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funky factory rules

Posted: April 7th, 2024, 12:30 pm
by tommyaweosme
a ruletype created by edwardfanboy, and it can be in any neighborhood

state 0: empty, changes to the cell above it unless there is a blocker cell
state 1+: changes to the cell in a specific position to it unless there is a blocker cell. the position depends on the cell
state last: blocker

(there can be multiple blockers)

the best examples of this are regular funkyfactory and my funkyfactory8tc

Code: Select all

x = 17, y = 2, rule = funkyfactory
2G.2G.2G.2G.2G.2G$2A.2B.2C.2D.2E.2F!

Code: Select all

x = 45, y = 70, rule = funkyfactory8tc
4.3I2.I2.2I2.5I$6.I2.G2.AE2.2A2HB$4.3I2.G2.AE2.2AHBH$4.I$4.3I2.I2.I3.
5I3$4.3I2.2I$6.I2.CG$4.3I$6.I$4.3I2.2I3$4.I.I2.3I$4.I.I2.GC$4.3I3.CHI
$6.I$6.I2.4I3$4.3I2.4I$4.I4.2C2G$4.3I2.C2.G$6.I$4.3I2.4I3$4.3I2.4I2.5I
3.I$4.I4.CG.G2.2AHBH2.DH$4.3I8.2A2HB$4.I.I$4.3I2.4I2.5I2.2I3$2.I.3I2.
6I$2.I.I.I2.G.2C2G$2.I.I.I4.C2.G$2.I.I.I$2.I.3I2.6I3$2.I.3I2.6I4.10I5.
4I4.2I$2.I3.I2.CG2.GC4.3AHBH2.GC4.DH.GC4.CGI$2.I.3I7.CHI2.3A2HB3.CHI6.
CHI2.CGH$2.I.I39.G$2.I.3I2.8I2.12I2.7I$42.2I3$2.I.3I2.8I$2.I.I4.CG2.2C
2G$2.I.3I6.C2.G$2.I3.I$2.I.3I2.8I3$3I.3I2.10I$2.I.I.I2.CG2.2C2G.G$3I.
I.I6.C2.G$2.I.I.I$3I.3I2.10I3$3I.3I2.11I4.8I$I3.I.I2.CG2.2C2G.GC4.2C2G
2.CGI$3I.I.I6.C2.G2.CHI2.C2.G2.CGH$I.I.I.I25.G$3I.3I2.13I2.4I$28.4I!


i decided to make a thread of this because of their unique coolness

Code: Select all

x = 3, y = 8, rule = funkyfactoryqblue
DC$AB3$2.C3$CD!
if anyone finds cool machinery in any funkyfactory rules post it here

Re: funky factory rules

Posted: April 8th, 2024, 5:55 am
by unname4798
unname4798 wrote: April 6th, 2024, 2:33 pm

Code: Select all

#C [[ RANDOMIZE ]]
x y rule=unname4798-FunkyFactory8and1
!
@RULE unname4798-FunkyFactory8and1
With a brand new color scheme! ba-dum-tss
@TABLE
n_states:9
neighborhood:Moore
symmetries:none
var a={0,1,2,3,4,5,6,7}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
0,a,b,c,d,e,f,g,h,a
1,a,b,c,d,e,f,g,h,b
2,a,b,c,d,e,f,g,h,c
3,a,b,c,d,e,f,g,h,d
4,a,b,c,d,e,f,g,h,e
5,a,b,c,d,e,f,g,h,f
6,a,b,c,d,e,f,g,h,g
7,a,b,c,d,e,f,g,h,h
@COLORS
0 0 0 0
1 255 0 0
2 255 255 0
3 0 255 0
4 0 255 255
5 0 0 255
6 255 0 255
7 255 255 255
8 96 96 96

Re: Funky sand factory

Posted: April 8th, 2024, 7:38 am
by b-engine
This is my first anisotropic multistate rule:

Code: Select all

x = 27, y = 35, rule = Sandfactory
8.B$8.A17$16B16$5.22B!

@RULE Sandfactory
@TABLE
n_states:3
neighborhood:Moore
symmetries:none
0120000001
0100000021
0100000001
0100010001
0100110001
0100011001
0100111001
0001110001
0000011101
0001111001
0000111101
0001111101
0011222001
0000222111
0100020001
0100220001
0100022001
0100222001
0000022111
0011220001
0012000001
0000000211
1100000000
1000000000
1000010000
1000110000
1000011000
1000111000
1000101000
1000011010
1010110000
1000111010
1010111000
1001220000
1000022100
1002010000
1000010200
1020000000
1000000020

Re: Funky sand factory

Posted: April 8th, 2024, 8:51 am
by tommyaweosme
b-engine wrote: April 8th, 2024, 7:38 am This is my first anisotropic multistate rule:
rle
cool use of [s]particles[/s] [s]those things that fall down[/s] i dont really have a name for them. but cool use of them among blockers!

Re: Funky sand factory

Posted: April 8th, 2024, 9:23 am
by b-engine
tommyaweosme wrote: April 8th, 2024, 8:51 am cool use of particles those things that fall down i don't really have a name for them. but cool use of them among blockers!
I call them sands. However I haven't completed their physics, so they seems buggy.