## Extending Generations Rules

For discussion of other cellular automata.
bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Extending Generations Rules

To provide some light relief from all of the deep searching that has occupied the forum recently consider the Generations rule /235/4. The rule has no obvious guns. Now consider extending this rule by adding period three oscillators. The design of this extension was introduced in this post:

viewtopic.php?f=11&t=1624#p16952

and discussed further in this thread:

viewtopic.php?f=11&t=1629

The definition of the extension to rule /235/4 is:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 7;
final static int numOscillators = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,1,0,1,0,0,0},
{2,2,2,2,2,2,2,2,2},
{3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0},
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 0; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if (t == 1)
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
When inserted into RuleTreeGen.java, compiled and run this Golly rule tree is produced:

Code: Select all

``````@RULE _235_4_O3
@TREE
num_states=7
num_neighbors=8
num_nodes=34
1 0 2 3 0 5 6 4
2 0 0 0 0 0 0 0
1 1 2 3 0 5 6 4
2 0 2 0 0 2 0 0
3 1 3 1 1 3 1 1
2 2 2 2 2 2 2 2
3 3 5 3 3 5 3 3
4 4 6 4 4 6 4 4
2 2 0 2 2 0 2 2
3 5 8 5 5 8 5 5
4 6 9 6 6 9 6 6
5 7 10 7 7 10 7 7
3 8 3 8 8 3 8 8
4 9 12 9 9 12 9 9
5 10 13 10 10 13 10 10
6 11 14 11 11 14 11 11
3 3 8 3 3 8 3 3
4 12 16 12 12 16 12 12
5 13 17 13 13 17 13 13
6 14 18 14 14 18 14 14
7 15 19 15 15 19 15 15
3 8 1 8 8 1 8 8
4 16 21 16 16 21 16 16
5 17 22 17 17 22 17 17
6 18 23 18 18 23 18 18
7 19 24 19 19 24 19 19
8 20 25 20 20 25 20 20
3 1 1 1 1 1 1 1
4 21 27 21 21 27 21 21
5 22 28 22 22 28 22 22
6 23 29 23 23 29 23 23
7 24 30 24 24 30 24 24
8 25 31 25 25 31 25 25
9 26 32 26 26 32 26 26
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
``````
This extended rule provides a rich assortment of guns. Some examples are:

Code: Select all

``````x = 3, y = 3, rule = _235_4_O3
.ED\$.F\$F!
``````

Code: Select all

``````x = 3, y = 35, rule = _235_4_O3
D.D\$.F\$.F\$D.D11\$D.D\$.F2\$.F\$D.D11\$D.D\$.F3\$.F\$D.D!
``````

Code: Select all

``````x = 5, y = 6, rule = _235_4_O3
2.D.D\$3.F3\$.F\$D.D!
``````

Code: Select all

``````x = 33, y = 33, rule = _235_4_O3
5.ABC.ABC5.ABC.ABC5.AB.F\$3.ABC.ABC.ABC.ABC.ABC.ABC.ABC.F\$3.ABC.ABC.
ABC.ABC.ABC.ABC.ABCDE\$.3A.ABC.ABC.ABC.ABC.ABC.ABC.ABC\$.2B8.ABC9.ABC
\$A2CA\$B2.B\$C2AC\$.2B\$A2CA\$B2.B\$C2ACA\$.2B.B\$.2CAC\$3.B\$.2AC\$.2B\$A2CA\$B
2.B\$C2AC\$.2B\$A2CA\$B2.B\$C2ACA\$.2B.B\$.2CAC\$3.B\$.2AC\$.2B\$A2CA\$B.DB\$.FE
C\$F!
``````

Code: Select all

``````x = 14, y = 14, rule = _235_4_O3
11.ABF\$11.EFB\$10.ADCA\$11.2B\$10.C2AC\$10.B2.B\$10.A2CA\$11.2B\$11.2A2\$2.
A.CBA\$AEDBA.CBA\$BFCBA.CBA\$FBA.CBA!
``````

Code: Select all

``````x = 24, y = 18, rule = _235_4_O3
E.C16.E.C\$.EDB16.EDB\$ACFA15.ACFA\$.2B17.2B\$.2AC16.2AC\$3.B18.B\$.2CAC15.
2CAC\$.2B.B15.2B.B\$C2ACA14.C2ACA\$B2.B15.B2.B\$A2CA15.A2CA\$.2B17.2B\$C2A
C15.C2AC\$B2.B15.B2.B\$A2CA15.A2CA\$.2B17.2B\$.2A17.2A\$.D19.D!
``````
Brian Prentice
Last edited by bprentice on February 24th, 2015, 1:48 pm, edited 2 times in total.

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Some more guns using a different design:

Code: Select all

``````x = 38, y = 38, rule = _235_4_O3
22.D6\$16.CBA5.D\$8.D9.CBA\$18.CBA9.D5\$6.D2\$D\$31.C\$7.2A22.B\$7.2B20.2CA
\$6.A2C20.2B\$6.B22.2A\$6.C\$37.D2\$31.D5\$7.D9.ABC\$17.ABC9.D\$13.D5.ABC6\$
15.D!
``````

Code: Select all

``````x = 26, y = 26, rule = _235_4_O3
10.CBA5.D\$2.D9.CBA\$12.CBA9.D5\$D3\$25.C\$.2A22.B\$.2B20.2CA\$A2C20.2B\$B22.
2A\$C3\$25.D5\$.D9.ABC\$11.ABC9.D\$7.D5.ABC!
``````

Code: Select all

``````x = 40, y = 40, rule = _235_4_O3
25.D7\$17.CBA5.D\$9.D9.CBA\$19.CBA9.D5\$D6.D3\$32.C\$8.2A22.B\$8.2B20.2CA\$
7.A2C20.2B\$7.B22.2A\$7.C3\$32.D6.D5\$8.D9.ABC\$18.ABC9.D\$14.D5.ABC7\$14.
D!
``````

Code: Select all

``````x = 31, y = 25, rule = _235_4_O3
29.ED\$.D\$23.D5\$24.C\$24.B\$22.2CA\$22.2B\$22.2A5\$30.D2\$24.D5\$D\$22.D!
``````

Code: Select all

``````x = 26, y = 50, rule = _235_4_O3
.D\$23.D14\$24.C\$24.B\$22.2CA\$22.2B\$22.2A3\$D\$22.D\$6.D6\$8.D16.E\$25.D18\$
25.F!
``````
Brian Prentice

Freywa
Posts: 589
Joined: June 23rd, 2011, 3:20 am
Location: Singapore
Contact:

### Re: Extending Generations Rules

One question. Can you do logic with this? For that matter, can you make an equivalent to the Wireworld computer in Star Wars (345/2/4)? I've tried some times but to no significant success.
Princess of Science, Parcly Taxel

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Freywa wrote:Can you do logic with this?
I will leave others who are more knowledgeable to answer this question. With my posts in Caterpillars, Snake Rule Extension and here I was simply showing by example how a Generations rule that has no obvious guns can be transformed to one which has a rich assortment of guns.

