GPT-6 Luna, seed 3
Codex · medium reasoning effort
Hay 7.77k produced, 3.89 points
Wood 2.53k produced, 3.40 points
Carrot 653 produced, 2.82 points
Pumpkin 346 produced, 2.54 points
Cactus not produced
Power not produced
Bone not produced
Weird substance not produced
Gold not produced
Water 275 produced, 2.44 points
Fertilizer not produced
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 15.09orders of magnitude · model mean 15.74
- On seed 3
- #8of 8 models
- Cost
- $0.05API-equivalent estimate
- Real time
- 5m 39swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 3.83 |
| 2h 00m | 3.86 |
| 3h 00m | 4.64 |
| 4h 00m | 6.89 |
| 5h 00m | 9.64 |
| 6h 00m | 15.1 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it (a summary, for Codex). Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 3 mean |
|---|---|---|---|
| Resources opened | 5 of 11 | 4.7 of 11 | 9.9 of 11 |
| Study | 45 | 44 | 41 |
| Action overhead | 5% | 6% | 9% |
| Tool calls | 110 | 128 | 198 |
| Program writes | 13 | 16 | 29 |
| Program stints | 11 | 14 | 35 |
| Median stint | 31m 20s | 32m 07s | 8m 48s |
| Cost per point | $0.0031 | $0.0047 | $0.069 |
Farm idle 2% of samples; longest stint 1h 02m; 1 rejected write.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 2m 23s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 1h 03m | {"upgrades":["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand","plant","operators","variables","senses","carrots","trees"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 03m | {"upgrades":["expand","expand","expand","expand","expand","expand","expand","expand"]} | — | Could not buy expand: Not enough resources. |
| 2h 06m | {"upgrades":["grass","grass","grass","grass","grass","grass","grass","grass","grass"]} | grass 2 | Bought grass, now level 2. Paid hay 300. |
| 4h 09m | {"upgrades":["expand","expand","expand","expand","expand","expand","expand","expand","speed","speed","speed","speed","carrots","operators","senses"]} | expand 2, speed 2, carrots 1, operators 1, senses 1 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 5h 13m | {"upgrades":["trees","pumpkins","speed","watering","variables"]} | trees 1, pumpkins 1, speed 3, watering 1, variables 1 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 5h 57m | {"upgrades":["trees","carrots"]} | trees 2, carrots 2 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
Programs 14 writes, code as the agent wrote it
main.py
r11m 40sRan
harvest()- Write result the agent saw
Saved main (1 lines). Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- run_program at 1m 50s for 5s (agent saw)
Ran main for 1s of game time; it finished. Inventory change: hay +1. Game time: 2m 1s elapsed, 5h 57m 59s of budget remaining. Output: (none)
r22m 01sRan
harvest() harvest() harvest() harvest() harvest()Changes from the previous revision
harvest() + harvest() + harvest() + harvest() + harvest()
- Write result the agent saw
Saved main (5 lines). Game time: 2m 11s elapsed, 5h 57m 49s of budget remaining.
- run_program at 2m 11s for 10s (agent saw)
Ran main for 3s of game time; it finished. Inventory change: hay +5. Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining. Output: (none)
r33m 03sRan
while True: harvest()Changes from the previous revision
- harvest() - harvest() - harvest() - harvest() - harvest() + while True: + harvest()
- Write result the agent saw
Saved main (2 lines). Game time: 3m 13s elapsed, 5h 56m 47s of budget remaining.
- run_program at 3m 13s for 3600s (agent saw)
Ran main for 1h of game time; it is still running. Inventory change: hay +7200. Game time: 1h 3m 23s elapsed, 4h 56m 37s of budget remaining. Output: (none)
—1h 05mRejected
harvest() plant(Entities.Bush) while True: harvest()- Write result the agent saw
Stop the program before editing it.
r41h 05mRan
harvest() plant(Entities.Bush) while True: harvest()Changes from the previous revision
+ harvest() + plant(Entities.Bush) while True: harvest()
- Write result the agent saw
Saved main (4 lines). Game time: 1h 6m 3s elapsed, 4h 53m 57s of budget remaining.
- run_program at 1h 06m for 3600s (agent saw)
Ran main for 1h of game time; it is still running. Inventory change: hay +1. Game time: 2h 6m 13s elapsed, 3h 53m 47s of budget remaining. Output: (none)
r52h 07mRan
harvest() harvest() harvest() plant(Entities.Bush)Changes from the previous revision
harvest() + harvest() + harvest() plant(Entities.Bush) - while True: - harvest()
- Write result the agent saw
Saved main (4 lines). Game time: 2h 7m 13s elapsed, 3h 52m 47s of budget remaining.
- run_program at 2h 07m for 30s (agent saw)
Ran main for 1s of game time; it finished. Inventory change: hay +2. Game time: 2h 7m 24s elapsed, 3h 52m 36s of budget remaining. Output: (none)
r62h 07mRanFinal
harvest()Changes from the previous revision
harvest() - harvest() - harvest() - plant(Entities.Bush)
- Write result the agent saw
Saved main (1 lines). Game time: 2h 7m 44s elapsed, 3h 52m 16s of budget remaining.
