GPT-6.1 Sol, seed 2

Codex · medium reasoning effort

ValidCounts toward the meanContinuation cap reached

  • Hay 809m produced, 8.91 points
  • Wood 2.16b produced, 9.33 points
  • Carrot 370m produced, 8.57 points
  • Pumpkin 14.6m produced, 7.16 points
  • Cactus 7.56m produced, 6.88 points
  • Power 142k produced, 5.15 points
  • Bone 1.72m produced, 6.24 points
  • Weird substance 262m produced, 8.42 points
  • Gold 647k produced, 5.81 points
  • Water 203k produced, 5.31 points
  • Fertilizer 12.2k produced, 4.09 points

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

Score · economy-v1
75.87orders of magnitude · model mean 74.08
On seed 2
#1of 8 models
Cost
$0.65API-equivalent estimate
Real time
7m 57swall 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 00m24.3
2h 00m42.3
3h 00m54.5
4h 00m64.8
5h 00m66.7
6h 00m75.9
said0s · I’ll inspect the farm and available tools, then build up production and unlock more crops as the economy grows.20m 05s · Hay, wood, and carrots are now producing steadily. I’m expanding the farm and arranging trees with space between them, then using that income to unlock pumpkins1h 24m · Pumpkins and fertilizer have opened up cactus farming and mazes for gold. The drone’s speed upgrades are maxed out; I’m adding sunflower power for another speed2h 51m · Four drones are now producing hay, wood, carrots, sunflower power, and weird substance together. That has pushed output into the hundreds of thousands. I’m usin4h 46m · The farm has reached its maximum size, 32×32, with grass, tree, watering, and drone speed upgrades maxed out. I’m switching cactus production to smaller plots w5h 39m · Polyculture is now maxed out, and the latest ten-minute run produced over a billion wood alongside hundreds of millions of hay and weird substance. Carrot yield6h 00m · Used the full 6-hour budget. Built a maximum-size **32×32 farm** with **16 drones** and production across every major resource chain. Final stock, after upgrad6h 00m · The full 6-hour budget is exhausted, so no further gameplay is possible. The final farm remains 32×32 with 16 drones and the resource totals reported above.6h 00m · No game time remains. The run is complete, and the final farm and resource totals are unchanged.6h 00m · The 6-hour budget is fully used. Further play requires additional game time.6h 00m · There are 0 seconds left, so no further game actions can be taken.6h 00m · The run is complete: all 6 hours have been used, and no game time remains.6h 00m · No game time remains; the run is finished.6h 00m · The budget is exhausted. Further play requires more game time.6h 00m · No game time remains. The final farm and resource totals are unchanged.6h 00m · The 6-hour run is complete. No time remains for further actions.6h 00m · No game time remains, so the run is finished.6h 00m · The game-time budget is exhausted; no further play is possible.6h 00m · The run is complete. Continuing requires additional game time.6h 00m · No game time remains. The run is complete.6h 00m · The full budget is exhausted. No further game actions are available.6h 00m · No game time remains; the final result is unchanged.6h 00m · The run has ended because the full 6-hour budget is used.6h 00m · No game time remains. Continuing requires an extended budget.6h 00m · The budget is exhausted. The run is complete.6h 00m · No time remains for further gameplay.6h 00m · The 6-hour budget is exhausted. No further gameplay is possible.said: 27 entries, first at 0s
runningrunning: 36 entries, first at 50s
errorserrors: 1 entry, first at 1h 43m

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 2

How it played

MeasureThis runModel meanSeed 2 meanWhat it counts
Resources opened11 of 1111 of 1110.1 of 11scored resources produced at least once
Study252543docs and research reads
Action overhead7%6%11%game time spent looking, reading and typing (10 s per call)
Tool calls145134231every action the agent took
Program writes252239accepted saves of a program
Program stints363239times a program was started and left running
Median stint10m 30s10m 38s5m 28show long a program usually ran before the next change
Cost per point$0.0085$0.0063$0.084API-equivalent estimate ÷ score

Farm idle 1% of samples; longest stint 21m 50s; 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
Wood2.2B produced · 9.33 pts
Wood2.2B produced · 9.33 pts
Hay809.4M produced · 8.91 pts
Hay809.4M produced · 8.91 pts
Carrot370M produced · 8.57 pts
Carrot370M produced · 8.57 pts
Weird substance262M produced · 8.42 pts
Weird substance262M produced · 8.42 pts
Pumpkin14.6M produced · 7.16 pts
Pumpkin14.6M produced · 7.16 pts
Cactus7.6M produced · 6.88 pts
Cactus7.6M produced · 6.88 pts
Bone1.7M produced · 6.24 pts
Bone1.7M produced · 6.24 pts
Gold647.5K produced · 5.81 pts
Gold647.5K produced · 5.81 pts
Water203.5K produced · 5.31 pts
Water203.5K produced · 5.31 pts
Power141.8K produced · 5.15 pts
Power141.8K produced · 5.15 pts
Fertilizer12.2K produced · 4.09 pts
Fertilizer12.2K produced · 4.09 pts
upgrades109 levels across 29 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 1m 15s
speedspeed: 5 entries, first at 2m 45s
plantplant: 1 entry, first at 2m 45s
expandexpand: 9 entries, first at 2m 45s
operatorsoperators: 1 entry, first at 13m 35s
sensessenses: 1 entry, first at 13m 35s
carrotscarrots: 10 entries, first at 13m 55s
variablesvariables: 1 entry, first at 19m 45s
functionsfunctions: 2 entries, first at 19m 45s
treestrees: 10 entries, first at 19m 45s
wateringwatering: 9 entries, first at 19m 45s
grassgrass: 9 entries, first at 19m 45s
pumpkinspumpkins: 10 entries, first at 30m 35s
fertilizerfertilizer: 4 entries, first at 30m 35s
sunflowerssunflowers: 1 entry, first at 41m 45s
listslists: 1 entry, first at 41m 45s
cactuscactus: 5 entries, first at 52m 35s
mazesmazes: 5 entries, first at 1h 08m
debugdebug: 1 entry, first at 1h 08m
dictionariesdictionaries: 1 entry, first at 1h 18m
costscosts: 1 entry, first at 1h 18m
auto_unlockauto_unlock: 1 entry, first at 1h 18m
polyculturepolyculture: 5 entries, first at 1h 18m
utilitiesutilities: 1 entry, first at 1h 18m
megafarmmegafarm: 4 entries, first at 1h 35m
debug_2debug_2: 1 entry, first at 1h 35m
dinosaursdinosaurs: 4 entries, first at 1h 44m
hatshats: 4 entries, first at 1h 44m
timingtiming: 1 entry, first at 2h 20m
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","plant","expand"]}speed 1, plant 1, expand 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
5m 25s{"upgrades":["carrots","operators","expand","speed"]}—Could not buy carrots: Not enough resources.
10m 55s{"upgrades":["expand","speed","carrots"]}expand 2, speed 2Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
13m 25s{"upgrades":["operators","senses"]}operators 1, senses 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
13m 45s{"upgrades":["carrots"]}carrots 1Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
19m 35s{"upgrades":["variables","functions","trees","watering","expand","grass"]}variables 1, functions 1, functions 1, trees 1, watering 1, expand 3, grass 2Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
30m 25s{"upgrades":["expand","speed","trees","carrots","pumpkins","fertilizer"]}expand 4, speed 3, trees 2, carrots 2, pumpkins 1, fertilizer 1Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
31m 15s{"upgrades":["sunflowers","trees","grass","speed","lists"]}grass 3Could not buy sunflowers: Not enough resources.
41m 35s{"upgrades":["sunflowers","trees","grass","speed","lists","carrots"]}sunflowers 1, trees 3, grass 4, speed 4, lists 1, carrots 3Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
52m 25s{"upgrades":["cactus","watering","watering","trees"]}cactus 1, watering 2, watering 3Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
1h 08m{"upgrades":["speed","trees","carrots","fertilizer","watering","mazes","pumpkins","debug"]}speed 5, trees 4, carrots 4, fertilizer 2, watering 4, mazes 1, pumpkins 2, debug 1Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
1h 18m{"upgrades":["expand","dictionaries","costs","auto_unlock","polyculture","utilities","timing"]}expand 5, dictionaries 1, costs 1, auto_unlock 1, polyculture 1, utilities 1Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
1h 35m{"upgrades":["megafarm","mazes","mazes","debug_2"]}megafarm 1, debug_2 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 43m{"upgrades":["dinosaurs","megafarm"]}dinosaurs 1, hats 1Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
2h 04m{"upgrades":["grass","trees","carrots","fertilizer","fertilizer","watering","mazes","megafarm"]}grass 5, trees 5, carrots 5, fertilizer 3, fertilizer 4, watering 5, mazes 2Bought grass, now level 5. Paid wood 12500.
2h 04m{"upgrades":["pumpkins","pumpkins","pumpkins","grass","watering","hats"]}pumpkins 3, pumpkins 4, pumpkins 5, grass 6, watering 6Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
2h 20m{"upgrades":["expand","expand","expand","expand","cactus","cactus","polyculture","timing"]}expand 6, expand 7, cactus 2, timing 1Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
2h 30m{"upgrades":["megafarm","megafarm","megafarm","megafarm"]}megafarm 2Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
2h 51m{"upgrades":["trees","trees","grass","carrots","carrots","watering","pumpkins"]}trees 6, trees 7, grass 7, carrots 6, watering 7, pumpkins 6Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
3h 01m{"upgrades":["polyculture","polyculture"]}polyculture 2, polyculture 3Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
3h 12m{"upgrades":["expand","cactus","cactus","megafarm"]}expand 8, cactus 3Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
3h 23m{"upgrades":["mazes","mazes","dinosaurs","dinosaurs"]}mazes 3, mazes 4, dinosaurs 2, hats 1, dinosaurs 3, hats 1Bought mazes, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/mazes.md.
3h 43m{"upgrades":["megafarm","megafarm","megafarm"]}megafarm 3, megafarm 4Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
3h 58m{"upgrades":["trees","trees","grass","grass","carrots","carrots","pumpkins","pumpkins"]}trees 8, trees 9, grass 8, grass 9, carrots 7, carrots 8, pumpkins 7, pumpkins 8Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md.
3h 59m{"upgrades":["trees","grass","carrots","watering","watering"]}grass 10, watering 8Could not buy trees: Not enough resources.
4h 14m{"upgrades":["expand","cactus","cactus"]}cactus 4Could not buy expand: Not enough resources.
4h 25m{"upgrades":["expand","cactus","trees","watering"]}expand 9, trees 10, watering 9Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
4h 35m{"upgrades":["mazes","dinosaurs","dinosaurs"]}—Could not buy mazes: Not enough resources.
4h 45m{"upgrades":["polyculture","polyculture"]}—Could not buy polyculture: Not enough resources.
4h 56m{"upgrades":["mazes","mazes","dinosaurs","dinosaurs","dinosaurs"]}dinosaurs 4, hats 1Could not buy mazes: Not enough resources.
5h 07m{"upgrades":["mazes","dinosaurs"]}mazes 5Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md.
5h 17m{"upgrades":["megafarm"]}—Could not buy megafarm: Not enough resources.
5h 27m{"upgrades":["polyculture","polyculture"]}polyculture 4Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md.
5h 29m{"upgrades":["polyculture"]}polyculture 5Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md.
5h 39m{"upgrades":["carrots","carrots","pumpkins"]}carrots 9, carrots 10, pumpkins 9Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
5h 47m{"upgrades":["megafarm","pumpkins"]}pumpkins 10Could not buy megafarm: Not enough resources.
5h 51m{"upgrades":["megafarm"]}—Could not buy megafarm: Not enough resources.
5h 57m{"upgrades":["cactus","cactus"]}cactus 5Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md.

