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Re: Rule request thread

Posted: July 24th, 2020, 11:44 am
by dvgrn
Moosey wrote: July 24th, 2020, 11:33 amA rule by Moooosey, and hypothetical future collaborators, which evaluates the hardy hierarchy subscripted with an expression in AREX notation.
Yikes, those colors make patterns awfully painful to read. This is one rule that it might be worth defining decent icons for, no?

Can you provide the equivalent text for the before and after stages of those two patterns? ... plus any intermediate stages that you want to see along the way, and also maybe a link to some kind of recommended summary of this Hardy hierarchy / AREX stuff?

Re: Rule request thread

Posted: August 7th, 2020, 6:18 am
by NoAyeBeardo
How about a rule that when a cell is born, if it has 8 neighbors it becomes a deathforcer(off) and the deathforcer dies when it has 7 neighbors.
Similarly, a birthforcer(on) is born if it has 7 neighbors and dies when it has 8 neighbors

Note that birthforces and deathforcers also count in each other's survival conditions.

EDIT by dvgrn: moved response by bubblegum and following related posts to a new thread for the bd rule.

Re: Rule request thread

Posted: August 7th, 2020, 8:25 pm
by volcanrb
I’d like to request a rule called Knightlife, which is the same as Conways GOL but the neighborhood is changed such that a cell is considered a neighbor if it is a chess knight’s move away from the considered cell.

Re: Rule request thread

Posted: August 7th, 2020, 11:22 pm
by Ian07
volcanrb wrote: August 7th, 2020, 8:25 pm I’d like to request a rule called Knightlife, which is the same as Conways GOL but the neighborhood is changed such that a cell is considered a neighbor if it is a chess knight’s move away from the considered cell.
Can be done with a LifeViewer rulestring thanks to custom neighborhoods:

Code: Select all

x = 0, y = 0, rule = R2,C2,S2-3,B3,N@54422a
! #C [[ RANDOMIZE ]]
Catagolue census here.

Re: Rule request thread

Posted: August 8th, 2020, 12:04 am
by volcanrb
Ian07 wrote: August 7th, 2020, 11:22 pm
volcanrb wrote: August 7th, 2020, 8:25 pm I’d like to request a rule called Knightlife, which is the same as Conways GOL but the neighborhood is changed such that a cell is considered a neighbor if it is a chess knight’s move away from the considered cell.
Can be done with a LifeViewer rulestring thanks to custom neighborhoods:

Code: Select all

x = 0, y = 0, rule = R2,C2,S2-3,B3,N@54422a
! #C [[ RANDOMIZE ]]
Catagolue census here.
Thanks! Is there any way to put this into Golly?

Re: Rule request thread

Posted: August 8th, 2020, 12:14 am
by yujh
volcanrb wrote: August 8th, 2020, 12:04 am
Ian07 wrote: August 7th, 2020, 11:22 pm
volcanrb wrote: August 7th, 2020, 8:25 pm I’d like to request a rule called Knightlife, which is the same as Conways GOL but the neighborhood is changed such that a cell is considered a neighbor if it is a chess knight’s move away from the considered cell.
Can be done with a LifeViewer rulestring thanks to custom neighborhoods:

Code: Select all

x = 0, y = 0, rule = R2,C2,S2-3,B3,N@54422a
! #C [[ RANDOMIZE ]]
Catagolue census here.
Thanks! Is there any way to put this into Golly?
Not now.

Re: Rule request thread

Posted: August 8th, 2020, 12:16 am
by Ian07
volcanrb wrote: August 8th, 2020, 12:04 am Thanks! Is there any way to put this into Golly?
Probably using Golly's new NewCA.lua module, particularly with this implementation of CoordCA. I unfortunately haven't experimented with this, since I'm still on v3.2, but I'm sure other users will be able to help out if you run into any issues.

Re: Rule request thread

Posted: August 8th, 2020, 6:41 am
by Hunting
volcanrb wrote: August 7th, 2020, 8:25 pm I’d like to request a rule called Knightlife, which is the same as Conways GOL but the neighborhood is changed such that a cell is considered a neighbor if it is a chess knight’s move away from the considered cell.
Did everyone forget this experiment?

Re: Colorised Seeds

Posted: August 8th, 2020, 8:27 am
by ColorfulGalaxy
The Rule looks like Seeds but it's colorised.
Three colors for ON cells.
If the two parent cells are of the same color, the new cell is also of that color.
If the two parent cells are of different colors, a cell of the third color will appear.
Example:

Code: Select all

x = 0, y = 0, rule = LifeHistory
8.F$A8.F$6.5F4.A$A8.F$8.F4$8.F$A8.F$6.5F4.B$D8.F$8.F!
[[ VIEWONLY ]]

Re: Colorised Seeds

Posted: August 8th, 2020, 9:17 am
by FWKnightship
ColorfulGalaxy wrote: August 8th, 2020, 8:27 am The Rule looks like Seeds but it's colorised.
Three colors for ON cells.
If the two parent cells are of the same color, the new cell is also of that color.
If the two parent cells are of different colors, a cell of the third color will appear.

Code: Select all

@RULE ColorisedSeeds
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

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

0,1,1,0,0,0,0,0,0,1
0,2,2,0,0,0,0,0,0,2
0,3,3,0,0,0,0,0,0,3
0,1,2,0,0,0,0,0,0,3
0,1,3,0,0,0,0,0,0,2
0,2,3,0,0,0,0,0,0,1


a1,a2,a3,a4,a5,a6,a7,a8,a9,0

@COLORS

1 255 1 1
2 1 255 1
3 1 1 255

Code: Select all

x = 17, y = 11, rule = ColorisedSeeds
2.A6.B6.C2$A6.B6.C6$2.B6.A6.A2$C6.C6.B!

