GPT-6.1 Sol, seed 3
Codex · medium reasoning effort
Hay 179m produced, 8.25 points
Wood 842m produced, 8.93 points
Carrot 136m produced, 8.13 points
Pumpkin 26.1m produced, 7.42 points
Cactus 51.3m produced, 7.71 points
Power 151k produced, 5.18 points
Bone 5.12m produced, 6.71 points
Weird substance 41.2m produced, 7.61 points
Gold 233k produced, 5.37 points
Water 139k produced, 5.14 points
Fertilizer 12.7k produced, 4.11 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 74.56orders of magnitude · model mean 74.08
- On seed 3
- #2of 8 models
- Cost
- $0.32API-equivalent estimate
- Real time
- 6m 34swall 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 | 22.1 |
| 2h 00m | 44.4 |
| 3h 00m | 50.4 |
| 4h 00m | 56.1 |
| 5h 00m | 67.8 |
| 6h 00m | 74.6 |
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 3 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.9 of 11 |
| Study | 25 | 25 | 41 |
| Action overhead | 6% | 6% | 9% |
| Tool calls | 132 | 134 | 198 |
| Program writes | 20 | 22 | 29 |
| Program stints | 31 | 32 | 35 |
| Median stint | 10m 40s | 10m 38s | 8m 48s |
| Cost per point | $0.0043 | $0.0063 | $0.069 |
Farm idle 1% of samples; longest stint 35m 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","expand","plant"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 5m 15s | {"upgrades":["carrots","expand","speed","operators","senses"]} | — | Could not buy carrots: Not enough resources. |
| 10m 45s | {"upgrades":["carrots","expand","speed","operators","senses"]} | carrots 1, expand 2 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 12m 35s | {"upgrades":["operators","speed","senses"]} | — | Could not buy operators: Not enough resources. |
| 16m 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. |
| 19m 55s | {"upgrades":["speed","watering"]} | speed 2, watering 1 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 25m 25s | {"upgrades":["variables","trees","functions","expand","grass","carrots","speed"]} | variables 1, trees 1, functions 1, functions 1, expand 3, grass 2 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 25m 55s | {"upgrades":["trees"]} | trees 2 | Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. |
| 31m 25s | {"upgrades":["speed","expand","carrots","pumpkins","grass"]} | speed 3, expand 4, carrots 2, pumpkins 1, grass 3 | Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. |
| 41m 55s | {"upgrades":["sunflowers","speed","trees","carrots","expand","watering","fertilizer","lists"]} | sunflowers 1, speed 4, trees 3, carrots 3, watering 2, fertilizer 1, lists 1 | Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. |
| 42m 45s | {"upgrades":["speed","grass","fertilizer","watering","debug"]} | speed 5, grass 4, fertilizer 2, watering 3, debug 1 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 53m 05s | {"upgrades":["carrots","trees","pumpkins"]} | carrots 4, trees 4, pumpkins 2 | Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 03m | {"upgrades":["cactus","expand","dictionaries","costs","auto_unlock","utilities","polyculture"]} | cactus 1, expand 5, dictionaries 1, costs 1, auto_unlock 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 04m | {"upgrades":["dinosaurs"]} | — | Could not buy dinosaurs: Not enough resources. |
| 1h 15m | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 1h 25m | {"upgrades":["mazes"]} | mazes 1 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 36m | {"upgrades":["megafarm","mazes","mazes","debug_2"]} | megafarm 1, mazes 2, debug_2 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 37m | {"upgrades":["megafarm","fertilizer","grass","watering"]} | megafarm 2, fertilizer 3, grass 5, watering 4 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 58m | {"upgrades":["trees","trees","carrots","grass","fertilizer","watering","pumpkins"]} | trees 5, trees 6, carrots 5, grass 6, fertilizer 4, watering 5, pumpkins 3 | Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 58m | {"upgrades":["pumpkins","pumpkins"]} | pumpkins 4, pumpkins 5 | Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 2h 19m | {"upgrades":["expand","expand","cactus","cactus","polyculture","utilities","timing"]} | expand 6, polyculture 1, utilities 1, timing 1 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 2h 39m | {"upgrades":["carrots","trees","grass","carrots"]} | carrots 6, trees 7, grass 7, carrots 7 | Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. |
| 2h 54m | {"upgrades":["expand","cactus","cactus"]} | expand 7, cactus 2, cactus 3 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 15m | {"upgrades":["expand","cactus","pumpkins"]} | expand 8 | Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 30m | {"upgrades":["dinosaurs","dinosaurs","mazes","mazes","mazes"]} | dinosaurs 2, hats 1, dinosaurs 3, hats 1, mazes 3, mazes 4 | Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 3h 41m | {"upgrades":["megafarm","megafarm","megafarm"]} | megafarm 3 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 4h 02m | {"upgrades":["trees","trees","carrots","grass","watering","watering"]} | trees 8, carrots 8, grass 8, watering 6, watering 7 | Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. |
| 4h 17m | {"upgrades":["polyculture","polyculture"]} | polyculture 2, polyculture 3 | Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 4h 28m | {"upgrades":["expand","cactus","cactus"]} | cactus 4 | Could not buy expand: Not enough resources. |
