Slow salvo seeds

For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
FractalFusion
Posts: 40
Joined: March 27th, 2009, 2:07 pm

Re: Slow salvo seeds

Post by FractalFusion » March 20th, 2016, 6:22 pm

Some slow salvo seeds (of unknown usefulness) for beehive with tail. The rightmost one adds a tail to anything but is somewhat messy.

Code: Select all

x = 349, y = 181, rule = LifeHistory
243.D$243.2D$243.2DB$243.2D2B$244.4B$245.4B$246.4B$247.4B$248.4B$249.
4B$250.4B$251.4B$252.4B$253.4B$254.4B$255.4B$256.4B$257.BA2B8.4B$257.
2BA2B6.6B$257.3A3B4.7B$258.6B2.10B$259.19B$260.20B.B$261.16B2A4B3.3B$
262.14BA2BA9B$263.13BABA11B$264.13BA13B$264.27B$264.26B2D$264.15B2D9B
2DB$264.15B2D14B$265.30B$265.13BA16B$264.13BABA15B$263.14BA2BA13B$
264.14B2A9B2.B$269.16B2DB$270.15BD2B$271.11B2DBDB$272.9BD2BD2B$274.7B
A2D2B$275.5BABAB$275.4BA.BAB$276.4B2AB$277.B.4B11$241.D$241.2D$241.2D
B$241.2D2B$242.4B$243.4B$244.4B$245.4B$246.4B$247.4B$248.4B$249.4B4.A
$250.4B2.2BA$251.4B.3AB$252.4B.4B$253.4B.4B$254.4B.4B$255.4B.4B$256.
4B.4B$257.4B.4B$258.4B.4B$259.4B.4B$260.4B.4B$261.4B.4B$262.8B$263.7B
$263.3BA4B$263.2BABA3B4.B$264.A2BA10B$263.2B2A3BA7B$263.7BA8B$264.6BA
4B2D2B$265.4B3D4BD3B$266.10BD.DC$269.6B2.DBAD$270.5B3.DC$271.3B$272.B
8$76.2B$.A74.4B$2BA62.A8.7B$3AB60.2BA7.8B113.A$.4B59.3AB3.2B2.6B113.
2BA$2.4B59.4B.12B39.5B68.3AB$3.4B8.2B48.17B38.6B7.3B59.4B$4.4B7.2BAB
45.17B.B30.A6.7B6.4B59.4B$5.4B5.2BABAB44.20B28.2BA4.9B4.11B54.4B$6.4B
.3B.BABAB43.3B2D18B26.3AB2.12B.12B55.4B$7.10BA2B44.3BD18B27.4B.26B55.
4B$8.12B44.3BDB2D15B28.30B53.7B$9.11B44.4BD2BD13B.B27.19B2A9B52.9B.2B
$5.B.2B.11B44.4B2D18B24.20B2A9B52.12B$4.16B45.19B2A3B25.29B52.3BD10B$
3.17B46.17BA2BAB26.8BD20B51.3BDBD10B$3.15B2A46.18B2A2B27.5B3D19B52.3B
DBD13B$2.16B2A46.12B2A7B28.4BD20B53.5BD15B$2.19B46.2B2A2B.3BA2BAB34.
2BDBD18B52.3B2D8B2A8B$4.17B47.B2A2B3.2B2A37.BDBD10BA4B.B52.4BD8BA2BA
7B$4.2B.14B48.2B5.3B39.BD11BA4B54.B2DBD9BABA6B$7.13B57.B41.12BA3B55.D
2BD11BA6B$6.16B98.4B2A8B57.2D18B$6.8BD7B99.2BA2BA7B59.16B$7.6BDBD4B2A
B98.2BD2A2B.4B62.14B$8.5BDBD4B2AB99.B2D2B71.BA5B3A2B$7.7BD7B102.2B72.
BA10B$6.5B3D7B178.A2.6B$7.4BD8B184.4B128.2B$7.10B189.B128.4B$9.6B317.
7B$11.B319.8B$331.8B3.2B$331.14B$331.17B$332.16B$332.16B$332.3BD12B$
332.3BD12B$332.3BD12B$330.18B$325.A3.19B$15.2B307.2BA2.18B$15.2BAB
305.3AB2.16B$14.2BABAB305.4B2.13B$11.3B.BABAB306.19B$10.7BA2B307.18B$
9.11B305.2D20B$9.11B303.2BDBD20B$5.B.2B.11B301.4BD22B$4.16B96.A74.A
130.26B$3.17B95.2BA72.2BA128.27B$3.10B3A3B.B94.3AB71.3AB127.27B$2.11B
A7B95.4B71.4B125.5B2D19B$2.11B3A5B96.4B71.4B125.4B2D10B2D7B$4.17B97.
4B71.4B124.6B.B.7B2D8B$4.2B.14B98.4B71.4B126.2B4.5B2A6BD2AB$7.13B100.
4B71.4B8.A8.DB113.4B2A5BDADBA$6.16B99.4B71.4B6.BAB6.DBDB114.9BDABAB$
6.8BD7B100.4B71.4B6.A.BD4.DBD2B115.9BA2B$7.6BDBD4B2AB100.4B71.4B6.3D
4.BD3B118.8B$8.5BDBD4B2AB101.4B71.4B4.D3B4.6B117.2BD5B$7.7BD7B103.4B
71.6BD.D13B116.3D5B$6.5B3D7B104.4B72.5BDBD13B115.C3.3B$7.4BD8B104.4B
72.7BD14B114.C.C$7.10B105.3BA3B71.10BA10B115.C.C$9.6B107.2BABA3B68.
11BABA9B116.C$11.B108.3BADBAD3B65.12BA2BA9B$119.5B2AD4B6.B57.14B2A10B
$120.11B5.4B55.26B$122.19B54.25B$124.4B2A11BD54.22B$127.A.BA8BC2D54.
21B$128.ABA7BCBAB54.17B3AB$129.A7BDADBAB54.13B.6B$130.7BDBCAB57.10B4.
3B$131.7BD3B57.8B7.B$131.10B58.5B$132.6B.2B58.5B$133.4B63.4B$133.3B
65.2B!
Results from a C++ (LifeAPI) program that generates collisions of 3sL (from a set of 9) within a 20x20 box with a glider.

