Here is the new and improved rule based on the foodshapeloop rule. This rule usually gets updated the same time as the foodshapeloop rule.
Code: Select all
@RULE shapeloop3
version 1.08.1
1 wire
2 left signal
3 right signal
4 forward signal
5 trigger/right signal
6 idle/right signal
7 6 to 5 converter
8 signal lead
9 arm edge 1
10 arm edge 2
11 arm starter
12 arm delete
13 delete all
14 boundary
15 checker
#/ shows where edits/additions were made
#* shows where movements were made
@TABLE
n_states:16
neighborhood:Moore
symmetries:rotate4
Var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,15}
Var b={1,2,3,4,5,6,15}
var c={9,10}
var d={1,2,3,4,5,6,7,11,12,15}
var e={1,2,3,4,5,6,11,15}
var f={0,7,8,9,10,12,13}
var g={8,9,10}
var h={0,8}
var i={0,11,12}
var j={3,5,6,15}
var k={1,2,3,4,5,6,7,8,9,10,11,15}
var l={0,7,8,9,10,12,13}
var m={0}
var n={9}
var o={10}
var p={9,10}
var q={0,1,2,3,4,5,6,8,9,10,12,15}
var r={0,8,12,13}
#var s={16,17}
var t={8}
var u={8,9,10}
var v={1,2,3,4,5,6,8,9,10,15}
var w={0,12,13}
var x={1,4}
var y={2,4}
var z={0,12}
var A={0,12}
var B={0,13}
#var C={15,15}
var D={8,9,10,12}
var E={0,1,2,3,4,5,6,7,8,9,10,11,12,15}
var F={0,13}
var G={0,7,8,9,10,11,12}
var H={0,7,12}
var I={0,8}
var J={1,2,3,4,5,6,15}
var K={0,7,8,9,10,12,13}
var L={12}
#var M={15,16}
var N={0,8,9,10,11,12}
var O={0,7,8,11,12,13}
var P={0,12,13}
var Q={0,1,2,3,4,5,6,7,10,12,13,15}
var R={0,8,9,10}
var S={1,2,3,4,5,6,7,11,12,13,15}
var T={0,1,2,3,4,5,6,7,11,12,13,15}
var U={0,7,11,12,13}
var V={1,2,3,4,5,6,8,9,10,15}
var W={0,12}
var X={1,2,3,4,6,7,8,9,15}
var Y={0,1,2,3,4,5,6,12,15}
var Z={15}
var AA={8,10}
var AB={11}
var AC={12}
var AD={0,7,8,9,10,13}
var AE={12}
var AF={7,11}
var AI={0,8,9,10}
Var AAA={6,15}
var AAB={1,2,3,4,5,6,11,15}
var aa={a}
var ab={a}
var ac={a}
var ad={a}
var ae={a}
var af={a}
var ag={a}
var ba={b}
var bb={b}
var bc={b}
var bd={b}
var bd={b}
var ca={c}
var cb={c}
var cc={c}
var da={d}
var db={d}
var dc={d}
var dd={d}
var fa={f}
var fb={f}
var ga={g}
var gb={g}
var gc={g}
var ha={h}
var la={l}
