Rule request thread

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

Post by yujh » January 12th, 2024, 9:01 pm

hotcrystal0 wrote:
January 12th, 2024, 8:47 pm
snip
does this work?

Code: Select all

x = 3, y = 20, rule = LifeWithoutHF3
2A$.2A$2A$A15$BA$2A!
@RULE LifeWithoutHF3
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
var l={1,2}
var m={1,2}
#
2,j,k,l,0,0,0,0,0,1
# Birth
2,2,1,1,0,0,0,0,0,0
2,0,0,i,j,k,0,0,0,0
0,0,0,1,0,2,0,1,0,2
0,i,j,k,0,0,0,0,0,1
0,i,j,0,k,0,0,0,0,1
0,i,j,0,0,k,0,0,0,1
0,i,j,0,0,0,k,0,0,1
0,i,j,0,0,0,0,k,0,1
0,i,j,0,0,0,0,0,k,1
0,i,0,j,0,k,0,0,0,1
0,i,0,j,0,0,k,0,0,1
0,i,0,0,j,0,k,0,0,1
0,0,i,0,j,0,k,0,0,2
# Survival
1,j,k,0,0,0,0,0,0,1
1,j,0,k,0,0,0,0,0,1
1,j,0,0,k,0,0,0,0,1
1,j,0,0,0,k,0,0,0,1
1,0,j,0,k,0,0,0,0,1
1,0,j,0,0,0,k,0,0,1
1,j,k,l,0,0,0,0,0,1
1,j,k,0,l,0,0,0,0,1
1,j,k,0,0,l,0,0,0,1
1,j,k,0,0,0,l,0,0,1
1,j,k,0,0,0,0,l,0,1
1,j,k,0,0,0,0,0,l,1
1,j,0,k,0,l,0,0,0,1
1,j,0,k,0,0,l,0,0,1
1,j,0,0,k,0,l,0,0,1
1,0,j,0,k,0,l,0,0,1
2,j,k,0,0,0,0,0,0,1
2,j,0,k,0,0,0,0,0,1
2,j,0,0,k,0,0,0,0,1
2,j,0,0,0,k,0,0,0,1
2,0,j,0,k,0,0,0,0,2
2,0,j,0,0,0,k,0,0,1
2,j,k,0,l,0,0,0,0,1
2,j,k,0,0,l,0,0,0,1
2,j,k,0,0,0,l,0,0,1
2,j,k,0,0,0,0,l,0,1
2,j,k,0,0,0,0,0,l,1
2,j,0,k,0,l,0,0,0,1
2,j,0,k,0,0,l,0,0,1
2,j,0,0,k,0,l,0,0,1
2,0,j,0,k,0,l,0,0,1
# Death
1,a,b,c,d,e,f,g,h,0
2,a,b,c,d,e,f,g,h,0

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hotcrystal0
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Location: United States

Re: Rule request thread

Post by hotcrystal0 » January 12th, 2024, 9:07 pm

yujh wrote:
January 12th, 2024, 9:01 pm
hotcrystal0 wrote:
January 12th, 2024, 8:47 pm
snip
does this work?

Code: Select all

x = 3, y = 20, rule = LifeWithoutHF3
2A$.2A$2A$A15$BA$2A!
@RULE LifeWithoutHF3
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
var l={1,2}
var m={1,2}
#
2,j,k,l,0,0,0,0,0,1
# Birth
2,2,1,1,0,0,0,0,0,0
2,0,0,i,j,k,0,0,0,0
0,0,0,1,0,2,0,1,0,2
0,i,j,k,0,0,0,0,0,1
0,i,j,0,k,0,0,0,0,1
0,i,j,0,0,k,0,0,0,1
0,i,j,0,0,0,k,0,0,1
0,i,j,0,0,0,0,k,0,1
0,i,j,0,0,0,0,0,k,1
0,i,0,j,0,k,0,0,0,1
0,i,0,j,0,0,k,0,0,1
0,i,0,0,j,0,k,0,0,1
0,0,i,0,j,0,k,0,0,2
# Survival
1,j,k,0,0,0,0,0,0,1
1,j,0,k,0,0,0,0,0,1
1,j,0,0,k,0,0,0,0,1
1,j,0,0,0,k,0,0,0,1
1,0,j,0,k,0,0,0,0,1
1,0,j,0,0,0,k,0,0,1
1,j,k,l,0,0,0,0,0,1
1,j,k,0,l,0,0,0,0,1
1,j,k,0,0,l,0,0,0,1
1,j,k,0,0,0,l,0,0,1
1,j,k,0,0,0,0,l,0,1
1,j,k,0,0,0,0,0,l,1
1,j,0,k,0,l,0,0,0,1
1,j,0,k,0,0,l,0,0,1
1,j,0,0,k,0,l,0,0,1
1,0,j,0,k,0,l,0,0,1
2,j,k,0,0,0,0,0,0,1
2,j,0,k,0,0,0,0,0,1
2,j,0,0,k,0,0,0,0,1
2,j,0,0,0,k,0,0,0,1
2,0,j,0,k,0,0,0,0,2
2,0,j,0,0,0,k,0,0,1
2,j,k,0,l,0,0,0,0,1
2,j,k,0,0,l,0,0,0,1
2,j,k,0,0,0,l,0,0,1
2,j,k,0,0,0,0,l,0,1
2,j,k,0,0,0,0,0,l,1
2,j,0,k,0,l,0,0,0,1
2,j,0,k,0,0,l,0,0,1
2,j,0,0,k,0,l,0,0,1
2,0,j,0,k,0,l,0,0,1
# Death
1,a,b,c,d,e,f,g,h,0
2,a,b,c,d,e,f,g,h,0
You forgot the part where the state 2 cells in a AA%BB! configuration die, to remove honey farms.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

carsoncheng
Posts: 475
Joined: June 11th, 2022, 11:24 pm

Re: Rule request thread

Post by carsoncheng » January 13th, 2024, 3:30 am

hotcrystal0 wrote:
January 12th, 2024, 8:47 pm
...
becomes a preblock and not a block. Can you fix it? State 2 will only not survive S3a if it's in the configuration in the first quote.
Here is the modification (just removed one line):

Code: Select all

x = 14, y = 4, rule = LifeWithoutHF3
12.A$11.A.A$BA9.A.A$2A9.2A!