Re: Rule request thread

Posted: September 25th, 2020, 7:09 am
by lemon41625
Can someone construct a ruletable for the following rules (I don't really care if they can run in Golly, they just need to compile in lifelib in a reasonable amount of life)?

R2,C2,S31-48,B24-36,NG
R2,C2,S31-48,B24-37,NG
R2,C2,S31-48,B24-38,NG
R2,C2,S31-48,B24-39,NG

B3/S23L
B0123/S9L

R3,C2,S5-8,17-18,21,24,26-27,B7-8,17,19,22-28,N2

Re: Rule request thread

Posted: September 30th, 2020, 2:21 pm
by EvinZL
B2i3-kq4cj5cy6cn7c8/S2-i34cy7c8history please

Re: Rule request thread

Posted: September 30th, 2020, 2:48 pm
by dvgrn
EvinZL wrote: September 30th, 2020, 2:21 pm B2i3-kq4cj5cy6cn7c8/S2-i34cy7c8history please
Built with the usual script:

Code: Select all

@RULE B2i3-kq4cj5cy6cn7c8_S2-i34cy7c8History

*** File autogenerated by saverule. ***


This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.
The notation used to define the rule was originally proposed by Alan Hensel.
See http://www.ibiblio.org/lifepatterns/neighbors2.html for details


@TABLE


n_states:7
neighborhood:Moore
symmetries:rotate4reflect

var any1={0,1,2,3,4,5,6}
var any2={0,1,2,3,4,5,6}
var any3={0,1,2,3,4,5,6}
var any4={0,1,2,3,4,5,6}
var any5={0,1,2,3,4,5,6}
var any6={0,1,2,3,4,5,6}
var any7={0,1,2,3,4,5,6}
var any8={0,1,2,3,4,5,6}

var off={0,2,4,6}
var off1={0,2,4,6}
var off2={0,2,4,6}
var off3={0,2,4,6}
var off4={0,2,4,6}
var off5={0,2,4,6}
var off6={0,2,4,6}
var off7={0,2,4,6}
var off8={0,2,4,6}
var off9={0,2,4,6}

var on={1,3,5}
var on01={1,3,5}
var on02={1,3,5}
var on03={1,3,5}
var on04={1,3,5}
var on05={1,3,5}
var on06={1,3,5}
var on07={1,3,5}
var on08={1,3,5}

var markedon={3,5}

# boundary cell always stays a boundary cell
6,any1,any2,any3,any4,any5,any6,any7,any8,6

# anything else that touches a boundary cell dies
markedon,6,any1,any2,any3,any4,any5,any6,any7,4
on,6,any1,any2,any3,any4,any5,any6,any7,2
on,any1,6,any2,any3,any4,any5,any6,any7,2

# Marked birth
4,on01,off2,off3,off4,on05,off6,off7,off8,3
4,on01,on02,on03,off4,off5,off6,off7,off8,3
4,on01,on02,off3,on04,off5,off6,off7,off8,3
4,on01,on02,off3,off4,on05,off6,off7,off8,3
4,on01,on02,off3,off4,off5,off6,on07,off8,3
4,on01,on02,off3,off4,off5,off6,off7,on08,3
4,on01,off2,on03,off4,on05,off6,off7,off8,3
4,on01,off2,off3,on04,off5,on06,off7,off8,3
4,off1,on02,off3,on04,off5,on06,off7,off8,3
4,on01,on02,off3,off4,on05,off6,on07,off8,3
4,off1,on02,off3,on04,off5,on06,off7,on08,3
4,on01,on02,on03,off4,on05,off6,on07,off8,3
4,on01,on02,off3,on04,on05,off6,on07,off8,3
4,on01,on02,on03,on04,on05,off6,on07,off8,3
4,on01,on02,on03,off4,on05,on06,on07,off8,3
4,on01,on02,on03,on04,on05,on06,on07,off8,3
4,on01,on02,on03,on04,on05,on06,on07,on08,3

# Marked survival state 3
3,on01,on02,off3,off4,off5,off6,off7,off8,3
3,on01,off2,on03,off4,off5,off6,off7,off8,3
3,on01,off2,off3,on04,off5,off6,off7,off8,3
3,off1,on02,off3,on04,off5,off6,off7,off8,3
3,off1,on02,off3,off4,off5,on06,off7,off8,3
3,on01,on02,on03,off4,off5,off6,off7,off8,3
3,on01,on02,off3,on04,off5,off6,off7,off8,3
3,on01,on02,off3,off4,on05,off6,off7,off8,3
3,on01,on02,off3,off4,off5,on06,off7,off8,3
3,on01,on02,off3,off4,off5,off6,on07,off8,3
3,on01,on02,off3,off4,off5,off6,off7,on08,3
3,on01,off2,on03,off4,on05,off6,off7,off8,3
3,on01,off2,on03,off4,off5,on06,off7,off8,3
3,on01,off2,off3,on04,off5,on06,off7,off8,3
3,off1,on02,off3,on04,off5,on06,off7,off8,3
3,on01,on02,off3,on04,off5,on06,off7,off8,3
3,off1,on02,off3,on04,off5,on06,off7,on08,3
3,on01,on02,on03,on04,on05,on06,on07,off8,3
3,on01,on02,on03,on04,on05,on06,on07,on08,3

