Claude Haiku 5.5, seed 1

Claude Code · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 346k produced, 5.54 points
  • Wood 760k produced, 5.88 points
  • Carrot 118k produced, 5.07 points
  • Pumpkin 93.1k produced, 4.97 points
  • Cactus 119k produced, 5.07 points
  • Power 3.67k produced, 3.56 points
  • Bone not produced
  • Weird substance not produced
  • Gold not produced
  • Water 19k produced, 4.28 points
  • Fertilizer not produced

Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.

Score · economy-v1
34.38orders of magnitude · model mean 36.23
On seed 1
#7of 8 models
Cost
$0.61API-equivalent estimate
Real time
10m 37swall 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 00m15.8
2h 00m25.8
3h 00m31.5
4h 00m32.6
5h 00m33.6
6h 00m34.4
runningrunning: 53 entries, first at 1m 10s
errorserrors: 2 entries, first at 12m 06s

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 Haiku 5.5's 3 valid seeds and the 8 models on seed 1

How it played

MeasureThis runModel meanSeed 1 meanWhat it counts
Resources opened7 of 117.7 of 119.4 of 11scored resources produced at least once
Study414740docs and research reads
Action overhead11%14%9%game time spent looking, reading and typing (10 s per call)
Tool calls234297186every action the agent took
Program writes504933accepted saves of a program
Program stints404530times a program was started and left running
Median stint5m 20s3m 18s13m 58show long a program usually ran before the next change
Cost per point$0.018$0.022$0.069API-equivalent estimate ÷ score

Farm idle 7% of samples; longest stint 55m 40s; 0 rejected writes.

production7 of 7 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
Wood759.9K produced · 5.88 pts
Wood759.9K produced · 5.88 pts
Hay345.5K produced · 5.54 pts
Hay345.5K produced · 5.54 pts
Cactus118.8K produced · 5.07 pts
Cactus118.8K produced · 5.07 pts
Carrot117.5K produced · 5.07 pts
Carrot117.5K produced · 5.07 pts
Pumpkin93.1K produced · 4.97 pts
Pumpkin93.1K produced · 4.97 pts
Water19K produced · 4.28 pts
Water19K produced · 4.28 pts
Power3.7K produced · 3.56 pts
Power3.7K produced · 3.56 pts
upgrades49 levels across 18 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 1m 53s
speedspeed: 5 entries, first at 1m 53s
expandexpand: 6 entries, first at 19m 03s
plantplant: 1 entry, first at 19m 03s
carrotscarrots: 6 entries, first at 26m 59s
grassgrass: 5 entries, first at 31m 15s
treestrees: 6 entries, first at 36m 20s
operatorsoperators: 1 entry, first at 36m 20s
wateringwatering: 5 entries, first at 36m 20s
variablesvariables: 1 entry, first at 36m 20s
functionsfunctions: 2 entries, first at 43m 50s
pumpkinspumpkins: 3 entries, first at 49m 45s
sensessenses: 1 entry, first at 56m 45s
sunflowerssunflowers: 1 entry, first at 1h 02m
polyculturepolyculture: 1 entry, first at 1h 44m
cactuscactus: 2 entries, first at 2h 01m
dinosaursdinosaurs: 1 entry, first at 2h 26m
hatshats: 1 entry, first at 2h 26m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
1m 43s{"upgrades":["loops","speed"]}loops 1, speed 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
18m 53s{"upgrades":["expand","plant","expand"]}expand 1, plant 1Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
25m 29s{"upgrades":["expand","speed"]}expand 2, speed 2Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
26m 49s{"upgrades":["carrots"]}carrots 1Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
31m 05s{"upgrades":["expand","speed","grass","operators"]}expand 3, speed 3, grass 2Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
36m 10s{"upgrades":["trees","operators","watering","variables"]}trees 1, operators 1, watering 1, variables 1Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
43m 20s{"upgrades":["expand","carrots","speed"]}expand 4, carrots 2, speed 4Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
43m 40s{"upgrades":["functions"]}functions 1, functions 1Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
49m 35s{"upgrades":["pumpkins","speed","grass","watering","watering"]}pumpkins 1, speed 5, grass 3, watering 2Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
56m 35s{"upgrades":["senses","watering","watering","grass"]}senses 1, watering 3Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
1h 02m{"upgrades":["sunflowers","grass"]}sunflowers 1, grass 4Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
1h 21m{"upgrades":["trees","carrots","pumpkins"]}trees 2, carrots 3Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
1h 21m{"upgrades":["expand"]}expand 5Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
1h 33m{"upgrades":["pumpkins","carrots","trees","watering"]}pumpkins 2, carrots 4, trees 3, watering 4Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
1h 44m{"upgrades":["polyculture","cactus","grass","carrots"]}polyculture 1, grass 5, carrots 5Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
2h 01m{"upgrades":["cactus"]}cactus 1Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
2h 26m{"upgrades":["pumpkins","grass","dinosaurs","trees"]}pumpkins 3, grass 6, dinosaurs 1, hats 1, trees 4Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
3h 19m{"upgrades":["expand"]}expand 6Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
4h 12m{"upgrades":["cactus"]}cactus 2Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
4h 12m{"upgrades":["grass","trees","carrots","watering"]}trees 5, carrots 6, watering 5Could not buy grass: Not enough resources.
5h 13m{"upgrades":["grass","trees","carrots"]}trees 6Could not buy grass: Not enough resources.
5h 38m{"upgrades":["cactus","grass","carrots"]}—Could not buy cactus: Not enough resources.

Programs 50 writes, code as the agent wrote it

hay.py8 writes · 8 ran · first at 50s
  1. r150sRan5 lines · ran 3s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved hay (5 lines).
    Game time: 1m elapsed, 5h 59m of budget remaining.
    run_program at 1m 00s for 30s (agent saw)
    Ran hay for 3s of game time; it finished.
    Inventory change: hay +5.
    Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining.
    Output:
    (none)
  2. r21m 13sRan20 lines · +15 −0 · ran 10s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Changes from the previous revision
      harvest()
      harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    
    Write result the agent saw
    Saved hay (20 lines).
    Game time: 1m 23s elapsed, 5h 58m 37s of budget remaining.
    run_program at 1m 23s for 60s (agent saw)
    Ran hay for 10s of game time; it finished.
    Inventory change: hay +20.
    Game time: 1m 43s elapsed, 5h 58m 17s of budget remaining.
    Output:
    (none)
  3. r31m 53sRan2 lines · +2 −20 · ran 7m 50s
    while True:
        harvest()
    Changes from the previous revision
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    + while True:
    +     harvest()
    
    Write result the agent saw
    Saved hay (2 lines).
    Game time: 2m 3s elapsed, 5h 57m 57s of budget remaining.
    run_program at 2m 03s for 120s (agent saw)
    Ran hay for 2m of game time; it is still running.
    Inventory change: hay +1.
    Game time: 4m 13s elapsed, 5h 55m 47s of budget remaining.
    Output:
    (none)
  4. r410m 13sRan10 lines · +10 −2 · ran 3s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Changes from the previous revision
    - while True:
    -     harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    
    Write result the agent saw
    Saved hay (10 lines).
    Game time: 10m 23s elapsed, 5h 49m 37s of budget remaining.
    run_program at 10m 23s for 30s (agent saw)
    Ran hay for 3s of game time; it finished.
    Inventory change: hay +1.
    Game time: 10m 36s elapsed, 5h 49m 24s of budget remaining.
    Output:
    (none)
  5. r511m 16sRan1 lines · +0 −9 · ran 0s
    harvest()
    Changes from the previous revision
      harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    
    Write result the agent saw
    Saved hay (1 lines).
    Game time: 11m 26s elapsed, 5h 48m 34s of budget remaining.
    run_program at 11m 26s for 20s (agent saw)
    Ran hay for 0s of game time; it finished.
    Inventory change: hay +1.
    Game time: 11m 36s elapsed, 5h 48m 24s of budget remaining.
    Output:
    (none)
  6. r611m 46sRan3 lines · +3 −1 · 1 runtime error
    for i in range(10):
        harvest()
        do_a_flip()
    Changes from the previous revision
    - harvest()
    + for i in range(10):
    +     harvest()
    +     do_a_flip()
    
    Write result the agent saw
    Saved hay (3 lines).
    Game time: 11m 56s elapsed, 5h 48m 4s of budget remaining.
    run_program at 11m 56s for 60s (agent saw)
    Ran hay for 1m of game time; it stopped with an error: This must be unlocked before it can be used.
    Inventory change: no change.
    Game time: 13m 6s elapsed, 5h 46m 54s of budget remaining.
    Output:
    Error: This must be unlocked before it can be used.
    In: 
    for i in range(10):
                  ^^   
    --------------------------------------------------------------------
    Runtime error at 12m 06s (telemetry; not shown to the agent)
    This must be unlocked before it can be used.
  7. r713m 06sRan10 lines · +10 −3 · ran 7s
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    Changes from the previous revision
    - for i in range(10):
    -     harvest()
    -     do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    
    Write result the agent saw
    Saved hay (10 lines).
    Game time: 13m 16s elapsed, 5h 46m 44s of budget remaining.
    run_program at 13m 16s for 30s (agent saw)
    Ran hay for 7s of game time; it finished.
    Inventory change: hay +5.
    Game time: 13m 33s elapsed, 5h 46m 27s of budget remaining.
    Output:
    (none)
  8. r813m 33sRan3 lines · +3 −10 · ran 6m 10s
    while True:
        harvest()
        do_a_flip()
    Changes from the previous revision
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    + while True:
    +     harvest()
    +     do_a_flip()
    
    Write result the agent saw
    Saved hay (3 lines).
    Game time: 13m 43s elapsed, 5h 46m 17s of budget remaining.
    run_program at 13m 43s for 300s (agent saw)
    Ran hay for 5m of game time; it is still running.
    Inventory change: hay +226.
    Game time: 18m 53s elapsed, 5h 41m 7s of budget remaining.
    Output:
    (none)
wood.py4 writes · 4 ran · first at 20m 03s
  1. r120m 03sRan1 lines · ran 0s
    plant(Entities.Bush)
    Write result the agent saw
    Saved wood (1 lines).
    Game time: 20m 13s elapsed, 5h 39m 47s of budget remaining.
    run_program at 20m 13s for 10s (agent saw)
    Ran wood for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 20m 23s elapsed, 5h 39m 37s of budget remaining.
    Output:
    (none)
  2. r220m 33sRan4 lines · +4 −1 · ran 1m 20s
    while True:
        harvest()
        plant(Entities.Bush)
        do_a_flip()
    Changes from the previous revision
    - plant(Entities.Bush)
    + while True:
    +     harvest()
    +     plant(Entities.Bush)
    +     do_a_flip()
    
    Write result the agent saw
    Saved wood (4 lines).
    Game time: 20m 43s elapsed, 5h 39m 17s of budget remaining.
    run_program at 20m 43s for 60s (agent saw)
    Ran wood for 1m of game time; it is still running.
    Inventory change: wood +1.
    Game time: 21m 53s elapsed, 5h 38m 7s of budget remaining.
    Output:
    (none)
  3. r322m 13sRan8 lines · +8 −4 · ran 6s
    harvest()
    plant(Entities.Bush)
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    do_a_flip()
    harvest()
    Changes from the previous revision
    - while True:
    -     harvest()
    -     plant(Entities.Bush)
    -     do_a_flip()
    + harvest()
    + plant(Entities.Bush)
    + do_a_flip()
    + do_a_flip()
    + do_a_flip()
    + do_a_flip()
    + do_a_flip()
    + harvest()
    
    Write result the agent saw
    Saved wood (8 lines).
    Game time: 22m 23s elapsed, 5h 37m 37s of budget remaining.
    run_program at 22m 23s for 20s (agent saw)
    Ran wood for 6s of game time; it finished.
    Inventory change: hay +1, wood +1.
    Game time: 22m 39s elapsed, 5h 37m 21s of budget remaining.
    Output:
    (none)
  4. r422m 39sRan8 lines · +8 −8 · ran 5m 09s
    while True:
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
    Changes from the previous revision
    - harvest()
    - plant(Entities.Bush)
    - do_a_flip()
    - do_a_flip()
    - do_a_flip()
    - do_a_flip()
    - do_a_flip()
    - harvest()
    + while True:
    +     harvest()
    +     plant(Entities.Bush)
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    
    Write result the agent saw
    Saved wood (8 lines).
    Game time: 22m 49s elapsed, 5h 37m 11s of budget remaining.
    run_program at 22m 49s for 150s (agent saw)
    Ran wood for 2m 30s of game time; it is still running.
    Inventory change: hay +1, wood +66.
    Game time: 25m 29s elapsed, 5h 34m 31s of budget remaining.
    Output:
    (none)
setup.py4 writes · 3 ran · first at 28m 09s
  1. r128m 09sRan28 lines · ran 6s
    harvest()
    till()
    plant(Entities.Carrot)
    move(East)
    harvest()
    till()
    plant(Entities.Carrot)
    move(East)
    harvest()
    till()
    plant(Entities.Carrot)
    move(East)
    move(North)
    harvest()
    plant(Entities.Bush)
    move(East)
    harvest()
    plant(Entities.Bush)
    move(East)
    harvest()
    plant(Entities.Bush)
    move(East)
    move(North)
    move(East)
    move(East)
    move(East)
    move(South)
    move(South)
    Write result the agent saw
    Saved setup (28 lines).
    Game time: 28m 19s elapsed, 5h 31m 41s of budget remaining.
    run_program at 28m 19s for 30s (agent saw)
    Ran setup for 6s of game time; it finished.
    Inventory change: hay +6, wood -2.
    Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining.
    Output:
    (none)
  2. r231m 35sSaved, never run29 lines · +15 −14
    move(East)
    move(South)
    move(South)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    move(North)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    move(North)
    Changes from the previous revision
    - harvest()
    + move(East)
    + move(South)
    + move(South)
      till()
      plant(Entities.Carrot)
      move(East)
    - harvest()
      till()
      plant(Entities.Carrot)
      move(East)
    - harvest()
      till()
      plant(Entities.Carrot)
      move(East)
    - move(North)
    - harvest()
    - plant(Entities.Bush)
    - move(East)
    - harvest()
    - plant(Entities.Bush)
    - move(East)
    - harvest()
    - plant(Entities.Bush)
    + till()
    + plant(Entities.Carrot)
      move(East)
      move(North)
    + till()
    + plant(Entities.Carrot)
      move(East)
    + till()
    + plant(Entities.Carrot)
      move(East)
    + till()
    + plant(Entities.Carrot)
      move(East)
    - move(South)
    - move(South)
    + till()
    + plant(Entities.Carrot)
    + move(East)
    + move(North)
    
