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NOTE: OUTDATED: 4 BLOCKS ARE ENOUGH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NOTE: OUTDATED: FAST 4-BLOCK SHILLELAGH IS NOW KNOWN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!