Wire3
Posted: December 29th, 2020, 10:12 am
This rule, essentially a modification of Brian Prentice's rule Wilfred, is also inspired by Blah's Wire2 and my Fireworld2. It's a superset of Brian's Brain with a wiring system. Unlike Wire2 and like Wilfred, electrons run on the surface of wires, which makes it 100% backward compatible with Brian's Brain. It is Turing-complete, because Brian's Brain is, as I recently have proven by constructing a Rule 110 tiling for it.
The wires are immutable. A cell becomes alive, when surrounded by 1 or 2 live cells and 2 or 3 wire cells. Dying (State 2) cells are not allowed to be in the neighborhood in these wire interactions, only empty cells. If dying cells would count as empty, wiring would become extremely explosive.
Logic gates:
Some reflectors and splitters:
This rule has guns and oscillators for all period >=3, This is easily proven by filling the surfaces of rectangular wire structures with electrons, optionally (for guns) equipped with a photon emitter:
p7 (the same exact thing works in Fireworld2 as well):
Some more interesting guns:
A rake gun:
A butterfly generator:
The wires are immutable. A cell becomes alive, when surrounded by 1 or 2 live cells and 2 or 3 wire cells. Dying (State 2) cells are not allowed to be in the neighborhood in these wire interactions, only empty cells. If dying cells would count as empty, wiring would become extremely explosive.
Code: Select all
@RULE Wire3
# Based on Brian Prentice's Wilfred and Yoel Matveyev's Fireworld2
# The substrate rule is Brian's Brain
# Wires are immutable
# A cell is born, if surrounded by 1 or 2 live cells and 2 or 3 wire cells.
# Dying (State 2) cells are not allowed to be in the neighborhood in wire interactions.
# This limitation diminishes parasitic explosive reactions and smooths the wiring operation.
# By Yoel Matveyev, 2020
@COLORS
0 0 0 0
1 255 0 0
2 255 255 0
3 0 0 255
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
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 i={0,2,3}
var j=i
var k=i
var l=i
var m=i
var n=i
0,1,1,i,j,k,l,m,n,1
0,1,3,3,0,0,0,0,0,1
0,1,3,3,3,0,0,0,0,1
0,1,1,3,3,0,0,0,0,1
0,1,1,3,3,3,0,0,0,1
1,a,b,c,d,e,f,g,h,2
2,a,b,c,d,e,f,g,h,0
3,a,b,c,d,e,f,g,h,3Code: Select all
x = 135, y = 103, rule = Wire3
5$94.19C$101.C.BA$44.C$41.C52.2A5.C$41.B2.C44.C4.2B$24.7C10.AB.C54.2B
$42.ABC2.C41.C7.C.AC$43.AC7.BA35.C$11.C7.C5.4C23.BA4.C30.2C$10.C.C5.C
.C4.C3.C14.C12.BA3.BA8.BA15.C3.C$9.C3.C4.C.C4.C3.C28.28C3.C$9.C3.C3.C
3.C3.4C26.B30.9C.C$9.5C3.C3.C3.C3.C28.28C6.BA$9.C3.C2.C5.C2.C3.C14.C
12.BA3.BA8.BA8.BA$9.C3.C2.C5.C2.C3.C22.BA4.C$9.C3.C2.C5.C2.4C14.AC7.B
A$42.ABC2.C$41.AB.C$41.B2.C$41.C$44.C6$44.C$41.C$41.B2.C$41.AB.C$42.A
BC2.C$43.AC7.BA34.C$11.C7.C5.4C23.BA4.C33.BA$10.C.C5.C.C4.C3.C14.C12.
BA3.BA8.BA8.BA4.C3.BA2.2C$9.C3.C4.C.C4.C3.C28.28C2.C3.2C4.C$9.C3.C3.C
3.C3.4C26.B30.4C4.C$9.5C3.C3.C3.C3.C28.28C2.C3.2C8.BA8.B$9.C3.C2.C5.C
2.C3.C14.C12.BA3.BA8.BA8.BA4.C3.BA2.2C3.12C$9.C3.C2.C5.C2.C3.C22.BA4.
C33.BA7.C$9.C3.C2.C5.C2.4C14.AC7.BA34.C$42.ABC2.C$41.AB.C$41.B2.C$41.
C$44.C6$44.C$41.C$41.B2.C$41.AB.C$11.C4.C5.C2.4C13.ABC2.C$10.C.C3.C5.
C2.C3.C13.AC7.BA34.C11.CA$9.C3.C2.C5.C2.C3.C22.BA4.C33.BA3.C3.BC$9.C
3.C3.C3.C3.4C15.C12.BA3.BA8.BA8.BA4.C3.BA2.C5.BA$9.5C3.C3.C3.C3.C28.
