Sea Slugs (B2-a5678/S014567)

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rabbit
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Sea Slugs (B2-a5678/S014567)

Post by rabbit »

EDIT: Fixed thread title - I had been playing with multiple rules at the time and got mixed up. The correct rule has S0.

Sea Slugs (B2-a5678/S014567) is a nearly-outer-totalistic rule, with the only exception being that birth on two adjacent neighbours is specifically forbidden. I decided to have a look at rules around Rings 'n' Slugs with B2-a birth conditions to try to find one with spaceships, and found this rule as a result. This rule keeps the titular ring and slug still lifes from its precursor. These structures are quite resistant to collapse, which should make finding catalysts a lot easier.

The star of the rule, as well as the 3rd most common object from asymmetric soup, is this 3-cell 3c/10 orthogonal spaceship:

Code: Select all

x = 2, y = 3, rule = B2-a5678/S014567
2o2$bo!
There are also far less common but not vanishingly rare c/2 spaceships (and a bonus derived wickstretcher):

Code: Select all

x = 9, y = 22, rule = B2-a5678/S014567
2bo$3b3o$2b5o$ob5o$b4o$o3$2bo$3b3o$2b6o$ob5o$b4o$o3$2bo$3b3o2bo$2b6o$o
b6o$b4o3bo$o!
Linear growth is quite common, occuring in over 1% of 16x16 soups. Here are the top 5 most common linear growth patterns by decreasing frequency:
  1. Growing spaceship, frontend c/3 diagonal, backend c/4 diagonal
  2. c/7 wickstretcher
  3. c/3 diagonal wickstretcher
  4. Two-cell tagalong for growing spaceship #1
  5. Combined c/7 and c/3 diagonal wickstretchers

Code: Select all

x = 86, y = 7, rule = B2-a5678/S014567
3o18bo18bo20bo19bo$5o15bobo18b3o16bo2bo16b3o2bo$b3o16b3o18b5o16b3o16bo
bo$4bo15b3o19b3o17b5o$2bo18b2o22bo17b3o16bobo$21b2o20bo22bo16bo$20bo2b
o40bo!
The common engines are low period and infrequent enough that apgsearching mostly runs smoothly. There are also higher period c/2 puffers as well.

The thing that apgsearch sometimes gets stuck on is a certain type of pattern where a wickstretcher is attacked by a chaotic sawtooth-like signal:

Code: Select all

x = 7, y = 10, rule = B2-a5678/S014567
4bo$2b2o$b3o$2obo$2obo$b4o$2b3obo$3b2obo$5bo$4bo!
The signal eventually destroys the frontend and rips the wick apart irregularly, and it seems like apgsearch eventually just classes it as zz_LINEAR after running it for a long time. In certain cases like the provided pattern, the destruction happens so late and burns for so long that there are more wickstretchers that get spawned from the ash and burned as well, seemingly endlessly. Under some definitions, this rule could be considered explosive, but in such a way that small patterns are relatively safe from the behaviour.

3c/10 eaters:

Code: Select all

x = 44, y = 7, rule = B2-a5678/S014567
39bo$40b2o$8bo31b3o$41b2o$2o28b2o11bo2$bo29bo!
As a demonstration of how strong the catalysis potential in this rule is, here's a slug (violin?) that reflects every second 3c/10 over the diagonal axis:

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x = 61, y = 8, rule = B2-a5678/S014567
54bo$55b2o$55b3o$56b3o$2b2o53b3o$bo2bo11bobo11bobo12b2o11b2o$bo14b2o
42bo$3obo10bo2bo12b2o13bo!
And also a... synthesis component?:

Code: Select all

x = 17, y = 8, rule = B2-a5678/S014567
10bo2bo$11b2o$11b2o$11b3o$2o9b4o$12b4o$bo11b3o$16bo!
Last edited by rabbit on April 14th, 2026, 3:31 pm, edited 2 times in total.
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Re: Sea Slugs (B2-a5678/S14567)

Post by yyh_baboon »

Strange Heisenburp stuff?

