Thread for your conduits with active objects uncommonly used in conduits

For discussion of specific patterns or specific families of patterns in Conway's Game of Life, both newly-discovered and well-known.
TYCF
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by TYCF » January 7th, 2024, 11:37 am

B-turner to lumps of muck but it is affected by other debris.

Code: Select all

x = 18, y = 14, rule = LifeHistory
6.2A$6.A.A$8.A$4.4A.2A$4.A2.A.A.A$9.A.A$9.A2.2A$8.2A4.A$10.5A$10.A4.2A
$.3E9.2A2.A$E2.E10.A.2A$2.E11.A$2.E10.2A!

B-turner to various active regions.

Code: Select all

x = 20, y = 24, rule = LifeHistory
8.2A$8.A.A$10.A$6.4A.2A$6.A2.A.A.A$11.A.A$11.A2.2A$10.2A4.A$12.5A$12.
A4.2A$3.3E9.2A2.A$2.E2.E10.A.2A$4.E11.A$4.E10.2A$6.D$5.D.D$5.D.D$6.D3$
2.2A$3.A$3A$A!

Code: Select all

x = 28, y = 20, rule = LifeHistory
16.2A$16.A.A$18.A$14.4A.2A$14.A2.A.A.A$19.A.A$19.A2.2A$18.2A4.A$20.5A
$20.A4.2A$11.3E9.2A2.A$10.E2.E10.A.2A$12.E11.A$12.E10.2A3$2.2A$3.A$3A
$A!

Code: Select all

x = 35, y = 14, rule = LifeHistory
23.2A$23.A.A$25.A$A20.4A.2A$3A18.A2.A.A.A$3.A22.A.A$2.2A22.A2.2A$25.2A
4.A$27.5A$27.A4.2A$18.3E9.2A2.A$17.E2.E10.A.2A$19.E11.A$19.E10.2A!

Code: Select all

x = 36, y = 14, rule = LifeHistory
24.2A$24.A.A$2A24.A$.A20.4A.2A$.A.A18.A2.A.A.A$2.2A23.A.A$27.A2.2A$26.
2A4.A$28.5A$28.A4.2A$19.3E9.2A2.A$18.E2.E10.A.2A$20.E11.A$20.E10.2A!

Code: Select all

x = 34, y = 14, rule = LifeHistory
22.2A$22.A.A$24.A$20.4A.2A$20.A2.A.A.A$25.A.A$25.A2.2A$24.2A4.A$26.5A
$26.A4.2A$2A15.3E9.2A2.A$2A14.E2.E10.A.2A$18.E11.A$18.E10.2A!

Code: Select all

#C I am inactive currently.
x = 5, y = 3, rule = B3/S23
obobo$2ob2o$obobo!

Code: Select all

x = 5, y = 4, rule = B35/S234i8
2bo$bobo$2ob2o$5o!

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by C28 » January 8th, 2024, 12:34 pm

Thorn to glider

Code: Select all

x = 21, y = 28, rule = B3/S23
13bo$11b3o$2o8bo$bo8b2o$bobo$2b2o$18b2o$18bo$16bobo$16b2o4$19b2o$19b2o
4$6b2o$7bo$3bo3bo$4b3o5$12b2o$12b2o!
edit: Thorn to B-heptomino

Code: Select all

x = 18, y = 31, rule = B3/S23
16b2o$16bo$14bobo$10b2o2b2o$10b2o6$2o$bo$bobo$2b2o8$8b2o$9bo$5bo3bo$6b
3o5$14b2o$14b2o!
edit 2: Thorn to glider

Code: Select all

x = 19, y = 22, rule = B3/S23
o$3o5b2o$3bo4bo$2bo3bobo4bo$bo3bobo3b3o$b2o3bo3bo$10b2o6$18bo$16b3o$15b
o$16bo$15b2o2$6b2o$7bo$3bo3bo$4b3o!
edit 3: Thorn to R-pentomino

Code: Select all

x = 18, y = 28, rule = B3/S23
10bob2o$10b2obo2$8b5o$8bo4bo2b2o$11bo2bo2bo$11b2obobo$8bo5bob2o$7bobo
4bo$7bo2bo2b2o$8b2o3$14b2o$14bo$12bobo$12b2o2$16bo$14b3o$13bo$14bo$13b
2o2$3b2o$4bo$o3bo$b3o!
edit 4: Thorn to glider

