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Re: B+Univ

Posted: July 2nd, 2024, 8:39 am
by b-engine
Interesting "catalyst":

Code: Select all

x = 19, y = 7, rule = B+UnivR
E$3E.A9.A2.A$14.CF2.A$3E.A$2.E$13.A4.A$14.A2.A!
#R B+UnivR
!
@RULE B+UnivR
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
3,3,0,5,0,3,0,5,0,3
5,0,3,3,3,0,0,0,0,0
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,0,3
3,0,5,3,5,0,0,0,0,3
3,5,0,0,0,5,0,0,0,3

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255


Re: B+Univ

Posted: July 8th, 2024, 3:02 am
by b-engine
Now T can been splitted by a single blue dot:

Code: Select all

x = 9, y = 9, rule = B+Univ
.A.E$4.E3.A$3.E5$A$7.A!

@RULE B+Univ
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,a,0,0,3
5,1,a,0,3,5,0,0,a1,0
3,0,5,3,5,0,0,0,0,3
3,5,a,0,0,5,0,0,0,3
5,1,0,0,5,3,5,0,0,0
0,1,0,0,0,3,0,0,0,5
0,5,0,0,1,5,0,0,0,3
0,1,5,0,0,0,0,0,0,5

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255

Re: B+Univ

Posted: July 8th, 2024, 6:30 am
by Anivec
b-engine wrote: July 8th, 2024, 3:02 am Now T can been splitted by a single blue dot:

Code: Select all

x = 9, y = 9, rule = B+Univ
.A.E$4.E3.A$3.E5$A$7.A!

@RULE B+Univ
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,a,0,0,3
5,1,a,0,3,5,0,0,a1,0
3,0,5,3,5,0,0,0,0,3
3,5,a,0,0,5,0,0,0,3
5,1,0,0,5,3,5,0,0,0
0,1,0,0,0,3,0,0,0,5
0,5,0,0,1,5,0,0,0,3
0,1,5,0,0,0,0,0,0,5

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
Is there a way to eat this ship in order to make a reflector?

Re: B+Univ

Posted: July 8th, 2024, 6:40 am
by pifricted
AlbertArmStain wrote: July 8th, 2024, 6:30 am
b-engine wrote: July 8th, 2024, 3:02 am Now T can been splitted by a single blue dot:

Code: Select all

x = 9, y = 9, rule = B+Univ
.A.E$4.E3.A$3.E5$A$7.A!

@RULE B+Univ
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,a,0,0,3
5,1,a,0,3,5,0,0,a1,0
3,0,5,3,5,0,0,0,0,3
3,5,a,0,0,5,0,0,0,3
5,1,0,0,5,3,5,0,0,0
0,1,0,0,0,3,0,0,0,5
0,5,0,0,1,5,0,0,0,3
0,1,5,0,0,0,0,0,0,5

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
Is there a way to eat this ship in order to make a reflector?

Code: Select all

x = 13, y = 3, rule = B+Univ
E$2C9.BC$E!
@RULE B+Univ
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads
0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6
5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,a,0,0,3
5,1,a,0,3,5,0,0,a1,0
3,0,5,3,5,0,0,0,0,3
3,5,a,0,0,5,0,0,0,3
5,1,0,0,5,3,5,0,0,0
0,1,0,0,0,3,0,0,0,5
0,5,0,0,1,5,0,0,0,3
0,1,5,0,0,0,0,0,0,5
0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255

Re: B+Univ

Posted: July 8th, 2024, 7:01 am
by b-engine
AlbertArmStain wrote: July 8th, 2024, 6:30 am Is there a way to eat this ship in order to make a reflector?
For some reason Ts turn into = sign upon collisions, so you can't completely eat it other than engineering a huge eater that removes the = sign when the eater detects a T.

Re: B+Univ

Posted: July 8th, 2024, 8:35 am
by tommyaweosme
maybe you could make a periodic "crusher" to send the t into?

