User:Melwin22/Castles
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I think I started researching this rule in early 2017. I tried to design a rule that is on the verge of being explosive, but not quite there, and after some trial and error, I got B3678/S135678. Soups in this rule usually settle down in giant blobs with some inner chambers and interesting patterns on the outer wall, resembling battlement of a castle and its defenders standing on the wall, thus the rule name – Castles.
Compared with other rules:
- Stains are probably the most similar. Stains have S2, while Castles have S1, and otherwise they are the same. Both rules generate similar castle-like blobs with battlements, and many oscillators work in both of them, but Stains are in general less expansive and have less variety.
- Day and Night is sort of close, having the same birth conditions as Stains and Castles, but the lack of S1 or S2 makes giant blobs unlikely to occur, as the outer wall is much harder to stabilize.
- Coagulations also have a similar rulestring, but are explosive, while Castles stay barely below the critical threshold.
- Many simple patterns from LowLife work in Castles, as Castles are essentially "High-Dry-Pedestrian...-LowLife". Sadly, the circuitry that makes LowLife Turing-complete doesn't belong to that category.
- Three other unnamed, related rules:
- B367/S135678, or what I call "Trypo Castles". Evolves in a similar way, except that the blobs have single-dot holes due to lack of B8. Most oscillators work the same way, but some important ones don't. Seems to be marginally less expansive than normal Castles.
- B3678/S13567, or what I call "Hollow Castles". Lack of S8 means that huge blobs aren't stable, but a hollowed out blob can still support many types of rotors on the outer wall. Works much better with apgsearch.
- B3678/S35678, or what I call "Stable Castles". As the name suggests, blobs stabilize much more quickly and don't expand much, but don't disappear either. Most boring of the three, supports very few types of oscillators.
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