Code: Select all

x = 27, y = 35, rule = B3/S23
13b2o$13bo$11bobo$11b2o$24bo$22b3o$21bo$21b2o6$23b2o$23bobo$25bo$25b2o
$3b2o$4bo$o3bo$b3o13$2o$2o!
edit 5: reduction of the above converter

Code: Select all

x = 27, y = 35, rule = B3/S23
13b2o$13bo$11bobo$11b2o$20bo$19bobo$20bo7$23b2o$23bobo$25bo$25b2o$3b2o
$4bo$o3bo$b3o13$2o$2o!
edit 6: another Thorn to glider

Code: Select all

x = 31, y = 35, rule = B3/S23
13b2o$13bo$11bobo$11b2o13b2o$26b2o13$3b2o$4bo$o3bo$b3o5$30bo$12b2o14b
3o$13bo13bo$10b3o12bo2bo$10bo14b4o2$20b2o3b2o$20b2o4bo$2o24bobo$2o25b
2o!
edit 7: another Thorn to glider

Code: Select all

x = 35, y = 23, rule = B3/S23
13bo9bo$8bo4b3o5b3o4b2o$7bobo6bo3bo7bo$7bobo5b2o3b2o3b2obo$5b3ob2o14b
obo5b2o$4bo28bo$5b3ob2o20bobo$7bob2o20b2o$o$3o$3bo$2b2o8$16b2o$17bo$13b
o3bo$14b3o!
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HerscheltheHerschel
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Still-life 'factories'

Post by HerscheltheHerschel » January 12th, 2024, 5:29 am

B-turner to X:

Code: Select all

x = 23, y = 17, rule = B3/S23
4b2o$3bobo2b2o$2bo2bobobo$2b2obobo$5bob2o$2b2obo14b3o$o2bobo13bo2bo$2o
2bo4b2o10bo$8bo2bo9bo$2o2bo4b2o$o2bobo$2b2obo$5bob2o$2b2obobo$2bo2bobo
bo$3bobo2b2o$4b2o!
It produces a temporary glider that destroys the beehive. Can anyone find a way to delete the temporary glider?
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Re: Still-life 'factories'

Post by b-engine » January 12th, 2024, 5:40 am

HerscheltheHerschel wrote:
January 12th, 2024, 5:29 am
B-turner to X:

Code: Select all

B-turner-to-X
It produces a temporary glider that destroys the beehive. Can anyone find a way to delete the temporary glider?
Adding a block will turn the glider into block or beehive:

Code: Select all

x = 23, y = 17, rule = B3/S23
4b2o$3bobo2b2o$2bo2bobobo$2b2obobo$5bob2o$2b2obo14b3o$o2bobo13bo2bo$2o
2bo4b2o10bo$8bo2bo9bo$2o2bo4b2o$o2bobo$2b2obo$5bob2o$2b2obobo$2bo2bob
obo$3bobo2b2o5b2o$4b2o9b2o!

Code: Select all

x = 23, y = 17, rule = B3/S23
4b2o$3bobo2b2o$2bo2bobobo$2b2obobo$5bob2o$2b2obo14b3o$o2bobo13bo2bo$2o
2bo4b2o10bo$8bo2bo9bo$2o2bo4b2o$o2bobo$2b2obo$5bob2o$2b2obobo$2bo2bob
obo$3bobo2b2o6b2o$4b2o10b2o!

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Re: Still-life 'factories'

Post by Anivec » January 12th, 2024, 8:28 am

This thread already exists here

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by dvgrn » January 12th, 2024, 8:49 am

AlbertArmStain wrote:
January 12th, 2024, 8:28 am
This thread already exists here
Yup, I"m not sure exactly what happened there. The moderator logs show that I merged some posts to this "Thread for your conduits with active objects uncommonly used in conduits" -- but then these posts showed up in their own separate thread, and didn't seem to get merged.

Sorry about the confusion. I think things are back to normal now.

Until a "B-turner" gets a lot more mainstream -- i.e., until there are conduits that can output a B-turner with reasonable clearance -- conduits with B-turner inputs don't seem to belong on the Still-Life Factories thread, any more than they belong in the Elementary Conduits thread.

