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B015/S0
Posted: June 5th, 2016, 10:22 am
by muzik
One of the more interesting B0 rules I've investigated.
For one, it's a Day and Night rule:
Code: Select all
x = 23, y = 39, rule = B015/S0
19b4o12$b12o$4o2b8o6b2o$4o2b8o$3o4b7o$14o$14o$14o$14o$14o$14o5b4o$14o$
14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$14o$b12o!
Two ships and a replicator:
Code: Select all
x = 23, y = 8, rule = B015/S0
9bo4bo2$10bo2bo$10bo2bo$o9b4o7b2o$10bo2bo$2o$9b2o2b2o!
These things:
Code: Select all
x = 2, y = 5, rule = B015/S0
2o$2o$2o2$2o!
Re: B015/S0
Posted: June 5th, 2016, 10:35 am
by Bullet51
Glider gun:
Code: Select all
x = 15, y = 17, rule = B015/S0
9bo$7b2o$7b2o4$7b2o3$12b2o$3bo2bo5b2o$14bo$3bo3b2o$3bo$2b2o$b3o$o!
Any chance for synthesizing muzik's large c/2 ship?
Re: B015/S0
Posted: June 5th, 2016, 11:38 am
by drc
Domino tracks of period 16, 40, etc.:
Code: Select all
x = 19, y = 8, rule = B015/S0
2o2bo6b2o$2o2bo6b2o5$2o2bo12b2o$2o2bo12b2o!
Two p4s:
Code: Select all
x = 7, y = 6, rule = B015/S0
ob2obo5$ob3obo!
This rule took a while in gfind, but:
A slightly different c/2:
Code: Select all
x = 8, y = 8, rule = B015/S0
bo4bo2$2bo2bo$2bo2bo$2b4o$obo2bobo2$b2o2b2o!
It can pull lines:
Code: Select all
x = 8, y = 13, rule = B015/S0
o6bo$bo4bo$bo4bo$bo4bo$bo4bo$bo4bo$bo4bo$b2o2b2o$b2o2b2o$b6o$b2o2b2o2$
b2o2b2o!
It can be made a p16 puffer:
Code: Select all
x = 6, y = 6, rule = B015/S0
bo2bo$bo2bo$b4o$bo2bo2$2o2b2o!
And a slightly different p16 puffer:
Code: Select all
x = 6, y = 9, rule = B015/S0
2o2b2o2$bo2bo$b4o$b4o$bo2bo$bo2bo$bo2bo$o4bo!
Re: B015/S0
Posted: June 8th, 2016, 7:50 am
by Gamedziner
Uh... The entire grid should be mostly filled since most cells start with 0 cells nearby.
Re: B015/S0
Posted: June 8th, 2016, 7:59 am
by BlinkerSpawn
Gamedziner wrote:Uh... The entire grid should be mostly filled since most cells start with 0 cells nearby.
Golly and LifeViewer handle B0 by modifying the transitions so that in odd generations, all cells that would be OFF are ON and vice versa.
B015/S3
Posted: July 3rd, 2016, 7:53 pm
by FlameandFury
Sorry for the bump, but B015/S3 is an interesting, if explosive rule.
Backrake, that creates a much slower ship:
Code: Select all
x = 8, y = 11, rule = B015/S3
3bo2$3bo2$3bo$3b2obo$4bo$6bo2$4b2o!
Puffer:
Code: Select all
x = 13, y = 9, rule = B015/S3
2$7bo$5bo3bo$3bo7bo$3bo7bo$5bo3bo$7bo!
Wickstretcher:
Code: Select all
x = 151, y = 12, rule = B015/S3
2$2bo$bo2b141obo$2bo143bo!
EDIT:
P3:
Code: Select all
x = 3, y = 3, rule = B015/S3
2o$3o$b2o!
Simpler but also slower wickstretcher:
Code: Select all
x = 5, y = 6, rule = B015/S3
bobo$2bo$2bo$2bo$2bo$bobo!
A P4 in an infinite family of P4s:
Code: Select all
x = 5, y = 12, rule = B015/S3
$2bo$3bo$3bo2$bo2$3bo$3bo$3bo$3bo$2bo!
Re: B015/S3
Posted: July 4th, 2016, 12:13 pm
by Rocknlol
Here's a c/8 ship in B015/S3:
Code: Select all
x = 10, y = 10, rule = B015/S3
obo4bobo$bo6bo$bo6bo$bo6bo$2o6b2o$2o6b2o$bo6bo$b2o4b2o$2b2o2b2o$2b6o!