Claude Haiku 5.5, seed 3
Claude Code · medium reasoning effort
Hay 187k produced, 5.27 points
Wood 221k produced, 5.34 points
Carrot 239k produced, 5.38 points
Pumpkin 313k produced, 5.50 points
Cactus 94.8k produced, 4.98 points
Power 704 produced, 2.85 points
Bone not produced
Weird substance not produced
Gold not produced
Water 24.5k produced, 4.39 points
Fertilizer 2.36k produced, 3.37 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 37.08orders of magnitude · model mean 36.23
- On seed 3
- #7of 8 models
- Cost
- $0.71API-equivalent estimate
- Real time
- 11m 13swall 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 | 16.7 |
| 2h 00m | 28.0 |
| 3h 00m | 32.4 |
| 4h 00m | 34.8 |
| 5h 00m | 36.2 |
| 6h 00m | 37.1 |
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 3 mean |
|---|---|---|---|
| Resources opened | 8 of 11 | 7.7 of 11 | 9.9 of 11 |
| Study | 55 | 47 | 41 |
| Action overhead | 13% | 14% | 9% |
| Tool calls | 290 | 297 | 198 |
| Program writes | 42 | 49 | 29 |
| Program stints | 38 | 45 | 35 |
| Median stint | 2m 33s | 3m 18s | 8m 48s |
| Cost per point | $0.019 | $0.022 | $0.069 |
Farm idle 6% of samples; longest stint 2h 12m; 2 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 35s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 4m 15s | {"upgrades":["speed","speed","speed","expand","plant"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 15m 27s | {"upgrades":["speed","speed","expand","expand"]} | — | Could not buy speed: Not enough resources. |
| 17m 17s | {"upgrades":["operators"]} | operators 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 20m 37s | {"upgrades":["expand","speed","carrots"]} | expand 2, speed 2 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 21m 22s | {"upgrades":["carrots","watering"]} | carrots 1 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 24m 52s | {"upgrades":["watering","expand","speed"]} | watering 1 | Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. |
| 26m 12s | {"upgrades":["expand","speed","speed"]} | — | Could not buy expand: Not enough resources. |
| 32m 03s | {"upgrades":["expand"]} | expand 3 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 38m 43s | {"upgrades":["variables","senses","trees"]} | variables 1, senses 1 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 40m 03s | {"upgrades":["trees","functions","grass"]} | trees 1, functions 1, functions 1, grass 2 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 43m 33s | {"upgrades":["speed","speed"]} | speed 3 | Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. |
| 46m 13s | {"upgrades":["expand"]} | expand 4 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 49m 40s | {"upgrades":["sunflowers","lists"]} | sunflowers 1 | Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. |
| 53m 50s | {"upgrades":["lists","watering","speed"]} | watering 2 | Could not buy lists: Not enough resources. |
| 54m 10s | {"upgrades":["grass","grass"]} | — | Could not buy grass: Not enough resources. |
| 56m 00s | {"upgrades":["lists","speed"]} | lists 1 | Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. |
| 56m 20s | {"upgrades":["trees","trees"]} | trees 2 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 57m 53s | {"upgrades":["pumpkins"]} | pumpkins 1 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 01m | {"upgrades":["debug","trees","grass"]} | debug 1, grass 3 | Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. |
| 1h 04m | {"upgrades":["trees","trees","grass","watering"]} | trees 3 | Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 11m | {"upgrades":["speed"]} | — | Could not buy speed: Not enough resources. |
| 1h 13m | {"upgrades":["speed","grass"]} | grass 4 | Could not buy speed: Not enough resources. |
| 1h 19m | {"upgrades":["speed","expand","watering"]} | speed 4, watering 3 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 29m | {"upgrades":["carrots","carrots","carrots","import","trees"]} | carrots 2, carrots 3, import 1, trees 4 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 29m | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 35m | {"upgrades":["speed","carrots","grass","watering","trees"]} | speed 5, carrots 4 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 46m | {"upgrades":["pumpkins","pumpkins","watering","watering","fertilizer"]} | pumpkins 2, pumpkins 3, watering 4, fertilizer 1 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 47m | {"upgrades":["polyculture"]} | polyculture 1 | Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 1h 54m | {"upgrades":["cactus","pumpkins","pumpkins","pumpkins","polyculture"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 2h 07m | {"upgrades":["pumpkins","polyculture","watering","grass","trees"]} | watering 5 | Could not buy pumpkins: Not enough resources. |
| 2h 07m | {"upgrades":["pumpkins","polyculture"]} | — | Could not buy pumpkins: Not enough resources. |
| 2h 09m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 25m | {"upgrades":["trees","utilities","timing"]} | trees 5, utilities 1, timing 1 | Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. |
| 2h 50m | {"upgrades":["carrots","cactus"]} | carrots 5, cactus 2 | Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. |
| 3h 04m | {"upgrades":["grass","trees"]} | grass 5 | Bought grass, now level 5. Paid wood 12500. |
| 3h 28m | {"upgrades":["pumpkins","trees","grass"]} | pumpkins 4 | Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 3h 39m | {"upgrades":["dinosaurs","fertilizer"]} | dinosaurs 1, hats 1, fertilizer 2 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 3h 45m | {"upgrades":["expand"]} | expand 7 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
Programs 44 writes, code as the agent wrote it
start.py
r150sSaved, never run
for i in range(10): harvest()- Write result the agent saw
Saved start (2 lines). Game time: 1m elapsed, 5h 59m of budget remaining.
r21m 10sRan
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()Changes from the previous revision
- for i in range(10): - harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest() + harvest()
- Write result the agent saw
Saved start (10 lines). Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- run_program at 1m 20s for 60s (agent saw)
Ran start for 5s of game time; it finished. Inventory change: hay +10. Game time: 1m 35s elapsed, 5h 58m 25s of budget remaining. Output: (none)
r31m 55sRan
while True: harvest()Changes from the previous revision
- harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() + while True: + harvest()
- Write result the agent saw
Saved start (2 lines). Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
- run_program at 2m 05s for 120s (agent saw)
Ran start for 2m of game time; it is still running. Inventory change: hay +240. Game time: 4m 15s elapsed, 5h 55m 45s of budget remaining. Output: (none)
- run_program at 4m 25s for 120s (agent saw)
Ran start for 2m of game time; it is still running. Inventory change: no change. Game time: 6m 35s elapsed, 5h 53m 25s of budget remaining. Output: (none)
- run_program at 7m 15s for 60s (agent saw)
Ran start for 1m of game time; it is still running. Inventory change: no change. Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining. Output: (none)
—7m 05sRejected
while True: plant(Entities.Bush) harvest()- Write result the agent saw
Stop the program before editing it.
r48m 35sRan
while True: plant(Entities.Bush) harvest()Changes from the previous revision
while True: + plant(Entities.Bush) harvest()
- Write result the agent saw
Saved start (3 lines). Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
- run_program at 8m 45s for 60s (agent saw)
Ran start for 1m of game time; it is still running. Inventory change: no change. Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining. Output: (none)
r510m 35sRan
plant(Entities.Bush)Changes from the previous revision
- while True: - plant(Entities.Bush) - harvest() + plant(Entities.Bush)
- Write result the agent saw
Saved start (1 lines). Game time: 10m 45s elapsed, 5h 49m 15s of budget remaining.
- run_program at 10m 45s for 10s (agent saw)
Ran start for 0s of game time; it finished. Inventory change: no change. Game time: 10m 55s elapsed, 5h 49m 5s of budget remaining. Output: (none)
r611m 05sRan
harvest()Changes from the previous revision
- plant(Entities.Bush) + harvest()
- Write result the agent saw
Saved start (1 lines). Game time: 11m 15s elapsed, 5h 48m 45s of budget remaining.
- run_program at 11m 15s for 30s (agent saw)
Ran start for 0s of game time; it finished. Inventory change: wood +1. Game time: 11m 26s elapsed, 5h 48m 34s of budget remaining. Output: (none)
r711m 26sRan
while True: plant(Entities.Bush) harvest() move(North)Changes from the previous revision
- harvest() + while True: + plant(Entities.Bush) + harvest() + move(North)
- Write result the agent saw
Saved start (4 lines). Game time: 11m 36s elapsed, 5h 48m 24s of budget remaining.
- run_program at 11m 36s for 30s (agent saw)
Ran start for 30s of game time; it is still running. Inventory change: no change. Game time: 12m 16s elapsed, 5h 47m 44s of budget remaining. Output: (none)
r814m 16sRan
plant(Entities.Bush)Changes from the previous revision
- while True: - plant(Entities.Bush) - harvest() - move(North) + plant(Entities.Bush)
- Write result the agent saw
Saved start (1 lines). Game time: 14m 26s elapsed, 5h 45m 34s of budget remaining.
- run_program at 14m 26s for 5s (agent saw)
Ran start for 0s of game time; it finished. Inventory change: no change. Game time: 14m 36s elapsed, 5h 45m 24s of budget remaining. Output: (none)
r915m 06sRan
harvest() plant(Entities.Bush)Changes from the previous revision
+ harvest() plant(Entities.Bush)
- Write result the agent saw
Saved start (2 lines). Game time: 15m 16s elapsed, 5h 44m 44s of budget remaining.
- run_program at 15m 16s for 20s (agent saw)
Ran start for 1s of game time; it finished. Inventory change: wood +5. Game time: 15m 27s elapsed, 5h 44m 33s of budget remaining. Output: (none)
r1015m 47sRan
while True: harvest() plant(Entities.Bush) move(North)Changes from the previous revision
- harvest() - plant(Entities.Bush) + while True: + harvest() + plant(Entities.Bush) + move(North)
- Write result the agent saw
Saved start (4 lines). Game time: 15m 57s elapsed, 5h 44m 3s of budget remaining.
- run_program at 15m 57s for 60s (agent saw)
Ran start for 1m of game time; it is still running. Inventory change: hay +6, wood +5. Game time: 17m 7s elapsed, 5h 42m 53s of budget remaining. Output: (none)
- run_program at 17m 57s for 60s (agent saw)
Ran start for 1m of game time; it is still running. Inventory change: no change. Game time: 19m 7s elapsed, 5h 40m 53s of budget remaining. Output: (none)
—17m 47sRejected
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
r1119m 17sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)Changes from the previous revision
while True: - harvest() + if can_harvest(): + harvest() plant(Entities.Bush) move(North)
- Write result the agent saw
Saved start (5 lines). Game time: 19m 27s elapsed, 5h 40m 33s of budget remaining.
- run_program at 19m 27s for 60s (agent saw)
Ran start for 1m of game time; it is still running. Inventory change: wood +38. Game time: 20m 37s elapsed, 5h 39m 23s of budget remaining. Output: (none)
r1222m 12sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(South) if can_harvest(): harvest() plant(Entities.Bush) move(South) if can_harvest(): harvest() plant(Entities.Bush) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(East) move(South) move(South)Changes from the previous revision
plant(Entities.Bush) move(North) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(East) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(South) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(South) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(East) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + if can_harvest(): + harvest() + plant(Entities.Bush) + move(East) + move(South) + move(South)
- Write result the agent saw
Saved start (39 lines). Game time: 22m 22s elapsed, 5h 37m 38s of budget remaining.
- run_program at 22m 22s for 120s (agent saw)
Ran start for 2m of game time; it is still running. Inventory change: hay +10, wood +162. Game time: 24m 32s elapsed, 5h 35m 28s of budget remaining. Output: (none)
carrot_test.py
r126m 42sRan
till() plant(Entities.Carrot)- Write result the agent saw
Saved carrot_test (2 lines). Game time: 26m 52s elapsed, 5h 33m 8s of budget remaining.
- run_program at 26m 52s for 5s (agent saw)
Ran carrot_test for 1s of game time; it finished. Inventory change: hay -1, wood -1. Game time: 27m 3s elapsed, 5h 32m 57s of budget remaining. Output: (none)
r227m 13sRan
while not can_harvest(): do_a_flip() harvest()Changes from the previous revision
- till() - plant(Entities.Carrot) + while not can_harvest(): + do_a_flip() + harvest()
- Write result the agent saw
Saved carrot_test (3 lines). Game time: 27m 23s elapsed, 5h 32m 37s of budget remaining.
- run_program at 27m 23s for 20s (agent saw)
Ran carrot_test for 0s of game time; it finished. Inventory change: carrot +1. Game time: 27m 33s elapsed, 5h 32m 27s of budget remaining. Output: (none)
r328m 23sRan
while True: if can_harvest(): harvest() plant(Entities.Carrot)Changes from the previous revision
- while not can_harvest(): - do_a_flip() - harvest() + while True: + if can_harvest(): + harvest() + plant(Entities.Carrot)
- Write result the agent saw
Saved carrot_test (4 lines). Game time: 28m 33s elapsed, 5h 31m 27s of budget remaining.
