AlephAlpha wrote:
c/4:
Code: Select all
x = 39, y = 38, rule = B2in3aeijn/S234e
b3o12b3o12b3o$o14bo14bo$o4b3o7bo4b3o7bo4b3o$o7bo6bo7bo6bo7bo$o7bo6bo7b
o6bo7bo$bobo4bo6bo2bo4bo6bo7bo$8bo7bo6bo6bo2bobo2bo$5bobo12bobo8bo5bo
8$b3o12b3o12b3o$o14bo14bo$o4b3o7bo4b3o7bo4b3o$o7bo6bo7bo6bo7bo$o7bo6bo
7bo6bo7bo$bobo4bo6bo7bo6bo7bo$8bo7bobo4bo6bo2bo4bo$5bo2bo14bo7bo6bo$7b
o12bobo12bobo7$6bo6b3o$5bobo4bo$b3obobo4bo4b3o$o6bo4bo7bo$o3bo3bo3bo7b
o$o11bo7bo$o2bo8bo2bobo2bo$bo11bo5bo!
Those are really good.
Small ship eating glider:
Code: Select all
x = 19, y = 11, rule = B2in3aeijn/S234e
b3o$o$o4b3o$o7bo$o7bo$bobo4bo$8bo$5bobo$16b2o$16bobo$16bo!
Almost bounces G back while shortening ship:
Code: Select all
x = 14, y = 13, rule = B2in3aeijn/S234e
b3o$o$o4b3o$o7bo$o7bo$o7bo$bobo4bo$8bo$5bobo2$12b2o$11b2o$13bo!
Are there any good reactions that don’t break the ships, but produce debris?
EDIT:
Hdjensofjfnen wrote:
EDIT: Also, can the self-lengthening XWSS be stabilized with a flotilla? I tried for fifteen minutes and couldn't come up with anything.
Code: Select all
x = 5, y = 4, rule = B2in3aeijn/S234e
o2bo$4bo$o3bo$b4o!
There are a few ways to support MWSSes:
The first involves hitting it with a p8 stream of sacrificial objects (the block is only an example), presumably just out of a p8 puffer.
The second would involve hitting it with two p20 glider streams, but it doesn’t work.
Code: Select all
x = 28, y = 9, rule = B2in3aeijn/S234e
3b3o13b3o$3bo2bo12bo2bo$3bo15bo$3bo15bo3bo$3bo2bo12bo5b3o$4bo15bobo2bo
$2o14b2o8bo$2o13bobo$17bo!
You could also suppress the spark like this:
Code: Select all
x = 42, y = 7, rule = B2in3aeijn/S234e
7bo23bo8bo$3o3b3o3b3o9b3o3b3o6b3o$o2bob2obo3bo2bo8bo2bob2obo5b2obo$o4b
3o4bo11bo4b3o6b3o$o3bob2o4bo11bo3bob2o7b2o$o11bo11bo$bo11bo11bo!
For the P8 object, something like this would work:
Code: Select all
x = 9, y = 7, rule = B2in3aeijn/S234e
bo2bo$o$o4bo$5o2$6b3o$6bobo!
Code: Select all
x = 8, y = 7, rule = B2in3aeijn/S234e
bo2bo$o$o4bo$5o2$6b2o$5bo!
Considering that the reaction isn’t super messy, it could probably be done with a p8 ship with somewhat sparky exhaust.
Given that a cheap B synth is probably around the corner, something like this could be used to make XWSSes.
Code: Select all
x = 14, y = 13, rule = B2in3aeijn/S234e
o$2o$b2o$2o7$12bo$11b2o$11bobo!
EDIT:
Small c/3 partial:
Code: Select all
x = 4, y = 6, rule = B2in3aeijn/S234e
2bo$2o$2o2$bobo$b3o!
