Claude Haiku 5.5, seed 1
Claude Code · medium reasoning effort
Hay 346k produced, 5.54 points
Wood 760k produced, 5.88 points
Carrot 118k produced, 5.07 points
Pumpkin 93.1k produced, 4.97 points
Cactus 119k produced, 5.07 points
Power 3.67k produced, 3.56 points
Bone not produced
Weird substance not produced
Gold not produced
Water 19k produced, 4.28 points
Fertilizer not produced
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 34.38orders of magnitude · model mean 36.23
- On seed 1
- #7of 8 models
- Cost
- $0.61API-equivalent estimate
- Real time
- 10m 37swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 15.8 |
| 2h 00m | 25.8 |
| 3h 00m | 31.5 |
| 4h 00m | 32.6 |
| 5h 00m | 33.6 |
| 6h 00m | 34.4 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 1 mean |
|---|---|---|---|
| Resources opened | 7 of 11 | 7.7 of 11 | 9.4 of 11 |
| Study | 41 | 47 | 40 |
| Action overhead | 11% | 14% | 9% |
| Tool calls | 234 | 297 | 186 |
| Program writes | 50 | 49 | 33 |
| Program stints | 40 | 45 | 30 |
| Median stint | 5m 20s | 3m 18s | 13m 58s |
| Cost per point | $0.018 | $0.022 | $0.069 |
Farm idle 7% of samples; longest stint 55m 40s; 0 rejected writes.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 1m 43s | {"upgrades":["loops","speed"]} | loops 1, speed 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 18m 53s | {"upgrades":["expand","plant","expand"]} | expand 1, plant 1 | Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 25m 29s | {"upgrades":["expand","speed"]} | expand 2, speed 2 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 26m 49s | {"upgrades":["carrots"]} | carrots 1 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 31m 05s | {"upgrades":["expand","speed","grass","operators"]} | expand 3, speed 3, grass 2 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 36m 10s | {"upgrades":["trees","operators","watering","variables"]} | trees 1, operators 1, watering 1, variables 1 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 43m 20s | {"upgrades":["expand","carrots","speed"]} | expand 4, carrots 2, speed 4 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 43m 40s | {"upgrades":["functions"]} | functions 1, functions 1 | Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. |
| 49m 35s | {"upgrades":["pumpkins","speed","grass","watering","watering"]} | pumpkins 1, speed 5, grass 3, watering 2 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 56m 35s | {"upgrades":["senses","watering","watering","grass"]} | senses 1, watering 3 | Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. |
| 1h 02m | {"upgrades":["sunflowers","grass"]} | sunflowers 1, grass 4 | Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. |
| 1h 21m | {"upgrades":["trees","carrots","pumpkins"]} | trees 2, carrots 3 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 21m | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 33m | {"upgrades":["pumpkins","carrots","trees","watering"]} | pumpkins 2, carrots 4, trees 3, watering 4 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 44m | {"upgrades":["polyculture","cactus","grass","carrots"]} | polyculture 1, grass 5, carrots 5 | Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 2h 01m | {"upgrades":["cactus"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 2h 26m | {"upgrades":["pumpkins","grass","dinosaurs","trees"]} | pumpkins 3, grass 6, dinosaurs 1, hats 1, trees 4 | Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 3h 19m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 4h 12m | {"upgrades":["cactus"]} | cactus 2 | Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 4h 12m | {"upgrades":["grass","trees","carrots","watering"]} | trees 5, carrots 6, watering 5 | Could not buy grass: Not enough resources. |
| 5h 13m | {"upgrades":["grass","trees","carrots"]} | trees 6 | Could not buy grass: Not enough resources. |
| 5h 38m | {"upgrades":["cactus","grass","carrots"]} | — | Could not buy cactus: Not enough resources. |
Programs 50 writes, code as the agent wrote it
hay.py
r150sRan
harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved hay (5 lines). Game time: 1m elapsed, 5h 59m of budget remaining.
- run_program at 1m 00s for 30s (agent saw)
Ran hay for 3s of game time; it finished. Inventory change: hay +5. Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining. Output: (none)
r21m 13sRan
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()Changes from the previous revision
harvest() harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest()
- Write result the agent saw
Saved hay (20 lines). Game time: 1m 23s elapsed, 5h 58m 37s of budget remaining.
- run_program at 1m 23s for 60s (agent saw)
Ran hay for 10s of game time; it finished. Inventory change: hay +20. Game time: 1m 43s elapsed, 5h 58m 17s of budget remaining. Output: (none)
r31m 53sRan
while True: harvest()Changes from the previous revision
- harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() + while True: + harvest()
- Write result the agent saw
Saved hay (2 lines). Game time: 2m 3s elapsed, 5h 57m 57s of budget remaining.
- run_program at 2m 03s for 120s (agent saw)
Ran hay for 2m of game time; it is still running. Inventory change: hay +1. Game time: 4m 13s elapsed, 5h 55m 47s of budget remaining. Output: (none)
r410m 13sRan
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()Changes from the previous revision
- while True: - harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest()
- Write result the agent saw
Saved hay (10 lines). Game time: 10m 23s elapsed, 5h 49m 37s of budget remaining.
- run_program at 10m 23s for 30s (agent saw)
Ran hay for 3s of game time; it finished. Inventory change: hay +1. Game time: 10m 36s elapsed, 5h 49m 24s of budget remaining. Output: (none)
r511m 16sRan
harvest()Changes from the previous revision
harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest()
- Write result the agent saw
Saved hay (1 lines). Game time: 11m 26s elapsed, 5h 48m 34s of budget remaining.
- run_program at 11m 26s for 20s (agent saw)
Ran hay for 0s of game time; it finished. Inventory change: hay +1. Game time: 11m 36s elapsed, 5h 48m 24s of budget remaining. Output: (none)
r611m 46sRan
for i in range(10): harvest() do_a_flip()Changes from the previous revision
- harvest() + for i in range(10): + harvest() + do_a_flip()
- Write result the agent saw
Saved hay (3 lines). Game time: 11m 56s elapsed, 5h 48m 4s of budget remaining.
- run_program at 11m 56s for 60s (agent saw)
Ran hay for 1m of game time; it stopped with an error: This must be unlocked before it can be used. Inventory change: no change. Game time: 13m 6s elapsed, 5h 46m 54s of budget remaining. Output: Error: This must be unlocked before it can be used. In: for i in range(10): ^^ --------------------------------------------------------------------- Runtime error at 12m 06s (telemetry; not shown to the agent)
This must be unlocked before it can be used.
r713m 06sRan
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
- for i in range(10): - 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 (10 lines). Game time: 13m 16s elapsed, 5h 46m 44s of budget remaining.
- run_program at 13m 16s for 30s (agent saw)
Ran hay for 7s of game time; it finished. Inventory change: hay +5. Game time: 13m 33s elapsed, 5h 46m 27s of budget remaining. Output: (none)
r813m 33sRan
while True: 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() + while True: + harvest() + do_a_flip()
- Write result the agent saw
Saved hay (3 lines). Game time: 13m 43s elapsed, 5h 46m 17s of budget remaining.
- run_program at 13m 43s for 300s (agent saw)
Ran hay for 5m of game time; it is still running. Inventory change: hay +226. Game time: 18m 53s elapsed, 5h 41m 7s of budget remaining. Output: (none)
wood.py
r120m 03sRan
plant(Entities.Bush)- Write result the agent saw
Saved wood (1 lines). Game time: 20m 13s elapsed, 5h 39m 47s of budget remaining.
- run_program at 20m 13s for 10s (agent saw)
Ran wood for 0s of game time; it finished. Inventory change: no change. Game time: 20m 23s elapsed, 5h 39m 37s of budget remaining. Output: (none)
r220m 33sRan
while True: harvest() plant(Entities.Bush) do_a_flip()Changes from the previous revision
- plant(Entities.Bush) + while True: + harvest() + plant(Entities.Bush) + do_a_flip()
- Write result the agent saw
Saved wood (4 lines). Game time: 20m 43s elapsed, 5h 39m 17s of budget remaining.
- run_program at 20m 43s for 60s (agent saw)
Ran wood for 1m of game time; it is still running. Inventory change: wood +1. Game time: 21m 53s elapsed, 5h 38m 7s of budget remaining. Output: (none)
r322m 13sRan
harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip() harvest()Changes from the previous revision
- while True: - harvest() - plant(Entities.Bush) - do_a_flip() + harvest() + plant(Entities.Bush) + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip() + harvest()
- Write result the agent saw
Saved wood (8 lines). Game time: 22m 23s elapsed, 5h 37m 37s of budget remaining.
- run_program at 22m 23s for 20s (agent saw)
Ran wood for 6s of game time; it finished. Inventory change: hay +1, wood +1. Game time: 22m 39s elapsed, 5h 37m 21s of budget remaining. Output: (none)
r422m 39sRan
while True: harvest() plant(Entities.Bush) do_a_flip() do_a_flip() do_a_flip() do_a_flip() do_a_flip()Changes from the previous revision
- harvest() - plant(Entities.Bush) - do_a_flip() - do_a_flip() - do_a_flip() - do_a_flip() - do_a_flip() - harvest() + while True: + harvest() + plant(Entities.Bush) + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip() + do_a_flip()
- Write result the agent saw
Saved wood (8 lines). Game time: 22m 49s elapsed, 5h 37m 11s of budget remaining.
- run_program at 22m 49s for 150s (agent saw)
Ran wood for 2m 30s of game time; it is still running. Inventory change: hay +1, wood +66. Game time: 25m 29s elapsed, 5h 34m 31s of budget remaining. Output: (none)
setup.py
r128m 09sRan
harvest() till() plant(Entities.Carrot) move(East) harvest() till() plant(Entities.Carrot) move(East) harvest() till() plant(Entities.Carrot) move(East) move(North) harvest() plant(Entities.Bush) move(East) harvest() plant(Entities.Bush) move(East) harvest() plant(Entities.Bush) move(East) move(North) move(East) move(East) move(East) move(South) move(South)- Write result the agent saw
Saved setup (28 lines). Game time: 28m 19s elapsed, 5h 31m 41s of budget remaining.
- run_program at 28m 19s for 30s (agent saw)
Ran setup for 6s of game time; it finished. Inventory change: hay +6, wood -2. Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining. Output: (none)
r231m 35sSaved, never run
move(East) move(South) move(South) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) move(North) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) move(North)Changes from the previous revision
- harvest() + move(East) + move(South) + move(South) till() plant(Entities.Carrot) move(East) - harvest() till() plant(Entities.Carrot) move(East) - harvest() till() plant(Entities.Carrot) move(East) - move(North) - harvest() - plant(Entities.Bush) - move(East) - harvest() - plant(Entities.Bush) - move(East) - harvest() - plant(Entities.Bush) + till() + plant(Entities.Carrot) move(East) move(North) + till() + plant(Entities.Carrot) move(East) + till() + plant(Entities.Carrot) move(East) + till() + plant(Entities.Carrot) move(East) - move(South) - move(South) + till() + plant(Entities.Carrot) + move(East) + move(North)
- Write result the agent saw
Saved setup (29 lines). Game time: 31m 45s elapsed, 5h 28m 15s of budget remaining.
r331m 55sRan
move(East) move(South) move(South) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) move(North) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) move(South)Changes from the previous revision
plant(Entities.Carrot) move(East) - move(North) + move(South)
- Write result the agent saw
Saved setup (29 lines). Game time: 32m 5s elapsed, 5h 27m 55s of budget remaining.
- run_program at 32m 05s for 30s (agent saw)
Ran setup for 4s of game time; it finished. Inventory change: hay -8, wood -8. Game time: 32m 19s elapsed, 5h 27m 41s of budget remaining. Output: (none)
r443m 50sRan
def till_plant_row(): till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) move(West) move(West) move(South) till_plant_row() move(North) till_plant_row() move(North) move(North) move(North) move(North) move(North)Changes from the previous revision
- move(East) - move(South) + def till_plant_row(): + till() + plant(Entities.Carrot) + move(East) + till() + plant(Entities.Carrot) + move(East) + till() + plant(Entities.Carrot) + move(East) + till() + plant(Entities.Carrot) + move(East) + till() + plant(Entities.Carrot) + move(East) + till() + plant(Entities.Carrot) + move(East) + + move(West) + move(West) move(South) - till() - plant(Entities.Carrot) - move(East) - till() - plant(Entities.Carrot) - move(East) - till() - plant(Entities.Carrot) - move(East) - till() - plant(Entities.Carrot) - move(East) + till_plant_row() move(North) - till() - plant(Entities.Carrot) - move(East) - till() - plant(Entities.Carrot) - move(East) - till() - plant(Entities.Carrot) - move(East) - till() - plant(Entities.Carrot) - move(East) - move(South) + till_plant_row() + move(North) + move(North) + move(North) + move(North) + move(North)
- Write result the agent saw
Saved setup (31 lines). Game time: 44m elapsed, 5h 16m of budget remaining.
