For discussion of other cellular automata.

Can someone make a version of this
Which does the levy c curve?
I am a prolific creator of many rather pathetic googological functions

My CA rules 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: 2330
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

Moosey wrote:Can someone make a version of this
[w]hich does the levy c curve?

That's going to be a tough one, since the Lévy curve is self-crossing. Seems like you'd need a gazillion extra states to allow active signals to pass through each other without getting confused. Are all of the crossing points straight-across connections, or are there superimposed 90-degree turns and so on?

-- Ouch, I see there are 180-degree reversals, doing their reversals at the same point but approaching from different angles 90 degrees apart.

Probably this could be done somehow without going over 256 states, but it definitely doesn't look to me like any kind of simple extension of DragonCurve.

dvgrn
Moderator

Posts: 5830
Joined: May 17th, 2009, 11:00 pm

I was thinking about a rather unorthodox rule concept and I want to know if it would be possible.

It would basically act like a cross between Generations, an alternating rule, and a polystate Life rule, where instead of a "death" condition each "live" state save one which immediately precedes the "death" state transitions into the one after it, where the new state has an independent set of birth/survival conditions That is, a born cell will immediately enter the state of the majority of its live neighbors rather than entering the first "alive" state, and will not die unless it successively fails to meet the survival conditions in each state. Whether any "live" state should count across all live states' survival conditions is something I have not thought about, so I will let the more experienced folks here decide what would be best for creating interesting patterns.

E.g.:

State 1: B3/S23, move to state 2 if survival conditions not met
State 2: B36/S125, move to state 3 if survival conditions not met
State 3: B5678/S45678, move to state 0 if survival conditions not met
Ch91

Posts: 24
Joined: April 26th, 2019, 8:05 pm

State 1: B3/S23, move to state 2 if survival conditions not met
State 2: B36/S125, move to state 3 if survival conditions not met
State 3: B5678/S45678, move to state 0 if survival conditions not met

That sounds doable with RuleLoader. For the survival conditions, do the cells have to be next to cells of the same state, or just any alive state?
That that is, is. That that is not, is not. Is that it? It is.
A predecessor to my favorite oscillator of all time:
`x = 7, y = 5, rule = B3/S2-i3-y4i4b3o\$6bo\$o3b3o\$2o\$bo!`

Hdjensofjfnen

Posts: 1296
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

Ch91 wrote:Whether any "live" state should count across all live states' survival conditions is something I have not thought about, so I will let the more experienced folks here decide what would be best for creating interesting patterns.

Either choice is bound to create some interesting rules. It's anybody's guess as to which choice will create a larger proportion of interesting rules. With a chain of three rules we're talking about a rulespace size of (2^106)^3, which is so big that it's going to be hard to even do any kind of representative survey to figure out which choice is better.

So let's just pick the choice that's easiest to write a script for, to build these rule tables. And maybe it's also worth setting things up so that the rule table produces recognizable behavior for each of the three rules.

The born cell will immediately enter the state of the majority of its live neighbors rather than entering the first "alive" state option isn't well-defined for three or more chained B3 rules (what happens if there are three neighbors in three different states?) or even for two chained B2 rules (what happens in the case where there are two neighbors with different states?)

That suggests another option: no matter how many rules there are, the initial state should be "primary", the second state will be "secondary", and so on. If there would be a new birth at location X, considering only state-1 cells, then that's what will happen regardless of the configuration of cells state 2 and greater.

If state-1 cells don't mandate a birth, then if state-2 cells would cause a birth, then that's what will happen regardless of any state-3+ cells.

That's a definition for which a rule table could be automatically generated for any chain of rules. The only downside is that nothing affects the "primary" rule. So for your chain of B3/S23~B36/S125~B5678/S45678, what you'd end up with is basically a Life pattern that decorates itself around the edges with 2x2-rule patterns... and if the Life pattern dies out or leaves the area, the 2x2-rule patterns would decorate themselves with Vote/Majority-rule patterns around their edges, but would otherwise be unaffected.

So if you want all these chained rules to affect each other, it might be better to come up with another option that gives an unambiguous answer for any possible conflict between rules.

Ch91 wrote:E.g.:

State 1: B3/S23, move to state 2 if survival conditions not met
State 2: B36/S125, move to state 3 if survival conditions not met
State 3: B5678/S45678, move to state 0 if survival conditions not met

This is pretty easy to do by adapting existing scripts, particularly isotropic-rule-gen.py. Let's look at your specific example: isotropic-rule-gen.py produces

B3_S23:
`@RULE B3_S23*** File autogenerated by saverule. ***This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.The notation used to define the rule was originally proposed by Alan Hensel.See http://www.ibiblio.org/lifepatterns/neighbors2.html for details@TABLEn_states:2neighborhood:Mooresymmetries:rotate4reflectvar a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}# Birth0,1,1,1,0,0,0,0,0,10,1,1,0,1,0,0,0,0,10,1,1,0,0,1,0,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,1,0,1,0,1,0,0,0,10,1,0,1,0,0,1,0,0,10,1,0,0,1,0,1,0,0,10,0,1,0,1,0,1,0,0,1# Survival1,1,1,0,0,0,0,0,0,11,1,0,1,0,0,0,0,0,11,1,0,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,0,1,0,1,0,0,0,0,11,0,1,0,0,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,1,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,1,0,1,0,1,0,0,0,11,1,0,1,0,0,1,0,0,11,1,0,0,1,0,1,0,0,11,0,1,0,1,0,1,0,0,1# Death1,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

B36_S125:
`@RULE B36_S125*** File autogenerated by saverule. ***This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.The notation used to define the rule was originally proposed by Alan Hensel.See http://www.ibiblio.org/lifepatterns/neighbors2.html for details@TABLEn_states:2neighborhood:Mooresymmetries:rotate4reflectvar a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}# Birth0,1,1,1,0,0,0,0,0,10,1,1,0,1,0,0,0,0,10,1,1,0,0,1,0,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,1,0,1,0,1,0,0,0,10,1,0,1,0,0,1,0,0,10,1,0,0,1,0,1,0,0,10,0,1,0,1,0,1,0,0,10,1,1,1,1,1,1,0,0,10,1,1,1,1,1,0,1,0,10,1,1,1,1,0,1,1,0,10,1,1,1,1,0,1,0,1,10,1,1,1,0,1,1,1,0,10,1,1,0,1,1,1,0,1,1# Survival1,1,0,0,0,0,0,0,0,11,0,1,0,0,0,0,0,0,11,1,1,0,0,0,0,0,0,11,1,0,1,0,0,0,0,0,11,1,0,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,0,1,0,1,0,0,0,0,11,0,1,0,0,0,1,0,0,11,1,1,1,1,1,0,0,0,11,1,1,1,1,0,1,0,0,11,1,1,1,1,0,0,1,0,11,1,1,1,1,0,0,0,1,11,1,1,1,0,1,1,0,0,11,1,1,1,0,1,0,1,0,11,1,1,0,1,1,1,0,0,11,1,1,0,1,1,0,1,0,11,1,1,0,1,0,1,1,0,11,1,1,0,1,0,1,0,1,1# Death1,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

B5678_S45678:
`@RULE B5678_S45678*** File autogenerated by saverule. ***This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.The notation used to define the rule was originally proposed by Alan Hensel.See http://www.ibiblio.org/lifepatterns/neighbors2.html for details@TABLEn_states:2neighborhood:Mooresymmetries:rotate4reflectvar a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}# Birth0,1,1,1,1,1,0,0,0,10,1,1,1,1,0,1,0,0,10,1,1,1,1,0,0,1,0,10,1,1,1,1,0,0,0,1,10,1,1,1,0,1,1,0,0,10,1,1,1,0,1,0,1,0,10,1,1,0,1,1,1,0,0,10,1,1,0,1,1,0,1,0,10,1,1,0,1,0,1,1,0,10,1,1,0,1,0,1,0,1,10,1,1,1,1,1,1,0,0,10,1,1,1,1,1,0,1,0,10,1,1,1,1,0,1,1,0,10,1,1,1,1,0,1,0,1,10,1,1,1,0,1,1,1,0,10,1,1,0,1,1,1,0,1,10,1,1,1,1,1,1,1,0,10,1,1,1,1,1,1,0,1,10,1,1,1,1,1,1,1,1,1# Survival1,1,1,1,1,0,0,0,0,11,1,1,1,0,1,0,0,0,11,1,1,1,0,0,1,0,0,11,1,1,0,1,1,0,0,0,11,1,1,0,1,0,1,0,0,11,1,1,0,1,0,0,1,0,11,1,1,0,1,0,0,0,1,11,1,1,0,0,1,1,0,0,11,1,1,0,0,1,0,1,0,11,1,1,0,0,1,0,0,1,11,1,1,0,0,0,1,1,0,11,1,0,1,0,1,0,1,0,11,0,1,0,1,0,1,0,1,11,1,1,1,1,1,0,0,0,11,1,1,1,1,0,1,0,0,11,1,1,1,1,0,0,1,0,11,1,1,1,1,0,0,0,1,11,1,1,1,0,1,1,0,0,11,1,1,1,0,1,0,1,0,11,1,1,0,1,1,1,0,0,11,1,1,0,1,1,0,1,0,11,1,1,0,1,0,1,1,0,11,1,1,0,1,0,1,0,1,11,1,1,1,1,1,1,0,0,11,1,1,1,1,1,0,1,0,11,1,1,1,1,0,1,1,0,11,1,1,1,1,0,1,0,1,11,1,1,1,0,1,1,1,0,11,1,1,0,1,1,1,0,1,11,1,1,1,1,1,1,1,0,11,1,1,1,1,1,1,0,1,11,1,1,1,1,1,1,1,1,1# Death1,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

