Movostill 3 (B2e3aceij5-ijr/S23-a4)

For discussion of other cellular automata.
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83bismuth38
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by 83bismuth38 » December 1st, 2017, 4:26 pm

interesting fuse that emits 3c/6s:

Code: Select all

x = 58, y = 5, rule = B2e3aceij5-ijr/S23-a4
bobobobobobobobobobobobobobobobobobobobobobobobobobobobobo$b57o$o$b57o
$bobobobobobobobobobobobobobobobobobobobobobobobobobobobobo!
looking to support hive five (n+18) and charity's oboo reaction (2n+18)

Code: Select all

x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!

dani
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 1st, 2017, 5:22 pm

@83bismuth38 already found, as a part of my growing rake.

...Well this is a breakthrough EDIT: this reflector gives a different colour than the other reflectors.:

Code: Select all

x = 10, y = 5, rule = B2e3aceij5-ijr/S23-a4
7b2o$8bo$2o3b2ob2o$bo4bobo$2o3b2ob2o!
That drastically reduces the reflector and shifter. As for the duplicator, I haven't found anything like this.
Last edited by dani on December 14th, 2017, 6:50 pm, edited 1 time in total.

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by Saka » December 2nd, 2017, 8:01 am

My first "real" discovery: A "binary" g-c4

Code: Select all

x = 23, y = 26, rule = B2e3aceij5-ijr/S23-a4
2bo$2bo$3o6$10bo$10bo7b2o$8b3o8bo$17bo$17b2ob2o$21bo$18b2ob2o$19bobo$
19bob2o$18b2obo$15b2o2bobo$13bo2bob2ob2o$13b2o3$13bo$13b3o$15bo!
Full counter:

Code: Select all

x = 49, y = 316, rule = B2e3aceij5-ijr/S23-a4
9bo$2ob2o4b3o$o2bo2b2o3bo$bo3bob2o$2o2b2obo$5b3o$6bo2$bo$b3o12bobo$3bo
8bo4b2o$10b3o3b2o$10bo7$28bo$28bo$26b3o7$44b2o$45bo$43bo$43b2ob2o$47bo
$44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo$44b2o$45bo$43bo$43b2ob2o$47bo$
44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo$44b2o$45bo$43bo$43b2ob2o$47bo$
44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo$44b2o$45bo$43bo$43b2ob2o$47bo$
44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo$44b2o$45bo$43bo$43b2ob2o$47bo$
44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo$44b2o$45bo$43bo$43b2ob2o$47bo$
44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo$44b2o$45bo$43bo$43b2ob2o$47bo$
44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo$44b2o$45bo$43bo$43b2ob2o$47bo$
44b2ob2o$45bobo$45bob2o$44b2obo$28b2o11b2o2bobo$28bo10bo2bob2ob2o$27b
2ob2o7b2o$28bobo$27b2ob2o$28bobo$27b2ob2o8$23bo$21b3o5b2o$21bo8bo$30b
2o5$24bobobo$24b5o$22bo$22b7o$24bobobo!
Also found is snake+short table --> Long table on short table

Code: Select all

x = 15, y = 15, rule = B2e3aceij5-ijr/S23-a4
2bo$2bo7b2o$3o8bo$9bo$9b2ob2o$13bo$10b2ob2o$11bobo$11bob2o$10b2obo$5bo
b2o2bobo$5b2obob2ob2o2$5b3o$5bobo!
EDIT:
Impressively sparky eater and tiny (maybe) reflector!!!

Code: Select all

x = 19, y = 15, rule = B2e3aceij5-ijr/S23-a4
3b3o$o4bo$6o8b2ob2o$2bo12bobo$14b2ob2o$15bobo$14b2ob2o$17bo$16b2o4$9b
2o$9bo$8b2o!
(EDITed to slightly reduce)

Code: Select all

x = 19, y = 15, rule = B2e3aceij5-ijr/S23-a4
3b3o$o4bo$6o8b2o$2bo12bo$14b2ob2o$15bobo$14b2ob2o$17bo$16b2o4$9b2o$7bo
2bo$7b2o!
3c/10 loop

Code: Select all

x = 48, y = 48, rule = B2e3aceij5-ijr/S23-a4
11bobo$11b5o$15bo$9b5o$9bobobo3$32b3o$19b2o8bo4bo$19bo9b6o8b2o$21bo9bo
12bo$20b2o21b2ob2o$44bobo$7b3o33b2ob2o$7bobo36bo$7bobo35b2o$9b2o$9bo$
8b2o$38b2o$36bo2bo$36b2o5$10b2o$8bo2bo$8b2o$38b2o$38bo$37b2o$b2o35bobo
$bo36bobo$2ob2o33b3o$bobo$2ob2o21b2o$3bo12bo9bo$3b2o8b6o9bo$13bo4bo8b
2o$13b3o3$34bobobo$34b5o$32bo$32b5o$34bobo!
Also. what about naming it a portmanteau of pi and Z? Because in the phase shown above it looks like a Z with a pi fused to it. Piz? Pyzee? Zeepee?

