Page 13 of 19

Re: b-rules

Posted: March 12th, 2025, 3:51 am
by b-engine
What would Phox look like if state 1 became state 2 expect when stated:

Code: Select all

#R Phox
!
[[ RANDOMIZE2 RANDHEIGHT 16 RANDWIDTH 16 ]]

@RULE Phox
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a

0,0,1,0,0,0,0,0,0,2
0,1,0,0,0,0,0,0,0,1
0,0,2,1,2,0,0,0,0,1
0,2,1,0,0,0,0,0,0,2
0,0,2,1,2,0,2,1,2,1
0,0,2,2,2,2,2,0,0,1
0,2,2,0,1,2,0,0,0,1
0,0,2,1,2,0,0,0,0,1
0,0,2,2,1,0,0,0,0,2
0,1,0,1,0,1,0,1,0,1
0,0,0,0,2,1,0,1,2,2
0,2,1,0,1,2,0,0,0,1
0,2,2,2,2,0,2,0,0,1
0,2,2,0,2,1,2,0,0,1
0,0,1,0,2,2,a,0,0,1
0,1,0,0,2,2,2,0,0,2
0,0,1,0,0,0,2,0,0,2
0,0,2,1,2,2,2,0,0,2
0,2,2,0,2,0,0,0,0,2
0,2,2,2,2,0,0,0,0,2
0,0,2,2,2,0,1,2,1,2

1,0,0,0,0,0,0,0,0,1
1,2,2,2,2,2,2,2,2,1
1,2,2,2,2,2,0,0,0,2
1,2,0,0,0,2,0,0,0,2
1,1,2,2,2,1,2,2,2,2
1,2,2,0,2,2,0,0,0,2
1,2,0,2,0,2,0,0,0,2
1,2,0,0,2,2,0,0,0,2
1,0,1,0,1,0,0,2,0,2
1,2,2,2,2,0,0,0,0,2
1,0,2,0,2,2,2,0,0,1

2,1,2,2,0,0,0,0,0,2
2,1,2,2,2,2,2,2,2,2
2,2,1,2,2,2,0,0,0,2
2,2,1,2,0,0,0,0,0,2
2,2,2,1,2,2,0,0,0,2
2,1,0,0,0,0,0,0,0,2
2,1,2,0,0,0,0,0,0,2
2,2,1,2,0,1,0,0,0,2
2,1,2,2,a,0,a,2,2,2
2,2,1,0,2,1,0,0,0,2
2,2,2,1,2,2,2,0,0,2
2,2,1,2,0,2,1,2,0,2
2,0,2,0,2,2,0,2,2,1
2,2,0,0,0,2,0,0,0,1
2,0,1,2,1,2,0,0,0,2
2,1,0,2,2,1,2,2,0,2
2,2,1,2,0,2,0,0,0,2
2,0,2,1,2,2,2,0,0,2
2,2,1,2,2,2,1,0,0,2
2,2,1,2,2,0,0,0,0,2
2,1,2,0,1,0,0,0,0,2
2,2,2,2,2,1,2,2,0,2
2,2,0,0,1,2,0,0,0,2
2,2,0,1,0,0,0,0,0,2
2,0,0,2,1,2,2,2,2,2
2,2,1,2,0,0,1,0,0,2
2,2,2,0,0,0,1,0,0,2
2,2,2,0,0,2,2,0,0,2
2,0,0,2,0,2,1,2,2,2
2,2,0,2,2,1,2,2,0,2

1,a,a1,a2,a3,a4,a5,a6,a7,2
a,a1,a2,a3,a4,a5,a6,a7,a8,0

Re: b-rules

Posted: March 12th, 2025, 9:17 pm
by b-engine

Code: Select all

x = 14, y = 16, rule = Phox
11.3B$3B2.3B3.BAB$BAB2.2BA3.3B$3B2.3B9$6.3B2.3B$3B3.A2B2.BAB$BAB3.3B2.
3B$3B!