- run_program at 28m 33s for 60s (agent saw)
Ran carrot_test for 1m of game time; it is still running. Inventory change: water +6. Game time: 29m 43s elapsed, 5h 30m 17s of budget remaining. Output: (none)
r430m 03sRan
while True: plant(Entities.Carrot) while not can_harvest(): do_a_flip() harvest()Changes from the previous revision
while True: - if can_harvest(): - harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) + while not can_harvest(): + do_a_flip() + harvest()
- Write result the agent saw
Saved carrot_test (5 lines). Game time: 30m 13s elapsed, 5h 29m 47s of budget remaining.
- run_program at 30m 13s for 90s (agent saw)
Ran carrot_test for 1m 30s of game time; it is still running. Inventory change: carrot +21, hay -14, water +9, wood -14. Game time: 31m 53s elapsed, 5h 28m 7s of budget remaining. Output: (none)
setup.py
r132m 23sRanFinal
till() move(West) till() move(West) till() move(North) till() move(East) till() move(East) till() move(East) till() move(South) till() move(South) move(South) move(West) move(West) move(West)- Write result the agent saw
Saved setup (20 lines). Game time: 32m 33s elapsed, 5h 27m 27s of budget remaining.
- run_program at 32m 33s for 30s (agent saw)
Ran setup for 5s of game time; it finished. Inventory change: no change. Game time: 32m 48s elapsed, 5h 27m 12s of budget remaining. Output: (none)
farm.py
r132m 58sRan
if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() 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(North) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(South) move(South) move(South)- Write result the agent saw
Saved farm (58 lines). Game time: 33m 8s elapsed, 5h 26m 52s of budget remaining.
- run_program at 33m 08s for 120s (agent saw)
Ran farm for 6s of game time; it finished. Inventory change: hay +8, water +1. Game time: 33m 23s elapsed, 5h 26m 37s of budget remaining. Output: (none)
r233m 23sRan
while True: if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() 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(North) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(South) move(South) move(South)Changes from the previous revision
- if can_harvest(): - harvest() - move(East) - if can_harvest(): - harvest() - move(East) - if can_harvest(): - harvest() - move(East) - if can_harvest(): - harvest() - move(North) - if can_harvest(): - harvest() - move(West) - if can_harvest(): - harvest() - move(West) - if can_harvest(): - harvest() - move(West) - if can_harvest(): - harvest() - 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(North) - if can_harvest(): - harvest() - plant(Entities.Carrot) - move(West) - if can_harvest(): - harvest() - plant(Entities.Carrot) - move(West) - if can_harvest(): - harvest() - plant(Entities.Carrot) - move(West) - if can_harvest(): - harvest() - plant(Entities.Carrot) - move(South) - move(South) - move(South) + while True: + if can_harvest(): + harvest() + move(East) + if can_harvest(): + harvest() + move(East) + if can_harvest(): + harvest() + move(East) + if can_harvest(): + harvest() + move(North) + if can_harvest(): + harvest() + move(West) + if can_harvest(): + harvest() + move(West) + if can_harvest(): + harvest() + move(West) + if can_harvest(): + harvest() + 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(North) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(West) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(West) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(West) + if can_harvest(): + harvest() + plant(Entities.Carrot) + move(South) + move(South) + move(South)
- Write result the agent saw
Saved farm (59 lines). Game time: 33m 33s elapsed, 5h 26m 27s of budget remaining.
- run_program at 33m 33s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: hay +168, water +12. Game time: 35m 43s elapsed, 5h 24m 17s of budget remaining. Output: (none)
r336m 23sRan
while True: if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() 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(North) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(South) move(South) move(South)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(North) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(South) move(South)
- Write result the agent saw
Saved farm (59 lines). Game time: 36m 33s elapsed, 5h 23m 27s of budget remaining.
- run_program at 36m 33s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +86, hay +98, water +12, wood -62. Game time: 38m 43s elapsed, 5h 21m 17s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r440m 53sSaved, never run
while True: 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(North) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() 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(North) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(South) move(South) move(South)Changes from the previous revision
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(North) if can_harvest(): if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(North) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(South) move(South)
- Write result the agent saw
Saved farm (63 lines). Game time: 41m 3s elapsed, 5h 18m 57s of budget remaining.
r541m 03sRan
while True: 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(North) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() move(West) if can_harvest(): harvest() 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(North) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(West) if can_harvest(): harvest() plant(Entities.Carrot) move(South) move(South) move(South)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(East) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(North) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(West) if can_harvest(): harvest() - plant(Entities.Carrot) + plant(Entities.Carrot) move(South) move(South)
- Write result the agent saw
Saved farm (63 lines). Game time: 41m 13s elapsed, 5h 18m 47s of budget remaining.
- run_program at 41m 13s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +146, hay +82, water +12, wood -2. Game time: 43m 23s elapsed, 5h 16m 37s of budget remaining. Output: (none)
setup6.py
r146m 33sRan
def till_east(): while get_pos_x() < 5: till() move(East) till() def till_west(): while get_pos_x() > 0: till() move(West) till() while get_pos_x() != 0: move(West) while get_pos_y() != 3: move(North) till_east() move(North) till_west() move(North) till_east()- Write result the agent saw
Saved setup6 (21 lines). Game time: 46m 43s elapsed, 5h 13m 17s of budget remaining.
- run_program at 46m 43s for 60s (agent saw)
Ran setup6 for 6s of game time; it finished. Inventory change: no change. Game time: 47m elapsed, 5h 13m of budget remaining. Output: (none)
farm6.py
r147m 10sRan
def visit(): if get_pos_y() < 2: if can_harvest(): harvest() plant(Entities.Bush) elif get_pos_y() == 2: if can_harvest(): harvest() else: if can_harvest(): harvest() plant(Entities.Carrot) def sweep_east(): while get_pos_x() < 5: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)- Write result the agent saw
Saved farm6 (34 lines). Game time: 47m 20s elapsed, 5h 12m 40s of budget remaining.
- run_program at 47m 20s for 120s (agent saw)
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +184, hay +58, water +12, wood +14. Game time: 49m 30s elapsed, 5h 10m 30s of budget remaining. Output: (none)
r250m 10sSaved, never run
def visit(): if get_pos_y() < 2: if can_harvest(): harvest() plant(Entities.Bush) elif get_pos_y() == 2: if can_harvest(): harvest() elif get_pos_y() == 3: if can_harvest(): harvest() plant(Entities.Sunflowers) else: if can_harvest(): harvest() plant(Entities.Carrot) def sweep_east(): while get_pos_x() < 5: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
if can_harvest(): harvest() + elif get_pos_y() == 3: + if can_harvest(): + harvest() + plant(Entities.Sunflowers) else: if can_harvest():
- Write result the agent saw
Saved farm6 (38 lines). Game time: 50m 20s elapsed, 5h 9m 40s of budget remaining.
- run_program at 50m 20s for 180s (agent saw)
Parse error: Entities.Sunflowers doesn't exist.
r350m 30sRan
def visit(): if get_pos_y() < 2: if can_harvest(): harvest() plant(Entities.Bush) elif get_pos_y() == 2: if can_harvest(): harvest() elif get_pos_y() == 3: if can_harvest(): harvest() plant(Entities.Sunflower) else: if can_harvest(): harvest() plant(Entities.Carrot) def sweep_east(): while get_pos_x() < 5: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Sunflowers) + plant(Entities.Sunflower) else: if can_harvest():
- Write result the agent saw
Saved farm6 (38 lines). Game time: 50m 40s elapsed, 5h 9m 20s of budget remaining.
- run_program at 50m 40s for 180s (agent saw)
Ran farm6 for 3m of game time; it is still running. Inventory change: carrot +328, hay +206, power +22.55, water +18, wood +194. Game time: 53m 50s elapsed, 5h 6m 10s of budget remaining. Output: (none)
r458m 33sRan
def visit(): if get_pos_y() < 2: if can_harvest(): harvest() plant(Entities.Bush) elif get_pos_y() == 2: if can_harvest(): harvest() elif get_pos_y() == 3: if can_harvest(): harvest() plant(Entities.Sunflower) elif get_pos_y() == 4: if can_harvest(): harvest() plant(Entities.Carrot) else: if can_harvest(): harvest() plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 5: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
harvest() plant(Entities.Sunflower) - else: + elif get_pos_y() == 4: if can_harvest(): harvest() plant(Entities.Carrot) + else: + if can_harvest(): + harvest() + plant(Entities.Pumpkin) def sweep_east():
- Write result the agent saw
Saved farm6 (42 lines). Game time: 58m 43s elapsed, 5h 1m 17s of budget remaining.
- run_program at 58m 43s for 180s (agent saw)
Ran farm6 for 3m of game time; it is still running. Inventory change: carrot -64, hay +345, power +18.02, pumpkin +117, water +36, wood +659. Game time: 1h 1m 53s elapsed, 4h 58m 7s of budget remaining. Output: (none)
r51h 11mRan
def visit(): if get_pos_y() < 2: if can_harvest(): harvest() plant(Entities.Bush) elif get_pos_y() == 2: if can_harvest(): harvest() elif get_pos_y() == 3: if can_harvest(): harvest() plant(Entities.Carrot) elif get_pos_y() == 4: if can_harvest(): harvest() plant(Entities.Carrot) else: if can_harvest(): harvest() plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 5: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Sunflower) + plant(Entities.Carrot) elif get_pos_y() == 4: if can_harvest():
- Write result the agent saw
Saved farm6 (42 lines). Game time: 1h 11m 33s elapsed, 4h 48m 27s of budget remaining.
- run_program at 1h 11m for 120s (agent saw)
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +152, hay +660, power -48.96, pumpkin +73, water +24, wood +980. Game time: 1h 13m 43s elapsed, 4h 46m 17s of budget remaining. Output: (none)
r61h 20mRan
def visit(): if can_harvest(): harvest() if get_pos_y() < 2: plant(Entities.Bush) elif get_pos_y() == 5: plant(Entities.Pumpkin) elif get_pos_y() > 2: plant(Entities.Carrot) if get_pos_y() != 2: use_item(Items.Water) def sweep_east(): while get_pos_x() < 5: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
def visit(): + if can_harvest(): + harvest() if get_pos_y() < 2: - if can_harvest(): - harvest() plant(Entities.Bush) - elif get_pos_y() == 2: - if can_harvest(): - harvest() - elif get_pos_y() == 3: - if can_harvest(): - harvest() - plant(Entities.Carrot) - elif get_pos_y() == 4: - if can_harvest(): - harvest() - plant(Entities.Carrot) - else: - if can_harvest(): - harvest() + elif get_pos_y() == 5: plant(Entities.Pumpkin) + elif get_pos_y() > 2: + plant(Entities.Carrot) + if get_pos_y() != 2: + use_item(Items.Water) def sweep_east():
- Write result the agent saw
Saved farm6 (33 lines). Game time: 1h 20m 23s elapsed, 4h 39m 37s of budget remaining.
- run_program at 1h 20m for 120s (agent saw)
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +105, hay +708, pumpkin +44, water -225, wood +580. Game time: 1h 22m 33s elapsed, 4h 37m 27s of budget remaining. Output: (none)
r71h 29mRan
def visit(): if can_harvest(): harvest() if get_pos_y() < 2: plant(Entities.Bush) elif get_pos_y() > 4: plant(Entities.Pumpkin) elif get_pos_y() > 2: plant(Entities.Carrot) def sweep_east(): while get_pos_x() < 7: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
if get_pos_y() < 2: plant(Entities.Bush) - elif get_pos_y() == 5: + elif get_pos_y() > 4: plant(Entities.Pumpkin) elif get_pos_y() > 2: plant(Entities.Carrot) - if get_pos_y() != 2: - use_item(Items.Water) def sweep_east(): - while get_pos_x() < 5: + while get_pos_x() < 7: visit() move(East)
- Write result the agent saw
Saved farm6 (31 lines). Game time: 1h 29m 33s elapsed, 4h 30m 27s of budget remaining.
