Simple Ruletables
- NNlk05
- Posts: 861
- Joined: January 14th, 2026, 8:42 pm
- Location: Exploring in the Jungle of the INT Rulespace
- Contact:
Re: Simple Ruletables
Code: Select all
x = 10, y = 3, rule = B34twz/S23
b2o4b2o$obo4bobo$2bo4bo!
[[ AUTOSTART AUTOHIDEGUI TRACK 0 -47/270 ZOOM 4 GPS 45 STEP 3 THEME BOOK ]]
=3
The world is my country, science my religion.
- unname4798
- Posts: 2601
- Joined: July 15th, 2023, 10:27 am
- Location: Near ConwayLife servers
Re: Simple Ruletables
Code: Select all
#R ImmigrationSurvival
!
@RULE ImmigrationSurvival
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a
var j={1,2}
var k=j
0,1,1,j,0,0,0,0,0,1
0,2,2,j,0,0,0,0,0,2
j,1,1,0,0,0,0,0,0,1
j,1,2,0,0,0,0,0,0,j
j,2,2,0,0,0,0,0,0,2
j,1,1,k,0,0,0,0,0,1
j,2,2,k,0,0,0,0,0,2
a,b,c,d,e,f,g,h,i,0
Code: Select all
#R ImmigrationSurvival2
!
@RULE ImmigrationSurvival2
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var i=a
var j={1,2}
var k=j
0,1,1,j,0,0,0,0,0,1
0,2,2,j,0,0,0,0,0,2
j,1,1,0,0,0,0,0,0,1
2,1,2,0,0,0,0,0,0,1
1,1,2,0,0,0,0,0,0,2
j,2,2,0,0,0,0,0,0,2
j,1,1,k,0,0,0,0,0,1
j,2,2,k,0,0,0,0,0,2
a,b,c,d,e,f,g,h,i,0
- NNlk05
- Posts: 861
- Joined: January 14th, 2026, 8:42 pm
- Location: Exploring in the Jungle of the INT Rulespace
- Contact:
Re: Simple Ruletables
Code: Select all
x = 3, y = 3, rule = EightToggleLife
b2o$
2ob$
bob!
@RULE EightToggleLife
EightToggleLife, 2026-8-9, NNlk05
B38/S23 but a "toggle cell" gets born on B8 and toggles the states of the cells around it then dies.
@TABLE
n_states: 3
neighborhood: Moore
symmetries: permute
var a = {0, 1}
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, 1, 2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
1 1,1,0,0,0,0,0,0 1
1, 2,a2,a3,a4,a5,a6,a7,a8, 0
0, 2,a2,a3,a4,a5,a6,a7,a8, 1
a1 1,1,1,0,0,0,0,0 1
0 1,1,1,1,1,1,1,1 2
2 b1,b2,b3,b4,b5,b6,b7,b8 0
a, a1,a2,a3,a4,a5,a6,a7,a8, 0
@COLORS
0 0 0 0
1 0 255 255
2 255 0 0
Code: Select all
x = 64, y = 64, rule = EightToggleLife
!
[[ RANDOMIZE2 ]]
@RULE EightToggleLife
EightToggleLife, 2026-8-9, NNlk05
B38/S23 but a "toggle cell" gets born on B8 and toggles the states of the cells around it then dies.
@TABLE
n_states: 3
neighborhood: Moore
symmetries: permute
var a = {0, 1}
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, 1, 2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
1 1,1,0,0,0,0,0,0 1
1, 2,a2,a3,a4,a5,a6,a7,a8, 0
0, 2,a2,a3,a4,a5,a6,a7,a8, 1
a1 1,1,1,0,0,0,0,0 1
0 1,1,1,1,1,1,1,1 2
2 b1,b2,b3,b4,b5,b6,b7,b8 0
a, a1,a2,a3,a4,a5,a6,a7,a8, 0
@COLORS
0 0 0 0
1 0 255 255
2 255 0 0
Code: Select all
x = 10, y = 3, rule = B34twz/S23
b2o4b2o$obo4bobo$2bo4bo!
[[ AUTOSTART AUTOHIDEGUI TRACK 0 -47/270 ZOOM 4 GPS 45 STEP 3 THEME BOOK ]]
=3
The world is my country, science my religion.
