GPT-6.1 Sol, seed 3

Codex · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 179m produced, 8.25 points
  • Wood 842m produced, 8.93 points
  • Carrot 136m produced, 8.13 points
  • Pumpkin 26.1m produced, 7.42 points
  • Cactus 51.3m produced, 7.71 points
  • Power 151k produced, 5.18 points
  • Bone 5.12m produced, 6.71 points
  • Weird substance 41.2m produced, 7.61 points
  • Gold 233k produced, 5.37 points
  • Water 139k produced, 5.14 points
  • Fertilizer 12.7k 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
74.56orders of magnitude · model mean 74.08
On seed 3
#2of 8 models
Cost
$0.32API-equivalent estimate
Real time
6m 34swall 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 00m22.1
2h 00m44.4
3h 00m50.4
4h 00m56.1
5h 00m67.8
6h 00m74.6
thought5m 35s · **Considering harvest timing** I need to think about the impact of premature harvesting. It can really destroy the yield, so waiting until the right time is cr1h 04m · **Searching for fertilizer options** I need to find a strange tree fertilizer. One idea is to use a multi-economy mixed sunflower fertilizer on the tree. First1h 04m · **Inspecting code issues** I’m trying to figure out if there’s an indentation error with the `harvest()` function. It seems like the function is expected to ex1h 36m · **Maximizing drone efficiency** I need to focus on maximizing efficient quantities and exponential upgrades with multiple drones. I can spend 30 minutes on the2h 19m · **Considering expenses** I need to avoid spending too much on pumpkins since the upgrade happened so quickly, especially concerning carrots. It’s interesting h3h 15m · **Optimizing harvest strategy** I'm considering using parallel pumpkin plots in a 6x6 setup rather than the entire larger one, as the huge cactus approach is q3h 41m · **Maximizing drone efficiency** I need to think about maximizing my remaining economic resources, especially with the eight drones available. It could be a hug4h 28m · **Evaluating expansion costs** I need to expand to level 4 for 35 minutes. I'm wondering if pumpkin can be upgraded to produce 6 doubles, costing 256k each. Ca5h 01m · **Analyzing resource upgrades** I’m focusing on the diversity in upgrading resources like cacti, gold, bones, and pumpkins. It looks like pumpkins get an upgra5h 46m · **Evaluating algorithm output** I’m working with an algorithm related to economic calculations, and it seems like it's hitting a max column limit. I have to mathought: 10 entries, first at 5m 35s
runningrunning: 32 entries, first at 50s

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-playedcompared with GPT-6.1 Sol'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
Study252541docs and research reads
Action overhead6%6%9%game time spent looking, reading and typing (10 s per call)
Tool calls132134198every action the agent took
Program writes202229accepted saves of a program
Program stints313235times a program was started and left running
Median stint10m 40s10m 38s8m 48show long a program usually ran before the next change
Cost per point$0.0043$0.0063$0.069API-equivalent estimate ÷ score

Farm idle 1% of samples; longest stint 35m 50s; 1 rejected write.

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
Wood842.2M produced · 8.93 pts
Wood842.2M produced · 8.93 pts
Hay179.3M produced · 8.25 pts
Hay179.3M produced · 8.25 pts
Carrot136.2M produced · 8.13 pts
Carrot136.2M produced · 8.13 pts
Cactus51.3M produced · 7.71 pts
Cactus51.3M produced · 7.71 pts
Weird substance41.2M produced · 7.61 pts
Weird substance41.2M produced · 7.61 pts
Pumpkin26.1M produced · 7.42 pts
Pumpkin26.1M produced · 7.42 pts
Bone5.1M produced · 6.71 pts
Bone5.1M produced · 6.71 pts
Gold232.8K produced · 5.37 pts
Gold232.8K produced · 5.37 pts
Power151.4K produced · 5.18 pts
Power151.4K produced · 5.18 pts
Water138.7K produced · 5.14 pts
Water138.7K produced · 5.14 pts
Fertilizer12.7K produced · 4.11 pts
Fertilizer12.7K produced · 4.11 pts
upgrades111 levels across 29 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
carrotscarrots: 10 entries, first at 10m 55s
operatorsoperators: 1 entry, first at 16m 35s
sensessenses: 1 entry, first at 16m 35s
wateringwatering: 9 entries, first at 20m 05s
variablesvariables: 1 entry, first at 25m 35s
treestrees: 10 entries, first at 25m 35s
functionsfunctions: 2 entries, first at 25m 35s
grassgrass: 9 entries, first at 25m 35s
pumpkinspumpkins: 9 entries, first at 31m 35s
sunflowerssunflowers: 1 entry, first at 42m 05s
fertilizerfertilizer: 4 entries, first at 42m 05s
listslists: 1 entry, first at 42m 05s
debugdebug: 1 entry, first at 42m 55s
cactuscactus: 5 entries, first at 1h 03m
dictionariesdictionaries: 1 entry, first at 1h 03m
costscosts: 1 entry, first at 1h 03m
auto_unlockauto_unlock: 1 entry, first at 1h 03m
dinosaursdinosaurs: 6 entries, first at 1h 15m
hatshats: 6 entries, first at 1h 15m
mazesmazes: 6 entries, first at 1h 25m
megafarmmegafarm: 4 entries, first at 1h 36m
debug_2debug_2: 1 entry, first at 1h 36m
polyculturepolyculture: 3 entries, first at 2h 19m
utilitiesutilities: 1 entry, first at 2h 19m
timingtiming: 1 entry, first at 2h 19m
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.
5m 15s{"upgrades":["carrots","expand","speed","operators","senses"]}—Could not buy carrots: Not enough resources.
10m 45s{"upgrades":["carrots","expand","speed","operators","senses"]}carrots 1, expand 2Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
12m 35s{"upgrades":["operators","speed","senses"]}—Could not buy operators: Not enough resources.
16m 25s{"upgrades":["operators","senses"]}operators 1, senses 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
19m 55s{"upgrades":["speed","watering"]}speed 2, watering 1Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
25m 25s{"upgrades":["variables","trees","functions","expand","grass","carrots","speed"]}variables 1, trees 1, functions 1, functions 1, expand 3, grass 2Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
25m 55s{"upgrades":["trees"]}trees 2Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
31m 25s{"upgrades":["speed","expand","carrots","pumpkins","grass"]}speed 3, expand 4, carrots 2, pumpkins 1, grass 3Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
41m 55s{"upgrades":["sunflowers","speed","trees","carrots","expand","watering","fertilizer","lists"]}sunflowers 1, speed 4, trees 3, carrots 3, watering 2, fertilizer 1, lists 1Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
42m 45s{"upgrades":["speed","grass","fertilizer","watering","debug"]}speed 5, grass 4, fertilizer 2, watering 3, debug 1Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
53m 05s{"upgrades":["carrots","trees","pumpkins"]}carrots 4, trees 4, pumpkins 2Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
1h 03m{"upgrades":["cactus","expand","dictionaries","costs","auto_unlock","utilities","polyculture"]}cactus 1, expand 5, dictionaries 1, costs 1, auto_unlock 1Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
1h 04m{"upgrades":["dinosaurs"]}—Could not buy dinosaurs: Not enough resources.
1h 15m{"upgrades":["dinosaurs"]}dinosaurs 1, hats 1Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
1h 25m{"upgrades":["mazes"]}mazes 1Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
1h 36m{"upgrades":["megafarm","mazes","mazes","debug_2"]}megafarm 1, mazes 2, debug_2 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 37m{"upgrades":["megafarm","fertilizer","grass","watering"]}megafarm 2, fertilizer 3, grass 5, watering 4Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 58m{"upgrades":["trees","trees","carrots","grass","fertilizer","watering","pumpkins"]}trees 5, trees 6, carrots 5, grass 6, fertilizer 4, watering 5, pumpkins 3Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
1h 58m{"upgrades":["pumpkins","pumpkins"]}pumpkins 4, pumpkins 5Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
2h 19m{"upgrades":["expand","expand","cactus","cactus","polyculture","utilities","timing"]}expand 6, polyculture 1, utilities 1, timing 1Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
2h 39m{"upgrades":["carrots","trees","grass","carrots"]}carrots 6, trees 7, grass 7, carrots 7Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
2h 54m{"upgrades":["expand","cactus","cactus"]}expand 7, cactus 2, cactus 3Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 15m{"upgrades":["expand","cactus","pumpkins"]}expand 8Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 30m{"upgrades":["dinosaurs","dinosaurs","mazes","mazes","mazes"]}dinosaurs 2, hats 1, dinosaurs 3, hats 1, mazes 3, mazes 4Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
3h 41m{"upgrades":["megafarm","megafarm","megafarm"]}megafarm 3Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
4h 02m{"upgrades":["trees","trees","carrots","grass","watering","watering"]}trees 8, carrots 8, grass 8, watering 6, watering 7Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md.
4h 17m{"upgrades":["polyculture","polyculture"]}polyculture 2, polyculture 3Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
4h 28m{"upgrades":["expand","cactus","cactus"]}cactus 4Could not buy expand: Not enough resources.
4h 28m{"upgrades":["pumpkins","pumpkins"]}pumpkins 6, pumpkins 7Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
4h 35m{"upgrades":["expand"]}expand 9Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
4h 51m{"upgrades":["trees","grass","carrots","watering","watering"]}trees 9, grass 9, carrots 9, watering 8, watering 9Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md.
5h 01m{"upgrades":["trees","grass","carrots"]}trees 10, grass 10, carrots 10Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
5h 01m{"upgrades":["pumpkins","pumpkins"]}pumpkins 8, pumpkins 9Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md.
5h 11m{"upgrades":["cactus","cactus"]}cactus 5Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md.
5h 22m{"upgrades":["mazes","dinosaurs","dinosaurs"]}mazes 5, dinosaurs 4, hats 1, dinosaurs 5, hats 1Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md.
5h 29m{"upgrades":["mazes","dinosaurs"]}mazes 6, dinosaurs 6, hats 1Bought mazes, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/mazes.md.
5h 38m{"upgrades":["megafarm"]}megafarm 4Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.