- run_program at 1h 30m for 300s (agent saw)
Ran farm6 for 5m of game time; it is still running. Inventory change: carrot +992, hay +1224, pumpkin +481, water +120, wood +2152. Game time: 1h 35m 42s elapsed, 4h 24m 18s of budget remaining. Output: (none)
r81h 55mRan
def visit(): if can_harvest(): harvest() if get_pos_y() < 2: plant(Entities.Bush) elif get_pos_y() == 3: plant(Entities.Cactus) elif get_pos_y() == 4: plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 7: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
if get_pos_y() < 2: plant(Entities.Bush) + elif get_pos_y() == 3: + plant(Entities.Cactus) + elif get_pos_y() == 4: + plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) - elif get_pos_y() > 2: - plant(Entities.Carrot) def sweep_east():
- Write result the agent saw
Saved farm6 (33 lines). Game time: 1h 55m 48s elapsed, 4h 4m 12s of budget remaining.
- run_program at 1h 55m for 60s (agent saw)
Ran farm6 for 1m of game time; it is still running. Inventory change: cactus +40, carrot +48, fertilizer +6, hay +512, pumpkin +528, water +48, wood +880. Game time: 1h 56m 58s elapsed, 4h 3m 2s of budget remaining. Output: (none)
setup8.py
r11h 29mRan
def till_east(): while get_pos_x() < 7: till() move(East) till() def till_west(): while get_pos_x() > 0: till() move(West) till() while get_pos_x() != 0: move(West) while get_pos_y() != 3: move(North) till_east() move(North) till_west() move(North) till_east() move(North) till_west() move(North) till_east()- Write result the agent saw
Saved setup8 (25 lines). Game time: 1h 29m 23s elapsed, 4h 30m 37s of budget remaining.
- run_program at 1h 30m for 120s (agent saw)
Ran setup8 for 9s of game time; it finished. Inventory change: water +3. Game time: 1h 30m 22s elapsed, 4h 29m 38s of budget remaining. Output: (none)
setup12.py
r12h 09mRan
def till_east(): while get_pos_x() < 11: till() move(East) till() def till_west(): while get_pos_x() > 0: till() move(West) till() while get_pos_x() != 0: move(West) while get_pos_y() != 3: move(North) till_east() move(North) till_west() move(North) till_east() move(North) till_west() move(North) till_east() move(North) till_west() move(North) till_east() move(North) till_west() move(North) till_east()- Write result the agent saw
Saved setup12 (33 lines). Game time: 2h 9m 26s elapsed, 3h 50m 34s of budget remaining.
- run_program at 2h 09m for 200s (agent saw)
Ran setup12 for 15s of game time; it finished. Inventory change: fertilizer +2, water +25. Game time: 2h 10m 2s elapsed, 3h 49m 58s of budget remaining. Output: (none)
farm12.py
r12h 09mRan
def visit(): if can_harvest(): harvest() if get_pos_y() < 2: plant(Entities.Bush) elif get_pos_y() == 3: plant(Entities.Cactus) elif get_pos_y() == 4: plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 11: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)- Write result the agent saw
Saved farm12 (33 lines). Game time: 2h 9m 36s elapsed, 3h 50m 24s of budget remaining.
- run_program at 2h 10m for 300s (agent saw)
Ran farm12 for 5m of game time; it is still running. Inventory change: cactus +177, carrot -1968, fertilizer +30, hay +1488, pumpkin +5394, water +480, wood +2592. Game time: 2h 15m 22s elapsed, 3h 44m 38s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Cactus. In: sweep_west <- visit plant(Entities.Cactus) ^^ --------------------------------------------------------------------
r22h 26mRan
def visit(): if can_harvest(): harvest() if get_pos_y() < 2: plant(Entities.Bush) elif get_pos_y() == 2: plant(Entities.Carrot) elif get_pos_y() == 3: plant(Entities.Cactus) elif get_pos_y() == 4: plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 11: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
if get_pos_y() < 2: plant(Entities.Bush) + elif get_pos_y() == 2: + plant(Entities.Carrot) elif get_pos_y() == 3: plant(Entities.Cactus)
- Write result the agent saw
Saved farm12 (35 lines). Game time: 2h 26m 32s elapsed, 3h 33m 28s of budget remaining.
- run_program at 2h 26m for 600s (agent saw)
Ran farm12 for 10m of game time; it is still running. Inventory change: cactus +402, carrot -3724, fertilizer +60, hay -976, pumpkin +7516, water +960, wood +11216. Game time: 2h 36m 54s elapsed, 3h 23m 6s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: sweep_east <- visit plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Carrot. In: sweep_east <- visit plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: sweep_east <- visit plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r32h 37mRan
def visit(): if can_harvest(): harvest() if get_pos_y() < 2: plant(Entities.Bush) elif get_pos_y() == 3: plant(Entities.Cactus) elif get_pos_y() == 4: plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 11: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) while True: sweep_east() move(North) sweep_west() move(North)Changes from the previous revision
if get_pos_y() < 2: plant(Entities.Bush) - elif get_pos_y() == 2: - plant(Entities.Carrot) elif get_pos_y() == 3: plant(Entities.Cactus)
- Write result the agent saw
Saved farm12 (33 lines). Game time: 2h 37m 34s elapsed, 3h 22m 26s of budget remaining.
- run_program at 2h 37m for 300s (agent saw)
Ran farm12 for 5m of game time; it is still running. Inventory change: cactus +192, fertilizer +30, hay +2168, pumpkin +1640, water +480, wood +6704. Game time: 2h 42m 56s elapsed, 3h 17m 4s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: sweep_west <- visit plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r42h 50mRan
def visit(): if can_harvest(): harvest() if get_pos_y() < 2: plant(Entities.Bush) elif get_pos_y() == 4: plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 11: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() def cactus_row(): while get_pos_x() != 0: move(East) while get_pos_x() < 11: if can_harvest(): harvest() plant(Entities.Cactus) move(East) if can_harvest(): harvest() plant(Entities.Cactus) n = 0 while n < 11: sort_pass() n = n + 1 def sort_pass(): while get_pos_x() < 11: if measure(East) < measure(): swap(East) move(East) move(East) while get_pos_y() != 3: move(North) while get_pos_x() != 0: move(East) while True: cactus_row() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) move(East)Changes from the previous revision
if get_pos_y() < 2: plant(Entities.Bush) - elif get_pos_y() == 3: - plant(Entities.Cactus) elif get_pos_y() == 4: plant(Entities.Carrot) visit() - while get_pos_y() != 0: + def cactus_row(): + while get_pos_x() != 0: + move(East) + while get_pos_x() < 11: + if can_harvest(): + harvest() + plant(Entities.Cactus) + move(East) + if can_harvest(): + harvest() + plant(Entities.Cactus) + n = 0 + while n < 11: + sort_pass() + n = n + 1 + + def sort_pass(): + while get_pos_x() < 11: + if measure(East) < measure(): + swap(East) + move(East) + move(East) + + while get_pos_y() != 3: move(North) while get_pos_x() != 0: - move(West) + move(East) while True: + cactus_row() + move(North) sweep_east() move(North) sweep_west() move(North) + sweep_east() + move(North) + sweep_west() + move(North) + sweep_east() + move(North) + sweep_west() + move(North) + sweep_east() + move(North) + sweep_west() + move(North) + sweep_east() + move(North) + sweep_west() + move(North) + sweep_east() + move(North) + sweep_west() + move(North) + sweep_east() + move(North) + sweep_west() + move(North) + sweep_east() + move(North) + sweep_west() + move(North) + sweep_east() + move(North) + move(East)
- Write result the agent saw
Saved farm12 (87 lines). Game time: 2h 51m 6s elapsed, 3h 8m 54s of budget remaining.
- run_program at 2h 51m for 180s (agent saw)
Ran farm12 for 3m of game time; it is still running. Inventory change: cactus +1176, carrot -120, fertilizer +18, hay +560, pumpkin +2280, water +288, wood +3168. Game time: 2h 54m 16s elapsed, 3h 5m 44s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: sweep_east <- visit plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r53h 05mRan
def visit(): if can_harvest(): harvest() if get_pos_y() == 0: plant(Entities.Bush) elif get_pos_y() == 1: plant(Entities.Carrot) elif get_pos_y() == 4: plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 11: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() def cactus_row(): while get_pos_x() != 0: move(East) while get_pos_x() < 11: if can_harvest(): harvest() plant(Entities.Cactus) move(East) if can_harvest(): harvest() plant(Entities.Cactus) n = 0 while n < 11: sort_pass() n = n + 1 def sort_pass(): while get_pos_x() < 11: if measure(East) < measure(): swap(East) move(East) move(East) while get_pos_y() != 3: move(North) while get_pos_x() != 0: move(East) while True: cactus_row() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) sweep_west() move(North) sweep_east() move(North) move(East)Changes from the previous revision
if can_harvest(): harvest() - if get_pos_y() < 2: + if get_pos_y() == 0: plant(Entities.Bush) + elif get_pos_y() == 1: + plant(Entities.Carrot) elif get_pos_y() == 4: plant(Entities.Carrot) sweep_east() move(North) - sweep_west() - move(North) - sweep_east() - move(North) move(East)
- Write result the agent saw
Saved farm12 (85 lines). Game time: 3h 5m 39s elapsed, 2h 54m 21s of budget remaining.
- run_program at 3h 05m for 600s (agent saw)
Ran farm12 for 10m of game time; it is still running. Inventory change: cactus +4320, carrot +7072, fertilizer +60, hay +144, pumpkin +7904, water +960, wood +288. Game time: 3h 15m 49s elapsed, 2h 44m 11s of budget remaining. Output: (none)
- run_program at 3h 16m for 120s (agent saw)
Ran farm12 for 2m of game time; it is still running. Inventory change: cactus +864, carrot +1104, fertilizer +12, hay -624, pumpkin +1732, water +192, wood +656. Game time: 3h 18m 19s elapsed, 2h 41m 41s of budget remaining. Output: (none)
setup_row2.py
r12h 26mRan
while get_pos_x() != 0: move(West) while get_pos_y() != 2: move(North) while get_pos_x() < 11: till() move(East) till()- Write result the agent saw
Saved setup_row2 (8 lines). Game time: 2h 26m 22s elapsed, 3h 33m 38s of budget remaining.
- run_program at 2h 26m for 60s (agent saw)
Ran setup_row2 for 2s of game time; it finished. Inventory change: water +3. Game time: 2h 26m 44s elapsed, 3h 33m 16s of budget remaining. Output: (none)
- run_program at 2h 37m for 30s (agent saw)
Ran setup_row2 for 2s of game time; it finished. Inventory change: water +4. Game time: 2h 37m 46s elapsed, 3h 22m 14s of budget remaining. Output: (none)
setup_row1.py
r13h 04mRan
while get_pos_y() != 1: move(North) while get_pos_x() != 0: move(West) while get_pos_x() < 11: till() move(East) till()- Write result the agent saw
Saved setup_row1 (8 lines). Game time: 3h 5m 6s elapsed, 2h 54m 54s of budget remaining.
- run_program at 3h 05m for 60s (agent saw)
Ran setup_row1 for 3s of game time; it finished. Inventory change: water +4. Game time: 3h 5m 19s elapsed, 2h 54m 41s of budget remaining. Output: (none)
setup16.py
r13h 39mRan
def till_visit(): if get_pos_y() != 0 and get_pos_y() != 2: till() def till_east(): while get_pos_x() < 15: till_visit() move(East) till_visit() def till_west(): while get_pos_x() > 0: till_visit() move(West) till_visit() while get_pos_y() != 0: move(North) while get_pos_x() != 0: move(West) n = 0 while n < 16: if n % 2 == 0: till_east() else: till_west() move(North) n = n + 1- Write result the agent saw
Saved setup16 (28 lines). Game time: 3h 40m 9s elapsed, 2h 19m 51s of budget remaining.
- run_program at 3h 45m for 120s (agent saw)
Ran setup16 for 34s of game time; it finished. Inventory change: fertilizer +7, water +55. Game time: 3h 46m 43s elapsed, 2h 13m 17s of budget remaining. Output: (none)
farm16.py
r13h 40mRan
def visit(): if can_harvest(): harvest() if get_pos_y() == 0: plant(Entities.Bush) elif get_pos_y() == 1: plant(Entities.Carrot) elif get_pos_y() == 4: plant(Entities.Carrot) elif get_pos_y() > 4: plant(Entities.Pumpkin) def sweep_east(): while get_pos_x() < 15: visit() move(East) visit() def sweep_west(): while get_pos_x() > 0: visit() move(West) visit() def sort_pass(): while get_pos_x() < 15: if measure(East) < measure(): swap(East) move(East) move(East) def cactus_row(): while get_pos_x() != 0: move(East) while get_pos_x() < 15: if can_harvest(): harvest() plant(Entities.Cactus) move(East) if can_harvest(): harvest() plant(Entities.Cactus) n = 0 while n < 15: sort_pass() n = n + 1 while get_pos_y() != 3: move(North) while get_pos_x() != 0: move(East) while True: cactus_row() move(North) n = 0 while n < 15: if n % 2 == 0: sweep_east() else: sweep_west() move(North) n = n + 1 move(East)- Write result the agent saw
Saved farm16 (63 lines). Game time: 3h 40m 19s elapsed, 2h 19m 41s of budget remaining.
