For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
Ian07
Posts: 351
Joined: September 22nd, 2018, 8:48 am

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

Code: Select all

x = 79, y = 15, rule = B3/S23
10b4o$10bo3bo$10bo$b2o8bo$2ob2o$b4o3bo4bobo$2b2o3bo5bo2bo6bo5bo5bo5bo
5bo5bo5bo5bo5bo4b3o$6bo2bo6bo6bo5bo5bo5bo5bo5bo5bo5bo5bo4bobo$2b2o3bo
5bo2bo6bo5bo5bo5bo5bo5bo5bo5bo5bo4b3o$b4o3bo4bobo$2ob2o$b2o8bo$10bo$10bo3bo$10b4o!


AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

testitemqlstudop wrote:12c/13
That is actually 12c/26.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

Hdjensofjfnen
Posts: 1338
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

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:

Code: Select all

x = 500, y = 502, rule = B3/S23
485bo$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$32b
obo14$17bo$17b2o$16bobo14$bo$b2o$obo!

"A man said to the universe:
'Sir, I exist!'
'However,' replied the universe,
'The fact has not created in me
A sense of obligation.'" -Stephen Crane

Code: Select all

x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!


testitemqlstudop
Posts: 1195
Joined: July 21st, 2016, 11:45 am
Location: in catagolue
Contact:

This LOM-to-B leaving behind a beehive:

Code: Select all

x = 9, y = 8, rule = B3/S23
7b2o$7bo$5bobo$5b2o2$2b2o$b2o$2o!

EDIT: Knightwise beehive pull

Code: Select all

x = 5, y = 7, rule = B3/S23
3o$bo2$3bo$2bobo$2bobo$3bo!  Hdjensofjfnen Posts: 1338 Joined: March 15th, 2016, 6:41 pm Location: r cis θ ### Re: Thread For Your Useless Discoveries Stupidest component I've ever come across: Code: Select all x = 14, y = 18, rule = B3/S23 11bobo$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: Code: Select all x = 18, y = 11, rule = B3/S23 bo$2bo$3o4$11bo$10b2o$11bo4bo$15bobo$16bo!

"A man said to the universe:
'Sir, I exist!'
'However,' replied the universe,
'The fact has not created in me
A sense of obligation.'" -Stephen Crane

Code: Select all

x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!


mniemiec
Posts: 1055
Joined: June 1st, 2013, 12:00 am

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.

A for awesome
Posts: 1901
Joined: September 13th, 2014, 5:36 pm
Location: 0x-1
Contact:

68p16 internally deletes a block:

Code: Select all

x = 20, y = 20, rule = B3/S23
10b2o3b2o$10b2o3b2o$6bo$2o3b2o$2o2bo10bo$5bo3b2o2b2obo$5bo3bo6b2o2$2o$2o3bo3b
2o2b2o$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 Entity Valkyrie Posts: 247 Joined: November 30th, 2017, 3:30 am ### Re: Thread For Your Useless Discoveries Hdjensofjfnen wrote: EDIT: Transparent boats: Code: Select all x = 24, y = 13, rule = B3/S23 5b2o10b2o$4bo2bo8bo2bo$7b2o6b2o$bo5b3o4b3o5bo$obo3bo2bo4bo2bo3bobo$b2o
3b3o6b3o3b2o2$b2o3b3o6b3o3b2o$obo3bo2bo4bo2bo3bobo$bo5b3o4b3o5bo$7b2o
6b2o$4bo2bo8bo2bo$5b2o10b2o!

Rich's P16

Hdjensofjfnen
Posts: 1338
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

Entity Valkyrie wrote:
Hdjensofjfnen wrote: EDIT: Transparent boats:

Code: Select all

x = 24, y = 13, rule = B3/S23
5b2o10b2o$4bo2bo8bo2bo$7b2o6b2o$bo5b3o4b3o5bo$obo3bo2bo4bo2bo3bobo$b2o 3b3o6b3o3b2o2$b2o3b3o6b3o3b2o$obo3bo2bo4bo2bo3bobo$bo5b3o4b3o5bo$7b2o 6b2o$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? "A man said to the universe: 'Sir, I exist!' 'However,' replied the universe, 'The fact has not created in me A sense of obligation.'" -Stephen Crane Code: Select all x = 7, y = 5, rule = B3/S2-i3-y4i 4b3o$6bo$o3b3o$2o$bo!  Entity Valkyrie Posts: 247 Joined: November 30th, 2017, 3:30 am ### 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): Code: Select all x = 5, y = 8, rule = LifeHistory 3.2E2$2.A$.3A$A.A.A$A.A.A$.3A$2.A!  That gave me an idea: Code: Select all x = 25, y = 50, rule = B3/S23 10b2o$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?

