Claude Opus 5.5, seed 3

Claude Code · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 228m produced, 8.36 points
  • Wood 1.66b produced, 9.22 points
  • Carrot 252m produced, 8.40 points
  • Pumpkin 31.6m produced, 7.50 points
  • Cactus 74.8m produced, 7.87 points
  • Power 48.8k produced, 4.69 points
  • Bone 7.27m produced, 6.86 points
  • Weird substance 1.44m produced, 6.16 points
  • Gold 6.03m produced, 6.78 points
  • Water 309k produced, 5.49 points
  • Fertilizer 13k produced, 4.11 points

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

Score · economy-v1
75.45orders of magnitude · model mean 75.54
On seed 3
#1of 8 models
Cost
$4.73API-equivalent estimate
Real time
12m 32swall clock, not scored
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m37.3
2h 00m45.6
3h 00m62.0
4h 00m67.9
5h 00m73.3
6h 00m75.4
said2m 45s · Bought loops, speed, expand and plant. Next I'm reading the docs on the new movement and planting commands.8m 15s · Wood is coming in now from bushes. Next I'm buying speed and expand upgrades.11m 35s · I unlocked operators, senses and carrots. Next I'm reading the docs to plan a smarter farming loop.15m 00s · The farm is now 4x4 and producing hay, wood and carrots. Next I'm buying the grass and watering upgrades, then adding a second carrot column.24m 30s · Wood is now plentiful; carrots and hay are the bottleneck. Next I'm checking upgrade costs to decide what to buy.29m 00s · The farm is running smoothly and I've bought more speed, carrot and fertilizer upgrades. Next I'm letting resources build up for lists, sunflowers and pumpkins.33m 20s · I wrote a pumpkin program to grow giant pumpkins across the whole field. Next I'm test-running it.42m 10s · Unlocked mazes and maxed speed. Next I'm reading the maze tutorial so I can start farming gold.46m 13s · Megafarm gives 2 drones now. I'm rewriting the programs so drones split the field, starting with pumpkins.50m 33s · Cactus farming works, at about 8,000 cactus per minute. Next I'm unlocking dinosaurs and reading how they work.52m 34s · Dinosaurs work: 3,969 bones in one minute. All the main resources are now unlocked, so I'm writing a master program that cycles through every activity.1h 13m · The dinosaur hat was left on when I switched programs, so pumpkin farming stalled for 10 minutes. I'm resetting the hat and adding a safeguard.1h 16m · Expanded to 12x12. Carrots and hay are now the bottleneck, so I'm adding more grass to the mix layout and making the master loop reset the hat on start.1h 27m · Now at 4 drones; I bought maze, dinosaur and fertilizer upgrades. Next I'm making the maze solver reuse each maze and remember its walls, so it can path straigh1h 33m · The maze program now remembers walls between treasures; I'm checking whether that actually speeds it up.1h 34m · Wall memory nearly doubled gold, to about 4,300 per minute. I'll keep the maze running until I can afford the next megafarm level (8 drones).1h 40m · Now at 8 drones. Next I'm reading the polyculture docs to see if it can boost yields.1h 47m · Polyculture is unlocked: plants yield about 5–10x more when their preferred companion is planted nearby. I'm writing a new mixed-farm program that places each p1h 50m · Polyculture is a big win: about 74k wood, 27k carrots and 12k hay in 3 minutes. Next I'm spending it on yield upgrades.2h 03m · Sunflowers work: about 1,000 power in 22 seconds, which doubles drone speed. I'm adding a sunflower phase to the master loop and shifting more time to pumpkins.2h 13m · Expanded to 16x16 and bought carrot, polyculture, dinosaur, tree and watering upgrades. The master loop adapts to the new size automatically, so I'll let it run2h 23m · Nothing was produced in those 10 minutes, so something is stuck. Checking now.2h 23m · The farm expansion cleared the field mid-maze and left the solver looping. Restarting the master program and making the maze code more robust.2h 25m · Back running: about 856k wood, 133k carrots and 121k hay in one minute. Buying the upgrades that are now affordable.2h 25m · Now hardening the maze solver so a cleared maze can't leave it looping forever:2h 35m · Strong 10-minute cycle across all resources. Buying everything affordable.2h 46m · Now at 16 drones, one per column. Checking the remaining upgrade costs.3h 01m · Expanded to 22x22 — last time an expansion mid-run caused a stall, so checking the farm is still producing.3h 03m · Stuck again after the expansion (probably the dinosaur loop). Restarting; in future I'll stop the program before buying an expansion.3h 13m · Gold and bones are the slowest resources. I'm writing a faster dinosaur program that takes safe shortcuts along its route instead of walking the full loop for e3h 24m · The new dinosaur program ran 10 minutes for only 17k bones and is still going. Investigating.3h 24m · It's working: the tail is about 240 segments on the 22x22 field, it's just slow. A full snake should yield around 1.9M bones, so I'll let it finish.3h 34m · The snake is at about 330 segments, but finishing would take another ~16 minutes with the rest of the farm idle. I'll stop now to bank about 870k bones, then ca3h 35m · Banked 659k bones. Buying polyculture level 5 and other affordable upgrades.3h 50m · Very strong 15 minutes: 60M wood, 12.6M hay, 9.2M carrots, 1.5M pumpkins. Buying upgrades (expansion excluded while the program runs).3h 51m · Next targets are the 32x32 expansion (4.1M pumpkins) and 32 drones (512k gold). Letting the loop run.4h 06m · Now at 32 drones. Waiting for enough pumpkins for the 32x32 expansion.4h 20m · Expanded to 32x32 (the program was stopped first). Restarting the master loop.4h 46m · About 74 minutes remain. Bones are the scarcest resource, so I'm raising the dinosaur length cap from 150 to 400 (bones scale with length squared).5h 17m · The dinosaur run is slowing down a lot at this length. Stopping to bank the bones and going back to a shorter cap for the remaining ~42 minutes.5h 48m · About 11 minutes left. I'll let it run, then stop and remove the hat at the end so no dinosaur tail goes unharvested.5h 59m · The 6-hour game-time budget is used up. The farm ended on the largest 32×32 field with all 32 drones, producing 11 resource types: hay, wood, carrots, pumpkins,6h 00m · The full 6 hours of game time are used up, so the run is over. The master program ran right up to the end. In those last 6 seconds nothing new was produced. Thsaid: 43 entries, first at 2m 45s
runningrunning: 45 entries, first at 1m 00s
errorserrors: 1 entry, first at 1h 28m

Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.

how-it-playedcompared with Claude Opus 5.5's 3 valid seeds and the 8 models on seed 3

How it played

MeasureThis runModel meanSeed 3 meanWhat it counts
Resources opened11 of 1111 of 119.9 of 11scored resources produced at least once
Study353141docs and research reads
Action overhead11%11%9%game time spent looking, reading and typing (10 s per call)
Tool calls241248198every action the agent took
Program writes425729accepted saves of a program
Program stints414535times a program was started and left running
Median stint2m 50s3m 05s8m 48show long a program usually ran before the next change
Cost per point$0.063$0.071$0.069API-equivalent estimate ÷ score

Farm idle 3% of samples; longest stint 44m 26s; 3 rejected writes.

production11 of 11 resources produced

Production and holdings

Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Wood1.7B produced · 9.22 pts
Wood1.7B produced · 9.22 pts
Carrot251.6M produced · 8.40 pts
Carrot251.6M produced · 8.40 pts
Hay227.8M produced · 8.36 pts
Hay227.8M produced · 8.36 pts
Cactus74.8M produced · 7.87 pts
Cactus74.8M produced · 7.87 pts
Pumpkin31.6M produced · 7.50 pts
Pumpkin31.6M produced · 7.50 pts
Bone7.3M produced · 6.86 pts
Bone7.3M produced · 6.86 pts
Gold6M produced · 6.78 pts
Gold6M produced · 6.78 pts
Weird substance1.4M produced · 6.16 pts
Weird substance1.4M produced · 6.16 pts
Water309.3K produced · 5.49 pts
Water309.3K produced · 5.49 pts
Power48.8K produced · 4.69 pts
Power48.8K produced · 4.69 pts
Fertilizer13K produced · 4.11 pts
Fertilizer13K produced · 4.11 pts
upgrades110 levels across 24 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 1m 15s
speedspeed: 5 entries, first at 2m 45s
expandexpand: 9 entries, first at 2m 45s
plantplant: 1 entry, first at 2m 45s
operatorsoperators: 1 entry, first at 11m 35s
sensessenses: 1 entry, first at 11m 35s
carrotscarrots: 10 entries, first at 11m 35s
variablesvariables: 1 entry, first at 14m 15s
grassgrass: 9 entries, first at 15m 10s
wateringwatering: 9 entries, first at 15m 10s
treestrees: 10 entries, first at 17m 50s
functionsfunctions: 2 entries, first at 17m 50s
pumpkinspumpkins: 10 entries, first at 24m 50s
fertilizerfertilizer: 4 entries, first at 24m 50s
listslists: 1 entry, first at 32m 30s
sunflowerssunflowers: 1 entry, first at 32m 30s
importimport: 1 entry, first at 32m 30s
utilitiesutilities: 1 entry, first at 39m 20s
mazesmazes: 6 entries, first at 42m 00s
megafarmmegafarm: 5 entries, first at 45m 33s
cactuscactus: 5 entries, first at 48m 43s
dinosaursdinosaurs: 6 entries, first at 50m 43s
hatshats: 6 entries, first at 50m 43s
polyculturepolyculture: 5 entries, first at 1h 46m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
1m 05s{"upgrades":["loops"]}loops 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
2m 35s{"upgrades":["speed","expand","plant"]}speed 1, expand 1, plant 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
8m 15s{"upgrades":["speed","expand"]}speed 2Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
8m 45s{"upgrades":["expand"]}expand 2Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
11m 25s{"upgrades":["operators","senses","carrots","expand"]}operators 1, senses 1, carrots 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
14m 05s{"upgrades":["variables","expand"]}variables 1Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
14m 40s{"upgrades":["expand"]}expand 3Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
15m 00s{"upgrades":["grass","watering"]}grass 2, watering 1Bought grass, now level 2. Paid hay 300.
17m 40s{"upgrades":["trees","functions","speed"]}trees 1, functions 1, functions 1, speed 3Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
20m 50s{"upgrades":["expand","speed","watering","watering"]}expand 4, watering 2, watering 3Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
24m 40s{"upgrades":["carrots","grass","pumpkins","trees","fertilizer"]}carrots 2, grass 3, pumpkins 1, trees 2, fertilizer 1Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
28m 50s{"upgrades":["speed","carrots","fertilizer","trees","grass"]}speed 4, carrots 3, fertilizer 2Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
32m 20s{"upgrades":["lists","sunflowers","grass","import"]}lists 1, sunflowers 1, grass 4, import 1Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
35m 30s{"upgrades":["expand"]}expand 5Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
39m 10s{"upgrades":["watering","utilities"]}watering 4, utilities 1Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
41m 50s{"upgrades":["mazes","speed"]}mazes 1, speed 5Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
45m 23s{"upgrades":["megafarm"]}megafarm 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
48m 33s{"upgrades":["cactus"]}cactus 1Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
50m 33s{"upgrades":["dinosaurs"]}dinosaurs 1, hats 1Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
50m 53s{"upgrades":["hats"]}—Could not buy hats: Already at maximum level.
57m 54s{"upgrades":["pumpkins","trees"]}pumpkins 2, trees 3Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
58m 14s{"upgrades":["carrots"]}carrots 4Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
1h 16m{"upgrades":["expand"]}expand 6Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
1h 27m{"upgrades":["megafarm"]}megafarm 2Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 27m{"upgrades":["mazes","dinosaurs","fertilizer"]}mazes 2, dinosaurs 2, hats 1, fertilizer 3Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md.
1h 40m{"upgrades":["megafarm"]}megafarm 3Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 46m{"upgrades":["polyculture"]}polyculture 1Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
1h 50m{"upgrades":["trees","pumpkins","carrots","grass","watering","fertilizer"]}trees 4, pumpkins 3, carrots 5, grass 5, watering 5Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
1h 51m{"upgrades":["polyculture","pumpkins"]}polyculture 2, pumpkins 4Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
2h 01m{"upgrades":["mazes","trees","watering","grass","fertilizer","polyculture"]}mazes 3, trees 5, watering 6, grass 6, fertilizer 4Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
2h 13m{"upgrades":["expand","carrots","polyculture","dinosaurs","trees","watering","grass"]}expand 7, carrots 6, polyculture 3, dinosaurs 3, hats 1, trees 6, watering 7Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
2h 25m{"upgrades":["grass","carrots","fertilizer","watering","trees","cactus","pumpkins"]}grass 7, carrots 7, pumpkins 5Bought grass, now level 7. Paid wood 312000.
2h 35m{"upgrades":["megafarm","expand","cactus","polyculture","mazes","dinosaurs","trees","watering","grass","carrots","pumpkins"]}cactus 2, polyculture 4, trees 7, watering 8, pumpkins 6Could not buy megafarm: Not enough resources.
2h 46m{"upgrades":["megafarm","expand","mazes","dinosaurs","grass","carrots","trees","watering","polyculture","pumpkins","cactus"]}megafarm 4, grass 8, carrots 8, pumpkins 7, cactus 3Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.
3h 01m{"upgrades":["expand","trees","watering","polyculture","mazes","dinosaurs","grass","pumpkins","cactus","carrots","megafarm"]}expand 8, trees 8, watering 9, mazes 4, dinosaurs 4, hats 1Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 13m{"upgrades":["carrots","grass","pumpkins","polyculture","cactus","trees","megafarm","mazes","dinosaurs"]}grass 9, pumpkins 8Could not buy carrots: Not enough resources.
3h 35m{"upgrades":["polyculture","carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins"]}polyculture 5Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md.
3h 50m{"upgrades":["carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins","megafarm","carrots","trees","pumpkins","cactus"]}carrots 9, trees 9, grass 10, cactus 4, mazes 5Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
4h 06m{"upgrades":["megafarm","trees","pumpkins","dinosaurs","cactus"]}megafarm 5, trees 10, pumpkins 9Bought megafarm, now level 5. Paid gold 512000. Its tutorial is docs page docs/unlocks/megafarm.md.
4h 20m{"upgrades":["expand","carrots","cactus","dinosaurs","pumpkins","mazes"]}expand 9, carrots 10, dinosaurs 5, hats 1Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
4h 30m{"upgrades":["cactus","pumpkins","mazes","dinosaurs","cactus","pumpkins"]}—Could not buy cactus: Not enough resources.
4h 46m{"upgrades":["cactus","pumpkins","mazes","dinosaurs"]}cactus 5, pumpkins 10, mazes 6Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md.
5h 02m{"upgrades":["dinosaurs","cactus"]}dinosaurs 6, hats 1Bought dinosaurs, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
5h 33m{"upgrades":["cactus"]}—Could not buy cactus: Not enough resources.

Programs 45 writes, code as the agent wrote it

h.py11 writes · 10 ran · first at 40s
  1. r140sRan10 lines · ran 5s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved h (10 lines).
    Game time: 50s elapsed, 5h 59m 10s of budget remaining.
    run_program at 50s for 20s (agent saw)
    Ran h for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining.
    Output:
    (none)
  2. r21m 15sRan2 lines · +2 −10 · ran 3m 10s
    while True:
    	harvest()
    Changes from the previous revision
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    + while True:
    + 	harvest()
    
    Write result the agent saw
    Saved h (2 lines).
    Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
    run_program at 1m 25s for 60s (agent saw)
    Ran h for 1m of game time; it is still running.
    Inventory change: hay +120.
    Game time: 2m 35s elapsed, 5h 57m 25s of budget remaining.
    Output:
    (none)
    run_program at 3m 25s for 60s (agent saw)
    Ran h for 1m of game time; it is still running.
    Inventory change: no change.
    Game time: 4m 35s elapsed, 5h 55m 25s of budget remaining.
    Output:
    (none)
  3. —3m 15sRejected
    while True:
    	harvest()
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    Write result the agent saw
    Stop the program before editing it.
  4. r34m 45sRan9 lines · +7 −0 · ran 1m 20s
    while True:
    	harvest()
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    Changes from the previous revision
      while True:
      	harvest()
    + 	move(North)
    + 	harvest()
    + 	plant(Entities.Bush)
    + 	move(North)
    + 	harvest()
    + 	plant(Entities.Bush)
    + 	move(North)
    
    Write result the agent saw
    Saved h (9 lines).
    Game time: 4m 55s elapsed, 5h 55m 5s of budget remaining.
    run_program at 4m 55s for 60s (agent saw)
    Ran h for 1m of game time; it is still running.
    Inventory change: hay +45.
    Game time: 6m 5s elapsed, 5h 53m 55s of budget remaining.
    Output:
    (none)
  5. r46m 25sRan28 lines · +19 −0 · ran 2m 20s
    while True:
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	harvest()
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    Changes from the previous revision
      while True:
      	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
    + 	harvest()
      	move(North)
      	harvest()
    
    Write result the agent saw
    Saved h (28 lines).
    Game time: 6m 35s elapsed, 5h 53m 25s of budget remaining.
    run_program at 6m 35s for 90s (agent saw)
    Ran h for 1m 30s of game time; it is still running.
    Inventory change: hay +18, wood +28.
    Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining.
    Output:
    (none)
  6. r59m 05sRan40 lines · +19 −7 · ran 2m 50s
    while True:
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	harvest()
    	move(North)
    	move(East)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	move(East)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	harvest()
    	plant(Entities.Bush)
    	move(North)
    	move(East)
    Changes from the previous revision
      while True:
      	harvest()
    - 	harvest()
    - 	harvest()
    - 	harvest()
    - 	harvest()
    - 	harvest()
    - 	harvest()
    - 	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
      	harvest()
    + 	move(North)
    + 	move(East)
      	harvest()
    + 	plant(Entities.Bush)
    + 	move(North)
      	harvest()
    + 	plant(Entities.Bush)
    + 	move(North)
      	harvest()
    + 	plant(Entities.Bush)
    + 	move(North)
    + 	move(East)
      	harvest()
    + 	plant(Entities.Bush)
      	move(North)
      	harvest()
      	plant(Entities.Bush)
      	move(North)
    + 	move(East)
    
    Write result the agent saw
    Saved h (40 lines).
    Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining.
    run_program at 9m 15s for 120s (agent saw)
    Ran h for 2m of game time; it is still running.
    Inventory change: hay +258, wood +143.
    Game time: 11m 25s elapsed, 5h 48m 35s of budget remaining.
    Output:
    (none)
  7. r612m 15sRan14 lines · +12 −38 · ran 2m 45s
    while True:
    	if can_harvest():
    		harvest()
    	if get_pos_x() == 0:
    		if get_ground_type() != Grounds.Soil:
    			till()
    		if get_entity_type() != Entities.Carrot:
    			plant(Entities.Carrot)
    	elif get_pos_x() == 1:
    		if get_entity_type() != Entities.Bush:
    			plant(Entities.Bush)
    	move(North)
    	if get_pos_y() == 0:
    		move(East)
    Changes from the previous revision
      while True:
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	harvest()
    - 	move(North)
    - 	move(East)
    - 	harvest()
    - 	plant(Entities.Bush)
    - 	move(North)
    - 	harvest()
    - 	plant(Entities.Bush)
    - 	move(North)
    - 	harvest()
    - 	plant(Entities.Bush)
    - 	move(North)
    - 	move(East)
    - 	harvest()
    - 	plant(Entities.Bush)
    - 	move(North)
    - 	harvest()
    - 	plant(Entities.Bush)
    - 	move(North)
    - 	harvest()
    - 	plant(Entities.Bush)
    + 	if can_harvest():
    + 		harvest()
    + 	if get_pos_x() == 0:
    + 		if get_ground_type() != Grounds.Soil:
    + 			till()
    + 		if get_entity_type() != Entities.Carrot:
    + 			plant(Entities.Carrot)
    + 	elif get_pos_x() == 1:
    + 		if get_entity_type() != Entities.Bush:
    + 			plant(Entities.Bush)
      	move(North)
    - 	move(East)
    + 	if get_pos_y() == 0:
    + 		move(East)
    
