Claude Sonnet 5.5, seed 1
Claude Code · medium reasoning effort
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
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 21.6 |
| 2h 00m | 44.2 |
| 3h 00m | 51.6 |
| 4h 00m | 59.6 |
| 5h 00m | 59.6 |
| 6h 00m | 59.6 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 1 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.4 of 11 |
| Study | 24 | 21 | 40 |
| Action overhead | 18% | 10% | 9% |
| Tool calls | 258 | 223 | 186 |
| Program writes | 51 | 42 | 33 |
| Program stints | 58 | 50 | 30 |
| Median stint | 2m 20s | 4m 57s | 13m 58s |
| Cost per point | $0.059 | $0.056 | $0.069 |
Farm idle 9% of samples; longest stint 20m 40s; 1 rejected write.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 1m 15s | {"upgrades":["loops","speed"]} | loops 1, speed 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 6m 55s | {"upgrades":["expand"]} | expand 1 | Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 8m 25s | {"upgrades":["plant"]} | plant 1 | Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. |
| 12m 05s | {"upgrades":["expand","speed"]} | expand 2 | Bought 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 1 | Bought 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 3 | Bought 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 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 22m 32s | {"upgrades":["senses","functions"]} | senses 1 | Bought 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 1 | Bought 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 3 | Bought 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 1 | Bought 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 3 | Bought 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 1 | Bought 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 2 | Bought 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 3 | Could not buy expand: Not enough resources. |
| 49m 02s | {"upgrades":["speed","sunflowers","fertilizer","lists","debug"]} | speed 5, fertilizer 1, debug 1 | Bought 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 3 | Could not buy sunflowers: Not enough resources. |
| 54m 42s | {"upgrades":["sunflowers","lists","trees","grass","watering","pumpkins","expand"]} | sunflowers 1, lists 1, watering 3 | Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. |
| 1h 03m | {"upgrades":["expand"]} | expand 5 | Bought 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 2 | Could not buy trees: Not enough resources. |
| 1h 10m | {"upgrades":["trees","carrots","watering","expand","cactus","polyculture","pumpkins"]} | trees 4 | Bought 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 3 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 17m | {"upgrades":["polyculture","dictionaries","timing","utilities"]} | timing 1 | Could not buy polyculture: Not enough resources. |
| 1h 21m | {"upgrades":["dinosaurs","polyculture","dictionaries","utilities"]} | dinosaurs 1, hats 1, utilities 1 | Bought 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 2 | Bought 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 3 | Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. |
| 1h 47m | {"upgrades":["mazes","expand"]} | mazes 1, expand 6 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 50m | {"upgrades":["megafarm"]} | megafarm 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 54m | {"upgrades":["polyculture","mazes","watering","grass"]} | polyculture 2 | Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 2h 05m | {"upgrades":["megafarm"]} | megafarm 2 | Bought 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 4 | Could not buy megafarm: Not enough resources. |
| 2h 19m | {"upgrades":["megafarm","trees","grass","carrots","watering","fertilizer","mazes","cactus","dinosaurs","pumpkins","expand"]} | carrots 5 | Could not buy megafarm: Not enough resources. |
| 2h 29m | {"upgrades":["mazes","dinosaurs","fertilizer","cactus"]} | mazes 2, cactus 2 | Bought 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 5 | Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 2h 52m | {"upgrades":["megafarm"]} | megafarm 3 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 57m | {"upgrades":["polyculture"]} | polyculture 3 | Bought 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 3 | Could 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 7 | Bought 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 8 | Could 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 4 | Bought 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 7 | Bought 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.py
r140sRanFinal
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.py
r11m 25sRan
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)
r25m 25sRan
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)
—7m 25sRejected
while True: harvest() move(North)- Write result the agent saw
Stop the program before editing it.
r38m 35sRan
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)
r410m 15sRan
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)
r512m 25sRan
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)
r615m 30sRan
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) ^^ --------------------------------------------------------------------
r718m 10sRan
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) ^^ --------------------------------------------------------------------
r822m 42sSaved, never run
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.
