The following is true of wormholes:
1. Wormholes are considered “dead” for determining cell birth/survival.
2. Wormholes have a directionality, denoted by a vector in one of the cardinal directions.
3. If a cell is to be born on a wormhole, that cell is then displaced in the direction noted on the wormhole by 1 cell if and only if the corresponding birth site is already dead, else no birth occurs.
4. A wormhole has its own ruleset, denoted by a W and then numbers. Should the amount of live cells around the wormhole fulfill this ruleset, the wormhole will “warp” 2 blocks in the direction it’s facing, replacing any living cell in the destination.
The ruleset I've used as a basis is "Live Free or Die" (B2/S0), since it already has a photon in the moon. I've modified it to be what I call "Warp Free or Die," which I'll denote B2/S0/W2 for now. This has a pretty simple tachyon; make a moon, then make a moon out of wormholes pointing forward. The result is a 2c/1o tachyon that self-propagates.
Thanks to the contributions of users tropylium (same name on forum) and sog (Ilovesoggycat on the Wiki) on the Discord, I not only have a ruletable but also some patterns to show off.
Ruletable for Warp Free or Die shown below (thanks to tropylium); note that this implementation uses 3 pseudo-generations to simulate 1 full generation.
Code: Select all
@RULE WarpFreeOrDie
# east-pointing B2 wormholes plus B2/S0
@TABLE
n_states:11
# state 0 is dead
# states 1-2 are live
# state 3 is about to survive
# state 4 is stable wormhole
# state 5 is activated wormhole (same B conditions so only one state)
# state 6 is warping wormhole with no cell about to be born
# state 7 is warping wormhole with cell about to be born
# state 8 is warping wormhole wrapping over another wormhole
# states 9-10 are about to be born normally
# generations no. 0 mod 3 are presumed to be made of only states 0 1 4
# generations no. 1 mod 3 are presumed to be made of only states 0 2 4 5 9
# generations no. 2 mod 3 are presumed to be made of only states 0 3 4 6 7 8 10
neighborhood:Moore
symmetries:none
var a={0,1,2,3,4,5,6,7,8,9,10}
var b={a}
var c={a}
var d={a}
var e={a}
var f={a}
var g={a}
var h={a}
var i={0,4}
var j={i}
var k={i}
var l={i}
var m={i}
var n={i}
var o={0,4,5,9}
var p={o}
var q={o}
var r={o}
var s={o}
var t={o}
var u={o}
var v={o}
# wormhole activates with B2 totalistically
4,1,1,i,j,k,l,m,n,5
4,1,i,1,j,k,l,m,n,5
4,1,i,j,1,k,l,m,n,5
4,1,i,j,k,1,l,m,n,5
4,1,i,j,k,l,1,m,n,5
4,1,i,j,k,l,m,1,n,5
4,1,i,j,k,l,m,n,1,5
4,i,1,1,j,k,l,m,n,5
4,i,1,j,1,k,l,m,n,5
4,i,1,j,k,1,l,m,n,5
4,i,1,j,k,l,1,m,n,5
4,i,1,j,k,l,m,1,n,5
4,i,1,j,k,l,m,n,1,5
4,i,j,1,1,k,l,m,n,5
4,i,j,1,k,1,l,m,n,5
4,i,j,1,k,l,1,m,n,5
4,i,j,1,k,l,m,1,n,5
4,i,j,1,k,l,m,n,1,5
4,i,j,k,1,1,l,m,n,5
4,i,j,k,1,l,1,m,n,5
4,i,j,k,1,l,m,1,n,5
4,i,j,k,1,l,m,n,1,5
4,i,j,k,l,1,1,m,n,5
4,i,j,k,l,1,m,1,n,5
4,i,j,k,l,1,m,n,1,5
4,i,j,k,l,m,1,1,n,5
4,i,j,k,l,m,1,n,1,5
4,i,j,k,l,m,n,1,1,5
# state 5 spawns to its east state 6 / 7 / 8 if live / empty / wormhole
2,b,c,d,e,f,g,5,h,6
0,b,c,d,e,f,g,5,h,7
9,b,c,d,e,f,g,5,h,7
4,b,c,d,e,f,g,5,h,8
5,b,c,d,e,f,g,5,h,8
# state 5 itself dies and is not treated as a regular B2 target
5,a,b,c,d,e,f,g,h,0
# states 6-8 spawn wormhole to their east
a,b,c,d,e,f,g,6,h,4
a,b,c,d,e,f,g,7,h,4
a,b,c,d,e,f,g,8,h,4
# state 6 spawns live cell underneath itself
6,a,b,c,d,e,f,g,h,1
