## Making switch-engines

For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.

### Re: Making switch-engines

simsim314 wrote:Glider + 3 still life (3 cells) -> Switch engine + *WSS:

`x = 24128, y = 101, rule = LifeHistory4018.2A\$4018.2A15\$4033.3A2\$8.A3999.A3999.A\$8.A3999.A3999.A\$8.A3999.A3999.A4\$.2A3998.2A3998.2A\$A.A3997.A.A3997.A.A\$2.A3999.A3999.A13\$15.A\$15.A\$15.A17567.A3999.A\$17583.A3999.A\$17583.A3999.A\$7984.A36.A\$7984.A36.A9560.3A3997.3A\$7984.A36.A3\$31.2A15376.3A\$31.2A11373.3A\$15393.2A\$15393.2A5\$24106.3A\$17597.A3999.A\$11419.A3999.A2177.A3999.A\$11408.3A8.A3999.A2177.A3999.A\$11419.A3999.A3\$17590.2A3998.2A\$11412.2A3998.2A2175.A.A3997.A.A\$11411.A.A3997.A.A2177.A3999.A\$11413.A3999.A13\$24127.A\$24127.A\$24127.A4\$24120.2A\$24119.A.A\$24121.A12\$24094.3A!`

The third one is invalid, as the glider has to pass through a blinker. The sixth and seventh are identical, and are also invalid, since two of the blinkers interact.
I Like My Heisenburps! (and others)

Extrementhusiast

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Location: USA

### Re: Making switch-engines

Extrementhusiast wrote:The third one is invalid, as the glider has to pass through a blinker. The sixth and seventh are identical, and are also invalid, since two of the blinkers interact.

Very correct, thx for noticing. I'm just posting stuff as they come directly from the search, some of them are invalid. Another note is that in no means this is somehow "full" range of examples, the search was very partial, and it didn't covered all the possible variations, just some that I guessed might work better, in some ranges, while many of the searches I stopped in the middle.

Anyway here is another set of examples of 11 cells switch engine + *WSS.

`x = 16003, y = 86, rule = LifeHistory5.A\$5.A\$5.A\$4015.A\$4015.A\$4015.A7\$7968.A\$7968.A\$7968.A\$11966.2A\$11966.2A13\$3969.3A5\$.A3999.A3999.A3999.A3999.A\$3A3997.3A3997.3A3997.3A3997.3A\$2.A3999.A3999.A3999.A3999.A6\$14.3A14\$12002.2A\$12002.2A18\$15992.2A\$15992.2A4\$7996.2A\$7996.2A4\$15998.3A!`

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

Here are 9 more 10 cells linear growth predecessors (7 cell Methuselah + 3 cells blinker / proto block) with 4 more glider emitting switch engines. Raising the number of 10 cells glider emitting switch engine predecessors to 8:

`x = 16246, y = 129, rule = B3/S2310015b3o34\$6050b3o6017b2o\$12070b2o\$14174bo\$8054bo6119bo\$8054bo6119bo\$8054bo21\$18bo2001bo1999bo1999bo1999bo1997bo1999bo\$18bo2001bo1999bo1999bo1999bo1998b2o1998b2o\$18bo2000b2o1998b2o1998b2o1998b2o1997bo1999bo\$2018bo1999bo1999bo1999bo1999b2o1998b2o\$20b2o1996bo1999bo1999bo1999bo1999bo1999bo\$19b2o1997bo1999bo1999bo1999bo3\$16211b2o\$16213bo\$16212bo\$16211bo\$16211bo\$16211bo8\$3o4\$14164bo\$14164b2o\$14163bo\$14165b2o\$14167bo3\$4049b3o\$16243b3o34\$2002b2o\$2002b2o!`

For reference here is almost full collection of 7 cells Methuselahs (more than 800 generations):