Programs 21 writes, code as the agent wrote it

start.py1 write · 1 ran · first at 30s
  1. r130sRanFinal10 lines · ran 5s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved start (10 lines).
    Game time: 40s elapsed, 5h 59m 20s of budget remaining.
    run_program at 40s for 30s (agent saw)
    Ran start for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 55s elapsed, 5h 59m 5s of budget remaining.
    Output:
    (none)
hay.py1 write · 1 ran · first at 1m 15s
  1. r11m 15sRanFinal2 lines · ran 4m 00s
    while True:
     harvest()
    Write result the agent saw
    Saved hay (2 lines).
    Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
    run_program at 1m 25s for 60s (agent saw)
    Ran hay 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 10m 55s for 90s (agent saw)
    Ran hay for 1m 30s of game time; it is still running.
    Inventory change: no change.
    Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining.
    Output:
    (none)
wood.py3 writes · 2 ran · first at 2m 55s
  1. r12m 55sRan4 lines · ran 5m 10s
    while True:
     harvest()
     plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Saved wood (4 lines).
    Game time: 3m 5s elapsed, 5h 56m 55s of budget remaining.
    run_program at 3m 05s for 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: hay +2.
    Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining.
    Output:
    (none)
    run_program at 6m 05s for 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: no change.
    Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining.
    Output:
    (none)
  2. —5m 55sRejected
    while True:
     if can_harvest():
      harvest()
      plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Stop the program before editing it.
  3. r28m 25sRanFinal5 lines · +2 −1 · ran 2m 20s
    while True:
     if can_harvest():
      harvest()
     plant(Entities.Bush)
     move(North)
    Changes from the previous revision
      while True:
    -  harvest()
    +  if can_harvest():
    +   harvest()
       plant(Entities.Bush)
       move(North)
    