So then you just have to decide how to combine those three rule tables. Here's the simplest way:

`@RULE DeadSimpleChainedThis is a four-state rule in the Moore neighbourhood,combining  B3/S23, B36/S125, and B5678/S45678@TABLEn_states:4neighborhood:Mooresymmetries:rotate4reflectvar a={0,1,2,3}var b={0,1,2,3}var c={0,1,2,3}var d={0,1,2,3}var e={0,1,2,3}var f={0,1,2,3}var g={0,1,2,3}var h={0,1,2,3}# Birth B3_S230,1,1,1,0,0,0,0,0,10,1,1,0,1,0,0,0,0,10,1,1,0,0,1,0,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,1,0,1,0,1,0,0,0,10,1,0,1,0,0,1,0,0,10,1,0,0,1,0,1,0,0,10,0,1,0,1,0,1,0,0,1# Survival B3_S231,1,1,0,0,0,0,0,0,11,1,0,1,0,0,0,0,0,11,1,0,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,0,1,0,1,0,0,0,0,11,0,1,0,0,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,1,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,1,0,1,0,1,0,0,0,11,1,0,1,0,0,1,0,0,11,1,0,0,1,0,1,0,0,11,0,1,0,1,0,1,0,0,1# Birth B36_S1250,2,2,2,0,0,0,0,0,20,2,2,0,2,0,0,0,0,20,2,2,0,0,2,0,0,0,20,2,2,0,0,0,2,0,0,20,2,2,0,0,0,0,2,0,20,2,2,0,0,0,0,0,2,20,2,0,2,0,2,0,0,0,20,2,0,2,0,0,2,0,0,20,2,0,0,2,0,2,0,0,20,0,2,0,2,0,2,0,0,20,2,2,2,2,2,2,0,0,20,2,2,2,2,2,0,2,0,20,2,2,2,2,0,2,2,0,20,2,2,2,2,0,2,0,2,20,2,2,2,0,2,2,2,0,20,2,2,0,2,2,2,0,2,2# Survival B36_S1252,2,0,0,0,0,0,0,0,22,0,2,0,0,0,0,0,0,22,2,2,0,0,0,0,0,0,22,2,0,2,0,0,0,0,0,22,2,0,0,2,0,0,0,0,22,2,0,0,0,2,0,0,0,22,0,2,0,2,0,0,0,0,22,0,2,0,0,0,2,0,0,22,2,2,2,2,2,0,0,0,22,2,2,2,2,0,2,0,0,22,2,2,2,2,0,0,2,0,22,2,2,2,2,0,0,0,2,22,2,2,2,0,2,2,0,0,22,2,2,2,0,2,0,2,0,22,2,2,0,2,2,2,0,0,22,2,2,0,2,2,0,2,0,22,2,2,0,2,0,2,2,0,22,2,2,0,2,0,2,0,2,2# Birth B5678_S456780,3,3,3,3,3,0,0,0,30,3,3,3,3,0,3,0,0,30,3,3,3,3,0,0,3,0,30,3,3,3,3,0,0,0,3,30,3,3,3,0,3,3,0,0,30,3,3,3,0,3,0,3,0,30,3,3,0,3,3,3,0,0,30,3,3,0,3,3,0,3,0,30,3,3,0,3,0,3,3,0,30,3,3,0,3,0,3,0,3,30,3,3,3,3,3,3,0,0,30,3,3,3,3,3,0,3,0,30,3,3,3,3,0,3,3,0,30,3,3,3,3,0,3,0,3,30,3,3,3,0,3,3,3,0,30,3,3,0,3,3,3,0,3,30,3,3,3,3,3,3,3,0,30,3,3,3,3,3,3,0,3,30,3,3,3,3,3,3,3,3,3# Survival B5678_S456783,3,3,3,3,0,0,0,0,33,3,3,3,0,3,0,0,0,33,3,3,3,0,0,3,0,0,33,3,3,0,3,3,0,0,0,33,3,3,0,3,0,3,0,0,33,3,3,0,3,0,0,3,0,33,3,3,0,3,0,0,0,3,33,3,3,0,0,3,3,0,0,33,3,3,0,0,3,0,3,0,33,3,3,0,0,3,0,0,3,33,3,3,0,0,0,3,3,0,33,3,0,3,0,3,0,3,0,33,0,3,0,3,0,3,0,3,33,3,3,3,3,3,0,0,0,33,3,3,3,3,0,3,0,0,33,3,3,3,3,0,0,3,0,33,3,3,3,3,0,0,0,3,33,3,3,3,0,3,3,0,0,33,3,3,3,0,3,0,3,0,33,3,3,0,3,3,3,0,0,33,3,3,0,3,3,0,3,0,33,3,3,0,3,0,3,3,0,33,3,3,0,3,0,3,0,3,33,3,3,3,3,3,3,0,0,33,3,3,3,3,3,0,3,0,33,3,3,3,3,0,3,3,0,33,3,3,3,3,0,3,0,3,33,3,3,3,0,3,3,3,0,33,3,3,0,3,3,3,0,3,33,3,3,3,3,3,3,3,0,33,3,3,3,3,3,3,0,3,33,3,3,3,3,3,3,3,3,3# Death1,a,b,c,d,e,f,g,h,22,a,b,c,d,e,f,g,h,33,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

But of course this doesn't do anything very exciting as it stands, because there aren't any variables declared yet to settle arguments between different types of cells. So for each cell type, dying cells moving to the next state tend to choke out new cells being born of that type, and pretty quick almost everything just dies off:

`x = 3, y = 3, rule = DeadSimpleChained3A\$A\$.A!`

To fix that, you'll have to decide on some well-defined option for interaction between cells representing each of your arbitrarily-chosen rules, and define variables replacing the "0"s, and maybe also the "1"s, "2"s, and "3"s in the above rule table.

dvgrn
Moderator

Posts: 5830
Joined: May 17th, 2009, 11:00 pm

dvgrn wrote:
Ch91 wrote:Whether any "live" state should count across all live states' survival conditions is something I have not thought about, so I will let the more experienced folks here decide what would be best for creating interesting patterns.

Either choice is bound to create some interesting rules. It's anybody's guess as to which choice will create a larger proportion of interesting rules. With a chain of three rules we're talking about a rulespace size of (2^106)^3, which is so big that it's going to be hard to even do any kind of representative survey to figure out which choice is better.

So let's just pick the choice that's easiest to write a script for, to build these rule tables. And maybe it's also worth setting things up so that the rule table produces recognizable behavior for each of the three rules.

The born cell will immediately enter the state of the majority of its live neighbors rather than entering the first "alive" state option isn't well-defined for three or more chained B3 rules (what happens if there are three neighbors in three different states?) or even for two chained B2 rules (what happens in the case where there are two neighbors with different states?)

That suggests another option: no matter how many rules there are, the initial state should be "primary", the second state will be "secondary", and so on. If there would be a new birth at location X, considering only state-1 cells, then that's what will happen regardless of the configuration of cells state 2 and greater.

If state-1 cells don't mandate a birth, then if state-2 cells would cause a birth, then that's what will happen regardless of any state-3+ cells.

That's a definition for which a rule table could be automatically generated for any chain of rules. The only downside is that nothing affects the "primary" rule. So for your chain of B3/S23~B36/S125~B5678/S45678, what you'd end up with is basically a Life pattern that decorates itself around the edges with 2x2-rule patterns... and if the Life pattern dies out or leaves the area, the 2x2-rule patterns would decorate themselves with Vote/Majority-rule patterns around their edges, but would otherwise be unaffected.

So if you want all these chained rules to affect each other, it might be better to come up with another option that gives an unambiguous answer for any possible conflict between rules.

Ch91 wrote:E.g.:

State 1: B3/S23, move to state 2 if survival conditions not met
State 2: B36/S125, move to state 3 if survival conditions not met
State 3: B5678/S45678, move to state 0 if survival conditions not met

This is pretty easy to do by adapting existing scripts, particularly isotropic-rule-gen.py. Let's look at your specific example: isotropic-rule-gen.py produces

B3_S23:
`@RULE B3_S23*** File autogenerated by saverule. ***This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.The notation used to define the rule was originally proposed by Alan Hensel.See http://www.ibiblio.org/lifepatterns/neighbors2.html for details@TABLEn_states:2neighborhood:Mooresymmetries:rotate4reflectvar a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}# Birth0,1,1,1,0,0,0,0,0,10,1,1,0,1,0,0,0,0,10,1,1,0,0,1,0,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,1,0,1,0,1,0,0,0,10,1,0,1,0,0,1,0,0,10,1,0,0,1,0,1,0,0,10,0,1,0,1,0,1,0,0,1# Survival1,1,1,0,0,0,0,0,0,11,1,0,1,0,0,0,0,0,11,1,0,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,0,1,0,1,0,0,0,0,11,0,1,0,0,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,1,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,1,0,1,0,1,0,0,0,11,1,0,1,0,0,1,0,0,11,1,0,0,1,0,1,0,0,11,0,1,0,1,0,1,0,0,1# Death1,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