Two more guns:

Code: Select all

``````x = 16, y = 55, rule = _235_4_O3
.AB\$.FEF\$.BADB\$2A2CDAC\$.BADB\$.FEF\$.AB9\$3.A\$AFBABFA\$BEACAEB\$.FDCDF\$2.
BDB\$3.A\$3.C4\$5.D6\$3.D7\$3.A\$AFBABFA\$BEACAEB\$.FDCDF\$2.BDB\$3.A\$3.C3\$15.
E\$5.D2\$13.E4\$3.D!
``````

Code: Select all

``````x = 80, y = 103, rule = _235_4_O3
11.ABC9.ABC9.ABC\$5.ABC.ABC.ABC.ABC.ABC.ABC.ABC.ABC.ABC.ABC.A\$3.ABC.
ABC.ABC.ABC.ABC.ABC.ABC.ABC.ABC.ABC.ABCBA\$2.BC3.ABC3.ABC3.ABC3.ABC3.
ABC3.ABC3.ABCDCB\$.FAC3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC2.C\$2.BC3.A
BC3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC2\$46.2A\$46.2BA\$5.ABC3.ABC3.ABC3.ABC
3.ABC3.ABC3.ABCD.2CB\$2.F2.ABC3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC4.C\$5.AB
C3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC2\$44.4A\$44.4BA\$3.ABC3.ABC3.ABC3.ABC3.
ABC3.ABC3.ABCD.4CB\$.F.ABC3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC6.C\$3.ABC3.A
BC3.ABC3.ABC3.ABC3.ABC3.ABC2\$42.6A\$42.6BA\$2.BC3.ABC3.ABC3.ABC3.ABC3.
ABC3.ABCD.6CB\$.AFC3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC8.C\$2.BC3.ABC3.ABC3.
ABC3.ABC3.ABC3.ABC2\$40.8A\$40.8BA\$5.ABC3.ABC3.ABC3.ABC3.ABC3.ABCD.8C
B\$2.F2.ABC3.ABC3.ABC3.ABC3.ABC3.ABC10.C\$5.ABC3.ABC3.ABC3.ABC3.ABC3.
ABC2\$38.10A\$38.10BA\$3.ABC3.ABC3.ABC3.ABC3.ABC3.ABCD.10CB\$.F.ABC3.AB
C3.ABC3.ABC3.ABC3.ABC12.C\$3.ABC3.ABC3.ABC3.ABC3.ABC3.ABC2\$36.12A\$36.
12BA\$2.BC3.ABC3.ABC3.ABC3.ABC3.ABCD.12CB\$.AFC3.ABC3.ABC3.ABC3.ABC3.
ABC14.C\$2.BC3.ABC3.ABC3.ABC3.ABC3.ABC2\$34.14A\$34.14BA\$.B3.ABC3.ABC3.
ABC3.ABC3.ABCD.14CB\$ACF2.ABC3.ABC3.ABC3.ABC3.ABC16.C\$.B\$3.C\$31.AE14A
EA\$30.AEAEA10BAEAEA\$30.EA.AE10FEA.AE\$30.AEAEA10BAEAEA\$31.AE14AEA\$76.
C\$78.B\$31.C16.CBA3.CBA3.CBA3.CBA3.CBA2.FCA\$31.B14C.DCBA3.CBA3.CBA3.
CBA3.CBA3.B\$31.A14B\$32.14A2\$46.CBA3.CBA3.CBA3.CBA3.CBA\$31.C14.CBA3.
CBA3.CBA3.CBA3.CBA\$31.B12C.DCBA3.CBA3.CBA3.CBA3.CBA\$31.A12B\$32.12A2\$
44.CBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.C12.CBA3.CBA3.CBA3.CBA3.CBA3.CBA
\$31.B10C.DCBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.A10B\$32.10A2\$42.CBA3.CBA3.
CBA3.CBA3.CBA3.CBA\$31.C10.CBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.B8C.DCBA3.
CBA3.CBA3.CBA3.CBA3.CBA\$31.A8B\$32.8A2\$40.CBA3.CBA3.CBA3.CBA3.CBA3.C
BA\$31.C8.CBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.B6C.DCBA3.CBA3.CBA3.CBA3.C
BA3.CBA\$31.A6B\$32.6A2\$38.CBA3.CBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.C6.CB
A3.CBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.B4C.DCBA3.CBA3.CBA3.CBA3.CBA3.CB
A3.CBA\$31.A4B\$32.4A2\$36.CBA3.CBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.C4.CBA
3.CBA3.CBA3.CBA3.CBA3.CBA3.CBA\$31.B2C.DCBA3.CBA3.CBA3.CBA3.CBA3.CBA
3.CBA\$31.A2B\$32.2A2\$34.CBA3.CBA3.CBA3.CBA3.CBA3.CBA3.CBA3.CB\$31.C2.
CBA3.CBA3.CBA3.CBA3.CBA3.CBA3.CBA3.CAF\$31.BCDCBA3.CBA3.CBA3.CBA3.CB
A3.CBA3.CBA3.CB\$32.ABCBA.CBA.CBA.CBA.CBA.CBA.CBA.CBA.CBA.CBA.CBA\$34.
A.CBA.CBA.CBA.CBA.CBA.CBA.CBA.CBA.CBA.CBA\$42.CBA9.CBA9.CBA!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Generations rule 0/245/5 extended by adding period 4 oscillators.

The rule definition:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 9;
final static int numOscillators = 4;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,0,1,1,0,0,0},
{1,2,2,2,2,2,2,2,2},
{3,3,3,3,3,3,3,3,3},
{4,4,4,4,4,4,4,4,4},
{0,0,0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 0; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if (t == 1)
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
The Golly rule tree:

Code: Select all

``````@RULE 0_245_5_O4
@TREE
num_states=9
num_neighbors=8
num_nodes=36
1 0 1 3 4 0 6 7 8 5
1 0 2 3 4 0 6 7 8 5
2 0 1 0 0 0 1 0 0 0
1 1 2 3 4 0 6 7 8 5
2 1 3 1 1 1 3 1 1 1
3 2 4 2 2 2 4 2 2 2
2 3 1 3 3 3 1 3 3 3
3 4 6 4 4 4 6 4 4 4
4 5 7 5 5 5 7 5 5 5
3 6 4 6 6 6 4 6 6 6
4 7 9 7 7 7 9 7 7 7
5 8 10 8 8 8 10 8 8 8
2 3 3 3 3 3 3 3 3 3
3 4 12 4 4 4 12 4 4 4
4 9 13 9 9 9 13 9 9 9
5 10 14 10 10 10 14 10 10 10
6 11 15 11 11 11 15 11 11 11
3 12 6 12 12 12 6 12 12 12
4 13 17 13 13 13 17 13 13 13
5 14 18 14 14 14 18 14 14 14
6 15 19 15 15 15 19 15 15 15
7 16 20 16 16 16 20 16 16 16
2 1 1 1 1 1 1 1 1 1
3 6 22 6 6 6 22 6 6 6
4 17 23 17 17 17 23 17 17 17
5 18 24 18 18 18 24 18 18 18
6 19 25 19 19 19 25 19 19 19
7 20 26 20 20 20 26 20 20 20
8 21 27 21 21 21 27 21 21 21
3 22 22 22 22 22 22 22 22 22
4 23 29 23 23 23 29 23 23 23
5 24 30 24 24 24 30 24 24 24
6 25 31 25 25 25 31 25 25 25
7 26 32 26 26 26 32 26 26 26
8 27 33 27 27 27 33 27 27 27
9 28 34 28 28 28 34 28 28 28
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
7  92  36 110
8   0  99 140
``````
Some example guns:

Code: Select all

``````x = 7, y = 26, rule = 0_245_5_O4
AD\$D\$6.H\$6.H3\$.3D\$2.D17\$6.H\$6.H!
``````

Code: Select all

``````x = 8, y = 33, rule = 0_245_5_O4
4.E\$E2.2E\$F2.E8\$4.E\$3.2E\$3.E9\$E2.EDCBA\$F2.EDCBA9\$3.EDCBA\$3.EDCBA!
``````

Code: Select all

``````x = 4, y = 4, rule = 0_245_5_O4
3.E\$3.E2\$2E!
``````

Code: Select all

``````x = 6, y = 38, rule = 0_245_5_O4
F2.E\$E2.2A\$3.2BA\$3.2CB\$3.2DC\$4.DE9\$3.E\$3.2A\$3.2BA\$3.2CB\$3.2DC\$4.DE9\$
3.E\$3.2A\$3.2BA\$3.2CB\$3.2DC\$5.D4\$5.E!
``````

Code: Select all

``````x = 3, y = 1, rule = 0_245_5_O4
3F!
``````

Code: Select all

``````x = 10, y = 57, rule = 0_245_5_O4
4.FG3\$.A3.F\$2A\$F2\$2D\$2C\$2B\$2A2\$2A\$2B\$2C\$2D2\$F\$2A\$.A3.F3\$4.FG12\$8.FG
3\$.A7.F\$2A\$F2\$2D\$2C\$2B\$2A2\$2A\$2B\$2C\$2D2\$F\$2A\$.A7.F3\$8.FG!
``````

Code: Select all