    Write result the agent saw
    Saved h (14 lines).
    Game time: 12m 25s elapsed, 5h 47m 35s of budget remaining.
    run_program at 12m 25s for 90s (agent saw)
    Ran h for 1m 30s of game time; it is still running.
    Inventory change: carrot +40, hay +85, wood +85.
    Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining.
    Output:
    (none)
  8. r715m 20sRan15 lines · +3 −2 · ran 2m 50s
    while True:
    	x = get_pos_x()
    	if can_harvest():
    		harvest()
    	if x <= 1:
    		if get_ground_type() != Grounds.Soil:
    			till()
    		if get_entity_type() != Entities.Carrot:
    			plant(Entities.Carrot)
    	elif x == 2:
    		if get_entity_type() != Entities.Bush:
    			plant(Entities.Bush)
    	move(North)
    	if get_pos_y() == 0:
    		move(East)
    Changes from the previous revision
      while True:
    + 	x = get_pos_x()
      	if can_harvest():
      		harvest()
    - 	if get_pos_x() == 0:
    + 	if x <= 1:
      		if get_ground_type() != Grounds.Soil:
      			till()
      		if get_entity_type() != Entities.Carrot:
      			plant(Entities.Carrot)
    - 	elif get_pos_x() == 1:
    + 	elif x == 2:
      		if get_entity_type() != Entities.Bush:
      			plant(Entities.Bush)
    
    Write result the agent saw
    Saved h (15 lines).
    Game time: 15m 30s elapsed, 5h 44m 30s of budget remaining.
    run_program at 15m 30s for 120s (agent saw)
    Ran h for 2m of game time; it is still running.
    Inventory change: carrot +132, hay +97, water +12, wood +13.
    Game time: 17m 40s elapsed, 5h 42m 20s of budget remaining.
    Output:
    (none)
  9. r818m 30sRan23 lines · +14 −6 · ran 2m 20s
    def want(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x < 2:
    		return Entities.Carrot
    	return Entities.Grass
    
    while True:
    	x = get_pos_x()
    	y = get_pos_y()
    	w = want(x, y)
    	if can_harvest():
    		harvest()
    	if w == Entities.Carrot:
    		if get_ground_type() != Grounds.Soil:
    			till()
    	if w != Entities.Grass and get_entity_type() != w:
    		plant(w)
    	if get_water() < 0.5 and num_items(Items.Water) > 0:
    		use_item(Items.Water)
    	move(North)
    	if get_pos_y() == 0:
    		move(East)
    Changes from the previous revision
    + def want(x, y):
    + 	if (x + y) % 2 == 0:
    + 		return Entities.Tree
    + 	if x < 2:
    + 		return Entities.Carrot
    + 	return Entities.Grass
    + 
      while True:
      	x = get_pos_x()
    + 	y = get_pos_y()
    + 	w = want(x, y)
      	if can_harvest():
      		harvest()
    - 	if x <= 1:
    + 	if w == Entities.Carrot:
      		if get_ground_type() != Grounds.Soil:
      			till()
    - 		if get_entity_type() != Entities.Carrot:
    - 			plant(Entities.Carrot)
    - 	elif x == 2:
    - 		if get_entity_type() != Entities.Bush:
    - 			plant(Entities.Bush)
    + 	if w != Entities.Grass and get_entity_type() != w:
    + 		plant(w)
    + 	if get_water() < 0.5 and num_items(Items.Water) > 0:
    + 		use_item(Items.Water)
      	move(North)
      	if get_pos_y() == 0:
    
    Write result the agent saw
    Saved h (23 lines).
    Game time: 18m 40s elapsed, 5h 41m 20s of budget remaining.
    run_program at 18m 40s for 120s (agent saw)
    Ran h for 2m of game time; it is still running.
    Inventory change: carrot +155, hay +160, water -22, wood +948.
    Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining.
    Output:
    (none)
  10. r921m 10sRan23 lines · +1 −1 · ran 4m 00s
    def want(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x < get_world_size() * 0.6:
    		return Entities.Carrot
    	return Entities.Grass
    
    while True:
    	x = get_pos_x()
    	y = get_pos_y()
    	w = want(x, y)
    	if can_harvest():
    		harvest()
    	if w == Entities.Carrot:
    		if get_ground_type() != Grounds.Soil:
    			till()
    	if w != Entities.Grass and get_entity_type() != w:
    		plant(w)
    	if get_water() < 0.5 and num_items(Items.Water) > 0:
    		use_item(Items.Water)
    	move(North)
    	if get_pos_y() == 0:
    		move(East)
    Changes from the previous revision
      	if (x + y) % 2 == 0:
      		return Entities.Tree
    - 	if x < 2:
    + 	if x < get_world_size() * 0.6:
      		return Entities.Carrot
      	return Entities.Grass
    
    Write result the agent saw
    Saved h (23 lines).
    Game time: 21m 20s elapsed, 5h 38m 40s of budget remaining.
    run_program at 21m 20s for 180s (agent saw)
    Ran h for 3m of game time; it is still running.
    Inventory change: carrot +196, hay +190, water -8, wood +1665.
    Game time: 24m 30s elapsed, 5h 35m 30s of budget remaining.
    Output:
    (none)
  11. r1025m 30sRanFinal25 lines · +4 −2 · ran 7m 40s
    def want(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x < get_world_size() - 1:
    		return Entities.Carrot
    	return Entities.Grass
    
    while True:
    	x = get_pos_x()
    	y = get_pos_y()
    	w = want(x, y)
    	if can_harvest():
    		harvest()
    	if w == Entities.Carrot:
    		if get_ground_type() != Grounds.Soil:
    			till()
    	if w != Entities.Grass and get_entity_type() != w:
    		plant(w)
    	if get_water() < 0.6 and num_items(Items.Water) > 0:
    		use_item(Items.Water)
    	if w == Entities.Tree and num_items(Items.Fertilizer) > 0:
    		use_item(Items.Fertilizer)
    	move(North)
    	if get_pos_y() == 0:
    		move(East)
    Changes from the previous revision
      	if (x + y) % 2 == 0:
      		return Entities.Tree
    - 	if x < get_world_size() * 0.6:
    + 	if x < get_world_size() - 1:
      		return Entities.Carrot
      	return Entities.Grass
      	if w != Entities.Grass and get_entity_type() != w:
      		plant(w)
    - 	if get_water() < 0.5 and num_items(Items.Water) > 0:
    + 	if get_water() < 0.6 and num_items(Items.Water) > 0:
      		use_item(Items.Water)
    + 	if w == Entities.Tree and num_items(Items.Fertilizer) > 0:
    + 		use_item(Items.Fertilizer)
      	move(North)
      	if get_pos_y() == 0:
    
    Write result the agent saw
    Saved h (25 lines).
    Game time: 25m 40s elapsed, 5h 34m 20s of budget remaining.
    run_program at 25m 40s for 180s (agent saw)
    Ran h for 3m of game time; it is still running.
    Inventory change: carrot +564, fertilizer -6, hay +58, water -8, weird_substance +250, wood +2988.
    Game time: 28m 50s elapsed, 5h 31m 10s of budget remaining.
    Output:
    (none)
u.py4 writes · 0 ran · first at 33m 00s
  1. r133m 00sSaved, never run28 lines
    def goto(tx, ty):
    	n = get_world_size()
    	dx = (tx - get_pos_x()) % n
    	if dx <= n / 2:
    		for i in range(dx):
    			move(East)
    	else:
    		for i in range(n - dx):
    			move(West)
    	dy = (ty - get_pos_y()) % n
    	if dy <= n / 2:
    		for i in range(dy):
    			move(North)
    	else:
    		for i in range(n - dy):
    			move(South)
    
    def water(th):
    	if get_water() < th and num_items(Items.Water) > 0:
    		use_item(Items.Water)
    
    def soil():
    	if get_ground_type() != Grounds.Soil:
    		till()
    
    def grass():
    	if get_ground_type() != Grounds.Grassland:
    		till()
    Write result the agent saw
    Saved u (28 lines).
    Game time: 33m 10s elapsed, 5h 26m 50s of budget remaining.
  2. r245m 53sSaved, never run42 lines · +14 −0
    def goto(tx, ty):
    	n = get_world_size()
    	dx = (tx - get_pos_x()) % n
    	if dx <= n / 2:
    		for i in range(dx):
    			move(East)
    	else:
    		for i in range(n - dx):
    			move(West)
    	dy = (ty - get_pos_y()) % n
    	if dy <= n / 2:
    		for i in range(dy):
    			move(North)
    	else:
    		for i in range(n - dy):
    			move(South)
    
    def water(th):
    	if get_water() < th and num_items(Items.Water) > 0:
    		use_item(Items.Water)
    
    def soil():
    	if get_ground_type() != Grounds.Soil:
    		till()
    
    def grass():
    	if get_ground_type() != Grounds.Grassland:
    		till()
    
    def par(f):
    	d = max_drones()
    	hs = []
    	for i in range(1, d):
    		def task():
    			return f(i, d)
    		h = spawn_drone(task)
    		if h != None:
    			hs.append(h)
    	r = f(0, d)
    	for h in hs:
    		wait_for(h)
    	return r
    Changes from the previous revision
      	if get_ground_type() != Grounds.Grassland:
      		till()
    + 
    + def par(f):
    + 	d = max_drones()
    + 	hs = []
    + 	for i in range(1, d):
    + 		def task():
    + 			return f(i, d)
    + 		h = spawn_drone(task)
    + 		if h != None:
    + 			hs.append(h)
    + 	r = f(0, d)
    + 	for h in hs:
    + 		wait_for(h)
    + 	return r
    
    Write result the agent saw
    Saved u (42 lines).
    Game time: 46m 3s elapsed, 5h 13m 57s of budget remaining.
  3. r346m 13sSaved, never run40 lines · +1 −3
    def goto(tx, ty):
    	n = get_world_size()
    	dx = (tx - get_pos_x()) % n
    	if dx <= n / 2:
    		for i in range(dx):
    			move(East)
    	else:
    		for i in range(n - dx):
    			move(West)
    	dy = (ty - get_pos_y()) % n
    	if dy <= n / 2:
    		for i in range(dy):
    			move(North)
    	else:
    		for i in range(n - dy):
    			move(South)
    
    def water(th):
    	if get_water() < th and num_items(Items.Water) > 0:
    		use_item(Items.Water)
    
    def soil():
    	if get_ground_type() != Grounds.Soil:
    		till()
    
    def grass():
    	if get_ground_type() != Grounds.Grassland:
    		till()
    
    def par(f):
    	d = max_drones()
    	hs = []
    	for i in range(1, d):
    		h = spawn_drone(f, i, d)
    		if h != None:
    			hs.append(h)
    	r = f(0, d)
    	for h in hs:
    		wait_for(h)
    	return r
    Changes from the previous revision
      	hs = []
      	for i in range(1, d):
    - 		def task():
    - 			return f(i, d)
    - 		h = spawn_drone(task)
    + 		h = spawn_drone(f, i, d)
      		if h != None:
      			hs.append(h)
    
    Write result the agent saw
    Saved u (40 lines).
    Game time: 46m 23s elapsed, 5h 13m 37s of budget remaining.
  4. r42h 02mSaved, never runFinal52 lines · +12 −0
    def goto(tx, ty):
    	n = get_world_size()
    	dx = (tx - get_pos_x()) % n
    	if dx <= n / 2:
    		for i in range(dx):
    			move(East)
    	else:
    		for i in range(n - dx):
    			move(West)
    	dy = (ty - get_pos_y()) % n
    	if dy <= n / 2:
    		for i in range(dy):
    			move(North)
    	else:
    		for i in range(n - dy):
    			move(South)
    
    def water(th):
    	if get_water() < th and num_items(Items.Water) > 0:
    		use_item(Items.Water)
    
    def soil():
    	if get_ground_type() != Grounds.Soil:
    		till()
    
    def grass():
    	if get_ground_type() != Grounds.Grassland:
    		till()
    
    def par(f):
    	d = max_drones()
    	hs = []
    	for i in range(1, d):
    		h = spawn_drone(f, i, d)
    		if h != None:
    			hs.append(h)
    	r = f(0, d)
    	for h in hs:
    		wait_for(h)
    	return r
    
    def par1(f, a):
    	d = max_drones()
    	hs = []
    	for i in range(1, d):
    		h = spawn_drone(f, i, d, a)
    		if h != None:
    			hs.append(h)
    	r = f(0, d, a)
    	for h in hs:
    		wait_for(h)
    	return r
    Changes from the previous revision
      		wait_for(h)
      	return r
    + 
    + def par1(f, a):
    + 	d = max_drones()
    + 	hs = []
    + 	for i in range(1, d):
    + 		h = spawn_drone(f, i, d, a)
    + 		if h != None:
    + 			hs.append(h)
    + 	r = f(0, d, a)
    + 	for h in hs:
    + 		wait_for(h)
    + 	return r
    
    Write result the agent saw
    Saved u (52 lines).
    Game time: 2h 2m 20s elapsed, 3h 57m 40s of budget remaining.
pump.py4 writes · 3 ran · first at 33m 10s
  1. r133m 10sRan32 lines · ran 6m 10s
    import u
    
    def run(rounds):
    	n = get_world_size()
    	for r in range(rounds):
    		pending = []
    		for x in range(n):
    			for y in range(n):
    				u.goto(x, y)
    				if can_harvest() and get_entity_type() != Entities.Pumpkin:
    					harvest()
    				u.soil()
    				if get_entity_type() != Entities.Pumpkin:
    					plant(Entities.Pumpkin)
    				u.water(0.7)
    				pending.append((x, y))
    		while len(pending) > 0:
    			nxt = []
    			for p in pending:
    				u.goto(p[0], p[1])
    				if can_harvest():
    					continue
    				if get_entity_type() != Entities.Pumpkin:
    					plant(Entities.Pumpkin)
    				u.water(0.7)
    				nxt.append(p)
    			pending = nxt
    		harvest()
    
    if __name__ == "__main__":
    	while True:
    		run(1)
    Write result the agent saw
    Saved pump (32 lines).
    Game time: 33m 20s elapsed, 5h 26m 40s of budget remaining.
    run_program at 33m 20s for 120s (agent saw)
    Ran pump for 2m of game time; it is still running.
    Inventory change: carrot -189, fertilizer +24, hay +56, pumpkin +1512, weird_substance +35, wood +305.
    Game time: 35m 30s elapsed, 5h 24m 30s of budget remaining.
    Output:
    (none)
    run_program at 35m 40s for 180s (agent saw)
    Ran pump for 3m of game time; it is still running.
    Inventory change: carrot -460, fertilizer +36, hay +424, pumpkin +1920, water +1.
    Game time: 38m 50s elapsed, 5h 21m 10s of budget remaining.
    Output:
    (none)
  2. r246m 03sRan35 lines · +26 −23 · ran 13m 20s
    import u
    
    def cols(id, d):
    	n = get_world_size()
    	pending = []
    	for x in range(id, n, d):
    		for y in range(n):
    			u.goto(x, y)
    			if can_harvest() and get_entity_type() != Entities.Pumpkin:
    				harvest()
    			u.soil()
    			if get_entity_type() != Entities.Pumpkin:
    				plant(Entities.Pumpkin)
    			u.water(0.7)
    			pending.append((x, y))
    	while len(pending) > 0:
    		nxt = []
    		for p in pending:
    			u.goto(p[0], p[1])
    			if can_harvest():
    				continue
    			if get_entity_type() != Entities.Pumpkin:
    				plant(Entities.Pumpkin)
    			u.water(0.7)
    			nxt.append(p)
    		pending = nxt
    
    def run(rounds):
    	for r in range(rounds):
    		u.par(cols)
    		harvest()
    
    if __name__ == "__main__":
    	while True:
    		run(1)
    Changes from the previous revision
      import u
      
    - def run(rounds):
    + def cols(id, d):
      	n = get_world_size()
    + 	pending = []
    + 	for x in range(id, n, d):
    + 		for y in range(n):
    + 			u.goto(x, y)
    + 			if can_harvest() and get_entity_type() != Entities.Pumpkin:
    + 				harvest()
    + 			u.soil()
    + 			if get_entity_type() != Entities.Pumpkin:
    + 				plant(Entities.Pumpkin)
    + 			u.water(0.7)
    + 			pending.append((x, y))
    + 	while len(pending) > 0:
    + 		nxt = []
    + 		for p in pending:
    + 			u.goto(p[0], p[1])
    + 			if can_harvest():
    + 				continue
    + 			if get_entity_type() != Entities.Pumpkin:
    + 				plant(Entities.Pumpkin)
    + 			u.water(0.7)
    + 			nxt.append(p)
    + 		pending = nxt
    + 
    + def run(rounds):
      	for r in range(rounds):
    - 		pending = []
    - 		for x in range(n):
    - 			for y in range(n):
    - 				u.goto(x, y)
    - 				if can_harvest() and get_entity_type() != Entities.Pumpkin:
    - 					harvest()
    - 				u.soil()
    - 				if get_entity_type() != Entities.Pumpkin:
    - 					plant(Entities.Pumpkin)
    - 				u.water(0.7)
    - 				pending.append((x, y))
    - 		while len(pending) > 0:
    - 			nxt = []
    - 			for p in pending:
    - 				u.goto(p[0], p[1])
    - 				if can_harvest():
    - 					continue
    - 				if get_entity_type() != Entities.Pumpkin:
    - 					plant(Entities.Pumpkin)
    - 				u.water(0.7)
    - 				nxt.append(p)
    - 			pending = nxt
    + 		u.par(cols)
      		harvest()
      
    
    Write result the agent saw
    Saved pump (35 lines).
    Game time: 46m 13s elapsed, 5h 13m 47s of budget remaining.
    run_program at 46m 23s for 90s (agent saw)
    Ran pump for 1m 30s of game time; it is still running.
    Inventory change: carrot -574, fertilizer +18, hay +480, pumpkin +2520, water -186.
    Game time: 48m 3s elapsed, 5h 11m 57s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: run <- par <- cols <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    run_program at 1h 03m for 600s (agent saw)
    Ran pump for 10m of game time; it is still running.
    Inventory change: cactus -2, carrot -1516, fertilizer +120, pumpkin +1082, water +366.
    Game time: 1h 13m 44s elapsed, 4h 46m 16s of budget remaining.
    Output:
    (none)
  3. —1h 13mRejected
    import u
    
    def cols(id, d):
    	n = get_world_size()
    	pending = []
    	for x in range(id, n, d):
    		for y in range(n):
    			u.goto(x, y)
    			if can_harvest() and get_entity_type() != Entities.Pumpkin:
    				harvest()
    			u.soil()
    			if get_entity_type() != Entities.Pumpkin:
    				plant(Entities.Pumpkin)
    			u.water(0.7)
    			pending.append((x, y))
    	while len(pending) > 0:
    		nxt = []
    		for p in pending:
    			u.goto(p[0], p[1])
    			if can_harvest():
    				continue
    			if get_entity_type() != Entities.Pumpkin:
    				plant(Entities.Pumpkin)
    			u.water(0.7)
    			nxt.append(p)
    		pending = nxt
    
    def run(rounds):
    	for r in range(rounds):
    		u.par(cols)
    		harvest()
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while True:
    		run(1)
    Write result the agent saw
    Stop the program before editing it.
  4. r31h 14mRanFinal36 lines · +1 −0 · ran 1m 50s
    import u
    
    def cols(id, d):
    	n = get_world_size()
    	pending = []
    	for x in range(id, n, d):
    		for y in range(n):
    			u.goto(x, y)
    			if can_harvest() and get_entity_type() != Entities.Pumpkin:
    				harvest()
    			u.soil()
    			if get_entity_type() != Entities.Pumpkin:
    				plant(Entities.Pumpkin)
    			u.water(0.7)
    			pending.append((x, y))
    	while len(pending) > 0:
    		nxt = []
    		for p in pending:
    			u.goto(p[0], p[1])
    			if can_harvest():
    				continue
    			if get_entity_type() != Entities.Pumpkin:
    				plant(Entities.Pumpkin)
    			u.water(0.7)
    			nxt.append(p)
    		pending = nxt
    
    def run(rounds):
    	for r in range(rounds):
    		u.par(cols)
    		harvest()
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while True:
    		run(1)
    Changes from the previous revision
      
      if __name__ == "__main__":
    + 	change_hat(Hats.Straw_Hat)
      	while True:
      		run(1)
    
