027GOL
Wandering Memory
Living and dead entities wander with private compasses and rolling memories. Shared codes and repeating segments in their life histories trigger travel or settlement.
Explore the collectionRules & reproducibility
Current composition
- 01Grid locations hold living entities, dead entities, or empty space.
- 02Living neighbors choose the starting mode. Settled entities apply B367/S18; mobile entities travel one square per Step when space permits.
- 03Each entity records alive/dead history. Two shared codes trigger mobility or settlement; a fresh repeated-segment match takes priority and flips its mode.
- 04Compasses keep turning. Travel keeps its heading until settlement; life history moves with identity.
- 05Dead entities can move and revive. They block travel but do not count as living neighbors.
Try Travelers and communities for living blocks and both kinds of traveler. Persistent dead entities can accumulate; no decay rule removes them.
Selected entity / location
- Position
- (80, 80) · Vacant
- Living neighbors
- 1 / 8
- Next entity action
- Remains vacant
- Next location
- Vacant
- Previous action
- No previous entity evidence
History and patterns run oldest to newest: 1 alive, 0 dead. Gold arrow: compass. Cyan arrow: stored travel.