B36_S125:
`@RULE B36_S125*** File autogenerated by saverule. ***This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.The notation used to define the rule was originally proposed by Alan Hensel.See http://www.ibiblio.org/lifepatterns/neighbors2.html for details@TABLEn_states:2neighborhood:Mooresymmetries:rotate4reflectvar a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}# Birth0,1,1,1,0,0,0,0,0,10,1,1,0,1,0,0,0,0,10,1,1,0,0,1,0,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,1,0,1,0,1,0,0,0,10,1,0,1,0,0,1,0,0,10,1,0,0,1,0,1,0,0,10,0,1,0,1,0,1,0,0,10,1,1,1,1,1,1,0,0,10,1,1,1,1,1,0,1,0,10,1,1,1,1,0,1,1,0,10,1,1,1,1,0,1,0,1,10,1,1,1,0,1,1,1,0,10,1,1,0,1,1,1,0,1,1# Survival1,1,0,0,0,0,0,0,0,11,0,1,0,0,0,0,0,0,11,1,1,0,0,0,0,0,0,11,1,0,1,0,0,0,0,0,11,1,0,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,0,1,0,1,0,0,0,0,11,0,1,0,0,0,1,0,0,11,1,1,1,1,1,0,0,0,11,1,1,1,1,0,1,0,0,11,1,1,1,1,0,0,1,0,11,1,1,1,1,0,0,0,1,11,1,1,1,0,1,1,0,0,11,1,1,1,0,1,0,1,0,11,1,1,0,1,1,1,0,0,11,1,1,0,1,1,0,1,0,11,1,1,0,1,0,1,1,0,11,1,1,0,1,0,1,0,1,1# Death1,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

B5678_S45678:
`@RULE B5678_S45678*** File autogenerated by saverule. ***This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.The notation used to define the rule was originally proposed by Alan Hensel.See http://www.ibiblio.org/lifepatterns/neighbors2.html for details@TABLEn_states:2neighborhood:Mooresymmetries:rotate4reflectvar a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}# Birth0,1,1,1,1,1,0,0,0,10,1,1,1,1,0,1,0,0,10,1,1,1,1,0,0,1,0,10,1,1,1,1,0,0,0,1,10,1,1,1,0,1,1,0,0,10,1,1,1,0,1,0,1,0,10,1,1,0,1,1,1,0,0,10,1,1,0,1,1,0,1,0,10,1,1,0,1,0,1,1,0,10,1,1,0,1,0,1,0,1,10,1,1,1,1,1,1,0,0,10,1,1,1,1,1,0,1,0,10,1,1,1,1,0,1,1,0,10,1,1,1,1,0,1,0,1,10,1,1,1,0,1,1,1,0,10,1,1,0,1,1,1,0,1,10,1,1,1,1,1,1,1,0,10,1,1,1,1,1,1,0,1,10,1,1,1,1,1,1,1,1,1# Survival1,1,1,1,1,0,0,0,0,11,1,1,1,0,1,0,0,0,11,1,1,1,0,0,1,0,0,11,1,1,0,1,1,0,0,0,11,1,1,0,1,0,1,0,0,11,1,1,0,1,0,0,1,0,11,1,1,0,1,0,0,0,1,11,1,1,0,0,1,1,0,0,11,1,1,0,0,1,0,1,0,11,1,1,0,0,1,0,0,1,11,1,1,0,0,0,1,1,0,11,1,0,1,0,1,0,1,0,11,0,1,0,1,0,1,0,1,11,1,1,1,1,1,0,0,0,11,1,1,1,1,0,1,0,0,11,1,1,1,1,0,0,1,0,11,1,1,1,1,0,0,0,1,11,1,1,1,0,1,1,0,0,11,1,1,1,0,1,0,1,0,11,1,1,0,1,1,1,0,0,11,1,1,0,1,1,0,1,0,11,1,1,0,1,0,1,1,0,11,1,1,0,1,0,1,0,1,11,1,1,1,1,1,1,0,0,11,1,1,1,1,1,0,1,0,11,1,1,1,1,0,1,1,0,11,1,1,1,1,0,1,0,1,11,1,1,1,0,1,1,1,0,11,1,1,0,1,1,1,0,1,11,1,1,1,1,1,1,1,0,11,1,1,1,1,1,1,0,1,11,1,1,1,1,1,1,1,1,1# Death1,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

So then you just have to decide how to combine those three rule tables. Here's the simplest way:

`@RULE DeadSimpleChainedThis is a four-state rule in the Moore neighbourhood,combining  B3/S23, B36/S125, and B5678/S45678@TABLEn_states:4neighborhood:Mooresymmetries:rotate4reflectvar a={0,1,2,3}var b={0,1,2,3}var c={0,1,2,3}var d={0,1,2,3}var e={0,1,2,3}var f={0,1,2,3}var g={0,1,2,3}var h={0,1,2,3}# Birth B3_S230,1,1,1,0,0,0,0,0,10,1,1,0,1,0,0,0,0,10,1,1,0,0,1,0,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,1,0,1,0,1,0,0,0,10,1,0,1,0,0,1,0,0,10,1,0,0,1,0,1,0,0,10,0,1,0,1,0,1,0,0,1# Survival B3_S231,1,1,0,0,0,0,0,0,11,1,0,1,0,0,0,0,0,11,1,0,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,0,1,0,1,0,0,0,0,11,0,1,0,0,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,1,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,1,0,1,0,1,0,0,0,11,1,0,1,0,0,1,0,0,11,1,0,0,1,0,1,0,0,11,0,1,0,1,0,1,0,0,1# Birth B36_S1250,2,2,2,0,0,0,0,0,20,2,2,0,2,0,0,0,0,20,2,2,0,0,2,0,0,0,20,2,2,0,0,0,2,0,0,20,2,2,0,0,0,0,2,0,20,2,2,0,0,0,0,0,2,20,2,0,2,0,2,0,0,0,20,2,0,2,0,0,2,0,0,20,2,0,0,2,0,2,0,0,20,0,2,0,2,0,2,0,0,20,2,2,2,2,2,2,0,0,20,2,2,2,2,2,0,2,0,20,2,2,2,2,0,2,2,0,20,2,2,2,2,0,2,0,2,20,2,2,2,0,2,2,2,0,20,2,2,0,2,2,2,0,2,2# Survival B36_S1252,2,0,0,0,0,0,0,0,22,0,2,0,0,0,0,0,0,22,2,2,0,0,0,0,0,0,22,2,0,2,0,0,0,0,0,22,2,0,0,2,0,0,0,0,22,2,0,0,0,2,0,0,0,22,0,2,0,2,0,0,0,0,22,0,2,0,0,0,2,0,0,22,2,2,2,2,2,0,0,0,22,2,2,2,2,0,2,0,0,22,2,2,2,2,0,0,2,0,22,2,2,2,2,0,0,0,2,22,2,2,2,0,2,2,0,0,22,2,2,2,0,2,0,2,0,22,2,2,0,2,2,2,0,0,22,2,2,0,2,2,0,2,0,22,2,2,0,2,0,2,2,0,22,2,2,0,2,0,2,0,2,2# Birth B5678_S456780,3,3,3,3,3,0,0,0,30,3,3,3,3,0,3,0,0,30,3,3,3,3,0,0,3,0,30,3,3,3,3,0,0,0,3,30,3,3,3,0,3,3,0,0,30,3,3,3,0,3,0,3,0,30,3,3,0,3,3,3,0,0,30,3,3,0,3,3,0,3,0,30,3,3,0,3,0,3,3,0,30,3,3,0,3,0,3,0,3,30,3,3,3,3,3,3,0,0,30,3,3,3,3,3,0,3,0,30,3,3,3,3,0,3,3,0,30,3,3,3,3,0,3,0,3,30,3,3,3,0,3,3,3,0,30,3,3,0,3,3,3,0,3,30,3,3,3,3,3,3,3,0,30,3,3,3,3,3,3,0,3,30,3,3,3,3,3,3,3,3,3# Survival B5678_S456783,3,3,3,3,0,0,0,0,33,3,3,3,0,3,0,0,0,33,3,3,3,0,0,3,0,0,33,3,3,0,3,3,0,0,0,33,3,3,0,3,0,3,0,0,33,3,3,0,3,0,0,3,0,33,3,3,0,3,0,0,0,3,33,3,3,0,0,3,3,0,0,33,3,3,0,0,3,0,3,0,33,3,3,0,0,3,0,0,3,33,3,3,0,0,0,3,3,0,33,3,0,3,0,3,0,3,0,33,0,3,0,3,0,3,0,3,33,3,3,3,3,3,0,0,0,33,3,3,3,3,0,3,0,0,33,3,3,3,3,0,0,3,0,33,3,3,3,3,0,0,0,3,33,3,3,3,0,3,3,0,0,33,3,3,3,0,3,0,3,0,33,3,3,0,3,3,3,0,0,33,3,3,0,3,3,0,3,0,33,3,3,0,3,0,3,3,0,33,3,3,0,3,0,3,0,3,33,3,3,3,3,3,3,0,0,33,3,3,3,3,3,0,3,0,33,3,3,3,3,0,3,3,0,33,3,3,3,3,0,3,0,3,33,3,3,3,0,3,3,3,0,33,3,3,0,3,3,3,0,3,33,3,3,3,3,3,3,3,0,33,3,3,3,3,3,3,0,3,33,3,3,3,3,3,3,3,3,3# Death1,a,b,c,d,e,f,g,h,22,a,b,c,d,e,f,g,h,33,a,b,c,d,e,f,g,h,0@COLORS@ICONScircles`

But of course this doesn't do anything very exciting as it stands, because there aren't any variables declared yet to settle arguments between different types of cells. So for each cell type, dying cells moving to the next state tend to choke out new cells being born of that type, and pretty quick almost everything just dies off:

`x = 3, y = 3, rule = DeadSimpleChained3A\$A\$.A!`

To fix that, you'll have to decide on some well-defined option for interaction between cells representing each of your arbitrarily-chosen rules, and define variables replacing the "0"s, and maybe also the "1"s, "2"s, and "3"s in the above rule table.