- run_program at 3h 46m for 600s (agent saw)
Ran farm16 for 10m of game time; it is still running. Inventory change: cactus +5120, carrot -5072, fertilizer +120, hay +1440, pumpkin +19528, water +960, wood -224. Game time: 3h 57m 3s elapsed, 2h 2m 57s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: sweep_east <- visit plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
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="start" · evidenceresult
Saved start (2 lines). Game time: 1m elapsed, 5h 59m of budget remaining.
- 1m 00s
docs_readpath="unlocks/loops"result
## Loops Unlocks a simple while loop. while True: harvest() ### Unlock Cost [Current cost: hay=5] Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining. - 1m 10s
write_programname="start" · evidenceresult
Saved start (10 lines). Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- 1m 20s
run_programname="start" seconds=60result
Ran start for 5s of game time; it finished. Inventory change: hay +10. Game time: 1m 35s elapsed, 5h 58m 25s of budget remaining. Output: (none)
- 1m 35s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 1m 45s elapsed, 5h 58m 15s of budget remaining.
- 1m 45s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. ### Unlock Cost [Current cost: hay=20] Game time: 1m 55s elapsed, 5h 58m 5s of budget remaining.
- 1m 55s
write_programname="start" · evidenceresult
Saved start (2 lines). Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
- 2m 05s
run_programname="start" seconds=120result
Ran start for 2m of game time; it is still running. Inventory change: hay +240. Game time: 4m 15s elapsed, 5h 55m 45s of budget remaining. Output: (none)
- 4m 15s
buy_upgradeupgrades=["speed","speed","speed","expand","plant"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 4m 25s elapsed, 5h 55m 35s of bu…
- 4m 25s
run_programname="start" seconds=120result
Ran start for 2m of game time; it is still running. Inventory change: no change. Game time: 6m 35s elapsed, 5h 53m 25s of budget remaining. Output: (none)
- 6m 35s
observeresult
Game time: 6m 45s elapsed, 5h 53m 15s of budget remaining. Program: start (running). Inventory: hay 165. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr2* Recent output: (none)
- 6m 45s
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md) Game time: 6m 55s elapsed, 5h 53m 5s of budget remaining.
- 6m 55s
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…
- 7m 05s
write_programname="start" · evidenceresult
Stop the program before editing it.
- 7m 15s
run_programname="start" seconds=60result
Ran start for 1m of game time; it is still running. Inventory change: no change. Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining. Output: (none)
- 8m 25s
stop_programresult
Program stopped. Game time: 8m 35s elapsed, 5h 51m 25s of budget remaining.
- 8m 35s
write_programname="start" · evidenceresult
Saved start (3 lines). Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
- 8m 45s
run_programname="start" seconds=60result
Ran start for 1m of game time; it is still running. Inventory change: no change. Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining. Output: (none)
- 9m 55s
observeresult
Game time: 10m 5s elapsed, 5h 49m 55s of budget remaining. Program: start (running). Inventory: hay 165. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Gr2* Recent output: (none)
- 10m 05s
stop_programresult
Program stopped. Game time: 10m 15s elapsed, 5h 49m 45s of budget remaining.
- 10m 15s
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…
- 10m 25s
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…
- 10m 35s
write_programname="start" · evidenceresult
Saved start (1 lines). Game time: 10m 45s elapsed, 5h 49m 15s of budget remaining.
- 10m 45s
run_programname="start" seconds=10result
Ran start for 0s of game time; it finished. Inventory change: no change. Game time: 10m 55s elapsed, 5h 49m 5s of budget remaining. Output: (none)
- 10m 55s
observeresult
Game time: 11m 5s elapsed, 5h 48m 55s of budget remaining. Program: none running. Inventory: hay 165. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 y= 1 _Gr3 y= 0 _Bu3* Recent output: (none)
- 11m 05s
write_programname="start" · evidenceresult
Saved start (1 lines). Game time: 11m 15s elapsed, 5h 48m 45s of budget remaining.
- 11m 15s
run_programname="start" seconds=30result
Ran start for 0s of game time; it finished. Inventory change: wood +1. Game time: 11m 26s elapsed, 5h 48m 34s of budget remaining. Output: (none)
- 11m 26s
write_programname="start" · evidenceresult
Saved start (4 lines). Game time: 11m 36s elapsed, 5h 48m 24s of budget remaining.
- 11m 36s
run_programname="start" seconds=30result
Ran start for 30s of game time; it is still running. Inventory change: no change. Game time: 12m 16s elapsed, 5h 47m 44s of budget remaining. Output: (none)
- 12m 16s
observeresult
Game time: 12m 26s elapsed, 5h 47m 34s of budget remaining. Program: start (running). Inventory: hay 165, 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 _Gr3 Recent output: (none)
- 12m 26s
waitseconds=60result
Waited 1m (time up). Program: start running. Inventory change: no change. Game time: 13m 36s elapsed, 5h 46m 24s of budget remaining.
- 13m 36s
observeresult
Game time: 13m 46s elapsed, 5h 46m 14s of budget remaining. Program: start (running). Inventory: hay 165, 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 _Gr3* Recent output: (none)
- 13m 46s
stop_programresult
Program stopped. Game time: 13m 56s elapsed, 5h 46m 4s of budget remaining.
- 13m 56s
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: 14m 6s elapsed, 5h 45m 54s of budget remaining.
- 14m 06s
docs_readpath="items/hay"result
## Hay Obtained by cutting grass. You have `165` Game time: 14m 16s elapsed, 5h 45m 44s of budget remaining.
- 14m 16s
write_programname="start" · evidenceresult
Saved start (1 lines). Game time: 14m 26s elapsed, 5h 45m 34s of budget remaining.
- 14m 26s
run_programname="start" seconds=5result
Ran start for 0s of game time; it finished. Inventory change: no change. Game time: 14m 36s elapsed, 5h 45m 24s of budget remaining. Output: (none)
- 14m 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 5 Game time: 14m 46s elapsed, 5h 45m 14s of budget remaining.
- 14m 46s
observeresult
Game time: 14m 56s elapsed, 5h 45m 4s of budget remaining. Program: none running. Inventory: hay 165, 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, Bu=bush. y= 2 _Gr3 y= 1 _Bu3* y= 0 _Gr3 Recent output: (none)
- 14m 56s
inspect_tilex=0 y=1result
(0,1) `x = 0, y = 1` ### `Entities.Bush` Total grow time: 4.61 seconds Grown 100% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 5 Game time: 15m 6s elapsed, 5h 44m 54s of budget remaining.
- 15m 06s
write_programname="start" · evidenceresult
Saved start (2 lines). Game time: 15m 16s elapsed, 5h 44m 44s of budget remaining.
- 15m 16s
run_programname="start" seconds=20result
Ran start for 1s of game time; it finished. Inventory change: wood +5. Game time: 15m 27s elapsed, 5h 44m 33s of budget remaining. Output: (none)
- 15m 27s
buy_upgradeupgrades=["speed","speed","expand","expand"] · evidenceresult
Could not buy speed: Not enough resources. Could not buy speed: Not enough resources. Could not buy expand: Not enough resources. Could not buy expand: Not enough resources.
- 15m 37s
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…
- 15m 47s
write_programname="start" · evidenceresult
Saved start (4 lines). Game time: 15m 57s elapsed, 5h 44m 3s of budget remaining.
- 15m 57s
run_programname="start" seconds=60result
Ran start for 1m of game time; it is still running. Inventory change: hay +6, wood +5. Game time: 17m 7s elapsed, 5h 42m 53s of budget remaining. Output: (none)
- 17m 07s
observeresult
Game time: 17m 17s elapsed, 5h 42m 43s of budget remaining. Program: start (running). Inventory: hay 171, wood 11. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush. y= 2 _Bu2* y= 1 _Bu1 y= 0 _Bu2 Recent output: (none)
- 17m 17s
buy_upgradeupgrades=["operators"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Game time: 17m 27s elapsed, 5h 42m 33s of budget remaining.
- 17m 27s
docs_readpath="docs/scripting/operators.md"result
# Operators arithmetic operators: `+, -, *, /, //, %, **` comparison operators: `==, !=, <=, >=, <, >` boolean operators: `not, and, or` Note: All numbers in the game are floating point numbers. So all arithmetic operators are floating point operators. `//` is defined to just floor the number after the division. For assignment operators you need to unlock the "Variables" unlock. ## Introduction…
- 17m 37s
docs_readpath="functions/plant"result
plant(entity) Spends the cost of the specified entity and plants it under the drone. It fails if you can't afford the plant, the ground type is wrong or there's already a plant there. returns True if it succeeded, False otherwise. takes 200 ticks to execute if it succeeded, 1 tick otherwise. example: plant(Entities.Bush) Game time: 17m 47s elapsed, 5h 42m 13s of budget remaining.
- 17m 47s
write_programname="start" · evidenceresult
Stop the program before editing it.
- 17m 57s
run_programname="start" seconds=60result
Ran start for 1m of game time; it is still running. Inventory change: no change. Game time: 19m 7s elapsed, 5h 40m 53s of budget remaining. Output: (none)
- 19m 07s
stop_programresult
Program stopped. Game time: 19m 17s elapsed, 5h 40m 43s of budget remaining.
- 19m 17s
write_programname="start" · evidenceresult
Saved start (5 lines). Game time: 19m 27s elapsed, 5h 40m 33s of budget remaining.
- 19m 27s
run_programname="start" seconds=60result
Ran start for 1m of game time; it is still running. Inventory change: wood +38. Game time: 20m 37s elapsed, 5h 39m 23s of budget remaining. Output: (none)
- 20m 37s
buy_upgradeupgrades=["expand","speed","carrots"] · 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. Could not buy carrots: Not enough resources. Game time: 20m 47s elapsed, 5h 39m 13s of budget remaining.
- 20m 47s
waitseconds=60 until_resources={"wood":50}result
Waited 25s (wood reached 54). Program: start running. Inventory change: wood +42. Game time: 21m 22s elapsed, 5h 38m 38s of budget remaining.
- 21m 22s
buy_upgradeupgrades=["carrots","watering"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy watering: Not enough resources. Game time: 21m 32s elapsed, 5h 38m 28s of budget remaining.
- 21m 32s
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: 21m 42s elapsed, 5h 38m 18s of budget remaining.
- 21m 42s
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…
- 21m 52s
observeresult
Game time: 22m 2s elapsed, 5h 37m 58s of budget remaining. Program: start (running). Inventory: hay 23, wood 61. 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: Bu=bush, Gr=grass. y= 2 _Bu2 _Gr3 _Gr3 y= 1 _Bu3* _Gr3 _Gr3 y= 0 _Bu1 _Gr3 _Gr3 Recent output: (n…
- 22m 02s
stop_programresult
Program stopped. Game time: 22m 12s elapsed, 5h 37m 48s of budget remaining.
- 22m 12s
write_programname="start" · evidenceresult
Saved start (39 lines). Game time: 22m 22s elapsed, 5h 37m 38s of budget remaining.
- 22m 22s
run_programname="start" seconds=120result
Ran start for 2m of game time; it is still running. Inventory change: hay +10, wood +162. Game time: 24m 32s elapsed, 5h 35m 28s of budget remaining. Output: (none)
- 24m 32s
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: 24m 42s elapsed, 5h 35m 18s of budget remaining.
- 24m 42s
docs_readpath="unlocks/watering"result
## Watering Water the plants to make them grow faster. use_item(Items.Water) ### Unlock Cost [Current cost: wood=50] Game time: 24m 52s elapsed, 5h 35m 8s of budget remaining.
- 24m 52s
buy_upgradeupgrades=["watering","expand","speed"] · evidenceresult
Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Could not buy expand: Not enough resources. Could not buy speed: Not enough resources. Game time: 25m 2s elapsed, 5h 34m 58s of budget remaining.
- 25m 02s
waitseconds=60result
Waited 1m (time up). Program: start running. Inventory change: water +6, wood +83. Game time: 26m 12s elapsed, 5h 33m 48s of budget remaining.
- 26m 12s
buy_upgradeupgrades=["expand","speed","speed"] · evidenceresult
Could not buy expand: Not enough resources. Could not buy speed: Not enough resources. Could not buy speed: Not enough resources.
