Rule request thread

For discussion of other cellular automata.
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b-engine
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Re: Rule request thread

Post by b-engine » November 17th, 2025, 6:15 pm

b-engine wrote:
November 20th, 2023, 2:21 am
For example, B36/S23AndLife should have HighLife and Life cells.
The state 0 and 1 is basically just off and on cells of the custom rulestring.
State 2 is Life cell.
Done:

Code: Select all

#R HighLifeAndLife
!
[[ RANDOMIZE ]]
@RULE HighLifeAndLife
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var b = {0,2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var c = {0,1}
var c1 = c
var c2 = c
var c3 = c
var c4 = c
var c5 = c
var c6 = c

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

# Life
c,1,1,1,b,b1,b2,b3,b4,1
1,1,1,b,b1,b2,b3,b4,b5,1

# HighLife
b,2,2,2,c,c1,c2,c3,c4,2
2,2,2,c,c1,c2,c3,c4,c5,2
0,2,2,2,2,2,2,c,c1,2

a,a1,a2,a3,a4,a5,a6,a7,a8,0

a,a1,a2,a3,a4,a5,a6,a7,a8,0

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

Re: Rule request thread

Post by hth3 » December 3rd, 2025, 2:01 pm

symbiosis but yellow cell is born when vacuum is surrounded by 8 red cells, and red cell is born when vacuum is surrounded by 8 yellow cells
(Symbiosis8)
Can't trust someone who misspells typset as typeset.
Contribute to CheckerLife!
Oppose KOSA now, save the internet!
The Sandboxer Sandbox (Discord server)
RIP Unname New Web

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b-engine
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Re: Rule request thread

Post by b-engine » December 4th, 2025, 9:12 pm

hth3 wrote:
December 3rd, 2025, 2:01 pm
symbiosis but yellow cell is born when vacuum is surrounded by 8 red cells, and red cell is born when vacuum is surrounded by 8 yellow cells
(Symbiosis8)

Code: Select all

#R Symbiosis8
!
[[ RANDOMIZE2 ]]
@RULE Symbiosis8
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
0,1,1,1,0,0,0,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,1,1,0,0,0,0
1,1,1,1,1,1,1,0,0,0
1,1,1,1,1,1,1,1,0,0
1,1,1,1,1,1,1,1,1,0
0,1,1,1,1,1,1,1,1,2
2,0,0,0,0,0,0,0,0,0
2,2,0,0,0,0,0,0,0,0
0,2,2,2,0,0,0,0,0,2
2,2,2,2,2,0,0,0,0,0
2,2,2,2,2,2,0,0,0,0
2,2,2,2,2,2,2,0,0,0
2,2,2,2,2,2,2,2,0,0
2,2,2,2,2,2,2,2,2,0
0,2,2,2,2,2,2,2,2,1

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hotcrystal0
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Joined: July 3rd, 2020, 5:32 pm
Location: wherever you think I am

Re: Rule request thread

Post by hotcrystal0 » December 5th, 2025, 9:48 pm

A rule with four states where states 1-3 individually follow CGoL but also interact with the other states (mostly) like CGoL, and birthing cells with “parents” that are two different states are created as the third state. When all three try to birth it makes nothing.
wherever I go on the internet I bring with myself nothing but problems.

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!

User avatar
b-engine
Posts: 3746
Joined: October 26th, 2023, 4:11 am
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Re: Rule request thread

Post by b-engine » December 5th, 2025, 10:29 pm

hotcrystal0 wrote:
December 5th, 2025, 9:48 pm
A rule with four states where states 1-3 individually follow CGoL but also interact with the other states (mostly) like CGoL, and birthing cells with “parents” that are two different states are created as the third state. When all three try to birth it makes nothing.

Code: Select all

#R Testrule
!
@RULE Testrule
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var a = {0,1,2,3}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a

0,0,0,0,0,0,0,0,0,0
0,1,1,2,0,0,0,0,0,3
0,1,2,2,0,0,0,0,0,3
0,3,2,2,0,0,0,0,0,1
0,3,3,2,0,0,0,0,0,1
0,3,3,1,0,0,0,0,0,2
0,3,1,1,0,0,0,0,0,2
0,a,a,a,0,0,0,0,0,a
a,a,a,0,0,0,0,0,0,a
a,a1,0,0,0,0,0,0,0,0
a,a1,a2,a3,0,0,0,0,0,a

a,a1,a2,a3,a4,a5,a6,a7,a8,0

Naszvadi
Posts: 1455
Joined: May 7th, 2016, 8:53 am
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Re: Rule request thread

Post by Naszvadi » December 8th, 2025, 6:14 am

Is there a corresponding history rule file generator for 2-state rules with vonNeumann or hexagonal neighbourhoods? Needs some rule files for an older golly version.

Neocaridina
Posts: 116
Joined: December 14th, 2025, 1:56 pm

Re: Rule request thread

Post by Neocaridina » December 16th, 2025, 9:06 am

.
Last edited by Neocaridina on February 1st, 2026, 6:30 pm, edited 2 times in total.
Currently waiting for my account to be deleted. Bye.

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I6_I6
Posts: 733
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Location: Here, there, somewhere, anywhere, everywhere.
Contact:

Re: Rule request thread

Post by I6_I6 » December 16th, 2025, 4:27 pm

Neocaridina wrote:
December 16th, 2025, 9:06 am
Can anybody make a ruletree for Langtons Ant (with the same color scheme and icons as Rule:Langtons-Ant) where:
  • If an ant is on a white square, turn 90° clockwise
  • If an ant is on a black square, flip
This is a ruletable, not a ruletree, but here you go:

Code: Select all

x = 0, y = 0, rule = some
B!