- run_program at 44m 10s for 30s (agent saw)
Ran setup for 5s of game time; it finished. Inventory change: hay -24, wood -24. Game time: 44m 25s elapsed, 5h 15m 35s of budget remaining. Output: (none)
farm.py
r128m 45sRan
while True: if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) move(North) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North)- Write result the agent saw
Saved farm (37 lines). Game time: 28m 55s elapsed, 5h 31m 5s of budget remaining.
- run_program at 28m 55s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +79, hay +87, wood +112. Game time: 31m 5s elapsed, 5h 28m 55s of budget remaining. Output: (none)
r231m 45sRan
while True: if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) move(North) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) move(North) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North)Changes from the previous revision
plant(Entities.Carrot) move(East) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(East) move(North) if can_harvest(): harvest() + plant(Entities.Carrot) + move(East) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(East) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(East) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(East) + move(North) + if can_harvest(): + harvest() plant(Entities.Bush) move(East) plant(Entities.Bush) move(East) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(East) move(North) if can_harvest(): harvest() move(East) + if can_harvest(): + harvest() + move(East) move(North)
- Write result the agent saw
Saved farm (65 lines). Game time: 31m 55s elapsed, 5h 28m 5s of budget remaining.
- run_program at 32m 50s for 180s (agent saw)
Ran farm for 3m of game time; it is still running. Inventory change: carrot +276, hay +308, wood +40. Game time: 36m elapsed, 5h 24m of budget remaining. Output: (none)
r337m 00sSaved, never run
while True: if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) move(North) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) move(North) if can_harvest(): harvest() plant(Entities.Trees) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Trees) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) move(North) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Bush) + plant(Entities.Trees) move(East) if can_harvest(): if can_harvest(): harvest() - plant(Entities.Bush) + plant(Entities.Trees) move(East) if can_harvest():
- Write result the agent saw
Saved farm (65 lines). Game time: 37m 10s elapsed, 5h 22m 50s of budget remaining.
- run_program at 37m 30s for 300s (agent saw)
Parse error: Entities.Trees doesn't exist.
r437m 50sRan
while True: if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) move(North) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) if can_harvest(): harvest() plant(Entities.Carrot) move(East) move(North) if can_harvest(): harvest() plant(Entities.Tree) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Tree) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(East) move(North) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Trees) + plant(Entities.Tree) move(East) if can_harvest(): if can_harvest(): harvest() - plant(Entities.Trees) + plant(Entities.Tree) move(East) if can_harvest():
- Write result the agent saw
Saved farm (65 lines). Game time: 38m elapsed, 5h 22m of budget remaining.
- run_program at 38m 00s for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot +451, hay +393, water +30, wood +468. Game time: 43m 10s elapsed, 5h 16m 50s of budget remaining. Output: (none)
r544m 00sRan
def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def carrot_row(): carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) def tree_row(): tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) def bush_row(): bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) def grass_row(): grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) while True: carrot_row() move(North) carrot_row() move(North) tree_row() move(North) bush_row() move(North) grass_row() move(North) grass_row() move(North)Changes from the previous revision
- while True: + def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) - move(East) + + def tree_tile(): if can_harvest(): harvest() - plant(Entities.Carrot) - move(East) + plant(Entities.Tree) + + def bush_tile(): if can_harvest(): harvest() - plant(Entities.Carrot) - move(East) + plant(Entities.Bush) + + def grass_tile(): if can_harvest(): harvest() - plant(Entities.Carrot) + + def carrot_row(): + carrot_tile() move(East) - move(North) - if can_harvest(): - harvest() - plant(Entities.Carrot) + carrot_tile() move(East) - if can_harvest(): - harvest() - plant(Entities.Carrot) + carrot_tile() move(East) - if can_harvest(): - harvest() - plant(Entities.Carrot) + carrot_tile() move(East) - if can_harvest(): - harvest() - plant(Entities.Carrot) + carrot_tile() move(East) - move(North) - if can_harvest(): - harvest() - plant(Entities.Tree) + carrot_tile() move(East) - if can_harvest(): - harvest() - plant(Entities.Bush) + + def tree_row(): + tree_tile() move(East) - if can_harvest(): - harvest() - plant(Entities.Tree) + bush_tile() move(East) - if can_harvest(): - harvest() - plant(Entities.Bush) + tree_tile() move(East) - move(North) - if can_harvest(): - harvest() + bush_tile() move(East) - if can_harvest(): - harvest() + tree_tile() move(East) - if can_harvest(): - harvest() + bush_tile() move(East) - if can_harvest(): - harvest() + + def bush_row(): + bush_tile() move(East) + tree_tile() + move(East) + bush_tile() + move(East) + tree_tile() + move(East) + bush_tile() + move(East) + tree_tile() + move(East) + + def grass_row(): + grass_tile() + move(East) + grass_tile() + move(East) + grass_tile() + move(East) + grass_tile() + move(East) + grass_tile() + move(East) + grass_tile() + move(East) + + while True: + carrot_row() move(North) + carrot_row() + move(North) + tree_row() + move(North) + bush_row() + move(North) + grass_row() + move(North) + grass_row() + move(North)
- Write result the agent saw
Saved farm (88 lines). Game time: 44m 10s elapsed, 5h 15m 50s of budget remaining.
- run_program at 44m 25s for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot +1216, hay +552, water +30, wood +1546. Game time: 49m 35s elapsed, 5h 10m 25s of budget remaining. Output: (none)
r650m 25sRan
def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def carrot_row(): carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) def pumpkin_row(): pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) def tree_row(): tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) def bush_row(): bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) def grass_row(): grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) while True: carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) grass_row() move(North) grass_row() move(North)Changes from the previous revision
plant(Entities.Carrot) + def pumpkin_tile(): + if can_harvest(): + harvest() + plant(Entities.Pumpkin) + def tree_tile(): if can_harvest(): move(East) + def pumpkin_row(): + pumpkin_tile() + move(East) + pumpkin_tile() + move(East) + pumpkin_tile() + move(East) + pumpkin_tile() + move(East) + pumpkin_tile() + move(East) + pumpkin_tile() + move(East) + def tree_row(): tree_tile() carrot_row() move(North) - carrot_row() + pumpkin_row() move(North) tree_row()
- Write result the agent saw
Saved farm (107 lines). Game time: 50m 35s elapsed, 5h 9m 25s of budget remaining.
- run_program at 50m 55s for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot +668, hay +4092, pumpkin +6, water +60, wood +2046. Game time: 56m 5s elapsed, 5h 3m 55s of budget remaining. Output: (none)
r757m 05sRan
def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def carrot_row(): carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) def pumpkin_row(): pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) def tree_row(): tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) def bush_row(): bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) def grass_row(): grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) while True: carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) grass_row() move(North) grass_row() move(North)Changes from the previous revision
harvest() plant(Entities.Pumpkin) + elif get_entity_type() == Entities.Dead_Pumpkin: + plant(Entities.Pumpkin) def tree_tile():
- Write result the agent saw
Saved farm (109 lines). Game time: 57m 15s elapsed, 5h 2m 45s of budget remaining.
- run_program at 57m 35s for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot +330, hay +3386, pumpkin +235, water +120, wood +1670. Game time: 1h 2m 45s elapsed, 4h 57m 15s of budget remaining. Output: (none)
r81h 03mRan
def sunflower_tile(): if can_harvest(): harvest() plant(Entities.Sunflower) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def sunflower_row(): sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) def pumpkin_row(): pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) def tree_row(): tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) def bush_row(): bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) def grass_row(): grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) while True: sunflower_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) grass_row() move(North) grass_row() move(North)Changes from the previous revision
- def carrot_tile(): + def sunflower_tile(): if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Sunflower) def pumpkin_tile(): harvest() - def carrot_row(): - carrot_tile() + def sunflower_row(): + sunflower_tile() move(East) - carrot_tile() + sunflower_tile() move(East) - carrot_tile() + sunflower_tile() move(East) - carrot_tile() + sunflower_tile() move(East) - carrot_tile() + sunflower_tile() move(East) - carrot_tile() + sunflower_tile() move(East) while True: - carrot_row() + sunflower_row() move(North) pumpkin_row()
- Write result the agent saw
Saved farm (109 lines). Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
- run_program at 1h 03m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: carrot -639, hay +12392, power +3.66, pumpkin +377, water +120, wood +2234. Game time: 1h 9m 5s elapsed, 4h 50m 55s of budget remaining. Output: (none)
r91h 10mRan
def sunflower_tile(): if can_harvest(): harvest() plant(Entities.Sunflower) def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def sunflower_row(): sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) sunflower_tile() move(East) def carrot_row(): carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) carrot_tile() move(East) def pumpkin_row(): pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) pumpkin_tile() move(East) def tree_row(): tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) def bush_row(): bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) bush_tile() move(East) tree_tile() move(East) def grass_row(): grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) grass_tile() move(East) while True: sunflower_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) carrot_row() move(North) grass_row() move(North)Changes from the previous revision
plant(Entities.Sunflower) + def carrot_tile(): + if can_harvest(): + harvest() + plant(Entities.Carrot) + def pumpkin_tile(): if can_harvest(): move(East) + def carrot_row(): + carrot_tile() + move(East) + carrot_tile() + move(East) + carrot_tile() + move(East) + carrot_tile() + move(East) + carrot_tile() + move(East) + carrot_tile() + move(East) + def pumpkin_row(): pumpkin_tile() bush_row() move(North) - grass_row() + carrot_row() move(North) grass_row()
- Write result the agent saw
Saved farm (128 lines). Game time: 1h 10m 46s elapsed, 4h 49m 14s of budget remaining.
- run_program at 1h 10m for 600s (agent saw)
Ran farm for 10m of game time; it is still running. Inventory change: carrot +247, hay +14710, power +3.21, pumpkin +759, water +240, wood +3844. Game time: 1h 20m 56s elapsed, 4h 39m 4s of budget remaining. Output: (none)
r101h 21mRan
def sunflower_tile(): if can_harvest(): harvest() plant(Entities.Sunflower) def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def sunflower_row(): i = 0 while i < 8: sunflower_tile() move(East) i = i + 1 def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def grass_row(): i = 0 while i < 8: grass_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def bush_row(): t = False i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 while True: sunflower_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) grass_row() move(North)Changes from the previous revision
def sunflower_row(): - sunflower_tile() - move(East) - sunflower_tile() - move(East) - sunflower_tile() - move(East) - sunflower_tile() - move(East) - sunflower_tile() - move(East) - sunflower_tile() - move(East) + i = 0 + while i < 8: + sunflower_tile() + move(East) + i = i + 1 def carrot_row(): - carrot_tile() - move(East) - carrot_tile() - move(East) - carrot_tile() - move(East) - carrot_tile() - move(East) - carrot_tile() - move(East) - carrot_tile() - move(East) + i = 0 + while i < 8: + carrot_tile() + move(East) + i = i + 1 def pumpkin_row(): - pumpkin_tile() - move(East) - pumpkin_tile() - move(East) - pumpkin_tile() - move(East) - pumpkin_tile() - move(East) - pumpkin_tile() - move(East) - pumpkin_tile() - move(East) + i = 0 + while i < 8: + pumpkin_tile() + move(East) + i = i + 1 + def grass_row(): + i = 0 + while i < 8: + grass_tile() + move(East) + i = i + 1 + def tree_row(): - tree_tile() - move(East) - bush_tile() - move(East) - tree_tile() - move(East) - bush_tile() - move(East) - tree_tile() - move(East) - bush_tile() - move(East) + t = True + i = 0 + while i < 8: + if t: + tree_tile() + else: + bush_tile() + move(East) + t = not t + i = i + 1 def bush_row(): - bush_tile() - move(East) - tree_tile() - move(East) - bush_tile() - move(East) - tree_tile() - move(East) - bush_tile() - move(East) - tree_tile() - move(East) - - def grass_row(): - grass_tile() - move(East) - grass_tile() - move(East) - grass_tile() - move(East) - grass_tile() - move(East) - grass_tile() - move(East) - grass_tile() - move(East) + t = False + i = 0 + while i < 8: + if t: + tree_tile() + else: + bush_tile() + move(East) + t = not t + i = i + 1 while True: carrot_row() move(North) + pumpkin_row() + move(North) + tree_row() + move(North) grass_row() move(North)
- Write result the agent saw
Saved farm (100 lines). Game time: 1h 21m 46s elapsed, 4h 38m 14s of budget remaining.