# Marked survival state 5
5,on01,on02,off3,off4,off5,off6,off7,off8,5
5,on01,off2,on03,off4,off5,off6,off7,off8,5
5,on01,off2,off3,on04,off5,off6,off7,off8,5
5,off1,on02,off3,on04,off5,off6,off7,off8,5
5,off1,on02,off3,off4,off5,on06,off7,off8,5
5,on01,on02,on03,off4,off5,off6,off7,off8,5
5,on01,on02,off3,on04,off5,off6,off7,off8,5
5,on01,on02,off3,off4,on05,off6,off7,off8,5
5,on01,on02,off3,off4,off5,on06,off7,off8,5
5,on01,on02,off3,off4,off5,off6,on07,off8,5
5,on01,on02,off3,off4,off5,off6,off7,on08,5
5,on01,off2,on03,off4,on05,off6,off7,off8,5
5,on01,off2,on03,off4,off5,on06,off7,off8,5
5,on01,off2,off3,on04,off5,on06,off7,off8,5
5,off1,on02,off3,on04,off5,on06,off7,off8,5
5,on01,on02,off3,on04,off5,on06,off7,off8,5
5,off1,on02,off3,on04,off5,on06,off7,on08,5
5,on01,on02,on03,on04,on05,on06,on07,off8,5
5,on01,on02,on03,on04,on05,on06,on07,on08,5

# Birth
off,on01,off2,off3,off4,on05,off6,off7,off8,1
off,on01,on02,on03,off4,off5,off6,off7,off8,1
off,on01,on02,off3,on04,off5,off6,off7,off8,1
off,on01,on02,off3,off4,on05,off6,off7,off8,1
off,on01,on02,off3,off4,off5,off6,on07,off8,1
off,on01,on02,off3,off4,off5,off6,off7,on08,1
off,on01,off2,on03,off4,on05,off6,off7,off8,1
off,on01,off2,off3,on04,off5,on06,off7,off8,1
off,off1,on02,off3,on04,off5,on06,off7,off8,1
off,on01,on02,off3,off4,on05,off6,on07,off8,1
off,off1,on02,off3,on04,off5,on06,off7,on08,1
off,on01,on02,on03,off4,on05,off6,on07,off8,1
off,on01,on02,off3,on04,on05,off6,on07,off8,1
off,on01,on02,on03,on04,on05,off6,on07,off8,1
off,on01,on02,on03,off4,on05,on06,on07,off8,1
off,on01,on02,on03,on04,on05,on06,on07,off8,1
off,on01,on02,on03,on04,on05,on06,on07,on08,1

# Survival
1,on01,on02,off3,off4,off5,off6,off7,off8,1
1,on01,off2,on03,off4,off5,off6,off7,off8,1
1,on01,off2,off3,on04,off5,off6,off7,off8,1
1,off1,on02,off3,on04,off5,off6,off7,off8,1
1,off1,on02,off3,off4,off5,on06,off7,off8,1
1,on01,on02,on03,off4,off5,off6,off7,off8,1
1,on01,on02,off3,on04,off5,off6,off7,off8,1
1,on01,on02,off3,off4,on05,off6,off7,off8,1
1,on01,on02,off3,off4,off5,on06,off7,off8,1
1,on01,on02,off3,off4,off5,off6,on07,off8,1
1,on01,on02,off3,off4,off5,off6,off7,on08,1
1,on01,off2,on03,off4,on05,off6,off7,off8,1
1,on01,off2,on03,off4,off5,on06,off7,off8,1
1,on01,off2,off3,on04,off5,on06,off7,off8,1
1,off1,on02,off3,on04,off5,on06,off7,off8,1
1,on01,on02,off3,on04,off5,on06,off7,off8,1
1,off1,on02,off3,on04,off5,on06,off7,on08,1
1,on01,on02,on03,on04,on05,on06,on07,off8,1
1,on01,on02,on03,on04,on05,on06,on07,on08,1

# Death for marked cells
markedon,any1,any2,any3,any4,any5,any6,any7,any8,4
# Death for unmarked cells
1,any1,any2,any3,any4,any5,any6,any7,any8,2

@COLORS

1    0  255    0
2    0    0  128
3  216  255  216
4  255    0    0
5  255  255    0
6   96   96   96


@ICONS

XPM
/* width height num_colors chars_per_pixel */
"31 186 5 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
/* icon for state 1 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 2 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
/* icon for state 3 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 4 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
/* icon for state 5 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 6 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
XPM
/* width height num_colors chars_per_pixel */
"15 90 5 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
/* icon for state 1 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 2 */
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
/* icon for state 3 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 4 */
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
/* icon for state 5 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 6 */
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
XPM
/* width height num_colors chars_per_pixel */
"7 42 6 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
"F c #E0E0E0"
/* icon for state 1 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 2 */
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
/* icon for state 3 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 4 */
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
/* icon for state 5 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 6 */
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
Side note: the upcoming Golly 4.0 is capable of supporting arbitrary [Rule]History (and [Rule]Super) rules directly, so generating History rule tables for specific rules like this shouldn't be necessary for much longer.