@RULE some

@TABLE
n_states:10
neighborhood:vonNeumann
symmetries:none

var a={2,3,4,5}
var b={6,7,8,9}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={5,9}
var h={4,8}
var i={3,7}
var j={2,6}

# the ant leaves:
a,c,d,e,f,0   # leaving a black square
b,c,d,e,f,1   # leaving a white square

# the ant arrives:
0,g,c,d,e,8
1,g,c,d,e,3
0,c,h,d,e,7
1,c,h,d,e,2
0,c,d,i,e,6
1,c,d,i,e,5
0,c,d,e,j,9
1,c,d,e,j,4

@COLORS
0 255 255 255
1 0 0 0
2 0 100 0
3 0 100 0
4 0 100 0
5 0 100 0
6 0 100 0
7 0 100 0
8 0 100 0
9 0 100 0

@ICONS

XPM
/* width height num_colors chars_per_pixel */
"31 279 2 1"
/* colors */
"A c #FFFFFF"
". c #000000"
/* icon for state 1 */
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
/* icon for state 2 */
".........A...........A........."
".........A...........A........."
"..........A.........A.........."
"...........A.......A..........."
"............AAAAAAA............"
"............A.AAA.A............"
".......A....AAAAAAA....A......."
".......A.....AAAAA.....A......."
"........A.....AAA.....A........"
".........A....AAA....A........."
"..........AAAAAAAAAAA.........."
"...........AAAAAAAAA..........."
"..............AAA.............."
"..............AAA.............."
"..........AAAAAAAAAAA.........."
".........AAAAAAAAAAAAA........."
"........AA....AAA....AA........"
".......A......AAA......A......."
"......A.......AAA.......A......"
"...........AAAAAAAAA..........."
"..........AAAAAAAAAAA.........."
".........AA...AAA...AA........."
"........A.....AAA.....A........"
".......A.....AAAAA.....A......."
"......A.....AAAAAAA.....A......"
"............AAAAAAA............"
"............AAAAAAA............"
"............AAAAAAA............"
".............AAAAA............."
"..............................."
"..............................."
/* icon for state 3 */
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
"......A.....A.................."
".......A.....A.........AA......"
"........A.....A.......A........"
".........A....AA.....A.......AA"
".........AA....AA...A.......A.."
"..........AA...AA..AA......A..."
"...AAAA...AA...AA..AA...AAA...."
"..AAAAAA..AA...AA..AA..AA.A...."
"..AAAAAAAAAAAAAAAAAAAAAAAAA...."
"..AAAAAAAAAAAAAAAAAAAAAAAAA...."
"..AAAAAAAAAAAAAAAAAAAAAAAAA...."
"..AAAAAA..AA...AA..AA..AA.A...."
"...AAAA...AA...AA..AA...AAA...."
"..........AA...AA..AA......A..."
".........AA....AA...A.......A.."
".........A....AA.....A.......AA"
"........A.....A.......A........"
".......A.....A.........AA......"
"......A.....A.................."
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
/* icon for state 4 */
"..............................."
"..............................."
".............AAAAA............."
"............AAAAAAA............"
"............AAAAAAA............"
"............AAAAAAA............"
"......A.....AAAAAAA.....A......"
".......A.....AAAAA.....A......."
"........A.....AAA.....A........"
".........AA...AAA...AA........."
"..........AAAAAAAAAAA.........."
"...........AAAAAAAAA..........."
"......A.......AAA.......A......"
".......A......AAA......A......."
"........AA....AAA....AA........"
".........AAAAAAAAAAAAA........."
"..........AAAAAAAAAAA.........."
"..............AAA.............."
"..............AAA.............."
"...........AAAAAAAAA..........."
"..........AAAAAAAAAAA.........."
".........A....AAA....A........."
"........A.....AAA.....A........"
".......A.....AAAAA.....A......."
".......A....AAAAAAA....A......."
"............A.AAA.A............"
"............AAAAAAA............"
"...........A.......A..........."
"..........A.........A.........."
".........A...........A........."
".........A...........A........."
/* icon for state 5 */
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
"..................A.....A......"
"......AA.........A.....A......."
"........A.......A.....A........"
"AA.......A.....AA....A........."
"..A.......A...AA....AA........."
"...A......AA..AA...AA.........."
"....AAA...AA..AA...AA...AAAA..."
