GPT-6 Luna, seed 2

Codex · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 15.6k produced, 4.19 points
  • Wood 31.9k produced, 4.50 points
  • Carrot 3.84k produced, 3.58 points
  • Pumpkin 6.49k produced, 3.81 points
  • Cactus 4.1k produced, 3.61 points
  • Power not produced
  • Bone 35.7k produced, 4.55 points
  • Weird substance not produced
  • Gold not produced
  • Water 1.6k produced, 3.20 points
  • Fertilizer not produced

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

Score · economy-v1
27.46orders of magnitude · model mean 15.74
On seed 2
#8of 8 models
Cost
$0.18API-equivalent estimate
Real time
20m 23swall 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 00m3.84
2h 00m11.3
3h 00m13.1
4h 00m17.5
5h 00m18.7
6h 00m27.5
thought10s · **Reading research docs**30s · **Opening docs home**1m 00s · **Collecting hay**1m 20s · **Writing repeated harvest lines**1m 50s · **Harvesting full grass**2m 11s · **Preparing harvest commands**2m 36s · **Buying loops**2m 46s · **Writing harvest loop**1h 03m · **Researching speed upgrade**1h 03m · **Buying speed upgrades**1h 03m · **Checking upgrade costs.**1h 03m · **Reading upgrade cost docs**1h 04m · **Unlocking plant research**1h 04m · **Checking bush planting requirements**1h 04m · **Preparing Bush planting script** **Launching Bush test script**1h 04m · **Observing the plant**1h 05m · **Checking soil before planting**1h 05m · **Harvesting grass first**1h 05m · **Checking planted bush**1h 05m · **Harvesting grass before planting**1h 06m · **Waiting to inspect tile**1h 06m · **Harvesting Bu3**1h 06m · **Planting bushes for wood** **Checking bush growth timing**1h 06m · **Checking delay documentation**1h 06m · **Harvesting grass first**1h 07m · **Harvesting and replanting bushes**1h 17m · **Checking expansion costs**1h 17m · **Buying farm expansion** **Buying farm expansion**1h 17m · **Checking wood inventory**1h 17m · **Checking loop documentation**1h 18m · **Producing wood** **Running wood program**1h 28m · **Checking wood for expansion** **Checking plant costs**1h 29m · **Upgrading speed and expansion** **Buying carrot upgrades**1h 29m · **Checking movement functions**1h 29m · **Preparing the planting grid** **Planning the planting route** **Balancing carrot costs**1h 29m · **Setting up crop cycles** **Researching expansion costs**1h 30m · **Preparing carrot farm** **Planting carrot beds** **Planting carrot plots**1h 30m · **Harvesting grass before planting** **Preparing initial tilling**1h 30m · **Buying the watering tool** **Preparing carrot plots** **Writing the carrot program**1h 30m · **Running a short test**1h 32m · **Considering watering upgrade** **Reading watering docs**1h 33m · **Farming carrots to 70** **Buying watering upgrade**1h 33m · **Waiting for 70 carrots**1h 33m · **Waiting for carrots** **Waiting for more carrots**1h 35m · **Buying trees now**1h 35m · **Preparing bush-focused program** **Reading tree docs**1h 35m · **Checking tree path access**1h 36m · **Planning checkerboard tree layout** **Checking current inventory**1h 36m · **Preparing tree plantings** **Selecting checkerboard tree tiles** **Preparing tree tile cycle**1h 36m · **Planning tree processing** **Preparing tree grid** **Aligning tree-grid route**1h 36m · **Creating explicit tile calls** **Planting trees and bushes**1h 36m · **Checking selected tree locations**1h 36m · **Searching docs for Tree**1h 36m · **Replacing code strings**1h 47m · **Setting up carrot tile** **Replacing bush with carrot** **Planting carrot crop**1h 47m · **Planting carrot bushes** **Updating crop program** **Modifying farm program**1h 47m · **Setting up carrot tiles**1h 49m · **Preparing farm expansion** **Keeping current farm layout** **Accumulating farm resources**1h 49m · **Setting up pumpkin farm** **Waiting for 200 carrots**2h 13m · **Farming carrots first** **Updating the 4x4 route** **Unlocking variables**2h 13m · **Checking pumpkin unlock cost**2h 14m · **Buying pumpkins** **Buying pumpkin**2h 14m · **Reading Pumpkin tutorial**2h 14m · **Checking pumpkin growth costs**2h 14m · **Inspecting expansion costs** **Waiting for farm resources** **Planning pumpkin farm layout**2h 14m · **Checking loop access** **Planning pumpkin planting** **Checking mega pumpkin harvest**2h 14m · **Checking pumpkin merge timing** **Planning pumpkin harvest checks** **Waiting for pumpkin merge**2h 14m · **Inspecting current state**2h 15m · **Buying tree upgrades** **Buying four tree upgrades**2h 15m · **Waiting for carrot stock**2h 25m · **Preparing farm expansion** **Waiting for 50 carrots** **Checking farm route**2h 25m · **Running the farm route** **Adding carrot-tile tilling** **Checking ground type**2h 30m · **Checking carrot output**2h 30m · **Checking carrot requirements** **Replenishing hay from grass** **Harvesting grass for hay**2h 30m · **Preparing hay route** **Preparing hay program** **Stopping stuck program**2h 30m · **Producing more carrot seeds** **Fixing 3x3 hay script**2h 41m · **Inspecciono la baldosa**2h 41m · **Tilling the soil tiles** **Normalizing the starting position**2h 41m · **Writing tile-tilling logic**2h 41m · **Stopping the running program**2h 41m · **Running for 1 min**2h 42m · **Harvesting hay** **Purchasing farm expansion** **Estimating crop yields**2h 42m · **Preparing 4x4 expansion** **Stopping hay program**2h 43m · **Checking starting position**2h 43m · **Moving the drone west**2h 43m · **Checking tile planting conditions** **Planning tile cycle logic** **Coding tile harvest cycle**2h 43m · **Setting up crop plots** **Generating mixed farm code** **Checking ground type syntax**2h 44m · **Preparing the tile route** **Building the tile routine**2h 44m · **Verifying route generation** **Running a five-minute check**2h 49m · **Checking expansion costs**2h 49m · **Purchasing plot expansion** **Buying plot expansion** **Checking 4x4 route**2h 49m · **Buying plot expansion**2h 49m · **Gathering more carrots**2h 49m · **Evaluating speed upgrade** **Buying speed upgrade**2h 50m · **Waiting for 120 carrots**2h 58m · **Researching 8x8 expansion cost**2h 58m · **Tilling the 6x6 pumpkin plot** **Writing pumpkin tile script**2h 58m · **Checking the planting route** **Building the tile scan** **Delaying pumpkin harvest**2h 58m · **Preparing a replant loop** **Checking giant pumpkin display** **Building 6x6 serpentine loop**2h 58m · **Writing pumpkin patch program** **Writing pumpkin program**2h 58m · **Running for 120 seconds**3h 00m · **Observing the plot**3h 00m · **Checking a pumpkin tile**3h 01m · **Updating harvest script** **Testing giant-crop harvest script** **Adding crop-growth delay**3h 01m · **Checking harvest timing** **Testing giant harvest** **Harvesting the big patch**3h 01m · **Checking patch maturity** **Harvesting giant pumpkin**3h 01m · **Harvesting 216 resources**3h 01m · **Regenerating carrots first.** **Replenishing carrots first.** **Testing pumpkin harvest logic.**3h 01m · **Implementing readiness checks** **Testing pumpkin readiness**3h 01m · **Buying variable unlock**3h 01m · **Planning carrot replanting** **Running pumpkin manager** **Planning crop layout**3h 01m · **Planning tree spacing** **Planning carrot planting** **Designing farm layout**3h 01m · **Creating 5x5 pumpkin patch** **Coding resource strip pattern**3h 01m · **Scanning pumpkin field** **Comparing pumpkin layouts** **Assessing pumpkin persistence**3h 01m · **Designing crop manager** **Fixing harvest readiness** **Preserving resource readiness**3h 01m · **Moving to pumpkin patch** **Checking pumpkin patch** **Preparing carrot handler**3h 01m · **Checking pumpkin harvest logic** **Planning resource strip** **Waiting for carrot growth**3h 01m · **Building economy_manager program** **Mapping tile resource logic** **Checking crop readiness**3h 01m · **Processing plant resources** **Building the crop script**3h 01m · **Running parse checks**3h 03m · **Observing resource counts**3h 04m · **Checking x0y0 pumpkin**3h 04m · **Checking pumpkin readiness detection** **Running another 120 seconds**3h 06m · **Checking crop output** **Growing pumpkins for expansion**3h 06m · **Planting 49 pumpkin seeds** **Waiting for 1,000 pumpkins** **Buying grass upgrade**3h 06m · **Inspecting inventory**3h 06m · **Waiting for pumpkin replanting** **Buying grass upgrades**3h 06m · **Waiting for 1000 pumpkins**3h 23m · **Waiting for pumpkin harvest** **Tracking pumpkin harvests** **Replanting dead pumpkins**3h 23m · **Inspecting pumpkin tile state**3h 23m · **Inspecting x0y0 yield**3h 23m · **Monitoring current strip processing** **Monitoring pumpkin harvest**3h 25m · **Waiting for 1000**3h 35m · **Waiting for pumpkin harvest**3h 40m · **Inspecting pumpkin patch**3h 40m · **Inspecting x0y0**3h 40m · **Checking pumpkin readiness** **Checking pumpkin route** **Checking pumpkin survival**3h 40m · **Processing 11 resource tiles** **Checking pumpkin harvest state** **Waiting on pumpkin readiness**3h 40m · **Finishing carrot row**3h 41m · **Checking expansion effects** **Updating 8x8 farm manager**3h 41m · **Comparing patch sizes** **Checking planting timing** **Buying map expansion**3h 41m · **Planning pumpkin layout** **Checking pumpkin seed inventory**3h 41m · **Restarting the farm program** **Writing 8x8 farm manager**3h 45m · **Inspecting central tile yield**3h 45m · **Processing pumpkin plot** **Waiting for 385 pumpkins**3h 50m · **Optimizing pumpkin harvesting** **Checking expansion costs**3h 50m · **Evaluating carrot upgrade** **Buying carrot upgrade** **Growing pumpkins**3h 50m · **Buying carrots**3h 50m · **Planning carrot strip** **Waiting for carrot growth**4h 03m · **Comparing pumpkin patch rates** **Saving for pumpkin upgrade**4h 03m · **Calculating seed planting** **Estimating pumpkin cycles** **Continuing pumpkin cycles**4h 03m · **Waiting for 1000 carrots**4h 28m · **Waiting for carrot 1000**4h 37m · **Buying level-2 pumpkin upgrades**4h 38m · **Inspecting pumpkin tile**4h 38m · **Waiting for next harvest** **Monitoring farm program**4h 38m · **Checking carrot seed supply** **Waiting for 500 carrots**4h 58m · **Growing pumpkins toward 5000** **Checking carrot upgrade**4h 58m · **Buying carrot upgrade**4h 58m · **Waiting for carrots** **Waiting for pumpkins**4h 58m · **Waiting 40 minutes**5h 25m · **Buying the cactus unlock**5h 25m · **Reading cactus docs**5h 26m · **Preparing cactus sorting grid** **Stopping economy program** **Checking cactus grid order**5h 26m · **Planning adjacent-pair swaps** **Planning repeated grid sweeps** **Preparing size-sorting swaps**5h 26m · **Preparing the cactus plot** **Sorting the cactus field** **Continuing pumpkin production**5h 26m · **Building a cactus farm** **Stopping manager for cactus**5h 26m · **Stopping the old program** **Preparing tiles for cactus**5h 27m · **Estimating grid swap cost** **Preparing cactus sorting loop** **Creating cactus program**5h 27m · **Preparing cactus grid** **Writing cactus sort code**5h 27m · **Checking planting route** **Preparing cactus sort run** **Running cactus sort**5h 29m · **Checking pumpkin consumption** **Unlocking dinosaurs with cactus**5h 30m · **Reading dinosaur docs**5h 30m · **Equipping dinosaur hat** **Planning snake path** **Building grid path**5h 30m · **Checking cycle closure** **Designing grid cycle** **Planning perimeter cycle**5h 30m · **Planning a grid cycle** **Checking grid-cycle coverage**5h 30m · **Designing a Hamiltonian cycle** **Planning a serpentine route** **Planning the row transition**5h 30m · **Continuing the row path** **Checking the movement path** **Planning endpoint stop**5h 30m · **Checking route for collisions** **Designing a Hamiltonian cycle** **Refining cycle closure**5h 30m · **Testing a row-snake cycle** **Testing a Hamiltonian cycle** **Testing a bridge cell**5h 30m · **Planning the farm route** **Mapping the perimeter loop** **Checking loop collision limits**5h 30m · **Handling blocked moves** **Checking hat options**5h 31m · **Preparing dinosaur perimeter loop** **Checking apple placement** **Evaluating apple location**5h 31m · **Locating next apple** **Planning full-grid sweep** **Assessing return-path collision**5h 31m · **Designing a grid cycle** **Refining the grid cycle**5h 31m · **Planning the return path** **Planning a serpentine path**5h 31m · **Planning the snake path** **Considering a perimeter loop** **Checking apple inventory**5h 31m · **Checking target-route access** **Preparing coordinate routing** **Reviewing dinosaur hints**5h 31m · **Reading tutorial with hints**5h 31m · **Choosing a full-field path** **Designing a full-field cycle** **Designing an 8×8 cycle**5h 31m · **Mapping the grid path** **Checking spiral coverage**5h 31m · **Verifying path coverage** **Estimating tail growth**5h 31m · **Checking safe retrace** **Assessing perimeter loop** **Estimating perimeter yield**5h 31m · **Checking the row-cycle path** **Revising the grid cycle**5h 31m · **Adjusting the grid path** **Revising the grid path**5h 31m · **Planning a perimeter loop** **Designing perimeter loop** **Planning a spiral path**5h 31m · **Planning perimeter movement** **Building perimeter loop** **Designing safe patrol path**5h 31m · **Deriving an 8x8 cycle** **Verifying tile coverage**5h 31m · **Verifying Hamiltonian cycle** **Confirming cycle route** **Estimating required moves**5h 31m · **Estimating apple collection time** **Planning Hamiltonian cycle**5h 31m · **Constructing route sequence** **Checking full-grid movement** **Preparing bounded program run**5h 31m · **Running bone program** **Generating farm route** **Calculating route length**5h 31m · **Verifying path coverage** **Changing hat**5h 31m · **Running farm program**5h 31m · **Checking available hat constants** **Searching hat documentation**5h 32m · **Switching hats now** **Checking research status**5h 32m · **Reviewing run output** **Checking route failure** **Inspecting possible tail blockage**5h 32m · **Checking research**5h 32m · **Checking green hat unlock** **Testing gray hat switch** **Checking gray hat access**5h 32m · **Testing Gray Hat unlock**5h 32m · **Checking hat upgrade status** **Buying hat upgrade**5h 33m · **Checking hat constants**5h 33m · **Testing hat switching** **Testing dinosaur hat toggle**5h 34m · **Inspecting movement sequence** **Fixing the movement loop** **Testing corrected movement loop**5h 34m · **Checking the path cycle** **Writing the corrected program**5h 34m · **Using pumpkin and cactus**5h 34m · **Preparing 1200-second run**5h 34m · **Checking Dino hat results** **Checking drone hat state**5h 34m · **Checking current drone state** **Tracing hat toggle state** **Checking drone state**5h 34m · **Rechecking hat toggle behavior** **Verifying dinosaur hat behavior** **Checking hat toggle result**5h 34m · **Writing cactus behavior** **Toggling Dinosaur Hat**5h 34m · **Changing to dinosaur hat**5h 34m · **Observing hat state**5h 35m · **Preparing to remove hat** **Building setup program**5h 35m · **Implementing Dino hat reset** **Updating Dino hat handling**5h 35m · **Changing Dino’s hat**5h 35m · **Running 900-second check**5h 37m · **Considering another cactus patch** **Checking drone position**5h 37m · **Checking uncertain hat state** **Resetting drone to origin** **Moving drone to origin**5h 37m · **Moving to the origin** **Writing dino cycle setup** **Setting cycle reset**5h 37m · **Running reset program** **Running generic program**5h 40m · **Preparing repeated runs** **Starting repeated runs** **Running another cycle**5h 40m · **Running six more cycles**5h 55m · **Preparing another cycle** **Starting another cycle**5h 57m · **Waiting out remaining time** **Waiting through remaining time** **Assessing a final run**5h 57m · **Preparing shorter dino program** **Waiting out remaining time**5h 57m · **Waiting for game confirmation**thought: 237 entries, first at 10s
read10s · docs_list 20s · research 30s · docs_read docs/getting_started.md40s · docs_read docs/first_program.md50s · docs_read docs/home.md1m 20s · docs_read functions/harvest1m 30s · docs_read objects/grass1m 40s · docs_read items/hay1h 03m · research 1h 03m · docs_read unlocks/speed1h 03m · docs_read unlocks/expand1h 03m · research 1h 04m · docs_read unlocks/plant1h 05m · docs_read docs/unlocks/plant.md1h 06m · docs_read objects/bush1h 06m · docs_read functions/do_a_flip1h 17m · research 1h 17m · docs_read docs/unlocks/expand_1.md1h 17m · docs_read docs/unlocks/carrots.md1h 18m · docs_read docs/scripting/while.md1h 28m · docs_read objects/carrot1h 28m · docs_read objects/tree1h 28m · docs_read unlocks/trees1h 28m · docs_read objects/trees1h 29m · docs_read unlocks/senses1h 29m · docs_read unlocks/expand_21h 29m · docs_read functions/harvest1h 29m · docs_read unlocks/operators1h 29m · research 1h 32m · docs_read unlocks/grass1h 32m · docs_read objects/carrot1h 32m · docs_read unlocks/watering1h 35m · docs_read docs/unlocks/trees.md1h 35m · docs_read unlocks/pumpkins1h 35m · docs_read objects/tree2h 13m · docs_read unlocks/pumpkins2h 13m · docs_read unlocks/expand2h 13m · docs_read objects/pumpkin2h 14m · docs_list 2h 14m · docs_read docs/unlocks/pumpkins.md2h 14m · docs_read objects/pumpkin2h 14m · research 2h 43m · docs_read docs/scripting/operators.md2h 43m · docs_read functions/get_entity_type2h 43m · docs_read functions/get_ground_type2h 43m · docs_read functions/can_harvest2h 49m · research 2h 58m · research 3h 50m · research 4h 38m · docs_read objects/pumpkin4h 58m · research 5h 25m · docs_read docs/unlocks/cactus.md5h 26m · docs_read objects/cactus5h 26m · docs_read unlocks/dinosaurs5h 26m · docs_read functions/measure5h 26m · docs_read functions/swap5h 26m · docs_read unlocks/cactus5h 30m · research 5h 30m · docs_read docs/unlocks/dinosaurs.md5h 30m · docs_read functions/change_hat5h 30m · docs_read unlocks/hats5h 30m · docs_read docs/scripting/break.md5h 31m · docs_read unlocks/dinosaurs5h 31m · docs_read docs/unlocks/dinosaurs.md5h 32m · docs_read docs/unlocks/hats.md5h 32m · research read: 66 entries, first at 10s
runningrunning: 35 entries, first at 1m 20s
errorserrors: 3 entries, first at 1m 20s

