Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

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phdanielli
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Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 22nd, 2019, 10:45 am

This rule houses many collisions and both a diagonal replicator and an orthogonal imperfect replicator-like dirty puffer. I am not at my PC unfortunately due to some problems regarding my travelling (EVA air strike; I'm stuck in Taiwan) so no life viewer stuff to share here yet.

Rule: B2-ak3-jnqr/S15678
P.S. I am so tempted to rename it Pseudo-Highlife but copyrights so no, not gonna risk it.

A small taste of the capabilities of this rule:

Code: Select all

x = 97, y = 56, rule = B2-ak3-jnqr/S15678
96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$96bo$
95bo$95bo$95bo$95bo$95bo$95bo$95bo$30bo64bo$95bo$30b3o62bo$95bo$94bo$
94bo$94bo$94bo$9bo84bo$94bo$7bo3bo82bo$94bo$2bo6bo84bo$2bo91bo$2ob2o
88bo$2bo90bo$2bo90bo$93bo$93bo$93bo$93bo$93bo$93bo$93bo$57bo35bo$55b2o
35bo$92bo$92bo$92bo$92bo$92bo$92bo$92bo$92bo$92bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 22nd, 2019, 6:55 pm

Patterns I find to be interesting put together in an interesting way. (speed through ~4-5000 steps later)

Code: Select all

x = 33, y = 3, rule = B2-ak3-jnqr/S15678
b2o8b2o7bobo8bo$o9bo9bo9b3o$o19bo9bobo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 22nd, 2019, 10:35 pm

Interesting interaction between replicator and puffer:

Code: Select all

x = 10, y = 3, rule = B2-ak3-jnqr/S15678
b2o5bo$o6b3o$o6bobo!
Eventually, a west-bound puffer-breeder emerges. (it's garbage collision & glider synthesis based)
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 23rd, 2019, 2:19 am

A p14 c/2 orthogonal spaceship:

Code: Select all

x = 7, y = 8, rule = B2-ak3-jnqr/S15678
3bo$2b3o$2bobo$2b3o$3bo$3bo$7o$2bobo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 23rd, 2019, 2:52 am

A p16 replicator shuttle. (maybe guns are possible in this rule?)

Code: Select all

x = 12, y = 10, rule = B2-ak3-jnqr/S15678
2o5$6b3o$6bo$6bo2$10b2o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ » June 23rd, 2019, 7:42 am

7c/9 “Squaresar” clean crawler

Code: Select all

x = 3, y = 30, rule = B2-ak3-jnqr/S15678
obo2$obo3$b2o3$b2o4$b2o3$b2o4$b2o3$b2o4$b2o3$b2o!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by testitemqlstudop » June 23rd, 2019, 9:35 am

c/2

Code: Select all

x = 8, y = 4, rule = B2-ak3-jnqr/S15678
bo4bo$3o2b3o$ob4obo$b2o2b2o!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 23rd, 2019, 10:27 am

This is a variant called Snow Fall:
(agregates often)

Code: Select all

x = 41, y = 31, rule = B2-ak3-jnqr4ceiqtwz5-jnqr6-ak/S15678
b4o$b5o$b6o$9o$10o8b10o8b3o$11o3b17o2b7o$41o$b39o$b39o$2b38o$3b37o$4b
36o$5b35o$4b36o$4b36o$4b36o$4b35o$5b34o$4b35o$4b35o$4b35o$5b33o$5b33o$
5b32o$5b31o$6b30o$7b29o$8b27o$10b2o4b3o3b12o$23b2ob7o$27b3o!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Sarp » June 23rd, 2019, 2:05 pm

Replicator based gun

Code: Select all

x = 54, y = 53, rule = B2-ak3-jnqr/S15678
53bo$53bo2$49bobo$48b3o$49b3o$47b2obo$45bob2o$44b3o$45b3o$44bobo8$21b
2o$33bobo$21bo10b3o$33b3o$31b2obo$31b2o$29b2o$29b3o$26bo3bo$29bo$27bo
5$18bo$17bo$20bo$19bo5$10bo$9bo$12bo$11bo8$2o!
WADUFI

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 24th, 2019, 12:24 pm

Orthogonal p12 c/2 spaceship:

Code: Select all

x = 7, y = 12, rule = B2-ak3-jnqr/S15678
3bo$2b3o$2bobo$bo$o4bo$bob3o$5b2o$2bobo2$3bo$5bo$4bobo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 24th, 2019, 12:43 pm

Couple of glider collisions that I compiled here into a single pattern file for your convenience. :mrgreen:

Code: Select all

x = 96, y = 8, rule = B2-ak3-jnqr/S15678
2bo9bo9bo9bo8bo9bo9bo9bo9bo9bo$2o8bobo7bobo7b2o9bo9bo$35bo4bo9bo9b2o8b
2o8b2o8b2o3bo$5b2o8b2o27bo19bo29bo$14bo11b2o7b2o8b2o7bo10b2o27bo$5bo
19bo29b2o16b2o$72bo10b2o$82bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ » June 26th, 2019, 4:02 am

So..this is a thing.

