Rule request thread

For discussion of other cellular automata.
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Moosey
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Re: Rule request thread

Post by Moosey » July 1st, 2019, 5:32 pm

Can someone make a version of this
Which does the levy c curve?
not active here but active on discord

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dvgrn
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Re: Rule request thread

Post by dvgrn » July 1st, 2019, 5:48 pm

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.

Ch91
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Re: Rule request thread

Post by Ch91 » July 2nd, 2019, 11:52 am

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 0: dead
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

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Hdjensofjfnen
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Re: Rule request thread

Post by Hdjensofjfnen » July 2nd, 2019, 12:05 pm

Ch91 wrote: State 0: dead
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?

Code: Select all

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

Code: Select all

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

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dvgrn
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Re: Rule request thread

Post by dvgrn » July 2nd, 2019, 1:32 pm

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 0: dead
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:

Code: Select all

@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


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var 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}

# Birth
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1

# Survival
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

circles
B36_S125:

Code: Select all

@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


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var 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}

# Birth
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,1,1,1,0,0,1
0,1,1,1,1,1,0,1,0,1
0,1,1,1,1,0,1,1,0,1
0,1,1,1,1,0,1,0,1,1
0,1,1,1,0,1,1,1,0,1
0,1,1,0,1,1,1,0,1,1

# Survival
1,1,0,0,0,0,0,0,0,1
1,0,1,0,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,1,1,0,0,0,1
1,1,1,1,1,0,1,0,0,1
1,1,1,1,1,0,0,1,0,1
1,1,1,1,1,0,0,0,1,1
1,1,1,1,0,1,1,0,0,1
1,1,1,1,0,1,0,1,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,0,1,1,0,1,0,1
1,1,1,0,1,0,1,1,0,1
1,1,1,0,1,0,1,0,1,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

circles
B5678_S45678:

Code: Select all

@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


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var 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}

# Birth
0,1,1,1,1,1,0,0,0,1
0,1,1,1,1,0,1,0,0,1
0,1,1,1,1,0,0,1,0,1
0,1,1,1,1,0,0,0,1,1
0,1,1,1,0,1,1,0,0,1
0,1,1,1,0,1,0,1,0,1
0,1,1,0,1,1,1,0,0,1
0,1,1,0,1,1,0,1,0,1
0,1,1,0,1,0,1,1,0,1
0,1,1,0,1,0,1,0,1,1
0,1,1,1,1,1,1,0,0,1
0,1,1,1,1,1,0,1,0,1
0,1,1,1,1,0,1,1,0,1
0,1,1,1,1,0,1,0,1,1
0,1,1,1,0,1,1,1,0,1
0,1,1,0,1,1,1,0,1,1
0,1,1,1,1,1,1,1,0,1
0,1,1,1,1,1,1,0,1,1
0,1,1,1,1,1,1,1,1,1

# Survival
1,1,1,1,1,0,0,0,0,1
1,1,1,1,0,1,0,0,0,1
1,1,1,1,0,0,1,0,0,1
1,1,1,0,1,1,0,0,0,1
1,1,1,0,1,0,1,0,0,1
1,1,1,0,1,0,0,1,0,1
1,1,1,0,1,0,0,0,1,1
1,1,1,0,0,1,1,0,0,1
1,1,1,0,0,1,0,1,0,1
1,1,1,0,0,1,0,0,1,1
1,1,1,0,0,0,1,1,0,1
1,1,0,1,0,1,0,1,0,1
1,0,1,0,1,0,1,0,1,1
1,1,1,1,1,1,0,0,0,1
1,1,1,1,1,0,1,0,0,1
1,1,1,1,1,0,0,1,0,1
1,1,1,1,1,0,0,0,1,1
1,1,1,1,0,1,1,0,0,1
1,1,1,1,0,1,0,1,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,0,1,1,0,1,0,1
1,1,1,0,1,0,1,1,0,1
1,1,1,0,1,0,1,0,1,1
1,1,1,1,1,1,1,0,0,1
1,1,1,1,1,1,0,1,0,1
1,1,1,1,1,0,1,1,0,1
1,1,1,1,1,0,1,0,1,1
1,1,1,1,0,1,1,1,0,1
1,1,1,0,1,1,1,0,1,1
1,1,1,1,1,1,1,1,0,1
1,1,1,1,1,1,1,0,1,1
1,1,1,1,1,1,1,1,1,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

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

Code: Select all

@RULE DeadSimpleChained
This is a four-state rule in the Moore neighbourhood,
combining  B3/S23, B36/S125, and B5678/S45678

@TABLE

n_states:4
neighborhood:Moore
symmetries:rotate4reflect

var 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_S23
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1

# Survival B3_S23
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1

# Birth B36_S125
0,2,2,2,0,0,0,0,0,2
0,2,2,0,2,0,0,0,0,2
0,2,2,0,0,2,0,0,0,2
0,2,2,0,0,0,2,0,0,2
0,2,2,0,0,0,0,2,0,2
0,2,2,0,0,0,0,0,2,2
0,2,0,2,0,2,0,0,0,2
0,2,0,2,0,0,2,0,0,2
0,2,0,0,2,0,2,0,0,2
0,0,2,0,2,0,2,0,0,2
0,2,2,2,2,2,2,0,0,2
0,2,2,2,2,2,0,2,0,2
0,2,2,2,2,0,2,2,0,2
0,2,2,2,2,0,2,0,2,2
0,2,2,2,0,2,2,2,0,2
0,2,2,0,2,2,2,0,2,2

