b-snapshots

For discussion of other cellular automata.
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b-engine
Posts: 3746
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Re: b-rules

Post by b-engine » March 24th, 2025, 7:44 am

CARuler wrote:
March 23rd, 2025, 6:39 pm
edit: in 7elements, what rule does air follow?

Code: Select all

x = 1, y = 1, rule = B2456/S0123456H
!
[[ RANDOMIZE ]]
EDIT:

Code: Select all

x = 113, y = 108, rule = SevenElements
18.4A2.4A3.6A3.2A$15.4A3.3A3.3A6.3A2.7A$11.4A34.7A$9.3A44.5A$8.2A51.3A
$6.3A55.2A$4.3A59.3A$3.2A64.2A$2.2A67.2A$.A71.A$.A31.10A31.2A$.A25.6A
10.6A27.A$2A23.2A22.3A25.A$A21.3A27.3A23.A$A20.2A32.2A22.A$A19.2A35.2A
21.A$A18.A39.3A19.2A$A17.A43.2A19.A$A17.A45.A19.A$A16.2A46.2A18.A$A16.
A49.2A17.A$A16.A51.2A16.A$A16.A53.A16.A$A15.A20.4A31.A16.A$A15.A18.2A
4.13A19.A16.A$A15.A16.2A19.3A17.A16.A$.A14.A16.A23.2A16.A16.A$.A14.A14.
2A26.2A15.2A15.A$.A14.A14.A29.A16.A15.A$.A14.A14.A30.3A13.A16.A$.A14.
A13.A34.A13.A15.A$.A14.A13.A35.2A12.A15.A$.A14.A13.A37.A12.A14.A$2.A13.
A12.2A38.A12.A14.A$2.A13.A12.A40.A12.A14.A$2.A14.A11.A20.3A17.A13.A13.
A$2.A14.A11.A18.3A2.5A13.A13.A12.A$3.A13.A11.A17.2A9.2A12.A12.A13.A$3.
A13.A11.A17.A12.2A11.A12.A13.A$3.A13.A11.A16.A15.A11.A12.A12.A$3.A13.
A11.A16.A16.2A9.A13.A12.A$4.A12.A11.A15.2A18.A9.A13.A11.A$5.A11.A11.A
15.A6.7D6.A9.A14.A11.A$5.A12.A11.A14.A5.2D.6D5.A10.A13.A11.A$5.A12.A11.
A14.A8.6DI5.A10.A13.A10.A$6.A11.A11.A14.A8.5D2I5.A11.A12.A10.A$6.A11.
A11.A15.A19.A11.A13.A10.A$7.A10.A12.A14.A7.A10.2A11.A13.A10.A$7.A11.A
11.A14.A7.A10.A12.A14.A10.A$7.A11.A11.A15.A7.A8.2A13.A13.A10.A$8.A10.
A12.A14.A8.2A5.2A14.A14.A10.A$9.A10.A11.A14.A10.A.4A16.A13.A10.A$9.A10.
A12.A14.A10.2A19.A13.A11.A$9.A10.A12.A14.A31.A14.A10.A$10.A10.A11.A15.
A30.A14.A10.A$11.A9.A12.A15.A29.A14.A10.A$11.A10.A11.A15.A30.A13.A11.
A$11.A10.A12.A15.A29.A14.A10.A$12.A9.A12.A16.A28.A14.A11.A$13.A9.A12.
A16.A27.A14.A11.A$13.A10.A11.A17.2A25.A14.A11.A$14.A9.A12.A18.2A22.2A
15.A10.A$14.A10.A12.A19.2A19.2A16.A11.A$15.A9.A13.A20.A18.A17.A11.A$16.
A9.A13.A20.2A15.2A17.A11.A$16.A10.A13.A21.2A12.2A18.A12.A$17.A9.A14.A
22.2A9.2A19.A12.A$17.A10.A14.A23.10A20.A12.A$18.A10.A14.A52.A12.A$19.
A10.A14.A51.A12.A$20.A10.A14.A50.A12.A$20.A11.A14.2A48.A13.A$21.A11.2A
14.A46.A14.A$22.A12.A14.2A44.A14.A$23.A12.A15.2A42.A14.A$23.A13.A16.3A
38.A15.A$24.A13.A18.4A34.A15.A$25.A13.A21.2A30.2A16.A$26.2A12.2A21.4A
25.2A16.2A$27.A14.A24.4A18.3A18.A$28.2A13.A27.7A10.A21.A$30.A13.2A32.
5A2.3A22.A$31.A14.A36.2A25.A$32.A14.A61.2A$33.A14.2A59.A$34.A15.A58.A
$35.A15.A57.A$36.A15.A55.A$37.A15.2A52.A$38.A16.3A49.A$39.2A17.3A44.2A
$41.A19.2A41.2A$42.2A19.4A36.2A$44.A22.7A3.2A16.8A$45.A28.3A2.7A5.A.2A
$46.A39.5A.A$47.A$48.2A$50.2A$52.A$53.2A$55.A$56.2A$58.3A$61.3A$64.4A
44.A$68.15A8.9A2.4A2.4A$83.9A8.2A4.2A!
 
