Made small changes to the rule table, all notable patterns from previous version can be copied over and work identicallyderbil0 wrote: September 26th, 2026, 11:19 am SUPER double blinker+block puffer, blinker puffer with another puffer acting as a "puffer-chugger" or whatever it may be called officially, and a puffer with another puffer acting as a "converter" from 1 blinker -> 2 blinkers + sheriff block
Also someone PLEASE inform me on some official naming system for these puffers because I don't think "puffer-chugger" is a real term![]()
Also, not sure if it is too early or anything, but how do I request repository support for this custom rule? If that ever happens, this new rule table has comments describing the required parameters/changes to create other versions of this rule
Anyways, some new findings:
Another large puffer, and a replicator + puffer rake:
Code: Select all
x = 110, y = 138, rule = MVS
6$27.2A$26.4A$27.3A$32.3A$30.3AC3A$29.ABC3.CA$28.2A.C4.2A$30.2A4.2A$30.
2AC2.CA$30.ABC.3A$30.2AB2A$31.2A7$43.A35.A$42.3A33.3A$41.2A.2A31.2A.2A
$41.2A.2A31.2A.2A$42.3A33.3A$43.A35.A7$31.2A$30.2AB2A$30.ABC.3A$30.2A
C2.CA$30.2A4.2A$28.2A.C4.2A$29.ABC3.CA$30.3AC3A$32.3A$27.3A$26.4A$27.
2A57$53.A11.A11.A$52.3A9.3A9.3A$51.2A.2A7.2A.2A7.2A.2A$51.2A.2A7.2A.2A
7.2A.2A$52.3A9.3A9.3A$53.A11.A11.A5$24.B$23.A.A$23.2A$30.3A$28.7A$28.
2AC2.CA$28.2A4.2A$29.BC3.2A$30.AC.CA$26.A3.5A$25.3A4.A$24.2A2.A$25.3A
$26.A!
@RULE MVS
In this rule, evil murderers kill civilians and sheriffs while the heroic sheriffs kill murderers. All the time, people are either dying or being born.
For each condition, there are suggested variables for controlling them; 12 in total
However, some conditions may need to simply be merged into a catchall condition
Total Parameters (12) / format: MVS(BC,BR,BX, SC,SS,SX,SM, P, CH,XH, MT,ST), e.g. this is MVS(BC3-5, BR35, BX2-4, SC2-4, SS23, SX34, SM34, P4-6, CH6, XH3-5, MT2,ST2)
If it can be simpler, please do make it simpler lol
(Each digit, 0-8, in a parameter represents 1 value, and A-B represents a range of values from and including A to and including B. or means something specific depending on the condition that uses it)
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var states = {0,1,2,3}
var s1 = states
var s2 = states
var s3 = states
var s4 = states
var s5 = states
var s6 = states
var s7 = states
var s8 = states
var innoc = {0,1,2}
var i1 = innoc
var i2 = innoc
var i3 = innoc
var i4 = innoc
var i5 = innoc
var i6 = innoc
var i7 = innoc
var i8 = innoc
var civ = {0,1}
var c1 = civ
var c2 = civ
var c3 = civ
var c4 = civ
var c5 = civ
var c6 = civ
var c7 = civ
var c8 = civ
var nonsheriff = {0,1,3}
var n1 = nonsheriff
var n2 = nonsheriff
var n3 = nonsheriff
var n4 = nonsheriff
var n5 = nonsheriff
var n6 = nonsheriff
var n7 = nonsheriff
var n8 = nonsheriff
var living = {1,2,3}
var l1 = living
var l2 = living
var l3 = living
var l4 = living
var l5 = living
var l6 = living
var l7 = living
var l8 = living
var livingnonmurderer = {1,2}
var lnm1 = livingnonmurderer
var lnm2 = livingnonmurderer
var lnm3 = livingnonmurderer
var lnm4 = livingnonmurderer
var ls = {0,2}
var ls2 = ls
var lm = {0,3}
0, 1,1,1,c1,c2,0,0,0, 1 #Is born as a civilian – BC<b>
0, 2,2,2,ls,ls,0,0,0, 2 #Is born as a sheriff – BR<b>
0, 1,2,lnm1,lnm2,0,0,0,0, 2 #Is born as a sheriff – BX<b> ; 1,2 + lnm*BX; if BX = 0 then the birth condition would be 1,2,0... , if BX = 2-5 then it is lnm * the first # and s * (second # - first #); 1,2, lnm1, lnm2, s1,s2,s3,0. Not sure what the equivalent condition for anything other than a range is.
civ, 3,3,3,lm,lm,0,0,0, 3 #Is born as a murderer / murderer replaces civilian ... – BR
1, 1,1,i1,i2,0,0,0,0, 1 #Survives in the moderate company of people – SC<s>
1, 1,1,1,1,c1,c2,0,0, 2 #Climbs the ranks and becomes sheriff! – P<p>
1, 1,1,1,lnm1,lnm2,lnm3,i1,i2, 3 #Gets tired of all the annoying people and becomes a murderer! – CH<n> ; for CH < 4 add 1 * CH; for CH > 3 add on lnm*(CH-3) variables to the 1's ; and instead of any zeros in the condition, there are only i variables.
1, 2,2,2,i1,i2,0,0,0, 3 #Has a very heated argument with the sheriffs and plots to kill! – XH<n> ; a range value (like BX is); 2 * first # + i * second #
1, c1,c2,0,0,0,0,0,0, 0 #Dies of loneliness :( – Please convert into a catchall of some sort
2, 1,1,1,c1,0,0,0,0, 2 #Sheriff survives in the company of just people – SX<s>
2, 2,2,ls,c1,0,0,0,0, 2 #Sheriff survives in the company of a small or large group of others – SS<s> ; always includes a "c1" variable (?)
2, 2,2,2,2,s1,s2,s3,s4, 0 #Sheriff dies in heated banter! – Convert into catchall
2, lnm1,lnm2,lnm3,lnm4,s1,s2,s3,s4, 0 #Sheriff goes into poverty and starves... :( – Convert into catchall
2, 3,i1,i2,i3,i4,i5,i6,i7, 0 #Sheriff dies in tied duel
2, 3,3,s1,s2,s3,s4,s5,s6, 0 #Sheriff dies in any situation with too many murderers – MT<n>
3, 3,3,3,s1,c1,c2,c3,c4, 3 #Murderer survives with 3 or 4 other murderers – SM<s>
3, s1,s2,i1,i2,i3,i4,i5,i6, 0 #Mentally unstable murderer dies of... you can fill in the blank – Convert into catchall
3, 3,3,3,3,3,s1,s2,s3, 0 #Murderer dies in a gang fight! – Convert into catchall
3, 2,i1,i2,i3,i4,i5,i6,i7, 0 #Murderer dies in a tied duel
3, 2,2,s1,s2,s3,s4,s5,s6, 0 #Murderer dies in any situation with partnered sheriffs – ST<n>
innoc, 3,n1,n2,n3,n4,n5,n6,n7, 0 #One murderer can kill a whole crowd of unprotected innocents!
innoc, 3,3,n1,n2,s1,s2,s3,s4, 0 #A gang of murderers kill any insufficiently protected innocents! – MT and ST; MT for # of murderers, ST for # of sheriffs (# of nonsheriff variables)
states, s1,s2,0,0,0,0,0,0, 0 #Anyone dies of isolation – Convert into catchall
states, l1,l2,l3,l4,l5,l6,l7,l8, 0 #Anyone dies of overpopulation – Convert into catchall
@COLORS
0 0 0 0
1 255 255 255
2 0 127 255
3 255 0 0