Re: Rule request thread
Posted: February 22nd, 2025, 10:02 pm
life but on b7 it makes a mouse cell which dies instantly and turns all life cells around it into mouse cells
life with deadly mice
life with deadly mice
tommyaweosme wrote: February 22nd, 2025, 10:02 pm life but on b7 it makes a mouse cell which dies instantly and turns all life cells around it into mouse cells
life with deadly mice
Code: Select all
#C [[ GRID RANDOMIZE2 RANDWIDTH 160 RANDHEIGHT 120 RANDFILL 20 ]]
x = 1, y = 1, rule = LWDM204927v0
b!
@RULE LWDM204927v0
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var x={0,1,2}
var x1=x
var x2=x
var x3=x
var x4=x
var x5=x
var x6=x
var x7=x
var x8=x
0, 1,1,1,1,1,1,1,0, 2
1, x1,x2,x3,x4,x5,x6,x7,2, 2
0, 1,1,1,0,0,0,0,0, 1
1, 1,1,1,0,0,0,0,0, 1
1, 1,1,0,0,0,0,0,0, 1
x, x1,x2,x3,x4,x5,x6,x7,x8, 0
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#C [[ GRID RANDOMIZE2 RANDWIDTH 160 RANDHEIGHT 120 RANDFILL 20 ]]
x = 1, y = 1, rule = LWDM204927v1
b!
@RULE LWDM204927v1
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var x={0,1,2}
var x1=x
var x2=x
var x3=x
var x4=x
var x5=x
var x6=x
var x7=x
var x8=x
var d={0,2}
var d1=d
var d2=d
var d3=d
var d4=d
var d5=d
0, 1,1,1,1,1,1,1,0, 2
1, x1,x2,x3,x4,x5,x6,x7,2, 2
0, 1,1,1,d1,d2,d3,d4,d5, 1
1, 1,1,1,0,0,0,0,0, 1
1, 1,1,0,0,0,0,0,0, 1
x, x1,x2,x3,x4,x5,x6,x7,x8, 0
Code: Select all
x = 10, y = 11, rule = LWDM204927v1
3$4.2A$5.2A$4.2A$4.A!
@RULE LWDM204927v1
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var x={0,1,2}
var x1=x
var x2=x
var x3=x
var x4=x
var x5=x
var x6=x
var x7=x
var x8=x
var d={0,2}
var d1=d
var d2=d
var d3=d
var d4=d
var d5=d
0, 1,1,1,1,1,1,1,0, 2
1, x1,x2,x3,x4,x5,x6,x7,2, 2
0, 1,1,1,d1,d2,d3,d4,d5, 1
1, 1,1,1,0,0,0,0,0, 1
1, 1,1,0,0,0,0,0,0, 1
x, x1,x2,x3,x4,x5,x6,x7,x8, 0
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x = 32, y = 40, rule = LWDM204927v1
13.2A.A$14.3A$15.A29$30.2A$29.2A$30.2A$31.A2$2A$.2A$2A$A!
That, rule, except mice follow B3/S2.tommyaweosme wrote: February 22nd, 2025, 10:02 pm life but on b7 it makes a mouse cell which dies instantly and turns all life cells around it into mouse cells
life with deadly mice
would this work?hotcrystal0 wrote: February 27th, 2025, 6:59 pmThat, rule, except mice follow B3/S2.tommyaweosme wrote: February 22nd, 2025, 10:02 pm life but on b7 it makes a mouse cell which dies instantly and turns all life cells around it into mouse cells
life with deadly mice
Code: Select all
#C [[ GRID RANDOMIZE2 RANDWIDTH 160 RANDHEIGHT 120 RANDFILL 20 ]]
x = 160, y = 120, rule = LWB3S2DMv1
!
