Shameless copy of the 3-cell one, except noise cannot survive without state 1:
Code: Select all
x = 2, y = 3, rule = Wandering3Cell
.A$A$A!
@RULE Wandering3Cell
# The background noise uses B2-a3aiknq4c5i/S25i.
@COLORS
0 0, 0, 0
1 255,255,255
2 0, 0,192
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a9 = a8
var b0 = {0,2}
var b1 = b0
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var b7 = b6
var c1 = {0,1}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
var c0 = c1
# optional rules
0 1,1,0,1,0,0,0,0 1
0 1,1,0,1,0,0,0,2 0
0 1,1,0,1,0,0,2,0 0
0 1,1,0,1,0,0,2,2 0
0 1,1,0,1,0,2,0,0 0
0 1,1,0,1,0,2,0,2 0
0 1,1,0,1,0,2,2,0 0
0 1,1,0,1,0,2,2,2 0
0 1,1,0,1,2,0,0,0 0
0 1,1,0,1,2,0,0,2 0
0 1,1,0,1,2,0,2,0 0
0 1,1,0,1,2,0,2,2 0
0 1,1,0,1,2,2,0,0 0
0 1,1,0,1,2,2,0,2 0
0 1,1,0,1,2,2,2,0 0
0 1,1,0,1,2,2,2,2 0
0 1,1,2,1,0,0,0,0 0
0 1,1,2,1,0,0,0,2 0
0 1,1,2,1,0,0,2,0 0
0 1,1,2,1,0,0,2,2 0
0 1,1,2,1,0,2,0,0 0
0 1,1,2,1,0,2,0,2 0
0 1,1,2,1,0,2,2,0 0
0 1,1,2,1,0,2,2,2 0
0 1,1,2,1,2,0,0,0 0
0 1,1,2,1,2,0,0,2 0
0 1,1,2,1,2,0,2,0 0
0 1,1,2,1,2,0,2,2 0
0 1,1,2,1,2,2,0,0 0
0 1,1,2,1,2,2,0,2 0
0 1,1,2,1,2,2,2,0 0
0 1,1,2,1,2,2,2,2 0
2 b0,b1,b2,b3,b4,b5,b6,b7 0
2 1,1,0,1,0,0,0,0 0
2 1,1,0,1,0,0,0,2 0
2 1,1,0,1,0,0,2,0 0
2 1,1,0,1,0,0,2,2 0
2 1,1,0,1,0,2,0,0 0
2 1,1,0,1,0,2,0,2 0
2 1,1,0,1,0,2,2,0 0
2 1,1,0,1,0,2,2,2 0
2 1,1,0,1,2,0,0,0 0
2 1,1,0,1,2,0,0,2 0
2 1,1,0,1,2,0,2,0 0
2 1,1,0,1,2,0,2,2 0
2 1,1,0,1,2,2,0,0 0
2 1,1,0,1,2,2,0,2 0
2 1,1,0,1,2,2,2,0 0
2 1,1,0,1,2,2,2,2 0
2 1,1,2,1,0,0,0,0 0
2 1,1,2,1,0,0,0,2 0
2 1,1,2,1,0,0,2,0 0
2 1,1,2,1,0,0,2,2 0
2 1,1,2,1,0,2,0,0 0
2 1,1,2,1,0,2,0,2 0
2 1,1,2,1,0,2,2,0 0
2 1,1,2,1,0,2,2,2 0
2 1,1,2,1,2,0,0,0 0
2 1,1,2,1,2,0,0,2 0
2 1,1,2,1,2,0,2,0 0
2 1,1,2,1,2,0,2,2 0
2 1,1,2,1,2,2,0,0 0
2 1,1,2,1,2,2,0,2 0
2 1,1,2,1,2,2,2,0 0
2 1,1,2,1,2,2,2,2 0
# base rule
b1 1,b2,1,b3,b4,b5,b6,b7 1
1 b1,1,b2,b3,b4,b5,b6,b7 1
1 1,b1,b2,b3,b4,b5,b6,b7 1
b1 b2,1,b3,1,b4,b5,b6,b7 1
# bg noise
# init
0 1,0,0,0,0,0,0,0 2
