I noticed, but can it still simulate >c ships on quicklife?Saka wrote: B0 doesn't really mean birth on 0 neighbors ._.
Rule request thread
Re: Rule request thread
Re: Rule request thread
I extremely doubt it, but I think nomuzik wrote:I noticed, but can it still simulate >c ships on quicklife?Saka wrote: B0 doesn't really mean birth on 0 neighbors ._.
Re: Rule request thread
-
- Posts: 52
- Joined: March 27th, 2009, 2:07 pm
Re: Rule request thread
Golly doesn't handle 0,0,0,0,0,0,0,0,0,1 properly (i.e. B0 in RuleLoader), so I wouldn't take "FTL expanding cubes" (which appear to expand exponentially by the way) as some kind of valid cellular automaton-related construct.Saka wrote:I'm pretty sure that's not possible in the current moore neighbor hood, but you can make FTL expanding cubes by puttingmuzik wrote:Can someone make a rule in which spaceships travelling faster than light speed exist?into your rule fileCode: Select all
0,0,0,0,0,0,0,0,0,1
-
- Posts: 372
- Joined: June 13th, 2015, 12:04 pm
Re: Rule request thread
Here it is, albeit with a pretty liberal definition of 'few':M. I. Wright, 10 days ago, wrote:I'll take a crack at it in a few days
Code: Select all
@RULE 123456-3_234-23_a
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1}
var aa=a
var ab=a
var ac=a
var b={0,2}
var ba=b
var z={0,1,2}
var za=z
var zb=z
var zc=z
var zd=z
var ze=z
var zf=z
var zg=z
#state 1: B3
0,1,1,1,0,0,0,0,0,1
#state 1: D078
1,1,1,1,1,1,1,1,0,0
1,1,1,1,1,1,1,1,1,0
1,0,0,0,0,0,0,0,0,0
#state 1: Death if state 2 > state 0 ior state 1 [I didn't remember how to properly use variables until after I finished this part, so it could obviously be optimized]
1,2,0,0,0,0,0,0,0,0
1,2,2,0,0,0,0,0,0,0
1,2,2,1,0,0,0,0,0,0
1,2,2,2,0,0,0,0,0,0
1,2,2,2,1,0,0,0,0,0
1,2,2,2,1,1,0,0,0,0
1,2,2,2,2,0,0,0,0,0
1,2,2,2,2,1,0,0,0,0
1,2,2,2,2,1,1,0,0,0
1,2,2,2,2,1,1,1,0,0
1,2,2,2,2,1,1,1,1,0
1,2,2,2,2,2,0,0,0,0
1,2,2,2,2,2,1,0,0,0
1,2,2,2,2,2,1,1,0,0
1,2,2,2,2,2,1,1,1,0
1,2,2,2,2,2,2,0,0,0
1,2,2,2,2,2,2,1,0,0
1,2,2,2,2,2,2,1,1,0
1,2,2,2,2,2,2,2,0,0
1,2,2,2,2,2,2,2,1,0
1,2,2,2,2,2,2,2,2,0
#state 2: B23
0,2,2,1,1,a,aa,ab,ac,2
0,2,2,2,1,1,a,aa,ab,2
#state 2: S234 + at least 1 of s1 [would probably be written like S234(s1>0) or something, but I don't really feel like inventing a whole new notation system]
2,2,2,b,ba,1,z,za,zb,2
#state 2: D015678
2,z,za,zb,zc,zd,ze,zf,zg,0
Code: Select all
@RULE 123456-3_234-23_b
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1}
var aa=a
var ab=a
var ac=a
var ad=a
var b={0,2}
var ba=b
var z={0,1,2}
var za=z
var zb=z
var zc=z
var zd=z
var ze=z
var zf=z
var zg=z
#state 1: B3
0,1,1,1,0,0,0,0,0,1
#state 1: D078
1,1,1,1,1,1,1,1,0,0
1,1,1,1,1,1,1,1,1,0
1,0,0,0,0,0,0,0,0,0
#state 1: D(s2>s01) [I didn't remember how to properly use variables until after I finished this part, so it could obviously be optimized]
1,2,0,0,0,0,0,0,0,2
1,2,2,0,0,0,0,0,0,2
1,2,2,1,0,0,0,0,0,2
1,2,2,2,0,0,0,0,0,2
1,2,2,2,1,0,0,0,0,2
1,2,2,2,1,1,0,0,0,2
1,2,2,2,2,0,0,0,0,2
1,2,2,2,2,1,0,0,0,2
1,2,2,2,2,1,1,0,0,2
1,2,2,2,2,1,1,1,0,2
1,2,2,2,2,1,1,1,1,2
1,2,2,2,2,2,0,0,0,2
1,2,2,2,2,2,1,0,0,2
1,2,2,2,2,2,1,1,0,2
1,2,2,2,2,2,1,1,1,2
1,2,2,2,2,2,2,0,0,2
1,2,2,2,2,2,2,1,0,2
1,2,2,2,2,2,2,1,1,2
1,2,2,2,2,2,2,2,0,2
1,2,2,2,2,2,2,2,1,2
1,2,2,2,2,2,2,2,2,2
#state 2: B23
0,2,2,1,1,a,aa,ab,ac,2
0,2,2,2,1,1,a,aa,ab,2
#state 2: S234 + at least 1 of s1 [would probably be written like S234(s1>0) or something, but I don't really feel like inventing a whole new notation system]
2,2,2,b,ba,1,z,za,zb,2
#state 2: D015678
2,z,za,zb,zc,zd,ze,zf,zg,0
Code: Select all
x = 10, y = 10, rule = 123456-3_234-23_a
B2ABA2.B.B$.A.B.B$A.B.2B.A.A$2A.AB.B2.A$A3.A3.2A$2.2A2.A$3AB.B2.BA$B.
