Tutorials/Catalyses: Difference between revisions
MathAndCode (talk | contribs) →Block replacements: Mentioned that a supporting block can work even if a fishhook doesn't work |
MathAndCode (talk | contribs) Rearranged things and added more catalyses |
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* ''Stable catalyst'': a catalyst which is a still life. Most catalyses are of this form. In this tutorial we will only focus on stable catalyses, as periodic catalyses are as of now quite underdeveloped. | * ''Stable catalyst'': a catalyst which is a still life. Most catalyses are of this form. In this tutorial we will only focus on stable catalyses, as periodic catalyses are as of now quite underdeveloped. | ||
* ''Periodic catalyst'': a catalyst which is an [[oscillator]]. These are generally considered inferior to stable catalyses because they usually only work in a fraction of the generations as a stable catalyst, since they usually only work in one [[phase]] of the periodic | * ''Periodic catalyst'': a catalyst which is an [[oscillator]]. These are generally considered inferior to stable catalyses because they usually only work in a fraction of the generations as a stable catalyst, since they usually only work in one [[phase]] of the periodic catalyst. | ||
* ''Transparent catalyst'' or ''transparent object'': an object which is destroyed completely (all of its cells being off at the same time) then restored (in the same position and with the same orientation) | |||
* ''Pseudo-transparent catalyst'': a catalyst that loses all of its cells but not at the same time (i.e. for each generation, at least one of its cells is alive) | |||
* ''Recovery time'': the time it takes for a catalyst to return back to its state before interacting. In the example above, the recovery time is 15. | * ''Recovery time'': the time it takes for a catalyst to return back to its state before interacting. In the example above, the recovery time is 15. | ||
* ''Replacement catalyst'': When a common catalyst fails, another, less common, catalyst must be used. | * ''Replacement catalyst'': When a common catalyst fails, another, less common, catalyst must be used. | ||
| Line 103: | Line 105: | ||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
Both the | Both the head and tail of a fishhook can function as a snake catalyst: | ||
<center>{{LV:Viewer| | <center>{{LV:Viewer| | ||
x = | x = 26, y = 8, rule = LifeHistory | ||
A.3A5.A.3A5.A.3A$.C9.C9.C2$ | A9.A9.A$.A.3A5.A.3A5.A.3A$2.C9.C9.C2$3.2A8.2A8.2A$4.A9.A9.A$3.A10.A.A | ||
4.3A$3.2A10.2A4.A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
| Line 143: | Line 139: | ||
* On generation 2, two more cells are born next to the tub. This causes the three white cells to die; | * On generation 2, two more cells are born next to the tub. This causes the three white cells to die; | ||
* By generation 3, the cells in the center have died and what remains is a 5-cell parent of the tub. In all tub catalyses, the tub should turn into this 5-cell parent. | * By generation 3, the cells in the center have died and what remains is a 5-cell parent of the tub. In all tub catalyses, the tub should turn into this 5-cell parent. | ||
===Ship=== | |||
Observe the following reaction: | |||
<center>{{LV:Viewer| | |||
x = 8, y = 9, rule = B3/S23 | |||
2bo$2o$b2o$3b3o3$5b2o$5bobo$6b2o! | |||
[[ THEME 6 GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
The ship is turned into a relative of the [[I-heptomino]] (specifically a great-uncle) then is turned back into a ship by a perfectly-timed temporary induction. The ship rarely recovers by its own, but it's worth trying because it has replacement catalysts that recover much more often. | |||