@RULE LifeWithoutHF3
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
var l={1,2}
var m={1,2}
# Birth
2,2,1,1,0,0,0,0,0,0
0,0,0,1,0,2,0,1,0,2
0,i,j,k,0,0,0,0,0,1
0,i,j,0,k,0,0,0,0,1
0,i,j,0,0,k,0,0,0,1
0,i,j,0,0,0,k,0,0,1
0,i,j,0,0,0,0,k,0,1
0,i,j,0,0,0,0,0,k,1
0,i,0,j,0,k,0,0,0,1
0,i,0,j,0,0,k,0,0,1
0,i,0,0,j,0,k,0,0,1
0,0,i,0,j,0,k,0,0,2
# Survival
1,j,k,0,0,0,0,0,0,1
1,j,0,k,0,0,0,0,0,1
1,j,0,0,k,0,0,0,0,1
1,j,0,0,0,k,0,0,0,1
1,0,j,0,k,0,0,0,0,1
1,0,j,0,0,0,k,0,0,1
1,j,k,l,0,0,0,0,0,1
1,j,k,0,l,0,0,0,0,1
1,j,k,0,0,l,0,0,0,1
1,j,k,0,0,0,l,0,0,1
1,j,k,0,0,0,0,l,0,1
1,j,k,0,0,0,0,0,l,1
1,j,0,k,0,l,0,0,0,1
1,j,0,k,0,0,l,0,0,1
1,j,0,0,k,0,l,0,0,1
1,0,j,0,k,0,l,0,0,1
2,j,k,0,0,0,0,0,0,1
2,j,0,k,0,0,0,0,0,1
2,j,0,0,k,0,0,0,0,1
2,j,0,0,0,k,0,0,0,1
2,0,j,0,k,0,0,0,0,2
2,0,j,0,0,0,k,0,0,1
2,j,k,l,0,0,0,0,0,1
2,j,k,0,l,0,0,0,0,1
2,j,k,0,0,l,0,0,0,1
2,j,k,0,0,0,l,0,0,1
2,j,k,0,0,0,0,l,0,1
2,j,k,0,0,0,0,0,l,1
2,j,0,k,0,l,0,0,0,1
2,j,0,k,0,0,l,0,0,1
2,j,0,0,k,0,l,0,0,1
2,0,j,0,k,0,l,0,0,1
# Death
1,a,b,c,d,e,f,g,h,0
2,a,b,c,d,e,f,g,h,0
@COLORS
@ICONS
circles

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b-engine
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Re: Rule request thread

Post by b-engine » January 14th, 2024, 8:06 am

Is there any rule which corder engine is a spaceship?
The corder engine doesn't need to travels at 8c/96. It can travel at other speeds and direction as well.
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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confocaloid
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Re: Rule request thread

Post by confocaloid » January 14th, 2024, 9:35 am

b-engine wrote:
January 14th, 2024, 8:06 am
Is there any rule which corder engine is a spaceship?
The corder engine doesn't need to travels at 8c/96. It can travel at other speeds and direction as well.
This may not answer the question, but since you did not restrict the rulespace, here is a range-2 isotropic rule where the switch engine evolves to a single-engine diagonal 8c/96 spaceship plus stationary junk:

Code: Select all

x = 6, y = 4, rule = R2,C0,S18-24,26-35,60,B27-35,NW00010001000109090901000900090001090909010001000100
3o$bo2bo$5bo$2bobo!
The spaceship:

Code: Select all

x = 30, y = 28, rule = R2,C0,S18-24,26-35,60,B27-35,NW00010001000109090901000900090001090909010001000100
20b2o$20b2o5$17bo$18bo3bo$13b2o3bo4b2obo$13bo3bo2bo2b2obo$13bobo3b4o3b
o$14b2o3b2o$2o$2o7$8b2o$8b2o$20b2o2bo$20bo2bo$22bobo3b2o$20b3o5bo$20bo
7bo$28bo!
#C [[ THEME MCell ZOOM 8 TRACKLOOP 96 8/96 8/96 ]]
The rule uses a weighted neighbourhood, where the eight inner cells have weights 9 and the eight outer cells have weights 1:

Code: Select all

x = 5, y = 5, rule = B3/S23
bobo$5o$bobo$5o$bobo!
Two conditions (S25 and S60) are toggled away from Life, which has the following rulestring using the same weighted neighbourhood:

Code: Select all

x = 6, y = 4, rule = R2,C0,S18-35,B27-35,NW00010001000109090901000900090001090909010001000100
3o$bo2bo$5bo$2bobo!
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

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b-engine
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Re: Rule request thread

Post by b-engine » January 14th, 2024, 9:47 am

confocaloid wrote:
January 14th, 2024, 9:35 am
This may not answer the question, but since you did not restrict the rulespace, here is a range-2 isotropic rule where the switch engine evolves to a single-engine diagonal 8c/96 spaceship plus stationary junk:

Code: Select all

x = 6, y = 4, rule = R2,C0,S18-24,26-35,60,B27-35,NW00010001000109090901000900090001090909010001000100
3o$bo2bo$5bo$2bobo!
Well, arks are still possible even though corder engine is a spaceship:

Code: Select all

x = 14, y = 14, rule = R2,C2,S18-24,26-35,60,B27-35,NW00010001000109090901000900090001090909010001000100
2bobo$5bo$bo2bo$3o5$12bo$11bobo2$10bo2bo$10b2o$10bo!

Code: Select all

x = 15, y = 15, rule = R2,C2,S18-24,26-35,60,B27-35,NW00010001000109090901000900090001090909010001000100
2bobo$5bo$bo2bo$3o6$13bo$12bobo2$11bo2bo$11b2o$11bo!

Code: Select all

x = 17, y = 17, rule = R2,C2,S18-24,26-35,60,B27-35,NW00010001000109090901000900090001090909010001000100
2bobo$5bo$bo2bo$3o8$15bo$14bobo2$13bo2bo$13b2o$13bo!
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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eRroR_6o6
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Re: Rule request thread

Post by eRroR_6o6 » January 14th, 2024, 11:58 pm

Requesting a rule like Life, but if an alive cell has a number of alive (I suggest 8 first) neighbours, then it freezes for 1 tick (treated as off) and then returns to the "alive" state.

Code: Select all

x = 19, y = 37, rule = B3/S23
13b3o$12b4o$11b2obobo$13bobo$15bo12$10b2o$bobo7bobo$o7b2o3b2o$o3bo2b3o
3bo$o6b4obo$o2bo7bo$3o12bobo$18bo$14bo3bo$14bo3bo$18bo$9bo5bo2bo$8b3o
5b3o2$10bo$2bobo4b2o$5bo2b3o$5bo2b3o$2bo2bo2b2obo$3b3o3b3o$10bo!

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confocaloid
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Re: Rule request thread

Post by confocaloid » January 15th, 2024, 5:06 am

eRroR_6o6 wrote:
January 14th, 2024, 11:58 pm
Requesting a rule like Life, but if an alive cell has a number of alive (I suggest 8 first) neighbours, then it freezes for 1 tick (treated as off) and then returns to the "alive" state.
I think this should work:

Code: Select all

x = 10, y = 3, rule = TemporaryFreeze
2.A4.A$2A.4A.2A$2.A4.A!

Code: Select all

@RULE TemporaryFreeze

https://conwaylife.com/forums/viewtopic.php?p=175762#p175762

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute

var aa={0,1,2}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0,  1, 1, 1,c4,c5,c6,c7,c8, 1      # B3
1,  1, 1, 1,c4,c5,c6,c7,c8, 1      # S3
1,  1, 1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 2      # D8 -> state 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0
Last edited by confocaloid on January 17th, 2024, 12:09 pm, edited 1 time in total.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

wildmyron
Posts: 1544
Joined: August 9th, 2013, 12:45 am
Location: Western Australia

Re: Rule request thread

Post by wildmyron » January 15th, 2024, 12:15 pm

b-engine wrote:
January 14th, 2024, 8:06 am
Is there any rule which corder engine is a spaceship?
The corder engine doesn't need to travels at 8c/96. It can travel at other speeds and direction as well.
confocaloid provided a nice example answering this question in the affirmative, but I thought a response restricted to the 2-state INT rules on range-1 Moore neighborhood might be nice to add here. [Note: I don't know if there's an agreed upon name for this rulespace so I'm going to refer to it as INT in this post]

The answer for the INT rulespace partly depends on what you mean by corder engine. The LifeWiki entry for corder (switch) engine shows this pattern:

Code: Select all

x = 6, y = 4, rule = B3/S23
bobo$o$bo2bo$3b3o!
and mentions that after 48 generations the pattern reappears along with some "active junk"
Obviously you don't mean that the pattern behaves exactly the same as it does in Life, because then it wouldn't be a spaceship. However if you want similar behaviour (such that the behaviour matches for say 24 cells, then there is no pattern with that configuration of cells which is a spaceship in the INT rulespace. However, if you're looking for something like a one engine cordership (which might [?] even exist in Life) where the spaceship consists of this pattern plus some active junk then my answer is Maybe.

