Grok 4.7, seed 2

Cursor · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 3.01m produced, 6.48 points
  • Wood 22.3m produced, 7.35 points
  • Carrot 3.24m produced, 6.51 points
  • Pumpkin 11.1k produced, 4.05 points
  • Cactus 16.4k produced, 4.21 points
  • Power 16.4k produced, 4.22 points
  • Bone 61.5k produced, 4.79 points
  • Weird substance 4.15m produced, 6.62 points
  • Gold 11k produced, 4.04 points
  • Water 95.5k produced, 4.98 points
  • Fertilizer 13.7k produced, 4.14 points

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

Score · economy-v1
57.38orders of magnitude · model mean 58.38
On seed 2
#6of 8 models
Cost
$9.31API-equivalent estimate
Real time
48m 41swall 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 00m31.7
2h 00m46.8
3h 00m51.7
4h 00m54.7
5h 00m56.4
6h 00m57.4
thought0s · I'm starting The Farmer Was Replaced. I'll build the largest and most diverse farm economy within the 6-hour time budget. I'll start by examining the available0s · I'll observe the farm and read the documentation in parallel.20s · I am familiar with The Farmer Was Replaced. I will read the key documentation to understand the API and unlock progression. Each tool call costs 10 seconds of 1m 40s · I know the game well. The drone language unlocks progressively, starting with basic commands like harvest() and do_a_flip(). Grass is already fully grown on th2m 40s · Grass grows in 0.5 seconds. Harvesting takes 200 ticks. Harvesting and flipping takes about one second per hay. I will write a program to collect forty hay sta2m 50s · Planning to run a program for 25 seconds. Twenty harvests with flips should take about 20 seconds.3m 30s · Hay production yields one unit per harvest and flip cycle. Twenty units were produced in thirty seconds. Loops upgrade costs 5, leaving 15. Speed costs 20. I w3m 50s · Running a 20-second test to measure production rates.4m 20s · Hay production is 2 units per second. Grass grows instantly. Hay totals 55 units. Speed, expand, and plant upgrades cost 100 total, so more resources are neede5m 40s · The program has been running during these tool calls. Roughly 195 hay accumulated so far. Expand and Plant upgrades are both affordable. The next step is figur7m 00s · The inventory shows only 56 hay, not the expected 195. The speed upgrade doubled the drone's harvest rate beyond grass growth. Harvesting occurs before grass r7m 10s · I need to stop the current program before writing a new one.7m 20s · Writing and running the first program.7m 30s · Running the program for 20 seconds to observe the farm.8m 00s · Production is 2 per second. Inventory rose from 56 to 96. I will buy both the expand and plant upgrades. I need to read the documentation for movement and plan8m 10s · I am reading the expand and plant tutorials. I will also search for move. I am observing the farm size. The program is still running.8m 50s · The farm is 1x3 with hay at 95 and growing. The drone only harvests the first tile because it never moves. I will update the loop to cycle through all three ti9m 40s · Move and harvest each take 200 ticks. Harvest is far faster than the 0.5-second growth limit suggests. The base tick rate is likely around 10 ticks per second,10m 00s · I read the bush object and ran the hay program.10m 40s · Moving tiles yields only 1.5 hay per second, slower than the 2 per second from a single tile. Moving costs 200 ticks per cycle. That overhead is too heavy to o12m 00s · No hints appeared. They may only unlock after tutorial completion, or the show_hints tool may skip empty sections. I'll write a bush farm program and check doc12m 10s · Running a 30-second test to measure wood production.13m 00s · Wood production is roughly 0.575 per second. Three bushes are still growing and will not yield wood yet. Waiting 50 seconds to reach 50 wood for carrots. Speed13m 20s · The terrain at y=2 is grass, not a bush. Grass is an entity, so plant() fails when it blocks the tile. The current code only harvests if can_harvest() returns 13m 40s · I read the scripting operators and senses documentation. I realized tool calls run sequentially and each takes 10 seconds of game time. I will read the scripti14m 00s · Wood reached 49 after 20 seconds of farming while reading the documentation. Wood is at 49. I will buy expand and speed upgrades now, since they cost 40 wood a14m 10s · Planning to buy expand and speed upgrades. Wood should reach roughly 49.14m 20s · I expanded the farm and began a hay camp. I'll write a simple hay camp program and run it until hay reaches 160. That should take about 60 seconds from the cur14m 30s · Running a program to wait until hay reaches 180. run_program has no until_resources option. I'll run it for 70 seconds instead.15m 50s · Hay production is exactly 2 per second. The current stock is 173. Senses are at 100. The grass upgrade costs 300. I will buy senses and research next, letting 16m 10s · Checking whether get_world_size is available. It might unlock through expand or senses. Hay stock is roughly 113. Wood is low after prior purchases, so I will 16m 20s · Writing and running a wood snake program.16m 30s · Running the program for 50 seconds.17m 30s · Wood production is roughly 1.18 per second, bringing the total to about 68. Wood production is roughly half the theoretical maximum, indicating a drone bottlen17m 50s · Checking the carrot object page for cost and growth time. Till costs 35 carrots. Trees cost 70. Watering costs 50 wood. Functions cost 40. Carrots need wood an18m 20s · The carrot yield upgrade doubles production but also increases cost. The score counts total output, not net profit. Carrot costs increase with the yield upgrad18m 40s · expand_2.md mentions for loops. Checking whether `range` and for loops are available now that expand 2 is active. `get_world_size` works.19m 00s · For loops are available. The loop variable `i` likely works without the variables unlock because it is part of the for syntax. I am writing a mixed farm progra19m 10s · Running a 45-second test to verify functionality and measure production rates.20m 05s · The first test run completed in 45 seconds. It produced 15 carrots. Hay and wood production are low. Wood is high because existing bushes were harvested before20m 35s · Water production is zero. Water supply is 0.025 per second. Nine tiles lose 1% of current water each second. The farm needs 0.00278 per second to maintain wate20m 45s · Updating the farm layout to include water.20m 55s · Running until we have enough variables to grow carrots. Running the program for 40 seconds.21m 45s · Carrot production reached 0.95 per second after watering. That is a major improvement. Hay and wood production also improved. Water usage dropped to -5. The fa21m 55s · Both purchases were successful. Carrots were sufficient. Planning the next batch of upgrades and crops. Trees will be planted with spacing to maximize wood yie22m 25s · The speed upgrade is affordable after only 20 seconds. I'll buy the speed upgrade now, then research to check costs for trees and expansion. Trees need 50 wood22m 35s · I'm researching ways to improve the farm now that we're faster.22m 45s · Fertilizer no longer requires watering. It costs 500 wood. Sunflowers cost 500 carrots. Speed costs 500 carrots. Expand costs 30 wood and 20 carrots. It upgrad22m 55s · I will write a new farm program, start it, and buy an expansion.23m 05s · The farm will be started and expanded before the program runs. This clears the field so the automation can begin immediately.23m 20s · The expand upgrade works. It clears the farm.23m 30s · Waiting 60 seconds to measure production rates on a 4x4 plot, then checking if trees are affordable.24m 40s · Carrots on 4x4 plots yield 61 per minute. Hay and wood production rates are 66 and 41 per minute. Trees cost 50 wood and 70 carrots. The grass upgrade needs 3025m 10s · Each tree produces 5 wood and grows at a rate of 5. A checkerboard layout of trees maximizes wood production by eliminating cardinal neighbors. Eight trees on 25m 20s · I will write a program to automate a tree farm.25m 30s · Running a 70-second test to measure resource production. Trees take roughly seven seconds to reach first harvest.26m 50s · Wood production reached 7.4 units per second. Carrots produce 1.24 per second and hay 0.77. The wood surplus allows building pumpkins next, though carrots stil27m 10s · The Trees upgrade costs 300 hay and doubles wood yield from both bushes and trees. The 300 hay is already available, so the Trees upgrade can be purchased imme27m 20s · The farm expanded to a 6x6 grid and was cleared. Checking fertilizer documentation for the weird substance. Replanting is underway. Production will be measured27m 50s · Fertilizer is produced automatically every 10 seconds. Fertilizer only cuts 2 seconds off growth time, not instant growth. Infected plants yield half normal re28m 00s · I am writing an updated farm program.28m 10s · Running a 90-second program to measure all resources, including the unusual substance.29m 50s · Wood production reached 1,562 in 90 seconds, yielding a rate of 17 per second. Carrot production is 1.02 per second and hay is 0.47 per second. Weird substance30m 07s · Pumpkins are affordable. I will buy them and read the documentation.30m 37s · The yield formula is n³ for plots smaller than 6×6. For plots of 6×6 or larger, yield is capped at n²×6. A 6×6 plot produces 216 pumpkins per harvest. A 10×10 31m 17s · I'm examining the farm layout. I confirmed the grid pattern: even x positions hold trees, odd x positions hold carrots. I noted the current resource counts and31m 27s · The cactus upgrade is available but costs 5000 pumpkins. We have enough pumpkins to afford it. Polyculture costs 3000 pumpkins. Expanding to an 8x8 farm costs 31m 37s · Wood is nearly depleted after recent purchases. Only about 100 remains, plus production during the call. Tree wood production will refill the supply quickly. C34m 47s · Carrot production reached 1.79 per second after 180 seconds, nearly doubling the baseline. Hay and wood production are now stable. Weird substance output is sl35m 22s · Purchased a speed upgrade. Hay production is now negative, but carrots continue to grow. Waited for 25 seconds. Total elapsed time is now 560.35m 32s · Speed increased from 337% to 506%, roughly a 1.5x boost. Waiting 150 seconds to measure drone production and sunflower growth. Next upgrade is max speed, then 38m 12s · Carrot production reached 3.39 per second after a 508-unit boost. Hay and wood production are now 1.83/s and 25.6/s. Sunflower seeds cost 500 carrots, which th38m 42s · Power doubles the drone's speed while active. Power consumption is fixed at one unit every thirty actions. The drone needs a steady power supply to maintain th38m 52s · I am writing the main program.39m 02s · Checking whether the += operator is available in this language. If not, I'll use = lap_count + 1 instead. Running a 30-second test to verify += and entity nami39m 52s · Power output reached 45.73 in 40 seconds, suggesting power is fractional. Carrot, hay, wood, and water-sugar production rates are all positive. Power output is40m 02s · Mazes are now unlocked. I am reading the tutorial and documentation on gold items and maze creation. I will write a solver and keep the farm running while I re40m 32s · Each 6x6 maze yields 36 gold. Megafarm costs roughly 56 mazes. That requires 336 world size. The wall follower should solve a 6x6 maze in about 2.5 seconds wit40m 42s · Wood is scarce at 195. I will mine it in batches, then farm to refill, repeating until I can afford the 2000 gold upgrade. I will buy the lists upgrade now for41m 02s · The break command might not work if it hasn't been unlocked yet. Waiting for more resources before upgrading to trees. The break command will be tested at runt44m 13s · Trees are affordable. The worker salary plus the existing 195 WS brings the total to roughly 455. Enough hay exists to buy trees and run the maze. Carrots are 44m 23s · Tree yield will double to 400% with the upgrade. This will be useful later. Running the maze program.46m 03s · Gold production averaged 8.8 per second. Wood supply dropped by 132. The solver is confirmed: 6 gold per wood-scrubbing cycle. That means 22 mazes in 90 second49m 13s · Gold production added 1512 to the farm's total, bringing it to 2304. With 2304 gold, the megafarm upgrade is now affordable. The current program will keep runn49m 43s · Planning a level 1 megafarm. Checking max_drones() to determine the drone limit. Checking the exact drone limit by spawning one per column. The current gold su50m 03s · Megafarm level 1 provides two drones. Upgrading to level 2 doubles the fleet to four drones and costs 8000 gold. Gold is now 664. The farm has 18518 wood. Upgr50m 23s · A movement bug was spotted in the inner loop. It moves North and then East when y equals zero. The movement logic is actually correct. The outer loop iterates 51m 33s · Carrot production is now 7.5 per second, up from roughly 2. Hay now produces 7.7 per second. Wood production has jumped to 44.8 per second. WS fertilizer outpu51m 43s · Drone speed is maxed at 759%. The farm continues with faster drones. Farming for two minutes to stock carrots and wheat. Writing a pumpkin program with two dro55m 03s · Carrots produce 10 units per minute at maximum speed. Hay produces 10.7 units per second. Wood produces 56.6 units per second. Power produces 0.5 units per sec1h 01m · Pumpkin production averages 19.5 per second. Carrot production is negative. Pumpkins still total 7790. Power dropped to zero and doubled the speed penalty. Sun1h 03m · Pumpkin production reached 9,518. I'll buy cactus, polyculture, and expand now. I'll wait for utilities next. I'll read the new upgrades' documentation in para1h 04m · Polyculture is not yet unlocked. The yield multiplier is currently 5. The yield multiplier doubles with each upgrade. Level 1 may produce 10x output. Companio1h 04m · Polyculture level 1 doubles crop yields to 2000%. Companion planting doubles yields for grass, bush, tree, and carrot. The next polyculture upgrade costs 100001h 04m · Running a cactus crop for 150 seconds to test for a large harvest.1h 07m · Pumpkin production is exactly one field plant, or 128 units. No cactus was harvested in 150 seconds. The sorting cycle is likely stuck, or the harvest returned1h 09m · Cactus and pumpkin crops are still absent. Some replants may be occurring. The infinite wait likely stems from a sorting bug. Cacti may remain brown and unharv1h 09m · Cactus 4096 was harvested and is now in inventory. The program is working but slow. The cactus field is mostly sorted. I will buy dinosaurs now. I will read t1h 10m · Calculating that a full 8x8 farm produces 4096 bones. Three full farms yield 12288 bones, enough to unlock the next polyculture level. Cactus costs are low eno1h 10m · Planning a 180-second run with four snakes on an 8x8 grid. Each snake will take 64 moves, totaling 256 moves across four runs. Each run takes roughly 6 to 32 s1h 11m · Only 54 bones and 36 cactus have been used so far. The snake program failed early. I'm checking whether the apple is blocked by a plant, the path hits a border1h 11m · Running a brief test program.1h 11m · The path filled the entire farm. Only 9 bones were produced because the tail length was only 3. Only 3 apples were collected. The path likely missed them becau1h 12m · Apples cost 2 cactus each. We have 6148 cactus available. 64 apples cost 128 cactus per snake. Running the chase program now; output may be long.1h 12m · Moving to (7,3) returned no apple. The snake ate the first apple. Grass covers every tile, so no new apple can spawn. I need to clear all grass and prevent reg1h 12m · Starting the farm automation program.1h 13m · Checking the bone count. The current total of 233 includes a previous 64, so the recent gain is 593. The greedy chase path is too slow. It yields only about 231h 13m · Running the program now. BFS may be slow, but two runs should take about 120 seconds.1h 15m · BFS performed similarly to greedy, producing only 15 resources and remaining on run 1 after 120 seconds. BFS is too slow at 1.9/s versus greedy's 23/s. I will 1h 15m · Writing a fast greedy program to run until 10,000 bones.1h 16m · Running a program for 500 seconds. It will stop early once bones reach 10,500.1h 22m · Bones production reached 9,866. The total is now roughly 10,748. Polyculture 10,000 bones will be purchased next. This upgrade provides a 20x multiplier for tr1h 22m · Polyculture was purchased. The farm is starting now, and the first 60 seconds will be measured. The drone placement logic is verified. Each drone handles its a1h 23m · Carrots produce 207 units per 60 seconds, or 3 per second. Hay, wood, and wheat-sugar now produce 18, 22, and 24 units per second. The companion travel time is1h 25m · Wood production is now 32 per second, up from 22. Wheat and seeds are now 33.6 per second, up from 22. Carrots are 12.2 per second and hay is 6.5 per second. T1h 26m · Wood production from trees has reached 800%. Watering has been doubled. The next program rewrite will focus on speed and shorter companion trips. Drones will o1h 26m · I will write an optimized farm program.1h 26m · Running a 90-second test to measure the farm.1h 28m · Carrots are the most profitable crop at 36 per second. Hay, wood, and waterstone are also profitable. Wood plus waterstone now yield 147 per second. The tree u1h 28m · Running a program for up to 900 seconds. It will stop once gold reaches 9000.1h 38m · Gold production increased by 8,128. The total is now approximately 9,008. The program produced 8 gold per work station and 14 gold per second. I will buy the m1h 38m · Writing a 4-drone farm program. The maze has finished running. Drafting helper functions to move drones precisely across the farm grid. Planning row processing1h 38m · Drone 2's movement logic contains a bug. After reaching y=6, the special condition sets y to 7, then the loop adds 4 and stops at y=11. Drone 3 also harvests s1h 38m · The farm program is stored in the game environment, not as a local file. Rewriting the program with the fix. The farm is idle, so the write should succeed.1h 38m · Running a 60-second test to observe the farm.1h 39m · Four drones produced 66 carrots per second, up from 36. Hay production dropped to 19/s. Wood and wood-sugar yields rose to 131/s and 45/s, giving a combined to1h 39m · Grass can now be purchased for 12,500 wood. It doubles hay production by 800%, raising the total to 1,600%. Grass will be purchased now. The tree upgrade requi1h 40m · Hay costs 19,200. Waiting until that amount is available. Hay production doubles to about 40 per second with the grass upgrade. The 19,200 cost will be reached1h 49m · Carrots are producing 79 per second. Hay is producing 27.5 per second. Wood is producing 164 per second. Wood will be doubled by buying trees next. Fertilizer 1h 49m · The wait tool indicated trees are affordable, but the current resources may still be insufficient. Hay likely dropped below the 19200 threshold because carrot 1h 49m · Trees are available but not affordable. Hay is volatile because carrot planting consumes it in bursts. Watering, carrots, and fertilizer are now affordable and1h 49m · Watering and fertilizer were purchased. Hay threshold raised to 30000 so hay accumulates above the 19200 purchase price. This prevents carrot purchases from dr1h 49m · I will write a program with a hay threshold of 30000. I will write the full program. Hay thresholds will be 25000 and 30000. Wood stays at 300.1h 50m · Starting the farm and waiting for trees to grow. Hay will accumulate while carrots remain unplantable until 25000. Hay production could surge to hundreds per s1h 50m · Hay production is 187 per second when not spent on carrots. Hay production is roughly 103 seconds away from the target. Waiting until trees are ready.1h 50m · An upgrade is now affordable, so I will purchase it immediately. Hay production is rising at 187 per second, so it should still be sufficient.1h 50m · Bought trees. Wood production doubled. Grass failed due to wood shortage. The hay threshold stays at 25000 so carrots resume automatically once hay recovers. R2h 01m · Carrot production is 47 per second. The rate is lower than expected because the hay threshold was not met and the farm started late. Hay production is now 52 p2h 01m · Grass and carrots were purchased. Carrot yield and cost doubled to 1600%. Hay production doubled to offset the higher carrot consumption. Trees remain unafford2h 16m · The carrot upgrade is working well. Production is now 151 per second. Hay is now 49/s net, wood 315/s, and wheat 59/s. Next I'll try trees with watering and gr2h 16m · Tree upgrades at level 6 yield 3200% wood production. Watering level 7 should roughly double wood production to about 600 per second. The remaining budget allo2h 16m · Four drones are visible and the farm is operational. Cactus production is nearly sufficient for the next poly upgrade. One cycle yields roughly 4,096 bones. Di2h 16m · The existing cactus program runs while pumpkin stock is at least 300. Rewriting the cactus program to run exactly two harvest cycles. It will break after two s2h 17m · The plant_and_wait function waits for can_harvest to become true. It previously harvested 4096, so either the wait ended because the crop was already harvestabl2h 22m · Two cactus cycles will yield 8192 cactus in five minutes. Dino production will run for 2000 seconds to reach 51,000 bones. The current cactus stock of 13,000 c2h 22m · Running the program for 2200 seconds.2h 50m · The farm currently produces 30 bones per second. The farm now has 51,524 bones. The polyculture upgrade will be purchased next to double wood, hay, and carrots2h 51m · Restarting the farm from the saved state. Running the farm program now. I'll wait 600 seconds to measure output, then buy trees if possible. The remaining time2h 52m · At 40x speed, hay produces 324 per second, while carrots produce 172 per second. Wood and woodstone production together reach 2256 per second. The hay upgrade 3h 12m · The 20-minute wait did not trigger the until_affordable condition. Hay production is 140 units per second. Wood is 1,160 per second. Waiting another 1,000 seco3h 26m · Trees are affordable. I will buy them immediately. Hay production is 121 per second. This exceeds the 307200 threshold, so I will buy hay now.3h 26m · Upgrading trees to level 7 doubles wood production again, reaching 6400%. Wood production should reach roughly 2300 per second. The remaining time yields about4h 27m · Wood production is now about 2,100 per second. That is roughly double the rate from the tree upgrade. Hay production is now about 152 per second. I will try bu4h 27m · Grass was purchased to double hay production. This will help reach the tree upgrade faster. Hay production nearly doubled to about 300 per second. Waiting roug5h 00m · The game budget has expired. Trees were unaffordable. Hay production reached 629,872 in the 2000s, averaging 315 per second. The remaining budget is 59 minutes5h 59m · 43 seconds remain. One more short wait will use the budget. Waiting 30 seconds plus 10 seconds overhead. Then observing the final inventory.5h 59m · Only 3 seconds remain. A 1-second wait would cost 10 seconds of overhead, exceeding the budget. Attempting to observe the final inventory. If the budget is exc6h 00m · The game budget has been exhausted. I will now report the final inventory. Power was not listed in the final inventory, likely because it had been nearly deplethought: 158 entries, first at 0s
read10s · docs_list 20s · research 30s · docs_read docs/getting_started.md40s · docs_read docs/first_program.md50s · docs_read unlocks/grass1m 00s · docs_read functions/harvest1m 10s · docs_read unlocks/loops1m 20s · docs_read unlocks/variables1m 30s · docs_read unlocks/costs1m 50s · docs_read objects/grass2m 00s · docs_read items/hay2m 10s · docs_read functions/do_a_flip2m 20s · docs_read unlocks/speed2m 30s · docs_read unlocks/expand4m 30s · docs_read unlocks/plant4m 40s · docs_read unlocks/carrots4m 50s · docs_read unlocks/trees5m 00s · docs_read unlocks/pumpkins5m 10s · docs_read unlocks/watering5m 20s · docs_read unlocks/sunflowers5m 30s · docs_read docs/scripting/while.md5m 50s · research 6m 00s · docs_read docs/unlocks/speed.md6m 10s · docs_read unlocks/operators6m 20s · docs_read unlocks/senses6m 30s · docs_read unlocks/fertilizer6m 40s · docs_read unlocks/mazes6m 50s · docs_read unlocks/megafarm8m 10s · docs_read docs/unlocks/expand_1.md8m 20s · docs_read docs/unlocks/plant.md9m 00s · docs_read functions/move9m 10s · docs_read functions/plant9m 20s · docs_read functions/clear9m 30s · docs_read items/wood10m 00s · docs_read objects/bush10m 50s · docs_read unlocks/pumpkins11m 00s · docs_read unlocks/polyculture11m 10s · docs_read unlocks/sunflowers11m 20s · docs_read unlocks/cactus11m 30s · docs_read unlocks/mazes11m 40s · docs_read unlocks/dinosaurs11m 50s · docs_read unlocks/fertilizer13m 10s · research 13m 30s · docs_read docs/unlocks/operators.md13m 40s · docs_read docs/scripting/operators.md16m 00s · docs_read docs/unlocks/senses.md17m 40s · docs_read docs/unlocks/carrots.md17m 50s · docs_read objects/carrot18m 00s · docs_read functions/till18m 10s · research 18m 40s · docs_read docs/unlocks/expand_2.md18m 50s · docs_read functions/get_world_size20m 15s · docs_read docs/unlocks/watering.md20m 25s · docs_read functions/use_item22m 35s · research 24m 50s · docs_read objects/tree25m 00s · docs_read docs/unlocks/trees.md27m 00s · research 27m 20s · docs_read docs/unlocks/fertilizer.md27m 30s · docs_read items/weird_substance30m 17s · docs_read docs/unlocks/pumpkins.md30m 27s · docs_read objects/pumpkin30m 47s · docs_read unlocks/sunflowers30m 57s · docs_read docs/unlocks/mazes.md31m 07s · docs_read unlocks/polyculture31m 17s · research 38m 22s · docs_read docs/unlocks/sunflowers.md38m 32s · docs_read objects/sunflower40m 02s · docs_read docs/unlocks/mazes.md40m 12s · docs_read items/gold40m 22s · docs_read objects/treasure49m 23s · docs_read docs/unlocks/megafarm.md49m 33s · docs_read functions/spawn_drone49m 53s · research 1h 03m · docs_read docs/unlocks/cactus.md1h 03m · docs_read docs/unlocks/polyculture.md1h 04m · docs_read objects/cactus1h 04m · research 1h 10m · docs_read docs/unlocks/dinosaurs.md1h 10m · docs_read objects/dinosaur1h 11m · docs_read objects/apple1h 39m · research 1h 49m · research read: 83 entries, first at 10s
runningrunning: 31 entries, first at 3m 00s

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

how-it-playedcompared with Grok 4.7's 3 valid seeds and the 8 models on seed 2

How it played

MeasureThis runModel meanSeed 2 meanWhat it counts
Resources opened11 of 1111 of 1110.1 of 11scored resources produced at least once
Study838343docs and research reads
Action overhead11%12%11%game time spent looking, reading and typing (10 s per call)
Tool calls240257231every action the agent took
Program writes323539accepted saves of a program
Program stints313339times a program was started and left running
Median stint2m 20s2m 52s5m 28show long a program usually ran before the next change
Cost per point$0.162$0.195$0.084API-equivalent estimate ÷ score

Farm idle 4% of samples; longest stint 3h 08m; 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
Wood22.3M produced · 7.35 pts
Wood22.3M produced · 7.35 pts
Weird substance4.2M produced · 6.62 pts
Weird substance4.2M produced · 6.62 pts
Carrot3.2M produced · 6.51 pts
Carrot3.2M produced · 6.51 pts
Hay3M produced · 6.48 pts
Hay3M produced · 6.48 pts
Water95.5K produced · 4.98 pts
Water95.5K produced · 4.98 pts
Bone61.5K produced · 4.79 pts
Bone61.5K produced · 4.79 pts
Power16.4K produced · 4.22 pts
Power16.4K produced · 4.22 pts
Cactus16.4K produced · 4.21 pts
Cactus16.4K produced · 4.21 pts
Fertilizer13.7K produced · 4.14 pts
Fertilizer13.7K produced · 4.14 pts
Pumpkin11.1K produced · 4.05 pts
Pumpkin11.1K produced · 4.05 pts
Gold11K produced · 4.04 pts
Gold11K produced · 4.04 pts
upgrades60 levels across 24 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 3m 40s
speedspeed: 5 entries, first at 4m 30s
expandexpand: 5 entries, first at 8m 10s
plantplant: 1 entry, first at 8m 10s
operatorsoperators: 1 entry, first at 13m 30s
sensessenses: 1 entry, first at 16m 00s
carrotscarrots: 5 entries, first at 17m 40s
wateringwatering: 7 entries, first at 20m 15s
variablesvariables: 1 entry, first at 21m 55s
functionsfunctions: 2 entries, first at 21m 55s
treestrees: 7 entries, first at 24m 50s
fertilizerfertilizer: 4 entries, first at 27m 20s
importimport: 1 entry, first at 27m 20s
pumpkinspumpkins: 1 entry, first at 30m 17s
grassgrass: 6 entries, first at 31m 37s
sunflowerssunflowers: 1 entry, first at 38m 22s
mazesmazes: 1 entry, first at 40m 02s
listslists: 1 entry, first at 41m 02s
megafarmmegafarm: 2 entries, first at 49m 23s
cactuscactus: 1 entry, first at 1h 03m
polyculturepolyculture: 3 entries, first at 1h 03m
dinosaursdinosaurs: 1 entry, first at 1h 10m
hatshats: 1 entry, first at 1h 10m
debugdebug: 1 entry, first at 1h 11m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
3m 30s{"upgrades":["loops"]}loops 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
4m 20s{"upgrades":["speed"]}speed 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
8m 00s{"upgrades":["expand","plant"]}expand 1, plant 1Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
13m 20s{"upgrades":["operators"]}operators 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
14m 10s{"upgrades":["expand","speed"]}expand 2, speed 2Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
15m 50s{"upgrades":["senses"]}senses 1Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
17m 30s{"upgrades":["carrots"]}carrots 1Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
20m 05s{"upgrades":["watering"]}watering 1Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
21m 45s{"upgrades":["variables","functions"]}variables 1, functions 1, functions 1Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
22m 25s{"upgrades":["speed"]}speed 3Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
23m 20s{"upgrades":["expand"]}expand 3Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
24m 40s{"upgrades":["trees","import"]}trees 1Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
26m 50s{"upgrades":["watering"]}watering 2Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
27m 10s{"upgrades":["trees","fertilizer","expand","import"]}trees 2, fertilizer 1, expand 4, import 1Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
30m 07s{"upgrades":["pumpkins"]}pumpkins 1Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
31m 27s{"upgrades":["grass","fertilizer","watering","carrots"]}grass 2, fertilizer 2, watering 3, carrots 2Bought grass, now level 2. Paid hay 300.
35m 22s{"upgrades":["speed"]}speed 4Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
38m 12s{"upgrades":["sunflowers"]}sunflowers 1Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
39m 52s{"upgrades":["mazes"]}mazes 1Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
40m 52s{"upgrades":["lists"]}lists 1Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
44m 13s{"upgrades":["trees"]}trees 3Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
49m 13s{"upgrades":["megafarm"]}megafarm 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
50m 03s{"upgrades":["grass","watering","carrots","fertilizer"]}grass 3, watering 4, carrots 3, fertilizer 3Bought grass, now level 3. Paid wood 500.
51m 33s{"upgrades":["speed"]}speed 5Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
1h 03m{"upgrades":["cactus","polyculture","expand"]}cactus 1, polyculture 1, expand 5Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
1h 04m{"upgrades":["grass","carrots"]}grass 4, carrots 4Bought grass, now level 4. Paid wood 2500.
1h 09m{"upgrades":["dinosaurs"]}dinosaurs 1, hats 1Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
1h 11m{"upgrades":["debug"]}debug 1Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md.
1h 22m{"upgrades":["polyculture"]}polyculture 2Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
1h 25m{"upgrades":["trees","watering"]}trees 4, watering 5Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
1h 38m{"upgrades":["megafarm"]}megafarm 2Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 39m{"upgrades":["grass"]}grass 5Bought grass, now level 5. Paid wood 12500.
1h 49m{"upgrades":["trees"]}—Could not buy trees: Not enough resources.
1h 49m{"upgrades":["watering","fertilizer","carrots"]}watering 6, fertilizer 4Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
1h 50m{"upgrades":["trees","grass"]}trees 5Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
2h 01m{"upgrades":["trees","grass","carrots"]}grass 6, carrots 5Could not buy trees: Not enough resources.
2h 16m{"upgrades":["trees","watering","grass"]}trees 6, watering 7Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
2h 50m{"upgrades":["polyculture"]}polyculture 3Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
3h 26m{"upgrades":["trees"]}trees 7Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
4h 27m{"upgrades":["trees","grass"]}grass 7Could not buy trees: Not enough resources.

Programs 33 writes, code as the agent wrote it

hay.py7 writes · 5 ran · first at 1m 40s
  1. r11m 40sSaved, never run10 lines
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved hay (10 lines).
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
  2. r22m 40sRan40 lines · +30 −0 · ran 30s
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    harvest()
    do_a_flip()
    Changes from the previous revision
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
      harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    + harvest()
    + do_a_flip()
    
    Write result the agent saw
    Saved hay (40 lines).
    Game time: 2m 50s elapsed, 5h 57m 10s of budget remaining.
    run_program at 2m 50s for 30s (agent saw)
    Ran hay for 30s of game time; it finished.
    Inventory change: hay +20.
    Game time: 3m 30s elapsed, 5h 56m 30s of budget remaining.
    Output:
    (none)
  3. r33m 40sRan2 lines · +2 −40 · ran 3m 20s
    while True:
        harvest()
    Changes from the previous revision
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    - harvest()
    - do_a_flip()
    + while True:
    +     harvest()
    
    Write result the agent saw
    Saved hay (2 lines).
    Game time: 3m 50s elapsed, 5h 56m 10s of budget remaining.
    run_program at 3m 50s for 20s (agent saw)
    Ran hay for 20s of game time; it is still running.
    Inventory change: hay +40.
    Game time: 4m 20s elapsed, 5h 55m 40s of budget remaining.
    Output:
    (none)
  4. —7m 00sRejected
    while True:
        if can_harvest():
            harvest()
    Write result the agent saw
    Stop the program before editing it.
  5. r47m 20sRan3 lines · +2 −1 · ran 1m 20s
    while True:
        if can_harvest():
            harvest()
    Changes from the previous revision
      while True:
    -     harvest()
    +     if can_harvest():
    +         harvest()
    
    Write result the agent saw
    Saved hay (3 lines).
    Game time: 7m 30s elapsed, 5h 52m 30s of budget remaining.
    run_program at 7m 30s for 20s (agent saw)
    Ran hay for 20s of game time; it is still running.
    Inventory change: hay +40.
    Game time: 8m elapsed, 5h 52m of budget remaining.
    Output:
    (none)
  6. r59m 40sRan4 lines · +1 −0 · ran 30s
    while True:
        if can_harvest():
            harvest()
        move(North)
    Changes from the previous revision
          if can_harvest():
              harvest()
    +     move(North)
    
    Write result the agent saw
    Saved hay (4 lines).
    Game time: 9m 50s elapsed, 5h 50m 10s of budget remaining.
    run_program at 10m 10s for 20s (agent saw)
    Ran hay for 20s of game time; it is still running.
    Inventory change: hay +30.
    Game time: 10m 40s elapsed, 5h 49m 20s of budget remaining.
    Output:
    (none)
  7. r614m 20sRan3 lines · +0 −1 · ran 1m 40s
    while True:
        if can_harvest():
            harvest()
    Changes from the previous revision
          if can_harvest():
              harvest()
    -     move(North)
    
    Write result the agent saw
    Saved hay (3 lines).
    Game time: 14m 30s elapsed, 5h 45m 30s of budget remaining.
    run_program at 14m 30s for 70s (agent saw)
    Ran hay for 1m 10s of game time; it is still running.
    Inventory change: hay +140.
    Game time: 15m 50s elapsed, 5h 44m 10s of budget remaining.
    Output:
    (none)
wood.py2 writes · 2 ran · first at 12m 00s
  1. r112m 00sRan5 lines · ran 1m 50s
    while True:
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        move(North)
    Write result the agent saw
    Saved wood (5 lines).
    Game time: 12m 10s elapsed, 5h 47m 50s of budget remaining.
    run_program at 12m 10s for 40s (agent saw)
    Ran wood for 40s of game time; it is still running.
    Inventory change: hay +3, wood +23.
    Game time: 13m elapsed, 5h 47m of budget remaining.
    Output:
    (none)
  2. r216m 20sRan7 lines · +2 −0 · ran 1m 50s
    while True:
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        move(North)
        if get_pos_y() == 0:
            move(East)
    Changes from the previous revision
          plant(Entities.Bush)
          move(North)
    +     if get_pos_y() == 0:
    +         move(East)
    
    Write result the agent saw
    Saved wood (7 lines).
    Game time: 16m 30s elapsed, 5h 43m 30s of budget remaining.
    run_program at 16m 30s for 50s (agent saw)
    Ran wood for 50s of game time; it is still running.
    Inventory change: hay +9, wood +59.
    Game time: 17m 30s elapsed, 5h 42m 30s of budget remaining.
    Output:
    (none)
farm.py12 writes · 11 ran · first at 19m 00s
  1. r119m 00sRan20 lines · ran 1m 25s
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                if can_harvest():
                    harvest()
                if get_pos_x() == 0:
                    if get_ground_type() == Grounds.Soil:
                        till()
                if get_pos_x() == 1:
                    if get_ground_type() == Grounds.Soil:
                        till()
                    plant(Entities.Bush)
                if get_pos_x() == 2:
                    if num_items(Items.Hay) > 5:
                        if num_items(Items.Wood) > 5:
                            if get_ground_type() != Grounds.Soil:
                                till()
                            plant(Entities.Carrot)
                move(North)
            move(East)
    Write result the agent saw
    Saved farm (20 lines).
    Game time: 19m 10s elapsed, 5h 40m 50s of budget remaining.
    run_program at 19m 10s for 45s (agent saw)
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot +15, hay +19, wood +60.
    Game time: 20m 5s elapsed, 5h 39m 55s of budget remaining.
    Output:
    (none)
  2. r220m 45sRan24 lines · +4 −0 · ran 1m 50s
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                if can_harvest():
                    harvest()
                if get_pos_x() == 0:
                    if get_ground_type() == Grounds.Soil:
                        till()
                if get_pos_x() == 1:
                    if get_ground_type() == Grounds.Soil:
                        till()
                    plant(Entities.Bush)
                    if get_water() < 0.5:
                        use_item(Items.Water)
                if get_pos_x() == 2:
                    if num_items(Items.Hay) > 5:
                        if num_items(Items.Wood) > 5:
                            if get_ground_type() != Grounds.Soil:
                                till()
                            plant(Entities.Carrot)
                            if get_water() < 0.5:
                                use_item(Items.Water)
                move(North)
            move(East)
    Changes from the previous revision
                          till()
                      plant(Entities.Bush)
    +                 if get_water() < 0.5:
    +                     use_item(Items.Water)
                  if get_pos_x() == 2:
                      if num_items(Items.Hay) > 5:
                                  till()
                              plant(Entities.Carrot)
    +                         if get_water() < 0.5:
    +                             use_item(Items.Water)
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved farm (24 lines).
    Game time: 20m 55s elapsed, 5h 39m 5s of budget remaining.
    run_program at 20m 55s for 40s (agent saw)
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +38, hay +17, water -5, wood +13.
    Game time: 21m 45s elapsed, 5h 38m 15s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  3. r322m 55sRan31 lines · +26 −19 · ran 2m 05s
    def water():
        if num_items(Items.Water) > 0:
            if get_water() < 0.4:
                use_item(Items.Water)
    
    def maintain():
        if can_harvest():
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 3
        if slot == 0:
            if get_ground_type() == Grounds.Soil:
                till()
        if slot == 1:
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
            water()
        if slot == 2:
            if num_items(Items.Hay) > 20:
                if num_items(Items.Wood) > 30:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    plant(Entities.Carrot)
                    water()
    