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BlinkerSpawn
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Location: Getting a snacker from R-Bee's

Re: Slow salvo seeds

Post by BlinkerSpawn » March 22nd, 2016, 10:05 pm

A not-so-good century seed:

Code: Select all

x = 12, y = 12, rule = LifeHistory
.A$2.A$3A3$8.A$8.A$2.2A4.A$2.2A6.2D$11.D$9.D.D$9.2D!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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gmc_nxtman
Posts: 1147
Joined: May 26th, 2015, 7:20 pm

Re: Slow salvo seeds

Post by gmc_nxtman » April 24th, 2016, 6:32 pm

A 5-SL seed for the gourmet catalyst variant:

Code: Select all

x = 35, y = 36, rule = LifeHistory
29.2B$27.6B$26.7B$26.8B$24.10B$24.5BD2C3B$23.B2D3BE2BEB$19.5B2D3BE2BE
2B$19.11B2E2B$18.3E7B2D4B$18.9BDBD4B$7.2B9.9BD6B$5.8B2.3B.7B2D6B$5.
20BD9B$5.11B2E8B2D6B$3.13B2E9BD6B$2.24BD6B$2.14BC10B3D3B$3.13B2C11BD
3B$2.13BCBC15B$.22BE9B$.22BE8B$23BE8B$7B2D23B$.2BD3B2D22B$.BDBD27B$.B
DBD27B$2.BD28B$2.29B$5.12B2E11B$5.11BE2BE8B$6.11BEBE8B$8.2B2D6BE8B$
10.2D9B.3B$13.7B$18.B!
A 3-SL seed for a table-on-table:

Code: Select all

x = 6, y = 17, rule = LifeHistory
3.A$2.A.A$3.A6$.A.A$2.2A$2.A2$3.2A$3.A.A$4.2A$2A$2A!
EDIT: A cheap seed for a catalyst that can be used in F116:

Code: Select all

x = 27, y = 19, rule = B3/S23
bobo$2b2o$2bo5$3o2$25b2o$18b2o5b2o$17bo2bo$10b2o6b2o$10b2o4$b2o$b2o!
And a very good start to a seed to the eater-bridge-eater catalyst:

Code: Select all

x = 21, y = 9, rule = LifeHistory
10.A$10.A$10.A2$A5.3A3.3A$A16.3A$A9.A6.A2.A$10.A8.2A$10.A!

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dvgrn
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Re: Slow salvo seeds

Post by dvgrn » April 27th, 2016, 8:41 am

gmc_nxtman wrote:EDIT: A cheap seed for a catalyst that can be used in F116:

Code: Select all

x = 27, y = 19, rule = B3/S23
bobo$2b2o$2bo5$3o2$25b2o$18b2o5b2o$17bo2bo$10b2o6b2o$10b2o4$b2o$b2o!
It's even better without the block on the right -- that way there's no output glider to catch:

Code: Select all

x = 38, y = 25, rule = LifeHistory
21.2B$21.3B$20.8B$20.9B$13.ABA5.11B$7.B5.B2AB4.12B$6.3D.2B2.A20B$4.9B
.21B$3.18BD15B$2.18BDBD7B3D5B$.D8BD9BD2BD13B$DBD6BDBD3A6B2D13B$DBD6BD
BD25B$.D5BDBDB3D23B$2.5B2D5BD15B2A5B$2.11B2D13B.AB.A3B$4.B2.15B2A4B2.
2AB.B$7.11B2.2B2A3B$7.8B4.8B$7.6B6.8B$8.7B5.7B$13.2A6.6B$13.2A6.5B$
22.3B$23.B!
In practice it's not quite good enough to turn the F116 into something we can just add to the "build and forget" list in an almost-Spartan compiler script. There's a leftover beehive that has to be converted into a block after the reaction, That will work fine for this orientation, with all slow gliders coming from the same direction as the trigger glider. But it will be a (solvable) custom design headache for some other orientations.

Probably more important, this reaction can build a standalone F116 conduit without much trouble, but when you connect the output to other conduits in a real self-constructing system, you'll often get more build-order headaches. Here it is superimposed on F117+F116+F117 -- the partly-red eater on the right is unfortunately in the danger zone, so it has to be built after the F116 construction, carefully, with reduced clearance to work with:

Code: Select all

x = 125, y = 39, rule = LifeHistory
54.A41.2A$54.3A39.A.A$57.A28.A11.A$56.2A4.2B22.3A9.2A$52.B3.8B25.A9.B
$24.2A24.4B4.7B11.2A10.2A9.3B$24.A.A22.6B.9B12.A10.5B5.6B16.5B$14.A
11.A22.6B.10B11.A.AB9.4B3.10B11.7B$14.3A9.2A20.19B11.2AB.3B4.6B2.11B
3.2B2.10B$17.A9.B19.19B14.7B.13B2A15BD6B$4.2A10.2A9.3B17.17B16.21B2A
15BDBD4B$5.A10.5B5.6B16.15B18.37B3D4B$5.A.AB9.4B3.10B11.17B17.40BD4B$
6.2AB.3B4.6B2.11B3.2B2.22B13.46B$8.7B.13B2A15BD21B3.2B2.19B.B3.13B.4B
$8.21B2A15BDBD4B.24B.13B7.7B.B4.4B$9.37B3D4B2.16B2A5B.B.4B.6B19.4B$8.
40BD4B2.16B2A5B3.4B2.B.5B$6.46B4.24B.4B7.2C$4.18B.B3.13B.4B10.30B7.C$
4.2BD13B7.7B.B4.4B12.29B8.3D$3.3BDBD4B.6B19.4B13.20B2.2B2A3B10.D$4.2B
3D4B2.B.5B34.24B2A4B2.2AB.B$3.5BD4B7.2A33.16B2D13B.AB.A3B$2.10B8.A35.
9B2D5BD15B2A5B$.4B16.3A34.BD5BDBDB3D23B$4B19.A33.BD.D6BDBD25B$58.D.D
6BDBD3A6B2D13B$59.D8BD9BD2BD13B$60.18BDBD7B3D5B$61.18BD15B$62.9B.21B$
64.3D.2B2.A20B$65.B5.B2AB4.12B$71.ABA5.11B$78.9B$78.8B$79.3B$79.2B!
There are similar problems for a following F116, F166, F177, Fx77, Fx119, L112, L156, etc. -- everything I checked would create build-order problems, in fact, except for the R64, and for that one you'd have to add another R64, or you'd probably still have build-order headaches for the following conduit.

There could certainly be specific cases where this recipe would be very useful, though. It just seems like it will need human case-by-case analysis rather than an automated compiler to figure that kind of thing out.

Or... actually the right approach is probably to consider different orientations of these larger still lifes to be completely different objects, requiring different recipes. Then a fully automatic compiler could probably be set up to handle this recipe just fine, including its constraints on the build order. It would just be a slightly weird compiler: it would work on circuitry that includes F116 conduits in two specific orientations, but would fail if asked to compile F116s in the other six orientations.

simeks
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Location: Sweden

Re: Slow salvo seeds

Post by simeks » May 8th, 2016, 2:42 pm

Super compact Eater2 seed from this soup, with some custom searching:

Code: Select all

x = 19, y = 16, rule = LifeHistory
15.E$15.E$15.E3$13.2E$13.2E2.2E$17.2E2$7.2C4.C$7.2C4.C$13.C$16.2E$3A
5.2C6.2E$2.A5.C.C$.A7.2C!
EDIT: And a slow salvo for the last three objects:

Code: Select all

x = 378, y = 382, rule = LifeHistory
373.3C4$372.2C$372.2C2.2C$376.2C3$368.3A2$375.2C$375.2C23$336.3A$338.
A$337.A50$288.2A$289.2A$288.A54$240.3A$242.A$241.A37$192.3A$194.A$
193.A47$144.3A$146.A$145.A46$96.2A$97.2A$96.A50$48.3A$50.A$49.A46$3A$
2.A$.A!

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calcyman
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Re: Slow salvo seeds

Post by calcyman » May 21st, 2016, 11:59 am

dvgrn wrote:At least one other seed can also be translated into a six-object eater2 constellation with very little spark around the eater2, in three directions anyway. This one's component objects are surprisingly far apart from each other, and again a convenient block target is left nearby:

Code: Select all

x = 82, y = 36, rule = LifeHistory
62.A$61.A.A$62.2A5$58.2A$14.2A42.2A$14.2A4$A.A47.A.A$.2A19.A28.2A19.A
$.A20.A28.A19.BAB$22.A49.A6$4.A49.A$3.A.A47.A.A$3.A.A47.A.A$4.A49.A3$
29.A49.A$13.2A13.DA2D31.2A13.DA2D$13.2A11.3DA2D31.2A11.3DA2D$25.D49.D
$26.3D.2D44.3D.2D$26.2AD.D45.2AD.D$25.A.AD.D44.A.AD.D$26.A2.D46.A2.D!
Perhaps it should be mentioned that this can be used to complete a syringe (apart from the last block):

Code: Select all

x = 65, y = 62, rule = LifeHistory
40.A$40.3A$27.2A3.2A9.A17.A$26.B2AB.B2AB7.2A15.3A$27.2B2.3B3.B4.4B12.
A$28.3B.3B.4B4.3B11.2A$20.2A5.7B.13B11.B$21.A5.23B9.3B$21.A.AB.19B.8B
4.6B$22.2AB.29B2.8B$24.41B$24.37B2A2B$24.37B2A2B$25.40B$27.38B$25.40B
$25.2A3.25B4.6B$26.A3.20B4.B4.6B$23.3A6.15B7.2A$23.A8.11B12.A$31.13B
8.3A$30.15B7.A$30.16B$30.17B$30.16B$32.13B$31.4B.2B2A5B$30.4B2.2B2A3B
$29.B2AB2.8B$29.2BA4.8B$28.3A5.8B$28.AB7.7B$37.7B$26.A2.D7.6B$25.A.AD
.D6.6B$26.2AD.D6.5B$26.3D.2D4.6B$25.D4.B.B4.6B$13.2A11.3DA2D2B2.7B$
13.2A13.DA2D10B$29.A2.10B$32.6B2A3B$32.6B2A2B5.2A$4.A27.10B5.A$3.A.A
25.11B2.BA.A$3.A.A25.12B.B2A$4.A25.15B$29.16B$22.2D2.2B.16B$22.2D.2D
18B$22.2D.2DB.17B$26.B.4B.8B2.4B$22.A10.7B4.4B$.A20.A11.6B5.4B$.2A19.
A13.4B6.4B$A.A35.3BA5.4B$39.BA.A5.4B$40.A.A6.4B$41.A8.4B$14.2A26.3A6.
4B$14.2A28.A7.4B$53.4B!
Shown in red are the three acceptable ways to add the final block to complete the syringe.

