PiSpaceships' Rules

For discussion of other cellular automata.
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PiSpaceships
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PiSpaceships' Rules

Post by PiSpaceships »

Hello! I am PiSpaceships! I love making new rules, but I'm afraid that they're not interesting enough. I made a lot of them, so I decided to start a thread.

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.
Last edited by PiSpaceships on March 21st, 2025, 1:24 pm, edited 6 times in total.
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Re: PiSpaceships' Rules

Post by PiSpaceships »

In StopPiBox pi-boxes exist among boxes:

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 Steath
Pi box gun and rake:

Code: 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!
Alien puffrake/breeder:

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!
Random soup:

Code: Select all

x=0, y=0, rule=StopPiBox
! #C [[ RANDOMIZE ]]
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Re: PiSpaceships' Rules

Post by d/dx »

if you like pi spaceships, you should check out plaines, my rule:

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!
my shtuffs

xkcd.com/626/


DieciFseis when?

,
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islptng
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Re: PiSpaceships' Rules

Post by islptng »

PiSpaceships wrote: February 24th, 2025, 4:37 am LaserNOR is more successful remake made by islptng.
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 B2a/S12 (Goey) is a rule with Gooey-like soups.
It has been discovered a long time ago. And, Determination(by Haycat2009, B2a3i/S12) is 1 transition from that but far more interesting.
My sandbox | All my engineered replicators | BsKngt | TNT
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PiSpaceships
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Re: PiSpaceships' Rules

Post by PiSpaceships »

islptng wrote: February 24th, 2025, 7:48 pm
PiSpaceships wrote: February 24th, 2025, 4:37 am LaserNOR is more successful remake made by islptng.
So it's mine, not yours. EDIT: though it's completely failed for me. I think your version is better.
I mentioned that you made it. I will remove it from my list.
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Re: PiSpaceships' Rules

Post by PiSpaceships »

B2ce/S1 is a rule which is stable except when a replicator appers - then it's explosive.

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!
A replicator reaction which creates "gliders":

Code: Select all

x = 11, y = 7, rule = B2ce/S1
o2bo$b2o$o2bo2$7bo2bo$8b2o$7bo2bo!
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.
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Re: PiSpaceships' Rules

Post by EvinZL »

PiSpaceships wrote: February 27th, 2025, 6:16 am A replicator reaction which creates "gliders":

Code: Select all

x = 11, y = 7, rule = B2ce/S1
o2bo$b2o$o2bo2$7bo2bo$8b2o$7bo2bo!
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.
A domino can cap the replicator; so have a p192 gun

Code: Select all

x = 167, y = 5, rule = B2ce/S1
67bob2obo14bo$o86bo$o165bo$79bo86bo$79bo14bob2obo!
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Re: PiSpaceships' Rules

Post by islptng »

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.
Do not add this to your list because it has been investigated a long time ago, for example, this:
b-engine wrote: January 15th, 2024, 2:35 am Rocket:

Code: Select all

x = 260, y = 363, rule = B2ce/S1
I also did investigate it about 5 months ago; It has an OMOS:

Code: Select all

#C Very small P8 OMOS
x = 10, y = 14, rule = B2ce/S1
7bo$8b2o11$2o$2bo!
The puffers are very easy to corderize.

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!
My sandbox | All my engineered replicators | BsKngt | TNT
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Banananananan
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Re: PiSpaceships' Rules

Post by Banananananan »

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:

Code: Select all

blah blah blah
A replicator reaction which creates "gliders":

Code: Select all

blah blah blah
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.
This is extremely similar to one of my rules, B2ce4ae5c/S13ak:

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!
:oops:
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Re: PiSpaceships' Rules

Post by PiSpaceships »

3-state rule with 3 spaceship speeds:

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
Yes, I know that it's poor, but it's my first experiment aiming at spaceship speeds.

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 1
edit 3: added blinker and XWSS:

Code: 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
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345678/2a3i/3 (Wickplicator)

Post by PiSpaceships »

345678/2a3i/3 "Wickplicator" is an interesting rule that I discovered some time ago.

