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

testitemqlstudop wrote:The front end moves at c/2, the back end moves at 12c/13:

x = 79, y = 15, rule = B3/S2310b4o$10bo3bo$10bo$b2o8bo$2ob2o$b4o3bo4bobo$2b2o3bo5bo2bo6bo5bo5bo5bo5bo5bo5bo5bo5bo4b3o$6bo2bo6bo6bo5bo5bo5bo5bo5bo5bo5bo5bo4bobo$2b2o3bo5bo2bo6bo5bo5bo5bo5bo5bo5bo5bo5bo4b3o$b4o3bo4bobo$2ob2o$b2o8bo$10bo$10bo3bo$10b4o!

Ian07

Posts: 214
Joined: September 22nd, 2018, 8:48 am

testitemqlstudop wrote:12c/13

That is actually 12c/26.
Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule (someone please search the rules)
- Find a C/10 in JustFriends
- Find a C/10 in Day and Night
AforAmpere

Posts: 1003
Joined: July 1st, 2016, 3:58 pm

AforAmpere wrote:
testitemqlstudop wrote:12c/13

That is actually 12c/26.

Wow, that's actually close to being a c/2 in its own right.
EDIT: Crystal:
x = 500, y = 502, rule = B3/S23485bo$484bobo$484bobo$485bo5$487bo$486bobo$481bo4bobo$480bobo4bo9b2o$479bo2bo13bo2bo$480b2o9b2o4b2o$490bo2bo$470bo20b2o$469bobo$469bobo$470bo$487b2o$487bobo$488bo2$472b2o$472b2o2$482b2o$481bo2bo$482b2o7$465bo$465b2o$464bobo14$449bo$449b2o$448bobo14$433bo$433b2o$432bobo14$417bo$417b2o$416bobo14$401bo$401b2o$400bobo14$385bo$385b2o$384bobo14$369bo$369b2o$368bobo14$353bo$353b2o$352bobo14$337bo$337b2o$336bobo14$321bo$321b2o$320bobo14$305bo$305b2o$304bobo14$289bo$289b2o$288bobo14$273bo$273b2o$272bobo14$257bo$257b2o$256bobo14$241bo$241b2o$240bobo14$225bo$225b2o$224bobo14$209bo$209b2o$208bobo14$193bo$193b2o$192bobo14$177bo$177b2o$176bobo14$161bo$161b2o$160bobo14$145bo$145b2o$144bobo14$129bo$129b2o$128bobo14$113bo$113b2o$112bobo14$97bo$97b2o$96bobo14$81bo$81b2o$80bobo14$65bo$65b2o$64bobo14$49bo$49b2o$48bobo14$33bo$33b2o$32bobo14$17bo$17b2o$16bobo14$bo$b2o$obo!
Life is hard. Deal with it.
My favorite oscillator of all time:
x = 7, y = 5, rule = B3/S2-i3-y4i4b3o$6bo$o3b3o$2o$bo!

Hdjensofjfnen

Posts: 1093
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

This LOM-to-B leaving behind a beehive:

x = 9, y = 8, rule = B3/S237b2o$7bo$5bobo$5b2o2$2b2o$b2o$2o!

EDIT: Knightwise beehive pull

x = 5, y = 7, rule = B3/S233o$bo2$3bo$2bobo$2bobo$3bo! testitemqlstudop Posts: 769 Joined: July 21st, 2016, 11:45 am Location: very very very very boats ### Re: Thread For Your Useless Discoveries Stupidest component I've ever come across: x = 14, y = 18, rule = B3/S2311bobo$10bo2bo$11bobo4$9b2o$9b2o3$3b3o$2o4bo$o2bo3bo$6bo$5bo$3bo$3bo$2b2o! EDIT: The explosion at the northeast is one that I haven't seen occur naturally before: x = 18, y = 11, rule = B3/S23bo$2bo$3o4$11bo$10b2o$11bo4bo$15bobo$16bo!
Life is hard. Deal with it.
My favorite oscillator of all time:
x = 7, y = 5, rule = B3/S2-i3-y4i4b3o$6bo$o3b3o$2o$bo!

