Rule request thread

For discussion of other cellular automata.
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tommyaweosme
Posts: 196
Joined: January 15th, 2024, 9:37 am

Re: Rule request thread

Post by tommyaweosme » February 17th, 2024, 7:58 pm

muzik wrote:
June 24th, 2017, 6:38 pm
What about a rule that simulates minecraft's flying slime block machine technology?
i couldnt make it exactly, but

Code: Select all

@RULE minecraftslime
# state 0 empty
# state 1 piston
# state 2 extender
# state 3 slime
# state 4 signaled extender
@TABLE
n_states: 5
neighborhood:vonNeumann
symmetries:none
var a={0,1,2,3,4}
var aa=a
var ab=a
var ac=a
var ad=a
0, aa,1,ac,ad, 2
0, aa,2,ac,ad, 2
2, aa,ab,ac,3, 4
2, aa,ab,ac,4, 4
4, aa,1,ac,ad, 1
1, aa,ab,ac,1, 0

@NAMES
0 empty
1 piston
2 extender
3 slime
4 extender signaled

@COLORS
0 0 0 0
1 128 128 128
2 128 64 0
3 0 255 0
4 255 64 0
and it's simple

Code: Select all

x = 12, y = 1, rule = minecraftslime
C10.A!
how it works:
state 1 makes a line of state 2s to the left of it over and over. when the state 2s find a state 3, they turn into state 4s, signaling the state 1 to start travelling left, going into the slime. with the right colors, it looks a bit like minecraft.
(warning: this user many mispronounce words/grammar. do not correct. DO NOT CORRECT.)
hello. i run oca critic. if it werent for me, the cgol community wouldnt know about goose goose revolution.

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hotcrystal0
Posts: 2246
Joined: July 3rd, 2020, 5:32 pm
Location: United States

Re: Rule request thread

Post by hotcrystal0 » February 22nd, 2024, 9:16 am

States 1 and 2 both individually follow Life. When a dead cell is surrounded by 2 state 1 neighbors and 2 state 2, it creates state 3. State 3 follows B2ac/S but treats States 1 and 2 as on, and S0 for State 3 creates State 4, which just dies immediately after it is created. When a State 1 or 2 cell has exactly one State 3 neighbor and is supposed to survive to the next generation, it becomes State 3.
Edit: State 1 is red, State 2 is blue, State 3 is (191, 191, 191), and State 4 is (127, 127, 127).

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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b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Rule request thread

Post by b-engine » February 22nd, 2024, 9:41 am

hotcrystal0 wrote:
February 22nd, 2024, 9:16 am
States 1 and 2 both individually follow Life. When a dead cell is surrounded by 2 state 1 neighbors and 2 state 2, it creates state 3. State 3 follows B2ac/S but treats States 1 and 2 as on, and S0 for State 3 creates State 4, which just dies immediately after it is created. When a State 1 or 2 cell has exactly one State 3 neighbor and is supposed to survive to the next generation, it becomes State 3.
Edit: State 1 is red, State 2 is blue, State 3 is (191, 191, 191), and State 4 is (127, 127, 127).
Consider following Tutorials/Creating_custom_rules, where I learned how to create multistate rules.

Unfortunately, creating all possible transitions for an outer-totalistic is harder than for INT rule.

Here is my unfinished draft:

Code: Select all

x = 0, y = 0, rule = hotcrystal5states
!
@RULE hotcrystal5states
@TABLE
n_states:5
neighborhood:Moore
symmetries:rotate4reflect


@COLORS
1 255 0 0
2 0 0 255
3 191 191 191
4 127 127 127
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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azulavoir
Posts: 116
Joined: September 20th, 2023, 10:28 am

Re: Rule request thread

Post by azulavoir » February 22nd, 2024, 3:16 pm

I had an idea for a rule that lets you play Minesweeper in LifeViewer, like the block swapping game I saw once.

This is my draft:

Code: Select all

x=40, y=40, rule=Minesweeper:P40,40
!

@RULE Minesweeper

Click with cell state 9 to check cells. Use state 14 to mark suspected mines. Random fill with just state 10 on a bounded plane to make a board.

@COLORS
0 140 140 140 <unrevealed, no mine>
1 128 0 255 
2 0 64 255 
3 0 255 255
4 0 255 64
5 128 255 0
6 255 192 0
7 255 0 0
8 255 0 192
9 70 70 70 <revealed>
10 140 140 140 <mine, isolated>
11 140 140 140 <no mine, unrevealed, next to a mine>
12 140 140 140 <mine, next to another mine>
13 255 155 55 <mine explosion>
14 255 140 150 <mine, flagged>

@TABLE
n_states:15
neighborhood:Moore
symmetries:permute

var any1 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any2 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any3 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any4 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any5 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any6 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any7 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any8 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var mine1 = {10, 12, 14}
var mine2 = {10, 12, 14}
var mine3 = {10, 12, 14}
var mine4 = {10, 12, 14}
var mine5 = {10, 12, 14}
var mine6 = {10, 12, 14}
var mine7 = {10, 12, 14}
var mine8 = {10, 12, 14}
var dead1 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var dead2 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var dead3 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var dead4 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var dead5 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var dead6 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var dead7 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var dead8 = {1, 2, 3, 4, 5, 6, 7, 8, 11, 12}
var nomine1 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var nomine2 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var nomine3 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var nomine4 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var nomine5 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var nomine6 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var nomine7 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var nomine8 = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 11}
var clicked = {9,11}

9, dead1, dead2, dead3, dead4, dead5, dead6, dead7, dead8, 13
any1, any2, any3, any4, any5, any6, any7, any8, 13, 13
10, mine1, any2, any3, any4, any5, any6, any7, any8, 12
0, 9, any1, any2, any3, any4, any5, any6, any7, 9
clicked, 9, mine1, nomine2, nomine3, nomine4, nomine5, nomine6, nomine7, 1 
clicked, 9, mine1, mine2, nomine3, nomine4, nomine5, nomine6, nomine7, 2
clicked, 9, mine1, mine2, mine3, nomine4, nomine5, nomine6, nomine7, 3
clicked, 9, mine1, mine2, mine3, mine4, nomine5, nomine6, nomine7, 4
clicked, 9, mine1, mine2, mine3, mine4, mine5, nomine6, nomine7, 5
clicked, 9, mine1, mine2, mine3, mine4, mine5, mine6, nomine7, 6
clicked, 9, mine1, mine2, mine3, mine4, mine5, mine6, mine7, 7
9, mine1, mine2, mine3, mine4, mine5, mine6, mine7, mine8, 8
0, mine1, any2, any3, any4, any5, any6, any7, any8, 11
Can someone finish this for me and make it work as I described? It feels pretty close already, but the numbered states don't always fill right.
Image

Grasshopper8128
Posts: 27
Joined: October 23rd, 2023, 2:54 pm

Re: Rule request thread

Post by Grasshopper8128 » February 23rd, 2024, 9:29 am

azulavoir wrote:
February 22nd, 2024, 3:16 pm
I had an idea for a rule that lets you play Minesweeper in LifeViewer
Here, I made my own Minesweeper CA.
In this pattern, state 1 represents empty cells, and state 2 represents mines.
It transforms into a playable board in 1 generation.
The game needs to be played while the simulation is running.
Make a cell state 3 to open it, and state 4 to flag.
If you open a mine, the cells around it become state 5.