Interesting. If anyone gets around to figuring it out, I'd like to hear what they end up finding. And I hadn't thought of how two chained rules which share a birth condition might interact, so good catch there.

That said, perhaps the primary/secondary division could act as a tiebreaker of sorts in situations where two different birth conditions would otherwise be valid? I must admit, this is proving to be even more complex to implement than I had imagined. A two-chain rule might be simpler to execute, preferably in a scenario where no overlapping birth conditions exist.
Ch91

Posts: 24
Joined: April 26th, 2019, 8:05 pm

Requesting a specific 3 storey/height/level conway game of life rule..
The states are:
Black =All 3 storeys are dead
Red = Bottom one is alive, others are dead.
Geen = Mid one is alive, others are dead.
Blue = Top one is alive, others are dead.
Yellow = Bottom and mid one is alive others are dead.
Magenta = Bottom and top one is alive, others are dead.
Cyan = Mid and top one is alive, others are dead.
White = All storeys are alive.

The board is toroidal, this means the botton one is adjacent to the top one and the top one is also adjacent to botton one.

To make easier to understand, here is a 5x5x3 board
Botton storey
xxxxx
x000x
x000x
x000x
xxxxx

Mid storey
xxxxx
x000x
x0A0x
x000x
xxxxx

Top storey
xxxxx
x000x
x000x
x000x
xxxxx

The cell A is adjacent to all the cell with number 0 at it.

The rules are:
An dead cell at certain story become alive with 5, or 6 or 7 or 8 adjacent cells alive, and become dead at all others situations.
An alive cell continue to be alive with 5, or 6 or 7 or 8 or 9 or 10 or 11 or 12 adjacent cells alive, and become dead at all others situations.
spaceman00

Posts: 4
Joined: August 16th, 2017, 2:08 pm

spaceman00 wrote:Requesting a specific 3 storey/height/level conway game of life rule..

Square Cell here:

http://bprentice.webenet.net/Square%20Cell/

supports a family of related rules.

The rule selector dialog:

Rule.png (126.42 KiB) Viewed 2940 times

shows an example 16 state rule.

An interesting gun:

`#Rule = Bit Counts#States = 16#NS 1,1,1,1,1,1,1,1,1#NS 1,1,1,1,0,1,1,1,1#NS 1,1,1,1,0,1,1,1,1#NS 1,1,1,1,1,1,1,1,1#RT 0,0,0,0,1,0,0,14,3,0,0,10,0,6,1,0,3,14,0,0,10,1,15,6,4,13,0,0,8,7,2,7,0,5,7,0,0#Rows = 50#Columns = 40#L 32.2A3.2A\$32.2A3.2A21\$31.A2NA.A2NA\$34.A.A\$33.FN.NF\$33.A3.A\$31.CA5.A#L C\$33.A3.A\$33.FN.NF\$34.A.A\$31.A2NA.A2NA11\$22.A3.C3.A\$2A20.N3.A3.N\$2A#L 20.N.FA.AF.N\$22.2AN3.N2A2\$22.2AN3.N2A\$2A20.N.FA.AF.N\$2A20.N3.A3.N\$22.#L A3.C3.A`

The Java step code is:

`  public int step(int r, int c)  {    int bitCount =      ((squareCell.getNeighbor(r - 1, c - 1)     ) & neighborSelector[0][0]) +      ((squareCell.getNeighbor(r - 1, c - 1) >> 1) & neighborSelector[0][1]) +      ((squareCell.getNeighbor(r - 1, c - 1) >> 2) & neighborSelector[0][2]) +      ((squareCell.getNeighbor(r - 1, c - 1) >> 3) & neighborSelector[0][3]) +      ((squareCell.getNeighbor(r - 1, c    )     ) & neighborSelector[1][0]) +      ((squareCell.getNeighbor(r - 1, c    ) >> 1) & neighborSelector[1][1]) +      ((squareCell.getNeighbor(r - 1, c    ) >> 2) & neighborSelector[1][2]) +      ((squareCell.getNeighbor(r - 1, c    ) >> 3) & neighborSelector[1][3]) +      ((squareCell.getNeighbor(r - 1, c + 1)     ) & neighborSelector[2][0]) +      ((squareCell.getNeighbor(r - 1, c + 1) >> 1) & neighborSelector[2][1]) +      ((squareCell.getNeighbor(r - 1, c + 1) >> 2) & neighborSelector[2][2]) +      ((squareCell.getNeighbor(r - 1, c + 1) >> 3) & neighborSelector[2][3]) +      ((squareCell.getNeighbor(r    , c - 1)     ) & neighborSelector[3][0]) +      ((squareCell.getNeighbor(r    , c - 1) >> 1) & neighborSelector[3][1]) +      ((squareCell.getNeighbor(r    , c - 1) >> 2) & neighborSelector[3][2]) +      ((squareCell.getNeighbor(r    , c - 1) >> 3) & neighborSelector[3][3]) +      ((squareCell.getNeighbor(r    , c    )     ) & neighborSelector[4][0]) +      ((squareCell.getNeighbor(r    , c    ) >> 1) & neighborSelector[4][1]) +      ((squareCell.getNeighbor(r    , c    ) >> 2) & neighborSelector[4][2]) +      ((squareCell.getNeighbor(r    , c    ) >> 3) & neighborSelector[4][3]) +      ((squareCell.getNeighbor(r    , c + 1)     ) & neighborSelector[5][0]) +      ((squareCell.getNeighbor(r    , c + 1) >> 1) & neighborSelector[5][1]) +      ((squareCell.getNeighbor(r    , c + 1) >> 2) & neighborSelector[5][2]) +      ((squareCell.getNeighbor(r    , c + 1) >> 3) & neighborSelector[5][3]) +      ((squareCell.getNeighbor(r + 1, c - 1)     ) & neighborSelector[6][0]) +      ((squareCell.getNeighbor(r + 1, c - 1) >> 1) & neighborSelector[6][1]) +      ((squareCell.getNeighbor(r + 1, c - 1) >> 2) & neighborSelector[6][2]) +      ((squareCell.getNeighbor(r + 1, c - 1) >> 3) & neighborSelector[6][3]) +      ((squareCell.getNeighbor(r + 1, c    )     ) & neighborSelector[7][0]) +      ((squareCell.getNeighbor(r + 1, c    ) >> 1) & neighborSelector[7][1]) +      ((squareCell.getNeighbor(r + 1, c    ) >> 2) & neighborSelector[7][2]) +      ((squareCell.getNeighbor(r + 1, c    ) >> 3) & neighborSelector[7][3]) +      ((squareCell.getNeighbor(r + 1, c + 1)     ) & neighborSelector[8][0]) +      ((squareCell.getNeighbor(r + 1, c + 1) >> 1) & neighborSelector[8][1]) +      ((squareCell.getNeighbor(r + 1, c + 1) >> 2) & neighborSelector[8][2]) +      ((squareCell.getNeighbor(r + 1, c + 1) >> 3) & neighborSelector[8][3]);    return ruleTable[0][bitCount];  }`

Brian Prentice
bprentice

Posts: 597
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Saka wrote:
Saka wrote:
Saka wrote:I would like a script-made rule that runs Life as normal but with icons for all possible sets of neighbors so that it creates a "net" of cells. Here's how it works:
1. A cell is born as state 1
`x = 50, y = 28, rule = LifeHistoryD3.D2.D3.2D.D.2D.3D.D2.D.D.D\$2D.2D.D.D.D3.D.D2.D.D.D2.D.D.D\$D.D.D.3D.D.D.D.D2.3D.D2.D2.D\$D3.D.D.D2.2D.D.2D.D.D.2D.2D.D3\$2D2.3D.3D.D\$D.D.D.D.D3.3D\$2D2.D.D.D3.D2.D\$D.D.D.D.D3.D2.D15.19F\$2D2.3D.D3.D2.D15.F5.F.3A.F5.F\$31.F5.F5AF5.F\$31.F5.F5AF5.F\$10.D20.F5.F5AF5.F\$10.D20.F5.F.3A.F5.F\$10.D20.19F\$10.D16.D3.F5.F.3A.F5.F\$11.D16.D2.F5.F5AF5.F\$11.2D12.5D.F5.F5AF5.F\$12.4D9.D2.D2.F5.F5AF5.F\$15.10D2.D3.F5.F.3A.F5.F\$31.19F\$31.F5.F.3A.F5.F\$31.F5.F5AF5.F\$31.F5.F5AF5.F\$31.F5.F5AF5.F\$31.F5.F.3A.F5.F\$31.19F!`

2. The cell detects it's fellow state 1 neighbors and changes to the state with the proper icon:
`x = 19, y = 19, rule = LifeHistory19F\$F5.F5.F5.F\$F5.F5.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$19F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$19F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F5.F5.F\$F5.F5.F5.F\$19F!`

3. Repeat from step 1, but surviving states also change to state 1:
`x = 19, y = 19, rule = LifeHistory19F\$F5.F5.F5.F\$F5.F5.F5.F\$F5.F5.F5.F\$F5.F5.F5.F\$F5.F5.F5.F\$19F\$F.3A.F.3A.F.3A.F\$F5AF5AF5AF\$F5AF5AF5AF\$F5AF5AF5AF\$F.3A.F.3A.F.3A.F\$19F\$F5.F5.F5.F\$F5.F5.F5.F\$F5.F5.F5.F\$F5.F5.F5.F\$F5.F5.F5.F\$19F!`

