For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
gmc_nxtman
Posts: 1147
Joined: May 26th, 2015, 7:20 pm

Hi! I'm a new user to the forums. So I would appreciate some feedback or if you can tell me whether these patterns are new or interesting. I also don't know how to properly post code , so I'll just paste the rle in for now.

I've found two useless converters:

H-to-Pi

Code: Select all

x = 12, y = 11, rule = LifeHistory
2.A$3C$C.C$C.D3$8.2A$8.A.A$10.A$3.2A5.2A$3.2A!
H-to-G (I will be very surprised if this isn't already known...)

Code: Select all

x = 11, y = 14, rule = LifeHistory
8.A$8.3A$8.CDC$10.C$9.D$2A$2A6$5.2A$5.2A!
And I found this new reaction. I don't know if it's going to be very practical for anything, but I think it's very cool. I call it the "transparent glider reaction".

Here is the code:

Code: Select all

x = 32, y = 12, rule = LifeHistory
3.A$4.A24.A$3.A.A24.A$2.A.2A23.A.A$2.A.A23.A.2A$2A26.A.A$26.2A3$3.2A$
3.A.A$3.A! Amazingly, the glider is completely unmodified, in phase, timing, or flight path. What's more is that the exact same spark occurs in generation 52 of the "lumps of muck" sequence, so if somebody is going to engineer a device for this, a LOM hassler + a herschel conduit may do the job. I hope you enjoy these patterns. Please tell me if this is already known, or if I just discovered it, or if it's even useful for anything. ~gmc_nxtman Last edited by gmc_nxtman on May 29th, 2015, 10:53 am, edited 2 times in total. gmc_nxtman Posts: 1147 Joined: May 26th, 2015, 7:20 pm ### Re: Thread For Your Accidental Discoveries Why are there no responses? Anyways, here is a spaceship I found in HighLife: (I figured out how to use the viewer now) Code: Select all x = 32, y = 34, rule = B36/S23 3$9bo16bo$8bo18bo$9bo2bo10bo2bo$6b5o14b5o$6b2o3bobo8bobo3b2o$7b3ob3o8b 3ob3o$9bo3b2o6b2o3bo$7bo3bobo8bobo3bo$7b3obobo8bobob3o$6b2o4bo10bo4b2o$7bobo5b2o2b2o5bobo$7bo3b2o10b2o3bo$8b2o6bo2bo6b2o$9b2o2b3o4b3o2b2o$
10bo2bo8bo2bo$15bo4bo$11bo3bo4bo3bo$9b3o2bo6bo2b3o$8bo2b3o8b3o2bo2$7b 2o18b2o2$8bo18bo$8b3o14b3o$13bo8bo$11b3o8b3o$13b2obo2bob2o$12b2o8b2o$
13bob2o2b2obo$17b2o! I've noticed that HighLife has a lot more c/2 spaceships than normal Life. At least Conway himself said It seems that 'B36/S23' is the game I should have found, since it's so rich in nice things. Last edited by gmc_nxtman on May 29th, 2015, 10:52 am, edited 1 time in total. Sphenocorona Posts: 480 Joined: April 9th, 2013, 11:03 pm ### Re: Thread For Your Accidental Discoveries Suggestion: use the "code" option instead of the "viewer" one, as it has a "Show in Viewer" option but does not force the viewer onto the user and takes up less space. (Another opinion about the viewer: waypoints should only be used for moving between segments of a pattern for viewing, not as a 'fancy' intro or other that requires the reader to wait five seconds every single time they want to view the pattern. The way I've seen them used most often feels more like feature bloat than anything useful... the user shouldn't have to be waiting on the waypoints.) dvgrn Moderator Posts: 5876 Joined: May 17th, 2009, 11:00 pm Location: Madison, WI Contact: ### Re: Thread For Your Accidental Discoveries gmc_nxtman wrote:I hope you enjoy these patterns. Please tell me if this is already known, or if I just discovered it, or if it's even useful for anything. ... Why are there no responses? Heh, it happens. The usual excuse is that everyone is busy with some random esoteric topic, in their own little corner of CA-land. The other reason might be that answering these questions is harder than asking them -- it takes some research to figure out what's new and what's not. So it was easier to wait and hope someone else would answer first... In reverse order: • The unchanged-glider reaction, if you tamed the active leftovers somehow, would be called a "pseudo-Heisenburp" -- because you do actually affect the glider for a few ticks, but then it reappears unscathed. The earliest Heisenburp devices, mostly by David Bell I think, used exactly this kind of pseudo reaction -- but this exact reaction is quite possibly