==Replacement catalyses== | ==Replacement catalyses== | ||
| Line 171: | Line 177: | ||
[[ THEME 6 GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ THEME 6 GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
The most common replacement catalyst for a fishhook is the handy [[eater 2]]. An eater 2 recovers differently from an eater 1, making it more versatile. It can handle both of our problems: | The most common replacement catalyst for a fishhook is the handy [[eater 2]]. An eater 2 recovers differently from an eater 1, making it more versatile (and its symmetry means that it can eat from two directions). It can handle both of our problems: | ||
<center>{{LV:Viewer| | <center>{{LV:Viewer| | ||
x = 23, y = 11, rule = B3/S23 | x = 23, y = 11, rule = B3/S23 | ||
| Line 212: | Line 218: | ||
obo13bobo$3o14bobo13bobo12b3o13b3o13b3o13b3o$bo16bo15bo14bo15bo15bo15b | obo13bobo$3o14bobo13bobo12b3o13b3o13b3o13b3o$bo16bo15bo14bo15bo15bo15b | ||
o$69b2o30b2o$b2o14b2o14b2o14b2o14b2o2b2o10b2o14b2o2b2o$b2o2b2o10b2o2b | o$69b2o30b2o$b2o14b2o14b2o14b2o14b2o2b2o10b2o14b2o2b2o$b2o2b2o10b2o2b | ||
2o10b2o2b2o10b2o2b2o10b2o14b2o2b2o10b2o$5bobo13bobo13bobo13bobo29bobo | |||
$7bo15bo15bo15bo31bo$7b2o14b2o14b2o14b2o30b2o! | |||
[[ GRID THUMBNAIL THEME 6 THUMBSIZE 2 ]]}}</center> | [[ GRID THUMBNAIL THEME 6 THUMBSIZE 2 ]]}}</center> | ||
| Line 302: | Line 308: | ||
Note that this doesn't always work, since it requires a spark to recover properly. | Note that this doesn't always work, since it requires a spark to recover properly. | ||
For the secondary boat-type catalysis, there will sometimes be a blinker next to the boat when it recovers that then destroys the boat. | |||
<center>{{LV:Viewer| | |||
x = 31, y = 6, rule = B3/S23 | |||
3bo11bo10bo$3bo11bobo9bo2bo$3bo2bo8bo11bobo$bo3b2o6bo11bo4bo$obo3bo5b | |||
obo9bobo3bo$2o10b2o10b2o4bo! | |||
[[ GRID THUMBNAIL THEME 6 THUMBSIZE 2 ]]}}</center> | |||
When this happens, the boat can be replaced with a beehive with tail. | |||
<center>{{LV:Viewer| | |||
x = 34, y = 8, rule = B3/S23 | |||
6bo11bo10bo$6bo11bobo9bo2bo$6bo2bo8bo11bobo$3b2o3b2o5b2o10b2o4bo$2bo2b | |||
o3bo4bo2bo8bo2bo3bo$bob2o8bob2o8bob2o4bo$bo11bo11bo$2o10b2o10b2o! | |||
[[ GRID THUMBNAIL THEME 6 THUMBSIZE 2 ]]}}</center> | |||
This also works if the part of the blinker that is farther away from the boat is modified. | |||
<center>{{LV:Viewer| | |||
x = 20, y = 10, rule = B3/S23 | |||
7bo11bo$5b2o10b2o$3bo11bo$3bo11bo$3bobo9bobo$bo10b2o$obo8bo2bo$2o8bob | |||
2o$10bo$9b2o! | |||
[[ GRID THUMBNAIL THEME 6 THUMBSIZE 2 ]]}}</center> | |||
===Snake replacements=== | ===Snake replacements=== | ||
Sometimes, the snake needs to be replaced them with a similar catalyst which does the same thing but might have better clearance. For example, if a snake is required to be in close proximity to a fishhook, the fishhook's interaction might destroy the snake (and subsequently the fishhook). In this case, replacing the snake with a higher-clearance second fishhook can prevent the interaction: | |||
<center>{{LV:Viewer| | <center>{{LV:Viewer| | ||
x = 36, y = 9, rule = B3/S23 | x = 36, y = 9, rule = B3/S23 | ||
| Line 311: | Line 338: | ||
obobo8b2o$4bo26bo$b3o15bo8b3o$bo15bo10bo! | obobo8b2o$4bo26bo$b3o15bo8b3o$bo15bo10bo! | ||
[[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
A problem that sometimes occurs with snake catalyses is that a certain cell above the snake (marked in red) will be born when the snake is supposed to be done interacting. When this happens, try replacing the snake with a hook with tail. | |||
