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Re: B36ce7c/S23-y
Posted: June 30th, 2016, 4:30 pm
by muzik
Well we do have this:
muzik wrote:Here's a R-pentomino moving thing:
Code: Select all
x = 97, y = 89, rule = B36ce7c_S23-y
94bobo$94b2o$95bo3$89bo$88bo$88b3o4$84bo$82b2o$83b2o4$77bo$77bobo$77b
2o4$71bobo$71b2o$72bo3$66bo$65bo$65b3o4$61bo$59b2o$60b2o4$54bo$54bobo$
54b2o4$48bobo$48b2o$49bo3$43bo$42bo$42b3o4$38bo$36b2o$37b2o4$31bo$31bo
bo$31b2o4$25bobo$25b2o$26bo3$20bo$19bo$19b3o4$15bo$13b2o$14b2o4$o7bo$
3o5bobo$bo6b2o!
assuming we can tame it somehow
Re: B36ce7c/S23-y
Posted: June 30th, 2016, 10:33 pm
by Sphenocorona
muzik wrote:Well we do have this:
When I say "climber", I mean a reaction where whatever stream of objects that are fed into the reaction is re-created exactly. It must be possible to chain as many of the vital reaction as desired so that as long as the first one is getting supported, every one after that will be supported as well.
The R moving reaction is already too tame to be usable to engineer a spaceship; it doesn't produce any sort of output at all.
Re: B36ce7c/S23-y
Posted: July 25th, 2016, 11:21 am
by Rhombic
Cis-mirrored very long house from soup
Code: Select all
x = 20, y = 20, rule = B36ce7c/S23-y
5b6o6b2o$o3b3ob2obobo2bo$o5b3o4bobo3bo$3bo3b2o2b5o2b2o$b9o6b2obo$2b2o
2bo5b2o3bobo$3ob2obo4b2o3b3o$bobo2b4o2b4o3bo$2bo2bo2bobo3bo2b3o$4o4bo
2bob2obo$bo5b2obobob3obo$2bob2obob2o2bob2o$4bob2ob3ob4o$2obob2obob3obo
b2o$o2bo4b2o2b3o3b2o$obo8bob2o2bo$obobobob2ob2ob2obobo$3ob5obobo3b3o$
4ob2obo2bob3ob2o$o2bo3bobobobo2b4o!
I'm having no luck at finding new patterns specific to this rule in soup.
Re: B36ce7c/S23-y
Posted: July 25th, 2016, 11:46 am
by muzik
*cis-mirrored very long house
Interesting reaction:
Code: Select all
x = 37, y = 30, rule = B36ce7c_S23-y
6$2bo$3b2o$2b2o11$25bo$25bobo$25b2o4$18bo$18b2o$17b2o!
Re: B36ce7c/S23-y
Posted: July 30th, 2016, 2:17 pm
by Rhombic
3G synthesis of 3c/52 spaceship:
Code: Select all
x = 8, y = 7, rule = B36ce7c_S23-y
4bobo$4b2o$o4bo$b2o$2o3b3o$5bo$6bo!
Re: B36ce7c/S23-y
Posted: July 30th, 2016, 2:40 pm
by muzik
And thus, the would-be gun:
Code: Select all
x = 65, y = 62, rule = B36ce7-e/S23-y
50b3o$6bo43bobo$2b2obobo41bo2bo8b2o$2b2obo2bo40bobo9b2o$6b2o42bo$61b2o
$54bobo3bo2bo$54b2o4bobo$6bo48bo5bo$7b2o$6b2o2$3o$o2bo$2o2bo$2b2o13$
32bobo$32b2o$28bo4bo$29b2o$28b2o3b3o$33bo$34bo19$62bo$55b3o3bobo$55bo
5bo2bo$56bo5b2o$51bo$50bobo9b2o$50bo2bo8b2o$51b3o$52bo!
We need a synthesis that shoots it not at the direction a glider came from, so maybe using the orthogonal ship could help?
Re: B36ce7c/S23-y
Posted: July 30th, 2016, 5:00 pm
by AbhpzTa
muzik wrote:And thus, the would-be gun:
Code: Select all
x = 65, y = 62, rule = B36ce7-e/S23-y
50b3o$6bo43bobo$2b2obobo41bo2bo8b2o$2b2obo2bo40bobo9b2o$6b2o42bo$61b2o
$54bobo3bo2bo$54b2o4bobo$6bo48bo5bo$7b2o$6b2o2$3o$o2bo$2o2bo$2b2o13$
32bobo$32b2o$28bo4bo$29b2o$28b2o3b3o$33bo$34bo19$62bo$55b3o3bobo$55bo
5bo2bo$56bo5b2o$51bo$50bobo9b2o$50bo2bo8b2o$51b3o$52bo!