@RULE Phox
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a

0,0,1,0,0,0,0,0,0,2
0,1,0,0,0,0,0,0,0,1
0,0,2,1,2,0,0,0,0,1
0,2,1,0,0,0,0,0,0,2
0,0,2,1,2,0,2,1,2,1
0,0,2,2,2,2,2,0,0,1
0,2,2,0,1,2,0,0,0,1
0,0,2,1,2,0,0,0,0,1
0,0,2,2,1,0,0,0,0,2
0,1,0,1,0,1,0,1,0,1
0,0,0,0,2,1,0,1,2,2
0,2,1,0,1,2,0,0,0,1
0,2,2,2,2,0,2,0,0,1
0,2,2,0,2,1,2,0,0,1
0,0,1,0,2,2,a,0,0,1
0,1,0,0,2,2,2,0,0,2
0,0,1,0,0,0,2,0,0,2
0,0,2,1,2,2,2,0,0,2
0,2,2,0,2,0,0,0,0,2
0,2,2,2,2,0,0,0,0,2
0,0,2,2,2,0,1,2,1,2
0,2,2,2,2,2,2,2,0,1
0,1,0,2,0,2,1,2,0,1
0,2,0,2,2,2,2,0,0,2
0,2,0,2,2,2,2,0,2,2
0,2,0,2,0,0,2,0,0,1
0,0,2,0,2,0,2,0,0,1


1,0,0,0,0,0,0,0,0,1
1,2,2,2,2,2,2,2,2,1
1,2,2,2,2,2,0,0,0,2
1,2,0,0,0,2,0,0,0,2
1,1,2,2,2,1,2,2,2,2
1,2,2,0,2,2,0,0,0,2
1,2,0,2,0,2,0,0,0,2
1,2,0,0,2,2,0,0,0,2
1,0,1,0,1,0,0,2,0,2
1,2,2,2,2,0,0,0,0,2
1,0,2,0,2,2,2,0,0,1
1,0,0,0,2,2,2,2,2,1

2,1,2,2,0,0,0,0,0,2
2,1,2,2,2,2,2,2,2,2
2,2,1,2,2,2,0,0,0,2
2,2,1,2,0,0,0,0,0,2
2,2,2,1,2,2,0,0,0,2
2,1,0,0,0,0,0,0,0,2
2,1,2,0,0,0,0,0,0,2
2,2,1,2,0,1,0,0,0,2
2,1,2,2,a,0,a,2,2,2
2,2,1,0,2,1,0,0,0,2
2,2,2,1,2,2,2,0,0,2
2,2,1,2,0,2,1,2,0,2
2,0,2,0,2,2,0,2,2,1
2,2,0,0,0,2,0,0,0,1
2,0,1,2,1,2,0,0,0,2
2,1,0,2,2,1,2,2,0,2
2,2,1,2,0,2,0,0,0,2
2,0,2,1,2,2,2,0,0,2
2,2,1,2,2,2,1,0,0,2
2,2,1,2,2,0,0,0,0,2
2,1,2,0,1,0,0,0,0,2
2,2,2,2,2,1,2,2,0,2
2,2,0,0,1,2,0,0,0,2
2,2,0,1,0,0,0,0,0,2
2,0,0,2,1,2,2,2,2,2
2,2,1,2,0,0,1,0,0,2
2,2,2,0,0,0,1,0,0,2
2,2,2,0,0,2,2,0,0,2
2,0,0,2,0,2,1,2,2,2
2,2,0,2,2,1,2,2,0,2
2,0,0,0,2,0,1,0,2,1
2,0,2,1,2,2,0,0,0,2

a,a1,a2,a3,a4,a5,a6,a7,a8,0

@COLORS
1 255 64 0
2 0 32 224

Re: b-rules

Posted: March 15th, 2025, 12:31 am
by b-engine
To celebrate my birthday, I uploaded the ruletable of Phox to the LifeWiki. Rule:Phox
Subsequent patches would be named "Phox-p1" "Phox-p2" and so on, for backward compatibility.

This final beta patch (EDIT: not before apgsearch uploads a single haul.) removed a "winged" photon.

Code: Select all

#R Phox
!
[[ RANDOMIZE2 RANDHEIGHT 16 RANDWIDTH 16 ]]

@RULE Phox
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var a1=a
var a2=a
var a3=a
var a4=a
var a5=a
var a6=a
var a7=a
var a8=a

0,0,1,0,0,0,0,0,0,2
0,1,0,0,0,0,0,0,0,1
0,0,2,1,2,0,0,0,0,1
0,2,1,0,0,0,0,0,0,2
0,0,2,1,2,0,2,1,2,1
0,0,2,2,2,2,2,0,0,1
0,2,2,0,1,2,0,0,0,1
0,0,2,1,2,0,0,0,0,1
0,0,2,2,1,0,0,0,0,2
0,1,0,1,0,1,0,1,0,1
0,0,0,0,2,1,0,1,2,2
0,2,1,0,1,2,0,0,0,1
0,2,2,2,2,0,2,0,0,2
0,2,2,0,2,1,2,0,0,1
0,0,1,0,2,2,a,0,0,1
0,1,0,0,2,2,2,0,0,2
0,0,1,0,0,0,2,0,0,2
0,0,2,1,2,2,2,0,0,2
0,2,2,0,2,0,0,0,0,2
0,2,2,2,2,0,0,0,0,2
0,0,2,2,2,0,1,2,1,2
0,2,2,2,2,2,2,2,0,1
0,1,0,2,0,2,1,2,0,1
0,2,0,2,2,2,2,0,0,2
0,2,0,2,2,2,2,0,2,2
0,2,0,2,0,0,2,0,0,1
0,0,2,0,2,0,2,0,0,1
0,2,0,2,2,0,2,0,0,2

