Code: Select all

```
x = 5, y = 5, rule = B2ce3ai678_S1e23
bo$bo$5o$2obo$3obo!
```

Demonstration of this rule's puffers.

Code: Select all

```
x = 5, y = 5, rule = B2ce3ai678_S1e23
bo$bo$5o$2obo$3obo!
```

This rule might support pseudo-quadratic replicator. It is also rich of "clean/dirty" rakes. The universe is at the edge of explosion but highly dynamic. It is easy to get a moving head but usually it does not last forever.

I want to name this rule "Mortality", for you never know when it dies.

Another rule exhibit similar phenomena

This rule is non-explosive until the fuse start to burn, and ashing sideway.

Code: Select all

```
x = 139, y = 81, rule = B0124/S025
32$40bo$37b2o3b5o$37bob6o2bo$37b3ob7o30b2o2b2o2b2o2b2o3bo$37b12obo11bo
9b2o2b19ob2o$29b2o5b13o8b4o10b26obo$28b6ob15o3bo2bob6obo2bo2b27obo$29b
2ob17o3bobob6o2b2obob30obo$29bob21o2bo2b5o3b20o2b14o$30b13ob8o2b9obob
18ob2ob13o$27b15o2b5o2bo4b3o3b16obob2obo3b4o3b4obo$30b12obobobobobo3b
2o2b2o3b12o8b3o3b8obo$28b10obo3b2o10bobo8b2ob7o22bo$30b7ob2o4bo16bo4bo
bo17bo5b3o$29bo2b2o28b2o3bo2b5o$62bo!
```

Another rule exhibit similar phenomena

Code: Select all

```
x = 27, y = 28, rule = B0134568/S0234
7$20bo$20bobo$19b2obo$19b2o$20bo9$18b3o$18b3o!
```

Code: Select all

```
x = 139, y = 38, rule = B0134568/S0234
7$26b2o$9bo2b3o10b4o$10b5o2bo8b2o$9bob5o10bo$9b8o$8b4o3bobo$9b2o4b5o8b
o$10bo2b6ob4o$11b2ob6ob4o2bo5b2ob2o$11bob12o11b2o$11bob3ob8o13b89o$11b
6ob4ob3o6bo4bob88o$12bo12bo4b3o$30b2o$30b2o$30b2o$15bo14b2obo$30b2o$
13b5o$12b2ob3o$11b6o$12bo5bo!
```

shouldsee briefly introduced some ddlab slides in this post:

viewtopic.php?f=11&t=2033#p33386

Here is a rule that was featured:

It was generated using this Java rule generator which is included in Golly:

This is an easy way to generate Golly rules that use k=5 and k=9 neighborhoods.

A rich assortment of guns can be constructed using the common replicator.

Brian Prentice

viewtopic.php?f=11&t=2033#p33386

Here is a rule that was featured:

Code: Select all

```
@RULE SCRT1
@TREE
num_states=3
num_neighbors=8
num_nodes=104
1 0 0 0
1 1 1 1
2 0 1 0
1 2 2 2
2 1 3 3
2 0 3 0
3 2 4 5
2 3 0 1
2 3 1 3
3 4 7 8
3 5 8 5
4 6 9 10
2 0 0 3
2 1 3 0
3 7 12 13
2 3 0 0
3 8 13 15
4 9 14 16
3 5 15 12
4 10 16 18
5 11 17 19
2 0 3 1
2 3 1 0
3 12 21 22
2 0 0 0
3 13 22 24
4 14 23 25
3 15 24 24
4 16 25 27
5 17 26 28
3 12 24 15
4 18 27 30
5 19 28 31
6 20 29 32
2 3 1 1
2 1 1 0
3 21 34 35
3 22 35 12
4 23 36 37
3 24 12 5
4 25 37 39
5 26 38 40
3 24 5 24
4 27 39 42
5 28 40 43
6 29 41 44
4 30 42 27
5 31 43 46
6 32 44 47
7 33 45 48
2 1 1 1
3 34 50 35
3 35 35 12
4 36 51 52
2 3 3 0
3 12 12 54
4 37 52 55
5 38 53 56
3 5 54 24
4 39 55 58
5 40 56 59
6 41 57 60
3 24 24 24
4 42 58 62
5 43 59 63
6 44 60 64
7 45 61 65
2 0 0 1
3 24 24 67
4 27 62 68
5 46 63 69
6 47 64 70
7 48 65 71
8 49 66 72
2 1 0 0
3 50 74 74
3 35 74 24
4 51 75 76
2 3 0 3
3 12 24 78
4 52 76 79
5 53 77 80
3 54 78 21
4 55 79 82
5 56 80 83
6 57 81 84
3 24 21 2
4 58 82 86
5 59 83 87
6 60 84 88
7 61 85 89
3 24 2 24
4 62 86 91
5 63 87 92
6 64 88 93
7 65 89 94
8 66 90 95
3 67 24 74
4 68 91 97
5 69 92 98
6 70 93 99
7 71 94 100
8 72 95 101
9 73 96 102
@COLORS
0 0 0 0
1 255 0 0
2 0 255 0
```