If you're only interested in a spaceship with this configuration of cells in one phase, then the answer is Yes. Here's an example which matches the behaviour in Life for 12 generations:

14c/124 orthogonal spaceship:

Code: Select all

x = 6, y = 4, rule = B34ce5c6an7e/S23-y4k6ai7e
bobo$o$bo2bo$3b3o!
In general the answer to this type of question (Is there any rule in which this pattern [Insert small pattern with some interesting behaviour] is a [spaceship/oscillator/replicator]) is pretty much always yes. Sometimes the answer is trivially boring (e.g. rule where every pattern is a p1 photon) If you restrict the allowed rulespace and the pattern has sufficient asymmetry then the answer is still nearly always yes, though it won't necessarily be possible to find an example. This is particularly true of the INT rulespace.

One final thought: The INT rulespace is big. Really big. 2^102 big - 2^101 even if you exclude B0. And even when you strike out the large swathes of the rulespace where spaceships can't exist it's still stupendously big [Sorry, I don't have an approximate number for this case but I guarantee that it's bigger than 10^18] We have absolutely no hope of being able to answer most of these type of questions in the affirmative or negative - but sometimes I like to try :)
Last edited by wildmyron on January 15th, 2024, 7:29 pm, edited 1 time in total.
The 5S project (Smallest Spaceships Supporting Specific Speeds) is now maintained by AforAmpere. The latest collection is hosted on GitHub and contains well over 1,000,000 spaceships.

Semi-active here - recovering from a severe case of LWTDS.

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breaker's glider gun
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Re: Rule request thread

Post by breaker's glider gun » January 15th, 2024, 2:15 pm

confocaloid wrote:
January 15th, 2024, 5:06 am
eRroR_6o6 wrote:
January 14th, 2024, 11:58 pm
Requesting a rule like Life, but if an alive cell has a number of alive (I suggest 8 first) neighbours, then it freezes for 1 tick (treated as off) and then returns to the "alive" state.
I think this should work:

Code: Select all

x = 10, y = 3, rule = TemporaryFreeze
2.A4.A$2A.4A.2A$2.A4.A!

@RULE TemporaryFreeze

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute

var aa={0,1,2}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0,  1, 1, 1,c4,c5,c6,c7,c8, 1      # B3
1,  1, 1, 1,c4,c5,c6,c7,c8, 1      # S3
1,  1, 1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 2      # D8 -> state 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0

that inspired me to make this:

Code: Select all

@RULE Hot_Cold_life

@COLORS

0   0   0   0
1 100   0   0
2   0   0 100
3 150 150 150
4 255 150 150
5 150 150 255
@TABLE
n_states:6
neighborhood:Moore
symmetries:permute
var l = {3,4,5}
var a = {0,1,2,3,4,5}
var a1 = {0,1,2,3,4,5}
var a2 = {0,1,2,3,4,5}
var a3 = {0,1,2,3,4,5}
var a4 = {0,1,2,3,4,5}
var a5 = {0,1,2,3,4,5}
var a6 = {0,1,2,3,4,5}
var a7 = {0,1,2,3,4,5}
var a8 = {0,1,2,3,4,5}
var d1 = {0,1,2}
var d2 = {0,1,2}
var d3 = {0,1,2}
var d4 = {0,1,2}
var d5 = {0,1,2}
var d6 = {0,1,2}
var d7 = {0,1,2}
var d8 = {0,1,2}
var h1 = {1,4}
var h2 = {1,4}
var h3 = {1,4}
var h4 = {1,4}
var h5 = {1,4}
var h6 = {1,4}
var h7 = {1,4}
var h8 = {1,4}
var c1 = {2,5}
var c2 = {2,5}
var c3 = {2,5}
var c4 = {2,5}
var c5 = {2,5}
var c6 = {2,5}
var c7 = {2,5}
var c8 = {2,5}
d6, 3,3,3,d1,d2,d3,d4,d5, 3
d6, 3,3,5,d1,d2,d3,d4,d5, 5
d6, 3,5,5,d1,d2,d3,d4,d5, 5
d6, 5,5,5,d1,d2,d3,d4,d5, 5
d6, 4,3,3,d1,d2,d3,d4,d5, 4
d6, 4,3,5,d1,d2,d3,d4,d5, 3
d6, 4,5,5,d1,d2,d3,d4,d5, 5
d6, 4,4,3,d1,d2,d3,d4,d5, 4
d6, 4,4,5,d1,d2,d3,d4,d5, 4
d6, 4,4,4,d1,d2,d3,d4,d5, 4

l, 4,4,4,d1,d2,d3,d4,d5, 4
l, 4,4,3,2,2,2,2,d5, 3
l, 4,4,3,d1,d2,d3,d4,d5, 4
l, 4,3,3,2,2,2,2,d5, 5
l, 4,3,3,2,2,d3,d4,d5, 3
l, 3,3,3,d1,d2,d3,d4,d5, 3
l, 4,4,2,2,2,2,d5,d6, 3
l, 4,4,d1,d2,d3,d4,d5,d6, 4
l, 4,3,2,2,d3,d4,d5,d6, 3
l, 4,3,d1,d2,d3,d4,d5,d6, 4
l, 3,3,d1,d2,d3,d4,d5,d6, 3

l, 5,5,5,d1,d2,d3,d4,d5, 5
l, 5,5,3,1,1,1,1,d5, 3
l, 5,5,3,d1,d2,d3,d4,d5, 5
l, 5,3,3,1,1,1,1,d5, 5
l, 5,3,3,1,1,d3,d4,d5, 3
l, 3,3,3,d1,d2,d3,d4,d5, 3
l, 5,5,1,1,1,1,d5,d6, 3
l, 5,5,d1,d2,d3,d4,d5,d6, 5
l, 5,3,1,1,d3,d4,d5,d6, 3
l, 5,3,d1,d2,d3,d4,d5,d6, 5
l, 3,3,d1,d2,d3,d4,d5,d6, 3

0, h1,h2,h3,0,0,0,0,0, 1
d1, h1,h2,h3,h4,0,0,0,0, 1

0, c1,c2,c3,0,0,0,0,0, 2
d1, c1,c2,c3,c4,0,0,0,0, 2

a, a1,a2,a3,a4,a5,a6,a7,a8, 0
I think im going to come at it from a different angle though.
EDIT: before I revamp again:

Code: Select all

# You can save the pattern into this box with Settings/Pattern/Save or Ctrl-S.
x = 7, y = 3, rule = Hot_Cold_life
o3b3o$3o2bo$bo!