28C2.C3.2C2.C5.C9.B$9.C3.C4.C.C4.C3.C25.B30.4C8.15C$9.C3.C4.C.C4.C3.C
28.28C2.C3.2C2.C5.C$9.C3.C5.C5.4C15.C12.BA3.BA8.BA8.BA4.C3.BA2.C$52.B
A4.C33.BA3.C$43.AC7.BA34.C$42.ABC2.C$41.AB.C$41.B2.C$41.C$44.C7$44.C$
41.C$41.B2.C$41.AB.C$42.ABC2.C$11.C6.3C4.4C14.AC7.BA34.C16.C$10.C.C4.
C.C.C3.C3.C22.BA4.C33.BA2.C10.C$9.C3.C2.C2.C2.C2.C3.C14.C12.BA3.BA8.B
A8.BA4.C3.BA8.C$9.C3.C2.7C2.4C29.28C2.C3.2C2.C10.C$9.5C2.C2.C2.C2.C3.
C25.B30.4C4.C.2C4.C.14C$9.C3.C2.C2.C2.C2.C3.C28.28C2.C3.2C2.C8.C$9.C
3.C3.C.C.C3.C3.C14.C12.BA3.BA8.BA8.BA4.C3.BA8.C$9.C3.C4.3C4.4C23.BA4.
C33.BA2.C$43.AC7.BA34.C$42.ABC2.C$41.AB.C$41.B2.C$41.C$44.C!Code: Select all
x = 27, y = 16, rule = Wire3
2$5.C$2.C18.C$5.C$5.CA$5.CBAC12.2C.C$5.C.BA$2.B4.BA$2.AB.C!Code: Select all
x = 27, y = 15, rule = Wire3
2$4.C$.C18.C$4.CA$4.CBA$4.C.BC12.2C.C$4.C2.BA$7.BA$.B2.C14.3C.C3$20.C
!Code: Select all
x = 34, y = 15, rule = Wire3
2$6.C.B$3.CB17.C$3.AB.C$4.ABC$5.AC2.C12.2CAC2.C$6.C6.BA8.BA$13.BA8.BA
3.C$6.C14.9C!Code: Select all
x = 47, y = 26, rule = Wire3
3$7.CA$4.C.A2BA13.C$6.AC.B$7.C$7.C2.C12.2C.C10.C.C$7.C4.BA8.BA13.3BA$
12.BA8.BA9.B5.CA$7.C14.3C.C11.3C$23.C13.2C$36.C$28.BA5.2C$29.BA4.C$
23.C.11C$26.B.C$24.2B2A$24.2AC3$26.C!p7 (the same exact thing works in Fireworld2 as well):
Code: Select all
x = 70, y = 13, rule = Wire3
3$10.BA5.BA5.BA5.BA5.BA5.BA5.BA5.BA$3.BA2.57C.C$3.3C$3.C.C2.C52.C.2B$
3.C.C57.2A$3.3C.B$4.ABA!Code: Select all
x = 29, y = 113, rule = Wire3
$5.AB$4.AB8C$3.3C.BA4.B$8.A2.BA$9.BA$7.BA12$7.C.B$7.C2.A.C$7.C2B$5.AC
AB$5.BC2A$6.C.BAB$6.CA.A$6.CB$6.C3.B$6.C.A.A$6.C.2B$6.CB.A$6.CA$6.C
10$15.C3$6.C.7C.C$11.BA$10.BA$9.C$7.2B$7.2A$3.C3.2A$7.2B2$5.AC2.C$4.A
BC2.C$3.CAB3.A$6.C.BC$8.AC$7.B.C$7.ABC10$5.CA$5.CB2AC.BA$5.C.BAC2.BA$
7.2A3.BA$5.C.BC.C$5.2CBA$5.C2.A3.B$4.9C16$9.C3$8.C.10C.C$14.AB$15.AB$
18.C2$19.2B$19.2AC$22.C2$22.C$21.C$21.C$21.C$21.C$21.C$21.C!Code: Select all
x = 20, y = 21, rule = Wire3
3$14.C3$15.C.C$5.ABC6.C3.C$4.AB2.BA$4.B2.CBA$7.CA.C$7.C$7.C$7.C$4.C$
7.C!Code: Select all
x = 64, y = 37, rule = Wire3
2$7.C$4.C18.C$7.C24.B$7.C15.C9.A$7.C15.C6.BAB$7.C14.A2C6.A$7.CA.C10.A
BC3.C7.B$4.B2.CBA12.BC11.2A$4.AB2.BA12.B6C.C2.B.B$5.ABC15.A10.A4.B$
40.A$37.BAB$38.A$42.B$42.2A$40.B.B$41.A4.B$47.A$44.BAB$45.A$49.B$49.
2A$47.B.B$48.A4.B$54.A$51.BAB$52.A$56.B$56.2A$54.B.B5.C$55.A2$57.6C!