Code: Select all

x = 7, y = 9, rule = B3/S23
5b2o$5b2o4$2o$b2o$2o$o!  Moosey Posts: 2493 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. Contact: ### Re: Thread For Your Useless Discoveries Entity Valkyrie wrote:Is this B-to-TL known? Code: Select all x = 7, y = 9, rule = B3/S23 5b2o$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.
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

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

testitemqlstudop
Posts: 1195
Joined: July 21st, 2016, 11:45 am
Location: in catagolue
Contact:

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

Βεν Γ. Κυθισ
Posts: 217
Joined: December 27th, 2018, 5:42 am

A methuselah that takes 1,147 gens to stabilize:

Code: Select all

x = 6, y = 3, rule = Life
bo2bo$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.
If for some reason you needed to know, my PGP key ID is DB271923.

Hdjensofjfnen
Posts: 1338
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

Close to p3 but not really. Dim hope that it can be hassled.

Code: Select all

x = 22, y = 6, rule = LifeHistory
.2D16.2C$ACA15.C2.C$2.C15.C2.C$3.C$2.C.C14.2CD$3.C17.A!  "A man said to the universe: 'Sir, I exist!' 'However,' replied the universe, 'The fact has not created in me A sense of obligation.'" -Stephen Crane Code: Select all x = 7, y = 5, rule = B3/S2-i3-y4i 4b3o$6bo$o3b3o$2o$bo!  Entity Valkyrie 2 Posts: 90 Joined: February 26th, 2019, 7:13 pm ### Re: Thread For Your Useless Discoveries Hdjensofjfnen wrote:Close to p3 but not really. Dim hope that it can be hassled. Code: Select all 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:

Code: Select all

x = 6, y = 6, rule = B3/S23
2o$obo$bo$3b3o2$4bo!
#C [[ STOP 3 ]]

EDIT:
Stabilised:

Code: Select all

x = 23, y = 12, rule = B3/S23
10b2o$10bobo$11bo$13b3o2$14bo5bo$12bo2bo2bo2bo$5b2o15bo$b2ob4ob2ob2ob 4ob2o$o15b2o$bo2bo2bo2bo$2bo6bo!

The ENEERG-y of the EVAD is watching.
The 70th NAI-ve guy is watching

No-one can trust Entity Valkyrie, except Dean Hickerson.
I will paste all the LifeWiki stuff in several RLEs, and never use LifeWiki again.

Hdjensofjfnen
Posts: 1338
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

Code: Select all

x = 13, y = 5, rule = B3/S23
3o2$9b3o$9bo2bo$10b2o! "A man said to the universe: 'Sir, I exist!' 'However,' replied the universe, 'The fact has not created in me A sense of obligation.'" -Stephen Crane Code: Select all x = 7, y = 5, rule = B3/S2-i3-y4i 4b3o$6bo$o3b3o$2o$bo!  Moosey Posts: 2493 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. Contact: ### Re: Thread For Your Useless Discoveries Is this near-inaccessible pi eater known? Code: Select all x = 7, y = 10, rule = B3/S23 b2ob2o$bo3bo$2b3o2$7o$o2bo2bo2$2b3o$2bobo$2bobo!

I suppose It’s not awful; pre-pis work.

Code: Select all

x = 7, y = 10, rule = B3/S23
3b2o$2bo2bo$2b3o2$7o$o2bo2bo3$2b3o$2bo2bo!

Those displayed on lifewiki fit differently; this might reduce some conduits.
But it’s probably known.
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

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

Freywa
Posts: 589
Joined: June 23rd, 2011, 3:20 am
Location: Singapore
Contact:

Moosey wrote:Is this near-inaccessible pi eater known?