Code: Select all

```
import java.util.*;
public class RuleTreeGen
{
/* Put your state count, neighbor count, and function here */
final static int numStates = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0, 1, 2, 0, 0, 2, 1, 1, 0},
{0, 2, 1, 2, 1, 1, 1, 0, 0},
{0, 2, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 2, 0, 0, 0, 0},
{2, 0, 0, 0, 2, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0}
};
/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */
int f(int[] a)
{
int sum1 = 0;
int sum2 = 0;
for (int i = 0; i < 8; i++)
if (a[i] == 1)
sum1++;
else if (a[i] == 2)
sum2++;
return ruleTable[sum2][sum1];
}
final static int numParams = numNeighbors + 1;
HashMap<String, Integer> world = new HashMap<String, Integer>();
ArrayList<String> r = new ArrayList<String>();
int[] params = new int[numParams];
int nodeSeq = 0;
int getNode(String n)
{
Integer found = world.get(n);
if (found == null)
{
found = nodeSeq++;
r.add(n);
world.put(n, found);
}
return found;
}
int recur(int at)
{
if (at == 0)
return f(params);
String n = "" + at;
for (int i=0; i<numStates; i++)
{
params[numParams-at] = i;
n += " " + recur(at-1);
}
return getNode(n);
}
void writeRuleTree()
{
System.out.println("@RULE SCRT1");
System.out.println("@TREE");
System.out.println("num_states=" + numStates);
System.out.println("num_neighbors=" + numNeighbors);
System.out.println("num_nodes=" + r.size());
for (int i=0; i<r.size(); i++)
System.out.println(r.get(i));
System.out.println("@COLORS");
System.out.println(" 0 0 0 0");
System.out.println(" 1 255 0 0");
System.out.println(" 2 0 255 0");
}
public static void main(String[] args) throws Exception
{
RuleTreeGen rtg = new RuleTreeGen();
rtg.recur(numParams);
rtg.writeRuleTree();
}
}
```

A rich assortment of guns can be constructed using the common replicator.

Brian Prentice

- BlinkerSpawn
**Posts:**1938**Joined:**November 8th, 2014, 8:48 pm**Location:**Getting a snacker from R-Bee's

I have a vague feeling I've worked with this rule before...

Code: Select all

```
x = 31, y = 31, rule = SCRT1
4.BAB$4.ABA2.3B$4.ABA2.3B6.B$4.BAB$B2AB$A2BA$B2AB3$.2B$.2B$.2B$28.B6$
2.B$28.2B$28.2B$28.2B3$27.B2AB$27.A2BA$27.B2AB$24.BAB$12.B6.3B2.ABA$
19.3B2.ABA$24.BAB!
```

Code: Select all

```
x = 17, y = 5, rule = SCRT1
10.3B3.B$BAB8.B4.A$.B4.A4.B4.A$3B3.B3.3B3.B$3B!
```

Code: Select all

```
x = 16, y = 18, rule = SCRT1
12.B2AB$4.B3.B2.B$4.A7.2B$4.A$4.B3.B6.B$15.B$15.B$B2AB3$12.B2AB$B$B$B
6.B3.B$11.A$2.2B7.A$4.B2.B3.B$B2AB!
```

Code: Select all

```
x = 12, y = 23, rule = SCRT1
.B2AB$.4B$.B2.B$2.3B$2.B.A$2BA2B$2B.BA$A.B.B$B2.2B$A2B3$.2BA$3.B$3.B.
3A$5.ABA$5.B2.B2A$5.A4.B$5.3B2.B$8.2B3$8.B2.B!
```