Code: Select all

x = 64, y = 64, rule = 345678/2a3i/3
! #C [[ RANDOMIZE ]] 
It's explosive because of appearence of very common chaotic replicator, but its explosivity is restricted by appearence of indestructible wicks which usually grow infinitely but replicator can stop its growth, resume it or ever create new ones. Structures created with wickstretchers and the replicator vary from almost random to very regular.
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!
Strange quadratic growth:

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!
A breeder:

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!
In this case structures very often appear from chaos:

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
.AB2.A.A.2B.B.B2.A4.A4.B2A$2.A3.2AB.B.A3.A7.A.5B2.B7.A2.A.A.B2.A4.B4.
B$.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
.B2.A5.A.A.2A3.B.BA7.A.A.A2.B2A4.2A.2B$B2.B2.A.2AB4.A5.AB4.A.BA2B.A5.
ABA4B.BA.A3.B.AB2.2BA$.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
!
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PiSpaceships
Posts: 218
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Re: PiSpaceships' Rules

Post by PiSpaceships »

Photonics without puffers:

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 0 200
edit:

Another 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
[/quote][/pattern]
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User avatar
PiSpaceships
Posts: 218
Joined: January 17th, 2025, 12:20 pm

Re: PiSpaceships' Rules

Post by PiSpaceships »

B2e3aijnr/S23aijr "Failedashes" is a range-1 two-state isotropic rule.

SPACESHIPS

Code: Select all

x = 18, y = 5, rule = B2e3aijnr/S23aijr
14b2o$14bobo$bo14b2o$2bo4b3o4bo2bo$3o4bobo4b4o!
I found 3 spaceships:
-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!
Two still lives, four p2 oscillators and p34 almost OMOS oscillator.

Please apgsearch this.
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unname4798
Posts: 2527
Joined: July 15th, 2023, 10:27 am
Location: Near ConwayLife servers

Re: PiSpaceships' Rules

Post by unname4798 »

FailedAshMin (B2e3aijnr/S2-n3aijr):

Code: Select all

#R B2e3aijnr/S2-n3aijr
!
[[ RANDOMIZE ]]
Remove orthogonal spaceship and see what happens:

Code: Select all

#R B2e3aijnr/S2-n3aijr4i
!
[[ RANDOMIZE ]]
User avatar
PiSpaceships
Posts: 218
Joined: January 17th, 2025, 12:20 pm

Re: PhotonBuilder

Post by PiSpaceships »

PhotonBuilder is a rule designed to create and destroy any configuration of stable state cells.

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 0
Below is the demo that shows four basic mechanics: splitting, eating, construction and destruction.

Code: Select all

x=0, y=0, rule=PhotonBuilder
6.C3$3.BA.C2$8.C$BA3.C3$2.C.C!
p8+4n NOT gate:

Code: Select all

x = 14, y = 8, rule = PhotonBuilder
8.C$8.C2.3C$8.C2$10.BAC$7.3C2$BA!
Can someone make OR gate?

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 0
edit2: Fixed NOT gate. Old version does not work in the current version of PhotonBuilder.

edit3: 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!
Now PhotonBuilder is logically universal, so is Turing Complete because Rule 110 emulator is possible!
Last edited by PiSpaceships on March 24th, 2025, 2:31 pm, edited 5 times in total.
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Re: PiSpaceships' Rules

Post by PiSpaceships »

A rule with 2-cell photon and c/4d SMOS:

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
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Re: PiSpaceships' Rules

Post by PiSpaceships »

My rule:
-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 0
Spaceships (colors can be changed):

Code: 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
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Re: PiSpaceships' Rules

Post by PiSpaceships »

Signal>3 photons in my new rule inspired by b-engine's SevenElements:

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
Edit: probably the smallest gun:

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
It has period 6.

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
edit3: a splitter:

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
The rule is highly chaotic.
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Re: PiSpaceships' Rules

Post by PiSpaceships »

Seeds-like 3-state vN rule:

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
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
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Re: PiSpaceships' Rules

Post by b-engine »

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
As well as this gun:

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
 
Congratulations on reinventing one of my early ruletable rules.
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Re: PiSpaceships' Rules

Post by PiSpaceships »

b-engine wrote: March 29th, 2025, 8:27 pm Congratulations on reinventing one of my early ruletable rules.
I planned earlier making this rule, but I made it now.

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?
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Re: PiSpaceships' Rules

Post by PiSpaceships »

LightAndElectrity, but light IS electrity:

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
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Re: PiSpaceships' Rules

Post by PiSpaceships »

Trying to make Pheumann a wire rule:

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

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Re: PiSpaceships' Rules

Post by b-engine »

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!
I had accidentally reinvented worms whilst trying to fix the wires:

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
 
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Re: PiSpaceships' Rules

Post by PiSpaceships »

A rake in my new rule called Neumann's brain:

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
An explosion:

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.
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@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
INACTIVE
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