- hotcrystal0
- Posts: 4744
- Joined: July 3rd, 2020, 5:32 pm
- Location: wherever you think I am
Re: Simple Ruletables
P8:NNlk05 wrote: August 9th, 2026, 6:04 am B38/S23 but a "toggle cell" gets born on B8 and toggles the states of the cells around it then dies.
Code: Select all
x = 3, y = 3, rule = EightToggleLife b2o$ 2ob$ bob! @RULE EightToggleLife EightToggleLife, 2026-8-9, NNlk05 B38/S23 but a "toggle cell" gets born on B8 and toggles the states of the cells around it then dies. @TABLE n_states: 3 neighborhood: Moore symmetries: permute var a = {0, 1} 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, 1, 2} var b1 = b var b2 = b var b3 = b var b4 = b var b5 = b var b6 = b var b7 = b var b8 = b 1 1,1,0,0,0,0,0,0 1 1, 2,a2,a3,a4,a5,a6,a7,a8, 0 0, 2,a2,a3,a4,a5,a6,a7,a8, 1 a1 1,1,1,0,0,0,0,0 1 0 1,1,1,1,1,1,1,1 2 2 b1,b2,b3,b4,b5,b6,b7,b8 0 a, a1,a2,a3,a4,a5,a6,a7,a8, 0 @COLORS 0 0 0 0 1 0 255 255 2 255 0 0
Code: Select all
x = 8, y = 4, rule = EightToggleLife
5.3A$3A2.A.A$A.A2.3A$3A!
@RULE EightToggleLife
EightToggleLife, 2026-8-9, NNlk05
B38/S23 but a "toggle cell" gets born on B8 and toggles the states of the cells around it then dies.
@TABLE
n_states: 3
neighborhood: Moore
symmetries: permute
var a = {0, 1}
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, 1, 2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
1 1,1,0,0,0,0,0,0 1
1, 2,a2,a3,a4,a5,a6,a7,a8, 0
0, 2,a2,a3,a4,a5,a6,a7,a8, 1
a1 1,1,1,0,0,0,0,0 1
0 1,1,1,1,1,1,1,1 2
2 b1,b2,b3,b4,b5,b6,b7,b8 0
a, a1,a2,a3,a4,a5,a6,a7,a8, 0
@COLORS
0 0 0 0
1 0 255 255
2 255 0 0
75 days until New York's age verification law goes into effect.
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!Re: Simple Ruletables
Code: Select all
x = 76, y = 8, rule = Kat1
63.A$58.A$33.A2.A27.A$A2.A29.A15.B.B12.A$A2.BA29.3B.A5.A6.B4.A.2B2.3B
$.B34.B7.A11.A4.B10.A2.A$2.B33.B8.2B10.2B4.A8.A$3.2A32.2A9.2A10.2A11.
2B!
@RULE Kat1
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
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 i=a
0,1,1,0,0,0,0,0,0,2
0,1,2,0,0,0,0,0,0,1
2,1,a,b,c,d,e,f,g,1
1,1,1,1,0,0,0,0,0,1
a,b,c,d,e,f,g,h,i,0
Re: Simple Ruletables
Code: Select all
x = 4, y = 3, rule = pi_rep
3A$3A$A2.A!