<center>{{LV:Viewer| | |||
x = 18, y = 19, rule = LifeHistory | |||
2A.2A8.3A$2.C.D9.C.D2$3.2A10.2A$4.A11.A$3.A11.A$3.2A10.2A6$2A.2A8.3A$ | |||
2.C.D9.C.D2$.A.A9.A.A$.2A.A8.2A.A$4.A11.A$4.2A10.2A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
===Tub replacements=== | ===Tub replacements=== | ||
| Line 337: | Line 371: | ||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
If the line is instead four or more cells long, a 15-cell catalyst works: | If the line is instead four or more cells long, a certain 15-cell catalyst works: | ||
<center>{{LV:Viewer| | <center>{{LV:Viewer| | ||
x = 18, y = 23, rule = LifeHistory | x = 18, y = 23, rule = LifeHistory | ||
| Line 344: | Line 378: | ||
A$4.A.A7.A.A$3.A.A7.A.A$.3A.A.A3.3A.A.A$A5.2A2.A5.2A$2A8.2A! | A$4.A.A7.A.A$3.A.A7.A.A$.3A.A.A3.3A.A.A$A5.2A2.A5.2A$2A8.2A! | ||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
===Ship replacements=== | |||
The ship family is fairly unique as a catalyst family. For most catalyst families, one places the namesake catalyst expecting it to work, and the replacement catalysts are reserves. On the other hand, a ship will almost always fail when attempting a ship-type catalyst, and it is the case that one of the replacement catalysts works much more often. However, I think that it is worth initially placing lone ships (as opposed to initially placing a replacement catalyst) for three reasons: | |||
# It takes less time to draw a ship than to draw any of the replacement catalysts. | |||
# It is easier to see which replacement catalyst, if any, will work by observing a lone ship than by observing any single replacement catalyst. | |||
# A lone ship will occasionally work, and I don't want to miss when that happens. (If a lone ship works, none of the replacement catalysts will work.) | |||
Often, the ship is turned into a loaf. Adding a fishhook turns it back into a ship: | |||
<center>{{LV:Viewer| | |||
x = 46, y = 30, rule = LifeHistory | |||
14.A$16.2A$16.4A21.A$.A11.A4.A7.A15.A$2.A.A9.3A10.2A11.A.A$3.A12.A12. | |||
A12.A2$4.2A11.2A11.2A11.2A$4.A.A10.A.A10.A.A10.A.A$4.D2A10.D2A10.D2A10. | |||
D2A6$14.A$16.2A$16.4A21.A$.A11.A4.A7.A15.A$2.A.A9.3A10.2A11.A.A$3.A12. | |||
A12.A12.A2$4.2A11.2A11.2A11.2A$4.A.A10.A.A10.A.A10.A.A$5.2A11.2A11.2A | |||
11.2A2$2.2A11.2A11.2A11.2A$3.A12.A12.A12.A$3A10.3A10.3A10.3A$A12.A12. | |||
A12.A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
If the loaf parent has an extra cell in a certain position (so that it becomes a great-uncle of the I-heptomino), there's another replacement catalyst that works (which was discovered fairly recently to use in the [[R49]] conduit, so it is often called the "R49 catalyst"): | |||
<center>{{LV:Viewer| | |||
x = 14, y = 29, rule = LifeHistory | |||
3.A$4.2A2$4.A.A$5.A2$5.D2A$6.A.A$6.D2A7$3.A$4.2A2$4.A.A$5.A2$6.2A$3.A | |||
.A2.A$.3A.A.2A$A4.A$.3A.A4.2A$3.2A5.A$11.3A$13.A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
It can work even if the chaos doesn't leave the ship/I-relative. | |||
<center>{{LV:Viewer| | |||
x = 74, y = 28, rule = LifeHistory | |||
4.A59.A$4.A2.A18.A39.2A$4.A.A17.A.A17.A.A16.2A$5.A19.A19.A19.A2$5.D2A | |||
17.D2A17.D2A17.D2A$6.A.A17.A.A17.A.A17.A.A$6.D2A17.D2A17.D2A17.D2A8$4. | |||
A59.A$4.A2.A18.A39.2A$4.A.A17.A.A17.A.A16.2A$5.A19.A19.A19.A2$6.2A18. | |||
2A18.2A18.2A$3.A.A2.A14.A.A2.A14.A.A2.A14.A.A2.A$.3A.A.2A12.3A.A.2A12. | |||
3A.A.2A12.3A.A.2A$A4.A14.A4.A14.A4.A14.A4.A$.3A.A4.2A9.3A.A4.2A9.3A.A | |||
4.2A9.3A.A4.2A$3.2A5.A12.2A5.A12.2A5.A12.2A5.A$11.3A17.3A17.3A17.3A$13. | |||
A19.A19.A19.A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