Just search for what to put below:
Code: Select all
x = 43, y = 17, rule = B2in3aeijn/S234e
2bo10bo15bo11bo$2o9b2o14b2o10b2o$2o9b2o14b2o10b2o2$b3o8bobo13bobo9b3o$
b3o8b3o13b2o10bobo$41bo4$2bo12bo10bo12bo$2o11b2o9b2o11b2o$2o11b2o9b2o
11b2o$41bo$b3o10b3o8b3o10b3o$b2o11b2o9bo12bo$16bo9bo12bo!
Pseudo-Hf:
Code: Select all
x = 9, y = 9, rule = B2in3aeijn/S234e
4b3o$6bo$3o3bo$o$o7bo$8bo$2bo3b3o$2bo$2b3o!
c/4 eater:
Code: Select all
x = 15, y = 12, rule = B2in3aeijn/S234e
4b2o$4b2o$12b2o$11bo2bo$b3o8bobo$o12bo$o4b3o$o7bo$o7bo$bobo4bo$8bo$5bo
bo!
Extensible clock:
Code: Select all
x = 25, y = 8, rule = B2in3aeijn/S234e
5bo8bo$6b2o7b2o5bo$3bo9b2o8b2o$6bo8bo4bo$bo19bobo$4bo16bo$2o$2bo!
EDIT:
Re: the c/3:
Aw, crumbs:
Code: Select all
x = 10, y = 5, rule = B2in3aeijn/S234e
7b2o$4b2ob2o$b4o4bo$o4bo$b2o!
#c [[ STOP 3 ]]
Some other nice partials:
Code: Select all
x = 53, y = 5, rule = B2in3aeijn/S234e
50bo$4b2o9b2o13b2o16b4o$b2ob2o6b2ob2o10b2ob2o15b2o3bo$bo4bo5b2o3bo9b2o
3bo18bo$obo8bobo13b2o17b2o!
EDIT:
Can this conduit be fixed to be clean?
Code: Select all
x = 9, y = 12, rule = B2in3aeijn/S234e
2o$2o4$b2o$o$o$o$b2o3b3o$6bobo$6bobo!
Another near-conduit producing an XWSS:
Code: Select all
x = 11, y = 39, rule = B2in3aeijn/S234e
3b2o$3b2o6$7bo$6b3o$6bob2o2$2o$2o8$9bo$7bo2bo$10bo$10bo$7bo2bo$8bobo9$
5b2o$4bo$4bo$4bo$5b2o!
TD eater:
Code: Select all
x = 12, y = 12, rule = B2in3aeijn/S234e
9b2o$8bo2bo$8bo2bo$8b3o7$2o$2o!
Component:
Code: Select all
x = 78, y = 55, rule = B2in3aeijn/S234e
5b2o32b2o25b2o$5b2o32b2o25b2o9$5bo9b2o22bo9b2o15bo9b2o$4b3o8b2o21b3o8b
2o14b3o8b2o$5bo33bo26bo2$bo33bo26bo$obo31bobo24bobo$b2o2bo28bobo2bo20b
o2bo2bo$4bobo28bo2bobo20b2o2bobo$5b2o32b2o25b2o18$6b2o26b2o$6b2o26b2o
9$6bo9b2o16bo9b2o$5b3o8b2o15b3o8b2o$6bo27bo2$2bo27bo$bobo25bobo$o2bo2b
o21bo2bo2bo$obo2bobo19bo2bo2bobo$bo4b2o20b2o4b2o!
Can anyone get the sacrificial object next to the SL you’re stretching?
EDIT:
"True" conduit:
Code: Select all
x = 6, y = 9, rule = B2in3aeijn/S234e
4bo$3b3o$4bo3$2o$2o2bo$3bobo$3b2o!
Can somebody create a collection of components/converters?
Maybe I will.