| 4h 28m | {"upgrades":["pumpkins","pumpkins"]} | pumpkins 6, pumpkins 7 | Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 4h 35m | {"upgrades":["expand"]} | expand 9 | Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 4h 51m | {"upgrades":["trees","grass","carrots","watering","watering"]} | trees 9, grass 9, carrots 9, watering 8, watering 9 | Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md. |
| 5h 01m | {"upgrades":["trees","grass","carrots"]} | trees 10, grass 10, carrots 10 | Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md. |
| 5h 01m | {"upgrades":["pumpkins","pumpkins"]} | pumpkins 8, pumpkins 9 | Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 5h 11m | {"upgrades":["cactus","cactus"]} | cactus 5 | Bought cactus, now level 5. Paid pumpkin 4320000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 5h 22m | {"upgrades":["mazes","dinosaurs","dinosaurs"]} | mazes 5, dinosaurs 4, hats 1, dinosaurs 5, hats 1 | Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 5h 29m | {"upgrades":["mazes","dinosaurs"]} | mazes 6, dinosaurs 6, hats 1 | Bought mazes, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 5h 38m | {"upgrades":["megafarm"]} | megafarm 4 | Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. |
Programs 21 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 30s (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)
- run_program at 10m 55s for 90s (agent saw)
Ran hay for 1m 30s of game time; it is still running. Inventory change: no change. Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining. Output: (none)
wood.py
r12m 55sRan
while True: harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood (4 lines). Game time: 3m 5s elapsed, 5h 56m 55s of budget remaining.
- run_program at 3m 05s for 120s (agent saw)
Ran wood for 2m of game time; it is still running. Inventory change: hay +2. Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining. Output: (none)
- run_program at 6m 05s for 120s (agent saw)
Ran wood for 2m of game time; it is still running. Inventory change: no change. Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining. Output: (none)
—5m 55sRejected
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
r28m 25sRanFinal
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 35s elapsed, 5h 51m 25s of budget remaining.
- run_program at 8m 35s for 120s (agent saw)
Ran wood for 2m of game time; it is still running. Inventory change: wood +73. Game time: 10m 45s elapsed, 5h 49m 15s of budget remaining. Output: (none)
reset_hay.py
r113m 05sRanFinal
clear() while True: harvest() move(North)- Write result the agent saw
Saved reset_hay (4 lines). Game time: 13m 15s elapsed, 5h 46m 45s of budget remaining.
- run_program at 13m 15s for 180s (agent saw)
Ran reset_hay for 3m of game time; it is still running. Inventory change: hay +269. Game time: 16m 25s elapsed, 5h 43m 35s of budget remaining. Output: (none)
basic.py
r116m 35sRanFinal
while True: if can_harvest(): harvest() if get_pos_x() == 0: plant(Entities.Bush) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved basic (8 lines). Game time: 16m 45s elapsed, 5h 43m 15s of budget remaining.
- run_program at 16m 45s for 180s (agent saw)
Ran basic for 3m of game time; it is still running. Inventory change: hay +215, wood +124. Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining. Output: (none)
mixed.py
r120m 05sRanFinal
while True: 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) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved mixed (12 lines). Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
- run_program at 20m 15s for 300s (agent saw)
Ran mixed for 5m of game time; it is still running. Inventory change: carrot +193, hay +269, water +30, wood +228. Game time: 25m 25s elapsed, 5h 34m 35s of budget remaining. Output: (none)
economy.py
r126m 05sRanFinal
while True: x = get_pos_x() y = get_pos_y() if can_harvest(): harvest() if x % 2 == 0 and y % 2 == 0: plant(Entities.Tree) elif x % 2 == 1: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved economy (14 lines). Game time: 26m 15s elapsed, 5h 33m 45s of budget remaining.
- run_program at 26m 15s for 300s (agent saw)
Ran economy for 5m of game time; it is still running. Inventory change: carrot +396, hay +276, water +30, wood +1478. Game time: 31m 25s elapsed, 5h 28m 35s of budget remaining. Output: (none)
- run_program at 31m 45s for 600s (agent saw)
Ran economy for 10m of game time; it is still running. Inventory change: carrot +2228, hay +1752, water +60, wood +6614. Game time: 41m 55s elapsed, 5h 18m 5s of budget remaining. Output: (none)
- run_program at 42m 55s for 600s (agent saw)
Ran economy for 10m of game time; it is still running. Inventory change: carrot +7820, fertilizer +120, hay +12308, water +240, wood +16068. Game time: 53m 5s elapsed, 5h 6m 55s of budget remaining. Output: (none)
pumpkin.py
r153m 15sRan
clear() while True: ready = True for x in range(get_world_size()): for y in range(get_world_size()): if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) ready = False elif not can_harvest(): ready = False 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: 53m 25s elapsed, 5h 6m 35s of budget remaining.
