Claude Fable 5.1, seed 1

Claude Code · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • 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
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m32.2
2h 00m49.8
3h 00m55.4
4h 00m59.0
5h 00m61.7
6h 00m63.7
said0s · I'll start by observing the farm and checking the docs and research menu.2m 15s · I'm bootstrapping the farm: writing a harvest loop with `can_harvest()` and running it until I can afford the next upgrades (expand, plant).6m 35s · Buying expand (3x3) and operators now, then rerunning the bush program on the bigger farm.10m 55s · Writing a general 3x3 farm program using position-based crop assignment (grass / bush / carrot columns).14m 05s · Now I'll rewrite the farm program with functions, bush fix, and watering, then run it.17m 55s · Running the new 4x4 program now.27m 05s · Buying carrot/grass yield upgrades and fertilizer, and reading the fertilizer doc.34m 55s · Next: a sunflower phase (power doubles drone speed) and rebalancing hay. Checking the exact entity name and the measure() doc, then rewriting the program.46m 45s · Letting the farm run while resources accumulate toward cactus (5000 pumpkin) and mazes (1000 weird substance).1h 02m · Cactus is paying off massively. I'm buying dinosaurs, polyculture, pumpkin/carrot yield upgrades and fertilizer, then reading the dinosaur and polyculture docs.1h 07m · The 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 13m · Everything 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 · Next: buy mazes lvl 2 (doubles gold per maze toward megafarm), then let the farm run 5 minutes. Both can go now.1h 19m · Next I need only one thing: run the rewritten program and check the drone count / errors.1h 27m · Next I need the current research costs and the full inventory — both independent, so requesting them together.1h 27m · Needs: 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 ea1h 27m · Next I need only to run the program on the new 12x12 farm and watch its first full cycle.1h 35m · Needs: see what phase the farm is in (observe) and let it keep running (wait) — independent, so both now.1h 40m · Needs next: (1) wait until gold hits 8000, then (2) buy megafarm lvl 2 — (2) depends on (1), so only the wait goes now.1h 49m · Needs next: only run the new program and verify the parallel pumpkin/cactus phases work — nothing else is independent of that result.1h 56m · Needs 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 and2h 04m · Needs 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 14m · Needs 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 24m · Needs next: a fresh inventory snapshot and more run time — independent, so both now.2h 30m · Needs next: (1) wait until gold reaches 32,000, then (2) buy megafarm lvl 3 — (2) depends on (1). Only the wait goes now.2h 34m · Needs 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 44m · Needs 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 49m · Needs 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 50m · Needs 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 2h 51m · Needs next: only run the program on the 16x16 farm and verify the first cycle completes — nothing else is independent of that.3h 01m · Needs 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 — 3h 17m · Needs 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 indepe3h 27m · Needs 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 37m · Needs 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 3h 48m · Needs next: buy cactus lvl 3 (pumpkin ≈143k ≥ 120k now) and keep the farm running. Both independent — sending together.3h 58m · Needs 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 three4h 19m · Needs 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 — b4h 29m · Needs next: buy pumpkins lvl 6 (carrots ≈260k ≥ 256k), and keep the farm running. Independent — both now.4h 40m · Needs 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 50m · Needs 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.5h 00m · Needs 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 5h 10m · Needs 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 21m · Needs next: only more run time; the end-game check (observe + possible `unhat`) must wait until ~10 minutes remain. Waiting.5h 31m · Needs next: only more run time (no purchase pending). Waiting another 10 minutes.5h 41m · Needs 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).5h 49m · Needs next: only an observation of the current phase — the final action (let it finish vs. `unhat` early) depends on it.6h 00m · The 6-hour budget is used up. Final state of the farm: **Final inventory (16x16 farm, 16 drones)** | Resource | Amount | |---|---| | Bones | 10,604,044 | | Casaid: 47 entries, first at 0s
thought17m 05s · I'll create a 4x4 layout plan using grass, trees/bushes, and carrots, run it, then check the research menu for updated costs.1h 03m · I'll gather the hat names, the apple page, and the hats unlock purchase together since these tasks don't depend on each other.1h 07m · Next 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 18m · I'll request the megafarm, trees level 5, and dinosaurs level 2 together, and pull up the megafarm tutorial.1h 21m · Level 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 27m · I'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 48m · I'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 be2h 03m · I'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'3h 06m · I'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'r4h 09m · I 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 5h 49m · I'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 alread5h 57m · The 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 minthought: 12 entries, first at 17m 05s
read10s · docs_list 20s · research 30s · docs_read docs/home.md40s · docs_read docs/first_program.md50s · docs_read functions/harvest1m 00s · docs_read docs/getting_started.md2m 05s · docs_read docs/unlocks/speed.md4m 15s · docs_read unlocks/expand4m 25s · docs_read unlocks/plant4m 35s · docs_read docs/unlocks/expand_1.md4m 45s · docs_read docs/unlocks/plant.md6m 25s · research 9m 15s · docs_read unlocks/carrots9m 25s · docs_read unlocks/senses9m 35s · docs_read docs/unlocks/carrots.md9m 45s · docs_read docs/unlocks/senses.md9m 55s · docs_list 10m 05s · docs_read objects/carrot10m 15s · docs_read objects/bush10m 25s · docs_read docs/scripting/for.md10m 35s · docs_read docs/unlocks/expand_2.md10m 45s · docs_read objects/grass13m 25s · docs_read unlocks/watering13m 45s · docs_read docs/unlocks/watering.md13m 55s · docs_read docs/scripting/functions.md16m 25s · docs_read unlocks/trees16m 35s · docs_read unlocks/expand16m 55s · docs_read objects/tree17m 15s · research 21m 15s · docs_read unlocks/pumpkins21m 25s · docs_read objects/pumpkin21m 35s · docs_read docs/unlocks/pumpkins.md21m 45s · docs_read docs/unlocks/trees.md22m 25s · docs_read functions/plant27m 15s · docs_read unlocks/fertilizer27m 25s · docs_read unlocks/sunflowers27m 35s · docs_read docs/unlocks/fertilizer.md27m 45s · docs_read unlocks/mazes27m 55s · docs_read unlocks/polyculture28m 05s · docs_read unlocks/cactus33m 55s · research 34m 05s · docs_read objects/carrot34m 35s · docs_read docs/unlocks/sunflowers.md34m 45s · docs_read objects/sunflower35m 05s · docs_read functions/measure35m 15s · docs_read items/power46m 35s · docs_read unlocks/polyculture51m 44s · docs_read docs/unlocks/cactus.md51m 54s · docs_read objects/cactus52m 04s · docs_read docs/scripting/lists.md57m 14s · research 1h 02m · docs_read docs/unlocks/dinosaurs.md1h 02m · docs_read docs/unlocks/polyculture.md1h 03m · docs_read objects/apple1h 03m · docs_read functions/change_hat1h 06m · docs_read docs/unlocks/hats.md1h 07m · docs_read docs/unlocks/mazes.md1h 13m · research 1h 19m · docs_read docs/unlocks/megafarm.md1h 19m · docs_read functions/spawn_drone1h 27m · research 2h 04m · research 3h 01m · research 3h 58m · research read: 64 entries, first at 10s
runningrunning: 19 entries, first at 1m 30s
errorserrors: 1 entry, first at 1h 06m