"....A.AA..AA..AA...AA..AAAAAA.."
"....AAAAAAAAAAAAAAAAAAAAAAAAA.."
"....AAAAAAAAAAAAAAAAAAAAAAAAA.."
"....AAAAAAAAAAAAAAAAAAAAAAAAA.."
"....A.AA..AA..AA...AA..AAAAAA.."
"....AAA...AA..AA...AA...AAAA..."
"...A......AA..AA...AA.........."
"..A.......A...AA....AA........."
"AA.......A.....AA....A........."
"........A.......A.....A........"
"......AA.........A.....A......."
"..................A.....A......"
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
"..............................."
/* icon for state 6 */
"AAAAAAAAA.AAAAAAAAAAA.AAAAAAAAA"
"AAAAAAAAA.AAAAAAAAAAA.AAAAAAAAA"
"AAAAAAAAAA.AAAAAAAAA.AAAAAAAAAA"
"AAAAAAAAAAA.AAAAAAA.AAAAAAAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAAAAAAAA.A...A.AAAAAAAAAAAA"
"AAAAAAA.AAAA.......AAAA.AAAAAAA"
"AAAAAAA.AAAAA.....AAAAA.AAAAAAA"
"AAAAAAAA.AAAAA...AAAAA.AAAAAAAA"
"AAAAAAAAA.AAAA...AAAA.AAAAAAAAA"
"AAAAAAAAAA...........AAAAAAAAAA"
"AAAAAAAAAAA.........AAAAAAAAAAA"
"AAAAAAAAAAAAAA...AAAAAAAAAAAAAA"
"AAAAAAAAAAAAAA...AAAAAAAAAAAAAA"
"AAAAAAAAAA...........AAAAAAAAAA"
"AAAAAAAAA.............AAAAAAAAA"
"AAAAAAAA..AAAA...AAAA..AAAAAAAA"
"AAAAAAA.AAAAAA...AAAAAA.AAAAAAA"
"AAAAAA.AAAAAAA...AAAAAAA.AAAAAA"
"AAAAAAAAAAA.........AAAAAAAAAAA"
"AAAAAAAAAA...........AAAAAAAAAA"
"AAAAAAAAA..AAA...AAA..AAAAAAAAA"
"AAAAAAAA.AAAAA...AAAAA.AAAAAAAA"
"AAAAAAA.AAAAA.....AAAAA.AAAAAAA"
"AAAAAA.AAAAA.......AAAAA.AAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAAAAAAAAA.....AAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
/* icon for state 7 */
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAA.AAAAA.AAAAAAAAAAAAAAAAAA"
"AAAAAAA.AAAAA.AAAAAAAAA..AAAAAA"
"AAAAAAAA.AAAAA.AAAAAAA.AAAAAAAA"
"AAAAAAAAA.AAAA..AAAAA.AAAAAAA.."
"AAAAAAAAA..AAAA..AAA.AAAAAAA.AA"
"AAAAAAAAAA..AAA..AA..AAAAAA.AAA"
"AAA....AAA..AAA..AA..AAA...AAAA"
"AA......AA..AAA..AA..AA..A.AAAA"
"AA.........................AAAA"
"AA.........................AAAA"
"AA.........................AAAA"
"AA......AA..AAA..AA..AA..A.AAAA"
"AAA....AAA..AAA..AA..AAA...AAAA"
"AAAAAAAAAA..AAA..AA..AAAAAA.AAA"
"AAAAAAAAA..AAAA..AAA.AAAAAAA.AA"
"AAAAAAAAA.AAAA..AAAAA.AAAAAAA.."
"AAAAAAAA.AAAAA.AAAAAAA.AAAAAAAA"
"AAAAAAA.AAAAA.AAAAAAAAA..AAAAAA"
"AAAAAA.AAAAA.AAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
/* icon for state 8 */
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAA.....AAAAAAAAAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAA.AAAAA.......AAAAA.AAAAAA"
"AAAAAAA.AAAAA.....AAAAA.AAAAAAA"
"AAAAAAAA.AAAAA...AAAAA.AAAAAAAA"
"AAAAAAAAA..AAA...AAA..AAAAAAAAA"
"AAAAAAAAAA...........AAAAAAAAAA"
"AAAAAAAAAAA.........AAAAAAAAAAA"
"AAAAAA.AAAAAAA...AAAAAAA.AAAAAA"
"AAAAAAA.AAAAAA...AAAAAA.AAAAAAA"
"AAAAAAAA..AAAA...AAAA..AAAAAAAA"
"AAAAAAAAA.............AAAAAAAAA"
"AAAAAAAAAA...........AAAAAAAAAA"
"AAAAAAAAAAAAAA...AAAAAAAAAAAAAA"
"AAAAAAAAAAAAAA...AAAAAAAAAAAAAA"
"AAAAAAAAAAA.........AAAAAAAAAAA"
"AAAAAAAAAA...........AAAAAAAAAA"
"AAAAAAAAA.AAAA...AAAA.AAAAAAAAA"
"AAAAAAAA.AAAAA...AAAAA.AAAAAAAA"
"AAAAAAA.AAAAA.....AAAAA.AAAAAAA"
"AAAAAAA.AAAA.......AAAA.AAAAAAA"
"AAAAAAAAAAAA.A...A.AAAAAAAAAAAA"
"AAAAAAAAAAAA.......AAAAAAAAAAAA"
"AAAAAAAAAAA.AAAAAAA.AAAAAAAAAAA"
"AAAAAAAAAA.AAAAAAAAA.AAAAAAAAAA"
"AAAAAAAAA.AAAAAAAAAAA.AAAAAAAAA"
"AAAAAAAAA.AAAAAAAAAAA.AAAAAAAAA"
/* icon for state 9 */
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAA.AAAAA.AAAAAA"
"AAAAAA..AAAAAAAAA.AAAAA.AAAAAAA"
"AAAAAAAA.AAAAAAA.AAAAA.AAAAAAAA"
"..AAAAAAA.AAAAA..AAAA.AAAAAAAAA"
"AA.AAAAAAA.AAA..AAAA..AAAAAAAAA"
"AAA.AAAAAA..AA..AAA..AAAAAAAAAA"
"AAAA...AAA..AA..AAA..AAA....AAA"
"AAAA.A..AA..AA..AAA..AA......AA"
"AAAA.........................AA"
"AAAA.........................AA"
"AAAA.........................AA"
"AAAA.A..AA..AA..AAA..AA......AA"
"AAAA...AAA..AA..AAA..AAA....AAA"
"AAA.AAAAAA..AA..AAA..AAAAAAAAAA"
"AA.AAAAAAA.AAA..AAAA..AAAAAAAAA"
"..AAAAAAA.AAAAA..AAAA.AAAAAAAAA"
"AAAAAAAA.AAAAAAA.AAAAA.AAAAAAAA"
"AAAAAA..AAAAAAAAA.AAAAA.AAAAAAA"
"AAAAAAAAAAAAAAAAAA.AAAAA.AAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"