`x = 1860, y = 2041, rule = B3/S231215bo\$1216b2o\$1215bo353bo2b2o\$858bo356b2o352b2o2bo\$612bo245bo356bo353bo\$612bo244b2o\$352b2o258bo243bo\$351bo504bo\$354bo259b2o240bo\$354bo258b2o\$353bobo4\$75bo2\$76b3o2\$74bo\$74b2o516\$1017bo\$1017bo\$1017bo\$1015b2o\$1013bo\$1015bo\$689bo1165bo\$688bo1166bo\$686bo2bo1165bo\$687bo1171bo\$686bobo1168b2o\$1528bo329bo\$1528bo\$1529bo\$338bo\$338bo1188b2o\$338bo1189bo\$341bo962b2o222bo\$339b3o963bo\$1303bo\$1303bo\$64bo1238bo\$64bo1238bo\$64bo\$65b3o\$66bo442\$206b3o\$27bo177bo\$27b2o175b2o\$25bo\$26b2o178bo2\$26bo335\$14bo\$14bo\$14bo\$12b2o\$13bo\$14bo65bo\$80b2o\$79bo\$81b2o\$83bo\$190bo\$191bo\$191bo\$192bo\$188b3o212\$7bo100b3o\$8bo\$8bo\$9bo98b2o\$7b2o99bo\$107bo\$9bo160\$7bo\$7bo\$3bo3bo\$4b2o106b2o\$114bo\$5bo107bo\$112bo\$112bo\$112bo121\$o2\$b2o\$bo\$2bo\$2bobo82\$5bo\$5bo\$5bo\$2bo\$2b2o2\$4bo78\$6bo\$5b2o\$4bo\$4bo\$4bo\$2bo!`

EDITJust for protocol here is 6 + 4 linear growth (the only one came up from search):

`x = 11, y = 14, rule = B3/S233bo\$b2o\$o\$o\$o7\$10bo\$8b2o\$9bo!`

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

I thought I would join in on the switch-engine fun. Here is a 14812x1 quadratic growth that uses three switch engines. Two of the switch engine recipes are based on the recipe I saw in the original Nx1 quadratic growth and the other is based on the loaf + R-pentomino reaction that is mentioned in the first post of this thread. In all cases I have adjusted the position of the taming junk so that it is easily constructable with horizontal LWSS. Originally I intended to make a Nx1 quadratic growth based on switch engine ping-pong but that doesn't look like it will be competitive with three switch engine patterns unless the distance between the ping-pong streams can be reduced quite a bit.

`x = 14812, y = 1, rule = B3/S234ob4ob4ob4o2b5o51b3o2b4o2b10ob4o128b4o2b4ob6o54b4o3b3ob5o107b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o80b4o2b4ob6o54b4o3b3ob5o70b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o61b3o3b7o4b5o94b5o2b4o3b3o7b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o102b4o2b4ob6o54b4o3b3ob5o40b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o112b4o2b4ob6o54b4o3b3ob5o134b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o87b3o3b7o4b5o94b5o2b4o3b3o20b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o91b3o3b7o4b5o94b5o2b4o3b3o8b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o144b4o2b4ob6o54b4o3b3ob5o21b5ob3o3b4o54b6ob4o2b4o140b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o115b5ob3o3b4o54b6ob4o2b4o118b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o42b5ob3o3b4o54b6ob4o2b4o118b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o39b5ob3o3b4o54b6ob4o2b4o108b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o128b5ob3o3b4o54b6ob4o2b4o106b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o97b5ob3o3b4o54b6ob4o2b4o86b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o39b5ob3o3b4o54b6ob4o2b4o84b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o39b5ob3o3b4o54b6ob4o2b4o96b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o614b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o119b3o3b7o4b5o94b5o2b4o3b3o4893b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o103b3o3b7o4b5o94b5o2b4o3b3o101b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o113b3o3b7o4b5o94b5o2b4o3b3o20b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o117b3o3b7o4b5o94b5o2b4o3b3o21b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o135b3o3b7o4b5o94b5o2b4o3b3o23b3o3b4o2b5o94b5o4b7o3b3o131b4ob3ob4o2b5ob5o58b3ob3ob5o2b8ob3o128b5ob3o3b4o54b6ob4o2b4o144b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o42b5ob3o3b4o54b6ob4o2b4o144b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o8b3o3b4o2b5o94b5o4b7o3b3o99b4ob3ob4o2b5ob5o58b3ob3ob5o2b8ob3o!`
chris_c

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Joined: June 28th, 2014, 7:15 am

### Re: Making switch-engines

This is quite a significant improvement! Congrats!
Ivan Fomichev

codeholic
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### Re: Making switch-engines

Hey Chris congrats!

Just a point of thought - I'm pretty sure the recipes are overkill in order of magnitude. You can look at my 24 quadratic, it uses debris from R + blinker to make switch engine from MWSS collision.

I would start from making simple searches for collisions of some nice Nx1 debris with MWSS the height of which you can tweak, and look there. Probably 2 MWSS would be more than enough. I would also try to take the 34 cell switch engine, and shoot a glider (or *WSS) into it to make it glider emitting switch engine.