new. That leftover explosion looks pretty energetic, though; probably any device based on taming those sparks would be a lot bigger and more complicated than known Heisenburp signal duplicators. Further research showed that it was possible to detect a passing glider without affecting it at all, and without any live cells even coming in contact with it. See the four heisen-patterns in Golly's Patterns/Life/Signal-Circuitry. • The H-to-G is indeed long known, and a number of different variants can be found in various guns in chris_c's new gun collection. • The H-to-pi is not familiar to me, so it would be really interesting if it could be shown to connect to a something-to-Herschel conduit and a pi-to-something conduit, so that it could really be used in practice in signal circuitry. Seems to me there's no likely way to add catalysts to catch and process that output pi, before it destroys the conduit, while still allowing space for some other conduit to deliver a Herschel to the input spot. -- Really I only say things like the above so that someone will prove me wrong! There are only two catalysts in the conduit, so the odds are good that several people have tested this combination sometime in the last two decades, and discarded it as unworkable. That doesn't mean they were right to do that... but the burden of proof is kind of on the publisher to show how it's useful, if everyone else decides the odds are too low to pursue it. gmc_nxtman wrote:I've noticed that HighLife has a lot more c/2 spaceships than normal Life. At least Conway himself said It seems that 'B36/S23' is the game I should have found, since it's so rich in nice things. It's no doubt a bit silly for me to defend Conway's Life from Conway Himself -- but I feel like mentioning a few things anyway. Conway wrote that in March 1994, only five years after people started discovering new spaceships in B3/S23... only the glider, LWSS, MWSS, and HWSS were known until 1989. Nowadays B3/S23 would win a spaceship competition over B36/S23, no contest -- more discoveries, more speeds, more different directions. -- No doubt that's mostly just because it's gotten so much more attention, but there's definitely no shortage of c/2 stuff in Conway's Life. In particular, all the B-heptomino-based escorted spaceships (and unescorted -- see the pufferfish!) -- work fine in B3/S23, but collapse horribly when sent to a HighLife universe. 1994 is also before stable reflectors were discovered, or Herschel tracks, or 2c/3 or lightspeed signal wires, or even true odd-period glider guns (!) Conway might be a bit happier about the array of "nice things" available in B3/S23 nowadays. It would be particularly interesting to find an equivalent to stable Herschel tracks in HighLife or another Life-like rule -- a tough job, since R-pentominos and pi- and B-heptominos don't travel well in HighLife at all, and it's not clear what other super-common active HighLife objects could be channeled instead. Also, Conway did add a caveat right afterwards, that HighLife might not really be as good as it sounds, and "...does the typical configuration behave much as it does in lowlife, or is there perhaps a tendency for things to explode that people haven't been telling me about?" Catagolue can maybe tell us a little about that nowadays. In an orders-of-magnitude smaller search space of only 50 million soups, there are 703 zz_EXPLOSIVE patterns, as well as the LINEAR and REPLICATOR ones. That's either a good thing or a bad thing, I suppose, depending on what you're looking for. Certainly everyone would be picking their lower jaws up off the floor if Catagolue turned up a REPLICATOR object in B3/S23, and even an EXPLOSIVE or a new type of LINEAR would cause some serious dancing in the streets (even if I had to do it all myself). Just more B3/S23 Lifenthusiast prejudice, I suppose...! Kiran Posts: 284 Joined: March 4th, 2015, 6:48 pm ### Re: Thread For Your Accidental Discoveries This could possibly have some use: Code: Select all x = 18, y = 18, rule = B3/S23 10bo$9bobo$10bo4$bo$obo$bo4b3o$6bobo7bo$6b3o6bobo$16bo4$7bo$6bobo$7bo!