Re: B+Univ

Posted: July 8th, 2024, 4:35 pm
by Anivec
pifricted wrote: July 8th, 2024, 6:40 am

Code: Select all

x = 13, y = 3, rule = B+Univ
E$2C9.BC$E!
@RULE B+Univ
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.0
Var w={0,1} # Empty and blue
Var w1=w
Var w2=w
Var a={0,1,2,3,4,5,6,7} # All cells
Var a1=a
Var a2=a
Var a3=a
Var a4=a
Var a5=a
Var a6=a
Var a7=a
Var b={0,1,3,5} # Sheath-type
Var b1=b
Var b2=b
Var b3=b
Var b4=b
Var b5=b
Var b6=b
Var b7=b
Var c={0,1,2,4,5,6,7} # All cells except red
Var c1=c
Var c2=c
Var c3=c
Var c4=c
Var c5=c
Var c6=c
Var c7=c
var s={2,4,6,7} # Signal heads
0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6
5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,a,0,0,3
5,1,a,0,3,5,0,0,a1,0
3,0,5,3,5,0,0,0,0,3
3,5,a,0,0,5,0,0,0,3
5,1,0,0,5,3,5,0,0,0
0,1,0,0,0,3,0,0,0,5
0,5,0,0,1,5,0,0,0,3
0,1,5,0,0,0,0,0,0,5
0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,c,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,c,a,a1,a2,a3,a4,c1,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
Sorry, but that is not an eater, that is simply a spaceship collision.

Re: B+Univ

Posted: July 9th, 2024, 7:08 am
by b-engine
Periodic eater:

Code: Select all

x = 19, y = 12, rule = B+Univ
16.2A$15.AF.A$15.AC.A$17.A3$E$2C$E2$15.A.A$16.A!

Re: B+Univ

Posted: July 23rd, 2024, 9:26 am
by b-engine
Why not working?

Code: Select all

x = 0, y = 0, rule =  BPlusUniv
!
@RULE BPlusUniv
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.1.0 - Integrated the newest stable CataProp release
var w={0,1} # Empty and blue
var w1=w
var w2=w
var a={0,1,2,3,4,5,6,7} # All cells
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var c={0,3,5} # CataProp cells
var c5=c
var c3=c
var c3=c
var c4=c
var c5=c
var c6=c
var c7=c
var d={0,1,2,4,5,6,7} # All cells except red
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,0,0,3,0,0,0,5
0,3,0,0,5,5,5,0,0,3
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,c,3
0,0,5,3,5,0,5,3,5,3
0,5,3,5,5,0,0,0,0,5
0,5,5,5,0,0,0,0,0,5
5,5,0,5,5,0,0,0,0,3
5,0,3,3,3,0,0,0,0,0
5,5,3,0,0,5,0,0,0,0
5,0,3,5,0,5,5,5,0,0
5,0,5,5,0,5,0,5,5,0
3,0,5,3,5,0,5,3,5,3
3,0,5,3,5,0,c,0,0,3
3,5,c,0,0,5,0,0,0,3
0,3,3,5,c3,c,c5,c3,0,5
5,3,3,0,c,c5,c3,0,0,0
3,c,c5,c3,c3,c4,c5,c6,c7,0 # Red otherwise dies

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,b,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,d,a,a1,a2,a3,a4,d,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255

Re: B+Univ

Posted: July 23rd, 2024, 9:42 am
by pifricted
b-engine wrote: July 23rd, 2024, 9:26 am Why not working?