    Write result the agent saw
    Saved pump (36 lines).
    Game time: 1h 14m 24s elapsed, 4h 45m 36s of budget remaining.
    run_program at 1h 14m for 90s (agent saw)
    Ran pump for 1m 30s of game time; it is still running.
    Inventory change: bone +1225, carrot -1118, fertilizer +18, pumpkin +4608, water -261.
    Game time: 1h 16m 4s elapsed, 4h 43m 56s of budget remaining.
    Output:
    (none)
mix.py4 writes · 1 ran · first at 39m 20s
  1. r139m 20sRan36 lines · ran 2m 50s
    import u
    
    def want(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x >= get_world_size() - 2:
    		return Entities.Grass
    	return Entities.Carrot
    
    def tile():
    	w = want(get_pos_x(), get_pos_y())
    	if can_harvest():
    		harvest()
    	if w == Entities.Carrot:
    		u.soil()
    	elif w == Entities.Grass:
    		u.grass()
    	if w != Entities.Grass and get_entity_type() != w:
    		plant(w)
    	u.water(0.6)
    	if w == Entities.Tree and num_items(Items.Fertilizer) > 0:
    		use_item(Items.Fertilizer)
    
    def run(passes):
    	n = get_world_size()
    	u.goto(0, 0)
    	for p in range(passes):
    		for x in range(n):
    			for y in range(n):
    				tile()
    				move(North)
    			move(East)
    
    if __name__ == "__main__":
    	while True:
    		run(1)
    Write result the agent saw
    Saved mix (36 lines).
    Game time: 39m 30s elapsed, 5h 20m 30s of budget remaining.
    run_program at 39m 40s for 120s (agent saw)
    Ran mix for 2m of game time; it is still running.
    Inventory change: carrot +840, fertilizer -75, hay +8, pumpkin +38, water -8, weird_substance +895, wood +1101.
    Game time: 41m 50s elapsed, 5h 18m 10s of budget remaining.
    Output:
    (none)
  2. r248m 03sSaved, never run42 lines · +11 −5
    import u
    
    def want(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x >= get_world_size() - 2:
    		return Entities.Grass
    	return Entities.Carrot
    
    def tile():
    	w = want(get_pos_x(), get_pos_y())
    	if can_harvest():
    		harvest()
    	if w == Entities.Carrot:
    		u.soil()
    	elif w == Entities.Grass:
    		u.grass()
    	if w != Entities.Grass and get_entity_type() != w:
    		plant(w)
    	u.water(0.6)
    	if w == Entities.Tree and num_items(Items.Fertilizer) > 0:
    		use_item(Items.Fertilizer)
    
    passes = 1
    
    def cols(id, d):
    	n = get_world_size()
    	for p in range(passes):
    		for x in range(id, n, d):
    			u.goto(x, 0)
    			for y in range(n):
    				tile()
    				move(North)
    
    def run(k):
    	global passes
    	passes = k
    	u.par(cols)
    
    if __name__ == "__main__":
    	while True:
    		run(5)
    Changes from the previous revision
      		use_item(Items.Fertilizer)
      
    - def run(passes):
    + passes = 1
    + 
    + def cols(id, d):
      	n = get_world_size()
    - 	u.goto(0, 0)
      	for p in range(passes):
    - 		for x in range(n):
    + 		for x in range(id, n, d):
    + 			u.goto(x, 0)
      			for y in range(n):
      				tile()
      				move(North)
    - 			move(East)
      
    + def run(k):
    + 	global passes
    + 	passes = k
    + 	u.par(cols)
    + 
      if __name__ == "__main__":
      	while True:
    - 		run(1)
    + 		run(5)
    
    Write result the agent saw
    Saved mix (42 lines).
    Game time: 48m 13s elapsed, 5h 11m 47s of budget remaining.
  3. r348m 13sSaved, never run38 lines · +3 −7
    import u
    
    def want(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x >= get_world_size() - 2:
    		return Entities.Grass
    	return Entities.Carrot
    
    def tile():
    	w = want(get_pos_x(), get_pos_y())
    	if can_harvest():
    		harvest()
    	if w == Entities.Carrot:
    		u.soil()
    	elif w == Entities.Grass:
    		u.grass()
    	if w != Entities.Grass and get_entity_type() != w:
    		plant(w)
    	u.water(0.6)
    	if w == Entities.Tree and num_items(Items.Fertilizer) > 0:
    		use_item(Items.Fertilizer)
    
    def cols(id, d):
    	n = get_world_size()
    	for p in range(3):
    		for x in range(id, n, d):
    			u.goto(x, 0)
    			for y in range(n):
    				tile()
    				move(North)
    
    def run():
    	u.par(cols)
    
    if __name__ == "__main__":
    	while True:
    		run()
    Changes from the previous revision
      		use_item(Items.Fertilizer)
      
    - passes = 1
    - 
      def cols(id, d):
      	n = get_world_size()
    - 	for p in range(passes):
    + 	for p in range(3):
      		for x in range(id, n, d):
      			u.goto(x, 0)
      				move(North)
      
    - def run(k):
    - 	global passes
    - 	passes = k
    + def run():
      	u.par(cols)
      
      if __name__ == "__main__":
      	while True:
    - 		run(5)
    + 		run()
    
    Write result the agent saw
    Saved mix (38 lines).
    Game time: 48m 23s elapsed, 5h 11m 37s of budget remaining.
  4. r41h 16mSaved, never runFinal38 lines · +1 −1
    import u
    
    def want(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x >= get_world_size() - 4:
    		return Entities.Grass
    	return Entities.Carrot
    
    def tile():
    	w = want(get_pos_x(), get_pos_y())
    	if can_harvest():
    		harvest()
    	if w == Entities.Carrot:
    		u.soil()
    	elif w == Entities.Grass:
    		u.grass()
    	if w != Entities.Grass and get_entity_type() != w:
    		plant(w)
    	u.water(0.6)
    	if w == Entities.Tree and num_items(Items.Fertilizer) > 0:
    		use_item(Items.Fertilizer)
    
    def cols(id, d):
    	n = get_world_size()
    	for p in range(3):
    		for x in range(id, n, d):
    			u.goto(x, 0)
    			for y in range(n):
    				tile()
    				move(North)
    
    def run():
    	u.par(cols)
    
    if __name__ == "__main__":
    	while True:
    		run()
    Changes from the previous revision
      	if (x + y) % 2 == 0:
      		return Entities.Tree
    - 	if x >= get_world_size() - 2:
    + 	if x >= get_world_size() - 4:
      		return Entities.Grass
      	return Entities.Carrot
    
    Write result the agent saw
    Saved mix (38 lines).
    Game time: 1h 16m 34s elapsed, 4h 43m 26s of budget remaining.
maze.py2 writes · 2 ran · first at 42m 20s
  1. r142m 20sRan62 lines · ran 4m 23s
    import u
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def solve():
    	n = get_world_size()
    	t = measure()
    	tx = t[0]
    	ty = t[1]
    	visited = []
    	for i in range(n * n):
    		visited.append(False)
    	stack = []
    	while True:
    		if get_entity_type() == Entities.Treasure:
    			harvest()
    			return True
    		x = get_pos_x()
    		y = get_pos_y()
    		visited[x * n + y] = True
    		order = []
    		for i in range(4):
    			nx = x + dxs[i]
    			ny = y + dys[i]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			if visited[nx * n + ny]:
    				continue
    			d = abs(tx - nx) + abs(ty - ny)
    			j = 0
    			while j < len(order) and order[j][0] <= d:
    				j += 1
    			order.insert(j, (d, i))
    		moved = False
    		for o in order:
    			if move(dirs[o[1]]):
    				stack.append(o[1])
    				moved = True
    				break
    		if not moved:
    			if len(stack) == 0:
    				return False
    			b = stack.pop()
    			move(dirs[(b + 2) % 4])
    
    def one():
    	n = get_world_size()
    	if get_entity_type() != Entities.Bush:
    		harvest()
    		plant(Entities.Bush)
    	amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    	if num_items(Items.Weird_Substance) < amt:
    		return False
    	use_item(Items.Weird_Substance, amt)
    	solve()
    	return True
    
    if __name__ == "__main__":
    	while one():
    		pass
    Write result the agent saw
    Saved maze (62 lines).
    Game time: 42m 30s elapsed, 5h 17m 30s of budget remaining.
    run_program at 42m 40s for 60s (agent saw)
    Ran maze for 1m of game time; it is still running.
    Inventory change: fertilizer +12, gold +832, water +48, weird_substance -107, wood +5.
    Game time: 43m 50s elapsed, 5h 16m 10s of budget remaining.
    Output:
    (none)
    run_program at 1h 22m for 30s (agent saw)
    Ran maze for 30s of game time; it is still running.
    Inventory change: bone +400, fertilizer +6, gold +576, water +24, weird_substance -60.
    Game time: 1h 22m 44s elapsed, 4h 37m 16s of budget remaining.
    Output:
    (none)
  2. r21h 22mRanFinal63 lines · +1 −0 · ran 5m 04s
    import u
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def solve():
    	n = get_world_size()
    	t = measure()
    	tx = t[0]
    	ty = t[1]
    	visited = []
    	for i in range(n * n):
    		visited.append(False)
    	stack = []
    	while True:
    		if get_entity_type() == Entities.Treasure:
    			harvest()
    			return True
    		x = get_pos_x()
    		y = get_pos_y()
    		visited[x * n + y] = True
    		order = []
    		for i in range(4):
    			nx = x + dxs[i]
    			ny = y + dys[i]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			if visited[nx * n + ny]:
    				continue
    			d = abs(tx - nx) + abs(ty - ny)
    			j = 0
    			while j < len(order) and order[j][0] <= d:
    				j += 1
    			order.insert(j, (d, i))
    		moved = False
    		for o in order:
    			if move(dirs[o[1]]):
    				stack.append(o[1])
    				moved = True
    				break
    		if not moved:
    			if len(stack) == 0:
    				return False
    			b = stack.pop()
    			move(dirs[(b + 2) % 4])
    
    def one():
    	n = get_world_size()
    	if get_entity_type() != Entities.Bush:
    		harvest()
    		plant(Entities.Bush)
    	amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    	if num_items(Items.Weird_Substance) < amt:
    		return False
    	use_item(Items.Weird_Substance, amt)
    	solve()
    	return True
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while one():
    		pass
    Changes from the previous revision
      
      if __name__ == "__main__":
    + 	change_hat(Hats.Straw_Hat)
      	while one():
      		pass
    
    Write result the agent saw
    Saved maze (63 lines).
    Game time: 1h 23m 4s elapsed, 4h 36m 56s of budget remaining.
    run_program at 1h 23m for 60s (agent saw)
    Ran maze for 1m of game time; it is still running.
    Inventory change: fertilizer +12, gold +1152, water +48, weird_substance -108.
    Game time: 1h 24m 14s elapsed, 4h 35m 46s of budget remaining.
    Output:
    (none)
cact.py1 write · 1 ran · first at 49m 03s
  1. r149m 03sRanFinal66 lines · ran 2m 00s
    import u
    
    def plantcols(id, d):
    	n = get_world_size()
    	for x in range(id, n, d):
    		u.goto(x, 0)
    		for y in range(n):
    			if get_entity_type() != Entities.Cactus:
    				if can_harvest():
    					harvest()
    				u.soil()
    				plant(Entities.Cactus)
    			move(North)
    
    def sortline(horiz, k):
    	n = get_world_size()
    	if horiz:
    		fw = East
    		bw = West
    		u.goto(0, k)
    	else:
    		fw = North
    		bw = South
    		u.goto(k, 0)
    	lo = 0
    	hi = n - 1
    	pos = 0
    	while lo < hi:
    		last = lo
    		while pos < hi:
    			if measure() > measure(fw):
    				swap(fw)
    				last = pos
    			move(fw)
    			pos += 1
    		hi = last
    		if lo >= hi:
    			break
    		last = hi
    		while pos > lo:
    			if measure(bw) > measure():
    				swap(bw)
    				last = pos
    			move(bw)
    			pos -= 1
    		lo = last
    
    def rows(id, d):
    	n = get_world_size()
    	for y in range(id, n, d):
    		sortline(True, y)
    
    def colsort(id, d):
    	n = get_world_size()
    	for x in range(id, n, d):
    		sortline(False, x)
    
    def run():
    	u.par(plantcols)
    	u.par(rows)
    	u.par(colsort)
    	harvest()
    
    if __name__ == "__main__":
    	while True:
    		run()
    Write result the agent saw
    Saved cact (66 lines).
    Game time: 49m 13s elapsed, 5h 10m 47s of budget remaining.
    run_program at 49m 23s for 60s (agent saw)
    Ran cact for 1m of game time; it is still running.
    Inventory change: cactus +8192, fertilizer +12, pumpkin -337, water +48.
    Game time: 50m 33s elapsed, 5h 9m 27s of budget remaining.
    Output:
    (none)
dino.py1 write · 1 ran · first at 51m 13s
  1. r151m 13sRanFinal32 lines · ran 1m 01s
    import u
    
    def nextdir(x, y, n):
    	if x == 0:
    		if y < n - 1:
    			return North
    		return East
    	if y == 0:
    		return West
    	if x % 2 == 1:
    		if y > 1:
    			return South
    		if x == n - 1:
    			return South
    		return East
    	if y < n - 1:
    		return North
    	return East
    
    def run():
    	n = get_world_size()
    	clear()
    	u.goto(0, 0)
    	change_hat(Hats.Dinosaur_Hat)
    	while True:
    		d = nextdir(get_pos_x(), get_pos_y(), n)
    		if not move(d):
    			break
    	change_hat(Hats.Straw_Hat)
    
    if __name__ == "__main__":
    	run()
    Write result the agent saw
    Saved dino (32 lines).
    Game time: 51m 23s elapsed, 5h 8m 37s of budget remaining.
    run_program at 51m 23s for 300s (agent saw)
    Ran dino for 1m 1s of game time; it finished.
    Inventory change: bone +3969, cactus -126, fertilizer +12, water +49.
    Game time: 52m 34s elapsed, 5h 7m 26s of budget remaining.
    Output:
    (none)
main.py9 writes · 8 ran · first at 52m 34s
  1. r152m 34sRan18 lines · ran 10m 50s
    import u
    import mix
    import pump
    import cact
    import maze
    import dino
    
    while True:
    	mix.run()
    	mix.run()
    	if num_items(Items.Carrot) > 600:
    		pump.run(2)
    	if num_items(Items.Pumpkin) > 1000:
    		cact.run()
    	for i in range(10):
    		maze.one()
    	if num_items(Items.Cactus) > 1000:
    		dino.run()
    Write result the agent saw
    Saved main (18 lines).
    Game time: 52m 44s elapsed, 5h 7m 16s of budget remaining.
    run_program at 52m 44s for 300s (agent saw)
    Ran main for 5m of game time; it is still running.
    Inventory change: bone +3969, cactus +3970, carrot +1812, fertilizer -117, gold +640, hay +480, pumpkin +1360, water -166, weird_substance +1485, wood +3683.
    Game time: 57m 54s elapsed, 5h 2m 6s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: run <- par <- cols <- tile <- water <- ...
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: cols <- tile <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  2. r21h 16mRan18 lines · +6 −6 · ran 5m 10s
    import u
    import mix
    import pump
    import cact
    import maze
    import dino
    
    change_hat(Hats.Straw_Hat)
    while True:
    	mix.run()
    	if num_items(Items.Carrot) > 2500:
    		pump.run(1)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	for i in range(5):
    		maze.one()
    	if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus):
    		dino.run()
    Changes from the previous revision
      import dino
      
    + change_hat(Hats.Straw_Hat)
      while True:
      	mix.run()
    - 	mix.run()
    - 	if num_items(Items.Carrot) > 600:
    - 		pump.run(2)
    - 	if num_items(Items.Pumpkin) > 1000:
    + 	if num_items(Items.Carrot) > 2500:
    + 		pump.run(1)
    + 	if num_items(Items.Pumpkin) > 2000:
      		cact.run()
    - 	for i in range(10):
    + 	for i in range(5):
      		maze.one()
    - 	if num_items(Items.Cactus) > 1000:
    + 	if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus):
      		dino.run()
    
    Write result the agent saw
    Saved main (18 lines).
    Game time: 1h 16m 44s elapsed, 4h 43m 16s of budget remaining.
    run_program at 1h 16m for 300s (agent saw)
    Ran main for 5m of game time; it is still running.
    Inventory change: cactus +20698, carrot +2368, fertilizer -145, gold +720, hay +1480, pumpkin -176, water -67, weird_substance +3550, wood +2678.
    Game time: 1h 21m 54s elapsed, 4h 38m 6s of budget remaining.
    Output:
    (none)
  3. r31h 41mRan18 lines · +5 −5 · ran 5m 50s
    import u
    import mix
    import pump
    import cact
    import maze2
    import dino
    
    change_hat(Hats.Straw_Hat)
    while True:
    	mix.run()
    	mix.run()
    	if num_items(Items.Carrot) > 3000:
    		pump.run(2)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	maze2.session(20)
    	if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus):
    		dino.run()
    Changes from the previous revision
      import pump
      import cact
    - import maze
    + import maze2
      import dino
      
      while True:
      	mix.run()
    - 	if num_items(Items.Carrot) > 2500:
    - 		pump.run(1)
    + 	mix.run()
    + 	if num_items(Items.Carrot) > 3000:
    + 		pump.run(2)
      	if num_items(Items.Pumpkin) > 2000:
      		cact.run()
    - 	for i in range(5):
    - 		maze.one()
    + 	maze2.session(20)
      	if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus):
      		dino.run()
    
    Write result the agent saw
    Saved main (18 lines).
    Game time: 1h 41m 30s elapsed, 4h 18m 30s of budget remaining.
    run_program at 1h 41m for 300s (agent saw)
    Ran main for 5m of game time; it is still running.
    Inventory change: cactus +20640, carrot +3146, fertilizer -312, gold +5760, hay +1752, pumpkin +3168, water -453, weird_substance +7580, wood +5804.
    Game time: 1h 46m 40s elapsed, 4h 13m 20s of budget remaining.
    Output:
    (none)
  4. r41h 51mRan17 lines · +2 −3 · ran 10m 30s
    import u
    import poly
    import pump
    import cact
    import maze2
    import dino
    
    change_hat(Hats.Straw_Hat)
    while True:
    	poly.run()
    	if num_items(Items.Carrot) > 3000:
    		pump.run(2)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	maze2.session(20)
    	if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus):
    		dino.run()
    Changes from the previous revision
      import u
    - import mix
    + import poly
      import pump
      import cact
      change_hat(Hats.Straw_Hat)
      while True:
    - 	mix.run()
    - 	mix.run()
    + 	poly.run()
      	if num_items(Items.Carrot) > 3000:
      		pump.run(2)
    
    Write result the agent saw
    Saved main (17 lines).
    Game time: 1h 51m 30s elapsed, 4h 8m 30s of budget remaining.
    run_program at 1h 51m for 600s (agent saw)
    Ran main for 10m of game time; it is still running.
    Inventory change: bone +40898, cactus +40900, carrot +49240, fertilizer +240, gold +8928, hay +32032, pumpkin +20376, water +177, weird_substance -768, wood +164800.
    Game time: 2h 1m 40s elapsed, 3h 58m 20s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: cols <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: cols <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: cols <- water
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  5. r52h 03mRan20 lines · +4 −1 · ran 1h 10m
    import u
    import poly
    import pump
    import cact
    import maze2
    import dino
    import sun
    
    change_hat(Hats.Straw_Hat)
    while True:
    	if num_items(Items.Power) < 1000:
    		sun.run()
    	poly.run()
    	if num_items(Items.Carrot) > 3000:
    		pump.run(3)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	maze2.session(20)
    	if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus):
    		dino.run()
    Changes from the previous revision
      import maze2
      import dino
    + import sun
      
      change_hat(Hats.Straw_Hat)
      while True:
    + 	if num_items(Items.Power) < 1000:
    + 		sun.run()
      	poly.run()
      	if num_items(Items.Carrot) > 3000:
    - 		pump.run(2)
    + 		pump.run(3)
      	if num_items(Items.Pumpkin) > 2000:
      		cact.run()
    