I'm thinking of making an almost-Spartan (apart from the hive-with-tail) 'self-completing syringe', where the first glider to pass through the device synthesises the remainder of the syringe:

Code: Select all

x = 83, y = 84, rule = LifeHistory
12$53.A$53.3A$40.2A3.2A9.A17.A$39.B2AB.B2AB7.2A15.3A$40.2B2.3B3.B4.4B
12.A$41.3B.3B.4B4.3B11.2A$33.2A5.7B.13B11.B$34.A5.23B9.3B$34.A.AB.19B
.8B4.6B$35.2AB.29B2.8B$37.41B$37.37B2A2B$37.37B2A2B$38.40B$40.38B$38.
40B$38.2A3.25B4.6B$39.A3.20B4.B4.6B$36.3A6.15B7.2A$36.A8.11B12.A$44.
13B8.3A$43.15B7.A$43.16B$43.17B$43.16B$45.13B$44.4B.2B2A5B$43.4B2.2B
2A3B$42.B2DB2.8B$41.3BD4.8B$40.B3D5.8B$39.2BDB7.7B$38.4B8.7B$37.2BDB
9.6B$36.2BDBD9.6B$35.4B2D9.5B$34.4B11.6B$33.4B6.B.B4.6B$26.2A4.4B6.D
2A2B2.7B$26.2A3.4B7.D2A10B$30.4B8.D2.10B$29.4B12.6B2A3B$28.4B13.6B2A
2B5.2A$17.A9.4B14.10B5.A$16.A.A8.3B14.11B2.BA.A$16.A.A25.12B.B2A$17.A
25.15B$42.16B$35.2D2.2B.16B$35.2D.2D18B$35.2D.2DB.17B$39.B.4B.8B2.4B$
35.D10.7B4.4B$14.D20.D11.6B5.4B$14.2D19.D13.4B6.4B$13.D.D35.3BA5.4B$
52.BA.A5.4B$53.A.A6.4B$54.A8.B3A$27.2A26.3A6.A3B$27.2A28.A7.A3B$66.4B
!
What do you do with ill crystallographers? Take them to the mono-clinic!

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simsim314
Posts: 1702
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Re: Slow salvo seeds

Post by simsim314 » July 2nd, 2016, 1:05 pm

Following this, looks like eater3 is now in realm of buildable objects. Here is a recipe that needs only two synchronized gliders:

Code: Select all

x = 53, y = 56, rule = B3/S23
3$37b2o$37b2o5$41bo$41bobo$41b2o4$28b2o$28b2o3$26b2o$26b2o7b2o$22b2o
11b2o$22b2o15bo$38bobo$39b2o4$27b2o$27b2o$10b2o$10b2o18bo$29bobo$30b2o
$16b3o$18bo$17bo!

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dvgrn
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Re: Slow salvo seeds

Post by dvgrn » July 2nd, 2016, 1:13 pm

simsim314 wrote:Following this, looks like eater3 is now in realm of buildable objects. Here is a recipe that needs only two synchronized gliders...
Not too bad! That puts Calcyman's rectifier within reach of slow-salvo construction -- though eater3s are still going to be enough more expensive than eater2s, that I suspect a boojum reflector will end up being cheaper to construct, in most orientations, for most purposes.

(It will be pretty expensive to drop in the loaf behind the main still life, when the construction gliders are coming from the other side, because the seed's active reaction uses a fairly large area on that side.)

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simsim314
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Re: Slow salvo seeds

Post by simsim314 » July 2nd, 2016, 1:57 pm

The only advantage of rectifier over the boojum is faster recovery. It might turn out critical sometimes... but generally I agree... eater3 is not such missing component. It would be nice to have syringe huge SL in constructable range, I think this is the most missing SL to construct.

simeks
Posts: 369
Joined: March 11th, 2015, 12:03 pm
Location: Sweden

Re: Slow salvo seeds

Post by simeks » July 16th, 2016, 6:24 pm

gmc_nxtman wrote here
gmc_nxtman wrote:Way too cramped eater2 recipes:

Code: Select all

x = 44, y = 20, rule = LifeHistory
12.2A$11.A2.A22.A$12.2A22.A.A$36.A.A$37.A$41.2A$40.A2.A$8.2A31.2A$7.A
2.A24.2A$8.A.A24.2A3.A$5.A2.3A28.A.A$4.A.A32.A.A$2A2.A.A32.A.A$2A3.A
34.A3$41.2A$41.2A$13.2A$13.2A!
Here is a pretty nice slow-salvo seed based on the first pattern. It can be built from two directions:

Code: Select all

x = 68, y = 19, rule = LifeHistory
3.2A46.2A$2.A.A45.A.A$3.A47.A13.C$65.C.C$65.2C$9.A47.A$8.A.A45.A.A$8.
A2.A44.A2.A$9.2A46.2A$5.A11.2C34.A$4.A.A10.C.C32.A.A$2A2.A.A10.C30.2A
2.A.A$2A3.A42.2A3.A5$13.2A46.2A$13.2A46.2A!

User avatar
dvgrn
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Location: Madison, WI
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Re: Slow salvo seeds

Post by dvgrn » July 16th, 2016, 7:24 pm

simeks wrote:Here is a pretty nice slow-salvo seed based on the first pattern. It can be built from two directions...
Wow -- an eater2 from just five still lifes is pretty darn good.

