Outcore Idle Game stages 1 to 7

Outcore Idle Game stages 1 to 7 1 - steamsplay.com
Outcore Idle Game stages 1 to 7 1 - steamsplay.com

*WIP* Solution for Idle Game stages 1-7 Sub-optimal or over-engineered.
 

Intro

These are my solutions for Stages 1, 2 and 7. (8 is likely to be added soon).
 
 
Each script listing has everything you need, so you can simply copy, paste, or run them as-is.
 
 
 

Stage 1 –

for (let i = 0; i < 4; i++) {
 MoveForward();
}

 
 
 

Stage 2 –

/// internal funcs
let commands = [];
function AddStep(f, n) {
 commands.push({f: f, n: n});
}

/// adding commands to queue
AddStep(MoveForward, 6);
AddStep(TurnRight, 1);
AddStep(MoveForward, 6);
AddStep(TurnRight, 1);
AddStep(MoveForward, 4);

/// execute queue
for (let m = 0; m < commands.length; m++) { 
 let command = commands[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
}

 
 
 

Stage 3 –

/// internal funcs
let commands = [];
function AddStep(f, n) {
 commands.push({f: f, n: n});
}

/// adding commands to queue
AddStep(TurnRight, 3);
AddStep(MoveForward, 2);
AddStep(TurnRight, 3);
AddStep(MoveForward, 4);
AddStep(TurnRight, 3);
AddStep(MoveForward, 4);
AddStep(TurnRight, 1);
AddStep(MoveForward, 2);
AddStep(TurnRight, 1);
AddStep(MoveForward, 9);

/// execute queue
for (let m = 0; m < commands.length; m++) { 
 let command = commands[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
}

 
 
 

Stage 4 –

/// internal funcs
let commands = [];
let loop = [];

function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

/// adding commands to queue - getting into position
AddStep(commands, TurnRight, 2);
AddStep(commands, MoveForward, 2);

///loop - version without "+1 capacity" upgrade
/*
AddStep(loop, MoveForward, 8);
AddStep(loop, TurnRight, 1);
AddStep(loop, MoveForward, 2);
AddStep(loop, TurnRight, 2);
AddStep(loop, MoveForward, 5);
AddStep(loop, TurnLeft, 1);
AddStep(loop, MoveForward, 8);
AddStep(loop, TurnLeft, 1);
AddStep(loop, DoNothing, 4);
AddStep(loop, MoveForward, 2);
AddStep(loop, TurnRight, 2);
AddStep(loop, MoveForward, 2);
AddStep(loop, TurnRight, 2);
AddStep(loop, MoveForward, 3);
AddStep(loop, TurnLeft, 1);
*/
///loop - simplified for "+1 capacity" upgrade
AddStep(loop, MoveForward, 8);
AddStep(loop, TurnRight, 1);
AddStep(loop, MoveForward, 2);
AddStep(loop, TurnRight, 2);
AddStep(loop, MoveForward, 5);
AddStep(loop, TurnLeft, 1);
AddStep(loop, MoveForward, 8);
AddStep(loop, TurnLeft, 1);
AddStep(loop, DoNothing, 5);
AddStep(loop, MoveForward, 3);
AddStep(loop, TurnLeft, 1);

/// execute queue
for (let m = 0; m < commands.length; m++) { 
 let command = commands[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
}

/// execute loop
while(true){
 for (let m = 0; m < loop.length; m++) { 
 let command = loop[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

 
 
 