- run_program at 2h 07m for 20s (agent saw)
Ran main for 0s of game time; it finished. Inventory change: wood +5. Game time: 2h 7m 55s elapsed, 3h 52m 5s of budget remaining. Output: (none)
wood.py
r12h 08mRan
while True: harvest() harvest() harvest() plant(Entities.Bush) harvest()- Write result the agent saw
Saved wood (6 lines). Game time: 2h 8m 25s elapsed, 3h 51m 35s of budget remaining.
- run_program at 2h 08m for 3600s (agent saw)
Ran wood for 1h of game time; it is still running. Inventory change: hay +2. Game time: 3h 8m 35s elapsed, 2h 51m 25s of budget remaining. Output: (none)
r23h 09mRan
while True: harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest()Changes from the previous revision
harvest() plant(Entities.Bush) + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip() harvest()
- Write result the agent saw
Saved wood (11 lines). Game time: 3h 9m 35s elapsed, 2h 50m 25s of budget remaining.
- run_program at 3h 09m for 3600s (agent saw)
Ran wood for 1h of game time; it is still running. Inventory change: hay +2, wood +1244. Game time: 4h 9m 45s elapsed, 1h 50m 15s of budget remaining. Output: (none)
farm.py
r14h 11mRan
while True: harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(East) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(East) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(North) move(West) move(West) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(East) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(East) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(North) move(West) move(West) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(East) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() move(East) harvest() harvest() harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest()- Write result the agent saw
Saved farm (103 lines). Game time: 4h 11m 25s elapsed, 1h 48m 35s of budget remaining.
- run_program at 4h 11m for 1800s (agent saw)
Ran farm for 30m of game time; it is still running. Inventory change: hay +500, wood +710. Game time: 4h 41m 35s elapsed, 1h 18m 25s of budget remaining. Output: (none)
carrots.py
r14h 42mRan
do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() till() plant(Entities.Carrot) while True: do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() plant(Entities.Carrot)- Write result the agent saw
Saved carrots (20 lines). Game time: 4h 43m 5s elapsed, 1h 16m 55s of budget remaining.
- run_program at 4h 43m for 1800s (agent saw)
Ran carrots for 30m of game time; it is still running. Inventory change: carrot +481, hay -242, wood -241. Game time: 5h 13m 15s elapsed, 46m 45s of budget remaining. Output: (none)
pumpkins.py
r15h 15mSaved, never run
harvest() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(South) move(South) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(West) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(West) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(South) move(South) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(North) move(North) move(West) move(West) while True: do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(North) move(North) move(West) move(West) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(North) move(North) move(West) move(West) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(South) move(South) move(West) move(West)- Write result the agent saw
Saved pumpkins (122 lines). Game time: 5h 15m 55s elapsed, 44m 5s of budget remaining.
r25h 15mRan
harvest() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(South) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(West) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(West) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(South) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(East) harvest() harvest() harvest() till() plant(Entities.Pumpkin) move(North) move(North) move(West) move(West) while True: do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(South) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(South) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if can_harvest(): harvest() plant(Entities.Pumpkin) move(North) move(North) move(West) move(West)Changes from the previous revision
plant(Entities.Pumpkin) move(South) - move(South) harvest() harvest() plant(Entities.Pumpkin) move(South) - move(South) harvest() harvest() harvest() plant(Entities.Pumpkin) - move(North) - move(North) - move(West) - move(West) + move(South) if can_harvest(): harvest() harvest() plant(Entities.Pumpkin) - move(North) - move(North) - move(West) - move(West) + move(South) if can_harvest(): harvest() harvest() plant(Entities.Pumpkin) - move(South) - move(South) + move(North) + move(North) move(West) move(West)
- Write result the agent saw
Saved pumpkins (114 lines). Game time: 5h 16m 5s elapsed, 43m 55s of budget remaining.
- run_program at 5h 16m for 1200s (agent saw)
Ran pumpkins for 20m of game time; it is still running. Inventory change: carrot -186, hay +16, pumpkin +346, water +120. Game time: 5h 36m 15s elapsed, 23m 45s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
mixed.py
r15h 37mRan
plant(Entities.Tree) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() plant(Entities.Tree) move(West) plant(Entities.Carrot) while True: do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() plant(Entities.Carrot) move(East) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest() plant(Entities.Tree) move(West)- Write result the agent saw
Saved mixed (35 lines). Game time: 5h 37m 25s elapsed, 22m 35s of budget remaining.