@RULE LWB3S2DMv1
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var x={0,1,2}
var x1=x
var x2=x
var x3=x
var x4=x
var x5=x
var x6=x
var x7=x
var x8=x
var d={0,2}
var d1=d
var d2=d
var d3=d
var d4=d
var d5=d
var e={0,1}
var e1=e
var e2=e
var e3=e
var e4=e
var e5=e
var e6=e
0, 1,1,1,1,1,1,1,0, 2
1, x1,x2,x3,x4,x5,x6,x7,2, 2
0, 1,1,1,d1,d2,d3,d4,d5, 1
0, 2,2,2,e1,e2,e3,e4,e5, 2
1, 1,1,1,0,0,0,0,0, 1
1, 1,1,0,0,0,0,0,0, 1
2, 2,2,e1,e2,e3,e4,e5,e6, 2
x, x1,x2,x3,x4,x5,x6,x7,x8, 0
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x = 71, y = 106, rule = KnightwiseGeometry
16.2G46.2H$16.G.G45.H.H$12.2G2.2G42.2H2.2H2.H.H$12.2G2.G.G41.2H2.H.H
2.H$16.2G46.2H2.H.H4$AC46.AC$AB46.AB23$17.J47.I$16.J.J45.I.I$12.2J2.J
.J41.2I2.I.I.I.I$12.2J2.J.J41.2I2.I.I2.I$17.J47.I2.I.I4$AC46.AC$AB46.
AB18$60.3K$60.K$60.3K.K.K$60.K4.K$60.K3.K.K3$60.2K$60.2K5$48.AC$48.AB
23$17.M47.L$16.M.M45.L.L$12.2M2.3M41.2L2.3L.L.L$12.2M2.M.M41.2L2.L.L
2.L$16.M.M45.L.L.L.L4$AC46.AC$AB46.AB!
Did it in BETTERTABLE:PiSpaceships wrote: February 28th, 2025, 10:45 am I request a rule called 1eLife:
-State 1 cell is born if it has 3 living neighbors
-State 1 cell survives if it has 2 or 3 living neighbors
-State 1 turns dies by default
-State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor
-State 2 cell always turns into state 1 cell.
Living = state 1 or state 2
Code: Select all
@RULE 1eLife
@BETTERTABLE
n_states=3
1 0
2 1
neighborhood=Moore
symmetries=rotate90reflect
0 2,0,0,0,0,0,0,0 2
symmetries=permute
a:0,1,2
b:1,2
0 b,b,b,0,0,0,0,0 1
1 a,b,b,0,0,0,0,0 1
@NAMES
0 empty
1 Life
2 1e
@COLORS
0 0 0 0
1 255 255 255
2 127 127 127
Can you do it in table format so I can run it in LifeViewer and Golly?unname4798 wrote: February 28th, 2025, 10:54 amDid it in BETTERTABLE:I don't like rotate4reflect symmetry using the regular TABLE format.Code: Select all
worsetable
Note that the .rule filename must begin with an uppercase letter.PiSpaceships wrote: February 28th, 2025, 10:45 am I request a rule called 1eLife:
-State 1 cell is born if it has 3 living neighbors
-State 1 cell survives if it has 2 or 3 living neighbors
-State 1 turns dies by default
-State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor
-State 2 cell always turns into state 1 cell.
Living = state 1 or state 2
Code: Select all
#C [[ RANDOMIZE RANDWIDTH 32 RANDHEIGHT 24 RANDFILL 25 ]]
x = 1, y = 1, rule = TestingRequestFromPost205435
b!
@RULE TestingRequestFromPost205435
https://conwaylife.com/forums/viewtopic.php?p=205435#p205435
-State 1 cell is born if it has 3 living neighbors
-State 1 cell survives if it has 2 or 3 living neighbors
-State 1 turns dies by default
-State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor
-State 2 cell always turns into state 1 cell.