Hdjensofjfnen

Posts: 1093
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

Hdjensofjfnen wrote:The explosion at the northeast is one that I haven't seen occur naturally before: ...

That's just an elementary collision of two honeyfarm predecessors.
mniemiec

Posts: 1022
Joined: June 1st, 2013, 12:00 am

68p16 internally deletes a block:
x = 20, y = 20, rule = B3/S2310b2o3b2o$10b2o3b2o$6bo$2o3b2o$2o2bo10bo$5bo3b2o2b2obo$5bo3bo6b2o2$2o$2o3bo3b2o2b2o$5b2o2b2o3bo3b2o$18b2o2$2b2o6bo3bo$3bob2o2b2o3bo$4bo10bo2b2o$13b2o3b2o$13bo$3b2o3b2o$3b2o3b2o! x₁=ηx V ⃰_η=c²√(Λη) K=(Λu²)/2 Pₐ=1−1/(∫^∞_t₀(p(t)ˡ⁽ᵗ⁾)dt) $$x_1=\eta x$$ $$V^*_\eta=c^2\sqrt{\Lambda\eta}$$ $$K=\frac{\Lambda u^2}2$$ $$P_a=1-\frac1{\int^\infty_{t_0}p(t)^{l(t)}dt}$$ http://conwaylife.com/wiki/A_for_all Aidan F. Pierce A for awesome Posts: 1810 Joined: September 13th, 2014, 5:36 pm Location: 0x-1 ### Re: Thread For Your Useless Discoveries Hdjensofjfnen wrote:EDIT: Transparent boats: x = 24, y = 13, rule = B3/S235b2o10b2o$4bo2bo8bo2bo$7b2o6b2o$bo5b3o4b3o5bo$obo3bo2bo4bo2bo3bobo$b2o3b3o6b3o3b2o2$b2o3b3o6b3o3b2o$obo3bo2bo4bo2bo3bobo$bo5b3o4b3o5bo$7b2o6b2o$4bo2bo8bo2bo$5b2o10b2o!

Rich's P16

Entity Valkyrie

Posts: 247
Joined: November 30th, 2017, 3:30 am

Entity Valkyrie wrote:
Hdjensofjfnen wrote:EDIT: Transparent boats:
x = 24, y = 13, rule = B3/S235b2o10b2o$4bo2bo8bo2bo$7b2o6b2o$bo5b3o4b3o5bo$obo3bo2bo4bo2bo3bobo$b2o3b3o6b3o3b2o2$b2o3b3o6b3o3b2o$obo3bo2bo4bo2bo3bobo$bo5b3o4b3o5bo$7b2o6b2o$4bo2bo8bo2bo$5b2o10b2o! Rich's P16 I know, but what I realized was that the boats end up in the same place. Maybe not a coincidence. Also, wiki tags provide links to the wiki? Life is hard. Deal with it. My favorite oscillator of all time: x = 7, y = 5, rule = B3/S2-i3-y4i4b3o$6bo$o3b3o$2o$bo! Hdjensofjfnen Posts: 1093 Joined: March 15th, 2016, 6:41 pm Location: r cis θ ### Re: Thread For Your Useless Discoveries 2718281828 wrote:A phi-spark + a domino spark give a copy of it plus two tubs (see gen. 22): x = 5, y = 8, rule = LifeHistory3.2E2$2.A$.3A$A.A.A$A.A.A$.3A$2.A! That gave me an idea: x = 25, y = 50, rule = B3/S2310b2o$10b2o4$15b2o2$14bo$13b3o$12bobobo$12bobobo$13b3o$14bo$2o$2o21$23b2o$23b2o$10bo$9b3o$8bobobo$8bobobo$9b3o$10bo2$8b2o4$13b2o$13b2o!