Code: Select all

 x = 21, y = 13, rule = B2-a5678/S014567
18b2o$17b4o$15b3ob2o$17b3o$18bo$18bo$16bo$16bo3$2o2$bo!
C/2 climber:

Code: Select all

 x = 8, y = 46, rule = B2-a5678/S014567
7bo$5b2o$4b3o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$
4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o
$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$4b2o$bob3o$ob4o$b5o$b3o$b3o$
2b2o$2b2o$2b2o$bo2bo!
Definitely not spam
Wondering when the P38 gun will be constructed.
Currently hand-searching spaceships.ÔvÔ

Code: Select all

 x = 4, y = 4, rule = B3aeiq4tz5j6i7e8/S2-ci3-aeky4cei5ain6acin78
3o$o2bo$3bo$b3o!
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Re: Sea Slugs (B2-a5678/S014567)

Post by Drelectron8 »

Here's a c/3 at a width of 21.

Code: Select all

x = 7, y = 17, rule = B2-a5678/S014567
3b3o$5b2o$5bo$bob2o$bob2o$2b4o$3b2o$bob2o$o4bo$bob2o$3b2o$2b4o$bob2o$
bob2o$5bo$5b2o$3b3o!
A c/4 spaceship

Code: Select all

x = 16, y = 8, rule = B2-a5678/S014567
3bo9bo$3bo3bo4bob2o$4b2o2bo4bo$3b3o3b2o$b3obo$2b4o$b4o$obo!
I'm gonna have to search for more spaceships soon...
Last edited by Drelectron8 on May 1st, 2026, 6:51 am, edited 1 time in total.
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Re: Sea Slugs (B2-a5678/S14567)

Post by I6_I6 »

The 3c/10 can fly right through a dot:

Code: Select all

x = 8, y = 11, rule = B2-a5678/S014567
2o5bo2$bo6$2o2$bo!
Interestingly, the spaceship is affected for 1 generation, but repairs itself.

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
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Re: Sea Slugs (B2-a5678/S14567)

Post by WhiteHawk »

I6_I6 wrote: April 12th, 2026, 2:53 pm The 3c/10 can fly right through a dot:

Code: Select all

x = 8, y = 11, rule = B2-a5678/S014567
2o5bo2$bo6$2o2$bo!
Interestingly, the spaceship is affected for 1 generation, but repairs itself.
I think it's just "eating" the dot, no?
Currently working to improve Life's guns and work on updating SKOPs and Isotropic rules most similar to B3/S23 to Life standards. Will get software to begin searches eventually.

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Re: Sea Slugs (B2-a5678/S14567)

Post by I6_I6 »

WhiteHawk wrote: April 12th, 2026, 3:07 pm
I6_I6 wrote: April 12th, 2026, 2:53 pm The 3c/10 can fly right through a dot:

Code: Select all

x = 8, y = 11, rule = B2-a5678/S014567
2o5bo2$bo6$2o2$bo!
Interestingly, the spaceship is affected for 1 generation, but repairs itself.
I think it's just "eating" the dot, no?
Yes, the ship is completely unaffected other than generation 9, which differs by 2 cells. It resumes as though nothing happened.

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
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Re: Sea Slugs (B2-a5678/S14567)

Post by hibiscus »

Wrong thread title - from what I can surmise, S0 has been omitted.

Code: Select all

#C [[ ZOOM 8 TRACK -3/87 -1/87 ]]
x = 4, y = 5, rule = B35ay/S2-i3-e4ey5j
2bo$b2o$2obo$bobo$2b2o!
29.09.26
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Re: Sea Slugs (B2-a5678/S014567)

Post by Disaster16439 »

really cool rule, some reactions:

Code: Select all

x = 121, y = 16, rule = B2-a5678/S014567
63bo$61b2o30bo$60b3o28b2o$16bo43b2o28b3o25bo$14b2o35bo8b2o28b2o24b2o$
13b3o44b3o18bo8b2o23b3o$2o11b2o35b2o9b3o26b3o22b2o$13b2o47b3o15b2o9b3o
13bo7b2o$bo11b3o47b3o26b3o20b3o$14b3o47b3o26b3o10b2o8b3o$15b3o47b3o26b
3o20b3o$16b3o47b3o26b3o20b2o$17b3o47b3o26b2o22bo$18b2o48b3o27bo$20bo
48b2o$71bo!
Stable reflector definitely guarenteed, we just have to find it

