GPT-6.1 Sol, seed 1

Codex · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 239m produced, 8.38 points
  • Wood 782m produced, 8.89 points
  • Carrot 199m produced, 8.30 points
  • Pumpkin 8.94m produced, 6.95 points
  • Cactus 17.6m produced, 7.25 points
  • Power 76.1k produced, 4.88 points
  • Bone 101k produced, 5.00 points
  • Weird substance 35.7m produced, 7.55 points
  • Gold 296k produced, 5.47 points
  • Water 161k produced, 5.21 points
  • Fertilizer 8.63k produced, 3.94 points

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

Score · economy-v1
71.82orders of magnitude · model mean 74.08
On seed 1
#2of 8 models
Cost
$0.43API-equivalent estimate
Real time
8m 15swall clock, not scored
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m20.9
2h 00m37.2
3h 00m50.9
4h 00m58.6
5h 00m67.1
6h 00m71.8
thought6m 25s · **Considering harvest options** I’m thinking about how harvesting immature plants can be damaging. I should figure out if there’s a way to check for available 52m 15s · **Analyzing crop production strategy** I’m noticing that low carrot production is tied to rising costs, and now full field carrots only take about 10 minutes. 1h 03m · **Figuring out the indentation issue** Okay, I’m trying to sort out the indentation for a program. Should lines use 5 spaces and a syntax involving `x+y`, or d1h 19m · **Figuring out a plan** I'm thinking that time calls can really make a big difference in our progress. I need to sort out things relating to sunflower power an1h 30m · **Sorting cactus data** I'm considering sorting the cactus data. I want to sort the sequential rows first, and then the columns while ensuring that the rows ar1h 31m · **Gathering pumpkins first** I need to start by thinking about getting pumpkins. This is crucial for whatever I'm planning, whether it's for cooking, decoratin2h 02m · **Considering task efficiency** I've already spent 2 hours on various tasks. I need to explore expanding costs, which could lead to potential cactus farms — th2h 54m · **Planning power farm setup** I need to create a power farm that starts with a 10,000 power field made entirely of sunflowers. My plan is to focus on harvestin3h 55m · **Evaluating drone production** I'm thinking about how to manage the production with 16 drones and utilizing a column of workers for efficient harvesting. It s4h 27m · **Planning resource allocation** I have 92 minutes to work with, and I'm trying to manage a buy for 4.096 million of the largest 32 resources. I also need to r4h 51m · **Clarifying spawn logic** I need to focus on pump16 patches and their parameters like on32 spawn16 size8. It seems I should replace the initial spawning in th5h 46m · **Figuring out sizing issues** I’m wondering why the resizing didn’t work. It seems like the world size setting of 12 might have been ignored, especially sincethought: 12 entries, first at 6m 25s
runningrunning: 32 entries, first at 50s
errorserrors: 1 entry, first at 1h 31m

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

how-it-playedcompared with GPT-6.1 Sol's 3 valid seeds and the 8 models on seed 1

How it played

MeasureThis runModel meanSeed 1 meanWhat it counts
Resources opened11 of 1111 of 119.4 of 11scored resources produced at least once
Study252540docs and research reads
Action overhead6%6%9%game time spent looking, reading and typing (10 s per call)
Tool calls126134186every action the agent took
Program writes222233accepted saves of a program
Program stints303230times a program was started and left running
Median stint10m 45s10m 38s13m 58show long a program usually ran before the next change
Cost per point$0.0060$0.0063$0.069API-equivalent estimate ÷ score

Farm idle 1% of samples; longest stint 28m 52s; 1 rejected write.

production11 of 11 resources produced

Production and holdings

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

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Wood782.2M produced · 8.89 pts
Wood782.2M produced · 8.89 pts
Hay239.1M produced · 8.38 pts
Hay239.1M produced · 8.38 pts
Carrot198.8M produced · 8.30 pts
Carrot198.8M produced · 8.30 pts
Weird substance35.7M produced · 7.55 pts
Weird substance35.7M produced · 7.55 pts
Cactus17.6M produced · 7.25 pts
Cactus17.6M produced · 7.25 pts
Pumpkin8.9M produced · 6.95 pts
Pumpkin8.9M produced · 6.95 pts
Gold295.9K produced · 5.47 pts
Gold295.9K produced · 5.47 pts
Water160.6K produced · 5.21 pts
Water160.6K produced · 5.21 pts
Bone100.8K produced · 5.00 pts
Bone100.8K produced · 5.00 pts
Power76.1K produced · 4.88 pts
Power76.1K produced · 4.88 pts
Fertilizer8.6K produced · 3.94 pts
Fertilizer8.6K produced · 3.94 pts
upgrades107 levels across 29 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 1m 15s
speedspeed: 5 entries, first at 2m 45s
expandexpand: 9 entries, first at 2m 45s
plantplant: 1 entry, first at 2m 45s
carrotscarrots: 10 entries, first at 11m 25s
operatorsoperators: 1 entry, first at 14m 15s
sensessenses: 1 entry, first at 14m 15s
variablesvariables: 1 entry, first at 24m 55s
functionsfunctions: 2 entries, first at 24m 55s
treestrees: 10 entries, first at 24m 55s
wateringwatering: 9 entries, first at 24m 55s
grassgrass: 9 entries, first at 24m 55s
pumpkinspumpkins: 9 entries, first at 35m 45s
fertilizerfertilizer: 4 entries, first at 35m 45s
sunflowerssunflowers: 1 entry, first at 35m 45s
listslists: 1 entry, first at 35m 45s
cactuscactus: 4 entries, first at 1h 03m
polyculturepolyculture: 3 entries, first at 1h 03m
mazesmazes: 5 entries, first at 1h 19m
megafarmmegafarm: 4 entries, first at 1h 30m
dictionariesdictionaries: 1 entry, first at 1h 46m
costscosts: 1 entry, first at 1h 46m
auto_unlockauto_unlock: 1 entry, first at 1h 46m
utilitiesutilities: 1 entry, first at 1h 46m
debugdebug: 1 entry, first at 1h 46m
timingtiming: 1 entry, first at 1h 46m
dinosaursdinosaurs: 5 entries, first at 2h 02m
hatshats: 5 entries, first at 2h 02m
debug_2debug_2: 1 entry, first at 2h 18m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
1m 05s{"upgrades":["loops"]}loops 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
2m 35s{"upgrades":["speed","expand","plant"]}speed 1, expand 1, plant 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
11m 15s{"upgrades":["carrots","operators","watering"]}carrots 1Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
11m 35s{"upgrades":["expand","speed"]}expand 2, speed 2Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
14m 05s{"upgrades":["operators","senses","grass"]}operators 1, senses 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
24m 45s{"upgrades":["variables","functions","trees","watering","grass","carrots","speed","expand"]}variables 1, functions 1, functions 1, trees 1, watering 1, grass 2, carrots 2, speed 3, expand 3Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
35m 35s{"upgrades":["pumpkins","fertilizer","sunflowers","lists","expand","trees","grass"]}pumpkins 1, fertilizer 1, sunflowers 1, lists 1, expand 4, trees 2Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
36m 35s{"upgrades":["trees","watering"]}trees 3, watering 2Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
51m 55s{"upgrades":["grass","carrots","watering","watering","fertilizer","speed","pumpkins"]}grass 3, carrots 3, watering 3, watering 4, fertilizer 2, speed 4, pumpkins 2Bought grass, now level 3. Paid wood 500.
1h 02m{"upgrades":["cactus","expand","polyculture"]}cactus 1, expand 5, polyculture 1Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
1h 19m{"upgrades":["mazes","trees","grass","carrots","watering","fertilizer","speed"]}mazes 1, trees 4, grass 4, carrots 4, watering 5, speed 5Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
1h 29m{"upgrades":["megafarm"]}megafarm 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 31m{"upgrades":["dinosaurs","mazes","megafarm"]}—Could not buy dinosaurs: Not enough resources.
1h 31m{"upgrades":["pumpkins"]}pumpkins 3Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
1h 46m{"upgrades":["expand","dictionaries","costs","auto_unlock","utilities","debug","timing"]}expand 6, dictionaries 1, costs 1, auto_unlock 1, utilities 1, debug 1, timing 1Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
2h 02m{"upgrades":["dinosaurs","mazes","mazes"]}dinosaurs 1, hats 1, mazes 2Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
2h 17m{"upgrades":["megafarm","megafarm","debug_2"]}megafarm 2, debug_2 1Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
2h 33m{"upgrades":["polyculture","polyculture","dinosaurs"]}polyculture 2, polyculture 3, dinosaurs 2, hats 1Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
2h 53m{"upgrades":["trees","grass","carrots","fertilizer"]}trees 5, grass 5, carrots 5, fertilizer 3Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
3h 04m{"upgrades":["pumpkins","pumpkins","watering","trees","grass"]}pumpkins 4, pumpkins 5, watering 6, grass 6Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
3h 25m{"upgrades":["expand","cactus","cactus"]}expand 7, cactus 2, cactus 3Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 45m{"upgrades":["mazes","mazes","dinosaurs","dinosaurs"]}mazes 3, mazes 4, dinosaurs 3, hats 1Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
3h 55m{"upgrades":["megafarm","megafarm"]}megafarm 3, megafarm 4Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
4h 11m{"upgrades":["trees","trees","grass","carrots","watering","fertilizer","pumpkins"]}trees 6, trees 7, grass 7, carrots 6, watering 7, fertilizer 4, pumpkins 6Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
4h 11m{"upgrades":["pumpkins","trees","trees","grass","carrots","watering"]}pumpkins 7, trees 8, trees 9, grass 8, carrots 7, watering 8Bought pumpkins, now level 7. Paid carrot 1020000. Its tutorial is docs page docs/unlocks/pumpkins.md.
4h 27m{"upgrades":["expand","expand"]}expand 8Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
4h 40m{"upgrades":["expand"]}expand 9Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
4h 40m{"upgrades":["carrots","grass"]}carrots 8, grass 9Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md.
4h 51m{"upgrades":["trees","grass","carrots","watering"]}trees 10, grass 10, carrots 9, watering 9Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
4h 51m{"upgrades":["pumpkins","pumpkins"]}pumpkins 8, pumpkins 9Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md.
5h 01m{"upgrades":["cactus","cactus","cactus"]}cactus 4Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md.
5h 12m{"upgrades":["dinosaurs","dinosaurs","mazes","mazes"]}dinosaurs 4, hats 1, dinosaurs 5, hats 1, mazes 5Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
5h 46m{"upgrades":["polyculture","polyculture","carrots"]}carrots 10Could not buy polyculture: Not enough resources.

