GPT-6.1 Sol, seed 2
Codex · medium reasoning effort
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
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 24.3 |
| 2h 00m | 42.3 |
| 3h 00m | 54.5 |
| 4h 00m | 64.8 |
| 5h 00m | 66.7 |
| 6h 00m | 75.9 |
Said: the agent's own progress messages. Thought: its thinking as the agent reported it (a summary, for Codex). Read: docs and research. Wrote: program saves. Running: which program the farm ran. Text sits at the game time it was written; the game is paused while the agent thinks. Dots open the step in the log below.
how-it-played
How it played
| Measure | This run | Model mean | Seed 2 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 10.1 of 11 |
| Study | 25 | 25 | 43 |
| Action overhead | 7% | 6% | 11% |
| Tool calls | 145 | 134 | 231 |
| Program writes | 25 | 22 | 39 |
| Program stints | 36 | 32 | 39 |
| Median stint | 10m 30s | 10m 38s | 5m 28s |
| Cost per point | $0.0085 | $0.0063 | $0.084 |
Farm idle 1% of samples; longest stint 21m 50s; 1 rejected write.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 1m 05s | {"upgrades":["loops"]} | loops 1 | Bought 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 1 | Bought 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 2 | Bought 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 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 13m 45s | {"upgrades":["carrots"]} | carrots 1 | Bought 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 2 | Bought 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 1 | Bought 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 3 | Could 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 3 | Bought 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 3 | Bought 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 1 | Bought 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 1 | Bought 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 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 43m | {"upgrades":["dinosaurs","megafarm"]} | dinosaurs 1, hats 1 | Bought 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 2 | Bought 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 6 | Bought 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 1 | Bought 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 2 | Bought 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 6 | Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. |
| 3h 01m | {"upgrades":["polyculture","polyculture"]} | polyculture 2, polyculture 3 | Bought 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 3 | Bought 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 1 | Bought 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 4 | Bought 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 8 | Bought 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 8 | Could not buy trees: Not enough resources. |
| 4h 14m | {"upgrades":["expand","cactus","cactus"]} | cactus 4 | Could not buy expand: Not enough resources. |
| 4h 25m | {"upgrades":["expand","cactus","trees","watering"]} | expand 9, trees 10, watering 9 | Bought 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 1 | Could not buy mazes: Not enough resources. |
| 5h 07m | {"upgrades":["mazes","dinosaurs"]} | mazes 5 | Bought 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 4 | Bought polyculture, now level 4. Paid bone 250000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 5h 29m | {"upgrades":["polyculture"]} | polyculture 5 | Bought 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 9 | Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 5h 47m | {"upgrades":["megafarm","pumpkins"]} | pumpkins 10 | Could not buy megafarm: Not enough resources. |
| 5h 51m | {"upgrades":["megafarm"]} | — | Could not buy megafarm: Not enough resources. |
| 5h 57m | {"upgrades":["cactus","cactus"]} | cactus 5 | Bought 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.py
r130sRanFinal
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.py
r11m 15sRanFinal
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.py
r13m 05sRan
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)
—6m 05sRejected
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
r28m 35sRanFinal
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.py
r111m 05sRanFinal
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.py
r114m 15sRan
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.py
r120m 05sRan
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.py
r141m 55sRan
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.py
r152m 35sRan
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.py
r11h 19mRan
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.py
r11h 24mSaved, never run
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.py
r11h 24mRanFinal
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.py
r11h 35mRanFinal
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.py
r11h 40mRanFinal
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.py
r12h 30mRanFinal
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.py
r12h 51mRanFinal
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.py
r13h 02mRanFinal
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.py
r13h 43mRanFinal
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.py
r14h 14mRanFinal
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.py
r14h 46mRanFinal
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.py
r14h 56mRanFinal
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.py
r15h 17mRanFinal
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.py
r15h 29mRanFinal
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.py
r15h 39mRanFinal
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.py
r15h 51mRanFinal
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)
log
Step by step
- 0ssaidI’ll inspect the farm and available tools, then build up production and unlock more crops as the economy grows.
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 30s
write_programname="start" · evidenceresult
Saved start (10 lines). Game time: 40s elapsed, 5h 59m 20s of budget remaining.
