For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
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PkmnQ
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by PkmnQ » September 24th, 2018, 6:41 am
Code: Select all
x = 77, y = 56, rule = B3/S23
3o5bo4bo5b2o6b2o8bo4bo5b2o6b2o$2bo5bo4bo4bo2bo4bo2bo7bo4bo4bo2bo4bo2bo
$3o5bo4bo5b2o6b2o8bo4bo5b2o6b2o51$3o14bo4bo5b2o6b2o17bo4bo5b2o6b2o$2bo
14bo4bo4bo2bo4bo2bo16bo4bo4bo2bo4bo2bo$3o14bo4bo5b2o6b2o17bo4bo5b2o6b
2o!
I found a way to transport a Pi heptomino with pulsar debris.
There is also a farther version I found, taking advantage of the mini-pi at the front.
(Not sure if anyone found it yet)
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Entity Valkyrie
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by Entity Valkyrie » September 24th, 2018, 8:33 pm
PkmnQ wrote:Code: Select all
x = 77, y = 56, rule = B3/S23
3o5bo4bo5b2o6b2o8bo4bo5b2o6b2o$2bo5bo4bo4bo2bo4bo2bo7bo4bo4bo2bo4bo2bo
$3o5bo4bo5b2o6b2o8bo4bo5b2o6b2o51$3o14bo4bo5b2o6b2o17bo4bo5b2o6b2o$2bo
14bo4bo4bo2bo4bo2bo16bo4bo4bo2bo4bo2bo$3o14bo4bo5b2o6b2o17bo4bo5b2o6b
2o!
I found a way to transport a Pi heptomino with pulsar debris.
There is also a farther version I found, taking advantage of the mini-pi at the front.
(Not sure if anyone found it yet)
More reactions:
(Right one is known)
Code: Select all
x = 33, y = 56, rule = B3/S23
2bo$bobo$2bo3$30bo$30bo$2bo27bo$bobo$2bo5$2bo$bobo$2bo5$2bo$bobo$2bo
26b3o5$2bo$bobo$2bo5$2bo$bobo$2bo2$30bo$30bo$30bo$2bo$bobo$2bo5$2bo$bo
bo$2bo2$b3o25b3o$o3bo23bo3bo$2ob2o23b2ob2o!
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Bamboonium
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by Bamboonium » September 24th, 2018, 9:39 pm
I'm Sure somebody has already discovered this before, but I found this pattern of four beehives with tails added on to them. This turns into a two-step(is that what they're called?) pulsar. It creates a very interesting pattern while doing so.
The code is listed below.
Regards,
Bamboonium
Code: Select all
x = 13, y = 13, rule = B3/S23
6bo$6bo$5bobo$5bobo$6bo$2b2o5b2o$2o2bo3bo2b2o$2b2o5b2o$6bo$5bobo$5bobo
$6bo$6bo!
I'm not good at Conway's Game of Life. I just like scribbling and seeing what happens.
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KittyTac
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by KittyTac » September 24th, 2018, 9:46 pm
Bamboonium wrote:I'm Sure somebody has already discovered this before, but I found this pattern of four beehives with tails added on to them. This turns into a two-step(is that what they're called?) pulsar. It creates a very interesting pattern while doing so.
The code is listed below.
Regards,
Bamboonium
Code: Select all
x = 13, y = 13, rule = B3/S23
6bo$6bo$5bobo$5bobo$6bo$2b2o5b2o$2o2bo3bo2b2o$2b2o5b2o$6bo$5bobo$5bobo
$6bo$6bo!
That's 4 honey farm predecessors interacting to produce 4 traffic lights.
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Bamboonium
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by Bamboonium » September 24th, 2018, 9:58 pm
Thanks!
I'm not good at Conway's Game of Life. I just like scribbling and seeing what happens.
