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Re: B017/S01

Posted: August 2nd, 2010, 12:01 pm
by calcyman
Here's a rule table for B017/S01:

Code: Select all

n_states:3
neighborhood:Moore
symmetries:rotate8reflect


# Even generations: B234568/S2345678

# Birth on even generation:

0110000002
0101000002
0100100002
0100010002
0111000002
0110100002
0110010002
0101010002
0101001002
0111100002
0111010002
0111001002
0110110002
0110101002
0110100102
0110011002
0101010102
0111110002
0111101002
0111011002
0111010102
0110110102
0111111002
0111110102
0111101102
0111011102
0111111112

# Survival on even generation:

1110000002
1101000002
1100100002
1100010002
1111000002
1110100002
1110010002
1101010002
1101001002
1111100002
1111010002
1111001002
1110110002
1110101002
1110100102
1110011002
1101010102
1111110002
1111101002
1111011002
1111010102
1110110102
1111111002
1111110102
1111101102
1111011102
1111111102
1111111112

# Death on even generation:

1000000000
1100000000



# Odd generations: B78/S178

# Birth on odd generation:

0222222201
0222222221

# Survival on odd generation:

2200000001
2222222201
2222222221

# Death on odd generation:

2000000000
2220000000
2202000000
2200200000
2200020000
2222000000
2220200000
2220020000
2202020000
2202002000
2222200000
2222020000
2222002000
2220220000
2220202000
2220200200
2220022000
2202020200
2222220000
2222202000
2222022000
2222020200
2220220200
2222222000
2222220200
2222202200
2222022200

Re: B017/S01

Posted: August 5th, 2010, 12:45 pm
by Extrementhusiast
Possible smallest "chaotic" infinite growth pattern (in population and size):

Code: Select all

x = 6, y = 6, rule = B017/S01
o$o2$5bo2$5bo!

Re: B017/S01

Posted: August 5th, 2010, 1:15 pm
by p46beth
@above: also possibly the smallest pattern with near-quadratic growth. It also contains this 6 cell puffer+double rake:

Code: Select all

x = 3, y = 7, rule = B017/S01
2o2$obo4$2o!

Re: B017/S01

Posted: September 13th, 2010, 8:16 pm
by Awesomeness
Cool.

Code: Select all

x = 83, y = 17, rule = B017/S01
17o9b13o9b13o9b13o$17o9b13o9b13o9b13o$17o9b13o9b13o9b13o$18o9b13o9b13o
9b12o$18o9b13o9b13o9b12o$19o9b13o9b13o9b11o$5ob14o9b13o9b13o9b10o$5obo
b13o9b13o9b13o9b9o$5obob13o9b13o9b13o9b9o$5ob14o9b13o9b13o9b10o$19o9b
13o9b13o9b11o$19o9b13o9b13o9b11o$19o9b13o9b13o9b11o$19o9b13o9b13o9b11o
$19o9b13o9b13o9b11o$18o9b13o9b13o9b12o$18o9b13o9b13o9b12o!
P. 32 oscillator:

Code: Select all

x = 10, y = 36, rule = B017/S01
3b2o$3b2o$3bo$6b2o2$bobo2bobo2$bobo2bobo2$2b2o2b2o8$4b2o$2o$2o$2o$7bo
2$2bo2bo2$o8bo2$b2o4b2o2$2b2o2b2o2$3bobo3$6b2o$6b2o!

Re: B017/S01

Posted: October 4th, 2010, 10:29 pm
by p46beth
I managed to find a pattern that grows logarithmically, but acts like a sawtooth at the same time. In otherwords, it is a sawtooth, except that every time it returns to the minimum repeating population, it fires three gliders. It starts from only 18 cells (originally the pattern I had was larger, but was entirely connected. I managed to lose that pattern, but here is what it looks like after 8 generations, when it has reached minimal form.)

Code: Select all

x = 16, y = 15, rule = B017/S01
14b2o2$14b2o5$2bobo$o5bo$o5bo$2bobo3$10b2o$12b4o!