1,0,0,0,0,0,0,0,0,1
1,2,2,2,2,2,2,2,2,1
1,2,2,2,2,2,0,0,0,2
1,2,0,0,0,2,0,0,0,2
1,1,2,2,2,1,2,2,2,2
1,2,2,0,2,2,0,0,0,2
1,2,0,2,0,2,0,0,0,2
1,2,0,0,2,2,0,0,0,2
1,0,1,0,1,0,0,2,0,2
1,2,2,2,2,0,0,0,0,2
1,0,2,0,2,2,2,0,0,1
1,0,0,0,2,2,2,2,2,1

2,1,2,2,0,0,0,0,0,2
2,1,2,2,2,2,2,2,2,2
2,2,1,2,2,2,0,0,0,2
2,2,1,2,0,0,0,0,0,2
2,2,2,1,2,2,0,0,0,2
2,1,0,0,0,0,0,0,0,2
2,1,2,0,0,0,0,0,0,2
2,2,1,2,0,1,0,0,0,2
2,1,2,2,a,0,a,2,2,2
2,2,1,0,2,1,0,0,0,2
2,2,2,1,2,2,2,0,0,2
2,2,1,2,0,2,1,2,0,2
2,0,2,0,2,2,0,2,2,1
2,2,0,0,0,2,0,0,0,1
2,0,1,2,1,2,0,0,0,2
2,1,0,2,2,1,2,2,0,2
2,2,1,2,0,2,0,0,0,2
2,0,2,1,2,2,2,0,0,2
2,2,1,2,2,2,1,0,0,2
2,2,1,2,2,0,0,0,0,2
2,1,2,0,1,0,0,0,0,2
2,2,2,2,2,1,2,2,0,2
2,2,0,0,1,2,0,0,0,2
2,2,0,1,0,0,0,0,0,2
2,2,1,2,0,0,1,0,0,2
2,2,2,0,0,0,1,0,0,2
2,2,2,0,0,2,2,0,0,2
2,0,0,2,0,2,1,2,2,2
2,2,0,2,2,1,2,2,0,2
2,0,0,0,2,0,1,0,2,1
2,0,2,1,2,2,0,0,0,2

a,a1,a2,a3,a4,a5,a6,a7,a8,0

@COLORS
1 255 96 0
2 0 96 255

Re: b-rules

Posted: March 15th, 2025, 4:31 am
by b-engine
Period 4 "rotating" oscillator:

Code: Select all

x = 4, y = 5, rule = Phox
B.B$B.A$A2$.B.B!
EDIT:
I call this p4 "birthday spin".
Birthday spin could eat boxes from different lanes:

Code: Select all

x = 33, y = 5, rule = Phox
B.B18.3B$B.A10.3B5.A2B$A12.A2B5.3B6.3B$13.3B14.A2B$.B.B26.3B!

Re: b-rules

Posted: March 16th, 2025, 12:07 am
by b-engine
Barberpole:

Code: Select all

x = 135, y = 135, rule = Phox
5.3B$5.BAB$5.3B2$3.B.B$3B$BAB2.B.B$3B$7.B.B2$9.B.B2$11.B.B2$13.B.B2$15.
B.B2$17.B.B2$19.B.B2$21.B.B2$23.B.B2$25.B.B2$27.B.B2$29.B.B2$31.B.B2$
33.B.B2$35.B.B2$37.B.B2$39.B.B2$41.B.B2$43.B.B2$45.B.B2$47.B.B2$49.B.
B2$51.B.B2$53.B.B2$55.B.B2$57.B.B2$59.B.B2$61.B.B2$63.B.B2$65.B.B2$67.
B.B2$69.B.B2$71.B.B2$73.B.B2$75.B.B2$77.B.B2$79.B.B2$81.B.B2$83.B.B2$
85.B.B2$87.B.B2$89.B.B2$91.B.B2$93.B.B2$95.B.B2$97.B.B2$99.B.B2$101.B
.B2$103.B.B2$105.B.B2$107.B.B2$109.B.B2$111.B.B2$113.B.B2$115.B.B2$117.
B.B2$119.B.B2$121.B.B2$123.B.B2$125.B.B$132.3B$127.B.B2.BAB$132.3B$129.
B.B2$127.3B$127.BAB$127.3B!
 

