All directions and infinite speeds

For discussion of other cellular automata.
AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

All directions and infinite speeds

Post by AforAmpere » June 23rd, 2017, 3:25 pm

Iv'e created a rule where every spaceship direction and almost every spaceship speed, under a limit, is possible. It is based off of Pteriforever's rule that had all orthogonal speeds, but now, it can go diagonal, and every other slope.

Code: Select all

@RULE All_Speeds

@TABLE

n_states: 12
neighborhood:Moore
symmetries:none

var a={0,1,2,3,4,5,6,7,8,9,10,11}
var b={a}
var c={a}
var d={a}
var e={a}
var f={a}
var g={a}
var h={a}

0,0,0,0,1,5,0,0,0,5
0,0,0,0,2,5,0,0,0,5
0,0,0,0,0,1,5,0,0,2
0,0,0,0,0,5,0,2,0,5
0,0,0,0,0,5,2,0,0,5
0,0,0,0,5,2,0,0,0,1
0,0,0,0,5,0,0,2,0,6
0,0,0,0,6,0,0,0,0,1
0,0,0,0,0,0,6,0,0,5
0,0,0,0,3,0,5,0,0,5
0,0,0,0,0,0,3,5,0,4
0,0,0,0,0,4,5,0,0,5
0,0,0,0,0,0,5,7,0,5
0,0,0,0,5,7,0,0,0,2
0,0,0,0,0,5,7,0,0,7
0,0,0,0,0,0,5,7,0,5
0,0,0,0,3,0,2,0,0,8
0,0,0,8,0,0,0,0,0,3
0,0,0,0,0,0,0,8,0,2
0,0,0,0,1,0,4,0,0,9
0,0,0,9,0,0,0,0,0,1
0,0,0,0,0,0,0,9,0,4
0,0,0,3,0,0,0,2,0,0
0,0,0,0,1,4,0,0,0,1
0,0,0,0,0,1,4,0,0,4
0,0,0,1,0,0,0,4,0,0
0,0,0,0,1,0,2,0,0,10
0,0,0,10,0,0,0,0,0,1
0,0,0,0,0,0,0,10,0,2
0,0,0,1,0,0,0,2,0,0

0,0,0,0,3,2,0,0,0,3
0,0,0,0,0,3,2,0,0,2
0,0,0,0,7,0,0,0,0,3
0,0,0,0,0,5,0,4,0,7
0,0,0,0,5,7,0,3,0,2
0,0,0,0,5,0,0,4,0,7
0,0,0,0,0,5,0,7,0,7
0,0,0,9,0,0,0,5,0,1
0,0,0,0,5,7,7,0,0,2

0,0,0,0,1,0,5,0,0,5
0,0,0,0,0,0,1,5,0,2
0,0,0,5,1,5,0,0,0,5
0,0,0,0,5,5,0,0,0,5

0,0,0,0,1,2,0,0,0,1
0,0,0,0,0,1,2,0,0,2
0,0,0,0,3,2,5,0,0,3
0,0,0,0,1,2,5,0,0,1
0,0,0,0,10,0,5,0,0,5
0,0,0,10,0,0,0,5,0,1
0,0,0,0,9,0,5,0,0,5
0,0,0,9,0,0,0,5,0,1
0,0,0,0,4,0,1,5,0,2
0,0,0,0,2,0,1,5,0,2
0,0,0,0,4,1,2,0,0,2
0,0,0,0,7,0,0,2,0,8
0,0,0,0,7,0,0,5,0,3
0,0,0,0,3,4,0,0,0,3
0,0,0,0,0,3,4,0,0,4
0,0,0,0,4,3,2,0,0,2
0,0,0,0,9,0,2,0,0,10
0,0,0,9,0,0,0,2,0,0
0,0,0,0,4,0,0,10,0,2
0,0,0,0,3,0,4,0,0,11
0,0,0,3,0,0,0,4,0,0
0,0,0,11,0,0,0,0,0,3
0,0,0,0,0,0,0,11,0,4
0,0,0,0,11,0,2,0,0,8
0,0,0,0,4,0,0,8,0,2
0,0,0,11,0,0,0,2,0,0
0,0,0,0,5,0,0,9,0,7
0,0,0,0,7,0,0,8,0,2
0,0,0,5,0,5,0,2,0,6
0,0,0,0,5,0,2,0,0,6
0,0,0,6,6,2,0,0,0,1
0,0,0,8,0,0,0,5,0,3
0,0,0,0,8,0,5,0,0,5
0,0,0,0,2,0,3,5,0,4
0,0,0,0,2,3,4,0,0,4
0,0,0,0,8,0,4,0,0,11
0,0,0,8,0,0,0,4,0,0
0,0,0,0,2,0,0,11,0,4
0,0,0,0,2,1,4,0,0,4
0,0,0,5,5,0,0,0,0,1
0,0,0,0,0,0,5,5,0,4
0,0,0,0,2,1,2,0,0,2