- run_program at 53m 25s for 600s (agent saw)
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -3364, fertilizer +120, pumpkin +15984, water -361. Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining. Output: (none)
- run_program at 1h 58m for 1200s (agent saw)
Ran pumpkin for 20m of game time; it is still running. Inventory change: carrot -5872, fertilizer +960, power -1215.31, pumpkin +24576, water -6. Game time: 2h 19m 9s elapsed, 3h 40m 51s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 2h 39m for 900s (agent saw)
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -77456, fertilizer +720, power -911.48, pumpkin +359424. Game time: 2h 54m 59s elapsed, 3h 5m 1s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------
cactus.py
r11h 04mSaved, never run
clear() n = get_world_size() while True: for x in range(n): for y in range(n): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) for x in range(n): for p in range(n): for y in range(n): if get_pos_y() < n - 1 and measure() > measure(North): swap(North) move(North) move(East) for y in range(n): for p in range(n): for x in range(n): if get_pos_x() < n - 1 and measure() > measure(East): swap(East) move(East) move(North) harvest()- Write result the agent saw
Saved cactus (25 lines). Game time: 1h 4m 15s elapsed, 4h 55m 45s of budget remaining.
- run_program at 1h 04m for 600s (agent saw)
Parse error: error_mixed_indentation
cactus2.py
r11h 04mRanFinal
clear() n = get_world_size() while True: for x in range(n): for y in range(n): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) for x in range(n): for p in range(n): for y in range(n): if get_pos_y() < n - 1 and measure() > measure(North): swap(North) move(North) move(East) for y in range(n): for p in range(n): for x in range(n): if get_pos_x() < n - 1 and measure() > measure(East): swap(East) move(East) move(North) harvest()- Write result the agent saw
Saved cactus2 (25 lines). Game time: 1h 4m 55s elapsed, 4h 55m 5s of budget remaining.
- run_program at 1h 04m for 600s (agent saw)
Ran cactus2 for 10m of game time; it is still running. Inventory change: cactus +24576, fertilizer +120, pumpkin -896, water +240. Game time: 1h 15m 5s elapsed, 4h 44m 55s of budget remaining. Output: (none)
- run_program at 3h 15m for 900s (agent saw)
Ran cactus2 for 15m of game time; it is still running. Inventory change: fertilizer +720, power -911.22, pumpkin -3872, water +1440. Game time: 3h 30m 49s elapsed, 2h 29m 11s of budget remaining. Output: (none)
infect.py
r11h 15mRanFinal
clear() while True: if can_harvest(): harvest() plant(Entities.Tree) use_item(Items.Fertilizer) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved infect (9 lines). Game time: 1h 15m 35s elapsed, 4h 44m 25s of budget remaining.
- run_program at 1h 15m for 600s (agent saw)
Ran infect for 10m of game time; it is still running. Inventory change: fertilizer -398, hay +712, water +240, weird_substance +3640, wood +16200. Game time: 1h 25m 45s elapsed, 4h 34m 15s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
gold.py
r11h 26mRanFinal
clear() dirs = [North, East, South, West] while True: plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2**(num_unlocked(Unlocks.Mazes) - 1)) i = 0 while get_entity_type() != Entities.Treasure: if can_move(dirs[(i + 1) % 4]): i = (i + 1) % 4 move(dirs[i]) elif can_move(dirs[i]): move(dirs[i]) else: i = (i - 1) % 4 harvest()- Write result the agent saw
Saved gold (15 lines). Game time: 1h 26m 15s elapsed, 4h 33m 45s of budget remaining.
- run_program at 1h 26m for 600s (agent saw)
Ran gold for 10m of game time; it is still running. Inventory change: fertilizer +120, gold +8448, water +240, weird_substance -1064. Game time: 1h 36m 25s elapsed, 4h 23m 35s of budget remaining. Output: (none)
multi_econ.py
r11h 38mRanFinal
clear() def worker(): start = get_pos_x() while True: x = get_pos_x() y = get_pos_y() if can_harvest(): harvest() if x % 4 == 3: if get_ground_type() != Grounds.Soil: till() plant(Entities.Sunflower) elif x % 2 == 0: if y % 2 == 0: plant(Entities.Tree) if num_items(Items.Fertilizer) > 0 and not can_harvest(): use_item(Items.Fertilizer) else: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) if get_water() < 0.3: use_item(Items.Water) move(North) if get_pos_y() == 0: for i in range(max_drones()): move(East) if get_pos_x() < start: while get_pos_x() != start: move(East) for i in range(max_drones()-1): spawn_drone(worker) move(East) worker()- Write result the agent saw
Saved multi_econ (34 lines). Game time: 1h 38m 19s elapsed, 4h 21m 41s of budget remaining.