r923m 02sRan
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)
r1027m 22sRan
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) ^^ --------------------------------------------------------------------
r1129m 32sRan
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) ^^ --------------------------------------------------------------------
r1236m 12sRan
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)
r1339m 32sRan
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)
r1442m 42sRan
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)
r1546m 52sRan
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)
r1655m 12sRan
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)
r171h 00mRan
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)
r181h 03mRan
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)
r191h 15mRan
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)
r201h 41mRan
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)
r211h 44mRan
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.
r222h 00mSaved, never run
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.
r232h 06mRan
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) ^^ --------------------------------------------------------------------
r242h 16mRan
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)
r252h 29mRan
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)
r262h 55mRan
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)
r273h 12mRan
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)
r283h 42mRan
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.py
r114m 55sSaved, never run
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.
r215m 05sRan
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.py
r121m 00sRan
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.py
r11h 22mRan
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.
r21h 22mRan
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.
r31h 23mRan
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.
r41h 25mRan
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.
r51h 27mRan
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)
r61h 33mSaved, never run
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.
r71h 33mRan
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)
r81h 52mRan
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.py
r11h 24mRan
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.
r21h 27mRanFinal
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.py
r11h 47mRan
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)
r22h 34mRan
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)
r32h 45mRan
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.py
r12h 24mRan
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
r22h 25mRan
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
r32h 25mRan
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)
r42h 27mRan
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.py
r12h 26mRan
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
r22h 26mRan
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
log
Step by step
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
docs_readpath="docs/first_program.md"result
# First Program ## Text editor All programming is done in code windows. Each code window corresponds to a text file containing code. You can rename the file by clicking on its name at the top of the window. The code can be edited like in any text editor as long as it's not running. You can execute the program directly by pressing the green play button in the code window.  You c…
- 30s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 40s
write_programname="a" · evidenceresult
Saved a (30 lines). Game time: 50s elapsed, 5h 59m 10s of budget remaining.
- 50s
run_programname="a" seconds=30result
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)
- 1m 15s
buy_upgradeupgrades=["loops","speed"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- 1m 25s
write_programname="b" · evidenceresult
Saved b (2 lines). Game time: 1m 35s elapsed, 5h 58m 25s of budget remaining.
- 1m 35ssaidHarvesting hay in a loop to afford expand and plant upgrades.
- 1m 35s
run_programname="b" seconds=60result
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)
- 2m 45s
waitseconds=120result
Waited 2m (time up). Program: b running. Inventory change: no change. Game time: 4m 55s elapsed, 5h 55m 5s of budget remaining.
- 4m 55s
observeresult
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)
- 5m 05s
stop_programresult
Program stopped. Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining.
- 5m 15s
docs_readpath="objects/grass"result
## Grass Grows automatically on grassland. Harvest it to obtain Items.Hay. Base growth time between 0.5 and 0.5 seconds. Can grow on soil or grassland. Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining.
- 5m 25s
write_programname="b" · evidenceresult
Saved b (3 lines). Game time: 5m 35s elapsed, 5h 54m 25s of budget remaining.
- 5m 35s
run_programname="b" seconds=30result
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)
- 6m 15ssaidPacing harvests with flips works; collecting hay for expand.
- 6m 15s
waitseconds=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.
- 6m 55s
buy_upgradeupgrades=["expand"] · evidenceresult
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.
- 7m 05s
docs_readpath="docs/unlocks/expand_1.md"result
# Expand 1 Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one square to the north. If you move over the edge of…
- 7m 15s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 7m 25s
write_programname="b" · evidenceresult
Stop the program before editing it.
- 7m 35s
run_programname="b" seconds=30result
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)
- 8m 15ssaidHay should be around 50 now. Buy plant.
- 8m 15s
stop_programresult
Program stopped. Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
- 8m 25s
buy_upgradeupgrades=["plant"] · evidenceresult
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.
- 8m 35s
write_programname="b" · evidenceresult
Saved b (5 lines). Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
- 8m 45s
run_programname="b" seconds=60result
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)
- 9m 55s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 10m 05s
stop_programresult
Program stopped. Game time: 10m 15s elapsed, 5h 49m 45s of budget remaining.
- 10m 15s
write_programname="b" · evidenceresult
Saved b (6 lines). Game time: 10m 25s elapsed, 5h 49m 35s of budget remaining.
