7 Billion Humans – Guide On Language, Commands And Reference

7 Billion Humans

Developer and Publisher Tomorrow Corporation have released their new game titled 7 Billion Humans on steam. it is indie programming simulation game where players will have to automate humans in the office to solve puzzles.

In the game, players will need to arrange programming languages to make the automate the function of each human in the office. you will have to solve mind-numbing puzzles so get ready to tire yourself up.

Guide On Language, Commands, And Reference In 7 Billion Humans

In the game, different programming functions behave differently under different circumstances just like the real-world programming language.

The game does a good job of explaining everything to the players but it doesn’t tell everything which can create tricky situations.

So below you will find a guide a detailed explanation of command’ and function and their behaviors which will affect your gameplay in 7 Billion Humans.

Basic Information on tiles
  • Boss – Your boss acts like a Furniture occupying 4 tiles.
  • Button – When stepped on, activates all sensors and sends their data to the Counting Machine Display
  • Counting Machine Display – A furniture that displays an integer in base 10 which workers cannot read.
  • Empty tile – Does nothing
  • Hole – Workers can fall into it if they step on it.
  • Plants / Furniture – these objects act just like walls, but workers can’t detect them.
  • Printer – Data cubes with a random number between 0 and 99 can be taken from the printer.
  • Sensor – Scans its tile
  • Shredder – Shreds anything given to it.
  • Wall – Stops workers movement.
Behaviors In 7 Billion Humans

These behaviors are basically strange behaviors of code blocks. most likely because in the game we do not control actually codes but humans.

  • Avoiding path – while pathfinding workers always try to avoid each other path.
  • Pick up Target swap – a worker may or may not switch target with another data cube in the room if the one previously targeted was taken already by another worker.
  • Swap in Step – if two workers are trying to step on each other’s tile then they will swap.
  • Wait in Step – If a worker has to go through another worker’s tile. they will wait until the tile is free.
Data Types and Meaning In 7 Billion Humans
  • Nothing – always remember nothing is not 0 meaning “nothing” == “nothing” and “0” == “something”
  • Integers – the 32 bit signed integer range from -2147483648 to 2147483647
  • Data cube –  it refers to the data cube and it is very dynamic. if someone changes the value on the data cube the memory slot also changes. if a data cube is destroyed then it is replaced with “nothing”
  • Printer – The data cube on top of the printer cannot be read.
  • Shredder – The data cube on top of the printer cannot be read.
  • Sensor – The data cube on top of the printer cannot be read.
  • Button – The data cube on top of the printer cannot be read.
Code Blocks And What they do In 7 Billion Humans
Memory operations

Calc – this command performs an arithmetic operation on two values like add, subtract, multiply and divide. workers cannot perform any mathematical calculation on their own so they can use the calc function.

Nearest – this command returns any object of a given type that requires the least steps to get to it.

Set – this command can be used to return the value of a specific memory slot, return a specific value, and also scan a reachable tile and return the result.

Physical operations

Drop – makes the worker drop the data cube which it is holding onto the tile it is standing on. if there is nothing to drop or if there is already a data cube on the tile it will give a soft exception.

giveTO – makes the worker Give whatever it has to another worker or to a neighboring office appliance. if there is nothing to give to a worker or appliance or if the targeted worker is already holding something then it would give a soft exception.

Giving to a worker will temporarily pause their execution and if a specific direction is given then it needs to be scanned for an object first.

  • As of Year 25, you can use the memory slots to path find any object and give to it.

Picks Up – makes the worker pick up something from the tile the worker is standing on. if there is nothing to pick you it will give you a soft exception.

  • As of Year 7, workers can also pick up something from a neighboring tile.
  • As of Year 25, you can use memory slots to path find to an object and pick it up.

Steps – makes the worker step on a neighboring tile. If the targeted tile is occupied by a worker then this command will wait until the tile is free. if the step command is directed on a wall tile or any office appliance it will have no effect.

  • As of Year 29, you can use memory slots to path find to a particular object. the pathfinding feature to a wall, another worker, or office appliances will try to go as near them as possible.
  • As of Year 30, you can specify multiple neighboring tiles to make the worker chose anyone randomly.

takeFrom – make the worker try to acquire a data cube from another worker or neighboring office appliance. if the worker already has a datacube then it will give a soft exception.

Taking from a worker will temporarily pause their execution. If a specific direction is given then it needs to be scanned for an object first.

  • As of Year 25, memory slots can be used to path find to an object and take from it.

write – this command will write a specified memory value to the data cube the worker is holding and If the memory slot does not contain a number then 0 is written.

It the worker does not hold anything then it will give a soft exception.

Synchronization operations

listen – this command makes a worker wait until the specific message gets told to a specific worker

tell – this command tells a specific message to the specific worker. it can be on a memory slot or neighboring tile that holds the specific worker

Threading Operations

end – this command ends the execution of the worker.

forEachDir – this command works almost similar to a loop. it runs every specified direction in clockwise order placing the object at that direction into the specified memory slot.

Note that using JUMP command into a ForEachDir block from the outside will start the loop and sets the specified memory slot to the first object.

Jump – this command can help you jump to any specific line in the code. it can also be used to jump forward to skip line codes or backward to create loops.

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