0,a,b,1,c,d,e,f,g,1
0,a,b,c,d,e,f,2,g,2
0,a,b,3,c,d,e,f,g,3
0,a,b,c,d,e,f,4,g,4

1,a,b,c,d,e,f,g,h,0
2,0,0,0,5,0,0,0,0,2
2,0,0,7,5,0,0,2,0,2
2,a,b,c,d,e,f,g,h,0
3,a,b,c,d,e,f,g,h,0
7,0,0,0,0,5,0,0,0,7
4,a,b,c,d,e,f,g,h,0
5,0,0,1,0,0,0,0,0,0
5,0,0,2,0,0,0,0,0,0
5,0,0,0,0,0,0,0,2,0
5,0,0,0,0,0,0,2,0,0
5,0,0,0,0,0,0,0,6,0
5,0,5,3,0,0,0,0,0,0
5,0,0,4,0,0,0,0,0,0
5,7,0,0,0,0,0,0,0,0
5,0,5,0,0,0,0,0,0,0
5,0,5,1,0,0,0,0,0,0
5,0,0,5,0,0,0,0,0,0
5,0,0,2,0,0,0,5,0,0
5,5,1,5,0,0,0,0,0,0
5,1,0,0,0,0,5,5,5,0
5,5,1,5,0,5,0,0,0,0
5,5,0,5,0,5,0,0,0,0
5,5,0,5,0,5,0,1,0,0
5,0,1,0,0,0,5,0,5,0
5,0,5,1,0,0,2,0,0,0
5,0,5,3,0,0,5,0,0,0
5,7,5,0,5,0,0,0,7,0
5,7,0,0,0,0,5,0,2,0

6,a,b,c,d,e,f,g,h,0
7,0,0,0,5,0,0,0,0,7
7,0,0,0,0,5,0,7,0,7
7,0,0,7,5,0,0,0,3,7
7,a,b,c,d,e,f,g,h,0
8,a,b,c,d,e,f,g,h,0
9,a,b,c,d,e,f,g,h,0
10,a,b,c,d,e,f,g,h,0
11,a,b,c,d,e,f,g,h,0

@COLORS
1 255 0 0
2 255 255 0
3 0 0 255
4 0 255 255
5 255 255 255
6 0 0 0
This is done by shifting the stationary cells by diagonal and orthogonal-pushing cells, which are the red and yellow colored and the blue and cyan colored states, respectively. There are a bunch of auxiliary states, but you only need to use states 1-5. To make a speed at slope (m,n), where m is the larger number, put a state 5 cell, then put n state 4 cells, each right 3 and down 1 from the last (If you need an example, see below), then put (m-n) state 2 cells in the same pattern, and then another state 5.

A preliminary example is a 3c/10 (6c/20) ship:

Code: Select all

x = 13, y = 5, rule = All_Speeds
E$3.B$6.B$9.B$12.E!
Or a 2c/3 orthogonal ship, the fastest orthogonal speed in this rule:

Code: Select all

x = 6, y = 2, rule = All_Speeds
E.AB$5.E!
Diagonal works as well:

2c/11 diagonal:

Code: Select all

x = 12, y = 4, rule = All_Speeds
E$3.D$6.D$11.E!
C/4 diagonal:

Code: Select all

x = 6, y = 3, rule = All_Speeds
E$3.D$5.E!
2c/5 diagonal:

Code: Select all

x = 7, y = 4, rule = All_Speeds
E.CD2$4.2GE$5.E!

Another example is a (4,2)c/16 knightship:

Code: Select all

x = 10, y = 4, rule = All_Speeds
E$3.D$6.B$9.E!
The yellow cells push it N two spaces, and the diagonal ships push it two spaces diagonally NE.
Another example is this (10,2)c/34:

Code: Select all

x = 19, y = 7, rule = All_Speeds
E$3.B$6.B$9.B$12.B$15.D$18.E!
You can also compress ships by experimenting around a bit, here is a (4,2)c/8 knightship, the fastest possible in this rule:

Code: Select all

x = 6, y = 2, rule = All_Speeds
E.AD$5.E!
There are limits to how fast a ship can go by compressing the spaces for the pushers (the things that push the stable cells)
The limit speed for a given slope (m,n) , with largest number first, as (2m,2n)/(3m+2n), giving (4,2)c/8 for a knightship.

