GPT-6 Luna, seed 2
Codex · medium reasoning effort
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
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 3.84 |
| 2h 00m | 11.3 |
| 3h 00m | 13.1 |
| 4h 00m | 17.5 |
| 5h 00m | 18.7 |
| 6h 00m | 27.5 |
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-played
How it played
| Measure | This run | Model mean | Seed 2 mean |
|---|---|---|---|
| Resources opened | 7 of 11 | 4.7 of 11 | 10.1 of 11 |
| Study | 66 | 44 | 43 |
| Action overhead | 10% | 6% | 11% |
| Tool calls | 215 | 128 | 231 |
| Program writes | 28 | 16 | 39 |
| Program stints | 25 | 14 | 39 |
| Median stint | 2m 31s | 32m 07s | 5m 28s |
| Cost per point | $0.0067 | $0.0047 | $0.084 |
Farm idle 5% of samples; longest stint 1h 45m; 1 rejected write.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 2m 36s | {"upgrades":["loops"]} | loops 1 | Bought 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 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 04m | {"upgrades":["plant"]} | plant 1 | Bought 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 1 | Bought 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 1 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 33m | {"upgrades":["watering"]} | watering 1 | Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. |
| 1h 35m | {"upgrades":["trees"]} | trees 1 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 2h 14m | {"upgrades":["pumpkins"]} | pumpkins 1 | Bought 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 2 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 2h 43m | {"upgrades":["expand"]} | expand 3 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 49m | {"upgrades":["expand"]} | expand 4 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 49m | {"upgrades":["speed"]} | speed 3 | Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. |
| 3h 01m | {"upgrades":["variables"]} | variables 1 | Bought 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 4 | Bought grass, now level 3. Paid wood 500. |
| 3h 41m | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 50m | {"upgrades":["carrots"]} | carrots 3 | Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 4h 37m | {"upgrades":["pumpkins"]} | pumpkins 2 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 4h 58m | {"upgrades":["carrots"]} | carrots 4 | Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 5h 25m | {"upgrades":["cactus"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 5h 29m | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought 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.py
r11m 00sRan
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.
r22m 46sRan
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.py
r11m 50sRan
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)
r22m 11sRanFinal
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.py
r11h 04mRan
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)
r21h 05mRan
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)
r31h 05mRan
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)
r41h 06mRan
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)
r51h 06mRan
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.py
r11h 30mRan
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.py
r11h 36mSaved, never run
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.
r21h 36mRan
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.py
r11h 47mRan
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.py
r12h 30mRan
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)
—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.
r22h 41mRan
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.py
r12h 44mRan
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.py
r12h 58mRan
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.py
r13h 01mRanFinal
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.py
r13h 01mRan
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.py
r13h 41mRan
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.py
r15h 27mRan
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.py
r15h 31mRan
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.
r25h 34mRan
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)
r35h 35mRan
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)
r45h 37mRan
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.py
r15h 32mRanFinal
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.py
r15h 33mRan
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)
r25h 34mRanFinal
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)
log
Step by step
- 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.
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10sthoughtReading research docs
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 30sthoughtOpening docs home
- 30s
docs_readpath="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…
- 40s
docs_readpath="docs/first_program.md"result
# First Program ## Text editor All programming is done in code windows. Each code window corresponds to a text file containing code. You can rename the file by clicking on its name at the top of the window. The code can be edited like in any text editor as long as it's not running. You can execute the program directly by pressing the green play button in the code window.  You c…
- 50s
docs_readpath="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]…
- 1m 00sthoughtCollecting hay
- 1m 00s
write_programname="farm" · evidenceresult
Saved farm (2 lines). Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
- 1m 10s
run_programname="farm" seconds=3600result
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: ^^^^^^ --------------------------------------------------------------------
- 1m 20sthoughtWriting repeated harvest lines
- 1m 20s
docs_readpath="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.
- 1m 30s
docs_readpath="objects/grass"result
## Grass Grows automatically on grassland. Harvest it to obtain Items.Hay. Base growth time between 0.5 and 0.5 seconds. Can grow on soil or grassland. Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
- 1m 40s
docs_readpath="items/hay"result
## Hay Obtained by cutting grass. You have `0` Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 1m 50sthoughtHarvesting full grass
- 1m 50s
write_programname="cut" · evidenceresult
Saved cut (1 lines). Game time: 2m elapsed, 5h 58m of budget remaining.
- 2m 00s
run_programname="cut" seconds=3600result
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)
- 2m 11sthoughtPreparing harvest commands
- 2m 11s
write_programname="cut" · evidenceresult
Saved cut (10 lines). Game time: 2m 21s elapsed, 5h 57m 39s of budget remaining.
- 2m 21s
run_programname="cut" seconds=3600result
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)
- 2m 36sthoughtBuying loops
- 2m 36s
buy_upgradeupgrades=["loops"] · evidenceresult
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.
- 2m 46sthoughtWriting harvest loop
- 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.