Re: B017/S01

Posted: October 6th, 2010, 9:42 pm
by Awesomeness
An interesting gun/oscillator:

Code: Select all

x = 83, y = 14, rule = B017/S01
38bo2$6b2o10b3o17bo$6b2o10b3o2$2bo45bo23bo8b2o$o2bobo2bo7bobo7bo23bo
23bo6b2o$o7bo7bobo2bo4bo23bo23bo$48bo23bo$4bo$34b2o$34b2o5b2o$2o39b2o$
2o!
Found in a soup.

It fits into the category of replicators and gliders perturbed by blocks, except this one uses a 2x3 and a blinker looking thing too.

Re: B017/S01

Posted: October 7th, 2010, 8:57 am
by ssaamm
Awesomeness wrote:An interesting gun/oscillator:

Code: Select all

x = 83, y = 14, rule = B017/S01
38bo2$6b2o10b3o17bo$6b2o10b3o2$2bo45bo23bo8b2o$o2bobo2bo7bobo7bo23bo
23bo6b2o$o7bo7bobo2bo4bo23bo23bo$48bo23bo$4bo$34b2o$34b2o5b2o$2o39b2o$
2o!
Found in a soup.

It fits into the category of replicators and gliders perturbed by blocks, except this one uses a 2x3 and a blinker looking thing too.
Doesn't look to special to me. Any old bit of chaos can produce the same result

Re: B017/S01

Posted: October 7th, 2010, 5:02 pm
by Awesomeness
Apologies; I left something out in the object I pasted. The correct one is this:

Code: Select all

x = 97, y = 20, rule = B017/S01
$48bo2$16b2o10b3o17bo$16b2o10b3o2$12bo45bo23bo8b2o$2o8bo2bobo2bo7bobo
7bo23bo23bo6b2o$2o8bo7bo7bobo2bo4bo23bo23bo$58bo23bo$14bo$44b2o$44b2o
5b2o$10b2o39b2o$10b2o!
But either way, you are right, this probably appears in many soups.

EDIT:
Very low period glider variant gun: (found in soup)

Code: Select all

x = 71, y = 47, rule = B017/S01
13$32b2o8b3o$32b2o8b3o2$17b2o2b2o$17b2o2b2o4bobo17bo3bo3bo$25bo2bo10bo
bo3bobo7bo$39bobo11bo$25bo$43b2o$12b2o17bo5b3o3b2o$12b2o17bo5b3o$37b3o
2$23bo$22bo2$8b2o$8b2o!
Engineered double-barrel variant:

Code: Select all

x = 34, y = 28, rule = B017/S01
8$7b3o7b3o$7b3o7b3o3$19bobo$15bo5bo$15bo2$7b2o9b2o$7b2o3b3o3b2o$12b3o$
12b3o!

Re: B017/S01

Posted: October 8th, 2010, 11:58 pm
by p46beth
Ack, I just noticed that the bottom six cells of my logarithmic sawtooth-gun are totally unnecessary. The same results are accomplished by the 12 cell pattern:

Code: Select all

x = 16, y = 11, rule = B017/S01
14b2o2$14b2o5$2bobo$o5bo$o5bo$2bobo!
And here's an 8 cell predecessor:

Code: Select all

x = 15, y = 10, rule = B017/S01
13b2o6$2bo$o3bo$o3bo$2bo!
Awesomeness: nice p16. There aren't very many even periods left to find...

Re: B017/S01

Posted: October 16th, 2010, 4:04 pm
by Awesomeness
Three guns. The top two have two barrels but fire at different periods in each. The bottom one is period 20. Probably known.