But if you do the math, all possible neighbors will require 256 states with icons. That, for now, is impossible in Golly. BUT, we can cut down on states by deleting all 1e and 1c states and replacing them with the 2i and 2n states:
`x = 19, y = 19, rule = LifeHistory19F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$19F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$19F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$F5.F2.A2.F5.F\$19F!`

This will cut down on 8 states, making a rule with 246 neighbor states + 1 detect state + Void = 248 states.
PLEASE someone do it, this would be very cool.
`x = 19, y = 19, rule = LifeHistory19F\$F5.F4.AF5.F\$F5.F3.A.F5.F\$F5.F2.A2.F5.F\$F5.F.A3.F5.F\$F5.FA4.F5.F\$19F\$F4.AF5.F5.F\$F3.A.F5.F5.F\$F2.A2.F5.F5.F\$F2.A2.F5.F5.F\$F2.A2.F5.F5.F\$19F\$F2.A2.F5.F5.F\$F2.A2.F5.F5.F\$F2.3AF5AF5AF\$F5.F5.F5.F\$F5.F5.F5.F\$19F!`

pls

Extra pls

Hey past me! I've done it!
WireLife.rule

Tiny script to view patterns in wire form
`import golly as gimport timeg.run(1)while 1:    g.run(3)    g.update()    time.sleep(0.05) #Adjust to taste`

`x = 17, y = 33, rule = WireLife6.6A.2A\$6.6A.2A\$13.2A\$6.2A5.2A\$6.2A5.2A\$6.2A5.2A\$6.2A\$6.2A.6A\$6.2A.6A5\$.A\$A\$3A9.A2.A\$16.A\$12.A3.A\$13.4A3\$13.A\$11.A3.A\$16.A\$11.A4.A\$12.5A3\$12.2A\$10.A4.A\$16.A\$10.A5.A\$11.6A!`
If you're the person that uploaded to Sakagolue illegally, please PM me.
`x = 17, y = 10, rule = B3/S23b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5bo2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!`

(Check gen 2)

Saka

Posts: 3110
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Life but after 254 gens died cells come back to life
Dead state 0 Living state 1 Died states 2-254 Zombie state 255
Zombie cells work like b/s but they can cause b3 births and s23 survivals to normal cells

This will cause all spaceships to be very sparky
I like making color palettes for rules

Gustone

Posts: 421
Joined: March 6th, 2019, 2:26 am

Gustone wrote:Life but after 254 gens died cells come back to life
Dead state 0 Living state 1 Died states 2-254 Zombie state 255
Zombie cells work like b/s but they can cause b3 births and s23 survivals to normal cells

This will cause all spaceships to be very sparky

Actually, not as much as you might think-- BUT if you made the zombie states last longer, say, Zombies = S255 and S254 then it may work better.
(End of mr critic show)
I am a prolific creator of many rather pathetic googological functions

My CA rules 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: 2330
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

Moosey wrote:
Gustone wrote:Life but after 254 gens died cells come back to life
Dead state 0 Living state 1 Died states 2-254 Zombie state 255
Zombie cells work like b/s but they can cause b3 births and s23 survivals to normal cells

This will cause all spaceships to be very sparky

Actually, not as much as you might think-- BUT if you made the zombie states last longer, say, Zombies = S255 and S254 then it may work better.
(End of mr critic show)

I like making color palettes for rules

Gustone

Posts: 421
Joined: March 6th, 2019, 2:26 am

If zombie cells could also be reborn, then any (sufficiently short) spaceship automatically becomes a linear growth pattern. I wonder what would happen to a rake.
I like making rules
fluffykitty

Posts: 617
Joined: June 14th, 2014, 5:03 pm

Here you go, it took a lot of painful debugging but it is done:
ZombieLife.rule
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: 217
Joined: December 27th, 2018, 5:42 am

Wait I don't know what zombie cells are actually supposed to do after they get born, are they sparks or do they turn in to normal alive cells?
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: 217
Joined: December 27th, 2018, 5:42 am

Βεν Γ. Κυθισ wrote:Wait I don't know what zombie cells are actually supposed to do after they get born, are they sparks or do they turn in to normal alive cells?

they work like b/s
a better version will be adjustable by pasting a table version of a rule
I like making color palettes for rules

Gustone

Posts: 421
Joined: March 6th, 2019, 2:26 am

Would it be possible to make a script (javascript, python, c, what-have-you) simulating a version of logic land like WWEJ3 or JVNWWE? That is, with construction capabilities, etc. I ask for a script because I'd imagine that for Universal construction you'd need a large amount of states--more than golly could use.
Also, can someone supply a ruletable for logicland that can have tighter crossovers so that one can run the computer?
EDIT:
Look at the LWSS in zombielife:
`x = 259, y = 5, rule = ZombieLifeyO.yK.yG.yC.xW.xS.xO.xK.xG.xC.wW.wS.wO.wK.wG.wC.vW.vS.vO.vK.vG.vC.uW.uS.uO.uK.uG.uC.tW.tS.tO.tK.tG.tC.sW.sS.sO.sK.sG.sC.rW.rS.rO.rK.rG.rC.qW.qS.qO.qK.qG.qC.pW.pS.pO.pK.pG.pC.W.S.O.K.G.C.yMyNyIyJyEyFyAyBxUxVxQxRxMxNxIxJxExFxAxBwUwVwQwRwMwNwIwJwEwFwAwBvUvVvQvRvMvNvIvJvEvFvAvBuUuVuQuRuMuNuIuJuEuFuAuBtUtVtQtRtMtNtItJtEtFtAtBsUsVsQsRsMsNsIsJsEsFsAsBrUrVrQrRrMrNrIrJrErFrArBqUqVqQqRqMqNqIqJqEqFqAqBpUpVpQpRpMpNpIpJpEpFpApBUVQRMNIJEFA2BA\$128.2yN2yJ2yF2yB2xV2xR2xN2xJ2xF2xB2wV2wR2wN2wJ2wF2wB2vV2vR2vN2vJ2vF2vB2uV2uR2uN2uJ2uF2uB2tV2tR2tN2tJ2tF2tB2sV2sR2sN2sJ2sF2sB2rV2rR2rN2rJ2rF2rB2qV2qR2qN2qJ2qF2qB2pV2pR2pN2pJ2pF2pB2V2R2N2J2F4BA\$127.yOyMyKyIyGyEyCyAxWxUxSxQxOxMxKxIxGxExCxAwWwUwSwQwOwMwKwIwGwEwCwAvWvUvSvQvOvMvKvIvGvEvCvAuWuUuSuQuOuMuKuIuGuEuCuAtWtUtStQtOtMtKtItGtEtCtAsWsUsSsQsOsMsKsIsGsEsCsArWrUrSrQrOrMrKrIrGrErCrAqWqUqSqQqOqMqKqIqGqEqCqApWpUpSpQpOpMpKpIpGpEpCpAWUSQOMKIGECABDBA\$129.2yL2yH2yD2xX2xT2xP2xL2xH2xD2wX2wT2wP2wL2wH2wD2vX2vT2vP2vL2vH2vD2uX2uT2uP2uL2uH2uD2tX2tT2tP2tL2tH2tD2sX2sT2sP2sL2sH2sD2rX2rT2rP2rL2rH2rD2qX2qT2qP2qL2qH2qD2pX2pT2pP2pL2pH2pD2X2T2P2L2H2D4A\$.yM.yI.yE.yA.xU.xQ.xM.xI.xE.xA.wU.wQ.wM.wI.wE.wA.vU.vQ.vM.vI.vE.vA.uU.uQ.uM.uI.uE.uA.tU.tQ.tM.tI.tE.tA.sU.sQ.sM.sI.sE.sA.rU.rQ.rM.rI.rE.rA.qU.qQ.qM.qI.qE.qA.pU.pQ.pM.pI.pE.pA.U.Q.M.I.E.A.yKyLyGyHyCyDxWxXxSxTxOxPxKxLxGxHxCxDwWwXwSwTwOwPwKwLwGwHwCwDvWvXvSvTvOvPvKvLvGvHvCvDuWuXuSuTuOuPuKuLuGuHuCuDtWtXtStTtOtPtKtLtGtHtCtDsWsXsSsTsOsPsKsLsGsHsCsDrWrXrSrTrOrPrKrLrGrHrCrDqWqXqSqTqOqPqKqLqGqHqCqDpWpXpSpTpOpPpKpLpGpHpCpDWXSTOPKLGHC2DC!`

Try a b and you'll see the rule is explosive.
The HF is a lucridously long-lived Spark:
`x = 3, y = 4, rule = ZombieLife.A\$A.A\$A.A\$2A!`

