PiSpaceships' Rules
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
PiSpaceships' Rules
Generations and similar CA
1c2ce4i7e/2aei3i/3 (Avalanche) is an explosive rule in which when structures collide it looks like a crushing stone.
345678/2a3i/3 (Wickplicator) is a rule with very common replicator and indestructible wicks that reduce its explosivity.
Brian's Factory is not strictly a Generations rule, but it's like less explosive Brian's Brain.
Logical CA
OldLaserNOR experiments with extending wicks as signals.
PhotonBuilder is a photon rule aiming for universal construction.
Hybrid CA
LifeSeedsBoard is a rule that allows to emulate Life in one place and Seeds in another.
TGeometry is a photonic hybrid CA of two B2ce3ei/S1e2ac.
LifePlus1e Is Life with additional B1e/S state.
ShipExp is my first experiment with spaceship speeds.
Miscellaneous CA
StopPiBox is a Stopbox variant which has both standard and pi-heptomino-shaped boxes.
Photonics is my experiment with various photonics, including spaceship, puffer, rake, wickstretcher and an eldrich uncategorizable thing.
Edit: Reorganized the rules and removed the non-interesting ones.
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
x = 8, y = 3, rule = StopPiBox
BAB2.BAB$3B2.B.B$3B2.B.B!
@RULE StopPiBox
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
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
0,2,2,0,2,2,a,0,a,2
0,1,2,2,2,0,2,2,2,0
0,2,2,1,2,2,a,0,a1,1
2,1,2,2,2,1,0,0,0,1
a,2,1,0,0,0,a1,a2,a3,2
2,1,a1,a2,a3,a4,a5,a6,a7,2
2,a,1,a3,a4,a5,a6,a7,a8,2
1,0,2,2,2,0,2,2,2,0 #2>0
1,2,2,2,2,2,a,0,0,1
1,2,2,2,2,2,2,2,2,1
1,0,2,2,2,2,2,2,2,2
0,1,0,0,0,0,0,0,0,2
0,0,1,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,1
0,0,2,0,0,2,2,0,0,1
0,2,0,2,0,0,2,0,0,1
1,2,2,0,2,2,a,0,a,1
0,1,2,2,2,a,2,2,2,2
0,2,1,0,1,2,0,0,0,2
0,1,2,2,a,0,0,0,a1,1
1,1,2,2,2,1,2,2,2,1
a,2,2,0,1,2,0,0,0,1
1,2,0,2,0,2,0,2,0,1
0,2,2,1,2,0,2,0,0,1
0,2,1,0,1,2,1,0,0,1
a,a1,a2,a3,a4,a5,a6,a7,a8,0
@COLORS
1 255 0 0
2 0 255 255
@NAMES
1 Core
2 SteathCode: Select all
x = 21, y = 16, rule = StopPiBox
17.B.B$17.BAB$14.BA2B.B$14.3B.B$14.3B$16.AB.B$17.BAB$17.3B4$5.3B$5.BA
B$.3B.3B$.BAB.AB$.3BA2B!Code: Select all
x = 13, y = 51, rule = StopPiBox
$6.BAB$6.3B$6.3B$8.AB.B$9.BAB$9.3B7$7.3B$7.3B$7.BAB2$4.B.B$4.BAB$4.3B
$5.2B.B$5.A2.A$5.B.3B$5.B.BA3B$5.A3.2A$3.5B.3B$4.AB3.BA$3.3B.5B$9.A$
5.BAB.B$3.BA3B$.BAB.B$.B.3B$.B.B3.3B$7.B.B$3.5B.B$2.ABABABAB$.BA2.B.B
$.BAB$.3B3$5.3B$3.BABAB$3.B.3B2$3.BAB$.5B$.3B.B$.BABAB!
Code: Select all
x=0, y=0, rule=StopPiBox
! #C [[ RANDOMIZE ]]Re: PiSpaceships' Rules
Code: Select all
x = 32, y = 32, rule = B3-ky4ct5i/S2-k3-i4awz
obo2b4obo6b2ob2obob3ob3o$3bo2bob2ob2ob2ob2ob2obo2bo3b2o$10bobo2b3o2b3o
2b2o3b2o$3obo2bo3bobobobobobob3obob3o$ob2obo3bobo2bo2b2ob3ob2obobobo$o
2bo5b2o4b2o2b4o2b6o$o2bo2b2o5bob4o2bobo2bo3bo$4b3o2bo2bobobobo4bo2bob
2obo$3ob2ob5ob3ob2o4bob3obobo$obob2o2b2obo2bobo2b2ob4ob2ob2o$bob3ob3o
4bo2b2obob2o2b4obo$obob5ob2ob2ob2o3bo3bob3obo$b6o4bo4b2obob3o3bo2bo$2b
o4b4o2bo2b2o3b3obob3obo$3obobo2b2o4bob4o6b2obo$2o2b2o2b2obo8b2o4b2ob3o
$4b4o2bob3ob8o3bobobo$4o2bobo2bo3bo2b4o2bobo2bobo$3o2b2o2bo2bo4bo3bobo
2b2o3bo$obobo3b3obo2b2o4b4obo4bo$3bob2obobobo2b3o2bob3o2b2obo$ob2o2b2o
6bobo2bo4bo6bo$5obo2b7o2b3obob8o$o2bo2bob2obo2b3o3b2o4bo3bo$b2o2b5o3bo
bo2b3ob2o3bo$3b4o4bob4obob2ob3obob3o$2ob2o2bob2o3b2obob2obo5bobo$b4ob
4o2b2obo3b4obo2bob3o$o4bobob2o2b3obo4b3obo2bobo$2obo2b5o3bob3o4b2ob4ob
o$4o2bob6ob2o2b4o3bo$o3bo2bobob8ob2o3b2o2bo!
Re: PiSpaceships' Rules
So it's mine, not yours. EDIT: though it's completely failed for me. I think your version is better.PiSpaceships wrote: February 24th, 2025, 4:37 am LaserNOR is more successful remake made by islptng.
It has been discovered a long time ago. And, Determination(by Haycat2009, B2a3i/S12) is 1 transition from that but far more interesting.
Asperger, ISTP, using a Dvorak keyboard.
I love my new school life.
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
I mentioned that you made it. I will remove it from my list.islptng wrote: February 24th, 2025, 7:48 pmSo it's mine, not yours. EDIT: though it's completely failed for me. I think your version is better.PiSpaceships wrote: February 24th, 2025, 4:37 am LaserNOR is more successful remake made by islptng.
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
A spaceship ("glider"), replicator and puffer:
Code: Select all
x = 37, y = 37, rule = B2ce/S1
17bo2bobo2bobo2bo$18b2o3b2o3b2o$17bo2bobo2bobo2bo2$30bobo$30bobo$29bo
3bo2$31bo$31bo2$29bo3bo$30bobo$30bobo$34bo$34bobo16$11bo$10bo$11bo2$2b
o$2o!Code: Select all
x = 11, y = 7, rule = B2ce/S1
o2bo$b2o$o2bo2$7bo2bo$8b2o$7bo2bo!Re: PiSpaceships' Rules
A domino can cap the replicator; so have a p192 gunPiSpaceships wrote: February 27th, 2025, 6:16 am A replicator reaction which creates "gliders":If we had a shuttle, this would be turned into a gun; unfortunely, I don't know any and I doubt it exists in this rule.Code: Select all
x = 11, y = 7, rule = B2ce/S1 o2bo$b2o$o2bo2$7bo2bo$8b2o$7bo2bo!
Code: Select all
x = 167, y = 5, rule = B2ce/S1
67bob2obo14bo$o86bo$o165bo$79bo86bo$79bo14bob2obo!
