Claude Haiku 5.5, seed 2
Claude Code · medium reasoning effort
Hay 434k produced, 5.64 points
Wood 391k produced, 5.59 points
Carrot 388k produced, 5.59 points
Pumpkin 409k produced, 5.61 points
Cactus 320 produced, 2.51 points
Power 18.3k produced, 4.26 points
Bone not produced
Weird substance not produced
Gold not produced
Water 21.3k produced, 4.33 points
Fertilizer 5.16k produced, 3.71 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 37.24orders of magnitude · model mean 36.23
- On seed 2
- #7of 8 models
- Cost
- $1.11API-equivalent estimate
- Real time
- 13m 10swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 17.4 |
| 2h 00m | 28.4 |
| 3h 00m | 32.5 |
| 4h 00m | 34.9 |
| 5h 00m | 36.3 |
| 6h 00m | 37.2 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 2 mean |
|---|---|---|---|
| Resources opened | 8 of 11 | 7.7 of 11 | 10.1 of 11 |
| Study | 45 | 47 | 43 |
| Action overhead | 17% | 14% | 11% |
| Tool calls | 366 | 297 | 231 |
| Program writes | 56 | 49 | 39 |
| Program stints | 58 | 45 | 39 |
| Median stint | 2m 00s | 3m 18s | 5m 28s |
| Cost per point | $0.030 | $0.022 | $0.084 |
Farm idle 8% of samples; longest stint 1h 01m; 2 rejected writes.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 1m 23s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 3m 53s | {"upgrades":["speed","speed","speed","plant","expand","expand"]} | speed 1, plant 1, expand 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 14m 14s | {"upgrades":["operators"]} | — | Could not buy operators: Not enough resources. |
| 21m 17s | {"upgrades":["operators"]} | operators 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 23m 17s | {"upgrades":["speed","expand"]} | speed 2, expand 2 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 25m 07s | {"upgrades":["carrots","speed","speed"]} | carrots 1 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 30m 56s | {"upgrades":["watering","trees","speed","speed","expand"]} | watering 1, trees 1, expand 3 | Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. |
| 31m 56s | {"upgrades":["variables"]} | — | Could not buy variables: Not enough resources. |
| 34m 46s | {"upgrades":["variables","speed","speed","speed","watering"]} | variables 1, speed 3, watering 2 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 37m 26s | {"upgrades":["functions","pumpkins","expand","sunflowers"]} | functions 1, functions 1, expand 4 | Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. |
| 42m 27s | {"upgrades":["pumpkins","sunflowers"]} | — | Could not buy pumpkins: Not enough resources. |
| 43m 57s | {"upgrades":["pumpkins","sunflowers"]} | sunflowers 1 | Could not buy pumpkins: Not enough resources. |
| 48m 17s | {"upgrades":["pumpkins"]} | pumpkins 1 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 51m 38s | {"upgrades":["senses"]} | senses 1 | Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. |
| 58m 01s | {"upgrades":["carrots"]} | carrots 2 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 03m | {"upgrades":["speed","speed"]} | speed 4 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 05m | {"upgrades":["grass"]} | grass 2 | Bought grass, now level 2. Paid hay 300. |
| 1h 10m | {"upgrades":["trees","speed"]} | trees 2 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 14m | {"upgrades":["expand"]} | — | Could not buy expand: Not enough resources. |
| 1h 14m | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 18m | {"upgrades":["carrots","carrots","trees","trees","grass","grass","watering","speed"]} | carrots 3, trees 3 | Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 22m | {"upgrades":["pumpkins"]} | pumpkins 2 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 32m | {"upgrades":["watering","fertilizer","grass","trees","carrots"]} | watering 3, fertilizer 1, grass 3 | Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. |
| 1h 38m | {"upgrades":["trees","grass","grass"]} | grass 4 | Could not buy trees: Not enough resources. |
| 1h 39m | {"upgrades":["cactus"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 51m | {"upgrades":["trees","trees"]} | trees 4 | Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 54m | {"upgrades":["carrots","speed"]} | — | Could not buy carrots: Not enough resources. |
| 1h 58m | {"upgrades":["trees","grass"]} | — | Could not buy trees: Not enough resources. |
| 2h 05m | {"upgrades":["carrots","trees","grass","watering"]} | watering 4 | Could not buy carrots: Not enough resources. |
| 2h 11m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 12m | {"upgrades":["speed"]} | speed 5 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 2h 21m | {"upgrades":["pumpkins","carrots","trees","grass"]} | — | Could not buy pumpkins: Not enough resources. |
| 2h 21m | {"upgrades":["polyculture"]} | polyculture 1 | Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 2h 27m | {"upgrades":["carrots","fertilizer"]} | carrots 4, fertilizer 2 | Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 2h 39m | {"upgrades":["pumpkins","pumpkins"]} | pumpkins 3 | Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 2h 44m | {"upgrades":["trees","grass","watering","fertilizer"]} | grass 5 | Could not buy trees: Not enough resources. |
| 2h 49m | {"upgrades":["trees","watering","fertilizer"]} | trees 5, fertilizer 3 | Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. |
| 3h 01m | {"upgrades":["watering","fertilizer"]} | watering 5 | Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. |
| 3h 12m | {"upgrades":["fertilizer","trees"]} | — | Could not buy fertilizer: Not enough resources. |
| 3h 12m | {"upgrades":["trees","fertilizer"]} | — | Could not buy trees: Not enough resources. |
| 3h 21m | {"upgrades":["expand"]} | expand 7 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 27m | {"upgrades":["pumpkins"]} | pumpkins 4 | Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 3h 38m | {"upgrades":["trees","grass","carrots","watering"]} | — | Could not buy trees: Not enough resources. |
| 3h 44m | {"upgrades":["carrots","trees"]} | — | Could not buy carrots: Not enough resources. |
| 3h 54m | {"upgrades":["carrots","trees","grass","watering"]} | — | Could not buy carrots: Not enough resources. |
| 4h 05m | {"upgrades":["trees","watering"]} | — | Could not buy trees: Not enough resources. |
| 4h 41m | {"upgrades":["carrots","trees","grass","fertilizer"]} | — | Could not buy carrots: Not enough resources. |
| 5h 12m | {"upgrades":["trees","carrots","grass","watering","fertilizer"]} | — | Could not buy trees: Not enough resources. |
| 5h 28m | {"upgrades":["trees","carrots","grass","watering","fertilizer"]} | carrots 5 | Could not buy trees: Not enough resources. |
Programs 58 writes, code as the agent wrote it
start.py
r11m 00sRanFinal
harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved start (5 lines). Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
- run_program at 1m 10s for 30s (agent saw)
Ran start for 3s of game time; it finished. Inventory change: hay +5. Game time: 1m 23s elapsed, 5h 58m 37s of budget remaining. Output: (none)
hay.py
r11m 33sRan
while True: harvest()- Write result the agent saw
Saved hay (2 lines). Game time: 1m 43s elapsed, 5h 58m 17s of budget remaining.
- run_program at 1m 43s for 120s (agent saw)
Ran hay for 2m of game time; it is still running. Inventory change: hay +240. Game time: 3m 53s elapsed, 5h 56m 7s of budget remaining. Output: (none)
bush.py
r14m 33sRan
plant(Entities.Bush) while True: harvest()- Write result the agent saw
Saved bush (3 lines). Game time: 4m 43s elapsed, 5h 55m 17s of budget remaining.
- run_program at 4m 53s for 60s (agent saw)
Ran bush for 1m of game time; it is still running. Inventory change: no change. Game time: 6m 3s elapsed, 5h 53m 57s of budget remaining. Output: (none)
- run_program at 7m 13s for 30s (agent saw)
Ran bush for 30s of game time; it is still running. Inventory change: no change. Game time: 7m 53s elapsed, 5h 52m 7s of budget remaining. Output: (none)
—7m 03sRejected
while True: harvest() plant(Entities.Bush)- Write result the agent saw
Stop the program before editing it.
r28m 03sRan
while True: harvest() plant(Entities.Bush)Changes from the previous revision
- plant(Entities.Bush) while True: harvest() + plant(Entities.Bush)
- Write result the agent saw
Saved bush (3 lines). Game time: 8m 13s elapsed, 5h 51m 47s of budget remaining.
- run_program at 8m 13s for 30s (agent saw)
Ran bush for 30s of game time; it is still running. Inventory change: hay +1. Game time: 8m 53s elapsed, 5h 51m 7s of budget remaining. Output: (none)
- run_program at 10m 13s for 10s (agent saw)
Ran bush for 10s of game time; it is still running. Inventory change: wood +5. Game time: 10m 33s elapsed, 5h 49m 27s of budget remaining. Output: (none)
- run_program at 12m 43s for 20s (agent saw)
Ran bush for 20s of game time; it is still running. Inventory change: wood +1. Game time: 13m 13s elapsed, 5h 46m 47s of budget remaining. Output: (none)
r313m 23sRanFinal
harvest() plant(Entities.Bush)Changes from the previous revision
- while True: - harvest() - plant(Entities.Bush) + harvest() + plant(Entities.Bush)
- Write result the agent saw
Saved bush (2 lines). Game time: 13m 33s elapsed, 5h 46m 27s of budget remaining.
- run_program at 13m 33s for 5s (agent saw)
Ran bush for 1s of game time; it finished. Inventory change: wood +1. Game time: 13m 43s elapsed, 5h 46m 17s of budget remaining. Output: (none)
- run_program at 13m 53s for 10s (agent saw)
Ran bush for 1s of game time; it finished. Inventory change: wood +1. Game time: 14m 4s elapsed, 5h 45m 56s of budget remaining. Output: (none)
- run_program at 14m 24s for 10s (agent saw)
Ran bush for 1s of game time; it finished. Inventory change: wood +1. Game time: 14m 35s elapsed, 5h 45m 25s of budget remaining. Output: (none)
- run_program at 14m 45s for 5s (agent saw)
Ran bush for 1s of game time; it finished. Inventory change: wood +5. Game time: 14m 55s elapsed, 5h 45m 5s of budget remaining. Output: (none)
- run_program at 16m 05s for 5s (agent saw)
Ran bush for 1s of game time; it finished. Inventory change: hay +1. Game time: 16m 16s elapsed, 5h 43m 44s of budget remaining. Output: (none)
harvest_loop.py
r114m 55sRan
while True: harvest()- Write result the agent saw
Saved harvest_loop (2 lines). Game time: 15m 5s elapsed, 5h 44m 55s of budget remaining.
- run_program at 15m 30s for 5s (agent saw)
Ran harvest_loop for 5s of game time; it is still running. Inventory change: wood +1. Game time: 15m 45s elapsed, 5h 44m 15s of budget remaining. Output: (none)
- run_program at 16m 26s for 3s (agent saw)
Ran harvest_loop for 3s of game time; it is still running. Inventory change: wood +1. Game time: 16m 39s elapsed, 5h 43m 21s of budget remaining. Output: (none)
- run_program at 19m 29s for 2s (agent saw)
Ran harvest_loop for 2s of game time; it is still running. Inventory change: wood +1. Game time: 19m 41s elapsed, 5h 40m 19s of budget remaining. Output: (none)
wood.py
r116m 49sRan
while True: harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood (10 lines). Game time: 16m 59s elapsed, 5h 43m 1s of budget remaining.
- run_program at 16m 59s for 30s (agent saw)
Ran wood for 30s of game time; it is still running. Inventory change: hay +7. Game time: 17m 39s elapsed, 5h 42m 21s of budget remaining. Output: (none)
r221m 37sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)Changes from the previous revision
while True: - harvest() - plant(Entities.Bush) - move(North) - harvest() - plant(Entities.Bush) - move(North) - harvest() - plant(Entities.Bush) + if can_harvest(): + harvest() + plant(Entities.Bush) move(North)
- Write result the agent saw
Saved wood (5 lines). Game time: 21m 47s elapsed, 5h 38m 13s of budget remaining.
- run_program at 21m 47s for 30s (agent saw)
Ran wood for 30s of game time; it is still running. Inventory change: wood +20. Game time: 22m 27s elapsed, 5h 37m 33s of budget remaining. Output: (none)
r323m 47sRan
while True: for c in range(3): for r in range(3): if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East)Changes from the previous revision
while True: - if can_harvest(): - harvest() - plant(Entities.Bush) - move(North) + for c in range(3): + for r in range(3): + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + move(East)
- Write result the agent saw
Saved wood (8 lines). Game time: 23m 57s elapsed, 5h 36m 3s of budget remaining.
- run_program at 23m 57s for 60s (agent saw)
Ran wood for 1m of game time; it is still running. Inventory change: hay +14, wood +79. Game time: 25m 7s elapsed, 5h 34m 53s of budget remaining. Output: (none)
r427m 14sRan
while True: for c in range(3): for r in range(3): if can_harvest(): harvest() if c == 0: plant(Entities.Bush) else: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
if can_harvest(): harvest() + if c == 0: plant(Entities.Bush) + else: + plant(Entities.Carrot) move(North) move(East)
- Write result the agent saw
Saved wood (11 lines). Game time: 27m 24s elapsed, 5h 32m 36s of budget remaining.
- run_program at 27m 24s for 60s (agent saw)
Ran wood for 1m of game time; it is still running. Inventory change: carrot +53, hay -36, wood +47. Game time: 28m 34s elapsed, 5h 31m 26s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r529m 26sSaved, never run
move(East) while True: for c in range(3): for r in range(3): if c == 2 and r == 0: pass if c < 2 and can_harvest(): harvest() if c == 0: plant(Entities.Bush) elif c == 1: plant(Entities.Carrot) else: if can_harvest(): harvest() move(North) move(East)Changes from the previous revision
+ move(East) while True: for c in range(3): for r in range(3): - if can_harvest(): + if c == 2 and r == 0: + pass + if c < 2 and can_harvest(): harvest() if c == 0: plant(Entities.Bush) - else: + elif c == 1: plant(Entities.Carrot) + else: + if can_harvest(): + harvest() move(North) move(East)
- Write result the agent saw
Saved wood (17 lines). Game time: 29m 36s elapsed, 5h 30m 24s of budget remaining.
r629m 36sRan
move(East) while True: for c in range(3): for r in range(3): if can_harvest(): harvest() if c == 0: plant(Entities.Bush) elif c == 1: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
for c in range(3): for r in range(3): - if c == 2 and r == 0: - pass - if c < 2 and can_harvest(): + if can_harvest(): harvest() if c == 0: elif c == 1: plant(Entities.Carrot) - else: - if can_harvest(): - harvest() move(North) move(East)
- Write result the agent saw
Saved wood (12 lines). Game time: 29m 46s elapsed, 5h 30m 14s of budget remaining.
- run_program at 29m 46s for 60s (agent saw)
Ran wood for 1m of game time; it is still running. Inventory change: carrot +40, hay +38, wood +51. Game time: 30m 56s elapsed, 5h 29m 4s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
plantall.py
r119m 41sRanFinal
harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North) harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved plantall (9 lines). Game time: 19m 51s elapsed, 5h 40m 9s of budget remaining.
- run_program at 19m 51s for 10s (agent saw)
Ran plantall for 3s of game time; it finished. Inventory change: wood +2. Game time: 20m 4s elapsed, 5h 39m 56s of budget remaining. Output: (none)
- run_program at 20m 54s for 10s (agent saw)
Ran plantall for 3s of game time; it finished. Inventory change: wood +3. Game time: 21m 7s elapsed, 5h 38m 53s of budget remaining. Output: (none)
prep.py
r126m 27sRan
for c in range(3): for r in range(3): if can_harvest(): harvest() till() move(North) move(East)- Write result the agent saw
Saved prep (7 lines). Game time: 26m 37s elapsed, 5h 33m 23s of budget remaining.
- run_program at 26m 47s for 30s (agent saw)
Ran prep for 7s of game time; it finished. Inventory change: wood +9. Game time: 27m 4s elapsed, 5h 32m 56s of budget remaining. Output: (none)
prep2.py
r128m 54sRan
for r in range(3): if can_harvest(): harvest() till() move(North)- Write result the agent saw
Saved prep2 (5 lines). Game time: 29m 4s elapsed, 5h 30m 56s of budget remaining.