 

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0  
This pattern creates lots of spiral waves before disintegrating into an empty frame:

Code: Select all

x = 26, y = 25, rule = SevenElements
A11.A$.A10.A2D$2.A9.A$3.A8.A$4.A7.A$5.A6.A$6.A5.A$7.A4.A$8.A3.A$9.A2.
A$10.A.A$11.2A7.6D$25AI$12.2A$12.A.A$12.A2.A$12.A3.A$12.A4.A$12.A5.A$
12.A6.A$12.A7.A$12.A8.A$12.A9.A$12.A10.A$12.A11.A!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » March 24th, 2025, 9:06 am

Rake stream converter?

Code: Select all

x = 15, y = 22, rule = Phex
3.BA.BA$3.6B$8.B.BA$10.3B$12.B$8.2B$BA6.3B$3B6.AB$.2B$5.BA$5.3B$9.B$8.
3B$9.AB4$8.B3.BA$8.2B.A3B$8.2B4.B$9.2B$10.A!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
Contact:

Re: b-rules

Post by b-engine » March 24th, 2025, 6:14 pm

Now we have realistic water:

Code: Select all

x = 33, y = 29, rule = SevenElements
6.7A$3.3A7.4A$2.A14.2A$2A17.A$A9.4B6.2A$A7.2B.B.2B7.A$A4.2B.B2.4B8.A$
A4.BCB16.2A$A5.C19.A$A26.A$A10.5A12.A$A9.2A4.3A9.A$A9.A8.A9.A$A9.A9.A
8.A$.A8.A10.A8.A$.A8.A10.A8.A$2.A8.A9.A8.A$2.A9.3A4.3A9.A$3.A11.5A11.
A$4.A27.A$5.A26.A$6.A25.A$7.3A21.A$10.A20.A$11.3A16.2A$14.2A13.2A$16.
4A9.A$20.5A.3A$25.2A!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0

User avatar
hth3
Posts: 362
Joined: February 15th, 2025, 10:04 am
Location: The Sun

Re: b-rules

Post by hth3 » March 25th, 2025, 9:07 am

P24:

Code: Select all

x = 12, y = 13, rule = SevenElements
4.B$C2B2AB$.C3A2C$2C.2B3.C$.B.2C4.CB$.BAC4.B.2C$2.ABC2.CBA$2C.B4.CAB$
.BC4.2C.B$3.C3.2B.2C$5.2C3AC$6.B2A2BC$7.B!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
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User avatar
CARuler
Posts: 1337
Joined: July 30th, 2024, 5:38 pm
Location: A rule-verse in floor rule-verse of the CGOL skyscraper

Re: b-rules

Post by CARuler » March 25th, 2025, 4:07 pm

b-engine wrote:
March 24th, 2025, 6:14 pm
Now we have realistic water:

Code: Select all

x = 33, y = 29, rule = SevenElements
6.7A$3.3A7.4A$2.A14.2A$2A17.A$A9.4B6.2A$A7.2B.B.2B7.A$A4.2B.B2.4B8.A$
A4.BCB16.2A$A5.C19.A$A26.A$A10.5A12.A$A9.2A4.3A9.A$A9.A8.A9.A$A9.A9.A
8.A$.A8.A10.A8.A$.A8.A10.A8.A$2.A8.A9.A8.A$2.A9.3A4.3A9.A$3.A11.5A11.
A$4.A27.A$5.A26.A$6.A25.A$7.3A21.A$10.A20.A$11.3A16.2A$14.2A13.2A$16.
4A9.A$20.5A.3A$25.2A!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
water should be conductive, also whats going to stop water filling the world? (maybe air?)
also, can you make light start fires??
likes interesting rules
vist my rules here
also likes weird growth patterns in CA
hyperbolic CA!!!
ADHD user
mostly inactive

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b-engine
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Re: b-rules

Post by b-engine » March 25th, 2025, 6:25 pm

I had an idea to make water conductive, but only till now I could implement it:

Code: Select all

x = 33, y = 29, rule = SevenElements
6.7A$3.3A7.4A$2.A14.2A$2A17.A$A9.4B6.2A$A7.2B.B.BE7.A$A4.2B.B2.4B8.A$
A4.BCB16.2A$A5.C19.A$A26.A$A10.5A12.A$A9.2A4.3A9.A$A9.A8.A9.A$A9.A9.A
8.A$.A8.A10.A8.A$.A8.A10.A8.A$2.A8.A9.A8.A$2.A9.3A4.3A9.A$3.A11.5A11.
A$4.A27.A$5.A26.A$6.A25.A$7.3A21.A$10.A20.A$11.3A16.2A$14.2A13.2A$16.
4A9.A$20.5A.3A$25.2A!
 
[[ TITLE "LiveFiewer" ]]
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
2,5,e,e1,e2,e3,e4,5
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
Uhh, seems like I've implemented it the wrong way.

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b-engine
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Re: bee-rules

Post by b-engine » March 26th, 2025, 7:14 am

A typical very early rule:

Code: Select all

x = 9, y = 3, rule = Stophex
6.2B$A6.AB$7.2B!
 