Kiran Linsuain

gmc_nxtman
Posts: 1147
Joined: May 26th, 2015, 7:20 pm

Suggestion: use the "code" option instead of the "viewer" one, as it has a "Show in Viewer" option but does not force the viewer onto the user and takes up less space.
Will do.
there are 703 zz_EXPLOSIVE patterns
Hmm.... that's a bit odd. I would think if anything had explosiveness it would be DryLife, or something like b35/s23.

On another topic, It's known that DryLife (B37/S23) is explosive, but surprisingly, b35/s23 actually dies out more. I also noticed that B357/S23 is not explosive (as far as my work by-hand tells me, could somebody disprove this with apgsearch) and the 7 and 5 sort of cancel out each other: giving something quite similar to life, but with different reactions. However I think it's still not feasible from the engineering point of view, because the glider and standard spaceships don't work in that rule. I think I found a c/5 orthogonal one with apgsearch a few weeks ago, however....

Alexey_Nigin
Posts: 323
Joined: August 4th, 2014, 12:33 pm
Location: Ann Arbor, MI
Contact:

gmc_nxtman wrote:Hmm.... that's a bit odd.
Not really. 9 cells are sufficient to support chaotic growth:

Code: Select all

x = 56, y = 56, rule = B36/S23
b3o$o$o$o51$54b2o$54bo! Of course, it has very large bounding box, but if we allow 12-cell patterns, we can reduce the box greatly: Code: Select all x = 12, y = 12, rule = B36/S23 b3o$o$o$o5$11bo$11bo$11bo$8b3o!
And if we allow 24 cells, we can get very fast explosion:

Code: Select all

x = 96, y = 94, rule = B36/S23
o$o$o$b3o6$9bo$9bo$9bo$10b3o69$95bo$95bo$95bo$92b3o6$86bo$86bo$86bo$83b3o! I haven't optimised the bounding box of the last one. There are 10 types of people in the world: those who understand binary and those who don't. gmc_nxtman Posts: 1147 Joined: May 26th, 2015, 7:20 pm ### Re: Thread For Your Accidental Discoveries Yeah, I forgot about replicators entirely, and the fact that I had discovered myself some replicators with an aperiodic "crystal". They tend to continuously spawn other replicators, and hashlife doesn't handle it too well. It's debatable whether HighLife could be considered an explosive rule or not. Last edited by gmc_nxtman on August 12th, 2015, 8:14 am, edited 1 time in total. dvgrn Moderator Posts: 5876 Joined: May 17th, 2009, 11:00 pm Location: Madison, WI Contact: ### Re: Thread For Your Accidental Discoveries Alexey_Nigin wrote: gmc_nxtman wrote:Hmm.... that's a bit odd. Not really. 9 cells are sufficient to support chaotic growth... Yes, I think that EXPLOSIVE in the context of HighLife is a little misleading. Probably all of the 703 (or whatever it is now) soups in B36S23/C1 are really just damaged replicators going in multiple directions, and spawning new replicators occasionally. The second soup is a good example: Code: Select all x = 16, y = 16, rule = B36/S23 b3obo3bobob2o$2ob3o2bobo4bo$bob2ob3o4b2o$3bob3o$2obo2b3obobo$b2ob3ob3o
$2bo3bo3b2obo$2o7b5o$2o4b5obobo$obo3b2o3b4o$b2ob3o3bobo$bobobo4b4o$2o 2b2o2b3o$bo3b2ob2ob2obo$2o2b2o2bo3b4o$2b4ob2ob2ob3o!
For a while there's just one chaotic replicator, but then at T=71290, a second one is spawned off to the side at the replicator/junk interface, and a third shows up on the other side at T=92314. Then an LWSS gets generated at the original replicator/junk interface at T=132847, which hits the second replicator and creates a new chaotic interface.