- run_program at 29m 04s for 20s (agent saw)
Ran prep2 for 2s of game time; it finished. Inventory change: wood +2. Game time: 29m 16s elapsed, 5h 30m 44s of budget remaining. Output: (none)
setup.py
r131m 26sRan
size = get_world_size() for c in range(size): for r in range(size): if can_harvest(): harvest() if c > 0: till() move(North) move(East)- Write result the agent saw
Saved setup (9 lines). Game time: 31m 36s elapsed, 5h 28m 24s of budget remaining.
- run_program at 31m 46s for 60s (agent saw)
Ran setup for 0s of game time; it stopped with an error: Unlocks.Variables must be unlocked before this can be used. Inventory change: no change. Game time: 31m 56s elapsed, 5h 28m 4s of budget remaining. Output: Error: Unlocks.Variables must be unlocked before this can be used. In: size = get_world_size() ^^ --------------------------------------------------------------------- Runtime error at 31m 56s (telemetry; not shown to the agent)
Unlocks.Variables must be unlocked before this can be used.
r232m 16sRan
for c in range(4): for r in range(4): if can_harvest(): harvest() if c > 0: till() move(North) move(East)Changes from the previous revision
- size = get_world_size() - for c in range(size): - for r in range(size): + for c in range(4): + for r in range(4): if can_harvest(): harvest()
- Write result the agent saw
Saved setup (8 lines). Game time: 32m 26s elapsed, 5h 27m 34s of budget remaining.
- run_program at 32m 36s for 60s (agent saw)
Ran setup for 11s of game time; it finished. Inventory change: hay +13, water +1, wood +7. Game time: 32m 56s elapsed, 5h 27m 4s of budget remaining. Output: (none)
r337m 46sRan
for c in range(6): for r in range(6): if c > 0: till() move(North) move(East)Changes from the previous revision
- for c in range(4): - for r in range(4): - if can_harvest(): - harvest() + for c in range(6): + for r in range(6): if c > 0: till()
- Write result the agent saw
Saved setup (6 lines). Game time: 37m 56s elapsed, 5h 22m 4s of budget remaining.
- run_program at 38m 06s for 120s (agent saw)
Ran setup for 11s of game time; it finished. Inventory change: water +2. Game time: 38m 27s elapsed, 5h 21m 33s of budget remaining. Output: (none)
r41h 14mRan
while get_pos_x() != 0: move(West) for c in range(8): for r in range(8): x = get_pos_x() if x != 2 and x != 7: till() move(North) move(East)Changes from the previous revision
- for c in range(6): - for r in range(6): - if c > 0: + while get_pos_x() != 0: + move(West) + for c in range(8): + for r in range(8): + x = get_pos_x() + if x != 2 and x != 7: till() move(North)
- Write result the agent saw
Saved setup (9 lines). Game time: 1h 14m 46s elapsed, 4h 45m 14s of budget remaining.
- run_program at 1h 15m for 60s (agent saw)
Ran setup for 6s of game time; it finished. Inventory change: power -3.99, water +1. Game time: 1h 15m 22s elapsed, 4h 44m 38s of budget remaining. Output: (none)
r52h 11mRan
while get_pos_x() != 0: move(West) for c in range(12): for r in range(12): x = get_pos_x() if x != 2: till() move(North) move(East)Changes from the previous revision
while get_pos_x() != 0: move(West) - for c in range(8): - for r in range(8): + for c in range(12): + for r in range(12): x = get_pos_x() - if x != 2 and x != 7: + if x != 2: till() move(North)
- Write result the agent saw
Saved setup (9 lines). Game time: 2h 11m 59s elapsed, 3h 48m 1s of budget remaining.
- run_program at 2h 12m for 120s (agent saw)
Ran setup for 14s of game time; it finished. Inventory change: fertilizer +2, power -9.74, water +11. Game time: 2h 12m 33s elapsed, 3h 47m 27s of budget remaining. Output: (none)
r63h 21mRan
while get_pos_x() != 0: move(West) for c in range(16): for r in range(16): x = get_pos_x() if x != 2: till() move(North) move(East)Changes from the previous revision
while get_pos_x() != 0: move(West) - for c in range(12): - for r in range(12): + for c in range(16): + for r in range(16): x = get_pos_x() if x != 2:
- Write result the agent saw
Saved setup (9 lines). Game time: 3h 21m 52s elapsed, 2h 38m 8s of budget remaining.
- run_program at 3h 22m for 120s (agent saw)
Ran setup for 17s of game time; it finished. Inventory change: fertilizer +7, power -17.17, water +28. Game time: 3h 22m 29s elapsed, 2h 37m 31s of budget remaining. Output: (none)
farm.py
r131m 36sSaved, never run
size = get_world_size() while True: for c in range(size): for r in range(size): if can_harvest(): harvest() if c > 0: if c % 2 == 1: plant(Entities.Bush) else: plant(Entities.Carrot) move(North) move(East)- Write result the agent saw
Saved farm (13 lines). Game time: 31m 46s elapsed, 5h 28m 14s of budget remaining.
r232m 26sRan
while True: for c in range(4): for r in range(4): if can_harvest(): harvest() if c > 0: if c % 2 == 1: plant(Entities.Bush) else: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
- size = get_world_size() while True: - for c in range(size): - for r in range(size): + for c in range(4): + for r in range(4): if can_harvest(): harvest()
- Write result the agent saw
Saved farm (12 lines). Game time: 32m 36s elapsed, 5h 27m 24s of budget remaining.
- run_program at 33m 06s for 90s (agent saw)
Ran farm for 1m 30s of game time; it is still running. Inventory change: carrot +75, hay +30, water +9, wood +70. Game time: 34m 46s elapsed, 5h 25m 14s of budget remaining. Output: (none)
r337m 56sRan
while True: for c in range(6): for r in range(6): if can_harvest(): harvest() if c > 0: if c % 2 == 1: plant(Entities.Bush) else: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
while True: - for c in range(4): - for r in range(4): + for c in range(6): + for r in range(6): if can_harvest(): harvest()
- Write result the agent saw
Saved farm (12 lines). Game time: 38m 6s elapsed, 5h 21m 54s of budget remaining.
- run_program at 38m 37s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +156, hay -16, water +24, wood +124. Game time: 40m 47s elapsed, 5h 19m 13s of budget remaining. Output: (none)
r444m 57sSaved, never run
while True: for c in range(6): for r in range(6): if can_harvest(): harvest() if c % 2 == 1: plant(Entities.Bush) elif c == 4: plant(Entities.Sunflowers) elif c == 2: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
if can_harvest(): harvest() - if c > 0: - if c % 2 == 1: - plant(Entities.Bush) - else: - plant(Entities.Carrot) + if c % 2 == 1: + plant(Entities.Bush) + elif c == 4: + plant(Entities.Sunflowers) + elif c == 2: + plant(Entities.Carrot) move(North) move(East)
- Write result the agent saw
Saved farm (13 lines). Game time: 45m 7s elapsed, 5h 14m 53s of budget remaining.
- run_program at 45m 07s for 60s (agent saw)
Parse error: Entities.Sunflowers doesn't exist.
r545m 17sRan
while True: for c in range(6): for r in range(6): if can_harvest(): harvest() if c % 2 == 1: plant(Entities.Bush) elif c == 4: plant(Entities.Sunflower) elif c == 2: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
plant(Entities.Bush) elif c == 4: - plant(Entities.Sunflowers) + plant(Entities.Sunflower) elif c == 2: plant(Entities.Carrot)
- Write result the agent saw
Saved farm (13 lines). Game time: 45m 27s elapsed, 5h 14m 33s of budget remaining.
- run_program at 45m 27s for 60s (agent saw)
Ran farm for 1m of game time; it is still running. Inventory change: carrot +38, hay -30, power +6.70, water +12, wood +122. Game time: 46m 37s elapsed, 5h 13m 23s of budget remaining. Output: (none)
r648m 58sRan
while True: for c in range(6): for r in range(6): if can_harvest(): harvest() if c == 1 or c == 3: plant(Entities.Bush) elif c == 2: plant(Entities.Pumpkin) elif c == 4: plant(Entities.Sunflower) elif c == 5: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
if can_harvest(): harvest() - if c % 2 == 1: + if c == 1 or c == 3: plant(Entities.Bush) + elif c == 2: + plant(Entities.Pumpkin) elif c == 4: plant(Entities.Sunflower) - elif c == 2: + elif c == 5: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (15 lines). Game time: 49m 8s elapsed, 5h 10m 52s of budget remaining.
- run_program at 49m 08s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot -27, hay +236, power -15.61, pumpkin +20, water +24, wood +261. Game time: 51m 18s elapsed, 5h 8m 42s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r752m 11sRan
while get_pos_x() != 0: move(West) while True: for c in range(6): for r in range(6): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1: plant(Entities.Carrot) elif x == 3 or x == 5: plant(Entities.Bush) elif x == 4: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
+ while get_pos_x() != 0: + move(West) while True: for c in range(6): for r in range(6): + x = get_pos_x() if can_harvest(): harvest() - if c == 1 or c == 3: - plant(Entities.Bush) - elif c == 2: - plant(Entities.Pumpkin) - elif c == 4: + if x == 0: plant(Entities.Sunflower) - elif c == 5: + elif x == 1: plant(Entities.Carrot) + elif x == 3 or x == 5: + plant(Entities.Bush) + elif x == 4: + plant(Entities.Pumpkin) move(North) move(East)
- Write result the agent saw
Saved farm (18 lines). Game time: 52m 21s elapsed, 5h 7m 39s of budget remaining.
- run_program at 52m 21s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +3, hay +44, power +4.68, pumpkin +47, water +24, wood +98. Game time: 54m 31s elapsed, 5h 5m 29s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r855m 11sRan
while get_pos_x() != 0: move(West) while True: for c in range(6): for r in range(6): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 5: plant(Entities.Carrot) elif x == 3: plant(Entities.Bush) elif x == 4: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
if x == 0: plant(Entities.Sunflower) - elif x == 1: + elif x == 1 or x == 5: plant(Entities.Carrot) - elif x == 3 or x == 5: + elif x == 3: plant(Entities.Bush) elif x == 4:
- Write result the agent saw
Saved farm (18 lines). Game time: 55m 21s elapsed, 5h 4m 39s of budget remaining.
- run_program at 55m 21s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +72, hay -52, power +25.07, pumpkin +71, water +24, wood -34. Game time: 57m 31s elapsed, 5h 2m 29s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ --------------------------------------------------------------------
r91h 01mRan
while get_pos_x() != 0: move(West) while True: for c in range(6): for r in range(6): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1: plant(Entities.Carrot) elif x == 3: plant(Entities.Bush) elif x == 4: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
if x == 0: plant(Entities.Sunflower) - elif x == 1 or x == 5: + elif x == 1: plant(Entities.Carrot) elif x == 3:
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 1m 13s elapsed, 4h 58m 47s of budget remaining.
- run_program at 1h 01m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +143, hay +78, power +23.08, pumpkin +76, water +24, wood -30. Game time: 1h 3m 23s elapsed, 4h 56m 37s of budget remaining. Output: (none)
r101h 08mRan
while get_pos_x() != 0: move(West) while True: for c in range(6): for r in range(6): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 5: plant(Entities.Carrot) elif x == 3: plant(Entities.Bush) elif x == 4: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
if x == 0: plant(Entities.Sunflower) - elif x == 1: + elif x == 1 or x == 5: plant(Entities.Carrot) elif x == 3:
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 8m 44s elapsed, 4h 51m 16s of budget remaining.
- run_program at 1h 08m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +174, hay +184, power +3.10, pumpkin +134, water +24, wood -137. Game time: 1h 10m 54s elapsed, 4h 49m 6s of budget remaining. Output: (none)
—1h 11mRejected
while get_pos_x() != 0: move(West) while True: for c in range(6): for r in range(6): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1: plant(Entities.Carrot) elif x == 3 or x == 5: plant(Entities.Bush) elif x == 4: plant(Entities.Pumpkin) move(North) move(East)- Write result the agent saw
Stop the program before editing it.
r111h 11mRan
while get_pos_x() != 0: move(West) while True: for c in range(6): for r in range(6): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1: plant(Entities.Carrot) elif x == 3 or x == 5: plant(Entities.Bush) elif x == 4: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
if x == 0: plant(Entities.Sunflower) - elif x == 1 or x == 5: + elif x == 1: plant(Entities.Carrot) - elif x == 3: + elif x == 3 or x == 5: plant(Entities.Bush) elif x == 4:
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 11m 44s elapsed, 4h 48m 16s of budget remaining.
- run_program at 1h 11m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +19, hay +432, power +3.12, pumpkin +133, water +24, wood +470. Game time: 1h 14m 5s elapsed, 4h 45m 55s of budget remaining. Output: (none)
r121h 14mRan
while get_pos_x() != 0: move(West) while True: for c in range(8): for r in range(8): x = get_pos_x() if can_harvest(): harvest() if x == 0 or x == 4 or x == 6: if x == 0: plant(Entities.Sunflower) elif x == 4: plant(Entities.Pumpkin) else: plant(Entities.Carrot) elif x == 1 or x == 3 or x == 5: plant(Entities.Bush) move(North) move(East)Changes from the previous revision
move(West) while True: - for c in range(6): - for r in range(6): + for c in range(8): + for r in range(8): x = get_pos_x() if can_harvest(): harvest() - if x == 0: - plant(Entities.Sunflower) - elif x == 1: - plant(Entities.Carrot) - elif x == 3 or x == 5: + if x == 0 or x == 4 or x == 6: + if x == 0: + plant(Entities.Sunflower) + elif x == 4: + plant(Entities.Pumpkin) + else: + plant(Entities.Carrot) + elif x == 1 or x == 3 or x == 5: plant(Entities.Bush) - elif x == 4: - plant(Entities.Pumpkin) move(North) move(East)
- Write result the agent saw
Saved farm (19 lines). Game time: 1h 14m 56s elapsed, 4h 45m 4s of budget remaining.
- run_program at 1h 15m for 180s (agent saw)
Ran farm for 3m of game time; it is still running. Inventory change: carrot +157, hay +790, power +27.61, pumpkin +114, water +36, wood +1030. Game time: 1h 18m 42s elapsed, 4h 41m 18s of budget remaining. Output: (none)
r131h 25mRan
while get_pos_x() != 0: move(West) while True: for c in range(8): for r in range(8): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) elif x == 3: plant(Entities.Bush) elif x == 6: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
if can_harvest(): harvest() - if x == 0 or x == 4 or x == 6: - if x == 0: - plant(Entities.Sunflower) - elif x == 4: - plant(Entities.Pumpkin) - else: - plant(Entities.Carrot) - elif x == 1 or x == 3 or x == 5: + if x == 0: + plant(Entities.Sunflower) + elif x == 1 or x == 4 or x == 5: + plant(Entities.Pumpkin) + elif x == 3: plant(Entities.Bush) + elif x == 6: + plant(Entities.Carrot) move(North) move(East)
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 25m 52s elapsed, 4h 34m 8s of budget remaining.
- run_program at 1h 25m for 180s (agent saw)
Ran farm for 3m of game time; it is still running. Inventory change: carrot -286, hay +192, power +46.60, pumpkin +1034, water +36, wood +400. Game time: 1h 29m 2s elapsed, 4h 30m 58s of budget remaining. Output: (none)
r141h 35mRan
while get_pos_x() != 0: move(West) while True: for c in range(8): for r in range(8): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) elif x == 3 or x == 6: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) - elif x == 3: - plant(Entities.Bush) - elif x == 6: + elif x == 3 or x == 6: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (16 lines). Game time: 1h 36m 2s elapsed, 4h 23m 58s of budget remaining.
- run_program at 1h 36m for 150s (agent saw)
Ran farm for 2m 30s of game time; it is still running. Inventory change: carrot +450, fertilizer +15, hay +504, power +32.87, pumpkin +758, water +60, wood -1064. Game time: 1h 38m 52s elapsed, 4h 21m 8s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r151h 41mRan
while get_pos_x() != 0: move(West) while True: for c in range(8): for r in range(8): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) elif x == 3: plant(Entities.Cactus) elif x == 6: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) - elif x == 3 or x == 6: + elif x == 3: + plant(Entities.Cactus) + elif x == 6: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 41m 17s elapsed, 4h 18m 43s of budget remaining.