[[ TITLE "LivieFewer" ]]
@RULE Stophex
@TABLE
n_states:3
neighborhood:hexagonal
symmetries:rotate6reflect

var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a

0,2,1,2,0,0,0,1
0,1,0,0,1,0,0,1
0,1,1,0,0,0,0,1
0,1,2,2,0,0,0,1

0,1,2,0,0,0,0,2
0,1,0,1,0,1,0,2

1,a,a,a,a,a,a,1
1,2,2,2,0,0,0,1

2,2,1,2,0,0,0,2
2,2,1,0,0,0,0,2
2,1,2,2,0,0,0,2
2,1,2,2,2,2,2,2

2,2,0,0,0,0,0,1
2,0,0,0,0,0,0,1
2,2,1,1,0,0,0,1

1,a,a1,a2,a3,a4,a5,2
2,a,a1,a2,a3,a4,a5,0

@NAMES
0 Dead
1 Heads
2 Tails
@COLORS
1 255 144 0
2 0 128 255
And this is the first Box-like rule with no "typical" dot.

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Re: b-rules

Post by b-engine » March 26th, 2025, 9:31 am

Made this a little bit more chaotic and accidentally spotted this 5-cell 2c/5 diagonal ship:

Code: Select all

x = 29, y = 29, rule = Stophex
7.B$6.B2.B$7.B.B$4.B8.B$3.BAB7.BAB$4.2B8.2B$.B17.B$B.B16.B.B2$.2B18.2B
4$3.2B18.2B$4.AB17.BA$4.2B18.2B4$6.2B18.2B2$7.B.B16.B.B$9.B17.B$13.2B
8.2B$13.BAB7.BAB$15.B8.B$19.B.B$19.B2.B$21.B!

 
[[ TITLE "LivwieFeer" ]]
@RULE Stophex
@TABLE
n_states:3
neighborhood:hexagonal
symmetries:rotate6reflect

var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a

0,2,1,2,0,0,0,1
0,1,0,0,1,0,0,1
0,1,0,1,0,0,0,1
0,1,1,0,0,0,0,1
0,1,2,2,0,0,0,1

0,1,2,0,0,0,0,2

1,0,0,0,0,0,0,1
1,2,2,2,0,0,0,1

2,2,1,2,0,0,0,2
2,2,1,0,0,0,0,2
2,1,2,2,0,0,0,2
2,1,2,2,2,2,2,2

2,2,0,0,0,0,0,1
2,0,0,0,0,0,0,1
2,2,1,1,0,0,0,1

1,a,a1,a2,a3,a4,a5,2
2,a,a1,a2,a3,a4,a5,0

@NAMES
0 Dead
1 Heads
2 Tails
@COLORS
1 255 144 0
2 0 128 255

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Re: b-rules

Post by b-engine » March 27th, 2025, 3:01 am

I decide to make another wire rule, but color palette comes first:

Code: Select all

#R VGA
.ABCDEFG$.ABCDEFG$HIJKLMNO$HIJKLMNO!
@RULE VGA
@TABLE
n_states:16
neighborhood:vonNeumann
symmetries:permute
@COLORS
0 0 0 0
1 0 0 170
2 0 170 0
3 0 170 170
4 170 0 0
5 170 0 170
6 170 170 0
7 170 170 170
8 128 128 128
9 128 128 255
10 128 255 128
11 128 255 255
12 255 128 128
13 255 128 255
14 255 255 128
15 255 255 255

unname4798
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Re: b-rules

Post by unname4798 » March 27th, 2025, 3:33 am

Code: Select all

#R RG22
.ABC$DEFG$HIJK$LMNO!
@RULE RG22
@TABLE
n_states:16
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
var b=a
var c=a
var d=a
4,3,a,b,c,1
5,1,a,b,c,2
6,2,a,b,c,3
4,9,a,b,c,1
5,7,a,b,c,2
6,8,a,b,c,3
1,a,b,c,d,4
2,a,b,c,d,5
3,a,b,c,d,6
10,9,a,b,c,7
11,7,a,b,c,8
12,8,a,b,c,9
10,3,a,b,c,7
11,1,a,b,c,8
12,2,a,b,c,9
7,a,b,c,d,10
8,a,b,c,d,11
9,a,b,c,d,12
@COLORS
0 0 0 0
1 64 64 0
2 128 128 0
3 192 192 0
4 64 0 0
5 128 64 0
6 192 128 0
7 0 192 0
8 128 0 0
9 192 64 0
10 0 128 0
11 64 192 0
12 192 0 0
13 0 64 0
14 64 128 0
15 128 192 0
Alternate color palette.
Last edited by unname4798 on March 27th, 2025, 4:22 am, edited 3 times in total.

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b-engine
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Re: b-rules

Post by b-engine » March 27th, 2025, 4:03 am

CGA???

Code: Select all

x = 24, y = 4, rule = VGA
GCEGCEGCEGCEGCEGCEGCEGCM3$FBDFBDFBDFBDFBDFBDFBDFBL!