And the TL is weird:
`x = 3, y = 2, rule = ZombieLife.A\$3A!`

It hardly matters how large a ship is when it comes to how puffery it is:
`x = 31, y = 79, rule = ZombieLife4.2A\$4.A2.A\$4.A3.A\$6.3A\$2.2A6.4A\$2.A.2A4.4A\$.A4.A6.3A\$2.4A4.2A3.A\$A9.2A\$.A3.A\$6.3A2.2A2.A\$2.2A7.A4.A\$13.A.2A\$10.2A6.A\$11.2A.3A.A\$10.2A3.A2.A\$10.A.A2.2A\$10.A2.A.A.A\$10.3A6.A\$11.A.A.A3.A\$14.2A.A.A\$11.A6.3A2\$11.A9.A\$11.A3.A6.A\$12.A5.5A\$12.3A\$16.2A\$13.3A2.A\$11.A.3A.A\$10.A3.A2.A\$11.A4.2A.3A\$13.4A.A4.2A\$13.A.4A4.2A\$19.A\$20.A2.2A\$20.2A\$21.5A\$25.2A\$19.3A6.A\$20.A.A3.A.A\$19.A3.A3.A\$19.A3.2A\$18.A6.A.3A\$19.2A3.A3.2A\$20.4A2.A2.A\$22.2A3.A\$21.A\$21.2A.A\$20.A\$19.5A\$19.A4.A\$18.3A.3A\$18.A.5A\$18.A\$20.A\$16.A4.4A\$20.4A.2A\$17.3A4.A\$24.A.A\$28.A\$24.A2.2A\$25.3A\$22.2A\$21.3A5.A\$24.2A2.A.A\$21.A2.3A.A.A\$22.2A.A2.A\$24.A.A2.2A\$26.2A\$22.3A4.A\$22.3A4.A\$23.2A3.3A\$24.2A.2A\$25.2A\$25.A2\$24.2A\$26.A!`

The Schick engine is pretty cool:
`x = 11, y = 11, rule = ZombieLife.A2BA\$A4B\$ABDBACE\$4A2D\$2.C2DC3AB\$6.2AC2A\$2.C2DC3AB\$4A2D\$ABDBACE\$A4B\$.A2BA!`

Coeships are trouble though:
`x = 7, y = 9, rule = ZombieLife.2A\$2A.2A\$.4A\$2.2A\$3.A\$.A3.A\$A5.A\$A5.A\$6A!`

Fireships are crazy:
`x = 10, y = 266, rule = ZombieLife4.2A\$3.4A2\$2.6A\$3.4A2\$2.2A2.2A\$2A.A2.A.2A\$3.A2.A3\$4.2A\$4.2A2\$.A.A2.A.A\$A2.A2.A2.A\$A8.A\$A8.A\$2A6.2A\$2.6A242\$4.3A\$3.A2.A\$6.A\$6.A\$5.A!`

Small infinite growth:
`x = 3, y = 3, rule = ZombieLife.2A\$2.A\$A!`

EDIT:
Pre-octagon 2:
`x = 14, y = 14, rule = ZombieLife5.A2.A\$5.A2.A\$2.10A\$2.10A\$2.2A6.2A\$4A6.4A\$2.2A6.2A\$2.2A6.2A\$4A6.4A\$2.2A6.2A\$2.10A\$2.10A\$5.A2.A\$5.A2.A!`

The zombie cells generally look like a shadow of what happened:
`x = 27, y = 18, rule = ZombieLife.A2.A5.2A\$A8.4A\$A3.A3.2A.2A\$4A5.2A4\$11.2A\$2.3A7.2A\$2.A6.A2.A\$2.A.A6.A\$3.2A3.2A\$25.2A\$25.A\$.A2.A18.3A\$A\$A3.A\$4A!`

Edgy ecologist:
`x = 153, y = 21, rule = ZombieLife127.A2.A5.2A\$126.A8.4A\$126.A3.A3.2A.2A\$126.4A5.2A4\$137.2A\$128.3A7.2A\$128.A6.A2.A\$128.A.A6.A\$129.2A3.2A\$151.2A\$151.A\$4.C.G.K.O.S.W.pC.pG.pK.pO.pS.pW.qC.qG.qK.qO.qS.qW.rC.rG.rK.rO.rS.rW.sC.sG.sK.sO.sS.sW.tC.tG.tK.tO.tS.tW.uC.uG.uK.uO.uS.uW.vC.vG.vK.vO.vS.vW.wC.wG.wK.wO.wS.wW.xC.xG.xK.xO.xS.xW.yC.yGAyK.yO18.3A\$2.C3DCHGLKPOTSXWpDpCpHpGpLpKpPpOpTpSpXpWqDqCqHqGqLqKqPqOqTqSqXqWrDrCrHrGrLrKrPrOrTrSrXrWsDsCsHsGsLsKsPsOsTsSsXsWtDtCtHtGtLtKtPtOtTtStXtWuDuCuHuGuLuKuPuOuTuSuXuWvDvCvHvGvLvKvPvOvTvSvXvWwDwCwHwGwLwKwPwOwTwSwXwWxDxCxHxGxLxKxPxOxTxSxXxWyDyCyHyGyLyK.A\$5A2D2H2L2P2T2X2pD2pH2pL2pP2pT2pX2qD2qH2qL2qP2qT2qX2rD2rH2rL2rP2rT2rX2sD2sH2sL2sP2sT2sX2tD2tH2tL2tP2tT2tX2uD2uH2uL2uP2uT2uX2vD2vH2vL2vP2vT2vX2wD2wH2wL2wP2wT2wX2xD2xH2xL2xP2xT2xX2yD2yH2yL\$ABD2BACEGIKMOQSUWpApCpEpGpIpKpMpOpQpSpUpWqAqCqEqGqIqKqMqOqQqSqUqWrArCrErGrIrKrMrOrQrSrUrWsAsCsEsGsIsKsMsOsQsSsUsWtAtCtEtGtItKtMtOtQtStUtWuAuCuEuGuIuKuMuOuQuSuUuWvAvCvEvGvIvKvMvOvQvSvUvWwAwCwEwGwIwKwMwOwQwSwUwWxAxCxExGxIxKxMxOxQxSxUxWyAyCyEyGyIyKyMyO\$A5B2F2J2N2R2V2pB2pF2pJ2pN2pR2pV2qB2qF2qJ2qN2qR2qV2rB2rF2rJ2rN2rR2rV2sB2sF2sJ2sN2sR2sV2tB2tF2tJ2tN2tR2tV2uB2uF2uJ2uN2uR2uV2vB2vF2vJ2vN2vR2vV2wB2wF2wJ2wN2wR2wV2xB2xF2xJ2xN2xR2xV2yB2yF2yJ2yN\$.A3BAFEJINMRQVUpBpApFpEpJpIpNpMpRpQpVpUqBqAqFqEqJqIqNqMqRqQqVqUrBrArFrErJrIrNrMrRrQrVrUsBsAsFsEsJsIsNsMsRsQsVsUtBtAtFtEtJtItNtMtRtQtVtUuBuAuFuEuJuIuNuMuRuQuVuUvBvAvFvEvJvIvNvMvRvQvVvUwBwAwFwEwJwIwNwMwRwQwVwUxBxAxFxExJxIxNxMxRxQxVxUyByAyFyEyJyIyNyM\$3.A.E.I.M.Q.U.pA.pE.pI.pM.pQ.pU.qA.qE.qI.qM.qQ.qU.rA.rE.rI.rM.rQ.rU.sA.sE.sI.sM.sQ.sU.tA.tE.tI.tM.tQ.tU.uA.uE.uI.uM.uQ.uU.vA.vE.vI.vM.vQ.vU.wA.wE.wI.wM.wQ.wU.xA.xE.xI.xM.xQ.xU.yA.yE.yI.yM!`