@RULE pi_rep
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
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 i=a
0,1,1,1,0,0,0,0,0,1
0,1,1,1,1,1,1,a,b,2
2,1,a,b,c,d,e,f,g,1
1,1,1,0,0,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
a,b,c,d,e,f,g,h,i,0- hotcrystal0
- Posts: 4744
- Joined: July 3rd, 2020, 5:32 pm
- Location: wherever you think I am
Re: Simple Ruletables
Not sure where to put this, but there’s already a rule called pirep:Katrina wrote: August 16th, 2026, 8:56 pm Pi Rep-tomino (except it's not a heptomino as the predecessor)
Code: Select all
x = 4, y = 3, rule = pirep 3A$3A$A2.A! @RULE pirep @TABLE n_states:3 neighborhood:Moore symmetries:permute 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 i=a 0,1,1,1,0,0,0,0,0,1 0,1,1,1,1,1,1,a,b,2 2,1,a,b,c,d,e,f,g,1 1,1,1,0,0,0,0,0,0,1 1,1,1,1,0,0,0,0,0,1 a,b,c,d,e,f,g,h,i,0
Can you rename your rule?drc wrote: November 22nd, 2016, 7:59 pmA very interesting rule. Here is the table:PHPBB12345 wrote:pirep.zipCode: Select all
@RULE pirep @TABLE n_states:3 neighborhood:Moore symmetries:rotate4reflect var a={1,2} var b=a var c=a var d={0,1,2} var e=d var f=d var g=d var h=d var i=d var j=d var k=d var l=d 0,0,1,2,1,0,0,0,0,0 0,1,1,0,0,0,0,0,1,2 2,1,1,0,0,0,0,0,1,2 1,1,1,0,0,1,0,0,0,2 d,a,b,c,0,0,0,0,0,1 d,a,b,0,c,0,0,0,0,1 d,a,b,0,0,c,0,0,0,1 d,a,b,0,0,0,c,0,0,1 d,a,b,0,0,0,0,c,0,1 d,a,b,0,0,0,0,0,c,1 d,a,0,b,0,c,0,0,0,1 d,a,0,b,0,0,c,0,0,1 d,a,0,0,b,0,c,0,0,1 d,0,a,0,b,0,c,0,0,1 c,a,b,0,0,0,0,0,0,1 c,a,0,b,0,0,0,0,0,1 c,a,0,0,b,0,0,0,0,1 c,a,0,0,0,b,0,0,0,1 c,0,a,0,b,0,0,0,0,1 c,0,a,0,0,0,b,0,0,1 d,e,f,g,h,i,j,k,l,0 @COLORS 1 255 255 255 2 255 255 0
75 days until New York's age verification law goes into effect.
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!- unname4798
- Posts: 2601
- Joined: July 15th, 2023, 10:27 am
- Location: Near ConwayLife servers
Re: Simple Ruletables
Code: Select all
#R CCOD
!
[[ RANDOMIZE2 ]]
@RULE CCOD
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
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 i=a
0,1,1,0,0,0,0,0,0,1
0,2,2,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,2
2,0,0,0,0,0,0,0,0,1
a,b,c,d,e,f,g,h,i,0
- NNlk05
- Posts: 861
- Joined: January 14th, 2026, 8:42 pm
- Location: Exploring in the Jungle of the INT Rulespace
- Contact:
Re: Simple Ruletables
B38/S23, but on B8 a cell disappears and reappears after 3 ticks.
Code: Select all
x = 3, y = 3, rule = TimeTravelingB8
b2o$2ob$bob!
@RULE TimeTravelingB8
B38/S23, but on B8 a cell disappears and reappears after 3 ticks.
By NNlk05, 2026-09-02
@TABLE
n_states: 5
neighborhood: Moore
symmetries: permute
var a = {0, 1}
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, 1, 2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
1 1,1,0,0,0,0,0,0 1
a 1,1,1,0,0,0,0,0 1
0 1,1,1,1,1,1,1,1 2
a a1,a2,a3,a4,a5,a6,a7,a8 0
2 b1,b2,b3,b4,b5,b6,b7,b8 3
3 b1,b2,b3,b4,b5,b6,b7,b8 4
4 b1,b2,b3,b4,b5,b6,b7,b8 1
@COLORS
0 0 0 0
1 0 255 255
Code: Select all
x = 10, y = 3, rule = B34twz/S23
b2o4b2o$obo4bobo$2bo4bo!
[[ AUTOSTART AUTOHIDEGUI TRACK 0 -47/270 ZOOM 4 GPS 45 STEP 3 THEME BOOK ]]
=3
The world is my country, science my religion.
- NNlk05
- Posts: 861
- Joined: January 14th, 2026, 8:42 pm
- Location: Exploring in the Jungle of the INT Rulespace
- Contact:
Re: Simple Ruletables
It seems to be:apg wrote: August 1st, 2010, 1:22 pm Complexity of Wave CA = (ln(12)/ln(2))*(12^9) ~ 1.85 * 10^10 bits
Complexity of vNCA = (ln(29)/ln(2))*(29^5) ~ 9.96 * 10^7 bits
Code: Select all
Complexity = l(n(n_states)/ln(2))*(n_states * neighborhood_size)Code: Select all
x = 10, y = 3, rule = B34twz/S23
b2o4b2o$obo4bobo$2bo4bo!