- 10m 25s
run_programname="b" seconds=90result
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)
- 12m 05ssaidWood is coming in from bushes; I'll buy upgrades as it accumulates (expand, speed, then carrots).
- 12m 05s
buy_upgradeupgrades=["expand","speed"] · evidenceresult
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.
- 12m 15s
stop_programresult
Program stopped. Game time: 12m 25s elapsed, 5h 47m 35s of budget remaining.
- 12m 25s
write_programname="b" · evidenceresult
Saved b (11 lines). Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining.
- 12m 35s
run_programname="b" seconds=90result
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)
- 14m 15s
buy_upgradeupgrades=["speed","carrots"] · evidenceresult
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.
- 14m 25s
docs_readpath="docs/unlocks/carrots.md"result
# Carrots Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`. Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`. You can see the cost of any p…
- 14m 35s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 14m 45s elapsed, 5h 45m 15s of budget remaining.
- 14m 45ssaidCheap. Switching the farm to tilled soil with carrots in the first column pass, bushes elsewhere.
- 14m 45s
stop_programresult
Program stopped. Game time: 14m 55s elapsed, 5h 45m 5s of budget remaining.
- 14m 55s
write_programname="till" · evidenceresult
Saved till (5 lines). Game time: 15m 5s elapsed, 5h 44m 55s of budget remaining.
- 15m 05s
write_programname="till" · evidenceresult
Saved till (8 lines). Game time: 15m 15s elapsed, 5h 44m 45s of budget remaining.
- 15m 15s
run_programname="till" seconds=20result
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)
- 15m 30s
write_programname="b" · evidenceresult
Saved b (11 lines). Game time: 15m 40s elapsed, 5h 44m 20s of budget remaining.
- 15m 40s
run_programname="b" seconds=120result
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 … - 17m 50s
observeresult
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…
- 18m 00s
stop_programresult
Program stopped. Game time: 18m 10s elapsed, 5h 41m 50s of budget remaining.
- 18m 10ssaidOut of hay, so I'm adding a grass row alongside the carrots and bushes.
- 18m 10s
write_programname="b" · evidenceresult
Saved b (11 lines). Game time: 18m 20s elapsed, 5h 41m 40s of budget remaining.
- 18m 20s
run_programname="b" seconds=120result
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) ^^ -------------------------------------------------------------------- - 20m 30s
buy_upgradeupgrades=["trees","expand","speed","operators","variables"] · evidenceresult
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…
- 20m 40s
observeresult
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…
- 20m 50s
stop_programresult
Program stopped. Game time: 21m elapsed, 5h 39m of budget remaining.
- 21m 00s
write_programname="h" · evidenceresult
Saved h (11 lines). Game time: 21m 10s elapsed, 5h 38m 50s of budget remaining.
- 21m 10s
run_programname="h" seconds=40result
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)
- 22m 00s
buy_upgradeupgrades=["operators","variables","senses"] · evidenceresult
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.
- 22m 10ssaidBought operators and variables; collecting more hay for senses (can_harvest), then functions/lists.
- 22m 10s
waitseconds=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.
- 22m 32s
buy_upgradeupgrades=["senses","functions"] · evidenceresult
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.
- 22m 42s
write_programname="b" · evidenceresult
Saved b (21 lines). Game time: 22m 52s elapsed, 5h 37m 8s of budget remaining.
- 22m 52s
stop_programresult
Program stopped. Game time: 23m 2s elapsed, 5h 36m 58s of budget remaining.
- 23m 02s
write_programname="b" · evidenceresult
Saved b (17 lines). Game time: 23m 12s elapsed, 5h 36m 48s of budget remaining.
- 23m 12s
run_programname="b" seconds=90result
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)
- 24m 52s
buy_upgradeupgrades=["functions","speed","expand"] · evidenceresult
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.
- 25m 02ssaidLetting the farm run to accumulate wood for speed/expand.
- 25m 02s
waitseconds=120result
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.
- 27m 12s
stop_programresult
Program stopped. Game time: 27m 22s elapsed, 5h 32m 38s of budget remaining.
- 27m 22s
write_programname="b" · evidenceresult
Saved b (15 lines). Game time: 27m 32s elapsed, 5h 32m 28s of budget remaining.
