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## Rule request thread

For discussion of other cellular automata.

### Re: Rule request thread

Toothpick pattern?
One big dirty Oro. Yeeeeeeeeee...

gameoflifemaniac

Posts: 748
Joined: January 22nd, 2017, 11:17 am
Location: There too

### Re: Rule request thread

gameoflifemaniac wrote:Toothpick pattern?

you mean that?
Failed Replicator!
x = 4, y = 4, rule = B34ce5cen67c8/S2-i3-jqry4cent5j67c8
bo\$obo\$bobo\$2bo!

(That I wish was not failed D:)

jimmyChen2013

Posts: 131
Joined: December 11th, 2017, 3:28 am

### Re: Rule request thread

Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!
muzik

Posts: 3310
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

### Re: Rule request thread

I want a rule in which this is a knightship. White/red cells indicate cells placed in yellow cell's path. Yellow cells indicate cells in special state so that they can translate later
Any number of states, but this has to be a (2,1)c/6.
Green cells only in the presence of green cells act like life cells.
x = 15, y = 21, rule = LifeHistory
2A.A2.A\$3.A.A\$.A.A5.2A\$2.A6.2A\$2.A3.2A.A\$3.2A.2A\$5.A!

Source: here
(that post was pre-sirRobin.)
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

How many states can we use? It can be done with 6 fairly easily.
Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule (someone please search the rules)
- Find a C/10 in JustFriends
- Find a C/10 in Day and Night
AforAmpere

Posts: 1018
Joined: July 1st, 2016, 3:58 pm

### Re: Rule request thread

AforAmpere wrote:How many states can we use? It can be done with 6 fairly easily.

Doesn't matter. You can use 256 states for all I care. (Please don't if 6 is enough, though)
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Wait, do the green cells have to work like Life?
Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule (someone please search the rules)
- Find a C/10 in JustFriends
- Find a C/10 in Day and Night
AforAmpere

Posts: 1018
Joined: July 1st, 2016, 3:58 pm

### Re: Rule request thread

A rule which uses one square to represent a 2x2 area of ordinary B3/S23.
This post was brought to you by the Element of Magic.

Plz correct my grammar mistakes. I'm still studying English.

Working on:

Nothing.

Favorite gun ever:
#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo\$4o3\$4o\$o2bo!
Hunting

Posts: 1080
Joined: September 11th, 2017, 2:54 am
Location: Ponyville, Equestria

### Re: Rule request thread

Hunting wrote:A rule which uses one square to represent a 2x2 area of ordinary B3/S23.

I'm fairly certain that at some point, possibly in this very thread, someone already suggested that idea. However, it was quickly dismissed because the number of transitions required would be extremely and impractically large.

77topaz

Posts: 1345
Joined: January 12th, 2018, 9:19 pm

### Re: Rule request thread

77topaz wrote:
Hunting wrote:A rule which uses one square to represent a 2x2 area of ordinary B3/S23.

I'm fairly certain that at some point, possibly in this very thread, someone already suggested that idea. However, it was quickly dismissed because the number of transitions required would be extremely and impractically large.

There was something with a similarly large number of rule lines, anyway. I think the original idea was a 256-state rule running eight independent Life universes in the same universe, and then that got reduced to four independent universes, which you could display with basically the same Golly rule-table icons as this CompressedLife2x2 idea would need. Unfortunately nobody ever built the icons.

QuadrupleB3S23 needed a rule table with over a million lines, which is not absolutely impossible for Golly to run I think. With the right variable definitions CompressedLife2x2 can get away with less than that. I think 16*2^12 = 65536 transitions would be enough to handle any isotropic rule, and for Life-like rules (including Life itself) we can get away with 16*(2^4)*(3^4) = 20,736 which seems downright reasonable by comparison.

The "3^4" is the four orthogonal 2x2 neighbors of the center cell. We only need the count of live neighbors in the two adjacent subcells in each orthogonal 2x2 neighbor, because each is a neighbor to both cells on that side of the center 2x2. So that count is 0, 1, or 2 -- three choices. If we do the usual binary numbering thing

1 2
4 8

then the cell to the west of the center cell needs three variables defined:

var W0 = {0,1,4,5}
var W1 = {2,3,6,7,8,9,12,13}
var W2 = {10,11,14,15}

And similarly we'll have N0, N1, N2, E0, E1, E2, S0, S1, S2, NW0, NW1, NE0, NE1, SE0, SE1, SW0, and SW1 variables. That could all be written out by hand very easily.

-- Wouldn't want to write all the actual transitions out by hand, though! So that part will need a generator script.

Speaking only for myself... same as with the QuadrupleB3S23 project, I'm not highly motivated to build the icons or write the generator script. It's simpler to just run regular B3/S23 and, you know, pretend that it's divided into 2x2 chunks... Or a simpler task would be to write a converter script that starts with a 16-state pattern, converts it to two-state at double the width and height in a new universe, runs it for whatever number of steps you want, and then converts back to 16-state.

If someone wanted to do the work of building all the different-sized the rule table icons for the 16 states, though, then the generator script for CompressedLife2x2 might magically appear at some point.

dvgrn
Moderator

Posts: 5702
Joined: May 17th, 2009, 11:00 pm

### Re: Rule request thread

AforAmpere wrote:Wait, do the green cells have to work like Life?

Well, the evolution must be more or less the same as in life. I want the rule to behave somewhat like life, at least with one state. If you needed, they could simulate a rule one or two transitions away from life.
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Moosey wrote:I want a rule in which this is a knightship. White/red cells indicate cells placed in yellow cell's path. Yellow cells indicate cells in special state so that they can translate later
Any number of states, but this has to be a (2,1)c/6.
Green cells only in the presence of green cells act like life cells.
x = 15, y = 21, rule = LifeHistory
2A.A2.A\$3.A.A\$.A.A5.2A\$2.A6.2A\$2.A3.2A.A\$3.2A.2A\$5.A!

Source: here
(that post was pre-sirRobin.)

May I please have this rule?
Also, can someone make this rule less boring (I.E. add more death transitions so that soups disintegrate more) while still preserving the 3-cell (2,1)c/6 knightship? (Make that new rule MooseKnightships2)
@RULE MooseKnightships

@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
1,2,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,2,0
1,3,0,1,0,0,0,0,0,1
1,0,0,0,0,0,0,1,3,1
1,4,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,4,0
1,5,0,1,0,0,0,0,0,1
1,0,0,0,0,0,0,1,5,1
1,6,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,6,0
1,7,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,7,0
2,1,1,0,0,0,0,0,0,1
3,1,1,0,0,0,0,0,0,4
4,1,1,0,0,0,0,0,0,1
5,1,1,0,0,0,0,0,0,6
6,1,1,0,0,0,0,0,0,1
7,1,1,0,0,0,0,0,0,2
0,1,1,2,0,0,0,0,0,1
0,2,0,0,0,0,0,0,0,3
0,4,0,0,0,0,0,0,0,1
0,4,1,0,0,0,0,0,0,5
0,6,0,0,0,0,0,0,0,7
0,6,1,1,0,0,0,0,0,1
0,7,1,0,0,0,0,0,0,1
0,1,7,0,0,0,0,0,0,1

@COLORS
0 48 48 48
1 100 100 100
2 255 0 0
3 0 255 0
4 0 0 255
5 255 255 0
6 255 0 255
7 0 255 255

Knightship:
x = 2, y = 2, rule = MooseKnightships
B\$2A!