I'm hoping people interested in B-turner research can get in the habit of picking a thread like this one, or the "speculative" thread, to post things like this.

I've been having to move a lot of posts recently, which is not really my job (since the conwaylife forums are really only "reluctantly moderated"). If possible, it's the job of the person posting to pay attention to where posts should go, especially after previous posts have gotten moved.

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by C28 » January 12th, 2024, 10:44 am

Thorn to LWSS

Code: Select all

x = 21, y = 31, rule = B3/S23
16b2o$3b2ob2o8bo$3b2obo7bobo$6bo7b2o$o5b2o10b2o$3o15bo$3bo12bobo$2b2o
12b2o14$8b2o$9bo$5bo3bo9b2o$6b3o10b2o5$14b2o$14b2o!
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by confocaloid » January 12th, 2024, 1:22 pm

C28 wrote:
January 12th, 2024, 10:44 am
Thorn to LWSS

Code: Select all

x = 21, y = 31, rule = B3/S23
16b2o$3b2ob2o8bo$3b2obo7bobo$6bo7b2o$o5b2o10b2o$3o15bo$3bo12bobo$2b2o
12b2o14$8b2o$9bo$5bo3bo9b2o$6b3o10b2o5$14b2o$14b2o!
And there is at least a compatible 3G collision:

Code: Select all

x = 36, y = 40, rule = B3/S23
31b2o$18b2ob2o8bo$18b2obo7bobo$21bo7b2o$15bo5b2o10b2o$15b3o15bo$18bo
12bobo$17b2o12b2o4$9bo$10bo$8b3o10$34b2o$34b2o5$29b2o$29b2o5$2o$b2o$o
8bo$9b2o$8bobo!

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by C28 » December 13th, 2024, 1:45 pm

E-heptomino to Procrastinator

Code: Select all

x = 30, y = 32, rule = B3/S23
8b2o$8b2o4$28bo$27bobo$28b2o5$2bo$2bobo$2b3o17b2obo$3bo18b2ob3o$28bo$
22b2ob3o$23bobo$23bobo$24bo8$2b2o$3bo$3o$o!
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by hth3 » March 5th, 2025, 8:41 am

This B-turner to B is probably known.

Code: Select all

x = 10, y = 4, rule = B3/S23
7bo$2o5bo$2o4bo2bo$6b3o!
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Entity Valkyrie 2 » March 13th, 2025, 7:13 am

Interchange predecessor to LWSS:

Code: Select all

x = 13, y = 11, rule = B3/S23
8b2o$3b2obo2bo$3bob3o$2obo$bob2ob2o$o6bo$b2ob2o$2bobo4bo$2bobo2b2ob2o$
3bo8bo$6bo!
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by confocaloid » March 13th, 2025, 12:50 pm

edit: apparently essentially the same above reaction was posted elsewhere with more relevant details, without mentioning that here:
viewtopic.php?p=206745#p206745

Now the question is if there are compatible non-contraptions converting a Herschel to the hitting sequence? Here are four compatible seeds from the octohash database.

Code: Select all

x = 137, y = 23, rule = B3/S23
11bobo37bobo37bobo37bobo$10bob2o36bob2o36bob2o36bob2o$8b3o37b3o37b3o
37b3o$7bo4b4o31bo4b4o31bo4b4o31bo4b4o$8b3obo2bo32b3obo2bo32b3obo2bo32b
3obo2bo$10bo3bo35bo3bo35bo3bo35bo3bo$12bob2o25bo10bob2o26bo9bob2o36bob
2o$b2o8b2obo25bobo8b2obo26bobo7b2obo36b2obo$obo4b2o7bo24bobo3b2o7bo25b
obo3bo7bo31bo7bo$2o4bo2bo5b2o25b2o2bo2bo5b2o26b2o2bobo5b2o26b2o2bobo5b
2o$6bobo37bobo38b2o35bo3bo$7bo39bo73b3o$121bo2$30b2o39b2o$29bobo38bobo
$6b2o23bo40bo$5b2o$7bo2$130b2o$130bobo$130bo!
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Anivec » April 28th, 2026, 6:01 am

This was going to be a dependent H-to-W but the spark from the loaf predecessor screws up the evolution to make a different object: (see generation 15)

Code: Select all

x = 18, y = 18, rule = LifeHistory
16.2A$.2A13.A$3A.2A8.A.A$.2A.3A7.2A$3A.2A3.A$2A6.A.A$7.A2.A$8.2A3$6.2A
.2A$5.A.A.A.A$3.3A3.A.A$2.A4.A.A.3A$3.3A.2A.A3.A$5.A4.A2.2A$7.3A$6.2A
!