``````x = 20, y = 20, rule = 0_245_5_O4
2.ABCD4.ABCD.F\$2.ABCD4.ABCD.2F.DF\$3A13.F.DG\$2B\$2C\$2D3.A4\$14.GF\$2A\$2B
\$2C\$2D2\$2F\$.2F2\$.2D\$.FG!
``````

Code: Select all

``````x = 20, y = 33, rule = 0_245_5_O4
4.EDCBA4.DCBA\$ECD2EDCBA4.DCBA\$FCDE\$18.2A\$18.2B\$14.A3.2C\$18.2D5\$18.2A
\$18.2B\$18.2C\$10.F7.2D\$10.E7.2E\$17.2E\$17.2D\$17.2C\$17.FE13\$2.G!
``````

Code: Select all

``````x = 4, y = 22, rule = 0_245_5_O4
3.E\$3.E2\$2E18\$E!
``````

Code: Select all

``````x = 18, y = 3, rule = 0_245_5_O4
9.G6.G\$H7.2G7.H\$.G6.G!
``````

Code: Select all

``````x = 6, y = 21, rule = 0_245_5_O4
H4.H\$2.2A\$2.2B\$.A2CA\$AB2DBA\$BC2.CB\$CD2.DC\$D4.D2\$2.2A\$2.2F\$2.2A2\$D4.
D\$CD2.DC\$BC2.CB\$AB2DBA\$.A2CA\$2.2B\$2.2A\$H4.H!
``````

Code: Select all

``````x = 3, y = 3, rule = 0_245_5_O4
.DE\$2DE\$2E!
``````

Code: Select all

``````x = 6, y = 4, rule = 0_245_5_O4
3.2A\$2.A2B\$ABCHEH\$ABCD!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

A few more examples. First some arrow like patterns created by firing a gun at a slow ship:

Code: Select all

``````x = 29, y = 20, rule = 0_245_5_O4
9.ABCD2.G\$9.ABCD2.2G2.G\$16.G2.H6\$13.D\$2A10.A.HG\$2B11.D\$2C\$2D\$23.D2.
DBA\$17.DCBA.3D.ADB\$2G15.DCBA2.D2.DBA\$.2G13.DCBA3\$.GH!
``````

Code: Select all

``````x = 29, y = 20, rule = 0_245_5_O4
9.ABCD2.G\$9.ABCD2.2G2.G\$16.G2.H6\$13.D\$2A10.A.HG\$2B11.D\$2C\$2D21.D2.D
BA\$22.3D.ADB\$17.DCBA2.D2.DBA\$2G15.DCBA\$.2G13.DCBA3\$.GH!
``````

Code: Select all

``````x = 16, y = 4, rule = 0_245_5_O4
10.D2.DBA\$9.3D.ADB\$E2.EDCBA2.D2.DBA\$F2.EDCBA!
``````
next a sawtooth:

Code: Select all

``````x = 17, y = 13, rule = 0_245_5_O4
EHGF8\$14.DBA\$13.A.DB\$14.DBA\$GABG2.DCBA\$HABG2.DCBA!
``````
and finally this:

Code: Select all

``````x = 4, y = 3, rule = 0_245_5_O4
.E\$A.2H\$.E!
``````
What are these called?

Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

The same generations rule 0/245/5 extended by adding period 3 oscillators produces a different set of guns.

The rule definition:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 8;
final static int numOscillators = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,0,1,1,0,0,0},
{1,2,2,2,2,2,2,2,2},
{3,3,3,3,3,3,3,3,3},
{4,4,4,4,4,4,4,4,4},
{0,0,0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 0; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if (t == 1)
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
and the Golly rule tree:

Code: Select all

``````@RULE 0_245_5_O3
@TREE
num_states=8
num_neighbors=8
num_nodes=36
1 0 1 3 4 0 6 7 5
1 0 2 3 4 0 6 7 5
2 0 1 0 0 0 1 0 0
1 1 2 3 4 0 6 7 5
2 1 3 1 1 1 3 1 1
3 2 4 2 2 2 4 2 2
2 3 1 3 3 3 1 3 3
3 4 6 4 4 4 6 4 4
4 5 7 5 5 5 7 5 5
3 6 4 6 6 6 4 6 6
4 7 9 7 7 7 9 7 7
5 8 10 8 8 8 10 8 8
2 3 3 3 3 3 3 3 3
3 4 12 4 4 4 12 4 4
4 9 13 9 9 9 13 9 9
5 10 14 10 10 10 14 10 10
6 11 15 11 11 11 15 11 11
3 12 6 12 12 12 6 12 12
4 13 17 13 13 13 17 13 13
5 14 18 14 14 14 18 14 14
6 15 19 15 15 15 19 15 15
7 16 20 16 16 16 20 16 16
2 1 1 1 1 1 1 1 1
3 6 22 6 6 6 22 6 6
4 17 23 17 17 17 23 17 17
5 18 24 18 18 18 24 18 18
6 19 25 19 19 19 25 19 19
7 20 26 20 20 20 26 20 20
8 21 27 21 21 21 27 21 21
3 22 22 22 22 22 22 22 22
4 23 29 23 23 23 29 23 23
5 24 30 24 24 24 30 24 24
6 25 31 25 25 25 31 25 25
7 26 32 26 26 26 32 26 26
8 27 33 27 27 27 33 27 27
9 28 34 28 28 28 34 28 28
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
7  92  36 110
``````
Some example guns:

Code: Select all

``````x = 8, y = 30, rule = 0_245_5_O3
5.E\$F3.2E\$4.E7\$5.E\$4.2E\$4.E8\$F3.ECBA\$4.ECBA8\$.ABCE\$.ABCE!
``````

Code: Select all

``````x = 3, y = 4, rule = 0_245_5_O3
A\$2E\$.2E\$.A!
``````

Code: Select all

``````x = 5, y = 8, rule = 0_245_5_O3
EF3\$.2E\$2.2E3\$3.FE!
``````

Code: Select all

``````x = 6, y = 31, rule = 0_245_5_O3
3.E\$4.A\$2.2D2\$2.2G\$2.2B\$2.2A4\$5.E10\$3.E\$4.A\$2.2D2\$2.2G\$2.2B\$2.2A4\$E
4.E!
``````

Code: Select all

``````x = 2, y = 2, rule = 0_245_5_O3
AE\$.E!
``````

Code: Select all

``````x = 8, y = 5, rule = 0_245_5_O3
7.F\$4.E2.E\$3.2E\$E2.E\$F!
``````

Code: Select all

``````x = 6, y = 10, rule = 0_245_5_O3
GFEGFE8\$2.2E\$2.A!
``````

Code: Select all

``````x = 5, y = 10, rule = 0_245_5_O3
GFEGF8\$2.2E\$2.A!
``````

Code: Select all

``````x = 3, y = 10, rule = 0_245_5_O3
EGF8\$2E\$A!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Some more guns:

Code: Select all

``````x = 26, y = 6, rule = 0_245_5_O3
E24.E\$F24.F\$G.ABCD2.ABCD2.ECBA2.DCBA.G\$E.ABCD2.ABCD2.ECBA2.DCBA.E\$F
24.F\$G24.G!
``````

Code: Select all

``````x = 37, y = 4, rule = 0_245_5_O3
E.ABCD8.ABCD3.A\$2.ABCD8.ABCD2.2E8.DCBA\$3.ABCD8.ABC2D.2E8.DCBA\$19.D2.
A8.DCBA.E!
``````

Code: Select all

``````x = 17, y = 8, rule = 0_245_5_O3
G6.F3\$7.2E\$8.2E3\$9.F6.G!
``````

Code: Select all

``````x = 9, y = 27, rule = 0_245_5_O3
5.F\$FD\$D\$5.2A\$5.BF2A\$6.2FB\$7.F3\$6.2D\$6.2C\$6.2B\$6.2A2\$6.2A\$6.2B\$6.2C
\$6.2D3\$7.F\$6.2FB\$5.BF2A\$5.2A\$D\$FD\$5.F!
``````

Code: Select all

``````x = 30, y = 34, rule = 0_245_5_O3
10.ABCD\$9.ABCD13.G\$F8.ABCD26\$29.F\$3.G3\$17.F\$27.E!
``````

Code: Select all

``````x = 32, y = 30, rule = 0_245_5_O3
12.ABCD11.E\$12.ABCD\$31.F\$F23\$28.F3\$.E!
``````

Code: Select all

``````x = 71, y = 30, rule = 0_245_5_O3
27.G15.G2\$31.E7.E\$E69.E8\$27.2A13.2A\$27.2BA11.A2B\$27.2CB11.B2C\$27.2D
C11.C2D\$29.D11.D11\$28.E13.E3\$.G67.G!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Generations rule 58/27/4 extended by adding period 3 oscillators.