Code: Select all

x = 58, y = 58, rule = B017/S01
11b2o$11b2o3$o$2bo$2bo$o2$9b2o25b2o17b2o$9b2o25b2o17b2o14$12b2o5b2o10b
2o$12b2o5b2o10b2o3$bo$3bo$3bo$bo2$10b2o11b2o9b2o20b2o$10b2o4b2o5b2o9b
2o4b2o14b2o$16b2o22b2o12$30b2o2b2o$30b2o2b2o3$23bo$25bo$25bo$23bo2$32b
2o$32b2o!
Writable memory with limited readability:

Code: Select all

x = 104, y = 73, rule = B017/S01
96b3o$96b3o3$2bo17bo17bo17bo17bo17bo$4bo17bo17bo17bo17bo17bo$4bo17bo
17bo17bo17bo17bo$2bo17bo17bo17bo17bo17bo9b2o$102b2o20$86bo2bo2$87b2o4$
82b3o$82b3o$3o$3o$14bo$12bo$12bo$14bo73b2o$88b2o$6b2o$6b2o12$89bo2bo2$
90b2o4$85b3o$85b3o$3b3o$3b3o$17bo70bo$15bo$6bo8bo72bo$17bo73b2o$6bo84b
2o$9b2o$9b2o!
Invertible by a glider. Two methods of reading are shown below the inversion example. The problem is, it sets the memory to false when you check it, it returns the output in the same direction its input came from, and it returns the inverse of what the memory currently is set to. I suppose the third isn't much of a problem though because true and false could be whatever you wanted it to be.

EDIT: You know how the rule changes from even to odd generations? Well... It starts on odd, and I put an even generation pattern in on accident... And it created the same thing but in the other direction! If you don't get what I mean, let the pattern below advance one generation, and then paste it again to compare them side-by-side.

Code: Select all

x = 11, y = 7, rule = B017/S01
4bobo$4bobobo$6bobobo$2bobobobobo$obobobobo$ob3obo$2bobo!

Re: B017/S01

Posted: October 16th, 2010, 6:33 pm
by p46beth
About your final pattern, I think you had a glitch when pasting, it does not appear the same if it starts in a different generation.

As for the limited memory system:
and it returns the inverse of what the memory currently is set to.
You could add a NOT gate to it (actually, I'm not sure if such a gate has been found, though I'd expect it to be plausible)...except that there is one more problem to this (see below)
it sets the memory to false when you check it
A potential solution would be to attach a glider duplicator to the output stream, then reflect the duplication back to re-activate the cell IFF it was TRUE to start with. Or rather, you could, except that
it returns the output in the same direction its input came from
The only problem I don't have a solution to, which unfortunately makes this memory cell unreadable :cry:

By the way, is there any name for the kind of pattern such as my saw-tooth like pattern with logarithmic growth for minimum population (see above)? Actually, most of the previous log-growth patterns in this thread also have saw-tooth like growth.

Come to think of it, here is a new challenge: what is the smallest number of initial cells necessary to become a pattern exhibiting logarithmic growth?

Re: B017/S01

Posted: October 16th, 2010, 10:07 pm
by Awesomeness
The logarithmic growth question is interesting. I'll try to make one but I probably won't be able to.

PS: Guess what? The whole memory thing I spent a half an hour on was pointless. Earlier someone else posted a simpler form of memory that used odd spacing for the gliders instead of even, (which I used in mine) that is readable (though it still gets turned off, and it's inverted) by two gliders, which keep moving in the same direction as the input.

Code: Select all

x = 104, y = 73, rule = B017/S01
96b3o$96b3o3$2bo17bo17bo17bo17bo17bo$4bo17bo17bo17bo17bo17bo$4bo17bo
17bo17bo17bo17bo$2bo17bo17bo17bo17bo17bo9b2o$102b2o20$86bo2bo2$87b2o4$
82b3o$82b3o$3o$3o$14bo$12bo$12bo$14bo73b2o$88b2o$6b2o$6b2o12$89bo2bo2$
90b2o4$85b3o$85b3o$3b3o$3b3o$17bo70bo$15bo$6bo8bo72bo$17bo73b2o$6bo84b
2o$9b2o$9b2o!
Oh well. At least I didn't waste that much time... Besides, we just discovered semi usable memory! Yay!

I'm going to look for logic gates now. I know a reflector for the crawler is known. Is there a known reflector for for the glider? If there is a glider-to-crawler converter and vice versa you could create a rather large glider reflector. Perhaps computation is possible in this rule.

Re: B017/S01

Posted: October 16th, 2010, 10:29 pm
by p46beth
Glider to crawler converter:

Code: Select all

x = 6, y = 10, rule = B017/S01
b2o$b2o2$5bo$3bo$3bo$5bo2$2o$2o!
The fastest crawler reflector already converts it to a glider.

