Claude Sonnet 5.5, seed 3
Claude Code · medium reasoning effort
Hay 141k produced, 5.15 points
Wood 120k produced, 5.08 points
Carrot 97.8k produced, 4.99 points
Pumpkin 90.4k produced, 4.96 points
Cactus 36.8k produced, 4.57 points
Power 607 produced, 2.78 points
Bone 1.56m produced, 6.19 points
Weird substance 5.26k produced, 3.72 points
Gold 14.6k produced, 4.16 points
Water 6.87k produced, 3.84 points
Fertilizer 5.38k 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
- 49.17orders of magnitude · model mean 55.09
- On seed 3
- #6of 8 models
- Cost
- $2.25API-equivalent estimate
- Real time
- 8m 25swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 23.3 |
| 2h 00m | 40.5 |
| 3h 00m | 45.5 |
| 4h 00m | 47.4 |
| 5h 00m | 48.5 |
| 6h 00m | 49.2 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it. Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 3 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.9 of 11 |
| Study | 17 | 21 | 41 |
| Action overhead | 10% | 10% | 9% |
| Tool calls | 210 | 223 | 198 |
| Program writes | 34 | 42 | 29 |
| Program stints | 64 | 50 | 35 |
| Median stint | 4m 00s | 4m 57s | 8m 48s |
| Cost per point | $0.046 | $0.056 | $0.069 |
Farm idle 5% of samples; longest stint 19m 08s; 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 04s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 2m 34s | {"upgrades":["speed","expand","plant"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 5m 07s | {"upgrades":["expand"]} | expand 2 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 9m 27s | {"upgrades":["operators","carrots","speed","speed"]} | operators 1, carrots 1, speed 2 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 13m 07s | {"upgrades":["speed","senses"]} | speed 3, senses 1 | Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. |
| 14m 57s | {"upgrades":["trees","variables","functions"]} | trees 1, variables 1 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 15m 27s | {"upgrades":["expand"]} | expand 3 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 18m 57s | {"upgrades":["pumpkins","functions"]} | functions 1, functions 1 | Could not buy pumpkins: Not enough resources. |
| 20m 14s | {"upgrades":["pumpkins"]} | pumpkins 1 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 20m 34s | {"upgrades":["grass","grass","watering"]} | grass 2, watering 1 | Bought grass, now level 2. Paid hay 300. |
| 26m 34s | {"upgrades":["expand","trees"]} | expand 4, trees 2 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 31m 14s | {"upgrades":["carrots","fertilizer","grass"]} | carrots 2, fertilizer 1, grass 3 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 32m 06s | {"upgrades":["speed"]} | speed 4 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 34m 10s | {"upgrades":["sunflowers"]} | sunflowers 1 | Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. |
| 40m 20s | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 48m 30s | {"upgrades":["pumpkins","trees","speed","utilities"]} | pumpkins 2, trees 3 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 53m 00s | {"upgrades":["speed","carrots","debug","hats"]} | speed 5, carrots 3, debug 1, hats 1 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 58m 40s | {"upgrades":["trees","pumpkins"]} | trees 4 | Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 04m | {"upgrades":["cactus","pumpkins","grass"]} | grass 4 | Could not buy cactus: Not enough resources. |
| 1h 09m | {"upgrades":["pumpkins","carrots","cactus"]} | pumpkins 3, cactus 1 | Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 13m | {"upgrades":["carrots","fertilizer","watering"]} | carrots 4, watering 2 | Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 26m | {"upgrades":["mazes"]} | mazes 1 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 27m | {"upgrades":["lists"]} | lists 1 | Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. |
| 1h 31m | {"upgrades":["megafarm"]} | megafarm 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 40m | {"upgrades":["fertilizer","fertilizer","carrots","trees","watering"]} | fertilizer 2, watering 3 | Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. |
| 1h 46m | {"upgrades":["megafarm"]} | megafarm 2 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 49m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 55m | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 3h 05m | {"upgrades":["dinosaurs"]} | dinosaurs 2, hats 1 | Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 3h 25m | {"upgrades":["fertilizer"]} | fertilizer 3 | Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. |
Programs 35 writes, code as the agent wrote it
main.py
r140sRan
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved main (8 lines). Game time: 50s elapsed, 5h 59m 10s of budget remaining.
- run_program at 50s for 30s (agent saw)
Ran main for 4s of game time; it finished. Inventory change: hay +8. Game time: 1m 4s elapsed, 5h 58m 56s of budget remaining. Output: (none)
r21m 14sRan
while True: harvest()Changes from the previous revision
- harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() + while True: + harvest()
- Write result the agent saw
Saved main (2 lines). Game time: 1m 24s elapsed, 5h 58m 36s of budget remaining.
- run_program at 1m 24s for 60s (agent saw)
Ran main for 1m of game time; it is still running. Inventory change: hay +120. Game time: 2m 34s elapsed, 5h 57m 26s of budget remaining. Output: (none)
- run_program at 3m 04s for 20s (agent saw)
Ran main for 20s of game time; it is still running. Inventory change: no change. Game time: 3m 34s elapsed, 5h 56m 26s of budget remaining. Output: (none)
—2m 54sRejected
while True: if can_harvest(): harvest() plant(Entities.Bush) elif get_entity_type() == None: plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
r33m 44sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) elif get_entity_type() == None: plant(Entities.Bush) move(North)Changes from the previous revision
while True: - harvest() + if can_harvest(): + harvest() + plant(Entities.Bush) + elif get_entity_type() == None: + plant(Entities.Bush) + move(North)
- Write result the agent saw
Saved main (7 lines). Game time: 3m 54s elapsed, 5h 56m 6s of budget remaining.
- run_program at 3m 54s for 30s (agent saw)
Ran main for 3s of game time; it stopped with an error: Unlocks.Operators must be unlocked before this can be used. Inventory change: hay +3. Game time: 4m 7s elapsed, 5h 55m 53s of budget remaining. Output: Error: Unlocks.Operators must be unlocked before this can be used. In: elif get_entity_type() == None: ^^ --------------------------------------------------------------------- Runtime error at 4m 07s (telemetry; not shown to the agent)
Unlocks.Operators must be unlocked before this can be used.
r44m 07sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)Changes from the previous revision
if can_harvest(): harvest() - plant(Entities.Bush) - elif get_entity_type() == None: - plant(Entities.Bush) + plant(Entities.Bush) move(North)
- Write result the agent saw
Saved main (5 lines). Game time: 4m 17s elapsed, 5h 55m 43s of budget remaining.
- run_program at 4m 17s for 40s (agent saw)
Ran main for 40s of game time; it is still running. Inventory change: wood +25. Game time: 5m 7s elapsed, 5h 54m 53s of budget remaining. Output: (none)
r56m 47sRan
while True: for i in range(3): for j in range(3): if can_harvest(): harvest() if i == 0: plant(Entities.Bush) move(North) move(East)Changes from the previous revision
while True: - if can_harvest(): - harvest() - plant(Entities.Bush) - move(North) + for i in range(3): + for j in range(3): + if can_harvest(): + harvest() + if i == 0: + plant(Entities.Bush) + move(North) + move(East)
- Write result the agent saw
Saved main (9 lines). Game time: 6m 57s elapsed, 5h 53m 3s of budget remaining.
- run_program at 6m 57s for 5s (agent saw)
Ran main for 0s of game time; it stopped with an error: Unlocks.Operators must be unlocked before this can be used. Inventory change: wood +5. Game time: 7m 7s elapsed, 5h 52m 53s of budget remaining. Output: Error: Unlocks.Operators must be unlocked before this can be used. In: plant(Entities.Bush) ^^ --------------------------------------------------------------------- Runtime error at 7m 07s (telemetry; not shown to the agent)
Unlocks.Operators must be unlocked before this can be used.
r67m 07sRan
while True: for j in range(3): if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East) for j in range(3): if can_harvest(): harvest() move(North) move(East) for j in range(3): if can_harvest(): harvest() move(North) move(East)Changes from the previous revision
while True: - for i in range(3): - for j in range(3): - if can_harvest(): - harvest() - if i == 0: - plant(Entities.Bush) - move(North) - move(East) + for j in range(3): + if can_harvest(): + harvest() + plant(Entities.Bush) + move(North) + move(East) + for j in range(3): + if can_harvest(): + harvest() + move(North) + move(East) + for j in range(3): + if can_harvest(): + harvest() + move(North) + move(East)
- Write result the agent saw
Saved main (17 lines). Game time: 7m 17s elapsed, 5h 52m 43s of budget remaining.
- run_program at 7m 17s for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: hay +139, wood +104. Game time: 9m 27s elapsed, 5h 50m 33s of budget remaining. Output: (none)
r710m 07sRan
move(East) for j in range(3): till() move(North) move(West) while True: for j in range(3): if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East) for j in range(3): if can_harvest(): harvest() plant(Entities.Carrot) move(North) move(East) for j in range(3): if can_harvest(): harvest() move(North) move(East)Changes from the previous revision
+ move(East) + for j in range(3): + till() + move(North) + move(West) while True: for j in range(3): if can_harvest(): harvest() + plant(Entities.Carrot) move(North) move(East)
- Write result the agent saw
Saved main (23 lines). Game time: 10m 17s elapsed, 5h 49m 43s of budget remaining.
- run_program at 10m 17s for 60s (agent saw)
Ran main for 1m of game time; it is still running. Inventory change: carrot +36, hay +55, wood +51. Game time: 11m 27s elapsed, 5h 48m 33s of budget remaining. Output: (none)
r815m 17sRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() if can_harvest(): harvest() if x % 3 == 0: plant(Entities.Tree) elif x % 3 == 1: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
- move(East) - for j in range(3): - till() - move(North) - move(West) + n = get_world_size() while True: - for j in range(3): - if can_harvest(): - harvest() - plant(Entities.Bush) - move(North) - move(East) - for j in range(3): - if can_harvest(): - harvest() - plant(Entities.Carrot) - move(North) - move(East) - for j in range(3): - if can_harvest(): - harvest() - move(North) - move(East) + for i in range(n): + for j in range(n): + x = get_pos_x() + if can_harvest(): + harvest() + if x % 3 == 0: + plant(Entities.Tree) + elif x % 3 == 1: + if get_ground_type() == Grounds.Grassland: + till() + plant(Entities.Carrot) + move(North) + move(East)
- Write result the agent saw
Saved main (15 lines). Game time: 15m 27s elapsed, 5h 44m 33s of budget remaining.
- run_program at 15m 37s for 60s (agent saw)
Ran main for 1m of game time; it is still running. Inventory change: carrot +35, hay +89, wood +148. Game time: 16m 47s elapsed, 5h 43m 13s of budget remaining. Output: (none)
r920m 54sRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() if x == n - 1: plant(Entities.Pumpkin) else: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
if can_harvest(): harvest() - if x % 3 == 0: + if x == 0: plant(Entities.Tree) - elif x % 3 == 1: + else: if get_ground_type() == Grounds.Grassland: till() - plant(Entities.Carrot) + if x == n - 1: + plant(Entities.Pumpkin) + else: + plant(Entities.Carrot) move(North) move(East)
- Write result the agent saw
Saved main (18 lines). Game time: 21m 4s elapsed, 5h 38m 56s of budget remaining.
- run_program at 21m 04s for 90s (agent saw)
Ran main for 1m 30s of game time; it is still running. Inventory change: carrot +61, hay -61, pumpkin +40, water +9, wood +80. Game time: 22m 44s elapsed, 5h 37m 16s of budget remaining. Output: (none)
r1025m 04sRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() if can_harvest(): harvest() if x == 0: plant(Entities.Tree) elif x == 1: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x == n - 1: plant(Entities.Pumpkin) else: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
if x == 0: plant(Entities.Tree) + elif x == 1: + plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland:
- Write result the agent saw
Saved main (20 lines). Game time: 25m 14s elapsed, 5h 34m 46s of budget remaining.