Programs 23 writes, code as the agent wrote it

start.py1 write · 1 ran · first at 30s
  1. r130sRanFinal10 lines · ran 5s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Write result the agent saw
    Saved start (10 lines).
    Game time: 40s elapsed, 5h 59m 20s of budget remaining.
    run_program at 40s for 20s (agent saw)
    Ran start for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 55s elapsed, 5h 59m 5s of budget remaining.
    Output:
    (none)
hay.py1 write · 1 ran · first at 1m 15s
  1. r11m 15sRanFinal2 lines · ran 1m 50s
    while True:
     harvest()
    Write result the agent saw
    Saved hay (2 lines).
    Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
    run_program at 1m 25s for 60s (agent saw)
    Ran hay for 1m of game time; it is still running.
    Inventory change: hay +120.
    Game time: 2m 35s elapsed, 5h 57m 25s of budget remaining.
    Output:
    (none)
wood.py2 writes · 1 ran · first at 3m 05s
  1. r13m 05sRanFinal4 lines · ran 5m 50s
    while True:
     harvest()
     plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Saved wood (4 lines).
    Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining.
    run_program at 3m 15s for 180s (agent saw)
    Ran wood for 3m of game time; it is still running.
    Inventory change: hay +6.
    Game time: 6m 25s elapsed, 5h 53m 35s of budget remaining.
    Output:
    (none)
    run_program at 6m 45s for 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: no change.
    Game time: 8m 55s elapsed, 5h 51m 5s of budget remaining.
    Output:
    (none)
  2. —6m 35sRejected
    while True:
     if can_harvest():
      harvest()
      plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Stop the program before editing it.
wood2.py1 write · 1 ran · first at 8m 55s
  1. r18m 55sRanFinal5 lines · ran 2m 50s
    while True:
     if can_harvest():
      harvest()
      plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Saved wood2 (5 lines).
    Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining.
    run_program at 9m 05s for 120s (agent saw)
    Ran wood2 for 2m of game time; it is still running.
    Inventory change: wood +73.
    Game time: 11m 15s elapsed, 5h 48m 45s of budget remaining.
    Output:
    (none)
basic.py1 write · 1 ran · first at 11m 45s
  1. r111m 45sRanFinal11 lines · ran 2m 40s
    while True:
     if can_harvest():
      harvest()
     move(North)
     if can_harvest():
      harvest()
     move(North)
     if can_harvest():
      harvest()
     move(North)
     move(East)
    Write result the agent saw
    Saved basic (11 lines).
    Game time: 11m 55s elapsed, 5h 48m 5s of budget remaining.
    run_program at 11m 55s for 120s (agent saw)
    Ran basic for 2m of game time; it is still running.
    Inventory change: hay +227, wood +2.
    Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining.
    Output:
    (none)
mixed.py1 write · 1 ran · first at 14m 25s
  1. r114m 25sRanFinal12 lines · ran 10m 50s
    while True:
     if can_harvest():
      harvest()
     if get_pos_x() == 1:
      plant(Entities.Bush)
     if get_pos_x() == 2:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Carrot)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved mixed (12 lines).
    Game time: 14m 35s elapsed, 5h 45m 25s of budget remaining.
    run_program at 14m 35s for 600s (agent saw)
    Ran mixed for 10m of game time; it is still running.
    Inventory change: carrot +385, hay +447, wood +480.
    Game time: 24m 45s elapsed, 5h 35m 15s of budget remaining.
    Output:
    (none)
mixed2.py1 write · 1 ran · first at 25m 15s
  1. r125m 15sRanFinal19 lines · ran 27m 20s
    while True:
     if can_harvest():
      harvest()
     x = get_pos_x()
     y = get_pos_y()
     if x % 3 == 1:
      if (x + y) % 2 == 0:
       plant(Entities.Tree)
      else:
       plant(Entities.Bush)
     if x % 3 == 2:
      if get_ground_type() != Grounds.Soil:
       till()
      plant(Entities.Carrot)
     if get_water() < 0.5:
      use_item(Items.Water)
     move(North)
     if get_pos_y() == 0:
      move(East)
    Write result the agent saw
    Saved mixed2 (19 lines).
    Game time: 25m 25s elapsed, 5h 34m 35s of budget remaining.
    run_program at 25m 25s for 600s (agent saw)
    Ran mixed2 for 10m of game time; it is still running.
    Inventory change: carrot +1488, hay +1896, water -4, wood +1072.
    Game time: 35m 35s elapsed, 5h 24m 25s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
pump.py1 write · 1 ran · first at 52m 35s
  1. r152m 35sRan17 lines · ran 46m 50s
    clear()
    while True:
     ready = True
     for x in range(get_world_size()):
      for y in range(get_world_size()):
       if get_ground_type() != Grounds.Soil:
        till()
       if get_entity_type() != Entities.Pumpkin:
        plant(Entities.Pumpkin)
       if not can_harvest():
        ready = False
       if get_water() < 0.7 and num_items(Items.Water) > 0:
        use_item(Items.Water)
       move(North)
      move(East)
     if ready:
      harvest()
    Write result the agent saw
    Saved pump (17 lines).
    Game time: 52m 45s elapsed, 5h 7m 15s of budget remaining.
    run_program at 52m 45s for 600s (agent saw)
    Ran pump for 10m of game time; it is still running.
    Inventory change: carrot -1976, fertilizer +120, pumpkin +9072, water -1.
    Game time: 1h 2m 55s elapsed, 4h 57m 5s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    run_program at 1h 31m for 900s (agent saw)
    Ran pump for 15m of game time; it is still running.
    Inventory change: carrot -8832, fertilizer +180, pumpkin +41472, water -547.
    Game time: 1h 46m 48s elapsed, 4h 13m 12s of budget remaining.
    Output:
    (none)
    run_program at 3h 04m for 1200s (agent saw)
    Ran pump for 20m of game time; it is still running.
    Inventory change: carrot -58208, fertilizer +480, power -1215.00, pumpkin +276480, water -1858.
    Game time: 3h 24m 58s elapsed, 2h 35m 2s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
base.py1 write · 0 ran · first at 1h 03m
  1. r11h 03mSaved, never run24 lines
    clear()
    while True:
     for x in range(get_world_size()):
      for y in range(get_world_size()):
       if can_harvest():
        harvest()
       if x % 4 == 0:
        if get_ground_type() != Grounds.Grassland:
         till()
       elif x % 4 == 1:
        if (x+y)%2 == 0:
         plant(Entities.Tree)
        else:
         plant(Entities.Bush)
        if num_items(Items.Fertilizer) > 0:
         use_item(Items.Fertilizer)
       else:
        if get_ground_type() != Grounds.Soil:
         till()
        plant(Entities.Carrot)
       if get_water() < 0.7 and num_items(Items.Water) > 0:
        use_item(Items.Water)
       move(North)
      move(East)
    Write result the agent saw
    Saved base (24 lines).
    Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
    run_program at 1h 03m for 900s (agent saw)
    Parse error: error_mixed_indentation
base2.py1 write · 1 ran · first at 1h 03m
  1. r11h 03mRanFinal24 lines · ran 36m 30s
    clear()
    while True:
    	for x in range(get_world_size()):
    		for y in range(get_world_size()):
    			if can_harvest():
    				harvest()
    			if x % 4 == 0:
    				if get_ground_type() != Grounds.Grassland:
    					till()
    			elif x % 4 == 1:
    				if (x+y)%2 == 0:
    					plant(Entities.Tree)
    				else:
    					plant(Entities.Bush)
    				if num_items(Items.Fertilizer) > 0:
    					use_item(Items.Fertilizer)
    			else:
    				if get_ground_type() != Grounds.Soil:
    					till()
    				plant(Entities.Carrot)
    			if get_water() < 0.7 and num_items(Items.Water) > 0:
    				use_item(Items.Water)
    			move(North)
    		move(East)
    Write result the agent saw
    Saved base2 (24 lines).
    Game time: 1h 3m 55s elapsed, 4h 56m 5s of budget remaining.
    run_program at 1h 03m for 900s (agent saw)
    Ran base2 for 15m of game time; it is still running.
    Inventory change: carrot +12904, fertilizer -240, hay +2732, water -16, weird_substance +9792, wood +15324.
    Game time: 1h 19m 5s elapsed, 4h 40m 55s of budget remaining.
    Output:
    (none)
    run_program at 2h 33m for 1200s (agent saw)
    Ran base2 for 20m of game time; it is still running.
    Inventory change: bone +578, carrot +128480, fertilizer -852, hay +82696, water -2433, weird_substance +174444, wood +157092.
    Game time: 2h 53m 58s elapsed, 3h 6m 2s of budget remaining.
    Output:
    (none)
gold.py1 write · 1 ran · first at 1h 19m
  1. r11h 19mRanFinal15 lines · ran 10m 40s
    clear()
    dirs = [North, East, South, West]
    while True:
    	plant(Entities.Bush)
    	use_item(Items.Weird_Substance, get_world_size())
    	d = 0
    	while get_entity_type() != Entities.Treasure:
    		if can_move(dirs[(d+1)%4]):
    			d = (d+1)%4
    			move(dirs[d])
    		elif can_move(dirs[d]):
    			move(dirs[d])
    		else:
    			d = (d+3)%4
    	harvest()
    Write result the agent saw
    Saved gold (15 lines).
    Game time: 1h 19m 45s elapsed, 4h 40m 15s of budget remaining.
    run_program at 1h 19m for 600s (agent saw)
    Ran gold for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +8896, water +960, weird_substance -1120.
    Game time: 1h 29m 55s elapsed, 4h 30m 5s of budget remaining.
    Output:
    (none)
cacti.py1 write · 1 ran · first at 1h 30m
  1. r11h 30mRanFinal25 lines · ran 36m 33s · 1 runtime error
    clear()
    while True:
    	n = get_world_size()
    	for x in range(n):
    		for y in range(n):
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Cactus)
    			move(North)
    		move(East)
    	for x in range(n):
    		for k in range(n):
    			for y in range(n):
    				if y < n-1 and measure() > measure(North):
    					swap(North)
    				move(North)
    		move(East)
    	for y in range(n):
    		for k in range(n):
    			for x in range(n):
    				if x < n-1 and measure() > measure(East):
    					swap(East)
    				move(East)
    		move(North)
    	harvest()
    Write result the agent saw
    Saved cacti (25 lines).
    Game time: 1h 30m 25s elapsed, 4h 29m 35s of budget remaining.
    run_program at 1h 30m for 600s (agent saw)
    Ran cacti for 33s of game time; it stopped with an error: The operator > cannot be used on the operands 8 and None.
    Inventory change: fertilizer +6, pumpkin -72, water +53.
    Game time: 1h 31m 8s elapsed, 4h 28m 52s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Cactus.
    In: 
    plant(Entities.Cactus)
         ^^               
    --------------------------------------------------------------------
    Error: The operator > cannot be used on the operands 8 and None.
    In: 
    if y < n-1 and measure() > measure(North):
                          ^^^^^^^^^^^^^^^^^^^^^
    --------------------------------------------------------------------
    run_program at 1h 47m for 900s (agent saw)
    Ran cacti for 15m of game time; it is still running.
    Inventory change: cactus +41472, fertilizer +180, pumpkin -864, water +1440.
    Game time: 2h 2m 18s elapsed, 3h 57m 42s of budget remaining.
    Output:
    (none)
    run_program at 3h 25m for 1200s (agent saw)
    Ran cacti for 20m of game time; it is still running.
    Inventory change: cactus +786432, fertilizer +480, power -1214.98, pumpkin -8192, water +3840.
    Game time: 3h 45m 28s elapsed, 2h 14m 32s of budget remaining.
    Output:
    (none)
    Runtime error at 1h 31m (telemetry; not shown to the agent)
    The operator > cannot be used on the operands 8 and None.
gold2.py1 write · 1 ran · first at 2h 02m
  1. r12h 02mRanFinal15 lines · ran 36m 10s
    clear()
    dirs = [North, East, South, West]
    while True:
    	plant(Entities.Bush)
    	use_item(Items.Weird_Substance, get_world_size()*2**(num_unlocked(Unlocks.Mazes)-1))
    	d = 0
    	while get_entity_type() != Entities.Treasure:
    		if can_move(dirs[(d+1)%4]):
    			d = (d+1)%4
    			move(dirs[d])
    		elif can_move(dirs[d]):
    			move(dirs[d])
    		else:
    			d = (d+3)%4
    	harvest()
    Write result the agent saw
    Saved gold2 (15 lines).