Stage 5 –

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// defining queues
let getInPos = [];
AddStep(getInPos, MoveForward, 4);
AddStep(getInPos, TurnLeft, 1);
AddStep(getInPos, MoveForward, 1);
AddStep(getInPos, TurnLeft, 2);

let loop = [];
AddStep(loop, MoveForward, 4);
AddStep(loop, TurnRight, 1);
AddStep(loop, MoveForward, 1);
AddStep(loop, TurnLeft, 1);
AddStep(loop, MoveForward, 1);
AddStep(loop, TurnRight, 1);
AddStep(loop, MoveForward, 9);
AddStep(loop, TurnLeft, 1);
AddStep(loop, MoveForward, 2);
AddStep(loop, TurnLeft, 2);
AddStep(loop, MoveForward, 7);
AddStep(loop, TurnRight, 1);
AddStep(loop, MoveForward, 2);
AddStep(loop, TurnLeft, 1);
AddStep(loop, MoveForward, 5);
AddStep(loop, TurnRight, 1);
AddStep(loop, MoveForward, 7); //jst abov e the 'mixer'
AddStep(loop, TurnRight, 1);
AddStep(loop, MoveForward, 1);
AddStep(loop, TurnLeft, 1);
AddStep(loop, MoveForward, 1);
AddStep(loop, DoNothing, 6);

let loopEnd1 = []; //init
AddStep(loopEnd1, TurnRight, 1);
AddStep(loopEnd1, MoveForward, 4);

let loopEnd2 = []; //cash in
AddStep(loopEnd2, MoveForward, 1);
AddStep(loopEnd2, TurnLeft, 1);
AddStep(loopEnd2, MoveForward, 3);
AddStep(loopEnd2, TurnLeft, 1);
AddStep(loopEnd2, MoveForward, 5);
AddStep(loopEnd2, TurnLeft, 1);
AddStep(loopEnd2, MoveForward, 7);
AddStep(loopEnd2, TurnRight, 1);
AddStep(loopEnd2, MoveForward, 2);
AddStep(loopEnd2, TurnRight, 2);
AddStep(loopEnd2, MoveForward, 6);
AddStep(loopEnd2, TurnRight, 1);

/// execute queue
Exec(getInPos);

/// execute loop
Exec(loop);
Exec(loopEnd1);
while(true){
 Exec(loop);
 Exec(loopEnd2);
}

 
 
 

Stage 6 –

Worker1:
 
 

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// wrappers
function F(){
 MoveForward();
}
function R(){
 TurnRight();
}
function L(){
 TurnLeft();
}
function N(){
 DoNothing()
}

/// defining queues
let getInPos = [];
AddStep(getInPos, R, 1);
AddStep(getInPos, F, 3);
AddStep(getInPos, R, 1);
AddStep(getInPos, F, 5); //top left corner button
AddStep(getInPos, R, 2); 

let loop = [];
AddStep(loop, F, 7);
AddStep(loop, R, 2);
AddStep(loop, F, 2);
AddStep(loop, R, 1);
AddStep(loop, F, 5);
AddStep(loop, R, 2);
AddStep(loop, N, 6);
AddStep(loop, F, 5);
AddStep(loop, R, 1);
AddStep(loop, F, 5);
AddStep(loop, R, 2);

/// execute queue
Exec(getInPos);

/// execute loop
while(true){
 Exec(loop);
}

 
 
Worker2:
 
 

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// wrappers
function F(){
 MoveForward();
}
function R(){
 TurnRight();
}
function L(){
 TurnLeft();
}
function N(){
 DoNothing()
}

/// defining queues
let getInPos = [];
AddStep(getInPos, F, 2);
AddStep(getInPos, R, 1);
AddStep(getInPos, F, 3);
AddStep(getInPos, L, 1); //before the right part path
AddStep(getInPos, N, 3);

let loop = [];
AddStep(loop, F, 3);
AddStep(loop, L, 1);
AddStep(loop, F, 5);
AddStep(loop, L, 1);
AddStep(loop, F, 6);
AddStep(loop, L, 1);
AddStep(loop, F, 8);
AddStep(loop, L, 1);
AddStep(loop, F, 1);
AddStep(loop, N, 4); //cash in
AddStep(loop, F, 2);
AddStep(loop, L, 1);
AddStep(loop, F, 3);
AddStep(loop, R, 1);

/// execute queue
Exec(getInPos);

/// execute loop
while(true){
 Exec(loop);
}

 
 
 

Stage 7 –

Worker1:
 
 

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// wrappers
function F(){
 MoveForward();
}
function R(){
 TurnRight();
}
function L(){
 TurnLeft();
}
function N(){
 DoNothing()
}