Living = state 1 or state 2
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={1,2}
var b=a
var c=a
var p={0,1,2}
var q=p
var r=p
var s=p
var t=p
var u=p
var v=p
var w=p
# the rules implementing "State 1 cell is born if it has (precisely) 3 living neighbors":
0, a,b,c,0,0,0,0,0, 1
0, a,b,0,c,0,0,0,0, 1
0, a,b,0,0,c,0,0,0, 1
0, a,b,0,0,0,c,0,0, 1
0, a,b,0,0,0,0,c,0, 1
0, a,b,0,0,0,0,0,c, 1
0, a,0,b,0,c,0,0,0, 1
0, a,0,b,0,0,c,0,0, 1
0, 0,a,0,b,0,c,0,0, 1
0, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 3 living neighbors":
1, a,b,c,0,0,0,0,0, 1
1, a,b,0,c,0,0,0,0, 1
1, a,b,0,0,c,0,0,0, 1
1, a,b,0,0,0,c,0,0, 1
1, a,b,0,0,0,0,c,0, 1
1, a,b,0,0,0,0,0,c, 1
1, a,0,b,0,c,0,0,0, 1
1, a,0,b,0,0,c,0,0, 1
1, 0,a,0,b,0,c,0,0, 1
1, 0,a,0,b,0,0,c,0, 1
# the rules implementing "State 1 cell survives if it has (precisely) 2 living neighbors"
1, a,b,0,0,0,0,0,0, 1
1, a,0,b,0,0,0,0,0, 1
1, a,0,0,b,0,0,0,0, 1
1, a,0,0,0,b,0,0,0, 1
1, 0,a,0,b,0,0,0,0, 1
1, 0,a,0,0,0,b,0,0, 1
1, p,q,r,s,t,u,v,w, 0 # the rule "State 1 dies by default"
0, 2,0,0,0,0,0,0,0, 2 # the rule "State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor"
2, p,q,r,s,t,u,v,w, 1 # the rule "State 2 cell always turns into state 1 cell."
1. So I will rename it into LifePlus1e.confocaloid wrote: February 28th, 2025, 11:57 amNote that the .rule filename must begin with an uppercase letter.PiSpaceships wrote: February 28th, 2025, 10:45 am I request a rule called 1eLife:
-State 1 cell is born if it has 3 living neighbors
-State 1 cell survives if it has 2 or 3 living neighbors
-State 1 turns dies by default
-State 2 cell is born if it has one state 2 neighbor in 1e position, which is the only living neighbor
-State 2 cell always turns into state 1 cell.
Living = state 1 or state 2
So it cannot be '1eLife' without going against the naming conventions and causing potential/actual problems with software support.
Code: Select all
rle
Feel free to use/modify it. (If you change/add/remove any rules in the table, I suggest to double-check whether the comments still make sense, and update them as needed.)
It's person A.PiSpaceships wrote: February 28th, 2025, 12:25 pm edit: If person A requests the rule and person B creates ruletable, what person "owns" the rule - person A or B?
AforAmpere wrote: February 7th, 2025, 5:10 am GLWSSider:Code: Select all
x = 3, y = 3, rule = MAPARYSfBIAtMAQYAiAAAAAgAFASmAAAIgAAJCoAIAAgABAACKACCAIAACAAIAAAAAAACAiAIAEgACAAAAAAAAAAA bo$2bo$3o!
Here is a 4-state INT adaptation, with 3 2-state phases, 10 3-state phases, and 7 4-state phases.hotcrystal0 wrote: February 28th, 2025, 5:44 pm A multistate (preferrably <=4-state) rule where the “gLWSSider” works in all eight orientations:
[...]
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x = 18, y = 18, rule = GLWSSider4
5.2A4.2A$5.A.A2.A.A$5.A6.A3$3A12.3A$A16.A$.A14.A3$.A14.A$A16.A$3A12.3A
3$5.A6.A$5.A.A2.A.A$5.2A4.2A!
@RULE GLWSSider4
This is a 4-state INT adaptation by R2INT (requested by HotCrystal0) of a pattern from a MAP rule devised by AforAmpere.
