "1c" : [0,1,0,0,0,0,0,0],   #   NE
        "2a" : [1,1,0,0,0,0,0,0],   #   N,  NE
        "2e" : [1,0,1,0,0,0,0,0],   #   N,  E
        "2k" : [1,0,0,1,0,0,0,0],   #   N,  SE
        "2i" : [1,0,0,0,1,0,0,0],   #   N,  S
        "2c" : [0,1,0,1,0,0,0,0],   #   NE, SE
        "2n" : [0,1,0,0,0,1,0,0],   #   NE, SW
        "3a" : [1,1,1,0,0,0,0,0],   #   N,  NE, E
        "3n" : [1,1,0,1,0,0,0,0],   #   N,  NE, SE
        "3r" : [1,1,0,0,1,0,0,0],   #   N,  NE, S
        "3q" : [1,1,0,0,0,1,0,0],   #   N,  NE, SW
        "3j" : [1,1,0,0,0,0,1,0],   #   N,  NE, W
        "3i" : [1,1,0,0,0,0,0,1],   #   N,  NE, NW
        "3e" : [1,0,1,0,1,0,0,0],   #   N,  E,  S
        "3k" : [1,0,1,0,0,1,0,0],   #   N,  E,  SW
        "3y" : [1,0,0,1,0,1,0,0],   #   N,  SE, SW
        "3c" : [0,1,0,1,0,1,0,0],   #   NE, SE, SW
        "4a" : [1,1,1,1,0,0,0,0],   #   N,  NE, E,  SE
        "4r" : [1,1,1,0,1,0,0,0],   #   N,  NE, E,  S
        "4q" : [1,1,1,0,0,1,0,0],   #   N,  NE, E,  SW
        "4i" : [1,1,0,1,1,0,0,0],   #   N,  NE, SE, S
        "4y" : [1,1,0,1,0,1,0,0],   #   N,  NE, SE, SW
        "4k" : [1,1,0,1,0,0,1,0],   #   N,  NE, SE, W
        "4n" : [1,1,0,1,0,0,0,1],   #   N,  NE, SE, NW
        "4z" : [1,1,0,0,1,1,0,0],   #   N,  NE, S,  SW
        "4j" : [1,1,0,0,1,0,1,0],   #   N,  NE, S,  W
        "4t" : [1,1,0,0,1,0,0,1],   #   N,  NE, S,  NW
        "4w" : [1,1,0,0,0,1,1,0],   #   N,  NE, SW, W
        "4e" : [1,0,1,0,1,0,1,0],   #   N,  E,  S,  W
        "4c" : [0,1,0,1,0,1,0,1],   #   NE, SE, SW, NW
        "5i" : [1,1,1,1,1,0,0,0],   #   N,  NE, E,  SE, S
        "5j" : [1,1,1,1,0,1,0,0],   #   N,  NE, E,  SE, SW
        "5n" : [1,1,1,1,0,0,1,0],   #   N,  NE, E,  SE, W
        "5a" : [1,1,1,1,0,0,0,1],   #   N,  NE, E,  SE, NW
        "5q" : [1,1,1,0,1,1,0,0],   #   N,  NE, E,  S,  SW
        "5c" : [1,1,1,0,1,0,1,0],   #   N,  NE, E,  S,  W
        "5r" : [1,1,0,1,1,1,0,0],   #   N,  NE, SE, S,  SW
        "5y" : [1,1,0,1,1,0,1,0],   #   N,  NE, SE, S,  W
        "5k" : [1,1,0,1,0,1,1,0],   #   N,  NE, SE, SW, W
        "5e" : [1,1,0,1,0,1,0,1],   #   N,  NE, SE, SW, NW
        "6a" : [1,1,1,1,1,1,0,0],   #   N,  NE, E,  SE, S,  SW
        "6c" : [1,1,1,1,1,0,1,0],   #   N,  NE, E,  SE, S,  W
        "6k" : [1,1,1,1,0,1,1,0],   #   N,  NE, E,  SE, SW, W
        "6e" : [1,1,1,1,0,1,0,1],   #   N,  NE, E,  SE, SW, NW
        "6n" : [1,1,1,0,1,1,1,0],   #   N,  NE, E,  S,  SW, W
        "6i" : [1,1,0,1,1,1,0,1],   #   N,  NE, SE, S,  SW, NW
        "7c" : [1,1,1,1,1,1,1,0],   #   N,  NE, E,  SE, S,  SW, W
        "7e" : [1,1,1,1,1,1,0,1],   #   N,  NE, E,  SE, S,  SW, NW
        "8"  : [1,1,1,1,1,1,1,1],   #   N,  NE, E,  SE, S,  SW, W,  NW
If you're building rule tables by hand (though I'm not sure why you wouldn't just use one of the scripts) then you'd just use the lists of ones and zeroes inside the brackets. Example: to build a table for B6k/S7e, you'd just look at these lines:

"6k" : [1,1,1,1,0,1,1,0], # N, NE, E, SE, SW, W
"7e" : [1,1,1,1,1,1,0,1], # N, NE, E, SE, S, SW, NW

"B" means a cell is being born, so it starts with state 0 and ends in state 1. The rule line is:

0,1,1,1,1,0,1,1,0,1

"S" means a cell is surviving, so it starts with state 1 and ends in state 1. The rule line is:

1,1,1,1,1,1,1,0,1,1

The symmetry that the table would need to define to use these strings would be 'rotate4reflect'.
Thank you! You're the best!

Re: Thread for basic non-CGOL questions

Posted: March 29th, 2021, 1:59 pm
by Aleph
How many margolus media are there?

Re: Thread for basic non-CGOL questions

Posted: March 29th, 2021, 9:38 pm
by GUYTU6J
wwei47 wrote: March 29th, 2021, 1:59 pm How many margolus media are there?
From wild seas:
77topaz wrote: January 23rd, 2018, 4:56 pm The rule supports Margolus patterns with four different media:

Code: Select all

x = 32, y = 8, rule = B2c3-cekq4ikt5i8/S2-in3-acky4aijry5eiky6i
o9bo9bo9b2o$10bo10bo8b2o$o9bo9bo9b2o$10bo10bo8b2o$o9bo9bo9b2o$10bo10bo
8b2o$o9bo9bo9b2o$10bo10bo8b2o!

Re: Thread for basic non-CGOL questions

Posted: March 29th, 2021, 10:08 pm
by Aleph
GUYTU6J wrote: March 29th, 2021, 9:38 pm From wild seas:
77topaz wrote: January 23rd, 2018, 4:56 pm The rule supports Margolus patterns with four different media:

Code: Select all

x = 32, y = 8, rule = B2c3-cekq4ikt5i8/S2-in3-acky4aijry5eiky6i
o9bo9bo9b2o$10bo10bo8b2o$o9bo9bo9b2o$10bo10bo8b2o$o9bo9bo9b2o$10bo10bo
8b2o$o9bo9bo9b2o$10bo10bo8b2o!
But that doesn't imply that those are the only ones.

Re: Thread for basic non-CGOL questions

Posted: March 29th, 2021, 10:22 pm
by GUYTU6J
wwei47 wrote: March 29th, 2021, 10:08 pm
GUYTU6J wrote: March 29th, 2021, 9:38 pm From wild seas:
77topaz wrote: January 23rd, 2018, 4:56 pm The rule supports Margolus patterns with four different media:

Code: Select all

x = 32, y = 8, rule = B2c3-cekq4ikt5i8/S2-in3-acky4aijry5eiky6i
o9bo9bo9b2o$10bo10bo8b2o$o9bo9bo9b2o$10bo10bo8b2o$o9bo9bo9b2o$10bo10bo
8b2o$o9bo9bo9b2o$10bo10bo8b2o!
But that doesn't imply that those are the only ones.
You're right.
muzik wrote: January 10th, 2018, 12:33 pm Margolus rule being simulated by all five possible media (empty doesn't count) coexisting in a single rule:

Code: Select all

x = 84, y = 12, rule = B2c3i4i5i/S2c3i4i5i
2o18b2o20bo19bo19bo$bo18b2o20bo40bo$2o18b2o20bo19bo19bo$bo18b2o20bo40b
o$2o18b2o20bo19bo19bo$bo18b2o20bo40bo$2o18b2o20bo19bo19bo$bo18b2o20bo
40bo$2o18b2o20bo19bo19bo$bo18b2o20bo40bo$2o18b2o20bo19bo19bo$bo18b2o
20bo40bo!
wwei23 wrote: October 29th, 2020, 9:32 am A sixth margolus media, in addition to the previous five.