When considering replacing the ship with an R49 catalyst, it is very important that the marked cell has three live neighbors on generation two. | |||
<center>{{LV:Viewer| | |||
x = 5, y = 7, rule = LifeHistory | |||
2.A$A.A$.A$3.D$2.2A$2.A.A$3.2A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
If the marked cell only has two live neighbors on generation two, don't bother placing an R49 catalyst; it won't work. | |||
<center>{{LV:Viewer| | |||
x = 54, y = 27, rule = LifeHistory | |||
4.A42.A$4.A.A16.2A19.A.A$5.A19.A19.A$7.D19.D19.D$6.2A18.2A18.2A$6.A.A | |||
17.A.A17.A.A$7.2A18.2A18.2A9$4.A42.A$4.A.A16.2A19.A.A$5.A19.A19.A2$6. | |||
2A18.2A18.2A$3.A.A2.A14.A.A2.A14.A.A2.A$.3A.A.2A12.3A.A.2A12.3A.A.2A$ | |||
A4.A14.A4.A14.A4.A$.3A.A4.2A9.3A.A4.2A9.3A.A4.2A$3.2A5.A12.2A5.A12.2A | |||
5.A$11.3A17.3A17.3A$13.A19.A19.A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
A fishhook bridge fishhook works when the ship turns into a certain blockade predecessor. | |||
<center>{{LV:Viewer| | |||
x = 48, y = 31, rule = LifeHistory | |||
.A38.A$.A20.A17.A2.A$2.A19.A16.A.A2.A$.A17.2A.A18.A2.A$.A19.A19.A2$.D | |||
AC17.DAC17.DAC$.DC.C16.DC.C16.DC.C$2.D2C17.D2C17.D2C12$.A38.A$.A20.A17. | |||
A2.A$2.A19.A16.A.A2.A$.A17.2A.A18.A2.A$.A19.A19.A2$2.2A18.2A18.2A$2.A | |||
.A17.A.A17.A.A$A.A.3A13.A.A.3A13.A.A.3A$2A5.A12.2A5.A12.2A5.A$6.2A18. | |||
2A18.2A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 T 4 PAUSE 1 ]]}}</center> | |||
Lone ships, ship-fishhook pairs, and R49 catalysts are more likely to work when the cell that "activates" them survives into the next generation, while a fishhook bridge fishhook catalyst is more likely to work if by the next generation, the cell that "activated" it has died, and it has a two-cell edge to "slam" into. Common examples of the latter are a grin (like in [[30P6.1]]) and a certain edgeshootable beehive predecessor. | |||
<center>{{LV:Viewer| | |||
x = 18, y = 11, rule = LifeHistory | |||
11.A$.A9.A$2.A9.A$2.A8.A$.C9.C2$2.2A8.2A$2.A.A7.A.A$A.A.3A3.A.A.3A$2A | |||
5.A2.2A5.A$6.2A8.2A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
While this is a trend, this is not a hard-and-fast rule. Here are demonstrations of this from earlier in this section: | |||
<center>{{LV:Viewer| | |||
x = 51, y = 13, rule = LifeHistory | |||
14.A14.A15.A$A14.A15.2A12.A$.2A10.A.A12.2A12.2A.A$3.C11.C14.C13.C2$4. | |||
2A10.2A13.2A12.2A$4.A.A9.A.A9.A.A2.A11.A.A$5.2A10.2A7.3A.A.2A9.A.A.3A | |||
$25.A4.A12.2A5.A$2.2A10.2A10.3A.A4.2A12.2A$3.A11.A12.2A5.A$3A9.3A21. | |||
3A$A11.A25.A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
For this reason, as well as the fact that a ship takes less time to draw than a fishhook bridge fishhook (and I can still tell whether or not a fishhook bridge fishhook will work by observing a ship), I place a long ship instead of a fishhook bridge fishhook even in situations that look like a fishhook bridge fishhook is the most likely ship-type catalyst to work. | |||
Occassionally, instead of simply becoming the aforementioned blockade predecessor, the ship will become that blockade predecessor with three additional cells, and if one uses a fishhook bridge fishhook, it will mostly recover, but there will be three extra cells in the same position. When this happens (One only needs to observe this for one of those two catalysts.), a beehive works. | |||
<center>{{LV:Viewer| | |||
x = 69, y = 43, rule = LifeHistory | |||
62.A$2A2.A13.A44.2A$.A2.A14.2A18.A.A.A15.A$2.A2.A15.2A15.2A.2A17.2A.A | |||
$2.A2D17.A2D13.A3.A2D17.A2D$4.D19.D19.D19.D$2.DAC17.DAC17.DAC17.DAC$ | |||
2.DC.C16.DC.C16.DC.C16.DC.C$3.D2C17.D2C17.D2C17.D2C9$62.A$2A2.A13.A | |||