//ThrowItem
function T(){
 ThrowItem(0);
}

//ThrowAll
function ThrowAll(){
 let items = GetWorkerInventoryItems();
 for (let i = 0; i < items.length; i++){
 ThrowItem(0);
 }
}
function TA(){
 ThrowAll();
}

//WaitSync
function WaitSync(){
 while(!SyncWorkers()){
 //N();
 }
}
function W(){
 WaitSync();
}

/// defining queues
let getInPos = [];
let initToLB = [];
AddStep(initToLB, F, 5);
AddStep(initToLB, R, 1);
AddStep(initToLB, F, 2); //left button
AddStep(initToLB, R, 2); //looking right

let LBToExchange = [];
AddStep(LBToExchange, F, 8);
AddStep(LBToExchange, R, 1);
AddStep(LBToExchange, F, 2);
AddStep(LBToExchange, L, 1);
AddStep(LBToExchange, F, 1);
AddStep(LBToExchange, R, 1); //below mixer, exchange point, looking down

let Exchange = [];
AddStep(Exchange, W, 1);
AddStep(Exchange, TA, 1);
AddStep(Exchange, W, 1);

let loop = [];
AddStep(loop, R, 1);
AddStep(loop, F, 1);
AddStep(loop, R, 1);
AddStep(loop, F, 1);
AddStep(loop, N, 5); //filling mixer
AddStep(loop, F, 1);
AddStep(loop, L, 1);
AddStep(loop, F, 8);
AddStep(loop, R, 2);
AddStep(loop, F, 11);
AddStep(loop, R, 1);
AddStep(loop, F, 2);
AddStep(loop, R, 1);
AddStep(loop, F, 2);
AddStep(loop, L, 1); //back to exchange point

/// execute queue
Exec(initToLB);
Exec(LBToExchange);
Exec(Exchange);

/// execute loop
while(true){
 Exec(loop);
 Exec(Exchange);
}

 
 
Worker2:
 
 

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// wrappers
function F(){
 MoveForward();
}
function R(){
 TurnRight();
}
function L(){
 TurnLeft();
}
function N(){
 DoNothing()
}

//ThrowItem
function T(){
 ThrowItem(0);
}

//ThrowAll
function ThrowAll(){
 let items = GetWorkerInventoryItems();
 for (let i = 0; i < items.length; i++){
 ThrowItem(0);
 }
}
function TA(){
 ThrowAll();
}

//WaitSync
function WaitSync(){
 while(!SyncWorkers()){
 //N();
 }
}
function W(){
 WaitSync();
}

/// defining queues
let initToEntrance = [];
AddStep(initToEntrance, R, 1);
AddStep(initToEntrance, F, 2);
AddStep(initToEntrance, N, 5); //before entrance

let Exchange = [];
AddStep(Exchange, W, 1);
AddStep(Exchange, TA, 1);
AddStep(Exchange, W, 1);

let entranceToExchange = [];
AddStep(entranceToExchange, F, 2);
AddStep(entranceToExchange, L, 1);
AddStep(entranceToExchange, F, 2);
AddStep(entranceToExchange, R, 1);
AddStep(entranceToExchange, F, 3);
AddStep(entranceToExchange, R, 1);
AddStep(entranceToExchange, F, 6);
AddStep(entranceToExchange, R, 1);
AddStep(entranceToExchange, F, 2);
AddStep(entranceToExchange, L, 1);
AddStep(entranceToExchange, F, 1); //exchange point

let ExchangeToEntrance = [];
AddStep(ExchangeToEntrance, R, 1);
AddStep(ExchangeToEntrance, F, 7);
AddStep(ExchangeToEntrance, R, 1);
AddStep(ExchangeToEntrance, F, 5); //receiver
AddStep(ExchangeToEntrance, R, 1);
AddStep(ExchangeToEntrance, F, 4); //entrance


/// execute queue
Exec(initToEntrance);
Exec(entranceToExchange);
Exec(Exchange);

/// execute loop
while(true){
 Exec(ExchangeToEntrance);
 Exec(entranceToExchange);
 Exec(Exchange);
}

 
 
 

About

I realized that the game's JS syntax interpreter supported most of it. I was curious to see how far I could push it. I built a command-queue processing framework-of-sorts starting at level 2. This is both not that impressive and a lot too much for stages up until 6. (This 'framework' is worth a look. The scripts have evolved over the stages of).
 