- 2m 46s
write_programname="farm" · evidenceresult
Saved farm (2 lines). Game time: 2m 56s elapsed, 5h 57m 4s of budget remaining.
- 2m 56s
run_programname="farm" seconds=3600result
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)
- 1h 03mthoughtResearching speed upgrade
- 1h 03m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 1h 03mthoughtBuying speed upgrades
- 1h 03m
buy_upgradeupgrades=["speed","speed","speed","speed","speed","expand","expand","expand","expand","expand","expand","expand","expand","expand"] · evidenceresult
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…
- 1h 03mthoughtChecking upgrade costs.
- 1h 03m
observeresult
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)
- 1h 03mthoughtReading upgrade cost docs
- 1h 03m
docs_readpath="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.
- 1h 03m
docs_readpath="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.
- 1h 03m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 1h 04mthoughtUnlocking plant research
- 1h 04m
buy_upgradeupgrades=["plant"] · evidenceresult
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.
- 1h 04mthoughtChecking bush planting requirements
- 1h 04m
docs_readpath="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.
- 1h 04m
docs_searchquery="Bush wood"result
No matches for "Bush wood". Game time: 1h 4m 36s elapsed, 4h 55m 24s of budget remaining.
- 1h 04mthoughtPreparing Bush planting script Launching Bush test script
- 1h 04m
write_programname="wood" · evidenceresult
Saved wood (2 lines). Game time: 1h 4m 46s elapsed, 4h 55m 14s of budget remaining.
- 1h 04m
run_programname="wood" seconds=100result
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)
- 1h 04mthoughtObserving the plant
- 1h 04m
observeresult
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)
- 1h 05mthoughtChecking soil before planting
- 1h 05m
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 1h 05mthoughtHarvesting grass first
- 1h 05m
write_programname="wood" · evidenceresult
Saved wood (3 lines). Game time: 1h 5m 26s elapsed, 4h 54m 34s of budget remaining.
- 1h 05m
run_programname="wood" seconds=100result
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)
- 1h 05mthoughtChecking planted bush
- 1h 05m
observeresult
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)
- 1h 05mthoughtHarvesting grass before planting
- 1h 05m
write_programname="wood" · evidenceresult
Saved wood (2 lines). Game time: 1h 5m 57s elapsed, 4h 54m 3s of budget remaining.
- 1h 05m
run_programname="wood" seconds=100result
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)
- 1h 06mthoughtWaiting to inspect tile
- 1h 06m
observeresult
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)
- 1h 06mthoughtHarvesting Bu3
- 1h 06m
write_programname="wood" · evidenceresult
Saved wood (1 lines). Game time: 1h 6m 28s elapsed, 4h 53m 32s of budget remaining.
- 1h 06m
run_programname="wood" seconds=100result
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)
- 1h 06mthoughtPlanting bushes for wood Checking bush growth timing
- 1h 06m
docs_readpath="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.
- 1h 06mthoughtChecking delay documentation
- 1h 06m
docs_readpath="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. - 1h 06mthoughtHarvesting grass first
- 1h 06m
write_programname="wood" · evidenceresult
Saved wood (9 lines). Game time: 1h 7m 8s elapsed, 4h 52m 52s of budget remaining.
- 1h 07mthoughtHarvesting and replanting bushes
- 1h 07m
run_programname="wood" seconds=600result
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)
- 1h 17mthoughtChecking expansion costs
- 1h 17m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 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…
- 1h 17mthoughtBuying farm expansion Buying farm expansion
- 1h 17m
buy_upgradeupgrades=["expand","expand","expand","expand","carrots"] · evidenceresult
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.
- 1h 17mthoughtChecking wood inventory
- 1h 17m
observeresult
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…
- 1h 17mthoughtChecking loop documentation
- 1h 17m
docs_readpath="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…
- 1h 17m
docs_readpath="docs/unlocks/carrots.md"result
# Carrots Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`. Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`. You can see the cost of any p…
- 1h 18m
docs_readpath="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…
- 1h 18mthoughtProducing wood Running wood program
- 1h 18m
run_programname="wood" seconds=600result
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)
- 1h 28mthoughtChecking wood for expansion Checking plant costs
- 1h 28m
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 1h 28m 38s elapsed, 4h 31m 22s of budget remaining.
- 1h 28m
docs_readpath="objects/tree"result
No accessible documentation page objects/tree. Use docs_list.
- 1h 28m
docs_readpath="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.
- 1h 28m
docs_readpath="objects/trees"result
No accessible documentation page objects/trees. Use docs_list.
- 1h 29mthoughtUpgrading speed and expansion Buying carrot upgrades
- 1h 29m
buy_upgradeupgrades=["speed","speed","speed","speed","expand","expand","expand","carrots","operators","senses"] · evidenceresult
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…
- 1h 29mthoughtChecking movement functions
- 1h 29m
docs_readpath="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. - 1h 29m
docs_readpath="unlocks/expand_2"result
No accessible documentation page unlocks/expand_2. Use docs_list.