[[ AUTOSTART AUTOHIDEGUI TRACK 0 -47/270 ZOOM 4 GPS 45 STEP 3 THEME BOOK ]]
=3
The world is my country, science my religion.
- NNlk05
- Posts: 861
- Joined: January 14th, 2026, 8:42 pm
- Location: Exploring in the Jungle of the INT Rulespace
- Contact:
Re: Simple Ruletables
Code: Select all
x = 3, y = 3, rule = LWODwithKiller
b2o$2ob$bob!
@RULE LWODwithKiller
Life without death, but B8 spawns a killer that expands.
By NNlk05, 2026-09-28
@TABLE
n_states: 3
neighborhood: Moore
symmetries: permute
var a = {0, 1, 2} # All
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 1,1,1,0,0,0,0,0 1 # B3
0 1,1,1,1,1,1,1,1 2 # Spawn killer
1 2,a1,a2,a3,a4,a5,a6,a7 2 # Killer spreads
2 a1,a2,a3,a4,a5,a6,a7,a8 0 # Killer dies
@COLORS
0 0 0 0
1 0 255 255
2 128 128 128
Code: Select all
x = 3, y = 3, rule = LWODwithKiller-B7
b2o$2ob$bob!
@RULE LWODwithKiller-B7
Life without death, but B7 spawns a killer that expands.
By NNlk05, 2026-09-28
@TABLE
n_states: 3
neighborhood: Moore
symmetries: permute
var a = {0, 1, 2} # All
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 1,1,1,0,0,0,0,0 1 # B3
0 1,1,1,1,1,1,1,0 2 # Spawn killer
1 2,a1,a2,a3,a4,a5,a6,a7 2 # Killer spreads
2 a1,a2,a3,a4,a5,a6,a7,a8 0 # Killer dies
@COLORS
0 0 0 0
1 0 255 255
2 128 128 128Code: Select all
x = 10, y = 3, rule = B34twz/S23
b2o4b2o$obo4bobo$2bo4bo!
[[ AUTOSTART AUTOHIDEGUI TRACK 0 -47/270 ZOOM 4 GPS 45 STEP 3 THEME BOOK ]]
=3
The world is my country, science my religion.
- breaker's glider gun
- Posts: 731
- Joined: May 23rd, 2021, 10:26 am
- Location: the inside of a stuffed anaconda or maybe [click to not expand]
Re: Simple Ruletables
- A black button must be next to 3 white buttons and 3 black buttons.
- A white button must be next to 2 buttons of one kind and 4 of the other.
- All positively determined placements, as determined by "this button will be following its button rule if all surrounding empty spaces have _ buttons," are fulfilled.
- Any disagreement between what colour of button is put in a hex causes a wave of red to cover the board.
Code: Select all
@RULE ButtonTiling
@TABLE
n_states:8
neighborhood:hexagonal
symmetries:permute
var a={0,1,2,3,4,5,6,7}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var b={3,5}
var c={4,6}
var d={1,2}
1, 2, 2, 2,a4,a5, 0, 3
1, 1, 1, 1,a4,a5, 0, 4
2, 2, 2, 2, 2,a5, 0, 5
2, 1, 1, 1, 2, 2, 0, 5
2, 2, 2, 2, 1, 1, 0, 6
2, 1, 1, 1, 1,a5, 0, 6
0, b, c,a1,a4,a5,a6, 7
0, b,a2,a3,a4,a5,a6, 1
0, c,a2,a3,a4,a5,a6, 2
3, a1,a2,a3,a4,a5,a6, 1
4, a1,a2,a3,a4,a5,a6, 1
5, a1,a2,a3,a4,a5,a6, 2
6, a1,a2,a3,a4,a5,a6, 2
#7, a1,a2,a3,a4,a5,a6, 0 ##This to clear board instead
d, 7,a2,a3,a4,a5,a6, 7
@COLORS
0 100 50 0
1 0 0 0
2 255 255 255
3 0 0 100
4 0 0 255
5 0 100 0
6 0 255 0
7 255 0 0Code: Select all
x = 4, y = 4, rule = ButtonTiling
2B$.B$.2B$.3B!(the triangle tiling, which does indeed force the rest of the plain:)
Code: Select all
x = 14, y = 14, rule = ButtonTiling
A3BA$B4AB$2BABA2B$3A2B3A$ABA3BABA$A2B4A2BA$A3BABA3BA$B4A2B4AB$2BABA3B
ABA2B$3A2B4A2B3A$.BA3BABA3BAB$2.B4A2B4AB$3.BABA3BABAB$4.A2B4A2BA!