The rule definition:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 7;
final static int numOscillators = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,0,0,0,0,1,0},
{2,2,2,2,2,1,2,2,1},
{3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 0; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if (t == 1)
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
The Golly rule tree:

Code: Select all

``````@RULE 58_27_4_O3
@TREE
num_states=7
num_neighbors=8
num_nodes=37
1 0 2 3 0 5 6 4
2 0 0 0 0 0 0 0
1 1 2 3 0 5 6 4
2 0 2 0 0 2 0 0
3 1 3 1 1 3 1 1
2 2 0 2 2 0 2 2
3 3 5 3 3 5 3 3
4 4 6 4 4 6 4 4
3 5 1 5 5 1 5 5
4 6 8 6 6 8 6 6
5 7 9 7 7 9 7 7
1 0 1 3 0 5 6 4
2 0 11 0 0 11 0 0
3 1 12 1 1 12 1 1
4 8 13 8 8 13 8 8
5 9 14 9 9 14 9 9
6 10 15 10 10 15 10 10
2 11 0 11 11 0 11 11
3 12 17 12 12 17 12 12
4 13 18 13 13 18 13 13
5 14 19 14 14 19 14 14
6 15 20 15 15 20 15 15
7 16 21 16 16 21 16 16
3 17 3 17 17 3 17 17
4 18 23 18 18 23 18 18
5 19 24 19 19 24 19 19
6 20 25 20 20 25 20 20
7 21 26 21 21 26 21 21
8 22 27 22 22 27 22 22
2 2 11 2 2 11 2 2
3 3 29 3 3 29 3 3
4 23 30 23 23 30 23 23
5 24 31 24 24 31 24 24
6 25 32 25 25 32 25 25
7 26 33 26 26 33 26 26
8 27 34 27 27 34 27 27
9 28 35 28 28 35 28 28
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
``````
A small sample of the many guns that can be constructed:

Code: Select all

``````x = 32, y = 33, rule = 58_27_4_O3
2.E\$3E13\$2.E\$3E3\$11.E\$16.E\$21.E\$26.E\$31.E6\$2.E\$3E3\$12.E!
``````

Code: Select all

``````x = 56, y = 68, rule = 58_27_4_O3
27.E2\$3.F11.CBA\$E14.CBA10.F10\$2.2A\$2.2B\$2.2C23.2C\$27.2B\$27.2A10\$2.F
10.ABC14.E\$13.ABC11.F2\$3.E11\$28.F11.CBA\$40.CBA10.F24\$27.F27.E\$52.F!
``````

Code: Select all

``````x = 2, y = 39, rule = 58_27_4_O3
E19\$2D19\$.E!
``````

Code: Select all

``````x = 4, y = 39, rule = 58_27_4_O3
E19\$.2D19\$3.E!
``````

Code: Select all

``````x = 6, y = 39, rule = 58_27_4_O3
E19\$2.2D19\$5.E!
``````

Code: Select all

``````x = 3, y = 30, rule = 58_27_4_O3
2.E\$2.E\$.E\$2E\$2.E\$2.E9\$.E\$2E\$2.E\$2.E10\$.E\$3E\$2.E!
``````

Code: Select all

``````x = 3, y = 3, rule = 58_27_4_O3
2.E\$.2E\$2E!
``````

Code: Select all

``````x = 31, y = 22, rule = 58_27_4_O3
E29.E8\$15.E\$15.E3\$15.E\$15.E8\$E29.E!
``````

Code: Select all

``````x = 31, y = 20, rule = 58_27_4_O3
E29.E7\$15.E\$15.E3\$15.E\$15.E7\$E29.E!
``````

Code: Select all

``````x = 31, y = 18, rule = 58_27_4_O3
E29.E6\$15.E\$15.E3\$15.E\$15.E6\$E29.E!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Consider the hexagonal rule 0/24/4H extended by adding period 3 oscillators.

The rule definition is:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 7;
final static int numOscillators = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,0,1,0,0},
{1,2,2,2,2,2,2},
{3,3,3,3,3,3,3},
{0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 1; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if ((t == 1) && (i != 3))
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
and the corresponding Golly rule tree is:

Code: Select all

``````@RULE 0_24_4H_O3
@TREE
num_states=7
num_neighbors=8
num_nodes=25
1 0 1 3 0 5 6 4
1 0 2 3 0 5 6 4
2 0 1 0 0 1 0 0
1 1 2 3 0 5 6 4
2 1 3 1 1 3 1 1
3 2 4 2 2 4 2 2
2 3 1 3 3 1 3 3
3 4 6 4 4 6 4 4
4 5 7 5 5 7 5 5
3 6 4 6 6 4 6 6
4 7 9 7 7 9 7 7
5 8 10 8 8 10 8 8
6 11 11 11 11 11 11 11
4 9 7 9 9 7 9 9
5 10 13 10 10 13 10 10
6 14 14 14 14 14 14 14
7 12 15 12 12 15 12 12
2 1 1 1 1 1 1 1
3 6 17 6 6 17 6 6
4 7 18 7 7 18 7 7
5 13 19 13 13 19 13 13
6 20 20 20 20 20 20 20
7 15 21 15 15 21 15 15
8 16 22 16 16 22 16 16
9 23 23 23 23 23 23 23
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
``````
Some example patterns:

Code: Select all

``````x = 2, y = 1, rule = 0_24_4H_O3
2D!
``````

Code: Select all

``````x = 19, y = 31, rule = 0_24_4H_O3
15.A\$12.A2\$14.DC3A\$15.F\$14.AD\$14.F\$12.DC3A2\$8.A\$10.A10\$5.A3\$4.DC3A\$5.
F\$4.AD\$4.F\$2.DC3A3\$A!
``````

Code: Select all

``````x = 13, y = 9, rule = 0_24_4H_O3
4.A.C\$5.C\$4.C2.DFBA.A\$6.D2.BA\$4.CF3.B\$5.D2.BA\$2.C2.DFBA.A\$2.C\$A.C!
``````

Code: Select all

``````x = 4, y = 3, rule = 0_24_4H_O3
2.ED2\$FE!
``````

Code: Select all

``````x = 3, y = 3, rule = 0_24_4H_O3
.EA\$A.E\$EA!
``````

Code: Select all

``````x = 8, y = 13, rule = 0_24_4H_O3
6.BA\$6.B\$5.BA7\$2.BA\$2.B\$.CA\$CA!
``````
It is instructive to observe the evolution of simple patterns like this one:

Code: Select all

``````x = 3, y = 2, rule = 0_24_4H_O3
FD\$.DF!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

A nice gun:

Code: Select all

``````x = 7, y = 7, rule = 0_24_4H_O3
3.4D\$2.D3.D\$.D4.D\$D5.D\$D4.D\$D3.D\$4D!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Five more guns:

Code: Select all

``````x = 8, y = 15, rule = 0_24_4H_O3
7.A4\$3.A3.A2\$4.A\$3.2D\$3.A2\$A3.A4\$A!
``````

Code: Select all

``````x = 30, y = 15, rule = 0_24_4H_O3
17.A4\$3.E9.CBABC11.E\$12.AC2BCA\$5.AC6.CAC6.CA\$4.AC6.C2EC6.CA\$4.AC6.CAC
6.CA\$10.AC2BCA\$E9.CBABC11.E4\$10.A!
``````

Code: Select all