Re: b-rules

Posted: March 16th, 2025, 12:19 am
by confocaloid
b-engine wrote: March 15th, 2025, 12:31 am [...] Subsequent patches would be named "Phox-p1" "Phox-p2" and so on, for backward compatibility. [...]
It looks like the wiki version of the ruletable differs from the version in your forum post. Is either of two versions intended to be "final", or there are likely further changes?

One rule changed and two rules added:

Code: Select all

# diff Phox_post206958.rule Phox.rule
1,3c1
< @RULE Phox_post206958
< 
< https://conwaylife.com/forums/viewtopic.php?p=206958#p206958
---
> @RULE Phox
45c43
< 0,0,2,0,2,0,2,0,0,1
---
> 0,0,2,0,2,0,2,0,0,2
46a45
> 0,0,1,0,2,0,2,0,0,2
91a91
> 2,2,1,2,0,0,2,0,0,2

Re: b-rules

Posted: March 16th, 2025, 12:23 am
by b-engine
confocaloid wrote: March 16th, 2025, 12:19 am It looks like the wiki version of the ruletable differs from the version in your forum post. Is either of two versions intended to be "final", or there are likely further changes?
"Final" revision is defined if apgsearch uploads a haul. However some soups slow down apgsearch due to a single rake. I'm revising the rule to remove any possible natural rakes.

Re: b-rules

Posted: March 17th, 2025, 6:12 pm
by b-engine
Such multi-state rules would be tedious to engineer, but patterns in them are easy to construct.

-

Trying toStealborrow the construction mechanics from Extended Bliptile by islptng:

Code: Select all

x = 22, y = 3, rule = BUniv2
2OQP3OQP3OQP3OQP3O$21.O$P4OQP4OQP4OQP3O!


@RULE BUniv2
@TABLE 
n_states:20
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19}
var a1=a
var a2=a
var a3=a
var a4=a

1,2,a,a1,a2,2
2,a,a1,a2,a3,3
3,a,a1,a2,a3,1

6,5,a,a1,a2,5
6,2,a,a1,a2,5
5,a,a1,a2,a3,4
4,a,a1,a2,a3,6

7,4,4,1,a,8
8,a,a1,a2,a3,7
1,8,a,a1,a2,2

7,4,4,1,a,8
8,a,a1,a2,a3,7
1,8,a,a1,a2,2

9,4,1,a,a1,10
10,a,a1,a2,a3,9
1,10,a,a1,a2,2

11,4,6,1,0,12
12,a,a1,a2,a3,11
1,12,a,a1,a2,2

13,6,6,1,0,14
14,a,a1,a2,a3,13
1,14,a,a1,a2,2

1,4,4,1,1,2
1,5,a,a1,a2,2

15,16,a,a1,a2,16
16,a,a1,a2,a3,17
17,a,a1,a2,a3,15
15,2,a,a1,a2,16

15,16,0,16,0,18
0,18,0,0,0,15
18,16,0,16,0,0
0,16,15,0,0,15

@NAMES
1 Blue off
2 Blue on
3 Blue cooldown
4 Red cooldown
5 Red on
6 Red off
7 AND off
8 AND on
9 OR off
10 OR on
11 XOR off
12 XOR on
13 NOT off
14 NOT on
15 Construct off
16 Construct on
17 Construct cooldown
18 Extend
19 Retract

@COLORS
1 0 0 255
2 128 128 255
3 64 64 128
4 255 0 0
5 255 128 128
6 128 0 0
7 0 128 0
8 0 255 0
9 128 128 0
10 255 255 0
11 128 0 128
12 255 0 255
13 128 64 64
14 255 128 128
15 64 64 64
16 255 255 255
17 128 128 128
18 255 24 0
19 0 255 192

Re: b-rules

Posted: March 17th, 2025, 7:46 pm
by islptng
b-engine wrote: March 17th, 2025, 6:12 pm Trying toBorrowsteal the construction mechanics from Extended Bliptile by islptng:

Code: Select all

some vN-neighbor rules
Oh, sadly BliptileExtCU has Moore neighborhood.
Probably you need to look at BliptileJvNExt18? Sadly that is non-isotropic.
islptng wrote: February 10th, 2025, 12:18 am
Anyway, a CU rule in JvN permute neighborhood is difficult.
Since it's limited, you'll need extra states to expand.