Code: Select all

x = 0, y = 0, rule =  BPlusUniv
!
@RULE BPlusUniv
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.1.0 - Integrated the newest stable CataProp release
var w={0,1} # Empty and blue
var w1=w
var w2=w
var a={0,1,2,3,4,5,6,7} # All cells
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var c={0,3,5} # CataProp cells
var c5=c
var c3=c
var c3=c
var c4=c
var c5=c
var c6=c
var c7=c
var d={0,1,2,4,5,6,7} # All cells except red
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,0,0,3,0,0,0,5
0,3,0,0,5,5,5,0,0,3
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,c,3
0,0,5,3,5,0,5,3,5,3
0,5,3,5,5,0,0,0,0,5
0,5,5,5,0,0,0,0,0,5
5,5,0,5,5,0,0,0,0,3
5,0,3,3,3,0,0,0,0,0
5,5,3,0,0,5,0,0,0,0
5,0,3,5,0,5,5,5,0,0
5,0,5,5,0,5,0,5,5,0
3,0,5,3,5,0,5,3,5,3
3,0,5,3,5,0,c,0,0,3
3,5,c,0,0,5,0,0,0,3
0,3,3,5,c3,c,c5,c3,0,5
5,3,3,0,c,c5,c3,0,0,0
3,c,c5,c3,c3,c4,c5,c6,c7,0 # Red otherwise dies

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,b,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,d,a,a1,a2,a3,a4,d,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
LifeViewer:invaid ruletable!

Code: Select all

5,7,5,b,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan

Code: Select all

x = 0, y = 0, rule =  BPlusUniv
!
@RULE BPlusUniv
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.1.0 - Integrated the newest stable CataProp release
var w={0,1} # Empty and blue
var w1=w
var w2=w
var a={0,1,2,3,4,5,6,7} # All cells
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var c={0,3,5} # CataProp cells
var c5=c
var c3=c
var c3=c
var c4=c
var c5=c
var c6=c
var c7=c
var d={0,1,2,4,5,6,7} # All cells except red
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,0,0,3,0,0,0,5
0,3,0,0,5,5,5,0,0,3
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,c,3
0,0,5,3,5,0,5,3,5,3
0,5,3,5,5,0,0,0,0,5
0,5,5,5,0,0,0,0,0,5
5,5,0,5,5,0,0,0,0,3
5,0,3,3,3,0,0,0,0,0
5,5,3,0,0,5,0,0,0,0
5,0,3,5,0,5,5,5,0,0
5,0,5,5,0,5,0,5,5,0
3,0,5,3,5,0,5,3,5,3
3,0,5,3,5,0,c,0,0,3
3,5,c,0,0,5,0,0,0,3
0,3,3,5,c3,c,c5,c3,0,5
5,3,3,0,c,c5,c3,0,0,0
3,c,c5,c3,c3,c4,c5,c6,c7,0 # Red otherwise dies

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,d,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,d,a,a1,a2,a3,a4,d,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255

Re: B+Univ

Posted: July 25th, 2024, 4:41 am
by b-engine
Some goodies after installing newest CataProp:

Code: Select all

x = 4, y = 1, rule = B+Univ
E.CG!
Will add more afterwards.

Re: B+Univ

Posted: August 6th, 2024, 1:13 pm
by tommyaweosme

Code: Select all

x = 5, y = 7, rule = BPlusUniv
2$2.D$2.C2$2.E$2.E!
wickstrecher from soup

Re: B+Univ

Posted: August 6th, 2024, 6:18 pm
by b-engine
tommyaweosme wrote: August 6th, 2024, 1:13 pm

Code: Select all

x = 5, y = 7, rule = B+Univ
2$2.D$2.C2$2.E$2.E!
wickstrecher from soup
Known.
If you found something occuring from several soups, then it's known.