@COLORS
0 0,0,0
1 255,255,255
2 0,255,255
3 255,0,255
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
var a9 = a1
1 2,0,2,0,0,0,0,0 0
0 0,1,1,1,0,0,0,0 1
1 1,1,0,0,1,0,0,0 1
1 1,0,1,0,0,0,0,0 1
0 1,1,0,1,0,0,0,0 1
1 1,1,0,1,0,0,0,0 1
1 1,0,1,1,0,0,0,0 2
1 1,1,0,0,0,0,0,0 1
0 1,0,1,1,0,0,0,0 1
0 1,1,1,0,0,0,0,0 1
0 0,1,2,1,0,0,0,0 2
2 1,1,0,0,1,0,0,0 1
1 1,0,2,0,0,0,0,0 1
0 1,2,0,1,0,0,0,0 1
1 1,2,0,1,0,0,0,0 1
1 1,0,1,2,0,0,0,0 2
0 2,1,1,0,0,0,0,0 2
0 1,0,1,2,0,0,0,0 1
0 0,1,2,2,0,0,0,0 1
2 2,0,0,0,1,0,0,0 2
2 2,0,0,0,0,0,0,0 1
0 1,0,0,1,2,2,0,0 1
1 1,2,0,0,0,0,0,0 2
1 1,0,2,1,0,0,0,0 1
1 0,1,2,1,0,0,0,0 1
0 1,2,1,0,0,0,0,0 1
1 2,1,0,0,0,0,0,0 1
1 1,1,0,1,1,0,0,0 1
1 1,1,0,0,2,0,0,0 2
0 0,2,1,1,0,0,0,0 2
0 1,1,1,1,2,0,0,0 2
1 0,1,1,1,0,0,0,0 3
1 1,2,0,0,1,0,0,0 3
2 1,1,0,0,2,0,0,0 3
0 1,1,2,2,0,1,1,0 1
1 1,0,0,1,0,0,0,0 1
0 1,3,1,0,0,0,0,0 1
1 1,1,0,0,0,2,0,0 1
0 2,0,1,1,0,0,0,0 1
1 1,3,0,0,0,0,0,0 1
0 0,1,0,0,0,2,0,0 1
1 1,0,0,0,1,0,0,0 2
1 1,1,1,0,0,0,0,0 1
1 1,2,1,0,0,0,0,0 3
1 2,0,0,0,1,0,0,0 1
0 3,0,1,1,0,0,0,0 3
1 1,0,0,3,0,0,0,0 1
1 1,0,0,2,0,0,0,0 1
1 1,0,3,2,0,0,0,0 2
0 2,3,1,0,0,0,0,0 2
0 1,0,3,2,0,0,0,0 1
0 2,0,1,2,0,0,0,0 1
1 2,1,0,0,0,2,0,0 1
1 0,1,3,1,0,0,0,0 1
1 3,1,0,0,0,2,0,0 1
0 2,0,1,3,0,0,0,0 1
1 1,3,0,1,0,0,0,0 1
2 2,0,1,1,0,0,0,0 2
2 2,1,0,0,0,0,0,0 1
0 2,2,1,0,0,0,0,0 1
1 1,3,0,2,0,0,0,0 1
3 1,2,0,0,1,0,0,0 3
0 1,1,2,2,0,3,1,0 1
1 3,0,0,1,0,0,0,0 1
0 0,1,3,1,0,0,0,0 1
1 3,0,2,0,0,0,0,0 1
0 1,0,1,3,0,0,0,0 2
2 1,3,0,0,1,0,0,0 1
2 1,3,0,2,0,0,0,0 1
1 2,0,3,1,0,0,0,0 3
3 1,1,0,0,1,0,0,0 2
1 1,0,3,0,0,0,0,0 2
1 1,3,0,0,1,0,0,0 1
0 2,2,1,1,1,0,0,0 1
1 0,1,1,2,0,0,0,0 3
1 2,2,0,0,0,0,0,0 2
2 3,0,0,1,0,0,0,0 1
3 1,2,0,0,2,0,0,0 2
0 0,1,3,2,0,0,0,0 2
# engineering...
0 1,2,0,2,0,0,0,0 1
2 1,0,2,0,1,0,0,0 3
2 0,1,2,1,0,0,0,0 1
1 2,2,1,0,0,0,0,0 1
0 1,1,3,0,0,0,0,0 2
0 3,2,1,0,0,0,0,0 1
2 1,0,0,1,0,0,0,0 1
1 2,3,0,0,0,0,0,0 2
1 1,3,2,0,0,0,0,0 1
2 1,0,0,2,0,0,0,0 1
0 1,0,2,0,2,1,0,0 1
1 0,2,0,0,0,1,0,0 1