    Game time: 2h 2m 48s elapsed, 3h 57m 12s of budget remaining.
    run_program at 2h 02m for 900s (agent saw)
    Ran gold2 for 15m of game time; it is still running.
    Inventory change: fertilizer +180, gold +25920, water +1440, weird_substance -2184.
    Game time: 2h 17m 58s elapsed, 3h 42m 2s of budget remaining.
    Output:
    (none)
    run_program at 3h 45m for 600s (agent saw)
    Ran gold2 for 10m of game time; it is still running.
    Inventory change: fertilizer +240, gold +139264, power -607.53, water +1920, weird_substance -8832.
    Game time: 3h 55m 48s elapsed, 2h 4m 12s of budget remaining.
    Output:
    (none)
    run_program at 5h 12m for 600s (agent saw)
    Ran gold2 for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +114688, water +15360, weird_substance -4096.
    Game time: 5h 22m 30s elapsed, 37m 30s of budget remaining.
    Output:
    (none)
bones.py1 write · 1 ran · first at 2h 18m
  1. r12h 18mRanFinal38 lines · ran 39m 20s
    clear()
    while True:
    	change_hat(Hats.Dinosaur_Hat)
    	ok = True
    	while ok:
    		for i in range(get_world_size()-1):
    			if not move(East):
    				ok = False
    				break
    		if not ok:
    			break
    		for y in range(1,get_world_size()):
    			if not move(North):
    				ok = False
    				break
    			for i in range(get_world_size()-2):
    				if y % 2 == 1:
    					success = move(West)
    				else:
    					success = move(East)
    				if not success:
    					ok = False
    					break
    			if not ok:
    				break
    		if not ok:
    			break
    		if not move(West):
    			break
    		for i in range(get_world_size()-1):
    			if not move(South):
    				ok = False
    				break
    	change_hat(Hats.Straw_Hat)
    	while get_pos_x() > 0:
    		move(West)
    	while get_pos_y() > 0:
    		move(South)
    Write result the agent saw
    Saved bones (38 lines).
    Game time: 2h 18m 18s elapsed, 3h 41m 42s of budget remaining.
    run_program at 2h 18m for 900s (agent saw)
    Ran bones for 15m of game time; it is still running.
    Inventory change: bone +81796, cactus -1170, fertilizer +180, water +1440.
    Game time: 2h 33m 28s elapsed, 3h 26m 32s of budget remaining.
    Output:
    (none)
    run_program at 5h 22m for 900s (agent saw)
    Ran bones for 15m of game time; it is still running.
    Inventory change: cactus -1056, fertilizer +720, water +23040.
    Game time: 5h 37m 40s elapsed, 22m 20s of budget remaining.
    Output:
    (none)
    run_program at 5h 38m for 480s (agent saw)
    Ran bones for 8m of game time; it is still running.
    Inventory change: cactus -288, fertilizer +384, water +12288.
    Game time: 5h 46m 20s elapsed, 13m 40s of budget remaining.
    Output:
    (none)
power.py1 write · 1 ran · first at 2h 54m
  1. r12h 54mRanFinal20 lines · ran 10m 20s
    clear()
    while True:
    	for x in range(get_world_size()):
    		for y in range(get_world_size()):
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Sunflower)
    			if get_water() < 0.7:
    				use_item(Items.Water)
    			move(North)
    		move(East)
    	for p in range(15,6,-1):
    		for x in range(get_world_size()):
    			for y in range(get_world_size()):
    				if measure() == p:
    					while not can_harvest():
    						do_a_flip()
    					harvest()
    				move(North)
    			move(East)
    Write result the agent saw
    Saved power (20 lines).
    Game time: 2h 54m 28s elapsed, 3h 5m 32s of budget remaining.
    run_program at 2h 54m for 600s (agent saw)
    Ran power for 10m of game time; it is still running.
    Inventory change: carrot -1296, fertilizer +240, power +8799.09, water -316.
    Game time: 3h 4m 38s elapsed, 2h 55m 22s of budget remaining.
    Output:
    (none)
economy.py1 write · 1 ran · first at 3h 55m
  1. r13h 55mRanFinal32 lines · ran 15m 50s
    clear()
    def column():
    	x = get_pos_x()
    	while True:
    		y = get_pos_y()
    		if can_harvest():
    			harvest()
    		if x % 8 == 7:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Sunflower)
    		elif x % 4 == 0:
    			if get_ground_type() != Grounds.Grassland:
    				till()
    		elif x % 4 == 1:
    			if (x+y)%2 == 0:
    				plant(Entities.Tree)
    			else:
    				plant(Entities.Bush)
    			if num_items(Items.Fertilizer) > 0:
    				use_item(Items.Fertilizer)
    		else:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Carrot)
    		if get_water() < 0.5 and num_items(Items.Water) > 0:
    			use_item(Items.Water)
    		move(North)
    for i in range(get_world_size()-1):
    	spawn_drone(column)
    	move(East)
    column()
    Write result the agent saw
    Saved economy (32 lines).
    Game time: 3h 56m 8s elapsed, 2h 3m 52s of budget remaining.
    run_program at 3h 56m for 900s (agent saw)
    Ran economy for 15m of game time; it is still running.
    Inventory change: carrot +4590900, fertilizer -1496, hay +14328784, power +5583.20, water -3389, weird_substance +466728, wood +11841800.
    Game time: 4h 11m 18s elapsed, 1h 48m 42s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: column
    plant(Entities.Sunflower)
         ^^                  
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: column
    plant(Entities.Sunflower)
         ^^                  
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
pump4.py1 write · 1 ran · first at 4h 11m
  1. r14h 11mRanFinal34 lines · ran 28m 52s
    clear()
    def patch():
    	sx = get_pos_x()
    	sy = get_pos_y()
    	while True:
    		ready = True
    		for x in range(8):
    			for y in range(8):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				if get_entity_type() != Entities.Pumpkin:
    					plant(Entities.Pumpkin)
    				if not can_harvest():
    					ready = False
    				if get_water() < 0.5 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			for j in range(8):
    				move(South)
    			move(East)
    		for j in range(8):
    			move(West)
    		if ready:
    			harvest()
    spawn_drone(patch)
    for i in range(8):
    	move(East)
    spawn_drone(patch)
    for i in range(8):
    	move(North)
    spawn_drone(patch)
    for i in range(8):
    	move(West)
    patch()
    Write result the agent saw
    Saved pump4 (34 lines).
    Game time: 4h 11m 58s elapsed, 1h 48m 2s of budget remaining.
    run_program at 4h 11m for 900s (agent saw)
    Ran pump4 for 15m of game time; it is still running.
    Inventory change: carrot -518848, fertilizer +720, power -3645.11, pumpkin +2357824, water +5958.
    Game time: 4h 27m 8s elapsed, 1h 32m 52s of budget remaining.
    Output:
    (none)
economy32.py1 write · 1 ran · first at 4h 40m
  1. r14h 40mRanFinal38 lines · ran 23m 39s
    clear()
    def column():
    	while True:
    		for c in range(2):
    			for y in range(get_world_size()):
    				x = get_pos_x()
    				if can_harvest():
    					harvest()
    				if x % 8 == 7:
    					if get_ground_type() != Grounds.Soil:
    						till()
    					plant(Entities.Sunflower)
    				elif x % 4 == 0:
    					if get_ground_type() != Grounds.Grassland:
    						till()
    				elif x % 4 == 1:
    					if (x+y)%2 == 0:
    						plant(Entities.Tree)
    					else:
    						plant(Entities.Bush)
    					if num_items(Items.Fertilizer) > 0:
    						use_item(Items.Fertilizer)
    				else:
    					if get_ground_type() != Grounds.Soil:
    						till()
    					plant(Entities.Carrot)
    				if get_water() < 0.5 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			if c == 0:
    				move(East)
    			else:
    				move(West)
    for i in range(15):
    	spawn_drone(column)
    	move(East)
    	move(East)
    column()
    Write result the agent saw
    Saved economy32 (38 lines).
    Game time: 4h 40m 50s elapsed, 1h 19m 10s of budget remaining.
    run_program at 4h 40m for 600s (agent saw)
    Ran economy32 for 10m of game time; it is still running.
    Inventory change: carrot +30729264, fertilizer -1386, hay +56645248, power +9469.40, water -8682, weird_substance +7838976, wood +206260864.
    Game time: 4h 51m elapsed, 1h 9m of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    run_program at 5h 46m for 779s (agent saw)
    Ran economy32 for 12m 59s of game time; it is still running.
    Inventory change: carrot +158802816, fertilizer -2656, hay +132662272, power +12285.33, water -1064, weird_substance +26854400, wood +507867136.
    Game time: 6h elapsed, 0s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
pump16.py1 write · 1 ran · first at 4h 51m
  1. r14h 51mRanFinal31 lines · ran 10m 30s
    clear()
    def patch():
    	while True:
    		ready = True
    		for x in range(8):
    			for y in range(8):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				if get_entity_type() != Entities.Pumpkin:
    					plant(Entities.Pumpkin)
    				if not can_harvest():
    					ready = False
    				if get_water() < 0.5 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			for j in range(8):
    				move(South)
    			move(East)
    		for j in range(8):
    			move(West)
    		if ready:
    			harvest()
    for x in range(4):
    	for y in range(4):
    		if x == 3 and y == 3:
    			patch()
    		spawn_drone(patch)
    		for j in range(8):
    			move(North)
    	for j in range(8):
    		move(East)
    Write result the agent saw
    Saved pump16 (31 lines).
    Game time: 4h 51m 30s elapsed, 1h 8m 30s of budget remaining.
    run_program at 4h 51m for 600s (agent saw)
    Ran pump16 for 10m of game time; it is still running.
    Inventory change: carrot -1542400, fertilizer +480, power -9681.91, pumpkin +3989760, water +510.
    Game time: 5h 1m 40s elapsed, 58m 20s of budget remaining.
    Output:
    (none)
cactus32.py1 write · 1 ran · first at 5h 01m
  1. r15h 01mRanFinal41 lines · ran 10m 20s
    clear()
    n = get_world_size()
    def cols():
    	for c in range(2):
    		for y in range(n):
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Cactus)
    			move(North)
    		for k in range(n):
    			for y in range(n):
    				if y < n-1 and measure() > measure(North):
    					swap(North)
    				move(North)
    		move(East)
    def rows():
    	for r in range(2):
    		for k in range(n):
    			for x in range(n):
    				if x < n-1 and measure() > measure(East):
    					swap(East)
    				move(East)
    		move(North)
    while True:
    	handles = []
    	for i in range(15):
    		handles.append(spawn_drone(cols))
    		move(East)
    		move(East)
    	cols()
    	for h in handles:
    		wait_for(h)
    	handles = []
    	for i in range(15):
    		handles.append(spawn_drone(rows))
    		move(North)
    		move(North)
    	rows()
    	for h in handles:
    		wait_for(h)
    	harvest()
    Write result the agent saw
    Saved cactus32 (41 lines).
    Game time: 5h 2m elapsed, 58m of budget remaining.
    run_program at 5h 02m for 600s (agent saw)
    Ran cactus32 for 10m of game time; it is still running.
    Inventory change: cactus +16777216, fertilizer +480, power -5043.07, pumpkin -49152, water +15360.
    Game time: 5h 12m 10s elapsed, 47m 50s of budget remaining.
    Output:
    (none)
resize.py1 write · 1 ran · first at 5h 37m
  1. r15h 37mRanFinal2 lines · ran 0s
    change_hat(Hats.Straw_Hat)
    set_world_size(12)
    Write result the agent saw
    Saved resize (2 lines).
    Game time: 5h 38m elapsed, 22m of budget remaining.
    run_program at 5h 38m for 1s (agent saw)
    Ran resize for 0s of game time; it finished.
    Inventory change: bone +17424, water +3.
    Game time: 5h 38m 10s elapsed, 21m 50s of budget remaining.
    Output:
    (none)
restore.py1 write · 1 ran · first at 5h 46m
  1. r15h 46mRanFinal2 lines · ran 0s
    change_hat(Hats.Straw_Hat)
    set_world_size(32)
    Write result the agent saw
    Saved restore (2 lines).
    Game time: 5h 46m 30s elapsed, 13m 30s of budget remaining.
    run_program at 5h 46m for 1s (agent saw)
    Ran restore for 0s of game time; it finished.
    Inventory change: bone +1024, water +4.
    Game time: 5h 46m 41s elapsed, 13m 19s of budget remaining.
    Output:
    (none)
log7 said · 12 thought · 126 tool calls