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by BlinkerSpawn » December 2nd, 2017, 10:14 am

Adding a Z drops the repeat time three ticks to 30, the minimum for this particular reaction:

Code: Select all

x = 33, y = 24, rule = B2e3aceij5-ijr/S23-a4
3b3o$o4bo$6o$2bo6$12b3o$9bo4bo$9b6o8b2o$11bo12bo$23b2ob2o$24bobo$23b2o
b2o$26bo$25b2o4b2o$31bo$30b2o2$18b2o$16bo2bo$16b2o!
Or we can raise the repeat time back to the original 33 and get another signal out of it in the process:

Code: Select all

x = 42, y = 34, rule = B2e3aceij5-ijr/S23-a4
2b2o$3bo$2b3o$3bo$2ob2o$2ob2o$b3o7$12b3o$9bo4bo$9b6o8b2o$11bo12bob2o$
23b2obo$24bobo10b2o$23b2ob2ob2o7bo$26bo2bo3bo2bo$25b2o4b7ob2o$30b2o2bo
2bo2bo$39bo$39b2o$18b2o$16bo2bo$16b2o3$40b2o$37b2obo$38bobo$37b2ob2o!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by Saka » December 2nd, 2017, 11:26 pm

Nice find Blinkerspawn!
I hooked the both of them up

Code: Select all

x = 47, y = 30, rule = B2e3aceij5-ijr/S23-a4
3b3o$o4bo$6o8b2o$2bo12bob2o$14b2obo$15bobo7b2o$14b2ob2ob2o4bo$17bo2bo
3bo$16b2o4b4ob2o$21b2o2bo2bo$27bo11b2o$27b2o10bo$9b2o27b2o$7bo2bo$7b2o
3$28b2o$25b2obo$26bobo$25b2ob2o14b2o$45bo$45b2o$44b2o$45bo$40b2obo$41b
3o$39bo$39b3o$41bo!
Which also makes

Code: Select all

x = 76, y = 48, rule = B2e3aceij5-ijr/S23-a4
11bobo$11b5o$15bo$9b5o$9bobobo3$32b3o$19b2o8bo4bo$19bo9b6o8b2o$21bo9bo
12bob2o$20b2o21b2obo$44bobo7b2o$7b3o33b2ob2ob2o4bo$7bobo36bo2bo3bo$7bo
bo35b2o4b4ob2o$9b2o39b2o2bo2bo$9bo46bo11b2o$8b2o46b2o10bo$38b2o27b2o$
36bo2bo$36b2o3$57b2o$54b2obo$10b2o43bobo$8bo2bo42b2ob2o14b2o$8b2o64bo$
38b2o34b2o$38bo34b2o$37b2o35bo$b2o35bobo28b2obo$bo36bobo29b3o$2ob2o33b
3o27bo$bobo64b3o$2ob2o21b2o42bo$3bo12bo9bo$3b2o8b6o9bo$13bo4bo8b2o$13b
3o3$34bobobo$34b5o$32bo$32b5o$34bobo!
ANd this majestic beast

Code: Select all

x = 104, y = 104, rule = B2e3aceij5-ijr/S23-a4
57bo$55b5o$55bo2bo$60b2o$61bo$60b2ob2o$45bo14bo2bo$45b3o14b2o$47bo9$
52bo2bo$43b2obo5b4o$43bob2o$40b2o11b3o$40bo2b2o8bobo$42b2o$43bo$43b2o$
41bo2bo$41b2o2$38bo2bo$38b6o$43bo$37b5o$37bobobo3$60b3o$47b2o8bo4bo$
47bo9b6o8b2o$49bo9bo12bob2o$5bo42b2o21b2obo$5b3o64bobo7b2o$7bo27b3o33b
2ob2ob2o4bo$3b3o29bobo36bo2bo3bo$3bob2o28bobo35b2o4b4ob2o$bo35b2o39b2o
2bo2bo$b2o34bo46bo11b2o$2o34b2o46b2o10bo$bo64b2o27b2o$b2o14b2ob2o42bo
2bo$18bobo43b2o$18bob2o$17b2o$85b2o$82b2obo$38b2o43bobo$36bo2bo42b2ob
2o14b2o$7b2o27b2o64bo$7bo10b2o46b2o34b2o$6b2o11bo46bo34b2o$18bo2bo2b2o
39b2o35bo$18b2ob4o4b2o35bobo28b2obo$22bo3bo2bo36bobo29b3o$20bo4b2ob2ob
2o33b3o27bo$20b2o7bobo64b3o$29bob2o21b2o42bo$28b2obo12bo9bo$31b2o8b6o
9bo$41bo4bo8b2o$41b3o3$62bobobo$62b5o$60bo$60b6o$62bo2bo2$61b2o$59bo2b
o$59b2o$60bo$60b2o$48bobo8b2o2bo$48b3o11b2o$57b2obo$48b4o5bob2o$48bo2b
o9$56bo$40b2o14b3o$40bo2bo14bo$39b2ob2o$42bo$42b2o$45bo2bo$44b5o$46bo!
You can, of course, remove 2 arms

Code: Select all

x = 104, y = 48, rule = B2e3aceij5-ijr/S23-a4
38bo2bo$38b6o$43bo$37b5o$37bobobo3$60b3o$47b2o8bo4bo$47bo9b6o8b2o$49bo
9bo12bob2o$5bo42b2o21b2obo$5b3o64bobo7b2o$7bo27b3o33b2ob2ob2o4bo$3b3o
29bobo36bo2bo3bo$3bob2o28bobo35b2o4b4ob2o$bo35b2o39b2o2bo2bo$b2o34bo
46bo11b2o$2o34b2o46b2o10bo$bo64b2o27b2o$b2o14b2ob2o42bo2bo$18bobo43b2o
$18bob2o$17b2o$85b2o$82b2obo$38b2o43bobo$36bo2bo42b2ob2o14b2o$7b2o27b
2o64bo$7bo10b2o46b2o34b2o$6b2o11bo46bo34b2o$18bo2bo2b2o39b2o35bo$18b2o
b4o4b2o35bobo28b2obo$22bo3bo2bo36bobo29b3o$20bo4b2ob2ob2o33b3o27bo$20b
2o7bobo64b3o$29bob2o21b2o42bo$28b2obo12bo9bo$31b2o8b6o9bo$41bo4bo8b2o$
41b3o3$62bobobo$62b5o$60bo$60b6o$62bo2bo!