0 1,1,0,0,0,0,0,0 2
0 2,1,0,0,0,0,0,0 2
0 1,0,2,0,0,0,0,0 2
0 1,1,2,0,0,0,0,0 2
0 0,2,2,1,0,0,0,0 2
2 1,2,0,0,0,0,0,0 2
2 2,0,1,2,0,0,0,0 2
# noise
c0 c1,2,c2,2,c3,c4,c5,c6 2
c0 2,c1,2,c2,c3,c4,c5,c6 2
c0 2,c1,c2,2,c3,c4,c5,c6 2
c0 2,c1,c2,c3,2,c4,c5,c6 2
c0 c1,2,c2,c3,c4,2,c5,c6 2
c0 2,2,2,c1,c2,c3,c4,c5 2
c0 c1,2,2,2,c2,c3,c4,c5 2
c0 2,c1,2,c2,c3,2,c4,c5 2
c0 2,2,c1,2,c2,c3,c4,c5 2
c0 2,2,c1,c2,c3,2,c4,c5 2
c0 c1,2,c2,2,c3,2,c4,2 2
c0 2,2,2,2,2,c1,c2,c3 2
2 c1,2,c2,2,c3,c4,c5,c6 2
2 2,c1,2,c2,c3,c4,c5,c6 2
2 2,c1,c2,2,c3,c4,c5,c6 2
2 2,2,c1,c2,c3,c4,c5,c6 2
2 2,c1,c2,c3,2,c4,c5,c6 2
2 c1,2,c2,c3,c4,2,c5,c6 2
2 2,2,2,2,2,c1,c2,c3 2
a1 a2,a3,a4,a5,a6,a7,a8,a9 0
Intended to be like the one where the noise runs on the spaceship, except it runs on the "neighborhood envelope" and a bit more - but there are half-blinker-like structures.
it looks weirdly like a Langton's ant...
I made dots do generations 1, so now the blinkery things are unstable, and it stabalizes into one of a couple spaceships, including this 204c/1242o.
Code: Select all
x = 6, y = 5, rule = Wandering3Cell
2.BA.B$B.B.A$CB2.AB$B.2B$.C!
@RULE Wandering3Cell
# The background noise uses B2-a3aiknq4c5i/S25i.
@COLORS
0 0, 0, 0
1 255,255,255
2 0, 0,192
3 0, 0, 0
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a9 = a8
var b0 = {0,2,3}
var b1 = b0
var b2 = b1
var b3 = b2
var b4 = b3
var b5 = b4
var b6 = b5
var b7 = b6
var c1 = {0,1,3}
var c2 = c1
var c3 = c2
var c4 = c3
var c5 = c4
var c6 = c5
var c0 = c1
3 a2,a3,a4,a5,a6,a7,a8,a9 0
# optional rules
0 1,1,0,1,0,0,0,0 1
0 1,1,0,1,0,0,0,2 0
0 1,1,0,1,0,0,2,0 0
0 1,1,0,1,0,0,2,2 0
0 1,1,0,1,0,2,0,0 0
0 1,1,0,1,0,2,0,2 0
0 1,1,0,1,0,2,2,0 0
0 1,1,0,1,0,2,2,2 0
0 1,1,0,1,2,0,0,0 0
0 1,1,0,1,2,0,0,2 0
0 1,1,0,1,2,0,2,0 0
0 1,1,0,1,2,0,2,2 0
0 1,1,0,1,2,2,0,0 0
0 1,1,0,1,2,2,0,2 0
0 1,1,0,1,2,2,2,0 0
0 1,1,0,1,2,2,2,2 0
0 1,1,2,1,0,0,0,0 0
0 1,1,2,1,0,0,0,2 0
0 1,1,2,1,0,0,2,0 0
0 1,1,2,1,0,0,2,2 0