Step by step

  1. 0ssaidI’ll inspect the starting farm and available tools, then build up production and unlock more crops as the economy grows.
  2. 0sobserve
    result
    Game time: 10s elapsed, 5h 59m 50s of budget remaining.
    Program: none running.
    Inventory: empty.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr3*
    Recent output:
    (none)
  3. 10sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  4. 20sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  5. 30swrite_program name="start" · evidence
    result
    Saved start (10 lines).
    Game time: 40s elapsed, 5h 59m 20s of budget remaining.
  6. 40srun_program name="start" seconds=20
    result
    Ran start for 5s of game time; it finished.
    Inventory change: hay +10.
    Game time: 55s elapsed, 5h 59m 5s of budget remaining.
    Output:
    (none)
  7. 55sdocs_read path="docs/home.md"
    result
    ## General Info
    [External Editor](docs/external_editor.md)      [First Program](docs/first_program.md)      [Getting Started](docs/getting_started.md)      [Loading Backups](docs/backup.md)            [Credits](docs/credits.md)
    
    ## Programming
    [Comments](docs/scripting/comments.md)      
    
    ## Unlocks
    [Grass](unlocks/grass)      
    
    ## Built-in Functions
    [do_a_flip](functions/do_a_flip)      [harvest]…
  8. 1m 05sbuy_upgrade upgrades=["loops"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Game time: 1m 15s elapsed, 5h 58m 45s of budget remaining.
  9. 1m 15swrite_program name="hay" · evidence
    result
    Saved hay (2 lines).
    Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
  10. 1m 25srun_program name="hay" seconds=60
    result
    Ran hay for 1m of game time; it is still running.
    Inventory change: hay +120.
    Game time: 2m 35s elapsed, 5h 57m 25s of budget remaining.
    Output:
    (none)
  11. 2m 35sbuy_upgrade upgrades=["speed","expand","plant"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Game time: 2m 45s elapsed, 5h 57m 15s of budget remaining.
  12. 2m 45sdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West`
    
    For example, `move(North)` will move the drone one square to the north.
    