Don't worry, maybe I'll do everything for you and change the rule's name to "IslpUniv2" besides.

Re: b-rules

Posted: March 19th, 2025, 6:59 am
by b-engine
I've reinvented WireWorld.
Well, that's a mashup of WireWorld and B-Univ and possibly sone other rules:

Code: Select all

x = 40, y = 14, rule = BUniv--
40A$A38.A$A.3A.3A.3A.3A.3A.3ACB3AFI2AFIAF.A$A.A.A.A.A.A.A.A.A.A.A.A4.
A.A2.I4.I.A$A.A.A.A.A.A.A.A.A.A.A.A4.A.3AF2.IFA.A$A.A.A.A.A.A.A.A.A.A
.A.A4.A7.A3.A$A.A.A.A.A.A.A.A.A.A.A.A4.AFI4A.F.3A$A.A.A.A.A.A.A.A.A.A
.A.A4.A5.F.K2A$A.A.A.A.A.A.A.A.A.A.A.A4.5A.GAF$A.A.A.A.A.A.A.A.A.A.A.
A4.F3.F.F$A.A.A.A.A.A.A.A.A.A.A.A4.I3.G2A$A.A.A.A.A.A.A.A.A.A.A.A4.AF
IAF$A.A.A.A.A.A.A.A.A.A.A.A$3A.3A.3A.3A.3A.3A! 


@RULE BUniv--
@TABLE 
n_states:13
neighborhood:vonNeumann
symmetries:permute
var a={0,1,2,3,4,5,6,7,8,9,10,11,12}
var a1=a
var a2=a
var a3=a
var a4=a

1,2,a,a1,a2,2
2,a,a1,a2,a3,3
3,a,a1,a2,a3,1

6,5,a,a1,a2,5
6,2,a,a1,a2,5
5,a,a1,a2,a3,4
4,a,a1,a2,a3,6

7,4,4,1,a,8
8,a,a1,a2,a3,7
1,8,a,a1,a2,2

7,4,4,1,a,8
8,a,a1,a2,a3,7
1,8,a,a1,a2,2

9,4,1,a,a1,10
10,a,a1,a2,a3,9
1,10,a,a1,a2,2

11,4,6,1,0,12
12,a,a1,a2,a3,11
1,12,a,a1,a2,2

1,4,4,1,1,2
1,5,a,a1,a2,2


@NAMES
1 Blue off
2 Blue on
3 Blue cooldown
4 Red cooldown
5 Red on
6 Red off
7 AND off
8 AND on
9 OR off
0 OR on
11 XOR off
12 XOR on

@COLORS
1 0 0 255
2 128 128 255
3 64 64 128
4 255 0 0
5 255 128 128
6 128 0 0
7 0 128 0
8 0 255 0
9 128 128 0
10 255 255 0
11 128 0 128
12 255 0 255

Re: bee-rules

Posted: March 23rd, 2025, 3:11 am
by b-engine
The first two "classical" elements: Void and Earth.

Code: Select all

x = 1, y = 1, rule = SevenElements
A!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute

# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# void and earth
var b = {0,1}
var b1 = b
var b2 = b



@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0

Re: b-rules

Posted: March 23rd, 2025, 4:13 am
by unname4798

Code: Select all

x = 1, y = 1, rule = SEUF:T512,512
!
@RULE SEUF
@TABLE
n_states:7
neighborhood:Moore
symmetries:none
# Anything
var a = {0,1,3,4,5,6}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
# Void and water
var b = {0,2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var b6 = b
var b7 = b
var b8 = b
# Void and air
var c = {0,3}
var c1=c
var c2=c
var c3=c
var c4=c
var c5=c
var c6=c
var c7=c
var c8=c
# Void and fire
var d = {0,6}
var d1=d
var d2=d
var d3=d
var d4=d
var d5=d
var d6=d
var d7=d
var d8=d
0,0,0,0,0,0,0,0,0,0
# Water
b,b1,b2,b3,b4,b5,b6,b7,b8,b1
# Earth and water
0,2,0,0,1,1,1,0,0,2
2,0,0,0,1,1,1,0,0,0
0,0,0,2,1,1,1,0,0,2
0,0,0,0,1,1,1,2,0,2
# Air
0,c1,c2,c3,c4,c5,c6,c7,c8,3
# Fire
6,6,6,6,6,6,6,6,6,0
d,d1,d2,d3,d4,d5,d6,d7,d8,d5
3,c,c1,c2,c3,c4,c5,c6,c7,3
3,a,a1,a2,a3,a4,a5,a6,a7,6
@NAMES
0 Void
1 Earth
2 Water
3 Air
4 Electric
5 Light
6 Fire
@COLORS
1 128 96 0
2 0 128 255
3 64 64 64
4 0 192 255
5 255 255 0
6 255 16 0
For my fork, I made this rule square.