- run_program at 5h 37m for 1200s (agent saw)
Ran mixed for 20m of game time; it is still running. Inventory change: carrot +95, hay -76, water +120, wood +344. Game time: 5h 57m 35s elapsed, 2m 25s of budget remaining. Output: (none)
- run_program at 5h 58m for 105s (agent saw)
Ran mixed for 1m 45s of game time; it is still running. Inventory change: carrot +12, hay -12, water +10, wood +58. Game time: 6h elapsed, 0s of budget remaining. Output: (none)
log
Step by step
- 0ssaidI’ll first map the farm, available functions, and upgrade tree, then use short measurements to choose a scalable crop cycle and spend the full six game-hours producing resources.
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 30ssaidThe save starts with only grass on a 1×1 plot. The key early route is to unlock loops, speed, expansion, then planting and crop chains; I’m checking the exact game mechanics and early costs before committing each purchase.
- 30s
docs_readpath="docs/first_program.md"result
# First Program ## Text editor All programming is done in code windows. Each code window corresponds to a text file containing code. You can rename the file by clicking on its name at the top of the window. The code can be edited like in any text editor as long as it's not running. You can execute the program directly by pressing the green play button in the code window.  You c…
- 40s
docs_readpath="docs/getting_started.md"result
# Getting Started This window contains information about everything in the game. You can move windows around by dragging and dropping the gray part of the window. You can move around by dragging anywhere outside the windows. To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it. Be sure to check out the buttons in the top right corner of the scree…
- 50s
docs_readpath="functions/harvest"result
harvest() Harvests the entity under the drone. If you harvest an entity that can't be harvested, it will be destroyed. returns True if an entity was removed, False otherwise. takes 200 ticks to execute if an entity was removed, 1 tick otherwise. example: harvest() Game time: 1m elapsed, 5h 59m of budget remaining.
- 1m 00s
docs_readpath="unlocks/loops"result
## Loops Unlocks a simple while loop. while True: harvest() ### Unlock Cost [Current cost: hay=5] Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining. - 1m 10s
docs_readpath="unlocks/expand"result
## Expand Expands the farm land and unlocks movement. ### Unlock Cost [Current cost: hay=30] Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- 1m 20s
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) ### Unlock Cost [Current cost: hay=50] Game time: 1m 30s elapsed, 5h 58m 30s of budget remaining.
- 1m 30s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. ### Unlock Cost [Current cost: hay=20] Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
- 1m 40sthoughtRunning grass harvest
- 1m 40s
write_programname="main" · evidenceresult
Saved main (1 lines). Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 1m 50s
run_programname="main" seconds=5result
Ran main for 1s of game time; it finished. Inventory change: hay +1. Game time: 2m 1s elapsed, 5h 57m 59s of budget remaining. Output: (none)
- 2m 01sthoughtWriting five harvest lines
- 2m 01s
write_programname="main" · evidenceresult
Saved main (5 lines). Game time: 2m 11s elapsed, 5h 57m 49s of budget remaining.
- 2m 11s
run_programname="main" seconds=10result
Ran main for 3s of game time; it finished. Inventory change: hay +5. Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining. Output: (none)
- 2m 23s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 2m 33s elapsed, 5h 57m 27s of budget remaining.
- 2m 33sthoughtInspecting grass regrowth
- 2m 33s
observeresult
Game time: 2m 43s elapsed, 5h 57m 17s of budget remaining. Program: none running. Inventory: hay 1. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 2m 43s
docs_readpath="docs/scripting/while.md"result
# While Loop You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`. `while condition: #loop body` Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing. ## For Beginners Perhaps you have already tried to put several `harvest()` calls in a row…
- 2m 53s
docs_readpath="objects/grassland"result
## Grassland The default ground. Grass will automatically grow on it. Game time: 3m 3s elapsed, 5h 56m 57s of budget remaining.
- 3m 03sthoughtSetting harvest loop
- 3m 03ssaidGrass regrows automatically, so an infinite harvest loop can fund the early upgrades. I’ve confirmed the loop syntax and will accumulate enough hay to unlock speed and expansion before building out the plot.
- 3m 03s
write_programname="main" · evidenceresult
Saved main (2 lines). Game time: 3m 13s elapsed, 5h 56m 47s of budget remaining.
- 3m 13s
run_programname="main" seconds=3600result
Ran main for 1h of game time; it is still running. Inventory change: hay +7200. Game time: 1h 3m 23s elapsed, 4h 56m 37s of budget remaining. Output: (none)
- 1h 03mthoughtBuying speed upgrades
- 1h 03m
buy_upgradeupgrades=["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand","plant"," · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy expand: Not enough resources. Co…
- 1h 03mthoughtChecking inventory totals
- 1h 03m
observeresult
Game time: 1h 3m 43s elapsed, 4h 56m 17s of budget remaining. Program: main (running). Inventory: hay 7121. 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)
- 1h 03mthoughtChecking expansion costs Trying batch expansion
- 1h 03m
buy_upgradeupgrades=["expand","expand","expand","expand","expand","expand","expand","expand"] · evidenceresult
Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources.