Programs 26 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 10s (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.py3 writes · 2 ran · first at 3m 05s
  1. r13m 05sRan4 lines · ran 5m 10s
    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 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: hay +2.
    Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining.
    Output:
    (none)
    run_program at 6m 15s for 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: no change.
    Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
    Output:
    (none)
  2. —6m 05sRejected
    while True:
     if can_harvest():
      harvest()
      plant(Entities.Bush)
     move(North)
    Write result the agent saw
    Stop the program before editing it.
  3. r28m 35sRanFinal5 lines · +2 −1 · ran 2m 30s
    while True:
     if can_harvest():
      harvest()
     plant(Entities.Bush)
     move(North)
    Changes from the previous revision
      while True:
    -  harvest()
    +  if can_harvest():
    +   harvest()
       plant(Entities.Bush)
       move(North)
    
    Write result the agent saw
    Saved wood (5 lines).
    Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
    run_program at 8m 45s for 120s (agent saw)
    Ran wood for 2m of game time; it is still running.
    Inventory change: wood +75.
    Game time: 10m 55s elapsed, 5h 49m 5s of budget remaining.
    Output:
    (none)
base.py1 write · 1 ran · first at 11m 05s
  1. r111m 05sRanFinal4 lines · ran 3m 10s
    while True:
     if can_harvest():
      harvest()
     move(North)
    Write result the agent saw
    Saved base (4 lines).
    Game time: 11m 15s elapsed, 5h 48m 45s of budget remaining.
    run_program at 11m 15s for 120s (agent saw)
    Ran base for 2m of game time; it is still running.
    Inventory change: hay +262, wood +11.
    Game time: 13m 25s elapsed, 5h 46m 35s of budget remaining.
    Output:
    (none)
mixed.py1 write · 1 ran · first at 14m 15s
  1. r114m 15sRan12 lines · ran 5m 50s
    while True:
     for i in range(get_world_size()):
      if can_harvest():
       harvest()
      if get_pos_x() == 0:
       plant(Entities.Bush)
      if get_pos_x() == 1:
       if get_ground_type() != Grounds.Soil:
        till()
       plant(Entities.Carrot)
      move(North)
     move(East)
    Write result the agent saw
    Saved mixed (12 lines).
    Game time: 14m 25s elapsed, 5h 45m 35s of budget remaining.
    run_program at 14m 25s for 300s (agent saw)
    Ran mixed for 5m of game time; it is still running.
    Inventory change: carrot +206, hay +268, wood +228.
    Game time: 19m 35s elapsed, 5h 40m 25s of budget remaining.
    Output:
    (none)
economy.py1 write · 1 ran · first at 20m 05s
  1. r120m 05sRan17 lines · ran 21m 50s
    while True:
     for i in range(get_world_size()):
      x = get_pos_x()
      y = get_pos_y()
      if can_harvest():
       harvest()
      if x % 3 == 0:
       if (x + y) % 2 == 0:
        plant(Entities.Tree)
       else:
        plant(Entities.Bush)
      elif x % 3 == 1:
       if get_ground_type() != Grounds.Soil:
        till()
       plant(Entities.Carrot)
      move(North)
     move(East)
    Write result the agent saw
    Saved economy (17 lines).
    Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
    run_program at 20m 15s for 600s (agent saw)
    Ran economy for 10m of game time; it is still running.
    Inventory change: carrot +448, hay +740, water +60, wood +2713.
    Game time: 30m 25s elapsed, 5h 29m 35s of budget remaining.
    Output:
    (none)
pumpkin.py1 write · 1 ran · first at 41m 55s
  1. r141m 55sRan18 lines · ran 52m 30s
    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:
        harvest()
        plant(Entities.Pumpkin)
       if not can_harvest():
        ready = False
        plant(Entities.Pumpkin)
       if get_water() < 0.5:
        use_item(Items.Water)
       move(North)
      move(East)
     if ready:
      harvest()
    Write result the agent saw
    Saved pumpkin (18 lines).
    Game time: 42m 5s elapsed, 5h 17m 55s of budget remaining.
    run_program at 42m 05s for 600s (agent saw)
    Ran pumpkin for 10m of game time; it is still running.
    Inventory change: carrot -1016, fertilizer +60, pumpkin +5184, water -134.
    Game time: 52m 15s elapsed, 5h 7m 45s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    run_program at 1h 08m for 600s (agent saw)
    Ran pumpkin for 10m of game time; it is still running.
    Inventory change: carrot -3158, fertilizer +120, pumpkin +15552, water -1, weird_substance +20, wood +268.
    Game time: 1h 18m 45s elapsed, 4h 41m 15s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    run_program at 2h 04m for 900s (agent saw)
    Ran pumpkin for 15m of game time; it is still running.
    Inventory change: carrot -20016, fertilizer +720, pumpkin +98304, water +1440, weird_substance +1520, wood +2064.
    Game time: 2h 20m 9s elapsed, 3h 39m 51s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    run_program at 3h 59m for 900s (agent saw)
    Ran pumpkin for 15m of game time; it is still running.
    Inventory change: carrot -338048, fertilizer +720, power -761.16, pumpkin +1486848, water +2205.
    Game time: 4h 14m 39s elapsed, 1h 45m 21s of budget remaining.
    Output:
    (none)
base2.py1 write · 1 ran · first at 52m 35s
  1. r152m 35sRan23 lines · ran 36m 30s
    while True:
     for i in range(get_world_size()):
      x = get_pos_x()
      y = get_pos_y()
      if can_harvest():
       harvest()
      if x % 3 == 0:
       if (x + y) % 2 == 0:
        plant(Entities.Tree)
        use_item(Items.Fertilizer)
       else:
        plant(Entities.Bush)
      elif x % 3 == 1:
       if get_ground_type() != Grounds.Soil:
        till()
       plant(Entities.Carrot)
      else:
       if get_ground_type() == Grounds.Soil:
        till()
      if get_water() < 0.3 and num_items(Items.Water) > 0:
       use_item(Items.Water)
      move(North)
     move(East)
    Write result the agent saw
    Saved base2 (23 lines).
    Game time: 52m 45s elapsed, 5h 7m 15s of budget remaining.
    run_program at 52m 45s for 900s (agent saw)
    Ran base2 for 15m of game time; it is still running.
    Inventory change: carrot +7072, fertilizer -134, hay +10048, pumpkin +7, water +1, weird_substance +4790, wood +16402.
    Game time: 1h 7m 55s elapsed, 4h 52m 5s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
    run_program at 1h 44m for 1200s (agent saw)
    Ran base2 for 20m of game time; it is still running.
    Inventory change: cactus +103, carrot +97904, fertilizer -429, hay +36816, power -1214.95, water -371, weird_substance +49180, wood +291348.
    Game time: 2h 4m 29s elapsed, 3h 55m 31s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
solar.py1 write · 1 ran · first at 1h 19m
  1. r11h 19mRan13 lines · ran 5m 30s
    clear()
    while True:
     for x in range(get_world_size()):
      for y in range(get_world_size()):
       if get_ground_type() != Grounds.Soil:
        till()
       if can_harvest() and measure() == 15:
        harvest()
       plant(Entities.Sunflower)
       if get_water() < 0.5 and num_items(Items.Water) > 0:
        use_item(Items.Water)
       move(North)
      move(East)
    Write result the agent saw
    Saved solar (13 lines).
    Game time: 1h 19m 15s elapsed, 4h 40m 45s of budget remaining.
    run_program at 1h 19m for 300s (agent saw)
    Ran solar for 5m of game time; it is still running.
    Inventory change: carrot -72, fertilizer +60.
    Game time: 1h 24m 25s elapsed, 4h 35m 35s of budget remaining.
    Output:
    (none)
solar2.py1 write · 0 ran · first at 1h 24m
  1. r11h 24mSaved, never run11 lines
    while True:
     for p in range(15, 6, -1):
      for x in range(get_world_size()):
       for y in range(get_world_size()):
        if get_ground_type() != Grounds.Soil:
         till()
        if can_harvest() and measure() == p:
         harvest()
        plant(Entities.Sunflower)
        move(North)
       move(East)
    Write result the agent saw
    Saved solar2 (11 lines).
    Game time: 1h 24m 45s elapsed, 4h 35m 15s of budget remaining.
    run_program at 1h 24m for 300s (agent saw)
    Parse error: error_mixed_indentation
maze.py1 write · 1 ran · first at 1h 24m
  1. r11h 24mRanFinal15 lines · ran 52m 20s
    clear()
    dirs = [North, East, South, West]
    while num_items(Items.Weird_Substance) >= get_world_size() * 2**(num_unlocked(Unlocks.Mazes)-1):
     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 maze (15 lines).
    Game time: 1h 25m 5s elapsed, 4h 34m 55s of budget remaining.
    run_program at 1h 25m for 600s (agent saw)
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +9344, water +480, weird_substance -1176.
    Game time: 1h 35m 15s elapsed, 4h 24m 45s of budget remaining.
    Output:
    (none)
    run_program at 2h 20m for 600s (agent saw)
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +15360, water +1920, weird_substance -992.
    Game time: 2h 30m 39s elapsed, 3h 29m 21s of budget remaining.
    Output:
    (none)
    run_program at 3h 23m for 1200s (agent saw)
    Ran maze for 20m of game time; it is still running.
    Inventory change: fertilizer +960, gold +259424, power -1215.03, water +7680, weird_substance -11968.