Code: Select all

x=0,y=0,rule=B34q/S23-k
14b3o$13bo3bo$13b2ob2o9$15bo$15bo$b2o12bo12b2o$obo25bobo$o10b3o3b3o10b
o$obo25bobo$b2o12bo12b2o$15bo$15bo9$13b2ob2o$13bo3bo$14b3o!
[[ LOOP 200 THEME POISON AUTOSTART T 0 PAUSE 0.3 ]]
I’m sandless :D
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Re: Sea Slugs (B2-a5678/S014567)

Post by I6_I6 »

Satisfying extend & retract thingie:

Code: Select all

x = 55, y = 55, rule = B2-a5678/S014567
o$b2o$b3o$2b3o$3b3o$4b3o$5b3o$6b3o$7b3o$8b3o$9b3o$10b3o$11b3o$12b3o$13b
3o$14b3o$15b3o$16b3o$17b3o$18b3o$19b3o$20b3o$21b3o$22b3o$23b3o$24b3o$
25b3o$26b3o$27b3o$28b3o$29b3o$30b3o$31b3o$32b3o$33b3o$34b3o$35b3o$36b
3o$37b3o$38b3o$39b3o$40b3o$41b3o$42b3o$43b3o$44b3o$45b3o$46b3o$47b3o$
46b5o$47b2ob2o$47b6o$47b2o2b3o$46bo5b2o$54bo!
This wick emulates Rule 126 with eternal on edges:

Code: Select all

x = 57, y = 54, rule = B2-a5678/S014567
o$b2o5bo$b3o2b2o$2b6o$3b2o2b2o$4b2o2b2o$5b2o2b2o$6b2o2b2o$7b2o2b2o$8b
2o2b2o$9b2o2b2o$10b2o2b2o$11b2o2b2o$12b2o2b2o$13b2o2b2o$14b2o2b2o$15b
2o2b2o$16b2o2b2o$17b2o2b2o$18b2o2b2o$19b2o2b2o$20b2o2b2o$21b2o2b2o$22b
2o2b2o$23b2o2b2o$24b2o2b2o$25b2o2b2o$26b2o2b2o$27b2o2b2o$28b2o2b2o$29b
2o2b2o$30b2o2b2o$31b2o2b2o$32b2o2b2o$33b2o2b2o$34b2o2b2o$35b2o2b2o$36b
2o2b2o$37b2o2b2o$38b2o2b2o$39b2o2b2o$40b2o2b2o$41b2o2b2o$42b2o2b2o$43b
2o2b2o$44b2o2b2o$45b2o2b2o$46b2o2b2o$47b2o2b2o$48b2o2b2o$49b6o$49b2o2b
3o$48bo5b2o$56bo!

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
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Re: Sea Slugs (B2-a5678/S014567)

Post by Drelectron8 »

Code: Select all

x = 33, y = 19, rule = B2-a5678/S014567
15bo2bo3bo4bo2b2o$16bo3b2ob2ob3o2bo$o2b3ob2o6b2obob3o3b4obo$o5b5o9b3o
3b5obo$5b7o11b4o$2bo4b5o4b2o10bo3bo$b2o3b6o17b2o$2b3obob3obo$4bo4bo3b
o4bo$o7bo2b4obo2bobo6bobo$4bo4bo3bo4bo$2b3obob3obo$b2o3b6o17b2o$2bo4b
5o4b2o10bo3bo$5b7o11b4o$o5b5o9b3o3b5obo$o2b3ob2o6b2obob3o3b4obo$16bo3b
2ob2ob3o2bo$15bo2bo3bo4bo2b2o!
Here's a c/5 spaceship, took a while to search for it.
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Re: Sea Slugs (B2-a5678/S014567)

Post by TheWayOfTheCon »

Did some overnight apgsearching, now the number of objects in the C1 census has quadrupled. Make what you will with that.
I could've chose a better username, but oh well.

Still learning the ropes of cellular automata, focused on one OCA at a time. My current interest is B35/S126 and range-two LTLs.
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Re: Sea Slugs (B2-a5678/S014567)

Post by rabbit »

TheWayOfTheCon wrote: May 4th, 2026, 10:46 am Did some overnight apgsearching, now the number of objects in the C1 census has quadrupled. Make what you will with that.
New 8c/16's:

Code: Select all

x = 20, y = 15, rule = B2-a5678/S014567
6bobo8bobo$7bo10bo$3bob3o6bob3o$4b4o7b4o$4b4o7b4o$3b4o8b3o$ob5o9b2o$b
5o10b2o$b5o7bob3o$2b3o6bo2b4o$2b3o7b5o$2b2o8b4o$2bo9b4o$13b2o$12b3o!
-

Here's some miscellaneous patterns I had saved from April, sorted very roughly by pattern category.