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 Luna's 3 valid seeds and the 8 models on seed 2

How it played

MeasureThis runModel meanSeed 2 meanWhat it counts
Resources opened7 of 114.7 of 1110.1 of 11scored resources produced at least once
Study664443docs and research reads
Action overhead10%6%11%game time spent looking, reading and typing (10 s per call)
Tool calls215128231every action the agent took
Program writes281639accepted saves of a program
Program stints251439times a program was started and left running
Median stint2m 31s32m 07s5m 28show long a program usually ran before the next change
Cost per point$0.0067$0.0047$0.084API-equivalent estimate ÷ score

Farm idle 5% of samples; longest stint 1h 45m; 1 rejected write.

production7 of 7 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
Bone35.7K produced · 4.55 pts
Bone35.7K produced · 4.55 pts
Wood31.9K produced · 4.50 pts
Wood31.9K produced · 4.50 pts
Hay15.6K produced · 4.19 pts
Hay15.6K produced · 4.19 pts
Pumpkin6.5K produced · 3.81 pts
Pumpkin6.5K produced · 3.81 pts
Cactus4.1K produced · 3.61 pts
Cactus4.1K produced · 3.61 pts
Carrot3.8K produced · 3.58 pts
Carrot3.8K produced · 3.58 pts
Water1.6K produced · 3.20 pts
Water1.6K produced · 3.20 pts
upgrades30 levels across 15 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 2m 46s
speedspeed: 3 entries, first at 1h 03m
expandexpand: 5 entries, first at 1h 03m
plantplant: 1 entry, first at 1h 04m
carrotscarrots: 4 entries, first at 1h 17m
operatorsoperators: 1 entry, first at 1h 29m
sensessenses: 1 entry, first at 1h 29m
wateringwatering: 1 entry, first at 1h 33m
treestrees: 4 entries, first at 1h 35m
pumpkinspumpkins: 2 entries, first at 2h 14m
grassgrass: 3 entries, first at 2h 15m
variablesvariables: 1 entry, first at 3h 01m
cactuscactus: 1 entry, first at 5h 25m
dinosaursdinosaurs: 1 entry, first at 5h 30m
hatshats: 1 entry, first at 5h 30m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
2m 36s{"upgrades":["loops"]}loops 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
1h 03m{"upgrades":["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand"]}speed 1, expand 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
1h 04m{"upgrades":["plant"]}plant 1Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
1h 17m{"upgrades":["expand","expand","expand","expand","carrots"]}expand 2, carrots 1Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
1h 29m{"upgrades":["speed","speed","speed","speed","expand","expand","expand","carrots","operators","senses"]}speed 2, carrots 2, operators 1, senses 1Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
1h 33m{"upgrades":["watering"]}watering 1Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
1h 35m{"upgrades":["trees"]}trees 1Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
2h 14m{"upgrades":["pumpkins"]}pumpkins 1Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
2h 15m{"upgrades":["trees","trees","trees","trees","grass","grass","grass"]}trees 2, trees 3, trees 4, grass 2Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
2h 43m{"upgrades":["expand"]}expand 3Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
2h 49m{"upgrades":["expand"]}expand 4Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
2h 49m{"upgrades":["speed"]}speed 3Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
3h 01m{"upgrades":["variables"]}variables 1Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
3h 06m{"upgrades":["grass","grass","grass"]}grass 3, grass 4Bought grass, now level 3. Paid wood 500.
3h 41m{"upgrades":["expand"]}expand 5Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 50m{"upgrades":["carrots"]}carrots 3Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
4h 37m{"upgrades":["pumpkins"]}pumpkins 2Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
4h 58m{"upgrades":["carrots"]}carrots 4Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
5h 25m{"upgrades":["cactus"]}cactus 1Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
5h 29m{"upgrades":["dinosaurs"]}dinosaurs 1, hats 1Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
5h 32m{"upgrades":["hats"]}—Could not buy hats: Already at maximum level.

Programs 29 writes, code as the agent wrote it

farm.py2 writes · 2 ran · first at 1m 00s
  1. r11m 00sRan2 lines · 1 runtime error
    while True:
        harvest()
    Write result the agent saw
    Saved farm (2 lines).
    Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
    run_program at 1m 10s for 3600s (agent saw)
    Ran farm for 0s of game time; it stopped with an error: Unlocks.Loops must be unlocked before this can be used.
    Inventory change: no change.
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
    Output:
    Error: Unlocks.Loops must be unlocked before this can be used.
    In: 
    while True:
    ^^^^^^     
    --------------------------------------------------------------------
    Runtime error at 1m 20s (telemetry; not shown to the agent)
    Unlocks.Loops must be unlocked before this can be used.
  2. r22m 46sRan2 lines · +0 −0 · unchanged · ran 1h 01m
    while True:
        harvest()
    Write result the agent saw
    Saved farm (2 lines).
    Game time: 2m 56s elapsed, 5h 57m 4s of budget remaining.
    run_program at 2m 56s for 3600s (agent saw)
    Ran farm for 1h of game time; it is still running.
    Inventory change: hay +7200.
    Game time: 1h 3m 6s elapsed, 4h 56m 54s of budget remaining.
    Output:
    (none)
cut.py2 writes · 2 ran · first at 1m 50s
  1. r11m 50sRan1 lines · ran 1s
    harvest()
    Write result the agent saw
    Saved cut (1 lines).
    Game time: 2m elapsed, 5h 58m of budget remaining.
    run_program at 2m 00s for 3600s (agent saw)
    Ran cut for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 2m 11s elapsed, 5h 57m 49s of budget remaining.
    Output:
    (none)
  2. r22m 11sRanFinal10 lines · +9 −0 · ran 5s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Changes from the previous revision
      harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    
    Write result the agent saw
    Saved cut (10 lines).
    Game time: 2m 21s elapsed, 5h 57m 39s of budget remaining.
    run_program at 2m 21s for 3600s (agent saw)
    Ran cut for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 2m 36s elapsed, 5h 57m 24s of budget remaining.
    Output:
    (none)
wood.py5 writes · 5 ran · first at 1h 04m
  1. r11h 04mRan2 lines · ran 1s
    plant(Entities.Bush)
    harvest()
    Write result the agent saw
    Saved wood (2 lines).
    Game time: 1h 4m 46s elapsed, 4h 55m 14s of budget remaining.
    run_program at 1h 04m for 100s (agent saw)
    Ran wood for 1s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 4m 56s elapsed, 4h 55m 4s of budget remaining.
    Output:
    (none)
  2. r21h 05mRan3 lines · +1 −0 · ran 1s
    harvest()
    plant(Entities.Bush)
    harvest()
    Changes from the previous revision
    + harvest()
      plant(Entities.Bush)
      harvest()
    
    Write result the agent saw
    Saved wood (3 lines).
    Game time: 1h 5m 26s elapsed, 4h 54m 34s of budget remaining.
    run_program at 1h 05m for 100s (agent saw)
    Ran wood for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 1h 5m 37s elapsed, 4h 54m 23s of budget remaining.
    Output:
    (none)
  3. r31h 05mRan2 lines · +0 −1 · ran 1s
    harvest()
    plant(Entities.Bush)
    Changes from the previous revision
      harvest()
      plant(Entities.Bush)
    - harvest()
    
    Write result the agent saw
    Saved wood (2 lines).
    Game time: 1h 5m 57s elapsed, 4h 54m 3s of budget remaining.
    run_program at 1h 05m for 100s (agent saw)
    Ran wood for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 1h 6m 8s elapsed, 4h 53m 52s of budget remaining.
    Output:
    (none)
  4. r41h 06mRan1 lines · +0 −1 · ran 0s
    harvest()
    Changes from the previous revision
      harvest()
    - plant(Entities.Bush)
    
    Write result the agent saw
    Saved wood (1 lines).
    Game time: 1h 6m 28s elapsed, 4h 53m 32s of budget remaining.
    run_program at 1h 06m for 100s (agent saw)
    Ran wood for 0s of game time; it finished.
    Inventory change: wood +1.
    Game time: 1h 6m 38s elapsed, 4h 53m 22s of budget remaining.
    Output:
    (none)
  5. r51h 06mRan9 lines · +9 −1 · ran 23m 20s
    while True:
        harvest()
        plant(Entities.Bush)
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        do_a_flip()
        harvest()
    Changes from the previous revision
    - harvest()
    + while True:
    +     harvest()
    +     plant(Entities.Bush)
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    +     do_a_flip()
    +     harvest()
    
    Write result the agent saw
    Saved wood (9 lines).
    Game time: 1h 7m 8s elapsed, 4h 52m 52s of budget remaining.
    run_program at 1h 07m for 600s (agent saw)
    Ran wood for 10m of game time; it is still running.
    Inventory change: hay +1, wood +232.
    Game time: 1h 17m 18s elapsed, 4h 42m 42s of budget remaining.
    Output:
    (none)
    run_program at 1h 18m for 600s (agent saw)
    Ran wood for 10m of game time; it is still running.
    Inventory change: wood +233.
    Game time: 1h 28m 28s elapsed, 4h 31m 32s of budget remaining.
    Output:
    (none)
carrot_farm.py1 write · 1 ran · first at 1h 30m
  1. r11h 30mRan89 lines · ran 5m 52s
    harvest()
    till()
    move(East)
    harvest()
    till()
    move(East)
    harvest()
    till()
    move(North)
    harvest()
    till()
    move(West)
    harvest()
    till()
    move(West)
    harvest()
    till()
    move(North)
    harvest()
    till()
    move(East)
    harvest()
    till()
    move(East)
    harvest()
    till()
    move(South)
    move(South)
    move(West)
    move(West)
    while True:
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        harvest()
        move(North)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(North)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(South)
        move(South)
        move(West)
        move(West)
    Write result the agent saw
    Saved carrot_farm (89 lines).
    Game time: 1h 30m 28s elapsed, 4h 29m 32s of budget remaining.
    run_program at 1h 30m for 120s (agent saw)
    Ran carrot_farm for 2m of game time; it is still running.
    Inventory change: carrot +30, hay -24, wood -32.
    Game time: 1h 32m 38s elapsed, 4h 27m 22s of budget remaining.
    Output:
    (none)
wood_farm.py2 writes · 1 ran · first at 1h 36m
  1. r11h 36mSaved, never run58 lines
    while True:
        harvest()
        plant(Entities.Trees)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Trees)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(South)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Trees)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(South)
        harvest()
        plant(Entities.Trees)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Trees)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(North)
        move(North)
        move(West)
        move(West)
    Write result the agent saw
    Saved wood_farm (58 lines).
    Game time: 1h 36m 21s elapsed, 4h 23m 39s of budget remaining.
    run_program at 1h 36m for 600s (agent saw)
    Parse error: Entities.Trees doesn't exist.
  2. r21h 36mRan58 lines · +5 −5 · ran 10m 20s
    while True:
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(South)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(South)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Bush)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(North)
        move(North)
        move(West)
        move(West)
    Changes from the previous revision
      while True:
          harvest()
    -     plant(Entities.Trees)
    +     plant(Entities.Tree)
          while not can_harvest():
              do_a_flip()
          move(East)
          harvest()
    -     plant(Entities.Trees)
    +     plant(Entities.Tree)
          while not can_harvest():
              do_a_flip()
          move(West)
          harvest()
    -     plant(Entities.Trees)
    +     plant(Entities.Tree)
          while not can_harvest():
              do_a_flip()
          move(South)
          harvest()
    -     plant(Entities.Trees)
    +     plant(Entities.Tree)
          while not can_harvest():
              do_a_flip()
          move(East)
          harvest()
    -     plant(Entities.Trees)
    +     plant(Entities.Tree)
          while not can_harvest():
              do_a_flip()
    