We need a synthesis that shoots it not at the direction a glider came from, so maybe using the orthogonal ship could help?
p244:
Code: Select all
x = 128, y = 97, rule = B36ce7c_S23-y
76b2o9bo$63b2o10bo2bo$63b2o10bo12b2o$76b2o12bo$63b2o22bo2bo$62bo2bo12b
o9b2o$63bobo47b3o$64bo51bo$113bo3bo$112b2o3bo$98bo12bo5bo6b2o$96bo3bo
15bo7b2o$95bo15bo3bo$94bo5bo12bo10b2o$55bo38bo3b2o23bo2bo$54bobob2o34b
o3bo17bo6bobo$53bo2bob2o35bo20bobo5bo$54b2o40b3o17b2o2$121bo$120bobob
2o$26bo92bo2bob2o$25b3o92b2o$25bo2bo31bo28bo$28b2o30bobo24bobo$28bo31b
o8b2o17b2o$27b2o20bobo7bo8bo2bo48bo$26b3o20b2o8b3o5b2ob2o48bobo$25b3o
22bo7b2ob2o5b3o49b2o$25b2o31bo2bo8bo16bo$25bo33b2o8bo13b2obobo36b2o$
24b2o41bobo13b2obo2bo34bob2o$7bo17bo2bo40bo17b2o34bo2bo$3b2obobo5b2o
10b3o95b2o$3b2obo2bo4b2o11bo$7b2o$14b2o$13bo2bo$14bobo54b3o$15bo54bo3b
o$75bo$69bo4bo$69b2ob2o10bo$44bo26bo10b2ob2o24b2o$6bo36bobob2o32bo4bo
20bo3b2o$5b4o33bo2bob2o31bo25bobo$4bo2b2o34b2o36bo3bo19bobo14b2o$5bo3b
o72b3o20bo15bo2bo$6b3o93b2obo14b2obo$6b3o89bo3b2ob2o14b2o$97bobo$60bo
35bobo$96bo29bo$58bobo34b2o28b2o$49bo7b5o64bo$48b2o8bob2o$b3o12b2o29b
3o10bo$b3o12b2o3bo25bo10b3o$o3bo15bobo23b2obo8b2o$b2o2bo15bobo22b5o7bo
$b4o18bo23bobo$3bo19b2o$47bo$27b2o$27b2o3bo$31bobo$32bobo$34bo$34b2o
11$45b2o$45bobo$45bobo$40b2o3bo$42bo3b2o$40bobo$40bobo$41b2o7$53b2o$
49b2obo2bo$49b2obobo$53bo!
Re: B36ce7c/S23-y
Posted: July 30th, 2016, 6:16 pm
by muzik
How do you even manage to come up with these so fast? I must know
Re: B36ce7c/S23-y
Posted: July 31st, 2016, 5:07 am
by Rhombic
I'm also amazed at AbhpzTa's speed when it comes to finding guns or similar objects. One would think that the technology for this rule is virtually obsolete, yet he manages to create proper circuit-like behaviour!
On a side note, I thought that I had found a Heisenburp, but it's actually just a glider emitted in the exact same direction as the initial one. What a shame.
Code: Select all
x = 9, y = 15, rule = B36ce7c_S23-y
3bo$bobo$2b2o2$6bobo$6b2o$7bo6$2o$b2o$o!
This could potentially be stabilised, but it's not easy at all (the debris is huge and constantly interacts with it):
Code: Select all
x = 8, y = 8, rule = B36ce7c_S23-y
bobo$2b2o$2bo2$6bo$b2o2b2o$obo2bobo$2bo!
Re: B36ce7c/S23-y
Posted: July 31st, 2016, 9:02 am
by BlinkerSpawn
AbhpzTa wrote:muzik wrote:
We need a synthesis that shoots it not at the direction a glider came from, so maybe using the orthogonal ship could help?
p244:
muzik wrote:How do you even manage to come up with these so fast? I must know
It's simply a matter of taking known components and fitting them together in new ways.
Take a look at the 5-glider collision that produces the spaceship. It's not some silver-bullet wondercollision that just so happens to output a diagonal ship in the right direction, just a 2G blinker synthesis and a 3G block synthesis aligned properly.
He(?) didn't just pull his creations out of thin air, he just bothered to look for them.