0 1,0,1,0,1,2,0,0 1
# extra
1 0,1,0,0,0,1,0,0 1
1 0,1,0,1,0,1,0,0 1
1 1,0,1,0,1,0,0,0 1
1 1,0,1,0,0,1,0,0 1
1 1,1,0,0,0,1,0,0 1
1 1,0,0,1,0,1,0,0 1
0 0,1,0,1,0,1,0,0 1
0 1,0,1,0,1,0,0,0 1
0 1,0,1,0,0,1,0,0 1
0 1,1,0,0,0,1,0,0 1
0 1,1,0,0,1,0,0,0 1
0 1,0,0,1,0,1,0,0 1
# TL
1 1,1,3,0,0,0,0,0 2
1 0,2,0,2,0,0,0,0 1
0 2,0,1,0,2,0,0,0 2
3 1,0,0,0,1,0,0,0 2
0 1,3,0,0,2,0,0,0 1
0 1,0,2,1,0,0,0,0 1
2 1,0,0,1,0,1,0,0 1
2 1,0,0,0,1,0,0,0 1
0 0,2,1,2,0,0,0,0 1
1 2,0,0,0,2,0,0,0 1
# state 3 CGoL
0 0,3,0,3,0,3,0,0 3
0 3,0,3,0,3,0,0,0 3
0 3,0,3,0,0,3,0,0 3
0 3,3,3,0,0,0,0,0 3
0 0,3,3,3,0,0,0,0 3
0 3,3,0,3,0,0,0,0 3
0 3,0,3,3,0,0,0,0 3
0 3,3,0,0,0,3,0,0 3
0 3,3,0,0,3,0,0,0 3
0 3,0,0,3,0,3,0,0 3
3 0,3,0,3,0,0,0,0 3
3 3,0,3,0,0,0,0,0 3
3 3,0,0,3,0,0,0,0 3
3 3,3,0,0,0,0,0,0 3
3 3,0,0,0,3,0,0,0 3
3 0,3,0,0,0,3,0,0 3
3 0,3,0,3,0,3,0,0 3
3 3,0,3,0,3,0,0,0 3
3 3,0,3,0,0,3,0,0 3
3 3,3,3,0,0,0,0,0 3
3 0,3,3,3,0,0,0,0 3
3 3,3,0,3,0,0,0,0 3
3 3,0,3,3,0,0,0,0 3
3 3,3,0,0,0,3,0,0 3
3 3,3,0,0,3,0,0,0 3
3 3,0,0,3,0,3,0,0 3
a1 a2,a3,a4,a5,a6,a7,a8,a9 0Some clarification may help, should the rules be isotropic (so that patterns can be safely rotated/reflected) or non-isotropic? In the former case, an orthogonal neutrino would require at least two nonzero cells and a diagonal neutrino would require at least three nonzero cells. In the latter case, one could have separate cellstates for each of 8 directions so that every neutrino is a single nonzero cell.LuveelVoom wrote: March 2nd, 2025, 5:12 pm Life, except if B7 is triggered a neutrino is created instead, which passes through everything and is traveling in the direction of the empty cell in the B7. If a neutrino encounters a cell which would trigger B5, B6, B7, or B8, it does so (turns the cell on) and destroys itself. Neutrinos can pass through one another, and they travel at the speed of light. I would also like a ruletable where neutrinos do not cause any interactions and just notate B7.