-- Just in time, because the original interface goes symmetric and stops producing nearly as much novelty. The new aysmmetric interface spawns a fourth replicator, which cuts across the sparse stream of particles from the original now-symmetric interface... and things just keep getting more complicated and explosive from there. Eventually the fourth replicator's particle stream catches up with the first replicator's interface point, and asymmetric novelty restarts.

It's really all just replicators doing what replicators do, though, not what you'd think of as "standard" zz_EXPLOSIVE. Hundreds of these things, all doing different variations on the same theme, kind of dilutes the interest in the dynamics of any one particular soup evolution.

gmc_nxtman
Posts: 1147
Joined: May 26th, 2015, 7:20 pm

though not what you'd think of as "standard" zz_EXPLOSIVE
Yeah, when I think of "explosive" I think of a large frame exploding at c or c/2 filling the plane with random static.

This is generally how I classify rules:

Stable - Random soups quickly stabilize into several oscillators, still lifes, and gliders. Infinite growth may occur naturally. (example: b368/s245)

Chaotic - Random soups may last for a shorter or longer time, depending on size and shape. Infinite growth occurs naturally, but very rarely. Many reactions can be hassled, resulting in in circuitry and eventually proving the rule universal. (examples: 2x2, Conway's game of life)

Explosive (not to be confused with expanding) - Soups over a size of about 7x7 start to quickly (seeds) or slowly (DryLife) expand, filling the plane with random static and/or still lifes accompanied by basic reactions. (examples:
seeds, maze)

Expanding - Almost no oscillators or still lifes exist, most everything is a rake or what I call a "growing wickstretcher": two spaceships moving perpendicular to each other stretch a moving wick between them.
(example: Brian's Brain)

Miscellaneous - Other categories like aperiodic (03467/25/6), Blinkish (B37/S258), or block-emulating (B36/S125, B124/S34)

Extrementhusiast
Posts: 1796
Joined: June 16th, 2009, 11:24 pm
Location: USA

An unexpected development:

Code: Select all

x = 35, y = 25, rule = B3/S23
2bo29bo$obo29bobo$b2o29b2o$17bo$15bobo$16b2o2$18bo$18bobo$18b2o10$14bo 5bo$13bobo3bobo$13bobo3bobo$14bo5bo$11b3o7b3o$11bo11bo!

I Like My Heisenburps! (and others)

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

I found this weird reaction while searching for a conduit in B38/S23. Also works in normal Life:

Code: Select all

x = 16, y = 17, rule = B3/S23
8b2o$8b2o2$9bo$8bobo$7b2ob2o$7b2obo$6bo2bo$7b2o4b3o$12b4o2$11b2o3$b2o$obo$2bo!

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

fluffykitty
Posts: 638
Joined: June 14th, 2014, 5:03 pm

Slow salvo seed for shillelagh:

Code: Select all

x = 40, y = 19, rule = Hersrch
3$15.2G$15.2G3$11.2D$11.2D2$16.G$12.G3.G.G$4.2G5.G.G2.2G$4.2G6.G18.2G
$12.2D17.2G$11.D.D3.2G$11.D5.2G$12.D$11.2D!  Last edited by fluffykitty on October 28th, 2015, 8:30 pm, edited 1 time in total. I like making rules gameoflifeboy Posts: 474 Joined: January 15th, 2015, 2:08 am ### Re: Thread For Your Accidental Discoveries This reaction uses a block as a catalyst thrice: Code: Select all x = 9, y = 6, rule = B3/S23 7bo$6bobo$6b2o$2o2b2o$2obobo$4bo!