Re: Rule request thread

Posted: September 30th, 2020, 3:20 pm
by gameoflifemaniac
dvgrn wrote: September 30th, 2020, 2:48 pm
EvinZL wrote: September 30th, 2020, 2:21 pm B2i3-kq4cj5cy6cn7c8/S2-i34cy7c8history please

Code: Select all

@RULE B2i3-kq4cj5cy6cn7c8_S2-i34cy7c8History

*** File autogenerated by saverule. ***


This is a two state, isotropic, non-totalistic rule on the Moore neighbourhood.
The notation used to define the rule was originally proposed by Alan Hensel.
See http://www.ibiblio.org/lifepatterns/neighbors2.html for details


@TABLE


n_states:7
neighborhood:Moore
symmetries:rotate4reflect

var any1={0,1,2,3,4,5,6}
var any2={0,1,2,3,4,5,6}
var any3={0,1,2,3,4,5,6}
var any4={0,1,2,3,4,5,6}
var any5={0,1,2,3,4,5,6}
var any6={0,1,2,3,4,5,6}
var any7={0,1,2,3,4,5,6}
var any8={0,1,2,3,4,5,6}

var off={0,2,4,6}
var off1={0,2,4,6}
var off2={0,2,4,6}
var off3={0,2,4,6}
var off4={0,2,4,6}
var off5={0,2,4,6}
var off6={0,2,4,6}
var off7={0,2,4,6}
var off8={0,2,4,6}
var off9={0,2,4,6}

var on={1,3,5}
var on01={1,3,5}
var on02={1,3,5}
var on03={1,3,5}
var on04={1,3,5}
var on05={1,3,5}
var on06={1,3,5}
var on07={1,3,5}
var on08={1,3,5}

var markedon={3,5}

# boundary cell always stays a boundary cell
6,any1,any2,any3,any4,any5,any6,any7,any8,6

# anything else that touches a boundary cell dies
markedon,6,any1,any2,any3,any4,any5,any6,any7,4
on,6,any1,any2,any3,any4,any5,any6,any7,2
on,any1,6,any2,any3,any4,any5,any6,any7,2

# Marked birth
4,on01,off2,off3,off4,on05,off6,off7,off8,3
4,on01,on02,on03,off4,off5,off6,off7,off8,3
4,on01,on02,off3,on04,off5,off6,off7,off8,3
4,on01,on02,off3,off4,on05,off6,off7,off8,3
4,on01,on02,off3,off4,off5,off6,on07,off8,3
4,on01,on02,off3,off4,off5,off6,off7,on08,3
4,on01,off2,on03,off4,on05,off6,off7,off8,3
4,on01,off2,off3,on04,off5,on06,off7,off8,3
4,off1,on02,off3,on04,off5,on06,off7,off8,3
4,on01,on02,off3,off4,on05,off6,on07,off8,3
4,off1,on02,off3,on04,off5,on06,off7,on08,3
4,on01,on02,on03,off4,on05,off6,on07,off8,3
4,on01,on02,off3,on04,on05,off6,on07,off8,3
4,on01,on02,on03,on04,on05,off6,on07,off8,3
4,on01,on02,on03,off4,on05,on06,on07,off8,3
4,on01,on02,on03,on04,on05,on06,on07,off8,3
4,on01,on02,on03,on04,on05,on06,on07,on08,3

# Marked survival state 3
3,on01,on02,off3,off4,off5,off6,off7,off8,3
3,on01,off2,on03,off4,off5,off6,off7,off8,3
3,on01,off2,off3,on04,off5,off6,off7,off8,3
3,off1,on02,off3,on04,off5,off6,off7,off8,3
3,off1,on02,off3,off4,off5,on06,off7,off8,3
3,on01,on02,on03,off4,off5,off6,off7,off8,3
3,on01,on02,off3,on04,off5,off6,off7,off8,3
3,on01,on02,off3,off4,on05,off6,off7,off8,3
3,on01,on02,off3,off4,off5,on06,off7,off8,3
3,on01,on02,off3,off4,off5,off6,on07,off8,3
3,on01,on02,off3,off4,off5,off6,off7,on08,3
3,on01,off2,on03,off4,on05,off6,off7,off8,3
3,on01,off2,on03,off4,off5,on06,off7,off8,3
3,on01,off2,off3,on04,off5,on06,off7,off8,3
3,off1,on02,off3,on04,off5,on06,off7,off8,3
3,on01,on02,off3,on04,off5,on06,off7,off8,3
3,off1,on02,off3,on04,off5,on06,off7,on08,3
3,on01,on02,on03,on04,on05,on06,on07,off8,3
3,on01,on02,on03,on04,on05,on06,on07,on08,3

# Marked survival state 5
5,on01,on02,off3,off4,off5,off6,off7,off8,5
5,on01,off2,on03,off4,off5,off6,off7,off8,5
5,on01,off2,off3,on04,off5,off6,off7,off8,5
5,off1,on02,off3,on04,off5,off6,off7,off8,5
5,off1,on02,off3,off4,off5,on06,off7,off8,5
5,on01,on02,on03,off4,off5,off6,off7,off8,5
5,on01,on02,off3,on04,off5,off6,off7,off8,5
5,on01,on02,off3,off4,on05,off6,off7,off8,5
5,on01,on02,off3,off4,off5,on06,off7,off8,5
5,on01,on02,off3,off4,off5,off6,on07,off8,5
5,on01,on02,off3,off4,off5,off6,off7,on08,5
5,on01,off2,on03,off4,on05,off6,off7,off8,5
5,on01,off2,on03,off4,off5,on06,off7,off8,5
5,on01,off2,off3,on04,off5,on06,off7,off8,5
5,off1,on02,off3,on04,off5,on06,off7,off8,5
5,on01,on02,off3,on04,off5,on06,off7,off8,5
5,off1,on02,off3,on04,off5,on06,off7,on08,5
5,on01,on02,on03,on04,on05,on06,on07,off8,5
5,on01,on02,on03,on04,on05,on06,on07,on08,5