A.B.B.B$B4.B.3B$3B2A.2BA!
Code: Select all
x = 54, y = 66, rule = 123456-3_234-23_a
20.3A.A$20.7A$18.3A2.A.2A5.A.A3.3A$16.3A.4A.3A2.7A.4A$16.A.A.A.A.2A.A
2.A2.A.A.2A.2A$15.2A.5A.A.9A.A.A.A.A$16.A.A2.A.3A.A.A.A2.12A$15.7A.A.
9A.A.A.A.2A.3A$17.A.A.A.A.A2.A.A.A.6A2.5A$15.3A.A.A.12A5.3A.3A$15.A.A
.4A.A.A2.A.A2.7A3.A$6.A.A.2A.6A.A.A.6A.3A2.A.A.5A$4.10A.A3.4A.A2.A.A.
A.2A.A.3A.A$2.3A.2A.A.A.7A2.A.8A2.A.A.A.3A$2.A.3A2.4A.A.A2.7A4.A.5A.
4A$.2A.A.3A.A.8A.A.A.6A.A.A.3A.2A$2.3A.A.5A.2A.A.6A.A.A.A.3A3.3A$3A.
3A.A3.3A2.3A.A3.6A.A.3A.A$3A.A.6A2.3A2.7A.A2.6A.3A$3A.3A4.3A2.3A.A.A
2.6A.A2.A.A.A$2.3A.6A2.3A.A.6A.A2.A.9A$.2A.3A2.A.4A.3A.A4.6A.A2.A2.A.
A$2.3A2.3A.A.A.2A.A.6A.A2.13A$.2A2.3A.3A.2A.3A.A.A2.6A.A.A.A2.A.A.A.A
$2.2A.A.3A.3A.2A.8A2.A.10A.7A$2.6A.3A.3A.A.A.A.A.5A.A.A.A3.2A2.A3.A$
4.A.4A.A3.A.3A.A.A.A.A.5A.4A.6A.2A$7.A3.7A.A.A.3A.A.A3.3AB.A.A4.3A.A$
13.A.A.3A.3A.5A.3A.3B8A.3A$15.3A.3A.3A3.3A.3AB.A6.3A.2A$16.2A.A.3A.A.
3A.2A.A.10A.3A$16.6A.5A.A.A.2A.2A2.A4.3A.2A$17.A.A.3A4.2A.3A.A.9A.3A$
18.4A.8A2.A.A.A2.2A.A3.A.2A$19.A.3A4.A.10A.10A$18.2A.A.8A.A.A.A2.A.A.
A.A.A2.3A$19.A.3A.A.A.A.11A.A.8A$18.4A.3A.3A.A.A.A.A.A.4A.A.2A.A$18.A
.A.2A.3A.A.A.8A.A.A.3A.2A$15.7A.3A2.4A.A4.A2.6A.3A$13.2A.2A.A.3A.2A.A
2.11A2.A.A.A.2A$12.5A2.3A.2A.6A4.A.A2.8A.A.A$12.2A2.3A2.4A.A.A2.11A.A
.2A.A.3A$13.4A.3A3.A.A.4A.A.A.A2.A.4A.3A2.2A$12.3A.3A.9A2.2A.7A.A2.A.