- 26m 22s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots. 100% =…
- 26m 32s
stop_programresult
Program stopped. Game time: 26m 42s elapsed, 5h 33m 18s of budget remaining.
- 26m 42s
write_programname="carrot_test" · evidenceresult
Saved carrot_test (2 lines). Game time: 26m 52s elapsed, 5h 33m 8s of budget remaining.
- 26m 52s
run_programname="carrot_test" seconds=5result
Ran carrot_test for 1s of game time; it finished. Inventory change: hay -1, wood -1. Game time: 27m 3s elapsed, 5h 32m 57s of budget remaining. Output: (none)
- 27m 03s
observeresult
Game time: 27m 13s elapsed, 5h 32m 47s of budget remaining. Program: none running. Inventory: hay 32, wood 372, water 12. 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: Bu=bush, Ca=carrot. y= 2 _Bu3 _Bu3 #Ca3* y= 1 _Bu3 _Bu3 _Bu3 y= 0 _Bu3 _Bu3 _Bu3 Recent…
- 27m 13s
write_programname="carrot_test" · evidenceresult
Saved carrot_test (3 lines). Game time: 27m 23s elapsed, 5h 32m 37s of budget remaining.
- 27m 23s
run_programname="carrot_test" seconds=20result
Ran carrot_test for 0s of game time; it finished. Inventory change: carrot +1. Game time: 27m 33s elapsed, 5h 32m 27s of budget remaining. Output: (none)
- 27m 33s
docs_searchquery="get_ground_type"result
No matches for "get_ground_type". Game time: 27m 43s elapsed, 5h 32m 17s of budget remaining.
- 27m 43s
docs_readpath="unlocks/senses"result
## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_items(Items.Wood) < 200: plant(Entities.Bush) ### Unlock Cost [Current cost: hay=100] Game time: 27m 53s elapsed, 5h 32m 7s of budget remaining. - 27m 53s
docs_readpath="unlocks/costs"result
## Costs Allows access to the cost of things. cost = get_cost(Entities.Carrot) for item in cost: amount_needed = cost[item] ### Unlock Cost [Current cost: pumpkin=2500] Game time: 28m 3s elapsed, 5h 31m 57s of budget remaining.
- 28m 03s
docs_readpath="objects/soil"result
## Soil Calling till() turns the ground into soil. Calling till() again changes it back to grassland. Game time: 28m 13s elapsed, 5h 31m 47s of budget remaining.
- 28m 13s
stop_programresult
No program was running. Game time: 28m 23s elapsed, 5h 31m 37s of budget remaining.
- 28m 23s
write_programname="carrot_test" · evidenceresult
Saved carrot_test (4 lines). Game time: 28m 33s elapsed, 5h 31m 27s of budget remaining.
- 28m 33s
run_programname="carrot_test" seconds=60result
Ran carrot_test for 1m of game time; it is still running. Inventory change: water +6. Game time: 29m 43s elapsed, 5h 30m 17s of budget remaining. Output: (none)
- 29m 43s
observeresult
Game time: 29m 53s elapsed, 5h 30m 7s of budget remaining. Program: carrot_test (running). Inventory: hay 32, wood 372, carrot 1, water 28. 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: Bu=bush. y= 2 _Bu3 _Bu3 #--* y= 1 _Bu3 _Bu3 _Bu3 y= 0 _Bu3 _Bu3 _Bu3 …
- 29m 53s
stop_programresult
Program stopped. Game time: 30m 3s elapsed, 5h 29m 57s of budget remaining.
- 30m 03s
write_programname="carrot_test" · evidenceresult
Saved carrot_test (5 lines). Game time: 30m 13s elapsed, 5h 29m 47s of budget remaining.
- 30m 13s
run_programname="carrot_test" seconds=90result
Ran carrot_test for 1m 30s of game time; it is still running. Inventory change: carrot +21, hay -14, water +9, wood -14. Game time: 31m 53s elapsed, 5h 28m 7s of budget remaining. Output: (none)
- 31m 53s
stop_programresult
Program stopped. Game time: 32m 3s elapsed, 5h 27m 57s of budget remaining.
- 32m 03s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 32m 13s elapsed, 5h 27m 47s of budget remaining.
- 32m 13s
observeresult
Game time: 32m 23s elapsed, 5h 27m 37s of budget remaining. Program: none running. Inventory: hay 16, wood 326, carrot 8, water 43. 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. y= 3 _Gr3 _Gr3 _Gr3 _Gr3 y= 2 _Gr3 _Gr3 _Gr3* _Gr3 y= 1 _Gr3 _Gr3 …
- 32m 23s
write_programname="setup" · evidenceresult
Saved setup (20 lines). Game time: 32m 33s elapsed, 5h 27m 27s of budget remaining.
- 32m 33s
run_programname="setup" seconds=30result
Ran setup for 5s of game time; it finished. Inventory change: no change. Game time: 32m 48s elapsed, 5h 27m 12s of budget remaining. Output: (none)
- 32m 48s
observeresult
Game time: 32m 58s elapsed, 5h 27m 2s of budget remaining. Program: none running. Inventory: hay 16, wood 326, carrot 8, water 46. 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. y= 3 #-- #-- #-- #-- y= 2 #-- #-- #-- #-- y= 1 _Gr3 _Gr3 _Gr…
- 32m 58s
write_programname="farm" · evidenceresult
Saved farm (58 lines). Game time: 33m 8s elapsed, 5h 26m 52s of budget remaining.
- 33m 08s
run_programname="farm" seconds=120result
Ran farm for 6s of game time; it finished. Inventory change: hay +8, water +1. Game time: 33m 23s elapsed, 5h 26m 37s of budget remaining. Output: (none)
- 33m 23s
write_programname="farm" · evidenceresult
Saved farm (59 lines). Game time: 33m 33s elapsed, 5h 26m 27s of budget remaining.
- 33m 33s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: hay +168, water +12. Game time: 35m 43s elapsed, 5h 24m 17s of budget remaining. Output: (none)
- 35m 43s
observeresult
Game time: 35m 53s elapsed, 5h 24m 7s of budget remaining. Program: farm (running). Inventory: hay 205, wood 326, carrot 8, water 64. 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. y= 3 #-- #-- #-- #-- y= 2 #-- #-- #-- #-- y= 1 _Gr3 _Gr3 …
- 35m 53s
inspect_tilex=1 y=2result
(1,2) `x = 1, y = 2` ### `Grounds.Soil` Water level: 0 Game time: 36m 3s elapsed, 5h 23m 57s of budget remaining.
- 36m 03s
stop_programresult
Program stopped. Game time: 36m 13s elapsed, 5h 23m 47s of budget remaining.
- 36m 13s
observeresult
Game time: 36m 23s elapsed, 5h 23m 37s of budget remaining. Program: none running. Inventory: hay 232, wood 326, carrot 8, water 67. 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. y= 3 #-- #-- #--* #-- y= 2 #-- #-- #-- #-- y= 1 _Gr3 _Gr3 _…
- 36m 23s
write_programname="farm" · evidenceresult
Saved farm (59 lines). Game time: 36m 33s elapsed, 5h 23m 27s of budget remaining.
- 36m 33s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +86, hay +98, water +12, wood -62. Game time: 38m 43s elapsed, 5h 21m 17s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- Warning: Cannot plant Entities.Carrot on … - 38m 43s
buy_upgradeupgrades=["variables","senses","trees"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Could not buy trees: Not enough resources. Game time: 38m 53s elapsed, 5h 21m 7s of budget remaining.
- 38m 53s
waitseconds=60result
Waited 1m (time up). Program: farm running. Inventory change: carrot +51, hay +57, water +6, wood -31. Game time: 40m 3s elapsed, 5h 19m 57s of budget remaining.
- 40m 03s
buy_upgradeupgrades=["trees","functions","grass"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Bought grass, now level 2. Paid hay 300. Game time: 40m 13s elapsed, 5h 19m 47s of budget remaining.
- 40m 13s
observeresult
Game time: 40m 23s elapsed, 5h 19m 37s of budget remaining. Program: farm (running). Inventory: hay 46, wood 162, carrot 29, water 91. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Gr=grass. y= 3 #-- #-- #-- #-- y= 2 #Ca2 #Ca2 #Ca1 #Ca2 y= 1 …
- 40m 23s
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…
- 40m 33s
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: 40m 43s elapsed, 5h 19m 17s of budget remaining.
- 40m 43s
stop_programresult
Program stopped. Game time: 40m 53s elapsed, 5h 19m 7s of budget remaining.
- 40m 53s
write_programname="farm" · evidenceresult
Saved farm (63 lines). Game time: 41m 3s elapsed, 5h 18m 57s of budget remaining.
- 41m 03s
write_programname="farm" · evidenceresult
Saved farm (63 lines). Game time: 41m 13s elapsed, 5h 18m 47s of budget remaining.
- 41m 13s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +146, hay +82, water +12, wood -2. Game time: 43m 23s elapsed, 5h 16m 37s of budget remaining. Output: (none)
- 43m 23s
observeresult
Game time: 43m 33s elapsed, 5h 16m 27s of budget remaining. Program: farm (running). Inventory: hay 191, wood 149, carrot 222, water 110. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Gr=grass, Bu=bush. y= 3 #Ca1 #Ca3 #Ca3 #Ca3* y= 2 #Ca1 #Ca2 #C…
- 43m 33s
buy_upgradeupgrades=["speed","speed"] · evidenceresult
Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Game time: 43m 43s elapsed, 5h 16m 17s of budget remaining.
- 43m 43s
waitseconds=90result
Waited 1m 30s (time up). Program: farm running. Inventory change: carrot +128, hay +157, water +9, wood +50. Game time: 45m 23s elapsed, 5h 14m 37s of budget remaining.
- 45m 23s
docs_readpath="unlocks/pumpkins"result
## Pumpkins Pumpkins! plant(Entities.Pumpkin) ### Unlock Cost [Current cost: wood=500, carrot=200] Game time: 45m 33s elapsed, 5h 14m 27s of budget remaining.
- 45m 33s
docs_readpath="objects/pumpkin"result
No accessible documentation page objects/pumpkin. Use docs_list.
- 45m 43s
docs_readpath="unlocks/sunflowers"result
## Sunflowers Sunflowers and Power. plant(Entities.Sunflowers) ### Unlock Cost [Current cost: carrot=500] Game time: 45m 53s elapsed, 5h 14m 7s of budget remaining.
- 45m 53s
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 4x4 => 6x6 ### Unlock Cost [Current cost: wood=100, carrot=50] [Tutorial](docs/unlocks/expand_1.md) Game time: 46m 3s elapsed, 5h 13m 57s of budget remaining.
- 46m 03s
stop_programresult
Program stopped. Game time: 46m 13s elapsed, 5h 13m 47s of budget remaining.
- 46m 13s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 46m 23s elapsed, 5h 13m 37s of budget remaining.
- 46m 23s
observeresult
Game time: 46m 33s elapsed, 5h 13m 27s of budget remaining. Program: none running. Inventory: hay 453, wood 91, carrot 356, water 128. 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…
- 46m 33s
write_programname="setup6" · evidenceresult
Saved setup6 (21 lines). Game time: 46m 43s elapsed, 5h 13m 17s of budget remaining.
- 46m 43s
run_programname="setup6" seconds=60result
Ran setup6 for 6s of game time; it finished. Inventory change: no change. Game time: 47m elapsed, 5h 13m of budget remaining. Output: (none)
- 47m 00s
observeresult
Game time: 47m 10s elapsed, 5h 12m 50s of budget remaining. Program: none running. Inventory: hay 453, wood 91, carrot 356, water 131. 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 #-- #-- #-- #-- #-- #--* y= 4 #-- #-- #-- #-- #-…
- 47m 10s
write_programname="farm6" · evidenceresult
Saved farm6 (34 lines). Game time: 47m 20s elapsed, 5h 12m 40s of budget remaining.
- 47m 20s
run_programname="farm6" seconds=120result
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +184, hay +58, water +12, wood +14. Game time: 49m 30s elapsed, 5h 10m 30s of budget remaining. Output: (none)
- 49m 30s
observeresult
Game time: 49m 40s elapsed, 5h 10m 20s of budget remaining. Program: farm6 (running). Inventory: hay 533, wood 123, carrot 546, water 146. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Gr=grass, Bu=bush. y= 5 #Ca3 #Ca3 #Ca3 #Ca3 #Ca3 #Ca3 y= 4 #C…
- 49m 40s
buy_upgradeupgrades=["sunflowers","lists"] · evidenceresult
Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Could not buy lists: Not enough resources. Game time: 49m 50s elapsed, 5h 10m 10s of budget remaining.
