Claude Sonnet 5.5, seed 1

Claude Code · medium reasoning effort

InvalidStopped by operator (invalid)

  • Hay 13.9m produced, 7.14 points
  • Wood 8.57m produced, 6.93 points
  • Carrot 2.76m produced, 6.44 points
  • Pumpkin 263k produced, 5.42 points
  • Cactus 405k produced, 5.61 points
  • Power 28.1k produced, 4.45 points
  • Bone 374k produced, 5.57 points
  • Weird substance 30.1k produced, 4.48 points
  • Gold 185k produced, 5.27 points
  • Water 39.1k produced, 4.59 points
  • Fertilizer 5.39k produced, 3.73 points

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

Score · economy-v1
59.64orders of magnitude · model mean 55.09
Cost
$3.49API-equivalent estimate
Real time
16m 04swall clock, not scored
Game time
3h 53mof 6h 00m: stopped early
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m21.6
2h 00m44.2
3h 00m51.6
4h 00m59.6
5h 00m59.6
6h 00m59.6
runningrunning: 60 entries, first at 1m 00s
errorserrors: 7 entries, first at 1h 22m

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

how-it-playedcompared with Claude Sonnet 5.5's 3 valid seeds and the 8 models on seed 1

How it played

MeasureThis runModel meanSeed 1 meanWhat it counts
Resources opened11 of 1111 of 119.4 of 11scored resources produced at least once
Study242140docs and research reads
Action overhead18%10%9%game time spent looking, reading and typing (10 s per call)
Tool calls258223186every action the agent took
Program writes514233accepted saves of a program
Program stints585030times a program was started and left running
Median stint2m 20s4m 57s13m 58show long a program usually ran before the next change
Cost per point$0.059$0.056$0.069API-equivalent estimate ÷ score

Farm idle 9% of samples; longest stint 20m 40s; 1 rejected write.

production11 of 11 resources produced

Production and holdings

Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Hay13.9M produced · 7.14 pts
Hay13.9M produced · 7.14 pts
Wood8.6M produced · 6.93 pts
Wood8.6M produced · 6.93 pts
Carrot2.8M produced · 6.44 pts
Carrot2.8M produced · 6.44 pts
Cactus404.8K produced · 5.61 pts
Cactus404.8K produced · 5.61 pts
Bone374.1K produced · 5.57 pts
Bone374.1K produced · 5.57 pts
Pumpkin262.8K produced · 5.42 pts
Pumpkin262.8K produced · 5.42 pts
Gold185K produced · 5.27 pts
Gold185K produced · 5.27 pts
Water39.1K produced · 4.59 pts
Water39.1K produced · 4.59 pts
Weird substance30.1K produced · 4.48 pts
Weird substance30.1K produced · 4.48 pts
Power28.1K produced · 4.45 pts
Power28.1K produced · 4.45 pts
Fertilizer5.4K produced · 3.73 pts
Fertilizer5.4K produced · 3.73 pts
upgrades87 levels across 25 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 1m 25s
speedspeed: 5 entries, first at 1m 25s
expandexpand: 7 entries, first at 7m 05s
plantplant: 1 entry, first at 8m 35s
carrotscarrots: 8 entries, first at 14m 25s
treestrees: 9 entries, first at 20m 40s
operatorsoperators: 1 entry, first at 22m 10s
variablesvariables: 1 entry, first at 22m 10s
sensessenses: 1 entry, first at 22m 42s
functionsfunctions: 2 entries, first at 25m 02s
grassgrass: 7 entries, first at 33m 22s
wateringwatering: 8 entries, first at 36m 32s
pumpkinspumpkins: 7 entries, first at 42m 12s
fertilizerfertilizer: 4 entries, first at 49m 12s
debugdebug: 1 entry, first at 49m 12s
sunflowerssunflowers: 1 entry, first at 54m 52s
listslists: 1 entry, first at 54m 52s
cactuscactus: 3 entries, first at 1h 15m
timingtiming: 1 entry, first at 1h 17m
dinosaursdinosaurs: 3 entries, first at 1h 22m
hatshats: 3 entries, first at 1h 22m
utilitiesutilities: 1 entry, first at 1h 22m
polyculturepolyculture: 4 entries, first at 1h 33m
mazesmazes: 3 entries, first at 1h 47m
megafarmmegafarm: 4 entries, first at 1h 50m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
1m 15s{"upgrades":["loops","speed"]}loops 1, speed 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
6m 55s{"upgrades":["expand"]}expand 1Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
8m 25s{"upgrades":["plant"]}plant 1Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
12m 05s{"upgrades":["expand","speed"]}expand 2Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
14m 15s{"upgrades":["speed","carrots"]}speed 2, carrots 1Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
20m 30s{"upgrades":["trees","expand","speed","operators","variables"]}trees 1, expand 3Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
22m 00s{"upgrades":["operators","variables","senses"]}operators 1, variables 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
22m 32s{"upgrades":["senses","functions"]}senses 1Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
24m 52s{"upgrades":["functions","speed","expand"]}functions 1, functions 1Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
33m 12s{"upgrades":["trees","grass","speed","watering"]}trees 2, grass 2, speed 3Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
36m 22s{"upgrades":["expand","watering","carrots","speed"]}expand 4, watering 1Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
39m 42s{"upgrades":["trees","grass","trees","grass"]}trees 3Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
42m 02s{"upgrades":["speed","expand","pumpkins","carrots"]}speed 4, pumpkins 1Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
44m 02s{"upgrades":["carrots","trees","grass","watering"]}carrots 2, watering 2Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
46m 42s{"upgrades":["expand","trees","grass","carrots","speed","watering"]}grass 3Could not buy expand: Not enough resources.
49m 02s{"upgrades":["speed","sunflowers","fertilizer","lists","debug"]}speed 5, fertilizer 1, debug 1Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
51m 22s{"upgrades":["sunflowers","lists","trees","grass","carrots","watering"]}carrots 3Could not buy sunflowers: Not enough resources.
54m 42s{"upgrades":["sunflowers","lists","trees","grass","watering","pumpkins","expand"]}sunflowers 1, lists 1, watering 3Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
1h 03m{"upgrades":["expand"]}expand 5Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
1h 05m{"upgrades":["trees","grass","carrots","pumpkins","watering","expand"]}grass 4, pumpkins 2Could not buy trees: Not enough resources.
1h 10m{"upgrades":["trees","carrots","watering","expand","cactus","polyculture","pumpkins"]}trees 4Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
1h 15m{"upgrades":["cactus","carrots","watering","trees","pumpkins"]}cactus 1, carrots 4, watering 4, pumpkins 3Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
1h 17m{"upgrades":["polyculture","dictionaries","timing","utilities"]}timing 1Could not buy polyculture: Not enough resources.
1h 21m{"upgrades":["dinosaurs","polyculture","dictionaries","utilities"]}dinosaurs 1, hats 1, utilities 1Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
1h 23m{"upgrades":["hats"]}—Could not buy hats: Already at maximum level.
1h 24m{"upgrades":["hats"]}—Could not buy hats: Already at maximum level.
1h 32m{"upgrades":["polyculture","grass","fertilizer","watering","cactus","trees"]}polyculture 1, fertilizer 2Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
1h 40m{"upgrades":["watering","cactus","pumpkins","carrots","grass"]}—Could not buy watering: Not enough resources.
1h 41m{"upgrades":["fertilizer"]}fertilizer 3Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
1h 47m{"upgrades":["mazes","expand"]}mazes 1, expand 6Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
1h 50m{"upgrades":["megafarm"]}megafarm 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 54m{"upgrades":["polyculture","mazes","watering","grass"]}polyculture 2Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
2h 05m{"upgrades":["megafarm"]}megafarm 2Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
2h 15m{"upgrades":["megafarm","trees","grass","watering","pumpkins","carrots","mazes","cactus","dinosaurs"]}trees 5, grass 5, watering 5, pumpkins 4Could not buy megafarm: Not enough resources.
2h 19m{"upgrades":["megafarm","trees","grass","carrots","watering","fertilizer","mazes","cactus","dinosaurs","pumpkins","expand"]}carrots 5Could not buy megafarm: Not enough resources.
2h 29m{"upgrades":["mazes","dinosaurs","fertilizer","cactus"]}mazes 2, cactus 2Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md.
2h 34m{"upgrades":["dinosaurs","fertilizer","trees","grass","watering","carrots","mazes","cactus","pumpkins","expand","megafarm"]}dinosaurs 2, hats 1, fertilizer 4, trees 6, pumpkins 5Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
2h 52m{"upgrades":["megafarm"]}megafarm 3Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
2h 57m{"upgrades":["polyculture"]}polyculture 3Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
3h 04m{"upgrades":["expand","grass","watering","carrots","trees","mazes","cactus","dinosaurs","pumpkins","megafarm","polyculture","grass","trees","carrots"]}grass 6, watering 6, carrots 6, trees 7, mazes 3Could not buy expand: Not enough resources.
3h 11m{"upgrades":["expand","cactus","dinosaurs","pumpkins","megafarm","polyculture","grass","trees","carrots","watering","mazes"]}expand 7, dinosaurs 3, hats 1, pumpkins 6, grass 7, trees 8, watering 7Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 17m{"upgrades":["cactus","carrots","megafarm","polyculture","mazes","grass","trees","watering","pumpkins","dinosaurs","expand"]}carrots 7, watering 8Could not buy cactus: Not enough resources.
3h 25m{"upgrades":["megafarm"]}—Could not buy megafarm: Not enough resources.
3h 34m{"upgrades":["megafarm"]}—Could not buy megafarm: Not enough resources.
3h 38m{"upgrades":["megafarm"]}megafarm 4Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.
3h 52m{"upgrades":["cactus","carrots","megafarm","polyculture","mazes","grass","trees","pumpkins","dinosaurs","expand","watering","fertilizer","carrots","grass","trees"]}cactus 3, carrots 8, polyculture 4, grass 8, trees 9, pumpkins 7Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.

Programs 52 writes, code as the agent wrote it

a.py1 write · 1 ran · first at 40s
  1. r140sRanFinal30 lines · ran 15s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved a (30 lines).
    Game time: 50s elapsed, 5h 59m 10s of budget remaining.
    run_program at 50s for 30s (agent saw)
    Ran a for 15s of game time; it finished.
    Inventory change: hay +30.
    Game time: 1m 15s elapsed, 5h 58m 45s of budget remaining.
    Output:
    (none)
b.py29 writes · 26 ran · first at 1m 25s
  1. r11m 25sRan2 lines · ran 3m 30s
    while True:
        harvest()
    Write result the agent saw
    Saved b (2 lines).
    Game time: 1m 35s elapsed, 5h 58m 25s of budget remaining.
    run_program at 1m 35s for 60s (agent saw)
    Ran b for 1m of game time; it is still running.
    Inventory change: hay +1.
    Game time: 2m 45s elapsed, 5h 57m 15s of budget remaining.
    Output:
    (none)
  2. r25m 25sRan3 lines · +1 −0 · ran 2m 40s
    while True:
        harvest()
        do_a_flip()
    Changes from the previous revision
      while True:
          harvest()
    +     do_a_flip()
    
    Write result the agent saw
    Saved b (3 lines).
    Game time: 5m 35s elapsed, 5h 54m 25s of budget remaining.
    run_program at 5m 35s for 30s (agent saw)
    Ran b for 30s of game time; it is still running.
    Inventory change: hay +23.
    Game time: 6m 15s elapsed, 5h 53m 45s of budget remaining.
    Output:
    (none)
    run_program at 7m 35s for 30s (agent saw)
    Ran b for 30s of game time; it is still running.
    Inventory change: hay +22.
    Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining.
    Output:
    (none)
  3. —7m 25sRejected
    while True:
        harvest()
        move(North)
    Write result the agent saw
    Stop the program before editing it.
  4. r38m 35sRan5 lines · +4 −2 · ran 1m 20s
    while True:
        if harvest():
            pass
        plant(Entities.Bush)
        move(North)
    Changes from the previous revision
      while True:
    -     harvest()
    -     do_a_flip()
    +     if harvest():
    +         pass
    +     plant(Entities.Bush)
    +     move(North)
    
    Write result the agent saw
    Saved b (5 lines).
    Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
    run_program at 8m 45s for 60s (agent saw)
    Ran b for 1m of game time; it is still running.
    Inventory change: hay +3.
    Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining.
    Output:
    (none)
  5. r410m 15sRan6 lines · +3 −2 · ran 1m 50s
    while True:
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        move(North)
    Changes from the previous revision
      while True:
    -     if harvest():
    -         pass
    +     harvest()
          plant(Entities.Bush)
    +     do_a_flip()
    +     do_a_flip()
          move(North)
    
    Write result the agent saw
    Saved b (6 lines).
    Game time: 10m 25s elapsed, 5h 49m 35s of budget remaining.
    run_program at 10m 25s for 90s (agent saw)
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: wood +31.
    Game time: 12m 5s elapsed, 5h 47m 55s of budget remaining.
    Output:
    (none)
  6. r512m 25sRan11 lines · +7 −2 · ran 2m 10s
    while True:
        harvest()
        plant(Entities.Bush)
        move(North)
        harvest()
        plant(Entities.Bush)
        move(North)
        harvest()
        plant(Entities.Bush)
        move(North)
        move(East)
    Changes from the previous revision
          harvest()
          plant(Entities.Bush)
    -     do_a_flip()
    -     do_a_flip()
          move(North)
    +     harvest()
    +     plant(Entities.Bush)
    +     move(North)
    +     harvest()
    +     plant(Entities.Bush)
    +     move(North)
    +     move(East)
    
    Write result the agent saw
    Saved b (11 lines).
    Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining.
    run_program at 12m 35s for 90s (agent saw)
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: hay +14, wood +79.
    Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
    Output:
    (none)
  7. r615m 30sRan11 lines · +2 −2 · ran 2m 20s
    while True:
        harvest()
        plant(Entities.Carrot)
        move(North)
        harvest()
        plant(Entities.Carrot)
        move(North)
        harvest()
        plant(Entities.Bush)
        move(North)
        move(East)
    Changes from the previous revision
      while True:
          harvest()
    -     plant(Entities.Bush)
    +     plant(Entities.Carrot)
          move(North)
          harvest()
    -     plant(Entities.Bush)
    +     plant(Entities.Carrot)
          move(North)
          harvest()
    
    Write result the agent saw
    Saved b (11 lines).
    Game time: 15m 40s elapsed, 5h 44m 20s of budget remaining.
    run_program at 15m 40s for 120s (agent saw)
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +72, hay -67, wood +10.
    Game time: 17m 50s elapsed, 5h 42m 10s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  8. r718m 10sRan11 lines · +1 −1 · ran 2m 30s
    while True:
        harvest()
        plant(Entities.Grass)
        move(North)
        harvest()
        plant(Entities.Carrot)
        move(North)
        harvest()
        plant(Entities.Bush)
        move(North)
        move(East)
    Changes from the previous revision
      while True:
          harvest()
    -     plant(Entities.Carrot)
    +     plant(Entities.Grass)
          move(North)
          harvest()
    
    Write result the agent saw
    Saved b (11 lines).
    Game time: 18m 20s elapsed, 5h 41m 40s of budget remaining.
    run_program at 18m 20s for 120s (agent saw)
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +54, hay +73, wood +51.
    Game time: 20m 30s elapsed, 5h 39m 30s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  9. r822m 42sSaved, never run21 lines · +20 −10
    def work():
        y = get_pos_y()
        if y == 1:
            if get_ground_type() != Grounds.Soil:
                till()
        if can_harvest():
            harvest()
        if get_entity_type() == None:
            if y == 1:
                plant(Entities.Carrot)
            elif y == 2:
                plant(Entities.Bush)
            elif y == 3:
                plant(Entities.Tree)
    
    while True:
        for x in range(4):
            for y in range(4):
                work()
                move(North)
            move(East)
    Changes from the previous revision
    + def work():
    +     y = get_pos_y()
    +     if y == 1:
    +         if get_ground_type() != Grounds.Soil:
    +             till()
    +     if can_harvest():
    +         harvest()
    +     if get_entity_type() == None:
    +         if y == 1:
    +             plant(Entities.Carrot)
    +         elif y == 2:
    +             plant(Entities.Bush)
    +         elif y == 3:
    +             plant(Entities.Tree)
    + 
      while True:
    -     harvest()
    -     plant(Entities.Grass)
    -     move(North)
    -     harvest()
    -     plant(Entities.Carrot)
    -     move(North)
    -     harvest()
    -     plant(Entities.Bush)
    -     move(North)
    -     move(East)
    +     for x in range(4):
    +         for y in range(4):
    +             work()
    +             move(North)
    +         move(East)
    
    Write result the agent saw
    Saved b (21 lines).
    Game time: 22m 52s elapsed, 5h 37m 8s of budget remaining.
  10. r923m 02sRan17 lines · +12 −16 · ran 4m 00s
    while True:
        for x in range(4):
            for y in range(4):
                if y == 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                if can_harvest():
                    harvest()
                if get_entity_type() == None:
                    if y == 1:
                        plant(Entities.Carrot)
                    elif y == 2:
                        plant(Entities.Bush)
                    elif y == 3:
                        plant(Entities.Tree)
                move(North)
            move(East)
    Changes from the previous revision
    - def work():
    -     y = get_pos_y()
    -     if y == 1:
    -         if get_ground_type() != Grounds.Soil:
    -             till()
    -     if can_harvest():
    -         harvest()
    -     if get_entity_type() == None:
    -         if y == 1:
    -             plant(Entities.Carrot)
    -         elif y == 2:
    -             plant(Entities.Bush)
    -         elif y == 3:
    -             plant(Entities.Tree)
    - 
      while True:
          for x in range(4):
              for y in range(4):
    -             work()
    +             if y == 1:
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +             if can_harvest():
    +                 harvest()
    +             if get_entity_type() == None:
    +                 if y == 1:
    +                     plant(Entities.Carrot)
    +                 elif y == 2:
    +                     plant(Entities.Bush)
    +                 elif y == 3:
    +                     plant(Entities.Tree)
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved b (17 lines).
    Game time: 23m 12s elapsed, 5h 36m 48s of budget remaining.
    run_program at 23m 12s for 90s (agent saw)
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: carrot +92, hay +112, wood -40.
    Game time: 24m 52s elapsed, 5h 35m 8s of budget remaining.
    Output:
    (none)
  11. r1027m 22sRan15 lines · +1 −3 · ran 1m 50s
    while True:
        for x in range(4):
            for y in range(4):
                if y == 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                if can_harvest():
                    harvest()
                if get_entity_type() == None:
                    if y == 1:
                        plant(Entities.Carrot)
                    elif y >= 2:
                        plant(Entities.Bush)
                move(North)
            move(East)
    Changes from the previous revision
                      if y == 1:
                          plant(Entities.Carrot)
    -                 elif y == 2:
    +                 elif y >= 2:
                          plant(Entities.Bush)
    -                 elif y == 3:
    -                     plant(Entities.Tree)
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved b (15 lines).
    Game time: 27m 32s elapsed, 5h 32m 28s of budget remaining.
    run_program at 27m 32s for 90s (agent saw)
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: hay +149.
    Game time: 29m 12s elapsed, 5h 30m 48s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  12. r1129m 32sRan16 lines · +2 −1 · ran 6m 20s
    while True:
        for x in range(4):
            for i in range(4):
                y = get_pos_y()
                if y == 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                if can_harvest():
                    harvest()
                if get_entity_type() == None:
                    if y == 1:
                        plant(Entities.Carrot)
                    elif y >= 2:
                        plant(Entities.Bush)
                move(North)
            move(East)
    Changes from the previous revision
      while True:
          for x in range(4):
    -         for y in range(4):
    +         for i in range(4):
    +             y = get_pos_y()
                  if y == 1:
                      if get_ground_type() != Grounds.Soil:
    