@RULE HotAndColdlife

@COLORS

0   0   0   0
1 100   0   0
2   0   0 100
3 150 150 150
4 255 150 150
5 150 150 255
@TABLE
n_states:6
neighborhood:Moore
symmetries:permute
var l = {3,4,5}
var l1 = {3,4,5}
var l2 = {3,4,5}
var l3 = {3,4,5}
var l4 = {3,4,5}
var l5 = {3,4,5}
var l6 = {3,4,5}
var l7 = {3,4,5}
var l8 = {3,4,5}
var a = {0,1,2,3,4,5}
var a1 = {0,1,2,3,4,5}
var a2 = {0,1,2,3,4,5}
var a3 = {0,1,2,3,4,5}
var a4 = {0,1,2,3,4,5}
var a5 = {0,1,2,3,4,5}
var a6 = {0,1,2,3,4,5}
var a7 = {0,1,2,3,4,5}
var a8 = {0,1,2,3,4,5}
var d  = {0,1,2}
var d1 = {0,1,2}
var d2 = {0,1,2}
var d3 = {0,1,2}
var d4 = {0,1,2}
var d5 = {0,1,2}
var d6 = {0,1,2}
var d7 = {0,1,2}
var d8 = {0,1,2}
var n1 = {0,3}
var n2 = {0,3}
var n3 = {0,3}
var n4 = {0,3}
var n5 = {0,3}
var n6 = {0,3}
var n7 = {0,3}
var n8 = {0,3}
var h1 = {1,4}
var h2 = {1,4}
var h3 = {1,4}
var h4 = {1,4}
var h5 = {1,4}
var h6 = {1,4}
var h7 = {1,4}
var h8 = {1,4}
var c1 = {2,5}
var c2 = {2,5}
var c3 = {2,5}
var c4 = {2,5}
var c5 = {2,5}
var c6 = {2,5}
var c7 = {2,5}
var c8 = {2,5}
3, a,d1,d2,d3,d4,d5,d6,d7, 0
3, l,l1,l2,l3,a1,a2,a3,a4, 0
4, a,d1,d2,d3,d4,d5,d6,d7, 1
4, l,l1,l2,l3,a1,a2,a3,a4, 1
5, a,d1,d2,d3,d4,d5,d6,d7, 2
5, l,l1,l2,l3,a1,a2,a3,a4, 2

d, l,4,4,d1,d2,d3,d4,d5, 4
d, l,5,5,d1,d2,d3,d4,d5, 5
d, l,l1,l2,d1,d2,d3,d4,d5, 3

l, h1,h2,h3,h4,c1,c2,c3,n4,4
l, h1,h2,h3,h4,c1,c2,n3,n4,4
l, h1,h2,h3,h4,c1,n2,n3,n1,4
l, h1,h2,h3,h4,n1,n2,n3,n1,4
l, h1,h2,h3,c4,c1,n2,n3,n1,4
l, h1,h2,h3,c4,n1,n2,n3,n1,4
l, h1,h2,c3,n5,n1,n2,n3,n4,4
l, h1,n2,n3,n4,n5,n6,n7,n8,4

l, c1,c2,c3,c4,h1,h2,h3,n4,5
l, c1,c2,c3,c4,h1,h2,n3,n4,5
l, c1,c2,c3,c4,h1,n2,n3,n1,5
l, c1,c2,c3,c4,n1,n2,n3,n1,5
l, c1,c2,c3,h4,h1,n2,n3,n1,5
l, c1,c2,c3,h4,n1,n2,n3,n1,5
l, c1,c2,h3,n5,n1,n2,n3,n4,5

0, h1,h2,h3,0,0,0,0,0, 1
d1, h1,h2,h3,h4,0,0,0,0, 1

0, c1,c2,c3,0,0,0,0,0, 2
d1, c1,c2,c3,c4,0,0,0,0, 2

d, a1,a2,a3,a4,a5,a6,a7,a8, 0
:?: :?: . . . :!:
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eRroR_6o6
Posts: 178
Joined: August 15th, 2023, 1:24 am
Location: somewhere over the rainbow

Re: Rule request thread

Post by eRroR_6o6 » January 16th, 2024, 3:06 pm

confocaloid wrote:
January 15th, 2024, 5:06 am
eRroR_6o6 wrote:
January 14th, 2024, 11:58 pm
Requesting a rule like Life, but if an alive cell has a number of alive (I suggest 8 first) neighbours, then it freezes for 1 tick (treated as off) and then returns to the "alive" state.
I think this should work:

Code: Select all

x = 10, y = 3, rule = TemporaryFreeze
2.A4.A$2A.4A.2A$2.A4.A!

@RULE TemporaryFreeze

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute

var aa={0,1,2}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0,  1, 1, 1,c4,c5,c6,c7,c8, 1      # B3
1,  1, 1, 1,c4,c5,c6,c7,c8, 1      # S3
1,  1, 1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 2      # D8 -> state 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0
An osc in a variant:

Code: Select all

x = 4, y = 4, rule = TemoraryFreeze2
4A$4A$4A$4A!

@RULE TemoraryFreeze2

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1
* 3 = a cell that pretends to be dead for one tick, and then becomes 2

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var aa={0,1,2,3}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2,3}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0,  1, 1, 1,c4,c5,c6,c7,c8, 1      # B3 
1,  1, 1, 1,c4,c5,c6,c7,c8, 1      # S3
1,  1, 1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 3     # D8 -> state 3
3, a1,a2,a3,a4,a5,a6,a7,a8, 2      # state 3 -> state 2 always
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0
The number of states can also be extended infinitely in this way.

edit: temorary
Last edited by eRroR_6o6 on January 16th, 2024, 9:07 pm, edited 1 time in total.

Code: Select all

x = 19, y = 37, rule = B3/S23
13b3o$12b4o$11b2obobo$13bobo$15bo12$10b2o$bobo7bobo$o7b2o3b2o$o3bo2b3o
3bo$o6b4obo$o2bo7bo$3o12bobo$18bo$14bo3bo$14bo3bo$18bo$9bo5bo2bo$8b3o
5b3o2$10bo$2bobo4b2o$5bo2b3o$5bo2b3o$2bo2bo2b2obo$3b3o3b3o$10bo!

User avatar
breaker's glider gun
Posts: 673
Joined: May 23rd, 2021, 10:26 am
Location: the inside of a stuffed anaconda or maybe [click to not expand]

Re: Rule request thread

Post by breaker's glider gun » January 16th, 2024, 5:08 pm

eRroR_6o6 wrote:
January 16th, 2024, 3:06 pm
An osc in a variant:

Code: Select all

snip
The number of states can also be extended infinitely in this way.
a variant on that:

Code: Select all

x = 4, y = 4, rule = TemoraryFreeze2.1
4A$4A$4A$4A!

@RULE TemoraryFreeze2.1

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1
* 3 = a cell that pretends to be dead for one tick, and then becomes 2

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var lL = {1,3}
var l1 = lL
var l2 = lL
var aa={0,1,2,3}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0, lL,l1,l2,c4,c5,c6,c7,c8, 1      # B3 
1,  1, 1, 1,c4,c5,c6,c7,c8, 1      # S3
1,  1, 1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 3     # D8 -> state 3
3, a1,a2,a3,a4,a5,a6,a7,a8, 2      # state 3 -> state 2 always
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0
a variant on THAT:

Code: Select all

x = 4, y = 4, rule = TemoraryFreeze2.11
4A$4A$4A$4A!