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                maintain()
                move(North)
            move(East)
    Changes from the previous revision
    + def water():
    +     if num_items(Items.Water) > 0:
    +         if get_water() < 0.4:
    +             use_item(Items.Water)
    + 
    + def maintain():
    +     if can_harvest():
    +         harvest()
    +     slot = (get_pos_x() + get_pos_y()) % 3
    +     if slot == 0:
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +     if slot == 1:
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +         plant(Entities.Bush)
    +         water()
    +     if slot == 2:
    +         if num_items(Items.Hay) > 20:
    +             if num_items(Items.Wood) > 30:
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +                 plant(Entities.Carrot)
    +                 water()
    + 
      while True:
          for i in range(get_world_size()):
              for j in range(get_world_size()):
    -             if can_harvest():
    -                 harvest()
    -             if get_pos_x() == 0:
    -                 if get_ground_type() == Grounds.Soil:
    -                     till()
    -             if get_pos_x() == 1:
    -                 if get_ground_type() == Grounds.Soil:
    -                     till()
    -                 plant(Entities.Bush)
    -                 if get_water() < 0.5:
    -                     use_item(Items.Water)
    -             if get_pos_x() == 2:
    -                 if num_items(Items.Hay) > 5:
    -                     if num_items(Items.Wood) > 5:
    -                         if get_ground_type() != Grounds.Soil:
    -                             till()
    -                         plant(Entities.Carrot)
    -                         if get_water() < 0.5:
    -                             use_item(Items.Water)
    +             maintain()
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved farm (31 lines).
    Game time: 23m 5s elapsed, 5h 36m 55s of budget remaining.
    run_program at 23m 05s for 5s (agent saw)
    Ran farm for 5s of game time; it is still running.
    Inventory change: carrot +3, hay +8, water -2, wood +4.
    Game time: 23m 20s elapsed, 5h 36m 40s of budget remaining.
    Output:
    (none)
  4. r425m 20sRan32 lines · +16 −15 · ran 2m 20s
    def water():
        if num_items(Items.Water) > 0:
            if get_water() < 0.5:
                use_item(Items.Water)
    
    def maintain():
        if can_harvest():
            harvest()
        x = get_pos_x()
        y = get_pos_y()
        if (x + y) % 2 == 0:
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Tree)
        if (x + y) % 2 == 1:
            if x % 2 == 0:
                if num_items(Items.Hay) > 30:
                    if num_items(Items.Wood) > 40:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        plant(Entities.Carrot)
                        water()
            if x % 2 == 1:
                if get_ground_type() == Grounds.Soil:
                    till()
    
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                maintain()
                move(North)
            move(East)
    Changes from the previous revision
      def water():
          if num_items(Items.Water) > 0:
    -         if get_water() < 0.4:
    +         if get_water() < 0.5:
                  use_item(Items.Water)
      
          if can_harvest():
              harvest()
    -     slot = (get_pos_x() + get_pos_y()) % 3
    -     if slot == 0:
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    -     if slot == 1:
    +     x = get_pos_x()
    +     y = get_pos_y()
    +     if (x + y) % 2 == 0:
              if get_ground_type() == Grounds.Soil:
                  till()
    -         plant(Entities.Bush)
    -         water()
    -     if slot == 2:
    -         if num_items(Items.Hay) > 20:
    -             if num_items(Items.Wood) > 30:
    -                 if get_ground_type() != Grounds.Soil:
    -                     till()
    -                 plant(Entities.Carrot)
    -                 water()
    +         plant(Entities.Tree)
    +     if (x + y) % 2 == 1:
    +         if x % 2 == 0:
    +             if num_items(Items.Hay) > 30:
    +                 if num_items(Items.Wood) > 40:
    +                     if get_ground_type() != Grounds.Soil:
    +                         till()
    +                     plant(Entities.Carrot)
    +                     water()
    +         if x % 2 == 1:
    +             if get_ground_type() == Grounds.Soil:
    +                 till()
      
      while True:
    
    Write result the agent saw
    Saved farm (32 lines).
    Game time: 25m 30s elapsed, 5h 34m 30s of budget remaining.
    run_program at 25m 30s for 70s (agent saw)
    Ran farm for 1m 10s of game time; it is still running.
    Inventory change: carrot +87, hay +54, water -2, wood +520.
    Game time: 26m 50s elapsed, 5h 33m 10s of budget remaining.
    Output:
    (none)
  5. r528m 00sRan40 lines · +24 −16 · ran 10m 32s
    def water():
        if num_items(Items.Water) > 0:
            if get_water() < 0.5:
                use_item(Items.Water)
    
    def do_tree():
        if can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Tree)
        if not can_harvest():
            if get_entity_type() == Entities.Tree:
                if num_items(Items.Fertilizer) > 0:
                    use_item(Items.Fertilizer)
    
    def do_other():
        if can_harvest():
            harvest()
        if get_pos_x() % 2 == 0:
            if num_items(Items.Hay) > 50:
                if num_items(Items.Wood) > 100:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    plant(Entities.Carrot)
                    water()
        if get_pos_x() % 2 == 1:
            if get_ground_type() == Grounds.Soil:
                till()
    
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                if (get_pos_x() + get_pos_y()) % 2 == 0:
                    do_tree()
                if (get_pos_x() + get_pos_y()) % 2 == 1:
                    do_other()
                move(North)
            move(East)
    Changes from the previous revision
                  use_item(Items.Water)
      
    - def maintain():
    + def do_tree():
          if can_harvest():
              harvest()
    -     x = get_pos_x()
    -     y = get_pos_y()
    -     if (x + y) % 2 == 0:
    +     if get_entity_type() != Entities.Tree:
              if get_ground_type() == Grounds.Soil:
                  till()
              plant(Entities.Tree)
    -     if (x + y) % 2 == 1:
    -         if x % 2 == 0:
    -             if num_items(Items.Hay) > 30:
    -                 if num_items(Items.Wood) > 40:
    -                     if get_ground_type() != Grounds.Soil:
    -                         till()
    -                     plant(Entities.Carrot)
    -                     water()
    -         if x % 2 == 1:
    -             if get_ground_type() == Grounds.Soil:
    -                 till()
    +     if not can_harvest():
    +         if get_entity_type() == Entities.Tree:
    +             if num_items(Items.Fertilizer) > 0:
    +                 use_item(Items.Fertilizer)
      
    + def do_other():
    +     if can_harvest():
    +         harvest()
    +     if get_pos_x() % 2 == 0:
    +         if num_items(Items.Hay) > 50:
    +             if num_items(Items.Wood) > 100:
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +                 plant(Entities.Carrot)
    +                 water()
    +     if get_pos_x() % 2 == 1:
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    + 
      while True:
          for i in range(get_world_size()):
              for j in range(get_world_size()):
    -             maintain()
    +             if (get_pos_x() + get_pos_y()) % 2 == 0:
    +                 do_tree()
    +             if (get_pos_x() + get_pos_y()) % 2 == 1:
    +                 do_other()
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved farm (40 lines).
    Game time: 28m 10s elapsed, 5h 31m 50s of budget remaining.
    run_program at 28m 10s for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +92, fertilizer -4, hay +42, water -4, weird_substance +120, wood +1562.
    Game time: 29m 50s elapsed, 5h 30m 10s of budget remaining.
    Output:
    (none)
  6. r638m 52sRan87 lines · +62 −15 · ran 5m 21s
    def water():
        if num_items(Items.Water) > 0:
            if get_water() < 0.5:
                use_item(Items.Water)
    
    def do_tree():
        if can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Tree)
        if not can_harvest():
            if get_entity_type() == Entities.Tree:
                if num_items(Items.Fertilizer) > 0:
                    use_item(Items.Fertilizer)
    
    def is_sun():
        x = get_pos_x()
        y = get_pos_y()
        if (x + y) % 2 == 0:
            return False
        if y >= 3:
            return True
        if y == 2 and x == 1:
            return True
        return False
    
    def is_carrot():
        x = get_pos_x()
        y = get_pos_y()
        if is_sun():
            return False
        if (x + y) % 2 == 0:
            return False
        if y == 1:
            return True
        if y == 0 and x == 1:
            return True
        return False
    
    best = 0
    counted = 0
    while True:
        lap_best = 0
        lap_count = 0
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                if (get_pos_x() + get_pos_y()) % 2 == 0:
                    do_tree()
                else:
                    if is_sun():
                        if get_entity_type() != Entities.Sunflower:
                            if can_harvest():
                                harvest()
                            if get_ground_type() != Grounds.Soil:
                                till()
                            if num_items(Items.Carrot) > 8:
                                plant(Entities.Sunflower)
                        if get_entity_type() == Entities.Sunflower:
                            lap_count += 1
                            petals = measure()
                            if petals > lap_best:
                                lap_best = petals
                            if counted >= 10 and petals == best and can_harvest():
                                harvest()
                                if num_items(Items.Carrot) > 2:
                                    plant(Entities.Sunflower)
                            water()
                    else:
                        if is_carrot():
                            if can_harvest():
                                harvest()
                            if num_items(Items.Hay) > 30 and num_items(Items.Wood) > 30:
                                if get_ground_type() != Grounds.Soil:
                                    till()
                                plant(Entities.Carrot)
                                water()
                        else:
                            if can_harvest():
                                harvest()
                            if get_ground_type() == Grounds.Soil:
                                till()
                move(North)
            move(East)
        best = lap_best
        counted = lap_count
    Changes from the previous revision
                      use_item(Items.Fertilizer)
      
    - def do_other():
    -     if can_harvest():
    -         harvest()
    -     if get_pos_x() % 2 == 0:
    -         if num_items(Items.Hay) > 50:
    -             if num_items(Items.Wood) > 100:
    -                 if get_ground_type() != Grounds.Soil:
    -                     till()
    -                 plant(Entities.Carrot)
    -                 water()
    -     if get_pos_x() % 2 == 1:
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    + def is_sun():
    +     x = get_pos_x()
    +     y = get_pos_y()
    +     if (x + y) % 2 == 0:
    +         return False
    +     if y >= 3:
    +         return True
    +     if y == 2 and x == 1:
    +         return True
    +     return False
      
    + def is_carrot():
    +     x = get_pos_x()
    +     y = get_pos_y()
    +     if is_sun():
    +         return False
    +     if (x + y) % 2 == 0:
    +         return False
    +     if y == 1:
    +         return True
    +     if y == 0 and x == 1:
    +         return True
    +     return False
    + 
    + best = 0
    + counted = 0
      while True:
    +     lap_best = 0
    +     lap_count = 0
          for i in range(get_world_size()):
              for j in range(get_world_size()):
                  if (get_pos_x() + get_pos_y()) % 2 == 0:
                      do_tree()
    -             if (get_pos_x() + get_pos_y()) % 2 == 1:
    -                 do_other()
    +             else:
    +                 if is_sun():
    +                     if get_entity_type() != Entities.Sunflower:
    +                         if can_harvest():
    +                             harvest()
    +                         if get_ground_type() != Grounds.Soil:
    +                             till()
    +                         if num_items(Items.Carrot) > 8:
    +                             plant(Entities.Sunflower)
    +                     if get_entity_type() == Entities.Sunflower:
    +                         lap_count += 1
    +                         petals = measure()
    +                         if petals > lap_best:
    +                             lap_best = petals
    +                         if counted >= 10 and petals == best and can_harvest():
    +                             harvest()
    +                             if num_items(Items.Carrot) > 2:
    +                                 plant(Entities.Sunflower)
    +                         water()
    +                 else:
    +                     if is_carrot():
    +                         if can_harvest():
    +                             harvest()
    +                         if num_items(Items.Hay) > 30 and num_items(Items.Wood) > 30:
    +                             if get_ground_type() != Grounds.Soil:
    +                                 till()
    +                             plant(Entities.Carrot)
    +                             water()
    +                     else:
    +                         if can_harvest():
    +                             harvest()
    +                         if get_ground_type() == Grounds.Soil:
    +                             till()
                  move(North)
              move(East)
    +     best = lap_best
    +     counted = lap_count
    
    Write result the agent saw
    Saved farm (87 lines).
    Game time: 39m 2s elapsed, 5h 20m 58s of budget remaining.
    run_program at 39m 02s for 40s (agent saw)
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +103, fertilizer -4, hay +94, power +45.73, water -12, weird_substance +60, wood +812.
    Game time: 39m 52s elapsed, 5h 20m 8s of budget remaining.
    Output:
    (none)
  7. r750m 13sRan99 lines · +57 −45 · ran 4m 40s
    def water():
        if num_items(Items.Water) > 0:
            if get_water() < 0.4:
                use_item(Items.Water)
    
    def do_tree():
        if can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Tree)
        if not can_harvest():
            if get_entity_type() == Entities.Tree:
                if num_items(Items.Fertilizer) > 0:
                    use_item(Items.Fertilizer)
    
    def is_sun():
        x = get_pos_x()
        y = get_pos_y()
        if (x + y) % 2 == 0:
            return False
        if y >= 3:
            return True
        if y == 2 and x == 1:
            return True
        return False
    
    def is_carrot():
        if is_sun():
            return False
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            return False
        y = get_pos_y()
        x = get_pos_x()
        if y == 1:
            return True
        if y == 0 and x == 1:
            return True
        return False
    
    def run(do_sun):
        best = 0
        counted = 0
        while True:
            lap_best = 0
            lap_count = 0
            for i in range(get_world_size()):
                for j in range(get_world_size()):
                    if (get_pos_x() + get_pos_y()) % 2 == 0:
                        do_tree()
                    else:
                        if is_sun():
                            if get_entity_type() != Entities.Sunflower:
                                if can_harvest():
                                    harvest()
                                if get_ground_type() != Grounds.Soil:
                                    till()
                                if num_items(Items.Carrot) > 10:
                                    plant(Entities.Sunflower)
                            if get_entity_type() == Entities.Sunflower:
                                lap_count += 1
                                petals = measure()
                                if petals > lap_best:
                                    lap_best = petals
                                if do_sun and counted >= 10 and petals == best and can_harvest():
                                    harvest()
                                    if num_items(Items.Carrot) > 2:
                                        plant(Entities.Sunflower)
                                if do_sun:
                                    water()
                        else:
                            if is_carrot():
                                if can_harvest():
                                    harvest()
                                if num_items(Items.Hay) > 40 and num_items(Items.Wood) > 40:
                                    if get_ground_type() != Grounds.Soil:
                                        till()
                                    plant(Entities.Carrot)
                                    water()
                            else:
                                if can_harvest():
                                    harvest()
                                if get_ground_type() == Grounds.Soil:
                                    till()
                    move(North)
                    if get_pos_y() == 0:
                        move(East)
            best = lap_best
            counted = lap_count
    
    clear()
    spawn_drone(run, False)
    half = get_world_size() * get_world_size() // 2
    for i in range(half):
        move(North)
        if get_pos_y() == 0:
            move(East)
    run(True)
    Changes from the previous revision
      def water():
          if num_items(Items.Water) > 0:
    -         if get_water() < 0.5:
    +         if get_water() < 0.4:
                  use_item(Items.Water)
      
      
      def is_carrot():
    -     x = get_pos_x()
    -     y = get_pos_y()
          if is_sun():
              return False
    -     if (x + y) % 2 == 0:
    +     if (get_pos_x() + get_pos_y()) % 2 == 0:
              return False
    +     y = get_pos_y()
    +     x = get_pos_x()
          if y == 1:
              return True
          return False
      
    - best = 0
    - counted = 0
    - while True:
    -     lap_best = 0
    -     lap_count = 0
    -     for i in range(get_world_size()):
    -         for j in range(get_world_size()):
    -             if (get_pos_x() + get_pos_y()) % 2 == 0:
    -                 do_tree()
    -             else:
    -                 if is_sun():
    -                     if get_entity_type() != Entities.Sunflower:
    -                         if can_harvest():
    -                             harvest()
    -                         if get_ground_type() != Grounds.Soil:
    -                             till()
    -                         if num_items(Items.Carrot) > 8:
    -                             plant(Entities.Sunflower)
    -                     if get_entity_type() == Entities.Sunflower:
    -                         lap_count += 1
    -                         petals = measure()
    -                         if petals > lap_best:
    -                             lap_best = petals
    -                         if counted >= 10 and petals == best and can_harvest():
    -                             harvest()
    -                             if num_items(Items.Carrot) > 2:
    -                                 plant(Entities.Sunflower)
    -                         water()
    + def run(do_sun):
    +     best = 0
    +     counted = 0
    +     while True:
    +         lap_best = 0
    +         lap_count = 0
    +         for i in range(get_world_size()):
    +             for j in range(get_world_size()):
    +                 if (get_pos_x() + get_pos_y()) % 2 == 0:
    +                     do_tree()
                      else:
    -                     if is_carrot():
    -                         if can_harvest():
    -                             harvest()
    -                         if num_items(Items.Hay) > 30 and num_items(Items.Wood) > 30:
    +                     if is_sun():
    +                         if get_entity_type() != Entities.Sunflower:
    +                             if can_harvest():
    +                                 harvest()
                                  if get_ground_type() != Grounds.Soil:
                                      till()
    -                             plant(Entities.Carrot)
    -                             water()
    +                             if num_items(Items.Carrot) > 10:
    +                                 plant(Entities.Sunflower)
    +                         if get_entity_type() == Entities.Sunflower:
    +                             lap_count += 1
    +                             petals = measure()
    +                             if petals > lap_best:
    +                                 lap_best = petals
    +                             if do_sun and counted >= 10 and petals == best and can_harvest():
    +                                 harvest()
    +                                 if num_items(Items.Carrot) > 2:
    +                                     plant(Entities.Sunflower)
    +                             if do_sun:
    +                                 water()
                          else:
    -                         if can_harvest():
    -                             harvest()
    -                         if get_ground_type() == Grounds.Soil:
    -                             till()
    -             move(North)
    +                         if is_carrot():
    +                             if can_harvest():
    +                                 harvest()
    +                             if num_items(Items.Hay) > 40 and num_items(Items.Wood) > 40:
    +                                 if get_ground_type() != Grounds.Soil:
    +                                     till()
    +                                 plant(Entities.Carrot)
    +                                 water()
    +                         else:
    +                             if can_harvest():
    +                                 harvest()
    +                             if get_ground_type() == Grounds.Soil:
    +                                 till()
    +                 move(North)
    +                 if get_pos_y() == 0:
    +                     move(East)
    +         best = lap_best
    +         counted = lap_count
    + 
    + clear()
    + spawn_drone(run, False)
    + half = get_world_size() * get_world_size() // 2
    + for i in range(half):
    +     move(North)
    +     if get_pos_y() == 0:
              move(East)
    -     best = lap_best
    -     counted = lap_count
    + run(True)
    
    Write result the agent saw
    Saved farm (99 lines).
    Game time: 50m 23s elapsed, 5h 9m 37s of budget remaining.
    run_program at 50m 23s for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +448, fertilizer -5, hay +464, power +21.14, water +6, weird_substance +350, wood +2686.
    Game time: 51m 33s elapsed, 5h 8m 27s of budget remaining.
    Output:
    (none)
  8. r81h 22mRan108 lines · +76 −67 · ran 3m 30s
    def plant_entity(entity):
        if entity == Entities.Grass:
            if get_entity_type() != Entities.Grass and get_entity_type() != None:
                if can_harvest():
                    harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        needs_soil = entity == Entities.Carrot or entity == Entities.Sunflower
        if needs_soil:
            if get_ground_type() != Grounds.Soil:
                till()
        else:
            if get_ground_type() == Grounds.Soil:
                till()
        if get_entity_type() != entity:
            if can_harvest():
                harvest()
            plant(entity)
    
    def go_to(x, y):
        while get_pos_x() != x:
            move(East)
        while get_pos_y() != y:
            move(North)
    
    def ensure_companion():
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        if y >= 6:
            return
        sx = get_pos_x()
        sy = get_pos_y()
        go_to(x, y)
        if get_entity_type() != wanted:
            plant_entity(wanted)
        go_to(sx, sy)
    
    def do_tree():
        if get_entity_type() == Entities.Tree and can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            plant_entity(Entities.Tree)
        if get_entity_type() == Entities.Tree:
            ensure_companion()
            if not can_harvest():
                if num_items(Items.Fertilizer) > 2:
                    use_item(Items.Fertilizer)
            if num_items(Items.Water) > 0 and get_water() < 0.4:
                use_item(Items.Water)
    
    def do_carrot():
        if can_harvest():
            harvest()
        if num_items(Items.Hay) > 100 and num_items(Items.Wood) > 100:
            plant_entity(Entities.Carrot)
            if get_entity_type() == Entities.Carrot:
                ensure_companion()
                if num_items(Items.Water) > 0 and get_water() < 0.4:
                    use_item(Items.Water)
    
    def run(drone_id):
        best = 0
        counted = 0
        while True:
            lap_best = 0
            lap_count = 0
            n = get_world_size()
            for i in range(n):
                for j in range(n):
                    y = get_pos_y()
                    if y >= 6:
                        if drone_id == 0:
                            if get_entity_type() != Entities.Sunflower:
                                if num_items(Items.Carrot) > 20:
                                    plant_entity(Entities.Sunflower)
                            if get_entity_type() == Entities.Sunflower:
                                lap_count += 1
                                petals = measure()
                                if petals > lap_best:
                                    lap_best = petals
                                if counted >= 10 and petals == best and can_harvest():
                                    harvest()
                                    if num_items(Items.Carrot) > 5:
                                        plant_entity(Entities.Sunflower)
                    else:
                        if y % 2 == drone_id:
                            if y == 5:
                                do_carrot()
                            else:
                                do_tree()
                    move(North)
                    if get_pos_y() == 0:
                        move(East)
            best = lap_best
            counted = lap_count
    
    clear()
    spawn_drone(run, 1)
    half = get_world_size() * get_world_size() // 2
    for i in range(half):
        move(North)
        if get_pos_y() == 0:
            move(East)
    run(0)
    Changes from the previous revision
    - def water():
    -     if num_items(Items.Water) > 0:
    -         if get_water() < 0.4:
    -             use_item(Items.Water)
    + def plant_entity(entity):
    +     if entity == Entities.Grass:
    +         if get_entity_type() != Entities.Grass and get_entity_type() != None:
    +             if can_harvest():
    +                 harvest()
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +         return
    +     needs_soil = entity == Entities.Carrot or entity == Entities.Sunflower
    +     if needs_soil:
    +         if get_ground_type() != Grounds.Soil:
    +             till()
    +     else:
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +     if get_entity_type() != entity:
    +         if can_harvest():
    +             harvest()
    +         plant(entity)
      
    + def go_to(x, y):
    +     while get_pos_x() != x:
    +         move(East)
    +     while get_pos_y() != y:
    +         move(North)
    + 
    + def ensure_companion():
    +     comp = get_companion()
    +     if comp == None:
    +         return
    +     wanted, pos = comp
    +     x, y = pos
    +     if y >= 6:
    +         return
    +     sx = get_pos_x()
    +     sy = get_pos_y()
    +     go_to(x, y)
    +     if get_entity_type() != wanted:
    +         plant_entity(wanted)
    +     go_to(sx, sy)
    + 
      def do_tree():
    -     if can_harvest():
    +     if get_entity_type() == Entities.Tree and can_harvest():
              harvest()
          if get_entity_type() != Entities.Tree:
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    -         plant(Entities.Tree)
    -     if not can_harvest():
    -         if get_entity_type() == Entities.Tree:
    -             if num_items(Items.Fertilizer) > 0:
    +         plant_entity(Entities.Tree)
    +     if get_entity_type() == Entities.Tree:
    +         ensure_companion()
    +         if not can_harvest():
    +             if num_items(Items.Fertilizer) > 2:
                      use_item(Items.Fertilizer)
    - 
    - def is_sun():
    -     x = get_pos_x()
    -     y = get_pos_y()
    -     if (x + y) % 2 == 0:
    -         return False
    -     if y >= 3:
    -         return True
    -     if y == 2 and x == 1:
    -         return True
    -     return False
    +         if num_items(Items.Water) > 0 and get_water() < 0.4:
    +             use_item(Items.Water)
      
    - def is_carrot():
    -     if is_sun():
    -         return False
    -     if (get_pos_x() + get_pos_y()) % 2 == 0:
    -         return False
    -     y = get_pos_y()
    -     x = get_pos_x()
    -     if y == 1:
    -         return True
    -     if y == 0 and x == 1:
    -         return True
    -     return False
    + def do_carrot():
    +     if can_harvest():
    +         harvest()
    +     if num_items(Items.Hay) > 100 and num_items(Items.Wood) > 100:
    +         plant_entity(Entities.Carrot)
    +         if get_entity_type() == Entities.Carrot:
    +             ensure_companion()
    +             if num_items(Items.Water) > 0 and get_water() < 0.4:
    +                 use_item(Items.Water)
      
    - def run(do_sun):
    + def run(drone_id):
          best = 0
          counted = 0
              lap_best = 0
              lap_count = 0
    -         for i in range(get_world_size()):
    -             for j in range(get_world_size()):
    -                 if (get_pos_x() + get_pos_y()) % 2 == 0:
    -                     do_tree()
    -                 else:
    -                     if is_sun():
    +         n = get_world_size()
    +         for i in range(n):
    +             for j in range(n):
    +                 y = get_pos_y()
    +                 if y >= 6:
    +                     if drone_id == 0:
                              if get_entity_type() != Entities.Sunflower:
    -                             if can_harvest():
    -                                 harvest()
    -                             if get_ground_type() != Grounds.Soil:
    -                                 till()
    -                             if num_items(Items.Carrot) > 10:
    -                                 plant(Entities.Sunflower)
    +                             if num_items(Items.Carrot) > 20:
    +                                 plant_entity(Entities.Sunflower)
                              if get_entity_type() == Entities.Sunflower:
                                  lap_count += 1
                                  if petals > lap_best:
                                      lap_best = petals
    -                             if do_sun and counted >= 10 and petals == best and can_harvest():
    -                                 harvest()
    -                                 if num_items(Items.Carrot) > 2:
    -                                     plant(Entities.Sunflower)
    -                             if do_sun:
    -                                 water()
    -                     else:
    -                         if is_carrot():
    -                             if can_harvest():
    +                             if counted >= 10 and petals == best and can_harvest():
                                      harvest()
    -                             if num_items(Items.Hay) > 40 and num_items(Items.Wood) > 40:
    -                                 if get_ground_type() != Grounds.Soil:
    -                                     till()
    -                                 plant(Entities.Carrot)
    -                                 water()
    +                                 if num_items(Items.Carrot) > 5:
    +                                     plant_entity(Entities.Sunflower)
    +                 else:
    +                     if y % 2 == drone_id:
    +                         if y == 5:
    +                             do_carrot()
                              else:
    -                             if can_harvest():
    -                                 harvest()
    -                             if get_ground_type() == Grounds.Soil:
    -                                 till()
    +                             do_tree()
                      move(North)
                      if get_pos_y() == 0:
      
      clear()
    - spawn_drone(run, False)
    + spawn_drone(run, 1)
      half = get_world_size() * get_world_size() // 2
      for i in range(half):
          if get_pos_y() == 0:
              move(East)
    - run(True)
    + run(0)
    
    Write result the agent saw
    Saved farm (108 lines).
    Game time: 1h 22m 32s elapsed, 4h 37m 28s of budget remaining.
    run_program at 1h 22m for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +207, fertilizer -62, hay +1104, water -55, weird_substance +1440, wood +1316.
    Game time: 1h 23m 42s elapsed, 4h 36m 18s of budget remaining.
    Output:
    (none)
  9. r91h 26mRan141 lines · +58 −25 · ran 1m 50s
    def plant_entity(entity):
        if entity == Entities.Grass:
            if get_entity_type() != Entities.Grass and get_entity_type() != None:
                if can_harvest():
                    harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if entity == Entities.Carrot or entity == Entities.Sunflower:
            if get_ground_type() != Grounds.Soil:
                till()
        if get_entity_type() != entity:
            if can_harvest():
                harvest()
            plant(entity)
    
    def try_companion():
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        if y >= 6:
            return
        sx = get_pos_x()
        sy = get_pos_y()
        n = get_world_size()
        dx = x - sx
        if dx > n // 2:
            dx -= n
        if dx < 0 - n // 2:
            dx += n
        dy = y - sy
        if dy > n // 2:
            dy -= n
        if dy < 0 - n // 2:
            dy += n
        adx = dx
        if adx < 0:
            adx = 0 - adx
        ady = dy
        if ady < 0:
            ady = 0 - ady
        if adx + ady == 0 or adx + ady > 2:
            return
        ox = dx
        oy = dy
        while dx > 0:
            move(East)
            dx -= 1
        while dx < 0:
            move(West)
            dx += 1
        while dy > 0:
            move(North)
            dy -= 1
        while dy < 0:
            move(South)
            dy += 1
        if get_entity_type() != wanted:
            if wanted != Entities.Carrot or (num_items(Items.Hay) > 200 and num_items(Items.Wood) > 200):
                plant_entity(wanted)
        while ox > 0:
            move(West)
            ox -= 1
        while ox < 0:
            move(East)
            ox += 1
        while oy > 0:
            move(South)
            oy -= 1
        while oy < 0:
            move(North)
            oy += 1
    
    def do_tree():
        if get_entity_type() == Entities.Tree and can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            plant_entity(Entities.Tree)
        if get_entity_type() == Entities.Tree:
            try_companion()
            if not can_harvest() and num_items(Items.Fertilizer) > 5:
                use_item(Items.Fertilizer)
            if num_items(Items.Water) > 0 and get_water() < 0.5:
                use_item(Items.Water)
    
    def do_carrot():
        if can_harvest():
            harvest()
        if num_items(Items.Hay) > 200 and num_items(Items.Wood) > 200:
            plant_entity(Entities.Carrot)
            if get_entity_type() == Entities.Carrot:
                try_companion()
                if num_items(Items.Water) > 0 and get_water() < 0.5:
                    use_item(Items.Water)
    
    def run(drone_id):
        best = 0
        counted = 0
        while True:
            lap_best = 0
            lap_count = 0
            n = get_world_size()
            for i in range(n):
                for j in range(n):
                    y = get_pos_y()
                    if y >= 6:
                        if drone_id == 0:
                            if get_entity_type() != Entities.Sunflower:
                                if num_items(Items.Carrot) > 30:
                                    plant_entity(Entities.Sunflower)
                            if get_entity_type() == Entities.Sunflower:
                                lap_count += 1
                                petals = measure()
                                if petals > lap_best:
                                    lap_best = petals
                                if counted >= 10 and petals == best and can_harvest():
                                    harvest()
                                    if num_items(Items.Carrot) > 10:
                                        plant_entity(Entities.Sunflower)
                    else:
                        if y % 2 == drone_id:
                            if y == 5:
                                do_carrot()
                            else:
                                do_tree()
                    move(North)
                    if get_pos_y() == 0:
                        move(East)
            best = lap_best
            counted = lap_count
    
    clear()
    spawn_drone(run, 1)
    half = get_world_size() * get_world_size() // 2
    for i in range(half):
        move(North)
        if get_pos_y() == 0:
            move(East)
    run(0)
    Changes from the previous revision
                  till()
              return
    -     needs_soil = entity == Entities.Carrot or entity == Entities.Sunflower
    -     if needs_soil:
    +     if entity == Entities.Carrot or entity == Entities.Sunflower:
              if get_ground_type() != Grounds.Soil:
                  till()
    -     else:
    -         if get_ground_type() == Grounds.Soil:
    -             till()
          if get_entity_type() != entity:
              if can_harvest():
              plant(entity)
      
    - def go_to(x, y):
    -     while get_pos_x() != x:
    -         move(East)
    -     while get_pos_y() != y:
    -         move(North)
    - 
    - def ensure_companion():
    + def try_companion():
          comp = get_companion()
          if comp == None:
          sx = get_pos_x()
          sy = get_pos_y()
    -     go_to(x, y)
    +     n = get_world_size()
    +     dx = x - sx
    +     if dx > n // 2:
    +         dx -= n
    +     if dx < 0 - n // 2:
    +         dx += n
    +     dy = y - sy
    +     if dy > n // 2:
    +         dy -= n
    +     if dy < 0 - n // 2:
    +         dy += n
    +     adx = dx
    +     if adx < 0:
    +         adx = 0 - adx
    +     ady = dy
    +     if ady < 0:
    +         ady = 0 - ady
    +     if adx + ady == 0 or adx + ady > 2:
    +         return
    +     ox = dx
    +     oy = dy
    +     while dx > 0:
    +         move(East)
    +         dx -= 1
    +     while dx < 0:
    +         move(West)
    +         dx += 1
    +     while dy > 0:
    +         move(North)
    +         dy -= 1
    +     while dy < 0:
    +         move(South)
    +         dy += 1
          if get_entity_type() != wanted:
    -         plant_entity(wanted)
    -     go_to(sx, sy)
    +         if wanted != Entities.Carrot or (num_items(Items.Hay) > 200 and num_items(Items.Wood) > 200):
    +             plant_entity(wanted)
    +     while ox > 0:
    +         move(West)
    +         ox -= 1
    +     while ox < 0:
    +         move(East)
    +         ox += 1
    +     while oy > 0:
    +         move(South)
    +         oy -= 1
    +     while oy < 0:
    +         move(North)
    +         oy += 1
      
      def do_tree():
              plant_entity(Entities.Tree)
          if get_entity_type() == Entities.Tree:
    -         ensure_companion()
    -         if not can_harvest():
    -             if num_items(Items.Fertilizer) > 2:
    -                 use_item(Items.Fertilizer)
    -         if num_items(Items.Water) > 0 and get_water() < 0.4:
    +         try_companion()
    +         if not can_harvest() and num_items(Items.Fertilizer) > 5:
    +             use_item(Items.Fertilizer)
    +         if num_items(Items.Water) > 0 and get_water() < 0.5:
                  use_item(Items.Water)
      
          if can_harvest():
              harvest()
    -     if num_items(Items.Hay) > 100 and num_items(Items.Wood) > 100:
    +     if num_items(Items.Hay) > 200 and num_items(Items.Wood) > 200:
              plant_entity(Entities.Carrot)
              if get_entity_type() == Entities.Carrot:
    -             ensure_companion()
    -             if num_items(Items.Water) > 0 and get_water() < 0.4:
    +             try_companion()
    +             if num_items(Items.Water) > 0 and get_water() < 0.5:
                      use_item(Items.Water)
      
                          if drone_id == 0:
                              if get_entity_type() != Entities.Sunflower:
    -                             if num_items(Items.Carrot) > 20:
    +                             if num_items(Items.Carrot) > 30:
                                      plant_entity(Entities.Sunflower)
                              if get_entity_type() == Entities.Sunflower:
                                  if counted >= 10 and petals == best and can_harvest():
                                      harvest()
    -                                 if num_items(Items.Carrot) > 5:
    +                                 if num_items(Items.Carrot) > 10:
                                          plant_entity(Entities.Sunflower)
                      else:
    
    Write result the agent saw
    Saved farm (141 lines).
    Game time: 1h 26m 22s elapsed, 4h 33m 38s of budget remaining.
    run_program at 1h 26m for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +3273, fertilizer -327, hay +2256, water +3, weird_substance +6660, wood +6556.
    Game time: 1h 28m 2s elapsed, 4h 31m 58s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: run <- do_tree <- try_companion <- plant_entity
    plant(entity)
         ^^      
    --------------------------------------------------------------------
  10. r101h 38mSaved, never run150 lines · +41 −32
    def plant_entity(entity):
        if entity == Entities.Grass:
            if get_entity_type() != Entities.Grass and get_entity_type() != None:
                if can_harvest():
                    harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if entity == Entities.Carrot or entity == Entities.Sunflower:
            if get_ground_type() != Grounds.Soil:
                till()
        if get_entity_type() != entity:
            if can_harvest():
                harvest()
            if entity == Entities.Carrot or entity == Entities.Sunflower:
                if get_ground_type() != Grounds.Soil:
                    till()
            plant(entity)
    
    def try_companion():
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        if y >= 6:
            return
        sx = get_pos_x()
        sy = get_pos_y()
        n = get_world_size()
        dx = x - sx
        if dx > n // 2:
            dx -= n
        if dx < 0 - n // 2:
            dx += n
        dy = y - sy
        if dy > n // 2:
            dy -= n
        if dy < 0 - n // 2:
            dy += n
        adx = dx
        if adx < 0:
            adx = 0 - adx
        ady = dy
        if ady < 0:
            ady = 0 - ady
        if adx + ady == 0 or adx + ady > 2:
            return
        ox = dx
        oy = dy
        while dx > 0:
            move(East)
            dx -= 1
        while dx < 0:
            move(West)
            dx += 1
        while dy > 0:
            move(North)
            dy -= 1
        while dy < 0:
            move(South)
            dy += 1
        if get_entity_type() != wanted:
            if wanted != Entities.Carrot or (num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300):
                plant_entity(wanted)
        while ox > 0:
            move(West)
            ox -= 1
        while ox < 0:
            move(East)
            ox += 1
        while oy > 0:
            move(South)
            oy -= 1
        while oy < 0:
            move(North)
            oy += 1
    
    def do_tree():
        if get_entity_type() == Entities.Tree and can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            plant_entity(Entities.Tree)
        if get_entity_type() == Entities.Tree:
            try_companion()
            if not can_harvest() and num_items(Items.Fertilizer) > 0:
                use_item(Items.Fertilizer)
            if num_items(Items.Water) > 0 and get_water() < 0.5:
                use_item(Items.Water)
    
    def do_carrot():
        if can_harvest():
            harvest()
        if num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300:
            plant_entity(Entities.Carrot)
            if get_entity_type() == Entities.Carrot:
                try_companion()
                if num_items(Items.Water) > 0 and get_water() < 0.5:
                    use_item(Items.Water)
    
    def do_sun(best, counted, lap_best, lap_count):
        if get_entity_type() != Entities.Sunflower:
            if num_items(Items.Carrot) > 30:
                plant_entity(Entities.Sunflower)
        if get_entity_type() == Entities.Sunflower:
            lap_count += 1
            petals = measure()
            if petals > lap_best:
                lap_best = petals
            if counted >= 10 and petals == best and can_harvest():
                harvest()
                if num_items(Items.Carrot) > 10:
                    plant_entity(Entities.Sunflower)
        return lap_best, lap_count
    
    def run(drone_id):
        best = 0
        counted = 0
        n = get_world_size()
        while True:
            lap_best = 0
            lap_count = 0
            y = drone_id
            while y < n:
                while get_pos_y() != y:
                    move(North)
                while get_pos_x() != 0:
                    move(West)
                for x in range(n):
                    if y >= 6:
                        lap_best, lap_count = do_sun(best, counted, lap_best, lap_count)
                    else:
                        if y == 5:
                            do_carrot()
                        else:
                            do_tree()
                    if x < n - 1:
                        move(East)
                if drone_id == 2 and y == 6:
                    y = 7
                else:
                    y += 4
            best = lap_best
            counted = lap_count
    
    clear()
    spawn_drone(run, 1)
    spawn_drone(run, 2)
    spawn_drone(run, 3)
    run(0)
    Changes from the previous revision
              if can_harvest():
                  harvest()
    +         if entity == Entities.Carrot or entity == Entities.Sunflower:
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
              plant(entity)
      
              dy += 1
          if get_entity_type() != wanted:
    -         if wanted != Entities.Carrot or (num_items(Items.Hay) > 200 and num_items(Items.Wood) > 200):
    +         if wanted != Entities.Carrot or (num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300):
                  plant_entity(wanted)
          while ox > 0:
          if get_entity_type() == Entities.Tree:
              try_companion()
    -         if not can_harvest() and num_items(Items.Fertilizer) > 5:
    +         if not can_harvest() and num_items(Items.Fertilizer) > 0:
                  use_item(Items.Fertilizer)
              if num_items(Items.Water) > 0 and get_water() < 0.5:
          if can_harvest():
              harvest()
    -     if num_items(Items.Hay) > 200 and num_items(Items.Wood) > 200:
    +     if num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300:
              plant_entity(Entities.Carrot)
              if get_entity_type() == Entities.Carrot:
                      use_item(Items.Water)
      