- 27m 32s
run_programname="b" seconds=90result
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) ^^ -------------------------------------------------------------------- - 29m 12s
observeresult
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…
- 29m 22s
stop_programresult
Program stopped. Game time: 29m 32s elapsed, 5h 30m 28s of budget remaining.
- 29m 32s
write_programname="b" · evidenceresult
Saved b (16 lines). Game time: 29m 42s elapsed, 5h 30m 18s of budget remaining.
- 29m 42s
run_programname="b" seconds=60result
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) ^^ -------------------------------------------------------------------- - 30m 52ssaidFixed row targeting; letting wood build up.
- 30m 52s
waitseconds=120result
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.
- 33m 02s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 33m 12s
buy_upgradeupgrades=["trees","grass","speed","watering"] · evidenceresult
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.
- 33m 22s
waitseconds=150result
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.
- 36m 02s
stop_programresult
Program stopped. Game time: 36m 12s elapsed, 5h 23m 48s of budget remaining.
- 36m 12s
write_programname="b" · evidenceresult
Saved b (17 lines). Game time: 36m 22s elapsed, 5h 23m 38s of budget remaining.
- 36m 22s
buy_upgradeupgrades=["expand","watering","carrots","speed"] · evidenceresult
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.
- 36m 32ssaidFarm expanded to 5x5; restarting the generalized program.
- 36m 32s
run_programname="b" seconds=150result
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)
- 39m 12s
observeresult
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…
- 39m 22s
stop_programresult
Program stopped. Game time: 39m 32s elapsed, 5h 20m 28s of budget remaining.
- 39m 32s
write_programname="b" · evidenceresult
Saved b (17 lines). Game time: 39m 42s elapsed, 5h 20m 18s of budget remaining.
- 39m 42s
buy_upgradeupgrades=["trees","grass","trees","grass"] · evidenceresult
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.
- 39m 52s
run_programname="b" seconds=120result
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)
- 42m 02s
buy_upgradeupgrades=["speed","expand","pumpkins","carrots"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Could not buy expand: Not enough resources. Bought 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.
- 42m 12s
docs_readpath="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.
- 42m 22s
docs_readpath="docs/unlocks/pumpkins.md"result
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 42m 32s
stop_programresult
Program stopped. Game time: 42m 42s elapsed, 5h 17m 18s of budget remaining.
- 42m 42s
write_programname="b" · evidenceresult
Saved b (31 lines). Game time: 42m 52s elapsed, 5h 17m 8s of budget remaining.
- 42m 52s
run_programname="b" seconds=60result
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)
- 44m 02s
buy_upgradeupgrades=["carrots","trees","grass","watering"] · evidenceresult
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.
- 44m 12s
waitseconds=120result
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.
- 46m 22ssaidFarm is producing hay, wood, carrots; no pumpkins yet. Checking state.
- 46m 22s
observeresult
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 …
- 46m 32s
stop_programresult
Program stopped. Game time: 46m 42s elapsed, 5h 13m 18s of budget remaining.
- 46m 42s
buy_upgradeupgrades=["expand","trees","grass","carrots","speed","watering"] · evidenceresult
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.
- 46m 52s
write_programname="b" · evidenceresult
Saved b (32 lines). Game time: 47m 2s elapsed, 5h 12m 58s of budget remaining.
- 47m 02s
run_programname="b" seconds=100result
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)
- 48m 52s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 49m 02s
buy_upgradeupgrades=["speed","sunflowers","fertilizer","lists","debug"] · evidenceresult
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…
- 49m 12s
waitseconds=120result
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.
- 51m 22s
buy_upgradeupgrades=["sunflowers","lists","trees","grass","carrots","watering"] · evidenceresult
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.
- 51m 32s
waitseconds=180result
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.
- 54m 42s
buy_upgradeupgrades=["sunflowers","lists","trees","grass","watering","pumpkins","expand"] · evidenceresult
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…
- 54m 52s
docs_readpath="docs/unlocks/sunflowers.md"result
# Sunflowers [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. Planting them works exactly like planting carrots or pumpkins. Harvesting a grown sunflower yields power. If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power! If you harvest a sunflower while there is another s…
- 55m 02s
stop_programresult
Program stopped. Game time: 55m 12s elapsed, 5h 4m 48s of budget remaining.