- run_program at 1h 41m for 150s (agent saw)
Ran farm for 2m 30s of game time; it is still running. Inventory change: cactus +224, carrot -553, fertilizer +15, hay +2944, power -20.18, pumpkin +224, water +60. Game time: 1h 43m 57s elapsed, 4h 16m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r161h 44mRan
while get_pos_x() != 0: move(West) while True: for c in range(8): for r in range(8): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) elif x == 3: plant(Entities.Bush) elif x == 6 or x == 7: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
plant(Entities.Pumpkin) elif x == 3: - plant(Entities.Cactus) - elif x == 6: + plant(Entities.Bush) + elif x == 6 or x == 7: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 45m 8s elapsed, 4h 14m 52s of budget remaining.
- run_program at 1h 45m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: cactus +10, carrot +21, fertilizer +12, hay +732, power +2.11, pumpkin +470, water +48, wood +12. Game time: 1h 47m 18s elapsed, 4h 12m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r171h 51mRan
while get_pos_x() != 0: move(West) while True: for c in range(8): for r in range(8): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) elif x == 3 or x == 7: plant(Entities.Bush) elif x == 6: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) - elif x == 3: + elif x == 3 or x == 7: plant(Entities.Bush) - elif x == 6 or x == 7: + elif x == 6: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 52m 8s elapsed, 4h 7m 52s of budget remaining.
- run_program at 1h 52m for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: fertilizer +12, hay +640, power +27.04, pumpkin +386, water +48, wood +1880. Game time: 1h 54m 18s elapsed, 4h 5m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r181h 54mRan
while get_pos_x() != 0: move(West) while True: for c in range(8): for r in range(8): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) elif x == 3: plant(Entities.Bush) elif x == 6 or x == 7: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 1 or x == 4 or x == 5: plant(Entities.Pumpkin) - elif x == 3 or x == 7: + elif x == 3: plant(Entities.Bush) - elif x == 6: + elif x == 6 or x == 7: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 1h 54m 58s elapsed, 4h 5m 2s of budget remaining.
- run_program at 1h 54m for 180s (agent saw)
Ran farm for 3m of game time; it is still running. Inventory change: carrot +248, fertilizer +18, hay +320, power +34.55, pumpkin +912, water +72, wood +664. Game time: 1h 58m 8s elapsed, 4h 1m 52s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r192h 11mRan
while get_pos_x() != 0: move(West) while True: for c in range(12): for r in range(12): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: plant(Entities.Pumpkin) elif x == 3 or x == 10: plant(Entities.Bush) elif x == 6 or x == 7 or x == 11: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
move(West) while True: - for c in range(8): - for r in range(8): + for c in range(12): + for r in range(12): x = get_pos_x() if can_harvest(): if x == 0: plant(Entities.Sunflower) - elif x == 1 or x == 4 or x == 5: + elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: plant(Entities.Pumpkin) - elif x == 3: + elif x == 3 or x == 10: plant(Entities.Bush) - elif x == 6 or x == 7: + elif x == 6 or x == 7 or x == 11: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 2h 12m 9s elapsed, 3h 47m 51s of budget remaining.
- run_program at 2h 12m for 180s (agent saw)
Ran farm for 3m of game time; it is still running. Inventory change: carrot +236, fertilizer +18, hay -240, power +127.84, pumpkin +1796, water +144, wood +1008. Game time: 2h 16m 3s elapsed, 3h 43m 57s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r202h 33mRan
while get_pos_x() != 0: move(West) while True: for c in range(12): for r in range(12): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: plant(Entities.Pumpkin) elif x == 3 or x == 10 or x == 11: plant(Entities.Bush) elif x == 6: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: plant(Entities.Pumpkin) - elif x == 3 or x == 10: + elif x == 3 or x == 10 or x == 11: plant(Entities.Bush) - elif x == 6 or x == 7 or x == 11: + elif x == 6: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 2h 33m 55s elapsed, 3h 26m 5s of budget remaining.
- run_program at 2h 33m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot +1836, fertilizer +60, hay +5008, power +231.43, pumpkin +3246, water +240, wood +6144. Game time: 2h 39m 5s elapsed, 3h 20m 55s of budget remaining. Output: (none)
r212h 50mRan
while get_pos_x() != 0: move(West) while True: for c in range(12): for r in range(12): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: plant(Entities.Pumpkin) elif x == 3 or x == 10 or x == 11: plant(Entities.Bush) elif x == 6 or x == 7: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 3 or x == 10 or x == 11: plant(Entities.Bush) - elif x == 6: + elif x == 6 or x == 7: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 2h 50m 46s elapsed, 3h 9m 14s of budget remaining.
- run_program at 2h 50m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot -1056, fertilizer +120, hay +3024, power +219.39, pumpkin +6120, water +240, wood +13536. Game time: 2h 55m 56s elapsed, 3h 4m 4s of budget remaining. Output: (none)
r222h 56mRan
while get_pos_x() != 0: move(West) while True: for c in range(12): for r in range(12): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: plant(Entities.Pumpkin) elif x == 10 or x == 11: plant(Entities.Bush) elif x == 3 or x == 6 or x == 7: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: plant(Entities.Pumpkin) - elif x == 3 or x == 10 or x == 11: + elif x == 10 or x == 11: plant(Entities.Bush) - elif x == 6 or x == 7: + elif x == 3 or x == 6 or x == 7: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 2h 56m 26s elapsed, 3h 3m 34s of budget remaining.
- run_program at 2h 56m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot +1920, fertilizer +120, hay +1344, power +233.38, pumpkin +6184, water +240, wood +2800. Game time: 3h 1m 36s elapsed, 2h 58m 24s of budget remaining. Output: (none)
r233h 21mRan
while get_pos_x() != 0: move(West) while True: for c in range(16): for r in range(16): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9 or x == 12 or x == 13: plant(Entities.Pumpkin) elif x == 10 or x == 11: plant(Entities.Bush) elif x == 3 or x == 6 or x == 7 or x == 14 or x == 15: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
move(West) while True: - for c in range(12): - for r in range(12): + for c in range(16): + for r in range(16): x = get_pos_x() if can_harvest(): if x == 0: plant(Entities.Sunflower) - elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9: + elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9 or x == 12 or x == 13: plant(Entities.Pumpkin) elif x == 10 or x == 11: plant(Entities.Bush) - elif x == 3 or x == 6 or x == 7: + elif x == 3 or x == 6 or x == 7 or x == 14 or x == 15: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 3h 22m 2s elapsed, 2h 37m 58s of budget remaining.
- run_program at 3h 22m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot +3600, fertilizer +120, hay -3008, power +42.33, pumpkin +6036, water +480, wood -1856. Game time: 3h 27m 49s elapsed, 2h 32m 11s of budget remaining. Output: (none)
r243h 39mRan
while get_pos_x() != 0: move(West) while True: for c in range(16): for r in range(16): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9 or x == 12 or x == 13: plant(Entities.Pumpkin) elif x == 10 or x == 11: plant(Entities.Bush) elif x == 3 or x == 6 or x == 7: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 10 or x == 11: plant(Entities.Bush) - elif x == 3 or x == 6 or x == 7 or x == 14 or x == 15: + elif x == 3 or x == 6 or x == 7: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 3h 39m 12s elapsed, 2h 20m 48s of budget remaining.
- run_program at 3h 39m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot -648, fertilizer +120, hay +8128, power -227.62, pumpkin +9680, water +480, wood +3792. Game time: 3h 44m 22s elapsed, 2h 15m 38s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ --------------------------------------------------------------------
r253h 55mRan
while get_pos_x() != 0: move(West) while True: for c in range(16): for r in range(16): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9 or x == 12 or x == 13: plant(Entities.Pumpkin) elif x == 10 or x == 11: plant(Entities.Bush) elif x == 3 or x == 6 or x == 7 or x == 14 or x == 15: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 10 or x == 11: plant(Entities.Bush) - elif x == 3 or x == 6 or x == 7: + elif x == 3 or x == 6 or x == 7 or x == 14 or x == 15: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 3h 55m 35s elapsed, 2h 4m 25s of budget remaining.
- run_program at 3h 55m for 600s (agent saw)
Ran farm for 10m of game time; it is still running. Inventory change: carrot +176, fertilizer +240, hay -5632, power +159.57, pumpkin +21592, water +960, wood -2368. Game time: 4h 5m 45s elapsed, 1h 54m 15s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r264h 57mRan
while get_pos_x() != 0: move(West) while True: for c in range(16): for r in range(16): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Sunflower) elif x == 1 or x == 4 or x == 5 or x == 8 or x == 9 or x == 12 or x == 13: plant(Entities.Pumpkin) elif x == 10 or x == 11: plant(Entities.Bush) elif x == 3 or x == 6 or x == 7: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
elif x == 10 or x == 11: plant(Entities.Bush) - elif x == 3 or x == 6 or x == 7 or x == 14 or x == 15: + elif x == 3 or x == 6 or x == 7: plant(Entities.Carrot) move(North)
- Write result the agent saw
Saved farm (18 lines). Game time: 4h 57m 39s elapsed, 1h 2m 21s of budget remaining.
- run_program at 4h 57m for 900s (agent saw)
Ran farm for 15m of game time; it is still running. Inventory change: carrot -296, fertilizer +360, hay +26080, power -844.10, pumpkin +26904, water +1440, wood +8256. Game time: 5h 12m 49s elapsed, 47m 11s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ --------------------------------------------------------------------- run_program at 5h 58m for 40s (agent saw)
Ran farm for 40s of game time; it is still running. Inventory change: carrot -280, fertilizer +16, hay +112, power +5.64, pumpkin +2112, water +64, wood +112. Game time: 5h 59m 49s elapsed, 11s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
grassify.py
r148m 27sRan
move(West) move(West) move(West) for r in range(6): till() move(North)- Write result the agent saw
Saved grassify (6 lines). Game time: 48m 37s elapsed, 5h 11m 23s of budget remaining.
- run_program at 48m 37s for 30s (agent saw)
Ran grassify for 1s of game time; it finished. Inventory change: power -0.47. Game time: 48m 48s elapsed, 5h 11m 12s of budget remaining. Output: (none)
fixone.py
r151m 48sRan
while get_pos_x() != 1: move(West) for r in range(6): if can_harvest(): harvest() till() move(North)- Write result the agent saw
Saved fixone (7 lines). Game time: 51m 58s elapsed, 5h 8m 2s of budget remaining.
- run_program at 51m 58s for 30s (agent saw)
Ran fixone for 3s of game time; it finished. Inventory change: hay +10, water +1. Game time: 52m 11s elapsed, 5h 7m 49s of budget remaining. Output: (none)
fixfive.py
r11h 00mRan
while get_pos_x() != 5: move(East) for r in range(6): if can_harvest(): harvest() till() move(North)- Write result the agent saw
Saved fixfive (7 lines). Game time: 1h 51s elapsed, 4h 59m 9s of budget remaining.
- run_program at 1h 00m for 30s (agent saw)
Ran fixfive for 2s of game time; it finished. Inventory change: carrot +12, power -0.64. Game time: 1h 1m 3s elapsed, 4h 58m 57s of budget remaining. Output: (none)
- run_program at 1h 08m for 10s (agent saw)
Ran fixfive for 1s of game time; it finished. Inventory change: hay +12, power -0.57. Game time: 1h 8m 34s elapsed, 4h 51m 26s of budget remaining. Output: (none)
- run_program at 1h 11m for 10s (agent saw)
Ran fixfive for 1s of game time; it finished. Inventory change: carrot +20, power -0.57. Game time: 1h 11m 55s elapsed, 4h 48m 5s of budget remaining. Output: (none)
cactus_test.py
r11h 40mRan
while get_pos_x() != 3: move(East) for r in range(6): if can_harvest(): harvest() plant(Entities.Cactus) move(North)- Write result the agent saw
Saved cactus_test (7 lines). Game time: 1h 40m 46s elapsed, 4h 19m 14s of budget remaining.
- run_program at 1h 40m for 30s (agent saw)
Ran cactus_test for 1s of game time; it finished. Inventory change: power -0.44, pumpkin -12. Game time: 1h 40m 57s elapsed, 4h 19m 3s of budget remaining. Output: (none)
fixseven.py
r11h 44mRan
while get_pos_x() != 7: move(East) for r in range(8): if can_harvest(): harvest() till() move(North)- Write result the agent saw
Saved fixseven (7 lines). Game time: 1h 44m 47s elapsed, 4h 15m 13s of budget remaining.
- run_program at 1h 44m for 20s (agent saw)
Ran fixseven for 1s of game time; it finished. Inventory change: hay +64, power -0.74, water +1. Game time: 1h 44m 58s elapsed, 4h 15m 2s of budget remaining. Output: (none)
r22h 33mRan
while get_pos_x() != 7: move(East) for r in range(12): if can_harvest(): harvest() till() move(North)Changes from the previous revision
while get_pos_x() != 7: move(East) - for r in range(8): + for r in range(12): if can_harvest(): harvest()
- Write result the agent saw
Saved fixseven (7 lines). Game time: 2h 33m 33s elapsed, 3h 26m 27s of budget remaining.
- run_program at 2h 33m for 30s (agent saw)
Ran fixseven for 1s of game time; it finished. Inventory change: carrot +168, power -1.14, water +1. Game time: 2h 33m 45s elapsed, 3h 26m 15s of budget remaining. Output: (none)
- run_program at 2h 50m for 20s (agent saw)
Ran fixseven for 2s of game time; it finished. Inventory change: fertilizer +1, hay +480, power -1.44, water +2. Game time: 2h 50m 36s elapsed, 3h 9m 24s of budget remaining. Output: (none)
probe.py
r11h 51mRan
while get_pos_x() != 3: move(East) print(can_harvest()) print(get_pos_x()) print(get_pos_y()) harvest() plant(Entities.Bush)- Write result the agent saw
Saved probe (7 lines). Game time: 1h 51m 18s elapsed, 4h 8m 42s of budget remaining.
- run_program at 1h 51m for 10s (agent saw)
Ran probe for 0s of game time; it stopped with an error: Unlocks.Debug must be unlocked before this can be used. Inventory change: power -0.14. Game time: 1h 51m 28s elapsed, 4h 8m 32s of budget remaining. Output: Error: Unlocks.Debug must be unlocked before this can be used. In: print(can_harvest()) ^^ --------------------------------------------------------------------- Runtime error at 1h 51m (telemetry; not shown to the agent)
Unlocks.Debug must be unlocked before this can be used.
r21h 51mRan
while get_pos_x() != 3: move(East) harvest() plant(Entities.Bush)Changes from the previous revision
while get_pos_x() != 3: move(East) - print(can_harvest()) - print(get_pos_x()) - print(get_pos_y()) harvest() plant(Entities.Bush)
- Write result the agent saw
Saved probe (4 lines). Game time: 1h 51m 38s elapsed, 4h 8m 22s of budget remaining.
- run_program at 1h 51m for 10s (agent saw)
Ran probe for 0s of game time; it finished. Inventory change: power -0.03, wood +4. Game time: 1h 51m 48s elapsed, 4h 8m 12s of budget remaining. Output: (none)
fixfourteen.py
r13h 38mRan
while get_pos_x() != 14: move(East) for c in range(2): for r in range(16): if can_harvest(): harvest() till() move(North) move(East)- Write result the agent saw
Saved fixfourteen (9 lines). Game time: 3h 38m 49s elapsed, 2h 21m 11s of budget remaining.
