Claude Fable 5.1, seed 1
Claude Code · medium reasoning effort
Hay 6.07m produced, 6.78 points
Wood 6.8m produced, 6.83 points
Carrot 959k produced, 5.98 points
Pumpkin 848k produced, 5.93 points
Cactus 4.93m produced, 6.69 points
Power 30.3k produced, 4.48 points
Bone 10.6m produced, 7.03 points
Weird substance 360k produced, 5.56 points
Gold 409k produced, 5.61 points
Water 43.6k produced, 4.64 points
Fertilizer 13.5k produced, 4.13 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 63.67orders of magnitude · model mean 69.17
- On seed 1
- #4of 8 models
- Cost
- $8.28API-equivalent estimate
- Real time
- 13m 52swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 32.2 |
| 2h 00m | 49.8 |
| 3h 00m | 55.4 |
| 4h 00m | 59.0 |
| 5h 00m | 61.7 |
| 6h 00m | 63.7 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 1 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.4 of 11 |
| Study | 64 | 60 | 40 |
| Action overhead | 10% | 11% | 9% |
| Tool calls | 211 | 244 | 186 |
| Program writes | 20 | 29 | 33 |
| Program stints | 19 | 29 | 30 |
| Median stint | 4m 40s | 4m 39s | 13m 58s |
| Cost per point | $0.130 | $0.209 | $0.069 |
Farm idle 3% of samples; longest stint 3h 08m; 2 rejected writes.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 1m 45s | {"upgrades":["loops","speed"]} | loops 1, speed 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 4m 05s | {"upgrades":["expand","plant","speed"]} | expand 1, plant 1 | Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 6m 35s | {"upgrades":["expand","operators"]} | expand 2, operators 1 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 9m 05s | {"upgrades":["carrots","speed","senses"]} | carrots 1, speed 2, senses 1 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 12m 45s | {"upgrades":["variables"]} | variables 1 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 13m 05s | {"upgrades":["grass","watering","functions"]} | grass 2, watering 1, functions 1, functions 1 | Bought grass, now level 2. Paid hay 300. |
| 16m 45s | {"upgrades":["trees","expand","speed"]} | trees 1, expand 3, speed 3 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 17m 35s | {"upgrades":["trees","debug"]} | trees 2, debug 1 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 21m 05s | {"upgrades":["pumpkins","expand","watering","import"]} | pumpkins 1, expand 4, watering 2, import 1 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 27m 05s | {"upgrades":["carrots","grass","fertilizer"]} | carrots 2, grass 3, fertilizer 1 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 33m 45s | {"upgrades":["speed"]} | speed 4 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 34m 25s | {"upgrades":["watering","carrots","sunflowers"]} | watering 3, carrots 3, sunflowers 1 | Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. |
| 40m 55s | {"upgrades":["pumpkins","expand","fertilizer"]} | pumpkins 2, expand 5, fertilizer 2 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 46m 15s | {"upgrades":["speed","lists","grass"]} | speed 5, lists 1, grass 4 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 51m 34s | {"upgrades":["cactus","trees"]} | cactus 1, trees 3 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 57m 04s | {"upgrades":["watering","trees","carrots"]} | watering 4, trees 4 | Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. |
| 1h 02m | {"upgrades":["dinosaurs","polyculture","pumpkins","carrots","fertilizer"]} | dinosaurs 1, hats 1, polyculture 1, pumpkins 3, carrots 4, fertilizer 3 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 1h 03m | {"upgrades":["hats"]} | — | Could not buy hats: Already at maximum level. |
| 1h 07m | {"upgrades":["mazes","grass"]} | mazes 1, grass 5 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 13m | {"upgrades":["watering"]} | watering 5 | Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. |
| 1h 13m | {"upgrades":["mazes"]} | mazes 2 | Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 18m | {"upgrades":["megafarm","trees","dinosaurs"]} | megafarm 1, trees 5, dinosaurs 2, hats 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 27m | {"upgrades":["expand","carrots"]} | expand 6, carrots 5 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 48m | {"upgrades":["megafarm","pumpkins","fertilizer"]} | megafarm 2, pumpkins 4, fertilizer 4 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 56m | {"upgrades":["trees","dinosaurs"]} | trees 6, dinosaurs 3, hats 1 | Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. |
| 2h 03m | {"upgrades":["cactus","megafarm"]} | cactus 2 | Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 2h 04m | {"upgrades":["grass"]} | grass 6 | Bought grass, now level 6. Paid wood 62500. |
| 2h 14m | {"upgrades":["mazes"]} | mazes 3 | Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 2h 34m | {"upgrades":["megafarm"]} | megafarm 3 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 44m | {"upgrades":["carrots"]} | carrots 6 | Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 2h 51m | {"upgrades":["expand","pumpkins"]} | expand 7, pumpkins 5 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 06m | {"upgrades":["trees","grass","dinosaurs"]} | trees 7, grass 7, dinosaurs 4, hats 1 | Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md. |
| 3h 27m | {"upgrades":["watering"]} | watering 6 | Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md. |
| 3h 37m | {"upgrades":["mazes","cactus"]} | mazes 4 | Bought mazes, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 3h 48m | {"upgrades":["cactus"]} | cactus 3 | Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 4h 09m | {"upgrades":["trees","carrots"]} | trees 8, carrots 7 | Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. |
| 4h 19m | {"upgrades":["megafarm"]} | megafarm 4 | Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 4h 29m | {"upgrades":["pumpkins"]} | pumpkins 6 | Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 4h 50m | {"upgrades":["grass"]} | grass 8 | Bought grass, now level 8. Paid wood 1560000. |
Programs 22 writes, code as the agent wrote it
start.py
r11m 10sRanFinal
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved start (30 lines). Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- run_program at 1m 20s for 60s (agent saw)
Ran start for 15s of game time; it finished. Inventory change: hay +30. Game time: 1m 45s elapsed, 5h 58m 15s of budget remaining. Output: (none)
loop.py
r11m 55sSaved, never run
while True: harvest()- Write result the agent saw
Saved loop (2 lines). Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
r22m 15sRan
while True: if can_harvest(): harvest()Changes from the previous revision
while True: - harvest() + if can_harvest(): + harvest()
- Write result the agent saw
Saved loop (3 lines). Game time: 2m 25s elapsed, 5h 57m 35s of budget remaining.
- run_program at 2m 25s for 90s (agent saw)
Ran loop for 1m 30s of game time; it is still running. Inventory change: hay +179. Game time: 4m 5s elapsed, 5h 55m 55s of budget remaining. Output: (none)
bush.py
r15m 05sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved bush (5 lines). Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining.
- run_program at 5m 15s for 60s (agent saw)
Ran bush for 1m of game time; it is still running. Inventory change: hay +7, wood +33. Game time: 6m 25s elapsed, 5h 53m 35s of budget remaining. Output: (none)
farm3.py
r16m 45sRan
while True: # step 1 bush if can_harvest(): harvest() plant(Entities.Bush) move(North) # step 2 bush if can_harvest(): harvest() plant(Entities.Bush) move(North) # step 3 grass if can_harvest(): harvest() move(East) # step 4 bush if can_harvest(): harvest() plant(Entities.Bush) move(North) # step 5 bush if can_harvest(): harvest() plant(Entities.Bush) move(North) # step 6 grass if can_harvest(): harvest() move(East) # step 7 bush if can_harvest(): harvest() plant(Entities.Bush) move(North) # step 8 bush if can_harvest(): harvest() plant(Entities.Bush) move(North) # step 9 grass if can_harvest(): harvest() move(East)- Write result the agent saw
Saved farm3 (43 lines). Game time: 6m 55s elapsed, 5h 53m 5s of budget remaining.
- run_program at 6m 55s for 120s (agent saw)
Ran farm3 for 2m of game time; it is still running. Inventory change: hay +96, wood +130. Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining. Output: (none)
farm.py
r110m 55sRan
while True: for x in range(get_world_size()): for y in range(get_world_size()): if can_harvest(): harvest() if get_pos_x() == 1: if get_entity_type() == None: plant(Entities.Bush) if get_pos_x() == 2: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) move(North) move(East)- Write result the agent saw
Saved farm (15 lines). Game time: 11m 5s elapsed, 5h 48m 55s of budget remaining.
- run_program at 11m 05s for 90s (agent saw)
Ran farm for 1m 30s of game time; it is still running. Inventory change: carrot +55, hay +134, wood -26. Game time: 12m 45s elapsed, 5h 47m 15s of budget remaining. Output: (none)
—13m 15sRejected
while True: for x in range(get_world_size()): for y in range(get_world_size()): if can_harvest(): harvest() if get_pos_x() == 1: if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) if get_pos_x() == 2: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) move(North) move(East)- Write result the agent saw
Stop the program before editing it.
r214m 05sRan
def tend(): if can_harvest(): harvest() x = get_pos_x() if x == 1: if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) if x == 2: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) if x > 0: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) while True: for x in range(get_world_size()): for y in range(get_world_size()): tend() move(North) move(East)Changes from the previous revision
+ def tend(): + if can_harvest(): + harvest() + x = get_pos_x() + if x == 1: + if get_entity_type() != Entities.Bush: + harvest() + plant(Entities.Bush) + if x == 2: + if get_ground_type() != Grounds.Soil: + till() + if get_entity_type() == None: + plant(Entities.Carrot) + if x > 0: + if get_water() < 0.5 and num_items(Items.Water) > 0: + use_item(Items.Water) + while True: for x in range(get_world_size()): for y in range(get_world_size()): - if can_harvest(): - harvest() - if get_pos_x() == 1: - if get_entity_type() == None: - plant(Entities.Bush) - if get_pos_x() == 2: - if get_ground_type() != Grounds.Soil: - till() - if get_entity_type() == None: - plant(Entities.Carrot) + tend() move(North) move(East)
- Write result the agent saw
Saved farm (23 lines). Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
- run_program at 14m 15s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +95, hay +311, water -7, wood +77. Game time: 16m 25s elapsed, 5h 43m 35s of budget remaining. Output: (none)
—17m 05sRejected
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x == 1: if y % 2 == 0: if get_entity_type() != Entities.Tree: harvest() plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) if x >= 2: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) if x > 0: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) while True: for x in range(get_world_size()): for y in range(get_world_size()): tend() move(North) move(East)- Write result the agent saw
Stop the program before editing it.
r317m 45sRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x == 1: if y % 2 == 0: if get_entity_type() != Entities.Tree: harvest() plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) if x >= 2: if get_ground_type() != Grounds.Soil: till() if get_entity_type() == None: plant(Entities.Carrot) if x > 0: if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) while True: for x in range(get_world_size()): for y in range(get_world_size()): tend() move(North) move(East)Changes from the previous revision
harvest() x = get_pos_x() + y = get_pos_y() if x == 1: - if get_entity_type() != Entities.Bush: - harvest() - plant(Entities.Bush) - if x == 2: + if y % 2 == 0: + if get_entity_type() != Entities.Tree: + harvest() + plant(Entities.Tree) + else: + if get_entity_type() != Entities.Bush: + harvest() + plant(Entities.Bush) + if x >= 2: if get_ground_type() != Grounds.Soil: till()
- Write result the agent saw
Saved farm (29 lines). Game time: 17m 55s elapsed, 5h 42m 5s of budget remaining.
- run_program at 17m 55s for 180s (agent saw)
Ran farm for 3m of game time; it is still running. Inventory change: carrot +319, hay +210, water -3, wood +940. Game time: 21m 5s elapsed, 5h 38m 55s of budget remaining. Output: (none)
farm2.py
r122m 45sRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def soil(): if get_ground_type() != Grounds.Soil: till() def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: plant(Entities.Carrot) water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: harvest() plant(Entities.Bush) water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() while True: for i in range(4): sweep(t_carrot) for i in range(3): sweep(t_tree) sweep(t_grass) sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() print(num_items(Items.Pumpkin))- Write result the agent saw
Saved farm2 (77 lines). Game time: 22m 55s elapsed, 5h 37m 5s of budget remaining.
- run_program at 22m 55s for 240s (agent saw)
Ran farm2 for 4m of game time; it is still running. Inventory change: carrot +186, hay -39, pumpkin +216, water -5, wood +1113. Game time: 27m 5s elapsed, 5h 32m 55s of budget remaining. Output: 216
r228m 25sRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() while True: for i in range(4): sweep(t_carrot) for i in range(3): sweep(t_tree) sweep(t_grass) sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() print(num_items(Items.Pumpkin))Changes from the previous revision
use_item(Items.Water) + def fert(): + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + def soil(): if get_ground_type() != Grounds.Soil: soil() if get_entity_type() == None: - plant(Entities.Carrot) + if plant(Entities.Carrot): + fert() water(0.5) if get_entity_type() != Entities.Tree: harvest() - plant(Entities.Tree) + if plant(Entities.Tree): + fert() else: if get_entity_type() != Entities.Bush: harvest() - plant(Entities.Bush) + if plant(Entities.Bush): + fert() water(0.5)
- Write result the agent saw
Saved farm2 (84 lines). Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining.