- run_program at 1h 23m for 600s (agent saw)
Ran farm for 10m of game time; it is still running. Inventory change: carrot +1447, hay +6124, pumpkin +1186, water +240, wood +12346. Game time: 1h 33m 44s elapsed, 4h 26m 16s of budget remaining. Output: (none)
r111h 34mRan
def sunflower_tile(): use_item(Items.Water) if can_harvest(): harvest() plant(Entities.Sunflower) def carrot_tile(): use_item(Items.Water) if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): use_item(Items.Water) if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): use_item(Items.Water) if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): use_item(Items.Water) if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): use_item(Items.Water) if can_harvest(): harvest() def sunflower_row(): i = 0 while i < 8: sunflower_tile() move(East) i = i + 1 def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def grass_row(): i = 0 while i < 8: grass_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def bush_row(): t = False i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: sunflower_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) grass_row() move(North)Changes from the previous revision
def sunflower_tile(): + use_item(Items.Water) if can_harvest(): harvest() def carrot_tile(): + use_item(Items.Water) if can_harvest(): harvest() def pumpkin_tile(): + use_item(Items.Water) if can_harvest(): harvest() def tree_tile(): + use_item(Items.Water) if can_harvest(): harvest() def bush_tile(): + use_item(Items.Water) if can_harvest(): harvest() def grass_tile(): + use_item(Items.Water) if can_harvest(): harvest() i = i + 1 + while get_pos_x() != 0: + move(East) + while get_pos_y() != 0: + move(North) + while True: sunflower_row()
- Write result the agent saw
Saved farm (111 lines). Game time: 1h 34m 24s elapsed, 4h 25m 36s of budget remaining.
- run_program at 1h 34m for 600s (agent saw)
Ran farm for 10m of game time; it is still running. Inventory change: carrot +6042, hay +2272, power +102.85, pumpkin +2218, water -1087, wood +37564. Game time: 1h 44m 34s elapsed, 4h 15m 26s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: sunflower_row <- sunflower_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: pumpkin_row <- pumpkin_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: tree_row <- tree_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: tree_row <- bush_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: carrot_row <- carrot_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: grass_row <- grass_tile use_item(Items.Water) ^^ --------------------------------------------------------------------
r122h 02mRan
def sunflower_tile(): if can_harvest(): harvest() plant(Entities.Sunflower) def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def cactus_tile(): if can_harvest(): harvest() plant(Entities.Cactus) def sunflower_row(): i = 0 while i < 8: sunflower_tile() move(East) i = i + 1 def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def cactus_row(): i = 0 while i < 8: cactus_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def bush_row(): t = False i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: sunflower_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) cactus_row() move(North)Changes from the previous revision
def sunflower_tile(): - use_item(Items.Water) if can_harvest(): harvest() def carrot_tile(): - use_item(Items.Water) if can_harvest(): harvest() def pumpkin_tile(): - use_item(Items.Water) if can_harvest(): harvest() def tree_tile(): - use_item(Items.Water) if can_harvest(): harvest() def bush_tile(): - use_item(Items.Water) if can_harvest(): harvest() plant(Entities.Bush) - def grass_tile(): - use_item(Items.Water) + def cactus_tile(): if can_harvest(): harvest() + plant(Entities.Cactus) def sunflower_row(): i = i + 1 - def grass_row(): + def cactus_row(): i = 0 while i < 8: - grass_tile() + cactus_tile() move(East) i = i + 1 tree_row() move(North) - grass_row() + cactus_row() move(North)
- Write result the agent saw
Saved farm (106 lines). Game time: 2h 2m 48s elapsed, 3h 57m 12s of budget remaining.
- run_program at 2h 02m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +277, carrot +8948, hay -5408, power -19.61, pumpkin +800, water +240, wood +19624. Game time: 2h 7m 58s elapsed, 3h 52m 2s of budget remaining. Output: (none)
r132h 08mRan
def sunflower_tile(): if can_harvest(): harvest() plant(Entities.Sunflower) def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def sunflower_row(): i = 0 while i < 8: sunflower_tile() move(East) i = i + 1 def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def bush_row(): t = False i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def sort_pass(): i = 0 while i < 7: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def cactus_row(): i = 0 while i < 8: sort_pass() i = i + 1 i = 0 while i < 8: if can_harvest(): harvest() move(East) i = i + 1 i = 0 while i < 8: plant(Entities.Cactus) move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: sunflower_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) cactus_row() move(North)Changes from the previous revision
plant(Entities.Bush) - def cactus_tile(): - if can_harvest(): - harvest() - plant(Entities.Cactus) - def sunflower_row(): i = 0 i = i + 1 - def cactus_row(): - i = 0 - while i < 8: - cactus_tile() - move(East) - i = i + 1 - def tree_row(): t = True i = i + 1 + def sort_pass(): + i = 0 + while i < 7: + if measure() > measure(East): + swap(East) + move(East) + i = i + 1 + move(East) + + def cactus_row(): + i = 0 + while i < 8: + sort_pass() + i = i + 1 + i = 0 + while i < 8: + if can_harvest(): + harvest() + move(East) + i = i + 1 + i = 0 + while i < 8: + plant(Entities.Cactus) + move(East) + i = i + 1 + while get_pos_x() != 0: move(East)
- Write result the agent saw
Saved farm (120 lines). Game time: 2h 8m 48s elapsed, 3h 51m 12s of budget remaining.
- run_program at 2h 08m for 300s (agent saw)
Ran farm for 6s of game time; it stopped with an error: The operator > cannot be used on the operands 2 and None. Inventory change: carrot +376, hay -128, power +2.08, pumpkin +24, water +4, wood +772. Game time: 2h 9m 3s elapsed, 3h 50m 57s of budget remaining. Output: Error: The operator > cannot be used on the operands 2 and None. In: cactus_row <- sort_pass if measure() > measure(East): ^^^^^^^^^^^^^^^^^^^^ --------------------------------------------------------------------- Runtime error at 2h 09m (telemetry; not shown to the agent)
The operator > cannot be used on the operands 2 and None.
r142h 09mRan
def sunflower_tile(): if can_harvest(): harvest() plant(Entities.Sunflower) def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def sunflower_row(): i = 0 while i < 8: sunflower_tile() move(East) i = i + 1 def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def bush_row(): t = False i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def fill_cactus(): i = 0 while i < 8: if measure() == None: plant(Entities.Cactus) move(East) i = i + 1 def sort_pass(): i = 0 while i < 7: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def cactus_row(): fill_cactus() i = 0 while i < 8: sort_pass() i = i + 1 i = 0 while i < 8: if can_harvest(): harvest() move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: sunflower_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) cactus_row() move(North)Changes from the previous revision
i = i + 1 + def fill_cactus(): + i = 0 + while i < 8: + if measure() == None: + plant(Entities.Cactus) + move(East) + i = i + 1 + def sort_pass(): i = 0 def cactus_row(): + fill_cactus() i = 0 while i < 8: move(East) i = i + 1 - i = 0 - while i < 8: - plant(Entities.Cactus) - move(East) - i = i + 1 while get_pos_x() != 0:
- Write result the agent saw
Saved farm (124 lines). Game time: 2h 9m 23s elapsed, 3h 50m 37s of budget remaining.
- run_program at 2h 09m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +2112, carrot +8520, hay -4224, power -39.75, pumpkin +290, water +240, wood +17124. Game time: 2h 14m 33s elapsed, 3h 45m 27s of budget remaining. Output: (none)
r152h 15mRan
def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def bush_row(): t = False i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def fill_cactus(): i = 0 while i < 8: if measure() == None: plant(Entities.Cactus) move(East) i = i + 1 def sort_pass(): i = 0 while i < 7: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def cactus_row(): fill_cactus() i = 0 while i < 8: sort_pass() i = i + 1 i = 0 while i < 8: if can_harvest(): harvest() move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: cactus_row() move(North) pumpkin_row() move(North) tree_row() move(North) bush_row() move(North) carrot_row() move(North) pumpkin_row() move(North) tree_row() move(North) cactus_row() move(North)Changes from the previous revision
- def sunflower_tile(): - if can_harvest(): - harvest() - plant(Entities.Sunflower) - def carrot_tile(): if can_harvest(): plant(Entities.Bush) - def sunflower_row(): - i = 0 - while i < 8: - sunflower_tile() - move(East) - i = i + 1 - def carrot_row(): i = 0 while True: - sunflower_row() + cactus_row() move(North) pumpkin_row()
- Write result the agent saw
Saved farm (112 lines). Game time: 2h 15m 24s elapsed, 3h 44m 36s of budget remaining.
- run_program at 2h 15m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +3136, carrot +5888, hay -3072, power -274.10, pumpkin -156, water +240, wood +13272. Game time: 2h 20m 34s elapsed, 3h 39m 26s of budget remaining. Output: (none)
r162h 20mRan
def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def grass_row(): i = 0 while i < 8: grass_tile() move(East) i = i + 1 def fill_cactus(): i = 0 while i < 8: if measure() == None: plant(Entities.Cactus) move(East) i = i + 1 def sort_pass(): i = 0 while i < 7: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def cactus_row(): fill_cactus() i = 0 while i < 8: sort_pass() i = i + 1 i = 0 while i < 8: if can_harvest(): harvest() move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: cactus_row() move(North) pumpkin_row() move(North) tree_row() move(North) grass_row() move(North) carrot_row() move(North) pumpkin_row() move(North) grass_row() move(North) cactus_row() move(North)Changes from the previous revision
plant(Entities.Bush) + def grass_tile(): + if can_harvest(): + harvest() + def carrot_row(): i = 0 i = i + 1 - def bush_row(): - t = False + def grass_row(): i = 0 while i < 8: - if t: - tree_tile() - else: - bush_tile() + grass_tile() move(East) - t = not t i = i + 1 tree_row() move(North) - bush_row() + grass_row() move(North) carrot_row() pumpkin_row() move(North) - tree_row() + grass_row() move(North) cactus_row()
- Write result the agent saw
Saved farm (111 lines). Game time: 2h 20m 54s elapsed, 3h 39m 6s of budget remaining.
- run_program at 2h 20m for 300s (agent saw)
Ran farm for 5m of game time; it is still running. Inventory change: cactus +1728, carrot +3252, hay +3424, pumpkin -74, water +240, wood +1936. Game time: 2h 26m 4s elapsed, 3h 33m 56s of budget remaining. Output: (none)
r172h 27mRan
def carrot_tile(): if can_harvest(): harvest() plant(Entities.Carrot) def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def carrot_row(): i = 0 while i < 8: carrot_tile() move(East) i = i + 1 def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def grass_row(): i = 0 while i < 8: grass_tile() move(East) i = i + 1 def fill_cactus(): i = 0 while i < 8: if measure() == None: plant(Entities.Cactus) move(East) i = i + 1 def sort_pass(): i = 0 while i < 7: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def cactus_row(): fill_cactus() i = 0 while i < 8: sort_pass() i = i + 1 i = 0 while i < 8: if can_harvest(): harvest() move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: cactus_row() move(North) pumpkin_row() move(North) tree_row() move(North) pumpkin_row() move(North) carrot_row() move(North) pumpkin_row() move(North) grass_row() move(North) cactus_row() move(North)Changes from the previous revision
tree_row() move(North) - grass_row() + pumpkin_row() move(North) carrot_row()
- Write result the agent saw
Saved farm (111 lines). Game time: 2h 27m 46s elapsed, 3h 32m 14s of budget remaining.
- run_program at 2h 27m for 600s (agent saw)
Ran farm for 10m of game time; it is still running. Inventory change: cactus +3392, carrot +3424, hay +6496, pumpkin +1092, water +480, wood +7352. Game time: 2h 37m 56s elapsed, 3h 22m 4s of budget remaining. Output: (none)
- run_program at 2h 37m for 900s (agent saw)
Ran farm for 15m of game time; it is still running. Inventory change: cactus +5056, carrot +4556, hay +8736, pumpkin +1714, water +720, wood +8616. Game time: 2h 53m 6s elapsed, 3h 6m 54s of budget remaining. Output: (none)
r182h 53mRan
def pumpkin_tile(): if can_harvest(): harvest() plant(Entities.Pumpkin) elif get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def grass_row(): i = 0 while i < 8: grass_tile() move(East) i = i + 1 def sort_pass(): i = 0 while i < 7: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def fill_cactus(): i = 0 while i < 8: if measure() == None: plant(Entities.Cactus) move(East) i = i + 1 def cactus_row(): fill_cactus() i = 0 while i < 8: sort_pass() i = i + 1 i = 0 while i < 8: if can_harvest(): harvest() move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: cactus_row() move(North) pumpkin_row() move(North) tree_row() move(North) pumpkin_row() move(North) pumpkin_row() move(North) pumpkin_row() move(North) grass_row() move(North) cactus_row() move(North)Changes from the previous revision
- def carrot_tile(): - if can_harvest(): - harvest() - plant(Entities.Carrot) - def pumpkin_tile(): if can_harvest(): harvest() - def carrot_row(): - i = 0 - while i < 8: - carrot_tile() - move(East) - i = i + 1 - def pumpkin_row(): i = 0 i = i + 1 - def fill_cactus(): - i = 0 - while i < 8: - if measure() == None: - plant(Entities.Cactus) - move(East) - i = i + 1 - def sort_pass(): i = 0 move(East) + def fill_cactus(): + i = 0 + while i < 8: + if measure() == None: + plant(Entities.Cactus) + move(East) + i = i + 1 + def cactus_row(): fill_cactus() pumpkin_row() move(North) - carrot_row() + pumpkin_row() move(North) pumpkin_row()
- Write result the agent saw
Saved farm (99 lines). Game time: 2h 53m 36s elapsed, 3h 6m 24s of budget remaining.