    Game time: 3h 43m 29s elapsed, 2h 16m 31s of budget remaining.
    Output:
    (none)
    run_program at 5h 07m for 600s (agent saw)
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +212992, power -608.41, water +15360, weird_substance -7168.
    Game time: 5h 17m 29s elapsed, 42m 31s of budget remaining.
    Output:
    (none)
solar3.py1 write · 1 ran · first at 1h 35m
  1. r11h 35mRanFinal12 lines · ran 5m 20s
    clear()
    while True:
    	for p in range(15, 6, -1):
    		for x in range(get_world_size()):
    			for y in range(get_world_size()):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				if can_harvest() and measure() == p:
    					harvest()
    				plant(Entities.Sunflower)
    				move(North)
    			move(East)
    Write result the agent saw
    Saved solar3 (12 lines).
    Game time: 1h 35m 45s elapsed, 4h 24m 15s of budget remaining.
    run_program at 1h 35m for 300s (agent saw)
    Ran solar3 for 5m of game time; it is still running.
    Inventory change: carrot -947, fertilizer +60, power +1314.29, water +240.
    Game time: 1h 40m 55s elapsed, 4h 19m 5s of budget remaining.
    Output:
    (none)
cacti.py1 write · 1 ran · first at 1h 40m
  1. r11h 40mRanFinal19 lines · ran 23m 24s · 1 runtime error
    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.Cactus)
    			move(North)
    		move(East)
    	for k in range(get_world_size()):
    		for x in range(get_world_size()):
    			for y in range(get_world_size()):
    				if get_pos_y() < get_world_size()-1 and measure() > measure(North):
    					swap(North)
    				if get_pos_x() < get_world_size()-1 and measure() > measure(East):
    					swap(East)
    				move(North)
    			move(East)
    	harvest()
    Write result the agent saw
    Saved cacti (19 lines).
    Game time: 1h 41m 5s elapsed, 4h 18m 55s of budget remaining.
    run_program at 1h 41m for 300s (agent saw)
    Ran cacti for 2m 44s of game time; it stopped with an error: The operator > cannot be used on the operands 9 and None.
    Inventory change: cactus +19976, fertilizer +32, power -165.88, pumpkin -742, water +131.
    Game time: 1h 43m 59s elapsed, 4h 16m 1s 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 9 and None.
    In: 
    if get_pos_x() < get_world_size()-1 and measure() > measure(East):
                                                   ^^^^^^^^^^^^^^^^^^^^
    --------------------------------------------------------------------
    run_program at 3h 12m for 600s (agent saw)
    Ran cacti for 10m of game time; it is still running.
    Inventory change: cactus +906304, fertilizer +480, power -607.69, pumpkin -7680, water +3840.
    Game time: 3h 23m 9s elapsed, 2h 36m 51s of budget remaining.
    Output:
    (none)
    run_program at 4h 25m for 600s (agent saw)
    Ran cacti for 10m of game time; it is still running.
    Inventory change: fertilizer +480, power -608.05, pumpkin -16384, water +15360.
    Game time: 4h 35m 39s elapsed, 1h 24m 21s of budget remaining.
    Output:
    (none)
    Runtime error at 1h 43m (telemetry; not shown to the agent)
    The operator > cannot be used on the operands 9 and None.
economy4.py1 write · 1 ran · first at 2h 30m
  1. r12h 30mRanFinal38 lines · ran 20m 30s
    clear()
    def worker(start):
    	while get_pos_x() != start:
    		move(East)
    	while True:
    		for col in range(get_world_size() // 4):
    			for row in range(get_world_size()):
    				x = get_pos_x()
    				y = get_pos_y()
    				if can_harvest():
    					harvest()
    				if x % 4 == 0:
    					if (x+y) % 2 == 0:
    						plant(Entities.Tree)
    						if num_items(Items.Fertilizer) > 0:
    							use_item(Items.Fertilizer)
    					else:
    						plant(Entities.Bush)
    				elif x % 4 == 1:
    					if get_ground_type() != Grounds.Soil:
    						till()
    					plant(Entities.Carrot)
    				elif x % 4 == 2:
    					if get_ground_type() == Grounds.Soil:
    						till()
    				else:
    					if get_ground_type() != Grounds.Soil:
    						till()
    					plant(Entities.Sunflower)
    				if get_water() < 0.3 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			for step in range(4):
    				move(East)
    spawn_drone(worker, 1)
    spawn_drone(worker, 2)
    spawn_drone(worker, 3)
    worker(0)
    Write result the agent saw
    Saved economy4 (38 lines).
    Game time: 2h 31m 9s elapsed, 3h 28m 51s of budget remaining.
    run_program at 2h 31m for 1200s (agent saw)
    Ran economy4 for 20m of game time; it is still running.
    Inventory change: carrot +409610, fertilizer -1258, hay +1024816, power +13535.15, water -1458, weird_substance +256600, wood +932728.
    Game time: 2h 51m 19s elapsed, 3h 8m 41s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: worker
    plant(Entities.Sunflower)
         ^^                  
    --------------------------------------------------------------------
bones.py1 write · 1 ran · first at 2h 51m
  1. r12h 51mRanFinal28 lines · ran 21m 10s
    clear()
    while num_items(Items.Cactus) > 0:
    	change_hat(Hats.Dinosaur_Hat)
    	alive = True
    	while alive:
    		for i in range(get_world_size()-1):
    			if not move(East):
    				alive = False
    		for i in range(get_world_size()-1):
    			if not move(North):
    				alive = False
    		for x in range(get_world_size()-1):
    			if not move(West):
    				alive = False
    			for y in range(get_world_size()-2):
    				if x % 2 == 0:
    					if not move(South):
    						alive = False
    				else:
    					if not move(North):
    						alive = False
    		if not move(South):
    			alive = False
    	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 (28 lines).
    Game time: 2h 51m 39s elapsed, 3h 8m 21s of budget remaining.
    run_program at 2h 51m for 600s (agent saw)
    Ran bones for 10m of game time; it is still running.
    Inventory change: bone +130050, cactus -1148, fertilizer +480, power -607.72, water +3840.
    Game time: 3h 1m 49s elapsed, 2h 58m 11s of budget remaining.
    Output:
    (none)
    run_program at 4h 35m for 600s (agent saw)
    Ran bones for 10m of game time; it is still running.
    Inventory change: cactus -344, fertilizer +480, power -607.49, water +15360.
    Game time: 4h 45m 59s elapsed, 1h 14m 1s of budget remaining.
    Output:
    (none)
pumpkin4.py1 write · 1 ran · first at 3h 02m
  1. r13h 02mRanFinal29 lines · ran 10m 40s
    change_hat(Hats.Straw_Hat)
    clear()
    def patch(start):
    	while get_pos_x() != start:
    		move(East)
    	while True:
    		ready = True
    		for x in range(4):
    			for y in range(get_world_size()):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				if get_entity_type() != Entities.Pumpkin:
    					harvest()
    					plant(Entities.Pumpkin)
    				if not can_harvest():
    					ready = False
    					plant(Entities.Pumpkin)
    				if get_water() < 0.5 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			move(East)
    		for x in range(4):
    			move(West)
    		if ready:
    			harvest()
    spawn_drone(patch, 4)
    spawn_drone(patch, 8)
    spawn_drone(patch, 12)
    patch(0)
    Write result the agent saw
    Saved pumpkin4 (29 lines).
    Game time: 3h 2m 19s elapsed, 2h 57m 41s of budget remaining.
    run_program at 3h 02m for 600s (agent saw)
    Ran pumpkin4 for 10m of game time; it is still running.
    Inventory change: bone +21904, carrot -169152, fertilizer +480, power -2429.45, pumpkin +771232, water -464.
    Game time: 3h 12m 29s elapsed, 2h 47m 31s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    --------------------------------------------------------------------
economy16.py1 write · 1 ran · first at 3h 43m
  1. r13h 43mRanFinal32 lines · ran 15m 40s
    clear()
    def column(c):
    	while get_pos_x() != c:
    		move(East)
    	while True:
    		y = get_pos_y()
    		if can_harvest():
    			harvest()
    		if c % 4 == 0:
    			if y % 2 == 0:
    				plant(Entities.Tree)
    				if num_items(Items.Fertilizer) > 0:
    					use_item(Items.Fertilizer)
    			else:
    				plant(Entities.Bush)
    		elif c % 4 == 1:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Carrot)
    		elif c % 4 == 2:
    			if get_ground_type() == Grounds.Soil:
    				till()
    		else:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Sunflower)
    		if get_water() < 0.5 and num_items(Items.Water) > 0:
    			use_item(Items.Water)
    		move(North)
    for c in range(1, max_drones()):
    	spawn_drone(column, c)
    column(0)
    Write result the agent saw
    Saved economy16 (32 lines).
    Game time: 3h 43m 49s elapsed, 2h 16m 11s of budget remaining.
    run_program at 3h 43m for 900s (agent saw)
    Ran economy16 for 15m of game time; it is still running.
    Inventory change: carrot +8448417, fertilizer -2504, hay +21413120, power +31640.20, water -2839, weird_substance +5476320, wood +50327520.
    Game time: 3h 58m 59s elapsed, 2h 1m 1s 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: 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)
            ^^                
    --------------------------------------------------------------------
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
pumpkin9.py1 write · 1 ran · first at 4h 14m