This is a syringe-friendly variant of the eater2 -- the table support is one cell farther away than normal, from the fishhook eater that is needed nearby. That will make it easier to build the fishhook eater after the eater2, since unfortunately this seed can't quite build the eater first:

Code: Select all

x = 22, y = 23, rule = LifeHistory
6.2D$7.D$4.3D3.B$4.D3.2A.B6.2B$7.B2A.B6.B.B$6.2D4.B4.B.AB$4.2BD6.3B.B
A.AB$2.DBD.D2.2A5.B2.2AB$.D.2D.2DA2.A9.B$.D7.2A9.B$.B3D.2D11.B$B3.D.
2D5.2A3.B$.B10.A2.A2.B$.B10.A.A4.B$B12.A5.B$B18.B$.B2A15.B$2.2A$4.2B
2$16.3A$16.A$17.A!

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simsim314
Posts: 1702
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » July 17th, 2016, 2:44 am

You can clean the ash with single glider:

Code: Select all

x = 128, y = 66, rule = LifeHistory
4$45.C$45.C.C$45.2C8$89.3B$87.6B$19.3B64.8B2.4B$17.6B63.15B$16.8B2.4B
58.13B$16.15B2.DB55.11B$18.13B.BDBD53.10BAB2.B$20.13B2D54.9BABA2B3A$
19.10BA5B54.9BABA3B.B$19.9BABA2B3A52.11BA6B$19.9BABA5B50.17B2DB$18.
11BA6B49.18BDBD$16.20B50.12B2A3BDB$15.19B52.12B2A3B$16.12B2A4B53.BA2B
AB2A8B$16.12B2A3B55.4AB2A6B$17.BA2BAB2A8B56.13B$18.4AB2A6B58.B2AB2A7B
$19.13B58.BABA7B$19.B2AB2A7B58.A2BA7B$20.BABA7B60.2A7B$20.A2BA7B63.B
2.2B$21.2A7B$24.B2.2B3$116.3C$116.C$117.C!

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simsim314
Posts: 1702
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » July 24th, 2016, 4:55 am

Eater4 slow salvo friendly (based on this):

Code: Select all

x = 33, y = 33, rule = B3/S23
11b3o2$9bo5bo$4b2o3bo5bo15bo$3bobo3bo5bo14bo$3b2o25b3o$11b3o3$2b3o$12b
2o$o5bo6bo$o5bo3bo$o5bo3b2o2$2b3o3$20b2o$20b2o$18b2o$18b2o9$4b2o$3bobo
$5bo!

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simsim314
Posts: 1702
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » July 24th, 2016, 11:13 am

eater2 predecessors that could be helpful:

Code: Select all

x = 51, y = 12, rule = B3/S23
6b2o$6b2o$2o12bo33bo$2o11bobo31b2o$14b2o30b2o$42b3o2bo2bo$47bo2bo$7b2o
38bo2bo$5bob2o39b2o$8b2o$16b2o$16b2o!

simeks
Posts: 369
Joined: March 11th, 2015, 12:03 pm
Location: Sweden

Re: Slow salvo seeds

Post by simeks » July 24th, 2016, 12:12 pm

simsim314 wrote:eater2 predecessors that could be helpful:

Code: Select all

x = 51, y = 12, rule = B3/S23
6b2o$6b2o$2o12bo33bo$2o11bobo31b2o$14b2o30b2o$42b3o2bo2bo$47bo2bo$7b2o
38bo2bo$5bob2o39b2o$8b2o$16b2o$16b2o!
I reported the left one here (second code box) with two ways to generate that spark.

From what I remember from going through a lot of the soups in Catagolue that produce a canonical eater2, some 80 to 90% actually come from the right predecessor.

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gmc_nxtman
Posts: 1147
Joined: May 26th, 2015, 7:20 pm

Re: Slow salvo seeds

Post by gmc_nxtman » July 25th, 2016, 7:25 pm

Kazyan wrote: On a more useful note, I think it may be worth finding seeds that function as components--for example, adding a tail to an object. These catalysts would be easier to use, if cheap tail-adding seeds were found:

Code: Select all

x = 19, y = 10, rule = B3/S23
2o8b2o$obo7b2o3bo$2bo11bobo$2b2o11bobo$17bo$2b2o13b2o$2bobo$3bo$3o$o!
Here is a possible way to convert an eater into an integral (found via catagolue):

Code: Select all

x = 25, y = 9, rule = B3/S23
18bo$12b2o3bobo$11bo2bo3b2o$12b2o$23b2o$22bobo$2bo19bo$3o18b2o$bo!
And let's not forget the amazing one-beehive component that turns an eater into a 22-cell SL:

Code: Select all

x = 5, y = 17, rule = B3/S23
3b2o$4bo$b3o$bo7$obo$b2o$bo2$2b2o$bo2bo$2b2o!
EDIT: Is there a (slow-salvo) eater-to-hat converter? If there is, a slow construction of the snark might be possible:

Code: Select all

x = 561, y = 236, rule = LifeHistory
498.2A$F111.F111.F111.F49.2A60.F49.A61.F$F111.F111.F49.A61.F50.A60.F
51.A59.F$F111.F46.2A63.F47.3A61.F47.3A61.F47.5A59.F$F47.A63.F46.A64.F
46.A64.F46.A64.F46.A64.F$F47.3A61.F47.3A61.F47.3A61.F47.3A61.F47.3A
61.F$F50.A60.F50.A60.F50.A60.F50.A60.F50.A60.F$F47.4A60.F47.4A60.F47.
4A60.F47.4A60.F47.4A60.F$F47.A3.2A58.F47.A3.2A58.F47.A3.2A58.F47.A3.
2A58.F47.A3.2A58.F$F48.3A2.A57.F48.3A2.A57.F48.3A2.A57.F48.3A2.A57.F
48.3A2.A57.F$F50.A.2A57.F50.A.2A57.F50.A.2A57.F50.A.2A57.F50.A.2A57.F
$F50.A60.F50.A60.F50.A60.F50.A60.F50.A60.F$F49.2A60.F49.2A60.F49.2A
60.F49.2A60.F49.2A60.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F
111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F
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111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F
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111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F
111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F
111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F
111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F
111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F
111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F
111.F111.F111.F111.F111.F$F111.F111.F111.F49.C61.F111.F$F111.F111.F
111.F49.2C60.F111.F$F111.F47.C63.F111.F48.2C61.F111.F$F111.F46.2C63.F
111.F111.F111.F$F111.F47.2C62.F111.F111.F111.F$F74.2A35.F111.F111.F
111.F111.F$F74.2A35.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$
F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F46.2A63.F$F111.F111.F
111.F111.F45.B3A62.F$F111.F111.F111.F44.A66.F45.3BACA60.F$F111.F111.F
111.F43.A.A65.F43.4B2DABA59.F$F111.F52.A58.F111.F43.A.A65.F43.B2D2BCD
BA59.F$F111.F51.A.A57.F111.F44.A66.F44.2DAB2ABA59.F$F111.F51.A.A57.F
111.F111.F45.A3B2A60.F$F60.2A49.F52.A58.F111.F111.F46.3A5.2A55.F$F47.
A11.A2.A48.F111.F111.F43.A67.F46.2A5.A2.A54.F$F46.A.A11.2A49.F111.F
111.F42.A.A66.F53.A2.A54.F$F47.A63.F53.A57.F111.F43.2A66.F54.2A55.F$F
111.F52.A.A56.F111.F111.F49.2A60.F$F111.F52.2A57.F111.F49.A61.F50.A4.
A55.F$F111.F111.F111.F47.3A61.F47.3A4.2A55.F$F111.F47.A63.F111.F46.A
64.F46.A64.F$F111.F47.3A61.F111.F47.3A61.F47.3A61.F$F53.A57.F50.A60.F
111.F50.A60.F50.A60.F$F52.A.A56.F47.4A60.F48.3A60.F47.4A60.F47.4A60.F
$F53.A2.2A53.F47.A3.2A58.F47.A3.A59.F47.A3.2A58.F47.A3.2A58.F$F56.A.A
52.F48.3A2.A57.F51.A59.F48.3A2.A57.F48.3A2.A57.F$F56.A54.F50.A.2A57.F
50.A60.F50.A.2A57.F50.A.2A57.F$F111.F50.A60.F49.A61.F50.A60.F50.A60.F
$F111.F49.2A60.F111.F49.2A60.F49.2A60.F$F111.F111.F49.A61.F111.F111.F
$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F
111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F
$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F
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111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F
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111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F
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111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F
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111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F
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111.F111.F111.F$F111.F111.F111.F111.F111.F$F74.2A35.F111.F111.F111.F
111.F$F74.2A35.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.
F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.
F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F
111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F111.F111.F111.F111.F
111.F$F55.A55.F111.F111.F111.F111.F$F55.A55.F111.F111.F111.F111.F$F
55.A55.F111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F65.3C43.F
111.F111.F111.F111.F$F111.F111.F111.F111.F111.F$F63.C5.C41.F111.F111.
F111.F111.F$F55.A7.C5.C41.F111.F111.F111.F111.F$F54.A.A6.C5.C41.F111.
F111.F111.F111.F$F55.A55.F111.F111.F111.F111.F$F65.3C43.F111.F111.F
111.F111.F$F111.F111.F111.F111.F111.F$F63.2A46.F111.F111.F111.F111.F$
F62.A.A46.F111.F111.F111.F111.F$F63.A47.F111.F111.F111.F111.F!

User avatar
simsim314
Posts: 1702
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » August 8th, 2016, 4:24 am

Following the discussion started here, we now have synthesizable Snark! Using only 19 SLs, it's now possible to generate the SL of the snark (snark cost in total becomes 22 SLs which is quite compact, and surprisingly enough in the same range of other stable reflectors):

Code: Select all

x = 149, y = 115, rule = LifeHistory
147.C$146.C$146.3C73$8.C$7.C34.2A$7.3C32.2A2$42.2A$19.2A21.2A$.A17.2A
17.2A$A.A29.A6.A$.2A29.A6.A.A$32.A7.2A$45.2A$45.2A$28.2A10.A$28.2A9.A
.A$39.A.A$19.D2.3A15.A$20.D$18.3D6.A$13.2A11.A.A$13.2A12.2A14.2A$43.
2A2$63.2A$63.2A$54.A$2A51.A.A$2A2.2A47.A.A$4.2A48.A2$16.A$15.A.A$15.A
.A$16.A5$19.A$18.A.A$19.A!

chris_c
Posts: 907
Joined: June 28th, 2014, 7:15 am

Re: Slow salvo seeds

Post by chris_c » August 8th, 2016, 6:02 am

simsim314 wrote:Following the discussion started here, we now have synthesizable Snark! Using only 19 SLs, it's now possible to generate the SL of the snark (snark cost in total becomes 22 SLs which is quite compact, and surprisingly enough in the same range of other stable reflectors)
That is a very cool result. Here is a first attempt at some simplification:

Code: Select all

x = 203, y = 31, rule = B3/S23
194bo$192b2o$50bo142b2o$51b2o$50b2o$2o59b2o57b2o58b2o$2o17b2o40b2o17b
2o38b2o17b2o39b2o17b2o$20bo60bo58bo52bo6bo$12b3o5bobo50b3o5bobo48b3o5b
obo50bo6bobo$21b2o59b2o57b2o50bo7b2o$64b2o$64b2o117b2o4b2o$123b2o58bob
o3b2o$123b2o59bo$65b2o$64bobo61bo$5b2o57b2o62bo$4bobo121bo$4b2o3$5b2o$
5b2o5$111b2o72bo$4b3o12b2o44b3o42bobo11b3o58bo$18b2o92bo72bo$20bo!
EDIT: Added seeds for all 4 glider directions.

