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Just a heads up about Steam/Valve releases: They work great on Microsoft Windows, and possibly Apple Mac OS-X, but with so many different Linux distro's out there... Even Steam has issues with varied versions and shared library support. Usually, I find static compiling everything in is the only way to work across many distros.

Re. the "Reset" button, I finally figured it out -- It took awhile because the button is marked "Clear", not "Reset". So to me, it seemed likely the same as "Delete".

Re. Resume (and functions, too!), a small call stack would be a workable solution (two to four positions would be enough for most users). You could even have the CraftoMates leave "trails" when stepping through execution: Where it shows the CraftoMate now, it can show an outlined/boxed CraftoMate wih maybe a "!" or a number to indicate stack position on it's chest to indicate where it jumped from and will return/resume from. I agree that it is a bit cumbersome to implement, but there is really no better solution that I know of.

This also goes hand-in-hand with things like "Go To" and Conditionals, both aof which are basically different constructs for control of code flow. Ever work with Assembly language? This is the heart of a CPU and what makes it able to do so many useful things! You will also need to do something like this if you ever add variables and such. (Am I holding zero, one, or two items? What types are the items?)

Technically, you do not even need a stack dedicated to each CraftoMate. A global stack shared by all would suffice, and a context indicator (which would be pushed on the stack when switching contexts, too) for each CrafoMate to know which stack entries belong to it.

Once such code is in place (and working and debugged), it opens up so many additional code possibilities (interrupts, conditions, subroutines, and so on), so it is worth the effort to get in place now, no matter how cumbersome. You can even extend it later with an event system. (I picked a Stone... What should I do with it? Ahh, yes, there's an event for "have stone", so execute it!)

I also finally figured out how the connector at the bottom of every element works -- it is to change code path to follow if the commend element fails! I started using this as a way to clear out what the CraftoMate is holding: I drop an Eat command, and make it loop back to itself, forever... But then I connect the Fail path to the next instruction to execute as soon as it has nothing left to eat.

Such code is already crude elements of many more "advanced" programming structures, as I noted above.

Re. Find: The above would also make things possible such as "code libraries", where a player could write a "Find" subroutine, load i to the Command Center as a library routine which any CraftoMate can "call" without having to "write" the same code to each CraftoMate individually.

To give you some ideas, you might want to check out the game "Colobot (Gold Edition)" ( http://colobot.info ), which is an open source game based around a "C/C++"-like programming language.

You might also want to check out Tcl/Tk. I mentioned it before not only because I am a Tcl/Tk fan, but because it is a surprisingly powerful scripting language for it's size (a compiled binary is a fraction the size of Perl, Python, Lua, etc., while being portable and powerful). [In fact, I have ported several games to Tcl/Tk (sometimes with additional C extensions) versions, including games such as Mindusry...]

Final notes:

At some point, the game will not save any further. I can go to the [Gear icon] and click "Save", and it switches to and becomes stuck at "Saving...", and never changes to "Saved". A page reload revers back to the last _successful_ save game state; Anything after that is lost. I suspect this is more of an issue with browser limitations (i.e., "cookie" size) than anything you can do.

Future releases might include procedurally generated maps instead of static and pre-known maps, enhancing game re-play-ability. I have finally managed to complete a game with growing a tree, and discovering all known recipes (except mushrooms, which you're removing from the game). I have not tried to melt all the ice due to the save game issue. Effectively, I have lost most interest in the game. :-(

Finally, re. Discord... I have Discord, but am not a fan of it. It is very resource intensive for all it's "features" I rarely--if ever--use. And given how often that causes it to overload and crash my browsing session, I have to repeatedly log back in and do the CAPTCHA several times a day/session. I might add this to my Discord as a side-thing, but I might not as well.