- run_program at 25m 14s for 60s (agent saw)
Ran main for 1m of game time; it is still running. Inventory change: carrot +28, hay +65, pumpkin +27, water +6, wood +84. Game time: 26m 24s elapsed, 5h 33m 36s of budget remaining. Output: (none)
- run_program at 26m 54s for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: carrot +116, hay +126, pumpkin +33, water +12, wood +434. Game time: 29m 4s elapsed, 5h 30m 56s of budget remaining. Output: (none)
r1134m 40sRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() y = get_pos_y() if can_harvest(): harvest() if x == 0: plant(Entities.Tree) elif x == 1: if y < 3: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Sunflower) else: if get_ground_type() == Grounds.Grassland: till() if x >= n - 2: plant(Entities.Pumpkin) else: plant(Entities.Carrot) move(North) move(East)Changes from the previous revision
for j in range(n): x = get_pos_x() + y = get_pos_y() if can_harvest(): harvest() plant(Entities.Tree) elif x == 1: - plant(Entities.Grass) + if y < 3: + plant(Entities.Grass) + else: + if get_ground_type() == Grounds.Grassland: + till() + plant(Entities.Sunflower) else: if get_ground_type() == Grounds.Grassland: till() - if x == n - 1: + if x >= n - 2: plant(Entities.Pumpkin) else:
- Write result the agent saw
Saved main (26 lines). Game time: 34m 50s elapsed, 5h 25m 10s of budget remaining.
- run_program at 34m 50s for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: carrot +153, fertilizer +12, hay +44, pumpkin +225, water +12, wood +150. Game time: 37m elapsed, 5h 23m of budget remaining. Output: (none)
- run_program at 40m 40s for 240s (agent saw)
Ran main for 4m of game time; it is still running. Inventory change: carrot +792, fertilizer +24, hay -580, pumpkin +460, water +24, wood -254. Game time: 44m 50s elapsed, 5h 15m 10s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r1245m 10sRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x < 4: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x < 6: plant(Entities.Carrot) elif x == 6: plant(Entities.Pumpkin) else: plant(Entities.Sunflower) move(North) move(East)Changes from the previous revision
for j in range(n): x = get_pos_x() - y = get_pos_y() if can_harvest(): harvest() - if x == 0: + if x < 2: plant(Entities.Tree) - elif x == 1: - if y < 3: - plant(Entities.Grass) - else: - if get_ground_type() == Grounds.Grassland: - till() - plant(Entities.Sunflower) + elif x < 4: + plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() - if x >= n - 2: + if x < 6: + plant(Entities.Carrot) + elif x == 6: plant(Entities.Pumpkin) else: - plant(Entities.Carrot) + plant(Entities.Sunflower) move(North) move(East)
- Write result the agent saw
Saved main (22 lines). Game time: 45m 20s elapsed, 5h 14m 40s of budget remaining.
- run_program at 45m 20s for 180s (agent saw)
Ran main for 3m of game time; it is still running. Inventory change: carrot +514, fertilizer +18, hay +1520, power +44.40, pumpkin +138, water +18, wood +10. Game time: 48m 30s elapsed, 5h 11m 30s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r1353m 20sRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x < 4: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x < 6: plant(Entities.Carrot) else: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
if x < 6: plant(Entities.Carrot) - elif x == 6: - plant(Entities.Pumpkin) else: - plant(Entities.Sunflower) + plant(Entities.Pumpkin) move(North) move(East)
- Write result the agent saw
Saved main (20 lines). Game time: 53m 30s elapsed, 5h 6m 30s of budget remaining.
- run_program at 53m 30s for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: carrot +1404, fertilizer +30, hay +2316, power -105.22, pumpkin +1614, water +30, wood +936. Game time: 58m 40s elapsed, 5h 1m 20s of budget remaining. Output: (none)
r141h 10mRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x == 2: plant(Entities.Cactus) elif x == 3: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x < 6: plant(Entities.Carrot) else: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
if x < 2: plant(Entities.Tree) - elif x < 4: + elif x == 2: + plant(Entities.Cactus) + elif x == 3: plant(Entities.Grass) else:
- Write result the agent saw
Saved main (22 lines). Game time: 1h 10m 10s elapsed, 4h 49m 50s of budget remaining.
- run_program at 1h 10m for 200s (agent saw)
Ran main for 3m 20s of game time; it is still running. Inventory change: cactus +146, carrot +336, fertilizer +20, hay +704, pumpkin +1076, water +20, wood +1808. Game time: 1h 13m 40s elapsed, 4h 46m 20s of budget remaining. Output: (none)
r151h 21mRan
n = get_world_size() while True: for i in range(n): for j in range(n): x = get_pos_x() if x == 3: if can_harvest(): harvest() plant(Entities.Grass) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() else: if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x == 2: plant(Entities.Cactus) else: if get_ground_type() == Grounds.Grassland: till() if x < 6: plant(Entities.Carrot) else: plant(Entities.Pumpkin) move(North) move(East)Changes from the previous revision
for j in range(n): x = get_pos_x() - if can_harvest(): - harvest() - if x < 2: - plant(Entities.Tree) - elif x == 2: - plant(Entities.Cactus) - elif x == 3: + if x == 3: + if can_harvest(): + harvest() plant(Entities.Grass) + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + harvest() else: - if get_ground_type() == Grounds.Grassland: - till() - if x < 6: - plant(Entities.Carrot) + if can_harvest(): + harvest() + if x < 2: + plant(Entities.Tree) + elif x == 2: + plant(Entities.Cactus) else: - plant(Entities.Pumpkin) + if get_ground_type() == Grounds.Grassland: + till() + if x < 6: + plant(Entities.Carrot) + else: + plant(Entities.Pumpkin) move(North) move(East)
- Write result the agent saw
Saved main (28 lines). Game time: 1h 21m 20s elapsed, 4h 38m 40s of budget remaining.
- run_program at 1h 21m for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: cactus +222, carrot +1696, fertilizer -177, hay -1684, pumpkin +1644, water +60, weird_substance +1452, wood +1280. Game time: 1h 26m 30s elapsed, 4h 33m 30s of budget remaining. Output: (none)
r161h 37mRan
def tile(x): if x == 3: if can_harvest(): harvest() plant(Entities.Grass) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() else: if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x == 2: plant(Entities.Cactus) else: if get_ground_type() == Grounds.Grassland: till() if x < 6: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) # start at x=0 for k in range(4): move(East) spawn_drone(run, 4, 8) for k in range(4): move(West) run(0, 4)Changes from the previous revision
- n = get_world_size() - while True: - for i in range(n): - for j in range(n): - x = get_pos_x() - if x == 3: - if can_harvest(): - harvest() - plant(Entities.Grass) - if num_items(Items.Fertilizer) > 0: - use_item(Items.Fertilizer) - harvest() + def tile(x): + if x == 3: + if can_harvest(): + harvest() + plant(Entities.Grass) + if num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + harvest() + else: + if can_harvest(): + harvest() + if x < 2: + plant(Entities.Tree) + elif x == 2: + plant(Entities.Cactus) + else: + if get_ground_type() == Grounds.Grassland: + till() + if x < 6: + plant(Entities.Carrot) else: - if can_harvest(): - harvest() - if x < 2: - plant(Entities.Tree) - elif x == 2: - plant(Entities.Cactus) - else: - if get_ground_type() == Grounds.Grassland: - till() - if x < 6: - plant(Entities.Carrot) - else: - plant(Entities.Pumpkin) - move(North) - move(East) + plant(Entities.Pumpkin) + + def run(x0, x1): + while True: + for x in range(x0, x1): + while get_pos_x() != x: + move(East) + for j in range(get_world_size()): + tile(x) + move(North) + while get_pos_x() != x0: + move(West) + + # start at x=0 + for k in range(4): + move(East) + spawn_drone(run, 4, 8) + for k in range(4): + move(West) + run(0, 4)
- Write result the agent saw
Saved main (41 lines). Game time: 1h 37m 20s elapsed, 4h 22m 40s of budget remaining.
- run_program at 1h 37m for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: carrot +896, fertilizer -147, hay +4156, pumpkin +1488, water +24, weird_substance +1084, wood +40. Game time: 1h 39m 30s elapsed, 4h 20m 30s of budget remaining. Output: Warning: Cannot plant Entities.Cactus on Grounds.Grassland. In: run <- tile plant(Entities.Cactus) ^^ --------------------------------------------------------------------
r171h 39mRan
def tile(x): if x == 3: if can_harvest(): harvest() plant(Entities.Grass) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() else: if can_harvest(): harvest() if x < 2: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() if x == 2: plant(Entities.Cactus) elif x < 6: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) while get_pos_x() != 4: move(East) spawn_drone(run, 4, 8) while get_pos_x() != 0: move(West) run(0, 4)Changes from the previous revision
if x < 2: plant(Entities.Tree) - elif x == 2: - plant(Entities.Cactus) else: if get_ground_type() == Grounds.Grassland: till() - if x < 6: + if x == 2: + plant(Entities.Cactus) + elif x < 6: plant(Entities.Carrot) else: move(West) - # start at x=0 - for k in range(4): + while get_pos_x() != 4: move(East) spawn_drone(run, 4, 8) - for k in range(4): + while get_pos_x() != 0: move(West) run(0, 4)
- Write result the agent saw
Saved main (40 lines). Game time: 1h 39m 50s elapsed, 4h 20m 10s of budget remaining.
- run_program at 1h 39m for 20s (agent saw)
Ran main for 20s of game time; it is still running. Inventory change: cactus +26, carrot +184, fertilizer -2, hay +176, pumpkin +216, water +4, weird_substance +32, wood +200. Game time: 1h 40m 20s elapsed, 4h 19m 40s of budget remaining. Output: (none)
r181h 46mRan
def tile(x): if x == 3: if can_harvest(): harvest() plant(Entities.Grass) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() else: if can_harvest(): harvest() if x < 2: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() if x == 2: plant(Entities.Cactus) elif x < 6: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) for k in range(3): for m in range(2): move(East) spawn_drone(run, 2 * (k + 1), 2 * (k + 2)) while get_pos_x() != 0: move(West) run(0, 2)Changes from the previous revision
move(West) - while get_pos_x() != 4: - move(East) - spawn_drone(run, 4, 8) + for k in range(3): + for m in range(2): + move(East) + spawn_drone(run, 2 * (k + 1), 2 * (k + 2)) while get_pos_x() != 0: move(West) - run(0, 4) + run(0, 2)
- Write result the agent saw
Saved main (41 lines). Game time: 1h 47m elapsed, 4h 13m of budget remaining.
- run_program at 1h 47m for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: cactus +345, carrot +580, fertilizer -78, hay +2480, pumpkin +1538, water +48, weird_substance +632, wood -576. Game time: 1h 49m 10s elapsed, 4h 10m 50s of budget remaining. Output: (none)
r191h 49mRan
def tile(x): if x == 5: if can_harvest(): harvest() plant(Entities.Grass) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() else: if can_harvest(): harvest() if x < 3: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() if x < 5: plant(Entities.Cactus) elif x < 9: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
def tile(x): - if x == 3: + if x == 5: if can_harvest(): harvest() if can_harvest(): harvest() - if x < 2: + if x < 3: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() - if x == 2: + if x < 5: plant(Entities.Cactus) - elif x < 6: + elif x < 9: plant(Entities.Carrot) else: move(West) + w = get_world_size() + per = w // 4 + while get_pos_x() != 0: + move(West) for k in range(3): - for m in range(2): + for m in range(per): move(East) - spawn_drone(run, 2 * (k + 1), 2 * (k + 2)) + spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) - run(0, 2) + run(0, per)
- Write result the agent saw
Saved main (45 lines). Game time: 1h 49m 50s elapsed, 4h 10m 10s of budget remaining.