Just notice that the initial bounding box size can't be improved drastically, but the amount of living cells can.

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

Thanks guys.

Searching for more natural switch engine recipes would definitely improve the pattern but I was too lazy to search for switch engines completely from scratch.

Another way to reduce the bounding box is to add a delay before the trigger of the eastern switch engine. The pattern would still work if the eastern switch engine was pulled west by 384 cells but was triggered 1536 generations later.

This is one idea to make a delay longer than in my current pattern. Build a hive in the north which is struck by a stray glider from the construction of the western switch engines. The return glider hits an LWSS seed which then strikes the switch engine seed. The trigger glider from the western switch engine is fixed but adjusting the distance between the LWSS seed and the switch engine seed is hopefully enough to replace this degree of freedom.

If all the details can be worked out I think getting below 10,000x1 is probably possible.

`x = 491, y = 101, rule = B3/S23486bo\$486bo\$486bo\$489bo\$326b2o160bobo\$326b2o161bo8\$486b2o\$485bo2bo\$334b2o150b2o\$334b2o141bo\$477bo\$284b2o42b2o147bo\$284bobo41b2o\$284bo\$77b2o\$76bobo\$78bo75\$3o\$2bo\$bo!`
chris_c

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Joined: June 28th, 2014, 7:15 am

### Re: Making switch-engines

chris_c wrote: 10,000x1 is probably possible

There is a nuance here. The first distance to obstacle which generates switch engine for the quadratic, requires somewhere around 7000 cell diagonally. Making it all work requires some additional adjustments, so don't expect "miracles".

Anyway I think this recipe would work much better for you:

`x = 1246, y = 210, rule = B3/S23b5o\$o4bo\$5bo\$o3bo\$2bo52\$1082b2o\$1082b2o70\$962b2o\$961bobo\$963bo\$1167b2o\$1167bobo\$1167bo75\$1243b3o\$1243bo\$1244bo!`

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

simsim314 wrote:There is a nuance here. The first distance to obstacle which generates switch engine for the quadratic, requires somewhere around 7000 cell diagonally.

Yes, I noticed that the crystal has to be quite long to make the block laying switch engine. Shift everything east by 2 * 723 cells and it all still works, but shifting to the west by the same amount means the crystal is too short when the collision happens.

simsim314 wrote:Anyway I think this recipe would work much better for you:

Thanks! I have also found a few options for G->*WSS so I might see how far these new tricks take us.

`x = 143, y = 33, rule = B3/S23bo59bo59bo\$2bo59bo59bo\$3o57b3o57b3o12\$17bo\$15b2o60bobo\$16b2o59b2o\$78bo4\$16b3o60b3o\$16bo62bo\$17bo62bo\$140bobo\$74b2o64b2o\$15b2o56bobo65bo\$16b2o57bo\$15bo\$141bo\$130b3o7b2o\$132bo7bobo\$131bo!`
chris_c

Posts: 839
Joined: June 28th, 2014, 7:15 am

### Re: Making switch-engines

Using the silly delaying method and the simpler synthesis for the lone switch engine I managed to get down to 7,242x1. Over half as small surprisingly! The crystal is already as small as can be allowed to make the block laying switch engines so I'm not sure how much smaller the pattern can be made. I'm pretty happy to quit at this point anyway.

`x = 7242, y = 1, rule = B3/S236ob4o2b4o77b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o128b4o2b4ob6o54b4o3b3ob5o107b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o80b4o2b4ob6o54b4o3b3ob5o70b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o61b3o3b7o4b5o94b5o2b4o3b3o7b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o102b4o2b4ob6o54b4o3b3ob5o40b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o112b4o2b4ob6o54b4o3b3ob5o134b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o87b3o3b7o4b5o94b5o2b4o3b3o20b3ob8o2b5ob3ob3o58b5ob5o2b4ob3ob4o91b3o3b7o4b5o94b5o2b4o3b3o8b4ob4ob4ob4o2b5o51b3o2b4o2b10ob4o144b4o2b4ob6o54b4o3b3ob5o21b5ob3o3b4o54b6ob4o2b4o140b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o115b5ob3o3b4o54b6ob4o2b4o118b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o42b5ob3o3b4o54b6ob4o2b4o118b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o39b5ob3o3b4o54b6ob4o2b4o108b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o128b5ob3o3b4o54b6ob4o2b4o106b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o97b5ob3o3b4o54b6ob4o2b4o86b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o39b5ob3o3b4o54b6ob4o2b4o84b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o39b5ob3o3b4o54b6ob4o2b4o96b4ob10o2b4o2b3o51b5o2b4ob4ob4ob4o438b5o3b3ob9o60b10o4b9o42b4o2b4o2b6o89b4ob5o2b6ob4o21b3o2b10ob3ob3o420b3o3b8o5b3ob4o19b5o2b3ob5ob7o27b4o2b4ob6ob3o61b3ob3o4b3ob7o!`
chris_c