I have found some guns in this rule, but only for orthogonal and diagonal, I don't know if one exists for knightships:

Code: Select all

x = 42, y = 11, rule = All_Speeds
3.E$2.E$E.E$.E$5.E$4.E22.E13.E$3.E.E4.E15.E.E$E3.E6.E15.E3.E$.E24.E3.
E4.E2.E$E3.2E3.E17.E2.E4.E$.E2.E5.E!
If you have any questions about how to make ships, I can show examples. It was easy to prove that the bounds on speed, and I am certain they are correct, but if you find a problem, please let me know. I worked on this for weeks, and I tried to make it work as well as possible.

P.S. Just for fun, here's a Waterbear speed (23,5)c/79:

Code: Select all

x = 77, y = 25, rule = All_Speeds
E$3.D$6.D$9.D$12.D$15.D$18.B$21.B$24.B$27.B$30.B$33.B$36.B$39.B$42.B$
45.B$48.B$51.B$54.B$57.B$60.B$63.B$66.B$69.B$76.E!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

Ethanagor
Posts: 80
Joined: March 15th, 2017, 7:34 pm
Location: the Milky Way galaxy

Re: All directions and infinite speeds

Post by Ethanagor » June 23rd, 2017, 4:25 pm

This rule is really interesting to mess around with!

a simple triplet emits a stream of red cells, and can be turned into different guns. Two most basic examples:

Code: Select all

x = 21, y = 5, rule = All_Speeds
3.E11.E$2.E.D9.E3.D$E.E4.E4.E.E5.E$.EA2.AE6.E2.A2.E$.E4.E6.E5.E!
Additionally, here is a simple (puffer? wickstretcher? rake/puffer combo?):

Code: Select all

x = 6, y = 3, rule = All_Speeds
.E$EA2.F$.E3.E!
The red stream can be converted into additional wicks:

Code: Select all

x = 18, y = 4, rule = All_Speeds
.E$E6.E5.E$.E4.E5.EA2.F$7.E5.E3.E!
Another one, this time oblique:

Code: Select all

x = 8, y = 4, rule = All_Speeds
$.ED$E4.B$.E5.E!
A gun that looks like a transverse wave:

Code: Select all

x = 12, y = 4, rule = All_Speeds
E$E$11.E$11.E!
I love how such simple patterns can do a lot. Fantastic work!
"It's not easy having a good time. Even smiling makes my face ache." - Frank N. Furter

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: All directions and infinite speeds

Post by AforAmpere » June 23rd, 2017, 4:41 pm

Thanks Ethanagor, I'm glad that you like it. Challenge: Knightship gun! I haven't been able to find one yet, but I am not as experienced at finding guns as some people here. Also, have you figured out how to compress the ships?

Nice find with the diagonal gun, here it is cleaned up:

Code: Select all

x = 11, y = 4, rule = All_Speeds
E.E$2.E7.E$7.E.E$9.E!
Quadratic growth:

Code: Select all

x = 41, y = 58, rule = All_Speeds
17.E$16.E3.DA2.E$15.E$7.A8.E$15.E$14.E$13.E$14.E$13.E$12.E$11.E$12.E$
11.E$10.E$9.E$10.E$9.E$8.E$7.E25.E$8.E23.E3.DA2.E$7.E23.E$6.E18.A6.E$
5.E25.E$6.E23.E$5.E23.E$4.E8.A16.E$3.E25.E$4.E23.E$.A2E23.E$2.E25.E$.
E25.E$2.E23.E$2E23.E$E25.E$25.E$E23.E$23.E$24.E$23.E$22.E$21.E$22.E$
21.E$20.E$19.E$20.E$19.E$18.E$17.E$18.E$17.E$16.E$15.E$16.E$15.E$14.E
$13.E$14.E!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: All directions and infinite speeds

Post by drc » June 23rd, 2017, 5:56 pm

Fun:

Code: Select all

x = 104, y = 4, rule = All_Speeds
.E$2E101.E$102.E$101.2E!