Also, can anyone just provide SexyLoop?
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Here's F-Sexyloop:
@RULE F-sexyloop

@TABLE

# F-sexyloop.table
# Based on rule_sex file and code in F_Sexyloop.java
# stored in F-sexyloop_src.zip from Nicolas Oros's website:
# http://homepages.feis.herts.ac.uk/~on5ag/sexyloop.html

n_states:12
neighborhood:vonNeumann
symmetries:rotate4
0,0,0,0,1,2
0,0,0,0,4,3
0,0,0,1,2,2
0,0,0,1,5,2
0,0,0,2,1,2
### duplicate: 0,0,0,2,4,2
0,0,0,4,2,2
0,0,0,4,5,2
0,0,0,7,5,2
0,0,1,0,2,2
0,0,2,1,4,1
0,0,2,1,7,1
0,0,2,3,2,2
0,1,1,2,2,1
0,1,2,1,2,1
0,1,2,3,2,1
0,1,2,4,2,1
0,1,2,4,5,1
0,1,2,5,2,6
0,1,2,6,2,6
0,1,2,7,2,1
0,1,2,7,5,1
0,1,3,4,2,1
0,1,3,7,2,1
0,1,4,2,2,1
0,1,4,2,5,1
0,1,4,3,2,1
0,1,4,3,5,1
0,1,4,4,2,1
0,1,4,6,2,1
0,1,7,2,2,1
0,1,7,2,5,1
0,1,7,5,6,1
0,1,7,6,2,1
0,1,7,7,2,1
1,0,0,0,1,1
### duplicate: 1,0,0,1,2,1
1,0,0,2,1,1
1,0,0,2,4,4
1,0,0,2,7,7
1,0,1,2,1,1
1,0,1,2,4,4
1,0,1,2,7,7
1,0,2,0,2,1
1,0,2,1,1,1
1,0,2,1,2,1
1,0,2,1,3,1
1,0,2,2,1,1
1,0,2,2,4,4
1,0,2,2,7,7
1,0,2,3,2,4
1,0,2,4,1,4
1,0,2,4,2,4
1,0,2,4,3,4
1,0,2,5,1,1
1,0,2,5,2,7
1,0,2,5,4,3
1,0,2,5,7,7
1,0,2,7,1,7
1,0,2,7,2,7
1,0,2,7,3,5
1,0,5,1,2,1
1,0,5,4,2,4
1,0,5,7,2,7
1,0,6,2,1,1
1,0,6,2,4,4
1,0,6,2,7,7
1,1,1,1,2,1
1,1,1,2,2,1
1,1,1,2,4,4
1,1,1,2,5,1
1,1,1,2,7,7
1,1,1,6,2,1
1,1,2,1,2,1
### duplicate: 1,1,2,1,3,1
1,1,2,1,5,1
1,1,2,2,2,1
1,1,2,2,4,4
1,1,2,2,7,7
1,1,2,3,2,1
1,1,2,4,2,4
1,1,2,4,3,4
1,1,2,5,2,7
1,1,2,5,4,3
1,1,2,5,7,7
1,1,2,6,2,6
1,1,2,7,2,7
1,1,2,7,3,5
1,1,3,2,2,1
1,1,3,3,2,1
1,1,5,4,2,4
1,1,5,7,2,7
1,1,6,2,4,4
1,1,6,2,7,7
1,2,2,2,4,4
1,2,2,2,7,7
1,2,2,4,3,4
1,2,2,7,3,7
1,2,3,2,4,4
1,2,3,2,7,7
1,2,4,2,6,6
1,2,4,3,3,3
1,2,6,2,7,6
2,0,0,0,1,2
2,0,0,0,2,2
2,0,0,0,4,2
2,0,0,0,5,2
2,0,0,0,6,0
2,0,0,0,7,1
2,0,0,1,2,2
2,0,0,1,5,2
2,0,0,2,1,2
2,0,0,2,2,2
### duplicate: 2,0,0,2,3,2
2,0,0,2,4,2
2,0,0,2,6,0
2,0,0,2,7,2
2,0,0,3,2,4
2,0,0,4,2,3
2,0,0,4,5,2
2,0,0,5,4,5
2,0,0,5,7,5
2,0,0,6,2,0
2,0,0,7,2,2
2,0,0,7,5,2
2,0,1,0,2,2
2,0,1,1,2,2
2,0,1,2,2,2
2,0,1,4,2,2
2,0,1,7,2,2
2,0,2,0,2,2
2,0,2,0,3,2
2,0,2,0,5,2
2,0,2,0,6,5
2,0,2,0,7,3
2,0,2,1,2,2
2,0,2,1,5,2
2,0,2,2,1,2
2,0,2,2,2,2
2,0,2,2,3,2
2,0,2,3,2,3
2,0,2,4,2,2
2,0,2,4,5,2
2,0,2,5,2,5
2,0,2,6,2,0
2,0,2,6,5,0
2,0,2,7,2,2
2,0,2,7,5,2
2,0,3,1,2,2
### duplicate with different output: 2,0,3,2,2,2
2,0,3,4,2,2
2,0,3,4,5,2
2,0,3,7,2,2
2,0,4,1,2,2
2,0,4,2,2,2
2,0,4,4,2,2
2,0,5,1,2,2
2,0,5,4,2,5
2,0,5,7,2,5
2,0,6,1,2,5
2,0,6,2,1,2
2,0,6,4,2,5
2,0,6,7,2,5
2,0,7,1,2,2
2,0,7,2,2,2
2,0,7,7,2,2
2,1,1,2,2,2
2,1,2,2,2,2
2,1,2,2,3,2
2,1,2,2,4,2
2,1,2,2,7,2
2,1,2,3,2,3
### duplicate with different output: 2,1,3,2,2,2
2,1,4,2,2,2
2,1,6,2,2,2
2,1,7,2,2,2
2,2,2,2,4,2
2,2,2,2,7,2
2,2,2,3,4,2
2,2,2,3,7,2
### duplicate with different output: 2,2,2,4,3,2
2,2,2,4,4,2
### duplicate with different output: 2,2,2,7,3,2
2,2,2,7,7,2
2,2,3,2,4,3
2,2,3,2,7,3
3,0,0,0,1,3
3,0,0,0,2,2
3,0,0,0,3,2
3,0,0,0,4,3
3,0,0,0,7,4
3,0,0,1,2,3
3,0,0,3,2,2
3,0,0,4,2,1
3,0,1,0,2,1
3,0,1,2,5,0
### duplicate: 3,0,2,1,2,3
3,0,2,4,2,3
3,0,2,5,2,1
3,0,2,7,2,3