    Write result the agent saw
    Saved wood (5 lines).
    Game time: 8m 35s elapsed, 5h 51m 25s of budget remaining.
    run_program at 8m 35s for 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: wood +73.
    Game time: 10m 45s elapsed, 5h 49m 15s of budget remaining.
    Output:
    (none)
reset_hay.py1 write · 1 ran · first at 13m 05s
  1. r113m 05sRanFinal4 lines · ran 3m 30s
    clear()
    while True:
     harvest()
     move(North)
    Write result the agent saw
    Saved reset_hay (4 lines).
    Game time: 13m 15s elapsed, 5h 46m 45s of budget remaining.
    run_program at 13m 15s for 180s (agent saw)
    Ran reset_hay for 3m of game time; it is still running.
    Inventory change: hay +269.
    Game time: 16m 25s elapsed, 5h 43m 35s of budget remaining.
    Output:
    (none)
basic.py1 write · 1 ran · first at 16m 35s
  1. r116m 35sRanFinal8 lines · ran 3m 30s
    while True:
     if can_harvest():
      harvest()
     if get_pos_x() == 0:
      plant(Entities.Bush)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved basic (8 lines).
    Game time: 16m 45s elapsed, 5h 43m 15s of budget remaining.
    run_program at 16m 45s for 180s (agent saw)
    Ran basic for 3m of game time; it is still running.
    Inventory change: hay +215, wood +124.
    Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
    Output:
    (none)
mixed.py1 write · 1 ran · first at 20m 05s
  1. r120m 05sRanFinal12 lines · ran 6m 00s
    while True:
     if can_harvest():
      harvest()
     if get_pos_x() == 0:
      plant(Entities.Bush)
     if get_pos_x() == 1:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Carrot)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved mixed (12 lines).
    Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
    run_program at 20m 15s for 300s (agent saw)
    Ran mixed for 5m of game time; it is still running.
    Inventory change: carrot +193, hay +269, water +30, wood +228.
    Game time: 25m 25s elapsed, 5h 34m 35s of budget remaining.
    Output:
    (none)
economy.py1 write · 1 ran · first at 26m 05s
  1. r126m 05sRanFinal14 lines · ran 27m 10s
    while True:
     x = get_pos_x()
     y = get_pos_y()
     if can_harvest():
      harvest()
     if x % 2 == 0 and y % 2 == 0:
      plant(Entities.Tree)
     elif x % 2 == 1:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Carrot)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved economy (14 lines).
    Game time: 26m 15s elapsed, 5h 33m 45s of budget remaining.
    run_program at 26m 15s for 300s (agent saw)
    Ran economy for 5m of game time; it is still running.
    Inventory change: carrot +396, hay +276, water +30, wood +1478.
    Game time: 31m 25s elapsed, 5h 28m 35s of budget remaining.
    Output:
    (none)
    run_program at 31m 45s for 600s (agent saw)
    Ran economy for 10m of game time; it is still running.
    Inventory change: carrot +2228, hay +1752, water +60, wood +6614.
    Game time: 41m 55s elapsed, 5h 18m 5s of budget remaining.
    Output:
    (none)
    run_program at 42m 55s for 600s (agent saw)
    Ran economy for 10m of game time; it is still running.
    Inventory change: carrot +7820, fertilizer +120, hay +12308, water +240, wood +16068.
    Game time: 53m 5s elapsed, 5h 6m 55s of budget remaining.
    Output:
    (none)
pumpkin.py1 write · 1 ran · first at 53m 15s
  1. r153m 15sRan18 lines · ran 1h 07m
    clear()
    while True:
     ready = True
     for x in range(get_world_size()):
      for y in range(get_world_size()):
       if get_ground_type() != Grounds.Soil:
        till()
       if get_entity_type() != Entities.Pumpkin:
        plant(Entities.Pumpkin)
        ready = False
       elif not can_harvest():
        ready = False
       if get_water() < 0.5:
        use_item(Items.Water)
       move(North)
      move(East)
     if ready:
      harvest()
    Write result the agent saw
    Saved pumpkin (18 lines).
    Game time: 53m 25s elapsed, 5h 6m 35s of budget remaining.
    run_program at 53m 25s for 600s (agent saw)
    Ran pumpkin for 10m of game time; it is still running.
    Inventory change: carrot -3364, fertilizer +120, pumpkin +15984, water -361.
    Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
    Output:
    (none)
    run_program at 1h 58m for 1200s (agent saw)
    Ran pumpkin for 20m of game time; it is still running.
    Inventory change: carrot -5872, fertilizer +960, power -1215.31, pumpkin +24576, water -6.
    Game time: 2h 19m 9s elapsed, 3h 40m 51s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    run_program at 2h 39m for 900s (agent saw)
    Ran pumpkin for 15m of game time; it is still running.
    Inventory change: carrot -77456, fertilizer +720, power -911.48, pumpkin +359424.
    Game time: 2h 54m 59s elapsed, 3h 5m 1s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
cactus.py1 write · 0 ran · first at 1h 04m
  1. r11h 04mSaved, never run25 lines
    clear()
    n = get_world_size()
    while True:
     for x in range(n):
      for y in range(n):
       if get_ground_type() != Grounds.Soil:
        till()
       plant(Entities.Cactus)
       move(North)
      move(East)
     for x in range(n):
      for p in range(n):
       for y in range(n):
        if get_pos_y() < n - 1 and measure() > measure(North):
         swap(North)
        move(North)
      move(East)
     for y in range(n):
      for p in range(n):
       for x in range(n):
        if get_pos_x() < n - 1 and measure() > measure(East):
         swap(East)
        move(East)
      move(North)
     harvest()
    Write result the agent saw
    Saved cactus (25 lines).
    Game time: 1h 4m 15s elapsed, 4h 55m 45s of budget remaining.
    run_program at 1h 04m for 600s (agent saw)
    Parse error: error_mixed_indentation
cactus2.py1 write · 1 ran · first at 1h 04m
  1. r11h 04mRanFinal25 lines · ran 26m 20s
    clear()
    n = get_world_size()
    while True:
    	for x in range(n):
    		for y in range(n):
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Cactus)
    			move(North)
    		move(East)
    	for x in range(n):
    		for p in range(n):
    			for y in range(n):
    				if get_pos_y() < n - 1 and measure() > measure(North):
    					swap(North)
    				move(North)
    		move(East)
    	for y in range(n):
    		for p in range(n):
    			for x in range(n):
    				if get_pos_x() < n - 1 and measure() > measure(East):
    					swap(East)
    				move(East)
    		move(North)
    	harvest()
    Write result the agent saw
    Saved cactus2 (25 lines).
    Game time: 1h 4m 55s elapsed, 4h 55m 5s of budget remaining.
    run_program at 1h 04m for 600s (agent saw)
    Ran cactus2 for 10m of game time; it is still running.
    Inventory change: cactus +24576, fertilizer +120, pumpkin -896, water +240.
    Game time: 1h 15m 5s elapsed, 4h 44m 55s of budget remaining.
    Output:
    (none)
    run_program at 3h 15m for 900s (agent saw)
    Ran cactus2 for 15m of game time; it is still running.
    Inventory change: fertilizer +720, power -911.22, pumpkin -3872, water +1440.
    Game time: 3h 30m 49s elapsed, 2h 29m 11s of budget remaining.
    Output:
    (none)
infect.py1 write · 1 ran · first at 1h 15m
  1. r11h 15mRanFinal9 lines · ran 10m 40s
    clear()
    while True:
    	if can_harvest():
    		harvest()
    	plant(Entities.Tree)
    	use_item(Items.Fertilizer)
    	move(North)
    	if get_pos_y() == 0:
    		move(East)
    Write result the agent saw
    Saved infect (9 lines).
    Game time: 1h 15m 35s elapsed, 4h 44m 25s of budget remaining.
    run_program at 1h 15m for 600s (agent saw)
    Ran infect for 10m of game time; it is still running.
    Inventory change: fertilizer -398, hay +712, water +240, weird_substance +3640, wood +16200.
    Game time: 1h 25m 45s elapsed, 4h 34m 15s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
gold.py1 write · 1 ran · first at 1h 26m
  1. r11h 26mRanFinal15 lines · ran 12m 04s
    clear()
    dirs = [North, East, South, West]
    while True:
    	plant(Entities.Bush)
    	use_item(Items.Weird_Substance, get_world_size() * 2**(num_unlocked(Unlocks.Mazes) - 1))
    	i = 0
    	while get_entity_type() != Entities.Treasure:
    		if can_move(dirs[(i + 1) % 4]):
    			i = (i + 1) % 4
    			move(dirs[i])
    		elif can_move(dirs[i]):
    			move(dirs[i])
    		else:
    			i = (i - 1) % 4
    	harvest()
    Write result the agent saw
    Saved gold (15 lines).
    Game time: 1h 26m 15s elapsed, 4h 33m 45s of budget remaining.
    run_program at 1h 26m for 600s (agent saw)
    Ran gold for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +8448, water +240, weird_substance -1064.
    Game time: 1h 36m 25s elapsed, 4h 23m 35s of budget remaining.
    Output:
    (none)
multi_econ.py1 write · 1 ran · first at 1h 38m
  1. r11h 38mRanFinal34 lines · ran 1h 40m
    clear()
    def worker():
    	start = get_pos_x()
    	while True:
    		x = get_pos_x()
    		y = get_pos_y()
    		if can_harvest():
    			harvest()
    		if x % 4 == 3:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Sunflower)
    		elif x % 2 == 0:
    			if y % 2 == 0:
    				plant(Entities.Tree)
    				if num_items(Items.Fertilizer) > 0 and not can_harvest():
    					use_item(Items.Fertilizer)
    		else:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Carrot)
    		if get_water() < 0.3:
    			use_item(Items.Water)
    		move(North)
    		if get_pos_y() == 0:
    			for i in range(max_drones()):
    				move(East)
    			if get_pos_x() < start:
    				while get_pos_x() != start:
    					move(East)
    for i in range(max_drones()-1):
    	spawn_drone(worker)
    	move(East)
    worker()
    Write result the agent saw
    Saved multi_econ (34 lines).
    Game time: 1h 38m 19s elapsed, 4h 21m 41s of budget remaining.
    run_program at 1h 38m for 1200s (agent saw)
    Ran multi_econ for 20m of game time; it is still running.
    Inventory change: carrot +80680, fertilizer -149, hay +344336, power +6173.82, water -406, weird_substance +21120, wood +357056.
    Game time: 1h 58m 29s elapsed, 4h 1m 31s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    run_program at 2h 19m for 1200s (agent saw)
    Ran multi_econ for 20m of game time; it is still running.
    Inventory change: carrot +398347, fertilizer -984, hay +960144, power +12817.64, water -297, weird_substance +428240, wood +3861536.
    Game time: 2h 39m 39s elapsed, 3h 20m 21s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: worker
    plant(Entities.Sunflower)
         ^^                  
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    run_program at 3h 42m for 1200s (agent saw)
    Ran multi_econ for 20m of game time; it is still running.
    Inventory change: carrot +2166490, fertilizer -2993, hay +3472448, power +19967.36, water -2545, weird_substance +1567840, wood +11506272.
    Game time: 4h 2m 19s elapsed, 1h 57m 41s of budget remaining.
    Output:
    …      
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    run_program at 4h 35m for 900s (agent saw)
    Ran multi_econ for 15m of game time; it is still running.
    Inventory change: carrot +14695083, fertilizer -1597, hay +17532032, power +19879.77, water -4663, weird_substance +6516480, wood +87977728.
    Game time: 4h 51m 4s elapsed, 1h 8m 56s of budget remaining.
    Output:
    …   ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: worker
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    run_program at 5h 46m for 740s (agent saw)
    Ran multi_econ for 12m 20s of game time; it is still running.
    Inventory change: bone +9248, carrot +92471802, fertilizer -2168, hay +107045888, power +30994.86, water +5286, weird_substance +29533440, wood +555724032.
    Game time: 5h 59m 24s elapsed, 36s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
gold_fast.py1 write · 1 ran · first at 3h 31m
  1. r13h 31mRanFinal6 lines · ran 19m 30s
    clear()
    set_world_size(1)
    while num_items(Items.Weird_Substance) > 10000:
    	plant(Entities.Bush)
    	use_item(Items.Weird_Substance, 2**(num_unlocked(Unlocks.Mazes)-1))
    	harvest()
    Write result the agent saw
    Saved gold_fast (6 lines).
    Game time: 3h 31m 19s elapsed, 2h 28m 41s of budget remaining.
    run_program at 3h 31m for 600s (agent saw)
    Ran gold_fast for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +48192, power -607.52, water +960, weird_substance -48192.
    Game time: 3h 41m 29s elapsed, 2h 18m 31s of budget remaining.
    Output:
    (none)
    run_program at 5h 29m for 500s (agent saw)
    Ran gold_fast for 8m 20s of game time; it is still running.
    Inventory change: fertilizer +400, gold +160640, power -507.21, water +12800, weird_substance -160640.
    Game time: 5h 38m 4s elapsed, 21m 56s of budget remaining.
    Output:
    (none)
restore.py1 write · 1 ran · first at 3h 41m
  1. r13h 41mRanFinal2 lines · ran 0s
    set_world_size(0)
    clear()
    Write result the agent saw
    Saved restore (2 lines).
    Game time: 3h 41m 59s elapsed, 2h 18m 1s of budget remaining.
    run_program at 3h 41m for 1s (agent saw)
    Ran restore for 0s of game time; it finished.
    Inventory change: fertilizer +1, water +1.
    Game time: 3h 42m 9s elapsed, 2h 17m 51s of budget remaining.
    Output:
    (none)
bones.py1 write · 1 ran · first at 4h 02m
  1. r14h 02mRanFinal28 lines · ran 15m 30s
    clear()
    n = get_world_size()
    def cycle():
    	for i in range(n-1):
    		if not move(North):
    			return False
    	for x in range(1,n):
    		if not move(East):
    			return False
    		if x % 2 == 1:
    			d = South
    		else:
    			d = North
    		for i in range(n-2):
    			if not move(d):
    				return False
    	if not move(South):
    		return False
    	for i in range(n-1):
    		if not move(West):
    			return False
    	return True
    while num_items(Items.Cactus) > 1000:
    	change_hat(Hats.Dinosaur_Hat)
    	while cycle():
    		pass
    	change_hat(Hats.Straw_Hat)
    	clear()
    Write result the agent saw
    Saved bones (28 lines).
    Game time: 4h 2m 39s elapsed, 1h 57m 21s of budget remaining.
    run_program at 4h 02m for 900s (agent saw)
    Ran bones for 15m of game time; it is still running.
    Inventory change: bone +933156, cactus -4296, fertilizer +720, power -912.60, water +5760.
    Game time: 4h 17m 49s elapsed, 1h 42m 11s of budget remaining.
    Output:
    (none)
pumpkin_parallel.py1 write · 1 ran · first at 4h 17m
  1. r14h 17mRanFinal32 lines · ran 28m 15s
    clear()
    def plot(i):
    	sx = (i % 3) * 7
    	sy = (i // 3) * 7
    	while get_pos_x() != sx:
    		move(East)
    	while get_pos_y() != sy:
    		move(North)
    	while True:
    		ready = True
    		for x in range(6):
    			for y in range(6):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				if get_entity_type() != Entities.Pumpkin:
    					plant(Entities.Pumpkin)
    					ready = False
    				elif not can_harvest():
    					ready = False
    				if get_water() < 0.5 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			for y in range(6):
    				move(South)
    			move(East)
    		for x in range(6):
    			move(West)
    		if ready:
    			harvest()
    for i in range(7):
    	spawn_drone(plot,i)
    plot(7)
    Write result the agent saw
    Saved pumpkin_parallel (32 lines).
    Game time: 4h 18m 9s elapsed, 1h 41m 51s of budget remaining.
    run_program at 4h 18m for 600s (agent saw)
    Ran pumpkin_parallel for 10m of game time; it is still running.
    Inventory change: bone +17956, carrot -253936, fertilizer +480, power -4857.55, pumpkin +1195776, water -1010.
    Game time: 4h 28m 19s elapsed, 1h 31m 41s of budget remaining.
    Output:
    (none)
    run_program at 5h 01m for 600s (agent saw)
    Ran pumpkin_parallel for 10m of game time; it is still running.
    Inventory change: carrot -4087040, fertilizer +480, power -4858.96, pumpkin +19243008, water +10910.
    Game time: 5h 11m 54s elapsed, 48m 6s of budget remaining.
    Output:
    (none)
cactus_parallel.py1 write · 1 ran · first at 5h 12m
  1. r15h 12mRanFinal51 lines · ran 17m 20s
    clear()
    n = get_world_size()
    def column(x):
    	while get_pos_x() != x:
    		move(East)
    	for y in range(n):
    		if get_ground_type() != Grounds.Soil:
    			till()
    		plant(Entities.Cactus)
    		move(North)
    	for p in range(n):
    		changed = False
    		for y in range(n):
    			if get_pos_y() < n-1 and measure() > measure(North):
    				swap(North)
    				changed = True
    			move(North)
    		if not changed:
    			break
    def row(y):
    	while get_pos_y() != y:
    		move(North)
    	for p in range(n):
    		changed = False
    		for x in range(n):
    			if get_pos_x() < n-1 and measure() > measure(East):
    				swap(East)
    				changed = True
    			move(East)
    		if not changed:
    			break
    while True:
    	for base in range(0,n,max_drones()):
    		handles = []
    		for i in range(max_drones()-1):
    			handles.append(spawn_drone(column,base+i))
    		column(base+max_drones()-1)
    		for h in handles:
    			wait_for(h)
    		while get_pos_x() != 0:
    			move(East)
    	for base in range(0,n,max_drones()):
    		handles = []
    		for i in range(max_drones()-1):
    			handles.append(spawn_drone(row,base+i))
    		row(base+max_drones()-1)
    		for h in handles:
    			wait_for(h)
    		while get_pos_y() != 0:
    			move(North)
    	harvest()
    Write result the agent saw
    Saved cactus_parallel (51 lines).
    Game time: 5h 12m 14s elapsed, 47m 46s of budget remaining.
    run_program at 5h 12m for 600s (agent saw)
    Ran cactus_parallel for 10m of game time; it is still running.
    Inventory change: cactus +16777216, fertilizer +480, power -4293.77, pumpkin -65536, water +15360.
    Game time: 5h 22m 24s elapsed, 37m 36s of budget remaining.
    Output:
    (none)
bones16.py1 write · 1 ran · first at 5h 38m
  1. r15h 38mRanFinal29 lines · ran 8m 30s
    clear()
    set_world_size(16)
    n = get_world_size()
    def cycle():
    	for i in range(n-1):
    		if not move(North):
    			return False
    	for x in range(1,n):
    		if not move(East):
    			return False
    		if x % 2 == 1:
    			d = South
    		else:
    			d = North
    		for i in range(n-2):
    			if not move(d):
    				return False
    	if not move(South):
    		return False
    	for i in range(n-1):
    		if not move(West):
    			return False
    	return True
    while num_items(Items.Cactus) > 1000:
    	change_hat(Hats.Dinosaur_Hat)
    	while cycle():
    		pass
    	change_hat(Hats.Straw_Hat)
    	clear()
    Write result the agent saw
    Saved bones16 (29 lines).
    Game time: 5h 38m 24s elapsed, 21m 36s of budget remaining.
    run_program at 5h 38m for 500s (agent saw)
    Ran bones16 for 8m 20s of game time; it is still running.
    Inventory change: bone +4161600, cactus -33728, fertilizer +400, power -506.26, water +12800.
    Game time: 5h 46m 54s elapsed, 13m 6s of budget remaining.
    Output:
    (none)
log7 said · 10 thought · 132 tool calls