Code: Select all

x = 133, y = 96, rule = Minesweeper
2AB5AB16AB20AB2A2B27AB4AB2AB13AB4AB6AB16ABABA$4AB2AB7AB8AB21AB2AB5ABA
B7AB7AB10AB5AB8AB10AB8AB5AB7A$4A2B29A2B7AB8AB16AB3A2B2AB3AB5AB19AB3AB
3AB6AB9A$6ABAB13ABAB3AB7A2B19AB5AB11AB15AB6A2B3ABAB7A3B8AB8A$2AB7AB3A
BAB10AB16AB17AB11A2B4AB39A2B11A$2AB24AB10AB10AB10AB14AB2ABAB5AB4ABAB
23AB3AB3AB2A3B2A$3AB4ABAB3A2B2AB53AB3AB3AB5A3B18AB13AB4AB6A$21AB6AB5A
B4A3B7AB7AB12AB2AB11AB3AB15AB11AB13ABA$17ABAB17A2B10ABAB24AB16AB3A2B
6AB27A$14ABAB5AB6AB16A2B3A2B6AB14AB5AB8AB3AB3A2B16AB17A$33AB8A2B5ABAB
10AB7AB4AB8AB5AB13A2B7AB2AB4ABAB4AB4A$AB11AB2AB22AB13AB9ABAB2AB16AB6A
B5AB6AB5AB6AB14A$10AB4AB8AB8AB15AB11AB15AB2AB2AB8AB12AB3AB4AB15AB2A$
11AB10AB2AB3AB5AB12ABAB2AB5ABAB11AB3AB7AB2AB18A2B10AB12AB$25ABAB2A2B
6AB2ABAB2AB17AB5AB14AB10ABAB3A2B8A2B5ABAB11A$B8A2BABA2B7AB2AB4A2B5AB
2AB4A2B15AB9AB2ABAB13A2B11A2B26A$AB3A2B27AB21AB8ABAB2AB5AB6AB30AB18A$
2ABAB4AB4AB2AB20AB20ABAB2AB13AB6AB5ABAB9AB9A2B2AB10AB2ABA$B6AB6AB14AB
13A2B7AB18AB2AB9AB4AB8AB11AB3ABAB16A$25AB5AB7AB5AB8AB2ABA2B12AB7AB10A
B10AB7AB2AB2AB14AB$ABAB3AB5A3B3AB17AB7AB8AB5AB15AB5A2B8A2BAB9AB20AB6A
$2AB8ABAB4AB4ABABAB23ABAB7AB3AB2ABAB11ABAB5AB8AB8AB4AB8AB5AB4A$7AB7AB
11AB9AB10AB9ABAB5A2B15A2B5AB29A3B6AB3A$4AB13AB3AB10AB6A2B9AB11AB11AB
5AB7AB3ABA2B3ABAB11ABAB9AB5AB$7A2B5AB6AB2AB3AB11AB5AB6AB13AB3AB9AB18A
B5AB4AB21A$AB6AB3AB7A2BAB3AB4ABAB2AB2AB6AB2AB6AB10ABAB3A4B6AB10A2B3AB
2AB11ABAB15A$AB8AB11AB3AB9A2B14AB2AB2A2B11AB33AB27A$7AB4A2B10AB2AB4AB
AB19AB18AB16AB14AB5ABABAB17A$11AB2AB8AB4AB11AB2AB3ABABAB3AB3AB5AB7AB
10AB13ABAB4AB7A2BAB13ABAB$12AB14A2BA2B12AB6A2B19AB5AB10AB20A2B3A2B9AB
6A$9AB8AB28AB9AB9AB6AB2AB15AB18ABAB14A2BAB$25AB11ABA2B17AB9AB3AB4AB
17AB9AB6AB17AB2A$15AB21AB4AB5ABA2BAB8AB3AB29AB7AB3AB15ABAB5AB$2AB3AB
25AB7ABAB20AB9AB4AB26ABAB17AB4AB2A$7A3B6AB9ABA2BAB15AB2AB9AB3AB3AB8AB
13ABA2B22AB2ABAB10A$ABAB2AB31AB26AB2AB12ABAB4ABAB12AB21AB2AB4A$B2A2B
6AB25AB3AB3AB18AB3AB5ABA2B17ABAB4AB7AB17AB4A$5AB10AB10AB4AB27AB12AB4A
B3A2B15AB32AB$8AB5AB4AB5AB6AB2A2B5A2B2ABAB5A2B20AB7AB7AB8ABABAB16ABAB
4A2B2A$B8AB8AB9AB20A2B3A2B5AB2ABAB3AB18AB5AB12AB14ABAB4A2BA$6AB4AB6AB
AB7AB17AB9A3B10AB3ABABAB12A2B6AB14AB18AB$12AB9ABAB4A2B2AB19AB10AB10AB
3AB3AB11AB7ABAB12AB2AB3AB7A$4AB2A2B23ABAB3AB2AB2ABABAB7A2B3AB5A2B8AB
26A2B3AB2AB4A2B14A$AB8AB7AB3ABAB8AB3AB18AB8AB8AB22AB8AB10A3B5ABA2B4A$
4ABAB2AB2AB27AB13A2B36AB7AB7ABABAB3ABA2B6ABAB4A$6AB15AB9AB15AB10AB5AB
2AB4AB7AB3AB5AB7ABAB6AB7A2B13ABA$3AB15AB7AB2AB7AB6AB8A2B4ABAB4AB8ABAB
AB11AB17AB2AB9AB9A$AB2AB16AB14A2B20AB9AB4AB6AB6AB10AB2AB9ABAB8A2B2AB
3AB2A$7AB7AB3AB7AB6AB12AB2AB5AB19AB2AB3AB16AB9AB5AB10AB5A$7AB4AB5AB5A
B19AB19AB17AB11AB9AB2AB5ABAB15A2B$9AB6AB21ABAB22AB5AB10ABAB11ABA2BABA
3B11A2B3AB12A$4AB2ABAB10AB7AB9AB4AB5AB13A2B6AB4AB7AB3AB2AB8A2B7AB15AB
5ABA$8AB6AB18AB13AB2AB3AB12AB3AB7AB8AB8AB2A2B7A3B8AB5AB5A$AB8AB4AB9AB
AB3A3B5A3B4AB3ABA2B6AB13A2B3A3B7AB2A2B6AB2AB16AB4AB3AB3A$10A2B4A2B40A
B7ABAB2AB9AB14AB5AB18A2B9AB$3A2B4AB3A2B3AB15ABAB12AB9A2B12AB13AB10AB
3AB2AB5AB7AB7A3B3A$ABA2B31AB12AB3AB3AB4AB3AB5ABAB21AB13ABAB10AB9A$2B
7AB2AB3AB7AB5ABABABAB9AB6AB11AB2AB3AB5AB2AB3AB3AB6AB6AB6AB22A$4A2B16A
B2AB4ABAB10AB5ABA2B3AB10AB7AB4AB9AB3AB12AB18ABAB4A$20A2B19AB4AB5ABABA
B3AB4AB4AB3AB18AB13AB25A$B5AB5A2B6A2B29AB4AB2AB2AB6A2B4AB2AB2AB3AB9AB
2ABAB2ABAB6AB2AB14AB2A$B14AB12AB11ABAB4AB3AB3ABAB11A2B6AB5AB13AB8AB2A
B7AB3A2B7AB2A$6AB4AB10ABAB3ABAB17A2B22AB3A2B5AB8AB4AB4AB6AB2A2B8A3B7A
B$B9AB3ABAB3AB9A2B6AB10AB16AB8AB3A2B14AB9AB2AB10AB7A2B4A$8AB2AB8AB3A
2B8AB9AB3AB6AB3A2B7AB6AB13AB6AB9AB3AB4ABAB4AB10A$14AB10A2BAB10AB2AB4A
B16AB7AB21AB2ABAB8A2B8AB12A2B$4AB19AB2A3B4A2B8AB5AB7ABABAB5AB2AB6AB7A
BABAB25ABAB7AB5AB$23AB22AB11AB18AB12AB6AB9A2B11AB12A$7AB11A2B20ABAB5A
2B7AB6AB2AB7AB4A2B19A2B7AB9AB5AB5A$B36A2B8AB3AB5AB2AB17AB2AB5AB6AB9AB
9AB5AB6AB5A$14AB4AB6AB8AB5ABAB7AB5AB20AB5A2B7AB7AB15AB7AB2AB2ABA$AB4A
B8AB2AB3AB26AB19A3B7AB4AB9ABAB8AB5AB2A2B6AB5AB4A$2AB6AB3AB10AB10AB16A
B20AB11ABAB2AB2AB7ABA2B24AB3A$8AB11AB17AB4AB2AB7A2B17AB8ABAB14AB10AB
3AB6AB7AB3A$7AB10AB7AB26ABAB12ABAB2AB2AB2AB18A2B16AB5A2BAB6AB$21AB2A
2B6AB2AB2AB15AB7ABAB5AB12A2B3A2B7AB17AB17A$AB5AB2AB34AB2AB3A2BAB2A3B
16AB7AB7AB22AB3AB2AB4AB4A$4A2B14AB6AB15AB2AB22AB4AB12A2B4A2B2AB13AB8A
B5AB2AB3A$4AB7AB10AB7AB7AB20AB3AB8AB7AB11AB6AB18AB5AB7A$B17AB17AB2AB
3AB13AB11ABA4B6AB9AB27AB13A$26AB28ABAB7AB7A2B2ABAB2AB2AB7AB11AB8AB16A
2B$5AB4AB33AB5AB3AB4A2B9ABA2B14A2B5AB2AB11ABA2B2AB16A$5AB6AB8AB12A2B
2AB8A2B20AB4AB4ABAB3AB5AB12AB12AB4AB10A$6AB4AB5AB5AB20A2B2A2B11ABA2B
6AB2AB5A2B4AB32AB3ABA2B2AB3A$3AB3AB4AB21AB3ABAB6AB4ABAB9A2B5AB3AB14AB
3A2B2AB3A3B13AB14A$10AB5AB6AB6AB5A2BAB11AB16AB10AB8AB8AB12ABABAB5AB4A
B5ABA$AB5AB18AB8AB7A2BAB6AB10ABAB2ABA3B4AB17AB8AB17A2B4AB3A$11AB19AB
13AB5AB2AB4AB3AB5ABAB2AB5A2B3AB8AB3A2B6AB15AB2AB7A$3AB8AB2A2BAB8AB6AB
9AB6AB4AB11AB2ABAB8AB4AB3AB5A2BAB20AB2AB8A$2AB2AB5AB22AB6AB10AB2AB9AB
AB5A2B10A2BA3B20AB21A$3AB7AB2AB8AB13AB2AB20A2B6AB9AB18AB10A2B2A2B5ABA
2B2AB6A$6AB7AB5ABAB7AB33A2B8AB5A2B5ABA2B7AB6ABAB24AB$22ABAB11AB17A2B
9AB8ABAB4AB5AB2A2B6AB4AB27ABA$21AB9AB4AB28AB7AB10AB38AB9A$AB7AB2ABAB
11AB11AB4AB3AB7AB3AB9A2B4AB16A2B27A4B3AB4A$16ABABA2B3AB4ABABA2B16ABAB
21AB9AB4AB3AB4AB3AB25AB2A!