    + def do_sun(best, counted, lap_best, lap_count):
    +     if get_entity_type() != Entities.Sunflower:
    +         if num_items(Items.Carrot) > 30:
    +             plant_entity(Entities.Sunflower)
    +     if get_entity_type() == Entities.Sunflower:
    +         lap_count += 1
    +         petals = measure()
    +         if petals > lap_best:
    +             lap_best = petals
    +         if counted >= 10 and petals == best and can_harvest():
    +             harvest()
    +             if num_items(Items.Carrot) > 10:
    +                 plant_entity(Entities.Sunflower)
    +     return lap_best, lap_count
    + 
      def run(drone_id):
          best = 0
          counted = 0
    +     n = get_world_size()
          while True:
              lap_best = 0
              lap_count = 0
    -         n = get_world_size()
    -         for i in range(n):
    -             for j in range(n):
    -                 y = get_pos_y()
    +         y = drone_id
    +         while y < n:
    +             while get_pos_y() != y:
    +                 move(North)
    +             while get_pos_x() != 0:
    +                 move(West)
    +             for x in range(n):
                      if y >= 6:
    -                     if drone_id == 0:
    -                         if get_entity_type() != Entities.Sunflower:
    -                             if num_items(Items.Carrot) > 30:
    -                                 plant_entity(Entities.Sunflower)
    -                         if get_entity_type() == Entities.Sunflower:
    -                             lap_count += 1
    -                             petals = measure()
    -                             if petals > lap_best:
    -                                 lap_best = petals
    -                             if counted >= 10 and petals == best and can_harvest():
    -                                 harvest()
    -                                 if num_items(Items.Carrot) > 10:
    -                                     plant_entity(Entities.Sunflower)
    +                     lap_best, lap_count = do_sun(best, counted, lap_best, lap_count)
                      else:
    -                     if y % 2 == drone_id:
    -                         if y == 5:
    -                             do_carrot()
    -                         else:
    -                             do_tree()
    -                 move(North)
    -                 if get_pos_y() == 0:
    +                     if y == 5:
    +                         do_carrot()
    +                     else:
    +                         do_tree()
    +                 if x < n - 1:
                          move(East)
    +             if drone_id == 2 and y == 6:
    +                 y = 7
    +             else:
    +                 y += 4
              best = lap_best
              counted = lap_count
      clear()
      spawn_drone(run, 1)
    - half = get_world_size() * get_world_size() // 2
    - for i in range(half):
    -     move(North)
    -     if get_pos_y() == 0:
    -         move(East)
    + spawn_drone(run, 2)
    + spawn_drone(run, 3)
      run(0)
    
    Write result the agent saw
    Saved farm (150 lines).
    Game time: 1h 38m 24s elapsed, 4h 21m 36s of budget remaining.
  11. r111h 38mRan156 lines · +7 −1 · ran 11m 10s
    def plant_entity(entity):
        if entity == Entities.Grass:
            if get_entity_type() != Entities.Grass and get_entity_type() != None:
                if can_harvest():
                    harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if entity == Entities.Carrot or entity == Entities.Sunflower:
            if get_ground_type() != Grounds.Soil:
                till()
        if get_entity_type() != entity:
            if can_harvest():
                harvest()
            if entity == Entities.Carrot or entity == Entities.Sunflower:
                if get_ground_type() != Grounds.Soil:
                    till()
            plant(entity)
    
    def try_companion():
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        if y >= 6:
            return
        sx = get_pos_x()
        sy = get_pos_y()
        n = get_world_size()
        dx = x - sx
        if dx > n // 2:
            dx -= n
        if dx < 0 - n // 2:
            dx += n
        dy = y - sy
        if dy > n // 2:
            dy -= n
        if dy < 0 - n // 2:
            dy += n
        adx = dx
        if adx < 0:
            adx = 0 - adx
        ady = dy
        if ady < 0:
            ady = 0 - ady
        if adx + ady == 0 or adx + ady > 2:
            return
        ox = dx
        oy = dy
        while dx > 0:
            move(East)
            dx -= 1
        while dx < 0:
            move(West)
            dx += 1
        while dy > 0:
            move(North)
            dy -= 1
        while dy < 0:
            move(South)
            dy += 1
        if get_entity_type() != wanted:
            if wanted != Entities.Carrot or (num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300):
                plant_entity(wanted)
        while ox > 0:
            move(West)
            ox -= 1
        while ox < 0:
            move(East)
            ox += 1
        while oy > 0:
            move(South)
            oy -= 1
        while oy < 0:
            move(North)
            oy += 1
    
    def do_tree():
        if get_entity_type() == Entities.Tree and can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            plant_entity(Entities.Tree)
        if get_entity_type() == Entities.Tree:
            try_companion()
            if not can_harvest() and num_items(Items.Fertilizer) > 0:
                use_item(Items.Fertilizer)
            if num_items(Items.Water) > 0 and get_water() < 0.5:
                use_item(Items.Water)
    
    def do_carrot():
        if can_harvest():
            harvest()
        if num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300:
            plant_entity(Entities.Carrot)
            if get_entity_type() == Entities.Carrot:
                try_companion()
                if num_items(Items.Water) > 0 and get_water() < 0.5:
                    use_item(Items.Water)
    
    def do_sun(best, counted, lap_best, lap_count):
        if get_entity_type() != Entities.Sunflower:
            if num_items(Items.Carrot) > 30:
                plant_entity(Entities.Sunflower)
        if get_entity_type() == Entities.Sunflower:
            lap_count += 1
            petals = measure()
            if petals > lap_best:
                lap_best = petals
            if counted >= 10 and petals == best and can_harvest():
                harvest()
                if num_items(Items.Carrot) > 10:
                    plant_entity(Entities.Sunflower)
        return lap_best, lap_count
    
    def run(drone_id):
        best = 0
        counted = 0
        n = get_world_size()
        while True:
            lap_best = 0
            lap_count = 0
            y = drone_id
            while y < n:
                while get_pos_y() != y:
                    move(North)
                while get_pos_x() != 0:
                    move(West)
                for x in range(n):
                    if y >= 6:
                        lap_best, lap_count = do_sun(best, counted, lap_best, lap_count)
                    else:
                        if y == 5:
                            do_carrot()
                        else:
                            do_tree()
                    if x < n - 1:
                        move(East)
                if drone_id == 3:
                    y = n
                elif drone_id == 2 and y == 2:
                    y = 6
                elif drone_id == 2 and y == 6:
                    y = 7
                elif drone_id == 2:
                    y = n
                else:
                    y += 4
            best = lap_best
            counted = lap_count
    
    clear()
    spawn_drone(run, 1)
    spawn_drone(run, 2)
    spawn_drone(run, 3)
    run(0)
    Changes from the previous revision
                      if x < n - 1:
                          move(East)
    -             if drone_id == 2 and y == 6:
    +             if drone_id == 3:
    +                 y = n
    +             elif drone_id == 2 and y == 2:
    +                 y = 6
    +             elif drone_id == 2 and y == 6:
                      y = 7
    +             elif drone_id == 2:
    +                 y = n
                  else:
                      y += 4
    
    Write result the agent saw
    Saved farm (156 lines).
    Game time: 1h 38m 34s elapsed, 4h 21m 26s of budget remaining.
    run_program at 1h 38m for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +3981, fertilizer -36, hay +1160, water -93, weird_substance +2720, wood +7864.
    Game time: 1h 39m 44s elapsed, 4h 20m 16s of budget remaining.
    Output:
    (none)
  12. r121h 49mRan156 lines · +2 −2 · ran 3h 35m
    def plant_entity(entity):
        if entity == Entities.Grass:
            if get_entity_type() != Entities.Grass and get_entity_type() != None:
                if can_harvest():
                    harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if entity == Entities.Carrot or entity == Entities.Sunflower:
            if get_ground_type() != Grounds.Soil:
                till()
        if get_entity_type() != entity:
            if can_harvest():
                harvest()
            if entity == Entities.Carrot or entity == Entities.Sunflower:
                if get_ground_type() != Grounds.Soil:
                    till()
            plant(entity)
    
    def try_companion():
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        if y >= 6:
            return
        sx = get_pos_x()
        sy = get_pos_y()
        n = get_world_size()
        dx = x - sx
        if dx > n // 2:
            dx -= n
        if dx < 0 - n // 2:
            dx += n
        dy = y - sy
        if dy > n // 2:
            dy -= n
        if dy < 0 - n // 2:
            dy += n
        adx = dx
        if adx < 0:
            adx = 0 - adx
        ady = dy
        if ady < 0:
            ady = 0 - ady
        if adx + ady == 0 or adx + ady > 2:
            return
        ox = dx
        oy = dy
        while dx > 0:
            move(East)
            dx -= 1
        while dx < 0:
            move(West)
            dx += 1
        while dy > 0:
            move(North)
            dy -= 1
        while dy < 0:
            move(South)
            dy += 1
        if get_entity_type() != wanted:
            if wanted != Entities.Carrot or (num_items(Items.Hay) > 25000 and num_items(Items.Wood) > 300):
                plant_entity(wanted)
        while ox > 0:
            move(West)
            ox -= 1
        while ox < 0:
            move(East)
            ox += 1
        while oy > 0:
            move(South)
            oy -= 1
        while oy < 0:
            move(North)
            oy += 1
    
    def do_tree():
        if get_entity_type() == Entities.Tree and can_harvest():
            harvest()
        if get_entity_type() != Entities.Tree:
            plant_entity(Entities.Tree)
        if get_entity_type() == Entities.Tree:
            try_companion()
            if not can_harvest() and num_items(Items.Fertilizer) > 0:
                use_item(Items.Fertilizer)
            if num_items(Items.Water) > 0 and get_water() < 0.5:
                use_item(Items.Water)
    
    def do_carrot():
        if can_harvest():
            harvest()
        if num_items(Items.Hay) > 25000 and num_items(Items.Wood) > 300:
            plant_entity(Entities.Carrot)
            if get_entity_type() == Entities.Carrot:
                try_companion()
                if num_items(Items.Water) > 0 and get_water() < 0.5:
                    use_item(Items.Water)
    
    def do_sun(best, counted, lap_best, lap_count):
        if get_entity_type() != Entities.Sunflower:
            if num_items(Items.Carrot) > 30:
                plant_entity(Entities.Sunflower)
        if get_entity_type() == Entities.Sunflower:
            lap_count += 1
            petals = measure()
            if petals > lap_best:
                lap_best = petals
            if counted >= 10 and petals == best and can_harvest():
                harvest()
                if num_items(Items.Carrot) > 10:
                    plant_entity(Entities.Sunflower)
        return lap_best, lap_count
    
    def run(drone_id):
        best = 0
        counted = 0
        n = get_world_size()
        while True:
            lap_best = 0
            lap_count = 0
            y = drone_id
            while y < n:
                while get_pos_y() != y:
                    move(North)
                while get_pos_x() != 0:
                    move(West)
                for x in range(n):
                    if y >= 6:
                        lap_best, lap_count = do_sun(best, counted, lap_best, lap_count)
                    else:
                        if y == 5:
                            do_carrot()
                        else:
                            do_tree()
                    if x < n - 1:
                        move(East)
                if drone_id == 3:
                    y = n
                elif drone_id == 2 and y == 2:
                    y = 6
                elif drone_id == 2 and y == 6:
                    y = 7
                elif drone_id == 2:
                    y = n
                else:
                    y += 4
            best = lap_best
            counted = lap_count
    
    clear()
    spawn_drone(run, 1)
    spawn_drone(run, 2)
    spawn_drone(run, 3)
    run(0)
    Changes from the previous revision
              dy += 1
          if get_entity_type() != wanted:
    -         if wanted != Entities.Carrot or (num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300):
    +         if wanted != Entities.Carrot or (num_items(Items.Hay) > 25000 and num_items(Items.Wood) > 300):
                  plant_entity(wanted)
          while ox > 0:
          if can_harvest():
              harvest()
    -     if num_items(Items.Hay) > 300 and num_items(Items.Wood) > 300:
    +     if num_items(Items.Hay) > 25000 and num_items(Items.Wood) > 300:
              plant_entity(Entities.Carrot)
              if get_entity_type() == Entities.Carrot:
    
    Write result the agent saw
    Saved farm (156 lines).
    Game time: 1h 50m 4s elapsed, 4h 9m 56s of budget remaining.
    run_program at 1h 50m for 20s (agent saw)
    Ran farm for 20s of game time; it is still running.
    Inventory change: carrot -17, fertilizer -16, hay +3744, water +26, weird_substance +1060, wood +2340.
    Game time: 1h 50m 34s elapsed, 4h 9m 26s of budget remaining.
    Output:
    (none)
    run_program at 2h 51m for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +15536, fertilizer -782, hay +29136, water +370, weird_substance +93280, wood +109840.
    Game time: 2h 52m 43s elapsed, 3h 7m 17s of budget remaining.
    Output:
    (none)
maze.py2 writes · 2 ran · first at 40m 42s
  1. r140m 42sRan43 lines · ran 5m 50s
    def face(index):
        index = index % 4
        if index == 0:
            return North
        if index == 1:
            return East
        if index == 2:
            return South
        return West
    
    def solve():
        index = 0
        while get_entity_type() != Entities.Treasure:
            right = (index + 1) % 4
            if move(face(right)):
                index = right
            else:
                if move(face(index)):
                    index = index
                else:
                    left = (index + 3) % 4
                    if move(face(left)):
                        index = left
                    else:
                        index = (index + 2) % 4
                        move(face(index))
    
    def make_maze():
        clear()
        plant(Entities.Bush)
        while not can_harvest():
            if num_items(Items.Fertilizer) > 0:
                use_item(Items.Fertilizer)
        cost = get_world_size() * (2 ** (num_unlocked(Unlocks.Mazes) - 1))
        use_item(Items.Weird_Substance, cost)
    
    while num_items(Items.Gold) < 3000:
        cost = get_world_size() * (2 ** (num_unlocked(Unlocks.Mazes) - 1))
        if num_items(Items.Weird_Substance) < cost:
            break
        make_maze()
        solve()
        harvest()
    Write result the agent saw
    Saved maze (43 lines).
    Game time: 40m 52s elapsed, 5h 19m 8s of budget remaining.
    run_program at 44m 23s for 90s (agent saw)
    Ran maze for 1m 30s of game time; it is still running.
    Inventory change: gold +792, power -60.75, water +36, weird_substance -132.
    Game time: 46m 3s elapsed, 5h 13m 57s of budget remaining.
    Output:
    (none)
  2. r21h 28mRan47 lines · +11 −7 · ran 9m 42s
    def face(index):
        index = index % 4
        if index == 0:
            return North
        if index == 1:
            return East
        if index == 2:
            return South
        return West
    
    def solve():
        index = 0
        guard = 0
        while get_entity_type() != Entities.Treasure:
            guard += 1
            if guard > 400:
                return False
            right = (index + 1) % 4
            if move(face(right)):
                index = right
            else:
                if not move(face(index)):
                    left = (index + 3) % 4
                    if move(face(left)):
                        index = left
                    else:
                        index = (index + 2) % 4
                        if not move(face(index)):
                            return False
        return True
    
    def make_maze():
        clear()
        plant(Entities.Bush)
        while not can_harvest():
            if num_items(Items.Fertilizer) > 0:
                use_item(Items.Fertilizer)
        cost = get_world_size() * (2 ** (num_unlocked(Unlocks.Mazes) - 1))
        use_item(Items.Weird_Substance, cost)
    
    while num_items(Items.Gold) < 9000:
        cost = get_world_size() * (2 ** (num_unlocked(Unlocks.Mazes) - 1))
        if num_items(Items.Weird_Substance) < cost:
            break
        make_maze()
        if solve():
            harvest()
    Changes from the previous revision
      def solve():
          index = 0
    +     guard = 0
          while get_entity_type() != Entities.Treasure:
    +         guard += 1
    +         if guard > 400:
    +             return False
              right = (index + 1) % 4
              if move(face(right)):
                  index = right
              else:
    -             if move(face(index)):
    -                 index = index
    -             else:
    +             if not move(face(index)):
                      left = (index + 3) % 4
                      if move(face(left)):
                      else:
                          index = (index + 2) % 4
    -                     move(face(index))
    +                     if not move(face(index)):
    +                         return False
    +     return True
      
      def make_maze():
          use_item(Items.Weird_Substance, cost)
      
    - while num_items(Items.Gold) < 3000:
    + while num_items(Items.Gold) < 9000:
          cost = get_world_size() * (2 ** (num_unlocked(Unlocks.Mazes) - 1))
          if num_items(Items.Weird_Substance) < cost:
              break
          make_maze()
    -     solve()
    -     harvest()
    +     if solve():
    +         harvest()
    
    Write result the agent saw
    Saved maze (47 lines).
    Game time: 1h 28m 12s elapsed, 4h 31m 48s of budget remaining.
    run_program at 1h 28m for 900s (agent saw)
    Ran maze for 9m 42s of game time; it finished.
    Inventory change: fertilizer -1, gold +8128, power -0.78, water +931, weird_substance -1016.
    Game time: 1h 38m 4s elapsed, 4h 21m 56s of budget remaining.
    Output:
    (none)
pumpkins.py1 write · 1 ran · first at 51m 43s
  1. r151m 43sRan38 lines · ran 9m 50s
    def step():
        move(North)
        if get_pos_y() == 0:
            move(East)
    
    def pumpkin_pass():
        ready = True
        n = get_world_size()
        for i in range(n):
            for j in range(n):
                entity = get_entity_type()
                if entity != Entities.Pumpkin:
                    if can_harvest():
                        harvest()
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if not plant(Entities.Pumpkin):
                        ready = False
                else:
                    if not can_harvest():
                        ready = False
                    if get_water() < 0.5:
                        if num_items(Items.Water) > 0:
                            use_item(Items.Water)
                step()
        if ready:
            harvest()
    
    def run():
        while num_items(Items.Carrot) > 30:
            pumpkin_pass()
    
    clear()
    spawn_drone(run)
    half = get_world_size() * get_world_size() // 2
    for i in range(half):
        step()
    run()
    Write result the agent saw
    Saved pumpkins (38 lines).
    Game time: 51m 53s elapsed, 5h 8m 7s of budget remaining.
    run_program at 55m 03s for 400s (agent saw)
    Ran pumpkins for 6m 40s of game time; it is still running.
    Inventory change: carrot -1702, fertilizer +160, hay +132, power -129.44, pumpkin +7790, water -83.
    Game time: 1h 1m 53s elapsed, 4h 58m 7s of budget remaining.
    Output:
    (none)
cactus.py2 writes · 2 ran · first at 1h 04m
  1. r11h 04mRan66 lines · ran 5m 40s
    def sort_row():
        n = get_world_size()
        for pass_i in range(n):
            for x in range(n - 1):
                if measure() > measure(East):
                    swap(East)
                move(East)
            for x in range(n - 1):
                move(West)
    
    def sort_col():
        n = get_world_size()
        for pass_i in range(n):
            for y in range(n - 1):
                if measure() > measure(North):
                    swap(North)
                move(North)
            for y in range(n - 1):
                move(South)
    
    def plant_and_wait():
        n = get_world_size()
        ready = False
        while not ready:
            ready = True
            for y in range(n):
                for x in range(n):
                    if get_entity_type() != Entities.Cactus:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        if num_items(Items.Pumpkin) < 2:
                            return False
                        if not plant(Entities.Cactus):
                            return False
                        ready = False
                    else:
                        if not can_harvest():
                            ready = False
                    move(East)
                move(North)
        return True
    
    def cycle():
        n = get_world_size()
        if not plant_and_wait():
            return False
        for y in range(n):
            while get_pos_y() != y:
                move(North)
            while get_pos_x() != 0:
                move(West)
            sort_row()
        for x in range(n):
            while get_pos_x() != x:
                move(East)
            while get_pos_y() != 0:
                move(South)
            sort_col()
        if can_harvest():
            harvest()
        return True
    
    clear()
    while num_items(Items.Pumpkin) >= 300:
        if not cycle():
            break
    Write result the agent saw
    Saved cactus (66 lines).
    Game time: 1h 4m 53s elapsed, 4h 55m 7s of budget remaining.
    run_program at 1h 04m for 150s (agent saw)
    Ran cactus for 2m 30s of game time; it is still running.
    Inventory change: fertilizer +60, pumpkin -128, water +120.
    Game time: 1h 7m 33s elapsed, 4h 52m 27s of budget remaining.
    Output:
    (none)
  2. r22h 16mRan70 lines · +5 −1 · ran 4m 58s
    def sort_row():
        n = get_world_size()
        for pass_i in range(n):
            for x in range(n - 1):
                if measure() > measure(East):
                    swap(East)
                move(East)
            for x in range(n - 1):
                move(West)
    
    def sort_col():
        n = get_world_size()
        for pass_i in range(n):
            for y in range(n - 1):
                if measure() > measure(North):
                    swap(North)
                move(North)
            for y in range(n - 1):
                move(South)
    
    def plant_and_wait():
        n = get_world_size()
        ready = False
        while not ready:
            ready = True
            for y in range(n):
                for x in range(n):
                    if get_entity_type() != Entities.Cactus:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        if num_items(Items.Pumpkin) < 2:
                            return False
                        if not plant(Entities.Cactus):
                            return False
                        ready = False
                    else:
                        if not can_harvest():
                            ready = False
                    move(East)
                move(North)
        return True
    
    def cycle():
        n = get_world_size()
        if not plant_and_wait():
            return False
        for y in range(n):
            while get_pos_y() != y:
                move(North)
            while get_pos_x() != 0:
                move(West)
            sort_row()
        for x in range(n):
            while get_pos_x() != x:
                move(East)
            while get_pos_y() != 0:
                move(South)
            sort_col()
        if can_harvest():
            harvest()
        return True
    
    clear()
    cycles = 0
    while cycles < 2:
        if num_items(Items.Pumpkin) < 300:
            break
        if not cycle():
            break
        cycles += 1
    Changes from the previous revision
      
      clear()
    - while num_items(Items.Pumpkin) >= 300:
    + cycles = 0
    + while cycles < 2:
    +     if num_items(Items.Pumpkin) < 300:
    +         break
          if not cycle():
              break
    +     cycles += 1
    
    Write result the agent saw
    Saved cactus (70 lines).
    Game time: 2h 17m 4s elapsed, 3h 42m 56s of budget remaining.
    run_program at 2h 17m for 700s (agent saw)
    Ran cactus for 4m 58s of game time; it finished.
    Inventory change: cactus +8192, fertilizer +239, pumpkin -256, water +1909.
    Game time: 2h 22m 12s elapsed, 3h 37m 48s of budget remaining.
    Output:
    (none)
dino.py7 writes · 7 ran · first at 1h 10m
  1. r11h 10mRan22 lines · ran 33s
    def fill():
        n = get_world_size()
        y = 0
        while y < n:
            direction = East
            if y % 2 == 1:
                direction = West
            moved = 0
            while moved < n - 1:
                if not move(direction):
                    return
                moved += 1
            if y < n - 1:
                if not move(North):
                    return
            y += 1
    
    for run in range(4):
        clear()
        change_hat(Hats.Dinosaur_Hat)
        fill()
        change_hat(Hats.Straw_Hat)
    Write result the agent saw
    Saved dino (22 lines).
    Game time: 1h 10m 33s elapsed, 4h 49m 27s of budget remaining.
    run_program at 1h 10m for 180s (agent saw)
    Ran dino for 33s of game time; it finished.
    Inventory change: bone +54, cactus -36, fertilizer +13, water +26.
    Game time: 1h 11m 15s elapsed, 4h 48m 45s of budget remaining.
    Output:
    (none)
  2. r21h 11mRan28 lines · +11 −5 · ran 13s
    def fill():
        n = get_world_size()
        print("size", n, "pos", get_pos_x(), get_pos_y())
        y = 0
        while y < n:
            direction = East
            if y % 2 == 1:
                direction = West
            moved = 0
            while moved < n - 1:
                if not move(direction):
                    print("blocked", get_pos_x(), get_pos_y(), "moved", moved, "y", y)
                    return
                moved += 1
            if y < n - 1:
                if not move(North):
                    print("blocked north", get_pos_x(), get_pos_y(), "y", y)
                    return
            y += 1
        print("filled", get_pos_x(), get_pos_y())
    
    clear()
    change_hat(Hats.Dinosaur_Hat)
    print("hat on", get_pos_x(), get_pos_y(), "cactus", num_items(Items.Cactus))
    fill()
    print("bones before hat off", num_items(Items.Bone))
    change_hat(Hats.Straw_Hat)
    print("bones", num_items(Items.Bone), "cactus", num_items(Items.Cactus))
    Changes from the previous revision
      def fill():
          n = get_world_size()
    +     print("size", n, "pos", get_pos_x(), get_pos_y())
          y = 0
          while y < n:
              while moved < n - 1:
                  if not move(direction):
    +                 print("blocked", get_pos_x(), get_pos_y(), "moved", moved, "y", y)
                      return
                  moved += 1
              if y < n - 1:
                  if not move(North):
    +                 print("blocked north", get_pos_x(), get_pos_y(), "y", y)
                      return
              y += 1
    +     print("filled", get_pos_x(), get_pos_y())
      
    - for run in range(4):
    -     clear()
    -     change_hat(Hats.Dinosaur_Hat)
    -     fill()
    -     change_hat(Hats.Straw_Hat)
    + clear()
    + change_hat(Hats.Dinosaur_Hat)
    + print("hat on", get_pos_x(), get_pos_y(), "cactus", num_items(Items.Cactus))
    + fill()
    + print("bones before hat off", num_items(Items.Bone))
    + change_hat(Hats.Straw_Hat)
    + print("bones", num_items(Items.Bone), "cactus", num_items(Items.Cactus))
    
    Write result the agent saw
    Saved dino (28 lines).
    Game time: 1h 11m 35s elapsed, 4h 48m 25s of budget remaining.
    run_program at 1h 11m for 60s (agent saw)
    Ran dino for 13s of game time; it finished.
    Inventory change: bone +9, cactus -8, fertilizer +5, water +10.
    Game time: 1h 11m 59s elapsed, 4h 48m 1s of budget remaining.
    Output:
    hat on 0 0 cactus 6154
    size 8 pos 0 0
    filled 0 7
    bones before hat off 54
    bones 63 cactus 6148
  3. r31h 12mRan35 lines · +31 −24 · ran 5s
    def step_toward(tx, ty):
        if get_pos_x() < tx:
            if move(East):
                return True
        if get_pos_x() > tx:
            if move(West):
                return True
        if get_pos_y() < ty:
            if move(North):
                return True
        if get_pos_y() > ty:
            if move(South):
                return True
        if move(East) or move(North) or move(West) or move(South):
            return True
        return False
    
    clear()
    change_hat(Hats.Dinosaur_Hat)
    print("start", get_pos_x(), get_pos_y())
    eaten = 0
    while eaten < 64:
        pos = measure()
        if pos == None:
            print("no apple", eaten)
            break
        tx, ty = pos
        print("next", tx, ty, "at", get_pos_x(), get_pos_y())
        if not step_toward(tx, ty):
            print("stuck", eaten, get_pos_x(), get_pos_y())
            break
        eaten += 1
    print("done", eaten)
    change_hat(Hats.Straw_Hat)
    print("bones", num_items(Items.Bone))
    Changes from the previous revision
    - def fill():
    -     n = get_world_size()
    -     print("size", n, "pos", get_pos_x(), get_pos_y())
    -     y = 0
    -     while y < n:
    -         direction = East
    -         if y % 2 == 1:
    -             direction = West
    -         moved = 0
    -         while moved < n - 1:
    -             if not move(direction):
    -                 print("blocked", get_pos_x(), get_pos_y(), "moved", moved, "y", y)
    -                 return
    -             moved += 1
    -         if y < n - 1:
    -             if not move(North):
    -                 print("blocked north", get_pos_x(), get_pos_y(), "y", y)
    -                 return
    -         y += 1
    -     print("filled", get_pos_x(), get_pos_y())
    + def step_toward(tx, ty):
    +     if get_pos_x() < tx:
    +         if move(East):
    +             return True
    +     if get_pos_x() > tx:
    +         if move(West):
    +             return True
    +     if get_pos_y() < ty:
    +         if move(North):
    +             return True
    +     if get_pos_y() > ty:
    +         if move(South):
    +             return True
    +     if move(East) or move(North) or move(West) or move(South):
    +         return True
    +     return False
      
      clear()
      change_hat(Hats.Dinosaur_Hat)
    - print("hat on", get_pos_x(), get_pos_y(), "cactus", num_items(Items.Cactus))
    - fill()
    - print("bones before hat off", num_items(Items.Bone))
    + print("start", get_pos_x(), get_pos_y())
    + eaten = 0
    + while eaten < 64:
    +     pos = measure()
    +     if pos == None:
    +         print("no apple", eaten)
    +         break
    +     tx, ty = pos
    +     print("next", tx, ty, "at", get_pos_x(), get_pos_y())
    +     if not step_toward(tx, ty):
    +         print("stuck", eaten, get_pos_x(), get_pos_y())
    +         break
    +     eaten += 1
    + print("done", eaten)
      change_hat(Hats.Straw_Hat)
    - print("bones", num_items(Items.Bone), "cactus", num_items(Items.Cactus))
    + print("bones", num_items(Items.Bone))
    
    Write result the agent saw
    Saved dino (35 lines).
    Game time: 1h 12m 19s elapsed, 4h 47m 41s of budget remaining.
    run_program at 1h 12m for 90s (agent saw)
    Ran dino for 5s of game time; it finished.
    Inventory change: bone +1, cactus -4, fertilizer +2, water +5.
    Game time: 1h 12m 34s elapsed, 4h 47m 26s of budget remaining.
    Output:
    start 0 0
    next 7 3 at 0 0
    no apple 1
    done 1
    bones 64
  4. r41h 12mRan44 lines · +43 −34 · ran 26s
    def goto(tx, ty):
        guard = 0
        while get_pos_x() != tx or get_pos_y() != ty:
            guard += 1
            if guard > 300:
                return False
            moved = False
            if get_pos_x() < tx:
                if move(East):
                    moved = True
            if not moved and get_pos_x() > tx:
                if move(West):
                    moved = True
            if not moved and get_pos_y() < ty:
                if move(North):
                    moved = True
            if not moved and get_pos_y() > ty:
                if move(South):
                    moved = True
            if not moved:
                if move(North) or move(East) or move(South) or move(West):
                    moved = True
            if not moved:
                return False
        return True
    
    def one_snake():
        clear()
        change_hat(Hats.Dinosaur_Hat)
        eaten = 0
        while eaten < get_world_size() * get_world_size():
            pos = measure()
            if pos == None:
                break
            tx, ty = pos
            if not goto(tx, ty):
                break
            eaten += 1
        change_hat(Hats.Straw_Hat)
        return eaten
    
    for i in range(3):
        n = one_snake()
        print("run", i, "eaten", n, "bones", num_items(Items.Bone))
    Changes from the previous revision
    - def step_toward(tx, ty):
    -     if get_pos_x() < tx:
    -         if move(East):
    -             return True
    -     if get_pos_x() > tx:
    -         if move(West):
    -             return True
    -     if get_pos_y() < ty:
    -         if move(North):
    -             return True
    -     if get_pos_y() > ty:
    -         if move(South):
    -             return True
    -     if move(East) or move(North) or move(West) or move(South):
    -         return True
    -     return False
    + def goto(tx, ty):
    +     guard = 0
    +     while get_pos_x() != tx or get_pos_y() != ty:
    +         guard += 1
    +         if guard > 300:
    +             return False
    +         moved = False
    +         if get_pos_x() < tx:
    +             if move(East):
    +                 moved = True
    +         if not moved and get_pos_x() > tx:
    +             if move(West):
    +                 moved = True
    +         if not moved and get_pos_y() < ty:
    +             if move(North):
    +                 moved = True
    +         if not moved and get_pos_y() > ty:
    +             if move(South):
    +                 moved = True
    +         if not moved:
    +             if move(North) or move(East) or move(South) or move(West):
    +                 moved = True
    +         if not moved:
    +             return False
    +     return True
      
    - clear()
    - change_hat(Hats.Dinosaur_Hat)
    - print("start", get_pos_x(), get_pos_y())
    - eaten = 0
    - while eaten < 64:
    -     pos = measure()
    -     if pos == None:
    -         print("no apple", eaten)
    -         break
    -     tx, ty = pos
    -     print("next", tx, ty, "at", get_pos_x(), get_pos_y())
    -     if not step_toward(tx, ty):
    -         print("stuck", eaten, get_pos_x(), get_pos_y())
    -         break
    -     eaten += 1
    - print("done", eaten)
    - change_hat(Hats.Straw_Hat)
    - print("bones", num_items(Items.Bone))
    + def one_snake():
    +     clear()
    +     change_hat(Hats.Dinosaur_Hat)
    +     eaten = 0
    +     while eaten < get_world_size() * get_world_size():
    +         pos = measure()
    +         if pos == None:
    +             break
    +         tx, ty = pos
    +         if not goto(tx, ty):
    +             break
    +         eaten += 1
    +     change_hat(Hats.Straw_Hat)
    +     return eaten
    + 
    + for i in range(3):
    +     n = one_snake()
    +     print("run", i, "eaten", n, "bones", num_items(Items.Bone))
    
    Write result the agent saw
    Saved dino (44 lines).
    Game time: 1h 12m 44s elapsed, 4h 47m 16s of budget remaining.
    run_program at 1h 12m for 120s (agent saw)
    Ran dino for 26s of game time; it finished.
    Inventory change: bone +593, cactus -88, fertilizer +11, water +21.
    Game time: 1h 13m 20s elapsed, 4h 46m 40s of budget remaining.
    Output:
    run 0 eaten 12 bones 233
    run 1 eaten 9 bones 333
    run 2 eaten 17 bones 657
  5. r51h 13mRan109 lines · +92 −27 · ran 2m 10s
    length = 0
    tail = []
    
    def blocked(cell):
        i = 0
        if len(tail) >= length and length > 0:
            i = 1
        while i < len(tail):
            if tail[i] == cell:
                return True
            i += 1
        return False
    
    def move_track(direction):
        global tail
        n = get_world_size()
        old = get_pos_x() * n + get_pos_y()
        if not move(direction):
            return False
        tail.append(old)
        while len(tail) > length:
            tail.pop(0)
        return True
    
    def bfs_dirs(tx, ty):
        n = get_world_size()
        sx = get_pos_x()
        sy = get_pos_y()
        if sx == tx and sy == ty:
            return []
        qx = [sx]
        qy = [sy]
        qpath = [[]]
        seen = [sx * n + sy]
        qi = 0
        while qi < len(qx):
            x = qx[qi]
            y = qy[qi]
            dirs = qpath[qi]
            qi += 1
            nx = [x + 1, x - 1, x, x]
            ny = [y, y, y + 1, y - 1]
            nd = [East, West, North, South]
            k = 0
            while k < 4:
                xx = nx[k]
                yy = ny[k]
                k += 1
                if xx < 0 or yy < 0 or xx >= n or yy >= n:
                    continue
                cell = xx * n + yy
                if blocked(cell):
                    continue
                already = False
                s = 0
                while s < len(seen):
                    if seen[s] == cell:
                        already = True
                    s += 1
                if already:
                    continue
                seen.append(cell)
                new_dirs = []
                d = 0
                while d < len(dirs):
                    new_dirs.append(dirs[d])
                    d += 1
                new_dirs.append(nd[k - 1])
                if xx == tx and yy == ty:
                    return new_dirs
                qx.append(xx)
                qy.append(yy)
                qpath.append(new_dirs)
        return None
    
    def one_snake():
        global length
        global tail
        length = 0
        tail = []
        clear()
        change_hat(Hats.Dinosaur_Hat)
        eaten = 0
        limit = get_world_size() * get_world_size()
        while eaten < limit:
            pos = measure()
            if pos == None:
                break
            tx, ty = pos
            dirs = bfs_dirs(tx, ty)
            if dirs == None:
                break
            length += 1
            step = 0
            ok = True
            while step < len(dirs):
                if not move_track(dirs[step]):
                    ok = False
                    break
                step += 1
            if not ok:
                break
            eaten += 1
        change_hat(Hats.Straw_Hat)
        return eaten
    
    for i in range(2):
        n = one_snake()
        print("run", i, "eaten", n, "bones", num_items(Items.Bone))
    Changes from the previous revision
    - def goto(tx, ty):
    -     guard = 0
    -     while get_pos_x() != tx or get_pos_y() != ty:
    -         guard += 1
    -         if guard > 300:
    -             return False
    -         moved = False
    -         if get_pos_x() < tx:
    -             if move(East):
    -                 moved = True
    -         if not moved and get_pos_x() > tx:
    -             if move(West):
    -                 moved = True
    -         if not moved and get_pos_y() < ty:
    -             if move(North):
    -                 moved = True
    -         if not moved and get_pos_y() > ty:
    -             if move(South):
    -                 moved = True
    -         if not moved:
    -             if move(North) or move(East) or move(South) or move(West):
    -                 moved = True
    -         if not moved:
    -             return False
    + length = 0
    + tail = []
    + 
    + def blocked(cell):
    +     i = 0
    +     if len(tail) >= length and length > 0:
    +         i = 1
    +     while i < len(tail):
    +         if tail[i] == cell:
    +             return True
    +         i += 1
    +     return False
    + 
    + def move_track(direction):
    +     global tail
    +     n = get_world_size()
    +     old = get_pos_x() * n + get_pos_y()
    +     if not move(direction):
    +         return False
    +     tail.append(old)
    +     while len(tail) > length:
    +         tail.pop(0)
          return True
      
    + def bfs_dirs(tx, ty):
    +     n = get_world_size()
    +     sx = get_pos_x()
    +     sy = get_pos_y()
    +     if sx == tx and sy == ty:
    +         return []
    +     qx = [sx]
    +     qy = [sy]
    +     qpath = [[]]
    +     seen = [sx * n + sy]
    +     qi = 0
    +     while qi < len(qx):
    +         x = qx[qi]
    +         y = qy[qi]
    +         dirs = qpath[qi]
    +         qi += 1
    +         nx = [x + 1, x - 1, x, x]
    +         ny = [y, y, y + 1, y - 1]
    +         nd = [East, West, North, South]
    +         k = 0
    +         while k < 4:
    +             xx = nx[k]
    +             yy = ny[k]
    +             k += 1
    +             if xx < 0 or yy < 0 or xx >= n or yy >= n:
    +                 continue
    +             cell = xx * n + yy
    +             if blocked(cell):
    +                 continue
    +             already = False
    +             s = 0
    +             while s < len(seen):
    +                 if seen[s] == cell:
    +                     already = True
    +                 s += 1
    +             if already:
    +                 continue
    +             seen.append(cell)
    +             new_dirs = []
    +             d = 0
    +             while d < len(dirs):
    +                 new_dirs.append(dirs[d])
    +                 d += 1
    +             new_dirs.append(nd[k - 1])
    +             if xx == tx and yy == ty:
    +                 return new_dirs
    +             qx.append(xx)
    +             qy.append(yy)
    +             qpath.append(new_dirs)
    +     return None
    + 
      def one_snake():
    +     global length
    +     global tail
    +     length = 0
    +     tail = []
          clear()
          change_hat(Hats.Dinosaur_Hat)
          eaten = 0
    -     while eaten < get_world_size() * get_world_size():
    +     limit = get_world_size() * get_world_size()
    +     while eaten < limit:
              pos = measure()
              if pos == None:
                  break
              tx, ty = pos
    -         if not goto(tx, ty):
    +         dirs = bfs_dirs(tx, ty)
    +         if dirs == None:
                  break
    +         length += 1
    +         step = 0
    +         ok = True
    +         while step < len(dirs):
    +             if not move_track(dirs[step]):
    +                 ok = False
    +                 break
    +             step += 1
    +         if not ok:
    +             break
              eaten += 1
          change_hat(Hats.Straw_Hat)
          return eaten
      
    - for i in range(3):
    + for i in range(2):
          n = one_snake()
          print("run", i, "eaten", n, "bones", num_items(Items.Bone))
    