- run_program at 28m 35s for 300s (agent saw)
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +625, fertilizer -9, hay -288, pumpkin +216, water -4, weird_substance +65, wood +1052. Game time: 33m 45s elapsed, 5h 26m 15s of budget remaining. Output: 432
r335m 35sRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() sweep(t_sun) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt while True: for i in range(3): sweep(t_carrot) for i in range(2): sweep(t_tree) for i in range(3): sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Power), num_items(Items.Hay))Changes from the previous revision
plant(Entities.Grass) + def t_sun(): + if get_entity_type() != Entities.Sunflower: + harvest() + soil() + plant(Entities.Sunflower) + water(0.5) + def sweep(fn): n = get_world_size() harvest() + def sunflowers(): + n = get_world_size() + sweep(t_sun) + cur = 16 + while True: + nxt = 0 + cnt = 0 + for x in range(n): + for y in range(n): + if get_entity_type() == Entities.Sunflower: + p = measure() + if p >= cur and can_harvest(): + harvest() + else: + cnt = cnt + 1 + if p > nxt: + nxt = p + water(0.5) + move(North) + move(East) + if cnt == 0: + return + cur = nxt + while True: - for i in range(4): - sweep(t_carrot) for i in range(3): + sweep(t_carrot) + for i in range(2): sweep(t_tree) - sweep(t_grass) - sweep(t_grass) + for i in range(3): + sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() - print(num_items(Items.Pumpkin)) + if num_items(Items.Power) < 200: + sunflowers() + print(num_items(Items.Pumpkin), num_items(Items.Power), num_items(Items.Hay))
- Write result the agent saw
Saved farm2 (117 lines). Game time: 35m 45s elapsed, 5h 24m 15s of budget remaining.
- run_program at 35m 45s for 300s (agent saw)
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +1119, hay +140, power +340.24, pumpkin +432, water -7, weird_substance +68, wood +1612. Game time: 40m 55s elapsed, 5h 19m 5s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: sweep <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- 864 210.57 433 1080 373.61 433
r452m 24sRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() sweep(t_sun) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def cactus(): n = get_world_size() sweep(t_cactus) for x in range(n): sort_line(North, n) move(East) for y in range(n): sort_line(East, n) move(North) harvest() while True: for i in range(3): sweep(t_carrot) for i in range(2): sweep(t_tree) for i in range(2): sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() if num_items(Items.Pumpkin) > 300: cactus() if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay))Changes from the previous revision
water(0.5) + def t_cactus(): + if get_entity_type() != Entities.Cactus: + harvest() + soil() + plant(Entities.Cactus) + def sweep(fn): n = get_world_size() cur = nxt + def sort_line(d, n): + for p in range(n - 1): + swapped = False + for i in range(n - 1): + a = measure() + b = measure(d) + if a != None and b != None and a > b: + swap(d) + swapped = True + move(d) + move(d) + if not swapped: + return + + def cactus(): + n = get_world_size() + sweep(t_cactus) + for x in range(n): + sort_line(North, n) + move(East) + for y in range(n): + sort_line(East, n) + move(North) + harvest() + while True: for i in range(3): for i in range(2): sweep(t_tree) - for i in range(3): + for i in range(2): sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() + if num_items(Items.Pumpkin) > 300: + cactus() if num_items(Items.Power) < 200: sunflowers() - print(num_items(Items.Pumpkin), num_items(Items.Power), num_items(Items.Hay)) + print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay))
- Write result the agent saw
Saved farm2 (150 lines). Game time: 52m 34s elapsed, 5h 7m 26s of budget remaining.
- run_program at 52m 34s for 240s (agent saw)
Ran farm2 for 4m of game time; it is still running. Inventory change: cactus +766, carrot +1380, fertilizer +6, hay +1496, power +207.19, pumpkin +1280, water -1, weird_substance +196, wood +4062. Game time: 56m 44s elapsed, 5h 3m 16s of budget remaining. Output: Warning: Tried to do a swap over the farm boundaries. That is not allowed. In: cactus <- sort_line swap(d) ^^ -------------------------------------------------------------------- 1312 766 519.42 5573
r556m 54sRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() sweep(t_sun) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def cactus(): n = get_world_size() goto(0, 0) sweep(t_cactus) goto(0, 0) for x in range(n): sort_line(North, n) move(East) goto(0, 0) for y in range(n): sort_line(East, n) move(North) goto(0, 0) harvest() while True: for i in range(3): sweep(t_carrot) for i in range(2): sweep(t_tree) for i in range(2): sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() if num_items(Items.Pumpkin) > 300: cactus() if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay))Changes from the previous revision
till() + def goto(tx, ty): + while get_pos_x() != tx: + move(East) + while get_pos_y() != ty: + move(North) + def t_carrot(): if can_harvest(): def cactus(): n = get_world_size() + goto(0, 0) sweep(t_cactus) + goto(0, 0) for x in range(n): sort_line(North, n) move(East) + goto(0, 0) for y in range(n): sort_line(East, n) move(North) + goto(0, 0) harvest()
- Write result the agent saw
Saved farm2 (160 lines). Game time: 57m 4s elapsed, 5h 2m 56s of budget remaining.
- run_program at 57m 24s for 300s (agent saw)
Ran farm2 for 5m of game time; it is still running. Inventory change: cactus +12294, carrot +2321, fertilizer +6, hay +724, power -301.55, pumpkin +1920, water -23, weird_substance +296, wood +15360. Game time: 1h 2m 34s elapsed, 4h 57m 26s of budget remaining. Output: 2592 5520 304.74 1189 3232 9616 211.21 1441
r61h 03mRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) def t_clear(): if get_entity_type() != None: harvest() def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() sweep(t_sun) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def cactus(): n = get_world_size() goto(0, 0) sweep(t_cactus) goto(0, 0) for x in range(n): sort_line(North, n) move(East) goto(0, 0) for y in range(n): sort_line(East, n) move(North) goto(0, 0) harvest() def next_dir(n): x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: return East return South if y % 2 == 0: if x < n - 1: return East return North if x > 1: return West if y < n - 1: return North return West def dino(): n = get_world_size() goto(0, 0) sweep(t_clear) goto(0, 0) change_hat(Hats.Dinosaur_Hat) steps = 0 while steps < 6000: if not move(next_dir(n)): break steps = steps + 1 change_hat(Hats.Gray_Hat) print("dino steps", steps, "bones", num_items(Items.Bone)) while True: for i in range(3): sweep(t_carrot) for i in range(2): sweep(t_tree) for i in range(2): sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() if num_items(Items.Pumpkin) > 300: cactus() if num_items(Items.Cactus) > 500: dino() if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay))Changes from the previous revision
plant(Entities.Cactus) + def t_clear(): + if get_entity_type() != None: + harvest() + def sweep(fn): n = get_world_size() harvest() + def next_dir(n): + x = get_pos_x() + y = get_pos_y() + if x == 0: + if y == 0: + return East + return South + if y % 2 == 0: + if x < n - 1: + return East + return North + if x > 1: + return West + if y < n - 1: + return North + return West + + def dino(): + n = get_world_size() + goto(0, 0) + sweep(t_clear) + goto(0, 0) + change_hat(Hats.Dinosaur_Hat) + steps = 0 + while steps < 6000: + if not move(next_dir(n)): + break + steps = steps + 1 + change_hat(Hats.Gray_Hat) + print("dino steps", steps, "bones", num_items(Items.Bone)) + while True: for i in range(3): if num_items(Items.Pumpkin) > 300: cactus() + if num_items(Items.Cactus) > 500: + dino() if num_items(Items.Power) < 200: sunflowers()
- Write result the agent saw
Saved farm2 (197 lines). Game time: 1h 4m 4s elapsed, 4h 55m 56s of budget remaining.
- run_program at 1h 04m for 300s (agent saw)
Ran farm2 for 2m 20s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: cactus +3970, carrot +1560, fertilizer +28, hay +840, power -141.98, pumpkin +1436, water +32, weird_substance +196, wood +7004. Game time: 1h 6m 34s elapsed, 4h 53m 26s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In: dino change_hat(Hats.Gray_Hat) ^^ --------------------------------------------------------------------- Runtime error at 1h 06m (telemetry; not shown to the agent)
Hats.Gray_Hat must be unlocked before this can be used.
r71h 07mSaved, never run
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) def t_clear(): if get_entity_type() != None: harvest() def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() sweep(t_sun) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def cactus(): n = get_world_size() goto(0, 0) sweep(t_cactus) goto(0, 0) for x in range(n): sort_line(North, n) move(East) goto(0, 0) for y in range(n): sort_line(East, n) move(North) goto(0, 0) harvest() def next_dir(n): x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: return East return South if y % 2 == 0: if x < n - 1: return East return North if x > 1: return West if y < n - 1: return North return West def dino(): n = get_world_size() goto(0, 0) sweep(t_clear) goto(0, 0) change_hat(Hats.Dinosaur_Hat) steps = 0 while steps < 6000: if not move(next_dir(n)): break steps = steps + 1 change_hat(Hats.Straw_Hat) print("dino steps", steps, "bones", num_items(Items.Bone)) while True: for i in range(3): sweep(t_carrot) for i in range(2): sweep(t_tree) for i in range(2): sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() if num_items(Items.Pumpkin) > 300: cactus() if num_items(Items.Cactus) > 500: dino() if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay))Changes from the previous revision
break steps = steps + 1 - change_hat(Hats.Gray_Hat) + change_hat(Hats.Straw_Hat) print("dino steps", steps, "bones", num_items(Items.Bone))
- Write result the agent saw
Saved farm2 (197 lines). Game time: 1h 7m 35s elapsed, 4h 52m 25s of budget remaining.
r81h 07mRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) def t_clear(): if get_entity_type() != None: harvest() def sweep(fn): n = get_world_size() for x in range(n): for y in range(n): fn() move(North) move(East) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() sweep(t_sun) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def cactus(): n = get_world_size() goto(0, 0) sweep(t_cactus) goto(0, 0) for x in range(n): sort_line(North, n) move(East) goto(0, 0) for y in range(n): sort_line(East, n) move(North) goto(0, 0) harvest() def next_dir(n): x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: return East return South if y % 2 == 0: if x < n - 1: return East return North if x > 1: return West if y < n - 1: return North return West def dino(): n = get_world_size() goto(0, 0) sweep(t_clear) goto(0, 0) change_hat(Hats.Dinosaur_Hat) steps = 0 while steps < 6000: if not move(next_dir(n)): break steps = steps + 1 change_hat(Hats.Straw_Hat) print("dino steps", steps, "bones", num_items(Items.Bone)) DIRS = [North, East, South, West] def maze(): n = get_world_size() need = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < need: return False goto(0, 0) sweep(t_clear) goto(0, 0) plant(Entities.Bush) use_item(Items.Weird_Substance, need) d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 2000: r = (d + 1) % 4 if can_move(DIRS[r]): d = r elif can_move(DIRS[d]): d = d elif can_move(DIRS[(d + 3) % 4]): d = (d + 3) % 4 else: d = (d + 2) % 4 move(DIRS[d]) steps = steps + 1 if get_entity_type() == Entities.Treasure: harvest() return True harvest() return False while True: for i in range(3): sweep(t_carrot) for i in range(2): sweep(t_tree) for i in range(2): sweep(t_grass) if num_items(Items.Carrot) > 100: pumpkins() if num_items(Items.Pumpkin) > 300: cactus() if num_items(Items.Cactus) > 500: dino() for i in range(10): if not maze(): break if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay), num_items(Items.Gold))Changes from the previous revision
print("dino steps", steps, "bones", num_items(Items.Bone)) + DIRS = [North, East, South, West] + + def maze(): + n = get_world_size() + need = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) + if num_items(Items.Weird_Substance) < need: + return False + goto(0, 0) + sweep(t_clear) + goto(0, 0) + plant(Entities.Bush) + use_item(Items.Weird_Substance, need) + d = 0 + steps = 0 + while get_entity_type() != Entities.Treasure and steps < 2000: + r = (d + 1) % 4 + if can_move(DIRS[r]): + d = r + elif can_move(DIRS[d]): + d = d + elif can_move(DIRS[(d + 3) % 4]): + d = (d + 3) % 4 + else: + d = (d + 2) % 4 + move(DIRS[d]) + steps = steps + 1 + if get_entity_type() == Entities.Treasure: + harvest() + return True + harvest() + return False + while True: for i in range(3): if num_items(Items.Cactus) > 500: dino() + for i in range(10): + if not maze(): + break if num_items(Items.Power) < 200: sunflowers() - print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay)) + print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay), num_items(Items.Gold))
- Write result the agent saw
Saved farm2 (232 lines). Game time: 1h 8m 5s elapsed, 4h 51m 55s of budget remaining.