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Anivec » May 7th, 2026, 7:00 am

Timelord Missionary wrote:
May 6th, 2026, 9:54 pm
Spineless plagiarism time!!! Octonimo II-to-G:

Code: Select all

x = 12, y = 15, rule = B3/S23
$3b2o3b2o$3bobobo2bo$5bob2o2bo$4b2o3b2o$6bobo$2o4bobo$b2o4bo$2b2o4b3o
$b2o7bo2$4b2o$4bo$5b3o$7bo!
Sadly, it doesn't work with either of the other octonimo II conduits mentioned recently, but it's still really cool!
EDIT: This is true.
There’s another one, but it produces an extra blinker. (I hate blinkers)

Code: Select all

x = 19, y = 16, rule = B3/S23
12b2o$12bo$5b2o3bobo$5b2o3b2o2$2o$2o5b2o3b2o$6bo2bobo2bo$7b2o3b2o4$17b
o$16b3o$15b2obo$15bo!

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by synperiplanar » May 7th, 2026, 1:57 pm

octomino II to mild chaos, from Anivec's most recent post in search results dump

Code: Select all

x = 15, y = 19, rule = B3/S23
4bo$4b3o$7bo4bo$6b2o3bobo$11bobo$10b2ob2o$9bo4bo$9bob2o$8b2obo$11bo$11b
ob2o$2bo7b2ob2o$b3o$2obo$o3$12b2o$12b2o!
edit: fixed
edit 2:another from the same dump

Code: Select all

x = 9, y = 13, rule = B3/S23
8bo$6b3o$5bo$5b2o6$2bo$b3o$2obo$o!
(also thats a lot of searching on the pi heptomino that you did there...)
the call of the p33 edge blinker factory has still not been answered... please im getting desperate you can even just use glider guns

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Anivec » May 7th, 2026, 8:31 pm

Anivec wrote:
May 7th, 2026, 7:00 am
There’s another one, but it produces an extra blinker. (I hate blinkers)

Code: Select all

x = 19, y = 16, rule = B3/S23
12b2o$12bo$5b2o3bobo$5b2o3b2o2$2o$2o5b2o3b2o$6bo2bobo2bo$7b2o3b2o4$17b
o$16b3o$15b2obo$15bo!
Here's an octomino II to X:

Code: Select all

x = 25, y = 32, rule = B3/S23
18b2o$18bo$15b2obo$14bo2bo$14b2o10$2bo$b3o$2obo$o3$14b2o3b2o$14bobo2b
2o$15b2o3$18b2obo$18b2ob3o$24bo$18b2ob3o$19bobo$19bobo$20bo!

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Timelord Missionary » May 8th, 2026, 12:24 am

So, I was looking around for more octomino II outputters, and I found this:
C_R_116 wrote:
May 9th, 2024, 10:21 am
Antonin Duda wrote:
May 9th, 2024, 8:29 am
Next, Convert it, but don't eat it nor let it die since it's a spark:

Code: Select all

x = 6, y = 6, rule = B3/S23
4bo$3b3o$5bo2$3o$bo!
Octomino II:

Code: Select all

x = 11, y = 10, rule = B3/S23
bo$b3o$4bo$3b2o$9bo$8b3o$10bo$2o$2o3b3o$6bo!
Next:

Code: Select all

x = 10, y = 3, rule = B3/S23
10o2$6bo!
It looks pretty alright, but it doesn't look like there exist any conduits that make that symmetrical thingy (also, a spark). The one thing that looks like it would produce it would be a collision between a pi and a glider:

Code: Select all

x = 7, y = 8, rule = B3/S23
b2o$obo$o$obo$b2o$4b2o$4bobo$4bo!
Does it look familiar to literally anybody? I feel like I've seen it somewhere, but I haven't the slightest clue where to look for it.
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Rhombicubocta » May 27th, 2026, 10:31 am

Timelord Missionary, I think that object is a traffic light predecessor interacting with a r-Pentomino.