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-playedcompared with Claude Fable 5.1's 3 valid seeds and the 8 models on seed 1

How it played

MeasureThis runModel meanSeed 1 meanWhat it counts
Resources opened11 of 1111 of 119.4 of 11scored resources produced at least once
Study646040docs and research reads
Action overhead10%11%9%game time spent looking, reading and typing (10 s per call)
Tool calls211244186every action the agent took
Program writes202933accepted saves of a program
Program stints192930times a program was started and left running
Median stint4m 40s4m 39s13m 58show long a program usually ran before the next change
Cost per point$0.130$0.209$0.069API-equivalent estimate ÷ score

Farm idle 3% of samples; longest stint 3h 08m; 2 rejected writes.

production11 of 11 resources produced

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.

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Bone10.6M produced · 7.03 pts
Bone10.6M produced · 7.03 pts
Wood6.8M produced · 6.83 pts
Wood6.8M produced · 6.83 pts
Hay6.1M produced · 6.78 pts
Hay6.1M produced · 6.78 pts
Cactus4.9M produced · 6.69 pts
Cactus4.9M produced · 6.69 pts
Carrot959.2K produced · 5.98 pts
Carrot959.2K produced · 5.98 pts
Pumpkin848.4K produced · 5.93 pts
Pumpkin848.4K produced · 5.93 pts
Gold409.5K produced · 5.61 pts
Gold409.5K produced · 5.61 pts
Weird substance360.4K produced · 5.56 pts
Weird substance360.4K produced · 5.56 pts
Water43.6K produced · 4.64 pts
Water43.6K produced · 4.64 pts
Power30.3K produced · 4.48 pts
Power30.3K produced · 4.48 pts
Fertilizer13.5K produced · 4.13 pts
Fertilizer13.5K produced · 4.13 pts
upgrades81 levels across 24 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 1m 55s
speedspeed: 5 entries, first at 1m 55s
expandexpand: 7 entries, first at 4m 15s
plantplant: 1 entry, first at 4m 15s
operatorsoperators: 1 entry, first at 6m 45s
carrotscarrots: 7 entries, first at 9m 15s
sensessenses: 1 entry, first at 9m 15s
variablesvariables: 1 entry, first at 12m 55s
grassgrass: 7 entries, first at 13m 15s
wateringwatering: 6 entries, first at 13m 15s
functionsfunctions: 2 entries, first at 13m 15s
treestrees: 8 entries, first at 16m 55s
debugdebug: 1 entry, first at 17m 45s
pumpkinspumpkins: 6 entries, first at 21m 15s
importimport: 1 entry, first at 21m 15s
fertilizerfertilizer: 4 entries, first at 27m 15s
sunflowerssunflowers: 1 entry, first at 34m 35s
listslists: 1 entry, first at 46m 25s
cactuscactus: 3 entries, first at 51m 44s
dinosaursdinosaurs: 4 entries, first at 1h 02m
hatshats: 4 entries, first at 1h 02m
polyculturepolyculture: 1 entry, first at 1h 02m
mazesmazes: 4 entries, first at 1h 07m
megafarmmegafarm: 4 entries, first at 1h 19m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
1m 45s{"upgrades":["loops","speed"]}loops 1, speed 1Bought 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 1Bought 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 1Bought 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 1Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
12m 45s{"upgrades":["variables"]}variables 1Bought 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 1Bought grass, now level 2. Paid hay 300.
16m 45s{"upgrades":["trees","expand","speed"]}trees 1, expand 3, speed 3Bought 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 1Bought 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 1Bought 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 1Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
33m 45s{"upgrades":["speed"]}speed 4Bought 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 1Bought 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 2Bought 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 4Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
51m 34s{"upgrades":["cactus","trees"]}cactus 1, trees 3Bought 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 4Bought 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 3Bought 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 5Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
1h 13m{"upgrades":["watering"]}watering 5Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md.