dani
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 4th, 2017, 9:08 pm

Some more misc. flybys:

Code: Select all

x = 22, y = 94, rule = B2e3aceij5-ijr/S23-a4
o$3o$obo$o2bo$obo$3o$o2$16bobo$16b3o2$15b2o$16bo$16b2o7$o$3o$obo$o2bo$
obo$3o$o2$16bobo$16b3o2$14b3o$14bobo$16b2o7$o$3o$obo$o2bo$obo$3o$o2$
17bobobo$17b5o2$19b3o$19bobo8$o$3o$obo$o2bo$obo$3o$o2$19bobo$19b3o2$
17b3o$17bob3o$21bo7$o$3o$obo$o2bo$obo$3o$o2$17bobobo$17b5o2$17b3o$17bo
b3o$21bo!
A new 90* reflector, probably not an improvement.:

Code: Select all

x = 12, y = 10, rule = B2e3aceij5-ijr/S23-a4
2bo$2bo$3o2$10b2o$4bobobobo$4b5ob2o2$4b3o$4bobo!

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by Saka » December 6th, 2017, 2:51 am

4 random flybies

Code: Select all

x = 45, y = 54, rule = B2e3aceij5-ijr/S23-a4
2o$bo$2bo$bo$2o3$9bobobo$9b5o$15bo$10b6o$10bo2bo10$2o28b2o$bo29bo$2bo
29bo$bo29bo$2o28b2o3$11bobo27bobo$11b3o27b3o$20b2o$12b3o6bo20b3o$12bob
o6b2o19bobo10$2o$bo$2bo$bo$2o3$9bobobo$9b5o$6bo$6b7o2bob2o$8bobobo2b2o
bo!

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 6th, 2017, 11:46 pm

Reduced the c/4 wickstrecher:

Code: Select all

x = 9, y = 13, rule = B2e3aceij5-ijr/S23-a4
2b2o2b2o$3bo3bo$3b2o2b2o$2b2o2b3o$o$4o2b3o$3b2o2b2o$4o3bo$o5b2o$2b2o$
3b2o$3bo$2b2o!
There's also an ignition glider reaction for the 3c/6-fuse (works on the c/2 wickstrechers too), which could potentially make for some fun constructs in the future:

Code: Select all

x = 32, y = 15, rule = B2e3aceij5-ijr/S23-a4
2b2o$2b2o$2obo21b2o2b2o$4o22bo3bo$26b2o2b2o$25b2o2b3o$9bobobobobobobob
o$9b18o2b3o$26b2o2b2o$9b18o3bo$9bobobobobobobobo5b2o$25b2o$26b2o$26bo$
25b2o!
Some new c/2 puffers (and a 16c/32 spaceship)

Code: Select all

x = 20, y = 91, rule = B2e3aceij5-ijr/S23-a4
9b2o$2bobobo3bo$2b11o$12b2o$2b11o$2bobobo3bo$3bo5b2o$5b2o$6bo$5b4o$8b
2o$5b4o$6bo$5b2o7$9b2o$obobobo3bo$13o$12b2o$13o$obobobo3bo$3bo5b2o$5b
2o$6bo$5b4o$8b2o$5b4o$6bo$5b2o7$5b2o$6bo$5b4o$8b2o$5b4o$6bo$5b2o$3bo5b
2o$2bobobo3bo$2b11o$12b2o$2b11o$2bobobo3bo$3bo5b2o$5b2o$6bo$5b4o$8b2o$
5b4o$6bo$5b2o10$11b2o$12bo$4bo6b4o$2b5o7b2o$2bo2b2o4b4o$2b2ob2o5bo$3b
2o4b4o$2b2o11b2o$8bobobo3bo$7b12o$18b2o$7b12o$7bobobo4bo$8bo6b2o$9b4o$
12bo$6bo4b4o$3bobo8b2o$4b2o5b4o$12bo$11b2o!
Apparently new simple 3c/6->G (getting harder to keep track of these conduits):

Code: Select all

x = 10, y = 10, rule = B2e3aceij5-ijr/S23-a4
5bobo$5b3o2$o4b5o$3o2bobobo$obo$o2bo$obo$3o$o!

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by BlinkerSpawn » December 7th, 2017, 9:37 am

danny wrote:Reduced the c/4 wickstrecher:

Code: Select all

x = 9, y = 13, rule = B2e3aceij5-ijr/S23-a4
2b2o2b2o$3bo3bo$3b2o2b2o$2b2o2b3o$o$4o2b3o$3b2o2b2o$4o3bo$o5b2o$2b2o$
3b2o$3bo$2b2o!
Even further:

Code: Select all

x = 9, y = 13, rule = B2e3aceij5-ijr/S23-a4
4b2o$5bo$5b2o$4b3o$o$4o2b3o$3b2o2b2o$4o3bo$o5b2o$2b2o$3b2o$3bo$2b2o!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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AforAmpere
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by AforAmpere » December 8th, 2017, 10:53 pm

C/7 wickstretcher:

Code: Select all

x = 24, y = 23, rule = B2e3aceij5-ijr/S23-a4
4$9b2ob2o$7b4ob4o$7b2obobob2o$5bo2bobobobo2bo$3b4obobobobob4o$3bo2bobo
bobobobo2bo$8bobobobo$8bobobobo$7b2obobob2o$8bobobobo$7b2obobob2o$8bob
obobo$7b2obobob2o$8bobobobo$7b2obobob2o$10bobo$9b2ob2o!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

dani
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 9th, 2017, 12:25 am

AforAmpere wrote:C/7 wickstretcher:

Code: Select all

x = 24, y = 23, rule = B2e3aceij5-ijr/S23-a4
4$9b2ob2o$7b4ob4o$7b2obobob2o$5bo2bobobobo2bo$3b4obobobobob4o$3bo2bobo
bobobobo2bo$8bobobobo$8bobobobo$7b2obobob2o$8bobobobo$7b2obobob2o$8bob
obobo$7b2obobob2o$8bobobobo$7b2obobob2o$10bobo$9b2ob2o!
Nice work! That c/7 wickstrecher can carry a small almost-tagalong that may lead to cool stuff on the future (if we can stabilize it):

Code: Select all

x = 11, y = 17, rule = B2e3aceij5-ijr/S23-a4
5b2o$6bo$6b2o$5b2o$2bo5b2o$2b8o$o8b2o$11o2$11o$o8b2o$2b8o$2bo5b2o$5b2o
$b2o3b2o$2b2o2bo$b2o2b2o!
---
Several 3G synths:

Code: Select all

x = 201, y = 54, rule = B2e3aceij5-ijr/S23-a4
3bo28bo33bo25bo29bo29bo29bo$3bo28bo9b2o22bo25bo9b2o18bo9b2o18bo9b2o18b
o9b2o$b3o9bo16b3o9b2o20b3o9bo13b3o9b2o16b3o9b2o16b3o9b2o16b3o9b2o$12b
2o28bob2o29b2o25bob2o26bob2o26bob2o26bob2o$12bob2o26b4o29bob2o23b4o26b
4o26b4o26b4o$13b2o61b2o4$60b2o$60b3o$62b2o$o61b2o$2o105b4o$3o104bob2o$
107b2o$107b2o32b2o$44bo95b3o26b2o$43b2o94b2o27b3o28b2o$42b3o94b2o26b2o
29b2o$167b2o29bobo10$2bo29bo$2bo9b2o18bo9b2o$3o9b2o16b3o9b2o$12bob2o
26bob2o$12b4o26b4o15$20b4o$20bob2o$20b2o23b2o$20b2o22b2o$44bobo!
Another 4G linear growth:

Code: Select all

x = 16, y = 23, rule = B2e3aceij5-ijr/S23-a4
2bo$2bo9b2o$3o9b2o$12bob2o$12b4o14$12b4o$12bob2o$3o9b2o$2bo9b2o$2bo!

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by praosylen » December 9th, 2017, 11:52 am

2-engine wickstretcher:

Code: Select all

x = 35, y = 14, rule = B2e3aceij5-ijr/S23-a4
6b2ob2o13b2ob2o$4b4ob4o9b4ob4o$4b2obobob2o9b2obobob2o$2bo2bobobobo2bo
5bo2bobobobo2bo$4obobobobob4ob4obobobobob4o$o2bobobobobobo2bobo2bobobo
bobobo2bo$5bobobobo11bobobobo$5bobobobo3bo3bo3bobobobo$4b2obobob2ob3ob
3ob2obobob2o$7bobobo2bobobobo2bobobo$6b2obob4obobob4obob2o$9bobo2bobob
obo2bobo$8b2o6bobo6b2o$15b2ob2o!
Tagalong to two wickstretchers:

Code: Select all

x = 36, y = 11, rule = B2e3aceij5-ijr/S23-a4
6b2ob2o14b2ob2o$4b4ob4o10b4ob4o$4b2obobob2o10b2obobob2o$2bo2bobobobo2b
o6bo2bobobobo2bo$4obobobobob4o2b4obobobobob4o$o2bobobobobobo2bo2bo2bob
obobobobo2bo$5bobobobo12bobobobo$5bobobobo4b3o5bobobobo$4b2obobob2o3bo
bo4b2obobob2o$7bobo16bobo$6b2ob2o14b2ob2o!
former username: A for Awesome
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by AforAmpere » December 9th, 2017, 12:00 pm

I am running a w10 gutter search for C/7, it looks probable that there will be a ship.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

dani
Posts: 1222
Joined: October 27th, 2017, 3:43 pm

Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 10th, 2017, 12:22 pm

A for awesome wrote: Tagalong to two wickstretchers:

Code: Select all

x = 36, y = 11, rule = B2e3aceij5-ijr/S23-a4
6b2ob2o14b2ob2o$4b4ob4o10b4ob4o$4b2obobob2o10b2obobob2o$2bo2bobobobo2b
o6bo2bobobobo2bo$4obobobobob4o2b4obobobobob4o$o2bobobobobobo2bo2bo2bob
obobobobo2bo$5bobobobo12bobobobo$5bobobobo4b3o5bobobobo$4b2obobob2o3bo
bo4b2obobob2o$7bobo16bobo$6b2ob2o14b2ob2o!
Ah, nice tagalong! That can be applied to (almost?) any spaceship of speed 1c/n where n>=5

This comes close to being an invincible still life, but not quite:

Code: Select all

x = 8, y = 8, rule = B2e3aceij5-ijr/S23-a4
4bo2bo$b2ob4o$2bo$2b2ob2o$b2ob2o$5bo$4ob2o$o2bo!
Also, the smallest still stabilization for a c/4 signal is only 2 cells:

Code: Select all

x = 29, y = 7, rule = B2e3aceij5-ijr/S23-a4
2o$bo$b2o$2o2$3bo2bo2bo2bo2b2o2b2o2b2o2b2o$2bo2bo2bo2bo2b3ob3ob3ob3o!
Suicidal p17 gun:

Code: Select all

#C [[ STOP 13 ]]
x = 21, y = 11, rule = B2e3aceij5-ijr/S23-a4
2o$o2bo$2b2o$bobo15b2o$bobo13bo2bo$2b2o12b3o$o2bo12b2obo$2o14b2obo$16b
3o$17bo2bo$19b2o!
Two mildly interesting two-c/4 interactions:

Code: Select all

x = 23, y = 44, rule = B2e3aceij5-ijr/S23-a4
2o$bo$2bo18b2o$2o19bo$20bo$2o19b2o$2bo$bo19b2o$2o18bo$21bo$21b2o20$2o$
bo$2bo$2o2$2o19b2o$2bo18bo$bo18bo$2o19b2o2$21b2o$20bo$21bo$21b2o!