    Write result the agent saw
    Saved wood_farm (58 lines).
    Game time: 1h 37m 1s elapsed, 4h 22m 59s of budget remaining.
    run_program at 1h 37m for 600s (agent saw)
    Ran wood_farm for 10m of game time; it is still running.
    Inventory change: water +60, wood +285.
    Game time: 1h 47m 11s elapsed, 4h 12m 49s of budget remaining.
    Output:
    (none)
mixed_farm.py1 write · 1 ran · first at 1h 47m
  1. r11h 47mRan58 lines · ran 43m 37s
    while True:
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(South)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(West)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(South)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(East)
        harvest()
        plant(Entities.Tree)
        while not can_harvest():
            do_a_flip()
        harvest()
        move(North)
        move(North)
        move(West)
        move(West)
    Write result the agent saw
    Saved mixed_farm (58 lines).
    Game time: 1h 47m 21s elapsed, 4h 12m 39s of budget remaining.
    run_program at 1h 47m for 120s (agent saw)
    Ran mixed_farm for 2m of game time; it is still running.
    Inventory change: carrot +12, hay -14, water +12, wood +26.
    Game time: 1h 49m 31s elapsed, 4h 10m 29s of budget remaining.
    Output:
    (none)
hay_farm.py3 writes · 2 ran · first at 2h 30m
  1. r12h 30mRan22 lines · ran 10m 30s
    while True:
        harvest()
        move(East)
        harvest()
        move(East)
        harvest()
        move(South)
        harvest()
        move(West)
        harvest()
        move(West)
        harvest()
        move(South)
        harvest()
        move(East)
        harvest()
        move(East)
        harvest()
        move(North)
        move(North)
        move(West)
        move(West)
    Write result the agent saw
    Saved hay_farm (22 lines).
    Game time: 2h 30m 58s elapsed, 3h 29m 2s of budget remaining.
    run_program at 2h 30m for 600s (agent saw)
    Ran hay_farm for 10m of game time; it is still running.
    Inventory change: water +60.
    Game time: 2h 41m 8s elapsed, 3h 18m 52s of budget remaining.
    Output:
    (none)
  2. —2h 41mRejected
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    till()
    move(East)
    till()
    move(East)
    till()
    move(South)
    till()
    move(West)
    till()
    move(West)
    till()
    move(South)
    till()
    move(East)
    till()
    move(East)
    till()
    move(North)
    move(North)
    move(West)
    move(West)
    while True:
        harvest()
        move(East)
        harvest()
        move(East)
        harvest()
        move(South)
        harvest()
        move(West)
        harvest()
        move(West)
        harvest()
        move(South)
        harvest()
        move(East)
        harvest()
        move(East)
        harvest()
        move(North)
        move(North)
        move(West)
        move(West)
    Write result the agent saw
    Stop the program before editing it.
  3. r22h 41mRan47 lines · +25 −0 · ran 1m 10s
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    till()
    move(East)
    till()
    move(East)
    till()
    move(South)
    till()
    move(West)
    till()
    move(West)
    till()
    move(South)
    till()
    move(East)
    till()
    move(East)
    till()
    move(North)
    move(North)
    move(West)
    move(West)
    while True:
        harvest()
        move(East)
        harvest()
        move(East)
        harvest()
        move(South)
        harvest()
        move(West)
        harvest()
        move(West)
        harvest()
        move(South)
        harvest()
        move(East)
        harvest()
        move(East)
        harvest()
        move(North)
        move(North)
        move(West)
        move(West)
    Changes from the previous revision
    + while get_pos_x() > 0:
    +     move(West)
    + while get_pos_y() > 0:
    +     move(South)
    + till()
    + move(East)
    + till()
    + move(East)
    + till()
    + move(South)
    + till()
    + move(West)
    + till()
    + move(West)
    + till()
    + move(South)
    + till()
    + move(East)
    + till()
    + move(East)
    + till()
    + move(North)
    + move(North)
    + move(West)
    + move(West)
      while True:
          harvest()
    
    Write result the agent saw
    Saved hay_farm (47 lines).
    Game time: 2h 41m 48s elapsed, 3h 18m 12s of budget remaining.
    run_program at 2h 41m for 60s (agent saw)
    Ran hay_farm for 1m of game time; it is still running.
    Inventory change: hay +216, water +6.
    Game time: 2h 42m 58s elapsed, 3h 17m 2s of budget remaining.
    Output:
    (none)
mixed_4x4.py1 write · 1 ran · first at 2h 44m
  1. r12h 44mRan215 lines · ran 14m 17s
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    while True:
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(East)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(East)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(East)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(North)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(West)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(West)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(West)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(North)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(East)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(East)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(East)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(North)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(West)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(West)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(West)
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 0:
            plant(Entities.Tree)
        else:
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Carrot)
        while not can_harvest():
            do_a_flip()
        harvest()
        if (get_pos_x() + get_pos_y()) % 2 == 1:
            till()
        move(South)
        move(South)
        move(South)
    Write result the agent saw
    Saved mixed_4x4 (215 lines).
    Game time: 2h 44m 18s elapsed, 3h 15m 42s of budget remaining.
    run_program at 2h 44m for 300s (agent saw)
    Ran mixed_4x4 for 5m of game time; it is still running.
    Inventory change: carrot +76, hay +38, water +30, wood +722.
    Game time: 2h 49m 28s elapsed, 3h 10m 32s of budget remaining.
    Output:
    (none)
pumpkin_patch.py1 write · 1 ran · first at 2h 58m
  1. r12h 58mRan225 lines · ran 2m 40s
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    while True:
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(North)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(North)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(North)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(North)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(East)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(North)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(West)
        if get_entity_type() != Entities.Pumpkin:
            harvest()
            if get_ground_type() == Grounds.Grassland:
                till()
            plant(Entities.Pumpkin)
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
    Write result the agent saw
    Saved pumpkin_patch (225 lines).
    Game time: 2h 58m 35s elapsed, 3h 1m 25s of budget remaining.
    run_program at 2h 58m for 120s (agent saw)
    Ran pumpkin_patch for 2m of game time; it is still running.
    Inventory change: carrot -39, hay +70, water +12.
    Game time: 3h 45s elapsed, 2h 59m 15s of budget remaining.
    Output:
    (none)
harvest_mega.py1 write · 1 ran · first at 3h 01m
  1. r13h 01mRanFinal1 lines · ran 0s
    harvest()
    Write result the agent saw
    Saved harvest_mega (1 lines).
    Game time: 3h 1m 15s elapsed, 2h 58m 45s of budget remaining.
    run_program at 3h 01m for 10s (agent saw)
    Ran harvest_mega for 0s of game time; it finished.
    Inventory change: pumpkin +216.
    Game time: 3h 1m 25s elapsed, 2h 58m 35s of budget remaining.
    Output:
    (none)
economy_manager.py1 write · 1 ran · first at 3h 01m
  1. r13h 01mRan1092 lines · ran 40m 12s
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    while True:
        ready = True
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 5 and get_pos_y() < 5:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
        if ready:
            harvest()
    Write result the agent saw
    Saved economy_manager (1092 lines).
    Game time: 3h 1m 45s elapsed, 2h 58m 15s of budget remaining.
    run_program at 3h 01m for 120s (agent saw)
    Ran economy_manager for 2m of game time; it is still running.
    Inventory change: carrot -13, hay -12, water +12, wood +264.
    Game time: 3h 3m 55s elapsed, 2h 56m 5s of budget remaining.
    Output:
    (none)
economy_8x8.py1 write · 1 ran · first at 3h 41m
  1. r13h 41mRan1934 lines · ran 1h 45m
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    while True:
        ready = True
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(East)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(North)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(West)
        if get_pos_x() < 7 and get_pos_y() < 7:
            if get_entity_type() != Entities.Pumpkin:
                if get_entity_type() == Entities.Dead_Pumpkin:
                    plant(Entities.Pumpkin)
                else:
                    harvest()
                    if get_ground_type() == Grounds.Grassland:
                        till()
                    plant(Entities.Pumpkin)
                ready = False
            else:
                if not can_harvest():
                    ready = False
        else:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                harvest()
                plant(Entities.Tree)
                while not can_harvest():
                    do_a_flip()
                harvest()
            else:
                harvest()
                if get_ground_type() == Grounds.Grassland:
                    till()
                plant(Entities.Carrot)
                while not can_harvest():
                    do_a_flip()
                harvest()
                till()
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
        if ready:
            harvest()
    Write result the agent saw
    Saved economy_8x8 (1934 lines).
    Game time: 3h 41m 57s elapsed, 2h 18m 3s of budget remaining.
    run_program at 3h 41m for 180s (agent saw)
    Ran economy_8x8 for 3m of game time; it is still running.
    Inventory change: carrot +12, hay +370, water +18, wood +338.
    Game time: 3h 45m 7s elapsed, 2h 14m 53s of budget remaining.
    Output:
    (none)
cactus_sort.py1 write · 1 ran · first at 5h 27m
  1. r15h 27mRan924 lines · ran 2m 26s
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(North)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(North)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(North)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(North)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(North)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(North)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(East)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(North)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(West)
    harvest()
    if get_ground_type() == Grounds.Grassland:
        till()
    plant(Entities.Cactus)
    move(South)
    move(South)
    move(South)
    move(South)
    move(South)
    move(South)
    move(South)
    while not can_harvest():
        do_a_flip()
    move(West)
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    changed = True
    while changed:
        changed = False
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(North)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(North)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(North)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(North)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(North)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(North)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(East)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(North)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(West)
        if get_pos_x() < 7:
            if measure() > measure(East):
                swap(East)
                changed = True
        if get_pos_y() < 7:
            if measure() > measure(North):
                swap(North)
                changed = True
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
        move(South)
    if can_harvest():
        harvest()
    Write result the agent saw
    Saved cactus_sort (924 lines).
    Game time: 5h 27m 13s elapsed, 32m 47s of budget remaining.
    run_program at 5h 27m for 600s (agent saw)
    Ran cactus_sort for 2m 27s of game time; it finished.
    Inventory change: cactus +4096, hay +112, pumpkin -18, water +14, wood +40.
    Game time: 5h 29m 50s elapsed, 30m 10s of budget remaining.
    Output:
    (none)
dinosaur_cycle.py4 writes · 4 ran · first at 5h 31m
  1. r15h 31mRan129 lines · ran 4s · 1 runtime error
    change_hat(Hats.Dinosaur_Hat)
    while True:
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
    change_hat(Hats.Green_Hat)
    Write result the agent saw
    Saved dinosaur_cycle (129 lines).
    Game time: 5h 31m 30s elapsed, 28m 30s of budget remaining.
    run_program at 5h 31m for 1200s (agent saw)
    Ran dinosaur_cycle for 4s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used.
    Inventory change: cactus -6, water +1.
    Game time: 5h 31m 44s elapsed, 28m 16s of budget remaining.
    Output:
    Error: Hats.Green_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Green_Hat)
              ^^              
    --------------------------------------------------------------------
    Runtime error at 5h 31m (telemetry; not shown to the agent)
    Hats.Green_Hat must be unlocked before this can be used.
  2. r25h 34mRan131 lines · +3 −1 · ran 0s
    change_hat(Hats.Dinosaur_Hat)
    while True:
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
    change_hat(Hats.Dinosaur_Hat)
    Changes from the previous revision
          if not move(East):
              break
    +     if not move(South):
    +         break
          if not move(West):
              break
          if not move(West):
              break
    - change_hat(Hats.Green_Hat)
    + change_hat(Hats.Dinosaur_Hat)
    
    Write result the agent saw
    Saved dinosaur_cycle (131 lines).
    Game time: 5h 34m 14s elapsed, 25m 46s of budget remaining.
    run_program at 5h 34m for 1200s (agent saw)
    Ran dinosaur_cycle for 0s of game time; it finished.
    Inventory change: cactus -4.
    Game time: 5h 34m 24s elapsed, 25m 36s of budget remaining.
    Output:
    (none)
  3. r35h 35mRan146 lines · +15 −0 · ran 2m 12s
    change_hat(Hats.Dinosaur_Hat)
    move(West)
    move(West)
    move(West)
    move(West)
    move(West)
    move(West)
    move(West)
    move(South)
    move(South)
    move(South)
    move(South)
    move(South)
    move(South)
    move(South)
    change_hat(Hats.Dinosaur_Hat)
    while True:
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
    change_hat(Hats.Dinosaur_Hat)
    Changes from the previous revision
      change_hat(Hats.Dinosaur_Hat)
    + move(West)
    + move(West)
    + move(West)
    + move(West)
    + move(West)
    + move(West)
    + move(West)
    + move(South)
    + move(South)
    + move(South)
    + move(South)
    + move(South)
    + move(South)
    + move(South)
    + change_hat(Hats.Dinosaur_Hat)
      while True:
          if not move(North):
    
    Write result the agent saw
    Saved dinosaur_cycle (146 lines).
    Game time: 5h 35m 15s elapsed, 24m 45s of budget remaining.
    run_program at 5h 35m for 900s (agent saw)
    Ran dinosaur_cycle for 2m 12s of game time; it finished.
    Inventory change: bone +3970, cactus -132, water +13.
    Game time: 5h 37m 37s elapsed, 22m 23s of budget remaining.
    Output:
    (none)
  4. r45h 37mRan135 lines · +4 −15 · ran 18m 37s
    while get_pos_x() > 0:
        move(West)
    while get_pos_y() > 0:
        move(South)
    change_hat(Hats.Dinosaur_Hat)
    while True:
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(North):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(South):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(East):
            break
        if not move(South):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
        if not move(West):
            break
    change_hat(Hats.Dinosaur_Hat)
    Changes from the previous revision
    - change_hat(Hats.Dinosaur_Hat)
    - move(West)
    - move(West)
    - move(West)
    - move(West)
    - move(West)
    - move(West)
    - move(West)
    - move(South)
    - move(South)
    - move(South)
    - move(South)
    - move(South)
    - move(South)
    - move(South)
    + while get_pos_x() > 0:
    +     move(West)
    + while get_pos_y() > 0:
    +     move(South)
      change_hat(Hats.Dinosaur_Hat)
      while True:
    