- run_program at 1h 49m for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: cactus +352, carrot +956, fertilizer -5, hay +548, pumpkin +2404, water +48, weird_substance +132, wood -1104. Game time: 1h 52m elapsed, 4h 8m of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r201h 52mRan
def tile(x): if x == 5: if can_harvest(): harvest() plant(Entities.Grass) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() else: if can_harvest(): harvest() if x < 4: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() if x == 4: plant(Entities.Cactus) elif x < 8: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
if can_harvest(): harvest() - if x < 3: + if x < 4: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() - if x < 5: + if x == 4: plant(Entities.Cactus) - elif x < 9: + elif x < 8: plant(Entities.Carrot) else:
- Write result the agent saw
Saved main (45 lines). Game time: 1h 52m 20s elapsed, 4h 7m 40s of budget remaining.
- run_program at 1h 52m for 180s (agent saw)
Ran main for 3m of game time; it is still running. Inventory change: cactus +376, carrot -220, fertilizer -4, hay +568, pumpkin +6320, water +72, weird_substance +272, wood +1592. Game time: 1h 55m 30s elapsed, 4h 4m 30s of budget remaining. Output: (none)
r212h 07mRan
def tile(x): if x == 5: if can_harvest(): harvest() plant(Entities.Grass) if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) harvest() else: if can_harvest(): harvest() if x < 3: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() if x < 5: plant(Entities.Cactus) elif x < 8: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
if can_harvest(): harvest() - if x < 4: + if x < 3: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() - if x == 4: + if x < 5: plant(Entities.Cactus) elif x < 8:
- Write result the agent saw
Saved main (45 lines). Game time: 2h 8m 7s elapsed, 3h 51m 53s of budget remaining.
- run_program at 2h 08m for 360s (agent saw)
Ran main for 6m of game time; it is still running. Inventory change: cactus +1138, carrot -1828, fertilizer -138, hay -3016, pumpkin +12654, water +144, weird_substance +1240, wood -296. Game time: 2h 14m 17s elapsed, 3h 45m 43s of budget remaining. Output: (none)
r222h 36mRan
def tile(x): if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x == 4: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x < 4: plant(Entities.Cactus) elif x < 7: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
def tile(x): - if x == 5: - if can_harvest(): - harvest() + if can_harvest(): + harvest() + if x < 2: + plant(Entities.Tree) + elif x == 4: plant(Entities.Grass) - if num_items(Items.Fertilizer) > 0: - use_item(Items.Fertilizer) - harvest() else: - if can_harvest(): - harvest() - if x < 3: - plant(Entities.Tree) + if get_ground_type() == Grounds.Grassland: + till() + if x < 4: + plant(Entities.Cactus) + elif x < 7: + plant(Entities.Carrot) else: - if get_ground_type() == Grounds.Grassland: - till() - if x < 5: - plant(Entities.Cactus) - elif x < 8: - plant(Entities.Carrot) - else: - plant(Entities.Pumpkin) + plant(Entities.Pumpkin) def run(x0, x1):
- Write result the agent saw
Saved main (39 lines). Game time: 2h 36m 11s elapsed, 3h 23m 49s of budget remaining.
- run_program at 2h 36m for 600s (agent saw)
Ran main for 10m of game time; it is still running. Inventory change: fertilizer +120, water +240. Game time: 2h 46m 21s elapsed, 3h 13m 39s of budget remaining. Output: (none)
- run_program at 2h 47m for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: cactus +1305, carrot -2856, fertilizer +60, hay +144, pumpkin +11968, water +120, wood -1608. Game time: 2h 52m 11s elapsed, 3h 7m 49s of budget remaining. Output: (none)
r232h 52mRan
def tile(x): if can_harvest(): harvest() if x < 2: plant(Entities.Tree) else: if get_ground_type() == Grounds.Grassland: till() if x < 10: plant(Entities.Cactus) elif x == 10: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
if x < 2: plant(Entities.Tree) - elif x == 4: - plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() - if x < 4: + if x < 10: plant(Entities.Cactus) - elif x < 7: + elif x == 10: plant(Entities.Carrot) else:
- Write result the agent saw
Saved main (37 lines). Game time: 2h 52m 31s elapsed, 3h 7m 29s of budget remaining.
- run_program at 2h 52m for 600s (agent saw)
Ran main for 10m of game time; it is still running. Inventory change: cactus +8248, carrot +5352, fertilizer +120, hay -7624, pumpkin -13172, water +240, wood +5000. Game time: 3h 2m 41s elapsed, 2h 57m 19s of budget remaining. Output: (none)
- run_program at 3h 15m for 60s (agent saw)
Ran main for 1m of game time; it is still running. Inventory change: cactus +792, carrot -480, fertilizer +12, pumpkin -1418, water +24, wood +680. Game time: 3h 17m 7s elapsed, 2h 42m 53s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r243h 25mRan
def tile(x): if can_harvest(): harvest() if x < 4: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x < 10: plant(Entities.Cactus) elif x == 10: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
if can_harvest(): harvest() - if x < 2: - plant(Entities.Tree) + if x < 4: + plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland:
- Write result the agent saw
Saved main (37 lines). Game time: 3h 25m 42s elapsed, 2h 34m 18s of budget remaining.
- run_program at 3h 25m for 120s (agent saw)
Ran main for 2m of game time; it is still running. Inventory change: cactus +1125, carrot +1076, fertilizer +48, hay +4744, pumpkin -1766, water +48, wood -1528. Game time: 3h 27m 52s elapsed, 2h 32m 8s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ --------------------------------------------------------------------- run_program at 3h 44m for 240s (agent saw)
Ran main for 4m of game time; it is still running. Inventory change: cactus +2337, carrot -724, fertilizer +96, hay +11304, pumpkin -3352, water +96, wood -992. Game time: 3h 48m 27s elapsed, 2h 11m 33s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r254h 04mRan
def tile(x): if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x < 4: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x < 10: plant(Entities.Cactus) elif x == 10: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
if can_harvest(): harvest() - if x < 4: + if x < 2: + plant(Entities.Tree) + elif x < 4: plant(Entities.Grass) else:
- Write result the agent saw
Saved main (39 lines). Game time: 4h 4m 38s elapsed, 1h 55m 22s of budget remaining.
- run_program at 4h 04m for 270s (agent saw)
Ran main for 4m 30s of game time; it is still running. Inventory change: cactus +2604, carrot +1980, fertilizer +108, hay +9096, pumpkin -3780, water +108, wood +2632. Game time: 4h 9m 18s elapsed, 1h 50m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ --------------------------------------------------------------------- run_program at 4h 28m for 270s (agent saw)
Ran main for 4m 30s of game time; it is still running. Inventory change: cactus +2543, carrot +2488, fertilizer +108, hay +8528, pumpkin -3876, water +108, wood +2496. Game time: 4h 33m 4s elapsed, 1h 26m 56s of budget remaining. Output: (none)
r264h 52mRan
def tile(x): if can_harvest(): harvest() if x < 2: plant(Entities.Tree) elif x == 2: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() if x < 9: plant(Entities.Cactus) elif x == 9: plant(Entities.Carrot) else: plant(Entities.Pumpkin) def run(x0, x1): while True: for x in range(x0, x1): while get_pos_x() != x: move(East) for j in range(get_world_size()): tile(x) move(North) while get_pos_x() != x0: move(West) w = get_world_size() per = w // 4 while get_pos_x() != 0: move(West) for k in range(3): for m in range(per): move(East) spawn_drone(run, per * (k + 1), per * (k + 2)) while get_pos_x() != 0: move(West) run(0, per)Changes from the previous revision
if x < 2: plant(Entities.Tree) - elif x < 4: + elif x == 2: plant(Entities.Grass) else: if get_ground_type() == Grounds.Grassland: till() - if x < 10: + if x < 9: plant(Entities.Cactus) - elif x == 10: + elif x == 9: plant(Entities.Carrot) else:
- Write result the agent saw
Saved main (39 lines). Game time: 4h 52m 10s elapsed, 1h 7m 50s of budget remaining.
- run_program at 4h 52m for 300s (agent saw)
Ran main for 5m of game time; it is still running. Inventory change: cactus +2824, carrot -1256, fertilizer +120, hay +5744, pumpkin -212, water +120, wood +3272. Game time: 4h 57m 20s elapsed, 1h 2m 40s of budget remaining. Output: (none)
- run_program at 5h 16m for 270s (agent saw)
Ran main for 4m 30s of game time; it is still running. Inventory change: cactus +2553, carrot -1012, fertilizer +108, hay +5024, pumpkin -216, water +108, wood +2784. Game time: 5h 21m 18s elapsed, 38m 42s of budget remaining. Output: (none)
- run_program at 5h 40m for 200s (agent saw)
Ran main for 3m 20s of game time; it is still running. Inventory change: cactus +1869, carrot -848, fertilizer +80, hay +3808, pumpkin +276, water +80, wood +1728. Game time: 5h 44m 1s elapsed, 15m 59s of budget remaining. Output: (none)
- run_program at 5h 58m for 70s (agent saw)
Ran main for 1m 10s of game time; it is still running. Inventory change: cactus +627, carrot -428, fertilizer +28, hay +1176, pumpkin -194, water +28, wood +624. Game time: 5h 59m 57s elapsed, 3s of budget remaining. Output: (none)
maze.py
r11h 27mRan
dirs = [North, East, South, West] def solve(): d = 0 while True: if get_entity_type() == Entities.Treasure: harvest() return r = (d + 1) % 4 if move(dirs[r]): d = r elif move(dirs[d]): pass else: d = (d + 3) % 4 while True: plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)) solve()- Write result the agent saw
Saved maze (19 lines). Game time: 1h 27m 20s elapsed, 4h 32m 40s of budget remaining.
- run_program at 1h 27m for 60s (agent saw)
Ran maze for 1m of game time; it is still running. Inventory change: fertilizer +6, water +12, weird_substance -8. Game time: 1h 28m 30s elapsed, 4h 31m 30s of budget remaining. Output: (none)
r21h 28mRan
dirs = [North, East, South, West] def solve(): d = 0 while True: if get_entity_type() == Entities.Treasure: harvest() return r = (d + 1) % 4 if move(dirs[r]): d = r elif move(dirs[d]): pass else: d = (d + 3) % 4 move(West) while True: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)) solve()Changes from the previous revision
d = (d + 3) % 4 + move(West) while True: + harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1))
- Write result the agent saw
Saved maze (21 lines). Game time: 1h 29m elapsed, 4h 31m of budget remaining.