    Write result the agent saw
    Saved b (16 lines).
    Game time: 29m 42s elapsed, 5h 30m 18s of budget remaining.
    run_program at 29m 42s for 60s (agent saw)
    Ran b for 1m of game time; it is still running.
    Inventory change: carrot +48, hay +48, wood +17.
    Game time: 30m 52s elapsed, 5h 29m 8s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  13. r1236m 12sRan17 lines · +7 −6 · ran 2m 50s
    n = get_world_size()
    while True:
        for x in range(n):
            for i in range(n):
                r = get_pos_y() % 3
                if r == 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                if can_harvest():
                    harvest()
                if get_entity_type() == None:
                    if r == 1:
                        plant(Entities.Carrot)
                    elif r == 2:
                        plant(Entities.Bush)
                move(North)
            move(East)
    Changes from the previous revision
    + n = get_world_size()
      while True:
    -     for x in range(4):
    -         for i in range(4):
    -             y = get_pos_y()
    -             if y == 1:
    +     for x in range(n):
    +         for i in range(n):
    +             r = get_pos_y() % 3
    +             if r == 1:
                      if get_ground_type() != Grounds.Soil:
                          till()
                      harvest()
                  if get_entity_type() == None:
    -                 if y == 1:
    +                 if r == 1:
                          plant(Entities.Carrot)
    -                 elif y >= 2:
    +                 elif r == 2:
                          plant(Entities.Bush)
                  move(North)
    
    Write result the agent saw
    Saved b (17 lines).
    Game time: 36m 22s elapsed, 5h 23m 38s of budget remaining.
    run_program at 36m 32s for 150s (agent saw)
    Ran b for 2m 30s of game time; it is still running.
    Inventory change: carrot +248, hay +614, water +15, wood -132.
    Game time: 39m 12s elapsed, 5h 20m 48s of budget remaining.
    Output:
    (none)
  14. r1339m 32sRan17 lines · +1 −1 · ran 2m 40s
    n = get_world_size()
    while True:
        for x in range(n):
            for i in range(n):
                r = get_pos_y() % 3
                if r == 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                if can_harvest():
                    harvest()
                if get_entity_type() == None or get_entity_type() == Entities.Grass:
                    if r == 1:
                        plant(Entities.Carrot)
                    elif r == 2:
                        plant(Entities.Bush)
                move(North)
            move(East)
    Changes from the previous revision
                  if can_harvest():
                      harvest()
    -             if get_entity_type() == None:
    +             if get_entity_type() == None or get_entity_type() == Entities.Grass:
                      if r == 1:
                          plant(Entities.Carrot)
    
    Write result the agent saw
    Saved b (17 lines).
    Game time: 39m 42s elapsed, 5h 20m 18s of budget remaining.
    run_program at 39m 52s for 120s (agent saw)
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +177, hay +307, water +12, wood +503.
    Game time: 42m 2s elapsed, 5h 17m 58s of budget remaining.
    Output:
    (none)
  15. r1442m 42sRan31 lines · +22 −8 · ran 3m 40s
    n = get_world_size()
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                r = y % 3
                if x < 3 and y < 3:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                else:
                    if r == 1:
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    if get_entity_type() == None or get_entity_type() == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        if ready:
            harvest()
    Changes from the previous revision
      n = get_world_size()
      while True:
    +     ready = True
          for x in range(n):
              for i in range(n):
    -             r = get_pos_y() % 3
    -             if r == 1:
    +             y = get_pos_y()
    +             r = y % 3
    +             if x < 3 and y < 3:
                      if get_ground_type() != Grounds.Soil:
                          till()
    -             if can_harvest():
    -                 harvest()
    -             if get_entity_type() == None or get_entity_type() == Entities.Grass:
    +                 t = get_entity_type()
    +                 if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
    +                     plant(Entities.Pumpkin)
    +                     ready = False
    +                 elif not can_harvest():
    +                     ready = False
    +             else:
                      if r == 1:
    -                     plant(Entities.Carrot)
    -                 elif r == 2:
    -                     plant(Entities.Bush)
    +                     if get_ground_type() != Grounds.Soil:
    +                         till()
    +                 if can_harvest():
    +                     harvest()
    +                 if get_entity_type() == None or get_entity_type() == Entities.Grass:
    +                     if r == 1:
    +                         plant(Entities.Carrot)
    +                     elif r == 2:
    +                         plant(Entities.Bush)
                  move(North)
              move(East)
    +     if ready:
    +         harvest()
    
    Write result the agent saw
    Saved b (31 lines).
    Game time: 42m 52s elapsed, 5h 17m 8s of budget remaining.
    run_program at 42m 52s for 60s (agent saw)
    Ran b for 1m of game time; it is still running.
    Inventory change: carrot +88, hay +145, water +6, wood +337.
    Game time: 44m 2s elapsed, 5h 15m 58s of budget remaining.
    Output:
    (none)
  16. r1546m 52sRan32 lines · +2 −1 · ran 8m 00s
    n = get_world_size()
    clear()
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                r = y % 3
                if get_pos_x() < 3 and y < 3:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                else:
                    if r == 1:
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    if get_entity_type() == None or get_entity_type() == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        if ready:
            harvest()
    Changes from the previous revision
      n = get_world_size()
    + clear()
      while True:
          ready = True
                  y = get_pos_y()
                  r = y % 3
    -             if x < 3 and y < 3:
    +             if get_pos_x() < 3 and y < 3:
                      if get_ground_type() != Grounds.Soil:
                          till()
    
    Write result the agent saw
    Saved b (32 lines).
    Game time: 47m 2s elapsed, 5h 12m 58s of budget remaining.
    run_program at 47m 02s for 100s (agent saw)
    Ran b for 1m 40s of game time; it is still running.
    Inventory change: carrot +193, hay +466, pumpkin +81, water +20, wood +310.
    Game time: 48m 52s elapsed, 5h 11m 8s of budget remaining.
    Output:
    (none)
  17. r1655m 12sRan35 lines · +7 −4 · ran 4m 40s
    n = get_world_size()
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                px = get_pos_x()
                r = y % 3
                if px < 3 and y < 3:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                else:
                    if r == 1 or r == 0 or (px == 5 and y == 2):
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                        elif r == 0 or (px == 5 and y == 2):
                            plant(Entities.Sunflower)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        if ready:
            harvest()
    Changes from the previous revision
      n = get_world_size()
    - clear()
      while True:
          ready = True
              for i in range(n):
                  y = get_pos_y()
    +             px = get_pos_x()
                  r = y % 3
    -             if get_pos_x() < 3 and y < 3:
    +             if px < 3 and y < 3:
                      if get_ground_type() != Grounds.Soil:
                          till()
                          ready = False
                  else:
    -                 if r == 1:
    +                 if r == 1 or r == 0 or (px == 5 and y == 2):
                          if get_ground_type() != Grounds.Soil:
                              till()
                      if can_harvest():
                          harvest()
    -                 if get_entity_type() == None or get_entity_type() == Entities.Grass:
    +                 t = get_entity_type()
    +                 if t == None or t == Entities.Grass:
                          if r == 1:
                              plant(Entities.Carrot)
    +                     elif r == 0 or (px == 5 and y == 2):
    +                         plant(Entities.Sunflower)
                          elif r == 2:
                              plant(Entities.Bush)
    
    Write result the agent saw
    Saved b (35 lines).
    Game time: 55m 22s elapsed, 5h 4m 38s of budget remaining.
    run_program at 55m 22s for 120s (agent saw)
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +523, fertilizer +12, hay -760, power +174.14, water +48, wood +356.
    Game time: 57m 32s elapsed, 5h 2m 28s of budget remaining.
    Output:
    (none)
  18. r171h 00mRan39 lines · +4 −0 · ran 2m 38s
    n = get_world_size()
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                px = get_pos_x()
                r = y % 3
                if px < 3 and y < 3:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                else:
                    if r == 1 or r == 0 or (px == 5 and y == 2):
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                        elif r == 0 or (px == 5 and y == 2):
                            plant(Entities.Sunflower)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        if ready:
            while get_pos_x() > 0:
                move(West)
            while get_pos_y() > 0:
                move(South)
            harvest()
    Changes from the previous revision
              move(East)
          if ready:
    +         while get_pos_x() > 0:
    +             move(West)
    +         while get_pos_y() > 0:
    +             move(South)
              harvest()
    
    Write result the agent saw
    Saved b (39 lines).
    Game time: 1h 22s elapsed, 4h 59m 38s of budget remaining.
    run_program at 1h 00m for 60s (agent saw)
    Ran b for 1m of game time; it is still running.
    Inventory change: carrot +253, fertilizer +6, hay -312, power +122.33, pumpkin +189, water +24, wood +208.
    Game time: 1h 1m 32s elapsed, 4h 58m 28s of budget remaining.
    Output:
    (none)
  19. r181h 03mRan40 lines · +5 −4 · ran 12m 07s
    n = get_world_size()
    k = 4
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                px = get_pos_x()
                r = y % 4
                if px < k and y < k:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                else:
                    if r <= 1:
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                        elif r == 0:
                            plant(Entities.Sunflower)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        if ready:
            while get_pos_x() > 0:
                move(West)
            while get_pos_y() > 0:
                move(South)
            harvest()
    Changes from the previous revision
      n = get_world_size()
    + k = 4
      while True:
          ready = True
                  y = get_pos_y()
                  px = get_pos_x()
    -             r = y % 3
    -             if px < 3 and y < 3:
    +             r = y % 4
    +             if px < k and y < k:
                      if get_ground_type() != Grounds.Soil:
                          till()
                          ready = False
                  else:
    -                 if r == 1 or r == 0 or (px == 5 and y == 2):
    +                 if r <= 1:
                          if get_ground_type() != Grounds.Soil:
                              till()
                          if r == 1:
                              plant(Entities.Carrot)
    -                     elif r == 0 or (px == 5 and y == 2):
    +                     elif r == 0:
                              plant(Entities.Sunflower)
                          elif r == 2:
    
    Write result the agent saw
    Saved b (40 lines).
    Game time: 1h 3m 31s elapsed, 4h 56m 29s of budget remaining.
    run_program at 1h 03m for 120s (agent saw)
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +658, fertilizer +12, hay +1204, power +172.64, pumpkin +448, water +48, wood +700.
    Game time: 1h 5m 41s elapsed, 4h 54m 19s of budget remaining.
    Output:
    (none)
  20. r191h 15mRan65 lines · +29 −4 · ran 19m 20s
    n = get_world_size()
    k = 4
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_row():
        goto(0, n - 1)
        for i in range(n):
            if not can_harvest():
                return
            move(East)
        # bubble sort ascending to the east
        for p in range(n):
            for i in range(n - 1):
                if measure() > measure(East):
                    swap(East)
                move(East)
            goto(0, n - 1)
        harvest()
    
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                px = get_pos_x()
                r = y % 4
                if px < k and y < k:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                elif y == n - 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if get_entity_type() == None or get_entity_type() == Entities.Grass:
                        plant(Entities.Cactus)
                else:
                    if r <= 1:
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                        elif r == 0:
                            plant(Entities.Sunflower)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        cactus_row()
        if ready:
            goto(0, 0)
            harvest()
    Changes from the previous revision
      n = get_world_size()
      k = 4
    + 
    + def goto(tx, ty):
    +     while get_pos_x() != tx:
    +         move(East)
    +     while get_pos_y() != ty:
    +         move(North)
    + 
    + def cactus_row():
    +     goto(0, n - 1)
    +     for i in range(n):
    +         if not can_harvest():
    +             return
    +         move(East)
    +     # bubble sort ascending to the east
    +     for p in range(n):
    +         for i in range(n - 1):
    +             if measure() > measure(East):
    +                 swap(East)
    +             move(East)
    +         goto(0, n - 1)
    +     harvest()
    + 
      while True:
          ready = True
                      elif not can_harvest():
                          ready = False
    +             elif y == n - 1:
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +                 if get_entity_type() == None or get_entity_type() == Entities.Grass:
    +                     plant(Entities.Cactus)
                  else:
                      if r <= 1:
                  move(North)
              move(East)
    +     cactus_row()
          if ready:
    -         while get_pos_x() > 0:
    -             move(West)
    -         while get_pos_y() > 0:
    -             move(South)
    +         goto(0, 0)
              harvest()
    
    Write result the agent saw
    Saved b (65 lines).
    Game time: 1h 15m 58s elapsed, 4h 44m 2s of budget remaining.
    run_program at 1h 15m for 90s (agent saw)
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: cactus +576, carrot +976, fertilizer +9, hay -424, power +111.97, pumpkin +878, water +72, wood +520.
    Game time: 1h 17m 38s elapsed, 4h 42m 22s of budget remaining.
    Output:
    (none)
    run_program at 1h 26m for 30s (agent saw)
    Ran b for 30s of game time; it is still running.
    Inventory change: carrot -1, fertilizer +3, hay -32, power -30.22, pumpkin -2, water +24, wood -32.
    Game time: 1h 26m 54s elapsed, 4h 33m 6s of budget remaining.
    Output:
    (none)
    run_program at 1h 27m for 300s (agent saw)
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +1536, carrot +1633, fertilizer +30, hay -2696, power +344.29, pumpkin +2930, water +240, wood +2440.
    Game time: 1h 32m 56s elapsed, 4h 27m 4s of budget remaining.
    Output:
    (none)
    run_program at 1h 34m for 360s (agent saw)
    Ran b for 6m of game time; it is still running.
    Inventory change: cactus +1856, carrot +3757, fertilizer +72, hay -3272, power +399.68, pumpkin +3622, water +288, wood +5488.
    Game time: 1h 40m 35s elapsed, 4h 19m 25s of budget remaining.
    Output:
    (none)
  21. r201h 41mRan69 lines · +4 −0 · ran 2m 20s
    n = get_world_size()
    k = 4
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_row():
        goto(0, n - 1)
        for i in range(n):
            if not can_harvest():
                return
            move(East)
        # bubble sort ascending to the east
        for p in range(n):
            for i in range(n - 1):
                if measure() > measure(East):
                    swap(East)
                move(East)
            goto(0, n - 1)
        harvest()
    
    change_hat(Hats.Straw_Hat)
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                px = get_pos_x()
                r = y % 4
                if px < k and y < k:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                elif y == n - 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if get_entity_type() == None or get_entity_type() == Entities.Grass:
                        plant(Entities.Cactus)
                else:
                    if r <= 1:
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                            if num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 1500:
                                use_item(Items.Fertilizer)
                                harvest()
                        elif r == 0:
                            plant(Entities.Sunflower)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        cactus_row()
        if ready:
            goto(0, 0)
            harvest()
    Changes from the previous revision
          harvest()
      
    + change_hat(Hats.Straw_Hat)
      while True:
          ready = True
                          if r == 1:
                              plant(Entities.Carrot)
    +                         if num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 1500:
    +                             use_item(Items.Fertilizer)
    +                             harvest()
                          elif r == 0:
                              plant(Entities.Sunflower)
    
    Write result the agent saw
    Saved b (69 lines).
    Game time: 1h 41m 45s elapsed, 4h 18m 15s of budget remaining.
    run_program at 1h 41m for 120s (agent saw)
    Ran b for 2m of game time; it is still running.
    Inventory change: cactus +704, carrot -417, fertilizer -138, hay -1488, power +187.68, pumpkin +1106, water +96, wood +8.
    Game time: 1h 43m 55s elapsed, 4h 16m 5s of budget remaining.
    Output:
    (none)
  22. r211h 44mRan68 lines · +1 −2 · ran 8m 38s · 1 runtime error
    n = get_world_size()
    k = 4
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_row():
        goto(0, n - 1)
        for i in range(n):
            if not can_harvest():
                return
            move(East)
        # bubble sort ascending to the east
        for p in range(n):
            for i in range(n - 1):
                if measure() > measure(East):
                    swap(East)
                move(East)
            goto(0, n - 1)
        harvest()
    
    change_hat(Hats.Straw_Hat)
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                px = get_pos_x()
                r = y % 4
                if px < k and y < k:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                elif y == n - 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if get_entity_type() == None or get_entity_type() == Entities.Grass:
                        plant(Entities.Cactus)
                else:
                    if r <= 1:
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                            if num_items(Items.Weird_Substance) < 1500:
                                use_item(Items.Fertilizer)
                        elif r == 0:
                            plant(Entities.Sunflower)
                        elif r == 2:
                            plant(Entities.Bush)
                move(North)
            move(East)
        cactus_row()
        if ready:
            goto(0, 0)
            harvest()
    Changes from the previous revision
                          if r == 1:
                              plant(Entities.Carrot)
    -                         if num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 1500:
    +                         if num_items(Items.Weird_Substance) < 1500:
                                  use_item(Items.Fertilizer)
    -                             harvest()
                          elif r == 0:
                              plant(Entities.Sunflower)
    
    Write result the agent saw
    Saved b (68 lines).
    Game time: 1h 44m 25s elapsed, 4h 15m 35s of budget remaining.
    run_program at 1h 44m for 180s (agent saw)
    Ran b for 3m of game time; it is still running.
    Inventory change: cactus +960, carrot +1212, fertilizer -134, hay -2056, power +227.92, pumpkin +1796, water +144, weird_substance +1544, wood +1576.
    Game time: 1h 47m 35s elapsed, 4h 12m 25s of budget remaining.
    Output:
    (none)
    run_program at 1h 55m for 300s (agent saw)
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +1872, carrot +4503, fertilizer -54, hay -3200, power +627.42, pumpkin +692, water +240, weird_substance +1684, wood +5104.
    Game time: 2h 16s elapsed, 3h 59m 44s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Runtime error at 1h 47m (telemetry; not shown to the agent)
    The operator > cannot be used on the operands None and 5.
  23. r222h 00mSaved, never run70 lines · +2 −0
    n = get_world_size()
    k = 4
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_row():
        goto(0, n - 1)
        for i in range(n):
            if not can_harvest():
                return
            move(East)
        # bubble sort ascending to the east
        for p in range(n):
            for i in range(n - 1):
                if measure() > measure(East):
                    swap(East)
                move(East)
            goto(0, n - 1)
        harvest()
    
    change_hat(Hats.Straw_Hat)
    while True:
        ready = True
        for x in range(n):
            for i in range(n):
                y = get_pos_y()
                px = get_pos_x()
                r = y % 4
                if px < k and y < k:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                elif y == n - 1:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if get_entity_type() == None or get_entity_type() == Entities.Grass:
                        plant(Entities.Cactus)
                else:
                    if r <= 1:
                        if get_ground_type() != Grounds.Soil:
                            till()
                    if can_harvest():
                        harvest()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass:
                        if r == 1:
                            plant(Entities.Carrot)
                            if num_items(Items.Weird_Substance) < 1500:
                                use_item(Items.Fertilizer)
                        elif r == 0:
                            plant(Entities.Sunflower)
                        elif r == 2:
                            plant(Entities.Bush)
                        else:
                            plant(Entities.Grass)
                move(North)
            move(East)
        cactus_row()
        if ready:
            goto(0, 0)
            harvest()
    Changes from the previous revision
                          elif r == 2:
                              plant(Entities.Bush)
    +                     else:
    +                         plant(Entities.Grass)
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved b (70 lines).
    Game time: 2h 46s elapsed, 3h 59m 14s of budget remaining.
  24. r232h 06mRan87 lines · +57 −40 · ran 4m 20s
    n = get_world_size()
    k = 4
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_row():
        goto(0, n - 1)
        for i in range(n):
            if not can_harvest():
                return
            move(East)
        for p in range(n):
            for i in range(n - 1):
                if measure() > measure(East):
                    swap(East)
                move(East)
            goto(0, n - 1)
        harvest()
    
    def farm_cols(x0, x1):
        while True:
            for x in range(x0, x1):
                goto(x, 0)
                for y in range(n - 1):
                    r = y % 4
                    if not (x < k and y < k):
                        if r <= 1:
                            if get_ground_type() != Grounds.Soil:
                                till()
                        if can_harvest():
                            harvest()
                        t = get_entity_type()
                        if t == None or t == Entities.Grass:
                            if r == 1:
                                plant(Entities.Carrot)
                                if num_items(Items.Weird_Substance) < 1500:
                                    use_item(Items.Fertilizer)
                            elif r == 0:
                                plant(Entities.Sunflower)
                            elif r == 2:
                                plant(Entities.Bush)
                            else:
                                plant(Entities.Grass)
                    move(North)
    
    def cols_a():
        farm_cols(0, 4)
    
    def cols_b():
        farm_cols(4, 8)
    
    def cols_c():
        farm_cols(8, 12)
    
    change_hat(Hats.Straw_Hat)
    spawn_drone(cols_a)
    spawn_drone(cols_b)
    spawn_drone(cols_c)
    while True:
        ready = True
        for x in range(k):
            goto(x, 0)
            for y in range(k):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                    ready = False
                elif not can_harvest():
                    ready = False
                move(North)
        if ready:
            goto(0, 0)
            harvest()
        goto(0, n - 1)
        for x in range(n):
            if get_ground_type() != Grounds.Soil:
                till()
            if get_entity_type() == None or get_entity_type() == Entities.Grass:
                plant(Entities.Cactus)
            move(East)
        cactus_row()
    Changes from the previous revision
                  return
              move(East)
    -     # bubble sort ascending to the east
          for p in range(n):
              for i in range(n - 1):
          harvest()
      
