Factorio Logistics Protocol for MOOLLM Adventures
February 9, 2026 · View on GitHub
Design Session: January 10, 2026
Inspiration: Factorio's logistic network → MOOLLM item flow
Key Insight: "throw ball north" is putting an item on a conveyor belt! Urban Insight: Grid rooms are CITY BLOCKS at street intersections!
The Revelation
Don Hopkins slaps the table!
"Exits are CONVEYOR BELTS! Rooms are LOGISTIC CHESTS!
NPCs are LOGISTIC BOTS! Objects are INSERTERS!
The whole placement protocol is FACTORIO!"
The Mapping
| Factorio Concept | MOOLLM Equivalent | Description |
|---|---|---|
| Conveyor Belt | Exit with flow | One-way transport of items between rooms |
| Inserter | Object with simulate | Picks items, places them elsewhere |
| Logistic Chest | Container with chest_mode | Storage with network behavior |
| Logistic Bot | NPC/Character | Autonomous item carrier |
| Splitter | Exit with placement_rules | Routes items by type |
| Circuit Network | Events/Signals | Conditional control flow |
| Assembler | Object with recipes | Transforms inputs → outputs |
Chest Modes (Container Behaviors)
Just like Factorio's colored chests:
container:
name: "The Kitchen Counter"
chest_mode: passive-provider # Items here are available to the network
# CHEST MODES (Factorio Colors!)
#
# PASSIVE-PROVIDER (Yellow)
# "Take from me if you need it"
# - Items here are available to requesters
# - Items won't leave unless requested
# - Example: Pantry with food
#
# ACTIVE-PROVIDER (Red)
# "I'm pushing these OUT"
# - Items here actively seek destinations
# - Auto-routes to matching requester or storage
# - Example: Mailbox outbox, production output
#
# REQUESTER (Blue)
# "I WANT these items"
# - Pulls items from providers
# - Specifies what it wants with request_list
# - Example: Recipe station needing ingredients
#
# STORAGE (Yellow variant)
# "General overflow"
# - Accepts anything the network can't place
# - Low priority for retrieval
# - Example: Storage closet, warehouse
#
# BUFFER (Green)
# "Hold until needed"
# - Like storage but higher priority for bots
# - Staging area
# - Example: Workbench surface, loading dock
#
Passive Provider (Yellow)
container:
name: "The Pantry"
chest_mode: passive-provider
# "I have these, take if needed"
provides:
- tags: ["food", "ingredient"]
# Don't let the last one leave!
reserve: 1 # Always keep at least 1 of each
Active Provider (Red)
container:
name: "Factory Output"
chest_mode: active-provider
# "These items want to LEAVE"
push_to:
- match: { tags: ["finished"] }
destination: warehouse/
- match: { tags: ["mail"] }
destination: "#mailbox"
- default: storage/ # Overflow
Requester (Blue)
container:
name: "Workbench"
chest_mode: requester
# "I NEED these items"
request_list:
- item: "iron-ingot"
count: 5
min: 2 # Request more when below this
- item: "copper-wire"
count: 10
- tags: ["fuel"]
count: 1
Buffer (Green)
container:
name: "Loading Dock"
chest_mode: buffer
# Staging area — items pause here
buffer_for:
- destination: ship/cargo-hold/
when: "ship.docked == true"
Conveyor Belts (Exit Flow)
Exits can have automatic item flow, not just player movement:
exit:
direction: NORTH
destination: ../factory/
# CONVEYOR BELT BEHAVIOR
flow:
enabled: true # Items flow automatically
direction: outbound # outbound | inbound | bidirectional
speed: 1 # Items per turn
# Filters — only these items flow
allow:
- tags: ["raw-material"]
- tags: ["fuel"]
deny:
- tags: ["finished-product"] # These go the other way!
# Belt can be full
capacity: 5 # Max items in transit
# Visual
appearance: "conveyor-belt" # For rendering
color: "yellow" # Belt tier (yellow < red < blue)
Bidirectional Flow (Two Lanes!)
Like Factorio's two-lane belts:
exit:
direction: EAST
destination: ../assembly/
flow:
enabled: true
direction: bidirectional
# Lane A: Inputs going IN
lane_a:
direction: outbound
allow: [{ tags: ["ingredient"] }]
# Lane B: Products coming OUT
lane_b:
direction: inbound
allow: [{ tags: ["product"] }]
Inserters (Objects That Move Things)
Objects with simulate that act like inserters:
object:
id: robot-arm
name: "Robotic Arm"
emoji: "🦾"
type: inserter
# What it picks from
input:
source: "../belt-a/"
filter: { tags: ["component"] }
# Where it puts things
output:
destination: "#assembler"
place_where: "in"
# Behavior
simulate: |
Each turn:
If input has matching item AND output has space:
Pick 1 item from input
Place in output
emit "The arm transfers a component."