"Loop" rule with only 2 cells in a "loop". Not quite a "loop" but it still reproduces and grows like any loop rule would.
"loop"

Code: Select all

```
@RULE TinyLoop2
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4
var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i={2,3}
0,1,2,0,0,0,0,0,0,2
0,2,0,0,0,0,0,0,0,1
0,0,0,0,0,2,1,0,1,2
0,1,0,2,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,3
3,0,0,0,0,0,0,0,0,0
3,a,b,c,d,e,f,g,h,1
2,a,b,c,d,e,f,g,h,0
```

Code: Select all

```
x = 2, y = 1, rule = TinyLoop2
AB!
```

Creator of multiple rules that may or may not be what you'd expect

For those who like to tame difficult rules, this one has a lot of potential as a computational one:

Code: Select all

```
x = 37, y = 105, rule = B2a/S345
33b3o$34bo$33b4o$34b2o32$11b3o$12bo$11b4o$12b2o18$8b3o$9bo$8b4o$9b2o
32$2bo15bo$b3o9bo3b3o$2ob2o8bo2b2ob2o$b3o13b3o$2bo15bo3$9b2o$31bo$10bo
19b3o$9b3o19bo$8b2ob2o$9b3o$10bo!
```

No idea what happened:

Code: Select all

```
x = 7, y = 3, rule = B2k35y/S23-a4i5i
3ob3o$obobobo$bo!
```

\100\97\110\105

Eater for the same rule:Rhombic wrote:For those who like to tame difficult rules, this one has a lot of potential as a computational one:Code: Select all

`x = 37, y = 105, rule = B2a/S345 33b3o$34bo$33b4o$34b2o32$11b3o$12bo$11b4o$12b2o18$8b3o$9bo$8b4o$9b2o 32$2bo15bo$b3o9bo3b3o$2ob2o8bo2b2ob2o$b3o13b3o$2bo15bo3$9b2o$31bo$10bo 19b3o$9b3o19bo$8b2ob2o$9b3o$10bo!`

Code: Select all

```
x = 21, y = 47, rule = B2a/S345
8b3o$9bo$8b4o$9b2o9$8b3o$9bo$8b4o$9b2o9$8b3o$9bo$8b4o$9b2o6$2bo15bo$b
3o9bo3b3o$2ob2o8bo2b2ob2o$b3o13b3o$2bo15bo3$9b2o2$10bo$9b3o$8b2ob2o$9b
3o$10bo!
```

Code: Select all

```
x = 12, y = 38, rule = B2a/S345
8b3o$9bo$8b4o$9b2o21$bo$3o$bo2bo$bo2bo$3o$bo3$8b2o3$7bo2bo$6b6o$7bo2bo
!
```

Code: Select all

```
x = 39, y = 46, rule = B2a/S345
4bo15bo$3b3o4bo8b3o$4bo5bo9bo17$bo$3o$bo2bo31bo$bo2bo30b3o$3o33b3o$bo
28bo6bo$30bo6bo$36b3o$35b3o$36bo12$11b2o3$10bo2bo$9b6o$10bo2bo!
```

Code: Select all

```
x = 53, y = 18, rule = B2a/S345
bo4bo$3o2b3o$bo4bo$3b2o$3b2o$3b2o17bobo$3b2o16b4o17bobo$3b2o16b2obo5bo
bo8b4o$3b2o17bo6b4o8b2obo5bobo$3b2o24b2obo9bo6b4o$3b2o25bo18b2obo$3b2o
45bo$3b2o$3b2o$3b2o$bo4bo$3o2b3o$bo4bo!
```

Code: Select all

```
x = 58, y = 78, rule = B2a/S345
27b3o$28bo$27b4o$28b2o23$26b3o$27bo$26b4o$27b2o10$26b3o$27bo$26b4o$27b
2o18$bo4bo44bo4bo$3o2b3o42b3o2b3o$bo4bo44bo4bo$3b2o48b2o$3b2o48b2o$3b
2o48b2o$3b2o48b2o$3b2o48b2o$3b2o23bo24b2o$3b2o23bo24b2o$3b2o48b2o$3b2o
48b2o$3b2o48b2o$3b2o48b2o$3b2o48b2o$bo4bo44bo4bo$3o2b3o42b3o2b3o$bo4bo
44bo4bo!
```