@RULE Minesweeper
@TABLE
n_states:33
neighborhood:Moore
symmetries:permute
var y={6,7,8,9,10,11,12,13,14}
var a={0,1,3,y,24,25,26,27,28,29,30,31,32}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i={2,4,15,16,17,18,19,20,21,22,23}
var j=i
var k=i
var l=i
var m=i
var n=i
var o=i
var p=i
var q={7,16,25}
var r={8,17,26}
var s={9,18,27}
var t={10,19,28}
var u={11,20,29}
var v={12,21,30}
var w={13,22,31}
var x={14,23,32}
var z={a,i}
var A=z
var B=z
var C=z
var D=z
var E=z
var F=z
1,a,b,c,d,e,f,g,h,6
2,a,b,c,d,e,f,g,h,15
3,a,b,c,d,e,f,g,h,24
q,a,b,c,d,e,f,g,h,5
1,a,b,c,d,e,f,g,i,7
2,a,b,c,d,e,f,g,i,16
3,a,b,c,d,e,f,g,i,25
r,a,b,c,d,e,f,g,i,5
1,a,b,c,d,e,f,i,j,8
2,a,b,c,d,e,f,i,j,17
3,a,b,c,d,e,f,i,j,26
s,a,b,c,d,e,f,i,j,5
1,a,b,c,d,e,i,j,k,9
2,a,b,c,d,e,i,j,k,18
3,a,b,c,d,e,i,j,k,27
t,a,b,c,d,e,i,j,k,5
1,a,b,c,d,i,j,k,l,10
2,a,b,c,d,i,j,k,l,19
3,a,b,c,d,i,j,k,l,28
u,a,b,c,d,i,j,k,l,5
1,a,b,c,i,j,k,l,m,11
2,a,b,c,i,j,k,l,m,20
3,a,b,c,i,j,k,l,m,29
v,a,b,c,i,j,k,l,m,5
1,a,b,i,j,k,l,m,n,12
2,a,b,i,j,k,l,m,n,21
3,a,b,i,j,k,l,m,n,30
w,a,b,i,j,k,l,m,n,5
1,a,i,j,k,l,m,n,o,13
2,a,i,j,k,l,m,n,o,22
3,a,i,j,k,l,m,n,o,31
x,a,i,j,k,l,m,n,o,5
1,i,j,k,l,m,n,o,p,14
2,i,j,k,l,m,n,o,p,23
3,i,j,k,l,m,n,o,p,32
y,24,z,A,B,C,D,E,F,3
@COLORS
4 255 255 0
5 255 0 0
6 200 200 200
7 200 200 200
8 200 200 200
9 200 200 200
10 200 200 200
11 200 200 200
12 200 200 200
13 200 200 200
14 200 200 200
15 200 200 200
16 200 200 200
17 200 200 200
18 200 200 200
19 200 200 200
20 200 200 200
21 200 200 200
22 200 200 200
23 200 200 200
24 150 150 150
25 0 0 255
26 0 255 0
27 255 100 100
28 0 0 150
29 165 42 42
30 0 255 255
31 0 0 0
32 255 255 255

Haycat2009
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Re: Rule requeCan you create a rule where cells behave like life, but if they have 4 neighbours, they turn into celst th

Post by Haycat2009 » February 25th, 2024, 1:02 am

Can you create a rule where cells behave like life, but if they have 4 neighbours, they turn into cells that count only for birth (Like Stateinvestigator coral cells, state 17), and those cells survive only if they have 2-4 neighbours?
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b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Rule request thread

Post by b-engine » February 25th, 2024, 2:08 am

Haycat2009 wrote:
February 25th, 2024, 1:02 am
Can you create a rule where cells behave like life, but if they have 4 neighbours, they turn into cells that count only for birth (Like Stateinvestigator coral cells, state 17), and those cells survive only if they have 2-4 neighbours?
Consider following tutorials/Creating_custom_rules.

Code: Select all

x = 0, y= 0, rule = Life4Coral
!
@RULE Life4Coral
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = {0,1,2}
var a3 = {0,1,2}
var a4 = {0,1,2}
var a5 = {0,1,2}
var a6 = {0,1,2}
var a7 = {0,1,2}
var a8 = {0,1,2}
var a9 = {0,1,2}
var b1 = {1,2}
var b2 = {1,2}
var b3 = {1,2}
var b4 = {0,2}
var b5 = {0,2}
var b6 = {0,2}
var b7 = {0,2}
var b8 = {0,2}
var b9 = {0,2}
0,b1,b2,b3,0,0,0,0,0,1
b1,1,1,b4,b5,b6,b7,b8,b9,b1
1,1,1,1,b4,b5,b6,b7,b8,1
b1,1,1,1,1,0,0,0,0,2
a1,a2,a3,a4,a5,a6,a7,a8,a9,0
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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Mathemagician314
Posts: 96
Joined: November 15th, 2023, 3:15 pm
Location: Toroidal Universe MKA-84

Re: Rule request thread

Post by Mathemagician314 » February 26th, 2024, 8:29 am

A rule called RealLife -- state 1 decays to state 2, state 2 cells reproduce with other state 2 cells to create state 1 cells according to B2-a, and state 3 cells die off. If that dies out quickly, then state 3 cells can reproduce to make state 2 cells according to B2-ae.
Can we make a (28,3)c/84 spaceship??

Code: Select all

x = 6, y = 7, rule = B3-e4i5-a/S2-i3-a4cr5e6c
3o$o$o2$5bo$5bo$3b3o!
[[ THEME PCA ]]

Code: Select all

x = 6, y = 5, rule = 2-ak34/2kn3-r4aijnr5c/5
.3A$.ABA$DAD2A$.ABADC$.3A2B!
[[ THEME BLUES ]]

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confocaloid
Posts: 3062
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Re: Rule request thread

Post by confocaloid » February 26th, 2024, 11:45 am

edit: changed the rulename
Mathemagician314 wrote:
February 26th, 2024, 8:29 am
A rule called RealLife -- state 1 decays to state 2, state 2 cells reproduce with other state 2 cells to create state 1 cells according to B2-a, and state 3 cells die off. If that dies out quickly, then state 3 cells can reproduce to make state 2 cells according to B2-ae.
I think some clarification is needed. Is it intended that state-3 cells will never appear in evolution, or there should be some way for them to be created? Also, when creating state-1 cells from two state-2 cells under conditions B2ceikn, should the other six neighbours be all dead (state 0), or the other neighbours can be any cellstate(s) other than 2?

The following may not be what you wanted, but it should be possible to modify the ruleset (add/remove lines defining rules in the @TABLE section) to get the desired behaviour.

Code: Select all

x = 2, y = 2, rule = ruletest
B$.B!