    Write result the agent saw
    Saved dino (109 lines).
    Game time: 1h 13m 30s elapsed, 4h 46m 30s of budget remaining.
    run_program at 1h 13m for 120s (agent saw)
    Ran dino for 2m of game time; it is still running.
    Inventory change: bone +225, cactus -36, fertilizer +48, water +96.
    Game time: 1h 15m 40s elapsed, 4h 44m 20s of budget remaining.
    Output:
    run 0 eaten 15 bones 882
  6. r61h 15mRan45 lines · +29 −93 · ran 6m 02s
    def goto(tx, ty):
        guard = 0
        while get_pos_x() != tx or get_pos_y() != ty:
            guard += 1
            if guard > 300:
                return False
            moved = False
            if get_pos_x() < tx:
                if move(East):
                    moved = True
            if not moved and get_pos_x() > tx:
                if move(West):
                    moved = True
            if not moved and get_pos_y() < ty:
                if move(North):
                    moved = True
            if not moved and get_pos_y() > ty:
                if move(South):
                    moved = True
            if not moved:
                if move(North) or move(East) or move(South) or move(West):
                    moved = True
            if not moved:
                return False
        return True
    
    def one_snake():
        clear()
        change_hat(Hats.Dinosaur_Hat)
        eaten = 0
        limit = get_world_size() * get_world_size()
        while eaten < limit:
            pos = measure()
            if pos == None:
                break
            tx, ty = pos
            if not goto(tx, ty):
                break
            eaten += 1
        change_hat(Hats.Straw_Hat)
    
    while num_items(Items.Bone) < 10500:
        if num_items(Items.Cactus) < 40:
            break
        one_snake()
    Changes from the previous revision
    - length = 0
    - tail = []
    - 
    - def blocked(cell):
    -     i = 0
    -     if len(tail) >= length and length > 0:
    -         i = 1
    -     while i < len(tail):
    -         if tail[i] == cell:
    -             return True
    -         i += 1
    -     return False
    - 
    - def move_track(direction):
    -     global tail
    -     n = get_world_size()
    -     old = get_pos_x() * n + get_pos_y()
    -     if not move(direction):
    -         return False
    -     tail.append(old)
    -     while len(tail) > length:
    -         tail.pop(0)
    + def goto(tx, ty):
    +     guard = 0
    +     while get_pos_x() != tx or get_pos_y() != ty:
    +         guard += 1
    +         if guard > 300:
    +             return False
    +         moved = False
    +         if get_pos_x() < tx:
    +             if move(East):
    +                 moved = True
    +         if not moved and get_pos_x() > tx:
    +             if move(West):
    +                 moved = True
    +         if not moved and get_pos_y() < ty:
    +             if move(North):
    +                 moved = True
    +         if not moved and get_pos_y() > ty:
    +             if move(South):
    +                 moved = True
    +         if not moved:
    +             if move(North) or move(East) or move(South) or move(West):
    +                 moved = True
    +         if not moved:
    +             return False
          return True
      
    - def bfs_dirs(tx, ty):
    -     n = get_world_size()
    -     sx = get_pos_x()
    -     sy = get_pos_y()
    -     if sx == tx and sy == ty:
    -         return []
    -     qx = [sx]
    -     qy = [sy]
    -     qpath = [[]]
    -     seen = [sx * n + sy]
    -     qi = 0
    -     while qi < len(qx):
    -         x = qx[qi]
    -         y = qy[qi]
    -         dirs = qpath[qi]
    -         qi += 1
    -         nx = [x + 1, x - 1, x, x]
    -         ny = [y, y, y + 1, y - 1]
    -         nd = [East, West, North, South]
    -         k = 0
    -         while k < 4:
    -             xx = nx[k]
    -             yy = ny[k]
    -             k += 1
    -             if xx < 0 or yy < 0 or xx >= n or yy >= n:
    -                 continue
    -             cell = xx * n + yy
    -             if blocked(cell):
    -                 continue
    -             already = False
    -             s = 0
    -             while s < len(seen):
    -                 if seen[s] == cell:
    -                     already = True
    -                 s += 1
    -             if already:
    -                 continue
    -             seen.append(cell)
    -             new_dirs = []
    -             d = 0
    -             while d < len(dirs):
    -                 new_dirs.append(dirs[d])
    -                 d += 1
    -             new_dirs.append(nd[k - 1])
    -             if xx == tx and yy == ty:
    -                 return new_dirs
    -             qx.append(xx)
    -             qy.append(yy)
    -             qpath.append(new_dirs)
    -     return None
    - 
      def one_snake():
    -     global length
    -     global tail
    -     length = 0
    -     tail = []
          clear()
          change_hat(Hats.Dinosaur_Hat)
                  break
              tx, ty = pos
    -         dirs = bfs_dirs(tx, ty)
    -         if dirs == None:
    -             break
    -         length += 1
    -         step = 0
    -         ok = True
    -         while step < len(dirs):
    -             if not move_track(dirs[step]):
    -                 ok = False
    -                 break
    -             step += 1
    -         if not ok:
    +         if not goto(tx, ty):
                  break
              eaten += 1
          change_hat(Hats.Straw_Hat)
    -     return eaten
      
    - for i in range(2):
    -     n = one_snake()
    -     print("run", i, "eaten", n, "bones", num_items(Items.Bone))
    + while num_items(Items.Bone) < 10500:
    +     if num_items(Items.Cactus) < 40:
    +         break
    +     one_snake()
    
    Write result the agent saw
    Saved dino (45 lines).
    Game time: 1h 16m elapsed, 4h 44m of budget remaining.
    run_program at 1h 16m for 500s (agent saw)
    Ran dino for 6m 2s of game time; it finished.
    Inventory change: bone +9866, cactus -1134, fertilizer +144, water +289.
    Game time: 1h 22m 12s elapsed, 4h 37m 48s of budget remaining.
    Output:
    (none)
  7. r72h 22mRan45 lines · +1 −1 · ran 28m 21s
    def goto(tx, ty):
        guard = 0
        while get_pos_x() != tx or get_pos_y() != ty:
            guard += 1
            if guard > 300:
                return False
            moved = False
            if get_pos_x() < tx:
                if move(East):
                    moved = True
            if not moved and get_pos_x() > tx:
                if move(West):
                    moved = True
            if not moved and get_pos_y() < ty:
                if move(North):
                    moved = True
            if not moved and get_pos_y() > ty:
                if move(South):
                    moved = True
            if not moved:
                if move(North) or move(East) or move(South) or move(West):
                    moved = True
            if not moved:
                return False
        return True
    
    def one_snake():
        clear()
        change_hat(Hats.Dinosaur_Hat)
        eaten = 0
        limit = get_world_size() * get_world_size()
        while eaten < limit:
            pos = measure()
            if pos == None:
                break
            tx, ty = pos
            if not goto(tx, ty):
                break
            eaten += 1
        change_hat(Hats.Straw_Hat)
    
    while num_items(Items.Bone) < 51000:
        if num_items(Items.Cactus) < 40:
            break
        one_snake()
    Changes from the previous revision
          change_hat(Hats.Straw_Hat)
      
    - while num_items(Items.Bone) < 10500:
    + while num_items(Items.Bone) < 51000:
          if num_items(Items.Cactus) < 40:
              break
    
    Write result the agent saw
    Saved dino (45 lines).
    Game time: 2h 22m 22s elapsed, 3h 37m 38s of budget remaining.
    run_program at 2h 22m for 2200s (agent saw)
    Ran dino for 28m 21s of game time; it finished.
    Inventory change: bone +50776, cactus -5452, fertilizer +1361, water +10887.
    Game time: 2h 50m 53s elapsed, 3h 9m 7s of budget remaining.
    Output:
    (none)
log2 said · 158 thought · 240 tool calls

Step by step

  1. 0sthoughtI'm starting The Farmer Was Replaced. I'll build the largest and most diverse farm economy within the 6-hour time budget. I'll start by examining the available tools and game documentation to understand how to automate the farm.
  2. 0ssaidI'll start by learning the game tools and the current farm state so I can plan a diverse production loop within the time budget.
  3. 0sthoughtI'll observe the farm and read the documentation in parallel.
  4. 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)
  5. 10sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  6. 20sthoughtI am familiar with The Farmer Was Replaced. I will read the key documentation to understand the API and unlock progression. Each tool call costs 10 seconds of game time, so I need to be efficient. I recall the progression path from grass and hay through trees, carrots, pumpkins, sunflowers, cactus, mazes, dinosaurs, polyculture, fertilizer, watering, and megafarm. Scoring rewards both quantity and variety. I will read the getting started and first program guides to map out every resource type. I will read the grass, costs, harvest, hay, and grass object documentation. I will also check the research menu for available upgrades. I am weighing whether to run these tool calls in parallel or sequentially to avoid game state inconsistencies. I will batch-read the documentation and research menu together to save time.
  7. 20sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  8. 30sdocs_read path="docs/getting_started.md"
    result
    # Getting Started
    This window contains information about everything in the game.
    
    You can move windows around by dragging and dropping the gray part of the window.
    You can move around by dragging anywhere outside the windows.
    
    To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it.
    
    Be sure to check out the buttons in the top right corner of the scree…
  9. 40sdocs_read path="docs/first_program.md"
    result
    # First Program
    ## Text editor
    All programming is done in code windows. Each code window corresponds to a text file containing code. 
    You can rename the file by clicking on its name at the top of the window.
    
    The code can be edited like in any text editor as long as it's not running.
    You can execute the program directly by pressing the green play button in the code window.
    ![](PlayButton50)
    
    You c…
  10. 50sdocs_read path="unlocks/grass"
    result
    ## Grass
    Increases the yield of grass.
    100% => 200%
    
    ### Unlock Cost [Current cost: hay=300]
    Game time: 1m elapsed, 5h 59m of budget remaining.
  11. 1m 00sdocs_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: 1m 10s elapsed, 5h 58m 50s of budget remaining.
  12. 1m 10sdocs_read path="unlocks/loops"
    result
    ## Loops
    Unlocks a simple while loop.
    
    while True:
        harvest()
    
    ### Unlock Cost [Current cost: hay=5]
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
  13. 1m 20sdocs_read path="unlocks/variables"
    result
    ## Variables
    Assign values to variables.
    
    next_plant = Entities.Bush
    plant(next_plant)
    
    ### Unlock Cost [Current cost: carrot=35]
    Game time: 1m 30s elapsed, 5h 58m 30s of budget remaining.
  14. 1m 30sdocs_read path="unlocks/costs"
    result
    ## Costs
    Allows access to the cost of things.
    
    cost = get_cost(Entities.Carrot)
    for item in cost:
    	amount_needed = cost[item]
    
    ### Unlock Cost [Current cost: pumpkin=2500]
    Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
  15. 1m 40sthoughtI know the game well. The drone language unlocks progressively, starting with basic commands like harvest() and do_a_flip(). Grass is already fully grown on the 1x1 farm. Without loops, I can only write a finite number of harvest() calls. I am checking the hay yield and simulation speed to estimate how much time each harvest takes. Harvesting grass takes 200 ticks when successful, but only 1 tick otherwise. Grass regrows on the 1x1 farm after each harvest, so repeated calls will fail until it regrows. I need to check the grass growth time before writing a harvest loop. I am reading the grass and hay documentation to verify the exact yield. Grass grows in stages, and the current level yields 100% hay. I will write a program with many harvest calls to test how much hay we can collect. One harvest yields exactly 1 hay. A while True loop can farm continuously because the drone spins during the 1-tick idle periods while grass regrows. I am checking the grass growth time. The progression path is clear: collect hay for loops, then speed, then expand the farm. After that I will plant bushes for wood and grow crops like carrots, trees, pumpkins, sunflowers, cactus, mazes, dinosaurs, and megafarm. Speed likely doubles at each level, capped at five. This version likely has only five speed levels, unlike the original game. I will read the grass growth and simulation timing documentation next to determine the exact regrowth delay. I will write a harvest spam program and run it for a few seconds to measure the actual yield rate. The exact grass regrowth time is still uncertain. I will write a program with 20 harvest() calls and run it immediately. If grass does not regrow during execution, I will wait and rerun. I am also reading the grass object documentation in parallel. The full time budget is 21600 seconds; roughly 100 seconds have already been spent. The scoring formula is unclear, but variety matters as much as quantity. The farm produces hay, wood, carrots, pumpkins, sunflower power, gold, cactus, bone, and weird substance. Diversifying across these resources is the key to a high score. I am mapping out the exact unlock sequence. The first phase will bootstrap hay: harvest until five, then loop until twenty for speed. I am estimating the cost formula for each upgrade level. I am checking the exact unlock costs after each purchase. Expand costs 30 hay and likely increases farm size from 1x1 to 2x2 or 3x3. Planting costs 50 hay, but carrots require wood from bushes first. Operators need 150 hay plus 10 wood. Senses cost 100 hay. Variables cost 35 carrots. Functions cost 40 carrots. Trees need 50 wood and 70 carrots. Watering needs 50 wood. I will run a 60-second harvest program to measure actual yield and grass regrowth. I am checking the speed and grass documentation now. Programs that error will not run, so I must stick to unlocked syntax. do_a_flip() may serve as a wait function between harvests, since it takes about one second. I will read the do_a_flip documentation and check the grass object and speed unlock next.
  16. 1m 40swrite_program name="hay" · evidence
    result
    Saved hay (10 lines).
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
  17. 1m 50sdocs_read path="objects/grass"
    result
    ## Grass
    Grows automatically on grassland. Harvest it to obtain Items.Hay.
    
    Base growth time between 0.5 and 0.5 seconds.
    Can grow on soil or grassland.
    Game time: 2m elapsed, 5h 58m of budget remaining.
  18. 2m 00sdocs_read path="items/hay"
    result
    ## Hay
    Obtained by cutting grass.
    
    You have `0`
    Game time: 2m 10s elapsed, 5h 57m 50s of budget remaining.
  19. 2m 10sdocs_read path="functions/do_a_flip"
    result
    do_a_flip() 
    Makes the drone do a flip! This action is not affected by speed upgrades.
    
    returns None
    
    takes 1s to execute.
    
    example:
    while True:
        do_a_flip()
    Game time: 2m 20s elapsed, 5h 57m 40s of budget remaining.
  20. 2m 20sdocs_read path="unlocks/speed"
    result
    ## Speed
    Increases the speed of both the drone and code execution.
    
    ### Unlock Cost [Current cost: hay=20]
    Game time: 2m 30s elapsed, 5h 57m 30s of budget remaining.
  21. 2m 30sdocs_read path="unlocks/expand"
    result
    ## Expand
    Expands the farm land and unlocks movement.
    
    ### Unlock Cost [Current cost: hay=30]
    Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
  22. 2m 40sthoughtGrass grows in 0.5 seconds. Harvesting takes 200 ticks. Harvesting and flipping takes about one second per hay. I will write a program to collect forty hay stacks, then buy upgrades. I will collect twenty-five hay stacks in about forty seconds. I need to check the tick rate before deciding whether to switch to a tight harvest loop. Harvesting without waiting will not yield more hay until the grass regrows. The one-second flip may be too short for full growth if grass has three stages. Harvesting early could reduce hay yield. I will run a short harvest-and-wait experiment for twenty seconds to observe the growth timing.
  23. 2m 40swrite_program name="hay" · evidence
    result
    Saved hay (40 lines).
    Game time: 2m 50s elapsed, 5h 57m 10s of budget remaining.
  24. 2m 50sthoughtPlanning to run a program for 25 seconds. Twenty harvests with flips should take about 20 seconds.
  25. 2m 50srun_program name="hay" seconds=30
    result
    Ran hay for 30s of game time; it finished.
    Inventory change: hay +20.
    Game time: 3m 30s elapsed, 5h 56m 30s of budget remaining.
    Output:
    (none)
  26. 3m 30sthoughtHay production yields one unit per harvest and flip cycle. Twenty units were produced in thirty seconds. Loops upgrade costs 5, leaving 15. Speed costs 20. I will buy loops first. Then I will farm hay with a tight loop. Grass may regrow between harvests. I will write an infinite harvest loop and run it while buying loops. The flip method yields one hay per second. A tight loop could yield two hay per second if grass regrows quickly. I will farm until I have 40 hay total, then buy loops and speed in sequence. This gives me enough to start expanding the farm. I will run the flip program again for forty seconds to accumulate sixty hay. This covers loops, speed, and expand upgrades without waiting for the new loop tool. The flip program will run for sixty seconds to reach about seventy-five hay. The infinite loop will use harvest and flip together. I am checking whether flipping adds overhead.
  27. 3m 30sbuy_upgrade upgrades=["loops"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Game time: 3m 40s elapsed, 5h 56m 20s of budget remaining.
  28. 3m 40swrite_program name="hay" · evidence
    result
    Saved hay (2 lines).
    Game time: 3m 50s elapsed, 5h 56m 10s of budget remaining.
  29. 3m 50sthoughtRunning a 20-second test to measure production rates.
  30. 3m 50srun_program name="hay" seconds=20
    result
    Ran hay for 20s of game time; it is still running.
    Inventory change: hay +40.
    Game time: 4m 20s elapsed, 5h 55m 40s of budget remaining.
    Output:
    (none)
  31. 4m 20sthoughtHay production is 2 units per second. Grass grows instantly. Hay totals 55 units. Speed, expand, and plant upgrades cost 100 total, so more resources are needed. Speed may not help on a 1x1 farm because grass growth is already at its limit. Speed does not affect growth time, so 1x1 hay production is capped at 2/s. The plan is to farm until enough resources exist to buy both speed and expand. A larger farm would allow parallel grass growth, but movement may become the bottleneck at low speeds. I will check the move() documentation and cost scaling after expanding. Farming will continue until hay reaches roughly 175 units. The running program keeps executing during tool calls, so documentation and research can be checked while the farm produces resources. Each tool call costs 10 seconds but yields 20 hay, making it an efficient resource generator. I will read the unlock pages for plant, trees, carrots, pumpkins, watering, sunflowers, cactus, mazes, fertilizer, polyculture, megafarm, operators, senses, and simulation to learn the API. Movement functions likely remain undocumented until unlocked. Reading the unlock pages for plant, carrots, trees, pumpkins, sunflowers, cactus, mazes, fertilizer, watering, polyculture, megafarm, dinosaurs, and while.md will cost 13 tool calls. That yields roughly 260 additional hay, bringing the total to about 315 units. Speed and expand should be purchased immediately once resources allow, so production continues during the reading. Speed costs 20 and expand costs 30. After buying speed, 35 hay remains. Expand requires 30, leaving only 5. Planting needs 50 hay, so more resources are needed before that upgrade. Speed will be purchased now, then expand once enough hay accumulates. Speed likely costs more per level, so I will buy the first level and check the next cost. The grass upgrade is too expensive for now; expanding the farm and planting crops like bushes and carrots are the immediate priorities. I am also checking whether expand levels scale world size by two tiles each.
  32. 4m 20sbuy_upgrade upgrades=["speed"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 4m 30s elapsed, 5h 55m 30s of budget remaining.
  33. 4m 30sdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    ### Unlock Cost [Current cost: hay=50]
    Game time: 4m 40s elapsed, 5h 55m 20s of budget remaining.
  34. 4m 40sdocs_read path="unlocks/carrots"
    result
    ## Carrots
    Till the soil and plant carrots.
    
    till()
    plant(Entities.Carrot)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 4m 50s elapsed, 5h 55m 10s of budget remaining.
  35. 4m 50sdocs_read path="unlocks/trees"
    result
    ## Trees
    Unlocks trees.
    
    plant(Entities.Trees)
    
    ### Unlock Cost [Current cost: wood=50, carrot=70]
    Game time: 5m elapsed, 5h 55m of budget remaining.
  36. 5m 00sdocs_read path="unlocks/pumpkins"
    result
    ## Pumpkins
    Pumpkins!
    
    plant(Entities.Pumpkin)
    
    ### Unlock Cost [Current cost: wood=500, carrot=200]
    Game time: 5m 10s elapsed, 5h 54m 50s of budget remaining.
  37. 5m 10sdocs_read path="unlocks/watering"
    result
    ## Watering
    Water the plants to make them grow faster.
    
    use_item(Items.Water)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 5m 20s elapsed, 5h 54m 40s of budget remaining.
  38. 5m 20sdocs_read path="unlocks/sunflowers"
    result
    ## Sunflowers
    Sunflowers and Power.
    
    plant(Entities.Sunflowers)
    
    ### Unlock Cost [Current cost: carrot=500]
    Game time: 5m 30s elapsed, 5h 54m 30s of budget remaining.
  39. 5m 30sdocs_read path="docs/scripting/while.md"
    result
    # While Loop
    You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`.
    
    `while condition:
    	#loop body`
    
    Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing.
    
    ## For Beginners
    Perhaps you have already tried to put several `harvest()` calls in a row…
  40. 5m 40sthoughtThe program has been running during these tool calls. Roughly 195 hay accumulated so far. Expand and Plant upgrades are both affordable. The next step is figuring out how to move the drone. Expand will be purchased first to unlock movement. Plant is deferred until movement mechanics are clear. A wood strategy using bushes is being considered, though it would sacrifice hay production. Bushes and trees grow on grassland, while carrots require soil. Wood production from bushes is still unclear, though fifty units may be needed to grow carrots. The next step is reading the speed tutorial and researching movement mechanics.
  41. 5m 40sobserve
    result
    Game time: 5m 50s elapsed, 5h 54m 10s of budget remaining.
    Program: hay (running).
    Inventory: hay 56.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr2*
    Recent output:
    (none)
  42. 5m 50sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; 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…
  43. 6m 00sdocs_read path="docs/unlocks/speed.md"
    result
    # Speed Upgrade
    The execution speed has been doubled. The problem is that the drone now harvests faster than the grass can grow resulting in no harvest at all. To deal with this [if](docs/scripting/if.md) branches and the [can_harvest](functions/can_harvest) function are now unlocked.
    
    ## Checking Before Harvesting
    So far we only had `True` and `False` as conditions, which is of course not very us…
  44. 6m 10sdocs_read path="unlocks/operators"
    result
    ## Operators
    Arithmetic, comparison and logic operators.
    
    if not can_harvest() and (1 + 1 == 4 / 2):
        do_a_flip()
    
    ### Unlock Cost [Current cost: hay=150, wood=10]
    Game time: 6m 20s elapsed, 5h 53m 40s of budget remaining.
  45. 6m 20sdocs_read path="unlocks/senses"
    result
    ## Senses
    The drone can see what's under it and where it is.
    
    if get_pos_x() < 5 and num_items(Items.Wood) < 200:
        plant(Entities.Bush)
    
    ### Unlock Cost [Current cost: hay=100]
    Game time: 6m 30s elapsed, 5h 53m 30s of budget remaining.
  46. 6m 30sdocs_read path="unlocks/fertilizer"
    result
    ## Fertilizer
    Grow plants instantly.
    
    use_item(Items.Fertilizer)
    
    ### Unlock Cost [Current cost: wood=500]
    Game time: 6m 40s elapsed, 5h 53m 20s of budget remaining.
  47. 6m 40sdocs_read path="unlocks/mazes"
    result
    ## Mazes
    A maze with a treasure in the middle.
    
    if get_entity_type() == Entities.Treasure:
        harvest()
    
    ### Unlock Cost [Current cost: weird_substance=1000]
    Game time: 6m 50s elapsed, 5h 53m 10s of budget remaining.
  48. 6m 50sdocs_read path="unlocks/megafarm"
    result
    ## Megafarm
    More drones!
    
    spawn_drone(task)
    
    ### Unlock Cost [Current cost: gold=2000]
    Game time: 7m elapsed, 5h 53m of budget remaining.
  49. 7m 00sthoughtThe inventory shows only 56 hay, not the expected 195. The speed upgrade doubled the drone's harvest rate beyond grass growth. Harvesting occurs before grass reaches full maturity, yielding reduced or zero output. The inventory shows 56 hay. The speed upgrade unlocked `if can_harvest()` and `if` branches. Harvesting before grass fully grows resets growth and yields little hay. The next program will use `if can_harvest(): harvest()` to wait for mature grass. The new program will use `if can_harvest(): harvest()` to wait for mature grass before collecting. The current hay balance of 56 is too low to afford both the expand and plant upgrades, so the priority is fixing the harvest loop first. There is uncertainty about whether writing a new program will stop the currently running one. The running program will keep executing its old code until restarted, so I must call run_program again to load the new harvest loop. I will test this for 15 seconds to verify the fix. The current 1x1 farm can only produce two hay per second, which is why the inventory barely grew. I also need to check whether the speed upgrade stacks multiplicatively, since the next level costs 20 wood. The speed upgrade appears to stack multiplicatively: 150% then 225%. The plan is to fix the harvest loop first, then farm for wood to buy expand, plant, and grass upgrades. After expanding, the drone will move between tiles to collect hay. Movement commands may not exist until the farm expands.
  50. 7m 00swrite_program name="hay" · evidence
    result
    Stop the program before editing it.
  51. 7m 10sthoughtI need to stop the current program before writing a new one.
  52. 7m 10sstop_program
    result
    Program stopped.
    Game time: 7m 20s elapsed, 5h 52m 40s of budget remaining.
  53. 7m 20sthoughtWriting and running the first program.
  54. 7m 20swrite_program name="hay" · evidence
    result
    Saved hay (3 lines).
    Game time: 7m 30s elapsed, 5h 52m 30s of budget remaining.
  55. 7m 30sthoughtRunning the program for 20 seconds to observe the farm.
  56. 7m 30srun_program name="hay" seconds=20
    result
    Ran hay for 20s of game time; it is still running.
    Inventory change: hay +40.
    Game time: 8m elapsed, 5h 52m of budget remaining.
    Output:
    (none)
  57. 8m 00sthoughtProduction is 2 per second. Inventory rose from 56 to 96. I will buy both the expand and plant upgrades. I need to read the documentation for movement and planting functions next.
  58. 8m 00sbuy_upgrade upgrades=["expand","plant"] · evidence
    result
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Game time: 8m 10s elapsed, 5h 51m 50s of budget remaining.
  59. 8m 10sthoughtI am reading the expand and plant tutorials. I will also search for move. I am observing the farm size. The program is still running.
  60. 8m 10sdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West`
    
    For example, `move(North)` will move the drone one square to the north.
    
    If you move over the edge of…
  61. 8m 20sdocs_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…
  62. 8m 30sobserve
    result
    Game time: 8m 40s elapsed, 5h 51m 20s of budget remaining.
    Program: hay (running).
    Inventory: hay 95.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr2*
    Recent output:
    (none)
  63. 8m 40sdocs_search query="move"
    result
    docs/home.md: …an_harvest) [clear](functions/clear) [do_a_flip](functions/do_a_flip) [harvest](functions/harvest) [move](functions/move) [pet_the_piggy](functions/pet_the_piggy) [plant](functions/plant) [tap](functions/tap) ## Items [Hay](items/hay) [Wood](items/wood) ## Entities …
    docs/unlocks/expand_1.md: …# Expand 1 Your farm has grown! This space is not much use if you can't move the drone, so…
  64. 8m 50sthoughtThe farm is 1x3 with hay at 95 and growing. The drone only harvests the first tile because it never moves. I will update the loop to cycle through all three tiles. I need to know how long a move takes before calculating the maximum yield. I will read the move, plant, and harvest functions to understand resource costs. I also need to check wood bush growth times. A mixed strategy of grass and bushes is best for now. I will buy the grass upgrade later. Unlock costs are 50 wood for carrots, 150 hay plus 10 wood for operators, and 100 hay for senses. I mapped the remaining unlock costs. Carrot unlocks are 35–40, wood unlocks 50, and rare unlocks like pumpkins, sunflowers, and cactus require thousands of resources. I still need to check how gold, power, bones, and weird_substance work. Bushes yield low wood but are simple to plant; trees give more wood but need five-by-five spacing. I need to check whether planting carrots costs resources. Bushes are free to plant and yield wood. Tree costs are unclear, but their wood yield depends on spacing from other trees. Pumpkin plants must fill a full square before they merge into a giant pumpkin. Sunflowers yield power when harvested; more petals mean more power, and power increases drone speed. Power is consumed automatically during operations to increase drone speed. Water reduces grow time but regenerates slowly in the tank. Fertilizer instantly grows plants, though it may require weird_substance to produce. I am trying to determine how fertilizer is obtained. It may be bought with gold, or it might be produced from weird_substance through a trade or by fertilizing a plant. I will read the cactus, dinosaur, and polyculture documentation pages next. The farm likely expands to a wider layout after the first level. I need to check whether get_world_size() requires the senses unlock. A simple northward loop works for the current three-tile height. Once the farm expands, I will need to move east as well. Without variables or operators, I cannot count tiles to build a true snake or spiral pattern. I am looking for a way to sweep a rectangle using only while, if, and basic movement commands. I suspect the farm grows by adding two rows at a time, so the next expand will likely make it 3x3. I will read the function documentation and update the program to sweep the column. Hats are not worth the 50 hay cost. The grass upgrade doubles yield but costs 300 hay, which is roughly fifty seconds at the current rate. I will stop the current program, rewrite it to sweep all tiles, and run it before reading the documentation.
  65. 8m 50sstop_program
    result
    Program stopped.
    Game time: 9m elapsed, 5h 51m of budget remaining.
  66. 9m 00sdocs_read path="functions/move"
    result
    move(direction)
    Moves the drone into the specified direction by one tile.
    If the drone moves over the edge of the farm it wraps back to the other side of the farm.
    
    East   =  right
    West   =  left
    North  =  up
    South  =  down
    
    returns True if the drone has moved, False otherwise.
    
    takes 200 ticks to execute if the drone has moved, 1 tick otherwise.
    
    example:
    move(North)
    
    For more related information…
  67. 9m 10sdocs_read path="functions/plant"
    result
    plant(entity) 
    Spends the cost of the specified entity and plants it under the drone.
    It fails if you can't afford the plant, the ground type is wrong or there's already a plant there.
    
    returns True if it succeeded, False otherwise.
    
    takes 200 ticks to execute if it succeeded, 1 tick otherwise.
    
    example:
    plant(Entities.Bush)
    Game time: 9m 20s elapsed, 5h 50m 40s of budget remaining.
  68. 9m 20sdocs_read path="functions/clear"
    result
    clear() 
    Removes everything from the farm, moves the drone back to position (0,0) and changes the hat back to the straw hat.
    
    returns None
    
    takes 200 ticks to execute.
    
    example:
    clear()
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 9m 30s elapsed, 5h 50m 30s of budget remaining.
  69. 9m 30sdocs_read path="items/wood"
    result
    ## Wood
    Obtained from bushes and trees.
    
    You have `0`
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 9m 40s elapsed, 5h 50m 20s of budget remaining.
  70. 9m 40sthoughtMove and harvest each take 200 ticks. Harvest is far faster than the 0.5-second growth limit suggests. The base tick rate is likely around 10 ticks per second, so the 200-tick harvest window leaves plenty of room for movement and repeated cycles. I'll write a moving harvester program and check the Bush object.
  71. 9m 40swrite_program name="hay" · evidence
    result
    Saved hay (4 lines).
    Game time: 9m 50s elapsed, 5h 50m 10s of budget remaining.
  72. 9m 50sdocs_search query="Bush"
    result
    docs/home.md: …functions/plant) [tap](functions/tap) ## Items [Hay](items/hay) [Wood](items/wood) ## Entities [Bush](objects/bush) [Grass](objects/grass) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)…
    unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cos…
  73. 10m 00sthoughtI read the bush object and ran the hay program.
  74. 10m 00sdocs_read path="objects/bush"
    result
    ## Bush
    A small bush that drops Items.Wood.
    
    Base growth time between 3.2 and 4.8 seconds.
    Can grow on grassland or soil.
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 10m 10s elapsed, 5h 49m 50s of budget remaining.
  75. 10m 10srun_program name="hay" seconds=20
    result
    Ran hay for 20s of game time; it is still running.
    Inventory change: hay +30.
    Game time: 10m 40s elapsed, 5h 49m 20s of budget remaining.
    Output:
    (none)
  76. 10m 40sthoughtMoving tiles yields only 1.5 hay per second, slower than the 2 per second from a single tile. Moving costs 200 ticks per cycle. That overhead is too heavy to offset the extra yield from multiple tiles. The tick rate is far higher than 400 per second. A three-tile rotation should yield five hay per second, yet only 1.5 was produced. The slowdown likely comes from slow can_harvest checks or the if statement. The 1.5 per second yield is too low even for a single tile, so the slowdown likely stems from the farm itself rather than movement overhead. The inventory log is messy from multiple tool calls, making it hard to verify exact amounts. The 200-tick move takes roughly 0.67 seconds. That is slower than the 0.5-second grass growth. Harvesting takes about the same time. The drone is spending more time moving and waiting than it does actually producing hay. The speed upgrade likely doubled the tick rate to 800 per second. At that pace, a 200-tick harvest lasts only 0.25 seconds. This resolves the earlier contradiction and makes the three-tile rotation feasible. The three-tile rotation should yield about two hay per second total, yet only 1.5 was measured. The drone cannot visit all tiles fast enough to keep up with grass growth, so the extra tiles do not help. More tiles will not increase production until movement speed improves or multiple drones are added. The next speed upgrade costs 20 wood and raises speed to 225 percent. At the current doubled tick rate, each tile takes exactly 0.5 seconds per visit. One tile already saturates the drone's capacity, so adding more tiles only slows down each individual visit. I will camp on one tile to maximize hay production until speed upgrades arrive. Wood is the real bottleneck, so I am planning to plant bushes across the farm for a faster wood supply. I have mapped out the wood costs for every upgrade: carrots, speed, operators, watering, trees, pumpkins, and fertilizer. Bushes grow in roughly four seconds. A three-tile rotation should yield about 0.75 wood per second, which is enough to reach the 50 wood needed for the next upgrade in about 70 seconds. I will write a simple loop that harvests, plants a bush, and moves north. The loop will harvest grass when ready, then plant a bush. Existing bushes will be skipped with no need to clear the field first. Hay is still required for operators, senses, and expansion upgrades, so I will check the expand cost before committing fully to the bush farm. With the current speed upgrade, a full tile sweep takes about 1.5 seconds, which is well under the 4-second bush growth cycle. That means expanding to roughly five tiles would still keep the farm productive. Wood remains the real bottleneck, so I will continue focusing on wood production rather than hay. I will check the cost and size of expand 2 while starting the wood farm. I will also read the polyculture, cactus, and dinosaur hints for yield numbers. I plan to run a 30-second wood program to measure production. I noted that operators need 150 hay, but we currently have only about 125. The running hay program is still producing only 1.5 per second. I will stop it and camp on one tile to build a hay buffer of about 200 before switching to wood. I will stop the hay program and switch to a wood farm. The loop will harvest grass when ready, plant a bush, and move north. I can clear the field back to grass later if hay is needed. I will run this for 40 seconds to measure wood production. I am reading the cactus, dinosaur, polyculture, and fertilizer hints to refine my strategy. I also recalled that pumpkins yield in connected groups, with total output scaling as n² times a multiplier. A fully grown pumpkin field yields the square of its total pumpkins per harvest. A six-by-six patch would produce 1,296 pumpkins at once. Growth time is still uncertain. Sunflowers yield 10 power when the largest petal is harvested, or 1 otherwise. Power boosts speed, but the exact formula is still unknown. Cacti can be sorted by size to form larger connected groups for bigger harvests. Maze mode spawns a bush with an unusual substance. Navigating to the treasure and harvesting yields gold scaled by maze size. Dinosaur mode uses an apple game to grow a tail from bones. Weird substance might be obtained by trading fertilizer or using it on dead plants. I will reuse the maze farm to measure its yield again. I am uncertain whether using fertilizer produces weird substance or consumes it. I will wait to read the documentation once those features unlock rather than guessing. I will read the hints for polyculture, cactus, mazes, dinosaurs, sunflowers, and pumpkins. I considered using simulate() to test strategies without consuming game time, but that upgrade costs 5,000 gold and is too expensive for the production score. I am reconsidering whether the scoring formula is a simple sum of all resources or a geometric mean that heavily weights variety. The goal is to maximize both total quantity and resource diversity. I will unlock every production chain and run a balanced megafarm for the remaining hours. The 6-hour budget still has about 5.8 hours left after the first 11 minutes. I will rush the tech tree to maximum speed, farm size, and polyculture so the late megafarm can scale properly. I am checking whether `for` loops and `else` branches are available before the operators upgrade unlocks. I will avoid them for now. I also need to verify if numbers work without arithmetic operators, since the speed documentation already used functions like `can_harvest`. Operators are unavailable until the arithmetic upgrade unlocks, so I will avoid using `==` and `+` for now. I also decided against petting the piggy. My immediate plan is to measure the bush farm for 30 seconds, read the key mechanic hints, then buy carrots once I have 50 wood. Carrots require till() to turn grass into soil, and they grow in about 4 to 6 seconds. I still need to confirm whether planting carrots costs hay. I will check the cost of the next upgrade after the costs feature unlocks. I will also read the can_harvest and soil documentation to verify how planting works. I must stop the running hay sweep before writing a new program.
  77. 10m 40sstop_program
    result
    Program stopped.
    Game time: 10m 50s elapsed, 5h 49m 10s of budget remaining.
  78. 10m 50sdocs_read path="unlocks/pumpkins" show_hints=true
    result
    ## Pumpkins
    Pumpkins!
    
    plant(Entities.Pumpkin)
    
    ### Unlock Cost [Current cost: wood=500, carrot=200]
    Game time: 11m elapsed, 5h 49m of budget remaining.
  79. 11m 00sdocs_read path="unlocks/polyculture" show_hints=true
    result
    ## Polyculture
    Use companion planting to increase the yield.
    
    plant_type, (x, y) = get_companion()
    
    ### Unlock Cost [Current cost: pumpkin=3000]
    Game time: 11m 10s elapsed, 5h 48m 50s of budget remaining.
  80. 11m 10sdocs_read path="unlocks/sunflowers" show_hints=true
    result
    ## Sunflowers
    Sunflowers and Power.
    
    plant(Entities.Sunflowers)
    
    ### Unlock Cost [Current cost: carrot=500]
    Game time: 11m 20s elapsed, 5h 48m 40s of budget remaining.
  81. 11m 20sdocs_read path="unlocks/cactus" show_hints=true
    result
    ## Cactus
    Cactus!
    
    plant(Entities.Cactus)
    
    ### Unlock Cost [Current cost: pumpkin=5000]
    Game time: 11m 30s elapsed, 5h 48m 30s of budget remaining.
  82. 11m 30sdocs_read path="unlocks/mazes" show_hints=true
    result
    ## Mazes
    A maze with a treasure in the middle.
    
    if get_entity_type() == Entities.Treasure:
        harvest()
    
    ### Unlock Cost [Current cost: weird_substance=1000]
    Game time: 11m 40s elapsed, 5h 48m 20s of budget remaining.
  83. 11m 40sdocs_read path="unlocks/dinosaurs" show_hints=true
    result
    ## Dinosaurs
    Majestic ancient creatures.
    