    Write result the agent saw
    Saved setup (29 lines).
    Game time: 31m 45s elapsed, 5h 28m 15s of budget remaining.
  3. r331m 55sRan29 lines · +1 −1 · ran 4s
    move(East)
    move(South)
    move(South)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    move(North)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    move(South)
    Changes from the previous revision
      plant(Entities.Carrot)
      move(East)
    - move(North)
    + move(South)
    
    Write result the agent saw
    Saved setup (29 lines).
    Game time: 32m 5s elapsed, 5h 27m 55s of budget remaining.
    run_program at 32m 05s for 30s (agent saw)
    Ran setup for 4s of game time; it finished.
    Inventory change: hay -8, wood -8.
    Game time: 32m 19s elapsed, 5h 27m 41s of budget remaining.
    Output:
    (none)
  4. r443m 50sRan31 lines · +29 −27 · ran 4s
    def till_plant_row():
        till()
        plant(Entities.Carrot)
        move(East)
        till()
        plant(Entities.Carrot)
        move(East)
        till()
        plant(Entities.Carrot)
        move(East)
        till()
        plant(Entities.Carrot)
        move(East)
        till()
        plant(Entities.Carrot)
        move(East)
        till()
        plant(Entities.Carrot)
        move(East)
    
    move(West)
    move(West)
    move(South)
    till_plant_row()
    move(North)
    till_plant_row()
    move(North)
    move(North)
    move(North)
    move(North)
    move(North)
    Changes from the previous revision
    - move(East)
    - move(South)
    + def till_plant_row():
    +     till()
    +     plant(Entities.Carrot)
    +     move(East)
    +     till()
    +     plant(Entities.Carrot)
    +     move(East)
    +     till()
    +     plant(Entities.Carrot)
    +     move(East)
    +     till()
    +     plant(Entities.Carrot)
    +     move(East)
    +     till()
    +     plant(Entities.Carrot)
    +     move(East)
    +     till()
    +     plant(Entities.Carrot)
    +     move(East)
    + 
    + move(West)
    + move(West)
      move(South)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    + till_plant_row()
      move(North)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    - till()
    - plant(Entities.Carrot)
    - move(East)
    - move(South)
    + till_plant_row()
    + move(North)
    + move(North)
    + move(North)
    + move(North)
    + move(North)
    
    Write result the agent saw
    Saved setup (31 lines).
    Game time: 44m elapsed, 5h 16m of budget remaining.
    run_program at 44m 10s for 30s (agent saw)
    Ran setup for 5s of game time; it finished.
    Inventory change: hay -24, wood -24.
    Game time: 44m 25s elapsed, 5h 15m 35s of budget remaining.
    Output:
    (none)
farm.py20 writes · 19 ran · first at 28m 45s
  1. r128m 45sRan37 lines · ran 2m 30s
    while True:
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        move(North)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        move(North)
    Write result the agent saw
    Saved farm (37 lines).
    Game time: 28m 55s elapsed, 5h 31m 5s of budget remaining.
    run_program at 28m 55s for 120s (agent saw)
    Ran farm for 2m of game time; it is still running.
    Inventory change: carrot +79, hay +87, wood +112.
    Game time: 31m 5s elapsed, 5h 28m 55s of budget remaining.
    Output:
    (none)
  2. r231m 45sRan65 lines · +28 −0 · ran 3m 50s
    while True:
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        move(North)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        move(North)
    Changes from the previous revision
              plant(Entities.Carrot)
          move(East)
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Carrot)
    +     move(East)
          move(North)
          if can_harvest():
              harvest()
    +         plant(Entities.Carrot)
    +     move(East)
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Carrot)
    +     move(East)
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Carrot)
    +     move(East)
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Carrot)
    +     move(East)
    +     move(North)
    +     if can_harvest():
    +         harvest()
              plant(Entities.Bush)
          move(East)
              plant(Entities.Bush)
          move(East)
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Bush)
    +     move(East)
          move(North)
          if can_harvest():
              harvest()
          move(East)
    +     if can_harvest():
    +         harvest()
    +     move(East)
          move(North)
    
    Write result the agent saw
    Saved farm (65 lines).
    Game time: 31m 55s elapsed, 5h 28m 5s of budget remaining.
    run_program at 32m 50s for 180s (agent saw)
    Ran farm for 3m of game time; it is still running.
    Inventory change: carrot +276, hay +308, wood +40.
    Game time: 36m elapsed, 5h 24m of budget remaining.
    Output:
    (none)
  3. r337m 00sSaved, never run65 lines · +2 −2
    while True:
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Trees)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Trees)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        move(North)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        move(North)
    Changes from the previous revision
          if can_harvest():
              harvest()
    -         plant(Entities.Bush)
    +         plant(Entities.Trees)
          move(East)
          if can_harvest():
          if can_harvest():
              harvest()
    -         plant(Entities.Bush)
    +         plant(Entities.Trees)
          move(East)
          if can_harvest():
    
    Write result the agent saw
    Saved farm (65 lines).
    Game time: 37m 10s elapsed, 5h 22m 50s of budget remaining.
    run_program at 37m 30s for 300s (agent saw)
    Parse error: Entities.Trees doesn't exist.
  4. r437m 50sRan65 lines · +2 −2 · ran 5m 10s
    while True:
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
        move(East)
        move(North)
        if can_harvest():
            harvest()
            plant(Entities.Tree)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Tree)
        move(East)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
        move(East)
        move(North)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        if can_harvest():
            harvest()
        move(East)
        move(North)
    Changes from the previous revision
          if can_harvest():
              harvest()
    -         plant(Entities.Trees)
    +         plant(Entities.Tree)
          move(East)
          if can_harvest():
          if can_harvest():
              harvest()
    -         plant(Entities.Trees)
    +         plant(Entities.Tree)
          move(East)
          if can_harvest():
    
    Write result the agent saw
    Saved farm (65 lines).
    Game time: 38m elapsed, 5h 22m of budget remaining.
    run_program at 38m 00s for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +451, hay +393, water +30, wood +468.
    Game time: 43m 10s elapsed, 5h 16m 50s of budget remaining.
    Output:
    (none)
  5. r544m 00sRan88 lines · +65 −42 · ran 5m 40s
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def carrot_row():
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
    
    def tree_row():
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
    
    def bush_row():
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
    
    def grass_row():
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
    
    while True:
        carrot_row()
        move(North)
        carrot_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        grass_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
    - while True:
    + def carrot_tile():
          if can_harvest():
              harvest()
              plant(Entities.Carrot)
    -     move(East)
    + 
    + def tree_tile():
          if can_harvest():
              harvest()
    -         plant(Entities.Carrot)
    -     move(East)
    +         plant(Entities.Tree)
    + 
    + def bush_tile():
          if can_harvest():
              harvest()
    -         plant(Entities.Carrot)
    -     move(East)
    +         plant(Entities.Bush)
    + 
    + def grass_tile():
          if can_harvest():
              harvest()
    -         plant(Entities.Carrot)
    + 
    + def carrot_row():
    +     carrot_tile()
          move(East)
    -     move(North)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Carrot)
    +     carrot_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Carrot)
    +     carrot_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Carrot)
    +     carrot_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Carrot)
    +     carrot_tile()
          move(East)
    -     move(North)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Tree)
    +     carrot_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Bush)
    + 
    + def tree_row():
    +     tree_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Tree)
    +     bush_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Bush)
    +     tree_tile()
          move(East)
    -     move(North)
    -     if can_harvest():
    -         harvest()
    +     bush_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    +     tree_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    +     bush_tile()
          move(East)
    -     if can_harvest():
    -         harvest()
    + 
    + def bush_row():
    +     bush_tile()
          move(East)
    +     tree_tile()
    +     move(East)
    +     bush_tile()
    +     move(East)
    +     tree_tile()
    +     move(East)
    +     bush_tile()
    +     move(East)
    +     tree_tile()
    +     move(East)
    + 
    + def grass_row():
    +     grass_tile()
    +     move(East)
    +     grass_tile()
    +     move(East)
    +     grass_tile()
    +     move(East)
    +     grass_tile()
    +     move(East)
    +     grass_tile()
    +     move(East)
    +     grass_tile()
    +     move(East)
    + 
    + while True:
    +     carrot_row()
          move(North)
    +     carrot_row()
    +     move(North)
    +     tree_row()
    +     move(North)
    +     bush_row()
    +     move(North)
    +     grass_row()
    +     move(North)
    +     grass_row()
    +     move(North)
    
    Write result the agent saw
    Saved farm (88 lines).
    Game time: 44m 10s elapsed, 5h 15m 50s of budget remaining.
    run_program at 44m 25s for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +1216, hay +552, water +30, wood +1546.
    Game time: 49m 35s elapsed, 5h 10m 25s of budget remaining.
    Output:
    (none)
  6. r650m 25sRan107 lines · +20 −1 · ran 5m 50s
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def carrot_row():
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
    
    def pumpkin_row():
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
    
    def tree_row():
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
    
    def bush_row():
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
    
    def grass_row():
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
    
    while True:
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        grass_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
              plant(Entities.Carrot)
      
    + def pumpkin_tile():
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Pumpkin)
    + 
      def tree_tile():
          if can_harvest():
          move(East)
      
    + def pumpkin_row():
    +     pumpkin_tile()
    +     move(East)
    +     pumpkin_tile()
    +     move(East)
    +     pumpkin_tile()
    +     move(East)
    +     pumpkin_tile()
    +     move(East)
    +     pumpkin_tile()
    +     move(East)
    +     pumpkin_tile()
    +     move(East)
    + 
      def tree_row():
          tree_tile()
          carrot_row()
          move(North)
    -     carrot_row()
    +     pumpkin_row()
          move(North)
          tree_row()
    
    Write result the agent saw
    Saved farm (107 lines).
    Game time: 50m 35s elapsed, 5h 9m 25s of budget remaining.
    run_program at 50m 55s for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +668, hay +4092, pumpkin +6, water +60, wood +2046.
    Game time: 56m 5s elapsed, 5h 3m 55s of budget remaining.
    Output:
    (none)
  7. r757m 05sRan109 lines · +2 −0 · ran 5m 30s
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def carrot_row():
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
    
    def pumpkin_row():
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
    
    def tree_row():
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
    
    def bush_row():
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
    
    def grass_row():
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
    
    while True:
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        grass_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
              harvest()
              plant(Entities.Pumpkin)
    +     elif get_entity_type() == Entities.Dead_Pumpkin:
    +         plant(Entities.Pumpkin)
      
      def tree_tile():
    
    Write result the agent saw
    Saved farm (109 lines).
    Game time: 57m 15s elapsed, 5h 2m 45s of budget remaining.
    run_program at 57m 35s for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +330, hay +3386, pumpkin +235, water +120, wood +1670.
    Game time: 1h 2m 45s elapsed, 4h 57m 15s of budget remaining.
    Output:
    (none)
  8. r81h 03mRan109 lines · +10 −10 · ran 5m 30s
    def sunflower_tile():
        if can_harvest():
            harvest()
            plant(Entities.Sunflower)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def sunflower_row():
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
    
    def pumpkin_row():
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
    
    def tree_row():
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
    
    def bush_row():
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
    
    def grass_row():
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
    
    while True:
        sunflower_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        grass_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
    - def carrot_tile():
    + def sunflower_tile():
          if can_harvest():
              harvest()
    -         plant(Entities.Carrot)
    +         plant(Entities.Sunflower)
      
      def pumpkin_tile():
              harvest()
      
    - def carrot_row():
    -     carrot_tile()
    + def sunflower_row():
    +     sunflower_tile()
          move(East)
    -     carrot_tile()
    +     sunflower_tile()
          move(East)
    -     carrot_tile()
    +     sunflower_tile()
          move(East)
    -     carrot_tile()
    +     sunflower_tile()
          move(East)
    -     carrot_tile()
    +     sunflower_tile()
          move(East)
    -     carrot_tile()
    +     sunflower_tile()
          move(East)
      
      
      while True:
    -     carrot_row()
    +     sunflower_row()
          move(North)
          pumpkin_row()
    
    Write result the agent saw
    Saved farm (109 lines).
    Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
    run_program at 1h 03m for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot -639, hay +12392, power +3.66, pumpkin +377, water +120, wood +2234.
    Game time: 1h 9m 5s elapsed, 4h 50m 55s of budget remaining.
    Output:
    (none)
  9. r91h 10mRan128 lines · +20 −1 · ran 10m 40s
    def sunflower_tile():
        if can_harvest():
            harvest()
            plant(Entities.Sunflower)
    
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def sunflower_row():
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
        sunflower_tile()
        move(East)
    
    def carrot_row():
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
        carrot_tile()
        move(East)
    
    def pumpkin_row():
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
        pumpkin_tile()
        move(East)
    
    def tree_row():
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
    
    def bush_row():
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
        bush_tile()
        move(East)
        tree_tile()
        move(East)
    
    def grass_row():
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
        grass_tile()
        move(East)
    
    while True:
        sunflower_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        carrot_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
              plant(Entities.Sunflower)
      
    + def carrot_tile():
    +     if can_harvest():
    +         harvest()
    +         plant(Entities.Carrot)
    + 
      def pumpkin_tile():
          if can_harvest():
          move(East)
      
    + def carrot_row():
    +     carrot_tile()
    +     move(East)
    +     carrot_tile()
    +     move(East)
    +     carrot_tile()
    +     move(East)
    +     carrot_tile()
    +     move(East)
    +     carrot_tile()
    +     move(East)
    +     carrot_tile()
    +     move(East)
    + 
      def pumpkin_row():
          pumpkin_tile()
          bush_row()
          move(North)
    -     grass_row()
    +     carrot_row()
          move(North)
          grass_row()
    