# Survival B36_S125
2,2,0,0,0,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,2,2,0,0,0,0,0,0,2
2,2,0,2,0,0,0,0,0,2
2,2,0,0,2,0,0,0,0,2
2,2,0,0,0,2,0,0,0,2
2,0,2,0,2,0,0,0,0,2
2,0,2,0,0,0,2,0,0,2
2,2,2,2,2,2,0,0,0,2
2,2,2,2,2,0,2,0,0,2
2,2,2,2,2,0,0,2,0,2
2,2,2,2,2,0,0,0,2,2
2,2,2,2,0,2,2,0,0,2
2,2,2,2,0,2,0,2,0,2
2,2,2,0,2,2,2,0,0,2
2,2,2,0,2,2,0,2,0,2
2,2,2,0,2,0,2,2,0,2
2,2,2,0,2,0,2,0,2,2

# Birth B5678_S45678
0,3,3,3,3,3,0,0,0,3
0,3,3,3,3,0,3,0,0,3
0,3,3,3,3,0,0,3,0,3
0,3,3,3,3,0,0,0,3,3
0,3,3,3,0,3,3,0,0,3
0,3,3,3,0,3,0,3,0,3
0,3,3,0,3,3,3,0,0,3
0,3,3,0,3,3,0,3,0,3
0,3,3,0,3,0,3,3,0,3
0,3,3,0,3,0,3,0,3,3
0,3,3,3,3,3,3,0,0,3
0,3,3,3,3,3,0,3,0,3
0,3,3,3,3,0,3,3,0,3
0,3,3,3,3,0,3,0,3,3
0,3,3,3,0,3,3,3,0,3
0,3,3,0,3,3,3,0,3,3
0,3,3,3,3,3,3,3,0,3
0,3,3,3,3,3,3,0,3,3
0,3,3,3,3,3,3,3,3,3

# Survival B5678_S45678
3,3,3,3,3,0,0,0,0,3
3,3,3,3,0,3,0,0,0,3
3,3,3,3,0,0,3,0,0,3
3,3,3,0,3,3,0,0,0,3
3,3,3,0,3,0,3,0,0,3
3,3,3,0,3,0,0,3,0,3
3,3,3,0,3,0,0,0,3,3
3,3,3,0,0,3,3,0,0,3
3,3,3,0,0,3,0,3,0,3
3,3,3,0,0,3,0,0,3,3
3,3,3,0,0,0,3,3,0,3
3,3,0,3,0,3,0,3,0,3
3,0,3,0,3,0,3,0,3,3
3,3,3,3,3,3,0,0,0,3
3,3,3,3,3,0,3,0,0,3
3,3,3,3,3,0,0,3,0,3
3,3,3,3,3,0,0,0,3,3
3,3,3,3,0,3,3,0,0,3
3,3,3,3,0,3,0,3,0,3
3,3,3,0,3,3,3,0,0,3
3,3,3,0,3,3,0,3,0,3
3,3,3,0,3,0,3,3,0,3
3,3,3,0,3,0,3,0,3,3
3,3,3,3,3,3,3,0,0,3
3,3,3,3,3,3,0,3,0,3
3,3,3,3,3,0,3,3,0,3
3,3,3,3,3,0,3,0,3,3
3,3,3,3,0,3,3,3,0,3
3,3,3,0,3,3,3,0,3,3
3,3,3,3,3,3,3,3,0,3
3,3,3,3,3,3,3,0,3,3
3,3,3,3,3,3,3,3,3,3

# Death
1,a,b,c,d,e,f,g,h,2
2,a,b,c,d,e,f,g,h,3
3,a,b,c,d,e,f,g,h,0

@COLORS

@ICONS
circles
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:

Code: Select all

x = 3, y = 3, rule = DeadSimpleChained
3A$A$.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.

Ch91
Posts: 49
Joined: April 26th, 2019, 8:05 pm

Re: Rule request thread

Post by Ch91 » July 4th, 2019, 11:05 am

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 0: dead
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:

Code: Select all

@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


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var 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}

# Birth
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1

# Survival
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

circles
B36_S125:

Code: Select all

@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


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var 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}

# Birth
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,1,1,1,0,0,1
0,1,1,1,1,1,0,1,0,1
0,1,1,1,1,0,1,1,0,1
0,1,1,1,1,0,1,0,1,1
0,1,1,1,0,1,1,1,0,1
0,1,1,0,1,1,1,0,1,1

# Survival
1,1,0,0,0,0,0,0,0,1
1,0,1,0,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,1,1,0,0,0,1
1,1,1,1,1,0,1,0,0,1
1,1,1,1,1,0,0,1,0,1
1,1,1,1,1,0,0,0,1,1
1,1,1,1,0,1,1,0,0,1
1,1,1,1,0,1,0,1,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,0,1,1,0,1,0,1
1,1,1,0,1,0,1,1,0,1
1,1,1,0,1,0,1,0,1,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

circles
B5678_S45678:

Code: Select all

@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


@TABLE


n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var 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}