Re: PiSpaceships' Rules
Do not add this to your list because it has been investigated a long time ago, for example, this:PiSpaceships wrote: February 27th, 2025, 6:16 am B2ce/S1 is a rule which is stable except when a replicator appears - then it's explosive.
I also did investigate it about 5 months ago; It has an OMOS:b-engine wrote: January 15th, 2024, 2:35 am Rocket:Code: Select all
x = 260, y = 363, rule = B2ce/S1
Code: Select all
#C Very small P8 OMOS
x = 10, y = 14, rule = B2ce/S1
7bo$8b2o11$2o$2bo!And there is a reaction that you won't need 2 replicator streams to create a gun; 1 is enough:
Code: Select all
x = 34, y = 5, rule = B2ce/S1
11b2o$10bo2bo$11b2o$o32bo$o32bo!
Asperger, ISTP, using a Dvorak keyboard.
I love my new school life.
- Banananananan
- Posts: 236
- Joined: May 5th, 2024, 8:52 pm
Re: PiSpaceships' Rules
This is extremely similar to one of my rules, B2ce4ae5c/S13ak:PiSpaceships wrote: February 27th, 2025, 6:16 am B2ce/S1 is a rule which is stable except when a replicator appers - then it's explosive.
A spaceship ("glider"), replicator and puffer:A replicator reaction which creates "gliders":Code: Select all
blah blah blahIf we had a shuttle, this would be turned into a gun; unfortunely, I don't know any and I doubt it exists in this rule.Code: Select all
blah blah blah
Code: Select all
x = 42, y = 63, rule = B2ce4ae5c/S13ak
8bobo$8bobo$9bo3$9bo$8bobo$8bobo3$obo12bo2bo2$2o13bo2bo3$2o$20b2o$obo
$21bo2$34b2o4b2o$8b2o$8b2o25bo5bo2$41bo7$8b2o$8b2o9$13bo$14b2o9$8b2o$
8b2o5$7bo$8b2o3$8b2o$8b2o!
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
x = 14, y = 2, rule = ShipExp
.B.2B2.B3.ABA$.A.2A.BAB2.A.A!
@RULE ShipExp
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var n={0,1}
var x={1,2}
0 2,1,2,0,0,0,0,0 1
0 0,x,1,x,0,0,0,0 1
0 1,0,0,2,0,0,0,0 1
0 1,0,2,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 0,1,2,1,0,0,0,0 2
1 2,0,0,0,0,0,0,0 2
1 0,2,0,0,0,0,0,0 1
1 1,2,0,0,0,0,0,0 1
2 0,0,0,0,0,0,0,0 2
2 0,1,0,1,0,0,0,0 2
2 0,2,1,2,0,0,0,0 2
2 1,2,0,0,0,0,0,0 0
2 1,1,0,1,1,0,0,0 0
1 a,b,c,d,e,f,g,h 0
2 a,b,c,d,e,f,g,h 1
All of these 5 structures occur naturally. Dot, domino and photon are most common. c/3o is slightly rarer and c/2o is the rarest.
edit: Soups are the richest at 25% density.
edit2: Added a glider and a block:
Code: Select all
#C [[ TRACK 0 -1/3 ZOOM 3.8 ]]
x = 25, y = 3, rule = ShipExp
18.2A$B.B.2B2.B3.ABA2.A.A3.2A$2.A.2A.BAB2.A.A4.A3.2A!
@RULE ShipExp
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var n={0,1}
var x={1,2}
n 1,1,1,0,0,0,0,0 1
n 1,0,1,1,0,0,0,0 1
n 1,1,0,1,0,0,0,0 1
1 1,1,0,0,0,0,0,0 1
1 1,0,1,0,0,0,0,0 1
1 1,0,0,1,1,0,0,0 1
0 2,1,2,0,0,0,0,0 1
0 0,x,1,x,0,0,0,0 1
0 1,0,0,2,0,0,0,0 1
0 1,0,2,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 0,1,2,1,0,0,0,0 2
1 2,0,0,0,0,0,0,0 2
1 0,2,0,0,0,0,0,0 1
1 1,2,0,0,0,0,0,0 1
2 0,0,0,0,0,0,0,0 2
2 0,1,0,1,0,0,0,0 2
2 0,2,1,2,0,0,0,0 2
2 1,2,0,0,0,0,0,0 0
2 1,1,0,1,1,0,0,0 0
1 a,b,c,d,e,f,g,h 0
2 a,b,c,d,e,f,g,h 1Code: Select all
x = 28, y = 4, rule = ShipExp
27.A2.A$A17.2A11.A$A3.2B2.B3.ABA2.A.A3.2A2.A3.A$A3.2A.BAB2.A.A4.A3.2A3.4A!!
@RULE ShipExp
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var n={0,1}
var x={1,2}
n 1,1,1,0,0,0,0,0 1
n 1,0,1,1,0,0,0,0 1
n 1,1,0,1,0,0,0,0 1
n 0,1,1,1,0,0,0,0 1
1 1,1,0,0,0,0,0,0 1
1 1,0,1,0,0,0,0,0 1
1 1,0,0,0,1,0,0,0 1
1 1,0,0,1,0,0,0,0 1
1 1,0,0,1,1,0,0,0 1
0 2,1,2,0,0,0,0,0 1
0 0,x,1,x,0,0,0,0 1
0 1,0,0,2,0,0,0,0 1
0 1,0,2,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 0,1,2,1,0,0,0,0 2
1 2,0,0,0,0,0,0,0 2
1 0,2,0,0,0,0,0,0 1
1 1,2,0,0,0,0,0,0 1
2 0,0,0,0,0,0,0,0 2
2 0,1,0,1,0,0,0,0 2
2 0,2,1,2,0,0,0,0 2
2 1,2,0,0,0,0,0,0 0
2 1,1,0,1,1,0,0,0 0
1 a,b,c,d,e,f,g,h 0
2 a,b,c,d,e,f,g,h 1- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
345678/2a3i/3 (Wickplicator)
Code: Select all
x = 64, y = 64, rule = 345678/2a3i/3
! #C [[ RANDOMIZE ]] It's also rich of photons, guns and rakes.
Ruler sequence:
Code: Select all
x = 21, y = 20, rule = 345678/2a3i/3
4.B.2A$5.5A$6.4A$4.A.A$3.5A$.A.4A7.B$.A.5A$5.3A$5.A12.BA$7.B6.B3.BA$10.
AB.A.2A$.A9.2A.ABA$.BA7.4A.A$.A9.2A$.3A5.B2A.B$2.A7.A.A$.B7.A.A$8.3A3.
BA$2.B6.3A2.BA$9.2A!Code: Select all
x = 64, y = 64, rule = 345678/2a3i/3
.3A.2A.A.B2.BAB.B2A5.B2A2.A4.B.2A3.A2.B.2A.A.B.A2.2A.AB.A$2.BA6.A.B3.
A4B2.B2.BA4.B.3A2.AB.B.A.A3.A2.B3.A5.B$.B.A4.A2BA.2B4AB2AB.A.B.A.BA2B
A5.A2.AB2A2.A2.B3.B$2B.A.AB3.2A.2A.2BA2B8.A.B.A2.A2.2B.AB2.B.B.B2.BA2.
2A.B.A$2B3.A.A.A3.AB4.A.B.A.2B3.A2.2B.A.B8.2B.B.A.B3.3A$2.5B.2B.B.AB2.