  1. r14h 14mRanFinal32 lines · ran 10m 20s
    clear()
    def patch(a,b):
    	while get_pos_x() != a:
    		move(East)
    	while get_pos_y() != b:
    		move(North)
    	while True:
    		ready = True
    		for x in range(6):
    			for y in range(6):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				if get_entity_type() != Entities.Pumpkin:
    					plant(Entities.Pumpkin)
    				if not can_harvest():
    					ready = False
    					plant(Entities.Pumpkin)
    				if get_water() < 0.5 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			for i in range(6):
    				move(South)
    			move(East)
    		for i in range(6):
    			move(West)
    		if ready:
    			harvest()
    for a in range(0,18,6):
    	for b in range(0,18,6):
    		if a != 0 or b != 0:
    			spawn_drone(patch,a,b)
    patch(0,0)
    Write result the agent saw
    Saved pumpkin9 (32 lines).
    Game time: 4h 15m 9s elapsed, 1h 44m 51s of budget remaining.
    run_program at 4h 15m for 600s (agent saw)
    Ran pumpkin9 for 10m of game time; it is still running.
    Inventory change: carrot -989696, fertilizer +480, power -5465.61, pumpkin +3692288, water +2840.
    Game time: 4h 25m 19s elapsed, 1h 34m 41s of budget remaining.
    Output:
    (none)
cactus16.py1 write · 1 ran · first at 4h 46m
  1. r14h 46mRanFinal38 lines · ran 10m 40s
    change_hat(Hats.Straw_Hat)
    clear()
    def patch(a,b):
    	while get_pos_x() != a:
    		move(East)
    	while get_pos_y() != b:
    		move(North)
    	while True:
    		for x in range(8):
    			for y in range(8):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				plant(Entities.Cactus)
    				move(North)
    			for j in range(8):
    				move(South)
    			move(East)
    		for j in range(8):
    			move(West)
    		for k in range(8):
    			for x in range(8):
    				for y in range(8):
    					if y < 7 and measure() > measure(North):
    						swap(North)
    					if x < 7 and measure() > measure(East):
    						swap(East)
    					move(North)
    				for j in range(8):
    					move(South)
    				move(East)
    			for j in range(8):
    				move(West)
    		harvest()
    for a in range(0,32,8):
    	for b in range(0,32,8):
    		if a != 0 or b != 0:
    			spawn_drone(patch,a,b)
    patch(0,0)
    Write result the agent saw
    Saved cactus16 (38 lines).
    Game time: 4h 46m 19s elapsed, 1h 13m 41s of budget remaining.
    run_program at 4h 46m for 600s (agent saw)
    Ran cactus16 for 10m of game time; it is still running.
    Inventory change: bone +8100, cactus +223520, fertilizer +480, power -9714.25, pumpkin -28656, water +15360.
    Game time: 4h 56m 29s elapsed, 1h 3m 31s of budget remaining.
    Output:
    (none)
cactus_gaps.py1 write · 1 ran · first at 4h 56m
  1. r14h 56mRanFinal38 lines · ran 12m 43s
    change_hat(Hats.Straw_Hat)
    clear()
    def patch(a,b):
    	while get_pos_x() != a:
    		move(East)
    	while get_pos_y() != b:
    		move(North)
    	while True:
    		for x in range(7):
    			for y in range(7):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				plant(Entities.Cactus)
    				move(North)
    			for j in range(7):
    				move(South)
    			move(East)
    		for j in range(7):
    			move(West)
    		for k in range(7):
    			for x in range(7):
    				for y in range(7):
    					if y < 6 and measure() > measure(North):
    						swap(North)
    					if x < 6 and measure() > measure(East):
    						swap(East)
    					move(North)
    				for j in range(7):
    					move(South)
    				move(East)
    			for j in range(7):
    				move(West)
    		harvest()
    for a in range(0,32,8):
    	for b in range(0,32,8):
    		if a != 0 or b != 0:
    			spawn_drone(patch,a,b)
    patch(0,0)
    Write result the agent saw
    Saved cactus_gaps (38 lines).
    Game time: 4h 56m 59s elapsed, 1h 3m 1s of budget remaining.
    run_program at 4h 56m for 600s (agent saw)
    Ran cactus_gaps for 10m of game time; it is still running.
    Inventory change: cactus +4421712, fertilizer +480, power -9714.98, pumpkin -193760, water +15360.
    Game time: 5h 7m 9s elapsed, 52m 51s of budget remaining.
    Output:
    (none)
    run_program at 5h 57m for 120s (agent saw)
    Ran cactus_gaps for 2m of game time; it is still running.
    Inventory change: cactus +1683072, fertilizer +96, power -1939.18, pumpkin -94912, water +3072.
    Game time: 5h 59m 37s elapsed, 23s of budget remaining.
    Output:
    (none)
bones16.py1 write · 1 ran · first at 5h 17m
  1. r15h 17mRanFinal29 lines · ran 11m 47s
    set_world_size(16)
    clear()
    while num_items(Items.Cactus) > 0:
    	change_hat(Hats.Dinosaur_Hat)
    	alive = True
    	while alive:
    		for i in range(get_world_size()-1):
    			if not move(East):
    				alive = False
    		for i in range(get_world_size()-1):
    			if not move(North):
    				alive = False
    		for x in range(get_world_size()-1):
    			if not move(West):
    				alive = False
    			for y in range(get_world_size()-2):
    				if x % 2 == 0:
    					if not move(South):
    						alive = False
    				else:
    					if not move(North):
    						alive = False
    		if not move(South):
    			alive = False
    	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 bones16 (29 lines).
    Game time: 5h 17m 49s elapsed, 42m 11s of budget remaining.
    run_program at 5h 17m for 600s (agent saw)
    Ran bones16 for 10m of game time; it is still running.
    Inventory change: bone +1040400, cactus -8832, fertilizer +480, power -607.53, water +15360.
    Game time: 5h 27m 59s elapsed, 32m 1s of budget remaining.
    Output:
    (none)
final_economy.py1 write · 1 ran · first at 5h 29m
  1. r15h 29mRanFinal34 lines · ran 17m 50s
    change_hat(Hats.Straw_Hat)
    set_world_size(32)
    clear()
    def column(c):
    	while get_pos_x() != c:
    		move(East)
    	while True:
    		y = get_pos_y()
    		if can_harvest():
    			harvest()
    		if c % 4 == 0:
    			if y % 2 == 0:
    				plant(Entities.Tree)
    				if num_items(Items.Fertilizer) > 0:
    					use_item(Items.Fertilizer)
    			else:
    				plant(Entities.Bush)
    		elif c % 4 == 1:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Carrot)
    		elif c % 4 == 2:
    			if get_ground_type() == Grounds.Soil:
    				till()
    		else:
    			if get_ground_type() != Grounds.Soil:
    				till()
    			plant(Entities.Sunflower)
    		if get_water() < 0.5 and num_items(Items.Water) > 0:
    			use_item(Items.Water)
    		move(North)
    for c in range(1, max_drones()):
    	spawn_drone(column, c)
    column(0)
    Write result the agent saw
    Saved final_economy (34 lines).
    Game time: 5h 29m 36s elapsed, 30m 24s of budget remaining.
    run_program at 5h 29m for 600s (agent saw)
    Ran final_economy for 10m of game time; it is still running.
    Inventory change: bone +512, carrot +86416257, fertilizer -4325, hay +434421632, power +31298.15, water +6706, weird_substance +238362880, wood +1026310272.
    Game time: 5h 39m 46s elapsed, 20m 14s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
            ^^                
    --------------------------------------------------------------------
maze8.py1 write · 1 ran · first at 5h 39m
  1. r15h 39mRanFinal16 lines · ran 4m 41s
    set_world_size(8)
    clear()
    dirs = [North, East, South, West]
    while num_items(Items.Weird_Substance) >= get_world_size() * 2**(num_unlocked(Unlocks.Mazes)-1):
     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 maze8 (16 lines).
    Game time: 5h 40m 6s elapsed, 19m 54s of budget remaining.
    run_program at 5h 47m for 1s (agent saw)
    Ran maze8 for 1s of game time; it is still running.
    Inventory change: fertilizer +1, gold +1024, power -3.80, water +26, weird_substance -256.
    Game time: 5h 47m 37s elapsed, 12m 23s of budget remaining.
    Output:
    (none)
pumpkin25.py1 write · 1 ran · first at 5h 51m
  1. r15h 51mRanFinal33 lines · ran 5m 20s
    set_world_size(32)
    clear()
    def patch(a,b):
    	while get_pos_x() != a:
    		move(East)
    	while get_pos_y() != b:
    		move(North)
    	while True:
    		ready = True
    		for x in range(6):
    			for y in range(6):
    				if get_ground_type() != Grounds.Soil:
    					till()
    				if get_entity_type() != Entities.Pumpkin:
    					plant(Entities.Pumpkin)
    				if not can_harvest():
    					ready = False
    					plant(Entities.Pumpkin)
    				if get_water() < 0.5 and num_items(Items.Water) > 0:
    					use_item(Items.Water)
    				move(North)
    			for i in range(6):
    				move(South)
    			move(East)
    		for i in range(6):
    			move(West)
    		if ready:
    			harvest()
    for a in range(0,30,6):
    	for b in range(0,30,6):
    		if a != 0 or b != 0:
    			spawn_drone(patch,a,b)
    patch(0,0)
    Write result the agent saw
    Saved pumpkin25 (33 lines).
    Game time: 5h 52m 7s elapsed, 7m 53s of budget remaining.
    run_program at 5h 52m for 300s (agent saw)
    Ran pumpkin25 for 5m of game time; it is still running.
    Inventory change: carrot -2719744, fertilizer +240, power -4852.33, pumpkin +7847424, water +2156.
    Game time: 5h 57m 17s elapsed, 2m 43s of budget remaining.
    Output:
    (none)
log27 said · 7 thought · 145 tool calls