var lb={l}
var lc={l}
var ld={l}
var le={l}
var lf={l}
var lg={l}
var na={n}
var ma={m}
var mb={m}
var mc={m}
var md={m}
var me={m}
var pa={p}
var pb={p}
var pc={p}
var ta={t}
var tb={t}
var ua={u}
var ub={u}
var uc={u}
var ud={u}
var ue={u}
var Aa={A}
var Ab={A}
var Ac={A}
var Ad={A}
var Ae={A}
var Ba={B}
var Da={D}
var Ea={E}
var Eb={E}
var Ec={E}
var Fa={F}
var Ga={G}
var Ha={H}
var Hb={H}
var Hc={H}
var Hd={H}
var Ia={I}
var Ja={J}
var Pa={P}
var Ta={T}
var Tb={T}
var Tc={T}
var Ua={U}
#state 11
0,b,5,0,0,0,0,0,m,11
b,ba,g,5,0,0,0,0,0,6
#
11,8,m,Z,a,aa,ab,x,t,6
#
8,0,0,0,b,11,ba,12,0,12
#/
#
AAB,D,0,b,ba,0,0,12,R,7
AAB,D,0,ba,bb,0,0,12,z,7
8,a,aa,0,b,7,0,R,ab,0
#
11,12,a,0,0,b,g,ga,A,13
11,12,a,0,9,b,g,ga,A,13
#
11,l,la,lb,lc,ld,le,lf,lg,0
#completed reproducton
8,0,a,aa,ab,ac,ad,12,b,0
#special delete immunity
p,l,la,1,e,A,a,aa,ab,p
f,12,b,ba,bb,A,a,p,bc,f
#/
#special arm destruction
9,A,Aa,u,b,ba,bb,bc,bd,0
10,A,Aa,u,b,ba,bb,bc,bd,12
#special bended arm destruction
g,a,aa,u,b,ba,bb,bc,12,12
#special state 7
12,L,D,ba,A,Aa,Ab,bb,bc,7
12,L,D,ba,A,Aa,bd,bb,bc,7
b,ba,bb,12,12,bc,bd,A,Aa,7
#special arm destruction
b,g,ga,ba,A,Aa,Ab,12,12,ba
g,a,aa,u,b,ba,bb,12,ab,12
12,12,u,ba,A,Aa,a,aa,ab,12
#special state 8/lead transiton
g,a,aa,u,b,ba,bb,S,ab,8
g,u,a,p,3,ua,b,ba,bb,8
#arm collision recovery
##starter arm
A,Aa,b,ba,11,g,4,p,Ab,A
g,A,b,11,ba,u,p,4,pa,g
u,g,11,b,ba,ua,a,p,4,u
#
g,A,b,11,ba,ga,4,p,Aa,8
u,g,11,b,ba,ua,p,4,pa,u
##broken arm exeption
b,A,p,0,pa,u,ua,ba,Aa,ba
b,A,p,0,pa,u,ua,ba,bb,ba
b,A,p,0,pa,ba,Aa,Ab,Ac,ba
##broken arm
b,8,u,ba,E,G,Ea,Ga,Eb,12
b,u,ua,ba,E,O,Ea,G,Eb,12
b,A,u,ba,Aa,ua,G,Ga,lb,12
b,A,u,ba,Aa,Ab,ua,G,Ga,12
b,u,A,Ab,ua,ba,Ac,bb,Ad,12
#
b,u,ua,ba,ub,uc,ud,bb,ue,12
b,p,u,12,ua,p,l,la,lb,12
#
b,A,u,ba,Ab,l,la,lb,lc,12
#/
##boundary
b,l,p,u,ba,bb,lb,lc,ld,12
##2 arms (both facing eachother)
B,A,p,4,pa,Aa,pb,b,pc,12
B,A,p,b,pa,Aa,pb,4,pc,12
A,a,aa,p,b,B,4,pa,ab,A
A,a,aa,p,4,B,b,pa,ab,A
#
B,P,b,p,A,Aa,pa,4,pb,12
B,A,p,b,pa,Ba,4,pa,a,0
P,A,p,b,pa,Ba,ba,pa,a,P
#special construct
l,la,3,p,4,pa,a,aa,ab,l