    Write result the agent saw
    Saved dinosaur_cycle (135 lines).
    Game time: 5h 37m 57s elapsed, 22m 3s of budget remaining.
    run_program at 5h 37m for 1200s (agent saw)
    Ran dinosaur_cycle for 2m 31s of game time; it finished.
    Inventory change: bone +3973, cactus -132, water +15.
    Game time: 5h 40m 38s elapsed, 19m 22s of budget remaining.
    Output:
    (none)
    run_program at 5h 40m for 1200s (agent saw)
    Ran dinosaur_cycle for 2m 30s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +15.
    Game time: 5h 43m 18s elapsed, 16m 42s of budget remaining.
    Output:
    (none)
    run_program at 5h 43m for 1200s (agent saw)
    Ran dinosaur_cycle for 2m 40s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +16.
    Game time: 5h 46m 8s elapsed, 13m 52s of budget remaining.
    Output:
    (none)
    run_program at 5h 46m for 1200s (agent saw)
    Ran dinosaur_cycle for 2m 13s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +14.
    Game time: 5h 48m 31s elapsed, 11m 29s of budget remaining.
    Output:
    (none)
    run_program at 5h 48m for 1200s (agent saw)
    Ran dinosaur_cycle for 2m 14s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +13.
    Game time: 5h 50m 55s elapsed, 9m 5s of budget remaining.
    Output:
    (none)
    run_program at 5h 50m for 1200s (agent saw)
    Ran dinosaur_cycle for 2m 14s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +13.
    Game time: 5h 53m 18s elapsed, 6m 42s of budget remaining.
    Output:
    (none)
    run_program at 5h 53m for 1200s (agent saw)
    Ran dinosaur_cycle for 1m 58s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +12.
    Game time: 5h 55m 27s elapsed, 4m 33s of budget remaining.
    Output:
    (none)
    run_program at 5h 55m for 1200s (agent saw)
    Ran dinosaur_cycle for 2m 17s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +14.
    Game time: 5h 57m 54s elapsed, 2m 6s of budget remaining.
    Output:
    (none)
unequip_dino.py1 write · 1 ran · first at 5h 32m
  1. r15h 32mRanFinal1 lines · 1 runtime error
    change_hat(Hats.Gray_Hat)
    Write result the agent saw
    Saved unequip_dino (1 lines).
    Game time: 5h 32m 44s elapsed, 27m 16s of budget remaining.
    run_program at 5h 32m for 10s (agent saw)
    Ran unequip_dino for 0s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used.
    Inventory change: no change.
    Game time: 5h 32m 54s elapsed, 27m 6s of budget remaining.
    Output:
    Error: Hats.Gray_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Gray_Hat)
              ^^             
    --------------------------------------------------------------------
    Runtime error at 5h 32m (telemetry; not shown to the agent)
    Hats.Gray_Hat must be unlocked before this can be used.
toggle_dino.py2 writes · 2 ran · first at 5h 33m
  1. r15h 33mRan1 lines · ran 0s
    change_hat(Hats.Dinosaur_Hat)
    Write result the agent saw
    Saved toggle_dino (1 lines).
    Game time: 5h 33m 54s elapsed, 26m 6s of budget remaining.
    run_program at 5h 33m for 10s (agent saw)
    Ran toggle_dino for 0s of game time; it finished.
    Inventory change: bone +4, cactus -2.
    Game time: 5h 34m 4s elapsed, 25m 56s of budget remaining.
    Output:
    (none)
  2. r25h 34mRanFinal1 lines · +0 −0 · unchanged · ran 0s
    change_hat(Hats.Dinosaur_Hat)
    Write result the agent saw
    Saved toggle_dino (1 lines).
    Game time: 5h 34m 44s elapsed, 25m 16s of budget remaining.
    run_program at 5h 34m for 10s (agent saw)
    Ran toggle_dino for 0s of game time; it finished.
    Inventory change: cactus -2.
    Game time: 5h 34m 55s elapsed, 25m 5s of budget remaining.
    Output:
    (none)
log8 said · 237 thought · 215 tool calls

Step by step

  1. 0ssaidI’ll first inspect the available game controls and the fresh farm state, then I’ll build a broad production loop and spend the full six-hour game budget tuning it with the in-game tools.
  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. 10sthoughtReading research docs
  4. 10sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  5. 20sresearch
    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…
  6. 30sthoughtOpening docs home
  7. 30sdocs_read path="docs/getting_started.md"
    result
    # Getting Started
    This window contains information about everything in the game.
    
    You can move windows around by dragging and dropping the gray part of the window.
    You can move around by dragging anywhere outside the windows.
    
    To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it.
    
    Be sure to check out the buttons in the top right corner of the scree…
  8. 40sdocs_read path="docs/first_program.md"
    result
    # First Program
    ## Text editor
    All programming is done in code windows. Each code window corresponds to a text file containing code. 
    You can rename the file by clicking on its name at the top of the window.
    
    The code can be edited like in any text editor as long as it's not running.
    You can execute the program directly by pressing the green play button in the code window.
    ![](PlayButton50)
    
    You c…
  9. 50sdocs_read path="docs/home.md"
    result
    ## General Info
    [External Editor](docs/external_editor.md)      [First Program](docs/first_program.md)      [Getting Started](docs/getting_started.md)      [Loading Backups](docs/backup.md)            [Credits](docs/credits.md)
    
    ## Programming
    [Comments](docs/scripting/comments.md)      
    
    ## Unlocks
    [Grass](unlocks/grass)      
    
    ## Built-in Functions
    [do_a_flip](functions/do_a_flip)      [harvest]…
  10. 1m 00sthoughtCollecting hay
  11. 1m 00swrite_program name="farm" · evidence
    result
    Saved farm (2 lines).
    Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
  12. 1m 10srun_program name="farm" seconds=3600
    result
    Ran farm for 0s of game time; it stopped with an error: Unlocks.Loops must be unlocked before this can be used.
    Inventory change: no change.
    Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
    Output:
    Error: Unlocks.Loops must be unlocked before this can be used.
    In: 
    while True:
    ^^^^^^     
    --------------------------------------------------------------------
  13. 1m 20sthoughtWriting repeated harvest lines
  14. 1m 20sdocs_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: 1m 30s elapsed, 5h 58m 30s of budget remaining.
  15. 1m 30sdocs_read path="objects/grass"
    result
    ## Grass
    Grows automatically on grassland. Harvest it to obtain Items.Hay.
    
    Base growth time between 0.5 and 0.5 seconds.
    Can grow on soil or grassland.
    Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
  16. 1m 40sdocs_read path="items/hay"
    result
    ## Hay
    Obtained by cutting grass.
    
    You have `0`
    Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
  17. 1m 50sthoughtHarvesting full grass
  18. 1m 50swrite_program name="cut" · evidence
    result
    Saved cut (1 lines).
    Game time: 2m elapsed, 5h 58m of budget remaining.
  19. 2m 00srun_program name="cut" seconds=3600
    result
    Ran cut for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 2m 11s elapsed, 5h 57m 49s of budget remaining.
    Output:
    (none)
  20. 2m 11sthoughtPreparing harvest commands
  21. 2m 11swrite_program name="cut" · evidence
    result
    Saved cut (10 lines).
    Game time: 2m 21s elapsed, 5h 57m 39s of budget remaining.
  22. 2m 21srun_program name="cut" seconds=3600
    result
    Ran cut for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 2m 36s elapsed, 5h 57m 24s of budget remaining.
    Output:
    (none)
  23. 2m 36sthoughtBuying loops
  24. 2m 36sbuy_upgrade upgrades=["loops"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Game time: 2m 46s elapsed, 5h 57m 14s of budget remaining.
  25. 2m 46sthoughtWriting harvest loop
  26. 2m 46ssaidThe fresh save starts with only one grass tile, so I harvested enough hay to unlock loops. I’m establishing continuous hay production now; expansion and the crop branches depend on a few prerequisite unlocks, so I’ll advance through those in the order the research tree allows.
  27. 2m 46swrite_program name="farm" · evidence
    result
    Saved farm (2 lines).
    Game time: 2m 56s elapsed, 5h 57m 4s of budget remaining.
  28. 2m 56srun_program name="farm" seconds=3600
    result
    Ran farm for 1h of game time; it is still running.
    Inventory change: hay +7200.
    Game time: 1h 3m 6s elapsed, 4h 56m 54s of budget remaining.
    Output:
    (none)
  29. 1h 03mthoughtResearching speed upgrade
  30. 1h 03mresearch
    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…
  31. 1h 03mthoughtBuying speed upgrades
  32. 1h 03mbuy_upgrade upgrades=["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy expand: Not enough resources.
    Co…
  33. 1h 03mthoughtChecking upgrade costs.
  34. 1h 03mobserve
    result
    Game time: 1h 3m 36s elapsed, 4h 56m 24s of budget remaining.
    Program: farm (running).
    Inventory: hay 7196.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr2*
    Recent output:
    (none)
  35. 1h 03mthoughtReading upgrade cost docs
  36. 1h 03mdocs_read path="unlocks/speed"
    result
    ## Speed
    Increases the speed of both the drone and code execution.
    150% => 225%
    
    ### Unlock Cost [Current cost: wood=20]
    
    [Tutorial](docs/unlocks/speed.md)
    Game time: 1h 3m 46s elapsed, 4h 56m 14s of budget remaining.
  37. 1h 03mdocs_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: 1h 3m 56s elapsed, 4h 56m 4s of budget remaining.
  38. 1h 03mresearch
    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…
  39. 1h 04mthoughtUnlocking plant research
  40. 1h 04mbuy_upgrade upgrades=["plant"] · evidence
    result
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Game time: 1h 4m 16s elapsed, 4h 55m 44s of budget remaining.
  41. 1h 04mthoughtChecking bush planting requirements
  42. 1h 04mdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    [Tutorial](docs/unlocks/plant.md)
    Game time: 1h 4m 26s elapsed, 4h 55m 34s of budget remaining.
  43. 1h 04mdocs_search query="Bush wood"
    result
    No matches for "Bush wood".
    Game time: 1h 4m 36s elapsed, 4h 55m 24s of budget remaining.
  44. 1h 04mthoughtPreparing Bush planting script Launching Bush test script
  45. 1h 04mwrite_program name="wood" · evidence
    result
    Saved wood (2 lines).
    Game time: 1h 4m 46s elapsed, 4h 55m 14s of budget remaining.
  46. 1h 04mrun_program name="wood" seconds=100
    result
    Ran wood for 1s of game time; it finished.
    Inventory change: no change.
    Game time: 1h 4m 56s elapsed, 4h 55m 4s of budget remaining.
    Output:
    (none)
  47. 1h 04mthoughtObserving the plant
  48. 1h 04mobserve
    result
    Game time: 1h 5m 6s elapsed, 4h 54m 54s of budget remaining.
    Program: none running.
    Inventory: hay 7146.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr3*
    Recent output:
    (none)
  49. 1h 05mthoughtChecking soil before planting
  50. 1h 05mdocs_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…
  51. 1h 05mthoughtHarvesting grass first
  52. 1h 05mwrite_program name="wood" · evidence
    result
    Saved wood (3 lines).
    Game time: 1h 5m 26s elapsed, 4h 54m 34s of budget remaining.
  53. 1h 05mrun_program name="wood" seconds=100
    result
    Ran wood for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 1h 5m 37s elapsed, 4h 54m 23s of budget remaining.
    Output:
    (none)
  54. 1h 05mthoughtChecking planted bush
  55. 1h 05mobserve
    result
    Game time: 1h 5m 47s elapsed, 4h 54m 13s of budget remaining.
    Program: none running.
    Inventory: hay 7147.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr3*
    Recent output:
    (none)
  56. 1h 05mthoughtHarvesting grass before planting
  57. 1h 05mwrite_program name="wood" · evidence
    result
    Saved wood (2 lines).
    Game time: 1h 5m 57s elapsed, 4h 54m 3s of budget remaining.
  58. 1h 05mrun_program name="wood" seconds=100
    result
    Ran wood for 1s of game time; it finished.
    Inventory change: hay +1.
    Game time: 1h 6m 8s elapsed, 4h 53m 52s of budget remaining.
    Output:
    (none)
  59. 1h 06mthoughtWaiting to inspect tile
  60. 1h 06mobserve
    result
    Game time: 1h 6m 18s elapsed, 4h 53m 42s of budget remaining.
    Program: none running.
    Inventory: hay 7148.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, Bu=bush.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Bu3*
    Recent output:
    (none)
  61. 1h 06mthoughtHarvesting Bu3
  62. 1h 06mwrite_program name="wood" · evidence
    result
    Saved wood (1 lines).
    Game time: 1h 6m 28s elapsed, 4h 53m 32s of budget remaining.
  63. 1h 06mrun_program name="wood" seconds=100
    result
    Ran wood for 0s of game time; it finished.
    Inventory change: wood +1.
    Game time: 1h 6m 38s elapsed, 4h 53m 22s of budget remaining.
    Output:
    (none)
  64. 1h 06mthoughtPlanting bushes for wood Checking bush growth timing
  65. 1h 06mdocs_read path="objects/bush"
    result
    ## Bush
    A small bush that drops Items.Wood.
    
    Base growth time between 3.2 and 4.8 seconds.
    Can grow on grassland or soil.
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 1h 6m 48s elapsed, 4h 53m 12s of budget remaining.
  66. 1h 06mthoughtChecking delay documentation
  67. 1h 06mdocs_read path="functions/do_a_flip"
    result
    do_a_flip() 
    Makes the drone do a flip! This action is not affected by speed upgrades.
    
    returns None
    
    takes 1s to execute.
    
    example:
    while True:
        do_a_flip()
    Game time: 1h 6m 58s elapsed, 4h 53m 2s of budget remaining.
  68. 1h 06mthoughtHarvesting grass first
  69. 1h 06mwrite_program name="wood" · evidence
    result
    Saved wood (9 lines).
    Game time: 1h 7m 8s elapsed, 4h 52m 52s of budget remaining.
  70. 1h 07mthoughtHarvesting and replanting bushes
  71. 1h 07mrun_program name="wood" seconds=600
    result
    Ran wood for 10m of game time; it is still running.
    Inventory change: hay +1, wood +232.
    Game time: 1h 17m 18s elapsed, 4h 42m 42s of budget remaining.
    Output:
    (none)
  72. 1h 17mthoughtChecking expansion costs
  73. 1h 17mresearch
    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; can buy now
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) level…
  74. 1h 17mthoughtBuying farm expansion Buying farm expansion
  75. 1h 17mbuy_upgrade upgrades=["expand","expand","expand","expand","carrots"] · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 1h 17m 38s elapsed, 4h 42m 22s of budget remaining.
  76. 1h 17mthoughtChecking wood inventory
  77. 1h 17mobserve
    result
    Game time: 1h 17m 48s elapsed, 4h 42m 12s of budget remaining.
    Program: wood (running).
    Inventory: hay 7150, wood 167.
    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: Gr=grass, Bu=bush.
    y= 2  _Gr3  _Gr3  _Gr3
    y= 1  _Gr3  _Gr3  _Gr3
    y= 0  _Bu1* _Gr3  _Gr3
    Recent outp…
  78. 1h 17mthoughtChecking loop documentation
  79. 1h 17mdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Also see [Expand_2](docs/unlocks/expand_2.md)
    
    Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West`
    
    For example, `move(North)` will move the drone one squ…
  80. 1h 17mdocs_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…
  81. 1h 18mdocs_read path="docs/scripting/while.md"
    result
    # While Loop
    You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`.
    
    `while condition:
    	#loop body`
    
    Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing.
    