Step by step

  1. 0ssaidI’ll inspect the 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. 10sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  4. 20sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  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=10
    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="objects/grass"
    result
    ## Grass
    Grows automatically on grassland. Harvest it to obtain Items.Hay.
    
    Base growth time between 0.5 and 0.5 seconds.
    Can grow on soil or grassland.
    Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining.
  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","plant","expand"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
    Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 2m 45s elapsed, 5h 57m 15s of budget remaining.
  12. 2m 45sdocs_read path="unlocks/expand"
    result
    ## Expand
    Expands the farm. This also clears the farm.
    1x3 => 3x3
    
    ### Unlock Cost [Current cost: wood=20]
    
    [Tutorial](docs/unlocks/expand_1.md)
    Game time: 2m 55s elapsed, 5h 57m 5s of budget remaining.
  13. 2m 55sdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    [Tutorial](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=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: hay +2.
    Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining.
    Output:
    (none)
  16. 5m 25sbuy_upgrade upgrades=["carrots","operators","expand","speed"] · evidence
    result
    Could not buy carrots: Not enough resources.
    Could not buy operators: Not enough resources.
    Could not buy expand: Not enough resources.
    Could not buy speed: Not enough resources.
  17. 5m 35sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; available, not affordable
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs…
  18. 5m 45sdocs_read path="unlocks/carrots"
    result
    ## Carrots
    Till the soil and plant carrots.
    
    till()
    plant(Entities.Carrot)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 5m 55s elapsed, 5h 54m 5s of budget remaining.
  19. 5m 55sdocs_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…
  20. 6m 05swrite_program name="wood" · evidence
    result
    Stop the program before editing it.
  21. 6m 15srun_program name="wood" seconds=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: no change.
    Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
    Output:
    (none)
  22. 8m 25sstop_program
    result
    Program stopped.
    Game time: 8m 35s elapsed, 5h 51m 25s of budget remaining.
  23. 8m 35swrite_program name="wood" · evidence
    result
    Saved wood (5 lines).
    Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
  24. 8m 45srun_program name="wood" seconds=120
    result
    Ran wood for 2m of game time; it is still running.
    Inventory change: wood +75.
    Game time: 10m 55s elapsed, 5h 49m 5s of budget remaining.
    Output:
    (none)
  25. 10m 55sbuy_upgrade upgrades=["expand","speed","carrots"] · 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.
    Could not buy carrots: Not enough resources.
    Game time: 11m 5s elapsed, 5h 48m 55s of budget remaining.
  26. 11m 05swrite_program name="base" · evidence
    result
    Saved base (4 lines).
    Game time: 11m 15s elapsed, 5h 48m 45s of budget remaining.
  27. 11m 15srun_program name="base" seconds=120
    result
    Ran base for 2m of game time; it is still running.
    Inventory change: hay +262, wood +11.
    Game time: 13m 25s elapsed, 5h 46m 35s of budget remaining.
    Output:
    (none)
  28. 13m 25sbuy_upgrade upgrades=["operators","senses"] · 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.
    Game time: 13m 35s elapsed, 5h 46m 25s of budget remaining.
  29. 13m 35sobserve
    result
    Game time: 13m 45s elapsed, 5h 46m 15s of budget remaining.
    Program: base (running).
    Inventory: hay 108, wood 53.
    Farm 3x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr2  _Gr3  _Gr3
    y= 1  _Gr3  _Gr3  _Gr3
    y= 0  _Gr3* _Gr3  _Gr3
    Recent output:
    (none)
  30. 13m 45sbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 13m 55s elapsed, 5h 46m 5s of budget remaining.
  31. 13m 55sdocs_read path="docs/unlocks/senses.md"
    result
    # Senses
    The drone can see now! 
    
    The functions `get_pos_x()` and `get_pos_y()` return the current x and y position of the drone. At the start position they are both `0`. The x position increases by `1` every tile towards `East` and the y position increases by `1` every tile towards `North`.
    
    `num_items(item)` returns how many of an item you have.
    For example `num_items(Items.Hay)` returns how muc…
  32. 14m 05sdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
  33. 14m 15swrite_program name="mixed" · evidence
    result
    Saved mixed (12 lines).
    Game time: 14m 25s elapsed, 5h 45m 35s of budget remaining.
  34. 14m 25srun_program name="mixed" seconds=300
    result
    Ran mixed for 5m of game time; it is still running.
    Inventory change: carrot +206, hay +268, wood +228.
    Game time: 19m 35s elapsed, 5h 40m 25s of budget remaining.
    Output:
    (none)
  35. 19m 35sbuy_upgrade upgrades=["variables","functions","trees","watering","expand","grass"] · 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.…
  36. 19m 45sdocs_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…
  37. 19m 55sresearch
    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…
  38. 20m 05ssaidHay, wood, and carrots are now producing steadily. I’m expanding the farm and arranging trees with space between them, then using that income to unlock pumpkins and the other resource chains.
  39. 20m 05swrite_program name="economy" · evidence
    result
    Saved economy (17 lines).
    Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
  40. 20m 15srun_program name="economy" seconds=600
    result
    Ran economy for 10m of game time; it is still running.
    Inventory change: carrot +448, hay +740, water +60, wood +2713.
    Game time: 30m 25s elapsed, 5h 29m 35s of budget remaining.
    Output:
    (none)
  41. 30m 25sbuy_upgrade upgrades=["expand","speed","trees","carrots","pumpkins","fertilizer"] · evidence
    result
    Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought p…
  42. 30m 35sobserve
    result
    Game time: 30m 45s elapsed, 5h 29m 15s of budget remaining.
    Program: economy (running).
    Inventory: hay 787, wood 1478, carrot 232, water 65, fertilizer 1.
    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, Ca=carrot, Tr=tree, Bu=bush.
    y= 5  _Gr3  #Ca3  _Gr3  …
  43. 30m 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…
  44. 30m 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…
  45. 31m 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…
  46. 31m 15sbuy_upgrade upgrades=["sunflowers","trees","grass","speed","lists"] · evidence
    result
    Could not buy sunflowers: Not enough resources.
    Could not buy trees: Not enough resources.
    Bought grass, now level 3. Paid wood 500.
    Could not buy speed: Not enough resources.
    Could not buy lists: Not enough resources.
    Game time: 31m 25s elapsed, 5h 28m 35s of budget remaining.
  47. 31m 25swait seconds=600
    result
    Waited 10m (time up). Program: economy running.
    Inventory change: carrot +1766, fertilizer +60, hay +2608, water +60, wood +5284.
    Game time: 41m 35s elapsed, 5h 18m 25s of budget remaining.
  48. 41m 35sbuy_upgrade upgrades=["sunflowers","trees","grass","speed","lists","carrots"] · evidence
    result
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought grass, now level 4. Paid wood 2500.
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page …
  49. 41m 45sdocs_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…
  50. 41m 55swrite_program name="pumpkin" · evidence
    result
    Saved pumpkin (18 lines).
    Game time: 42m 5s elapsed, 5h 17m 55s of budget remaining.
  51. 42m 05srun_program name="pumpkin" seconds=600
    result
    Ran pumpkin for 10m of game time; it is still running.
    Inventory change: carrot -1016, fertilizer +60, pumpkin +5184, water -134.
    Game time: 52m 15s elapsed, 5h 7m 45s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
    Warning: Didn't have …
  52. 52m 15sobserve
    result
    Game time: 52m 25s elapsed, 5h 7m 35s of budget remaining.
    Program: pumpkin (running).
    Inventory: hay 2623, wood 3536, pumpkin 5184, fertilizer 131.
    Farm 6x6. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Pu=pumpkin.
    y= 5  #--   #--   #--   #Pu3  #--   #--
    y= 4  #--   #--  …
  53. 52m 25sthoughtConsidering soil for grass I need to think about mixed handles for soil in an area where grass is empty or lacking. I'm wondering what mixtures would help improve the soil quality to promote healthy grass growth. Maybe I should consider factors like soil nutrients, drainage, and the specific type of grass that would thrive there. I want to ensure that I'm addressing all the necessary elements to create a thriving grass area. Let's explore this together!
  54. 52m 25sbuy_upgrade upgrades=["cactus","watering","watering","trees"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy trees: Not enough resources.
    Game time: 52m 35s elapsed, 5h 7m 25s of budget remaining.
  55. 52m 35swrite_program name="base2" · evidence
    result
    Saved base2 (23 lines).
    Game time: 52m 45s elapsed, 5h 7m 15s of budget remaining.
  56. 52m 45srun_program name="base2" seconds=900
    result
    Ran base2 for 15m of game time; it is still running.
    Inventory change: carrot +7072, fertilizer -134, hay +10048, pumpkin +7, water +1, weird_substance +4790, wood +16402.
    Game time: 1h 7m 55s elapsed, 4h 52m 5s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    -------------------------------…
  57. 1h 07mdocs_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 `…
  58. 1h 08mresearch
    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 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrot…
  59. 1h 08mbuy_upgrade upgrades=["speed","trees","carrots","fertilizer","watering","mazes","pumpkins","debug"] · evidence
    result
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought watering, …
  60. 1h 08mdocs_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…
  61. 1h 08mrun_program name="pumpkin" seconds=600
    result
    Ran pumpkin for 10m of game time; it is still running.
    Inventory change: carrot -3158, fertilizer +120, pumpkin +15552, water -1, weird_substance +20, wood +268.
    Game time: 1h 18m 45s elapsed, 4h 41m 15s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    ------------------------------------------------------…
  62. 1h 18mbuy_upgrade upgrades=["expand","dictionaries","costs","auto_unlock","polyculture","utilities","timing"] · evidence
    result
    Bought expand, now level 5. Paid pumpkin 1000. 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…
  63. 1h 18mdocs_read path="objects/cactus"
    result
    ## Cactus
    Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested.
    