# Birth
0,1,1,1,1,1,0,0,0,1
0,1,1,1,1,0,1,0,0,1
0,1,1,1,1,0,0,1,0,1
0,1,1,1,1,0,0,0,1,1
0,1,1,1,0,1,1,0,0,1
0,1,1,1,0,1,0,1,0,1
0,1,1,0,1,1,1,0,0,1
0,1,1,0,1,1,0,1,0,1
0,1,1,0,1,0,1,1,0,1
0,1,1,0,1,0,1,0,1,1
0,1,1,1,1,1,1,0,0,1
0,1,1,1,1,1,0,1,0,1
0,1,1,1,1,0,1,1,0,1
0,1,1,1,1,0,1,0,1,1
0,1,1,1,0,1,1,1,0,1
0,1,1,0,1,1,1,0,1,1
0,1,1,1,1,1,1,1,0,1
0,1,1,1,1,1,1,0,1,1
0,1,1,1,1,1,1,1,1,1

# Survival
1,1,1,1,1,0,0,0,0,1
1,1,1,1,0,1,0,0,0,1
1,1,1,1,0,0,1,0,0,1
1,1,1,0,1,1,0,0,0,1
1,1,1,0,1,0,1,0,0,1
1,1,1,0,1,0,0,1,0,1
1,1,1,0,1,0,0,0,1,1
1,1,1,0,0,1,1,0,0,1
1,1,1,0,0,1,0,1,0,1
1,1,1,0,0,1,0,0,1,1
1,1,1,0,0,0,1,1,0,1
1,1,0,1,0,1,0,1,0,1
1,0,1,0,1,0,1,0,1,1
1,1,1,1,1,1,0,0,0,1
1,1,1,1,1,0,1,0,0,1
1,1,1,1,1,0,0,1,0,1
1,1,1,1,1,0,0,0,1,1
1,1,1,1,0,1,1,0,0,1
1,1,1,1,0,1,0,1,0,1
1,1,1,0,1,1,1,0,0,1
1,1,1,0,1,1,0,1,0,1
1,1,1,0,1,0,1,1,0,1
1,1,1,0,1,0,1,0,1,1
1,1,1,1,1,1,1,0,0,1
1,1,1,1,1,1,0,1,0,1
1,1,1,1,1,0,1,1,0,1
1,1,1,1,1,0,1,0,1,1
1,1,1,1,0,1,1,1,0,1
1,1,1,0,1,1,1,0,1,1
1,1,1,1,1,1,1,1,0,1
1,1,1,1,1,1,1,0,1,1
1,1,1,1,1,1,1,1,1,1

# Death
1,a,b,c,d,e,f,g,h,0


@COLORS



@ICONS

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

Code: Select all

@RULE DeadSimpleChained
This is a four-state rule in the Moore neighbourhood,
combining  B3/S23, B36/S125, and B5678/S45678

@TABLE

n_states:4
neighborhood:Moore
symmetries:rotate4reflect

var 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_S23
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1

# Survival B3_S23
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,1,0,1,0,1,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,0,0,1,0,1,0,0,1
1,0,1,0,1,0,1,0,0,1

# Birth B36_S125
0,2,2,2,0,0,0,0,0,2
0,2,2,0,2,0,0,0,0,2
0,2,2,0,0,2,0,0,0,2
0,2,2,0,0,0,2,0,0,2
0,2,2,0,0,0,0,2,0,2
0,2,2,0,0,0,0,0,2,2
0,2,0,2,0,2,0,0,0,2
0,2,0,2,0,0,2,0,0,2
0,2,0,0,2,0,2,0,0,2
0,0,2,0,2,0,2,0,0,2
0,2,2,2,2,2,2,0,0,2
0,2,2,2,2,2,0,2,0,2
0,2,2,2,2,0,2,2,0,2
0,2,2,2,2,0,2,0,2,2
0,2,2,2,0,2,2,2,0,2
0,2,2,0,2,2,2,0,2,2

# Survival B36_S125
2,2,0,0,0,0,0,0,0,2
2,0,2,0,0,0,0,0,0,2
2,2,2,0,0,0,0,0,0,2
2,2,0,2,0,0,0,0,0,2
2,2,0,0,2,0,0,0,0,2
2,2,0,0,0,2,0,0,0,2
2,0,2,0,2,0,0,0,0,2
2,0,2,0,0,0,2,0,0,2
2,2,2,2,2,2,0,0,0,2
2,2,2,2,2,0,2,0,0,2
2,2,2,2,2,0,0,2,0,2
2,2,2,2,2,0,0,0,2,2
2,2,2,2,0,2,2,0,0,2
2,2,2,2,0,2,0,2,0,2
2,2,2,0,2,2,2,0,0,2
2,2,2,0,2,2,0,2,0,2
2,2,2,0,2,0,2,2,0,2
2,2,2,0,2,0,2,0,2,2

# Birth B5678_S45678
0,3,3,3,3,3,0,0,0,3
0,3,3,3,3,0,3,0,0,3
0,3,3,3,3,0,0,3,0,3
0,3,3,3,3,0,0,0,3,3
0,3,3,3,0,3,3,0,0,3
0,3,3,3,0,3,0,3,0,3
0,3,3,0,3,3,3,0,0,3
0,3,3,0,3,3,0,3,0,3
0,3,3,0,3,0,3,3,0,3
0,3,3,0,3,0,3,0,3,3
0,3,3,3,3,3,3,0,0,3
0,3,3,3,3,3,0,3,0,3
0,3,3,3,3,0,3,3,0,3
0,3,3,3,3,0,3,0,3,3
0,3,3,3,0,3,3,3,0,3
0,3,3,0,3,3,3,0,3,3
0,3,3,3,3,3,3,3,0,3
0,3,3,3,3,3,3,0,3,3
0,3,3,3,3,3,3,3,3,3