Step by step

  1. 0ssaidI’ll check the starting farm and available commands, then build up production and unlock more crops as the economy grows.
  2. 0sobserve
    result
    Game time: 10s elapsed, 5h 59m 50s of budget remaining.
    Program: none running.
    Inventory: empty.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr3*
    Recent output:
    (none)
  3. 10sresearch
    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. 20sdocs_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…
  5. 30swrite_program name="start" · evidence
    result
    Saved start (10 lines).
    Game time: 40s elapsed, 5h 59m 20s of budget remaining.
  6. 40srun_program name="start" seconds=30
    result
    Ran start for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 55s elapsed, 5h 59m 5s of budget remaining.
    Output:
    (none)
  7. 55sdocs_read path="docs/home.md"
    result
    ## General Info
    [External Editor](docs/external_editor.md)      [First Program](docs/first_program.md)      [Getting Started](docs/getting_started.md)      [Loading Backups](docs/backup.md)            [Credits](docs/credits.md)
    
    ## Programming
    [Comments](docs/scripting/comments.md)      
    
    ## Unlocks
    [Grass](unlocks/grass)      
    
    ## Built-in Functions
    [do_a_flip](functions/do_a_flip)      [harvest]…
  8. 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.
  9. 1m 15swrite_program name="hay" · evidence
    result
    Saved hay (2 lines).
    Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
  10. 1m 25srun_program name="hay" seconds=60
    result
    Ran hay 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)
  11. 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.
  12. 2m 45sresearch
    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…
  13. 2m 55swrite_program name="wood" · evidence
    result
    Saved wood (4 lines).
    Game time: 3m 5s elapsed, 5h 56m 55s of budget remaining.
  14. 3m 05srun_program name="wood" seconds=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: hay +2.
    Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining.
    Output:
    (none)
  15. 5m 15sbuy_upgrade upgrades=["carrots","expand","speed","operators","senses"] · evidence
    result
    Could not buy carrots: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy operators: Not enough resources.
    Could not buy senses: Requires operators first.
  16. 5m 25sdocs_read path="objects/carrot"
    result
    No accessible documentation page objects/carrot. Use docs_list.
  17. 5m 35sthoughtConsidering harvest timing I need to think about the impact of premature harvesting. It can really destroy the yield, so waiting until the right time is crucial. I wonder if I have enough information about when I can actually harvest. Allowing crops to mature fully can make a huge difference in quality and quantity. It's important to check the signs and make sure the conditions are right before deciding to go ahead with the harvest.
  18. 5m 35sdocs_read path="functions/harvest"
    result
    harvest()
    Harvests the entity under the drone. 
    If you harvest an entity that can't be harvested, it will be destroyed.
    
    returns True if an entity was removed, False otherwise.
    
    takes 200 ticks to execute if an entity was removed, 1 tick otherwise.
    
    example:
    harvest()
    Game time: 5m 45s elapsed, 5h 54m 15s of budget remaining.
  19. 5m 45sdocs_read path="docs/unlocks/plant.md"
    result
    # Plant
    Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush.
    You can pass the type of plant you want to plant to the function like this:
    
    `plant(Entities.Bush)`
    
    This will plant a bush under the drone.
    
    Call `clear()` to reset the farm to all grass and reset the drone position.
    
    It seems tha…
  20. 5m 55swrite_program name="wood" · evidence
    result
    Stop the program before editing it.
  21. 6m 05srun_program name="wood" seconds=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: no change.
    Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining.
    Output:
    (none)
  22. 8m 15sstop_program
    result
    Program stopped.
    Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
  23. 8m 25swrite_program name="wood" · evidence
    result
    Saved wood (5 lines).
    Game time: 8m 35s elapsed, 5h 51m 25s of budget remaining.
  24. 8m 35srun_program name="wood" seconds=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: wood +73.
    Game time: 10m 45s elapsed, 5h 49m 15s of budget remaining.
    Output:
    (none)
  25. 10m 45sbuy_upgrade upgrades=["carrots","expand","speed","operators","senses"] · evidence
    result
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy speed: Not enough resources.
    Could not buy operators: Not enough resources.
    Could not buy senses: Requires operators first.
    Game time: 10m 55s elapsed, 5h 49m 5s of budget remaining.
  26. 10m 55srun_program name="hay" seconds=90
    result
    Ran hay for 1m 30s of game time; it is still running.
    Inventory change: no change.
    Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining.
    Output:
    (none)
  27. 12m 35sbuy_upgrade upgrades=["operators","speed","senses"] · evidence
    result
    Could not buy operators: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy senses: Requires operators first.
  28. 12m 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…
  29. 12m 55sdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Also see [Expand_2](docs/unlocks/expand_2.md)
    
    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 squ…
  30. 13m 05swrite_program name="reset_hay" · evidence
    result
    Saved reset_hay (4 lines).
    Game time: 13m 15s elapsed, 5h 46m 45s of budget remaining.
  31. 13m 15srun_program name="reset_hay" seconds=180
    result
    Ran reset_hay for 3m of game time; it is still running.
    Inventory change: hay +269.
    Game time: 16m 25s elapsed, 5h 43m 35s of budget remaining.
    Output:
    (none)
  32. 16m 25sbuy_upgrade upgrades=["operators","senses"] · 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.
    Game time: 16m 35s elapsed, 5h 43m 25s of budget remaining.
  33. 16m 35swrite_program name="basic" · evidence
    result
    Saved basic (8 lines).
    Game time: 16m 45s elapsed, 5h 43m 15s of budget remaining.
  34. 16m 45srun_program name="basic" seconds=180
    result
    Ran basic for 3m of game time; it is still running.
    Inventory change: hay +215, wood +124.
    Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
    Output:
    (none)
  35. 19m 55sbuy_upgrade upgrades=["speed","watering"] · evidence
    result
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 20m 5s elapsed, 5h 39m 55s of budget remaining.
  36. 20m 05swrite_program name="mixed" · evidence
    result
    Saved mixed (12 lines).
    Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
  37. 20m 15srun_program name="mixed" seconds=300
    result
    Ran mixed for 5m of game time; it is still running.
    Inventory change: carrot +193, hay +269, water +30, wood +228.
    Game time: 25m 25s elapsed, 5h 34m 35s of budget remaining.
    Output:
    (none)
  38. 25m 25sbuy_upgrade upgrades=["variables","trees","functions","expand","grass","carrots","speed"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    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 expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/exp…
  39. 25m 35sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of c…
  40. 25m 45ssaidThe farm now produces hay, wood, and carrots automatically. I’ll invest in speed, tree yields, and more land to support the cost of pumpkins and later crops.
  41. 25m 45sdocs_read path="docs/unlocks/trees.md"
    result
    # Trees
    [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil.
    
    Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
  42. 25m 55sbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 26m 5s elapsed, 5h 33m 55s of budget remaining.
  43. 26m 05swrite_program name="economy" · evidence
    result
    Saved economy (14 lines).
    Game time: 26m 15s elapsed, 5h 33m 45s of budget remaining.
  44. 26m 15srun_program name="economy" seconds=300
    result
    Ran economy for 5m of game time; it is still running.
    Inventory change: carrot +396, hay +276, water +30, wood +1478.
    Game time: 31m 25s elapsed, 5h 28m 35s of budget remaining.
    Output:
    (none)
  45. 31m 25sbuy_upgrade upgrades=["speed","expand","carrots","pumpkins","grass"] · evidence
    result
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pu…
  46. 31m 35sdocs_read path="docs/unlocks/pumpkins.md" show_hints=true
    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…
  47. 31m 45srun_program name="economy" seconds=600
    result
    Ran economy for 10m of game time; it is still running.
    Inventory change: carrot +2228, hay +1752, water +60, wood +6614.
    Game time: 41m 55s elapsed, 5h 18m 5s of budget remaining.
    Output:
    (none)
  48. 41m 55sbuy_upgrade upgrades=["sunflowers","speed","trees","carrots","expand","watering","fertilizer","lists"] · evidence
    result
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy exp…
  49. 42m 05sobserve
    result
    Game time: 42m 15s elapsed, 5h 17m 45s of budget remaining.
    Program: economy (running).
    Inventory: hay 1205, wood 5600, carrot 1040, water 133.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Ca=carrot, Tr=tree.
    y= 5  _Gr3  #Ca1  _Gr3  #Ca3  _Gr3  #Ca3
    y= …
  50. 42m 15sdocs_read path="docs/unlocks/sunflowers.md" show_hints=true
    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…
  51. 42m 25sdocs_read path="docs/unlocks/fertilizer.md" show_hints=true
    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…
  52. 42m 35sresearch
    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; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  53. 42m 45sbuy_upgrade upgrades=["speed","grass","fertilizer","watering","debug"] · evidence
    result
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Bought grass, now level 4. Paid wood 2500.
    Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is…
  54. 42m 55srun_program name="economy" seconds=600
    result
    Ran economy for 10m of game time; it is still running.
    Inventory change: carrot +7820, fertilizer +120, hay +12308, water +240, wood +16068.
    Game time: 53m 5s elapsed, 5h 6m 55s of budget remaining.
    Output:
    (none)
  55. 53m 05sbuy_upgrade upgrades=["carrots","trees","pumpkins"] · evidence
    result
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 53m 15s elapsed, 5h 6m 45s of budget remaining.
  56. 53m 15swrite_program name="pumpkin" · evidence
    result
    Saved pumpkin (18 lines).
    Game time: 53m 25s elapsed, 5h 6m 35s of budget remaining.
  57. 53m 25srun_program name="pumpkin" seconds=600
    result
    Ran pumpkin for 10m of game time; it is still running.
    Inventory change: carrot -3364, fertilizer +120, pumpkin +15984, water -361.
    Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
    Output:
    (none)
  58. 1h 03mbuy_upgrade upgrades=["cactus","expand","dictionaries","costs","auto_unlock","utilities","polyculture"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md.
    Bought costs, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/unlocks/costs.md.
    Bough…
  59. 1h 03mdocs_read path="docs/unlocks/cactus.md" show_hints=true
    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 `…
  60. 1h 03mdocs_read path="docs/unlocks/mazes.md" show_hints=true
    result
    No accessible documentation page docs/unlocks/mazes.md. Use docs_list.
  61. 1h 04mthoughtSearching for fertilizer options I need to find a strange tree fertilizer. One idea is to use a multi-economy mixed sunflower fertilizer on the tree. First, I should sort the cacti with about eight passes for each row, both vertically and horizontally. I’m thinking it might take around a few minutes to complete this task. I’ll need to ensure it’s done efficiently!
  62. 1h 04msaidPumpkins are now growing in giant plots, and cactus is unlocked. I’ll build a cactus sorter for its large harvest bonus, then use fertilizer to produce the substance needed for mazes and gold.
  63. 1h 04mwrite_program name="cactus" · evidence
    result
    Saved cactus (25 lines).
    Game time: 1h 4m 15s elapsed, 4h 55m 45s of budget remaining.
  64. 1h 04mrun_program name="cactus" seconds=600
    result
    Parse error: error_mixed_indentation
  65. 1h 04mbuy_upgrade upgrades=["dinosaurs"] · evidence
    result
    Could not buy dinosaurs: Not enough resources.
  66. 1h 04mdocs_read path="docs/unlocks/dinosaurs.md" show_hints=true
    result
    No accessible documentation page docs/unlocks/dinosaurs.md. Use docs_list.
  67. 1h 04mthoughtInspecting code issues I’m trying to figure out if there’s an indentation error with the `harvest()` function. It seems like the function is expected to execute inside a `while` loop, but I'm noticing there are some discrepancies in the leading indentation. So, I need to inspect the code, particularly the line with `while True`, and the nested loops as well. It looks like the standard needs to be tabs across the board. I'll convert all leading spaces to tabs. This could help clarify the structure!
  68. 1h 04mwrite_program name="cactus2" · evidence
    result
    Saved cactus2 (25 lines).
    Game time: 1h 4m 55s elapsed, 4h 55m 5s of budget remaining.
  69. 1h 04mrun_program name="cactus2" seconds=600
    result
    Ran cactus2 for 10m of game time; it is still running.
    Inventory change: cactus +24576, fertilizer +120, pumpkin -896, water +240.
    Game time: 1h 15m 5s elapsed, 4h 44m 55s of budget remaining.
    Output:
    (none)
  70. 1h 15mbuy_upgrade upgrades=["dinosaurs"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 1h 15m 15s elapsed, 4h 44m 45s of budget remaining.
  71. 1h 15mdocs_read path="docs/unlocks/dinosaurs.md" show_hints=true
    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 …
  72. 1h 15mwrite_program name="infect" · evidence
    result
    Saved infect (9 lines).
    Game time: 1h 15m 35s elapsed, 4h 44m 25s of budget remaining.
  73. 1h 15mrun_program name="infect" seconds=600
    result
    Ran infect for 10m of game time; it is still running.
    Inventory change: fertilizer -398, hay +712, water +240, weird_substance +3640, wood +16200.
    Game time: 1h 25m 45s elapsed, 4h 34m 15s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    ------------------------------------------------------…
  74. 1h 25mbuy_upgrade upgrades=["mazes"] · evidence
    result
    Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
    Game time: 1h 25m 55s elapsed, 4h 34m 5s of budget remaining.
  75. 1h 25mdocs_read path="docs/unlocks/mazes.md" show_hints=true
    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…
  76. 1h 26mwrite_program name="gold" · evidence
    result
    Saved gold (15 lines).
    Game time: 1h 26m 15s elapsed, 4h 33m 45s of budget remaining.
  77. 1h 26mrun_program name="gold" seconds=600
    result
    Ran gold for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +8448, water +240, weird_substance -1064.
    Game time: 1h 36m 25s elapsed, 4h 23m 35s of budget remaining.
    Output:
    (none)
  78. 1h 36mbuy_upgrade upgrades=["megafarm","mazes","mazes","debug_2"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md.
    Could not buy mazes: Not enough resources.
    Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md.
    Game time: 1h 36m 35s elapsed, 4h 23m 25s of budget remaining.
  79. 1h 36mresearch
    result
    auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md
      ## 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; tut…
  80. 1h 36mthoughtMaximizing drone efficiency I need to focus on maximizing efficient quantities and exponential upgrades with multiple drones. I can spend 30 minutes on the economy and then shift to pumpkins, expanding afterward. Power production is crucial. I’m thinking about building a new economy using a mod 4 column system: x0 for trees/grass, x1 for carrots, x2 for trees/grass again, and x3 for sunflowers. Watering carrots is optional, and using fertilizer for trees at parity will help produce desired substances. I need documents for this setup.
  81. 1h 36mdocs_read path="docs/unlocks/megafarm.md" show_hints=true
    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…
  82. 1h 36mwait seconds=180 until_resources={"gold":8000}