- run_program at 1h 29m for 30s (agent saw)
Ran maze for 30s of game time; it is still running. Inventory change: carrot +4, fertilizer +3, gold +448, water +6, weird_substance -60. Game time: 1h 29m 40s elapsed, 4h 30m 20s of budget remaining. Output: (none)
- run_program at 1h 32m for 150s (agent saw)
Ran maze for 2m 30s of game time; it is still running. Inventory change: fertilizer +15, gold +1728, water +30, weird_substance -224. Game time: 1h 34m 50s elapsed, 4h 25m 10s of budget remaining. Output: (none)
- run_program at 1h 40m for 300s (agent saw)
Ran maze for 5m of game time; it is still running. Inventory change: fertilizer +60, gold +4096, water +120, weird_substance -520. Game time: 1h 45m 40s elapsed, 4h 14m 20s of budget remaining. Output: (none)
- run_program at 2h 30m for 300s (agent saw)
Ran maze for 5m of game time; it is still running. Inventory change: fertilizer +60, gold +4176, water +120, weird_substance -360. Game time: 2h 35m 51s elapsed, 3h 24m 9s of budget remaining. Output: (none)
dino.py
r11h 56mSaved, never run
w = get_world_size() # clear field def clear_all(): for x in range(w): for y in range(w): harvest() move(North) move(East) def go(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) go(0, 0) clear_all() go(0, 0) change_hat(Hats.Dinosaur_Hat) for lap in range(laps): for y in range(w): if y % 2 == 0: for x in range(1, w): move(East) else: for x in range(1, w): move(West) if y < w - 1: move(North) move(West) for y in range(w - 1): move(South) move(East) if False else None change_hat(Hats.Green_Hat)- Write result the agent saw
Saved dino (38 lines). Game time: 1h 56m 20s elapsed, 4h 3m 40s of budget remaining.
r21h 56mRan
w = get_world_size() laps = 6 def go(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) for x in range(w): for y in range(w): harvest() move(North) move(East) go(0, 0) change_hat(Hats.Dinosaur_Hat) for lap in range(laps): move(East) for y in range(w): for x in range(w - 2): if y % 2 == 0: move(East) else: move(West) if y < w - 1: move(North) move(West) for y in range(w - 1): move(South) change_hat(Hats.Green_Hat)Changes from the previous revision
w = get_world_size() - # clear field - def clear_all(): - for x in range(w): - for y in range(w): - harvest() - move(North) - move(East) + laps = 6 def go(tx, ty): move(South) - go(0, 0) - clear_all() + for x in range(w): + for y in range(w): + harvest() + move(North) + move(East) go(0, 0) change_hat(Hats.Dinosaur_Hat) for lap in range(laps): + move(East) for y in range(w): - if y % 2 == 0: - for x in range(1, w): + for x in range(w - 2): + if y % 2 == 0: move(East) - else: - for x in range(1, w): + else: move(West) if y < w - 1: for y in range(w - 1): move(South) - move(East) if False else None change_hat(Hats.Green_Hat)
- Write result the agent saw
Saved dino (34 lines). Game time: 1h 56m 30s elapsed, 4h 3m 30s of budget remaining.
- run_program at 1h 56m for 120s (agent saw)
Ran dino for 1m 51s of game time; it finished. Inventory change: bone +225, cactus -18, carrot +192, fertilizer +22, hay +128, pumpkin +196, water +44, wood +640. Game time: 1h 58m 42s elapsed, 4h 1m 18s of budget remaining. Output: (none)
r31h 58mRan
w = get_world_size() laps = 90 def go(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) for x in range(w): for y in range(w): harvest() move(North) move(East) go(0, 0) change_hat(Hats.Dinosaur_Hat) for lap in range(laps): move(East) for y in range(w): for x in range(w - 2): if y % 2 == 0: move(East) else: move(West) if y < w - 1: move(North) move(West) for y in range(w - 1): move(South) change_hat(Hats.Green_Hat)Changes from the previous revision
w = get_world_size() - laps = 6 + laps = 90 def go(tx, ty):
- Write result the agent saw
Saved dino (34 lines). Game time: 1h 58m 52s elapsed, 4h 1m 8s of budget remaining.
- run_program at 1h 58m for 600s (agent saw)
Ran dino for 8m 55s of game time; it finished. Inventory change: bone +2704, cactus -104, fertilizer +107, water +214. Game time: 2h 7m 57s elapsed, 3h 52m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Apple. In: move(South) ^^ --------------------------------------------------------------------- run_program at 2h 14m for 1200s (agent saw)
Ran dino for 3m 42s of game time; it finished. Inventory change: bone +20449, cactus -260, carrot +192, fertilizer +44, hay +144, pumpkin +196, water +89, wood +160. Game time: 2h 18m 18s elapsed, 3h 41m 42s of budget remaining. Output: (none)
- run_program at 2h 18m for 600s (agent saw)
Ran dino for 3m 49s of game time; it finished. Inventory change: bone +20449, cactus -286, fertilizer +46, water +92. Game time: 2h 22m 18s elapsed, 3h 37m 42s of budget remaining. Output: (none)
- run_program at 2h 22m for 600s (agent saw)
Ran dino for 4m 8s of game time; it finished. Inventory change: bone +20449, cactus -286, fertilizer +50, water +99. Game time: 2h 26m 35s elapsed, 3h 33m 25s of budget remaining. Output: (none)
- run_program at 2h 26m for 600s (agent saw)
Ran dino for 3m 56s of game time; it finished. Inventory change: bone +20449, cactus -286, fertilizer +47, water +94. Game time: 2h 30m 41s elapsed, 3h 29m 19s of budget remaining. Output: (none)
- run_program at 3h 07m for 900s (agent saw)
Ran dino for 3m 56s of game time; it finished. Inventory change: bone +40898, cactus -448, fertilizer +47, pumpkin +44, water +94, wood +880. Game time: 3h 11m 54s elapsed, 2h 48m 6s of budget remaining. Output: (none)
- run_program at 3h 11m for 900s (agent saw)
Ran dino for 3m 53s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +47, water +93. Game time: 3h 15m 57s elapsed, 2h 44m 3s of budget remaining. Output: (none)
- run_program at 3h 17m for 900s (agent saw)
Ran dino for 3m 35s of game time; it finished. Inventory change: bone +40898, cactus -460, fertilizer +43, pumpkin +44, water +87. Game time: 3h 21m 3s elapsed, 2h 38m 57s of budget remaining. Output: (none)
- run_program at 3h 21m for 900s (agent saw)
Ran dino for 3m 49s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +46, water +91. Game time: 3h 25m 2s elapsed, 2h 34m 58s of budget remaining. Output: (none)
- run_program at 3h 27m for 900s (agent saw)
Ran dino for 4m 9s of game time; it finished. Inventory change: bone +40898, cactus -469, carrot +160, fertilizer +100, hay +376, pumpkin +32, water +100. Game time: 3h 32m 11s elapsed, 2h 27m 49s of budget remaining. Output: (none)
- run_program at 3h 32m for 900s (agent saw)
Ran dino for 4m 9s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +100, water +100. Game time: 3h 36m 30s elapsed, 2h 23m 30s of budget remaining. Output: (none)
- run_program at 3h 36m for 900s (agent saw)
Ran dino for 3m 24s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +81, water +81. Game time: 3h 40m 5s elapsed, 2h 19m 55s of budget remaining. Output: (none)
- run_program at 3h 40m for 900s (agent saw)
Ran dino for 4m 2s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +97, water +97. Game time: 3h 44m 17s elapsed, 2h 15m 43s of budget remaining. Output: (none)
- run_program at 3h 48m for 900s (agent saw)
Ran dino for 3m 57s of game time; it finished. Inventory change: bone +40898, cactus -473, fertilizer +95, hay +384, pumpkin +40, water +95. Game time: 3h 52m 33s elapsed, 2h 7m 27s of budget remaining. Output: (none)
- run_program at 3h 52m for 900s (agent saw)
Ran dino for 3m 44s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +90, water +90. Game time: 3h 56m 28s elapsed, 2h 3m 32s of budget remaining. Output: (none)
- run_program at 3h 56m for 900s (agent saw)
Ran dino for 3m 58s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +95, water +95. Game time: 4h 36s elapsed, 1h 59m 24s of budget remaining. Output: (none)
- run_program at 4h 00m for 900s (agent saw)
Ran dino for 3m 32s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +85, water +85. Game time: 4h 4m 18s elapsed, 1h 55m 42s of budget remaining. Output: (none)
- run_program at 5h 54m for 290s (agent saw)
Ran dino for 3m 38s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +87, water +87. Game time: 5h 58m 37s elapsed, 1m 23s of budget remaining. Output: (none)
clear.py
r12h 46mRanFinal
harvest()- Write result the agent saw
Saved clear (1 lines). Game time: 2h 46m 51s elapsed, 3h 13m 9s of budget remaining.
- run_program at 2h 46m for 3s (agent saw)
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 2h 47m 1s elapsed, 3h 12m 59s of budget remaining. Output: (none)
dino5.py
r14h 09mRan
w = get_world_size() laps = 90 def go(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) for rep in range(5): for x in range(w): for y in range(w): harvest() move(North) move(East) go(0, 0) change_hat(Hats.Dinosaur_Hat) for lap in range(laps): move(East) for y in range(w): for x in range(w - 2): if y % 2 == 0: move(East) else: move(West) if y < w - 1: move(North) move(West) for y in range(w - 1): move(South) change_hat(Hats.Green_Hat)- Write result the agent saw
Saved dino5 (35 lines). Game time: 4h 9m 28s elapsed, 1h 50m 32s of budget remaining.
- run_program at 4h 09m for 1500s (agent saw)
Ran dino5 for 18m 45s of game time; it finished. Inventory change: bone +204490, cactus -2780, carrot +96, fertilizer +450, hay +192, pumpkin +40, water +450, wood +360. Game time: 4h 28m 24s elapsed, 1h 31m 36s of budget remaining. Output: (none)
- run_program at 4h 33m for 1500s (agent saw)
Ran dino5 for 18m 46s of game time; it finished. Inventory change: bone +204490, cactus -2787, carrot +96, fertilizer +450, hay +192, pumpkin +44, water +450, wood +80. Game time: 4h 52m elapsed, 1h 8m of budget remaining. Output: (none)
- run_program at 4h 57m for 1500s (agent saw)
Ran dino5 for 19m 9s of game time; it finished. Inventory change: bone +204490, cactus -2770, carrot +96, fertilizer +460, hay +152, pumpkin +108, water +460, wood +280. Game time: 5h 16m 38s elapsed, 43m 22s of budget remaining. Output: (none)
- run_program at 5h 21m for 1500s (agent saw)
Ran dino5 for 19m 2s of game time; it finished. Inventory change: bone +204490, cactus -2785, carrot +96, fertilizer +457, hay +152, pumpkin +152, water +457, wood +280. Game time: 5h 40m 31s elapsed, 19m 29s of budget remaining. Output: (none)
dino3.py
r15h 44mRan
w = get_world_size() laps = 90 def go(tx, ty): while get_pos_x() < tx: move(East) while get_pos_x() > tx: move(West) while get_pos_y() < ty: move(North) while get_pos_y() > ty: move(South) for rep in range(3): for x in range(w): for y in range(w): harvest() move(North) move(East) go(0, 0) change_hat(Hats.Dinosaur_Hat) for lap in range(laps): move(East) for y in range(w): for x in range(w - 2): if y % 2 == 0: move(East) else: move(West) if y < w - 1: move(North) move(West) for y in range(w - 1): move(South) change_hat(Hats.Green_Hat)- Write result the agent saw
Saved dino3 (35 lines). Game time: 5h 44m 11s elapsed, 15m 49s of budget remaining.
- run_program at 5h 44m for 900s (agent saw)
Ran dino3 for 10m 28s of game time; it finished. Inventory change: bone +122694, cactus -1608, carrot +96, fertilizer +251, hay +96, pumpkin +100, water +251, wood +80. Game time: 5h 54m 49s elapsed, 5m 11s of budget remaining. Output: (none)
log
Step by step
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
docs_readpath="docs/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="main" · evidenceresult
Saved main (8 lines). Game time: 50s elapsed, 5h 59m 10s of budget remaining.
- 50s
run_programname="main" seconds=30result
Ran main for 4s of game time; it finished. Inventory change: hay +8. Game time: 1m 4s elapsed, 5h 58m 56s of budget remaining. Output: (none)
- 1m 04s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 1m 14s elapsed, 5h 58m 46s of budget remaining.
- 1m 14s
write_programname="main" · evidenceresult
Saved main (2 lines). Game time: 1m 24s elapsed, 5h 58m 36s of budget remaining.
- 1m 24ssaidHarvesting hay in a loop to afford the speed, expand and plant upgrades.
- 1m 24s
run_programname="main" seconds=60result
Ran main for 1m of game time; it is still running. Inventory change: hay +120. Game time: 2m 34s elapsed, 5h 57m 26s of budget remaining. Output: (none)
- 2m 34s
buy_upgradeupgrades=["speed","expand","plant"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 2m 44s elapsed, 5h 57m 16s of budget remaining.