3,0,3,3,2,1
### duplicate: 3,1,2,1,2,3
### duplicate: 3,1,2,4,2,3
3,1,2,5,2,1
### duplicate: 3,1,2,7,2,3
3,2,4,2,4,3
3,2,4,2,5,1
3,2,4,2,7,3
3,2,5,2,7,1
3,2,7,2,7,3
4,0,0,0,0,1
4,0,0,0,2,1
4,0,1,0,2,0
4,0,1,1,2,0
4,0,1,2,2,0
4,0,1,2,5,0
4,0,1,6,2,0
4,0,2,1,2,0
4,0,2,1,5,0
4,0,2,2,2,1
4,0,2,3,2,1
4,0,2,6,2,6
4,0,3,1,2,0
4,0,3,2,2,1
5,0,0,0,2,5
5,0,0,1,2,5
5,0,0,2,1,5
5,0,0,2,3,2
5,0,0,2,4,5
5,0,0,2,7,5
5,0,0,4,2,5
5,0,0,7,2,5
5,0,2,0,2,2
5,0,2,0,5,2
5,0,2,1,2,5
5,0,2,1,5,2
5,0,2,4,2,5
5,0,2,7,2,5
5,0,3,1,2,0
6,0,2,0,2,0
6,0,2,1,2,0
6,0,2,2,2,0
6,0,2,4,2,0
6,0,2,7,2,0
6,1,2,2,2,0
6,2,2,2,4,0
6,2,2,2,7,0
7,0,1,0,2,0
7,0,1,1,2,0
7,0,1,2,2,0
7,0,1,2,5,0
7,0,1,6,2,0
7,0,2,1,2,0
7,0,2,1,5,0
7,0,2,2,2,1
7,0,2,3,2,0
7,0,2,6,2,6
7,0,3,1,2,0
0,0,0,1,9,1
0,0,2,1,9,1
0,1,2,4,3,1
0,1,2,4,9,9
0,1,2,4,10,1
0,1,2,7,3,1
0,1,2,7,9,9
0,1,2,7,10,1
0,1,2,9,2,1
0,1,2,9,3,1
0,1,2,9,5,1
0,1,2,9,9,9
### duplicate with different output: 0,1,2,9,10,1
0,1,2,9,10,10
0,1,3,9,2,1
0,1,5,6,2,6
0,1,6,2,2,6
0,1,9,2,2,1
0,1,9,2,5,1
0,1,9,6,2,1
0,1,9,9,2,1
0,1,10,2,4,1
0,1,10,2,7,1
0,1,10,2,9,1
0,1,10,4,2,1
0,1,10,7,2,1
0,1,10,9,2,1
0,2,1,2,10,1
1,0,0,1,2,1
1,0,0,2,9,9
1,0,1,0,2,1
1,0,1,1,2,1
1,0,1,2,9,9
1,0,1,10,2,10
1,0,2,0,4,4
1,0,2,0,7,7
1,0,2,0,9,9
1,0,2,1,10,1
1,0,2,2,9,9
1,0,2,4,10,4
1,0,2,5,10,7
1,0,2,7,10,7
1,0,2,9,2,9
1,0,2,9,3,9
1,0,2,9,10,9
1,0,2,10,2,1
1,0,2,10,10,0
1,0,3,1,2,1
1,0,3,4,2,4
1,0,3,7,2,7
1,0,3,9,2,9
1,0,3,10,2,1
1,0,4,1,2,1
1,0,4,10,2,4
1,0,5,6,2,6
1,0,7,1,2,1
1,0,7,10,2,7
1,0,9,1,2,9
1,0,9,4,2,9
1,0,9,7,2,9
1,0,9,9,2,9
1,0,9,10,2,9
1,0,10,1,2,1
1,0,10,4,2,4
1,0,10,7,2,7
1,0,10,9,2,10
1,0,10,10,2,6
1,1,1,2,9,9
1,1,1,10,2,1
1,1,2,1,3,1
1,1,2,1,9,9
1,1,2,1,10,1
1,1,2,2,9,9
1,1,2,5,9,9
1,1,2,5,10,7
1,1,2,9,2,9
1,1,2,9,3,1
1,1,2,9,10,10
1,1,2,10,10,1
1,1,3,4,2,4
1,1,3,7,2,7
1,1,3,9,2,1
1,1,3,10,2,1
1,1,4,10,2,4
1,1,5,6,2,6
1,1,5,9,2,9
1,1,6,2,2,6
1,1,6,2,9,9
1,1,7,10,2,7
1,1,9,4,2,9
1,1,9,7,2,9
1,1,9,9,2,9
1,1,9,10,2,9
1,1,10,4,2,4
1,1,10,7,2,7
1,1,10,9,2,10
1,1,10,10,2,6
1,2,1,2,10,1
1,2,2,2,9,9
1,2,2,4,6,6
1,2,2,7,6,6
1,2,2,9,6,6
1,2,3,2,9,9
1,2,4,2,10,4
1,2,4,5,6,6
1,2,4,10,10,6
1,2,6,2,9,6
1,2,7,2,10,7
1,2,7,5,6,6
1,2,7,10,10,6
1,2,9,2,10,9
1,2,9,5,6,6
1,2,9,10,4,10
1,2,9,10,7,10
1,2,9,10,9,10
1,2,9,10,10,6
1,2,10,10,4,4
1,2,10,10,7,7
1,2,10,10,9,9
2,0,0,0,9,2
2,0,0,2,3,2
2,0,0,2,9,2
2,0,0,5,9,5
2,0,0,6,5,0
2,0,0,9,2,2
2,0,0,9,5,2
2,0,1,9,2,2
2,0,2,0,9,2
2,0,2,0,10,2
2,0,2,1,9,2
2,0,2,1,10,2
2,0,2,2,4,2
2,0,2,2,7,2
2,0,2,2,9,2
2,0,2,3,1,2
2,0,2,3,4,2
2,0,2,3,7,2
2,0,2,3,9,2
2,0,2,4,9,2
2,0,2,4,10,2
2,0,2,7,9,2
2,0,2,7,10,2
2,0,2,9,1,2
2,0,2,9,2,2
2,0,2,9,5,2
2,0,2,9,9,2
2,0,2,9,10,2
2,0,2,10,2,2
2,0,3,2,2,10
2,0,3,4,10,2
2,0,5,9,2,5
2,0,6,9,2,5
2,0,9,1,2,2
2,0,9,2,2,2
2,0,9,9,2,2
2,0,10,1,2,2
2,0,10,4,2,2
2,0,10,7,2,2
2,0,10,9,2,2
2,1,2,2,6,2
2,1,2,2,9,2
2,1,2,6,2,2
2,1,3,2,2,10
2,1,9,2,2,2
2,2,2,2,9,2
2,2,2,2,10,2
2,2,2,3,9,2
2,2,2,4,3,10
2,2,2,7,3,10
2,2,2,9,3,10
2,2,2,9,7,2
2,2,2,9,9,2
2,2,3,2,9,3
3,0,0,0,0,3
3,0,0,0,9,3
3,0,2,0,10,3
3,0,2,1,2,3
3,0,2,1,10,3
3,0,2,4,10,3