 
Even though solutions can be a bit messy, especially in the later stages of the level, they are a quick and dirty way for you to get through the levels. They should still be able pass the stages in an acceptable time.
 
 
Yes, code style is inconsistent. This will all be fixed in v2.
 
 
 

Stage 8 –

Worker1:
 
 

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// compound commands
function ThrowAll(){
 let items = GetWorkerInventoryItems();
 for (let i = 0; i < items.length; i++){
 ThrowItem(0);
 }
}

function WaitSync(){
 while (!SyncWorkers()) {}
}

/// wrappers/shortcuts
function F() { MoveForward(); }
function R() { TurnRight(); }
function L() { TurnLeft(); }
function N() { DoNothing(); }
function T() { ThrowItem(0); }
function TA() { ThrowAll(); }
function W() { WaitSync(); }

/// defining queues
let init = [];
AddStep(init, F, 1);
AddStep(init, R, 1);
AddStep(init, F, 5); //UR button

let loop = []; //loop without mixer output
AddStep(loop, F, 2);
AddStep(loop, L, 1);
AddStep(loop, F, 4); //exchange corner
AddStep(loop, W, 1);
AddStep(loop, W, 1);
AddStep(loop, TA, 1); //throw plat chip, if any
AddStep(loop, W, 1);
AddStep(loop, W, 1); //take red chips
AddStep(loop, L, 1);
AddStep(loop, F, 2);
AddStep(loop, L, 1);
AddStep(loop, F, 2); //plat mixer intake
AddStep(loop, N, 3);
AddStep(loop, F, 2); //back to button
AddStep(loop, L, 1);

let loop2 = []; //loop with mixer output visit
AddStep(loop2, F, 2);
AddStep(loop2, L, 1);
AddStep(loop2, F, 4); //exchange corner
AddStep(loop2, W, 1);
AddStep(loop2, W, 1);
AddStep(loop2, TA, 1); //throw plat chip, if any
AddStep(loop2, W, 1);
AddStep(loop2, W, 1); //take red chips
AddStep(loop2, L, 1);
AddStep(loop2, F, 2);
AddStep(loop2, L, 1);
AddStep(loop2, F, 2); //plat mixer intake
AddStep(loop2, N, 3);
AddStep(loop2, F, 1);
AddStep(loop2, R, 1);
AddStep(loop2, F, 3);
AddStep(loop2, R, 1);
AddStep(loop2, F, 1); //plat output
AddStep(loop2, N, 7);
AddStep(loop2, F, 1);
AddStep(loop2, R, 1);
AddStep(loop2, F, 3);
AddStep(loop2, R, 1);
AddStep(loop2, F, 1);
AddStep(loop2, N, 1);
AddStep(loop2, F, 2);
AddStep(loop2, L, 1);

/// execute one-off
Exec(init);

/// execute in loop
while(true){
 Exec(loop); //2 chips in mixer
 Exec(loop); //4
 Exec(loop2); //1
 Exec(loop); //3
 Exec(loop2); //0
}

 
 
Worker2:
 
 

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// compound commands
function ThrowAll(){
 let items = GetWorkerInventoryItems();
 for (let i = 0; i < items.length; i++){
 ThrowItem(0);
 }
}

function WaitSync(){
 while (!SyncWorkers()) {}
}

/// wrappers/shortcuts
function F() { MoveForward(); }
function R() { TurnRight(); }
function L() { TurnLeft(); }
function N() { DoNothing(); }
function T() { ThrowItem(0); }
function TA() { ThrowAll(); }
function W() { WaitSync(); }