44.2A$.A2.A14.2A18.A.A.A15.A$2.A2.A15.2A15.2A.2A17.2A.A$2.A2D17.A2D | |||
13.A3.A2D17.A2D$4.D19.D19.D19.D$3.2A18.2A18.2A18.2A$3.A.A17.A.A17.A.A | |||
17.A.A$.A.A.3A13.A.A.3A13.A.A.3A13.A.A.3A$.2A5.A12.2A5.A12.2A5.A12.2A | |||
5.A$7.2A18.2A18.2A18.2A7$62.A$2A2.A13.A44.2A$.A2.A14.2A18.A.A.A15.A$ | |||
2.A2.A15.2A15.2A.2A17.2A.A$2.A19.A15.A3.A19.A2$3.2A18.2A18.2A18.2A$2. | |||
A2.A16.A2.A16.A2.A16.A2.A$3.2A18.2A18.2A18.2A! | |||
[[ GRID THUMBNAIL THUMBSIZE 2 T 4 PAUSE 1 ]]}}</center> | |||
==Bonus catalyses== | ==Bonus catalyses== | ||
| Line 373: | Line 503: | ||
The eater 3 has some other applications besides eating gliders, for example the [[rectifier]]. | The eater 3 has some other applications besides eating gliders, for example the [[rectifier]]. | ||
===Ship=== | ===Ship (again)=== | ||
The ship has a transparent catalysis not similar to other catalysts where it deletes half of a [[traffic light]]: | The ship has a pseudo-transparent catalysis not similar to other catalysts where it deletes half of a [[traffic light]]: | ||
<center>{{LV:Viewer| | <center>{{LV:Viewer| | ||
x = 7, y = 6, rule = B3/S23 | x = 7, y = 6, rule = B3/S23 | ||
| Line 381: | Line 511: | ||
[[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
This may seem pretty niche, but it is actually a fairly common application. | This may seem pretty niche, but it is actually a fairly common application. | ||
===Loaf=== | |||
Besides its usage in the eater 3, the loaf has a pseudo-transparent catalysis that can eat a certain beehive predecessor or two block predecessors that are similar to each other. | |||
<center>{{LV:Viewer| | |||
x = 32, y = 7, rule = B3/S23 | |||
o2$b3o8bob2o10b2o$5bo7bo3bo6b2o3bo$4bobo9bobo9bobo$4bo2bo8bo2bo8bo2bo | |||
$5b2o10b2o10b2o! | |||
[[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
This type of loaf catalysis is used in Kazyan's method of restoring a block that has been turned into a beehive while generating a Herschel. | |||
<center>{{LV:Viewer| | |||
x = 15, y = 18, rule = B3/S23 | |||
obo$b2o$bo8$8b2o$7bo2bo$8b2o2$12bo$11bobo$11bo2bo$12b2o! | |||
[[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | |||
===Hook with tail=== | ===Hook with tail=== | ||
| Line 386: | Line 530: | ||
The hook with tail can serve as a rock: | The hook with tail can serve as a rock: | ||
<center>{{LV:Viewer| | <center>{{LV:Viewer| | ||
x = | x = 54, y = 13, rule = B3/S23 | ||
43b2o2$26bo18bo$26bo16bo2bo4b2o$27bo2bo12bo2bo4bobo$27b3o14b3o5bo$b2o | |||
b2o4b3o4b5o12bob3o$3bo7bo8bo14bo2$2bobo5bobo6bobo5bobo5bobo6bobo$bob2o | |||
4bob2o5bob2o4bob2o4bob2o5bob2o$bo7bo8bo7bo7bo8bo$2o6b2o7b2o6b2o6b2o7b | |||
2o! | |||
[[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
| Line 397: | Line 543: | ||
! | ! | ||
[[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | [[ GRID THEME 6 THUMBNAIL THUMBSIZE 2 ]]}}</center> | ||
===Eater 4=== | ===Eater 4=== | ||
Revision as of 19:47, 25 June 2021
A catalyst is a stable object (usually a still life) which can interact with an active region and later return to its original state. Catalysts are very useful in conduits and in many other applications. Here is an example of a stable catalyst:
The green still life interacts with the white object, and recovers to its original state by generation 15. In this tutorial, you'll learn the main types of catalyses and their applications. But first, we need to cover some important definitions:
Important terms
- Stable catalyst: a catalyst which is a still life. Most catalyses are of this form. In this tutorial we will only focus on stable catalyses, as periodic catalyses are as of now quite underdeveloped.