@RULE TemoraryFreeze2.11

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1
* 3 = a cell that pretends to be dead for one tick, and then becomes 2

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var lL = {1,3}
var l1 = lL
var l2 = lL
var aa={0,1,2,3}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0, lL,l1,l2,c4,c5,c6,c7,c8, 1      # B3 
1, lL,l1,l2,c4,c5,c6,c7,c8, 1      # S3
1, lL,l1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 3     # D8 -> state 3
3, a1,a2,a3,a4,a5,a6,a7,a8, 2      # state 3 -> state 2 always
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0
:?: :?: . . . :!:
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b-engine
Posts: 1388
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Rule request thread

Post by b-engine » January 17th, 2024, 2:24 am

Well, B-heptomino is a puffer:

Code: Select all

x = 3, y = 4, rule = TemoraryFreeze2.11
A$2A$.2A$2A!
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

-

100th post: 18 November 2023
1000th post: 8 March 2024
10000th post:

-

Do not capitalize my username. Also you can edit quotes cause I don't like very long quotes.

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breaker's glider gun
Posts: 673
Joined: May 23rd, 2021, 10:26 am
Location: the inside of a stuffed anaconda or maybe [click to not expand]

Re: Rule request thread

Post by breaker's glider gun » January 17th, 2024, 10:12 am

b-engine wrote: Well, B-heptomino is a puffer:

Code: Select all

x = 3, y = 4, rule = TemoraryFreeze2.11
A$2A$.2A$2A!
@RULE TemoraryFreeze2.11

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1
* 3 = a cell that pretends to be dead for one tick, and then becomes 2

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var lL = {1,3}
var l1 = lL
var l2 = lL
var aa={0,1,2,3}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0, lL,l1,l2,c4,c5,c6,c7,c8, 1      # B3 
1, lL,l1,l2,c4,c5,c6,c7,c8, 1      # S3
1, lL,l1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 3     # D8 -> state 3
3, a1,a2,a3,a4,a5,a6,a7,a8, 2      # state 3 -> state 2 always
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0
:?: :?: . . . :!:
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confocaloid
Posts: 3058
Joined: February 8th, 2022, 3:15 pm

Re: Rule request thread

Post by confocaloid » January 17th, 2024, 11:18 am

ClippyCosmologist wrote:
January 10th, 2024, 6:56 am
hotdogPi wrote:
July 19th, 2023, 9:42 pm
Now we just need an apgsearch run (and make sure to separate objects properly!) to compare the homey farm beehives to the other beehives.
This has some hauls now: https://catagolue.hatsya.com/census/x5xhoneyfarmer
hotdogPi wrote:
January 10th, 2024, 9:00 am
Looks like about 32%.
These posts were just linked from Beehive. However, they are not even close to being a self-contained explanation suitable for LifeWiki readers.

One specific question is: why it is "about 32%", as opposed to "at most 32%"? As I understand it, beehives coloured in the same way could form in other unrelated ways, increasing the observed percentage but not the number of actual honeyfarm sequences.

Another question: are incompletely formed honey farms taken into account (when there are less than four beehives in the final pattern)?

Am I missing some earlier relevant discussion? Is there a more detailed description of the methods somewhere that could be linked instead of this conversation, to explain to readers what is going on?
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

hotdogPi
Posts: 1626
Joined: August 12th, 2020, 8:22 pm

Re: Rule request thread

Post by hotdogPi » January 17th, 2024, 11:21 am

confocaloid wrote:
January 17th, 2024, 11:18 am
Another question: are incompletely formed honey farms taken into account (when there are less than four beehives in the final pattern)?
Beehives that form from honey farms that get perturbed on the opposite side but don't affect all of it still count, as do honey farms where one or more beehives get destroyed after formation. These count as being formed by honey farms.

I have never seen bobo$obobo! form in any other way in the 3 1/2 years I've been here.
User:HotdogPi/My discoveries

Periods discovered: 5-16,⑱,⑳G,㉑G,㉒㉔㉕,㉗-㉛,㉜SG,㉞㉟㊱㊳㊵㊷㊹㊺㊽㊿,54G,55G,56,57G,60,62-66,68,70,73,74S,75,76S,80,84,88,90,96
100,02S,06,08,10,12,14G,16,17G,20,26G,28,38,47,48,54,56,72,74,80,92,96S
217,486,576

S: SKOP
G: gun

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confocaloid
Posts: 3058
Joined: February 8th, 2022, 3:15 pm

Re: Rule request thread

Post by confocaloid » January 17th, 2024, 11:30 am

hotdogPi wrote:
January 17th, 2024, 11:21 am
I have never seen bobo$obobo! form in any other way in the 3 1/2 years I've been here.
Well, then this might be news:

Code: Select all

x = 11, y = 11, rule = B3/S23
b2o$o2bo$o2bo$b2o4b2o$6bo2bo$6bobo$7bo2$8b2o$8bobo$8bo!
If I understand correctly, any occurrence of this would be a false positive. These cases may not be common enough to make a significant difference, though.
My main question is whether there is a more detailed description of the methods somewhere, that could be linked from LifeWiki instead of this conversation.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

hotdogPi
Posts: 1626
Joined: August 12th, 2020, 8:22 pm

Re: Rule request thread

Post by hotdogPi » January 17th, 2024, 11:38 am

The 3-state rule is simple: any cell born via B3e is in a "marked" state that doesn't affect evolution. I divided the beehives with the "marked" cells corresponding to a honey farm by the total number of beehives (well, the first few — the object count drops off quickly).
User:HotdogPi/My discoveries

Periods discovered: 5-16,⑱,⑳G,㉑G,㉒㉔㉕,㉗-㉛,㉜SG,㉞㉟㊱㊳㊵㊷㊹㊺㊽㊿,54G,55G,56,57G,60,62-66,68,70,73,74S,75,76S,80,84,88,90,96
100,02S,06,08,10,12,14G,16,17G,20,26G,28,38,47,48,54,56,72,74,80,92,96S
217,486,576

S: SKOP
G: gun

User avatar
breaker's glider gun
Posts: 673
Joined: May 23rd, 2021, 10:26 am
Location: the inside of a stuffed anaconda or maybe [click to not expand]

Re: Rule request thread

Post by breaker's glider gun » January 17th, 2024, 11:26 pm

Another thing a bit off topic now:

Code: Select all

x = 12, y = 18, rule = LivingSand
6.5DA$6.D3.D$6.D$6.2D$5.D.2D$5.D.3D$4.D3.3D$4.D3.D$4.D.A2D.D$4.D.DA3D
$5.4D2.D$2.5D.2D$3D3.A2D$6.A2D$7.2D$8.D$8.D$8.D!