I also found a reaction in which a crawler converts a glider into another crawler:

Code: Select all

x = 15, y = 13, rule = B017/S01
4$o3bo$4bo6b2o$2bo$10bo2bo!
Which actually means we can reflect crawlers at any period for which a glider gun exists! Since we can already build a glider gun for all even periods >/=38, and we already have glider guns at several other periods, this means that most period crawler streams can be reflected. And since we can convert easily between crawlers and gliders, then glider streams can too!

Re: B017/S01

Posted: October 16th, 2010, 10:36 pm
by Extrementhusiast
I dunno if this is very useful, but...

Code: Select all

x = 21, y = 32, rule = B017/S01
16o$16o$16o$16o$16o$16o$16o$16o$17o$19o$20o$14obob4o$16ob4o$14ob5o$19o
$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o$19o!

Re: B017/S01

Posted: October 16th, 2010, 10:48 pm
by p46beth
Looking back, there is already a device that functions both as a splitter and as an OR gate:

Code: Select all

x = 172, y = 46, rule = B017/S01
16$54b2o78b2o$39b2o13b2o63b2o13b2o$30b2o7b2o69b2o7b2o$30b2o45bo32b2o
45bo$75bo79bo$7bo67bo79bo$9bo67bo79bo$9bo$7bo45b2o78b2o$44b2o7b2o69b2o
7b2o$29b2o13b2o63b2o13b2o$29b2o78b2o!
Extreme: there is already a negative to positive converter, and it doesn't leave debris:

Code: Select all

x = 41, y = 40, rule = B017/S01
3$9b25o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b
26o$7b27o$4b30o$3b18ob12o$2b17obob12o$2b17obob12o$3b18ob12o$4b30o$7b
27o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$8b26o$
9b25o!

Re: B017/S01

Posted: October 16th, 2010, 11:28 pm
by Extrementhusiast
I don't know if this has been found already...

Code: Select all

x = 27, y = 9, rule = B017/S01
16bobobo2$6bo9bo3bo$4bo3bo14bo$2bobobobo11bo$o15bo5bo$o19bo5bo$2bobo
11bobo$4bo!
This one generates one each of the two basic spaceships:

Code: Select all

x = 18, y = 30, rule = B017/S01
3b15o$3b15o$3b15o$3b15o$3b15o$3b15o$3b15o$5b13o$6b12o$7b11o$o7b10o$o7b
10o$7b11o$6b12o$6b12o$6b12o$6b12o$6b12o$6b12o$6b12o$6b12o$6b12o$6b12o$
6b12o$6b12o$6b12o$6b12o$6b12o$6b12o$6b12o!

Re: B017/S01

Posted: October 17th, 2010, 10:21 am
by p46beth
I don't think your "staggered rake" was previously known.

Anyways, I realized that while we have found oscillators of all sufficiently high even periods, and spaceships of arbitrarily high periods, we have yet to find a single spaceship that travels at any speed other than c/2. Ideas?

Re: B017/S01

Posted: October 17th, 2010, 8:18 pm
by ssaamm
137ben wrote:Glider to crawler converter:

Code: Select all

x = 6, y = 10, rule = B017/S01
b2o$b2o2$5bo$3bo$3bo$5bo2$2o$2o!
Here's a simpler one:

Code: Select all

x = 8, y = 8, rule = B017/S01
7bo$5bo$5bo$7bo2$o2$o!
Extrementhusiast wrote:I don't know if this has been found already...