AforAmpere
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by AforAmpere » December 10th, 2017, 12:28 pm

No w10 gutter C/7 ships, I am now running w10 odd-symmetric with the new ntzfind.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

dani
Posts: 1222
Joined: October 27th, 2017, 3:43 pm

Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 11th, 2017, 10:35 pm

I found a p12 3c/6 backrake that I somehow missed:

Code: Select all

x = 8, y = 21, rule = B2e3aceij5-ijr/S23-a4
4bo$4b3o$4bobo$4bo2bo$4bobo$2o2b3o$2o2bo2$2b3o$2bobo$2bo2bo$2bobo$2b3o
2$2o2bo$2o2b3o$4bobo$4bo2bo$4bobo$4b3o$4bo!
And this...really obvious p12 (the middle gun in the OP) gun synthesis, from 4G or 2 3c/6:

Code: Select all

x = 48, y = 18, rule = B2e3aceij5-ijr/S23-a4
o29bo$3o27bo$obo27b3o$o2bo$obo$3o$o30b2o$32b2o$31bobo4$12bo$10b2ob2o$
10bo3bo24b2o$9b7o24b2o3bo$39bobo3bo$45b3o!
8G synth of a p24 oscillator:

Code: Select all

x = 39, y = 33, rule = B2e3aceij5-ijr/S23-a4
b3o31b3o$b2o33b2o$bo35bo10$17b2ob2o$18bobo$17b2ob2o3$17b2ob2o$18bobo$
17b2ob2o11$3o33b3o$2bo33bo$2bo33bo!
Almost a 2c/30->(2)glider converter:

Code: Select all

x = 80, y = 30, rule = B2e3aceij5-ijr/S23-a4
12b2o48b2o$11bo2bo46bo2bo$10bo49bo$10bo49bo$11bo49bo6$2b2o48b2o$bo2bo
46bo2bo$o49bo26bo$o49bo26b3o$bo49bo27bo2$11b2ob2o$12bobo57bobo$11b2ob
2o56b3o2$70b5o$6b2o62bo3bo$7bo59b2ob2o$7b2o59bobo$67b2ob2o3$62b2o$63bo
$63b2o!
EDIT: Extensible c/2 ship and 17c/34 ship (that can be very obviously cut in half, too):

Code: Select all

x = 36, y = 27, rule = B2e3aceij5-ijr/S23-a4
23b2o2b2o2b2o$b2o2b2o2b2o2b2o2b2o5bo3bo3bo$2bo3bo3bo3bo3bo4b12o$b20o7b
o5b2o$2bo4bo3bo4bo3b2o2b4o3b4o$b2o2b2o3b2o2b2o3b2obo2bo6bo$24b2o5b2o
14$23b2o2b2o2b2o$5b2o2b2o2b2o2b2o5bo3bo3bo$bo4bo3bo3bo3bo4b12o$21o7bo
5b2o$bobo3bo3bo4bo3b2o2b4o3b4o$5b2o3b2o2b2o3b2obo2bo6bo$24b2o5b2o!

M. I. Wright
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by M. I. Wright » December 12th, 2017, 1:01 am

danny wrote:Almost a 2c/30->(2)glider converter:

Code: Select all

RLE
Easy fix!

Code: Select all

x = 64, y = 30, rule = B2e3aceij5-ijr/S23-a4
46b2o$45bo2bo$44bo$44bo$45bo2$12b2o46bo$11bo2bo45b3o$10bo51bo$10bo$11b
o24b2o$35bo2bo$34bo26bo$34bo26b3o$35bo27bo2$2b2o$bo2bo51bobo$o55b3o$o$
bo52b5o$54bo3bo$11b2ob2o35b2ob2o$12bobo37bobo$11b2ob2o35b2ob2o2$2o38b
2o$bo4b2o33bo4b2o$b2o4bo33b2o4bo$7b2o38b2o!

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Rhombic
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by Rhombic » December 14th, 2017, 6:26 pm

No gutter 2c/7 w9 found. Most promising partial was

Code: Select all

x = 19, y = 15, rule = B2e3aceij5-ijr/S23-a4
7bo3bo$5b4ob4o$5bo2bobo2bo$5bob2ob2obo$8bobo$7b2ob2o$7b2ob2o$7b2ob2o$
2b3o2b2ob2o2b3o$5o3bobo3b5o$o3b2ob2ob2ob2o3bo$3bo2bobobobo2bo$7b2ob2o$
3b2ob2o3b2ob2o$5o9b5o!
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by LaundryPizza03 » December 15th, 2017, 2:07 am

Found another counter, a "bi-unstable" switch:

Code: Select all

x = 43, y = 44, rule = B2e3aceij5-ijr/S23-a4
3o$2o$o28$35bo$35b3obo2bo$37bob4o$36b2o3bo$36bo2bobo$38b2ob2o$33b2o3b
2ob2o$34bobo2bobo$33b2ob2o3bo$37bob4o$35b3obo2bo$28bo6bo$28b2o$28b3o!