- run_program at 2h 53m for 900s (agent saw)
Ran farm for 15m of game time; it is still running. Inventory change: cactus +5376, carrot -3288, hay +10752, pumpkin +1444, water +720, wood +11160. Game time: 3h 8m 46s elapsed, 2h 51m 14s of budget remaining. Output: (none)
r193h 09mRan
def pumpkin_tile(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def pumpkin_row(): i = 0 while i < 8: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 8: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def grass_row(): i = 0 while i < 8: grass_tile() move(East) i = i + 1 def sort_pass(): i = 0 while i < 7: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def fill_cactus(): i = 0 while i < 8: if measure() == None: plant(Entities.Cactus) move(East) i = i + 1 def cactus_row(): fill_cactus() i = 0 while i < 8: sort_pass() i = i + 1 i = 0 while i < 8: if can_harvest(): harvest() move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: cactus_row() move(North) pumpkin_row() move(North) tree_row() move(North) pumpkin_row() move(North) pumpkin_row() move(North) pumpkin_row() move(North) grass_row() move(North) cactus_row() move(North)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Pumpkin) - elif get_entity_type() == Entities.Dead_Pumpkin: + if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin)
- Write result the agent saw
Saved farm (98 lines). Game time: 3h 9m 16s elapsed, 2h 50m 44s of budget remaining.
- run_program at 3h 09m for 600s (agent saw)
Ran farm for 10m of game time; it is still running. Inventory change: cactus +3456, carrot -3456, hay +6912, pumpkin +3244, water +480, wood +8064. Game time: 3h 19m 26s elapsed, 2h 40m 34s of budget remaining. Output: (none)
r203h 19mRan
def pumpkin_tile(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) def tree_tile(): if can_harvest(): harvest() plant(Entities.Tree) def bush_tile(): if can_harvest(): harvest() plant(Entities.Bush) def grass_tile(): if can_harvest(): harvest() def pumpkin_row(): i = 0 while i < 12: pumpkin_tile() move(East) i = i + 1 def tree_row(): t = True i = 0 while i < 12: if t: tree_tile() else: bush_tile() move(East) t = not t i = i + 1 def grass_row(): i = 0 while i < 12: grass_tile() move(East) i = i + 1 def sort_pass(): i = 0 while i < 11: if measure() > measure(East): swap(East) move(East) i = i + 1 move(East) def fill_cactus(): i = 0 while i < 12: if measure() == None: plant(Entities.Cactus) move(East) i = i + 1 def cactus_row(): fill_cactus() i = 0 while i < 12: sort_pass() i = i + 1 i = 0 while i < 12: if can_harvest(): harvest() move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) while True: cactus_row() move(North) pumpkin_row() move(North) tree_row() move(North) pumpkin_row() move(North) pumpkin_row() move(North) pumpkin_row() move(North) grass_row() move(North) cactus_row() move(North) tree_row() move(North) pumpkin_row() move(North) pumpkin_row() move(North) grass_row() move(North)Changes from the previous revision
def pumpkin_row(): i = 0 - while i < 8: + while i < 12: pumpkin_tile() move(East) t = True i = 0 - while i < 8: + while i < 12: if t: tree_tile() def grass_row(): i = 0 - while i < 8: + while i < 12: grass_tile() move(East) def sort_pass(): i = 0 - while i < 7: + while i < 11: if measure() > measure(East): swap(East) def fill_cactus(): i = 0 - while i < 8: + while i < 12: if measure() == None: plant(Entities.Cactus) fill_cactus() i = 0 - while i < 8: + while i < 12: sort_pass() i = i + 1 i = 0 - while i < 8: + while i < 12: if can_harvest(): harvest() cactus_row() move(North) + tree_row() + move(North) + pumpkin_row() + move(North) + pumpkin_row() + move(North) + grass_row() + move(North)
- Write result the agent saw
Saved farm (106 lines). Game time: 3h 20m 6s elapsed, 2h 39m 54s of budget remaining.
- run_program at 3h 20m for 900s (agent saw)
Ran farm for 15m of game time; it is still running. Inventory change: cactus +5184, carrot -5184, hay +20928, pumpkin +5672, water +720, wood +16488. Game time: 3h 35m 57s elapsed, 2h 24m 3s of budget remaining. Output: (none)
- run_program at 3h 36m for 1200s (agent saw)
Ran farm for 20m of game time; it is still running. Inventory change: cactus +7056, carrot -6984, hay +24480, pumpkin +7372, water +960, wood +22896. Game time: 3h 56m 17s elapsed, 2h 3m 43s of budget remaining. Output: (none)
- run_program at 4h 13m for 1800s (agent saw)
Ran farm for 30m of game time; it is still running. Inventory change: cactus +21024, carrot -10560, hay +37248, pumpkin +9640, water +2880, wood +77472. Game time: 4h 43m 14s elapsed, 1h 16m 46s of budget remaining. Output: (none)
- run_program at 4h 43m for 1800s (agent saw)
Ran farm for 30m of game time; it is still running. Inventory change: cactus +21024, carrot -10560, hay +37536, pumpkin +9456, water +2880, wood +74736. Game time: 5h 13m 24s elapsed, 46m 36s of budget remaining. Output: (none)
- run_program at 5h 38m for 1100s (agent saw)
Ran farm for 18m 20s of game time; it is still running. Inventory change: cactus +12960, carrot -6384, hay +21504, pumpkin +5460, water +1760, wood +98368. Game time: 5h 57m 24s elapsed, 2m 36s of budget remaining. Output: (none)
pre.py
r132m 29sRan
move(West)- Write result the agent saw
Saved pre (1 lines). Game time: 32m 39s elapsed, 5h 27m 21s of budget remaining.
- run_program at 32m 39s for 5s (agent saw)
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 32m 50s elapsed, 5h 27m 10s of budget remaining. Output: (none)
r237m 10sRan
move(East) move(South) move(South)Changes from the previous revision
- move(West) + move(East) + move(South) + move(South)
- Write result the agent saw
Saved pre (3 lines). Game time: 37m 20s elapsed, 5h 22m 40s of budget remaining.
- run_program at 37m 20s for 5s (agent saw)
Ran pre for 1s of game time; it finished. Inventory change: water +1. Game time: 37m 30s elapsed, 5h 22m 30s of budget remaining. Output: (none)
r350m 35sRan
move(East) move(South) move(South) move(South)Changes from the previous revision
move(South) move(South) + move(South)
- Write result the agent saw
Saved pre (4 lines). Game time: 50m 45s elapsed, 5h 9m 15s of budget remaining.
- run_program at 50m 45s for 5s (agent saw)
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 50m 55s elapsed, 5h 9m 5s of budget remaining. Output: (none)
r457m 15sRan
move(South) move(South)Changes from the previous revision
- move(East) move(South) move(South) - move(South)
- Write result the agent saw
Saved pre (2 lines). Game time: 57m 25s elapsed, 5h 2m 35s of budget remaining.
- run_program at 57m 25s for 5s (agent saw)
Ran pre for 0s of game time; it finished. Inventory change: water +1. Game time: 57m 35s elapsed, 5h 2m 25s of budget remaining. Output: (none)
r51h 03mRan
move(West) move(West) move(South) move(South)Changes from the previous revision
+ move(West) + move(West) move(South) move(South)
- Write result the agent saw
Saved pre (4 lines). Game time: 1h 3m 45s elapsed, 4h 56m 15s of budget remaining.
- run_program at 1h 03m for 5s (agent saw)
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 3m 55s elapsed, 4h 56m 5s of budget remaining. Output: (none)
r61h 09mRan
move(West) move(South) move(South)Changes from the previous revision
move(West) - move(West) move(South) move(South)
- Write result the agent saw
Saved pre (3 lines). Game time: 1h 10m 5s elapsed, 4h 49m 55s of budget remaining.
- run_program at 1h 10m for 3s (agent saw)
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 10m 16s elapsed, 4h 49m 44s of budget remaining. Output: (none)
r71h 22mRan
move(East) move(East) move(South) move(South)Changes from the previous revision
- move(West) + move(East) + move(East) move(South) move(South)
- Write result the agent saw
Saved pre (4 lines). Game time: 1h 22m 26s elapsed, 4h 37m 34s of budget remaining.
- run_program at 1h 22m for 3s (agent saw)
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 22m 37s elapsed, 4h 37m 23s of budget remaining. Output: (none)
r81h 23mRanFinal
move(East)Changes from the previous revision
move(East) - move(East) - move(South) - move(South)
- Write result the agent saw
Saved pre (1 lines). Game time: 1h 23m 14s elapsed, 4h 36m 46s of budget remaining.
- run_program at 1h 23m for 2s (agent saw)
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 23m 24s elapsed, 4h 36m 36s of budget remaining. Output: (none)
setup2.py
r11h 09mRanFinal
move(North) move(North) move(North) move(North) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) till() plant(Entities.Carrot) move(East) move(South) move(South) move(South) move(South)- Write result the agent saw
Saved setup2 (26 lines). Game time: 1h 9m 45s elapsed, 4h 50m 15s of budget remaining.
- run_program at 1h 10m for 20s (agent saw)
Ran setup2 for 1s of game time; it finished. Inventory change: hay -12, power -0.83, wood -12. Game time: 1h 10m 26s elapsed, 4h 49m 34s of budget remaining. Output: (none)
setup8.py
r11h 21mRan
def prep_row(crop): i = 0 while i < 8: till() plant(crop) move(East) i = i + 1 prep_row(Entities.Sunflower) move(North) prep_row(Entities.Pumpkin) move(North) move(North) move(North) prep_row(Entities.Carrot) move(North) prep_row(Entities.Pumpkin) move(North) move(North) move(North)- Write result the agent saw
Saved setup8 (20 lines). Game time: 1h 21m 56s elapsed, 4h 38m 4s of budget remaining.
- run_program at 1h 22m for 30s (agent saw)
Ran setup8 for 7s of game time; it finished. Inventory change: carrot -24, hay -32, water +3, wood -32. Game time: 1h 22m 54s elapsed, 4h 37m 6s of budget remaining. Output: (none)
setup_cactus.py
r12h 02mRan
while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) move(South) i = 0 while i < 8: till() plant(Entities.Cactus) move(East) i = i + 1 move(North)- Write result the agent saw
Saved setup_cactus (12 lines). Game time: 2h 2m 16s elapsed, 3h 57m 44s of budget remaining.
- run_program at 2h 02m for 20s (agent saw)
Ran setup_cactus for 1s of game time; it finished. Inventory change: power -1.04, pumpkin -16, water +1. Game time: 2h 2m 38s elapsed, 3h 57m 22s of budget remaining. Output: (none)
clear_sun.py
r12h 14mRan
while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) i = 0 while i < 8: harvest() move(East) i = i + 1- Write result the agent saw
Saved clear_sun (9 lines). Game time: 2h 14m 53s elapsed, 3h 45m 7s of budget remaining.
- run_program at 2h 15m for 10s (agent saw)
Ran clear_sun for 1s of game time; it finished. Inventory change: power +7.60, water +1. Game time: 2h 15m 14s elapsed, 3h 44m 46s of budget remaining. Output: (none)
conv_row3.py
r12h 27mRan
while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) move(North) move(North) move(North) i = 0 while i < 8: till() plant(Entities.Pumpkin) move(East) i = i + 1 move(South) move(South) move(South)- Write result the agent saw
Saved conv_row3 (16 lines). Game time: 2h 27m 14s elapsed, 3h 32m 46s of budget remaining.