Re: B+Univ

Posted: September 28th, 2024, 10:11 am
by ThrashBin
Component for slide gun

Code: Select all

x = 18, y = 3, rule = BPlusUniv
CD15.E$15.E$.CF.CD2.CG.CG!
@RULE BPlusUniv
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.1.0 - Integrated the newest stable CataProp release
var w={0,1} # Empty and blue
var w1=w
var w2=w
var a={0,1,2,3,4,5,6,7} # All cells
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var c={0,3,5} # CataProp cells
var c5=c
var c3=c
var c3=c
var c4=c
var c5=c
var c6=c
var c7=c
var d={0,1,2,4,5,6,7} # All cells except red
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,0,0,3,0,0,0,5
0,3,0,0,5,5,5,0,0,3
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,c,3
0,0,5,3,5,0,5,3,5,3
0,5,3,5,5,0,0,0,0,5
0,5,5,5,0,0,0,0,0,5
5,5,0,5,5,0,0,0,0,3
5,0,3,3,3,0,0,0,0,0
5,5,3,0,0,5,0,0,0,0
5,0,3,5,0,5,5,5,0,0
5,0,5,5,0,5,0,5,5,0
3,0,5,3,5,0,5,3,5,3
3,0,5,3,5,0,c,0,0,3
3,5,c,0,0,5,0,0,0,3
0,3,3,5,c3,c,c5,c3,0,5
5,3,3,0,c,c5,c3,0,0,0
3,c,c5,c3,c3,c4,c5,c6,c7,0 # Red otherwise dies

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,d,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,d,a,a1,a2,a3,a4,d,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
Can't really figure out how to kill that forwards T
Edit: didn't really fix that T, but we now have a slide gun

Code: Select all

x = 31, y = 46, rule = BPlusUniv
2.A$.A.A$A3.A11$3.C$3.G5$3.C$3.D12.A$A$.A.A12.A13.E$2.A12.A.A10.E$14.
A5$17.G$17.C2$17.G$17.C3$17.D$17.C2$17.F$17.C3$14.A3.A$15.A.A$16.A!
@RULE BPlusUniv
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.1.0 - Integrated the newest stable CataProp release
var w={0,1} # Empty and blue
var w1=w
var w2=w
var a={0,1,2,3,4,5,6,7} # All cells
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var c={0,3,5} # CataProp cells
var c5=c
var c3=c
var c3=c
var c4=c
var c5=c
var c6=c
var c7=c
var d={0,1,2,4,5,6,7} # All cells except red
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,0,0,3,0,0,0,5
0,3,0,0,5,5,5,0,0,3
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,c,3
0,0,5,3,5,0,5,3,5,3
0,5,3,5,5,0,0,0,0,5
0,5,5,5,0,0,0,0,0,5
5,5,0,5,5,0,0,0,0,3
5,0,3,3,3,0,0,0,0,0
5,5,3,0,0,5,0,0,0,0
5,0,3,5,0,5,5,5,0,0
5,0,5,5,0,5,0,5,5,0
3,0,5,3,5,0,5,3,5,3
3,0,5,3,5,0,c,0,0,3
3,5,c,0,0,5,0,0,0,3
0,3,3,5,c3,c,c5,c3,0,5
5,3,3,0,c,c5,c3,0,0,0
3,c,c5,c3,c3,c4,c5,c6,c7,0 # Red otherwise dies

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,d,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,d,a,a1,a2,a3,a4,d,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255
This means we now have methuselahs of arbitrary lifespan: why do i have to paste the rule table every time?!

Code: Select all

x = 132, y = 46, rule = BPlusUniv
2.A126.A$.A.A124.A.A$A3.A122.A3.A11$3.C124.C$3.G124.G5$3.C124.C$3.D12.
A98.A12.D$A130.A$.A.A12.A13.E70.E13.A12.A.A$2.A12.A.A10.E74.E10.A.A12.
A$14.A102.A5$17.G96.G$17.C96.C2$17.G96.G$17.C96.C3$17.D96.D$17.C96.C2$
17.F96.F$17.C96.C3$14.A3.A94.A3.A$15.A.A96.A.A$16.A98.A!
@RULE BPlusUniv
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
# v1.1.0 - Integrated the newest stable CataProp release
var w={0,1} # Empty and blue
var w1=w
var w2=w
var a={0,1,2,3,4,5,6,7} # All cells
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var c={0,3,5} # CataProp cells
var c5=c
var c3=c
var c3=c
var c4=c
var c5=c
var c6=c
var c7=c
var d={0,1,2,4,5,6,7} # All cells except red
var s={2,4,6,7} # Signal heads

