"Synthesizing" objects with still lives and oscillators

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hotcrystal0
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"Synthesizing" objects with still lives and oscillators

Post by hotcrystal0 »

This thread is in the same vein as Objects a la carte and Creating things while a simulation is running.
was originally a supplement to cgol rpg. Although it still mainly applies to cgol rpg, it likely has other applications.

This thread is about using collisions between still lives and oscillators to "synthesize" other objects. Common objects are preferred. Objects may be inserted midway, but may not be placed in direct contact with each other (direct contact meaning not being separated by dead cells).
wwei47 wrote: November 2nd, 2024, 11:04 pm Long boat:

Code: Select all

x = 35, y = 12, rule = B3/S23
8b2o18b2o$8b2o18b2o2b2o$31bo$5b3o18b2o3bo2bo$3b4obo16bo2bo3b2o$2b3o3bo
19bo$bo3b3o18b2o2b2o$bob4o23b2o$2b3o2$2o$2o!
Long barge:

Code: Select all

x = 14, y = 14, rule = B3/S23
3b2o$3b2o2$4b3o$4b3o3$2o7b2o$2o7b2o$2o7b2ob2o$12b2o2$4b3o$4b3o!
Half-bakery:

Code: Select all

x = 14, y = 14, rule = B3/S23
6b2o$6b2o2$4b3o$4b3o2$12b2o$2o7b2ob2o$2o7b2o$2o7b2o3$4b3o$4b3o!
Pulsar:

Code: Select all

x = 17, y = 11, rule = B3/S23
7b3o$7b3o2$2o13b2o$2ob2o7b2ob2o$3b2o7b2o$3b2o7b2o3$7b3o$7b3o!
Just a funny number of gliders:

Code: Select all

x = 7, y = 11, rule = B3/S23
2o$2o$3bo$2b3o$b2ob2o$3ob3o$b2ob2o$2b3o$3bo$5b2o$5b2o!
Toad:

Code: Select all

x = 11, y = 11, rule = B3/S23
2o3bo3b2o$2o2b3o2b2o$3b5o$2bo5bo$b2o2bo2b2o$3obobob3o$b2o2bo2b2o$2bo5b
o$3b5o$4b3o$5bo!
Mango:

Code: Select all

x = 11, y = 17, rule = B3/S23
4b2o$4b2o2$4b3o$3bo3bo$3bo3bo$b2o5b2o$o4bo4bo$o3bobo3bo$o4bo4bo$b2o5b
2o$3bo3bo$3bo3bo$4b3o2$5b2o$5b2o!
Beacon:

Code: Select all

x = 10, y = 10, rule = B3/S23
3b2o$3b2o2$2b3o$bo3bo$o5bob2o$o5bob2o$o5bo$bo3bo$2b3o!
Eater 1:

Code: Select all

x = 12, y = 12, rule = B3/S23
6b2o$6b2o$9bo$2bo5bobo$bobo3bo3bo$o3bo2bo3bo$o3bo2bo3bo$o3bo3bobo$bobo
5bo$2bo$4b2o$4b2o!
Boat-tie:

Code: Select all

x = 12, y = 12, rule = B3/S23
2o$2o2b3o$3bo3bo$3bo3bo$b2o5b2o$o4bo4bo$o3bobo3bo$o4bo4bo$b2o5b2o$3bo
3bo$3bo3bo2b2o$4b3o3b2o!
Fleet:

Code: Select all

x = 52, y = 10, rule = B3/S23
24bo$25bo$b2o13b2o2bo5bo19bo3b2o$b2o3b2o8b2o2bo5bo18bob2ob2o$5b3o11bo
5bo2b2o9b3o3bo2bo$3b3o13bo5bo2b2o9bo2bo3b3o$2b3o15bo15b2ob2obo$3o18bo
14b2o3bo$2o3b2o$5b2o!
Mirrored buns:

Code: Select all

x = 15, y = 9, rule = B3/S23
7bo$6b3o$2o3b5o3b2o$2o2b2o3b2o2b2o$3b3o3b3o$4b2o3b2o$5b5o$6b3o$7bo!
Funny paperclip-like thing:

Code: Select all

x = 10, y = 8, rule = B3/S23
7b2o$6bo2bo$2b2o3b2o$2b2o$6b2o$b2o3b2o$o2bo$b2o!
PD:

Code: Select all

x = 6, y = 8, rule = B3/S23
b2o$b2o2$2o2b2o$2o2b2o2$b2o$b2o!
Queen bee shuttle:

Code: Select all

x = 34, y = 22, rule = B3/S23
4b2o22b2o$4b2o22b2o$24b3o$23bo3bo4b2o$2o5b2o3b2o8bo5bo3b2o$2o5b2o3b2o
9bo3bo$3b3o18b3o$2bo3bo21b2o$bo5bo20b2o$2bo3bo$3b3o10$3b2o$3b2o!
Umix:

Code: Select all

x = 14, y = 14, rule = B3/S23
7b2o$7b2o2$4bobo$3bobobo$12b2o$bo7bo2b2o$o9bo$bo7bo$o9bo$bo7bo2$3bobob
o$4bobo!
Twin bees (yet to find a stabilization for the other side):

Code: Select all

x = 11, y = 31, rule = B3/S23
b2o$b2o15$2o2bobo2b2o$2obobobob2o2$bo7bo$o9bo$bo7bo$o9bo$bo7bo2$3bobob
o$4bobo2b2o$9b2o2$2b2o$2b2o!
EDIT: Twin hat (!!!!!!) Edit 2: Please paste thank you.

Code: Select all

x = 5, y = 8, rule = B3/S23
b3o$b2obo$o3bo$b3o$b3o2$2ob2o$2ob2o!
Edit 3: Pond+long boat:

Code: Select all

x = 8, y = 9, rule = B3/S23
2o3bo$2o2bobo$3bo3bo$3bo3bo$3bo3bo$4bobo$7bo$6b2o$6b2o!
Edit 4: Long boat:

Code: Select all

x = 6, y = 5, rule = B3/S23
4b2o$4b2o$3o$2ob2o$2b3o!
Just a funny push reaction:

Code: Select all

x = 13, y = 22, rule = B3/S23
6b2o$6b2o2$6bo$5b3o$4bobobo$4bo3bo$2b2o5b2o$bo4bo4bo$3o2bobo2b3o$bo4bo
4bo$2b2o5b2o$4bo3bo$4bobobo$5b3o$6bo5$4b2o$4b2o!
Edit 5: Half-bakery:

Code: Select all

x = 41, y = 15, rule = LifeSuper
7.A16.2Q9.3Q$7.A13.2Q.2Q8.Q3.Q$6.3A12.2Q10.M4.Q$32.M4.Q$5.A3.A10.2M
10.M3.M2.2M$4.A5.A9.2M10.M2.M3.2M$2.A4.2A3.A20.2M$3A4.2A3.3A21.2M$2.A
9.A23.2M$4.A5.A$5.A3.A2$6.3A$7.A$7.A!
Mirrored buns:

Code: Select all

x = 11, y = 10, rule = LifeSuper
2A7.2A$2A2.3A2.2A$3.A3.A$2.A5.A$.A7.A$.A7.A$.A7.A$2.A5.A$3.A3.A$4.3A!
Long barge:

Code: Select all

x = 23, y = 11, rule = LifeSuper
4.2Q13.2M$.2Q.2Q13.2M$.2Q$19.3Q$2M16.Q$2M16.Q3.Q$16.2M.Q2.Q$12.2M.M2.
M.M2Q$12.2M.M3.2M$15.M3.M$17.3M!
Shillelagh:

Code: Select all

x = 24, y = 10, rule = LifeSuper
22.2M$22.2M2$21.Q$5.2Q12.2Q.Q$2.2Q.2Q11.Q3.Q$2.2Q16.2Q$16.M$2M$2M14.
2M!
Beacon:

Code: Select all

x = 23, y = 11, rule = LifeSuper
4.2Q15.2M$.2Q.2Q15.2M$.2Q16.Q$17.2Q.Q$2M14.Q3.Q$2M13.M3.Q$15.M2.M$14.
M2.M$15.2M$12.2M$12.2M!
Cis-mango at mango:

Code: Select all

x = 20, y = 8, rule = LifeSuper
4.2Q10.M$.2Q.2Q8.M.M$.2Q10.M2.M.2M$18.2M$2M10.3M$2M$14.2M$14.2M!
Edit 6: Barge:

Code: Select all

x = 55, y = 25, rule = LifeSuper
52.F4$38.F7$3.2Q17.Q16.2Q11.Q$2Q.2Q15.2Q.Q12.2Q.2Q10.3Q$2Q17.Q3.Q12.
2Q12.Q2.2Q$19.Q.2Q27.Q3.Q$2M19.M15.2M13.Q.Q$2M17.2M16.2M9.M3.2Q$16.2W
.2M27.2M.3M$16.2W30.3M$48.6M$49.2M.2M$50.M.M$51.M$53.2S$53.2S!
Trans-mirrored buns:

Code: Select all

x = 21, y = 20, rule = LifeSuper
2.F7$3.2Q8.2S$2Q.2Q8.2S.3Q$2Q14.Q2.Q$15.Q3.Q$.2M13.Q2.2Q$.2M13.2Q.Q$
13.2M4.M$12.M3.M.M$12.M$18.M$13.M$14.2M.2M$16.M!
Edit 7: Barge; beacon:

Code: Select all

x = 45, y = 7, rule = LifeSuper
3.2Q17.2S12.2S3.2Q$2Q.2Q14.Q2.2S12.2S2.Q$2Q16.3Q18.Q3.Q$17.3Q.Q16.Q5.
Q$2.2M12.2Q3.Q16.Q2.Q.2Q$2.2M12.Q.3Q17.Q3.Q.Q$17.3Q19.3Q.Q!
Edit 8: More barge stuff:

Code: Select all

x = 57, y = 22, rule = LifeSuper
18.F12$3.2Q12.3Q14.2S15.3Q$2Q.2Q12.Q2.Q13.2S15.Q2.M$2Q14.Q2.QM29.Q.M$
3.2M11.Q2.M14.3Q12.2QM.M$3.2M11.M2.M.2S11.3Q12.2QM3.2M$17.2M2.2S9.2Q
3.M17.2M$32.Q2.2QM10.2S2.M2.2M$32.4Q2.M9.2S2.3M$34.M.3M13.3M$36.M!
Cis- and trans-mirrored bookends:

Code: Select all

x = 21, y = 17, rule = LifeSuper
2.2A14.2A$2.2A14.2A2$2A14.2A$2A.2A11.2A.2A$3.2A14.2A6$3.2A11.2A$2A.2A
11.2A.2A$2A17.2A2$2.2A13.2A$2.2A13.2A!
Relevant wiki page: User:Prime Raptor21/cgol rpg syntheses
Last edited by hotcrystal0 on November 8th, 2025, 4:55 pm, edited 3 times in total.
There's a lot you can do by just reassembling known components.
90 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
User avatar
confocaloid
Posts: 6697
Joined: February 8th, 2022, 3:15 pm
Location: learn to protect yourself against stray gliders and sparks and self-destruct mechanisms

Re: Block “Syntheses”

Post by confocaloid »

What do you mean by "make objects with purely blocks"?

Looking at the posted examples, neither of the first several is what I would describe as "making objects with purely blocks", because there are also 3-by-2 rectangles (beehive predecessors) and/or other objects that aren't blocks.
hotcrystal0 wrote: November 5th, 2024, 11:10 pm [...] The goal is to make objects with purely blocks, and reduce such “syntheses”. You are allowed to insert blocks midway into the evolution. Here are some by wwei:
wwei47 wrote: November 2nd, 2024, 11:04 pm Long boat:

Code: Select all

x = 35, y = 12, rule = B3/S23
8b2o18b2o$8b2o18b2o2b2o$31bo$5b3o18b2o3bo2bo$3b4obo16bo2bo3b2o$2b3o3bo
19bo$bo3b3o18b2o2b2o$bob4o23b2o$2b3o2$2o$2o!
Long barge:

Code: Select all

x = 14, y = 14, rule = B3/S23
3b2o$3b2o2$4b3o$4b3o3$2o7b2o$2o7b2o$2o7b2ob2o$12b2o2$4b3o$4b3o!
[...]
[...]
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.
User avatar
Aleph
Moderator
Posts: 2321
Joined: February 18th, 2021, 11:18 am

Re: Block “Syntheses”

Post by Aleph »

I had another "pile" of these syntheses in a different post:
wwei47 wrote: November 2nd, 2024, 7:36 pm And now for some "random" interesting constructions I've found: These are technically useless, but I think that it's time to do more than just endlessly moving around blocks and ponds.
Four blocks to two pulsars:

Code: Select all

x = 5, y = 11, rule = B3/S23
3b2o$3b2o2$2b2o$2b2o2$b2o$b2o2$2o$2o!
Pentadecathalon with 6 blocks: NOTE: OUTDATED: 4 BLOCKS ARE ENOUGH

Code: Select all

x = 5, y = 14, rule = B3/S23
2b2o$2b2o2$2o$2o2$2ob2o$2ob2o2$3b2o$3b2o2$b2o$b2o!
Boat becomes block on dock with 2 blocks:

Code: Select all

x = 6, y = 6, rule = B3/S23
b2o$b2o2$4bo$2obobo$2o2b2o!
13 blocks to make an octagon 2:

Code: Select all

x = 29, y = 18, rule = B3/S23
18b2o$18b2o4$3b2o11b2o4b2o$3b2o11b2ob2ob2o$19b2o6b2o$2ob2ob2o9b2o2b2o
4b2o$2ob2ob2o3b2o4b2o2b2o$11b2o6b2o$3b2o11b2ob2ob2o$3b2o11b2o4b2o4$20b
2o$20b2o!
By making an HF with 2 blocks then "interrupting" it:
A third block can make a cis-boat on cap (!!!):

Code: Select all

x = 8, y = 3, rule = B3/S23
3o3b2o$2ob2ob2o$2b3o!
Two blocks can make two LWSSes:

Code: Select all

x = 9, y = 13, rule = B3/S23
6b2o$6b2o$4bo$3b3o$2b5o$b2o3b2o$3o3b3o$b2o3b2o$2b5o$3b3o$4bo$b2o$b2o!
When trying to "rescue" bad ponds, I found out you could also make a paperclip or eater 1:

Code: Select all

x = 56, y = 11, rule = B3/S23
26b2o22b2o$25bobo21bobo$b2o$o2bo20bo2bob2o17bo2bob2o$o2bob2o17bo2bobob
o16bo2bobobo$b2o2b2o18bob2o2bo17bob2o2bo$26bob2obob2o15bob2obo$28b3o2b
2o17b3o2$52b2o$52b2o!
There's also a shillelagh that I found, but it's extremely messy and takes extremely long. Not practical for this thread. NOTE: OUTDATED: FAST 4-BLOCK SHILLELAGH IS NOW KNOWN

Code: Select all

x = 10, y = 6, rule = LifeHistory
2.4A$.4ABA$A2.B.BA.2A$A2.3A2.2A$.3A$2.A!
EDIT: Interesting block transmutation reaction:

Code: Select all

x = 10, y = 10, rule = B3/S23Super
.2A$.2A5.2A$5.2I.2A$2.2Q.2I$2.2Q$6.2G$3.2I.2G$2A.2I$2A5.2A$7.2A!
confocaloid wrote: November 5th, 2024, 11:24 pm What do you mean by "make objects with purely blocks"?