/// defining queues
let init = [];
AddStep(init, R, 2);
AddStep(init, F, 1);
AddStep(init, L, 1);
AddStep(init, F, 1);

let loop = [];
AddStep(loop, F, 1);
AddStep(loop, L, 1);
AddStep(loop, F, 2);
AddStep(loop, R, 1);
AddStep(loop, F, 4);
AddStep(loop, R, 1);
AddStep(loop, F, 4);
AddStep(loop, L, 1);
AddStep(loop, W, 1);
AddStep(loop, F, 9);
AddStep(loop, R, 1);
AddStep(loop, F, 2); //lower mixer
AddStep(loop, R, 2);
AddStep(loop, N, 3);
AddStep(loop, F, 1);
AddStep(loop, L, 1);
AddStep(loop, F, 6);
AddStep(loop, L, 1);
AddStep(loop, F, 2); //exchange corner
AddStep(loop, W, 1);
AddStep(loop, R, 1);
AddStep(loop, W, 1);
AddStep(loop, W, 1);
AddStep(loop, F, 5);
AddStep(loop, R, 1);
AddStep(loop, F, 5);
AddStep(loop, L, 1);
AddStep(loop, F, 8);
AddStep(loop, R, 1);
AddStep(loop, F, 1);
AddStep(loop, R, 2); //cash in
AddStep(loop, F, 1);
AddStep(loop, L, 1);
AddStep(loop, F, 5);

/// execute one-off
Exec(init);

/// execute in loop
while(true){
 Exec(loop);
}

 
 
Worker3:
 
 

/// internal funcs
function AddStep(tgtArr, f, n) {
 tgtArr.push({f: f, n: n});
}

function Exec(queue){
 for (let m = 0; m < queue.length; m++) { 
 let command = queue[m];
 for (let i = 0; i < command.n; i++) {
 command.f();
 }
 }
}

/// compound commands
function ThrowAll(){
 let items = GetWorkerInventoryItems();
 for (let i = 0; i < items.length; i++){
 ThrowItem(0);
 }
}

function WaitSync(){
 while (!SyncWorkers()) {}
}

/// wrappers/shortcuts
function F() { MoveForward(); }
function R() { TurnRight(); }
function L() { TurnLeft(); }
function N() { DoNothing(); }
function T() { ThrowItem(0); }
function TA() { ThrowAll(); }
function W() { WaitSync(); }

/// defining queues
let init = [];
AddStep(init, F, 2);

let loop = [];
AddStep(loop, F, 11);
AddStep(loop, L, 1);
AddStep(loop, F, 5);
AddStep(loop, L, 1); //before collecting chips row
AddStep(loop, W, 1);
AddStep(loop, F, 4);
AddStep(loop, L, 1);
AddStep(loop, F, 1);
AddStep(loop, R, 1);
AddStep(loop, F, 3);
AddStep(loop, R, 1);
AddStep(loop, F, 1);
AddStep(loop, R, 1);
AddStep(loop, F, 2);
AddStep(loop, L, 1);
AddStep(loop, F, 1);
AddStep(loop, L, 1);
AddStep(loop, N, 4); //upper mixer
AddStep(loop, F, 1);
AddStep(loop, R, 1);
AddStep(loop, F, 3);
AddStep(loop, R, 1); //above red chip row
AddStep(loop, F, 3);
AddStep(loop, R, 2);
AddStep(loop, N, 3);
AddStep(loop, F, 2);
AddStep(loop, R, 1);
AddStep(loop, F, 2); //exchange corner
AddStep(loop, W, 1);
AddStep(loop, W, 1);
AddStep(loop, TA, 1);
AddStep(loop, W, 1);
AddStep(loop, L, 1); //back to UL button
AddStep(loop, F, 6);
AddStep(loop, L, 1);
AddStep(loop, F, 11);
AddStep(loop, L, 1);

/// execute one-off
Exec(init);

/// execute in loop
while(true){
 Exec(loop);
}

 
 

Written by Zelnogrard

 
 
Here we come to an end for Outcore Idle Game stages 1 to 7 hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
 


Be the first to comment

Leave a Reply

Your email address will not be published.


*