1h 13m{"upgrades":["mazes"]}mazes 2Bought 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 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 27m{"upgrades":["expand","carrots"]}expand 6, carrots 5Bought 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 4Bought 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 1Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
2h 03m{"upgrades":["cactus","megafarm"]}cactus 2Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
2h 04m{"upgrades":["grass"]}grass 6Bought grass, now level 6. Paid wood 62500.
2h 14m{"upgrades":["mazes"]}mazes 3Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
2h 34m{"upgrades":["megafarm"]}megafarm 3Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
2h 44m{"upgrades":["carrots"]}carrots 6Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
2h 51m{"upgrades":["expand","pumpkins"]}expand 7, pumpkins 5Bought 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 1Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
3h 27m{"upgrades":["watering"]}watering 6Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
3h 37m{"upgrades":["mazes","cactus"]}mazes 4Bought mazes, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/mazes.md.
3h 48m{"upgrades":["cactus"]}cactus 3Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
4h 09m{"upgrades":["trees","carrots"]}trees 8, carrots 7Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md.
4h 19m{"upgrades":["megafarm"]}megafarm 4Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.
4h 29m{"upgrades":["pumpkins"]}pumpkins 6Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
4h 50m{"upgrades":["grass"]}grass 8Bought grass, now level 8. Paid wood 1560000.

Programs 22 writes, code as the agent wrote it

start.py1 write · 1 ran · first at 1m 10s
  1. r11m 10sRanFinal30 lines · ran 15s
    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.py2 writes · 1 ran · first at 1m 55s
  1. r11m 55sSaved, never run2 lines
    while True:
        harvest()
    Write result the agent saw
    Saved loop (2 lines).
    Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
  2. r22m 15sRan3 lines · +2 −1 · ran 2m 50s
    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.py1 write · 1 ran · first at 5m 05s
  1. r15m 05sRan5 lines · ran 1m 40s
    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.py1 write · 1 ran · first at 6m 45s
  1. r16m 45sRan43 lines · ran 4m 10s
    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.py5 writes · 3 ran · first at 10m 55s
  1. r110m 55sRan15 lines · ran 2m 30s
    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)
  2. —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.
  3. r214m 05sRan23 lines · +18 −10 · ran 3m 10s
    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)
  4. —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.
  5. r317m 45sRan29 lines · +10 −4 · ran 4m 40s
    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.py11 writes · 10 ran · first at 22m 45s
  1. r122m 45sRan77 lines · ran 5m 20s
    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
  2. r228m 25sRan84 lines · +10 −3 · ran 6m 50s
    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
  3. r335m 35sRan117 lines · +38 −5 · ran 16m 29s
    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
  4. r452m 24sRan150 lines · +35 −2 · ran 4m 10s
    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
  5. r556m 54sRan160 lines · +10 −0 · ran 6m 20s
    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
  6. r61h 03mRan197 lines · +37 −0 · ran 2m 20s · 1 runtime error
    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.
  7. r71h 07mSaved, never run197 lines · +1 −1
    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.
  8. r81h 07mRan232 lines · +36 −1 · ran 11m 20s
    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
  9. r91h 19mRan240 lines · +23 −15 · ran 7m 40s
    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
  10. r101h 27mRan241 lines · +6 −5 · ran 21m 07s
    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
  11. r111h 49mRan263 lines · +57 −35 · ran 4h 10m
    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.py1 write · 1 ran · first at 1h 07m
  1. r11h 07mRanFinal2 lines · ran 1s
    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
log47 said · 12 thought · 211 tool calls