    result
    Waited 54s (gold reached 8124). Program: gold running.
    Inventory change: fertilizer +10, gold +1280, water +21, weird_substance -144.
    Game time: 1h 37m 59s elapsed, 4h 22m 1s of budget remaining.
  83. 1h 37mbuy_upgrade upgrades=["megafarm","fertilizer","grass","watering"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought grass, now level 5. Paid wood 12500.
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 1h 38m 9s elapsed, 4h 21m 51s of budget remaini…
  84. 1h 38mwrite_program name="multi_econ" · evidence
    result
    Saved multi_econ (34 lines).
    Game time: 1h 38m 19s elapsed, 4h 21m 41s of budget remaining.
  85. 1h 38mrun_program name="multi_econ" seconds=1200
    result
    Ran multi_econ for 20m of game time; it is still running.
    Inventory change: carrot +80680, fertilizer -149, hay +344336, power +6173.82, water -406, weird_substance +21120, wood +357056.
    Game time: 1h 58m 29s elapsed, 4h 1m 31s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^                
    ---------…
  86. 1h 58mbuy_upgrade upgrades=["trees","trees","carrots","grass","fertilizer","watering","pumpkins"] · evidence
    result
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 6. Paid wood 62500.
    Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page …
  87. 1h 58mobserve
    result
    Game time: 1h 58m 49s elapsed, 4h 1m 11s of budget remaining.
    Program: multi_econ (running).
    Inventory: hay 266407, wood 218008, carrot 83223, pumpkin 288, cactus 10576, weird_substance 23820, gold 636, water 418, power 6249.84.
    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.…
  88. 1h 58mbuy_upgrade upgrades=["pumpkins","pumpkins"] · evidence
    result
    Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 1h 58m 59s elapsed, 4h 1m 1s of budget remaining.
  89. 1h 58mrun_program name="pumpkin" seconds=1200
    result
    Ran pumpkin for 20m of game time; it is still running.
    Inventory change: carrot -5872, fertilizer +960, power -1215.31, pumpkin +24576, water -6.
    Game time: 2h 19m 9s elapsed, 3h 40m 51s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    ----------------------------------------------------------------…
  90. 2h 19mbuy_upgrade upgrades=["expand","expand","cactus","cactus","polyculture","utilities","timing"] · evidence
    result
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy expand: Not enough resources.
    Could not buy cactus: Not enough resources.
    Could not buy cactus: Not enough resources.
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought utilities, now level 1. Paid pumpkin 1000.
    Bought timin…
  91. 2h 19mobserve
    result
    Game time: 2h 19m 29s elapsed, 3h 40m 31s of budget remaining.
    Program: pumpkin (running).
    Inventory: hay 277479, wood 238840, carrot 2, pumpkin 11864, cactus 10576, weird_substance 26060, gold 636, water 384, fertilizer 976, power 5110.33.
    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); * …
  92. 2h 19mthoughtConsidering expenses I need to avoid spending too much on pumpkins since the upgrade happened so quickly, especially concerning carrots. It’s interesting how economics can shift in just 20 minutes or so. I really need to be mindful of my budget and make smarter choices. It's easy to get carried away, but I’m determined to be more careful about my expenses moving forward!
  93. 2h 19mrun_program name="multi_econ" seconds=1200
    result
    Ran multi_econ for 20m of game time; it is still running.
    Inventory change: carrot +398347, fertilizer -984, hay +960144, power +12817.64, water -297, weird_substance +428240, wood +3861536.
    Game time: 2h 39m 39s elapsed, 3h 20m 21s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: worker
    plant(Entities.Sunflower)
         ^^                  
    ------…
  94. 2h 39mbuy_upgrade upgrades=["carrots","trees","grass","carrots"] · evidence
    result
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 7. Paid wood 312000.
    Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 2h 39m 49s elapsed, 3h 20m 11s of budget remaining.
  95. 2h 39mrun_program name="pumpkin" seconds=900
    result
    Ran pumpkin for 15m of game time; it is still running.
    Inventory change: carrot -77456, fertilizer +720, power -911.48, pumpkin +359424.
    Game time: 2h 54m 59s elapsed, 3h 5m 1s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  96. 2h 54mbuy_upgrade upgrades=["expand","cactus","cactus"] · evidence
    result
    Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 2h 55m 9s elapsed, 3h 4m 51s of budget remaining.
  97. 2h 55msaidFour drones now run the core economy, producing hundreds of thousands of carrots and millions of wood. The farm has reached 16×16. I’m expanding further while building cactus, gold, and bone production.
  98. 2h 55mresearch
    result
    auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md
      ## 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 7/10; cost wood 3910000; available, not affordable; …
  99. 2h 55mwait seconds=1200
    result
    Waited 20m (time up). Program: pumpkin running.
    Inventory change: carrot -98624, fertilizer +960, power -1214.98, pumpkin +466944.
    Game time: 3h 15m 29s elapsed, 2h 44m 31s of budget remaining.
  100. 3h 15mbuy_upgrade upgrades=["expand","cactus","pumpkins"] · evidence
    result
    Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy cactus: Not enough resources.
    Could not buy pumpkins: Not enough resources.
    Game time: 3h 15m 39s elapsed, 2h 44m 21s of budget remaining.
  101. 3h 15mthoughtOptimizing harvest strategy I'm considering using parallel pumpkin plots in a 6x6 setup rather than the entire larger one, as the huge cactus approach is quite time-consuming, taking around 20 minutes for a single n^3 sort. It looks like sorting parallel columns is easier, so I can spawn column functions and then wait for the results. A 22x22 setup could yield about 234k times 4 per harvest, but I need gold for drones first. The cactus yields could take about 15 minutes for maybe a million!
  102. 3h 15mrun_program name="cactus2" seconds=900
    result
    Ran cactus2 for 15m of game time; it is still running.
    Inventory change: fertilizer +720, power -911.22, pumpkin -3872, water +1440.
    Game time: 3h 30m 49s elapsed, 2h 29m 11s of budget remaining.
    Output:
    (none)
  103. 3h 30mbuy_upgrade upgrades=["dinosaurs","dinosaurs","mazes","mazes","mazes"] · evidence
    result
    Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought mazes, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/mazes.md.
    Cou…
  104. 3h 30mobserve
    result
    Game time: 3h 31m 9s elapsed, 2h 28m 51s of budget remaining.
    Program: cactus2 (running).
    Inventory: hay 955407, wood 2942512, carrot 232983, pumpkin 141632, cactus 359600, weird_substance 461260, gold 636, water 1472, fertilizer 2456, power 14992.21.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, …
  105. 3h 31mwrite_program name="gold_fast" · evidence
    result
    Saved gold_fast (6 lines).
    Game time: 3h 31m 19s elapsed, 2h 28m 41s of budget remaining.
  106. 3h 31mrun_program name="gold_fast" seconds=600
    result
    Ran gold_fast for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +48192, power -607.52, water +960, weird_substance -48192.
    Game time: 3h 41m 29s elapsed, 2h 18m 31s of budget remaining.
    Output:
    (none)
  107. 3h 41mbuy_upgrade upgrades=["megafarm","megafarm","megafarm"] · evidence
    result
    Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Could not buy megafarm: Not enough resources.
    Could not buy megafarm: Not enough resources.
    Game time: 3h 41m 39s elapsed, 2h 18m 21s of budget remaining.
  108. 3h 41mthoughtMaximizing drone efficiency I need to think about maximizing my remaining economic resources, especially with the eight drones available. It could be a huge advantage if I focus on optimizing their use. I’m considering restoring the world size using set_world_size(0). I’ll need to check the documentation to confirm that this is the right approach to restore it effectively. Let’s make sure I read through everything thoroughly to get this right!
  109. 3h 41mdocs_read path="functions/set_world_size"
    result
    set_world_size(size)
    Limits the size of the farm to better see what's happening.
    Also clears the farm and resets the drone position.
    Sets the farm to a size x size grid.
    The smallest size possible is 3.
    A size smaller than 3 will change the grid back to its full size.
    The effect will also stop when the execution stops.
    