Looking at the posted examples, neither of the first several is what I would describe as "making objects with purely blocks", because there are also 3-by-2 rectangles (beehive predecessors) and/or other objects that aren't blocks.
hotcrystal0 wrote: November 5th, 2024, 11:10 pm [...] The goal is to make objects with purely blocks, and reduce such “syntheses”. You are allowed to insert blocks midway into the evolution. Here are some by wwei:
wwei47 wrote: November 2nd, 2024, 11:04 pm Long boat:

Code: Select all

x = 35, y = 12, rule = B3/S23
8b2o18b2o$8b2o18b2o2b2o$31bo$5b3o18b2o3bo2bo$3b4obo16bo2bo3b2o$2b3o3bo
19bo$bo3b3o18b2o2b2o$bob4o23b2o$2b3o2$2o$2o!
Long barge:

Code: Select all

x = 14, y = 14, rule = B3/S23
3b2o$3b2o2$4b3o$4b3o3$2o7b2o$2o7b2o$2o7b2ob2o$12b2o2$4b3o$4b3o!
[...]
[...]
I realize that the full context might not be obvious in those two cases. Those two examples were the results of "interrupting" this block collision:

Code: Select all

x = 8, y = 4, rule = LifeSuper
6.2A$3.2A.2A$2A.2A$2A!
EDIT: For the case with the 3x2 rectangles, I was "interrupting" a honey farm made from two blocks.
Edit 2 for more context: The three-block collision used to be a relatively common reaction in the roleplay thread, since it eventually turned into four blocks, which was one more than you put in. The two-block HF was also investigated as a starting point for syntheses, because it was one of the cheapest starting points.
Edit 3:
hotcrystal0 wrote: November 5th, 2024, 11:10 pm This thread is mainly a supplement to cgol rpg.

The goal is to make objects with purely blocks, and reduce such “syntheses”. You are allowed to insert blocks midway into the evolution.
There is an extra rule that can occasionally come in useful. For example, the temporary tub in a honey farm is technically a stable object, and RPG rules would allow you to remove it.

Code: Select all

x = 29, y = 9, rule = B3/S23
3b3o17b3o$2bo3bo15bo3bo$bo5bo13bo5bo$o3bo3bo11bo7bo$o2bobo2bo11bo7bo$o
3bo3bo11bo7bo$bo5bo13bo5bo$2bo3bo15bo3bo$3b3o17b3o!
EDIT 4: Or move it somewhere else.
Edit 5: If you remove the tub after the first internal interaction:
4 blocks -> cis-mirrored bookends+junk

Code: Select all

x = 11, y = 14, rule = B3/S23
3b2ob2o$3b2ob2o2$4b3o$3bo3bo$3bo3bo$b2o5b2o$o9bo$o9bo$o9bo$b2o5b2o$3bo
3bo$3bo3bo$4b3o!
4 blocks -> 2 barges+tub+junk in 27 generations:

Code: Select all

x = 15, y = 15, rule = B3/S23
7bob2o$7bob2o2$5bobobo$5b5o$3b2o5b2o$4bo5bo$2ob2o5b2ob2o$4bo5bo$3b2o5b
2o$5b5o$5bobobo2$4b2obo$4b2obo!
4 blocks -> cis-mirrored (house tie boat)s in 176 generations:

Code: Select all

x = 13, y = 14, rule = B3/S23
2b2o5b2o$2b2o2bo2b2o$5b3o$4bobobo$4bo3bo$2b2obobob2o$bo2bobobo2bo$3o2b
obo2b3o$bo2bobobo2bo$2b2obobob2o$4bo3bo$4bobobo$5b3o$6bo!
4 blocks -> mirrored house in 173 generations:

Code: Select all

x = 13, y = 7, rule = B3/S23
5b3o2$2obo5bob2o$2obo5bob2o$3bo5bo2$5b3o!
=================================
EDIT 5: Just labeling everything optimal in cost or speed as such: think of this as the beginning of a "thread index":
[-14:1] 4 blocks -> pulsar+2 ponds+junk

Code: Select all

x = 17, y = 11, rule = B3/S23
7b3o$7b3o2$2o13b2o$2ob2o7b2ob2o$3b2o7b2o$3b2o7b2o3$7b3o$7b3o!
[-7:1] 4 blocks -> mirrored house+tub+10 blocks+junk

Code: Select all

x = 13, y = 7, rule = B3/S23
5b3o2$2obo5bob2o$2obo5bob2o$3bo5bo2$5b3o!
[-6:1] 4 blocks -> cis-mirrored buns+10 blocks+junk

Code: Select all

x = 15, y = 4, rule = B3/S23
2o11b2o$2o3b2o6b2o$5b2ob2o$8b2o!
[-5:1] 4 blocks -> long boat+pond in 12 generations

Code: Select all

x = 8, y = 9, rule = B3/S23
2o3bo$2o2bobo$3bo3bo$3bo3bo$3bo3bo$4bobo$7bo$6b2o$6b2o!
[-2:1] 4 blocks -> beacon+8 blocks

Code: Select all

x = 10, y = 10, rule = B3/S23
3b2o$3b2o2$2b3o$bo3bo$o5bob2o$o5bob2o$o5bo$bo3bo$2b3o!
[1:1] 4 blocks -> 2 LWSSes+2 blocks in 34 generations

Code: Select all

x = 9, y = 13, rule = B3/S23
6b2o$6b2o$4bo$3b3o$2b5o$b2o3b2o$3o3b3o$b2o3b2o$2b5o$3b3o$4bo$b2o$b2o!
[3:2] 4 blocks -> 2 barges+tub+junk

Code: Select all

x = 15, y = 15, rule = B3/S23
7bob2o$7bob2o2$5bobobo$5b5o$3b2o5b2o$4bo5bo$2ob2o5b2ob2o$4bo5bo$3b2o5b
2o$5b5o$5bobobo2$4b2obo$4b2obo!
[3:2] 5 blocks -> 2 long boats+2 blocks

Code: Select all

x = 10, y = 8, rule = B3/S23
3b2o$3b2o2b2o$6bo$b2o3bo2bo$o2bo3b2o$3bo$b2o2b2o$5b2o!
[5:4] 5 blocks -> 4 ship-ties

Code: Select all

x = 36, y = 8, rule = B3/S23
8bo$9bo$2o2bo5bo19bo3b2o$2o2bo5bo18bob2ob2o$3bo5bo2b2o9b3o3bo2bo$3bo5b
o2b2o9bo2bo3b3o$4bo15b2ob2obo$5bo14b2o3bo!
[2:1] 4 blocks -> 2 toads in 62 generations