Re: bee-rules

Posted: March 23rd, 2025, 4:43 am
by b-engine
Day 2: the "god" creates water:

Code: Select all

x = 24, y = 10, rule = SevenElements
B$.2B$3.B$3.2B3.13A$21.A$22.A$23.A$23.A$23.A$11.13A!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute

# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# void and earth
var b = {0,1}
var b1 = b
var b2 = b
# waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w


# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0

@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
EDIT:
Day 3: the "god" creates air and fire:

Code: Select all

x = 7, y = 6, rule = SevenElements
2.2D$5DI$6DI$.3D.2D$.D.4D$2.3D!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute

# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f


# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0

# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4

# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9

@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0

Re: b-rules

Posted: March 23rd, 2025, 5:36 am
by pifricted
Wait,

What’s this?!

Code: Select all

x = 35, y = 34, rule = SevenElements
4.14D$3.4D11.2D$.2D17.2D$.D20.2D$.D22.2D$D25.D$D26.D$D27.D$D28.D$D29.
D$D30.D$D31.D$D31.D$.D13.2I16.D$.D12.I2DI15.D$.D13.3D15.D$.D13.I2DI14.
D$2.D13.2I16.D$2.D31.D$3.D30.D$3.D30.D$4.D29.D$5.D28.D$5.D28.D$6.D27.
D$7.D26.D$8.D25.D$9.D24.D$10.D23.D$11.D22.D$12.2D19.D$14.2D16.D$16.6D
8.2D$22.8D!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0

Re: b-rules

Posted: March 23rd, 2025, 5:43 am
by b-engine
pifricted wrote: March 23rd, 2025, 5:36 am Wait,

What’s this?!
Most of the time fire just burn out air. This is a coincidence.

-

Day 4: the "god" created light:

Code: Select all

x = 1, y = 1, rule = SevenElements
G!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0

Re: b-rules

Posted: March 23rd, 2025, 7:40 am
by b-engine
Hexagonal Phox:

Code: Select all

x = 21, y = 6, rule = Phex
A3$18.2B$18.BAB$19.2B!
 
@RULE Phex
@TABLE
n_states:3
neighborhood:hexagonal
symmetries:rotate6reflect
# Anything
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a

0,1,0,0,0,0,0,1
0,1,1,0,0,0,0,2
0,2,2,2,2,2,2,1
0,1,2,a,a1,a2,a3,2
2,2,2,2,2,2,1,2
2,2,2,1,1,0,0,2
2,2,2,2,2,1,0,2
2,2,2,2,1,0,0,2
2,2,1,2,0,0,0,2
2,2,2,2,2,2,0,2
1,0,0,0,0,0,0,1
1,2,2,2,2,2,2,1
1,1,1,1,1,1,1,1
1,a,a1,a2,a3,a4,a5,2
2,a,a1,a2,a3,a4,a5,0
@NAMES
0 Head
1 Tail
@COLORS
1 255 128 0
2 128 64 0

Re: b-rules

Posted: March 23rd, 2025, 8:20 am
by hth3
[DELETED]

Re: b-rules

Posted: March 23rd, 2025, 8:34 am
by b-engine
Added splitter heisenburp:

Code: Select all

x = 21, y = 6, rule = Phex
A3$18.2B$18.BAB$19.2B!
 
@RULE Phex
@TABLE
n_states:3
neighborhood:hexagonal
symmetries:rotate6reflect
# Anything
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a

0,1,0,0,0,0,0,1
0,1,1,0,0,0,0,2
0,2,2,0,2,2,0,1
0,2,2,2,2,2,2,1
0,1,2,a,a1,a2,a3,2
0,1,0,0,2,0,0,2
2,2,1,0,0,0,0,2
2,2,1,2,0,0,0,2
2,2,2,1,0,0,0,2
2,2,0,2,1,2,0,2
2,2,2,2,2,2,2,1
2,2,2,2,2,2,a,2
1,0,0,0,0,0,0,1
1,2,2,2,2,2,2,1
1,1,1,1,1,1,1,1
1,a,a1,a2,a3,a4,a5,2
2,a,a1,a2,a3,a4,a5,0
@NAMES
0 Head
1 Tail
@COLORS
1 255 128 0
2 128 64 0
This is much more stable than Phox, and rakes are reasonably well-behaved (meaning that it doesn't create chaos).