    If you move over the edge of…
  13. 2m 55sdocs_read path="objects/bush"
    result
    ## Bush
    A small bush that drops Items.Wood.
    
    Base growth time between 3.2 and 4.8 seconds.
    Can grow on grassland or soil.
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 3m 5s elapsed, 5h 56m 55s of budget remaining.
  14. 3m 05swrite_program name="wood" · evidence
    result
    Saved wood (4 lines).
    Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining.
  15. 3m 15srun_program name="wood" seconds=180
    result
    Ran wood for 3m of game time; it is still running.
    Inventory change: hay +6.
    Game time: 6m 25s elapsed, 5h 53m 35s of budget remaining.
    Output:
    (none)
  16. 6m 25sthoughtConsidering harvest options I’m thinking about how harvesting immature plants can be damaging. I should figure out if there’s a way to check for available plants that can be harvested properly. It seems like I need to understand the growth stage better and when it's appropriate to harvest. Let’s see if there are any guidelines or practices that help with identifying the right time to harvest plants without causing harm.
  17. 6m 25sdocs_read path="docs/unlocks/plant.md"
    result
    # Plant
    Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush.
    You can pass the type of plant you want to plant to the function like this:
    
    `plant(Entities.Bush)`
    
    This will plant a bush under the drone.
    
    Call `clear()` to reset the farm to all grass and reset the drone position.
    
    It seems tha…
  18. 6m 35swrite_program name="wood" · evidence
    result
    Stop the program before editing it.
  19. 6m 45srun_program name="wood" seconds=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: no change.
    Game time: 8m 55s elapsed, 5h 51m 5s of budget remaining.
    Output:
    (none)
  20. 8m 55swrite_program name="wood2" · evidence
    result
    Saved wood2 (5 lines).
    Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining.
  21. 9m 05srun_program name="wood2" seconds=120
    result
    Ran wood2 for 2m of game time; it is still running.
    Inventory change: wood +73.
    Game time: 11m 15s elapsed, 5h 48m 45s of budget remaining.
    Output:
    (none)
  22. 11m 15sbuy_upgrade upgrades=["carrots","operators","watering"] · evidence
    result
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Could not buy operators: Not enough resources.
    Could not buy watering: Not enough resources.
    Game time: 11m 25s elapsed, 5h 48m 35s of budget remaining.
  23. 11m 25sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of c…
  24. 11m 35sbuy_upgrade upgrades=["expand","speed"] · evidence
    result
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 11m 45s elapsed, 5h 48m 15s of budget remaining.
  25. 11m 45swrite_program name="basic" · evidence
    result
    Saved basic (11 lines).
    Game time: 11m 55s elapsed, 5h 48m 5s of budget remaining.
  26. 11m 55srun_program name="basic" seconds=120
    result
    Ran basic for 2m of game time; it is still running.
    Inventory change: hay +227, wood +2.
    Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining.
    Output:
    (none)
  27. 14m 05sbuy_upgrade upgrades=["operators","senses","grass"] · evidence
    result
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Could not buy grass: Not enough resources.
    Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
  28. 14m 15sdocs_read path="docs/unlocks/carrots.md"
    result
    # Carrots
    Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`.
    
    Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`.
    
    You can see the cost of any p…
  29. 14m 25swrite_program name="mixed" · evidence
    result
    Saved mixed (12 lines).
    Game time: 14m 35s elapsed, 5h 45m 25s of budget remaining.
  30. 14m 35srun_program name="mixed" seconds=600
    result
    Ran mixed for 10m of game time; it is still running.
    Inventory change: carrot +385, hay +447, wood +480.
    Game time: 24m 45s elapsed, 5h 35m 15s of budget remaining.
    Output:
    (none)
  31. 24m 45sbuy_upgrade upgrades=["variables","functions","trees","watering","grass","carrots","speed","expand"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.…
  32. 24m 55ssaidThe farm now produces hay, wood, and carrots automatically. I’m expanding it and improving yields so it can support pumpkins and the more valuable crops.
  33. 24m 55sdocs_read path="docs/unlocks/trees.md"
    result
    # Trees
    [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil.
    
    Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
  34. 25m 05sdocs_read path="docs/unlocks/watering.md"
    result
    # Watering
    Plants grow faster when they are watered. The ground has a water level ranging from `0` to `1`.
    The function `get_water()` returns the water level of the ground it is over.
    
    The growth speed of a plant scales linearly from 1x speed at water level 0 to 5x speed at water level 1.
    
    The ground dries up over time: On average, it loses 1% of its current water per second, but there is some ran…
  35. 25m 15swrite_program name="mixed2" · evidence
    result
    Saved mixed2 (19 lines).
    Game time: 25m 25s elapsed, 5h 34m 35s of budget remaining.
  36. 25m 25srun_program name="mixed2" seconds=600
    result
    Ran mixed2 for 10m of game time; it is still running.
    Inventory change: carrot +1488, hay +1896, water -4, wood +1072.
    Game time: 35m 35s elapsed, 5h 24m 25s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  37. 35m 35sbuy_upgrade upgrades=["pumpkins","fertilizer","sunflowers","lists","expand","trees","grass"] · evidence
    result
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/li…
  38. 35m 45sdocs_read path="docs/unlocks/pumpkins.md"
    result
    # Pumpkins
    [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots.
    
    When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. 
    
    When a pumpkin dies, it leaves behind a dead pum…
  39. 35m 55sdocs_read path="docs/unlocks/fertilizer.md"
    result
    # Fertilizer
    At some point, waiting for the plants to grow is just not efficient enough anymore. 
    Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade.
    
    Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds.
    
    This has some side effects.
    Plants grown w…
  40. 36m 05sdocs_read path="docs/unlocks/sunflowers.md"
    result
    # Sunflowers
    [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. 
    
    Planting them works exactly like planting carrots or pumpkins. 
    
    Harvesting a grown sunflower yields power.
    If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power!
    If you harvest a sunflower while there is another s…
  41. 36m 15sobserve
    result
    Game time: 36m 25s elapsed, 5h 23m 35s of budget remaining.
    Program: mixed2 (running).
    Inventory: hay 2179, wood 310, carrot 546, fertilizer 3.
    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, Ca=carrot, Bu=bush.
    y= 5  _Gr3  _Tr1  #Ca1  _Gr3  _Bu3 …
  42. 36m 25sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  43. 36m 35sbuy_upgrade upgrades=["trees","watering"] · evidence
    result
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 36m 45s elapsed, 5h 23m 15s of budget remaining.
  44. 36m 45swait seconds=900
    result
    Waited 15m (time up). Program: mixed2 running.
    Inventory change: carrot +2442, fertilizer +90, hay +1260, wood +16356.
    Game time: 51m 55s elapsed, 5h 8m 5s of budget remaining.
  45. 51m 55sbuy_upgrade upgrades=["grass","carrots","watering","watering","fertilizer","speed","pumpkins"] · evidence
    result
    Bought grass, now level 3. Paid wood 500.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is doc…
  46. 52m 05sobserve
    result
    Game time: 52m 15s elapsed, 5h 7m 45s of budget remaining.
    Program: mixed2 (running).
    Inventory: hay 2373, wood 10184, carrot 1688, water 1, fertilizer 99.
    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, Ca=carrot, Bu=bush.
    y= 5  _Gr3  _Tr3  #Ca3 …
  47. 52m 15sthoughtAnalyzing crop production strategy I’m noticing that low carrot production is tied to rising costs, and now full field carrots only take about 10 minutes. Pumpkins need a major boost in production. I’m thinking about mixed adaptive resource thresholds leading to a block in pumpkin growth. It seems I need to implement primary cycles to optimize inventory management for the entire field. Also, should I measure pumpkin harvests based on size, like only accepting returns that are 6 or larger?
  48. 52m 15sdocs_read path="functions/measure"
    result
    measure(direction = None) 
    Can measure some values on some entities. The effect of this depends on the entity.
    