- 55m 12s
write_programname="b" · evidenceresult
Saved b (35 lines). Game time: 55m 22s elapsed, 5h 4m 38s of budget remaining.
- 55m 22s
run_programname="b" seconds=120result
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)
- 57m 32s
observeresult
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…
- 57m 42s
waitseconds=120result
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.
- 59m 52s
observeresult
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…
- 1h 00m
stop_programresult
Program stopped. Game time: 1h 12s elapsed, 4h 59m 48s of budget remaining.
- 1h 00m
write_programname="b" · evidenceresult
Saved b (39 lines). Game time: 1h 22s elapsed, 4h 59m 38s of budget remaining.
- 1h 00m
run_programname="b" seconds=60result
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)
- 1h 01m
waitseconds=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.
- 1h 03m
stop_programresult
Program stopped. Game time: 1h 3m 11s elapsed, 4h 56m 49s of budget remaining.
- 1h 03m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 3m 21s elapsed, 4h 56m 39s of budget remaining.
- 1h 03m
write_programname="b" · evidenceresult
Saved b (40 lines). Game time: 1h 3m 31s elapsed, 4h 56m 29s of budget remaining.
- 1h 03m
run_programname="b" seconds=120result
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)
- 1h 05m
buy_upgradeupgrades=["trees","grass","carrots","pumpkins","watering","expand"] · evidenceresult
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.
- 1h 05m
waitseconds=240result
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.
- 1h 10m
buy_upgradeupgrades=["trees","carrots","watering","expand","cactus","polyculture","pumpkins"] · evidenceresult
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…
- 1h 10m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 1h 10m
waitseconds=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.
- 1h 15m
buy_upgradeupgrades=["cactus","carrots","watering","trees","pumpkins"] · evidenceresult
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…
- 1h 15m
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 1h 15m
stop_programresult
Program stopped. Game time: 1h 15m 48s elapsed, 4h 44m 12s of budget remaining.
- 1h 15m
write_programname="b" · evidenceresult
Saved b (65 lines). Game time: 1h 15m 58s elapsed, 4h 44m 2s of budget remaining.
- 1h 15m
run_programname="b" seconds=90result
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)
- 1h 17m
buy_upgradeupgrades=["polyculture","dictionaries","timing","utilities"] · evidenceresult
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.
- 1h 17m
waitseconds=240result
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.
- 1h 21m
buy_upgradeupgrades=["dinosaurs","polyculture","dictionaries","utilities"] · evidenceresult
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.
- 1h 22m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 1h 22m
stop_programresult
Program stopped. Game time: 1h 22m 28s elapsed, 4h 37m 32s of budget remaining.
- 1h 22m
write_programname="dino" · evidenceresult
Saved dino (26 lines). Game time: 1h 22m 38s elapsed, 4h 37m 22s of budget remaining.
- 1h 22m
run_programname="dino" seconds=120result
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() ^^ ----------------------------------------------------… - 1h 22m
observeresult
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…
- 1h 22m
write_programname="dino" · evidenceresult
Saved dino (27 lines). Game time: 1h 23m 8s elapsed, 4h 36m 52s of budget remaining.
- 1h 23m
run_programname="dino" seconds=120result
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) ^^ -------------------------… - 1h 23m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 1h 23m
run_programname="dino" seconds=120result
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) ^^ -----------------------------… - 1h 23m
docs_readpath="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.
- 1h 23m
write_programname="dino" · evidenceresult
Saved dino (28 lines). Game time: 1h 24m 8s elapsed, 4h 35m 52s of budget remaining.
- 1h 24m
run_programname="dino" seconds=60result
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) ^^ ------------------… - 1h 24m
docs_searchquery="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…
- 1h 24m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 1h 24m
write_programname="t" · evidenceresult
Saved t (5 lines). Game time: 1h 24m 53s elapsed, 4h 35m 7s of budget remaining.
- 1h 24m
run_programname="t" seconds=5result
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) ^^ ------------------------------------------------------… - 1h 25m
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Grounds.Soil` Water level: 0 Game time: 1h 25m 14s elapsed, 4h 34m 46s of budget remaining.
- 1h 25m
write_programname="dino" · evidenceresult
Saved dino (26 lines). Game time: 1h 25m 24s elapsed, 4h 34m 36s of budget remaining.
