Second article in Ralph Griswold's series on drawdown automata, using cellular automata to generate weaving drawdown patterns. It explains neighborhoods (von Neumann, Moore, and many other shapes, with radius and symmetry) and state-transition rules: general rules, totalistic and outer-totalistic rules, Life-type rules, and alternative ways to express rules such as integer codes and pseudo-code. Worked examples use the parity rule and Conway's Game of Life, and the figures are grid diagrams of neighborhoods.