- run_program at 1h 08m for 300s (agent saw)
Ran farm2 for 5m of game time; it is still running. Inventory change: bone +3969, cactus +3970, carrot +3964, fertilizer -79, gold +640, hay +9440, power +147.30, pumpkin +1408, water -131, weird_substance +1276, wood +14632. Game time: 1h 13m 15s elapsed, 4h 46m 45s of budget remaining. Output: dino steps 860 bones 7938 3716 19652 526.84 12137 640
r91h 19mRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) def t_clear(): if get_entity_type() != None: harvest() def col_task(fn, reps): n = get_world_size() for r in range(reps): for y in range(n): fn() move(North) def psweep(fn, reps): n = get_world_size() goto(0, 0) handles = [] for x in range(n): h = spawn_drone(col_task, fn, reps) if h == None: col_task(fn, reps) else: handles.append(h) move(East) for h in handles: wait_for(h) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() psweep(t_sun, 1) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def cactus(): n = get_world_size() psweep(t_cactus, 1) goto(0, 0) for x in range(n): sort_line(North, n) move(East) goto(0, 0) for y in range(n): sort_line(East, n) move(North) goto(0, 0) harvest() def next_dir(n): x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: return East return South if y % 2 == 0: if x < n - 1: return East return North if x > 1: return West if y < n - 1: return North return West def dino(): n = get_world_size() psweep(t_clear, 1) goto(0, 0) change_hat(Hats.Dinosaur_Hat) steps = 0 while steps < 6000: if not move(next_dir(n)): break steps = steps + 1 change_hat(Hats.Straw_Hat) print("dino steps", steps, "bones", num_items(Items.Bone)) DIRS = [North, East, South, West] def maze(): n = get_world_size() need = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < need: return False psweep(t_clear, 1) goto(0, 0) plant(Entities.Bush) use_item(Items.Weird_Substance, need) d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 2000: r = (d + 1) % 4 if can_move(DIRS[r]): d = r elif can_move(DIRS[d]): d = d elif can_move(DIRS[(d + 3) % 4]): d = (d + 3) % 4 else: d = (d + 2) % 4 move(DIRS[d]) steps = steps + 1 if get_entity_type() == Entities.Treasure: harvest() return True harvest() return False print("max drones", max_drones()) while True: psweep(t_carrot, 3) psweep(t_tree, 2) psweep(t_grass, 2) if num_items(Items.Carrot) > 100: pumpkins() if num_items(Items.Pumpkin) > 300: cactus() if num_items(Items.Cactus) > 500: dino() for i in range(10): if not maze(): break if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay), num_items(Items.Gold))Changes from the previous revision
harvest() - def sweep(fn): + def col_task(fn, reps): n = get_world_size() - for x in range(n): + for r in range(reps): for y in range(n): fn() move(North) + + def psweep(fn, reps): + n = get_world_size() + goto(0, 0) + handles = [] + for x in range(n): + h = spawn_drone(col_task, fn, reps) + if h == None: + col_task(fn, reps) + else: + handles.append(h) move(East) + for h in handles: + wait_for(h) def pumpkins(): def sunflowers(): n = get_world_size() - sweep(t_sun) + psweep(t_sun, 1) cur = 16 while True: def cactus(): n = get_world_size() - goto(0, 0) - sweep(t_cactus) + psweep(t_cactus, 1) goto(0, 0) for x in range(n): def dino(): n = get_world_size() - goto(0, 0) - sweep(t_clear) + psweep(t_clear, 1) goto(0, 0) change_hat(Hats.Dinosaur_Hat) if num_items(Items.Weird_Substance) < need: return False - goto(0, 0) - sweep(t_clear) + psweep(t_clear, 1) goto(0, 0) plant(Entities.Bush) return False + print("max drones", max_drones()) while True: - for i in range(3): - sweep(t_carrot) - for i in range(2): - sweep(t_tree) - for i in range(2): - sweep(t_grass) + psweep(t_carrot, 3) + psweep(t_tree, 2) + psweep(t_grass, 2) if num_items(Items.Carrot) > 100: pumpkins()
- Write result the agent saw
Saved farm2 (240 lines). Game time: 1h 19m 45s elapsed, 4h 40m 15s of budget remaining.
- run_program at 1h 19m for 120s (agent saw)
Ran farm2 for 2m of game time; it is still running. Inventory change: bone +7938, cactus +3844, carrot +1192, fertilizer -39, gold +256, hay +3904, power -28.41, pumpkin +1408, water +120, weird_substance +848, wood +9280. Game time: 1h 21m 55s elapsed, 4h 38m 5s of budget remaining. Output: max drones 2 dino steps 805 bones 23814
r101h 27mRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) def t_clear(): if get_entity_type() != None: harvest() def col_task(fn, reps): n = get_world_size() for r in range(reps): for y in range(n): fn() move(North) def psweep(fn, reps): n = get_world_size() goto(0, 0) handles = [] for x in range(n): h = spawn_drone(col_task, fn, reps) if h == None: col_task(fn, reps) else: handles.append(h) move(East) for h in handles: wait_for(h) def pumpkins(): n = get_world_size() done = False while not done: done = True for x in range(n): for y in range(n): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): done = False else: return else: if not can_harvest(): done = False water(0.3) move(North) move(East) harvest() def sunflowers(): n = get_world_size() psweep(t_sun, 1) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def cactus(): n = get_world_size() psweep(t_cactus, 1) goto(0, 0) for x in range(n): sort_line(North, n) move(East) goto(0, 0) for y in range(n): sort_line(East, n) move(North) goto(0, 0) harvest() def next_dir(n): x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: return East return South if y % 2 == 0: if x < n - 1: return East return North if x > 1: return West if y < n - 1: return North return West def dino(): n = get_world_size() psweep(t_clear, 1) goto(0, 0) change_hat(Hats.Dinosaur_Hat) steps = 0 while steps < 20000: if not move(next_dir(n)): break steps = steps + 1 change_hat(Hats.Straw_Hat) print("dino steps", steps, "bones", num_items(Items.Bone)) DIRS = [North, East, South, West] def maze(): n = get_world_size() need = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < need: return False psweep(t_clear, 1) goto(0, 0) plant(Entities.Bush) use_item(Items.Weird_Substance, need) d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 5000: r = (d + 1) % 4 if can_move(DIRS[r]): d = r elif can_move(DIRS[d]): d = d elif can_move(DIRS[(d + 3) % 4]): d = (d + 3) % 4 else: d = (d + 2) % 4 move(DIRS[d]) steps = steps + 1 if get_entity_type() == Entities.Treasure: harvest() return True harvest() return False change_hat(Hats.Straw_Hat) print("max drones", max_drones()) while True: psweep(t_carrot, 3) psweep(t_tree, 2) psweep(t_grass, 2) if num_items(Items.Carrot) > 300: pumpkins() if num_items(Items.Pumpkin) > 600: cactus() if num_items(Items.Cactus) > 1000: dino() for i in range(10): if not maze(): break if num_items(Items.Power) < 200: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay), num_items(Items.Gold))Changes from the previous revision
change_hat(Hats.Dinosaur_Hat) steps = 0 - while steps < 6000: + while steps < 20000: if not move(next_dir(n)): break d = 0 steps = 0 - while get_entity_type() != Entities.Treasure and steps < 2000: + while get_entity_type() != Entities.Treasure and steps < 5000: r = (d + 1) % 4 if can_move(DIRS[r]): return False + change_hat(Hats.Straw_Hat) print("max drones", max_drones()) while True: psweep(t_tree, 2) psweep(t_grass, 2) - if num_items(Items.Carrot) > 100: + if num_items(Items.Carrot) > 300: pumpkins() - if num_items(Items.Pumpkin) > 300: + if num_items(Items.Pumpkin) > 600: cactus() - if num_items(Items.Cactus) > 500: + if num_items(Items.Cactus) > 1000: dino() for i in range(10):
- Write result the agent saw
Saved farm2 (241 lines). Game time: 1h 27m 55s elapsed, 4h 32m 5s of budget remaining.
- run_program at 1h 27m for 420s (agent saw)
Ran farm2 for 7m of game time; it is still running. Inventory change: cactus +20696, carrot +7168, fertilizer +99, hay +7856, power -89.39, pumpkin +3168, water +107, weird_substance +1584, wood +19344. Game time: 1h 35m 5s elapsed, 4h 24m 55s of budget remaining. Output: max drones 2
r111h 49mRan
def water(th): if get_water() < th and num_items(Items.Water) > 0: use_item(Items.Water) def fert(): if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) def soil(): if get_ground_type() != Grounds.Soil: till() def goto(tx, ty): while get_pos_x() != tx: move(East) while get_pos_y() != ty: move(North) def t_carrot(): if can_harvest(): harvest() soil() if get_entity_type() == None: if plant(Entities.Carrot): fert() water(0.5) return 0 def t_tree(): if can_harvest(): harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: if get_entity_type() != Entities.Tree: harvest() if plant(Entities.Tree): fert() else: if get_entity_type() != Entities.Bush: harvest() if plant(Entities.Bush): fert() water(0.5) return 0 def t_grass(): if can_harvest(): harvest() if get_entity_type() == None: plant(Entities.Grass) return 0 def t_sun(): if get_entity_type() != Entities.Sunflower: harvest() soil() plant(Entities.Sunflower) water(0.5) return 0 def t_cactus(): if get_entity_type() != Entities.Cactus: harvest() soil() plant(Entities.Cactus) return 0 def t_clear(): if get_entity_type() != None: harvest() return 0 def t_pumpkin(): soil() e = get_entity_type() if e != Entities.Pumpkin: if e != None: harvest() if plant(Entities.Pumpkin): water(0.3) return 1 return 1000 if not can_harvest(): water(0.3) return 1 return 0 def col_task(fn, reps): n = get_world_size() total = 0 for r in range(reps): for y in range(n): total = total + fn() move(North) return total def psweep(fn, reps): n = get_world_size() goto(0, 0) handles = [] total = 0 for x in range(n): h = spawn_drone(col_task, fn, reps) if h == None: total = total + col_task(fn, reps) else: handles.append(h) move(East) for h in handles: total = total + wait_for(h) return total def pumpkins(): for i in range(30): r = psweep(t_pumpkin, 1) if r == 0: goto(0, 0) harvest() return if r >= 1000: return def sunflowers(): n = get_world_size() psweep(t_sun, 1) cur = 16 while True: nxt = 0 cnt = 0 for x in range(n): for y in range(n): if get_entity_type() == Entities.Sunflower: p = measure() if p >= cur and can_harvest(): harvest() else: cnt = cnt + 1 if p > nxt: nxt = p water(0.5) move(North) move(East) if cnt == 0: return cur = nxt def sort_line(d, n): for p in range(n - 1): swapped = False for i in range(n - 1): a = measure() b = measure(d) if a != None and b != None and a > b: swap(d) swapped = True move(d) move(d) if not swapped: return def sort_task(d): sort_line(d, get_world_size()) return 0 def psort(d, step): n = get_world_size() goto(0, 0) handles = [] for i in range(n): h = spawn_drone(sort_task, d) if h == None: sort_task(d) else: handles.append(h) move(step) for h in handles: wait_for(h) def cactus(): psweep(t_cactus, 1) psort(North, East) psort(East, North) goto(0, 0) harvest() def next_dir(n): x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: return East return South if y % 2 == 0: if x < n - 1: return East return North if x > 1: return West if y < n - 1: return North return West def dino(): n = get_world_size() psweep(t_clear, 1) goto(0, 0) change_hat(Hats.Dinosaur_Hat) steps = 0 while steps < 20000: if not move(next_dir(n)): break steps = steps + 1 change_hat(Hats.Straw_Hat) print("dino steps", steps, "bones", num_items(Items.Bone)) DIRS = [North, East, South, West] def maze(): n = get_world_size() need = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) if num_items(Items.Weird_Substance) < need: return False psweep(t_clear, 1) goto(0, 0) plant(Entities.Bush) use_item(Items.Weird_Substance, need) d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 5000: r = (d + 1) % 4 if can_move(DIRS[r]): d = r elif can_move(DIRS[d]): d = d elif can_move(DIRS[(d + 3) % 4]): d = (d + 3) % 4 else: d = (d + 2) % 4 move(DIRS[d]) steps = steps + 1 if get_entity_type() == Entities.Treasure: harvest() return True harvest() return False change_hat(Hats.Straw_Hat) print("max drones", max_drones()) while True: psweep(t_carrot, 3) psweep(t_tree, 2) psweep(t_grass, 2) if num_items(Items.Carrot) > 300: pumpkins() if num_items(Items.Pumpkin) > 600: cactus() if num_items(Items.Cactus) > 1000: dino() for i in range(10): if not maze(): break if num_items(Items.Power) < 300: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay), num_items(Items.Gold))Changes from the previous revision
fert() water(0.5) + return 0 def t_tree(): fert() water(0.5) + return 0 def t_grass(): if get_entity_type() == None: plant(Entities.Grass) + return 0 def t_sun(): plant(Entities.Sunflower) water(0.5) + return 0 def t_cactus(): soil() plant(Entities.Cactus) + return 0 def t_clear(): if get_entity_type() != None: harvest() + return 0 + def t_pumpkin(): + soil() + e = get_entity_type() + if e != Entities.Pumpkin: + if e != None: + harvest() + if plant(Entities.Pumpkin): + water(0.3) + return 1 + return 1000 + if not can_harvest(): + water(0.3) + return 1 + return 0 + def col_task(fn, reps): n = get_world_size() + total = 0 for r in range(reps): for y in range(n): - fn() + total = total + fn() move(North) + return total def psweep(fn, reps): goto(0, 0) handles = [] + total = 0 for x in range(n): h = spawn_drone(col_task, fn, reps) if h == None: - col_task(fn, reps) + total = total + col_task(fn, reps) else: handles.append(h) move(East) for h in handles: - wait_for(h) + total = total + wait_for(h) + return total def pumpkins(): - n = get_world_size() - done = False - while not done: - done = True - for x in range(n): - for y in range(n): - soil() - e = get_entity_type() - if e != Entities.Pumpkin: - if e != None: - harvest() - if plant(Entities.Pumpkin): - done = False - else: - return - else: - if not can_harvest(): - done = False - water(0.3) - move(North) - move(East) - harvest() + for i in range(30): + r = psweep(t_pumpkin, 1) + if r == 0: + goto(0, 0) + harvest() + return + if r >= 1000: + return def sunflowers(): return - def cactus(): + def sort_task(d): + sort_line(d, get_world_size()) + return 0 + + def psort(d, step): n = get_world_size() - psweep(t_cactus, 1) goto(0, 0) - for x in range(n): - sort_line(North, n) - move(East) - goto(0, 0) - for y in range(n): - sort_line(East, n) - move(North) + handles = [] + for i in range(n): + h = spawn_drone(sort_task, d) + if h == None: + sort_task(d) + else: + handles.append(h) + move(step) + for h in handles: + wait_for(h) + + def cactus(): + psweep(t_cactus, 1) + psort(North, East) + psort(East, North) goto(0, 0) harvest() if not maze(): break - if num_items(Items.Power) < 200: + if num_items(Items.Power) < 300: sunflowers() print(num_items(Items.Pumpkin), num_items(Items.Cactus), num_items(Items.Power), num_items(Items.Hay), num_items(Items.Gold))
- Write result the agent saw
Saved farm2 (263 lines). Game time: 1h 49m 22s elapsed, 4h 10m 38s of budget remaining.