- 1h 25m
run_programname="dino" seconds=60result
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): ^^ ------------------------… - 1h 26m
run_programname="b" seconds=30result
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)
- 1h 26m
observeresult
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,…
- 1h 27m
stop_programresult
Program stopped. Game time: 1h 27m 14s elapsed, 4h 32m 46s of budget remaining.
- 1h 27m
write_programname="t" · evidenceresult
Saved t (4 lines). Game time: 1h 27m 24s elapsed, 4h 32m 36s of budget remaining.
- 1h 27m
run_programname="t" seconds=5result
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
- 1h 27m
write_programname="dino" · evidenceresult
Saved dino (26 lines). Game time: 1h 27m 46s elapsed, 4h 32m 14s of budget remaining.
- 1h 27m
run_programname="b" seconds=300result
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)
- 1h 32m
buy_upgradeupgrades=["polyculture","grass","fertilizer","watering","cactus","trees"] · evidenceresult
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…
- 1h 33m
run_programname="dino" seconds=120result
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)
- 1h 33m
write_programname="dino" · evidenceresult
Saved dino (25 lines). Game time: 1h 33m 33s elapsed, 4h 26m 27s of budget remaining.
- 1h 33m
write_programname="dino" · evidenceresult
Saved dino (26 lines). Game time: 1h 33m 43s elapsed, 4h 26m 17s of budget remaining.
- 1h 33m
run_programname="dino" seconds=240result
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)
- 1h 34m
run_programname="b" seconds=360result
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)
- 1h 40m
buy_upgradeupgrades=["watering","cactus","pumpkins","carrots","grass"] · evidenceresult
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.
- 1h 40m
observeresult
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…
- 1h 40m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 1h 41m
docs_searchquery="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…
- 1h 41m
stop_programresult
Program stopped. Game time: 1h 41m 25s elapsed, 4h 18m 35s of budget remaining.
- 1h 41m
buy_upgradeupgrades=["fertilizer"] · evidenceresult
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.
- 1h 41m
write_programname="b" · evidenceresult
Saved b (69 lines). Game time: 1h 41m 45s elapsed, 4h 18m 15s of budget remaining.
- 1h 41m
run_programname="b" seconds=120result
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)
- 1h 43m
docs_readpath="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…
- 1h 44m
stop_programresult
Program stopped. Game time: 1h 44m 15s elapsed, 4h 15m 45s of budget remaining.
- 1h 44m
write_programname="b" · evidenceresult
Saved b (68 lines). Game time: 1h 44m 25s elapsed, 4h 15m 35s of budget remaining.
- 1h 44m
run_programname="b" seconds=180result
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)
- 1h 47m
buy_upgradeupgrades=["mazes","expand"] · evidenceresult
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.
- 1h 47m
docs_readpath="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…
- 1h 47m
write_programname="maze" · evidenceresult
Saved maze (18 lines). Game time: 1h 48m 5s elapsed, 4h 11m 55s of budget remaining.
- 1h 48m
run_programname="maze" seconds=120result
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)
- 1h 50m
buy_upgradeupgrades=["megafarm"] · evidenceresult
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.
- 1h 50m
docs_readpath="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… - 1h 50m
waitseconds=20 until_program_ends=trueresult
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.
- 1h 51m
stop_programresult
Program stopped. Game time: 1h 51m 15s elapsed, 4h 8m 45s of budget remaining.
- 1h 51m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 1h 51m
run_programname="dino" seconds=400result
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)
- 1h 52m
write_programname="dino" · evidenceresult
Saved dino (26 lines). Game time: 1h 53m 9s elapsed, 4h 6m 51s of budget remaining.
- 1h 53m
run_programname="dino" seconds=300result
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)
- 1h 54m
buy_upgradeupgrades=["polyculture","mazes","watering","grass"] · evidenceresult
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.
- 1h 54m
list_programsresult
## 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…
- 1h 55m
run_programname="b" seconds=300result
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) ^^ -------------------… - 2h 00m
observeresult
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…
- 2h 00m
stop_programresult
Program stopped. Game time: 2h 36s elapsed, 3h 59m 24s of budget remaining.