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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by I6_I6 » May 27th, 2026, 10:37 am

Timelord Missionary wrote:
May 8th, 2026, 12:24 am
So, I was looking around for more octomino II outputters, and I found this:
C_R_116 wrote:
May 9th, 2024, 10:21 am
Antonin Duda wrote:
May 9th, 2024, 8:29 am
Next, Convert it, but don't eat it nor let it die since it's a spark:

Code: Select all

x = 6, y = 6, rule = B3/S23
4bo$3b3o$5bo2$3o$bo!
Does it look familiar to literally anybody? I feel like I've seen it somewhere, but I haven't the slightest clue where to look for it.
It reminds me of this spark:

Code: Select all

x = 4, y = 9, rule = B3/S23
bo$obo$obo$b2o4$2b2o$2b2o!

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by NNlk05 » May 27th, 2026, 2:58 pm

Pi to pi with an extra blinker using an active region I've never seen before.

Code: Select all

x = 21, y = 20, rule = B3/S23Super
12.3D$12.DBD$11.BDBDB$11.5B$11.7B.B$2A8.7B.B2A$.A5.6B2D4B2A$.A.AB.5BD
B2D2B.2B$2.2AB.5BD2BHDB$4.8BDBH2B$4.2B3E5BH2B$4.2BE.E8B$2.4BE.E6B.B2A
$2.2AB3.6B2.BA.A$3.A5.4B6.A$3A7.5B4.2A$A12.2A$13.A$14.3A$16.A!
The active region in question:

Code: Select all

x = 5, y = 4, rule = B3/S23
2b2o$ob2o$o3bo$bo!
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by WhiteHawk » May 27th, 2026, 3:09 pm

NNlk05 wrote:
May 27th, 2026, 2:58 pm
Pi to pi with an extra blinker using an active region I've never seen before. The active region in question:
I don't think it's connectible
Currently working to improve Life's guns and work on updating SKOPs and Isotropic rules most similar to B3/S23 to Life standards. Will get software to begin searches eventually.

Pseudastur albicollis

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Anivec
Posts: 1924
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Anivec » May 27th, 2026, 4:06 pm

WhiteHawk wrote:
May 27th, 2026, 3:09 pm
I don't think it's connectible
It is definitely not.

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Anivec
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Joined: January 28th, 2022, 7:18 pm
Location: Somewhere I Belong

Re: Thread for your conduits with active objects uncommonly used in conduits

Post by Anivec » May 28th, 2026, 4:10 pm

Timelord Missionary wrote:
May 8th, 2026, 12:24 am
So, I was looking around for more octomino II outputters
You can have this R-to-Octomino II:

Code: Select all

x = 13, y = 12, rule = B3/S23
8bo$7bobo$7bobo$6b2ob3o$12bo$6b2ob3o$6b2obo3$2o$b2o$bo!

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I6_I6
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Re: Thread for your conduits with active objects uncommonly used in conduits

Post by I6_I6 » May 29th, 2026, 9:22 am

Anivec wrote:
May 28th, 2026, 4:10 pm
Timelord Missionary wrote:
May 8th, 2026, 12:24 am
So, I was looking around for more octomino II outputters
You can have this R-to-Octomino II:

Code: Select all

x = 13, y = 12, rule = B3/S23
8bo$7bobo$7bobo$6b2ob3o$12bo$6b2ob3o$6b2obo3$2o$b2o$bo!
Reduction:

Code: Select all

x = 10, y = 9, rule = B3/S23
9bo$7b3o$6bo$6b2o3$2o$b2o$bo!

Code: Select all

#C [[ THEME Golly ]]
x = 27, y = 15, rule = LifeHistory
8.A$A6.A.A$3A4.BA2B.B2D$3.A4.2B.2B2DB$2.2A2.3B.6B2.3B$2.20B$4.19B$4.2B
C10BD4B$4.2B2C10BD4B$4.B2C11B2D3B$4.13B2D4B$5.12BD3B.B2A$6.13B3.BA.A$
6.3B.B3.B10.A$25.2A!
User:I6 I6/Elementary Emulators

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