- run_program at 2h 27m for 20s (agent saw)
Ran conv_row3 for 2s of game time; it finished. Inventory change: carrot -32, water +2. Game time: 2h 27m 36s elapsed, 3h 32m 24s of budget remaining. Output: (none)
setup12.py
r13h 19mRan
def till_plant(crop): i = 0 while i < 12: till() plant(crop) move(East) i = i + 1 while get_pos_x() != 0: move(East) while get_pos_y() != 0: move(North) till_plant(Entities.Cactus) move(North) till_plant(Entities.Pumpkin) move(North) move(North) till_plant(Entities.Pumpkin) move(North) till_plant(Entities.Pumpkin) move(North) till_plant(Entities.Pumpkin) move(North) move(North) till_plant(Entities.Cactus) move(North) move(North) till_plant(Entities.Pumpkin) move(North) till_plant(Entities.Pumpkin) move(North) move(North)- Write result the agent saw
Saved setup12 (33 lines). Game time: 3h 19m 56s elapsed, 2h 40m 4s of budget remaining.
- run_program at 3h 20m for 60s (agent saw)
Ran setup12 for 21s of game time; it finished. Inventory change: carrot -288, pumpkin -48, water +16. Game time: 3h 20m 37s elapsed, 2h 39m 23s of budget remaining. Output: (none)
log
Step by step
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
docs_readpath="docs/getting_started.md"result
# Getting Started This window contains information about everything in the game. You can move windows around by dragging and dropping the gray part of the window. You can move around by dragging anywhere outside the windows. To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it. Be sure to check out the buttons in the top right corner of the scree…
- 30s
docs_readpath="docs/first_program.md"result
# First Program ## Text editor All programming is done in code windows. Each code window corresponds to a text file containing code. You can rename the file by clicking on its name at the top of the window. The code can be edited like in any text editor as long as it's not running. You can execute the program directly by pressing the green play button in the code window.  You c…
- 40s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 50s
write_programname="hay" · evidenceresult
Saved hay (5 lines). Game time: 1m elapsed, 5h 59m of budget remaining.
- 1m 00s
run_programname="hay" seconds=30result
Ran hay for 3s of game time; it finished. Inventory change: hay +5. Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining. Output: (none)
- 1m 13s
write_programname="hay" · evidenceresult
Saved hay (20 lines). Game time: 1m 23s elapsed, 5h 58m 37s of budget remaining.
- 1m 23s
run_programname="hay" seconds=60result
Ran hay for 10s of game time; it finished. Inventory change: hay +20. Game time: 1m 43s elapsed, 5h 58m 17s of budget remaining. Output: (none)
- 1m 43s
buy_upgradeupgrades=["loops","speed"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 1m 53s elapsed, 5h 58m 7s of budget remaining.
- 1m 53s
write_programname="hay" · evidenceresult
Saved hay (2 lines). Game time: 2m 3s elapsed, 5h 57m 57s of budget remaining.
- 2m 03s
run_programname="hay" seconds=120result
Ran hay for 2m of game time; it is still running. Inventory change: hay +1. Game time: 4m 13s elapsed, 5h 55m 47s of budget remaining. Output: (none)
- 4m 13s
observeresult
Game time: 4m 23s elapsed, 5h 55m 37s of budget remaining. Program: hay (running). Inventory: hay 1. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr2* Recent output: (none)
- 4m 23s
waitseconds=300result
Waited 5m (time up). Program: hay running. Inventory change: no change. Game time: 9m 33s elapsed, 5h 50m 27s of budget remaining.
- 9m 33s
observeresult
Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining. Program: hay (running). Inventory: hay 1. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr2* Recent output: (none)
- 9m 43s
docs_readpath="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: 9m 53s elapsed, 5h 50m 7s of budget remaining.
- 9m 53s
stop_programresult
Program stopped. Game time: 10m 3s elapsed, 5h 49m 57s of budget remaining.
- 10m 03s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Grass` Total grow time: 0.5 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: hay 1 Game time: 10m 13s elapsed, 5h 49m 47s of budget remaining.
- 10m 13s
write_programname="hay" · evidenceresult
Saved hay (10 lines). Game time: 10m 23s elapsed, 5h 49m 37s of budget remaining.
- 10m 23s
run_programname="hay" seconds=30result
Ran hay for 3s of game time; it finished. Inventory change: hay +1. Game time: 10m 36s elapsed, 5h 49m 24s of budget remaining. Output: (none)
- 10m 36s
docs_readpath="functions/harvest"result
harvest() Harvests the entity under the drone. If you harvest an entity that can't be harvested, it will be destroyed. returns True if an entity was removed, False otherwise. takes 200 ticks to execute if an entity was removed, 1 tick otherwise. example: harvest() Game time: 10m 46s elapsed, 5h 49m 14s of budget remaining.
- 10m 46s
docs_readpath="docs/home.md" show_hints=trueresult
## General Info [External Editor](docs/external_editor.md) [First Program](docs/first_program.md) [Getting Started](docs/getting_started.md) [Loading Backups](docs/backup.md) [Credits](docs/credits.md) ## Programming [Break](docs/scripting/break.md) [Comments](docs/scripting/comments.md) [Continue](docs/scripting/continue.md) [If](docs/scripting/if.md) …
- 10m 56s
docs_readpath="docs/scripting/while.md"result
# While Loop You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`. `while condition: #loop body` Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing. ## For Beginners Perhaps you have already tried to put several `harvest()` calls in a row…
- 11m 06s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. 150% => 225% ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/speed.md) Game time: 11m 16s elapsed, 5h 48m 44s of budget remaining.
- 11m 16s
write_programname="hay" · evidenceresult
Saved hay (1 lines). Game time: 11m 26s elapsed, 5h 48m 34s of budget remaining.
- 11m 26s
run_programname="hay" seconds=20result
Ran hay for 0s of game time; it finished. Inventory change: hay +1. Game time: 11m 36s elapsed, 5h 48m 24s of budget remaining. Output: (none)
- 11m 36s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Grass` Total grow time: 0.5 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: hay 1 Game time: 11m 46s elapsed, 5h 48m 14s of budget remaining.
- 11m 46s
write_programname="hay" · evidenceresult
Saved hay (3 lines). Game time: 11m 56s elapsed, 5h 48m 4s of budget remaining.
- 11m 56s
run_programname="hay" seconds=60result
Ran hay for 1m of game time; it stopped with an error: This must be unlocked before it can be used. Inventory change: no change. Game time: 13m 6s elapsed, 5h 46m 54s of budget remaining. Output: Error: This must be unlocked before it can be used. In: for i in range(10): ^^ -------------------------------------------------------------------- - 13m 06s
write_programname="hay" · evidenceresult
Saved hay (10 lines). Game time: 13m 16s elapsed, 5h 46m 44s of budget remaining.
- 13m 16s
run_programname="hay" seconds=30result
Ran hay for 7s of game time; it finished. Inventory change: hay +5. Game time: 13m 33s elapsed, 5h 46m 27s of budget remaining. Output: (none)
- 13m 33s
write_programname="hay" · evidenceresult
Saved hay (3 lines). Game time: 13m 43s elapsed, 5h 46m 17s of budget remaining.
- 13m 43s
run_programname="hay" seconds=300result
Ran hay for 5m of game time; it is still running. Inventory change: hay +226. Game time: 18m 53s elapsed, 5h 41m 7s of budget remaining. Output: (none)
- 18m 53s
buy_upgradeupgrades=["expand","plant","expand"] · evidenceresult
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. Could not buy expand: Not enough resources. Game time: 19m 3s elapsed, 5h 40m 57s of budget remaining.
- 19m 03s
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md) Game time: 19m 13s elapsed, 5h 40m 47s of budget remaining.
- 19m 13s
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 1x3 => 3x3 ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/expand_1.md) Game time: 19m 23s elapsed, 5h 40m 37s of budget remaining.
- 19m 23s
docs_readpath="unlocks/bushes"result
No accessible documentation page unlocks/bushes. Use docs_list.
- 19m 33s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 19m 43s
docs_readpath="docs/unlocks/expand_1.md"result
# Expand 1 Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one square to the north. If you move over the edge of…
- 19m 53s
stop_programresult
Program stopped. Game time: 20m 3s elapsed, 5h 39m 57s of budget remaining.
- 20m 03s
write_programname="wood" · evidenceresult
Saved wood (1 lines). Game time: 20m 13s elapsed, 5h 39m 47s of budget remaining.
- 20m 13s
run_programname="wood" seconds=10result
Ran wood for 0s of game time; it finished. Inventory change: no change. Game time: 20m 23s elapsed, 5h 39m 37s of budget remaining. Output: (none)
- 20m 23s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 3.45 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 20m 33s elapsed, 5h 39m 27s of budget remaining.
- 20m 33s
write_programname="wood" · evidenceresult
Saved wood (4 lines). Game time: 20m 43s elapsed, 5h 39m 17s of budget remaining.
- 20m 43s
run_programname="wood" seconds=60result
Ran wood for 1m of game time; it is still running. Inventory change: wood +1. Game time: 21m 53s elapsed, 5h 38m 7s of budget remaining. Output: (none)
- 21m 53s
observeresult
Game time: 22m 3s elapsed, 5h 37m 57s of budget remaining. Program: wood (running). Inventory: hay 205, wood 1. 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 _Gr1* Recent output: (none)
- 22m 03s
stop_programresult
Program stopped. Game time: 22m 13s elapsed, 5h 37m 47s of budget remaining.
- 22m 13s
write_programname="wood" · evidenceresult
Saved wood (8 lines). Game time: 22m 23s elapsed, 5h 37m 37s of budget remaining.
- 22m 23s
run_programname="wood" seconds=20result
Ran wood for 6s of game time; it finished. Inventory change: hay +1, wood +1. Game time: 22m 39s elapsed, 5h 37m 21s of budget remaining. Output: (none)
- 22m 39s
write_programname="wood" · evidenceresult
Saved wood (8 lines). Game time: 22m 49s elapsed, 5h 37m 11s of budget remaining.
- 22m 49s
run_programname="wood" seconds=150result
Ran wood for 2m 30s of game time; it is still running. Inventory change: hay +1, wood +66. Game time: 25m 29s elapsed, 5h 34m 31s of budget remaining. Output: (none)
- 25m 29s
buy_upgradeupgrades=["expand","speed"] · evidenceresult
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: 25m 39s elapsed, 5h 34m 21s of budget remaining.
- 25m 39s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 25m 49s
waitseconds=120 until_resources={"wood":50}result
Waited 49s (wood reached 50). Program: wood running. Inventory change: wood +18. Game time: 26m 49s elapsed, 5h 33m 11s of budget remaining.
- 26m 49s
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 26m 59s elapsed, 5h 33m 1s of budget remaining.
- 26m 59s
docs_readpath="unlocks/carrots"result
## Carrots Increases the yield and cost of carrots. 100% => 200% ### Unlock Cost [Current cost: wood=250] [Tutorial](docs/unlocks/carrots.md) Game time: 27m 9s elapsed, 5h 32m 51s of budget remaining.
- 27m 09s
docs_readpath="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…
- 27m 19s
docs_readpath="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…
- 27m 29s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 27m 39s elapsed, 5h 32m 21s of budget remaining.
- 27m 39s
docs_readpath="functions/can_harvest"result
can_harvest() Used to find out if plants are fully grown. returns True if there is an entity under the drone that is ready to be harvested, False otherwise. takes 1 tick to execute. example: if can_harvest(): harvest() For more related information see: [Speed](docs/unlocks/speed.md) Game time: 27m 49s elapsed, 5h 32m 11s of budget remaining. - 27m 49s
observeresult
Game time: 27m 59s elapsed, 5h 32m 1s of budget remaining. Program: wood (running). Inventory: hay 208, wood 32. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Bu3* _Gr3 _Gr3 Recent output: (n…
- 27m 59s
stop_programresult
Program stopped. Game time: 28m 9s elapsed, 5h 31m 51s of budget remaining.
- 28m 09s
write_programname="setup" · evidenceresult
Saved setup (28 lines). Game time: 28m 19s elapsed, 5h 31m 41s of budget remaining.
- 28m 19s
run_programname="setup" seconds=30result
Ran setup for 6s of game time; it finished. Inventory change: hay +6, wood -2. Game time: 28m 35s elapsed, 5h 31m 25s of budget remaining. Output: (none)
- 28m 35s
observeresult
Game time: 28m 45s elapsed, 5h 31m 15s of budget remaining. Program: none running. Inventory: hay 214, wood 36. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Ca=carrot. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Bu3 _Bu3 _Bu3 y= 0 #Ca3* #Ca3 #Ca3 Recent …
- 28m 45s
write_programname="farm" · evidenceresult
Saved farm (37 lines). Game time: 28m 55s elapsed, 5h 31m 5s of budget remaining.
- 28m 55s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +79, hay +87, wood +112. Game time: 31m 5s elapsed, 5h 28m 55s of budget remaining. Output: (none)
- 31m 05s
buy_upgradeupgrades=["expand","speed","grass","operators"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Bought grass, now level 2. Paid hay 300. Could not buy operators: Not enough resources. Game time: 31m 15s elapsed, 5h 28m 45s of budget remaining.