Yes, they should be isotropic. Maybe they can mutually annihilate instead of passing through each other.confocaloid wrote: March 3rd, 2025, 1:07 am
Some clarification may help, should the rules be isotropic (so that patterns can be safely rotated/reflected) or non-isotropic? In the former case, an orthogonal neutrino would require at least two nonzero cells and a diagonal neutrino would require at least three nonzero cells.
Linking a related idea (which doesn't really answer your request, though):LuveelVoom wrote: March 3rd, 2025, 1:40 amYes, they should be isotropic. Maybe they can mutually annihilate instead of passing through each other.confocaloid wrote: March 3rd, 2025, 1:07 am
Some clarification may help, should the rules be isotropic (so that patterns can be safely rotated/reflected) or non-isotropic? In the former case, an orthogonal neutrino would require at least two nonzero cells and a diagonal neutrino would require at least three nonzero cells.
Code: Select all
x = 7, y = 12, rule = ChainedLife1
5.2A$2.3A.A9$2A$2A!
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x = 5, y = 12, rule = ChainedLife2
3.2A$3A.A9$2A$2A!
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x = 3, y = 3, rule = ChainedLife3
2A$.2A$.A!
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x = 3, y = 3, rule = ChainedLife4
2A$.2A$.A!
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x = 5, y = 2, rule = ChainedLife5
3.2A$3A.A!
Yoel wrote: December 18th, 2022, 11:53 am Introducing a series of rules that only very slightly modify the behavior of Life, allowing for a photon and a diaphoton to appear in some rare circumstances, namely by one particular birth condition that gives birth to a state 6 cell that behaves like a regular live cell, unless some other condition is met, which gives birth to a photon cell, which, in turn, produces 4 photons and 4 diaphotons.
[...]
Code: Select all
@RULE Second_Order_CA_Test
#C 0 is dead and was dead in the last generation
#C 1 is dead and was alive in the last generation
#C 2 is alive and was dead in the last generation
#C 3 is alive and was alive in the last generation
@COLORS
0 0 0 0
1 128 0 0
2 0 255 0
3 255 255 0
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var e1 = {0,1,2,3}
var e2 = {0,1,2,3}
var e3 = {0,1,2,3}
var e4 = {0,1,2,3}
var e5 = {0,1,2,3}
var e6 = {0,1,2,3}
var e7 = {0,1,2,3}
var e8 = {0,1,2,3}
var a1 = {1,3}
var a2 = {1,3}
var a3 = {1,3}
var a4 = {1,3}
var a5 = {1,3}
var a6 = {1,3}
var a7 = {1,3}
var a8 = {1,3}
var b1 = {0,2}
var b2 = {0,2}
var b3 = {0,2}
var b4 = {0,2}
var b5 = {0,2}
var b6 = {0,2}
var b7 = {0,2}
var b8 = {0,2}
var c1 = {2,3}
var c2 = {2,3}
var c3 = {2,3}
var c4 = {2,3}
var c5 = {2,3}
var c6 = {2,3}
var c7 = {2,3}
var c8 = {2,3}
var d1 = {0,1}
var d2 = {0,1}
var d3 = {0,1}
var d4 = {0,1}
var d5 = {0,1}
var d6 = {0,1}
var d7 = {0,1}
var d8 = {0,1}
b1, d1,d2,d3,d4,d5,c1,c2,c3, 2
a1, d1,d2,d3,d4,d5,c1,c2,c3, 3
1, c1,c2,d1,d2,d3,d4,d5,d6, 2
1, c1,c2,c3,d1,d2,d3,d4,d5, 2
3, c1,c2,d1,d2,d3,d4,d5,d6, 3
3, c1,c2,c3,d1,d2,d3,d4,d5, 3
d1, e1,e2,e3,e4,e5,e6,e7,e8, 0
c1, e1,e2,e3,e4,e5,e6,e7,e8, 1is B1x2/S23V an example of a second-order cellular automaton? if it is, you can use things from its ruletable.eRroR_6o6 wrote: March 3rd, 2025, 9:43 pm B3/S23, but it's an order-2 CA.