User avatar
Kazyan
Posts: 867
Joined: February 6th, 2014, 11:02 pm

Re: Slow salvo seeds

Post by Kazyan » August 8th, 2016, 6:21 am

The glider+beehive->LoM conversion works, if other SLs are built later, but it doesn't work with the particular cleanup blinker in chris_c's examples:

Code: Select all

x = 48, y = 29, rule = LifeHistory
24.2A$24.2A2$24.2A$.2A21.2A$.2A17.2A$21.A$13.3A5.A.A22.D$22.2A21.D$
27.2D16.3D$27.2D$22.D$21.D.D$21.D.D$22.D4$25.2A$25.2A2$8.2A4.C.C28.2A
$7.A2.A3.2C29.2A$8.2A5.C20.A$35.A.A$35.A.A$.2C33.A$C2.C$B2C!
Seeds of Destruction should help in terms of debris cleanup.
Tanner Jacobi

User avatar
simsim314
Posts: 1702
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » August 8th, 2016, 6:37 am

Kazyan wrote:The glider+beehive->LoM conversion works, if other SLs are built later
Of course! 5 SL for last stage snark this is amazing! We only need 2-3 SLs for the last operation and we get snark practically for free...

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Extrementhusiast
Posts: 1797
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Location: USA

Re: Slow salvo seeds

Post by Extrementhusiast » August 8th, 2016, 4:21 pm

Kazyan wrote:The glider+beehive->LoM conversion works, if other SLs are built later, but it doesn't work with the particular cleanup blinker in chris_c's examples:

Code: Select all

RLE
Seeds of Destruction should help in terms of debris cleanup.
This cleanup block leaves just the "usual" debris of a beehive and blinker:

Code: Select all

x = 49, y = 27, rule = LifeHistory
25.2A$25.2A2$25.2A$2.2A21.2A$2.2A17.2A$22.A$14.3A5.A.A22.D$23.2A21.D$
28.2D16.3D$28.2D$23.D$22.D.D$22.D.D$23.D4$26.2A$26.2A2$9.2A4.C.C28.2A
$8.A2.A3.2C29.2A$2C7.2A5.C20.A$2C34.A.A$36.A.A$37.A!
The block can also be moved one down or one left.
I Like My Heisenburps! (and others)

simeks
Posts: 369
Joined: March 11th, 2015, 12:03 pm
Location: Sweden

Re: Slow salvo seeds

Post by simeks » August 11th, 2016, 4:09 pm

A simpler converter for the final step of the slow-salvo synthesis of the Snark. I've only searched for one where the glider comes from the "most natural" direction so far:

Code: Select all

x = 24, y = 19, rule = LifeHistory
10.A$11.A$9.3A4$8.A$4.2A.A.A$3.A.A.A.A$A2.A.A.A.A.A$4A.2A3.2A$4.A$2.A
.A17.A$2.2A17.A.A$14.2A5.A.A$13.A2.A5.A$9.2A3.A.A$8.A2.A3.A$9.2A!
EDIT: Another one that might be slightly cheaper to build (and the full Snark still life from 9 objects using chris_c's version of the first step):

Code: Select all

x = 37, y = 56, rule = LifeHistory
.E$2.E$3E29$6.2A$6.2A17.2A$.E17.A6.A$2.E16.A6.A.A$3E16.A7.2A$9.2A$9.
2A2$25.2C7.2C$10.2A13.C.C5.C2.C$9.A.A14.C7.C.C$9.2A24.C5$34.2C$34.2C
5$11.A$11.A$11.A!
Last edited by simeks on August 11th, 2016, 7:16 pm, edited 2 times in total.

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Extrementhusiast
Posts: 1797
Joined: June 16th, 2009, 11:24 pm
Location: USA

Re: Slow salvo seeds

Post by Extrementhusiast » August 11th, 2016, 5:34 pm

simeks wrote:A simpler converter for the final step of the slow-salvo synthesis of the Snark. I've only searched for one where the glider comes from the "most natural" direction so far:

Code: Select all

RLE
Because it starts with a honey farm, that seed can be modified to allow triggering from all four directions:

Code: Select all

x = 79, y = 73, rule = LifeHistory
17.A58.A$15.A.A58.A.A$16.2A58.2A2$8.A49.A$4.2A.A.A44.2A.A.A$3.A.A.A.A
43.A.A.A.A$A2.A.A.A.A.A38.A2.A.A.A.A.A$4A.2A3.2A38.4A.2A3.2A$4.A16.A
32.A16.A$2.A.A15.A.A29.A.A15.A.A$2.2A16.A2.A28.2A16.A2.A$14.2A5.2A41.
2A5.2A$13.A2.A46.A2.A$9.2A3.A.A42.2A3.A.A$8.A2.A3.A42.A2.A3.A$9.2A48.
2A38$8.A49.A$4.2A.A.A44.2A.A.A$3.A.A.A.A43.A.A.A.A$A2.A.A.A.A.A38.A2.
A.A.A.A.A$4A.2A3.2A38.4A.2A3.2A$4.A49.A$2.A.A16.2A29.A.A16.2A$2.2A16.
A2.A28.2A16.A2.A$14.2A4.A.A41.2A4.A.A$13.A2.A4.A41.A2.A4.A$9.2A3.A.A
42.2A3.A.A$8.A2.A3.A42.A2.A3.A$9.2A48.2A4$16.2A58.2A$15.A.A58.A.A$17.
A58.A!
I Like My Heisenburps! (and others)

chris_c
Posts: 907
Joined: June 28th, 2014, 7:15 am

Re: Slow salvo seeds

Post by chris_c » August 12th, 2016, 8:12 am

Excellent. So it looks feasible to build the Snark with slow salvo in any orientation. Only the for final orientation shown here does it look necessary to use tricks with orthogonal gliders:

Code: Select all

x = 323, y = 229, rule = LifeHistory
76.A$77.A$75.3A92$205.A.A$205.2A$206.A2$2.A224.A$A.A224.A.A$.2A224.2A
20$216.A$215.A.A$215.2A10$169.A$167.2A$168.2A$42.D59.A59.D59.A$40.3D
57.3A57.3D57.3A$.A37.D59.A59.D59.A$2.2A35.2D58.2A58.2D58.2A$.2A206.A$
202.3A3.A.A$209.2A4$29.2D58.2D58.2D$28.D.D5.2A50.D.D5.2A50.D.D5.2D58.
2A$28.D7.2A50.D7.2A50.D7.2D58.2A$27.2D58.2D58.2D2$22.2A58.2A58.2A58.
2A$22.2A17.2A39.2A17.2A39.2A17.2A39.2A17.2A$42.A59.A52.A6.A59.A$34.3A
5.A.A49.3A5.A.A50.A6.A.A49.3A5.A.A$43.2A58.2A50.A7.2A58.2A$25.2A27.A
119.A$25.2A26.A.A58.2A29.2A4.2A20.A.A58.2A$53.A2.A28.2A26.A2.A28.A.A
3.2A20.A2.A56.A2.A$47.2A5.2A29.2A20.2A4.A.A30.A20.2A5.2A51.2A4.A.A$
26.2A18.A2.A56.A2.A4.A51.A2.A56.A2.A4.A$25.A.A14.2A3.A.A40.A11.2A3.A.
A52.2A3.A.A52.2A3.A.A$25.2A14.A2.A3.A41.A10.A2.A3.A52.A2.A3.A38.2A12.
A2.A3.A$42.2A46.A11.2A58.2A42.A.A13.2A$206.2A3$207.2A$207.2A4$141.A$
140.A.A$26.3A57.3A50.A2.A63.3A$140.2A8$63.2A$62.A.A166.2A$64.A165.2A$
232.A29$61.2A224.2A$60.A.A224.A.A$62.A224.A10$320.2A$320.A.A$320.A!

simeks
Posts: 369
Joined: March 11th, 2015, 12:03 pm
Location: Sweden

Re: Slow salvo seeds

Post by simeks » August 12th, 2016, 12:21 pm

Extrementhusiast wrote: This cleanup block leaves just the "usual" debris of a beehive and blinker:

Code: Select all

x = 49, y = 27, rule = LifeHistory
25.2A$25.2A2$25.2A$2.2A21.2A$2.2A17.2A$22.A$14.3A5.A.A22.D$23.2A21.D$
28.2D16.3D$28.2D$23.D$22.D.D$22.D.D$23.D4$26.2A$26.2A2$9.2A4.C.C28.2A
$8.A2.A3.2C29.2A$2C7.2A5.C20.A$2C34.A.A$36.A.A$37.A!
Here's a LoM seed from a different direction that just happens to produce that block as a side-effect:

Edit: Added a similar seed that produces a LoM and a blinker:

Code: Select all

x = 77, y = 22, rule = LifeHistory
6.2A46.2A$6.2A17.2A27.2A17.2A$19.A6.A47.A$19.A6.A.A37.3A5.A.A$19.A7.
2A46.2A7$10.2C47.2C$9.C2.C31.E13.C2.C$.E8.C.C32.E13.2C$2.E8.C31.3E$3E
2$52.2C$52.C.C$9.C43.2C$8.C.C$9.2C!
Edit 2: Two-object options for the final conversion from the other directions (and repeating the three object solution for the hard direction from the earlier post):

Code: Select all

x = 164, y = 19, rule = LifeHistory
22.E$8.A12.E34.A47.A47.A$4.2A.A.A11.3E28.2A.A.A42.2A.A.A42.2A.A.A6.E$
3.A.A.A.A41.A.A.A.A6.2C33.A.A.A.A41.A.A.A.A7.E$A2.A.A.A.A.A36.A2.A.A.
A.A.A3.C2.C29.A2.A.A.A.A.A36.A2.A.A.A.A.A3.3E$4A.2A3.2A36.4A.2A3.2A3.
C.C30.4A.2A3.2A36.4A.2A3.2A$4.A47.A11.C35.A47.A$2.A.A11.2C32.A.A45.A.
A45.A.A$2.2A6.C5.C.C31.2A15.C5.3E22.2A7.C4.2C32.2A$9.C.C5.2C48.C5.E
32.C.C2.C2.C37.2C7.2C$9.C2.C54.C6.E30.C.C4.C2.C36.C.C5.C2.C$10.2C93.
2C6.2C38.C7.C.C$162.C4$104.2E$103.E.E55.2C$105.E55.2C!

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