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praosylen
Posts: 2443
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
Contact:

Re: All directions and infinite speeds

Post by praosylen » June 23rd, 2017, 8:41 pm

P19 gun of some sort:

Code: Select all

x = 18, y = 19, rule = All_Speeds
6.E$5.E9.E.E$3.E.E5.E4.E$E.E3.E9.E$2.E13.E10$2.E10.E$E.E$2.E$3.E.E4.E
2.E$5.E4.E!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...

User avatar
Saka
Posts: 3627
Joined: June 19th, 2015, 8:50 pm
Location: Indonesia
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Re: All directions and infinite speeds

Post by Saka » June 23rd, 2017, 8:49 pm

Orthogonal Transverse wave gun

Code: Select all

x = 13, y = 6, rule = All_Speeds
E$2.E$.E5.E$2.E8.E$.E5.2E3.E$2.E4.E!

User avatar
toroidalet
Posts: 1514
Joined: August 7th, 2016, 1:48 pm
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Re: All directions and infinite speeds

Post by toroidalet » June 23rd, 2017, 8:58 pm

An adjustable relay:

Code: Select all

x = 24, y = 5, rule = All_Speeds
22.E$E21.E$.E19.B$E21.2E$E21.E!
To increase the period by 2, move the left unit 1 cell away. Other state 2 cells can be added in the mix as well.

Code: Select all

x = 24, y = 5, rule = All_Speeds
22.E$E21.E$.E10.B2.B5.B$E21.2E$E21.E!
It consists of a feedback loop where the leaving (state 2) signals block the incoming ones (state 1) from forming and then the state 1 cells that do make it bounce off a reflector and leave as state 2.
A predecessor to a more "chaotic" relay:

Code: Select all

x = 18, y = 5, rule = All_Speeds
.B6.B8.E$.A$2E2.B3.B2.B3.B.E$E.A2.A2.A2.A2.A.E$16.E!
It consists of the normal relay but a 3rd stream of state 1 cells heads back and can block production of the state 2 signals
a predecessor to a double relay:

Code: Select all

x = 16, y = 4, rule = All_Speeds
.E2$E14.E$E14.E!
*reads through new post* It looks like these have been used in the guns.
EDIT: fixed pattern
Last edited by toroidalet on June 24th, 2017, 7:33 pm, edited 1 time in total.

User avatar
praosylen
Posts: 2443
Joined: September 13th, 2014, 5:36 pm
Location: Pembina University, Home of the Gliders
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Re: All directions and infinite speeds

Post by praosylen » June 23rd, 2017, 8:59 pm

3 cells -> gun:

Code: Select all

x = 5, y = 4, rule = All_Speeds
E2$4.E$4.A!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: All directions and infinite speeds

Post by AforAmpere » June 23rd, 2017, 9:05 pm

Guns that shoot various period diagonal ships, based on A for Awesome's gun:

Code: Select all

x = 50, y = 5, rule = All_Speeds
3.E19.E21.E$E.E4.D12.E.E3.D15.E.E2.D$2.E6.E12.E5.E15.E4.E$6.E.E16.E.E
18.E.E$8.E18.E20.E!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

User avatar
Saka
Posts: 3627
Joined: June 19th, 2015, 8:50 pm
Location: Indonesia
Contact:

Re: All directions and infinite speeds

Post by Saka » June 23rd, 2017, 9:15 pm

Rake of sorts!

Code: Select all

x = 10, y = 5, rule = All_Speeds
3.E$5.D$9.E$ED$3.C3.E!
And um

Code: Select all

x = 41, y = 9, rule = All_Speeds
40.E2$37.E2$16.E17.E$18.D$E21.E8.E$13.ED$3.E12.C3.E7.E!

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: All directions and infinite speeds

Post by AforAmpere » June 23rd, 2017, 9:21 pm

Yeah, I found that too, while I was testing the rule, it can be used to make a dot puffer:

Code: Select all

x = 20, y = 10, rule = All_Speeds
8.E$11.D$6.E6.E$7.D$E6.C3.E$.D2$7.D5.E$16.D$13.D4.E!
And a rake:

Code: Select all

x = 34, y = 34, rule = All_Speeds
22.E.C$26.2GE$20.E6.E$24.G$14.E3.C6.E$18.D2$24.D2.E.C$31.2GE$30.D.E2$
30.E2$28.E2$26.E2$24.E2$22.E2$20.E2$18.E2$16.E2$14.E2$5.E6.E$7.D$E4.C
4.E$3.D!
EDIT, what the heck is this?