# Birth
off,on01,off2,off3,off4,on05,off6,off7,off8,1
off,on01,on02,on03,off4,off5,off6,off7,off8,1
off,on01,on02,off3,on04,off5,off6,off7,off8,1
off,on01,on02,off3,off4,on05,off6,off7,off8,1
off,on01,on02,off3,off4,off5,off6,on07,off8,1
off,on01,on02,off3,off4,off5,off6,off7,on08,1
off,on01,off2,on03,off4,on05,off6,off7,off8,1
off,on01,off2,off3,on04,off5,on06,off7,off8,1
off,off1,on02,off3,on04,off5,on06,off7,off8,1
off,on01,on02,off3,off4,on05,off6,on07,off8,1
off,off1,on02,off3,on04,off5,on06,off7,on08,1
off,on01,on02,on03,off4,on05,off6,on07,off8,1
off,on01,on02,off3,on04,on05,off6,on07,off8,1
off,on01,on02,on03,on04,on05,off6,on07,off8,1
off,on01,on02,on03,off4,on05,on06,on07,off8,1
off,on01,on02,on03,on04,on05,on06,on07,off8,1
off,on01,on02,on03,on04,on05,on06,on07,on08,1

# Survival
1,on01,on02,off3,off4,off5,off6,off7,off8,1
1,on01,off2,on03,off4,off5,off6,off7,off8,1
1,on01,off2,off3,on04,off5,off6,off7,off8,1
1,off1,on02,off3,on04,off5,off6,off7,off8,1
1,off1,on02,off3,off4,off5,on06,off7,off8,1
1,on01,on02,on03,off4,off5,off6,off7,off8,1
1,on01,on02,off3,on04,off5,off6,off7,off8,1
1,on01,on02,off3,off4,on05,off6,off7,off8,1
1,on01,on02,off3,off4,off5,on06,off7,off8,1
1,on01,on02,off3,off4,off5,off6,on07,off8,1
1,on01,on02,off3,off4,off5,off6,off7,on08,1
1,on01,off2,on03,off4,on05,off6,off7,off8,1
1,on01,off2,on03,off4,off5,on06,off7,off8,1
1,on01,off2,off3,on04,off5,on06,off7,off8,1
1,off1,on02,off3,on04,off5,on06,off7,off8,1
1,on01,on02,off3,on04,off5,on06,off7,off8,1
1,off1,on02,off3,on04,off5,on06,off7,on08,1
1,on01,on02,on03,on04,on05,on06,on07,off8,1
1,on01,on02,on03,on04,on05,on06,on07,on08,1

# Death for marked cells
markedon,any1,any2,any3,any4,any5,any6,any7,any8,4
# Death for unmarked cells
1,any1,any2,any3,any4,any5,any6,any7,any8,2

@COLORS

1    0  255    0
2    0    0  128
3  216  255  216
4  255    0    0
5  255  255    0
6   96   96   96


@ICONS

XPM
/* width height num_colors chars_per_pixel */
"31 186 5 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
/* icon for state 1 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 2 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
/* icon for state 3 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 4 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
/* icon for state 5 */
"..............................."
"..............................."
"..........BCDEEEEEDCB.........."
".........CEEEEEEEEEEEC........."
".......BEEEEEEEEEEEEEEEB......."
"......DEEEEEEEEEEEEEEEEED......"
".....DEEEEEEEEEEEEEEEEEEED....."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..EEEEEEEEEEEEEEEEEEEEEEEEEEE.."
"..DEEEEEEEEEEEEEEEEEEEEEEEEED.."
"..CEEEEEEEEEEEEEEEEEEEEEEEEEC.."
"..BEEEEEEEEEEEEEEEEEEEEEEEEEB.."
"...CEEEEEEEEEEEEEEEEEEEEEEEC..."
"....EEEEEEEEEEEEEEEEEEEEEEE...."
"....BEEEEEEEEEEEEEEEEEEEEEB...."
".....DEEEEEEEEEEEEEEEEEEED....."
"......DEEEEEEEEEEEEEEEEED......"
".......BEEEEEEEEEEEEEEEB......."
".........CEEEEEEEEEEEC........."
"..........BCDEEEEEDCB.........."
"..............................."
"..............................."
/* icon for state 6 */
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E.E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E.E.E.E.E.E.E.E.E."
XPM
/* width height num_colors chars_per_pixel */
"15 90 5 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
/* icon for state 1 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 2 */
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
/* icon for state 3 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 4 */
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
/* icon for state 5 */
"..............."
"....BDEEEDB...."
"...DEEEEEEED..."
"..DEEEEEEEEED.."
".BEEEEEEEEEEEB."
".DEEEEEEEEEEED."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".EEEEEEEEEEEEE."
".DEEEEEEEEEEED."
".BEEEEEEEEEEEB."
"..DEEEEEEEEED.."
"...DEEEEEEED..."
"....BDEEEDB...."
"..............."
/* icon for state 6 */
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
".E.E.E.E.E.E.E."
"E.E.E.E.E.E.E.E"
XPM
/* width height num_colors chars_per_pixel */
"7 42 6 1"
/* colors */
". c #000000"
"B c #404040"
"C c #808080"
"D c #C0C0C0"
"E c #FFFFFF"
"F c #E0E0E0"
/* icon for state 1 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 2 */
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
/* icon for state 3 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 4 */
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
/* icon for state 5 */
".BFEFB."
"BEEEEEB"
"FEEEEEF"
"EEEEEEE"
"FEEEEEF"
"BEEEEEB"
".BFEFB."
/* icon for state 6 */
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
".E.E.E."
"E.E.E.E"
Side note: the upcoming Golly 4.0 is capable of supporting arbitrary [Rule]History (and [Rule]Super) rules directly, so generating History rule tables for specific rules like this shouldn't be necessary for much longer.
Will it support outer-totalistic LTL rules?