@RULE ruletest

https://conwaylife.com/forums/viewtopic.php?p=179136#p179136
https://conwaylife.com/forums/viewtopic.php?p=179155#p179155

@COLORS
0  40  40  40
1 255   0   0
2   0 255   0
3   0   0 255

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var all={0,1,2,3}
var all1={all}
var all2={all}
var all3={all}
var all4={all}
var all5={all}
var all6={all}
var all7={all}
var all8={all}
var a={1,2,3}
var b={a}
var c={a}
var d={a}
var e={a}
var n2a={0,1,3}
var n2b=n2a
var n2c=n2a
var n2d=n2a
var n2e=n2a
var n2f=n2a
var n3a={0,1,2}
var n3b=n3a
var n3c=n3a
var n3d=n3a
var n3e=n3a
var n3f=n3a

# a state-1 cell is born under conditions B2ceikn when looking only at state-2 neighbours
0,    2, n2a,   2, n2b, n2c, n2d, n2e, n2f, 1   # B2e
0,    2, n2a, n2b,   2, n2c, n2d, n2e, n2f, 1   # B2k
0,    2, n2a, n2b, n2c,   2, n2d, n2e, n2f, 1   # B2i
0,  n2a,   2, n2b,   2, n2c, n2d, n2e, n2f, 1   # B2c
0,  n2a,   2, n2b, n2c, n2d,   2, n2e, n2f, 1   # B2n

# a state-2 cell is born under conditions B2cikn when looking only at state-3 neighbours
0,    3, n3a, n3b,   3, n3c, n3d, n3e, n3f, 2   # B2k
0,    3, n3a, n3b, n3c,   3, n3d, n3e, n3f, 2   # B2i
0,  n3a,   3, n3b,   3, n3c, n3d, n3e, n3f, 2   # B2c
0,  n3a,   3, n3b, n3c, n3d,   3, n3e, n3f, 2   # B2n

1, all1,all2,all3,all4,all5,all6,all7,all8, 2   # state 1 decays to state 2
2, all1,all2,all3,all4,all5,all6,all7,all8, 3   # state 2 decays to state 3
3, all1,all2,all3,all4,all5,all6,all7,all8, 0   # state 3 decays to state 0
Last edited by confocaloid on April 9th, 2024, 1:41 am, edited 1 time in total.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

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hotcrystal0
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Location: United States

Re: Rule request thread

Post by hotcrystal0 » February 26th, 2024, 2:56 pm

Reposting this, since I’m not that good at making my own rules:
hotcrystal0 wrote:
February 25th, 2024, 7:16 pm
Moderators, feel free to delete this post once both rules are done.
Why is no one doing my rules?
hotcrystal0 wrote:
February 13th, 2024, 4:23 pm
A rule called "ParasiticDeath". State 1 follows Life, but any cell dying from S1 or S4 becomes state 2 instead of dying. State 2 follows B2-a3ai/S3-a457, but treats State 1 as on. State 1 treats State 2 as off, and can birth over it. If a cell of State 1 is surrounded by 4 state 2 in the configurations S4ajnqr, it will become state 2.
hotcrystal0 wrote:
February 22nd, 2024, 9:16 am
States 1 and 2 both individually follow Life. When a dead cell is surrounded by 2 state 1 neighbors and 2 state 2, it creates state 3. State 3 follows B2ac/S but treats States 1 and 2 as on, and S0 for State 3 creates State 4, which just dies immediately after it is created. When a State 1 or 2 cell has exactly one State 3 neighbor and is supposed to survive to the next generation, it becomes State 3.
Edit: State 1 is red, State 2 is blue, State 3 is (191, 191, 191), and State 4 is (127, 127, 127).

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!

Mathemagician314
Posts: 96
Joined: November 15th, 2023, 3:15 pm
Location: Toroidal Universe MKA-84

Re: Rule request thread

Post by Mathemagician314 » February 26th, 2024, 5:48 pm

confocaloid wrote:
February 26th, 2024, 11:45 am
Mathemagician314 wrote:
February 26th, 2024, 8:29 am
A rule called RealLife -- state 1 decays to state 2, state 2 cells reproduce with other state 2 cells to create state 1 cells according to B2-a, and state 3 cells die off. If that dies out quickly, then state 3 cells can reproduce to make state 2 cells according to B2-ae.
I think some clarification is needed. Is it intended that state-3 cells will never appear in evolution, or there should be some way for them to be created? Also, when creating state-1 cells from two state-2 cells under conditions B2ceikn, should the other six neighbours be all dead (state 0), or the other neighbours can be any cellstate(s) other than 2?
Sorry -- I meant for state 2 to decay to state 3. Also, it doesn't matter what the other six cells are as long as they're not state 2 -- sorry for the confusion, and good job creating the rule!
Can we make a (28,3)c/84 spaceship??

Code: Select all

x = 6, y = 7, rule = B3-e4i5-a/S2-i3-a4cr5e6c
3o$o$o2$5bo$5bo$3b3o!
[[ THEME PCA ]]

Code: Select all

x = 6, y = 5, rule = 2-ak34/2kn3-r4aijnr5c/5
.3A$.ABA$DAD2A$.ABADC$.3A2B!
[[ THEME BLUES ]]

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hotcrystal0
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Location: United States

Re: Rule request thread

Post by hotcrystal0 » March 1st, 2024, 9:08 pm

Here’s a new one:
State 1 follows Life, but instead of dying, cells become state 2. State 2 follows B2-a3ai4/S45, but treats State 1 like StateInvestigator state 18(off for births but on for deaths). When State 1 has exactly four State 2 neighbors, it becomes state 3, which causes all dead cells around it to turn into state 2, while itself dies the next generation.
State 1 is white, State 2 is [192,192,192], and State 3 is red.

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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breaker's glider gun
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Re: Rule request thread

Post by breaker's glider gun » March 1st, 2024, 9:23 pm

I don't like making INT rules...
Someone, please, request a totalistic rule! I like making those!
:?: :?: . . . :!:
Give me a suggestion of something to draw here!

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hotcrystal0
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Location: United States

Re: Rule request thread

Post by hotcrystal0 » March 1st, 2024, 11:02 pm

breaker's glider gun wrote:
March 1st, 2024, 9:23 pm
I don't like making INT rules...
Someone, please, request a totalistic rule! I like making those!
Then here:
Life Without Death, but cells surviving from S5678 immediately become State 2, which follows Life. A cell is born with whatever state there is more of that contributed to its birth.

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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unname4798
Posts: 466
Joined: July 15th, 2023, 10:27 am

Re: Rule request thread

Post by unname4798 » March 5th, 2024, 8:55 am

hotcrystal0 wrote:
March 1st, 2024, 11:02 pm
breaker's glider gun wrote:
March 1st, 2024, 9:23 pm
I don't like making INT rules...
Someone, please, request a totalistic rule! I like making those!
Then here:
Life Without Death, but cells surviving from S5678 immediately become State 2, which follows Life. A cell is born with whatever state there is more of that contributed to its birth.
Easy:

Code: Select all

x, y, rule = hotcrystal0_24_03_05
!
@RULE hotcrystal0_24_03_05
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
var l={1,2}
var m={1,2}
0,i,1,1,0,0,0,0,0,1
0,i,2,2,0,0,0,0,0,2
2,i,j,a,0,0,0,0,0,2
1,i,j,k,l,m,a,b,c,2
2,a,b,c,d,e,f,g,h,0
@COLORS
0 0 0 0
1 255 0 0
2 0 255 255
@NAMES
0 dead
1 LWOD
2 Life
Doing experiments with a rule "hotcrystal0_24_03_05":

Code: Select all

x, y, rule = unname4798_24_03_05_001
!
@RULE unname4798_24_03_05_001
When state 1 cell has 2 alive cells, it becomes state 2.
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
var l={1,2}
var m={1,2}
0,i,1,1,0,0,0,0,0,1
0,i,2,2,0,0,0,0,0,2
1,i,j,0,0,0,0,0,0,2
2,i,j,a,0,0,0,0,0,2
1,i,j,k,l,m,a,b,c,2
2,a,b,c,d,e,f,g,h,0
@COLORS
0 0 0 0
1 255 0 0
2 0 255 255
@NAMES
0 dead
1 LWOD
2 Life

Code: Select all

x, y, rule = unname4798_24_03_05_002
!
@RULE unname4798_24_03_05_002
When state 1 cell has 2 alive cells, it becomes state 2.
When state 0 cell has more than 3 state 1 cells and at least 1 state 2 cell, it becomes state 1.
When state 2 cell has 8 alive cells, it becomes state 1.
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
var l={1,2}
var m={1,2}
var n={1,2}
var o={1,2}
var p={1,2}
0,i,1,1,0,0,0,0,0,1
0,i,2,2,0,0,0,0,0,2
0,1,1,1,1,2,a,b,c,1
1,i,j,0,0,0,0,0,0,2
2,i,j,a,0,0,0,0,0,2
2,i,j,k,l,m,n,o,p,1
1,i,j,k,l,m,a,b,c,2
2,a,b,c,d,e,f,g,h,0
@COLORS
0 0 0 0
1 255 0 0
2 0 255 255
@NAMES
0 dead
1 LWOD
2 Life

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tommyaweosme
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Re: Rule request thread