Code: Select all

x = 497, y = 161, rule = All_Speeds
479.E$197.E280.E$479.E$.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A.2E$190.E286.E$4.A11.A459.E$189.2EB2.B4.B3.B2.B4.B3.B
2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B
3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B6.B4.B6.B4.B6.B4.B6.B4.B6.B
4.B6.B4.B6.B4.B6.B4.B6.B4.B6.E$187.E.E3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A
4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A
3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A
2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2.A3.A4.A2E$188.E286.E$474.E$187.
2EB3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B
2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B
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182.E286.E$468.E$181.2EB3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B
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4.B3.B2.B4.B3.B2.B4.B5.E$141.E.EA2.A3.A4.A2.A3.A4.A2.A5.A4.A6.A4.A6.A
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11.A11.A11.A11.A11.A11.A11.A10.E$139.2E4.B2.B4.B3.B2.B4.B3.B2.B4.B3.B
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11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A2.E$137.2E2.B6.B4.B5.
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4.A6.2E$136.E286.E$103.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A
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2B.E$133.E.E5.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A
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3.B2.B4.B3.B2.B4.B3.B2.B4.B5.E$129.E.E2.A6.A4.A6.A4.A6.A4.A6.A4.A6.A
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6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.2E$130.E286.E$49.A11.A11.
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2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B3.2B.E$127.E.E5.A4.A6.A4.A6.A
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6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A3.2E$128.E
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$127.2E5.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B5.B2.B4.B3.B2.
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6.A4.A2.2E$126.E286.E$13.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.
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11.A11.A11.A11.A11.A2.E$125.2E2.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B
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2.B4.B5.E$123.E.E2.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A
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4.A6.A4.A6.A4.A6.A4.A6.2E$124.E286.E$7.A11.A11.A11.A11.A11.A11.A11.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A6.E$123.2E.B4.B6.B4.B6.B4.B6.B4.B
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4.B3.B2.B4.B3.B2.B3.2B.E$121.E.E5.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A
6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A
4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A3.2E$122.E286.E$.A11.A11.A11.A11.
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11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A10.E$121.2E5.B4.B6.B
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2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B2.E$119.E.E.A4.A6.A4.A6.A4.A6.A4.A6.A4.
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A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A2.2E$120.E286.E$7.A11.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A2.E$119.
2E2.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B
4.B6.B4.B6.B4.B5.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B
3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B5.E$117.E.E2.A6.A4.A6.A4.A6.A4.A
6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A
4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.2E$118.E286.E$.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A6.E$
117.2E.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B
4.B6.B4.B6.B4.B6.B4.B6.B4.B5.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B
4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B3.2B.E$115.E.E5.A4.A6.A4.A6.A4.A
6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A
4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A3.2E$116.E286.E
$7.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A10.E$
115.2E5.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B
4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B5.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B
3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B2.E$113.E.E.A4.A6.A4.A6.A4.A6.A4.A6.
A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.
A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A2.2E$114.E286.E$.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A
11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A11.A2.E$
4.A2.A2.A5.A2.A2.A5.A2.A2.A5.A2.A2.A5.A2.A2.A5.A2.A2.A5.A2.A2.A5.A2.A
2.A5.A2.A2.A5.A2E2.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B
6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B6.B4.B5.B2.B4.B3.B2.B
4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B3.B2.B4.B5.E$113.E2.A6.A4.A6.A4.A6.A4.A
6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A
4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.A4.A6.2E$112.E286.E!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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Saka
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Re: All directions and infinite speeds

Post by Saka » June 23rd, 2017, 9:34 pm

I like how this looks like an actual "factory"

Code: Select all

x = 40, y = 7, rule = All_Speeds
.E2$E26.E$.E3.E21.E10.E$6.E19.B12.E$3.E.E21.2E9.E$5.E21.E!
This is also interesting to, it regenerates the dot with reds and yellows

Code: Select all

x = 14, y = 7, rule = All_Speeds
2.E2.E.C$E3.E$2.E.E$2.E$4.2E2.B4.E$2.E.E2.A4.E$3.E8.E!
Transverse display

Code: Select all

x = 20, y = 168, rule = All_Speeds
2.E8.E70$18.E$E18.E$2.E$.E5.E$2.E8.E$.E5.2E3.E$2.E4.E16$2.E8.E69$18.E
$E18.E$2.E$.E5.E$2.E8.E$.E5.2E3.E$2.E4.E!