Extrementhusiast
Posts: 1796
Joined: June 16th, 2009, 11:24 pm
Location: USA

Component bending hook to tail can convert that tail to head by just moving one glider:

Code: Select all

x = 28, y = 31, rule = B3/S23
o$b2o3bo$2o2b2o$5b2o2$22b2o$2bobo2bo15bo$3b2o2b3o13bob2o$3bo6bo13bo2bo$9b2o15b2o$4b3o$4bo$5bo4$bo$2bo$3o$6bo$4b2o$5b2o$21b2o$21bobo$2bobo2bo
15bo$3b2o2b3o13bob2o$3bo6bo13bo2bo$9b2o15b2o$4b3o$4bo$5bo!

EDIT: P92 multiplexer:

Code: Select all

x = 125, y = 205, rule = B3/S23
6$117bo$117bobo$117b2o9$106bo$105bo$105b3o10$94bo$94bobo$94b2o9$83bo$82bo$83b2o10$71bo$71bobo$71b2o9$60bo$59bo$59b3o10$48bo$48bobo$49bo9$
37bo$36bo$36b3o3$4b2o$5bo$5bobo$6b2o4$25bo$6b2o17bobo$6b2o17b2o6$6b2o$6b2o13b2o$21bobo$21bo21$44b2o$44bobo$44bo21$67b2o$67bobo$67bo21$91bo$90bobo$90bo21$113b2o$113bobo$113bo!  I Like My Heisenburps! (and others) Scorbie Posts: 1388 Joined: December 7th, 2013, 1:05 am ### Re: Thread For Your Accidental Discoveries Unexpected catalysis of a double BTS: Code: Select all x = 24, y = 27, rule = B3/S23 4bob2o$3bob2obo$3bo4bo$2ob6ob2o$obo6bobo$2bob4obo$b2obo2bob2o6$22b2o$22b2o9$11b3o$2b2o8bo$3bo6b3o$3o$o!

Last edited by Scorbie on June 12th, 2015, 12:05 pm, edited 1 time in total.
Best wishes to you, Scorbie

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

A LWSS-based "block-bit reaction":