- Periodic catalyst: a catalyst which is an oscillator. These are generally considered inferior to stable catalyses because they usually only work in a fraction of the generations as a stable catalyst, since they usually only work in one phase of the periodic catalyst.
- Transparent catalyst or transparent object: an object which is destroyed completely (all of its cells being off at the same time) then restored (in the same position and with the same orientation)
- Pseudo-transparent catalyst: a catalyst that loses all of its cells but not at the same time (i.e. for each generation, at least one of its cells is alive)
- Recovery time: the time it takes for a catalyst to return back to its state before interacting. In the example above, the recovery time is 15.
- Replacement catalyst: When a common catalyst fails, another, less common, catalyst must be used.
- Rock: A catalyst which does not lose any of its cells, even temporarily, during the interaction process. The snake-type catalyses below are examples of rocks.
Let's explore the different types of catalysts now!
Types of common catalyses
Fishhook (eater 1)
Here are some examples of fishhook catalyses:
The marked white cells should always be on in a fishhook-type catalyst. Sometimes, the fishhook may engage in a more unusual manner, but these are rarer:
In the second example, the fishhook later catalyses a blinker. This catalysis is often useful.
Even rarer is when the tail of the eater is to be used as a rock (the red cells must not be born):
Recognizing when to use a fishhook catalysis is really a matter of experience. For practice, try placing an eater 1 somewhere within this blue field to eat the middleweight spaceship (click on the thumbnail below to draw cells in LifeViewer using the pencil icon):
Block
Here are some examples of block catalyses:
Block catalyses typically occur when there is a one cell leading edge of a pattern, shown in white above.
They are usually much easier to recognize than fishhook-type catalyses, however they may sometimes fail:
Moving the block over by one often fixes this problem:
As practice, try to eat this bun with a block placed in the blue region:
Boat
Boat catalyses are rarer, but are still useful. Here are two examples:
They typically occur when there is a two cell leading edge, which is marked. Boat catalyses fail very often, so see the "Replacement catalysts" section below for potential replacement catalysts. As a general rule, boats are most likely to succeed when a cell adjacent to the leading edge (shown in blue) will turn on in the following generation.
Boats can also catalyze objects with a line of three cells, but it's important here that the red cell does not turn on:
Snake
Snake catalyses are examples of rocks, or catalysts which do not change even temporarily when interacting with an object. They must function this way due to the fact that the two cells in the center would die from overpopulation due to already having three live neighbors.
Three example snake catalysts are shown below. The white cells should always be on to trigger the important next generation, where the snake functions as a rock:
Both the head and tail of a fishhook can function as a snake catalyst:
Conduit 1 is an example of a conduit using a snake catalyst. Try to catalyze the reaction below with a snake in the blue field (as a hint, the cell which should trigger the rock interaction is marked):
Tub
Tub catalyses can be tricky to find, but they are most likely to work when the frontend of the active region is two or three cells long, like one of the examples below:
The reactions start differently but end up the same way through the same general mechanism:
- On generation 1, one cell (marked in white) is born next to the tub;
- On generation 2, two more cells are born next to the tub. This causes the three white cells to die;
- By generation 3, the cells in the center have died and what remains is a 5-cell parent of the tub. In all tub catalyses, the tub should turn into this 5-cell parent.
Ship
Observe the following reaction:
The ship is turned into a relative of the I-heptomino (specifically a great-uncle) then is turned back into a ship by a perfectly-timed temporary induction. The ship rarely recovers by its own, but it's worth trying because it has replacement catalysts that recover much more often.
