Non-explosive B2a rules

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R2INT
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Re: Non-explosive B2a rules

Post by R2INT »

Constructed a gun:

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x = 13, y = 12, rule = B2-ek3q4e/S03i4-ay5ace6en
bo9bo$3o7b3o$bo2bo3bo2bo2$7bo$9bo$9bo$7bo2$bo2bo3bo2bo$3o7b3o$bo9bo!
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Disaster16439
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Re: Non-explosive B2a rules

Post by Disaster16439 »

soooo close!

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x = 67, y = 37, rule = B2-ek3q4e/S03i4-ay5ace6en
18bo$17b3o$18b3o$19bo$o$2bo$2bo$o$19bo$5bo4bo7b3o$4b3o2b3o5b3o$5bo4b3o
3b3o$11bo2bo2bo$13b3o$14bo9$64bo$63b3o$64bo$38bo27bo$40bo22bo$40bo$38b
o2$43bo4bo7bo2bo$42b3o2b3o5b6o$43bo4b3o3b3o2bo$49bo2bo2bo$51b3o$52bo!
Edit 1:

Way too complicated RT40 reflector:

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x = 23, y = 29, rule = B2-ek3q4e/S03i4-ay5ace6en
7bo10bo$6b3o8b3o$7bo10bo8$8bo8bo$7b3o6b3o$8bo8bo2$9bo6bo5$o$2bo$2bo18b
o$o19b3o$19b3o$5bo4bo7b3o$4b3o2b3o5b3o$5bo4b3o2bo2bo$11bo2b3o$15bo!
The top 2 crosses are just to shave off the big spaceship. You can attach other components, for example my 90 degree reflector that gave a backwards moon so didn’t work. But I guess if you attach it here you’ll either get a shifter or a 180 degree reflector. Depending on how you do it.

Edit 2:

Example p42 loop:

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x = 48, y = 32, rule = B2-ek3q4e/S03i4-ay5ace6en
7bo$6b3o2bo$4bo2bo2b3o4bo$3b3o2bo2b3o2b3o20bo$2b3obo5bo4bo20b3o$b3ob2o
3b2ob4o22b3o$3o3bobo28bo2bo2bo$bo15bo24b3o$3bo2bo6bo22bo6b3o$44bo2$35b
2o2b2o2$33bo8bo$6bo6bo18b4o4b4o$33bo8bo$5bo8bo21bo2bo$4b3o6b3o18bo2b2o
2bo$5bo8bo$37b2o3$3bo21bo$2b3o22bo11bo$3b3o21bo18bo$4bo2bo17bo19b3o$6b
3o35b3o$7b3o20bo4bo7b3o$8bo20b3o2b3o5b3o$30bo4b3o2bo2bo$36bo2b3o$40bo!
It should now be possible to construct p40+ oscillators. Omniperiodicity seems to be close!

Edit 3;

This design should take care of all evens greater than 12:

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x = 33, y = 10, rule = B2-ek3q4e/S03i4-ay5ace6en
bo12bo$3o2bo4bo2b3o10bo$bo2b3o2b3o2bo7bo5bobo$5bo4bo13bo3bo$2b2o17bo4b
o4bo$20b3o7b3o$2bo5bo4bo7bo9bo$b3o6bob3o$2bo7bo2bo$8bo!
And this should take care of a good bit of the odds:

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x = 34, y = 9, rule = B2-ek3q4e/S03i4-ay5ace6en
32bo$6bo24b3o$5b3o22b3o$4b3o22b3o$bob3o22b3o$3obo20bob3o$bo22b3obo$3bo
21bo$27bo!
Edit 4:

A lot of rephasing reflectors:

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x = 63, y = 33, rule = B2-ek3q4e/S03i4-ay5ace6en
10bo$8bo$7b3obo$8bob3o$11bo$7bo19bo$6b3o9bo9bo$7bo12bo6b3o2bo$6bo13bo
7bo2b3o$18bo13bo$29bobo2bo18bo$30b3o11bo9bo$31bo14bo6b3o$7b2o37bo7bo2b
o$44bo11b3o$7b2o46bob3o$6bo2bo15bo2bo29b3o$26b2o29bobo2bo$58bobo$26b2o
31b3o$3bo56bo$2b3o$o2bobo$2bo13bo$b3o2bo7bo13bo$2bo2b3o6bo12bo$6bo9bo
9b3o$7bo19bo$23bo$22b3obo$23bob3o$26bo$24bo!
6n+5 and 10n+5. 26n+13 should be possible. The core reaction is the failed stable reflector where a stray dot destroys the cross. You can use a sparker to avoid that. There also is a stray p2, but crashing a halfmoon in there actually does not change anything. The p2 gets rephased. But, the p3 sparker ALSO happens to be rephased, so instead of 6n+3 we have 6n+5. It should be possible to avoid though.

