GPT-6 Astra, seed 2

Codex · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 3.42m produced, 6.53 points
  • Wood 8.81m produced, 6.94 points
  • Carrot 3.22m produced, 6.51 points
  • Pumpkin 1.01m produced, 6.01 points
  • Cactus 1.46m produced, 6.16 points
  • Power 27.8k produced, 4.44 points
  • Bone 1.85m produced, 6.27 points
  • Weird substance 2.84m produced, 6.45 points
  • Gold 89.2k produced, 4.95 points
  • Water 76k produced, 4.88 points
  • Fertilizer 10.3k produced, 4.01 points

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

Score · economy-v1
63.16orders of magnitude · model mean 66.65
On seed 2
#4of 8 models
Cost
$1.73API-equivalent estimate
Real time
5m 01swall clock, not scored
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m21.3
2h 00m34.4
3h 00m47.6
4h 00m56.3
5h 00m60.0
6h 00m63.2
runningrunning: 26 entries, first at 50s

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

how-it-playedcompared with GPT-6 Astra's 3 valid seeds and the 8 models on seed 2

How it played

MeasureThis runModel meanSeed 2 meanWhat it counts
Resources opened11 of 1111 of 1110.1 of 11scored resources produced at least once
Study201943docs and research reads
Action overhead5%5%11%game time spent looking, reading and typing (10 s per call)
Tool calls107110231every action the agent took
Program writes201939accepted saves of a program
Program stints262739times a program was started and left running
Median stint15m 25s13m 42s5m 28show long a program usually ran before the next change
Cost per point$0.027$0.027$0.084API-equivalent estimate ÷ score

Farm idle 1% of samples; longest stint 36m 20s; 1 rejected write.

production11 of 11 resources produced

Production and holdings

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

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Wood8.8M produced · 6.94 pts
Wood8.8M produced · 6.94 pts
Hay3.4M produced · 6.53 pts
Hay3.4M produced · 6.53 pts
Carrot3.2M produced · 6.51 pts
Carrot3.2M produced · 6.51 pts
Weird substance2.8M produced · 6.45 pts
Weird substance2.8M produced · 6.45 pts
Bone1.8M produced · 6.27 pts
Bone1.8M produced · 6.27 pts
Cactus1.5M produced · 6.16 pts
Cactus1.5M produced · 6.16 pts
Pumpkin1M produced · 6.01 pts
Pumpkin1M produced · 6.01 pts
Gold89.2K produced · 4.95 pts
Gold89.2K produced · 4.95 pts
Water76K produced · 4.88 pts
Water76K produced · 4.88 pts
Power27.8K produced · 4.44 pts
Power27.8K produced · 4.44 pts
Fertilizer10.3K produced · 4.01 pts
Fertilizer10.3K produced · 4.01 pts
upgrades81 levels across 25 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 1m 03s
speedspeed: 5 entries, first at 2m 33s
plantplant: 1 entry, first at 2m 33s
expandexpand: 8 entries, first at 2m 33s
carrotscarrots: 7 entries, first at 13m 03s
operatorsoperators: 1 entry, first at 15m 33s
sensessenses: 1 entry, first at 15m 33s
variablesvariables: 1 entry, first at 26m 13s
functionsfunctions: 2 entries, first at 26m 13s
treestrees: 7 entries, first at 26m 13s
wateringwatering: 7 entries, first at 26m 13s
grassgrass: 6 entries, first at 26m 13s
pumpkinspumpkins: 6 entries, first at 28m 57s
fertilizerfertilizer: 4 entries, first at 50m 07s
sunflowerssunflowers: 1 entry, first at 1h 10m
listslists: 1 entry, first at 1h 10m
mazesmazes: 4 entries, first at 1h 10m
cactuscactus: 3 entries, first at 1h 47m
megafarmmegafarm: 3 entries, first at 1h 57m
dictionariesdictionaries: 1 entry, first at 1h 58m
costscosts: 1 entry, first at 1h 58m
debugdebug: 1 entry, first at 1h 58m
debug_2debug_2: 1 entry, first at 1h 58m
dinosaursdinosaurs: 4 entries, first at 2h 09m
hatshats: 4 entries, first at 2h 09m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
53s{"upgrades":["loops"]}loops 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
2m 23s{"upgrades":["speed","plant","expand"]}speed 1, plant 1, expand 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
5m 03s{"upgrades":["carrots","expand","operators","watering"]}—Could not buy carrots: Not enough resources.
9m 13s{"upgrades":["carrots","expand","watering"]}—Could not buy carrots: Not enough resources.
12m 53s{"upgrades":["carrots","expand","watering","speed"]}carrots 1, expand 2, speed 2Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
15m 23s{"upgrades":["operators","senses","grass"]}operators 1, senses 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
26m 03s{"upgrades":["variables","functions","trees","watering","grass","expand","speed"]}variables 1, functions 1, functions 1, trees 1, watering 1, grass 2, expand 3, speed 3Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
28m 47s{"upgrades":["pumpkins","fertilizer","lists","sunflowers"]}pumpkins 1Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
29m 27s{"upgrades":["trees","expand"]}trees 2Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
49m 57s{"upgrades":["carrots","trees","grass","fertilizer","lists","sunflowers","speed","expand"]}carrots 2, trees 3, grass 3, fertilizer 1, expand 4Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
1h 10m{"upgrades":["speed","sunflowers","lists","carrots","pumpkins","mazes","expand"]}speed 4, sunflowers 1, lists 1, carrots 3, mazes 1, expand 5Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
1h 26m{"upgrades":["pumpkins","pumpkins","grass","trees","speed","fertilizer"]}pumpkins 2, pumpkins 3, grass 4, speed 5, fertilizer 2Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
1h 46m{"upgrades":["cactus","trees","watering","watering"]}cactus 1, trees 4, watering 2, watering 3Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
1h 57m{"upgrades":["megafarm"]}megafarm 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 57m{"upgrades":["megafarm","dictionaries","costs","debug"]}megafarm 2, dictionaries 1, costs 1, debug 1Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 58m{"upgrades":["dinosaurs","mazes","debug_2"]}debug_2 1Could not buy dinosaurs: Not enough resources.
2h 09m{"upgrades":["dinosaurs","mazes"]}dinosaurs 1, hats 1, mazes 2Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
2h 09m{"upgrades":["grass","carrots","trees"]}grass 5, carrots 4, trees 5Bought grass, now level 5. Paid wood 12500.
2h 30m{"upgrades":["pumpkins","pumpkins","watering","watering","watering","fertilizer","grass","carrots"]}pumpkins 4, pumpkins 5, watering 4, watering 5, watering 6, fertilizer 3, grass 6, carrots 5Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
2h 40m{"upgrades":["expand","expand","cactus","cactus"]}expand 6, expand 7, cactus 2Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 01m{"upgrades":["trees","grass","carrots","fertilizer","watering"]}trees 6, grass 7, carrots 6, fertilizer 4, watering 7Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
3h 16m{"upgrades":["cactus","cactus","expand"]}cactus 3Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
3h 37m{"upgrades":["dinosaurs","dinosaurs","mazes","mazes"]}dinosaurs 2, hats 1, dinosaurs 3, hats 1, mazes 3Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
4h 13m{"upgrades":["megafarm","trees"]}megafarm 3, trees 7Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
4h 33m{"upgrades":["pumpkins","trees","carrots"]}pumpkins 6, carrots 7Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
4h 53m{"upgrades":["expand","cactus"]}expand 8Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
5h 14m{"upgrades":["dinosaurs","mazes"]}dinosaurs 4, hats 1, mazes 4Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md.