-

Day 5: the "god" created electricity:

Code: Select all

x = 21, y = 12, rule = SevenElements
AFE13A$A9.A4.2A$.A9.A5.A$.A10.A5.A$.A11.A5.A$2.A11.6A$3.A16.A$4.A15.A
$5.3A12.A$8.A11.A$9.3A7.2A$12.8A!
 

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0 

Re: b-rules

Posted: March 23rd, 2025, 8:48 am
by b-engine
Now we have splitters and reflectors of all orthogonal directions. Maybe this is my only rule with 2 snapshots.

Code: Select all

x = 27, y = 11, rule = Phex
A22.2B$23.BAB$24.2B$18.2B$13.2B3.BAB3.2B$13.BAB3.2B3.BAB$14.2B9.2B2$18.
2B3.2B$18.BAB2.BAB$19.2B3.2B!
Now we have:
• Box shuttle
• Adjustable gun
• Eater
• 60° reflector
• 120° reflector
• 180° reflector
• Splitters
• Heisenburp
• Delayer
• Lane shifter

Re: b-rules

Posted: March 23rd, 2025, 10:41 am
by vilc
hth3 wrote: March 23rd, 2025, 8:20 am Proof that arbitrary one cell thick diehards can be made:
A pattern is not a proof. Even if its dynamics were easy to analyse, it could merely serve as an informal proof. It is not the case here : this family of patterns looks chaotic, and their fate at larger scales seems unpredictable. As a counter-example to your claim, this one leaves ash :

Code: Select all

x = 122, y = 1, rule = SevenElements
I121D!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
In the lack of more conclusive evidence, it seems quite possible that all sufficiently large such patterns are not diehards.

Re: b-rules

Posted: March 23rd, 2025, 12:39 pm
by PiSpaceships
A gun in SevenElements: (a lightbulb?)

Code: Select all

x = 13, y = 4, rule = SevenElements
A$6.H$6.HG$7.H4.A!

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
Can a spaceship made of air and fire exist?

Edit: 3 behaviors of a random soup are attested:
1. Stable: no growth is present. The soup is stable.
2. Airfilling: the air cells fill the void. A growth is present. The soup explodes.
3. Antagonistic: the air starts to fill a void, but a fire starts to destroy the air. A growth is temporally present. The soup is chaotic.

Re: b-rules

Posted: March 23rd, 2025, 6:17 pm
by confocaloid
b-engine wrote: March 23rd, 2025, 8:48 am Now we have splitters and reflectors of all orthogonal directions. [...]
Now we have: [...]
• Delayer
• Lane shifter
What is the smallest possible delay? Here is a 10-tick delayer:

Code: Select all

#C [[ GRID ]]
x = 58, y = 22, rule = Phex
2B$2BA$.2B3$22.2B5.2B7.2B3.2B$22.BAB4.BAB6.BAB2.BAB$23.2B5.2B7.2B3.2B
2$37.2B$10.2B25.BAB3.2B$10.2BA25.2B3.BAB$11.2B31.2B2$30.2B$25.2B3.BAB
22.2B$25.BAB3.2B22.BAB$26.2B28.2B2$30.2B3.2B7.2B5.2B$30.BAB2.BAB6.BAB
4.BAB$31.2B3.2B7.2B5.2B!

Re: b-rules

Posted: March 23rd, 2025, 6:25 pm
by b-engine
confocaloid wrote: March 23rd, 2025, 6:17 pm What is the smallest possible delay? Here is a 10-tick delayer:

Code: Select all

#C [[ GRID ]]
x = 58, y = 22, rule = Phex
I've tried to engineer this lane shifter + delayer, but I need to fix those two annoying flaws:

Code: Select all

x = 34, y = 24, rule = Phex
2B$2BA$.2B5$18.2B4.2B$18.BAB3.BAB$19.2B4.2B2$30.2B$6.2B22.BAB$6.2BA22.
2B$7.2B$25.2B$25.BAB$26.2B4$25.2B4.2B$25.BAB3.BAB$26.2B4.2B!