- 1h 29m
docs_readpath="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.
- 1h 29m
docs_readpath="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. - 1h 29mthoughtPreparing the planting grid Planning the planting route Balancing carrot costs
- 1h 29mthoughtSetting up crop cycles Researching expansion costs
- 1h 29m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of …
- 1h 30mthoughtPreparing carrot farm Planting carrot beds Planting carrot plots
- 1h 30mthoughtHarvesting grass before planting Preparing initial tilling
- 1h 30m
observeresult
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…
- 1h 30mthoughtBuying the watering tool Preparing carrot plots Writing the carrot program
- 1h 30m
write_programname="carrot_farm" · evidenceresult
Saved carrot_farm (89 lines). Game time: 1h 30m 28s elapsed, 4h 29m 32s of budget remaining.
- 1h 30mthoughtRunning a short test
- 1h 30m
run_programname="carrot_farm" seconds=120result
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)
- 1h 32mthoughtConsidering watering upgrade Reading watering docs
- 1h 32m
docs_readpath="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.
- 1h 32m
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=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.
- 1h 32m
docs_readpath="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.
- 1h 33mthoughtFarming carrots to 70 Buying watering upgrade
- 1h 33m
buy_upgradeupgrades=["watering"] · evidenceresult
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.
- 1h 33mthoughtWaiting for 70 carrots
- 1h 33m
observeresult
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 #-- #-- …
- 1h 33mthoughtWaiting for carrots Waiting for more carrots
- 1h 33m
waitseconds=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.
- 1h 35mthoughtBuying trees now
- 1h 35m
buy_upgradeupgrades=["trees"] · evidenceresult
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.
- 1h 35mthoughtPreparing bush-focused program Reading tree docs
- 1h 35m
docs_readpath="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…
- 1h 35m
docs_readpath="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.
- 1h 35m
docs_searchquery="Trees wood growth"result
No matches for "Trees wood growth". Game time: 1h 35m 51s elapsed, 4h 24m 9s of budget remaining.
- 1h 35mthoughtChecking tree path access
- 1h 35m
docs_readpath="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.
- 1h 36mthoughtPlanning checkerboard tree layout Checking current inventory
- 1h 36m
observeresult
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…
- 1h 36mthoughtPreparing tree plantings Selecting checkerboard tree tiles Preparing tree tile cycle
- 1h 36mthoughtPlanning tree processing Preparing tree grid Aligning tree-grid route
- 1h 36mthoughtCreating explicit tile calls Planting trees and bushes
- 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.
- 1h 36m
write_programname="wood_farm" · evidenceresult
Saved wood_farm (58 lines). Game time: 1h 36m 21s elapsed, 4h 23m 39s of budget remaining.
- 1h 36mthoughtChecking selected tree locations
- 1h 36m
run_programname="wood_farm" seconds=600result
Parse error: Entities.Trees doesn't exist.
- 1h 36mthoughtSearching docs for Tree
- 1h 36m
docs_searchquery="plant(Entities.Trees)"result
No matches for "plant(Entities.Trees)". Game time: 1h 36m 41s elapsed, 4h 23m 19s of budget remaining.
- 1h 36m
docs_searchquery="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.
- 1h 36mthoughtReplacing code strings
- 1h 36m
write_programname="wood_farm" · evidenceresult
Saved wood_farm (58 lines). Game time: 1h 37m 1s elapsed, 4h 22m 59s of budget remaining.
- 1h 37m
run_programname="wood_farm" seconds=600result
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)
- 1h 47mthoughtSetting up carrot tile Replacing bush with carrot Planting carrot crop
- 1h 47mthoughtPlanting carrot bushes Updating crop program Modifying farm program
- 1h 47mthoughtSetting up carrot tiles
- 1h 47m
write_programname="mixed_farm" · evidenceresult
Saved mixed_farm (58 lines). Game time: 1h 47m 21s elapsed, 4h 12m 39s of budget remaining.
- 1h 47m
run_programname="mixed_farm" seconds=120result
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)
- 1h 49mthoughtPreparing farm expansion Keeping current farm layout Accumulating farm resources
- 1h 49mthoughtSetting up pumpkin farm Waiting for 200 carrots
- 1h 49m
waitseconds=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.
- 2h 13mthoughtFarming carrots first Updating the 4x4 route Unlocking variables
- 2h 13mthoughtChecking pumpkin unlock cost
- 2h 13m
docs_readpath="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.
- 2h 13m
docs_readpath="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.
- 2h 13m
docs_readpath="objects/pumpkin"result
No accessible documentation page objects/pumpkin. Use docs_list.
- 2h 14mthoughtBuying pumpkins Buying pumpkin
- 2h 14m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 2h 14m 18s elapsed, 3h 45m 42s of budget remaining.
- 2h 14mthoughtReading Pumpkin tutorial
- 2h 14m
docs_listresult
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…
- 2h 14m
docs_readpath="docs/unlocks/pumpkins.md"result
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 2h 14mthoughtChecking pumpkin growth costs
- 2h 14m
docs_readpath="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.