Post by tommyaweosme » March 9th, 2024, 12:59 pm

breaker's glider gun wrote:
March 1st, 2024, 9:23 pm
I don't like making INT rules...
Someone, please, request a totalistic rule! I like making those!
i want life but if it is surrounded by 4 neighbors it turns into pedestrian life and if pedestrian life is surrounded by 4 neighbors it turns into highlife and if highlife is surrounded by 4 neighbors it turns back into life (i can make that but i just want to see you do it because you wanted to make a totalistic rule)
hotcrystal0 wrote:
March 1st, 2024, 9:08 pm
Here’s a new one:
State 1 follows Life, but instead of dying, cells become state 2. State 2 follows B2-a3ai4/S45, but treats State 1 like StateInvestigator state 18(off for births but on for deaths). When State 1 has exactly four State 2 neighbors, it becomes state 3, which causes all dead cells around it to turn into state 2, while itself dies the next generation.
State 1 is white, State 2 is [192,192,192], and State 3 is red.
done

Code: Select all

@RULE hotcrystal0_24_03_01

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
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
var b={2,3}
0, 3,a2,a3,a4,a5,a6,a7,a8, 2
0, a1,a2,a3,a4,a5,a6,a7,3, 2
0,0,1,0,1,0,0,0,1,1 #c
0,1,0,1,0,0,0,1,0,1 #e
0,1,0,0,1,0,0,1,0,1 #k
0,1,0,0,0,0,0,1,1,1 #a
0,0,0,0,0,0,1,1,1,1 #i
0,0,1,0,0,0,0,1,1,1 #n
0,0,1,0,0,1,0,0,1,1 #y
0,0,0,0,1,0,0,1,1,1 #q
0,0,1,1,0,1,0,0,0,1 #j
0,1,1,0,0,1,0,0,0,1 #r
1,0,1,0,1,0,0,0,1,1 #c
1,1,0,1,0,0,0,1,0,1 #e
1,1,0,0,1,0,0,1,0,1 #k
1,1,0,0,0,0,0,1,1,1 #a
1,0,0,0,0,0,1,1,1,1 #i
1,0,1,0,0,0,0,1,1,1 #n
1,0,1,0,0,1,0,0,1,1 #y
1,0,0,0,1,0,0,1,1,1 #q
1,0,1,1,0,1,0,0,0,1 #j
1,1,1,0,0,1,0,0,0,1 #r
1,0,1,0,0,0,0,0,1,1 #c
1,1,0,0,0,0,0,1,0,1 #e
1,1,0,0,1,0,0,0,0,1 #k
1,1,0,0,0,0,0,0,1,1 #a
1,1,0,0,0,1,0,0,0,1 #i
1,0,0,0,1,0,0,0,1,1 #n
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
2,0,2,0,2,0,2,0,2,2 #c
2,2,0,2,0,2,0,2,0,2 #e
2,2,2,0,2,0,0,2,0,2 #k
2,0,0,0,0,2,2,2,2,2 #a
2,0,2,2,0,0,0,2,2,2 #i
2,0,0,0,2,0,2,2,2,2 #n
2,0,2,0,0,2,2,0,2,2 #y
2,2,0,0,2,0,0,2,2,2 #q
2,0,2,2,0,2,0,2,0,2 #j
2,2,2,2,0,2,0,0,0,2 #r
2,2,2,0,0,2,0,0,2,2 #t
2,0,0,0,2,2,0,2,2,2 #w
2,2,0,0,2,2,0,0,2,2 #z
2,2,0,2,0,2,2,2,0,2 #c
2,0,2,0,2,2,2,0,2,2 #e
2,0,2,2,0,2,2,0,2,2 #k
2,0,2,2,2,2,2,0,0,2 #a
2,2,2,2,2,2,0,0,0,2 #i
2,2,0,2,2,2,2,0,0,2 #n
2,2,0,2,2,0,2,2,0,2 #y
2,2,2,2,0,2,2,0,0,2 #q
2,2,0,0,2,0,2,2,2,2 #j
2,0,0,2,2,0,2,2,2,2 #r
0,0,2,0,0,0,0,0,2,2 #c
0,2,0,0,0,0,0,2,0,2 #e
0,2,0,0,2,0,0,0,0,2 #k
0,2,0,0,0,2,0,0,0,2 #i
0,0,0,0,2,0,0,0,2,2 #n
0,2,0,0,0,0,0,2,2,2 #a
0,0,0,0,0,0,2,2,2,2 #i
0,0,2,0,2,0,2,0,2,2 #c
0,2,0,2,0,2,0,2,0,2 #e
0,2,2,0,2,0,0,2,0,2 #k
0,0,0,0,0,2,2,2,2,2 #a
0,0,2,2,0,0,0,2,2,2 #i
0,0,0,0,2,0,2,2,2,2 #n
0,0,2,0,0,2,2,0,2,2 #y
0,2,0,0,2,0,0,2,2,2 #q
0,0,2,2,0,2,0,2,0,2 #j
0,2,2,2,0,2,0,0,0,2 #r
0,2,2,0,0,2,0,0,2,2 #t
0,0,0,0,2,2,0,2,2,2 #w
0,2,0,0,2,2,0,0,2,2 #z
1,0,2,0,2,0,2,0,2,3 #c
1,2,0,2,0,2,0,2,0,3 #e
1,2,2,0,2,0,0,2,0,3 #k
1,0,0,0,0,2,2,2,2,3 #a
1,0,2,2,0,0,0,2,2,3 #i
1,0,0,0,2,0,2,2,2,3 #n
1,0,2,0,0,2,2,0,2,3 #y
1,2,0,0,2,0,0,2,2,3 #q
1,0,2,2,0,2,0,2,0,3 #j
1,2,2,2,0,2,0,0,0,3 #r
1,2,2,0,0,2,0,0,2,3 #t
1,0,0,0,2,2,0,2,2,3 #w
1,2,0,0,2,2,0,0,2,3 #z
b, a1,a2,a3,a4,a5,a6,a7,a8, 0
@COLORS
0 0 0 0
1 255 255 255
2 192 192 192
3 255 0 0
(warning: this user many mispronounce words/grammar. do not correct. DO NOT CORRECT.)
hello. i run oca critic. if it werent for me, the cgol community wouldnt know about goose goose revolution.

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hotcrystal0
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Location: United States

Re: Rule request thread

Post by hotcrystal0 » March 14th, 2024, 5:39 pm

tommyaweosme wrote:
March 9th, 2024, 12:59 pm
breaker's glider gun wrote:
March 1st, 2024, 9:23 pm
I don't like making INT rules...
Someone, please, request a totalistic rule! I like making those!
i want life but if it is surrounded by 4 neighbors it turns into pedestrian life and if pedestrian life is surrounded by 4 neighbors it turns into highlife and if highlife is surrounded by 4 neighbors it turns back into life (i can make that but i just want to see you do it because you wanted to make a totalistic rule)
hotcrystal0 wrote:
March 1st, 2024, 9:08 pm
Here’s a new one:
State 1 follows Life, but instead of dying, cells become state 2. State 2 follows B2-a3ai4/S45, but treats State 1 like StateInvestigator state 18(off for births but on for deaths). When State 1 has exactly four State 2 neighbors, it becomes state 3, which causes all dead cells around it to turn into state 2, while itself dies the next generation.
State 1 is white, State 2 is [192,192,192], and State 3 is red.
done