Re: Rule request thread

Posted: September 30th, 2020, 4:00 pm
by dvgrn
gameoflifemaniac wrote: September 30th, 2020, 3:20 pm
dvgrn wrote:Side note: the upcoming Golly 4.0 is capable of supporting arbitrary [Rule]History (and [Rule]Super) rules directly, so generating History rule tables for specific rules like this shouldn't be necessary for much longer.
Will it support outer-totalistic LTL rules?
See current changes.html:
Golly Help: Changes
Changes in version 4.0 (released October 2020)

NOTE:This release coincides with the 50th anniversary of Martin Gardner's
Scientific American column that introduced John Conway's Game of Life.
  • Golly no longer supports 32-bit systems.
  • Golly now requires Python 3.3+ (64-bit) to run .py scripts.
  • Updated Lua to version 5.4.0.
  • A new Super algorithm has been added.
  • The Larger than Life algorithm now supports HROT format rules, B0 emulation
    and many new neighborhoods including weighted and custom neighborhoods.
  • New script create-custom-ltl.lua creates Larger than Life custom rule strings.
  • showinviewer.lua: LifeViewer now fills the browser window and resizes with the browser.
  • New script update-viewer.lua downloads the latest version of LifeViewer to use with showinviewer.lua.

Re: Rule request thread

Posted: September 30th, 2020, 5:17 pm
by bubblegum
dvgrn wrote: September 30th, 2020, 4:00 pm See current changes.html:
Golly Help: Changes
Changes in version 4.0 (released October 2020)

NOTE:This release coincides with the 50th anniversary of Martin Gardner's
Scientific American column that introduced John Conway's Game of Life.
  • Golly no longer supports 32-bit systems.
  • Golly now requires Python 3.3+ (64-bit) to run .py scripts.
  • Updated Lua to version 5.4.0.
  • A new Super algorithm has been added.
  • The Larger than Life algorithm now supports HROT format rules, B0 emulation
    and many new neighborhoods including weighted and custom neighborhoods.
  • New script create-custom-ltl.lua creates Larger than Life custom rule strings.
  • showinviewer.lua: LifeViewer now fills the browser window and resizes with the browser.
  • New script update-viewer.lua downloads the latest version of LifeViewer to use with showinviewer.lua.
Does this mean I'm going to have to download the python3x.dll file? I really don't want five copies of Python on my system.

Re: Rule request thread

Posted: September 30th, 2020, 6:04 pm
by dvgrn
bubblegum wrote: September 30th, 2020, 5:17 pmDoes this mean I'm going to have to download the python3x.dll file? I really don't want five copies of Python on my system.
It's up to you, of course -- no one is forcing you to upgrade to Golly 4.0. But at some point you should be able to get rid of your Python 2.x installations, and never look back.

Python 3.x first came out almost a dozen years ago now (December 3, 2008). Seems like it might be time to go through the temporary pain of an actual significant upgrade, and finally let 2.x go home and retire.

Re: Rule request thread

Posted: October 2nd, 2020, 12:20 pm
by Schiaparelliorbust
I'd like to request a rule (sorry if it's been requested before, not a really original concept): Two CGoL univereses but when a cell dies in one universe it becomes alive in the other, except when two cells from both universes are dying in in the same place, they both die. I tried to make a rule table but couldn't.

Re: Rule request thread

Posted: October 2nd, 2020, 12:29 pm
by dvgrn
Schiaparelliorbust wrote: October 2nd, 2020, 12:20 pm I'd like to request a rule (sorry if it's been requested before, not a really original concept): Two CGoL univereses but when a cell dies in one universe it becomes alive in the other, except when two cells from both universes are dying in in the same place, they both die. I tried to make a rule table but couldn't.
That's an interesting concept, and I really don't have any idea how the two layers will end up collaborating to make different oscillators and spaceships. Gliders will just throw sparks into the other layer, but even spaceships as big as a *WSS might do all sorts of weird things.

The behavior is symmetrical between the two layers, right? Another alternative might be a one-way setup, a regular Life layer and an "afterlife" layer -- might or might not be interesting also.

What should the symmetrical version of the rule be called? AlternateLife? TwiLife?

EDIT: Oops, I was wrong. Or rather, I was only right for one tick. Gliders throw off sparks into the alternate layer. But then those sparks, naturally enough, die right away in the other layer, and pop right back into the main layer and mess up the glider. Sooner rather than later, everything is alternately dying and being born in huge patches -- it's quite a mess.