XPM
/* width height num_colors chars_per_pixel */
"15 135 2 1"
/* colors */
"A c #FFFFFF"
". c #000000"
/* icon for state 1 */
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
/* icon for state 2 */
"....A.....A...."
".....A...A....."
"......AAA......"
"...A..AAA..A..."
"....A..A..A...."
".....AAAAA....."
".......A......."
"....AAAAAAA...."
"...A...A...A..."
".....AAAAA....."
"....A..A..A...."
"...A..AAA..A..."
"......AAA......"
"......AAA......"
"..............."
/* icon for state 3 */
"..............."
"..............."
"..............."
"...A..A....A..."
"....A..A..A...A"
".....A.A.A...A."
".AAA.A.A.A.AA.."
".AAAAAAAAAAAA.."
".AAA.A.A.A.AA.."
".....A.A.A...A."
"....A..A..A...A"
"...A..A....A..."
"..............."
"..............."
"..............."
/* icon for state 4 */
"..............."
"......AAA......"
"......AAA......"
"...A..AAA..A..."
"....A..A..A...."
".....AAAAA....."
"...A...A...A..."
"....AAAAAAA...."
".......A......."
".....AAAAA....."
"....A..A..A...."
"...A..AAA..A..."
"......AAA......"
".....A...A....."
"....A.....A...."
/* icon for state 5 */
"..............."
"..............."
"..............."
"...A....A..A..."
"A...A..A..A...."
".A...A.A.A....."
"..AA.A.A.A.AAA."
"..AAAAAAAAAAAA."
"..AA.A.A.A.AAA."
".A...A.A.A....."
"A...A..A..A...."
"...A....A..A..."
"..............."
"..............."
"..............."
/* icon for state 6 */
"AAAA.AAAAA.AAAA"
"AAAAA.AAA.AAAAA"
"AAAAAA...AAAAAA"
"AAA.AA...AA.AAA"
"AAAA.AA.AA.AAAA"
"AAAAA.....AAAAA"
"AAAAAAA.AAAAAAA"
"AAAA.......AAAA"
"AAA.AAA.AAA.AAA"
"AAAAA.....AAAAA"
"AAAA.AA.AA.AAAA"
"AAA.AA...AA.AAA"
"AAAAAA...AAAAAA"
"AAAAAA...AAAAAA"
"AAAAAAAAAAAAAAA"
/* icon for state 7 */
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAA.AA.AAAA.AAA"
"AAAA.AA.AA.AAA."
"AAAAA.A.A.AAA.A"
"A...A.A.A.A..AA"
"A............AA"
"A...A.A.A.A..AA"
"AAAAA.A.A.AAA.A"
"AAAA.AA.AA.AAA."
"AAA.AA.AAAA.AAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
/* icon for state 8 */
"AAAAAAAAAAAAAAA"
"AAAAAA...AAAAAA"
"AAAAAA...AAAAAA"
"AAA.AA...AA.AAA"
"AAAA.AA.AA.AAAA"
"AAAAA.....AAAAA"
"AAA.AAA.AAA.AAA"
"AAAA.......AAAA"
"AAAAAAA.AAAAAAA"
"AAAAA.....AAAAA"
"AAAA.AA.AA.AAAA"
"AAA.AA...AA.AAA"
"AAAAAA...AAAAAA"
"AAAAA.AAA.AAAAA"
"AAAA.AAAAA.AAAA"
/* icon for state 9 */
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAA.AAAA.AA.AAA"
".AAA.AA.AA.AAAA"
"A.AAA.A.A.AAAAA"
"AA..A.A.A.A...A"
"AA............A"
"AA..A.A.A.A...A"
"A.AAA.A.A.AAAAA"
".AAA.AA.AA.AAAA"
"AAA.AAAA.AA.AAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAA"

XPM
/* width height num_colors chars_per_pixel */
"7 63 2 1"
/* colors */
"A c #FFFFFF"
". c #000000"
/* icon for state 1 */
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
/* icon for state 2 */
".A...A."
"..AAA.."
"...A..."
".AAAAA."
"...A..."
".AAAAA."
"...A..."
/* icon for state 3 */
"......."
".A.A..A"
".A.A.A."
"AAAAAA."
".A.A.A."
".A.A..A"
"......."
/* icon for state 4 */
"...A..."
".AAAAA."
"...A..."
".AAAAA."
"...A..."
"..AAA.."
".A...A."
/* icon for state 5 */
"......."
"A..A.A."
".A.A.A."
".AAAAAA"
".A.A.A."
"A..A.A."
"......."
/* icon for state 6 */
"A.AAA.A"
"AA...AA"
"AAA.AAA"
"A.....A"
"AAA.AAA"
"A.....A"
"AAA.AAA"
/* icon for state 7 */
"AAAAAAA"
"A.A.AA."
"A.A.A.A"
"......A"
"A.A.A.A"
"A.A.AA."
"AAAAAAA"
/* icon for state 8 */
"AAA.AAA"
"A.....A"
"AAA.AAA"
"A.....A"
"AAA.AAA"
"AA...AA"
"A.AAA.A"
/* icon for state 9 */
"AAAAAAA"
".AA.A.A"
"A.A.A.A"
"A......"
"A.A.A.A"
".AA.A.A"
"AAAAAAA"
It's a bit boring, because the ants tend to become p24.

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
User:I6 I6/Elementary Emulators

Neocaridina
Posts: 116
Joined: December 14th, 2025, 1:56 pm

.

Post by Neocaridina » December 16th, 2025, 4:53 pm

.
Last edited by Neocaridina on January 5th, 2026, 7:47 pm, edited 2 times in total.
Currently waiting for my account to be deleted. Bye.