0,s,1,5,1,0,1,5,1,7 # Color changer
0,7,1,5,5,0,5,5,1,4
0,4,1,5,5,0,5,5,1,2
0,2,1,5,5,0,5,5,1,6

5,0,5,0,5,0,0,0,0,3 # T-ship
0,5,0,0,0,3,0,0,0,5
0,3,0,0,5,5,5,0,0,3
0,5,0,5,0,5,0,0,0,3
0,0,5,3,5,0,0,0,c,3
0,0,5,3,5,0,5,3,5,3
0,5,3,5,5,0,0,0,0,5
0,5,5,5,0,0,0,0,0,5
5,5,0,5,5,0,0,0,0,3
5,0,3,3,3,0,0,0,0,0
5,5,3,0,0,5,0,0,0,0
5,0,3,5,0,5,5,5,0,0
5,0,5,5,0,5,0,5,5,0
3,0,5,3,5,0,5,3,5,3
3,0,5,3,5,0,c,0,0,3
3,5,c,0,0,5,0,0,0,3
0,3,3,5,c3,c,c5,c3,0,5
5,3,3,0,c,c5,c3,0,0,0
3,c,c5,c3,c3,c4,c5,c6,c7,0 # Red otherwise dies

0,2,5,0,0,0,0,0,0,1 # Make FIRE elbow
1,s,5,0,a,a1,a2,a3,a4,0 # Delete blue after FIRE
0,0,5,4,3,0,0,0,0,5 # Switch magenta
0,5,5,7,3,0,0,0,0,7 # Make new elbow usable
5,1,0,0,6,5,a,a1,a2,5
5,4,5,0,0,0,0,0,a,0 # Kill magenta after switch
0,0,3,2,5,0,0,0,0,3 # Make new hand
0,4,5,0,0,0,0,0,0,5 # Make DO elbow
0,0,3,s,5,0,a,a1,a2,s # Signal make turn on elbow
0,5,a,0,6,0,a1,a2,a3,5 # Pull magenta
5,0,5,7,3,a,a1,a2,a3,5 # Keep magenta after making abnew magenta
5,7,5,d,a1,a2,a3,a4,a5,0 # Kill magenta after creating one using cyan
5,5,6,3,0,0,a,a1,a2,0 # Kill magenta in FIRE elbow
0,6,5,5,0,1,a,a1,a2,6 # Keep white in FIRE elbow
0,6,5,5,0,a,a1,a2,a3,0 # Kill white after pulling
5,5,0,0,6,5,a,a1,a2,5 # Keep magenta if there's a cell next to to it
5,5,6,0,1,a,a1,a2,a3,5 # Keep magenta in FIRE elbow
5,5,6,0,a,a1,a2,a3,a4,0 # Kill magenta
0,7,5,0,0,0,0,0,0,3 # Push action from Sticky
0,3,3,5,a3,a,a1,a2,0,5 # Add magenta
5,3,3,0,a,a1,a2,0,0,0 # Kill magenta
0,s,d,a,a1,a2,a3,a4,d,s # Signal propagation
0,s,3,a,a1,a2,a3,a4,1,s # Signal splits
0,s,3,1,a,a1,a2,1,a3,s # Signal splits
s,a,a1,a2,a3,a4,a5,a6,a7,3 # Red always decay from head
3,a,a1,a2,a3,a4,a5,a6,a7,0 # Red always die
@NAMES
0 Empty
1 Sheath
2 FIRE/MKARM
3 Signal tail
4 DO/SWITCH
5 Hand/elbow
6 PULL/CLEAR
7 PUSH/ADD
@COLORS
1 0 0 255
2 0 255 0
3 255 0 0
4 255 255 0
5 255 0 255
6 255 255 255
7 0 255 255