- 31m 15s
observeresult
Game time: 31m 25s elapsed, 5h 28m 35s of budget remaining. Program: farm (running). Inventory: hay 48, wood 74, carrot 12. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush, Gr=grass. y= 3 _Bu2 _Gr3 _Bu2 _Bu2 y= 2 _Gr3 _Gr3 _Gr3 _Gr3* y= 1 _Gr3 _Gr3…
- 31m 25s
stop_programresult
Program stopped. Game time: 31m 35s elapsed, 5h 28m 25s of budget remaining.
- 31m 35s
write_programname="setup" · evidenceresult
Saved setup (29 lines). Game time: 31m 45s elapsed, 5h 28m 15s of budget remaining.
- 31m 45s
write_programname="farm" · evidenceresult
Saved farm (65 lines). Game time: 31m 55s elapsed, 5h 28m 5s of budget remaining.
- 31m 55s
write_programname="setup" · evidenceresult
Saved setup (29 lines). Game time: 32m 5s elapsed, 5h 27m 55s of budget remaining.
- 32m 05s
run_programname="setup" seconds=30result
Ran setup for 4s of game time; it finished. Inventory change: hay -8, wood -8. Game time: 32m 19s elapsed, 5h 27m 41s of budget remaining. Output: (none)
- 32m 19s
observeresult
Game time: 32m 29s elapsed, 5h 27m 31s of budget remaining. Program: none running. Inventory: hay 74, wood 79, carrot 12. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot. y= 3 _Gr3 _Gr3 _Gr3 _Gr3 y= 2 _Gr3 _Gr3 _Gr3 _Gr3 y= 1 #Ca3 #Ca3 …
- 32m 29s
write_programname="pre" · evidenceresult
Saved pre (1 lines). Game time: 32m 39s elapsed, 5h 27m 21s of budget remaining.
- 32m 39s
run_programname="pre" seconds=5result
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 32m 50s elapsed, 5h 27m 10s of budget remaining. Output: (none)
- 32m 50s
run_programname="farm" seconds=180result
Ran farm for 3m of game time; it is still running. Inventory change: carrot +276, hay +308, wood +40. Game time: 36m elapsed, 5h 24m of budget remaining. Output: (none)
- 36m 00s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 36m 10s
buy_upgradeupgrades=["trees","operators","watering","variables"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variab…
- 36m 20s
docs_readpath="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…
- 36m 30s
docs_readpath="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…
- 36m 40s
stop_programresult
Program stopped. Game time: 36m 50s elapsed, 5h 23m 10s of budget remaining.
- 36m 50s
observeresult
Game time: 37m elapsed, 5h 23m of budget remaining. Program: none running. Inventory: hay 296, wood 36, carrot 267, water 4. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Ca=carrot. y= 3 _Gr3 _Gr3 _Gr3 _Gr3 y= 2 _Bu3 _Bu3 _Bu3 _Bu3* y= 1…
- 37m 00s
write_programname="farm" · evidenceresult
Saved farm (65 lines). Game time: 37m 10s elapsed, 5h 22m 50s of budget remaining.
- 37m 10s
write_programname="pre" · evidenceresult
Saved pre (3 lines). Game time: 37m 20s elapsed, 5h 22m 40s of budget remaining.
- 37m 20s
run_programname="pre" seconds=5result
Ran pre for 1s of game time; it finished. Inventory change: water +1. Game time: 37m 30s elapsed, 5h 22m 30s of budget remaining. Output: (none)
- 37m 30s
run_programname="farm" seconds=300result
Parse error: Entities.Trees doesn't exist.
- 37m 40s
docs_readpath="objects/tree"result
## Tree Trees drop more wood than bushes. They take longer to grow if other trees grow next to them. Base growth time between 5.6 and 8.4 seconds. Can grow on soil or grassland. For more related information see: [Trees](docs/unlocks/trees.md) Game time: 37m 50s elapsed, 5h 22m 10s of budget remaining.
- 37m 50s
write_programname="farm" · evidenceresult
Saved farm (65 lines). Game time: 38m elapsed, 5h 22m of budget remaining.
- 38m 00s
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot +451, hay +393, water +30, wood +468. Game time: 43m 10s elapsed, 5h 16m 50s of budget remaining. Output: (none)
- 43m 10s
stop_programresult
Program stopped. Game time: 43m 20s elapsed, 5h 16m 40s of budget remaining.
- 43m 20s
buy_upgradeupgrades=["expand","carrots","speed"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Game time: 43m 30s elapsed, 5h 16m 30s of budget remaining.
- 43m 30s
observeresult
Game time: 43m 40s elapsed, 5h 16m 20s of budget remaining. Program: none running. Inventory: hay 711, wood 151, carrot 182, water 45. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 5 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 y= 4 _Gr3 _Gr3 _Gr3 _Gr3 _G…
- 43m 40s
buy_upgradeupgrades=["functions"] · evidenceresult
Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Game time: 43m 50s elapsed, 5h 16m 10s of budget remaining.
- 43m 50s
write_programname="setup" · evidenceresult
Saved setup (31 lines). Game time: 44m elapsed, 5h 16m of budget remaining.
- 44m 00s
write_programname="farm" · evidenceresult
Saved farm (88 lines). Game time: 44m 10s elapsed, 5h 15m 50s of budget remaining.
- 44m 10s
run_programname="setup" seconds=30result
Ran setup for 5s of game time; it finished. Inventory change: hay -24, wood -24. Game time: 44m 25s elapsed, 5h 15m 35s of budget remaining. Output: (none)
- 44m 25s
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot +1216, hay +552, water +30, wood +1546. Game time: 49m 35s elapsed, 5h 10m 25s of budget remaining. Output: (none)
- 49m 35s
buy_upgradeupgrades=["pumpkins","speed","grass","watering","watering"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Bought grass, now level 3. Paid wood 500. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Could not buy watering: Not enough resources. Game time: 4…
- 49m 45s
docs_readpath="docs/unlocks/pumpkins.md"result
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 49m 55s
docs_readpath="objects/pumpkin"result
## Pumpkin Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up. Base growth time between 0.2 and 3.8 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 50m 5s elapsed, 5h 9m 55s of budget remaining.
- 50m 05s
stop_programresult
Program stopped. Game time: 50m 15s elapsed, 5h 9m 45s of budget remaining.
- 50m 15s
observeresult
Game time: 50m 25s elapsed, 5h 9m 35s of budget remaining. Program: none running. Inventory: hay 1585, wood 711, carrot 348, water 88. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Tr=tree, Ca=carrot. y= 5 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 y= …
- 50m 25s
write_programname="farm" · evidenceresult
Saved farm (107 lines). Game time: 50m 35s elapsed, 5h 9m 25s of budget remaining.
- 50m 35s
write_programname="pre" · evidenceresult
Saved pre (4 lines). Game time: 50m 45s elapsed, 5h 9m 15s of budget remaining.
- 50m 45s
run_programname="pre" seconds=5result
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 50m 55s elapsed, 5h 9m 5s of budget remaining. Output: (none)
- 50m 55s
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot +668, hay +4092, pumpkin +6, water +60, wood +2046. Game time: 56m 5s elapsed, 5h 3m 55s of budget remaining. Output: (none)
- 56m 05s
observeresult
Game time: 56m 15s elapsed, 5h 3m 45s of budget remaining. Program: farm (running). Inventory: hay 5841, wood 2830, carrot 1036, pumpkin 6, water 158. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Tr=tree, De=dead_pumpkin, Ca=carrot. y= 5 _Gr3 …
- 56m 15s
docs_searchquery="dead_pumpkin"result
docs/home.md: …n](items/pumpkin) [Water](items/water) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Tree](objects/tree) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)… objects/dead_pumpkin: …## Dead_Pumpkin One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. De…
- 56m 25s
docs_searchquery="get_entity_type"result
unlocks/mazes: …## 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: 56m 35s elapsed, 5h 3m 25s of budget remaining.
- 56m 35s
buy_upgradeupgrades=["senses","watering","watering","grass"] · evidenceresult
Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Could not buy watering: Not enough resources. Could not buy grass: Not enough resources. Game time: 56m 45s elapsed, 5h 3m 15s of budget remaining.
- 56m 45s
stop_programresult
Program stopped. Game time: 56m 55s elapsed, 5h 3m 5s of budget remaining.
- 56m 55s
observeresult
Game time: 57m 5s elapsed, 5h 2m 55s of budget remaining. Program: none running. Inventory: hay 6243, wood 2218, carrot 1142, pumpkin 6, water 172. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Tr=tree, De=dead_pumpkin, Ca=carrot. y= 5 _Gr3 _G…
- 57m 05s
write_programname="farm" · evidenceresult
Saved farm (109 lines). Game time: 57m 15s elapsed, 5h 2m 45s of budget remaining.
- 57m 15s
write_programname="pre" · evidenceresult
Saved pre (2 lines). Game time: 57m 25s elapsed, 5h 2m 35s of budget remaining.
- 57m 25s
run_programname="pre" seconds=5result
Ran pre for 0s of game time; it finished. Inventory change: water +1. Game time: 57m 35s elapsed, 5h 2m 25s of budget remaining. Output: (none)
- 57m 35s
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot +330, hay +3386, pumpkin +235, water +120, wood +1670. Game time: 1h 2m 45s elapsed, 4h 57m 15s of budget remaining. Output: (none)
- 1h 02m
buy_upgradeupgrades=["sunflowers","grass"] · evidenceresult
Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Bought grass, now level 4. Paid wood 2500. Game time: 1h 2m 55s elapsed, 4h 57m 5s of budget remaining.
- 1h 02m
docs_readpath="objects/sunflower"result
## Sunflower Sunflowers collect the power from the sun. Harvesting them will give you Items.Power. If you harvest a sunflower with the maximum number of petals you get bonus power. Base growth time between 5.6 and 8.4 seconds. Can grow on soil. ### Plant Cost [Current cost: carrot=1] For more related information see: [Sunflowers](docs/unlocks/sunflowers.md) Game time: 1h 3m 5s elapsed, 4h 56m 5…
- 1h 03m
stop_programresult
Program stopped. Game time: 1h 3m 15s elapsed, 4h 56m 45s of budget remaining.
- 1h 03m
observeresult
Game time: 1h 3m 25s elapsed, 4h 56m 35s of budget remaining. Program: none running. Inventory: hay 10135, wood 1549, carrot 1028, pumpkin 263, water 325. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Tr=tree, Pu=pumpkin, De=dead_pumpkin, Ca=car…
- 1h 03m
write_programname="farm" · evidenceresult
Saved farm (109 lines). Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
- 1h 03m
write_programname="pre" · evidenceresult
Saved pre (4 lines). Game time: 1h 3m 45s elapsed, 4h 56m 15s of budget remaining.
- 1h 03m
run_programname="pre" seconds=5result
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 3m 55s elapsed, 4h 56m 5s of budget remaining. Output: (none)
- 1h 03m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: carrot -639, hay +12392, power +3.66, pumpkin +377, water +120, wood +2234. Game time: 1h 9m 5s elapsed, 4h 50m 55s of budget remaining. Output: (none)
- 1h 09m
observeresult
Game time: 1h 9m 15s elapsed, 4h 50m 45s of budget remaining. Program: farm (running). Inventory: hay 23055, wood 3839, carrot 368, pumpkin 650, water 465, power 3.06. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Tr=tree, Pu=pumpkin, Su=sunflow…
- 1h 09m
docs_readpath="docs/unlocks/sunflowers.md"result
# Sunflowers [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. Planting them works exactly like planting carrots or pumpkins. Harvesting a grown sunflower yields power. If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power! If you harvest a sunflower while there is another s…
- 1h 09m
stop_programresult
Program stopped. Game time: 1h 9m 35s elapsed, 4h 50m 25s of budget remaining.
- 1h 09m
write_programname="setup2" · evidenceresult
Saved setup2 (26 lines). Game time: 1h 9m 45s elapsed, 4h 50m 15s of budget remaining.
- 1h 09m
observeresult
Game time: 1h 9m 55s elapsed, 4h 50m 5s of budget remaining. Program: none running. Inventory: hay 23775, wood 4030, carrot 321, pumpkin 679, water 481, power 1.85. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush, Tr=tree, Pu=pumpkin, De=dead_pumpk…
- 1h 09m
write_programname="pre" · evidenceresult
Saved pre (3 lines). Game time: 1h 10m 5s elapsed, 4h 49m 55s of budget remaining.