Programs 21 writes, code as the agent wrote it

start.py1 write · 1 ran · first at 30s
  1. r130sRanFinal5 lines · ran 3s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved start (5 lines).
    Game time: 40s elapsed, 5h 59m 20s of budget remaining.
    run_program at 40s for 20s (agent saw)
    Ran start for 3s of game time; it finished.
    Inventory change: hay +5.
    Game time: 53s elapsed, 5h 59m 7s of budget remaining.
    Output:
    (none)
hay.py1 write · 1 ran · first at 1m 03s
  1. r11m 03sRanFinal2 lines · ran 1m 40s
    while True:
     harvest()
    Write result the agent saw
    Saved hay (2 lines).
    Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining.
    run_program at 1m 13s for 60s (agent saw)
    Ran hay for 1m of game time; it is still running.
    Inventory change: hay +120.
    Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining.
    Output:
    (none)
wood.py2 writes · 1 ran · first at 2m 43s
  1. r12m 43sRanFinal4 lines · ran 6m 50s
    while True:
     harvest()
     plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Saved wood (4 lines).
    Game time: 2m 53s elapsed, 5h 57m 7s of budget remaining.
    run_program at 2m 53s for 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: hay +2.
    Game time: 5m 3s elapsed, 5h 54m 57s of budget remaining.
    Output:
    (none)
    run_program at 6m 03s for 180s (agent saw)
    Ran wood for 3m of game time; it is still running.
    Inventory change: no change.
    Game time: 9m 13s elapsed, 5h 50m 47s of budget remaining.
    Output:
    (none)
  2. —5m 53sRejected
    while True:
     if can_harvest():
      harvest()
      plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Stop the program before editing it.
wood2.py1 write · 1 ran · first at 9m 33s
  1. r19m 33sRanFinal5 lines · ran 3m 30s
    while True:
     if can_harvest():
      harvest()
      plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Saved wood2 (5 lines).
    Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining.
    run_program at 9m 43s for 180s (agent saw)
    Ran wood2 for 3m of game time; it is still running.
    Inventory change: wood +107.
    Game time: 12m 53s elapsed, 5h 47m 7s of budget remaining.
    Output:
    (none)
basic.py1 write · 1 ran · first at 13m 03s
  1. r113m 03sRanFinal11 lines · ran 2m 40s
    while True:
     if can_harvest():
      harvest()
     move(North)
     if can_harvest():
      harvest()
     move(North)
     if can_harvest():
      harvest()
     move(North)
     move(East)
    Write result the agent saw
    Saved basic (11 lines).
    Game time: 13m 13s elapsed, 5h 46m 47s of budget remaining.
    run_program at 13m 13s for 120s (agent saw)
    Ran basic for 2m of game time; it is still running.
    Inventory change: hay +227, wood +7.
    Game time: 15m 23s elapsed, 5h 44m 37s of budget remaining.
    Output:
    (none)
mixed.py1 write · 1 ran · first at 15m 43s
  1. r115m 43sRanFinal12 lines · ran 13m 54s
    while True:
     if can_harvest():
      harvest()
     if get_pos_x() == 1:
      plant(Entities.Bush)
     if get_pos_x() == 2:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Carrot)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved mixed (12 lines).
    Game time: 15m 53s elapsed, 5h 44m 7s of budget remaining.
    run_program at 15m 53s for 600s (agent saw)
    Ran mixed for 10m of game time; it is still running.
    Inventory change: carrot +414, hay +463, wood +483.
    Game time: 26m 3s elapsed, 5h 33m 57s of budget remaining.
    Output:
    (none)
economy.py1 write · 1 ran · first at 29m 37s
  1. r129m 37sRanFinal24 lines · ran 20m 40s
    while True:
     if can_harvest():
      harvest()
     x = get_pos_x()
     y = get_pos_y()
     if x % 4 == 0:
      if get_ground_type() == Grounds.Soil:
       till()
     if x % 4 == 1:
      if (x+y) % 2 == 0:
       plant(Entities.Tree)
      else:
       plant(Entities.Bush)
     if x % 4 == 2:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Carrot)
     if x % 4 == 3:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Pumpkin)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved economy (24 lines).
    Game time: 29m 47s elapsed, 5h 30m 13s of budget remaining.
    run_program at 29m 47s for 1200s (agent saw)
    Ran economy for 20m of game time; it is still running.
    Inventory change: carrot +227, hay +1788, pumpkin +569, water +120, wood +4892.
    Game time: 49m 57s elapsed, 5h 10m 3s of budget remaining.
    Output:
    (none)
economy2.py1 write · 1 ran · first at 50m 17s
  1. r150m 17sRanFinal25 lines · ran 36m 20s
    while True:
     if can_harvest():
      harvest()
     x = get_pos_x()
     y = get_pos_y()
     if x == 0:
      if get_ground_type() == Grounds.Soil:
       till()
     if x == 1:
      if y % 2 == 0:
       plant(Entities.Tree)
       use_item(Items.Fertilizer)
      else:
       plant(Entities.Bush)
     if x == 2 or x == 3 or x > 5:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Carrot)
     if x == 4 or x == 5:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Pumpkin)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved economy2 (25 lines).
    Game time: 50m 27s elapsed, 5h 9m 33s of budget remaining.
    run_program at 50m 27s for 1200s (agent saw)
    Ran economy2 for 20m of game time; it is still running.
    Inventory change: carrot +1439, fertilizer -1, hay +960, pumpkin +1097, water +120, weird_substance +2030, wood +5830.
    Game time: 1h 10m 37s elapsed, 4h 49m 23s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
economy3.py1 write · 1 ran · first at 1h 26m
  1. r11h 26mRan27 lines · ran 20m 30s
    while True:
     if can_harvest():
      harvest()
     x = get_pos_x()
     y = get_pos_y()
     if x < 2:
      if get_ground_type() == Grounds.Soil:
       till()
     if x == 2:
      if y % 2 == 0:
       plant(Entities.Tree)
       if num_items(Items.Fertilizer) > 0:
        use_item(Items.Fertilizer)
      else:
       plant(Entities.Bush)
     if x > 2:
      if get_ground_type() != Grounds.Soil:
       till()
      if x == 3 or x == 4:
       plant(Entities.Carrot)
      if x == 5 or x == 6:
       plant(Entities.Pumpkin)
      if x == 7:
       plant(Entities.Sunflower)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved economy3 (27 lines).
    Game time: 1h 26m 47s elapsed, 4h 33m 13s of budget remaining.
    run_program at 1h 26m for 1200s (agent saw)
    Ran economy3 for 20m of game time; it is still running.
    Inventory change: carrot -1193, hay +23416, pumpkin +13576, water +120, weird_substance +4570, wood +13014.
    Game time: 1h 46m 57s elapsed, 4h 13m 3s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: 
    plant(Entities.Sunflower)
         ^^                  
    --------------------------------------------------------------------
gold.py1 write · 1 ran · first at 1h 47m
  1. r11h 47mRanFinal14 lines · ran 11m 10s
    dirs = [North, East, South, West]
    while num_items(Items.Weird_Substance) > get_world_size():
     harvest()
     plant(Entities.Bush)
     use_item(Items.Weird_Substance, get_world_size())
     d = 0
     while get_entity_type() != Entities.Treasure:
      if move(dirs[(d+1)%4]):