User avatar
breaker's glider gun
Posts: 730
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Re: Rule request thread

Post by breaker's glider gun » December 16th, 2025, 9:08 pm

Neocaridina wrote:
December 16th, 2025, 4:53 pm
Neocaridina wrote:
December 16th, 2025, 9:06 am
Can anybody make a ruletree for Langtons Ant (with the same color scheme and icons as Rule:Langtons-Ant) where:
  • If an ant is on a white square, turn 90° clockwise
  • If an ant is on a black square, flip
lifewiki wrote:The reason why you need to use many variables instead of just one is because if you use just one, Golly interprets it as always referring to the same state.
[/quote]

The issue is not with the table, but with either the statement or the interpretation. By the way, Wirehead's "Langton's ant music" thing can be used to simulate arbitrary ants, here's a codefile for the interpretation that was used for the file:

Code: Select all

<langton>
    <config name="bpm">240</config>
    <breed species="Beetle" name="langton">
        <case state="1" cell="0">
            <action>
                <command name="put">1</command>
                <command name="rt"></command>
                <command name="fd"></command>
            </action>
        </case>
        <case state="1" cell="1">
            <action>
                <command name="put">0</command>
                <command name="lt">2</command>
                <command name="fd"></command>
            </action>
        </case>
    </breed>
    <ant id="" x="0" y="-1" breed="langton" state="1" dir="0"></ant>
</langton>
Also, I highly encourage you to learn ruletable notation yourself because it's so much fun, but also if everyone learned there wouldn't be anyone to make ruletables for ( : (
:?: :?: . . . :!:
Give me a suggestion of something interesting to draw here!

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77551enpassant
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Re: Rule request thread

Post by 77551enpassant » December 23rd, 2025, 8:32 pm

The rule B3/S234 is noted for the maze-like internal structure of exploding blobs. Still lives in this rule would be still lives in Life, if not for cells with 4 neighbors.
I'm looking for a rule like Maze/Mazetric, but one that generates infinite Life still life patches. It should have the following properties:
  • It is explosive
  • The inside of exploding blobs will eventually stabilize
  • Still lives in this rule are still lives in Life, and vice versa
  • It is chaotic, and any Life still life (including unique father ones) could be generated by an exploding blob
It could be an INT rule or a multistate/handcrafted one.
Remember to keep your rhetorical weapons of pure logic holstered safely.

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Re: Rule request thread

Post by UnbihexiumFan » December 24th, 2025, 4:21 pm

I think that Snowflakes (B2ci3ai4c8/S02ae3eijkq4iz5ar6i7e) is an interesting rule, but I hate all the dots it has. Can someone make a rule that's like Snowflakes, except that if an alive cell has no neighbors in a range 1 Moore neighborhood, it becomes a dying cell, and if a dying cell has under 7 neighbors in a range 2 Moore neighborhood and no neighbors in a range 1 Moore neighborhood, it dies? (dying cells should become alive cells again if they have one of S2ae3eijkq4iz5ar6i7e)

(edits: change specification of rule)

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hotcrystal0
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Re: Rule request thread

Post by hotcrystal0 » January 17th, 2026, 9:35 pm

Crossposting this:
B468S02357 wrote:
January 17th, 2026, 12:12 am
Can anyone find a way to code a rule called symbiosimmigration? Symbiosimmigration would be similar to immigration, but if a cell living with two living neighbor states has the same amount of the alive states in its neighbors, it dies or survives depending on if the number of neighbors divided by 2 is odd or even. It dies if it has an odd amount of neighbors of each color, survives if it's even.
wherever I go on the internet I bring with myself nothing but problems.

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!

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B468S02357
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Re: Rule request thread

Post by B468S02357 » January 18th, 2026, 9:24 pm

A 4-state rule that functions as highlife, but if a high cell has 8 neighbors, it turns to life. If a life cell has 8 neighbors, it turns to pedestrian life, and if a pedestrian cell has 6 neighbors, it turns to highlife.
I was born on march 23 (3/23). I was destined to be here, and here i am.

Code: Select all

#C [[ ZOOM 4 THEME MONO GPS 30 WIDTH 937 HEIGHT 600 RANDOMIZE ]]
x = 64, y = 64, rule = R5,C28,S12-19,25-33,55,113-120,B12,29-43,Nm
b!
I'm a big fan of engineered spaceships.

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b-engine
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Re: Rule request thread

Post by b-engine » February 1st, 2026, 6:23 pm

Is there a rule which the two phases of glider are different oblique spaceships?

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hotcrystal0
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Re: Rule request thread

Post by hotcrystal0 » February 1st, 2026, 6:26 pm

b-engine wrote:
February 1st, 2026, 6:23 pm
Is there a rule which the two phases of glider are different oblique spaceships?
INT or ruletable?
wherever I go on the internet I bring with myself nothing but problems.

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!

splitterrules
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Re: Rule request thread

Post by splitterrules » February 1st, 2026, 8:33 pm

This works:

Code: Select all

x = 17, y = 3, rule = B2c3ainqr4aqr5knq6i7e/S2ae3-ekqy4ceirt5jk7e8
o15bo$b2o11bobo$2o13b2o!

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I6_I6
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Re: Rule request thread

Post by I6_I6 » February 2nd, 2026, 2:53 am

B468S02357 wrote:
January 18th, 2026, 9:24 pm
A 4-state rule that functions as highlife, but if a high cell has 8 neighbors, it turns to life. If a life cell has 8 neighbors, it turns to pedestrian life, and if a pedestrian cell has 6 neighbors, it turns to highlife.
Here:

Code: Select all

#R HighPedestrianLife
!
[[ RANDOMIZE2 ]]
@RULE HighPedestrianLife

State 1 = HighLife
State 2 = Life
State 3 = PedestrianLife

If a live cell has any 8 live neighbors, it will turn into
the higher state. PedestrianLife cells go back to Highlife.

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var a = {1,2,3}
var b = {0,1,2,3}
var c = b
var d = b
var e = b
var f = b
var g = b
var h = b
var i = b
var j = b

0,a,a,a,0,0,0,0,0,a
0,1,1,1,1,1,1,0,0,1
0,3,3,3,3,3,3,3,3,3

a,a,a,0,0,0,0,0,0,a
a,a,a,a,0,0,0,0,0,a

1,1,1,1,1,1,1,1,1,2
2,2,2,2,2,2,2,2,2,3
3,3,3,3,3,3,3,3,3,1

b,c,d,e,f,g,h,i,j,0
Since the different states don't really interact, the rule is pretty mundane unless you use high-density one-state live soups.