    ## For Beginners
    Perhaps you have already tried to put several `harvest()` calls in a row…
  82. 1h 18mthoughtProducing wood Running wood program
  83. 1h 18mrun_program name="wood" seconds=600
    result
    Ran wood for 10m of game time; it is still running.
    Inventory change: wood +233.
    Game time: 1h 28m 28s elapsed, 4h 31m 32s of budget remaining.
    Output:
    (none)
  84. 1h 28mthoughtChecking wood for expansion Checking plant costs
  85. 1h 28mdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 1h 28m 38s elapsed, 4h 31m 22s of budget remaining.
  86. 1h 28mdocs_read path="objects/tree"
    result
    No accessible documentation page objects/tree. Use docs_list.
  87. 1h 28mdocs_read path="unlocks/trees"
    result
    ## Trees
    Unlocks trees.
    
    plant(Entities.Trees)
    
    ### Unlock Cost [Current cost: wood=50, carrot=70]
    Game time: 1h 28m 58s elapsed, 4h 31m 2s of budget remaining.
  88. 1h 28mdocs_read path="objects/trees"
    result
    No accessible documentation page objects/trees. Use docs_list.
  89. 1h 29mthoughtUpgrading speed and expansion Buying carrot upgrades
  90. 1h 29mbuy_upgrade upgrades=["speed","speed","speed","speed","expand","expand","expand","carrots","operators","senses"] · evidence
    result
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy speed: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Bought carrots, now level 2. Paid wood 250. Its t…
  91. 1h 29mthoughtChecking movement functions
  92. 1h 29mdocs_read path="unlocks/senses"
    result
    ## Senses
    The drone can see what's under it and where it is.
    
    if get_pos_x() < 5 and num_items(Items.Wood) < 200:
        plant(Entities.Bush)
    
    [Tutorial](docs/unlocks/senses.md)
    Game time: 1h 29m 28s elapsed, 4h 30m 32s of budget remaining.
  93. 1h 29mdocs_read path="unlocks/expand_2"
    result
    No accessible documentation page unlocks/expand_2. Use docs_list.
  94. 1h 29mdocs_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: 1h 29m 48s elapsed, 4h 30m 12s of budget remaining.
  95. 1h 29mdocs_read path="unlocks/operators"
    result
    ## Operators
    Arithmetic, comparison and logic operators.
    
    if not can_harvest() and (1 + 1 == 4 / 2):
        do_a_flip()
    
    [Tutorial](docs/scripting/operators.md)
    Game time: 1h 29m 58s elapsed, 4h 30m 2s of budget remaining.
  96. 1h 29mthoughtPreparing the planting grid Planning the planting route Balancing carrot costs
  97. 1h 29mthoughtSetting up crop cycles Researching expansion costs
  98. 1h 29mresearch
    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 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of …
  99. 1h 30mthoughtPreparing carrot farm Planting carrot beds Planting carrot plots
  100. 1h 30mthoughtHarvesting grass before planting Preparing initial tilling
  101. 1h 30mobserve
    result
    Game time: 1h 30m 18s elapsed, 4h 29m 42s of budget remaining.
    Program: wood (running).
    Inventory: hay 6900, wood 181.
    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: Gr=grass, Bu=bush.
    y= 2  _Gr3  _Gr3  _Gr3
    y= 1  _Gr3  _Gr3  _Gr3
    y= 0  _Bu1* _Gr3  _Gr3
    Recent outp…
  102. 1h 30mthoughtBuying the watering tool Preparing carrot plots Writing the carrot program
  103. 1h 30mwrite_program name="carrot_farm" · evidence
    result
    Saved carrot_farm (89 lines).
    Game time: 1h 30m 28s elapsed, 4h 29m 32s of budget remaining.
  104. 1h 30mthoughtRunning a short test
  105. 1h 30mrun_program name="carrot_farm" seconds=120
    result
    Ran carrot_farm for 2m of game time; it is still running.
    Inventory change: carrot +30, hay -24, wood -32.
    Game time: 1h 32m 38s elapsed, 4h 27m 22s of budget remaining.
    Output:
    (none)
  106. 1h 32mthoughtConsidering watering upgrade Reading watering docs
  107. 1h 32mdocs_read path="unlocks/grass"
    result
    ## Grass
    Increases the yield of grass.
    100% => 200%
    
    ### Unlock Cost [Current cost: hay=300]
    Game time: 1h 32m 48s elapsed, 4h 27m 12s of budget remaining.
  108. 1h 32mdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=2, wood=2]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 1h 32m 58s elapsed, 4h 27m 2s of budget remaining.
  109. 1h 32mdocs_read path="unlocks/watering"
    result
    ## Watering
    Water the plants to make them grow faster.
    
    use_item(Items.Water)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 1h 33m 8s elapsed, 4h 26m 52s of budget remaining.
  110. 1h 33mthoughtFarming carrots to 70 Buying watering upgrade
  111. 1h 33mbuy_upgrade upgrades=["watering"] · evidence
    result
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 1h 33m 18s elapsed, 4h 26m 42s of budget remaining.
  112. 1h 33mthoughtWaiting for 70 carrots
  113. 1h 33mobserve
    result
    Game time: 1h 33m 28s elapsed, 4h 26m 32s of budget remaining.
    Program: carrot_farm (running).
    Inventory: hay 6862, wood 88, carrot 44, water 1.
    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: Ca=carrot.
    y= 2  #--   #--   #--
    y= 1  #--   #Ca2* #--
    y= 0  #--   #--   …
  114. 1h 33mthoughtWaiting for carrots Waiting for more carrots
  115. 1h 33mwait seconds=120 until_resources={"carrot":75}
    result
    Waited 1m 32s (carrot reached 76). Program: carrot_farm running.
    Inventory change: carrot +28, hay -26, water +10, wood -26.
    Game time: 1h 35m 11s elapsed, 4h 24m 49s of budget remaining.
  116. 1h 35mthoughtBuying trees now
  117. 1h 35mbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 1h 35m 21s elapsed, 4h 24m 39s of budget remaining.
  118. 1h 35mthoughtPreparing bush-focused program Reading tree docs
  119. 1h 35mdocs_read path="docs/unlocks/trees.md"
    result
    # Trees
    [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil.
    
    Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
  120. 1h 35mdocs_read path="unlocks/pumpkins"
    result
    ## Pumpkins
    Pumpkins!
    
    plant(Entities.Pumpkin)
    
    ### Unlock Cost [Current cost: wood=500, carrot=200]
    Game time: 1h 35m 41s elapsed, 4h 24m 19s of budget remaining.
  121. 1h 35mdocs_search query="Trees wood growth"
    result
    No matches for "Trees wood growth".
    Game time: 1h 35m 51s elapsed, 4h 24m 9s of budget remaining.
  122. 1h 35mthoughtChecking tree path access
  123. 1h 35mdocs_read path="objects/tree"
    result
    ## Tree
    Trees drop more wood than bushes. They take longer to grow if other trees grow next to them.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil or grassland.
    
    For more related information see: [Trees](docs/unlocks/trees.md)
    Game time: 1h 36m 1s elapsed, 4h 23m 59s of budget remaining.
  124. 1h 36mthoughtPlanning checkerboard tree layout Checking current inventory
  125. 1h 36mobserve
    result
    Game time: 1h 36m 11s elapsed, 4h 23m 49s of budget remaining.
    Program: carrot_farm (running).
    Inventory: hay 6824, carrot 14, water 18.
    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: none.
    y= 2  #--*  #--   #--
    y= 1  #--   #--   #--
    y= 0  #--   #--   #--
    Recent ou…
  126. 1h 36mthoughtPreparing tree plantings Selecting checkerboard tree tiles Preparing tree tile cycle
  127. 1h 36mthoughtPlanning tree processing Preparing tree grid Aligning tree-grid route
  128. 1h 36mthoughtCreating explicit tile calls Planting trees and bushes
  129. 1h 36msaidThe first crop loop produced enough carrots to unlock trees, but its seed cost was consuming wood too quickly. I’m switching the 3×3 plot to a checkerboard of trees and bushes so trees have open neighboring tiles and supply bulk wood; once that reserve is stable, I’ll restart carrots to unlock pumpkins and widen the farm.
  130. 1h 36mwrite_program name="wood_farm" · evidence
    result
    Saved wood_farm (58 lines).
    Game time: 1h 36m 21s elapsed, 4h 23m 39s of budget remaining.
  131. 1h 36mthoughtChecking selected tree locations
  132. 1h 36mrun_program name="wood_farm" seconds=600
    result
    Parse error: Entities.Trees doesn't exist.
  133. 1h 36mthoughtSearching docs for Tree
  134. 1h 36mdocs_search query="plant(Entities.Trees)"
    result
    No matches for "plant(Entities.Trees)".
    Game time: 1h 36m 41s elapsed, 4h 23m 19s of budget remaining.
  135. 1h 36mdocs_search query="Entities.Tree"
    result
    unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cost: carrot=500]…
    Game time: 1h 36m 51s elapsed, 4h 23m 9s of budget remaining.
  136. 1h 36mthoughtReplacing code strings
  137. 1h 36mwrite_program name="wood_farm" · evidence
    result
    Saved wood_farm (58 lines).
    Game time: 1h 37m 1s elapsed, 4h 22m 59s of budget remaining.
  138. 1h 37mrun_program name="wood_farm" seconds=600
    result
    Ran wood_farm for 10m of game time; it is still running.
    Inventory change: water +60, wood +285.
    Game time: 1h 47m 11s elapsed, 4h 12m 49s of budget remaining.
    Output:
    (none)
  139. 1h 47mthoughtSetting up carrot tile Replacing bush with carrot Planting carrot crop
  140. 1h 47mthoughtPlanting carrot bushes Updating crop program Modifying farm program
  141. 1h 47mthoughtSetting up carrot tiles
  142. 1h 47mwrite_program name="mixed_farm" · evidence
    result
    Saved mixed_farm (58 lines).
    Game time: 1h 47m 21s elapsed, 4h 12m 39s of budget remaining.
  143. 1h 47mrun_program name="mixed_farm" seconds=120
    result
    Ran mixed_farm for 2m of game time; it is still running.
    Inventory change: carrot +12, hay -14, water +12, wood +26.
    Game time: 1h 49m 31s elapsed, 4h 10m 29s of budget remaining.
    Output:
    (none)
  144. 1h 49mthoughtPreparing farm expansion Keeping current farm layout Accumulating farm resources
  145. 1h 49mthoughtSetting up pumpkin farm Waiting for 200 carrots
  146. 1h 49mwait seconds=1800 until_resources={"carrot":200}
    result
    Waited 23m 57s (carrot reached 200). Program: mixed_farm running.
    Inventory change: carrot +172, hay -170, water +143, wood +365.
    Game time: 2h 13m 38s elapsed, 3h 46m 22s of budget remaining.
  147. 2h 13mthoughtFarming carrots first Updating the 4x4 route Unlocking variables
  148. 2h 13mthoughtChecking pumpkin unlock cost
  149. 2h 13mdocs_read path="unlocks/pumpkins"
    result
    ## Pumpkins
    Pumpkins!
    
    plant(Entities.Pumpkin)
    
    ### Unlock Cost [Current cost: wood=500, carrot=200]
    Game time: 2h 13m 48s elapsed, 3h 46m 12s of budget remaining.
  150. 2h 13mdocs_read path="unlocks/expand"
    result
    ## Expand
    Expands the farm. This also clears the farm.
    3x3 => 4x4
    
    ### Unlock Cost [Current cost: wood=30, carrot=20]
    
    [Tutorial](docs/unlocks/expand_1.md)
    Game time: 2h 13m 58s elapsed, 3h 46m 2s of budget remaining.
  151. 2h 13mdocs_read path="objects/pumpkin"
    result
    No accessible documentation page objects/pumpkin. Use docs_list.
  152. 2h 14mthoughtBuying pumpkins Buying pumpkin
  153. 2h 14mbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 2h 14m 18s elapsed, 3h 45m 42s of budget remaining.
  154. 2h 14mthoughtReading Pumpkin tutorial
  155. 2h 14mdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    docs/unlocks/carrots.md  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    docs/unlocks/expand_1.md  Expand 1
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/gr…
  156. 2h 14mdocs_read path="docs/unlocks/pumpkins.md"
    result
    # Pumpkins
    [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots.
    
    When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. 
    
    When a pumpkin dies, it leaves behind a dead pum…
  157. 2h 14mthoughtChecking pumpkin growth costs
  158. 2h 14mdocs_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: 2h 14m 48s elapsed, 3h 45m 12s of budget remaining.
  159. 2h 14mthoughtInspecting expansion costs Waiting for farm resources Planning pumpkin farm layout
  160. 2h 14mthoughtChecking loop access Planning pumpkin planting Checking mega pumpkin harvest
  161. 2h 14mthoughtChecking pumpkin merge timing Planning pumpkin harvest checks Waiting for pumpkin merge
  162. 2h 14mthoughtInspecting current state
  163. 2h 14mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  164. 2h 14mobserve
    result
    Game time: 2h 15m 8s elapsed, 3h 44m 52s of budget remaining.
    Program: mixed_farm (running).
    Inventory: hay 6628, wood 210, carrot 10, water 251.
    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: Tr=tree.
    y= 2  #--   #--   #--
    y= 1  #Tr2* #--   #--
    y= 0  #--   #--   #…
  165. 2h 15mthoughtBuying tree upgrades Buying four tree upgrades
  166. 2h 15mbuy_upgrade upgrades=["trees","trees","trees","trees","grass","grass","grass"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Could not buy trees: Not enough resources.
    Bought grass, now level 2. Paid hay 300.
    Could not buy grass: Not enough resources.
    C…
  167. 2h 15mthoughtWaiting for carrot stock
  168. 2h 15mwait seconds=600 until_resources={"carrot":80}
    result
    Waited 10m (time up). Program: mixed_farm running.
    Inventory change: carrot +26, hay -26, water +60, wood +694.
    Game time: 2h 25m 28s elapsed, 3h 34m 32s of budget remaining.
  169. 2h 25mthoughtPreparing farm expansion Waiting for 50 carrots Checking farm route
  170. 2h 25mthoughtRunning the farm route Adding carrot-tile tilling Checking ground type
  171. 2h 25mwait seconds=300 until_resources={"carrot":50}
    result
    Waited 5m (time up). Program: mixed_farm running.
    Inventory change: water +30.
    Game time: 2h 30m 38s elapsed, 3h 29m 22s of budget remaining.
  172. 2h 30mthoughtChecking carrot output
  173. 2h 30mobserve
    result
    Game time: 2h 30m 48s elapsed, 3h 29m 12s of budget remaining.
    Program: mixed_farm (running).
    Inventory: wood 907, carrot 38, water 345.
    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: none.
    y= 2  #--*  #--   #--
    y= 1  #--   #--   #--
    y= 0  #--   #--   #--
    Recent ou…
  174. 2h 30mthoughtChecking carrot requirements Replenishing hay from grass Harvesting grass for hay
  175. 2h 30mthoughtPreparing hay route Preparing hay program Stopping stuck program
  176. 2h 30mthoughtProducing more carrot seeds Fixing 3x3 hay script
  177. 2h 30mwrite_program name="hay_farm" · evidence
    result
    Saved hay_farm (22 lines).
    Game time: 2h 30m 58s elapsed, 3h 29m 2s of budget remaining.
  178. 2h 30mrun_program name="hay_farm" seconds=600
    result
    Ran hay_farm for 10m of game time; it is still running.
    Inventory change: water +60.
    Game time: 2h 41m 8s elapsed, 3h 18m 52s of budget remaining.
    Output:
    (none)
  179. 2h 41mthoughtInspecciono la baldosa
  180. 2h 41mobserve
    result
    Game time: 2h 41m 18s elapsed, 3h 18m 42s of budget remaining.
    Program: hay_farm (running).
    Inventory: wood 907, carrot 38, water 408.
    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: none.
    y= 2  #--   #--*  #--
    y= 1  #--   #--   #--
    y= 0  #--   #--   #--
    Recent outp…
  181. 2h 41mthoughtTilling the soil tiles Normalizing the starting position
  182. 2h 41mthoughtWriting tile-tilling logic
  183. 2h 41mwrite_program name="hay_farm" · evidence
    result
    Stop the program before editing it.
  184. 2h 41mthoughtStopping the running program
  185. 2h 41mstop_program
    result
    Program stopped.
    Game time: 2h 41m 38s elapsed, 3h 18m 22s of budget remaining.
  186. 2h 41mwrite_program name="hay_farm" · evidence
    result
    Saved hay_farm (47 lines).
    Game time: 2h 41m 48s elapsed, 3h 18m 12s of budget remaining.
  187. 2h 41mthoughtRunning for 1 min
  188. 2h 41mrun_program name="hay_farm" seconds=60
    result
    Ran hay_farm for 1m of game time; it is still running.
    Inventory change: hay +216, water +6.
    Game time: 2h 42m 58s elapsed, 3h 17m 2s of budget remaining.
    Output:
    (none)
  189. 2h 42mthoughtHarvesting hay Purchasing farm expansion Estimating crop yields
  190. 2h 42mthoughtPreparing 4x4 expansion Stopping hay program
  191. 2h 42msaidI found the hay bottleneck: after tilling, grass on the 3×3 plot was not regrowing. Converting the soil back to grassland restored it, and the farm is now producing hay steadily. I’ll use that to support crop seeds while expanding the plot and bringing carrots back into the rotation.
  192. 2h 42mstop_program
    result
    Program stopped.
    Game time: 2h 43m 8s elapsed, 3h 16m 52s of budget remaining.
  193. 2h 43mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 2h 43m 18s elapsed, 3h 16m 42s of budget remaining.
  194. 2h 43mthoughtChecking starting position
  195. 2h 43mobserve
    result
    Game time: 2h 43m 28s elapsed, 3h 16m 32s of budget remaining.
    Program: none running.
    Inventory: hay 252, wood 877, carrot 18, water 421.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 3  _Gr3  _Gr3  _Gr3  _Gr3
    y= 2  _Gr3  _Gr3  _Gr3  _Gr3
    y= 1  _Gr3  …
  196. 2h 43mthoughtMoving the drone west
  197. 2h 43mdocs_read path="docs/scripting/operators.md"
    result
    # Operators
    arithmetic operators: `+, -, *, /, //, %, **`
    comparison operators: `==, !=, <=, >=, <, >`
    boolean operators: `not, and, or`
    