# Survival B5678_S45678
3,3,3,3,3,0,0,0,0,3
3,3,3,3,0,3,0,0,0,3
3,3,3,3,0,0,3,0,0,3
3,3,3,0,3,3,0,0,0,3
3,3,3,0,3,0,3,0,0,3
3,3,3,0,3,0,0,3,0,3
3,3,3,0,3,0,0,0,3,3
3,3,3,0,0,3,3,0,0,3
3,3,3,0,0,3,0,3,0,3
3,3,3,0,0,3,0,0,3,3
3,3,3,0,0,0,3,3,0,3
3,3,0,3,0,3,0,3,0,3
3,0,3,0,3,0,3,0,3,3
3,3,3,3,3,3,0,0,0,3
3,3,3,3,3,0,3,0,0,3
3,3,3,3,3,0,0,3,0,3
3,3,3,3,3,0,0,0,3,3
3,3,3,3,0,3,3,0,0,3
3,3,3,3,0,3,0,3,0,3
3,3,3,0,3,3,3,0,0,3
3,3,3,0,3,3,0,3,0,3
3,3,3,0,3,0,3,3,0,3
3,3,3,0,3,0,3,0,3,3
3,3,3,3,3,3,3,0,0,3
3,3,3,3,3,3,0,3,0,3
3,3,3,3,3,0,3,3,0,3
3,3,3,3,3,0,3,0,3,3
3,3,3,3,0,3,3,3,0,3
3,3,3,0,3,3,3,0,3,3
3,3,3,3,3,3,3,3,0,3
3,3,3,3,3,3,3,0,3,3
3,3,3,3,3,3,3,3,3,3

# Death
1,a,b,c,d,e,f,g,h,2
2,a,b,c,d,e,f,g,h,3
3,a,b,c,d,e,f,g,h,0

@COLORS

@ICONS
circles
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:

Code: Select all

x = 3, y = 3, rule = DeadSimpleChained
3A$A$.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.

spaceman00
Posts: 4
Joined: August 16th, 2017, 2:08 pm

Re: Rule request thread

Post by spaceman00 » July 4th, 2019, 11:17 am

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.

bprentice
Posts: 920
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: Rule request thread

Post by bprentice » July 4th, 2019, 2:14 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
Rule.png (126.42 KiB) Viewed 10423 times
shows an example 16 state rule.

An interesting gun:

Code: Select all

#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:

Code: Select all

  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

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Saka
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Re: Rule request thread

Post by Saka » July 18th, 2019, 8:11 am

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

Code: Select all

x = 50, y = 28, rule = LifeHistory
D3.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:

Code: Select all

x = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$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.F
5.F$19F!
3. Repeat from step 1, but surviving states also change to state 1:

Code: Select all

x = 19, y = 19, rule = LifeHistory
19F$F5.F5.F5.F$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.F
5.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:

Code: Select all

x = 19, y = 19, rule = LifeHistory
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.F
2.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.

Code: Select all

x = 19, y = 19, rule = LifeHistory
19F$F5.F4.AF5.F$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
(46.82 KiB) Downloaded 239 times
Tiny script to view patterns in wire form

Code: Select all

import golly as g
import time
g.run(1)
while 1:
    g.run(3)
    g.update()
    time.sleep(0.05) #Adjust to taste
Start with state 1:

Code: Select all

x = 17, y = 33, rule = WireLife
6.6A.2A$6.6A.2A$13.2A$6.2A5.2A$6.2A5.2A$6.2A5.2A$6.2A$6.2A.6A$6.2A.6A
5$.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!

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Gustone
Posts: 744
Joined: March 6th, 2019, 2:26 am

Re: Rule request thread

Post by Gustone » August 9th, 2019, 1:31 pm

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

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Moosey
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Re: Rule request thread

Post by Moosey » August 9th, 2019, 4:12 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
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)
not active here but active on discord

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Gustone
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Joined: March 6th, 2019, 2:26 am

Re: Rule request thread

Post by Gustone » August 9th, 2019, 4:30 pm

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)
JUST MAKE IT ALREADY

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Re: Rule request thread

Post by fluffykitty » August 9th, 2019, 6:27 pm

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.

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Βεν Γ. Κυθισ
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Re: Rule request thread

Post by Βεν Γ. Κυθισ » August 9th, 2019, 7:03 pm

Here you go, it took a lot of painful debugging but it is done:
ZombieLife.rule
(10.63 KiB) Downloaded 267 times
I AM INACTIVE AND LIKELY WILL BE FOR THE FORSEEABLE FUTURE, DON'T ATTEMPT TO TALK TO ME AS I LIKELY WON'T RESPOND.

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Βεν Γ. Κυθισ
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Re: Rule request thread

Post by Βεν Γ. Κυθισ » August 9th, 2019, 7:05 pm

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?
I AM INACTIVE AND LIKELY WILL BE FOR THE FORSEEABLE FUTURE, DON'T ATTEMPT TO TALK TO ME AS I LIKELY WON'T RESPOND.