    ### Unlock Cost [Current cost: cactus=2000]
    Game time: 11m 50s elapsed, 5h 48m 10s of budget remaining.
  84. 11m 50sdocs_read path="unlocks/fertilizer" show_hints=true
    result
    ## Fertilizer
    Grow plants instantly.
    
    use_item(Items.Fertilizer)
    
    ### Unlock Cost [Current cost: wood=500]
    Game time: 12m elapsed, 5h 48m of budget remaining.
  85. 12m 00sthoughtNo hints appeared. They may only unlock after tutorial completion, or the show_hints tool may skip empty sections. I'll write a bush farm program and check docs_list for new pages. I'm recalling the exact hay yield mechanics from memory to optimize the build. Hay likely doubles in yield with each upgrade level. Bush wood may be flat or multiplied by a separate wood upgrade. Each plant type probably has its own yield upgrade. I need to determine the exact percentage increase for each upgrade level. I'll buy items and check their updated descriptions. Tree yield likely scales with the number of empty adjacent tiles. Sunflowers generate power that reduces action time. I'll read the trees tutorial once it unlocks. Power consumption and speed bonus scaling still need verification. Water refills a tank and reduces growth time. Fertilizer instantly completes growth. Fertilizer likely requires weird substance to obtain. I'll check the documentation once it unlocks. Fertilizer is produced by using it, not purchased. Weird substance is likely generated as a byproduct when applying fertilizer. The weird substance theory conflicts with its high cost, so companion planting might be the actual source. I'll test this experimentally while farming. I also need to check whether inventory counts are available before the senses unlock. Without that data, I can't branch on stock levels in code and will buy upgrades manually once resources allow. I'll start a bush farm and a dedicated hay field. Bushes need three tiles of movement. I'll buy the expand upgrade if hay is cheap enough. Hay costs 150 for operators, so I'll check inventory by running wood first. Then I'll write the program.
  86. 12m 00swrite_program name="wood" · evidence
    result
    Saved wood (5 lines).
    Game time: 12m 10s elapsed, 5h 47m 50s of budget remaining.
  87. 12m 10sthoughtRunning a 30-second test to measure wood production.
  88. 12m 10srun_program name="wood" seconds=40
    result
    Ran wood for 40s of game time; it is still running.
    Inventory change: hay +3, wood +23.
    Game time: 13m elapsed, 5h 47m of budget remaining.
    Output:
    (none)
  89. 13m 00sthoughtWood production is roughly 0.575 per second. Three bushes are still growing and will not yield wood yet. Waiting 50 seconds to reach 50 wood for carrots. Speed and operator upgrades are planned next. Reading documentation during the wait. Revised the wood target to 80 or 100. The drone can only support so many bushes before it becomes saturated. Each new tile costs 600 ticks to harvest, plant, and move. The drone is only 77% efficient. It spends most of its time spinning empty moves between tiles. Adding more tiles should help. I will check the expand cost and continue observing.
  90. 13m 00sobserve
    result
    Game time: 13m 10s elapsed, 5h 46m 50s of budget remaining.
    Program: wood (running).
    Inventory: hay 183, wood 29.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Bu=bush.
    y= 2  _Gr2*
    y= 1  _Bu1
    y= 0  _Bu1
    Recent output:
    (none)
  91. 13m 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; available, not affordable
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs…
  92. 13m 20sthoughtThe terrain at y=2 is grass, not a bush. Grass is an entity, so plant() fails when it blocks the tile. The current code only harvests if can_harvest() returns true, but y=2 grass is still growing (Gr2) and not yet harvestable. The drone must wait for the grass to fully mature before it can plant a bush there. Hay totals 183 and wood 29. Operators cost 150 hay and 10 wood, so they can be bought immediately to unlock arithmetic. Senses will come later. A 3x3 farm needs 20 wood; nine tiles should keep up with growth since the drone visits twice per cycle. Harvesting adds 400 ticks per tile, so nine harvests will stretch the budget. Wood production is estimated at roughly 1.5 to 2 per second. The speed upgrade may only increase by 150% rather than doubling. Operators and a 3x3 expansion will be purchased next. Wood is only 29, so the drone will wait until it reaches 80. Nine more minutes should yield about 51 wood, bringing the total to roughly 80. The grass upgrade at 300 hay is too expensive right now; operators are more urgent for the programming language. Hay production has stopped because all tiles are now bushes. The drone will interleave grass and bushes or farm hay separately later. Operators can be bought immediately since 183 hay and 29 wood cover the cost; expansion is deferred until wood reaches 49. The remaining grass tile will be planted with a bush. After unlocking operators, the next step is reading the tutorial and if.md.
  93. 13m 20sbuy_upgrade upgrades=["operators"] · evidence
    result
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Game time: 13m 30s elapsed, 5h 46m 30s of budget remaining.
  94. 13m 30sdocs_read path="docs/unlocks/operators.md"
    result
    No accessible documentation page docs/unlocks/operators.md. Use docs_list.
  95. 13m 40sthoughtI read the scripting operators and senses documentation. I realized tool calls run sequentially and each takes 10 seconds of game time. I will read the scripting operators documentation and wait for wood. I will minimize documentation reads and maximize productive farming. I need 100 hay to use senses, but only have 33. I will switch production to hay or farm it directly. The fastest way is a camp one tile with can_harvest at 2 per second. I am designing a split-farm pattern for a 1x3 tile. It alternates planting bushes and harvesting grass to produce both resources. Without variable per-tile logic, this fixed cycle is the best approach. I will farm hay in a dedicated burst to unlock senses. I need 67 more hay at 2 per second, which takes about 34 seconds. I also have enough wood to expand the farm to 3x3. I will wait briefly to gather the last 20 wood, then buy expand. I will camp hay on one tile until I reach 150 hay, then purchase senses. Wood production will resume on the expanded farm afterward.
  96. 13m 40sdocs_read path="docs/scripting/operators.md"
    result
    # Operators
    arithmetic operators: `+, -, *, /, //, %, **`
    comparison operators: `==, !=, <=, >=, <, >`
    boolean operators: `not, and, or`
    
    Note: All numbers in the game are floating point numbers. So all arithmetic operators are floating point operators.
    `//` is defined to just floor the number after the division.
    
    For assignment operators you need to unlock the "Variables" unlock.
    
    ## Introduction…
  97. 13m 50swait seconds=30 until_resources={"wood":40}
    result
    Waited 0s (wood reached 49). Program: wood running.
    Inventory change: no change.
    Game time: 14m elapsed, 5h 46m of budget remaining.
  98. 14m 00sthoughtWood reached 49 after 20 seconds of farming while reading the documentation. Wood is at 49. I will buy expand and speed upgrades now, since they cost 40 wood and leave enough for carrots later. The 3x3 farm will produce more wood faster. A 3x3 farm should yield roughly 1.6 wood per second, about three times the current rate. I will rewrite the program to use a hardcoded snake traversal for the larger grid. I cannot use variables for counters. I will unroll the snake traversal manually: move North three times to cover each column, then turn East. Wrapping at height 3 means moving North three times returns to the same row. The 3x3 snake pattern was verified to visit every tile exactly once. I will stop the current program, buy expand and speed, rewrite the traversal for the new grid, and restart. I will camp on a grass tile to farm hay first. I need 100 hay to buy the Senses tool, which gives useful inventory and position data. The hay farm will take about 35 seconds. Then I will plant bushes for wood. A nine-tile hay sweep would likely be slower than camping at two per second, so I will stick with the camp strategy. I will check for a get_world_size function before reading the Senses documentation.
  99. 14m 00sstop_program
    result
    Program stopped.
    Game time: 14m 10s elapsed, 5h 45m 50s of budget remaining.
  100. 14m 10sthoughtPlanning to buy expand and speed upgrades. Wood should reach roughly 49.
  101. 14m 10sbuy_upgrade upgrades=["expand","speed"] · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 14m 20s elapsed, 5h 45m 40s of budget remaining.
  102. 14m 20sthoughtI expanded the farm and began a hay camp. I'll write a simple hay camp program and run it until hay reaches 160. That should take about 60 seconds from the current 33. I want to have enough hay to buy senses at 100 and keep a buffer. The grass upgrade is too expensive for now.
  103. 14m 20swrite_program name="hay" · evidence
    result
    Saved hay (3 lines).
    Game time: 14m 30s elapsed, 5h 45m 30s of budget remaining.
  104. 14m 30sthoughtRunning a program to wait until hay reaches 180. run_program has no until_resources option. I'll run it for 70 seconds instead.
  105. 14m 30srun_program name="hay" seconds=70
    result
    Ran hay for 1m 10s of game time; it is still running.
    Inventory change: hay +140.
    Game time: 15m 50s elapsed, 5h 44m 10s of budget remaining.
    Output:
    (none)
  106. 15m 50sthoughtHay production is exactly 2 per second. The current stock is 173. Senses are at 100. The grass upgrade costs 300. I will buy senses and research next, letting the farm run during the 10-second purchase to gain 20 hay.
  107. 15m 50sbuy_upgrade upgrades=["senses"] · evidence
    result
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Game time: 16m elapsed, 5h 44m of budget remaining.
  108. 16m 00sdocs_read path="docs/unlocks/senses.md"
    result
    # Senses
    The drone can see now! 
    
    The functions `get_pos_x()` and `get_pos_y()` return the current x and y position of the drone. At the start position they are both `0`. The x position increases by `1` every tile towards `East` and the y position increases by `1` every tile towards `North`.
    
    `num_items(item)` returns how many of an item you have.
    For example `num_items(Items.Hay)` returns how muc…
  109. 16m 10sthoughtChecking whether get_world_size is available. It might unlock through expand or senses. Hay stock is roughly 113. Wood is low after prior purchases, so I will switch to a 3x3 wood farm. I will search the docs for get_world_size and num_items. If that function is unavailable, the farm will be hardcoded to 3x3. A snake pattern for the 3x3 farm is being drafted. It moves north across each row, then east when wrapping back to the start. One extra east move per column may waste time. The snake pattern covers every tile in a square grid. A mixed hay-and-wood farm was rejected because it would oscillate the global item count. Instead, the plan is to dedicate the first column to grass-only harvests and the remaining columns to bush planting. Grass may be movement-limited, so three grass tiles might not yield six hay per cycle. Wood production averaged 0.575 per second, with growth averaging 4.0 seconds and peak efficiency around 77%. The next goal is carrots, estimated at roughly six seconds. Carrots require till() and a soil multiplier. Their exact resource cost is unknown. Variables are not yet unlocked, so get_world_size cannot be stored in a variable, but it can still be used directly in comparisons. The else keyword may not be supported. A concrete while loop for the wood farm is being drafted. It harvests when possible, then plants a bush if the tile is empty or not a bush. Grass tiles are skipped because they are entities and cannot be planted on until harvested. The snake movement pattern continues north, wrapping east when the y-coordinate returns to zero. Hay production will be stopped to focus on the wood farm. The program is being written and run for 45 seconds to accumulate roughly 50 wood, after which carrots can be purchased. Research for speed and expand upgrades is planned for the end of that run.
  110. 16m 10sstop_program
    result
    Program stopped.
    Game time: 16m 20s elapsed, 5h 43m 40s of budget remaining.
  111. 16m 20sthoughtWriting and running a wood snake program.
  112. 16m 20swrite_program name="wood" · evidence
    result
    Saved wood (7 lines).
    Game time: 16m 30s elapsed, 5h 43m 30s of budget remaining.
  113. 16m 30sthoughtRunning the program for 50 seconds.
  114. 16m 30srun_program name="wood" seconds=50
    result
    Ran wood for 50s of game time; it is still running.
    Inventory change: hay +9, wood +59.
    Game time: 17m 30s elapsed, 5h 42m 30s of budget remaining.
    Output:
    (none)
  115. 17m 30sthoughtWood production is roughly 1.18 per second, bringing the total to about 68. Wood production is roughly half the theoretical maximum, indicating a drone bottleneck. I will buy carrots for 50 wood and read the tutorial documentation next.
  116. 17m 30sbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 17m 40s elapsed, 5h 42m 20s of budget remaining.
  117. 17m 40sdocs_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…
  118. 17m 50sthoughtChecking the carrot object page for cost and growth time. Till costs 35 carrots. Trees cost 70. Watering costs 50 wood. Functions cost 40. Carrots need wood and hay to plant. A sustainable farm must produce both or stockpile them.
  119. 17m 50sdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 18m elapsed, 5h 42m of budget remaining.
  120. 18m 00sdocs_read path="functions/till"
    result
    till() 
    Tills the ground under the drone into Grounds.Soil. If it's already soil it will change the ground back to Grounds.Grassland.
    
    returns None
    
    takes 200 ticks to execute.
    
    example:
    till()
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 18m 10s elapsed, 5h 41m 50s of budget remaining.
  121. 18m 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 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of c…
  122. 18m 20sthoughtThe carrot yield upgrade doubles production but also increases cost. The score counts total output, not net profit. Carrot costs increase with the yield upgrade, so the net gain is zero. Upgrading carrots may not be worthwhile. The phrase "produces" might refer to cumulative output rather than remaining inventory. Spending resources on planting and upgrades could therefore hurt the score. I will maximize final inventory of many resource types. I will also maximize cumulative harvest totals. Unlocking the tech tree is necessary to access better production. Yield upgrades are worthwhile only if they increase net production rate. The score likely reflects cumulative harvest totals rather than final inventory, since the judge may use the observed inventory snapshot at the end of the run. The score is best understood as final inventory of each resource. Upgrades reduce current stock but increase future production, so they only help if the gain pays back before time runs out. For carrots, doubling both yield and cost leaves the net gain per plant at zero. Watering is too expensive right now. I have only about eighteen wood left, so I cannot buy it yet. I will prioritize unlocking better code first. I need more wood before I can afford the watering upgrade. I am designing a simple polyculture farm. Grass will provide hay. Bushes will provide wood. Carrots will need both resources to plant and grow. I am calculating whether the drone can sustain this balance. Hay and wood production rates are sufficient to sustain the drone's consumption of both resources for carrots. A phased stockpile-and-plant strategy would create idle time, so a continuous mixed layout is preferable instead. The plan is a 3x3 grid with three grass tiles for hay, three bush tiles for wood, and three carrot tiles. I will first produce 35 carrots with a simple program to stockpile inputs. The drone will cycle through all nine tiles, tilling and planting carrots wherever possible. It will skip tiles that lack hay or wood. Carrots are a direct conversion of hay and wood. They do not generate those inputs back. A mixed farm is therefore essential to preserve variety and avoid depletion. I will check current hay and wood stock before proceeding. Watering is too expensive right now, but it will be worth buying once the farm scales up. Debug prints are unnecessary because observe already shows program output, so I will skip that upgrade to save resources. I am also reviewing tree growth mechanics to plan the endgame. Trees are far more efficient than bushes for wood. Proper spacing in a checkerboard pattern yields five to seven wood per tree, compared to one from each bush. Unlocking trees costs fifty wood and seventy carrots, and the upgrade further increases yield. Pumpkins offer a different scaling strategy. A connected cluster of dead pumpkins harvests as many items as the square of the field size, so a large block can produce massive quantities. Sunflowers generate power equal to their petal count. The drone's speed scales exponentially with power, so the highest-petalled sunflower must be harvested first. I will check the object page for exact yield formulas once the tech tree unlocks. Sunflower power is consumed over time, so the drone must keep producing sunflowers to maintain its speed. This creates a late-game maintenance burden. Mazes yield gold equal to their size multiplied by level, but navigating them takes time. A megafarm strategy would let one drone handle mazes while the rest farm. I am trying to recall exactly how weird substance and fertilizer interact, but my memory is unclear. I am clarifying the fertilizer mechanics. Fertilizer instantly grows plants and is made from weird substance. I am checking whether applying it consumes weird substance or if the cost is different. The modulo operator is already unlocked, so the mixed farm can use `get_pos_x() % 3 == 0` to place grass tiles without variables. I will check inventory with observe before deciding whether to buy watering now. I drafted a concrete three-column farm layout: grass on the first column, bushes on the second, and carrots on the third. I also wrote a program that harvests when ready, tills and plants on the correct tiles, then moves north and east to cycle through the grid. I am now questioning whether grass can actually grow on soil tiles. Grass grows on soil or grassland, so tilling is optional. If a tile lacks hay or wood, the drone will skip it and leave the crop empty. I will run the mixed farm for sixty seconds first to check inventory and resource levels before deciding whether to buy variables or watering. I must stop the running program before editing it. I am adding a stock check to the farm code so the drone only plants carrots when hay and wood exceed ten units, preventing idle stalls. I will keep the grass and bush columns permanently seeded to avoid losing those crops. Carrots will only be planted when hay exceeds twenty and wood exceeds twenty, preventing idle stalls from resource shortages. The grass upgrade costs three hundred hay and doubles hay production. At a two-hay-per-second rate, the investment pays back in about one hundred fifty seconds, then provides doubled output indefinitely. The grass upgrade is worth buying once hay surplus exceeds the needs of the mixed farm. A 4x4 grid costs thirty wood and twenty carrots, which helps slower crops more than grass. Speed 3 costs fifty wood and fifty carrots for a 1.5x boost; this should be unlocked after the crops are established. The planned tech tree sequence is variables first, then functions, import, and lists. I will stop the running program and write the mixed farm code now. I also plan to search the documentation for world size details in parallel, since that call takes ten seconds.
  123. 18m 20sstop_program
    result
    Program stopped.
    Game time: 18m 30s elapsed, 5h 41m 30s of budget remaining.
  124. 18m 30sdocs_search query="get_world_size"
    result
    docs/home.md: …ound_type](functions/get_ground_type) [get_pos_x](functions/get_pos_x) [get_pos_y](functions/get_pos_y) [get_world_size](functions/get_world_size) [harvest](functions/harvest) [move](functions/move) [num_items](functions/num_items) [num_unlocked](functions/num_unlocked) [pet_the_…
    functions/get_world_size: …get_world_size() Get the current size of the farm. returns the side length o…
  125. 18m 40sthoughtexpand_2.md mentions for loops. Checking whether `range` and for loops are available now that expand 2 is active. `get_world_size` works.
  126. 18m 40sdocs_read path="docs/unlocks/expand_2.md"
    result
    # Expand 2
    Your farm has expanded again! Now the tiles are no longer in a nice row, so you need to find a way to traverse a square grid.
    
    With the `while` loop this is not possible until you unlock senses and operators.
    It is time to introduce the `for` loop.
    
    You can read all about the `for` loop on the [For Loop](docs/scripting/for.md) page, but for now you will only need it to repeat code a fix…
  127. 18m 50sdocs_read path="functions/get_world_size"
    result
    get_world_size() 
    Get the current size of the farm.
    
    returns the side length of the grid in the north to south direction.
    
    takes 1 tick to execute.
    
    example:
    for i in range(get_world_size()):
        move(North)
    Game time: 19m elapsed, 5h 41m of budget remaining.
  128. 19m 00sthoughtFor loops are available. The loop variable `i` likely works without the variables unlock because it is part of the for syntax. I am writing a mixed farm program using nested for loops to traverse the world. It will harvest crops, till soil, and plant bushes. The program now includes a third column that plants carrots only when hay and wood supplies exceed five. The nested loops correctly traverse every row before moving east. If the for-loop variable requires the variables unlock, the program will error. I will skip reading for.md to save time. I verified the required constants and entities exist. Now I am running the program.
  129. 19m 00swrite_program name="farm" · evidence
    result
    Saved farm (20 lines).
    Game time: 19m 10s elapsed, 5h 40m 50s of budget remaining.
  130. 19m 10sthoughtRunning a 45-second test to verify functionality and measure production rates.
  131. 19m 10srun_program name="farm" seconds=45
    result
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot +15, hay +19, wood +60.
    Game time: 20m 5s elapsed, 5h 39m 55s of budget remaining.
    Output:
    (none)
  132. 20m 05sthoughtThe first test run completed in 45 seconds. It produced 15 carrots. Hay and wood production are low. Wood is high because existing bushes were harvested before conversion. Carrots consume hay and wood, but inputs remain sustainable. I will wait about 70 seconds to reach 40 carrots before buying variables. I will buy the watering upgrade now. It costs 50 wood and speeds crop growth. I will read its tutorial first to learn how to use it. Watering refills automatically and costs one unit per use. I will update the program to use it once enough water is available. I am checking the exact growth multiplier formula for watering. I will read the documentation to confirm whether full water increases speed by fivefold or twofold.
  133. 20m 05sbuy_upgrade upgrades=["watering"] · evidence
    result
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
  134. 20m 15sdocs_read path="docs/unlocks/watering.md"
    result
    # Watering
    Plants grow faster when they are watered. The ground has a water level ranging from `0` to `1`.
    The function `get_water()` returns the water level of the ground it is over.
    
    The growth speed of a plant scales linearly from 1x speed at water level 0 to 5x speed at water level 1.
    
    The ground dries up over time: On average, it loses 1% of its current water per second, but there is some ran…
  135. 20m 25sdocs_read path="functions/use_item"
    result
    use_item(item, n=1) 
    Attempts to use the specified item n times. Can only be used with some items including Items.Water, Items.Fertilizer.
    
    returns True if an item was used, False otherwise.
    
    takes 200 ticks to execute if it succeeded, 1 tick otherwise.
    
    example:
    use_item(Items.Fertilizer)
    
    For more related information see: [Watering](docs/unlocks/watering.md)
    Game time: 20m 35s elapsed, 5h 39m 25…
  136. 20m 35sthoughtWater production is zero. Water supply is 0.025 per second. Nine tiles lose 1% of current water each second. The farm needs 0.00278 per second to maintain water levels. Watering only carrots and bushes yields a 2.67x speed multiplier. Grass is already fast enough to skip. Upgrading water production doubles the supply. The next watering upgrade will cost research points. A program will check water levels and use a tank only on bush and carrot tiles. Calling use_item when empty is harmless because it returns quickly. Carrot production has kept up with the extra time, but 35 are still needed.
  137. 20m 35sstop_program
    result
    Program stopped.
    Game time: 20m 45s elapsed, 5h 39m 15s of budget remaining.
  138. 20m 45sthoughtUpdating the farm layout to include water.
  139. 20m 45swrite_program name="farm" · evidence
    result
    Saved farm (24 lines).
    Game time: 20m 55s elapsed, 5h 39m 5s of budget remaining.
  140. 20m 55sthoughtRunning until we have enough variables to grow carrots. Running the program for 40 seconds.
  141. 20m 55srun_program name="farm" seconds=40
    result
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +38, hay +17, water -5, wood +13.
    Game time: 21m 45s elapsed, 5h 38m 15s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but d…
  142. 21m 45sthoughtCarrot production reached 0.95 per second after watering. That is a major improvement. Hay and wood production also improved. Water usage dropped to -5. The farm likely has over 35 carrots now. Next I will buy variables and functions, then imports. I will buy variables and functions first. If any carrots remain, I will hold them for trees. Wood may be low after the earlier purchase. I will skip reading the upgrade documentation to save time.
  143. 21m 45sbuy_upgrade upgrades=["variables","functions"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Game time: 21m 55s elapsed, 5h 38m 5s of budget remaining.
  144. 21m 55sthoughtBoth purchases were successful. Carrots were sufficient. Planning the next batch of upgrades and crops. Trees will be planted with spacing to maximize wood yield. The full resource requirements for each purchase are being calculated. Tree wood yield depends on the number of empty tiles around each tree. The 50 wood and 70 carrot cost for trees is being weighed against current production rates. Expanding to 4x4 is being considered for more tiles, though the drone may be a bottleneck. A speed upgrade looks like the best investment at 50 wood and 50 carrots. The cost of watering level 2 still needs checking. A checkerboard layout with trees and grass is being designed to maximize wood yield while keeping hay and carrots in balance. A layout with trees on even coordinates and crops elsewhere is being considered to maximize wood yield. The purchase order is now set: speed first, then expand, then trees. Grass and watering will follow if hay or water becomes scarce. Carrot yield is being evaluated carefully because its cost doubles alongside production, so it only helps net output if the farm has enough wood and hay. Carrot upgrades are being skipped for now because doubling their yield also doubles their input costs, so they only help if wood and hay are already surplus. The farm will run in the background while waiting up to 120 seconds for enough wood and carrots to buy the speed upgrade. Import is noted as useful but not urgent, and lists will be needed later for mazes and sorting cacti. Carrots will reach 500 in about nine minutes. Wood is the slower bottleneck at roughly 150 seconds per 50 units. The plan is to wait for the speed upgrade with a 180-second timeout instead of researching watering costs separately.
  145. 21m 55swait seconds=180 until_affordable="speed"
    result
    Waited 20s (speed is affordable). Program: farm running.
    Inventory change: carrot +27, hay +15, wood +3.
    Game time: 22m 25s elapsed, 5h 37m 35s of budget remaining.
  146. 22m 25sthoughtThe speed upgrade is affordable after only 20 seconds. I'll buy the speed upgrade now, then research to check costs for trees and expansion. Trees need 50 wood and 70 carrots, while expansion needs 30 wood and 20 carrots.
  147. 22m 25sbuy_upgrade upgrades=["speed"] · evidence
    result
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 22m 35s elapsed, 5h 37m 25s of budget remaining.
  148. 22m 35sthoughtI'm researching ways to improve the farm now that we're faster.
  149. 22m 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…
  150. 22m 45sthoughtFertilizer no longer requires watering. It costs 500 wood. Sunflowers cost 500 carrots. Speed costs 500 carrots. Expand costs 30 wood and 20 carrots. It upgrades the farm to 4x4 and clears it. Trees, Import, and Lists are not yet affordable. Watering 2 doubles water production to 0.2 per second. Grass costs 300 hay. Debug is now available. Sunflowers will provide massive speed boosts once affordable. The current farm layout uses three columns: grass, bush, and carrot. The current three-column layout leaves the fourth column empty after harvest on a 4x4 farm. A modulo-based layout will distribute tiles across all four columns, dedicating roughly half to carrots and quarter each to grass and bushes. The current layout produces 4 grass, 4 bush, and 8 carrots on a 4x4 farm. Hay and wood may become limiting factors. Speed upgrade alone should roughly double drone efficiency. I will wait 30 seconds to measure actual production rates before deciding next steps. The new layout will use a modulo-5 pattern based on position to distribute tiles evenly across any farm size. Grass will occupy 20% of the tiles, bushes 20%, and carrots 60%. This replaces the previous three-column design and ensures every tile is utilized after expansion. The 3:3:10 layout may starve carrots of hay and wood. Fast grass and watered carrots yield every few seconds, but wood takes four seconds. The drone must visit tiles often enough to harvest before slow crops fully grow. Watered carrots were already visit-limited, not growth-limited. With 1.5x speed, the drone visits every 2.1 seconds, so three carrot tiles should yield roughly 1.4 per second. I will experiment with the expanded farm rather than calculating exact rates. I also noted that skipping unready grass tiles would save time, since the harvest check is cheap but movement costs 200 ticks. Skipping tiles is impractical without complex pathfinding, so the drone will continue a snake pattern across all tiles. Multiple drones are a future possibility. Sunflowers may be more valuable than the speed upgrade because their power output scales multiplicatively rather than linearly. I am beginning to save for both sunflowers and speed. Only the sunflower with the most petals on the farm yields power equal to its petal count. The drone should identify and harvest that single maximum-petals sunflower each cycle, then replant it. This maximizes power output per harvest. Power scales multiplicatively at 2^(power/10), so 10 power doubles speed and 20 power quadruples it. I am unsure whether this power is consumed or simply accumulates; the documentation will be read once sunflowers are affordable. I am now planning the next ten minutes of gameplay. The plan is now a seven-stage sequence: update the farm layout, expand, farm until trees and import unlock, then get sunflowers, pumpkins, fertilizer, mazes, gold, megafarm, cactus, and dinosaurs. Wood production is the main bottleneck; five hundred wood at roughly half a second would take over sixteen minutes to accumulate, so trees are the immediate priority. I am checking pumpkin yields to judge whether that large investment is worthwhile. Tree wood yield depends on the number of un-treed tiles in its surrounding eight squares. The unlock costs only fifty wood and seventy carrots, so it will be purchased immediately after expansion. The farm layout will be rewritten to be size-independent and slightly more wood- and hay-focused to afford both trees and expansion. The layout will use a three-slot modulo pattern: grass on slot zero, bushes on slot one, and carrots on slot two. Carrot planting will be gated by hay and wood reserves to prevent starvation. The drone will read tree documentation immediately after purchasing trees. The new layout yields roughly five to six tiles of each crop on a 4x4 farm. The program defines a `water()` helper and a `farm()` loop that moves the drone in a snake pattern across every tile. I will define `water` before `maintain` so the call order is valid. The `and` operator short-circuits, which keeps the hay and wood gate efficient. Grass tiles will be harvested only when ready; empty grass regrows automatically. I am ready to write the updated program, run it, and buy expand. Expand clears the farm and resets the drone position. The snake loop adapts to the new 4x4 world size on the next iteration after expansion. I will stop the current program before writing the update, since editing is not allowed while running.
  151. 22m 45sstop_program
    result
    Program stopped.
    Game time: 22m 55s elapsed, 5h 37m 5s of budget remaining.
  152. 22m 55sthoughtI will write a new farm program, start it, and buy an expansion.
  153. 22m 55swrite_program name="farm" · evidence
    result
    Saved farm (31 lines).
    Game time: 23m 5s elapsed, 5h 36m 55s of budget remaining.
  154. 23m 05sthoughtThe farm will be started and expanded before the program runs. This clears the field so the automation can begin immediately.
  155. 23m 05srun_program name="farm" seconds=5
    result
    Ran farm for 5s of game time; it is still running.
    Inventory change: carrot +3, hay +8, water -2, wood +4.
    Game time: 23m 20s elapsed, 5h 36m 40s of budget remaining.
    Output:
    (none)
  156. 23m 20sthoughtThe expand upgrade works. It clears the farm.
  157. 23m 20sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 23m 30s elapsed, 5h 36m 30s of budget remaining.
  158. 23m 30sthoughtWaiting 60 seconds to measure production rates on a 4x4 plot, then checking if trees are affordable.
  159. 23m 30swait seconds=60
    result
    Waited 1m (time up). Program: farm running.
    Inventory change: carrot +61, hay +66, wood +41.
    Game time: 24m 40s elapsed, 5h 35m 20s of budget remaining.
  160. 24m 40sthoughtCarrots on 4x4 plots yield 61 per minute. Hay and wood production rates are 66 and 41 per minute. Trees cost 50 wood and 70 carrots. The grass upgrade needs 300 hay. Sunflowers require 500 carrots. Wood production is too slow to reach 500 wood for pumpkins, fertilizer, and watering in time. Trees should accelerate wood collection. I will buy trees and read the documentation.
  161. 24m 40sbuy_upgrade upgrades=["trees","import"] · evidence
    result
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy import: Not enough resources.
    Game time: 24m 50s elapsed, 5h 35m 10s of budget remaining.
  162. 24m 50sdocs_read path="objects/tree"
    result
    ## Tree
    Trees drop more wood than bushes. They take longer to grow if other trees grow next to them.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil or grassland.
    
    For more related information see: [Trees](docs/unlocks/trees.md)
    Game time: 25m elapsed, 5h 35m of budget remaining.
  163. 25m 00sdocs_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…
  164. 25m 10sthoughtEach tree produces 5 wood and grows at a rate of 5. A checkerboard layout of trees maximizes wood production by eliminating cardinal neighbors. Eight trees on a 4x4 grid could yield roughly 5.7 wood per second, far exceeding bush rates. Carrots and hay would still be needed to diversify the economy. Drafting a drone program to automate the checkerboard farm. The maintain() function will harvest when ready, till and plant trees on even-sum tiles, and alternate carrots and grass on odd-sum tiles. The odd-sum tiles will split into carrots and grass using x % 2. Carrots are only planted when hay exceeds 30 and wood exceeds 50. This yields a 50/25/25 ratio that scales to larger grids. Watering trees would speed growth to roughly 2.7 seconds, but the drone is likely the real bottleneck. Carrots are the main harvest target and grow slowly, so they should receive priority watering. Water will be reserved for carrots only. The drone can cover sixteen tiles at 337% speed, so tree visits every seven seconds remain feasible. Carrots grow too slowly to wait for water. Watered carrots grow in about 2.5 seconds, though the drone may still be the limiting factor. Grass yields roughly 1.14 hay per second, and watered carrots match that rate. The maintain() function harvests first to clear any existing bushes before planting trees. Separate if statements will replace else blocks to avoid syntax errors. Grass tiles will be left for trees without tilling, while soil tiles get tilled back. A water() helper will use water only when the tank drops below 0.5. The maintain() function now uses nested if statements instead of else blocks. It checks whether the tile is a tree position and tills any soil before planting. For non-tree tiles, it plants carrots only when hay exceeds 30 and wood exceeds 40, then waters them. Grass tiles are left alone unless they are soil. The main loop iterates over every tile in the world. The main loop now moves the drone north across each row, then east to the next row. Temporary empty tiles are acceptable if hay runs low and prevents planting. The plan is to write the program, run it, wait for results, and then buy more upgrades. The documentation confirms that cardinal neighbors double growth time, so the checkerboard layout is optimal. After wood production, the next major unlocks are watering, fertilizer, pumpkins, grass, speed, sunflowers, lists, and import. Pumpkins stand out as the most valuable resource to pursue. Pumpkin fields yield 256 pumpkins per harvest when all neighbors are fully grown. The drone must replant dead pumpkins until the entire field is mature, then harvest once for the massive bonus. Growth time is similar to carrots or longer. Pumpkin unlocks require 500 wood and 200 carrots. At current production rates this is reachable in roughly five minutes. Cactus and polyculture unlock at 5000 and 3000 pumpkins respectively. The weird substance is consumed to build mazes, with the required amount scaling to world size multiplied by maze level. Checking whether fertilizer consumes or produces weird substance. The tree farm will be deployed next.
  165. 25m 10sstop_program
    result
    Program stopped.
    Game time: 25m 20s elapsed, 5h 34m 40s of budget remaining.
  166. 25m 20sthoughtI will write a program to automate a tree farm.
  167. 25m 20swrite_program name="farm" · evidence
    result
    Saved farm (32 lines).
    Game time: 25m 30s elapsed, 5h 34m 30s of budget remaining.
  168. 25m 30sthoughtRunning a 70-second test to measure resource production. Trees take roughly seven seconds to reach first harvest.
  169. 25m 30srun_program name="farm" seconds=70
    result
    Ran farm for 1m 10s of game time; it is still running.
    Inventory change: carrot +87, hay +54, water -2, wood +520.
    Game time: 26m 50s elapsed, 5h 33m 10s of budget remaining.
    Output:
    (none)
  170. 26m 50sthoughtWood production reached 7.4 units per second. Carrots produce 1.24 per second and hay 0.77. The wood surplus allows building pumpkins next, though carrots still need about two minutes to reach 200. Imports for carrots, sunflowers, and speed upgrades are queued. Watering level 2 is being purchased now to double water and accelerate carrot growth. Fertilizer will be bought next, along with research into tree yield upgrades. Grass is deferred until hay accumulates. The program will continue running while waiting for pumpkins, which offer quadratic yield once fully expanded. A phased farming strategy is being considered: build up inputs first, then dedicate the farm to pumpkins for a while, then cactus. The pumpkin documentation will be read after the watering and research purchases.
  171. 26m 50sbuy_upgrade upgrades=["watering"] · evidence
    result
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 27m elapsed, 5h 33m of budget remaining.
  172. 27m 00sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots. 100% =…
  173. 27m 10sthoughtThe Trees upgrade costs 300 hay and doubles wood yield from both bushes and trees. The 300 hay is already available, so the Trees upgrade can be purchased immediately. The farm can also expand to a 6x6 grid for wood and carrots. This increases tile count by 2.25x and extends the drone's visit interval. The Carrot upgrade costs 250 wood and doubles both yield and cost. Hay consumption would also double, though gross hay production is currently sufficient to cover the existing planting rate. The Carrot upgrade should be skipped for now. Its doubled cost would exceed gross hay production and stall carrot planting. The Grass upgrade costs 300 hay and doubles hay yield. It is also available now, but the Trees upgrade is more valuable because wood is needed for unlocks. The Trees upgrade will be purchased first, followed by Grass if remaining hay allows. Fertilizer costs 500 wood and can be bought immediately. Import costs 80 carrots and is cheap, so it will be purchased for code organization. Pumpkin seeds are too expensive to buy right now. After the Trees upgrade, expand, and Fertilizer, the farm should have roughly 800 wood. The farm will be expanded first, which clears all tiles and causes a brief production dip. The existing checkerboard replanting logic remains valid for the new 6x6 layout. The immediate purchases are Trees, Expand, and Import in a single call. The 6x6 layout yields 18 trees, 9 carrots, and 9 grass tiles. Wood production could increase by roughly 4.5x once the yield upgrade is active. The drone's visit interval will stretch to about 2.25 times its current length, so tree growth and harvest timing must remain aligned. The drone's visit rate is fixed, so more tiles do not increase total harvests per second. Each tree harvest yields five wood while grass and carrots yield one each. The drone should prioritize the highest-value crops to avoid wasting visits on slow-growing plants. The purchase sequence will be trees, expand, import, then grass. If hay is exactly 300, the grass upgrade will fail after trees consumes it, which is acceptable. Fertilizer will be purchased before expand. Wood is abundant, so the 500-wood cost is safe. Both fertilizer and expand will be included in the next purchase call.
  174. 27m 10sbuy_upgrade upgrades=["trees","fertilizer","expand","import"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/import.md.
    Game ti…
  175. 27m 20sthoughtThe farm expanded to a 6x6 grid and was cleared. Checking fertilizer documentation for the weird substance. Replanting is underway. Production will be measured after trees grow in about 15 seconds.
  176. 27m 20sdocs_read path="docs/unlocks/fertilizer.md"
    result
    # Fertilizer
    At some point, waiting for the plants to grow is just not efficient enough anymore. 
    Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade.
    
    Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds.
    
    This has some side effects.
    Plants grown w…
  177. 27m 30sdocs_read path="items/weird_substance"
    result
    ## Weird_Substance
    Call use_item(Items.Weird_Substance) on a bush to grow a maze, or on other plants to toggle their infection status. Obtained from infected plants. Fertilizing plants infects them.
    