    Write result the agent saw
    Saved farm (128 lines).
    Game time: 1h 10m 46s elapsed, 4h 49m 14s of budget remaining.
    run_program at 1h 10m for 600s (agent saw)
    Ran farm for 10m of game time; it is still running.
    Inventory change: carrot +247, hay +14710, power +3.21, pumpkin +759, water +240, wood +3844.
    Game time: 1h 20m 56s elapsed, 4h 39m 4s of budget remaining.
    Output:
    (none)
  10. r101h 21mRan100 lines · +46 −74 · ran 10m 30s
    def sunflower_tile():
        if can_harvest():
            harvest()
            plant(Entities.Sunflower)
    
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def sunflower_row():
        i = 0
        while i < 8:
            sunflower_tile()
            move(East)
            i = i + 1
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def grass_row():
        i = 0
        while i < 8:
            grass_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def bush_row():
        t = False
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    while True:
        sunflower_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
      
      def sunflower_row():
    -     sunflower_tile()
    -     move(East)
    -     sunflower_tile()
    -     move(East)
    -     sunflower_tile()
    -     move(East)
    -     sunflower_tile()
    -     move(East)
    -     sunflower_tile()
    -     move(East)
    -     sunflower_tile()
    -     move(East)
    +     i = 0
    +     while i < 8:
    +         sunflower_tile()
    +         move(East)
    +         i = i + 1
      
      def carrot_row():
    -     carrot_tile()
    -     move(East)
    -     carrot_tile()
    -     move(East)
    -     carrot_tile()
    -     move(East)
    -     carrot_tile()
    -     move(East)
    -     carrot_tile()
    -     move(East)
    -     carrot_tile()
    -     move(East)
    +     i = 0
    +     while i < 8:
    +         carrot_tile()
    +         move(East)
    +         i = i + 1
      
      def pumpkin_row():
    -     pumpkin_tile()
    -     move(East)
    -     pumpkin_tile()
    -     move(East)
    -     pumpkin_tile()
    -     move(East)
    -     pumpkin_tile()
    -     move(East)
    -     pumpkin_tile()
    -     move(East)
    -     pumpkin_tile()
    -     move(East)
    +     i = 0
    +     while i < 8:
    +         pumpkin_tile()
    +         move(East)
    +         i = i + 1
      
    + def grass_row():
    +     i = 0
    +     while i < 8:
    +         grass_tile()
    +         move(East)
    +         i = i + 1
    + 
      def tree_row():
    -     tree_tile()
    -     move(East)
    -     bush_tile()
    -     move(East)
    -     tree_tile()
    -     move(East)
    -     bush_tile()
    -     move(East)
    -     tree_tile()
    -     move(East)
    -     bush_tile()
    -     move(East)
    +     t = True
    +     i = 0
    +     while i < 8:
    +         if t:
    +             tree_tile()
    +         else:
    +             bush_tile()
    +         move(East)
    +         t = not t
    +         i = i + 1
      
      def bush_row():
    -     bush_tile()
    -     move(East)
    -     tree_tile()
    -     move(East)
    -     bush_tile()
    -     move(East)
    -     tree_tile()
    -     move(East)
    -     bush_tile()
    -     move(East)
    -     tree_tile()
    -     move(East)
    - 
    - def grass_row():
    -     grass_tile()
    -     move(East)
    -     grass_tile()
    -     move(East)
    -     grass_tile()
    -     move(East)
    -     grass_tile()
    -     move(East)
    -     grass_tile()
    -     move(East)
    -     grass_tile()
    -     move(East)
    +     t = False
    +     i = 0
    +     while i < 8:
    +         if t:
    +             tree_tile()
    +         else:
    +             bush_tile()
    +         move(East)
    +         t = not t
    +         i = i + 1
      
      while True:
          carrot_row()
          move(North)
    +     pumpkin_row()
    +     move(North)
    +     tree_row()
    +     move(North)
          grass_row()
          move(North)
    
    Write result the agent saw
    Saved farm (100 lines).
    Game time: 1h 21m 46s elapsed, 4h 38m 14s of budget remaining.
    run_program at 1h 23m for 600s (agent saw)
    Ran farm for 10m of game time; it is still running.
    Inventory change: carrot +1447, hay +6124, pumpkin +1186, water +240, wood +12346.
    Game time: 1h 33m 44s elapsed, 4h 26m 16s of budget remaining.
    Output:
    (none)
  11. r111h 34mRan111 lines · +11 −0 · ran 27m 33s
    def sunflower_tile():
        use_item(Items.Water)
        if can_harvest():
            harvest()
            plant(Entities.Sunflower)
    
    def carrot_tile():
        use_item(Items.Water)
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        use_item(Items.Water)
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        use_item(Items.Water)
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        use_item(Items.Water)
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        use_item(Items.Water)
        if can_harvest():
            harvest()
    
    def sunflower_row():
        i = 0
        while i < 8:
            sunflower_tile()
            move(East)
            i = i + 1
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def grass_row():
        i = 0
        while i < 8:
            grass_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def bush_row():
        t = False
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        sunflower_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
      def sunflower_tile():
    +     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def carrot_tile():
    +     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def pumpkin_tile():
    +     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def tree_tile():
    +     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def bush_tile():
    +     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def grass_tile():
    +     use_item(Items.Water)
          if can_harvest():
              harvest()
              i = i + 1
      
    + while get_pos_x() != 0:
    +     move(East)
    + while get_pos_y() != 0:
    +     move(North)
    + 
      while True:
          sunflower_row()
    
    Write result the agent saw
    Saved farm (111 lines).
    Game time: 1h 34m 24s elapsed, 4h 25m 36s of budget remaining.
    run_program at 1h 34m for 600s (agent saw)
    Ran farm for 10m of game time; it is still running.
    Inventory change: carrot +6042, hay +2272, power +102.85, pumpkin +2218, water -1087, wood +37564.
    Game time: 1h 44m 34s elapsed, 4h 15m 26s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: sunflower_row <- sunflower_tile
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: pumpkin_row <- pumpkin_tile
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: tree_row <- tree_tile
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: tree_row <- bush_tile
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: carrot_row <- carrot_tile
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: grass_row <- grass_tile
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  12. r122h 02mRan106 lines · +5 −10 · ran 5m 40s
    def sunflower_tile():
        if can_harvest():
            harvest()
            plant(Entities.Sunflower)
    
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def cactus_tile():
        if can_harvest():
            harvest()
            plant(Entities.Cactus)
    
    def sunflower_row():
        i = 0
        while i < 8:
            sunflower_tile()
            move(East)
            i = i + 1
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def cactus_row():
        i = 0
        while i < 8:
            cactus_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def bush_row():
        t = False
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        sunflower_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
      def sunflower_tile():
    -     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def carrot_tile():
    -     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def pumpkin_tile():
    -     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def tree_tile():
    -     use_item(Items.Water)
          if can_harvest():
              harvest()
      
      def bush_tile():
    -     use_item(Items.Water)
          if can_harvest():
              harvest()
              plant(Entities.Bush)
      
    - def grass_tile():
    -     use_item(Items.Water)
    + def cactus_tile():
          if can_harvest():
              harvest()
    +         plant(Entities.Cactus)
      
      def sunflower_row():
              i = i + 1
      
    - def grass_row():
    + def cactus_row():
          i = 0
          while i < 8:
    -         grass_tile()
    +         cactus_tile()
              move(East)
              i = i + 1
          tree_row()
          move(North)
    -     grass_row()
    +     cactus_row()
          move(North)
    
    Write result the agent saw
    Saved farm (106 lines).
    Game time: 2h 2m 48s elapsed, 3h 57m 12s of budget remaining.
    run_program at 2h 02m for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +277, carrot +8948, hay -5408, power -19.61, pumpkin +800, water +240, wood +19624.
    Game time: 2h 7m 58s elapsed, 3h 52m 2s of budget remaining.
    Output:
    (none)
  13. r132h 08mRan120 lines · +26 −12 · ran 6s · 1 runtime error
    def sunflower_tile():
        if can_harvest():
            harvest()
            plant(Entities.Sunflower)
    
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def sunflower_row():
        i = 0
        while i < 8:
            sunflower_tile()
            move(East)
            i = i + 1
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def bush_row():
        t = False
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 7:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def cactus_row():
        i = 0
        while i < 8:
            sort_pass()
            i = i + 1
        i = 0
        while i < 8:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
        i = 0
        while i < 8:
            plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        sunflower_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
              plant(Entities.Bush)
      
    - def cactus_tile():
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Cactus)
    - 
      def sunflower_row():
          i = 0
              i = i + 1
      
    - def cactus_row():
    -     i = 0
    -     while i < 8:
    -         cactus_tile()
    -         move(East)
    -         i = i + 1
    - 
      def tree_row():
          t = True
              i = i + 1
      
    + def sort_pass():
    +     i = 0
    +     while i < 7:
    +         if measure() > measure(East):
    +             swap(East)
    +         move(East)
    +         i = i + 1
    +     move(East)
    + 
    + def cactus_row():
    +     i = 0
    +     while i < 8:
    +         sort_pass()
    +         i = i + 1
    +     i = 0
    +     while i < 8:
    +         if can_harvest():
    +             harvest()
    +         move(East)
    +         i = i + 1
    +     i = 0
    +     while i < 8:
    +         plant(Entities.Cactus)
    +         move(East)
    +         i = i + 1
    + 
      while get_pos_x() != 0:
          move(East)
    
    Write result the agent saw
    Saved farm (120 lines).
    Game time: 2h 8m 48s elapsed, 3h 51m 12s of budget remaining.
    run_program at 2h 08m for 300s (agent saw)
    Ran farm for 6s of game time; it stopped with an error: The operator > cannot be used on the operands 2 and None.
    Inventory change: carrot +376, hay -128, power +2.08, pumpkin +24, water +4, wood +772.
    Game time: 2h 9m 3s elapsed, 3h 50m 57s of budget remaining.
    Output:
    Error: The operator > cannot be used on the operands 2 and None.
    In: cactus_row <- sort_pass
    if measure() > measure(East):
              ^^^^^^^^^^^^^^^^^^^^
    --------------------------------------------------------------------
    Runtime error at 2h 09m (telemetry; not shown to the agent)
    The operator > cannot be used on the operands 2 and None.
  14. r142h 09mRan124 lines · +9 −5 · ran 5m 10s
    def sunflower_tile():
        if can_harvest():
            harvest()
            plant(Entities.Sunflower)
    
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def sunflower_row():
        i = 0
        while i < 8:
            sunflower_tile()
            move(East)
            i = i + 1
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def bush_row():
        t = False
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def fill_cactus():
        i = 0
        while i < 8:
            if measure() == None:
                plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 7:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def cactus_row():
        fill_cactus()
        i = 0
        while i < 8:
            sort_pass()
            i = i + 1
        i = 0
        while i < 8:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        sunflower_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
              i = i + 1
      
    + def fill_cactus():
    +     i = 0
    +     while i < 8:
    +         if measure() == None:
    +             plant(Entities.Cactus)
    +         move(East)
    +         i = i + 1
    + 
      def sort_pass():
          i = 0
      
      def cactus_row():
    +     fill_cactus()
          i = 0
          while i < 8:
              move(East)
              i = i + 1
    -     i = 0
    -     while i < 8:
    -         plant(Entities.Cactus)
    -         move(East)
    -         i = i + 1
      
      while get_pos_x() != 0:
    
    Write result the agent saw
    Saved farm (124 lines).
    Game time: 2h 9m 23s elapsed, 3h 50m 37s of budget remaining.
    run_program at 2h 09m for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +2112, carrot +8520, hay -4224, power -39.75, pumpkin +290, water +240, wood +17124.
    Game time: 2h 14m 33s elapsed, 3h 45m 27s of budget remaining.
    Output:
    (none)
  15. r152h 15mRan112 lines · +1 −13 · ran 5m 10s
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def bush_row():
        t = False
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def fill_cactus():
        i = 0
        while i < 8:
            if measure() == None:
                plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 7:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def cactus_row():
        fill_cactus()
        i = 0
        while i < 8:
            sort_pass()
            i = i + 1
        i = 0
        while i < 8:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        cactus_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        bush_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
    - def sunflower_tile():
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Sunflower)
    - 
      def carrot_tile():
          if can_harvest():
              plant(Entities.Bush)
      
    - def sunflower_row():
    -     i = 0
    -     while i < 8:
    -         sunflower_tile()
    -         move(East)
    -         i = i + 1
    - 
      def carrot_row():
          i = 0
      
      while True:
    -     sunflower_row()
    +     cactus_row()
          move(North)
          pumpkin_row()
    
    Write result the agent saw
    Saved farm (112 lines).
    Game time: 2h 15m 24s elapsed, 3h 44m 36s of budget remaining.
    run_program at 2h 15m for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +3136, carrot +5888, hay -3072, power -274.10, pumpkin -156, water +240, wood +13272.
    Game time: 2h 20m 34s elapsed, 3h 39m 26s of budget remaining.
    Output:
    (none)
  16. r162h 20mRan111 lines · +8 −9 · ran 6m 00s
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def grass_row():
        i = 0
        while i < 8:
            grass_tile()
            move(East)
            i = i + 1
    
    def fill_cactus():
        i = 0
        while i < 8:
            if measure() == None:
                plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 7:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def cactus_row():
        fill_cactus()
        i = 0
        while i < 8:
            sort_pass()
            i = i + 1
        i = 0
        while i < 8:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        cactus_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        grass_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        grass_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
              plant(Entities.Bush)
      
    + def grass_tile():
    +     if can_harvest():
    +         harvest()
    + 
      def carrot_row():
          i = 0
              i = i + 1
      
    - def bush_row():
    -     t = False
    + def grass_row():
          i = 0
          while i < 8:
    -         if t:
    -             tree_tile()
    -         else:
    -             bush_tile()
    +         grass_tile()
              move(East)
    -         t = not t
              i = i + 1
      
          tree_row()
          move(North)
    -     bush_row()
    +     grass_row()
          move(North)
          carrot_row()
          pumpkin_row()
          move(North)
    -     tree_row()
    +     grass_row()
          move(North)
          cactus_row()
    
    Write result the agent saw
    Saved farm (111 lines).
    Game time: 2h 20m 54s elapsed, 3h 39m 6s of budget remaining.
    run_program at 2h 20m for 300s (agent saw)
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +1728, carrot +3252, hay +3424, pumpkin -74, water +240, wood +1936.
    Game time: 2h 26m 4s elapsed, 3h 33m 56s of budget remaining.
    Output:
    (none)
  17. r172h 27mRan111 lines · +1 −1 · ran 25m 30s
    def carrot_tile():
        if can_harvest():
            harvest()
            plant(Entities.Carrot)
    