3,0,2,7,10,3
3,0,2,9,10,9
3,0,10,1,2,3
3,0,10,4,2,3
3,0,10,5,2,1
3,0,10,7,2,3
3,0,10,9,2,3
3,1,2,1,2,3
3,1,2,1,10,3
3,1,2,4,2,3
3,1,2,4,10,3
3,1,2,7,2,3
3,1,2,7,10,3
3,1,2,9,2,3
3,1,2,9,10,9
3,1,10,4,2,3
### duplicate: 3,1,10,5,2,1
3,1,10,5,2,1
3,1,10,7,2,3
3,1,10,9,2,3
3,2,4,10,4,3
3,2,4,10,7,3
3,2,4,10,9,3
3,2,7,10,4,3
3,2,7,10,7,3
3,2,7,10,9,3
3,2,9,10,4,9
3,2,9,10,7,9
3,2,9,10,9,9
3,4,10,5,2,4
3,7,10,5,2,7
3,9,10,5,2,9
4,0,2,1,3,0
4,0,2,1,10,0
4,0,2,9,10,10
4,0,2,10,2,0
4,0,5,6,2,6
4,0,6,2,2,6
4,0,10,1,2,0
4,0,10,2,1,0
5,0,0,2,9,5
5,0,0,6,2,0
5,0,2,9,2,5
6,0,2,0,5,2
6,0,2,1,5,2
6,0,2,2,0,0
6,0,2,2,1,0
6,0,2,2,4,0
6,0,2,2,7,0
6,0,2,2,9,0
6,0,2,4,5,2
6,0,2,7,5,2
6,0,2,9,2,0
6,0,2,9,5,2
6,0,5,2,2,0
6,0,10,10,2,2
6,1,5,2,2,0
6,1,10,10,2,2
6,2,2,4,5,0
6,2,2,7,5,0
6,2,2,9,5,0
6,2,4,10,10,2
6,2,7,10,10,2
6,2,9,10,10,2
7,0,2,1,3,0
7,0,2,1,9,9
7,0,2,1,10,0
7,0,2,9,10,10
7,0,2,10,2,0
7,0,5,6,2,6
7,0,6,2,2,6
7,0,10,1,2,0
7,0,10,2,1,0
9,0,0,2,1,0
9,0,1,0,2,0
9,0,1,1,2,0
9,0,1,2,1,0
9,0,1,2,2,0
9,0,1,2,5,0
9,0,1,2,7,0
9,0,1,6,2,0
9,0,2,1,2,0
9,0,2,1,3,0
9,0,2,1,5,0
9,0,2,1,10,10
9,0,2,2,2,1
9,0,2,3,2,0
9,0,2,6,2,6
9,0,2,9,10,10
9,0,2,10,2,0
9,0,3,1,2,0
9,0,5,6,2,6
9,0,6,2,2,6
9,0,10,0,2,0
9,0,10,1,2,0
9,0,10,2,1,0
9,0,10,4,2,0
9,0,10,7,2,0
9,0,10,9,2,0
10,0,0,2,2,10
10,0,2,0,10,10
10,0,2,1,2,1
10,0,2,1,10,10
10,0,2,2,1,10
10,0,2,2,4,10
10,0,2,2,7,10
10,0,2,2,9,10
10,0,2,2,10,10
10,0,2,4,10,10
10,0,2,7,10,10
10,0,2,9,10,10
10,0,2,10,10,1
10,0,3,2,2,10
10,0,9,2,2,10
10,0,10,1,2,10
10,0,10,4,2,10
10,0,10,7,2,10
10,0,10,9,2,10
10,1,1,10,2,10
10,1,2,1,2,1
10,1,2,1,6,1
10,1,2,1,10,10
10,1,2,2,7,2
10,1,2,2,10,10
10,1,2,4,10,10
10,1,2,7,2,7
10,1,2,7,10,10
10,1,2,9,2,9
10,1,2,9,10,10
10,1,2,10,2,4
10,1,2,10,10,1
10,1,3,2,2,10
10,1,6,2,2,2
10,1,6,10,2,1
10,1,9,2,2,10
10,1,10,4,2,10
10,1,10,7,2,10
10,1,10,9,2,10
10,2,2,4,3,10
10,2,2,4,9,10
10,2,2,7,3,10
10,2,2,7,9,10
10,2,2,9,3,10
10,2,2,9,9,10
10,2,2,10,3,10
10,2,2,10,4,10
10,2,2,10,6,2
10,2,2,10,7,10
10,2,2,10,9,10
10,2,4,10,4,10
10,2,4,10,7,10
10,2,4,10,9,10
10,2,7,10,4,10
10,2,7,10,7,10
10,2,7,10,9,10
10,2,9,10,4,10
10,2,9,10,7,10
10,2,9,10,9,10
10,2,10,10,4,1
10,2,10,10,7,1
10,2,10,10,9,1
5,0,0,9,2,5
0,0,0,2,4,2
0,0,0,2,7,2
0,0,0,2,9,2
7,0,0,1,2,0
4,0,0,1,2,0
9,0,0,1,2,0
0,9,2,4,2,11
0,9,2,7,2,11
1,9,2,0,2,9
1,9,2,1,2,9
4,9,2,1,2,11
7,9,2,1,2,11
11,2,0,2,0,11
11,2,0,2,1,11
11,2,0,2,4,11
11,2,0,2,7,11
0,11,2,4,2,1
0,11,2,7,2,1
1,11,2,0,2,1
1,11,2,1,2,1
4,11,2,1,2,0
7,11,2,1,2,0
0,11,1,10,2,1
1,11,7,10,2,7
1,11,4,10,2,4
### duplicate: 1,11,1,10,2,10
11,1,2,1,2,11
11,1,2,4,2,9
11,1,2,7,2,9
4,11,0,10,2,0
7,11,0,10,2,0
1,11,1,10,2,10
2,11,2,2,1,2
2,11,2,2,4,2
2,11,2,2,7,2
2,11,2,2,0,2
2,11,2,0,2,2
2,10,0,5,0,2
2,10,0,5,1,2
2,10,0,5,4,2
2,10,0,5,7,2
10,10,10,2,2,2
10,10,10,2,1,1
10,10,10,2,0,6
2,10,1,2,2,5
6,9,2,1,2,2
1,6,1,2,1,1
6,2,1,2,1,2
5,6,1,2,2,5
6,5,1,2,1,2
5,2,2,2,1,5
2,6,2,1,5,2
5,9,1,2,0,0
9,10,5,2,0,1
1,2,2,0,1,1
1,9,1,0,2,9
2,7,6,2,2,2
7,10,0,2,0,1
10,7,7,2,2,2
0,5,6,7,7,1
2,6,2,2,0,2
9,7,2,0,0,0
1,0,2,5,9,9