2A2B4.AB.A.2A3.3A.B3.2B2.2BA.A2.A.2B2A2B$8.B2.AB2.AB.AB3.A2B.AB.AB2.B
.A2.B.B.A2.AB.2A4.2ABA.A2.A$4.AB.B.2A.B3.2AB2.2B.A3.A2.2B3.A2.AB2.B3A
.A.2A2.B2AB5.A$2.B3.2B.2B3.2AB.AB.BAB2.3A2.A.BA.ABA.B.A.A.A2.B3.B.A.B
.A2.2B$4.AB4.A.2ABA.A4.B3.B3A2.B2.AB.BAB.B.2ABA.A.AB.BA2.B3.B$BA2.B.A
.B2.B.B.A3.B.ABAB.2A.3B3.A.AB.BABA2BAB.A.B2.AB2.2A$4.B2.A2B5.A.B2.A.A
2B.B3.A.A.B.2BA.A.A4.B2.A.AB.2A.ABAB$B3.2A.A2.BA2.B.A.A.A.BAB.A2.A.2B
.A.A2.6B2.A.B4.B4.BA$.B2.A5.2BA6.A.2B3.2A.AB.B.A.A2B2A.B2A.B.3A3.A.BA
B$2.B2A3.B2.B3.2B.2A2.A.A2.B5.ABA3.B.AB.2B.B4.B.2BA2.B.2A$A3.A9.B.2A.
B.B2A.B4.BAB3A4.A.A3BAB2ABA.AB.A2.B$6.2BAB.A2B.A.2AB2A.A.A.A2.2A3B2A2B
.AB.BA3B2A.A2.A4.AB2A$.A2.BA8.A3.B.A6.ABA.A.B.B2.B.A2.2A6.ABA3.2BA2B2A
$3A3.A6.AB2.A2.2A.BA2.A.2B.AB.BA.B3.A2.2BA.A.BAB2.B.B2.B.B$.A3.BA4.BA
.B.A2B.B5.2B.2B2.B2A3.2A.B3.4A.4AB4.B.A$AB2.B.B.2B3.B2.3AB.BA2.A3B3.3A
2.B.B2.AB.2A.B.2B4.BA4.2A$A.A3.B.2A2.A.B.B2.B3A.BA2.2A3.2BA4.2A.A.B3.
B2.2A.A.B.B2A.B$B.A4.ABA.B3.B3.BA2.AB7.A.B.2B2.AB2.B2.A.A.A2.2B3.A2.2B
$.B.BAB.2A.2ABA.2A5.B.ABA2.BAB2.BA.A2.2A.BA.AB2.4B.3A.B.A.B$.AB.B2.B.
A2.2A2.B.BA.A3B7.2B5.2A.A3.A.B.A3.A4.B.2B$.3B.AB5.2A2.B2.A3.B8.B.A3.A
.3B.ABABA.3A5.2B3.A$3.AB.BA6.2ABA.B.2B.2A3.2B.B2.A3B.B3.A3.2B.3B.2A.2B
.A$A4.2A2.2B.BAB2.2B.B2.3B.BA.A.2B.A.2BA2.B3.2B2.BA2.2B2A.2A2.A$.2ABA
.B2.2B3.ABA4.BA3.B5.B2.2B5.B.2A.B.A3.B.AB.A3.2B$BA2B2A.B3.2A2BA.2AB.B
.B.A4.B.A.ABAB.B.B2A.2A.B3.A.A.BAB4A$A.B6.4A3.B2.AB3A.B4.ABA.B4.BA.A.
2B2.B2A3.B.4A2.A$.3B.B2.B2.B.2A.B3.A3BA.AB.A6.BA2BA.B2.A5.3ABABA2.A$2A
.B3.A.4B2.B3.A3.B2ABA.A4.B2.B.A2.A.B8.A5.2A$ABA.A.2B3A2B2A2.BA7.B4.B.
2B4.A2B2.B4.A2.2B2.B2.B3.A$AB2.A2.3B.ABA3.B7.2B.A2B2.B.B2.B2A2.2B2.A5.
2BA.BA.2A.B$B2A.AB2.A2.AB.BA.B2.B3.BA.B.A4.B.BAB.B3.A5.A.BA3.A.A2B$.A
2.2B.BA.B2.A.A.A2.BA2.2A2.A.BA3.A.2A.A.ABA3BAB2.AB.ABABA.B2A$.2A2.AB4.
B.3B5.A5.5BA.A2.A2.A.A2.A3.A2.AB.A.A2.B.2A$B.BA4.3A2.B.B2.2B3.B2A.A.A
B3.BA.B2A.2A.3B.A2B.3BAB.B3.BA$2.A.BABABA2.3BA.2A3.BAB2A4.B.B.B.2A2B2A
.B2.AB.A.A2.B2.A$4.B.B.2A2B2.A3.ABABA5.A3.BA.B.A3.B.2B4.BA.BABA.BABA$
2.3B.B2.A2.B2.B.A.2AB2.B2A3.A.A2B2.A6.BA.B2.B.A8.2BA$B3.3B.A.BAB3.B.B
A3.B.B8.BA.B4.B.2A3.B4.A2.A4B.A$.AB3.A2.2A3.A3.A4.BA2B4.A.2BA2.A8.ABA
.A2.A.BA2.2BA$2.2A2.B3.AB.A.B.B.A2B2.2BA3.A5.3B2A.A.A.A.B6.B2.AB$A2B.
B.AB.BA6.B7.BABA.B.A2.A2B2A.3A2.B.A2.B3.2BAB.2B$BAB.2B2.2BA2.B3.B3.A2B
2.3BA2.B2.2AB3.A4.A.B2.B2AB2A.A.B2.A$4AB.2BABA.2A2B2.B2A2.A.BA2.B.A.B
A.2AB3.2BABA2B.A.AB2ABAB.ABAB$2A.BA2B2.2B.2A.B2.A3.B2AB.A.2BA.2B.A6.B
3.2BA6.A4.B.B$A.B.B.AB4.B3.BA2.A.BAB2.2B.B2.A.2B2.2BAB3.B.2B.3B2.BA3.
A$.B.AB8.3B4.2B4.ABA2.A3B2.A2.BA.3BA.ABAB.BA3.A3.B$2.2B2.B.AB.A.B2.3A
B.A5.B3.BA5.AB.A2.AB.A.B.A2B.A2B5.A$2A2B.BA2.B3.3A2.2ABA4.B2ABA.B4.A.
2B.2A2.A2B2A4.AB.2B.B$2.A2B3.A2.2B.2BA.B.B3.A2.B.2B.A6.A3.A2.2A.BA2.B
.A2.A.AB$B3.B2.AB.AB3.AB2.B.B.2AB.A2B3.B3A.A.2A.B2.A2B2.5A3.ABA.B$3A.
A.2A3.B.A.A2.B3.2A.B2.B2.B2.BA.A.2A.BA2.4B2A4.A2.AB2.A$.ABAB3.B6.A.AB
.B.3B3.A4.A.4A4.BA2.7B.A2BAB3.A$3.B2A.B.B3A2.A.2A.A2.2B.A3B2.A.2A4B.2A
B.2A.B6.B2.A3.B$3A2.A.B2A2.BAB.2B.3BA2.A2.BA.A.B.2AB3A3.B2A.A2.A5.A.A
2.A$2.2A2BAB3.BA.B.4A3.A2.3A2B.BA.2A.2A3.B.2A.A.3A4.2A.BA.A$B.2A3B.AB
3.AB3.B2.2B.2A3.AB3.BABAB.B.AB.AB.B.B3.A2.B2.2A$2B.A2.BA2B2.A.AB3.BA.
B2A.BA.2B.AB.BA2.2A6.A2.A6.2B2.2AB$B2.B2.B2.B.2A2.2B3.3B.ABA3.B2.AB.A
.3A6.B2.A8.B.B2A$.B2.AB2.B2A.B4.B.B2A.2B2.B.A.B4.2ABA4.AB.B2AB3.BA4.B
A.B!Code: Select all
x = 51, y = 56, rule = 345678/2a3i/3
$25.2A$24.3A$25.3A$24.3A$25.3A$24.3A$25.3A$24.3A21.A$25.3A19.2A$24.3A
21.A$25.3A19.BA$24.3A20.A$13.2A10.3A$12.3A9.3A$13.3A9.3A$12.3A9.3A$9.