Weird crab-based ship:
`x = 191, y = 201, rule = ZombieLife.2A\$2ACB\$.BACF\$2.DEGJ\$3.HIKN\$4.LMOR\$5.PQSV\$6.TUWpB\$7.XpApCpF\$8.pDpEpGpJ\$9.pHpIpKpN\$10.pLpMpOpR\$11.pPpQpSpV\$12.pTpUpWqB\$13.pXqAqCqF\$14.qDqEqGqJ\$15.qHqIqKqN\$16.qLqMqOqR\$17.qPqQqSqV\$18.qTqUqWrB\$19.qXrArCrF\$20.rDrErGrJ\$21.rHrIrKrN\$22.rLrMrOrR\$23.rPrQrSrV\$24.rTrUrWsB\$25.rXsAsCsF\$26.sDsEsGsJ\$27.sHsIsKsN\$28.sLsMsOsR\$29.sPsQsSsV\$30.sTsUsWtB\$31.sXtAtCtF\$32.tDtEtGtJ\$33.tHtItKtN\$34.tLtMtOtR\$35.tPtQtStV\$36.tTtUtWuB\$37.tXuAuCuF\$38.uDuEuGuJ\$39.uHuIuKuN\$40.uLuMuOuR\$41.uPuQuSuV\$42.uTuUuWvB\$43.uXvAvCvF\$44.vDvEvGvJ\$45.vHvIvKvN\$46.vLvMvOvR\$47.vPvQvSvV\$48.vTvUvWwB\$49.vXwAwCwF\$50.wDwEwGwJ\$51.wHwIwKwN\$52.wLwMwOwR\$53.wPwQwSwV\$54.wTwUwWxB\$55.wXxAxCxF\$56.xDxExGxJ\$57.xHxIxKxN\$58.xLxMxOxR\$59.xPxQxSxV\$60.xTxUxWyB\$61.xXyAyCyF\$62.yDyEyGyJ\$63.yHyIyKyN\$64.yLyMyO2\$67.2AC\$67.2ADG\$68.2DHK\$58.A6.2A2DCHLO\$57.2AB4.A2BA2HGLPS\$57.ACAD2.2ADAFD2LKPTW\$58.BCEA.2BDCEJH2POTXpC\$59.FA3BFBHGINL2TSXpDpG\$60.A2BAFJFLKM2A2XWpDpHpK\$61.E2FEJNJP2ACB2pDpCpHpLpO\$62.I2JINRNTBACF2pHpGpLpPpS\$63.M2NMRVRXDEGJ2pLpKpPpTpW\$64.Q2RQVpBVpDHIKN2pPpOpTpXqC\$65.U2VUpBpFpBpHLMOR2pTpSpXqDqG\$66.pA2pBpApFpJpFpLPQSV2pXpWqDqHqK\$67.pE2pFpEpJpNpJpPTUWpB2qDqCqHqLqO\$68.pI2pJpIpNpRpNpTXpApCpF2qHqGqLqPqS\$69.pM2pNpMpRpVpRpXpDpEpGpJ2qLqKqPqTqW\$70.pQ2pRpQpVqBpVqDpHpIpKpN2qPqOqTqXrC\$71.pU2pVpUqBqFqBqHpLpMpOpR2qTqSqXrDrG\$72.qA2qBqAqFqJqFqLpPpQpSpV2qXqWrDrHrK\$73.qE2qFqEqJqNqJqPpTpUpWqB2rDrCrHrLrO\$74.qI2qJqIqNqRqNqTpXqAqCqF2rHrGrLrPrS\$75.qM2qNqMqRqVqRqXqDqEqGqJ2rLrKrPrTrW\$76.qQ2qRqQqVrBqVrDqHqIqKqN2rPrOrTrXsC\$77.qU2qVqUrBrFrBrHqLqMqOqR2rTrSrXsDsG\$78.rA2rBrArFrJrFrLqPqQqSqV2rXrWsDsHsK\$79.rE2rFrErJrNrJrPqTqUqWrB2sDsCsHsLsO\$80.rI2rJrIrNrRrNrTqXrArCrF2sHsGsLsPsS\$81.rM2rNrMrRrVrRrXrDrErGrJ2sLsKsPsTsW\$82.rQ2rRrQrVsBrVsDrHrIrKrN2sPsOsTsXtC\$83.rU2rVrUsBsFsBsHrLrMrOrR2sTsSsXtDtG\$84.sA2sBsAsFsJsFsLrPrQrSrV2sXsWtDtHtK\$85.sE2sFsEsJsNsJsPrTrUrWsB2tDtCtHtLtO\$86.sI2sJsIsNsRsNsTrXsAsCsF2tHtGtLtPtS\$87.sM2sNsMsRsVsRsXsDsEsGsJ2tLtKtPtTtW\$88.sQ2sRsQsVtBsVtDsHsIsKsN2tPtOtTtXuC\$89.sU2sVsUtBtFtBtHsLsMsOsR2tTtStXuDuG\$90.tA2tBtAtFtJtFtLsPsQsSsV2tXtWuDuHuK\$91.tE2tFtEtJtNtJtPsTsUsWtB2uDuCuHuLuO\$92.tI2tJtItNtRtNtTsXtAtCtF2uHuGuLuPuS\$93.tM2tNtMtRtVtRtXtDtEtGtJ2uLuKuPuTuW\$94.tQ2tRtQtVuBtVuDtHtItKtN2uPuOuTuXvC\$95.tU2tVtUuBuFuBuHtLtMtOtR2uTuSuXvDvG\$96.uA2uBuAuFuJuFuLtPtQtStV2uXuWvDvHvK\$97.uE2uFuEuJuNuJuPtTtUtWuB2vDvCvHvLvO\$98.uI2uJuIuNuRuNuTtXuAuCuF2vHvGvLvPvS\$99.uM2uNuMuRuVuRuXuDuEuGuJ2vLvKvPvTvW\$100.uQ2uRuQuVvBuVvDuHuIuKuN2vPvOvTvXwC\$101.uU2uVuUvBvFvBvHuLuMuOuR2vTvSvXwDwG\$102.vA2vBvAvFvJvFvLuPuQuSuV2vXvWwDwHwK\$103.vE2vFvEvJvNvJvPuTuUuWvB2wDwCwHwLwO\$104.vI2vJvIvNvRvNvTuXvAvCvF2wHwGwLwPwS\$105.vM2vNvMvRvVvRvXvDvEvGvJ2wLwKwPwTwW\$106.vQ2vRvQvVwBvVwDvHvIvKvN2wPwOwTwXxC\$107.vU2vVvUwBwFwBwHvLvMvOvR2wTwSwXxDxG\$108.wA2wBwAwFwJwFwLvPvQvSvV2wXwWxDxHxK\$109.wE2wFwEwJwNwJwPvTvUvWwB2xDxCxHxLxO\$110.wI2wJwIwNwRwNwTvXwAwCwF2xHxGxLxPxS\$111.wM2wNwMwRwVwRwXwDwEwGwJ2xLxKxPxTxW\$112.wQ2wRwQwVxBwVxDwHwIwKwN2xPxOxTxXyC\$113.wU2wVwUxBxFxBxHwLwMwOwR2xTxSxXyDyG\$114.xA2xBxAxFxJxFxLwPwQwSwV2xXxWyDyHyK\$115.xE2xFxExJxNxJxPwTwUwWxB2yDyCyHyLyO\$116.xI2xJxIxNxRxNxTwXxAxCxF2yHyGyL\$117.xM2xNxMxRxVxRxXxDxExGxJ2yLyK\$118.xQ2xRxQxVyBxVyDxHxIxKxN2.yO\$119.xU2xVxUyByFyByHxLxMxOxR\$120.yA2yByAyFyJyFyLxPxQxSxV\$121.yE2yFyEyJyNyJ.xTxUxWyB\$122.yI2yJyIyN2A.xXyAyCyF\$123.yM2yNyM2B2.yDyEyGyJ\$129.2I.yHyIyKyN\$129.2J2.yLyMyO\$131.2Q\$131.2R\$133.2pA\$133.2pB\$135.2pI\$135.2pJ\$137.2pQ\$137.2pR\$139.2qA\$139.2qB\$141.2qI\$141.2qJ\$143.2qQ\$143.2qR\$145.2rA\$145.2rB\$147.2rI\$147.2rJ\$149.2rQ\$149.2rR\$151.2sA\$151.2sB\$153.2sI\$153.2sJ\$155.2sQ\$155.2sR\$157.2tA\$157.2tB\$159.2tI\$159.2tJ\$161.2tQ\$161.2tR\$163.2uA\$163.2uB\$165.2uI\$165.2uJ\$167.2uQ\$167.2uR\$169.2vA\$169.2vB\$171.2vI\$171.2vJ\$173.2vQ\$173.2vR\$175.2wA\$175.2wB\$177.2wI\$177.2wJ\$179.2wQ\$179.2wR\$181.2xA\$181.2xB\$183.2xI\$183.2xJ\$185.2xQ\$185.2xR\$187.2yA\$187.2yB\$189.2yI\$189.2yJ!`

Many ships become puffers, but at the same time:
`x = 17, y = 25, rule = ZombieLife13.3A\$12.5A\$11.2A.3A\$12.2A3\$9.A.A\$2.A5.A2.A\$.5A3.A.A\$2A3.2A.2A\$.A7.A\$2.2A2.A2.A\$10.A\$2.2A2.A2.A\$.A7.A\$2A3.2A.2A\$.5A3.A.A\$2.A5.A2.A\$9.A.A3\$12.2A\$11.2A.3A\$12.5A\$13.3A!`

`x = 46, y = 18, rule = ZombieLife3.A37.A\$.A3.A33.A3.A\$A37.A\$A4.A32.A4.A\$5A33.5A4\$.2A\$2A.3A\$.4A\$2.2A2\$5.2A35.2A\$3.A4.A31.A4.A\$2.A36.A\$2.A5.A30.A5.A\$2.6A31.6A!`