Yes, 39 works:

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 x = 59, y = 57, rule = B2-ek3q4e/S03i4-ay5ace6en
18bo$20bo$17bob3o$16b3obo$15b3obo$14b3o$13b3obo$12b3o$13bobo$11bo35bo$
10b3o25bo9bo$11bo28bo6b3o$10bo29bo7bo2bo$38bo11b3o$51b3o$52b3o$51bob3o
$11b2o41b3o$55bo2bo$11b2o43bo$10bo2bo41b3o$56bo14$2bo$b3o41bo2bo$2bo
43b2o$o2bo$2b3o41b2o$3b3obo$4b3o$5b3o$6b3o11bo$7bo2bo7bo29bo$9b3o6bo
28bo$10bo9bo25b3o$11bo35bo$43bobo$44b3o$41bob3o$42b3o$39bob3o$38bob3o$
37b3obo$38bo$40bo!
PERIODS MISSING:

10, 19, 21, 27, 31, 33, 37

Pretty close!

Code: Select all

x=0,y=0,rule=B34q/S23-k
14b3o$13bo3bo$13b2ob2o9$15bo$15bo$b2o12bo12b2o$obo25bobo$o10b3o3b3o10b
o$obo25bobo$b2o12bo12b2o$15bo$15bo9$13b2ob2o$13bo3bo$14b3o!
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MDA
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Re: Non-explosive B2a rules

Post by MDA »

A non-explosive B2a rule I found now:

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x = 0, y = 0, rule = B2ae4e5n/S1e3c
!
[[ RANDOMIZE ]]
It has a somewhat common c/8d omnirake which can probably be corderized:

Code: Select all

x = 3, y = 4, rule = B2ae4e5n/S1e3c
bo$2bo$2bo$2o!
My website (a database of Life objects, WIP).
GlidINT has been released!

Code: Select all

x = 5, y = 17, rule = B3-ry4acenqt5eir6-ek/S2-a3-a4nq5aeknr6-akHistory
C$2C$.2C$2C11$.3D$3.D$2.3D!
[[ STOP 72 ]]
Disaster16439
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Re: Non-explosive B2a rules

Post by Disaster16439 »

MDA wrote: August 3rd, 2026, 4:26 pm A non-explosive B2a rule I found now:

Code: Select all

x = 0, y = 0, rule = B2ae4e5n/S1e3c
!
[[ RANDOMIZE ]]
It has a somewhat common c/8d omnirake which can probably be corderized:

Code: Select all

x = 3, y = 4, rule = B2ae4e5n/S1e3c
bo$2bo$2bo$2o!
The rake may be corderizable, but it likely will be a tall task.

The back stream has an orbit consisting of the photons bombarding a duoplet constantly and regenerating it, quite the dirty orbit:

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x = 15, y = 16, rule = B2ae4e5n/S1e3c
3bo$2bo2$2bo$bo4$b2o9bo$o2bo5bobo$o7bo2$3bo2bo2$bo2bo$2b2o!
(removing 1 of the duoplet-pairs still makes the puffer, and the 2 engines can be off-phase)

But putting ash on the front seems to only have a vertically pulling down reaction, which climbs the stream (or thinking in another way, the rake catches up to it) and destroys the rake.

Edit 1:

All moon-duoplet collisions: (that aren’t boring eating reactions, I picked only 1 eating reaction)

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 x = 72, y = 23, rule = B2ae4e5n/S1e3c
34bo$35bo5$31b2o$30bo2bo7$2bo16bo$bo16bo$52bo7bo10bo$53bo5bo10bo3$17b
2o31b2o5b2o8b2o$b2o13bo2bo29bo2bo3bo2bo6bo2bo$o2bo!

Eater, rephasing toggle that eats in the other phase, dirty thing, thing that does a slightly different thing when rephased, and another dirty thing

Code: Select all

x=0,y=0,rule=B34q/S23-k
14b3o$13bo3bo$13b2ob2o9$15bo$15bo$b2o12bo12b2o$obo25bobo$o10b3o3b3o10b
o$obo25bobo$b2o12bo12b2o$15bo$15bo9$13b2ob2o$13bo3bo$14b3o!
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MDA
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Re: Non-explosive B2a rules

Post by MDA »

MDA wrote: August 3rd, 2026, 4:26 pm A non-explosive B2a rule I found now:

Code: Select all

[…]
Two guns I found; one is p4 and shoots the moon, the other is p12 and shoots a p4 photon through 4 barrels:

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x = 26, y = 21, rule = B2ae4e5n/S1e3c
4ob4o13$23bo$24bo2$20bo4bo$21bo3bo2$23bo$24bo!
My website (a database of Life objects, WIP).
GlidINT has been released!