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def carrot_row():
        i = 0
        while i < 8:
            carrot_tile()
            move(East)
            i = i + 1
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def grass_row():
        i = 0
        while i < 8:
            grass_tile()
            move(East)
            i = i + 1
    
    def fill_cactus():
        i = 0
        while i < 8:
            if measure() == None:
                plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 7:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def cactus_row():
        fill_cactus()
        i = 0
        while i < 8:
            sort_pass()
            i = i + 1
        i = 0
        while i < 8:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        cactus_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        pumpkin_row()
        move(North)
        carrot_row()
        move(North)
        pumpkin_row()
        move(North)
        grass_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
          tree_row()
          move(North)
    -     grass_row()
    +     pumpkin_row()
          move(North)
          carrot_row()
    
    Write result the agent saw
    Saved farm (111 lines).
    Game time: 2h 27m 46s elapsed, 3h 32m 14s of budget remaining.
    run_program at 2h 27m for 600s (agent saw)
    Ran farm for 10m of game time; it is still running.
    Inventory change: cactus +3392, carrot +3424, hay +6496, pumpkin +1092, water +480, wood +7352.
    Game time: 2h 37m 56s elapsed, 3h 22m 4s of budget remaining.
    Output:
    (none)
    run_program at 2h 37m for 900s (agent saw)
    Ran farm for 15m of game time; it is still running.
    Inventory change: cactus +5056, carrot +4556, hay +8736, pumpkin +1714, water +720, wood +8616.
    Game time: 2h 53m 6s elapsed, 3h 6m 54s of budget remaining.
    Output:
    (none)
  18. r182h 53mRan99 lines · +9 −21 · ran 15m 20s
    def pumpkin_tile():
        if can_harvest():
            harvest()
            plant(Entities.Pumpkin)
        elif get_entity_type() == Entities.Dead_Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def grass_row():
        i = 0
        while i < 8:
            grass_tile()
            move(East)
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 7:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def fill_cactus():
        i = 0
        while i < 8:
            if measure() == None:
                plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    def cactus_row():
        fill_cactus()
        i = 0
        while i < 8:
            sort_pass()
            i = i + 1
        i = 0
        while i < 8:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        cactus_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        pumpkin_row()
        move(North)
        pumpkin_row()
        move(North)
        pumpkin_row()
        move(North)
        grass_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
    - def carrot_tile():
    -     if can_harvest():
    -         harvest()
    -         plant(Entities.Carrot)
    - 
      def pumpkin_tile():
          if can_harvest():
              harvest()
      
    - def carrot_row():
    -     i = 0
    -     while i < 8:
    -         carrot_tile()
    -         move(East)
    -         i = i + 1
    - 
      def pumpkin_row():
          i = 0
              i = i + 1
      
    - def fill_cactus():
    -     i = 0
    -     while i < 8:
    -         if measure() == None:
    -             plant(Entities.Cactus)
    -         move(East)
    -         i = i + 1
    - 
      def sort_pass():
          i = 0
          move(East)
      
    + def fill_cactus():
    +     i = 0
    +     while i < 8:
    +         if measure() == None:
    +             plant(Entities.Cactus)
    +         move(East)
    +         i = i + 1
    + 
      def cactus_row():
          fill_cactus()
          pumpkin_row()
          move(North)
    -     carrot_row()
    +     pumpkin_row()
          move(North)
          pumpkin_row()
    
    Write result the agent saw
    Saved farm (99 lines).
    Game time: 2h 53m 36s elapsed, 3h 6m 24s of budget remaining.
    run_program at 2h 53m for 900s (agent saw)
    Ran farm for 15m of game time; it is still running.
    Inventory change: cactus +5376, carrot -3288, hay +10752, pumpkin +1444, water +720, wood +11160.
    Game time: 3h 8m 46s elapsed, 2h 51m 14s of budget remaining.
    Output:
    (none)
  19. r193h 09mRan98 lines · +1 −2 · ran 10m 10s
    def pumpkin_tile():
        if can_harvest():
            harvest()
        if get_entity_type() != Entities.Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def pumpkin_row():
        i = 0
        while i < 8:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 8:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def grass_row():
        i = 0
        while i < 8:
            grass_tile()
            move(East)
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 7:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def fill_cactus():
        i = 0
        while i < 8:
            if measure() == None:
                plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    def cactus_row():
        fill_cactus()
        i = 0
        while i < 8:
            sort_pass()
            i = i + 1
        i = 0
        while i < 8:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        cactus_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        pumpkin_row()
        move(North)
        pumpkin_row()
        move(North)
        pumpkin_row()
        move(North)
        grass_row()
        move(North)
        cactus_row()
        move(North)
    Changes from the previous revision
          if can_harvest():
              harvest()
    -         plant(Entities.Pumpkin)
    -     elif get_entity_type() == Entities.Dead_Pumpkin:
    +     if get_entity_type() != Entities.Pumpkin:
              plant(Entities.Pumpkin)
      
    
    Write result the agent saw
    Saved farm (98 lines).
    Game time: 3h 9m 16s elapsed, 2h 50m 44s of budget remaining.
    run_program at 3h 09m for 600s (agent saw)
    Ran farm for 10m of game time; it is still running.
    Inventory change: cactus +3456, carrot -3456, hay +6912, pumpkin +3244, water +480, wood +8064.
    Game time: 3h 19m 26s elapsed, 2h 40m 34s of budget remaining.
    Output:
    (none)
  20. r203h 19mRan106 lines · +15 −7 · ran 2h 39m
    def pumpkin_tile():
        if can_harvest():
            harvest()
        if get_entity_type() != Entities.Pumpkin:
            plant(Entities.Pumpkin)
    
    def tree_tile():
        if can_harvest():
            harvest()
            plant(Entities.Tree)
    
    def bush_tile():
        if can_harvest():
            harvest()
            plant(Entities.Bush)
    
    def grass_tile():
        if can_harvest():
            harvest()
    
    def pumpkin_row():
        i = 0
        while i < 12:
            pumpkin_tile()
            move(East)
            i = i + 1
    
    def tree_row():
        t = True
        i = 0
        while i < 12:
            if t:
                tree_tile()
            else:
                bush_tile()
            move(East)
            t = not t
            i = i + 1
    
    def grass_row():
        i = 0
        while i < 12:
            grass_tile()
            move(East)
            i = i + 1
    
    def sort_pass():
        i = 0
        while i < 11:
            if measure() > measure(East):
                swap(East)
            move(East)
            i = i + 1
        move(East)
    
    def fill_cactus():
        i = 0
        while i < 12:
            if measure() == None:
                plant(Entities.Cactus)
            move(East)
            i = i + 1
    
    def cactus_row():
        fill_cactus()
        i = 0
        while i < 12:
            sort_pass()
            i = i + 1
        i = 0
        while i < 12:
            if can_harvest():
                harvest()
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    while True:
        cactus_row()
        move(North)
        pumpkin_row()
        move(North)
        tree_row()
        move(North)
        pumpkin_row()
        move(North)
        pumpkin_row()
        move(North)
        pumpkin_row()
        move(North)
        grass_row()
        move(North)
        cactus_row()
        move(North)
        tree_row()
        move(North)
        pumpkin_row()
        move(North)
        pumpkin_row()
        move(North)
        grass_row()
        move(North)
    Changes from the previous revision
      def pumpkin_row():
          i = 0
    -     while i < 8:
    +     while i < 12:
              pumpkin_tile()
              move(East)
          t = True
          i = 0
    -     while i < 8:
    +     while i < 12:
              if t:
                  tree_tile()
      def grass_row():
          i = 0
    -     while i < 8:
    +     while i < 12:
              grass_tile()
              move(East)
      def sort_pass():
          i = 0
    -     while i < 7:
    +     while i < 11:
              if measure() > measure(East):
                  swap(East)
      def fill_cactus():
          i = 0
    -     while i < 8:
    +     while i < 12:
              if measure() == None:
                  plant(Entities.Cactus)
          fill_cactus()
          i = 0
    -     while i < 8:
    +     while i < 12:
              sort_pass()
              i = i + 1
          i = 0
    -     while i < 8:
    +     while i < 12:
              if can_harvest():
                  harvest()
          cactus_row()
          move(North)
    +     tree_row()
    +     move(North)
    +     pumpkin_row()
    +     move(North)
    +     pumpkin_row()
    +     move(North)
    +     grass_row()
    +     move(North)
    
    Write result the agent saw
    Saved farm (106 lines).
    Game time: 3h 20m 6s elapsed, 2h 39m 54s of budget remaining.
    run_program at 3h 20m for 900s (agent saw)
    Ran farm for 15m of game time; it is still running.
    Inventory change: cactus +5184, carrot -5184, hay +20928, pumpkin +5672, water +720, wood +16488.
    Game time: 3h 35m 57s elapsed, 2h 24m 3s of budget remaining.
    Output:
    (none)
    run_program at 3h 36m for 1200s (agent saw)
    Ran farm for 20m of game time; it is still running.
    Inventory change: cactus +7056, carrot -6984, hay +24480, pumpkin +7372, water +960, wood +22896.
    Game time: 3h 56m 17s elapsed, 2h 3m 43s of budget remaining.
    Output:
    (none)
    run_program at 4h 13m for 1800s (agent saw)
    Ran farm for 30m of game time; it is still running.
    Inventory change: cactus +21024, carrot -10560, hay +37248, pumpkin +9640, water +2880, wood +77472.
    Game time: 4h 43m 14s elapsed, 1h 16m 46s of budget remaining.
    Output:
    (none)
    run_program at 4h 43m for 1800s (agent saw)
    Ran farm for 30m of game time; it is still running.
    Inventory change: cactus +21024, carrot -10560, hay +37536, pumpkin +9456, water +2880, wood +74736.
    Game time: 5h 13m 24s elapsed, 46m 36s of budget remaining.
    Output:
    (none)
    run_program at 5h 38m for 1100s (agent saw)
    Ran farm for 18m 20s of game time; it is still running.
    Inventory change: cactus +12960, carrot -6384, hay +21504, pumpkin +5460, water +1760, wood +98368.
    Game time: 5h 57m 24s elapsed, 2m 36s of budget remaining.
    Output:
    (none)
pre.py8 writes · 8 ran · first at 32m 29s
  1. r132m 29sRan1 lines · ran 0s
    move(West)
    Write result the agent saw
    Saved pre (1 lines).
    Game time: 32m 39s elapsed, 5h 27m 21s of budget remaining.
    run_program at 32m 39s for 5s (agent saw)
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 32m 50s elapsed, 5h 27m 10s of budget remaining.
    Output:
    (none)
  2. r237m 10sRan3 lines · +3 −1 · ran 0s
    move(East)
    move(South)
    move(South)
    Changes from the previous revision
    - move(West)
    + move(East)
    + move(South)
    + move(South)
    
    Write result the agent saw
    Saved pre (3 lines).
    Game time: 37m 20s elapsed, 5h 22m 40s of budget remaining.
    run_program at 37m 20s for 5s (agent saw)
    Ran pre for 1s of game time; it finished.
    Inventory change: water +1.
    Game time: 37m 30s elapsed, 5h 22m 30s of budget remaining.
    Output:
    (none)
  3. r350m 35sRan4 lines · +1 −0 · ran 0s
    move(East)
    move(South)
    move(South)
    move(South)
    Changes from the previous revision
      move(South)
      move(South)
    + move(South)
    
    Write result the agent saw
    Saved pre (4 lines).
    Game time: 50m 45s elapsed, 5h 9m 15s of budget remaining.
    run_program at 50m 45s for 5s (agent saw)
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 50m 55s elapsed, 5h 9m 5s of budget remaining.
    Output:
    (none)
  4. r457m 15sRan2 lines · +0 −2 · ran 0s
    move(South)
    move(South)
    Changes from the previous revision
    - move(East)
      move(South)
      move(South)
    - move(South)
    
    Write result the agent saw
    Saved pre (2 lines).
    Game time: 57m 25s elapsed, 5h 2m 35s of budget remaining.
    run_program at 57m 25s for 5s (agent saw)
    Ran pre for 0s of game time; it finished.
    Inventory change: water +1.
    Game time: 57m 35s elapsed, 5h 2m 25s of budget remaining.
    Output:
    (none)
  5. r51h 03mRan4 lines · +2 −0 · ran 0s
    move(West)
    move(West)
    move(South)
    move(South)
    Changes from the previous revision
    + move(West)
    + move(West)
      move(South)
      move(South)
    
    Write result the agent saw
    Saved pre (4 lines).
    Game time: 1h 3m 45s elapsed, 4h 56m 15s of budget remaining.
    run_program at 1h 03m for 5s (agent saw)
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 3m 55s elapsed, 4h 56m 5s of budget remaining.
    Output:
    (none)
  6. r61h 09mRan3 lines · +0 −1 · ran 0s
    move(West)
    move(South)
    move(South)
    Changes from the previous revision
      move(West)
    - move(West)
      move(South)
      move(South)
    
    Write result the agent saw
    Saved pre (3 lines).
    Game time: 1h 10m 5s elapsed, 4h 49m 55s of budget remaining.
    run_program at 1h 10m for 3s (agent saw)
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 10m 16s elapsed, 4h 49m 44s of budget remaining.
    Output:
    (none)
  7. r71h 22mRan4 lines · +2 −1 · ran 0s
    move(East)
    move(East)
    move(South)
    move(South)
    Changes from the previous revision
    - move(West)
    + move(East)
    + move(East)
      move(South)
      move(South)
    
    Write result the agent saw
    Saved pre (4 lines).
    Game time: 1h 22m 26s elapsed, 4h 37m 34s of budget remaining.
    run_program at 1h 22m for 3s (agent saw)
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 22m 37s elapsed, 4h 37m 23s of budget remaining.
    Output:
    (none)
  8. r81h 23mRanFinal1 lines · +0 −3 · ran 0s
    move(East)
    Changes from the previous revision
      move(East)
    - move(East)
    - move(South)
    - move(South)
    
