OpenWorldLab
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Generations rules Four-state Generations rule on a square grid, 8 neighbours

Star Wars

B2/S345/4 — like Brian’s Brain, but firing cells can hold on

Firing cells can hold their state if enough neighbours are firing, which produces long straight beams alongside the travelling sparks.

How it works

In plain English, before the notation

This is Brian’s Brain with two changes: a firing cell can keep firing if three, four or five of its neighbours are also firing, and there are two recovery states instead of one. The first change is what matters — because activity can sustain itself where it is dense enough, you get long straight beams that persist, alongside the travelling packets.

A ready cell starts firing when exactly two of its neighbours are firing.
A firing cell keeps firing if 3, 4 or 5 of its neighbours are firing; otherwise it starts recovering.
Recovery takes two steps rather than one before the cell is ready again.
Only firing cells count towards the neighbour totals.

Beams and packets together

  1. Open Presets and load "Star Wars Beams", then press Play.
  2. Look for the difference between the two kinds of structure: short packets that travel, and long lines that stay lit.
  3. Pause and use the Eraser to cut a beam in half. Both halves usually survive.

Starting configurations

Loads straight into the simulator

Try any rule

The catalogue covers a few dozen rules. Here you can run any of the 262,144 two-state grid rules, or any of the 256 one-dimensional rules, including ones nobody has written up.

B2
B
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S345
S
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B2/S345 Likely: rapid expansion
Birth: A dead cell becomes alive with 2 live neighbours.
Survival: A live cell survives with 3, 4 or 5 live neighbours, and dies otherwise.

Well-known rules

Where it came from

From Mirek Wójtowicz’s MCell collection of Generations rules, where it is one of the standard examples used to show what the survival set does in this family. The name refers to the appearance rather than to any property of the rule.

The rule, precisely

What each cell looks at

The 8 cells touching it, including diagonals (the Moore neighbourhood)

What a cell can be

Four states: 0 = ready, 1 = firing, 2 and 3 = recovering

The update

if state = 0 and (firing neighbours) = 2 then 1; if state = 1 then 1 when firing neighbours in {3,4,5}, else 2; if state = 2 then 3; if state = 3 then 0

B2/S345/4: Birth on 2 firing neighbours, Survival on 3, 4 or 5, and 4 states in total (one ready, one firing, two recovering).

Two kinds of structure at once

Adding a survival condition to a Generations rule changes what can persist:

  • Straight beams of firing cells sustain themselves as long as they stay dense enough.
  • Travelling packets still exist, as in Brian’s Brain, and coexist with the beams.
  • Where a packet meets a beam the result depends on the angle — sometimes the beam survives, sometimes the collision destroys both.
  • The longer recovery period leaves a more visible trail, which makes the direction of travel easy to read.

Not established

Beams behave like wires and packets like signals, but nothing has been assembled from them.

No universality result is known for this rule.

Sustained versus transient excitation

Excitable media

Compared with Brian’s Brain, this rule shows what happens when an excitable medium can sustain activity locally instead of always relaxing. Standing structures become possible alongside travelling ones.

Things to try

  • Draw a long straight line of Firing cells and press Play. Whether it survives depends on how thick you drew it.
  • Compare directly with Brian’s Brain at the same soup density — the difference is entirely down to the survival set.
  • Set Cell Scale to 2px for a large grid; the beams need room to be visible.

Frequently Asked Questions

It makes the trail behind moving structures longer, which keeps the region behind a wave blocked for longer. In practice it makes the rule slightly less dense and easier to read.

References

Other rules in this family

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