    + def farm_cols(x0, x1):
    +     while True:
    +         for x in range(x0, x1):
    +             goto(x, 0)
    +             for y in range(n - 1):
    +                 r = y % 4
    +                 if not (x < k and y < k):
    +                     if r <= 1:
    +                         if get_ground_type() != Grounds.Soil:
    +                             till()
    +                     if can_harvest():
    +                         harvest()
    +                     t = get_entity_type()
    +                     if t == None or t == Entities.Grass:
    +                         if r == 1:
    +                             plant(Entities.Carrot)
    +                             if num_items(Items.Weird_Substance) < 1500:
    +                                 use_item(Items.Fertilizer)
    +                         elif r == 0:
    +                             plant(Entities.Sunflower)
    +                         elif r == 2:
    +                             plant(Entities.Bush)
    +                         else:
    +                             plant(Entities.Grass)
    +                 move(North)
    + 
    + def cols_a():
    +     farm_cols(0, 4)
    + 
    + def cols_b():
    +     farm_cols(4, 8)
    + 
    + def cols_c():
    +     farm_cols(8, 12)
    + 
      change_hat(Hats.Straw_Hat)
    + spawn_drone(cols_a)
    + spawn_drone(cols_b)
    + spawn_drone(cols_c)
      while True:
          ready = True
    -     for x in range(n):
    -         for i in range(n):
    -             y = get_pos_y()
    -             px = get_pos_x()
    -             r = y % 4
    -             if px < k and y < k:
    -                 if get_ground_type() != Grounds.Soil:
    -                     till()
    -                 t = get_entity_type()
    -                 if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
    -                     plant(Entities.Pumpkin)
    -                     ready = False
    -                 elif not can_harvest():
    -                     ready = False
    -             elif y == n - 1:
    -                 if get_ground_type() != Grounds.Soil:
    -                     till()
    -                 if get_entity_type() == None or get_entity_type() == Entities.Grass:
    -                     plant(Entities.Cactus)
    -             else:
    -                 if r <= 1:
    -                     if get_ground_type() != Grounds.Soil:
    -                         till()
    -                 if can_harvest():
    -                     harvest()
    -                 t = get_entity_type()
    -                 if t == None or t == Entities.Grass:
    -                     if r == 1:
    -                         plant(Entities.Carrot)
    -                         if num_items(Items.Weird_Substance) < 1500:
    -                             use_item(Items.Fertilizer)
    -                     elif r == 0:
    -                         plant(Entities.Sunflower)
    -                     elif r == 2:
    -                         plant(Entities.Bush)
    -                     else:
    -                         plant(Entities.Grass)
    +     for x in range(k):
    +         goto(x, 0)
    +         for y in range(k):
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             t = get_entity_type()
    +             if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
    +                 plant(Entities.Pumpkin)
    +                 ready = False
    +             elif not can_harvest():
    +                 ready = False
                  move(North)
    -         move(East)
    -     cactus_row()
          if ready:
              goto(0, 0)
              harvest()
    +     goto(0, n - 1)
    +     for x in range(n):
    +         if get_ground_type() != Grounds.Soil:
    +             till()
    +         if get_entity_type() == None or get_entity_type() == Entities.Grass:
    +             plant(Entities.Cactus)
    +         move(East)
    +     cactus_row()
    
    Write result the agent saw
    Saved b (87 lines).
    Game time: 2h 6m 16s elapsed, 3h 53m 44s of budget remaining.
    run_program at 2h 11m for 240s (agent saw)
    Ran b for 4m of game time; it is still running.
    Inventory change: cactus +2736, carrot +23679, fertilizer -34, hay +31600, power +560.57, pumpkin +2080, water +192, weird_substance +1964, wood +24888.
    Game time: 2h 15m 48s elapsed, 3h 44m 12s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: cols_a <- farm_cols
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: cols_b <- farm_cols
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  25. r242h 16mRan117 lines · +51 −21 · ran 8m 20s
    n = get_world_size()
    k = 4
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    plant(Entities.Cactus)
                    ready = False
                elif not can_harvest():
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
        harvest()
    
    def farm_cols(x0, x1):
        while True:
            for x in range(x0, x1):
                goto(x, 0)
                for y in range(n - 1):
                    r = y % 4
                    if not ((x < k and y < k) or (x >= X0 and y >= Y0)):
                        if r <= 1:
                            if get_ground_type() != Grounds.Soil:
                                till()
                        if can_harvest():
                            harvest()
                        t = get_entity_type()
                        if t == None or t == Entities.Grass:
                            if r == 1:
                                plant(Entities.Carrot)
                                if num_items(Items.Weird_Substance) < 1500:
                                    use_item(Items.Fertilizer)
                            elif r == 0:
                                plant(Entities.Sunflower)
                            elif r == 2:
                                plant(Entities.Bush)
                            else:
                                plant(Entities.Grass)
                    move(North)
    
    def cols_a():
        farm_cols(0, 4)
    
    def cols_b():
        farm_cols(4, 8)
    
    def cols_c():
        farm_cols(8, 12)
    
    change_hat(Hats.Straw_Hat)
    spawn_drone(cols_a)
    spawn_drone(cols_b)
    spawn_drone(cols_c)
    while True:
        ready = True
        for x in range(k):
            goto(x, 0)
            for y in range(k):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                    ready = False
                elif not can_harvest():
                    ready = False
                move(North)
        if ready:
            goto(0, 0)
            harvest()
        cactus_area()
    Changes from the previous revision
      n = get_world_size()
      k = 4
    + X0 = 6
    + Y0 = 6
    + S = 6
      
      def goto(tx, ty):
              move(North)
      
    - def cactus_row():
    -     goto(0, n - 1)
    -     for i in range(n):
    -         if not can_harvest():
    -             return
    -         move(East)
    -     for p in range(n):
    -         for i in range(n - 1):
    -             if measure() > measure(East):
    -                 swap(East)
    -             move(East)
    -         goto(0, n - 1)
    + def cactus_area():
    +     goto(X0, Y0)
    +     ready = True
    +     for j in range(S):
    +         for i in range(S):
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             t = get_entity_type()
    +             if t != Entities.Cactus:
    +                 plant(Entities.Cactus)
    +                 ready = False
    +             elif not can_harvest():
    +                 ready = False
    +             if i < S - 1:
    +                 if j % 2 == 0:
    +                     move(East)
    +                 else:
    +                     move(West)
    +         if j < S - 1:
    +             move(North)
    +     if not ready:
    +         return
    +     swapped = True
    +     while swapped:
    +         swapped = False
    +         goto(X0, Y0)
    +         for j in range(S):
    +             for i in range(S):
    +                 cx = i
    +                 if j % 2 == 1:
    +                     cx = S - 1 - i
    +                 if cx < S - 1:
    +                     if measure() > measure(East):
    +                         swap(East)
    +                         swapped = True
    +                 if j < S - 1:
    +                     if measure() > measure(North):
    +                         swap(North)
    +                         swapped = True
    +                 if i < S - 1:
    +                     if j % 2 == 0:
    +                         move(East)
    +                     else:
    +                         move(West)
    +             if j < S - 1:
    +                 move(North)
          harvest()
      
                  for y in range(n - 1):
                      r = y % 4
    -                 if not (x < k and y < k):
    +                 if not ((x < k and y < k) or (x >= X0 and y >= Y0)):
                          if r <= 1:
                              if get_ground_type() != Grounds.Soil:
              goto(0, 0)
              harvest()
    -     goto(0, n - 1)
    -     for x in range(n):
    -         if get_ground_type() != Grounds.Soil:
    -             till()
    -         if get_entity_type() == None or get_entity_type() == Entities.Grass:
    -             plant(Entities.Cactus)
    -         move(East)
    -     cactus_row()
    +     cactus_area()
    
    Write result the agent saw
    Saved b (117 lines).
    Game time: 2h 16m 18s elapsed, 3h 43m 42s of budget remaining.
    run_program at 2h 16m for 200s (agent saw)
    Ran b for 3m 20s of game time; it is still running.
    Inventory change: carrot +13004, fertilizer +80, hay +50520, power +341.56, pumpkin +7132, water +320, wood +33032.
    Game time: 2h 19m 48s elapsed, 3h 40m 12s of budget remaining.
    Output:
    (none)
  26. r252h 29mRan117 lines · +3 −3 · ran 5m 30s
    n = get_world_size()
    k = 4
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    if t != None:
                        harvest()
                    plant(Entities.Cactus)
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
        harvest()
    
    def farm_cols(x0, x1):
        while True:
            for x in range(x0, x1):
                goto(x, 0)
                for y in range(n):
                    r = y % 4
                    if not ((x < k and y < k) or (x >= X0 and y >= Y0)):
                        if r <= 1:
                            if get_ground_type() != Grounds.Soil:
                                till()
                        if can_harvest():
                            harvest()
                        t = get_entity_type()
                        if t == None or t == Entities.Grass:
                            if r == 1:
                                plant(Entities.Carrot)
                                if num_items(Items.Weird_Substance) < 1500:
                                    use_item(Items.Fertilizer)
                            elif r == 0:
                                plant(Entities.Sunflower)
                            elif r == 2:
                                plant(Entities.Bush)
                            else:
                                plant(Entities.Grass)
                    move(North)
    
    def cols_a():
        farm_cols(0, 4)
    
    def cols_b():
        farm_cols(4, 8)
    
    def cols_c():
        farm_cols(8, 12)
    
    change_hat(Hats.Straw_Hat)
    spawn_drone(cols_a)
    spawn_drone(cols_b)
    spawn_drone(cols_c)
    while True:
        ready = True
        for x in range(k):
            goto(x, 0)
            for y in range(k):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                    ready = False
                elif not can_harvest():
                    ready = False
                move(North)
        if ready:
            goto(0, 0)
            harvest()
        cactus_area()
    Changes from the previous revision
                  t = get_entity_type()
                  if t != Entities.Cactus:
    +                 if t != None:
    +                     harvest()
                      plant(Entities.Cactus)
                      ready = False
    -             elif not can_harvest():
    -                 ready = False
                  if i < S - 1:
                      if j % 2 == 0:
              for x in range(x0, x1):
                  goto(x, 0)
    -             for y in range(n - 1):
    +             for y in range(n):
                      r = y % 4
                      if not ((x < k and y < k) or (x >= X0 and y >= Y0)):
    
    Write result the agent saw
    Saved b (117 lines).
    Game time: 2h 29m 28s elapsed, 3h 30m 32s of budget remaining.
    run_program at 2h 29m for 300s (agent saw)
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +38888, carrot +54222, fertilizer +120, hay +84464, power +461.96, pumpkin +912, water +480, wood +36512.
    Game time: 2h 34m 48s elapsed, 3h 25m 12s of budget remaining.
    Output:
    (none)
  27. r262h 55mRan133 lines · +42 −26 · ran 14m 40s
    n = get_world_size()
    k = 4
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    if t != None:
                        harvest()
                    plant(Entities.Cactus)
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
        harvest()
    
    def farm_cols(x0, x1):
        while True:
            for x in range(x0, x1):
                goto(x, 0)
                for y in range(n):
                    r = y % 4
                    if not ((x < k and y < k) or (x >= X0 and y >= Y0)):
                        if r <= 1:
                            if get_ground_type() != Grounds.Soil:
                                till()
                        if can_harvest():
                            harvest()
                        t = get_entity_type()
                        if t == None or t == Entities.Grass:
                            if r == 1:
                                plant(Entities.Carrot)
                                if num_items(Items.Weird_Substance) < 3000:
                                    use_item(Items.Fertilizer)
                            elif r == 0:
                                plant(Entities.Sunflower)
                            elif r == 2:
                                plant(Entities.Bush)
                            else:
                                plant(Entities.Grass)
                    move(North)
    
    def pumpkins():
        while True:
            ready = True
            for x in range(k):
                goto(x, 0)
                for y in range(k):
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                    move(North)
            if ready:
                goto(0, 0)
                harvest()
    
    def c0():
        farm_cols(0, 2)
    
    def c1():
        farm_cols(2, 4)
    
    def c2():
        farm_cols(4, 6)
    
    def c3():
        farm_cols(6, 8)
    
    def c4():
        farm_cols(8, 10)
    
    def c5():
        farm_cols(10, 12)
    
    change_hat(Hats.Straw_Hat)
    spawn_drone(pumpkins)
    spawn_drone(c0)
    spawn_drone(c1)
    spawn_drone(c2)
    spawn_drone(c3)
    spawn_drone(c4)
    spawn_drone(c5)
    while True:
        cactus_area()
    Changes from the previous revision
                              if r == 1:
                                  plant(Entities.Carrot)
    -                             if num_items(Items.Weird_Substance) < 1500:
    +                             if num_items(Items.Weird_Substance) < 3000:
                                      use_item(Items.Fertilizer)
                              elif r == 0:
                      move(North)
      
    - def cols_a():
    -     farm_cols(0, 4)
    + def pumpkins():
    +     while True:
    +         ready = True
    +         for x in range(k):
    +             goto(x, 0)
    +             for y in range(k):
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +                 t = get_entity_type()
    +                 if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
    +                     plant(Entities.Pumpkin)
    +                     ready = False
    +                 elif not can_harvest():
    +                     ready = False
    +                 move(North)
    +         if ready:
    +             goto(0, 0)
    +             harvest()
      
    - def cols_b():
    -     farm_cols(4, 8)
    + def c0():
    +     farm_cols(0, 2)
      
    - def cols_c():
    -     farm_cols(8, 12)
    + def c1():
    +     farm_cols(2, 4)
      
    + def c2():
    +     farm_cols(4, 6)
    + 
    + def c3():
    +     farm_cols(6, 8)
    + 
    + def c4():
    +     farm_cols(8, 10)
    + 
    + def c5():
    +     farm_cols(10, 12)
    + 
      change_hat(Hats.Straw_Hat)
    - spawn_drone(cols_a)
    - spawn_drone(cols_b)
    - spawn_drone(cols_c)
    + spawn_drone(pumpkins)
    + spawn_drone(c0)
    + spawn_drone(c1)
    + spawn_drone(c2)
    + spawn_drone(c3)
    + spawn_drone(c4)
    + spawn_drone(c5)
      while True:
    -     ready = True
    -     for x in range(k):
    -         goto(x, 0)
    -         for y in range(k):
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             t = get_entity_type()
    -             if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
    -                 plant(Entities.Pumpkin)
    -                 ready = False
    -             elif not can_harvest():
    -                 ready = False
    -             move(North)
    -     if ready:
    -         goto(0, 0)
    -         harvest()
          cactus_area()
    
    Write result the agent saw
    Saved b (133 lines).
    Game time: 2h 55m 16s elapsed, 3h 4m 44s of budget remaining.
    run_program at 2h 57m for 420s (agent saw)
    Ran b for 7m of game time; it is still running.
    Inventory change: cactus +67392, carrot +108093, fertilizer +247, hay +450592, power -960.18, pumpkin +35024, water +672, weird_substance +3520, wood +304528.
    Game time: 3h 4m 20s elapsed, 2h 55m 40s of budget remaining.
    Output:
    (none)
  28. r273h 12mRan133 lines · +10 −10 · ran 5m 20s
    n = get_world_size()
    k = 4
    S = n // 2
    X0 = n - S
    Y0 = n - S
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    if t != None:
                        harvest()
                    plant(Entities.Cactus)
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
        harvest()
    
    def farm_cols(x0, x1):
        while True:
            for x in range(x0, x1):
                goto(x, 0)
                for y in range(n):
                    r = y % 4
                    if not ((x < k and y < k) or (x >= X0 and y >= Y0)):
                        if r <= 1:
                            if get_ground_type() != Grounds.Soil:
                                till()
                        if can_harvest():
                            harvest()
                        t = get_entity_type()
                        if t == None or t == Entities.Grass:
                            if r == 1:
                                plant(Entities.Carrot)
                                if num_items(Items.Weird_Substance) < 5000:
                                    use_item(Items.Fertilizer)
                            elif r == 0:
                                plant(Entities.Sunflower)
                            elif r == 2:
                                plant(Entities.Bush)
                            else:
                                plant(Entities.Grass)
                    move(North)
    
    def pumpkins():
        while True:
            ready = True
            for x in range(k):
                goto(x, 0)
                for y in range(k):
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                    move(North)
            if ready:
                goto(0, 0)
                harvest()
    
    def c0():
        farm_cols(0, 3)
    
    def c1():
        farm_cols(3, 6)
    
    def c2():
        farm_cols(6, 9)
    
    def c3():
        farm_cols(9, 11)
    
    def c4():
        farm_cols(11, 14)
    
    def c5():
        farm_cols(14, 16)
    
    change_hat(Hats.Straw_Hat)
    spawn_drone(pumpkins)
    spawn_drone(c0)
    spawn_drone(c1)
    spawn_drone(c2)
    spawn_drone(c3)
    spawn_drone(c4)
    spawn_drone(c5)
    while True:
        cactus_area()
    Changes from the previous revision
      n = get_world_size()
      k = 4
    - X0 = 6
    - Y0 = 6
    - S = 6
    + S = n // 2
    + X0 = n - S
    + Y0 = n - S
      
      def goto(tx, ty):
                              if r == 1:
                                  plant(Entities.Carrot)
    -                             if num_items(Items.Weird_Substance) < 3000:
    +                             if num_items(Items.Weird_Substance) < 5000:
                                      use_item(Items.Fertilizer)
                              elif r == 0:
      
      def c0():
    -     farm_cols(0, 2)
    +     farm_cols(0, 3)
      
      def c1():
    -     farm_cols(2, 4)
    +     farm_cols(3, 6)
      
      def c2():
    -     farm_cols(4, 6)
    +     farm_cols(6, 9)
      
      def c3():
    -     farm_cols(6, 8)
    +     farm_cols(9, 11)
      
      def c4():
    -     farm_cols(8, 10)
    +     farm_cols(11, 14)
      
      def c5():
    -     farm_cols(10, 12)
    +     farm_cols(14, 16)
      
      change_hat(Hats.Straw_Hat)
    
