Hello! Before creating this account, I already made multiple rules, most of which i forgot their rulestring. Here are a few unnamed rules and their patterns:
1.
23/2en3/4
After browsing the forums a little after making the left gun in this rule, I found out that there exists a rule similar to this, though this rule is not based on it. ( I forgot what was the existing rule's rulestring oof )
Anyways here are two p18 guns, one created by looping the natural 2 barreled gun and second one by blocking on barrel with a still life, similar to the existing rule:
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# p18 single barrel gun made of 4 2-barrel guns + smaller single barrel gun
# By Dicuo
x = 66, y = 34, rule = 23/2en3/4
5.2AC6.A$4.AB7.2AB$5.2AC5.A.C$13.C$.A13.C$ABA14.2A$A.A14.ABA$C.C15.CA
$17.B2A$23.B2A$24.CA$23.B2A2$.2AC$2A$.BC.C$30.3A$5.2A.B20.ABCA$5.ABCA
20.2A.B$6.3A$25.BC.C$25.B$24.3BC31.2A.2A$9.B.B10.5B32.2A.2A$9.ACA10.C
.2BA$9.3A12.C32.4A.4A$22.C34.A2.A.A2.A$19.2A$18.ABA$18.AC$18.2AB$12.2A
B43.A$12.AC42.2A.A$12.2AB41.2A.A!
2.
B2ce3-ej/S01c2ce
This is the latest rule i discovered while trying to recreate a replicator that was stuck in a long orthogonal tube on a forgotten rule.
Here are multiple spaceships in this rule all based on a small c/2o ship except for the c/5d ship:
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# Small c/2o and 6 same speed spaceships based on it + c/5d spaceship
# By Dicuo
x = 80, y = 19, rule = B2ce3-ej/S01c2ce
bo7bo8bo9bo8bo4bo6bo4bo7bo4bo8bo$obo5bobo6bobo7bobo6bobo2bobo4bobo2bo
bo5bobo2bobo$76bo$2o5b5o4b5o5b5o18b2o2b2o7b2o2b2o9bobo$38bo2bo9b2o11b
2o$9bo8bo9bo32bo6bo$8bobo6bobo7bobo2$8b2o6b5o5b5o2$18bo9bo$17bobo7bob
o2$17b2o7b5o2$28bo$27bobo2$27b2o!
* Note: That rule contains S0, therefore having a dot as a still life
3.
B2e3eij/S2-en3a
This rule contains two stable T-ships which can be used to stabilize unstable wide T-ship to create puffers such as the one in this moving Sawtooth:
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# Moving sawtooth ( p8 c/2 puffer with a lightweight c/2 t-ship bumping into the stream of blinkers )
# By Dicuo
x = 19, y = 40, rule = B2e3eij/S2-en3a
8b3o$9bo2$7b5o$6bo5bo3$4b11o$5b9o2$3b13o$2bo13bo3$19o$b17o6$4bo9bo$5b
o7bo16$9bo$8bobo!
I really like the reaction of the t-ship hitting the blinker, which then creates a fuse and lets the same t-ship out a few gens later.
4.
B2ac3a4c8/S235c6e
This rule is probably the first actually interesting rule that I discovered. This rule contains 2 c4/4o spaceships which can be used to construct other spaceship such as the third spaceship in the rle, and a large c2/4d spaceship, and c/2 double wickstretcher:
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# B2ac3a4c8/S235c6e spaceships ( 3 c4/4o and one c2/4d ) + wickstretcher ( c/2 )
x = 23, y = 43, rule = B2ac3a4c8/S235c6e
obo$o3$2bo$bo$o$2o2bo$bobo4$o$obo4$obo$o$7bo$5b2o$4b3o$4b2obo$6bo5$10b
o$7bo3bo$4bobobo$5bo3bo$10bo$2bob2o3bo$bo4bobo$o5bo2bo$bo15bo$bo4bo9b
obo$2b2obo11bo$4bo11bo$17b2o2bo$17b2obobo$19bobo!
These rules were life-like (2,3 and 4) and generations (1), but I also have 2 rules written in .rule files:
TwoBrain
This rule is based on Brian's Brain and Symbiosis, having a pretty small stable photon laser and simple signal wire.
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@RULE TwoBrain
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var a = {1,2}
var b = {0,3}
var c = {0,1,2,3}
var d = c
var e = c
var f = c
var g = c
var h = c
var i = c
var j = c
var k = b
var l = b
var m = b
var n = b
var o = b
var p = b
var q = b
0,a,a,l,m,n,o,p,q,a
1,b,k,l,m,n,o,p,q,3
1,1,k,l,m,n,o,p,q,3
1,1,1,l,m,n,o,p,q,3
1,1,1,1,m,n,o,p,q,3
1,1,1,1,1,n,o,p,q,3
1,1,1,1,1,1,o,p,q,3
1,1,1,1,1,1,1,p,q,3
1,1,1,1,1,1,1,1,q,3
1,1,1,1,1,1,1,1,1,3
2,b,k,l,m,n,o,p,q,3
2,2,k,l,m,n,o,p,q,3
2,2,2,l,m,n,o,p,q,3
2,2,2,2,m,n,o,p,q,3
2,2,2,2,2,n,o,p,q,3
2,2,2,2,2,2,o,p,q,3
2,2,2,2,2,2,2,p,q,3
2,2,2,2,2,2,2,2,q,3
2,2,2,2,2,2,2,2,2,3
3,c,d,e,f,g,h,i,j,0
@COLORS
0 0 0 0
1 255 255 0
2 255 0 0
3 255 140 0
and the second rule is
Photonic
a rule with 1 pixel wide photons which allows signal circuitry and is kinda similar to Sticky, but not sticky and works a bit differently:
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@RULE Photonic
@TABLE
n_states:7
neighborhood:Moore
symmetries:rotate4
# always trans
var a = {0,1,2,3,4,5,6}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
# ignore alive and dying and green and cyan and magenta
var i = {0,3,4,5,6}
var j = i
var k = i
var l = i
var m = i
var n = i
var o = i
# trans if no dying
var p = {0,1,3,4,5,6}
var q = p
var r = p
var s = p
var t = p
var u = p
var v = p
var w = p
# Table
# dead -> alive
0,1,i,j,k,l,m,n,o,1
0,i,1,j,1,k,l,m,n,1
0,4,i,j,k,l,m,n,o,1
0,1,5,a,b,c,d,e,f,1
0,1,a,b,c,d,e,f,5,1
0,i,1,j,6,k,l,m,n,1
0,i,6,j,1,k,l,m,n,1
# alive -> dying -> dead
1,a,b,c,d,e,f,g,h,2
2,a,b,c,d,e,f,g,h,0
1,p,q,r,s,t,u,v,w,2
@COLORS
0 0 0 0
1 255 255 0
2 255 0 0
3 0 0 255
4 0 255 0
5 0 255 255
6 255 0 255
These are all the rules I currently have with their patterns.