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Joined: June 28th, 2014, 7:15 am

### Re: Making switch-engines

Hey congrats on the improvement.

chris_c wrote:Using the silly delaying method

Actually it's very impressive method. Maybe you can built few such delaying mechanisms to solve the distance issue. If so we might reach somewhere around 2K or even less.

But first the crystal is just way to wasteful. Tell me if this helps (notice the timing of gliders is important - but also notice that they are in opposite direction so it's just matter of correct placement of the blinker, relative gliders state, and correct opposite parity):

`x = 370, y = 718, rule = B3/S23336bo\$336bobo\$336b2o334\$3b3o2\$b2o\$obo\$2bo39\$368bo\$367bo\$367b3o331\$33bo\$33bo\$33bo\$29b3o\$31bo\$30bo!`

You can tweak the location and the timing of the switch engines pretty much, and still almost always get side emitting glider stream.

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

simsim314 wrote:Tell me if this helps...

Hmmm.... maybe, but it looks quite scary to make this from a one cell thick pattern using only gliders. Here is a possible predecessor using only northbound gliders:

`x = 715, y = 132, rule = B3/S23659bo\$380b3o275b2o\$382bo275bobo\$381bo56\$b2o303b2o\$obo302b2o\$2bo304bo19\$697b2o\$687b3o7bobo\$689bo7bo\$688bo17\$712b2o\$712bobo\$712bo7\$311bo8b2o\$311b2o6b2o\$310bobo8bo18\$335b3o\$335bo\$336bo!`

The gliders heading to the north-west are on lanes that are quite close together. I don't know if you took a close look at how I made the R-pentomino + block constellation in my previous pattern:

`x = 231, y = 1, rule = B3/S233o3b8o5b3ob4o19b5o2b3ob5ob7o57b4o2b4ob6ob3o61b3ob3o4b3ob7o!`

The result might look nice and simple but it took me hours to find this! The 22-cell pattern on the right emits two gliders on the same lane about 200 generations apart. Something similar would probably be needed to make the two gliders + blinker recipe, but now also there is also the timing dependency between the left and the right recipe. Pretty scary. (EDIT: now I see that the right hand switch engine only interacts with the P2 debris of the left switch engine so the timing dependency is nowhere near as bad as I thought, probably it is buildable with a lot of patience)

I think the simplest way to get the side-emitting switch engine would be to search for junk from 2 gliders NE + 2 gliders NW that can be triggered by a slow L/MWSS from one side to make a switch engine. Probably not quite as efficient but it sounds a lot less daunting to build.

Also, if you want to squeeze every last drop out of this project then I think it would be slightly more efficient (create a longer delay) if the switch engine in the east was triggered by a westbound MWSS like so:

`x = 155, y = 97, rule = B3/S2320bo\$19bobo\$19bobo\$20bo2\$15b2o7b2o\$14bo2bo5bo2bo\$15b2o7b2o2\$20bo\$19bobo\$19bobo\$20bo19\$3o\$2bo\$bo49\$153bo\$151b2o\$152b2o5\$152b3o\$152bo\$153bo3\$151b2o\$152b2o\$151bo!`
chris_c

Posts: 839
Joined: June 28th, 2014, 7:15 am

### Re: Making switch-engines

chris_c wrote:...but it looks quite scary to make this from a one cell thick pattern using only gliders

Well you don't have to use only gliders, you can collide MWSS into block or blinker and get gliders as well.

Anyway how about something of this kind?

`x = 1811, y = 667, rule = B3/S23b5o\$o4bo\$5bo\$o3bo\$2bo52\$1082b2o\$1082b2o70\$962b2o\$961bobo\$963bo\$1167b2o\$1167bobo\$1167bo75\$1243b3o\$1243bo\$1244bo248\$570b5o\$569bo4bo\$574bo\$569bo3bo\$571bo52\$1647b2o\$1647b2o70\$1527b2o\$1526bobo\$1528bo\$1732b2o\$1732bobo\$1732bo75\$1808b3o\$1808bo\$1809bo!`

It's a bit ugly but it will VERY probably work for quadratic. Also there should be many constellations of this kind, so if something doesn't work you can tweak it a bit (also change the MWSS timing) and see if it will work.