Code: Select all

x = 9, y = 45, rule = B2-ak3-jnqr/S15678
obo2bo2bo$5bo2bo$obo2$5b2o6$5bo2bo$b2o2bo2bo3$5b2o6$5bo2bo$b2o2bo2bo3$
5b2o6$5bo2bo$b2o2bo2bo3$5b2o6$5bo2bo$b2o2bo2bo3$5b2o!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ » June 26th, 2019, 4:27 am

You know why I was looking for this.

Code: Select all

x = 58, y = 13, rule = B2-ak3-jnqr/S15678
obo2bo51bo$5bo2b2o45bobo$obo46bo3bobo$47bobo3bo$5b2o34bo3bobo$39bobo3b
o$33bo3bobo$31bobo3bo$22bo2bo3bobo$18bo3bo2bo3bo$18bo$3bo$3bo!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 26th, 2019, 10:16 am

That was super clever! :lol:
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 26th, 2019, 10:23 am

So is it possible to use replicator guns (they can collide gliders too) to infinitely hassle a pulsar through a racetrack (maybe even convert it through different stuff like glider and flipper) to make a high period oscillator?
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Hunting » June 26th, 2019, 11:53 am

phdanielli wrote:So is it possible to use replicator guns (they can collide gliders too) to infinitely hassle a pulsar through a racetrack (maybe even convert it through different stuff like glider and flipper) to make a high period oscillator?
Nope. If you try to implement that idea, you'll probably end up with something that make a line of domino, burn it up with a "pulsar"(That small p3 oscillator appeared in one of my early rule too, I'm calling it the Star), and destroy the pulsar amd restore the domino line. That is not much better than a gun that repeatly makes vanish reactions.

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 26th, 2019, 7:18 pm

Plot Twist: Mske a pulsar reaction that writes GOLLY (galaxy symbol) to screen. :P
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ » June 28th, 2019, 2:20 am

This is probably my starting strategy.

Code: Select all

x = 9, y = 5, rule = B2-ak3-jnqr/S15678
obo2bo2bo$5bo2bo$obo2$5b2o!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ » June 28th, 2019, 2:34 am

Oh, and by the way, here's how fast converting to squasar and back is:

Code: Select all

x = 54, y = 23, rule = B2-ak3-jnqr/S15678
$45bo3bo$43bobo3bo2b2o$37bo3bobo$35bobo3bo$29bo3bobo13b2o$27bobo3bo$
21bo3bobo$19bobo3bo$10bo2bo3bobo$3o3bo3bo2bo3bo$6bo$o46bo$47bo7$3o2$o!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » June 28th, 2019, 5:45 am

Nice star-gate effect! So cool~ 8)
Also, I will be semi-inactive for a week or so due to travelling reasons. Will return after travels.
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Hdjensofjfnen » June 29th, 2019, 3:13 am

phdanielli wrote:Nice star-gate effect! So cool~ 8)
Also, I will be semi-inactive for a week or so due to travelling reasons. Will return after travels.
There are a lot of reactions like this, but the problem with the "stargate" above is that it's not easily regeneratable.

Code: Select all

x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!

Code: Select all

x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by phdanielli » July 4th, 2019, 1:33 pm

Replicator Breeder:

Code: Select all

x = 83, y = 82, rule = B2-ak3-jnqr/S15678
78bo$77b3o$77bobo2$77bobo4$78bo$77b3o$77bobo$77b3o5$78bo2$76bo3bo2$77b
obo2$74bo7bo$74bob5obo$77bobo2$74bob2ob2obo$77b3o$76bobobo$76b2ob2o$
77b3o$76b2ob2o$76bobobo$76b2ob2o$78bo$78bo4$4bo$3b3o$3bobo3$3bobo2$4bo
5$4bo$4bo$3bobo$bo2bo2bo$b2o3b2o$3o3b3o$b2obob2o$b2o3b2o$b3ob3o2$b3ob
3o2$3bobo71bobo2$77bobo4$3bobo2$3bobo$3b3o$4bo2$4bo$2bobobo2$b2o3b2o2$
2bobobo$4bo!
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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ » July 5th, 2019, 7:27 am

p16

Code: Select all

x = 10, y = 12, rule = B2-ak3-jnqr/S15678
9bo$9bo2$5bo$5bo$5b3o5$o$o!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by PkmnQ » July 5th, 2019, 7:29 am

Gun-like reaction

Code: Select all

x = 10, y = 10, rule = B2-ak3-jnqr/S15678
9bo2$7bobo5$3o$2bo$2bo!

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Re: Quasilinear Collisions rule (B2-ak3-jnqr/S15678)

Post by Moosey » July 5th, 2019, 7:52 am

PkmnQ wrote:Gun-like reaction

Code: Select all

x = 10, y = 10, rule = B2-ak3-jnqr/S15678
9bo2$7bobo5$3o$2bo$2bo!
There is an 8-barreled gun:

Code: Select all

x = 14, y = 20, rule = B2-ak3-jnqr/S15678
obo8bobo2$2bo8bo15$2bo8bo2$obo8bobo!
Not related to you reaction, but...


Also, 1-barreled version:

Code: Select all

x = 57, y = 19, rule = B2-ak3-jnqr/S15678
8bobo8bobo2$10bo8bo8$o28bo$o28bo20bobo2$50bo4$56bo$56bo!
Almost true period but the bottommost domino makes it pseudo.
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