Long-Arm Inserter (Cross-Room!)
object:
id: teleport-inserter
name: "Long-Range Inserter"
emoji: "🔮"
type: inserter
range: 2 # Can reach 2 rooms away!
input:
source: "../../warehouse/raw-materials/"
filter: { tags: ["ore"] }
output:
destination: "../smelter/#input-hopper"
Stack Inserter (Batch Transfer)
object:
id: stack-arm
name: "Stack Inserter"
type: inserter
stack_size: 12 # Moves 12 at once!
input:
source: "#storage"
filter: { id: "iron-plate" }
output:
destination: "../train-cargo/"
Logistic Bots (NPCs as Carriers)
Characters can be logistic robots!
character:
id: delivery-bot
name: "Courier Kitten"
emoji: "🐱📦"
species: kitten
behavior:
type: logistic-bot
# Home base — where it rests
roboport: pub/#charging-station
# What it carries
cargo_slots: 3
# How it operates
ai: |
Each turn:
If cargo is empty:
Find nearest active-provider with items
Travel there, pick up items
If cargo has items:
Find matching requester
Travel there, deliver items
If idle:
Return to roboport
# Range (rooms it can reach)
range: 5 # Max rooms from roboport
Personal Logistics (Player as Bot)
The PLAYER can participate in the network:
player:
id: player
# Player IS a logistic bot with special powers
logistics:
personal_requests:
- item: "torch"
count: 1
priority: high
- tags: ["food"]
count: 3
priority: low
# Bots will deliver TO player!
can_receive: true
delivery_zone: 2 # Bots can deliver within 2 rooms
Splitters (Exit Routing)
Exits that split flow based on item properties:
exit:
direction: NORTH
destination: ../sorting-room/
# SPLITTER behavior
splitter:
enabled: true
# Priority output (items go here first if they match)
priority_output:
direction: EAST
filter: { tags: ["rare"] }
# Default output (everything else)
default_output:
direction: NORTH
# Can also filter
input_filter: { tags: ["sortable"] }
Balanced Splitter
exit:
direction: NORTH
splitter:
mode: balanced # Alternate between outputs
outputs:
- destination: ../line-a/
- destination: ../line-b/
- destination: ../line-c/
Circuit Network (Events & Signals)
Objects can send signals like Factorio's circuit network:
object:
id: item-counter
name: "Chest Monitor"
# Reads from a chest
reads_from: "#storage-chest"
# Outputs signal
signals:
- signal: "iron-plates"
value: "count of iron-plate in storage-chest"
# Conditional output
circuit_condition:
if: "iron-plates > 100"
output_signal: "iron-full"
# Visual
displays:
show: "iron-plates"
as: "numeric"
Circuit-Controlled Inserter
object:
id: smart-inserter
name: "Circuit-Controlled Arm"
type: inserter
# Only operates when signal is true
enabled_condition:
signal: "iron-needed"
operator: "=="
value: true
input:
source: "#belt"
output:
destination: "#furnace"
Train Signal (Room Access Control)
exit:
direction: NORTH
destination: ../dangerous-room/
# SIGNAL control
signal_control:
enabled: true
# Only open when safe
open_when:
signal: "grue-cleared"
value: true
# Closed signal
closed_message: "⛔ DANGER — Grue detected ahead!"
Assemblers (Crafting Objects)
Objects that transform inputs to outputs:
object:
id: furnace
name: "Stone Furnace"
emoji: "🔥"
type: assembler
# Current recipe
recipe:
id: smelt-iron
inputs:
- { item: "iron-ore", count: 1 }
- { item: "coal", count: 0.5 }
outputs:
- { item: "iron-plate", count: 1 }
time: 3 # Turns to complete
# Internal storage
input_slots: 2
output_slots: 1
# State
state:
progress: 0
fuel: 5
simulate: |
Each turn:
If has all inputs AND has fuel:
progress += 1
fuel -= 0.1
If progress >= recipe.time:
Consume inputs
Produce outputs
progress = 0
emit "The furnace produces an iron plate!"