    Write result the agent saw
    Saved main (20 lines).
    Game time: 2h 3m 12s elapsed, 3h 56m 48s of budget remaining.
    run_program at 2h 03m for 600s (agent saw)
    Ran main for 10m of game time; it is still running.
    Inventory change: bone +40898, cactus +82324, carrot +84544, fertilizer +480, gold +46080, hay +124656, power +446.76, pumpkin +54232, water +117, weird_substance -3840, wood +557920.
    Game time: 2h 13m 22s elapsed, 3h 46m 38s of budget remaining.
    Output:
    (none)
    run_program at 2h 24m for 60s (agent saw)
    Ran main for 1m of game time; it is still running.
    Inventory change: carrot +132784, fertilizer +48, hay +121216, power +1540.11, water -479, wood +856416.
    Game time: 2h 25m 12s elapsed, 3h 34m 48s of budget remaining.
    Output:
    (none)
    run_program at 2h 25m for 600s (agent saw)
    Ran main for 10m of game time; it is still running.
    Inventory change: bone +260100, cactus +129032, carrot +683808, fertilizer +339, gold +40960, hay +443648, power +138.18, pumpkin +106304, water +1807, weird_substance +100768, wood +2039552.
    Game time: 2h 35m 52s elapsed, 3h 24m 8s of budget remaining.
    Output:
    (none)
    run_program at 3h 03m for 600s (agent saw)
    Ran main for 10m of game time; it is still running.
    Inventory change: cactus +936384, carrot +2381852, fertilizer +480, gold +77440, hay +1686912, power +1846.50, pumpkin +367904, water +12954, weird_substance -3520, wood +15356544.
    Game time: 3h 13m 32s elapsed, 2h 46m 28s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
  6. r63h 35mRan20 lines · +5 −5 · ran 1h 10m
    import u
    import poly
    import pump
    import cact
    import maze2
    import dino2
    import sun
    
    change_hat(Hats.Straw_Hat)
    while True:
    	if num_items(Items.Power) < 1500:
    		sun.run()
    	poly.run()
    	if num_items(Items.Carrot) > 3000:
    		pump.run(3)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	maze2.session(40)
    	if num_items(Items.Cactus) > 5000:
    		dino2.run(150)
    Changes from the previous revision
      import cact
      import maze2
    - import dino
    + import dino2
      import sun
      
      change_hat(Hats.Straw_Hat)
      while True:
    - 	if num_items(Items.Power) < 1000:
    + 	if num_items(Items.Power) < 1500:
      		sun.run()
      	poly.run()
      	if num_items(Items.Pumpkin) > 2000:
      		cact.run()
    - 	maze2.session(20)
    - 	if num_items(Items.Cactus) > 5000 and num_items(Items.Bone) < num_items(Items.Cactus):
    - 		dino.run()
    + 	maze2.session(40)
    + 	if num_items(Items.Cactus) > 5000:
    + 		dino2.run(150)
    
    Write result the agent saw
    Saved main (20 lines).
    Game time: 3h 35m 42s elapsed, 2h 24m 18s of budget remaining.
    run_program at 3h 35m for 900s (agent saw)
    Ran main for 15m of game time; it is still running.
    Inventory change: bone +177608, cactus +1871648, carrot +9201308, fertilizer +720, gold +174240, hay +12649728, power +550.43, pumpkin +1480256, water +18398, weird_substance -8096, wood +60670464.
    Game time: 3h 50m 52s elapsed, 2h 9m 8s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: run <- par <- cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    run_program at 4h 20m for 600s (agent saw)
    Ran main for 10m of game time; it is still running.
    Inventory change: cactus +8388608, carrot +39039232, fertilizer +480, gold +524288, hay +36858368, power -3325.92, pumpkin +3129600, water +11911, weird_substance -16896, wood +241580032.
    Game time: 4h 30m 48s elapsed, 1h 29m 12s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
  7. —4h 46mRejected
    import u
    import poly
    import pump
    import cact
    import maze2
    import dino2
    import sun
    
    change_hat(Hats.Straw_Hat)
    while True:
    	if num_items(Items.Power) < 1500:
    		sun.run()
    	poly.run()
    	if num_items(Items.Carrot) > 3000:
    		pump.run(3)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	maze2.session(40)
    	if num_items(Items.Cactus) > 5000:
    		dino2.run(400)
    Write result the agent saw
    Stop the program before editing it.
  8. r74h 46mRan20 lines · +1 −1 · ran 30m 40s
    import u
    import poly
    import pump
    import cact
    import maze2
    import dino2
    import sun
    
    change_hat(Hats.Straw_Hat)
    while True:
    	if num_items(Items.Power) < 1500:
    		sun.run()
    	poly.run()
    	if num_items(Items.Carrot) > 3000:
    		pump.run(3)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	maze2.session(40)
    	if num_items(Items.Cactus) > 5000:
    		dino2.run(400)
    Changes from the previous revision
      	maze2.session(40)
      	if num_items(Items.Cactus) > 5000:
    - 		dino2.run(150)
    + 		dino2.run(400)
    
    Write result the agent saw
    Saved main (20 lines).
    Game time: 4h 46m 58s elapsed, 1h 13m 2s of budget remaining.
    run_program at 4h 46m for 900s (agent saw)
    Ran main for 15m of game time; it is still running.
    Inventory change: bone +144, cactus +16773504, carrot +36495872, fertilizer +720, gold +1310720, hay +33994752, power -3565.43, pumpkin +6259200, water +18888, weird_substance -40960, wood +235480064.
    Game time: 5h 2m 8s elapsed, 57m 52s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --------------------------------------------------------------------
  9. r85h 17mRanFinal20 lines · +1 −1 · ran 41m 21s
    import u
    import poly
    import pump
    import cact
    import maze2
    import dino2
    import sun
    
    change_hat(Hats.Straw_Hat)
    while True:
    	if num_items(Items.Power) < 1500:
    		sun.run()
    	poly.run()
    	if num_items(Items.Carrot) > 3000:
    		pump.run(3)
    	if num_items(Items.Pumpkin) > 2000:
    		cact.run()
    	maze2.session(40)
    	if num_items(Items.Cactus) > 5000:
    		dino2.run(180)
    Changes from the previous revision
      	maze2.session(40)
      	if num_items(Items.Cactus) > 5000:
    - 		dino2.run(400)
    + 		dino2.run(180)
    
    Write result the agent saw
    Saved main (20 lines).
    Game time: 5h 18m 8s elapsed, 41m 52s of budget remaining.
    run_program at 5h 18m for 900s (agent saw)
    Ran main for 15m of game time; it is still running.
    Inventory change: cactus +16776384, carrot +38589440, fertilizer +720, gold +1310720, hay +28335616, power +4046.08, pumpkin +6262784, water +18192, weird_substance -40960, wood +239437312.
    Game time: 5h 33m 18s elapsed, 26m 42s of budget remaining.
    Output:
    (none)
    run_program at 5h 58m for 45s (agent saw)
    Ran main for 45s of game time; it is still running.
    Inventory change: carrot +4947968, fertilizer +36, hay +5306368, power +7308.76, water -1090, wood +26946048.
    Game time: 5h 59m 54s elapsed, 6s of budget remaining.
    Output:
    (none)
maze2.py4 writes · 3 ran · first at 1h 27m
  1. r11h 27mRan86 lines · ran 2s · 1 runtime error
    import u
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def bfs(n, edges, sx, sy, tx, ty):
    	prev = []
    	for i in range(n * n):
    		prev.append(-1)
    	s = sx * n + sy
    	t = tx * n + ty
    	prev[s] = s
    	q = [s]
    	h = 0
    	while h < len(q):
    		c = q[h]
    		h += 1
    		if c == t:
    			break
    		cx = c // n
    		cy = c % n
    		for d in range(4):
    			if edges[c * 4 + d] == 2:
    				continue
    			nx = cx + dxs[d]
    			ny = cy + dys[d]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			nc = nx * n + ny
    			if prev[nc] == -1:
    				prev[nc] = c * 4 + d
    				q.append(nc)
    	path = []
    	c = t
    	while c != s:
    		p = prev[c]
    		path.append(p % 4)
    		c = p // 4
    	path.reverse()
    	return path
    
    def setedge(n, edges, x, y, d, v):
    	edges[(x * n + y) * 4 + d] = v
    	nx = x + dxs[d]
    	ny = y + dys[d]
    	if nx >= 0 and ny >= 0 and nx < n and ny < n:
    		edges[(nx * n + ny) * 4 + (d + 2) % 4] = v
    
    def nav(n, edges, tx, ty):
    	while get_pos_x() != tx or get_pos_y() != ty:
    		path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty)
    		for d in path:
    			x = get_pos_x()
    			y = get_pos_y()
    			if move(dirs[d]):
    				setedge(n, edges, x, y, d, 1)
    			else:
    				setedge(n, edges, x, y, d, 2)
    				break
    
    def session(reuses):
    	n = get_world_size()
    	amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    	if num_items(Items.Weird_Substance) < amt * reuses:
    		return False
    	if get_entity_type() != Entities.Bush:
    		harvest()
    		plant(Entities.Bush)
    	use_item(Items.Weird_Substance, amt)
    	edges = []
    	for i in range(n * n * 4):
    		edges.append(0)
    	for k in range(reuses):
    		t = measure()
    		nav(n, edges, t[0], t[1])
    		if k < reuses - 1:
    			use_item(Items.Weird_Substance, amt)
    		else:
    			harvest()
    	return True
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while session(50):
    		pass
    Write result the agent saw
    Saved maze2 (86 lines).
    Game time: 1h 28m 8s elapsed, 4h 31m 52s of budget remaining.
    run_program at 1h 28m for 60s (agent saw)
    Ran maze2 for 2s of game time; it stopped with an error: reverse has never been defined. You must assign a value to a variable before using it.
    Inventory change: fertilizer +1, water +2, weird_substance -24.
    Game time: 1h 28m 30s elapsed, 4h 31m 30s of budget remaining.
    Output:
    Error: reverse has never been defined. You must assign a value to a variable before using it.
    In: session <- nav <- bfs
    path.reverse()
         ^^^^^^^^ 
    --------------------------------------------------------------------
    Runtime error at 1h 28m (telemetry; not shown to the agent)
    reverse has never been defined. You must assign a value to a variable before using it.
  2. r21h 28mRan85 lines · +1 −2 · ran 2m 50s
    import u
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def bfs(n, edges, sx, sy, tx, ty):
    	prev = []
    	for i in range(n * n):
    		prev.append(-1)
    	s = sx * n + sy
    	t = tx * n + ty
    	prev[s] = s
    	q = [s]
    	h = 0
    	while h < len(q):
    		c = q[h]
    		h += 1
    		if c == t:
    			break
    		cx = c // n
    		cy = c % n
    		for d in range(4):
    			if edges[c * 4 + d] == 2:
    				continue
    			nx = cx + dxs[d]
    			ny = cy + dys[d]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			nc = nx * n + ny
    			if prev[nc] == -1:
    				prev[nc] = c * 4 + d
    				q.append(nc)
    	path = []
    	c = t
    	while c != s:
    		p = prev[c]
    		path.insert(0, p % 4)
    		c = p // 4
    	return path
    
    def setedge(n, edges, x, y, d, v):
    	edges[(x * n + y) * 4 + d] = v
    	nx = x + dxs[d]
    	ny = y + dys[d]
    	if nx >= 0 and ny >= 0 and nx < n and ny < n:
    		edges[(nx * n + ny) * 4 + (d + 2) % 4] = v
    
    def nav(n, edges, tx, ty):
    	while get_pos_x() != tx or get_pos_y() != ty:
    		path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty)
    		for d in path:
    			x = get_pos_x()
    			y = get_pos_y()
    			if move(dirs[d]):
    				setedge(n, edges, x, y, d, 1)
    			else:
    				setedge(n, edges, x, y, d, 2)
    				break
    
    def session(reuses):
    	n = get_world_size()
    	amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    	if num_items(Items.Weird_Substance) < amt * reuses:
    		return False
    	if get_entity_type() != Entities.Bush:
    		harvest()
    		plant(Entities.Bush)
    	use_item(Items.Weird_Substance, amt)
    	edges = []
    	for i in range(n * n * 4):
    		edges.append(0)
    	for k in range(reuses):
    		t = measure()
    		nav(n, edges, t[0], t[1])
    		if k < reuses - 1:
    			use_item(Items.Weird_Substance, amt)
    		else:
    			harvest()
    	return True
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while session(50):
    		pass
    Changes from the previous revision
      	while c != s:
      		p = prev[c]
    - 		path.append(p % 4)
    + 		path.insert(0, p % 4)
      		c = p // 4
    - 	path.reverse()
      	return path
      
    
    Write result the agent saw
    Saved maze2 (85 lines).
    Game time: 1h 28m 40s elapsed, 4h 31m 20s of budget remaining.
    run_program at 1h 28m for 60s (agent saw)
    Ran maze2 for 1m of game time; it is still running.
    Inventory change: fertilizer +24, water +48, weird_substance -24.
    Game time: 1h 29m 50s elapsed, 4h 30m 10s of budget remaining.
    Output:
    (none)
  3. r31h 31mRan115 lines · +56 −26 · ran 9m 20s
    import u
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def bfs(n, edges, sx, sy, tx, ty):
    	prev = []
    	for i in range(n * n):
    		prev.append(-1)
    	s = sx * n + sy
    	t = tx * n + ty
    	prev[s] = s
    	q = [s]
    	h = 0
    	while h < len(q):
    		c = q[h]
    		h += 1
    		if c == t:
    			break
    		for d in range(4):
    			if edges[c * 4 + d] != 1:
    				continue
    			nc = c + dxs[d] * n + dys[d]
    			if prev[nc] == -1:
    				prev[nc] = c * 4 + d
    				q.append(nc)
    	if prev[t] == -1:
    		return None
    	path = []
    	c = t
    	while c != s:
    		p = prev[c]
    		path.append(p % 4)
    		c = p // 4
    	return path
    
    def mv(n, edges, d):
    	c = get_pos_x() * n + get_pos_y()
    	if move(dirs[d]):
    		edges[c * 4 + d] = 1
    		nc = c + dxs[d] * n + dys[d]
    		edges[nc * 4 + (d + 2) % 4] = 1
    		return True
    	return False
    
    def dfs(n, edges, tx, ty):
    	visited = []
    	for i in range(n * n):
    		visited.append(False)
    	stack = []
    	while True:
    		x = get_pos_x()
    		y = get_pos_y()
    		if x == tx and y == ty:
    			return
    		visited[x * n + y] = True
    		order = []
    		for i in range(4):
    			nx = x + dxs[i]
    			ny = y + dys[i]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			if visited[nx * n + ny]:
    				continue
    			d = abs(tx - nx) + abs(ty - ny)
    			j = 0
    			while j < len(order) and order[j][0] <= d:
    				j += 1
    			order.insert(j, (d, i))
    		moved = False
    		for o in order:
    			if mv(n, edges, o[1]):
    				stack.append(o[1])
    				moved = True
    				break
    		if not moved:
    			b = stack.pop()
    			mv(n, edges, (b + 2) % 4)
    
    def nav(n, edges, tx, ty):
    	path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty)
    	if path == None:
    		dfs(n, edges, tx, ty)
    		return
    	i = len(path) - 1
    	while i >= 0:
    		move(dirs[path[i]])
    		i -= 1
    
    def session(reuses):
    	n = get_world_size()
    	amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    	if num_items(Items.Weird_Substance) < amt * reuses:
    		return False
    	if get_entity_type() != Entities.Bush:
    		harvest()
    		plant(Entities.Bush)
    	use_item(Items.Weird_Substance, amt)
    	edges = []
    	for i in range(n * n * 4):
    		edges.append(0)
    	for k in range(reuses):
    		t = measure()
    		nav(n, edges, t[0], t[1])
    		if k < reuses - 1:
    			use_item(Items.Weird_Substance, amt)
    		else:
    			harvest()
    	return True
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while session(30):
    		pass
    Changes from the previous revision
      		if c == t:
      			break
    - 		cx = c // n
    - 		cy = c % n
      		for d in range(4):
    - 			if edges[c * 4 + d] == 2:
    - 				continue
    - 			nx = cx + dxs[d]
    - 			ny = cy + dys[d]
    - 			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    + 			if edges[c * 4 + d] != 1:
      				continue
    - 			nc = nx * n + ny
    + 			nc = c + dxs[d] * n + dys[d]
      			if prev[nc] == -1:
      				prev[nc] = c * 4 + d
      				q.append(nc)
    + 	if prev[t] == -1:
    + 		return None
      	path = []
      	c = t
      	while c != s:
      		p = prev[c]
    - 		path.insert(0, p % 4)
    + 		path.append(p % 4)
      		c = p // 4
      	return path
      
    - def setedge(n, edges, x, y, d, v):
    - 	edges[(x * n + y) * 4 + d] = v
    - 	nx = x + dxs[d]
    - 	ny = y + dys[d]
    - 	if nx >= 0 and ny >= 0 and nx < n and ny < n:
    - 		edges[(nx * n + ny) * 4 + (d + 2) % 4] = v
    + def mv(n, edges, d):
    + 	c = get_pos_x() * n + get_pos_y()
    + 	if move(dirs[d]):
    + 		edges[c * 4 + d] = 1
    + 		nc = c + dxs[d] * n + dys[d]
    + 		edges[nc * 4 + (d + 2) % 4] = 1
    + 		return True
    + 	return False
      
    - def nav(n, edges, tx, ty):
    - 	while get_pos_x() != tx or get_pos_y() != ty:
    - 		path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty)
    - 		for d in path:
    - 			x = get_pos_x()
    - 			y = get_pos_y()
    - 			if move(dirs[d]):
    - 				setedge(n, edges, x, y, d, 1)
    - 			else:
    - 				setedge(n, edges, x, y, d, 2)
    + def dfs(n, edges, tx, ty):
    + 	visited = []
    + 	for i in range(n * n):
    + 		visited.append(False)
    + 	stack = []
    + 	while True:
    + 		x = get_pos_x()
    + 		y = get_pos_y()
    + 		if x == tx and y == ty:
    + 			return
    + 		visited[x * n + y] = True
    + 		order = []
    + 		for i in range(4):
    + 			nx = x + dxs[i]
    + 			ny = y + dys[i]
    + 			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    + 				continue
    + 			if visited[nx * n + ny]:
    + 				continue
    + 			d = abs(tx - nx) + abs(ty - ny)
    + 			j = 0
    + 			while j < len(order) and order[j][0] <= d:
    + 				j += 1
    + 			order.insert(j, (d, i))
    + 		moved = False
    + 		for o in order:
    + 			if mv(n, edges, o[1]):
    + 				stack.append(o[1])
    + 				moved = True
      				break
    + 		if not moved:
    + 			b = stack.pop()
    + 			mv(n, edges, (b + 2) % 4)
      
    + def nav(n, edges, tx, ty):
    + 	path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty)
    + 	if path == None:
    + 		dfs(n, edges, tx, ty)
    + 		return
    + 	i = len(path) - 1
    + 	while i >= 0:
    + 		move(dirs[path[i]])
    + 		i -= 1
    + 
      def session(reuses):
      	n = get_world_size()
      if __name__ == "__main__":
      	change_hat(Hats.Straw_Hat)
    - 	while session(50):
    + 	while session(30):
      		pass
    