@RULE LivingSand
@TABLE
neighborhood: Moore
symmetries: permute
n_states: 7
var d0 = {0,1,2,3}
var a0 = {0,1,2,3,4,5,6}
var l0 = {4,6}
var s0 = {1,2}
var S0 = {1,2,3,5,6}
var d1 = d0
var d2 = d0
var d3 = d0
var d4 = d0
var d5 = d0
var d6 = d0
var d7 = d0
var d8 = d0
var a1 = a0
var a2 = a0
var a3 = a0
var a4 = a0
var a5 = a0
var a6 = a0
var a7 = a0
var a8 = a0
var l1 = l0
var l2 = l0
var l3 = l0
var l4 = l0
var l5 = l0
var l6 = l0
var l7 = l0
var l8 = l0
var s1 = s0
var s2 = s0
var s3 = s0
var s4 = s0
var s5 = s0
var s6 = s0
var s7 = s0
var s8 = s0
var S1 = S0
var S2 = S0
var S3 = S0
var S4 = S0
var S5 = S0
var S6 = S0
var S7 = S0
var S8 = S0
var Sl3 = {S0,l0}
var Sl4 = {S0,l0}
var Sl5 = {S0,l0}
var Sl6 = {S0,l0}
var Sl7 = {S0,l0}
var Sl8 = {S0,l0}

 3, l1,l2,l3,d4,d5,d6,d7,d8, 5
d0, l1,l2,l3,d4,d5,d6,d7,d8, 4
 4, a1,a2,d3,d4,d5,d6,d7,d8, 2
 4, l1,l2,l3,l4,l5,l6,a7,a8, 0
 6, a1,d2,d3,d4,d5,d6,d7,d8, 3
 6, l1,l2,l3,l4,a5,a6,a7,a8, 3

d0, l1,s2,s3,s4,s5,s6,s7,a8, 3
 0,  2,S2,a3,a4,a5,a6,a7,a8, 1
 5, a1,a2,a3,a4,a5,a6,a7,a8, 6

 3, S1,S2,S3,S4,S5,S6,Sl7,Sl8, 3
 2, S1,S2,S3,S4,Sl5,Sl6,Sl7,a8, 2
 1, S1,S2,S3,Sl4,Sl5,a6,a7,a8, 1
 3, a1,a2,a3,a4,a5,a6,a7,a8, 2
 2, a1,a2,a3,a4,a5,a6,a7,a8, 1
 1, a1,a2,a3,a4,a5,a6,a7,a8, 0

@COLORS
1 125 100  25
2 175 150  50
3 200 200  75
4 255 255 255
5 200 200 100
6 255 255 100
EDIT: I think someone asked for this:

Code: Select all

x=0, y=0, rule=WWStarWarsLife
!
@RULE WWStarWarsLife
@TABLE
neighborhood: Moore
symmetries: permute
n_states: 9
var a0 = {0,1,2,3,4,5,6,7,8}
var a1 = a0
var a2 = a0
var a3 = a0
var a4 = a0
var a5 = a0
var a6 = a0
var a7 = a0
var a8 = a0
var l0 = {2,4}
var l1 = l0
var l2 = l0
var l3 = l0
var l4 = l0
var l5 = l0
var l6 = l0
var l7 = l0
var l8 = l0
var d0 = {0,1,3,5,6,7,8}
var d1 = d0
var d2 = d0
var d3 = d0
var d4 = d0
var d5 = d0
var d6 = d0
var d7 = d0
var d8 = d0

0, l1,l2,d3,d4,d5,d6,d7,d8, 4
4, a1,a2,d3,d4,d5,d6,d7,d8, 5
4, l1,l2,l3,l4,l5,a6,a7,a8, 5

1,  4,  4,  3,a4,a5,a6,a7,a8, 1
1,  4,  4,  2,a4,a5,a6,a7,a8, 1
1,  2,a2,d3,d4,d5,d6,d7,d8, 2
1,  4, 4,d3,d4,d5,d6,d7,d8, 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 3

3, a1,a2,a3,a4,a5,a6,a7,a8, 1
5, a1,a2,a3,a4,a5,a6,a7,a8, 6
6, a1,a2,a3,a4,a5,a6,a7,a8, 0

0,  7, 7,l3,d4,d5,d6,d7,d8, 7
0,  7, 2,l3,d4,d5,d6,d7,d8, 7
0,  2, 2,l3,d4,d5,d6,d7,d8, 7
7, a1,a2,d3,d4,d5,d6,d7,d8, 0
7,  l1, l2, l3, l4,a5,a6,a7,a8, 0

@COLORS:
1 255 125   0
2   0   0 255
3 255 255 255
4 255   0   0
5 255 200   0
6 255 255   0
7   0 200   0
8  50 100 200

Last edited by breaker's glider gun on January 31st, 2024, 12:07 pm, edited 2 times in total.
:?: :?: . . . :!:
Give me a suggestion of something to draw here!

User avatar
eRroR_6o6
Posts: 178
Joined: August 15th, 2023, 1:24 am
Location: somewhere over the rainbow

Re: Rule request thread

Post by eRroR_6o6 » January 18th, 2024, 1:08 pm

b-engine wrote:
January 17th, 2024, 2:24 am
Well, B-heptomino is a puffer:

Code: Select all

x = 3, y = 4, rule = TemoraryFreeze2.11
A$2A$.2A$2A!
Looks more like a novelty generator running it for a while.

Code: Select all

x = 19, y = 37, rule = B3/S23
13b3o$12b4o$11b2obobo$13bobo$15bo12$10b2o$bobo7bobo$o7b2o3b2o$o3bo2b3o
3bo$o6b4obo$o2bo7bo$3o12bobo$18bo$14bo3bo$14bo3bo$18bo$9bo5bo2bo$8b3o
5b3o2$10bo$2bobo4b2o$5bo2b3o$5bo2b3o$2bo2bo2b2obo$3b3o3b3o$10bo!

User avatar
hotcrystal0
Posts: 2246
Joined: July 3rd, 2020, 5:32 pm
Location: United States

Re: Rule request thread

Post by hotcrystal0 » January 20th, 2024, 6:38 pm

confocaloid wrote:
January 17th, 2024, 11:30 am
hotdogPi wrote:
January 17th, 2024, 11:21 am
I have never seen bobo$obobo! form in any other way in the 3 1/2 years I've been here.
Well, then this might be news:

Code: Select all

x = 11, y = 11, rule = B3/S23
b2o$o2bo$o2bo$b2o4b2o$6bo2bo$6bobo$7bo2$8b2o$8bobo$8bo!
If I understand correctly, any occurrence of this would be a false positive. These cases may not be common enough to make a significant difference, though.
My main question is whether there is a more detailed description of the methods somewhere, that could be linked from LifeWiki instead of this conversation.
However, this does not affect LifeWithoutHF3:

Code: Select all

x = 12, y = 12, rule = LifeWithoutHF3
.2A$A2.A$A2.A$.2A4.2A$6.A2.A$6.A.A$7.A3$9.2A$9.A.A$9.A!

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

CasperWen8805181
Posts: 157
Joined: November 5th, 2023, 10:57 pm

Re: Rule request thread

Post by CasperWen8805181 » January 27th, 2024, 6:43 pm

I just got this cool new idea to kinda simulate planets and stuff (of course, this rule is like critters, population conserving)
  • 1. Random soups will merge into a ball like object.
  • 2. large objects of pop. 4 or more will have their own gravitational pull.
  • 3. gravitational pull is calculated by:
    • 3a. The cells next to the ballish circle will have the gravitational pull of the amount of cells * 2 in a NC, R8.
    • 3b. The cells that are surrounding gravitated cells will have a gravitational pull of amount of cells * 2 + amount of gravity cells.
    • 3c. All gravity cells will only be counted in calculation if they are closer to the ball of cells.
I actually don't really think this rule is possible
Edit:
Colors are:
Background: 255, 255, 255 (#FFFFFF)
Gravity: 0, (strength of gravity), 0 (#00(strength of gravity in hexadecimal)00)
Cells: 0, 0, 0 (#000000)
Last edited by CasperWen8805181 on January 28th, 2024, 2:06 pm, edited 1 time in total.
My Rules: Hash2F

User avatar
eRroR_6o6
Posts: 178
Joined: August 15th, 2023, 1:24 am
Location: somewhere over the rainbow

Re: Rule request thread

Post by eRroR_6o6 » January 27th, 2024, 10:58 pm

Request: Life, but if a cell has no neighbours at all, it freezes (treated as off). If a frozen cell gets surrounded by 8 cells, though, it becomes "alive" again.