Code: Select all

x = 11, y = 21, rule = B3/S23
2o$2o2bo$4b3o$4o3bo$o2bo2b2o2$2b3o$2bo2bo$2bo$2bo6bo$3bobo2bobo$9bo5$2b3o$2bo2bo$2bo$2bo$3bobo!  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 Kiran Posts: 284 Joined: March 4th, 2015, 6:48 pm ### Re: Thread For Your Accidental Discoveries A LWSS-based "block-bit reaction": Is there any way to read the data? Kiran Linsuain dvgrn Moderator Posts: 5876 Joined: May 17th, 2009, 11:00 pm Location: Madison, WI Contact: ### Re: Thread For Your Accidental Discoveries Kiran wrote: A LWSS-based "block-bit reaction": Is there any way to read the data? Maybe not a good way... but you can usually come up with something with a sacrificial still life or two: x = 23, y = 23, rule = LifeHistory 2A$2A2.A$4.3A$4A3.A$A2.AB.2A$.2B.2B$2.3AB$.BA2BA$.BA4B$.BA6B$.2BABA4B 3.2B$.7BC8B3.D$.5B2D3C6B3.D.D$.4BD2BD2BC5B3.3D$.5B2D2B2C5B5.D$.5B.10B $.B3AB.7B.2B$.BA2BA9.2B$.BA3B7.4B$.BAB9.2A$3.A.A8.A$11.3A$11.A! #C [[ VIEWONLY THUMBNAIL ]] Would just have to shoot down the obligatory Annoying Beehive and rebuild the eater using signals split off from the output Herschel. Probably not worth the trouble -- it would be easier to work with a 2LWSS+bait -> G or H reaction directly, no need for any catalysts... but it's nice that it's possible, anyway. M. I. Wright Posts: 372 Joined: June 13th, 2015, 12:04 pm ### Re: Thread For Your Accidental Discoveries Found two weird puffers today, both based on Corderships. Dunno if they're already known. Code: Select all x = 50, y = 90, rule = B3/S23 29b3o$29b3o2$28b2obo$27bo3bo$27b3o$13b2o$13b2o3$30bo$29bobo$30bo$30b2o$5b2o23b2o$5b2o23bo$29b2obo$15b2o9bob2obo$26bo4bo$26bobo3$16b2o19bo$16bobo17bobo$14bob4o16bobo$12b6obo15bo2bo$11b7ob2o14bobo$11bobo3b3o14b o$34b2o$35bo4$37bo$36bobo$36bo$36bo$36bo2$35bo$34b3ob2o$32b2ob3o$34bo
2$36bobo$36bobo4b3obo$35bo5bo4bob2o$35bo2bo2bo4b2o$35bo2bo2bo$37bo4bo$43bo2bo$44b2o3$27bo$26bobo$27b2o$8b3o$7bo$7bo4bo$7bo17b2o2bobo$8b3o13b
o2b2o2bo6bobo4bo$7b4o13bo2b2o7b2o2b2o2bobo$7b2o2bobo10bobo2b2o5bobo2b
4obo$7b2ob2o24bobo6bo$8bobo5b3o18b3obo2$14bo5bo$14bo5bo$14bo5bo$37b2o$17b2o18b2o$17b2o$3o5$29b2o$29b2o9$23b2o$23b2o!  Code: Select all x = 43, y = 66, rule = B3/S23 13$2bobo$2bobo4b3obo$bo5bo4bob2o$bo2bo2bo4b2o$bo2bo2bo$3bo4bo$9bo2bo$10b2o3$27bo$27bo$26bobo$23bo2b2o$22bo5bo$22bo5bo$23bo4bo$24bo$17bo7b3o
$16bobo$15b2ob2o$15b2ob2o5b2ob2o$18b3o3bo$14bo3b3o7b2o$13bo4b3o4b3o$12bo5b2o$17b3o8bobo$17b2o9bobo4b3obo$16b2o9bo5bo4bob2o$27bo2bo2bo4b2o$
27bo2bo2bo$17bo11bo4bo$16b3o16bo2bo$15bo3bo16b2o$14b2o$15b2o7$17b2o2bo
bo$16bo2b2o2bo6bobo4bo$16bo2b2o7b2o2b2o2bobo$16bobo2b2o5bobo2b4obo$28b
obo6bo$29b3obo!  gamer54657 wrote:God save us all. God save humanity. hgkhjfgh nutshelltlifeDiscord 'Conwaylife Lounge' gmc_nxtman Posts: 1147 Joined: May 26th, 2015, 7:20 pm ### Re: Thread For Your Accidental Discoveries M. I. Wright wrote:Found two weird puffers today, both based on Corderships. Dunno if they're already known. The puffers look new, but the concept is not. Look up "glider-producing switch engine" and "block-laying switch engine" as examples. Code: Select all x = 20, y = 5, rule = B3/S23 16bobo$19bo$15bo2bo$o13b3o$2o!  Code: Select all x = 20, y = 4, rule = B3/S23 16bobo$o18bo$2o13bo2bo$14b3o!

There's also this heisenburp, from the useless discoveries thread:

Code: Select all

x = 15, y = 8, rule = Life
3bo8bo$2b3o6b3o$3bobo6bobo$4b2o7b2o$4b2o7b2o$b2o$2o$2bo!  It's probably possible to engineer a device from this, but not very practical because it's not a spark on its own. Last edited by gmc_nxtman on June 14th, 2015, 3:44 pm, edited 1 time in total. M. I. Wright Posts: 372 Joined: June 13th, 2015, 12:04 pm ### Re: Thread For Your Accidental Discoveries gmc_nxtman wrote: Look up "glider-producing switch engine" and "block-laying switch engine" as examples. I'm aware of those two; I posted these here since, like you said, I hadn't seen these particular ones before. They probably would've been better suited for the unsure or useless discoveries thread. Edit: Also, I didn't realize this before, but removing the bottom-left part of the first puffer yields a regular block-laying switch engine. Since I'm already here, though, here's one more: Code: Select all x = 29, y = 39, rule = B3/S23 10bo$bo7bobob2o$2ob2o2b2ob2o2bo$o5bobo5bo$o8bo2b2o$bo2b3o2bo$7b3o4$25b
3o$24bo2bo$24bo$26b2o$26bobo$22b3o2bo$22bo2b2o$22bo3bo$23bobo$23bo$23b
o2bo$26bo2$23bo2b2o$24b3o3$4b2o$4b2o3$8bo$4bo3bo$3b2o4bo$4bo3b2o$5b4o$4bo$4bobo$4bobo!  Last edited by M. I. Wright on June 19th, 2015, 12:17 pm, edited 2 times in total. gamer54657 wrote:God save us all. God save humanity. hgkhjfgh nutshelltlifeDiscord 'Conwaylife Lounge' gmc_nxtman Posts: 1147 Joined: May 26th, 2015, 7:20 pm ### Re: Thread For Your Accidental Discoveries M. I. Wright wrote: gmc_nxtman wrote: Look up "glider-producing switch engine" and "block-laying switch engine" as examples. I'm aware of those two; I posted these here since, like you said, I hadn't seen these particular ones before. They probably would've been better suited for the unsure or useless discoveries thread. Since I'm already here, though, here's one more: Code: Select all rle  It's all good They might have a use, because if someone finds a 2-engine clean puffer, another 3-engine may be coming up. Almost a synthesis of hive with tail: Code: Select all x = 13, y = 13, rule = Life 8bobo$8b2o$9bo$bo$2bo$3o5$b2o7b2o$obo7bobo$2bo7bo!  Temporary integral: Code: Select all x = 11, y = 17, rule = Life 9bo$8bobo$8bobo$9bo3$3o$obo$o6$3b2o$2b2o$3bo!

Last edited by gmc_nxtman on June 14th, 2015, 3:57 pm, edited 3 times in total.

simsim314
Posts: 1702
Joined: February 10th, 2014, 1:27 pm

M. I. Wright wrote:Found two weird puffers today
The first one is too messy to be interesting. The second one is actually new I think and could be useful (although I'm not an expert).

I've found a while back two SEs single block trace puffer of this sort:

Code: Select all

x = 131, y = 109, rule = B3/S23
19$89bo$88bobo$87b2ob2o$87b2ob2o20b3o$90b3o18bo3bo$72b2o12bo3b3o18bo4b
o$72b2o11bo4b3o20bo3bo$84bo5b2o18b3obo2bo$89b3o17bo7bo$89b2o18bobo3bo$88b2o18b2obo3bo$73b2o33b2ob3o$96b2o$64b2o6b3o14bo6b2o$64b2o6bobo13b3o$
87bo3bo$72bo13b2o24b2o$72b2o13b2o23b2o$72b2o38bo2$73b2o13b2o22bo$72b3o 13b2o$74b3o$76bo5b3o21b3o5bo$106bo7bo$75b3o16b2o10bobo5bo$77bo15bo2bo
10b2o$75b3o15bo3bo$57b2o35b2o$57b2o$101bo$102b2o$98bo5b2o2b2o$102b2o4b 2o$99bo$99b4o$49b2o50bobo$49b2o47bob2o2bo$98bo4bo$102bo$98bo2bo$100b2o 3$41b2o$41b2o7$33b2o$33b2o7$25b2o$25b2o7$17b2o\$17b2o!

EDIT Two SE can cancel each other in too many not interesting ways, to produce messy puffers. Check out this thread:
viewtopic.php?f=2&t=1492&start=0

And this post with many SE pairs puffer variations:
viewtopic.php?p=14022#p14022

Gpennder_____409
Posts: 22
Joined: February 27th, 2014, 11:55 pm

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