    Write result the agent saw
    Saved pre (1 lines).
    Game time: 1h 23m 14s elapsed, 4h 36m 46s of budget remaining.
    run_program at 1h 23m for 2s (agent saw)
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 23m 24s elapsed, 4h 36m 36s of budget remaining.
    Output:
    (none)
setup2.py1 write · 1 ran · first at 1h 09m
  1. r11h 09mRanFinal26 lines · ran 1s
    move(North)
    move(North)
    move(North)
    move(North)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    till()
    plant(Entities.Carrot)
    move(East)
    move(South)
    move(South)
    move(South)
    move(South)
    Write result the agent saw
    Saved setup2 (26 lines).
    Game time: 1h 9m 45s elapsed, 4h 50m 15s of budget remaining.
    run_program at 1h 10m for 20s (agent saw)
    Ran setup2 for 1s of game time; it finished.
    Inventory change: hay -12, power -0.83, wood -12.
    Game time: 1h 10m 26s elapsed, 4h 49m 34s of budget remaining.
    Output:
    (none)
setup8.py1 write · 1 ran · first at 1h 21m
  1. r11h 21mRan20 lines · ran 7s
    def prep_row(crop):
        i = 0
        while i < 8:
            till()
            plant(crop)
            move(East)
            i = i + 1
    
    prep_row(Entities.Sunflower)
    move(North)
    prep_row(Entities.Pumpkin)
    move(North)
    move(North)
    move(North)
    prep_row(Entities.Carrot)
    move(North)
    prep_row(Entities.Pumpkin)
    move(North)
    move(North)
    move(North)
    Write result the agent saw
    Saved setup8 (20 lines).
    Game time: 1h 21m 56s elapsed, 4h 38m 4s of budget remaining.
    run_program at 1h 22m for 30s (agent saw)
    Ran setup8 for 7s of game time; it finished.
    Inventory change: carrot -24, hay -32, water +3, wood -32.
    Game time: 1h 22m 54s elapsed, 4h 37m 6s of budget remaining.
    Output:
    (none)
setup_cactus.py1 write · 1 ran · first at 2h 02m
  1. r12h 02mRan12 lines · ran 1s
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    move(South)
    i = 0
    while i < 8:
        till()
        plant(Entities.Cactus)
        move(East)
        i = i + 1
    move(North)
    Write result the agent saw
    Saved setup_cactus (12 lines).
    Game time: 2h 2m 16s elapsed, 3h 57m 44s of budget remaining.
    run_program at 2h 02m for 20s (agent saw)
    Ran setup_cactus for 1s of game time; it finished.
    Inventory change: power -1.04, pumpkin -16, water +1.
    Game time: 2h 2m 38s elapsed, 3h 57m 22s of budget remaining.
    Output:
    (none)
clear_sun.py1 write · 1 ran · first at 2h 14m
  1. r12h 14mRan9 lines · ran 1s
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    i = 0
    while i < 8:
        harvest()
        move(East)
        i = i + 1
    Write result the agent saw
    Saved clear_sun (9 lines).
    Game time: 2h 14m 53s elapsed, 3h 45m 7s of budget remaining.
    run_program at 2h 15m for 10s (agent saw)
    Ran clear_sun for 1s of game time; it finished.
    Inventory change: power +7.60, water +1.
    Game time: 2h 15m 14s elapsed, 3h 44m 46s of budget remaining.
    Output:
    (none)
conv_row3.py1 write · 1 ran · first at 2h 27m
  1. r12h 27mRan16 lines · ran 2s
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    move(North)
    move(North)
    move(North)
    i = 0
    while i < 8:
        till()
        plant(Entities.Pumpkin)
        move(East)
        i = i + 1
    move(South)
    move(South)
    move(South)
    Write result the agent saw
    Saved conv_row3 (16 lines).
    Game time: 2h 27m 14s elapsed, 3h 32m 46s of budget remaining.
    run_program at 2h 27m for 20s (agent saw)
    Ran conv_row3 for 2s of game time; it finished.
    Inventory change: carrot -32, water +2.
    Game time: 2h 27m 36s elapsed, 3h 32m 24s of budget remaining.
    Output:
    (none)
setup12.py1 write · 1 ran · first at 3h 19m
  1. r13h 19mRan33 lines · ran 21s
    def till_plant(crop):
        i = 0
        while i < 12:
            till()
            plant(crop)
            move(East)
            i = i + 1
    
    while get_pos_x() != 0:
        move(East)
    while get_pos_y() != 0:
        move(North)
    
    till_plant(Entities.Cactus)
    move(North)
    till_plant(Entities.Pumpkin)
    move(North)
    move(North)
    till_plant(Entities.Pumpkin)
    move(North)
    till_plant(Entities.Pumpkin)
    move(North)
    till_plant(Entities.Pumpkin)
    move(North)
    move(North)
    till_plant(Entities.Cactus)
    move(North)
    move(North)
    till_plant(Entities.Pumpkin)
    move(North)
    till_plant(Entities.Pumpkin)
    move(North)
    move(North)
    Write result the agent saw
    Saved setup12 (33 lines).
    Game time: 3h 19m 56s elapsed, 2h 40m 4s of budget remaining.
    run_program at 3h 20m for 60s (agent saw)
    Ran setup12 for 21s of game time; it finished.
    Inventory change: carrot -288, pumpkin -48, water +16.
    Game time: 3h 20m 37s elapsed, 2h 39m 23s of budget remaining.
    Output:
    (none)
log2 said · 0 thought · 234 tool calls

Step by step

  1. 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)
  2. 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…
  3. 20sdocs_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…
  4. 30sdocs_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…
  5. 40sresearch
    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…
  6. 50swrite_program name="hay" · evidence
    result
    Saved hay (5 lines).
    Game time: 1m elapsed, 5h 59m of budget remaining.
  7. 1m 00srun_program name="hay" seconds=30
    result
    Ran hay for 3s of game time; it finished.
    Inventory change: hay +5.
    Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining.
    Output:
    (none)
  8. 1m 13swrite_program name="hay" · evidence
    result
    Saved hay (20 lines).
    Game time: 1m 23s elapsed, 5h 58m 37s of budget remaining.
  9. 1m 23srun_program name="hay" seconds=60
    result
    Ran hay for 10s of game time; it finished.
    Inventory change: hay +20.
    Game time: 1m 43s elapsed, 5h 58m 17s of budget remaining.
    Output:
    (none)
  10. 1m 43sbuy_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 53s elapsed, 5h 58m 7s of budget remaining.
  11. 1m 53swrite_program name="hay" · evidence
    result
    Saved hay (2 lines).
    Game time: 2m 3s elapsed, 5h 57m 57s of budget remaining.
  12. 2m 03srun_program name="hay" seconds=120
    result
    Ran hay for 2m of game time; it is still running.
    Inventory change: hay +1.
    Game time: 4m 13s elapsed, 5h 55m 47s of budget remaining.
    Output:
    (none)
  13. 4m 13sobserve
    result
    Game time: 4m 23s elapsed, 5h 55m 37s of budget remaining.
    Program: hay (running).
    Inventory: hay 1.
    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  _Gr2*
    Recent output:
    (none)
  14. 4m 23swait seconds=300
    result
    Waited 5m (time up). Program: hay running.
    Inventory change: no change.
    Game time: 9m 33s elapsed, 5h 50m 27s of budget remaining.
  15. 9m 33sobserve
    result
    Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining.
    Program: hay (running).
    Inventory: hay 1.
    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  _Gr2*
    Recent output:
    (none)
  16. 9m 43sdocs_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: 9m 53s elapsed, 5h 50m 7s of budget remaining.
  17. 9m 53sstop_program
    result
    Program stopped.
    Game time: 10m 3s elapsed, 5h 49m 57s of budget remaining.
  18. 10m 03sinspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Grass`
    Total grow time: 0.5 seconds
    Grown 100%
    When harvested, gives:
    
    ### `Grounds.Grassland`
    Water level: 0
    Yield: hay 1
    Game time: 10m 13s elapsed, 5h 49m 47s of budget remaining.
  19. 10m 13swrite_program name="hay" · evidence
    result
    Saved hay (10 lines).
    Game time: 10m 23s elapsed, 5h 49m 37s of budget remaining.
  20. 10m 23srun_program name="hay" seconds=30
    result
    Ran hay for 3s of game time; it finished.
    Inventory change: hay +1.
    Game time: 10m 36s elapsed, 5h 49m 24s of budget remaining.
    Output:
    (none)
  21. 10m 36sdocs_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: 10m 46s elapsed, 5h 49m 14s of budget remaining.
  22. 10m 46sdocs_read path="docs/home.md" show_hints=true
    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
    [Break](docs/scripting/break.md)      [Comments](docs/scripting/comments.md)      [Continue](docs/scripting/continue.md)      [If](docs/scripting/if.md)    …
  23. 10m 56sdocs_read path="docs/scripting/while.md"
    result
    # While Loop
    You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`.
    
    `while condition:
    	#loop body`
    
    Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing.
    
    ## For Beginners
    Perhaps you have already tried to put several `harvest()` calls in a row…
  24. 11m 06sdocs_read path="unlocks/speed"
    result
    ## Speed
    Increases the speed of both the drone and code execution.
    150% => 225%
    
    ### Unlock Cost [Current cost: wood=20]
    
    [Tutorial](docs/unlocks/speed.md)
    Game time: 11m 16s elapsed, 5h 48m 44s of budget remaining.
  25. 11m 16swrite_program name="hay" · evidence
    result
    Saved hay (1 lines).
    Game time: 11m 26s elapsed, 5h 48m 34s of budget remaining.
  26. 11m 26srun_program name="hay" seconds=20
    result
    Ran hay for 0s of game time; it finished.
    Inventory change: hay +1.
    Game time: 11m 36s elapsed, 5h 48m 24s of budget remaining.
    Output:
    (none)
  27. 11m 36sinspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Grass`
    Total grow time: 0.5 seconds
    Grown 100%
    When harvested, gives:
    
    ### `Grounds.Grassland`
    Water level: 0
    Yield: hay 1
    Game time: 11m 46s elapsed, 5h 48m 14s of budget remaining.
  28. 11m 46swrite_program name="hay" · evidence
    result
    Saved hay (3 lines).
    Game time: 11m 56s elapsed, 5h 48m 4s of budget remaining.
  29. 11m 56srun_program name="hay" seconds=60
    result
    Ran hay for 1m of game time; it stopped with an error: This must be unlocked before it can be used.
    Inventory change: no change.
    Game time: 13m 6s elapsed, 5h 46m 54s of budget remaining.
    Output:
    Error: This must be unlocked before it can be used.
    In: 
    for i in range(10):
                  ^^   
    --------------------------------------------------------------------
  30. 13m 06swrite_program name="hay" · evidence
    result
    Saved hay (10 lines).
    Game time: 13m 16s elapsed, 5h 46m 44s of budget remaining.
  31. 13m 16srun_program name="hay" seconds=30
    result
    Ran hay for 7s of game time; it finished.
    Inventory change: hay +5.
    Game time: 13m 33s elapsed, 5h 46m 27s of budget remaining.
    Output:
    (none)
  32. 13m 33swrite_program name="hay" · evidence
    result
    Saved hay (3 lines).
    Game time: 13m 43s elapsed, 5h 46m 17s of budget remaining.
  33. 13m 43srun_program name="hay" seconds=300
    result
    Ran hay for 5m of game time; it is still running.
    Inventory change: hay +226.
    Game time: 18m 53s elapsed, 5h 41m 7s of budget remaining.
    Output:
    (none)
  34. 18m 53sbuy_upgrade upgrades=["expand","plant","expand"] · 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 expand: Not enough resources.
    Game time: 19m 3s elapsed, 5h 40m 57s of budget remaining.
  35. 19m 03sdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    [Tutorial](docs/unlocks/plant.md)
    Game time: 19m 13s elapsed, 5h 40m 47s of budget remaining.
  36. 19m 13sdocs_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: 19m 23s elapsed, 5h 40m 37s of budget remaining.
  37. 19m 23sdocs_read path="unlocks/bushes"
    result
    No accessible documentation page unlocks/bushes. Use docs_list.
  38. 19m 33sdocs_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…
  39. 19m 43sdocs_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…
  40. 19m 53sstop_program
    result
    Program stopped.
    Game time: 20m 3s elapsed, 5h 39m 57s of budget remaining.
  41. 20m 03swrite_program name="wood" · evidence
    result
    Saved wood (1 lines).
    Game time: 20m 13s elapsed, 5h 39m 47s of budget remaining.
  42. 20m 13srun_program name="wood" seconds=10
    result
    Ran wood for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 20m 23s elapsed, 5h 39m 37s of budget remaining.
    Output:
    (none)
  43. 20m 23sinspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Bush`
    Total grow time: 3.45 seconds
    Grown 100%
    When harvested, gives:
    
    ### `Grounds.Grassland`
    Water level: 0
    Yield: wood 1
    Game time: 20m 33s elapsed, 5h 39m 27s of budget remaining.
  44. 20m 33swrite_program name="wood" · evidence
    result
    Saved wood (4 lines).
    Game time: 20m 43s elapsed, 5h 39m 17s of budget remaining.
  45. 20m 43srun_program name="wood" seconds=60
    result
    Ran wood for 1m of game time; it is still running.
    Inventory change: wood +1.
    Game time: 21m 53s elapsed, 5h 38m 7s of budget remaining.
    Output:
    (none)
  46. 21m 53sobserve
    result
    Game time: 22m 3s elapsed, 5h 37m 57s of budget remaining.
    Program: wood (running).
    Inventory: hay 205, wood 1.
    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)
  47. 22m 03sstop_program
    result
    Program stopped.
    Game time: 22m 13s elapsed, 5h 37m 47s of budget remaining.
  48. 22m 13swrite_program name="wood" · evidence
    result
    Saved wood (8 lines).
    Game time: 22m 23s elapsed, 5h 37m 37s of budget remaining.
  49. 22m 23srun_program name="wood" seconds=20
    result
    Ran wood for 6s of game time; it finished.
    Inventory change: hay +1, wood +1.
    Game time: 22m 39s elapsed, 5h 37m 21s of budget remaining.
    Output:
    (none)
  50. 22m 39swrite_program name="wood" · evidence
    result
    Saved wood (8 lines).
    Game time: 22m 49s elapsed, 5h 37m 11s of budget remaining.
  51. 22m 49srun_program name="wood" seconds=150
    result
    Ran wood for 2m 30s of game time; it is still running.
    Inventory change: hay +1, wood +66.
    Game time: 25m 29s elapsed, 5h 34m 31s of budget remaining.
    Output:
    (none)
  52. 25m 29sbuy_upgrade upgrades=["expand","speed"] · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 25m 39s elapsed, 5h 34m 21s of budget remaining.
  53. 25m 39sresearch
    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…
  54. 25m 49swait seconds=120 until_resources={"wood":50}
    result
    Waited 49s (wood reached 50). Program: wood running.
    Inventory change: wood +18.
    Game time: 26m 49s elapsed, 5h 33m 11s of budget remaining.
  55. 26m 49sbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 26m 59s elapsed, 5h 33m 1s of budget remaining.
  56. 26m 59sdocs_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: 27m 9s elapsed, 5h 32m 51s of budget remaining.
  57. 27m 09sdocs_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…
  58. 27m 19sdocs_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…
  59. 27m 29sdocs_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: 27m 39s elapsed, 5h 32m 21s of budget remaining.
  60. 27m 39sdocs_read path="functions/can_harvest"
    result
    can_harvest()
    Used to find out if plants are fully grown.
    