- 2h 14mthoughtInspecting expansion costs Waiting for farm resources Planning pumpkin farm layout
- 2h 14mthoughtChecking loop access Planning pumpkin planting Checking mega pumpkin harvest
- 2h 14mthoughtChecking pumpkin merge timing Planning pumpkin harvest checks Waiting for pumpkin merge
- 2h 14mthoughtInspecting current state
- 2h 14m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and …
- 2h 14m
observeresult
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 #-- #-- #…
- 2h 15mthoughtBuying tree upgrades Buying four tree upgrades
- 2h 15m
buy_upgradeupgrades=["trees","trees","trees","trees","grass","grass","grass"] · evidenceresult
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…
- 2h 15mthoughtWaiting for carrot stock
- 2h 15m
waitseconds=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.
- 2h 25mthoughtPreparing farm expansion Waiting for 50 carrots Checking farm route
- 2h 25mthoughtRunning the farm route Adding carrot-tile tilling Checking ground type
- 2h 25m
waitseconds=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.
- 2h 30mthoughtChecking carrot output
- 2h 30m
observeresult
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…
- 2h 30mthoughtChecking carrot requirements Replenishing hay from grass Harvesting grass for hay
- 2h 30mthoughtPreparing hay route Preparing hay program Stopping stuck program
- 2h 30mthoughtProducing more carrot seeds Fixing 3x3 hay script
- 2h 30m
write_programname="hay_farm" · evidenceresult
Saved hay_farm (22 lines). Game time: 2h 30m 58s elapsed, 3h 29m 2s of budget remaining.
- 2h 30m
run_programname="hay_farm" seconds=600result
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)
- 2h 41mthoughtInspecciono la baldosa
- 2h 41m
observeresult
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…
- 2h 41mthoughtTilling the soil tiles Normalizing the starting position
- 2h 41mthoughtWriting tile-tilling logic
- 2h 41m
write_programname="hay_farm" · evidenceresult
Stop the program before editing it.
- 2h 41mthoughtStopping the running program
- 2h 41m
stop_programresult
Program stopped. Game time: 2h 41m 38s elapsed, 3h 18m 22s of budget remaining.
- 2h 41m
write_programname="hay_farm" · evidenceresult
Saved hay_farm (47 lines). Game time: 2h 41m 48s elapsed, 3h 18m 12s of budget remaining.
- 2h 41mthoughtRunning for 1 min
- 2h 41m
run_programname="hay_farm" seconds=60result
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)
- 2h 42mthoughtHarvesting hay Purchasing farm expansion Estimating crop yields
- 2h 42mthoughtPreparing 4x4 expansion Stopping hay program
- 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.
- 2h 42m
stop_programresult
Program stopped. Game time: 2h 43m 8s elapsed, 3h 16m 52s of budget remaining.
- 2h 43m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 2h 43m 18s elapsed, 3h 16m 42s of budget remaining.
- 2h 43mthoughtChecking starting position
- 2h 43m
observeresult
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 …
- 2h 43mthoughtMoving the drone west
- 2h 43m
docs_readpath="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…
- 2h 43mthoughtChecking tile planting conditions Planning tile cycle logic Coding tile harvest cycle
- 2h 43mthoughtSetting up crop plots Generating mixed farm code Checking ground type syntax
- 2h 43m
docs_readpath="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. - 2h 43m
docs_readpath="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. - 2h 43m
docs_readpath="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. - 2h 44mthoughtPreparing the tile route Building the tile routine
- 2h 44m
write_programname="mixed_4x4" · evidenceresult
Saved mixed_4x4 (215 lines). Game time: 2h 44m 18s elapsed, 3h 15m 42s of budget remaining.
- 2h 44mthoughtVerifying route generation Running a five-minute check
- 2h 44m
run_programname="mixed_4x4" seconds=300result
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)
- 2h 49mthoughtChecking expansion costs
- 2h 49m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 2h 49mthoughtPurchasing plot expansion Buying plot expansion Checking 4x4 route
- 2h 49mthoughtBuying plot expansion
- 2h 49m
buy_upgradeupgrades=["expand"] · evidenceresult
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.
- 2h 49mthoughtGathering more carrots
- 2h 49m
observeresult
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 _…
- 2h 49mthoughtEvaluating speed upgrade Buying speed upgrade
- 2h 49m
buy_upgradeupgrades=["speed"] · evidenceresult
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.
- 2h 50mthoughtWaiting for 120 carrots
- 2h 50m
waitseconds=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.
- 2h 58mthoughtResearching 8x8 expansion cost
- 2h 58m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 2h 58mthoughtTilling the 6x6 pumpkin plot Writing pumpkin tile script
- 2h 58m
observeresult
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 …
- 2h 58mthoughtChecking the planting route Building the tile scan Delaying pumpkin harvest
- 2h 58mthoughtPreparing a replant loop Checking giant pumpkin display Building 6x6 serpentine loop
- 2h 58mthoughtWriting pumpkin patch program Writing pumpkin program
- 2h 58m
write_programname="pumpkin_patch" · evidenceresult
Saved pumpkin_patch (225 lines). Game time: 2h 58m 35s elapsed, 3h 1m 25s of budget remaining.