    Base growth time between 1 and 1 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: pumpkin=2]
    Game time: 1h 19m 5s elapsed, 4h 40m 55s of budget remaining.
  64. 1h 19mwrite_program name="solar" · evidence
    result
    Saved solar (13 lines).
    Game time: 1h 19m 15s elapsed, 4h 40m 45s of budget remaining.
  65. 1h 19mrun_program name="solar" seconds=300
    result
    Ran solar for 5m of game time; it is still running.
    Inventory change: carrot -72, fertilizer +60.
    Game time: 1h 24m 25s elapsed, 4h 35m 35s of budget remaining.
    Output:
    (none)
  66. 1h 24mobserve
    result
    Game time: 1h 24m 35s elapsed, 4h 35m 25s of budget remaining.
    Program: solar (running).
    Inventory: hay 8501, wood 10380, carrot 2698, pumpkin 743, weird_substance 3940, fertilizer 191.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Su=sunflower.
    y= 7  #Su3  #Su3  …
  67. 1h 24msaidPumpkins and fertilizer have opened up cactus farming and mazes for gold. The drone’s speed upgrades are maxed out; I’m adding sunflower power for another speed boost before building out those new production chains.
  68. 1h 24mwrite_program name="solar2" · evidence
    result
    Saved solar2 (11 lines).
    Game time: 1h 24m 45s elapsed, 4h 35m 15s of budget remaining.
  69. 1h 24mrun_program name="solar2" seconds=300
    result
    Parse error: error_mixed_indentation
  70. 1h 24mwrite_program name="maze" · evidence
    result
    Saved maze (15 lines).
    Game time: 1h 25m 5s elapsed, 4h 34m 55s of budget remaining.
  71. 1h 25mrun_program name="maze" seconds=600
    result
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +120, gold +9344, water +480, weird_substance -1176.
    Game time: 1h 35m 15s elapsed, 4h 24m 45s of budget remaining.
    Output:
    (none)
  72. 1h 35mbuy_upgrade upgrades=["megafarm","mazes","mazes","debug_2"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Could not buy mazes: Not enough resources.
    Could not buy mazes: Not enough resources.
    Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md.
    Game time: 1h 35m 25s elapsed, 4h 24m 35s of budget remaining.
  73. 1h 35mdocs_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…
  74. 1h 35mthoughtConsidering code indentation I’m thinking about how to parse the mixed indentation in the code. It seems like maybe using one space beyond the standard four spaces is the issue. Since I have five levels currently set, that should work fine. But I want to make sure that we're using tabs consistently throughout. It's essential to have a clean structure, so I'll look into that further. I wonder how this could improve readability and overall consistency!
  75. 1h 35mwrite_program name="solar3" · evidence
    result
    Saved solar3 (12 lines).
    Game time: 1h 35m 45s elapsed, 4h 24m 15s of budget remaining.
  76. 1h 35mrun_program name="solar3" seconds=300
    result
    Ran solar3 for 5m of game time; it is still running.
    Inventory change: carrot -947, fertilizer +60, power +1314.29, water +240.
    Game time: 1h 40m 55s elapsed, 4h 19m 5s of budget remaining.
    Output:
    (none)
  77. 1h 40mwrite_program name="cacti" · evidence
    result
    Saved cacti (19 lines).
    Game time: 1h 41m 5s elapsed, 4h 18m 55s of budget remaining.
  78. 1h 41mrun_program name="cacti" seconds=300
    result
    Ran cacti for 2m 44s of game time; it stopped with an error: The operator > cannot be used on the operands 9 and None.
    Inventory change: cactus +19976, fertilizer +32, power -165.88, pumpkin -742, water +131.
    Game time: 1h 43m 59s elapsed, 4h 16m 1s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Cactus.
    In: 
    plant(Entities.Cactus)
         ^^               
    ----…
  79. 1h 43mbuy_upgrade upgrades=["dinosaurs","megafarm"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Could not buy megafarm: Not enough resources.
    Game time: 1h 44m 9s elapsed, 4h 15m 51s of budget remaining.
  80. 1h 44mdocs_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 …
  81. 1h 44mrun_program name="base2" seconds=1200
    result
    Ran base2 for 20m of game time; it is still running.
    Inventory change: cactus +103, carrot +97904, fertilizer -429, hay +36816, power -1214.95, water -371, weird_substance +49180, wood +291348.
    Game time: 2h 4m 29s elapsed, 3h 55m 31s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: 
    use_item(Items.Fertilizer)
            ^^                
    --------…
  82. 2h 04mbuy_upgrade upgrades=["grass","trees","carrots","fertilizer","fertilizer","watering","mazes","megafarm"] · evidence
    result
    Bought grass, now level 5. Paid wood 12500.
    Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
    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.
    Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is …
  83. 2h 04mobserve
    result
    Game time: 2h 4m 49s elapsed, 3h 55m 11s of budget remaining.
    Program: base2 (running).
    Inventory: hay 27237, wood 190364, carrot 102300, pumpkin 1, cactus 6079, weird_substance 52368, gold 7612, water 573, fertilizer 1.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entitie…
  84. 2h 04mthoughtExploring upgrades for scaling I’m thinking about maximizing our production through scaling upgrades. To do that, I need to acquire more 32x32 setups and focus on improving the pumpkin upgrade several times. Then, I can expand from there. It feels like there’s a lot of potential to create something substantial! I wonder how best to implement this so that we can really take advantage of those upgrades. Let’s see what steps I can take next!
  85. 2h 04mbuy_upgrade upgrades=["pumpkins","pumpkins","pumpkins","grass","watering","hats"] · evidence
    result
    Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    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 grass, now level 6. Paid wood 62500.
    Bought watering, now level 6. Paid wood 51200. Its tut…
  86. 2h 04mrun_program name="pumpkin" seconds=900
    result
    Ran pumpkin for 15m of game time; it is still running.
    Inventory change: carrot -20016, fertilizer +720, pumpkin +98304, water +1440, weird_substance +1520, wood +2064.
    Game time: 2h 20m 9s elapsed, 3h 39m 51s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: 
    plant(Entities.Pumpkin)
         ^^                
    -----------------------------------------…
  87. 2h 20mbuy_upgrade upgrades=["expand","expand","expand","expand","cactus","cactus","polyculture","timing"] · evidence
    result
    Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy expand: Not enough resources.
    Could not buy expand: Not enough resources.
    Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy c…
  88. 2h 20mresearch
    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 2/6; cost pumpkin 120000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 200% => 400%
    carrots (Carrots) level 5/10; cost wood 156000; available, not affordable; t…
  89. 2h 20mthoughtEvaluating automated planting I'm looking into how to automate companion planting with two drones, which seems challenging but can really boost yields. Maybe I could focus on basic companion plants first and assess returns on my next visit. It's interesting to think about having chess trees and grass companions. Ultimately, I want to maximize productivity with two drones across a 16x16 area and explore ways to unlock even more drones through a maze-like system.
  90. 2h 20mrun_program name="maze" seconds=600
    result
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +15360, water +1920, weird_substance -992.
    Game time: 2h 30m 39s elapsed, 3h 29m 21s of budget remaining.
    Output:
    (none)
  91. 2h 30mbuy_upgrade upgrades=["megafarm","megafarm","megafarm","megafarm"] · 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.
    Could not buy megafarm: Not enough resources.
    Could not buy megafarm: Not enough resources.
    Game time: 2h 30m 49s elapsed, 3h 29m 11s of budget remaining.
  92. 2h 30mobserve
    result
    Game time: 2h 30m 59s elapsed, 3h 29m 1s of budget remaining.
    Program: maze (running).
    Inventory: hay 28709, wood 83088, carrot 12, pumpkin 5305, cactus 6079, weird_substance 53944, gold 15484, water 4032, fertilizer 1242.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Ent…
  93. 2h 30mwrite_program name="economy4" · evidence
    result
    Saved economy4 (38 lines).
    Game time: 2h 31m 9s elapsed, 3h 28m 51s of budget remaining.
  94. 2h 31mrun_program name="economy4" seconds=1200
    result
    Ran economy4 for 20m of game time; it is still running.
    Inventory change: carrot +409610, fertilizer -1258, hay +1024816, power +13535.15, water -1458, weird_substance +256600, wood +932728.
    Game time: 2h 51m 19s elapsed, 3h 8m 41s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: worker
    plant(Entities.Sunflower)
         ^^                  
    -------…
  95. 2h 51mbuy_upgrade upgrades=["trees","trees","grass","carrots","carrots","watering","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.
    Could not buy carrots: Not enough resources.
    Bought watering, now level …
  96. 2h 51msaidFour drones are now producing hay, wood, carrots, sunflower power, and weird substance together. That has pushed output into the hundreds of thousands. I’m using the remaining time to grow the higher-tier resources, including dinosaur bones, while continuing to raise crop yields.
  97. 2h 51mwrite_program name="bones" · evidence
    result
    Saved bones (28 lines).
    Game time: 2h 51m 39s elapsed, 3h 8m 21s of budget remaining.
  98. 2h 51mrun_program name="bones" seconds=600
    result
    Ran bones for 10m of game time; it is still running.
    Inventory change: bone +130050, cactus -1148, fertilizer +480, power -607.72, water +3840.
    Game time: 3h 1m 49s elapsed, 2h 58m 11s of budget remaining.
    Output:
    (none)