Re: b-rules

Posted: March 23rd, 2025, 6:39 pm
by CARuler
b-engine wrote: March 23rd, 2025, 6:25 pm
confocaloid wrote: March 23rd, 2025, 6:17 pm What is the smallest possible delay? Here is a 10-tick delayer:

Code: Select all

#C [[ GRID ]]
x = 58, y = 22, rule = Phex
I've tried to engineer this lane shifter + delayer, but I need to fix those two annoying flaws:

Code: Select all

x = 34, y = 24, rule = Phex
2B$2BA$.2B5$18.2B4.2B$18.BAB3.BAB$19.2B4.2B2$30.2B$6.2B22.BAB$6.2BA22.
2B$7.2B$25.2B$25.BAB$26.2B4$25.2B4.2B$25.BAB3.BAB$26.2B4.2B!
something?? might be helpful???

Code: Select all

x = 34, y = 18, rule = Phex
2B$2BA$.2B8$31.2B$31.BAB$6.2B24.2B$6.2BA$7.2B$25.2B$25.BAB$26.2B!
edit: in 7elements, what rule does air follow?
edit2:
signal

Code: Select all

x = 21, y = 31, rule = SevenElements
14.2A3$7.6AB3$17.2A18$16.2A3$15AB3$19.2A!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
edit3:
signal2

Code: Select all

x = 30, y = 9, rule = SevenElements
25.A4$BA.A.A.A.A.A.A.A.A.A.A.A.A.A4$29.A!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
edit4:
um...

Code: Select all

x = 10, y = 1, rule = SevenElements
9AE!
x = 30, y = 9, rule = SevenElements
25.A4$BA.A.A.A.A.A.A.A.A.A.A.A.A.A4$29.A!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0
edit5:
b-engine wrote: March 23rd, 2025, 8:34 am

Day 5: the "god" created electricity:

Code: Select all

x = 21, y = 12, rule = SevenElements
AFE13A$A9.A4.2A$.A9.A5.A$.A10.A5.A$.A11.A5.A$2.A11.6A$3.A16.A$4.A15.A
$5.3A12.A$8.A11.A$9.3A7.2A$12.8A!
 

@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0 
got it working!!!!!!

Code: Select all

x = 16, y = 10, rule = SevenElements
2A2FE11A6$.10A$2.A7.A$3.A6.A$4.2AFE7A!
@RULE SevenElements
@TABLE
n_states:10
neighborhood:hexagonal
symmetries:permute
# Anything
var a = {0,1,2,3,4,5,6,7,8,9}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
# Void and earth
var b = {0,1}
var b1 = b
var b2 = b
# Waters
var w = {2,3}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
# Fire
var f = {0,9}
var f1 = f
var f2 = f
var f3 = f
# Everything expect electric
var e = {0,1,2,3,4,7,8,9} 
var e1 = e
var e2 = e
var e3 = e
var e4 = e

# Water
0,2,1,a,a,a2,a3,2
0,2,3,a,a1,a2,a3,3
0,2,2,a1,a2,a3,a4,2
2,2,2,2,2,a1,a2,2
2,3,3,a1,a2,a3,a4,3
2,2,2,2,a,a1,a2,3
3,a,a1,a2,a3,a4,a5,0
# Air
0,4,4,0,0,0,0,4
0,4,4,4,4,0,0,4
0,4,4,4,4,4,0,4
0,4,4,4,4,4,4,4
# Fire
4,9,9,4,4,4,4,9
4,9,9,f,f1,a,a1,9
9,4,4,a1,a2,a3,a4,9
9,a,a1,a2,a3,a4,a5,0
0,4,9,a,a1,a2,a3,9
# Light
0,7,0,0,0,0,0,7
0,7,7,0,0,0,0,8
0,7,8,a,a1,a2,a3,8
7,a,a1,a2,a3,a4,a5,8
8,8,0,0,0,0,0,7
8,a,a1,a2,a3,a4,a5,0
# Electric
1,5,e,e1,e2,e3,e4,5
5,a,a1,a2,a3,a4,a5,6
6,1,a,a1,a2,a3,a4,1
6,w,a,a1,a2,a3,a4,w
@NAMES
0 Void
1 Earth
2 Water
3 Water tail
4 Air
5 Electric
6 Electric tail
7 Light
8 Light tail
9 Fire
@COLORS
1 128 96 0
2 0 128 255
3 0 0 255
4 64 64 64
5 0 192 255
6 0 64 128
7 255 255 0
8 192 192 0
9 255 16 0

Re: b-rules

Posted: March 24th, 2025, 2:00 am
by PiSpaceships
Maybe electrity at the end of the wire could transform into light?