@RULE VGA
@TABLE
n_states:16
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
var a1=a
var a2=a
var a3=a
var a4=a
var r={4,12}
var g={2,10}
var y={6,14}
var c={3,11}
var m={5,13}
var w={7,15}

c,13,a,a1,a2,11
m,15,a,a1,a2,13
w,11,a,a1,a2,15

g,12,a,a1,a2,10
r,14,a,a1,a2,12
y,10,a,a1,a2,14

8,a,a1,a2,a3,0
9,a,a1,a2,a3,1
10,a,a1,a2,a3,2
11,a,a1,a2,a3,3
12,a,a1,a2,a3,4
13,a,a1,a2,a3,5
14,a,a1,a2,a3,6
15,a,a1,a2,a3,7
@COLORS
0 0 0 0
1 0 0 170
2 0 170 0
3 0 170 170
4 170 0 0
5 170 0 170
6 170 170 0
7 170 170 170
8 128 128 128
9 128 128 255
10 128 255 128
11 128 255 255
12 255 128 128
13 255 128 255
14 255 255 128
15 255 255 255
EDIT:
Third CGA palette????

Code: Select all

x = 16, y = 16, rule = VGA
16A$16A$16A$16A$16A$16A$16A$16A$16A$16A$16A$16A$16A$16A$16A$16A!


@RULE VGA
@TABLE
n_states:16
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
var a1=a
var a2=a
var a3=a
var a4=a
var r={4,12}
var g={2,10}
var y={6,14}
var c={3,11}
var m={5,13}
var w={7,15}
var b={1,9}
var k={0,8}

c,13,a,a1,a2,11
m,15,a,a1,a2,13
w,11,a,a1,a2,15

g,12,a,a1,a2,10
r,14,a,a1,a2,12
y,10,a,a1,a2,14

k,b,a,a1,a2,8
b,k,a,a1,a2,9
1,9,9,1,1,9

8,a,a1,a2,a3,0
9,a,a1,a2,a3,1
10,a,a1,a2,a3,2
11,a,a1,a2,a3,3
12,a,a1,a2,a3,4
13,a,a1,a2,a3,5
14,a,a1,a2,a3,6
15,a,a1,a2,a3,7
@COLORS
0 0 0 0
1 0 0 170
2 0 170 0
3 0 170 170
4 170 0 0
5 170 0 170
6 170 170 0
7 170 170 170
8 128 128 128
9 128 128 255
10 128 255 128
11 128 255 255
12 255 128 128
13 255 128 255
14 255 255 128
15 255 255 255

unname4798
Posts: 2442
Joined: July 15th, 2023, 10:27 am
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Re: b-rules

Post by unname4798 » March 27th, 2025, 4:26 am

3rd palette:

Code: Select all

#R RB
.ABC$DEFG$HIJK$LMNO!
@RULE RB
@TABLE
n_states:16
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
var b=a
var c=a
var d=a
4,3,a,b,c,1
5,1,a,b,c,2
6,2,a,b,c,3
1,a,b,c,d,4
2,a,b,c,d,5
3,a,b,c,d,6
10,9,a,b,c,7
11,7,a,b,c,8
12,8,a,b,c,9
7,a,b,c,d,10
8,a,b,c,d,11
9,a,b,c,d,12
@COLORS
0 0 0 0
1 255 0 0
2 255 0 0
3 255 0 0
4 127 0 0
5 127 0 0
6 127 0 0
7 0 0 255
8 0 0 255
9 0 0 255
10 0 0 127
11 0 0 127
12 0 0 127
13 0 255 255
14 255 0 255
15 255 255 0
A random soup:

Code: Select all

x = 64, y = 64, rule = RB
D2E4D4EDFDE2DEDE2FED4F3DEF3DF2EDF4DF4D3E2FE2FD2F2ED$DF4EDFE3DE3FEDEFE
FD2FDEDFDF3D2F4DFDFED2E2F3EF5EDF2D2E$D4FEDFDE3F2D3EDFDE4DE4D2E2DE2F2E
2FE3FD2FD3E3D2FEDF2ED$F2EFE2FE3FEFDFEDFE2F2EDE2DEF4DFEFDFDFE2FED6FEFE
2D3FEDE2F$E2DFDEFEDFDFDFED2FED2EFED3FD2E2FE4DF2DF2DEDEF3EDEF3ED2EFDED
$DFDF2EDEFEF2DEF2DEF2DF2EDFDF6DED2EFEDFDF2EDE2F2D2EFDFDFE2DFD$FEFD2FE
4FEFED2EDFEFDFE2DF2D2EDEDFEFDEDEF2EDE3DF3E2FDEFED2FDF$4EFDE2FD2EF2E2D
2FE2DFEFEFEDEF2EFDFDEF2DFDEF2DFDFDF2EDFD2FD2FED$2D4FDEF2EDFEDEFDF3EDE
F2DFD2E3D2F2EFDE2FD2EDFDEFED2FD2ED5F$2DEDFDFEFD2F2DFDEFDEF2EDE3F3EFE2D
EDEF4D2FED2F2DF2DEFDEDFDF2D$DEFEFEFEF2D4ED2F2E2FE3DF3ED3EFEFE3DFD2FEF
E2FEFDFEDE3FEDEF$3F3E3DEFE2DEF3D3F3D2ED2EFD2FDFDE2F2E3DF2EF2DEFEDEDF2D
2F2D$D4FE2D4EFE2F2D3ED2EDF4EDEDFE2DF5D2EDEDE2FEDF3DFED2FEF$3ED2EDE2DF
E2F4D2FDEFDE2FE3F2DE3FED2FD4FDFD2EFE3DFD2E2F2D$F2E2FDE2FDEDE2DEFDED3F
EF2D2EF2D2E2FE2DF2DE3D2F2DFEF3EDFEFDEFE$2EF2EF2D6E2F2EFDFDEDFEFDFDE4F
DFD3EFE4DEDFD2EF2D4EFEDF$EF3D2ED2EFEDED4FDE3D2EFED4EFD3FE2FEDED2E2FEF
EF2EF2DFEF2ED$FE3D6FDE2FD4EDEFDFDE2F2E2F3EDEFE2D3FEDEDEDFEF2DEF2EF2DF
$EDF2EDEDEFD2FEDF2D2FED4FE3FDFDED2EF2D4FDED3ED2EDEFDFEF3DF$3EFD3EFEF3E
2DFEF2EF2EFDEDEDEFDFEFDF2EFD5FE2FDE2DFDEDFD3ED$2EFDED2EFD2EFDEFDE2FDF
DEDEDE2FE2DFED3FDED2ED5F2DFD3EFDEFDED$DE2DEFDFE2FD2EFEDFDE2DE2D3E2D2E
D2F4E2DFE4F2DF3EDFE2DEDE2FD$DFEFDF2DFDEF7DFDFDF2E2F2E4DED3FEF2ED4EDEF
E2DEFEFDE2FEF$EFDFD2FD2E4FED2ED2EFDEDEDFD2E3D2EF2E2FD3F4EF2DF2EFE2DE4F
$3EDFD2FD2ED3FD2F2DEDF3EF2EDF2DFD2E3FDFDFE3FDFD2EDFE3F2DE2F$5D2FD2F2E
FD2EFDFEF2DE3DFE3DED3ED2FDFDEFDF2DE2D4EFE2FDFDE$2FDFD2F4DF3EDEFDF2DFD
2FEDFED3ED2FDFEF4E2FEDFEFDEF2DFEFE3D$DFEFDF3D3FE3FE2DEFDF2D2ED2EDEDEF
2ED3FDFD2F2D2F2E2DED4FD2ED$F2DFEDE2FDEDE3FEFDFD2EDEFDF2DEDEF2E3D2EFE2D
FED2F2EFEFDEDEFEFED$F2D2F2E3F2E2DFDEFDEFD2F2E2DFDF2E2FEFDFEF3DE2FDFDF
EFD6F2DFD$DFD2F2D2F2EDE2FEDEF2E5FE7DEF2E3DFD2EDE2F4E2FDEDE2FDFD$2DF3D
2EDEFE2FDED3E3F2ED2F2EDFED2F3D2ED2FE2FE4FDFEFEF2DEDEF$5EFEFDF3E2DFDF2E
DFDF3EDED2F2EFED2FEFD3EF2EDFDFDFE2DFD2E3F$3D2EDFDFEF4DFE2DF2DEF2E2D2E
D2EFE2FE2D2EDF2EF2EFD2FDEFED3FE2F$2F2DFDFDF4D2EDF2DE2FEDEF2D2EFE2D2F4E
2DEF2EFDE2F3EF2D4FDED$EDED2F4EFED2FEF2D2FEDFEDF4DE4F2EF4EDEDEF2DFED2E
3FEDEFDF$E2F2DEFEF2ED3FEDE2DE2DE2DF3ED2E3FE2DF2DF2D2FD4EFEDE2F2E3FE$E
FDFEDEFE2D4FDEF2D2EDF3E2D2ED2EDE2D2FDFEDFDEFDE2FDEDF3ED4F$FE3FE3FE2F4D
FEFED3ED3F2DFE2FD2EFE2D2EDFD2F2EFDED2EDEF2DFED$ED2EFEFDFD3FEDFDFDEF2E
DFE2FEFDFD2ED2EFD3F2EDF3EF2EDFDF2DFE2DF$FD2FED2F3DE2D2FE2F2D2FEFDF2DE
DFE3FE2DFEFE3DFE3DFE3D3F2DF2E$DE2FE3D2EDF3E2DF2EFD2F2E3DED3E2F2E4DE2D
FED2F3D2EFE2F3DEF$2FE3D2ED2FEDF3EDEFDE2FED3F2EFED2FED3EDFDFE2FE2FDE2F
2D2FDE3F$FDF2E3F2EFED3FDEFEFE2F3D2FDE2FEFE2FEF3E2FE3DE2F3D2FD2E2D2E$2D
3F2DFD2E2D2F2D2F2EFED2F4E2F2EDEFE2F2D3FE3FDEF2EF2EFE4DE$2F2E2DEDEF2DE
FE2F2E2FE2FEDF2DEFEFEDE2FE2DF2DE3FE2FDED2E2F2DF2ED$FD2EDF2E2FD2F3DF2E
2F2EDEFD2E3DF3D2FE2D2EFD2FDEDE3FEFD2F2DFDF$FEDF2ED2FEFDEFEFE2FE2DE2DE
DFDE2D2E2D2FDED2FEDED2FED2F3D2ED3FDE$DEDE3DFEDFD2FEFD2FD4E2FDFEFE2DED
FE3FEDFDEFE3DE2FEFEFE2DFDFE$2DEFE2FDFD3EDEFDF3D6E3DFDEFE3DEFDEFDFEF2E
2F3D2EFE2DE2DE$E2F2EFD4FDFEFD2E2DF2E2D3EFED2F2EFD3F3D2EDFDED3FEDEDED2F
2EF$FE2F4DEDFED2EF2DEF2EFEF2EF3EFDFEFD3ED2E4D4FDFD2EDF2EFDFE$DE3FE3DF
DE2DE3FDEDFD2FEFDE3D2EDF2EFD2F3DEDE2FDFDE3DEDFDFDF$FDF2DF2E2FEDFD2FD3F
DFDF2DED3E2DF2E2DFD4FDFE2DE2DFEFDFD2E2F2E$3E2DEFED2E2FE3F2DFDEFE2FE5D
E2D2EDF2DEDF3EDED3EFDEFD2FDFED$3DF2DE2FDFEDE2FD3F3EF2E4FEFEF6EDFEDE3F
ED2EFEFDFDEDE2FE$FE2FE2D2FE3D2FEDE2FE3FD4FDEDEF3D2E2DE2FEDFD3F3DFEF2E
3D2E$5EDFD5EFDE2FE2FD2FD2FEDE2DEFE2FDEDF4DEF4D2FE3DEFE2FDF$2F2DE2F2DE
2DF2DEDFDEDEDEFDEDFDFDEF2DFDF4DEDF5DFEFDFE4FE2D$E2F3D2F3DEDEFD2F2D3F2D
F2DFEDE2D2FEDEDFDE3FE2FD2FEDEFD2FEDE2D$FE4FDEFEF2DFDEFDEDE3F2DEFE2DE2D
E3DE3FDEF2EFD4FEDF3DF2DED$3DE2FEF4D2EDED2E3DEDF3E2DFDE3FEFEFD2ED2E2F3E
DE2FDFDEFDEDE$FED3F2EF2DEDEDF4E4DE3DFEF2EDFDEDFE2D2FD3EDFDFED3EDE4FE$
EFEFDF2E2F2DF2DF4EFE2DE2D2F2EF2D2E4D2EDFDF3EFE2FE2DEDFD2FEF!
@RULE RB
@TABLE
n_states:16
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
var b=a
var c=a
var d=a
4,3,a,b,c,1
5,1,a,b,c,2
6,2,a,b,c,3
1,a,b,c,d,4
2,a,b,c,d,5
3,a,b,c,d,6
10,9,a,b,c,7
11,7,a,b,c,8
12,8,a,b,c,9
7,a,b,c,d,10
8,a,b,c,d,11
9,a,b,c,d,12
@COLORS
0 0 0 0
1 255 0 0
2 255 0 0
3 255 0 0
4 127 0 0
5 127 0 0
6 127 0 0
7 0 0 255
8 0 0 255
9 0 0 255
10 0 0 127
11 0 0 127
12 0 0 127
13 0 255 255
14 255 0 255
15 255 255 0