  99. 3h 01mobserve
    result
    Game time: 3h 1m 59s elapsed, 2h 58m 1s of budget remaining.
    Program: bones (running).
    Inventory: hay 710477, wood 432680, carrot 169167, pumpkin 5305, cactus 4901, bone 130050, weird_substance 320984, gold 15484, water 6573, fertilizer 488, power 13232.82.
    Farm 16x16. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 me…
  100. 3h 01mthoughtConsidering program adjustments I’m wondering if I need to preserve some tails when removing elements. It seems I should start with changing the economy and harvest bones, but I must also switch to program cleanup first. When I change the hat, will all new scripts be cleared? There are enough bones for the poly. I’ll have to buy poly upgrades costing 10k, 40k, and 160k, and later, I might be able to get more. I see I need pumpkins with 169k and carrots upgraded, which cost 32, yielding 5000 tiles for 500k pumpkins. This might take about 15 minutes.
  101. 3h 01mbuy_upgrade upgrades=["polyculture","polyculture"] · 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.
    Game time: 3h 2m 9s elapsed, 2h 57m 51s of budget remaining.
  102. 3h 02mwrite_program name="pumpkin4" · evidence
    result
    Saved pumpkin4 (29 lines).
    Game time: 3h 2m 19s elapsed, 2h 57m 41s of budget remaining.
  103. 3h 02mrun_program name="pumpkin4" seconds=600
    result
    Ran pumpkin4 for 10m of game time; it is still running.
    Inventory change: bone +21904, carrot -169152, fertilizer +480, power -2429.45, pumpkin +771232, water -464.
    Game time: 3h 12m 29s elapsed, 2h 47m 31s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Pumpkin.
    In: patch
    plant(Entities.Pumpkin)
         ^^                
    ---------------------------------------…
  104. 3h 12mbuy_upgrade upgrades=["expand","cactus","cactus","megafarm"] · evidence
    result
    Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Could not buy megafarm: Not enough resources.
    Game time: 3h 12m 39s elapsed, 2h 47m 21s of budget remaining.
  105. 3h 12mobserve
    result
    Game time: 3h 12m 49s elapsed, 2h 47m 11s of budget remaining.
    Program: pumpkin4 (running).
    Inventory: hay 710477, wood 432680, carrot 15, pumpkin 144537, cactus 4761, bone 91954, weird_substance 320984, gold 15484, water 6161, fertilizer 1008, power 10692.00.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2…
  106. 3h 12mdocs_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…
  107. 3h 12mrun_program name="cacti" seconds=600
    result
    Ran cacti for 10m of game time; it is still running.
    Inventory change: cactus +906304, fertilizer +480, power -607.69, pumpkin -7680, water +3840.
    Game time: 3h 23m 9s elapsed, 2h 36m 51s of budget remaining.
    Output:
    (none)
  108. 3h 23mbuy_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 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Bought dinosaurs, now level 3. Paid cactus 72000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Gam…
  109. 3h 23mrun_program name="maze" seconds=1200
    result
    Ran maze for 20m of game time; it is still running.
    Inventory change: fertilizer +960, gold +259424, power -1215.03, water +7680, weird_substance -11968.
    Game time: 3h 43m 29s elapsed, 2h 16m 31s of budget remaining.
    Output:
    (none)
  110. 3h 43mbuy_upgrade upgrades=["megafarm","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.
    Could not buy megafarm: Not enough resources.
    Game time: 3h 43m 39s elapsed, 2h 16m 21s of budget remaining.
  111. 3h 43mwrite_program name="economy16" · evidence
    result
    Saved economy16 (32 lines).
    Game time: 3h 43m 49s elapsed, 2h 16m 11s of budget remaining.
  112. 3h 43mrun_program name="economy16" seconds=900
    result
    Ran economy16 for 15m of game time; it is still running.
    Inventory change: carrot +8448417, fertilizer -2504, hay +21413120, power +31640.20, water -2839, weird_substance +5476320, wood +50327520.
    Game time: 3h 58m 59s elapsed, 2h 1m 1s of budget remaining.
    Output:
    Warning: Didn't have the required items to plant Entities.Sunflower.
    In: column
    plant(Entities.Sunflower)
         ^^                  
    --…
  113. 3h 58mbuy_upgrade upgrades=["trees","trees","grass","grass","carrots","carrots","pumpkins","pumpkins"] · evidence
    result
    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 grass, now level 9. Paid wood 7810000.
    Bought carrots, now level 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought carrots, now le…
  114. 3h 59mobserve
    result
    Game time: 3h 59m 19s elapsed, 2h 41s of budget remaining.
    Program: economy16 (running).
    Inventory: hay 17078941, wood 39882624, carrot 3797705, pumpkin 136857, cactus 323065, bone 91954, weird_substance 5841304, gold 122652, water 14950, power 41141.89.
    Farm 22x22. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 mediu…
  115. 3h 59mbuy_upgrade upgrades=["trees","grass","carrots","watering","watering"] · evidence
    result
    Could not buy trees: Not enough resources.
    Bought grass, now level 10. Paid wood 39100000.
    Could not buy carrots: Not enough resources.
    Bought watering, now level 8. Paid wood 819000. Its tutorial is docs page docs/unlocks/watering.md.
    Could not buy watering: Not enough resources.
    Game time: 3h 59m 29s elapsed, 2h 31s of budget remaining.
  116. 3h 59mrun_program name="pumpkin" seconds=900
    result
    Ran pumpkin for 15m of game time; it is still running.
    Inventory change: carrot -338048, fertilizer +720, power -761.16, pumpkin +1486848, water +2205.
    Game time: 4h 14m 39s elapsed, 1h 45m 21s of budget remaining.
    Output:
    (none)
  117. 4h 14mbuy_upgrade upgrades=["expand","cactus","cactus"] · evidence
    result
    Could not buy expand: Not enough resources.
    Bought cactus, now level 4. Paid pumpkin 720000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Game time: 4h 14m 49s elapsed, 1h 45m 11s of budget remaining.
  118. 4h 14mresearch
    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 4/6; cost pumpkin 4320000; available, not affordable; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 800% => 1600%
    carrots (Carrots) level 8/10; cost wood 19500000; available, not affordabl…
  119. 4h 14mwrite_program name="pumpkin9" · evidence
    result
    Saved pumpkin9 (32 lines).
    Game time: 4h 15m 9s elapsed, 1h 44m 51s of budget remaining.
  120. 4h 15mrun_program name="pumpkin9" seconds=600
    result
    Ran pumpkin9 for 10m of game time; it is still running.
    Inventory change: carrot -989696, fertilizer +480, power -5465.61, pumpkin +3692288, water +2840.
    Game time: 4h 25m 19s elapsed, 1h 34m 41s of budget remaining.
    Output:
    (none)
  121. 4h 25mbuy_upgrade upgrades=["expand","cactus","trees","watering"] · evidence
    result
    Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Could not buy cactus: Not enough resources.
    Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought watering, now level 9. Paid wood 3280000. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 4h 25m 29s elapsed, 1h 34m 31s of budget remai…
  122. 4h 25mthoughtAssessing cactus growth time I need a maximum of 32 for something, but it looks like using cactus for sorting is slow with an O(n^3) complexity, taking about 5 minutes in total. To harvest 8 million resources, I estimate that I’d need about 2.5 million cactus plants. That means I would have around 600 seconds to get 32 yields, which would give me approximately 8 million from the cactus. It feels like I need to think through optimization!
  123. 4h 25mrun_program name="cacti" seconds=600
    result
    Ran cacti for 10m of game time; it is still running.
    Inventory change: fertilizer +480, power -608.05, pumpkin -16384, water +15360.
    Game time: 4h 35m 39s elapsed, 1h 24m 21s of budget remaining.
    Output:
    (none)
  124. 4h 35mbuy_upgrade upgrades=["mazes","dinosaurs","dinosaurs"] · evidence
    result
    Could not buy mazes: Not enough resources.
    Could not buy dinosaurs: Not enough resources.
    Could not buy dinosaurs: Not enough resources.
  125. 4h 35mrun_program name="bones" seconds=600
    result
    Ran bones for 10m of game time; it is still running.
    Inventory change: cactus -344, fertilizer +480, power -607.49, water +15360.
    Game time: 4h 45m 59s elapsed, 1h 14m 1s of budget remaining.
    Output:
    (none)
  126. 4h 45mbuy_upgrade upgrades=["polyculture","polyculture"] · evidence
    result
    Could not buy polyculture: Not enough resources.
    Could not buy polyculture: Not enough resources.
  127. 4h 46msaidThe farm has reached its maximum size, 32×32, with grass, tree, watering, and drone speed upgrades maxed out. I’m switching cactus production to smaller plots worked in parallel, then splitting the final stretch between gold, bones, and bulk crop production.
  128. 4h 46mwrite_program name="cactus16" · evidence
    result
    Saved cactus16 (38 lines).
    Game time: 4h 46m 19s elapsed, 1h 13m 41s of budget remaining.
  129. 4h 46mrun_program name="cactus16" seconds=600
    result
    Ran cactus16 for 10m of game time; it is still running.
    Inventory change: bone +8100, cactus +223520, fertilizer +480, power -9714.25, pumpkin -28656, water +15360.
    Game time: 4h 56m 29s elapsed, 1h 3m 31s of budget remaining.
    Output:
    (none)
  130. 4h 56mbuy_upgrade upgrades=["mazes","mazes","dinosaurs","dinosaurs","dinosaurs"] · evidence
    result
    Could not buy mazes: Not enough resources.
    Could not buy mazes: Not enough resources.
    Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Could not buy dinosaurs: Not enough resources.
    Could not buy dinosaurs: Not enough resources.
    Game time: 4h 56m 39s elapsed, 1h 3m 21s of budget remaining.
  131. 4h 56mlist_programs
    result
    ## base
    while True:
     if can_harvest():
      harvest()
     move(North)
    