good luck finding something that doesn't collapse and also doesn't force an agar on the rest of the plane!
-
OogaBooga_
- Posts: 89
- Joined: February 7th, 2026, 8:34 pm
- Location: Quantum Superposition
Re: Simple Ruletables
P536:rabbit wrote: October 12th, 2025, 8:12 pm This thread is dedicated to exploration of ruletables which consist of a very short "body", that is to say that the section comprised of transition lines (minus the variable specifications) is relatively short. I think there is a very vast range of interesting rules available in this subset that seemingly hasn't received much attention.
The rule which inspired this thread is known as Termitic Life without Death (TermiticLWOD). I had the idea for a CA based off of a rule with S0...8 but where decay caused by B8 puts a stop to chaotic infinite growth, and the resulting table has a body section consisting of just 6 lines.
Surprisingly, the rule has a wide variety of spaceships at reduced velocities c/3, 10c/27, (2, 1)c/6 (!), and c/3 diagonal. Here is an incomplete collection of natural spaceships at this speed:Code: Select all
@RULE TermiticLWOD rabbit, 2025-10-12 If a State 0 cell is surrounded by three State 1 cells and five State 0 cells, it becomes a State 1 cell. If a State 0 cell is surrounded by eight State 1 cells, it becomes a State 2 termite. A State 2 termite becomes State 3 no matter what. A State 3 termite becomes State 4 no matter what. A State 4 termite becomes State 0. Any State 1 cell with at least one State 0 neighbour and one State 4 termite neighbour becomes a State 2 termite itself. The resulting rule has quite interesting dynamics, and two very high period oscillators at p192 and p1876. It also features common spaceships at many velocities, including 4c/12, 6c/14, c/3 diagonal, and (2, 1)c/6. https://conwaylife.com/forums/viewtopic.php?f=11&t=7076#p219647 @TABLE n_states:5 neighborhood:Moore symmetries:permute var a1 = {0, 1, 2, 3, 4} var a2 = a1 var a3 = a1 var a4 = a1 var a5 = a1 var a6 = a1 var a7 = a1 var a8 = a1 0, 1, 1, 1, 0, 0, 0, 0, 0,1 0, 1, 1, 1, 1, 1, 1, 1, 1,2 1, 4,a1,a2,a3,a4,a5,a6, 0,2 2,a1,a2,a3,a4,a5,a6,a7,a8,3 3,a1,a2,a3,a4,a5,a6,a7,a8,4 4,a1,a2,a3,a4,a5,a6,a7,a8,0 @COLORS 1 255 255 255 2 255 255 0 3 160 160 0 4 96 96 0 @NAMES 1 Alive 2 TermiteS2 3 TermiteS3 4 TermiteS4 @ICONS XPM "7 28 2 1" ". c #000000" "A c #FFFFFF" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AA.A.AA" "AAAAAAA" "A.AAA.A" "AA...AA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AA.A.AA" "AAAAAAA" "A.....A" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AAAAAAA" "AA.A.AA" "AAAAAAA" "AA...AA" "A.AAA.A" "AAAAAAA"The main attraction for this rule is its two RROs. The first RRO, at p192, is (1,2,3,4,6,8)-loopable. The second RRO has an impressive period of p1876, and is very much unloopable.Code: Select all