- run_program at 1h 49m for 420s (agent saw)
Ran farm2 for 7m of game time; it is still running. Inventory change: bone +40898, cactus +20164, carrot +3832, fertilizer -116, gold +2880, hay +31856, power +256.52, pumpkin +13248, water -372, weird_substance +9360, wood +34120. Game time: 1h 56m 32s elapsed, 4h 3m 28s of budget remaining. Output: …---- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot if plant(Entities.Carrot): ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: col_task <- t_tree <- fert use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- dino steps 3761 bones 162384 15716 75616 1029.44 119489 3664- run_program at 2h 51m for 600s (agent saw)
Ran farm2 for 10m of game time; it is still running. Inventory change: bone +260100, cactus +129032, carrot +22400, fertilizer +429, gold +10240, hay +104192, power -834.08, pumpkin +23552, water +102, weird_substance +816, wood +77584. Game time: 3h 1m 26s elapsed, 2h 58m 34s of budget remaining. Output: max drones 8 dino steps 12202 bones 1240444
unhat.py
r11h 07mRanFinal
change_hat(Hats.Straw_Hat) print(num_items(Items.Bone))- Write result the agent saw
Saved unhat (2 lines). Game time: 1h 7m 14s elapsed, 4h 52m 46s of budget remaining.
- run_program at 1h 07m for 20s (agent saw)
Ran unhat for 1s of game time; it finished. Inventory change: bone +3969, fertilizer +1, power -0.03, water +1. Game time: 1h 7m 25s elapsed, 4h 52m 35s of budget remaining. Output: 3969
log
Step by step
- 0ssaidI'll start by observing the farm and checking the docs and research menu.
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 30s
docs_readpath="docs/home.md"result
## General Info [External Editor](docs/external_editor.md) [First Program](docs/first_program.md) [Getting Started](docs/getting_started.md) [Loading Backups](docs/backup.md) [Credits](docs/credits.md) ## Programming [Comments](docs/scripting/comments.md) ## Unlocks [Grass](unlocks/grass) ## Built-in Functions [do_a_flip](functions/do_a_flip) [harvest]…
- 40s
docs_readpath="docs/first_program.md"result
# First Program ## Text editor All programming is done in code windows. Each code window corresponds to a text file containing code. You can rename the file by clicking on its name at the top of the window. The code can be edited like in any text editor as long as it's not running. You can execute the program directly by pressing the green play button in the code window.  You c…
- 50s
docs_readpath="functions/harvest"result
harvest() Harvests the entity under the drone. If you harvest an entity that can't be harvested, it will be destroyed. returns True if an entity was removed, False otherwise. takes 200 ticks to execute if an entity was removed, 1 tick otherwise. example: harvest() Game time: 1m elapsed, 5h 59m of budget remaining.
- 1m 00s
docs_readpath="docs/getting_started.md"result
# Getting Started This window contains information about everything in the game. You can move windows around by dragging and dropping the gray part of the window. You can move around by dragging anywhere outside the windows. To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it. Be sure to check out the buttons in the top right corner of the scree…
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write_programname="start" · evidenceresult
Saved start (30 lines). Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- 1m 20s
run_programname="start" seconds=60result
Ran start for 15s of game time; it finished. Inventory change: hay +30. Game time: 1m 45s elapsed, 5h 58m 15s of budget remaining. Output: (none)
- 1m 45s
buy_upgradeupgrades=["loops","speed"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 1m 55s elapsed, 5h 58m 5s of budget remaining.
- 1m 55s
write_programname="loop" · evidenceresult
Saved loop (2 lines). Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
- 2m 05s
docs_readpath="docs/unlocks/speed.md"result
# Speed Upgrade The execution speed has been doubled. The problem is that the drone now harvests faster than the grass can grow resulting in no harvest at all. To deal with this [if](docs/scripting/if.md) branches and the [can_harvest](functions/can_harvest) function are now unlocked. ## Checking Before Harvesting So far we only had `True` and `False` as conditions, which is of course not very us…
- 2m 15ssaidI'm bootstrapping the farm: writing a harvest loop with `can_harvest()` and running it until I can afford the next upgrades (expand, plant).
- 2m 15s
write_programname="loop" · evidenceresult
Saved loop (3 lines). Game time: 2m 25s elapsed, 5h 57m 35s of budget remaining.
- 2m 25s
run_programname="loop" seconds=90result
Ran loop for 1m 30s of game time; it is still running. Inventory change: hay +179. Game time: 4m 5s elapsed, 5h 55m 55s of budget remaining. Output: (none)
- 4m 05s
buy_upgradeupgrades=["expand","plant","speed"] · evidenceresult
Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Could not buy speed: Not enough resources. Game time: 4m 15s elapsed, 5h 55m 45s of budget remaining.
- 4m 15s
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 1x3 => 3x3 ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/expand_1.md) Game time: 4m 25s elapsed, 5h 55m 35s of budget remaining.
- 4m 25s
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md) Game time: 4m 35s elapsed, 5h 55m 25s of budget remaining.
- 4m 35s
docs_readpath="docs/unlocks/expand_1.md"result
# Expand 1 Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one square to the north. If you move over the edge of…
- 4m 45s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 4m 55s
observeresult
Game time: 5m 5s elapsed, 5h 54m 55s of budget remaining. Program: loop (running). Inventory: hay 223. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr1* Recent output: (none)
- 5m 05s
write_programname="bush" · evidenceresult
Saved bush (5 lines). Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining.
- 5m 15s
run_programname="bush" seconds=60result
Ran bush for 1m of game time; it is still running. Inventory change: hay +7, wood +33. Game time: 6m 25s elapsed, 5h 53m 35s of budget remaining. Output: (none)
- 6m 25s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 6m 35ssaidBuying expand (3x3) and operators now, then rerunning the bush program on the bigger farm.
- 6m 35s
buy_upgradeupgrades=["expand","operators"] · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Game time: 6m 45s elapsed, 5h 53m 15s of budget remaining.
- 6m 45s
write_programname="farm3" · evidenceresult
Saved farm3 (43 lines). Game time: 6m 55s elapsed, 5h 53m 5s of budget remaining.
- 6m 55s
run_programname="farm3" seconds=120result
Ran farm3 for 2m of game time; it is still running. Inventory change: hay +96, wood +130. Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining. Output: (none)
- 9m 05s
buy_upgradeupgrades=["carrots","speed","senses"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining.
- 9m 15s
docs_readpath="unlocks/carrots"result
## Carrots Increases the yield and cost of carrots. 100% => 200% ### Unlock Cost [Current cost: wood=250] [Tutorial](docs/unlocks/carrots.md) Game time: 9m 25s elapsed, 5h 50m 35s of budget remaining.
- 9m 25s
docs_readpath="unlocks/senses"result
## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_items(Items.Wood) < 200: plant(Entities.Bush) [Tutorial](docs/unlocks/senses.md) Game time: 9m 35s elapsed, 5h 50m 25s of budget remaining. - 9m 35s
docs_readpath="docs/unlocks/carrots.md"result
# Carrots Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`. Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`. You can see the cost of any p…
- 9m 45s
docs_readpath="docs/unlocks/senses.md"result
# Senses The drone can see now! The functions `get_pos_x()` and `get_pos_y()` return the current x and y position of the drone. At the start position they are both `0`. The x position increases by `1` every tile towards `East` and the y position increases by `1` every tile towards `North`. `num_items(item)` returns how many of an item you have. For example `num_items(Items.Hay)` returns how muc…
- 9m 55s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots docs/unlocks/carrots.md Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand docs/unlocks/expand_1.md Expand 1 unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/gr…
- 10m 05s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 10m 15s elapsed, 5h 49m 45s of budget remaining.
- 10m 15s
docs_readpath="objects/bush"result
## Bush A small bush that drops Items.Wood. Base growth time between 3.2 and 4.8 seconds. Can grow on grassland or soil. For more related information see: [Plant](docs/unlocks/plant.md) Game time: 10m 25s elapsed, 5h 49m 35s of budget remaining.
- 10m 25s
docs_readpath="docs/scripting/for.md"result
# For Loop The `for` loop works like in Python. (Called a foreach loop in some languages, not to be confused with the C-style for loop, which is a different thing). `for i in sequence: #do something with i` Similar to the `while` loop, the `for` loop also repeatedly calls a block of code. Instead of looping based on a condition, it executes the loop body once for each element in a sequence. ##…
- 10m 35s
docs_readpath="docs/unlocks/expand_2.md"result
# Expand 2 Your farm has expanded again! Now the tiles are no longer in a nice row, so you need to find a way to traverse a square grid. With the `while` loop this is not possible until you unlock senses and operators. It is time to introduce the `for` loop. You can read all about the `for` loop on the [For Loop](docs/scripting/for.md) page, but for now you will only need it to repeat code a fix…
- 10m 45s
docs_readpath="objects/grass"result
## Grass Grows automatically on grassland. Harvest it to obtain Items.Hay. Base growth time between 0.5 and 0.5 seconds. Can grow on soil or grassland. Game time: 10m 55s elapsed, 5h 49m 5s of budget remaining.
- 10m 55ssaidWriting a general 3x3 farm program using position-based crop assignment (grass / bush / carrot columns).
- 10m 55s
write_programname="farm" · evidenceresult
Saved farm (15 lines). Game time: 11m 5s elapsed, 5h 48m 55s of budget remaining.
- 11m 05s
run_programname="farm" seconds=90result
Ran farm for 1m 30s of game time; it is still running. Inventory change: carrot +55, hay +134, wood -26. Game time: 12m 45s elapsed, 5h 47m 15s of budget remaining. Output: (none)
- 12m 45s
buy_upgradeupgrades=["variables"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Game time: 12m 55s elapsed, 5h 47m 5s of budget remaining.
- 12m 55s
observeresult
Game time: 13m 5s elapsed, 5h 46m 55s of budget remaining. Program: farm (running). Inventory: hay 410, wood 268, carrot 47. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot. y= 2 _Gr3 _Gr1* #Ca2 y= 1 _Gr3 _Gr3 #Ca3 y= 0 _Gr3 _Gr3 #Ca3 Rec…
- 13m 05s
buy_upgradeupgrades=["grass","watering","functions"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Game time: 13m 15s elapsed, 5h 46m 45s of budget remaining.
- 13m 15s
write_programname="farm" · evidenceresult
Stop the program before editing it.