    Write result the agent saw
    Saved maze2 (115 lines).
    Game time: 1h 31m 50s elapsed, 4h 28m 10s of budget remaining.
    run_program at 1h 31m for 60s (agent saw)
    Ran maze2 for 1m of game time; it is still running.
    Inventory change: fertilizer +24, gold +2304, water +48, weird_substance -216.
    Game time: 1h 33m elapsed, 4h 27m of budget remaining.
    Output:
    (none)
  4. r42h 25mSaved, never runFinal128 lines · +17 −4
    import u
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def inmaze():
    	e = get_entity_type()
    	return e == Entities.Hedge or e == Entities.Treasure
    
    def bfs(n, edges, sx, sy, tx, ty):
    	prev = []
    	for i in range(n * n):
    		prev.append(-1)
    	s = sx * n + sy
    	t = tx * n + ty
    	prev[s] = s
    	q = [s]
    	h = 0
    	while h < len(q):
    		c = q[h]
    		h += 1
    		if c == t:
    			break
    		for d in range(4):
    			if edges[c * 4 + d] != 1:
    				continue
    			nc = c + dxs[d] * n + dys[d]
    			if prev[nc] == -1:
    				prev[nc] = c * 4 + d
    				q.append(nc)
    	if prev[t] == -1:
    		return None
    	path = []
    	c = t
    	while c != s:
    		p = prev[c]
    		path.append(p % 4)
    		c = p // 4
    	return path
    
    def mv(n, edges, d):
    	c = get_pos_x() * n + get_pos_y()
    	if move(dirs[d]):
    		edges[c * 4 + d] = 1
    		nc = c + dxs[d] * n + dys[d]
    		edges[nc * 4 + (d + 2) % 4] = 1
    		return True
    	return False
    
    def dfs(n, edges, tx, ty):
    	visited = []
    	for i in range(n * n):
    		visited.append(False)
    	stack = []
    	while True:
    		x = get_pos_x()
    		y = get_pos_y()
    		if x == tx and y == ty:
    			return True
    		if not inmaze():
    			return False
    		visited[x * n + y] = True
    		order = []
    		for i in range(4):
    			nx = x + dxs[i]
    			ny = y + dys[i]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			if visited[nx * n + ny]:
    				continue
    			d = abs(tx - nx) + abs(ty - ny)
    			j = 0
    			while j < len(order) and order[j][0] <= d:
    				j += 1
    			order.insert(j, (d, i))
    		moved = False
    		for o in order:
    			if mv(n, edges, o[1]):
    				stack.append(o[1])
    				moved = True
    				break
    		if not moved:
    			if len(stack) == 0:
    				return False
    			b = stack.pop()
    			mv(n, edges, (b + 2) % 4)
    
    def nav(n, edges, tx, ty):
    	path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty)
    	if path == None:
    		return dfs(n, edges, tx, ty)
    	i = len(path) - 1
    	while i >= 0:
    		move(dirs[path[i]])
    		i -= 1
    	return True
    
    def session(reuses):
    	n = get_world_size()
    	amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    	if num_items(Items.Weird_Substance) < amt * reuses:
    		return False
    	if get_entity_type() != Entities.Bush:
    		harvest()
    		plant(Entities.Bush)
    	use_item(Items.Weird_Substance, amt)
    	edges = []
    	for i in range(n * n * 4):
    		edges.append(0)
    	for k in range(reuses):
    		t = measure()
    		if t == None or not nav(n, edges, t[0], t[1]):
    			harvest()
    			return False
    		if get_entity_type() != Entities.Treasure:
    			harvest()
    			return False
    		if k < reuses - 1:
    			use_item(Items.Weird_Substance, amt)
    		else:
    			harvest()
    	return True
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while session(30):
    		pass
    Changes from the previous revision
      dys = [1, 0, -1, 0]
      
    + def inmaze():
    + 	e = get_entity_type()
    + 	return e == Entities.Hedge or e == Entities.Treasure
    + 
      def bfs(n, edges, sx, sy, tx, ty):
      	prev = []
      		y = get_pos_y()
      		if x == tx and y == ty:
    - 			return
    + 			return True
    + 		if not inmaze():
    + 			return False
      		visited[x * n + y] = True
      		order = []
      				break
      		if not moved:
    + 			if len(stack) == 0:
    + 				return False
      			b = stack.pop()
      			mv(n, edges, (b + 2) % 4)
      	path = bfs(n, edges, get_pos_x(), get_pos_y(), tx, ty)
      	if path == None:
    - 		dfs(n, edges, tx, ty)
    - 		return
    + 		return dfs(n, edges, tx, ty)
      	i = len(path) - 1
      	while i >= 0:
      		move(dirs[path[i]])
      		i -= 1
    + 	return True
      
      def session(reuses):
      	for k in range(reuses):
      		t = measure()
    - 		nav(n, edges, t[0], t[1])
    + 		if t == None or not nav(n, edges, t[0], t[1]):
    + 			harvest()
    + 			return False
    + 		if get_entity_type() != Entities.Treasure:
    + 			harvest()
    + 			return False
      		if k < reuses - 1:
      			use_item(Items.Weird_Substance, amt)
    
    Write result the agent saw
    Saved maze2 (128 lines).
    Game time: 2h 25m 42s elapsed, 3h 34m 18s of budget remaining.
poly.py1 write · 1 ran · first at 1h 47m
  1. r11h 47mRanFinal73 lines · ran 3m 40s
    import u
    
    def base(x, y):
    	if (x + y) % 2 == 0:
    		return Entities.Tree
    	if x % 4 == 1:
    		return Entities.Grass
    	return Entities.Carrot
    
    def put(t):
    	e = get_entity_type()
    	if e == t:
    		return
    	if e != None and can_harvest():
    		harvest()
    	if t == Entities.Carrot:
    		u.soil()
    	elif t == Entities.Grass:
    		u.grass()
    	if t != Entities.Grass or get_entity_type() != Entities.Grass:
    		plant(t)
    
    def cols(id, d):
    	n = get_world_size()
    	res = []
    	comp = []
    	for i in range(n * n):
    		res.append(0)
    		comp.append(-1)
    	fert = num_items(Items.Weird_Substance) < 3000
    	for p in range(4):
    		for x in range(id, n, d):
    			for y in range(n):
    				u.goto(x, y)
    				i = x * n + y
    				if res[i] > 0:
    					continue
    				if comp[i] != -1 and not can_harvest():
    					continue
    				if can_harvest():
    					harvest()
    				if comp[i] != -1:
    					res[comp[i]] -= 1
    					comp[i] = -1
    				b = base(x, y)
    				put(b)
    				u.water(0.5)
    				if fert and b == Entities.Tree and num_items(Items.Fertilizer) > 0:
    					use_item(Items.Fertilizer)
    				c = get_companion()
    				if c == None:
    					continue
    				t = c[0]
    				px = c[1][0]
    				py = c[1][1]
    				j = px * n + py
    				if res[j] > 0:
    					continue
    				u.goto(px, py)
    				if comp[j] != -1:
    					res[comp[j]] -= 1
    					comp[j] = -1
    				put(t)
    				comp[i] = j
    				res[j] += 1
    
    def run():
    	u.par(cols)
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	while True:
    		run()
    Write result the agent saw
    Saved poly (73 lines).
    Game time: 1h 47m 20s elapsed, 4h 12m 40s of budget remaining.
    run_program at 1h 47m for 180s (agent saw)
    Ran poly for 3m of game time; it is still running.
    Inventory change: bone +3872, carrot +27096, fertilizer +72, hay +12392, water -683, wood +73648.
    Game time: 1h 50m 40s elapsed, 4h 9m 20s of budget remaining.
    Output:
    (none)
sun.py1 write · 1 ran · first at 2h 02m
  1. r12h 02mRanFinal33 lines · ran 22s
    import u
    
    def plantcols(id, d):
    	n = get_world_size()
    	for x in range(id, n, d):
    		u.goto(x, 0)
    		for y in range(n):
    			if get_entity_type() != Entities.Sunflower:
    				if can_harvest():
    					harvest()
    				u.soil()
    				plant(Entities.Sunflower)
    			u.water(0.5)
    			move(North)
    
    def harv(id, d, p):
    	n = get_world_size()
    	for x in range(id, n, d):
    		for y in range(n):
    			u.goto(x, y)
    			if get_entity_type() == Entities.Sunflower and measure() == p:
    				while not can_harvest():
    					pass
    				harvest()
    
    def run():
    	u.par(plantcols)
    	for p in range(15, 6, -1):
    		u.par1(harv, p)
    
    if __name__ == "__main__":
    	change_hat(Hats.Straw_Hat)
    	run()
    Write result the agent saw
    Saved sun (33 lines).
    Game time: 2h 2m 30s elapsed, 3h 57m 30s of budget remaining.
    run_program at 2h 02m for 180s (agent saw)
    Ran sun for 22s of game time; it finished.
    Inventory change: bone +2, carrot -144, fertilizer +18, hay +2176, power +1021.20, water -72.
    Game time: 2h 3m 2s elapsed, 3h 56m 58s of budget remaining.
    Output:
    (none)
dino2.py2 writes · 1 ran · first at 3h 13m
  1. r13h 13mRan93 lines · ran 20m 40s
    import u
    import dino
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def run():
    	n = get_world_size()
    	N = n * n
    	clear()
    	u.goto(0, 0)
    	idx = []
    	for i in range(N):
    		idx.append(0)
    	x = 0
    	y = 0
    	for k in range(N):
    		idx[x * n + y] = k
    		d = dino.nextdir(x, y, n)
    		if d == North:
    			y += 1
    		elif d == South:
    			y -= 1
    		elif d == East:
    			x += 1
    		else:
    			x -= 1
    	occ = []
    	for i in range(N):
    		occ.append(False)
    	change_hat(Hats.Dinosaur_Hat)
    	head = 0
    	body = [0]
    	occ[0] = True
    	ap = 0
    	grow = False
    	if get_entity_type() == Entities.Apple:
    		t = measure()
    		ap = t[0] * n + t[1]
    		grow = True
    	while True:
    		hx = head // n
    		hy = head % n
    		hi = idx[head]
    		da = (idx[ap] - hi) % N
    		dt = (idx[body[0]] - hi) % N
    		if dt == 0:
    			dt = N
    		best = -1
    		bd = 0
    		for i in range(4):
    			nx = hx + dxs[i]
    			ny = hy + dys[i]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			c = nx * n + ny
    			dc = (idx[c] - hi) % N
    			if dc == 0 or dc > da or dc >= dt:
    				continue
    			if occ[c] and c != body[0]:
    				continue
    			if dc > bd:
    				bd = dc
    				best = i
    		if best == -1:
    			for i in range(4):
    				nx = hx + dxs[i]
    				ny = hy + dys[i]
    				if nx < 0 or ny < 0 or nx >= n or ny >= n:
    					continue
    				if (idx[nx * n + ny] - hi) % N == 1:
    					best = i
    		if best == -1:
    			break
    		if not move(dirs[best]):
    			break
    		head = (hx + dxs[best]) * n + hy + dys[best]
    		if not grow:
    			occ[body.pop(0)] = False
    		grow = False
    		body.append(head)
    		occ[head] = True
    		if head == ap:
    			t = measure()
    			if t == None:
    				break
    			ap = t[0] * n + t[1]
    			grow = True
    	change_hat(Hats.Straw_Hat)
    
    if __name__ == "__main__":
    	run()
    Write result the agent saw
    Saved dino2 (93 lines).
    Game time: 3h 13m 52s elapsed, 2h 46m 8s of budget remaining.
    run_program at 3h 14m for 600s (agent saw)
    Ran dino2 for 10m of game time; it is still running.
    Inventory change: bone +17672, cactus -3296, fertilizer +480, power -607.44, water +15360.
    Game time: 3h 24m 12s elapsed, 2h 35m 48s of budget remaining.
    Output:
    (none)
  2. r23h 35mSaved, never runFinal93 lines · +3 −3
    import u
    import dino
    
    dirs = [North, East, South, West]
    dxs = [0, 1, 0, -1]
    dys = [1, 0, -1, 0]
    
    def run(cap):
    	n = get_world_size()
    	N = n * n
    	clear()
    	u.goto(0, 0)
    	idx = []
    	for i in range(N):
    		idx.append(0)
    	x = 0
    	y = 0
    	for k in range(N):
    		idx[x * n + y] = k
    		d = dino.nextdir(x, y, n)
    		if d == North:
    			y += 1
    		elif d == South:
    			y -= 1
    		elif d == East:
    			x += 1
    		else:
    			x -= 1
    	occ = []
    	for i in range(N):
    		occ.append(False)
    	change_hat(Hats.Dinosaur_Hat)
    	head = 0
    	body = [0]
    	occ[0] = True
    	ap = 0
    	grow = False
    	if get_entity_type() == Entities.Apple:
    		t = measure()
    		ap = t[0] * n + t[1]
    		grow = True
    	while len(body) < cap:
    		hx = head // n
    		hy = head % n
    		hi = idx[head]
    		da = (idx[ap] - hi) % N
    		dt = (idx[body[0]] - hi) % N
    		if dt == 0:
    			dt = N
    		best = -1
    		bd = 0
    		for i in range(4):
    			nx = hx + dxs[i]
    			ny = hy + dys[i]
    			if nx < 0 or ny < 0 or nx >= n or ny >= n:
    				continue
    			c = nx * n + ny
    			dc = (idx[c] - hi) % N
    			if dc == 0 or dc > da or dc >= dt:
    				continue
    			if occ[c] and c != body[0]:
    				continue
    			if dc > bd:
    				bd = dc
    				best = i
    		if best == -1:
    			for i in range(4):
    				nx = hx + dxs[i]
    				ny = hy + dys[i]
    				if nx < 0 or ny < 0 or nx >= n or ny >= n:
    					continue
    				if (idx[nx * n + ny] - hi) % N == 1:
    					best = i
    		if best == -1:
    			break
    		if not move(dirs[best]):
    			break
    		head = (hx + dxs[best]) * n + hy + dys[best]
    		if not grow:
    			occ[body.pop(0)] = False
    		grow = False
    		body.append(head)
    		occ[head] = True
    		if head == ap:
    			t = measure()
    			if t == None:
    				break
    			ap = t[0] * n + t[1]
    			grow = True
    	change_hat(Hats.Straw_Hat)
    
    if __name__ == "__main__":
    	run(10000)
    Changes from the previous revision
      dys = [1, 0, -1, 0]
      
    - def run():
    + def run(cap):
      	n = get_world_size()
      	N = n * n
      		ap = t[0] * n + t[1]
      		grow = True
    - 	while True:
    + 	while len(body) < cap:
      		hx = head // n
      		hy = head % n
      
      if __name__ == "__main__":
    - 	run()
    + 	run(10000)
    
    Write result the agent saw
    Saved dino2 (93 lines).
    Game time: 3h 35m 32s elapsed, 2h 24m 28s of budget remaining.
fixhat.py1 write · 1 ran · first at 3h 34m
  1. r13h 34mRanFinal1 lines · ran 0s
    change_hat(Hats.Straw_Hat)
    Write result the agent saw
    Saved fixhat (1 lines).
    Game time: 3h 35m 2s elapsed, 2h 24m 58s of budget remaining.
    run_program at 3h 35m for 5s (agent saw)
    Ran fixhat for 0s of game time; it finished.
    Inventory change: bone +658952, water +1.
    Game time: 3h 35m 12s elapsed, 2h 24m 48s of budget remaining.
    Output:
    (none)
    run_program at 4h 20m for 5s (agent saw)
    Ran fixhat for 0s of game time; it finished.
    Inventory change: water +1.
    Game time: 4h 20m 28s elapsed, 1h 39m 32s of budget remaining.
    Output:
    (none)
    run_program at 5h 17m for 5s (agent saw)
    Ran fixhat for 0s of game time; it finished.
    Inventory change: bone +2455328, power -0.03, water +1.
    Game time: 5h 17m 58s elapsed, 42m 2s of budget remaining.
    Output:
    (none)
    run_program at 5h 58m for 5s (agent saw)
    Ran fixhat for 0s of game time; it finished.
    Inventory change: bone +850208, water +2.
    Game time: 5h 58m 59s elapsed, 1m 1s of budget remaining.
    Output:
    (none)
log43 said · 0 thought · 241 tool calls

Step by step

  1. 0sobserve
    result
    Game time: 10s elapsed, 5h 59m 50s of budget remaining.
    Program: none running.
    Inventory: empty.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr3*
    Recent output:
    (none)
  2. 10sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  3. 20sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  4. 30sdocs_read path="docs/first_program.md"
    result
    # First Program
    ## Text editor
    All programming is done in code windows. Each code window corresponds to a text file containing code. 
    You can rename the file by clicking on its name at the top of the window.
    
    The code can be edited like in any text editor as long as it's not running.
    You can execute the program directly by pressing the green play button in the code window.
    ![](PlayButton50)
    
    You c…
  5. 40swrite_program name="h" · evidence
    result
    Saved h (10 lines).
    Game time: 50s elapsed, 5h 59m 10s of budget remaining.
  6. 50srun_program name="h" seconds=20
    result
    Ran h for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining.
    Output:
    (none)
  7. 1m 05sbuy_upgrade upgrades=["loops"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Game time: 1m 15s elapsed, 5h 58m 45s of budget remaining.
  8. 1m 15swrite_program name="h" · evidence
    result
    Saved h (2 lines).
    Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
  9. 1m 25srun_program name="h" seconds=60
    result
    Ran h for 1m of game time; it is still running.
    Inventory change: hay +120.
    Game time: 2m 35s elapsed, 5h 57m 25s of budget remaining.
    Output:
    (none)
  10. 2m 35sbuy_upgrade upgrades=["speed","expand","plant"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Game time: 2m 45s elapsed, 5h 57m 15s of budget remaining.
  11. 2m 45ssaidBought loops, speed, expand and plant. Next I'm reading the docs on the new movement and planting commands.
  12. 2m 45sdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West`
    
    For example, `move(North)` will move the drone one square to the north.
    
    If you move over the edge of…
  13. 2m 55sdocs_read path="docs/unlocks/plant.md"
    result
    # Plant
    Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush.
    You can pass the type of plant you want to plant to the function like this:
    
    `plant(Entities.Bush)`
    
    This will plant a bush under the drone.
    
    Call `clear()` to reset the farm to all grass and reset the drone position.
    
    It seems tha…
  14. 3m 05sobserve
    result
    Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining.
    Program: h (running).
    Inventory: hay 45.
    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)
  15. 3m 15swrite_program name="h" · evidence
    result
    Stop the program before editing it.
  16. 3m 25srun_program name="h" seconds=60
    result
    Ran h for 1m of game time; it is still running.
    Inventory change: no change.
    Game time: 4m 35s elapsed, 5h 55m 25s of budget remaining.
    Output:
    (none)
  17. 4m 35sstop_program
    result
    Program stopped.
    Game time: 4m 45s elapsed, 5h 55m 15s of budget remaining.
  18. 4m 45swrite_program name="h" · evidence
    result
    Saved h (9 lines).
    Game time: 4m 55s elapsed, 5h 55m 5s of budget remaining.
  19. 4m 55srun_program name="h" seconds=60
    result
    Ran h for 1m of game time; it is still running.
    Inventory change: hay +45.
    Game time: 6m 5s elapsed, 5h 53m 55s of budget remaining.
    Output:
    (none)
  20. 6m 05sobserve
    result
    Game time: 6m 15s elapsed, 5h 53m 45s of budget remaining.
    Program: h (running).
    Inventory: hay 98.
    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, Gr=grass.
    y= 2  _Bu1
    y= 1  _Bu2*
    y= 0  _Gr3
    Recent output:
    (none)
  21. 6m 15sstop_program
    result
    Program stopped.
    Game time: 6m 25s elapsed, 5h 53m 35s of budget remaining.
  22. 6m 25swrite_program name="h" · evidence
    result
    Saved h (28 lines).
    Game time: 6m 35s elapsed, 5h 53m 25s of budget remaining.
  23. 6m 35srun_program name="h" seconds=90
    result
    Ran h for 1m 30s of game time; it is still running.
    Inventory change: hay +18, wood +28.
    Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining.
    Output:
    (none)
  24. 8m 15ssaidWood is coming in now from bushes. Next I'm buying speed and expand upgrades.
  25. 8m 15sbuy_upgrade upgrades=["speed","expand"] · evidence
    result
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Could not buy expand: Not enough resources.
    Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
  26. 8m 25sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; available, not affordable
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs…
  27. 8m 35swait seconds=120 until_resources={"wood":20}
    result
    Waited 0s (wood reached 24). Program: h running.
    Inventory change: no change.
    Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
  28. 8m 45sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 8m 55s elapsed, 5h 51m 5s of budget remaining.
  29. 8m 55sstop_program
    result
    Program stopped.
    Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining.
  30. 9m 05swrite_program name="h" · evidence
    result
    Saved h (40 lines).
    Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining.
  31. 9m 15srun_program name="h" seconds=120
    result
    Ran h for 2m of game time; it is still running.
    Inventory change: hay +258, wood +143.
    Game time: 11m 25s elapsed, 5h 48m 35s of budget remaining.
    Output:
    (none)
  32. 11m 25sbuy_upgrade upgrades=["operators","senses","carrots","expand"] · evidence
    result
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy expand: Not enough resources.
    Game time: 11m 35s elapsed, 5h 48m 25s of budget remaining.
  33. 11m 35ssaidI unlocked operators, senses and carrots. Next I'm reading the docs to plan a smarter farming loop.
  34. 11m 35sdocs_read path="docs/unlocks/senses.md"
    result
    # Senses
    The drone can see now! 
    