    Write result the agent saw
    Saved b (133 lines).
    Game time: 3h 12m 10s elapsed, 2h 47m 50s of budget remaining.
    run_program at 3h 12m for 300s (agent saw)
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +73850, carrot +349123, fertilizer +182, hay +1460032, power +189.89, pumpkin +44684, water +1920, weird_substance +7168, wood +1943616.
    Game time: 3h 17m 20s elapsed, 2h 42m 40s of budget remaining.
    Output:
    (none)
  29. r283h 42mRan121 lines · +12 −24 · ran 10m 40s
    n = get_world_size()
    k = 4
    S = n // 2
    X0 = n - S
    Y0 = n - S
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    if t != None:
                        harvest()
                    plant(Entities.Cactus)
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
        harvest()
    
    def farm_cols(x0, x1):
        while True:
            for x in range(x0, x1):
                goto(x, 0)
                for y in range(n):
                    r = y % 4
                    if not ((x < k and y < k) or (x >= X0 and y >= Y0)):
                        if r <= 1:
                            if get_ground_type() != Grounds.Soil:
                                till()
                        if can_harvest():
                            harvest()
                        t = get_entity_type()
                        if t == None or t == Entities.Grass:
                            if r == 1:
                                plant(Entities.Carrot)
                                if num_items(Items.Weird_Substance) < 5000:
                                    use_item(Items.Fertilizer)
                            elif r == 0:
                                plant(Entities.Sunflower)
                            elif r == 2:
                                plant(Entities.Bush)
                            else:
                                plant(Entities.Grass)
                    move(North)
    
    def pumpkins():
        while True:
            ready = True
            for x in range(k):
                goto(x, 0)
                for y in range(k):
                    if get_ground_type() != Grounds.Soil:
                        till()
                    t = get_entity_type()
                    if t == None or t == Entities.Grass or t == Entities.Dead_Pumpkin:
                        plant(Entities.Pumpkin)
                        ready = False
                    elif not can_harvest():
                        ready = False
                    move(North)
            if ready:
                goto(0, 0)
                harvest()
    
    change_hat(Hats.Straw_Hat)
    spawn_drone(pumpkins)
    m = max_drones() - 2
    per = n // m
    extra = n - per * m
    x = 0
    for i in range(m):
        w = per
        if i >= m - extra:
            w = per + 1
        def task(a=x, b=x + w):
            farm_cols(a, b)
        spawn_drone(task)
        x += w
    while True:
        cactus_area()
    Changes from the previous revision
                  harvest()
      
    - def c0():
    -     farm_cols(0, 3)
    - 
    - def c1():
    -     farm_cols(3, 6)
    - 
    - def c2():
    -     farm_cols(6, 9)
    - 
    - def c3():
    -     farm_cols(9, 11)
    - 
    - def c4():
    -     farm_cols(11, 14)
    - 
    - def c5():
    -     farm_cols(14, 16)
    - 
      change_hat(Hats.Straw_Hat)
      spawn_drone(pumpkins)
    - spawn_drone(c0)
    - spawn_drone(c1)
    - spawn_drone(c2)
    - spawn_drone(c3)
    - spawn_drone(c4)
    - spawn_drone(c5)
    + m = max_drones() - 2
    + per = n // m
    + extra = n - per * m
    + x = 0
    + for i in range(m):
    +     w = per
    +     if i >= m - extra:
    +         w = per + 1
    +     def task(a=x, b=x + w):
    +         farm_cols(a, b)
    +     spawn_drone(task)
    +     x += w
      while True:
          cactus_area()
    
    Write result the agent saw
    Saved b (121 lines).
    Game time: 3h 42m 10s elapsed, 2h 17m 50s of budget remaining.
    run_program at 3h 42m for 20s (agent saw)
    Ran b for 20s of game time; it is still running.
    Inventory change: carrot +42780, fertilizer -38, hay +308800, power -166.07, pumpkin +1792, water +256, weird_substance +14208, wood +134592.
    Game time: 3h 42m 40s elapsed, 2h 17m 20s of budget remaining.
    Output:
    (none)
till.py2 writes · 1 ran · first at 14m 55s
  1. r114m 55sSaved, never run5 lines
    for i in range(9):
        till()
        move(North)
        if i % 3 == 2:
            move(East)
    Write result the agent saw
    Saved till (5 lines).
    Game time: 15m 5s elapsed, 5h 44m 55s of budget remaining.
  2. r215m 05sRan8 lines · +6 −3 · ran 5s
    for i in range(3):
        till()
        move(North)
        till()
        move(North)
        till()
        move(North)
        move(East)
    Changes from the previous revision
    - for i in range(9):
    + for i in range(3):
          till()
          move(North)
    -     if i % 3 == 2:
    -         move(East)
    +     till()
    +     move(North)
    +     till()
    +     move(North)
    +     move(East)
    
    Write result the agent saw
    Saved till (8 lines).
    Game time: 15m 15s elapsed, 5h 44m 45s of budget remaining.
    run_program at 15m 15s for 20s (agent saw)
    Ran till for 5s of game time; it finished.
    Inventory change: no change.
    Game time: 15m 30s elapsed, 5h 44m 30s of budget remaining.
    Output:
    (none)
h.py1 write · 1 ran · first at 21m 00s
  1. r121m 00sRan11 lines · ran 1m 43s
    while True:
        for i in range(4):
            harvest()
            move(North)
            harvest()
            move(North)
            harvest()
            move(North)
            harvest()
            move(North)
            move(East)
    Write result the agent saw
    Saved h (11 lines).
    Game time: 21m 10s elapsed, 5h 38m 50s of budget remaining.
    run_program at 21m 10s for 40s (agent saw)
    Ran h for 40s of game time; it is still running.
    Inventory change: hay +81, wood +3.
    Game time: 22m elapsed, 5h 38m of budget remaining.
    Output:
    (none)
dino.py8 writes · 7 ran · first at 1h 22m
  1. r11h 22mRan26 lines · ran 0s · 1 runtime error
    change_hat(Hats.Dinosaur_Hat)
    n = get_world_size()
    tx, ty = measure()
    while True:
        x = get_pos_x()
        y = get_pos_y()
        moved = False
        if tx > x:
            moved = move(East)
        elif tx < x:
            moved = move(West)
        if not moved:
            if ty > y:
                moved = move(North)
            elif ty < y:
                moved = move(South)
        if not moved:
            for d in [North, East, South, West]:
                if move(d):
                    moved = True
                    break
        if not moved:
            break
        if get_pos_x() == tx and get_pos_y() == ty:
            tx, ty = measure()
    change_hat(Hats.Green_Hat)
    Write result the agent saw
    Saved dino (26 lines).
    Game time: 1h 22m 38s elapsed, 4h 37m 22s of budget remaining.
    run_program at 1h 22m for 120s (agent saw)
    Ran dino for 0s of game time; it stopped with an error: The left hand side of the assignment didn't match the right hand side.
    Inventory change: no change.
    Game time: 1h 22m 48s elapsed, 4h 37m 12s of budget remaining.
    Output:
    Error: The left hand side of the assignment didn't match the right hand side.
    In: 
    tx, ty = measure()
           ^^         
    --------------------------------------------------------------------
    Runtime error at 1h 22m (telemetry; not shown to the agent)
    The left hand side of the assignment didn't match the right hand side.
  2. r21h 22mRan27 lines · +1 −0 · ran 10s · 2 runtime errors
    clear()
    change_hat(Hats.Dinosaur_Hat)
    n = get_world_size()
    tx, ty = measure()
    while True:
        x = get_pos_x()
        y = get_pos_y()
        moved = False
        if tx > x:
            moved = move(East)
        elif tx < x:
            moved = move(West)
        if not moved:
            if ty > y:
                moved = move(North)
            elif ty < y:
                moved = move(South)
        if not moved:
            for d in [North, East, South, West]:
                if move(d):
                    moved = True
                    break
        if not moved:
            break
        if get_pos_x() == tx and get_pos_y() == ty:
            tx, ty = measure()
    change_hat(Hats.Green_Hat)
    Changes from the previous revision
    + clear()
      change_hat(Hats.Dinosaur_Hat)
      n = get_world_size()
    
    Write result the agent saw
    Saved dino (27 lines).
    Game time: 1h 23m 8s elapsed, 4h 36m 52s of budget remaining.
    run_program at 1h 23m for 120s (agent saw)
    Ran dino for 6s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used.
    Inventory change: cactus -48, fertilizer +1, power -6.17, water +5.
    Game time: 1h 23m 24s elapsed, 4h 36m 36s of budget remaining.
    Output:
    Error: Hats.Green_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Green_Hat)
              ^^              
    --------------------------------------------------------------------
    run_program at 1h 23m for 120s (agent saw)
    Ran dino for 4s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used.
    Inventory change: bone +529, cactus -26, power -3.95, water +3.
    Game time: 1h 23m 48s elapsed, 4h 36m 12s of budget remaining.
    Output:
    Error: Hats.Green_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Green_Hat)
              ^^              
    --------------------------------------------------------------------
    Runtime error at 1h 23m (telemetry; not shown to the agent)
    Hats.Green_Hat must be unlocked before this can be used.
    Runtime error at 1h 23m (telemetry; not shown to the agent)
    Hats.Green_Hat must be unlocked before this can be used.
  3. r31h 23mRan28 lines · +27 −26 · ran 6s · 1 runtime error
    n = get_world_size()
    for rep in range(1000):
        clear()
        change_hat(Hats.Dinosaur_Hat)
        tx, ty = measure()
        while True:
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            if tx > x:
                moved = move(East)
            elif tx < x:
                moved = move(West)
            if not moved:
                if ty > y:
                    moved = move(North)
                elif ty < y:
                    moved = move(South)
            if not moved:
                for d in [North, East, South, West]:
                    if move(d):
                        moved = True
                        break
            if not moved:
                break
            if get_pos_x() == tx and get_pos_y() == ty:
                tx, ty = measure()
        change_hat(Hats.Gray_Hat)
    Changes from the previous revision
    - clear()
    - change_hat(Hats.Dinosaur_Hat)
      n = get_world_size()
    - tx, ty = measure()
    - while True:
    -     x = get_pos_x()
    -     y = get_pos_y()
    -     moved = False
    -     if tx > x:
    -         moved = move(East)
    -     elif tx < x:
    -         moved = move(West)
    -     if not moved:
    -         if ty > y:
    -             moved = move(North)
    -         elif ty < y:
    -             moved = move(South)
    -     if not moved:
    -         for d in [North, East, South, West]:
    -             if move(d):
    -                 moved = True
    -                 break
    -     if not moved:
    -         break
    -     if get_pos_x() == tx and get_pos_y() == ty:
    -         tx, ty = measure()
    - change_hat(Hats.Green_Hat)
    + for rep in range(1000):
    +     clear()
    +     change_hat(Hats.Dinosaur_Hat)
    +     tx, ty = measure()
    +     while True:
    +         x = get_pos_x()
    +         y = get_pos_y()
    +         moved = False
    +         if tx > x:
    +             moved = move(East)
    +         elif tx < x:
    +             moved = move(West)
    +         if not moved:
    +             if ty > y:
    +                 moved = move(North)
    +             elif ty < y:
    +                 moved = move(South)
    +         if not moved:
    +             for d in [North, East, South, West]:
    +                 if move(d):
    +                     moved = True
    +                     break
    +         if not moved:
    +             break
    +         if get_pos_x() == tx and get_pos_y() == ty:
    +             tx, ty = measure()
    +     change_hat(Hats.Gray_Hat)
    
    Write result the agent saw
    Saved dino (28 lines).
    Game time: 1h 24m 8s elapsed, 4h 35m 52s of budget remaining.
    run_program at 1h 24m for 60s (agent saw)
    Ran dino for 6s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used.
    Inventory change: bone +144, cactus -32, fertilizer +1, power -5.54, water +4.
    Game time: 1h 24m 23s elapsed, 4h 35m 37s of budget remaining.
    Output:
    Error: Hats.Gray_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Gray_Hat)
              ^^             
    --------------------------------------------------------------------
    Runtime error at 1h 24m (telemetry; not shown to the agent)
    Hats.Gray_Hat must be unlocked before this can be used.
  4. r41h 25mRan26 lines · +0 −2 · ran 39s · 1 runtime error
    for rep in range(1000):
        clear()
        change_hat(Hats.Dinosaur_Hat)
        tx, ty = measure()
        while True:
            x = get_pos_x()
            y = get_pos_y()
            moved = False
            if tx > x:
                moved = move(East)
            elif tx < x:
                moved = move(West)
            if not moved:
                if ty > y:
                    moved = move(North)
                elif ty < y:
                    moved = move(South)
            if not moved:
                for d in [North, East, South, West]:
                    if move(d):
                        moved = True
                        break
            if not moved:
                break
            if get_pos_x() == tx and get_pos_y() == ty:
                tx, ty = measure()
    Changes from the previous revision
    - n = get_world_size()
      for rep in range(1000):
          clear()
              if get_pos_x() == tx and get_pos_y() == ty:
                  tx, ty = measure()
    -     change_hat(Hats.Gray_Hat)
    
    Write result the agent saw
    Saved dino (26 lines).
    Game time: 1h 25m 24s elapsed, 4h 34m 36s of budget remaining.
    run_program at 1h 25m for 60s (agent saw)
    Ran dino for 39s of game time; it stopped with an error: The left hand side of the assignment didn't match the right hand side.
    Inventory change: bone +2256, cactus -262, fertilizer +4, power -39.82, water +32.
    Game time: 1h 26m 14s elapsed, 4h 33m 46s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Apple.
    In: 
    if move(d):
           ^^  
    --------------------------------------------------------------------
    Error: The left hand side of the assignment didn't match the right hand side.
    In: 
    tx, ty = measure()
           ^^         
    --------------------------------------------------------------------
    Runtime error at 1h 26m (telemetry; not shown to the agent)
    The left hand side of the assignment didn't match the right hand side.
  5. r51h 27mRan26 lines · +26 −26 · ran 7s
    clear()
    change_hat(Hats.Dinosaur_Hat)
    tx, ty = measure()
    while True:
        x = get_pos_x()
        y = get_pos_y()
        moved = False
        if tx > x:
            moved = move(East)
        elif tx < x:
            moved = move(West)
        if not moved:
            if ty > y:
                moved = move(North)
            elif ty < y:
                moved = move(South)
        if not moved:
            for d in [North, East, South, West]:
                if move(d):
                    moved = True
                    break
        if not moved:
            break
        if get_pos_x() == tx and get_pos_y() == ty:
            tx, ty = measure()
    change_hat(Hats.Straw_Hat)
    Changes from the previous revision
    - for rep in range(1000):
    -     clear()
    -     change_hat(Hats.Dinosaur_Hat)
    -     tx, ty = measure()
    -     while True:
    -         x = get_pos_x()
    -         y = get_pos_y()
    -         moved = False
    -         if tx > x:
    -             moved = move(East)
    -         elif tx < x:
    -             moved = move(West)
    -         if not moved:
    -             if ty > y:
    -                 moved = move(North)
    -             elif ty < y:
    -                 moved = move(South)
    -         if not moved:
    -             for d in [North, East, South, West]:
    -                 if move(d):
    -                     moved = True
    -                     break
    -         if not moved:
    -             break
    -         if get_pos_x() == tx and get_pos_y() == ty:
    -             tx, ty = measure()
    + clear()
    + change_hat(Hats.Dinosaur_Hat)
    + tx, ty = measure()
    + while True:
    +     x = get_pos_x()
    +     y = get_pos_y()
    +     moved = False
    +     if tx > x:
    +         moved = move(East)
    +     elif tx < x:
    +         moved = move(West)
    +     if not moved:
    +         if ty > y:
    +             moved = move(North)
    +         elif ty < y:
    +             moved = move(South)
    +     if not moved:
    +         for d in [North, East, South, West]:
    +             if move(d):
    +                 moved = True
    +                 break
    +     if not moved:
    +         break
    +     if get_pos_x() == tx and get_pos_y() == ty:
    +         tx, ty = measure()
    + change_hat(Hats.Straw_Hat)
    
    Write result the agent saw
    Saved dino (26 lines).
    Game time: 1h 27m 46s elapsed, 4h 32m 14s of budget remaining.
    run_program at 1h 33m for 120s (agent saw)
    Ran dino for 7s of game time; it finished.
    Inventory change: bone +361, cactus -40, fertilizer +1, power -7.09, water +6.
    Game time: 1h 33m 23s elapsed, 4h 26m 37s of budget remaining.
    Output:
    (none)
  6. r61h 33mSaved, never run25 lines · +22 −23
    clear()
    n = get_world_size()
    path = []
    for i in range(n - 1):
        path.append(East)
    for y in range(1, n):
        for i in range(n - 2):
            if y % 2 == 1:
                path.append(West)
            else:
                path.append(East)
        if y < n - 1:
            path.append(North)
    path.append(West)
    for i in range(n - 1):
        path.append(South)
    change_hat(Hats.Dinosaur_Hat)
    steps = 0
    while steps < 2500:
        for d in path:
            if not move(d):
                steps = 99999
                break
            steps += 1
    change_hat(Hats.Straw_Hat)
    Changes from the previous revision
      clear()
    + n = get_world_size()
    + path = []
    + for i in range(n - 1):
    +     path.append(East)
    + for y in range(1, n):
    +     for i in range(n - 2):
    +         if y % 2 == 1:
    +             path.append(West)
    +         else:
    +             path.append(East)
    +     if y < n - 1:
    +         path.append(North)
    + path.append(West)
    + for i in range(n - 1):
    +     path.append(South)
      change_hat(Hats.Dinosaur_Hat)
    - tx, ty = measure()
    - while True:
    -     x = get_pos_x()
    -     y = get_pos_y()
    -     moved = False
    -     if tx > x:
    -         moved = move(East)
    -     elif tx < x:
    -         moved = move(West)
    -     if not moved:
    -         if ty > y:
    -             moved = move(North)
    -         elif ty < y:
    -             moved = move(South)
    -     if not moved:
    -         for d in [North, East, South, West]:
    -             if move(d):
    -                 moved = True
    -                 break
    -     if not moved:
    -         break
    -     if get_pos_x() == tx and get_pos_y() == ty:
    -         tx, ty = measure()
    + steps = 0
    + while steps < 2500:
    +     for d in path:
    +         if not move(d):
    +             steps = 99999
    +             break
    +         steps += 1
      change_hat(Hats.Straw_Hat)
    
    Write result the agent saw
    Saved dino (25 lines).
    Game time: 1h 33m 33s elapsed, 4h 26m 27s of budget remaining.
  7. r71h 33mRan26 lines · +1 −0 · ran 1m 56s
    clear()
    n = get_world_size()
    path = []
    for i in range(n - 1):
        path.append(East)
    path.append(North)
    for y in range(1, n):
        for i in range(n - 2):
            if y % 2 == 1:
                path.append(West)
            else:
                path.append(East)
        if y < n - 1:
            path.append(North)
    path.append(West)
    for i in range(n - 1):
        path.append(South)
    change_hat(Hats.Dinosaur_Hat)
    steps = 0
    while steps < 2500:
        for d in path:
            if not move(d):
                steps = 99999
                break
            steps += 1
    change_hat(Hats.Straw_Hat)
    Changes from the previous revision
      for i in range(n - 1):
          path.append(East)
    + path.append(North)
      for y in range(1, n):
          for i in range(n - 2):
    
    Write result the agent saw
    Saved dino (26 lines).
    Game time: 1h 33m 43s elapsed, 4h 26m 17s of budget remaining.
    run_program at 1h 33m for 240s (agent saw)
    Ran dino for 32s of game time; it finished.
    Inventory change: bone +3969, cactus -126, fertilizer +6, power -31.89, water +25.
    Game time: 1h 34m 25s elapsed, 4h 25m 35s of budget remaining.
    Output:
    (none)
    run_program at 1h 51m for 400s (agent saw)
    Ran dino for 1m 24s of game time; it finished.
    Inventory change: bone +4356, cactus -134, fertilizer +34, power -85.30, water +68.
    Game time: 1h 52m 59s elapsed, 4h 7m 1s of budget remaining.
    Output:
    (none)
  8. r81h 52mRan26 lines · +1 −1 · ran 8m 18s
    clear()
    n = get_world_size()
    path = []
    for i in range(n - 1):
        path.append(East)
    path.append(North)
    for y in range(1, n):
        for i in range(n - 2):
            if y % 2 == 1:
                path.append(West)
            else:
                path.append(East)
        if y < n - 1:
            path.append(North)
    path.append(West)
    for i in range(n - 1):
        path.append(South)
    change_hat(Hats.Dinosaur_Hat)
    steps = 0
    while steps < 40000:
        for d in path:
            if not move(d):
                steps = 99999
                break
            steps += 1
    change_hat(Hats.Straw_Hat)
    Changes from the previous revision
      change_hat(Hats.Dinosaur_Hat)
      steps = 0
    - while steps < 2500:
    + while steps < 40000:
          for d in path:
              if not move(d):
    