- run_program at 3h 38m for 60s (agent saw)
Ran fixfourteen for 3s of game time; it finished. Inventory change: carrot +616, fertilizer +1, power -3.15, water +5. Game time: 3h 39m 2s elapsed, 2h 20m 58s of budget remaining. Output: (none)
- run_program at 3h 55m for 60s (agent saw)
Ran fixfourteen for 3s of game time; it finished. Inventory change: fertilizer +2, hay +512, power -3.31, water +5. Game time: 3h 55m 25s elapsed, 2h 4m 35s of budget remaining. Output: (none)
- run_program at 4h 57m for 60s (agent saw)
Ran fixfourteen for 3s of game time; it finished. Inventory change: carrot +400, fertilizer +1, power -3.18, water +6. Game time: 4h 57m 29s elapsed, 1h 2m 31s of budget remaining. Output: (none)
log
Step by step
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
docs_readpath="docs/getting_started.md"result
# Getting Started This window contains information about everything in the game. You can move windows around by dragging and dropping the gray part of the window. You can move around by dragging anywhere outside the windows. To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it. Be sure to check out the buttons in the top right corner of the scree…
- 30s
docs_readpath="docs/first_program.md"result
# First Program ## Text editor All programming is done in code windows. Each code window corresponds to a text file containing code. You can rename the file by clicking on its name at the top of the window. The code can be edited like in any text editor as long as it's not running. You can execute the program directly by pressing the green play button in the code window.  You c…
- 40s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 50s
run_programname="start" seconds=30result
No program named start.
- 1m 00s
write_programname="start" · evidenceresult
Saved start (5 lines). Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
- 1m 10s
run_programname="start" seconds=30result
Ran start for 3s of game time; it finished. Inventory change: hay +5. Game time: 1m 23s elapsed, 5h 58m 37s of budget remaining. Output: (none)
- 1m 23s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 1m 33s elapsed, 5h 58m 27s of budget remaining.
- 1m 33s
write_programname="hay" · evidenceresult
Saved hay (2 lines). Game time: 1m 43s elapsed, 5h 58m 17s of budget remaining.
- 1m 43s
run_programname="hay" seconds=120result
Ran hay for 2m of game time; it is still running. Inventory change: hay +240. Game time: 3m 53s elapsed, 5h 56m 7s of budget remaining. Output: (none)
- 3m 53s
buy_upgradeupgrades=["speed","speed","speed","plant","expand","expand"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy expand: Not enough resources.…
- 4m 03s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 4m 13s
docs_readpath="unlocks/carrots"result
## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) ### Unlock Cost [Current cost: wood=50] Game time: 4m 23s elapsed, 5h 55m 37s of budget remaining.
- 4m 23s
docs_readpath="unlocks/trees"result
## Trees Unlocks trees. plant(Entities.Trees) ### Unlock Cost [Current cost: wood=50, carrot=70] Game time: 4m 33s elapsed, 5h 55m 27s of budget remaining.
- 4m 33s
write_programname="bush" · evidenceresult
Saved bush (3 lines). Game time: 4m 43s elapsed, 5h 55m 17s of budget remaining.
- 4m 43s
observeresult
Game time: 4m 53s elapsed, 5h 55m 7s of budget remaining. Program: hay (running). Inventory: hay 160. 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 _Gr2* Recent output: (none)
- 4m 53s
run_programname="bush" seconds=60result
Ran bush for 1m of game time; it is still running. Inventory change: no change. Game time: 6m 3s elapsed, 5h 53m 57s of budget remaining. Output: (none)
- 6m 03s
observeresult
Game time: 6m 13s elapsed, 5h 53m 47s of budget remaining. Program: bush (running). Inventory: hay 160. 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 _Gr2* Recent output: (none)
- 6m 13s
docs_searchquery="Bush"result
docs/home.md: …functions/plant) [tap](functions/tap) ## Items [Hay](items/hay) [Wood](items/wood) ## Entities [Bush](objects/bush) [Grass](objects/grass) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)… unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cos…
- 6m 23s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Grass` Total grow time: 0.5 seconds Grown 66.33% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: hay 1 Game time: 6m 33s elapsed, 5h 53m 27s of budget remaining.
- 6m 33s
docs_readpath="objects/bush"result
## Bush A small bush that drops Items.Wood. Base growth time between 3.2 and 4.8 seconds. Can grow on grassland or soil. For more related information see: [Plant](docs/unlocks/plant.md) Game time: 6m 43s elapsed, 5h 53m 17s of budget remaining.
- 6m 43s
docs_readpath="functions/plant"result
plant(entity) Spends the cost of the specified entity and plants it under the drone. It fails if you can't afford the plant, the ground type is wrong or there's already a plant there. returns True if it succeeded, False otherwise. takes 200 ticks to execute if it succeeded, 1 tick otherwise. example: plant(Entities.Bush) Game time: 6m 53s elapsed, 5h 53m 7s of budget remaining.
- 6m 53s
docs_readpath="objects/grassland"result
## Grassland The default ground. Grass will automatically grow on it. Game time: 7m 3s elapsed, 5h 52m 57s of budget remaining.
- 7m 03s
write_programname="bush" · evidenceresult
Stop the program before editing it.
- 7m 13s
run_programname="bush" seconds=30result
Ran bush for 30s of game time; it is still running. Inventory change: no change. Game time: 7m 53s elapsed, 5h 52m 7s of budget remaining. Output: (none)
- 7m 53s
stop_programresult
Program stopped. Game time: 8m 3s elapsed, 5h 51m 57s of budget remaining.
- 8m 03s
write_programname="bush" · evidenceresult
Saved bush (3 lines). Game time: 8m 13s elapsed, 5h 51m 47s of budget remaining.
- 8m 13s
run_programname="bush" seconds=30result
Ran bush for 30s of game time; it is still running. Inventory change: hay +1. Game time: 8m 53s elapsed, 5h 51m 7s of budget remaining. Output: (none)
- 8m 53s
observeresult
Game time: 9m 3s elapsed, 5h 50m 57s of budget remaining. Program: bush (running). Inventory: hay 161. 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, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu1* Recent output: (none)
- 9m 03s
waitseconds=20result
Waited 20s (time up). Program: bush running. Inventory change: no change. Game time: 9m 33s elapsed, 5h 50m 27s of budget remaining.
- 9m 33s
observeresult
Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining. Program: bush (running). Inventory: hay 161. 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, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu1* Recent output: (none)
- 9m 43s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 4.7 seconds Grown 7.06% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 5 Game time: 9m 53s elapsed, 5h 50m 7s of budget remaining.
- 9m 53s
stop_programresult
Program stopped. Game time: 10m 3s elapsed, 5h 49m 57s of budget remaining.
- 10m 03s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 4.12 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 5 Game time: 10m 13s elapsed, 5h 49m 47s of budget remaining.
- 10m 13s
run_programname="bush" seconds=10result
Ran bush for 10s of game time; it is still running. Inventory change: wood +5. Game time: 10m 33s elapsed, 5h 49m 27s of budget remaining. Output: (none)
- 10m 33s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 10m 43s
waitseconds=60 until_resources={"wood":50}result
Waited 1m (time up). Program: bush running. Inventory change: no change. Game time: 11m 53s elapsed, 5h 48m 7s of budget remaining.
- 11m 53s
observeresult
Game time: 12m 3s elapsed, 5h 47m 57s of budget remaining. Program: bush (running). Inventory: hay 161, wood 5. 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, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu1* Recent output: (none)
- 12m 03s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 3.81 seconds Grown 8.71% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 12m 13s elapsed, 5h 47m 47s of budget remaining.
- 12m 13s
docs_readpath="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…
- 12m 23s
stop_programresult
Program stopped. Game time: 12m 33s elapsed, 5h 47m 27s of budget remaining.
- 12m 33s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 4.23 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 12m 43s elapsed, 5h 47m 17s of budget remaining.
- 12m 43s
run_programname="bush" seconds=20result
Ran bush for 20s of game time; it is still running. Inventory change: wood +1. Game time: 13m 13s elapsed, 5h 46m 47s of budget remaining. Output: (none)
- 13m 13s
stop_programresult
Program stopped. Game time: 13m 23s elapsed, 5h 46m 37s of budget remaining.
- 13m 23s
write_programname="bush" · evidenceresult
Saved bush (2 lines). Game time: 13m 33s elapsed, 5h 46m 27s of budget remaining.
- 13m 33s
run_programname="bush" seconds=5result
Ran bush for 1s of game time; it finished. Inventory change: wood +1. Game time: 13m 43s elapsed, 5h 46m 17s of budget remaining. Output: (none)
- 13m 43s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 3.58 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 13m 53s elapsed, 5h 46m 7s of budget remaining.
- 13m 53s
run_programname="bush" seconds=10result
Ran bush for 1s of game time; it finished. Inventory change: wood +1. Game time: 14m 4s elapsed, 5h 45m 56s of budget remaining. Output: (none)
- 14m 04s
docs_readpath="unlocks/watering"result
## Watering Water the plants to make them grow faster. use_item(Items.Water) ### Unlock Cost [Current cost: wood=50] Game time: 14m 14s elapsed, 5h 45m 46s of budget remaining.
- 14m 14s
buy_upgradeupgrades=["operators"] · evidenceresult
Could not buy operators: Not enough resources.
- 14m 24s
run_programname="bush" seconds=10result
Ran bush for 1s of game time; it finished. Inventory change: wood +1. Game time: 14m 35s elapsed, 5h 45m 25s of budget remaining. Output: (none)
- 14m 35s
observeresult
Game time: 14m 45s elapsed, 5h 45m 15s of budget remaining. Program: none running. Inventory: hay 161, wood 9. 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, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu3* Recent output: (none)
- 14m 45s
run_programname="bush" seconds=5result
Ran bush for 1s of game time; it finished. Inventory change: wood +5. Game time: 14m 55s elapsed, 5h 45m 5s of budget remaining. Output: (none)
- 14m 55s
write_programname="harvest_loop" · evidenceresult
Saved harvest_loop (2 lines). Game time: 15m 5s elapsed, 5h 44m 55s of budget remaining.
- 15m 05s
waitseconds=15result
Waited 15s (time up). Program: none running. Inventory change: no change. Game time: 15m 30s elapsed, 5h 44m 30s of budget remaining.
- 15m 30s
run_programname="harvest_loop" seconds=5result
Ran harvest_loop for 5s of game time; it is still running. Inventory change: wood +1. Game time: 15m 45s elapsed, 5h 44m 15s of budget remaining. Output: (none)
- 15m 45s
observeresult
Game time: 15m 55s elapsed, 5h 44m 5s of budget remaining. Program: harvest_loop (running). Inventory: hay 161, wood 15. 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 _Gr2* Recent output: (none)
- 15m 55s
stop_programresult
Program stopped. Game time: 16m 5s elapsed, 5h 43m 55s of budget remaining.
- 16m 05s
run_programname="bush" seconds=5result
Ran bush for 1s of game time; it finished. Inventory change: hay +1. Game time: 16m 16s elapsed, 5h 43m 44s of budget remaining. Output: (none)
- 16m 16s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 4.78 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 16m 26s elapsed, 5h 43m 34s of budget remaining.
- 16m 26s
run_programname="harvest_loop" seconds=3result
Ran harvest_loop for 3s of game time; it is still running. Inventory change: wood +1. Game time: 16m 39s elapsed, 5h 43m 21s of budget remaining. Output: (none)
- 16m 39s
stop_programresult
Program stopped. Game time: 16m 49s elapsed, 5h 43m 11s of budget remaining.
- 16m 49s
write_programname="wood" · evidenceresult
Saved wood (10 lines). Game time: 16m 59s elapsed, 5h 43m 1s of budget remaining.
- 16m 59s
run_programname="wood" seconds=30result
Ran wood for 30s of game time; it is still running. Inventory change: hay +7. Game time: 17m 39s elapsed, 5h 42m 21s of budget remaining. Output: (none)
- 17m 39s
observeresult
Game time: 17m 49s elapsed, 5h 42m 11s of budget remaining. Program: wood (running). Inventory: hay 169, wood 16. 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: Bu=bush. y= 2 _Bu2 y= 1 _Bu2* y= 0 _Bu1 Recent output: (none)
- 17m 49s
waitseconds=60result
Waited 1m (time up). Program: wood running. Inventory change: no change. Game time: 18m 59s elapsed, 5h 41m 1s of budget remaining.
- 18m 59s
observeresult
Game time: 19m 9s elapsed, 5h 40m 51s of budget remaining. Program: wood (running). Inventory: hay 169, wood 16. 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: Bu=bush. y= 2 _Bu1 y= 1 _Bu1 y= 0 _Bu2* Recent output: (none)
- 19m 09s
stop_programresult
Program stopped. Game time: 19m 19s elapsed, 5h 40m 41s of budget remaining.
- 19m 19s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 3.55 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 19m 29s elapsed, 5h 40m 31s of budget remaining.
- 19m 29s
run_programname="harvest_loop" seconds=2result
Ran harvest_loop for 2s of game time; it is still running. Inventory change: wood +1. Game time: 19m 41s elapsed, 5h 40m 19s of budget remaining. Output: (none)
- 19m 41s
write_programname="plantall" · evidenceresult
Saved plantall (9 lines). Game time: 19m 51s elapsed, 5h 40m 9s of budget remaining.
- 19m 51s
run_programname="plantall" seconds=10result
Ran plantall for 3s of game time; it finished. Inventory change: wood +2. Game time: 20m 4s elapsed, 5h 39m 56s of budget remaining. Output: (none)
- 20m 04s
waitseconds=30result
Waited 30s (time up). Program: none running. Inventory change: no change. Game time: 20m 44s elapsed, 5h 39m 16s of budget remaining.
- 20m 44s
observeresult
Game time: 20m 54s elapsed, 5h 39m 6s of budget remaining. Program: none running. Inventory: hay 169, wood 19. 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: Bu=bush. y= 2 _Bu3 y= 1 _Bu3* y= 0 _Bu3 Recent output: (none)
- 20m 54s
run_programname="plantall" seconds=10result
Ran plantall for 3s of game time; it finished. Inventory change: wood +3. Game time: 21m 7s elapsed, 5h 38m 53s of budget remaining. Output: (none)
- 21m 07s
docs_searchquery="yield"result
unlocks/grass: …## Grass Increases the yield of grass. 100% => 200% ### Unlock Cost [Current cost: hay=300]… docs/unlocks/plant.md: …on. It seems that if you grow more than one type of plant on the farm at the same time, you can sometimes get a higher yield. You'll need to research polyculture to learn more.… unlocks/polyculture: …## Polyculture Use companion planting to increase the yield. plant_…
- 21m 17s
buy_upgradeupgrades=["operators"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Game time: 21m 27s elapsed, 5h 38m 33s of budget remaining.
- 21m 27s
docs_readpath="docs/unlocks/expand_1.md"result
# Expand 1 Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one square to the north. If you move over the edge of…
- 21m 37s
write_programname="wood" · evidenceresult
Saved wood (5 lines). Game time: 21m 47s elapsed, 5h 38m 13s of budget remaining.
- 21m 47s
run_programname="wood" seconds=30result
Ran wood for 30s of game time; it is still running. Inventory change: wood +20. Game time: 22m 27s elapsed, 5h 37m 33s of budget remaining. Output: (none)
- 22m 27s
waitseconds=30result
Waited 30s (time up). Program: wood running. Inventory change: wood +17. Game time: 23m 7s elapsed, 5h 36m 53s of budget remaining.
- 23m 07s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; can buy now ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) level…
- 23m 17s
buy_upgradeupgrades=["speed","expand"] · evidenceresult
Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 23m 27s elapsed, 5h 36m 33s of budget remaining.
- 23m 27s
observeresult
Game time: 23m 37s elapsed, 5h 36m 23s of budget remaining. Program: wood (running). Inventory: hay 22, 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: Bu=bush, Gr=grass. y= 2 _Bu1* _Gr3 _Gr3 y= 1 _Bu2 _Gr3 _Gr3 y= 0 _Bu2 _Gr3 _Gr3 Recent output: (n…
- 23m 37s
stop_programresult
Program stopped. Game time: 23m 47s elapsed, 5h 36m 13s of budget remaining.
- 23m 47s
write_programname="wood" · evidenceresult
Saved wood (8 lines). Game time: 23m 57s elapsed, 5h 36m 3s of budget remaining.