# The above transition rules come directly from rule_sex,
# except for some lines with duplicate inputs that have been
# commented out (search for "### duplicate" above).
#
# The following rules come from F_Sexyloop.java after this comment:
#    // Defining rules related to state '8'
# Note that state 8 does not appear anywhere above.

var any1={0,1,2,3,4,5,6,7,8,9,10,11}
var any2={0,1,2,3,4,5,6,7,8,9,10,11}
var any3={0,1,2,3,4,5,6,7,8,9,10,11}
var any4={0,1,2,3,4,5,6,7,8,9,10,11}
var a1to11={1,2,3,4,5,6,7,8,9,10,11}
var a01={0,1}
var a235={2,3,5}
var a467={4,6,7}
var x1={2,3,4,5,6,7}
var x2={2,3,4,5,6,7}
var x3={2,3,4,5,6,7}

8,any1,any2,any3,any4,0

a01,8,x1,x2,x3,8
a01,8,any1,x1,x2,8
a01,8,x1,any1,x2,8
a01,8,x1,x2,any1,8
a01,8,any1,any2,x1,8
a01,8,x1,any1,any2,8
a01,8,any1,x1,any2,8
a01,8,any1,any2,any3,a01

a235,8,any1,any2,any3,0
a467,8,any1,any2,any3,1

0,any1,any2,any3,any4,0
a1to11,any1,any2,any3,any4,8

@COLORS

0  000 000 000   black
1  000 000 255   blue
2  255 000 000   red
3  255 000 255   dark pink
4  000 255 000   green
5  000 255 255   cyan
6  255 255 000   yellow
7  255 255 255   white
8  150 150 150   light gray
9  255 200 000   orange (sex gene)
10 255 175 175   pink
11 064 064 064   dark gray

Also, here's a somewhat boring rule I made, go ahead and change it if you want to:
@RULE Shepherds1

States:
1 - Shepherd type 1 - Decays into 3, acts like seeds
2 - Shepherd type 2 - It depends on state 3 as its medium, and can only be born over sheep cells
3 - 'Sheep' - Converts to 2 when touching it, mostly inert

@TABLE
n_states: 4
neighborhood:Moore
symmetries:permute

var s1 = {1}
var s2 = {2}
var sp = {3}
var any = {0,s1,s2,sp}
var an1 = {any}
var an2 = {any}
var an3 = {any}
var an4 = {any}
var an5 = {any}
var an6 = {any}
var an7 = {any}

var any1 = {0,s2,sp}
var an11 = {any1}
var an12 = {any1}
var an13 = {any1}
var an14 = {any1}
var an15 = {any1}
var an16 = {any1}
var an17 = {any1}

var any2 = {0,s1,sp}
var an21 = {any2}
var an22 = {any2}
var an23 = {any2}
var an24 = {any2}
var an25 = {any2}
var an26 = {any2}
var an27 = {any2}

#Decay
1,any,an1,an2,an3,an4,an5,an6,an7,3
2,any,an1,an2,an3,an4,an5,an6,an7,0

#Birth
0,1,1,any1,an11,an12,an13,an14,an15,1
3,2,2,any2,an21,an22,an23,an24,an25,2

@COLORS
0 0 0 0
1 255 0 0
2 0 100 255
3 255 255 255

Spaceship in that rule:
x = 11, y = 49, rule = Shepherds1
5.2A\$5.2C\$4.A2CA\$4.4C\$3.A4CA\$3.6C\$2.A6CA\$2.8C\$.A8CA\$A10C\$11C\$11C\$11C\$
11C\$11C\$11C\$11C\$11C\$11C\$11C\$4C2B5C\$4C2.5C\$3CB2.B4C\$3C4.4C\$3C4.4C\$3C4.
4C\$3C4.4C\$3C4.4C\$3C4.4C\$3C4.4C\$3C.2A.4C\$3CA2CA4C\$11C\$11C\$11C\$11C\$11C\$
11C\$11C\$11C\$3C2B6C\$3C2.B5C\$2CB3.B4C\$2C5.4C\$CB5.4C\$B6.2C2B\$7.2C\$7.2C\$
7.2B!
'sup.

cvojan

Posts: 130
Joined: October 7th, 2018, 7:07 pm

### Re: Rule request thread

Moosey wrote:May I please have this rule?
Also, can someone make this rule less boring (I.E. add more death transitions so that soups disintegrate more) while still preserving the 3-cell (2,1)c/6 knightship? (Make that new rule MooseKnightships2)

Not me (said the Little Red Hen [or however that goes]) -- but I do highly encourage anyone who needs the practice to try rolling their own rule tables. They're really surprisingly simple and understandable.

Moosey wrote:Also, can anyone just provide SexyLoop?

You might be better off downloading the whole ZIP file from the Rule Table Repository, so that you have the other variants of the rule, and examples of what a working loop looks like.

dvgrn
Moderator

Posts: 5702
Joined: May 17th, 2009, 11:00 pm

### Re: Rule request thread

Flying french flag in shepherds1:
x = 2, y = 3, rule = Shepherds1
2A\$2C\$2B!

Can someone provide a loop in sexyloop-F?
Last edited by Moosey on February 11th, 2019, 3:59 pm, edited 1 time in total.
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Moosey wrote:Can someone provide a loop in sexyloop-F?

# Simple experiment based on page 3 of this paper:
# http://homepages.feis.herts.ac.uk/~on5ag/mypapers/OROS_2009_IEEE_ALIFE_b.pdf
# Both loops are identical, except that the top left loop has a sex gene
# (state 9) that will tend to dominate as the loops evolve and interact.
x = 60, y = 60, rule = F-sexyloop:T500,500
.15B\$BG.AG.AG.AG.4AB\$BA13BAB\$B.B11.BAB\$BGB11.BAB\$BAB11.BAB\$B.B11.BAB\$
BGB11.BIB\$BAB11.B.B\$B.B11.BAB\$BGB11.BGB\$BAB11.B.B\$B.B11.BAB\$BGB11.BGB
\$BA13B.B\$B.GA.GA.GA.DA.DAB\$.14BE27\$44.15B\$43.BG.AG.AG.AG.4AB\$43.BA13B
AB\$43.B.B11.BAB\$43.BGB11.BAB\$43.BAB11.BAB\$43.B.B11.BAB\$43.BGB11.BAB\$
43.BAB11.B.B\$43.B.B11.BAB\$43.BGB11.BGB\$43.BAB11.B.B\$43.B.B11.BAB\$43.B
GB11.BGB\$43.BA13B.B\$43.B.GA.GA.GA.DA.DAB\$44.14BE!

There are a couple more in the ZIP file in the Rule Table Repository.

dvgrn
Moderator

Posts: 5702
Joined: May 17th, 2009, 11:00 pm

### Re: Rule request thread

Sorry to ask again, but could anyone supply the rule where that life pattern is a knightship?
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Moosey wrote:Sorry to ask again, but could anyone supply the rule where that life pattern is a knightship?

This is not a straightforward request as the rule does not yet exist - which you presumably know, but the way you request it makes it seem like you think someone would be able to produce the rule at a snap of their fingers. To fulfill your request actually requires designing a rule which has the behaviour you requested, then writing it, and testing it to ensure it works properly. Because it's been a while since I've done this, I've given it a go for you. I've written the rule using Nutshell because mixing CA behaviour with permute symmetry (the CGoL cells) and no symmetry (the sparks) in ruletables is no fun at all - as you can see by the length of the final ruletable. The rule uses 10 states, which could possibly be reduced to 9. I don't see a way of getting down to 6 as AforAmpere proposed, or even 6 extra states in addition to OFF and ON.

If you'd like to change the behaviour of the rule I recommend learning a little bit of Nutshell's syntax and modifying the Nutshell format rather than the Golly ruletable. I've not used some of the more complex Nutshell syntax, so if you want to give it a go then read through the README up until the section on "Auxiliary transitions". That should cover everything you need to understand this rule.