l,b,ba,a,aa,p,4,pa,3,l
#
c,3,b,l,p,1,pa,la,lb,13
l,la,4,p,1,pa,a,aa,ab,l
#construct left
c,l,a,t,b,2,la,lb,lc,8
c,2,b,l,la,lb,lc,ld,le,4
f,l,2,c,la,lb,a,aa,ab,10
f,b,ba,l,a,aa,la,c,2,c
f,l,p,2,ca,la,a,aa,ab,8
#construct right
c,l,la,t,b,j,P,Pa,lb,4
c,j,b,h,a,aa,ab,P,Pa,h
8,a,aa,t,b,ba,j,c,ab,c
c,l,la,t,b,ba,bb,4,lb,8
f,l,la,p,j,lb,a,aa,ab,10
f,a,aa,fa,8,4,p,fb,ab,1
#construct forward
c,r,a,t,e,4,l,la,aa,8
c,4,e,q,a,aa,ab,la,lb,0
f,l,p,4,pa,la,a,aa,ab,1
f,a,r,c,4,l,aa,ab,ac,c
f,l,4,c,a,aa,ab,ac,ad,c
#special instable signal remover
1,4,A,p,u,ua,ub,pa,uc,4
1,b,A,p,u,ua,ub,pa,uc,1
#delete immunity
p,b,P,Pa,a,aa,ab,V,e,p
b,p,a,aa,ab,pa,V,ba,A,ba
1,p,a,aa,ab,pa,V,11,A,4
4,p,a,aa,ab,pa,V,11,A,1
b,ba,bb,p,a,13,aa,pa,V,ba
#
u,b,ba,ua,13,P,Pa,ub,e,u
u,b,ba,ua,P,13,Pa,ub,e,u
u,b,ba,ua,P,Pa,13,ub,e,u
u,b,ba,ua,13,P,Pa,0,t,u
u,b,ba,ua,P,13,Pa,0,t,u
u,b,ba,ua,P,Pa,13,0,t,u
u,b,ba,ua,13,P,t,ta,bb,u
u,13,m,ma,b,11,bb,ua,mb,u
u,m,ma,mb,b,11,bb,ua,13,u
#arm destruction
b,i,u,ba,A,Aa,Ab,bb,bc,12
b,i,u,ba,A,Aa,bd,bb,bc,12
12,A,Aa,u,b,ba,bb,bc,bd,12
#
b,u,ua,ba,A,Aa,Ab,12,N,12
g,a,aa,u,b,ba,12,N,ab,12
#
g,a,aa,ab,ac,ba,bb,12,ad,12
b,12,u,ba,A,Aa,Ab,12,N,12
#bended arm destruction
#g,A,Aa,u,b,ba,bb,bc,12,12
b,12,u,ba,bb,H,Ha,12,Hb,12
#
g,H,Ha,Hb,ga,b,12,12,Hc,12
#
b,12,u,ba,H,Ha,Hb,Hc,Hd,12
g,12,H,Ha,Hb,ga,b,ba,bb,12
#8,12,H,E,Ha,8,b,ba,bb,12
#
g,12,H,Ha,u,ua,b,ba,12,12
b,12,u,ba,H,Ha,Hb,bb,12,12
#forward arm obstruction
b,A,ba,p,Aa,bb,u,bc,Ab,13
b,A,p,Aa,m,ba,u,bb,Ab,13
#special arm obstruction
8,Q,b,11,ba,t,a,p,1,13
#arm obstruction
Q,P,d,a,aa,Pa,p,1,pa,13
Q,P,a,d,aa,Pa,p,1,pa,13
Q,P,a,aa,d,Pa,p,1,pa,13
Q,P,a,aa,d,Pa,Ab,p,1,13
Q,P,d,a,aa,Pa,1,p,Ab,13
Q,P,a,d,aa,Pa,p,1,pa,13
#state 7
7,5,a,aa,ab,ac,ad,ae,af,0
#special turning arm obstruction
12,p,A,Aa,b,ba,Y,Ab,9,13
#state 12
12,a,aa,ab,ac,ad,ae,af,ag,0
#square loop destruction
#b,ba,bb,9,8,bc,0,10,bd,13
#state 8 transition
g,a,aa,u,b,ba,bb,ua,ab,8
g,a,aa,u,b,ba,ua,S,ab,8
g,a,aa,S,u,ba,bb,ua,ab,8
g,b,ba,u,a,ua,bb,bc,bd,8
#turning arm obstruction
w,o,A,Aa,Y,b,ba,Ab,Ac,13