- 40s
run_programname="start" seconds=10result
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)
- 55s
docs_readpath="objects/grass"result
## Grass Grows automatically on grassland. Harvest it to obtain Items.Hay. Base growth time between 0.5 and 0.5 seconds. Can grow on soil or grassland. Game time: 1m 5s elapsed, 5h 58m 55s of budget remaining.
- 1m 05s
buy_upgradeupgrades=["loops"] · evidenceresult
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.
- 1m 15s
write_programname="hay" · evidenceresult
Saved hay (2 lines). Game time: 1m 25s elapsed, 5h 58m 35s of budget remaining.
- 1m 25s
run_programname="hay" seconds=60result
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)
- 2m 35s
buy_upgradeupgrades=["speed","plant","expand"] · evidenceresult
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.
- 2m 45s
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 1x3 => 3x3 ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/expand_1.md) Game time: 2m 55s elapsed, 5h 57m 5s of budget remaining.
- 2m 55s
docs_readpath="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.
- 3m 05s
write_programname="wood" · evidenceresult
Saved wood (4 lines). Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining.
- 3m 15s
run_programname="wood" seconds=120result
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)
- 5m 25s
buy_upgradeupgrades=["carrots","operators","expand","speed"] · evidenceresult
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.
- 5m 35s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 5m 45s
docs_readpath="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.
- 5m 55s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 6m 05s
write_programname="wood" · evidenceresult
Stop the program before editing it.
- 6m 15s
run_programname="wood" seconds=120result
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)
- 8m 25s
stop_programresult
Program stopped. Game time: 8m 35s elapsed, 5h 51m 25s of budget remaining.
- 8m 35s
write_programname="wood" · evidenceresult
Saved wood (5 lines). Game time: 8m 45s elapsed, 5h 51m 15s of budget remaining.
- 8m 45s
run_programname="wood" seconds=120result
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)
- 10m 55s
buy_upgradeupgrades=["expand","speed","carrots"] · evidenceresult
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.
- 11m 05s
write_programname="base" · evidenceresult
Saved base (4 lines). Game time: 11m 15s elapsed, 5h 48m 45s of budget remaining.
- 11m 15s
run_programname="base" seconds=120result
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)
- 13m 25s
buy_upgradeupgrades=["operators","senses"] · evidenceresult
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.
- 13m 35s
observeresult
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)
- 13m 45s
buy_upgradeupgrades=["carrots"] · evidenceresult
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.
- 13m 55s
docs_readpath="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…
- 14m 05s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
- 14m 15s
write_programname="mixed" · evidenceresult
Saved mixed (12 lines). Game time: 14m 25s elapsed, 5h 45m 35s of budget remaining.
- 14m 25s
run_programname="mixed" seconds=300result
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)
- 19m 35s
buy_upgradeupgrades=["variables","functions","trees","watering","expand","grass"] · evidenceresult
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.…
- 19m 45s
docs_readpath="docs/unlocks/trees.md"result
# Trees [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil. Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
- 19m 55s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 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.
- 20m 05s
write_programname="economy" · evidenceresult
Saved economy (17 lines). Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
- 20m 15s
run_programname="economy" seconds=600result
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)
- 30m 25s
buy_upgradeupgrades=["expand","speed","trees","carrots","pumpkins","fertilizer"] · evidenceresult
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…
- 30m 35s
observeresult
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 …
- 30m 45s
docs_readpath="docs/unlocks/pumpkins.md"result
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 30m 55s
docs_readpath="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…
- 31m 05s
docs_readpath="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…
- 31m 15s
buy_upgradeupgrades=["sunflowers","trees","grass","speed","lists"] · evidenceresult
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.
- 31m 25s
waitseconds=600result
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.
- 41m 35s
buy_upgradeupgrades=["sunflowers","trees","grass","speed","lists","carrots"] · evidenceresult
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 …
- 41m 45s
docs_readpath="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…
- 41m 55s
write_programname="pumpkin" · evidenceresult
Saved pumpkin (18 lines). Game time: 42m 5s elapsed, 5h 17m 55s of budget remaining.
- 42m 05s
run_programname="pumpkin" seconds=600result
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 … - 52m 15s
observeresult
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 #-- #-- …
- 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!