Weak p10 sparker:

Code: Select all

x = 8, y = 10, rule = B2-a5678/S014567
5bo$4b3o$o5bo$b4o$b5o$2b2obo$3b4o$4b3o$5b2o$7bo!
A seemingly finite series of 'extensible' oscillators of period 15, 28, 32, 43, 105 respectively:

Code: Select all

x = 70, y = 21, rule = B2-a5678/S014567
o9bo11bo12bo14bo$b2o8b2o10b2o11b2o13b2o$b3o3bo3b3o9b3o10b3o12b3o$2b5o
5b3o9b3o10b3o12b3o$3b4o6b3o3bo5b3o10b3o12b3o$2b4o8b5o7b3o3bo6b3o12b3o$
2b3o10b4o8b5o8b3o12b3o$2b2o10b4o10b4o9b3o3bo8b3o$bo12b3o10b4o11b5o10b
3o$14b2o11b3o13b4o11b3o$13bo13b2o13b4o13b3o$26bo15b3o15b3o$42b2o17b3o$
41bo20b3o$63b3o3bo$64b5o$65b4o$64b4o$64b3o$64b2o$63bo!
7c/21 diagonal spaceship:

Code: Select all

x = 8, y = 8, rule = B2-a5678/S014567
4bobo$4b2obo$3b3obo$2b2obo$b2ob2o$2o2bo$ob2o$3o!
A different looking c/2 puffer, p188:

Code: Select all

x = 18, y = 14, rule = B2-a5678/S014567
6bo$2bo3b3ob2o2b2o$3b6obob3obo$o2b6o4b3obo$2b6o2b6o$2ob4obob5o$2bobobo
3b2obo$2bobobo3b2obo$2ob4obob5o$2b6o2b6o$o2b6o4b3obo$3b6obob3obo$2bo3b
3ob2o2b2o$6bo!

Enumeration of G+dot collisions:

Code: Select all

x = 80, y = 177, rule = B2-a5678/S014567
17bo30bo30bo3$2o28b2o28b2o2$bo29bo29bo17$17bo30bo30bo2$2o28b2o28b2o2$b
o29bo29bo18$17bo30bo30bo$2o28b2o28b2o2$bo29bo29bo19$2o15bo12b2o16bo11b
2o17bo2$bo29bo29bo19$2o28b2o28b2o$17bo30bo30bo$bo29bo29bo19$2o28b2o28b
2o2$bo15bo13bo16bo12bo17bo19$2o28b2o28b2o2$bo29bo29bo$17bo30bo30bo18$
2o28b2o28b2o2$bo29bo29bo2$17bo30bo30bo17$2o28b2o28b2o2$bo29bo29bo3$17b
o30bo30bo!
2G growing spaceship (+dot):

Code: Select all

x = 13, y = 14, rule = B2-a5678/S014567
10bo$10bobo10$2o2$bo!
Soup-based partial synthesis of a certain period 336 puffer:

Code: Select all

x = 10, y = 25, rule = B2-a5678/S014567
7bo$7bobo4$3o$3o$3o5$2b2o5$3o$3o$3o4$7bobo$7bo!
-

EDIT: (new) Knocking a few of the back rows off of the aforementioned p188 puffer results in a p244 growing spaceship breeder:

Code: Select all

x = 7, y = 14, rule = B2-a5678/S014567
6bo$2bo3bo$3b4o$o2b4o$2b5o$2ob4o$2bobobo$2bobobo$2ob4o$2b5o$o2b4o$3b4o
$2bo3bo$6bo!
Pasting the above pattern into Golly with the top-left corner at (0, 0) and placing a dot at (847, -892) results in seemingly chaotic growth, as I anticipated:

Code: Select all

x = 848, y = 906, rule = B2-a5678/S014567
847bo892$6bo$2bo3bo$3b4o$o2b4o$2b5o$2ob4o$2bobobo$2bobobo$2ob4o$2b5o$o
2b4o$3b4o$2bo3bo$6bo!
That's the bunny.
Check out my OCA exploration script, crule.lua!
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