    Note: All numbers in the game are floating point numbers. So all arithmetic operators are floating point operators.
    `//` is defined to just floor the number after the division.
    
    For assignment operators you need to unlock the "Variables" unlock.
    
    ## Introduction…
  198. 2h 43mthoughtChecking tile planting conditions Planning tile cycle logic Coding tile harvest cycle
  199. 2h 43mthoughtSetting up crop plots Generating mixed farm code Checking ground type syntax
  200. 2h 43mdocs_read path="functions/get_entity_type"
    result
    get_entity_type() 
    Find out what kind of entity is under the drone.
    
    returns None if the tile is empty, otherwise returns the type of the entity under the drone.
    
    takes 1 tick to execute.
    
    example:
    if get_entity_type() == Entities.Grass:
        harvest()
    
    For more related information see: [Senses](docs/unlocks/senses.md)
    Game time: 2h 43m 48s elapsed, 3h 16m 12s of budget remaining.
  201. 2h 43mdocs_read path="functions/get_ground_type"
    result
    get_ground_type() 
    Find out what kind of ground is under the drone.
    
    returns the type of the ground under the drone.
    
    takes 1 tick to execute.
    
    example:
    if get_ground_type() != Grounds.Soil:
        till()
    
    For more related information see: [Senses](docs/unlocks/senses.md)
    Game time: 2h 43m 58s elapsed, 3h 16m 2s of budget remaining.
  202. 2h 43mdocs_read path="functions/can_harvest"
    result
    can_harvest()
    Used to find out if plants are fully grown.
    
    returns True if there is an entity under the drone that is ready to be harvested, False otherwise.
    
    takes 1 tick to execute.
    
    example:
    if can_harvest():
        harvest()
    
    For more related information see: [Speed](docs/unlocks/speed.md)
    Game time: 2h 44m 8s elapsed, 3h 15m 52s of budget remaining.
  203. 2h 44mthoughtPreparing the tile route Building the tile routine
  204. 2h 44mwrite_program name="mixed_4x4" · evidence
    result
    Saved mixed_4x4 (215 lines).
    Game time: 2h 44m 18s elapsed, 3h 15m 42s of budget remaining.
  205. 2h 44mthoughtVerifying route generation Running a five-minute check
  206. 2h 44mrun_program name="mixed_4x4" seconds=300
    result
    Ran mixed_4x4 for 5m of game time; it is still running.
    Inventory change: carrot +76, hay +38, water +30, wood +722.
    Game time: 2h 49m 28s elapsed, 3h 10m 32s of budget remaining.
    Output:
    (none)
  207. 2h 49mthoughtChecking expansion costs
  208. 2h 49mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  209. 2h 49mthoughtPurchasing plot expansion Buying plot expansion Checking 4x4 route
  210. 2h 49mthoughtBuying plot expansion
  211. 2h 49mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 2h 49m 48s elapsed, 3h 10m 12s of budget remaining.
  212. 2h 49mthoughtGathering more carrots
  213. 2h 49mobserve
    result
    Game time: 2h 49m 58s elapsed, 3h 10m 2s of budget remaining.
    Program: mixed_4x4 (running).
    Inventory: hay 298, wood 1535, carrot 58, water 460.
    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, Tr=tree.
    y= 5  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3
    y= 4  _Gr3  _…
  214. 2h 49mthoughtEvaluating speed upgrade Buying speed upgrade
  215. 2h 49mbuy_upgrade upgrades=["speed"] · evidence
    result
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 2h 50m 8s elapsed, 3h 9m 52s of budget remaining.
  216. 2h 50mthoughtWaiting for 120 carrots
  217. 2h 50mwait seconds=600 until_resources={"carrot":120}
    result
    Waited 7m 47s (carrot reached 120). Program: mixed_4x4 running.
    Inventory change: carrot +102, hay +60, water +47, wood +2898.
    Game time: 2h 58m 5s elapsed, 3h 1m 55s of budget remaining.
  218. 2h 58mthoughtResearching 8x8 expansion cost
  219. 2h 58mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  220. 2h 58mthoughtTilling the 6x6 pumpkin plot Writing pumpkin tile script
  221. 2h 58mobserve
    result
    Game time: 2h 58m 25s elapsed, 3h 1m 35s of budget remaining.
    Program: mixed_4x4 (running).
    Inventory: hay 364, wood 4499, carrot 122, water 511.
    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, Tr=tree.
    y= 5  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3  _Gr3
    y= 4  _Gr3  …
  222. 2h 58mthoughtChecking the planting route Building the tile scan Delaying pumpkin harvest
  223. 2h 58mthoughtPreparing a replant loop Checking giant pumpkin display Building 6x6 serpentine loop
  224. 2h 58mthoughtWriting pumpkin patch program Writing pumpkin program
  225. 2h 58mwrite_program name="pumpkin_patch" · evidence
    result
    Saved pumpkin_patch (225 lines).
    Game time: 2h 58m 35s elapsed, 3h 1m 25s of budget remaining.
  226. 2h 58mthoughtRunning for 120 seconds
  227. 2h 58mrun_program name="pumpkin_patch" seconds=120
    result
    Ran pumpkin_patch for 2m of game time; it is still running.
    Inventory change: carrot -39, hay +70, water +12.
    Game time: 3h 45s elapsed, 2h 59m 15s of budget remaining.
    Output:
    (none)
  228. 3h 00mthoughtObserving the plot
  229. 3h 00mobserve
    result
    Game time: 3h 55s elapsed, 2h 59m 5s of budget remaining.
    Program: pumpkin_patch (running).
    Inventory: hay 436, wood 4575, carrot 85, water 526.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Pu=pumpkin.
    y= 5  #Pu3  #Pu3  #Pu3  #Pu3  #Pu3  #Pu3
    y= 4  #Pu3  #Pu3  #P…
  230. 3h 00mthoughtChecking a pumpkin tile
  231. 3h 00minspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Pumpkin`
    Total grow time: 3.41 seconds
    Grown 100%
    When harvested, gives:
    
    ### `Grounds.Soil`
    Water level: 0
    Yield: pumpkin 216
    Game time: 3h 1m 5s elapsed, 2h 58m 55s of budget remaining.
  232. 3h 01mthoughtUpdating harvest script Testing giant-crop harvest script Adding crop-growth delay
  233. 3h 01mthoughtChecking harvest timing Testing giant harvest Harvesting the big patch
  234. 3h 01mthoughtChecking patch maturity Harvesting giant pumpkin
  235. 3h 01mthoughtHarvesting 216 resources
  236. 3h 01mwrite_program name="harvest_mega" · evidence
    result
    Saved harvest_mega (1 lines).
    Game time: 3h 1m 15s elapsed, 2h 58m 45s of budget remaining.
  237. 3h 01mrun_program name="harvest_mega" seconds=10
    result
    Ran harvest_mega for 0s of game time; it finished.
    Inventory change: pumpkin +216.
    Game time: 3h 1m 25s elapsed, 2h 58m 35s of budget remaining.
    Output:
    (none)
  238. 3h 01mthoughtRegenerating carrots first. Replenishing carrots first. Testing pumpkin harvest logic.
  239. 3h 01mthoughtImplementing readiness checks Testing pumpkin readiness
  240. 3h 01mthoughtBuying variable unlock
  241. 3h 01mbuy_upgrade upgrades=["variables"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Game time: 3h 1m 35s elapsed, 2h 58m 25s of budget remaining.
  242. 3h 01mthoughtPlanning carrot replanting Running pumpkin manager Planning crop layout
  243. 3h 01mthoughtPlanning tree spacing Planning carrot planting Designing farm layout
  244. 3h 01mthoughtCreating 5x5 pumpkin patch Coding resource strip pattern
  245. 3h 01mthoughtScanning pumpkin field Comparing pumpkin layouts Assessing pumpkin persistence
  246. 3h 01mthoughtDesigning crop manager Fixing harvest readiness Preserving resource readiness
  247. 3h 01mthoughtMoving to pumpkin patch Checking pumpkin patch Preparing carrot handler
  248. 3h 01mthoughtChecking pumpkin harvest logic Planning resource strip Waiting for carrot growth
  249. 3h 01mthoughtBuilding economy_manager program Mapping tile resource logic Checking crop readiness
  250. 3h 01mthoughtProcessing plant resources Building the crop script
  251. 3h 01msaidThe 6×6 pumpkin block merged successfully and yielded 216 pumpkins. I’m turning the outer row and column into a small tree-and-carrot supply strip, while the inner 5×5 plot keeps producing 125-pumpkin mega harvests. The supply strip should keep the pumpkin seed loop running and add wood, carrots, and hay during the remaining budget.
  252. 3h 01mwrite_program name="economy_manager" · evidence
    result
    Saved economy_manager (1092 lines).
    Game time: 3h 1m 45s elapsed, 2h 58m 15s of budget remaining.
  253. 3h 01mthoughtRunning parse checks
  254. 3h 01mrun_program name="economy_manager" seconds=120
    result
    Ran economy_manager for 2m of game time; it is still running.
    Inventory change: carrot -13, hay -12, water +12, wood +264.
    Game time: 3h 3m 55s elapsed, 2h 56m 5s of budget remaining.
    Output:
    (none)
  255. 3h 03mthoughtObserving resource counts
  256. 3h 03mobserve
    result
    Game time: 3h 4m 5s elapsed, 2h 55m 55s of budget remaining.
    Program: economy_manager (running).
    Inventory: hay 424, wood 4837, carrot 39, pumpkin 216, water 545.
    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, Tr=tree, Pu=pumpkin.
    y= 5  _Gr3  #--   _Gr3  …
  257. 3h 04mthoughtChecking x0y0 pumpkin
  258. 3h 04minspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Pumpkin`
    Total grow time: 0.23 seconds
    Grown 100%
    When harvested, gives:
    
    ### `Grounds.Soil`
    Water level: 0
    Yield: pumpkin 125
    Game time: 3h 4m 15s elapsed, 2h 55m 45s of budget remaining.
  259. 3h 04mthoughtChecking pumpkin readiness detection Running another 120 seconds
  260. 3h 04mwait seconds=120 until_resources={"pumpkin":341}
    result
    Waited 1m 47s (pumpkin reached 341). Program: economy_manager running.
    Inventory change: carrot +16, pumpkin +125, water +11, wood +424.
    Game time: 3h 6m 12s elapsed, 2h 53m 48s of budget remaining.
  261. 3h 06mthoughtChecking crop output Growing pumpkins for expansion
  262. 3h 06mthoughtPlanting 49 pumpkin seeds Waiting for 1,000 pumpkins Buying grass upgrade
  263. 3h 06mthoughtInspecting inventory
  264. 3h 06mobserve
    result
    Game time: 3h 6m 22s elapsed, 2h 53m 38s of budget remaining.
    Program: economy_manager (running).
    Inventory: hay 424, wood 5297, carrot 62, pumpkin 341, water 559.
    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, Tr=tree, De=dead_pumpkin, Pu=pumpkin.
    y= 5  …
  265. 3h 06mthoughtWaiting for pumpkin replanting Buying grass upgrades
  266. 3h 06mbuy_upgrade upgrades=["grass","grass","grass"] · evidence
    result
    Bought grass, now level 3. Paid wood 500.
    Bought grass, now level 4. Paid wood 2500.
    Could not buy grass: Not enough resources.
    Game time: 3h 6m 32s elapsed, 2h 53m 28s of budget remaining.
  267. 3h 06mthoughtWaiting for 1000 pumpkins
  268. 3h 06mwait seconds=1000 until_resources={"pumpkin":1000}
    result
    Waited 16m 40s (time up). Program: economy_manager running.
    Inventory change: carrot +78, hay +414, pumpkin +250, water +100, wood +3462.
    Game time: 3h 23m 22s elapsed, 2h 36m 38s of budget remaining.
  269. 3h 23mthoughtWaiting for pumpkin harvest Tracking pumpkin harvests Replanting dead pumpkins
  270. 3h 23mthoughtInspecting pumpkin tile state
  271. 3h 23mobserve
    result
    Game time: 3h 23m 32s elapsed, 2h 36m 28s of budget remaining.
    Program: economy_manager (running).
    Inventory: hay 844, wood 5797, carrot 142, pumpkin 591, water 662.
    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, Tr=tree, Pu=pumpkin.
    y= 5  _Gr3  #Tr2* _Gr…
  272. 3h 23mthoughtInspecting x0y0 yield
  273. 3h 23minspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Pumpkin`
    Total grow time: 1.53 seconds
    Grown 100%
    When harvested, gives:
    