    You have `0`
    
    For more related information see: [Fertilizer](docs/unlocks/fertilizer.md)
    Game time: 27m 40s elapsed, 5h 32m 20s of budget remaining.
  178. 27m 40sdocs_search query="Weird_Substance"
    result
    docs/home.md: …se_item](functions/use_item) ## Items [Hay](items/hay) [Wood](items/wood) [Carrot](items/carrot) [Weird_Substance](items/weird_substance) [Water](items/water) [Fertilizer](items/fertilizer) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Grass](objects/grass) …
    docs/unlocks/fertilizer.md: …ects. Plants grown with fertilizer will be infected. When a plant is infected, half…
  179. 27m 50sthoughtFertilizer is produced automatically every 10 seconds. Fertilizer only cuts 2 seconds off growth time, not instant growth. Infected plants yield half normal resources plus weird substance. The farm only produces 0.1 fertilizer per second. Infected trees yield 5 wood and 5 weird substance each. The farm produces roughly 0.5 weird substance per second, so accumulating 1000 units would take about 33 minutes. Weird substance can toggle the health of a plant and its immediate neighbors. Using it on an infected plant cures that plant but spreads infection to adjacent healthy plants. This allows spreading disease across the farm once at least one plant is already infected. The strategy is to use one fertilizer to infect a single plant, then use weird substance to spread the disease across the entire field. The net gain depends on whether the extra weird substance produced by the newly infected plants outweighs the cost of the weird substance used. Using weird substance on an infected tree cures it and spreads disease to four neighbors. That yields roughly twenty units of weird substance, netting a profit after the one-unit cost. The plan is to spread the disease across the farm to accelerate accumulation toward the thousand-unit goal for the maze upgrade. The plan is to apply fertilizer to trees that are not yet fully grown, then use weird substance in a checker pattern across the field. Before calculating spread rates precisely, the immediate priority is to plant pumpkins, sunflowers, and speed upgrades while the six-by-six tree farm ramps up. Production rates will be measured over sixty seconds. The fertilizer upgrade doubles the automatic production rate. The program will apply fertilizer to any tree tile, even fully grown ones, to trigger infection and harvest the resulting weird substance. A checkerboard pattern is being drafted to systematically cover the field. The program logic is being restructured to check harvest readiness before applying fertilizer. The new `maintain()` function will separate tree and non-tree tiles, and `do_tree()` will prioritize harvesting over planting. The tree maintenance logic is being simplified. Instead of a complex nested function, fertilizer will be applied directly after planting or harvesting any tree. Applying fertilizer to already-infected trees wastes the disease but still cuts two seconds off growth. The plan is to use it on any non-ready tree to speed up the slowest plant. Before changing the program, I will measure the current six-by-six farm's baseline production. The farm has been running for about forty seconds, so trees may already be ready. I will update the program now to start weird substance production and wait forty-five seconds to measure baseline rates. Carrots will be raised to two hundred first. Then I will add fertilizer and run for sixty seconds.
  180. 27m 50sstop_program
    result
    Program stopped.
    Game time: 28m elapsed, 5h 32m of budget remaining.
  181. 28m 00sthoughtI am writing an updated farm program.
  182. 28m 00swrite_program name="farm" · evidence
    result
    Saved farm (40 lines).
    Game time: 28m 10s elapsed, 5h 31m 50s of budget remaining.
  183. 28m 10sthoughtRunning a 90-second program to measure all resources, including the unusual substance.
  184. 28m 10srun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +92, fertilizer -4, hay +42, water -4, weird_substance +120, wood +1562.
    Game time: 29m 50s elapsed, 5h 30m 10s of budget remaining.
    Output:
    (none)
  185. 29m 50sthoughtWood production reached 1,562 in 90 seconds, yielding a rate of 17 per second. Carrot production is 1.02 per second and hay is 0.47 per second. Weird substance production is 1.33 per second, far above the initial estimate of 0.5. Fertilizer usage dropped by four units over ninety seconds despite receiving nine, suggesting some stock was already on hand. The 200% yield upgrade should produce ten wood per tree, yet the farm received roughly nine wood per infected tree. The extra output likely comes from a space bonus or a different yield formula. Wood output is roughly sixty-seven percent of the theoretical maximum. Weird substance production is about nine units per infected tree, slightly above the expected five. Spreading infection to adjacent healthy plants should accelerate this yield. A single weird substance can spread to five plants, yielding roughly twenty-five units when harvested. The plan is to seed one tree with fertilizer, spread the infection across the field, harvest all infected trees, and repeat. This toggles adjacent carrots and grass too, but the gain justifies the side effects. Spreading weird substance across every tile would waste resources by repeatedly flipping plants. A better approach is to use it once per wave on clusters of infected trees. The goal is to collect one thousand units within the twelve-minute window while continuing other farm activities. Pumpkin farming will run in parallel with the weird substance strategy. The goal is to wait until the farm can afford pumpkins, which require two hundred carrots, and possibly sunflowers, which need five hundred. The plan includes designing a pumpkin farm layout and noting that pumpkins sometimes die and become dead pumpkins. Pumpkin yield scales with the area of the contiguous rectangle of fully grown pumpkins. Harvesting one triggers a harvest of all connected pumpkins. The exact formula is still being verified. Pumpkin yield scales as the square of the number of connected pumpkins, so a six-by-six field produces 1,296 per harvest. Growth time is roughly twenty to forty seconds with about twenty percent mortality. The cost is one carrot per plant, making this a massive return on investment compared to carrots. A priority queue is set. Unlocking pumpkins is first, followed by the pumpkin farm, then sunflowers and speed upgrades for power and speed. Lists come next for cactus sorting and mazes. Cactus, mazes, megafarm, and dinosaurs follow. Polyculture, expansion, and megafarm drones come last. The plan waits until pumpkins are affordable.
  186. 29m 50swait seconds=180 until_affordable="pumpkins"
    result
    Waited 7s (pumpkins is affordable). Program: farm running.
    Inventory change: carrot +8, fertilizer -1, water -1, wood +147.
    Game time: 30m 7s elapsed, 5h 29m 53s of budget remaining.
  187. 30m 07sthoughtPumpkins are affordable. I will buy them and read the documentation.
  188. 30m 07sbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 30m 17s elapsed, 5h 29m 43s of budget remaining.
  189. 30m 17sdocs_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…
  190. 30m 27sdocs_read path="objects/pumpkin"
    result
    ## Pumpkin
    Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
    
    Base growth time between 0.2 and 3.8 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 30m 37s elapsed, 5h 29m 23s of budget remaining.
  191. 30m 37sthoughtThe yield formula is n³ for plots smaller than 6×6. For plots of 6×6 or larger, yield is capped at n²×6. A 6×6 plot produces 216 pumpkins per harvest. A 10×10 plot would yield 600. Pumpkin growth takes only 0.2 to 3.8 seconds. A full 6×6 field needs 36 carrots per cycle, but the farm currently produces only 1 per second. Sustaining a large pumpkin field is impossible without more carrots. Options include stockpiling, increasing carrot production, or using smaller pumpkin squares. Hay is the limiting resource for carrot production. A grass upgrade would double hay yield, and a carrot upgrade would double output again. That might reach about two carrots per second, but still falls short of the four needed to sustain a full pumpkin field. Polyculture could multiply yields when companion crops are planted. It costs 3000 pumpkins, so pumpkins must be stockpiled first. Sunflowers and power upgrades would accelerate drone movement, letting more tiles be harvested per second. The real solution is a megafarm with multiple drones: one for carrots, hay, and wood, another for pumpkins. The path to that requires 1000 wood, then mazes, then 2000 gold, then the megafarm upgrade. Wood production is roughly 1.33 per second, so reaching 1000 will take about 750 seconds; carrots must be stockpiled during that wait. Maze generation requires the Weird Substance and costs wood equal to world size times the number of unlocked maze levels. A level-one maze on a six-by-six farm costs six wood. Treasure inside each maze can be harvested for gold, with the reward likely scaling with farm size or level. Treasure gold scales with farm size squared times the maze upgrade level, so a six-by-six farm can yield hundreds of gold per maze. A left-hand wall-following algorithm will navigate the perfect mazes. The drone will use a right-hand wall-following algorithm to navigate mazes. It turns right first, then attempts to move. If blocked by a hedge, it tries straight, left, and finally back before turning again. The right-hand wall-following algorithm is finalized. It will be implemented once mazes unlock. Switching the entire farm to pumpkins would halt wood, hay, and carrot production. That would break the unlock path, so a mixed crop strategy is necessary. A mixed strategy is better than a full pumpkin field. The tree farm will keep producing wood and carrots while the drone runs pumpkins in bursts. Stockpiling 500 carrots takes about eight minutes. Fourteen full 6×6 cycles yield 3000 pumpkins for the polyculture upgrade. That burst lasts two to three minutes. The drone can then return to the tree farm. A full pumpkin field must be a single contiguous square of grown pumpkins. Any tile that is not a fully grown pumpkin blocks the giant merge. This means the drone cannot simply test pumpkins on a small patch while keeping the tree farm running. A 4×4 pumpkin block inside a larger farm still yields 64 pumpkins per cycle, but the cost is only 16 carrots. That gives a net gain of 48 pumpkins per cycle, or about eight per second. A full 6×6 field produces 216 pumpkins for 36 carrots, yielding six per carrot versus four for the smaller block. A 5×5 field would yield five per carrot. I will test a short pumpkin burst to verify yield before committing the full farm. I will check the inventory for stockpiled carrots and read the sunflower, maze, and polyculture documentation.
  192. 30m 37sobserve
    result
    Game time: 30m 47s elapsed, 5h 29m 13s of budget remaining.
    Program: farm (running).
    Inventory: hay 297, wood 2652, carrot 46, weird_substance 205.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=carrot, Tr=tree, Gr=grass.
    y= 5  #Ca3  _Tr3  #Ca3  _Tr2  #Ca3  _Tr3…
  193. 30m 47sdocs_read path="unlocks/sunflowers" show_hints=true
    result
    ## Sunflowers
    Sunflowers and Power.
    
    plant(Entities.Sunflowers)
    
    ### Unlock Cost [Current cost: carrot=500]
    Game time: 30m 57s elapsed, 5h 29m 3s of budget remaining.
  194. 30m 57sdocs_read path="docs/unlocks/mazes.md" show_hints=true
    result
    No accessible documentation page docs/unlocks/mazes.md. Use docs_list.
  195. 31m 07sdocs_read path="unlocks/polyculture" show_hints=true
    result
    ## Polyculture
    Use companion planting to increase the yield.
    
    plant_type, (x, y) = get_companion()
    
    ### Unlock Cost [Current cost: pumpkin=3000]
    Game time: 31m 17s elapsed, 5h 28m 43s of budget remaining.
  196. 31m 17sthoughtI'm examining the farm layout. I confirmed the grid pattern: even x positions hold trees, odd x positions hold carrots. I noted the current resource counts and that grass upgrades cost 300 hay, which is just slightly below our 297 hay stock. The wood supply is 2652. I estimated that producing the remaining 800 wood at roughly 1.3 per second will take about ten minutes. I'm designing a wood spread strategy to accelerate production. The plan is to use fertilizer to create an infected tree, then let it cure and spread to neighboring trees so they yield more wood when harvested. I need to avoid curing trees before they can be collected. I realized the trees are arranged in a checkerboard pattern. They sit diagonally to each other, not adjacent by cardinal directions. This means the weird substance's four-directional spread would not actually reach neighboring trees. I need to adjust my strategy to account for this layout. The weird substance only affects grass and carrot neighbors, not other trees. This confirms the checkerboard layout prevents tree-to-tree spread entirely. The tradeoff is now clear: a fully packed grid would allow rapid spread but would be sixteen times slower, while the current scattered layout yields fast wood at the cost of slow wood spread. I calculated that a fully packed 6x6 tree block would yield only about 1.6 wood per second, slower than the current rate. The tradeoff is too steep because it sacrifices wood, carrots, and hay for a marginal gain in wood spread. I will upgrade fertilizer to level two to double the rate of wood production. I am also considering a grass upgrade to increase hay and improve carrot yields. I am now evaluating a 2x2 tree block layout. Adjacent trees would allow the weird substance to spread within each block, and growth would slow fourfold rather than sixteenfold. I will wait to accumulate hay before purchasing the grass upgrade. I traced the weird substance spread through a 2x2 tree block. Each tree has only two neighbors, so curing one tree toggles its adjacent trees rather than spreading to all four. Infection cannot reach every tree in the block. I am mapping out a long-term megafarm strategy. The plan is to increase wood production through fertilizer upgrades, then unlock mazes for gold, and finally purchase the megafarm upgrade to run multiple drones in parallel. While waiting for wood, I will boost carrot production to support sunflowers, speed upgrades, and pumpkins. I also want to verify the maze gold formula before attempting a small test. I am weighing a carrot upgrade, but it doubles both yield and cost. I will keep the current tree ratio because wood production depends on trees. I am also planning to temporarily convert grass tiles into carrots to rush the 2000-carrot requirement for speed, sunflowers, and lists. Hay production is limited by drone speed. The nine grass tiles yield only 1.5 hay per second because the drone must visit every tile in a cycle, leaving it idle between harvests. This confirms that speed and megafarm are the main bottlenecks. Sunflower power could quadruple or octuple drone speed, but it requires five hundred carrots. The carrot upgrade does not improve the hay-to-carrot ratio, so it is not a viable shortcut. Polyculture would provide bonus yield without extra cost, yet it needs three thousand pumpkins first, creating a chicken-and-egg problem. I calculated that 46 carrots can produce about 216 pumpkins in one cycle, but reaching 3000 requires roughly fourteen cycles plus replants. The full plan is now set: upgrade fertilizer and grass first, then farm until 700 carrots and 1000 wood are ready. Next comes the maze gold run for megafarm, followed by speed and sunflowers, a pumpkin farm, and finally polyculture, cactus, and dinosaurs under multi-drone optimization. I will research the exact costs of fertilizer and grass upgrades. I am checking whether companion functions exist yet. I am reviewing megafarm documentation for spawn_drone details. I recall cactus mechanics: plant on soil, swap with adjacent cacti to sort rows and columns ascending, then harvest for bonus yield. Unlocking cactus requires five thousand pumpkins. I am checking the exact cactus harvest formula and dinosaur mechanics. Dinosaurs require two thousand cacti and reward bones based on tail length. I also want to verify how sunflower power scales with stored energy. I will research upgrade costs before purchasing them. I plan to let the farm run for a longer stretch while I design the maze and pumpkin programs offline.
  197. 31m 17sresearch
    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 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots…
  198. 31m 27sthoughtThe cactus upgrade is available but costs 5000 pumpkins. We have enough pumpkins to afford it. Polyculture costs 3000 pumpkins. Expanding to an 8x8 farm costs 1000 pumpkins. The pumpkin yield upgrade doubles output but also doubles the plant cost, so it only helps when we have excess carrots. Fertilizer, grass, and watering upgrades are all affordable and should be purchased immediately. The trees upgrade is too expensive for now. The carrot yield upgrade may also be worth buying once resources are better balanced. Grass and the carrot upgrade will be purchased together. Grass doubles hay supply, and the carrot upgrade doubles both consumption and output, so net carrot production should double to roughly two per second. The order is grass first, then the carrot upgrade, then fertilizer and watering. The four upgrades will be purchased now. After the changes, wood supply doubles and carrot production reaches roughly two per second. The farm will run for five minutes to accumulate resources before buying mazes, speed, sunflowers, and lists. The tree upgrade is deferred because hay supply will only reach about one per second after grass doubles.
  199. 31m 27sbuy_upgrade upgrades=["grass","fertilizer","watering","carrots"] · evidence
    result
    Bought grass, now level 2. Paid hay 300.
    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 carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 31m 37s elapsed, 5h 28m 23s of budget remaining.
  200. 31m 37sthoughtWood is nearly depleted after recent purchases. Only about 100 remains, plus production during the call. Tree wood production will refill the supply quickly. Carrot planting may pause if wood drops below 100 before hay doubles. I will wait three minutes to check resource rates and affordability of mazes, speed upgrades, and sunflowers.
  201. 31m 37swait seconds=180
    result
    Waited 3m (time up). Program: farm running.
    Inventory change: carrot +322, hay +216, water +32, weird_substance +330, wood +3074.
    Game time: 34m 47s elapsed, 5h 25m 13s of budget remaining.
  202. 34m 47sthoughtCarrot production reached 1.79 per second after 180 seconds, nearly doubling the baseline. Hay and wood production are now stable. Weird substance output is slightly below target. Water is accumulating but not being used. The remaining resource gap for the farm economy will take roughly ten minutes to close. Mazes can be purchased first while other resources continue to accumulate. Maze programs replace the farm and halt production. The plan is to buy speed first, then wait until weird substance hits 1000 before purchasing mazes. The farm will keep running during this gap so resources continue accumulating.
  203. 34m 47swait seconds=200 until_affordable="speed"
    result
    Waited 26s (speed is affordable). Program: farm running.
    Inventory change: carrot +52, hay -2, water +3, weird_substance +25, wood +369.
    Game time: 35m 22s elapsed, 5h 24m 38s of budget remaining.
  204. 35m 22sthoughtPurchased a speed upgrade. Hay production is now negative, but carrots continue to grow. Waited for 25 seconds. Total elapsed time is now 560.
  205. 35m 22sbuy_upgrade upgrades=["speed"] · evidence
    result
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 35m 32s elapsed, 5h 24m 28s of budget remaining.
  206. 35m 32sthoughtSpeed increased from 337% to 506%, roughly a 1.5x boost. Waiting 150 seconds to measure drone production and sunflower growth. Next upgrade is max speed, then sunflower power.
  207. 35m 32swait seconds=150
    result
    Waited 2m 30s (time up). Program: farm running.
    Inventory change: carrot +508, hay +274, water +27, weird_substance +230, wood +3834.
    Game time: 38m 12s elapsed, 5h 21m 48s of budget remaining.
  208. 38m 12sthoughtCarrot production reached 3.39 per second after a 508-unit boost. Hay and wood production are now 1.83/s and 25.6/s. Sunflower seeds cost 500 carrots, which the farm can afford after the speed upgrade. Wood still needs about 140 seconds to reach its target of 790. Sunflowers will be purchased next. The in-game documentation will be read first to understand power mechanics before deciding whether to switch from the tree farm.
  209. 38m 12sbuy_upgrade upgrades=["sunflowers"] · evidence
    result
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Game time: 38m 22s elapsed, 5h 21m 38s of budget remaining.
  210. 38m 22sdocs_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…
  211. 38m 32sdocs_read path="objects/sunflower"
    result
    ## Sunflower
    Sunflowers collect the power from the sun. Harvesting them will give you Items.Power.
    If you harvest a sunflower with the maximum number of petals you get bonus power.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Sunflowers](docs/unlocks/sunflowers.md)
    Game time: 38m 42s elapsed, 5h 21m 18…
  212. 38m 42sthoughtPower doubles the drone's speed while active. Power consumption is fixed at one unit every thirty actions. The drone needs a steady power supply to maintain the doubled speed. Harvesting the highest-petalled sunflower among ten or more yields eight times the normal power, extending the boost. Power is extremely cheap to maintain, so the 8x boost is trivial. The next step is to plant sunflowers on empty tiles without replacing trees. Ten sunflowers are needed to trigger the eightfold power boost. Converting grass tiles would stop hay production and stall carrot growth. Replacing tree tiles would sacrifice wood and water. The layout must find a way to place ten sunflowers without destroying other resources. Nine grass tiles plus one carrot tile can hold ten sunflowers. Hay production would stop, but a power buffer of two hundred units lasts about fifteen minutes at doubled speed. The drone can farm sunflowers in short bursts and return tiles to grass between cycles. This intermittent strategy avoids permanent resource loss. A permanent layout is better than intermittent sunflower farming. Ten tiles will be dedicated to sunflowers, leaving eighteen trees for wood and water. The remaining eight non-tree tiles will split into four grass and four carrots. Hay production stays viable at doubled yield. Four grass tiles may still produce enough hay. The drone visits them more often at doubled speed, so each tile is harvested more frequently than before. This higher visit rate could compensate for the smaller number of tiles. Sunflowers grow in seven seconds. Harvesting any sunflower that does not have the most petals removes the eightfold power bonus from all future harvests. The drone must only pick the single highest-petalled sunflower and never touch a lesser one. The drone will scan the entire grid to count sunflowers and measure each petal count. It will only harvest a sunflower if it is the highest-petalled one, the tile is ready, and at least ten sunflowers are present. A double-scan strategy is too slow. The drone will instead use a single loop with stored best and seen counts, integrating sunflower farming into the main tree-harvesting routine. The drone will plant sunflowers on empty tiles during each pass. It counts and measures petals while scanning, then compares the current lap's best to the previous lap's best. Harvesting only occurs when the current tile matches that stored maximum and at least ten sunflowers are present. The drone will use a fixed coordinate rule to identify sunflower tiles. Odd-sum positions with x less than four will hold sunflowers, leaving the remaining odd-sum tiles for trees, carrots, and grass. Twelve odd-sum tiles fall inside the first four columns, so twelve sunflowers can be placed there. The remaining six odd-sum tiles are split three for carrots and three for grass. Hay production will be slightly low, but the doubled speed should compensate. The layout now uses twelve sunflowers, three carrots, and three grass tiles. The drone still visits thirty-six tiles per cycle, so its round-trip time stays nearly the same. Reducing carrots from nine to three should not improve their production rate unless growth itself was the bottleneck. Twelve sunflowers would need roughly one and a half carrots per second to replant, but three carrot tiles can only produce about one per second. That is not enough to sustain them. A better approach is to keep only ten sunflowers and harvest just the single highest-petalled one each cycle. The drone replants only that one tile, so the cost drops to about one and a half carrots every seven seconds. This is far cheaper than maintaining twelve sunflowers. The drone will plant ten sunflowers and leave the remaining eight non-tree tiles as four carrots and four grass. Four carrot tiles should produce about one and a half carrots per second, which is enough to sustain the ten-sunflower layout. The farm already has roughly one hundred carrots from running during documentation, so no extra stockpiling is needed before switching. I will write the integrated farm program now. Fertilizer will stay on trees. Sunflowers come first for the doubled speed boost, then mazes. I am drafting helper functions to identify tree and sunflower tiles. The drone will keep tracking variables in the main loop rather than using helper functions, avoiding potential global keyword issues in the game's Python-like language. The scan and harvest logic will be inlined directly inside the while True loop. The main loop now checks each tile's parity. Even-sum tiles are handled by the tree routine. Odd-sum tiles in the first four columns are sunflower targets. The drone harvests any existing sunflower, tills the ground if it is not soil, and plants a new sunflower only when more than five carrots are in stock. The main loop now includes water calls for sunflowers and grass tiles. Grass tiles are harvested when ready and tilled if the ground is not soil. Carrot tiles are handled on the fourth column. After each row, the stored best petal count and sunflower count are updated. The twelve-sunflower layout leaves only three grass and three carrot tiles, which is too few. A better approach is to place sunflowers on the first ten odd-sum tiles in order, keeping the remaining six tiles for carrots and grass. The sunflower layout now uses exactly ten tiles. Odd-sum positions with y greater than or equal to three hold sunflowers. The single odd-sum tile at y equals two and x equals one is also a sunflower. This leaves eight remaining odd-sum tiles. The first row of those tiles becomes grass. The second row becomes carrots. The layout is being refined to five carrot tiles and three grass tiles. Carrots will occupy the first two rows of the remaining non-tree, non-sunflower tiles, leaving the last row for grass. Hay production may be too low with only thirty-six tiles. The drone now estimates net hay production at roughly 1.8 per second from two grass tiles, while six carrot tiles can only sustain about 0.7 net carrots per second. This is slightly below the 0.14 sunflower requirement, so four grass and four carrot tiles may be a better balance. Four grass and four carrot tiles now balance the farm. Four grass tiles produce about 3.0 hay per second, which supports exactly 1.5 new sunflowers per second. The remaining eight non-tree tiles are split into four carrots and four grass: the first row holds three carrots and one grass, while the second row holds two grass tiles. This yields a 36-tile layout with ten sunflowers, four carrots, four grass, and eighteen trees. The drone will only call measure() on sunflowers to avoid errors. Watering will be added for sunflower tiles. The program is ready to write and run. After that, the focus shifts to mazes. A quick check of the world size will determine whether to buy mazes before switching to the new farm. I will write the sunflower farm program and start it immediately, then attempt to buy mazes. If that fails, the farm will continue running while I wait for a better opportunity. Stopping the farm to edit code pauses world-size production only during the brief editing window. The initial best petal count of zero correctly prevents any premature harvest until the first full lap completes. can_harvest prevents replanting a sunflower before it has grown enough petals to be measured. If two sunflowers tie for the maximum petal count, the drone may harvest both in one lap. The documentation states that harvesting a younger sunflower while a taller one remains will reduce the next bonus to normal. I will use `Entities.Sunflowers` for planting, matching the unlock documentation. Sunflowers will not be fertilized; power is more valuable as doubled speed than as half-workshop-speed. Tree fertilizer stays in place. Carrot planting will require at least twenty hay and twenty wood. Grass tiles will be harvested and kept as grassland. The program will use `else` to simplify branching, and helper functions will remain minimal. I will use a helper function with `return` to identify sunflower tiles, since the unlock documentation confirms that `def` and `return` are available. The program will be written and started immediately, followed by an attempt to purchase mazes. I still have about five hours and twenty-one minutes of game time remaining, so the focus is shifting toward a multi-resource endgame strategy. The next phase is a multi-resource megafarm. I will write a maze solver and run it until the farm reaches two thousand gold, then buy the megafarm upgrade. I plan to spawn parallel drones for pumpkin, tree, carrot, and sunflower production, followed by cactus, polyculture, and dinosaurs. The megafarm tutorial shows that `spawn_drone` returns the new drone or None, and the first level costs two thousand gold. I will read the megafarm documentation once it unlocks. A separate pumpkin program will be written for later switching. The immediate focus remains the sunflower and tree farm.
  213. 38m 42sstop_program
    result
    Program stopped.
    Game time: 38m 52s elapsed, 5h 21m 8s of budget remaining.
  214. 38m 52sthoughtI am writing the main program.
  215. 38m 52swrite_program name="farm" · evidence
    result
    Saved farm (87 lines).
    Game time: 39m 2s elapsed, 5h 20m 58s of budget remaining.
  216. 39m 02sthoughtChecking whether the += operator is available in this language. If not, I'll use = lap_count + 1 instead. Running a 30-second test to verify += and entity naming.
  217. 39m 02srun_program name="farm" seconds=40
    result
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +103, fertilizer -4, hay +94, power +45.73, water -12, weird_substance +60, wood +812.
    Game time: 39m 52s elapsed, 5h 20m 8s of budget remaining.
    Output:
    (none)
  218. 39m 52sthoughtPower output reached 45.73 in 40 seconds, suggesting power is fractional. Carrot, hay, wood, and water-sugar production rates are all positive. Power output is 1.14 per second with 2x speed active. The farm now has roughly 200 carrots, which may be enough to buy mazes and lists. Only mazes will be attempted first. Lists are deferred for now. The next speed upgrade is level 5, but its cost is unknown and will be researched after the buy attempt.
  219. 39m 52sbuy_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: 40m 2s elapsed, 5h 19m 58s of budget remaining.
  220. 40m 02sthoughtMazes are now unlocked. I am reading the tutorial and documentation on gold items and maze creation. I will write a solver and keep the farm running while I read. Then I will switch to mazes for gold.
  221. 40m 02sdocs_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…
  222. 40m 12sdocs_read path="items/gold"
    result
    ## Gold
    Found in treasure chests in mazes.
    
    You have `0`
    
    For more related information see: [Mazes](docs/unlocks/mazes.md)
    Game time: 40m 22s elapsed, 5h 19m 38s of budget remaining.
  223. 40m 22sdocs_read path="objects/treasure"
    result
    ## Treasure
    A treasure that contains gold equal to the side length of the maze in which it is hidden. It can be harvested like a plant.
    
    ### Plant Cost [Current cost: weird_substance=1]
    
    For more related information see: [Mazes](docs/unlocks/mazes.md)
    Game time: 40m 32s elapsed, 5h 19m 28s of budget remaining.
  224. 40m 32sthoughtEach 6x6 maze yields 36 gold. Megafarm costs roughly 56 mazes. That requires 336 world size. The wall follower should solve a 6x6 maze in about 2.5 seconds with current upgrades. The wall follower is too slow for 56 mazes. I will write a program that keeps farming until the farm produces enough world size, then solves the mazes. Lists are not yet unlocked. I will track direction with a numeric index instead. The wall follower can still solve each 6x6 maze quickly. The wall follower will use a right-hand rule with nested if-else branches to turn and move. I am also checking whether the bush must be fully grown before applying substance. I will use fertilizer to grow the bush before applying substance, retrying if needed. The program will loop until gold reaches 2000. I am also checking whether the maze upgrade doubles world size cost or just treasure. I am weighing whether to upgrade mazes. Higher gold per solve also doubles world size cost, so the upgrade only helps if I have a surplus of world size. I will check the actual costs after earning some gold. I will call clear() before each maze to reset the farm. The 45 power units are too few for 56 mazes. I will farm more power first or interleave solving with farming. I will check the inventory first. If world size is below 50, I will farm more before starting mazes. The sunflower farm will keep running to build both power and world size.
  225. 40m 32sobserve
    result
    Game time: 40m 42s elapsed, 5h 19m 18s of budget remaining.
    Program: farm (running).
    Inventory: hay 840, wood 12252, carrot 506, weird_substance 195, water 77, power 68.98.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Su=sunflower, Tr=tree, Gr=grass, Ca=carrot.
    y…
  226. 40m 42sthoughtWood is scarce at 195. I will mine it in batches, then farm to refill, repeating until I can afford the 2000 gold upgrade. I will buy the lists upgrade now for 500 carrots. I can write a new "maze" program while the farm keeps running, since the two programs do not interfere. I will write a wall-follower maze solver for the 6x6 grid. It needs no dictionaries or sets, so lists are enough. I will also farm wood while waiting for more resources. I will run the wall-follower solver in a loop until gold reaches 2500 or wood becomes too scarce. Reusing mazes is not worthwhile because it yields no extra gold. I also need to check whether newly planted bushes can be harvested immediately or must wait for growth. Fertilizer can be used to grow bushes faster if needed. The wall-follower solver will turn right when possible, then left, then reverse if both directions are blocked. The wall-follower solver now includes a fallback to reverse direction if all turns are blocked. A `make_maze` helper plants bushes until they are ready for harvest, using fertilizer to speed growth, then consumes the required wood to spawn a new maze. The main loop will keep generating mazes until gold reaches 2200. I am unsure whether the language supports `break`, so I will avoid it. Instead, I will check wood stock before each maze and run a fixed number of mazes based on available wood. The outer loop will track both gold and wood to decide when to stop. The outer loop will run while gold stays below 3000. Inside, it recalculates the wood cost for each maze and skips generation if stock is too low. The loop condition now checks both gold and wood stock, so the program will stop automatically when either runs out. I will test the wall-follower solver briefly to catch any infinite-loop bugs before running it for long. The wall-follower solver works even if the start tile is a hedge or dead end. If the treasure is already at the start, the loop skips and harvests immediately. Moving onto the treasure tile correctly sets the entity type to Treasure. I am also checking whether Python's modulo operator handles negative indices properly in this float-based language. I will use `(index + 3) % 4` for safe direction indexing. I have 195 wood and need 400 to run about 66 mazes, so I will wait roughly 150 seconds for wood to grow. I also have 840 hay and need 1200 for the tree upgrade; that gap would take about 153 seconds at the current rate. I will buy the lists upgrade now and then wait for both resources before starting the maze program. The tree upgrade will be bought before the maze runs, since it only helps future wood generation and the farm must stay idle during mazes. The full plan is to write the maze program while the farm runs, buy lists, wait for trees to become affordable or until 160 seconds pass, then run the maze loop until gold hits 3000 or wood runs out. After that, I will buy the megafarm upgrade, read its documentation, and build a multi-drone economy. A fertilizer upgrade for more wood will come later. I am also considering a pumpkin program for another drone.
  227. 40m 42swrite_program name="maze" · evidence
    result
    Saved maze (43 lines).
    Game time: 40m 52s elapsed, 5h 19m 8s of budget remaining.
  228. 40m 52sbuy_upgrade upgrades=["lists"] · evidence
    result
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
    Game time: 41m 2s elapsed, 5h 18m 58s of budget remaining.
  229. 41m 02sthoughtThe break command might not work if it hasn't been unlocked yet. Waiting for more resources before upgrading to trees. The break command will be tested at runtime if it is supported.
  230. 41m 02swait seconds=200 until_affordable="trees"
    result
    Waited 3m 1s (trees is affordable). Program: farm running.
    Inventory change: carrot +688, hay +328, power +103.10, water +12, weird_substance +260, wood +4686.
    Game time: 44m 13s elapsed, 5h 15m 47s of budget remaining.
  231. 44m 13sthoughtTrees are affordable. The worker salary plus the existing 195 WS brings the total to roughly 455. Enough hay exists to buy trees and run the maze. Carrots are healthy at roughly 688. The plan is to purchase trees, then start the maze program. A safety counter will prevent infinite loops. The plan is to buy trees first, then run the maze program for 90 seconds. If it hangs, no gold will be produced and the program will remain running.
  232. 44m 13sbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 44m 23s elapsed, 5h 15m 37s of budget remaining.
  233. 44m 23sthoughtTree yield will double to 400% with the upgrade. This will be useful later. Running the maze program.
  234. 44m 23srun_program name="maze" seconds=90
    result
    Ran maze for 1m 30s of game time; it is still running.
    Inventory change: gold +792, power -60.75, water +36, weird_substance -132.
    Game time: 46m 3s elapsed, 5h 13m 57s of budget remaining.
    Output:
    (none)
  235. 46m 03sthoughtGold production averaged 8.8 per second. Wood supply dropped by 132. The solver is confirmed: 6 gold per wood-scrubbing cycle. That means 22 mazes in 90 seconds, or roughly 4.1 seconds each. With 323 wood-scrubs left, total gold could reach about 2730. Power is down to about 110 but still enough for two workers. I will wait until gold hits 2500 or the time runs out.
  236. 46m 03swait seconds=180 until_resources={"gold":2500}
    result
    Waited 3m (time up). Program: maze running.
    Inventory change: gold +1512, power -118.82, water +72, weird_substance -246.
    Game time: 49m 13s elapsed, 5h 10m 47s of budget remaining.
  237. 49m 13sthoughtGold production added 1512 to the farm's total, bringing it to 2304. With 2304 gold, the megafarm upgrade is now affordable. The current program will keep running while the purchase is made. After reading the megafarm documentation, the plan is to stop the maze and set up a multi-drone farm.
  238. 49m 13sbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 49m 23s elapsed, 5h 10m 37s of budget remaining.
  239. 49m 23sdocs_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…
  240. 49m 33sdocs_read path="functions/spawn_drone"
    result
    spawn_drone(function, *args)
    Spawns a new drone in the same position as the drone that ran the spawn_drone(function, *args) command. The new drone then begins executing the specified function. The rest of the arguments are copied and passed into the specified function. After the drone is done, it will disappear automatically.
    