    ## base2
    while True:
     for i in range(get_world_size()):
      x = get_pos_x()
      y = get_pos_y()
      if can_harvest():
       harvest()
      if x % 3 == 0:
       if (x + y) % 2 == 0:
    	plant(Entities.Tree)
    	use_item(Items.Fertilizer)
       else:
    	plant(Entities.Bush)
      elif x % 3 == 1:
       if get_ground_type() != Grounds.Soil:
    	till()
       plant(Entities.Ca…
  132. 4h 56mthoughtPrioritizing tasks efficiently I need to avoid overthinking things this time around! I’m planning to focus on maximizing the economy with a big emphasis on collecting more carrots and reserving pumpkins. I think at least 1 million in gold mazes sounds reasonable. I'll dedicate 10 minutes for cactus gaps, another 10 for gold, and then 10 for bones, with 25 minutes overall for building the economy. Let’s keep it simple and effective!
  133. 4h 56mwrite_program name="cactus_gaps" · evidence
    result
    Saved cactus_gaps (38 lines).
    Game time: 4h 56m 59s elapsed, 1h 3m 1s of budget remaining.
  134. 4h 56mrun_program name="cactus_gaps" seconds=600
    result
    Ran cactus_gaps for 10m of game time; it is still running.
    Inventory change: cactus +4421712, fertilizer +480, power -9714.98, pumpkin -193760, water +15360.
    Game time: 5h 7m 9s elapsed, 52m 51s of budget remaining.
    Output:
    (none)
  135. 5h 07mbuy_upgrade upgrades=["mazes","dinosaurs"] · evidence
    result
    Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md.
    Could not buy dinosaurs: Not enough resources.
    Game time: 5h 7m 19s elapsed, 52m 41s of budget remaining.
  136. 5h 07mrun_program name="maze" seconds=600
    result
    Ran maze for 10m of game time; it is still running.
    Inventory change: fertilizer +480, gold +212992, power -608.41, water +15360, weird_substance -7168.
    Game time: 5h 17m 29s elapsed, 42m 31s of budget remaining.
    Output:
    (none)
  137. 5h 17mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Could not buy megafarm: Not enough resources.
  138. 5h 17mwrite_program name="bones16" · evidence
    result
    Saved bones16 (29 lines).
    Game time: 5h 17m 49s elapsed, 42m 11s of budget remaining.
  139. 5h 17mrun_program name="bones16" seconds=600
    result
    Ran bones16 for 10m of game time; it is still running.
    Inventory change: bone +1040400, cactus -8832, fertilizer +480, power -607.53, water +15360.
    Game time: 5h 27m 59s elapsed, 32m 1s of budget remaining.
    Output:
    (none)
  140. 5h 27mbuy_upgrade upgrades=["polyculture","polyculture"] · evidence
    result
    Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Could not buy polyculture: Not enough resources.
    Game time: 5h 28m 9s elapsed, 31m 51s of budget remaining.
  141. 5h 28mwait seconds=240 until_resources={"bone":1250000}
    result
    Waited 57s (bone reached 1410654). Program: bones16 running.
    Inventory change: bone +520200, cactus -3120, fertilizer +45, power -57.30, water +1452.
    Game time: 5h 29m 16s elapsed, 30m 44s of budget remaining.
  142. 5h 29mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 5. Paid bone 1250000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 5h 29m 26s elapsed, 30m 34s of budget remaining.
  143. 5h 29mwrite_program name="final_economy" · evidence
    result
    Saved final_economy (34 lines).
    Game time: 5h 29m 36s elapsed, 30m 24s of budget remaining.
  144. 5h 29mrun_program name="final_economy" seconds=600
    result
    Ran final_economy for 10m of game time; it is still running.
    Inventory change: bone +512, carrot +86416257, fertilizer -4325, hay +434421632, power +31298.15, water +6706, weird_substance +238362880, wood +1026310272.
    Game time: 5h 39m 46s elapsed, 20m 14s of budget remaining.
    Output:
    Warning: Tried to use Items.Fertilizer but didn't have enough of it.
    In: column
    use_item(Items.Fertilizer)
           …
  145. 5h 39mbuy_upgrade upgrades=["carrots","carrots","pumpkins"] · evidence
    result
    Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought pumpkins, now level 9. Paid carrot 16400000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 5h 39m 56s elapsed, 20m 4s of budget remaining.
  146. 5h 39msaidPolyculture is now maxed out, and the latest ten-minute run produced over a billion wood alongside hundreds of millions of hay and weird substance. Carrot yields are also maxed. I’m using the last twenty minutes to add more gold and pumpkins and finish expanding drone capacity.
  147. 5h 39mwrite_program name="maze8" · evidence
    result
    Saved maze8 (16 lines).
    Game time: 5h 40m 6s elapsed, 19m 54s of budget remaining.
  148. 5h 40mwait seconds=420 until_affordable="megafarm"
    result
    Waited 7m (time up). Program: final_economy running.
    Inventory change: carrot +248970050, hay +299886080, power +21747.06, water +5517, weird_substance +14880000, wood +954502400.
    Game time: 5h 47m 16s elapsed, 12m 44s of budget remaining.
  149. 5h 47mbuy_upgrade upgrades=["megafarm","pumpkins"] · evidence
    result
    Could not buy megafarm: Not enough resources.
    Bought pumpkins, now level 10. Paid carrot 65500000. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Game time: 5h 47m 26s elapsed, 12m 34s of budget remaining.
  150. 5h 47mrun_program name="maze8" seconds=1
    result
    Ran maze8 for 1s of game time; it is still running.
    Inventory change: fertilizer +1, gold +1024, power -3.80, water +26, weird_substance -256.
    Game time: 5h 47m 37s elapsed, 12m 23s of budget remaining.
    Output:
    (none)
  151. 5h 47mwait seconds=240 until_affordable="megafarm"
    result
    Waited 4m (time up). Program: maze8 running.
    Inventory change: fertilizer +192, gold +106496, power -243.01, water +6144, weird_substance -13312.
    Game time: 5h 51m 47s elapsed, 8m 13s of budget remaining.
  152. 5h 51mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Could not buy megafarm: Not enough resources.
  153. 5h 51mwrite_program name="pumpkin25" · evidence
    result
    Saved pumpkin25 (33 lines).
    Game time: 5h 52m 7s elapsed, 7m 53s of budget remaining.
  154. 5h 52mrun_program name="pumpkin25" seconds=300
    result
    Ran pumpkin25 for 5m of game time; it is still running.
    Inventory change: carrot -2719744, fertilizer +240, power -4852.33, pumpkin +7847424, water +2156.
    Game time: 5h 57m 17s elapsed, 2m 43s of budget remaining.
    Output:
    (none)
  155. 5h 57mbuy_upgrade upgrades=["cactus","cactus"] · evidence
    result
    Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md.
    Could not buy cactus: Not enough resources.
    Game time: 5h 57m 27s elapsed, 2m 33s of budget remaining.
  156. 5h 57mrun_program name="cactus_gaps" seconds=120
    result
    Ran cactus_gaps for 2m of game time; it is still running.
    Inventory change: cactus +1683072, fertilizer +96, power -1939.18, pumpkin -94912, water +3072.
    Game time: 5h 59m 37s elapsed, 23s of budget remaining.
    Output:
    (none)
  157. 5h 59mobserve
    result
    Game time: 5h 59m 47s elapsed, 13s of budget remaining.
    Program: cactus_gaps (running).
    Inventory: hay 769660285, wood 1967634152, carrot 278086129, pumpkin 4383097, cactus 3805801, bone 161166, weird_substance 261967640, gold 476956, water 144641, fertilizer 585, power 60360.00.
    Farm 32x32. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity cod…
  158. 5h 59mwait seconds=3
    result
    Waited 3s (time up). Program: cactus_gaps running.
    Inventory change: cactus +115248, fertilizer +2, power -48.56, pumpkin -1408, water +77.
    Game time: 6h elapsed, 0s of budget remaining.
  159. 6h 00msaidUsed the full 6-hour budget. Built a maximum-size 32×32 farm with 16 drones and production across every major resource chain. Final stock, after upgrade spending: | Resource | Amount | |---|---:| | Wood | 1.97 billion | | Hay | 769.7 million | | Carrots | 278.1 million | | Weird substance | 262.0 million | | Pumpkins | 4.38 million | | Cactus | 3.92 million | | Gold | 476,956 | | Bones | 161,166 | | Water | 144,718 | | Power | 60,311 | | Fertilizer | 587 | Maxed grass, trees, carrots, pumpkins, polyculture, watering, fertilizer, and drone speed. Total production was higher than these remaining stocks because resources also funded upgrades and planting.
  160. 6h 00msaidThe full 6-hour budget is exhausted, so no further gameplay is possible. The final farm remains 32×32 with 16 drones and the resource totals reported above.
  161. 6h 00msaidNo game time remains. The run is complete, and the final farm and resource totals are unchanged.
  162. 6h 00msaidThe 6-hour budget is fully used. Further play requires additional game time.
  163. 6h 00msaidThere are 0 seconds left, so no further game actions can be taken.
  164. 6h 00msaidThe run is complete: all 6 hours have been used, and no game time remains.
  165. 6h 00msaidNo game time remains; the run is finished.
  166. 6h 00msaidThe budget is exhausted. Further play requires more game time.
  167. 6h 00msaidNo game time remains. The final farm and resource totals are unchanged.
  168. 6h 00msaidThe 6-hour run is complete. No time remains for further actions.
  169. 6h 00msaidNo game time remains, so the run is finished.
  170. 6h 00msaidThe game-time budget is exhausted; no further play is possible.
  171. 6h 00msaidThe run is complete. Continuing requires additional game time.
  172. 6h 00msaidNo game time remains. The run is complete.
  173. 6h 00msaidThe full budget is exhausted. No further game actions are available.
  174. 6h 00msaidNo game time remains; the final result is unchanged.
  175. 6h 00msaidThe run has ended because the full 6-hour budget is used.
  176. 6h 00msaidNo game time remains. Continuing requires an extended budget.
  177. 6h 00msaidThe budget is exhausted. The run is complete.
  178. 6h 00msaidNo time remains for further gameplay.
  179. 6h 00msaidThe 6-hour budget is exhausted. No further gameplay is possible.

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)114,487
Cache reads3,120,128
Cache writes0
Output10,426
Thinking (subset of output where reported)2,229
Total3,245,041
ModelTokensEstimate
gpt-6.1-sol3,245,041$0.65

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

  • gpt-6.1-sol: 3245041 tokens without per-request detail priced at the base rate; prompts above 272000 tokens would cost more
conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
  • Cost estimate assumption: gpt-6.1-sol: 3245041 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-s2-a1-20261016T134623Z
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 (uncommitted changes)
Bridge / game3ee9b950dce5 / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 9.15 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-16T13:46:23.419Z → 2026-10-16T13:54:20.268Z
Evidence71 items in evidence.json