Entity Valkyrie

Posts: 247
Joined: November 30th, 2017, 3:30 am

Is this B-to-TL known?
x = 7, y = 9, rule = B3/S235b2o$5b2o4$2o$b2o$2o$o! Entity Valkyrie Posts: 247 Joined: November 30th, 2017, 3:30 am ### Re: Thread For Your Useless Discoveries Entity Valkyrie wrote:Is this B-to-TL known? x = 7, y = 9, rule = B3/S235b2o$5b2o4$2o$b2o$2o$o!

I can't verify, but I'm tempted to say yes-- It's a reaction between a b and a block.
Technically, though, as the B leaves its block, it's not a conduit. You could string it up to conduit 1, however, to get a true conduit.
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1546
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

it WOULD have been a Herschel parent at gen 19 without the block

testitemqlstudop

Posts: 769
Joined: July 21st, 2016, 11:45 am
Location: very very very very boats

A methuselah that takes 1,147 gens to stabilize:
x = 6, y = 3, rule = Lifebo2bo$2b2o$6o!
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.

Βεν Γ. Κυθισ

Posts: 207
Joined: December 27th, 2018, 5:42 am

Close to p3 but not really. Dim hope that it can be hassled.
x = 22, y = 6, rule = LifeHistory.2D16.2C$ACA15.C2.C$2.C15.C2.C$3.C$2.C.C14.2CD$3.C17.A! Life is hard. Deal with it. My favorite oscillator of all time: x = 7, y = 5, rule = B3/S2-i3-y4i4b3o$6bo$o3b3o$2o$bo! Hdjensofjfnen Posts: 1093 Joined: March 15th, 2016, 6:41 pm Location: r cis θ ### Re: Thread For Your Useless Discoveries Hdjensofjfnen wrote:Close to p3 but not really. Dim hope that it can be hassled. x = 22, y = 6, rule = LifeHistory.2D16.2C$ACA15.C2.C$2.C15.C2.C$3.C$2.C.C14.2CD$3.C17.A!

Also:
x = 6, y = 6, rule = B3/S232o$obo$bo$3b3o2$4bo!#C [[ STOP 3 ]]

EDIT:
Stabilised:
x = 23, y = 12, rule = B3/S2310b2o$10bobo$11bo$13b3o2$14bo5bo$12bo2bo2bo2bo$5b2o15bo$b2ob4ob2ob2ob4ob2o$o15b2o$bo2bo2bo2bo$2bo6bo!
Take Very Tinily.
The ENEERG-y of the EVAD is watching.

x = 47, y = 23, rule = B3/S23obo41bo$b2o41bobo$bo42b2o8$10bobo21bo$11b2o21bobo$11bo22b2o7$22b2o$20bo$21bo3bo$21b4o!#C [[ THEME 6 THUMBSIZE 2 Y 10 ZOOM 32 GPS 20 AUTOSTART LOOP 40 ]] Entity Valkyrie 2 Posts: 17 Joined: February 26th, 2019, 7:13 pm ### Re: Thread For Your Useless Discoveries Blinker turns to edgy block: x = 13, y = 5, rule = B3/S233o2$9b3o$9bo2bo$10b2o!
Life is hard. Deal with it.
My favorite oscillator of all time:
x = 7, y = 5, rule = B3/S2-i3-y4i4b3o$6bo$o3b3o$2o$bo!

Hdjensofjfnen

Posts: 1093
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

Is this near-inaccessible pi eater known?
x = 7, y = 10, rule = B3/S23b2ob2o$bo3bo$2b3o2$7o$o2bo2bo2$2b3o$2bobo$2bobo! I suppose It’s not awful; pre-pis work. x = 7, y = 10, rule = B3/S233b2o$2bo2bo$2b3o2$7o$o2bo2bo3$2b3o$2bo2bo! Those displayed on lifewiki fit differently; this might reduce some conduits. But it’s probably known. My rules: They can be found here Also, the tree game Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?" Moosey Posts: 1546 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. ### Re: Thread For Your Useless Discoveries Moosey wrote:Is this near-inaccessible pi eater known? x = 7, y = 10, rule = B3/S23b2ob2o$bo3bo$2b3o2$7o$o2bo2bo2$2b3o$2bobo$2bobo!