Code: Select all

x = 7, y = 10, rule = B3/S23
b2ob2o$bo3bo$2b3o2$7o$o2bo2bo2$2b3o$2bobo$2bobo!  I suppose It’s not awful; pre-pis work. Code: Select all x = 7, y = 10, rule = B3/S23 3b2o$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 Moosey Posts: 2493 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. Contact: ### Re: Thread For Your Useless Discoveries AK-94 type thing: Code: Select all x = 95, y = 82, rule = B3/S23 48b2o3b2o$46b3obo2b2o$45bo4bo$45bo2b2ob4o$44b2obobobo2bo$45bobobobo$45bobob2o$46bo2$59b2o$50bo8bo$49b3o5bobo$48b5o4b2o$47b2o3b2o$46b3o3b3o
$47b2o3b2o$48b5o$49b3o$48b3o$47b2o$48bo$45b3o$45bo5$6b2o7bo7b2o$7bo7b
3o5b2o$7bobo8bo$8b2o7b2o2$20bo$19bobo48bo$5bo12bo3bo46b2o$5b3o10bo3bo
8b2ob2o33bobo$8bo9bo3bo8b2obo2bo$7b2o10bobo12bob2o$20bo13bo$33b2o$30bo bo2b2o$2b2ob2o23b2o2bo2bo$o2bob2o28b2o$2obo$3bo86bo$3b2o67b2o14b5o$b2o 2bobo65bo13bo5bo$o2bo2b2o65bobo12b3o2bo$b2o16b2o53b2o15bob2o$19bo68b4o
2bo$13b2o5b3o7bo52b2o3bo3b2o$13b2o7bo8b2o50b2o4b3o$30b2o59bo$91bob2o$90b2ob2o2$72b2o$55b2o7bo8b2o7b2o$55b2o5b3o7bo9bo$61bo21b3o$61b2o22bo4$74bo$72b3o$71bo$71b2o3$62bo$61bobo9b2ob2o$60bo3bo8b2obo2bo$60bo3bo11bo
b2o$60bo3bo11bo$61bobo11b2o$62bo9bobo2b2o$72b2o2bo2bo$59b2o16b2o$60bo$57b3o5b2o$57bo7b2o!

I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

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

pcallahan
Posts: 319
Joined: April 26th, 2013, 1:04 pm

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

Code: Select all

x = 20, y = 21, rule = B3/S23
15bo$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

Code: Select all

x = 11, y = 11, rule = B3/S23
6b3o2$3b2o$2bo2bo$3b2o4bo$8bobo$8bobo$9bo2$b2o$obo$2bo$!
LWSS + 2 gliders

Code: Select all

x = 16, y = 12, rule = B3/S23
13bo$13bobo$13b2o2$6b2o$5bo2bo$2o3bobo$2o4bo3$5bo$4bobo$4bobo$5bo$! LWSS + glider Code: Select all x = 13, y = 10, rule = B3/S23 5b2o$2o3b2o$2o3$3b2o$2bo2bo$2bobo$3bo6b2o$10bobo$10bo$!
LWSS + glider

Code: Select all

x = 13, y = 10, rule = B3/S23
5b2o$2o3b2o$2o$10bo$10bobo$3b2o5b2o$2bo2bo$2bobo$3bo$! LWSS + glider Code: Select all x = 13, y = 9, rule = B3/S23 11b2o$10bobo$6b2o3bo$5bobo$5b2o5$b2o$obo$2bo$! LWSS + glider Code: Select all x = 17, y = 9, rule = B3/S23 11b3o$b2o4b2o$obo4bobo$2bo5bo3$15bo$14bobo$10b2o2bobo$10b2o3bo$! Moosey Posts: 2493 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. Contact: ### Re: Thread For Your Useless Discoveries pcallahan wrote:Here is a useless collision that could be thought of as glider bowling. Code: Select all x = 20, y = 21, rule = B3/S23 15bo$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: Code: Select all x = 8, y = 11, rule = B3/S23 2o$2o3bo$5bo$5bo5$5b3o$5bo$6bo!  also: Code: Select all x = 15, y = 13, rule = B3/S23 13bo$12bo$12b3o8$2o$2o4b2o$6b2o!

I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

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

pcallahan
Posts: 319
Joined: April 26th, 2013, 1:04 pm

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.

Code: Select all

x = 81, y = 80
2bo$obo$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. Code: Select all x = 19, y = 14, rule = B3/S23$8b2o$8b2o5$15b2o$15b2o$3b2o$2bobo$4bo!

pcallahan
Posts: 319
Joined: April 26th, 2013, 1:04 pm

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.

Code: Select all

x = 37, y = 35, rule = B3/S23
35b2o$31b2o2b2o$31b2o6$34b2o$34b2o13$12b2o$11bobo$13bo8$2b2o$bobo$3bo!


Moosey
Posts: 2493
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.
Contact:

Code: Select all

x = 73, y = 12, rule = B3/S23
17b2o35b2o$16bo2bo33bo2bo$12bo4b2o4bo25bo4b2o4bo$12bobo6bobo25bobo6bob o$2o11bobo4bobo11b2ob2o11bobo4bobo11b2o$2o11bo2bo2bo2bo11b2ob2o11bo2bo 2bo2bo11b2o$13bobo4bobo27bobo4bobo$12bobo6bobo25bobo6bobo$12bo10bo25bo
10bo$17b2o$17b2o35b2o\$54b2o!

Two reactions with QBs revisiting beehive.
1. Eats block
2. Slightly different stabilization involving a block
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

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