Code: Select all

x = 11, y = 11, rule = B3/S23
2o3bo3b2o$2o2b3o2b2o$3b5o$2bo5bo$b2o2bo2b2o$3obobob3o$b2o2bo2b2o$2bo5b
o$3b5o$4b3o$5bo!
[2:1] 4 blocks -> 2 mangos

Code: Select all

x = 11, y = 17, rule = B3/S23
4b2o$4b2o2$4b3o$3bo3bo$3bo3bo$b2o5b2o$o4bo4bo$o3bobo3bo$o4bo4bo$b2o5b
2o$3bo3bo$3bo3bo$4b3o2$5b2o$5b2o!
[2:1] 4 blocks -> 2 boat-ties+stuff in 38 generations

Code: Select all

x = 12, y = 12, rule = B3/S23
2o$2o4$3b2o$3b2ob2o$6b2o3$10b2o$10b2o!
[4:1] 4 blocks -> 2 pulsars in 60 generations (pondless)

Code: Select all

x = 5, y = 11, rule = B3/S23
3b2o$3b2o2$2b2o$2b2o2$b2o$b2o2$2o$2o!
[5:2] 5 blocks -> 2 eater 1s+junk

Code: Select all

x = 12, y = 12, rule = B3/S23
6b2o$6b2o$9bo$2bo5bobo$bobo3bo3bo$o3bo2bo3bo$o3bo2bo3bo$o3bo3bobo$bobo
5bo$2bo$4b2o$4b2o!
[5:2] 5 blocks -> 2 half-bakeries in 12 generations

Code: Select all

x = 21, y = 9, rule = B3/S23Super
4.2Q9.3Q$.2Q.2Q8.Q3.Q$.2Q10.M4.Q$12.M4.Q$2M10.M3.M2.2M$2M10.M2.M3.2M$
13.2M$16.2M$16.2M!
[3:1] 5 blocks -> long barge+2 blocks in 12 generations

Code: Select all

x = 23, y = 11, rule = B3/S23Super
4.2Q13.2M$.2Q.2Q13.2M$.2Q$19.3Q$2M16.Q$2M16.Q3.Q$16.2M.Q2.Q$12.2M.M2.
M.M2Q$12.2M.M3.2M$15.M3.M$17.3M!
[3:1] 4 blocks -> trans-mirrored buns+block+junk in 52 generations

Code: Select all

x = 21, y = 20, rule = B3/S23Super
2.F7$3.2Q8.2S$2Q.2Q8.2S.3Q$2Q14.Q2.Q$15.Q3.Q$.2M13.Q2.2Q$.2M13.2Q.Q$13.
2M4.M$12.M3.M.M$12.M$18.M$13.M$14.2M.2M$16.M!
[3:1] 3 blocks -> cis-boat on cap+stuff in 125 generations

Code: Select all

x = 8, y = 3, rule = B3/S23
3o3b2o$2ob2ob2o$2b3o!
[4:1] 4 blocks -> pentadecathalon in 6 generations

Code: Select all

x = 6, y = 8, rule = B3/S23
b2o$b2o2$2o2b2o$2o2b2o2$b2o$b2o!
[4:1] 4 blocks -> unix in 31 generations

Code: Select all

x = 14, y = 14, rule = B3/S23
7b2o$7b2o2$4bobo$3bobobo$12b2o$bo7bo2b2o$o9bo$bo7bo$o9bo$bo7bo2$3bobob
o$4bobo!
[4:1] 4 blocks -> twin hat in 25 generations

Code: Select all

x = 5, y = 8, rule = B3/S23
b3o$b2obo$o3bo$ob2o$b3o2$2ob2o$2ob2o!
OUTDATED [4:1] 4 blocks -> shillelagh in 7 generations

Code: Select all

x = 10, y = 8, rule = B3/S23
8b2o$4b2o2b2o$4b2o2$3b2o$3b2o$2o$2o!
[4:1] 4 blocks -> cis-mirrored (house tie boat)s+stuff in 176 generations

Code: Select all

x = 13, y = 14, rule = B3/S23
2b2o5b2o$2b2o2bo2b2o$5b3o$4bobobo$4bo3bo$2b2obobob2o$bo2bobobo2bo$3o2b
obo2b3o$bo2bobobo2bo$2b2obobob2o$4bo3bo$4bobobo$5b3o$6bo!
[4:1] 4 blocks -> cis-mirrored bookends+junk

Code: Select all

x = 11, y = 14, rule = B3/S23
3b2ob2o$3b2ob2o2$4b3o$3bo3bo$3bo3bo$b2o5b2o$o9bo$o9bo$o9bo$b2o5b2o$3bo
3bo$3bo3bo$4b3o!
[5:1] 5 blocks -> cis-mango at mango in 15 generations

Code: Select all

x = 20, y = 8, rule = LifeSuper
4.2Q10.M$.2Q.2Q8.M.M$.2Q10.M2.M.2M$18.2M$2M10.3M$2M$14.2M$14.2M!
[6:1] 6 blocks -> queen bee shuttle (either) in 16 generations

Code: Select all

x = 34, y = 22, rule = B3/S23
4b2o22b2o$4b2o22b2o$24b3o$23bo3bo4b2o$2o5b2o3b2o8bo5bo3b2o$2o5b2o3b2o
9bo3bo$3b3o18b3o$2bo3bo21b2o$bo5bo20b2o$2bo3bo$3b3o10$3b2o$3b2o!
[6:1] 6 blocks -> bookends in 7 generations (all cases except cis-mirrored cost)

Code: Select all

x = 65, y = 17, rule = LifeSuper
2.2A10.2A10.2A10.2A10.2A10.2A$2.2A10.2A10.2A10.2A10.2A10.2A2$2A10.2A
10.2A10.2A10.2A10.2A$2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A7.2A.2A$3.2A10.
2A10.2A10.2A10.2A10.2A5$57.2A$3.2A7.2A8.2A14.2A13.2A2.2A.2A$2A.2A7.2A
.2A5.2A.2A11.2A.2A7.2A.2A5.2A$2A13.2A8.2A14.2A7.2A$58.2A$2.2A9.2A8.2A
14.2A11.2A4.2A$2.2A9.2A8.2A14.2A11.2A!
[11:1] pond+2 blocks -> paperclip in 68 generations

Code: Select all

x = 35, y = 8, rule = B3/S23
26b2o$25bobo$b2o$o2bo20bo2bob2o$o2bob2o17bo2bobobo$b2o2b2o18bob2o2bo$
26bob2obob2o$28b3o2b2o!
[13:1] 13 blocks -> octagon 2+stuff in 13 generations

Code: Select all

x = 29, y = 18, rule = B3/S23
18b2o$18b2o4$3b2o11b2o4b2o$3b2o11b2ob2ob2o$19b2o6b2o$2ob2ob2o9b2o2b2o
4b2o$2ob2ob2o3b2o4b2o2b2o$11b2o6b2o$3b2o11b2ob2ob2o$3b2o11b2o4b2o4$20b
2o$20b2o!
5 blocks -> beacon in 6 generations

Code: Select all

x = 23, y = 11, rule = B3/S23Super
4.2Q15.2M$.2Q.2Q15.2M$.2Q16.Q$17.2Q.Q$2M14.Q3.Q$2M13.M3.Q$15.M2.M$14.
M2.M$15.2M$12.2M$12.2M!
5 blocks -> 2 ship-ties in 11 generations