The Nutshell format rule:
@NUTSHELL SparkAssistedKnight
A rule in which almost knightships can become knightships with the assistance of sparks.
The sparks evolve in a multistate rule which is designed to allow them to move at exactly (2,1)c/6 [in a SSW direction]

States:
0:   BG
1:   Life
2:   Spark0 - Alive
3:   Spark1 - Alive
4:   Spark1 - Dead
5:   Spark2 - Alive
6:   Spark2 - Dead
7:   Spark3
8:   Spark4 - Will move diagonal [SW]
9:   Spark5 - Will move orthogonal [S]

@TABLE
states: 10
neighborhood: Moore
symmetries: permute

alive = (1, 2, 3, 5)
dead = (0, 4, 6, 7, 8, 9)
nonspark = (0, 1)

# CGoL Rules

# S2
1, alive ~ 2, dead ~ 6; 1
# B3 & S3
nonspark, alive ~ 3, dead ~ 5; 1
# Death
1, any; 0

# Spark evolution - CGoL survival
(2, 3), alive, alive, any, dead ~ 5; [0: (3, 5)]
# Spark evolution - CGoL death
(2, 3, 4, 5, 6, 7), any ~ 8; [0: (4, 6, 6, 7, 7, 8)]

# Spark movement
symmetries: none
# diagonal
(0, 8), NE 8, E..N any; 9
# orthogonal
(0, 9), N 9, NE..NW any; 2

# Death otherwise
symmetries: permute
live, any; 0

@COLORS
303030: 0
00FF00: 1
FFFF00: 2
CCCC00: 3
CC9900: 4
999900: 5
996600: 6
993300: 7
990000: 8
660000: 9

The knightship (only works going SSW):
x = 15, y = 21, rule = SparkAssistedKnight
11.2B\$13.B\$5.B5.2A.B\$11.2A.B\$6.3A2.A\$6.3A.2A\$2.2A2.A.2A.A\$.3A4.A2.2A\$
3A4.2A2.2A\$.4A3.A\$2.3A2.2A\$.A2.A\$.4A3.A\$.A4.A\$2A.A2.A\$3.A.A\$.A.A5.2A\$
2.A6.2A\$2.A3.2A.A\$3.2A.2A\$5.A!

The Golly ruletable:
@RULE SparkAssistedKnight
********************************
**** COMPILED FROM NUTSHELL ****
****         v0.5.6         ****
********************************
A rule in which almost knightships can become knightships with the assistance of sparks.
The sparks evolve in a multistate rule which is designed to allow them to move at exactly (2,1)c/6 [in a SSW direction]

States:
0:   BG
1:   Life
2:   Spark0 - Alive
3:   Spark1a - Alive
4:   Spark1d - Dead
5:   Spark2a - Alive
6:   Spark2d - Dead
7:   Spark3
8:   Spark4 - Will move diagonal [SW]
9:   Spark5 - Will move orthogonal [S]

@TABLE
neighborhood: Moore
symmetries: none
n_states: 10

var any.0 = {0,1,2,3,4,5,6,7,8,9}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var any.4 = any.0
var any.5 = any.0
var any.6 = any.0
var any.7 = any.0
var live.0 = {1,2,3,4,5,6,7,8,9}
var alive.0 = {1,2,3,5}
var alive.1 = alive.0
var alive.2 = alive.0
var dead.0 = {0,4,6,7,8,9}
var nonspark.0 = {0,1}
var _a0.0 = {0,8}
var _b0.0 = {0,9}

#### symmetries: permute
# CGoL Rules
# S2
# B3 & S3
# Death
1, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 0
# Spark evolution - CGoL survival
# Spark evolution - CGoL death
2, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 4
3, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 6
4, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 6
5, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 7
6, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 7
7, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 8
# Spark movement
#### symmetries: none
# diagonal
_a0.0, any.0, 8, any.1, any.2, any.3, any.4, any.5, any.6, 9
# orthogonal
_b0.0, 9, any.0, any.1, any.2, any.3, any.4, any.5, any.6, 2
# Death otherwise
#### symmetries: permute
live.0, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 0

@COLORS
0 48 48 48
1 0 255 0
2 255 255 0
3 204 204 0
4 204 153 0
5 153 153 0
6 153 102 0
7 153 51 0
8 153 0 0
9 102 0 0
The latest version of the 5S Project contains over 150,000 spaceships. Tabulated pages up to period 160 are available on the LifeWiki.
wildmyron

Posts: 1160
Joined: August 9th, 2013, 12:45 am

### Re: Rule request thread

wildmyron wrote:...

The Nutshell format rule:
Nutshells can be remove from nuts via cracking the nutshell.

The knightship (only works going SSW):
x = 15, y = 21, rule = SparkAssistedKnight
11.2B\$13.B\$5.B5.2A.B\$11.2A.B\$6.3A2.A\$6.3A.2A\$2.2A2.A.2A.A\$.3A4.A2.2A\$
3A4.2A2.2A\$.4A3.A\$2.3A2.2A\$.A2.A\$.4A3.A\$.A4.A\$2A.A2.A\$3.A.A\$.A.A5.2A\$
2.A6.2A\$2.A3.2A.A\$3.2A.2A\$5.A!

The Golly ruletable:
help it’s too big

Wow, thanks!

I have tried to make rules, but the most interesting one took forever to make and debug, mainly because of symmetry. Even rotate4reflect combined with permute can be frustrating.

Of course, the structure of this rule means a much smaller knightship:
x = 1, y = 1, rule = SparkAssistedKnight
B!

And multiple puffers:
x = 5, y = 3, rule = SparkAssistedKnight
B\$.4B\$2B!

x = 6, y = 3, rule = SparkAssistedKnight
5.B\$4.B\$4B!

And a hilarious failed rake:
x = 7, y = 7, rule = SparkAssistedKnight
4.2A\$3.A.A\$5.A2\$6.B\$B4.B\$.4B!

A smoky knightship:
x = 10, y = 6, rule = SparkAssistedKnight
B8.B3\$5.B\$4.B\$4B!

Blocklayer:
x = 7, y = 7, rule = SparkAssistedKnight
B3\$6.B\$5.B\$4.B\$4B!

Tublayer:
x = 9, y = 7, rule = SparkAssistedKnight
B7.B3\$6.B\$5.B\$4.B\$4B!

Boatlayer
x = 13, y = 12, rule = SparkAssistedKnight
12.B5\$B7.B3\$6.B\$5.B\$4.B\$4B!