- run_program at 1h 38m for 1200s (agent saw)
Ran multi_econ for 20m of game time; it is still running. Inventory change: carrot +80680, fertilizer -149, hay +344336, power +6173.82, water -406, weird_substance +21120, wood +357056. Game time: 1h 58m 29s elapsed, 4h 1m 31s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 2h 19m for 1200s (agent saw)
Ran multi_econ for 20m of game time; it is still running. Inventory change: carrot +398347, fertilizer -984, hay +960144, power +12817.64, water -297, weird_substance +428240, wood +3861536. Game time: 2h 39m 39s elapsed, 3h 20m 21s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 3h 42m for 1200s (agent saw)
Ran multi_econ for 20m of game time; it is still running. Inventory change: carrot +2166490, fertilizer -2993, hay +3472448, power +19967.36, water -2545, weird_substance +1567840, wood +11506272. Game time: 4h 2m 19s elapsed, 1h 57m 41s of budget remaining. Output: … -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 4h 35m for 900s (agent saw)
Ran multi_econ for 15m of game time; it is still running. Inventory change: carrot +14695083, fertilizer -1597, hay +17532032, power +19879.77, water -4663, weird_substance +6516480, wood +87977728. Game time: 4h 51m 4s elapsed, 1h 8m 56s of budget remaining. Output: … ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 5h 46m for 740s (agent saw)
Ran multi_econ for 12m 20s of game time; it is still running. Inventory change: bone +9248, carrot +92471802, fertilizer -2168, hay +107045888, power +30994.86, water +5286, weird_substance +29533440, wood +555724032. Game time: 5h 59m 24s elapsed, 36s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
gold_fast.py
r13h 31mRanFinal
clear() set_world_size(1) while num_items(Items.Weird_Substance) > 10000: plant(Entities.Bush) use_item(Items.Weird_Substance, 2**(num_unlocked(Unlocks.Mazes)-1)) harvest()- Write result the agent saw
Saved gold_fast (6 lines). Game time: 3h 31m 19s elapsed, 2h 28m 41s of budget remaining.
- run_program at 3h 31m for 600s (agent saw)
Ran gold_fast for 10m of game time; it is still running. Inventory change: fertilizer +480, gold +48192, power -607.52, water +960, weird_substance -48192. Game time: 3h 41m 29s elapsed, 2h 18m 31s of budget remaining. Output: (none)
- run_program at 5h 29m for 500s (agent saw)
Ran gold_fast for 8m 20s of game time; it is still running. Inventory change: fertilizer +400, gold +160640, power -507.21, water +12800, weird_substance -160640. Game time: 5h 38m 4s elapsed, 21m 56s of budget remaining. Output: (none)
restore.py
r13h 41mRanFinal
set_world_size(0) clear()- Write result the agent saw
Saved restore (2 lines). Game time: 3h 41m 59s elapsed, 2h 18m 1s of budget remaining.
- run_program at 3h 41m for 1s (agent saw)
Ran restore for 0s of game time; it finished. Inventory change: fertilizer +1, water +1. Game time: 3h 42m 9s elapsed, 2h 17m 51s of budget remaining. Output: (none)
bones.py
r14h 02mRanFinal
clear() n = get_world_size() def cycle(): for i in range(n-1): if not move(North): return False for x in range(1,n): if not move(East): return False if x % 2 == 1: d = South else: d = North for i in range(n-2): if not move(d): return False if not move(South): return False for i in range(n-1): if not move(West): return False return True while num_items(Items.Cactus) > 1000: change_hat(Hats.Dinosaur_Hat) while cycle(): pass change_hat(Hats.Straw_Hat) clear()- Write result the agent saw
Saved bones (28 lines). Game time: 4h 2m 39s elapsed, 1h 57m 21s of budget remaining.
- run_program at 4h 02m for 900s (agent saw)
Ran bones for 15m of game time; it is still running. Inventory change: bone +933156, cactus -4296, fertilizer +720, power -912.60, water +5760. Game time: 4h 17m 49s elapsed, 1h 42m 11s of budget remaining. Output: (none)
pumpkin_parallel.py
r14h 17mRanFinal
clear() def plot(i): sx = (i % 3) * 7 sy = (i // 3) * 7 while get_pos_x() != sx: move(East) while get_pos_y() != sy: 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) ready = False elif not can_harvest(): ready = False if get_water() < 0.5 and num_items(Items.Water) > 0: use_item(Items.Water) move(North) for y in range(6): move(South) move(East) for x in range(6): move(West) if ready: harvest() for i in range(7): spawn_drone(plot,i) plot(7)- Write result the agent saw
Saved pumpkin_parallel (32 lines). Game time: 4h 18m 9s elapsed, 1h 41m 51s of budget remaining.