- 2h 58mthoughtRunning for 120 seconds
- 2h 58m
run_programname="pumpkin_patch" seconds=120result
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)
- 3h 00mthoughtObserving the plot
- 3h 00m
observeresult
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…
- 3h 00mthoughtChecking a pumpkin tile
- 3h 00m
inspect_tilex=0 y=0result
(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.
- 3h 01mthoughtUpdating harvest script Testing giant-crop harvest script Adding crop-growth delay
- 3h 01mthoughtChecking harvest timing Testing giant harvest Harvesting the big patch
- 3h 01mthoughtChecking patch maturity Harvesting giant pumpkin
- 3h 01mthoughtHarvesting 216 resources
- 3h 01m
write_programname="harvest_mega" · evidenceresult
Saved harvest_mega (1 lines). Game time: 3h 1m 15s elapsed, 2h 58m 45s of budget remaining.
- 3h 01m
run_programname="harvest_mega" seconds=10result
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)
- 3h 01mthoughtRegenerating carrots first. Replenishing carrots first. Testing pumpkin harvest logic.
- 3h 01mthoughtImplementing readiness checks Testing pumpkin readiness
- 3h 01mthoughtBuying variable unlock
- 3h 01m
buy_upgradeupgrades=["variables"] · evidenceresult
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.
- 3h 01mthoughtPlanning carrot replanting Running pumpkin manager Planning crop layout
- 3h 01mthoughtPlanning tree spacing Planning carrot planting Designing farm layout
- 3h 01mthoughtCreating 5x5 pumpkin patch Coding resource strip pattern
- 3h 01mthoughtScanning pumpkin field Comparing pumpkin layouts Assessing pumpkin persistence
- 3h 01mthoughtDesigning crop manager Fixing harvest readiness Preserving resource readiness
- 3h 01mthoughtMoving to pumpkin patch Checking pumpkin patch Preparing carrot handler
- 3h 01mthoughtChecking pumpkin harvest logic Planning resource strip Waiting for carrot growth
- 3h 01mthoughtBuilding economy_manager program Mapping tile resource logic Checking crop readiness
- 3h 01mthoughtProcessing plant resources Building the crop script
- 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.
- 3h 01m
write_programname="economy_manager" · evidenceresult
Saved economy_manager (1092 lines). Game time: 3h 1m 45s elapsed, 2h 58m 15s of budget remaining.
- 3h 01mthoughtRunning parse checks
- 3h 01m
run_programname="economy_manager" seconds=120result
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)
- 3h 03mthoughtObserving resource counts
- 3h 03m
observeresult
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 …
- 3h 04mthoughtChecking x0y0 pumpkin
- 3h 04m
inspect_tilex=0 y=0result
(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.
- 3h 04mthoughtChecking pumpkin readiness detection Running another 120 seconds
- 3h 04m
waitseconds=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.
- 3h 06mthoughtChecking crop output Growing pumpkins for expansion
- 3h 06mthoughtPlanting 49 pumpkin seeds Waiting for 1,000 pumpkins Buying grass upgrade
- 3h 06mthoughtInspecting inventory
- 3h 06m
observeresult
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 …
- 3h 06mthoughtWaiting for pumpkin replanting Buying grass upgrades
- 3h 06m
buy_upgradeupgrades=["grass","grass","grass"] · evidenceresult
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.
- 3h 06mthoughtWaiting for 1000 pumpkins
- 3h 06m
waitseconds=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.
- 3h 23mthoughtWaiting for pumpkin harvest Tracking pumpkin harvests Replanting dead pumpkins
- 3h 23mthoughtInspecting pumpkin tile state
- 3h 23m
observeresult
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…
- 3h 23mthoughtInspecting x0y0 yield
- 3h 23m
inspect_tilex=0 y=0result
(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.
- 3h 23mthoughtMonitoring current strip processing Monitoring pumpkin harvest
- 3h 23m
waitseconds=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.
- 3h 25mthoughtWaiting for 1000
- 3h 25m
waitseconds=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.
- 3h 35mthoughtWaiting for pumpkin harvest
- 3h 35m
waitseconds=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.
- 3h 40mthoughtInspecting pumpkin patch
- 3h 40m
observeresult
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 #-- …
- 3h 40mthoughtInspecting x0y0
- 3h 40m
inspect_tilex=0 y=0result
(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.
- 3h 40mthoughtChecking pumpkin readiness Checking pumpkin route Checking pumpkin survival
- 3h 40mthoughtProcessing 11 resource tiles Checking pumpkin harvest state Waiting on pumpkin readiness
- 3h 40mthoughtFinishing carrot row
- 3h 40m
waitseconds=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.