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PkmnQ
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by PkmnQ » September 25th, 2018, 8:59 am
Entity Valkyrie wrote:PkmnQ wrote:Code: Select all
x = 77, y = 56, rule = B3/S23
3o5bo4bo5b2o6b2o8bo4bo5b2o6b2o$2bo5bo4bo4bo2bo4bo2bo7bo4bo4bo2bo4bo2bo
$3o5bo4bo5b2o6b2o8bo4bo5b2o6b2o51$3o14bo4bo5b2o6b2o17bo4bo5b2o6b2o$2bo
14bo4bo4bo2bo4bo2bo16bo4bo4bo2bo4bo2bo$3o14bo4bo5b2o6b2o17bo4bo5b2o6b
2o!
I found a way to transport a Pi heptomino with pulsar debris.
There is also a farther version I found, taking advantage of the mini-pi at the front.
(Not sure if anyone found it yet)
More reactions:
(Right one is known)
Code: Select all
x = 33, y = 56, rule = B3/S23
2bo$bobo$2bo3$30bo$30bo$2bo27bo$bobo$2bo5$2bo$bobo$2bo5$2bo$bobo$2bo
26b3o5$2bo$bobo$2bo5$2bo$bobo$2bo2$30bo$30bo$30bo$2bo$bobo$2bo5$2bo$bo
bo$2bo2$b3o25b3o$o3bo23bo3bo$2ob2o23b2ob2o!
I think the right one also takes advantage of the mini-pi, allowing it to escape, unlike if you just put it nearer with a 2 cell gap, which still transports it, but destroys it at the end.
Unfortunately, the left one destroys itself with its debris.
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Bamboonium
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by Bamboonium » September 25th, 2018, 8:03 pm
So I was messing around with R-Heptomino variations and found this strange heptomino(I'm calling it that because it fits Martian gardeners definition of it) . Can anybody tell me what it is called?
Regards,
Bamboonium
Code: Select all
x = 3, y = 4, rule = B3/S23
bo$2bo$2bo$3o!
Last edited by
Bamboonium on September 25th, 2018, 8:55 pm, edited 1 time in total.
I'm not good at Conway's Game of Life. I just like scribbling and seeing what happens.
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dvgrn
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by dvgrn » September 25th, 2018, 8:42 pm
Bamboonium wrote:So I was messing around with R-Heptomino variations and found this strange heptomino(I'm calling it that because it fits Martian gardeners definition of it) . Can anybody tell me what it is called?
Code: Select all
x = 3, y = 4, rule = B3/S23
bo$2bo$2bo$3o!
That's technically a
polyplet but not a
polyomino. However, it's a parent of the standard polyomino form of the
B-heptomino.
I don't think there's any such thing as an R-heptomino, but you were probably looking at the
R-pentomino (?).
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Bamboonium
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by Bamboonium » September 25th, 2018, 8:55 pm
Sorry, I'm Kind of new around here. Ill make sure to use the proper terms next time. by Heptomino I meant to say Methuselah, But that is incorrect as well.
Regards,
Bamboonium
I'm not good at Conway's Game of Life. I just like scribbling and seeing what happens.
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Hunting
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by Hunting » September 26th, 2018, 12:42 am
Bamboonium wrote:Sorry, I'm Kind of new around here. Ill make sure to use the proper terms next time. by Heptomino I meant to say Methuselah, But that is incorrect as well.
Regards,
Bamboonium
Code: Select all
x = 3, y = 4, rule = B3/S23
bo$2bo$2bo$3o!
#C [[ STOP 1 ]]
Here's the pattern you've rediscovered. The B methuselah.
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Entity Valkyrie
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by Entity Valkyrie » October 1st, 2018, 4:11 am
Becomes a pentadecathlon and 2 pulsars:
Code: Select all
x = 70, y = 7, rule = B3/S23
2o66b2o$3ob3o16bobo18bobo16b3ob3o$2b3o3bo13bobobo16bobobo13bo3b3o$2b2o
2bobo12bo2bo2bo4bo4bo4bo2bo2bo12bobo2b2o$3bo5bo12b2ob2o4b3o2b3o4b2ob2o
12bo5bo$4b2o2bo22b3o2b3o22bo2b2o$8bo22bo6bo22bo!
Very strange G-H (cannot be made into a syringe)
Code: Select all
x = 6, y = 5, rule = B3/S23
2o2$o2bo$3bobo$3b2o!
