Builder 1
From Softology's collection · B4,6,8-9/S2,6,9/C10
Sparse builders sprawl through the box, trailing eight generations of dying cells.
How the rule works
- Each cell has 26 neighbours: every cell that shares a face, an edge or a corner with it (the Moore neighbourhood).
- An empty cell comes alive when 4, 6, 8 or 9 of its neighbours are alive.
- A live cell stays alive when 2, 6 or 9 of its neighbours are alive; otherwise it starts dying: for 8 generations it fades, is not counted as a neighbour and blocks births, then the cell is empty again.
- With 10 states in all (alive, 8 dying, dead), this is a Generations rule.
It starts from a random block in the middle of the box, 50% full and a third as wide as the box. Each run uses a new seed.
Notation
| Birth/survival | B4,6,8-9/S2,6,9/C10 |
|---|---|
| Softology, MCell (S/B/C/N) | 2,6,9/4,6,8-9/10/M |
| Neighbourhood | Moore (26 cells) |
B lists the neighbour counts at which an empty cell is born, S those at which a live cell survives, and C the number of states. How to read a rule
More of Softology's rules
- 445
B4/S4/C5 - Amoeba
B5-7,12-13,15/S9-26/C5 - Architecture
B3/S4-6 - Builder 2
B1/S5-7 - Clouds 1
B13-14,17-19/S13-26 - Clouds 2
B13-14/S12-26 - Coral
B6-7,9,12/S5-8/C4 - Crystal Growth 1
B1,3/S0-6 - Crystal Growth 2
B1,3/S1-2/C5 - Pyroclastic
B6-8/S4-7/C10 - Spiky Growth
B13,17,20-26/S0-3,7-9,11-13,18,21-22,24,26/C4 - 3D Brain
B4/S
All 30 rules · From 2D to 3D: why Conway's rule needs changing in 3D