- 52m 25s
buy_upgradeupgrades=["cactus","watering","watering","trees"] · evidenceresult
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.
- 52m 35s
write_programname="base2" · evidenceresult
Saved base2 (23 lines). Game time: 52m 45s elapsed, 5h 7m 15s of budget remaining.
- 52m 45s
run_programname="base2" seconds=900result
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) ^^ -------------------------------… - 1h 07m
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 1h 08m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrot…
- 1h 08m
buy_upgradeupgrades=["speed","trees","carrots","fertilizer","watering","mazes","pumpkins","debug"] · evidenceresult
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, …
- 1h 08m
docs_readpath="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…
- 1h 08m
run_programname="pumpkin" seconds=600result
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) ^^ ------------------------------------------------------… - 1h 18m
buy_upgradeupgrades=["expand","dictionaries","costs","auto_unlock","polyculture","utilities","timing"] · evidenceresult
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…
- 1h 18m
docs_readpath="objects/cactus"result
## Cactus Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested. Base growth time between 1 and 1 seconds. Can grow on soil. ### Plant Cost [Current cost: pumpkin=2] Game time: 1h 19m 5s elapsed, 4h 40m 55s of budget remaining.
- 1h 19m
write_programname="solar" · evidenceresult
Saved solar (13 lines). Game time: 1h 19m 15s elapsed, 4h 40m 45s of budget remaining.
- 1h 19m
run_programname="solar" seconds=300result
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)
- 1h 24m
observeresult
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 …
- 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.
- 1h 24m
write_programname="solar2" · evidenceresult
Saved solar2 (11 lines). Game time: 1h 24m 45s elapsed, 4h 35m 15s of budget remaining.
- 1h 24m
run_programname="solar2" seconds=300result
Parse error: error_mixed_indentation
- 1h 24m
write_programname="maze" · evidenceresult
Saved maze (15 lines). Game time: 1h 25m 5s elapsed, 4h 34m 55s of budget remaining.
- 1h 25m
run_programname="maze" seconds=600result
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)
- 1h 35m
buy_upgradeupgrades=["megafarm","mazes","mazes","debug_2"] · evidenceresult
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.
- 1h 35m
docs_readpath="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… - 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!
- 1h 35m
write_programname="solar3" · evidenceresult
Saved solar3 (12 lines). Game time: 1h 35m 45s elapsed, 4h 24m 15s of budget remaining.
- 1h 35m
run_programname="solar3" seconds=300result
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)
- 1h 40m
write_programname="cacti" · evidenceresult
Saved cacti (19 lines). Game time: 1h 41m 5s elapsed, 4h 18m 55s of budget remaining.
- 1h 41m
run_programname="cacti" seconds=300result
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) ^^ ----… - 1h 43m
buy_upgradeupgrades=["dinosaurs","megafarm"] · evidenceresult
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.
- 1h 44m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 1h 44m
run_programname="base2" seconds=1200result
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) ^^ --------… - 2h 04m
buy_upgradeupgrades=["grass","trees","carrots","fertilizer","fertilizer","watering","mazes","megafarm"] · evidenceresult
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 …
- 2h 04m
observeresult
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…
- 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!
- 2h 04m
buy_upgradeupgrades=["pumpkins","pumpkins","pumpkins","grass","watering","hats"] · evidenceresult
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…
- 2h 04m
run_programname="pumpkin" seconds=900result
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) ^^ -----------------------------------------… - 2h 20m
buy_upgradeupgrades=["expand","expand","expand","expand","cactus","cactus","polyculture","timing"] · evidenceresult
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…
- 2h 20m
researchresult
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…
- 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.
- 2h 20m
run_programname="maze" seconds=600result
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)
- 2h 30m
buy_upgradeupgrades=["megafarm","megafarm","megafarm","megafarm"] · evidenceresult
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.
- 2h 30m
observeresult
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…
- 2h 30m
write_programname="economy4" · evidenceresult
Saved economy4 (38 lines). Game time: 2h 31m 9s elapsed, 3h 28m 51s of budget remaining.