- 2h 00m
write_programname="b" · evidenceresult
Saved b (70 lines). Game time: 2h 46s elapsed, 3h 59m 14s of budget remaining.
- 2h 00m
run_programname="maze" seconds=300result
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)
- 2h 05m
buy_upgradeupgrades=["megafarm"] · evidenceresult
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.
- 2h 06m
write_programname="b" · evidenceresult
Saved b (87 lines). Game time: 2h 6m 16s elapsed, 3h 53m 44s of budget remaining.
- 2h 06m
waitseconds=60 until_program_ends=trueresult
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.
- 2h 07m
waitseconds=300 until_program_ends=trueresult
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.
- 2h 11msaidNow the multi-drone farm.
- 2h 11m
run_programname="b" seconds=240result
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) ^^ … - 2h 15m
buy_upgradeupgrades=["megafarm","trees","grass","watering","pumpkins","carrots","mazes","cactus","dinosaurs"] · evidenceresult
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…
- 2h 15m
stop_programresult
Program stopped. Game time: 2h 16m 8s elapsed, 3h 43m 52s of budget remaining.
- 2h 16m
write_programname="b" · evidenceresult
Saved b (117 lines). Game time: 2h 16m 18s elapsed, 3h 43m 42s of budget remaining.
- 2h 16m
run_programname="b" seconds=200result
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)
- 2h 19m
observeresult
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 …
- 2h 19m
buy_upgradeupgrades=["megafarm","trees","grass","carrots","watering","fertilizer","mazes","cactus","dinosaurs","pumpkins","expand"] · evidenceresult
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…
- 2h 20m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 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…
- 2h 20m
waitseconds=240result
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.
- 2h 24m
observeresult
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, …
- 2h 24m
stop_programresult
Program stopped. Game time: 2h 24m 48s elapsed, 3h 35m 12s of budget remaining.
- 2h 24m
write_programname="cac" · evidenceresult
Saved cac (15 lines). Game time: 2h 24m 58s elapsed, 3h 35m 2s of budget remaining.
- 2h 24m
run_programname="cac" seconds=10result
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
- 2h 25m
write_programname="cac" · evidenceresult
Saved cac (62 lines). Game time: 2h 25m 20s elapsed, 3h 34m 40s of budget remaining.
- 2h 25m
run_programname="cac" seconds=60result
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
- 2h 25m
write_programname="cac" · evidenceresult
Saved cac (60 lines). Game time: 2h 25m 43s elapsed, 3h 34m 17s of budget remaining.
- 2h 25m
run_programname="cac" seconds=60result
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)
- 2h 25m
inspect_tilex=6 y=6result
(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.
- 2h 26m
run_programname="cac" seconds=120result
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)
- 2h 26m
write_programname="dbg" · evidenceresult
Saved dbg (10 lines). Game time: 2h 26m 26s elapsed, 3h 33m 34s of budget remaining.
- 2h 26m
run_programname="dbg" seconds=10result
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
- 2h 26m
write_programname="dbg" · evidenceresult
Saved dbg (16 lines). Game time: 2h 26m 48s elapsed, 3h 33m 12s of budget remaining.
- 2h 26m
run_programname="dbg" seconds=10result
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
- 2h 27m
stop_programresult
No program was running. Game time: 2h 27m 18s elapsed, 3h 32m 42s of budget remaining.
- 2h 27m
write_programname="cac" · evidenceresult
Saved cac (61 lines). Game time: 2h 27m 28s elapsed, 3h 32m 32s of budget remaining.
- 2h 27m
run_programname="cac" seconds=90result
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)
- 2h 29m
stop_programresult
Program stopped. Game time: 2h 29m 18s elapsed, 3h 30m 42s of budget remaining.
- 2h 29m
write_programname="b" · evidenceresult
Saved b (117 lines). Game time: 2h 29m 28s elapsed, 3h 30m 32s of budget remaining.
- 2h 29m
buy_upgradeupgrades=["mazes","dinosaurs","fertilizer","cactus"] · evidenceresult
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.
- 2h 29m
run_programname="b" seconds=300result
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)
- 2h 34m
buy_upgradeupgrades=["dinosaurs","fertilizer","trees","grass","watering","carrots","mazes","cactus","pumpkins","expand","megafarm"] · evidenceresult
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…
- 2h 34m
write_programname="maze" · evidenceresult
Saved maze (19 lines). Game time: 2h 35m 8s elapsed, 3h 24m 52s of budget remaining.