x = 84, y = 52, rule = TermiticLWOD .B2A7.BA11.B21.A8.A20.D$B3A7.BA11.B2A9.D3A5.B3A5.B3A20.B$.BA8.B7.A4.B 2A5.BA.2D.3A5.3A6.3A4.B7.B7.B2A$5.BA4.B2A4.B2A3.B3A4.2A.2D4A4.B4A4.B 4A4.2A6.2A5.B2A$5.BA4.B2A4.B3A.2B3A4.BA2.D4A4.5A4.4A4.B2A5.B2A4.B5A$ 6.A5.A6.BA2.2B.2A8.D2A6.2A7.2A6.B2A5.B2A3.C7A$5.B2A3.BA11.BA10.D2A6.B A7.BA6.B7.B5.CAD4A$5.B2A3.BA23.D25.BA6.BA5.C2A.A$5.B56.B7.BA6.2A$5.BA 55.B2A5.B$5.BA55.B2A5.B2A$63.2A5.B2A$62.B8.2A$70.B7$C6.C$CA5.C$.2A$BA 5.C2A$3A5.3A$B2A4.C3A$.A5.C3A$7.C.A$7.CA$8.2A$7.BA$7.3A$7.B2A$8.A7$B 2C3.C.C3.3C5.CB3.BCB3.B9.CA$C3A3.ABA3.3A3.2C2A2.B3A3.A2B6.CA2.B$C3A2. CB2A2.CB2A3.B2A3.B2A4.B3A5.C2A2.A2B$.2A4.2A4.2A5.A5.A5.B2A7.2A2.B3A$ 33.A7.C.A2.B2A$41.CA4.A$41.C2A$38.C.C.A$39.ACA$39.C3A$39.C3A$40.2A!Code: Select all
x = 320, y = 54, rule = TermiticLWOD 114.A119.A$112.5A115.5A$112.5A115.5A$112.5A115.5A$113.DAD117.DAD57.2A $102.2A.2D115.2A.2D58.2A4.5A$102.3D117.3D58.4A3.B.BAB$104.D119.D57.4A B$283.2BA4$50.A119.A59.A59.A25.A$49.3A.B115.3A.B55.3A.B55.3A.B8.A12.B 2A$49.3AB73.A.A.A.A36.3AB56.3AB13.A.A.A.A36.3AB7.2A2B11.B2A$48.5A71. 2A6C4A32.5A55.5A11.2A6C4A32.5A5.3A.B12.4A$48.4A2B70.3A5.C3A32.4A2B54. 4A2B10.3A5.C3A32.4A2B4.3AB14.B2A$49.2A.2B67.3AC2A5.C2A34.2A.2B55.2A. 2B7.3AC2A5.C2A34.2A.2B4.4A$51.AB68.3AC2.C3.3C2A35.AB14.2A42.AB8.3AC2. C3.3C2A35.AB6.2A2B4.2A$121.3AC6.C2.CA50.5A50.3AC6.C2.CA42.2A3B3.5A$ 122.2A10.C.A49.6A50.2A10.C.A27.B14.2AB4.6A5.B$133.2C2A48.A.4A62.2C2A 26.A2B2.2B9.2AB3.A.4A7.A$134.C3A47.3BAB64.C3A26.A.BA4B13.3BAB7.BA$ 104.D2.2D.D23.C2A49.2B2.B33.D2.2D.D23.C2A27.5AB2A14.2B2.B6.3A$105.DAD 3.D113.DAD3.D16.A36.7A25.B2A$103.4AD.D113.4AD.D17.4A34.3A.A28.A$102. 7A113.7A18.4A$103.4A116.4A18.7A$103.4A116.4A17.D.D4A24.A28.A.3A$105.A 119.A16.D3.DAD25.2AB25.7A$163.B2.2B49.2AC23.D.2D2.D24.3A6.B2.2B14.2AB 5A$164.BA3B47.3AC55.AB7.BA3B13.4BAB.A$163.4A.A48.2A2C54.A7.4A.A3.B2A 9.2B2.2BA$162.6A49.A.C10.2A44.B5.6A4.B2A14.B$163.5A50.AC2.C6.C3A50.5A 3.3B2A$.BA58.BA58.BA42.2A14.BA35.2A3C3.C2.C3A8.BA42.2A4.2B2A6.BA$2B. 2A55.2B.2A55.2B.2A55.2B.2A34.2AC5.2AC3A7.2B.2A47.4A4.2B.2A$2B4A54.2B 4A54.2B4A54.2B4A32.3AC5.3A10.2B4A29.2AB14.B3A4.2B4A$.5A55.5A55.5A55. 5A32.4A6C2A11.5A29.4A12.B.3A5.5A$.B3A56.B3A56.B3A56.B3A36.A.A.A.A13.B 3A31.2AB11.2B2A7.B3A$B.3A55.B.3A55.B.3A55.B.3A55.B.3A31.2AB12.A8.B.3A $3.A59.A59.A59.A59.A33.A25.A4$308.A2B$249.D57.B4A$249.3D47.BAB.B3.4A$ 247.2D.2A46.5A4.2A$238.DAD58.2A$237.5A$237.5A$237.5A$239.A!There is additionally a near-oscillator that fails into the higher period RRO, but it can be stabilized into a p268, albeit in ways too complicated for me to do by hand. I defer to a randomly picked example from Catagolue for a completion:Code: Select all