    ### `Grounds.Soil`
    Water level: 0
    Yield: pumpkin 125
    Game time: 3h 23m 42s elapsed, 2h 36m 18s of budget remaining.
  274. 3h 23mthoughtMonitoring current strip processing Monitoring pumpkin harvest
  275. 3h 23mwait seconds=600 until_resources={"pumpkin":716}
    result
    Waited 1m 17s (pumpkin reached 716). Program: economy_manager running.
    Inventory change: carrot +12, hay +30, pumpkin +125, water +7, wood +190.
    Game time: 3h 25m 10s elapsed, 2h 34m 50s of budget remaining.
  276. 3h 25mthoughtWaiting for 1000
  277. 3h 25mwait seconds=600 until_resources={"pumpkin":1000}
    result
    Waited 10m (time up). Program: economy_manager running.
    Inventory change: carrot +18, hay +240, pumpkin +250, water +60, wood +1600.
    Game time: 3h 35m 20s elapsed, 2h 24m 40s of budget remaining.
  278. 3h 35mthoughtWaiting for pumpkin harvest
  279. 3h 35mwait seconds=300 until_resources={"pumpkin":1000}
    result
    Waited 5m (time up). Program: economy_manager running.
    Inventory change: carrot +26, hay +126, water +30, wood +958.
    Game time: 3h 40m 30s elapsed, 2h 19m 30s of budget remaining.
  280. 3h 40mthoughtInspecting pumpkin patch
  281. 3h 40mobserve
    result
    Game time: 3h 40m 40s elapsed, 2h 19m 20s of budget remaining.
    Program: economy_manager (running).
    Inventory: hay 1264, wood 8617, carrot 199, pumpkin 966, water 764.
    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, Pu=pumpkin, Ca=carrot.
    y= 5  _Gr3  #--   …
  282. 3h 40mthoughtInspecting x0y0
  283. 3h 40minspect_tile x=0 y=0
    result
    (0,0) `x = 0, y = 0`
    
    ### `Entities.Pumpkin`
    Total grow time: 1.08 seconds
    Grown 100%
    When harvested, gives:
    
    ### `Grounds.Soil`
    Water level: 0
    Yield: pumpkin 125
    Game time: 3h 40m 50s elapsed, 2h 19m 10s of budget remaining.
  284. 3h 40mthoughtChecking pumpkin readiness Checking pumpkin route Checking pumpkin survival
  285. 3h 40mthoughtProcessing 11 resource tiles Checking pumpkin harvest state Waiting on pumpkin readiness
  286. 3h 40mthoughtFinishing carrot row
  287. 3h 40mwait seconds=120 until_resources={"pumpkin":1091}
    result
    Waited 27s (pumpkin reached 1091). Program: economy_manager running.
    Inventory change: carrot +4, hay +12, pumpkin +125, water +3, wood +236.
    Game time: 3h 41m 27s elapsed, 2h 18m 33s of budget remaining.
  288. 3h 41mthoughtChecking expansion effects Updating 8x8 farm manager
  289. 3h 41mthoughtComparing patch sizes Checking planting timing Buying map expansion
  290. 3h 41mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 3h 41m 37s elapsed, 2h 18m 23s of budget remaining.
  291. 3h 41mthoughtPlanning pumpkin layout Checking pumpkin seed inventory
  292. 3h 41mobserve
    result
    Game time: 3h 41m 47s elapsed, 2h 18m 13s of budget remaining.
    Program: economy_manager (running).
    Inventory: hay 1382, wood 8887, carrot 194, pumpkin 91, water 771.
    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, De=dead_pumpkin, Ca=carrot.
    y=…
  293. 3h 41mthoughtRestarting the farm program Writing 8x8 farm manager
  294. 3h 41mwrite_program name="economy_8x8" · evidence
    result
    Saved economy_8x8 (1934 lines).
    Game time: 3h 41m 57s elapsed, 2h 18m 3s of budget remaining.
  295. 3h 41mrun_program name="economy_8x8" seconds=180
    result
    Ran economy_8x8 for 3m of game time; it is still running.
    Inventory change: carrot +12, hay +370, water +18, wood +338.
    Game time: 3h 45m 7s elapsed, 2h 14m 53s of budget remaining.
    Output:
    (none)
  296. 3h 45mthoughtInspecting central tile yield
  297. 3h 45mobserve
    result
    Game time: 3h 45m 17s elapsed, 2h 14m 43s of budget remaining.
    Program: economy_8x8 (running).
    Inventory: hay 1846, wood 9463, carrot 197, pumpkin 91, water 792.
    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, De=dead_pumpkin.
    y= 7  _Gr3  _Gr3 …
  298. 3h 45mthoughtProcessing pumpkin plot Waiting for 385 pumpkins
  299. 3h 45mwait seconds=600 until_resources={"pumpkin":385}
    result
    Waited 5m 2s (pumpkin reached 385). Program: economy_8x8 running.
    Inventory change: carrot +55, hay +256, pumpkin +294, water +30, wood +840.
    Game time: 3h 50m 29s elapsed, 2h 9m 31s of budget remaining.
  300. 3h 50mthoughtOptimizing pumpkin harvesting Checking expansion costs
  301. 3h 50mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  302. 3h 50mthoughtEvaluating carrot upgrade Buying carrot upgrade Growing pumpkins
  303. 3h 50mthoughtBuying carrots
  304. 3h 50mbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 3h 50m 49s elapsed, 2h 9m 11s of budget remaining.
  305. 3h 50mthoughtPlanning carrot strip Waiting for carrot growth
  306. 3h 50mwait seconds=1200 until_resources={"carrot":500}
    result
    Waited 12m 35s (carrot reached 509). Program: economy_8x8 running.
    Inventory change: carrot +270, hay +520, pumpkin +294, water +76, wood +1648.
    Game time: 4h 3m 35s elapsed, 1h 56m 25s of budget remaining.
  307. 4h 03mthoughtComparing pumpkin patch rates Saving for pumpkin upgrade
  308. 4h 03mthoughtCalculating seed planting Estimating pumpkin cycles Continuing pumpkin cycles
  309. 4h 03mthoughtWaiting for 1000 carrots
  310. 4h 03mwait seconds=1500 until_resources={"carrot":1000}
    result
    Waited 25m (time up). Program: economy_8x8 running.
    Inventory change: carrot +384, hay +1056, pumpkin +882, water +150, wood +3576.
    Game time: 4h 28m 45s elapsed, 1h 31m 15s of budget remaining.
  311. 4h 28mthoughtWaiting for carrot 1000
  312. 4h 28mwait seconds=600 until_resources={"carrot":1000}
    result
    Waited 8m 58s (carrot reached 1002). Program: economy_8x8 running.
    Inventory change: carrot +110, hay +388, pumpkin +294, water +54, wood +1580.
    Game time: 4h 37m 53s elapsed, 1h 22m 7s of budget remaining.
  313. 4h 37mthoughtBuying level-2 pumpkin upgrades
  314. 4h 37mbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 4h 38m 3s elapsed, 1h 21m 57s of budget remaining.
  315. 4h 38mthoughtInspecting pumpkin tile
  316. 4h 38mdocs_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=2]
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 4h 38m 13s elapsed, 1h 21m 47s of budget remaining.
  317. 4h 38mthoughtWaiting for next harvest Monitoring farm program
  318. 4h 38mobserve
    result
    Game time: 4h 38m 23s elapsed, 1h 21m 37s of budget remaining.
    Program: economy_8x8 (running).
    Inventory: hay 4142, wood 16197, carrot 6, pumpkin 1855, water 1111.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=carrot, Gr=grass, Pu=pumpkin, De=dead_pumpkin.
    y= 7…
  319. 4h 38mthoughtChecking carrot seed supply Waiting for 500 carrots
  320. 4h 38mwait seconds=1200 until_resources={"carrot":500}
    result
    Waited 20m (time up). Program: economy_8x8 running.
    Inventory change: carrot +240, hay +860, pumpkin +1176, water +120, wood +2892.
    Game time: 4h 58m 33s elapsed, 1h 1m 27s of budget remaining.
  321. 4h 58mthoughtGrowing pumpkins toward 5000 Checking carrot upgrade
  322. 4h 58mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  323. 4h 58mthoughtBuying carrot upgrade
  324. 4h 58mbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 4h 58m 53s elapsed, 1h 1m 7s of budget remaining.
  325. 4h 58mthoughtWaiting for carrots Waiting for pumpkins
  326. 4h 58mthoughtWaiting 40 minutes
  327. 4h 58mwait seconds=2400 until_resources={"pumpkin":5000}
    result
    Waited 26m 40s (pumpkin reached 5383). Program: economy_8x8 running.
    Inventory change: carrot +764, hay +728, pumpkin +2352, water +160, wood +4416.
    Game time: 5h 25m 43s elapsed, 34m 17s of budget remaining.
  328. 5h 25mthoughtBuying the cactus unlock
  329. 5h 25mbuy_upgrade upgrades=["cactus"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 5h 25m 53s elapsed, 34m 7s of budget remaining.
  330. 5h 25mthoughtReading cactus docs
  331. 5h 25mdocs_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 `…
  332. 5h 26mdocs_read path="objects/cactus"
    result
    ## Cactus
    Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested.
    
    Base growth time between 1 and 1 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: pumpkin=2]
    Game time: 5h 26m 13s elapsed, 33m 47s of budget remaining.
  333. 5h 26mdocs_read path="unlocks/dinosaurs"
    result
    ## Dinosaurs
    Majestic ancient creatures.
    
    ### Unlock Cost [Current cost: cactus=2000]
    Game time: 5h 26m 23s elapsed, 33m 37s of budget remaining.
  334. 5h 26mthoughtPreparing cactus sorting grid Stopping economy program Checking cactus grid order
  335. 5h 26mthoughtPlanning adjacent-pair swaps Planning repeated grid sweeps Preparing size-sorting swaps
  336. 5h 26mthoughtPreparing the cactus plot Sorting the cactus field Continuing pumpkin production
  337. 5h 26mthoughtBuilding a cactus farm Stopping manager for cactus
  338. 5h 26msaidThe farm has produced 5,000 pumpkins, which unlocked cactus. I’m switching the 8×8 plot to a cactus grid and will sort neighboring cactus sizes so one harvest collects the whole square at once. That should also give enough cactus to open the dinosaur branch before time runs out.
  339. 5h 26mobserve
    result
    Game time: 5h 26m 33s elapsed, 33m 27s of budget remaining.
    Program: economy_8x8 (running).
    Inventory: hay 5774, wood 17371, carrot 1012, pumpkin 383, water 1400.
    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, Tr=tree, Pu=pumpkin, De=dead_pumpkin.
    y= 7  _…
  340. 5h 26mthoughtStopping the old program Preparing tiles for cactus
  341. 5h 26mdocs_read path="functions/measure"
    result
    measure(direction = None) 
    Can measure some values on some entities. The effect of this depends on the entity.
    
    If direction is not None it measures the neighboring entity in the given direction.
    
    returns the number of petals of a sunflower.
    returns the next position for a treasure or apple.
    returns the size of a cactus.
    returns a mysterious number for a pumpkin.
    returns None for all other entitie…
  342. 5h 26mdocs_read path="functions/swap"
    result
    swap(direction)
    Swaps the entity under the drone with the entity next to the drone in the specified direction.
    Doesn't work on all entities.
    Also works if one (or both) of the entities are None.
    
    returns True if it succeeded, False otherwise.
    
    takes 200 ticks to execute on success, 1 tick otherwise.
    
    example:
    swap(North)
    
    For more related information see: [Cactus](docs/unlocks/cactus.md)
    Game time…
  343. 5h 26mdocs_read path="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: 5h 27m 3s elapsed, 32m 57s of budget remaining.
  344. 5h 27mthoughtEstimating grid swap cost Preparing cactus sorting loop Creating cactus program
  345. 5h 27mthoughtPreparing cactus grid Writing cactus sort code
  346. 5h 27mwrite_program name="cactus_sort" · evidence
    result
    Saved cactus_sort (924 lines).
    Game time: 5h 27m 13s elapsed, 32m 47s of budget remaining.
  347. 5h 27mthoughtChecking planting route Preparing cactus sort run Running cactus sort
  348. 5h 27mrun_program name="cactus_sort" seconds=600
    result
    Ran cactus_sort for 2m 27s of game time; it finished.
    Inventory change: cactus +4096, hay +112, pumpkin -18, water +14, wood +40.
    Game time: 5h 29m 50s elapsed, 30m 10s of budget remaining.
    Output:
    (none)
  349. 5h 29mthoughtChecking pumpkin consumption Unlocking dinosaurs with cactus
  350. 5h 29mbuy_upgrade upgrades=["dinosaurs"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 5h 30m elapsed, 30m of budget remaining.
  351. 5h 30mthoughtReading dinosaur docs
  352. 5h 30mobserve
    result
    Game time: 5h 30m 10s elapsed, 29m 50s of budget remaining.
    Program: none running.
    Inventory: hay 5910, wood 17507, carrot 1008, pumpkin 365, cactus 2096, water 1421.
    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: none.
    y= 7  #--   #--   #--   #--   #--   #--   #--…
  353. 5h 30mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
  354. 5h 30mdocs_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 …
  355. 5h 30mthoughtEquipping dinosaur hat Planning snake path Building grid path
  356. 5h 30mthoughtChecking cycle closure Designing grid cycle Planning perimeter cycle
  357. 5h 30mthoughtPlanning a grid cycle Checking grid-cycle coverage
  358. 5h 30mthoughtDesigning a Hamiltonian cycle Planning a serpentine route Planning the row transition
  359. 5h 30mthoughtContinuing the row path Checking the movement path Planning endpoint stop
  360. 5h 30mthoughtChecking route for collisions Designing a Hamiltonian cycle Refining cycle closure
  361. 5h 30mthoughtTesting a row-snake cycle Testing a Hamiltonian cycle Testing a bridge cell
  362. 5h 30mthoughtPlanning the farm route Mapping the perimeter loop Checking loop collision limits
  363. 5h 30mthoughtHandling blocked moves Checking hat options
  364. 5h 30mdocs_read path="functions/change_hat"
    result
    change_hat(hat)
    Changes the hat of the drone to hat.
    
    returns None
    
    takes 200 ticks to execute.
    
    example:
    change_hat(Hats.Dinosaur_Hat)
    Game time: 5h 30m 40s elapsed, 29m 20s of budget remaining.
  365. 5h 30mdocs_read path="unlocks/hats"
    result
    ## Hats
    Hats for your drone.
    
    change_hat(Hats.Green_Hat)
    
    [Tutorial](docs/unlocks/hats.md)
    Game time: 5h 30m 50s elapsed, 29m 10s of budget remaining.
  366. 5h 30mdocs_read path="docs/scripting/break.md"
    result
    # Break
    `break` allows stopping a loop early. When the `break` statement is reached it will immediately exit the innermost loop and start running the code after the loop.
    
    `for i in range(10):
    	break
    print(i)`
    This prints `0` because `i` is `0` in the first iteration of the loop and then the break statement ends the loop.
    