       d = (d+1)%4
      elif move(dirs[d]):
       pass
      else:
       d = (d+3)%4
     harvest()
    Write result the agent saw
    Saved gold (14 lines).
    Game time: 1h 47m 17s elapsed, 4h 12m 43s of budget remaining.
    run_program at 1h 47m for 600s (agent saw)
    Ran gold for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +9472, hay +8, power -6.61, water +240, weird_substance -1192.
    Game time: 1h 57m 27s elapsed, 4h 2m 33s of budget remaining.
    Output:
    (none)
cacti.py1 write · 0 ran · first at 1h 58m
  1. r11h 58mSaved, never run20 lines
    clear()
    n = get_world_size()
    while True:
     for x in range(n):
      for y in range(n):
       if get_ground_type() != Grounds.Soil:
        till()
       plant(Entities.Cactus)
       move(North)
      move(East)
     for k in range(n):
      for x in range(n):
       for y in range(n):
        if get_pos_y() < n-1 and measure() > measure(North):
         swap(North)
        if get_pos_x() < n-1 and measure() > measure(East):
         swap(East)
        move(North)
       move(East)
     harvest()
    Write result the agent saw
    Saved cacti (20 lines).
    Game time: 1h 58m 27s elapsed, 4h 1m 33s of budget remaining.
    run_program at 1h 58m for 600s (agent saw)
    Parse error: error_mixed_indentation
cacti2.py1 write · 1 ran · first at 1h 58m
  1. r11h 58mRan20 lines · ran 51m 50s
    clear()
    n = get_world_size()
    while True:
        for x in range(n):
            for y in range(n):
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Cactus)
                move(North)
            move(East)
        for k in range(n):
            for x in range(n):
                for y in range(n):
                    if get_pos_y() < n - 1 and measure() > measure(North):
                        swap(North)
                    if get_pos_x() < n - 1 and measure() > measure(East):
                        swap(East)
                    move(North)
                move(East)
        harvest()
    Write result the agent saw
    Saved cacti2 (20 lines).
    Game time: 1h 59m 7s elapsed, 4h 53s of budget remaining.
    run_program at 1h 59m for 600s (agent saw)
    Ran cacti2 for 10m of game time; it is still running.
    Inventory change: cactus +35612, fertilizer +120, pumpkin -1260, water +240.
    Game time: 2h 9m 17s elapsed, 3h 50m 43s of budget remaining.
    Output:
    (none)
    run_program at 3h 16m for 1200s (agent saw)
    Ran cacti2 for 20m of game time; it is still running.
    Inventory change: cactus +480848, fertilizer +960, pumpkin -5968, water +7680.
    Game time: 3h 37m 7s elapsed, 2h 22m 53s of budget remaining.
    Output:
    (none)
    run_program at 4h 53m for 1200s (agent saw)
    Ran cacti2 for 20m of game time; it is still running.
    Inventory change: cactus +937024, fertilizer +960, pumpkin -7368, water +7680.
    Game time: 5h 14m 7s elapsed, 45m 53s of budget remaining.
    Output:
    (none)
supplies.py1 write · 1 ran · first at 2h 09m
  1. r12h 09mRan35 lines · ran 20m 40s
    clear()
    def work():
        start = get_pos_x()
        while True:
            for col in range(2):
                for y in range(get_world_size()):
                    if can_harvest():
                        harvest()
                    x = get_pos_x()
                    if x < 2:
                        if get_ground_type() == Grounds.Soil:
                            till()
                    elif x < 4:
                        if (x + get_pos_y()) % 2 == 0:
                            plant(Entities.Tree)
                        else:
                            plant(Entities.Bush)
                    else:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        if x == 7 and get_pos_y() < 3:
                            plant(Entities.Sunflower)
                        else:
                            plant(Entities.Carrot)
                    if get_water() < 0.5 and num_items(Items.Water) > 0:
                        use_item(Items.Water)
                    move(North)
                move(East)
            move(West)
            move(West)
    for i in range(3):
        spawn_drone(work)
        move(East)
        move(East)
    work()
    Write result the agent saw
    Saved supplies (35 lines).
    Game time: 2h 9m 57s elapsed, 3h 50m 3s of budget remaining.
    run_program at 2h 09m for 1200s (agent saw)
    Ran supplies for 20m of game time; it is still running.
    Inventory change: carrot +121579, fertilizer +240, hay +166656, water -1036, wood +499152.
    Game time: 2h 30m 7s elapsed, 3h 29m 53s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
pumpkinfield.py1 write · 1 ran · first at 2h 30m
  1. r12h 30mRan17 lines · ran 46m 20s
    clear()
    n = get_world_size()
    while True:
        ready = True
        for x in range(n):
            for y in range(n):
                if get_ground_type() != Grounds.Soil:
                    till()
                if get_entity_type() != Entities.Pumpkin:
                    plant(Entities.Pumpkin)
                    ready = False
                elif not can_harvest():
                    ready = False
                move(North)
            move(East)
        if ready:
            harvest()
    Write result the agent saw
    Saved pumpkinfield (17 lines).
    Game time: 2h 30m 37s elapsed, 3h 29m 23s of budget remaining.
    run_program at 2h 30m for 600s (agent saw)
    Ran pumpkinfield for 10m of game time; it is still running.
    Inventory change: carrot -28208, fertilizer +240, pumpkin +135168, water +1920.
    Game time: 2h 40m 47s elapsed, 3h 19m 13s of budget remaining.
    Output:
    (none)
    run_program at 3h 01m for 900s (agent saw)
    Ran pumpkinfield for 15m of game time; it is still running.
    Inventory change: carrot -60304, fertilizer +720, power -434.20, pumpkin +270336, water +5760.
    Game time: 3h 16m 47s elapsed, 2h 43m 13s of budget remaining.
    Output:
    (none)
    run_program at 4h 33m for 1200s (agent saw)
    Ran pumpkinfield for 20m of game time; it is still running.
    Inventory change: carrot -132224, fertilizer +960, power -252.79, pumpkin +589824, water +7680.
    Game time: 4h 53m 47s elapsed, 1h 6m 13s of budget remaining.
    Output:
    (none)
supplies16.py1 write · 1 ran · first at 2h 41m
  1. r12h 41mRan37 lines · ran 40m 40s
    clear()
    def work():
        width = get_world_size() // 4
        while True:
            for col in range(width):
                for y in range(get_world_size()):
                    if can_harvest():
                        harvest()
                    x = get_pos_x()
                    if x < width:
                        if get_ground_type() == Grounds.Soil:
                            till()
                    elif x < width * 2:
                        if (x + get_pos_y()) % 2 == 0:
                            plant(Entities.Tree)
                            if num_items(Items.Fertilizer) > 0:
                                use_item(Items.Fertilizer)
                        else:
                            plant(Entities.Bush)
                    else:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        if x == get_world_size()-1:
                            plant(Entities.Sunflower)
                        else:
                            plant(Entities.Carrot)
                    if get_water() < 0.5 and num_items(Items.Water) > 0:
                        use_item(Items.Water)
                    move(North)
                move(East)
            for i in range(width):
                move(West)
    for i in range(3):
        spawn_drone(work)
        for j in range(get_world_size() // 4):
            move(East)
    work()
    Write result the agent saw
    Saved supplies16 (37 lines).
    Game time: 2h 41m 17s elapsed, 3h 18m 43s of budget remaining.
    run_program at 2h 41m for 1200s (agent saw)
    Ran supplies16 for 20m of game time; it is still running.
    Inventory change: carrot +338773, fertilizer -781, hay +339072, power +439.23, water -2048, weird_substance +107920, wood +581568.
    Game time: 3h 1m 27s elapsed, 2h 58m 33s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    run_program at 4h 13m for 1200s (agent saw)
    Ran supplies16 for 20m of game time; it is still running.
    Inventory change: carrot +667696, fertilizer -3440, hay +693408, power +243.76, water -145, weird_substance +1417920, wood +1522720.
    Game time: 4h 33m 27s elapsed, 1h 26m 33s of budget remaining.
    Output:
    (none)
bones.py1 write · 1 ran · first at 3h 37m
  1. r13h 37mRan26 lines · ran 35m 50s
    clear()
    n = get_world_size()
    while True:
        change_hat(Hats.Dinosaur_Hat)
        running = True
        while running:
            if get_pos_y() == 0:
                if get_pos_x() == 0:
                    running = move(North)
                else:
                    running = move(West)
            elif get_pos_x() % 2 == 0:
                if get_pos_y() == n-1:
                    running = move(East)
                else:
                    running = move(North)
            else:
                if get_pos_y() == 1 and get_pos_x() < n-1:
                    running = move(East)
                else:
                    running = move(South)
        change_hat(Hats.Straw_Hat)
        while get_pos_x() > 0:
            move(West)
        while get_pos_y() > 0:
            move(South)
    Write result the agent saw
    Saved bones (26 lines).
    Game time: 3h 37m 27s elapsed, 2h 22m 33s of budget remaining.
    run_program at 3h 37m for 900s (agent saw)
    Ran bones for 15m of game time; it is still running.
    Inventory change: bone +260100, cactus -3000, fertilizer +720, water +5760.
    Game time: 3h 52m 37s elapsed, 2h 7m 23s of budget remaining.
    Output:
    (none)
    run_program at 5h 14m for 1200s (agent saw)
    Ran bones for 20m of game time; it is still running.
    Inventory change: cactus -6112, fertilizer +960, water +7680.
    Game time: 5h 34m 37s elapsed, 25m 23s of budget remaining.
    Output:
    (none)
gold3.py1 write · 1 ran · first at 3h 52m
  1. r13h 52mRan15 lines · ran 20m 20s
    change_hat(Hats.Straw_Hat)
    clear()
    dirs = [North, East, South, West]
    while num_items(Items.Weird_Substance) > get_world_size() * 4:
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, get_world_size() * 4)
        d = 0
        while get_entity_type() != Entities.Treasure:
            if move(dirs[(d+1)%4]):
                d = (d+1)%4
            elif move(dirs[d]):
                pass
            else:
                d = (d+3)%4
        harvest()
    Write result the agent saw
    Saved gold3 (15 lines).
    Game time: 3h 52m 57s elapsed, 2h 7m 3s of budget remaining.
    run_program at 3h 52m for 1200s (agent saw)
    Ran gold3 for 20m of game time; it is still running.
    Inventory change: bone +101124, fertilizer +960, gold +58368, water +7680, weird_substance -3712.
    Game time: 4h 13m 7s elapsed, 1h 46m 53s of budget remaining.
    Output:
    (none)
goldfast.py1 write · 1 ran · first at 5h 34m
  1. r15h 34mRan6 lines · ran 7m 30s
    change_hat(Hats.Straw_Hat)
    clear()
    while num_items(Items.Weird_Substance) >= 8:
        plant(Entities.Bush)
        use_item(Items.Weird_Substance, 8)
        harvest()
    Write result the agent saw
    Saved goldfast (6 lines).
    Game time: 5h 34m 47s elapsed, 25m 13s of budget remaining.
    run_program at 5h 34m for 120s (agent saw)
    Ran goldfast for 2m of game time; it is still running.
    Inventory change: bone +1486088, fertilizer +96, gold +4840, water +768, weird_substance -4840.
    Game time: 5h 36m 57s elapsed, 23m 3s of budget remaining.
    Output:
    (none)
final_economy.py1 write · 1 ran · first at 5h 42m
  1. r15h 42mRan37 lines · ran 17m 10s
    clear()
    def work(start):
        n = get_world_size()
        while get_pos_x() != start:
            move(East)
        while True:
            x = start
            while x < n:
                while get_pos_x() != x:
                    move(East)
                for y in range(n):
                    if can_harvest():
                        harvest()
                    if x < 4:
                        if get_ground_type() == Grounds.Soil:
                            till()
                    elif x < 9:
                        if (x + get_pos_y()) % 2 == 0:
                            plant(Entities.Tree)
                            if num_items(Items.Fertilizer) > 0:
                                use_item(Items.Fertilizer)
                        else:
                            plant(Entities.Bush)
                    else:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        if x >= 19:
                            plant(Entities.Sunflower)
                        else:
                            plant(Entities.Carrot)
                    if get_water() < 0.5 and num_items(Items.Water) > 0:
                        use_item(Items.Water)
                    move(North)
                x += 8
    for i in range(1, 8):
        spawn_drone(work, i)
    work(0)
    Write result the agent saw
    Saved final_economy (37 lines).
    Game time: 5h 42m 17s elapsed, 17m 43s of budget remaining.
    run_program at 5h 42m for 1000s (agent saw)
    Ran final_economy for 16m 40s of game time; it is still running.
    Inventory change: carrot +1984623, fertilizer -3296, hay -836224, power +7453.58, water -6063, weird_substance +1293760, wood +3036416.
    Game time: 5h 59m 7s elapsed, 53s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
finish_hay.py1 write · 1 ran · first at 5h 59m
  1. r15h 59mRan10 lines · ran 23s
    def work(x):
        while get_pos_x() != x:
            move(East)
        while True:
            if can_harvest():
                harvest()
            move(North)
    for x in range(4):
        spawn_drone(work, x)
    work(0)
    Write result the agent saw
    Saved finish_hay (10 lines).
    Game time: 5h 59m 27s elapsed, 33s of budget remaining.
    run_program at 5h 59m for 33s (agent saw)
    Ran finish_hay for 23s of game time; it is still running.
    Inventory change: fertilizer +19, hay +107840, power -118.85, water +149.
    Game time: 6h elapsed, 0s of budget remaining.
    Output:
    (none) The game-time budget is used up. The run is over; stop now.
log6 said · 12 thought · 107 tool calls