    Write result the agent saw
    Saved dino (26 lines).
    Game time: 1h 53m 9s elapsed, 4h 6m 51s of budget remaining.
    run_program at 1h 53m for 300s (agent saw)
    Ran dino for 1m 27s of game time; it finished.
    Inventory change: bone +20449, cactus -286, fertilizer +35, power -87.62, water +69.
    Game time: 1h 54m 46s elapsed, 4h 5m 14s of budget remaining.
    Output:
    (none)
    run_program at 2h 53m for 400s (agent saw)
    Ran dino for 1m 37s of game time; it finished.
    Inventory change: bone +40898, cactus -572, fertilizer +77, power -98.23, water +155.
    Game time: 2h 54m 56s elapsed, 3h 5m 4s of budget remaining.
    Output:
    (none)
    run_program at 2h 55m for 400s (agent saw)
    Ran dino for 1m 34s of game time; it finished.
    Inventory change: bone +40898, cactus -572, fertilizer +75, power -94.72, water +150.
    Game time: 2h 57m elapsed, 3h 3m of budget remaining.
    Output:
    (none)
    run_program at 3h 38m for 900s (agent saw)
    Ran dino for 3m 40s of game time; it finished.
    Inventory change: bone +260100, cactus -2040, fertilizer +177, power -223.16, water +2821.
    Game time: 3h 42m elapsed, 2h 18m of budget remaining.
    Output:
    (none)
t.py2 writes · 2 ran · first at 1h 24m
  1. r11h 24mRan5 lines · ran 1s · 1 runtime error
    print(Hats.Brown_Hat)
    change_hat(Hats.Brown_Hat)
    print(1)
    change_hat(Hats.Purple_Hat)
    print(2)
    Write result the agent saw
    Saved t (5 lines).
    Game time: 1h 24m 53s elapsed, 4h 35m 7s of budget remaining.
    run_program at 1h 24m for 5s (agent saw)
    Ran t for 1s of game time; it stopped with an error: Hats.Brown_Hat must be unlocked before this can be used.
    Inventory change: water +1.
    Game time: 1h 25m 4s elapsed, 4h 34m 56s of budget remaining.
    Output:
    Hats.Brown_Hat
    Error: Hats.Brown_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Brown_Hat)
              ^^              
    --------------------------------------------------------------------
    Runtime error at 1h 25m (telemetry; not shown to the agent)
    Hats.Brown_Hat must be unlocked before this can be used.
  2. r21h 27mRanFinal4 lines · +2 −3 · ran 2s
    change_hat(Hats.Dinosaur_Hat)
    print(1)
    change_hat(Hats.Straw_Hat)
    print(2)
    Changes from the previous revision
    - print(Hats.Brown_Hat)
    - change_hat(Hats.Brown_Hat)
    + change_hat(Hats.Dinosaur_Hat)
      print(1)
    - change_hat(Hats.Purple_Hat)
    + change_hat(Hats.Straw_Hat)
      print(2)
    
    Write result the agent saw
    Saved t (4 lines).
    Game time: 1h 27m 24s elapsed, 4h 32m 36s of budget remaining.
    run_program at 1h 27m for 5s (agent saw)
    Ran t for 2s of game time; it finished.
    Inventory change: bone +169, power -0.07, water +1.
    Game time: 1h 27m 36s elapsed, 4h 32m 24s of budget remaining.
    Output:
    1
    2
maze.py3 writes · 3 ran · first at 1h 47m
  1. r11h 47mRan18 lines · ran 13m 42s
    dirs = [North, East, South, West]
    for rep in range(200):
        if num_items(Items.Weird_Substance) < get_world_size():
            break
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, get_world_size())
        d = 0
        while get_entity_type() != Entities.Treasure:
            if move(dirs[(d + 1) % 4]):
                d = (d + 1) % 4
            elif move(dirs[d]):
                pass
            elif move(dirs[(d + 3) % 4]):
                d = (d + 3) % 4
            else:
                d = (d + 2) % 4
                move(dirs[d])
        harvest()
    Write result the agent saw
    Saved maze (18 lines).
    Game time: 1h 48m 5s elapsed, 4h 11m 55s of budget remaining.
    run_program at 1h 48m for 120s (agent saw)
    Ran maze for 2m of game time; it is still running.
    Inventory change: fertilizer +48, gold +4464, power -121.32, water +96, weird_substance -384.
    Game time: 1h 50m 15s elapsed, 4h 9m 45s of budget remaining.
    Output:
    (none)
    run_program at 2h 00m for 300s (agent saw)
    Ran maze for 5m of game time; it is still running.
    Inventory change: fertilizer +120, gold +8640, power -303.56, water +240, weird_substance -732.
    Game time: 2h 5m 56s elapsed, 3h 54m 4s of budget remaining.
    Output:
    (none)
  2. r22h 34mRan19 lines · +4 −3 · ran 10m 20s
    dirs = [North, East, South, West]
    for rep in range(500):
        amt = get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
        if num_items(Items.Weird_Substance) < amt:
            break
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, amt)
        d = 0
        while get_entity_type() != Entities.Treasure:
            if move(dirs[(d + 1) % 4]):
                d = (d + 1) % 4
            elif move(dirs[d]):
                pass
            elif move(dirs[(d + 3) % 4]):
                d = (d + 3) % 4
            else:
                d = (d + 2) % 4
                move(dirs[d])
        harvest()
    Changes from the previous revision
      dirs = [North, East, South, West]
    - for rep in range(200):
    -     if num_items(Items.Weird_Substance) < get_world_size():
    + for rep in range(500):
    +     amt = get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    +     if num_items(Items.Weird_Substance) < amt:
              break
          plant(Entities.Bush)
    -     use_item(Items.Weird_Substance, get_world_size())
    +     use_item(Items.Weird_Substance, amt)
          d = 0
          while get_entity_type() != Entities.Treasure:
    
    Write result the agent saw
    Saved maze (19 lines).
    Game time: 2h 35m 8s elapsed, 3h 24m 52s of budget remaining.
    run_program at 2h 35m for 600s (agent saw)
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +480, power -608.05, water +960, weird_substance -24.
    Game time: 2h 45m 18s elapsed, 3h 14m 42s of budget remaining.
    Output:
    (none)
  3. r32h 45mRan20 lines · +1 −0 · ran 27m 41s
    dirs = [North, East, South, West]
    clear()
    for rep in range(500):
        amt = get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
        if num_items(Items.Weird_Substance) < amt:
            break
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, amt)
        d = 0
        while get_entity_type() != Entities.Treasure:
            if move(dirs[(d + 1) % 4]):
                d = (d + 1) % 4
            elif move(dirs[d]):
                pass
            elif move(dirs[(d + 3) % 4]):
                d = (d + 3) % 4
            else:
                d = (d + 2) % 4
                move(dirs[d])
        harvest()
    Changes from the previous revision
      dirs = [North, East, South, West]
    + clear()
      for rep in range(500):
          amt = get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)
    
    Write result the agent saw
    Saved maze (20 lines).
    Game time: 2h 45m 48s elapsed, 3h 14m 12s of budget remaining.
    run_program at 2h 45m for 120s (agent saw)
    Ran maze for 2m of game time; it is still running.
    Inventory change: fertilizer +96, gold +7200, power -121.33, water +192, weird_substance -624.
    Game time: 2h 47m 58s elapsed, 3h 12m 2s of budget remaining.
    Output:
    (none)
    run_program at 3h 17m for 480s (agent saw)
    Ran maze for 8m of game time; it is still running.
    Inventory change: fertilizer +384, gold +50176, power -486.69, water +6144, weird_substance -3200.
    Game time: 3h 25m 40s elapsed, 2h 34m 20s of budget remaining.
    Output:
    (none)
cac.py4 writes · 4 ran · first at 2h 24m
  1. r12h 24mRan15 lines · ran 3s
    n = get_world_size()
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    goto(X0, Y0)
    print(measure(), measure(East), measure(North))
    swap(East)
    print(measure(), measure(East), measure(North))
    Write result the agent saw
    Saved cac (15 lines).
    Game time: 2h 24m 58s elapsed, 3h 35m 2s of budget remaining.
    run_program at 2h 24m for 10s (agent saw)
    Ran cac for 3s of game time; it finished.
    Inventory change: fertilizer +1, power -0.57, water +4.
    Game time: 2h 25m 10s elapsed, 3h 34m 50s of budget remaining.
    Output:
    6 8 1
    8 6 1
  2. r22h 25mRan62 lines · +51 −4 · ran 2s
    n = get_world_size()
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    plant(Entities.Cactus)
                    ready = False
                elif not can_harvest():
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        print(ready)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
            print("pass")
        harvest()
    
    cactus_area()
    Changes from the previous revision
              move(North)
      
    - goto(X0, Y0)
    - print(measure(), measure(East), measure(North))
    - swap(East)
    - print(measure(), measure(East), measure(North))
    + def cactus_area():
    +     goto(X0, Y0)
    +     ready = True
    +     for j in range(S):
    +         for i in range(S):
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             t = get_entity_type()
    +             if t != Entities.Cactus:
    +                 plant(Entities.Cactus)
    +                 ready = False
    +             elif not can_harvest():
    +                 ready = False
    +             if i < S - 1:
    +                 if j % 2 == 0:
    +                     move(East)
    +                 else:
    +                     move(West)
    +         if j < S - 1:
    +             move(North)
    +     print(ready)
    +     if not ready:
    +         return
    +     swapped = True
    +     while swapped:
    +         swapped = False
    +         goto(X0, Y0)
    +         for j in range(S):
    +             for i in range(S):
    +                 cx = i
    +                 if j % 2 == 1:
    +                     cx = S - 1 - i
    +                 if cx < S - 1:
    +                     if measure() > measure(East):
    +                         swap(East)
    +                         swapped = True
    +                 if j < S - 1:
    +                     if measure() > measure(North):
    +                         swap(North)
    +                         swapped = True
    +                 if i < S - 1:
    +                     if j % 2 == 0:
    +                         move(East)
    +                     else:
    +                         move(West)
    +             if j < S - 1:
    +                 move(North)
    +         print("pass")
    +     harvest()
    + 
    + cactus_area()
    
    Write result the agent saw
    Saved cac (62 lines).
    Game time: 2h 25m 20s elapsed, 3h 34m 40s of budget remaining.
    run_program at 2h 25m for 60s (agent saw)
    Ran cac for 2s of game time; it finished.
    Inventory change: fertilizer +1, power -1.25, water +4.
    Game time: 2h 25m 33s elapsed, 3h 34m 27s of budget remaining.
    Output:
    False
  3. r32h 25mRan60 lines · +1 −3 · ran 3s
    n = get_world_size()
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    plant(Entities.Cactus)
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
            print("pass")
        print(can_harvest())
        harvest()
    
    cactus_area()
    Changes from the previous revision
                      plant(Entities.Cactus)
                      ready = False
    -             elif not can_harvest():
    -                 ready = False
                  if i < S - 1:
                      if j % 2 == 0:
              if j < S - 1:
                  move(North)
    -     print(ready)
          if not ready:
              return
                      move(North)
              print("pass")
    +     print(can_harvest())
          harvest()
      
    
    Write result the agent saw
    Saved cac (60 lines).
    Game time: 2h 25m 43s elapsed, 3h 34m 17s of budget remaining.
    run_program at 2h 25m for 60s (agent saw)
    Ran cac for 1s of game time; it finished.
    Inventory change: power -1.48, water +2.
    Game time: 2h 25m 54s elapsed, 3h 34m 6s of budget remaining.
    Output:
    (none)
    run_program at 2h 26m for 120s (agent saw)
    Ran cac for 1s of game time; it finished.
    Inventory change: fertilizer +1, power -1.41, water +3.
    Game time: 2h 26m 16s elapsed, 3h 33m 44s of budget remaining.
    Output:
    (none)
  4. r42h 27mRan61 lines · +4 −3 · ran 1m 40s
    n = get_world_size()
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
        while get_pos_x() != tx:
            move(East)
        while get_pos_y() != ty:
            move(North)
    
    def cactus_area():
        goto(X0, Y0)
        ready = True
        for j in range(S):
            for i in range(S):
                if get_ground_type() != Grounds.Soil:
                    till()
                t = get_entity_type()
                if t != Entities.Cactus:
                    if t != None:
                        harvest()
                    plant(Entities.Cactus)
                    ready = False
                if i < S - 1:
                    if j % 2 == 0:
                        move(East)
                    else:
                        move(West)
            if j < S - 1:
                move(North)
        if not ready:
            return
        swapped = True
        while swapped:
            swapped = False
            goto(X0, Y0)
            for j in range(S):
                for i in range(S):
                    cx = i
                    if j % 2 == 1:
                        cx = S - 1 - i
                    if cx < S - 1:
                        if measure() > measure(East):
                            swap(East)
                            swapped = True
                    if j < S - 1:
                        if measure() > measure(North):
                            swap(North)
                            swapped = True
                    if i < S - 1:
                        if j % 2 == 0:
                            move(East)
                        else:
                            move(West)
                if j < S - 1:
                    move(North)
        harvest()
    
    while True:
        cactus_area()
    Changes from the previous revision
                  t = get_entity_type()
                  if t != Entities.Cactus:
    +                 if t != None:
    +                     harvest()
                      plant(Entities.Cactus)
                      ready = False
                  if j < S - 1:
                      move(North)
    -         print("pass")
    -     print(can_harvest())
          harvest()
      
    - cactus_area()
    + while True:
    +     cactus_area()
    
    Write result the agent saw
    Saved cac (61 lines).
    Game time: 2h 27m 28s elapsed, 3h 32m 32s of budget remaining.
    run_program at 2h 27m for 90s (agent saw)
    Ran cac for 1m 30s of game time; it is still running.
    Inventory change: cactus +2750, carrot +96, fertilizer +36, power -84.96, pumpkin -116, water +144.
    Game time: 2h 29m 8s elapsed, 3h 30m 52s of budget remaining.
    Output:
    (none)
dbg.py2 writes · 2 ran · first at 2h 26m
  1. r12h 26mRan10 lines · ran 2s
    for y in range(6, 12):
        for x in range(6, 12):
            pass
    x = 6
    print(get_pos_x(), get_pos_y())
    while get_pos_x() != 6:
        move(East)
    while get_pos_y() != 6:
        move(North)
    print(get_pos_x(), get_pos_y(), get_entity_type(), Entities.Cactus, get_entity_type() == Entities.Cactus)
    Write result the agent saw
    Saved dbg (10 lines).
    Game time: 2h 26m 26s elapsed, 3h 33m 34s of budget remaining.
    run_program at 2h 26m for 10s (agent saw)
    Ran dbg for 2s of game time; it finished.
    Inventory change: fertilizer +1, power -0.25, water +3.
    Game time: 2h 26m 38s elapsed, 3h 33m 22s of budget remaining.
    Output:
    6 11
    6 6 Entities.Cactus Entities.Cactus True
  2. r22h 26mRan16 lines · +12 −6 · ran 13s
    while get_pos_x() != 6:
        move(East)
    while get_pos_y() != 6:
        move(North)
    for j in range(6):
        for i in range(6):
            t = get_entity_type()
            if t != Entities.Cactus:
                print(get_pos_x(), get_pos_y(), t)
            if i < 5:
                if j % 2 == 0:
                    move(East)
                else:
                    move(West)
        if j < 5:
            move(North)
    Changes from the previous revision
    - for y in range(6, 12):
    -     for x in range(6, 12):
    -         pass
    - x = 6
    - print(get_pos_x(), get_pos_y())
      while get_pos_x() != 6:
          move(East)
      while get_pos_y() != 6:
          move(North)
    - print(get_pos_x(), get_pos_y(), get_entity_type(), Entities.Cactus, get_entity_type() == Entities.Cactus)
    + for j in range(6):
    +     for i in range(6):
    +         t = get_entity_type()
    +         if t != Entities.Cactus:
    +             print(get_pos_x(), get_pos_y(), t)
    +         if i < 5:
    +             if j % 2 == 0:
    +                 move(East)
    +             else:
    +                 move(West)
    +     if j < 5:
    +         move(North)
    
    Write result the agent saw
    Saved dbg (16 lines).
    Game time: 2h 26m 48s elapsed, 3h 33m 12s of budget remaining.
    run_program at 2h 26m for 10s (agent saw)
    Ran dbg for 10s of game time; it is still running.
    Inventory change: fertilizer +4, power -0.73, water +16.
    Game time: 2h 27m 8s elapsed, 3h 32m 52s of budget remaining.
    Output:
    6 8 Entities.Sunflower
    7 8 Entities.Sunflower
    8 8 Entities.Sunflower
    9 8 Entities.Sunflower
    10 8 Entities.Sunflower
    11 8 Entities.Sunflower
    11 9 Entities.Carrot
    10 9 Entities.Carrot
    9 9 Entities.Carrot
    8 9 Entities.Carrot
log12 said · 0 thought · 258 tool calls

Step by step

  1. 0sobserve
    result
    Game time: 10s elapsed, 5h 59m 50s of budget remaining.
    Program: none running.
    Inventory: empty.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr3*
    Recent output:
    (none)
  2. 10sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  3. 20sdocs_read path="docs/first_program.md"
    result
    # First Program
    ## Text editor
    All programming is done in code windows. Each code window corresponds to a text file containing code. 
    You can rename the file by clicking on its name at the top of the window.
    
    The code can be edited like in any text editor as long as it's not running.
    You can execute the program directly by pressing the green play button in the code window.
    ![](PlayButton50)
    
    You c…
  4. 30sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  5. 40swrite_program name="a" · evidence
    result
    Saved a (30 lines).
    Game time: 50s elapsed, 5h 59m 10s of budget remaining.
  6. 50srun_program name="a" seconds=30
    result
    Ran a for 15s of game time; it finished.
    Inventory change: hay +30.
    Game time: 1m 15s elapsed, 5h 58m 45s of budget remaining.
    Output:
    (none)
  7. 1m 15sbuy_upgrade upgrades=["loops","speed"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
  8. 1m 25swrite_program name="b" · evidence
    result
    Saved b (2 lines).
    Game time: 1m 35s elapsed, 5h 58m 25s of budget remaining.
  9. 1m 35ssaidHarvesting hay in a loop to afford expand and plant upgrades.
  10. 1m 35srun_program name="b" seconds=60
    result
    Ran b for 1m of game time; it is still running.
    Inventory change: hay +1.
    Game time: 2m 45s elapsed, 5h 57m 15s of budget remaining.
    Output:
    (none)
  11. 2m 45swait seconds=120
    result
    Waited 2m (time up). Program: b running.
    Inventory change: no change.
    Game time: 4m 55s elapsed, 5h 55m 5s of budget remaining.
  12. 4m 55sobserve
    result
    Game time: 5m 5s elapsed, 5h 54m 55s of budget remaining.
    Program: b (running).
    Inventory: hay 6.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr2*
    Recent output:
    (none)
  13. 5m 05sstop_program
    result
    Program stopped.
    Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining.
  14. 5m 15sdocs_read path="objects/grass"
    result
    ## Grass
    Grows automatically on grassland. Harvest it to obtain Items.Hay.
    
    Base growth time between 0.5 and 0.5 seconds.
    Can grow on soil or grassland.
    Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining.
  15. 5m 25swrite_program name="b" · evidence
    result
    Saved b (3 lines).
    Game time: 5m 35s elapsed, 5h 54m 25s of budget remaining.
  16. 5m 35srun_program name="b" seconds=30
    result
    Ran b for 30s of game time; it is still running.
    Inventory change: hay +23.
    Game time: 6m 15s elapsed, 5h 53m 45s of budget remaining.
    Output:
    (none)
  17. 6m 15ssaidPacing harvests with flips works; collecting hay for expand.
  18. 6m 15swait seconds=30 until_resources={"hay":60}
    result
    Waited 30s (time up). Program: b running.
    Inventory change: hay +22.
    Game time: 6m 55s elapsed, 5h 53m 5s of budget remaining.
  19. 6m 55sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 7m 5s elapsed, 5h 52m 55s of budget remaining.
  20. 7m 05sdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West`
    
    For example, `move(North)` will move the drone one square to the north.
    