#C [[ STOP 2 ]]
EDIT: Unknown if known:
Code: Select all
x = 79, y = 24, rule = B3/S23
57bo$55b2o$56b2o3$67bo$68b2o$67b2o2$69bo$68b2o$68bobo$5bo8bo$5bo8bo$5b
o8bo30bo$45b2o$b2o14b2o25bobo$obo14bobo$2bo14bo3$42b2o32b2o$41bobo32bo
bo$43bo32bo!
EDIT: Herschel at gen 248:
Code: Select all
x = 63, y = 82, rule = B3/S23
52bobo$52b2o$53bo$3bobo$4b2o$4bo6$2bo$3b2o$2b2o10$38bobo$39b2o$39bo4$
36b3o$38bo$17bobo17bo$18b2o$18bo4bobo$obo21b2o14bo$b2o21bo13b2o$bo15b
2o8bo11b2o$4bo11b2o8b2o$3b2o13bo7bobo11bo$3bobo33b2o$39bobo14$10b2o$9b
obo43b2o$11bo43bobo$55bo22$61bo$60b2o$60bobo!
#C [[ STOP 248 ]]
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mniemiec
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by mniemiec » October 1st, 2018, 12:04 pm
Entity Valkyrie wrote:EDIT: Unknown if known: ...
Making a pentadecathlon out of two phi-sparks has been known since the beginning, as one of the phases of the pentadecathlon is literally two phi-sparks. Also, the fact that one glider-blinker collision makes a phi-spark has been known since the beginning, as all collisions of gliders into common objects had been explored very early on. Two blinkers plus two gliders to pentadecathlon is frequently the cheapest known way to edge-shoot a pentadecathlon, useful for adding a pentadecathlon to something else.
Entity Valkyrie wrote:EDIT: Herschel at gen 248: ...
This seems like quite a lot of overkill - 16 gliders to produce a herschel plus a lot of junk, since you can get a clean herschel from only 3 gliders in many ways, or a herschel plus a block from 2 gliders in 3 ways.
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Entity Valkyrie
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by Entity Valkyrie » October 1st, 2018, 5:25 pm
mniemiec wrote:
Entity Valkyrie wrote:EDIT: Herschel at gen 248: ...
This seems like quite a lot of overkill - 16 gliders to produce a herschel plus a lot of junk, since you can get a clean herschel from only 3 gliders in many ways, or a herschel plus a block from 2 gliders in 3 ways.
I was mainly talking about this reaction:
Sadly, the blinker and block are displaced.
Code: Select all
x = 33, y = 38, rule = B3/S23
3b2o$4bo$4b3o6$22bo$20b3o$19bo$19b2o6$2o$b2o$2o2b2o$o3b2o4$17b3o2$b2o$
bo$2bo$b2o6$30b2o$30bobo$30bo!
#C [[ STOP 149 ]]
Even more detailed (Take a look at gens 53 and 59):
Code: Select all
x = 33, y = 48, rule = B3/S23
2o$b2o18bo$2o2b2o15bo$o3b2o13b3o$19bo3$17b3o2$b2o$bo$2bo$b2o6$30b2o$
30bobo$30bo15$2o21bo$b2o18b3o$2o2b2o15bo$o3b2o15bo6$b2o$bo$2bo$b2o!
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Hdjensofjfnen
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by Hdjensofjfnen » October 2nd, 2018, 7:43 pm
Interestingly, your resultant reaction produces a ton of Herschels:
Code: Select all
x = 15, y = 31, rule = B3/S23
4bo$5bo$3b3o10$14bo$12b3o$11bo$11b2o15$3o!
EDIT: It looks surprisingly close to a switch engine of sorts.
Code: Select all
x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!
Code: Select all
x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!
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KittyTac
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by KittyTac » October 4th, 2018, 10:13 pm
This eater can eat another block while not yet being fully recovered.
Code: Select all
x = 9, y = 11, rule = B3/S23
b2o$bobo3b2o$3bo3b2o$3b3o$b2o3bo$o2bob2o$2obobo$3bob2o$3bobo$2b2obobo$
6b2o!