Code: Select all

x = 5, y = 17, rule = B3-ry4acenqt5eir6-ek/S2-a3-a4nq5aeknr6-akHistory
C$2C$.2C$2C11$.3D$3.D$2.3D!
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yyh_baboon
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Re: Non-explosive B2a rules

Post by yyh_baboon »

Here is a 1-barrel version:

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 x = 19, y = 12, rule = B2ae4e5n/S1e3c
bo3b3o3b3o3bo$o4b3o3b3o4bo2$o4b3o3b3o4bo$bo3b3o3b3o3bo6$7bo3bo$8bobo!
Definitely not spam
Wondering when the P38 gun will be constructed.
Currently hand-searching spaceships.ÔvÔ

Code: Select all

 x = 4, y = 4, rule = B3aeiq4tz5j6i7e8/S2-ci3-aeky4cei5ain6acin78
3o$o2bo$3bo$b3o!
Rhombicubocta
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Re: Non-explosive B2a rules

Post by Rhombicubocta »

MDA wrote: August 3rd, 2026, 4:26 pm A non-explosive B2a rule I found now:

Code: Select all

x = 0, y = 0, rule = B2ae4e5n/S1e3c
!
[[ RANDOMIZE ]]
It has a somewhat common c/8d omnirake which can probably be corderized:

Code: Select all

x = 3, y = 4, rule = B2ae4e5n/S1e3c
bo$2bo$2bo$2o!
Disappointingly it still can explode.

Code: Select all

x = 9, y = 9, rule = B2ae4e5n/S1e3c
b5o2bo$3bob2o$o2b2ob2o$8bo$4b2ob2o$obo2b2o$ob4obo$2bo$2b2ob2obo!
Maybe some rule golfing can prevent the explosion since the same breeder seems to cause all the explosions I have seen in this rule.
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Re: Non-explosive B2a rules

Post by MDA »

A non-explosive B2a rule I found:

Code: Select all

x = 0, y = 0, rule = B2acn3aq4c/S02acn
!
[[ RANDOMIZE ]]
I will probably add some more to my post.
My website (a database of Life objects, WIP).
GlidINT has been released!

Code: Select all

x = 5, y = 17, rule = B3-ry4acenqt5eir6-ek/S2-a3-a4nq5aeknr6-akHistory
C$2C$.2C$2C11$.3D$3.D$2.3D!
[[ STOP 72 ]]
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J5L
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Re: Non-explosive B2a rules

Post by J5L »

An non-explosive(probably) rule that supports some reflectors:

Code: Select all

x = 90, y = 20, rule = B2ac3q4qr/S03a45aij678
6bo7bo16bo7bo15bo$4bo11bo12bo11bo11bo17bo$o3bo11bo3bo4bo3bo11bo3bo3bo
3bo17bobo$6bo7bo16bo7bo15bo$bo17bo6bo17bo5bo21bo8bobobobobo2$10bo4$58b
o3bo3bo3bo$4bo3bo2bobobo16bo2bobobo$58bo3bo3bo3bo$4bo3bo2bo3bo16bo2bo
3bo$58bobobo3bobobo$4bobobo2bo3bo16bo2bobobo$62bo7bo$8bo2bo3bo16bo2bo
3bo$62bo7bo$8bo2bobobo16bo2bobobo!
It can probably clear all even periods.
Sample soup:

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x = 16, y = 16, rule = B2ac3q4qr/S03a45aij678
o3b3obob2o2bo$3b4obo5bo$4ob3obo3bobo$o2b3o2bo5b2o$obo4bob2o2bobo$2b3o
b2ob3obobo$4o2bo4bob3o$2bo5bobobo$3o3b2o2b2o2b2o$7bo2b2o$ob2ob5ob3o$b
4ob2ob2ob2obo$b5ob5ob3o$b8ob2ob2o$bob2ob6o3bo$2o4b5o2bobo!
I will explore this later once i go home.
JayFiveEll.
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yyh_baboon
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Re: Non-explosive B2a rules

Post by yyh_baboon »

Strange:

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 x = 7, y = 10, rule = B2ac3q4qr/S03a45aij678
2o$b2o$b2obo$b5o$b5o$b2o$3o$b2o3bo2$4b2o!
Definitely not spam
Wondering when the P38 gun will be constructed.
Currently hand-searching spaceships.ÔvÔ

Code: Select all

 x = 4, y = 4, rule = B3aeiq4tz5j6i7e8/S2-ci3-aeky4cei5ain6acin78
3o$o2bo$3bo$b3o!
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speedydelete
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Re: Non-explosive B2a rules

Post by speedydelete »

Partially tamed B2a3i rule:

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#C [[ RANDWIDTH 64 RANDHEIGHT 64 RANDOMIZE ]]
x = 0, y = 0, rule =  B2ac3iq/S02i3e4r5i6c7c8
!
I manage the 5S project, which collects all known spaceship speeds in certain rulespaces.
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