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BlinkerSpawn
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Re: All directions and infinite speeds

Post by BlinkerSpawn » June 23rd, 2017, 10:31 pm

Alternate version of this rule with (EDIT: now two fewer states) and cleaner use of auxiliary states:

Code: Select all

@RULE Speedy
0 void
1 left vertical
2 right vertical
3 left diagonal
4 right diagonal
5 fencepost
6 left vertical advancer
7 right vertical advancer
8 left diagonal advancer
9 right diagonal advancer

@TABLE
n_states:10
neighborhood:Moore
symmetries:none
var a = {0,1,2,3,4,5,6,7,8,9}
var b = a
var c = b
var d = c
var e = d
var f = e
var g = f
var h = g
var l = {1,3}
var r = {2,4}

#left particle goes left
0,0,0,1,0,0,0,0,0,1
1,a,b,c,d,e,f,g,h,0
#right particle goes right
0,0,0,0,0,0,0,2,0,2
2,a,b,c,d,e,f,g,h,0
#left-d particle goes left
0,0,0,3,0,0,0,0,0,3
3,a,b,c,d,e,f,g,h,0
#right-d particle goes right
0,0,0,0,0,0,0,4,0,4
0,0,0,0,0,0,0,4,5,4
4,a,b,c,d,e,f,g,h,0
#left particle advances left
0,0,0,0,1,0,5,0,0,6
5,0,6,0,0,0,0,0,0,0
0,0,0,0,6,0,0,0,0,5
0,0,0,0,0,0,0,6,0,2
6,a,b,c,d,e,f,g,h,0
#right particle advances right
0,0,0,0,5,0,0,2,0,7
5,0,0,0,0,0,0,0,7,0
0,0,0,0,0,0,7,0,0,5
0,0,0,0,7,0,0,0,0,1
7,a,b,c,d,e,f,g,h,0
#left-d particle advances left
0,0,0,0,3,0,5,0,0,8
5,0,8,0,0,0,0,0,0,0
0,0,0,0,0,0,8,0,0,5
0,0,0,0,0,0,0,8,0,4
8,a,b,c,d,e,f,g,h,0
#right-d particle advances right
0,0,0,0,5,0,0,4,0,9
5,0,8,5,0,0,0,0,0,0
5,8,0,0,0,0,0,5,0,0
0,0,0,0,9,0,0,0,0,3
0,0,0,0,0,5,0,9,0,9
0,0,0,0,0,0,5,9,0,8
0,0,0,0,0,0,0,5,9,5
9,a,b,c,d,e,f,g,h,0
#slipstream
0,0,0,l,0,0,0,r,0,r
0,0,0,0,l,0,r,0,0,l
0,0,0,l,r,0,0,0,0,l
0,0,0,0,0,0,r,l,0,r
0,0,0,0,0,l,r,0,0,r
0,0,0,0,l,r,0,0,0,l

@COLORS
1 255 0 0
2 255 255 0
3 0 0 255
4 0 255 255
5 255 255 255
6 255 127 127
7 255 255 127
8 127 127 255
9 127 255 255
Ships can be directly pasted in without modification unless they are in phases with auxiliary states.
No funky signal-gun patterns here, though.

P.S. I liked in the original all-orthogonal-speeds rule how you could get strange things to happen when ships collided.
Looks like you can have fun with that here too:

Code: Select all

x = 31, y = 19, rule = All_Speeds
E$5.D$8.F$9.E9$12.E$16.B$19.B$22.B$25.B$28.D$30.E!
Last edited by BlinkerSpawn on June 28th, 2017, 2:52 pm, edited 1 time in total.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Saka
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Re: All directions and infinite speeds

Post by Saka » June 24th, 2017, 7:12 am

A gun. Guns are fun and look cool in this rule.

Code: Select all

x = 69, y = 8, rule = All_Speeds
3.E42.E$E.E40.E.E$2.E42.E$2.E5.E36.E5.E$9.E3.E11.E26.E3.E4.E$14.E16.E
25.E9.E$11.E.E11.2E5.E21.E.E4.2E5.E$13.E11.E30.E4.E!
CHALLENGE: Make a gun you can flip left-right and it will still work.