- 13m 25s
docs_readpath="unlocks/watering"result
## Watering Receive more water. 0.1/s => 0.2/s ### Unlock Cost [Current cost: wood=200] [Tutorial](docs/unlocks/watering.md) Game time: 13m 35s elapsed, 5h 46m 25s of budget remaining.
- 13m 35s
stop_programresult
Program stopped. Game time: 13m 45s elapsed, 5h 46m 15s of budget remaining.
- 13m 45s
docs_readpath="docs/unlocks/watering.md"result
# Watering Plants grow faster when they are watered. The ground has a water level ranging from `0` to `1`. The function `get_water()` returns the water level of the ground it is over. The growth speed of a plant scales linearly from 1x speed at water level 0 to 5x speed at water level 1. The ground dries up over time: On average, it loses 1% of its current water per second, but there is some ran…
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docs_readpath="docs/scripting/functions.md"result
# Functions Use the `def` keyword to define a new function: `def f(arg1, arg2 = False): #function code` You can use the call operator `()` to call the function: `f(42)` Also see [Scopes](docs/scripting/scopes.md) to learn about local and global variables in functions. ## Introduction You've already seen built-in functions like `harvest()`. You can also define your own functions which allows st…
- 14m 05ssaidNow I'll rewrite the farm program with functions, bush fix, and watering, then run it.
- 14m 05s
write_programname="farm" · evidenceresult
Saved farm (23 lines). Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
- 14m 15s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +95, hay +311, water -7, wood +77. Game time: 16m 25s elapsed, 5h 43m 35s of budget remaining. Output: (none)
- 16m 25s
docs_readpath="unlocks/trees"result
## Trees Unlocks trees. plant(Entities.Trees) ### Unlock Cost [Current cost: wood=50, carrot=70] Game time: 16m 35s elapsed, 5h 43m 25s of budget remaining.
- 16m 35s
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 3x3 => 4x4 ### Unlock Cost [Current cost: wood=30, carrot=20] [Tutorial](docs/unlocks/expand_1.md) Game time: 16m 45s elapsed, 5h 43m 15s of budget remaining.
- 16m 45s
buy_upgradeupgrades=["trees","expand","speed"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Game time: 16m 55s elapsed, 5h 43m 5s of budget remaining.
- 16m 55s
docs_readpath="objects/tree"result
## Tree Trees drop more wood than bushes. They take longer to grow if other trees grow next to them. Base growth time between 5.6 and 8.4 seconds. Can grow on soil or grassland. For more related information see: [Trees](docs/unlocks/trees.md) Game time: 17m 5s elapsed, 5h 42m 55s of budget remaining.
- 17m 05sthoughtI'll create a 4x4 layout plan using grass, trees/bushes, and carrots, run it, then check the research menu for updated costs.
- 17m 05s
write_programname="farm" · evidenceresult
Stop the program before editing it.
- 17m 15s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 17m 25s
stop_programresult
Program stopped. Game time: 17m 35s elapsed, 5h 42m 25s of budget remaining.
- 17m 35s
buy_upgradeupgrades=["trees","debug"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. Game time: 17m 45s elapsed, 5h 42m 15s of budget remaining.
- 17m 45s
write_programname="farm" · evidenceresult
Saved farm (29 lines). Game time: 17m 55s elapsed, 5h 42m 5s of budget remaining.
- 17m 55ssaidRunning the new 4x4 program now.
- 17m 55s
run_programname="farm" seconds=180result
Ran farm for 3m of game time; it is still running. Inventory change: carrot +319, hay +210, water -3, wood +940. Game time: 21m 5s elapsed, 5h 38m 55s of budget remaining. Output: (none)
- 21m 05s
buy_upgradeupgrades=["pumpkins","expand","watering","import"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/imp…
- 21m 15s
docs_readpath="unlocks/pumpkins"result
## Pumpkins Increases the yield and cost of pumpkins. 100% => 200% ### Unlock Cost [Current cost: carrot=1000] [Tutorial](docs/unlocks/pumpkins.md) Game time: 21m 25s elapsed, 5h 38m 35s of budget remaining.
- 21m 25s
docs_readpath="objects/pumpkin"result
## Pumpkin Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up. Base growth time between 0.2 and 3.8 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 21m 35s elapsed, 5h 38m 25s of budget remaining.
- 21m 35s
docs_readpath="docs/unlocks/pumpkins.md"result
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 21m 45s
docs_readpath="docs/unlocks/trees.md"result
# Trees [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil. Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
- 21m 55s
observeresult
Game time: 22m 5s elapsed, 5h 37m 55s of budget remaining. Program: farm (running). Inventory: hay 803, wood 365, carrot 101. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Ca=carrot, Tr=tree. y= 5 _Gr3 _Bu1 #Ca3 #Ca3 #Ca3 #Ca3 y= 4 _Gr3 …
- 22m 05s
docs_searchquery="Dead"result
docs/home.md: …n](items/pumpkin) [Water](items/water) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Tree](objects/tree) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)… docs/unlocks/pumpkins.md: … pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, s…
- 22m 15s
docs_searchquery="Entities.Grass"result
unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cost: carrot=500]… functions/get_entity_type: …, otherwise returns the type of the entity under the drone. takes 1 tick to execute. example: if get_entity_type() == Entities.Grass: harvest() For more related information s…
- 22m 25s
docs_readpath="functions/plant"result
plant(entity) Spends the cost of the specified entity and plants it under the drone. It fails if you can't afford the plant, the ground type is wrong or there's already a plant there. returns True if it succeeded, False otherwise. takes 200 ticks to execute if it succeeded, 1 tick otherwise. example: plant(Entities.Bush) Game time: 22m 35s elapsed, 5h 37m 25s of budget remaining.
- 22m 35s
stop_programresult
Program stopped. Game time: 22m 45s elapsed, 5h 37m 15s of budget remaining.
- 22m 45s
write_programname="farm2" · evidenceresult
Saved farm2 (77 lines). Game time: 22m 55s elapsed, 5h 37m 5s of budget remaining.
- 22m 55s
run_programname="farm2" seconds=240result
Ran farm2 for 4m of game time; it is still running. Inventory change: carrot +186, hay -39, pumpkin +216, water -5, wood +1113. Game time: 27m 5s elapsed, 5h 32m 55s of budget remaining. Output: 216
- 27m 05ssaidBuying carrot/grass yield upgrades and fertilizer, and reading the fertilizer doc.
- 27m 05s
buy_upgradeupgrades=["carrots","grass","fertilizer"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought grass, now level 3. Paid wood 500. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 27m 15s elapsed, 5h 32m 45s of budget remaining.
- 27m 15s
docs_readpath="unlocks/fertilizer"result
## Fertilizer Receive more fertilizer. 0.1/s => 0.2/s ### Unlock Cost [Current cost: wood=1500] [Tutorial](docs/unlocks/fertilizer.md) Game time: 27m 25s elapsed, 5h 32m 35s of budget remaining.
- 27m 25s
docs_readpath="unlocks/sunflowers"result
## Sunflowers Sunflowers and Power. plant(Entities.Sunflowers) ### Unlock Cost [Current cost: carrot=500] Game time: 27m 35s elapsed, 5h 32m 25s of budget remaining.
- 27m 35s
docs_readpath="docs/unlocks/fertilizer.md"result
# Fertilizer At some point, waiting for the plants to grow is just not efficient enough anymore. Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade. Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds. This has some side effects. Plants grown w…
- 27m 45s
docs_readpath="unlocks/mazes"result
## Mazes A maze with a treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000] Game time: 27m 55s elapsed, 5h 32m 5s of budget remaining. - 27m 55s
docs_readpath="unlocks/polyculture"result
## Polyculture Use companion planting to increase the yield. plant_type, (x, y) = get_companion() ### Unlock Cost [Current cost: pumpkin=3000] Game time: 28m 5s elapsed, 5h 31m 55s of budget remaining.
- 28m 05s
docs_readpath="unlocks/cactus"result
## Cactus Cactus! plant(Entities.Cactus) ### Unlock Cost [Current cost: pumpkin=5000] Game time: 28m 15s elapsed, 5h 31m 45s of budget remaining.
- 28m 15s
stop_programresult
Program stopped. Game time: 28m 25s elapsed, 5h 31m 35s of budget remaining.
- 28m 25s
write_programname="farm2" · evidenceresult
Saved farm2 (84 lines). Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining.
- 28m 35s
run_programname="farm2" seconds=300result
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +625, fertilizer -9, hay -288, pumpkin +216, water -4, weird_substance +65, wood +1052. Game time: 33m 45s elapsed, 5h 26m 15s of budget remaining. Output: 432
- 33m 45s
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Game time: 33m 55s elapsed, 5h 26m 5s of budget remaining.
- 33m 55s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 34m 05s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=2, wood=2] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 34m 15s elapsed, 5h 25m 45s of budget remaining.
- 34m 15s
observeresult
Game time: 34m 25s elapsed, 5h 25m 35s of budget remaining. Program: farm2 (running). Inventory: hay 405, wood 2871, carrot 724, pumpkin 432, weird_substance 77, water 4, fertilizer 2. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 5 #Gr3 #Gr3 #Gr3 …
- 34m 25s
buy_upgradeupgrades=["watering","carrots","sunflowers"] · evidenceresult
Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Game time: 34m 35s elapsed, 5h 25m 25s of budget remaining.
- 34m 35s
docs_readpath="docs/unlocks/sunflowers.md"result
# Sunflowers [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. Planting them works exactly like planting carrots or pumpkins. Harvesting a grown sunflower yields power. If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power! If you harvest a sunflower while there is another s…
- 34m 45s
docs_readpath="objects/sunflower"result
## Sunflower Sunflowers collect the power from the sun. Harvesting them will give you Items.Power. If you harvest a sunflower with the maximum number of petals you get bonus power. Base growth time between 5.6 and 8.4 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Sunflowers](docs/unlocks/sunflowers.md) Game time: 34m 55s elapsed, 5h 25m 5s…
- 34m 55ssaidNext: a sunflower phase (power doubles drone speed) and rebalancing hay. Checking the exact entity name and the measure() doc, then rewriting the program.
- 34m 55s
docs_searchquery="Entities.Sunflower"result
unlocks/sunflowers: …## Sunflowers Sunflowers and Power. plant(Entities.Sunflowers) [Tutorial](docs/unlocks/sunflowers.md)… Game time: 35m 5s elapsed, 5h 24m 55s of budget remaining.
- 35m 05s
docs_readpath="functions/measure"result
measure(direction = None) Can measure some values on some entities. The effect of this depends on the entity. If direction is not None it measures the neighboring entity in the given direction. returns the number of petals of a sunflower. returns the next position for a treasure or apple. returns the size of a cactus. returns a mysterious number for a pumpkin. returns None for all other entitie…
- 35m 15s
docs_readpath="items/power"result
## Power Obtained by harvesting sunflowers. The drone automatically uses this to move twice as fast. You have `0` For more related information see: [Sunflowers](docs/unlocks/sunflowers.md) Game time: 35m 25s elapsed, 5h 24m 35s of budget remaining.
- 35m 25s
stop_programresult
Program stopped. Game time: 35m 35s elapsed, 5h 24m 25s of budget remaining.
- 35m 35s
write_programname="farm2" · evidenceresult
Saved farm2 (117 lines). Game time: 35m 45s elapsed, 5h 24m 15s of budget remaining.
- 35m 45s
run_programname="farm2" seconds=300result
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +1119, hay +140, power +340.24, pumpkin +432, water -7, weird_substance +68, wood +1612. Game time: 40m 55s elapsed, 5h 19m 5s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: sweep <- t_carrot if plant(Entities.Carrot): ^^ -------------------------… - 40m 55s
buy_upgradeupgrades=["pumpkins","expand","fertilizer"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 41m 5s elapsed, 5h 18m 55s of budget remaining.
- 41m 05s
waitseconds=300result
Waited 5m (time up). Program: farm2 running. Inventory change: carrot +1946, hay -224, power +247.86, pumpkin +1536, weird_substance +152, wood +1644. Game time: 46m 15s elapsed, 5h 13m 45s of budget remaining.
- 46m 15s
buy_upgradeupgrades=["speed","lists","grass"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Bought grass, now level 4. Paid wood 2500. Game time: 46m 25s elapsed, 5h 13m 35s of budget remaining.
- 46m 25s
observeresult
Game time: 46m 35s elapsed, 5h 13m 25s of budget remaining. Program: farm2 (running). Inventory: hay 1101, wood 325, carrot 935, pumpkin 1832, weird_substance 323, water 9, fertilizer 5, power 558.46. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 7 #…
- 46m 35s
docs_readpath="unlocks/polyculture" show_hints=trueresult
## Polyculture Use companion planting to increase the yield. plant_type, (x, y) = get_companion() ### Unlock Cost [Current cost: pumpkin=3000] Game time: 46m 45s elapsed, 5h 13m 15s of budget remaining.
- 46m 45ssaidLetting the farm run while resources accumulate toward cactus (5000 pumpkin) and mazes (1000 weird substance).