Code: Select all

x = 27, y = 9, rule = B017/S01
16bobobo2$6bo9bo3bo$4bo3bo14bo$2bobobobo11bo$o15bo5bo$o19bo5bo$2bobo
11bobo$4bo!
Nope, I found that one earlier
137ben wrote:I realized that while we have found oscillators of all sufficiently high even periods, and spaceships of arbitrarily high periods, we have yet to find a single spaceship that travels at any speed other than c/2. Ideas?
I think that that it is only possible to emulate that with a sidegun or track of some kind

Re: B017/S01

Posted: February 26th, 2015, 7:23 pm
by BlinkerSpawn
Some moderately interesting rakes and a puffer:

Code: Select all

x = 34, y = 101, rule = B017/S01
12bobo$14bo$12bo6$16b2o$23bobobo3bo$15bo2bo4bobo5bo$29bo$16b2o6$18b2o$
31bo$17bo2bo4bobo5bo$25bobobo3bo$18b2o6$14bo$16bo$14bobo6$12bobo$14bo$
12bo6$16b2o$23bobobo3bo$15bo2bo4bobo5bo$29bo$16b2o4$18b2o$31bo$17bo2bo
4bobo5bo$25bobobo3bo$18b2o6$14bo$16bo$14bobo7$31bo$27bo5bo$27bo3bobo$
20bo$20bo$20bo$20bo$20bo$27bo3bobo$27bo5bo$31bo7$13bobo$15bo$13bo2$o$
2bo$2bo$o$17b2o$24bobobo3bo$16bo2bo4bobo5bo$30bo$17b2o!
Also, two very-high-output guns:

Code: Select all

x = 63, y = 48, rule = B017/S01
53b2o6b2o$53b2o6b2o4$16b2o$16b2o2$8bo27b2o$10bo25b2o$2o8bo50b2o$2o6bo
52b2o2$11b2o$10b3o$8b6o$8b7o21b2o$9b6o21b2o$10b3o$10b2o2$14bo6b2o38b2o
$12bo8b2o38b2o$12bo$14bo$53b2o$5b2o46b2o$5b2o7$56bo2bo2$53b2o2b2o$53b
2o9$53b2o6b2o$53b2o6b2o!
3-13-15 EDIT: Two different outputs, one gun:

Code: Select all

x = 10, y = 14, rule = B017/S01
8b2o$8b2o$2o$2o3$3bo2bo2$4b2o4$2o6b2o$2o6b2o!
4-9-15 EDIT 2: Puffer leaves trail of 4x5 blocks:

Code: Select all

x = 40, y = 51, rule = B017/S01
o38bo2$2bo34bo$18b4o$2o16b4o16b2o$18b4o$10bo7b4o7bo$8bo9b4o9bo3$4bo30b
o$6bo26bo$6bo26bo2$2bo34bo5$18b4o$18b4o$bo2bo13b4o13bo2bo$18b4o$2b2o
14b4o14b2o2$8bo22bo$10bo18bo$10bo18bo$7bo24bo$4bo30bo$7bo2bo18bo2bo$2b
o3bo26bo3bo$3bo4bobobo14bobobo4bo$2bo14bo4bo14bo2$bo2bo30bo2bo2$2b2o
12b2o4b2o12b2o7$10b2o16b2o4$9bobo16bobo2$10b2o16b2o!

Re: B017/S01

Posted: April 21st, 2015, 5:00 pm
by Kiran
Smaller chaotic seed:

Code: Select all

x = 9, y = 3, rule = B017/S01
o$o$6bobo!
Also, can a similar Serpinski "breeder" be made in highlife?
EDIT:
It has already been built.

Code: Select all

x = 89, y = 94, rule = B36/S23
85bo$85b2o$85bobo$86b3o30$71b3o$74bo$74bo$74bo6$69b3o6$7b3o$7bo2bo$7bo
3bo$8bo2bo$9b3o$3o8$17bo$17b2o$17bobo$18b3o5$39bo$15bo23bo$15bo22b2o$
15bo21b3o$37bo2bo$36b2o$38bo3$27b3o$52b2o$51bob2o$51b3o$49bo2bo$49b3o$
49b3o7$46bo$46bo$46bo!

Re: B017/S01

Posted: April 30th, 2015, 11:01 pm
by BlinkerSpawn
This chaos seed has smaller bounding box:

Code: Select all

x = 8, y = 2, rule = B017/S01
2o5bo$6bo!
EDIT: First p46 ship?

Code: Select all

x = 7, y = 15, rule = B017/S01
2bo$4bo$4bo3$4bo$6bo$6bo$4bo$bo$obo$4bo$6bo$6bo$4bo!
EDIT 2: This works as a memory cell.