A.A.2A$12.2A.2A.4A.A.A2.7A3.A.8A.4A$13.2A.2A.A.8A2.A.A.4A.A2.A.A.4A$
12.10A.A4.4A.2A3.7A4.2A$11.A.2A2.A3.8A2.2A.5A.A.A$11.2A.4A.3A2.A.A2.
4A.A.A.A.3A$10.3A.A2.3A2.9A.A.A.A.A.A$11.7A.2A.A2.A.A2.A.11A$10.2A.A.
A.2A.13A2.A.A.A.A$11.A.3A.2A.A.A.A.A.A.A.3A.2A.4A$11.3A.3A.17A.A.A2.A
$11.A.3A.A.A.A2.A2.A.A.A.A.9A$12.2A2.4A.15A2.A2.3A$11.A.4A.A2.A.2A.A.
A.A.A2.7A$11.3A.A.7A3.4A.4A2.A.2A$10.2A2.4A.A.2A6.2A.A.A.5A$11.2A.A.
2A.3A7.8A3.2A$11.5A.A.2A10.A.A2.5A$13.A2.5A11.5A.A.3A$18.A13.4A.3A.2A
$34.A4.4A$39.3A!
Code: Select all
x = 31, y = 28, rule = 123456-3_234-23_b
4.3A$3.4A$3.6A$3.A.A2.A$2.5A.2A$3.A2.A.A$2.2A.5A$3.A.A2.A$2.5A.2A$3.A
2BA.A$2.A4B3A$2.5B.A2$13.2A6.A$12.2BA4.5A$13.B3A.A.A.2A$13.B.6A2.2A$
3B11.3BA.A.3A$B2A13.3B3A.2A$A.2A13.2BA.A.A.A$3A14.2B7A.A$.A15.2BA.A.A
.5A$18.2B2A.3A3.A$19.2B2A2.3A.2A$20.2B3A2.3A$21.BA.A.2A$21.B6A$22.2A.
A!
The concept was a bit difficult to transcribe into a ruletable, so if I got something wrong let me know. I'd also love to experiment with this concept in other rules - something like Seeds/Morley would be pretty interesting.
note how I left the background color alone
Here's a great demonstration of the predator/prey relationship in the latter rule: a wick eater (state 2) destroys a wickstretcher (state 1):
Code: Select all
x = 8, y = 30, rule = 123456-3_234-23_b
3B2.3B$8B$3A3B2A$.A.A2BA$2A.5A$.A2.A.A$5A.2A$.A.A2.A$2A.5A$.A2.A.A$5A
.2A$.A.A2.A$2A.5A$.A2.A.A$5A.2A$.A.A2.A$2A.5A$.A2.A.A$5A.2A$.A.A2.A$
2A.5A$.A2.A.A$5A.2A$.A.A2.A$2A.5A$.A2.A.A$.4A.2A$3.A2.A$2.5A$3.2A!
Code: Select all
x = 10, y = 19, rule = 123456-3_234-23_b
2.A5.A$3AB2.3AB$.A2B3.A2B$.AB3.2AB$2A5.AB$.AB3.2A$.A5.AB$2AB4.A$.A4.
2AB$.AB4.A$2A5.AB$.AB3.2A$.A5.AB$2AB4.A$.AB3.2AB$.A2B3.AB$3AB3.A2B$2.
A3.3AB$8.A!
Code: Select all
x = 7, y = 7, rule = 123456-3_234-23_b
A2.A2.A$7A$.A.B.A$AB3.BA$.A.B.A$7A$A2.A2.A!
Code: Select all
x = 5, y = 5, rule = 123456-3_234-23_b
.2B$2B2A$2B3A$2B2A$.2B!
- BlinkerSpawn
- Posts: 1992
- Joined: November 8th, 2014, 8:48 pm
- Location: Getting a snacker from R-Bee's
Re: Rule request thread
Code: Select all
x = 3, y = 3, rule = 123456-3_234-23_b
2BA$BA$3A!
-
- Posts: 1175
- Joined: June 14th, 2014, 5:03 pm
- Contact:
Re: Rule request thread
Code: Select all
x = 18, y = 30, rule = 123456-3_234-23_b
5$3.2B3.2B$3.7BA$4.A.3BA$3.5A.2A$4.A.A2.A$3.2A.5A$4.A2.A.A$3.5A.2A$4.
A.A2.A$3.2A.5A$4.A2.A.A$3.5A.2A$4.A.A2.A$3.2A.5A$4.A2.A.A$4.6A$6.3A$
7.A!