- BlinkerSpawn
**Posts:**1938**Joined:**November 8th, 2014, 8:48 pm**Location:**Getting a snacker from R-Bee's

B2k tames the rule slightly:
EDIT:@drc: B2k35yS23-a4i5i has a bad case of the "small natural quadratic growth":

Code: Select all

```
x = 54, y = 28, rule = B2ak/S345
33b2o4$5b2o$4b4o4b2o6b2o29b2o$5bo23b2o10b2o8b2o$4b3o4bo2bo4bobo6b4o8b
3o7bo2bo$29bo3b2o6b2o8b2o$28b4o19b2o$30bo6$13b2o$12bobo$13bo$12bobo$
10bo5bo$8bo7bobo$8bobo9bo$b2o17bo$4o22b2o$2bo22b4o$b3o22bo$25b3o!
```

Code: Select all

```
x = 5, y = 4, rule = B2k35y/S23-a4i5i
3b2o$2obo$o2bo$b3o!
```

Another tLife-like rule, LambdaLife (there are many loaves).

Interesting still life appears at gen 284 but then reacts off.
3G synthesis of Octagon 2, fairly common:
3G synthesis of 4x4-net:
OH MY GOD! THIS SYNTHESIS IS CRAZY!
Natural honeycomb at honeycomb:
Natural preblock on tub:
A heisenburp:

Interesting still life appears at gen 284 but then reacts off.

Code: Select all

```
x = 10, y = 18, rule = B3-k/S2-i3-k4cen
o$b2o$2o3$2b2o$bobo$3bo8$7b3o$7bo$8bo!
```

Code: Select all

```
x = 11, y = 8, rule = B3-k/S2-i3-k4cen
2bo5bo$3bo4bobo$b3o4b2o3$bo$b2o$obo!
```

Code: Select all

```
x = 15, y = 11, rule = B3-k/S2-i3-k4cen
12bobo$12b2o$13bo5$o$b2o2bo$2o3bobo$5b2o!
```

Code: Select all

```
x = 8, y = 8, rule = B3-k/S2-i3-k4cen
7bo$5b2o$2o4b2o$2o3$3b2o$3b2o!
```

Code: Select all

```
x = 20, y = 20, rule = B3-k/S2-i3-k4cen
obo4bo3bo3b5o$5bobo2b2ob2ob3o$b2obo3b3o3bob4o$2bobobo6bob5o$ob2o2bo6bo
bo2bo$2bo3b4o2b3ob2obo$bob2o2b3ob3ob3o$3o2bobob3o2b2o$bobo5bobo3bo2b2o
$2obobob2o3bob6o$5o3bobobobo2b3o$bo2bo5b2obo3b3o$3b3ob5obobob3o$o2b4ob
o2b2o2b2o$5obobo3b2o2bo2bo$o4bo3bo5b2obo$bob2o2b2o2bobo$bobo4bobob8o$b
5o2b3o3bob3o$ob4o2b3ob2obobobo!
```

Code: Select all

```
x = 20, y = 20, rule = B3-k/S2-i3-k4cen
2b2obo3bo2b3o3b2o$b2o2b3ob2o2bobo3bo$2obob2o2bo3b2obo2bo$ob2obo3bob2ob
ob4o$5o6bob2obobo$3bobo2b3ob4ob2o$bob3obo3b4o3bo$b2o3b2ob2ob4ob2o$3bo
6b2ob7o$4ob4obobo2bobobo$ob3obob2obob2ob4o$2ob2o2bo4b3obo2bo$bobobobo
3b2obob4o$b4o4b3obo4b2o$2b2ob2ob3o3b3obo$3ob2obo2bob3o$obo2bo2b2ob4o2b
2o$2o4bo4bobo2bo2bo$4obo2bob6o$2b2o4b2o3bob2o2bo!
```

Code: Select all

```
x = 7, y = 7, rule = B3-k/S2-i3-k4cen
bo$2bo$3o2$5b2o$4b3o$5b2o!
```

EXTENDED LFOD-------

This rule, B24j5y/S0, allows extended varieties of objects, like this 2 close dot puffer:
Or this really cool sparky spaceship:
Just a rule i thought was worth sharing.