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

simsim314 wrote:Anyway how about something of this kind?

It should work in principle but I cannot make that with current 1-cell thick components: the R + block constellations are too close together. I would need to make another R + block recipe with different timing so that NE gliders from the eastern recipe do not hit the NW gliders from the western recipe.

I have come up with this design which is a decent compromise: quite efficient and not too far away from current recipes. The number of *WSS is reduced from 16 down to 4. The details still to be worked out are the MWSS recipe and a way of making the 4 gliders. (Hmmm... but the more I look at it the more difficult it seems to make those gliders).

`x = 2032, y = 413, rule = B3/S23b5o\$o4bo\$5bo\$o3bo\$2bo81\$2029b2o\$233b4o1791b4o\$232bo3bo1790b2ob2o\$236bo1791b2o\$232bo2bo2\$1736b2o\$1735b2ob2o\$1736b4o\$1737b2o96\$889bo\$889b2o\$888bobo\$1097b2o\$1096b2o\$1098bo4\$1119b2o\$911b3o205bobo\$913bo205bo\$912bo4\$667b3o3b8o5b3ob4o19b5o2b3ob5ob7o203b4o2b4ob6ob3o61b3ob3o4b3ob7o4\$912bo\$913bo205bo\$911b3o205bobo\$1119b2o4\$1098bo\$1096b2o\$1097b2o\$888bobo\$889b2o\$889bo96\$1737b2o\$1736b4o\$1735b2ob2o\$1736b2o2\$232bo2bo\$236bo1791b2o\$232bo3bo1790b2ob2o\$233b4o1791b4o\$2029b2o81\$2bo\$o3bo\$5bo\$o4bo\$b5o!`
chris_c

Posts: 839
Joined: June 28th, 2014, 7:15 am

### Re: Making switch-engines

I don't see why do you need those blinkers there.

If you want the ignition from the other side maybe this can help:

`x = 393, y = 33, rule = B3/S23389b3o\$388b5o\$387b2ob3o\$388b2o21\$5b3o6\$2bo\$3o\$bo!`

If you worry about the "messy" side rake - don't, The periods should work out for the quadratic. As you said it's all mod 723 and the period is mod 32 * N, so as long as you fine mod 723 everything else will work out as it should, even with pretty messy side puffer. The worst can happen it will take a bit longer to "reignite" from the messy side puffer, but it will ignite - the messy stuff is somewhat better because they also give more options to play with, you just need to tweak it with steps of 64 (all the places where the gliders intersect each other in "nice" way), and you will get the quadratic.

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

simsim314 wrote:I don't see why do you need those blinkers there.

They were designed to be easy to construct. The horizontal distance between them is quite wide so that the gliders needed to construct them can be easily made with non-conflicting 1-cell thick recipes.

simsim314 wrote:If you want the ignition from the other side maybe this can help:

Thanks. One ignition from either side is probably preferable if both switch engines are going to be triggered by *WSS.

simsim314 wrote:If you worry about the "messy" side rake - don't

I wasn't particularly worried about the messiness, I was worried about being able to make the R-pentomino + block pattern twice in such a short space without having to re-work the recipe. The closest that the current recipe can be repeated is 220 lanes but that doesn't allow for any interaction between the switch engines:

`x = 1524, y = 219, rule = B3/S23b5o\$o4bo\$5bo\$o3bo\$2bo96\$b5o\$o4bo\$5bo\$o3bo\$2bo114\$903b3o3b8o5b3ob4o19b5o2b3ob5ob7o227b4o2b4ob6ob3o61b3ob3o4b3ob7o19b3o3b8o5b3ob4o19b5o2b3ob5ob7o27b4o2b4ob6ob3o61b3ob3o4b3ob7o!`

Having looked at all this with a fresh pair of eyes I am going to try to make a 1-cell thick pattern for the 2G + blinker switch engine. That is the cheapest one (just 5 northbound gliders required) and I think it shouldn't be too hard to build. Something like this:

`x = 1704, y = 289, rule = B3/S23b5o\$o4bo\$5bo\$o3bo\$2bo236\$1635b2o\$1341b3o291bobo\$1343bo291bo\$1342bo22\$1655b2o45bo\$1029b3o623bobo43b2o\$1031bo623bo45bobo\$1030bo20\$903b3o3b8o5b3ob4o19b5o2b3ob5ob7o367b4o2b4ob6ob3o61b3ob3o4b3ob7o!`

And if I get really keen I will try to go for a version with 2 x (2G + blinker), 10 gliders in total.