Replacement catalyses
So, you've tried to catalyze a reaction, but the common catalyst fails! Luckily for you, this is not a complete disaster, since many replacement catalysts exist exactly to assist you when your fishhook or block doesn't just work out.
Fishhook replacements
The most common way for a fishhook to fail is something like this:
Luckily, this is also the easiest to fix. Simply flip the eater 1 around and it works!
This was a bit cheating, however. Sometimes, we need a genuinely new catalyst. Here are two almost-catalyses where the fishhook almost recovers, but an extra spark destroys it or an extra cell gets attached to its recovering phase:
The most common replacement catalyst for a fishhook is the handy eater 2. An eater 2 recovers differently from an eater 1, making it more versatile (and its symmetry means that it can eat from two directions). It can handle both of our problems:
There are many, many more cases in which neither an eater 1 nor an eater 2 works. This guide, courtesy of Entity Valkyrie, addresses many of these:
Here is an addendum by MathAndCode:
Block replacements
Sometimes, a block that fails only needs to be supported with another catalyst, not replaced entirely. Take this, for example:
The catalyst almost works, but then an extra blinker, shown in red, destroys it. If only we could get rid of that blinker...
Oh, right! We can use what we just learned in this tutorial! Adding an extra fishhook suppresses the blinker and allows the catalyst to work:
This trick works in a variety of circumstances where a block fails because unwanted cells are born to one side. Also, the fishhook can occasionally be replaced by a block. This sometimes works even if a fishhook doesn't work.
Another example where a block catalyst can be fixed by supporting the block with another catalyst comes from the following example, where the block is turned into a first cousin of the century then crashes into a boat.
In this case, the block can be supported by another block. In fact, two positions work.
This trick only works if there is something for the century cousin to crash into (and even then, not always), but luckily, there is an actual replacement catalyst for when the block is turned into a century cousin with nothing to hit.
There is another replacement catalyst for when the block is turned into an L-tetromino (a common beehive predecessor).
It should be noted that when a block fails in one of the most recent two ways, it can often be replaced with a hook with tail (although the hook with tail is not a replacement catalyst for the block in the strictest sense).
If a block is turned into a P-pentomino in a certain way, it can be replaced with a boat—or a fishhook bridge fishhook.
There is another replacement catalyst for another way in which the block is sometimes turned into a P-pentomino.
In addition, there is a third way in which a block is sometimes turned into a P-pentomino. In this case, it can be replaced with a claw with tail supported by a fishhook.
This also works if it's turned into an L-tetromino.
Boat replacements
Here is an example of a boat in need:
In this example, the white cell at generation 4 gets turned on when it shouldn't. We have a fix for this, as usual. Replace the boat with a tub with tail and block (this catalyst is called an eater 5 or tub-with-tail eater:
Boats can also fail much more spectacularly:
In this case, the boat can be replaced by this (often called the "gourmet catalyst" due to its use in gourmet):
Note that this doesn't always work, since it requires a spark to recover properly.
For the secondary boat-type catalysis, there will sometimes be a blinker next to the boat when it recovers that then destroys the boat.
When this happens, the boat can be replaced with a beehive with tail.
This also works if the part of the blinker that is farther away from the boat is modified.
Snake replacements
Sometimes, the snake needs to be replaced them with a similar catalyst which does the same thing but might have better clearance. For example, if a snake is required to be in close proximity to a fishhook, the fishhook's interaction might destroy the snake (and subsequently the fishhook). In this case, replacing the snake with a higher-clearance second fishhook can prevent the interaction:
A problem that sometimes occurs with snake catalyses is that a certain cell above the snake (marked in red) will be born when the snake is supposed to be done interacting. When this happens, try replacing the snake with a hook with tail.
Tub replacements
Sometimes, a single dot at the end of the tub parent is replaced with a line of three cells, causing the tub to turn into a block instead of recovering:
When this occurs, the tub should be replaced with this catalyst:
If this line of three cells is connected to something at the other end, a boat supported by a fishhook works:
If the line is instead four or more cells long, a certain 15-cell catalyst works:
Ship replacements
The ship family is fairly unique as a catalyst family. For most catalyst families, one places the namesake catalyst expecting it to work, and the replacement catalysts are reserves. On the other hand, a ship will almost always fail when attempting a ship-type catalyst, and it is the case that one of the replacement catalysts works much more often. However, I think that it is worth initially placing lone ships (as opposed to initially placing a replacement catalyst) for three reasons:
- It takes less time to draw a ship than to draw any of the replacement catalysts.