Not loading this to LifeWiki, since maybe some other rule definition along these lines may turn out to be more interesting. It only took a couple of lines added to the DoubleLife rule definition, right near the bottom -- unless I've messed something up, which is fairly likely so someone should DoubleCheck:

Code: Select all

@RULE AlternateLife

https://www.conwaylife.com/forums/viewtopic.php?p=105407#p105407

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute

var a=1
var b=2
var *=3
var aon={a,*}
var bon={b,*}
var aoff={0,b}
var boff={0,a}
var any={0,a,b,*}

var c=aon
var d=c
var e=d
var f=e
var g=f
var h=g

var i=bon
var j=i
var k=j
var l=k
var m=l
var n=m

var o=aoff
var p=o
var q=o
var r=q
var s=r
var t=s

var u=boff
var v=u
var w=v
var x=w
var y=x
var z=y

var a2=any
var b2=a2
var c2=b2
var d2=c2
var e2=d2
var f2=e2
var g2=f2
var h2=g2

#3 a's, 3 b's

any,a,a,a,b,b,b,0,0,*
any,*,a,a,b,b,0,0,0,*
any,*,*,a,b,0,0,0,0,*
any,*,*,*,0,0,0,0,0,*

# 3 a's, cell empty or a
u,c,d,e,o,p,q,r,s,a


# 3 b's, cell empty or b
o,i,j,k,u,v,w,x,y,b


# 3 a's, cell b or both

# 2 b's?
bon,b,b,a,a,a,0,0,0,*
bon,*,b,a,a,0,0,0,0,*
bon,*,*,a,0,0,0,0,0,*

# 3 b's are already ruled out in first rule
# b dies
bon,c,d,e,o,p,q,r,s,a


# 3 b's, cell a or both

# 2 a's?
aon,a,a,b,b,b,0,0,0,*
aon,*,a,b,b,0,0,0,0,*
aon,*,*,b,0,0,0,0,0,*

# 3 a's already ruled out in first rule
# a dies
aon,i,j,k,u,v,w,x,y,b


# 2 a's and 2 b's
any,a,a,b,b,0,0,0,0,any
any,*,a,b,0,0,0,0,0,any
any,*,*,0,0,0,0,0,0,any

# 2 a's
aon,c,d,o,p,q,r,s,t,a

# 2 b's
bon,i,j,u,v,w,x,y,z,b

# new lines for AlternateLife:
# if a cell dies in one layer,
#   it will be born in the other layer
#   (in cases where this is not true already
#    due to one of the birth rules above)
a,a2,b2,c2,d2,e2,f2,g2,h2,b
b,a2,b2,c2,d2,e2,f2,g2,h2,a

# all survival cases covered
any,a2,b2,c2,d2,e2,f2,g2,h2,0
Here are test patterns for DoubleLife and AlternateLife:

Code: Select all

x = 27, y = 21, rule = DoubleLife
17.B$9.A7.B.B$7.A.A7.2B$8.2A14$3A$2.A21.3B$.A22.B$25.B!

Code: Select all

x = 27, y = 21, rule = AlternateLife
17.B$9.A7.B.B$7.A.A7.2B$8.2A14$3A$2.A21.3B$.A22.B$25.B!

Re: Rule request thread

Posted: October 2nd, 2020, 1:13 pm
by EvinZL
Schiaparelliorbust wrote: October 2nd, 2020, 12:20 pm I'd like to request a rule (sorry if it's been requested before, not a really original concept): Two CGoL univereses but when a cell dies in one universe it becomes alive in the other, except when two cells from both universes are dying in in the same place, they both die. I tried to make a rule table but couldn't.
Sound interesting, though I have a felling it's going to be explosive. I'll have a go at it. I'll call it TwiLife for now.

EDIT: ok yeah its really explosive

Code: Select all

@RULE TwiLife

@TREE
num_states=4
num_neighbors=8
num_nodes=130
1 0 2 1 0
2 0 0 0 0
1 0 1 1 1
2 0 2 0 2
1 0 2 2 2
2 0 0 4 4
1 0 1 2 3
2 0 2 4 6
3 1 3 5 7
1 1 1 1 1
2 2 9 2 9
1 1 1 3 3
2 2 9 6 11
3 3 10 7 12
1 2 2 2 2
2 4 4 14 14
1 2 3 2 3
2 4 6 14 16
3 5 7 15 17
1 3 3 3 3
2 6 11 16 19
3 7 12 17 20
4 8 13 18 21
2 9 0 9 0
2 9 0 11 4
3 10 23 12 24
2 11 4 19 14
3 12 24 20 26
4 13 25 21 27
2 14 14 0 0
2 14 16 0 2
3 15 17 29 30
2 16 19 2 9
3 17 20 30 32
4 18 21 31 33
2 19 14 9 0
3 20 26 32 35
4 21 27 33 36
5 22 28 34 37
3 23 1 24 5
3 24 5 26 15
4 25 39 27 40
3 26 15 35 29
4 27 40 36 42
5 28 41 37 43
3 29 30 1 3
3 30 32 3 10
4 31 33 45 46
3 32 35 10 23
4 33 36 46 48
5 34 37 47 49
3 35 29 23 1
4 36 42 48 51
5 37 43 49 52
6 38 44 50 53
3 1 1 5 5
3 5 5 15 15
4 39 55 40 56
3 15 15 29 29
4 40 56 42 58
5 41 57 43 59
3 29 29 1 1
4 42 58 51 61
5 43 59 52 62
6 44 60 53 63
3 1 3 1 3
3 3 10 3 10
4 45 46 65 66
3 10 23 10 23
4 46 48 66 68
5 47 49 67 69
3 23 1 23 1
4 48 51 68 71
5 49 52 69 72
6 50 53 70 73
3 1 1 1 1
4 51 61 71 75
5 52 62 72 76
6 53 63 73 77
7 54 64 74 78
4 55 55 56 56
4 56 56 58 58
5 57 80 59 81
4 58 58 61 61
5 59 81 62 83
6 60 82 63 84
4 61 61 75 75
5 62 83 76 86
6 63 84 77 87
7 64 85 78 88
4 65 66 65 66
4 66 68 66 68
5 67 69 90 91
4 68 71 68 71
5 69 72 91 93
6 70 73 92 94
4 71 75 71 75
5 72 76 93 96
6 73 77 94 97
7 74 78 95 98
4 75 75 75 75
5 76 86 96 100
6 77 87 97 101
7 78 88 98 102
8 79 89 99 103
5 80 80 81 81
5 81 81 83 83
6 82 105 84 106
5 83 83 86 86
6 84 106 87 108
7 85 107 88 109
5 86 86 100 100
6 87 108 101 111
7 88 109 102 112
8 89 110 103 113
5 90 91 90 91
5 91 93 91 93
6 92 94 115 116
5 93 96 93 96
6 94 97 116 118
7 95 98 117 119
5 96 100 96 100
6 97 101 118 121
7 98 102 119 122
8 99 103 120 123
5 100 100 100 100
6 101 111 121 125
7 102 112 122 126
8 103 113 123 127
9 104 114 124 128
EDIT 2: Its explosions have some interesting features