AforAmpere
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Re: All directions and infinite speeds

Post by AforAmpere » June 24th, 2017, 1:02 pm

Do you mean that it still shoots the same color "pushers" ? Because I don't think that is possible, because each color goes in one direction. Red and blur go left, cyan and yellow go right.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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Saka
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Location: Indonesia
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Re: All directions and infinite speeds

Post by Saka » June 24th, 2017, 6:35 pm

AforAmpere wrote:Do you mean that it still shoots the same color "pushers" ? Because I don't think that is possible, because each color goes in one direction. Red and blur go left, cyan and yellow go right.
No. Just that it works when flipped.

Ethanagor
Posts: 80
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Location: the Milky Way galaxy

Re: All directions and infinite speeds

Post by Ethanagor » June 24th, 2017, 9:27 pm

Saka wrote:
AforAmpere wrote:Do you mean that it still shoots the same color "pushers" ? Because I don't think that is possible, because each color goes in one direction. Red and blur go left, cyan and yellow go right.
No. Just that it works when flipped.
Easy:

Code: Select all

x = 11, y = 4, rule = All_Speeds
E9.E$.E7.E$.E.E3.E.E$2.E5.E!
"It's not easy having a good time. Even smiling makes my face ache." - Frank N. Furter

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Saka
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Re: All directions and infinite speeds

Post by Saka » June 24th, 2017, 9:32 pm

Ethanagor wrote: Easy:

Code: Select all

x = 11, y = 4, rule = All_Speeds
E9.E$.E7.E$.E.E3.E.E$2.E5.E!
It doesnt work at all..?

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Saka
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Re: All directions and infinite speeds

Post by Saka » June 24th, 2017, 9:38 pm

Do you think the gun on the left will eventually break?

Code: Select all

x = 44, y = 7, rule = All_Speeds
.E21.E$2.E21.E$E21.E$.E21.E$.E8.E12.E19.E$7.E.E30.E.E$9.E32.E!

Ethanagor
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Location: the Milky Way galaxy

Re: All directions and infinite speeds

Post by Ethanagor » June 24th, 2017, 10:04 pm

Saka wrote:
Ethanagor wrote: Easy:

Code: Select all

x = 11, y = 4, rule = All_Speeds
E9.E$.E7.E$.E.E3.E.E$2.E5.E!
It doesnt work at all..?
oh crap, I didn't copy the whole things correctly. Let me try again:

Code: Select all

x = 14, y = 11, rule = All_Speeds
7.E6$.E10.E$2.E8.E$E.E8.E.E$.E10.E$.E10.E!
"It's not easy having a good time. Even smiling makes my face ache." - Frank N. Furter

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Saka
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Re: All directions and infinite speeds

Post by Saka » June 24th, 2017, 10:24 pm

I accidentally made one heck of a gun. Cleanup?

Code: Select all

x = 24, y = 9, rule = All_Speeds
6.E$5.E16.E$6.E16.E$E.E2.E16.E$2.E3.E8.E$5.E8.E$6.E7.2E$6.E6.E$14.E!
EDIT: And this fun one that features a "staircase"

Code: Select all

x = 30, y = 18, rule = All_Speeds
E.E$2.2E$.E$2.E$.E2.C21.E$2.E17.E2.E.E.E.E$.E17.E5.E.E$2.E13.G.E.E$.E
15.E$2.E13.E.E$.E6.C6.E$2.E11.E.E$.E5.C5.E$2.E7.G.E.E$.E5.C3.E$2.ED2.
D.G.E.E$2.E6.E$10.E!

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praosylen
Posts: 2443
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Re: All directions and infinite speeds

Post by praosylen » June 24th, 2017, 11:10 pm

Weird:

Code: Select all

x = 108, y = 26, rule = All_Speeds
31.E$10.E.E17.3E$8.E.E20.E$5.E.E.E13.D$4.E2.E2.EA2.A16.E$3.E19.E6.3E$
E.E.E.B7.C3.C3.E$.EA2.A2.A2.A3.D2.D4.E$.E2.E4.D2.D7.E57.E.E$2.3E15.2E
58.2E$3.E75.E$80.E$79.E2.C21.E$80.E17.E2.E.E.E.E$79.E17.E5.E.E$80.E
13.G.E.E$79.E15.E$80.E13.E.E$79.E6.C6.E$80.E11.E.E$79.E5.C5.E$80.E7.G
.E.E$79.E5.C3.E$80.ED2.D.G.E.E$80.E6.E$88.E!
EDIT: State-4-to-ship converter:

Code: Select all

x = 11, y = 7, rule = All_Speeds
4.E$5.E$3.E$D$8.E$9.E$9.2E!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...

