Foundry lights: the town by Lars's light law

After dark, with Graphics: Town lights on, which windows glow follows the Foundry light law (Rule 90, Rule 30 or the ruler clock, chosen by the world's word), six lamps a facade bound by a GF(2) rule. Ported from spindexin/RulerFoundry.

The Ruler Cities at 22:00 on Smooth, Town lights off: the windows lit by the city law's own clock, as before.
▶ Go there foundry-1-smooth
The Ruler Cities at 22:00 on Smooth, Town lights off: the windows lit by the city law's own clock, as before.
The same view with Town lights on: Lars's Foundry light law (Rule 90 for this world's word) decides which windows glow. Tick 2: 18 of the 64 channels are on, and each run of six windows is a facade bound by Habitat's GF(2) rule (x2 = x0 XOR x1, x3 = x0, x4 = x1, x5 = x2).
▶ Go there foundry-2-lights
The same view with Town lights on: Lars's Foundry light law (Rule 90 for this world's word) decides which windows glow. Tick 2: 18 of the 64 channels are on, and each run of six windows is a facade bound by Habitat's GF(2) rule (x2 = x0 XOR x1, x3 = x0, x4 = x1, x5 = x2).
Seven ticks later (tick 9): 36 channels on, a different pattern across the same towers; the law steps one tick every 1.25 s.
▶ Go there foundry-3-lights-later
Seven ticks later (tick 9): 36 channels on, a different pattern across the same towers; the law steps one tick every 1.25 s.
Epic at tick 2: the same Foundry lights with bloom and the rest of the Epic preset.
▶ Go there foundry-4-epic
Epic at tick 2: the same Foundry lights with bloom and the rest of the Epic preset.
Epic at tick 9.
▶ Go there foundry-5-epic-later
Epic at tick 9.