- 49m 50s
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: 50m elapsed, 5h 10m of bud…
- 50m 00s
stop_programresult
Program stopped. Game time: 50m 10s elapsed, 5h 9m 50s of budget remaining.
- 50m 10s
write_programname="farm6" · evidenceresult
Saved farm6 (38 lines). Game time: 50m 20s elapsed, 5h 9m 40s of budget remaining.
- 50m 20s
run_programname="farm6" seconds=180result
Parse error: Entities.Sunflowers doesn't exist.
- 50m 30s
write_programname="farm6" · evidenceresult
Saved farm6 (38 lines). Game time: 50m 40s elapsed, 5h 9m 20s of budget remaining.
- 50m 40s
run_programname="farm6" seconds=180result
Ran farm6 for 3m of game time; it is still running. Inventory change: carrot +328, hay +206, power +22.55, water +18, wood +194. Game time: 53m 50s elapsed, 5h 6m 10s of budget remaining. Output: (none)
- 53m 50s
buy_upgradeupgrades=["lists","watering","speed"] · evidenceresult
Could not buy lists: Not enough resources. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Could not buy speed: Not enough resources. Game time: 54m elapsed, 5h 6m of budget remaining.
- 54m 00s
observeresult
Game time: 54m 10s elapsed, 5h 5m 50s of budget remaining. Program: farm6 (running). Inventory: hay 741, wood 138, carrot 473, water 174, power 25.54. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Su=sunflower, Gr=grass, Bu=bush. y= 5 #Ca1 #Ca1 #Ca1 …
- 54m 10s
buy_upgradeupgrades=["grass","grass"] · evidenceresult
Could not buy grass: Not enough resources. Could not buy grass: Not enough resources.
- 54m 20s
waitseconds=90result
Waited 1m 30s (time up). Program: farm6 running. Inventory change: carrot +145, hay +94, power +12.49, water +18, wood +46. Game time: 56m elapsed, 5h 4m of budget remaining.
- 56m 00s
buy_upgradeupgrades=["lists","speed"] · evidenceresult
Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Could not buy speed: Not enough resources. Game time: 56m 10s elapsed, 5h 3m 50s of budget remaining.
- 56m 10s
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…
- 56m 20s
buy_upgradeupgrades=["trees","trees"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Could not buy trees: Not enough resources. Game time: 56m 30s elapsed, 5h 3m 30s of budget remaining.
- 56m 30s
waitseconds=120 until_resources={"wood":500,"carrot":200}result
Waited 0s (carrot reached 216). Program: farm6 running. Inventory change: no change. Game time: 56m 40s elapsed, 5h 3m 20s of budget remaining.
- 56m 40s
waitseconds=300 until_resources={"wood":500}result
Waited 1m 3s (wood reached 501). Program: farm6 running. Inventory change: carrot +124, hay +61, power +10.46, water +13, wood +195. Game time: 57m 53s elapsed, 5h 2m 7s of budget remaining.
- 57m 53s
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 58m 3s elapsed, 5h 1m 57s of budget remaining.
- 58m 03s
docs_readpath="unlocks/cactus"result
## Cactus Cactus! plant(Entities.Cactus) ### Unlock Cost [Current cost: pumpkin=5000] Game time: 58m 13s elapsed, 5h 1m 47s of budget remaining.
- 58m 13s
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…
- 58m 23s
stop_programresult
Program stopped. Game time: 58m 33s elapsed, 5h 1m 27s of budget remaining.
- 58m 33s
write_programname="farm6" · evidenceresult
Saved farm6 (42 lines). Game time: 58m 43s elapsed, 5h 1m 17s of budget remaining.
- 58m 43s
run_programname="farm6" seconds=180result
Ran farm6 for 3m of game time; it is still running. Inventory change: carrot -64, hay +345, power +18.02, pumpkin +117, water +36, wood +659. Game time: 1h 1m 53s elapsed, 4h 58m 7s of budget remaining. Output: (none)
- 1h 01m
buy_upgradeupgrades=["debug","trees","grass"] · evidenceresult
Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. Could not buy trees: Not enough resources. Bought grass, now level 3. Paid wood 500. Game time: 1h 2m 3s elapsed, 4h 57m 57s of budget remaining.
- 1h 02m
waitseconds=120result
Waited 2m (time up). Program: farm6 running. Inventory change: carrot -13, hay +528, power +15.00, pumpkin +84, water +24, wood +420. Game time: 1h 4m 13s elapsed, 4h 55m 47s of budget remaining.
- 1h 04m
observeresult
Game time: 1h 4m 23s elapsed, 4h 55m 37s of budget remaining. Program: farm6 (running). Inventory: hay 1724, wood 728, carrot 146, pumpkin 220, water 297, power 104.50. 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: Pu=pumpkin, De=dead_pumpkin, Ca=carrot, Su=sunflo…
- 1h 04m
buy_upgradeupgrades=["trees","trees","grass","watering"] · evidenceresult
Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Could not buy watering: Not enough resources. Game time: 1h 4m 33s elapsed, 4h 55m 27s of budget remaining.
- 1h 04m
docs_readpath="unlocks/fertilizer"result
## Fertilizer Grow plants instantly. use_item(Items.Fertilizer) ### Unlock Cost [Current cost: wood=500] Game time: 1h 4m 43s elapsed, 4h 55m 17s of budget remaining.
- 1h 04m
docs_readpath="unlocks/polyculture"result
## Polyculture Use companion planting to increase the yield. plant_type, (x, y) = get_companion() ### Unlock Cost [Current cost: pumpkin=3000] Game time: 1h 4m 53s elapsed, 4h 55m 7s of budget remaining.
- 1h 04m
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 05m
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 05m
docs_readpath="functions/num_unlocked"result
num_unlocked(thing) Used to check if an unlock, entity, ground, item or hat is already unlocked. returns 1 plus the number of times thing has been upgraded if thing is upgradable. 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) …
- 1h 05m
docs_readpath="unlocks/megafarm"result
## Megafarm More drones! spawn_drone(task) ### Unlock Cost [Current cost: gold=2000] Game time: 1h 5m 33s elapsed, 4h 54m 27s of budget remaining.
- 1h 05m
docs_searchquery="Weird"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 05m
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 05m
waitseconds=300result
Waited 5m (time up). Program: farm6 running. Inventory change: carrot -89, hay +1443, power +44.98, pumpkin +204, water +60, wood +2319. Game time: 1h 11m 3s elapsed, 4h 48m 57s of budget remaining.
- 1h 11m
buy_upgradeupgrades=["speed"] · evidenceresult
Could not buy speed: Not enough resources.
- 1h 11m
stop_programresult
Program stopped. Game time: 1h 11m 23s elapsed, 4h 48m 37s of budget remaining.
- 1h 11m
write_programname="farm6" · evidenceresult
Saved farm6 (42 lines). Game time: 1h 11m 33s elapsed, 4h 48m 27s of budget remaining.
- 1h 11m
run_programname="farm6" seconds=120result
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +152, hay +660, power -48.96, pumpkin +73, water +24, wood +980. Game time: 1h 13m 43s elapsed, 4h 46m 17s of budget remaining. Output: (none)
- 1h 13m
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: 1h 13m 53s elapsed, 4h 46m 7s of budget remaining.
- 1h 13m
buy_upgradeupgrades=["speed","grass"] · evidenceresult
Could not buy speed: Not enough resources. Bought grass, now level 4. Paid wood 2500. Game time: 1h 14m 3s elapsed, 4h 45m 57s of budget remaining.
- 1h 14m
waitseconds=300result
Waited 5m (time up). Program: farm6 running. Inventory change: carrot +421, hay +2721, power -101.01, pumpkin +158, water +60, wood +2049. Game time: 1h 19m 13s elapsed, 4h 40m 47s of budget remaining.
- 1h 19m
buy_upgradeupgrades=["speed","expand","watering"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Could not buy expand: Not enough resources. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 19m 23s elapsed, 4h 40m 37s of budget remaining.
- 1h 19m
observeresult
Game time: 1h 19m 33s elapsed, 4h 40m 27s of budget remaining. Program: farm6 (running). Inventory: hay 6183, wood 4159, carrot 150, pumpkin 763, water 481. 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: Pu=pumpkin, De=dead_pumpkin, Ca=carrot, Gr=grass, Bu=bush. y=…
- 1h 19m
docs_searchquery="Power"result
docs/home.md: …/hay) [Wood](items/wood) [Carrot](items/carrot) [Pumpkin](items/pumpkin) [Water](items/water) [Power](items/power) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Su… docs/scripting/operators.md: …0` `5 % 2` evaluates to `1` `6 % 2` evaluates to `0` `2 % 6` evaluates to `2` `1.5 % 1` ev…
- 1h 19m
docs_readpath="items/water"result
## Water Used to water the ground by calling use_item(Items.Water). You have `489` For more related information see: [Watering](docs/unlocks/watering.md) Game time: 1h 19m 53s elapsed, 4h 40m 7s of budget remaining.
- 1h 19m
docs_readpath="items/power"result
## Power Obtained by harvesting sunflowers. The drone automatically uses this to move twice as fast. You have `0` For more related information see: [Sunflowers](docs/unlocks/sunflowers.md) Game time: 1h 20m 3s elapsed, 4h 39m 57s of budget remaining.
- 1h 20m
stop_programresult
Program stopped. Game time: 1h 20m 13s elapsed, 4h 39m 47s of budget remaining.
- 1h 20m
write_programname="farm6" · evidenceresult
Saved farm6 (33 lines). Game time: 1h 20m 23s elapsed, 4h 39m 37s of budget remaining.
- 1h 20m
run_programname="farm6" seconds=120result
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +105, hay +708, pumpkin +44, water -225, wood +580. Game time: 1h 22m 33s elapsed, 4h 37m 27s of budget remaining. Output: (none)
- 1h 22m
waitseconds=240 until_resources={"pumpkin":1000}result
Waited 4m (time up). Program: farm6 running. Inventory change: carrot +256, hay +1456, pumpkin +102, water -262, wood +1264. Game time: 1h 26m 43s elapsed, 4h 33m 17s of budget remaining.
- 1h 26m
waitseconds=120 until_resources={"pumpkin":1000}result
Waited 2m (time up). Program: farm6 running. Inventory change: carrot +121, hay +907, pumpkin +60, wood +659. Game time: 1h 28m 53s elapsed, 4h 31m 7s of budget remaining.
- 1h 28m
observeresult
Game time: 1h 29m 3s elapsed, 4h 30m 57s of budget remaining. Program: farm6 (running). Inventory: hay 9957, wood 7021, carrot 718, pumpkin 998. 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: Pu=pumpkin, De=dead_pumpkin, Ca=carrot, Gr=grass, Bu=bush. y= 5 #Pu1* #P…
- 1h 29m
stop_programresult
Program stopped. Game time: 1h 29m 13s elapsed, 4h 30m 47s of budget remaining.
- 1h 29m
write_programname="setup8" · evidenceresult
Saved setup8 (25 lines). Game time: 1h 29m 23s elapsed, 4h 30m 37s of budget remaining.
- 1h 29m
write_programname="farm6" · evidenceresult
Saved farm6 (31 lines). Game time: 1h 29m 33s elapsed, 4h 30m 27s of budget remaining.
- 1h 29m
buy_upgradeupgrades=["carrots","carrots","carrots","import","trees"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy carrots: Not enough resources. Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/import.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page …
- 1h 29m
waitseconds=30 until_resources={"pumpkin":1000}result
Waited 0s (pumpkin reached 1001). Program: none running. Inventory change: no change. Game time: 1h 29m 53s elapsed, 4h 30m 7s of budget remaining.
- 1h 29m
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 30m 3s elapsed, 4h 29m 57s of budget remaining.
- 1h 30m
run_programname="setup8" seconds=120result
Ran setup8 for 9s of game time; it finished. Inventory change: water +3. Game time: 1h 30m 22s elapsed, 4h 29m 38s of budget remaining. Output: (none)
- 1h 30m
observeresult
Game time: 1h 30m 32s elapsed, 4h 29m 28s of budget remaining. Program: none running. Inventory: hay 5193, wood 5557, carrot 654, pumpkin 1, water 31. 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 #-- #-- #-- #-- #-- #-- #-- #--* y= 6…
- 1h 30m
run_programname="farm6" seconds=300result
Ran farm6 for 5m of game time; it is still running. Inventory change: carrot +992, hay +1224, pumpkin +481, water +120, wood +2152. Game time: 1h 35m 42s elapsed, 4h 24m 18s of budget remaining. Output: (none)
- 1h 35m
buy_upgradeupgrades=["speed","carrots","grass","watering","trees"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy grass: Not enough resources. Could not buy watering: Not enough resources. Could not buy trees: Not enough resources. Game time: 1h 35m 52s elapsed, 4h 24m 8s of budget remaining.