A.A.3A7.A.3A7.A.A.A.A.A$9.6A7.5A7.11A$8.B.7A4.7A5.11A2.A.A$10.A.A2.A6.
A.A.A7.A.A.2A.A.A.4A$14.A2B21.3A5.3A$15.2A20.3A7.A$4.B.B.B3.B25.3A$2.
2A.A.A5.B23.3A$2.ABA.A31.3A$3.A.A.B28.A2.A$4.ABA22.BA5.AB3.A.A$5.2A22.
BA4.B.BA.5A$41.5A$32.AB5.B2.A.A$32.AB$42.2A$42.2B$19.B$20.B21.2A$42.2B
2$42.2A$42.2B2.A.A$45.4A$42.2A.4A$32.2A8.2B.B.A$32.2BA$33.A.A6.2A$32.
A.ABA5.AB$31.A.A.2A4.2A$28.B.A.A.B7.A.A$26.2A.A.A11.4A$26.ABA.A13.2A$
27.A.A.B11.4A$28.ABA13.3AB$29.2A12.3A$44.3A$B42.3A2.A!Code: Select all
x = 64, y = 64, rule = 345678/2a3i/3
ABA3.B4.B3.AB.2ABA3B2A3.B.AB.A.A3.2B.B2A2.B.AB2.B.2AB$3.A2B.2BA.B2A3.
AB2.B.A3.2B3.B.B.B.A4.ABA.BA2.B2.B7.2B$A.4AB.BAB.BA.A.B2.2A2.A2BA.3BA
B3.A3B3.3A2.B2.B2.A.A.B2A.B$B.B.2B.BAB.A3.BA2.2A.3AB.2B2.2AB4.B.B4.B.
B.A.2B5.2A.A$2B3A.2BA3.A2.B.2AB7.B2.B.B.B.A5.A.4B.A.3BA.2B2.A2.B$AB3.
AB.2B.AB.B3A.B2A.4B3.ABA.A.AB3.A.A.B2A3B2.A3.B2A2B.A$B2A5.2BAB.A.B3.2A
.A.2B.BAB.B.BA2.A3.A.A.A2B.2B.A.A4.AB.AB$BAB.A.B.AB2.2B2.BA.A.A.2A3.B
.A2B2A.B.A.B5.BA6.A.B.2A2.B$A3.A.ABABABAB2.A4.A4.AB.B.2A.B3.A.B2.2BAB
A2.B2.BABABAB2A.A$3A.B2A.B.A6.AB.BA.B2.BA.2A.A.B2A7.A.A2.BA7.4A2B$2.A
.AB.B.3B2.A.BA3.2B.2B2.2AB.2BAB.AB2.2BA.BA2.B.A2.B.B2.B.AB$3B.2BA2.A.
B3.2B2.B.A.3ABA.A.2A2B.B.A5.A2.AB.2A4.B3.A2.B$A.A.A.2BABA2.B.2A2.AB3.
BA.AB.B2AB.2A2.B.B.B.A3.A3.A2.BABAB.B$AB2A.2AB.A2.A.B.A.3A.2A.B2.A3.B
3.A.AB.2A4.2BAB.BA3.AB2.A$3.A.B2A.BA.A.4A.2B.AB.A.B.2A2.2B2.BABA3.AB2.
2A2.BA.2A2.BA2.B$.A3.B.BA.AB10.4B2.B.2BA4.2AB5.A.3A.A.2B.A.B2A$ABAB3.
2B.A2.BA2.B.B.AB.2B2.B2.B.A3.B4.B.A.A.B3.2B2.B.A.B2.B$B2.B.2B2.BAB.2A
.A3.A.BA2B.B2.B2.B2.B.3A.A.BABA.2B2A.A.2B2.2ABA$2.B.A2.B.A.2ABA.B.B.A
.A.A3.B.A.B.A.A2.A.A.B.AB2.A3.BAB.BA.2B2A$3.A4.BA3.A.A2.2A2BA2.ABA3.A
B2A.A.B2.B2.2A.BAB.A.A.B2A.A2B.B$3.B2A3.BA2B2.ABABAB3.B.B2.A2.A2.A.A3.
2AB5.A3.B.2B3.B2.B$AB.B.B.BA4.A2.AB4.2BAB.AB3.B2.A.A.A3BA2.A2.BA.BA2.
B3.B.B$2A2.A.A3.A2.3A3.AB.AB6.3A3.3A2BA3.A2.A.BAB3.A.B.2B.A$2BA6.BA2.
2BA3B.ABA4.AB.3AB5.2B2A.B.A2.B2A2.B2.A.2A.A$B.B3.2A.3A3.B3.3A.2A.A2.B
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B$.BA.B.B2.A.B.B.3AB.B4.A.A2.A2.3BAB2.B2.A2.ABA2B10.AB$3.B.2B.2BAB.2B
.A.A7.AB2AB2A3.2B.A.2A3BA3.B4.A4.B2.B$B.A5.A5.A2BA.B2A2.A.B.2A.2A.2B2.
A.BA3.A3.2BA2B.A2.A.A.B$.A.A3.2B.B.A2.B4.AB2A.A.3B.A3.A3.2A2.BAB3.A.B
.B4.B2.A$.2B.A.A.2A3.B2.A4.2B.A4.A3BA.B.ABA.2BA2.2A.B.B2.A2.B.2A2.B$2.
A2.A2B2ABAB2A.A.BA3B2AB.BA3.A3.BAB.ABA2.A.B2A.AB2A3.A2.A$.A2.3B2AB4.A
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ABA4B.BA.A3.B.AB2.2BA$.A.A2.A3BA4.2B.B.A4.2A2B2.A4.BA3.2A.B4.B2.2B2.A
BAB.2B$BAB2.AB.A2.A2.B.4A.A2.AB.A.AB.2BA.B5.A7.ABA2B.B2.A.B.B$AB2A.A.
A2.BA.B.2A.AB2.2A.3B3.B.B4.B.2A3.B.2A.A3.A.3A.BA$A2.B.A2.BA.2B.2BAB3.
B2.AB.2B.A.B2.2A3.A.3AB7.A2B.ABAB$.AB2.B6.3A2B.B.B2A4.2BA.AB2.2A2.4A2B
3.B.A2BA3.A2.A$2.2BA.B2AB3.2B6.B.A.BA2.BAB.AB.AB2.B4.2A.A.3BA4.A2.2A$
2.A3.B6.A.B6.B.3AB3.4A2BA4.A.2A4.A4.A2.AB2.B$B.B.2A2B.4A2B2.B4.B.B.B3.
2B2A2.2BABA3.3A.AB.BA2B6.B.B$.2B.BA3.BAB.B3.B.A4.AB2.ABA.B.AB.2A2BA.B
.ABA2.A.B.B.2A3.3B$BA2.B2A.2B.2B3AB3.2B2.BAB2.B.B2A5.A2.2ABA.AB4A.5AB
.2A$2.AB2.2A3.A2.A.A2.B2A.2A3.2A7.ABA4.A3.A2.B.A6.A.2B$A2BA4.2AB.B.A2.
A.2ABA6.AB2.B2.2BA2.A3B.A.2B.2B.A2.2B.B$AB.2B3.4B3.B2A3.2A.A.A4.B5.A.
A.B2.A10.A.AB.B2AB$2.B.B.A.2B2.BAB.A3.BA.2BA4.2A2.B.B2A.AB2.ABA3.ABA.