w,p,A,Aa,b,ba,Y,Ab,t,13
b,ba,u,bb,A,p,bc,Aa,Ab,13
#delete
k,13,a,aa,ab,ac,ad,ae,af,13
k,a,13,aa,ab,ac,ad,ae,af,13
k,a,aa,13,ab,ac,ad,ae,af,13
13,a,aa,ab,ac,ad,ae,af,ag,0
#state 5/6/19
b,ba,u,AAA,m,7,a,A,ma,5
b,u,ua,AAA,A,7,Aa,ba,ub,5
#starter growth
1,A,Aa,Ab,Ac,na,8,11,Ad,1
1,n,A,Aa,Ab,na,g,11,Ac,4
1,A,a,b,aa,u,ua,11,Aa,4
4,A,a,b,aa,u,ua,11,Aa,1
#
1,A,a,b,aa,u,ua,11,aa,13
#instable signal remover
1,1,p,u,b,j,A,Aa,pa,4
1,2,ba,A,p,1,pa,u,ua,4
b,f,A,p,ba,j,Aa,pa,Ab,4
b,2,ba,p,A,f,Aa,pa,u,4
c,b,ba,A,Aa,Ab,p,Ac,bb,0
#checker
b,u,l,ua,ub,6,A,ba,uc,15
#special signal movement
b,ba,n,bb,A,Aa,Ab,bc,o,1
b,ba,o,bb,A,Aa,Ab,bc,n,1
b,p,ba,bb,t,ta,tb,bc,m,bc
b,ba,m,t,bb,bc,bd,ta,tb,ba
b,t,ta,ba,p,bb,pa,tb,a,ba
b,p,ba,bb,A,pa,l,la,lb,bb
b,A,p,ba,pa,pb,t,bb,Aa,bb
#b,A,Aa,ba,u,5,Ab,bb,g,6
#merge
b,ba,t,1,0,1,0,bb,ta,ba
b,1,t,ba,0,1,0,bb,ta,ba
b,ba,t,ba,0,1,0,bb,ta,ba
#nand gate
b,ba,t,1,0,bb,0,bc,ta,bb
b,1,t,ba,0,bb,0,bc,ta,bb
b,ba,t,bb,0,bc,0,bd,ta,1
#special junk wire remover
b,AI,l,la,lb,lc,A,ba,ua,13
#signal movement
b,U,a,T,Ta,ba,ab,ua,ac,1
b,U,a,T,Ta,ba,ua,Ua,ac,1
#
b,U,a,T,aa,ba,u,ua,ab,1
b,U,a,aa,T,ba,u,ua,ab,1
#
b,ba,T,Ta,a,aa,ab,ac,ua,ba
b,ba,T,Ta,a,aa,ab,ua,ac,ba
#
b,ba,ad,T,a,aa,ab,ac,ua,ba
b,ba,T,ad,a,aa,ab,ua,ac,ba
#starter
f,A,b,11,l,la,a,aa,ab,8
#
f,8,11,fa,l,la,a,aa,ab,9
#
f,11,A,l,a,la,lb,lc,8,1
#
f,A,a,aa,ab,l,AD,b,11,9
#junk state 8
g,l,la,lb,lc,ld,le,lf,lg,0
g,A,b,ba,bb,Aa,Ab,u,12,0
g,A,b,ba,bb,Aa,a,aa,ab,0
#unnecessary wire remover
b,a,aa,ab,ac,ad,ae,af,ag,12
@COLORS
0 0 0 0
1 255 128 0
2 255 0 0
3 0 255 0
4 0 0 255
5 0 180 0
6 0 100 0
7 255 255 255
8 80 80 80
9 95 95 95
10 128 128 128
11 0 64 0
12 255 165 0
13 255 255 0
14 180 180 90
15 0 80 40
Edit: Fixed another bug where mutations can cause instant death, fixed a bug involving boundaries, fixed a few minor/rare bugs (4/14/15) version 1.08.1
A cross shaped loop
Code: Select all
[M2] (golly 2.6)
#R shapeloop3
1 4 3 4 8
1 2 8 4 8
2 0 1 0 2
3 0 0 0 3
1 4 4 8 8
1 3 0 4 0
1 0 8 0 8
1 4 0 2 0
2 5 6 7 8
3 0 0 9 0
1 3 4 4 8
1 4 8 2 8
2 0 11 0 12
1 4 3 8 8
1 4 8 8 0
1 0 0 8 8