0 1,1,2,1,0,2,0,0 0
0 1,1,2,1,0,2,0,2 0
0 1,1,2,1,0,2,2,0 0
0 1,1,2,1,0,2,2,2 0
0 1,1,2,1,2,0,0,0 0
0 1,1,2,1,2,0,0,2 0
0 1,1,2,1,2,0,2,0 0
0 1,1,2,1,2,0,2,2 0
0 1,1,2,1,2,2,0,0 0
0 1,1,2,1,2,2,0,2 0
0 1,1,2,1,2,2,2,0 0
0 1,1,2,1,2,2,2,2 0
2 0,0,0,0,0,0,0,0 3
2 b0,b1,b2,b3,b4,b5,b6,b7 0
2 1,1,0,1,0,0,0,0 0
2 1,1,0,1,0,0,0,2 0
2 1,1,0,1,0,0,2,0 0
2 1,1,0,1,0,0,2,2 0
2 1,1,0,1,0,2,0,0 0
2 1,1,0,1,0,2,0,2 0
2 1,1,0,1,0,2,2,0 0
2 1,1,0,1,0,2,2,2 0
2 1,1,0,1,2,0,0,0 0
2 1,1,0,1,2,0,0,2 0
2 1,1,0,1,2,0,2,0 0
2 1,1,0,1,2,0,2,2 0
2 1,1,0,1,2,2,0,0 0
2 1,1,0,1,2,2,0,2 0
2 1,1,0,1,2,2,2,0 0
2 1,1,0,1,2,2,2,2 0
2 1,1,2,1,0,0,0,0 0
2 1,1,2,1,0,0,0,2 0
2 1,1,2,1,0,0,2,0 0
2 1,1,2,1,0,0,2,2 0
2 1,1,2,1,0,2,0,0 0
2 1,1,2,1,0,2,0,2 0
2 1,1,2,1,0,2,2,0 0
2 1,1,2,1,0,2,2,2 0
2 1,1,2,1,2,0,0,0 0
2 1,1,2,1,2,0,0,2 0
2 1,1,2,1,2,0,2,0 0
2 1,1,2,1,2,0,2,2 0
2 1,1,2,1,2,2,0,0 0
2 1,1,2,1,2,2,0,2 0
2 1,1,2,1,2,2,2,0 0
2 1,1,2,1,2,2,2,2 0
# base rule
b1 1,b2,1,b3,b4,b5,b6,b7 1
1 b1,1,b2,b3,b4,b5,b6,b7 1
1 1,b1,b2,b3,b4,b5,b6,b7 1
b1 b2,1,b3,1,b4,b5,b6,b7 1
# bg noise
# init
0 1,0,0,0,0,0,0,0 2
0 1,1,0,0,0,0,0,0 2
0 2,1,0,0,0,0,0,0 2
0 1,0,2,0,0,0,0,0 2
0 1,1,2,0,0,0,0,0 2
0 0,2,2,1,0,0,0,0 2
2 1,2,0,0,0,0,0,0 2
2 2,0,1,2,0,0,0,0 2
# noise
c0 c1,2,c2,2,c3,c4,c5,c6 2
c0 2,c1,2,c2,c3,c4,c5,c6 2
c0 2,c1,c2,2,c3,c4,c5,c6 2
c0 2,c1,c2,c3,2,c4,c5,c6 2
c0 c1,2,c2,c3,c4,2,c5,c6 2
c0 2,2,2,c1,c2,c3,c4,c5 2
c0 c1,2,2,2,c2,c3,c4,c5 2
c0 2,c1,2,c2,c3,2,c4,c5 2
c0 2,2,c1,2,c2,c3,c4,c5 2
c0 2,2,c1,c2,c3,2,c4,c5 2
c0 c1,2,c2,2,c3,2,c4,2 2
c0 2,2,2,2,2,c1,c2,c3 2
2 c1,2,c2,2,c3,c4,c5,c6 2
2 2,c1,2,c2,c3,c4,c5,c6 2
2 2,c1,c2,2,c3,c4,c5,c6 2
2 2,2,c1,c2,c3,c4,c5,c6 2
2 2,c1,c2,c3,2,c4,c5,c6 2
2 c1,2,c2,c3,c4,2,c5,c6 2
2 2,2,2,2,2,c1,c2,c3 2
a1 a2,a3,a4,a5,a6,a7,a8,a9 0
EDIT: The other is 12c/48d.
it would be interesting to see one where the noise is designed to stay around a bit but not generate debris, because then spaceships would interact with each other more.