Code: Select all

@RULE hotcrystal0_24_03_01

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
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
var b={2,3}
0, 3,a2,a3,a4,a5,a6,a7,a8, 2
0, a1,a2,a3,a4,a5,a6,a7,3, 2
0,0,1,0,1,0,0,0,1,1 #c
0,1,0,1,0,0,0,1,0,1 #e
0,1,0,0,1,0,0,1,0,1 #k
0,1,0,0,0,0,0,1,1,1 #a
0,0,0,0,0,0,1,1,1,1 #i
0,0,1,0,0,0,0,1,1,1 #n
0,0,1,0,0,1,0,0,1,1 #y
0,0,0,0,1,0,0,1,1,1 #q
0,0,1,1,0,1,0,0,0,1 #j
0,1,1,0,0,1,0,0,0,1 #r
1,0,1,0,1,0,0,0,1,1 #c
1,1,0,1,0,0,0,1,0,1 #e
1,1,0,0,1,0,0,1,0,1 #k
1,1,0,0,0,0,0,1,1,1 #a
1,0,0,0,0,0,1,1,1,1 #i
1,0,1,0,0,0,0,1,1,1 #n
1,0,1,0,0,1,0,0,1,1 #y
1,0,0,0,1,0,0,1,1,1 #q
1,0,1,1,0,1,0,0,0,1 #j
1,1,1,0,0,1,0,0,0,1 #r
1,0,1,0,0,0,0,0,1,1 #c
1,1,0,0,0,0,0,1,0,1 #e
1,1,0,0,1,0,0,0,0,1 #k
1,1,0,0,0,0,0,0,1,1 #a
1,1,0,0,0,1,0,0,0,1 #i
1,0,0,0,1,0,0,0,1,1 #n
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
2,0,2,0,2,0,2,0,2,2 #c
2,2,0,2,0,2,0,2,0,2 #e
2,2,2,0,2,0,0,2,0,2 #k
2,0,0,0,0,2,2,2,2,2 #a
2,0,2,2,0,0,0,2,2,2 #i
2,0,0,0,2,0,2,2,2,2 #n
2,0,2,0,0,2,2,0,2,2 #y
2,2,0,0,2,0,0,2,2,2 #q
2,0,2,2,0,2,0,2,0,2 #j
2,2,2,2,0,2,0,0,0,2 #r
2,2,2,0,0,2,0,0,2,2 #t
2,0,0,0,2,2,0,2,2,2 #w
2,2,0,0,2,2,0,0,2,2 #z
2,2,0,2,0,2,2,2,0,2 #c
2,0,2,0,2,2,2,0,2,2 #e
2,0,2,2,0,2,2,0,2,2 #k
2,0,2,2,2,2,2,0,0,2 #a
2,2,2,2,2,2,0,0,0,2 #i
2,2,0,2,2,2,2,0,0,2 #n
2,2,0,2,2,0,2,2,0,2 #y
2,2,2,2,0,2,2,0,0,2 #q
2,2,0,0,2,0,2,2,2,2 #j
2,0,0,2,2,0,2,2,2,2 #r
0,0,2,0,0,0,0,0,2,2 #c
0,2,0,0,0,0,0,2,0,2 #e
0,2,0,0,2,0,0,0,0,2 #k
0,2,0,0,0,2,0,0,0,2 #i
0,0,0,0,2,0,0,0,2,2 #n
0,2,0,0,0,0,0,2,2,2 #a
0,0,0,0,0,0,2,2,2,2 #i
0,0,2,0,2,0,2,0,2,2 #c
0,2,0,2,0,2,0,2,0,2 #e
0,2,2,0,2,0,0,2,0,2 #k
0,0,0,0,0,2,2,2,2,2 #a
0,0,2,2,0,0,0,2,2,2 #i
0,0,0,0,2,0,2,2,2,2 #n
0,0,2,0,0,2,2,0,2,2 #y
0,2,0,0,2,0,0,2,2,2 #q
0,0,2,2,0,2,0,2,0,2 #j
0,2,2,2,0,2,0,0,0,2 #r
0,2,2,0,0,2,0,0,2,2 #t
0,0,0,0,2,2,0,2,2,2 #w
0,2,0,0,2,2,0,0,2,2 #z
1,0,2,0,2,0,2,0,2,3 #c
1,2,0,2,0,2,0,2,0,3 #e
1,2,2,0,2,0,0,2,0,3 #k
1,0,0,0,0,2,2,2,2,3 #a
1,0,2,2,0,0,0,2,2,3 #i
1,0,0,0,2,0,2,2,2,3 #n
1,0,2,0,0,2,2,0,2,3 #y
1,2,0,0,2,0,0,2,2,3 #q
1,0,2,2,0,2,0,2,0,3 #j
1,2,2,2,0,2,0,0,0,3 #r
1,2,2,0,0,2,0,0,2,3 #t
1,0,0,0,2,2,0,2,2,3 #w
1,2,0,0,2,2,0,0,2,3 #z
b, a1,a2,a3,a4,a5,a6,a7,a8, 0
@COLORS
0 0 0 0
1 255 255 255
2 192 192 192
3 255 0 0
test test test

Code: Select all

x = NaN, y = inf, rule = hotcrystal0_24_03_01
obo$bob$obo!

@RULE hotcrystal0_24_03_01

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
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
var b={2,3}
0, 3,a2,a3,a4,a5,a6,a7,a8, 2
0, a1,a2,a3,a4,a5,a6,a7,3, 2
0,0,1,0,1,0,0,0,1,1 #c
0,1,0,1,0,0,0,1,0,1 #e
0,1,0,0,1,0,0,1,0,1 #k
0,1,0,0,0,0,0,1,1,1 #a
0,0,0,0,0,0,1,1,1,1 #i
0,0,1,0,0,0,0,1,1,1 #n
0,0,1,0,0,1,0,0,1,1 #y
0,0,0,0,1,0,0,1,1,1 #q
0,0,1,1,0,1,0,0,0,1 #j
0,1,1,0,0,1,0,0,0,1 #r
1,0,1,0,1,0,0,0,1,1 #c
1,1,0,1,0,0,0,1,0,1 #e
1,1,0,0,1,0,0,1,0,1 #k
1,1,0,0,0,0,0,1,1,1 #a
1,0,0,0,0,0,1,1,1,1 #i
1,0,1,0,0,0,0,1,1,1 #n
1,0,1,0,0,1,0,0,1,1 #y
1,0,0,0,1,0,0,1,1,1 #q
1,0,1,1,0,1,0,0,0,1 #j
1,1,1,0,0,1,0,0,0,1 #r
1,0,1,0,0,0,0,0,1,1 #c
1,1,0,0,0,0,0,1,0,1 #e
1,1,0,0,1,0,0,0,0,1 #k
1,1,0,0,0,0,0,0,1,1 #a
1,1,0,0,0,1,0,0,0,1 #i
1,0,0,0,1,0,0,0,1,1 #n
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
2,0,2,0,2,0,2,0,2,2 #c
2,2,0,2,0,2,0,2,0,2 #e
2,2,2,0,2,0,0,2,0,2 #k
2,0,0,0,0,2,2,2,2,2 #a
2,0,2,2,0,0,0,2,2,2 #i
2,0,0,0,2,0,2,2,2,2 #n
2,0,2,0,0,2,2,0,2,2 #y
2,2,0,0,2,0,0,2,2,2 #q
2,0,2,2,0,2,0,2,0,2 #j
2,2,2,2,0,2,0,0,0,2 #r
2,2,2,0,0,2,0,0,2,2 #t
2,0,0,0,2,2,0,2,2,2 #w
2,2,0,0,2,2,0,0,2,2 #z
2,2,0,2,0,2,2,2,0,2 #c
2,0,2,0,2,2,2,0,2,2 #e
2,0,2,2,0,2,2,0,2,2 #k
2,0,2,2,2,2,2,0,0,2 #a
2,2,2,2,2,2,0,0,0,2 #i
2,2,0,2,2,2,2,0,0,2 #n
2,2,0,2,2,0,2,2,0,2 #y
2,2,2,2,0,2,2,0,0,2 #q
2,2,0,0,2,0,2,2,2,2 #j
2,0,0,2,2,0,2,2,2,2 #r
0,0,2,0,0,0,0,0,2,2 #c
0,2,0,0,0,0,0,2,0,2 #e
0,2,0,0,2,0,0,0,0,2 #k
0,2,0,0,0,2,0,0,0,2 #i
0,0,0,0,2,0,0,0,2,2 #n
0,2,0,0,0,0,0,2,2,2 #a
0,0,0,0,0,0,2,2,2,2 #i
0,0,2,0,2,0,2,0,2,2 #c
0,2,0,2,0,2,0,2,0,2 #e
0,2,2,0,2,0,0,2,0,2 #k
0,0,0,0,0,2,2,2,2,2 #a
0,0,2,2,0,0,0,2,2,2 #i
0,0,0,0,2,0,2,2,2,2 #n
0,0,2,0,0,2,2,0,2,2 #y
0,2,0,0,2,0,0,2,2,2 #q
0,0,2,2,0,2,0,2,0,2 #j
0,2,2,2,0,2,0,0,0,2 #r
0,2,2,0,0,2,0,0,2,2 #t
0,0,0,0,2,2,0,2,2,2 #w
0,2,0,0,2,2,0,0,2,2 #z
1,0,2,0,2,0,2,0,2,3 #c
1,2,0,2,0,2,0,2,0,3 #e
1,2,2,0,2,0,0,2,0,3 #k
1,0,0,0,0,2,2,2,2,3 #a
1,0,2,2,0,0,0,2,2,3 #i
1,0,0,0,2,0,2,2,2,3 #n
1,0,2,0,0,2,2,0,2,3 #y
1,2,0,0,2,0,0,2,2,3 #q
1,0,2,2,0,2,0,2,0,3 #j
1,2,2,2,0,2,0,0,0,3 #r
1,2,2,0,0,2,0,0,2,3 #t
1,0,0,0,2,2,0,2,2,3 #w
1,2,0,0,2,2,0,0,2,3 #z
b, a1,a2,a3,a4,a5,a6,a7,a8, 0
@COLORS
0 0 0 0
1 255 255 255
2 192 192 192
3 255 0 0
The rule doesn’t work.