B4.A2BA$5A.2B3.B.A3B.BA2.B2A2.2A3.A.BA.AB.B2A2.A.B2.B.B.2B.2BAB.A$B2A
BA2.B.A4.BABABAB2.B5.ABA3.A2.A.B3.B.BAB2.B2.2ABAB.B2.B$.A12.B.A.2BABA
2.B2.BA3.2B3.2AB.BA2.A2.2A.2ABA.2B2A2.B$2.B.A.2BA3.A.B5.B3.BA.2AB.A.A
2.2A4.A.A3.AB2.AB2.A.A3.AB$.A.B.A2.A4.2A.2A5B2A3.A.2BABA3.B.A.B2A.A.B
A.BAB.B2.BA.B$2BA.ABA2B2A3.2BA2.AB.A.2A6.A.B2.2ABAB5.B3.2A2.A.A.B.2B$
2.A2.A.2BA4.B2.2A.2AB.3BA3.A4.4A2.2AB2.B2A.BA3B2.A.3B$2A.BA.AB.2A.B.B
4.A.BAB.2B.A.A.B3.2B.B.B2.2B.A2BA.A6.AB.A$B3.BA.A.B3.B2.2A3.B.A.B3.B2.
B.B.2BA.2B.A.BA.B.B2.B.2AB2.B2.B$.2B.2B4.2B.2B.B.A7.A2.A4.B4A2.3B.B.B
A4.B.2B2.A.A2B$.B5.AB3.2BA.A4.A.B2.A3.2BA2.2ABA.2A.B4AB.3BA3.2BA.B$2B
A2B.AB.2A2.AB3.A.2B2.BA.2B.2BA.BAB2.2B2A.BA.B2A2.A2.2BA.ABA$A3.2BA2.A
.2B2.A.A.AB.2A4.A.B.B4.A2.B.2A3.BA.A2.BA3.BAB.B$2.AB.2B.B3.B.B3.2BA.2A
B6.BABA.B.2B.2A3.AB5.A.B.A.A.B$.BA2.B4A3.2A2.AB2.2B4.2AB.B.B.3BABABA.
3A.A.AB3.A2BAB.ABA$A2B.B2A.A.B.B3.B4A.2B.A3.3BA4B.A2.2A3.2B.B2.ABA6.B
!- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
x=0, y=0, rule=Photonics-test
!
@RULE Photonics-test
@TABLE
n_states:5
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var n={0,1}
var m=n
var p={0,4}
var q=p
var x={0,3}
# photon
0 0,p,3,q,0,a,b,c 3
0 0,1,3,0,0,0,0,0 3
# splitter and eater
0 1,0,3,0,0,0,0,0 0
0 1,0,3,0,1,0,0,0 1
0 n,1,3,2,0,0,0,m 3
#1 n,3,2,3,0,0,0,0 0
3 1,0,2,0,1,0,0,0 1
# puffer
#0 2,3,4,0,0,0,0,0 1
p 4,3,0,0,0,0,0,0 4
# backrake
0 0,3,3,x,0,0,0,0 3
0 2,3,3,3,2,0,0,0 3
3 3,2,2,2,3,0,0,0 0
# siderake
0 4,3,4,2,2,x,0,0 2
0 0,2,4,4,0,0,0,0 3
3 4,p,4,q,4,0,0,0 4
4 3,4,0,0,0,0,0,0 4
# one-barreled siderake
0 3,4,3,0,0,0,0,0 3
3 4,p,4,3,0,0,0,0 4
# defaults
2 a,b,c,d,e,f,g,h 0
3 a,b,c,d,e,f,g,h 2
4 2,b,c,d,e,f,g,h 2
4 a,b,c,d,e,f,g,h 0
@COLORS
1 255 0 0
2 255 255 0
3 100 255 50
4 175 0 200Another variant:
Code: Select all
x=0, y=0, rule=Photonics-test
! [[ RANDOMIZE2 RANDWIDTH 150 RANDHEIGHT 150 RANDFILL 90 ]]
@RULE Photonics-test
@NAMES
1 head
2 tail
3 spleater
4 ???
@TABLE
n_states:5
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4} # all
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var n={0,3} # spleater only
var m=n
var p={0,4} # ??? only
var q=p
var x={0,1} # head only
var y=x
var a1={0,1,3,4} # all except tail
var a2=a1
var a3=a1
var a4=a1
# photon
0 0,p,1,q,0,a,b,c 1
# construction (inactive)
#0 1,a1,1,a2,x,a3,y,a4 3
#0 1,a1,x,a2,1,a3,y,a4 3
#3 1,a1,1,a2,x,a3,y,a4 0
#3 1,a1,x,a2,1,a3,y,a4 0
# spleater
0 0,3,1,0,0,0,0,0 1
0 3,0,1,0,0,0,0,0 0
0 n,3,1,2,0,0,0,m 1
#backrake
p 4,1,0,0,0,0,0,0 4
0 0,1,1,x,0,0,0,0 1
0 2,1,1,1,2,0,0,0 1
1 1,2,2,2,1,0,0,0 0
# siderake
0 4,1,4,2,2,x,0,0 2
0 0,2,4,4,0,0,0,0 1
1 4,p,4,q,4,0,0,0 4
4 1,4,0,0,0,0,0,0 4
# one-side rake
0 1,4,1,0,0,0,0,0 1
1 4,p,4,1,0,0,0,0 4
# defaults
1 a,b,c,d,e,f,g,h 2
2 a,b,c,d,e,f,g,h 0
4 2,b,c,d,e,f,g,h 2
4 a,b,c,d,e,f,g,h 0
@COLORS
1 100 255 50
2 255 255 0
3 255 0 0
4 175 0 200- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
SPACESHIPS
Code: Select all
x = 18, y = 5, rule = B2e3aijnr/S23aijr
14b2o$14bobo$bo14b2o$2bo4b3o4bo2bo$3o4bobo4b4o!
-Failedashes' glider is minimally diffrent from Life's glider.
-Pento is 5-cell c/2o spaceship.
-Failedash (do not confuse with failed ash!) is a 3/16d spaceship that in one stem almost dissolves into an ash, but the ash then merges, ressurecting the spaceship.
OTHER
Code: Select all
x = 33, y = 12, rule = B2e3aijnr/S23aijr
o2bo$4o$30bo$4o24bobo$o2bo25b2o$29bo$16bo$16bobo12bo$2o3bo4bo6bo4b2o6b
2o$2o3bo3bo4b2o8bo5bobo$5bo8b2o6bo7bo$23b2o!Please apgsearch this.
- unname4798
- Posts: 2527
- Joined: July 15th, 2023, 10:27 am
- Location: Near ConwayLife servers
Re: PiSpaceships' Rules
Code: Select all
#R B2e3aijnr/S2-n3aijr
!
[[ RANDOMIZE ]]
Code: Select all
#R B2e3aijnr/S2-n3aijr4i
!
[[ RANDOMIZE ]]
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PhotonBuilder
ruletable:
Code: Select all
@RULE PhotonBuilder
@NAMES
1 head
2 tail
3 stable
@COLORS
1 255 0 0
2 255 150 0
3 150 150 150
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var m={0,3} # brick only
var n=m
var p={0,1,3} # all except tail
var q=p
var r=p
var s=p
var x={0,1} # head only
var y=x
# photon
0 0,m,1,n,0,a,b,c 1
0 0,3,1,2,0,0,0,0 1
# construction
0 1,p,1,q,x,r,y,s 3
0 1,p,x,q,1,r,y,s 3
#destruction
3 1,p,1,q,x,r,y,s 0
3 1,p,x,q,1,r,y,s 0
#defaults
1 a,b,c,d,e,f,g,h 2
2 a,b,c,d,e,f,g,h 0Code: Select all
x=0, y=0, rule=PhotonBuilder
6.C3$3.BA.C2$8.C$BA3.C3$2.C.C!Code: Select all
x = 14, y = 8, rule = PhotonBuilder
8.C$8.C2.3C$8.C2$10.BAC$7.3C2$BA!Edit: fixed some bugs and added OR gate:
Code: Select all
x = 21, y = 4, rule = PhotonBuilder
.B9.B5.B.B$.A9.A5.A.A2$2C.2C3.2C.2C3.2C.2C!