Definition of order-2 CA: https://en.wikipedia.org/wiki/Second-or ... _automaton
I've actually been trying to make a 4-state ruletable for this, but I don't really feel like wasting time confusing myself on how this actually should work alone, so I'll see if anyone else can waste time not confusing themselves on how this should work.
(If you're wondering, this was my closest attempt, until I realized that I had the definition of second-order CA completely wrong. Still interesting, though.)
get_Snacked wrote: March 3rd, 2025, 10:05 pm is B1x2/S23V an example of a second-order cellular automaton? if it is, you can use things from its ruletable.
Here is my interpretation:
Code: Select all
x = 24, y = 41, rule = SecondOrderLife
.C$2.C4$.B14.B4.A.B$B5.A3.CB3.B2A4.B3$CB$2.B$2.C4$.B3.B5.CB3.A$2.B4.B
$2.B2.B4.B4.BCB4$BAB$.2B4$2.C$CB5$.BC2.B.B3.A$5.C5.C$2.B8.B$11.B3$.B$
.AC$CB!
@RULE SecondOrderLife
@NAMES
0 currently dead, previously dead
1 currently alive, previously dead
2 currently dead, previously alive
3 currently alive, previously alive
@COLORS
0 0,0,0
1 228,255,255
2 48,0,0
3 255,255,255
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var l1 = {1,3}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var d1 = {0,2}
var d2 = d1
var d3 = d2
var d4 = d3
var d5 = d4
var d6 = d5
var d7 = d6
var d8 = d7
# A0
2 d1,d2,d3,d4,d5,d6,d7,d8 1
# D0
1 d1,d2,d3,d4,d5,d6,d7,d8 2
3 d1,d2,d3,d4,d5,d6,d7,d8 3
# A1
2 l1,d1,d2,d3,d4,d5,d6,d7 1
# D1
1 l1,d1,d2,d3,d4,d5,d6,d7 2
3 l1,d1,d2,d3,d4,d5,d6,d7 3
# A2
2 l1,l2,d1,d2,d3,d4,d5,d6 1
# S2
1 l1,l2,d1,d2,d3,d4,d5,d6 3
3 l1,l2,d1,d2,d3,d4,d5,d6 2
# B3
0 l1,l2,l3,d1,d2,d3,d4,d5 1
2 l1,l2,l3,d1,d2,d3,d4,d5 0
# S3
1 l1,l2,l3,d1,d2,d3,d4,d5 3
3 l1,l2,l3,d1,d2,d3,d4,d5 2
# A4
2 l1,l2,l3,l4,d1,d2,d3,d4 1
# D4
1 l1,l2,l3,l4,d1,d2,d3,d4 2
3 l1,l2,l3,l4,d1,d2,d3,d4 3
# A5
2 l1,l2,l3,l4,l5,d1,d2,d3 1
# D5
1 l1,l2,l3,l4,l5,d1,d2,d3 2
3 l1,l2,l3,l4,l5,d1,d2,d3 3
# A6
2 l1,l2,l3,l4,l5,l6,d1,d2 1
# D6
1 l1,l2,l3,l4,l5,l6,d1,d2 2
3 l1,l2,l3,l4,l5,l6,d1,d2 3
# A7
2 l1,l2,l3,l4,l5,l6,l7,d1 1
# D7
1 l1,l2,l3,l4,l5,l6,l7,d1 2
3 l1,l2,l3,l4,l5,l6,l7,d1 3
# A8
2 l1,l2,l3,l4,l5,l6,l7,l8 1
# D8
1 l1,l2,l3,l4,l5,l6,l7,l8 2
3 l1,l2,l3,l4,l5,l6,l7,l8 3To me they are written down in a human-readable way. I've written all of them by hand. The first example, commented:confocaloid wrote: March 3rd, 2025, 4:48 am Unfortunately it looks like the rules prescribing when/how exactly a photon or a diaphoton will be created weren't fully written down in a human-readable way. But I just experimented a bit in Golly and found in all five variations small predecessors producing at least one photon
Code: Select all
@RULE ChainedLife0
@COLORS
0 0 0 0
1 255 255 255
2 255 0 0
3 0 255 0
4 255 255 0
@TABLE
# Copyright by Yoel Matveyev, 2022
# The GNU General Public License v3.0
n_states:5
neighborhood:Moore
symmetries:rotate4reflect
var i={0,4}
var j=i
var k=i
var l=i
var m=i
var n=i
var o=i
var p=i
var I={1,2,3}
var J=I
var K=I
var L=I
var M=I
var N=I
var O=I
var P=I
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 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 X=A