- 46m 45s
waitseconds=600 until_resources={"pumpkin":5000}result
Waited 4m 39s (pumpkin reached 5672). Program: farm2 running. Inventory change: carrot +2168, fertilizer +2, hay +3708, power -279.03, pumpkin +3072, weird_substance +150, wood +3204. Game time: 51m 34s elapsed, 5h 8m 26s of budget remaining.
- 51m 34s
buy_upgradeupgrades=["cactus","trees"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Game time: 51m 44s elapsed, 5h 8m 16s of budget remaining.
- 51m 44s
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 51m 54s
docs_readpath="objects/cactus"result
## Cactus Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested. Base growth time between 1 and 1 seconds. Can grow on soil. ### Plant Cost [Current cost: pumpkin=2] Game time: 52m 4s elapsed, 5h 7m 56s of budget remaining.
- 52m 04s
docs_readpath="docs/scripting/lists.md"result
# Lists Lists are an easy way to store multiple values in a single variable. You can create new lists like this: `some_list = [2, True, Items.Hay]` The list now contains the values `2`, `True` and `Items.Hay`. A list can also be empty: `empty_list = []` You can access an element of a list by its index. The index is `0` for the first element, `1` for the second element, `2` for the third... pl…
- 52m 14s
stop_programresult
Program stopped. Game time: 52m 24s elapsed, 5h 7m 36s of budget remaining.
- 52m 24s
write_programname="farm2" · evidenceresult
Saved farm2 (150 lines). Game time: 52m 34s elapsed, 5h 7m 26s of budget remaining.
- 52m 34s
run_programname="farm2" seconds=240result
Ran farm2 for 4m of game time; it is still running. Inventory change: cactus +766, carrot +1380, fertilizer +6, hay +1496, power +207.19, pumpkin +1280, water -1, weird_substance +196, wood +4062. Game time: 56m 44s elapsed, 5h 3m 16s of budget remaining. Output: Warning: Tried to do a swap over the farm boundaries. That is not allowed. In: cactus <- sort_line swap(d) ^^ ---------------------… - 56m 44s
stop_programresult
Program stopped. Game time: 56m 54s elapsed, 5h 3m 6s of budget remaining.
- 56m 54s
write_programname="farm2" · evidenceresult
Saved farm2 (160 lines). Game time: 57m 4s elapsed, 5h 2m 56s of budget remaining.
- 57m 04s
buy_upgradeupgrades=["watering","trees","carrots"] · evidenceresult
Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Could not buy carrots: Not enough resources. Game time: 57m 14s elapsed, 5h 2m 46s of budget remaining.
- 57m 14s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/…
- 57m 24s
run_programname="farm2" seconds=300result
Ran farm2 for 5m of game time; it is still running. Inventory change: cactus +12294, carrot +2321, fertilizer +6, hay +724, power -301.55, pumpkin +1920, water -23, weird_substance +296, wood +15360. Game time: 1h 2m 34s elapsed, 4h 57m 26s of budget remaining. Output: 2592 5520 304.74 1189 3232 9616 211.21 1441
- 1h 02msaidCactus is paying off massively. I'm buying dinosaurs, polyculture, pumpkin/carrot yield upgrades and fertilizer, then reading the dinosaur and polyculture docs.
- 1h 02m
buy_upgradeupgrades=["dinosaurs","polyculture","pumpkins","carrots","fertilizer"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots…
- 1h 02m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 1h 02m
docs_readpath="docs/unlocks/polyculture.md"result
# Polyculture You may have already noticed that sometimes plants yield more when planted together. Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
- 1h 03mthoughtI'll gather the hat names, the apple page, and the hats unlock purchase together since these tasks don't depend on each other.
- 1h 03m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 1h 03m
docs_readpath="objects/apple"result
## Apple Dinosaurs love them apparently. ### Plant Cost [Current cost: cactus=2] For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md) Game time: 1h 3m 24s elapsed, 4h 56m 36s of budget remaining.
- 1h 03m
docs_searchquery="Hats."result
docs/home.md: …locks/fertilizer.md) [Functions](docs/scripting/functions.md) [Grass](unlocks/grass) [Hats](docs/unlocks/hats.md) [Import](docs/scripting/import.md) [Lists](docs/scripting/lists.md) [Loops](docs/scripting/while.md) [Operators](docs/scripting/operators.md) [Plant](docs/unlocks/pla… docs/unlocks/dinosaurs.md: … dressing up as one. For this purpose you have received the new dinosaur ha…
- 1h 03m
docs_readpath="functions/change_hat"result
change_hat(hat) Changes the hat of the drone to hat. returns None takes 200 ticks to execute. example: change_hat(Hats.Dinosaur_Hat) Game time: 1h 3m 44s elapsed, 4h 56m 16s of budget remaining.
- 1h 03m
stop_programresult
Program stopped. Game time: 1h 3m 54s elapsed, 4h 56m 6s of budget remaining.
- 1h 03m
write_programname="farm2" · evidenceresult
Saved farm2 (197 lines). Game time: 1h 4m 4s elapsed, 4h 55m 56s of budget remaining.
- 1h 04m
run_programname="farm2" seconds=300result
Ran farm2 for 2m 20s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: cactus +3970, carrot +1560, fertilizer +28, hay +840, power -141.98, pumpkin +1436, water +32, weird_substance +196, wood +7004. Game time: 1h 6m 34s elapsed, 4h 53m 26s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In:…
- 1h 06m
docs_readpath="docs/unlocks/hats.md"result
# Hats You have unlocked a few new hat colors for your drone. Equip them like this: `change_hat(Hats.Gray_Hat) do_a_flip() change_hat(Hats.Purple_Hat) do_a_flip() change_hat(Hats.Green_Hat) do_a_flip() change_hat(Hats.Brown_Hat) do_a_flip()` Game time: 1h 6m 44s elapsed, 4h 53m 16s of budget remaining.
- 1h 06m
observeresult
Game time: 1h 6m 54s elapsed, 4h 53m 6s of budget remaining. Program: none running. Inventory: hay 1577, wood 20131, carrot 6947, pumpkin 2308, cactus 15682, weird_substance 1605, water 74, fertilizer 50, power 333.39. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities:…
- 1h 06m
docs_searchquery="Straw"result
functions/clear: …clear() Removes everything from the farm, moves the drone back to position (0,0) and changes the hat back to the straw hat. returns None takes 200 ticks to execute. example: clear() For more related information see: [Plant](docs/unlocks/plant.md)… Game time: 1h 7m 4s elapsed, 4h 52m 56s of budget remaining.
- 1h 07msaidThe dino tail filled the whole farm — I just need to unequip the hat to cash in the bones. Trying `Hats.Straw_Hat` via a tiny program.
- 1h 07m
write_programname="unhat" · evidenceresult
Saved unhat (2 lines). Game time: 1h 7m 14s elapsed, 4h 52m 46s of budget remaining.
- 1h 07m
run_programname="unhat" seconds=20result
Ran unhat for 1s of game time; it finished. Inventory change: bone +3969, fertilizer +1, power -0.03, water +1. Game time: 1h 7m 25s elapsed, 4h 52m 35s of budget remaining. Output: 3969
- 1h 07mthoughtNext I'll fix the hat name in farm2, buy mazes and grass lvl 5, and read the mazes tutorial—these can all be done independently.
- 1h 07m
write_programname="farm2" · evidenceresult
Saved farm2 (197 lines). Game time: 1h 7m 35s elapsed, 4h 52m 25s of budget remaining.
- 1h 07m
buy_upgradeupgrades=["mazes","grass"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Bought grass, now level 5. Paid wood 12500. Game time: 1h 7m 45s elapsed, 4h 52m 15s of budget remaining.
- 1h 07m
docs_readpath="docs/unlocks/mazes.md"result
# Mazes `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges. The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call). Without maze upg…
- 1h 07m
write_programname="farm2" · evidenceresult
Saved farm2 (232 lines). Game time: 1h 8m 5s elapsed, 4h 51m 55s of budget remaining.
- 1h 08m
run_programname="farm2" seconds=300result
Ran farm2 for 5m of game time; it is still running. Inventory change: bone +3969, cactus +3970, carrot +3964, fertilizer -79, gold +640, hay +9440, power +147.30, pumpkin +1408, water -131, weird_substance +1276, wood +14632. Game time: 1h 13m 15s elapsed, 4h 46m 45s of budget remaining. Output: dino steps 860 bones 7938 3716 19652 526.84 12137 640
- 1h 13msaidEverything works: dino (7938 bones), mazes (640 gold), cactus. Now I'll check current research costs and buy watering lvl 5 — independent, so both at once.
- 1h 13m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 1h 13m
buy_upgradeupgrades=["watering"] · evidenceresult
Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 13m 35s elapsed, 4h 46m 25s of budget remaining.
- 1h 13msaidNext: buy mazes lvl 2 (doubles gold per maze toward megafarm), then let the farm run 5 minutes. Both can go now.
- 1h 13m
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 1h 13m 45s elapsed, 4h 46m 15s of budget remaining.
- 1h 13m
waitseconds=300result
Waited 5m (time up). Program: farm2 running. Inventory change: bone +7938, cactus +7940, carrot +1536, fertilizer +35, gold +2048, hay +17056, power -300.73, pumpkin +1408, water +290, weird_substance +348, wood +7224. Game time: 1h 18m 55s elapsed, 4h 41m 5s of budget remaining.
- 1h 18mthoughtI'll request the megafarm, trees level 5, and dinosaurs level 2 together, and pull up the megafarm tutorial.
- 1h 18m
buy_upgradeupgrades=["megafarm","trees","dinosaurs"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 1h 19m 5s elapsed, 4h 40m 55s of budget remaining.
- 1h 19m
docs_readpath="docs/unlocks/megafarm.md"result
# Mega Farm This incredibly powerful unlock gives you access to multiple drones. As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates. Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function. `def drone_function(): move(North) do_a_flip() spawn_drone… - 1h 19m
docs_readpath="functions/spawn_drone"result
spawn_drone(function, *args) Spawns a new drone in the same position as the drone that ran the spawn_drone(function, *args) command. The new drone then begins executing the specified function. The rest of the arguments are copied and passed into the specified function. After the drone is done, it will disappear automatically. returns the handle of the new drone or None if all drones are already s…
- 1h 19m
stop_programresult
Program stopped. Game time: 1h 19m 35s elapsed, 4h 40m 25s of budget remaining.
- 1h 19m
write_programname="farm2" · evidenceresult
Saved farm2 (240 lines). Game time: 1h 19m 45s elapsed, 4h 40m 15s of budget remaining.
- 1h 19msaidNext I need only one thing: run the rewritten program and check the drone count / errors.
- 1h 19m
run_programname="farm2" seconds=120result
Ran farm2 for 2m of game time; it is still running. Inventory change: bone +7938, cactus +3844, carrot +1192, fertilizer -39, gold +256, hay +3904, power -28.41, pumpkin +1408, water +120, weird_substance +848, wood +9280. Game time: 1h 21m 55s elapsed, 4h 38m 5s of budget remaining. Output: max drones 2 dino steps 805 bones 23814
- 1h 21mthoughtLevel 1 caps out at two drones. I'll let things run for a bit, then check the megafarm level 2 research costs once resources build up.
- 1h 21m
waitseconds=300result
Waited 5m (time up). Program: farm2 running. Inventory change: bone +7938, cactus +7928, carrot +2088, fertilizer -17, gold +2048, hay +20312, power +63.85, pumpkin +2816, water +161, weird_substance +1092, wood +19312. Game time: 1h 27m 5s elapsed, 4h 32m 55s of budget remaining.
- 1h 27msaidNext I need the current research costs and the full inventory — both independent, so requesting them together.
- 1h 27m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; can buy now; tutorial docs/unlocks/carro…
- 1h 27m
observeresult
Game time: 1h 27m 25s elapsed, 4h 32m 35s of budget remaining. Program: farm2 (running). Inventory: hay 41105, wood 45279, carrot 15351, pumpkin 10756, cactus 15236, bone 31752, weird_substance 4089, gold 3760, water 641, fertilizer 35, power 99.86. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 fu…
- 1h 27msaidNeeds: stop the program (so expand's farm clear doesn't corrupt the dino run), buy expand (12x12) + carrots lvl 5, then restart. Stop and buy don't depend on each other, so sending both now.
- 1h 27m
stop_programresult
Program stopped. Game time: 1h 27m 35s elapsed, 4h 32m 25s of budget remaining.
- 1h 27m
buy_upgradeupgrades=["expand","carrots"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 1h 27m 45s elapsed, 4h 32m 15s of budget remaining.
- 1h 27mthoughtI'll add code to reset the hat at startup, since the dinosaur hat currently blocks the border wrapping needed by goto/col_task, then run the program.
- 1h 27m
write_programname="farm2" · evidenceresult
Saved farm2 (241 lines). Game time: 1h 27m 55s elapsed, 4h 32m 5s of budget remaining.