@RULE PhotonBuilder
https://conwaylife.com/forums/viewtopic.php?f=11&t=6877&p=207528#p207528
@NAMES
1 head
2 tail
3 stable
@COLORS
1 255 0 0
2 255 150 0
3 150 150 150
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var m={0,3} # brick only
var n=m
var p={0,1,3} # all except tail
var q=p
var r=p
var s=p
# photon
0 0,m,1,n,0,a,b,c 1
0 0,3,1,2,0,0,0,0 1
0 3,1,0,a,3,0,b,0 1
# construction
0 1,p,1,q,a,r,b,s 3
0 1,p,a,q,1,r,b,s 3
# destruction
3 1,p,1,q,a,r,b,s 0
3 1,p,a,q,1,r,b,s 0
# defaults
1 a,b,c,d,e,f,g,h 2
2 a,b,c,d,e,f,g,h 0edit3: p8 NOR gate:
Code: Select all
x = 10, y = 10, rule = PhotonBuilder
4.C$4.C2.3C$4.C2$6.BAC$C2.3C$C$4.BA$C$C!- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
#R PhotonAndSMOS
3.B$3.A2$BA!
@RULE PhotonAndSMOS
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0, 1, 2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
0 1,0,0,0,0,0,0,0 1
0 0,1,0,0,0,1,0,0 1
0 0,2,1,2,0,0,0,0 1
0 1,1,1,0,0,0,0,0 2
0 2,2,2,0,0,0,0,0 2
0 0,2,2,2,0,0,0,0 2
1 0,2,2,0,2,2,0,0 0
1 0,2,1,0,1,2,0,0 0
1 1,0,2,0,0,0,0,0 1
2 2,0,2,0,0,0,0,0 1
2 0,1,2,2,0,0,0,0 1
2 1,1,0,0,0,0,0,0 2
2 2,0,0,0,0,0,0,0 2
2 2,0,0,2,2,0,0,0 2
1 a,b,c,d,e,f,g,h 2
2 a,b,c,d,e,f,g,h 0- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
-A cell can be dead or alive. If it's alive, then it has one of three different colors.
-If dead cell has two neighbors that have two different color, then it becomes the other color.
-If alive cell has one neighbor with the same color and at most one other neighbor, it becomes the other neighbor.
Code: Select all
#R ColorTest
! #C [[ RANDOMIZE ]]
@RULE ColorTest
@COLORS
1 255 0 0
2 0 255 0
3 0 0 255
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a
var n={1,2,3}
0 1,2,0,0,0,0,0,0 3
0 1,3,0,0,0,0,0,0 2
0 2,3,0,0,0,0,0,0 1
n n,a,0,0,0,0,0,0 a
a b,c,d,e,f,g,h,i 0Code: Select all
#C [[ ZOOM 10 GPS 10 ]]
x = 8, y = 3, rule = ColorTest
2B3.2C$2.A4.A$2.A2.C.B!
@RULE ColorTest
@COLORS
1 255 0 0
2 0 255 0
3 0 0 255
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a
var n={1,2,3}
0 1,2,0,0,0,0,0,0 3
0 1,3,0,0,0,0,0,0 2
0 2,3,0,0,0,0,0,0 1
n n,a,0,0,0,0,0,0 a
a b,c,d,e,f,g,h,i 0- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
x = 6, y = 3, rule = LightAndElectrity
3.2A$ACB2A$4.2A!
@RULE LightAndElectrity
@NAMES
1 wire
2 electron head
3 electron tail
4 light
5 light tail
@COLORS
1 100 100 100
2 0 255 255
3 0 0 255
4 200 255 0
5 255 200 0
@TABLE
n_states:6
neighborhood:hexagonal
symmetries:permute
var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var m={2,4}
var n=m
var o={0,5}
var p={0,1,3,5}
var q=p
var r=p
var s=p
var t=p
var x={0,1,2,3}
var y={0,1,2,3}
0 3,4,0,0,0,0 0
0 2,2,3,0,0,0 4
1 n,p,q,r,s,t 2
1 m,n,p,q,r,s 2
0 4,x,y,0,0,0 4
0 4,4,x,y,0,0 5
0 4,5,x,y,0,0 5
3 1,2,2,3,3,0 3
3 4,a,b,c,d,e 3
0 4,5,5,0,0,0 5
4 5,5,5,5,5,o 4
5 4,5,o,0,0,0 5
2 a,b,c,d,e,f 3
3 a,b,c,d,e,f 1
4 a,b,c,d,e,f 5
5 a,b,c,d,e,f 0
Code: Select all
x = 6, y = 3, rule = LightAndElectrity
BA.2A$C.3A$.2A.2A!
@RULE LightAndElectrity
@NAMES
1 wire
2 electron head
3 electron tail
4 light
5 light tail
@COLORS
1 100 100 100
2 0 255 255
3 0 0 255
4 200 255 0
5 255 200 0
@TABLE
n_states:6
neighborhood:hexagonal
symmetries:permute
var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var m={2,4}
var n=m
var o={0,5}
var p={0,1,3,5}
var q=p
var r=p
var s=p
var t=p
var x={0,1,2,3}
var y={0,1,2,3}
0 3,4,0,0,0,0 0
0 2,2,3,0,0,0 4
1 n,p,q,r,s,t 2
1 m,n,p,q,r,s 2
0 4,x,y,0,0,0 4
0 4,4,x,y,0,0 5
0 4,5,x,y,0,0 5
3 1,2,2,3,3,0 3
3 4,a,b,c,d,e 3
0 4,5,5,0,0,0 5
4 5,5,5,5,5,o 4
5 4,5,o,0,0,0 5
2 a,b,c,d,e,f 3
3 a,b,c,d,e,f 1
4 a,b,c,d,e,f 5
5 a,b,c,d,e,f 0
edit2: diode:
Code: Select all
x = 9, y = 7, rule = LightAndElectrity
.3A$BA.4A$2.3A2$3.3A$.3A.2AB$4.3A!
@RULE LightAndElectrity
@NAMES
1 wire
2 electron head
3 electron tail
4 light
5 light tail
@COLORS
1 100 100 100
2 0 255 255
3 0 0 255
4 200 255 0
5 255 200 0
@TABLE
n_states:6
neighborhood:hexagonal
symmetries:permute
var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var m={2,4}
var n=m
var o={0,5}
var p={0,1,3,5}
var q=p
var r=p
var s=p
var t=p
var x={0,1,2,3}
var y={0,1,2,3}
0 3,4,0,0,0,0 0
0 2,2,3,0,0,0 4
1 n,p,q,r,s,t 2
1 m,n,p,q,r,s 2
0 4,x,y,0,0,0 4
0 4,4,x,y,0,0 5
0 4,5,x,y,0,0 5
3 1,2,2,3,3,0 3
3 4,a,b,c,d,e 3
0 4,5,5,0,0,0 5
4 5,5,5,5,5,o 4
5 4,5,o,0,0,0 5
2 a,b,c,d,e,f 3
3 a,b,c,d,e,f 1
4 a,b,c,d,e,f 5
5 a,b,c,d,e,f 0
Code: Select all
x = 8, y = 3, rule = LightAndElectrity
2E3.2A$.ED.3A$.2E3.2A!