Step by step

  1. 0ssaidI’ll inspect the farm and game tools, then build up automated production and unlock more crops as the economy grows.
  2. 0sobserve
    result
    Game time: 10s elapsed, 5h 59m 50s of budget remaining.
    Program: none running.
    Inventory: empty.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr3*
    Recent output:
    (none)
  3. 10sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  4. 20sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  5. 30swrite_program name="start" · evidence
    result
    Saved start (5 lines).
    Game time: 40s elapsed, 5h 59m 20s of budget remaining.
  6. 40srun_program name="start" seconds=20
    result
    Ran start for 3s of game time; it finished.
    Inventory change: hay +5.
    Game time: 53s elapsed, 5h 59m 7s of budget remaining.
    Output:
    (none)
  7. 53sbuy_upgrade upgrades=["loops"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Game time: 1m 3s elapsed, 5h 58m 57s of budget remaining.
  8. 1m 03swrite_program name="hay" · evidence
    result
    Saved hay (2 lines).
    Game time: 1m 13s elapsed, 5h 58m 47s of budget remaining.
  9. 1m 13srun_program name="hay" seconds=60
    result
    Ran hay for 1m of game time; it is still running.
    Inventory change: hay +120.
    Game time: 2m 23s elapsed, 5h 57m 37s of budget remaining.
    Output:
    (none)
  10. 2m 23sbuy_upgrade upgrades=["speed","plant","expand"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 2m 33s elapsed, 5h 57m 27s of budget remaining.
  11. 2m 33sdocs_read path="unlocks/expand"
    result
    ## Expand
    Expands the farm. This also clears the farm.
    1x3 => 3x3
    
    ### Unlock Cost [Current cost: wood=20]
    
    [Tutorial](docs/unlocks/expand_1.md)
    Game time: 2m 43s elapsed, 5h 57m 17s of budget remaining.
  12. 2m 43swrite_program name="wood" · evidence
    result
    Saved wood (4 lines).
    Game time: 2m 53s elapsed, 5h 57m 7s of budget remaining.
  13. 2m 53srun_program name="wood" seconds=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: hay +2.
    Game time: 5m 3s elapsed, 5h 54m 57s of budget remaining.
    Output:
    (none)
  14. 5m 03sbuy_upgrade upgrades=["carrots","expand","operators","watering"] · evidence
    result
    Could not buy carrots: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy operators: Not enough resources.
    Could not buy watering: Requires carrots first.
  15. 5m 13sdocs_read path="docs/unlocks/carrots.md"
    result
    No accessible documentation page docs/unlocks/carrots.md. Use docs_list.
  16. 5m 23sdocs_read path="functions/harvest"
    result
    harvest()
    Harvests the entity under the drone. 
    If you harvest an entity that can't be harvested, it will be destroyed.
    
    returns True if an entity was removed, False otherwise.
    
    takes 200 ticks to execute if an entity was removed, 1 tick otherwise.
    
    example:
    harvest()
    Game time: 5m 33s elapsed, 5h 54m 27s of budget remaining.
  17. 5m 33sdocs_read path="docs/unlocks/plant.md"
    result
    # Plant
    Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush.
    You can pass the type of plant you want to plant to the function like this:
    
    `plant(Entities.Bush)`
    
    This will plant a bush under the drone.
    
    Call `clear()` to reset the farm to all grass and reset the drone position.
    
    It seems tha…
  18. 5m 43sobserve
    result
    Game time: 5m 53s elapsed, 5h 54m 7s of budget remaining.
    Program: wood (running).
    Inventory: hay 42.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Bu=bush.
    y= 2  _Bu2*
    y= 1  _Bu1
    y= 0  _Bu2
    Recent output:
    (none)
  19. 5m 53swrite_program name="wood" · evidence
    result
    Stop the program before editing it.
  20. 6m 03srun_program name="wood" seconds=180
    result
    Ran wood for 3m of game time; it is still running.
    Inventory change: no change.
    Game time: 9m 13s elapsed, 5h 50m 47s of budget remaining.
    Output:
    (none)
  21. 9m 13sbuy_upgrade upgrades=["carrots","expand","watering"] · evidence
    result
    Could not buy carrots: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy watering: Requires carrots first.
  22. 9m 23sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; available, not affordable
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs…
  23. 9m 33swrite_program name="wood2" · evidence
    result
    Saved wood2 (5 lines).
    Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining.
  24. 9m 43srun_program name="wood2" seconds=180
    result
    Ran wood2 for 3m of game time; it is still running.
    Inventory change: wood +107.
    Game time: 12m 53s elapsed, 5h 47m 7s of budget remaining.
    Output:
    (none)
  25. 12m 53sbuy_upgrade upgrades=["carrots","expand","watering","speed"] · evidence
    result
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy watering: Not enough resources.
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 13m 3s elapsed, 5h 46m 57s of budget remaining.
  26. 13m 03swrite_program name="basic" · evidence
    result
    Saved basic (11 lines).
    Game time: 13m 13s elapsed, 5h 46m 47s of budget remaining.
  27. 13m 13srun_program name="basic" seconds=120
    result
    Ran basic for 2m of game time; it is still running.
    Inventory change: hay +227, wood +7.
    Game time: 15m 23s elapsed, 5h 44m 37s of budget remaining.
    Output:
    (none)
  28. 15m 23sbuy_upgrade upgrades=["operators","senses","grass"] · evidence
    result
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Could not buy grass: Not enough resources.
    Game time: 15m 33s elapsed, 5h 44m 27s of budget remaining.
  29. 15m 33sdocs_read path="docs/unlocks/carrots.md"
    result
    # Carrots
    Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`.
    
    Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`.
    
    You can see the cost of any p…
  30. 15m 43sthoughtAccelerating calls
  31. 15m 43ssaidThe farm is now 3×3 with faster movement and crop sensing. I’m setting up a mix of hay, wood, and carrots to fund the next round of unlocks.
  32. 15m 43swrite_program name="mixed" · evidence
    result
    Saved mixed (12 lines).
    Game time: 15m 53s elapsed, 5h 44m 7s of budget remaining.
  33. 15m 53srun_program name="mixed" seconds=600
    result
    Ran mixed for 10m of game time; it is still running.
    Inventory change: carrot +414, hay +463, wood +483.
    Game time: 26m 3s elapsed, 5h 33m 57s of budget remaining.
    Output:
    (none)
  34. 26m 03sbuy_upgrade upgrades=["variables","functions","trees","watering","grass","expand","speed"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.…
  35. 26m 13sobserve
    result
    Game time: 26m 23s elapsed, 5h 33m 37s of budget remaining.
    Program: mixed (running).
    Inventory: hay 293, wood 357, carrot 206, water 1.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Bu=bush, Ca=carrot.
    y= 3  _Gr3  _Bu1  #Ca2  _Gr3
    y= 2  _Gr3  _Bu1  #Ca3…
  36. 26m 23swait seconds=300 until_affordable="pumpkins"
    result
    Waited 2m 14s (pumpkins is affordable). Program: mixed running.
    Inventory change: carrot +146, hay +566, water +13, wood +140.
    Game time: 28m 47s elapsed, 5h 31m 13s of budget remaining.
  37. 28m 47sbuy_upgrade upgrades=["pumpkins","fertilizer","lists","sunflowers"] · evidence
    result
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy fertilizer: Not enough resources.
    Could not buy lists: Not enough resources.
    Could not buy sunflowers: Not enough resources.
    Game time: 28m 57s elapsed, 5h 31m 3s of budget remaining.
  38. 28m 57sdocs_read path="objects/pumpkin"
    result
    ## Pumpkin
    Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
    