- 1h 35m
waitseconds=600result
Waited 10m (time up). Program: farm6 running. Inventory change: carrot +8027, hay -224, pumpkin +1588, water +240, wood +3040. Game time: 1h 46m 2s elapsed, 4h 13m 58s of budget remaining.
- 1h 46m
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 4/10; cost wood 31200; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and…
- 1h 46m
buy_upgradeupgrades=["pumpkins","pumpkins","watering","watering","fertilizer"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Could not buy watering: Not enough resources. Bought fertilizer, now level 1. Paid wood 500. Its tutor…
- 1h 46m
docs_readpath="unlocks/fertilizer" show_hints=trueresult
## Fertilizer Receive more fertilizer. 0.1/s => 0.2/s ### Unlock Cost [Current cost: wood=1500] [Tutorial](docs/unlocks/fertilizer.md) Game time: 1h 46m 32s elapsed, 4h 13m 28s of budget remaining.
- 1h 46m
docs_readpath="unlocks/dinosaurs"result
## Dinosaurs Majestic ancient creatures. ### Unlock Cost [Current cost: cactus=2000] Game time: 1h 46m 42s elapsed, 4h 13m 18s of budget remaining.
- 1h 46m
observeresult
Game time: 1h 46m 52s elapsed, 4h 13m 8s of budget remaining. Program: farm6 (running). Inventory: hay 6313, wood 983, carrot 4254, pumpkin 2470, water 435, fertilizer 2. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Pu=pumpkin, De=dead_pumpkin, Ca=carrot, Gr=gras…
- 1h 46m
waitseconds=300 until_resources={"pumpkin":3000}result
Waited 30s (pumpkin reached 3002). Program: farm6 running. Inventory change: carrot +196, fertilizer +3, hay -80, pumpkin +440, water +24, wood -32. Game time: 1h 47m 32s elapsed, 4h 12m 28s of budget remaining.
- 1h 47m
buy_upgradeupgrades=["polyculture"] · evidenceresult
Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Game time: 1h 47m 42s elapsed, 4h 12m 18s of budget remaining.
- 1h 47m
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 47m
docs_readpath="objects/cactus"result
No accessible documentation page objects/cactus. Use docs_list.
- 1h 48m
waitseconds=600 until_resources={"pumpkin":5000}result
Waited 6m 46s (pumpkin reached 5010). Program: farm6 running. Inventory change: carrot +4492, fertilizer +40, hay +1200, pumpkin +4572, water +325, wood +3152. Game time: 1h 54m 58s elapsed, 4h 5m 2s of budget remaining.
- 1h 54m
buy_upgradeupgrades=["cactus","pumpkins","pumpkins","pumpkins","polyculture"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Could not buy pumpkins: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy pumpkins: Not enough resources. Could not buy polyculture: Not enough resources. Game time: 1h 55m 8s elapsed, 4h 4m 52s of budget remaining.
- 1h 55m
docs_readpath="unlocks/cactus" show_hints=trueresult
## Cactus Increases the yield and cost of cactus. 100% => 200% ### Unlock Cost [Current cost: pumpkin=20000] [Tutorial](docs/unlocks/cactus.md) Game time: 1h 55m 18s elapsed, 4h 4m 42s of budget remaining.
- 1h 55m
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 `…
- 1h 55m
stop_programresult
Program stopped. Game time: 1h 55m 38s elapsed, 4h 4m 22s of budget remaining.
- 1h 55m
write_programname="farm6" · evidenceresult
Saved farm6 (33 lines). Game time: 1h 55m 48s elapsed, 4h 4m 12s of budget remaining.
- 1h 55m
run_programname="farm6" seconds=60result
Ran farm6 for 1m of game time; it is still running. Inventory change: cactus +40, carrot +48, fertilizer +6, hay +512, pumpkin +528, water +48, wood +880. Game time: 1h 56m 58s elapsed, 4h 3m 2s of budget remaining. Output: (none)
- 1h 56m
inspect_tilex=0 y=3result
(0,3) `x = 0, y = 3` ### `Entities.Cactus` Total grow time: 1 seconds Grown 100% `measure(): 3` When harvested, gives: ### `Grounds.Soil` Water level: 0 Game time: 1h 57m 8s elapsed, 4h 2m 52s of budget remaining.
- 1h 57m
waitseconds=600result
Waited 10m (time up). Program: farm6 running. Inventory change: cactus +472, carrot -44, fertilizer +60, hay +4752, pumpkin +5676, water +480, wood +6784. Game time: 2h 7m 18s elapsed, 3h 52m 42s of budget remaining.
- 2h 07m
buy_upgradeupgrades=["pumpkins","polyculture","watering","grass","trees"] · evidenceresult
Could not buy pumpkins: Not enough resources. Could not buy polyculture: Not enough resources. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Could not buy grass: Not enough resources. Could not buy trees: Not enough resources. Game time: 2h 7m 28s elapsed, 3h 52m 32s of budget remaining.
- 2h 07m
observeresult
Game time: 2h 7m 38s elapsed, 3h 52m 22s of budget remaining. Program: farm6 (running). Inventory: hay 13217, wood 511, carrot 9606, pumpkin 7086, cactus 548, water 1439, fertilizer 126. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Pu=pumpkin, Ca=carrot, Cc=cactu…
- 2h 07m
buy_upgradeupgrades=["pumpkins","polyculture"] · evidenceresult
Could not buy pumpkins: Not enough resources. Could not buy polyculture: Not enough resources.
- 2h 07m
docs_readpath="docs/scripting/variables.md"result
# Variables Variables can be thought of as named containers that can hold a value. The `=` operator is used to declare a variable and store a value in it. `variable_name = value` The left hand side of the operator is the variable name. You can give it any name you want. The right hand side is an expression whose resulting value will be stored in the variable. Declare a variable named `a` and st…
- 2h 07m
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 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 2h 08m
waitseconds=300 until_resources={"pumpkin":8000}result
Waited 38s (pumpkin reached 8010). Program: farm6 running. Inventory change: cactus +35, carrot +16, fertilizer +4, hay +224, pumpkin +492, water +62, wood +200. Game time: 2h 8m 56s elapsed, 3h 51m 4s of budget remaining.
- 2h 08m
stop_programresult
Program stopped. Game time: 2h 9m 6s elapsed, 3h 50m 54s of budget remaining.
- 2h 09m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 2h 9m 16s elapsed, 3h 50m 44s of budget remaining.
- 2h 09m
write_programname="setup12" · evidenceresult
Saved setup12 (33 lines). Game time: 2h 9m 26s elapsed, 3h 50m 34s of budget remaining.
- 2h 09m
write_programname="farm12" · evidenceresult
Saved farm12 (33 lines). Game time: 2h 9m 36s elapsed, 3h 50m 24s of budget remaining.
- 2h 09m
run_programname="setup12" seconds=200result
Ran setup12 for 15s of game time; it finished. Inventory change: fertilizer +2, water +25. Game time: 2h 10m 2s elapsed, 3h 49m 58s of budget remaining. Output: (none)
- 2h 10m
observeresult
Game time: 2h 10m 12s elapsed, 3h 49m 48s of budget remaining. Program: none running. Inventory: hay 13729, wood 1463, carrot 9990, pumpkin 38, cactus 626, water 1686, fertilizer 142. 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. y=11 #-- #-- #-- …
- 2h 10m
run_programname="farm12" seconds=300result
Ran farm12 for 5m of game time; it is still running. Inventory change: cactus +177, carrot -1968, fertilizer +30, hay +1488, pumpkin +5394, water +480, wood +2592. Game time: 2h 15m 22s elapsed, 3h 44m 38s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Cactus. In: sweep_west <- visit plant(Entities.Cactus) ^^ -----------------------------… - 2h 15m
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 15m 32s elapsed, 3h 44m 28s of budget remaining.
- 2h 15m
observeresult
Game time: 2h 15m 42s elapsed, 3h 44m 18s of budget remaining. Program: farm12 (running). Inventory: hay 15505, wood 3959, carrot 7926, pumpkin 5816, cactus 815, water 2214, fertilizer 175. 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: Pu=pumpkin, De=dead_pumpki…
- 2h 15m
waitseconds=600result
Waited 10m (time up). Program: farm12 running. Inventory change: cactus +308, carrot -4072, fertilizer +60, hay +4352, pumpkin +10844, water +960, wood +4784. Game time: 2h 25m 52s elapsed, 3h 34m 8s of budget remaining.
- 2h 25m
buy_upgradeupgrades=["trees","utilities","timing"] · evidenceresult
Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought utilities, now level 1. Paid pumpkin 1000. Bought timing, now level 1. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/timing.md. Game time: 2h 26m 2s elapsed, 3h 33m 58s of budget remaining.
- 2h 26m
stop_programresult
Program stopped. Game time: 2h 26m 12s elapsed, 3h 33m 48s of budget remaining.
- 2h 26m
write_programname="setup_row2" · evidenceresult
Saved setup_row2 (8 lines). Game time: 2h 26m 22s elapsed, 3h 33m 38s of budget remaining.
- 2h 26m
write_programname="farm12" · evidenceresult
Saved farm12 (35 lines). Game time: 2h 26m 32s elapsed, 3h 33m 28s of budget remaining.
- 2h 26m
run_programname="setup_row2" seconds=60result
Ran setup_row2 for 2s of game time; it finished. Inventory change: water +3. Game time: 2h 26m 44s elapsed, 3h 33m 16s of budget remaining. Output: (none)
- 2h 26m
run_programname="farm12" seconds=600result
Ran farm12 for 10m of game time; it is still running. Inventory change: cactus +402, carrot -3724, fertilizer +60, hay -976, pumpkin +7516, water +960, wood +11216. Game time: 2h 36m 54s elapsed, 3h 23m 6s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: sweep_east <- visit plant(Entities.Carrot) ^^ -----------------------------… - 2h 36m
observeresult
Game time: 2h 37m 4s elapsed, 3h 22m 56s of budget remaining. Program: farm12 (running). Inventory: hay 1, wood 21007, carrot 2, pumpkin 22594, cactus 1546, water 4265, fertilizer 303. 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: De=dead_pumpkin, Ca=cactus, Bu=…
- 2h 37m
stop_programresult
Program stopped. Game time: 2h 37m 14s elapsed, 3h 22m 46s of budget remaining.
- 2h 37m
inspect_tilex=5 y=2result
(5,2) `x = 5, y = 2` ### `Grounds.Soil` Water level: 0 Game time: 2h 37m 24s elapsed, 3h 22m 36s of budget remaining.
- 2h 37m
write_programname="farm12" · evidenceresult
Saved farm12 (33 lines). Game time: 2h 37m 34s elapsed, 3h 22m 26s of budget remaining.
- 2h 37m
run_programname="setup_row2" seconds=30result
Ran setup_row2 for 2s of game time; it finished. Inventory change: water +4. Game time: 2h 37m 46s elapsed, 3h 22m 14s of budget remaining. Output: (none)
- 2h 37m
run_programname="farm12" seconds=300result
Ran farm12 for 5m of game time; it is still running. Inventory change: cactus +192, fertilizer +30, hay +2168, pumpkin +1640, water +480, wood +6704. Game time: 2h 42m 56s elapsed, 3h 17m 4s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: sweep_west <- visit plant(Entities.Pumpkin) ^^ -----------------------------------------… - 2h 42m
observeresult
Game time: 2h 43m 6s elapsed, 3h 16m 54s of budget remaining. Program: farm12 (running). Inventory: hay 2313, wood 28111, carrot 170, pumpkin 24204, cactus 1753, water 4845, fertilizer 339. 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: De=dead_pumpkin, Pu=pumpki…
- 2h 43m
waitseconds=420result
Waited 7m (time up). Program: farm12 running. Inventory change: cactus +264, carrot +48, fertilizer +42, hay +3024, pumpkin +3216, water +672, wood +10352. Game time: 2h 50m 16s elapsed, 3h 9m 44s of budget remaining.
- 2h 50m
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=8, wood=8] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 2h 50m 26s elapsed, 3h 9m 34s of budget remaining.