x = 54, y = 30, rule = TermiticLWOD 48.2C2.C$47.3CAC$47.A.5A$2.A44.7A$.3A44.6A$6A42.3A$.3AB.B$2.BAB3.B$.B 2.2B.B15$22.DA.2A$23.5A$22.D5A$21.D6A$22.D2A$22.D2A$21.DA!Guns are fairly easy to construct, even by hand. Puffers, however, remain somewhat elusive. I have managed to make two wickstretchers, which can be perturbed into many spaceships, but so far none of them have revealed a strict puffer or rake:Code: Select all
x = 225, y = 46, rule = TermiticLWOD 3.2A130.B$.5A130.B2A$.4A130.BAB.2A$5AC129.2B.B3A$3A2BC132.4A$.A.B121. B12.B2A24.3A$3.B121.D12.B2A21.2A.4A$124.D14.A19.10A$124.D34.4AD5A$ 160.7A$159.6A3D54.B2A$158.3AD2.D57.B2A$159.2A60.2B2A$222.B$222.B$120. B.BD78.A$121.B2A77.3A$121.2A3D2A72.4AC$121.A.5A73.4A$122.5A75.3A16.BA $122.5A75.2A2C13.3BA$123.2A79.2A14.2A$220.B2A$220.B2A11$133.D$134.A$ 133.DA.A$132.D5A$133.D4A$133.D3A60.3A$133.4A59.B3A$133.2A59.C5A$194.C 3A$193.5A$193.3A$193.3A!As for small still lifes and oscillators, any arrangement of State 1 cells where no B3 happens is sufficient to form a still life. Here's a scribble that becomes one:Code: Select all
x = 32, y = 12, rule = TermiticLWOD A.2A17.4A2.B$.5A.D12.6A2.A2B$6A2.A2D9.6A2.B3A$7A.D3A8.6A2.B2A$.6A.D3A 8.6A3.A$.6A2.3A9.4A$3.3A20.D$.D18.B6.A2D$2.A2D16.A2B3.D3A$2.D3A15.B3A 2.D3A$2.D3A15.B2A4.3A$3.3A16.A!Still lifes larger than the block are incredibly rare from soup, since they must form as an isolated island of cells and avoid B8. I don't even know if it's possible for them to be synthesized. This rule challenges my intuition in a lot of ways.Code: Select all
x = 10, y = 10, rule = TermiticLWOD 2A$2.A$3.A$3.A$4.2A$5.A$6.A$7.2A$8.A$9.A!
There are also p4 oscillators with a termite rapidly being born and dying in the center:Other than the series described here and their interactions, I am not aware of any other oscillators in this rule.Code: Select all
x = 7, y = 7, rule = TermiticLWOD 3.A$.5A$.5A$3A.3A$.5A$.5A$3.A!
I have devised a second simple ruletable in this theme as well, but I will have to do further research on it. I would be delighted if other users provide their own simple ruletables for exploration.
Code: Select all
x = 47, y = 104, rule = TermiticLWOD
30.3A$23.A4.A.3A$22.3A.7B$21.3AB5.B$22.3B$24.2B9$24.C4.B$26.2B.B$25.C
2AB$24.5A$24.3A$24.3A6$.3A$4A$6A$4AB.B$2.2A$.4C43$42.4C$43.2A$40.B.B4A
$41.6A$43.4A$43.3A6$20.3A$20.3A$18.5A$18.B2AC$17.B.2B$17.B4.C9$21.2B$
22.3B$16.B5.B3A$14.7B.3A$14.3A.A4.A$14.3A!