- 23m 57s
run_programname="wood" seconds=60result
Ran wood for 1m of game time; it is still running. Inventory change: hay +14, wood +79. Game time: 25m 7s elapsed, 5h 34m 53s of budget remaining. Output: (none)
- 25m 07s
buy_upgradeupgrades=["carrots","speed","speed"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Game time: 25m 17s elapsed, 5h 34m 43s of budget remaining.
- 25m 17s
docs_readpath="objects/soil"result
## Soil Calling till() turns the ground into soil. Calling till() again changes it back to grassland. Game time: 25m 27s elapsed, 5h 34m 33s of budget remaining.
- 25m 27s
docs_searchquery="get_ground_type"result
No matches for "get_ground_type". Game time: 25m 37s elapsed, 5h 34m 23s of budget remaining.
- 25m 37s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots docs/unlocks/carrots.md Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand docs/unlocks/expand_1.md Expand 1 unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/gr…
- 25m 47s
docs_readpath="functions/till"result
till() Tills the ground under the drone into Grounds.Soil. If it's already soil it will change the ground back to Grounds.Grassland. returns None takes 200 ticks to execute. example: till() For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 25m 57s elapsed, 5h 34m 3s of budget remaining.
- 25m 57s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 26m 7s elapsed, 5h 33m 53s of budget remaining.
- 26m 07s
docs_readpath="functions/harvest"result
harvest() Harvests the entity under the drone. If you harvest an entity that can't be harvested, it will be destroyed. returns True if an entity was removed, False otherwise. takes 200 ticks to execute if an entity was removed, 1 tick otherwise. example: harvest() Game time: 26m 17s elapsed, 5h 33m 43s of budget remaining.
- 26m 17s
stop_programresult
Program stopped. Game time: 26m 27s elapsed, 5h 33m 33s of budget remaining.
- 26m 27s
write_programname="prep" · evidenceresult
Saved prep (7 lines). Game time: 26m 37s elapsed, 5h 33m 23s of budget remaining.
- 26m 37s
observeresult
Game time: 26m 47s elapsed, 5h 33m 13s of budget remaining. Program: none running. Inventory: hay 36, wood 180. 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: Bu=bush. y= 2 _Bu3 _Bu3 _Bu3* y= 1 _Bu3 _Bu3 _Bu3 y= 0 _Bu3 _Bu3 _Bu3 Recent output: (none)
- 26m 47s
run_programname="prep" seconds=30result
Ran prep for 7s of game time; it finished. Inventory change: wood +9. Game time: 27m 4s elapsed, 5h 32m 56s of budget remaining. Output: (none)
- 27m 04s
observeresult
Game time: 27m 14s elapsed, 5h 32m 46s of budget remaining. Program: none running. Inventory: hay 36, wood 189. 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: none. y= 2 #-- #-- #--* y= 1 #-- #-- #-- y= 0 #-- #-- #-- Recent output: (none)
- 27m 14s
write_programname="wood" · evidenceresult
Saved wood (11 lines). Game time: 27m 24s elapsed, 5h 32m 36s of budget remaining.
- 27m 24s
run_programname="wood" seconds=60result
Ran wood for 1m of game time; it is still running. Inventory change: carrot +53, hay -36, wood +47. Game time: 28m 34s elapsed, 5h 31m 26s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 28m 34s
stop_programresult
Program stopped. Game time: 28m 44s elapsed, 5h 31m 16s of budget remaining.
- 28m 44s
observeresult
Game time: 28m 54s elapsed, 5h 31m 6s of budget remaining. Program: none running. Inventory: wood 240, carrot 56. 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: Bu=bush. y= 2 #-- #-- #--* y= 1 #-- #-- #Bu3 y= 0 #-- #-- #Bu3 Recent output: Warning: Di…
- 28m 54s
write_programname="prep2" · evidenceresult
Saved prep2 (5 lines). Game time: 29m 4s elapsed, 5h 30m 56s of budget remaining.
- 29m 04s
run_programname="prep2" seconds=20result
Ran prep2 for 2s of game time; it finished. Inventory change: wood +2. Game time: 29m 16s elapsed, 5h 30m 44s of budget remaining. Output: (none)
- 29m 16s
observeresult
Game time: 29m 26s elapsed, 5h 30m 34s of budget remaining. Program: none running. Inventory: wood 242, carrot 56. 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. y= 2 #-- #-- _Gr3* y= 1 #-- #-- _Gr3 y= 0 #-- #-- _Gr3 Recent output: (none)
- 29m 26s
write_programname="wood" · evidenceresult
Saved wood (17 lines). Game time: 29m 36s elapsed, 5h 30m 24s of budget remaining.
- 29m 36s
write_programname="wood" · evidenceresult
Saved wood (12 lines). Game time: 29m 46s elapsed, 5h 30m 14s of budget remaining.
- 29m 46s
run_programname="wood" seconds=60result
Ran wood for 1m of game time; it is still running. Inventory change: carrot +40, hay +38, wood +51. Game time: 30m 56s elapsed, 5h 29m 4s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 30m 56s
buy_upgradeupgrades=["watering","trees","speed","speed","expand"] · evidenceresult
Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 3…
- 31m 06s
observeresult
Game time: 31m 16s elapsed, 5h 28m 44s of budget remaining. Program: wood (running). Inventory: hay 81, wood 168, carrot 19. 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. y= 3 _Gr3 _Gr2 _Gr3 _Bu3 y= 2 _Gr3 _Gr3 _Gr3 _Gr3 y= 1 _Gr3 _Gr3…
- 31m 16s
stop_programresult
Program stopped. Game time: 31m 26s elapsed, 5h 28m 34s of budget remaining.
- 31m 26s
write_programname="setup" · evidenceresult
Saved setup (9 lines). Game time: 31m 36s elapsed, 5h 28m 24s of budget remaining.
- 31m 36s
write_programname="farm" · evidenceresult
Saved farm (13 lines). Game time: 31m 46s elapsed, 5h 28m 14s of budget remaining.
- 31m 46s
run_programname="setup" seconds=60result
Ran setup for 0s of game time; it stopped with an error: Unlocks.Variables must be unlocked before this can be used. Inventory change: no change. Game time: 31m 56s elapsed, 5h 28m 4s of budget remaining. Output: Error: Unlocks.Variables must be unlocked before this can be used. In: size = get_world_size() ^^ -------------------------------------------------------------------… - 31m 56s
buy_upgradeupgrades=["variables"] · evidenceresult
Could not buy variables: Not enough resources.
- 32m 06s
observeresult
Game time: 32m 16s elapsed, 5h 27m 44s of budget remaining. Program: none running. Inventory: hay 100, wood 182, carrot 19, water 6. 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. y= 3 _Gr3 _Bu3 _Gr3 _Gr3 y= 2 _Gr3 _Bu3 _Gr3 _Gr3 y= 1 _G…
- 32m 16s
write_programname="setup" · evidenceresult
Saved setup (8 lines). Game time: 32m 26s elapsed, 5h 27m 34s of budget remaining.
- 32m 26s
write_programname="farm" · evidenceresult
Saved farm (12 lines). Game time: 32m 36s elapsed, 5h 27m 24s of budget remaining.
- 32m 36s
run_programname="setup" seconds=60result
Ran setup for 11s of game time; it finished. Inventory change: hay +13, water +1, wood +7. Game time: 32m 56s elapsed, 5h 27m 4s of budget remaining. Output: (none)
- 32m 56s
observeresult
Game time: 33m 6s elapsed, 5h 26m 54s of budget remaining. Program: none running. Inventory: hay 113, wood 189, carrot 19, water 11. 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. y= 3 #-- #-- #-- _Gr3 y= 2 #-- #-- #-- _Gr3 y= 1 #-- #-- …
- 33m 06s
run_programname="farm" seconds=90result
Ran farm for 1m 30s of game time; it is still running. Inventory change: carrot +75, hay +30, water +9, wood +70. Game time: 34m 46s elapsed, 5h 25m 14s of budget remaining. Output: (none)
- 34m 46s
buy_upgradeupgrades=["variables","speed","speed","speed","watering"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 34m…
- 34m 56s
waitseconds=120result
Waited 2m (time up). Program: farm running. Inventory change: carrot +137, hay +71, water +24, wood +160. Game time: 37m 6s elapsed, 5h 22m 54s of budget remaining.
- 37m 06s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 37m 16s
stop_programresult
Program stopped. Game time: 37m 26s elapsed, 5h 22m 34s of budget remaining.
- 37m 26s
buy_upgradeupgrades=["functions","pumpkins","expand","sunflowers"] · evidenceresult
Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Could not buy pumpkins: Not enough resources. Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy sunflowers: Not enough resources. Game time: 37m 36s elapsed, 5h 22m 24s of budget remaining.
- 37m 36s
observeresult
Game time: 37m 46s elapsed, 5h 22m 14s of budget remaining. Program: none running. Inventory: hay 240, wood 110, carrot 97, water 56. 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 _Gr…
- 37m 46s
write_programname="setup" · evidenceresult
Saved setup (6 lines). Game time: 37m 56s elapsed, 5h 22m 4s of budget remaining.
- 37m 56s
write_programname="farm" · evidenceresult
Saved farm (12 lines). Game time: 38m 6s elapsed, 5h 21m 54s of budget remaining.
- 38m 06s
run_programname="setup" seconds=120result
Ran setup for 11s of game time; it finished. Inventory change: water +2. Game time: 38m 27s elapsed, 5h 21m 33s of budget remaining. Output: (none)
- 38m 27s
observeresult
Game time: 38m 37s elapsed, 5h 21m 23s of budget remaining. Program: none running. Inventory: hay 240, wood 110, carrot 97, water 66. 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 #-- #-- #-- #-- y= 4 #-- _Gr3 #-- #-- #-- …
- 38m 37s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +156, hay -16, water +24, wood +124. Game time: 40m 47s elapsed, 5h 19m 13s of budget remaining. Output: (none)
- 40m 47s
waitseconds=90result
Waited 1m 30s (time up). Program: farm running. Inventory change: carrot +135, hay -17, water +18, wood +91. Game time: 42m 27s elapsed, 5h 17m 33s of budget remaining.
- 42m 27s
buy_upgradeupgrades=["pumpkins","sunflowers"] · evidenceresult
Could not buy pumpkins: Not enough resources. Could not buy sunflowers: Not enough resources.
- 42m 37s
observeresult
Game time: 42m 47s elapsed, 5h 17m 13s of budget remaining. Program: farm (running). Inventory: hay 248, wood 354, carrot 417, water 116. 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: Bu=bush, Gr=grass, Ca=carrot. y= 5 #Bu2 _Gr3 #Bu3 #Ca3 #Bu3 #Ca3 y= 4 #Bu…
- 42m 47s
waitseconds=60result
Waited 1m (time up). Program: farm running. Inventory change: carrot +92, hay +16, water +12, wood +70. Game time: 43m 57s elapsed, 5h 16m 3s of budget remaining.
- 43m 57s
buy_upgradeupgrades=["pumpkins","sunflowers"] · evidenceresult
Could not buy pumpkins: Not enough resources. Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Game time: 44m 7s elapsed, 5h 15m 53s of budget remaining.
- 44m 07s
docs_readpath="unlocks/sunflowers"result
## Sunflowers Sunflowers and Power. plant(Entities.Sunflowers) [Tutorial](docs/unlocks/sunflowers.md) Game time: 44m 17s elapsed, 5h 15m 43s of budget remaining.
- 44m 17s
docs_readpath="unlocks/pumpkins"result
## Pumpkins Pumpkins! plant(Entities.Pumpkin) ### Unlock Cost [Current cost: wood=500, carrot=200] Game time: 44m 27s elapsed, 5h 15m 33s of budget remaining.
- 44m 27s
docs_readpath="docs/unlocks/sunflowers.md"result
# Sunflowers [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. Planting them works exactly like planting carrots or pumpkins. Harvesting a grown sunflower yields power. If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power! If you harvest a sunflower while there is another s…
- 44m 37s
docs_readpath="objects/bush"result
## Bush A small bush that drops Items.Wood. Base growth time between 3.2 and 4.8 seconds. Can grow on grassland or soil. For more related information see: [Plant](docs/unlocks/plant.md) Game time: 44m 47s elapsed, 5h 15m 13s of budget remaining.
- 44m 47s
stop_programresult
Program stopped. Game time: 44m 57s elapsed, 5h 15m 3s of budget remaining.
- 44m 57s
write_programname="farm" · evidenceresult
Saved farm (13 lines). Game time: 45m 7s elapsed, 5h 14m 53s of budget remaining.
- 45m 07s
run_programname="farm" seconds=60result
Parse error: Entities.Sunflowers doesn't exist.
- 45m 17s
write_programname="farm" · evidenceresult
Saved farm (13 lines). Game time: 45m 27s elapsed, 5h 14m 33s of budget remaining.
- 45m 27s
run_programname="farm" seconds=60result
Ran farm for 1m of game time; it is still running. Inventory change: carrot +38, hay -30, power +6.70, water +12, wood +122. Game time: 46m 37s elapsed, 5h 13m 23s of budget remaining. Output: (none)
- 46m 37s
waitseconds=60result
Waited 1m (time up). Program: farm running. Inventory change: carrot +57, hay -46, power +10.02, water +12, wood +140. Game time: 47m 47s elapsed, 5h 12m 13s of budget remaining.
- 47m 47s
observeresult
Game time: 47m 57s elapsed, 5h 12m 3s of budget remaining. Program: farm (running). Inventory: hay 180, wood 807, carrot 211, water 178, power 16.70. 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: Su=sunflower, Bu=bush, Ca=carrot. y= 5 #Su2 _Bu2 #-- #Bu1* #Ca3…
- 47m 57s
stop_programresult
Program stopped. Game time: 48m 7s elapsed, 5h 11m 53s of budget remaining.
- 48m 07s
observeresult
Game time: 48m 17s elapsed, 5h 11m 43s of budget remaining. Program: none running. Inventory: hay 168, wood 826, carrot 227, water 182, power 16.11. 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: Su=sunflower, Bu=bush, Ca=carrot. y= 5 #Su3 _Bu3 #-- #Bu3 #Ca3 …
- 48m 17s
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 48m 27s elapsed, 5h 11m 33s of budget remaining.
- 48m 27s
write_programname="grassify" · evidenceresult
Saved grassify (6 lines). Game time: 48m 37s elapsed, 5h 11m 23s of budget remaining.
- 48m 37s
run_programname="grassify" seconds=30result
Ran grassify for 1s of game time; it finished. Inventory change: power -0.47. Game time: 48m 48s elapsed, 5h 11m 12s of budget remaining. Output: (none)
- 48m 48s
observeresult
Game time: 48m 58s elapsed, 5h 11m 2s of budget remaining. Program: none running. Inventory: hay 168, wood 326, carrot 27, water 190, power 15.61. 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: Su=sunflower, Bu=bush, Gr=grass, Ca=carrot. y= 5 #Su3 _Bu3 _Gr3 #Bu…
- 48m 58s
write_programname="farm" · evidenceresult
Saved farm (15 lines). Game time: 49m 8s elapsed, 5h 10m 52s of budget remaining.
- 49m 08s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot -27, hay +236, power -15.61, pumpkin +20, water +24, wood +261. Game time: 51m 18s elapsed, 5h 8m 42s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn… - 51m 18s
observeresult
Game time: 51m 28s elapsed, 5h 8m 32s of budget remaining. Program: farm (running). Inventory: hay 416, wood 595, pumpkin 20, water 220. 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. y= 5 #-- _Gr3 _Gr3 #Bu2 #-- #Bu3 y= 4 #-- _Gr3 _Gr…
- 51m 28s
stop_programresult
Program stopped. Game time: 51m 38s elapsed, 5h 8m 22s of budget remaining.
- 51m 38s
buy_upgradeupgrades=["senses"] · evidenceresult
Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Game time: 51m 48s elapsed, 5h 8m 12s of budget remaining.
- 51m 48s
write_programname="fixone" · evidenceresult
Saved fixone (7 lines). Game time: 51m 58s elapsed, 5h 8m 2s of budget remaining.