- 1h 03mthoughtObserving resource counts
- 1h 03m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 1h 04mthoughtChecking bush planting costs
- 1h 04msaidExpansion changes its next cost to wood, so hay alone no longer advances the plot. The farm still has plenty of hay; I’m pivoting to the first wood-producing crop and will expand into a mixed production grid once I can afford it.
- 1h 04m
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md) Game time: 1h 4m 13s elapsed, 4h 55m 47s of budget remaining.
- 1h 04m
docs_searchquery="Bush wood cost"result
No matches for "Bush wood cost". Game time: 1h 4m 23s elapsed, 4h 55m 37s of budget remaining.
- 1h 04m
docs_readpath="unlocks/carrots"result
## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) ### Unlock Cost [Current cost: wood=50] Game time: 1h 4m 33s elapsed, 4h 55m 27s of budget remaining.
- 1h 04m
docs_searchquery="wood"result
docs/home.md: …functions/pet_the_piggy) [plant](functions/plant) [tap](functions/tap) ## Items [Hay](items/hay) [Wood](items/wood) ## Entities [Bush](objects/bush) [Grass](objects/grass) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)… unlocks/carrots: …## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) ### Unlock Cost [Current cost: wood=50]… unlocks/debug: ……
- 1h 04m
docs_readpath="items/hay"result
## Hay Obtained by cutting grass. You have `7121` Game time: 1h 4m 53s elapsed, 4h 55m 7s of budget remaining.
- 1h 04mthoughtLocating plant function docs
- 1h 04m
docs_readpath="functions/plant"result
plant(entity) Spends the cost of the specified entity and plants it under the drone. It fails if you can't afford the plant, the ground type is wrong or there's already a plant there. returns True if it succeeded, False otherwise. takes 200 ticks to execute if it succeeded, 1 tick otherwise. example: plant(Entities.Bush) Game time: 1h 5m 3s elapsed, 4h 54m 57s of budget remaining.
- 1h 05m
docs_readpath="objects/bush"result
## Bush A small bush that drops Items.Wood. Base growth time between 3.2 and 4.8 seconds. Can grow on grassland or soil. For more related information see: [Plant](docs/unlocks/plant.md) Game time: 1h 5m 13s elapsed, 4h 54m 47s of budget remaining.
- 1h 05m
docs_readpath="items/wood"result
## Wood Obtained from bushes and trees. You have `0` For more related information see: [Plant](docs/unlocks/plant.md) Game time: 1h 5m 23s elapsed, 4h 54m 37s of budget remaining.
- 1h 05m
docs_readpath="unlocks/expand_1"result
No accessible documentation page unlocks/expand_1. Use docs_list.
- 1h 05mthoughtWriting harvest-first bush program
- 1h 05m
write_programname="main" · evidenceresult
Stop the program before editing it.
- 1h 05mthoughtStopping cost timer
- 1h 05m
stop_programresult
Program stopped. Game time: 1h 5m 53s elapsed, 4h 54m 7s of budget remaining.
- 1h 05m
write_programname="main" · evidenceresult
Saved main (4 lines). Game time: 1h 6m 3s elapsed, 4h 53m 57s of budget remaining.
- 1h 06m
run_programname="main" seconds=3600result
Ran main for 1h of game time; it is still running. Inventory change: hay +1. Game time: 2h 6m 13s elapsed, 3h 53m 47s of budget remaining. Output: (none)
- 2h 06mthoughtChecking bush growth
- 2h 06m
observeresult
Game time: 2h 6m 23s elapsed, 3h 53m 37s of budget remaining. Program: main (running). Inventory: hay 7122. 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)
- 2h 06mthoughtHarvesting grass first Harvesting grass repeatedly Retrying grass harvest
- 2h 06mthoughtStopping program
- 2h 06m
buy_upgradeupgrades=["grass","grass","grass","grass","grass","grass","grass","grass","grass"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Could not buy grass: Not enough resources. Game time: 2h 6…
- 2h 06mthoughtChecking resource inventory
- 2h 06m
observeresult
Game time: 2h 6m 43s elapsed, 3h 53m 17s of budget remaining. Program: main (running). Inventory: hay 6822. 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)
- 2h 06mthoughtChecking speed upgrade costs Checking bush costs
- 2h 06m
docs_searchquery="plant Bush cost wood"result
No matches for "plant Bush cost wood". Game time: 2h 6m 53s elapsed, 3h 53m 7s of budget remaining.
- 2h 06mthoughtStopping the program Writing three harvests
- 2h 06m
stop_programresult
Program stopped. Game time: 2h 7m 3s elapsed, 3h 52m 57s of budget remaining.
- 2h 07m
write_programname="main" · evidenceresult
Saved main (4 lines). Game time: 2h 7m 13s elapsed, 3h 52m 47s of budget remaining.
- 2h 07m
run_programname="main" seconds=30result
Ran main for 1s of game time; it finished. Inventory change: hay +2. Game time: 2h 7m 24s elapsed, 3h 52m 36s of budget remaining. Output: (none)
- 2h 07mthoughtCould observe.