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: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Rule request thread

Post by b-engine » March 14th, 2024, 6:05 pm

I wrote: The rule uses vN neighborhood.
State 1 cell dies when it has at least state 2 cell in it's neighborhood.
State 2 cell turns into state 1 if there's any one around it.
A dead cell turns into state 2 if there's at least a state 1 and a state 2 cell around it.
Any other cells never change.
I didn't expect this:

Code: Select all

x = 9, y = 9, rule = Bliptile2
3B.A4B$B7.B$B7.B$B7.B$B7.B$B7.B$B7.B$B7.B$9B!
@RULE Bliptile2
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a1
0,1,2,a1,a2,2
1,2,a1,a2,a3,0
2,1,a1,a2,a3,1
EDIT after my birthday:
This should be a wire rule instead of a forestfire simulator:

Code: Select all

x = 260, y = 112, rule = Bliptile2
B.2B2.2B.B.B8.B5.B3.B.B2.B7.B.B2.2B3.B.B2.B.2B2.B.B2.B10.B.B4.B2.2B.B
2.B4.B2.B.B3.B2.B.B.B2.4B3.B3.B.B3.B3.3B.B5.2B.B2.B.B2.B3.B2.2B5.2B2.
B3.B2.B2.2B3.B.B.2B2.4B3.2B4.B3.B4.B3.2B3.2B3.B.2B.B.B.B.B4.B.B$.B5.B
.B3.B3.B5.B.B2.B4.B.B2.2B6.B2.B.2B2.2B5.B4.B.B2.B3.3B2.B10.2B4.B.B7.B
2.3B4.B.B7.B4.B2.B7.2B.B.B6.B.B.B.2B2.2B2.B.B7.2B.3B3.B.B2.B3.B6.B4.B
2.B2.B2.B7.3B2.B3.B.2B.B3.2B.B3.B2.B$6.B4.4B.2B.2B4.B2.B2.2B.B.B.B2.B
4.B.B5.B.B4.B.B.B.B.6B6.B6.B.B.2B.B4.B2.B2.3B.B3.B2.B5.2B3.B.B.B.7B.2B
5.2B12.B.2B3.B2.3B.2B3.2B.2B2.B.2B.B7.B2.B.3B.B.B7.B3.B15.3B8.2B$B.2B
.B5.B3.B3.2B2.2B3.2B5.B4.B.4B2.2B3.2B6.B3.B.B4.2B.6B2.3B3.2B8.2B3.2B5.
2B4.2B2.B.2B2.B2.2B3.B7.2B5.B3.B2.B7.4B2.B.B2.3B.2B5.B2.2B2.B4.2B.5B.
B.B2.B.2B2.3B9.B.B3.B3.B5.B2.B2.2B4.B$3.B.B2.B5.2B3.B3.B6.B3.B2.2B.B4.
B.B3.3B2.2B.B.B8.B.B3.B2.B.B8.B.B3.B2.B3.B.3B7.2B4.B.B2.2B2.B.B.B5.B2.
4B2.B2.B.B2.B5.2B5.3B4.B.B16.B3.2B.B2.B6.3B4.B.2B2.B.B.B4.B.B.B.B.B4.
B$6.B.2B.B2.4B3.B.2B5.3B2.B2.B5.B.B6.2B5.B.B3.B.B3.B2.B.B2.B.3B4.B.B2.
3B2.3B6.B5.2B2.B.B2.B5.3B3.2B.2B10.B.2B5.B.4B.2B2.B5.B.B.B.B11.3B3.3B
3.B.B2.B.B4.B3.B3.B3.B2.B.B.2B2.B2.B.4B4.B2.B$2B8.B2.B6.B.B.B3.2B4.2B
10.B.B2.2B2.B2.2B.B.B.B2.B.B3.B4.B11.B7.B.2B6.3B.2B3.4B4.2B.B.B.2B.B7.
B6.B5.4B.B.B.2B5.2B2.2B.B3.B3.2B.4B.2B4.B3.B.B2.4B2.2B2.2B6.B.B5.B.B.
B.B4.B5.B2.B$2.B4.B3.B.4B2.B.B5.B2.B4.B.B.B3.B.2B.B3.B5.B3.B8.2B.B4.2B
2.3B2.B6.3B5.B2.B5.2B3.B.B13.B7.3B3.B.2B7.B4.3B6.4B.2B2.B6.B3.B.B2.3B
2.B4.B2.2B4.4B3.B2.B2.2B5.B4.B.B3.B3.2B4.B$B2.2B.B.B2.B11.2B.2B2.2B7.
B.3B2.B6.B.B3.B.B2.B5.B3.3B4.B4.B.2B4.2B.2B7.3B5.B.B6.2B6.B3.B.2B2.2B
2.B11.B.2B2.B2.B.B8.2B3.2B.B3.B4.2B2.B.B2.B4.2B.B4.B.B5.B.3B.B2.B.2B6.
3B3.B.B4.B$2.5B.2B.2B2.B.B7.5B7.2B.B3.3B2.B2.B.3B.B2.2B2.2B5.B3.3B.B2.
B3.3B.B4.B.B11.B4.4B.B4.4B.B3.B4.B.2B3.B.2B2.B2.B.B4.2B2.B.B.B3.B10.B
.6B2.B3.B3.2B.B.2B2.B2.2B4.B2.B.B7.B2.2B2.4B3.B.B.4B.2B$B2.B3.B2.2B.B
.B.B.B7.B2.B2.B4.2B.2B11.B3.2B3.2B2.2B2.B.B.B6.B2.2B.B2.2B6.B5.2B.B.B
9.B6.B2.B5.2B.2B.3B.B.B3.B.B.3B6.5B.B3.B.B.B2.3B5.4B4.B4.2B.B2.B2.B5.
B2.B3.B.B.2B4.B11.B.B2.B.B3.B$8.B5.B.3B.B8.B5.B.B.B3.B.2B2.2B4.B.3B4.
B.2B6.2B11.2B.B6.B3.B.B2.B.B4.B3.B3.B2.B7.B3.2B2.B.3B4.B3.3B.B7.4B2.B
.B4.B8.B.B5.B9.3B9.B.3B4.B2.B.B2.2B5.B2.B6.B.B3.3B$5.B2.2B.5B4.B.2B.B
4.3B.2B.B5.B3.2B.2B.3B3.B.B5.2B3.2B2.B4.2B17.B6.B5.B.B5.B2.B2.B.2B13.
2B4.3B2.B.3B.B3.B.B.4B2.2B3.B2.B4.B.2B4.B2.B.3B.B.B.B7.B2.2B.B2.B6.B.
2B3.2B.B2.B.B4.B.B3.B$B4.3B2.B3.3B.2B3.B3.B.B2.B.B3.B4.B6.B2.B.B8.B5.
B.2B2.B5.B.B.2B10.B.2B.B3.2B2.B3.B.2B.2B4.B14.2B4.2B.B3.2B.3B.B6.B.B6.
B2.B.2B4.B.2B.B4.B2.3B2.3B.B5.2B.B.2B2.B9.2B2.2B.B3.2B.2B7.B$B3.2B6.2B
.B6.B.B2.B.2B.B2.2B.B.5B5.B.B3.B3.B.B2.B4.3B.B.B2.2B5.2B3.2B12.2B.B3.
B.B.4B2.B2.2B12.2B6.2B.B2.B4.B7.B.B3.3B3.3B5.2B3.B.B5.2B9.2B7.B.3B.B3.
B3.B3.B4.B2.2B.B5.B2.3B$2.B3.B8.3B15.B3.B5.B6.B.2B.B2.B.2B4.B2.B3.B.2B
3.2B6.3B2.B6.3B.B4.2B.B2.B2.2B3.3B4.6B.2B2.B.2B3.B2.B2.B5.B.B.B3.B4.2B
.B3.2B3.5B4.B.2B.3B.B.B2.2B.B.B2.B.2B6.2B2.B2.B3.3B3.B.B2.B2.B2.B2.3B
$B4.2B5.B.B.2B3.B.B2.B5.B5.B4.B2.B13.2B4.B.B5.3B2.B2.2B6.2B3.2B.B2.B5.
B2.B.B3.B.3B.B.B.B.B4.B4.B3.B.B3.B2.B.2B.B.3B8.2B3.2B.3B2.2B2.3B2.3B8.
B.B.B3.B9.B.B.B.B2.B.B.B4.2B3.B7.B2.B.B$.B2.3B2.B2.B7.2B.B.B3.B2.B.3B
.3B2.2B2.3B4.B.3B.2B5.B.B.3B.2B7.B2.2B4.B15.B2.B5.2B.B3.B5.B2.2B2.B4.
2B4.B3.B.B4.2B.3B2.B6.B3.B.2B.B.B4.B7.B.B.B2.2B6.2B2.B.2B4.2B.B4.4B.2B
3.B7.B.3B.B$4.B.3B.B3.B2.2B4.B5.B2.B4.3B.B6.2B.2B.B7.2B2.B10.2B2.2B8.
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3.3B2.B3.4B2.B.B5.4B.2B2.B.B2.B2.B.2B2.B.B.4B.3B5.2B5.B7.B.2B5.3B8.B2.
B.B7.B$3.2B3.B.B4.2B.B.2B4.2B11.B4.2B7.B2.B2.B11.B5.B3.B4.B3.3B6.B3.B
2.3B.2B5.B5.B3.B2.B.B4.B3.B.2B4.2B.B11.3B.2B2.2B3.B4.3B.3B.2B.B.B.3B4.
B2.B4.B.B2.2B4.B2.B2.3B2.B.B.B5.3B8.B2.B$B7.B.B.B2.3B3.B.2B3.B2.2B5.B
9.B3.2B2.B2.3B6.B2.B2.B4.B3.3B.3B4.B.B5.B4.B2.B8.B2.B2.B.B3.2B5.B2.B3.
2B.B.B.B5.2B2.B3.3B4.B3.B.2B.3B3.B4.B.2B.B2.3B2.2B.2B3.B4.B4.B.3B.B.B
6.B2.B2.B5.B5.B$2.B3.B.B4.B.B2.B8.B3.4B5.B5.B2.4B.2B3.B.2B.B.B2.B5.2B
3.B8.2B6.B2.B7.B3.7B.B6.B.2B.B.B6.2B4.B7.3B.2B.2B4.2B2.B2.3B5.2B2.B3.
B7.2B.B3.B.B.5B.B6.B2.2B.B.2B5.B5.3B.3B4.B.3B$B.B.B.B.2B!
@RULE Bliptile2
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:rotate4reflect
var a1 = {0,1,2}
var a2 = a1
var a3 = a1
0,1,a1,2,a2,2
1,2,a1,a2,a3,0
2,1,a1,a2,a3,1
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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1000th post: 8 March 2024
10000th post:

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Do not capitalize my username. Also you can edit quotes cause I don't like very long quotes.

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breaker's glider gun
Posts: 673
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 22nd, 2024, 3:09 pm

6-state rule
states 0&1: regular day&night
states 2&3: day&night, but treats 4&5 as inverted
states 4&5: day&night, but treats 2&3 as inverted

so 2, 3, 4, and 5 are parts of "gates" that, for example, can let a negative spaceship escape*!

*turn into a positive spaceship
:?: :?: . . . :!:
Give me a suggestion of something to draw here!

Haycat2009
Posts: 783
Joined: April 26th, 2023, 5:47 am
Location: Bahar Junction, Zumaland

Re: Rule request thread

Post by Haycat2009 » March 24th, 2024, 7:22 am

A rule identical to Life, but cells are differently coloured based on what birth condition they were born by, and a variant where the colouration depends on the survival condition used.

Also, one colour for every birth/survival transition please.
Last edited by Haycat2009 on March 24th, 2024, 8:17 am, edited 1 time in total.
~ Haycat Durnak, a hard-working editor
Also, support Conway and Friends story mode!
I mean no harm to those who have tested me. But do not take this for granted.

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b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Rule request thread

Post by b-engine » March 24th, 2024, 7:35 am

Haycat2009 wrote:
March 24th, 2024, 7:22 am
A rule identical to Life, but cells are differently coloured based on what birth condition they were born by, and a variant where the colouration depends on the survival condition used.
I've learned how to make multistate rules by reading the tutorial.

Code: Select all

x = 5, y = 4, rule = ImmigrationSurvival
.4A$A3.B$4.B$3.A!
@RULE ImmigrationSurvival
@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 c = {0,1}
var d = {1,2}
var d1 = d
var d2 = d
0,1,1,d,0,0,0,0,0,1
0,2,2,d,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
2,1,1,2,0,0,0,0,0,1
a1,d,d1,a,0,0,0,0,0,a1
a1,a2,a3,a4,a5,a6,a7,a8,a,0
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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100th post: 18 November 2023
1000th post: 8 March 2024
10000th post:

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Do not capitalize my username. Also you can edit quotes cause I don't like very long quotes.

Haycat2009
Posts: 783
Joined: April 26th, 2023, 5:47 am
Location: Bahar Junction, Zumaland

Re: Rule request thread

Post by Haycat2009 » March 24th, 2024, 8:17 am

b-engine wrote:
March 24th, 2024, 7:35 am
Haycat2009 wrote:
March 24th, 2024, 7:22 am
A rule identical to Life, but cells are differently coloured based on what birth condition they were born by, and a variant where the colouration depends on the survival condition used.
I've learned how to make multistate rules by reading the tutorial.

Code: Select all

x = 5, y = 4, rule = ImmigrationSurvival
.4A$A3.B$4.B$3.A!
@RULE ImmigrationSurvival
@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 c = {0,1}
var d = {1,2}
var d1 = d
var d2 = d
0,1,1,d,0,0,0,0,0,1
0,2,2,d,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
2,1,1,2,0,0,0,0,0,1
a1,d,d1,a,0,0,0,0,0,a1
a1,a2,a3,a4,a5,a6,a7,a8,a,0
one colour for every birth/survival transition please, thanks!
~ Haycat Durnak, a hard-working editor
Also, support Conway and Friends story mode!
I mean no harm to those who have tested me. But do not take this for granted.

CasperWen8805181
Posts: 157
Joined: November 5th, 2023, 10:57 pm

Re: Rule request thread

Post by CasperWen8805181 » April 4th, 2024, 3:12 pm

So basically, two life rules where they don't interact (colors Blue and Orange), for example, a blue square next to an orange blinker, the blinker overrides the blue square like shown below:

Code: Select all

x = 20, y = 5, rule = extendedlifefancy
11.E$.2E8.2E5.2E$.2E3.8E4.CE$3C8.2E5.C$11.E6.C!
The above pattern should work either if Orange is the gray above or if Blue is the gray above.
Now, the special thing about this rule, is that if a dead cell has exactly three blue and three orange cells, then it will turn to a parasite cell.

Code: Select all

x = 44, y = 5, rule = extendedlifefancy
11.E5.E8.E14.E$3E8.2E4.E8.2E4.F8.2E$6.8E3.F3.8E7.8E$3C8.2E4.C8.2E4.F8.
2E$11.E5.C8.E14.E!
A parasite cell emulates B678/S678, and all cells next to a parasite cell (White) will turn into a parasite cell.
Last edited by CasperWen8805181 on April 4th, 2024, 3:54 pm, edited 2 times in total.
My Rules: Hash2F

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confocaloid
Posts: 3062
Joined: February 8th, 2022, 3:15 pm

Re: Rule request thread

Post by confocaloid » April 4th, 2024, 3:41 pm

CasperWen8805181 wrote:
April 4th, 2024, 3:12 pm
[...]
A parasite cell emulates B678/S678, and all cells next to a parasite cell (White) will turn into a parasite cell.
I don't think I understand this part. Wouldn't the second part ("all cells next...") mean that parasite cells emulate instead some CA rule with B1 living condition, resulting in a lightspeed explosion of parasite cells as soon as there's at least one?

(Also, it seems like you accidentally posted the same pattern twice.)

CasperWen8805181
Posts: 157
Joined: November 5th, 2023, 10:57 pm

Re: Rule request thread

Post by CasperWen8805181 » April 4th, 2024, 3:52 pm

confocaloid wrote:
April 4th, 2024, 3:41 pm
CasperWen8805181 wrote:
April 4th, 2024, 3:12 pm
[...]
A parasite cell emulates B678/S678, and all cells next to a parasite cell (White) will turn into a parasite cell.
I don't think I understand this part. Wouldn't the second part ("all cells next...") mean that parasite cells emulate instead some CA rule with B1 living condition, resulting in a lightspeed explosion of parasite cells as soon as there's at least one?

(Also, it seems like you accidentally posted the same pattern twice.)
Yeah, sorry. when I meant all cells next to it I meant all on cells (state 0 not included), so it infects all live cells, but won't turn into an explosive nonsense. I had to do something, so I couldn't paste the pattern I wanted onto the second pattern, and I got it wrong whilst in a hurry.
My Rules: Hash2F

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