Your number factory Place an extractor on a glowing number deposit. Connect it to the core using conveyors. Deliver the number shown in the current order to unlock more machines automatically.
Score and Money: every correct delivery adds its full number value to both. Delivering 12 adds 12 Score and 12 Money. Score is a permanent lifetime total. Money pays construction costs. Old delivery cores keep earning both currencies forever.
Unlocks and construction: completing contracts automatically unlocks new building types. The starting Conveyor, Extractor, and Disposal are free to place. Every later building costs Money each time you construct it, with stronger machines becoming increasingly expensive. To upgrade a compatible building, select its advanced version and place it directly on top; its normal placement cost is charged. Rotating something you already own is free.
Factory worker: walk around with WASD or the arrow keys , and hold Shift to run. The worker can cross conveyors but walks around machines and delivery cores.
Output cores: drag any delivery core to an empty tile whenever you want to relocate it. A completed core keeps its target and continues earning its number value for every matching delivery. When you start the next order, click an empty tile to place its new output core.
Draw belts: hold and drag, including around corners. The belt arrows follow your movement. Click to place a single tile. R rotates the tile under your pointer, or the next building when pointing at empty space.
Bridge conveyor: unlocked after six contracts. Its raised forward lane and perpendicular lower lane can carry two numbers through the same tile without mixing. Place it on empty ground or directly upgrade an existing conveyor, then rotate it to choose both one-way directions.
Machines: the output arrow points forward. Feed A into the back and B into the left side (relative to that arrow). Each operation consumes exactly one of each. Subtraction is A − B, so a bigger B gives a negative number (2 − 5 = −3); division is A ÷ B. Results must be whole numbers.
Splitter: numbers enter at the back and alternate between the forward and right outputs. If one output is blocked, the other keeps running. It routes numbers; it does not duplicate them.
Circuits: after 6 contracts, build Number button, IF, THEN, AND, ELSE, >, <, =, and Color display blocks. Signals use 1 for true and 0 for false. Wires advance one block every 0.1 seconds. Conveyor messages move at the belt's speed.
Number button: in Mouse mode, left-click to increase its number and right-click to decrease it (0–99). E lets you enter an exact number. Use the Dismantle tool to remove it. It holds a comparison value and never generates conveyor items. Place it against the A or B side of a circuit block to supply that value without a wire.
Conveyor inputs and outputs: feed A into the back of a circuit block and B into its left side. The mint arrow is the forward output; R rotates the block. Blocks consume incoming numbers or messages and remember the last received value until another arrives. A neighboring Number button supplies a constant to its touching input. A connected wire takes priority; a neighboring Number button takes priority over an earlier conveyor value. Circuit blocks can send their current output into a neighboring block or onto a conveyor in front. Messages appear as moving envelopes on conveyors; a colored seal shows their color. They control circuits and do not earn delivery money or feed the factory's arithmetic machines.
IF and comparisons: IF lets you choose the comparison. The >, <, and = blocks use their printed comparison. Click in Mouse mode to set default A and B numbers when no input is connected. A true comparison outputs 1, otherwise 0. THEN passes a true or false signal forward. AND needs both inputs true. ELSE outputs the opposite of A.
Color display: left-click in Mouse mode to cycle its square through 12 colors. No input keeps it lit; a zero input dims it. A colored message updates the display's color. Displays send their color and on/off state through wires and conveyors, so connect one yellow display to several others to make them follow it.
Example — yellow when 6 arrives: build one straight row: incoming conveyor → IF → = → Number button 6 → THEN → yellow Color display. Point every block along the row. Open IF and click Complete code line. Incoming number items enter the IF at the left end, and the Color display at the right end sends yellow envelope messages from its output. One incoming 6 activates the line; six separate 1s do not. Put a conveyor after the Color display and lead it to other displays.
Wires: click Connect, click a source, then a destination. Choose A or B in the circuit panel. Wires cost $10, and reconnecting the same pair removes the wire with a 50% refund. Crossed wires do not connect. Pause & step advances logic once; conveyor movement requires Resume.
Dismantle: right-click a building, or right-drag across several tiles. You can also select the Dismantle tool.
Move the camera: middle-drag, hold Space and drag, or select Mouse mode. Scroll or use +/− to zoom. On a touchscreen use Mouse mode or two fingers to move/zoom. Home recenters. P pauses. Hover a building or output core to see its status.
Progress saves in this browser when storage is available. Export a save to keep a backup or move to another device. The starter-line button is optional and only works on the first order in an empty factory.
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