Re: B+Univ

Posted: September 28th, 2024, 10:26 pm
by b-engine
ThrashBin wrote: September 28th, 2024, 10:11 am why do i have to paste the rule table every time?!
No need. Use B+Univ as rule name instead:

Code: Select all

x = 132, y = 46, rule = B+Univ
2.A126.A$.A.A124.A.A$A3.A122.A3.A11$3.C124.C$3.G124.G5$3.C124.C$3.D12.
A98.A12.D$A130.A$.A.A12.A13.E70.E13.A12.A.A$2.A12.A.A10.E74.E10.A.A12.
A$14.A102.A5$17.G96.G$17.C96.C2$17.G96.G$17.C96.C3$17.D96.D$17.C96.C2$
17.F96.F$17.C96.C3$14.A3.A94.A3.A$15.A.A96.A.A$16.A98.A!

Re: B+Univ

Posted: September 29th, 2024, 1:14 am
by b-engine
Smallest slide gun:

Code: Select all

x = 8, y = 5, rule = B+Univ
2.A2.A$.ACG.CA$A4.B.E$.AGC$2.A2.A!
 

Re: B+Univ

Posted: September 29th, 2024, 4:14 am
by ThrashBin
Speaking of slide guns, here is a SMS breeder:

Code: Select all

x = 76, y = 75, rule = BPlusUniv
23.E2$22.E10$2.A17.A.A.A$.A3.CF.CD2.CG.CG5.A2.A$A19.A.2A.A$.A20.A2.A$
2.A17.3A.A9$42.A$22.A.DC17.A$21.A22.A$22.A20.A$23.A18.A$48.A$47.A.A$46.
A3.A17$49.C10.3A$49.D9.A3.A$46.A14.A13.E$47.A.A9.5A9.E$48.A10.A$59.A.
A.A4$62.G$62.C2$62.G$62.C3$62.D$62.C2$62.F$62.C3$59.A3.A$60.A.A$61.A!
That small slide gun has a very important property:

Code: Select all

x = 16, y = 2, rule = BPlusUniv
14.E$CG.CG.CB.CG4.A!

[[ GPS 3 ]]
This might allow SSS and SSM.

Re: B+Univ

Posted: September 29th, 2024, 5:11 am
by confocaloid
b-engine wrote: September 28th, 2024, 10:26 pm
ThrashBin wrote: September 28th, 2024, 10:11 am [size=50]why do i have to paste the rule table every time?![/size]
No need. Use B+Univ as rule name instead: [...]
Related discussion about why strings containing '+' are invalid @RULE names:
dvgrn wrote: August 3rd, 2024, 12:11 pm
b-engine wrote: August 3rd, 2024, 9:21 am
dvgrn wrote: August 3rd, 2024, 6:16 am See this discussion. "B+Univ" is an invalid rule name. Trying to use it causes errors in a number of contexts, because it includes something other than the letters, digits, hyphens and underscores permitted by Golly. Please pick another name and adjust your posts accordingly.
The rule name "B+Univ" does actually works in LifeViewer:

Code: Select all

#R B+Univ
! 
Absolutely true -- for the moment, anyway. That might change.

In any case, my request stands. Please pick a name for this rule and any other rules you may choose to invent, that doesn't have any special characters in it besides hyphens and underscores ... and edit existing posts that mention "B+Univ" accordingly, to avoid a whole lot of completely unnecessary confusion and argumentation and incompatibility problems.
unname4798 wrote: July 23rd, 2024, 8:09 am
dvgrn wrote: July 23rd, 2024, 8:07 am
pifricted wrote: July 23rd, 2024, 7:08 am Maybe because their urls(https://conwaylife.com/wiki/Rule:B%2BUniv
https://conwaylife.com/wiki/Rule:P%26T)
both have "%xx"
Yes, there was a pass through LifeWiki rule definitions quite recently (see p181013) to replace rule names that didn't match Golly's suggested limitations:
To allow for possible future extensions in the way Golly handles rule names, it's best to use only letters and digits. Hyphens and underscores are also okay if you need some sort of separator.
It would be best to rename these newly defined "B+Univ" and "P&T" rules so that they don't use special characters in the rule name - quick, before they get used a lot in pattern posts.
Suggestion:
"B+Univ" - "B_plus_Univ"
"P&T" - "P_and_T"