EDIT: Nearly complete now. Should end up about 1,000 cells wide once the MWSS recipe gets done.

`x = 1210, y = 305, rule = B3/S23b5o\$o4bo\$5bo\$o3bo\$2bo148\$539b4o6b7ob4o134b3o3b8o5b3ob4o19b5o2b3ob5ob7o58b4ob5ob3ob3o2b6o11b4o2b4ob6ob3o61b3ob3o4b3ob7o181b4o4b3o3b9o19b3ob3o3b7o3b3o148\$2bo\$o3bo\$5bo\$o4bo\$b5o!`
chris_c

Posts: 839
Joined: June 28th, 2014, 7:15 am

### Re: Making switch-engines

chris_c wrote:, I was worried about being able to make the R-pentomino + block pattern twice in such a short space without having to re-work the recipe.

Well the recipe of R + B is much more adjustable than that, you can move each side by 2 * N, and place one recipe inside the other, for example:

`x = 1443, y = 279, rule = B3/S2310b5o\$9bo4bo\$14bo\$9bo3bo\$11bo136\$b5o\$o4bo\$5bo\$o3bo\$2bo134\$922b3o3b8o5b3ob4o19b5o2b3ob5ob7o61b3o3b8o5b3ob4o19b5o2b3ob5ob7o67b4o2b4ob6ob3o61b3ob3o4b3ob7o45b4o2b4ob6ob3o61b3ob3o4b3ob7o!`

EDIT Checked again and this trick still doesn't help.

chris_c wrote:EDIT: Nearly complete now. Should end up about 1,000 cells wide once the MWSS recipe gets done.

Yep it looks much better, it's really efficient, so no "order of magnitude" improvement can be made. Maybe tweaking it a bit will do some more improvements but not by 500%, so great! This also leaves the space for timing mechanism that the quadratic requires.

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

On a different note, glider (from any direction) + two blinkers + two blocks = perfectly clean switch engine:
`x = 94, y = 21, rule = B3/S234b2o26b2o26b2o26b2o\$4b2o26b2o26b2o26b2o6\$3o2bo23bo2b3o25b3o21b3o\$4bo25bo29bo25bo\$4b3o21b3o25b3o2bo23bo2b3o5\$4b3o25b3o25b3o25b3o5\$8b2o26b2o26b2o26b2o\$8b2o26b2o26b2o26b2o!`

Note that these switch engines need a fifth blonk in order to be stabilized.
I Like My Heisenburps! (and others)

Extrementhusiast

Posts: 1710
Joined: June 16th, 2009, 11:24 pm
Location: USA

### Re: Making switch-engines

I suspect, that this phrase
`[H]owever, there are five known arks in total, two of which (including Noah's ark) are symmetric.`

is totally outdated.
Ivan Fomichev

codeholic
Moderator

Posts: 1140
Joined: September 13th, 2011, 8:23 am
Location: Hamburg, Germany

### Re: Making switch-engines

codeholic wrote:there are five known arks in total

I'm not sure about this phrase. It's possible that if two switch engines are in the same phase it might be true, maybe this is how "Ark" should be defined.

simsim314

Posts: 1539
Joined: February 10th, 2014, 1:27 pm

### Re: Making switch-engines

Since the 1x7242 quadratic growth just got a mention I am belatedly showing an improvement. The file was dated Oct 2015 on my machine but I never posted it:

`x = 2596, y = 1, rule = B3/S236ob4o2b4o30b4ob9ob3ob3o112b4o3b12o3b3o139b3ob5ob4o5b5o71b3o2b5ob5o11b4o6b7ob4o134b3o3b8o5b3ob4o19b5o2b3ob5ob7o58b4ob5ob3ob3o2b6o11b4o2b4ob6ob3o61b3ob3o4b3ob7o181b4o4b3o3b9o19b3ob3o3b7o3b3o57b5ob5o2b3o112b3ob4o2b3ob3ob9o62b4o4b4ob7o48b7o6b9o13b13ob3o2b4o90b3o6b5ob4ob6o3b6ob5o5b5o53b11ob3o5b5o47b3ob3ob9ob4o277b3o3b8o5b3ob4o19b5o2b3ob5ob7o319b4o2b4ob6ob3o61b3ob3o4b3ob7o!`
chris_c

Posts: 839
Joined: June 28th, 2014, 7:15 am

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