Code: Select all

x = 71, y = 100, rule = B2e3aceij5-ijr/S23-a4
3o$2o$o56$63bo$63b3obo2bo$65bob4o$64b2o3bo$64bo2bobo$66b2ob2o$61b2o3b
2ob2o$62bobo2bobo$61b2ob2o3bo$65bob4o$63b3obo2bo$56bo6bo$56b2o$56b3o
26$28bo$28b2o$28b3o!
Saka wrote: Also. what about naming [the 3c/10d] a portmanteau of pi and Z? Because in the phase shown above it looks like a Z with a pi fused to it. Piz? Pyzee? Zeepee?
I think I like "pyzee" best. It's catchy.

Code: Select all

x = 4, y = 3, rule = B3-q4z5y/S234k5j
2b2o$b2o$2o!
LaundryPizza03 at Wikipedia

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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by Majestas32 » December 15th, 2017, 2:56 am

The 3c/10d will be best named Moose since it looks like moving moose antlers in lifeviewer
Searching:
b2-a5k6n7cs12-i3ij4k5j8
b2-a3c7cs12-i

Currently looking for help searching these rules.

dani
Posts: 1222
Joined: October 27th, 2017, 3:43 pm

Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 16th, 2017, 8:58 pm

Majestas32 wrote:The 3c/10d will be best named Moose since it looks like moving moose antlers in lifeviewer
There's already a still life called Moose antlers, so that would be a bit confusing.

I do not know what to call the 3c/10 diagonal, the best name I could think of that incorporates the Pi/Z angle would be to call it the zipper, and it does kind of, well, 'zip' across the board at a very fast speed (being halfway between c/4 and c/3).

-

I've been looking at 3c/10 collisions. There's this one, which I haven't seen before:

Code: Select all

x = 4, y = 19, rule = B2e3aceij5-ijr/S23-a4
b2o$bo$2o$bobo$bobo$b3o8$b3o$bobo$bobo$2o$bo$b2o!
And this relatively well known collision that takes advantage of the fact that the ship is actually also an induction coil:

Code: Select all

x = 67, y = 37, rule = B2e3aceij5-ijr/S23-a4
61b3o$61bo4bo$61b6o$64bo$52b3o$38b3o11bo4bo$38bo4bo8b6o$38b6o11bo$29b
3o9bo$29bo4bo$29b6o$20b3o9bo$20bo4bo$20b6o$3b3o5b3o9bo$o4bo5bo4bo$6o5b
6o$2bo11bo16$47bo$44b6o$44bo4bo$44b3o!
This related induction coil can also be made:

Code: Select all

x = 19, y = 17, rule = B2e3aceij5-ijr/S23-a4
7b3o$4bo4bo$4b6o$6bo4$16b2o$17bo$17b2o4$2bo$6o$o4bo$3b3o!
Several 3(3c/10) synth of p3 oscillators:

Code: Select all

x = 54, y = 53, rule = B2e3aceij5-ijr/S23-a4
7b3o$4bo4bo$4b6o$6bo11b2obo$17b7o$17bo3bobo$17b3o$2bo15b2o$6o$o4bo$3b
3o10$7b3o$4bo4bo$4b6o$6bo3$18b2obo$2bo14b7o$6o11bo3bobo$o4bo11b3o$3b3o
12b2o10$19bo28b2o$18b2o27b3o$7b3o7b2o4bo13b3o7bo3bobo$4bo4bo8b6o10bo4b
o7b7o$4b6o9bobo12b6o8b2obo$6bo29bo4$2bo29bo$6o24b6o$o4bo24bo4bo$3b3o
27b3o!
4(3c/10) linear growth:

Code: Select all

x = 29, y = 11, rule = B2e3aceij5-ijr/S23-a4
7b3o9b3o$4bo4bo9bo4bo$4b6o9b6o$6bo15bo4$2bo23bo$6o17b6o$o4bo17bo4bo$3b
3o17b3o!
I also found a funky still life synthesis:

Code: Select all

x = 24, y = 11, rule = B2e3aceij5-ijr/S23-a4
7b3o$4bo4bo9bo$4b6o8b2o$6bo10b2o4bo$18b6o$19bobo2$2bo$6o$o4bo$3b3o!
-

I don't know how I missed the chance to make this p32 gun out of the p16 'injector':

Code: Select all

x = 38, y = 27, rule = B2e3aceij5-ijr/S23-a4
6bo5bo$6b3ob3o7bo2bo2bo2bo$8b3o7b12o$18bo2bo2bo2bo$9b5o17bo$b2o6bo3bo
17b3o$2o6bo5bo18b3o$b2o6bo3bo21b3o$9b5o23bo2$8b3o6b2o$6b3ob3o5bo$6bo5b
o5b2o2$6bo5bo5b2o$6b3ob3o5bo$8b3o6b2o2$9b5o23bo$b2o6bo3bo21b3o$2o6bo5b
o18b3o$b2o6bo3bo17b3o$9b5o17bo$18bo2bo2bo2bo$8b3o7b12o$6b3ob3o7bo2bo2b
o2bo$6bo5bo!
I think it can shoot all of the 9 variants, but i'm not sure. The p16 can also be used as a 'b edgeshooter':