    The functions `get_pos_x()` and `get_pos_y()` return the current x and y position of the drone. At the start position they are both `0`. The x position increases by `1` every tile towards `East` and the y position increases by `1` every tile towards `North`.
    
    `num_items(item)` returns how many of an item you have.
    For example `num_items(Items.Hay)` returns how muc…
  35. 11m 45sdocs_read path="docs/unlocks/carrots.md"
    result
    # Carrots
    Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`.
    
    Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`.
    
    You can see the cost of any p…
  36. 11m 55sdocs_read path="docs/scripting/operators.md"
    result
    # Operators
    arithmetic operators: `+, -, *, /, //, %, **`
    comparison operators: `==, !=, <=, >=, <, >`
    boolean operators: `not, and, or`
    
    Note: All numbers in the game are floating point numbers. So all arithmetic operators are floating point operators.
    `//` is defined to just floor the number after the division.
    
    For assignment operators you need to unlock the "Variables" unlock.
    
    ## Introduction…
  37. 12m 05sstop_program
    result
    Program stopped.
    Game time: 12m 15s elapsed, 5h 47m 45s of budget remaining.
  38. 12m 15swrite_program name="h" · evidence
    result
    Saved h (14 lines).
    Game time: 12m 25s elapsed, 5h 47m 35s of budget remaining.
  39. 12m 25srun_program name="h" seconds=90
    result
    Ran h for 1m 30s of game time; it is still running.
    Inventory change: carrot +40, hay +85, wood +85.
    Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining.
    Output:
    (none)
  40. 14m 05sbuy_upgrade upgrades=["variables","expand"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Could not buy expand: Not enough resources.
    Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
  41. 14m 15swait seconds=300 until_affordable="expand"
    result
    Waited 15s (expand is affordable). Program: h running.
    Inventory change: carrot +4, hay +18, wood +30.
    Game time: 14m 40s elapsed, 5h 45m 20s of budget remaining.
  42. 14m 40sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 14m 50s elapsed, 5h 45m 10s of budget remaining.
  43. 14m 50sobserve
    result
    Game time: 15m elapsed, 5h 45m of budget remaining.
    Program: h (running).
    Inventory: hay 397, wood 257, carrot 3.
    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: Ca=carrot, Bu=bush, Gr=grass.
    y= 3  #Ca2  _Bu1  _Gr3  _Gr3
    y= 2  #Ca2  _Bu1  _Gr3  _Gr3
    y= 1  #Ca3  _Bu1…
  44. 15m 00ssaidThe farm is now 4x4 and producing hay, wood and carrots. Next I'm buying the grass and watering upgrades, then adding a second carrot column.
  45. 15m 00sbuy_upgrade upgrades=["grass","watering"] · evidence
    result
    Bought grass, now level 2. Paid hay 300.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 15m 10s elapsed, 5h 44m 50s of budget remaining.
  46. 15m 10sstop_program
    result
    Program stopped.
    Game time: 15m 20s elapsed, 5h 44m 40s of budget remaining.
  47. 15m 20swrite_program name="h" · evidence
    result
    Saved h (15 lines).
    Game time: 15m 30s elapsed, 5h 44m 30s of budget remaining.
  48. 15m 30srun_program name="h" seconds=120
    result
    Ran h for 2m of game time; it is still running.
    Inventory change: carrot +132, hay +97, water +12, wood +13.
    Game time: 17m 40s elapsed, 5h 42m 20s of budget remaining.
    Output:
    (none)
  49. 17m 40sbuy_upgrade upgrades=["trees","functions","speed"] · evidence
    result
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 17m 50s elapsed, 5h 42m 10s of budget remaining.
  50. 17m 50sdocs_read path="unlocks/trees"
    result
    ## Trees
    Increases the yield of bushes and trees.
    100% => 200%
    
    ### Unlock Cost [Current cost: hay=300]
    
    [Tutorial](docs/unlocks/trees.md)
    Game time: 18m elapsed, 5h 42m of budget remaining.
  51. 18m 00sdocs_read path="docs/unlocks/watering.md"
    result
    # Watering
    Plants grow faster when they are watered. The ground has a water level ranging from `0` to `1`.
    The function `get_water()` returns the water level of the ground it is over.
    
    The growth speed of a plant scales linearly from 1x speed at water level 0 to 5x speed at water level 1.
    
    The ground dries up over time: On average, it loses 1% of its current water per second, but there is some ran…
  52. 18m 10sdocs_read path="docs/unlocks/trees.md"
    result
    # Trees
    [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil.
    
    Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
  53. 18m 20sstop_program
    result
    Program stopped.
    Game time: 18m 30s elapsed, 5h 41m 30s of budget remaining.
  54. 18m 30swrite_program name="h" · evidence
    result
    Saved h (23 lines).
    Game time: 18m 40s elapsed, 5h 41m 20s of budget remaining.
  55. 18m 40srun_program name="h" seconds=120
    result
    Ran h for 2m of game time; it is still running.
    Inventory change: carrot +155, hay +160, water -22, wood +948.
    Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining.
    Output:
    (none)
  56. 20m 50sbuy_upgrade upgrades=["expand","speed","watering","watering"] · evidence
    result
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy speed: Not enough resources.
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 21m elapsed, 5h 39m of budget remaining.
  57. 21m 00sstop_program
    result
    Program stopped.
    Game time: 21m 10s elapsed, 5h 38m 50s of budget remaining.
  58. 21m 10swrite_program name="h" · evidence
    result
    Saved h (23 lines).
    Game time: 21m 20s elapsed, 5h 38m 40s of budget remaining.
  59. 21m 20srun_program name="h" seconds=180
    result
    Ran h for 3m of game time; it is still running.
    Inventory change: carrot +196, hay +190, water -8, wood +1665.
    Game time: 24m 30s elapsed, 5h 35m 30s of budget remaining.
    Output:
    (none)
  60. 24m 30ssaidWood is now plentiful; carrots and hay are the bottleneck. Next I'm checking upgrade costs to decide what to buy.
  61. 24m 30sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots. 100% =…
  62. 24m 40sbuy_upgrade upgrades=["carrots","grass","pumpkins","trees","fertilizer"] · evidence
    result
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 3. Paid wood 500.
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought fertilizer, now level 1. Paid wood 500. Its tutorial is d…
  63. 24m 50sdocs_read path="docs/unlocks/pumpkins.md"
    result
    # Pumpkins
    [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots.
    
    When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. 
    
    When a pumpkin dies, it leaves behind a dead pum…
  64. 25m 00sdocs_read path="docs/unlocks/fertilizer.md"
    result
    # Fertilizer
    At some point, waiting for the plants to grow is just not efficient enough anymore. 
    Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade.
    
    Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds.
    
    This has some side effects.
    Plants grown w…
  65. 25m 10sdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=2, wood=2]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 25m 20s elapsed, 5h 34m 40s of budget remaining.
  66. 25m 20sstop_program
    result
    Program stopped.
    Game time: 25m 30s elapsed, 5h 34m 30s of budget remaining.
  67. 25m 30swrite_program name="h" · evidence
    result
    Saved h (25 lines).
    Game time: 25m 40s elapsed, 5h 34m 20s of budget remaining.
  68. 25m 40srun_program name="h" seconds=180
    result
    Ran h for 3m of game time; it is still running.
    Inventory change: carrot +564, fertilizer -6, hay +58, water -8, weird_substance +250, wood +2988.
    Game time: 28m 50s elapsed, 5h 31m 10s of budget remaining.
    Output:
    (none)
  69. 28m 50sbuy_upgrade upgrades=["speed","carrots","fertilizer","trees","grass"] · evidence
    result
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Bought carrots, now level 3. Paid wood 1250. 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.
    Could not buy trees: Not enough resources.
    Could not buy grass: Not enough resources.
    Game time: 29m elapsed,…
  70. 29m 00ssaidThe farm is running smoothly and I've bought more speed, carrot and fertilizer upgrades. Next I'm letting resources build up for lists, sunflowers and pumpkins.
  71. 29m 00swait seconds=180
    result
    Waited 3m (time up). Program: h running.
    Inventory change: carrot +1564, hay -492, weird_substance +315, wood +4415.
    Game time: 32m 10s elapsed, 5h 27m 50s of budget remaining.
  72. 32m 10sobserve
    result
    Game time: 32m 20s elapsed, 5h 27m 40s of budget remaining.
    Program: h (running).
    Inventory: hay 28, wood 5965, carrot 2213, weird_substance 585.
    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: Ca=carrot, Tr=tree, Gr=grass.
    y= 5  #Ca3  _Tr3  #Ca3  _Tr3  #Ca1  _Tr3
    y…
  73. 32m 20sbuy_upgrade upgrades=["lists","sunflowers","grass","import"] · evidence
    result
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought grass, now level 4. Paid wood 2500.
    Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/import.md.
    Game time: 32m 30s elapsed, 5h 27m 30s of budget remaining.
  74. 32m 30sdocs_read path="docs/unlocks/sunflowers.md"
    result
    # Sunflowers
    [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. 
    
    Planting them works exactly like planting carrots or pumpkins. 
    
    Harvesting a grown sunflower yields power.
    If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power!
    If you harvest a sunflower while there is another s…
  75. 32m 40sdocs_read path="docs/scripting/import.md"
    result
    # Import
    Putting all your code in a single file quickly becomes unmanageable. 
    `import` statements allow you to import functions and global variables from another file.
    How it works in one screenshot:
    ![](ImportsInOnePicture400)
    
    Here `import module2` runs the file named `module2` and gives you access to all its globals.
    You can then access variables and functions within the imported module using …
  76. 32m 50sdocs_read path="docs/scripting/lists.md"
    result
    # Lists
    Lists are an easy way to store multiple values in a single variable.
    You can create new lists like this:
    
    `some_list = [2, True, Items.Hay]`
    
    The list now contains the values `2`, `True` and `Items.Hay`.
    A list can also be empty:
    
    `empty_list = []`
    
    You can access an element of a list by its index. The index is `0` for the first element, `1` for the second element, `2` for the third...
    
    pl…
  77. 33m 00swrite_program name="u" · evidence
    result
    Saved u (28 lines).
    Game time: 33m 10s elapsed, 5h 26m 50s of budget remaining.
  78. 33m 10swrite_program name="pump" · evidence
    result
    Saved pump (32 lines).
    Game time: 33m 20s elapsed, 5h 26m 40s of budget remaining.
  79. 33m 20ssaidI wrote a pumpkin program to grow giant pumpkins across the whole field. Next I'm test-running it.
  80. 33m 20srun_program name="pump" seconds=120
    result
    Ran pump for 2m of game time; it is still running.
    Inventory change: carrot -189, fertilizer +24, hay +56, pumpkin +1512, weird_substance +35, wood +305.
    Game time: 35m 30s elapsed, 5h 24m 30s of budget remaining.
    Output:
    (none)
  81. 35m 30sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 35m 40s elapsed, 5h 24m 20s of budget remaining.
  82. 35m 40srun_program name="pump" seconds=180
    result
    Ran pump for 3m of game time; it is still running.
    Inventory change: carrot -460, fertilizer +36, hay +424, pumpkin +1920, water +1.
    Game time: 38m 50s elapsed, 5h 21m 10s of budget remaining.
    Output:
    (none)
  83. 38m 50sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  84. 39m 00sobserve
    result
    Game time: 39m 10s elapsed, 5h 20m 50s of budget remaining.
    Program: pump (running).
    Inventory: hay 680, wood 5288, carrot 993, pumpkin 2816, weird_substance 730, fertilizer 68.
    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: Pu=pumpkin, De=dead_pumpkin.
    y= 7  #Pu3 …
  85. 39m 10sbuy_upgrade upgrades=["watering","utilities"] · evidence
    result
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought utilities, now level 1. Paid pumpkin 1000.
    Game time: 39m 20s elapsed, 5h 20m 40s of budget remaining.
  86. 39m 20swrite_program name="mix" · evidence
    result
    Saved mix (36 lines).
    Game time: 39m 30s elapsed, 5h 20m 30s of budget remaining.
  87. 39m 30sstop_program
    result
    Program stopped.
    Game time: 39m 40s elapsed, 5h 20m 20s of budget remaining.
  88. 39m 40srun_program name="mix" seconds=120
    result
    Ran mix for 2m of game time; it is still running.
    Inventory change: carrot +840, fertilizer -75, hay +8, pumpkin +38, water -8, weird_substance +895, wood +1101.
    Game time: 41m 50s elapsed, 5h 18m 10s of budget remaining.
    Output:
    (none)
  89. 41m 50sbuy_upgrade upgrades=["mazes","speed"] · evidence
    result
    Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 42m elapsed, 5h 18m of budget remaining.
  90. 42m 00sdocs_read path="unlocks/mazes"
    result
    ## Mazes
    Increases the gold in treasure chests and the amount of weird substance needed to spawn a maze.
    100% => 200%
    
    ### Unlock Cost [Current cost: cactus=12000]
    
    [Tutorial](docs/unlocks/mazes.md)
    Game time: 42m 10s elapsed, 5h 17m 50s of budget remaining.
  91. 42m 10ssaidUnlocked mazes and maxed speed. Next I'm reading the maze tutorial so I can start farming gold.
  92. 42m 10sdocs_read path="docs/unlocks/mazes.md"
    result
    # Mazes
    `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges.
    The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call).
    Without maze upg…
  93. 42m 20swrite_program name="maze" · evidence
    result
    Saved maze (62 lines).
    Game time: 42m 30s elapsed, 5h 17m 30s of budget remaining.
  94. 42m 30sstop_program
    result
    Program stopped.
    Game time: 42m 40s elapsed, 5h 17m 20s of budget remaining.
  95. 42m 40srun_program name="maze" seconds=60
    result
    Ran maze for 1m of game time; it is still running.
    Inventory change: fertilizer +12, gold +832, water +48, weird_substance -107, wood +5.
    Game time: 43m 50s elapsed, 5h 16m 10s of budget remaining.
    Output:
    (none)
  96. 43m 50swait seconds=120 until_affordable="megafarm"
    result
    Waited 1m 23s (megafarm is affordable). Program: maze running.
    Inventory change: fertilizer +16, gold +1088, water +66, weird_substance -128.
    Game time: 45m 23s elapsed, 5h 14m 37s of budget remaining.
  97. 45m 23sbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 45m 33s elapsed, 5h 14m 27s of budget remaining.
  98. 45m 33sdocs_read path="unlocks/megafarm"
    result
    ## Megafarm
    Increase drone count further.
    2 => 4
    
    ### Unlock Cost [Current cost: gold=8000]
    
    [Tutorial](docs/unlocks/megafarm.md)
    Game time: 45m 43s elapsed, 5h 14m 17s of budget remaining.
  99. 45m 43sdocs_read path="docs/unlocks/megafarm.md"
    result
    # Mega Farm
    This incredibly powerful unlock gives you access to multiple drones. 
    
    As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates.
    Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function.
    
    `def drone_function():
        move(North)
        do_a_flip()
    
    spawn_drone…
  100. 45m 53swrite_program name="u" · evidence
    result
    Saved u (42 lines).
    Game time: 46m 3s elapsed, 5h 13m 57s of budget remaining.
  101. 46m 03swrite_program name="pump" · evidence
    result
    Saved pump (35 lines).
    Game time: 46m 13s elapsed, 5h 13m 47s of budget remaining.
  102. 46m 13ssaidMegafarm gives 2 drones now. I'm rewriting the programs so drones split the field, starting with pumpkins.
  103. 46m 13swrite_program name="u" · evidence
    result
    Saved u (40 lines).
    Game time: 46m 23s elapsed, 5h 13m 37s of budget remaining.
  104. 46m 23srun_program name="pump" seconds=90
    result
    Ran pump for 1m 30s of game time; it is still running.
    Inventory change: carrot -574, fertilizer +18, hay +480, pumpkin +2520, water -186.
    Game time: 48m 3s elapsed, 5h 11m 57s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: run <- par <- cols <- water
    use_item(Items.Water)
            ^^           
    ------------------------------------------------------…
  105. 48m 03swrite_program name="mix" · evidence
    result
    Saved mix (42 lines).
    Game time: 48m 13s elapsed, 5h 11m 47s of budget remaining.
  106. 48m 13swrite_program name="mix" · evidence
    result
    Saved mix (38 lines).
    Game time: 48m 23s elapsed, 5h 11m 37s of budget remaining.
  107. 48m 23sobserve
    result
    Game time: 48m 33s elapsed, 5h 11m 27s of budget remaining.
    Program: pump (running).
    Inventory: hay 1360, wood 4734, carrot 694, pumpkin 5526, weird_substance 346, gold 1008, fertilizer 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: Pu=pumpkin.
    y= 7  #Pu3  #Pu3…
  108. 48m 33sbuy_upgrade upgrades=["cactus"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 48m 43s elapsed, 5h 11m 17s of budget remaining.
  109. 48m 43sdocs_read path="docs/unlocks/cactus.md"
    result
    # Cactus
    Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual.
    
    However, they come in various sizes and have a strange sense of order.
    
    If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively.
    
    A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
  110. 48m 53sdocs_read path="objects/cactus"
    result
    ## Cactus
    Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested.
    
    Base growth time between 1 and 1 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: pumpkin=2]
    Game time: 49m 3s elapsed, 5h 10m 57s of budget remaining.
  111. 49m 03swrite_program name="cact" · evidence
    result
    Saved cact (66 lines).
    Game time: 49m 13s elapsed, 5h 10m 47s of budget remaining.
  112. 49m 13sstop_program
    result
    Program stopped.
    Game time: 49m 23s elapsed, 5h 10m 37s of budget remaining.
  113. 49m 23srun_program name="cact" seconds=60
    result
    Ran cact for 1m of game time; it is still running.
    Inventory change: cactus +8192, fertilizer +12, pumpkin -337, water +48.
    Game time: 50m 33s elapsed, 5h 9m 27s of budget remaining.
    Output:
    (none)
  114. 50m 33ssaidCactus farming works, at about 8,000 cactus per minute. Next I'm unlocking dinosaurs and reading how they work.
  115. 50m 33sbuy_upgrade upgrades=["dinosaurs"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 50m 43s elapsed, 5h 9m 17s of budget remaining.
  116. 50m 43sdocs_read path="docs/unlocks/dinosaurs.md"
    result
    # Dinosaurs
    Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones.
    
    Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one.
    For this purpose you have received the new dinosaur hat.
    
    The hat can be equipped with
    `change_hat(Hats.Dinosaur_Hat)`
    
    Unfortunately it doesn't quite look like on the advertisement...
    