- 2h 50m
observeresult
Game time: 2h 50m 36s elapsed, 3h 9m 24s of budget remaining. Program: farm12 (running). Inventory: hay 5337, wood 38911, carrot 66, pumpkin 27764, cactus 2031, water 5565, fertilizer 384. 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: De=dead_pumpkin, Pu=pumpkin…
- 2h 50m
buy_upgradeupgrades=["carrots","cactus"] · evidenceresult
Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 2h 50m 46s elapsed, 3h 9m 14s of budget remaining.
- 2h 50m
stop_programresult
Program stopped. Game time: 2h 50m 56s elapsed, 3h 9m 4s of budget remaining.
- 2h 50m
write_programname="farm12" · evidenceresult
Saved farm12 (87 lines). Game time: 2h 51m 6s elapsed, 3h 8m 54s of budget remaining.
- 2h 51m
run_programname="farm12" seconds=180result
Ran farm12 for 3m of game time; it is still running. Inventory change: cactus +1176, carrot -120, fertilizer +18, hay +560, pumpkin +2280, water +288, wood +3168. Game time: 2h 54m 16s elapsed, 3h 5m 44s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: sweep_east <- visit plant(Entities.Pumpkin) ^^ ----------------------------… - 2h 54m
observeresult
Game time: 2h 54m 26s elapsed, 3h 5m 34s of budget remaining. Program: farm12 (running). Inventory: hay 5889, wood 11359, carrot 2, pumpkin 10064, cactus 3231, water 5933, fertilizer 407. 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: De=dead_pumpkin, Pu=pumpkin,…
- 2h 54m
waitseconds=600result
Waited 10m (time up). Program: farm12 running. Inventory change: cactus +4032, carrot +284, fertilizer +60, hay +384, pumpkin +7376, water +960, wood +9024. Game time: 3h 4m 36s elapsed, 2h 55m 24s of budget remaining.
- 3h 04m
buy_upgradeupgrades=["grass","trees"] · evidenceresult
Bought grass, now level 5. Paid wood 12500. Could not buy trees: Not enough resources. Game time: 3h 4m 46s elapsed, 2h 55m 14s of budget remaining.
- 3h 04m
stop_programresult
Program stopped. Game time: 3h 4m 56s elapsed, 2h 55m 4s of budget remaining.
- 3h 04m
write_programname="setup_row1" · evidenceresult
Saved setup_row1 (8 lines). Game time: 3h 5m 6s elapsed, 2h 54m 54s of budget remaining.
- 3h 05m
run_programname="setup_row1" seconds=60result
Ran setup_row1 for 3s of game time; it finished. Inventory change: water +4. Game time: 3h 5m 19s elapsed, 2h 54m 41s of budget remaining. Output: (none)
- 3h 05m
observeresult
Game time: 3h 5m 29s elapsed, 2h 54m 31s of budget remaining. Program: none running. Inventory: hay 6121, wood 7947, carrot 754, pumpkin 17600, cactus 7263, water 6993, fertilizer 473. 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: Pu=pumpkin, De=dead_pumpkin, Ca…
- 3h 05m
write_programname="farm12" · evidenceresult
Saved farm12 (85 lines). Game time: 3h 5m 39s elapsed, 2h 54m 21s of budget remaining.
- 3h 05m
run_programname="farm12" seconds=600result
Ran farm12 for 10m of game time; it is still running. Inventory change: cactus +4320, carrot +7072, fertilizer +60, hay +144, pumpkin +7904, water +960, wood +288. Game time: 3h 15m 49s elapsed, 2h 44m 11s of budget remaining. Output: (none)
- 3h 15m
observeresult
Game time: 3h 15m 59s elapsed, 2h 44m 1s of budget remaining. Program: farm12 (running). Inventory: hay 6169, wood 8139, carrot 7834, pumpkin 25780, cactus 11583, water 8001, fertilizer 536. 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: Ca=cactus, Pu=pumpkin, De…
- 3h 15m
stop_programresult
Program stopped. Game time: 3h 16m 9s elapsed, 2h 43m 51s of budget remaining.
- 3h 16m
run_programname="farm12" seconds=120result
Ran farm12 for 2m of game time; it is still running. Inventory change: cactus +864, carrot +1104, fertilizer +12, hay -624, pumpkin +1732, water +192, wood +656. Game time: 3h 18m 19s elapsed, 2h 41m 41s of budget remaining. Output: (none)
- 3h 18m
observeresult
Game time: 3h 18m 29s elapsed, 2h 41m 31s of budget remaining. Program: farm12 (running). Inventory: hay 5529, wood 8955, carrot 9778, pumpkin 27540, cactus 12735, water 8241, fertilizer 551. 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: Pu=pumpkin, De=dead_pump…
- 3h 18m
waitseconds=600result
Waited 10m (time up). Program: farm12 running. Inventory change: cactus +4152, carrot +7548, fertilizer +60, hay +2288, pumpkin +8760, water +960, wood +1184. Game time: 3h 28m 39s elapsed, 2h 31m 21s of budget remaining.
- 3h 28m
observeresult
Game time: 3h 28m 49s elapsed, 2h 31m 11s of budget remaining. Program: farm12 (running). Inventory: hay 8169, wood 9867, carrot 17698, pumpkin 36264, cactus 16887, water 9233, fertilizer 613. 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: Pu=pumpkin, De=dead_pum…
- 3h 28m
buy_upgradeupgrades=["pumpkins","trees","grass"] · evidenceresult
Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy trees: Not enough resources. Could not buy grass: Not enough resources. Game time: 3h 28m 59s elapsed, 2h 31m 1s of budget remaining.
- 3h 28m
waitseconds=600result
Waited 10m (time up). Program: farm12 running. Inventory change: cactus +4152, carrot +2728, fertilizer +60, hay +96, pumpkin +16408, water +960, wood +240. Game time: 3h 39m 9s elapsed, 2h 20m 51s of budget remaining.
- 3h 39m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 2/6; cost pumpkin 120000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 200% => 400% carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tutorial do…
- 3h 39m
observeresult
Game time: 3h 39m 29s elapsed, 2h 20m 31s of budget remaining. Program: farm12 (running). Inventory: hay 7881, wood 9723, carrot 3722, pumpkin 54120, cactus 21039, water 10257, fertilizer 677. 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: Pu=pumpkin, De=dead_pum…
- 3h 39m
buy_upgradeupgrades=["dinosaurs","fertilizer"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 3h 39m 39s elapsed, 2h 20m 21s of budget remaining.
- 3h 39m
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: 3h 39m 49s elapsed, 2h 20m 11s of budget remaining.
- 3h 39m
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 …
- 3h 39m
write_programname="setup16" · evidenceresult
Saved setup16 (28 lines). Game time: 3h 40m 9s elapsed, 2h 19m 51s of budget remaining.
- 3h 40m
write_programname="farm16" · evidenceresult
Saved farm16 (63 lines). Game time: 3h 40m 19s elapsed, 2h 19m 41s of budget remaining.
- 3h 40m
waitseconds=900 until_resources={"pumpkin":64000}result
Waited 5m 10s (pumpkin reached 64120). Program: farm12 running. Inventory change: cactus +1932, carrot +1904, fertilizer +62, hay +1536, pumpkin +8084, water +495, wood +96. Game time: 3h 45m 39s elapsed, 2h 14m 21s of budget remaining.
- 3h 45m
stop_programresult
Program stopped. Game time: 3h 45m 49s elapsed, 2h 14m 11s of budget remaining.
- 3h 45m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 3h 45m 59s elapsed, 2h 14m 1s of budget remaining.
- 3h 45m
run_programname="setup16" seconds=120result
Ran setup16 for 34s of game time; it finished. Inventory change: fertilizer +7, water +55. Game time: 3h 46m 43s elapsed, 2h 13m 17s of budget remaining. Output: (none)
- 3h 46m
observeresult
Game time: 3h 46m 53s elapsed, 2h 13m 7s of budget remaining. Program: none running. Inventory: hay 9417, wood 8223, carrot 5474, pumpkin 384, cactus 21547, water 10967, fertilizer 765. Farm 16x16. 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=15 #-- #-- #-…
- 3h 46m
run_programname="farm16" seconds=600result
Ran farm16 for 10m of game time; it is still running. Inventory change: cactus +5120, carrot -5072, fertilizer +120, hay +1440, pumpkin +19528, water +960, wood -224. Game time: 3h 57m 3s elapsed, 2h 2m 57s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: sweep_east <- visit plant(Entities.Pumpkin) ^^ -------------------------… - 3h 57m
observeresult
Game time: 3h 57m 13s elapsed, 2h 2m 47s of budget remaining. Program: farm16 (running). Inventory: hay 10857, wood 7999, carrot 402, pumpkin 19912, cactus 26667, water 11959, fertilizer 889. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: De=dead_pumpkin, Pu=pump…
- 3h 57m
waitseconds=1200result
Waited 20m (time up). Program: farm16 running. Inventory change: cactus +10752, carrot -344, fertilizer +240, hay +960, pumpkin +29920, water +1920, wood -336. Game time: 4h 17m 23s elapsed, 1h 42m 37s of budget remaining.
- 4h 17m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 2/6; cost pumpkin 120000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 200% => 400% carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tutorial do…
- 4h 17m
waitseconds=1800result
Waited 30m (time up). Program: farm16 running. Inventory change: cactus +15904, fertilizer +360, hay +2320, pumpkin +44532, water +2880, wood -272. Game time: 4h 47m 43s elapsed, 1h 12m 17s of budget remaining.
- 4h 47m
observeresult
Game time: 4h 47m 53s elapsed, 1h 12m 7s of budget remaining. Program: farm16 (running). Inventory: hay 14169, wood 7279, carrot 402, pumpkin 95656, cactus 53835, water 16823, fertilizer 1497. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: De=dead_pumpkin, Pu=pum…
- 4h 47m
waitseconds=1800result
Waited 30m (time up). Program: farm16 running. Inventory change: cactus +15904, carrot -448, fertilizer +360, hay +4256, pumpkin +42408, water +2880, wood +1152. Game time: 5h 18m 3s elapsed, 41m 57s of budget remaining.
- 5h 18m
waitseconds=1800result
Waited 30m (time up). Program: farm16 running. Inventory change: cactus +15908, carrot -184, fertilizer +360, hay +3216, pumpkin +39296, water +2880, wood +192. Game time: 5h 48m 13s elapsed, 11m 47s of budget remaining.
- 5h 48m
waitseconds=700result
Waited 11m 37s (time up). Program: farm16 running. Inventory change: cactus +6656, carrot +832, fertilizer +140, hay +1104, pumpkin +15976, water +1116, wood +528. 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, so the run is over. The farm was still running when the budget ended, so I stopped there. Final inventory (approximate, from the last observe plus the wait deltas): - Pumpkin: ~190,000 - Cactus: ~110,000 - Hay: ~25,000 - Water: ~25,000 - Wood: ~8,000 - Carrot: ~1,000 - Fertilizer: ~3,000 - Power: 0 (no sunflowers left running, so none produced after the early game) Bones were never produced, and dinosaurs were only unlocked (for 2,000 cactus) with no bones gathered. How the farm ran: - Early game: hay from grass, then wood from bushes, which unlocked operators, carrots, and watering. - Mid game: a 6x6 grid with bushes (wood), grass (hay), sunflowers (power), carrots, and pumpkins, expanded to 8x8 and then 12x12. - Cactus sorting: a bubble-sort pass on the cactus row (`swap` / `measure`) made each row harvest as one sorted block. That changed cactus from about 40 per minute to roughly 400 per minute. - Final layout (16x16): row 0 bushes, row 1 carrots, row 2 grass, row 3 sorted cactus, row 4 carrots, rows 5–15 pumpkins. Mistakes that cost time: - Several times I ran `run_program` or `write_program` while a program was still running, which restarted the old version. I then stopped before each write. - I planted inside `if can_harvest()` blocks, which meant planting never happened. I also left out `while True` once, so a program ran once and stopped. - Tilling grass to soil removed my hay income, which briefly stalled carrot planting and killed the pumpkin rows. I restored the grass row and recovered. - Buying upgrades like `grass` and `carrots` at very high wood cost was a large sink at the time. - The cactus row drifted one time because the program restarted from the wrong row. I caught it from the observe output and fixed it.
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) | 1,745 |
| Cache reads | 14,181,189 |
| Cache writes | 176,931 |
| Output | 93,934 |
| Thinking (subset of output where reported) | 65,585 |
| Total | 14,453,799 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-haiku-5-5 | 14,453,799 | $0.71 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $0.71 (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-s3-a1-20261016T194352Z |
|---|---|
| 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 5.73 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T19:43:52.088Z → 2026-10-16T19:55:05.539Z |
| Evidence | 88 items in evidence.json |