Code: Select all
x = 94, y = 94, rule = TermiticLWOD
5.A$4.3A.B$3.4AB$4.4A$5.A3B$5.A2.B$6.B$8.B$7.B13$26.D2.D$23.D.DA2DA$23.
6A$24.5A$23.4A$23.4A$24.3A20$.C2A$2C.3A$2C4A$.5A$.C3A$C.3A$2.3A11$71.
AD$69.2AD$69.2AD$66.6AD$66.5AD$66.5A$67.2A.AD15$86.B.2B2.B$85.B3.BAB$
87.B.B3A$43.3A42.6A$40.6A44.3A$40.7A44.A$40.5A.A$42.CA3C$41.C2.2C!
2 puffers
Code: Select all
x = 26, y = 66, rule = TermiticLWOD
11.D$12.D2.D$13.DAD$14.2D2A$15.3A$15.5A.D$14.D5A2.A2C$13.8A.C3A$13.3A
.3A2.C3A$14.A3.A4.2A2$.D17.CDC$2.A2D14.C3A$2.D3A13.C3A$2.D3A14.2A$3.3A
35$11.D$12.D2.D$13.DAD$14.2D2A$15.3A$15.5A.D$14.D5A2.A2C$13.8A.C3A$13.
3A.3A2.C3A$14.A3.A4.2A2$D18.CDC$.A2D15.C3A$.D3A14.C3A$.D3A15.2A$2.3A!
Code: Select all
x = 37, y = 10, rule = B3-knq4-aiwy5e6eik7c/S2aek3-aey4iq5a6ack
bo33bo$2o33b2o$bo33bo6$7b3o17b3o$8bo19bo!Re: Simple Ruletables
Code: Select all
x = 50, y = 35, rule = TermiticMazed
2.CA$2.CA7.A$2.C.A5.B3A$2.C2A8.A$2.C2A5.B2.2A$3.A7.3A$2.C2A6.A$2.CA6.
BA7$.2B.2B.BA$.3A.A.2A33.3A$.2A.5A32.DA.A$6.2A33.D.2A$43.A$41.2DA$43.
3A$40.2D2.2A$42.3A$.2D5.D4.2D5.DC4.DC13.2A.A$D.2A3.2CA4.2A3.2D2A2.C.2A
4.2C7.3A$DA.A2.DC2A2.DC2A3.C3A2.C3A3.C.2A5.D3A2.2C$.3A3.3A3.3A4.2A4.2A
4.C3A6.3A.C.2A$33.2A6.D.A2.C3A$41.DA4.2A$41.D2A$40.D.2A$40.2A$39.D2.A
$39.DA.A$40.3A!
@RULE TermiticMazed
pifricted, 2026-11-10
@TABLE
n_states:5
neighborhood:Moore
symmetries:permute
var a1 = {0, 1, 2, 3, 4}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 1, 1, 1, 0, 0, 0, 0, 0,1
0, 1, 1, 1, 1, 1, 1, 1, 1,2
1, 4,a1,a2,a3,a4,a5,a6, 0,2
2,a1,a2,a3,a4,a5,a6,a7,a8,3
3,a1,a2,a3,a4,a5,a6,a7,a8,4
4,a1,a2,a3,a4,a5,a6,a7,a8,0
1, 1, 1, 1, 1, 1, 1,a2,a3,0
@COLORS
1 255 255 255
2 255 255 0
3 160 160 0
4 96 96 0
@NAMES
1 Alive
2 TermiteS2
3 TermiteS3
4 TermiteS4
@ICONS
XPM
"7 28 2 1"
". c #000000"
"A c #FFFFFF"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AA.A.AA"
"AAAAAAA"
"A.AAA.A"
"AA...AA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AA.A.AA"
"AAAAAAA"
"A.....A"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AAAAAAA"
"AA.A.AA"
"AAAAAAA"
"AA...AA"
"A.AAA.A"
"AAAAAAA"