- 2m 44s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 2m 54s
write_programname="main" · evidenceresult
Stop the program before editing it.
- 3m 04s
run_programname="main" seconds=20result
Ran main for 20s of game time; it is still running. Inventory change: no change. Game time: 3m 34s elapsed, 5h 56m 26s of budget remaining. Output: (none)
- 3m 34s
stop_programresult
Program stopped. Game time: 3m 44s elapsed, 5h 56m 16s of budget remaining.
- 3m 44s
write_programname="main" · evidenceresult
Saved main (7 lines). Game time: 3m 54s elapsed, 5h 56m 6s of budget remaining.
- 3m 54s
run_programname="main" seconds=30result
Ran main for 3s of game time; it stopped with an error: Unlocks.Operators must be unlocked before this can be used. Inventory change: hay +3. Game time: 4m 7s elapsed, 5h 55m 53s of budget remaining. Output: Error: Unlocks.Operators must be unlocked before this can be used. In: elif get_entity_type() == None: ^^ --------------------------------------------------------… - 4m 07s
write_programname="main" · evidenceresult
Saved main (5 lines). Game time: 4m 17s elapsed, 5h 55m 43s of budget remaining.
- 4m 17s
run_programname="main" seconds=40result
Ran main for 40s of game time; it is still running. Inventory change: wood +25. Game time: 5m 7s elapsed, 5h 54m 53s of budget remaining. Output: (none)
- 5m 07s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 5m 17s elapsed, 5h 54m 43s of budget remaining.
- 5m 17s
waitseconds=60result
Waited 1m (time up). Program: main running. Inventory change: wood +62. Game time: 6m 27s elapsed, 5h 53m 33s of budget remaining.
- 6m 27s
observeresult
Game time: 6m 37s elapsed, 5h 53m 23s of budget remaining. Program: main (running). Inventory: hay 48, wood 97. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush, Gr=grass. y= 2 _Bu3 _Gr3 _Gr3 y= 1 _Bu1 _Gr3 _Gr3 y= 0 _Bu2* _Gr3 _Gr3 Recent output: (no…
- 6m 37s
stop_programresult
Program stopped. Game time: 6m 47s elapsed, 5h 53m 13s of budget remaining.
- 6m 47s
write_programname="main" · evidenceresult
Saved main (9 lines). Game time: 6m 57s elapsed, 5h 53m 3s of budget remaining.
- 6m 57s
run_programname="main" seconds=5result
Ran main for 0s of game time; it stopped with an error: Unlocks.Operators must be unlocked before this can be used. Inventory change: wood +5. Game time: 7m 7s elapsed, 5h 52m 53s of budget remaining. Output: Error: Unlocks.Operators must be unlocked before this can be used. In: plant(Entities.Bush) ^^ -------------------------------------------------------------------- - 7m 07ssaidUnroll without operators.
- 7m 07s
write_programname="main" · evidenceresult
Saved main (17 lines). Game time: 7m 17s elapsed, 5h 52m 43s of budget remaining.
- 7m 17s
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: hay +139, wood +104. Game time: 9m 27s elapsed, 5h 50m 33s of budget remaining. Output: (none)
- 9m 27s
buy_upgradeupgrades=["operators","carrots","speed","speed"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Could not buy speed: Not enough resources. Game time: 9m 37s elapsed, 5h 50m 23s of budget remaining.
- 9m 37s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 9m 47s
docs_readpath="unlocks/carrots"result
## Carrots Increases the yield and cost of carrots. 100% => 200% ### Unlock Cost [Current cost: wood=250] [Tutorial](docs/unlocks/carrots.md) Game time: 9m 57s elapsed, 5h 50m 3s of budget remaining.
- 9m 57s
stop_programresult
Program stopped. Game time: 10m 7s elapsed, 5h 49m 53s of budget remaining.
- 10m 07s
write_programname="main" · evidenceresult
Saved main (23 lines). Game time: 10m 17s elapsed, 5h 49m 43s of budget remaining.
- 10m 17s
run_programname="main" seconds=60result
Ran main for 1m of game time; it is still running. Inventory change: carrot +36, hay +55, wood +51. Game time: 11m 27s elapsed, 5h 48m 33s of budget remaining. Output: (none)
- 11m 27s
waitseconds=90result
Waited 1m 30s (time up). Program: main running. Inventory change: carrot +40, hay +86, wood +76. Game time: 13m 7s elapsed, 5h 46m 53s of budget remaining.
- 13m 07s
buy_upgradeupgrades=["speed","senses"] · evidenceresult
Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Game time: 13m 17s elapsed, 5h 46m 43s of budget remaining.
- 13m 17s
waitseconds=90result
Waited 1m 30s (time up). Program: main running. Inventory change: carrot +84, hay +143, wood +45. Game time: 14m 57s elapsed, 5h 45m 3s of budget remaining.
- 14m 57s
buy_upgradeupgrades=["trees","variables","functions"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Could not buy functions: Not enough resources. Game time: 15m 7s elapsed, 5h 44m 53s of budget remaining.
- 15m 07s
stop_programresult
Program stopped. Game time: 15m 17s elapsed, 5h 44m 43s of budget remaining.
- 15m 17s
write_programname="main" · evidenceresult
Saved main (15 lines). Game time: 15m 27s elapsed, 5h 44m 33s of budget remaining.
- 15m 27s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 15m 37s elapsed, 5h 44m 23s of budget remaining.
- 15m 37s
run_programname="main" seconds=60result
Ran main for 1m of game time; it is still running. Inventory change: carrot +35, hay +89, wood +148. Game time: 16m 47s elapsed, 5h 43m 13s of budget remaining. Output: (none)
- 16m 47s
waitseconds=120result
Waited 2m (time up). Program: main running. Inventory change: carrot +113, hay +147, wood +307. Game time: 18m 57s elapsed, 5h 41m 3s of budget remaining.
- 18m 57s
buy_upgradeupgrades=["pumpkins","functions"] · evidenceresult
Could not buy pumpkins: Not enough resources. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Game time: 19m 7s elapsed, 5h 40m 53s of budget remaining.
- 19m 07s
waitseconds=90 until_affordable="pumpkins"result
Waited 57s (pumpkins is affordable). Program: main running. Inventory change: carrot +44, hay +81, wood +77. Game time: 20m 14s elapsed, 5h 39m 46s of budget remaining.
- 20m 14s
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 20m 24s elapsed, 5h 39m 36s of budget remaining.
- 20m 24s
observeresult
Game time: 20m 34s elapsed, 5h 39m 26s of budget remaining. Program: main (running). Inventory: hay 727, wood 418, carrot 13. 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: Tr=tree, Ca=carrot, Gr=grass. y= 3 _Tr1 #Ca1 _Gr3 _Tr2 y= 2 _Tr1 #Ca2 _Gr3 _Tr2 y= 1…
- 20m 34s
buy_upgradeupgrades=["grass","grass","watering"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Could not buy grass: Not enough resources. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Game time: 20m 44s elapsed, 5h 39m 16s of budget remaining.
- 20m 44s
stop_programresult
Program stopped. Game time: 20m 54s elapsed, 5h 39m 6s of budget remaining.
- 20m 54s
write_programname="main" · evidenceresult
Saved main (18 lines). Game time: 21m 4s elapsed, 5h 38m 56s of budget remaining.
- 21m 04s
run_programname="main" seconds=90result
Ran main for 1m 30s of game time; it is still running. Inventory change: carrot +61, hay -61, pumpkin +40, water +9, wood +80. Game time: 22m 44s elapsed, 5h 37m 16s of budget remaining. Output: (none)
- 22m 44s
waitseconds=120result
Waited 2m (time up). Program: main running. Inventory change: carrot +78, hay -114, pumpkin +67, water +12, wood +86. Game time: 24m 54s elapsed, 5h 35m 6s of budget remaining.
- 24m 54s
stop_programresult
Program stopped. Game time: 25m 4s elapsed, 5h 34m 56s of budget remaining.
- 25m 04s
write_programname="main" · evidenceresult
Saved main (20 lines). Game time: 25m 14s elapsed, 5h 34m 46s of budget remaining.
- 25m 14s
run_programname="main" seconds=60result
Ran main for 1m of game time; it is still running. Inventory change: carrot +28, hay +65, pumpkin +27, water +6, wood +84. Game time: 26m 24s elapsed, 5h 33m 36s of budget remaining. Output: (none)
- 26m 24s
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 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots…
- 26m 34s
buy_upgradeupgrades=["expand","trees"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Game time: 26m 44s elapsed, 5h 33m 16s of budget remaining.
- 26m 44s
stop_programresult
Program stopped. Game time: 26m 54s elapsed, 5h 33m 6s of budget remaining.
- 26m 54s
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: carrot +116, hay +126, pumpkin +33, water +12, wood +434. Game time: 29m 4s elapsed, 5h 30m 56s of budget remaining. Output: (none)
- 29m 04s
waitseconds=120result
Waited 2m (time up). Program: main running. Inventory change: carrot +120, hay +46, pumpkin +38, water +12, wood +414. Game time: 31m 14s elapsed, 5h 28m 46s of budget remaining.
- 31m 14s
buy_upgradeupgrades=["carrots","fertilizer","grass"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought grass, now level 3. Paid wood 500. Game time: 31m 24s elapsed, 5h 28m 36s of budget remaining.
- 31m 24s
waitseconds=150 until_resources={"carrot":520}result
Waited 32s (carrot reached 524). Program: main running. Inventory change: carrot +88, fertilizer +3, hay +14, pumpkin +11, water +3, wood +54. Game time: 32m 6s elapsed, 5h 27m 54s of budget remaining.
- 32m 06s
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Game time: 32m 16s elapsed, 5h 27m 44s of budget remaining.
- 32m 16s
waitseconds=150 until_resources={"carrot":520}result
Waited 1m 44s (carrot reached 520). Program: main running. Inventory change: carrot +424, fertilizer +10, hay +66, pumpkin +45, water +10, wood +50. Game time: 34m 10s elapsed, 5h 25m 50s of budget remaining.
- 34m 10s
buy_upgradeupgrades=["sunflowers"] · evidenceresult
Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Game time: 34m 20s elapsed, 5h 25m 40s of budget remaining.
- 34m 20s
docs_readpath="unlocks/sunflowers"result
## Sunflowers Sunflowers and Power. plant(Entities.Sunflowers) [Tutorial](docs/unlocks/sunflowers.md) Game time: 34m 30s elapsed, 5h 25m 30s of budget remaining.
- 34m 30s
stop_programresult
Program stopped. Game time: 34m 40s elapsed, 5h 25m 20s of budget remaining.
- 34m 40s
write_programname="main" · evidenceresult
Saved main (26 lines). Game time: 34m 50s elapsed, 5h 25m 10s of budget remaining.
- 34m 50s
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: carrot +153, fertilizer +12, hay +44, pumpkin +225, water +12, wood +150. Game time: 37m elapsed, 5h 23m of budget remaining. Output: (none)
- 37m 00s
observeresult
Game time: 37m 10s elapsed, 5h 22m 50s of budget remaining. Program: main (running). Inventory: hay 418, wood 466, carrot 280, pumpkin 571, water 97, fertilizer 33. 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, Su=sunflower, Ca=carrot, Pu=pumpkin, Tr=tre…
- 37m 10s
waitseconds=180result
Waited 3m (time up). Program: main running. Inventory change: carrot +177, fertilizer +18, hay +58, power -2.63, pumpkin +423, water +18, wood +98. Game time: 40m 20s elapsed, 5h 19m 40s of budget remaining.
- 40m 20s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 40m 30s elapsed, 5h 19m 30s of budget remaining.
- 40m 30s
stop_programresult
Program stopped. Game time: 40m 40s elapsed, 5h 19m 20s of budget remaining.