This rule, B24j5y/S0, allows extended varieties of objects, like this 2 close dot puffer:

Code: Select all

```
x = 8, y = 5, rule = B24j5y/S0
3b2o$2bo2bo$3b2o$bo4bo$o6bo!
```

Code: Select all

```
x = 12, y = 13, rule = B24j5y/S0
5b2o$4bo2bo$5b2o$3bo4bo$2bob4obo$bobo4bobo$2bo6bo$2o8b2o$b3o4b3o$2bo6b
o2$bobo4bobo$o3bo2bo3bo!
```

\100\97\110\105

b-heptomino is an orthogonal spaceship:
Has a small and funny backrake:
Which cleanly destroy each other:
The wing is a p48 rotating oscillator:
Useless reaction:

Code: Select all

```
x = 4, y = 3, rule = B3/S2-i3-a4nq
2bo$b3o$2obo!
```

Code: Select all

```
x = 5, y = 4, rule = B3/S2-i3-a4nq
2b2o$3b2o$b3o$3o!
```

Code: Select all

```
x = 18, y = 13, rule = B3/S2-i3-a4nq
16b2o$15b2o$16b2o$17bo6$2b2o$3b2o$b3o$3o!
```

Code: Select all

```
x = 4, y = 4, rule = B3/S2-i3-a4nq
2b2o$bobo$o2bo$b2o!
```

Code: Select all

```
x = 10, y = 13, rule = B3/S2-i3-a4nq
o$b2o$2o$8bo$7b3o$6b2obo4$7bo$6bob2o$6bob2o$8bo!
```

I mean, this rule is explosive, but interesting.

We got spontaneous puffers, combinations, guns, and possibly breeders. I would say the emergence here is fairly strong and non-trivial. It feels like "someone" is doing soupsearch/construction behind the scene.

It will be quite challenging to discriminate interesting objects automatically.

EDIT: I've just found out that many rules I mentioned were already included on David Eppinstein's page of interesting rules. Nevertheless I want to promote more exploration on them. It would also help if we can build an API/search engine to check for nearest neighbor of a given interested rule/pattern/string, which would supposedly avoid futile re-research and accelerate the exploration.

We got spontaneous puffers, combinations, guns, and possibly breeders. I would say the emergence here is fairly strong and non-trivial. It feels like "someone" is doing soupsearch/construction behind the scene.

It will be quite challenging to discriminate interesting objects automatically.

EDIT: I've just found out that many rules I mentioned were already included on David Eppinstein's page of interesting rules. Nevertheless I want to promote more exploration on them. It would also help if we can build an API/search engine to check for nearest neighbor of a given interested rule/pattern/string, which would supposedly avoid futile re-research and accelerate the exploration.

Code: Select all

```
x = 191, y = 326, rule = B01378/S01
18$119bobo7bo$127bo3bo$121bo9bo$127bo$119bo2$116bo14bobo$133bo$118bo
12bo2$116b2o$113bo2$113bo25$119bobo2$131bo$113bo17bo3bo$111bo21bo3bo$
105bo5bo25bo$119bo3bo11bo$119bo$121bo$113bobo9bobo13$125bo2$107bobo13b
o$97bobo13bobo13bobo$125bo7bo2$129bo3bo3bo$135bo3bo$135bo3bo$129bo3bo
3bo2$125bo7bo$97bobo13bobo13bobo$107bobo13bo2$125bo72$120bo2$119bobo3$
118bo7bo$116bo3bo7bo$116bo3bo7bo$118bo7bo3$119bobo2$120bo27$38bo11bo$
36bo3bo$50bo$34bobo5bo5bo$20bo7bo$22bo7bobo7bo5bo2bo$16bo5bo3bo3bo7bo
15bo$14bo3bo5bo15bo9bobo3bo$14bo3bo5bo15bo9bobo3bo$16bo5bo3bo3bo7bo15b
o$22bo7bobo7bo5bo2bo$20bo7bo$34bobo5bo5bo$50bo$36bo3bo$38bo11bo36$122b
obo2$132bobobobo$140bo$140bo$132bobobobo2$122bobo5$132bo$130bo3bo$132b
obo34$71bobo$69bo$74bo2bo$65bo3bo7bo$63bo3bo5bobo$63bo3bo$65bo3bo$69bo
9bobo$75bo$80bo$75bo$80bo2$85bo2$87bo2$85b2o!
```

Slogan: "Explosive, yet interesting"