    If direction is not None it measures the neighboring entity in the given direction.
    
    returns the number of petals of a sunflower.
    returns the next position for a treasure or apple.
    returns the size of a cactus.
    returns a mysterious number for a pumpkin.
    returns None for all other entitie…
  49. 52m 25sdocs_read path="objects/pumpkin"
    result
    ## Pumpkin
    Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
    
    Base growth time between 0.2 and 3.8 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=2]
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 52m 35s elapsed, 5h 7m 25s of budget remaining.
  50. 52m 35swrite_program name="pump" · evidence
    result
    Saved pump (17 lines).
    Game time: 52m 45s elapsed, 5h 7m 15s of budget remaining.
  51. 52m 45srun_program name="pump" seconds=600
    result
    Ran pump for 10m of game time; it is still running.
    Inventory change: carrot -1976, fertilizer +120, pumpkin +9072, water -1.
    Game time: 1h 2m 55s elapsed, 4h 57m 5s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
  52. 1h 02mbuy_upgrade upgrades=["cactus","expand","polyculture"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 1h 3m 5s elapsed, 4h 56m 55s of budget remaining.
  53. 1h 03mdocs_read path="docs/unlocks/cactus.md"
    result
    # Cactus
    Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual.
    
    However, they come in various sizes and have a strange sense of order.
    
    If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively.
    
    A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
  54. 1h 03mdocs_read path="docs/unlocks/polyculture.md"
    result
    # Polyculture
    You may have already noticed that sometimes plants yield more when planted together.
    Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
  55. 1h 03mwrite_program name="base" · evidence
    result
    Saved base (24 lines).
    Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining.
  56. 1h 03mrun_program name="base" seconds=900
    result
    Parse error: error_mixed_indentation
  57. 1h 03mthoughtFiguring out the indentation issue Okay, I’m trying to sort out the indentation for a program. Should lines use 5 spaces and a syntax involving `x+y`, or does it need to match with 4 spaces for something like a `use_item` function? I’m noticing that mixing spaces and tabs can cause errors, especially with `elif`. I need to ensure that everything is consistent, so I might just standardize on using tabs for all indentations. Let's make it clean!
  58. 1h 03mwrite_program name="base2" · evidence
    result
    Saved base2 (24 lines).
    Game time: 1h 3m 55s elapsed, 4h 56m 5s of budget remaining.
  59. 1h 03mrun_program name="base2" seconds=900
    result
    Ran base2 for 15m of game time; it is still running.
    Inventory change: carrot +12904, fertilizer -240, hay +2732, water -16, weird_substance +9792, wood +15324.
    Game time: 1h 19m 5s elapsed, 4h 40m 55s of budget remaining.
    Output:
    (none)
  60. 1h 19mbuy_upgrade upgrades=["mazes","trees","grass","carrots","watering","fertilizer","speed"] · evidence
    result
    Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 4. Paid wood 2500.
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is docs…
  61. 1h 19mdocs_read path="docs/unlocks/mazes.md"
    result
    # Mazes
    `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges.
    The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call).
    Without maze upg…
  62. 1h 19mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tutorial docs…
  63. 1h 19mthoughtFiguring out a plan I'm thinking that time calls can really make a big difference in our progress. I need to sort out things relating to sunflower power and cacti. Plus, there's this maze project I have in mind — specifically an 8x8 wall follower. I can visualize how all these elements fit together, but I want to make sure I'm organized and clear in my approach. Time to gather my thoughts and create a plan!
  64. 1h 19msaidPumpkins and fertilizer have opened up cactus farming and mazes. I’m using mazes to earn gold for extra drones, which should let the farm produce several resources at once.
  65. 1h 19mwrite_program name="gold" · evidence
    result
    Saved gold (15 lines).
    Game time: 1h 19m 45s elapsed, 4h 40m 15s of budget remaining.
  66. 1h 19mrun_program name="gold" seconds=600
    result
    Ran gold for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +8896, water +960, weird_substance -1120.
    Game time: 1h 29m 55s elapsed, 4h 30m 5s of budget remaining.
    Output:
    (none)
  67. 1h 29mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 30m 5s elapsed, 4h 29m 55s of budget remaining.
  68. 1h 30mdocs_read path="docs/unlocks/megafarm.md"
    result
    # Mega Farm
    This incredibly powerful unlock gives you access to multiple drones. 
    
    As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates.
    Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function.
    
    `def drone_function():
        move(North)
        do_a_flip()
    
    spawn_drone…
  69. 1h 30mthoughtSorting cactus data I'm considering sorting the cactus data. I want to sort the sequential rows first, and then the columns while ensuring that the rows are preserved during this process. It sounds like I'm working with an 8x8 grid with a total of 4096 entries. I'm estimating that this sorting might take around 60 seconds, which seems manageable. I need to ensure everything is organized properly for the best results!
  70. 1h 30mwrite_program name="cacti" · evidence
    result
    Saved cacti (25 lines).
    Game time: 1h 30m 25s elapsed, 4h 29m 35s of budget remaining.
  71. 1h 30mrun_program name="cacti" seconds=600
    result
    Ran cacti for 33s of game time; it stopped with an error: The operator > cannot be used on the operands 8 and None.
    Inventory change: fertilizer +6, pumpkin -72, water +53.
    Game time: 1h 31m 8s elapsed, 4h 28m 52s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Cactus.
    In: 
    plant(Entities.Cactus)
         ^^               
    ----------------------------------------…
  72. 1h 31mbuy_upgrade upgrades=["dinosaurs","mazes","megafarm"] · evidence
    result
    Could not buy dinosaurs: Not enough resources.
    Could not buy mazes: Not enough resources.
    Could not buy megafarm: Not enough resources.
  73. 1h 31mdocs_read path="docs/unlocks/dinosaurs.md"
    result
    No accessible documentation page docs/unlocks/dinosaurs.md. Use docs_list.
  74. 1h 31mthoughtGathering pumpkins first I need to start by thinking about getting pumpkins. This is crucial for whatever I'm planning, whether it's for cooking, decorating, or even carving. So, I should probably check local stores or farms that sell them. I wonder if there’s a particular variety I'm after or if I should just grab some classic orange ones? I should make a point to find the freshest ones available. Alright, let's focus on that!
  75. 1h 31mbuy_upgrade upgrades=["pumpkins"] · evidence
    result
    Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 1h 31m 38s elapsed, 4h 28m 22s of budget remaining.
  76. 1h 31mrun_program name="pump" seconds=900
    result
    Ran pump for 15m of game time; it is still running.
    Inventory change: carrot -8832, fertilizer +180, pumpkin +41472, water -547.
    Game time: 1h 46m 48s elapsed, 4h 13m 12s of budget remaining.
    Output:
    (none)
  77. 1h 46mbuy_upgrade upgrades=["expand","dictionaries","costs","auto_unlock","utilities","debug","timing"] · evidence
    result
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md.
    Bought costs, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/unlocks/costs.md.
    Bought auto_unlock, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/auto_unlock…
  78. 1h 46mobserve
    result
    Game time: 1h 47m 8s elapsed, 4h 12m 52s of budget remaining.
    Program: pump (running).
    Inventory: hay 783, wood 8108, carrot 1072, pumpkin 23008, weird_substance 8028, gold 7344, water 591, fertilizer 328.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass, …
  79. 1h 47mrun_program name="cacti" seconds=900
    result
    Ran cacti for 15m of game time; it is still running.
    Inventory change: cactus +41472, fertilizer +180, pumpkin -864, water +1440.
    Game time: 2h 2m 18s elapsed, 3h 57m 42s of budget remaining.
    Output:
    (none)
  80. 2h 02mbuy_upgrade upgrades=["dinosaurs","mazes","mazes"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md.
    Could not buy mazes: Not enough resources.
    Game time: 2h 2m 28s elapsed, 3h 57m 32s of budget remaining.
  81. 2h 02mdocs_read path="docs/unlocks/dinosaurs.md"
    result
    # Dinosaurs
    Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones.
    
    Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one.
    For this purpose you have received the new dinosaur hat.
    
    The hat can be equipped with
    `change_hat(Hats.Dinosaur_Hat)`
    
    Unfortunately it doesn't quite look like on the advertisement...
    