Code: Select all

x = 84, y = 8, rule = B2en3j4a/S2k3y4qt5jq
b2o2b2o18b2o18b2o14b2o2b2o14b2o$o2b2o2bo16bo2bo16bo2bo12bo2b2o2bo12bo
2bo$o2b2o2bo16bo2bo16bo2bo12bo2b2o2bo12bo2bo$b2o2b2o18b2o18b2o14b2o2b
2o14b2o$b2o2b2o14b2o2b2o14b2o$o2b2o2bo12bo2b2o2bo12bo2bo$o2b2o2bo12bo
2b2o2bo12bo2bo$b2o2b2o14b2o2b2o14b2o!
Is there any more interesting rule than muzik's example with the five media?

Re: Thread for basic non-CGOL questions

Posted: March 29th, 2021, 10:46 pm
by Aleph
GUYTU6J wrote: March 29th, 2021, 10:22 pm Is there any more interesting rule than muzik's example with the five media?
For margolus media that can have the cool oscillators, I know of three other types.

Code: Select all

x = 91, y = 77, rule = B2i3ai4qt5i/S1e2ik3ij4w5i
4o17bo3bo14b12o9bo3bo3bo3bo3bo3bo$4o16b3ob3o13b12o8b3ob3ob3ob3ob3ob3o$
21bo3bo35bo3bo3bo3bo3bo3bo18$8o13bo3bo3bo3bo$8o12b3ob3ob3ob3o$21bo3bo
3bo3bo8$40b16o5bo3bo3bo3bo3bo3bo3bo3bo$40b16o4b3ob3ob3ob3ob3ob3ob3ob3o
$61bo3bo3bo3bo3bo3bo3bo3bo8$8o13bo3bo3bo3bo$8o12b3ob3ob3ob3o$8o13bo3bo
3bo3bo$8o15bo7bo$21bo3bo3bo3bo$20b3ob3ob3ob3o$21bo3bo3bo3bo24$40b16o5b
o3bo3bo3bo3bo3bo3bo3bo$40b16o4b3ob3ob3ob3ob3ob3ob3ob3o$40b16o5bo3bo3bo
3bo3bo3bo3bo3bo$40b16o7bo7bo7bo7bo$61bo3bo3bo3bo3bo3bo3bo3bo$60b3ob3ob
3ob3ob3ob3ob3ob3o$61bo3bo3bo3bo3bo3bo3bo3bo!

Code: Select all

x = 266, y = 10, rule = B2en3ijq4w6aen/S2cek3aceny4ejqr5jk6a
b2o4b2o22b2o4b2o4b2o4b2o20b2o4b2o4b2o4b2o20b2o4b2o4b2o4b2o4b2o4b2o18b
2o4b2o4b2o4b2o4b2o4b2o4b2o4b2o16b2o4b2o4b2o4b2o4b2o4b2o4b2o4b2o$o2bo2b
o2bo20bo2bo2bo2bo2bo2bo2bo2bo18bo2bo2bo2bo2bo2bo2bo2bo18bo2bo2bo2bo2bo
2bo2bo2bo2bo2bo2bo2bo16bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo
14bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo$o2bo2bo2bo20bo2bo2bo
2bo2bo2bo2bo2bo18bo2bo2bo2bo2bo2bo2bo2bo18bo2bo2bo2bo2bo2bo2bo2bo2bo2b
o2bo2bo16bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo14bo2bo2bo2bo
2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo2bo$b2o4b2o22b2o4b2o4b2o4b2o20b2o4b2o
4b2o4b2o20b2o4b2o4b2o4b2o4b2o4b2o18b2o4b2o4b2o4b2o4b2o4b2o4b2o4b2o16b
2o4b2o4b2o4b2o4b2o4b2o4b2o4b2o3$71b2o4b2o4b2o4b2o130b2o4b2o4b2o4b2o4b
2o4b2o4b2o4b2o$70bo2bo2bo2bo2bo2bo2bo2bo128bo2bo2bo2bo2bo2bo2bo2bo2bo
2bo2bo2bo2bo2bo2bo2bo$70bo2bo2bo2bo2bo2bo2bo2bo128bo2bo2bo2bo2bo2bo2bo
2bo2bo2bo2bo2bo2bo2bo2bo2bo$71b2o4b2o4b2o4b2o130b2o4b2o4b2o4b2o4b2o4b
2o4b2o4b2o!
And the B2e/S ones.