- 51m 58s
run_programname="fixone" seconds=30result
Ran fixone for 3s of game time; it finished. Inventory change: hay +10, water +1. Game time: 52m 11s elapsed, 5h 7m 49s of budget remaining. Output: (none)
- 52m 11s
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 52m 21s elapsed, 5h 7m 39s of budget remaining.
- 52m 21s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +3, hay +44, power +4.68, pumpkin +47, water +24, wood +98. Game time: 54m 31s elapsed, 5h 5m 29s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Wa… - 54m 31s
observeresult
Game time: 54m 41s elapsed, 5h 5m 19s of budget remaining. Program: farm (running). Inventory: hay 392, wood 711, carrot 12, pumpkin 70, water 259, power 4.16. 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: Su=sunflower, Ca=carrot, Gr=grass, Bu=bush, Pu=pumpkin, De…
- 54m 41s
docs_readpath="objects/sunflower"result
## Sunflower Sunflowers collect the power from the sun. Harvesting them will give you Items.Power. If you harvest a sunflower with the maximum number of petals you get bonus power. Base growth time between 5.6 and 8.4 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Sunflowers](docs/unlocks/sunflowers.md) Game time: 54m 51s elapsed, 5h 5m 9s …
- 54m 51s
docs_readpath="items/hay"result
## Hay Obtained by cutting grass. You have `406` Game time: 55m 1s elapsed, 5h 4m 59s of budget remaining.
- 55m 01s
stop_programresult
Program stopped. Game time: 55m 11s elapsed, 5h 4m 49s of budget remaining.
- 55m 11s
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 55m 21s elapsed, 5h 4m 39s of budget remaining.
- 55m 21s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +72, hay -52, power +25.07, pumpkin +71, water +24, wood -34. Game time: 57m 31s elapsed, 5h 2m 29s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warnin… - 57m 31s
observeresult
Game time: 57m 41s elapsed, 5h 2m 19s of budget remaining. Program: farm (running). Inventory: hay 354, wood 715, carrot 99, pumpkin 162, water 295, power 32.18. 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: Su=sunflower, Ca=carrot, Gr=grass, Bu=bush, De=dead_pump…
- 57m 41s
docs_readpath="objects/pumpkin"result
## Pumpkin Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up. Base growth time between 0.2 and 3.8 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 57m 51s elapsed, 5h 2m 9s of budget remaining.
- 57m 51s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots…
- 58m 01s
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 58m 11s elapsed, 5h 1m 49s of budget remaining.
- 58m 11s
waitseconds=120result
Waited 2m (time up). Program: farm running. Inventory change: carrot +296, hay -202, power +21.99, pumpkin +68, water +24, wood -238. Game time: 1h 21s elapsed, 4h 59m 39s of budget remaining.
- 1h 00m
observeresult
Game time: 1h 31s elapsed, 4h 59m 29s of budget remaining. Program: farm (running). Inventory: hay 96, wood 179, carrot 466, pumpkin 258, water 329, power 65.68. 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: Su=sunflower, Ca=carrot, Gr=grass, Bu=bush, Pu=pumpkin, …
- 1h 00m
stop_programresult
Program stopped. Game time: 1h 41s elapsed, 4h 59m 19s of budget remaining.
- 1h 00m
write_programname="fixfive" · evidenceresult
Saved fixfive (7 lines). Game time: 1h 51s elapsed, 4h 59m 9s of budget remaining.
- 1h 00m
run_programname="fixfive" seconds=30result
Ran fixfive for 2s of game time; it finished. Inventory change: carrot +12, power -0.64. Game time: 1h 1m 3s elapsed, 4h 58m 57s of budget remaining. Output: (none)
- 1h 01m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 1m 13s elapsed, 4h 58m 47s of budget remaining.
- 1h 01m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +143, hay +78, power +23.08, pumpkin +76, water +24, wood -30. Game time: 1h 3m 23s elapsed, 4h 56m 37s of budget remaining. Output: (none)
- 1h 03m
buy_upgradeupgrades=["speed","speed"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Game time: 1h 3m 33s elapsed, 4h 56m 27s of budget remaining.
- 1h 03m
waitseconds=120result
Waited 2m (time up). Program: farm running. Inventory change: carrot -2, hay +311, power +2.99, pumpkin +130, water +24, wood +6. Game time: 1h 5m 43s elapsed, 4h 54m 17s of budget remaining.
- 1h 05m
observeresult
Game time: 1h 5m 53s elapsed, 4h 54m 7s of budget remaining. Program: farm (running). Inventory: hay 518, wood 126, carrot 174, pumpkin 500, water 393, power 92.50. 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: Su=sunflower, Ca=carrot, Gr=grass, Bu=bush, Pu=pumpki…
- 1h 05m
buy_upgradeupgrades=["grass"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Game time: 1h 6m 3s elapsed, 4h 53m 57s of budget remaining.
- 1h 06m
waitseconds=120result
Waited 2m (time up). Program: farm running. Inventory change: carrot +26, hay +836, power +3.02, pumpkin +132, water +24, wood +58. Game time: 1h 8m 13s elapsed, 4h 51m 47s of budget remaining.
- 1h 08m
stop_programresult
Program stopped. Game time: 1h 8m 23s elapsed, 4h 51m 37s of budget remaining.
- 1h 08m
run_programname="fixfive" seconds=10result
Ran fixfive for 1s of game time; it finished. Inventory change: hay +12, power -0.57. Game time: 1h 8m 34s elapsed, 4h 51m 26s of budget remaining. Output: (none)
- 1h 08m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 8m 44s elapsed, 4h 51m 16s of budget remaining.
- 1h 08m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +174, hay +184, power +3.10, pumpkin +134, water +24, wood -137. Game time: 1h 10m 54s elapsed, 4h 49m 6s of budget remaining. Output: (none)
- 1h 10m
buy_upgradeupgrades=["trees","speed"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Could not buy speed: Not enough resources. Game time: 1h 11m 4s elapsed, 4h 48m 56s of budget remaining.
- 1h 11m
observeresult
Game time: 1h 11m 14s elapsed, 4h 48m 46s of budget remaining. Program: farm (running). Inventory: hay 1136, wood 38, carrot 406, pumpkin 825, water 457, power 100.07. 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: Su=sunflower, Ca=carrot, Gr=grass, Bu=bush, Pu=pum…
- 1h 11m
write_programname="farm" · evidenceresult
Stop the program before editing it.
- 1h 11m
stop_programresult
Program stopped. Game time: 1h 11m 34s elapsed, 4h 48m 26s of budget remaining.
- 1h 11m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 11m 44s elapsed, 4h 48m 16s of budget remaining.
- 1h 11m
run_programname="fixfive" seconds=10result
Ran fixfive for 1s of game time; it finished. Inventory change: carrot +20, power -0.57. Game time: 1h 11m 55s elapsed, 4h 48m 5s of budget remaining. Output: (none)
- 1h 11m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +19, hay +432, power +3.12, pumpkin +133, water +24, wood +470. Game time: 1h 14m 5s elapsed, 4h 45m 55s of budget remaining. Output: (none)
- 1h 14m
buy_upgradeupgrades=["expand"] · evidenceresult
Could not buy expand: Not enough resources.
- 1h 14m
waitseconds=40 until_affordable="expand"result
Waited 1s (expand is affordable). Program: farm running. Inventory change: power -0.51, pumpkin +1, water +1, wood +6. Game time: 1h 14m 26s elapsed, 4h 45m 34s of budget remaining.
- 1h 14m
stop_programresult
Program stopped. Game time: 1h 14m 36s elapsed, 4h 45m 24s of budget remaining.
- 1h 14m
write_programname="setup" · evidenceresult
Saved setup (9 lines). Game time: 1h 14m 46s elapsed, 4h 45m 14s of budget remaining.
- 1h 14m
write_programname="farm" · evidenceresult
Saved farm (19 lines). Game time: 1h 14m 56s elapsed, 4h 45m 4s of budget remaining.
- 1h 14m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 15m 6s elapsed, 4h 44m 54s of budget remaining.
- 1h 15m
run_programname="setup" seconds=60result
Ran setup for 6s of game time; it finished. Inventory change: power -3.99, water +1. Game time: 1h 15m 22s elapsed, 4h 44m 38s of budget remaining. Output: (none)
- 1h 15m
observeresult
Game time: 1h 15m 32s elapsed, 4h 44m 28s of budget remaining. Program: none running. Inventory: hay 1692, wood 686, carrot 443, pumpkin 12, water 509, power 94.98. 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 #-- #-- #-- #…
- 1h 15m
run_programname="farm" seconds=180result
Ran farm for 3m of game time; it is still running. Inventory change: carrot +157, hay +790, power +27.61, pumpkin +114, water +36, wood +1030. Game time: 1h 18m 42s elapsed, 4h 41m 18s of budget remaining. Output: (none)
- 1h 18m
buy_upgradeupgrades=["carrots","carrots","trees","trees","grass","grass","watering","speed"] · evidenceresult
Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy carrots: Not enough resources. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy watering: Not enough reso…
- 1h 18m
waitseconds=180result
Waited 3m (time up). Program: farm running. Inventory change: carrot +677, hay +488, power +36.48, pumpkin +121, water +36, wood +2112. Game time: 1h 22m 2s elapsed, 4h 37m 58s of budget remaining.
- 1h 22m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 1h 22m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 1h 22m 22s elapsed, 4h 37m 38s of budget remaining.
- 1h 22m
waitseconds=180result
Waited 3m (time up). Program: farm running. Inventory change: carrot +548, hay +428, power +38.47, pumpkin +224, water +36, wood +1940. Game time: 1h 25m 32s elapsed, 4h 34m 28s of budget remaining.
- 1h 25m
stop_programresult
Program stopped. Game time: 1h 25m 42s elapsed, 4h 34m 18s of budget remaining.
- 1h 25m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 25m 52s elapsed, 4h 34m 8s of budget remaining.
- 1h 25m
run_programname="farm" seconds=180result
Ran farm for 3m of game time; it is still running. Inventory change: carrot -286, hay +192, power +46.60, pumpkin +1034, water +36, wood +400. Game time: 1h 29m 2s elapsed, 4h 30m 58s of budget remaining. Output: (none)
- 1h 29m
waitseconds=180result
Waited 3m (time up). Program: farm running. Inventory change: carrot -296, hay +136, power +46.50, pumpkin +1070, water +36, wood +16. Game time: 1h 32m 12s elapsed, 4h 27m 48s of budget remaining.
- 1h 32m
observeresult
Game time: 1h 32m 22s elapsed, 4h 27m 38s of budget remaining. Program: farm (running). Inventory: hay 2700, wood 5572, carrot 350, pumpkin 2728, water 711, power 302.58. 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: Su=sunflower, Pu=pumpkin, Gr=grass, Bu=bush, Ca…
- 1h 32m
buy_upgradeupgrades=["watering","fertilizer","grass","trees","carrots"] · evidenceresult
Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought grass, now level 3. Paid wood 500. Could not buy trees: Not enough resources. Could not buy carrots: Not enough resources. Game time: 1h 32m 32s elapsed, 4h 27m 28s of budget remaining.
- 1h 32m
docs_readpath="unlocks/fertilizer"result
## Fertilizer Receive more fertilizer. 0.1/s => 0.2/s ### Unlock Cost [Current cost: wood=1500] [Tutorial](docs/unlocks/fertilizer.md) Game time: 1h 32m 42s elapsed, 4h 27m 18s of budget remaining.
- 1h 32m
docs_readpath="docs/unlocks/fertilizer.md"result
# Fertilizer At some point, waiting for the plants to grow is just not efficient enough anymore. Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade. Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds. This has some side effects. Plants grown w…
- 1h 32m
docs_readpath="items/hay"result
## Hay Obtained by cutting grass. You have `2808` Game time: 1h 33m 2s elapsed, 4h 26m 58s of budget remaining.
- 1h 33m
waitseconds=150 until_affordable="cactus"result
Waited 2m 30s (time up). Program: farm running. Inventory change: carrot -282, fertilizer +15, hay +784, power +36.76, pumpkin +826, water +60, wood +300. Game time: 1h 35m 42s elapsed, 4h 24m 18s of budget remaining.
- 1h 35m
stop_programresult
Program stopped. Game time: 1h 35m 52s elapsed, 4h 24m 8s of budget remaining.
- 1h 35m
write_programname="farm" · evidenceresult
Saved farm (16 lines). Game time: 1h 36m 2s elapsed, 4h 23m 58s of budget remaining.
- 1h 36m
observeresult
Game time: 1h 36m 12s elapsed, 4h 23m 48s of budget remaining. Program: none running. Inventory: hay 3732, wood 4124, pumpkin 3878, water 800, fertilizer 22, power 348.70. 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: Su=sunflower, Pu=pumpkin, Gr=grass, Bu=bush, C…
- 1h 36m
run_programname="farm" seconds=150result
Ran farm for 2m 30s of game time; it is still running. Inventory change: carrot +450, fertilizer +15, hay +504, power +32.87, pumpkin +758, water +60, wood -1064. Game time: 1h 38m 52s elapsed, 4h 21m 8s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ -----------------------------------------… - 1h 38m
buy_upgradeupgrades=["trees","grass","grass"] · evidenceresult
Could not buy trees: Not enough resources. Bought grass, now level 4. Paid wood 2500. Could not buy grass: Not enough resources. Game time: 1h 39m 2s elapsed, 4h 20m 58s of budget remaining.
- 1h 39m
waitseconds=120 until_affordable="cactus"result
Waited 44s (cactus is affordable). Program: farm running. Inventory change: carrot +164, fertilizer +4, hay +448, power +10.19, pumpkin +226, water +18, wood -320. Game time: 1h 39m 56s elapsed, 4h 20m 4s of budget remaining.
- 1h 39m
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 1h 40m 6s elapsed, 4h 19m 54s of budget remaining.
- 1h 40m
docs_readpath="objects/cactus"result
## Cactus Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested. Base growth time between 1 and 1 seconds. Can grow on soil. ### Plant Cost [Current cost: pumpkin=2] Game time: 1h 40m 16s elapsed, 4h 19m 44s of budget remaining.
- 1h 40m
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 1h 40m
stop_programresult
Program stopped. Game time: 1h 40m 36s elapsed, 4h 19m 24s of budget remaining.
- 1h 40m
write_programname="cactus_test" · evidenceresult
Saved cactus_test (7 lines). Game time: 1h 40m 46s elapsed, 4h 19m 14s of budget remaining.
- 1h 40m
run_programname="cactus_test" seconds=30result
Ran cactus_test for 1s of game time; it finished. Inventory change: power -0.44, pumpkin -12. Game time: 1h 40m 57s elapsed, 4h 19m 3s of budget remaining. Output: (none)
- 1h 40m
observeresult
Game time: 1h 41m 7s elapsed, 4h 18m 53s of budget remaining. Program: none running. Inventory: hay 5500, carrot 553, pumpkin 290, water 918, fertilizer 51, power 399.62. 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: Su=sunflower, Pu=pumpkin, Gr=grass, De=dead_pum…
- 1h 41m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 41m 17s elapsed, 4h 18m 43s of budget remaining.
- 1h 41m
run_programname="farm" seconds=150result
Ran farm for 2m 30s of game time; it is still running. Inventory change: cactus +224, carrot -553, fertilizer +15, hay +2944, power -20.18, pumpkin +224, water +60. Game time: 1h 43m 57s elapsed, 4h 16m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ ------------------------------------------------… - 1h 43m
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=4, wood=4] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 1h 44m 7s elapsed, 4h 15m 53s of budget remaining.
- 1h 44m
docs_readpath="objects/sunflower"result
## Sunflower Sunflowers collect the power from the sun. Harvesting them will give you Items.Power. If you harvest a sunflower with the maximum number of petals you get bonus power. Base growth time between 5.6 and 8.4 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Sunflowers](docs/unlocks/sunflowers.md) Game time: 1h 44m 17s elapsed, 4h 15m…
- 1h 44m
observeresult
Game time: 1h 44m 27s elapsed, 4h 15m 33s of budget remaining. Program: farm (running). Inventory: hay 9156, pumpkin 418, cactus 288, water 998, fertilizer 71, power 359.21. 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, Ca=cactus, De=dead_pumpkin. y= 7 …
- 1h 44m
stop_programresult
Program stopped. Game time: 1h 44m 37s elapsed, 4h 15m 23s of budget remaining.