@RULE LightAndElectrity
@NAMES
1 wire
2 electron head
3 electron tail
4 light
5 light tail
@COLORS
1 100 100 100
2 0 255 255
3 0 0 255
4 200 255 0
5 255 200 0
@TABLE
n_states:6
neighborhood:hexagonal
symmetries:permute
var a={0,1,2,3,4,5}
var b=a
var c=a
var d=a
var e=a
var f=a
var m={2,4}
var n=m
var o={0,5}
var p={0,1,3,5}
var q=p
var r=p
var s=p
var t=p
var x={0,1,2,3}
var y={0,1,2,3}
0 3,4,0,0,0,0 0
0 2,2,3,0,0,0 4
1 n,p,q,r,s,t 2
1 m,n,p,q,r,s 2
0 4,x,y,0,0,0 4
0 4,4,x,y,0,0 5
0 4,5,x,y,0,0 5
3 1,2,2,3,3,0 3
3 4,a,b,c,d,e 3
0 4,5,5,0,0,0 5
4 5,5,5,5,5,o 4
5 4,5,o,0,0,0 5
2 a,b,c,d,e,f 3
3 a,b,c,d,e,f 1
4 a,b,c,d,e,f 5
5 a,b,c,d,e,f 0
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
#R Pheumann
!
@RULE Pheumann
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var n={1,2}
0 1,0,0,0 1
0 1,n,0,0 2
0 1,1,2,0 1
1 a,b,c,d 2
2 a,b,c,d 0
Code: Select all
x = 5, y = 2, rule = Pheumann
.A.A$5B!
@RULE Pheumann
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var n={1,2}
0 1,0,0,0 1
0 1,n,0,0 2
0 1,1,2,0 1
1 a,b,c,d 2
2 a,b,c,d 0
- b-engine
- Posts: 3762
- Joined: October 26th, 2023, 4:11 am
- Location: Somewhere on where Earth At
- Contact:
Re: PiSpaceships' Rules
As well as this gun:PiSpaceships wrote: March 29th, 2025, 2:23 pm edit: a rake that makes the rule explosive:Code: Select all
x = 5, y = 2, rule = Pheumann .A.A$5B! @RULE Pheumann @TABLE n_states:3 neighborhood:vonNeumann symmetries:permute var a={0,1,2} var b=a var c=a var d=a var n={1,2} 0 1,0,0,0 1 0 1,n,0,0 2 0 1,1,2,0 1 1 a,b,c,d 2 2 a,b,c,d 0
Code: Select all
x = 2, y = 2, rule = Pheumann
.B$AB!
@RULE Pheumann
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var n={1,2}
0 1,0,0,0 1
0 1,n,0,0 2
0 1,1,2,0 1
1 a,b,c,d 2
2 a,b,c,d 0
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
I planned earlier making this rule, but I made it now.b-engine wrote: March 29th, 2025, 8:27 pm Congratulations on reinventing one of my early ruletable rules.
I also noticed that one of the FWKnightship's rules looks similar (but isn't explosive). Do you think that it's something like an universal?
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
x = 19, y = 8, rule = LightIsElectrity
10.4C$.10C3.2C.B$C12.C3.AB$C.10C3.2C.B$2.C9.4C2$BA$.2B!
@RULE LightIsElectrity
@NAMES
1 light
2 light tail
3 wire
@COLORS
1 200 255 0
2 255 200 0
3 100 100 100
@TABLE
n_states:4
neighborhood:hexagonal
symmetries:permute
var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var n={1,3}
var p={0,3}
var q=p
var r=p
# Photon
0 1,0,0,0,0,0 1
0,1,1,0,0,0,0,2
2 2,0,0,0,0,0 1
# Diode
0 1,2,3,3,3,0 1
# Signal
0 1,n,3,p,q,r 1
0 1,3,0,0,0,0 2
0 1,2,a,b,c,d 2
# Defaults
1,a,b,c,d,e,f,2
2,a,b,c,d,e,f,0- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
x = 33, y = 3, rule = Pheumann
B$.A3.50B$B!
@RULE Pheumann
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:rotate4reflect
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var x={0,2}
var y=x
var z=x
0 1,0,0,0 1
0 1,0,2,0 1
0 1,2,0,0 2
0 2,x,2,x 2
0 2,2,0,0 2
1 2,0,0,0 2
2 1,0,2,0 1
2 2,0,x,0 2
2 2,2,2,2 2
a b,c,d,e 0
- b-engine
- Posts: 3762
- Joined: October 26th, 2023, 4:11 am
- Location: Somewhere on where Earth At
- Contact:
Re: PiSpaceships' Rules
I had accidentally reinvented worms whilst trying to fix the wires:PiSpaceships wrote: March 30th, 2025, 10:42 am Trying to make Pheumann a wire rule:Code: Select all
x = 33, y = 3, rule = Pheumann B$.A3.50B$B!
Code: Select all
x = 56, y = 6, rule = Pheumann
5.60B$B$.A$B$5.60B!
@RULE Pheumann
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:rotate4reflect
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var x={0,2}
var y=x
var z=x
0 1,0,0,0 1
0 1,1,0,0 2
0 1,0,1,0 2
0 1,2,0,0 2
0 2,0,2,0 0
0 2,x,2,x 2
0 2,2,0,0 0
1 2,0,0,0 2
1 2,0,0,0 2
2 1,0,2,0 1
2 2,0,x,0 2
2 2,2,2,2 2
2 2,2,0,0 2
2 2,1,0,0 2
a b,c,d,e 0
- PiSpaceships
- Posts: 218
- Joined: January 17th, 2025, 12:20 pm
Re: PiSpaceships' Rules
Code: Select all
x = 31, y = 25, rule = NeumannsBrain
2$4.B$3.BA2$7.B$3.B2ABAB4.B$7.B5.A2B$18.A$3.BA8.2B2.A.B.B$4.B7.BA2BA2.
B.A2B$13.B5.2A2.A$16.3B.B2.2AB2$22.B.A$23.B5$4.A11.2AB$4.A15.2B$4.B14.
B2.A$20.2B!
@RULE NeumannsBrain
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:rotate4reflect
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var x={0,2}
0 1,0,0,0 2
0 2,1,2,0 1
0 1,a,1,b 1
1 2,0,0,0 1
1 x,x,x,x 1
2 1,0,0,0 1
2 1,a,b,c 2
a b,c,d,e 0
Code: Select all
x = 64, y = 64, rule = NeumannsBrain
B.A2.ABA.A3.B.ABA.AB2ABA.2B2.A.B2A3.A.A.BA3.B2A2.2A.3B2.A2.B$A.A.BA.A
3.B2A2.AB2.2BAB.2B.2AB4.B5.B2.BA2.AB.BA2.2A3.B$B.B2A2.2B3.BAB2AB.4B2.
A.B2.B5.B4.A2.ABA.2BA2.A2.B4A3B$B2.2B.3A4B2AB2.B3.A2.4BA2.A2B.A.B.ABA
2B2.B2AB4A3.BAB2A$.B3.A2.A.3B8.3BAB2.2AB3.A.A3B2.AB7.BA3.AB.A2.2B$2A2.
2B2.B5.B2AB2AB.B.A.A2.A3.BA3.B2ABA.2B4.2A5.A.B3.A$A13.ABA.B2.2A2.A2.3A
2.A2.AB3.B4.2A2.A.B8.B$A3.A.B2.B2.BA2.BAB.B.AB.A.BA.A2.AB2.AB2.A3.A2.