Code: Select all

x = 19, y = 37, rule = B3/S23
13b3o$12b4o$11b2obobo$13bobo$15bo12$10b2o$bobo7bobo$o7b2o3b2o$o3bo2b3o
3bo$o6b4obo$o2bo7bo$3o12bobo$18bo$14bo3bo$14bo3bo$18bo$9bo5bo2bo$8b3o
5b3o2$10bo$2bobo4b2o$5bo2b3o$5bo2b3o$2bo2bo2b2obo$3b3o3b3o$10bo!

User avatar
squareroot12621
Posts: 633
Joined: March 23rd, 2022, 4:53 pm

Re: Rule request thread

Post by squareroot12621 » January 27th, 2024, 11:13 pm

eRroR_6o6 wrote:
January 27th, 2024, 10:58 pm
Request: Life, but if a cell has no neighbours at all, it freezes (treated as off). If a frozen cell gets surrounded by 8 cells, though, it becomes "alive" again.
Here:

Code: Select all

x = 50, y = 50, rule = FrozenLife
2A4.A.A3.A.5A.A.4A.A4.A.2A3.A5.A.A$3.3A3.A.4A.A.A2.4A.A.2A.A.A.A.A.2A
2.A4.2A$2.A.4A.2A2.A2.3A.3A3.A.3A2.A2.A5.2A.2A2.A$.4A2.2A10.A2.A3.2A4.
2A3.A2.3A2.A2.A$A2.A.A.A.A.A2.2A7.A.3A.A3.A.A2.A2.A2.A.A$6A3.5A2.A4.A
4.2A.A3.2A.A.A2.2A.A.2A$A3.A3.3A2.2A.A3.2A.2A.A.A2.3A.6A.2A.A$5A2.A2.
A.2A.A.2A4.A.3A8.2A.2A2.3A.A$.4A.A2.A5.2A.2A.A2.2A3.2A2.A.2A4.A.4A.2A
$2.A6.3A.4A.A2.2A.3A.A3.2A.A2.A.2A.4A$.A4.A2.2A.3A.A.5A.A4.2A2.A2.2A.
3A.A.A.A.A$A.A2.3A3.2A.4A.3A.4A2.2A.2A2.2A.6A.3A$A.A3.A2.2A4.A.2A.A5.
2A.2A4.A2.2A.A.2A2.3A$2.3A.A.6A2.A.4A5.7A4.4A3.A.A.A$A.2A.A2.A2.A2.A.
A.5A3.4A.A.2A.A.2A.A3.3A.A$2A2.A.A3.A2.2A4.2A2.2A.2A.A.A.A2.2A2.4A.4A
$.5A.2A2.3A.2A2.A3.A.2A4.A4.2A.A.5A3.A$.A.A2.A3.8A.A.A.2A.A5.2A3.A6.A
.2A$6A.2A.3A.A.A2.A.2A.6A.2A3.A3.A.A4.2A$.3A5.3A3.3A.2A.A3.A.2A.3A2.A
.A.2A4.A.A$2A2.A2.3A.A.2A.A.2A4.A.A.A2.A2.3A5.A4.2A$2.A2.A.4A.3A3.A4.
2A3.A.4A3.A.A.A5.A$A.5A.A8.5A5.A.A.A.A.5A.A2.A4.A$3A2.A2.3A2.A.A.A.2A
4.A2.3A8.3A4.4A$2.A.3A.2A4.2A3.7A.A.A3.2A2.2A.6A.3A$.2A.A.2A4.3A4.A.4A
3.2A2.2A2.3A3.A.3A$2A.2A5.2A.3A2.4A2.A.3A2.3A.2A3.A.2A3.3A$4A2.A2.A2.
2A2.2A4.A3.3A4.A.2A.2A3.2A2.3A$A.6A.2A4.A.6A.A.A2.3A2.A.A.2A3.2A2.A$2A
2.A4.4A.2A.2A.2A.A.A.3A.2A.A2.3A2.A5.A$6.3A6.A.6A2.A.A.2A2.A5.A.A2.4A
.A$.2A.2A2.A2.4A.A.9A.A4.A3.2A2.A.3A2.A$A.A.3A5.A.3A.2A.A2.2A2.A.2A.A
.A.2A3.3A.A.2A$2.2A.A.2A.6A.20A3.2A.4A2.A$A3.A.A.A.A5.6A.A.2A.A2.4A.A
.2A2.3A.4A$2.A.A.3A2.A3.A.A.2A.A.2A3.2A.A3.4A2.6A.A$2A3.A.A2.2A.A.3A2.
A2.A3.2A3.A.3A.A.A.5A2.A$2A.3A.4A.4A.2A2.A.A.A.A.6A.A4.9A$A.3A.A3.4A2.
A3.A.7A.A.A5.4A2.2A.2A$3.A3.A.4A2.A.A2.A4.3A5.3A7.A2.A2.A$.3A.A.A.A.A
.A.2A.3A.4A.A.A.A3.2A2.2A.2A.A.3A$.2A.3A2.5A3.2A.A2.A2.A4.A.2A2.3A.A3.
2A.A$2A2.A2.A6.A2.A.A.A.A3.A.A.2A3.5A2.2A3.A$4.3A3.2A3.A4.5A.A2.A5.2A
2.3A.A2.4A$7A3.A.A2.2A2.3A2.A3.A2.A.A2.A4.2A.A.A$3A2.A.A5.2A.2A.4A.4A
4.A2.A.A4.A3.A2.A$2A.3A.4A2.3A2.2A2.4A8.3A.A4.2A.4A$A4.A3.A3.A2.2A3.2A
.2A.A3.A2.A.3A4.7A$.3A2.2A2.4A.A3.3A9.2A2.A3.2A.5A$.A.A2.3A2.A.A2.2A.
2A6.A.2A.A2.A.2A2.4A3.A!
@RULE FrozenLife

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var d1 = {0, 2}
var d2 = d1
var d3 = d1
var d4 = d1
var d5 = d1
var d6 = d1
var d7 = d1
var d8 = d1
0, 1,1,1,d1,d2,d3,d4,d5, 1
1, d1,d2,d3,d4,d5,d6,d7,d8, 2
1, 1,d1,d2,d3,d4,d5,d6,d7, 0
1, 1,1,1,1,d1,d2,d3,d4, 0
1, 1,1,1,1,1,d1,d2,d3, 0
1, 1,1,1,1,1,1,d1,d2, 0
1, 1,1,1,1,1,1,1,d1, 0
1, 1,1,1,1,1,1,1,1, 0
2, 1,1,1,1,1,1,1,1, 1
@COLORS
0 0 0 0
1 255 255 255
2 0 192 192
@NAMES
0 off
1 on
2 frozen
This isn't exactly what you asked for, but it makes thawing cells easier:

Code: Select all

x = 50, y = 50, rule = FrozenLifeSeparated
2A4.A.A3.A.5A.A.4A.A4.A.2A3.A5.A.A$3.3A3.A.4A.A.A2.4A.A.2A.A.A.A.A.2A
2.A4.2A$2.A.4A.2A2.A2.3A.3A3.A.3A2.A2.A5.2A.2A2.A$.4A2.2A10.A2.A3.2A4.
2A3.A2.3A2.A2.A$A2.A.A.A.A.A2.2A7.A.3A.A3.A.A2.A2.A2.A.A$6A3.5A2.A4.A
4.2A.A3.2A.A.A2.2A.A.2A$A3.A3.3A2.2A.A3.2A.2A.A.A2.3A.6A.2A.A$5A2.A2.
A.2A.A.2A4.A.3A8.2A.2A2.3A.A$.4A.A2.A5.2A.2A.A2.2A3.2A2.A.2A4.A.4A.2A
$2.A6.3A.4A.A2.2A.3A.A3.2A.A2.A.2A.4A$.A4.A2.2A.3A.A.5A.A4.2A2.A2.2A.
3A.A.A.A.A$A.A2.3A3.2A.4A.3A.4A2.2A.2A2.2A.6A.3A$A.A3.A2.2A4.A.2A.A5.
2A.2A4.A2.2A.A.2A2.3A$2.3A.A.6A2.A.4A5.7A4.4A3.A.A.A$A.2A.A2.A2.A2.A.
A.5A3.4A.A.2A.A.2A.A3.3A.A$2A2.A.A3.A2.2A4.2A2.2A.2A.A.A.A2.2A2.4A.4A
$.5A.2A2.3A.2A2.A3.A.2A4.A4.2A.A.5A3.A$.A.A2.A3.8A.A.A.2A.A5.2A3.A6.A
.2A$6A.2A.3A.A.A2.A.2A.6A.2A3.A3.A.A4.2A$.3A5.3A3.3A.2A.A3.A.2A.3A2.A
.A.2A4.A.A$2A2.A2.3A.A.2A.A.2A4.A.A.A2.A2.3A5.A4.2A$2.A2.A.4A.3A3.A4.
2A3.A.4A3.A.A.A5.A$A.5A.A8.5A5.A.A.A.A.5A.A2.A4.A$3A2.A2.3A2.A.A.A.2A
4.A2.3A8.3A4.4A$2.A.3A.2A4.2A3.7A.A.A3.2A2.2A.6A.3A$.2A.A.2A4.3A4.A.4A
3.2A2.2A2.3A3.A.3A$2A.2A5.2A.3A2.4A2.A.3A2.3A.2A3.A.2A3.3A$4A2.A2.A2.
2A2.2A4.A3.3A4.A.2A.2A3.2A2.3A$A.6A.2A4.A.6A.A.A2.3A2.A.A.2A3.2A2.A$2A
2.A4.4A.2A.2A.2A.A.A.3A.2A.A2.3A2.A5.A$6.3A6.A.6A2.A.A.2A2.A5.A.A2.4A
.A$.2A.2A2.A2.4A.A.9A.A4.A3.2A2.A.3A2.A$A.A.3A5.A.3A.2A.A2.2A2.A.2A.A
.A.2A3.3A.A.2A$2.2A.A.2A.6A.20A3.2A.4A2.A$A3.A.A.A.A5.6A.A.2A.A2.4A.A
.2A2.3A.4A$2.A.A.3A2.A3.A.A.2A.A.2A3.2A.A3.4A2.6A.A$2A3.A.A2.2A.A.3A2.
A2.A3.2A3.A.3A.A.A.5A2.A$2A.3A.4A.4A.2A2.A.A.A.A.6A.A4.9A$A.3A.A3.4A2.
A3.A.7A.A.A5.4A2.2A.2A$3.A3.A.4A2.A.A2.A4.3A5.3A7.A2.A2.A$.3A.A.A.A.A
.A.2A.3A.4A.A.A.A3.2A2.2A.2A.A.3A$.2A.3A2.5A3.2A.A2.A2.A4.A.2A2.3A.A3.
2A.A$2A2.A2.A6.A2.A.A.A.A3.A.A.2A3.5A2.2A3.A$4.3A3.2A3.A4.5A.A2.A5.2A
2.3A.A2.4A$7A3.A.A2.2A2.3A2.A3.A2.A.A2.A4.2A.A.A$3A2.A.A5.2A.2A.4A.4A
4.A2.A.A4.A3.A2.A$2A.3A.4A2.3A2.2A2.4A8.3A.A4.2A.4A$A4.A3.A3.A2.2A3.2A
.2A.A3.A2.A.3A4.7A$.3A2.2A2.4A.A3.3A9.2A2.A3.2A.5A$.A.A2.3A2.A.A2.2A.
2A6.A.2A.A2.A.2A2.4A3.A!
@RULE FrozenLifeSeparated
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var d1 = {0, 2}
var d2 = d1
var d3 = d1
var d4 = d1
var d5 = d1
var d6 = d1
var d7 = d1
var d8 = d1
var a1 = {0, 1, 2}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
0, 1,1,1,d1,d2,d3,d4,d5, 1
1, d1,d2,d3,d4,d5,d6,d7,d8, 2
1, 1,d1,d2,d3,d4,d5,d6,d7, 0
1, 1,1,1,1,d1,d2,d3,d4, 0
1, 1,1,1,1,1,d1,d2,d3, 0
1, 1,1,1,1,1,1,d1,d2, 0
1, 1,1,1,1,1,1,1,d1, 0
1, 1,1,1,1,1,1,1,1, 0
2, 2,a1,a2,a3,a4,a5,a6,a7, 1
@COLORS
0 0 0 0
1 255 255 255
2 0 192 192
@NAMES
0 off
1 on
2 frozen

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4b8o$4b8o$4b8o$4b8o$4o8b4o$4o8b4o$4o8b4o$4o8b4o$4o8b4o$4o8b4o$4o8b4o$4o8b4o$4b8o$4b8o$4b8o$4b8o![[ THEME 0 AUTOSTART GPS 8 Z 16 T 1 T 1 Z 19.027 T 2 T 2 Z 22.627 T 3 T 3 Z 26.909 T 4 T 4 Z 32 T 5 T 5 Z 38.055 T 6 T 6 Z 45.255 T 7 T 7 Z 53.817 LOOP 8 ]]

User avatar
hotcrystal0
Posts: 2246
Joined: July 3rd, 2020, 5:32 pm
Location: United States

Re: Rule request thread

Post by hotcrystal0 » January 27th, 2024, 11:24 pm

squareroot12621 wrote:
January 27th, 2024, 11:13 pm
eRroR_6o6 wrote:
January 27th, 2024, 10:58 pm
Request: Life, but if a cell has no neighbours at all, it freezes (treated as off). If a frozen cell gets surrounded by 8 cells, though, it becomes "alive" again.
Here:

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snip
This isn't exactly what you asked for, but it makes thawing cells easier:

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rle
A variant of FrozenLife, called FrozenLife4e5, where cells freeze on S4e instead of S0, and thaw when surrounded by exactly five neighbors(regardless of configuration).

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x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

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