- run_program at 4h 18m for 600s (agent saw)
Ran pumpkin_parallel for 10m of game time; it is still running. Inventory change: bone +17956, carrot -253936, fertilizer +480, power -4857.55, pumpkin +1195776, water -1010. Game time: 4h 28m 19s elapsed, 1h 31m 41s of budget remaining. Output: (none)
- run_program at 5h 01m for 600s (agent saw)
Ran pumpkin_parallel for 10m of game time; it is still running. Inventory change: carrot -4087040, fertilizer +480, power -4858.96, pumpkin +19243008, water +10910. Game time: 5h 11m 54s elapsed, 48m 6s of budget remaining. Output: (none)
cactus_parallel.py
r15h 12mRanFinal
clear() n = get_world_size() def column(x): while get_pos_x() != x: move(East) for y in range(n): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) for p in range(n): changed = False for y in range(n): if get_pos_y() < n-1 and measure() > measure(North): swap(North) changed = True move(North) if not changed: break def row(y): while get_pos_y() != y: move(North) for p in range(n): changed = False for x in range(n): if get_pos_x() < n-1 and measure() > measure(East): swap(East) changed = True move(East) if not changed: break while True: for base in range(0,n,max_drones()): handles = [] for i in range(max_drones()-1): handles.append(spawn_drone(column,base+i)) column(base+max_drones()-1) for h in handles: wait_for(h) while get_pos_x() != 0: move(East) for base in range(0,n,max_drones()): handles = [] for i in range(max_drones()-1): handles.append(spawn_drone(row,base+i)) row(base+max_drones()-1) for h in handles: wait_for(h) while get_pos_y() != 0: move(North) harvest()- Write result the agent saw
Saved cactus_parallel (51 lines). Game time: 5h 12m 14s elapsed, 47m 46s of budget remaining.
- run_program at 5h 12m for 600s (agent saw)
Ran cactus_parallel for 10m of game time; it is still running. Inventory change: cactus +16777216, fertilizer +480, power -4293.77, pumpkin -65536, water +15360. Game time: 5h 22m 24s elapsed, 37m 36s of budget remaining. Output: (none)
bones16.py
r15h 38mRanFinal
clear() set_world_size(16) n = get_world_size() def cycle(): for i in range(n-1): if not move(North): return False for x in range(1,n): if not move(East): return False if x % 2 == 1: d = South else: d = North for i in range(n-2): if not move(d): return False if not move(South): return False for i in range(n-1): if not move(West): return False return True while num_items(Items.Cactus) > 1000: change_hat(Hats.Dinosaur_Hat) while cycle(): pass change_hat(Hats.Straw_Hat) clear()- Write result the agent saw
Saved bones16 (29 lines). Game time: 5h 38m 24s elapsed, 21m 36s of budget remaining.
- run_program at 5h 38m for 500s (agent saw)
Ran bones16 for 8m 20s of game time; it is still running. Inventory change: bone +4161600, cactus -33728, fertilizer +400, power -506.26, water +12800. Game time: 5h 46m 54s elapsed, 13m 6s of budget remaining. Output: (none)
log
Step by step
- 0ssaidI’ll check the starting farm and available commands, 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
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…
- 20s
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…
- 30s
write_programname="start" · evidenceresult
Saved start (10 lines). Game time: 40s elapsed, 5h 59m 20s of budget remaining.
- 40s
run_programname="start" seconds=30result
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="docs/home.md"result
## General Info [External Editor](docs/external_editor.md) [First Program](docs/first_program.md) [Getting Started](docs/getting_started.md) [Loading Backups](docs/backup.md) [Credits](docs/credits.md) ## Programming [Comments](docs/scripting/comments.md) ## Unlocks [Grass](unlocks/grass) ## Built-in Functions [do_a_flip](functions/do_a_flip) [harvest]…
- 1m 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","expand","plant"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 2m 45s elapsed, 5h 57m 15s of budget remaining.
- 2m 45s
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…
- 2m 55s
write_programname="wood" · evidenceresult
Saved wood (4 lines). Game time: 3m 5s elapsed, 5h 56m 55s of budget remaining.
- 3m 05s
run_programname="wood" seconds=120result
Ran wood for 2m of game time; it is still running. Inventory change: hay +2. Game time: 5m 15s elapsed, 5h 54m 45s of budget remaining. Output: (none)
- 5m 15s
buy_upgradeupgrades=["carrots","expand","speed","operators","senses"] · evidenceresult
Could not buy carrots: Not enough resources. Could not buy expand: Not enough resources. Could not buy speed: Not enough resources. Could not buy operators: Not enough resources. Could not buy senses: Requires operators first.
- 5m 25s
docs_readpath="objects/carrot"result
No accessible documentation page objects/carrot. Use docs_list.
- 5m 35sthoughtConsidering harvest timing I need to think about the impact of premature harvesting. It can really destroy the yield, so waiting until the right time is crucial. I wonder if I have enough information about when I can actually harvest. Allowing crops to mature fully can make a huge difference in quality and quantity. It's important to check the signs and make sure the conditions are right before deciding to go ahead with the harvest.
- 5m 35s
docs_readpath="functions/harvest"result
harvest() Harvests the entity under the drone. If you harvest an entity that can't be harvested, it will be destroyed. returns True if an entity was removed, False otherwise. takes 200 ticks to execute if an entity was removed, 1 tick otherwise. example: harvest() Game time: 5m 45s elapsed, 5h 54m 15s of budget remaining.