EDIT: Boat/barge components:
Code: Select all
x = 138, y = 17, rule = B2in3aeijn/S234e
100bo$23b3o72bobo4bo$23bo46bo28b2o3bo32bo$23bo47bo32b3o23bo4b2o$23bo
45b3o57bo6b2o$2o2b3ob2o2b4ob3o3bo105b3o$obobobobobobo4bo5bo30bo$2o2b3o
b2o2bob2ob3o3bo31bo$obobobobobobo2bobo4b2o29b3o$2o2bobobobob4ob3o3bo$
21bobo52bo$21bobo34b2o9b2o4b2o4b3o39b2o$2o2b3ob3ob3o8bo29bo4bobo7bobo
4bobo3bo17bo22bobo$obobobobobo2bo9bo28bobo3bo8bobo12bo15bobo20bobo$2o
2bobob3o2bo9bo29bo14bo30bo22bo$obobobobobo2bo9b3o$2o2b3obobo2bo!
Eater->Block on table:
Code: Select all
x = 60, y = 20, rule = B2in3aeijn/S234e
5bo19bo22bo$6bo19bo22bo$4b3o17b3o20b3o6$9b2o18b2o21b2o$9bo19bo22bo$bo
8b3o8bo8b3o11bo8b3o$b2o9bo8b2o9bo11b2o9bo$obo10b2o5bobo10b2o8bobo10b2o
$14bo19bo22bo$13bo20bob2o19bobo$13b2o18b2ob2o20b2o2$4bo19bo22bo$4b2o
18b2o21b2o$3bobo17bobo20bobo!
btw, this allows for a block on table synth:
Code: Select all
x = 30, y = 29, rule = B2in3aeijn/S234e
5bo$6bo$4b3o2$28bo$27bo$27b3o2$9b2o$9bo$bo8b3o$b2o9bo$obo10b2o$14bo$
14bobo$15b2o2$4bo$4b2o$3bobo7$10b3o$12bo$11bo!
If we can do this:
Code: Select all
x = 5, y = 4, rule = B2in3aeijn/S234e
b2o$o2bo$bobo$2b3o!
A cheap synth:
Code: Select all
x = 15, y = 15, rule = B2in3aeijn/S234e
bo4bo$2bo4bo$3o2b3o5$12b2o$12bobo$12bo3$12b2o$12bobo$12bo!
Lucky 4G Half-bakery:
Code: Select all
x = 22, y = 14, rule = B2in3aeijn/S234e
19bobo$bo10bo6b2o$2bo8bo8bo$3o8b3o8$10b2o$9b2o$11bo!
Ship as eater:
Code: Select all
x = 8, y = 9, rule = B2in3aeijn/S234e
6bo$5b3o$6bo4$b2o$obo$2o!
EDIT:
component for huge tubs:
Code: Select all
x = 15, y = 15, rule = B2in3aeijn/S234e
10b3o$2bo6bo3bo$bobo4bo5bo$2bo5bo5bo$8bo5bo$9bo3bo$10b3o2$2b3o$bo3bo$o
5bo$o5bo$o5bo$bo3bo$2b3o!
Block on table, 4G:
Code: Select all
x = 39, y = 19, rule = B2in3aeijn/S234e
23b2o$23bobo$23bo$15b3o$17bo$16bo2$b2o$obo$2bo7$36b3o$36bo$37bo!
Thanks, 4G census!
Also from 4G census:
Loop:
Code: Select all
x = 19, y = 20, rule = B2in3aeijn/S234e
10b3o$10bo$2b3o6bo$4bo$3bo3$16b3o$16bo$17bo8$3o$2bo$bo!
Long clock:
Code: Select all
#c just cleaning up junk from original reaction
x = 36, y = 42, rule = B2in3aeijn/S234e
bo$2bo$3o27$22b2o$22bobo$22bo3$17b3o$19bo$18bo$34b2o$33b2o$14b3o18bo$
16bo$15bo!
Clock:
Code: Select all
x = 18, y = 25, rule = B2in3aeijn/S234e
16bo$15bo$15b3o10$11b3o$11bo$12bo2$6b3o$8bo$7bo2$bo$b2o$obo13bo$15b2o$
15bobo!
an xs20:
Code: Select all
x = 29, y = 27, rule = B2in3aeijn/S234e
24b3o$24bo$25bo$17b3o$19bo$18bo2$b2o$2b2o$bo$27bo$26b2o$26bobo12$2o$b
2o$o!