    It also works on `while` loops.
    
    `while True:
    	if can_harvest():
    		break`
    
    …
  367. 5h 31mthoughtPreparing dinosaur perimeter loop Checking apple placement Evaluating apple location
  368. 5h 31mthoughtLocating next apple Planning full-grid sweep Assessing return-path collision
  369. 5h 31mthoughtDesigning a grid cycle Refining the grid cycle
  370. 5h 31mthoughtPlanning the return path Planning a serpentine path
  371. 5h 31mthoughtPlanning the snake path Considering a perimeter loop Checking apple inventory
  372. 5h 31mthoughtChecking target-route access Preparing coordinate routing Reviewing dinosaur hints
  373. 5h 31mdocs_read path="unlocks/dinosaurs" show_hints=true
    result
    ## Dinosaurs
    Increases the yield and cost of dinosaurs.
    100% => 200%
    
    ### Unlock Cost [Current cost: cactus=12000]
    
    [Tutorial](docs/unlocks/dinosaurs.md)
    Game time: 5h 31m 10s elapsed, 28m 50s of budget remaining.
  374. 5h 31mthoughtReading tutorial with hints
  375. 5h 31mdocs_read path="docs/unlocks/dinosaurs.md" show_hints=true
    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 …
  376. 5h 31mthoughtChoosing a full-field path Designing a full-field cycle Designing an 8×8 cycle
  377. 5h 31mthoughtMapping the grid path Checking spiral coverage
  378. 5h 31mthoughtVerifying path coverage Estimating tail growth
  379. 5h 31mthoughtChecking safe retrace Assessing perimeter loop Estimating perimeter yield
  380. 5h 31mthoughtChecking the row-cycle path Revising the grid cycle
  381. 5h 31mthoughtAdjusting the grid path Revising the grid path
  382. 5h 31mthoughtPlanning a perimeter loop Designing perimeter loop Planning a spiral path
  383. 5h 31mthoughtPlanning perimeter movement Building perimeter loop Designing safe patrol path
  384. 5h 31mthoughtDeriving an 8x8 cycle Verifying tile coverage
  385. 5h 31mthoughtVerifying Hamiltonian cycle Confirming cycle route Estimating required moves
  386. 5h 31mthoughtEstimating apple collection time Planning Hamiltonian cycle
  387. 5h 31mthoughtConstructing route sequence Checking full-grid movement Preparing bounded program run
  388. 5h 31mthoughtRunning bone program Generating farm route Calculating route length
  389. 5h 31mthoughtVerifying path coverage Changing hat
  390. 5h 31mwrite_program name="dinosaur_cycle" · evidence
    result
    Saved dinosaur_cycle (129 lines).
    Game time: 5h 31m 30s elapsed, 28m 30s of budget remaining.
  391. 5h 31mthoughtRunning farm program
  392. 5h 31mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 4s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used.
    Inventory change: cactus -6, water +1.
    Game time: 5h 31m 44s elapsed, 28m 16s of budget remaining.
    Output:
    Error: Hats.Green_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Green_Hat)
              ^^              
    -----------------------------------------------…
  393. 5h 31mthoughtChecking available hat constants Searching hat documentation
  394. 5h 31mdocs_search query="Hats.Straw"
    result
    No matches for "Hats.Straw".
    Game time: 5h 31m 54s elapsed, 28m 6s of budget remaining.
  395. 5h 31mdocs_search query="Hats.Green_Hat"
    result
    unlocks/hats: …## Hats Hats for your drone. change_hat(Hats.Green_Hat) [Tutorial](docs/unlocks/hats.md)…
    docs/unlocks/hats.md: …drone. Equip them like this: `change_hat(Hats.Gray_Hat) do_a_flip() change_hat(Hats.Purple_Hat) do_a_flip() change_hat(Hats.Green_Hat) do_a_flip() change_hat(Hats.Brown_Hat) do_a_flip()`…
    Game time: 5h 32m 4s elapsed, 27m 56s of budget remaining.
  396. 5h 32mdocs_read path="docs/unlocks/hats.md"
    result
    # Hats
    
    You have unlocked a few new hat colors for your drone.
    
    Equip them like this:
    `change_hat(Hats.Gray_Hat)
    do_a_flip()
    change_hat(Hats.Purple_Hat)
    do_a_flip()
    change_hat(Hats.Green_Hat)
    do_a_flip()
    change_hat(Hats.Brown_Hat)
    do_a_flip()`
    Game time: 5h 32m 14s elapsed, 27m 46s of budget remaining.
  397. 5h 32mobserve
    result
    Game time: 5h 32m 24s elapsed, 27m 36s of budget remaining.
    Program: none running.
    Inventory: hay 5910, wood 17507, carrot 1008, pumpkin 365, cactus 2090, water 1435.
    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: Di=dinosaur, Ap=apple.
    y= 7  #--   #--   #--   #-- …
  398. 5h 32mthoughtSwitching hats now Checking research status
  399. 5h 32mthoughtReviewing run output Checking route failure Inspecting possible tail blockage
  400. 5h 32mthoughtChecking research
  401. 5h 32mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
  402. 5h 32mthoughtChecking green hat unlock Testing gray hat switch Checking gray hat access
  403. 5h 32mthoughtTesting Gray Hat unlock
  404. 5h 32mwrite_program name="unequip_dino" · evidence
    result
    Saved unequip_dino (1 lines).
    Game time: 5h 32m 44s elapsed, 27m 16s of budget remaining.
  405. 5h 32mrun_program name="unequip_dino" seconds=10
    result
    Ran unequip_dino for 0s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used.
    Inventory change: no change.
    Game time: 5h 32m 54s elapsed, 27m 6s of budget remaining.
    Output:
    Error: Hats.Gray_Hat must be unlocked before this can be used.
    In: 
    change_hat(Hats.Gray_Hat)
              ^^             
    ----------------------------------------------------------------…
  406. 5h 32mthoughtChecking hat upgrade status Buying hat upgrade
  407. 5h 32mbuy_upgrade upgrades=["hats"] · evidence
    result
    Could not buy hats: Already at maximum level.
  408. 5h 33mthoughtChecking hat constants
  409. 5h 33mdocs_search query="Hats.Brown_Hat"
    result
    docs/unlocks/hats.md: …at(Hats.Gray_Hat) do_a_flip() change_hat(Hats.Purple_Hat) do_a_flip() change_hat(Hats.Green_Hat) do_a_flip() change_hat(Hats.Brown_Hat) do_a_flip()`…
    Game time: 5h 33m 14s elapsed, 26m 46s of budget remaining.
  410. 5h 33mdocs_search query="Hats.No"
    result
    No matches for "Hats.No".
    Game time: 5h 33m 24s elapsed, 26m 36s of budget remaining.
  411. 5h 33mdocs_search query="change_hat(None)"
    result
    No matches for "change_hat(None)".
    Game time: 5h 33m 34s elapsed, 26m 26s of budget remaining.
  412. 5h 33mdocs_search query="Hats.Dinosaur_Hat"
    result
    docs/unlocks/dinosaurs.md: … 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 the dinosaur hat and have enough cactus, an [apple](objects/apple) will automatically be purchased a…
    functions/change_hat: …change_hat(hat) Changes the ha…
  413. 5h 33mthoughtTesting hat switching Testing dinosaur hat toggle
  414. 5h 33mwrite_program name="toggle_dino" · evidence
    result
    Saved toggle_dino (1 lines).
    Game time: 5h 33m 54s elapsed, 26m 6s of budget remaining.
  415. 5h 33mrun_program name="toggle_dino" seconds=10
    result
    Ran toggle_dino for 0s of game time; it finished.
    Inventory change: bone +4, cactus -2.
    Game time: 5h 34m 4s elapsed, 25m 56s of budget remaining.
    Output:
    (none)
  416. 5h 34mthoughtInspecting movement sequence Fixing the movement loop Testing corrected movement loop
  417. 5h 34mthoughtChecking the path cycle Writing the corrected program
  418. 5h 34mthoughtUsing pumpkin and cactus
  419. 5h 34mwrite_program name="dinosaur_cycle" · evidence
    result
    Saved dinosaur_cycle (131 lines).
    Game time: 5h 34m 14s elapsed, 25m 46s of budget remaining.
  420. 5h 34mthoughtPreparing 1200-second run
  421. 5h 34mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 0s of game time; it finished.
    Inventory change: cactus -4.
    Game time: 5h 34m 24s elapsed, 25m 36s of budget remaining.
    Output:
    (none)
  422. 5h 34mthoughtChecking Dino hat results Checking drone hat state
  423. 5h 34mobserve
    result
    Game time: 5h 34m 34s elapsed, 25m 26s of budget remaining.
    Program: none running.
    Inventory: hay 5910, wood 17507, carrot 1008, pumpkin 365, cactus 2084, bone 4, water 1448.
    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: Ap=apple.
    y= 7  #--   #--   #--   #--   #--…
  424. 5h 34mthoughtChecking current drone state Tracing hat toggle state Checking drone state
  425. 5h 34mthoughtRechecking hat toggle behavior Verifying dinosaur hat behavior Checking hat toggle result
  426. 5h 34mthoughtWriting cactus behavior Toggling Dinosaur Hat
  427. 5h 34mthoughtChanging to dinosaur hat
  428. 5h 34mwrite_program name="toggle_dino" · evidence
    result
    Saved toggle_dino (1 lines).
    Game time: 5h 34m 44s elapsed, 25m 16s of budget remaining.
  429. 5h 34mrun_program name="toggle_dino" seconds=10
    result
    Ran toggle_dino for 0s of game time; it finished.
    Inventory change: cactus -2.
    Game time: 5h 34m 55s elapsed, 25m 5s of budget remaining.
    Output:
    (none)
  430. 5h 34mthoughtObserving hat state
  431. 5h 34mobserve
    result
    Game time: 5h 35m 5s elapsed, 24m 55s of budget remaining.
    Program: none running.
    Inventory: hay 5910, wood 17507, carrot 1008, pumpkin 365, cactus 2082, bone 4, water 1451.
    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: Ap=apple.
    y= 7  #--   #--   #--   #--   #-- …
  432. 5h 35mthoughtPreparing to remove hat Building setup program
  433. 5h 35mthoughtImplementing Dino hat reset Updating Dino hat handling
  434. 5h 35mthoughtChanging Dino’s hat
  435. 5h 35mwrite_program name="dinosaur_cycle" · evidence
    result
    Saved dinosaur_cycle (146 lines).
    Game time: 5h 35m 15s elapsed, 24m 45s of budget remaining.
  436. 5h 35mthoughtRunning 900-second check
  437. 5h 35mrun_program name="dinosaur_cycle" seconds=900
    result
    Ran dinosaur_cycle for 2m 12s of game time; it finished.
    Inventory change: bone +3970, cactus -132, water +13.
    Game time: 5h 37m 37s elapsed, 22m 23s of budget remaining.
    Output:
    (none)
  438. 5h 37mthoughtConsidering another cactus patch Checking drone position
  439. 5h 37mobserve
    result
    Game time: 5h 37m 47s elapsed, 22m 13s of budget remaining.
    Program: none running.
    Inventory: hay 5910, wood 17507, carrot 1008, pumpkin 365, cactus 1950, bone 3974, water 1467.
    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: Ap=apple.
    y= 7  #--   #--   #--   #--   …
  440. 5h 37mthoughtChecking uncertain hat state Resetting drone to origin Moving drone to origin
  441. 5h 37mthoughtMoving to the origin Writing dino cycle setup Setting cycle reset
  442. 5h 37mthoughtRunning reset program Running generic program
  443. 5h 37mwrite_program name="dinosaur_cycle" · evidence
    result
    Saved dinosaur_cycle (135 lines).
    Game time: 5h 37m 57s elapsed, 22m 3s of budget remaining.
  444. 5h 37mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 2m 31s of game time; it finished.
    Inventory change: bone +3973, cactus -132, water +15.
    Game time: 5h 40m 38s elapsed, 19m 22s of budget remaining.
    Output:
    (none)
  445. 5h 40mthoughtPreparing repeated runs Starting repeated runs Running another cycle
  446. 5h 40mthoughtRunning six more cycles
  447. 5h 40msaidThe corrected dinosaur route filled the 8×8 cycle and harvested 3,970 bones. It takes about 2½ minutes per full tail, so I’m repeating that safe cycle with the remaining cactus, then I’ll use the last game time on production rather than leaving the budget unused.
  448. 5h 40mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 2m 30s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +15.
    Game time: 5h 43m 18s elapsed, 16m 42s of budget remaining.
    Output:
    (none)
  449. 5h 43mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 2m 40s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +16.
    Game time: 5h 46m 8s elapsed, 13m 52s of budget remaining.
    Output:
    (none)
  450. 5h 46mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 2m 13s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +14.
    Game time: 5h 48m 31s elapsed, 11m 29s of budget remaining.
    Output:
    (none)
  451. 5h 48mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 2m 14s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +13.
    Game time: 5h 50m 55s elapsed, 9m 5s of budget remaining.
    Output:
    (none)
  452. 5h 50mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 2m 14s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +13.
    Game time: 5h 53m 18s elapsed, 6m 42s of budget remaining.
    Output:
    (none)
  453. 5h 53mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 1m 58s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +12.
    Game time: 5h 55m 27s elapsed, 4m 33s of budget remaining.
    Output:
    (none)
  454. 5h 55mthoughtPreparing another cycle Starting another cycle
  455. 5h 55mrun_program name="dinosaur_cycle" seconds=1200
    result
    Ran dinosaur_cycle for 2m 17s of game time; it finished.
    Inventory change: bone +3970, cactus -130, water +14.
    Game time: 5h 57m 54s elapsed, 2m 6s of budget remaining.
    Output:
    (none)
  456. 5h 57mthoughtWaiting out remaining time Waiting through remaining time Assessing a final run
  457. 5h 57mthoughtPreparing shorter dino program Waiting out remaining time
  458. 5h 57mthoughtWaiting for game confirmation
  459. 5h 57mwait seconds=116
    result
    Waited 1m 56s (time up). Program: none running.
    Inventory change: water +11.
    Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
  460. 6h 00msaidI used the full six-hour budget. The farm finished with hay, wood, carrots, pumpkins, cactus, bones, and water in inventory. The main production gains were 5,383 pumpkins before unlocking cactus, 4,096 cactus from a sorted 8×8 grid, and repeated dinosaur runs that produced about 31,800 bones. The farm grew to 8×8. A 7×7 pumpkin patch with a tree-and-carrot supply strip kept producing until the cactus branch unlocked; the final dinosaur route filled the grid and harvested its tail for bones.

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)207,689
Cache reads12,203,520
Cache writes0
Output80,394
Thinking (subset of output where reported)67,806
Total12,491,603
ModelTokensEstimate
gpt-6-luna12,491,603$0.18

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

  • gpt-6-luna: 12491603 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-luna: 12491603 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
Run ideconomy-v1-codex-gpt-6-luna-s2-a1-20261016T135922Z
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-luna","reasoning_effort":"medium","fast-mode":"off"}
Models reportedgpt-6-luna
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 5.31 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T13:59:22.043Z → 2026-10-16T14:19:44.742Z
Evidence58 items in evidence.json