A very large knightrake:
x = 351, y = 566, rule = SparkAssistedKnight
3A\$A\$.A9\$348.2A\$348.2A\$348.A.A\$348.3A\$347.A.A\$348.A\$346.I14\$335.A\$
334.A.A\$335.2A2\$5.3A\$5.A\$6.A14\$325.A\$324.A.A.B\$325.A5\$321.2A\$321.2A
11\$10.3A\$10.A304.A\$11.A302.A.A\$315.A5\$311.2A\$311.2A12\$305.A\$304.A.A\$
305.A10\$300.2A\$299.A2.A\$15.3A281.A2.AH\$15.A284.2A\$16.A4\$295.A\$294.A.A
\$295.A10\$290.A\$289.A.A\$289.A.A\$290.A5\$285.A\$284.A.A\$285.A7\$20.3A\$20.A
269.B\$21.A\$280.A\$279.A.A\$279.A.A\$280.A5\$275.A\$274.A.A\$275.A4.2A\$280.
2A9\$270.A\$269.A.A\$269.A.A\$270.A2\$279.F3\$265.A\$264.A.A\$265.A4.2A\$270.
2A\$25.3A\$25.A\$26.A4\$268.A\$267.A.A\$260.A5.A2.A\$259.A.A5.2A\$259.A.A\$
260.A5\$255.A\$254.A.A\$255.A4.2A\$260.2A7\$258.A\$257.A.A\$250.A5.A2.A\$249.
A.A5.2A\$249.A.A\$250.A4\$30.3A\$30.A214.A\$31.A212.A.A\$245.A4.2A\$250.2A\$
253.I5\$245.A\$244.A.A\$245.A.A\$240.A5.2A\$239.A.A\$239.A.A\$240.A5\$235.A\$
234.A.A\$235.A4.2A\$240.2A6\$235.A\$234.A.A\$235.A.A\$230.A5.2A\$229.A.A\$35.
3A191.A.A\$35.A194.A\$36.A4\$225.A\$224.A.A\$225.A4.2A\$230.2A6\$225.A\$224.A
.A\$225.A.A\$220.A5.2A\$219.A.A\$219.A.A\$220.A5\$215.A\$214.A.A\$215.A4.2A\$
220.2A6\$40.3A172.A\$40.A173.A.A\$41.A173.A.A\$210.A5.2A\$209.A.A\$209.A.A\$
210.A5\$205.A\$204.A.A\$205.A4.2A\$210.2A6\$205.A\$204.A.A\$205.A.A\$200.A5.
2A\$199.A.A\$199.A.A\$200.A5\$195.A\$194.A.A\$195.A4.2A\$200.2A\$45.3A\$45.A\$
46.A3\$195.A\$194.A.A\$195.A.A\$190.A5.2A\$189.A.A\$189.A.A\$190.A5\$185.A\$
184.A.A\$185.A4.2A\$190.2A6\$185.A\$184.A.A\$185.A.A\$180.A5.2A\$179.A.A\$
179.A.A\$180.A4\$50.3A\$50.A124.A\$51.A122.A.A\$175.A4.2A\$180.2A6\$175.A\$
174.A.A\$175.A.A\$170.A5.2A\$169.A.A\$169.A.A\$170.A5\$165.A\$164.A.A\$165.A
4.2A\$170.2A6\$165.A\$164.A.A\$165.A.A\$160.A5.2A\$159.A.A\$55.3A101.A.A\$55.
A104.A\$56.A4\$155.A\$154.A.A\$155.A4.2A\$160.2A6\$155.A\$154.A.A\$155.A.A\$
150.A5.2A\$149.A.A\$149.A.A\$150.A5\$145.A\$144.A.A\$145.A4.2A\$150.2A6\$60.
3A82.A\$60.A83.A.A\$61.A83.A.A\$140.A5.2A\$139.A.A\$139.A.A\$140.A5\$135.A\$
134.A.A\$135.A4.2A\$140.2A6\$135.A\$134.A.A\$135.A.A\$130.A5.2A\$129.A.A\$
129.A.A\$130.A5\$125.A\$124.A.A\$125.A4.2A\$130.2A\$65.3A\$65.A\$66.A3\$125.A\$
124.A.A\$125.A.A\$120.A5.2A\$119.A.A\$119.A.A\$120.A5\$115.A\$114.A.A\$115.A
4.2A\$120.2A6\$115.A\$114.A.A\$115.A.A\$110.A5.2A\$109.A.A\$109.A.A\$110.A4\$
70.3A\$70.A34.A\$71.A32.A.A\$105.A4.2A\$110.2A6\$105.A\$104.A.A\$105.A.A\$
100.A5.2A\$99.A.A\$99.A.A\$100.A5\$95.A\$94.A.A\$95.A4.2A\$100.2A6\$95.A\$94.A
.A\$95.A.A\$96.2A\$90.A\$75.3A11.A.A\$75.A6.2A5.A.A4.A\$76.A4.2A.A5.A5.A\$
96.A2\$90.3A\$79.A12.A\$77.A2.A8.4A\$78.2A9.A\$89.A\$84.2A.4A\$85.A3.2A\$85.A
2.2A\$87.A4\$83.A\$82.4A\$81.A2.2A\$82.A3.A\$83.3A\$80.A\$79.A.A.I\$80.2A2\$78.
A\$77.A.A\$78.A\$80.B\$76.A\$75.A.A\$76.A2\$68.B3.A3.B\$70.2A.A\$70.2A.A\$71.2A
.B\$73.B\$72.B\$68.4B!

Moosey’s object deletion album 1
x = 207, y = 21, rule = SparkAssistedKnight
25.B4\$206.B2\$125.B47.B\$145.B\$171.B\$204.B\$184.A13.2A\$111.B3.A10.3A8.3A
26.A16.A.A2.B8.A2.A\$114.A11.A12.A25.A.A14.A2.A12.A.A\$77.B36.3A10.A10.
A27.A16.2A14.A\$6.B42.B41.A\$43.2A14.A3.B28.A\$43.A.A12.A.A12.3A14.3A4.B
\$14.A3.B25.2A13.2A\$2A11.A.A\$2A11.A.A\$14.A!

And also
x = 8, y = 8, rule = SparkAssistedKnight
7.B4\$6.B\$.2A\$A2.A.B\$.2A!

A much more active blocklayer
x = 7, y = 5, rule = SparkAssistedKnight
6.B\$5.B\$4.B\$.B.B\$B.B!
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Knightship hauling the errant minstrel:
x = 16, y = 32, rule = SparkAssistedKnight
6.2A.2A\$5.A\$12.A\$8.3A2.A\$6.A.3A.A\$5.3A\$9.A.A\$7.5A\$11.A\$8.3A\$9.3A2\$10.
2A\$10.A\$7.A2.A\$5.2A2.2A\$5.2A6.A\$6.A2.A5.A\$7.2A.2A2.A\$7.5A2.A\$6.6A2\$8.
A\$6.3A2\$4.2A\$2.A4.A2\$2.A4.A\$10H2\$3.4H!

And Minstrel 12:
x = 32, y = 88, rule = SparkAssistedKnight
28.2A\$28.A.A\$27.2A.2A\$27.A.2A\$25.2A.A2.A\$26.2A\$28.A.A\$26.2A\$29.A\$27.
2A\$27.A\$25.3A\$22.2A.3A\$24.2A.2A\$20.A2.A3.A.A\$24.A.2A\$26.A\$20.3A.2A\$
23.2A\$23.A2.3A\$23.A3.2A\$27.A\$19.4A2.A\$19.A.A2.A\$20.A.A\$19.2A3.2A\$19.A
3.3A\$19.8A\$22.A\$20.2A\$18.4A\$17.3A2.A.2A\$17.A.2A3.2A\$16.3A.A2.2A\$17.2A
2.A\$15.A3.A\$15.A\$15.A\$14.A3.A\$19.A\$12.2A2.2A.A\$11.2A5.A\$12.2A3.A\$11.A
\$11.2A2.A.A\$11.2A.4A\$11.6A2\$12.3A\$13.A\$13.2A\$13.2A2\$14.A\$12.3A\$12.3A\$
6.2A.2A\$5.A\$12.A\$8.3A2.A\$6.A.3A.A\$5.3A\$9.A.A\$7.5A\$11.A\$8.3A\$9.3A2\$10.
2A\$10.A\$7.A2.A\$5.2A2.2A\$5.2A6.A\$6.A2.A5.A\$7.2A.2A2.A\$7.5A2.A\$6.6A2\$8.
A\$6.3A2\$4.2A\$2.A4.A2\$2.A4.A\$10H2\$3.4H!
'sup.

cvojan

Posts: 130
Joined: October 7th, 2018, 7:07 pm

### Re: Rule request thread

cvojan wrote:Knightship hauling the errant minstrel:
m1

And Minstrel 12:
m12

Not surprisingly, we can do this for almost every minstrel:
wandering
x = 10, y = 10, rule = SparkAssistedKnight
6.A\$5.A3.A\$4.A.A.2A\$5.A\$3.A.A.2A\$2.A2.A\$2.A\$B.3A2\$.B!