Re: Rule request thread

Posted: October 2nd, 2020, 1:22 pm
by dvgrn
EvinZL wrote: October 2nd, 2020, 1:13 pm
Schiaparelliorbust wrote: October 2nd, 2020, 12:20 pm I'd like to request a rule (sorry if it's been requested before, not a really original concept): Two CGoL univereses but when a cell dies in one universe it becomes alive in the other, except when two cells from both universes are dying in in the same place, they both die. I tried to make a rule table but couldn't.
Sound interesting, though I have a felling it's going to be explosive. I'll have a go at it. I'll call it TwiLife for now.
Sorry, I think it's done already (see edits to last post). But maybe TwiLife will turn out different from AlternateLife, if I did something wrong.

EDIT: Yup, those were the same kinds of all-consuming explosions that I was seeing. My sample pattern ended up with lots more "fingers", though, patches of the two different colors, radiating out from the center. I guess that's probably just what happens if you run the explosion longer.

Re: Rule request thread

Posted: October 2nd, 2020, 2:18 pm
by EvinZL
It turns out TwiLife has a 2c/5 shoot

Code: Select all

x = 25, y = 11, rule = TwiLife
2.BA2.BA2.BA2.BA$.A2B.A2B.A2B.A2B.AB$19BA$21BAB$24B$25B$24B$22BC$17BA
3BA$2B.A2B.A2B.A2B.3A2.A$2A2.2A2.2A2.2A!

Re: Rule request thread

Posted: October 3rd, 2020, 5:25 am
by Schiaparelliorbust
So wait is there a difference between TwiLife and AlternateLife? They don't seem to behave differently and the 2c/5 rail works in both rules. Also, I doubt it but are spaceships possible in this rule?

Edit: Is it possible to have three or more universes where the cells cycle between them when they die? Perhaps universes with other rules could be interesting. I'll try it with Seeds. The blob-like patterns that emerge from this rule are really beautiful, too.

Re: Rule request thread

Posted: October 3rd, 2020, 5:58 am
by dvgrn
Schiaparelliorbust wrote: October 3rd, 2020, 5:25 am So wait is there a difference between TwiLife and AlternateLife? They don't seem to behave differently and the 2c/5 rail works in both rules. Also, I doubt it but are spaceships possible in this rule?
No differences (except that TwiLife is implemented as a tree rather than a table, so will probably run quite a bit faster in LifeViewer, and maybe somewhat faster in Golly). They were just created simultaneously and independently. It's a good sign that the functionality is the same; it probably means that neither of us made any mistakes in the implementation.

Spaceships are trivial in this rule, as long as you use State 3:

Code: Select all

x = 6, y = 11, rule = AlternateLife
C2.C$4.C$C3.C$.4C5$3.C.C$4.2C$4.C!
It's only when patterns get out of sync between the two universes that the explosions occur. It may also be possible to find or design a spaceship where the sparks jumping back and forth between universes support it rather than destroying it -- haven't thought too hard about that. Maybe easier to find with a custom search.
Schiaparelliorbust wrote: October 3rd, 2020, 5:25 am Edit: Is it possible to have three or more universes where the cells cycle between them when they die? Perhaps universes with other rules could be interesting. I'll try it with Seeds. The blob-like patterns that emerge from this rule are really beautiful, too.
It might take four or more universes to give enough time for returning trailing sparks to not inevitably explode a spaceship. The problem is that these kind of overlapping-universe rules get very large very quickly, and we don't have a good automated way to generate them.

Even TripleB3S23 is only available as a @TREE rule, and that makes it more difficult to add the small number of extra state transitions needed for AlTriLife (should be just three extra lines if it was a @TABLE rule, similar to the added lines in AlternateLife).

Re: Rule request thread

Posted: October 3rd, 2020, 6:04 am
by yujh
Schiaparelliorbust wrote: October 3rd, 2020, 5:25 am
Edit: Is it possible to have three or more universes where the cells cycle between them when they die? Perhaps universes with other rules could be interesting. I'll try it with Seeds. The blob-like patterns that emerge from this rule are really beautiful, too.
Umm, yes , there's one but It doesn't cycle.(I don't know where I found it)