1 0 0 8 0
2 14 15 16 17
1 4 4 0 0
2 0 19 0 0
1 3 4 0 0
1 4 8 3 8
1 4 8 4 8
2 21 22 0 23
3 13 18 20 24
1 0 8 0 0
2 26 5 0 16
1 1 1 8 8
1 1 0 1 0
1 0 8 8 8
2 28 29 30 29
1 1 1 1 0
2 7 32 30 29
1 1 1 0 0
1 1 0 0 0
2 34 35 0 0
3 27 31 33 36
4 4 10 25 37
5 0 0 0 38
6 0 0 0 39
7 0 0 0 40
1 2 4 0 0
2 0 42 0 0
3 0 43 0 0
1 4 5 0 0
2 45 35 0 0
3 46 0 0 0
4 44 47 0 0
5 0 48 0 0
6 0 49 0 0
7 0 50 0 0
8 41 0 51 0
Code: Select all
@RULE shapeloop
1 wire
2 left signal
3 right signal
4 forward signal
5 trigger right
6 idle right
7 converter
8 lead
9 edge 1
10 edge 2
11 starter
12 tempdel
11 delall
@TABLE
n_states:14
neighborhood:Moore
symmetries:rotate4
Var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13}
Var b={1,2,3,4,5,6}
var c={9,10}
var d={1,2,3,4,5,6,7,10,11}
var e={1,2,3,4,5,6,11}
var f={0,8,9,10,13}
var g={8,9,10}
var h={0,8,10}
var i={0,9}
var j={3,5,6}
var k={1,2,3,4,5,6,7,8,9,10,11}
var aa={a}
var ab={a}
var ac={a}
var ad={a}
var ae={a}
var af={a}
var ag={a}
var ba={b}
var bb={b}
var bc={b}
var bd={b}
var bd={b}
var ca={c}
var da={d}
var db={d}
var dc={d}
var dd={d}
var fa={f}
var fb={f}
var ga={g}
var gb={g}
var gc={g}
#construct left
c,0,a,8,b,2,0,0,0,8
c,2,b,0,f,fa,fb,0,0,4
c,0,a,aa,8,8,b,4,0,8
0,0,2,c,f,fa,a,aa,ab,10
0,b,ba,0,a,aa,ab,c,2,c
9,b,ba,0,a,f,fa,4,bb,0
0,0,c,2,ca,0,a,aa,ab,8
0,4,f,fa,a,aa,ab,8,b,8
#construct right
c,f,fa,8,b,j,0,0,fb,4
c,j,b,h,a,aa,ab,0,0,h
8,a,aa,8,b,ba,j,c,ab,c
c,f,fa,8,b,ba,bb,4,fb,8
0,f,fa,c,j,0,a,aa,ab,10
f,a,aa,fa,8,4,c,fb,ab,1
f,a,aa,h,8,8,4,fa,ab,9
#construct forward
c,0,a,8,e,4,f,fa,fb,8
c,4,e,h,a,aa,ab,f,fa,h
c,4,e,b,a,aa,ab,f,fa,0
f,fa,c,4,ca,fb,a,aa,ab,1
f,a,h,c,4,fb,aa,ab,ac,c
f,fa,4,c,h,fb,a,aa,ab,c
#tempdel
12,a,aa,ab,ac,ad,ae,af,ag,0
#arm destruction
c,b,ba,bb,bc,0,0,g,bd,12
b,0,0,ba,bb,12,g,bc,0,12
g,b,ba,12,0,0,a,aa,ab,12
b,0,0,12,0,12,g,ba,0,12
#square loop destruction
b,ba,bb,9,8,bc,0,10,bd,13
#special lead transition
c,a,aa,ca,b,ba,bb,8,ab,8
c,a,aa,8,b,ba,bb,ca,ab,8
10,8,b,ba,bb,bc,bd,8,0,8
#delete immunity
g,a,aa,ab,ac,1,b,0,ad,g
g,1,a,aa,ab,ac,ad,8,b,g