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
User:I6 I6/Elementary Emulators

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B468S02357
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Re: Rule request thread

Post by B468S02357 » February 2nd, 2026, 4:28 am

I6_I6 wrote:
February 2nd, 2026, 2:53 am
B468S02357 wrote:
January 18th, 2026, 9:24 pm
A 4-state rule that functions as highlife, but if a high cell has 8 neighbors, it turns to life. If a life cell has 8 neighbors, it turns to pedestrian life, and if a pedestrian cell has 6 neighbors, it turns to highlife.
Here:

Code: Select all

#R HighPedestrianLife
!
[[ RANDOMIZE2 ]]
@RULE HighPedestrianLife

State 1 = HighLife
State 2 = Life
State 3 = PedestrianLife

If a live cell has any 8 live neighbors, it will turn into
the higher state. PedestrianLife cells go back to Highlife.

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var a = {1,2,3}
var b = {0,1,2,3}
var c = b
var d = b
var e = b
var f = b
var g = b
var h = b
var i = b
var j = b

0,a,a,a,0,0,0,0,0,a
0,1,1,1,1,1,1,0,0,1
0,3,3,3,3,3,3,3,3,3

a,a,a,0,0,0,0,0,0,a
a,a,a,a,0,0,0,0,0,a

1,1,1,1,1,1,1,1,1,2
2,2,2,2,2,2,2,2,2,3
3,3,3,3,3,3,3,3,3,1

b,c,d,e,f,g,h,i,j,0
Since the different states don't really interact, the rule is pretty mundane unless you use high-density one-state live soups.
Bonus idea: Add flock and lowlife where pedestrian turns into flock and flock turns to low.
I was born on march 23 (3/23). I was destined to be here, and here i am.

Code: Select all

#C [[ ZOOM 4 THEME MONO GPS 30 WIDTH 937 HEIGHT 600 RANDOMIZE ]]
x = 64, y = 64, rule = R5,C28,S12-19,25-33,55,113-120,B12,29-43,Nm
b!
I'm a big fan of engineered spaceships.

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I6_I6
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Re: Rule request thread

Post by I6_I6 » February 2nd, 2026, 6:53 am

B468S02357 wrote:
February 2nd, 2026, 4:28 am
...
Bonus idea: Add flock and lowlife where pedestrian turns into flock and flock turns to low.
Done:

Code: Select all

#R HighPedestrianFlockLowLife
!
[[ RANDOMIZE2 ]]

@RULE HighPedestrianFlockLowLife

@TABLE
n_states:6
neighborhood:Moore
symmetries:permute

var a = {1,2,3,4,5}
var b = {4,5}
var c = {1,2,3,4}
var d = {1,2,3,5}
var e = {0,1,2,3,4,5}
var f = e
var g = e
var h = e
var i = e
var j = e
var k = e
var l = e
var m = e

0,a,a,a,0,0,0,0,0,a
0,1,1,1,1,1,1,0,0,1
0,3,3,3,3,3,3,3,3,3

1,1,1,1,1,1,1,1,1,2
2,2,2,2,2,2,2,2,2,3
3,3,3,3,3,3,3,3,3,4
4,4,4,4,4,4,4,4,4,5
5,5,5,5,5,5,5,5,5,1

b,b,0,0,0,0,0,0,0,b
c,c,c,0,0,0,0,0,0,c
d,d,d,d,0,0,0,0,0,d

e,f,g,h,i,j,k,l,m,0

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
User:I6 I6/Elementary Emulators

splitterrules
Posts: 84
Joined: April 11th, 2025, 6:11 pm

Re: Rule request thread

Post by splitterrules » February 2nd, 2026, 8:51 pm

splitterrules wrote:
February 1st, 2026, 8:33 pm
This works:

Code: Select all

x = 17, y = 3, rule = B2c3ainqr4aqr5knq6i7e/S2ae3-ekqy4ceirt5jk7e8
o15bo$b2o11bobo$2o13b2o!
Here is a third oblique direction:

Code: Select all

x = 99, y = 208, rule = B2c3ainqr4aqr5knq6i7e/S2ae3-ekqy4ceirt5jk7e8
4b2o$3b2o$4b2o3$obo5$11b3o$11b4o$12b4o$13b3o4$10bobo4$12b2o$12b2o3$16b
obo$20bobo2$6b2o$5b2o$6b2o3$2bobo6$22bobo$26bobo13$28bobo$24b2o6bobo$
24b2o2$21b3o$20bo2bo4bo$19b2obo$20bobo8bo$21bobo2$25bo$25b3o3$29b2o3bo
bo$29b2o7bobo3$31bobo3$29b2o$29b2o5$43b2o$36bo6b2o$35b2o$34b3o$35b2o$
36bo2$32bobo2$41b2o$41b2o7bo2$44bo5bo2$44bo2$41b2o$41b2o2$45bobo3$46bo
2$46bo9bo2$56bo4$47b2o$42bo4b2o2$37b3o2bo8bobo$36bo2bo$36b2o$52bo2$52b
o9bo$42b3o$42bobo17bo$41b2o3bo4bobo$42bobo9bo$42b3o$54bo3$57bobo3$58bo
2$58bo9bo2$68bo$57bobo$60bo$48bo$60bo2$49bo$63bobo3$64bo2$64bo9bo2$74b
o$63bobo$59b2o5bo2$57bo2bo5bo$55b2o2bo$55b4o$53bo3bo11bobo3$70bo$60b2o
$61b2o7bo9bo$60b2o$80bo$64b2o3bobo$64b2o6bo2$72bo$66bobo2$75bobo$64b2o
$64b2o3$86bo2$86bo2$75b2o$74b2obo$76bobo$71bob2o2bo$71b2o5bo$71b3o7bob
o$72b2o3b2o$76bo$77b2o$76b2o$76bo15bo2$92bo10$91bo$90b3o$90bobo5bo$91b
o$98bo$89b3o$89b3o$90b2o!
EDIT: Smaller:

Code: Select all

x = 49, y = 31, rule = B2c3ainqr4aqr5knq6i7e/S2ae3-ekqy4ceirt5jk7e8
4bo2$4bo4$18bo$5b2o$b2o3bo11bo$2o3b2o2$2b2o$32bo2$32bo2$16bo5b3o8bo$16b
2o4b2o$33bo2$20bo$19b2o20b2o3b2o$13b2o3b3o19b2ob3ob2o$13b2o4b2o20b3ob
o$20bo20bo6bo$27bo17b3o$26bob2o13b4o$25bo2b2o$25b2o2bo$26b2o$26bo!