Code: Select all

x = 160, y = 17, rule = B017/S01
65b2o$65b2o3$115bo11bo31bo$113bo11bo31bo$113bo11bo31bo$115bo11bo31bo$o
47bo$2bo47bo$2bo47bo31bobo$o47bo20b2o$69b2o3$65b2o$65b2o!
EDITED FURTHER: Minimal 1D chaos seed:

Code: Select all

x = 11, y = 1, rule = B017/S01
2o3b2o2b2o!
Two more cells than the 2x8 chaos seed but still smaller bounding box:

Code: Select all

x = 6, y = 2, rule = B017/S01
2o2b2o$4b2o!

Re: B017/S01

Posted: June 21st, 2015, 2:54 am
by Saka
Here's an inverted gun

Code: Select all

x = 78, y = 18, rule = B017/S01
12b4o$11b2o2b2o$11bo4bo$7b5o4bo$6b2o3b2o2b2o$6bo5b5o$6bo5b5o$b7o3b66o$
2o2b73o$o4b5obob65o$o4b5obob65o$2o2b73o$b76o$10b2o4b4o$10bo6bo$10bo6bo
$10b2o4b2o$11b6o!

Re: B017/S01

Posted: June 21st, 2015, 3:03 am
by Saka
Here's a small blinker puffer

Code: Select all

x = 7, y = 15, rule = B017/S01
2bo$o$o$2bo$4bobo$5bo$2bo$o$o3bo$2bo4$obo$o!
It's unique because it doesn't use the replicator thingy as an engine

Re: B017/S01

Posted: June 21st, 2015, 9:50 am
by BlinkerSpawn
Saka wrote:Here's a small blinker puffer

Code: Select all

x = 7, y = 15, rule = B017/S01
2bo$o$o$2bo$4bobo$5bo$2bo$o$o3bo$2bo4$obo$o!
It's unique because it doesn't use the replicator thingy as an engine
I've got a medium-sized repository of ships, mostly rakes, all of which don't use the replicator:

Code: Select all

x = 48, y = 309, rule = B017/S01
32b2o$45bo$3bobo5bobo5bobo9bo2bo4bobo5bo$39bobobo3bo$24bo7b2o3$b2o$15b
o$o2bo5bobo5bo$9bobobo3bo$b2o2$23bo7b2o$44bo$2bobo5bobo5bobo9bo2bo4bob
o5bo$38bobobo3bo$31b2o4$31bo$33bo$33bo$31bo8$42bo$40bo$40bo5bo$46bo3$
42bo3bo$42bo3bo$44bo7$44bo$16bo29bo$16bo25bo3bo$14bo29bo3$44bo$44bo4$
30bo$32bo$28bo3bo8$30bo$32bo$28bo3bo4$18bo$16bo3bo11bobo5bobo$16bo15bo
bo3bo5bo$18bo27bo$46bo$26bo17bo$42bo16$25bobo15bo$25bobo17bo$47bo$47bo
$33bobo3bo5bo$24b2o7bobo5bobo4$25bobo9$39bo$39bobo$33bo9bo$32bo10bo$
39bobo$39bo3$39bo$39bobo$32bo10bo$33bo9bo$39bobo$39bo13$40bobo2bobo$
41bo3bobo2$35bobo2bobo2$41bo3bobo$40bobo2bobo11$28bo$28bo$26bo6$43bo$
31b2o6bo5bo$26bo12bo3bobo$31b2o2$26b2o2$26bobo4$33b2o$28bo12bo3bobo$
33b2o6bo5bo$45bo6$28bo$30bo$30bo6$28bo$28bo$26bo6$43bo$31b2o6bo5bo$39b
o3bobo$31b2o2$28bo4$33b2o$41bo3bobo$33b2o6bo5bo$45bo6$28bo$30bo$30bo7$
45bo$41bo5bo$41bo3bobo6$41bo3bobo$41bo5bo$45bo8$45bo$41bo5bo$41bo3bobo
5$41bo3bobo$41bo5bo$45bo10$37bo$37bo$41bo3bobo$41bo5bo$45bo3$45bo$41bo
5bo$41bo3bobo$37bo$37bo21$30bo$30bo$28bo2$15bo$17bo$17bo$15bo$45bo$33b
2o6bo5bo$41bo3bobo$33b2o!