    If you equip …
  82. 2h 02mthoughtConsidering task efficiency I've already spent 2 hours on various tasks. I need to explore expanding costs, which could lead to potential cactus farms — that sounds interesting. I also have to fix the maze formula related to upgrades for gold. There's a new dynamic with gold that I’ll need to consider. Seems like there’s a lot to juggle here, but I’m excited to figure it out! Let’s keep moving forward!
  83. 2h 02mwrite_program name="gold2" · evidence
    result
    Saved gold2 (15 lines).
    Game time: 2h 2m 48s elapsed, 3h 57m 12s of budget remaining.
  84. 2h 02mrun_program name="gold2" seconds=900
    result
    Ran gold2 for 15m of game time; it is still running.
    Inventory change: fertilizer +180, gold +25920, water +1440, weird_substance -2184.
    Game time: 2h 17m 58s elapsed, 3h 42m 2s of budget remaining.
    Output:
    (none)
  85. 2h 17mbuy_upgrade upgrades=["megafarm","megafarm","debug_2"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Could not buy megafarm: Not enough resources.
    Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md.
    Game time: 2h 18m 8s elapsed, 3h 41m 52s of budget remaining.
  86. 2h 18mwrite_program name="bones" · evidence
    result
    Saved bones (38 lines).
    Game time: 2h 18m 18s elapsed, 3h 41m 42s of budget remaining.
  87. 2h 18mrun_program name="bones" seconds=900
    result
    Ran bones for 15m of game time; it is still running.
    Inventory change: bone +81796, cactus -1170, fertilizer +180, water +1440.
    Game time: 2h 33m 28s elapsed, 3h 26m 32s of budget remaining.
    Output:
    (none)
  88. 2h 33mobserve
    result
    Game time: 2h 33m 38s elapsed, 3h 26m 22s of budget remaining.
    Program: bones (running).
    Inventory: hay 783, wood 8108, carrot 920, pumpkin 21856, cactus 47036, bone 81796, weird_substance 5796, gold 25340, water 5024, fertilizer 886.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks …
  89. 2h 33msaidThe farm now produces gold, cactus, and dinosaur bones as well as the basic crops. The bone harvest can fund stronger companion planting bonuses; I’m shifting back to crop production to build larger reserves and expand the farm further.
  90. 2h 33mbuy_upgrade upgrades=["polyculture","polyculture","dinosaurs"] · evidence
    result
    Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 2h 33m 48s elapsed, 3h 26m 12s of budget remaining.
  91. 2h 33mrun_program name="base2" seconds=1200
    result
    Ran base2 for 20m of game time; it is still running.
    Inventory change: bone +578, carrot +128480, fertilizer -852, hay +82696, water -2433, weird_substance +174444, wood +157092.
    Game time: 2h 53m 58s elapsed, 3h 6m 2s of budget remaining.
    Output:
    (none)
  92. 2h 53mbuy_upgrade upgrades=["trees","grass","carrots","fertilizer"] · evidence
    result
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 5. Paid wood 12500.
    Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 2h 54m 8s elapsed, 3h 5m 52s of budget remaining.
  93. 2h 54mobserve
    result
    Game time: 2h 54m 18s elapsed, 3h 5m 42s of budget remaining.
    Program: base2 (running).
    Inventory: hay 68119, wood 114352, carrot 133952, pumpkin 21856, cactus 35022, bone 22374, weird_substance 182596, gold 25340, water 2580, fertilizer 31.
    Farm 12x12. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); *…
  94. 2h 54mthoughtPlanning power farm setup I need to create a power farm that starts with a 10,000 power field made entirely of sunflowers. My plan is to focus on harvesting those first in a descending manner. After that, I can utilize whatever resources or energy I've gathered in the remaining areas of the farm. This sounds like a logical way to maximize efficiency and energy production! I'll make sure to keep the whole process organized.
  95. 2h 54mwrite_program name="power" · evidence
    result
    Saved power (20 lines).
    Game time: 2h 54m 28s elapsed, 3h 5m 32s of budget remaining.
  96. 2h 54mrun_program name="power" seconds=600
    result
    Ran power for 10m of game time; it is still running.
    Inventory change: carrot -1296, fertilizer +240, power +8799.09, water -316.
    Game time: 3h 4m 38s elapsed, 2h 55m 22s of budget remaining.
    Output:
    (none)
  97. 3h 04mbuy_upgrade upgrades=["pumpkins","pumpkins","watering","trees","grass"] · evidence
    result
    Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy trees: Not enough resources.
    Bought grass, now level 6. Paid wood 62500.
    Game time: 3…
  98. 3h 04mrun_program name="pump" seconds=1200
    result
    Ran pump for 20m of game time; it is still running.
    Inventory change: carrot -58208, fertilizer +480, power -1215.00, pumpkin +276480, water -1858.
    Game time: 3h 24m 58s elapsed, 2h 35m 2s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------…
  99. 3h 24mresearch
    result
    auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; can buy now; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; tutorial docs/un…
  100. 3h 25mbuy_upgrade upgrades=["expand","cactus","cactus"] · evidence
    result
    Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
    Game time: 3h 25m 18s elapsed, 2h 34m 42s of budget remaining.
  101. 3h 25mrun_program name="cacti" seconds=1200
    result
    Ran cacti for 20m of game time; it is still running.
    Inventory change: cactus +786432, fertilizer +480, power -1214.98, pumpkin -8192, water +3840.
    Game time: 3h 45m 28s elapsed, 2h 14m 32s of budget remaining.
    Output:
    (none)
  102. 3h 45mbuy_upgrade upgrades=["mazes","mazes","dinosaurs","dinosaurs"] · evidence
    result
    Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought mazes, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/mazes.md.
    Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Could not buy dinosaurs: Not enough resources.
    Game time: 3h 45m 38s elapsed, 2h 14m 22s of budget remaini…
  103. 3h 45mrun_program name="gold2" seconds=600
    result
    Ran gold2 for 10m of game time; it is still running.
    Inventory change: fertilizer +240, gold +139264, power -607.53, water +1920, weird_substance -8832.
    Game time: 3h 55m 48s elapsed, 2h 4m 12s of budget remaining.
    Output:
    (none)
  104. 3h 55mbuy_upgrade upgrades=["megafarm","megafarm"] · evidence
    result
    Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 3h 55m 58s elapsed, 2h 4m 2s of budget remaining.
  105. 3h 55mthoughtEvaluating drone production I'm thinking about how to manage the production with 16 drones and utilizing a column of workers for efficient harvesting. It seems I need to focus on four main types: grass, trees, sunflowers, and carrots. However, I should be aware to minimize the power impact from the sunflowers. The random bonuses could be significant, but there's no exact formula for that. I also need to consider time efficiency, aiming for about 30 minutes for the process.
  106. 3h 55mwrite_program name="economy" · evidence
    result
    Saved economy (32 lines).
    Game time: 3h 56m 8s elapsed, 2h 3m 52s of budget remaining.
  107. 3h 56mrun_program name="economy" seconds=900
    result
    Ran economy for 15m of game time; it is still running.
    Inventory change: carrot +4590900, fertilizer -1496, hay +14328784, power +5583.20, water -3389, weird_substance +466728, wood +11841800.
    Game time: 4h 11m 18s elapsed, 1h 48m 42s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: column
    plant(Entities.Sunflower)
         ^^                  
    ----…
  108. 4h 11mbuy_upgrade upgrades=["trees","trees","grass","carrots","watering","fertilizer","pumpkins"] · evidence
    result
    Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 7. Paid wood 312000.
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 7. Paid wood 205000. Its tutorial is docs pag…
  109. 4h 11mobserve
    result
    Game time: 4h 11m 38s elapsed, 1h 48m 22s of budget remaining.
    Program: economy (running).
    Inventory: hay 14507999, wood 11816388, carrot 4500373, pumpkin 86144, cactus 245454, bone 22374, weird_substance 662692, gold 10748, water 2866, power 11825.58.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium,…
  110. 4h 11mbuy_upgrade upgrades=["pumpkins","trees","trees","grass","carrots","watering"] · evidence
    result
    Bought pumpkins, now level 7. Paid carrot 1020000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 8. Paid wood 1560000.
    Bought carrots, now level 7. Paid wood 781000. Its tutorial is …
  111. 4h 11mwrite_program name="pump4" · evidence
    result
    Saved pump4 (34 lines).
    Game time: 4h 11m 58s elapsed, 1h 48m 2s of budget remaining.
  112. 4h 11mrun_program name="pump4" seconds=900
    result
    Ran pump4 for 15m of game time; it is still running.
    Inventory change: carrot -518848, fertilizer +720, power -3645.11, pumpkin +2357824, water +5958.
    Game time: 4h 27m 8s elapsed, 1h 32m 52s of budget remaining.
    Output:
    (none)
  113. 4h 27mbuy_upgrade upgrades=["expand","expand"] · evidence
    result
    Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy expand: Not enough resources.
    Game time: 4h 27m 18s elapsed, 1h 32m 42s of budget remaining.
  114. 4h 27mobserve
    result
    Game time: 4h 27m 28s elapsed, 1h 32m 32s of budget remaining.
    Program: pump4 (running).
    Inventory: hay 9989871, wood 13209380, carrot 3497440, pumpkin 1931968, cactus 245454, bone 22374, weird_substance 749316, gold 10748, water 9110, fertilizer 736, power 8280.47.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 sm…
  115. 4h 27mthoughtPlanning resource allocation I have 92 minutes to work with, and I'm trying to manage a buy for 4.096 million of the largest 32 resources. I also need to run the pump for another 15 minutes, which will take up 2.3 million. It looks like I'm trying to figure out how to expand on this while ensuring everything fits within my time frame. Let's see how this plays out!