# state 7 spawns live cell underneath itself
7,a,b,c,d,e,f,g,h,1
# state 8 spawns wormhole underneath itself
8,a,b,c,d,e,f,g,h,4
# no death at start of timeskip
1,a,b,c,d,e,f,g,h,2
# S0 at middle of timeskip
2,o,p,q,r,s,t,u,v,3
2,a,b,c,d,e,f,g,h,0
3,a,b,c,d,e,f,g,h,1
# normal B2 spawned at start of timeskip, survives over it
0,1,1,i,j,k,l,m,n,9
0,1,i,1,j,k,l,m,n,9
0,1,i,j,1,k,l,m,n,9
0,1,i,j,k,1,l,m,n,9
0,1,i,j,k,l,1,m,n,9
0,1,i,j,k,l,m,1,n,9
0,1,i,j,k,l,m,n,1,9
0,i,1,1,j,k,l,m,n,9
0,i,1,j,1,k,l,m,n,9
0,i,1,j,k,1,l,m,n,9
0,i,1,j,k,l,1,m,n,9
0,i,1,j,k,l,m,1,n,9
0,i,1,j,k,l,m,n,1,9
0,i,j,1,1,k,l,m,n,9
0,i,j,1,k,1,l,m,n,9
0,i,j,1,k,l,1,m,n,9
0,i,j,1,k,l,m,1,n,9
0,i,j,1,k,l,m,n,1,9
0,i,j,k,1,1,l,m,n,9
0,i,j,k,1,l,1,m,n,9
0,i,j,k,1,l,m,1,n,9
0,i,j,k,1,l,m,n,1,9
0,i,j,k,l,1,1,m,n,9
0,i,j,k,l,1,m,1,n,9
0,i,j,k,l,1,m,n,1,9
0,i,j,k,l,m,1,1,n,9
0,i,j,k,l,m,1,n,1,9
0,i,j,k,l,m,n,1,1,9
9,a,b,c,d,e,f,g,h,10
10,a,b,c,d,e,f,g,h,1
@COLORS
0 0 0 0
1 255 255 255
2 127 127 159
3 159 159 255
4 127 127 127
5 255 255 0
6 255 255 200
7 127 127 0
8 255 255 127
9 0 127 0
10 0 255 0Code: Select all
x = 59, y = 11, rule = WarpFreeOrDie
41.A$34.A.A5.A$46.A5.A$36.A.2A.3A.A7.A$35.A5.A2.A5.A3.2AD$42.A5.A.A5.
AD$35.A12.A.A5.AD$37.A.A12.2A2.AD$A3.A3.A3.A3.A3.A3.A3.A3.A18.A$44.3A
3.A$47.A!Code: Select all
x = 3, y = 4, rule = WarpFreeOrDie
AD$.AD$.AD$AD!
Wick 1, generated by the first tachyopuffer

This wick can be eaten by the following structure if solitary. This structure is also an elementary tachyon that appears fairly often from soup.

Wick 2
Code: Select all
x = 600, y = 22, rule = WarpFreeOrDie
151.A5.A293.A5.A$152.2A4.2A3.A2.A2.A4.A5.A23.A7.A239.2A4.2A3.A2.A2.A
4.A5.A23.A7.A$A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A
5.A5.A5.A5.A5.A13.A2.2A4.2A3.2A2.2A3.2A4.2A2.A19.2A2.A3.2A2.A82.A5.A
5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A5.A13.
A2.2A4.2A3.2A2.2A3.2A4.2A2.A19.2A2.A3.2A2.A$.2A4.2A4.2A4.2A4.2A4.2A4.Code: Select all
x = 50, y = 20, rule = WarpFreeOrDie
A.A6.A2.A3.A3.A$2.A10.A.A5.A$.4A.A7.2A7.2A2.A4.A$A7.A15.A3.2A3.2A2.A
2.AD$16.A.A6.A3.A2.A3.A3.AD$13.A3.A2.A2.A.A6.A3.A.AD$.2A5.3A6.A.A.A
12.2A$A5.2A2.2A4.3A8.A2.2A$3.D2.A.A2.D4.AD5.D3.D3.D2.ADAD.D.D.3D$.A9.
2A2.A9.2A4.3A2.2A3.A2.2A2.AD$7.A4.A2.A7.A2.2A2.A2.2A4.2A3.2A2.AD$7.A
3.2A.A6.A3.A.A4.A5.A4.A$3.2A2.A2.2A7.A.3A$2.A2.A6.A3.3A.2A$4.2A2.A6.A
2.A$5.A7.A.3A$4.2A.3A4.A2$A$A!
Code: Select all
x = 50, y = 20, rule = WarpFreeOrDie
A.A6.A2.A3.A3.A$2.A10.A.A5.A$.4A.A7.2A7.2A2.A4.A$A7.A15.A3.2A3.2A2.A
2.AD$16.A.A6.A3.A2.A3.A3.AD$13.A3.A2.A2.A.A6.A3.A.AD$.2A5.3A6.A.A.A
12.2A$A5.2A2.2A4.3A8.A2.2A$3.D2.A.A2.D4.AD5.D3.D3.D2.ADAD.D.D.3D$.A9.
2A2.A9.2A4.3A2.2A3.A2.2A2.AD$7.A4.A2.A7.A2.2A2.A2.2A4.2A3.2A2.AD$7.A
3.2A.A6.A3.A.A4.A5.A4.A$3.2A2.A2.2A7.A.3A$2.A2.A6.A3.3A.2A$4.2A2.A6.A
2.A$5.A7.A.3A$4.2A.3A4.A2$A$A!
The current implementation only allows for east facing wormholes and requires ~8 states to emulate the behavior of wormholes.
There hasn't been a fully established notion of wormhole birth yet, so a random fill of living cells will evolve identically to Live Free or Die.
There is a minor bug whereby two adjacent wormholes that both warp at the same time end up with one of the wormholes being duplicated.
Some edge cases (as in wormholes warping into other wormholes) have yet to be explicitly ironed out, so behavior may seem a bit odd.