    If you move over the edge of…
  21. 7m 15sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  22. 7m 25swrite_program name="b" · evidence
    result
    Stop the program before editing it.
  23. 7m 35srun_program name="b" seconds=30
    result
    Ran b for 30s of game time; it is still running.
    Inventory change: hay +22.
    Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining.
    Output:
    (none)
  24. 8m 15ssaidHay should be around 50 now. Buy plant.
  25. 8m 15sstop_program
    result
    Program stopped.
    Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
  26. 8m 25sbuy_upgrade upgrades=["plant"] · evidence
    result
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Game time: 8m 35s elapsed, 5h 51m 25s of budget remaining.
  27. 8m 35swrite_program name="b" · evidence
    result
    Saved b (5 lines).
    Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
  28. 8m 45srun_program name="b" seconds=60
    result
    Ran b for 1m of game time; it is still running.
    Inventory change: hay +3.
    Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining.
    Output:
    (none)
  29. 9m 55sdocs_read path="docs/unlocks/plant.md"
    result
    # Plant
    Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush.
    You can pass the type of plant you want to plant to the function like this:
    
    `plant(Entities.Bush)`
    
    This will plant a bush under the drone.
    
    Call `clear()` to reset the farm to all grass and reset the drone position.
    
    It seems tha…
  30. 10m 05sstop_program
    result
    Program stopped.
    Game time: 10m 15s elapsed, 5h 49m 45s of budget remaining.
  31. 10m 15swrite_program name="b" · evidence
    result
    Saved b (6 lines).
    Game time: 10m 25s elapsed, 5h 49m 35s of budget remaining.
  32. 10m 25srun_program name="b" seconds=90
    result
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: wood +31.
    Game time: 12m 5s elapsed, 5h 47m 55s of budget remaining.
    Output:
    (none)
  33. 12m 05ssaidWood is coming in from bushes; I'll buy upgrades as it accumulates (expand, speed, then carrots).
  34. 12m 05sbuy_upgrade upgrades=["expand","speed"] · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy speed: Not enough resources.
    Game time: 12m 15s elapsed, 5h 47m 45s of budget remaining.
  35. 12m 15sstop_program
    result
    Program stopped.
    Game time: 12m 25s elapsed, 5h 47m 35s of budget remaining.
  36. 12m 25swrite_program name="b" · evidence
    result
    Saved b (11 lines).
    Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining.
  37. 12m 35srun_program name="b" seconds=90
    result
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: hay +14, wood +79.
    Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
    Output:
    (none)
  38. 14m 15sbuy_upgrade upgrades=["speed","carrots"] · evidence
    result
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 14m 25s elapsed, 5h 45m 35s of budget remaining.
  39. 14m 25sdocs_read path="docs/unlocks/carrots.md"
    result
    # Carrots
    Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`.
    
    Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`.
    
    You can see the cost of any p…
  40. 14m 35sdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 14m 45s elapsed, 5h 45m 15s of budget remaining.
  41. 14m 45ssaidCheap. Switching the farm to tilled soil with carrots in the first column pass, bushes elsewhere.
  42. 14m 45sstop_program
    result
    Program stopped.
    Game time: 14m 55s elapsed, 5h 45m 5s of budget remaining.
  43. 14m 55swrite_program name="till" · evidence
    result
    Saved till (5 lines).
    Game time: 15m 5s elapsed, 5h 44m 55s of budget remaining.
  44. 15m 05swrite_program name="till" · evidence
    result
    Saved till (8 lines).
    Game time: 15m 15s elapsed, 5h 44m 45s of budget remaining.
  45. 15m 15srun_program name="till" seconds=20
    result
    Ran till for 5s of game time; it finished.
    Inventory change: no change.
    Game time: 15m 30s elapsed, 5h 44m 30s of budget remaining.
    Output:
    (none)
  46. 15m 30swrite_program name="b" · evidence
    result
    Saved b (11 lines).
    Game time: 15m 40s elapsed, 5h 44m 20s of budget remaining.
  47. 15m 40srun_program name="b" seconds=120
    result
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +72, hay -67, wood +10.
    Game time: 17m 50s elapsed, 5h 42m 10s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant …
  48. 17m 50sobserve
    result
    Game time: 18m elapsed, 5h 42m of budget remaining.
    Program: b (running).
    Inventory: wood 86, carrot 72.
    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  #Bu1  #Bu1* #Bu2
    y= 1  #--   #--   #--
    y= 0  #--   #--   #--
    Recent output:
    Warning: Didn't have t…
  49. 18m 00sstop_program
    result
    Program stopped.
    Game time: 18m 10s elapsed, 5h 41m 50s of budget remaining.
  50. 18m 10ssaidOut of hay, so I'm adding a grass row alongside the carrots and bushes.
  51. 18m 10swrite_program name="b" · evidence
    result
    Saved b (11 lines).
    Game time: 18m 20s elapsed, 5h 41m 40s of budget remaining.
  52. 18m 20srun_program name="b" seconds=120
    result
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +54, hay +73, wood +51.
    Game time: 20m 30s elapsed, 5h 39m 30s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  53. 20m 30sbuy_upgrade upgrades=["trees","expand","speed","operators","variables"] · evidence
    result
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy speed: Not enough resources.
    Could not buy operators: Not enough resources.
    Could not buy variables: Requires operators first.
    Game time: 20m 40s elapsed, 5h 39m 20s of budget rema…
  54. 20m 40sobserve
    result
    Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining.
    Program: b (running).
    Inventory: hay 93, wood 70, carrot 44.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Bu=bush.
    y= 3  _Gr3  _Bu3  _Gr3  _Gr3
    y= 2  _Gr3  _Gr3  _Bu2  _Gr3
    y= 1  _Gr3  _Gr3  _G…
  55. 20m 50sstop_program
    result
    Program stopped.
    Game time: 21m elapsed, 5h 39m of budget remaining.
  56. 21m 00swrite_program name="h" · evidence
    result
    Saved h (11 lines).
    Game time: 21m 10s elapsed, 5h 38m 50s of budget remaining.
  57. 21m 10srun_program name="h" seconds=40
    result
    Ran h for 40s of game time; it is still running.
    Inventory change: hay +81, wood +3.
    Game time: 22m elapsed, 5h 38m of budget remaining.
    Output:
    (none)
  58. 22m 00sbuy_upgrade upgrades=["operators","variables","senses"] · evidence
    result
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Could not buy senses: Not enough resources.
    Game time: 22m 10s elapsed, 5h 37m 50s of budget remaining.
  59. 22m 10ssaidBought operators and variables; collecting more hay for senses (can_harvest), then functions/lists.
  60. 22m 10swait seconds=30 until_resources={"hay":100}
    result
    Waited 13s (hay reached 100). Program: h running.
    Inventory change: hay +26.
    Game time: 22m 32s elapsed, 5h 37m 28s of budget remaining.
  61. 22m 32sbuy_upgrade upgrades=["senses","functions"] · evidence
    result
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Could not buy functions: Not enough resources.
    Game time: 22m 42s elapsed, 5h 37m 18s of budget remaining.
  62. 22m 42swrite_program name="b" · evidence
    result
    Saved b (21 lines).
    Game time: 22m 52s elapsed, 5h 37m 8s of budget remaining.
  63. 22m 52sstop_program
    result
    Program stopped.
    Game time: 23m 2s elapsed, 5h 36m 58s of budget remaining.
  64. 23m 02swrite_program name="b" · evidence
    result
    Saved b (17 lines).
    Game time: 23m 12s elapsed, 5h 36m 48s of budget remaining.
  65. 23m 12srun_program name="b" seconds=90
    result
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: carrot +92, hay +112, wood -40.
    Game time: 24m 52s elapsed, 5h 35m 8s of budget remaining.
    Output:
    (none)
  66. 24m 52sbuy_upgrade upgrades=["functions","speed","expand"] · evidence
    result
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Could not buy speed: Not enough resources.
    Could not buy expand: Not enough resources.
    Game time: 25m 2s elapsed, 5h 34m 58s of budget remaining.
  67. 25m 02ssaidLetting the farm run to accumulate wood for speed/expand.
  68. 25m 02swait seconds=120
    result
    Waited 2m (time up). Program: b running.
    Inventory change: carrot +43, hay +169, wood -23.
    Game time: 27m 12s elapsed, 5h 32m 48s of budget remaining.
  69. 27m 12sstop_program
    result
    Program stopped.
    Game time: 27m 22s elapsed, 5h 32m 38s of budget remaining.
  70. 27m 22swrite_program name="b" · evidence
    result
    Saved b (15 lines).
    Game time: 27m 32s elapsed, 5h 32m 28s of budget remaining.
  71. 27m 32srun_program name="b" seconds=90
    result
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: hay +149.
    Game time: 29m 12s elapsed, 5h 30m 48s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  72. 29m 12sobserve
    result
    Game time: 29m 22s elapsed, 5h 30m 38s of budget remaining.
    Program: b (running).
    Inventory: hay 547, carrot 125.
    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  #--   #--   #--   #--
    y= 1  _Gr3* _Gr3  _Gr3  _Gr3
    y= 0  _G…
  73. 29m 22sstop_program
    result
    Program stopped.
    Game time: 29m 32s elapsed, 5h 30m 28s of budget remaining.
  74. 29m 32swrite_program name="b" · evidence
    result
    Saved b (16 lines).
    Game time: 29m 42s elapsed, 5h 30m 18s of budget remaining.
  75. 29m 42srun_program name="b" seconds=60
    result
    Ran b for 1m of game time; it is still running.
    Inventory change: carrot +48, hay +48, wood +17.
    Game time: 30m 52s elapsed, 5h 29m 8s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  76. 30m 52ssaidFixed row targeting; letting wood build up.
  77. 30m 52swait seconds=120
    result
    Waited 2m (time up). Program: b running.
    Inventory change: carrot +109, hay +91, wood +51.
    Game time: 33m 2s elapsed, 5h 26m 58s of budget remaining.
  78. 33m 02sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of c…
  79. 33m 12sbuy_upgrade upgrades=["trees","grass","speed","watering"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 2. Paid hay 300.
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Could not buy watering: Not enough resources.
    Game time: 33m 22s elapsed, 5h 26m 38s of budget remaining.
  80. 33m 22swait seconds=150
    result
    Waited 2m 30s (time up). Program: b running.
    Inventory change: carrot +104, hay +616, wood +322.
    Game time: 36m 2s elapsed, 5h 23m 58s of budget remaining.
  81. 36m 02sstop_program
    result
    Program stopped.
    Game time: 36m 12s elapsed, 5h 23m 48s of budget remaining.
  82. 36m 12swrite_program name="b" · evidence
    result
    Saved b (17 lines).
    Game time: 36m 22s elapsed, 5h 23m 38s of budget remaining.
  83. 36m 22sbuy_upgrade upgrades=["expand","watering","carrots","speed"] · evidence
    result
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy carrots: Not enough resources.
    Could not buy speed: Not enough resources.
    Game time: 36m 32s elapsed, 5h 23m 28s of budget remaining.
  84. 36m 32ssaidFarm expanded to 5x5; restarting the generalized program.
  85. 36m 32srun_program name="b" seconds=150
    result
    Ran b for 2m 30s of game time; it is still running.
    Inventory change: carrot +248, hay +614, water +15, wood -132.
    Game time: 39m 12s elapsed, 5h 20m 48s of budget remaining.
    Output:
    (none)
  86. 39m 12sobserve
    result
    Game time: 39m 22s elapsed, 5h 20m 38s of budget remaining.
    Program: b (running).
    Inventory: hay 1467, wood 108, carrot 606, water 17.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Ca=carrot.
    y= 5  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3*
    y= 4  #Ca3  #Ca3  #C…
  87. 39m 22sstop_program
    result
    Program stopped.
    Game time: 39m 32s elapsed, 5h 20m 28s of budget remaining.
  88. 39m 32swrite_program name="b" · evidence
    result
    Saved b (17 lines).
    Game time: 39m 42s elapsed, 5h 20m 18s of budget remaining.
  89. 39m 42sbuy_upgrade upgrades=["trees","grass","trees","grass"] · evidence
    result
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy grass: Not enough resources.
    Could not buy trees: Not enough resources.
    Could not buy grass: Not enough resources.
    Game time: 39m 52s elapsed, 5h 20m 8s of budget remaining.
  90. 39m 52srun_program name="b" seconds=120
    result
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +177, hay +307, water +12, wood +503.
    Game time: 42m 2s elapsed, 5h 17m 58s of budget remaining.
    Output:
    (none)
  91. 42m 02sbuy_upgrade upgrades=["speed","expand","pumpkins","carrots"] · evidence
    result
    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 pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy carrots: Not enough resources.
    Game time: 42m 12s elapsed, 5h 17m 48s of budget remaining.
  92. 42m 12sdocs_read path="unlocks/pumpkins"
    result
    ## Pumpkins
    Increases the yield and cost of pumpkins.
    100% => 200%
    
    ### Unlock Cost [Current cost: carrot=1000]
    
    [Tutorial](docs/unlocks/pumpkins.md)
    Game time: 42m 22s elapsed, 5h 17m 38s of budget remaining.
  93. 42m 22sdocs_read path="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…
  94. 42m 32sstop_program
    result
    Program stopped.
    Game time: 42m 42s elapsed, 5h 17m 18s of budget remaining.
  95. 42m 42swrite_program name="b" · evidence
    result
    Saved b (31 lines).
    Game time: 42m 52s elapsed, 5h 17m 8s of budget remaining.
  96. 42m 52srun_program name="b" seconds=60
    result
    Ran b for 1m of game time; it is still running.
    Inventory change: carrot +88, hay +145, water +6, wood +337.
    Game time: 44m 2s elapsed, 5h 15m 58s of budget remaining.
    Output:
    (none)
  97. 44m 02sbuy_upgrade upgrades=["carrots","trees","grass","watering"] · evidence
    result
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy trees: Not enough resources.
    Could not buy grass: Not enough resources.
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 44m 12s elapsed, 5h 15m 48s of budget remaining.
  98. 44m 12swait seconds=120
    result
    Waited 2m (time up). Program: b running.
    Inventory change: carrot +464, hay +184, water +24, wood +546.
    Game time: 46m 22s elapsed, 5h 13m 38s of budget remaining.
  99. 46m 22ssaidFarm is producing hay, wood, carrots; no pumpkins yet. Checking state.
  100. 46m 22sobserve
    result
    Game time: 46m 32s elapsed, 5h 13m 28s of budget remaining.
    Program: b (running).
    Inventory: hay 1159, wood 922, carrot 819, water 73.
    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: Bu=bush, Ca=carrot, Gr=grass, Pu=pumpkin.
    y= 5  _Bu1  _Bu3  _Bu3  _Bu3  _Bu2  _Bu1
    …
  101. 46m 32sstop_program
    result
    Program stopped.
    Game time: 46m 42s elapsed, 5h 13m 18s of budget remaining.
  102. 46m 42sbuy_upgrade upgrades=["expand","trees","grass","carrots","speed","watering"] · evidence
    result
    Could not buy expand: Not enough resources.
    Could not buy trees: Not enough resources.
    Bought grass, now level 3. Paid wood 500.
    Could not buy carrots: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy watering: Not enough resources.
    Game time: 46m 52s elapsed, 5h 13m 8s of budget remaining.
  103. 46m 52swrite_program name="b" · evidence
    result
    Saved b (32 lines).
    Game time: 47m 2s elapsed, 5h 12m 58s of budget remaining.
  104. 47m 02srun_program name="b" seconds=100
    result
    Ran b for 1m 40s of game time; it is still running.
    Inventory change: carrot +193, hay +466, pumpkin +81, water +20, wood +310.
    Game time: 48m 52s elapsed, 5h 11m 8s of budget remaining.
    Output:
    (none)
  105. 48m 52sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  106. 49m 02sbuy_upgrade upgrades=["speed","sunflowers","fertilizer","lists","debug"] · evidence
    result
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Could not buy sunflowers: Not enough resources.
    Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Could not buy lists: Not enough resources.
    Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md.
    Game time: 49m…
  107. 49m 12swait seconds=120
    result
    Waited 2m (time up). Program: b running.
    Inventory change: carrot +318, fertilizer +12, hay +906, pumpkin +162, water +24, wood +1002.
    Game time: 51m 22s elapsed, 5h 8m 38s of budget remaining.
  108. 51m 22sbuy_upgrade upgrades=["sunflowers","lists","trees","grass","carrots","watering"] · evidence
    result
    Could not buy sunflowers: Not enough resources.
    Could not buy lists: Not enough resources.
    Could not buy trees: Not enough resources.
    Could not buy grass: Not enough resources.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy watering: Not enough resources.
    Game time: 51m 32s elapsed, 5h 8m 28s of budget remaining.
  109. 51m 32swait seconds=180
    result
    Waited 3m (time up). Program: b running.
    Inventory change: carrot +1177, fertilizer +18, hay +1356, pumpkin +243, water +36, wood +1056.
    Game time: 54m 42s elapsed, 5h 5m 18s of budget remaining.
  110. 54m 42sbuy_upgrade upgrades=["sunflowers","lists","trees","grass","watering","pumpkins","expand"] · evidence
    result
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
    Could not buy trees: Not enough resources.
    Could not buy grass: Not enough resources.
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy pumpk…
  111. 54m 52sdocs_read path="docs/unlocks/sunflowers.md"
    result
    # Sunflowers
    [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. 
    
    Planting them works exactly like planting carrots or pumpkins. 
    