- 2h 31m
run_programname="economy4" seconds=1200result
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) ^^ -------… - 2h 51m
buy_upgradeupgrades=["trees","trees","grass","carrots","carrots","watering","pumpkins"] · evidenceresult
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 …
- 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.
- 2h 51m
write_programname="bones" · evidenceresult
Saved bones (28 lines). Game time: 2h 51m 39s elapsed, 3h 8m 21s of budget remaining.
- 2h 51m
run_programname="bones" seconds=600result
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)
- 3h 01m
observeresult
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…
- 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.
- 3h 01m
buy_upgradeupgrades=["polyculture","polyculture"] · evidenceresult
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.
- 3h 02m
write_programname="pumpkin4" · evidenceresult
Saved pumpkin4 (29 lines). Game time: 3h 2m 19s elapsed, 2h 57m 41s of budget remaining.
- 3h 02m
run_programname="pumpkin4" seconds=600result
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) ^^ ---------------------------------------… - 3h 12m
buy_upgradeupgrades=["expand","cactus","cactus","megafarm"] · evidenceresult
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.
- 3h 12m
observeresult
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…
- 3h 12m
docs_readpath="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…
- 3h 12m
run_programname="cacti" seconds=600result
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)
- 3h 23m
buy_upgradeupgrades=["mazes","mazes","dinosaurs","dinosaurs"] · evidenceresult
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…
- 3h 23m
run_programname="maze" seconds=1200result
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)
- 3h 43m
buy_upgradeupgrades=["megafarm","megafarm","megafarm"] · evidenceresult
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.
- 3h 43m
write_programname="economy16" · evidenceresult
Saved economy16 (32 lines). Game time: 3h 43m 49s elapsed, 2h 16m 11s of budget remaining.
- 3h 43m
run_programname="economy16" seconds=900result
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) ^^ --… - 3h 58m
buy_upgradeupgrades=["trees","trees","grass","grass","carrots","carrots","pumpkins","pumpkins"] · evidenceresult
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…
- 3h 59m
observeresult
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…
- 3h 59m
buy_upgradeupgrades=["trees","grass","carrots","watering","watering"] · evidenceresult
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.
- 3h 59m
run_programname="pumpkin" seconds=900result
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)
- 4h 14m
buy_upgradeupgrades=["expand","cactus","cactus"] · evidenceresult
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.
- 4h 14m
researchresult
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…
- 4h 14m
write_programname="pumpkin9" · evidenceresult
Saved pumpkin9 (32 lines). Game time: 4h 15m 9s elapsed, 1h 44m 51s of budget remaining.
- 4h 15m
run_programname="pumpkin9" seconds=600result
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)
- 4h 25m
buy_upgradeupgrades=["expand","cactus","trees","watering"] · evidenceresult
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…
- 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!
- 4h 25m
run_programname="cacti" seconds=600result
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)
- 4h 35m
buy_upgradeupgrades=["mazes","dinosaurs","dinosaurs"] · evidenceresult
Could not buy mazes: Not enough resources. Could not buy dinosaurs: Not enough resources. Could not buy dinosaurs: Not enough resources.
- 4h 35m
run_programname="bones" seconds=600result
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)
- 4h 45m
buy_upgradeupgrades=["polyculture","polyculture"] · evidenceresult
Could not buy polyculture: Not enough resources. Could not buy polyculture: Not enough resources.
- 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.
- 4h 46m
write_programname="cactus16" · evidenceresult
Saved cactus16 (38 lines). Game time: 4h 46m 19s elapsed, 1h 13m 41s of budget remaining.
- 4h 46m
run_programname="cactus16" seconds=600result
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)
- 4h 56m
buy_upgradeupgrades=["mazes","mazes","dinosaurs","dinosaurs","dinosaurs"] · evidenceresult
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.
- 4h 56m
list_programsresult
## 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…
- 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!
- 4h 56m
write_programname="cactus_gaps" · evidenceresult
Saved cactus_gaps (38 lines). Game time: 4h 56m 59s elapsed, 1h 3m 1s of budget remaining.
- 4h 56m
run_programname="cactus_gaps" seconds=600result
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)
- 5h 07m
buy_upgradeupgrades=["mazes","dinosaurs"] · evidenceresult
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.