- 1h 27msaidNext I need only to run the program on the new 12x12 farm and watch its first full cycle.
- 1h 27m
run_programname="farm2" seconds=420result
Ran farm2 for 7m of game time; it is still running. Inventory change: cactus +20696, carrot +7168, fertilizer +99, hay +7856, power -89.39, pumpkin +3168, water +107, weird_substance +1584, wood +19344. Game time: 1h 35m 5s elapsed, 4h 24m 55s of budget remaining. Output: max drones 2
- 1h 35msaidNeeds: see what phase the farm is in (observe) and let it keep running (wait) — independent, so both now.
- 1h 35m
observeresult
Game time: 1h 35m 15s elapsed, 4h 24m 45s of budget remaining. Program: farm2 (running). Inventory: hay 48977, wood 33423, carrot 22519, pumpkin 5924, cactus 35808, bone 39690, weird_substance 5657, gold 3888, water 828, fertilizer 154. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * mark…
- 1h 35m
waitseconds=300result
Waited 5m (time up). Program: farm2 running. Inventory change: bone +40898, cactus -512, fertilizer +120, gold +2304, hay +16352, water +480, weird_substance -192. Game time: 1h 40m 25s elapsed, 4h 19m 35s of budget remaining.
- 1h 40msaidNeeds next: (1) wait until gold hits 8000, then (2) buy megafarm lvl 2 — (2) depends on (1), so only the wait goes now.
- 1h 40m
waitseconds=600 until_resources={"gold":8000}result
Waited 8m 17s (gold reached 8208). Program: farm2 running. Inventory change: bone +40898, cactus +20164, carrot +4936, fertilizer -152, gold +2016, hay +14656, power +573.87, pumpkin +3168, water +44, weird_substance +4584, wood +21824. Game time: 1h 48m 52s elapsed, 4h 11m 8s of budget remaining.
- 1h 48mthoughtI'll buy megafarm lvl 2, pumpkins lvl 4, and fertilizer lvl 4, then stop the program and rewrite it to use 4 drones for the pumpkin and cactus-sorting phases before running it again.
- 1h 48m
buy_upgradeupgrades=["megafarm","pumpkins","fertilizer"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 1h 49m 2s elapsed, 4h 10m 58s of budget remaining.
- 1h 49m
stop_programresult
Program stopped. Game time: 1h 49m 12s elapsed, 4h 10m 48s of budget remaining.
- 1h 49m
write_programname="farm2" · evidenceresult
Saved farm2 (263 lines). Game time: 1h 49m 22s elapsed, 4h 10m 38s of budget remaining.
- 1h 49msaidNeeds next: only run the new program and verify the parallel pumpkin/cactus phases work — nothing else is independent of that result.
- 1h 49m
run_programname="farm2" seconds=420result
Ran farm2 for 7m of game time; it is still running. Inventory change: bone +40898, cactus +20164, carrot +3832, fertilizer -116, gold +2880, hay +31856, power +256.52, pumpkin +13248, water -372, weird_substance +9360, wood +34120. Game time: 1h 56m 32s elapsed, 4h 3m 28s of budget remaining. Output: …---- Warning: Didn't have the required items to plant Entities.Carrot. In: col_task <- t_carrot i…
- 1h 56msaidNeeds next: buy trees lvl 6 (hay 119k ≥ 76.8k) and dinosaurs lvl 3 (cactus 75.6k ≥ 72k) — independent of each other; then let the farm run. Sending the buys and the wait together.
- 1h 56m
buy_upgradeupgrades=["trees","dinosaurs"] · evidenceresult
Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 1h 56m 42s elapsed, 4h 3m 18s of budget remaining.
- 1h 56m
waitseconds=420result
Waited 7m (time up). Program: farm2 running. Inventory change: bone +163592, cactus +18480, carrot +5432, fertilizer +114, gold +4608, hay +42032, power -748.46, pumpkin +6624, water +264, weird_substance +2704, wood +39632. Game time: 2h 3m 52s elapsed, 3h 56m 8s of budget remaining.
- 2h 03mthoughtI'll buy cactus level 2 now that pumpkin is around 22k, attempt megafarm level 3 upgrade, and check the research menu for next targets, since these actions don't depend on each other.
- 2h 03m
buy_upgradeupgrades=["cactus","megafarm"] · evidenceresult
Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Could not buy megafarm: Not enough resources. Game time: 2h 4m 2s elapsed, 3h 55m 58s of budget remaining.
- 2h 04m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 2/6; cost pumpkin 120000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 200% => 400% carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tutorial do…
- 2h 04msaidNeeds next: buy grass lvl 6 (wood ≈80k ≥ 62.5k) and let the farm run another stretch. The two don't depend on each other, so both go now.
- 2h 04m
buy_upgradeupgrades=["grass"] · evidenceresult
Bought grass, now level 6. Paid wood 62500. Game time: 2h 4m 22s elapsed, 3h 55m 38s of budget remaining.
- 2h 04m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +163592, cactus +80656, carrot +9872, fertilizer -64, gold +3456, hay +74544, power +79.46, pumpkin +12672, water -71, weird_substance +8240, wood +103392. Game time: 2h 14m 32s elapsed, 3h 45m 28s of budget remaining.
- 2h 14msaidNeeds next: buy mazes lvl 3 (cactus ≈103k ≥ 72k, doubles gold per maze toward megafarm lvl 3), and keep the farm running. Independent, so both now.
- 2h 14m
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 2h 14m 42s elapsed, 3h 45m 18s of budget remaining.
- 2h 14m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +81796, cactus +81768, carrot +10512, fertilizer -98, gold +10368, hay +98768, power +135.45, pumpkin +12672, water -83, weird_substance +7192, wood +85040. Game time: 2h 24m 52s elapsed, 3h 35m 8s of budget remaining.
- 2h 24msaidNeeds next: a fresh inventory snapshot and more run time — independent, so both now.
- 2h 24m
observeresult
Game time: 2h 25m 2s elapsed, 3h 34m 58s of budget remaining. Program: farm2 (running). Inventory: hay 272353, wood 200931, carrot 41103, pumpkin 34308, cactus 133200, bone 571364, weird_substance 37353, gold 23536, water 1330, fertilizer 66, power 169.93. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 med…
- 2h 25m
waitseconds=300result
Waited 5m (time up). Program: farm2 running. Inventory change: bone +81796, cactus -1064, carrot +968, fertilizer +6, gold +5760, hay +42192, power +837.54, water -79, weird_substance +632, wood -3760. Game time: 2h 30m 12s elapsed, 3h 29m 48s of budget remaining.
- 2h 30msaidNeeds next: (1) wait until gold reaches 32,000, then (2) buy megafarm lvl 3 — (2) depends on (1). Only the wait goes now.
- 2h 30m
waitseconds=600 until_resources={"gold":32000}result
Waited 3m 40s (gold reached 32176). Program: farm2 running. Inventory change: bone +81796, cactus +40328, carrot -16, fertilizer +175, gold +2880, hay +29280, power -390.27, pumpkin +6336, water +350, weird_substance +672, wood +42320. Game time: 2h 34m 3s elapsed, 3h 25m 57s of budget remaining.
- 2h 34msaidNeeds next: buy megafarm lvl 3 (8 drones; the program auto-adapts via `max_drones`), and keep the farm running. Both independent, so sending them together.
- 2h 34m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 2h 34m 13s elapsed, 3h 25m 47s of budget remaining.
- 2h 34m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +163592, cactus +80656, carrot +17696, fertilizer -191, gold +12672, hay +122608, power -128.89, pumpkin +12672, water -301, weird_substance +6784, wood +84080. Game time: 2h 44m 23s elapsed, 3h 15m 37s of budget remaining.
- 2h 44msaidNeeds next: a current inventory snapshot, buy carrots lvl 6 (wood ≈320k ≥ 156k), and keep the farm running. None depend on each other, so all three go now.
- 2h 44m
observeresult
Game time: 2h 44m 33s elapsed, 3h 15m 27s of budget remaining. Program: farm2 (running). Inventory: hay 491393, wood 374547, carrot 62567, pumpkin 53316, cactus 253096, bone 898548, weird_substance 48433, gold 14576, water 1309, fertilizer 8, power 335.34. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 med…
- 2h 44m
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 2h 44m 43s elapsed, 3h 15m 17s of budget remaining.
- 2h 44m
waitseconds=300result
Waited 5m (time up). Program: farm2 running. Inventory change: bone +81796, cactus +40328, carrot -144, fertilizer +240, gold +5760, hay +45216, power +140.61, water +47, weird_substance -480. Game time: 2h 49m 53s elapsed, 3h 10m 7s of budget remaining.
- 2h 49msaidNeeds next: (1) wait until pumpkin ≥ 64,000; then (2) stop the program, buy expand (16x16), restart — all of (2) depends on (1). Only the wait goes now.
- 2h 49m
waitseconds=900 until_resources={"pumpkin":64000}result
Waited 54s (pumpkin reached 66564). Program: farm2 running. Inventory change: carrot +9128, fertilizer -261, hay -1376, power +333.06, pumpkin +6912, water -58, weird_substance +7504, wood +40896. Game time: 2h 50m 56s elapsed, 3h 9m 4s of budget remaining.
- 2h 50msaidNeeds next: stop the program, buy expand (16x16) + pumpkins lvl 5 (carrot ≈71k ≥ 64k), then restart. The stop and the buys don't depend on each other — sending both now; the run follows.
- 2h 50m
stop_programresult
Program stopped. Game time: 2h 51m 6s elapsed, 3h 8m 54s of budget remaining.
- 2h 51m
buy_upgradeupgrades=["expand","pumpkins"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 2h 51m 16s elapsed, 3h 8m 44s of budget remaining.
- 2h 51msaidNeeds next: only run the program on the 16x16 farm and verify the first cycle completes — nothing else is independent of that.
- 2h 51m
run_programname="farm2" seconds=600result
Ran farm2 for 10m of game time; it is still running. Inventory change: bone +260100, cactus +129032, carrot +22400, fertilizer +429, gold +10240, hay +104192, power -834.08, pumpkin +23552, water +102, weird_substance +816, wood +77584. Game time: 3h 1m 26s elapsed, 2h 58m 34s of budget remaining. Output: max drones 8 dino steps 12202 bones 1240444
- 3h 01msaidNeeds next: an inventory/phase snapshot, the current research costs (megafarm lvl 4, mazes lvl 4, cactus lvl 3), and more run time. None depend on each other — requesting all three now.
- 3h 01m
observeresult
Game time: 3h 1m 36s elapsed, 2h 58m 24s of budget remaining. Program: farm2 (running). Inventory: hay 639425, wood 337027, carrot 29743, pumpkin 25540, cactus 422456, bone 1240444, weird_substance 56273, gold 30576, water 1416, fertilizer 472. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full)…
- 3h 01m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 2/6; cost pumpkin 120000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 200% => 400% carrots (Carrots) level 6/10; cost wood 781000; available, not affordable; tutorial do…
- 3h 01m
waitseconds=300result
Waited 5m (time up). Program: farm2 running. Inventory change: cactus +130896, carrot +15888, fertilizer -349, hay -3456, power +1119.58, pumpkin +23552, water -365, weird_substance +12848, wood +59408. Game time: 3h 6m 56s elapsed, 2h 53m 4s of budget remaining.
- 3h 06mthoughtI'll purchase trees lvl 7, grass lvl 7, and dinosaurs lvl 4 since resources are sufficient for each, and keep the farm running alongside these buys since they're all independent.
- 3h 06m
buy_upgradeupgrades=["trees","grass","dinosaurs"] · evidenceresult
Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 7. Paid wood 312000. Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 3h 7m 6s elapsed, 2h 52m 54s of budget remaining.
- 3h 07m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +1040400, cactus +123408, carrot +19824, fertilizer +130, gold +12288, hay +230208, power -1180.90, pumpkin +23552, water +192, weird_substance +8432, wood +194720. Game time: 3h 17m 16s elapsed, 2h 42m 44s of budget remaining.
- 3h 17msaidNeeds next: an inventory snapshot and more run time (nothing new is affordable yet: cactus lvl 3 needs 120k pumpkin, mazes lvl 4 needs 432k cactus). Both independent — sending together.
- 3h 17m
observeresult
Game time: 3h 17m 26s elapsed, 2h 42m 34s of budget remaining. Program: farm2 (running). Inventory: hay 559177, wood 279155, carrot 65455, pumpkin 72644, cactus 244648, bone 2280844, weird_substance 77553, gold 42864, water 1141, fertilizer 293. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full…
- 3h 17m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: cactus +130560, carrot +18032, fertilizer -139, gold +6144, hay +127456, power +1196.97, pumpkin +23552, water -505, weird_substance +11888, wood +169632. Game time: 3h 27m 36s elapsed, 2h 32m 24s of budget remaining.