Re: Thread for basic non-CGOL questions

Posted: April 4th, 2021, 12:52 pm
by cgoler2
What is this called?

Code: Select all

x = 40, y = 33, rule = B3-kq6cn8/S2-i3-a4ciyz8
11bo$10b4o$10bo4bo$12bo3bo$3bo9bo2bo$b3o3bo4b5o$o2bo7bobo22bo$o10bobo
21bobo$3o8b3o20bo2b2o$2bo34bobo$32bo$31bo$30bo2$30b3o$30b3o$35bo$31bo$
31bob2o$31b2o4$12b3o$12bo2b2o$15b3o$6bo3bo4bob2o$4b2o2bo7b2o$3b2o5bo2b
obo$2b2o9b3o$3bo10bo$4bo$5bo!

Re: Thread for basic non-CGOL questions

Posted: April 4th, 2021, 1:02 pm
by praosylen
cgoler2 wrote: April 4th, 2021, 12:52 pm What is this called?

Code: Select all

x = 40, y = 33, rule = B3-kq6cn8/S2-i3-a4ciyz8
11bo$10b4o$10bo4bo$12bo3bo$3bo9bo2bo$b3o3bo4b5o$o2bo7bobo22bo$o10bobo
21bobo$3o8b3o20bo2b2o$2bo34bobo$32bo$31bo$30bo2$30b3o$30b3o$35bo$31bo$
31bob2o$31b2o4$12b3o$12bo2b2o$15b3o$6bo3bo4bob2o$4b2o2bo7b2o$3b2o5bo2b
obo$2b2o9b3o$3bo10bo$4bo$5bo!
That looks like a rake — an oblique rake to be precise, with a speed of (37,23)c/189 if I'm counting right. It fires three different spaceships: forward gliders, backward gliders, and (semi-backward? idk what to call the direction) 34c/128 orthogonal ships.

Re: Thread for basic non-CGOL questions

Posted: April 4th, 2021, 1:32 pm
by C28
is B37e/S23-q4i a stable rule?

Re: Thread for basic non-CGOL questions

Posted: April 4th, 2021, 3:36 pm
by Schiaparelliorbust
C28 wrote: April 4th, 2021, 1:32 pm is B37e/S23-q4i a stable rule?
Yes. Why wouldn't it be? It's even more passive then CGoL.

Re: Thread for basic non-CGOL questions

Posted: April 4th, 2021, 3:42 pm
by C28
Schiaparelliorbust wrote: April 4th, 2021, 3:36 pm
C28 wrote: April 4th, 2021, 1:32 pm is B37e/S23-q4i a stable rule?
Yes. Why wouldn't it be? It's even more passive then CGoL.
oh o.k

Re: Thread for basic non-CGOL questions

Posted: April 5th, 2021, 10:42 am
by kiho park
I have a question, Is there no planning 5s project only for B0 INT rules? Or modified version of matchpatt2.py for B0?

Re: Thread for basic non-CGOL questions

Posted: April 10th, 2021, 11:13 am
by Aleph
Is nonexplosive B1c possible? I've always assumed no, but my own pattern made me reconsider:

Code: Select all

x = 1, y = 1, rule = B1c2ci3r5i/S1e2a3i4c
o!
EDIT: Here's some work towards doing so. The nonfillers collide but don't explode. They sadly do explode when the four of them all collide.

Code: Select all

x = 82, y = 21, rule = B1c2cin3cer4r5i/S12ac3iq4cnw5a
10bo9$81bo$o10$70bo!
Here, they don't explode at all.

Code: Select all

x = 84, y = 82, rule = B1c2cin3cer4r5i/S12ac3iq4cnw5a
83bo11$72bo59$11bo11$o!