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B468S02357
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Re: Rule request thread

Post by B468S02357 » February 4th, 2026, 12:41 am

A rule with alive states that correspond to another rule. White is the basic. If a dead cell has an uneven amount of colors, the one with the most cells in its neighborhood. It inherits that's color. If a cell has 8 neighbors, it changes color tho the next in this list.
White life
Red tlife
Orange highlife
Yellow lowlife
Green flock
Cyan pedestrian
Azure flakes
Blue symbiosis (purple symbiote spawns with 8 blue neighbors)
Purple symbiosis
Magenta Lowdeath
Pink mazectric with mice


Edit: A rule with the growth of B2-an3-iqy4iknrtz5aijq6aek78/S02ck3nqy4eiqrtwy5-q6-i78 but the cracks of B3ai4a/S3ai4ae5ai6ac7c8
Sample so you know what's coming:

Code: Select all

#C [[ THEME MONO RANDOMIZE ]]
x = 0 y = 0 rule = B2-an3-iqy4iknrtz5aijq6aek78/S02ck3nqy4eiqrtwy5-q6-i78
b!

Code: Select all

#C [[ THEME MONO RANDOMIZE ]]
x = 0 y = 0 rule = B3ai4a/S3ai4ae5ai6ac7c8
b!
Edit 2: i DID make it, but lost it. It was an INT rule. The bomber hexomino was a c/32d, the b-heptomino was a c/2o ship, and the block was a spark due to the lack of s3a. The glider still worked.

Code: Select all

#The bomber hexomino, incase anyone doesn't know what it means.
x = 3, y = 3, rule = S012345678
3o$2o$o!
Edit 3: A rule where the spaceship from B2n34c5k6in8/S2-i3-a4tc5i6in8 works in B2n34c5k6in8/S2-i3-a4tc6in8, only a transition away (reconstructing the rule from edit 2)
Samples:

Samples like last time:

Code: Select all

#C [[ THEME MONO RANDOMIZE ]]
x = 0 y = 0 rule = B2n34c5k6in8/S2-i3-a4tc6in8
b!

Code: Select all

#C [[ THEME MONO RANDOMIZE ]]
x = 0 y = 0 rule = B2n34c5k6in8/S2-i3-a4tc5i6in8
b!
I was born on march 23 (3/23). I was destined to be here, and here i am.

Code: Select all

#C [[ ZOOM 4 THEME MONO GPS 30 WIDTH 937 HEIGHT 600 RANDOMIZE ]]
x = 64, y = 64, rule = R5,C28,S12-19,25-33,55,113-120,B12,29-43,Nm
b!
I'm a big fan of engineered spaceships.

unname4798
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Re: Rule request thread

Post by unname4798 » February 28th, 2026, 2:52 am

Please make QuadLife with 2 (and 3 if possible) independent layers for alive cells (normal and marked)

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B468S02357
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Re: Rule request thread

Post by B468S02357 » February 28th, 2026, 5:11 pm

A rule with 4 states: Alive, dead, dying, and zombie. If a cell dies and is born only a generation after, it comes back as a zombie. Zombie cells survive if they have more zombified neighbors then living ones, and if a zombie cell dies, it turns into a dying cell (if a cell becomes a dying cell, it dies 2 generations after). Dying cells are treated as dead, but zombies aren't, and cells have 2 birth/death conditions: partially zombies, and zombieless. Cells cannot be born or survive with only zomified neighbors. How about for the prototype za rule (za stands for zombie apocalypse), it's as chaotic as life?
I was born on march 23 (3/23). I was destined to be here, and here i am.

Code: Select all

#C [[ ZOOM 4 THEME MONO GPS 30 WIDTH 937 HEIGHT 600 RANDOMIZE ]]
x = 64, y = 64, rule = R5,C28,S12-19,25-33,55,113-120,B12,29-43,Nm
b!
I'm a big fan of engineered spaceships.

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breaker's glider gun
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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 » March 7th, 2026, 12:52 pm

Original rule succumbs to zombies (for obvious reasons)

Code: Select all

#R za_test
!
[[ RANDOMIZE2 ]]

@RULE za_test
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var a0 = {0,1,2,3}
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 = {1,3}
var l1 = {1,3}
var l2 = {1,3}
var l3 = {1,3}
var d0 = {0,2}
var d1 = d0
var d2 = d0
var d3 = d0
var d4 = d0
var d5 = d0
var d6 = d0
var d7 = d0
var d8 = d0

#Birth
 0,  1, 1,l0,d4,d5,d6,d7,d8,  1
 0,  3, 3,l0,d4,d5,d6,d7,d8,  3
 2, l0,l1,l2,d4,d5,d6,d7,d8,  3
 
##OPTIONAL Infection
##l0, a1,l2, 3,d4,d5,d6,d7,d8,  3

##Survival and Death
l0, a1,l2,l3,d4,d5,d6,d7,d8, l0
l0, a1,a2,a3,a4,a5,a6,a7,a8,  2
 2, a1,a2,a3,a4,a5,a6,a7,a8,  0