    Harvesting a grown sunflower yields power.
    If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power!
    If you harvest a sunflower while there is another s…
  112. 55m 02sstop_program
    result
    Program stopped.
    Game time: 55m 12s elapsed, 5h 4m 48s of budget remaining.
  113. 55m 12swrite_program name="b" · evidence
    result
    Saved b (35 lines).
    Game time: 55m 22s elapsed, 5h 4m 38s of budget remaining.
  114. 55m 22srun_program name="b" seconds=120
    result
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +523, fertilizer +12, hay -760, power +174.14, water +48, wood +356.
    Game time: 57m 32s elapsed, 5h 2m 28s of budget remaining.
    Output:
    (none)
  115. 57m 32sobserve
    result
    Game time: 57m 42s elapsed, 5h 2m 18s of budget remaining.
    Program: b (running).
    Inventory: hay 3523, wood 1236, carrot 1408, pumpkin 594, water 240, fertilizer 51, power 192.02.
    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: Bu=bush, Ca=carrot, Su=sunflower, Pu=pu…
  116. 57m 42swait seconds=120
    result
    Waited 2m (time up). Program: b running.
    Inventory change: carrot +549, fertilizer +12, hay -780, power +168.52, water +48, wood +300.
    Game time: 59m 52s elapsed, 5h 8s of budget remaining.
  117. 59m 52sobserve
    result
    Game time: 1h 2s elapsed, 4h 59m 58s of budget remaining.
    Program: b (running).
    Inventory: hay 2631, wood 1564, carrot 2037, pumpkin 594, water 296, fertilizer 65, power 400.27.
    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: Bu=bush, Ca=carrot, Su=sunflower, Pu=pum…
  118. 1h 00mstop_program
    result
    Program stopped.
    Game time: 1h 12s elapsed, 4h 59m 48s of budget remaining.
  119. 1h 00mwrite_program name="b" · evidence
    result
    Saved b (39 lines).
    Game time: 1h 22s elapsed, 4h 59m 38s of budget remaining.
  120. 1h 00mrun_program name="b" seconds=60
    result
    Ran b for 1m of game time; it is still running.
    Inventory change: carrot +253, fertilizer +6, hay -312, power +122.33, pumpkin +189, water +24, wood +208.
    Game time: 1h 1m 32s elapsed, 4h 58m 28s of budget remaining.
    Output:
    (none)
  121. 1h 01mwait seconds=90 until_resources={"pumpkin":1000}
    result
    Waited 1m 18s (pumpkin reached 1026). Program: b running.
    Inventory change: carrot +252, fertilizer +8, hay -396, power +136.82, pumpkin +216, water +32, wood +212.
    Game time: 1h 3m 1s elapsed, 4h 56m 59s of budget remaining.
  122. 1h 03mstop_program
    result
    Program stopped.
    Game time: 1h 3m 11s elapsed, 4h 56m 49s of budget remaining.
  123. 1h 03mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 1h 3m 21s elapsed, 4h 56m 39s of budget remaining.
  124. 1h 03mwrite_program name="b" · evidence
    result
    Saved b (40 lines).
    Game time: 1h 3m 31s elapsed, 4h 56m 29s of budget remaining.
  125. 1h 03mrun_program name="b" seconds=120
    result
    Ran b for 2m of game time; it is still running.
    Inventory change: carrot +658, fertilizer +12, hay +1204, power +172.64, pumpkin +448, water +48, wood +700.
    Game time: 1h 5m 41s elapsed, 4h 54m 19s of budget remaining.
    Output:
    (none)
  126. 1h 05mbuy_upgrade upgrades=["trees","grass","carrots","pumpkins","watering","expand"] · evidence
    result
    Could not buy trees: Not enough resources.
    Bought grass, now level 4. Paid wood 2500.
    Could not buy carrots: Not enough resources.
    Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy watering: Not enough resources.
    Could not buy expand: Not enough resources.
    Game time: 1h 5m 51s elapsed, 4h 54m 9s of budget remaining.
  127. 1h 05mwait seconds=240
    result
    Waited 4m (time up). Program: b running.
    Inventory change: carrot +1040, fertilizer +24, hay +6496, power +426.02, pumpkin +1664, water +96, wood +2164.
    Game time: 1h 10m 1s elapsed, 4h 49m 59s of budget remaining.
  128. 1h 10mbuy_upgrade upgrades=["trees","carrots","watering","expand","cactus","polyculture","pumpkins"] · evidence
    result
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy carrots: Not enough resources.
    Could not buy watering: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy cactus: Not enough resources.
    Could not buy polyculture: Not enough resources.
    Could not buy pumpkins: Not enough resources.
    Game time: 1h 10m 11s elapsed, 4h 4…
  129. 1h 10mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  130. 1h 10mwait seconds=300 until_resources={"pumpkin":5000}
    result
    Waited 4m 47s (pumpkin reached 5045). Program: b running.
    Inventory change: carrot +1132, fertilizer +28, hay +8240, power +452.19, pumpkin +2432, water +115, wood +6384.
    Game time: 1h 15m 18s elapsed, 4h 44m 42s of budget remaining.
  131. 1h 15mbuy_upgrade upgrades=["cactus","carrots","watering","trees","pumpkins"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy trees: Not enough resources.
    Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is do…
  132. 1h 15mdocs_read path="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 `…
  133. 1h 15mstop_program
    result
    Program stopped.
    Game time: 1h 15m 48s elapsed, 4h 44m 12s of budget remaining.
  134. 1h 15mwrite_program name="b" · evidence
    result
    Saved b (65 lines).
    Game time: 1h 15m 58s elapsed, 4h 44m 2s of budget remaining.
  135. 1h 15mrun_program name="b" seconds=90
    result
    Ran b for 1m 30s of game time; it is still running.
    Inventory change: cactus +576, carrot +976, fertilizer +9, hay -424, power +111.97, pumpkin +878, water +72, wood +520.
    Game time: 1h 17m 38s elapsed, 4h 42m 22s of budget remaining.
    Output:
    (none)
  136. 1h 17mbuy_upgrade upgrades=["polyculture","dictionaries","timing","utilities"] · evidence
    result
    Could not buy polyculture: Not enough resources.
    Could not buy dictionaries: Not enough resources.
    Bought timing, now level 1. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/timing.md.
    Could not buy utilities: Not enough resources.
    Game time: 1h 17m 48s elapsed, 4h 42m 12s of budget remaining.
  137. 1h 17mwait seconds=240
    result
    Waited 4m (time up). Program: b running.
    Inventory change: cactus +1536, carrot +2272, fertilizer +24, hay -968, power +307.01, pumpkin +1664, water +192, wood +1496.
    Game time: 1h 21m 58s elapsed, 4h 38m 2s of budget remaining.
  138. 1h 21mbuy_upgrade upgrades=["dinosaurs","polyculture","dictionaries","utilities"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Could not buy polyculture: Not enough resources.
    Could not buy dictionaries: Not enough resources.
    Bought utilities, now level 1. Paid pumpkin 1000.
    Game time: 1h 22m 8s elapsed, 4h 37m 52s of budget remaining.
  139. 1h 22mdocs_read path="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 …
  140. 1h 22mstop_program
    result
    Program stopped.
    Game time: 1h 22m 28s elapsed, 4h 37m 32s of budget remaining.
  141. 1h 22mwrite_program name="dino" · evidence
    result
    Saved dino (26 lines).
    Game time: 1h 22m 38s elapsed, 4h 37m 22s of budget remaining.
  142. 1h 22mrun_program name="dino" seconds=120
    result
    Ran dino for 0s of game time; it stopped with an error: The left hand side of the assignment didn't match the right hand side.
    Inventory change: no change.
    Game time: 1h 22m 48s elapsed, 4h 37m 12s of budget remaining.
    Output:
    Error: The left hand side of the assignment didn't match the right hand side.
    In: 
    tx, ty = measure()
           ^^         
    ----------------------------------------------------…
  143. 1h 22mobserve
    result
    Game time: 1h 22m 58s elapsed, 4h 37m 2s of budget remaining.
    Program: none running.
    Inventory: hay 13327, wood 3066, carrot 4872, pumpkin 1277, cactus 368, water 1026, fertilizer 202, power 2340.71.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=cactus, Bu=bush…
  144. 1h 22mwrite_program name="dino" · evidence
    result
    Saved dino (27 lines).
    Game time: 1h 23m 8s elapsed, 4h 36m 52s of budget remaining.
  145. 1h 23mrun_program name="dino" seconds=120
    result
    Ran dino for 6s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used.
    Inventory change: cactus -48, fertilizer +1, power -6.17, water +5.
    Game time: 1h 23m 24s elapsed, 4h 36m 36s of budget remaining.
    Output:
    Error: Hats.Green_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Green_Hat)
              ^^              
    -------------------------…
  146. 1h 23mbuy_upgrade upgrades=["hats"] · evidence
    result
    Could not buy hats: Already at maximum level.
  147. 1h 23mrun_program name="dino" seconds=120
    result
    Ran dino for 4s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used.
    Inventory change: bone +529, cactus -26, power -3.95, water +3.
    Game time: 1h 23m 48s elapsed, 4h 36m 12s of budget remaining.
    Output:
    Error: Hats.Green_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Green_Hat)
              ^^              
    -----------------------------…
  148. 1h 23mdocs_read path="docs/unlocks/hats.md"
    result
    # Hats
    
    You have unlocked a few new hat colors for your drone.
    
    Equip them like this:
    `change_hat(Hats.Gray_Hat)
    do_a_flip()
    change_hat(Hats.Purple_Hat)
    do_a_flip()
    change_hat(Hats.Green_Hat)
    do_a_flip()
    change_hat(Hats.Brown_Hat)
    do_a_flip()`
    Game time: 1h 23m 58s elapsed, 4h 36m 2s of budget remaining.
  149. 1h 23mwrite_program name="dino" · evidence
    result
    Saved dino (28 lines).
    Game time: 1h 24m 8s elapsed, 4h 35m 52s of budget remaining.
  150. 1h 24mrun_program name="dino" seconds=60
    result
    Ran dino for 6s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used.
    Inventory change: bone +144, cactus -32, fertilizer +1, power -5.54, water +4.
    Game time: 1h 24m 23s elapsed, 4h 35m 37s of budget remaining.
    Output:
    Error: Hats.Gray_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Gray_Hat)
              ^^             
    ------------------…
  151. 1h 24mdocs_search query="change_hat"
    result
    docs/home.md: …t-in Functions [abs](functions/abs) [can_harvest](functions/can_harvest) [can_move](functions/can_move) [change_hat](functions/change_hat) [clear](functions/clear) [do_a_flip](functions/do_a_flip) [get_entity_type](functions/get_entity_type) [get_ground_type](functions/get_ground_type…
    docs/unlocks/dinosaurs.md: …n do now is dressing up as one. For this purpose you have received the…
  152. 1h 24mbuy_upgrade upgrades=["hats"] · evidence
    result
    Could not buy hats: Already at maximum level.
  153. 1h 24mwrite_program name="t" · evidence
    result
    Saved t (5 lines).
    Game time: 1h 24m 53s elapsed, 4h 35m 7s of budget remaining.
  154. 1h 24mrun_program name="t" seconds=5
    result
    Ran t for 1s of game time; it stopped with an error: Hats.Brown_Hat must be unlocked before this can be used.
    Inventory change: water +1.
    Game time: 1h 25m 4s elapsed, 4h 34m 56s of budget remaining.
    Output:
    Hats.Brown_Hat
    Error: Hats.Brown_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Brown_Hat)
              ^^              
    ------------------------------------------------------…
  155. 1h 25minspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Grounds.Soil`
    Water level: 0
    Game time: 1h 25m 14s elapsed, 4h 34m 46s of budget remaining.
  156. 1h 25mwrite_program name="dino" · evidence
    result
    Saved dino (26 lines).
    Game time: 1h 25m 24s elapsed, 4h 34m 36s of budget remaining.
  157. 1h 25mrun_program name="dino" seconds=60
    result
    Ran dino for 39s of game time; it stopped with an error: The left hand side of the assignment didn't match the right hand side.
    Inventory change: bone +2256, cactus -262, fertilizer +4, power -39.82, water +32.
    Game time: 1h 26m 14s elapsed, 4h 33m 46s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Apple.
    In: 
    if move(d):
           ^^  
    ------------------------…
  158. 1h 26mrun_program name="b" seconds=30
    result
    Ran b for 30s of game time; it is still running.
    Inventory change: carrot -1, fertilizer +3, hay -32, power -30.22, pumpkin -2, water +24, wood -32.
    Game time: 1h 26m 54s elapsed, 4h 33m 6s of budget remaining.
    Output:
    (none)
  159. 1h 26mobserve
    result
    Game time: 1h 27m 4s elapsed, 4h 32m 56s of budget remaining.
    Program: b (running).
    Inventory: hay 13295, wood 3034, carrot 4871, pumpkin 1275, bone 2929, water 1223, fertilizer 227, power 2244.45.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=cactus, Gr=grass,…
  160. 1h 27mstop_program
    result
    Program stopped.
    Game time: 1h 27m 14s elapsed, 4h 32m 46s of budget remaining.
  161. 1h 27mwrite_program name="t" · evidence
    result
    Saved t (4 lines).
    Game time: 1h 27m 24s elapsed, 4h 32m 36s of budget remaining.
  162. 1h 27mrun_program name="t" seconds=5
    result
    Ran t for 2s of game time; it finished.
    Inventory change: bone +169, power -0.07, water +1.
    Game time: 1h 27m 36s elapsed, 4h 32m 24s of budget remaining.
    Output:
    1
    2
  163. 1h 27mwrite_program name="dino" · evidence
    result
    Saved dino (26 lines).
    Game time: 1h 27m 46s elapsed, 4h 32m 14s of budget remaining.
  164. 1h 27mrun_program name="b" seconds=300
    result
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +1536, carrot +1633, fertilizer +30, hay -2696, power +344.29, pumpkin +2930, water +240, wood +2440.
    Game time: 1h 32m 56s elapsed, 4h 27m 4s of budget remaining.
    Output:
    (none)
  165. 1h 32mbuy_upgrade upgrades=["polyculture","grass","fertilizer","watering","cactus","trees"] · evidence
    result
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Could not buy grass: Not enough resources.
    Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Could not buy watering: Not enough resources.
    Could not buy cactus: Not enough resources.
    Could not buy trees: Not enough resources.
    Game time: 1h 3…
  166. 1h 33mrun_program name="dino" seconds=120
    result
    Ran dino for 7s of game time; it finished.
    Inventory change: bone +361, cactus -40, fertilizer +1, power -7.09, water +6.
    Game time: 1h 33m 23s elapsed, 4h 26m 37s of budget remaining.
    Output:
    (none)
  167. 1h 33mwrite_program name="dino" · evidence
    result
    Saved dino (25 lines).
    Game time: 1h 33m 33s elapsed, 4h 26m 27s of budget remaining.
  168. 1h 33mwrite_program name="dino" · evidence
    result
    Saved dino (26 lines).
    Game time: 1h 33m 43s elapsed, 4h 26m 17s of budget remaining.
  169. 1h 33mrun_program name="dino" seconds=240
    result
    Ran dino for 32s of game time; it finished.
    Inventory change: bone +3969, cactus -126, fertilizer +6, power -31.89, water +25.
    Game time: 1h 34m 25s elapsed, 4h 25m 35s of budget remaining.
    Output:
    (none)
  170. 1h 34mrun_program name="b" seconds=360
    result
    Ran b for 6m of game time; it is still running.
    Inventory change: cactus +1856, carrot +3757, fertilizer +72, hay -3272, power +399.68, pumpkin +3622, water +288, wood +5488.
    Game time: 1h 40m 35s elapsed, 4h 19m 25s of budget remaining.
    Output:
    (none)
  171. 1h 40mbuy_upgrade upgrades=["watering","cactus","pumpkins","carrots","grass"] · evidence
    result
    Could not buy watering: Not enough resources.
    Could not buy cactus: Not enough resources.
    Could not buy pumpkins: Not enough resources.
    Could not buy carrots: Not enough resources.
    Could not buy grass: Not enough resources.
  172. 1h 40mobserve
    result
    Game time: 1h 40m 55s elapsed, 4h 19m 5s of budget remaining.
    Program: b (running).
    Inventory: hay 6975, wood 9942, carrot 10508, pumpkin 5291, cactus 3418, bone 7428, water 1887, fertilizer 356, power 2963.34.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=cact…
  173. 1h 40mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
  174. 1h 41mdocs_search query="weird_substance"
    result
    docs/home.md: …od) [Carrot](items/carrot) [Pumpkin](items/pumpkin) [Cactus](items/cactus) [Bone](items/bone) [Weird_Substance](items/weird_substance) [Water](items/water) [Fertilizer](items/fertilizer) [Power](items/power) ## Entities [Apple](objects/apple) [Bush](objects/bush) …
    docs/unlocks/fertilizer.md: …ects. Plants grown with fertilizer will be infected. When a plant is infected, half of its…
  175. 1h 41mstop_program
    result
    Program stopped.
    Game time: 1h 41m 25s elapsed, 4h 18m 35s of budget remaining.
  176. 1h 41mbuy_upgrade upgrades=["fertilizer"] · evidence
    result
    Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 1h 41m 35s elapsed, 4h 18m 25s of budget remaining.
  177. 1h 41mwrite_program name="b" · evidence
    result
    Saved b (69 lines).
    Game time: 1h 41m 45s elapsed, 4h 18m 15s of budget remaining.
  178. 1h 41mrun_program name="b" seconds=120
    result
    Ran b for 2m of game time; it is still running.
    Inventory change: cactus +704, carrot -417, fertilizer -138, hay -1488, power +187.68, pumpkin +1106, water +96, wood +8.
    Game time: 1h 43m 55s elapsed, 4h 16m 5s of budget remaining.
    Output:
    (none)
  179. 1h 43mdocs_read path="docs/unlocks/fertilizer.md"
    result
    # Fertilizer
    At some point, waiting for the plants to grow is just not efficient enough anymore. 
    Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade.
    
    Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds.
    
    This has some side effects.
    Plants grown w…
  180. 1h 44mstop_program
    result
    Program stopped.
    Game time: 1h 44m 15s elapsed, 4h 15m 45s of budget remaining.
  181. 1h 44mwrite_program name="b" · evidence
    result
    Saved b (68 lines).
    Game time: 1h 44m 25s elapsed, 4h 15m 35s of budget remaining.
  182. 1h 44mrun_program name="b" seconds=180
    result
    Ran b for 3m of game time; it is still running.
    Inventory change: cactus +960, carrot +1212, fertilizer -134, hay -2056, power +227.92, pumpkin +1796, water +144, weird_substance +1544, wood +1576.
    Game time: 1h 47m 35s elapsed, 4h 12m 25s of budget remaining.
    Output:
    (none)
  183. 1h 47mbuy_upgrade upgrades=["mazes","expand"] · evidence
    result
    Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 1h 47m 45s elapsed, 4h 12m 15s of budget remaining.
  184. 1h 47mdocs_read path="docs/unlocks/mazes.md"
    result
    # Mazes
    `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges.
    The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call).
    Without maze upg…
  185. 1h 47mwrite_program name="maze" · evidence
    result
    Saved maze (18 lines).
    Game time: 1h 48m 5s elapsed, 4h 11m 55s of budget remaining.
  186. 1h 48mrun_program name="maze" seconds=120
    result
    Ran maze for 2m of game time; it is still running.
    Inventory change: fertilizer +48, gold +4464, power -121.32, water +96, weird_substance -384.
    Game time: 1h 50m 15s elapsed, 4h 9m 45s of budget remaining.
    Output:
    (none)
  187. 1h 50mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 50m 25s elapsed, 4h 9m 35s of budget remaining.
  188. 1h 50mdocs_read path="docs/unlocks/megafarm.md"
    result
    # Mega Farm
    This incredibly powerful unlock gives you access to multiple drones. 
    
    As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates.
    Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function.
    