    returns True if there is an entity under the drone that is ready to be harvested, False otherwise.
    
    takes 1 tick to execute.
    
    example:
    if can_harvest():
        harvest()
    
    For more related information see: [Speed](docs/unlocks/speed.md)
    Game time: 27m 49s elapsed, 5h 32m 11s of budget remaining.
  61. 27m 49sobserve
    result
    Game time: 27m 59s elapsed, 5h 32m 1s of budget remaining.
    Program: wood (running).
    Inventory: hay 208, wood 32.
    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, Bu=bush.
    y= 2  _Gr3  _Gr3  _Gr3
    y= 1  _Gr3  _Gr3  _Gr3
    y= 0  _Bu3* _Gr3  _Gr3
    Recent output:
    (n…
  62. 27m 59sstop_program
    result
    Program stopped.
    Game time: 28m 9s elapsed, 5h 31m 51s of budget remaining.
  63. 28m 09swrite_program name="setup" · evidence
    result
    Saved setup (28 lines).
    Game time: 28m 19s elapsed, 5h 31m 41s of budget remaining.
  64. 28m 19srun_program name="setup" seconds=30
    result
    Ran setup for 6s of game time; it finished.
    Inventory change: hay +6, wood -2.
    Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining.
    Output:
    (none)
  65. 28m 35sobserve
    result
    Game time: 28m 45s elapsed, 5h 31m 15s of budget remaining.
    Program: none running.
    Inventory: hay 214, wood 36.
    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, Bu=bush, Ca=carrot.
    y= 2  _Gr3  _Gr3  _Gr3
    y= 1  _Bu3  _Bu3  _Bu3
    y= 0  #Ca3* #Ca3  #Ca3
    Recent …
  66. 28m 45swrite_program name="farm" · evidence
    result
    Saved farm (37 lines).
    Game time: 28m 55s elapsed, 5h 31m 5s of budget remaining.
  67. 28m 55srun_program name="farm" seconds=120
    result
    Ran farm for 2m of game time; it is still running.
    Inventory change: carrot +79, hay +87, wood +112.
    Game time: 31m 5s elapsed, 5h 28m 55s of budget remaining.
    Output:
    (none)
  68. 31m 05sbuy_upgrade upgrades=["expand","speed","grass","operators"] · evidence
    result
    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.
    Bought grass, now level 2. Paid hay 300.
    Could not buy operators: Not enough resources.
    Game time: 31m 15s elapsed, 5h 28m 45s of budget remaining.
  69. 31m 15sobserve
    result
    Game time: 31m 25s elapsed, 5h 28m 35s of budget remaining.
    Program: farm (running).
    Inventory: hay 48, wood 74, carrot 12.
    Farm 4x4. 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: Bu=bush, Gr=grass.
    y= 3  _Bu2  _Gr3  _Bu2  _Bu2
    y= 2  _Gr3  _Gr3  _Gr3  _Gr3*
    y= 1  _Gr3  _Gr3…
  70. 31m 25sstop_program
    result
    Program stopped.
    Game time: 31m 35s elapsed, 5h 28m 25s of budget remaining.
  71. 31m 35swrite_program name="setup" · evidence
    result
    Saved setup (29 lines).
    Game time: 31m 45s elapsed, 5h 28m 15s of budget remaining.
  72. 31m 45swrite_program name="farm" · evidence
    result
    Saved farm (65 lines).
    Game time: 31m 55s elapsed, 5h 28m 5s of budget remaining.
  73. 31m 55swrite_program name="setup" · evidence
    result
    Saved setup (29 lines).
    Game time: 32m 5s elapsed, 5h 27m 55s of budget remaining.
  74. 32m 05srun_program name="setup" seconds=30
    result
    Ran setup for 4s of game time; it finished.
    Inventory change: hay -8, wood -8.
    Game time: 32m 19s elapsed, 5h 27m 41s of budget remaining.
    Output:
    (none)
  75. 32m 19sobserve
    result
    Game time: 32m 29s elapsed, 5h 27m 31s of budget remaining.
    Program: none running.
    Inventory: hay 74, wood 79, carrot 12.
    Farm 4x4. 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= 3  _Gr3  _Gr3  _Gr3  _Gr3
    y= 2  _Gr3  _Gr3  _Gr3  _Gr3
    y= 1  #Ca3  #Ca3 …
  76. 32m 29swrite_program name="pre" · evidence
    result
    Saved pre (1 lines).
    Game time: 32m 39s elapsed, 5h 27m 21s of budget remaining.
  77. 32m 39srun_program name="pre" seconds=5
    result
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 32m 50s elapsed, 5h 27m 10s of budget remaining.
    Output:
    (none)
  78. 32m 50srun_program name="farm" seconds=180
    result
    Ran farm for 3m of game time; it is still running.
    Inventory change: carrot +276, hay +308, wood +40.
    Game time: 36m elapsed, 5h 24m of budget remaining.
    Output:
    (none)
  79. 36m 00sresearch
    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…
  80. 36m 10sbuy_upgrade upgrades=["trees","operators","watering","variables"] · evidence
    result
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variab…
  81. 36m 20sdocs_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…
  82. 36m 30sdocs_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…
  83. 36m 40sstop_program
    result
    Program stopped.
    Game time: 36m 50s elapsed, 5h 23m 10s of budget remaining.
  84. 36m 50sobserve
    result
    Game time: 37m elapsed, 5h 23m of budget remaining.
    Program: none running.
    Inventory: hay 296, wood 36, carrot 267, water 4.
    Farm 4x4. 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.
    y= 3  _Gr3  _Gr3  _Gr3  _Gr3
    y= 2  _Bu3  _Bu3  _Bu3  _Bu3*
    y= 1…
  85. 37m 00swrite_program name="farm" · evidence
    result
    Saved farm (65 lines).
    Game time: 37m 10s elapsed, 5h 22m 50s of budget remaining.
  86. 37m 10swrite_program name="pre" · evidence
    result
    Saved pre (3 lines).
    Game time: 37m 20s elapsed, 5h 22m 40s of budget remaining.
  87. 37m 20srun_program name="pre" seconds=5
    result
    Ran pre for 1s of game time; it finished.
    Inventory change: water +1.
    Game time: 37m 30s elapsed, 5h 22m 30s of budget remaining.
    Output:
    (none)
  88. 37m 30srun_program name="farm" seconds=300
    result
    Parse error: Entities.Trees doesn't exist.
  89. 37m 40sdocs_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: 37m 50s elapsed, 5h 22m 10s of budget remaining.
  90. 37m 50swrite_program name="farm" · evidence
    result
    Saved farm (65 lines).
    Game time: 38m elapsed, 5h 22m of budget remaining.
  91. 38m 00srun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +451, hay +393, water +30, wood +468.
    Game time: 43m 10s elapsed, 5h 16m 50s of budget remaining.
    Output:
    (none)
  92. 43m 10sstop_program
    result
    Program stopped.
    Game time: 43m 20s elapsed, 5h 16m 40s of budget remaining.
  93. 43m 20sbuy_upgrade upgrades=["expand","carrots","speed"] · evidence
    result
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 43m 30s elapsed, 5h 16m 30s of budget remaining.
  94. 43m 30sobserve
    result
    Game time: 43m 40s elapsed, 5h 16m 20s of budget remaining.
    Program: none running.
    Inventory: hay 711, wood 151, carrot 182, water 45.
    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  _Gr3  _Gr3  _Gr3
    y= 4  _Gr3  _Gr3  _Gr3  _Gr3  _G…
  95. 43m 40sbuy_upgrade upgrades=["functions"] · evidence
    result
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Game time: 43m 50s elapsed, 5h 16m 10s of budget remaining.
  96. 43m 50swrite_program name="setup" · evidence
    result
    Saved setup (31 lines).
    Game time: 44m elapsed, 5h 16m of budget remaining.
  97. 44m 00swrite_program name="farm" · evidence
    result
    Saved farm (88 lines).
    Game time: 44m 10s elapsed, 5h 15m 50s of budget remaining.
  98. 44m 10srun_program name="setup" seconds=30
    result
    Ran setup for 5s of game time; it finished.
    Inventory change: hay -24, wood -24.
    Game time: 44m 25s elapsed, 5h 15m 35s of budget remaining.
    Output:
    (none)
  99. 44m 25srun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +1216, hay +552, water +30, wood +1546.
    Game time: 49m 35s elapsed, 5h 10m 25s of budget remaining.
    Output:
    (none)
  100. 49m 35sbuy_upgrade upgrades=["pumpkins","speed","grass","watering","watering"] · evidence
    result
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Bought grass, now level 3. Paid wood 500.
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy watering: Not enough resources.
    Game time: 4…
  101. 49m 45sdocs_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…
  102. 49m 55sdocs_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: 50m 5s elapsed, 5h 9m 55s of budget remaining.
  103. 50m 05sstop_program
    result
    Program stopped.
    Game time: 50m 15s elapsed, 5h 9m 45s of budget remaining.
  104. 50m 15sobserve
    result
    Game time: 50m 25s elapsed, 5h 9m 35s of budget remaining.
    Program: none running.
    Inventory: hay 1585, wood 711, carrot 348, water 88.
    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, Tr=tree, Ca=carrot.
    y= 5  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3
    y= …
  105. 50m 25swrite_program name="farm" · evidence
    result
    Saved farm (107 lines).
    Game time: 50m 35s elapsed, 5h 9m 25s of budget remaining.
  106. 50m 35swrite_program name="pre" · evidence
    result
    Saved pre (4 lines).
    Game time: 50m 45s elapsed, 5h 9m 15s of budget remaining.
  107. 50m 45srun_program name="pre" seconds=5
    result
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 50m 55s elapsed, 5h 9m 5s of budget remaining.
    Output:
    (none)
  108. 50m 55srun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +668, hay +4092, pumpkin +6, water +60, wood +2046.
    Game time: 56m 5s elapsed, 5h 3m 55s of budget remaining.
    Output:
    (none)
  109. 56m 05sobserve
    result
    Game time: 56m 15s elapsed, 5h 3m 45s of budget remaining.
    Program: farm (running).
    Inventory: hay 5841, wood 2830, carrot 1036, pumpkin 6, water 158.
    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, Tr=tree, De=dead_pumpkin, Ca=carrot.
    y= 5  _Gr3 …
  110. 56m 15sdocs_search query="dead_pumpkin"
    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)…
    objects/dead_pumpkin: …## Dead_Pumpkin One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. De…
  111. 56m 25sdocs_search query="get_entity_type"
    result
    unlocks/mazes: …## 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: 56m 35s elapsed, 5h 3m 25s of budget remaining.
  112. 56m 35sbuy_upgrade upgrades=["senses","watering","watering","grass"] · evidence
    result
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy watering: Not enough resources.
    Could not buy grass: Not enough resources.
    Game time: 56m 45s elapsed, 5h 3m 15s of budget remaining.
  113. 56m 45sstop_program
    result
    Program stopped.
    Game time: 56m 55s elapsed, 5h 3m 5s of budget remaining.
  114. 56m 55sobserve
    result
    Game time: 57m 5s elapsed, 5h 2m 55s of budget remaining.
    Program: none running.
    Inventory: hay 6243, wood 2218, carrot 1142, pumpkin 6, water 172.
    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, Tr=tree, De=dead_pumpkin, Ca=carrot.
    y= 5  _Gr3  _G…
  115. 57m 05swrite_program name="farm" · evidence
    result
    Saved farm (109 lines).
    Game time: 57m 15s elapsed, 5h 2m 45s of budget remaining.
  116. 57m 15swrite_program name="pre" · evidence
    result
    Saved pre (2 lines).
    Game time: 57m 25s elapsed, 5h 2m 35s of budget remaining.
  117. 57m 25srun_program name="pre" seconds=5
    result
    Ran pre for 0s of game time; it finished.
    Inventory change: water +1.
    Game time: 57m 35s elapsed, 5h 2m 25s of budget remaining.
    Output:
    (none)
  118. 57m 35srun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot +330, hay +3386, pumpkin +235, water +120, wood +1670.
    Game time: 1h 2m 45s elapsed, 4h 57m 15s of budget remaining.
    Output:
    (none)
  119. 1h 02mbuy_upgrade upgrades=["sunflowers","grass"] · evidence
    result
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought grass, now level 4. Paid wood 2500.
    Game time: 1h 2m 55s elapsed, 4h 57m 5s of budget remaining.
  120. 1h 02mdocs_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: 1h 3m 5s elapsed, 4h 56m 5…
  121. 1h 03mstop_program
    result
    Program stopped.
    Game time: 1h 3m 15s elapsed, 4h 56m 45s of budget remaining.
  122. 1h 03mobserve
    result
    Game time: 1h 3m 25s elapsed, 4h 56m 35s of budget remaining.
    Program: none running.
    Inventory: hay 10135, wood 1549, carrot 1028, pumpkin 263, water 325.
    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, Tr=tree, Pu=pumpkin, De=dead_pumpkin, Ca=car…
  123. 1h 03mwrite_program name="farm" · evidence
    result
    Saved farm (109 lines).
    Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
  124. 1h 03mwrite_program name="pre" · evidence
    result
    Saved pre (4 lines).
    Game time: 1h 3m 45s elapsed, 4h 56m 15s of budget remaining.
  125. 1h 03mrun_program name="pre" seconds=5
    result
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 3m 55s elapsed, 4h 56m 5s of budget remaining.
    Output:
    (none)
  126. 1h 03mrun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: carrot -639, hay +12392, power +3.66, pumpkin +377, water +120, wood +2234.
    Game time: 1h 9m 5s elapsed, 4h 50m 55s of budget remaining.
    Output:
    (none)
  127. 1h 09mobserve
    result
    Game time: 1h 9m 15s elapsed, 4h 50m 45s of budget remaining.
    Program: farm (running).
    Inventory: hay 23055, wood 3839, carrot 368, pumpkin 650, water 465, power 3.06.
    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, Tr=tree, Pu=pumpkin, Su=sunflow…
  128. 1h 09mdocs_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…
  129. 1h 09mstop_program
    result
    Program stopped.
    Game time: 1h 9m 35s elapsed, 4h 50m 25s of budget remaining.
  130. 1h 09mwrite_program name="setup2" · evidence
    result
    Saved setup2 (26 lines).
    Game time: 1h 9m 45s elapsed, 4h 50m 15s of budget remaining.
  131. 1h 09mobserve
    result
    Game time: 1h 9m 55s elapsed, 4h 50m 5s of budget remaining.
    Program: none running.
    Inventory: hay 23775, wood 4030, carrot 321, pumpkin 679, water 481, power 1.85.
    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, Tr=tree, Pu=pumpkin, De=dead_pumpk…
  132. 1h 09mwrite_program name="pre" · evidence
    result
    Saved pre (3 lines).
    Game time: 1h 10m 5s elapsed, 4h 49m 55s of budget remaining.
  133. 1h 10mrun_program name="pre" seconds=3
    result
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 10m 16s elapsed, 4h 49m 44s of budget remaining.
    Output:
    (none)
  134. 1h 10mrun_program name="setup2" seconds=20
    result
    Ran setup2 for 1s of game time; it finished.
    Inventory change: hay -12, power -0.83, wood -12.
    Game time: 1h 10m 26s elapsed, 4h 49m 34s of budget remaining.
    Output:
    (none)
  135. 1h 10mobserve
    result
    Game time: 1h 10m 36s elapsed, 4h 49m 24s of budget remaining.
    Program: none running.
    Inventory: hay 23763, wood 4018, carrot 321, pumpkin 679, water 497, power 0.88.
    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, Ca=carrot, Bu=bush, Tr=tree, Pu=pumpkin, …
  136. 1h 10mwrite_program name="farm" · evidence
    result
    Saved farm (128 lines).
    Game time: 1h 10m 46s elapsed, 4h 49m 14s of budget remaining.
  137. 1h 10mrun_program name="farm" seconds=600
    result
    Ran farm for 10m of game time; it is still running.
    Inventory change: carrot +247, hay +14710, power +3.21, pumpkin +759, water +240, wood +3844.
    Game time: 1h 20m 56s elapsed, 4h 39m 4s of budget remaining.
    Output:
    (none)
  138. 1h 20mresearch
    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…
  139. 1h 21mbuy_upgrade upgrades=["trees","carrots","pumpkins"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy pumpkins: Not enough resources.
    Game time: 1h 21m 16s elapsed, 4h 38m 44s of budget remaining.
  140. 1h 21mobserve
    result
    Game time: 1h 21m 26s elapsed, 4h 38m 34s of budget remaining.
    Program: farm (running).
    Inventory: hay 38961, wood 6849, carrot 577, pumpkin 1472, water 757, power 0.61.
    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, Ca=carrot, Bu=bush, Tr=tree, Pu=pumpki…
  141. 1h 21mstop_program
    result
    Program stopped.
    Game time: 1h 21m 36s elapsed, 4h 38m 24s of budget remaining.
  142. 1h 21mwrite_program name="farm" · evidence
    result
    Saved farm (100 lines).
    Game time: 1h 21m 46s elapsed, 4h 38m 14s of budget remaining.
  143. 1h 21mwrite_program name="setup8" · evidence
    result
    Saved setup8 (20 lines).
    Game time: 1h 21m 56s elapsed, 4h 38m 4s of budget remaining.
  144. 1h 21mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 1h 22m 6s elapsed, 4h 37m 54s of budget remaining.
  145. 1h 22mobserve
    result
    Game time: 1h 22m 16s elapsed, 4h 37m 44s of budget remaining.
    Program: none running.
    Inventory: hay 39173, wood 7109, carrot 595, pumpkin 489, water 777.
    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  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3
    …
  146. 1h 22mwrite_program name="pre" · evidence
    result
    Saved pre (4 lines).
    Game time: 1h 22m 26s elapsed, 4h 37m 34s of budget remaining.
  147. 1h 22mrun_program name="pre" seconds=3
    result
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 22m 37s elapsed, 4h 37m 23s of budget remaining.
    Output:
    (none)
  148. 1h 22mrun_program name="setup8" seconds=30
    result
    Ran setup8 for 7s of game time; it finished.
    Inventory change: carrot -24, hay -32, water +3, wood -32.
    Game time: 1h 22m 54s elapsed, 4h 37m 6s of budget remaining.
    Output:
    (none)
  149. 1h 22mobserve
    result
    Game time: 1h 23m 4s elapsed, 4h 36m 56s of budget remaining.
    Program: none running.
    Inventory: hay 39141, wood 7077, carrot 571, pumpkin 489, water 796.
    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, Pu=pumpkin, Ca=carrot, De=dead_pumpkin, Su=sunflower.
    …
  150. 1h 23mwrite_program name="pre" · evidence
    result
    Saved pre (1 lines).
    Game time: 1h 23m 14s elapsed, 4h 36m 46s of budget remaining.
  151. 1h 23mrun_program name="pre" seconds=2
    result
    Ran pre for 0s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 23m 24s elapsed, 4h 36m 36s of budget remaining.
    Output:
    (none)
  152. 1h 23mobserve
    result
    Game time: 1h 23m 34s elapsed, 4h 36m 26s of budget remaining.
    Program: none running.
    Inventory: hay 39141, wood 7077, carrot 571, pumpkin 489, water 808.
    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, Pu=pumpkin, Ca=carrot, De=dead_pumpkin, Su=sunflower.…
  153. 1h 23mrun_program name="farm" seconds=600
    result
    Ran farm for 10m of game time; it is still running.
    Inventory change: carrot +1447, hay +6124, pumpkin +1186, water +240, wood +12346.
    Game time: 1h 33m 44s elapsed, 4h 26m 16s of budget remaining.
    Output:
    (none)
  154. 1h 33mbuy_upgrade upgrades=["pumpkins","carrots","trees","watering"] · evidence
    result
    Bought pumpkins, now level 2. Paid carrot 1000. 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.md.
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 1h 3…
  155. 1h 33mdocs_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: 1h 34m 4s elapsed, 4h 25m 56s of budget remaining.
  156. 1h 34mstop_program
    result
    Program stopped.
    Game time: 1h 34m 14s elapsed, 4h 25m 46s of budget remaining.
  157. 1h 34mwrite_program name="farm" · evidence
    result
    Saved farm (111 lines).
    Game time: 1h 34m 24s elapsed, 4h 25m 36s of budget remaining.
  158. 1h 34mrun_program name="farm" seconds=600
    result
    Ran farm for 10m of game time; it is still running.
    Inventory change: carrot +6042, hay +2272, power +102.85, pumpkin +2218, water -1087, wood +37564.
    Game time: 1h 44m 34s elapsed, 4h 15m 26s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: sunflower_row <- sunflower_tile
    use_item(Items.Water)
            ^^           
    ----------------------------------…
  159. 1h 44mbuy_upgrade upgrades=["polyculture","cactus","grass","carrots"] · evidence
    result
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Could not buy cactus: Not enough resources.
    Bought grass, now level 5. Paid wood 12500.
    Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 1h 44m 44s elapsed, 4h 15m 16s of budget remaining.
  160. 1h 44mdocs_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…
  161. 1h 44mdocs_search query="Weird_Substance"
    result
    unlocks/mazes: …ith a treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000]…
    functions/num_unlocked: … to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) For more related information see: [Senses](docs/unlocks/senses.md)…
    Game …
  162. 1h 45mdocs_search query="Gold"
    result
    unlocks/debug_2: …down the execution and make the farm smaller. set_world_size(3) set_execution_speed(1) ### Unlock Cost [Current cost: gold=500]…
    unlocks/leaderboard: …he fastest times. leaderboard_run(Leaderboards.Hay, "hay_file", speedup) ### Unlock Cost [Current cost: bone=2000000, gold=1000000]…
    unlocks/megafarm: …## Megafarm More drones! spawn_drone(task) ### Unlock Cost [Current cost: gold=…
  163. 1h 45mdocs_read path="unlocks/fertilizer"
    result
    ## Fertilizer
    Grow plants instantly.
    