- 3h 27msaidNeeds next: buy watering lvl 6 (water stock is draining on the 16x16 farm; wood ≈448k ≥ 51k), and keep the farm running. Independent — both now.
- 3h 27m
buy_upgradeupgrades=["watering"] · evidenceresult
Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 3h 27m 46s elapsed, 2h 32m 14s of budget remaining.
- 3h 27m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +1040400, cactus +123616, carrot +21488, fertilizer +124, gold +11264, hay +212960, power -1176.72, pumpkin +23552, water +1153, weird_substance +8064, wood +154688. Game time: 3h 37m 56s elapsed, 2h 22m 4s of budget remaining.
- 3h 37msaidNeeds next: try cactus lvl 3 (pumpkin ≈120k, borderline), buy mazes lvl 4 (cactus ≈499k ≥ 432k), and keep the farm running. None depend on each other — sending all now.
- 3h 37m
buy_upgradeupgrades=["mazes","cactus"] · evidenceresult
Bought mazes, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/mazes.md. Could not buy cactus: Not enough resources. Game time: 3h 38m 6s elapsed, 2h 21m 54s of budget remaining.
- 3h 38m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: cactus +130064, carrot +16336, fertilizer -117, gold +18432, hay +159968, power +1119.96, pumpkin +23552, water +454, weird_substance +12336, wood +165408. Game time: 3h 48m 16s elapsed, 2h 11m 44s of budget remaining.
- 3h 48msaidNeeds next: buy cactus lvl 3 (pumpkin ≈143k ≥ 120k now) and keep the farm running. Both independent — sending together.
- 3h 48m
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 3h 48m 26s elapsed, 2h 11m 34s of budget remaining.
- 3h 48m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +1040400, cactus +255472, carrot +21440, fertilizer +132, gold +24576, hay +229952, power -1099.71, pumpkin +22528, water +1152, weird_substance +10448, wood +145088. Game time: 3h 58m 36s elapsed, 2h 1m 24s of budget remaining.
- 3h 58msaidNeeds next: inventory snapshot, current research costs (checking megafarm lvl 4 at 128k gold vs ≈105k), and more run time. None depend on each other — all three now.
- 3h 58m
observeresult
Game time: 3h 58m 46s elapsed, 2h 1m 14s of budget remaining. Program: farm2 (running). Inventory: hay 1327593, wood 862771, carrot 142751, pumpkin 45828, cactus 451688, bone 4361644, weird_substance 120161, gold 107376, water 3619, fertilizer 357. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 f…
- 3h 58m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 6/10; cost wood 781000; can buy now; tutorial docs/unlocks/car…
- 3h 58m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: cactus +261504, carrot +16176, fertilizer -182, gold +14336, hay +127424, power +1142.83, pumpkin +22528, water +461, weird_substance +13888, wood +180480. Game time: 4h 9m 6s elapsed, 1h 50m 54s of budget remaining.
- 4h 09mthoughtI can now afford trees level 8 and carrots level 7, but megafarm level 4 is still short on gold — I'll purchase those upgrades and let the farm keep running in parallel.
- 4h 09m
buy_upgradeupgrades=["trees","carrots"] · evidenceresult
Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 4h 9m 16s elapsed, 1h 50m 44s of budget remaining.
- 4h 09m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +1040400, cactus +254784, carrot +52496, fertilizer +109, gold +26624, hay +231808, power -1122.58, pumpkin +22528, water +1153, weird_substance +20576, wood +407680. Game time: 4h 19m 26s elapsed, 1h 40m 34s of budget remaining.
- 4h 19msaidNeeds next: buy megafarm lvl 4 (gold ≈148k ≥ 128k → 16 drones, so every column of the 16x16 farm gets its own drone), and keep the farm running. Independent — both now.
- 4h 19m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 4h 19m 36s elapsed, 1h 40m 24s of budget remaining.
- 4h 19m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus +258064, carrot +49664, fertilizer -104, gold +12288, hay +81856, power +1069.33, pumpkin +22528, water +517, weird_substance +20288, wood +335104. Game time: 4h 29m 46s elapsed, 1h 30m 14s of budget remaining.
- 4h 29msaidNeeds next: buy pumpkins lvl 6 (carrots ≈260k ≥ 256k), and keep the farm running. Independent — both now.
- 4h 29m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 4h 29m 56s elapsed, 1h 30m 4s of budget remaining.
- 4h 29m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus +258064, carrot +38496, fertilizer +164, gold +34816, hay +292032, power -1016.65, pumpkin +47104, water +1161, weird_substance +14880, wood +356672. Game time: 4h 40m 6s elapsed, 1h 19m 54s of budget remaining.
- 4h 40msaidNeeds next: an inventory snapshot and more run time; nothing new is affordable (grass lvl 8 needs 1.56M wood vs ≈1.36M). Both independent — sending together.
- 4h 40m
observeresult
Game time: 4h 40m 16s elapsed, 1h 19m 44s of budget remaining. Program: farm2 (running). Inventory: hay 892985, wood 1361707, carrot 43384, pumpkin 160516, cactus 1483944, bone 6442444, weird_substance 189281, gold 75632, water 7004, fertilizer 416. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 …
- 4h 40m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus +520160, carrot +89120, fertilizer -386, gold +20480, hay +162240, power +235.05, pumpkin +94208, water +85, weird_substance +29184, wood +680512. Game time: 4h 50m 26s elapsed, 1h 9m 34s of budget remaining.
- 4h 50msaidNeeds next: buy grass lvl 8 (wood ≈2.04M ≥ 1.56M) and keep the farm running; nothing else is affordable or useful. Both independent — sending together.
- 4h 50m
buy_upgradeupgrades=["grass"] · evidenceresult
Bought grass, now level 8. Paid wood 1560000. Game time: 4h 50m 36s elapsed, 1h 9m 24s of budget remaining.
- 4h 50m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus -3968, carrot -256, fertilizer +480, gold +20480, hay +326784, power +326.46, water +977, weird_substance -1280. Game time: 5h 46s elapsed, 59m 14s of budget remaining.
- 5h 00msaidNeeds next: only more run time — nothing new is affordable, and the end-game step (cash in any in-progress dino tail via `unhat`) depends on where the cycle is near the finish. Waiting now.
- 5h 00m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus +519984, carrot +89984, fertilizer -455, gold +20480, hay +411648, power -573.23, pumpkin +94208, water +731, weird_substance +33632, wood +723072. Game time: 5h 10m 56s elapsed, 49m 4s of budget remaining.
- 5h 10msaidNeeds next: only more run time (no upgrade is within reach: pumpkins lvl 7 ≈1M carrots vs ≈222k, trees lvl 9 ≈4.9M hay vs ≈2.1M). Waiting.
- 5h 10m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus -3824, carrot +44704, fertilizer -91, gold +20480, hay +337152, power +1498.58, water +519, weird_substance +20256, wood +382016. Game time: 5h 21m 6s elapsed, 38m 54s of budget remaining.
- 5h 21msaidNeeds next: only more run time; the end-game check (observe + possible `unhat`) must wait until ~10 minutes remain. Waiting.
- 5h 21m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus +519392, carrot +41248, fertilizer +160, gold +20480, hay +397248, power -1572.37, pumpkin +47104, water +1156, weird_substance +10240, wood +338240. Game time: 5h 31m 16s elapsed, 28m 44s of budget remaining.
- 5h 31msaidNeeds next: only more run time (no purchase pending). Waiting another 10 minutes.
- 5h 31m
waitseconds=600result
Waited 10m (time up). Program: farm2 running. Inventory change: bone +520200, cactus +258848, carrot +39904, fertilizer -116, gold +20480, hay +342912, power +1273.98, pumpkin +47104, water +517, weird_substance +22464, wood +273536. Game time: 5h 41m 26s elapsed, 18m 34s of budget remaining.
- 5h 41msaidNeeds next: (1) run ≈8 more minutes; (2) then observe the phase and, if a dino run is in progress near the end, cash the tail with `unhat` — (2) depends on (1). Only the wait goes now.
- 5h 41m
waitseconds=480result
Waited 8m (time up). Program: farm2 running. Inventory change: bone +520200, cactus +257776, carrot +44384, fertilizer +57, gold +20480, hay +397760, power -1190.36, pumpkin +47104, water +770, weird_substance +10400, wood +382272. Game time: 5h 49m 36s elapsed, 10m 24s of budget remaining.
- 5h 49msaidNeeds next: only an observation of the current phase — the final action (let it finish vs. `unhat` early) depends on it.
- 5h 49m
observeresult
Game time: 5h 49m 46s elapsed, 10m 14s of budget remaining. Program: farm2 (running). Inventory: hay 3279545, wood 2581355, carrot 388639, pumpkin 537348, cactus 3551976, bone 10083844, weird_substance 314177, gold 218992, water 11884, fertilizer 137, power 63.39. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 smal…
- 5h 49mthoughtI'll let the dino run continue for about 8 minutes, then with ~2 minutes left I'll stop and run `unhat` to bank any remaining progress (safe even if it's already finished). For now, I'm just waiting.
- 5h 49m
waitseconds=470result
Waited 7m 50s (time up). Program: farm2 running. Inventory change: bone +520200, cactus -3456, carrot -256, fertilizer +376, gold +20480, hay +327552, power +1593.32, water +427, weird_substance -1280. Game time: 5h 57m 46s elapsed, 2m 14s of budget remaining.
- 5h 57mthoughtThe dino task is done and banked (+520k bones), and the farm's sunflower phase is just finishing up — nothing else depends on these, so I'll let the last ~2 minutes run out and grab a final snapshot.
- 5h 57m
waitseconds=120result
Waited 2m (time up). Program: farm2 running. Inventory change: cactus +261968, carrot +45536, fertilizer -447, hay +16576, power -635.79, pumpkin +47104, water +84, weird_substance +19488, wood +344960. Game time: 5h 59m 56s elapsed, 4s of budget remaining.
- 5h 59m
observeresult
Game time: 6h elapsed, 0s of budget remaining. Program: farm2 (running). Inventory: hay 3623673, wood 2926315, carrot 433919, pumpkin 584452, cactus 3810408, bone 10604044, weird_substance 332385, gold 239472, water 12467, fertilizer 86, power 1229.65. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium,…
- 6h 00msaidThe 6-hour budget is used up. Final state of the farm: Final inventory (16x16 farm, 16 drones) | Resource | Amount | |---|---| | Bones | 10,604,044 | | Cactus | 3,810,408 | | Hay | 3,623,673 | | Wood | 2,926,315 | | Pumpkin | 584,452 | | Carrot | 433,919 | | Weird substance | 332,385 | | Gold | 239,472 | | Water | 12,467 | | Power | 1,230 | | Fertilizer | 86 | How it got there - Bootstrap (0–35 min): hand-unrolled harvests → loops/speed → expand → bush/carrot/tree layouts with position-based tile logic, watering, and fertilizer (which produces weird substance as a side-effect). - Phased single program `farm2`: each cycle runs carrot → tree/bush (checkerboard to avoid tree-adjacency growth penalty) → grass → one mega-pumpkin (whole farm merges) → cactus (plant all, bubble-sort rows then columns with `swap`, harvest once for `n²` yield) → dinosaur (Hamiltonian-cycle snake over the farm, cashed via `change_hat(Hats.Straw_Hat)` for tail²) → up to 10 mazes (right-hand wall follower to the treasure for gold) → sunflowers when power is low (harvest in descending-petal order for the 8× bonus). - Megafarm: `psweep` spawns one drone per column (up to `max_drones()`), with `wait_for` return values used to detect when a pumpkin field is fully grown; cactus sorting is also parallelized per row/column. - Upgrade path: expand to 16x16, megafarm to 16 drones, dinosaurs lvl 4, mazes lvl 4, cactus lvl 3, trees lvl 8, grass lvl 8, carrots lvl 7, pumpkins lvl 6, watering lvl 6, fertilizer maxed. Two things I'd do differently with more time: implement polyculture companions (unused 10× multiplier on grass/bush/tree/carrot) and reuse mazes instead of re-clearing the farm for each one.
Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 4,853 |
| Cache reads | 8,074,400 |
| Cache writes | 158,990 |
| Output | 60,864 |
| Thinking (subset of output where reported) | 25,040 |
| Total | 8,299,107 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-fable-5-1 | 8,297,688 | $8.27 |
| claude-haiku-5-5 | 1,419 | $0.00015 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $8.28 (cost reported by the agent itself; plan or subscription billing may differ).
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
| Run id | economy-v1-claude-fable-s1-a1-20261017T131502Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Claude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp) |
| Applied config | {"model":"fable","effort":"medium","fast":"absent"} |
| Models reported | claude-fable-5-1, claude-haiku-5-5 |
| Tools available | buy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program |
| Harness | cd417a33b3bf (uncommitted changes) |
| Bridge / game | ae01202f355c / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 7.84 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-17T13:15:02.819Z → 2026-10-17T13:28:55.251Z |
| Evidence | 67 items in evidence.json |