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KittyTac
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by KittyTac » October 7th, 2018, 9:14 am
This cordership, utilizing a new reaction:
Code: Select all
x = 77, y = 114, rule = B3/S23
50b3o$50b3o2$50bob2o$50bo3bo$52b3o$67b2o$67b2o3$51bo$50bobo$51bo$50b2o
$50b2o23b2o$51bo23b2o$49bob2o$50bob2obo9b2o$50bo4bo$53bobo3$44bo19b2o$
43bobo17bobo$43bobo16b4obo$43bo2bo15bob6o$44bobo14b2ob7o$47bo14b3o3bob
o$46b2o$46bo4$44bo$43bobo$45bo$45bo$45bo2$46bo$42b2ob3o$44b3ob2o$36bo
9bobo$45b2o$32bo7bo4b3o$32bo8bo2b3o$31bo4b2o3bo2b3o8b2o$32bobo6bo2b2o
2bo6b2o$32bob2o10bobo$46b3o$37bo4$63b2o$63b2o2$4b2o51bo$55b2obo$3bo3bo
45b2obob2o$8bo46bo$bo7bo41bobo$o4bo$bobobo4bo40b2o$bo8bo$2bo4b2obo14bo
$3bob2ob3o13b3o$4b3ob2o13b3obo$22b2o3b2o$21b2obo2b2o$22b2obob2o$23b3ob
2o$25bo4bo$26b4o$28bo4$11b2o$4bo5bo2b2o$4bo4b3o2bo$4bo4bo4bo$9b5o$10b
2o4$10bo$9bobo$9bobo$10bo28bo$39bobo$39b2o3$18bo$17bobo$17bobo$18bo5$
26bo$25bobo$25bobo$26bo9bo$35bobo$35bobo$36bo2$31b2o$30bo2bo$31b2o!
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gameoflifemaniac
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by gameoflifemaniac » October 7th, 2018, 11:16 am
KittyTac wrote:This cordership, utilizing a new reaction:
Code: Select all
x = 77, y = 114, rule = B3/S23
50b3o$50b3o2$50bob2o$50bo3bo$52b3o$67b2o$67b2o3$51bo$50bobo$51bo$50b2o
$50b2o23b2o$51bo23b2o$49bob2o$50bob2obo9b2o$50bo4bo$53bobo3$44bo19b2o$
43bobo17bobo$43bobo16b4obo$43bo2bo15bob6o$44bobo14b2ob7o$47bo14b3o3bob
o$46b2o$46bo4$44bo$43bobo$45bo$45bo$45bo2$46bo$42b2ob3o$44b3ob2o$36bo
9bobo$45b2o$32bo7bo4b3o$32bo8bo2b3o$31bo4b2o3bo2b3o8b2o$32bobo6bo2b2o
2bo6b2o$32bob2o10bobo$46b3o$37bo4$63b2o$63b2o2$4b2o51bo$55b2obo$3bo3bo
45b2obob2o$8bo46bo$bo7bo41bobo$o4bo$bobobo4bo40b2o$bo8bo$2bo4b2obo14bo
$3bob2ob3o13b3o$4b3ob2o13b3obo$22b2o3b2o$21b2obo2b2o$22b2obob2o$23b3ob
2o$25bo4bo$26b4o$28bo4$11b2o$4bo5bo2b2o$4bo4b3o2bo$4bo4bo4bo$9b5o$10b
2o4$10bo$9bobo$9bobo$10bo28bo$39bobo$39b2o3$18bo$17bobo$17bobo$18bo5$
26bo$25bobo$25bobo$26bo9bo$35bobo$35bobo$36bo2$31b2o$30bo2bo$31b2o!
It has 7 engines, right?
I was so socially awkward in the past and it will haunt me for the rest of my life.
Code: Select all
b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!
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AforAmpere
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by AforAmpere » October 7th, 2018, 12:44 pm
gameoflifemaniac wrote:It has 7 engines, right?
I’m pretty sure there are 5.
I manage the
5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote
EPE, a tool for searching in the INT rulespace.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
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gameoflifemaniac
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by gameoflifemaniac » October 7th, 2018, 2:16 pm
AforAmpere wrote:gameoflifemaniac wrote:It has 7 engines, right?