- 2h 07m
observeresult
Game time: 2h 7m 34s elapsed, 3h 52m 26s of budget remaining. Program: none running. Inventory: hay 6824. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu3* Recent output: (none)
- 2h 07mthoughtHarvesting the bush Harvesting the bush
- 2h 07m
write_programname="main" · evidenceresult
Saved main (1 lines). Game time: 2h 7m 44s elapsed, 3h 52m 16s of budget remaining.
- 2h 07m
run_programname="main" seconds=20result
Ran main for 0s of game time; it finished. Inventory change: wood +5. Game time: 2h 7m 55s elapsed, 3h 52m 5s of budget remaining. Output: (none)
- 2h 07mthoughtSetting up bush cycle
- 2h 07m
observeresult
Game time: 2h 8m 5s elapsed, 3h 51m 55s of budget remaining. Program: none running. Inventory: hay 6824, wood 5. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr3* Recent output: (none)
- 2h 08mthoughtPlanting one test bush Automating bush production
- 2h 08m
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 1x3 => 3x3 ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/expand_1.md) Game time: 2h 8m 15s elapsed, 3h 51m 45s of budget remaining.
- 2h 08mthoughtRunning the harvest cycle
- 2h 08m
write_programname="wood" · evidenceresult
Saved wood (6 lines). Game time: 2h 8m 25s elapsed, 3h 51m 35s of budget remaining.
- 2h 08m
run_programname="wood" seconds=3600result
Ran wood for 1h of game time; it is still running. Inventory change: hay +2. Game time: 3h 8m 35s elapsed, 2h 51m 25s of budget remaining. Output: (none)
- 3h 08mthoughtChecking wood availability
- 3h 08m
observeresult
Game time: 3h 8m 45s elapsed, 2h 51m 15s of budget remaining. Program: wood (running). Inventory: hay 6826, wood 5. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr2* Recent output: (none)
- 3h 08mthoughtWaiting for bush growth Checking flip timing
- 3h 08m
docs_readpath="functions/do_a_flip"result
do_a_flip() Makes the drone do a flip! This action is not affected by speed upgrades. returns None takes 1s to execute. example: while True: do_a_flip() Game time: 3h 8m 55s elapsed, 2h 51m 5s of budget remaining. - 3h 08m
docs_readpath="unlocks/senses"result
## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_items(Items.Wood) < 200: plant(Entities.Bush) ### Unlock Cost [Current cost: hay=100] Game time: 3h 9m 5s elapsed, 2h 50m 55s of budget remaining. - 3h 09m
docs_readpath="objects/bush"result
## Bush A small bush that drops Items.Wood. Base growth time between 3.2 and 4.8 seconds. Can grow on grassland or soil. For more related information see: [Plant](docs/unlocks/plant.md) Game time: 3h 9m 15s elapsed, 2h 50m 45s of budget remaining.
- 3h 09mthoughtStopping the existing program
- 3h 09m
stop_programresult
Program stopped. Game time: 3h 9m 25s elapsed, 2h 50m 35s of budget remaining.
- 3h 09m
write_programname="wood" · evidenceresult
Saved wood (11 lines). Game time: 3h 9m 35s elapsed, 2h 50m 25s of budget remaining.
- 3h 09m
run_programname="wood" seconds=3600result
Ran wood for 1h of game time; it is still running. Inventory change: hay +2, wood +1244. Game time: 4h 9m 45s elapsed, 1h 50m 15s of budget remaining. Output: (none)
- 4h 09mthoughtBuying farm expansions Buying farm expansions
- 4h 09m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; can buy now ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) level…
- 4h 09mthoughtChecking expansion costs
- 4h 09m
buy_upgradeupgrades=["expand","expand","expand","expand","expand","expand","expand","expand","speed","speed","speed","speed","carrots","operators","sen · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources…
- 4h 10mthoughtObserving upgrade costs
- 4h 10m
observeresult
Game time: 4h 10m 15s elapsed, 1h 49m 45s of budget remaining. Program: wood (running). Inventory: hay 6580, wood 1161. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Bu1* _Gr3 _Gr3 Recent out…
- 4h 10mthoughtPrioritizing crops Checking movement docs
- 4h 10m
docs_readpath="unlocks/senses"result
## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_items(Items.Wood) < 200: plant(Entities.Bush) [Tutorial](docs/unlocks/senses.md) Game time: 4h 10m 25s elapsed, 1h 49m 35s of budget remaining. - 4h 10m
docs_readpath="unlocks/operators"result
## Operators Arithmetic, comparison and logic operators. if not can_harvest() and (1 + 1 == 4 / 2): do_a_flip() [Tutorial](docs/scripting/operators.md) Game time: 4h 10m 35s elapsed, 1h 49m 25s of budget remaining. - 4h 10m
docs_readpath="unlocks/carrots"result
## Carrots Increases the yield and cost of carrots. 100% => 200% ### Unlock Cost [Current cost: wood=250] [Tutorial](docs/unlocks/carrots.md) Game time: 4h 10m 45s elapsed, 1h 49m 15s of budget remaining.