TWILT:
Code: Select all
x = 43, y = 31, rule = B2in3aeijn/S234e
41bo$40bo$40b3o18$20b2o$20bobo$20bo$12b3o15b2o$14bo14b2o$13bo17bo3$bo$
b2o$obo!
Rare p4:
Code: Select all
x = 74, y = 59, rule = B2in3aeijn/S234e
72bo$71bo$71b3o10$57bo$56bo$56b3o28$25b2o$25bobo$25bo$17b3o$19bo$18bo
9$b2o28bo$obo27b2o$2bo27bobo!
Natural stuff:
p9:
Code: Select all
x = 17, y = 17, rule = B2in3aeijn/S234e
8bo$7bobo$3b2o2bobo2b2o$2bo2bobobobo2bo$2bo2bobobobo2bo$3b3obobob3o$7b
obo$b15o$o6bobo6bo$b15o$7bobo$3b3obobob3o$2bo2bobobobo2bo$2bo2bobobobo
2bo$3b2o2bobo2b2o$7bobo$8bo!
Engineered p9:
Code: Select all
x = 19, y = 19, rule = B2in3aeijn/S234e
9bo$8bobo$5bo2bobo2bo$4bobobobobobo$3bo2bobobobo2bo$2bo3bobobobo3bo$3b
4obobob4o$8bobo$b17o$o7bobo7bo$b17o$8bobo$3b4obobob4o$2bo3bobobobo3bo$
3bo2bobobobo2bo$4bobobobobobo$5bo2bobo2bo$8bobo$9bo!
Etc.
Code: Select all
x = 23, y = 32, rule = B2in3aeijn/S234e
11bo$10bobo$10bobo$7b2obobob2o$6bobobobobobo$6bobobobobobo$5b2obobobob
ob2o$6bobobobobobo$6bobobobobobo$5b2obobobobob2o$6bobobobobobo$6bobobo
bobobo$5b2obobobobob2o$6bobobobobobo$6bobobobobobo$4b3obobobobob3o$3bo
4bobobobo4bo$3b6obobob6o$10bobo$b21o$o9bobo9bo$b21o$10bobo$3b6obobob6o
$3bo4bobobobo4bo$4b3obobobobob3o$6bobobobobobo$6bobobobobobo$7b2obobob
2o$10bobo$10bobo$11bo!
It’s a p9 signal source.
Code: Select all
x = 26, y = 9, rule = B2in3aeijn/S234e
bo2bo2bo2bo2bo2bo2bo2bo$b22o2$bobob20o$obo22bo$bobob20o2$b22o$bo2bo2bo
2bo2bo2bo2bo2bo!
Perhaps this rule has lightspeed telegraphs?
EDIT:
Other signals:
Code: Select all
x = 40, y = 39, rule = B2in3aeijn/S234e:T40,40
40o2$40o2$40o2$5obob2obob27o$5bo4bo$5obob2obob27o2$40o2$40o2$12obob7ob
ob15o$14bo9bo$bobobobobobobobobobobobobobobobobobobobo$28bo$26obob11o
2$40o2$40o2$40o2$2obob35o$4bo$2obobobobobobobobobobob17o$22bo$20obob
17o2$40o2$40o2$40o2$40o!
If you don’t wanna draw the agar up yourself:
Code: Select all
x = 40, y = 39, rule = B2in3aeijn/S234e:T40,40
40o2$40o2$40o2$40o2$40o2$40o2$40o2$40o2$40o2$40o2$40o2$40o2$40o2$40o2$
40o2$40o2$40o2$40o2$40o2$40o!
More minimal, open-air wire:
Code: Select all
x = 49, y = 11, rule = B2in3aeijn/S234e
2bo2bo37bo2bo$2b4o37b4o2$2b2obobobobobobobobobobobobobobobobobobobobob
2o$2bo3bo39bo$3b3obob37o$3o43b3o$o2b2obobobobobobobobobobobobobobobobo
bobobob2o2bo$b2o43b2o$3b4o35b4o$3bo2bo35bo2bo!