@COLORS
0  25  25  25
1 200 200 200
2 125 125 125
3   0 125   0
Man, I'm rusty.
Symmetrical:

Code: Select all

#R za_test
!
[[ RANDOMIZE2 ]]

@RULE za_test
@TABLE
n_states:5
neighborhood:Moore
symmetries:permute

var a0 = {0,1,2,3,4}
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 = {1,3}
var l1 = l0
var l2 = l0
var l3 = l0
var d0 = {0,2,4}
var d1 = d0
var d2 = d0
var d3 = d0
var d4 = d0
var d5 = d0
var d6 = d0
var d7 = d0
var d8 = d0

#Birth
 0,  1, 1,l0,d4,d5,d6,d7,d8,  1
 0,  3, 3,l0,d4,d5,d6,d7,d8,  3
 2, l0,l1,l2,d4,d5,d6,d7,d8,  3
 4, l0,l1,l2,d4,d5,d6,d7,d8,  1
 
##OPTIONAL Infection
 1, a1, 3, 3,d4,d5,d6,d7,d8,  3
 3, a1, 1, 1,d4,d5,d6,d7,d8,  1

##Survival and Death
l0, a1,l2,l3,d4,d5,d6,d7,d8, l0
 1, a1,a2,a3,a4,a5,a6,a7,a8,  2
 2, a1,a2,a3,a4,a5,a6,a7,a8,  0
 3, a1,a2,a3,a4,a5,a6,a7,a8,  4
 4, a1,a2,a3,a4,a5,a6,a7,a8,  0
 
@COLORS
1   0   0 250
2   0   0 125
3   0 250   0
4   0 125   0

Tri-color (does actually change rule because of 1,3,5 -> 0):

Code: Select all

#R za_test
!
[[ RANDOMIZE2 ]]

@RULE za_test
@TABLE
n_states:7
neighborhood:Moore
symmetries:permute

var a0 = {0,1,2,3,4,5,6}
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 = {1,3,5}
var l1 = l0
var l2 = l0
var l3 = l0
var d0 = {0,2,4,6}
var d1 = d0
var d2 = d0
var d3 = d0
var d4 = d0
var d5 = d0
var d6 = d0
var d7 = d0
var d8 = d0

#Birth
 0,  1, 1,l0,d4,d5,d6,d7,d8,  1
 0,  3, 3,l0,d4,d5,d6,d7,d8,  3
 0,  5, 5,l0,d4,d5,d6,d7,d8,  5
 2, l0,l1,l2,d4,d5,d6,d7,d8,  3
 4, l0,l1,l2,d4,d5,d6,d7,d8,  5
 6, l0,l1,l2,d4,d5,d6,d7,d8,  1
 
##OPTIONAL Infection
l0, a1, 1, 1,d4,d5,d6,d7,d8,  1
l0, a1, 3, 3,d4,d5,d6,d7,d8,  3
l0, a1, 5, 5,d4,d5,d6,d7,d8,  5

##Survival and Death
l0, a1,l2,l3,d4,d5,d6,d7,d8, l0
 1, a1,a2,a3,a4,a5,a6,a7,a8,  2
 2, a1,a2,a3,a4,a5,a6,a7,a8,  0
 3, a1,a2,a3,a4,a5,a6,a7,a8,  4
 4, a1,a2,a3,a4,a5,a6,a7,a8,  0
 5, a1,a2,a3,a4,a5,a6,a7,a8,  6
 6, a1,a2,a3,a4,a5,a6,a7,a8,  0
 
@COLORS
1 250   0   0
2 100   0   0
3   0 250   0
4   0 100   0
5   0   0 250
6   0   0 100

Discovered this reaction in a version with a mistake:

Code: Select all

x = 18, y = 19, rule = za_test
4$15.F$2.2A10.ACA$2.2A11.F4$8.E4.2A$7.FED3.2A$8.E3$6.3AE$5.A.A.CD$5.A
.2A$6.A!

@RULE za_test
@TABLE
n_states:7
neighborhood:Moore
symmetries:permute

var a0 = {0,1,2,3,4,5,6}
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 = {1,3,5}
var l1 = l0
var l2 = l0
var l3 = l0
var d0 = {0,2,4,6}
var d1 = d0
var d2 = d0
var d3 = d0
var d4 = d0
var d5 = d0
var d6 = d0
var d7 = d0
var d8 = d0

#Birth
 0,  1, 1,l0,d4,d5,d6,d7,d8,  1
 0,  3, 3,l0,d4,d5,d6,d7,d8,  3
 0,  5, 5,l0,d4,d5,d6,d7,d8,  5
 2, l0,l1,l2,d4,d5,d6,d7,d8,  3
 4, l0,l1,l2,d4,d5,d6,d7,d8,  5
 6, l0,l1,l2,d4,d5,d6,d7,d8,  1
 
##OPTIONAL Infection
l0, a1, 1, 1,d4,d5,d6,d7,d8,  1
l0, a1, 3, 3,d4,d5,d6,d7,d8,  3
l0, a1, 5, 3,d4,d5,d6,d7,d8,  5

##Survival and Death
l0, a1,l2,l3,d4,d5,d6,d7,d8, l0
 1, a1,a2,a3,a4,a5,a6,a7,a8,  2
 2, a1,a2,a3,a4,a5,a6,a7,a8,  0
 3, a1,a2,a3,a4,a5,a6,a7,a8,  4
 4, a1,a2,a3,a4,a5,a6,a7,a8,  0
 5, a1,a2,a3,a4,a5,a6,a7,a8,  6
 6, a1,a2,a3,a4,a5,a6,a7,a8,  0
 
@COLORS
1 250   0   0
2 125   0   0
3   0 250   0
4   0 125   0
5   0   0 250
6   0   0 125
:?: :?: . . . :!:
Give me a suggestion of something interesting to draw here!

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