``````x = 24, y = 7, rule = 0_24_4H_O3
8.D2\$.D21.D\$.D21.D\$D21.D2\$5.D!
``````

Code: Select all

``````x = 23, y = 23, rule = 0_24_4H_O3
11.2D\$10.D.2D\$10.D2.2D\$9.D4.2D\$9.D5.2D\$8.D7.2D\$8.D8.2D\$7.D10.2D\$7.D
11.2D\$6.D13.2D\$6.D14.2D\$5.D16.D\$5.D14.2D\$4.D13.2D\$4.D11.2D\$3.D10.2D\$
3.D8.2D\$2.D7.2D\$2.D5.2D\$.D4.2D\$.D2.2D\$D.2D\$2D!
``````

Code: Select all

``````x = 8, y = 8, rule = 0_24_4H_O3
4.2D\$3.DBD\$2.4B2D\$.DBA.2BD\$D2B.ABD\$2D4B\$2.DBD\$2.2D!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Two more:

Code: Select all

``````x = 21, y = 21, rule = 0_24_4H_O3
6.E13.E3\$E3\$17.E8\$5.B\$4.A2B\$5.A\$E3\$3.E!
``````

Code: Select all

``````x = 61, y = 61, rule = 0_24_4H_O3
30.E29.E2\$47.AB\$47.B6.E\$46.AB2\$27.E10\$30.E13.E11\$57.E3\$E15.E27.E15.E
3\$3.E11\$16.E13.E10\$33.E3\$6.E3\$E29.E!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Another hexagonal generations rule, 2/235/4H, extended by adding period 3 oscillators.

The rule definition:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 7;
final static int numOscillators = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,1,0,1,0},
{2,2,1,2,2,2,2},
{3,3,3,3,3,3,3},
{0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 1; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if ((t == 1) && (i != 3))
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
and the Golly rule tree:

Code: Select all

``````@RULE 2_235_4H_O3
@TREE
num_states=7
num_neighbors=8
num_nodes=27
1 0 2 3 0 5 6 4
2 0 0 0 0 0 0 0
1 1 1 3 0 5 6 4
2 0 2 0 0 2 0 0
3 1 3 1 1 3 1 1
1 1 2 3 0 5 6 4
2 2 5 2 2 5 2 2
3 3 6 3 3 6 3 3
4 4 7 4 4 7 4 4
2 5 0 5 5 0 5 5
3 6 9 6 6 9 6 6
4 7 10 7 7 10 7 7
5 8 11 8 8 11 8 8
6 12 12 12 12 12 12 12
2 0 5 0 0 5 0 0
3 9 14 9 9 14 9 9
4 10 15 10 10 15 10 10
5 11 16 11 11 16 11 11
6 17 17 17 17 17 17 17
7 13 18 13 13 18 13 13
3 14 9 14 14 9 14 14
4 15 20 15 15 20 15 15
5 16 21 16 16 21 16 16
6 22 22 22 22 22 22 22
7 18 23 18 18 23 18 18
8 19 24 19 19 24 19 19
9 25 25 25 25 25 25 25
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
``````
An assortment of guns:

Code: Select all

``````x = 28, y = 52, rule = 2_235_4H_O3
27.D\$26.D\$25.D\$24.D20\$16.D\$15.D\$14.D\$13.D\$12.D17\$7.D\$6.D\$5.D\$4.D\$3.D\$
2.D\$.D\$D!
``````

Code: Select all

``````x = 28, y = 53, rule = 2_235_4H_O3
27.D\$27.D\$26.D\$25.D\$24.D19\$16.D\$16.D\$15.D\$14.D\$13.D\$12.D16\$7.D\$7.D\$6.
D\$5.D\$4.D\$3.D\$2.D\$.D\$D!
``````

Code: Select all

``````x = 29, y = 53, rule = 2_235_4H_O3
28.D\$28.D\$27.D\$26.D\$24.2D19\$17.D\$17.D\$16.D\$15.D\$14.D\$12.2D16\$8.D\$8.D\$
7.D\$6.D\$5.D\$4.D\$3.D\$2.D\$2D!
``````

Code: Select all

``````x = 6, y = 7, rule = 2_235_4H_O3
3.D\$4.D\$2.D\$5.D\$.D\$2.D\$D!
``````

Code: Select all

``````x = 11, y = 11, rule = 2_235_4H_O3
6.4D\$4.D5.D\$3.D6.D\$2.D7.D\$.D8.D2\$D8.D\$D7.D\$D6.D\$D5.D\$.4D!
``````

Code: Select all

``````x = 6, y = 6, rule = 2_235_4H_O3
3.D.D\$2.D2.D\$.D3.D\$D4.D2\$4D!
``````

Code: Select all

``````x = 15, y = 10, rule = 2_235_4H_O3
2.A\$.2B\$A2C.AE\$BC.AEA\$C.AEA\$.2EA\$.A3\$14.D!
``````

Code: Select all

``````x = 32, y = 32, rule = 2_235_4H_O3
31.E5\$23.E4\$23.2A\$22.BAB\$22.2C\$22.B2\$D3\$5.D6\$17.F8\$14.F!
``````

Code: Select all

``````x = 92, y = 92, rule = 2_235_4H_O3
91.D5\$83.D14\$80.E5\$72.E14\$69.F5\$61.F6\$48.BCB\$47.2AC\$47.AB\$38.E3\$43.E
5\$19.D\$55.D2\$24.D5\$F\$52.D2\$5.F\$63.F8\$60.F3\$71.E8\$68.E!
``````

Code: Select all

``````x = 38, y = 38, rule = 2_235_4H_O3
23.F4\$26.BCB\$26.C2A3.E\$26.BA7\$29.E5\$13.D5\$5.D31.D6\$18.F3\$23.F5\$E!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Four more guns:

Code: Select all

``````x = 13, y = 13, rule = 2_235_4H_O3
12.D\$12.D\$11.D\$10.D\$9.D\$8.D\$7.D\$6.D\$5.D\$4.D\$3.D\$2.D\$2D!
``````

Code: Select all

``````x = 14, y = 25, rule = 2_235_4H_O3
12.2D\$11.D.D\$10.D2.D\$9.D3.D\$8.D4.D\$7.D5.D\$6.D6.D\$5.D7.D\$4.D8.D\$3.D9.D
\$2.D10.D\$.D11.D\$.D10.D\$D11.D\$D10.D\$D9.D\$D8.D\$D7.D\$D6.D\$D5.D\$D4.D\$D3.D
\$D2.D\$D.D\$2D!
``````

Code: Select all

``````x = 14, y = 27, rule = 2_235_4H_O3
13.E\$12.2D\$11.D.D\$10.D2.D\$9.D3.D\$8.D4.D\$7.D5.D\$6.D6.D\$5.D7.D\$4.D8.D\$
3.D9.D\$2.D10.D\$.D11.D\$ED10.DE\$D11.D\$D10.D\$D9.D\$D8.D\$D7.D\$D6.D\$D5.D\$D
4.D\$D3.D\$D2.D\$D.D\$2D\$E!
``````

Code: Select all

``````x = 14, y = 14, rule = 2_235_4H_O3
12.D\$12.2D\$11.D\$10.D\$9.D\$8.D\$7.D\$6.D\$5.D\$4.D\$3.D\$2.D\$2D\$.D!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Making a small change to the previous rule produces rule 24_235_4H_O3.

The rule definition:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 7;
final static int numOscillators = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,1,0,1,0},
{2,2,1,2,1,2,2},
{3,3,3,3,3,3,3},
{0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 1; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if ((t == 1) && (i != 3))
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
the Golly rule tree:

Code: Select all