Code: Select all

x = 104, y = 42, rule = B2e3aceij5-ijr/S23-a4
72bo5bo$72b3ob3o7bo2bo2bo2bo$67b2o5b3o7b12o$67bo16bo2bo2bo2bo$66b2o7b
5o17bo$39bo5bo29bo3bo17b3o$39b3ob3o7bo2bo2bo2bo11bo5bo18b3o$34b2o5b3o
7b12o12bo3bo21b3o$34bo16bo2bo2bo2bo14b5o23bo$33b2o7b5o17bo$6bo5bo29bo
3bo17b3o7b3o6b2o$6b3ob3o7bo2bo2bo2bo11bo5bo18b3o3b3ob3o5bo$8b3o7b12o
12bo3bo21b3obo5bo5b2o$18bo2bo2bo2bo14b5o23bo$9b5o17bo$b2o6bo3bo17b3o7b
3o6b2o$2o6bo5bo18b3o3b3ob3o5bo$b2o6bo3bo21b3obo5bo5b2o$9b5o23bo2$8b3o
6b2o$6b3ob3o5bo$6bo5bo5b2o2$6bo5bo5b2o$6b3ob3o5bo$8b3o6b2o2$9b5o23bo$b
2o6bo3bo21b3obo5bo5b2o$2o6bo5bo18b3o3b3ob3o5bo$b2o6bo3bo17b3o7b3o6b2o$
9b5o17bo$18bo2bo2bo2bo14b5o23bo$8b3o7b12o12bo3bo21b3o$6b3ob3o7bo2bo2bo
2bo11bo5bo18b3o$6bo5bo29bo3bo17b3o$33b2o7b5o17bo$34bo16bo2bo2bo2bo$34b
2o5b3o7b12o$39b3ob3o7bo2bo2bo2bo$39bo5bo!
Overall the p16 is probably one of my favourite things in this rule, since it can be used for so many signal antics.

dani
Posts: 1222
Joined: October 27th, 2017, 3:43 pm

Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by dani » December 18th, 2017, 10:22 pm

Some new sparky oscillators:

Code: Select all

x = 84, y = 24, rule = B2e3aceij5-ijr/S23-a4
2obobobo13b2o40b2o13b2o$bob5o14bo40bo2bo11bo2b3o$b2o16b2ob2o41b2o13b4o
$4b7o9bobo2b3o35b2o2bo9b4o$4bo5bo9b2o2bo2bo22bo11b3obo7b2obob2o$11bo
11b3ob2o21b3o5b2ob2o3bo7bo2b3o$11bo10bob2ob2o16bo6bo5bo2b2o2b2o9b3o$4b
o5bo11bob2ob2o16bo14bo3b2o9b2o$4b7o12b3ob2o16bo13b2ob3o10b2o$b2o17b2o
2bo2bo14b3o16bo13b2o$bob5o12bobo2b3o$2obobobo11b2ob2o$22bo6b2o$21b2o7b
o$22b2o6b2obo6b2o$22bo6b2ob2o7bo$21b2o18b2o$22b2o7bo$22bo6b3o$21b2o6bo
$22b2o$22bo8bo$19bob2o6b3o$19b2ob2o5bo!
Also it seems I underestimated how many variants of c/4s there are, it's actually 14 per 'level' (2 engines would total 14 ships, 3 would total 196, 4 would total 2744, 5 would total 38416, and so on...):

Code: Select all

x = 145, y = 9, rule = B2e3aceij5-ijr/S23-a4
2b2o7b2o8b2o8b2o8b2o7b2o8b2o8b2o8b2o8b2o8b2o8b2o8b2o8b2o8b2o$3bo8bo9bo
9bo9bo8bo9bo9bo9bo9bo9bo9bo9bo9bo9bo$4bo8bo9bo9bo9bo8bo9bo9bo9bo9bo9bo
9bo9bo9bo9bo$2b2o7b2o8b2o8b2o8b2o7b2o8b2o8b2o8b2o8b2o8b2o8b2o8b2o8b2o
8b2o2$2o8b2o8b3o7b2o9b2o7b2o8b3o7b2o9b2o8b2o8b3o7b2o9b2o8b2o8b2o$2bo8b
2o8b2o9bo9bo8b2o8b2o9bo9bo9b2o8b2o9bo9bo9b2o9bo$bo9bo9bo9bo8b3o8bo9bo
9bo8b3o9bo9bo9bo8b3o9bo9bo$2o8b2o8b2o8b2o8b2o8b2o8b2o8b2o8b2o9b2o8b2o
8b2o8b2o9b2o8b2o!
Feel free to correct me if I'm wrong in those measurements.

Interesting flyby:

Code: Select all

x = 128, y = 70, rule = B2e3aceij5-ijr/S23-a4
o$3o$obo$o2bo$obo$3o$o2$11bobobo$11b5o2$11b3o$11bob3o$15bo2$25bobobo$
25b5o2$25b3o$25bob3o$29bo2$39bobobo$39b5o2$39b3o$39bob3o$43bo2$53bobob
o$53b5o2$53b3o$53bob3o$57bo2$67bobobo$67b5o2$67b3o$67bob3o$71bo2$81bob
obo$81b5o2$81b3o$81bob3o$85bo2$95bobobo$95b5o2$95b3o$95bob3o$99bo2$
109bobobo$109b5o2$109b3o$109bob3o$113bo2$123bobobo$123b5o2$123b3o$123b
ob3o$127bo!
I checked 2c/6+3c/6 collisions coming from the same direction. Here's a method for a 4G p2 oscillator:

Code: Select all

x = 7, y = 17, rule = B2e3aceij5-ijr/S23-a4
3bo$3bo$b3o8$b2o$b2ob2o$o4bo$o5bo$o4bo$b2ob2o$b2o!
And yet another 3G 3c/10:

Code: Select all

x = 14, y = 15, rule = B2e3aceij5-ijr/S23-a4
13bo$13bo$11b3o8$b2o2b2o$bo3b3o$3o3b2o$bo3b3o$b2o2b2o!
There exists signals that climb at speeds ((5+3n),1)c/(11+6n), shown here:

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x = 55, y = 55, rule = B2e3aceij5-ijr/S23-a4
2bo$2b3o2bo$4bo2b3o2bo$2o7bo2b3o2bo$b2o11bo2b3o2bo$2o17bo2b3o$24bo2$4b
o$2b3o4bo$2bo4b3o4bo$7bo4b3o4bo$12bo4b3o4bo$17bo4b3o$22bo6$2bo2bo$2b6o
2bo2bo$4bo2bo2b6o2bo2bo$2o10bo2bo2b6o2bo2bo$b2o17bo2bo2b6o2bo2bo$2o26b
o2bo2b6o$36bo2bo2$4bo2bo$2b6o4bo2bo$2bo2bo4b6o4bo2bo$10bo2bo4b6o4bo2bo
$18bo2bo4b6o4bo2bo$26bo2bo4b6o$34bo2bo6$2bo2bo2bo$2b9o2bo2bo2bo$4bo2bo
2bo2b9o2bo2bo2bo$2o13bo2bo2bo2b9o2bo2bo2bo$b2o23bo2bo2bo2b9o2bo2bo2bo$
2o35bo2bo2bo2b9o$48bo2bo2bo2$4bo2bo2bo$2b9o4bo2bo2bo$2bo2bo2bo4b9o4bo
2bo2bo$13bo2bo2bo4b9o4bo2bo2bo$24bo2bo2bo4b9o4bo2bo2bo$35bo2bo2bo4b9o$
46bo2bo2bo!

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Rhombic
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by Rhombic » December 19th, 2017, 5:51 am

I think a wiki page for either this particular rule or a collective page for all Movostill variants is already appropriate, since it's generating quite a lot of discussion already. What do you think?
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
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BlinkerSpawn
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by BlinkerSpawn » December 19th, 2017, 10:25 am

danny wrote:Also it seems I underestimated how many variants of c/4s there are, it's actually 14 per 'level' (2 engines would total 14 ships, 3 would total 196, 4 would total 2744, 5 would total 38416, and so on...):

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rle
Feel free to correct me if I'm wrong in those measurements.
For starters, there are 15 ships listed in your rle, but the first 7 are a flip of the last 7, so there are only 8 2-B ships.
Moreover, there are 16 ways for a B to connect to the outside of a B, in a continuous range between these two offsets:

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x = 17, y = 14, rule = B2e3aceij5-ijr/S23-a4
2b2o9b2o$3bo10bo$4bo10bo$2b2o9b2o2$2b2o9b2o$4bo10bo$3bo10bo$2b2o9b2o2$
2o13b2o$b2o13bo$bo12b3o$2o12b2o!
And calculating the number of ships with N B's can proceed as follows:
There are N-1 ways to divide N-2 external B's between the two sides: {N-2,0}, {N-3,1}, ..., {0,N-2}
Multiply this by 16^(N-2) sets of offsets between B's and 8 different 2-B centers to get ((N-1)*16^N)/32 ships with N B's.
A table for N from 2 to 9:

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N | 
2 | 8
3 | 256
4 | 6,144
5 | 131,072
6 | 2,621,440
7 | 50,331,648
8 | 939,524,096
9 | 17,179,869,184
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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toroidalet
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Re: Movostill 3 (B2e3aceij5-ijr/S23-a4)

Post by toroidalet » December 19th, 2017, 11:47 am

There are actually a few more ways to create c/4 ships once N ≥ 3 by putting a ship on the inside, so annoying corrections have to be introduced. (1+ extra ship when N = 3, 40+ ships for N = 4)

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x = 31, y = 25, rule = B2e3aceij5-ijr/S23-a4
3b2o2b2o$4bo3bo$4b2o3bo$3b3ob2o2$5b2o$7bo$6bo$5b2o3$5b2o9b2o10b2o$6bo
10bo11bo$7bo10bo11bo$5b2o9b2o10b2o2$2o3b2o5b2o2b2o6b2o2b2o$3o4bo5bo4bo
6bo4bo$2bo3bo6b2o2bo7b2o2bo$b2o2b2o5b3ob2o6b3ob2o2$3b2o9b2o10b2o$4b2o
10bo10b2o$4bo10bo11bo$3b2o9b2o10b2o!
EDIT: p26 gun based on danny's new p13 and BlinkerSpawn's B/C-G:

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x = 20, y = 24, rule = B2e3aceij5-ijr/S23-a4
2b2o$3bo$2ob2o$bobo2b3o$b2o2bo2bo$4b3ob2o$3bob2ob2o2bo$3bob2ob2o2b3o$
4b3ob2o4bo$b2o2bo2bo$bobo2b3o2b2o$2ob2o6bo2b2o$3bo6b2o3bo2b2o$2b2o9bo
4bo$13b2o2b2o6$11bo2bo3b2o$11b6obo$13bo2bobo$18b2o!
Can this catalyst be advanced further into something useful (aside from an ANDNOT gate)?

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x = 10, y = 6, rule = B2e3aceij5-ijr/S23-a4
5b2o$6bob2o$5b2obo$2obo4bo$b3o4b2o$2bo!
The phase 2 mod 4 combination might be useful:

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x = 15, y = 14, rule = B2e3aceij5-ijr/S23-a4
3b2obobo$3bo2b3ob2o$2obo3bo3bo$bob2o6bob2o$2obo6b2obo$bobo7bobo$2ob2o
6bob2o$bobo6b2obo$bobo7bobo$2ob2o6bob2o$3bo6b2obo$2b2ob2obo4bo$6b3o4b
2o$7bo!
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