    If you equip …
  117. 50m 53sbuy_upgrade upgrades=["hats"] · evidence
    result
    Could not buy hats: Already at maximum level.
  118. 51m 03sdocs_read path="unlocks/hats"
    result
    ## Hats
    Hats for your drone.
    
    change_hat(Hats.Green_Hat)
    
    [Tutorial](docs/unlocks/hats.md)
    Game time: 51m 13s elapsed, 5h 8m 47s of budget remaining.
  119. 51m 13swrite_program name="dino" · evidence
    result
    Saved dino (32 lines).
    Game time: 51m 23s elapsed, 5h 8m 37s of budget remaining.
  120. 51m 23srun_program name="dino" seconds=300
    result
    Ran dino for 1m 1s of game time; it finished.
    Inventory change: bone +3969, cactus -126, fertilizer +12, water +49.
    Game time: 52m 34s elapsed, 5h 7m 26s of budget remaining.
    Output:
    (none)
  121. 52m 34ssaidDinosaurs work: 3,969 bones in one minute. All the main resources are now unlocked, so I'm writing a master program that cycles through every activity.
  122. 52m 34swrite_program name="main" · evidence
    result
    Saved main (18 lines).
    Game time: 52m 44s elapsed, 5h 7m 16s of budget remaining.
  123. 52m 44srun_program name="main" seconds=300
    result
    Ran main for 5m of game time; it is still running.
    Inventory change: bone +3969, cactus +3970, carrot +1812, fertilizer -117, gold +640, hay +480, pumpkin +1360, water -166, weird_substance +1485, wood +3683.
    Game time: 57m 54s elapsed, 5h 2m 6s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: run <- par <- cols <- tile <- water <- ...
    use_item(Items…
  124. 57m 54sbuy_upgrade upgrades=["pumpkins","trees"] · evidence
    result
    Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 58m 4s elapsed, 5h 1m 56s of budget remaining.
  125. 58m 04sobserve
    result
    Game time: 58m 14s elapsed, 5h 1m 46s of budget remaining.
    Program: main (running).
    Inventory: hay 640, wood 8417, carrot 1160, pumpkin 3133, cactus 18228, bone 7938, weird_substance 1831, gold 1648, water 19, fertilizer 9.
    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.
    Enti…
  126. 58m 14sbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 58m 24s elapsed, 5h 1m 36s of budget remaining.
  127. 58m 24swait seconds=300 until_affordable="expand"
    result
    Waited 5m (time up). Program: main running.
    Inventory change: bone +3969, cactus +3924, carrot +1890, fertilizer +19, gold +1088, hay -352, pumpkin +1408, water +76, weird_substance +562, wood +5518.
    Game time: 1h 3m 34s elapsed, 4h 56m 26s of budget remaining.
  128. 1h 03mrun_program name="pump" seconds=600
    result
    Ran pump for 10m of game time; it is still running.
    Inventory change: cactus -2, carrot -1516, fertilizer +120, pumpkin +1082, water +366.
    Game time: 1h 13m 44s elapsed, 4h 46m 16s of budget remaining.
    Output:
    (none)
  129. 1h 13mobserve
    result
    Game time: 1h 13m 54s elapsed, 4h 46m 6s of budget remaining.
    Program: pump (running).
    Inventory: hay 288, wood 7685, carrot 1514, pumpkin 5643, cactus 26222, bone 11907, weird_substance 2361, gold 2928, water 491, fertilizer 156.
    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 dron…
  130. 1h 13msaidThe dinosaur hat was left on when I switched programs, so pumpkin farming stalled for 10 minutes. I'm resetting the hat and adding a safeguard.
  131. 1h 13mwrite_program name="pump" · evidence
    result
    Stop the program before editing it.
  132. 1h 14mstop_program
    result
    Program stopped.
    Game time: 1h 14m 14s elapsed, 4h 45m 46s of budget remaining.
  133. 1h 14mwrite_program name="pump" · evidence
    result
    Saved pump (36 lines).
    Game time: 1h 14m 24s elapsed, 4h 45m 36s of budget remaining.
  134. 1h 14mrun_program name="pump" seconds=90
    result
    Ran pump for 1m 30s of game time; it is still running.
    Inventory change: bone +1225, carrot -1118, fertilizer +18, pumpkin +4608, water -261.
    Game time: 1h 16m 4s elapsed, 4h 43m 56s of budget remaining.
    Output:
    (none)
  135. 1h 16mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 1h 16m 14s elapsed, 4h 43m 46s of budget remaining.
  136. 1h 16msaidExpanded to 12x12. Carrots and hay are now the bottleneck, so I'm adding more grass to the mix layout and making the master loop reset the hat on start.
  137. 1h 16mstop_program
    result
    Program stopped.
    Game time: 1h 16m 24s elapsed, 4h 43m 36s of budget remaining.
  138. 1h 16mwrite_program name="mix" · evidence
    result
    Saved mix (38 lines).
    Game time: 1h 16m 34s elapsed, 4h 43m 26s of budget remaining.
  139. 1h 16mwrite_program name="main" · evidence
    result
    Saved main (18 lines).
    Game time: 1h 16m 44s elapsed, 4h 43m 16s of budget remaining.
  140. 1h 16mrun_program name="main" seconds=300
    result
    Ran main for 5m of game time; it is still running.
    Inventory change: cactus +20698, carrot +2368, fertilizer -145, gold +720, hay +1480, pumpkin -176, water -67, weird_substance +3550, wood +2678.
    Game time: 1h 21m 54s elapsed, 4h 38m 6s of budget remaining.
    Output:
    (none)
  141. 1h 21mstop_program
    result
    Program stopped.
    Game time: 1h 22m 4s elapsed, 4h 37m 56s of budget remaining.
  142. 1h 22mrun_program name="maze" seconds=30
    result
    Ran maze for 30s of game time; it is still running.
    Inventory change: bone +400, fertilizer +6, gold +576, water +24, weird_substance -60.
    Game time: 1h 22m 44s elapsed, 4h 37m 16s of budget remaining.
    Output:
    (none)
  143. 1h 22mstop_program
    result
    Program stopped.
    Game time: 1h 22m 54s elapsed, 4h 37m 6s of budget remaining.
  144. 1h 22mwrite_program name="maze" · evidence
    result
    Saved maze (63 lines).
    Game time: 1h 23m 4s elapsed, 4h 36m 56s of budget remaining.
  145. 1h 23mrun_program name="maze" seconds=60
    result
    Ran maze for 1m of game time; it is still running.
    Inventory change: fertilizer +12, gold +1152, water +48, weird_substance -108.
    Game time: 1h 24m 14s elapsed, 4h 35m 46s of budget remaining.
    Output:
    (none)
  146. 1h 24mwait seconds=240 until_affordable="megafarm"
    result
    Waited 2m 54s (megafarm is affordable). Program: maze running.
    Inventory change: fertilizer +35, gold +2304, water +139, weird_substance -180.
    Game time: 1h 27m 18s elapsed, 4h 32m 42s of budget remaining.
  147. 1h 27mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 27m 28s elapsed, 4h 32m 32s of budget remaining.
  148. 1h 27mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
  149. 1h 27mbuy_upgrade upgrades=["mazes","dinosaurs","fertilizer"] · evidence
    result
    Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 1h 27m 48s elapsed, 4h 32m 12s of budget remaining.
  150. 1h 27mobserve
    result
    Game time: 1h 27m 58s elapsed, 4h 32m 2s of budget remaining.
    Program: maze (running).
    Inventory: hay 2088, wood 1363, carrot 2482, pumpkin 2881, cactus 22914, bone 13532, weird_substance 5467, gold 688, water 481, fertilizer 122.
    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 dr…
  151. 1h 27msaidNow at 4 drones; I bought maze, dinosaur and fertilizer upgrades. Next I'm making the maze solver reuse each maze and remember its walls, so it can path straight to each new treasure.
  152. 1h 27mwrite_program name="maze2" · evidence
    result
    Saved maze2 (86 lines).
    Game time: 1h 28m 8s elapsed, 4h 31m 52s of budget remaining.
  153. 1h 28mstop_program
    result
    Program stopped.
    Game time: 1h 28m 18s elapsed, 4h 31m 42s of budget remaining.
  154. 1h 28mrun_program name="maze2" seconds=60
    result
    Ran maze2 for 2s of game time; it stopped with an error: reverse has never been defined. You must assign a value to a variable before using it.
    Inventory change: fertilizer +1, water +2, weird_substance -24.
    Game time: 1h 28m 30s elapsed, 4h 31m 30s of budget remaining.
    Output:
    Error: reverse has never been defined. You must assign a value to a variable before using it.
    In: session <- nav <- bfs
    p…
  155. 1h 28mwrite_program name="maze2" · evidence
    result
    Saved maze2 (85 lines).
    Game time: 1h 28m 40s elapsed, 4h 31m 20s of budget remaining.
  156. 1h 28mrun_program name="maze2" seconds=60
    result
    Ran maze2 for 1m of game time; it is still running.
    Inventory change: fertilizer +24, water +48, weird_substance -24.
    Game time: 1h 29m 50s elapsed, 4h 30m 10s of budget remaining.
    Output:
    (none)
  157. 1h 29mobserve
    result
    Game time: 1h 30m elapsed, 4h 30m of budget remaining.
    Program: maze2 (running).
    Inventory: hay 2088, wood 1363, carrot 2482, pumpkin 2881, cactus 22914, bone 13532, weird_substance 5323, gold 2128, water 579, fertilizer 171.
    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.
    …
  158. 1h 30mwait seconds=60
    result
    Waited 1m (time up). Program: maze2 running.
    Inventory change: fertilizer +24, water +48.
    Game time: 1h 31m 10s elapsed, 4h 28m 50s of budget remaining.
  159. 1h 31minspect_tile x=9 y=8
    result
    (9,8) `x = 9, y = 8`
    
    ### `Entities.Hedge`
    `measure(): (1,2)`
    When harvested, gives:
    
    ### `Grounds.Grassland`
    Water level: 0
    Game time: 1h 31m 20s elapsed, 4h 28m 40s of budget remaining.
  160. 1h 31mobserve
    result
    Game time: 1h 31m 30s elapsed, 4h 28m 30s of budget remaining.
    Program: maze2 (running).
    Inventory: hay 2088, wood 1363, carrot 2482, pumpkin 2881, cactus 22914, bone 13532, weird_substance 5323, gold 2128, water 651, fertilizer 207.
    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…
  161. 1h 31mstop_program
    result
    Program stopped.
    Game time: 1h 31m 40s elapsed, 4h 28m 20s of budget remaining.
  162. 1h 31mwrite_program name="maze2" · evidence
    result
    Saved maze2 (115 lines).
    Game time: 1h 31m 50s elapsed, 4h 28m 10s of budget remaining.
  163. 1h 31mrun_program name="maze2" seconds=60
    result
    Ran maze2 for 1m of game time; it is still running.
    Inventory change: fertilizer +24, gold +2304, water +48, weird_substance -216.
    Game time: 1h 33m elapsed, 4h 27m of budget remaining.
    Output:
    (none)
  164. 1h 33msaidThe maze program now remembers walls between treasures; I'm checking whether that actually speeds it up.
  165. 1h 33mwait seconds=60
    result
    Waited 1m (time up). Program: maze2 running.
    Inventory change: fertilizer +24, gold +4320, water +48, weird_substance -360.
    Game time: 1h 34m 10s elapsed, 4h 25m 50s of budget remaining.
  166. 1h 34msaidWall memory nearly doubled gold, to about 4,300 per minute. I'll keep the maze running until I can afford the next megafarm level (8 drones).
  167. 1h 34mwait seconds=480 until_affordable="megafarm"
    result
    Waited 6m 20s (megafarm is affordable). Program: maze2 running.
    Inventory change: fertilizer +151, gold +21600, water +303, weird_substance -1800.
    Game time: 1h 40m 40s elapsed, 4h 19m 20s of budget remaining.
  168. 1h 40mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 40m 50s elapsed, 4h 19m 10s of budget remaining.
  169. 1h 40msaidNow at 8 drones. Next I'm reading the polyculture docs to see if it can boost yields.
  170. 1h 40mdocs_read path="docs/unlocks/polyculture.md"
    result
    No accessible documentation page docs/unlocks/polyculture.md. Use docs_list.
  171. 1h 41mdocs_read path="unlocks/polyculture"
    result
    ## Polyculture
    Use companion planting to increase the yield.
    
    plant_type, (x, y) = get_companion()
    
