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.
Rhombicubocta
Posts: 81
Joined: May 27th, 2026, 9:44 am

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

Post by Rhombicubocta »

Dirty Partial swimmerlane pseudo-heisenburp with inacessible b-heptomino output.

Code: Select all

x = 52, y = 45, rule = LifeHistory
2$18.2A$19.A$19.A.2A$20.A2.A$22.2A5$13.E$12.E.E$12.E2.E$13.2E3$42.2A$
2.2A38.A.A$3.A40.A$3.A.2A36.A$4.A2.A36.3A$6.2A38.A3$34.2A$34.A.A$36.A
$35.A$36.3A$38.A2$14.A.A$17.A8.2A$13.A2.A9.A.A$12.3A13.A$27.A$28.3A$
30.A3$19.E$18.E.E$19.E!
edit: The b-heptomino appears in generation 203.
Last edited by Rhombicubocta on August 1st, 2026, 1:32 pm, edited 1 time in total.
Rhombicubocta
Posts: 81
Joined: May 27th, 2026, 9:44 am

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

Post by Rhombicubocta »

Useless teardrop to R-pentomino. I can find a output connection for this conduit, but I am no expert.

Code: Select all

x = 19, y = 16, rule = LifeHistory
2$2.2A$3.A$3.A.AB2.B$4.2AB.B2C$6.2BCB.C$6.2BC.BCB$6.2B3CB$7.3BDB$7.2B
3D$8.3BD$9.2B!
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Anivec
Posts: 1981
Joined: January 28th, 2022, 7:18 pm
Location: In 4.3 miles, take a right onto Exit 54

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

Post by Anivec »

H-to-Unidentified:

Code: Select all

x = 27, y = 49, rule = LifeHistory
13.2A.2A$14.A.A$9.2A.A5.A.2A$8.A.A.2A3.2A.A.A$7.A2.B2.BA.AB2.B2.A$8.6A
B.B6A$5.3A3.3B.B.3B3.3A$5.A3.3AB.3B.B3A3.A$6.3A.BA3BA3BAB.3A$9.A3.BAB
AB3.A$8.A4.BABAB4.A$8.A.A2.2BA2B2.A.A$9.A.A.2B.2B.A.A$10.A2.5B2.A$13.
2BA2B$13.BABAB$13.BABAB$12.3BA3B$11.9B$11.9B$11.9B$10.B.8B$9.3B.6B$9.
8B$8.9B.3B$8.3BA10B$8.2BABA10B$9.BABA8B3D$10.BA10B2D$9.13BDB2D$8.7B.9B
D$8.15B3D$9.15B$8.15B$6.17B$4.19B$4.2BC15B$3.3BCBC4B.7B$4.2B3C4B.7B4.
2A$3.5BC4B2.6B4.A$2.10B4.4B2.BA.A$.4B9.A.2B.B2.B2A$4B9.A.A.BA.3B$3B11.
A3.3AB$2B19.A$B15.4AB3A$16.A2.A4.A$21.3A$20.2A!
Rhombicubocta
Posts: 81
Joined: May 27th, 2026, 9:44 am

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

Post by Rhombicubocta »

Finally found a method that could allow a signal out of switch engine channel.
All that's left is to delete the beacon and reconstruct the block!

Using to switch-engines in a wave going through a double wide swimmers lane allows the switch engines to come make it farther out of the swimmers lane before destroying the conduit than the a single switch engine would alone. Then the block acts as bait to release the gliders. Unfortunately it turns into a beacon. If we can delete the beacon and reconstruct the block we will have switch engine to glider signals!

Code: Select all

x = 81, y = 93, rule = B3/S23
4$24b2o$25bo$25bob2o$26bo2bo$28b2o4$52b2o$52b2o$19b2o$19bobo$20bo6$11b
2o$11bobo$12bo6$3b2o$3bobo$4bo$13bo$12bobo2$11bo2bo42b2o$11b2o44bobo$
11bo47bo$58bo$59b3o$61bo3$50bo$49bobo$50b2o5$29bobo$32bo9bo$28bo2bo9bo
bo$27b3o12b2o6$34bo$33bobo$34b2o!
edit: I also have this reaction which sends gliders both ways, but it creates more debris.

Code: Select all

x = 57, y = 58, rule = B3/S23
23b2o$23bobo$24bo5$49b2o$49b2o$16b2o$16bobo$17bo6$8b2o$8bobo$9bo6$2o$o
bo$bo$10bo$9bobo2$8bo2bo43bo$8b2o44bobo$8bo46b2o6$47bo$46bobo$47b2o5$
26bobo$29bo9bo$25bo2bo9bobo$24b3o12b2o6$31bo$30bobo$31b2o!
edit 2:
Single switch engine swimmerlane bait using just a block. That destroys the block and makes a block.

Code: Select all

x = 121, y = 91, rule = B3/S23
16$63b2o$63bobo$64bo4$87b2o$87b2o$55b2o$55bobo$56bo6$47b2o$47bobo$48bo
3$77bo$76bobo$77b2o$39b2o$39bobo$40bo3$69bo$68bobo$69b2o$31b2o$31bobo$
32bo$41bo$40bobo$61bo$39bo2bo17bobo$39b2o20b2o$39bo5$53bo$52bobo$53b2o
!
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