- 4h 10m
docs_searchquery="move(North)"result
docs/unlocks/expand_1.md: …n 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 the farm the drone will be moved to the other side of the farm. The following example code will keep moving the … unlocks/lists: …ts to store lots of values. plants = …
- 4h 10m
docs_readpath="unlocks/trees"result
## Trees Unlocks trees. plant(Entities.Trees) ### Unlock Cost [Current cost: wood=50, carrot=70] Game time: 4h 11m 5s elapsed, 1h 48m 55s of budget remaining.
- 4h 11mthoughtReviewing tilling prerequisites Hardcoding plot harvests Hardcoding plot traversal
- 4h 11mthoughtStopping old program
- 4h 11msaidThe farm is now 3×3, with 1,161 wood left after the next upgrade tiers became much more expensive. I’ve unlocked sensing and operators; I’ll run a serpentine bush cycle across all nine tiles to build a much faster wood base, then convert the grid toward carrots and trees while time remains.
- 4h 11m
stop_programresult
Program stopped. Game time: 4h 11m 15s elapsed, 1h 48m 45s of budget remaining.
- 4h 11mthoughtWriting visit sequence Generating harvest routine
- 4h 11m
write_programname="farm" · evidenceresult
Saved farm (103 lines). Game time: 4h 11m 25s elapsed, 1h 48m 35s of budget remaining.
- 4h 11mthoughtAdding reset movement Monitoring circuit coverage
- 4h 11m
run_programname="farm" seconds=1800result
Ran farm for 30m of game time; it is still running. Inventory change: hay +500, wood +710. Game time: 4h 41m 35s elapsed, 1h 18m 25s of budget remaining. Output: (none)
- 4h 41mthoughtTilling carrot plots Checking research options
- 4h 41m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots. 100% =…
- 4h 41m
observeresult
Game time: 4h 41m 55s elapsed, 1h 18m 5s of budget remaining. Program: farm (running). Inventory: hay 7086, wood 1900. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Gr3 _Bu1* _Gr3 Recent outp…
- 4h 41mthoughtChecking carrot-tilling docs
- 4h 41m
docs_readpath="functions/till"result
till() Tills the ground under the drone into Grounds.Soil. If it's already soil it will change the ground back to Grounds.Grassland. returns None takes 200 ticks to execute. example: till() For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 4h 42m 5s elapsed, 1h 17m 55s of budget remaining.
- 4h 42m
docs_readpath="objects/soil"result
## Soil Calling till() turns the ground into soil. Calling till() again changes it back to grassland. Game time: 4h 42m 15s elapsed, 1h 17m 45s of budget remaining.
- 4h 42m
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 4h 42m 25s elapsed, 1h 17m 35s of budget remaining.
- 4h 42m
docs_readpath="functions/can_harvest"result
can_harvest() Used to find out if plants are fully grown. returns True if there is an entity under the drone that is ready to be harvested, False otherwise. takes 1 tick to execute. example: if can_harvest(): harvest() For more related information see: [Speed](docs/unlocks/speed.md) Game time: 4h 42m 35s elapsed, 1h 17m 25s of budget remaining. - 4h 42m
docs_readpath="unlocks/watering"result
## Watering Water the plants to make them grow faster. use_item(Items.Water) ### Unlock Cost [Current cost: wood=50] Game time: 4h 42m 45s elapsed, 1h 17m 15s of budget remaining.
- 4h 42mthoughtHarvesting small bush Waiting for bush growth Waiting for carrots
- 4h 42mthoughtPreparing carrot planting Running three flips
- 4h 42m
stop_programresult
Program stopped. Game time: 4h 42m 55s elapsed, 1h 17m 5s of budget remaining.
- 4h 42m
write_programname="carrots" · evidenceresult
Saved carrots (20 lines). Game time: 4h 43m 5s elapsed, 1h 16m 55s of budget remaining.
- 4h 43m
run_programname="carrots" seconds=1800result
Ran carrots for 30m of game time; it is still running. Inventory change: carrot +481, hay -242, wood -241. Game time: 5h 13m 15s elapsed, 46m 45s of budget remaining. Output: (none)
- 5h 13mthoughtChecking pumpkin docs
- 5h 13m
observeresult
Game time: 5h 13m 25s elapsed, 46m 35s of budget remaining. Program: carrots (running). Inventory: hay 6859, wood 1683, carrot 482. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Gr=grass. y= 2 #Ca2* _Gr3 _Gr3 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Gr3 _Gr3 _…
- 5h 13m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 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% =…
- 5h 13m
docs_readpath="objects/tree"result
No accessible documentation page objects/tree. Use docs_list.
- 5h 13m
docs_readpath="objects/pumpkin"result
No accessible documentation page objects/pumpkin. Use docs_list.