Step by step

  1. 0ssaidI'll start by observing the farm and checking the docs and research menu.
  2. 0sobserve
    result
    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)
  3. 10sdocs_list
    result
    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…
  4. 20sresearch
    result
    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…
  5. 30sdocs_read path="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]…
  6. 40sdocs_read path="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.
    ![](PlayButton50)
    
    You c…
  7. 50sdocs_read path="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.
  8. 1m 00sdocs_read path="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…
  9. 1m 10swrite_program name="start" · evidence
    result
    Saved start (30 lines).
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
  10. 1m 20srun_program name="start" seconds=60
    result
    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)
  11. 1m 45sbuy_upgrade upgrades=["loops","speed"] · evidence
    result
    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.
  12. 1m 55swrite_program name="loop" · evidence
    result
    Saved loop (2 lines).
    Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
  13. 2m 05sdocs_read path="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…
  14. 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).
  15. 2m 15swrite_program name="loop" · evidence
    result
    Saved loop (3 lines).
    Game time: 2m 25s elapsed, 5h 57m 35s of budget remaining.
  16. 2m 25srun_program name="loop" seconds=90
    result
    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)
  17. 4m 05sbuy_upgrade upgrades=["expand","plant","speed"] · evidence
    result
    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.
  18. 4m 15sdocs_read path="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.
  19. 4m 25sdocs_read path="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.
  20. 4m 35sdocs_read path="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…
  21. 4m 45sdocs_read path="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…
  22. 4m 55sobserve
    result
    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)
  23. 5m 05swrite_program name="bush" · evidence
    result
    Saved bush (5 lines).
    Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining.
  24. 5m 15srun_program name="bush" seconds=60
    result
    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)
  25. 6m 25sresearch
    result
    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…
  26. 6m 35ssaidBuying expand (3x3) and operators now, then rerunning the bush program on the bigger farm.
  27. 6m 35sbuy_upgrade upgrades=["expand","operators"] · evidence
    result
    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.
  28. 6m 45swrite_program name="farm3" · evidence
    result
    Saved farm3 (43 lines).
    Game time: 6m 55s elapsed, 5h 53m 5s of budget remaining.
  29. 6m 55srun_program name="farm3" seconds=120
    result
    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)
  30. 9m 05sbuy_upgrade upgrades=["carrots","speed","senses"] · evidence
    result
    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.
  31. 9m 15sdocs_read path="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.
  32. 9m 25sdocs_read path="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.
  33. 9m 35sdocs_read path="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…
  34. 9m 45sdocs_read path="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…
  35. 9m 55sdocs_list
    result
    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…
  36. 10m 05sdocs_read path="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.
  37. 10m 15sdocs_read path="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.
  38. 10m 25sdocs_read path="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.
    