Re: B+Univ

Posted: September 29th, 2024, 9:39 am
by tommyaweosme
i already did the ruletable that said "bplusuniv" into lifewiki

i dont understands why you guys arent using bplusuniv

Re: B+Univ

Posted: September 29th, 2024, 9:58 am
by b-engine
tommyaweosme wrote: September 29th, 2024, 9:39 am i already did the ruletable that said "bplusuniv" into lifewiki

i dont understands why you guys arent using bplusuniv
The intended name is B+Univ. Plus, I made the entire ruletable in LifeViewer, so I defaults the name to B+Univ.

Re: BPlusUniv

Posted: September 29th, 2024, 10:22 am
by ThrashBin
b-engine wrote: September 29th, 2024, 9:58 am The intended name is B+Univ. Plus, I made the entire ruletable in LifeViewer, so I defaults the name to B+Univ.
Did you even read confocaloid's post?

Re: BPlusUniv

Posted: September 29th, 2024, 10:51 am
by b-engine
ThrashBin wrote: September 29th, 2024, 10:22 am Did you even read confocaloid's post?
I never cared about Golly, nor any suggestions for it.
A program with wider compatibility shouldn't narrow its compatibility just for another with narrower compatibility. Anyways, I'll keep using B+Univ.

Re: BPlusUniv

Posted: September 29th, 2024, 10:55 am
by confocaloid
b-engine wrote: September 29th, 2024, 10:51 am A program with wider compatibility shouldn't narrow its compatibility just for another with narrower compatibility.
Restricting filenames to a "safe" subset is precisely a way to widen compatibility, not narrow it.

Using "unsafe" characters like "+" means that your files will likely fail to be compatible with some software out there.

Re: BPlusUniv

Posted: September 29th, 2024, 11:55 am
by dvgrn
b-engine wrote: September 29th, 2024, 10:51 amAnyways, I'll keep using B+Univ.
Thats ... really not a very good plan.
dvgrn wrote: August 3rd, 2024, 12:11 pm In any case, my request stands. Please pick a name for this rule and any other rules you may choose to invent, that doesn't have any special characters in it besides hyphens and underscores ... and edit existing posts that mention "B+Univ" accordingly, to avoid a whole lot of completely unnecessary confusion and argumentation and incompatibility problems.
LifeViewer currently happens to have slightly wider compatibility than Golly -- but LifeViewer makes a lot of use of a rule table repository that's hosted on LifeWiki.

The maintainers of the LifeWiki have politely requested ... multiple times now ... that you follow the naming conventions that everybody else follows for rules that are hosted on the LifeWiki, and that are used in patterns shared on the conwaylife.com forums.

Rule names with special characters cause various subtle but time-consuming maintenance headaches. You might not have to do any of that annoying maintenance yourself -- but other people (like me) do. Which is why we're asking you to please make a simple easy change to your rule names.

Re: BPlusUniv

Posted: September 29th, 2024, 5:59 pm
by b-engine
dvgrn wrote: September 29th, 2024, 11:55 am Rule names with special characters cause various subtle but time-consuming maintenance headaches. You might not have to do any of that annoying maintenance yourself -- but other people (like me) do. Which is why we're asking you to please make a simple easy change to your rule names.
I see. I may rename the rule to B--Univ, but this could cause confusion with B-Univ.