    use_item(Items.Fertilizer)
    
    ### Unlock Cost [Current cost: wood=500]
    Game time: 1h 45m 24s elapsed, 4h 14m 36s of budget remaining.
  164. 1h 45mdocs_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: 1h 45m 34s elapsed, 4h 14m 26s of budget remaining.
  165. 1h 45mdocs_search query="substance"
    result
    unlocks/mazes: …treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000]…
    functions/num_unlocked: …able. Otherwise returns 1 if thing is unlocked, 0 otherwise. takes 1 tick to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) For mo…
  166. 1h 45mdocs_search query="bone"
    result
    unlocks/leaderboard: …derboard for the fastest times. leaderboard_run(Leaderboards.Hay, "hay_file", speedup) ### Unlock Cost [Current cost: bone=2000000, gold=1000000]…
    unlocks/polyculture: …## Polyculture Increases the yield multiplier of polyculture. 1000% => 2000% ### Unlock Cost [Current cost: bone=10000] [Tutorial](docs/unlocks/polyculture.md)…
    unlocks/the_farmers_remains: …## ? ????????? ###…
  167. 1h 45mwait seconds=1200 until_affordable="cactus"
    result
    Waited 15m 23s (cactus is affordable). Program: farm running.
    Inventory change: carrot +39326, hay +15744, power +203.89, pumpkin +3634, water -1, wood +85396.
    Game time: 2h 1m 26s elapsed, 3h 58m 34s of budget remaining.
  168. 2h 01mbuy_upgrade upgrades=["cactus"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 2h 1m 36s elapsed, 3h 58m 24s of budget remaining.
  169. 2h 01mdocs_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: 2h 1m 46s elapsed, 3h 58m 14s of budget remaining.
  170. 2h 01mdocs_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 `…
  171. 2h 01mstop_program
    result
    Program stopped.
    Game time: 2h 2m 6s elapsed, 3h 57m 54s of budget remaining.
  172. 2h 02mwrite_program name="setup_cactus" · evidence
    result
    Saved setup_cactus (12 lines).
    Game time: 2h 2m 16s elapsed, 3h 57m 44s of budget remaining.
  173. 2h 02mobserve
    result
    Game time: 2h 2m 26s elapsed, 3h 57m 34s of budget remaining.
    Program: none running.
    Inventory: hay 64857, wood 102729, carrot 50873, pumpkin 154, water 16, power 332.91.
    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, Tr=tree, Bu=bush, Pu=pumpkin, De=dead…
  174. 2h 02mrun_program name="setup_cactus" seconds=20
    result
    Ran setup_cactus for 1s of game time; it finished.
    Inventory change: power -1.04, pumpkin -16, water +1.
    Game time: 2h 2m 38s elapsed, 3h 57m 22s of budget remaining.
    Output:
    (none)
  175. 2h 02mwrite_program name="farm" · evidence
    result
    Saved farm (106 lines).
    Game time: 2h 2m 48s elapsed, 3h 57m 12s of budget remaining.
  176. 2h 02mrun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +277, carrot +8948, hay -5408, power -19.61, pumpkin +800, water +240, wood +19624.
    Game time: 2h 7m 58s elapsed, 3h 52m 2s of budget remaining.
    Output:
    (none)
  177. 2h 07mdocs_read path="unlocks/dinosaurs"
    result
    ## Dinosaurs
    Majestic ancient creatures.
    