- 5h 13mthoughtPreparing to buy trees Buying tree seeds
- 5h 13m
buy_upgradeupgrades=["trees","pumpkins","speed","watering","variables"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/wateri…
- 5h 14mthoughtLocating pumpkin plant cost
- 5h 14m
docs_readpath="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: 5h 14m 15s elapsed, 45m 45s of budget remaining.
- 5h 14m
docs_readpath="unlocks/pumpkins"result
## Pumpkins Increases the yield and cost of pumpkins. 100% => 200% ### Unlock Cost [Current cost: carrot=1000] [Tutorial](docs/unlocks/pumpkins.md) Game time: 5h 14m 25s elapsed, 45m 35s of budget remaining.
- 5h 14m
docs_searchquery="Pumpkin Base growth time"result
No matches for "Pumpkin Base growth time". Game time: 5h 14m 35s elapsed, 45m 25s of budget remaining.
- 5h 14m
docs_searchquery="Trees Base growth time"result
No matches for "Trees Base growth time". Game time: 5h 14m 45s elapsed, 45m 15s of budget remaining.
- 5h 14mthoughtChecking pumpkin planting cost
- 5h 14m
docs_searchquery="Entities.Pumpkin Plant Cost"result
No matches for "Entities.Pumpkin Plant Cost". Game time: 5h 14m 55s elapsed, 45m 5s of budget remaining.
- 5h 14m
docs_searchquery="Can grow on soil Pumpkin"result
No matches for "Can grow on soil Pumpkin". Game time: 5h 15m 5s elapsed, 44m 55s of budget remaining.
- 5h 15m
docs_readpath="docs/unlocks/pumpkins.md"result
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 5h 15m
docs_searchquery="Tree drops wood"result
No matches for "Tree drops wood". Game time: 5h 15m 25s elapsed, 44m 35s of budget remaining.
- 5h 15mthoughtTilling all nine tiles Writing pumpkin setup program Refining pumpkin harvest loop
- 5h 15mthoughtSearching for Pumpkin constants
- 5h 15mthoughtQuerying now
- 5h 15m
docs_searchquery="Dead_Pumpkin"result
docs/home.md: …n](items/pumpkin) [Water](items/water) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Tree](objects/tree) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)… objects/dead_pumpkin: …## Dead_Pumpkin One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. De…
- 5h 15mthoughtClearing carrots for pumpkins Preparing pumpkin plots Planting pumpkin plots
- 5h 15mthoughtSetting up pumpkin grid Preparing pumpkin replanting Implementing pumpkin replant loop
- 5h 15mthoughtAdding empty-tile handling Writing pumpkin loop Adding pumpkin growth delay
- 5h 15mthoughtPositioning the traversal start
- 5h 15m
stop_programresult
Program stopped. Game time: 5h 15m 45s elapsed, 44m 15s of budget remaining.
- 5h 15mthoughtWriting setup logic Traversing tile rows
- 5h 15m
write_programname="pumpkins" · evidenceresult
Saved pumpkins (122 lines). Game time: 5h 15m 55s elapsed, 44m 5s of budget remaining.
- 5h 15mthoughtChecking row traversal logic Rewriting row traversal code Rewriting traversal code
- 5h 15m
write_programname="pumpkins" · evidenceresult
Saved pumpkins (114 lines). Game time: 5h 16m 5s elapsed, 43m 55s of budget remaining.
- 5h 16mthoughtHarvesting first carrot tile
- 5h 16m
run_programname="pumpkins" seconds=1200result
Ran pumpkins for 20m of game time; it is still running. Inventory change: carrot -186, hay +16, pumpkin +346, water +120. Game time: 5h 36m 15s elapsed, 23m 45s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have … - 5h 36mthoughtReplenishing carrots and wood Checking carrot supplies
- 5h 36msaidThe 3×3 pumpkin plot has produced 346 pumpkins in 20 minutes, along with water from the unlocked watering. Carrots became the limiting input, so the planting loop now reports failed replant attempts; I’m checking what crops remain and will use the remaining time to add a reliable second resource stream.
- 5h 36m
observeresult
Game time: 5h 36m 25s elapsed, 23m 35s of budget remaining. Program: pumpkins (running). Inventory: hay 6856, wood 1014, pumpkin 346, water 133. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: De=dead_pumpkin. y= 2 #De3 #-- #--* y= 1 #De3 #-- #-- y= 0 #-- …
- 5h 36mthoughtPlanting a carrot Checking tree requirements
- 5h 36m
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 5h 36m 35s elapsed, 23m 25s of budget remaining.
- 5h 36m
docs_readpath="objects/tree"result
## Tree Trees drop more wood than bushes. They take longer to grow if other trees grow next to them. Base growth time between 5.6 and 8.4 seconds. Can grow on soil or grassland. For more related information see: [Trees](docs/unlocks/trees.md) Game time: 5h 36m 45s elapsed, 23m 15s of budget remaining.
- 5h 36m
docs_readpath="items/pumpkin"result
## Pumpkin Obtained by harvesting pumpkins. You have `346` For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 5h 36m 55s elapsed, 23m 5s of budget remaining.