Code: Select all

```
x = 170, y = 181, rule = B01478/S0
5$29b49o15b62o$29b50o13b64o$28b49o15b62o$28b50o13b64o$27b28o3b18o15b
13o3b46o$27b50o13b64o$26b49o15b62o$26b49o14b64o$25b50o14b62o$25b51o12b
64o$24b32ob19o12b17ob44o$24b32ob20o10b18ob45o$23b33ob21o9b18ob43o$23b
53o10b64o$22b55o9b62o$22b53o10b64o$7bo13b55o9b62o$21b53o10b64o$7bo12b
35o3b17o9b20o3b39o$19b54o10b64o$21b53o9b62o$20b52o10b64o$22b51o8b63o$
21b50o12b62o$23b33ob15o10b23ob37o$22b34ob13o14b21ob38o$24b32ob14o12b
22ob36o$23b46o16b58o$25b45o14b57o$24b44o18b56o$26b43o16b55o$25b30o3b9o
20b54o$27b28o3b10o18b18o3b32o$26b30ob9o22b52o$28b27o3b9o20b51o$27b27o
5b6o24b50o$29b26o3b8o22b49o$28b25o7b4o26b48o$30b24o5b6o24b16ob30o$29b
23o9b2o28b14ob31o$31b22o7b4o26b15ob29o$30b21o10b2o29b44o$32b19o40b13o
3b27o$31b20o42b10o5b27o$33b19o40b12o3b26o$32b20o42b8o7b25o$34b19o40b
10o5b24o$33b20o42b6o9b23o$35b19o40b8o8b21o$34b20o42b4o10b22o$36b19o40b
6o8b21o$36b19o42b2o10b22o$36b20o40b4o8b21o$35b21o41b2o9b22o$35b22o50b
21o$34b23o50b22o$34b24o48b21o$33b25o48b22o$33b26o46b21o$32b27o46b22o$
32b28o44b21o$31b29o44b22o$30b31o42b21o$32b29o42b22o$31b31o40b21o$33b
29o40b22o$32b31o38b21o$34b29o38b22o$33b31o36b21o$35b29o35b23o$34b31o
36b19o$36b29o35b21o$35b31o36b17o$37b29o35b19o$36b31o36b15o$38b29o35b
17o$37b31o36b13o$39b29o35b15o$38b31o36b11o$40b29o36b12o$39b31o35b10o$
41b29o34b12o$40b31o33b10o$42b29o32b12o$41b31o31b10o$43b29o30b12o$42b
31o29b10o$44b29o28b12o$43b31o27b10o$45b29o26b12o$44b31o25b10o$46b29o
24b12o$45b31o23b10o$47b29o22b12o30b2o$46b31o21b10o32b2o$48b29o20b12o
30b4o$47b31o19b10o32b4o$49b29o18b12o30b6o$48b31o17b10o32b6o$50b29o16b
12o30b8o$49b31o15b10o32b8o$51b29o14b12o30b10o$50b31o13b10o32b10o$52b
30o11b12o30b12o$51b29o13b10o32b12o$53b28o11b12o30b14o$52b27o13b10o32b
14o$54b26o11b12o30b16o$53b25o13b10o32b16o$55b23o12b12o30b18o$54b24o12b
10o32b18o$56b23o10b12o30b20o$15b2o38b24o10b10o32b20o$57b23o8b12o30b22o
$15b2o39b24o8b10o32b22o$15b2o41b23o6b12o30b24o$14b4o39b24o6b10o32b25o$
14b4o41b23o4b12o30b24o$13b6o39b24o4b10o32b25o$12b7o41b23o2b12o30b24o$
14b6o39b36o32b25o$13b7o41b35o30b24o$15b6o39b34o32b25o$14b7o41b33o30b
24o$16b6o39b32o32b25o$15b7o41b31o30b24o$17b6o39b30o31b26o$16b7o41b29o
32b22o$18b6o39b28o33b24o$17b7o41b27o34b20o$19b6o39b26o35b22o$18b7o41b
25o36b18o$20b6o39b24o37b20o$19b7o41b23o38b16o$21b6o39b22o39b18o$20b7o
41b21o40b14o$22b6o39b20o41b16o$21b7o41b19o42b12o$23b6o39b18o43b14o$22b
7o41b17o44b10o$24b6o39b16o45b12o$23b7o41b14o47b8o$25b6o39b15o46b10o$
24b7o41b14o47b6o$26b6o39b15o46b8o$25b7o41b14o47b4o$27b6o39b15o46b6o$
26b7o41b14o47b2o$28b6o39b15o47b2o$27b8o40b14o$29b4o41b16o$28b6o42b12o$
30b2o43b14o$29b4o44b10o$30b2o44b12o$78b8o$77b10o$79b6o$78b8o$80b4o$79b
6o$81b2o$80b4o$81b2o!
```