    ### Unlock Cost [Current cost: cactus=2000]
    Game time: 2h 8m 8s elapsed, 3h 51m 52s of budget remaining.
  178. 2h 08mdocs_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: 2h 8m 18s elapsed, 3h 51m 42s of budget remaining.
  179. 2h 08mdocs_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…
  180. 2h 08mstop_program
    result
    Program stopped.
    Game time: 2h 8m 38s elapsed, 3h 51m 22s of budget remaining.
  181. 2h 08mwrite_program name="farm" · evidence
    result
    Saved farm (120 lines).
    Game time: 2h 8m 48s elapsed, 3h 51m 12s of budget remaining.
  182. 2h 08mrun_program name="farm" seconds=300
    result
    Ran farm for 6s of game time; it stopped with an error: The operator > cannot be used on the operands 2 and None.
    Inventory change: carrot +376, hay -128, power +2.08, pumpkin +24, water +4, wood +772.
    Game time: 2h 9m 3s elapsed, 3h 50m 57s of budget remaining.
    Output:
    Error: The operator > cannot be used on the operands 2 and None.
    In: cactus_row <- sort_pass
    if measure() > measure(East):
          …
  183. 2h 09mobserve
    result
    Game time: 2h 9m 13s elapsed, 3h 50m 47s of budget remaining.
    Program: none running.
    Inventory: hay 58729, wood 125489, carrot 61098, pumpkin 1084, cactus 305, water 341, power 302.59.
    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: Ca=cactus, Tr=tree, Bu=bush, Pu=p…
  184. 2h 09mwrite_program name="farm" · evidence
    result
    Saved farm (124 lines).
    Game time: 2h 9m 23s elapsed, 3h 50m 37s of budget remaining.
  185. 2h 09mrun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +2112, carrot +8520, hay -4224, power -39.75, pumpkin +290, water +240, wood +17124.
    Game time: 2h 14m 33s elapsed, 3h 45m 27s of budget remaining.
    Output:
    (none)
  186. 2h 14mstop_program
    result
    Program stopped.
    Game time: 2h 14m 43s elapsed, 3h 45m 17s of budget remaining.
  187. 2h 14mwrite_program name="clear_sun" · evidence
    result
    Saved clear_sun (9 lines).
    Game time: 2h 14m 53s elapsed, 3h 45m 7s of budget remaining.
  188. 2h 14mobserve
    result
    Game time: 2h 15m 3s elapsed, 3h 44m 57s of budget remaining.
    Program: none running.
    Inventory: hay 54377, wood 143169, carrot 69700, pumpkin 1382, cactus 2481, water 621, power 266.71.
    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: Tr=tree, Bu=bush, Pu=pumpkin, De…
  189. 2h 15mrun_program name="clear_sun" seconds=10
    result
    Ran clear_sun for 1s of game time; it finished.
    Inventory change: power +7.60, water +1.
    Game time: 2h 15m 14s elapsed, 3h 44m 46s of budget remaining.
    Output:
    (none)
  190. 2h 15mwrite_program name="farm" · evidence
    result
    Saved farm (112 lines).
    Game time: 2h 15m 24s elapsed, 3h 44m 36s of budget remaining.
  191. 2h 15mrun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +3136, carrot +5888, hay -3072, power -274.10, pumpkin -156, water +240, wood +13272.
    Game time: 2h 20m 34s elapsed, 3h 39m 26s of budget remaining.
    Output:
    (none)
  192. 2h 20mstop_program
    result
    Program stopped.
    Game time: 2h 20m 44s elapsed, 3h 39m 16s of budget remaining.
  193. 2h 20mwrite_program name="farm" · evidence
    result
    Saved farm (111 lines).
    Game time: 2h 20m 54s elapsed, 3h 39m 6s of budget remaining.
  194. 2h 20mrun_program name="farm" seconds=300
    result
    Ran farm for 5m of game time; it is still running.
    Inventory change: cactus +1728, carrot +3252, hay +3424, pumpkin -74, water +240, wood +1936.
    Game time: 2h 26m 4s elapsed, 3h 33m 56s of budget remaining.
    Output:
    (none)
  195. 2h 26mobserve
    result
    Game time: 2h 26m 14s elapsed, 3h 33m 46s of budget remaining.
    Program: farm (running).
    Inventory: hay 54729, wood 158901, carrot 79348, pumpkin 1148, cactus 7345, water 1158.
    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: Ca=cactus, Gr=grass, Pu=pumpkin, De=dead_p…
  196. 2h 26mresearch
    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 5/10; cost wood 156000; can buy now; tutorial docs/unlocks/carr…
  197. 2h 26mbuy_upgrade upgrades=["pumpkins","grass","dinosaurs","trees"] · evidence
    result
    Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought grass, now level 6. Paid wood 62500.
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 2h 26m 34s elapsed, 3h 33m 26s of budget remaining.
  198. 2h 26mdocs_read path="unlocks/dinosaurs" show_hints=true
    result
    ## Dinosaurs
    Increases the yield and cost of dinosaurs.
    100% => 200%
    
    ### Unlock Cost [Current cost: cactus=12000]
    
    [Tutorial](docs/unlocks/dinosaurs.md)
    Game time: 2h 26m 44s elapsed, 3h 33m 16s of budget remaining.
  199. 2h 26mdocs_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 …
  200. 2h 26mstop_program
    result
    Program stopped.
    Game time: 2h 27m 4s elapsed, 3h 32m 56s of budget remaining.
  201. 2h 27mwrite_program name="conv_row3" · evidence
    result
    Saved conv_row3 (16 lines).
    Game time: 2h 27m 14s elapsed, 3h 32m 46s of budget remaining.
  202. 2h 27mobserve
    result
    Game time: 2h 27m 24s elapsed, 3h 32m 36s of budget remaining.
    Program: none running.
    Inventory: hay 51017, wood 96469, carrot 75940, pumpkin 1142, cactus 5665, water 1214.
    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, Pu=pumpkin, De=dead_pumpkin, Ca=car…
  203. 2h 27mrun_program name="conv_row3" seconds=20
    result
    Ran conv_row3 for 2s of game time; it finished.
    Inventory change: carrot -32, water +2.
    Game time: 2h 27m 36s elapsed, 3h 32m 24s of budget remaining.
    Output:
    (none)
  204. 2h 27mwrite_program name="farm" · evidence
    result
    Saved farm (111 lines).
    Game time: 2h 27m 46s elapsed, 3h 32m 14s of budget remaining.
  205. 2h 27mrun_program name="farm" seconds=600
    result
    Ran farm for 10m of game time; it is still running.
    Inventory change: cactus +3392, carrot +3424, hay +6496, pumpkin +1092, water +480, wood +7352.
    Game time: 2h 37m 56s elapsed, 3h 22m 4s of budget remaining.
    Output:
    (none)
  206. 2h 37mrun_program name="farm" seconds=900
    result
    Ran farm for 15m of game time; it is still running.
    Inventory change: cactus +5056, carrot +4556, hay +8736, pumpkin +1714, water +720, wood +8616.
    Game time: 2h 53m 6s elapsed, 3h 6m 54s of budget remaining.
    Output:
    (none)
  207. 2h 53mobserve
    result
    Game time: 2h 53m 16s elapsed, 3h 6m 44s of budget remaining.
    Program: farm (running).
    Inventory: hay 66505, wood 112925, carrot 83956, pumpkin 4058, cactus 14113, water 2456.
    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: Ca=cactus, Gr=grass, Pu=pumpkin, De=dead_p…
  208. 2h 53mstop_program
    result
    Program stopped.
    Game time: 2h 53m 26s elapsed, 3h 6m 34s of budget remaining.
  209. 2h 53mwrite_program name="farm" · evidence
    result
    Saved farm (99 lines).
    Game time: 2h 53m 36s elapsed, 3h 6m 24s of budget remaining.
  210. 2h 53mrun_program name="farm" seconds=900
    result
    Ran farm for 15m of game time; it is still running.
    Inventory change: cactus +5376, carrot -3288, hay +10752, pumpkin +1444, water +720, wood +11160.
    Game time: 3h 8m 46s elapsed, 2h 51m 14s of budget remaining.
    Output:
    (none)
  211. 3h 08mobserve
    result
    Game time: 3h 8m 56s elapsed, 2h 51m 4s of budget remaining.
    Program: farm (running).
    Inventory: hay 77257, wood 124277, carrot 80588, pumpkin 5554, cactus 19617, water 3208.
    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, Pu=pumpkin, De=dead_pumpkin, Tr=t…
  212. 3h 08mstop_program
    result
    Program stopped.
    Game time: 3h 9m 6s elapsed, 2h 50m 54s of budget remaining.
  213. 3h 09mwrite_program name="farm" · evidence
    result
    Saved farm (98 lines).
    Game time: 3h 9m 16s elapsed, 2h 50m 44s of budget remaining.
  214. 3h 09mrun_program name="farm" seconds=600
    result
    Ran farm for 10m of game time; it is still running.
    Inventory change: cactus +3456, carrot -3456, hay +6912, pumpkin +3244, water +480, wood +8064.
    Game time: 3h 19m 26s elapsed, 2h 40m 34s of budget remaining.
    Output:
    (none)
  215. 3h 19mstop_program
    result
    Program stopped.
    Game time: 3h 19m 36s elapsed, 2h 40m 24s of budget remaining.
  216. 3h 19mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 3h 19m 46s elapsed, 2h 40m 14s of budget remaining.
  217. 3h 19mwrite_program name="setup12" · evidence
    result
    Saved setup12 (33 lines).
    Game time: 3h 19m 56s elapsed, 2h 40m 4s of budget remaining.
  218. 3h 19mwrite_program name="farm" · evidence
    result
    Saved farm (106 lines).
    Game time: 3h 20m 6s elapsed, 2h 39m 54s of budget remaining.
  219. 3h 20mrun_program name="setup12" seconds=60
    result
    Ran setup12 for 21s of game time; it finished.
    Inventory change: carrot -288, pumpkin -48, water +16.
    Game time: 3h 20m 37s elapsed, 2h 39m 23s of budget remaining.
    Output:
    (none)
  220. 3h 20mobserve
    result
    Game time: 3h 20m 47s elapsed, 2h 39m 13s of budget remaining.
    Program: none running.
    Inventory: hay 84425, wood 132533, carrot 76800, pumpkin 782, cactus 23201, water 3776.
    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); * marks a drone.
    Entities: Gr=grass, De=dead_pumpkin, Pu=pumpkin, Ca=…
  221. 3h 20mrun_program name="farm" seconds=900
    result
    Ran farm for 15m of game time; it is still running.
    Inventory change: cactus +5184, carrot -5184, hay +20928, pumpkin +5672, water +720, wood +16488.
    Game time: 3h 35m 57s elapsed, 2h 24m 3s of budget remaining.
    Output:
    (none)
  222. 3h 35mobserve
    result
    Game time: 3h 36m 7s elapsed, 2h 23m 53s of budget remaining.
    Program: farm (running).
    Inventory: hay 105353, wood 149309, carrot 71468, pumpkin 6590, cactus 28529, water 4512.
    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); * marks a drone.
    Entities: Gr=grass, De=dead_pumpkin, Pu=pumpkin, …
  223. 3h 36mrun_program name="farm" seconds=1200
    result
    Ran farm for 20m of game time; it is still running.
    Inventory change: cactus +7056, carrot -6984, hay +24480, pumpkin +7372, water +960, wood +22896.
    Game time: 3h 56m 17s elapsed, 2h 3m 43s of budget remaining.
    Output:
    (none)
  224. 3h 56mwait seconds=1200 until_affordable="cactus"
    result
    Waited 16m 17s (cactus is affordable). Program: farm running.
    Inventory change: cactus +5760, carrot -5632, hay +19872, pumpkin +5936, water +782, wood +19440.
    Game time: 4h 12m 44s elapsed, 1h 47m 16s of budget remaining.
  225. 4h 12mbuy_upgrade upgrades=["cactus"] · evidence
    result
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 4h 12m 54s elapsed, 1h 47m 6s of budget remaining.
  226. 4h 12mbuy_upgrade upgrades=["grass","trees","carrots","watering"] · evidence
    result
    Could not buy grass: Not enough resources.
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 4h 13m 4s elapsed, 1h 46m 56s of budget remaining.
  227. 4h 13mrun_program name="farm" seconds=1800
    result
    Ran farm for 30m of game time; it is still running.
    Inventory change: cactus +21024, carrot -10560, hay +37248, pumpkin +9640, water +2880, wood +77472.
    Game time: 4h 43m 14s elapsed, 1h 16m 46s of budget remaining.
    Output:
    (none)
  228. 4h 43mrun_program name="farm" seconds=1800
    result
    Ran farm for 30m of game time; it is still running.
    Inventory change: cactus +21024, carrot -10560, hay +37536, pumpkin +9456, water +2880, wood +74736.
    Game time: 5h 13m 24s elapsed, 46m 36s of budget remaining.
    Output:
    (none)
  229. 5h 13mbuy_upgrade upgrades=["grass","trees","carrots"] · evidence
    result
    Could not buy grass: Not enough resources.
    Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy carrots: Not enough resources.
    Game time: 5h 13m 34s elapsed, 46m 26s of budget remaining.
  230. 5h 13mwait seconds=1500 until_affordable="cactus"
    result
    Waited 25m (time up). Program: farm running.
    Inventory change: cactus +17568, carrot -8812, hay +28800, pumpkin +7816, water +2400, wood +124416.
    Game time: 5h 38m 44s elapsed, 21m 16s of budget remaining.
  231. 5h 38mbuy_upgrade upgrades=["cactus","grass","carrots"] · evidence
    result
    Could not buy cactus: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy carrots: Not enough resources.
  232. 5h 38mrun_program name="farm" seconds=1100
    result
    Ran farm for 18m 20s of game time; it is still running.
    Inventory change: cactus +12960, carrot -6384, hay +21504, pumpkin +5460, water +1760, wood +98368.
    Game time: 5h 57m 24s elapsed, 2m 36s of budget remaining.
    Output:
    (none)
  233. 5h 57mwait seconds=140
    result
    Waited 2m 20s (time up). Program: farm running.
    Inventory change: cactus +1728, carrot -740, hay +2496, pumpkin +788, water +224, wood +11808.
    Game time: 5h 59m 54s elapsed, 6s of budget remaining.
  234. 5h 59msaidThe 6-hour budget is essentially used up (6 seconds left), and the farm program is still running. Stopping it cleanly so nothing is left mid-action.
  235. 5h 59mstop_program
    result
    Program stopped.
    Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
  236. 6h 00msaidThe 6-hour game-time budget is used up and the farm is stopped. Final farm (12×12) and what it produced: - Cactus: the largest output. The bottom and top rows are kept sorted with `swap()`, so one harvest takes the whole row (n² yield). Cactus upgrade level 2 was bought for 20,000 pumpkins. - Pumpkins: three to four rows, with dead pumpkins replanted via `get_entity_type()`. - Wood: tree and bush rows, with the tree upgrade at level 6. - Hay: grass rows at grass upgrade level 6. - Carrots: only one row kept after the switch to pumpkins; the carrot stockpile was used up by planting costs. - Power: a small trickle from the sunflowers I cleared early on. Exact totals weren't reported by the tool, so I can't give final numbers. The last 30-minute windows added roughly 20k cactus, 9k pumpkins, 35k hay and 75k wood each. What I didn't do: - The dinosaur snake (bones) and polyculture companion planting, which were unlocked or planned but never built. - Gold and weird substance; I couldn't find how either is produced in the docs.

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)1,667
Cache reads10,906,653
Cache writes166,972
Output99,753
Thinking (subset of output where reported)67,422
Total11,175,045
ModelTokensEstimate
claude-haiku-5-511,175,045$0.61

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $0.61 (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-haiku-s1-a1-20261016T182652Z
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":"haiku","effort":"medium","fast":"absent"}
Models reportedclaude-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
Harnesse5a6d3888fcb (uncommitted changes)
Bridge / game3ee9b950dce5 / 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 5.82 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T18:26:52.534Z → 2026-10-16T18:37:29.153Z
Evidence79 items in evidence.json