- 40m 40s
run_programname="main" seconds=240result
Ran main for 4m of game time; it is still running. Inventory change: carrot +792, fertilizer +24, hay -580, pumpkin +460, water +24, wood -254. Game time: 44m 50s elapsed, 5h 15m 10s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 44m 50s
observeresult
Game time: 45m elapsed, 5h 15m of budget remaining. Program: main (running). Inventory: wood 354, carrot 1261, pumpkin 513, water 144, fertilizer 80, power 1.21. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Tr=tree, Su=sunflower, Ca=carrot, Pu=pumpkin, De=dead_pu…
- 45m 00s
stop_programresult
Program stopped. Game time: 45m 10s elapsed, 5h 14m 50s of budget remaining.
- 45m 10s
write_programname="main" · evidenceresult
Saved main (22 lines). Game time: 45m 20s elapsed, 5h 14m 40s of budget remaining.
- 45m 20s
run_programname="main" seconds=180result
Ran main for 3m of game time; it is still running. Inventory change: carrot +514, fertilizer +18, hay +1520, power +44.40, pumpkin +138, water +18, wood +10. Game time: 48m 30s elapsed, 5h 11m 30s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: plant(Entities.Carrot) ^^ ---------------------------------------------------------… - 48m 30s
buy_upgradeupgrades=["pumpkins","trees","speed","utilities"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Could not buy speed: Not enough resources. Could not buy utilities: Not enough resources. Game time: 48m 40s elapsed, 5h 11m 20s of budget remaining.
- 48m 40s
waitseconds=240result
Waited 4m (time up). Program: main running. Inventory change: carrot +580, fertilizer +24, hay +2104, power +57.99, pumpkin +336, water +24, wood +1032. Game time: 52m 50s elapsed, 5h 7m 10s of budget remaining.
- 52m 50s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 53m 00s
buy_upgradeupgrades=["speed","carrots","debug","hats"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. Bought hats, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/hats.md. Game time: 53m 10s elap…
- 53m 10s
stop_programresult
Program stopped. Game time: 53m 20s elapsed, 5h 6m 40s of budget remaining.
- 53m 20s
write_programname="main" · evidenceresult
Saved main (20 lines). Game time: 53m 30s elapsed, 5h 6m 30s of budget remaining.
- 53m 30s
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: carrot +1404, fertilizer +30, hay +2316, power -105.22, pumpkin +1614, water +30, wood +936. Game time: 58m 40s elapsed, 5h 1m 20s of budget remaining. Output: (none)
- 58m 40s
buy_upgradeupgrades=["trees","pumpkins"] · evidenceresult
Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Could not buy pumpkins: Not enough resources. Game time: 58m 50s elapsed, 5h 1m 10s of budget remaining.
- 58m 50s
waitseconds=300 until_affordable="cactus"result
Waited 5m (time up). Program: main running. Inventory change: carrot +1520, fertilizer +30, hay +1012, pumpkin +1070, water +30, wood +2452. Game time: 1h 4m elapsed, 4h 56m of budget remaining.
- 1h 04m
buy_upgradeupgrades=["cactus","pumpkins","grass"] · evidenceresult
Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Bought grass, now level 4. Paid wood 2500. Game time: 1h 4m 10s elapsed, 4h 55m 50s of budget remaining.
- 1h 04m
observeresult
Game time: 1h 4m 20s elapsed, 4h 55m 40s of budget remaining. Program: main (running). Inventory: hay 1680, wood 1698, carrot 3617, pumpkin 3876, water 260, fertilizer 196. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Tr=tree, Gr=grass, Ca=carrot, Pu=pumpkin, De=…
- 1h 04m
waitseconds=300 until_affordable="cactus"result
Waited 5m (time up). Program: main running. Inventory change: carrot +1504, fertilizer +30, hay +4048, pumpkin +1068, water +30, wood +3552. Game time: 1h 9m 30s elapsed, 4h 50m 30s of budget remaining.
- 1h 09m
buy_upgradeupgrades=["pumpkins","carrots","cactus"] · evidenceresult
Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy carrots: Not enough resources. Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 1h 9m 40s elapsed, 4h 50m 20s of budget remaining.
- 1h 09m
docs_readpath="unlocks/cactus"result
## Cactus Increases the yield and cost of cactus. 100% => 200% ### Unlock Cost [Current cost: pumpkin=20000] [Tutorial](docs/unlocks/cactus.md) Game time: 1h 9m 50s elapsed, 4h 50m 10s of budget remaining.
- 1h 09msaidPlant cactus on column 2.
- 1h 09m
stop_programresult
Program stopped. Game time: 1h 10m elapsed, 4h 50m of budget remaining.
- 1h 10m
write_programname="main" · evidenceresult
Saved main (22 lines). Game time: 1h 10m 10s elapsed, 4h 49m 50s of budget remaining.
- 1h 10m
run_programname="main" seconds=200result
Ran main for 3m 20s of game time; it is still running. Inventory change: cactus +146, carrot +336, fertilizer +20, hay +704, pumpkin +1076, water +20, wood +1808. Game time: 1h 13m 40s elapsed, 4h 46m 20s of budget remaining. Output: (none)
- 1h 13m
buy_upgradeupgrades=["carrots","fertilizer","watering"] · evidenceresult
Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy fertilizer: Not enough resources. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 13m 50s elapsed, 4h 46m 10s of budget remaining.
- 1h 13m
waitseconds=400 until_affordable="expand"result
Waited 6m 40s (time up). Program: main running. Inventory change: cactus +314, carrot +3528, fertilizer +40, hay -384, pumpkin +2396, water +80, wood +1280. Game time: 1h 20m 40s elapsed, 4h 39m 20s of budget remaining.
- 1h 20m
observeresult
Game time: 1h 20m 50s elapsed, 4h 39m 10s of budget remaining. Program: main (running). Inventory: hay 6560, wood 2248, carrot 5313, pumpkin 3852, cactus 485, water 401, fertilizer 295. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Tr=tree, Ca=cactus, Gr=grass, Cr…
- 1h 20m
docs_searchquery="weird_substance"result
docs/home.md: …ay) [Wood](items/wood) [Carrot](items/carrot) [Pumpkin](items/pumpkin) [Cactus](items/cactus) [Weird_Substance](items/weird_substance) [Water](items/water) [Fertilizer](items/fertilizer) [Power](items/power) ## Entities [Bush](objects/bush) [Cactus](objects/cactus) … docs/unlocks/fertilizer.md: …ects. Plants grown with fertilizer will be infected. When a plant is infected, half of i…
- 1h 21m
stop_programresult
Program stopped. Game time: 1h 21m 10s elapsed, 4h 38m 50s of budget remaining.
- 1h 21m
write_programname="main" · evidenceresult
Saved main (28 lines). Game time: 1h 21m 20s elapsed, 4h 38m 40s of budget remaining.
- 1h 21m
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: cactus +222, carrot +1696, fertilizer -177, hay -1684, pumpkin +1644, water +60, weird_substance +1452, wood +1280. Game time: 1h 26m 30s elapsed, 4h 33m 30s of budget remaining. Output: (none)
- 1h 26m
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 1h 26m 40s elapsed, 4h 33m 20s of budget remaining.
- 1h 26m
docs_readpath="unlocks/mazes"result
## Mazes Increases the gold in treasure chests and the amount of weird substance needed to spawn a maze. 100% => 200% ### Unlock Cost [Current cost: cactus=12000] [Tutorial](docs/unlocks/mazes.md) Game time: 1h 26m 50s elapsed, 4h 33m 10s of budget remaining.
- 1h 26msaidBought Mazes; reading the maze tutorial next.
- 1h 26m
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 27m
buy_upgradeupgrades=["lists"] · evidenceresult
Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Game time: 1h 27m 10s elapsed, 4h 32m 50s of budget remaining.
- 1h 27m
write_programname="maze" · evidenceresult
Saved maze (19 lines). Game time: 1h 27m 20s elapsed, 4h 32m 40s of budget remaining.
- 1h 27m
run_programname="maze" seconds=60result
Ran maze for 1m of game time; it is still running. Inventory change: fertilizer +6, water +12, weird_substance -8. Game time: 1h 28m 30s elapsed, 4h 31m 30s of budget remaining. Output: (none)
- 1h 28m
observeresult
Game time: 1h 28m 40s elapsed, 4h 31m 20s of budget remaining. Program: maze (running). Inventory: hay 4336, wood 3688, carrot 7085, pumpkin 5986, cactus 760, weird_substance 672, water 495, fertilizer 94. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Tr=tree, Ca=…
- 1h 28m
stop_programresult
Program stopped. Game time: 1h 28m 50s elapsed, 4h 31m 10s of budget remaining.
- 1h 28m
write_programname="maze" · evidenceresult
Saved maze (21 lines). Game time: 1h 29m elapsed, 4h 31m of budget remaining.
- 1h 29m
run_programname="maze" seconds=30result
Ran maze for 30s of game time; it is still running. Inventory change: carrot +4, fertilizer +3, gold +448, water +6, weird_substance -60. Game time: 1h 29m 40s elapsed, 4h 30m 20s of budget remaining. Output: (none)
- 1h 29m
waitseconds=90 until_resources={"gold":2100}result
Waited 1m 30s (time up). Program: maze running. Inventory change: fertilizer +9, gold +1280, water +18, weird_substance -160. Game time: 1h 31m 20s elapsed, 4h 28m 40s of budget remaining.
- 1h 31msaidGold is at about 1,700 from mazes; I'm heading for Megafarm.
- 1h 31m
waitseconds=60 until_resources={"gold":2000}result
Waited 0s (gold reached 2240). Program: maze running. Inventory change: no change. Game time: 1h 31m 30s elapsed, 4h 28m 30s of budget remaining.
- 1h 31m
stop_programresult
Program stopped. Game time: 1h 31m 40s elapsed, 4h 28m 20s of budget remaining.
- 1h 31m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 31m 50s elapsed, 4h 28m 10s of budget remaining.
- 1h 31m
docs_readpath="unlocks/megafarm"result
## Megafarm Increase drone count further. 2 => 4 ### Unlock Cost [Current cost: gold=8000] [Tutorial](docs/unlocks/megafarm.md) Game time: 1h 32m elapsed, 4h 28m of budget remaining.
- 1h 32m
docs_readpath="functions/spawn_drone"result
spawn_drone(function, *args) Spawns a new drone in the same position as the drone that ran the spawn_drone(function, *args) command. The new drone then begins executing the specified function. The rest of the arguments are copied and passed into the specified function. After the drone is done, it will disappear automatically. returns the handle of the new drone or None if all drones are already s…
- 1h 32m
run_programname="maze" seconds=150result
Ran maze for 2m 30s of game time; it is still running. Inventory change: fertilizer +15, gold +1728, water +30, weird_substance -224. Game time: 1h 34m 50s elapsed, 4h 25m 10s of budget remaining. Output: (none)
- 1h 34m
waitseconds=120result
Waited 2m (time up). Program: maze running. Inventory change: fertilizer +12, gold +1024, water +24, weird_substance -120. Game time: 1h 37m elapsed, 4h 23m of budget remaining.
- 1h 37m
stop_programresult
Program stopped. Game time: 1h 37m 10s elapsed, 4h 22m 50s of budget remaining.
- 1h 37m
write_programname="main" · evidenceresult
Saved main (41 lines). Game time: 1h 37m 20s elapsed, 4h 22m 40s of budget remaining.
- 1h 37m
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: carrot +896, fertilizer -147, hay +4156, pumpkin +1488, water +24, weird_substance +1084, wood +40. Game time: 1h 39m 30s elapsed, 4h 20m 30s of budget remaining. Output: Warning: Cannot plant Entities.Cactus on Grounds.Grassland. In: run <- tile plant(Entities.Cactus) ^^ --------------------------------------… - 1h 39m
stop_programresult
Program stopped. Game time: 1h 39m 40s elapsed, 4h 20m 20s of budget remaining.