    ##…
  39. 10m 35sdocs_read path="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…
  40. 10m 45sdocs_read path="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.
  41. 10m 55ssaidWriting a general 3x3 farm program using position-based crop assignment (grass / bush / carrot columns).
  42. 10m 55swrite_program name="farm" · evidence
    result
    Saved farm (15 lines).
    Game time: 11m 5s elapsed, 5h 48m 55s of budget remaining.
  43. 11m 05srun_program name="farm" seconds=90
    result
    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)
  44. 12m 45sbuy_upgrade upgrades=["variables"] · evidence
    result
    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.
  45. 12m 55sobserve
    result
    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…
  46. 13m 05sbuy_upgrade upgrades=["grass","watering","functions"] · evidence
    result
    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.
  47. 13m 15swrite_program name="farm" · evidence
    result
    Stop the program before editing it.
  48. 13m 25sdocs_read path="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.
  49. 13m 35sstop_program
    result
    Program stopped.
    Game time: 13m 45s elapsed, 5h 46m 15s of budget remaining.
  50. 13m 45sdocs_read path="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…
  51. 13m 55sdocs_read path="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…
  52. 14m 05ssaidNow I'll rewrite the farm program with functions, bush fix, and watering, then run it.
  53. 14m 05swrite_program name="farm" · evidence
    result
    Saved farm (23 lines).
    Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
  54. 14m 15srun_program name="farm" seconds=120
    result
    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)
  55. 16m 25sdocs_read path="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.
  56. 16m 35sdocs_read path="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.
  57. 16m 45sbuy_upgrade upgrades=["trees","expand","speed"] · evidence
    result
    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.
  58. 16m 55sdocs_read path="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.
  59. 17m 05sthoughtI'll create a 4x4 layout plan using grass, trees/bushes, and carrots, run it, then check the research menu for updated costs.
  60. 17m 05swrite_program name="farm" · evidence
    result
    Stop the program before editing it.
  61. 17m 15sresearch
    result
    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…
  62. 17m 25sstop_program
    result
    Program stopped.
    Game time: 17m 35s elapsed, 5h 42m 25s of budget remaining.
  63. 17m 35sbuy_upgrade upgrades=["trees","debug"] · evidence
    result
    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.
  64. 17m 45swrite_program name="farm" · evidence
    result
    Saved farm (29 lines).
    Game time: 17m 55s elapsed, 5h 42m 5s of budget remaining.
  65. 17m 55ssaidRunning the new 4x4 program now.
  66. 17m 55srun_program name="farm" seconds=180
    result
    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)
  67. 21m 05sbuy_upgrade upgrades=["pumpkins","expand","watering","import"] · evidence
    result
    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…
  68. 21m 15sdocs_read path="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.
  69. 21m 25sdocs_read path="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.
  70. 21m 35sdocs_read path="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…
  71. 21m 45sdocs_read path="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…
  72. 21m 55sobserve
    result
    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  …
  73. 22m 05sdocs_search query="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…
  74. 22m 15sdocs_search query="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…
  75. 22m 25sdocs_read path="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.
  76. 22m 35sstop_program
    result
    Program stopped.
    Game time: 22m 45s elapsed, 5h 37m 15s of budget remaining.
  77. 22m 45swrite_program name="farm2" · evidence
    result
    Saved farm2 (77 lines).
    Game time: 22m 55s elapsed, 5h 37m 5s of budget remaining.
  78. 22m 55srun_program name="farm2" seconds=240
    result
    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
  79. 27m 05ssaidBuying carrot/grass yield upgrades and fertilizer, and reading the fertilizer doc.
  80. 27m 05sbuy_upgrade upgrades=["carrots","grass","fertilizer"] · evidence
    result
    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.
  81. 27m 15sdocs_read path="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.
  82. 27m 25sdocs_read path="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.
  83. 27m 35sdocs_read path="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…
  84. 27m 45sdocs_read path="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.
  85. 27m 55sdocs_read path="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.
  86. 28m 05sdocs_read path="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.
  87. 28m 15sstop_program
    result
    Program stopped.
    Game time: 28m 25s elapsed, 5h 31m 35s of budget remaining.
  88. 28m 25swrite_program name="farm2" · evidence
    result
    Saved farm2 (84 lines).
    Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining.
  89. 28m 35srun_program name="farm2" seconds=300
    result
    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
  90. 33m 45sbuy_upgrade upgrades=["speed"] · evidence
    result
    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.
  91. 33m 55sresearch
    result
    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…
  92. 34m 05sdocs_read path="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.
  93. 34m 15sobserve
    result
    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 …
  94. 34m 25sbuy_upgrade upgrades=["watering","carrots","sunflowers"] · evidence
    result
    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.
  95. 34m 35sdocs_read path="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…
  96. 34m 45sdocs_read path="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…
  97. 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.
  98. 34m 55sdocs_search query="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.
  99. 35m 05sdocs_read path="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…