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Gustone
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Re: Rule request thread

Post by Gustone » August 10th, 2019, 3:15 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

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Re: Rule request thread

Post by Moosey » August 10th, 2019, 10:20 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:

Code: Select all

x = 259, y = 5, rule = ZombieLife
yO.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.yMyNyIyJyEyFyAyBxUxVxQ
xRxMxNxIxJxExFxAxBwUwVwQwRwMwNwIwJwEwFwAwBvUvVvQvRvMvNvIvJvEvFvAvBuUuV
uQuRuMuNuIuJuEuFuAuBtUtVtQtRtMtNtItJtEtFtAtBsUsVsQsRsMsNsIsJsEsFsAsBrU
rVrQrRrMrNrIrJrErFrArBqUqVqQqRqMqNqIqJqEqFqAqBpUpVpQpRpMpNpIpJpEpFpApB
UVQRMNIJEFA2BA$128.2yN2yJ2yF2yB2xV2xR2xN2xJ2xF2xB2wV2wR2wN2wJ2wF2wB2vV
2vR2vN2vJ2vF2vB2uV2uR2uN2uJ2uF2uB2tV2tR2tN2tJ2tF2tB2sV2sR2sN2sJ2sF2sB
2rV2rR2rN2rJ2rF2rB2qV2qR2qN2qJ2qF2qB2pV2pR2pN2pJ2pF2pB2V2R2N2J2F4BA$
127.yOyMyKyIyGyEyCyAxWxUxSxQxOxMxKxIxGxExCxAwWwUwSwQwOwMwKwIwGwEwCwAvW
vUvSvQvOvMvKvIvGvEvCvAuWuUuSuQuOuMuKuIuGuEuCuAtWtUtStQtOtMtKtItGtEtCtA
sWsUsSsQsOsMsKsIsGsEsCsArWrUrSrQrOrMrKrIrGrErCrAqWqUqSqQqOqMqKqIqGqEqC
qApWpUpSpQpOpMpKpIpGpEpCpAWUSQOMKIGECABDBA$129.2yL2yH2yD2xX2xT2xP2xL
2xH2xD2wX2wT2wP2wL2wH2wD2vX2vT2vP2vL2vH2vD2uX2uT2uP2uL2uH2uD2tX2tT2tP
2tL2tH2tD2sX2sT2sP2sL2sH2sD2rX2rT2rP2rL2rH2rD2qX2qT2qP2qL2qH2qD2pX2pT
2pP2pL2pH2pD2X2T2P2L2H2D4A$.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.yKyLyGyHyCyDxWxXxSxTxOxPxKxLxGxHxCxDwWwXwSwTwOwPwKwLwGwHwCwDvW
vXvSvTvOvPvKvLvGvHvCvDuWuXuSuTuOuPuKuLuGuHuCuDtWtXtStTtOtPtKtLtGtHtCtD
sWsXsSsTsOsPsKsLsGsHsCsDrWrXrSrTrOrPrKrLrGrHrCrDqWqXqSqTqOqPqKqLqGqHqC
qDpWpXpSpTpOpPpKpLpGpHpCpDWXSTOPKLGHC2DC!
Try a b and you'll see the rule is explosive.
The HF is a lucridously long-lived Spark:

Code: Select all

x = 3, y = 4, rule = ZombieLife
.A$A.A$A.A$2A!
And the TL is weird:

Code: Select all

x = 3, y = 2, rule = ZombieLife
.A$3A!
It hardly matters how large a ship is when it comes to how puffery it is:

Code: Select all

x = 31, y = 79, rule = ZombieLife
4.2A$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.A
2.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:

Code: Select all

x = 11, y = 11, rule = ZombieLife
.A2BA$A4B$ABDBACE$4A2D$2.C2DC3AB$6.2AC2A$2.C2DC3AB$4A2D$ABDBACE$A4B$.
A2BA!
Coeships are trouble though:

Code: Select all

x = 7, y = 9, rule = ZombieLife
.2A$2A.2A$.4A$2.2A$3.A$.A3.A$A5.A$A5.A$6A!
Fireships are crazy:

Code: Select all

x = 10, y = 266, rule = ZombieLife
4.2A$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:

Code: Select all

x = 3, y = 3, rule = ZombieLife
.2A$2.A$A!
EDIT:
Pre-octagon 2:

Code: Select all

x = 14, y = 14, rule = ZombieLife
5.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:

Code: Select all

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:

Code: Select all

x = 153, y = 21, rule = ZombieLife
127.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.C3DCHGLKPOTSXWpDpCpHpGpLpKpPpOpTpS
pXpWqDqCqHqGqLqKqPqOqTqSqXqWrDrCrHrGrLrKrPrOrTrSrXrWsDsCsHsGsLsKsPsOsT
sSsXsWtDtCtHtGtLtKtPtOtTtStXtWuDuCuHuGuLuKuPuOuTuSuXuWvDvCvHvGvLvKvPvO
vTvSvXvWwDwCwHwGwLwKwPwOwTwSwXwWxDxCxHxGxLxKxPxOxTxSxXxWyDyCyHyGyLyK.
A$5A2D2H2L2P2T2X2pD2pH2pL2pP2pT2pX2qD2qH2qL2qP2qT2qX2rD2rH2rL2rP2rT2rX
2sD2sH2sL2sP2sT2sX2tD2tH2tL2tP2tT2tX2uD2uH2uL2uP2uT2uX2vD2vH2vL2vP2vT
2vX2wD2wH2wL2wP2wT2wX2xD2xH2xL2xP2xT2xX2yD2yH2yL$ABD2BACEGIKMOQSUWpApC
pEpGpIpKpMpOpQpSpUpWqAqCqEqGqIqKqMqOqQqSqUqWrArCrErGrIrKrMrOrQrSrUrWsA
sCsEsGsIsKsMsOsQsSsUsWtAtCtEtGtItKtMtOtQtStUtWuAuCuEuGuIuKuMuOuQuSuUuW
vAvCvEvGvIvKvMvOvQvSvUvWwAwCwEwGwIwKwMwOwQwSwUwWxAxCxExGxIxKxMxOxQxSxU
xWyAyCyEyGyIyKyMyO$A5B2F2J2N2R2V2pB2pF2pJ2pN2pR2pV2qB2qF2qJ2qN2qR2qV
2rB2rF2rJ2rN2rR2rV2sB2sF2sJ2sN2sR2sV2tB2tF2tJ2tN2tR2tV2uB2uF2uJ2uN2uR
2uV2vB2vF2vJ2vN2vR2vV2wB2wF2wJ2wN2wR2wV2xB2xF2xJ2xN2xR2xV2yB2yF2yJ2yN
$.A3BAFEJINMRQVUpBpApFpEpJpIpNpMpRpQpVpUqBqAqFqEqJqIqNqMqRqQqVqUrBrArF
rErJrIrNrMrRrQrVrUsBsAsFsEsJsIsNsMsRsQsVsUtBtAtFtEtJtItNtMtRtQtVtUuBuA
uFuEuJuIuNuMuRuQuVuUvBvAvFvEvJvIvNvMvRvQvVvUwBwAwFwEwJwIwNwMwRwQwVwUxB
xAxFxExJxIxNxMxRxQxVxUyByAyFyEyJyIyNyM$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:

Code: Select all

x = 191, y = 201, rule = ZombieLife
.2A$2ACB$.BACF$2.DEGJ$3.HIKN$4.LMOR$5.PQSV$6.TUWpB$7.XpApCpF$8.pDpEpG
pJ$9.pHpIpKpN$10.pLpMpOpR$11.pPpQpSpV$12.pTpUpWqB$13.pXqAqCqF$14.qDqE
qGqJ$15.qHqIqKqN$16.qLqMqOqR$17.qPqQqSqV$18.qTqUqWrB$19.qXrArCrF$20.rD
rErGrJ$21.rHrIrKrN$22.rLrMrOrR$23.rPrQrSrV$24.rTrUrWsB$25.rXsAsCsF$
26.sDsEsGsJ$27.sHsIsKsN$28.sLsMsOsR$29.sPsQsSsV$30.sTsUsWtB$31.sXtAtC
tF$32.tDtEtGtJ$33.tHtItKtN$34.tLtMtOtR$35.tPtQtStV$36.tTtUtWuB$37.tXuA
uCuF$38.uDuEuGuJ$39.uHuIuKuN$40.uLuMuOuR$41.uPuQuSuV$42.uTuUuWvB$43.uX
vAvCvF$44.vDvEvGvJ$45.vHvIvKvN$46.vLvMvOvR$47.vPvQvSvV$48.vTvUvWwB$
49.vXwAwCwF$50.wDwEwGwJ$51.wHwIwKwN$52.wLwMwOwR$53.wPwQwSwV$54.wTwUwW
xB$55.wXxAxCxF$56.xDxExGxJ$57.xHxIxKxN$58.xLxMxOxR$59.xPxQxSxV$60.xTxU
xWyB$61.xXyAyCyF$62.yDyEyGyJ$63.yHyIyKyN$64.yLyMyO2$67.2AC$67.2ADG$
68.2DHK$58.A6.2A2DCHLO$57.2AB4.A2BA2HGLPS$57.ACAD2.2ADAFD2LKPTW$58.BC
EA.2BDCEJH2POTXpC$59.FA3BFBHGINL2TSXpDpG$60.A2BAFJFLKM2A2XWpDpHpK$61.
E2FEJNJP2ACB2pDpCpHpLpO$62.I2JINRNTBACF2pHpGpLpPpS$63.M2NMRVRXDEGJ2pL
pKpPpTpW$64.Q2RQVpBVpDHIKN2pPpOpTpXqC$65.U2VUpBpFpBpHLMOR2pTpSpXqDqG$
66.pA2pBpApFpJpFpLPQSV2pXpWqDqHqK$67.pE2pFpEpJpNpJpPTUWpB2qDqCqHqLqO$
68.pI2pJpIpNpRpNpTXpApCpF2qHqGqLqPqS$69.pM2pNpMpRpVpRpXpDpEpGpJ2qLqKqP
qTqW$70.pQ2pRpQpVqBpVqDpHpIpKpN2qPqOqTqXrC$71.pU2pVpUqBqFqBqHpLpMpOpR
2qTqSqXrDrG$72.qA2qBqAqFqJqFqLpPpQpSpV2qXqWrDrHrK$73.qE2qFqEqJqNqJqPpT
pUpWqB2rDrCrHrLrO$74.qI2qJqIqNqRqNqTpXqAqCqF2rHrGrLrPrS$75.qM2qNqMqRqV
qRqXqDqEqGqJ2rLrKrPrTrW$76.qQ2qRqQqVrBqVrDqHqIqKqN2rPrOrTrXsC$77.qU2qV
qUrBrFrBrHqLqMqOqR2rTrSrXsDsG$78.rA2rBrArFrJrFrLqPqQqSqV2rXrWsDsHsK$
79.rE2rFrErJrNrJrPqTqUqWrB2sDsCsHsLsO$80.rI2rJrIrNrRrNrTqXrArCrF2sHsG
sLsPsS$81.rM2rNrMrRrVrRrXrDrErGrJ2sLsKsPsTsW$82.rQ2rRrQrVsBrVsDrHrIrK
rN2sPsOsTsXtC$83.rU2rVrUsBsFsBsHrLrMrOrR2sTsSsXtDtG$84.sA2sBsAsFsJsFsL
rPrQrSrV2sXsWtDtHtK$85.sE2sFsEsJsNsJsPrTrUrWsB2tDtCtHtLtO$86.sI2sJsIsN
sRsNsTrXsAsCsF2tHtGtLtPtS$87.sM2sNsMsRsVsRsXsDsEsGsJ2tLtKtPtTtW$88.sQ
2sRsQsVtBsVtDsHsIsKsN2tPtOtTtXuC$89.sU2sVsUtBtFtBtHsLsMsOsR2tTtStXuDuG
$90.tA2tBtAtFtJtFtLsPsQsSsV2tXtWuDuHuK$91.tE2tFtEtJtNtJtPsTsUsWtB2uDuC
uHuLuO$92.tI2tJtItNtRtNtTsXtAtCtF2uHuGuLuPuS$93.tM2tNtMtRtVtRtXtDtEtG
tJ2uLuKuPuTuW$94.tQ2tRtQtVuBtVuDtHtItKtN2uPuOuTuXvC$95.tU2tVtUuBuFuBuH
tLtMtOtR2uTuSuXvDvG$96.uA2uBuAuFuJuFuLtPtQtStV2uXuWvDvHvK$97.uE2uFuEuJ
uNuJuPtTtUtWuB2vDvCvHvLvO$98.uI2uJuIuNuRuNuTtXuAuCuF2vHvGvLvPvS$99.uM
2uNuMuRuVuRuXuDuEuGuJ2vLvKvPvTvW$100.uQ2uRuQuVvBuVvDuHuIuKuN2vPvOvTvX
wC$101.uU2uVuUvBvFvBvHuLuMuOuR2vTvSvXwDwG$102.vA2vBvAvFvJvFvLuPuQuSuV
2vXvWwDwHwK$103.vE2vFvEvJvNvJvPuTuUuWvB2wDwCwHwLwO$104.vI2vJvIvNvRvNvT
uXvAvCvF2wHwGwLwPwS$105.vM2vNvMvRvVvRvXvDvEvGvJ2wLwKwPwTwW$106.vQ2vRvQ
vVwBvVwDvHvIvKvN2wPwOwTwXxC$107.vU2vVvUwBwFwBwHvLvMvOvR2wTwSwXxDxG$
108.wA2wBwAwFwJwFwLvPvQvSvV2wXwWxDxHxK$109.wE2wFwEwJwNwJwPvTvUvWwB2xD
xCxHxLxO$110.wI2wJwIwNwRwNwTvXwAwCwF2xHxGxLxPxS$111.wM2wNwMwRwVwRwXwD
wEwGwJ2xLxKxPxTxW$112.wQ2wRwQwVxBwVxDwHwIwKwN2xPxOxTxXyC$113.wU2wVwUxB
xFxBxHwLwMwOwR2xTxSxXyDyG$114.xA2xBxAxFxJxFxLwPwQwSwV2xXxWyDyHyK$115.
xE2xFxExJxNxJxPwTwUwWxB2yDyCyHyLyO$116.xI2xJxIxNxRxNxTwXxAxCxF2yHyGyL
$117.xM2xNxMxRxVxRxXxDxExGxJ2yLyK$118.xQ2xRxQxVyBxVyDxHxIxKxN2.yO$
119.xU2xVxUyByFyByHxLxMxOxR$120.yA2yByAyFyJyFyLxPxQxSxV$121.yE2yFyEyJ
yNyJ.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:

Code: Select all

x = 17, y = 25, rule = ZombieLife
13.3A$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!

Code: Select all

x = 46, y = 18, rule = ZombieLife
3.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:

Code: Select all

x = 261, y = 7, rule = ZombieLife
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.yG.yK.yO$2.C3DCHGLKPOTSXWpDpC
pHpGpLpKpPpOpTpSpXpWqDqCqHqGqLqKqPqOqTqSqXqWrDrCrHrGrLrKrPrOrTrSrXrWsD
sCsHsGsLsKsPsOsTsSsXsWtDtCtHtGtLtKtPtOtTtStXtWuDuCuHuGuLuKuPuOuTuSuXuW
vDvCvHvGvLvKvPvOvTvSvXvWwDwCwHwGwLwKwPwOwTwSwXwWxDxCxHxGxLxKxPxOxTxSxX
xWyDyCyHyGyLyK.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$5A2D2H
2L2P2T2X2pD2pH2pL2pP2pT2pX2qD2qH2qL2qP2qT2qX2rD2rH2rL2rP2rT2rX2sD2sH
2sL2sP2sT2sX2tD2tH2tL2tP2tT2tX2uD2uH2uL2uP2uT2uX2vD2vH2vL2vP2vT2vX2wD
2wH2wL2wP2wT2wX2xD2xH2xL2xP2xT2xX2yD2yH2yL3.2D2H2L2P2T2X2pD2pH2pL2pP
2pT2pX2qD2qH2qL2qP2qT2qX2rD2rH2rL2rP2rT2rX2sD2sH2sL2sP2sT2sX2tD2tH2tL
2tP2tT2tX2uD2uH2uL2uP2uT2uX2vD2vH2vL2vP2vT2vX2wD2wH2wL2wP2wT2wX2xD2xH
2xL2xP2xT2xX2yD2yH2yL$ABD2BACEGIKMOQSUWpApCpEpGpIpKpMpOpQpSpUpWqAqCqE
qGqIqKqMqOqQqSqUqWrArCrErGrIrKrMrOrQrSrUrWsAsCsEsGsIsKsMsOsQsSsUsWtAtC
tEtGtItKtMtOtQtStUtWuAuCuEuGuIuKuMuOuQuSuUuWvAvCvEvGvIvKvMvOvQvSvUvWwA
wCwEwGwIwKwMwOwQwSwUwWxAxCxExGxIxKxMxOxQxSxUxWyAyCyEyGyIyKyM2ACEGIKMO
QSUWpApCpEpGpIpKpMpOpQpSpUpWqAqCqEqGqIqKqMqOqQqSqUqWrArCrErGrIrKrMrOrQ
rSrUrWsAsCsEsGsIsKsMsOsQsSsUsWtAtCtEtGtItKtMtOtQtStUtWuAuCuEuGuIuKuMuO
uQuSuUuWvAvCvEvGvIvKvMvOvQvSvUvWwAwCwEwGwIwKwMwOwQwSwUwWxAxCxExGxIxKxM
xOxQxSxUxWyAyCyEyGyIyKyMyO$A5B2F2J2N2R2V2pB2pF2pJ2pN2pR2pV2qB2qF2qJ2qN
2qR2qV2rB2rF2rJ2rN2rR2rV2sB2sF2sJ2sN2sR2sV2tB2tF2tJ2tN2tR2tV2uB2uF2uJ
2uN2uR2uV2vB2vF2vJ2vN2vR2vV2wB2wF2wJ2wN2wR2wV2xB2xF2xJ2xN2xR2xV2yB2yF
2yJ2yN.2B2F2J2N2R2V2pB2pF2pJ2pN2pR2pV2qB2qF2qJ2qN2qR2qV2rB2rF2rJ2rN2rR
2rV2sB2sF2sJ2sN2sR2sV2tB2tF2tJ2tN2tR2tV2uB2uF2uJ2uN2uR2uV2vB2vF2vJ2vN
2vR2vV2wB2wF2wJ2wN2wR2wV2xB2xF2xJ2xN2xR2xV2yB2yF2yJ2yN$.A3BAFEJINMRQV
UpBpApFpEpJpIpNpMpRpQpVpUqBqAqFqEqJqIqNqMqRqQqVqUrBrArFrErJrIrNrMrRrQ
rVrUsBsAsFsEsJsIsNsMsRsQsVsUtBtAtFtEtJtItNtMtRtQtVtUuBuAuFuEuJuIuNuMuR
uQuVuUvBvAvFvEvJvIvNvMvRvQvVvUwBwAwFwEwJwIwNwMwRwQwVwUxBxAxFxExJxIxNxM
xRxQxVxUyByAyFyEyJyIyNyM.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:

Code: Select all

x = 13, y = 10, rule = ZombieLife
3.3A$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!
not active here but active on discord

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Βεν Γ. Κυθισ
Posts: 218
Joined: December 27th, 2018, 5:42 am

Re: Rule request thread

Post by Βεν Γ. Κυθισ » August 10th, 2019, 4:02 pm

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?
I AM INACTIVE AND LIKELY WILL BE FOR THE FORSEEABLE FUTURE, DON'T ATTEMPT TO TALK TO ME AS I LIKELY WON'T RESPOND.

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Moosey
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Re: Rule request thread

Post by Moosey » August 11th, 2019, 2:49 pm

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)
not active here but active on discord

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EvinZL
Posts: 847
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Re: Rule request thread

Post by EvinZL » August 12th, 2019, 4:28 pm

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.

Code: Select all

x = 4, y = 3, rule = LifeLayers
.A2.$B.2A$.2A.!
I just finished my third failed attempt.

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dvgrn
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Re: Rule request thread

Post by dvgrn » August 12th, 2019, 4:47 pm

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.

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EvinZL
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Re: Rule request thread

Post by EvinZL » August 12th, 2019, 5:35 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.

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dvgrn
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Re: Rule request thread

Post by dvgrn » August 12th, 2019, 5:53 pm

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.

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EvinZL
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Re: Rule request thread

Post by EvinZL » August 12th, 2019, 6:05 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
How about trying dead cells come alive after 1 gen?

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EvinZL
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Re: Rule request thread

Post by EvinZL » August 12th, 2019, 6:07 pm

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:

Code: Select all

@RULE LifeLayers

@TABLE
n_states: 3
neighborhood: Moore
symmetries: permute

var 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, 1
1, g, 2, 2, 0, 0, 0, 0, 0, 2
1, 1, 2, 2, 2, a, b, c, d, 0
1, 2, 2, 2, 2, a, b, c, d, 0
1, 1, 1, 1, 1, k, l, m, n, 0
0, 2, g, h, 0, 0, 0, 0, 0, 2
2, g, h, i, j, k, l, m, n, 0
2, g, 0, 0, 0, 0, 0, 0, 0, 0

@COLORS
0 0 0 0
1 255 0 0
2 255 255 0

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