- 3h 41mthoughtChecking expansion effects Updating 8x8 farm manager
- 3h 41mthoughtComparing patch sizes Checking planting timing Buying map expansion
- 3h 41m
buy_upgradeupgrades=["expand"] · evidenceresult
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.
- 3h 41mthoughtPlanning pumpkin layout Checking pumpkin seed inventory
- 3h 41m
observeresult
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=…
- 3h 41mthoughtRestarting the farm program Writing 8x8 farm manager
- 3h 41m
write_programname="economy_8x8" · evidenceresult
Saved economy_8x8 (1934 lines). Game time: 3h 41m 57s elapsed, 2h 18m 3s of budget remaining.
- 3h 41m
run_programname="economy_8x8" seconds=180result
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)
- 3h 45mthoughtInspecting central tile yield
- 3h 45m
observeresult
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 …
- 3h 45mthoughtProcessing pumpkin plot Waiting for 385 pumpkins
- 3h 45m
waitseconds=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.
- 3h 50mthoughtOptimizing pumpkin harvesting Checking expansion costs
- 3h 50m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 3h 50mthoughtEvaluating carrot upgrade Buying carrot upgrade Growing pumpkins
- 3h 50mthoughtBuying carrots
- 3h 50m
buy_upgradeupgrades=["carrots"] · evidenceresult
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.
- 3h 50mthoughtPlanning carrot strip Waiting for carrot growth
- 3h 50m
waitseconds=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.
- 4h 03mthoughtComparing pumpkin patch rates Saving for pumpkin upgrade
- 4h 03mthoughtCalculating seed planting Estimating pumpkin cycles Continuing pumpkin cycles
- 4h 03mthoughtWaiting for 1000 carrots
- 4h 03m
waitseconds=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.
- 4h 28mthoughtWaiting for carrot 1000
- 4h 28m
waitseconds=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.
- 4h 37mthoughtBuying level-2 pumpkin upgrades
- 4h 37m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
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.
- 4h 38mthoughtInspecting pumpkin tile
- 4h 38m
docs_readpath="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.
- 4h 38mthoughtWaiting for next harvest Monitoring farm program
- 4h 38m
observeresult
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…
- 4h 38mthoughtChecking carrot seed supply Waiting for 500 carrots
- 4h 38m
waitseconds=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.
- 4h 58mthoughtGrowing pumpkins toward 5000 Checking carrot upgrade
- 4h 58m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 4h 58mthoughtBuying carrot upgrade
- 4h 58m
buy_upgradeupgrades=["carrots"] · evidenceresult
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.
- 4h 58mthoughtWaiting for carrots Waiting for pumpkins
- 4h 58mthoughtWaiting 40 minutes
- 4h 58m
waitseconds=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.
- 5h 25mthoughtBuying the cactus unlock
- 5h 25m
buy_upgradeupgrades=["cactus"] · evidenceresult
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.
- 5h 25mthoughtReading cactus docs
- 5h 25m
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 5h 26m
docs_readpath="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.
- 5h 26m
docs_readpath="unlocks/dinosaurs"result
## Dinosaurs Majestic ancient creatures. ### Unlock Cost [Current cost: cactus=2000] Game time: 5h 26m 23s elapsed, 33m 37s of budget remaining.
- 5h 26mthoughtPreparing cactus sorting grid Stopping economy program Checking cactus grid order
- 5h 26mthoughtPlanning adjacent-pair swaps Planning repeated grid sweeps Preparing size-sorting swaps
- 5h 26mthoughtPreparing the cactus plot Sorting the cactus field Continuing pumpkin production
- 5h 26mthoughtBuilding a cactus farm Stopping manager for cactus
- 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.
- 5h 26m
observeresult
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 _…
- 5h 26mthoughtStopping the old program Preparing tiles for cactus
- 5h 26m
docs_readpath="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…
- 5h 26m
docs_readpath="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…
- 5h 26m
docs_readpath="unlocks/cactus"result
## Cactus Increases the yield and cost of cactus. 100% => 200% ### Unlock Cost [Current cost: pumpkin=20000] [Tutorial](docs/unlocks/cactus.md) Game time: 5h 27m 3s elapsed, 32m 57s of budget remaining.
- 5h 27mthoughtEstimating grid swap cost Preparing cactus sorting loop Creating cactus program
- 5h 27mthoughtPreparing cactus grid Writing cactus sort code
- 5h 27m
write_programname="cactus_sort" · evidenceresult
Saved cactus_sort (924 lines). Game time: 5h 27m 13s elapsed, 32m 47s of budget remaining.
- 5h 27mthoughtChecking planting route Preparing cactus sort run Running cactus sort
- 5h 27m
run_programname="cactus_sort" seconds=600result
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)
- 5h 29mthoughtChecking pumpkin consumption Unlocking dinosaurs with cactus
- 5h 29m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
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.