Re: B017/S01

Posted: June 21st, 2015, 9:10 pm
by M. I. Wright
Such an awesome rule. Here's my collection (pasted directly from a notepad file I've been keeping, so it probably has patterns that have already been mentioned):

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#C p20 gun
x = 11, y = 9, rule = B017/S01
4b2o$4b2o3$4b2o$9b2o$2o7b2o$2o7b2o$9b2o!

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#C p16 double gun
x = 10, y = 4, rule = B017/S01
4b2o$2o6b2o$2o6b2o$2o6b2o!

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#C modified double gun makes quad gun
x = 16, y = 21, rule = B017/S01
4b2o$2o6b2o$2o6b2o$2o6b2o14$6b2o6b2o$6b2o6b2o$6b2o6b2o$10b2o!

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#C p80 gun (top left oscillator can be moved to change period by 20)
x = 27, y = 14, rule = B017/S01
b2o$4o$4o$b2o3$21bo$21bob3o$23b4o$23b4o$16b2o6b2o$15b4o$15b4o$16b2o!

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#C p4 oscillator
x = 8, y = 7, rule = B017/S01
2o$2o2$3bo$3bo$6b2o$6b2o!

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#C dirty oscillator found in soup
x = 19, y = 36, rule = B017/S01
2$14b3o$14b3o$13b4o$13b4o2$18bo2$8b2obobo4bo$o$bo6bo4bo2$4b3o5bo$4b4o$
4b4o2b2o$5b3o5$7bo6bo4$8bo2$3o$8o$9o$9o$9o$8o$7o!

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#C a puffer
x = 7, y = 48, rule = B017/S01
2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obo
bobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4b
o3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$
obobobo$2bobo$2bo!

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#C Extended version of that^; serpinski triangle blinker puffer
x = 7, y = 190, rule = B017/S01
4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4b
o$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$
6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6b
o$6bo$4bo3$4bo$6bo$6bo$4bo3$2bobo$6bo$6bo$bo2bo$obo2$4bo$6bo$6bo$4bo3$
4bo$6bo$6bo$4bo2$obo$bo2bo$6bo$6bo$2bobo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo
$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$
4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4b
o3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo3$4bo$6bo$6bo$4bo!

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#C makes a serpinski puffer bigger than that^
x = 7, y = 768, rule = B017/S01
2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obo
bobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4b
o3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$
obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo
$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bob
o$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bo
bo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$
4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo
$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2b
o$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobo
bo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo
3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$o
bobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$
2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo
$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bob
o$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4b
obo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$
2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo
$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobob
o$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$
4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obo
bobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2b
o$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$o
bobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$
4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bob
o$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bo
bo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2b
obo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$
4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4b
o$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobo
bo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$
2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obo
bobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4b
o3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$
obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo
$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bob
o$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bo
bo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$
4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo
$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2b
o$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobo
bo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo
3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$o
bobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$
2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo
$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bob
o$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4b
obo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$
2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo
$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobob
o$4bobo$4bo3$4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$
4bo$4bobo$obobobo$2bobo$2bo$2bo$2bobo$obobobo$4bobo$4bo3$4bo$4bobo$obo
bobo$2bobo$2bo!

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#C this rule really likes serpinski triangles (this time with replicators; maybe could be done in HighLife as well?)
x = 47, y = 47, rule = B017/S01
17b2o9b2o2$16bo2bo7bo2bo2$15bo4bo5bo4bo2$15b2o2b2o5b2o2b2o10$22bobo4$
21bo3bo2$12bobo2bo11bo2bobo2$12bo6bo7bo6bo2$12bobo2bo11bo2bobo$21b5o$
12bobo2bo3b5o3bo2bobo$21b5o$12bobo2bo11bo2bobo2$12bo6bo7bo6bo2$13bo4bo
9bo4bo2$14bo2bo11bo2bo2$15b2o13b2o3$4bo3bo29bo3bo$2bo41bo$o20b5o20bo$o
10b3o7b5o7b3o10bo$2bo8b3o7b5o7b3o8bo$4bo3bo29bo3bo!