Also less prone to accidents destroying things:
Code: Select all
x = 49, y = 11, rule = B2in3aeijn/S234e
2bo2bo37bo2bo$2b4o37b4o2$2b2obobobobobobobobobobobobobobobobobobobobob
2o$2bo43bo$3b5ob37o$3o43b3o$o2b2obobobobobobobobobobobobobobobobobobob
ob2o2bo$b2o43b2o$3b4o35b4o$3bo2bo35bo2bo!
Especially since, unlike most wicks, the p2 "sandy wick" is reasonably good at blocking gliders and other large bits of debris, though not always.
Code: Select all
x = 255, y = 49, rule = B2in3aeijn/S234e
230bobo$13bo216bobo$14bo215b3o$12b3o$170bo$98b2o69b3o$97bo2bo69bo$5b2o
37b2o51b3o$3bo2bo37bo2bo50bo$3b3o39b3o30b2o37b2o91b2o37b2o$76bo2bo37bo
2bo27b2o37b2o19bo2bo37bo2bo$3b2obobobobobobobobobobobobobobobobobobobo
bob2o28b3o39b3o25bo2bo37bo2bo17b3o39b3o$3bo43bo98b3o39b3o$4b43o29b2obo
bobobobobobobobobobobobobobobobobobobob2o87b2obobobobobobobobobobobobo
bobobobobobobobob2o$b3o43b3o26bo43bo25b2obobobobobobobobobobobobobobob
obobobobobob2o17bo43bo$bo2b2obobobobobobobobobobobobobobobobobobobob2o
2bo27b43o26bo43bo18b43o$2b2o43b2o25b3o43b3o24b43o16b3o43b3o$4b3o37b3o
27bo2b2obobobobobobobobobobobobobobobobobobobob2o2bo21b3o43b3o13bo2b2o
bobobobobobobobobobobobobobobobobobobob2o2bo$4bo2bo35bo2bo28b2o43b2o
22bo2b2obobobobobobobobobobobobobobobobobobobob2o2bo14b2o43b2o$6b2o35b
2o32b3o37b3o25b2o43b2o17b3o37b3o$77bo2bo35bo2bo27b3o37b3o19bo2bo35bo2b
o$79b2o35b2o29bo2bo35bo2bo21b2o35b2o$149b2o35b2o9$11bobo$12b2o$12bo3$
4b2o37b2o$2bo2bo37bo2bo$2b3o39b3o2$2b2obobobobobobobobobobobobobobobob
obobobobob2o$2bo43bo$3b43o$3o43b3o$o2b2obobobobobobobobobobobobobobobo
bobobobob2o2bo$b2o43b2o$3b3o37b3o$3bo2bo35bo2bo$5b2o35b2o!
Challenge:
Find a stabilization which, in the worst case, only loses the wick in the middle, but the large objects on either side survive.
EDIT:
Diagonal wick:
Code: Select all
x = 25, y = 25, rule = B2in3aeijn/S234e
23bo$18b3obobo$22b2o$21bo$23bo$19bo3bo$23bo$17bo2$15bo2$13bo2$11bo2$9b
o2$7bo$bo$bo3bo$bo$3bo$b2o$obob3o$bo!
Not awfully useful.
EDIT:
minimal rotor p4, natural: (5 soups for all symmetries, 3 from C1)
Code: Select all
x = 64, y = 4, rule = B2in3aeijn/S234e
boobbboobobbbbbbooooboooobbbbobbbobbooobbbobbobboobbbbbobobobooo$
bbbbooboobbobobbooobbooooooooobooooboooobbbbobobooobbooboobobboo$
obobobooooboooboobbooboooobooooobobbooobbbboooooooobobobbobobbbb$
bbooobbbbooboboboboooooobbobbobbobbooboooobbbobobbbbooboobbboboo!