Also, bonus points if you noticed this:
`x = 261, y = 7, rule = ZombieLife4.C.G.K.O.S.W.pC.pG.pK.pO.pS.pW.qC.qG.qK.qO.qS.qW.rC.rG.rK.rO.rS.rW.sC.sG.sK.sO.sS.sW.tC.tG.tK.tO.tS.tW.uC.uG.uK.uO.uS.uW.vC.vG.vK.vO.vS.vW.wC.wG.wK.wO.wS.wW.xC.xG.xK.xO.xS.xW.yC.yG.yK.yO\$2.C3DCHGLKPOTSXWpDpCpHpGpLpKpPpOpTpSpXpWqDqCqHqGqLqKqPqOqTqSqXqWrDrCrHrGrLrKrPrOrTrSrXrWsDsCsHsGsLsKsPsOsTsSsXsWtDtCtHtGtLtKtPtOtTtStXtWuDuCuHuGuLuKuPuOuTuSuXuWvDvCvHvGvLvKvPvOvTvSvXvWwDwCwHwGwLwKwPwOwTwSwXwWxDxCxHxGxLxKxPxOxTxSxXxWyDyCyHyGyLyK.A.E.I.M.Q.U.pA.pE.pI.pM.pQ.pU.qA.qE.qI.qM.qQ.qU.rA.rE.rI.rM.rQ.rU.sA.sE.sI.sM.sQ.sU.tA.tE.tI.tM.tQ.tU.uA.uE.uI.uM.uQ.uU.vA.vE.vI.vM.vQ.vU.wA.wE.wI.wM.wQ.wU.xA.xE.xI.xM.xQ.xU.yA.yE.yI.yM\$5A2D2H2L2P2T2X2pD2pH2pL2pP2pT2pX2qD2qH2qL2qP2qT2qX2rD2rH2rL2rP2rT2rX2sD2sH2sL2sP2sT2sX2tD2tH2tL2tP2tT2tX2uD2uH2uL2uP2uT2uX2vD2vH2vL2vP2vT2vX2wD2wH2wL2wP2wT2wX2xD2xH2xL2xP2xT2xX2yD2yH2yL3.2D2H2L2P2T2X2pD2pH2pL2pP2pT2pX2qD2qH2qL2qP2qT2qX2rD2rH2rL2rP2rT2rX2sD2sH2sL2sP2sT2sX2tD2tH2tL2tP2tT2tX2uD2uH2uL2uP2uT2uX2vD2vH2vL2vP2vT2vX2wD2wH2wL2wP2wT2wX2xD2xH2xL2xP2xT2xX2yD2yH2yL\$ABD2BACEGIKMOQSUWpApCpEpGpIpKpMpOpQpSpUpWqAqCqEqGqIqKqMqOqQqSqUqWrArCrErGrIrKrMrOrQrSrUrWsAsCsEsGsIsKsMsOsQsSsUsWtAtCtEtGtItKtMtOtQtStUtWuAuCuEuGuIuKuMuOuQuSuUuWvAvCvEvGvIvKvMvOvQvSvUvWwAwCwEwGwIwKwMwOwQwSwUwWxAxCxExGxIxKxMxOxQxSxUxWyAyCyEyGyIyKyM2ACEGIKMOQSUWpApCpEpGpIpKpMpOpQpSpUpWqAqCqEqGqIqKqMqOqQqSqUqWrArCrErGrIrKrMrOrQrSrUrWsAsCsEsGsIsKsMsOsQsSsUsWtAtCtEtGtItKtMtOtQtStUtWuAuCuEuGuIuKuMuOuQuSuUuWvAvCvEvGvIvKvMvOvQvSvUvWwAwCwEwGwIwKwMwOwQwSwUwWxAxCxExGxIxKxMxOxQxSxUxWyAyCyEyGyIyKyMyO\$A5B2F2J2N2R2V2pB2pF2pJ2pN2pR2pV2qB2qF2qJ2qN2qR2qV2rB2rF2rJ2rN2rR2rV2sB2sF2sJ2sN2sR2sV2tB2tF2tJ2tN2tR2tV2uB2uF2uJ2uN2uR2uV2vB2vF2vJ2vN2vR2vV2wB2wF2wJ2wN2wR2wV2xB2xF2xJ2xN2xR2xV2yB2yF2yJ2yN.2B2F2J2N2R2V2pB2pF2pJ2pN2pR2pV2qB2qF2qJ2qN2qR2qV2rB2rF2rJ2rN2rR2rV2sB2sF2sJ2sN2sR2sV2tB2tF2tJ2tN2tR2tV2uB2uF2uJ2uN2uR2uV2vB2vF2vJ2vN2vR2vV2wB2wF2wJ2wN2wR2wV2xB2xF2xJ2xN2xR2xV2yB2yF2yJ2yN\$.A3BAFEJINMRQVUpBpApFpEpJpIpNpMpRpQpVpUqBqAqFqEqJqIqNqMqRqQqVqUrBrArFrErJrIrNrMrRrQrVrUsBsAsFsEsJsIsNsMsRsQsVsUtBtAtFtEtJtItNtMtRtQtVtUuBuAuFuEuJuIuNuMuRuQuVuUvBvAvFvEvJvIvNvMvRvQvVvUwBwAwFwEwJwIwNwMwRwQwVwUxBxAxFxExJxIxNxMxRxQxVxUyByAyFyEyJyIyNyM.C.G.K.O.S.W.pC.pG.pK.pO.pS.pW.qC.qG.qK.qO.qS.qW.rC.rG.rK.rO.rS.rW.sC.sG.sK.sO.sS.sW.tC.tG.tK.tO.tS.tW.uC.uG.uK.uO.uS.uW.vC.vG.vK.vO.vS.vW.wC.wG.wK.wO.wS.wW.xC.xG.xK.xO.xS.xW.yC.yG.yK.yO\$3.A.E.I.M.Q.U.pA.pE.pI.pM.pQ.pU.qA.qE.qI.qM.qQ.qU.rA.rE.rI.rM.rQ.rU.sA.sE.sI.sM.sQ.sU.tA.tE.tI.tM.tQ.tU.uA.uE.uI.uM.uQ.uU.vA.vE.vI.vM.vQ.vU.wA.wE.wI.wM.wQ.wU.xA.xE.xI.xM.xQ.xU.yA.yE.yI.yM!`

EDIT:
`x = 13, y = 10, rule = ZombieLife3.3A\$2.A3.A\$2.2A.2A\$3.A.A\$3A.A.A2.3A\$5.A3.3A\$2A7.A2.A\$9.A\$10.A\$9.A.A!`
I am a prolific creator of many rather pathetic googological functions

My CA rules 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: 2330
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

Gustone wrote:
Βεν Γ. Κυθισ wrote:Wait I don't know what zombie cells are actually supposed to do after they get born, are they sparks or do they turn in to normal alive cells?

they work like b/s
a better version will be adjustable by pasting a table version of a rule

No, I know that, I mean what happens to them the generation after they are created? Do they die instantly like in mine, or do they turn into normal live cells, or something else?
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: 217
Joined: December 27th, 2018, 5:42 am

A version of logic land with UC capabilities; to cut down on states make it more like JvN29 and less like WWEJ3. A cross between JvN29 and JVNWWE. (Longer signals -> different state, keep it from constructing off normal wire however you do in JvNWWE)
I am a prolific creator of many rather pathetic googological functions

My CA rules 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: 2330
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

I will request:

1. All state 1 cells behave according to life where the state 2 cells are treated like dead cells.
2. If a dead cell has 3 live cells around it, it will become a state 2 cell, unless it conflicts with rule 1.
3. If a state 2 cell has less than 2 live cells or more than 3 lives cells around it, it will die.

Just to clarify: rule 1 takes priority over everything else. State 1 cells are unaffected by state 2 cells, unless it will die and a state 2 cell will be in its place.
`x = 4, y = 3, rule = LifeLayers.A2.\$B.2A\$.2A.!`

I just finished my third failed attempt.
I Like Random Explosive Rules
• B2ae3inqr/S0
• B23/S234inty
• B34w/S23
• B012-i34/S2-a3-i4-w6
EvinZL

Posts: 50
Joined: November 8th, 2018, 4:15 pm
Location: B2-ac3i/S023(possibly -r)

EvinZL wrote:I will request:

1. All state 1 cells behave according to life where the state 2 cells are treated like dead cells.
2. If a dead cell has 3 live cells around it, it will become a state 2 cell, unless it conflicts with rule 1.
3. If a state 2 cell has less than 2 live cells or more than 3 lives cells around it, it will die.

Just to clarify: rule 1 takes priority over everything else. State 1 cells are unaffected by state 2 cells, unless it will die and a state 2 cell will be in its place.

Can this be handled by just using the first two ON states from RockScissorsPaperLife? I haven't checked carefully, but your request looks fairly compatible.

dvgrn
Moderator

Posts: 5830
Joined: May 17th, 2009, 11:00 pm

dvgrn wrote:Can this be handled by just using the first two ON states from RockScissorsPaperLife? I haven't checked carefully, but your request looks fairly compatible.

State 2 is not supposed to treat state 1 cells as dead. I might want to clarify, state 2 does B3/S23 while pretending that state 1 is part of it.
I Like Random Explosive Rules
• B2ae3inqr/S0
• B23/S234inty
• B34w/S23
• B012-i34/S2-a3-i4-w6
EvinZL

Posts: 50
Joined: November 8th, 2018, 4:15 pm
Location: B2-ac3i/S023(possibly -r)

EvinZL wrote:State 2 is not supposed to treat state 1 cells as dead. I might want to clarify, state 2 does B3/S23 while pretending that state 1 is part of it.

Ah, right. Can you post one or more of your failed attempts? You're probably just missing some annoyingly simple detail. Might be easier to patch what you have than build a rule table from scratch.

dvgrn
Moderator

Posts: 5830
Joined: May 17th, 2009, 11:00 pm

Gustone wrote:Life but after 254 gens died cells come back to life
Dead state 0 Living state 1 Died states 2-254 Zombie state 255
Zombie cells work like b/s but they can cause b3 births and s23 survivals to normal cells

This will cause all spaceships to be very sparky

I Like Random Explosive Rules
• B2ae3inqr/S0
• B23/S234inty
• B34w/S23
• B012-i34/S2-a3-i4-w6
EvinZL

Posts: 50
Joined: November 8th, 2018, 4:15 pm
Location: B2-ac3i/S023(possibly -r)

dvgrn wrote:Ah, right. Can you post one or more of your failed attempts? You're probably just missing some annoyingly simple detail. Might be easier to patch what you have than build a rule table from scratch.

I have 2 from scratch. Also here is the latest:
`@RULE LifeLayers@TABLEn_states: 3neighborhood: Mooresymmetries: permutevar a = {0, 2}var b = {a}var c = {a}var d = {a}var e = {a}var f = {a}var g = {1, 2}var h = {g}var i = {g}var j = {g}var k = {1, a}var l = {i}var m = {i}var n = {i}a, 1, 1, 1, b, c, d, e, f, 11, g, 2, 2, 0, 0, 0, 0, 0, 21, 1, 2, 2, 2, a, b, c, d, 01, 2, 2, 2, 2, a, b, c, d, 01, 1, 1, 1, 1, k, l, m, n, 00, 2, g, h, 0, 0, 0, 0, 0, 22, g, h, i, j, k, l, m, n, 02, g, 0, 0, 0, 0, 0, 0, 0, 0@COLORS0 0 0 01 255 0 02 255 255 0`
I Like Random Explosive Rules
• B2ae3inqr/S0
• B23/S234inty
• B34w/S23
• B012-i34/S2-a3-i4-w6
EvinZL

Posts: 50
Joined: November 8th, 2018, 4:15 pm
Location: B2-ac3i/S023(possibly -r)

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