  116. 4h 27mwait seconds=900 until_affordable="expand"
    result
    Waited 12m 32s (expand is affordable). Program: pump4 running.
    Inventory change: carrot -443968, fertilizer +602, power -3044.80, pumpkin +2172608, water +4995.
    Game time: 4h 40m 10s elapsed, 1h 19m 50s of budget remaining.
  117. 4h 40mbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 4h 40m 20s elapsed, 1h 19m 40s of budget remaining.
  118. 4h 40mresearch
    result
    auto_unlock (Auto Unlock) level 1/1; maxed; tutorial docs/unlocks/auto_unlock.md
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 400% => 800%
    carrots (Carrots) level 7/10; cost wood 3910000; can buy now; tutorial docs/…
  119. 4h 40msaidThe farm has reached the maximum size, 32×32. With about 80 minutes left, I’m focusing on harvests: building up crop reserves, then collecting more pumpkins, cactus, gold, and bones.
  120. 4h 40mbuy_upgrade upgrades=["carrots","grass"] · evidence
    result
    Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 9. Paid wood 7810000.
    Game time: 4h 40m 40s elapsed, 1h 19m 20s of budget remaining.
  121. 4h 40mwrite_program name="economy32" · evidence
    result
    Saved economy32 (38 lines).
    Game time: 4h 40m 50s elapsed, 1h 19m 10s of budget remaining.
  122. 4h 40mrun_program name="economy32" seconds=600
    result
    Ran economy32 for 10m of game time; it is still running.
    Inventory change: carrot +30729264, fertilizer -1386, hay +56645248, power +9469.40, water -8682, weird_substance +7838976, wood +206260864.
    Game time: 4h 51m elapsed, 1h 9m of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    ------…
  123. 4h 51mbuy_upgrade upgrades=["trees","grass","carrots","watering"] · evidence
    result
    Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 10. Paid wood 39100000.
    Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought watering, now level 9. Paid wood 3280000. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 4h 51m 10s elapsed, 1h 8m 50s of budget rema…
  124. 4h 51mthoughtClarifying spawn logic I need to focus on pump16 patches and their parameters like on32 spawn16 size8. It seems I should replace the initial spawning in the grid and then manage the last patch spawn. I think I’ll use loops for managing the four columns and rows, excluding the last patch. I’ll route with move8N and move8E after spawning to ensure the initial setup is correct. Should I preserve the existing code and store snippets for future reference? Let’s write this out!
  125. 4h 51mbuy_upgrade upgrades=["pumpkins","pumpkins"] · evidence
    result
    Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought pumpkins, now level 9. Paid carrot 16400000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 4h 51m 20s elapsed, 1h 8m 40s of budget remaining.
  126. 4h 51mwrite_program name="pump16" · evidence
    result
    Saved pump16 (31 lines).
    Game time: 4h 51m 30s elapsed, 1h 8m 30s of budget remaining.
  127. 4h 51mrun_program name="pump16" seconds=600
    result
    Ran pump16 for 10m of game time; it is still running.
    Inventory change: carrot -1542400, fertilizer +480, power -9681.91, pumpkin +3989760, water +510.
    Game time: 5h 1m 40s elapsed, 58m 20s of budget remaining.
    Output:
    (none)
  128. 5h 01mbuy_upgrade upgrades=["cactus","cactus","cactus"] · evidence
    result
    Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Could not buy cactus: Not enough resources.
    Game time: 5h 1m 50s elapsed, 58m 10s of budget remaining.
  129. 5h 01mwrite_program name="cactus32" · evidence
    result
    Saved cactus32 (41 lines).
    Game time: 5h 2m elapsed, 58m of budget remaining.
  130. 5h 02mrun_program name="cactus32" seconds=600
    result
    Ran cactus32 for 10m of game time; it is still running.
    Inventory change: cactus +16777216, fertilizer +480, power -5043.07, pumpkin -49152, water +15360.
    Game time: 5h 12m 10s elapsed, 47m 50s of budget remaining.
    Output:
    (none)
  131. 5h 12mbuy_upgrade upgrades=["dinosaurs","dinosaurs","mazes","mazes"] · evidence
    result
    Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought dinosaurs, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md.
    Could not buy mazes: Not enough resources.
    Game time: 5h 12m 20s elapsed, 47m 40s of budget re…
  132. 5h 12mrun_program name="gold2" seconds=600
    result
    Ran gold2 for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +114688, water +15360, weird_substance -4096.
    Game time: 5h 22m 30s elapsed, 37m 30s of budget remaining.
    Output:
    (none)
  133. 5h 22mrun_program name="bones" seconds=900
    result
    Ran bones for 15m of game time; it is still running.
    Inventory change: cactus -1056, fertilizer +720, water +23040.
    Game time: 5h 37m 40s elapsed, 22m 20s of budget remaining.
    Output:
    (none)
  134. 5h 37mobserve
    result
    Game time: 5h 37m 50s elapsed, 22m 10s of budget remaining.
    Program: bones (running).
    Inventory: hay 53240911, wood 169726372, carrot 15262604, pumpkin 3311520, cactus 11409614, bone 22374, weird_substance 8815876, gold 125436, water 61030, fertilizer 2216.
    Farm 32x32. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 me…
  135. 5h 37mwrite_program name="resize" · evidence
    result
    Saved resize (2 lines).
    Game time: 5h 38m elapsed, 22m of budget remaining.
  136. 5h 38mrun_program name="resize" seconds=1
    result
    Ran resize for 0s of game time; it finished.
    Inventory change: bone +17424, water +3.
    Game time: 5h 38m 10s elapsed, 21m 50s of budget remaining.
    Output:
    (none)
  137. 5h 38mrun_program name="bones" seconds=480
    result
    Ran bones for 8m of game time; it is still running.
    Inventory change: cactus -288, fertilizer +384, water +12288.
    Game time: 5h 46m 20s elapsed, 13m 40s of budget remaining.
    Output:
    (none)
  138. 5h 46mwrite_program name="restore" · evidence
    result
    Saved restore (2 lines).
    Game time: 5h 46m 30s elapsed, 13m 30s of budget remaining.
  139. 5h 46mrun_program name="restore" seconds=1
    result
    Ran restore for 0s of game time; it finished.
    Inventory change: bone +1024, water +4.
    Game time: 5h 46m 41s elapsed, 13m 19s of budget remaining.
    Output:
    (none)
  140. 5h 46mbuy_upgrade upgrades=["polyculture","polyculture","carrots"] · evidence
    result
    Could not buy polyculture: Not enough resources.
    Could not buy polyculture: Not enough resources.
    Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 5h 46m 51s elapsed, 13m 9s of budget remaining.
  141. 5h 46mthoughtFiguring out sizing issues I’m wondering why the resizing didn’t work. It seems like the world size setting of 12 might have been ignored, especially since the code for inventory suggests 288 with 9 apples could mean it's still constrained to 32. I think a change in world size might require a clear reset. Yes, it seems clearing would reset the world size to maximum. Also, there’s a point where the final economy generates enormous power quickly. I’ll need to consider the total quantity of resources, like wood, in the millions.
  142. 5h 46msaidThe farm is fully expanded, and hay, wood, and carrot yields are now at their maximum upgrades. I’m using the remaining time for the mixed-crop program, which has delivered the strongest sustained production while also replenishing power and weird substance.
  143. 5h 46mrun_program name="economy32" seconds=779
    result
    Ran economy32 for 12m 59s of game time; it is still running.
    Inventory change: carrot +158802816, fertilizer -2656, hay +132662272, power +12285.33, water -1064, weird_substance +26854400, wood +507867136.
    Game time: 6h elapsed, 0s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    -----…
  144. 6h 00mobserve
    result
    Game time: 6h elapsed, 0s of budget remaining.
    Program: economy32 (running).
    Inventory: hay 185987151, wood 579884548, carrot 174220556, pumpkin 3311520, cactus 11409294, bone 40822, weird_substance 35670532, gold 125436, water 74058, fertilizer 1, power 12283.61.
    Farm 32x32. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 smal…
  145. 6h 00msaidUsed the full 6-hour budget. Built a maximum-size 32×32 farm with 16 drones and maximum hay, wood, and carrot upgrades. Final reserves: | Resource | Amount | |---|---:| | Wood | 579,884,548 | | Hay | 185,987,151 | | Carrots | 174,220,556 | | Weird substance | 35,670,532 | | Cactus | 11,409,294 | | Pumpkins | 3,311,520 | | Gold | 125,436 | | Bones | 40,822 | | Water | 74,058 | | Power | 12,284 | These reserves are after spending resources on upgrades and planting.

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

spentreported alongside the score, never folded into it

What it spent

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

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

Tokens

Input (uncached)118,849
Cache reads1,128,064
Cache writes0
Output8,319
Thinking (subset of output where reported)1,420
Total1,255,232
ModelTokensEstimate
gpt-6.1-sol1,255,232$0.43

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

  • gpt-6.1-sol: 1255232 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditionsprovenance

Limitations

  • Cost estimate assumption: gpt-6.1-sol: 1255232 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more.
Run ideconomy-v1-codex-gpt-6.1-sol-s1-a1-20261016T132820Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
AgentCodex 2.2.2 (@agentclientprotocol/codex-acp)
Applied config{"mode":"read-only","model":"gpt-6.1-sol","reasoning_effort":"medium","fast-mode":"off"}
Models reportedgpt-6.1-sol
Tools availablenot recorded
Harness55e7bd366f82
Bridge / game3ee9b950dce5 / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 8.73 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T13:28:20.654Z → 2026-10-16T13:36:35.483Z
Evidence62 items in evidence.json