- 1h 44m
write_programname="fixseven" · evidenceresult
Saved fixseven (7 lines). Game time: 1h 44m 47s elapsed, 4h 15m 13s of budget remaining.
- 1h 44m
run_programname="fixseven" seconds=20result
Ran fixseven for 1s of game time; it finished. Inventory change: hay +64, power -0.74, water +1. Game time: 1h 44m 58s elapsed, 4h 15m 2s of budget remaining. Output: (none)
- 1h 44m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 45m 8s elapsed, 4h 14m 52s of budget remaining.
- 1h 45m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: cactus +10, carrot +21, fertilizer +12, hay +732, power +2.11, pumpkin +470, water +48, wood +12. Game time: 1h 47m 18s elapsed, 4h 12m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ ------------------------------------… - 1h 47m
waitseconds=120result
Waited 2m (time up). Program: farm running. Inventory change: carrot +31, fertilizer +12, hay +864, power +23.98, pumpkin +496, water +48. Game time: 1h 49m 28s elapsed, 4h 10m 32s of budget remaining.
- 1h 49m
observeresult
Game time: 1h 49m 38s elapsed, 4h 10m 22s of budget remaining. Program: farm (running). Inventory: hay 11180, wood 32, carrot 48, pumpkin 1426, cactus 320, water 1123, fertilizer 102, power 390.16. 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: Su=sunflower, Pu=pum…
- 1h 49m
waitseconds=60result
Waited 1m (time up). Program: farm running. Inventory change: carrot -21, fertilizer +6, hay +360, power +14.48, pumpkin +294, water +24. Game time: 1h 50m 48s elapsed, 4h 9m 12s of budget remaining.
- 1h 50m
inspect_tilex=3 y=3result
(3,3) `x = 3, y = 3` ### `Entities.Bush` Total grow time: 3.57 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: wood 4 Game time: 1h 50m 58s elapsed, 4h 9m 2s of budget remaining.
- 1h 50m
stop_programresult
Program stopped. Game time: 1h 51m 8s elapsed, 4h 8m 52s of budget remaining.
- 1h 51m
write_programname="probe" · evidenceresult
Saved probe (7 lines). Game time: 1h 51m 18s elapsed, 4h 8m 42s of budget remaining.
- 1h 51m
run_programname="probe" seconds=10result
Ran probe for 0s of game time; it stopped with an error: Unlocks.Debug must be unlocked before this can be used. Inventory change: power -0.14. Game time: 1h 51m 28s elapsed, 4h 8m 32s of budget remaining. Output: Error: Unlocks.Debug must be unlocked before this can be used. In: print(can_harvest()) ^^ -------------------------------------------------------------------- - 1h 51m
write_programname="probe" · evidenceresult
Saved probe (4 lines). Game time: 1h 51m 38s elapsed, 4h 8m 22s of budget remaining.
- 1h 51m
run_programname="probe" seconds=10result
Ran probe for 0s of game time; it finished. Inventory change: power -0.03, wood +4. Game time: 1h 51m 48s elapsed, 4h 8m 12s of budget remaining. Output: (none)
- 1h 51m
buy_upgradeupgrades=["trees","trees"] · evidenceresult
Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Could not buy trees: Not enough resources. Game time: 1h 51m 58s elapsed, 4h 8m 2s of budget remaining.
- 1h 51m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 52m 8s elapsed, 4h 7m 52s of budget remaining.
- 1h 52m
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: fertilizer +12, hay +640, power +27.04, pumpkin +386, water +48, wood +1880. Game time: 1h 54m 18s elapsed, 4h 5m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ ----------------------------------------------------------------… - 1h 54m
buy_upgradeupgrades=["carrots","speed"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy speed: Not enough resources.
- 1h 54m
observeresult
Game time: 1h 54m 38s elapsed, 4h 5m 22s of budget remaining. Program: farm (running). Inventory: hay 7692, wood 2244, carrot 13, pumpkin 2350, cactus 320, water 1243, fertilizer 132, power 445.50. 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: Su=sunflower, Pu=pum…
- 1h 54m
stop_programresult
Program stopped. Game time: 1h 54m 48s elapsed, 4h 5m 12s of budget remaining.
- 1h 54m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 1h 54m 58s elapsed, 4h 5m 2s of budget remaining.
- 1h 54m
run_programname="farm" seconds=180result
Ran farm for 3m of game time; it is still running. Inventory change: carrot +248, fertilizer +18, hay +320, power +34.55, pumpkin +912, water +72, wood +664. Game time: 1h 58m 8s elapsed, 4h 1m 52s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -----------------------------------------------------… - 1h 58m
docs_readpath="unlocks/polyculture"result
## Polyculture Use companion planting to increase the yield. plant_type, (x, y) = get_companion() ### Unlock Cost [Current cost: pumpkin=3000] Game time: 1h 58m 18s elapsed, 4h 1m 42s of budget remaining.
- 1h 58m
docs_readpath="docs/unlocks/polyculture.md"result
No accessible documentation page docs/unlocks/polyculture.md. Use docs_list.
- 1h 58m
buy_upgradeupgrades=["trees","grass"] · evidenceresult
Could not buy trees: Not enough resources. Could not buy grass: Not enough resources.
- 1h 58m
waitseconds=180result
Waited 3m (time up). Program: farm running. Inventory change: carrot +228, fertilizer +18, hay +188, power +30.49, pumpkin +1110, water +72, wood +388. Game time: 2h 1m 48s elapsed, 3h 58m 12s of budget remaining.
- 2h 01m
waitseconds=180result
Waited 3m (time up). Program: farm running. Inventory change: carrot +192, fertilizer +18, hay +448, power +33.49, pumpkin +1044, water +72, wood +448. Game time: 2h 4m 58s elapsed, 3h 55m 2s of budget remaining.
- 2h 04m
observeresult
Game time: 2h 5m 8s elapsed, 3h 54m 52s of budget remaining. Program: farm (running). Inventory: hay 9068, wood 4116, carrot 690, pumpkin 5794, cactus 320, water 1495, fertilizer 195, power 564.75. 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: Su=sunflower, Pu=pum…
- 2h 05m
buy_upgradeupgrades=["carrots","trees","grass","watering"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 2h 5m 18s elapsed, 3h 54m 42s of budget remaining.
- 2h 05m
waitseconds=180 until_affordable="expand"result
Waited 3m (time up). Program: farm running. Inventory change: carrot +230, fertilizer +18, hay +328, power +38.50, pumpkin +1132, water +144, wood +360. Game time: 2h 8m 28s elapsed, 3h 51m 32s of budget remaining.
- 2h 08m
waitseconds=120 until_affordable="expand"result
Waited 2m (time up). Program: farm running. Inventory change: carrot +134, fertilizer +12, hay +192, power +22.99, pumpkin +650, water +96, wood +352. Game time: 2h 10m 38s elapsed, 3h 49m 22s of budget remaining.
- 2h 10m
waitseconds=90 until_affordable="expand"result
Waited 41s (expand is affordable). Program: farm running. Inventory change: carrot +84, fertilizer +4, hay +16, power +12.72, pumpkin +210, water +33, wood +48. Game time: 2h 11m 29s elapsed, 3h 48m 31s of budget remaining.
- 2h 11m
stop_programresult
Program stopped. Game time: 2h 11m 39s elapsed, 3h 48m 21s of budget remaining.
- 2h 11m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 2h 11m 49s elapsed, 3h 48m 11s of budget remaining.
- 2h 11m
write_programname="setup" · evidenceresult
Saved setup (9 lines). Game time: 2h 11m 59s elapsed, 3h 48m 1s of budget remaining.
- 2h 11m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 2h 12m 9s elapsed, 3h 47m 51s of budget remaining.
- 2h 12m
run_programname="setup" seconds=120result
Ran setup for 14s of game time; it finished. Inventory change: fertilizer +2, power -9.74, water +11. Game time: 2h 12m 33s elapsed, 3h 47m 27s of budget remaining. Output: (none)
- 2h 12m
observeresult
Game time: 2h 12m 43s elapsed, 3h 47m 17s of budget remaining. Program: none running. Inventory: hay 9684, wood 1748, carrot 1210, pumpkin 44, cactus 320, water 1854, fertilizer 241, power 635.36. 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. y=11 #--…
- 2h 12m
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Game time: 2h 12m 53s elapsed, 3h 47m 7s of budget remaining.
- 2h 12m
run_programname="farm" seconds=180result
Ran farm for 3m of game time; it is still running. Inventory change: carrot +236, fertilizer +18, hay -240, power +127.84, pumpkin +1796, water +144, wood +1008. Game time: 2h 16m 3s elapsed, 3h 43m 57s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ ------------------------------------------------… - 2h 16m
waitseconds=300result
Waited 5m (time up). Program: farm running. Inventory change: carrot +746, fertilizer +30, hay -320, power +252.24, pumpkin +2958, water +240, wood +2400. Game time: 2h 21m 13s elapsed, 3h 38m 47s of budget remaining.
- 2h 21m
buy_upgradeupgrades=["pumpkins","carrots","trees","grass"] · evidenceresult
Could not buy pumpkins: Not enough resources. Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources.
- 2h 21m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/…
- 2h 21m
buy_upgradeupgrades=["polyculture"] · evidenceresult
Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Game time: 2h 21m 43s elapsed, 3h 38m 17s of budget remaining.
- 2h 21m
docs_searchquery="companion"result
docs/home.md: …ions [can_harvest](functions/can_harvest) [clear](functions/clear) [do_a_flip](functions/do_a_flip) [get_companion](functions/get_companion) [get_entity_type](functions/get_entity_type) [get_ground_type](functions/get_ground_type) [get_pos_x](functions/get_pos_x) [get_pos_y](functions… docs/unlocks/polyculture.md: …es plants yield more when planted together. Grass, bushes, trees, an…
- 2h 21m
docs_readpath="docs/unlocks/polyculture.md"result
# Polyculture You may have already noticed that sometimes plants yield more when planted together. Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
- 2h 22m
docs_readpath="functions/get_companion"result
get_companion() Get the preferred companion of the plant under the drone. returns a tuple of the form (companion_type, (companion_x_position, companion_y_position)) takes 1 tick to execute. example: companion = get_companion() if companion != None: plant_type, (x, y) = companion print("Companion:", plant_type, "at", x, ",", y) For more related information see: [Polyculture](docs/unloc… - 2h 22m
waitseconds=300result
Waited 5m (time up). Program: farm running. Inventory change: carrot +1221, fertilizer +30, hay +960, power +185.25, pumpkin +3106, water +240, wood +5016. Game time: 2h 27m 23s elapsed, 3h 32m 37s of budget remaining.
- 2h 27m
observeresult
Game time: 2h 27m 33s elapsed, 3h 32m 27s of budget remaining. Program: farm (running). Inventory: hay 9868, wood 10996, carrot 2654, pumpkin 5750, cactus 320, water 2566, fertilizer 330, power 1266.54. 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: Su=sunflower,…
- 2h 27m
buy_upgradeupgrades=["carrots","fertilizer"] · evidenceresult
Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 2h 27m 43s elapsed, 3h 32m 17s of budget remaining.
- 2h 27m
waitseconds=300result
Waited 5m (time up). Program: farm running. Inventory change: carrot +5458, fertilizer +60, hay -2880, power +268.25, pumpkin +2932, water +240, wood +408. Game time: 2h 32m 53s elapsed, 3h 27m 7s of budget remaining.
- 2h 32m
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=8, wood=8] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 2h 33m 3s elapsed, 3h 26m 57s of budget remaining.
- 2h 33m
docs_readpath="objects/pumpkin"result
## Pumpkin Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up. Base growth time between 0.2 and 3.8 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=2] For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 2h 33m 13s elapsed, 3h 26m 47s of budget remaining.
- 2h 33m
stop_programresult
Program stopped. Game time: 2h 33m 23s elapsed, 3h 26m 37s of budget remaining.
- 2h 33m
write_programname="fixseven" · evidenceresult
Saved fixseven (7 lines). Game time: 2h 33m 33s elapsed, 3h 26m 27s of budget remaining.
- 2h 33m
run_programname="fixseven" seconds=30result
Ran fixseven for 1s of game time; it finished. Inventory change: carrot +168, power -1.14, water +1. Game time: 2h 33m 45s elapsed, 3h 26m 15s of budget remaining. Output: (none)
- 2h 33m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 2h 33m 55s elapsed, 3h 26m 5s of budget remaining.
- 2h 33m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot +1836, fertilizer +60, hay +5008, power +231.43, pumpkin +3246, water +240, wood +6144. Game time: 2h 39m 5s elapsed, 3h 20m 55s of budget remaining. Output: (none)
- 2h 39m
buy_upgradeupgrades=["pumpkins","pumpkins"] · evidenceresult
Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy pumpkins: Not enough resources. Game time: 2h 39m 15s elapsed, 3h 20m 45s of budget remaining.
- 2h 39m
waitseconds=300result
Waited 5m (time up). Program: farm running. Inventory change: carrot -1972, fertilizer +60, hay +5448, power +275.23, pumpkin +6436, water +240, wood +5952. Game time: 2h 44m 25s elapsed, 3h 15m 35s of budget remaining.
- 2h 44m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 2h 44m
buy_upgradeupgrades=["trees","grass","watering","fertilizer"] · evidenceresult
Could not buy trees: Not enough resources. Bought grass, now level 5. Paid wood 12500. Could not buy watering: Not enough resources. Could not buy fertilizer: Not enough resources. Game time: 2h 44m 45s elapsed, 3h 15m 15s of budget remaining.
- 2h 44m
waitseconds=300result
Waited 5m (time up). Program: farm running. Inventory change: carrot -2060, fertilizer +60, hay +14864, power +217.28, pumpkin +6392, water +240, wood +6312. Game time: 2h 49m 55s elapsed, 3h 10m 5s of budget remaining.
- 2h 49m
buy_upgradeupgrades=["trees","watering","fertilizer"] · evidenceresult
Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Could not buy watering: Not enough resources. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 2h 50m 5s elapsed, 3h 9m 55s of budget remaining.
- 2h 50m
observeresult
Game time: 2h 50m 15s elapsed, 3h 9m 45s of budget remaining. Program: farm (running). Inventory: hay 15008, wood 2694, carrot 2474, pumpkin 26642, cactus 320, water 3655, fertilizer 602, power 2371.86. 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: Su=sunflower,…
- 2h 50m
stop_programresult
Program stopped. Game time: 2h 50m 25s elapsed, 3h 9m 35s of budget remaining.
- 2h 50m
run_programname="fixseven" seconds=20result
Ran fixseven for 2s of game time; it finished. Inventory change: fertilizer +1, hay +480, power -1.44, water +2. Game time: 2h 50m 36s elapsed, 3h 9m 24s of budget remaining. Output: (none)
- 2h 50m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 2h 50m 46s elapsed, 3h 9m 14s of budget remaining.
- 2h 50m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot -1056, fertilizer +120, hay +3024, power +219.39, pumpkin +6120, water +240, wood +13536. Game time: 2h 55m 56s elapsed, 3h 4m 4s of budget remaining. Output: (none)
- 2h 55m
inspect_tilex=6 y=6result
(6,6) `x = 6, y = 6` ### `Entities.Carrot` Total grow time: 5.84 seconds Grown 43.61% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: carrot 8 Game time: 2h 56m 6s elapsed, 3h 3m 54s of budget remaining.
- 2h 56m
stop_programresult
Program stopped. Game time: 2h 56m 16s elapsed, 3h 3m 44s of budget remaining.
- 2h 56m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 2h 56m 26s elapsed, 3h 3m 34s of budget remaining.