A.B2AB5.2B$4BA3B.BA7.A2.ABAB.A2.A4.2BABAB3.2A2.2BAB2A2BA.3B2.AB$.B2.B
.BAB.B3A.B2.A3BA3.B5.3BA.B.A.A4.A.2B2A7.B.A2B$.A.BA2.B5.A.B2.BA.BAB.A
.A.A2B4.A.BA3B.A.B.BAB.B2.B2.B.4A$.B.ABA2.AB2.AB3.2AB.B2.B4.A.A.B2.2A
.2A.B.2B2AB2A6.2B3.2B$A3.BA5.A.BAB4.B2.4BABA.B.2A.2A2.B.2A.ABA.A.A3.B
A.B2.A$.A.2AB.A2.B3.B2.B.A2.A.2B.2AB.A.A.2A2.A2.A.B.A2.BAB2.BAB6.A$BA
2.B.AB4.AB5.BABA5.2A4.A3.A2.A4B3.B.2B4.B2A.A$B.B2A2B.ABA.2A2.2B2AB.2B
2.B.2AB2.A3.2BA.A.2B.A2B.ABA.BA$2.A.BA2.B3.A.2B2.A.AB.B2.A2.A.3B.ABA.
A2B2A.2AB2.BA.A2.A.2B2.AB$.BA.A3.A.A2.B2.B6.2BA.B3A2.B.B2A3.B.B.A4.2A
4.B.B2.B.A$2.B.B2AB.AB2A.2A5.2A.ABA.2BA.A.AB2A3.B.B2.3A4.B.2B.2A2BAB$
.A5B.A2B2.B2A3.AB2A4.AB2.2A2.B4.2A.BA.B2A4.A.2BA.B3.A$.B.2A2.A4.A.B4A
.B2A2.2B.B2.ABA2.AB.A.A3.BA.ABA5.2B3.2B$5.BA2.2A.AB2.B3.A.BAB.BA.B2.B
.2B.2B.B.A.B.2A3.A.A.BA.B3.AB$.2A2BABA.BA.ABA.A3.B2.2B.A3.A.B2.A.BA2.
B2.BAB.BABABABAB3.BAB$B5.B3.BA.B.B.B.A2.2AB.ABABA2BAB3.A.2A.2A2.2AB2A
5.ABA.AB$A3.2B2.A2.A.AB2A.A5.A3.A3.A2.A.BA.A2.B5AB3A2.B2A2.B$.B3.3B3.
A.A.B2.BA.B2.A2B2A.BA2.BA2B3A.B3.2BA.A2.A.B4.B.BA$.BABAB.AB2.B2.A3.B.
B4A3B.2A2BA2.BABAB.A.BA2.A.B3.2A4.B.2A$.B.A5.4A.B3.ABA2B2.B2.2B.2BA8.
A.4A2.2A3.AB.2A.B2A$6.A.B.A3.5A.B.4AB2.ABA2B2.2B.AB2.A2.B2.B.B4.B.A3.
2A$4.B.2B2A2B.B.2B.2A.A.B4.3ABA2B.2B4.A2.A.B.BA5.2A3.AB$A.A3.4A2.A.B.
B2.B2.B.B3A4.B3.BA.B.B.2A3B3.AB.2A2.B.A3B$2A.A3.B.A2.A2.B.AB4.2A2.A2.
B4AB2A.ABA.2A.A.BAB4.B.2B.3AB$A7.B4.A.A2.A.2A.BA3.B3.B.BA2.2B.BA.2B2.
B2.2AB.3BABAB$.2A2.2B.2BAB2.B4.A.2BA2.AB5.2B.BA4.ABA3.2AB.B3.ABAB.BA$
.B3.2A.BA4.AB.2A2B.B.A2.B2.A2.2B2.B2A2.A2B4.A.A2.A.B.2A.B$2.B.A.2A.AB
A3.2BA4.B.B2.A2B2.2B.A.B.B.A2.A.AB.BAB.B2A3.B.B.A$A.BA3.B.BA.A.B.BABA
B2AB.A.B3.B3.BA9.2A2.A4.A3.BA$4.3BAB.B.B.BA.B2.A12.A2.3A3.B.B.2B.3B2.
B5.A2B$4.A2.B2.A.A4.A.2BA3.B3.A4.ABABA.2BA2.B.3BA.BA2.3A2.B.A$BA2.A2B
A2.BA2B3.A.2A.2B2A2.2BAB2A.A.A.A.ABA.A2.2B2.B.B3A2.2A$B3.3B2.A.B2.3A.
A.A.4A3.AB.2B2.BAB.BAB.A.A.2A.A.B2A2.B$.2A.AB.A.2BAB.A.B3.A.B2.B.A2.A
2B.A4.3B.A.3B2.A2.A7.A.B$2.BA.B3.B5.2BA5.2A2.2A2.A3.B.2A.3AB2.B.BA4.A
B.A2BA2.A$ABA.A.A.A3.2B2.B.B3.2BA.B2.A.AB2.B2.ABAB2.A.B.2B.B2.A6.B.A$
5.2B.A2.AB2A2.B4.B.AB4.B.B2A.ABA3.3AB.B.AB2.A4.A.BAB$B3.B.A2.A.B2.5A.
2B.B3.B.AB2A.B.A2B.B2.2BABA.BA2.A.AB2A4.A$.B2.B3.B.A2.B.A2B.2A9.A7.2A
B.B.B.B2.A2.B.2B.B.2B$2.2B2.A.A2.BA.A2B.A2B.B.B.B.A4.AB3A2.BA.2A3.2AB
.A6.A4B$2.2AB2A2.B2.A.ABABA.BABA2.ABA.AB3.B.B2A2.B2.B.BA2BA3.B.3B$2B3A
BA7.6A.BABA2B3AB2.2AB.BAB.B.A3.B.B.A.BAB.2B3.2A$A2.BAB.2A4.B.2A5.2A.A
.A3.BA2.B.B3.B2AB.A2.B.A2B4.A3.AB$3.BA2.A4.2B.2BA3.7AB2.B2.B2ABA2B.B3.
4A.A3.BA2.B$B2.A2BA2.3A2BABA.B.AB.B.B.A6.BABA2.A.A4.B2.B5.A.AB.A$3A2.
3BA.B.AB2.A.B3.2BAB3.2B3.AB.A3.5B.2B3.BA2B3.A2BA$.3A.2BAB.2B.AB2.2A2.
2ABA3.2B.B2.A2.A.4B3.A2.BA.B.B.B2.B$A.B.2ABA2.A.AB3.AB.2BABA.B.2A.5BA
BA.A.B3.B3.2AB3A2B3.2A$A.2B3.B2A.B2.A2.BAB3.A.A2.B3.AB.2B.B2.A2BA3.B2.
AB2AB.BAB.B$.A3.4A5.A3.B3.2B4.A3.2A.A3.B.2B.B3.B.A3.2B.B.3A$.A3.A3.2B
4.B.2B.A2.B4.B2.A.2B2A.A3B.B2.2B.2A3.B.2A.A2B.B$AB2.A.A9.2B.A3B3.B.2A
2.A2.A.A.A2.2B2.A2.2A2.B.2AB.BA$2A2.B5.A2.A4.2A.A.A2.A2.A.A2.AB3.BA4.
BA2BA.BA.2B.BAB$2ABA3.ABAB3.B4.B2.B.A3.B.2A2.B5.2B.B.AB.BA.BAB.AB.A2B
2.A$A.A4BA5.AB.B9.A4B.A7.AB4.3A.2BA.B.2B4.BA$B3.ABA.BAB.4B2.B2.2BA2.A
2BA2B3A6.A.A2.A2B.A.A.2B.5AB!
@RULE NeumannsBrain
@TABLE
n_states:3
neighborhood:vonNeumann
symmetries:rotate4reflect
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var x={0,2}
0 1,0,0,0 2
0 2,1,2,0 1
0 1,a,1,b 1
1 2,0,0,0 1
1 x,x,x,x 1
2 1,0,0,0 1
2 1,a,b,c 2
a b,c,d,e 0