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b-engine
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Re: b-rules

Post by b-engine » March 28th, 2025, 3:12 am

Why no logic when this is my rule?

Code: Select all

x = 10, y = 12, rule = VGA
O.L4.O.L$M.B4.M.B$C.N4.C.N$G.D4.G.D$E.B4.E.B$CAF4.CAF$.G6.D$.E6.B$.C6.
F$.G6.D$.E6.B$.C6.F!


@RULE VGA
@TABLE
n_states:16
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15}
var a1=a
var a2=a
var a3=a
var a4=a
var r={4,12}
var g={2,10}
var y={6,14}
var c={3,11}
var m={5,13}
var w={7,15}
var b={1,9}
var k={0,8}
var f = {2,3,4,5,6,7}
var s = {10,11,12,13,14,15}
var s1=s
var s2=s
var l={2,4,6,10,12,14}
var h = {3,5,7,11,13,15}

c,13,a,a1,a2,11
m,15,a,a1,a2,13
w,11,a,a1,a2,15

g,12,a,a1,a2,10
r,14,a,a1,a2,12
y,10,a,a1,a2,14

w,9,a,a1,a2,15
r,9,a,a1,a2,12

b,s,a,a1,y,9
b,s,a,a1,c,9
b,s,s1,a,c,9


8,a,a1,a2,a3,0
9,a,a1,a2,a3,1
10,a,a1,a2,a3,2
11,a,a1,a2,a3,3
12,a,a1,a2,a3,4
13,a,a1,a2,a3,5
14,a,a1,a2,a3,6
15,a,a1,a2,a3,7
@COLORS
0 0 0 0
1 0 0 170
2 0 170 0
3 0 170 170
4 170 0 0
5 170 0 170
6 170 170 0
7 170 170 170
8 128 128 128
9 128 128 255
10 128 255 128
11 128 255 255
12 255 128 128
13 255 128 255
14 255 255 128
15 255 255 255
b-engine, known as the creator of multistate Turing-complete rules from scratch.

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Re: b-rules

Post by b-engine » March 28th, 2025, 9:08 pm

"Best I could do is a triplet pulling a thing."