    ### Unlock Cost [Current cost: pumpkin=3000]
    Game time: 1h 41m 10s elapsed, 4h 18m 50s of budget remaining.
  172. 1h 41mstop_program
    result
    Program stopped.
    Game time: 1h 41m 20s elapsed, 4h 18m 40s of budget remaining.
  173. 1h 41mwrite_program name="main" · evidence
    result
    Saved main (18 lines).
    Game time: 1h 41m 30s elapsed, 4h 18m 30s of budget remaining.
  174. 1h 41mrun_program name="main" seconds=300
    result
    Ran main for 5m of game time; it is still running.
    Inventory change: cactus +20640, carrot +3146, fertilizer -312, gold +5760, hay +1752, pumpkin +3168, water -453, weird_substance +7580, wood +5804.
    Game time: 1h 46m 40s elapsed, 4h 13m 20s of budget remaining.
    Output:
    (none)
  175. 1h 46mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 1h 46m 50s elapsed, 4h 13m 10s of budget remaining.
  176. 1h 46mdocs_search query="companion"
    result
    docs/home.md: …) [change_hat](functions/change_hat) [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, and car…
  177. 1h 47mdocs_read path="docs/unlocks/polyculture.md"
    result
    # Polyculture
    You may have already noticed that sometimes plants yield more when planted together.
    Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
  178. 1h 47msaidPolyculture is unlocked: plants yield about 5–10x more when their preferred companion is planted nearby. I'm writing a new mixed-farm program that places each plant's companion.
  179. 1h 47mwrite_program name="poly" · evidence
    result
    Saved poly (73 lines).
    Game time: 1h 47m 20s elapsed, 4h 12m 40s of budget remaining.
  180. 1h 47mstop_program
    result
    Program stopped.
    Game time: 1h 47m 30s elapsed, 4h 12m 30s of budget remaining.
  181. 1h 47mrun_program name="poly" seconds=180
    result
    Ran poly for 3m of game time; it is still running.
    Inventory change: bone +3872, carrot +27096, fertilizer +72, hay +12392, water -683, wood +73648.
    Game time: 1h 50m 40s elapsed, 4h 9m 20s of budget remaining.
    Output:
    (none)
  182. 1h 50msaidPolyculture is a big win: about 74k wood, 27k carrots and 12k hay in 3 minutes. Next I'm spending it on yield upgrades.
  183. 1h 50mbuy_upgrade upgrades=["trees","pumpkins","carrots","grass","watering","fertilizer"] · evidence
    result
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 5. Paid wood 12500.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is docs …
  184. 1h 50mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tutorial doc…
  185. 1h 51mbuy_upgrade upgrades=["polyculture","pumpkins"] · evidence
    result
    Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 1h 51m 10s elapsed, 4h 8m 50s of budget remaining.
  186. 1h 51mstop_program
    result
    Program stopped.
    Game time: 1h 51m 20s elapsed, 4h 8m 40s of budget remaining.
  187. 1h 51mwrite_program name="main" · evidence
    result
    Saved main (17 lines).
    Game time: 1h 51m 30s elapsed, 4h 8m 30s of budget remaining.
  188. 1h 51mrun_program name="main" seconds=600
    result
    Ran main for 10m of game time; it is still running.
    Inventory change: bone +40898, cactus +40900, carrot +49240, fertilizer +240, gold +8928, hay +32032, pumpkin +20376, water +177, weird_substance -768, wood +164800.
    Game time: 2h 1m 40s elapsed, 3h 58m 20s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    ------------------…
  189. 2h 01mobserve
    result
    Game time: 2h 1m 50s elapsed, 3h 58m 10s of budget remaining.
    Program: main (running).
    Inventory: hay 50352, wood 233935, carrot 77316, pumpkin 23425, cactus 84370, bone 48302, weird_substance 9183, gold 19952, water 226, fertilizer 502.
    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); * mar…
  190. 2h 01mbuy_upgrade upgrades=["mazes","trees","watering","grass","fertilizer","polyculture"] · evidence
    result
    Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought grass, now level 6. Paid wood 62500.
    Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs …
  191. 2h 02mstop_program
    result
    Program stopped.
    Game time: 2h 2m 10s elapsed, 3h 57m 50s of budget remaining.
  192. 2h 02mwrite_program name="u" · evidence
    result
    Saved u (52 lines).
    Game time: 2h 2m 20s elapsed, 3h 57m 40s of budget remaining.
  193. 2h 02mwrite_program name="sun" · evidence
    result
    Saved sun (33 lines).
    Game time: 2h 2m 30s elapsed, 3h 57m 30s of budget remaining.
  194. 2h 02mrun_program name="sun" seconds=180
    result
    Ran sun for 22s of game time; it finished.
    Inventory change: bone +2, carrot -144, fertilizer +18, hay +2176, power +1021.20, water -72.
    Game time: 2h 3m 2s elapsed, 3h 56m 58s of budget remaining.
    Output:
    (none)
  195. 2h 03msaidSunflowers work: about 1,000 power in 22 seconds, which doubles drone speed. I'm adding a sunflower phase to the master loop and shifting more time to pumpkins.
  196. 2h 03mwrite_program name="main" · evidence
    result
    Saved main (20 lines).
    Game time: 2h 3m 12s elapsed, 3h 56m 48s of budget remaining.
  197. 2h 03mrun_program name="main" seconds=600
    result
    Ran main for 10m of game time; it is still running.
    Inventory change: bone +40898, cactus +82324, carrot +84544, fertilizer +480, gold +46080, hay +124656, power +446.76, pumpkin +54232, water +117, weird_substance -3840, wood +557920.
    Game time: 2h 13m 22s elapsed, 3h 46m 38s of budget remaining.
    Output:
    (none)
  198. 2h 13mbuy_upgrade upgrades=["expand","carrots","polyculture","dinosaurs","trees","watering","grass"] · evidence
    result
    Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaur…
  199. 2h 13msaidExpanded to 16x16 and bought carrot, polyculture, dinosaur, tree and watering upgrades. The master loop adapts to the new size automatically, so I'll let it run.
  200. 2h 13mwait seconds=600
    result
    Waited 10m (time up). Program: main running.
    Inventory change: fertilizer +480, power -607.47, water +3840.
    Game time: 2h 23m 42s elapsed, 3h 36m 18s of budget remaining.
  201. 2h 23msaidNothing was produced in those 10 minutes, so something is stuck. Checking now.
  202. 2h 23mobserve
    result
    Game time: 2h 23m 52s elapsed, 3h 36m 8s of budget remaining.
    Program: main (running).
    Inventory: hay 81184, wood 263155, carrot 161716, pumpkin 13657, cactus 22670, bone 39594, weird_substance 5271, gold 67184, water 4478, fertilizer 1556, power 830.06.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 mediu…
  203. 2h 23msaidThe farm expansion cleared the field mid-maze and left the solver looping. Restarting the master program and making the maze code more robust.
  204. 2h 23mstop_program
    result
    Program stopped.
    Game time: 2h 24m 2s elapsed, 3h 35m 58s of budget remaining.
  205. 2h 24mrun_program name="main" seconds=60
    result
    Ran main for 1m of game time; it is still running.
    Inventory change: carrot +132784, fertilizer +48, hay +121216, power +1540.11, water -479, wood +856416.
    Game time: 2h 25m 12s elapsed, 3h 34m 48s of budget remaining.
    Output:
    (none)
  206. 2h 25msaidBack running: about 856k wood, 133k carrots and 121k hay in one minute. Buying the upgrades that are now affordable.
  207. 2h 25mbuy_upgrade upgrades=["grass","carrots","fertilizer","watering","trees","cactus","pumpkins"] · evidence
    result
    Bought grass, now level 7. Paid wood 312000.
    Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy fertilizer: Already at maximum level.
    Could not buy watering: Not enough resources.
    Could not buy trees: Not enough resources.
    Could not buy cactus: Not enough resources.
    Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs pa…
  208. 2h 25msaidNow hardening the maze solver so a cleared maze can't leave it looping forever:
  209. 2h 25mstop_program
    result
    Program stopped.
    Game time: 2h 25m 32s elapsed, 3h 34m 28s of budget remaining.
  210. 2h 25mwrite_program name="maze2" · evidence
    result
    Saved maze2 (128 lines).
    Game time: 2h 25m 42s elapsed, 3h 34m 18s of budget remaining.
  211. 2h 25mrun_program name="main" seconds=600
    result
    Ran main for 10m of game time; it is still running.
    Inventory change: bone +260100, cactus +129032, carrot +683808, fertilizer +339, gold +40960, hay +443648, power +138.18, pumpkin +106304, water +1807, weird_substance +100768, wood +2039552.
    Game time: 2h 35m 52s elapsed, 3h 24m 8s of budget remaining.
    Output:
    (none)
  212. 2h 35msaidStrong 10-minute cycle across all resources. Buying everything affordable.
  213. 2h 35mbuy_upgrade upgrades=["megafarm","expand","cactus","polyculture","mazes","dinosaurs","trees","watering","grass","carrots","pumpkins"] · evidence
    result
    Could not buy megafarm: Not enough resources.
    Could not buy expand: Not enough resources.
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Could not buy mazes: Not enough resources.
    Could not buy dinosaurs: Not enough resources.
    Bought trees, no…
  214. 2h 36mwait seconds=600
    result
    Waited 10m (time up). Program: main running.
    Inventory change: bone +260100, cactus +260032, carrot +769568, fertilizer +469, gold +40960, hay +489664, power -1437.59, pumpkin +194624, water +6216, weird_substance +390720, wood +4011264.
    Game time: 2h 46m 12s elapsed, 3h 13m 48s of budget remaining.
  215. 2h 46mbuy_upgrade upgrades=["megafarm","expand","mazes","dinosaurs","grass","carrots","trees","watering","polyculture","pumpkins","cactus"] · evidence
    result
    Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Could not buy expand: Not enough resources.
    Could not buy mazes: Not enough resources.
    Could not buy dinosaurs: Not enough resources.
    Bought grass, now level 8. Paid wood 1560000.
    Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy trees: …
  216. 2h 46msaidNow at 16 drones, one per column. Checking the remaining upgrade costs.
  217. 2h 46mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 8/10; cost wood 19500000; available, not affordable; tutorial …
  218. 2h 46mwait seconds=900
    result
    Waited 15m (time up). Program: main running.
    Inventory change: bone +520200, cactus +519592, carrot +1979968, fertilizer +720, gold +40960, hay +1635584, power -80.05, pumpkin +390144, water +9487, weird_substance -2560, wood +5458944.
    Game time: 3h 1m 42s elapsed, 2h 58m 18s of budget remaining.
  219. 3h 01mbuy_upgrade upgrades=["expand","trees","watering","polyculture","mazes","dinosaurs","grass","pumpkins","cactus","carrots","megafarm"] · evidence
    result
    Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 9. Paid wood 3280000. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy polyculture: Not enough resources.
    Bought mazes, now level 4. Paid cactus 432000. Its tuto…
  220. 3h 01msaidExpanded to 22x22 — last time an expansion mid-run caused a stall, so checking the farm is still producing.
  221. 3h 01mwait seconds=60
    result
    Waited 1m (time up). Program: main running.
    Inventory change: fertilizer +48, power -60.75, water +1536.
    Game time: 3h 3m 2s elapsed, 2h 56m 58s of budget remaining.
  222. 3h 03mobserve
    result
    Game time: 3h 3m 12s elapsed, 2h 56m 48s of budget remaining.
    Program: main (running).
    Inventory: hay 1454840, wood 3040691, carrot 2724404, pumpkin 77369, cactus 67078, bone 882894, weird_substance 1425703, gold 62064, water 24175, fertilizer 3032, power 558.36.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small…
  223. 3h 03msaidStuck again after the expansion (probably the dinosaur loop). Restarting; in future I'll stop the program before buying an expansion.
  224. 3h 03mstop_program
    result
    Program stopped.
    Game time: 3h 3m 22s elapsed, 2h 56m 38s of budget remaining.
  225. 3h 03mrun_program name="main" seconds=600
    result
    Ran main for 10m of game time; it is still running.
    Inventory change: cactus +936384, carrot +2381852, fertilizer +480, gold +77440, hay +1686912, power +1846.50, pumpkin +367904, water +12954, weird_substance -3520, wood +15356544.
    Game time: 3h 13m 32s elapsed, 2h 46m 28s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
         ^^ 
    --…
  226. 3h 13mbuy_upgrade upgrades=["carrots","grass","pumpkins","polyculture","cactus","trees","megafarm","mazes","dinosaurs"] · evidence
    result
    Could not buy carrots: Not enough resources.
    Bought grass, now level 9. Paid wood 7810000.
    Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy polyculture: Not enough resources.
    Could not buy cactus: Not enough resources.
    Could not buy trees: Not enough resources.
    Could not buy megafarm: Not enough resources.
    Could not buy mazes: Not…
  227. 3h 13msaidGold and bones are the slowest resources. I'm writing a faster dinosaur program that takes safe shortcuts along its route instead of walking the full loop for every apple.
  228. 3h 13mwrite_program name="dino2" · evidence
    result
    Saved dino2 (93 lines).
    Game time: 3h 13m 52s elapsed, 2h 46m 8s of budget remaining.
  229. 3h 13mstop_program
    result
    Program stopped.
    Game time: 3h 14m 2s elapsed, 2h 45m 58s of budget remaining.
  230. 3h 14mrun_program name="dino2" seconds=600
    result
    Ran dino2 for 10m of game time; it is still running.
    Inventory change: bone +17672, cactus -3296, fertilizer +480, power -607.44, water +15360.
    Game time: 3h 24m 12s elapsed, 2h 35m 48s of budget remaining.
    Output:
    (none)
  231. 3h 24msaidThe new dinosaur program ran 10 minutes for only 17k bones and is still going. Investigating.
  232. 3h 24mobserve
    result
    Game time: 3h 24m 22s elapsed, 2h 35m 38s of budget remaining.
    Program: dino2 (running).
    Inventory: hay 3141752, wood 10587235, carrot 1006256, pumpkin 445273, cactus 1000006, bone 900566, weird_substance 1422183, gold 139504, water 54281, fertilizer 4048, power 1746.69.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size …
  233. 3h 24msaidIt's working: the tail is about 240 segments on the 22x22 field, it's just slow. A full snake should yield around 1.9M bones, so I'll let it finish.
  234. 3h 24mwait seconds=600 until_program_ends=true
    result
    Waited 10m (time up). Program: dino2 running.
    Inventory change: cactus -1200, fertilizer +480, power -607.50, water +15360.
    Game time: 3h 34m 32s elapsed, 2h 25m 28s of budget remaining.
  235. 3h 34mobserve
    result
    Game time: 3h 34m 42s elapsed, 2h 25m 18s of budget remaining.
    Program: dino2 (running).
    Inventory: hay 3141752, wood 10587235, carrot 1006256, pumpkin 445273, cactus 998742, bone 900566, weird_substance 1422183, gold 139504, water 70153, fertilizer 4544, power 1118.94.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (…
  236. 3h 34msaidThe snake is at about 330 segments, but finishing would take another ~16 minutes with the rest of the farm idle. I'll stop now to bank about 870k bones, then cap the snake's length in the main loop.
  237. 3h 34mstop_program
    result
    Program stopped.
    Game time: 3h 34m 52s elapsed, 2h 25m 8s of budget remaining.
  238. 3h 34mwrite_program name="fixhat" · evidence
    result
    Saved fixhat (1 lines).
    Game time: 3h 35m 2s elapsed, 2h 24m 58s of budget remaining.
  239. 3h 35mrun_program name="fixhat" seconds=5
    result
    Ran fixhat for 0s of game time; it finished.
    Inventory change: bone +658952, water +1.
    Game time: 3h 35m 12s elapsed, 2h 24m 48s of budget remaining.
    Output:
    (none)
  240. 3h 35msaidBanked 659k bones. Buying polyculture level 5 and other affordable upgrades.
  241. 3h 35mbuy_upgrade upgrades=["polyculture","carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins"] · evidence
    result
    Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Could not buy carrots: Not enough resources.
    Could not buy trees: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy cactus: Not enough resources.
    Could not buy mazes: Not enough resources.
    Could not buy dinosaurs: Not enough resources.
    Could not buy pumpkins: Not …
  242. 3h 35mwrite_program name="dino2" · evidence
    result
    Saved dino2 (93 lines).
    Game time: 3h 35m 32s elapsed, 2h 24m 28s of budget remaining.
  243. 3h 35mwrite_program name="main" · evidence
    result
    Saved main (20 lines).
    Game time: 3h 35m 42s elapsed, 2h 24m 18s of budget remaining.
  244. 3h 35mrun_program name="main" seconds=900
    result
    Ran main for 15m of game time; it is still running.
    Inventory change: bone +177608, cactus +1871648, carrot +9201308, fertilizer +720, gold +174240, hay +12649728, power +550.43, pumpkin +1480256, water +18398, weird_substance -8096, wood +60670464.
    Game time: 3h 50m 52s elapsed, 2h 9m 8s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: run <- par <- col…
  245. 3h 50msaidVery strong 15 minutes: 60M wood, 12.6M hay, 9.2M carrots, 1.5M pumpkins. Buying upgrades (expansion excluded while the program runs).
  246. 3h 50mbuy_upgrade upgrades=["carrots","trees","grass","cactus","mazes","dinosaurs","pumpkins","megafarm","carrots","trees","pumpkins","cactus"] · evidence
    result
    Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 10. Paid wood 39100000.
    Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought mazes, now level 5. Paid cactus 2590000. Its tutoria…
  247. 3h 51mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 800% => 1600%
    carrots (Carrots) level 9/10; cost wood 97700000; available, not affordable; tutoria…
  248. 3h 51msaidNext targets are the 32x32 expansion (4.1M pumpkins) and 32 drones (512k gold). Letting the loop run.
  249. 3h 51mwait seconds=900
    result
    Waited 15m (time up). Program: main running.
    Inventory change: bone +177608, cactus +1870000, carrot +8989212, fertilizer +720, gold +309760, hay +12615424, power +1585.34, pumpkin +739136, water +20623, weird_substance -14080, wood +58476288.
    Game time: 4h 6m 22s elapsed, 1h 53m 38s of budget remaining.
  250. 4h 06mbuy_upgrade upgrades=["megafarm","trees","pumpkins","dinosaurs","cactus"] · evidence
    result
    Bought megafarm, now level 5. Paid gold 512000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought pumpkins, now level 9. Paid carrot 16400000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy dinosaurs: Not enough resources.
    Could not buy cactus: Not enough resources.
    Game time…
  251. 4h 06msaidNow at 32 drones. Waiting for enough pumpkins for the 32x32 expansion.
  252. 4h 06mwait seconds=900 until_affordable="expand"
    result
    Waited 13m 26s (expand is affordable). Program: main running.
    Inventory change: bone +355216, cactus +1871152, carrot +16606236, fertilizer +645, gold +309760, hay +27016960, power +1061.74, pumpkin +2223040, water +16763, weird_substance -14080, wood +215973632.
    Game time: 4h 20m 8s elapsed, 1h 39m 52s of budget remaining.
  253. 4h 20mstop_program
    result
    Program stopped.
    Game time: 4h 20m 18s elapsed, 1h 39m 42s of budget remaining.
  254. 4h 20mrun_program name="fixhat" seconds=5
    result
    Ran fixhat for 0s of game time; it finished.
    Inventory change: water +1.
    Game time: 4h 20m 28s elapsed, 1h 39m 32s of budget remaining.
    Output:
    (none)
  255. 4h 20mbuy_upgrade upgrades=["expand","carrots","cactus","dinosaurs","pumpkins","mazes"] · evidence
    result
    Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy cactus: Not enough resources.
    Bought dinosaurs, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Could not buy pumpkins: Not enough resources.
    Co…
  256. 4h 20msaidExpanded to 32x32 (the program was stopped first). Restarting the master loop.
  257. 4h 20mrun_program name="main" seconds=600
    result
    Ran main for 10m of game time; it is still running.
    Inventory change: cactus +8388608, carrot +39039232, fertilizer +480, gold +524288, hay +36858368, power -3325.92, pumpkin +3129600, water +11911, weird_substance -16896, wood +241580032.
    Game time: 4h 30m 48s elapsed, 1h 29m 12s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant(t)
        …
  258. 4h 30mbuy_upgrade upgrades=["cactus","pumpkins","mazes","dinosaurs","cactus","pumpkins"] · evidence
    result
    Could not buy cactus: Not enough resources.
    Could not buy pumpkins: Not enough resources.
    Could not buy mazes: Not enough resources.
    Could not buy dinosaurs: Not enough resources.
    Could not buy cactus: Not enough resources.
    Could not buy pumpkins: Not enough resources.
  259. 4h 30mobserve
    result
    Game time: 4h 31m 8s elapsed, 1h 28m 52s of budget remaining.
    Program: main (running).
    Inventory: hay 67662232, wood 430987651, carrot 58293252, pumpkin 3932985, cactus 9819878, bone 1019950, weird_substance 1368855, gold 957168, water 142426, fertilizer 7253, power 735.59.
    Farm 32x32. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + si…
  260. 4h 31mwait seconds=900
    result
    Waited 15m (time up). Program: main running.
    Inventory change: bone +355216, cactus +8383808, carrot +38130944, fertilizer +720, gold +409600, hay +26179584, power +4016.79, pumpkin +3204608, water +18250, weird_substance -12800, wood +247448064.
    Game time: 4h 46m 18s elapsed, 1h 13m 42s of budget remaining.
  261. 4h 46mbuy_upgrade upgrades=["cactus","pumpkins","mazes","dinosaurs"] · evidence
    result
    Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought pumpkins, now level 10. Paid carrot 65500000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought mazes, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/mazes.md.
    Could not buy dinosaurs: Not enough resources.
    Game time: 4h 46m 28s elapsed, 1h 13m 32s of budge…
  262. 4h 46mwrite_program name="main" · evidence
    result
    Stop the program before editing it.
  263. 4h 46msaidAbout 74 minutes remain. Bones are the scarcest resource, so I'm raising the dinosaur length cap from 150 to 400 (bones scale with length squared).
  264. 4h 46mstop_program
    result
    Program stopped.
    Game time: 4h 46m 48s elapsed, 1h 13m 12s of budget remaining.
  265. 4h 46mwrite_program name="main" · evidence
    result
    Saved main (20 lines).
    Game time: 4h 46m 58s elapsed, 1h 13m 2s of budget remaining.
  266. 4h 46mrun_program name="main" seconds=900
    result
    Ran main for 15m of game time; it is still running.
    Inventory change: bone +144, cactus +16773504, carrot +36495872, fertilizer +720, gold +1310720, hay +33994752, power -3565.43, pumpkin +6259200, water +18888, weird_substance -40960, wood +235480064.
    Game time: 5h 2m 8s elapsed, 57m 52s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: cols <- put
    plant…
  267. 5h 02mbuy_upgrade upgrades=["dinosaurs","cactus"] · evidence
    result
    Bought dinosaurs, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Could not buy cactus: Not enough resources.
    Game time: 5h 2m 18s elapsed, 57m 42s of budget remaining.
  268. 5h 02mwait seconds=600
    result
    Waited 10m (time up). Program: main running.
    Inventory change: cactus -7936, fertilizer +480, power -607.50, water +15360.
    Game time: 5h 12m 28s elapsed, 47m 32s of budget remaining.
  269. 5h 12mwait seconds=300
    result
    Waited 5m (time up). Program: main running.
    Inventory change: cactus -1984, fertilizer +240, power -303.76, water +7680.
    Game time: 5h 17m 38s elapsed, 42m 22s of budget remaining.
  270. 5h 17msaidThe dinosaur run is slowing down a lot at this length. Stopping to bank the bones and going back to a shorter cap for the remaining ~42 minutes.
  271. 5h 17mstop_program
    result
    Program stopped.
    Game time: 5h 17m 48s elapsed, 42m 12s of budget remaining.
  272. 5h 17mrun_program name="fixhat" seconds=5
    result
    Ran fixhat for 0s of game time; it finished.
    Inventory change: bone +2455328, power -0.03, water +1.
    Game time: 5h 17m 58s elapsed, 42m 2s of budget remaining.
    Output:
    (none)
  273. 5h 17mwrite_program name="main" · evidence
    result
    Saved main (20 lines).
    Game time: 5h 18m 8s elapsed, 41m 52s of budget remaining.
  274. 5h 18mrun_program name="main" seconds=900
    result
    Ran main for 15m of game time; it is still running.
    Inventory change: cactus +16776384, carrot +38589440, fertilizer +720, gold +1310720, hay +28335616, power +4046.08, pumpkin +6262784, water +18192, weird_substance -40960, wood +239437312.
    Game time: 5h 33m 18s elapsed, 26m 42s of budget remaining.
    Output:
    (none)
  275. 5h 33mbuy_upgrade upgrades=["cactus"] · evidence
    result
    Could not buy cactus: Not enough resources.
  276. 5h 33mwait seconds=900
    result
    Waited 15m (time up). Program: main running.
    Inventory change: bone +1025312, cactus +16767168, carrot +36774912, fertilizer +720, gold +819200, hay +27469312, power -3618.13, pumpkin +6259200, water +18756, weird_substance -26624, wood +237617664.
    Game time: 5h 48m 38s elapsed, 11m 22s of budget remaining.
  277. 5h 48msaidAbout 11 minutes left. I'll let it run, then stop and remove the hat at the end so no dinosaur tail goes unharvested.
  278. 5h 48mwait seconds=590
    result
    Waited 9m 50s (time up). Program: main running.
    Inventory change: cactus -10496, fertilizer +472, gold +491520, power -591.75, water +15104, weird_substance -14336.
    Game time: 5h 58m 38s elapsed, 1m 22s of budget remaining.
  279. 5h 58mstop_program
    result
    Program stopped.
    Game time: 5h 58m 48s elapsed, 1m 12s of budget remaining.
  280. 5h 58mrun_program name="fixhat" seconds=5
    result
    Ran fixhat for 0s of game time; it finished.
    Inventory change: bone +850208, water +2.
    Game time: 5h 58m 59s elapsed, 1m 1s of budget remaining.
    Output:
    (none)
  281. 5h 58mrun_program name="main" seconds=45
    result
    Ran main for 45s of game time; it is still running.
    Inventory change: carrot +4947968, fertilizer +36, hay +5306368, power +7308.76, water -1090, wood +26946048.
    Game time: 5h 59m 54s elapsed, 6s of budget remaining.
    Output:
    (none)
  282. 5h 59msaidThe 6-hour game-time budget is used up. The farm ended on the largest 32×32 field with all 32 drones, producing 11 resource types: hay, wood, carrots, pumpkins, cactus, gold, bones, weird substance, power, water and fertilizer. How it progressed: - First ~25 minutes: I started with one grass tile, then worked up to a 6×6 field of trees, carrots and grass. - Unlocks: Pumpkins and fertilizer came first, then mazes for gold, multiple drones, cactus, dinosaurs (for bones), polyculture and sunflowers. - Final setup: One master program cycles through every activity, splitting the field between drones: - Mixed crops: trees, carrots and grass, with each plant's preferred companion planted next to it. This was the biggest single boost, about 5–10× yields when first unlocked. - Pumpkins: the whole field becomes one giant pumpkin, with dead ones replanted until it merges. - Cactus: the field is sorted row by row, then column by column, so one harvest takes all of it. - Mazes: the same maze is reused up to 40 times while remembering its walls, which roughly doubled gold per minute. - Dinosaur: it follows a fixed loop round the field, taking safe shortcuts to apples, and is harvested at a capped length. - Sunflowers: harvested from most petals down, which gives about 8× power, used for double drone speed. - Upgrades: Most yield upgrades reached max level or close to it, including all four expansions and all five drone upgrades. Production in the last 15–25 minutes (the reports covered different windows): | Resource | Amount | Time window | |---|---|---| | Wood | ~240M | 15 min | | Carrots | ~37M | 15 min | | Hay | ~28M | 15 min | | Cactus | ~16.8M | 15 min | | Pumpkins | ~6.3M | 15 min | | Gold | ~0.8–1.3M | 15 min | | Bones | ~0.85–2.5M | per dinosaur run | Time lost: - About 10 minutes early on: I switched programs mid-dinosaur run, the dinosaur hat stayed on, and pumpkin farming stalled. - About 10 minutes twice more: buying a field expansion while the program ran left it looping on a cleared field (a maze run the first time, probably the dinosaur run the second). After that I always stopped the program before expanding. - The dinosaur run is slow on big fields, so I capped the length and stopped some runs early to bank the bones. One 20-minute run on the 22×22 field had nothing else farming during it. One small issue was never fixed: drones sometimes try to plant carrots on untilled ground. It only logs warnings and costs a little yield.
  283. 5h 59mwait seconds=6
    result
    Waited 0s (time up). Program: main running.
    Inventory change: no change.
    Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
  284. 6h 00msaidThe full 6 hours of game time are used up, so the run is over. The master program ran right up to the end. In those last 6 seconds nothing new was produced. The final restart only lasted about 45 seconds and was probably still in its mixed-crops or pumpkin phase. If it had reached the dinosaur phase, any partly grown tail stayed unharvested; there was no time left to stop it and remove the hat. The results are as in my previous summary: all 11 resource types produced on the 32×32 field with 32 drones.

Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.

spentreported alongside the score, never folded into it

What it spent

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

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

Tokens

Input (uncached)1,687
Cache reads11,461,393
Cache writes154,382
Output59,926
Thinking (subset of output where reported)23,917
Total11,677,388
ModelTokensEstimate
claude-haiku-5-51,419$0.00015
claude-opus-5-511,675,969$4.73

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $4.73 (cost reported by the agent itself; plan or subscription billing may differ).

conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
Run ideconomy-v1-claude-opus-s3-a1-20261016T192253Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentClaude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp)
Applied config{"model":"opus","effort":"medium","fast":"off"}
Models reportedclaude-opus-5-5, claude-haiku-5-5
Tools availablebuy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program
Harnesse5a6d3888fcb (uncommitted changes)
Bridge / game3ee9b950dce5 / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 8.91 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T19:22:53.744Z → 2026-10-16T19:35:26.242Z
Evidence95 items in evidence.json