- 5h 30mthoughtReading dinosaur docs
- 5h 30m
observeresult
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 #-- #-- #-- #-- #-- #-- #--…
- 5h 30m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 5h 30m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 5h 30mthoughtEquipping dinosaur hat Planning snake path Building grid path
- 5h 30mthoughtChecking cycle closure Designing grid cycle Planning perimeter cycle
- 5h 30mthoughtPlanning a grid cycle Checking grid-cycle coverage
- 5h 30mthoughtDesigning a Hamiltonian cycle Planning a serpentine route Planning the row transition
- 5h 30mthoughtContinuing the row path Checking the movement path Planning endpoint stop
- 5h 30mthoughtChecking route for collisions Designing a Hamiltonian cycle Refining cycle closure
- 5h 30mthoughtTesting a row-snake cycle Testing a Hamiltonian cycle Testing a bridge cell
- 5h 30mthoughtPlanning the farm route Mapping the perimeter loop Checking loop collision limits
- 5h 30mthoughtHandling blocked moves Checking hat options
- 5h 30m
docs_readpath="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.
- 5h 30m
docs_readpath="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.
- 5h 30m
docs_readpath="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` …
- 5h 31mthoughtPreparing dinosaur perimeter loop Checking apple placement Evaluating apple location
- 5h 31mthoughtLocating next apple Planning full-grid sweep Assessing return-path collision
- 5h 31mthoughtDesigning a grid cycle Refining the grid cycle
- 5h 31mthoughtPlanning the return path Planning a serpentine path
- 5h 31mthoughtPlanning the snake path Considering a perimeter loop Checking apple inventory
- 5h 31mthoughtChecking target-route access Preparing coordinate routing Reviewing dinosaur hints
- 5h 31m
docs_readpath="unlocks/dinosaurs" show_hints=trueresult
## 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.
- 5h 31mthoughtReading tutorial with hints
- 5h 31m
docs_readpath="docs/unlocks/dinosaurs.md" show_hints=trueresult
# 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 …
- 5h 31mthoughtChoosing a full-field path Designing a full-field cycle Designing an 8×8 cycle
- 5h 31mthoughtMapping the grid path Checking spiral coverage
- 5h 31mthoughtVerifying path coverage Estimating tail growth
- 5h 31mthoughtChecking safe retrace Assessing perimeter loop Estimating perimeter yield
- 5h 31mthoughtChecking the row-cycle path Revising the grid cycle
- 5h 31mthoughtAdjusting the grid path Revising the grid path
- 5h 31mthoughtPlanning a perimeter loop Designing perimeter loop Planning a spiral path
- 5h 31mthoughtPlanning perimeter movement Building perimeter loop Designing safe patrol path
- 5h 31mthoughtDeriving an 8x8 cycle Verifying tile coverage
- 5h 31mthoughtVerifying Hamiltonian cycle Confirming cycle route Estimating required moves
- 5h 31mthoughtEstimating apple collection time Planning Hamiltonian cycle
- 5h 31mthoughtConstructing route sequence Checking full-grid movement Preparing bounded program run
- 5h 31mthoughtRunning bone program Generating farm route Calculating route length
- 5h 31mthoughtVerifying path coverage Changing hat
- 5h 31m
write_programname="dinosaur_cycle" · evidenceresult
Saved dinosaur_cycle (129 lines). Game time: 5h 31m 30s elapsed, 28m 30s of budget remaining.
- 5h 31mthoughtRunning farm program
- 5h 31m
run_programname="dinosaur_cycle" seconds=1200result
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) ^^ -----------------------------------------------… - 5h 31mthoughtChecking available hat constants Searching hat documentation
- 5h 31m
docs_searchquery="Hats.Straw"result
No matches for "Hats.Straw". Game time: 5h 31m 54s elapsed, 28m 6s of budget remaining.
- 5h 31m
docs_searchquery="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.
- 5h 32m
docs_readpath="docs/unlocks/hats.md"result
# Hats You have unlocked a few new hat colors for your drone. Equip them like this: `change_hat(Hats.Gray_Hat) do_a_flip() change_hat(Hats.Purple_Hat) do_a_flip() change_hat(Hats.Green_Hat) do_a_flip() change_hat(Hats.Brown_Hat) do_a_flip()` Game time: 5h 32m 14s elapsed, 27m 46s of budget remaining.
- 5h 32m
observeresult
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 #-- #-- #-- #-- …
- 5h 32mthoughtSwitching hats now Checking research status
- 5h 32mthoughtReviewing run output Checking route failure Inspecting possible tail blockage
- 5h 32mthoughtChecking research
- 5h 32m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
- 5h 32mthoughtChecking green hat unlock Testing gray hat switch Checking gray hat access
- 5h 32mthoughtTesting Gray Hat unlock
- 5h 32m
write_programname="unequip_dino" · evidenceresult
Saved unequip_dino (1 lines). Game time: 5h 32m 44s elapsed, 27m 16s of budget remaining.