The Full Factory Example
# A complete logistics setup
# RAW MATERIALS (Passive Provider)
container:
path: warehouse/raw/
name: "Raw Materials"
chest_mode: passive-provider
provides: [{ tags: ["raw"] }]
# SMELTING ROOM
room:
path: smelter/
name: "Smelting Room"
exits:
WEST:
destination: ../warehouse/raw/
flow:
enabled: true
direction: inbound
allow: [{ tags: ["ore"] }]
EAST:
destination: ../warehouse/plates/
flow:
enabled: true
direction: outbound
allow: [{ tags: ["plate"] }]
objects:
- furnace-1.yml
- furnace-2.yml
- belt-to-furnaces.yml
- belt-from-furnaces.yml
# PLATE STORAGE (Passive Provider)
container:
path: warehouse/plates/
name: "Plate Storage"
chest_mode: passive-provider
provides: [{ tags: ["plate"] }]
# ASSEMBLY (Requester)
container:
path: assembly/
name: "Assembly Line"
chest_mode: requester
request_list:
- { item: "iron-plate", count: 20, min: 5 }
- { item: "copper-plate", count: 20, min: 5 }
"Throw Ball North" — The Simplest Case
# Player throws a ball
action:
verb: throw
object: ball
direction: NORTH
# Resolution:
# 1. Find exit NORTH
# 2. Check exit.flow or use default
# 3. Apply exit.place_at or destination's placement_rules
# 4. Move ball to destination
# 5. Emit "The ball bounces north into the maze."
# In the exit:
exit:
direction: NORTH
destination: ../maze/room-a/
# Ball lands on floor by default
place_at: floor
# Or with fancy physics:
thrown_items:
land_at: "random zone in destination"
bounce: true
noise: "thud"
The Sims Connection
| Sims System | Factorio System | MOOLLM System |
|---|---|---|
| Needs decay | Resource consumption | simulate with buffs |
| Job carpool | Logistic bots | NPC carriers |
| Fridge → Counter → Table | Provider → Belt → Requester | flow + placement_rules |
| Bills & mail | Item transport | Postal system |
| Burglar stealing | Active provider (unwanted!) | push_to with events |
Implementation Notes
Phase 1: Basic Flow
- Add
flowto EXIT.yml.tmpl - Implement belt simulation in adventure.py
- Items move on turn tick
Phase 2: Chest Modes
- Add
chest_modeto CONTAINER.yml.tmpl - Implement request/provide matching
- Network discovery (which chests are connected)
Phase 3: Inserters & Bots
- Object
simulatewith I/O - NPC behavior: logistic-bot
- Pathfinding between rooms
Phase 4: Circuits
- Signal emission and reading
- Conditional gates on exits
- Visual displays
Why This Matters
WILL WRIGHT: "The Sims was a FACTORY for happiness. Needs as resources, actions as recipes."
DON HOPKINS: "And Factorio is a GAME about watching conveyor belts! Both are about FLOW."
MARVIN MINSKY: "Intelligence is moving the right thing to the right place at the right time."
The logistics protocol makes adventures into LIVING SYSTEMS where items flow, needs are met, and the world runs itself.
"The best adventures play themselves. You're just there to watch."
Rooms ARE Logistic Containers — The Unification!
THE BIG INSIGHT:
"Rooms aren't just spaces. They're LOGISTIC NODES that advertise what they need!"
The Sims + Factorio = MOOLLM
| System | What Advertises | What It Wants |
|---|---|---|
| The Sims | Objects | Player attention (actions) |
| Factorio | Chests | Items (resources) |
| MOOLLM | Rooms AND Objects | Both! |
Logistic Advertisements on Rooms
Rooms can advertise their NEEDS with attractiveness scores:
room:
name: "The Kitchen"
logistic_advertisements:
NEED_INGREDIENTS:
description: "Kitchen needs ingredients for cooking"
wants:
- tags: ["ingredient"]
count: 10
score: 70 # Base attractiveness
score_if: "chef_is_cooking" # Condition for bonus
score_bonus: 30 # Total 100 when chef is cooking!
NEED_FUEL:
wants:
- item: "coal"
count: 5
score: 50
score_if: "stove.fuel < 2"
score_bonus: 50 # Urgent when almost out!