- 5h 36m
docs_readpath="objects/pumpkin"result
## Pumpkin Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up. Base growth time between 0.2 and 3.8 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 5h 37m 5s elapsed, 22m 55s of budget remaining.
- 5h 37mthoughtPlanting a tree on empty soil Planting a tree on soil
- 5h 37m
stop_programresult
Program stopped. Game time: 5h 37m 15s elapsed, 22m 45s of budget remaining.
- 5h 37m
write_programname="mixed" · evidenceresult
Saved mixed (35 lines). Game time: 5h 37m 25s elapsed, 22m 35s of budget remaining.
- 5h 37mthoughtAdding post-harvest tree planting
- 5h 37m
run_programname="mixed" seconds=1200result
Ran mixed for 20m of game time; it is still running. Inventory change: carrot +95, hay -76, water +120, wood +344. Game time: 5h 57m 35s elapsed, 2m 25s of budget remaining. Output: (none)
- 5h 57mthoughtBuying a tree upgrade Upgrading trees
- 5h 57m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots…
- 5h 57m
observeresult
Game time: 5h 57m 55s elapsed, 2m 5s of budget remaining. Program: mixed (running). Inventory: hay 6779, wood 1362, carrot 96, pumpkin 346, water 262. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Tr=tree, De=dead_pumpkin. y= 2 #Ca3* #Tr2 #-- y= 1 #D…
- 5h 57mthoughtBuying tree upgrade
- 5h 57m
buy_upgradeupgrades=["trees","carrots"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 5h 58m 5s elapsed, 1m 55s of budget remaining.
- 5h 58m
run_programname="mixed" seconds=105result
Ran mixed for 1m 45s of game time; it is still running. Inventory change: carrot +12, hay -12, water +10, wood +58. Game time: 6h elapsed, 0s of budget remaining. Output: (none)
- 6h 00msaidThe six-hour budget is used. Final inventory: 6,767 hay, 1,170 wood, 108 carrots, 346 pumpkins, and 272 water. The farm finished running a tree-and-carrot cycle across two tiles; it produced 58 wood, 12 carrots, and 10 water in the final 1m45s.
- 6h 00msaidThe game-time budget is exhausted at 6h, so I can’t advance the farm further.
- 6h 00msaidThere’s no game time left to continue: the budget reached 6h exactly.
- 6h 00mthoughtWaiting for more time
- 6h 00msaidI can’t continue: the game has reached its 6-hour limit, with 0 seconds remaining.
- 6h 00msaidThere’s no game time remaining, so the farm can’t run any further.
- 6h 00msaidI can’t advance the farm with the game-time budget at 0s.
- 6h 00msaidThe six-hour game-time budget is exhausted, so I can’t continue playing.
- 6h 00msaidI can’t continue playing because the game-time budget is at 0s.
- 6h 00msaidThe six-hour budget is exhausted at 0s, so no more game time can pass.
- 6h 00msaidThe farm has used all 6 hours of game time. There’s no remaining time to continue.
- 6h 00msaidI can’t advance the farm further: the 6-hour budget is exhausted.
- 6h 00msaidThere are 0 seconds left in the game-time budget, so the farm can’t run any longer.
- 6h 00msaidI can’t continue playing with 0s remaining in the game-time budget.
- 6h 00mthoughtAttempting a game action Checking game state
- 6h 00msaidI’ll check whether the game allows any further action at the limit; if it blocks the call, the farm is finished for this save.
- 6h 00m
observeresult
Game time: 6h elapsed, 0s of budget remaining. Program: mixed (running). Inventory: hay 6464, wood 1177, carrot 111, pumpkin 346, water 275. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Tr=tree, De=dead_pumpkin. y= 2 #Ca3* #Tr1 #-- y= 1 #De3 #-- …
- 6h 00msaidThe game confirms the run is over at 6h and says to stop. The farm’s final inventory is 6,464 hay, 1,177 wood, 111 carrots, 346 pumpkins, and 275 water.
Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 68,669 |
| Cache reads | 3,166,080 |
| Cache writes | 0 |
| Output | 15,590 |
| Thinking (subset of output where reported) | 10,243 |
| Total | 3,250,339 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6-luna | 3,250,339 | $0.05 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.
- gpt-6-luna: 3250339 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
- Cost estimate assumption: gpt-6-luna: 3250339 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
| Run id | economy-v1-codex-gpt-6-luna-s3-a1-20261016T143131Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Codex 2.2.2 (@agentclientprotocol/codex-acp) |
| Applied config | {"mode":"read-only","model":"gpt-6-luna","reasoning_effort":"medium","fast-mode":"off"} |
| Models reported | gpt-6-luna |
| Tools available | not recorded |
| Harness | 55e7bd366f82 (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 3.94 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T14:31:31.328Z → 2026-10-16T14:37:10.588Z |
| Evidence | 26 items in evidence.json |