- 5h 32m
run_programname="unequip_dino" seconds=10result
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) ^^ ----------------------------------------------------------------… - 5h 32mthoughtChecking hat upgrade status Buying hat upgrade
- 5h 32m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 5h 33mthoughtChecking hat constants
- 5h 33m
docs_searchquery="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.
- 5h 33m
docs_searchquery="Hats.No"result
No matches for "Hats.No". Game time: 5h 33m 24s elapsed, 26m 36s of budget remaining.
- 5h 33m
docs_searchquery="change_hat(None)"result
No matches for "change_hat(None)". Game time: 5h 33m 34s elapsed, 26m 26s of budget remaining.
- 5h 33m
docs_searchquery="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…
- 5h 33mthoughtTesting hat switching Testing dinosaur hat toggle
- 5h 33m
write_programname="toggle_dino" · evidenceresult
Saved toggle_dino (1 lines). Game time: 5h 33m 54s elapsed, 26m 6s of budget remaining.
- 5h 33m
run_programname="toggle_dino" seconds=10result
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)
- 5h 34mthoughtInspecting movement sequence Fixing the movement loop Testing corrected movement loop
- 5h 34mthoughtChecking the path cycle Writing the corrected program
- 5h 34mthoughtUsing pumpkin and cactus
- 5h 34m
write_programname="dinosaur_cycle" · evidenceresult
Saved dinosaur_cycle (131 lines). Game time: 5h 34m 14s elapsed, 25m 46s of budget remaining.
- 5h 34mthoughtPreparing 1200-second run
- 5h 34m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 34mthoughtChecking Dino hat results Checking drone hat state
- 5h 34m
observeresult
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 #-- #-- #-- #-- #--…
- 5h 34mthoughtChecking current drone state Tracing hat toggle state Checking drone state
- 5h 34mthoughtRechecking hat toggle behavior Verifying dinosaur hat behavior Checking hat toggle result
- 5h 34mthoughtWriting cactus behavior Toggling Dinosaur Hat
- 5h 34mthoughtChanging to dinosaur hat
- 5h 34m
write_programname="toggle_dino" · evidenceresult
Saved toggle_dino (1 lines). Game time: 5h 34m 44s elapsed, 25m 16s of budget remaining.
- 5h 34m
run_programname="toggle_dino" seconds=10result
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)
- 5h 34mthoughtObserving hat state
- 5h 34m
observeresult
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 #-- #-- #-- #-- #-- …
- 5h 35mthoughtPreparing to remove hat Building setup program
- 5h 35mthoughtImplementing Dino hat reset Updating Dino hat handling
- 5h 35mthoughtChanging Dino’s hat
- 5h 35m
write_programname="dinosaur_cycle" · evidenceresult
Saved dinosaur_cycle (146 lines). Game time: 5h 35m 15s elapsed, 24m 45s of budget remaining.
- 5h 35mthoughtRunning 900-second check
- 5h 35m
run_programname="dinosaur_cycle" seconds=900result
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)
- 5h 37mthoughtConsidering another cactus patch Checking drone position
- 5h 37m
observeresult
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 #-- #-- #-- #-- …
- 5h 37mthoughtChecking uncertain hat state Resetting drone to origin Moving drone to origin
- 5h 37mthoughtMoving to the origin Writing dino cycle setup Setting cycle reset
- 5h 37mthoughtRunning reset program Running generic program
- 5h 37m
write_programname="dinosaur_cycle" · evidenceresult
Saved dinosaur_cycle (135 lines). Game time: 5h 37m 57s elapsed, 22m 3s of budget remaining.
- 5h 37m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 40mthoughtPreparing repeated runs Starting repeated runs Running another cycle
- 5h 40mthoughtRunning six more cycles
- 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.
- 5h 40m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 43m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 46m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 48m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 50m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 53m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 55mthoughtPreparing another cycle Starting another cycle
- 5h 55m
run_programname="dinosaur_cycle" seconds=1200result
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)
- 5h 57mthoughtWaiting out remaining time Waiting through remaining time Assessing a final run
- 5h 57mthoughtPreparing shorter dino program Waiting out remaining time
- 5h 57mthoughtWaiting for game confirmation
- 5h 57m
waitseconds=116result
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.
- 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.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 207,689 |
| Cache reads | 12,203,520 |
| Cache writes | 0 |
| Output | 80,394 |
| Thinking (subset of output where reported) | 67,806 |
| Total | 12,491,603 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6-luna | 12,491,603 | $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
conditions
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 id | economy-v1-codex-gpt-6-luna-s2-a1-20261016T135922Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Codex 2.2.2 (@agentclientprotocol/codex-acp) |
| Applied config | {"mode":"read-only","model":"gpt-6-luna","reasoning_effort":"medium","fast-mode":"off"} |
| Models reported | gpt-6-luna |
| Tools available | not recorded |
| Harness | 55e7bd366f82 (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 5.31 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T13:59:22.043Z → 2026-10-16T14:19:44.742Z |
| Evidence | 58 items in evidence.json |