- 1h 10m
run_programname="pre" seconds=3result
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 10m 16s elapsed, 4h 49m 44s of budget remaining. Output: (none)
- 1h 10m
run_programname="setup2" seconds=20result
Ran setup2 for 1s of game time; it finished. Inventory change: hay -12, power -0.83, wood -12. Game time: 1h 10m 26s elapsed, 4h 49m 34s of budget remaining. Output: (none)
- 1h 10m
observeresult
Game time: 1h 10m 36s elapsed, 4h 49m 24s of budget remaining. Program: none running. Inventory: hay 23763, wood 4018, carrot 321, pumpkin 679, water 497, power 0.88. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Bu=bush, Tr=tree, Pu=pumpkin, …
- 1h 10m
write_programname="farm" · evidenceresult
Saved farm (128 lines). Game time: 1h 10m 46s elapsed, 4h 49m 14s of budget remaining.
- 1h 10m
run_programname="farm" seconds=600result
Ran farm for 10m of game time; it is still running. Inventory change: carrot +247, hay +14710, power +3.21, pumpkin +759, water +240, wood +3844. Game time: 1h 20m 56s elapsed, 4h 39m 4s of budget remaining. Output: (none)
- 1h 20m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 1h 21m
buy_upgradeupgrades=["trees","carrots","pumpkins"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy pumpkins: Not enough resources. Game time: 1h 21m 16s elapsed, 4h 38m 44s of budget remaining.
- 1h 21m
observeresult
Game time: 1h 21m 26s elapsed, 4h 38m 34s of budget remaining. Program: farm (running). Inventory: hay 38961, wood 6849, carrot 577, pumpkin 1472, water 757, power 0.61. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Bu=bush, Tr=tree, Pu=pumpki…
- 1h 21m
stop_programresult
Program stopped. Game time: 1h 21m 36s elapsed, 4h 38m 24s of budget remaining.
- 1h 21m
write_programname="farm" · evidenceresult
Saved farm (100 lines). Game time: 1h 21m 46s elapsed, 4h 38m 14s of budget remaining.
- 1h 21m
write_programname="setup8" · evidenceresult
Saved setup8 (20 lines). Game time: 1h 21m 56s elapsed, 4h 38m 4s of budget remaining.
- 1h 21m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 22m 6s elapsed, 4h 37m 54s of budget remaining.
- 1h 22m
observeresult
Game time: 1h 22m 16s elapsed, 4h 37m 44s of budget remaining. Program: none running. Inventory: hay 39173, wood 7109, carrot 595, pumpkin 489, water 777. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 7 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 _Gr3 …
- 1h 22m
write_programname="pre" · evidenceresult
Saved pre (4 lines). Game time: 1h 22m 26s elapsed, 4h 37m 34s of budget remaining.
- 1h 22m
run_programname="pre" seconds=3result
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 22m 37s elapsed, 4h 37m 23s of budget remaining. Output: (none)
- 1h 22m
run_programname="setup8" seconds=30result
Ran setup8 for 7s of game time; it finished. Inventory change: carrot -24, hay -32, water +3, wood -32. Game time: 1h 22m 54s elapsed, 4h 37m 6s of budget remaining. Output: (none)
- 1h 22m
observeresult
Game time: 1h 23m 4s elapsed, 4h 36m 56s of budget remaining. Program: none running. Inventory: hay 39141, wood 7077, carrot 571, pumpkin 489, water 796. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Pu=pumpkin, Ca=carrot, De=dead_pumpkin, Su=sunflower. …
- 1h 23m
write_programname="pre" · evidenceresult
Saved pre (1 lines). Game time: 1h 23m 14s elapsed, 4h 36m 46s of budget remaining.
- 1h 23m
run_programname="pre" seconds=2result
Ran pre for 0s of game time; it finished. Inventory change: no change. Game time: 1h 23m 24s elapsed, 4h 36m 36s of budget remaining. Output: (none)
- 1h 23m
observeresult
Game time: 1h 23m 34s elapsed, 4h 36m 26s of budget remaining. Program: none running. Inventory: hay 39141, wood 7077, carrot 571, pumpkin 489, water 808. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Pu=pumpkin, Ca=carrot, De=dead_pumpkin, Su=sunflower.…
- 1h 23m
run_programname="farm" seconds=600result
Ran farm for 10m of game time; it is still running. Inventory change: carrot +1447, hay +6124, pumpkin +1186, water +240, wood +12346. Game time: 1h 33m 44s elapsed, 4h 26m 16s of budget remaining. Output: (none)
- 1h 33m
buy_upgradeupgrades=["pumpkins","carrots","trees","watering"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 3…
- 1h 33m
docs_readpath="unlocks/senses"result
## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_items(Items.Wood) < 200: plant(Entities.Bush) [Tutorial](docs/unlocks/senses.md) Game time: 1h 34m 4s elapsed, 4h 25m 56s of budget remaining. - 1h 34m
stop_programresult
Program stopped. Game time: 1h 34m 14s elapsed, 4h 25m 46s of budget remaining.
- 1h 34m
write_programname="farm" · evidenceresult
Saved farm (111 lines). Game time: 1h 34m 24s elapsed, 4h 25m 36s of budget remaining.
- 1h 34m
run_programname="farm" seconds=600result
Ran farm for 10m of game time; it is still running. Inventory change: carrot +6042, hay +2272, power +102.85, pumpkin +2218, water -1087, wood +37564. Game time: 1h 44m 34s elapsed, 4h 15m 26s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: sunflower_row <- sunflower_tile use_item(Items.Water) ^^ ----------------------------------… - 1h 44m
buy_upgradeupgrades=["polyculture","cactus","grass","carrots"] · evidenceresult
Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Could not buy cactus: Not enough resources. Bought grass, now level 5. Paid wood 12500. Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 1h 44m 44s elapsed, 4h 15m 16s of budget remaining.
- 1h 44m
docs_readpath="docs/unlocks/polyculture.md"result
# Polyculture You may have already noticed that sometimes plants yield more when planted together. Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
- 1h 44m
docs_searchquery="Weird_Substance"result
unlocks/mazes: …ith a treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000]… functions/num_unlocked: … to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) For more related information see: [Senses](docs/unlocks/senses.md)… Game …
- 1h 45m
docs_searchquery="Gold"result
unlocks/debug_2: …down the execution and make the farm smaller. set_world_size(3) set_execution_speed(1) ### Unlock Cost [Current cost: gold=500]… unlocks/leaderboard: …he fastest times. leaderboard_run(Leaderboards.Hay, "hay_file", speedup) ### Unlock Cost [Current cost: bone=2000000, gold=1000000]… unlocks/megafarm: …## Megafarm More drones! spawn_drone(task) ### Unlock Cost [Current cost: gold=…
- 1h 45m
docs_readpath="unlocks/fertilizer"result
## Fertilizer Grow plants instantly. use_item(Items.Fertilizer) ### Unlock Cost [Current cost: wood=500] Game time: 1h 45m 24s elapsed, 4h 14m 36s of budget remaining.
- 1h 45m
docs_readpath="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: 1h 45m 34s elapsed, 4h 14m 26s of budget remaining. - 1h 45m
docs_searchquery="substance"result
unlocks/mazes: …treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000]… functions/num_unlocked: …able. Otherwise returns 1 if thing is unlocked, 0 otherwise. takes 1 tick to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) For mo…
- 1h 45m
docs_searchquery="bone"result
unlocks/leaderboard: …derboard for the fastest times. leaderboard_run(Leaderboards.Hay, "hay_file", speedup) ### Unlock Cost [Current cost: bone=2000000, gold=1000000]… unlocks/polyculture: …## Polyculture Increases the yield multiplier of polyculture. 1000% => 2000% ### Unlock Cost [Current cost: bone=10000] [Tutorial](docs/unlocks/polyculture.md)… unlocks/the_farmers_remains: …## ? ????????? ###…
- 1h 45m
waitseconds=1200 until_affordable="cactus"result
Waited 15m 23s (cactus is affordable). Program: farm running. Inventory change: carrot +39326, hay +15744, power +203.89, pumpkin +3634, water -1, wood +85396. Game time: 2h 1m 26s elapsed, 3h 58m 34s of budget remaining.
- 2h 01m
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 2h 1m 36s elapsed, 3h 58m 24s of budget remaining.
- 2h 01m
docs_readpath="objects/cactus"result
## Cactus Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested. Base growth time between 1 and 1 seconds. Can grow on soil. ### Plant Cost [Current cost: pumpkin=2] Game time: 2h 1m 46s elapsed, 3h 58m 14s of budget remaining.
- 2h 01m
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 2h 01m
stop_programresult
Program stopped. Game time: 2h 2m 6s elapsed, 3h 57m 54s of budget remaining.
- 2h 02m
write_programname="setup_cactus" · evidenceresult
Saved setup_cactus (12 lines). Game time: 2h 2m 16s elapsed, 3h 57m 44s of budget remaining.
- 2h 02m
observeresult
Game time: 2h 2m 26s elapsed, 3h 57m 34s of budget remaining. Program: none running. Inventory: hay 64857, wood 102729, carrot 50873, pumpkin 154, water 16, power 332.91. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Tr=tree, Bu=bush, Pu=pumpkin, De=dead…
- 2h 02m
run_programname="setup_cactus" seconds=20result
Ran setup_cactus for 1s of game time; it finished. Inventory change: power -1.04, pumpkin -16, water +1. Game time: 2h 2m 38s elapsed, 3h 57m 22s of budget remaining. Output: (none)
- 2h 02m
write_programname="farm" · evidenceresult
Saved farm (106 lines). Game time: 2h 2m 48s elapsed, 3h 57m 12s of budget remaining.
- 2h 02m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +277, carrot +8948, hay -5408, power -19.61, pumpkin +800, water +240, wood +19624. Game time: 2h 7m 58s elapsed, 3h 52m 2s of budget remaining. Output: (none)
- 2h 07m
docs_readpath="unlocks/dinosaurs"result
## Dinosaurs Majestic ancient creatures. ### Unlock Cost [Current cost: cactus=2000] Game time: 2h 8m 8s elapsed, 3h 51m 52s of budget remaining.
- 2h 08m
docs_readpath="objects/bush"result
## Bush A small bush that drops Items.Wood. Base growth time between 3.2 and 4.8 seconds. Can grow on grassland or soil. For more related information see: [Plant](docs/unlocks/plant.md) Game time: 2h 8m 18s elapsed, 3h 51m 42s of budget remaining.
- 2h 08m
docs_readpath="functions/measure"result
measure(direction = None) Can measure some values on some entities. The effect of this depends on the entity. If direction is not None it measures the neighboring entity in the given direction. returns the number of petals of a sunflower. returns the next position for a treasure or apple. returns the size of a cactus. returns a mysterious number for a pumpkin. returns None for all other entitie…
- 2h 08m
stop_programresult
Program stopped. Game time: 2h 8m 38s elapsed, 3h 51m 22s of budget remaining.
- 2h 08m
write_programname="farm" · evidenceresult
Saved farm (120 lines). Game time: 2h 8m 48s elapsed, 3h 51m 12s of budget remaining.
- 2h 08m
run_programname="farm" seconds=300result
Ran farm for 6s of game time; it stopped with an error: The operator > cannot be used on the operands 2 and None. Inventory change: carrot +376, hay -128, power +2.08, pumpkin +24, water +4, wood +772. Game time: 2h 9m 3s elapsed, 3h 50m 57s of budget remaining. Output: Error: The operator > cannot be used on the operands 2 and None. In: cactus_row <- sort_pass if measure() > measure(East): … - 2h 09m
observeresult
Game time: 2h 9m 13s elapsed, 3h 50m 47s of budget remaining. Program: none running. Inventory: hay 58729, wood 125489, carrot 61098, pumpkin 1084, cactus 305, water 341, power 302.59. 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: Ca=cactus, Tr=tree, Bu=bush, Pu=p…
- 2h 09m
write_programname="farm" · evidenceresult
Saved farm (124 lines). Game time: 2h 9m 23s elapsed, 3h 50m 37s of budget remaining.
- 2h 09m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +2112, carrot +8520, hay -4224, power -39.75, pumpkin +290, water +240, wood +17124. Game time: 2h 14m 33s elapsed, 3h 45m 27s of budget remaining. Output: (none)
- 2h 14m
stop_programresult
Program stopped. Game time: 2h 14m 43s elapsed, 3h 45m 17s of budget remaining.
- 2h 14m
write_programname="clear_sun" · evidenceresult
Saved clear_sun (9 lines). Game time: 2h 14m 53s elapsed, 3h 45m 7s of budget remaining.