    returns the handle of the new drone or None if all drones are already s…
  241. 49m 43sthoughtPlanning a level 1 megafarm. Checking max_drones() to determine the drone limit. Checking the exact drone limit by spawning one per column. The current gold supply is 304, and the maze is still running. The remaining strategy will focus on quantity and variety of resources. Mapping out the drone assignments. One drone will handle the maze for gold. Pumpkins require a single drone on a dedicated 6x6 block; sharing fields with other crops prevents merging. A 4x4 pumpkin patch yields only 64 per cycle, which is less efficient than a full 6x6 field. A rotation strategy would waste parallel processing. Multiple drones can instead work the same pumpkin field together, with each drone handling a column and one drone harvesting when all are ready. This speeds up the cycle but requires a steady supply of carrots, which pumpkins consume. A full 6x6 pumpkin patch needs 36 carrots per cycle, which is too demanding without a dedicated carrot farm. A 4x4 block yields only 64 pumpkins and 16 carrots. The 6x6 area is the efficiency sweet spot at six pumpkins per carrot. The plan is to run dedicated pumpkin phases that spend the carrot stock, then refill it before the next cycle. Drones can parallelize the existing mixed farm by working different columns simultaneously. This immediately quadruples cycle and harvest rates. Pumpkins will be added as a dedicated phase once carrot stock is high. The next megafarm upgrade cost needs checking to decide whether to buy more levels before redesigning.
  242. 49m 43sobserve
    result
    Game time: 49m 53s elapsed, 5h 10m 7s of budget remaining.
    Program: maze (running).
    Inventory: hay 50, wood 18518, carrot 850, weird_substance 95, gold 664, water 220.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: He=hedge, Tr=treasure.
    y= 5  _He3  _He3  _He3  _He…
  243. 49m 53sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  244. 50m 03sthoughtMegafarm level 1 provides two drones. Upgrading to level 2 doubles the fleet to four drones and costs 8000 gold. Gold is now 664. The farm has 18518 wood. Upgrades under consideration include grass, fertilizer, watering, and carrots. Grass and carrot upgrades will both be purchased to double output. The speed upgrade is also planned. Pumpkins are deferred. A conflict exists between mazes and farming because mazes destroy the field. The two activities must be phased. The plan is to immediately purchase grass, fertilizer, watering, and carrots with the current wood surplus. Then the maze will be paused or allowed to finish its current run so two drones can farm the mixed field together. A two-drone column-maintenance program is being drafted. The two-drone program must avoid spawning both drones on the same column. The pattern from the documentation spawns one drone, moves east, and only then spawns the second. The documentation's spawn pattern is flawed for continuous work. Drones disappear after completing one column, and if the first drone fails to claim a column, the main drone spins forever without any active worker. A persistent two-drone design is needed instead. The two-drone program is being refined to cover the entire field. Each drone will run a `work_all` function that iterates through every column and row, maintaining all tiles before moving east. This replaces the earlier single-column approach so both drones can farm the full mixed field together. Full-field traversal risks wasted water and fertilizer from duplicate operations. A cleaner design assigns even columns to one drone and odd columns to the other. The two-drone column assignment is finalized. One drone handles even columns and the other handles odd columns, ensuring complete field coverage with no overlap. A separate pumpkin program will scan and replant pumpkins across all columns, with each drone checking its assigned columns to determine when the entire field is fully grown. Pumpkin harvests must be single-threaded. Two drones working together would break the giant pumpkin or double-harvest. One drone will replant dead pumpkins and scan for readiness, while a second drone handles the actual harvest. The pumpkin strategy is being simplified. Each drone will scan the entire field to check for dead pumpkins and readiness, then plant or replant as needed. Because all drones share the same tiles, every drone can safely perform these operations without conflict. A position-based guard will prevent double-harvesting pumpkins. Only the drone that returns to origin after a full scan will harvest, since both drones may detect readiness simultaneously. The position-based harvest guard is abandoned because both drones could finish at the same origin. A single drone will now pumpkin the entire field in a loop, with a second drone running an offset version to test yield. The wood production estimate is revised to roughly 80 wood per second at full capacity. The wood growth ceiling is now calculated at roughly 51 wood per second with two drones and trees. The plan is to farm until 1000 carrots are collected, then burst pumpkins for over 5000 yields to fund cactus and polyculture expansion. A 6x6 pumpkin cycle costs about 43 carrots and produces 216 pumpkins, so reaching 5000 pumpkins requires approximately 1032 carrots. That total exceeds the current stock of 850, and the planned speed upgrade would leave even less room. The next step is to secure enough carrots before attempting the pumpkin burst. The 850-carrot stock is too small for the planned 5000-pumpkin burst. The farm will first build a larger carrot reserve, then purchase the speed upgrade and attempt the burst. Grass and carrot upgrades will be bought immediately to double output. Sunflowers will maintain power for the two-drone farm. The upgrade costs total 13950, leaving about 4500 wood. The farm program can be written while the maze runs because it overwrites an inactive file. A shared `maintain` function will be copied into each drone, but sunflower petal counts are tracked per-drone and may disagree. Harvesting the wrong sunflower could lose the 8x power bonus and drop income to 0.2 per second. With two drones, power consumption rises, so a negative balance is dangerous. The plan is to assign sunflower columns to one drone only and let the other skip them entirely. A simpler sunflower strategy is chosen. One drone will perform the full measurement pass to harvest sunflowers correctly, while the other skips sunflower harvests entirely. Both drones will still plant sunflowers when tiles are empty. The `maintain` function will accept an `allow_sun_harvest` flag to control this behavior. A full-grid sunflower scan would double each drone's movement. The new approach is to have every drone harvest only when a sunflower reaches the absolute maximum of fifteen petals. If no drone finds that peak, all wait until one does. The uniform 7–15 petal distribution makes a 15-petal sunflower rare. Waiting for the absolute maximum would deadlock the farm, so a lower threshold is needed. Harvesting at 13 petals is too risky because it could claim a 14-petal flower and permanently lose the 8x power bonus. The 8x power bonus is lost permanently after the first harvest of a non-maximum sunflower. The revised plan assigns one drone to scan every tile and harvest only sunflowers, while the other drone skips sunflower tiles entirely. This eliminates any risk of accidentally claiming a lower-petal flower. The two-drone plan is being reconsidered. One drone would cover the entire grid for trees, carrots, and grass while skipping sunflowers entirely. The other would cover the entire grid for sunflowers only. This means both drones would traverse the same tiles, doubling movement overhead without necessarily improving tree production. The full-grid sunflower scan is abandoned to avoid wasted movement. Both drones will instead partition columns for trees, carrots, and grass. Sunflower harvests will use a threshold of 14 petals, dropping to 12 if the farm stalls for too long. This prevents deadlock while keeping power flowing. The previous global-max sunflower strategy produced +45 power in 40 seconds. Running two drones with separate best-tracking introduces races where both may harvest the same maximum sunflower or measure different bests mid-lap, occasionally losing the 8x bonus. This risk is accepted. Both drones will also race to water the same tile. Watering will be restricted to the drone that owns each column to prevent duplicate irrigation and fertilizer use. Sunflower harvests will use a 13-petal threshold per drone, accepting that a higher sunflower on another drone's tile may be missed. The penalty for harvesting a non-maximum sunflower is now confirmed: the next harvest also yields only normal power. The plan is revised to require an absolute maximum of fifteen petals before any sunflower is picked. If no drone finds that peak, one designated drone will perform a full-grid scan periodically to locate and harvest the highest-petal flower. The sunflower strategy is refined to a single-pass lap. One drone tracks the best petal count seen during its current lap and only harvests sunflowers that match that exact peak. The other drone skips sunflower harvests entirely but still plants missing ones. This prevents any race condition because the second drone never attempts to pick a sunflower, so the first drone's lap-best remains accurate. The column-partition plan is abandoned. Drone 0 must traverse every column to harvest sunflowers, which breaks the partition. The revised design gives drone 0 the full farm including sunflowers, while drone 1 covers the entire farm but skips sunflower harvests and fertilizer or water use. Double-harvesting trees is acceptable because extra visits speed up regrowth. Fertilizer and water will be applied only by drone 0 to prevent waste. The speed upgrade costs 1000 carrots, which the current stock of 850 cannot cover, so the two-drone farm must earn more first. A pumpkin program will be written as a second file for later use. Cactus details are being reviewed now to prepare for future expansion. Cactus growth is measured by size and sorted ascending in rows and columns. The yield equals the sum of sizes squared once fully sorted. The break statement works correctly. Hay stock is only 50 because the maze cleared grass tiles and consumed hay. Grass upgrades cost wood, not hay. Carrot upgrades double hay consumption. The farm program will be written now. It spawns a second drone that skips sunflower harvests while the main drone handles them, with both loops running forever. The maze must be cleared first because hedges could block the drones. The farm will clear the maze first, then spawn the second drone. Both drones start at position (0,0), so they will overlap and follow the same path in lockstep. Lockstep would make both drones act on the same tiles, so the main drone will be offset by half the field size before starting. Upgrades for grass, fertilizer, watering, and carrots are being purchased now while the farm program is written.
  245. 50m 03sbuy_upgrade upgrades=["grass","watering","carrots","fertilizer"] · evidence
    result
    Bought grass, now level 3. Paid wood 500.
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 50m 13s elapsed, 5h 9m 47s of budget remaining.
  246. 50m 13swrite_program name="farm" · evidence
    result
    Saved farm (99 lines).
    Game time: 50m 23s elapsed, 5h 9m 37s of budget remaining.
  247. 50m 23sthoughtA movement bug was spotted in the inner loop. It moves North and then East when y equals zero. The movement logic is actually correct. The outer loop iterates over columns, and the inner loop moves north across each row. When y wraps to zero, it shifts east once per column. The outer loop variable is redundant but harmless. The old and new movement patterns are equivalent. I am now tracing a size-6 grid from (0,0) to verify the offset loop and check for double-counting. The trace confirms the movement logic is correct. I am ready to run the program.
  248. 50m 23srun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +448, fertilizer -5, hay +464, power +21.14, water +6, weird_substance +350, wood +2686.
    Game time: 51m 33s elapsed, 5h 8m 27s of budget remaining.
    Output:
    (none)
  249. 51m 33sthoughtCarrot production is now 7.5 per second, up from roughly 2. Hay now produces 7.7 per second. Wood production has jumped to 44.8 per second. WS fertilizer output is 5.8 per second. Speed costs 1000 gold and the pumpkin upgrade also costs 1000. Both can be bought now. WS farming will take about 230 seconds. Speed will be purchased first. After that, the farm will be farmed for 90 seconds to build carrot stock. Then a program will grow 10,000 pumpkins to unlock cactus and polyculture. The farm will expand to an 8x8 grid with utilities.
  250. 51m 33sbuy_upgrade upgrades=["speed"] · evidence
    result
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 51m 43s elapsed, 5h 8m 17s of budget remaining.
  251. 51m 43sthoughtDrone speed is maxed at 759%. The farm continues with faster drones. Farming for two minutes to stock carrots and wheat. Writing a pumpkin program with two drones to harvest dead pumpkins and plant new ones. The pumpkin program is complete. A bug was spotted: if a cell already holds a ready pumpkin, the drone skips it instead of harvesting. The double-harvest bug is harmless. One drone collects the giant pumpkin while the other replants. Harvesting a single pumpkin before the giant forms yields only one resource and destroys it. The pumpkin program only harvests at the end if every cell is ready. During transitions it may accidentally harvest trees or sunflowers while replacing non-pumpkin crops. A fully grown dead pumpkin is correctly skipped because can_harvest returns false. Giant pumpkins merge into a single entity that can still be harvested. The yield is 216 per cycle, or roughly 43 pumpkins per second with two drones. The goal is to reach 15,000 pumpkins, which would take about 350 seconds at the current rate. The current carrot stock is too low to sustain the full pumpkin run. The farm needs roughly 1,900 additional carrots before the long pumpkin phase begins. A three-to-four-minute carrot farming session should provide enough stock to grow about 8,600 pumpkins. That yield will cover the cactus, polyculture, and expansion goals. Four minutes of carrot farming will yield roughly 2,640 additional carrots at the faster rate. The farm will wait 180 seconds to measure the new production speed while writing the pumpkin program. A tree upgrade costing 4,800 hay is also planned; with the faster hay rate, it will take about 436 seconds to afford.
  252. 51m 43swrite_program name="pumpkins" · evidence
    result
    Saved pumpkins (38 lines).
    Game time: 51m 53s elapsed, 5h 8m 7s of budget remaining.
  253. 51m 53swait seconds=180
    result
    Waited 3m (time up). Program: farm running.
    Inventory change: carrot +1865, hay +1932, power +91.48, water +96, weird_substance +1320, wood +10184.
    Game time: 55m 3s elapsed, 5h 4m 57s of budget remaining.
  254. 55m 03sthoughtCarrots produce 10 units per minute at maximum speed. Hay produces 10.7 units per second. Wood produces 56.6 units per second. Power produces 0.5 units per second. Wheat produces 7.3 units per second. Carrot stock reached roughly 2165. Hay stock reached roughly 2400. The tree upgrade costs 4800 hay and is not yet affordable. A pumpkin yield upgrade would double output but also double carrot cost, so it offers no net benefit for total pumpkin count. The pumpkin yield upgrade is skipped. It does not increase pumpkins per carrot. The plan is to run the pumpkin program for about 240 seconds or until the carrot stock drops below 30. The program will run for 400 seconds. It returns early if finished. Dead pumpkins are already covered by the entity check. Starting execution.
  255. 55m 03srun_program name="pumpkins" seconds=400
    result
    Ran pumpkins for 6m 40s of game time; it is still running.
    Inventory change: carrot -1702, fertilizer +160, hay +132, power -129.44, pumpkin +7790, water -83.
    Game time: 1h 1m 53s elapsed, 4h 58m 7s of budget remaining.
    Output:
    (none)
  256. 1h 01mthoughtPumpkin production averages 19.5 per second. Carrot production is negative. Pumpkins still total 7790. Power dropped to zero and doubled the speed penalty. Sunflowers will be interleaved to offset this. The program is still running. Cactus upgrade costs 5000, which exceeds the current 7790 balance. It is the top priority for a new resource chain. The balance is too low for any upgrade yet. I will wait 60 seconds more to let the program run. Fertilizer accumulated because it was not being used.
  257. 1h 01mwait seconds=90
    result
    Waited 1m 30s (time up). Program: pumpkins running.
    Inventory change: carrot -346, fertilizer +36, pumpkin +1728, water -8.
    Game time: 1h 3m 33s elapsed, 4h 56m 27s of budget remaining.
  258. 1h 03mthoughtPumpkin production reached 9,518. I'll buy cactus, polyculture, and expand now. I'll wait for utilities next. I'll read the new upgrades' documentation in parallel.
  259. 1h 03mbuy_upgrade upgrades=["cactus","polyculture","expand"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 1h 3m 43s elapsed, 4h 56m 17s of budget remaining.
  260. 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 `…
  261. 1h 03mdocs_read path="docs/unlocks/polyculture.md" show_hints=true
    result
    # Polyculture
    You may have already noticed that sometimes plants yield more when planted together.
    Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
  262. 1h 04mdocs_read path="objects/cactus"
    result
    ## Cactus
    Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested.
    
    Base growth time between 1 and 1 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: pumpkin=2]
    Game time: 1h 4m 13s elapsed, 4h 55m 47s of budget remaining.
  263. 1h 04mthoughtPolyculture is not yet unlocked. The yield multiplier is currently 5. The yield multiplier doubles with each upgrade. Level 1 may produce 10x output. Companion planting could multiply yields by 5–10x. A tree would produce 200 wood instead of 20. Carrots would yield 40 per harvest. I will implement companion planting for the main farm. The algorithm plants the primary crop first, then places a companion at the requested position. The companion spot may need to be replanted if the wrong crop is already there. Multiple drones could race, but this is acceptable. Money crops are trees, carrots, grass, sunflowers, and pumpkins. Polyculture likely applies only to grass, bushes, trees, and carrots. I will research the polyculture upgrade text next to confirm the exact yield multiplier. Cactus yields are massive. An 8x8 grid produces 64 cacti per harvest, and the bonus scales with the square of that count, yielding 4096 cacti total. The cost is only 128 pumpkins and one second growth time. Sorting is the main bottleneck. Bubble sort can process rows first, then columns, because sorting columns will not unsort the already-sorted rows. The running pumpkin program likely broke when the farm expanded to 8x8. It still runs the old loop and now plants pumpkins on the smaller grid. The yield dropped from 216 to 384 per harvest, but the program adapts automatically via get_world_size(). Carrots may be running low. Cactus could cover the 2000 cactus cost for dinosaurs in a single harvest if sorting works correctly. I will verify swap() and write a cactus farmer program. The polyculture upgrade is already purchased, so research will show the next level multiplier. I will check current resource rates before setting priorities. Pumpkin production will continue to build stock for utilities and cactus plants. Cactus sorting on the 8x8 grid is the immediate priority to unlock dinosaurs. Polyculture farming will follow to maximize yields across the remaining five hours. Additional drones may be purchased with gold if beneficial. Dinosaurs will provide bones. I am writing the cactus farmer program. It uses a snake-like grid traversal to plant cacti on every tile, tilling soil first when needed. I will also add a wait loop that pauses until all cacti are fully grown. The cactus farmer program now includes a wait loop that checks every tile for fully grown cacti and replants any missing ones. It also implements row sorting by moving to each row start, then repeatedly comparing adjacent tiles with measure() and swap(). The cactus row-sort routine is being simplified. It will bubble sort the current row from left to right, then return to the start of that row before moving to the next. The column sort routine is now defined. It bubbles each column upward, swapping tiles that measure larger than the one above them. After sorting, the drone returns to the bottom of the column. Sorting with multiple drones is too complex. One drone will handle the entire sort. The worst-case bubble sort on an 8x8 grid needs roughly 512 swaps, but the cycle time is only about five to ten seconds, so sorting is fast enough. After the first harvest unlocks dinosaurs, I will check the cactus and dinosaur upgrade documentation. One cactus harvest yields 4096 cacti, leaving 2096 after the dinosaur unlock. I will check current pumpkin stock and polyculture level next. The companion planting farm is now the main production engine. The companion planting documentation confirms the base yield multiplier is 5x, and each upgrade doubles it. Level 1 cost 3000 pumpkins; the next level likely reaches 10x and costs more. I am now drafting a `plant_crop` helper that checks the current tile's entity type before replanting. The `plant_crop` helper now distinguishes crops that need tilling from grass, which only tills when already on soil. The `ensure_companion` routine saves the drone's current position before moving to the companion tile. The companion routine now moves to the target tile, replants if the entity is wrong, and returns to the saved position. Grass companions may only need tilling to grassland; automatic growth might not require a plant() call. Grass companions may only need tilling to grassland, not a plant() call. The main crops for the mixed farm are trees, carrots, grass, and sunflowers. Pumpkins do not receive polyculture bonuses. The companion planting puzzle is mainly tile conflicts: a tree wants a carrot at (3,5), but that spot may already hold a different companion. The strategy is to plant the primary crop first, then check if the companion spot is free or already correct. A half-farm primary strategy could satisfy many companion requests, though not all. Another option is to plant every primary crop first, then immediately plant its companion even if it overwrites a less valuable crop. The primary still receives the yield bonus. A simpler approach is to cover the entire farm with trees in a checkerboard pattern and place each companion immediately. The companion strategy will use two drones to build a polyculture farm of trees, carrots, grass, and sunflowers for the remaining 4.5 hours. Periodic runs of the pumpkin, cactus, maze, and dinosaur programs will add variety and upgrades. I am also recalling how to activate the dinosaur hat and locate the apple that appears. The old sunflower logic will not work on the 8x8 grid, so that farm needs a redesign. I will check the inventory for pumpkins before running the first cactus program. The dinosaur hat likely costs 50 hay to unlock separately, but it may be included with the dinosaur upgrade. I am skipping utilities and debug timing for now.
  264. 1h 04mobserve
    result
    Game time: 1h 4m 23s elapsed, 4h 55m 37s of budget remaining.
    Program: pumpkins (running).
    Inventory: hay 3258, wood 19746, carrot 355, pumpkin 1334, weird_substance 1969, gold 880, water 184, fertilizer 220.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: De=dead_p…
  265. 1h 04mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrot…
  266. 1h 04mthoughtPolyculture level 1 doubles crop yields to 2000%. Companion planting doubles yields for grass, bush, tree, and carrot. The next polyculture upgrade costs 10000 bones. Power appears to have hit zero. Hay, wood, and carrots are the next priorities. The grass upgrade needs 2500 wood. The carrot upgrade needs 6250 wood. Watering needs 12800 wood. Hay is nearly enough for the tree upgrade. Carrot yields will double with the upgrade. The 10x companion bonus will then multiply that gain. Grass and carrots are the first upgrades to buy. Watering is too expensive right now. The tree upgrade needs more hay than is currently available. A cactus program will be written to gather materials for dinosaurs. Then a long-running polyculture farm will be launched with sunflowers providing power. Dinosaurs will be farmed to earn bones for the next polyculture level. Expanding the farm to 12x12 would quadruple cactus production, but it requires 8000 pumpkins. Only 1334 are available. The current pumpkin program is nearly exhausted. Carrots are also nearly gone. The expansion cannot be done yet. The plan is now a strict sequence. Grass and carrot upgrades come first to refill wood and crops. Watering is deferred to save wood for fertilizer. The polyculture farm will then explode hay, wood, and carrots. The tree upgrade waits until hay allows. A pumpkin burst will follow with the large carrot stock. Expansion, cactus farming, and dinosaurs come last. Utility tools are skipped to preserve pumpkins for cactus planting. Cactus farming will run for one or two cycles to unlock dinosaurs and gather bones. The polyculture farm is the higher priority for the remaining production time. The 8x8 layout will place trees on most tiles to maximize wood yield. The polyculture farm design now includes at least ten sunflowers for power. A companion is only placed on a tree if it can be reached within three tiles, and the companion may replace another tree. The drone algorithm will prioritize fertilizing trees that cannot yet be harvested, then harvest ready crops, plant new trees in empty slots, and finally attach companions. A conflict was spotted in the companion logic. Planting a companion on a tile could replace an existing tree, destroying that crop before it is harvested. The fix is to harvest any ready crop with its companion satisfied first, then plant the companion. This ensures the companion tile is reused only after the crop is collected. The drone will use a simple community script. It harvests ready crops, plants trees in empty slots, and moves to companion tiles to attach them. Two drones working the same polyculture field would collide when planting companions, destroying crops. One drone should handle all polyculture trees while the other keeps sunflowers for power. This avoids the conflict and keeps production running smoothly. The farm will be split into two regions. Drone 0 will handle the top half and drone 1 the bottom half. Border collisions are acceptable. Sunflowers will occupy the bottom rows to provide power. Companions will not be planted on sunflower tiles. Companions will be skipped on sunflower tiles to avoid losing the companion bonus. Ground preparation will till soil into grassland for grass, bush, and tree crops, while leaving trees on soil. Carrot planting now requires tilling soil into grassland first. The level 3 polyculture upgrade doubles the cost of every crop to four units, so each carrot now costs four hay and four wood. A single tree can yield 200 wood per harvest once the companion bonus is applied. At 6.8 harvests per second, the farm could produce roughly 1370 wood per second. Grass would also become extremely profitable, yielding 80 units per harvest at full upgrade. Grass and carrot upgrades will be purchased now. The combined cost is 8750 wood, leaving 11000 for the tree upgrade. Watering is skipped because it costs 12800 wood. The plan is to run a quick cactus harvest first to test yield and buy dinosaurs. Then the polyculture farm will take over for the long haul. A 120-second test run is planned. The swap and measure tools are available. The cactus program will use a bubble sort to arrange all grown cacti in ascending west-to-east and south-to-north order. This lets one harvest collect the entire field at once for maximum yield. A check will ensure enough pumpkins remain before planting. The program is ready to be written. A fixed iteration limit will prevent the bubble sort from looping forever if it fails to complete. Eight passes across an eight-by-eight grid guarantee a full sort, and the drone must start each row at the west edge. The cactus program will run for 180 seconds or until pumpkins drop below 200. Only one drone will handle the cacti to avoid sorting chaos. The cactus program will run in a tight loop until pumpkins drop below 200. Grass and carrot upgrades will be purchased now while the cactus script is being written, since cacti only need pumpkins and power is currently at zero. The drone will then switch to cactus farming.
  267. 1h 04mbuy_upgrade upgrades=["grass","carrots"] · evidence
    result
    Bought grass, now level 4. Paid wood 2500.
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 1h 4m 43s elapsed, 4h 55m 17s of budget remaining.
  268. 1h 04mwrite_program name="cactus" · evidence
    result
    Saved cactus (66 lines).
    Game time: 1h 4m 53s elapsed, 4h 55m 7s of budget remaining.
  269. 1h 04mthoughtRunning a cactus crop for 150 seconds to test for a large harvest.
  270. 1h 04mrun_program name="cactus" seconds=150
    result
    Ran cactus for 2m 30s of game time; it is still running.
    Inventory change: fertilizer +60, pumpkin -128, water +120.
    Game time: 1h 7m 33s elapsed, 4h 52m 27s of budget remaining.
    Output:
    (none)
  271. 1h 07mthoughtPumpkin production is exactly one field plant, or 128 units. No cactus was harvested in 150 seconds. The sorting cycle is likely stuck, or the harvest returned zero yield. Sorting an 8×8 grid requires roughly 14,000 moves. At the current speed and without power, each move takes about 0.04 seconds. The sort is therefore extremely slow and likely explains why the drone remains stuck. Sorting the full grid takes about ten minutes. The current bubble sort returns to the start every pass, which wastes travel time. A cocktail shaker sort would cut that distance by moving back and forth. I am drafting a more efficient row-sorting function. A cocktail shaker sort would reduce the 8×8 grid to roughly five hundred moves instead of fourteen thousand. The O(n²) complexity remains, but travel time drops from about ten minutes to under a minute. The old bubble sort was actually about 1,800 moves total, not 14,000. That is roughly seventy seconds of travel at the current speed. The new estimate of five hundred moves is still far better. Without power, each move takes about 0.08 seconds, so the old sort needs roughly 144 seconds total. That is close to the 150-second mark, so the program may still be running. I will wait another 120 seconds and check the cactus count. If it remains zero, the sort or harvest logic is likely broken.
  272. 1h 07mwait seconds=120
    result
    Waited 2m (time up). Program: cactus running.
    Inventory change: fertilizer +48, pumpkin -8, water +96.
    Game time: 1h 9m 43s elapsed, 4h 50m 17s of budget remaining.
  273. 1h 09mthoughtCactus and pumpkin crops are still absent. Some replants may be occurring. The infinite wait likely stems from a sorting bug. Cacti may remain brown and unharvestable if never sorted, so can_harvest() never returns true. The missing pumpkins probably have a different cause. I should wait for full size rather than can_harvest. Cacti grow in exactly one second. I can check the entity type and size map to confirm maturity. I will wait two flips for cacti to mature, then sort and harvest. I will observe the farm state to check cactus sizes and investigate the missing pumpkins.
  274. 1h 09mobserve
    result
    Game time: 1h 9m 53s elapsed, 4h 50m 7s of budget remaining.
    Program: cactus (running).
    Inventory: hay 3258, wood 10996, carrot 206, pumpkin 1846, cactus 4096, weird_substance 1969, gold 880, water 385, fertilizer 352.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities:…
  275. 1h 09mthoughtCactus 4096 was harvested and is now in inventory. The program is working but slow. The cactus field is mostly sorted. I will buy dinosaurs now. I will read the dinosaur documentation to understand how bones are produced. Polyculture 20x requires 10,000 bones. A full snake on an 8x8 field might yield 4,096 bones per run.
  276. 1h 09mbuy_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 10m 3s elapsed, 4h 49m 57s of budget remaining.
  277. 1h 10mdocs_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 …
  278. 1h 10mdocs_read path="objects/dinosaur"
    result
    ## Dinosaur
    A piece of the tail of the dinosaur hat.
    
    Base growth time between 0.18 and 0.22 seconds.
    Can grow on soil or grassland.
    
    For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md)
    Game time: 1h 10m 23s elapsed, 4h 49m 37s of budget remaining.
  279. 1h 10mthoughtCalculating that a full 8x8 farm produces 4096 bones. Three full farms yield 12288 bones, enough to unlock the next polyculture level. Cactus costs are low enough that 2096 cactus can cover many runs. A serpentine snake algorithm will systematically traverse every tile, switching to harvest mode once the farm is filled. A fixed serpentine path should suffice. The snake fills the field contiguously, so the next apple will appear on an empty tile ahead of the tail. The snake can simply continue along its route. The snake will start at (0,0) and move east across each row. Empty tiles remain unvisited and are safe for apples. The program will clear the farm first, then equip the Dinosaur Hat and begin moving. The snake will switch to the Straw Hat once the farm is full. Each move takes roughly 400 ticks, so a complete run should finish in a few minutes. The program structure is being drafted as a reusable `snake()` function. The snake algorithm is being refined into a `fill()` function that moves east across even rows and west across odd rows, then advances north. It returns immediately if a move fails. The program will clear the farm, equip the Dinosaur Hat, and call `fill()`. There is concern that an apple might spawn on a tile outside this path. The path visits every tile exactly once, so the snake will always reach the next apple. If a move fails early due to insufficient cactus or a tail bug, the program returns and harvests the partial tail. Three full 8x8 runs yield 12288 bones, which exceeds the 10000 bone requirement for the next polyculture level. I will run three snake programs to verify cactus consumption per apple. The farm will stay at 8x8 because a larger size is unavailable and the current yield is sufficient. The snake program is being drafted now. Polyculture planning will follow the dino runs. A fixed serpentine path is preferred over a greedy one for reliability. The exact hat name is being verified; Straw_Hat or Green_Hat are possible options. Hats.Straw_Hat is confirmed as the default hat and will be used directly. Four snake cycles are planned to safely reach the 10000 bone threshold.
  280. 1h 10mwrite_program name="dino" · evidence
    result
    Saved dino (22 lines).
    Game time: 1h 10m 33s elapsed, 4h 49m 27s of budget remaining.
  281. 1h 10mthoughtPlanning a 180-second run with four snakes on an 8x8 grid. Each snake will take 64 moves, totaling 256 moves across four runs. Each run takes roughly 6 to 32 seconds. The 180-second budget is sufficient.
  282. 1h 10mrun_program name="dino" seconds=180
    result
    Ran dino for 33s of game time; it finished.
    Inventory change: bone +54, cactus -36, fertilizer +13, water +26.
    Game time: 1h 11m 15s elapsed, 4h 48m 45s of budget remaining.
    Output:
    (none)
  283. 1h 11mthoughtOnly 54 bones and 36 cactus have been used so far. The snake program failed early. I'm checking whether the apple is blocked by a plant, the path hits a border, or the first move logic is wrong. The Dinosaur Hat partially worked since 54 bones were produced. The snake likely failed because the path crossed its own tail, or the move north at the row boundary was blocked. Grass is a planted entity, so apples cannot spawn on cleared tiles. Grass regrows automatically, making it impossible to create truly empty spaces for the snake program. Harvesting all grass would create empty tiles, but the snake program needs to finish before grass regrows. On an 8x8 farm, clearing 64 tiles takes longer than the 0.5 second regrowth interval, so grass returns too quickly. Tilling to soil and leaving it empty still allows grass to grow back. The snake path is likely blocked by its own tail rather than by grass, since move() can traverse grass tiles. The program may also be skipping apples that spawn on already-passed tiles. The snake program only collects apples that happen to sit on the fixed path. It does not actively seek them out, so the tail stays short and most apples go untouched. The total bone count of 54 also contradicts the expected 324 from four full runs, suggesting the program is exiting before completing its loop. The snake path is aborting early because `if not move: return` triggers when a move fails. The tail likely blocks the drone on a tile it revisits, or the northward step after the first row is blocked by the border. The snake path logic was traced step by step and appears correct for an 8x8 grid. The suspicion is now shifting to whether the actual world size is not 8x8. The farm is confirmed to be 8x8. The snake path does not cross itself, so the tail should not block the drone. The suspicion is now shifting to whether the drone's starting position is actually at (0,0) after the sequence of clear, hat change, and fill operations, or if the hat change itself moves the drone. The first apple sits directly under the drone, so the tail grows on the previous tile and the next move should proceed normally. I will add debug prints to pinpoint exactly where the snake program fails. I can also use measure() to chase apples directly, or keep a list of tail positions to avoid hitting the snake's own body. A greedy chase routine is being drafted. It will use measure() to locate the next apple and move directly toward it, preferring empty directions. The greedy chase routine risks getting stuck in corners, but the fixed path should still work. I will buy debug unlock and add prints to record the world size, starting position, and inventory whenever a move fails. The snake path is being debugged with position-only prints to avoid direction formatting issues. A key realization emerged: `clear()` resets the hat to straw, so the Dinosaur Hat is lost before the fill routine begins. This likely explains why the snake program fails. The Dinosaur Hat is correctly applied after `clear()`, so the hat reset theory is ruled out. The snake path likely fails at move 9 because the tail blocks the 10th move. A new hypothesis emerged: `move(East)` wraps to x=0 only when the Dinosaur Hat is not worn, which could explain why the path breaks. The Dinosaur Hat prevents wrap-around, so the snake path should not fall off the board. The failure likely occurs at the first North move after seven East moves, when the tail blocks the drone. I will add debug prints and switch to a greedy measure() chase routine with a visited set. The hint confirms the fixed path is the intended solution, so the bug must be in the execution logic. I will buy debug unlock and run a single snake with added prints to pinpoint exactly where it fails.
  284. 1h 11mbuy_upgrade upgrades=["debug"] · evidence
    result
    Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md.
    Game time: 1h 11m 25s elapsed, 4h 48m 35s of budget remaining.
  285. 1h 11mwrite_program name="dino" · evidence
    result
    Saved dino (28 lines).
    Game time: 1h 11m 35s elapsed, 4h 48m 25s of budget remaining.
  286. 1h 11mthoughtRunning a brief test program.
  287. 1h 11mrun_program name="dino" seconds=60
    result
    Ran dino for 13s of game time; it finished.
    Inventory change: bone +9, cactus -8, fertilizer +5, water +10.
    Game time: 1h 11m 59s elapsed, 4h 48m 1s of budget remaining.
    Output:
    hat on 0 0 cactus 6154
    size 8 pos 0 0
    filled 0 7
    bones before hat off 54
    bones 63 cactus 6148
  288. 1h 11mthoughtThe path filled the entire farm. Only 9 bones were produced because the tail length was only 3. Only 3 apples were collected. The path likely missed them because it moved too fast to catch spawns, or because they appeared on tiles already visited by the tail. Apples only spawn on empty tiles. Grass tiles block spawns, so the path likely missed most of its route. The tail may also replace grass as it moves. Grass blocks apple spawns on every tile ahead of the tail. The community suggests clearing all grass first so apples can spawn freely. Grass regrows quickly, and other plants prevent spawns too. Bare ground is required. A preplanned path is probably the wrong strategy. The snake should chase apples dynamically using `measure()` instead of following a fixed route. This avoids missing spawns on tiles already covered by the tail. A concrete chase script is being drafted. It uses `measure()` to locate the apple and moves one step at a time toward it. The field will be cleared by harvesting grass first. The fixed path only collects an apple if it lands on the next cell during movement. Apples that spawn on later cells are missed entirely. Grass may actually be passable and not block spawns, since the documentation distinguishes grass from planted crops. The chase strategy should target every apple that appears on the field, not just those on the immediate next step. The low apple count is puzzling. With a short tail, only tiles ahead of the snake are unvisited, so any apple that spawns there should be reachable. The real cause may be repeated spawns on the current tile, or apples appearing behind the tail in gaps. `measure()` returns the next apple's position, not the current one. The snake should collect every apple that appears on its path as it moves forward. The low tail length suggests the snake is not actually consuming the apples it encounters. The snake only eats an apple when it steps onto the tile and then moves again. If the apple is on the final tile, the snake cannot consume it because it has no next step. A greedy chase using `measure()` will be faster and catch every apple. The tail might eventually block all paths. A BFS pathfinder is being considered to navigate around the snake's tail. The tail will be tracked as a list of recent positions, and the oldest segment will be treated as passable so the snake can still move through its own body. This approach is complex but feasible. The documentation claims a fixed path can cover the whole field, but the snake never grew. The key realization is that the first apple spawns at the drone's starting position. This means the snake must step onto that initial tile to collect it. The fixed path completed the entire field, yet only 3 of 64 tiles contained apples. This confirms the snake missed nearly all spawns because it moved too fast to catch them. A `goto` helper function is being drafted for the chase strategy. The `goto` helper is now fully written. It moves the drone one step at a time toward the target coordinates, returning false if a move fails. The script will first clear every tile by harvesting all grass. Then it equips the dinosaur hat. The chase loop now handles the edge case where the snake is already standing on an apple. After reaching the target, it must move one step away and back to actually consume the apple. The loop then breaks if no moves are available. The chase loop is being simplified. A single `step_toward` call will move the snake one step toward the next apple while consuming the current one. This removes the need for a separate helper and the extra move-away-and-back logic. The fixed path likely failed because grass blocks apple spawns on tiles the snake already visited. This leaves only the initial apple and any apple that lands under the drone after it moves. The chase strategy should target every apple returned by `measure()`, even if the snake is already standing on it. A detour will be added for blocked paths, and the chase script will be tested first. A chase run could yield 1024 to 4096 bones, so several runs will be needed to reach the 10000 target. The cactus cost per apple is not a clean one-to-one ratio; it may scale or vary by batch. The next step is to read the apple object documentation.
  289. 1h 11mdocs_read path="objects/apple"
    result
    ## Apple
    Dinosaurs love them apparently.
    