  100. 35m 15sdocs_read path="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.
  101. 35m 25sstop_program
    result
    Program stopped.
    Game time: 35m 35s elapsed, 5h 24m 25s of budget remaining.
  102. 35m 35swrite_program name="farm2" · evidence
    result
    Saved farm2 (117 lines).
    Game time: 35m 45s elapsed, 5h 24m 15s of budget remaining.
  103. 35m 45srun_program name="farm2" seconds=300
    result
    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):
            ^^                
    -------------------------…
  104. 40m 55sbuy_upgrade upgrades=["pumpkins","expand","fertilizer"] · evidence
    result
    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.
  105. 41m 05swait seconds=300
    result
    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.
  106. 46m 15sbuy_upgrade upgrades=["speed","lists","grass"] · evidence
    result
    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.
  107. 46m 25sobserve
    result
    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  #…
  108. 46m 35sdocs_read path="unlocks/polyculture" show_hints=true
    result
    ## 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.
  109. 46m 45ssaidLetting the farm run while resources accumulate toward cactus (5000 pumpkin) and mazes (1000 weird substance).
  110. 46m 45swait seconds=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.
  111. 51m 34sbuy_upgrade upgrades=["cactus","trees"] · evidence
    result
    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.
  112. 51m 44sdocs_read path="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 `…
  113. 51m 54sdocs_read path="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.
  114. 52m 04sdocs_read path="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…
  115. 52m 14sstop_program
    result
    Program stopped.
    Game time: 52m 24s elapsed, 5h 7m 36s of budget remaining.
  116. 52m 24swrite_program name="farm2" · evidence
    result
    Saved farm2 (150 lines).
    Game time: 52m 34s elapsed, 5h 7m 26s of budget remaining.
  117. 52m 34srun_program name="farm2" seconds=240
    result
    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)
        ^^ 
    ---------------------…
  118. 56m 44sstop_program
    result
    Program stopped.
    Game time: 56m 54s elapsed, 5h 3m 6s of budget remaining.
  119. 56m 54swrite_program name="farm2" · evidence
    result
    Saved farm2 (160 lines).
    Game time: 57m 4s elapsed, 5h 2m 56s of budget remaining.
  120. 57m 04sbuy_upgrade upgrades=["watering","trees","carrots"] · evidence
    result
    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.
  121. 57m 14sresearch
    result
    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/…
  122. 57m 24srun_program name="farm2" seconds=300
    result
    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
  123. 1h 02msaidCactus is paying off massively. I'm buying dinosaurs, polyculture, pumpkin/carrot yield upgrades and fertilizer, then reading the dinosaur and polyculture docs.
  124. 1h 02mbuy_upgrade upgrades=["dinosaurs","polyculture","pumpkins","carrots","fertilizer"] · evidence
    result
    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…
  125. 1h 02mdocs_read path="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 …
  126. 1h 02mdocs_read path="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…
  127. 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.
  128. 1h 03mbuy_upgrade upgrades=["hats"] · evidence
    result
    Could not buy hats: Already at maximum level.
  129. 1h 03mdocs_read path="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.
  130. 1h 03mdocs_search query="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…
  131. 1h 03mdocs_read path="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.
  132. 1h 03mstop_program
    result
    Program stopped.
    Game time: 1h 3m 54s elapsed, 4h 56m 6s of budget remaining.
  133. 1h 03mwrite_program name="farm2" · evidence
    result
    Saved farm2 (197 lines).
    Game time: 1h 4m 4s elapsed, 4h 55m 56s of budget remaining.
  134. 1h 04mrun_program name="farm2" seconds=300
    result
    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:…
  135. 1h 06mdocs_read path="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.
  136. 1h 06mobserve
    result
    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:…
  137. 1h 06mdocs_search query="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.
  138. 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.
  139. 1h 07mwrite_program name="unhat" · evidence
    result
    Saved unhat (2 lines).
    Game time: 1h 7m 14s elapsed, 4h 52m 46s of budget remaining.
  140. 1h 07mrun_program name="unhat" seconds=20
    result
    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
  141. 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.
  142. 1h 07mwrite_program name="farm2" · evidence
    result
    Saved farm2 (197 lines).
    Game time: 1h 7m 35s elapsed, 4h 52m 25s of budget remaining.
  143. 1h 07mbuy_upgrade upgrades=["mazes","grass"] · evidence
    result
    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.
  144. 1h 07mdocs_read path="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…
  145. 1h 07mwrite_program name="farm2" · evidence
    result
    Saved farm2 (232 lines).
    Game time: 1h 8m 5s elapsed, 4h 51m 55s of budget remaining.
  146. 1h 08mrun_program name="farm2" seconds=300
    result
    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
  147. 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.
  148. 1h 13mresearch
    result
    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…
  149. 1h 13mbuy_upgrade upgrades=["watering"] · evidence
    result
    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.
  150. 1h 13msaidNext: buy mazes lvl 2 (doubles gold per maze toward megafarm), then let the farm run 5 minutes. Both can go now.
  151. 1h 13mbuy_upgrade upgrades=["mazes"] · evidence
    result
    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.
  152. 1h 13mwait seconds=300
    result
    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.
  153. 1h 18mthoughtI'll request the megafarm, trees level 5, and dinosaurs level 2 together, and pull up the megafarm tutorial.
  154. 1h 18mbuy_upgrade upgrades=["megafarm","trees","dinosaurs"] · evidence