I’m pretty sure there are 5.
Maybe 6?
I was so socially awkward in the past and it will haunt me for the rest of my life.
Code: Select all
b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!
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BlinkerSpawn
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by BlinkerSpawn » October 7th, 2018, 10:49 pm
There are 5 engines, the other two reactions are just debris plumes.
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dvgrn
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by dvgrn » October 8th, 2018, 8:50 am
KittyTac wrote:This cordership, utilizing a new reaction...
How did you find it? It's pretty far from new. Generation 57 is identical to
this beehive-puller Cordership from June 2005, by David Bell.
There's another variant where a block (instead of a beehive) is converted to a honeyfarm. It's used in Corder-lineship.rle in Golly's Spaceships collection, for example. The sparks allow a sideways glider stream to be turned into a forward one, which allows for high-period rakes and traveling data-storage loops or
feedback loops. See
here for a bigger list that includes these two patterns.
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KittyTac
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by KittyTac » October 8th, 2018, 10:37 am
dvgrn wrote:KittyTac wrote:This cordership, utilizing a new reaction...
How did you find it? It's pretty far from new. Generation 57 is identical to
this beehive-puller Cordership from June 2005, by David Bell.
There's another variant where a block (instead of a beehive) is converted to a honeyfarm. It's used in Corder-lineship.rle in Golly's Spaceships collection, for example. The sparks allow a sideways glider stream to be turned into a forward one, which allows for high-period rakes and traveling data-storage loops or
feedback loops. See
here for a bigger list that includes these two patterns.
I added random junk into the 7-in-a-row cordership. It didn't disintegrate or turn into a puffer as it would do normally, so I thought it was interesting.
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dvgrn
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by dvgrn » October 8th, 2018, 10:54 am
KittyTac wrote:I added random junk into the 7-in-a-row cordership. It didn't disintegrate or turn into a puffer as it would do normally, so I thought it was interesting.
Wow, yeah, that doesn't happen too often -- a trailing component might fall off if it's damaged, but this seems like a more unlikely transformation. Makes it an extra-lucky Accidental (Re-)Discovery.
Do you still have the original pattern with the random junk? Maybe this would make another of those not really useful but maybe entertaining converters possible, where a Heisenburp reaction checks for the presence of a 7-in-a-row Cordership and converts it to a beehive-puller Cordership.
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KittyTac
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by KittyTac » October 8th, 2018, 11:02 am
dvgrn wrote:KittyTac wrote:I added random junk into the 7-in-a-row cordership. It didn't disintegrate or turn into a puffer as it would do normally, so I thought it was interesting.
Wow, yeah, that doesn't happen too often -- a trailing component might fall off if it's damaged, but this seems like a more unlikely transformation. Makes it an extra-lucky Accidental (Re-)Discovery.
Do you still have the original pattern with the random junk? Maybe this would make another of those not really useful but maybe entertaining converters possible, where a Heisenburp reaction checks for the presence of a 7-in-a-row Cordership and converters it to a beehive-puller Cordership.
Nope, I used a rule called Energetic where there are photons that turn into live cells upon hitting a live cell. I was bombarding the ship with them, creating random junk inside of the ship.
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Entity Valkyrie
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by Entity Valkyrie » October 8th, 2018, 6:00 pm
Gliders (from the Period 156-glider gun) pull beacons:
Code: Select all
x = 50, y = 50, rule = B3/S23
3bobo$4b2o$4bo$o$b2o$2o2$10bobo$11b2o$11bo$7bo6bo$8b2o5b2o$7b2o5b2o2$
10bobo$11b2o$11bo$21bo$22b2o$21b2o2$17bobo4bobo$18b2o5b2o$18bo6bo$21bo
6bo$22b2o5b2o$21b2o5b2o2$24bobo$25b2o$25bo$33b2o$33b2o$31b2o$31b2o2$
41bo$40b2o$40bobo2$37b2o$36b2o$38bo2$48b2o$47b2o$49bo$45bo$44b2o$44bob
o!