    `def drone_function():
        move(North)
        do_a_flip()
    
    spawn_drone…
  189. 1h 50mwait seconds=20 until_program_ends=true
    result
    Waited 20s (time up). Program: maze running.
    Inventory change: fertilizer +8, gold +432, power -20.25, water +16, weird_substance -36.
    Game time: 1h 51m 5s elapsed, 4h 8m 55s of budget remaining.
  190. 1h 51mstop_program
    result
    Program stopped.
    Game time: 1h 51m 15s elapsed, 4h 8m 45s of budget remaining.
  191. 1h 51mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
  192. 1h 51mrun_program name="dino" seconds=400
    result
    Ran dino for 1m 24s of game time; it finished.
    Inventory change: bone +4356, cactus -134, fertilizer +34, power -85.30, water +68.
    Game time: 1h 52m 59s elapsed, 4h 7m 1s of budget remaining.
    Output:
    (none)
  193. 1h 52mwrite_program name="dino" · evidence
    result
    Saved dino (26 lines).
    Game time: 1h 53m 9s elapsed, 4h 6m 51s of budget remaining.
  194. 1h 53mrun_program name="dino" seconds=300
    result
    Ran dino for 1m 27s of game time; it finished.
    Inventory change: bone +20449, cactus -286, fertilizer +35, power -87.62, water +69.
    Game time: 1h 54m 46s elapsed, 4h 5m 14s of budget remaining.
    Output:
    (none)
  195. 1h 54mbuy_upgrade upgrades=["polyculture","mazes","watering","grass"] · evidence
    result
    Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Could not buy mazes: Not enough resources.
    Could not buy watering: Not enough resources.
    Could not buy grass: Not enough resources.
    Game time: 1h 54m 56s elapsed, 4h 5m 4s of budget remaining.
  196. 1h 54mlist_programs
    result
    ## a
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    
    
    ## b
    n = get_world_size()
    k = 4
    
    def goto(tx, ty):
    	while get_pos_x() != tx:
    		move(East)
    	wh…
  197. 1h 55mrun_program name="b" seconds=300
    result
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +1872, carrot +4503, fertilizer -54, hay -3200, power +627.42, pumpkin +692, water +240, weird_substance +1684, wood +5104.
    Game time: 2h 16s elapsed, 3h 59m 44s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: 
    plant(Entities.Carrot)
         ^^               
    -------------------…
  198. 2h 00mobserve
    result
    Game time: 2h 26s elapsed, 3h 59m 34s of budget remaining.
    Program: b (running).
    Inventory: hay 7, wood 8198, carrot 16091, pumpkin 1291, cactus 7062, bone 22233, weird_substance 1700, gold 4192, water 2824, fertilizer 207, power 3698.56.
    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); * ma…
  199. 2h 00mstop_program
    result
    Program stopped.
    Game time: 2h 36s elapsed, 3h 59m 24s of budget remaining.
  200. 2h 00mwrite_program name="b" · evidence
    result
    Saved b (70 lines).
    Game time: 2h 46s elapsed, 3h 59m 14s of budget remaining.
  201. 2h 00mrun_program name="maze" seconds=300
    result
    Ran maze for 5m of game time; it is still running.
    Inventory change: fertilizer +120, gold +8640, power -303.56, water +240, weird_substance -732.
    Game time: 2h 5m 56s elapsed, 3h 54m 4s of budget remaining.
    Output:
    (none)
  202. 2h 05mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 2h 6m 6s elapsed, 3h 53m 54s of budget remaining.
  203. 2h 06mwrite_program name="b" · evidence
    result
    Saved b (87 lines).
    Game time: 2h 6m 16s elapsed, 3h 53m 44s of budget remaining.
  204. 2h 06mwait seconds=60 until_program_ends=true
    result
    Waited 1m (time up). Program: maze running.
    Inventory change: fertilizer +24, gold +1728, power -60.76, water +48, weird_substance -144.
    Game time: 2h 7m 26s elapsed, 3h 52m 34s of budget remaining.
  205. 2h 07mwait seconds=300 until_program_ends=true
    result
    Waited 4m 2s (the program ended). Program: none running.
    Inventory change: fertilizer +97, gold +8352, power -245.21, water +194, weird_substance -684.
    Game time: 2h 11m 38s elapsed, 3h 48m 22s of budget remaining.
  206. 2h 11msaidNow the multi-drone farm.
  207. 2h 11mrun_program name="b" seconds=240
    result
    Ran b for 4m of game time; it is still running.
    Inventory change: cactus +2736, carrot +23679, fertilizer -34, hay +31600, power +560.57, pumpkin +2080, water +192, weird_substance +1964, wood +24888.
    Game time: 2h 15m 48s elapsed, 3h 44m 12s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: cols_a <- farm_cols
    plant(Entities.Carrot)
         ^^        …
  208. 2h 15mbuy_upgrade upgrades=["megafarm","trees","grass","watering","pumpkins","carrots","mazes","cactus","dinosaurs"] · evidence
    result
    Could not buy megafarm: Not enough resources.
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 5. Paid wood 12500.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md.
    Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy carr…
  209. 2h 15mstop_program
    result
    Program stopped.
    Game time: 2h 16m 8s elapsed, 3h 43m 52s of budget remaining.
  210. 2h 16mwrite_program name="b" · evidence
    result
    Saved b (117 lines).
    Game time: 2h 16m 18s elapsed, 3h 43m 42s of budget remaining.
  211. 2h 16mrun_program name="b" seconds=200
    result
    Ran b for 3m 20s of game time; it is still running.
    Inventory change: carrot +13004, fertilizer +80, hay +50520, power +341.56, pumpkin +7132, water +320, wood +33032.
    Game time: 2h 19m 48s elapsed, 3h 40m 12s of budget remaining.
    Output:
    (none)
  212. 2h 19mobserve
    result
    Game time: 2h 19m 58s elapsed, 3h 40m 2s of budget remaining.
    Program: b (running).
    Inventory: hay 69279, wood 46346, carrot 39402, pumpkin 10947, cactus 10086, bone 22233, weird_substance 1972, gold 16496, water 3953, fertilizer 546, power 4062.47.
    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 …
  213. 2h 19mbuy_upgrade upgrades=["megafarm","trees","grass","carrots","watering","fertilizer","mazes","cactus","dinosaurs","pumpkins","expand"] · evidence
    result
    Could not buy megafarm: Not enough resources.
    Could not buy trees: Not enough resources.
    Could not buy grass: Not enough resources.
    Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy watering: Not enough resources.
    Could not buy fertilizer: Not enough resources.
    Could not buy mazes: Not enough resources.
    Could not buy cactus: Not enough r…
  214. 2h 20mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tutorial doc…
  215. 2h 20mwait seconds=240
    result
    Waited 4m (time up). Program: b running.
    Inventory change: carrot +37343, fertilizer +96, hay +49824, power +351.99, pumpkin +8704, water +384, wood +30912.
    Game time: 2h 24m 28s elapsed, 3h 35m 32s of budget remaining.
  216. 2h 24mobserve
    result
    Game time: 2h 24m 38s elapsed, 3h 35m 22s of budget remaining.
    Program: b (running).
    Inventory: hay 128183, wood 50706, carrot 81741, pumpkin 21187, cactus 10086, bone 22233, weird_substance 1972, gold 16496, water 4401, fertilizer 658, power 4517.48.
    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, …
  217. 2h 24mstop_program
    result
    Program stopped.
    Game time: 2h 24m 48s elapsed, 3h 35m 12s of budget remaining.
  218. 2h 24mwrite_program name="cac" · evidence
    result
    Saved cac (15 lines).
    Game time: 2h 24m 58s elapsed, 3h 35m 2s of budget remaining.
  219. 2h 24mrun_program name="cac" seconds=10
    result
    Ran cac for 3s of game time; it finished.
    Inventory change: fertilizer +1, power -0.57, water +4.
    Game time: 2h 25m 10s elapsed, 3h 34m 50s of budget remaining.
    Output:
    6 8 1
    8 6 1
  220. 2h 25mwrite_program name="cac" · evidence
    result
    Saved cac (62 lines).
    Game time: 2h 25m 20s elapsed, 3h 34m 40s of budget remaining.
  221. 2h 25mrun_program name="cac" seconds=60
    result
    Ran cac for 2s of game time; it finished.
    Inventory change: fertilizer +1, power -1.25, water +4.
    Game time: 2h 25m 33s elapsed, 3h 34m 27s of budget remaining.
    Output:
    False
  222. 2h 25mwrite_program name="cac" · evidence
    result
    Saved cac (60 lines).
    Game time: 2h 25m 43s elapsed, 3h 34m 17s of budget remaining.
  223. 2h 25mrun_program name="cac" seconds=60
    result
    Ran cac for 1s of game time; it finished.
    Inventory change: power -1.48, water +2.
    Game time: 2h 25m 54s elapsed, 3h 34m 6s of budget remaining.
    Output:
    (none)
  224. 2h 25minspect_tile x=6 y=6
    result
    (6,6) `x = 6, y = 6`
    
    ### `Entities.Cactus`
    Total grow time: 1 seconds
    Grown 100%
    `measure(): 8`
    When harvested, gives:
    
    ### `Grounds.Soil`
    Water level: 0
    Game time: 2h 26m 4s elapsed, 3h 33m 56s of budget remaining.
  225. 2h 26mrun_program name="cac" seconds=120
    result
    Ran cac for 1s of game time; it finished.
    Inventory change: fertilizer +1, power -1.41, water +3.
    Game time: 2h 26m 16s elapsed, 3h 33m 44s of budget remaining.
    Output:
    (none)
  226. 2h 26mwrite_program name="dbg" · evidence
    result
    Saved dbg (10 lines).
    Game time: 2h 26m 26s elapsed, 3h 33m 34s of budget remaining.
  227. 2h 26mrun_program name="dbg" seconds=10
    result
    Ran dbg for 2s of game time; it finished.
    Inventory change: fertilizer +1, power -0.25, water +3.
    Game time: 2h 26m 38s elapsed, 3h 33m 22s of budget remaining.
    Output:
    6 11
    6 6 Entities.Cactus Entities.Cactus True
  228. 2h 26mwrite_program name="dbg" · evidence
    result
    Saved dbg (16 lines).
    Game time: 2h 26m 48s elapsed, 3h 33m 12s of budget remaining.
  229. 2h 26mrun_program name="dbg" seconds=10
    result
    Ran dbg for 10s of game time; it is still running.
    Inventory change: fertilizer +4, power -0.73, water +16.
    Game time: 2h 27m 8s elapsed, 3h 32m 52s of budget remaining.
    Output:
    6 8 Entities.Sunflower
    7 8 Entities.Sunflower
    8 8 Entities.Sunflower
    9 8 Entities.Sunflower
    10 8 Entities.Sunflower
    11 8 Entities.Sunflower
    11 9 Entities.Carrot
    10 9 Entities.Carrot
    9 9 Entities.Carrot
    8 9 Entities.Carrot
  230. 2h 27mstop_program
    result
    No program was running.
    Game time: 2h 27m 18s elapsed, 3h 32m 42s of budget remaining.
  231. 2h 27mwrite_program name="cac" · evidence
    result
    Saved cac (61 lines).
    Game time: 2h 27m 28s elapsed, 3h 32m 32s of budget remaining.
  232. 2h 27mrun_program name="cac" seconds=90
    result
    Ran cac for 1m 30s of game time; it is still running.
    Inventory change: cactus +2750, carrot +96, fertilizer +36, power -84.96, pumpkin -116, water +144.
    Game time: 2h 29m 8s elapsed, 3h 30m 52s of budget remaining.
    Output:
    (none)
  233. 2h 29mstop_program
    result
    Program stopped.
    Game time: 2h 29m 18s elapsed, 3h 30m 42s of budget remaining.
  234. 2h 29mwrite_program name="b" · evidence
    result
    Saved b (117 lines).
    Game time: 2h 29m 28s elapsed, 3h 30m 32s of budget remaining.
  235. 2h 29mbuy_upgrade upgrades=["mazes","dinosaurs","fertilizer","cactus"] · evidence
    result
    Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md.
    Could not buy dinosaurs: Not enough resources.
    Could not buy fertilizer: Not enough resources.
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 2h 29m 38s elapsed, 3h 30m 22s of budget remaining.
  236. 2h 29mrun_program name="b" seconds=300
    result
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +38888, carrot +54222, fertilizer +120, hay +84464, power +461.96, pumpkin +912, water +480, wood +36512.
    Game time: 2h 34m 48s elapsed, 3h 25m 12s of budget remaining.
    Output:
    (none)
  237. 2h 34mbuy_upgrade upgrades=["dinosaurs","fertilizer","trees","grass","watering","carrots","mazes","cactus","pumpkins","expand","megafarm"] · evidence
    result
    Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy grass: Not enough resources.
    Could not buy watering: Not enough resources.
    Could not buy…
  238. 2h 34mwrite_program name="maze" · evidence
    result
    Saved maze (19 lines).
    Game time: 2h 35m 8s elapsed, 3h 24m 52s of budget remaining.
  239. 2h 35mrun_program name="maze" seconds=600
    result
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +480, power -608.05, water +960, weird_substance -24.
    Game time: 2h 45m 18s elapsed, 3h 14m 42s of budget remaining.
    Output:
    (none)
  240. 2h 45mobserve
    result
    Game time: 2h 45m 28s elapsed, 3h 14m 32s of budget remaining.
    Program: maze (running).
    Inventory: hay 145159, wood 43426, carrot 78619, pumpkin 3159, cactus 32908, bone 22233, weird_substance 1948, gold 16496, water 6401, fertilizer 1409, power 4300.40.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 mediu…
  241. 2h 45mstop_program
    result
    Program stopped.
    Game time: 2h 45m 38s elapsed, 3h 14m 22s of budget remaining.
  242. 2h 45mwrite_program name="maze" · evidence
    result
    Saved maze (20 lines).
    Game time: 2h 45m 48s elapsed, 3h 14m 12s of budget remaining.
  243. 2h 45mrun_program name="maze" seconds=120
    result
    Ran maze for 2m of game time; it is still running.
    Inventory change: fertilizer +96, gold +7200, power -121.33, water +192, weird_substance -624.
    Game time: 2h 47m 58s elapsed, 3h 12m 2s of budget remaining.
    Output:
    (none)
  244. 2h 47mwait seconds=150 until_program_ends=true
    result
    Waited 2m 30s (time up). Program: maze running.
    Inventory change: fertilizer +120, gold +7776, power -151.87, water +240, weird_substance -648.
    Game time: 2h 50m 38s elapsed, 3h 9m 22s of budget remaining.
  245. 2h 50mwait seconds=150 until_program_ends=true
    result
    Waited 2m 11s (the program ended). Program: none running.
    Inventory change: fertilizer +105, gold +6624, power -132.65, water +210, weird_substance -528.
    Game time: 2h 52m 59s elapsed, 3h 7m 1s of budget remaining.
  246. 2h 52mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 2h 53m 9s elapsed, 3h 6m 51s of budget remaining.
  247. 2h 53mrun_program name="dino" seconds=400
    result
    Ran dino for 1m 37s of game time; it finished.
    Inventory change: bone +40898, cactus -572, fertilizer +77, power -98.23, water +155.
    Game time: 2h 54m 56s elapsed, 3h 5m 4s of budget remaining.
    Output:
    (none)
  248. 2h 54mlist_programs
    result
    ## a
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    
    
    ## b
    n = get_world_size()
    k = 4
    X0 = 6
    Y0 = 6
    S = 6
    
    def goto(tx, ty):
    	while get_pos_x() != …
  249. 2h 55mwrite_program name="b" · evidence
    result
    Saved b (133 lines).
    Game time: 2h 55m 16s elapsed, 3h 4m 44s of budget remaining.
  250. 2h 55mrun_program name="dino" seconds=400
    result
    Ran dino for 1m 34s of game time; it finished.
    Inventory change: bone +40898, cactus -572, fertilizer +75, power -94.72, water +150.
    Game time: 2h 57m elapsed, 3h 3m of budget remaining.
    Output:
    (none)
  251. 2h 57mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 2h 57m 10s elapsed, 3h 2m 50s of budget remaining.
  252. 2h 57mrun_program name="b" seconds=420
    result
    Ran b for 7m of game time; it is still running.
    Inventory change: cactus +67392, carrot +108093, fertilizer +247, hay +450592, power -960.18, pumpkin +35024, water +672, weird_substance +3520, wood +304528.
    Game time: 3h 4m 20s elapsed, 2h 55m 40s of budget remaining.
    Output:
    (none)
  253. 3h 04mbuy_upgrade upgrades=["expand","grass","watering","carrots","trees","mazes","cactus","dinosaurs","pumpkins","megafarm","polyculture","grass","trees","ca · evidence
    result
    Could not buy expand: Not enough resources.
    Bought grass, now level 6. Paid wood 62500.
    Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought mazes, now leve…
  254. 3h 04mwait seconds=420
    result
    Waited 7m (time up). Program: b running.
    Inventory change: cactus +67392, carrot +227009, fertilizer +336, hay +929632, power -941.98, pumpkin +34044, water +1344, wood +628448.
    Game time: 3h 11m 40s elapsed, 2h 48m 20s of budget remaining.
  255. 3h 11mbuy_upgrade upgrades=["expand","cactus","dinosaurs","pumpkins","megafarm","polyculture","grass","trees","carrots","watering","mazes"] · evidence
    result
    Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy cactus: Not enough resources.
    Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy megafarm: Not enough resources.
    Could…
  256. 3h 11mstop_program
    result
    Program stopped.
    Game time: 3h 12m elapsed, 2h 48m of budget remaining.
  257. 3h 12mwrite_program name="b" · evidence
    result
    Saved b (133 lines).
    Game time: 3h 12m 10s elapsed, 2h 47m 50s of budget remaining.
  258. 3h 12mrun_program name="b" seconds=300
    result
    Ran b for 5m of game time; it is still running.
    Inventory change: cactus +73850, carrot +349123, fertilizer +182, hay +1460032, power +189.89, pumpkin +44684, water +1920, weird_substance +7168, wood +1943616.
    Game time: 3h 17m 20s elapsed, 2h 42m 40s of budget remaining.
    Output:
    (none)
  259. 3h 17mbuy_upgrade upgrades=["cactus","carrots","megafarm","polyculture","mazes","grass","trees","watering","pumpkins","dinosaurs","expand"] · evidence
    result
    Could not buy cactus: Not enough resources.
    Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy megafarm: Not enough resources.
    Could not buy polyculture: Not enough resources.
    Could not buy mazes: Not enough resources.
    Could not buy grass: Not enough resources.
    Could not buy trees: Not enough resources.
    Bought watering, now level 8. Paid…
  260. 3h 17mrun_program name="maze" seconds=480
    result
    Ran maze for 8m of game time; it is still running.
    Inventory change: fertilizer +384, gold +50176, power -486.69, water +6144, weird_substance -3200.
    Game time: 3h 25m 40s elapsed, 2h 34m 20s of budget remaining.
    Output:
    (none)
  261. 3h 25mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Could not buy megafarm: Not enough resources.
  262. 3h 25mwait seconds=500 until_program_ends=true
    result
    Waited 8m 20s (time up). Program: maze running.
    Inventory change: fertilizer +400, gold +54272, power -506.26, water +6400, weird_substance -3392.
    Game time: 3h 34m 20s elapsed, 2h 25m 40s of budget remaining.
  263. 3h 34mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Could not buy megafarm: Not enough resources.
  264. 3h 34mwait seconds=200 until_program_ends=true
    result
    Waited 3m 20s (time up). Program: maze running.
    Inventory change: fertilizer +160, gold +22528, power -202.49, water +2560, weird_substance -1408.
    Game time: 3h 38m elapsed, 2h 22m of budget remaining.
  265. 3h 38mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 3h 38m 10s elapsed, 2h 21m 50s of budget remaining.
  266. 3h 38mrun_program name="dino" seconds=900
    result
    Ran dino for 3m 40s of game time; it finished.
    Inventory change: bone +260100, cactus -2040, fertilizer +177, power -223.16, water +2821.
    Game time: 3h 42m elapsed, 2h 18m of budget remaining.
    Output:
    (none)
  267. 3h 42mwrite_program name="b" · evidence
    result
    Saved b (121 lines).
    Game time: 3h 42m 10s elapsed, 2h 17m 50s of budget remaining.
  268. 3h 42mrun_program name="b" seconds=20
    result
    Ran b for 20s of game time; it is still running.
    Inventory change: carrot +42780, fertilizer -38, hay +308800, power -166.07, pumpkin +1792, water +256, weird_substance +14208, wood +134592.
    Game time: 3h 42m 40s elapsed, 2h 17m 20s of budget remaining.
    Output:
    (none)
  269. 3h 42mwait seconds=600
    result
    Waited 10m (time up). Program: b running.
    Inventory change: cactus +122880, carrot +1663364, fertilizer +480, hay +9538368, power -203.15, pumpkin +76032, water +7680, wood +4595008.
    Game time: 3h 52m 50s elapsed, 2h 7m 10s of budget remaining.
  270. 3h 52mbuy_upgrade upgrades=["cactus","carrots","megafarm","polyculture","mazes","grass","trees","pumpkins","dinosaurs","expand","watering","fertilizer","carro · evidence
    result
    Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy megafarm: Not enough resources.
    Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Could not buy mazes: Not enough resources.
    Bought …

Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.

spentreported alongside the score, never folded into it

What it spent

API-equivalent cost (estimate)agent-session (one point per model request)

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

Tokens

Input (uncached)364
Cache reads11,578,117
Cache writes143,210
Output60,383
Thinking (subset of output where reported)23,954
Total11,782,074
ModelTokensEstimate
claude-sonnet-5-511,782,074$3.49

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

conditionsprovenance

Limitations

  • Invalid run: ended by operator_stop.
  • Invalid run: superseded by a later attempt (2026-10-16T18:14:12.408Z).
  • Recorded from a harness checkout with uncommitted changes.
Run ideconomy-v1-claude-sonnet-s1-a1-20261016T160133Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentClaude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp)
Applied config{"model":"sonnet","effort":"medium","fast":"absent"}
Models reportedclaude-sonnet-5-5
Tools availablebuy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program
Harness5a28f3c7882f (uncommitted changes)
Bridge / game3ee9b950dce5 / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 7.34 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T16:01:33.472Z → 2026-10-16T16:17:37.253Z
Evidence110 items in evidence.json