Pi
x = 15, y = 28, rule = SparkAssistedKnight
9.2A\$8.A\$8.A\$5.A\$4.A2.2A\$7.A.A\$9.A\$3.5A.2A\$4.A4.2A\$5.6A\$5.A5.A\$6.3A\$
6.A5.A\$8.2A2.A\$6.A2.2A\$4.3A.A.A\$4.3A.A5.A\$3.A9.A\$5.A.A4.3A\$3.2A.A.A.
4A\$6.3A.3A\$4.2A.2A\$2.A.A\$.A2\$B.3A2\$.B!

wandering+connecting
x = 29, y = 74, rule = SparkAssistedKnight
21.2A\$21.3A\$21.2A.3A\$22.A4.A2\$24.A.2A\$23.2A\$23.A.A\$22.2A\$23.2A\$24.A\$
25.A.2A\$27.A\$22.2A.A.A\$25.2A\$22.A2.A\$22.A3.A\$21.A3.A\$22.A\$23.2A\$18.A.
A2.3A\$17.A3.2A\$17.A6.2A\$20.A.A\$17.2A5.2A\$17.A.2A.A.2A\$17.A2.A.A\$17.3A
\$17.2A\$19.2A2\$18.2A\$18.3A4\$16.3A\$16.2A.A\$13.A3.3A\$13.A2.A3.2A\$16.A2.A
\$13.2A2.A\$13.A3.A\$15.A\$15.A2.A\$16.2A\$14.4A\$14.2A\$15.A\$12.3A\$11.A.2A\$
8.A.A.A\$12.A\$9.2A.A\$8.A2.A\$7.2A\$7.A.A\$5.2A.A.A\$8.A.A\$6.A\$7.A.A\$7.3A2\$
7.2A\$5.A3.A\$4.A\$4.A5.A\$3.3A3.A\$5.A2.A\$4.A.2A\$3.A2.A\$H.A2.A\$2.A\$.H2A!

Another sparky thing
x = 3, y = 7, rule = SparkAssistedKnight
2.B\$2.B\$B.B\$B.B\$B.B\$2.B\$2.B!

And a puffer
x = 3, y = 6, rule = SparkAssistedKnight
B.B\$2.B\$2.B\$2.B\$2.B\$2.B!

Another
x = 3, y = 7, rule = SparkAssistedKnight
2.B\$2.B\$2.B\$B.B\$2.B\$2.B\$2.B!

More
x = 13, y = 14, rule = SparkAssistedKnight
10.A\$10.A.A\$10.A.A\$11.2A\$12.D2\$5.B\$2.B3.A\$2.B2.2A\$2.B3.A\$B.B\$2.B\$2.B\$
2.B!
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Knightlinepuffer:
x = 60, y = 2, rule = SparkAssistedKnight
60B\$5.B6.B6.B6.B6.B6.B6.B6.B!

EDIT:
x = 80, y = 80, rule = SparkAssistedKnight
80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$
80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$
80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$
80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$
80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B\$80B!
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

danny

Posts: 951
Joined: October 27th, 2017, 3:43 pm
Location: New Jersey, USA

### Re: Rule request thread

can I have a rule where there are two life states but when two are participating no cell is born from B3n or B3r?
Otherwise birth is like immigration.
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Where can I find a simulator for Koenig’s colorised life? (Also, can someone provide a ruletable for Niemiec’s life? I know I’m lazy, but I don’t have time)
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1791
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

### Re: Rule request thread

Moosey wrote:Also, can someone provide a ruletable for Niemiec’s life? I know I’m lazy, but I don’t have time

I think I got it:
@RULE NiemiecLife
This specific rule table for Niemiec's Life was made by Βεν Γ. Κυθις even though he is a lazy procrastinating easily distracted sleep-deprived person whose only contact with the outside world are two forums, two online/pseudo online games whose communities think the other is ripping off them, and a powder-based physics simulator with a person named Fartmaker5000 who makes immature posts that have guns based on the properties of a dark green colored gas. You can find Βεν's profile at the ConwayLife forums here: http://conwaylife.com/forums/memberlist.php?mode=viewprofile&u=2067
@TABLE
n_states:9
neighborhood:Moore
symmetries:permute
var m={0,1,2,3,4,5,6,7,8}
var n={0,1,2,3,4,5,6,7,8}
var o={0,1,2,3,4,5,6,7,8}
var p={0,1,2,3,4,5,6,7,8}
var a={1,2,3,4,5,6,7,8}
var b={1,2,3,4,5,6,7,8}
var c={1,2,3,4,5,6,7,8}
var d={1,2,3,4,5,6,7,8}
var e={1,2,3,4,5,6,7,8}
var xa={1,2,3,4}
var xb={1,2,3,4}
var ya={5,6,7,8}
var yb={5,6,7,8}
0,a,a,b,0,0,0,0,0,a
0,1,2,3,0,0,0,0,0,8
0,1,2,4,0,0,0,0,0,7
0,1,3,4,0,0,0,0,0,6
0,2,3,4,0,0,0,0,0,5
0,5,6,7,0,0,0,0,0,4
0,5,6,8,0,0,0,0,0,3
0,5,7,8,0,0,0,0,0,2
0,6,7,8,0,0,0,0,0,1
0,1,5,a,0,0,0,0,0,a
0,2,6,a,0,0,0,0,0,a
0,3,7,a,0,0,0,0,0,a
0,4,8,a,0,0,0,0,0,a
0,xa,xb,ya,0,0,0,0,0,ya
0,ya,yb,xa,0,0,0,0,0,xa
a,n,0,0,0,0,0,0,0,0
a,b,c,d,e,m,n,o,p,0
@NAMES
1 a
2 b
3 c
4 d
5 a'
6 b'
7 c'
8 d'
@COLORS
1 255 0 0 red
2 0 255 0 green
3 0 0 255 blue
4 0 0 0 black
5 0 255 255 cyan
6 255 0 255 magenta
7 255 255 0 yellow
8 255 255 255 white

In the final (large) soup I ran, there were only four objects (which happened to be still-lives) that had a mix of color states.
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Βεν Γ. Κυθισ

Posts: 207
Joined: December 27th, 2018, 5:42 am

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