    result
    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.
  155. 1h 19mdocs_read path="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…
  156. 1h 19mdocs_read path="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…
  157. 1h 19mstop_program
    result
    Program stopped.
    Game time: 1h 19m 35s elapsed, 4h 40m 25s of budget remaining.
  158. 1h 19mwrite_program name="farm2" · evidence
    result
    Saved farm2 (240 lines).
    Game time: 1h 19m 45s elapsed, 4h 40m 15s of budget remaining.
  159. 1h 19msaidNext I need only one thing: run the rewritten program and check the drone count / errors.
  160. 1h 19mrun_program name="farm2" seconds=120
    result
    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
  161. 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.
  162. 1h 21mwait seconds=300
    result
    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.
  163. 1h 27msaidNext I need the current research costs and the full inventory — both independent, so requesting them together.
  164. 1h 27mresearch
    result
    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…
  165. 1h 27mobserve
    result
    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…
  166. 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.
  167. 1h 27mstop_program
    result
    Program stopped.
    Game time: 1h 27m 35s elapsed, 4h 32m 25s of budget remaining.
  168. 1h 27mbuy_upgrade upgrades=["expand","carrots"] · evidence
    result
    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.
  169. 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.
  170. 1h 27mwrite_program name="farm2" · evidence
    result
    Saved farm2 (241 lines).
    Game time: 1h 27m 55s elapsed, 4h 32m 5s of budget remaining.
  171. 1h 27msaidNext I need only to run the program on the new 12x12 farm and watch its first full cycle.
  172. 1h 27mrun_program name="farm2" seconds=420
    result
    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
  173. 1h 35msaidNeeds: see what phase the farm is in (observe) and let it keep running (wait) — independent, so both now.
  174. 1h 35mobserve
    result
    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…
  175. 1h 35mwait seconds=300
    result
    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.
  176. 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.
  177. 1h 40mwait seconds=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.
  178. 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.
  179. 1h 48mbuy_upgrade upgrades=["megafarm","pumpkins","fertilizer"] · evidence
    result
    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.
  180. 1h 49mstop_program
    result
    Program stopped.
    Game time: 1h 49m 12s elapsed, 4h 10m 48s of budget remaining.
  181. 1h 49mwrite_program name="farm2" · evidence
    result
    Saved farm2 (263 lines).
    Game time: 1h 49m 22s elapsed, 4h 10m 38s of budget remaining.
  182. 1h 49msaidNeeds next: only run the new program and verify the parallel pumpkin/cactus phases work — nothing else is independent of that result.
  183. 1h 49mrun_program name="farm2" seconds=420
    result
    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…
  184. 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.
  185. 1h 56mbuy_upgrade upgrades=["trees","dinosaurs"] · evidence
    result
    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.
  186. 1h 56mwait seconds=420
    result
    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.
  187. 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.
  188. 2h 03mbuy_upgrade upgrades=["cactus","megafarm"] · evidence
    result
    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.
  189. 2h 04mresearch
    result
    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…
  190. 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.
  191. 2h 04mbuy_upgrade upgrades=["grass"] · evidence
    result
    Bought grass, now level 6. Paid wood 62500.
    Game time: 2h 4m 22s elapsed, 3h 55m 38s of budget remaining.
  192. 2h 04mwait seconds=600
    result
    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.
  193. 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.
  194. 2h 14mbuy_upgrade upgrades=["mazes"] · evidence
    result
    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.
  195. 2h 14mwait seconds=600
    result
    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.
  196. 2h 24msaidNeeds next: a fresh inventory snapshot and more run time — independent, so both now.
  197. 2h 24mobserve
    result
    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…
  198. 2h 25mwait seconds=300
    result
    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.
  199. 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.
  200. 2h 30mwait seconds=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.
  201. 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.
  202. 2h 34mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    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.
  203. 2h 34mwait seconds=600
    result
    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.
  204. 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.
  205. 2h 44mobserve
    result
    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…
  206. 2h 44mbuy_upgrade upgrades=["carrots"] · evidence
    result
    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.
  207. 2h 44mwait seconds=300
    result
    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.
  208. 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.
  209. 2h 49mwait seconds=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.
  210. 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.
  211. 2h 50mstop_program
    result
    Program stopped.
    Game time: 2h 51m 6s elapsed, 3h 8m 54s of budget remaining.
  212. 2h 51mbuy_upgrade upgrades=["expand","pumpkins"] · evidence
    result
    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.
  213. 2h 51msaidNeeds next: only run the program on the 16x16 farm and verify the first cycle completes — nothing else is independent of that.
  214. 2h 51mrun_program name="farm2" seconds=600
    result
    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
  215. 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.
  216. 3h 01mobserve
    result
    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)…