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#C wtf is going on (more serpinski)
x = 49, y = 25, rule = B017/S01
4b2o2$3bo2bo$11bobo$2bo4bo4bo$15bobobo3bo$2b2o5bo2bo2bobo5bo$13bo7bo$
9bo2$2bo23bo$o23bo$obo11bobo7bobo11bo7bobo$14bo23bo7bobo$41bobo$16bo
23bo2bo$2bobo9bo11bobo9bo4bo2bobo$2bo9bo13bo9bo11bo$4bo7bobo13bo7bobo
3bobobo3$14bo$16bo$16bo$14bo!

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#C Blinker puffer
x = 25, y = 11, rule = B017/S01
22bo$20bo$2bo4bo12bo3bo$o3bo$o3bo$2bo9bo$19bobo$2bo9bo$o3bo$o3bo$2bo4b
o!

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#C Puffer-slash-rake
x = 57, y = 50, rule = B017/S01
51b2o2$50bo2bo2$49bo4bo3$50bo2bo$23b2o2$23bobo23b2o2b2o4$22bobo2$22bo
2bo2$23b2o4$23bobo$21bo5bo$21bo5bo$23bobo4$17bo13bo$15bo17bo$13bo5bo9b
o5bo$13bo21bo$15bobo13bobo$49b2o2b2o2$2o21bobo$50bo2bo$obo4bo33bo5bo8b
o$5bo37bo6bo2bo$5bo37bo$7bo33bo$49b2o2b2o4$49bo$51bo$51bo$49bo!

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#C advancer/delayer (note the lone glider)
x = 136, y = 37, rule = B017/S01
58bobo$60bo$58bo13$68b2o2$67bo2bo$76bo$66b2o$80bobo$o7bo15bo7bo15bo7bo
8b2o10bo8bobo$69bobo10bo5bo$o7bo15bo7bo15bo7bo8b2o9bo3bo5bo2$15bobo21b
obo$bo$3bo$bobo15bo47bo23bo23bo15bo$17bo47bo23bo23bo$17bo47bo13bo3bo5b
o13bo3bo5bo13bo7bo$79bo23bo23bo2bobo2bo$81bo23bo23bobo2$7bo11bo35bo11b
o11bo11bo11bo11bo11bo3bo3bo$5bo13bo33bo13bo9bo13bo9bo13bo9bo5bo3bo$5bo
3bo11bo31bo3bo11bo7bo3bo11bo7bo3bo11bo7bo3bo3bo!

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#C side-rake/blinker puffer
x = 12, y = 59, rule = B017/S01
2b2o3b2o2$2bo5bo2$5bo30$5b2o2b2o2$2o2bo6bo2$obo2b2o2b2o2$5b2o2$4bobo2$
4bobo4$6b2o4$4bobo2$5b2o2$8bo2$8bo!
Backrakes:

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#C an interesting backrake
x = 11, y = 14, rule = B017/S01
4bo$5bo5$10bo$2o2b2o$8bo$o4bo$9b2o$bo2bo2$2b2o!

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#C another one
x = 12, y = 23, rule = B017/S01
7bo$5bo$b2o6bobo8$5b2o4$bo$2bobo$o4bo2$b2o2b2o2$2bo2bo2$3b2o!

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#C a third backrake
x = 13, y = 8, rule = B017/S01
obo3bobobo$o11bo$7bo2bobo$7bo$3bobobo$o9bobo$10bobo$2bo!

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#C yet another backrake
x = 16, y = 15, rule = B017/S01
3bobo$4bo5bobo$11bo$o2b2obo$9bob2o2bo$4bo$11bo3$bo4bo$9bo4bo$2bo2bo$
10bo2bo$3b2o$11b2o!

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x = 14, y = 5, rule = B017/S01
o4bo7bo2$o2bo2b2o2bo2bo2$b2o8b2o!