I suppose It’s not awful; pre-pis work.
x = 7, y = 10, rule = B3/S233b2o$2bo2bo$2b3o2$7o$o2bo2bo3$2b3o$2bo2bo!

Those displayed on lifewiki fit differently; this might reduce some conduits.
But it’s probably known.

This is Tanner's pi-catcher, used in his reduction of the period-45 glider gun. While the house induction coil achieves smallest population, the symmetric variant shown in the wiki achieves minimal bounding box.
Princess of Science, Parcly Taxel

Freywa

Posts: 543
Joined: June 23rd, 2011, 3:20 am
Location: Singapore

AK-94 type thing:
x = 95, y = 82, rule = B3/S2348b2o3b2o$46b3obo2b2o$45bo4bo$45bo2b2ob4o$44b2obobobo2bo$45bobobobo$45bobob2o$46bo2$59b2o$50bo8bo$49b3o5bobo$48b5o4b2o$47b2o3b2o$46b3o3b3o$47b2o3b2o$48b5o$49b3o$48b3o$47b2o$48bo$45b3o$45bo5$6b2o7bo7b2o$7bo7b3o5b2o$7bobo8bo$8b2o7b2o2$20bo$19bobo48bo$5bo12bo3bo46b2o$5b3o10bo3bo8b2ob2o33bobo$8bo9bo3bo8b2obo2bo$7b2o10bobo12bob2o$20bo13bo$33b2o$30bobo2b2o$2b2ob2o23b2o2bo2bo$o2bob2o28b2o$2obo$3bo86bo$3b2o67b2o14b5o$b2o2bobo65bo13bo5bo$o2bo2b2o65bobo12b3o2bo$b2o16b2o53b2o15bob2o$19bo68b4o2bo$13b2o5b3o7bo52b2o3bo3b2o$13b2o7bo8b2o50b2o4b3o$30b2o59bo$91bob2o$90b2ob2o2$72b2o$55b2o7bo8b2o7b2o$55b2o5b3o7bo9bo$61bo21b3o$61b2o22bo4$74bo$72b3o$71bo$71b2o3$62bo$61bobo9b2ob2o$60bo3bo8b2obo2bo$60bo3bo11bob2o$60bo3bo11bo$61bobo11b2o$62bo9bobo2b2o$72b2o2bo2bo$59b2o16b2o$60bo$57b3o5b2o$57bo7b2o! My rules: They can be found here Also, the tree game Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?" Moosey Posts: 1546 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. ### Re: Thread For Your Useless Discoveries Here is a useless collision that could be thought of as glider bowling. x = 20, y = 21, rule = B3/S2315bo$15bo$15bo3$14b2o$14b2o$18b2o$14b2o2b2o$14b2o9$b2o$obo$2bo! I can't do much with that, but it is rare to find a collision that preserves all the components. The initial cluster is "natural" in the sense that I got it by generating small starting seeds. Before we had examples of stable reflectors, it was speculated that a reflector could be a magic glider-preserving self-restoring cluster (with the parts back in the right place unlike this). It is very unlikely once you get beyond blocks and blinkers, and those don't work as reflectors. I am not sure the space has been fully explored to find clusters that are not exactly the same but can be used for later collisions with single gliders. Add catalysts, and eventually you get a stable reflector, but catalysts also take up diagonals. Anyway... I am trying to find something useful this way. Still trying. Here are some collisions between gliders and natural clusters that produce a glider, an spaceship and not much additional debris. I don't know if all or any are new. Is anyone else looking for these? They are not very useful but could be part of a slow synthesis. MWSS + glider x = 11, y = 11, rule = B3/S236b3o2$3b2o$2bo2bo$3b2o4bo$8bobo$8bobo$9bo2$b2o$obo$2bo$! LWSS + 2 gliders x = 16, y = 12, rule = B3/S2313bo$13bobo$13b2o2$6b2o$5bo2bo$2o3bobo$2o4bo3$5bo$4bobo$4bobo$5bo$!