  217. 3h 01mresearch
    result
    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…
  218. 3h 01mwait seconds=300
    result
    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.
  219. 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.
  220. 3h 06mbuy_upgrade upgrades=["trees","grass","dinosaurs"] · evidence
    result
    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.
  221. 3h 07mwait seconds=600
    result
    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.
  222. 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.
  223. 3h 17mobserve
    result
    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…
  224. 3h 17mwait seconds=600
    result
    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.
  225. 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.
  226. 3h 27mbuy_upgrade upgrades=["watering"] · evidence
    result
    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.
  227. 3h 27mwait seconds=600
    result
    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.
  228. 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.
  229. 3h 37mbuy_upgrade upgrades=["mazes","cactus"] · evidence
    result
    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.
  230. 3h 38mwait seconds=600
    result
    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.
  231. 3h 48msaidNeeds next: buy cactus lvl 3 (pumpkin ≈143k ≥ 120k now) and keep the farm running. Both independent — sending together.
  232. 3h 48mbuy_upgrade upgrades=["cactus"] · evidence
    result
    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.
  233. 3h 48mwait seconds=600
    result
    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.
  234. 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.
  235. 3h 58mobserve
    result
    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…
  236. 3h 58mresearch
    result
    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…
  237. 3h 58mwait seconds=600
    result
    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.
  238. 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.
  239. 4h 09mbuy_upgrade upgrades=["trees","carrots"] · evidence
    result
    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.
  240. 4h 09mwait seconds=600
    result
    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.
  241. 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.
  242. 4h 19mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    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.
  243. 4h 19mwait seconds=600
    result
    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.
  244. 4h 29msaidNeeds next: buy pumpkins lvl 6 (carrots ≈260k ≥ 256k), and keep the farm running. Independent — both now.
  245. 4h 29mbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    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.
  246. 4h 29mwait seconds=600
    result
    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.
  247. 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.
  248. 4h 40mobserve
    result
    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 …
  249. 4h 40mwait seconds=600
    result
    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.
  250. 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.
  251. 4h 50mbuy_upgrade upgrades=["grass"] · evidence
    result
    Bought grass, now level 8. Paid wood 1560000.
    Game time: 4h 50m 36s elapsed, 1h 9m 24s of budget remaining.
  252. 4h 50mwait seconds=600
    result
    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.
  253. 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.
  254. 5h 00mwait seconds=600
    result
    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.
  255. 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.
  256. 5h 10mwait seconds=600
    result
    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.
  257. 5h 21msaidNeeds next: only more run time; the end-game check (observe + possible `unhat`) must wait until ~10 minutes remain. Waiting.
  258. 5h 21mwait seconds=600
    result
    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.
  259. 5h 31msaidNeeds next: only more run time (no purchase pending). Waiting another 10 minutes.
  260. 5h 31mwait seconds=600
    result
    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.
  261. 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.
  262. 5h 41mwait seconds=480
    result
    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.
  263. 5h 49msaidNeeds next: only an observation of the current phase — the final action (let it finish vs. `unhat` early) depends on it.
  264. 5h 49mobserve
    result
    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…
  265. 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.
  266. 5h 49mwait seconds=470
    result
    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.
  267. 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.
  268. 5h 57mwait seconds=120
    result
    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.
  269. 5h 59mobserve
    result
    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,…
  270. 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.

spentreported alongside the score, never folded into it

What it spent

API-equivalent cost (estimate)agent-session (one point per model request)

API-equivalent estimate at list prices; not an actual charge

Tokens

Input (uncached)4,853
Cache reads8,074,400
Cache writes158,990
Output60,864
Thinking (subset of output where reported)25,040
Total8,299,107
ModelTokensEstimate
claude-fable-5-18,297,688$8.27
claude-haiku-5-51,419$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).

conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
Run ideconomy-v1-claude-fable-s1-a1-20261017T131502Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentClaude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp)
Applied config{"model":"fable","effort":"medium","fast":"absent"}
Models reportedclaude-fable-5-1, claude-haiku-5-5
Tools availablebuy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program
Harnesscd417a33b3bf (uncommitted changes)
Bridge / gameae01202f355c / 953fea25964f
Adaptersclaude-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 / ended2026-10-17T13:15:02.819Z → 2026-10-17T13:28:55.251Z
Evidence67 items in evidence.json