- 2h 35m
run_programname="maze" seconds=600result
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)
- 2h 45m
observeresult
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…
- 2h 45m
stop_programresult
Program stopped. Game time: 2h 45m 38s elapsed, 3h 14m 22s of budget remaining.
- 2h 45m
write_programname="maze" · evidenceresult
Saved maze (20 lines). Game time: 2h 45m 48s elapsed, 3h 14m 12s of budget remaining.
- 2h 45m
run_programname="maze" seconds=120result
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)
- 2h 47m
waitseconds=150 until_program_ends=trueresult
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.
- 2h 50m
waitseconds=150 until_program_ends=trueresult
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.
- 2h 52m
buy_upgradeupgrades=["megafarm"] · evidenceresult
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.
- 2h 53m
run_programname="dino" seconds=400result
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)
- 2h 54m
list_programsresult
## 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() != …
- 2h 55m
write_programname="b" · evidenceresult
Saved b (133 lines). Game time: 2h 55m 16s elapsed, 3h 4m 44s of budget remaining.
- 2h 55m
run_programname="dino" seconds=400result
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)
- 2h 57m
buy_upgradeupgrades=["polyculture"] · evidenceresult
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.
- 2h 57m
run_programname="b" seconds=420result
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)
- 3h 04m
buy_upgradeupgrades=["expand","grass","watering","carrots","trees","mazes","cactus","dinosaurs","pumpkins","megafarm","polyculture","grass","trees","ca · evidenceresult
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…
- 3h 04m
waitseconds=420result
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.
- 3h 11m
buy_upgradeupgrades=["expand","cactus","dinosaurs","pumpkins","megafarm","polyculture","grass","trees","carrots","watering","mazes"] · evidenceresult
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…
- 3h 11m
stop_programresult
Program stopped. Game time: 3h 12m elapsed, 2h 48m of budget remaining.
- 3h 12m
write_programname="b" · evidenceresult
Saved b (133 lines). Game time: 3h 12m 10s elapsed, 2h 47m 50s of budget remaining.
- 3h 12m
run_programname="b" seconds=300result
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)
- 3h 17m
buy_upgradeupgrades=["cactus","carrots","megafarm","polyculture","mazes","grass","trees","watering","pumpkins","dinosaurs","expand"] · evidenceresult
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…
- 3h 17m
run_programname="maze" seconds=480result
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)
- 3h 25m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources.
- 3h 25m
waitseconds=500 until_program_ends=trueresult
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.
- 3h 34m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources.
- 3h 34m
waitseconds=200 until_program_ends=trueresult
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.
- 3h 38m
buy_upgradeupgrades=["megafarm"] · evidenceresult
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.
- 3h 38m
run_programname="dino" seconds=900result
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)
- 3h 42m
write_programname="b" · evidenceresult
Saved b (121 lines). Game time: 3h 42m 10s elapsed, 2h 17m 50s of budget remaining.
- 3h 42m
run_programname="b" seconds=20result
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)
- 3h 42m
waitseconds=600result
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.
- 3h 52m
buy_upgradeupgrades=["cactus","carrots","megafarm","polyculture","mazes","grass","trees","pumpkins","dinosaurs","expand","watering","fertilizer","carro · evidenceresult
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.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 364 |
| Cache reads | 11,578,117 |
| Cache writes | 143,210 |
| Output | 60,383 |
| Thinking (subset of output where reported) | 23,954 |
| Total | 11,782,074 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-sonnet-5-5 | 11,782,074 | $3.49 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.
conditions
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 id | economy-v1-claude-sonnet-s1-a1-20261016T160133Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Claude Agent 0.91.0 (@agentclientprotocol/claude-agent-acp) |
| Applied config | {"model":"sonnet","effort":"medium","fast":"absent"} |
| Models reported | claude-sonnet-5-5 |
| Tools available | buy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program |
| Harness | 5a28f3c7882f (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 7.34 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T16:01:33.472Z → 2026-10-16T16:17:37.253Z |
| Evidence | 110 items in evidence.json |