LWSS + glider
x = 13, y = 10, rule = B3/S235b2o$2o3b2o$2o3$3b2o$2bo2bo$2bobo$3bo6b2o$10bobo$10bo$! LWSS + glider x = 13, y = 10, rule = B3/S235b2o$2o3b2o$2o$10bo$10bobo$3b2o5b2o$2bo2bo$2bobo$3bo$!

LWSS + glider
x = 13, y = 9, rule = B3/S2311b2o$10bobo$6b2o3bo$5bobo$5b2o5$b2o$obo$2bo$!

LWSS + glider
x = 17, y = 9, rule = B3/S2311b3o$b2o4b2o$obo4bobo$2bo5bo3$15bo$14bobo$10b2o2bobo$10b2o3bo$!
pcallahan

Posts: 298
Joined: April 26th, 2013, 1:04 pm

pcallahan wrote:Here is a useless collision that could be thought of as glider bowling.

x = 20, y = 21, rule = B3/S2315bo$15bo$15bo3$14b2o$14b2o$18b2o$14b2o2b2o$14b2o9$b2o$obo$2bo!

I can't do much with that, but it is rare to find a collision that preserves all the components. The initial cluster is "natural" in the sense that I got it by generating small starting seeds. Before we had examples of stable reflectors, it was speculated that a reflector could be a magic glider-preserving self-restoring cluster (with the parts back in the right place unlike this). It is very unlikely once you get beyond blocks and blinkers, and those don't work as reflectors.

...

Here's a similar reaction that produces a whole lot of extra junk:
x = 8, y = 11, rule = B3/S232o$2o3bo$5bo$5bo5$5b3o$5bo$6bo!

also:
x = 15, y = 13, rule = B3/S2313bo$12bo$12b3o8$2o$2o4b2o$6b2o! My rules: They can be found here Also, the tree game Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?" Moosey Posts: 1546 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. ### Re: Thread For Your Useless Discoveries Moosey wrote:Here's a similar reaction that produces a whole lot of extra junk: Well, the point is not to produce extra junk. If you could keep the block and blinker in the same place along with extra junk, that would be more interesting, though also useless. Here's a possibly useful resettable glider shifter that I found around 1994 (first as far as I know) and forgot about for years. x = 81, y = 802bo$obo$b2o67$72b2o5b2o$72b2o5b2o5$79b2o$79b2o$67b2o$66bobo$68bo!

I don't remember how it came up, but it is based on this reaction with a block catalyst and I put the other catalyst in a symmetric location.
x = 19, y = 14, rule = B3/S23$8b2o$8b2o5$15b2o$15b2o$3b2o$2bobo$4bo! pcallahan Posts: 298 Joined: April 26th, 2013, 1:04 pm ### Re: Thread For Your Useless Discoveries Useless because of what it would take to set up the three blocks, but I have never seen a glider act like such a honey badger. It comes out on the same diagonal, delayed by only 14 steps if I'm counting right. Trailing glider is just for reference. x = 37, y = 35, rule = B3/S2335b2o$31b2o2b2o$31b2o6$34b2o$34b2o13$12b2o$11bobo$13bo8$2b2o$bobo$3bo! pcallahan Posts: 298 Joined: April 26th, 2013, 1:04 pm ### Re: Thread For Your Useless Discoveries x = 73, y = 12, rule = B3/S2317b2o35b2o$16bo2bo33bo2bo$12bo4b2o4bo25bo4b2o4bo$12bobo6bobo25bobo6bobo$2o11bobo4bobo11b2ob2o11bobo4bobo11b2o$2o11bo2bo2bo2bo11b2ob2o11bo2bo2bo2bo11b2o$13bobo4bobo27bobo4bobo$12bobo6bobo25bobo6bobo$12bo10bo25bo10bo$17b2o$17b2o35b2o$54b2o!

Two reactions with QBs revisiting beehive.
1. Eats block
2. Slightly different stabilization involving a block
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1546
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

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