B36-in/S23 and B36-n/S2-i34q

B013468/S023

Code: Select all

```
x = 4, y = 4, rule = B013468/S023
b2o$o2bo$o$bo!
```

Code: Select all

```
x = 26, y = 18, rule = B013468/S023
8$21b2o$20bo$2bo$3bo$3bo$2bo!
```

Found a fun little rule with things like this:
Edit: This too!:

Code: Select all

```
x = 40, y = 13, rule = B2-k3cy/S2-k
2bo$2bo$3o4$39bo$39bo$39bo2$11bo27bo$10bo28bo$11bo27bo!
```

Code: Select all

```
x = 7, y = 20, rule = B2-k3cy/S2-k
6bo$2bo3bo$2bo$obo7$6bo$2bo3bo$2bo$obo3$2bo$3bo$3bo$2bo!
```

\100\97\110\105

This rule supports ships with any odd length greater than one.

Can guns be constructed for any of them?

Brian Prentice

Code: Select all

```
x = 15, y = 50, rule = b2a3qjr4aiyrt5iq6k7e/s2ka3qj4ar5q6kn
2.A$A.A7$2.A.A$A.A.A7$2.A.A.A$A.A.A.A7$2.A.A.A.A$A.A.A.A.A7$2.A.A.A
.A.A$A.A.A.A.A.A7$2.A.A.A.A.A.A$A.A.A.A.A.A.A7$2.A.A.A.A.A.A.A$A.A.
A.A.A.A.A.A!
```

Brian Prentice

Smaller rake:

Code: Select all

```
x = 5, y = 4, rule = B2-k3cy/S2-k
b2o$4bo$o3bo$2bo!
```

Creator of multiple rules that may or may not be what you'd expect

p28 ship in a related rule:

Code: Select all

```
x = 8, y = 7, rule = B34/S23-a
o2bo2$2b6o$7bo$2bo4bo$2bo3bo$3b2o!
```

\100\97\110\105

These oscillators are as far as I've come in this endeavour:bprentice wrote:This rule supports ships with any odd length greater than one.

Can guns be constructed for any of them?Code: Select all

`<ships>`

Code: Select all

```
x = 116, y = 29, rule = B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn
6b3o27b3o9b3o25b3o27b3o$6bobo27bobo9bobo25bobo27bobo3$11b2o28b2ob2o35b
2o28b2o$12bo29bobo37bo29bo$2o9b2o17b2o9b2ob2o9b2o13b2o9b2o17b2o9b2o$o
29bo25bo13bo29bo13b2o$2o28b2o23b2o13b2o28b2o13bo$114b2o2$4bobo27bobo
13bobo21bobo27bobo$4b3o27b3o13b3o21b3o27b3o$114b2o2$78b3o33b2o$78bobo
23b3o$104bobo2$83b2o29b2o$84bo15b2o13bo$72b2o9b2o15bo13b2o$72bo27b2o9b
2o$72b2o38bo$111b2o2$76bobo$76b3o27bobo$106b3o!
```

Code: Select all

```
x = 18, y = 13, rule = B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn
6b3o8bo$6bobo8bo3$11b2o$12bo$2o9b2o$o$2o3$4bobo$4b3o!
```

The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki.

Here is one:wildmyron wrote:These oscillators are as far as I've come in this endeavour:

Code: Select all

```
x = 63, y = 63, rule = B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn
6.3A9.A.A3.A.A3.A.A3.A.A3.A.A9.3A$6.A.A9.A.A3.A.A3.A.A3.A.A3.A.A9.A
.A$11.A3.A31.A3.A$6.A.A9.A.A3.A.A3.A.A3.A.A3.A.A9.A.A$6.3A9.A.A3.A.
A3.A.A3.A.A3.A.A9.3A2$2A.2A53.2A.2A$A3.A53.A3.A$2A.2A53.2A.2A3$2.A57.
A4$2.A57.A3$2A.2A53.2A.2A2$2A.2A53.2A.2A4$2A.2A53.2A.2A2$2A.2A53.2A
.2A4$2A.2A53.2A.2A2$2A.2A53.2A.2A4$2A.2A53.2A.2A2$2A.2A53.2A.2A4$2A
.2A53.2A.2A2$2A.2A53.2A.2A3$2.A57.A4$2.A57.A3$2A.2A53.2A.2A$A3.A53.
A3.A$2A.2A53.2A.2A2$6.3A9.A.A3.A.A3.A.A3.A.A3.A.A9.3A$6.A.A9.A.A3.A
.A3.A.A3.A.A3.A.A9.A.A$11.A3.A31.A3.A$6.A.A9.A.A3.A.A3.A.A3.A.A3.A.
A9.A.A$6.3A9.A.A3.A.A3.A.A3.A.A3.A.A9.3A!
```

Brian Prentice

- BlinkerSpawn
**Posts:**1938**Joined:**November 8th, 2014, 8:48 pm**Location:**Getting a snacker from R-Bee's

The rule could also be modified rather severely if other close rules prove workable: the ships that started the discussion of this rule should work in most rules with B2a3r4i and without any of B012c3n/S01.bprentice wrote:Here is one:wildmyron wrote:These oscillators are as far as I've come in this endeavour:

There are probably many more.Code: Select all

`rle`

Brian Prentice

BlinkerSpawn,

Rule B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn was randomly generated. My challenge was to construct guns using the rhythms of this rule. The exploration of simple or "rather severe" modifications to the rule is an entirely different exercise.

Brian Prentice

Rule B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn was randomly generated. My challenge was to construct guns using the rhythms of this rule. The exploration of simple or "rather severe" modifications to the rule is an entirely different exercise.

Brian Prentice

Not really a life variant, since it is vastly different from life: B35y/S236c.

First, a traffic light predecessor turns into a huge spark:
It can be hassled:
It also has a very small 6c/14 block puffer:
Long barges are more common:
There's a p10 oscillator from just 6 cells, i've named it the "decathlon" although pentadecathlon doesn't work, sadly:
In fact, a row of 10 cells demonstrates how near-exploding this rule can be:
So I'm split between Life Variants, this thread, and near-exploding rules. Damn. Anyway, this rule has another weird oscillator with a massive p58 spark. It's not that rare either:
Here's a p58 gun:
And another:
Speaking of ships, here's all the natural ones:

First, a traffic light predecessor turns into a huge spark:

Code: Select all

```
x = 3, y = 3, rule = B35y/S236c
2bo$obo$2bo!
```

Code: Select all

```
x = 14, y = 3, rule = B35y/S236c
2o4bobo3b2o$o4bob2o3b2o$6bobo!
```

Code: Select all

```
x = 16, y = 7, rule = B35y/S236c
14b2o$12bo2bo$2o3bobo4b3o$2o3b2obo$5bobo4b3o$12bo2bo$14b2o!
```

Code: Select all

```
x = 3, y = 4, rule = B35y/S236c
3o$obo$bo$3o!
```

Code: Select all

```
x = 3, y = 4, rule = B35y/S236c
bo$2o$obo$bo!
```

Code: Select all

```
x = 1, y = 6, rule = B35y/S236c
6o!
```

Code: Select all

```
x = 10, y = 1, rule = B35y/S236c
10o!
```

Code: Select all

```
x = 8, y = 5, rule = B35y/S236c
3o$b2o2bo$5b2o$6b2o$5b2o!
```

Code: Select all

```
x = 28, y = 7, rule = B35y/S236c
3o$b2o2bo$5b2o14b2o$6b2o13b2o2bo$5b2o15b2o3bo$24b2obo$25b3o!
```

Code: Select all

```
x = 15, y = 19, rule = B35y/S236c
4bo$3b2o$3b2o3$ob2o$3o$bo7$8b2o$8b2o2bo$9b2o3bo$11b2obo$12b3o!
```

Code: Select all

```
x = 42, y = 7, rule = B35y/S236c
b3o4b3o5b3o5b3o4bo3bo3b3o$o2bo3bo2bo4bo2bo5bobo3b3ob3o4bo$3bo6bo7bo13b
obo5bo$3bo6bo3bo3bo4b2ob2o4bobo$obo7bo3bo3bo12b2ob2o$7bobo8bo$15bobo!
```

\100\97\110\105