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toroidalet
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Re: All directions and infinite speeds

Post by toroidalet » June 25th, 2017, 2:12 pm

Saka wrote:Do you think the gun on the left will eventually break?

Code: Select all

x = 44, y = 7, rule = All_Speeds
.E21.E$2.E21.E$E21.E$.E21.E$.E8.E12.E19.E$7.E.E30.E.E$9.E32.E!
The one on the right does. The one on the left becomes period 52 by generation 1000.
This almost works as a knightship gun:

Code: Select all

x = 32, y = 5, rule = All_Speeds
2.E$12.E$E.E$.E9.AE$12.E18.E!
This better one almost works, but a single dot that goes missing ruins it:

Code: Select all

x = 26, y = 7, rule = All_Speeds
2.E.E$5.E4.E$E.E$.E2.AE$5.E18.E$23.E.E$24.E!
A for awesome wrote: EDIT: State-4-to-ship converter:

Code: Select all

x = 11, y = 7, rule = All_Speeds
4.E$5.E$3.E$D$8.E$9.E$9.2E!
smaller:

Code: Select all

x = 10, y = 7, rule = All_Speeds
4.E$5.E$3.E$D$8.E$9.E$7.E!
state 4 to 2 state 3s:

Code: Select all

x = 10, y = 3, rule = All_Speeds
D8.E$7.E$8.E!
state 4 to state 3:

Code: Select all

x = 9, y = 4, rule = All_Speeds
7.E$D7.E$6.E$7.E!
state 1 to state 2 and related heisenburp

Code: Select all

x = 7, y = 13, rule = All_Speeds
2.E2$E.E$.E4.A6$2.E2$2.E$6.A!
state 2 to state 1

Code: Select all

x = 10, y = 4, rule = All_Speeds
9.E$B$8.E$9.E!
state 2 to a parabola of state 1s

Code: Select all

x = 17, y = 25, rule = All_Speeds
12.E3.E2$11.E2$10.E2$9.E2$8.E2$7.E2$6.E2$5.E2$4.E2$3.E2$E.E$.E13.E$6.
B9.E$14.E$15.E!
Any sufficiently advanced software is indistinguishable from malice.

Ethanagor
Posts: 80
Joined: March 15th, 2017, 7:34 pm
Location: the Milky Way galaxy

Re: All directions and infinite speeds

Post by Ethanagor » June 25th, 2017, 8:43 pm

Ethanagor wrote:
Saka wrote:
Ethanagor wrote: Easy:

Code: Select all

x = 11, y = 4, rule = All_Speeds
E9.E$.E7.E$.E.E3.E.E$2.E5.E!
It doesnt work at all..?
oh crap, I didn't copy the whole things correctly. Let me try again:

Code: Select all

x = 14, y = 11, rule = All_Speeds
7.E6$.E10.E$2.E8.E$E.E8.E.E$.E10.E$.E10.E!
Wow, still left one cell out. This one works for real, I hope:

Code: Select all

x = 14, y = 13, rule = All_Speeds
8.E$7.E7$.E10.E$2.E8.E$E.E8.E.E$.E10.E$.E10.E!
sorry for all of that. I need to test things I copy to make sure I have the whole thing.
I hate myself.
"It's not easy having a good time. Even smiling makes my face ache." - Frank N. Furter

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BlinkerSpawn
Posts: 1992
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Re: All directions and infinite speeds

Post by BlinkerSpawn » June 25th, 2017, 10:14 pm

Ethanagor wrote:Wow, still left one cell out. This one works for real, I hope:

Code: Select all

x = 14, y = 13, rule = All_Speeds
8.E$7.E7$.E10.E$2.E8.E$E.E8.E.E$.E10.E$.E10.E!
sorry for all of that.
It works fine, but can be shrunk down a bit:

Code: Select all

x = 12, y = 11, rule = All_Speeds
7.E$6.E7$E10.E$.E8.E$.E8.E!
EDIT #dunno: Much smaller and symmetrical:

Code: Select all

x = 10, y = 6, rule = All_Speeds
E8.E$.E6.E$2.E4.E$.E6.E$2.E4.E$2.E4.E!
This one's tiny but I didn't want to throw out the other one because that one's orthogonal(EDIT #toomany: ok how is it even smaller now):

Code: Select all

x = 6, y = 2, rule = All_Speeds
E4.E$E4.E!
Why do fenceposts create signals in this rule anyway?
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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