``````@RULE 24_235_4H_O3
@TREE
num_states=7
num_neighbors=8
num_nodes=29
1 0 2 3 0 5 6 4
2 0 0 0 0 0 0 0
1 1 1 3 0 5 6 4
2 0 2 0 0 2 0 0
3 1 3 1 1 3 1 1
1 1 2 3 0 5 6 4
2 2 5 2 2 5 2 2
3 3 6 3 3 6 3 3
4 4 7 4 4 7 4 4
1 0 1 3 0 5 6 4
2 5 9 5 5 9 5 5
3 6 10 6 6 10 6 6
4 7 11 7 7 11 7 7
5 8 12 8 8 12 8 8
6 13 13 13 13 13 13 13
2 9 5 9 9 5 9 9
3 10 15 10 10 15 10 10
4 11 16 11 11 16 11 11
5 12 17 12 12 17 12 12
6 18 18 18 18 18 18 18
7 14 19 14 14 19 14 14
2 5 0 5 5 0 5 5
3 15 21 15 15 21 15 15
4 16 22 16 16 22 16 16
5 17 23 17 17 23 17 17
6 24 24 24 24 24 24 24
7 19 25 19 19 25 19 19
8 20 26 20 20 26 20 20
9 27 27 27 27 27 27 27
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
``````
and example patterns:

Code: Select all

``````x = 9, y = 9, rule = 24_235_4H_O3
6.3A\$6.2B\$6.A\$3.BC2BCB\$3.C.A.C\$3.B2AB\$ABAB.BABA\$AB.2C.BA\$A2.B2.A!
``````

Code: Select all

``````x = 15, y = 25, rule = 24_235_4H_O3
14.D\$12.2D\$12.D\$11.D18\$3.D\$2.D\$.D\$D!
``````

Code: Select all

``````x = 18, y = 26, rule = 24_235_4H_O3
10.CD\$9.2D\$8.CD.3C\$8.D.C2A\$10.C2A\$10.C2\$15.C.C\$16.2A\$15.C2A7\$14.BA\$
13.C2A\$12.BCB\$8.C\$4.CB\$4.BA2.C\$.F.B2A\$BF.3B\$2F2.C\$BF!
``````

Code: Select all

``````x = 23, y = 24, rule = 24_235_4H_O3
2.AE\$.2E\$AE2A\$E.A\$4.ABA\$4.BA\$4.A3\$9.ABA\$9.BA\$9.A3\$14.ABA\$14.BA\$14.A2\$
22.C\$18.C4D\$18.D\$18.D.C\$17.CD\$16.BCD!
``````

Code: Select all

``````x = 5, y = 5, rule = 24_235_4H_O3
3.2D\$2.D.D\$.D2.D\$D3.D\$4D!
``````

Code: Select all

``````x = 6, y = 6, rule = 24_235_4H_O3
5.E\$4.2D\$3.D.D\$2.D2.D\$.D3.D\$E4DE!
``````

Code: Select all

``````x = 5, y = 5, rule = 24_235_4H_O3
2.C.E\$2.CE\$2.E2C\$AE\$EA!
``````

Code: Select all

``````x = 27, y = 27, rule = 24_235_4H_O3
25.D\$25.2D\$25.D\$25.D\$4.E5.F21\$4D\$.D!
``````

Code: Select all

``````x = 123, y = 123, rule = 24_235_4H_O3
118.E4\$57.E\$112.A\$111.BA\$106.A3.ABA\$105.BA\$104.ABA\$56.3A\$56.2B40.A\$
56.A40.BA\$96.ABA3\$52.3A\$52.2B\$52.A30.EA\$83.EA\$81.2AEA\$81.A.E\$76.ABA6.
A\$76.AB6.AB\$48.3A25.A6.ABA\$48.2B\$48.A\$66.ABA21.A\$66.AB21.AB\$66.A21.AB
A3\$56.ABA36.A\$56.AB36.AB\$56.A36.ABA3\$46.ABA51.A\$41.3A2.AB51.AB\$40.4E
2.A51.ABA\$41.A60.A.E\$40.2A59.2AEA\$102.EA\$101.EA\$39.A\$38.2B\$37.3A58.3A
\$98.2B\$98.A10.ABA\$109.BA\$109.A2\$113.ABA\$113.BA\$34.A78.A\$33.2B\$32.3A
58.3A19.ABA\$93.2B20.BA5.E\$93.A21.A6\$7.A21.A\$E5.AB20.2B\$5.ABA19.3A58.
3A\$88.2B\$9.A78.A\$8.AB\$7.ABA2\$13.A\$12.AB\$11.ABA10.A\$23.2B\$22.3A58.3A\$
83.2B\$83.A\$20.AE\$19.AE\$18.AE2A59.2A\$18.E.A60.A\$22.ABA51.A2.4E\$22.BA
51.BA2.3A\$22.A51.ABA3\$27.ABA36.A\$27.BA36.BA\$27.A36.ABA3\$32.ABA21.A\$
32.BA21.BA\$32.A21.ABA\$74.A\$73.2B\$37.ABA6.A25.3A\$37.BA6.BA\$37.A6.ABA\$
39.E.A\$38.AE2A\$38.AE\$38.AE30.A\$69.2B\$68.3A3\$24.ABA\$24.AB40.A\$24.A40.
2B\$64.3A\$16.ABA\$16.AB\$10.ABA3.A\$10.AB\$10.A\$65.E4\$4.E!
``````

Code: Select all

``````x = 27, y = 27, rule = 24_235_4H_O3
9.E5.F9\$26.E3\$16.A\$15.BA\$14.ABA\$20.F5\$F6\$E!
``````

Code: Select all

``````x = 6, y = 6, rule = 24_235_4H_O3
5.C2\$2.C.AC\$3.3A\$2.4A\$C.C2A!
``````

Code: Select all

``````x = 6, y = 6, rule = 24_235_4H_O3
3A.C\$3ABA\$3ABA\$.2BACB\$C2AC2A\$3.BA!
``````

Code: Select all

``````x = 53, y = 9, rule = 24_235_4H_O3
47.C\$50.B\$24.C24.2C.C\$44.C4.B.2A\$24.A23.CA.2A\$23.BA21.CB2A2B\$C.C19.BA
.C19.BC2.B2A\$.2A16.C.2A.2A21.2ABA\$C2A20.C2A20.C2A!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

The definition of rule 3_25_4_O2 is:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 6;
final static int numOscillators = 2;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,1,0,0,1,0,0,0},
{2,2,2,1,2,2,2,2,2},
{3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 0; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if (t == 1)
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
and the Golly rule tree is:

Code: Select all

``````@RULE 3_25_4_O2
@TREE
num_states=6
num_neighbors=8
num_nodes=36
1 0 2 3 0 5 4
2 0 0 0 0 0 0
1 1 2 3 0 5 4
2 0 2 0 0 2 0
3 1 3 1 1 3 1
1 0 1 3 0 5 4
2 2 5 2 2 5 2
3 3 6 3 3 6 3
4 4 7 4 4 7 4
2 5 0 5 5 0 5
3 6 9 6 6 9 6
4 7 10 7 7 10 7
5 8 11 8 8 11 8
3 9 3 9 9 3 9
4 10 13 10 10 13 10
5 11 14 11 11 14 11
6 12 15 12 12 15 12
2 2 0 2 2 0 2
3 3 17 3 3 17 3
4 13 18 13 13 18 13
5 14 19 14 14 19 14
6 15 20 15 15 20 15
7 16 21 16 16 21 16
3 17 1 17 17 1 17
4 18 23 18 18 23 18
5 19 24 19 19 24 19
6 20 25 20 20 25 20
7 21 26 21 21 26 21
8 22 27 22 22 27 22
3 1 1 1 1 1 1
4 23 29 23 23 29 23
5 24 30 24 24 30 24
6 25 31 25 25 31 25
7 26 32 26 26 32 26
8 27 33 27 27 33 27
9 28 34 28 28 34 28
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
``````
The behavior of some simple patterns is fascinating. Two examples being:

Code: Select all

``````x = 2, y = 4, rule = 3_25_4_O2
.D3\$2D!
``````

Code: Select all

``````x = 2, y = 4, rule = 3_25_4_O2
.E3\$2D!
``````
Brian Prentice

BlinkerSpawn
Posts: 1906
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

### Re: Extending Generations Rules

bprentice wrote: and finally this:

Code: Select all

``````x = 4, y = 3, rule = 0_245_5_O4
.E\$A.2H\$.E!
``````
What are these called?