    returns None
    
    takes 200 ticks to execute.
    
    example:
    set_world_size(5)
    
    For mor…
  110. 3h 41mwrite_program name="restore" · evidence
    result
    Saved restore (2 lines).
    Game time: 3h 41m 59s elapsed, 2h 18m 1s of budget remaining.
  111. 3h 41mrun_program name="restore" seconds=1
    result
    Ran restore for 0s of game time; it finished.
    Inventory change: fertilizer +1, water +1.
    Game time: 3h 42m 9s elapsed, 2h 17m 51s of budget remaining.
    Output:
    (none)
  112. 3h 42mrun_program name="multi_econ" seconds=1200
    result
    Ran multi_econ for 20m of game time; it is still running.
    Inventory change: carrot +2166490, fertilizer -2993, hay +3472448, power +19967.36, water -2545, weird_substance +1567840, wood +11506272.
    Game time: 4h 2m 19s elapsed, 1h 57m 41s of budget remaining.
    Output:
    …      
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough…
  113. 4h 02mbuy_upgrade upgrades=["trees","trees","carrots","grass","watering","watering"] · evidence
    result
    Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy trees: Not enough resources.
    Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 8. Paid wood 1560000.
    Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought watering, no…
  114. 4h 02mwrite_program name="bones" · evidence
    result
    Saved bones (28 lines).
    Game time: 4h 2m 39s elapsed, 1h 57m 21s of budget remaining.
  115. 4h 02mrun_program name="bones" seconds=900
    result
    Ran bones for 15m of game time; it is still running.
    Inventory change: bone +933156, cactus -4296, fertilizer +720, power -912.60, water +5760.
    Game time: 4h 17m 49s elapsed, 1h 42m 11s of budget remaining.
    Output:
    (none)
  116. 4h 17mbuy_upgrade upgrades=["polyculture","polyculture"] · evidence
    result
    Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 4h 17m 59s elapsed, 1h 42m 1s of budget remaining.
  117. 4h 17mwrite_program name="pumpkin_parallel" · evidence
    result
    Saved pumpkin_parallel (32 lines).
    Game time: 4h 18m 9s elapsed, 1h 41m 51s of budget remaining.
  118. 4h 18mrun_program name="pumpkin_parallel" seconds=600
    result
    Ran pumpkin_parallel for 10m of game time; it is still running.
    Inventory change: bone +17956, carrot -253936, fertilizer +480, power -4857.55, pumpkin +1195776, water -1010.
    Game time: 4h 28m 19s elapsed, 1h 31m 41s of budget remaining.
    Output:
    (none)
  119. 4h 28mbuy_upgrade upgrades=["expand","cactus","cactus"] · evidence
    result
    Could not buy expand: Not enough resources.
    Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Game time: 4h 28m 29s elapsed, 1h 31m 31s of budget remaining.
  120. 4h 28mthoughtEvaluating expansion costs I need to expand to level 4 for 35 minutes. I'm wondering if pumpkin can be upgraded to produce 6 doubles, costing 256k each. Carrots are at 2m now, which is sufficient for 7, costing 1m each, which doubles the output to 4x for scaling. I need to assess the benefits of this upgrade while keeping an eye on costs and making sure the scaling is consistent. Let's dig deeper into this!
  121. 4h 28mbuy_upgrade upgrades=["pumpkins","pumpkins"] · evidence
    result
    Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought pumpkins, now level 7. Paid carrot 1020000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 4h 28m 39s elapsed, 1h 31m 21s of budget remaining.
  122. 4h 28mwait seconds=900 until_affordable="expand"
    result
    Waited 6m 45s (expand is affordable). Program: pumpkin_parallel running.
    Inventory change: carrot -693120, fertilizer +324, power -3283.77, pumpkin +3386880, water -255.
    Game time: 4h 35m 34s elapsed, 1h 24m 26s of budget remaining.
  123. 4h 35mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 4h 35m 44s elapsed, 1h 24m 16s of budget remaining.
  124. 4h 35mresearch
    result
    auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md
      ## 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 8/10; cost wood 19500000; available, not affordabl…
  125. 4h 35msaidThe farm has reached the maximum 32×32 size, and all major resource types are producing, including bones. With about 84 minutes left, I’ll focus on larger harvests and stockpiles.
  126. 4h 35mrun_program name="multi_econ" seconds=900
    result
    Ran multi_econ for 15m of game time; it is still running.
    Inventory change: carrot +14695083, fertilizer -1597, hay +17532032, power +19879.77, water -4663, weird_substance +6516480, wood +87977728.
    Game time: 4h 51m 4s elapsed, 1h 8m 56s of budget remaining.
    Output:
    …   ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but di…
  127. 4h 51mbuy_upgrade upgrades=["trees","grass","carrots","watering","watering"] · evidence
    result
    Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 9. Paid wood 7810000.
    Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 8. Paid wood 819000. Its tutorial is docs page docs/unlocks/watering.md.
    Bought watering, now level 9. Paid wood 3280000. Its tutoria…
  128. 4h 51mwait seconds=600
    result
    Waited 10m (time up). Program: multi_econ running.
    Inventory change: carrot +19415611, hay +22638336, power +13077.07, water +5161, weird_substance +2528640, wood +123230592.
    Game time: 5h 1m 24s elapsed, 58m 36s of budget remaining.
  129. 5h 01mbuy_upgrade upgrades=["trees","grass","carrots"] · evidence
    result
    Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 10. Paid wood 39100000.
    Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 5h 1m 34s elapsed, 58m 26s of budget remaining.
  130. 5h 01mthoughtAnalyzing resource upgrades I’m focusing on the diversity in upgrading resources like cacti, gold, bones, and pumpkins. It looks like pumpkins get an upgrade to 8 for 4.1 million, doubling to 9 for 16.4 million. I’m also considering a spending limit of 20 million carrots with leaves valued at 14 million. All of this should happen within a 10-minute timeframe, requiring about 4 million. There's a lot of factors to keep in mind here!
  131. 5h 01mbuy_upgrade upgrades=["pumpkins","pumpkins"] · evidence
    result
    Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought pumpkins, now level 9. Paid carrot 16400000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 5h 1m 44s elapsed, 58m 16s of budget remaining.
  132. 5h 01mrun_program name="pumpkin_parallel" seconds=600
    result
    Ran pumpkin_parallel for 10m of game time; it is still running.
    Inventory change: carrot -4087040, fertilizer +480, power -4858.96, pumpkin +19243008, water +10910.
    Game time: 5h 11m 54s elapsed, 48m 6s of budget remaining.
    Output:
    (none)
  133. 5h 11mbuy_upgrade upgrades=["cactus","cactus"] · evidence
    result
    Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Game time: 5h 12m 4s elapsed, 47m 56s of budget remaining.
  134. 5h 12mwrite_program name="cactus_parallel" · evidence
    result
    Saved cactus_parallel (51 lines).
    Game time: 5h 12m 14s elapsed, 47m 46s of budget remaining.
  135. 5h 12mrun_program name="cactus_parallel" seconds=600
    result
    Ran cactus_parallel for 10m of game time; it is still running.
    Inventory change: cactus +16777216, fertilizer +480, power -4293.77, pumpkin -65536, water +15360.
    Game time: 5h 22m 24s elapsed, 37m 36s of budget remaining.
    Output:
    (none)
  136. 5h 22mbuy_upgrade upgrades=["mazes","dinosaurs","dinosaurs"] · evidence
    result
    Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought dinosaurs, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 5h 22m 34s elapsed, 37m 26s of budget remaining.
  137. 5h 22mwait seconds=400
    result
    Waited 6m 40s (time up). Program: cactus_parallel running.
    Inventory change: cactus +33554432, fertilizer +320, power -2830.43, pumpkin -40960, water +10240.
    Game time: 5h 29m 24s elapsed, 30m 36s of budget remaining.
  138. 5h 29mbuy_upgrade upgrades=["mazes","dinosaurs"] · evidence
    result
    Bought mazes, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought dinosaurs, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 5h 29m 34s elapsed, 30m 26s of budget remaining.
  139. 5h 29mrun_program name="gold_fast" seconds=500
    result
    Ran gold_fast for 8m 20s of game time; it is still running.
    Inventory change: fertilizer +400, gold +160640, power -507.21, water +12800, weird_substance -160640.
    Game time: 5h 38m 4s elapsed, 21m 56s of budget remaining.
    Output:
    (none)
  140. 5h 38mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 5h 38m 14s elapsed, 21m 46s of budget remaining.
  141. 5h 38mwrite_program name="bones16" · evidence
    result
    Saved bones16 (29 lines).
    Game time: 5h 38m 24s elapsed, 21m 36s of budget remaining.
  142. 5h 38mrun_program name="bones16" seconds=500
    result
    Ran bones16 for 8m 20s of game time; it is still running.
    Inventory change: bone +4161600, cactus -33728, fertilizer +400, power -506.26, water +12800.
    Game time: 5h 46m 54s elapsed, 13m 6s of budget remaining.
    Output:
    (none)
  143. 5h 46mthoughtEvaluating algorithm output I’m working with an algorithm related to economic calculations, and it seems like it's hitting a max column limit. I have to make sure each worker can handle two columns effectively, as we need to evaluate conditions like whether x is greater than or equal to 8. I need to focus on minimizing inventory while maximizing output, avoiding parsing errors with the returned text by splitting the lines correctly. I'll check the final results in about 12 minutes to ensure everything runs smoothly.
  144. 5h 46msaidThe farm is now 32×32 with 16 drones. Hay, tree, carrot, water, fertilizer, maze, and dinosaur upgrades are maxed. The final stretch will replenish the core crop stockpiles while preserving the pumpkins, cactus, gold, and bones already harvested.
  145. 5h 46mrun_program name="multi_econ" seconds=740
    result
    Ran multi_econ for 12m 20s of game time; it is still running.
    Inventory change: bone +9248, carrot +92471802, fertilizer -2168, hay +107045888, power +30994.86, water +5286, weird_substance +29533440, wood +555724032.
    Game time: 5h 59m 24s elapsed, 36s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: worker
    use_item(Items.Fertilizer)
            ^^ …
  146. 5h 59mobserve
    result
    Game time: 5h 59m 34s elapsed, 26s of budget remaining.
    Program: multi_econ (running).
    Inventory: hay 130224063, wood 629242320, carrot 105406401, pumpkin 16075368, cactus 13840984, bone 5061960, weird_substance 40650460, gold 62316, water 75554, power 77233.58.
    Farm 32x32. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small,…
  147. 5h 59mwait seconds=16
    result
    Waited 16s (time up). Program: multi_econ running.
    Inventory change: carrot +2161653, fertilizer +1, hay +2435072, power +664.80, water +142, weird_substance +216320, wood +11722496.
    Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
  148. 6h 00mobserve
    result
    The game-time budget is used up. The run is over; stop now.
  149. 6h 00msaidUsed the full 6-hour budget. Built the maximum 32×32 farm with 16 drones. Final stockpiles, rounded: | Resource | Amount | |---|---:| | Wood | 641 million | | Hay | 133 million | | Carrots | 108 million | | Weird substance | 40.9 million | | Pumpkins | 16.1 million | | Cactus | 13.8 million | | Bones | 5.06 million | | Power | 77,898 | | Water | 75,696 | | Gold | 62,316 | Produced every major farm resource and maxed several production upgrades.

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)usage.jsonl (one point per prompt turn)

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

Tokens

Input (uncached)56,122
Cache reads1,246,208
Cache writes0
Output8,539
Thinking (subset of output where reported)1,742
Total1,310,869
ModelTokensEstimate
gpt-6.1-sol1,310,869$0.32

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.

  • gpt-6.1-sol: 1310869 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
  • Cost estimate assumption: gpt-6.1-sol: 1310869 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
Run ideconomy-v1-codex-gpt-6.1-sol-s3-a1-20261016T141945Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentCodex 2.2.2 (@agentclientprotocol/codex-acp)
Applied config{"mode":"read-only","model":"gpt-6.1-sol","reasoning_effort":"medium","fast-mode":"off"}
Models reportedgpt-6.1-sol
Tools availablenot recorded
Harness55e7bd366f82 (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 8.68 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T14:19:45.073Z → 2026-10-16T14:26:18.808Z
Evidence65 items in evidence.json