- 5m 45s
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…
- 5m 55s
write_programname="wood" · evidenceresult
Stop the program before editing it.
- 6m 05s
run_programname="wood" seconds=120result
Ran wood for 2m of game time; it is still running. Inventory change: no change. Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining. Output: (none)
- 8m 15s
stop_programresult
Program stopped. Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
- 8m 25s
write_programname="wood" · evidenceresult
Saved wood (5 lines). Game time: 8m 35s elapsed, 5h 51m 25s of budget remaining.
- 8m 35s
run_programname="wood" seconds=120result
Ran wood for 2m of game time; it is still running. Inventory change: wood +73. Game time: 10m 45s elapsed, 5h 49m 15s of budget remaining. Output: (none)
- 10m 45s
buy_upgradeupgrades=["carrots","expand","speed","operators","senses"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy speed: Not enough resources. Could not buy operators: Not enough resources. Could not buy senses: Requires operators first. Game time: 10m 55s elapsed, 5h 49m 5s of budget remaining.
- 10m 55s
run_programname="hay" seconds=90result
Ran hay for 1m 30s of game time; it is still running. Inventory change: no change. Game time: 12m 35s elapsed, 5h 47m 25s of budget remaining. Output: (none)
- 12m 35s
buy_upgradeupgrades=["operators","speed","senses"] · evidenceresult
Could not buy operators: Not enough resources. Could not buy speed: Not enough resources. Could not buy senses: Requires operators first.
- 12m 45s
docs_readpath="docs/unlocks/carrots.md"result
# Carrots Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`. Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`. You can see the cost of any p…
- 12m 55s
docs_readpath="docs/unlocks/expand_1.md"result
# Expand 1 Also see [Expand_2](docs/unlocks/expand_2.md) Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one squ…
- 13m 05s
write_programname="reset_hay" · evidenceresult
Saved reset_hay (4 lines). Game time: 13m 15s elapsed, 5h 46m 45s of budget remaining.
- 13m 15s
run_programname="reset_hay" seconds=180result
Ran reset_hay for 3m of game time; it is still running. Inventory change: hay +269. Game time: 16m 25s elapsed, 5h 43m 35s of budget remaining. Output: (none)
- 16m 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: 16m 35s elapsed, 5h 43m 25s of budget remaining.
- 16m 35s
write_programname="basic" · evidenceresult
Saved basic (8 lines). Game time: 16m 45s elapsed, 5h 43m 15s of budget remaining.
- 16m 45s
run_programname="basic" seconds=180result
Ran basic for 3m of game time; it is still running. Inventory change: hay +215, wood +124. Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining. Output: (none)
- 19m 55s
buy_upgradeupgrades=["speed","watering"] · evidenceresult
Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Game time: 20m 5s elapsed, 5h 39m 55s of budget remaining.
- 20m 05s
write_programname="mixed" · evidenceresult
Saved mixed (12 lines). Game time: 20m 15s elapsed, 5h 39m 45s of budget remaining.
- 20m 15s
run_programname="mixed" seconds=300result
Ran mixed for 5m of game time; it is still running. Inventory change: carrot +193, hay +269, water +30, wood +228. Game time: 25m 25s elapsed, 5h 34m 35s of budget remaining. Output: (none)
- 25m 25s
buy_upgradeupgrades=["variables","trees","functions","expand","grass","carrots","speed"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/exp…
- 25m 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 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 25m 45ssaidThe farm now produces hay, wood, and carrots automatically. I’ll invest in speed, tree yields, and more land to support the cost of pumpkins and later crops.
- 25m 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…
- 25m 55s
buy_upgradeupgrades=["trees"] · evidenceresult
Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Game time: 26m 5s elapsed, 5h 33m 55s of budget remaining.
- 26m 05s
write_programname="economy" · evidenceresult
Saved economy (14 lines). Game time: 26m 15s elapsed, 5h 33m 45s of budget remaining.
- 26m 15s
run_programname="economy" seconds=300result
Ran economy for 5m of game time; it is still running. Inventory change: carrot +396, hay +276, water +30, wood +1478. Game time: 31m 25s elapsed, 5h 28m 35s of budget remaining. Output: (none)
- 31m 25s
buy_upgradeupgrades=["speed","expand","carrots","pumpkins","grass"] · evidenceresult
Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pu…
- 31m 35s
docs_readpath="docs/unlocks/pumpkins.md" show_hints=trueresult
# 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…
- 31m 45s
run_programname="economy" seconds=600result
Ran economy for 10m of game time; it is still running. Inventory change: carrot +2228, hay +1752, water +60, wood +6614. Game time: 41m 55s elapsed, 5h 18m 5s of budget remaining. Output: (none)
- 41m 55s
buy_upgradeupgrades=["sunflowers","speed","trees","carrots","expand","watering","fertilizer","lists"] · evidenceresult
Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Could not buy exp…
- 42m 05s
observeresult
Game time: 42m 15s elapsed, 5h 17m 45s of budget remaining. Program: economy (running). Inventory: hay 1205, wood 5600, carrot 1040, water 133. 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. y= 5 _Gr3 #Ca1 _Gr3 #Ca3 _Gr3 #Ca3 y= …
- 42m 15s
docs_readpath="docs/unlocks/sunflowers.md" show_hints=trueresult
# 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…
- 42m 25s
docs_readpath="docs/unlocks/fertilizer.md" show_hints=trueresult
# 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…
- 42m 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; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 42m 45s
buy_upgradeupgrades=["speed","grass","fertilizer","watering","debug"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Bought grass, now level 4. Paid wood 2500. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is…
- 42m 55s
run_programname="economy" seconds=600result
Ran economy for 10m of game time; it is still running. Inventory change: carrot +7820, fertilizer +120, hay +12308, water +240, wood +16068. Game time: 53m 5s elapsed, 5h 6m 55s of budget remaining. Output: (none)
- 53m 05s
buy_upgradeupgrades=["carrots","trees","pumpkins"] · evidenceresult
Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 53m 15s elapsed, 5h 6m 45s of budget remaining.