- It is easier to see which replacement catalyst, if any, will work by observing a lone ship than by observing any single replacement catalyst.
- A lone ship will occasionally work, and I don't want to miss when that happens. (If a lone ship works, none of the replacement catalysts will work.)
Often, the ship is turned into a loaf. Adding a fishhook turns it back into a ship:
If the loaf parent has an extra cell in a certain position (so that it becomes a great-uncle of the I-heptomino), there's another replacement catalyst that works (which was discovered fairly recently to use in the R49 conduit, so it is often called the "R49 catalyst"):
It can work even if the chaos doesn't leave the ship/I-relative.
When considering replacing the ship with an R49 catalyst, it is very important that the marked cell has three live neighbors on generation two.
If the marked cell only has two live neighbors on generation two, don't bother placing an R49 catalyst; it won't work.
A fishhook bridge fishhook works when the ship turns into a certain blockade predecessor.
Lone ships, ship-fishhook pairs, and R49 catalysts are more likely to work when the cell that "activates" them survives into the next generation, while a fishhook bridge fishhook catalyst is more likely to work if by the next generation, the cell that "activated" it has died, and it has a two-cell edge to "slam" into. Common examples of the latter are a grin (like in 30P6.1) and a certain edgeshootable beehive predecessor.
While this is a trend, this is not a hard-and-fast rule. Here are demonstrations of this from earlier in this section:
For this reason, as well as the fact that a ship takes less time to draw than a fishhook bridge fishhook (and I can still tell whether or not a fishhook bridge fishhook will work by observing a ship), I place a long ship instead of a fishhook bridge fishhook even in situations that look like a fishhook bridge fishhook is the most likely ship-type catalyst to work.
Occassionally, instead of simply becoming the aforementioned blockade predecessor, the ship will become that blockade predecessor with three additional cells, and if one uses a fishhook bridge fishhook, it will mostly recover, but there will be three extra cells in the same position. When this happens (One only needs to observe this for one of those two catalysts.), a beehive works.
Bonus catalyses
Here are some extra catalyses which might come in useful. This section is optional as the catalysts used are fairly rare.
Eater 3
You might notice that when you hit a loaf with a glider in a certain way, the loaf flips around:
This is quite inconvenient for us because we can't use the loaf again (unless we flip it back around with another glider as shown in the viewer, which is unlikely), but a stable catalyst does exist to turn the loaf back around. Here is the eater 3:
There is also a drifty variant of the eater 3 that catalyzes in the same way, but recovers differently:
The eater 3 has some other applications besides eating gliders, for example the rectifier.
Ship (again)
The ship has a pseudo-transparent catalysis not similar to other catalysts where it deletes half of a traffic light:
This may seem pretty niche, but it is actually a fairly common application.
Loaf
Besides its usage in the eater 3, the loaf has a pseudo-transparent catalysis that can eat a certain beehive predecessor or two block predecessors that are similar to each other.
This type of loaf catalysis is used in Kazyan's method of restoring a block that has been turned into a beehive while generating a Herschel.
Hook with tail
The hook with tail can serve as a rock:
One of its most common uses is to compactify the eater 5, called the 7x9 eater, which is used in a variety of conduits including the syringe:
Eater 4
The eater 4 primarily catalyses symmetrical objects. Its most common use is to catalyze a honey farm:
This can also come in handy sometimes; for example the recently-discovered L122 conduit.
Finding new catalysts
Mike Playle's Bellman is a search program specifically designed to search for new catalysts, given a reaction to be perturbed. It discovered the Snark, as well as many other highly notable patterns. This part of the tutorial hasn't been written yet, so consult the discussion thread and original documentation.
Another catalyst finding program is CatForce, which is a brute force placement program of certain given catalysts in a given area, and can also find transparent catalysts if they're restored quickly enough. It has also discovered quite a few interesting things, like B60.
External links
- The Hunting of the New Herschel Conduits (discussion thread) at the ConwayLife.com forums
- The Hunting of the Elementary Conduits (discussion thread) at the ConwayLife.com forums
- Results of catalyst tests (discussion thread) at the ConwayLife.com forums
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