The Flow
1. ROOMS announce logistic_advertisements with scores
│
▼
2. LOGISTICS ENGINE collects all ads
│
▼
3. PROVIDERS (other rooms, warehouses) offer matching items
│
▼
4. ENGINE routes items to HIGHEST-SCORING requester
│
▼
5. BOTS or BELTS physically move items
│
▼
6. ROOM receives items, fires on_item_added
Quadrant Containers — Logistics at the Grid Level!
KEY INSIGHT: The logistics config lives at the QUADRANT level, not in each cell!
The diagonal directions (NW/NE/SW/SE) of the pie menu open into GRID QUADRANTS.
Each quadrant has a LOGISTIC-CONTAINER.yml that defines logistics behavior.
Individual grid rooms inherit from their parent container.
wizard-study/ # Main room (pie menu center)
ROOM.yml
nw/ # Northwest quadrant (diagonal exit)
LOGISTIC-CONTAINER.yml # ← Logistics config HERE!
iron-ore/
ROOM.yml # Inherits logistics from parent!
copper-ore/
ROOM.yml # Also inherits!
coal/
ROOM.yml
ne/ # Northeast quadrant
LOGISTIC-CONTAINER.yml # Different config for this quadrant
finished-goods/
ROOM.yml
sw/ # Southwest quadrant
LOGISTIC-CONTAINER.yml # Ingredients storage (requester)
se/ # Southeast quadrant
LOGISTIC-CONTAINER.yml # Staging area (buffer)
🏙️ The Urban Planning Metaphor
Grid rooms are CITY BLOCKS at street intersections!
N (street going north)
↑
┌──────┼──────┐
│ NW │ NE │ ← BUILDINGS you ENTER
│ BLOCK│ BLOCK│ (warehouses, factories, shops)
W ──┼──────●──────┼── E (streets going east/west)
│ BLOCK│ BLOCK│
│ SW │ SE │ ← BUILDINGS you ENTER
└──────┼──────┘
↓
S (street going south)
| Urban Element | MOOLLM Element | Description |
|---|---|---|
| Streets | Cardinal exits (N/S/E/W) | You TRAVEL along them |
| Intersection | The room you're in | Where streets cross |
| Buildings/Blocks | Diagonal quadrants (NW/NE/SW/SE) | You ENTER them |
| City Grid | The logistic container | The whole neighborhood |
| Building Interior | Grid cells within quadrant | Sub-rooms/floors |
You stand at an intersection. Streets lead NSEW. Buildings fill the corners.
Pie Menu = Street Intersection
N (to Great Hall — street north)
│
NW ←───●───→ NE
ORE │ GOODS ← ENTER BUILDINGS (diagonals)
STORAGE │ OUTPUT Each building has its own purpose!
🏭 │ 📦
│
W ←────┼────→ E
KITCHEN │ GARDEN ← TRAVEL STREETS (cardinals)
🏠 │ 🌳
│
SW ←───●───→ SE
INGRED. │ STAGING ← ENTER BUILDINGS (diagonals)
📦 │ 🚚
│
S (to Cellar — street south)
The Building Interior Pattern
When you ENTER a diagonal building, you're inside a structure:
wizard-study/nw/ # You entered the NW building!
├── iron-ore/ # Floor 1 or Room 1
├── copper-ore/ # Floor 2 or Room 2
├── coal/ # Floor 3 or Room 3
└── LOGISTIC-CONTAINER.yml # Building-wide logistics
Inside the building:
- Navigate between rooms — Cardinal directions
- Exit to street — Diagonal back to intersection (SW exits NW building)
Why This Matters
- Intuitive Navigation — Everyone understands city grids
- Scalable — Buildings can be as complex as needed internally
- Mixed Use — Some buildings are warehouses, some are factories, some are shops
- Zoning — Different quadrants have different purposes (like city zoning!)
SimCity Meets Factorio
# Each quadrant is like a SimCity zone:
nw:
zone: industrial # Ore storage and processing
logistics: passive-provider
ne:
zone: commercial # Finished goods output
logistics: active-provider
sw:
zone: residential # Ingredient requests (consumption)
logistics: requester
se:
zone: transport # Staging, loading docks
logistics: buffer
Quadrant Examples
# wizard-study/nw/LOGISTIC-CONTAINER.yml — Ore Storage (Provider)
logistic-container:
id: ore-storage
name: "Ore Storage Quadrant"
mode: passive-provider
provides:
- tags: ["ore", "raw-material"]
grid:
enabled: true
auto_create_cells: true
stack_limit: 10000
# wizard-study/sw/LOGISTIC-CONTAINER.yml — Ingredients (Requester)
logistic-container:
id: ingredients
name: "Ingredient Storage"
mode: requester
request_list:
- tags: ["ingredient"]
count: 100
logistic_advertisements:
NEED_INGREDIENTS:
wants: [{ tags: ["ingredient"], count: 100 }]
score: 70
Grid Rooms Inherit — Minimal Cells!