Code: Select all

x = 0, y = 0, rule = Stophex
!
[[ RANDOMIZE ]]
 
[[ TITLE "LiverieweF" ]]
@RULE Stophex
@TABLE
n_states:3
neighborhood:hexagonal
symmetries:rotate6reflect

var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a

0,1,2,2,0,0,0,1
0,1,0,0,0,0,0,2

0,1,2,a,a1,a2,2,2

0,2,2,2,a,a1,2,1

1,0,0,0,0,0,0,1
1,2,2,2,0,0,0,1

2,2,1,2,0,0,0,2
2,2,1,0,0,0,0,2
2,1,2,2,0,0,0,2
2,1,2,2,2,2,2,2

2,2,0,0,0,0,0,1
2,0,0,0,0,0,0,1
2,2,1,1,0,0,0,1

1,a,a1,a2,a3,a4,a5,2
2,a,a1,a2,a3,a4,a5,0

@NAMES
0 Dead
1 Heads
2 Tails
@COLORS
1 255 144 0
2 0 128 255
Arbitrary long spaceships could be constructed:

Code: Select all

x = 5, y = 6, rule = StophexFork
.2A$2A$A2.A$2.A$4.A$3.A!

@RULE StophexFork
@TABLE
n_states:3
neighborhood:hexagonal
symmetries:rotate6reflect

var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a

0,1,2,2,0,0,0,1
0,1,0,0,0,0,0,2

0,1,2,a,a1,a2,2,2

0,2,2,2,a,a1,2,1

1,0,0,0,0,0,0,1
1,2,2,2,0,0,0,1

2,2,1,2,0,0,0,2
2,2,1,0,0,0,0,2
2,1,2,2,0,0,0,2
2,1,2,2,2,2,2,2

2,2,0,0,0,0,0,1
2,0,0,0,0,0,0,1
2,2,1,1,0,0,0,1

1,a,a1,a2,a3,a4,a5,2
2,a,a1,a2,a3,a4,a5,0

@NAMES
0 Dead
1 Heads
2 Tails
@COLORS
1 255 144 0
2 0 128 255

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Re: b-rules

Post by b-engine » March 29th, 2025, 12:07 am

Since I cannot get water to conduct electric without breaking everything, I just remove that. (Anyway, pure water isn't a good conductor).

Anyway, air stops water from filling the world:

Code: Select all

x = 33, y = 29, rule = SevenElements
.B8.D$2B6.2D!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
Now there are spaceships made of air, fire and water.

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Re: b-rules

Post by PiSpaceships » March 29th, 2025, 3:08 am

b-engine wrote:
March 29th, 2025, 12:07 am
Now there are spaceships made of air, fire and water.
Can you post an example of such spaceship?

PS If it's true, then we can remove light!

PPS What if light acts as Phex and electrity as Wireworld? And electrity can emit light?
INACTIVE

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b-engine
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Re: b-rules

Post by b-engine » March 29th, 2025, 3:09 am

PiSpaceships wrote:
March 29th, 2025, 3:08 am
b-engine wrote:
March 29th, 2025, 12:07 am
Now there are spaceships made of air, fire and water.
Can you post an example of such spaceship?

PS If it's true, then we can remove light!
Here's the smallest one:

Code: Select all

x = 3, y = 2, rule = SevenElements
IDB$.DB!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
There's a reason why light exists. Don't try to modify my rule, cause conflict, and eventually cause this thread to been locked.

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Re: b-rules

Post by PiSpaceships » March 29th, 2025, 3:12 am

b-engine wrote:
March 29th, 2025, 3:09 am
Don't try to modify my rule, cause conflict, and eventually cause this thread to been locked.
I don't try to modify the rule. They were just propositions, nothing more:
PiSpaceships wrote:
March 29th, 2025, 3:08 am
b-engine wrote:
March 29th, 2025, 12:07 am
Now there are spaceships made of air, fire and water.
Can you post an example of such spaceship?

PS If it's true, then we can remove light!

PPS What if light acts as Phex and electrity as Wireworld? And electrity can emit light?
INACTIVE

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Re: b-rules

Post by b-engine » March 29th, 2025, 3:21 am

PiSpaceships wrote:
March 29th, 2025, 3:08 am

PPS What if light acts as Phex and electrity as Wireworld? And electrity can emit light?
No. Electricity could only emit light if shorted, and shorting is nonexistent because electric violates laws of physics no matter how I try.

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Re: b-rules

Post by PiSpaceships » March 29th, 2025, 3:23 am

b-engine wrote:
March 29th, 2025, 3:21 am
PiSpaceships wrote:
March 29th, 2025, 3:08 am

PPS What if light acts as Phex and electrity as Wireworld? And electrity can emit light?
No. Electricity could only emit light if shorted, and shorting is nonexistent because electric violates laws of physics no matter how I try.
Ok.

PS Can I fork this rule in my thread?
INACTIVE

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Re: b-rules

Post by b-engine » March 29th, 2025, 3:29 am

Address the third state and those water-hearted fireballs:

Code: Select all

#C Yeah, those water waves are "steam", they're gassy, moist and hot. Make sense.
x = 5, y = 3, rule = SevenElements
IDB$.D3B$2.D.B!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
2,9,a,a1,a2,a3,a4,4
3,9,a,a1,a2,a3,a4,4
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
2,4,4,4,4,4,4,9
3,4,4,a,a1,a2,a3,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
PiSpaceships wrote:
March 29th, 2025, 3:23 am
PS Can I fork this rule in my thread?
Maybe, as long as you make significant changes.

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pifricted
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Re: b-rules

Post by pifricted » March 29th, 2025, 3:32 am

(40,20)c/70 !?