Brian Prentice
It's a binary counter.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

towerator
Posts: 328
Joined: September 2nd, 2013, 3:03 pm

### Re: Extending Generations Rules

I found this odd breeder:

Code: Select all

``````x = 7, y = 11, rule = 24_235_4H_O3
4.A\$2.4A\$2.CAC\$2.2C\$2.A\$.2B\$3A\$4.2AC\$4.BAC\$4.BA\$4.A!
``````
I've never seen anything like this: it uses it's own output to build more rakes.
EDIT: after much trimming, includin on the rakes, I reduced it to as little as 25 cells. Is it possible to do better?
EDIT²: yep, by advancing and furthre trimming, I reduced it to 22

Code: Select all

``````x = 6, y = 11, rule = 24_235_4H_O3
3.3A\$2.B2AB\$3.A2\$2.B\$2.C\$BAB2.A\$2A3.A\$4.CA\$4.CA\$5.A!
``````
That's... quite. It is smaller than swith engine ping-pong in GoL.
This is game of life, this is game of life!
Loafin' ships eaten with a knife!

BlinkerSpawn
Posts: 1906
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

### Re: Extending Generations Rules

That initial glider in your pattern is unnecessary, so I got rid of it.
Here's the 15-cell revision.

Code: Select all

``````x = 4, y = 11, rule = 24_235_4H_O3
.3A\$B2AB\$.A4\$3.A\$3.A\$2.CA\$2.CA\$3.A!
``````
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

A modified Generations rule MG1_4_O3.

The rule definition:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 7;
final static int numOscillators = 3;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,3,1,0,1,0,0,0,0},
{2,2,2,2,1,0,2,2,2},
{2,3,3,3,3,3,3,3,3},
{0,0,1,0,0,0,0,1,2}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 0; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if (t == 1)
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
The rule tree:

Code: Select all

``````@RULE MG1_4_O3
@TREE
num_states=7
num_neighbors=8
num_nodes=44
1 0 2 2 0 5 6 4
1 3 2 3 0 5 6 4
2 0 1 0 0 1 0 0
1 1 2 3 1 5 6 4
2 1 3 1 1 3 1 1
3 2 4 2 2 4 2 2
1 0 2 3 0 5 6 4
2 3 6 3 3 6 3 3
3 4 7 4 4 7 4 4
4 5 8 5 5 8 5 5
1 1 1 3 0 5 6 4
2 6 10 6 6 10 6 6
3 7 11 7 7 11 7 7
4 8 12 8 8 12 8 8
5 9 13 9 9 13 9 9
1 0 0 3 0 5 6 4
2 10 15 10 10 15 10 10
3 11 16 11 11 16 11 11
4 12 17 12 12 17 12 12
5 13 18 13 13 18 13 13
6 14 19 14 14 19 14 14
2 15 6 15 15 6 15 15
3 16 21 16 16 21 16 16
4 17 22 17 17 22 17 17
5 18 23 18 18 23 18 18
6 19 24 19 19 24 19 19
7 20 25 20 20 25 20 20
1 0 2 3 1 5 6 4
2 6 27 6 6 27 6 6
3 21 28 21 21 28 21 21
4 22 29 22 22 29 22 22
5 23 30 23 23 30 23 23
6 24 31 24 24 31 24 24
7 25 32 25 25 32 25 25
8 26 33 26 26 33 26 26
1 0 2 3 2 5 6 4
2 27 35 27 27 35 27 27
3 28 36 28 28 36 28 28
4 29 37 29 29 37 29 29
5 30 38 30 30 38 30 30
6 31 39 31 31 39 31 31
7 32 40 32 32 40 32 32
8 33 41 33 33 41 33 33
9 34 42 34 34 42 34 34
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
5   0 255 255
6 255   0 255
``````
The first pattern example nicely demonstrates the complexity of the rule:

Code: Select all

``````x = 5, y = 5, rule = MG1_4_O3
3.2D\$3.2D2\$2D\$2D!
``````
Some simple guns:

Code: Select all

``````x = 13, y = 144, rule = MG1_4_O3
6.D\$6.D.D\$6.D.D12\$6.D.D\$6.D.D11\$7.F\$4.CA3.2C\$D2.CA5BAC\$3.AB2FA2FBA\$
3.AB2FA2FBA\$D2.CA5BAC\$4.CA3.2C\$7.F12\$5.B3.B\$4.D.D.D.D\$4.D.D.D.D\$5.B
3.B11\$7.F\$4.2C3.AC\$.F.CA5BAC\$3.AB2FA2FBA\$3.AB2FA2FBA\$.F.CA5BAC\$4.2C
3.AC\$7.F10\$4.3CD3C\$3.CABC.CBAC\$2.CAB2CB2CBAC\$2.ABC2D.2DCBA\$2.ABC2D.
2DCBA\$2.CAB2CB2CBAC\$3.CABC.CBAC\$4.3CD3C10\$.D3.3D\$5.D2.D\$6.3D13\$5.3D
\$5.D2.D\$6.3D13\$7.F\$4.CA3.2C\$3.CA5BAC\$3.AB2FA2FBA\$3.AB2FA2FBA\$3.CA5B
AC\$4.CA3.2C\$7.F12\$5.D.2D\$5.D.2D!
``````
A few more guns:

Code: Select all

``````x = 9, y = 3, rule = MG1_4_O3
D7.D\$D.D3.D.D\$D.D3.D.D!
``````

Code: Select all

``````x = 37, y = 10, rule = MG1_4_O3
27.C.C6.E\$19.B7.CBAC4.D\$12.2CA2C11.CBA\$13.B.E.CACACA2C3.CBA\$12.A2CE
.EAEAE.B4.C.C\$6.C.C4.B.EAEAE.E2CA\$6.ABC3.2CACACAC.E.B\$6.ABC11.2CA2C
\$.D4.CABC7.B\$E6.C.C!
``````

Code: Select all

``````x = 35, y = 5, rule = MG1_4_O3
2.B\$3.D.D\$B2.D.D\$3.D\$2.B31.E!
``````

Code: Select all

``````x = 63, y = 25, rule = MG1_4_O3
2.B\$3.D.D31.B\$B2.D.D\$3.D27.B.3C\$2.B30.CECB\$33.3C13\$62.B2\$58.D\$57.F2\$
62.B\$30.B4.D!
``````

Code: Select all

``````x = 12, y = 38, rule = MG1_4_O3
3.B4\$D4.D\$6.F\$2.B\$7.B\$10.B13\$3.6C\$4.B2.B\$3.CA2CAC\$5.2B\$4.C2AC4\$4.B\$
7.B2\$8.F\$9.D4\$11.B!
``````

Code: Select all

``````x = 48, y = 42, rule = MG1_4_O3
34.B4.B3\$35.3C\$3.B31.CEC\$35.2CD3\$D4.D\$6.F2\$7.B\$10.B13\$3.6C\$4.B2.B\$3.
CA2CAC\$5.2B\$4.C2AC3\$40.D\$4.B41.D\$7.B38.BD2\$8.F37.B\$9.D32.B4\$11.B!
``````
Brian Prentice

bprentice
Posts: 624
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

### Re: Extending Generations Rules

Here is an extension of the Generations rule 23/345/4 which is featured here:

viewtopic.php?f=11&t=767#p5425

and was recently revisited here:

viewtopic.php?f=11&t=376&start=250#p24363

The rule definition is:

Code: Select all

``````  /* Put your state count, neighbor count, and function here */
final static int numStates = 5;
final static int numOscillators = 1;
final static int numNeighbors = 8;
final static int ruleTable[][] =
{
{0,0,0,1,1,1,0,0,0},
{2,2,1,1,2,2,2,2,2},
{3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0}
};

/* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
/* order for five neighbors is n, w, e, s, c */

int adjustNeighbor(int n)
{
if (n >= (numStates - numOscillators))
return n - numStates + numOscillators + 1;
return n;
}

int f(int[] a)
{
int cell = a[8];
int count = 0;
for (int i = 0; i < 8; i++)
{
int t = adjustNeighbor(a[i]);
if (t == 1)
count += t;
}
if (cell >= (numStates - numOscillators))
{
if (cell == (numStates - 1))
return numStates - numOscillators;
return cell + 1;
}
return ruleTable[cell][count];
}
``````
When inserted into RuleTreeGen.java, compiled and run this Golly rule tree is produced:

Code: Select all

``````@RULE 23_345_4_O1
@TREE
num_states=5
num_neighbors=8
num_nodes=38
1 0 2 3 0 4
2 0 0 0 0 0
1 0 1 3 0 4
2 0 2 0 0 2
3 1 3 1 1 3
1 1 1 3 0 4
2 2 5 2 2 5
3 3 6 3 3 6
4 4 7 4 4 7
1 1 2 3 0 4
2 5 9 5 5 9
3 6 10 6 6 10
4 7 11 7 7 11
5 8 12 8 8 12
2 9 9 9 9 9
3 10 14 10 10 14
4 11 15 11 11 15
5 12 16 12 12 16
6 13 17 13 13 17
2 9 0 9 9 0
3 14 19 14 14 19
4 15 20 15 15 20
5 16 21 16 16 21
6 17 22 17 17 22
7 18 23 18 18 23
3 19 1 19 19 1
4 20 25 20 20 25
5 21 26 21 21 26
6 22 27 22 22 27
7 23 28 23 23 28
8 24 29 24 24 29
3 1 1 1 1 1
4 25 31 25 25 31
5 26 32 26 26 32
6 27 33 27 27 33
7 28 34 28 28 34
8 29 35 29 29 35
9 30 36 30 30 36
@COLORS
0   0   0   0
1 255   0   0
2   0 255   0
3   0   0 255
4 255 255   0
``````
Some knight ship guns:

Code: Select all

``````x = 5, y = 3, rule = 23_345_4_O1
D.D.D\$.3D\$.D.D!
``````

Code: Select all

``````x = 5, y = 3, rule = 23_345_4_O1
D.D.D2\$.D.D!
``````

Code: Select all

``````x = 8, y = 20, rule = 23_345_4_O1
3.2A\$.2A2.2A\$.2B2.2B\$A2B2.2BA\$2A.ABDBA\$.BCDC2BA\$2.2CADCA\$2.BCACA\$3.
3A\$4.A\$4.A\$3.3A\$2.BCACA\$2.2CADCA\$.BCDC2BA\$2A.ABDBA\$A2B2.2BA\$.2B2.2B
\$.2A2.2A\$3.2A!
``````

Code: Select all

``````x = 12, y = 13, rule = 23_345_4_O1
.3A\$A.DB\$D.2B\$.ADA5.A\$8.BAB\$9.2C\$9.2CB\$9.2C\$8.BAB\$.ADA5.A\$D.2B\$A.DB
\$.3A!
``````

Code: Select all

``````x = 9, y = 18, rule = 23_345_4_O1
4.3A\$3.4A\$2.3AC.A\$3.DCB3A\$4.AD3A\$2C.D2\$2.B\$.A2C.BA\$2.AB.2CA\$6.B2\$5.
D.2C\$3ADA\$3ABCD\$.A.C3A\$2.4A\$2.3A!
``````

Code: Select all

``````x = 7, y = 13, rule = 23_345_4_O1
2.2A\$.CD2A\$4.DA\$CAD3A\$.2A4\$4.2A\$.3ADAC\$.AD\$2.2ADC\$3.2A!
``````

Code: Select all

``````x = 12, y = 12, rule = 23_345_4_O1
3.C\$4.DA.3A\$3.2ACDA2BA\$4.D.3ACB\$5.BC2.2C\$.AB6.2CB\$B2C6.BA\$.2C2.CB\$.
BC3A.D\$.A2BADC2A\$2.3A.AD\$8.C!
``````

Code: Select all

``````x = 11, y = 8, rule = 23_345_4_O1
3.A.D.A\$2.A.D.D.A\$2.ADADADA\$C2A5.2AC\$.AB2.A2.BA\$.A7BA\$2.A5BA\$4.3A!
``````

Code: Select all

``````x = 11, y = 11, rule = 23_345_4_O1
9.2A\$9.2B\$7.B3A\$3.C3.BC2A\$2.B5.AB\$3A3.ADA\$3A2.AD.D\$2A3.DBDA\$2.C2.AB
2A\$6.2A\$6.2A!
``````

Code: Select all

``````x = 10, y = 8, rule = 23_345_4_O1
5.CABA\$6.A2BA\$5.2A.BA\$.ADAD.D.2A\$ACAB3.A\$.ADCD.C\$2.2CA\$3.B!
``````
Brian Prentice

Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

### Re: Extending Generations Rules

Huh.

Code: Select all

``````x = 3, y = 5, rule = _235_4_O3
D.D\$.F\$2.D\$.F\$.D!
``````

Code: Select all

``````x = 3, y = 5, rule = _235_4_O3
D.D\$.F\$3D\$.F\$.D!
``````
A 3-cell:

Code: Select all

``````x = 2, y = 3, rule = _235_4_O3
D2\$FD!
``````

Code: Select all

``````x = 3, y = 2, rule = _235_4_O3
.D\$F.D!
``````
Umm...

Code: Select all

``````x = 3, y = 2, rule = _235_4_O3
.DF\$2FD!
``````
THE TWISTER:

Code: Select all

``````x = 4, y = 4, rule = _235_4_O3
FD.F\$.F2D\$2DF\$F.DF!
``````
Airy Clave White It Nay

Code: Select all

``````x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5b
o2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!
``````
(Check gen 2)

Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

### Re: Extending Generations Rules

More!

Code: Select all

``````x = 4, y = 3, rule = 23_345_4_O1
2D\$D2.D\$2.2D!
``````

Code: Select all

``````x = 3, y = 4, rule = 23_345_4_O1
2.D\$D\$2.D\$.2D!
``````
Airy Clave White It Nay

Code: Select all

``````x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5b
o2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!
``````
(Check gen 2)

Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

### Re: Extending Generations Rules

Code: Select all

``````x = 6, y = 7, rule = 2_235_4H_O3
.D.D\$.D3.D\$3.D\$.D2.D\$D\$2.D.D\$D!
``````

Code: Select all

``````x = 5, y = 9, rule = 2_235_4H_O3
D\$3.D2\$.D.D2\$4.D\$D.D2\$.D!
``````

Code: Select all

``````x = 8, y = 9, rule = 2_235_4H_O3
.D\$4.D2\$D.D.D\$7.D\$5.D\$.D.D2\$2.D!
``````
new knightship!

Code: Select all

``````x = 9, y = 5, rule = 2_235_4H_O3
4.ABCBA\$4.A2CB\$2.C.A2C\$.2A.AB\$2AC.A!
``````
A gun that "recycles"

Code: Select all

``````x = 8, y = 13, rule = 2_235_4H_O3
6.D\$D2.D2\$5.D\$3.D\$6.D\$5.D2\$3.D.D\$6.D3\$2.D.D2.D!
``````
Very interesting!

Code: Select all

``````x = 24, y = 22, rule = 2_235_4H_O3
23.D9\$6.D\$D2.D2\$5.D\$3.D\$6.D\$5.D2\$3.D.D\$6.D3\$2.D.D2.D!
``````
Wow

Code: Select all

``````x = 32, y = 35, rule = 2_235_4H_O3
31.D9\$14.D\$8.D2.D2\$13.D\$11.D\$14.D\$13.D2\$11.D.D\$14.D3\$10.D.D2.D11\$D\$7.
D\$D!
``````
Airy Clave White It Nay

Code: Select all

``````x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o\$11b4obo\$2bob3o2bo2b3o\$bo3b2o4b2o\$o2bo2bob2o3b4o\$bob2obo5b
o2b2o\$2b2o4bobo2b3o\$bo3b5ob2obobo\$2bo5bob2o\$4bob2o2bobobo!
``````
(Check gen 2)