Back=2c/4 Both glide symmetric
Edit: Another one
Code: Select all
x = 25, y = 23, rule = 123456-3_234-23_b
4.4A.5A$3.2A2.A.A2.A$4.7A.2A$3.2A2.A2.A.A$4.4A.5A$3.2A2.A.A2.A$4.6A2B
2A$3.2A.BA.3BA$4.2A3B2.3B$3.2A2B5.B$4.AB$3.2AB$4.A$3.2A$4.2A$3.2A$4.
2A$3.2A$4.2A$3.2A$4.2A$3.2A$4.2A!
Code: Select all
x = 22, y = 5, rule = 123456-3_234-23_b
2.2A2.4A2.4A$3.4A2.4A2.2A$2.2A2.4A2.4A$2.9B2A2.2A$3.4B2.2B.4A!
Code: Select all
x = 16, y = 11, rule = 123456-3_234-23_b
8.2A2.4A$9.4A2.A$8.2A2.4A$9.4A2.A$8.2A2.4A$8.3B2A2.A$9.2B.4A$12.A2.A$
12.4A$11.2A2.A$12.4A!
Code: Select all
x = 40, y = 23, rule = 123456-3_234-23_b
2$10.BA.A.A.A.A.A.A.A.A.A.A.A.A.A.A$10.B29A$10.B.A.A.A.A.A.A.A.A.A.A.
A.A.A.A$11.BA.A.A.A.A.A.A.A.A.A.A.A.A.A$11.2B27A$11.2B.A3.A3.A3.A3.A
3.A3.A$12.2B3A.3A.3A.3A.3A.3A.2A$11.2B2A.3A.3A.3A.3A.3A.3A$11.BA3.A3.
A3.A3.A3.A3.A$12.28A$9.3BA.A.A.A.A.A.A.A.A.A.A.A.A.A$8.B.A.A.A.A.A.A.
A.A.A.A.A.A.A.A.A$8.B31A$8.BA.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A$8.2B.A.A.
A.A.A.A.A.A.A.A.A.A.A.A.A$8.2B30A$9.BA.A.A.A.A.A.A.A.A.A.A.A.A.A.A!
Code: Select all
x = 27, y = 18, rule = 123456-3_234-23_b
6.7A.4A$5.2A2.A2.A.A2.2A$6.4A.7A$5.2A2.A.A2.A2.2A$6.7A.4A$5.2A2.A.BA.
A2.2A$6.3A5B4A$5.2A4B.3B2.2A$6.A2B7.BA$5.2A2B7.B2A$6.AB8.BA$5.2A10.2A
$6.2A8.2A$5.2A10.2A$6.2A8.2A$5.2A10.2A$6.2A8.2A$5.2A10.2A!
Code: Select all
x = 28, y = 10, rule = 123456-3_234-23_b
19.2A$19.A$18.B2A$17.2BA$16.2B3A$8.4B.B.2BA.A$7.A4B6A.2A$8.4A2.A.A2.A
$7.2A2.4A.5A$8.4A2.A2.A.A!
Code: Select all
x = 31, y = 30, rule = 123456-3_234-23_b
6.2A$5.2A$6.2A$5.2A$6.2A$5.2A$6.2A$5.2A$6.A$5.2AB$6.A2B$5.3A2B$6.A.A
2B.B.2B$5.2A.6A4B$6.A2.A.A2.2A3B$5.5A.4A2.2A$6.A.A2.A2.4A$5.2A.7A2.2A
$6.A2.A.A2.4A$5.5A.4A2.2A$6.A.A2.A2.4A$5.2A.7A2.2A$6.A2.A.A2.4A$5.5A.
4A2.2A$6.A.A2.A2.4A$5.2A.7A2.2A$6.A2.A.A2.4A$5.5A.4A2.2A$6.A.A2.A2.4A
$5.2A.7A2.2A!
-
- Posts: 372
- Joined: June 13th, 2015, 12:04 pm
Re: Rule request thread
Probably, I found another with 8 cells but it was 5x4. There might be one with 7 cells, but I'm pretty sure that the 3x3 bounding box is minimal.BlinkerSpawn wrote:Minimal "seed ecosystem"?
Re: Rule request thread
The overall effect seems to (largely) be that the prey population gets "chased" by the predators. One thing I expected to see but haven't stumbled on yet is something close to the classic predator-prey sine waves where population peaks and then declines with a phase shift of pi/4 or so. But maybe that'd require something the represents a time-lag.