- 1h 39m
write_programname="main" · evidenceresult
Saved main (40 lines). Game time: 1h 39m 50s elapsed, 4h 20m 10s of budget remaining.
- 1h 39m
run_programname="main" seconds=20result
Ran main for 20s of game time; it is still running. Inventory change: cactus +26, carrot +184, fertilizer -2, hay +176, pumpkin +216, water +4, weird_substance +32, wood +200. Game time: 1h 40m 20s elapsed, 4h 19m 40s of budget remaining. Output: (none)
- 1h 40m
buy_upgradeupgrades=["fertilizer","fertilizer","carrots","trees","watering"] · evidenceresult
Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Could not buy fertilizer: Not enough resources. Could not buy carrots: Not enough resources. Could not buy trees: Not enough resources. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 40m 30s elapsed, 4h 19m 30s of budget remaining.
- 1h 40msaidNow a maze session to push gold toward 8000.
- 1h 40m
run_programname="maze" seconds=300result
Ran maze for 5m of game time; it is still running. Inventory change: fertilizer +60, gold +4096, water +120, weird_substance -520. Game time: 1h 45m 40s elapsed, 4h 14m 20s of budget remaining. Output: (none)
- 1h 45m
waitseconds=120 until_resources={"gold":8000}result
Waited 40s (gold reached 8048). Program: maze running. Inventory change: fertilizer +9, gold +448, water +17, weird_substance -48. Game time: 1h 46m 30s elapsed, 4h 13m 30s of budget remaining.
- 1h 46m
stop_programresult
Program stopped. Game time: 1h 46m 40s elapsed, 4h 13m 20s of budget remaining.
- 1h 46m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 46m 50s elapsed, 4h 13m 10s of budget remaining.
- 1h 46m
write_programname="main" · evidenceresult
Saved main (41 lines). Game time: 1h 47m elapsed, 4h 13m of budget remaining.
- 1h 47m
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: cactus +345, carrot +580, fertilizer -78, hay +2480, pumpkin +1538, water +48, weird_substance +632, wood -576. Game time: 1h 49m 10s elapsed, 4h 10m 50s of budget remaining. Output: (none)
- 1h 49m
observeresult
Game time: 1h 49m 20s elapsed, 4h 10m 40s of budget remaining. Program: main (running). Inventory: hay 11548, wood 1212, carrot 8969, pumpkin 9642, cactus 1199, weird_substance 1168, gold 112, water 850, fertilizer 1. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: …
- 1h 49m
stop_programresult
Program stopped. Game time: 1h 49m 30s elapsed, 4h 10m 30s of budget remaining.
- 1h 49m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 49m 40s elapsed, 4h 10m 20s of budget remaining.
- 1h 49m
write_programname="main" · evidenceresult
Saved main (45 lines). Game time: 1h 49m 50s elapsed, 4h 10m 10s of budget remaining.
- 1h 49m
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: cactus +352, carrot +956, fertilizer -5, hay +548, pumpkin +2404, water +48, weird_substance +132, wood -1104. Game time: 1h 52m elapsed, 4h 8m of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ ------------------------------… - 1h 52m
stop_programresult
Program stopped. Game time: 1h 52m 10s elapsed, 4h 7m 50s of budget remaining.
- 1h 52m
write_programname="main" · evidenceresult
Saved main (45 lines). Game time: 1h 52m 20s elapsed, 4h 7m 40s of budget remaining.
- 1h 52m
run_programname="main" seconds=180result
Ran main for 3m of game time; it is still running. Inventory change: cactus +376, carrot -220, fertilizer -4, hay +568, pumpkin +6320, water +72, weird_substance +272, wood +1592. Game time: 1h 55m 30s elapsed, 4h 4m 30s of budget remaining. Output: (none)
- 1h 55m
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 55m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 1h 55m 50s elapsed, 4h 4m 10s of budget remaining.
- 1h 55m
docs_searchquery="dinosaur"result
docs/home.md: …ks [Cactus](docs/unlocks/cactus.md) [Carrots](docs/unlocks/carrots.md) [Debug](docs/scripting/debug.md) [Dinosaurs](docs/unlocks/dinosaurs.md) [Expand](docs/unlocks/expand_1.md) [Expand 2](docs/unlocks/expand_2.md) [Fertilizer](docs/unlocks/fertilizer.md) [Functions](docs/scripting/fu… unlocks/dinosaurs: …## Dinosaurs Increases the yield and cost of dinosaurs. 100% => 200% ### Unloc…
- 1h 56m
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 56m
write_programname="dino" · evidenceresult
Saved dino (38 lines). Game time: 1h 56m 20s elapsed, 4h 3m 40s of budget remaining.
- 1h 56m
write_programname="dino" · evidenceresult
Saved dino (34 lines). Game time: 1h 56m 30s elapsed, 4h 3m 30s of budget remaining.
- 1h 56m
stop_programresult
Program stopped. Game time: 1h 56m 40s elapsed, 4h 3m 20s of budget remaining.
- 1h 56m
run_programname="dino" seconds=120result
Ran dino for 1m 51s of game time; it finished. Inventory change: bone +225, cactus -18, carrot +192, fertilizer +22, hay +128, pumpkin +196, water +44, wood +640. Game time: 1h 58m 42s elapsed, 4h 1m 18s of budget remaining. Output: (none)
- 1h 58m
write_programname="dino" · evidenceresult
Saved dino (34 lines). Game time: 1h 58m 52s elapsed, 4h 1m 8s of budget remaining.
- 1h 58m
run_programname="dino" seconds=600result
Ran dino for 8m 55s of game time; it finished. Inventory change: bone +2704, cactus -104, fertilizer +107, water +214. Game time: 2h 7m 57s elapsed, 3h 52m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Apple. In: move(South) ^^ -------------------------------------------------------------------- - 2h 07m
write_programname="main" · evidenceresult
Saved main (45 lines). Game time: 2h 8m 7s elapsed, 3h 51m 53s of budget remaining.
- 2h 08m
run_programname="main" seconds=360result
Ran main for 6m of game time; it is still running. Inventory change: cactus +1138, carrot -1828, fertilizer -138, hay -3016, pumpkin +12654, water +144, weird_substance +1240, wood -296. Game time: 2h 14m 17s elapsed, 3h 45m 43s of budget remaining. Output: (none)
- 2h 14m
observeresult
Game time: 2h 14m 27s elapsed, 3h 45m 33s of budget remaining. Program: main (running). Inventory: hay 10020, wood 2588, carrot 7949, pumpkin 26572, cactus 1167, bone 2929, weird_substance 2952, gold 112, water 1452. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities:…
- 2h 14m
run_programname="dino" seconds=1200result
Ran dino for 3m 42s of game time; it finished. Inventory change: bone +20449, cactus -260, carrot +192, fertilizer +44, hay +144, pumpkin +196, water +89, wood +160. Game time: 2h 18m 18s elapsed, 3h 41m 42s of budget remaining. Output: (none)
- 2h 18m
run_programname="dino" seconds=600result
Ran dino for 3m 49s of game time; it finished. Inventory change: bone +20449, cactus -286, fertilizer +46, water +92. Game time: 2h 22m 18s elapsed, 3h 37m 42s of budget remaining. Output: (none)
- 2h 22m
run_programname="dino" seconds=600result
Ran dino for 4m 8s of game time; it finished. Inventory change: bone +20449, cactus -286, fertilizer +50, water +99. Game time: 2h 26m 35s elapsed, 3h 33m 25s of budget remaining. Output: (none)
- 2h 26m
run_programname="dino" seconds=600result
Ran dino for 3m 56s of game time; it finished. Inventory change: bone +20449, cactus -286, fertilizer +47, water +94. Game time: 2h 30m 41s elapsed, 3h 29m 19s of budget remaining. Output: (none)
- 2h 30m
run_programname="maze" seconds=300result
Ran maze for 5m of game time; it is still running. Inventory change: fertilizer +60, gold +4176, water +120, weird_substance -360. Game time: 2h 35m 51s elapsed, 3h 24m 9s of budget remaining. Output: (none)
- 2h 35m
stop_programresult
Program stopped. Game time: 2h 36m 1s elapsed, 3h 23m 59s of budget remaining.
- 2h 36m
write_programname="main" · evidenceresult
Saved main (39 lines). Game time: 2h 36m 11s elapsed, 3h 23m 49s of budget remaining.
- 2h 36m
run_programname="main" seconds=600result
Ran main for 10m of game time; it is still running. Inventory change: fertilizer +120, water +240. Game time: 2h 46m 21s elapsed, 3h 13m 39s of budget remaining. Output: (none)
- 2h 46m
observeresult
Game time: 2h 46m 31s elapsed, 3h 13m 29s of budget remaining. Program: main (running). Inventory: hay 10292, wood 2764, carrot 7993, pumpkin 27170, cactus 78, bone 84725, weird_substance 2592, gold 4576, water 2222, fertilizer 383. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a …
- 2h 46m
stop_programresult
Program stopped. Game time: 2h 46m 41s elapsed, 3h 13m 19s of budget remaining.
- 2h 46m
write_programname="clear" · evidenceresult
Saved clear (1 lines). Game time: 2h 46m 51s elapsed, 3h 13m 9s of budget remaining.
- 2h 46m
run_programname="clear" seconds=3result
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 2h 47m 1s elapsed, 3h 12m 59s of budget remaining. Output: (none)
- 2h 47m
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: cactus +1305, carrot -2856, fertilizer +60, hay +144, pumpkin +11968, water +120, wood -1608. Game time: 2h 52m 11s elapsed, 3h 7m 49s of budget remaining. Output: (none)
- 2h 52m
stop_programresult
Program stopped. Game time: 2h 52m 21s elapsed, 3h 7m 39s of budget remaining.
- 2h 52m
write_programname="main" · evidenceresult
Saved main (37 lines). Game time: 2h 52m 31s elapsed, 3h 7m 29s of budget remaining.
- 2h 52m
run_programname="main" seconds=600result
Ran main for 10m of game time; it is still running. Inventory change: cactus +8248, carrot +5352, fertilizer +120, hay -7624, pumpkin -13172, water +240, wood +5000. Game time: 3h 2m 41s elapsed, 2h 57m 19s of budget remaining. Output: (none)
- 3h 02m
observeresult
Game time: 3h 2m 51s elapsed, 2h 57m 9s of budget remaining. Program: main (running). Inventory: hay 2588, wood 6364, carrot 10485, pumpkin 26014, cactus 9821, bone 84725, weird_substance 2592, gold 4576, water 2614, fertilizer 579. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a …
- 3h 02m
waitseconds=240 until_affordable="dinosaurs"result
Waited 2m 26s (dinosaurs is affordable). Program: main running. Inventory change: cactus +2042, carrot +1292, fertilizer +29, hay -1888, pumpkin -3272, water +59, wood +872. Game time: 3h 5m 28s elapsed, 2h 54m 32s of budget remaining.
- 3h 05m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 3h 5m 38s elapsed, 2h 54m 22s of budget remaining.
- 3h 05m
waitseconds=120result
Waited 2m (time up). Program: main running. Inventory change: cactus +1718, carrot -520, fertilizer +24, hay -280, pumpkin -2646, water +48, wood +1960. Game time: 3h 7m 48s elapsed, 2h 52m 12s of budget remaining.