- 2h 14m
observeresult
Game time: 2h 15m 3s elapsed, 3h 44m 57s of budget remaining. Program: none running. Inventory: hay 54377, wood 143169, carrot 69700, pumpkin 1382, cactus 2481, water 621, power 266.71. 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: Tr=tree, Bu=bush, Pu=pumpkin, De…
- 2h 15m
run_programname="clear_sun" seconds=10result
Ran clear_sun for 1s of game time; it finished. Inventory change: power +7.60, water +1. Game time: 2h 15m 14s elapsed, 3h 44m 46s of budget remaining. Output: (none)
- 2h 15m
write_programname="farm" · evidenceresult
Saved farm (112 lines). Game time: 2h 15m 24s elapsed, 3h 44m 36s of budget remaining.
- 2h 15m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +3136, carrot +5888, hay -3072, power -274.10, pumpkin -156, water +240, wood +13272. Game time: 2h 20m 34s elapsed, 3h 39m 26s of budget remaining. Output: (none)
- 2h 20m
stop_programresult
Program stopped. Game time: 2h 20m 44s elapsed, 3h 39m 16s of budget remaining.
- 2h 20m
write_programname="farm" · evidenceresult
Saved farm (111 lines). Game time: 2h 20m 54s elapsed, 3h 39m 6s of budget remaining.
- 2h 20m
run_programname="farm" seconds=300result
Ran farm for 5m of game time; it is still running. Inventory change: cactus +1728, carrot +3252, hay +3424, pumpkin -74, water +240, wood +1936. Game time: 2h 26m 4s elapsed, 3h 33m 56s of budget remaining. Output: (none)
- 2h 26m
observeresult
Game time: 2h 26m 14s elapsed, 3h 33m 46s of budget remaining. Program: farm (running). Inventory: hay 54729, wood 158901, carrot 79348, pumpkin 1148, cactus 7345, water 1158. 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: Ca=cactus, Gr=grass, Pu=pumpkin, De=dead_p…
- 2h 26m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 5/10; cost wood 156000; can buy now; tutorial docs/unlocks/carr…
- 2h 26m
buy_upgradeupgrades=["pumpkins","grass","dinosaurs","trees"] · evidenceresult
Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought grass, now level 6. Paid wood 62500. Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Game time: 2h 26m 34s elapsed, 3h 33m 26s of budget remaining.
- 2h 26m
docs_readpath="unlocks/dinosaurs" show_hints=trueresult
## Dinosaurs Increases the yield and cost of dinosaurs. 100% => 200% ### Unlock Cost [Current cost: cactus=12000] [Tutorial](docs/unlocks/dinosaurs.md) Game time: 2h 26m 44s elapsed, 3h 33m 16s of budget remaining.
- 2h 26m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 2h 26m
stop_programresult
Program stopped. Game time: 2h 27m 4s elapsed, 3h 32m 56s of budget remaining.
- 2h 27m
write_programname="conv_row3" · evidenceresult
Saved conv_row3 (16 lines). Game time: 2h 27m 14s elapsed, 3h 32m 46s of budget remaining.
- 2h 27m
observeresult
Game time: 2h 27m 24s elapsed, 3h 32m 36s of budget remaining. Program: none running. Inventory: hay 51017, wood 96469, carrot 75940, pumpkin 1142, cactus 5665, water 1214. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Pu=pumpkin, De=dead_pumpkin, Ca=car…
- 2h 27m
run_programname="conv_row3" seconds=20result
Ran conv_row3 for 2s of game time; it finished. Inventory change: carrot -32, water +2. Game time: 2h 27m 36s elapsed, 3h 32m 24s of budget remaining. Output: (none)
- 2h 27m
write_programname="farm" · evidenceresult
Saved farm (111 lines). Game time: 2h 27m 46s elapsed, 3h 32m 14s of budget remaining.
- 2h 27m
run_programname="farm" seconds=600result
Ran farm for 10m of game time; it is still running. Inventory change: cactus +3392, carrot +3424, hay +6496, pumpkin +1092, water +480, wood +7352. Game time: 2h 37m 56s elapsed, 3h 22m 4s of budget remaining. Output: (none)
- 2h 37m
run_programname="farm" seconds=900result
Ran farm for 15m of game time; it is still running. Inventory change: cactus +5056, carrot +4556, hay +8736, pumpkin +1714, water +720, wood +8616. Game time: 2h 53m 6s elapsed, 3h 6m 54s of budget remaining. Output: (none)
- 2h 53m
observeresult
Game time: 2h 53m 16s elapsed, 3h 6m 44s of budget remaining. Program: farm (running). Inventory: hay 66505, wood 112925, carrot 83956, pumpkin 4058, cactus 14113, water 2456. 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: Ca=cactus, Gr=grass, Pu=pumpkin, De=dead_p…
- 2h 53m
stop_programresult
Program stopped. Game time: 2h 53m 26s elapsed, 3h 6m 34s of budget remaining.
- 2h 53m
write_programname="farm" · evidenceresult
Saved farm (99 lines). Game time: 2h 53m 36s elapsed, 3h 6m 24s of budget remaining.
- 2h 53m
run_programname="farm" seconds=900result
Ran farm for 15m of game time; it is still running. Inventory change: cactus +5376, carrot -3288, hay +10752, pumpkin +1444, water +720, wood +11160. Game time: 3h 8m 46s elapsed, 2h 51m 14s of budget remaining. Output: (none)
- 3h 08m
observeresult
Game time: 3h 8m 56s elapsed, 2h 51m 4s of budget remaining. Program: farm (running). Inventory: hay 77257, wood 124277, carrot 80588, pumpkin 5554, cactus 19617, water 3208. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Pu=pumpkin, De=dead_pumpkin, Tr=t…
- 3h 08m
stop_programresult
Program stopped. Game time: 3h 9m 6s elapsed, 2h 50m 54s of budget remaining.
- 3h 09m
write_programname="farm" · evidenceresult
Saved farm (98 lines). Game time: 3h 9m 16s elapsed, 2h 50m 44s of budget remaining.
- 3h 09m
run_programname="farm" seconds=600result
Ran farm for 10m of game time; it is still running. Inventory change: cactus +3456, carrot -3456, hay +6912, pumpkin +3244, water +480, wood +8064. Game time: 3h 19m 26s elapsed, 2h 40m 34s of budget remaining. Output: (none)
- 3h 19m
stop_programresult
Program stopped. Game time: 3h 19m 36s elapsed, 2h 40m 24s of budget remaining.
- 3h 19m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 3h 19m 46s elapsed, 2h 40m 14s of budget remaining.
- 3h 19m
write_programname="setup12" · evidenceresult
Saved setup12 (33 lines). Game time: 3h 19m 56s elapsed, 2h 40m 4s of budget remaining.
- 3h 19m
write_programname="farm" · evidenceresult
Saved farm (106 lines). Game time: 3h 20m 6s elapsed, 2h 39m 54s of budget remaining.
- 3h 20m
run_programname="setup12" seconds=60result
Ran setup12 for 21s of game time; it finished. Inventory change: carrot -288, pumpkin -48, water +16. Game time: 3h 20m 37s elapsed, 2h 39m 23s of budget remaining. Output: (none)
- 3h 20m
observeresult
Game time: 3h 20m 47s elapsed, 2h 39m 13s of budget remaining. Program: none running. Inventory: hay 84425, wood 132533, carrot 76800, pumpkin 782, cactus 23201, water 3776. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, De=dead_pumpkin, Pu=pumpkin, Ca=…
- 3h 20m
run_programname="farm" seconds=900result
Ran farm for 15m of game time; it is still running. Inventory change: cactus +5184, carrot -5184, hay +20928, pumpkin +5672, water +720, wood +16488. Game time: 3h 35m 57s elapsed, 2h 24m 3s of budget remaining. Output: (none)
- 3h 35m
observeresult
Game time: 3h 36m 7s elapsed, 2h 23m 53s of budget remaining. Program: farm (running). Inventory: hay 105353, wood 149309, carrot 71468, pumpkin 6590, cactus 28529, water 4512. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, De=dead_pumpkin, Pu=pumpkin, …
- 3h 36m
run_programname="farm" seconds=1200result
Ran farm for 20m of game time; it is still running. Inventory change: cactus +7056, carrot -6984, hay +24480, pumpkin +7372, water +960, wood +22896. Game time: 3h 56m 17s elapsed, 2h 3m 43s of budget remaining. Output: (none)
- 3h 56m
waitseconds=1200 until_affordable="cactus"result
Waited 16m 17s (cactus is affordable). Program: farm running. Inventory change: cactus +5760, carrot -5632, hay +19872, pumpkin +5936, water +782, wood +19440. Game time: 4h 12m 44s elapsed, 1h 47m 16s of budget remaining.
- 4h 12m
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 4h 12m 54s elapsed, 1h 47m 6s of budget remaining.
- 4h 12m
buy_upgradeupgrades=["grass","trees","carrots","watering"] · evidenceresult
Could not buy grass: Not enough resources. Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 4h 13m 4s elapsed, 1h 46m 56s of budget remaining.
- 4h 13m
run_programname="farm" seconds=1800result
Ran farm for 30m of game time; it is still running. Inventory change: cactus +21024, carrot -10560, hay +37248, pumpkin +9640, water +2880, wood +77472. Game time: 4h 43m 14s elapsed, 1h 16m 46s of budget remaining. Output: (none)
- 4h 43m
run_programname="farm" seconds=1800result
Ran farm for 30m of game time; it is still running. Inventory change: cactus +21024, carrot -10560, hay +37536, pumpkin +9456, water +2880, wood +74736. Game time: 5h 13m 24s elapsed, 46m 36s of budget remaining. Output: (none)
- 5h 13m
buy_upgradeupgrades=["grass","trees","carrots"] · evidenceresult
Could not buy grass: Not enough resources. Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. Could not buy carrots: Not enough resources. Game time: 5h 13m 34s elapsed, 46m 26s of budget remaining.
- 5h 13m
waitseconds=1500 until_affordable="cactus"result
Waited 25m (time up). Program: farm running. Inventory change: cactus +17568, carrot -8812, hay +28800, pumpkin +7816, water +2400, wood +124416. Game time: 5h 38m 44s elapsed, 21m 16s of budget remaining.
- 5h 38m
buy_upgradeupgrades=["cactus","grass","carrots"] · evidenceresult
Could not buy cactus: Not enough resources. Could not buy grass: Not enough resources. Could not buy carrots: Not enough resources.
- 5h 38m
run_programname="farm" seconds=1100result
Ran farm for 18m 20s of game time; it is still running. Inventory change: cactus +12960, carrot -6384, hay +21504, pumpkin +5460, water +1760, wood +98368. Game time: 5h 57m 24s elapsed, 2m 36s of budget remaining. Output: (none)
- 5h 57m
waitseconds=140result
Waited 2m 20s (time up). Program: farm running. Inventory change: cactus +1728, carrot -740, hay +2496, pumpkin +788, water +224, wood +11808. Game time: 5h 59m 54s elapsed, 6s of budget remaining.
- 5h 59msaidThe 6-hour budget is essentially used up (6 seconds left), and the farm program is still running. Stopping it cleanly so nothing is left mid-action.
- 5h 59m
stop_programresult
Program stopped. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00msaidThe 6-hour game-time budget is used up and the farm is stopped. Final farm (12×12) and what it produced: - Cactus: the largest output. The bottom and top rows are kept sorted with `swap()`, so one harvest takes the whole row (n² yield). Cactus upgrade level 2 was bought for 20,000 pumpkins. - Pumpkins: three to four rows, with dead pumpkins replanted via `get_entity_type()`. - Wood: tree and bush rows, with the tree upgrade at level 6. - Hay: grass rows at grass upgrade level 6. - Carrots: only one row kept after the switch to pumpkins; the carrot stockpile was used up by planting costs. - Power: a small trickle from the sunflowers I cleared early on. Exact totals weren't reported by the tool, so I can't give final numbers. The last 30-minute windows added roughly 20k cactus, 9k pumpkins, 35k hay and 75k wood each. What I didn't do: - The dinosaur snake (bones) and polyculture companion planting, which were unlocked or planned but never built. - Gold and weird substance; I couldn't find how either is produced in the docs.
Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 1,667 |
| Cache reads | 10,906,653 |
| Cache writes | 166,972 |
| Output | 99,753 |
| Thinking (subset of output where reported) | 67,422 |
| Total | 11,175,045 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-haiku-5-5 | 11,175,045 | $0.61 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $0.61 (cost reported by the agent itself; plan or subscription billing may differ).
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
| Run id | economy-v1-claude-haiku-s1-a1-20261016T182652Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Claude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp) |
| Applied config | {"model":"haiku","effort":"medium","fast":"absent"} |
| Models reported | claude-haiku-5-5 |
| Tools available | buy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program |
| Harness | e5a6d3888fcb (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 5.82 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T18:26:52.534Z → 2026-10-16T18:37:29.153Z |
| Evidence | 79 items in evidence.json |