    ### Plant Cost [Current cost: cactus=2]
    
    For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md)
    Game time: 1h 12m 9s elapsed, 4h 47m 51s of budget remaining.
  290. 1h 12mwrite_program name="dino" · evidence
    result
    Saved dino (35 lines).
    Game time: 1h 12m 19s elapsed, 4h 47m 41s of budget remaining.
  291. 1h 12mthoughtApples cost 2 cactus each. We have 6148 cactus available. 64 apples cost 128 cactus per snake. Running the chase program now; output may be long.
  292. 1h 12mrun_program name="dino" seconds=90
    result
    Ran dino for 5s of game time; it finished.
    Inventory change: bone +1, cactus -4, fertilizer +2, water +5.
    Game time: 1h 12m 34s elapsed, 4h 47m 26s of budget remaining.
    Output:
    start 0 0
    next 7 3 at 0 0
    no apple 1
    done 1
    bones 64
  293. 1h 12mthoughtMoving to (7,3) returned no apple. The snake ate the first apple. Grass covers every tile, so no new apple can spawn. I need to clear all grass and prevent regrowth before the snake program runs. Harvesting grass is the only viable path. Cacti block apple spawns, and till() does not prevent regrowth. The snake must race against 0.5-second regrowth to claim tiles before they grow back. A smaller world would help, but shrinking costs 500 gold. A 3x3 snake yields only 81 bones, far below the 10000 target. An 8x8 snake could reach 4096 bones if every tile is empty. The plan is to harvest all 64 grass tiles first, then run the snake before any tile regrows. The 64-tile harvest may take longer than 0.5 seconds, so the snake could not race against regrowth. I will try calling set_world_size directly, since the dinosaurs documentation might already provide it. A new strategy is to harvest the tile directly ahead of the snake before moving. If only one empty tile remains, the next apple must spawn there. This would guarantee a food source without needing to clear every grass tile first. The plan is to harvest every tile first, then immediately run the snake. Grass regrows after 0.5 seconds, so the snake must finish before that happens. Harvesting a tile just before an apple spawns might prevent regrowth on that specific spot. I will harvest the entire farm and immediately run the snake to test whether grass regrowth blocks apple spawns. If the snake still only collects one bone, I will try using power upgrades like sunflowers to speed up the harvest. Planting pumpkins or cacti everywhere is not a viable path. Grass is the default ground and does not block apple spawns. The first apple replaced the grass tile under the drone. After that, no new apple appeared. Cacti cost only 2 gold, so they are affordable. The next step is to test whether cacti prevent apple spawning. I realized the bug is not grass regrowth. The measure() function only returns an apple when the drone is standing directly on it. After moving one step to eat the first apple, the drone left that tile and could no longer detect the next apple, so measure() returned None. The snake program will be rewritten to measure the apple once while standing on it, then travel directly to that stored coordinate. It will measure again only after arriving, avoiding the previous bug where stepping off the apple caused a None return. The corrected path will measure the apple while standing on it, then travel to the next stored coordinate. The first step after arrival will consume the current apple. Apples that spawn behind the snake are missed because the program never returns to tiles already passed. A naive greedy goto risks trapping the drone inside its own tail as the snake grows. A simple bounce-back strategy will be added to handle blocked paths. The first test will use this basic goto to measure how many tiles the snake can actually cover before refining the route. The goto function now includes a detour fallback that tries North, East, South, or West if the direct path is blocked. The snake will print only its final bone count to keep output small. Four runs are planned; each covering about thirty tiles could yield roughly three thousand bones.
  294. 1h 12mwrite_program name="dino" · evidence
    result
    Saved dino (44 lines).
    Game time: 1h 12m 44s elapsed, 4h 47m 16s of budget remaining.
  295. 1h 12mthoughtStarting the farm automation program.
  296. 1h 12mrun_program name="dino" seconds=120
    result
    Ran dino for 26s of game time; it finished.
    Inventory change: bone +593, cactus -88, fertilizer +11, water +21.
    Game time: 1h 13m 20s elapsed, 4h 46m 40s of budget remaining.
    Output:
    run 0 eaten 12 bones 233
    run 1 eaten 9 bones 333
    run 2 eaten 17 bones 657
  297. 1h 13mthoughtChecking the bone count. The current total of 233 includes a previous 64, so the recent gain is 593. The greedy chase path is too slow. It yields only about 23 bones per second, which would take roughly seven minutes to reach the 10,000 needed for polyculture. The next step is a better grid-filling strategy that adapts to where apples spawn. A BFS pathfinder with tail tracking is being drafted. The snake's body segments will be stored as a list of positions, and the last segment will be treated as passable so the drone can still reach apples near its tail. The tail-blocking logic is being refined. Only the oldest segment of the snake body will be treated as an obstacle; the rest of the tail remains passable. The BFS implementation is now being drafted for the 8x8 grid. The BFS implementation is being finalized. It uses list concatenation for path tracking and checks visited cells to avoid loops. The developer is also verifying whether the target language supports list operations like append, pop, and concatenation. The developer suspects the greedy path failed because apples spawn behind the snake. The current plan is to restart from the snake's head and visit only unvisited tiles in row order, eating any apple encountered along the way. The chase strategy works, but the snake only ate three apples during a full grid sweep. This suggests apples may despawn or move away before the snake can reach them. The developer suspects apples may spawn after the snake checks a tile, causing the drone to miss them. The length-18 chase failure is a trapping issue, not a disappearance problem. A cleaner BFS implementation is being prepared. Running BFS for every apple could be slow, but it should still reach most of the grid. A spiral inward fill was considered but rejected as too complex. The developer will use an index-based queue instead of pop(0) to avoid relying on unsupported list methods. The BFS queue is being implemented with separate x, y, and path lists using an index counter. A helper function will handle the four cardinal directions to avoid bugs. List concatenation for path building still needs testing. Tail coordinates are being stored as flat integers (x * n + y) to simplify obstacle checks. The tail-blocking logic is being refined so only the oldest segment is treated as passable, while all other segments remain blocked. The tail-blocking logic is being simplified. The snake's body will be modeled as the last `length` cells of its path, and length will increase only when the drone arrives at an apple tile and measures again. This removes the need to track which segments are passable versus blocked. The tail will be stored as a sliding window of only the last `length` positions. Older tiles become passable once the snake moves past them, so the drone can freely revisit earlier areas. The tail-tracking code is being drafted. A `record()` function will append the current cell and trim the oldest entry whenever the tail exceeds the snake length. The snake starts at length zero on an apple, so the first move of each goto consumes an apple and increases the length. The developer is writing a compact BFS function and will test it. Dictionaries are too expensive for the current pumpkin budget, so a list-based visited set will be used instead. The developer weighed the time cost of coding a BFS against running the weak chaser for seven minutes. The polyculture upgrade doubles all yields for the remaining four hours, so even a slow chaser is worthwhile. A full-length BFS run would yield 4096 bones per cycle, about 136 per second. The plan is to attempt the BFS once and fall back to the chaser if it fails. The developer will proceed with coding the BFS immediately and fix any list-operation errors on the fly. A row-following snake strategy was briefly considered but rejected. The snake's tail will occupy the tile it just left, so the current position must be recorded before each move. The tail-blocking logic is finalized: only the oldest segment is treated as passable, while all other segments remain blocked. The developer confirmed that `global` variables work in this game and began drafting the `move_track` function to record the snake's position before each move. The snake's length will increase before the move off an apple, so the tile it just left remains part of the tail. The developer will now code the BFS path and execute it directly. With roughly 4 hours and 46 minutes remaining, they plan to test the BFS now; if it fails or runs too slowly, they will fall back to the weak dino chaser for eight minutes and then buy polyculture. The developer decided to attempt the BFS pathfinder once. If it fails, they will run the weak dino chaser for roughly four hundred seconds to gather about nine thousand more bones, then buy the twenty-fold upgrade and activate polyculture for the remaining hours.
  298. 1h 13mwrite_program name="dino" · evidence
    result
    Saved dino (109 lines).
    Game time: 1h 13m 30s elapsed, 4h 46m 30s of budget remaining.
  299. 1h 13mthoughtRunning the program now. BFS may be slow, but two runs should take about 120 seconds.
  300. 1h 13mrun_program name="dino" seconds=120
    result
    Ran dino for 2m of game time; it is still running.
    Inventory change: bone +225, cactus -36, fertilizer +48, water +96.
    Game time: 1h 15m 40s elapsed, 4h 44m 20s of budget remaining.
    Output:
    run 0 eaten 15 bones 882
  301. 1h 15mthoughtBFS performed similarly to greedy, producing only 15 resources and remaining on run 1 after 120 seconds. BFS is too slow at 1.9/s versus greedy's 23/s. I will switch back to the greedy chaser and run it for 450 seconds to close the remaining gap toward 10,000 bones. I will stop the current program before rewriting the fast greedy dino script. After that I will buy polyculture and begin the long farm. Hay is still short, so that upgrade waits.
  302. 1h 15mstop_program
    result
    Program stopped.
    Game time: 1h 15m 50s elapsed, 4h 44m 10s of budget remaining.
  303. 1h 15mthoughtWriting a fast greedy program to run until 10,000 bones.
  304. 1h 15mwrite_program name="dino" · evidence
    result
    Saved dino (45 lines).
    Game time: 1h 16m elapsed, 4h 44m of budget remaining.
  305. 1h 16mthoughtRunning a program for 500 seconds. It will stop early once bones reach 10,500.
  306. 1h 16mrun_program name="dino" seconds=500
    result
    Ran dino for 6m 2s of game time; it finished.
    Inventory change: bone +9866, cactus -1134, fertilizer +144, water +289.
    Game time: 1h 22m 12s elapsed, 4h 37m 48s of budget remaining.
    Output:
    (none)
  307. 1h 22mthoughtBones production reached 9,866. The total is now roughly 10,748. Polyculture 10,000 bones will be purchased next. This upgrade provides a 20x multiplier for trees, carrots, grass, and bushes. The remaining time will be spent building an 8x8 farm with two drones. The primary drone will plant trees everywhere except ten sunflowers for power. Tree upgrades to 800% would yield 800 wood per tree, but hay stock is only about 3,200. Carrots at 800% would produce 160 per harvest with a small planting cost. A Python implementation for the polyculture farmer is being drafted. The drone program now includes ground preparation logic. It tills soil for crops and grass, and harvests existing entities before planting. The drone program now includes a companion check. It moves to the companion's position and plants it if the spot is empty, skipping rows where sunflowers are already present. The drone will harvest trees before replanting companions to collect the bonus yield. The companion check is being integrated into a dedicated `do_tree_tile` function. Drone 0 will handle all sunflowers and even-numbered rows of trees. Drone 1 will only plant trees in odd-numbered rows, skipping sunflower harvests to avoid conflicts. Both drones will also apply fertilizer and water when needed. Drone 1 will handle odd-numbered tree rows. Both drones will traverse the full grid, moving between tiles when not assigned to a specific task. Sixteen sunflowers should provide enough power for two fast drones. The plan is being reconsidered. Focusing only on wood, hay, carrots, and power may miss opportunities to produce pumpkins, cactus, gold, and bones. The score rewards both variety and quantity. The scoring system is ambiguous. It may reward cumulative production or final inventory. Upgrades reduce stock but increase future yield. The safest strategy is to produce heavily and keep some resources in reserve. The remaining time budget is 16,700 seconds. The 20x multiplier on basic crops will dominate total production. Pumpkins, cactus, gold, and bones will be interleaved to maintain variety. Some trees will be fertilized to produce weird substance, since the 20x bonus still makes that yield substantial. Fertilizer is a scarce resource and should be used sparingly. Gold production via mazes is slow. One drone collects only about nine gold per minute. Four drones would cost roughly fifteen minutes. This upgrade will be deferred until after the polyculture farm is running and weird substance stock is large enough to support it. The plan is now a phased rollout. The polyculture 20x upgrade will be purchased first, followed by the farm program. After a brief startup, tree and watering upgrades will be added if they remain profitable. The farm will then run uninterrupted for as long as possible. Pumpkin, cactus, and maze sessions will be scheduled periodically to maintain variety. The next carrot upgrade doubles both cost and yield, but with the 20x companion multiplier the inputs should still be affordable. The next carrot upgrade will cost 31,250 wood. The program will skip it if hay or wood stocks dip too low. Pumpkins are excluded from the polyculture farm because they do not receive the 20x multiplier. Sunflowers require one carrot to plant. The companion check is restricted to trees, carrots, bushes, and grass to avoid None errors. Watering trees is included in the drone logic. The companion movement code correctly wraps around the grid edges. Drone 0 will track the best sunflower petal count. The tree upgrade to 800% requires 4,800 hay, which the polyculture farm should generate from grass companions quickly. Watering can be purchased after about a minute of farming. The strategy is to run the farm continuously and buy yield upgrades only when they are affordable. Writing code requires stopping the farm, so the program will be finalized before any upgrades are purchased. The remaining time will be spent in long uninterrupted farming sessions, with brief pauses only to check research and buy upgrades. The polyculture farm will also produce hay from grass companions and any leftover grass tiles. Eight primary carrot tiles will be placed on row five to guarantee a steady supply. The remaining forty tree tiles will sit above that row, and sixteen sunflowers will occupy the bottom six rows. The main drone will be offset by half the map to avoid lockstep movement. Fertilizer and watering will be restricted to drone 0 to prevent double-spending resources. The companion check will safely handle None returns by unpacking only when a companion exists. The full drone program is being written now while the polyculture upgrade is purchased in parallel. Grass at 800% yield combined with the 20x multiplier produces 160 hay per harvest.
  308. 1h 22mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 1h 22m 22s elapsed, 4h 37m 38s of budget remaining.
  309. 1h 22mwrite_program name="farm" · evidence
    result
    Saved farm (108 lines).
    Game time: 1h 22m 32s elapsed, 4h 37m 28s of budget remaining.
  310. 1h 22mthoughtPolyculture was purchased. The farm is starting now, and the first 60 seconds will be measured. The drone placement logic is verified. Each drone handles its assigned rows, with y=5 reserved for carrots and y=6,7 for sunflowers.
  311. 1h 22mrun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +207, fertilizer -62, hay +1104, water -55, weird_substance +1440, wood +1316.
    Game time: 1h 23m 42s elapsed, 4h 36m 18s of budget remaining.
    Output:
    (none)
  312. 1h 23mthoughtCarrots produce 207 units per 60 seconds, or 3 per second. Hay, wood, and wheat-sugar now produce 18, 22, and 24 units per second. The companion travel time is too slow to offset the 20x yield multiplier. Harvest frequency collapsed, so total output barely improved. The 20x yield multiplier is not fully realized. Fertilizer infection converts roughly half the yield into wheat-sugar, so wood and wheat-sugar production are nearly equal. The effective wood-equivalent rate is only about 45 per second, far below the old 56 per second. The companion may not be active. The program plants the tree, then the companion, then harvests on the next visit. If the companion is missing or dies, the 20x yield bonus never triggers. Production still ran without error, so the companion was likely present. The companion may be getting overwritten by the second drone, or the companion tile is being replanted as a tree before harvest. A faster strategy would scan and harvest everything ready first, then replant the primary crop, and only plant companions every Nth tree. The companion detour adds roughly twelve extra moves per tree. That is an eightfold slowdown. The 20x yield multiplier should still produce about a 2.5x improvement if companions were active. The lack of that gain confirms the bonus is not applying. The companion from the previous visit is likely being replaced by the second drone before the next harvest. The companion skip logic is the likely culprit. Many companion requests specify y>=6, and the current code skips those tiles, so the 20x yield bonus is never applied. The two drones also replant trees on their respective rows, which destroys each other's companions. I will inspect a tile to verify the actual wood production per harvest. The first sixty seconds may have captured only the initial growth cycle, so the first harvests lacked the companion bonus. The wheat-sugar output could also stem from normal yield rather than fertilizer infection, making the production figures ambiguous. I will run two more minutes and compare the rate to confirm whether companions are worth the travel. A better approach is to plant companions only when they are adjacent, skipping the slow travel entirely. About 17% of companion tiles fall within one step, so the average yield would still be roughly 4.2 times normal. This avoids the eightfold slowdown while keeping most of the bonus. Splitting the drones into separate roles is impossible because they cannot share memory. Batching companion visits would be too complex. I will run two more minutes of observation before changing strategy.
  313. 1h 23mwait seconds=120
    result
    Waited 2m (time up). Program: farm running.
    Inventory change: carrot +1460, fertilizer -139, hay +776, water -16, weird_substance +4030, wood +3858.
    Game time: 1h 25m 52s elapsed, 4h 34m 8s of budget remaining.
  314. 1h 25mthoughtWood production is now 32 per second, up from 22. Wheat and seeds are now 33.6 per second, up from 22. Carrots are 12.2 per second and hay is 6.5 per second. The combined wood and wheat rate is only 66 per second, so the 20x yield boost is not fully realized. Travel costs are likely consuming too much time. A faster companion strategy is being drafted. It will only plant companions when the target is in the same column or adjacent, avoiding costly long trips. A helper function is being written to calculate wrapped distances. The companion helper will skip targets beyond two moves away. Absolute value is being avoided since utilities are not yet unlocked. The walking logic is being fixed to handle negative coordinates correctly. A multi-drone region strategy is being considered, but two drones would leave each region too large to be practical. The fastest high-yield path may be to abandon companion travel entirely and simply harvest trees as quickly as possible, since the 20x yield boost is only worthwhile if companion planting can be kept extremely cheap. An 8x8 fast tree farm without companions could produce about 91 wood per second. Adding cheap companion planting would push that to roughly 610 wood per second. The plan is to keep two drones, use fast movement for nearby companions, and place sunflowers and carrots on one row. Fertilizing every tree may be avoided since it converts half the yield to wheat and seeds. Fertilizer will be kept to preserve variety. The tree yield upgrade is now being considered. It costs 4800 hay, which may be affordable with current stock. Watering requires 12800 wood, also within reach. Both upgrades will be purchased before the program rewrite.
  315. 1h 25mbuy_upgrade upgrades=["trees","watering"] · evidence
    result
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 1h 26m 2s elapsed, 4h 33m 58s of budget remaining.
  316. 1h 26mthoughtWood production from trees has reached 800%. Watering has been doubled. The next program rewrite will focus on speed and shorter companion trips. Drones will only accompany each other when within two tiles. Tilling will be minimized by skipping it for trees, which can grow directly on soil. Carrots still require tilled soil. Sunflowers will provide power. Companion trips will use reversed move sequences to return home quickly. The go_to helper wraps in the wrong direction for short distances, so original deltas must be saved and reversed. Original movement deltas will be saved before the drone moves so it can return by reversing those exact steps. A companion plant will be skipped if it would destroy a mature tree that another drone is actively farming. Replacing a mature tree is still worthwhile because the 20x multiplier outweighs the lost harvest. The drone will skip a companion plant if it cannot afford the required resources. The main loop will be streamlined to reduce function call overhead. Power generation appears stable, suggesting the 2x multiplier is active and net power is zero. The y=5 row is confirmed to contain eight carrot tiles, with drone 1 handling all of them while drone 0 skips the odd row. A short sixty-second test run will verify the updated farm layout. Fertilizer infection also reduces wood production. Fertilizer will be applied only when more than ten units are available to avoid stalling production. The 20x multiplier still makes the wood-to-water-sugar conversion worthwhile. The program is now being stopped, rewritten, and executed.
  317. 1h 26mstop_program
    result
    Program stopped.
    Game time: 1h 26m 12s elapsed, 4h 33m 48s of budget remaining.
  318. 1h 26mthoughtI will write an optimized farm program.
  319. 1h 26mwrite_program name="farm" · evidence
    result
    Saved farm (141 lines).
    Game time: 1h 26m 22s elapsed, 4h 33m 38s of budget remaining.
  320. 1h 26mthoughtRunning a 90-second test to measure the farm.
  321. 1h 26mrun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +3273, fertilizer -327, hay +2256, water +3, weird_substance +6660, wood +6556.
    Game time: 1h 28m 2s elapsed, 4h 31m 58s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: run <- do_tree <- try_companion <- plant_entity
    plant(entity)
         ^^      
    ------------------------------…
  322. 1h 28mthoughtCarrots are the most profitable crop at 36 per second. Hay, wood, and waterstone are also profitable. Wood plus waterstone now yield 147 per second. The tree upgrade doubled yields to 132 per second. A race condition may be causing the grassland warning for carrots. The grassland warning likely stems from a companion drone tilling the tile back to grassland between the till and plant steps. The new plant_entity code no longer tills for trees. Only carrots and sunflowers till to soil. The grass companion is the likely culprit. It tills away soil from the carrot tile, causing the warning. This is harmless and does not reduce production. I will let the farm run for the remaining 4.5 hours. That should yield roughly one million wood, over one million waterstone, and about 518,000 carrots. Hay adds roughly 360,000 more. Existing pumpkins, cactus, and gold are already producing. Expanding to a 12x12 farm would cost 8,000 pumpkins. That pause would lose about 420 seconds of wood production. The gain from the larger area is enormous. It would add roughly 1.2 million wood equivalent over the remaining time. Expanding to 12x12 is too risky with only two drones. The farm could become drone-bound and yield less per tile. I will skip the expansion unless I can afford four drones. Four drones would cost 8,000 gold to build a maze that produces 9 gold per second. That recovers in about 900 seconds. With four drones, the farm could double for the remaining 3.5 hours. The net gain would be roughly 1.7 times the current output. The 8,000 gold target will take roughly 12 minutes to reach. Four drones would double the farm output for the remaining time and increase total production by about 80 percent. I will let the farm build up some waterstone first, then run mazes until I have enough gold to buy the megafarm. I will spawn three extra drones to reach four total. The farm currently holds over 14,000 waterstone, so it can afford the maze construction. I will run the existing maze program now and continue until gold reaches 9,000. The farm must pause so the maze program can be edited to target 9,000 gold instead of 3,000. After the megafarm is built, the drone spawn logic will be updated to four drones. Each drone will handle every fourth row, with sunflowers remaining on drone zero. The four-drone plan has a flaw. Each drone still walks the full grid, so partitioning by row does not reduce movement distance. The real benefit of four drones is only a fourfold increase in visit rate if they all cover the same tiles with offset schedules. All four drones will run the same full farm logic, each offset by one quarter of the grid. Every drone will harvest trees and carrots, while only drone zero handles sunflowers to preserve the bonus. This creates four times as many harvest attempts. The existing maze program will run until it reaches 3,000 gold, then I will update its target to 9,000.
  323. 1h 28mwrite_program name="maze" · evidence
    result
    Saved maze (47 lines).
    Game time: 1h 28m 12s elapsed, 4h 31m 48s of budget remaining.
  324. 1h 28mthoughtRunning a program for up to 900 seconds. It will stop once gold reaches 9000.
  325. 1h 28mrun_program name="maze" seconds=900
    result
    Ran maze for 9m 42s of game time; it finished.
    Inventory change: fertilizer -1, gold +8128, power -0.78, water +931, weird_substance -1016.
    Game time: 1h 38m 4s elapsed, 4h 21m 56s of budget remaining.
    Output:
    (none)
  326. 1h 38mthoughtGold production increased by 8,128. The total is now approximately 9,008. The program produced 8 gold per work station and 14 gold per second. I will buy the megafarm upgrade for 8,000 gold and spawn three extra drones to reach the four-drone limit. The next program will spread all drones across trees and carrots with a quarter-cycle offset. The program will offset each drone by one quarter of the world size to spread them across the farm. Only drone 0 will use fertilizer and water to prevent waste. I will test this for 60 seconds before running the full program. I will buy more yield upgrades after the test. Cactus and pumpkin bursts are less important now. I have enough variety already. Sunflowers need power to double their output. I will add more carrot rows if they are a bottleneck. Four drones will all harvest and plant trees and carrots. This quadruples the visit rate for growth-limited crops. Companion trips will be restricted to drone 0 only. The other drones will focus on fast tree harvesting and replanting. Fast drones might harvest companion crops before they are planted, destroying the 20x bonus. A safer design uses four fast drones without companions, producing a checkerboard of trees, carrots, and sunflowers. This yields about 160 items per second, similar to the current rate. Keeping companion crops with four drones could still increase total output. The current two-drone farm produces 147 items per second. The wood production cap is 256 items per second, so the farm is far below capacity. Removing companion travel and adding two more drones should push output toward that ceiling. The 20x companion bonus only applies to a quarter of harvests, so its average multiplier is roughly 5.75x. I will keep short companions for the four-drone farm and test the setup for 60 seconds. If output drops, I will revert to fast harvests without companions. Each drone will be assigned its own rows using a modulo check. They will snake through only their designated rows instead of traversing the entire grid. Rows 6 and 7 are assigned to drones 2 and 3 for sunflowers. Drone 2 will harvest those sunflowers, but drone 3 only plants row 7. This leaves row 7 sunflowers unharvested. Drone 2 will also harvest sunflowers from row 7 to fix the unharvested crop. Eight sunflowers are needed for the 8x bonus, so rows 6 and 7 must be combined. Drone 2 will handle all sunflowers on rows 6 and 7, while drone 3 takes a tree row instead. Drone 0 manages rows 0 and 4, and drone 1 manages rows 1 and 5. The work-row logic will be inlined directly into the main loop.
  327. 1h 38mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 38m 14s elapsed, 4h 21m 46s of budget remaining.
  328. 1h 38mthoughtWriting a 4-drone farm program. The maze has finished running. Drafting helper functions to move drones precisely across the farm grid. Planning row processing and sunflower state tracking across laps. Simplifying movement to East and North only, since wrapping handles boundary crossing automatically. Drafting a process function per drone and row assignment logic. Assigning specific row ranges to each drone. Drafting the run loop with lap counters and movement logic. Refining the row-processing loop. Drones will move West to reach column 0, then traverse East across each row. Sunflowers are placed on rows 6 and above, carrots on row 5, and trees elsewhere. Lap counters update after each full pass. All four drones spawn and begin executing their assigned row-processing loops. The farm layout is finalized: rows 0 through 4 grow trees, row 5 grows carrots, and rows 6 and 7 grow sunflowers. Fertilizer will be applied only to non-harvestable plants to conserve resources. A quick 60-second test run will verify the farm before the full session begins. The plant function now tills the ground and harvests any existing crop before planting to prevent warnings. Ready to write and save the complete program.
  329. 1h 38mwrite_program name="farm" · evidence
    result
    Saved farm (150 lines).
    Game time: 1h 38m 24s elapsed, 4h 21m 36s of budget remaining.
  330. 1h 38mthoughtDrone 2's movement logic contains a bug. After reaching y=6, the special condition sets y to 7, then the loop adds 4 and stops at y=11. Drone 3 also harvests sunflowers at y=7, causing a double harvest alongside drone 2. Drone 3 will stop immediately after row 3 to prevent double-harvesting sunflowers. Drone 2's movement logic is also being fixed so it reaches y=7 and then halts.
  331. 1h 38mthoughtThe farm program is stored in the game environment, not as a local file. Rewriting the program with the fix. The farm is idle, so the write should succeed.
  332. 1h 38mwrite_program name="farm" · evidence
    result
    Saved farm (156 lines).
    Game time: 1h 38m 34s elapsed, 4h 21m 26s of budget remaining.
  333. 1h 38mthoughtRunning a 60-second test to observe the farm.
  334. 1h 38mrun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +3981, fertilizer -36, hay +1160, water -93, weird_substance +2720, wood +7864.
    Game time: 1h 39m 44s elapsed, 4h 20m 16s of budget remaining.
    Output:
    (none)
  335. 1h 39mthoughtFour drones produced 66 carrots per second, up from 36. Hay production dropped to 19/s. Wood and wood-sugar yields rose to 131/s and 45/s, giving a combined total of 176/s. The four-drone setup remains worthwhile for the remaining time. I will keep running and buy yield-boosting upgrades when they are cheap. I will research upgrade costs to find the best deals. Options include tree and grass levels, carrot and fertilizer upgrades, watering, pumpkin yield, farm expansion, polyculture, and cactus yield.
  336. 1h 39mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
  337. 1h 39mthoughtGrass can now be purchased for 12,500 wood. It doubles hay production by 800%, raising the total to 1,600%. Grass will be purchased now. The tree upgrade requires 19,200 hay and will wait until production reaches that level. Megafarm with eight drones costs 32,000 gold. Eight drones will cost roughly 3.5 hours once the gold budget is ready. The plan is to buy grass, wait for trees, then purchase watering upgrades and wait for carrots if they look worthwhile. Watering costs 51,200 wood and doubles water production, which should help since growth is not yet capped. Carrot upgrades cost 31,200 wood and double both yield and resource consumption. Hay may become the limiting factor, so the purchase will wait until after trees are bought.
  338. 1h 39mbuy_upgrade upgrades=["grass"] · evidence
    result
    Bought grass, now level 5. Paid wood 12500.
    Game time: 1h 40m 4s elapsed, 4h 19m 56s of budget remaining.
  339. 1h 40mthoughtHay costs 19,200. Waiting until that amount is available. Hay production doubles to about 40 per second with the grass upgrade. The 19,200 cost will be reached in roughly 480 seconds, so a timeout of 800 seconds is set.
  340. 1h 40mwait seconds=800 until_affordable="trees"
    result
    Waited 9m (trees is affordable). Program: farm running.
    Inventory change: carrot +42677, hay +14856, water +242, weird_substance +6480, wood +88888.
    Game time: 1h 49m 14s elapsed, 4h 10m 46s of budget remaining.
  341. 1h 49mthoughtCarrots are producing 79 per second. Hay is producing 27.5 per second. Wood is producing 164 per second. Wood will be doubled by buying trees next. Fertilizer may be running low.
  342. 1h 49mbuy_upgrade upgrades=["trees"] · evidence
    result
    Could not buy trees: Not enough resources.
  343. 1h 49mthoughtThe wait tool indicated trees are affordable, but the current resources may still be insufficient. Hay likely dropped below the 19200 threshold because carrot planting consumed it during the wait gap. Wood might also be required. Hay production should outpace consumption, so the shortfall is puzzling. I will recheck the research and observe the farm.
  344. 1h 49mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; can buy now; tutorial docs/unlocks/carro…
  345. 1h 49mthoughtTrees are available but not affordable. Hay is volatile because carrot planting consumes it in bursts. Watering, carrots, and fertilizer are now affordable and should be bought immediately. Grass can be purchased if wood remains. Wood stock is large but still insufficient for all four upgrades. Watering and fertilizer are the top priority because they speed growth and increase wood production. Grass is next since it doubles hay and enables tree upgrades. Carrots come last because they double both yield and input costs. Hay drops thousands of units in seconds, far more than the 64 consumed by eight carrots. Companion carrots likely plant in bulk. I will buy watering first, then fertilizer, then carrots if wood remains. Hay consumption is roughly 528 per second, so the stockpile must sit near 555 to net +27. A pause in grass harvest can dump thousands of hay instantly. To accumulate enough for trees, I will raise the carrot planting threshold to 25000 hay. This forces a buffer above the tree cost. I will raise the hay threshold to 25000 in both checks and restart the program. This pauses carrot planting until hay climbs, allowing enough stockpiled hay for trees. Watering will be bought before the restart since wood is currently affordable. I will stop the running farm to update the code, then resume. I plan to buy watering and fertilizer together if wood covers both, but may attempt them separately if the combined cost is too high.
  346. 1h 49mbuy_upgrade upgrades=["watering","fertilizer","carrots"] · evidence
    result
    Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Could not buy carrots: Not enough resources.
    Game time: 1h 49m 44s elapsed, 4h 10m 16s of budget remaining.
  347. 1h 49mthoughtWatering and fertilizer were purchased. Hay threshold raised to 30000 so hay accumulates above the 19200 purchase price. This prevents carrot purchases from draining the stock before trees can be bought. Hay will oscillate above 30000. Carrots will not drain it below the tree purchase price. The program needs rewriting with 30000 thresholds in try_companion and do_carrot. Wood thresholds also need updating.
  348. 1h 49mstop_program
    result
    Program stopped.
    Game time: 1h 49m 54s elapsed, 4h 10m 6s of budget remaining.
  349. 1h 49mthoughtI will write a program with a hay threshold of 30000. I will write the full program. Hay thresholds will be 25000 and 30000. Wood stays at 300.
  350. 1h 49mwrite_program name="farm" · evidence
    result
    Saved farm (156 lines).
    Game time: 1h 50m 4s elapsed, 4h 9m 56s of budget remaining.
  351. 1h 50mthoughtStarting the farm and waiting for trees to grow. Hay will accumulate while carrots remain unplantable until 25000. Hay production could surge to hundreds per second once carrot planting stops. I'll wait 180 seconds for trees at 19200, then buy them immediately while the program keeps running.
  352. 1h 50mrun_program name="farm" seconds=20
    result
    Ran farm for 20s of game time; it is still running.
    Inventory change: carrot -17, fertilizer -16, hay +3744, water +26, weird_substance +1060, wood +2340.
    Game time: 1h 50m 34s elapsed, 4h 9m 26s of budget remaining.
    Output:
    (none)
  353. 1h 50mthoughtHay production is 187 per second when not spent on carrots. Hay production is roughly 103 seconds away from the target. Waiting until trees are ready.
  354. 1h 50mwait seconds=150 until_affordable="trees"
    result
    Waited 0s (trees is affordable). Program: farm running.
    Inventory change: no change.
    Game time: 1h 50m 44s elapsed, 4h 9m 16s of budget remaining.
  355. 1h 50mthoughtAn upgrade is now affordable, so I will purchase it immediately. Hay production is rising at 187 per second, so it should still be sufficient.
  356. 1h 50mbuy_upgrade upgrades=["trees","grass"] · evidence
    result
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy grass: Not enough resources.
    Game time: 1h 50m 54s elapsed, 4h 9m 6s of budget remaining.
  357. 1h 50mthoughtBought trees. Wood production doubled. Grass failed due to wood shortage. The hay threshold stays at 25000 so carrots resume automatically once hay recovers. Running the remaining budget in four 3600-second waits plus a remainder. Upgrades will be bought mid-wait if affordable. The next tree level costs 76800 hay, which takes about 411 seconds at current rate. A 600-second wait will precede the longer stretches. Tree upgrades will be purchased immediately to maximize compounding. Research and purchases will be checked every ten minutes.
  358. 1h 50mwait seconds=600
    result
    Waited 10m (time up). Program: farm running.
    Inventory change: carrot +28324, hay +31168, water +1248, weird_substance +30004, wood +167760.
    Game time: 2h 1m 4s elapsed, 3h 58m 56s of budget remaining.
  359. 2h 01mthoughtCarrot production is 47 per second. The rate is lower than expected because the hay threshold was not met and the farm started late. Hay production is now 52 per second net. Wood production doubled to 280 per second. Wood and water supply combined at 330 per second. Next purchases will be trees, grass, and carrots.
  360. 2h 01mbuy_upgrade upgrades=["trees","grass","carrots"] · evidence
    result
    Could not buy trees: Not enough resources.
    Bought grass, now level 6. Paid wood 62500.
    Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 2h 1m 14s elapsed, 3h 58m 46s of budget remaining.
  361. 2h 01mthoughtGrass and carrots were purchased. Carrot yield and cost doubled to 1600%. Hay production doubled to offset the higher carrot consumption. Trees remain unaffordable for now. I will wait 20 minutes, then research and buy upgrades in 3600-second chunks. Next I will check watering costs.
  362. 2h 01mwait seconds=900
    result
    Waited 15m (time up). Program: farm running.
    Inventory change: carrot +136210, hay +44288, water +1829, weird_substance +53480, wood +283912.
    Game time: 2h 16m 24s elapsed, 3h 43m 36s of budget remaining.
  363. 2h 16mthoughtThe carrot upgrade is working well. Production is now 151 per second. Hay is now 49/s net, wood 315/s, and wheat 59/s. Next I'll try trees with watering and grass.
  364. 2h 16mbuy_upgrade upgrades=["trees","watering","grass"] · evidence
    result
    Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 7. Paid wood 205000. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy grass: Not enough resources.
    Game time: 2h 16m 34s elapsed, 3h 43m 26s of budget remaining.
  365. 2h 16mthoughtTree upgrades at level 6 yield 3200% wood production. Watering level 7 should roughly double wood production to about 600 per second. The remaining budget allows for roughly eight million wood if the multiplier holds. The next major upgrade is hay at 307200, which would take about 1.7 hours at current rates. The plan is to wait 30 minutes, then attempt trees and grass, followed by 60-minute waits until the end. Megafarm with eight drones costs 32000 gold. Gold is unavailable, so mazes are skipped. Polyculture 40x requires 50000 bones and would double wood, hay, and carrots. The trade-off is losing 36 minutes of production versus gaining three hours at double yield, which is a net win. Cactus stock is available. Cactus may be too scarce for the full polyculture upgrade. One harvest yields 4096 cactus, but the snake farm needs roughly 6660. The plan is to alternate between cactus and dino runs to gather both resources. This takes about 40 minutes total, which is still a net gain for the remaining three hours. Polyculture 40x is the larger multiplier across all resources, while tree upgrades only boost wood. I will check the cactus inventory first to decide whether to farm more or immediately start the dino run.
  366. 2h 16mobserve
    result
    Game time: 2h 16m 44s elapsed, 3h 43m 16s of budget remaining.
    Program: farm (running).
    Inventory: hay 7320, wood 179586, carrot 226812, pumpkin 1718, cactus 4882, bone 748, weird_substance 118177, gold 1008, water 5512.
    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.
    Entitie…
  367. 2h 16mthoughtFour drones are visible and the farm is operational. Cactus production is nearly sufficient for the next poly upgrade. One cycle yields roughly 4,096 bones. Dino farming would take about 42 minutes at current rates. The remaining budget allows for two more cycles. The 2x upgrade is worthwhile despite the wood loss. I will run two cactus cycles and then dino farming until I reach 50,000 bones for the poly upgrade. The cactus program will be updated to run exactly two cycles. Dino farming will continue until the bone total reaches 51,000.
  368. 2h 16mstop_program
    result
    Program stopped.
    Game time: 2h 16m 54s elapsed, 3h 43m 6s of budget remaining.
  369. 2h 16mthoughtThe existing cactus program runs while pumpkin stock is at least 300. Rewriting the cactus program to run exactly two harvest cycles. It will break after two successful harvests or if the pumpkin stock drops below 300.
  370. 2h 16mwrite_program name="cactus" · evidence
    result
    Saved cactus (70 lines).
    Game time: 2h 17m 4s elapsed, 3h 42m 56s of budget remaining.
  371. 2h 17mthoughtThe plant_and_wait function waits for can_harvest to become true. It previously harvested 4096, so either the wait ended because the crop was already harvestable before sorting, or the condition eventually became true. The first run confirmed can_harvest was true before sorting, since the crop reached size 3 while sorting was still in progress. Sorting is slow but functional, and each cycle takes roughly 8 to 10 minutes.
  372. 2h 17mrun_program name="cactus" seconds=700
    result
    Ran cactus for 4m 58s of game time; it finished.
    Inventory change: cactus +8192, fertilizer +239, pumpkin -256, water +1909.
    Game time: 2h 22m 12s elapsed, 3h 37m 48s of budget remaining.
    Output:
    (none)
  373. 2h 22mthoughtTwo cactus cycles will yield 8192 cactus in five minutes. Dino production will run for 2000 seconds to reach 51,000 bones. The current cactus stock of 13,000 covers the required 5,750. The dino program's target loop limit needs updating.
  374. 2h 22mwrite_program name="dino" · evidence
    result
    Saved dino (45 lines).
    Game time: 2h 22m 22s elapsed, 3h 37m 38s of budget remaining.
  375. 2h 22mthoughtRunning the program for 2200 seconds.
  376. 2h 22mrun_program name="dino" seconds=2200
    result
    Ran dino for 28m 21s of game time; it finished.
    Inventory change: bone +50776, cactus -5452, fertilizer +1361, water +10887.
    Game time: 2h 50m 53s elapsed, 3h 9m 7s of budget remaining.
    Output:
    (none)
  377. 2h 50mthoughtThe farm currently produces 30 bones per second. The farm now has 51,524 bones. The polyculture upgrade will be purchased next to double wood, hay, and carrots production. The remaining 3 hours and 9 minutes of game time will be used after restarting.
  378. 2h 50mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 2h 51m 3s elapsed, 3h 8m 57s of budget remaining.
  379. 2h 51mthoughtRestarting the farm from the saved state. Running the farm program now. I'll wait 600 seconds to measure output, then buy trees if possible. The remaining time will be split into two 3600-second waits plus the remainder. Skipping the next poly upgrade since it requires 100000 bones and may be too expensive.
  380. 2h 51mrun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot +15536, fertilizer -782, hay +29136, water +370, weird_substance +93280, wood +109840.
    Game time: 2h 52m 43s elapsed, 3h 7m 17s of budget remaining.
    Output:
    (none)
  381. 2h 52mthoughtAt 40x speed, hay produces 324 per second, while carrots produce 172 per second. Wood and woodstone production together reach 2256 per second. The hay upgrade will take roughly 16 minutes to pay off, so I will wait until trees are affordable before purchasing it for the remaining time. Net hay production is strongly positive at 324 per second, so the until_affordable strategy should work. I will wait until trees are affordable before buying, retrying after 30 seconds if the first attempt fails.
  382. 2h 52mwait seconds=1200 until_affordable="trees"
    result
    Waited 20m (time up). Program: farm running.
    Inventory change: carrot +334493, fertilizer -765, hay +167520, water +6280, weird_substance +369688, wood +1391536.
    Game time: 3h 12m 53s elapsed, 2h 47m 7s of budget remaining.
  383. 3h 12mthoughtThe 20-minute wait did not trigger the until_affordable condition. Hay production is 140 units per second. Wood is 1,160 per second. Waiting another 1,000 seconds should let the farm afford trees.
  384. 3h 12mwait seconds=1000 until_affordable="trees"
    result
    Waited 13m 44s (trees is affordable). Program: farm running.
    Inventory change: carrot +216139, hay +99472, power +2.36, water +4313, weird_substance +189280, wood +913648.
    Game time: 3h 26m 47s elapsed, 2h 33m 13s of budget remaining.
  385. 3h 26mthoughtTrees are affordable. I will buy them immediately. Hay production is 121 per second. This exceeds the 307200 threshold, so I will buy hay now.
  386. 3h 26mbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 3h 26m 57s elapsed, 2h 33m 3s of budget remaining.
  387. 3h 26mthoughtUpgrading trees to level 7 doubles wood production again, reaching 6400%. Wood production should reach roughly 2300 per second. The remaining time yields about 21 million wood. Further tree upgrades are too slow to justify, so the farm will run continuously.
  388. 3h 26mwait seconds=3600
    result
    Waited 1h (time up). Program: farm running.
    Inventory change: carrot +980649, hay +547600, water +18842, weird_substance +1329760, wood +7553648.
    Game time: 4h 27m 7s elapsed, 1h 32m 53s of budget remaining.
  389. 4h 27mthoughtWood production is now about 2,100 per second. That is roughly double the rate from the tree upgrade. Hay production is now about 152 per second. I will try buying trees and a grass upgrade next.
  390. 4h 27mbuy_upgrade upgrades=["trees","grass"] · evidence
    result
    Could not buy trees: Not enough resources.
    Bought grass, now level 7. Paid wood 312000.
    Game time: 4h 27m 17s elapsed, 1h 32m 43s of budget remaining.
  391. 4h 27mthoughtGrass was purchased to double hay production. This will help reach the tree upgrade faster. Hay production nearly doubled to about 300 per second. Waiting roughly 1700 seconds for the tree upgrade will yield an extra 4 million wood. The plan is to wait until trees are affordable, then buy them and farm the remaining time.
  392. 4h 27mwait seconds=2000 until_affordable="trees"
    result
    Waited 33m 20s (time up). Program: farm running.
    Inventory change: carrot +534045, hay +629872, water +10479, weird_substance +796160, wood +4025328.
    Game time: 5h 47s elapsed, 59m 13s of budget remaining.
  393. 5h 00mthoughtThe game budget has expired. Trees were unaffordable. Hay production reached 629,872 in the 2000s, averaging 315 per second. The remaining budget is 59 minutes. I will wait 3,500 seconds to safely use most of it, then finish with a final short wait.
  394. 5h 00mwait seconds=3500
    result
    Waited 58m 20s (time up). Program: farm running.
    Inventory change: carrot +894755, hay +972496, power -5.00, water +18326, weird_substance +1207120, wood +7030608.
    Game time: 5h 59m 17s elapsed, 43s of budget remaining.
  395. 5h 59mthought43 seconds remain. One more short wait will use the budget. Waiting 30 seconds plus 10 seconds overhead. Then observing the final inventory.
  396. 5h 59mwait seconds=30
    result
    Waited 30s (time up). Program: farm running.
    Inventory change: carrot +10267, hay +12624, power +6.66, water +158, weird_substance +9120, wood +57648.
    Game time: 5h 59m 57s elapsed, 3s of budget remaining.
  397. 5h 59mthoughtOnly 3 seconds remain. A 1-second wait would cost 10 seconds of overhead, exceeding the budget. Attempting to observe the final inventory. If the budget is exceeded, the state may still be returned.
  398. 5h 59mobserve
    result
    Game time: 6h elapsed, 0s of budget remaining.
    Program: farm (running).
    Inventory: hay 2174720, wood 21101810, carrot 3234404, pumpkin 1462, cactus 7622, bone 1524, weird_substance 4149545, gold 1008, water 77948, fertilizer 1.
    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.
    …
  399. 6h 00mthoughtThe game budget has been exhausted. I will now report the final inventory. Power was not listed in the final inventory, likely because it had been nearly depleted or was too small to display. The drone still produced power to keep itself sped up. Final resource stocks: - Hay: 2,174,720 - Wood: 21,101,810 - Carrot: 3,234,404 - Pumpkin: 1,462 - Cactus: 7,622 - Bone: 1,524 - Weird substance: 4,149,545 - Gold: 1,008 - Water: 77,948 - Fertilizer: 1 The farm was an 8x8 grid with four drones. It used polyculture 40x and trees at 6400% yield. Production continued until the budget expired.
  400. 6h 00msaidThe 6-hour budget is spent. The farm is an 8×8 field with four drones still running a polyculture layout: trees and carrots with nearby companions, plus sunflowers to keep the drone powered. Final stocks: | Resource | Amount | |---|---:| | Wood | 21,101,810 | | Weird substance | 4,149,545 | | Carrot | 3,234,404 | | Hay | 2,174,720 | | Water | 77,948 | | Cactus | 7,622 | | Pumpkin | 1,462 | | Bone | 1,524 | | Gold | 1,008 | | Fertilizer | 1 | Yield upgrades landed on trees (6400%), carrots (1600%), grass (3200%), watering, and fertilizer. Companion planting is at a 40× bonus. Mazes, pumpkins, cacti, and dinosaurs were all unlocked so those resources are in the mix along with hay, wood, and carrots.

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)283,964
Cache reads15,986,944
Cache writes0
Output124,474
Thinking (subset of output where reported)not reported
Total16,395,382
ModelTokensEstimate
grok-4.716,395,382$9.31

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-18.

  • grok-4.7: 16395382 tokens without per-request detail priced at the base rate; prompts above 199999 tokens would cost more
conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
  • No agent session log: the token curve has one point per prompt turn.
  • Cost estimate assumption: grok-4.7: 16395382 tokens without per-request detail priced at the base rate; prompts above 199999 tokens would cost more.
Run ideconomy-v1-cursor-grok-4.7-s2-a1-20261018T163731Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
Agentundefined 2026.10.16-e3cb207 (cursor-agent)
Applied config{"model":"grok-4.7[context=256k,reasoning_effort=medium,fast=false]"}
Models reportedgrok-4.7
Tools availablenot recorded
Harnessbb589f24970b (uncommitted changes)
Bridge / gameae01202f355c / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1, cursor-agent 2026.10.16-e3cb207
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 6.95 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-18T16:37:31.797Z → 2026-10-18T17:26:13.029Z
Evidence78 items in evidence.json