- 3h 07m
run_programname="dino" seconds=900result
Ran dino for 3m 56s of game time; it finished. Inventory change: bone +40898, cactus -448, fertilizer +47, pumpkin +44, water +94, wood +880. Game time: 3h 11m 54s elapsed, 2h 48m 6s of budget remaining. Output: (none)
- 3h 11m
run_programname="dino" seconds=900result
Ran dino for 3m 53s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +47, water +93. Game time: 3h 15m 57s elapsed, 2h 44m 3s of budget remaining. Output: (none)
- 3h 15m
run_programname="main" seconds=60result
Ran main for 1m of game time; it is still running. Inventory change: cactus +792, carrot -480, fertilizer +12, pumpkin -1418, water +24, wood +680. Game time: 3h 17m 7s elapsed, 2h 42m 53s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ ------------------------------------------------------… - 3h 17m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 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…
- 3h 17m
run_programname="dino" seconds=900result
Ran dino for 3m 35s of game time; it finished. Inventory change: bone +40898, cactus -460, fertilizer +43, pumpkin +44, water +87. Game time: 3h 21m 3s elapsed, 2h 38m 57s of budget remaining. Output: (none)
- 3h 21m
run_programname="dino" seconds=900result
Ran dino for 3m 49s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +46, water +91. Game time: 3h 25m 2s elapsed, 2h 34m 58s of budget remaining. Output: (none)
- 3h 25m
stop_programresult
No program was running. Game time: 3h 25m 12s elapsed, 2h 34m 48s of budget remaining.
- 3h 25m
observeresult
Game time: 3h 25m 22s elapsed, 2h 34m 38s of budget remaining. Program: none running. Inventory: hay 4, wood 11620, carrot 10869, pumpkin 17458, cactus 1156, bone 248317, weird_substance 2592, gold 4576, water 3154, fertilizer 849. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a d…
- 3h 25m
buy_upgradeupgrades=["fertilizer"] · evidenceresult
Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 3h 25m 32s elapsed, 2h 34m 28s of budget remaining.
- 3h 25m
write_programname="main" · evidenceresult
Saved main (37 lines). Game time: 3h 25m 42s elapsed, 2h 34m 18s of budget remaining.
- 3h 25m
run_programname="main" seconds=120result
Ran main for 2m of game time; it is still running. Inventory change: cactus +1125, carrot +1076, fertilizer +48, hay +4744, pumpkin -1766, water +48, wood -1528. Game time: 3h 27m 52s elapsed, 2h 32m 8s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ ----------------------------------------… - 3h 27m
run_programname="dino" seconds=900result
Ran dino for 4m 9s of game time; it finished. Inventory change: bone +40898, cactus -469, carrot +160, fertilizer +100, hay +376, pumpkin +32, water +100. Game time: 3h 32m 11s elapsed, 2h 27m 49s of budget remaining. Output: (none)
- 3h 32m
run_programname="dino" seconds=900result
Ran dino for 4m 9s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +100, water +100. Game time: 3h 36m 30s elapsed, 2h 23m 30s of budget remaining. Output: (none)
- 3h 36m
run_programname="dino" seconds=900result
Ran dino for 3m 24s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +81, water +81. Game time: 3h 40m 5s elapsed, 2h 19m 55s of budget remaining. Output: (none)
- 3h 40m
run_programname="dino" seconds=900result
Ran dino for 4m 2s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +97, water +97. Game time: 3h 44m 17s elapsed, 2h 15m 43s of budget remaining. Output: (none)
- 3h 44m
run_programname="main" seconds=240result
Ran main for 4m of game time; it is still running. Inventory change: cactus +2337, carrot -724, fertilizer +96, hay +11304, pumpkin -3352, water +96, wood -992. Game time: 3h 48m 27s elapsed, 2h 11m 33s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ ----------------------------------------… - 3h 48m
run_programname="dino" seconds=900result
Ran dino for 3m 57s of game time; it finished. Inventory change: bone +40898, cactus -473, fertilizer +95, hay +384, pumpkin +40, water +95. Game time: 3h 52m 33s elapsed, 2h 7m 27s of budget remaining. Output: (none)
- 3h 52m
run_programname="dino" seconds=900result
Ran dino for 3m 44s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +90, water +90. Game time: 3h 56m 28s elapsed, 2h 3m 32s of budget remaining. Output: (none)
- 3h 56m
run_programname="dino" seconds=900result
Ran dino for 3m 58s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +95, water +95. Game time: 4h 36s elapsed, 1h 59m 24s of budget remaining. Output: (none)
- 4h 00m
run_programname="dino" seconds=900result
Ran dino for 3m 32s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +85, water +85. Game time: 4h 4m 18s elapsed, 1h 55m 42s of budget remaining. Output: (none)
- 4h 04m
observeresult
Game time: 4h 4m 28s elapsed, 1h 55m 32s of budget remaining. Program: none running. Inventory: hay 17684, wood 4, carrot 11309, pumpkin 12126, cactus 452, bone 575501, weird_substance 2592, gold 4576, water 4093, fertilizer 1785. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a dr…
- 4h 04m
write_programname="main" · evidenceresult
Saved main (39 lines). Game time: 4h 4m 38s elapsed, 1h 55m 22s of budget remaining.
- 4h 04m
run_programname="main" seconds=270result
Ran main for 4m 30s of game time; it is still running. Inventory change: cactus +2604, carrot +1980, fertilizer +108, hay +9096, pumpkin -3780, water +108, wood +2632. Game time: 4h 9m 18s elapsed, 1h 50m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: run <- tile plant(Entities.Carrot) ^^ ----------------------------------… - 4h 09m
write_programname="dino5" · evidenceresult
Saved dino5 (35 lines). Game time: 4h 9m 28s elapsed, 1h 50m 32s of budget remaining.
- 4h 09m
run_programname="dino5" seconds=1500result
Ran dino5 for 18m 45s of game time; it finished. Inventory change: bone +204490, cactus -2780, carrot +96, fertilizer +450, hay +192, pumpkin +40, water +450, wood +360. Game time: 4h 28m 24s elapsed, 1h 31m 36s of budget remaining. Output: (none)
- 4h 28m
run_programname="main" seconds=270result
Ran main for 4m 30s of game time; it is still running. Inventory change: cactus +2543, carrot +2488, fertilizer +108, hay +8528, pumpkin -3876, water +108, wood +2496. Game time: 4h 33m 4s elapsed, 1h 26m 56s of budget remaining. Output: (none)
- 4h 33m
run_programname="dino5" seconds=1500result
Ran dino5 for 18m 46s of game time; it finished. Inventory change: bone +204490, cactus -2787, carrot +96, fertilizer +450, hay +192, pumpkin +44, water +450, wood +80. Game time: 4h 52m elapsed, 1h 8m of budget remaining. Output: (none)
- 4h 52m
write_programname="main" · evidenceresult
Saved main (39 lines). Game time: 4h 52m 10s elapsed, 1h 7m 50s of budget remaining.
- 4h 52m
run_programname="main" seconds=300result
Ran main for 5m of game time; it is still running. Inventory change: cactus +2824, carrot -1256, fertilizer +120, hay +5744, pumpkin -212, water +120, wood +3272. Game time: 4h 57m 20s elapsed, 1h 2m 40s of budget remaining. Output: (none)
- 4h 57m
run_programname="dino5" seconds=1500result
Ran dino5 for 19m 9s of game time; it finished. Inventory change: bone +204490, cactus -2770, carrot +96, fertilizer +460, hay +152, pumpkin +108, water +460, wood +280. Game time: 5h 16m 38s elapsed, 43m 22s of budget remaining. Output: (none)
- 5h 16m
run_programname="main" seconds=270result
Ran main for 4m 30s of game time; it is still running. Inventory change: cactus +2553, carrot -1012, fertilizer +108, hay +5024, pumpkin -216, water +108, wood +2784. Game time: 5h 21m 18s elapsed, 38m 42s of budget remaining. Output: (none)
- 5h 21m
run_programname="dino5" seconds=1500result
Ran dino5 for 19m 2s of game time; it finished. Inventory change: bone +204490, cactus -2785, carrot +96, fertilizer +457, hay +152, pumpkin +152, water +457, wood +280. Game time: 5h 40m 31s elapsed, 19m 29s of budget remaining. Output: (none)
- 5h 40m
run_programname="main" seconds=200result
Ran main for 3m 20s of game time; it is still running. Inventory change: cactus +1869, carrot -848, fertilizer +80, hay +3808, pumpkin +276, water +80, wood +1728. Game time: 5h 44m 1s elapsed, 15m 59s of budget remaining. Output: (none)
- 5h 44m
write_programname="dino3" · evidenceresult
Saved dino3 (35 lines). Game time: 5h 44m 11s elapsed, 15m 49s of budget remaining.
- 5h 44m
run_programname="dino3" seconds=900result
Ran dino3 for 10m 28s of game time; it finished. Inventory change: bone +122694, cactus -1608, carrot +96, fertilizer +251, hay +96, pumpkin +100, water +251, wood +80. Game time: 5h 54m 49s elapsed, 5m 11s of budget remaining. Output: (none)
- 5h 54m
run_programname="dino" seconds=290result
Ran dino for 3m 38s of game time; it finished. Inventory change: bone +40898, cactus -572, fertilizer +87, water +87. Game time: 5h 58m 37s elapsed, 1m 23s of budget remaining. Output: (none)
- 5h 58msaidI used the full 6 hours of game time. The farm made hay, wood, carrots, pumpkins, cactus, bones, gold, weird substance, power, water and fertilizer. Bones are by far the biggest total. I started the dinosaur runs at about 1h 56m. Each run on the 12x12 farm fills the whole field with tail and pays 20,449 bones, or 40,898 after the dinosaur upgrade. I didn't read the final bone count off the inventory. Adding up the runs gives roughly 1.35 million bones. The other resources stalled after the first couple of hours because the dinosaur runs took over: - Farm layout: Four drones ran the 12x12 farm, with trees and grass for wood and hay and cactus on most columns. Carrots and pumpkins got one or two columns each. I switched between a farm phase to rebuild cactus and a dinosaur phase that spent it, about 20% farming and 80% dinosaur. - Mazes: Early on, solved mazes gave gold, enough to buy two Megafarm levels (4 drones). I stopped using them once dinosaurs paid far more. - Wasted time: I lost about 10 minutes around 2h 36m–2h 46m. A stopped maze left its hedges standing, so the drones couldn't plant anything. I cleared it with a single `harvest()`. - Not bought: Pumpkins were consumed as cactus seed, so I never reached the 64,000 needed to expand to 16x16. The next dinosaur upgrade costs 72,000 cactus, too much to pay off in the time left.
- 5h 58m
run_programname="main" seconds=70result
Ran main for 1m 10s of game time; it is still running. Inventory change: cactus +627, carrot -428, fertilizer +28, hay +1176, pumpkin -194, water +28, wood +624. Game time: 5h 59m 57s elapsed, 3s of budget remaining. Output: (none)
- 5h 59msaidThe game-time budget is used up. In the last 70 seconds the farm program made a bit more cactus, hay and wood. There wasn't time for another dinosaur run, which takes about 3.5 minutes.
- 5h 59msaidNothing useful fits in 3 seconds, so I'm leaving the farm program running. The budget is spent.
- 5h 59m
waitseconds=3result
Waited 0s (time up). Program: main running. Inventory change: no change. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00msaidThe game-time budget is used up, so the run is over. The farm program was still running at the end.
Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 1,655 |
| Cache reads | 7,216,616 |
| Cache writes | 97,341 |
| Output | 41,897 |
| Thinking (subset of output where reported) | 18,082 |
| Total | 7,357,509 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| claude-haiku-5-5 | 1,419 | $0.00015 |
| claude-sonnet-5-5 | 7,356,090 | $2.25 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b. The agent itself reported $1.53 (cost reported by the agent itself; plan or subscription billing may differ).
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
| Run id | economy-v1-claude-sonnet-s3-a1-20261016T193526Z |
|---|---|
| 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, claude-haiku-5-5 |
| Tools available | buy_upgrade, docs_list, docs_read, docs_search, inspect_tile, list_programs, observe, research, run_program, stop_program, wait, write_program |
| Harness | e5a6d3888fcb (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 6.91 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T19:35:26.457Z → 2026-10-16T19:43:51.872Z |
| Evidence | 72 items in evidence.json |