Code: Select all

x = 9, y = 13, rule = SevenElements
5.BI$.2B.3D$2B2D.D2I$B6DI$.B6D$.B6DI$2.B3D2I$5.2DI$4.2D2I$5.DI$5.DI$5.
DI$7.I!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
2,9,a,a1,a2,a3,a4,4
3,9,a,a1,a2,a3,a4,4
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
2,4,4,4,4,4,4,9
3,4,4,a,a1,a2,a3,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
pifricted's rules & pifricted's Sandbox User:Pifricted
Ehhh…
I’m not a guy good at rule exploration, right?

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on where Earth At
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Re: b-rules

Post by b-engine » March 29th, 2025, 3:34 am

C/2:

Code: Select all

x = 3, y = 3, rule = Stophex
2.A$2.A$2B!
[[ TITLE "LiverieFew" ]]
@RULE Stophex
@TABLE
n_states:3
neighborhood:hexagonal
symmetries:rotate6reflect
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
0,1,2,2,0,0,0,1
0,1,0,0,0,0,0,2
0,1,2,a,a1,a2,2,2
0,2,2,2,a,a1,2,1
1,0,0,0,0,0,0,1
1,2,2,2,0,0,0,1
2,2,1,2,0,0,0,2
2,2,1,0,0,0,0,2
2,1,2,2,0,0,0,2
2,1,2,2,2,2,2,2
2,2,0,0,0,0,0,1
2,0,0,0,0,0,0,1
2,2,1,1,0,0,0,1
1,a,a1,a2,a3,a4,a5,2
2,a,a1,a2,a3,a4,a5,0
@NAMES
0 Dead
1 Heads
2 Tails
@COLORS
1 255 144 0
2 0 128 255

User avatar
hth3
Posts: 362
Joined: February 15th, 2025, 10:04 am
Location: The Sun

Re: b-rules

Post by hth3 » March 29th, 2025, 4:12 am

Two-spaceship synthesis of another spaceship:

Code: Select all

x = 39, y = 28, rule = SevenElements
5.B$3.I3D$3.3D.B$2.I4D2B$.2I5DB$.6DB$3I4DB$I2.2ID$3.2I2D$3.I2D$3.IDB$
3.I4$35.BI$31.2B.3D$30.2B2D.D2I$30.B6DI$31.B6D$31.B6DI$32.B3D2I$35.2D
I$34.2D2I$35.DI$35.DI$35.DI$37.I!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
2,9,a,a1,a2,a3,a4,4
3,9,a,a1,a2,a3,a4,4
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
2,4,4,4,4,4,4,9
3,4,4,a,a1,a2,a3,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
The smaller spaceship:

Code: Select all

x = 7, y = 6, rule = SevenElements
.2BI$B3DI$.4D$2.3DI$2.DI2D$2.5I!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
2,9,a,a1,a2,a3,a4,4
3,9,a,a1,a2,a3,a4,4
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
2,4,4,4,4,4,4,9
3,4,4,a,a1,a2,a3,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
Even smaller non-oblique spaceship:

Code: Select all

x = 4, y = 3, rule = SevenElements
I2DB$I2DB$.2I!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
2,9,a,a1,a2,a3,a4,4
3,9,a,a1,a2,a3,a4,4
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
2,4,4,4,4,4,4,9
3,4,4,a,a1,a2,a3,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
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User avatar
pifricted
Posts: 968
Joined: May 25th, 2024, 10:26 am
Location: Behind The Great Internet Wall

Re: b-rules

Post by pifricted » March 29th, 2025, 4:20 am

2c/7:

Code: Select all

x = 12, y = 12, rule = SevenElements
2.3I$B2D3I$.4D2I$2.5D$3.4DI$3.B5DI$3.B5D2I$4.B5D2I$5.2B3D2I$8.3DI$9.2D
$10.B!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
var b3 = b
# Waters
var w = {0,2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,1,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,2,2,2,2,2,2
0,2,2,2,2,2,b,2
0,2,3,2,b,b1,b2,3
0,2,2,2,a,a1,a2,0
0,2,2,a,a1,a2,a3,2
2,3,3,w,w1,w2,w3,3
2,2,2,2,2,2,2,2
2,2,2,2,2,2,b,2
2,2,2,2,2,b,b1,2
2,2,2,2,b,b1,b1,2
3,2,2,2,2,2,a,2
3,3,3,2,2,b,b1,2
3,3,3,3,3,a,a1,0
0,3,3,a,2,a2,3,3
3,a,a1,a2,0,0,0,0 
2,w,w,w,w1,w1,w1,3
2,3,3,3,w,w1,w2,2
2,9,a,a1,a2,a3,a4,4
3,9,a,a1,a2,a3,a4,4
# Air
0,4,4,b,b1,b2,b3,4
0,4,4,4,4,b,b1,4
0,4,4,4,4,4,b,4
0,4,4,4,4,4,4,4
2,4,4,4,2,2,2,2
2,4,4,a,a1,a2,2,4
2,4,4,4,4,4,4,9
3,4,4,a,a1,a2,a3,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
pifricted's rules & pifricted's Sandbox User:Pifricted
Ehhh…
I’m not a guy good at rule exploration, right?

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