Grid rooms are MINIMAL. They inherit behavior from parent:
# nw/iron-ore/ROOM.yml
room:
inherits: ["../"] # ← Inherit from parent container!
stacks:
iron-ore: 2500 # Just the data
exits:
SW: ../../ # Back to main room
N: ../copper-ore/
E: ../coal/
# NO logistics config needed — inherited from parent!
Walking Through a Warehouse
If navigable: true, players can WALK between cells:
# In nw/iron-ore/ROOM.yml
room:
name: "Iron Ore Storage"
type: grid-cell
inherits: ["../"] # Inherit from quadrant!
description: "Towering stacks of iron ore crates."
exits:
NORTH: ../copper-ore/
SOUTH: ../coal/
SW: ../../ # Back to main room (diagonal corner)
stacks:
iron-ore: 2500
Stacking in Rooms
Any room can have stacks of items:
room:
name: "Armory"
stacks:
# Fungible items (just count)
arrow: 500
bolt: 300
# Instance items (individual state)
magic-sword:
count: 3
instances:
- { id: flame-blade, damage: 50, enchant: fire }
- { id: frost-edge, damage: 45, enchant: ice }
- { id: rusty-old, damage: 10, enchant: null }
stack_limit: 1000 # Per item type
Room Advertisements vs Object Advertisements
Both work together!
room:
name: "The Kitchen"
# ROOM advertises what it NEEDS (logistics)
logistic_advertisements:
NEED_INGREDIENTS:
wants: [{ tags: ["ingredient"], count: 5 }]
score: 70
# ROOM advertises what it OFFERS (actions)
advertisements:
COOK:
description: "Prepare a meal"
guard: "ingredients available"
score: 60
objects:
- stove.yml # OBJECT also advertises!
- fridge.yml # Another provider!
Priority System
When multiple rooms want the same item:
# Kitchen urgently needs fuel
logistic_advertisements:
NEED_FUEL:
wants: [{ item: "coal" }]
score: 100 # URGENT!
# Storage room kind of wants overflow
logistic_advertisements:
STORE_ANYTHING:
wants: [{ tags: ["any"] }]
score: 20 # Low priority
Result: Coal goes to kitchen (score 100 beats 20).
Signals from Rooms
Rooms emit signals for circuit control:
room:
name: "Treasury"
signals:
enabled: true
emit:
- signal: "gold-count"
value: "stacks.gold-coin"
- signal: "is-guarded"
value: "guard.present"
# Door that only opens when treasury has guards
exit:
destination: ../treasury/
signal_control:
open_when:
signal: "is-guarded"
value: true
Postal IS the Transport Layer!
THE BIG INSIGHT: You don't need physical bots to move items!
The postal system IS the logistics transport layer:
- Instantaneous — no travel time
- Free — no cost for internal logistics
- Invisible — items just appear
- Efficient — never fails, unlimited capacity
The Unification
| Factorio | MOOLLM |
|---|---|
| Logistics bots flying | Postal system (instant) |
| Items in bot cargo | Email attachments |
| Request triggers bot | Request triggers postal transfer |
| Circuit signals | Text messages |
| Bot charging at roboport | N/A (postal is always on) |
How It Works
# Logistics request triggers postal transfer
logistics_delivery:
trigger: "requester.request_unfulfilled"
# Auto-generated postal transfer
postal_transfer:
type: internal-logistics # Instant, free
from: "nw/iron-ore/"
to: "forge/"
attachments:
- type: object
ref: "iron-ore"
quantity: 20
action: send
delivery:
method: logistics # Instant, free
total_time: 0
cost: 0
Transport Methods
| Method | Time | Cost | Use Case |
|---|---|---|---|
postal | Instant | Free | Default for all logistics |
bot | Travel time | Optional | Drama, interactivity |
belt | Per-turn | Free | Visible Factorio-style |
Bots Are Optional Drama!
Default: Postal (efficient, invisible) Optional: Physical bots (fun, interactive)
logistic-container:
transport:
method: postal # Default: instant via mail
# OR
method: bot # Physical: slower, visible, pettable!
bot_config:
character: "characters/courier-kitten/"
When you want drama:
- Player sees the kitten carrying items
- Can intercept, pet, redirect
- Adds gameplay
- But slower!