    Base growth time between 0.2 and 3.8 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 29m 7s elapsed, 5h 30m 53s of budget remaining.
  39. 29m 07sdocs_read path="docs/unlocks/fertilizer.md"
    result
    No accessible documentation page docs/unlocks/fertilizer.md. Use docs_list.
  40. 29m 17sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and c…
  41. 29m 27sbuy_upgrade upgrades=["trees","expand"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy expand: Not enough resources.
    Game time: 29m 37s elapsed, 5h 30m 23s of budget remaining.
  42. 29m 37swrite_program name="economy" · evidence
    result
    Saved economy (24 lines).
    Game time: 29m 47s elapsed, 5h 30m 13s of budget remaining.
  43. 29m 47srun_program name="economy" seconds=1200
    result
    Ran economy for 20m of game time; it is still running.
    Inventory change: carrot +227, hay +1788, pumpkin +569, water +120, wood +4892.
    Game time: 49m 57s elapsed, 5h 10m 3s of budget remaining.
    Output:
    (none)
  44. 49m 57sbuy_upgrade upgrades=["carrots","trees","grass","fertilizer","lists","sunflowers","speed","expand"] · evidence
    result
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 3. Paid wood 500.
    Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Could not buy lists: Not enough resources.
    Could not buy sunflowers: No…
  45. 50m 07sdocs_read path="docs/unlocks/fertilizer.md"
    result
    # Fertilizer
    At some point, waiting for the plants to grow is just not efficient enough anymore. 
    Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade.
    
    Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds.
    
    This has some side effects.
    Plants grown w…
  46. 50m 17swrite_program name="economy2" · evidence
    result
    Saved economy2 (25 lines).
    Game time: 50m 27s elapsed, 5h 9m 33s of budget remaining.
  47. 50m 27srun_program name="economy2" seconds=1200
    result
    Ran economy2 for 20m of game time; it is still running.
    Inventory change: carrot +1439, fertilizer -1, hay +960, pumpkin +1097, water +120, weird_substance +2030, wood +5830.
    Game time: 1h 10m 37s elapsed, 4h 49m 23s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    --------------------------…
  48. 1h 10mbuy_upgrade upgrades=["speed","sunflowers","lists","carrots","pumpkins","mazes","expand"] · evidence
    result
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy…
  49. 1h 10mobserve
    result
    Game time: 1h 10m 57s elapsed, 4h 49m 3s of budget remaining.
    Program: economy2 (running).
    Inventory: hay 2704, wood 8606, carrot 392, pumpkin 683, weird_substance 1050, water 268, fertilizer 2.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Pu=pumpkin, C…
  50. 1h 10mdocs_read path="docs/unlocks/mazes.md"
    result
    # Mazes
    `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges.
    The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call).
    Without maze upg…
  51. 1h 11mdocs_read path="docs/unlocks/sunflowers.md"
    result
    # Sunflowers
    [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. 
    
    Planting them works exactly like planting carrots or pumpkins. 
    
    Harvesting a grown sunflower yields power.
    If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power!
    If you harvest a sunflower while there is another s…
  52. 1h 11mwait seconds=900
    result
    Waited 15m (time up). Program: economy2 running.
    Inventory change: carrot +6632, hay -2780, pumpkin +1000, water +90, weird_substance +1790, wood +2082.
    Game time: 1h 26m 27s elapsed, 4h 33m 33s of budget remaining.
  53. 1h 26mbuy_upgrade upgrades=["pumpkins","pumpkins","grass","trees","speed","fertilizer"] · evidence
    result
    Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought grass, now level 4. Paid wood 2500.
    Could not buy trees: Not enough resources.
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Bought fertilizer, n…
  54. 1h 26mthoughtModifying mixed farm
  55. 1h 26msaidThe economy now produces pumpkins and fertilizer-derived weird substance, which unlocks mazes and gold. I’m adding sunflower power for faster work, then using gold to unlock multiple drones.
  56. 1h 26mwrite_program name="economy3" · evidence
    result
    Saved economy3 (27 lines).
    Game time: 1h 26m 47s elapsed, 4h 33m 13s of budget remaining.
  57. 1h 26mrun_program name="economy3" seconds=1200
    result
    Ran economy3 for 20m of game time; it is still running.
    Inventory change: carrot -1193, hay +23416, pumpkin +13576, water +120, weird_substance +4570, wood +13014.
    Game time: 1h 46m 57s elapsed, 4h 13m 3s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    ----------------------------------------------…
  58. 1h 46mbuy_upgrade upgrades=["cactus","trees","watering","watering"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 1h 47m …
  59. 1h 47mwrite_program name="gold" · evidence
    result
    Saved gold (14 lines).
    Game time: 1h 47m 17s elapsed, 4h 12m 43s of budget remaining.
  60. 1h 47mrun_program name="gold" seconds=600
    result
    Ran gold for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +9472, hay +8, power -6.61, water +240, weird_substance -1192.
    Game time: 1h 57m 27s elapsed, 4h 2m 33s of budget remaining.
    Output:
    (none)
  61. 1h 57mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 57m 37s elapsed, 4h 2m 23s of budget remaining.
  62. 1h 57mdocs_read path="docs/unlocks/cactus.md"
    result
    # Cactus
    Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual.
    
    However, they come in various sizes and have a strange sense of order.
    
    If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively.
    
    A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
  63. 1h 57mdocs_read path="docs/unlocks/megafarm.md"
    result
    # Mega Farm
    This incredibly powerful unlock gives you access to multiple drones. 
    
    As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates.
    Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function.
    
    `def drone_function():
        move(North)
        do_a_flip()
    
    spawn_drone…
  64. 1h 57mbuy_upgrade upgrades=["megafarm","dictionaries","costs","debug"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md.
    Bought costs, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/unlocks/costs.md.
    Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md.
    Gam…
  65. 1h 58mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; can buy now
      ## 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 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrots.m…
  66. 1h 58mthoughtClearing the maze
  67. 1h 58mwrite_program name="cacti" · evidence
    result
    Saved cacti (20 lines).
    Game time: 1h 58m 27s elapsed, 4h 1m 33s of budget remaining.
  68. 1h 58mrun_program name="cacti" seconds=600
    result
    Parse error: error_mixed_indentation
  69. 1h 58mbuy_upgrade upgrades=["dinosaurs","mazes","debug_2"] · evidence
    result
    Could not buy dinosaurs: Not enough resources.
    Could not buy mazes: Not enough resources.
    Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md.
    Game time: 1h 58m 47s elapsed, 4h 1m 13s of budget remaining.
  70. 1h 58mdocs_read path="docs/unlocks/dinosaurs.md"
    result
    No accessible documentation page docs/unlocks/dinosaurs.md. Use docs_list.
  71. 1h 58mthoughtStandardizing program indentation
  72. 1h 58mwrite_program name="cacti2" · evidence
    result
    Saved cacti2 (20 lines).
    Game time: 1h 59m 7s elapsed, 4h 53s of budget remaining.
  73. 1h 59mrun_program name="cacti2" seconds=600
    result
    Ran cacti2 for 10m of game time; it is still running.
    Inventory change: cactus +35612, fertilizer +120, pumpkin -1260, water +240.
    Game time: 2h 9m 17s elapsed, 3h 50m 43s of budget remaining.
    Output:
    (none)
  74. 2h 09mbuy_upgrade upgrades=["dinosaurs","mazes"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md.
    Game time: 2h 9m 27s elapsed, 3h 50m 33s of budget remaining.
  75. 2h 09mdocs_read path="docs/unlocks/dinosaurs.md"
    result
    # Dinosaurs
    Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones.
    
    Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one.
    For this purpose you have received the new dinosaur hat.
    
    The hat can be equipped with
    `change_hat(Hats.Dinosaur_Hat)`
    
    Unfortunately it doesn't quite look like on the advertisement...
    
    If you equip …
  76. 2h 09mthoughtSetting up crop drones
  77. 2h 09mbuy_upgrade upgrades=["grass","carrots","trees"] · evidence
    result
    Bought grass, now level 5. Paid wood 12500.
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 2h 9m 47s elapsed, 3h 50m 13s of budget remaining.
  78. 2h 09mwrite_program name="supplies" · evidence
    result
    Saved supplies (35 lines).
    Game time: 2h 9m 57s elapsed, 3h 50m 3s of budget remaining.
  79. 2h 09mrun_program name="supplies" seconds=1200
    result
    Ran supplies for 20m of game time; it is still running.
    Inventory change: carrot +121579, fertilizer +240, hay +166656, water -1036, wood +499152.
    Game time: 2h 30m 7s elapsed, 3h 29m 53s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    ------------------------------------------------------------------…
  80. 2h 30mobserve
    result
    Game time: 2h 30m 17s elapsed, 3h 29m 43s of budget remaining.
    Program: supplies (running).
    Inventory: hay 168910, wood 502366, carrot 122371, pumpkin 4317, cactus 25212, weird_substance 6374, gold 124, fertilizer 516.
    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:…
  81. 2h 30mbuy_upgrade upgrades=["pumpkins","pumpkins","watering","watering","watering","fertilizer","grass","carrots"] · evidence
    result
    Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md.
    B…
  82. 2h 30mwrite_program name="pumpkinfield" · evidence
    result
    Saved pumpkinfield (17 lines).
    Game time: 2h 30m 37s elapsed, 3h 29m 23s of budget remaining.
  83. 2h 30mrun_program name="pumpkinfield" seconds=600
    result
    Ran pumpkinfield for 10m of game time; it is still running.
    Inventory change: carrot -28208, fertilizer +240, pumpkin +135168, water +1920.
    Game time: 2h 40m 47s elapsed, 3h 19m 13s of budget remaining.
    Output:
    (none)
  84. 2h 40mbuy_upgrade upgrades=["expand","expand","cactus","cactus"] · evidence
    result
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Game time: 2h 40m 57s elapsed, 3h 19m 3s of budget remainin…
  85. 2h 40mobserve
    result
    Game time: 2h 41m 7s elapsed, 3h 18m 53s of budget remaining.
    Program: pumpkinfield (running).
    Inventory: hay 175950, wood 339506, carrot 16207, pumpkin 47485, cactus 25212, weird_substance 6374, gold 124, water 1984, fertilizer 773.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a…
  86. 2h 41mthoughtGeneralizing farm columns
  87. 2h 41mwrite_program name="supplies16" · evidence
    result
    Saved supplies16 (37 lines).
    Game time: 2h 41m 17s elapsed, 3h 18m 43s of budget remaining.
  88. 2h 41mrun_program name="supplies16" seconds=1200
    result
    Ran supplies16 for 20m of game time; it is still running.
    Inventory change: carrot +338773, fertilizer -781, hay +339072, power +439.23, water -2048, weird_substance +107920, wood +581568.
    Game time: 3h 1m 27s elapsed, 2h 58m 33s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: work
    use_item(Items.Water)
            ^^           
    ------------------------…
  89. 3h 01mbuy_upgrade upgrades=["trees","grass","carrots","fertilizer","watering"] · evidence
    result
    Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 7. Paid wood 312000.
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought watering, now level 7. Paid wood 205000. Its tutorial i…
  90. 3h 01mrun_program name="pumpkinfield" seconds=900
    result
    Ran pumpkinfield for 15m of game time; it is still running.
    Inventory change: carrot -60304, fertilizer +720, power -434.20, pumpkin +270336, water +5760.
    Game time: 3h 16m 47s elapsed, 2h 43m 13s of budget remaining.
    Output:
    (none)
  91. 3h 16mbuy_upgrade upgrades=["cactus","cactus","expand"] · evidence
    result
    Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Could not buy expand: Not enough resources.
    Game time: 3h 16m 57s elapsed, 2h 43m 3s of budget remaining.
  92. 3h 16mthoughtStarting 20m cactus run
  93. 3h 16msaidFour drones have built substantial supplies, and the farm has expanded to 16×16. All crop types are unlocked; I’m now scaling cactus harvests, gold, and dinosaur bones while reinvesting in higher yields.
  94. 3h 16mrun_program name="cacti2" seconds=1200
    result
    Ran cacti2 for 20m of game time; it is still running.
    Inventory change: cactus +480848, fertilizer +960, pumpkin -5968, water +7680.
    Game time: 3h 37m 7s elapsed, 2h 22m 53s of budget remaining.
    Output:
    (none)
  95. 3h 37mbuy_upgrade upgrades=["dinosaurs","dinosaurs","mazes","mazes"] · evidence
    result
    Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
    Could not buy mazes: Not enough resources.
    Game time: 3h 37m 17s elapsed, 2h 22m 43s of budget rema…
  96. 3h 37mwrite_program name="bones" · evidence
    result
    Saved bones (26 lines).
    Game time: 3h 37m 27s elapsed, 2h 22m 33s of budget remaining.
  97. 3h 37mrun_program name="bones" seconds=900
    result
    Ran bones for 15m of game time; it is still running.
    Inventory change: bone +260100, cactus -3000, fertilizer +720, water +5760.
    Game time: 3h 52m 37s elapsed, 2h 7m 23s of budget remaining.
    Output:
    (none)
  98. 3h 52mobserve
    result
    Game time: 3h 52m 47s elapsed, 2h 7m 13s of budget remaining.
    Program: bones (running).
    Inventory: hay 446686, wood 210794, carrot 301636, pumpkin 191853, cactus 346988, bone 260100, weird_substance 115334, gold 124, water 19584, fertilizer 2448.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 ful…
  99. 3h 52mthoughtRunning a small maze
  100. 3h 52mwrite_program name="gold3" · evidence
    result
    Saved gold3 (15 lines).
    Game time: 3h 52m 57s elapsed, 2h 7m 3s of budget remaining.
  101. 3h 52mrun_program name="gold3" seconds=1200
    result
    Ran gold3 for 20m of game time; it is still running.
    Inventory change: bone +101124, fertilizer +960, gold +58368, water +7680, weird_substance -3712.
    Game time: 4h 13m 7s elapsed, 1h 46m 53s of budget remaining.
    Output:
    (none)
  102. 4h 13mbuy_upgrade upgrades=["megafarm","trees"] · evidence
    result
    Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 4h 13m 17s elapsed, 1h 46m 43s of budget remaining.
  103. 4h 13mrun_program name="supplies16" seconds=1200
    result