# Life
# States 1,2 or 3 count as alive in birth (3 of them in any position) and survival (2 or 3 in any position) of state 1.
# States 0 or 4 count as dead, which means that state 4 neighbors don't interfere
# with birth or survival of state 1 cells, just like the extra states in Generations rules.
# Patterns containing only states 0 and 1 are identical to CGOL.
# To cause novel behavior, we must introduce state 2 or 3 cells from the start with.
0,I,j,K,l,M,n,o,p,1
0,i,J,k,l,m,N,o,P,1
0,I,j,k,L,m,N,o,p,1
0,i,J,K,L,m,n,o,p,1
0,I,J,K,l,m,n,o,p,1
0,I,j,K,l,m,n,o,P,1
0,I,j,k,L,m,n,O,p,1
0,I,j,k,L,M,n,o,p,1
0,I,J,k,L,m,n,o,p,1
0,I,j,k,L,m,n,o,P,1
1,I,j,K,l,M,n,o,p,1
1,i,J,k,l,m,N,o,P,1
1,I,j,k,L,m,N,o,p,1
1,i,J,K,L,m,n,o,p,1
1,I,J,K,l,m,n,o,p,1
1,I,j,K,l,m,n,o,P,1
1,I,j,k,L,m,n,O,p,1
1,I,j,k,L,M,n,o,p,1
1,I,J,k,L,m,n,o,p,1
1,I,j,k,L,m,n,o,P,1
1,I,j,K,l,m,n,o,p,1
1,i,J,k,L,m,n,o,p,1
1,I,j,k,L,m,n,o,p,1
1,I,J,k,l,m,n,o,p,1
1,i,J,k,l,m,N,o,p,1
1,I,j,k,l,M,n,o,p,1
# Photon
# State 2 (red) propagates as a 1-cell thin photon
0,2,b,c,d,e,f,g,h,2
# Diaphoton
# State 3 (green) propagates as a diaphoton
0,0,3,0,0,0,0,0,0,3
0,3,B,C,D,E,F,G,H,4
# Diaphoton birth
# Two diagonally clashing photons give birth to a green diaphotonic cell
0,2,C,2,D,E,F,G,H,3
# Clean up
# States 2 and 3 become 4 on the next step (like in Generations)
# State 4 always dies, as do any other state combinations not declared above
2,A,B,C,D,E,F,G,H,4
3,A,B,C,D,E,F,G,H,4
4,A,B,C,D,E,F,G,H,0
X,A,B,C,D,E,F,G,H,0Code: Select all
0,I,j,k,L,m,n,O,p,5Code: Select all
x = 24, y = 15, rule = ChainedLife1
5$6.A9.B$7.A9.C$5.A9.A!Code: Select all
0,i,5,k,l,1,1,1,p,2Code: Select all
x = 7, y = 8, rule = ChainedLife1
2$4.E$2.A$2.2A!Code: Select all
x = 16, y = 14, rule = ChainedLife1
4$10.A$7.2A2.A$7.A.A$10.A$7.A2.A$6.A3.2A$8.A.2A!