Still, very neat patterns arising.
I'm curious about using Golly as a basis for modeling and studying systems generally.
For now, I'll keep looking at/for patterns in these rules.
- BlinkerSpawn
- Posts: 1992
- Joined: November 8th, 2014, 8:48 pm
- Location: Getting a snacker from R-Bee's
Re: Rule request thread
This would likely require the predator-prey-superposition state that people are shying away from for the time being.eze266 wrote:Very neat.
The overall effect seems to (largely) be that the prey population gets "chased" by the predators. One thing I expected to see but haven't stumbled on yet is something close to the classic predator-prey sine waves where population peaks and then declines with a phase shift of pi/4 or so. But maybe that'd require something the represents a time-lag.
Still, very neat patterns arising.
I'm curious about using Golly as a basis for modeling and studying systems generally.
For now, I'll keep looking at/for patterns in these rules.
-
- Posts: 1175
- Joined: June 14th, 2014, 5:03 pm
- Contact:
Re: Rule request thread
Code: Select all
x = 46, y = 65, rule = 123456-3_234-23_b
6$8.A.A.A.A.A.A.A.A.A2B$6.20AB$6.A3.A3.A3.A2B2.A.AB$5.2A.3A.3A.2A2B$
5.4A.3A.3A2B$6.A.A3.A2.3B$8.7A2B$10.A.A.A.B$14.A2B$11.A.A.AB$9.7A$8.
2A.A3.AB$7.5A.3A2B$8.2A.3A.2A2B$9.A3.A3.A2B2.A.A2B$9.17AB$11.A.A.A.A.
A.A.A.AB7$20.A.A.A.A.A2B$18.11A2B$18.A3.A3.A4B$17.2A.3A.2A2B$18.3A.3A
2B$20.A3.AB$20.5AB$22.A.A$23.A2B$19.A.A.A.B$17.8A2B$17.A3.A3.2B$16.2A
.3A.3A2B$15.5A.3A.2A2B$16.2A.A3.A3.A2B2.A.AB$17.17A2B$19.A.A.A.A.A.A.
A.A2B$19.A.A.A.A.A.A.A.A2B$17.17A2B$16.2A.A3.A3.A2B2.A.AB$15.5A.3A.2A
2B$16.2A.3A.3A2B$17.A3.A3.2B$17.8A2B$19.A.A.A.B$23.A2B$22.A.A$20.5AB$
20.A3.AB$18.3A.3A2B$17.2A.3A.2A2B$18.A3.A3.A4B$18.11A2B$20.A.A.A.A.A
2B!
Re: Rule request thread
Hopefully you understood that, and can make it.
- praosylen
- Posts: 2448
- Joined: September 13th, 2014, 5:36 pm
- Location: Pembina University, Home of the Gliders
- Contact:
Re: Rule request thread
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...
Re: Rule request thread
Code: Select all
x = 10, y = 4, rule = tlife
obo3b2o$2o4b2o$bo4b2obo$8bo!
Code: Select all
x = 9, y = 3, rule = GlideLife
obo3bo$2o4bo$bo4b3o!
- BlinkerSpawn
- Posts: 1992
- Joined: November 8th, 2014, 8:48 pm
- Location: Getting a snacker from R-Bee's
Re: Rule request thread
Four states, including vacuum:A for awesome wrote:Challenge: A rule where oscillators can have any odd period but no even period, with as few states as possible.
Code: Select all
@RULE Oddball
#A response to Pierce's challenge: construct a cellular automaton for which oscillators of all odd periods are possible, but for which no even-period oscillators exist.
#C, E, W, C'
@TABLE
n_states:4
neighborhood:oneDimensional
symmetries:none
var a = {0,1,2,3}
var b = a
1,2,0,3 #01210 → 03110
1,1,3,3 #03110 → 01310
1,0,3,3 #01310 → 01130
3,0,1,2 #01130 → 01120
1,2,1,2 #01120 → 01210
2,a,b,1
3,a,b,1
Code: Select all
x = 7, y = 7, rule = Oddball
A$BA$B2A$B3A$B4A$B5A$B6A!
-
- Posts: 549
- Joined: April 9th, 2013, 11:03 pm
Re: Rule request thread
Code: Select all
@RULE Oddball3State
A rule made to address the challenge of producing a rule which can only have oscillators of odd periods
(but any odd period), using three states (including vacuum).