Code: Select all

x = 8, y = 8, rule = B3/S23
b2o$b2o3b2o$5b3o$3b3o$2b3o$3o$2o3b2o$5b2o!
4 blocks -> mango in 15 generations

Code: Select all

x = 20, y = 6, rule = LifeSuper
4.2Q10.M$.2Q.2Q8.M.M$.2Q10.M2.M.2M$18.2M$2M10.3M$2M!
4 blocks -> barge+stuff in 15 generations

Code: Select all

x = 23, y = 6, rule = B3/S23Super
3.2Q12.3Q$2Q.2Q12.Q2.Q$2Q14.Q2.QM$3.2M11.Q2.M$3.2M11.M2.M.2S$17.2M2.2S
!
4 blocks -> cis-mirrored buns+stuff in 20 generations

Code: Select all

x = 11, y = 10, rule = LifeSuper
2A7.2A$2A2.3A2.2A$3.A3.A$2.A5.A$.A7.A$.A7.A$.A7.A$2.A5.A$3.A3.A$4.3A!
pond+block -> eater 1+stuff in 50 generations

Code: Select all

x = 32, y = 11, rule = B3/S23
26b2o$25bobo$b2o$o2bo20bo2bob2o$o2bob2o17bo2bobobo$b2o2b2o18bob2o2bo$
26bob2obo$28b3o2$28b2o$28b2o!
Edit 6: Fixed a broken code block; clarifying edit 5 to explain that it includes earlier edits to this post
Edit 7: The most spectacular thing I've found so far:
16 blocks -> diamond ring+tub+junk in 15 generations

Code: Select all

x = 76, y = 27, rule = LifeSuper
35.F3$36.2A25.3A$5.2A26.2A.2A22.ABA.2A.2A$5.2A25.3A25.2B2A3.2A$2.2A
26.3A25.A2B$2.2A26.2A5.A20.2BA3.3A$8.3A18.2A5.3A17.A2BA4.3B$2A5.A3.A
16.2A5.A.A.A16.2B5.A.A.A$2A5.A3.A16.2A5.A3.A16.2A5.2A.2A5.2A$5.2A5.2A
10.F8.2A5.2A13.A.A3.2A5.2A3.2A$4.A9.A12.2A3.A9.A12.2A2.AB.A5.A.BA$4.A
9.A12.2A2.3A7.3A2.2A7.2A2.ABA7.ABA2.2A$4.A9.A17.A9.A3.2A11.AB.A5.A.BA
2.2A$5.2A5.2A19.2A5.2A8.F5.2A3.2A5.2A3.A.A$7.A3.A5.2A16.A3.A5.2A9.2A
5.2A.2A5.2A$7.A3.A5.2A16.A.A.A5.2A16.A.A.A5.2B$8.3A25.3A5.2A18.3B4.A
2BA$15.2A20.A5.2A19.3A3.A2B$15.2A25.3A25.2BA$12.2A26.3A19.2A3.2A2B$
12.2A23.2A.2A20.2A.2A.ABA$37.2A26.3A3$39.F!
Edit 8: Updates:
- Modified some RLEs to be single stage:
- Shillelagh
- Cis-mirrored buns cost
- Boat-tie

- removed accidental duplicate pulsar RLE
- corrected cost for mango speed

New construction:
9 blocks -> beacon in 4 generations

Code: Select all

x = 14, y = 14, rule = B3/S23
10b2o$10b2o$2o$3o5b2o$2b3o3b2o$3b3o$5b3o$6b3o$8b3o$4b2o3b3o$4b2o5b3o$
12b2o$2b2o$2b2o!
Edit 9: I realized that you could try putting the tub back later. If you remove it before the first interaction, the replaced tub never gets to interact. But if you replace it after the first interaction...
[2:1] 2 blocks -> small lake in 26 generations

Code: Select all

x = 37, y = 11, rule = B3/S23
16b3o$15bo3bo$15bo3bo12b3o$13b2o5b2o$2o10bo9bo7bo2bo2bo$2ob2o7bo9bo7bo
bobobo$3b2o7bo9bo7bo2bo2bo$13b2o5b2o$15bo3bo12b3o$15bo3bo$16b3o!
Edit 10: If you get a boat, you can convert a ship into a cap:

Code: Select all

x = 8, y = 9, rule = B3/S23
5b2o$5bobo$6bo$b2o$obo3b2o$2o4b2o2$2o$2o!
Edit 11: This might lead to an onion ring but I'm not sure.

Code: Select all

x = 32, y = 13, rule = B3/S23
4b2o$b2ob2ob2o$b2o4b2o11b2o8b2o$4b2o14b2o3b2o3b2o$4b2o18b4o2$24b4o$4b
2o18bo2bo$2obo2bob2o11b2obo2bob2o$2ob4ob2o11b2ob4ob2o2$2ob2o16b2ob2o$
2ob2o16b2ob2o!
Edit 12: A partial fumarole construction that is probably unfixable:

Code: Select all

x = 8, y = 6, rule = B3/S23
3b2o$2ob2ob2o$2o4b2o2$2o4b2o$2o4b2o!
Edit 13: More fumarole partials that probably won't work:

Code: Select all

x = 40, y = 13, rule = B3/S23
19b2o$2b4o11b6o10bo4bo$b2o2b2o10b2o2b2o9bo6bo$o6bo8bo6bo8bo6bo$b2o2b2o
10b2o2b2o9bo6bo$2b4o11b6o$18bo2bo11bo4bo$3b2o14b2o13b4o$2bo2bo12bo2bo
12bo2bo$2b4o12b4o12b4o2$2b2o$2b2o!
Edit 14: Cap to dock component (5 blocks; 15 generations):

Code: Select all

x = 8, y = 13, rule = B3/S23
2o4b2o$2o4b2o2$2ob2ob2o$2ob2ob2o3$3b2o$2bo2bo$2b4o2$2b2o$2b2o!
Edit 15: Useless but interesting (yields LWSS+toad+block+blinker):

Code: Select all

x = 38, y = 16, rule = LifeSuper
32.2AB$31.3BA2B$31.B2A3B$3.2A24.9B$2A.2A24.B2.6B$2A27.B2.6B$29.7B$2A
28.5B3A$2A28.2BA4BA$31.2AB2ABA$31.A3B2A$32.3A$33.A2$2M30.2M$2M30.2M!
Edit 16: 8 blocks -> pulsar in 8 generations:

Code: Select all

x = 24, y = 9, rule = LifeSuper
15.2A5.2A$2.2A11.2A.ABA.2A$2.2A14.3B$5.2A9.A2B.2BA$2A3.2A9.2B3.2B$2A
14.A2B.2BA$3.2A13.3B$3.2A10.2A.ABA.2A$15.2A5.2A!
Edit 17: [6:1] 7 blocks -> snake+block in 15 generations:

Code: Select all

x = 49, y = 13, rule = LifeSuper
43.2M$43.2M$3.2A18.B19.B$2A.2A16.A4B14.2A4B$2A18.2A4B14.B2A3B$19.ABA
5B11.A2BA5B$2A16.3A6B11.3BA5B$2A16.3A6B6.2M3.AB2A5B$18.4BA2B8.2M2.A2B
A2BAB$16.2M.A3B2A4.F6.3AB5A2.2M$16.2M.B2A2BA11.3AB2A3BA.2M$21.AB2A15.
2AB2A$22.A19.2A!
Edit 18: [6:1] 8 blocks -> beehive-with-tail+2 blocks in 15 generations:

Code: Select all

x = 50, y = 18, rule = LifeSuper
44.2M$44.2M2$3.2A17.2M18.3A3.2M$2A.2A16.B2M.2M14.3A.2A.2M$2A17.BA3B.
2M12.A4B3A$18.2A4B14.2A4B$2A15.A7B12.ABA5B$2A15.ABA5B11.3A6B$16.A8B
11.3A6B$16.A2BA3B13.4BA2B$17.3B2AB14.A3B2A$17.3AB2A14.B2A2BA$19.ABA
17.AB2A$20.A19.A2$41.2M$41.2M!
Edit 19: [7:1] 7 blocks -> cap+block+junk and [6:1] 6 blocks -> bun+junk; both in 15 generations:

Code: Select all

x = 67, y = 14, rule = LifeSuper
3.2A14.A20.A20.A$2A.2A13.ABA17.A3BA16.A3BA$2A15.2A2B2A15.A4B16.A4B$
17.B2AB2A14.A4BAB14.A4BAB$2A13.F.3B2A14.3A2BA2B13.3A2BA2B$2A15.4A15.A
7B13.A7B$16.A3BA15.2AB3A15.2AB3A$16.A2BA16.2AB2ABA2.2M10.2AB2ABA$17.
2A2.2M14.AB2ABAB.2M11.AB2ABAB$21.2M15.3ABA16.3ABA.2M$41.B14.2M4.B2.2M
$42.2M12.2M$38.2M2.2M$38.2M!
Edit 20: Sometimes it is possible to save cost-per-reaction if "catalysts" are available. Said catalysts are defined more loosely than catalysts in the context of conduits, since they don't need to regenerate in the same place.
[-6:1] 3 blocks -> long boat+pond in 12 generations (catalysts: eater 1)

Code: Select all

x = 10, y = 11, rule = B3/S23
2o$bo$bobo3bo$2b2o2bobo$5bo3bo$5bo3bo$5bo3bo$6bobo$9bo$8b2o$8b2o!
OUTDATED [3:1] 3 blocks -> shillelagh in 7 generations (catalysts: eater 1)

Code: Select all

x = 12, y = 10, rule = B3/S23
10b2o$6b2o2b2o$6b2o2$5b2o$5b2o$2b2o$bobo$bo$2o!
5 blocks -> beacon in 4 generations (catalysts: eater 1*4)

Code: Select all

x = 18, y = 18, rule = B3/S23
15bo$13b3o$2o10bo$bo10b2o$bobo$2b3o5b2o$4b3o3b2o$5b3o$7b3o$8b3o$10b3o$
6b2o3b3o$6b2o5b3o$14bobo$4b2o10bo$5bo10b2o$2b3o$2bo!
[5:1] 6 blocks -> snake+block in 15 generations (catalysts: eater 1)

Code: Select all

x = 49, y = 15, rule = LifeSuper
46.M$44.3M$43.M$43.2M$3.2A18.B19.B$2A.2A16.A4B14.2A4B$2A18.2A4B14.B2A
3B$19.ABA5B11.A2BA5B$2A16.3A6B11.3BA5B$2A16.3A6B6.2M3.AB2A5B$18.4BA2B
8.2M2.A2BA2BAB$16.2M.A3B2A4.F6.3AB5A2.2M$16.2M.B2A2BA11.3AB2A3BA.2M$
21.AB2A15.2AB2A$22.A19.2A!
[5:1] 7 blocks -> beehive with tail+2 blocks in 15 generations (catalysts: snake)

Code: Select all

x = 50, y = 20, rule = LifeSuper
44.2M$44.2M2$3.2A17.2M18.3A3.2M$2A.2A16.B2M.2M14.3A.2A.2M$2A17.BA3B.
2M12.A4B3A$18.2A4B14.2A4B$2A15.A7B12.ABA5B$2A15.ABA5B11.3A6B$16.A8B
11.3A6B$16.A2BA3B13.4BA2B$17.3B2AB14.A3B2A$17.3AB2A14.B2A2BA$19.ABA
17.AB2A$20.A19.A2$41.2M$42.M$41.M$41.2M!
Also, I fixed the beacon text.
Edit 21: Shillelagh does not need catalysts for 3:1; I can simply double the reaction:
[3:1] 6 blocks -> 2 shillelaghs in 7 generations

Code: Select all

x = 15, y = 12, rule = B3/S23
13b2o$9b2o2b2o$9b2o2$8b2o$8b2o$5b2o$5b2o2$4b2o$2o2b2o$2o!
User avatar
hotcrystal0
Posts: 4690
Joined: July 3rd, 2020, 5:32 pm
Location: wherever you think I am

Re: "Synthesizing" objects with still lives and oscillators

Post by hotcrystal0 »

I have edited the first post of this thread to be more general as well as clear and concise. Here is the old first post for reference:
hotcrystal0 wrote: This thread is mainly a supplement to cgol rpg.

The goal is to make objects with purely blocks, and reduce such “syntheses”. You are allowed to insert blocks midway into the evolution. Here are some by wwei:
wwei47 wrote: November 2nd, 2024, 11:04 pm (quote omitted)
There's a lot you can do by just reassembling known components.
90 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
User avatar
hotcrystal0
Posts: 4690
Joined: July 3rd, 2020, 5:32 pm
Location: wherever you think I am

Re: "Synthesizing" objects with still lives and oscillators

Post by hotcrystal0 »

Here are constructions for jam, mold, and Achim's P4:

Code: Select all

x = 42, y = 45, rule = B3/S23
22bo$5b3o14bo$21b2ob2o$4bo15bo3b2o$3bobo13bobo$3bo2bo12bo2bo$4b2o14b2o
6$25bo$2b2o2b3o11b2o3bo$2b2o16b2o3bo$25bo$6b3o16bo$25bo2$27b3o2$26bo$
26bo$26bo12$2o$2o2b2o26bo3b3o$4b2o26b4o3bo$40bo$2b2o15bo2bo9bo4bo3bo$
2b2o4b2o9bo2bo5b3obo3bobo2bo$8b2o9bo2bo9bo4bo3bo$40bo$32b4o3bo$32bo3b
3o!
Edit: BLSE and GPSE constructions:

Code: Select all

x = 114, y = 14, rule = LifeHistory
92.2A$92.2A$24.2A$24.2A2$46.2A61.2A$7.2A37.2A29.2A30.2A$F5.A.A36.A.A22.
F5.A.A29.A.A$6.2A2.2A27.2A4.2A29.2A2.2A20.2A4.2A$10.2A27.2A8.2A29.2A20.
2A8.2A$49.2A61.2A$46.2A61.2A$45.A2.A59.A2.A$46.2A61.2A!
Edit 2: The Achim's P4 construction can be reduced by one block:

Code: Select all

x = 39, y = 9, rule = B3/S23
29bo3b3o$29b4o3bo$2o35bo$2o14bo2bo9bo4bo3bo$5b2o9bo2bo5b3obo3bobo2bo$
b2o2b2o9bo2bo9bo4bo3bo$b2o34bo$29b4o3bo$29bo3b3o!
Edit 3: Fumarole and 38P7.2 constructions:

Code: Select all

x = 100, y = 37, rule = B3/S23
4b2o4b2o$4b2o4bo$2bo$bobo3b2o3b3o$bobo2bo2bo2b3o$2bo3bobo$7bo5$3b2o4b
2o$3b2o4b2o11$75bo15bo$75bo15bo$75bo15bo$77b3o7b3o$29b2o21b2o17b2o21b
2o$29b2o21b2o16bo2bo19bo2bo$70bobo21bobo$28b2o23b2o17bo21bo$6bo2bo2bo
15b2o5b2o9b2o5b2o16bo6bo9bo6bo$6bo2bo2bo12b2o8b3o7b3o8b2o9bo8b2ob2o5b
2ob2o8bo$6bo2bo2bo12b2o8b2o9b2o8b2o9bobo8bo9bo8bobo2$2o15b2o13b2o15b2o
23b2o15b2o$2o15b2o13b2o15b2o23b2o15b2o!
Edit 4: Bipole construction:

Code: Select all

x = 66, y = 18, rule = B3/S23
58b2o$58b2o2$58b5o$6bo13bo18bo16b5o$bo3bobo7bo3bobo2bobo7bo3bobo14b2o
3bo3b2o$obo2bobo6bobo2bobo2bobo6bo4bobob2ob2o7b2o2b2ob2o2bo$obo3bo7bo
5bo3bobo7bo3b2o15b2ob2obo2b2o$bo16bo37b2o4b2o$3b2o10bo20bo4b3o$3b2o11b
obo2bo$41b3o2$60bo$60bo$60bo2$62b3o!
This might lead to a cheaper construction, but you need to find a way to make the blinker predecessor:

Code: Select all

x = 9, y = 14, rule = B3/S23
4b2o$3bo2bo$3bo2bo$4b2o$o$bo5bo$2bo3bobo$2b2o2bobo$2bo4bo4$5b2o$5b2o!
 
There's a lot you can do by just reassembling known components.
90 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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Aleph
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Re: "Synthesizing" objects with still lives and oscillators

Post by Aleph »

Hexapole:

Code: Select all

x = 28, y = 21, rule = B3/S23Super
.2M$.2M2$3.2M$3.M.M17.2M$5.M17.3M$2M3.2M12.2M3.2M$M.M16.M.M$.2M17.2M$
23.O$23.O$23.O$6.2M17.2M$6.M.M16.M.M$2.2M3.2M12.2M3.2M$3.M17.3M$3.M.M
16.2M$4.2M2$6.2M$6.2M!
EDIT: Pentapole and quadpole:

Code: Select all

x = 38, y = 70, rule = B3/S23Super
3.2M$3.2M$24.3M$2M3.2M17.M$M4.M.M15.M.M3.2M$7.M21.3M$2.2M3.2M17.M3.2M
$2.M.M22.M$3.2M21.2M$29.O$29.O$29.O$8.2M21.2M$8.M.M20.M.M$4.2M3.2M16.
2M3.2M$5.M21.3M$5.M.M20.2M$6.2M2$8.2M$8.2M29$5.2M$5.2M$26.3M$2.2M3.2M
17.M$2.M4.M.M15.M.M3.2M$9.M21.3M$4.2M3.2M17.M3.2M$4.M.M22.M$5.2M21.2M
$31.O$31.O$31.O$10.2M21.2M$10.M.M20.M$6.2M3.2M16.2M3.M$7.M21.3M$7.M.M
4.M15.2M3.M.M$8.2M3.2M21.M$34.3M$10.2M$10.2M!
Edit 2: Tripole and bipole:

Code: Select all

x = 39, y = 48, rule = B3/S23Super
3.2M21.2M$3.2M$26.M2.M$5.2M$2M3.M.M15.2M3.M.M$M6.M15.3M4.M$3.M3.2M15.
3M3.2M$2.M.M20.M.M$3.2M21.2M2$6.2M16.2O3.2M$6.M.M15.2O3.M.M$7.2M13.O7.
2M$21.O.O3.O$22.O3.2O15$4.2M24.2M$4.2M$30.M2.M$6.2M$.2M3.M.M18.2M3.M.
M$.M6.M18.3M4.M$4.M3.2M18.3M3.2M$3.M.M23.M.M$4.2M24.2M2$7.2M19.2O3.2M
$7.M.M18.O.O2.M.M$8.2M19.2O3.3M$12.M13.O9.3M$5.2M4.2M13.2O3.2M4.2M$5.
2M$29.M4.M$3.2M2.2M$3.2M2.2M20.2M2.2M!
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hotcrystal0
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Re: "Synthesizing" objects with still lives and oscillators

Post by hotcrystal0 »

Hook with tail construction:

Code: Select all

x = 41, y = 9, rule = B3/S23
30b2o$29bo$3o22bob2o3bo$19b2o4bo3b2o2b3obo$b2o16b2o4bob3o2b2o3bo$b2o6b
2o19bo3b2ob4o$9b2o10b2o10bo5b2o$20bobo8b2o$20b2o!
LWSS to MWSS and LWSS to HWSS:

Code: Select all

x = 8, y = 28, rule = B3/S23
3bo$2bobo$3bo$2o$2o2b2o$3b4o$3b2ob2o$5b2o2$2b2o$2b2o7$3b2o$3b2o2$3bo2b
o$7bo$3bo3bo$bo2b4o$bo$bo2$b3o!
There's a lot you can do by just reassembling known components.
90 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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Aleph
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Posts: 2321
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Re: "Synthesizing" objects with still lives and oscillators

Post by Aleph »

hotcrystal0 wrote: November 12th, 2025, 8:43 am LWSS to MWSS and LWSS to HWSS:

Code: Select all

x = 8, y = 28, rule = B3/S23
3bo$2bobo$3bo$2o$2o2b2o$3b4o$3b2ob2o$5b2o2$2b2o$2b2o7$3b2o$3b2o2$3bo2b
o$7bo$3bo3bo$bo2b4o$bo$bo2$b3o!
LWSS to sidecar:

Code: Select all

x = 40, y = 10, rule = B3/S23Super
5.M2.M29.M$9.M23.M5.M$5.M3.M23.M5.M$3.M2.4M19.M3.M.5M$M2.M24.2M$M2.M23.
3M4.2O$M31.O4.O$38.O$32.O5.O$33.6O!
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hotcrystal0
Posts: 4690
Joined: July 3rd, 2020, 5:32 pm
Location: wherever you think I am

Re: "Synthesizing" objects with still lives and oscillators

Post by hotcrystal0 »

I’ve done a bit of research into “synthesis” components by colliding objects. Here are two that I found:

Code: Select all

x = 28, y = 17, rule = B3/S23
27bo$6b2o16bo2bo$5bo2bo15bo2bo$6b2o16bo2$22bo$o19b3o$o18bo$o4b2o12b2o
$5b2o2$6b2o$5bo2bo$6b2o2$6b2o$6b2o!
I also found a mango construction and a cheaper bipole, as well as a messy carrier bridge table:

Code: Select all

x = 57, y = 43, rule = B3/S23
36b2o$35bo2bo$35bo2bo$36b2o$18b2o$b2ob2o12bo14bo5bo$b2ob2o3b2o10bo11b
3o2bobo$9b2o9bobo10b3o2bobo$5b2o13bobo11b2o3bo$5b2o14bo$18b2o$18b2o$23b
2o12b2o$23b2o12b2o6$44b2o$21b2o20bo3bo$20bo2bo20bo3bo4bo$21b2o29bobo$
24b2o4b3o13bobo3bobo$24b2o4b3o18b3o$43b3o4b3o$19bob2o5bo13bo2bo4b2o$19b
ob2o5b2o12b3o$19bo30b2o$28b2o20b2o2bobo$28b2o4bo11bo7bobo$34bo9bo4b3o
2bobo$6b2o14b3o9bo8bo3bo$o4bobo12b2o22b3o$2o4bo18bo$19bo5bo3bo$28b2o$
5b3o$20bo3bo2$5b3o$21bobo20bobo$21b3o21bo!
Edit: Here are some other constructions and reactions I found:

Code: Select all

x = 87, y = 13, rule = B3/S23
2$15bo12bo8b2o14b2o$15bo12bo8b2o14b2o9bo13b2o$3bo11bo12bo34bobo12bobo
$3bo9bo6b2o4bo12b2o13bo8bo2bo12b2o$3bob3o5bo7bo4bo5bo5bo2bo7b2o2bobo8b
2o11bo$13bo3bo8bo5bo6b2o8b2obo2bo5b2o6b2o5bobo3b2o$4b3obo8b2o13bo20b2o
6bobo5bobo4bobo3bobo$8bo12bo8bo10b2o19bo7b2o5bo5b2o$8bo11b2o8bo10b2o$
30bo!
Edit 2 (11/25): Figure eight construction:

Code: Select all

x = 33, y = 14, rule = B3/S23
7b2o17bobo$7b2o$10b2o14bo3bo$9bobo15bo$10bo21bo$12b2o12b2obo$12b2o13b
o2bobo$2o17bobo2bo$2o20bob2o$3bo15bo$2bobo19bo$2b2o17bo3bo$5b2o$5b2o16b
obo!
Edit 3: Here are conversions from eater to beehive with tail, tub with tail, and cis-boat with tail, and trans-loaf with tail:

Code: Select all

x = 61, y = 11, rule = B3/S23
59bo$26b2o30bo$26b2o11b3o17bo$55b2o3bo$6bo2bo14bo14bo14bobo$6bo2bo13b
obo13bo14b2o$6bo2bo13bo2bo12bo17bo$2b2o16b2o2b2o10b2o3b2o8b2o3bobo$bo
bo15bobo13bobo3b2o7bobo3bobo$bo6b2o9bo15bo14bo6bo$2o6b2o8b2o14b2o13b2o
!
Edit 4: Big S and two ways to make bakery:

Code: Select all

x = 38, y = 11, rule = B3/S23
2o$obo$bo$16b2o16b2o$16bobob2o11bobo$17bo3bo11b2o$3b2o9b2o$3bobo8b2o19b
2o$bo2bo29bo2bo$obo32b2o$bo!
Edit 5: Carrier bridge table that requires less objects but takes longer to stabilize:

Code: Select all

x = 8, y = 11, rule = B3/S23
bo$obo$obo$bo$3b3o2$bo$bo$bo3b2o$4bo2bo$5b2o!
Edit 6: Constructions for mango, barge, tub shillelagh, and block on table:

Code: Select all

x = 38, y = 46, rule = B3/S23
3bob3o10b2ob3o$3bo14b2o$3bo$6b3o$19b4o2$19b2o8$7b2o$7b2o9b3o$18b3o$5b
2o9b2o$5b2o9b2ob2o$19b2o$3bo12b3o$3b2o11b3o4b2ob3o$23b2o3$24b4o2$24b2o
8$31b3o$30bo3bo$30bo3bo$28b2ob3ob2o$27bobo5bobo$27bo9bo$2o6b2o4b2o7b2o
2b2obo3bob2o$2o6bo5b2o7b2o4b2o3b2o$11b2o$11b2o14b2o$27b2o!
Edit 7: Some other miscellaneous constructions that I haven’t sorted out yet:

Code: Select all

x = 86, y = 38, rule = LifeHistory
$43.A5.2A$43.A6.A20.2A$13.2A6.2A13.2A5.A6.A.A18.2A2.2A$9.2A2.2A6.2A13.
A9.2A3.2A10.2A10.2A$9.2A16.2A14.2A.2A15.2A7.2A$24.2A.2A9.2A3.2A9.A5.2A
10.2A$12.2A10.2A12.A.A6.A5.2A5.2A2.2A$12.2A16.2A8.A6.A16.2A$9.2A19.2A
8.2A5.A$9.2A4$24.F5$17.2A38.A.A$17.2A38.A.A$14.A5.2A35.A$14.2A4.2A14.
2A15.2A2.A4.2A$10.2A18.2A.A3.A15.2A7.2A$10.2A22.3A$34.2A15.2A7.2A$28.
4A7.2A10.2A4.A2.2A$39.2A16.A$30.2A4.2A17.A.A$12.F23.2A3.2A12.A.A$41.2A
6$40.F!
Last edited by hotcrystal0 on December 27th, 2025, 5:24 pm, edited 2 times in total.
There's a lot you can do by just reassembling known components.
90 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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Aleph
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Posts: 2321
Joined: February 18th, 2021, 11:18 am

Re: "Synthesizing" objects with still lives and oscillators

Post by Aleph »

Beehive dupes and boat-tie and pulsar syntheses from hotcrystal0:

Code: Select all

x = 62, y = 60, rule = LifeHistory
10.A$9.A.A$9.A.A$10.A6$.2A5.2A8.2A$A2.A4.2A.2A4.A2.A$.2A8.2A5.2A6$10.
A$9.A.A$9.A.A$10.A12$55.A$54.A.A$54.A.A2.2A$55.A2.A2.A$59.2A$55.2A$54.
A2.A2.A$55.2A2.A.A$59.A.A$60.A9$38.2A$25.A12.A$8.A15.A.A$7.A.A14.A.A13.
2A$3.2A2.A.A15.A14.2A.2A$2.A2.A2.A34.2A$3.2A13.2A3.A$17.A2.A.A.A21.A$
18.2A2.A.A20.2A$23.A!
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hotcrystal0
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Joined: July 3rd, 2020, 5:32 pm
Location: wherever you think I am

Re: "Synthesizing" objects with still lives and oscillators

Post by hotcrystal0 »

O-quad loaf and trans-rotated bun constructions, as well as an 8 to 10 block dupe:

Code: Select all

x = 33, y = 31, rule = B3/S23
5b2o$6bo21b3o$2b2o7b2o$2b2o7b2o13bob2o$26bob2o$2o7b2o15bo$2o7b2o20b2o
$6bo24b2o$6b2o10$b2o$b2ob2ob2o$4b2ob2o3$4b2o$4b2o3b2o$9b2o3$6b2ob2o$6b
2ob2ob2o$12b2o!
Edit: Whatever this is:

Code: Select all

x = 6, y = 6, rule = B3/S23
b3obo$5bo$2b2obo$ob2o$o$ob3o!
Edit 2: Trans-boat with tail construction:

Code: Select all

x = 36, y = 8, rule = B3/S23
16b2o12b2o3bo$16b2o11bo2bo2bo$13b2o13bo4bobo$3b2o8b2obobo10b3o$3b2o27b
o$2o12bo5bo10b2o$2o3b2o7bobo$5b2o12b2o!
Edit 3: Four boats:

Code: Select all

x = 8, y = 8, rule = B3/S23
2o$obob2o$bo2bobo$5b2o$b2o$bobo2bo$2b2obobo$6b2o!
There's a lot you can do by just reassembling known components.
90 days until New York's age verification law goes into effect.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!
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