- 53m 15s
write_programname="pumpkin" · evidenceresult
Saved pumpkin (18 lines). Game time: 53m 25s elapsed, 5h 6m 35s of budget remaining.
- 53m 25s
run_programname="pumpkin" seconds=600result
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -3364, fertilizer +120, pumpkin +15984, water -361. Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining. Output: (none)
- 1h 03m
buy_upgradeupgrades=["cactus","expand","dictionaries","costs","auto_unlock","utilities","polyculture"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought 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. Bough…
- 1h 03m
docs_readpath="docs/unlocks/cactus.md" show_hints=trueresult
# 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 03m
docs_readpath="docs/unlocks/mazes.md" show_hints=trueresult
No accessible documentation page docs/unlocks/mazes.md. Use docs_list.
- 1h 04mthoughtSearching for fertilizer options I need to find a strange tree fertilizer. One idea is to use a multi-economy mixed sunflower fertilizer on the tree. First, I should sort the cacti with about eight passes for each row, both vertically and horizontally. I’m thinking it might take around a few minutes to complete this task. I’ll need to ensure it’s done efficiently!
- 1h 04msaidPumpkins are now growing in giant plots, and cactus is unlocked. I’ll build a cactus sorter for its large harvest bonus, then use fertilizer to produce the substance needed for mazes and gold.
- 1h 04m
write_programname="cactus" · evidenceresult
Saved cactus (25 lines). Game time: 1h 4m 15s elapsed, 4h 55m 45s of budget remaining.
- 1h 04m
run_programname="cactus" seconds=600result
Parse error: error_mixed_indentation
- 1h 04m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Could not buy dinosaurs: Not enough resources.
- 1h 04m
docs_readpath="docs/unlocks/dinosaurs.md" show_hints=trueresult
No accessible documentation page docs/unlocks/dinosaurs.md. Use docs_list.
- 1h 04mthoughtInspecting code issues I’m trying to figure out if there’s an indentation error with the `harvest()` function. It seems like the function is expected to execute inside a `while` loop, but I'm noticing there are some discrepancies in the leading indentation. So, I need to inspect the code, particularly the line with `while True`, and the nested loops as well. It looks like the standard needs to be tabs across the board. I'll convert all leading spaces to tabs. This could help clarify the structure!
- 1h 04m
write_programname="cactus2" · evidenceresult
Saved cactus2 (25 lines). Game time: 1h 4m 55s elapsed, 4h 55m 5s of budget remaining.
- 1h 04m
run_programname="cactus2" seconds=600result
Ran cactus2 for 10m of game time; it is still running. Inventory change: cactus +24576, fertilizer +120, pumpkin -896, water +240. Game time: 1h 15m 5s elapsed, 4h 44m 55s of budget remaining. Output: (none)
- 1h 15m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 1h 15m 15s elapsed, 4h 44m 45s of budget remaining.
- 1h 15m
docs_readpath="docs/unlocks/dinosaurs.md" show_hints=trueresult
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 1h 15m
write_programname="infect" · evidenceresult
Saved infect (9 lines). Game time: 1h 15m 35s elapsed, 4h 44m 25s of budget remaining.
- 1h 15m
run_programname="infect" seconds=600result
Ran infect for 10m of game time; it is still running. Inventory change: fertilizer -398, hay +712, water +240, weird_substance +3640, wood +16200. Game time: 1h 25m 45s elapsed, 4h 34m 15s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: use_item(Items.Fertilizer) ^^ ------------------------------------------------------… - 1h 25m
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 1h 25m 55s elapsed, 4h 34m 5s of budget remaining.
- 1h 25m
docs_readpath="docs/unlocks/mazes.md" show_hints=trueresult
# 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 26m
write_programname="gold" · evidenceresult
Saved gold (15 lines). Game time: 1h 26m 15s elapsed, 4h 33m 45s of budget remaining.