b,g,a,aa,ab,ga,8,ba,0,ba
#delete
k,13,a,aa,ab,ac,ad,ae,af,13
k,a,13,aa,ab,ac,ad,ae,af,13
k,a,aa,13,ab,ac,ad,ae,af,13
13,a,aa,ab,ac,ad,ae,af,ag,0
#trigger right
b,5,0,0,i,0,0,ba,g,6
#converter
0,b,ba,12,12,12,10,10,10,7
b,0,0,12,0,ba,bb,10,10,7
b,ba,g,6,0,7,a,0,0,5
7,5,b,0,0,0,a,aa,0,0
b,0,a,7,0,ba,8,6,0,5
7,a,aa,0,0,0,b,5,0,0
0,0,0,b,ba,0,0,12,0,7
b,0,0,12,0,12,0,ba,bb,7
11,0,0,12,0,12,ba,bb,0,7
#starter growth
1,0,a,b,aa,8,8,11,0,4
4,0,a,b,aa,8,8,11,0,1
#special signal movement
b,ba,bb,9,8,bc,0,9,12,bc
b,ba,e,8,0,bb,8,8,bc,ba
b,ba,8,0,0,bb,8,8,8,ba
b,0,0,e,8,ba,8,bb,0,bb
b,0,0,ba,g,bb,g,bc,0,bc
b,ba,9,bb,8,8,8,bc,9,ba
b,9,0,ba,8,8,8,bb,bc,bb
#signal movement
b,ba,a,aa,ab,ac,ad,g,ae,ba
b,a,aa,ab,ac,g,ga,ba,ad,ba
b,a,aa,ab,ac,ad,g,ba,ae,ba
b,0,a,aa,ab,ac,ad,g,ae,1
b,a,aa,ab,ac,g,ga,0,ad,1
b,a,aa,ab,ac,ad,g,0,ae,1
#arm obstruction detection
0,0,d,a,aa,0,g,1,ga,13
0,0,a,d,aa,0,g,1,ga,13
0,0,a,aa,d,0,g,1,ga,13
0,0,d,a,aa,0,1,g,0,13
0,0,a,aa,d,0,0,9,1,13
#starter
0,0,0,0,0,0,i,b,5,11
0,11,0,0,0,0,0,0,6,8
0,0,0,0,0,0,0,8,11,9
0,0,0,0,0,0,8,11,0,1
1,0,0,0,0,9,8,11,0,4
0,0,0,0,0,1,11,0,0,9
11,0,0,b,8,8,0,6,ba,6
@COLORS
0 0 0 0
1 255 128 0
2 255 0 0
3 0 255 0
4 0 0 255
5 0 190 0
6 0 140 0
7 255 255 255
8 80 80 80
9 95 95 95
10 128 128 128
11 0 64 0
Here's the link to the foodshapeloop rule table. (It has a much better biodiversity than shapeloop3)
http://conwaylife.com/forums/viewtopic. ... =25#p13909
Here are the variants based on the old rule.
shapeloop2a - http://conwaylife.com/forums/viewtopic. ... =25#p13686
shapeloop-b rule (bounded version of shapeloop) - http://conwaylife.com/forums/viewtopic. ... t=0#p13451
shapeloop-ltd rule (bounded version of shapeloop) - http://conwaylife.com/forums/viewtopic. ... t=0#p13463
2armshapeloop (unbounded) - http://conwaylife.com/forums/viewtopic. ... =25#p13560
2armshapeloop-a (bounded) - http://conwaylife.com/forums/viewtopic. ... =25#p13576
2armshapeloop2-a - viewtopic.php?f=11&t=1440&start=25#p13765
*Edit (3/19/15):renamed rule to shapeloop3, added links to variants of the old rule