@TABLE
n_states:3
neighborhood:Moore
symmetries:none
var a = {0,1,2}
var b = {a}
var c = {a}
var d = {a}
var e = {a}
var f = {a}
var g = {a}
var h = {a}
0,0,0,1,0,0,0,0,0,1 #Move light particle left.
0,0,0,0,0,0,0,1,1,1 #Move heavy particle right.
0,0,0,0,0,0,1,1,0,1 #Move heavy particle right.
0,0,0,1,0,0,0,2,0,1 #Light particle can collide with wall.
0,0,0,0,0,1,2,0,0,1 #Grow a light particle on a left wall into a heavy particle.
0,0,0,2,0,0,0,1,1,1 #Bottom of heavy particle on right wall -> light particle.
1,0,0,0,0,0,0,2,0,1 #Grow a light particle on a left wall into a heavy particle.
1,a,b,c,d,e,f,g,h,0 #Kill all particles in other situations.
Code: Select all
x = 7, y = 13, rule = Oddball3State
B3$BA.B3$BA2.B3$BA3.B3$BA4.B!
- praosylen
- Posts: 2448
- Joined: September 13th, 2014, 5:36 pm
- Location: Pembina University, Home of the Gliders
- Contact:
Re: Rule request thread
Wow! I like it! I had thought about the idea of using a "thin" signal one way and a "fat" signal the other way, but I couldn't figure out how to bound it properly.Sphenocorona wrote:Here's an 'oddball' rule with only three states:Code: Select all
@RULE Oddball3State A rule made to address the challenge of producing a rule which can only have oscillators of odd periods (but any odd period), using three states (including vacuum). ...
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...
Re: Rule request thread
Code: Select all
@RULE Disparity
#C 3-state one-dimensional rule by Adam P. Goucher, in which
#C there exists a period-n oscillator if and only if n is odd
#C, W, E, C'
@TABLE
n_states:3
neighborhood:oneDimensional
symmetries:none
var a = {0,1,2}
var b = {0,1,2}
var c = {0,1,2}
2,1,a,2 # 12 is immortal
1,a,2,1 # 12 is immortal
0,1,2,0 # 102 disappears
2,2,0,1 # slow reflection
0,1,1,2 # fast reflection
0,a,2,2 # 2 moves left
0,1,a,1 # 1 moves right
a,b,c,0 # everything dies
Code: Select all
x = 10, y = 7, rule = Disparity
A2B.AB2$A2B2.AB2$AB.B2.AB2$AB5.BAB!
Hence, a '2' can never appear to the right of a '1' in the active region. So any oscillator must have the form:
Code: Select all
12[02]*[01]*12
Code: Select all
122[02]*[01]*12
Code: Select all
1220[02]*[01]*12
Code: Select all
12[01]*12
Code: Select all
120*(10)*10*12
Code: Select all
120*10*12
Re: Rule request thread
But the reason I post here is because I want to know if anyone is willing to create the rule described here. I've written RLE functionality for my javascript app so I'd be able to load my creations in Golly if I only had a ruletable.
- praosylen
- Posts: 2448
- Joined: September 13th, 2014, 5:36 pm
- Location: Pembina University, Home of the Gliders
- Contact:
Re: Rule request thread
I'm pretty sure B345/S5 has that property, but I don't know if there's a proof.blah wrote:I presume it would be similarly interesting to try and create rules where only even periods are possible.
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...
Re: Rule request thread
Re: Rule request thread
B2a/S is the best example of this. Unfortunately, variety is scarcemuzik wrote:What about a rule that is not explosive, but has 2d replicator(s)?
Re: Rule request thread
Rule table?drc wrote:B2a/S is the best example of this. Unfortunately, variety is scarcemuzik wrote:What about a rule that is not explosive, but has 2d replicator(s)?
Also, the replicator in the thread is only 1d.
Re: Rule request thread
Rules:
Life - Green (0 255 0)
HighLife - Yellow (255 255 0)
tlife - Blue (0 0 255)
thighlife - Cyan (0 255 255)
DryLife (B37/S23) - Red (255 0 0)
B38/S23 - Magenta (255 0 255)
salad - Dark Green (0 127 0)
hlife3 - Olive (127 127 0)
alife - Dark Blue (0 0 127)
B34tw5y/S23 - Teal (0 127 127)
GlideLife - Crimson (127 0 0)
B35/S236 - Purple (127 0 127)
B3578/S23 - Orange (255 127 0)
EDIT: yes, it should probably have the same death conditions as Rainbow does
Re: Rule request thread
If nobody has the time to make it themselves, can they at least try to teach me how to make them? Thanks