    Ran supplies16 for 20m of game time; it is still running.
    Inventory change: carrot +667696, fertilizer -3440, hay +693408, power +243.76, water -145, weird_substance +1417920, wood +1522720.
    Game time: 4h 33m 27s elapsed, 1h 26m 33s of budget remaining.
    Output:
    (none)
  104. 4h 33mbuy_upgrade upgrades=["pumpkins","trees","carrots"] · evidence
    result
    Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Could not buy trees: Not enough resources.
    Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 4h 33m 37s elapsed, 1h 26m 23s of budget remaining.
  105. 4h 33mrun_program name="pumpkinfield" seconds=1200
    result
    Ran pumpkinfield for 20m of game time; it is still running.
    Inventory change: carrot -132224, fertilizer +960, power -252.79, pumpkin +589824, water +7680.
    Game time: 4h 53m 47s elapsed, 1h 6m 13s of budget remaining.
    Output:
    (none)
  106. 4h 53mthoughtStopping invalid expansion
  107. 4h 53mbuy_upgrade upgrades=["expand","cactus"] · evidence
    result
    Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy cactus: Not enough resources.
    Game time: 4h 53m 57s elapsed, 1h 6m 3s of budget remaining.
  108. 4h 53mrun_program name="cacti2" seconds=1200
    result
    Ran cacti2 for 20m of game time; it is still running.
    Inventory change: cactus +937024, fertilizer +960, pumpkin -7368, water +7680.
    Game time: 5h 14m 7s elapsed, 45m 53s of budget remaining.
    Output:
    (none)
  109. 5h 14mbuy_upgrade upgrades=["dinosaurs","mazes"] · evidence
    result
    Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought mazes, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/mazes.md.
    Game time: 5h 14m 17s elapsed, 45m 43s of budget remaining.
  110. 5h 14mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; can buy now
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable; tutorial docs…
  111. 5h 14mthoughtTesting small gold
  112. 5h 14mrun_program name="bones" seconds=1200
    result
    Ran bones for 20m of game time; it is still running.
    Inventory change: cactus -6112, fertilizer +960, water +7680.
    Game time: 5h 34m 37s elapsed, 25m 23s of budget remaining.
    Output:
    (none)
  113. 5h 34mwrite_program name="goldfast" · evidence
    result
    Saved goldfast (6 lines).
    Game time: 5h 34m 47s elapsed, 25m 13s of budget remaining.
  114. 5h 34mrun_program name="goldfast" seconds=120
    result
    Ran goldfast for 2m of game time; it is still running.
    Inventory change: bone +1486088, fertilizer +96, gold +4840, water +768, weird_substance -4840.
    Game time: 5h 36m 57s elapsed, 23m 3s of budget remaining.
    Output:
    (none)
  115. 5h 36mthoughtPreparing supply layout
  116. 5h 36msaidThe farm has reached 22×22 and has produced every major resource, including gold and bones. With 23 minutes left, I’m finishing with gold production and an eight-drone harvest of staple crops and sunflower power.
  117. 5h 36mwait seconds=300
    result
    Waited 5m (time up). Program: goldfast running.
    Inventory change: fertilizer +240, gold +12112, water +1920, weird_substance -12112.
    Game time: 5h 42m 7s elapsed, 17m 53s of budget remaining.
  118. 5h 42mwrite_program name="final_economy" · evidence
    result
    Saved final_economy (37 lines).
    Game time: 5h 42m 17s elapsed, 17m 43s of budget remaining.
  119. 5h 42mrun_program name="final_economy" seconds=1000
    result
    Ran final_economy for 16m 40s of game time; it is still running.
    Inventory change: carrot +1984623, fertilizer -3296, hay -836224, power +7453.58, water -6063, weird_substance +1293760, wood +3036416.
    Game time: 5h 59m 7s elapsed, 53s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Carrot.
    In: work
    plant(Entities.Carrot)
         ^^               
    ---------------…
  120. 5h 59mobserve
    result
    Game time: 5h 59m 17s elapsed, 43s of budget remaining.
    Program: final_economy (running).
    Inventory: hay 38, wood 4103074, carrot 2595048, pumpkin 261933, cactus 412852, bone 1847312, weird_substance 2814294, gold 46700, water 47632, power 7503.59.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 f…
  121. 5h 59mthoughtHarvesting existing grass
  122. 5h 59mwrite_program name="finish_hay" · evidence
    result
    Saved finish_hay (10 lines).
    Game time: 5h 59m 27s elapsed, 33s of budget remaining.
  123. 5h 59mrun_program name="finish_hay" seconds=33
    result
    Ran finish_hay for 23s of game time; it is still running.
    Inventory change: fertilizer +19, hay +107840, power -118.85, water +149.
    Game time: 6h elapsed, 0s of budget remaining.
    Output:
    (none) The game-time budget is used up. The run is over; stop now.
  124. 6h 00mwait seconds=10
    result
    The game-time budget is used up. The run is over; stop now.
  125. 6h 00msaidUsed the full 6-hour budget. Built a 22×22 farm, unlocked 8 drones, and produced every major resource. Approximate final stockpiles, after upgrade costs and consumption: | Resource | Amount | |---|---:| | Wood | 4.1 million | | Weird substance | 2.8 million | | Carrots | 2.6 million | | Bones | 1.85 million | | Cactus | 413,000 | | Pumpkins | 262,000 | | Hay | 108,000 | | Water | 48,000 | | Gold | 46,700 | | Power | 7,400 | Total production was higher, since substantial resources funded upgrades and planting.

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

spentreported alongside the score, never folded into it

What it spent

API-equivalent cost (estimate)usage.jsonl (one point per prompt turn)

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

Tokens

Input (uncached)54,534
Cache reads862,848
Cache writes0
Output6,516
Thinking (subset of output where reported)674
Total923,898
ModelTokensEstimate
gpt-6-astra923,898$1.73

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

  • gpt-6-astra: 923898 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
  • Cost estimate assumption: gpt-6-astra: 923898 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
Run ideconomy-v1-codex-gpt-6-astra-s2-a1-20261016T135420Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentCodex 2.2.2 (@agentclientprotocol/codex-acp)
Applied config{"mode":"read-only","model":"gpt-6-astra","reasoning_effort":"medium","fast-mode":"off"}
Models reportedgpt-6-astra
Tools availablenot recorded
Harness55e7bd366f82 (uncommitted changes)
Bridge / game3ee9b950dce5 / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 7.28 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T13:54:20.585Z → 2026-10-16T13:59:21.772Z
Evidence53 items in evidence.json