- 2h 56m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot +1920, fertilizer +120, hay +1344, power +233.38, pumpkin +6184, water +240, wood +2800. Game time: 3h 1m 36s elapsed, 2h 58m 24s of budget remaining. Output: (none)
- 3h 01m
buy_upgradeupgrades=["watering","fertilizer"] · evidenceresult
Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Could not buy fertilizer: Not enough resources. Game time: 3h 1m 46s elapsed, 2h 58m 14s of budget remaining.
- 3h 01m
waitseconds=300result
Waited 5m (time up). Program: farm running. Inventory change: carrot +2636, fertilizer +120, hay +1104, power +254.27, pumpkin +6272, water +480, wood +3024. Game time: 3h 6m 56s elapsed, 2h 53m 4s of budget remaining.
- 3h 06m
waitseconds=300result
Waited 5m (time up). Program: farm running. Inventory change: carrot +2090, fertilizer +120, hay +480, power +251.25, pumpkin +6336, water +480, wood +3008. Game time: 3h 12m 6s elapsed, 2h 47m 54s of budget remaining.
- 3h 12m
buy_upgradeupgrades=["fertilizer","trees"] · evidenceresult
Could not buy fertilizer: Not enough resources. Could not buy trees: Not enough resources.
- 3h 12m
observeresult
Game time: 3h 12m 26s elapsed, 2h 47m 34s of budget remaining. Program: farm (running). Inventory: hay 22400, wood 14374, carrot 8452, pumpkin 53154, cactus 320, water 5232, fertilizer 1135, power 3444.27. 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: Su=sunflow…
- 3h 12m
buy_upgradeupgrades=["trees","fertilizer"] · evidenceresult
Could not buy trees: Not enough resources. Could not buy fertilizer: Not enough resources.
- 3h 12m
waitseconds=600 until_affordable="expand"result
Waited 8m 36s (expand is affordable). Program: farm running. Inventory change: carrot +4344, fertilizer +206, hay +1872, power +423.98, pumpkin +10288, water +824, wood +5568. Game time: 3h 21m 22s elapsed, 2h 38m 38s of budget remaining.
- 3h 21m
stop_programresult
Program stopped. Game time: 3h 21m 32s elapsed, 2h 38m 28s of budget remaining.
- 3h 21m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 3h 21m 42s elapsed, 2h 38m 18s of budget remaining.
- 3h 21m
write_programname="setup" · evidenceresult
Saved setup (9 lines). Game time: 3h 21m 52s elapsed, 2h 38m 8s of budget remaining.
- 3h 21m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 3h 22m 2s elapsed, 2h 37m 58s of budget remaining.
- 3h 22m
run_programname="setup" seconds=120result
Ran setup for 17s of game time; it finished. Inventory change: fertilizer +7, power -17.17, water +28. Game time: 3h 22m 29s elapsed, 2h 37m 31s of budget remaining. Output: (none)
- 3h 22m
observeresult
Game time: 3h 22m 39s elapsed, 2h 37m 21s of budget remaining. Program: none running. Inventory: hay 24368, wood 20038, carrot 12992, pumpkin 138, cactus 320, water 6212, fertilizer 1380, power 3858.52. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y=1…
- 3h 22m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot +3600, fertilizer +120, hay -3008, power +42.33, pumpkin +6036, water +480, wood -1856. Game time: 3h 27m 49s elapsed, 2h 32m 11s of budget remaining. Output: (none)
- 3h 27m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 3h 27m 59s elapsed, 2h 32m 1s of budget remaining.
- 3h 27m
waitseconds=600result
Waited 10m (time up). Program: farm running. Inventory change: carrot +8, fertilizer +240, hay -6792, power +177.51, pumpkin +21328, water +960, wood -1752. Game time: 3h 38m 9s elapsed, 2h 21m 51s of budget remaining.
- 3h 38m
buy_upgradeupgrades=["trees","grass","carrots","watering"] · evidenceresult
Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Could not buy carrots: Not enough resources. Could not buy watering: Not enough resources.
- 3h 38m
observeresult
Game time: 3h 38m 29s elapsed, 2h 21m 31s of budget remaining. Program: farm (running). Inventory: hay 14608, wood 16614, carrot 544, pumpkin 28870, cactus 320, water 7732, fertilizer 1760, power 4104.85. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Su=sunflowe…
- 3h 38m
stop_programresult
Program stopped. Game time: 3h 38m 39s elapsed, 2h 21m 21s of budget remaining.
- 3h 38m
write_programname="fixfourteen" · evidenceresult
Saved fixfourteen (9 lines). Game time: 3h 38m 49s elapsed, 2h 21m 11s of budget remaining.
- 3h 38m
run_programname="fixfourteen" seconds=60result
Ran fixfourteen for 3s of game time; it finished. Inventory change: carrot +616, fertilizer +1, power -3.15, water +5. Game time: 3h 39m 2s elapsed, 2h 20m 58s of budget remaining. Output: (none)
- 3h 39m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 3h 39m 12s elapsed, 2h 20m 48s of budget remaining.
- 3h 39m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot -648, fertilizer +120, hay +8128, power -227.62, pumpkin +9680, water +480, wood +3792. Game time: 3h 44m 22s elapsed, 2h 15m 38s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ ---------------------------------------------… - 3h 44m
buy_upgradeupgrades=["carrots","trees"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources.
- 3h 44m
waitseconds=600result
Waited 10m (time up). Program: farm running. Inventory change: fertilizer +240, hay +18208, power -607.48, pumpkin +17320, water +960, wood +5584. Game time: 3h 54m 42s elapsed, 2h 5m 18s of budget remaining.
- 3h 54m
buy_upgradeupgrades=["carrots","trees","grass","watering"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Could not buy watering: Not enough resources.
- 3h 54m
observeresult
Game time: 3h 55m 2s elapsed, 2h 4m 58s of budget remaining. Program: farm (running). Inventory: hay 41920, wood 26966, carrot 8, pumpkin 57686, cactus 320, water 9321, fertilizer 2157, power 3215.74. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=ca…
- 3h 55m
stop_programresult
Program stopped. Game time: 3h 55m 12s elapsed, 2h 4m 48s of budget remaining.
- 3h 55m
run_programname="fixfourteen" seconds=60result
Ran fixfourteen for 3s of game time; it finished. Inventory change: fertilizer +2, hay +512, power -3.31, water +5. Game time: 3h 55m 25s elapsed, 2h 4m 35s of budget remaining. Output: (none)
- 3h 55m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 3h 55m 35s elapsed, 2h 4m 25s of budget remaining.
- 3h 55m
run_programname="farm" seconds=600result
Ran farm for 10m of game time; it is still running. Inventory change: carrot +176, fertilizer +240, hay -5632, power +159.57, pumpkin +21592, water +960, wood -2368. Game time: 4h 5m 45s elapsed, 1h 54m 15s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: plant(Entities.Sunflower) ^^ --------------------------------------… - 4h 05m
buy_upgradeupgrades=["trees","watering"] · evidenceresult
Could not buy trees: Not enough resources. Could not buy watering: Not enough resources.
- 4h 05m
waitseconds=600result
Waited 10m (time up). Program: farm running. Inventory change: carrot +120, fertilizer +240, hay -4136, power +114.51, pumpkin +22256, water +960, wood -1768. Game time: 4h 16m 5s elapsed, 1h 43m 55s of budget remaining.
- 4h 16m
waitseconds=600result
Waited 10m (time up). Program: farm running. Inventory change: carrot -24, fertilizer +240, hay -3888, power +200.50, pumpkin +21952, water +960, wood -2064. Game time: 4h 26m 15s elapsed, 1h 33m 45s of budget remaining.
- 4h 26m
observeresult
Game time: 4h 26m 25s elapsed, 1h 33m 35s of budget remaining. Program: farm (running). Inventory: hay 27744, wood 21670, carrot 136, pumpkin 125094, cactus 320, water 12334, fertilizer 2911, power 3659.15. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Su=sunflo…
- 4h 26m
waitseconds=900result
Waited 15m (time up). Program: farm running. Inventory change: carrot +64, fertilizer +360, hay -7016, power +361.74, pumpkin +33488, water +1440, wood -2760. Game time: 4h 41m 35s elapsed, 1h 18m 25s of budget remaining.
- 4h 41m
buy_upgradeupgrades=["carrots","trees","grass","fertilizer"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Could not buy fertilizer: Not enough resources.
- 4h 41m
waitseconds=900result
Waited 15m (time up). Program: farm running. Inventory change: carrot -120, fertilizer +360, hay -8520, power +205.76, pumpkin +32600, water +1440, wood -2536. Game time: 4h 56m 55s elapsed, 1h 3m 5s of budget remaining.
- 4h 56m
observeresult
Game time: 4h 57m 5s elapsed, 1h 2m 55s of budget remaining. Program: farm (running). Inventory: hay 11952, wood 15830, carrot 120, pumpkin 192470, cactus 320, water 15278, fertilizer 3647, power 4283.19. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Su=sunflowe…
- 4h 57m
stop_programresult
Program stopped. Game time: 4h 57m 15s elapsed, 1h 2m 45s of budget remaining.
- 4h 57m
run_programname="fixfourteen" seconds=60result
Ran fixfourteen for 3s of game time; it finished. Inventory change: carrot +400, fertilizer +1, power -3.18, water +6. Game time: 4h 57m 29s elapsed, 1h 2m 31s of budget remaining. Output: (none)
- 4h 57m
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 4h 57m 39s elapsed, 1h 2m 21s of budget remaining.
- 4h 57m
run_programname="farm" seconds=900result
Ran farm for 15m of game time; it is still running. Inventory change: carrot -296, fertilizer +360, hay +26080, power -844.10, pumpkin +26904, water +1440, wood +8256. Game time: 5h 12m 49s elapsed, 47m 11s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------… - 5h 12m
buy_upgradeupgrades=["trees","carrots","grass","watering","fertilizer"] · evidenceresult
Could not buy trees: Not enough resources. Could not buy carrots: Not enough resources. Could not buy grass: Not enough resources. Could not buy watering: Not enough resources. Could not buy fertilizer: Not enough resources.
- 5h 12m
waitseconds=900result
Waited 15m (time up). Program: farm running. Inventory change: carrot -80, fertilizer +360, hay +25408, power -911.25, pumpkin +25432, water +1440, wood +9024. Game time: 5h 28m 9s elapsed, 31m 51s of budget remaining.
- 5h 28m
buy_upgradeupgrades=["trees","carrots","grass","watering","fertilizer"] · evidenceresult
Could not buy trees: Not enough resources. Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy grass: Not enough resources. Could not buy watering: Not enough resources. Could not buy fertilizer: Not enough resources. Game time: 5h 28m 19s elapsed, 31m 41s of budget remaining.
- 5h 28m
waitseconds=900result
Waited 15m (time up). Program: farm running. Inventory change: carrot +136, fertilizer +360, hay +14496, power -25.25, pumpkin +39640, water +1440, wood -2912. Game time: 5h 43m 29s elapsed, 16m 31s of budget remaining.
- 5h 43m
waitseconds=900result
Waited 15m (time up). Program: farm running. Inventory change: carrot +560, fertilizer +360, hay +19072, power -510.26, pumpkin +38088, water +1440, wood -368. Game time: 5h 58m 39s elapsed, 1m 21s of budget remaining.
- 5h 58m
observeresult
Game time: 5h 58m 49s elapsed, 1m 11s of budget remaining. Program: farm (running). Inventory: hay 98528, wood 662, carrot 392, pumpkin 324438, cactus 320, water 21204, fertilizer 5128, power 1918.10. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=ca…
- 5h 58m
stop_programresult
Program stopped. Game time: 5h 58m 59s elapsed, 1m 1s of budget remaining.
- 5h 58msaidThe 6-hour budget is essentially used up (1 minute left). I stopped the farm program at 5h 58m 59s. Final inventory (current stock, not cumulative production): - Pumpkin: 324,438 - Hay: 98,528 - Water: 21,204 - Fertilizer: 5,128 - Power: 1,918 - Carrot: 392 - Wood: 662 - Cactus: 320 Stock is not the score. Production is what counts, and I did not track cumulative totals per resource, so I can't give exact lifetime numbers. Pumpkins were the largest producer by far, followed by hay and water. What I built - Early game: hay from grass, then bushes for wood, then upgrades for speed, expand, carrots, watering, trees, and pumpkins. - Layout: the farm grew from 1x3 to 16x16. Each column is one crop type: sunflowers (power), pumpkins, carrots, bushes, and grass (hay). A column-walking loop with `get_pos_x()` dispatch planted and harvested every tile. - Unlocks: sunflowers, pumpkins, cactus, polyculture (bought, but I never wired up `get_companion()`), fertilizer, and senses. Problems I hit - Harvest-on-unripe destroys entities. Early spin loops were wasteful; I added `can_harvest()` guards. - Input shortages stalled planting. Carrots and wood gated pumpkin and sunflower planting several times. I fixed this by rebalancing column types (carrots vs. grass vs. bushes) and adding hay from grass when hay ran short. - Cactus was not exploited. I planted cactus, but unsorted cacti only harvest singly. The large payoff needs a sorted block and a swap-based sort, which I didn't build. - Wood ran out once. Carrot planting costs wood, and I'd let bushes drop to too few tiles. This stalled the farm until I restored bushes.
- 5h 58m
run_programname="farm" seconds=40result
Ran farm for 40s of game time; it is still running. Inventory change: carrot -280, fertilizer +16, hay +112, power +5.64, pumpkin +2112, water +64, wood +112. Game time: 5h 59m 49s elapsed, 11s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ ------------------------------------------------------------… - 5h 59m
stop_programresult
Program stopped. Game time: 5h 59m 59s elapsed, 1s of budget remaining.
- 5h 59msaidThe game-time budget is now fully used (1 second left). I restarted the farm for the last 40 seconds, which added about 2,100 pumpkins, 112 hay, 112 wood, 64 water, and 16 fertilizer, then stopped it. Final stock is roughly 326,500 pumpkins, 98,600 hay, 21,300 water, 5,100 fertilizer, 1,900 power, 390 carrots, 760 wood, and 320 cactus. Stock is not the score. Production is what counts, and I didn't track lifetime totals per resource.
- 5h 59msaidThe budget has run out: 1 second remains, and every tool call costs 10 seconds of game time, so I can't take any more actions. The farm is stopped, and the final totals are in my previous summary.
- 5h 59msaidI can't keep playing. The budget has about 1 second left, and each tool call costs 10 seconds of game time, so any action would overrun it. The farm is stopped and the run is over. My earlier summary has the final stock.
- 5h 59msaidThe run is over. One second of game time is left, and every tool call costs 10 seconds, so I can't take any more actions. My last reply has the final numbers, and the farm is stopped.
- 5h 59msaidI'm not going to keep replying with the same message. The 6-hour budget is spent: 1 second remains, and any tool call costs 10 seconds, so no further actions are possible. The farm is stopped. The final totals are in my earlier summary.
- 5h 59m
observeresult
Game time: 6h elapsed, 0s of budget remaining. Program: none running. Inventory: hay 100240, wood 262, carrot 176, pumpkin 327270, cactus 320, water 21318, fertilizer 5157, power 1954.19. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Pu=pump…
- 6h 00msaidThe 6-hour budget is used up. The last check confirmed 0s remaining and the farm stopped. Final stock: about 327,300 pumpkins, 100,200 hay, 21,300 water, 5,200 fertilizer, 2,000 power, 176 carrots, 262 wood, and 320 cactus.
Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 1,815 |
| Cache reads | 20,937,513 |
| Cache writes | 198,369 |
| Output | 100,397 |
| Thinking (subset of output where reported) | 69,459 |
| Total | 21,238,094 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-haiku-5-5 | 21,238,094 | $1.11 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $1.11 (cost reported by the agent itself; plan or subscription billing may differ).
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
| Run id | economy-v1-claude-haiku-s2-a1-20261016T190943Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Claude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp) |
| Applied config | {"model":"haiku","effort":"medium","fast":"absent"} |
| Models reported | claude-haiku-5-5 |
| Tools available | buy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program |
| Harness | e5a6d3888fcb (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 5.94 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T19:09:43.101Z → 2026-10-16T19:22:53.530Z |
| Evidence | 114 items in evidence.json |