- 5h 07m
run_programname="maze" seconds=600result
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)
- 5h 17m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources.
- 5h 17m
write_programname="bones16" · evidenceresult
Saved bones16 (29 lines). Game time: 5h 17m 49s elapsed, 42m 11s of budget remaining.
- 5h 17m
run_programname="bones16" seconds=600result
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)
- 5h 27m
buy_upgradeupgrades=["polyculture","polyculture"] · evidenceresult
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.
- 5h 28m
waitseconds=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.
- 5h 29m
buy_upgradeupgrades=["polyculture"] · evidenceresult
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.
- 5h 29m
write_programname="final_economy" · evidenceresult
Saved final_economy (34 lines). Game time: 5h 29m 36s elapsed, 30m 24s of budget remaining.
- 5h 29m
run_programname="final_economy" seconds=600result
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) … - 5h 39m
buy_upgradeupgrades=["carrots","carrots","pumpkins"] · evidenceresult
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.
- 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.
- 5h 39m
write_programname="maze8" · evidenceresult
Saved maze8 (16 lines). Game time: 5h 40m 6s elapsed, 19m 54s of budget remaining.
- 5h 40m
waitseconds=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.
- 5h 47m
buy_upgradeupgrades=["megafarm","pumpkins"] · evidenceresult
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.
- 5h 47m
run_programname="maze8" seconds=1result
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)
- 5h 47m
waitseconds=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.
- 5h 51m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources.
- 5h 51m
write_programname="pumpkin25" · evidenceresult
Saved pumpkin25 (33 lines). Game time: 5h 52m 7s elapsed, 7m 53s of budget remaining.
- 5h 52m
run_programname="pumpkin25" seconds=300result
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)
- 5h 57m
buy_upgradeupgrades=["cactus","cactus"] · evidenceresult
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.
- 5h 57m
run_programname="cactus_gaps" seconds=120result
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)
- 5h 59m
observeresult
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…
- 5h 59m
waitseconds=3result
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.
- 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.
- 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.
- 6h 00msaidNo game time remains. The run is complete, and the final farm and resource totals are unchanged.
- 6h 00msaidThe 6-hour budget is fully used. Further play requires additional game time.
- 6h 00msaidThere are 0 seconds left, so no further game actions can be taken.
- 6h 00msaidThe run is complete: all 6 hours have been used, and no game time remains.
- 6h 00msaidNo game time remains; the run is finished.
- 6h 00msaidThe budget is exhausted. Further play requires more game time.
- 6h 00msaidNo game time remains. The final farm and resource totals are unchanged.
- 6h 00msaidThe 6-hour run is complete. No time remains for further actions.
- 6h 00msaidNo game time remains, so the run is finished.
- 6h 00msaidThe game-time budget is exhausted; no further play is possible.
- 6h 00msaidThe run is complete. Continuing requires additional game time.
- 6h 00msaidNo game time remains. The run is complete.
- 6h 00msaidThe full budget is exhausted. No further game actions are available.
- 6h 00msaidNo game time remains; the final result is unchanged.
- 6h 00msaidThe run has ended because the full 6-hour budget is used.
- 6h 00msaidNo game time remains. Continuing requires an extended budget.
- 6h 00msaidThe budget is exhausted. The run is complete.
- 6h 00msaidNo time remains for further gameplay.
- 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.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 114,487 |
| Cache reads | 3,120,128 |
| Cache writes | 0 |
| Output | 10,426 |
| Thinking (subset of output where reported) | 2,229 |
| Total | 3,245,041 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6.1-sol | 3,245,041 | $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
conditions
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 id | economy-v1-codex-gpt-6.1-sol-s2-a1-20261016T134623Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | Codex 2.2.2 (@agentclientprotocol/codex-acp) |
| Applied config | {"mode":"read-only","model":"gpt-6.1-sol","reasoning_effort":"medium","fast-mode":"off"} |
| Models reported | gpt-6.1-sol |
| Tools available | not recorded |
| Harness | 55e7bd366f82 (uncommitted changes) |
| Bridge / game | 3ee9b950dce5 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 9.15 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T13:46:23.419Z → 2026-10-16T13:54:20.268Z |
| Evidence | 71 items in evidence.json |