Phone Integration
Your phone is the logistics dashboard:
# Text notifications = Circuit signals
phone_notifications:
notify_on:
- event: "low_stock"
message: "⚠️ Forge running low on coal!"
- event: "request_fulfilled"
message: "📦 Iron ore delivered to forge"
# Camera = Image generation
camera:
action: generate
prompt: "A photograph of the warehouse contents..."
Why Postal Beats Bots
| Physical Bots | Postal Transport |
|---|---|
| Slow | Instant |
| Can get stuck | Never fails |
| Limited cargo | Unlimited |
| Visible (breaks immersion?) | Invisible (just works) |
| Fun to watch | Efficient |
Use bots when you want fun. Use postal when you want efficiency.
The Complete Integration
LOGISTICS
│
┌───────────────┼───────────────┐
│ │ │
▼ ▼ ▼
REQUESTER PROVIDER BELT/EXIT
(wants items) (has items) (physical flow)
│ │ │
│ │ │
▼ ▼ ▼
│ POSTAL SYSTEM │
│ (Instant, Free, Invisible) │
│ │
│ ┌─────────┐ ┌─────────┐ │
│ │ Text │ │ Letter │ │
│ │ Signals │ │ Items │ │
│ └─────────┘ └─────────┘ │
│ │
│ ┌─────────┐ ┌─────────┐ │
│ │ Camera │ │ Phone │ │
│ │ Images │ │ Notifs │ │
│ └─────────┘ └─────────┘ │
Image Mining: Camera as Resource Extractor
The revelation continues:
"Your camera is a PICKAXE for visual reality! Every image is a compressed lode of resources. Point, shoot, MINE!"
The Core Mechanic
Just like the Kitchen Counter's DECOMPOSE:
sandwich→bread + cheese + lettucelamp→brass + glass + wick + oil
Images can be MINED:
ore_vein.png→iron-ore × 12+stone × 8forest.png→wood × 5+leaves × 20treasure.png→gold × 100+gems × 15
Resource Acquisition Chain
┌─────────────┐ ┌─────────────┐ ┌─────────────┐
│ CAMERA │ ──► │ IMAGE │ ──► │ MINE │
│ (capture) │ │ (analysis) │ │ (extract) │
└─────────────┘ └─────────────┘ └─────────────┘
│
▼
┌─────────────────────────────────────┐
│ LOGISTICS SYSTEM │
│ (Resources flow to containers) │
└─────────────────────────────────────┘
Integration with Logistics
# Objects can be mineable
object:
name: Ancient Ore Painting
mineable:
enabled: true
yields:
- item: iron-ore
quantity: [5, 15]
- item: artistic-essence
quantity: 1
rare: 0.3
exhaustion:
max_mines: 3
diminishing: 0.5
# Mined resources auto-route
mining_config:
routing:
- match: { tags: ["ore"] }
destination: "nw/ore-storage/"
- match: { tags: ["organic"] }
destination: "ne/organic-materials/"
Camera Phone as Mining Interface
phone_mining:
# AR overlay shows mineable resources
ar_overlay:
shows:
- resource_types: "icons"
- richness: "glow intensity"
- exhaustion: "fade level"
# Tap to preview, long-press to mine
gestures:
tap: analyze
long_press: mine
Mining Depth Levels
| Depth | What You Extract |
|---|---|
| Surface | Physical materials (ore, wood, stone) |
| Deep | Hidden resources, emotions, concepts |
| Quantum | Probabilities, observations |
| Philosophical | Meaning, narrative, existence |
| Sensations | Colors, smells, flavors, attitudes, emotions |
Deep mining example:
mine:
target: "sunset.png"
depth: philosophical
yields:
- item: "passage-of-time"
type: abstract
- item: "beauty-that-fades"
type: poetic
The Complete Resource Flow
📷 Camera shot
│
▼
🖼️ Image analyzed
│
▼
⛏️ MINE action
│
▼
💎 Resources extracted
│
▼
📬 Postal delivers (instant!)
│
▼
📦 Logistics containers receive
│
▼
🏭 Assemblers process
│
▼
🎁 Products created!
The factory grows. The camera mines. Reality yields its resources.
Design complete. The factory grows. Items flow. The mail never stops.
Last updated: January 10, 2026