- 1h 26m
run_programname="gold" seconds=600result
Ran gold for 10m of game time; it is still running. Inventory change: fertilizer +120, gold +8448, water +240, weird_substance -1064. Game time: 1h 36m 25s elapsed, 4h 23m 35s of budget remaining. Output: (none)
- 1h 36m
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. Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. 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 36m 35s elapsed, 4h 23m 25s of budget remaining.
- 1h 36m
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 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; available, not affordable; tut…
- 1h 36mthoughtMaximizing drone efficiency I need to focus on maximizing efficient quantities and exponential upgrades with multiple drones. I can spend 30 minutes on the economy and then shift to pumpkins, expanding afterward. Power production is crucial. I’m thinking about building a new economy using a mod 4 column system: x0 for trees/grass, x1 for carrots, x2 for trees/grass again, and x3 for sunflowers. Watering carrots is optional, and using fertilizer for trees at parity will help produce desired substances. I need documents for this setup.
- 1h 36m
docs_readpath="docs/unlocks/megafarm.md" show_hints=trueresult
# 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 36m
waitseconds=180 until_resources={"gold":8000}result
Waited 54s (gold reached 8124). Program: gold running. Inventory change: fertilizer +10, gold +1280, water +21, weird_substance -144. Game time: 1h 37m 59s elapsed, 4h 22m 1s of budget remaining.
- 1h 37m
buy_upgradeupgrades=["megafarm","fertilizer","grass","watering"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought grass, now level 5. Paid wood 12500. Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 38m 9s elapsed, 4h 21m 51s of budget remaini…
- 1h 38m
write_programname="multi_econ" · evidenceresult
Saved multi_econ (34 lines). Game time: 1h 38m 19s elapsed, 4h 21m 41s of budget remaining.
- 1h 38m
run_programname="multi_econ" seconds=1200result
Ran multi_econ for 20m of game time; it is still running. Inventory change: carrot +80680, fertilizer -149, hay +344336, power +6173.82, water -406, weird_substance +21120, wood +357056. Game time: 1h 58m 29s elapsed, 4h 1m 31s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ ---------… - 1h 58m
buy_upgradeupgrades=["trees","trees","carrots","grass","fertilizer","watering","pumpkins"] · evidenceresult
Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought trees, now level 6. Paid hay 76800. 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 grass, now level 6. Paid wood 62500. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page …
- 1h 58m
observeresult
Game time: 1h 58m 49s elapsed, 4h 1m 11s of budget remaining. Program: multi_econ (running). Inventory: hay 266407, wood 218008, carrot 83223, pumpkin 288, cactus 10576, weird_substance 23820, gold 636, water 418, power 6249.84. 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.…
- 1h 58m
buy_upgradeupgrades=["pumpkins","pumpkins"] · evidenceresult
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. Game time: 1h 58m 59s elapsed, 4h 1m 1s of budget remaining.
- 1h 58m
run_programname="pumpkin" seconds=1200result
Ran pumpkin for 20m of game time; it is still running. Inventory change: carrot -5872, fertilizer +960, power -1215.31, pumpkin +24576, water -6. Game time: 2h 19m 9s elapsed, 3h 40m 51s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: plant(Entities.Pumpkin) ^^ ----------------------------------------------------------------… - 2h 19m
buy_upgradeupgrades=["expand","expand","cactus","cactus","polyculture","utilities","timing"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy expand: Not enough resources. Could not buy cactus: Not enough resources. Could not buy cactus: Not enough resources. Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Bought utilities, now level 1. Paid pumpkin 1000. Bought timin…
- 2h 19m
observeresult
Game time: 2h 19m 29s elapsed, 3h 40m 31s of budget remaining. Program: pumpkin (running). Inventory: hay 277479, wood 238840, carrot 2, pumpkin 11864, cactus 10576, weird_substance 26060, gold 636, water 384, fertilizer 976, power 5110.33. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * …
- 2h 19mthoughtConsidering expenses I need to avoid spending too much on pumpkins since the upgrade happened so quickly, especially concerning carrots. It’s interesting how economics can shift in just 20 minutes or so. I really need to be mindful of my budget and make smarter choices. It's easy to get carried away, but I’m determined to be more careful about my expenses moving forward!
- 2h 19m
run_programname="multi_econ" seconds=1200result
Ran multi_econ for 20m of game time; it is still running. Inventory change: carrot +398347, fertilizer -984, hay +960144, power +12817.64, water -297, weird_substance +428240, wood +3861536. Game time: 2h 39m 39s elapsed, 3h 20m 21s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker plant(Entities.Sunflower) ^^ ------… - 2h 39m
buy_upgradeupgrades=["carrots","trees","grass","carrots"] · evidenceresult
Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.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 7. Paid wood 781000. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 2h 39m 49s elapsed, 3h 20m 11s of budget remaining.
- 2h 39m
run_programname="pumpkin" seconds=900result
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -77456, fertilizer +720, power -911.48, pumpkin +359424. Game time: 2h 54m 59s elapsed, 3h 5m 1s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- - 2h 54m
buy_upgradeupgrades=["expand","cactus","cactus"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Bought cactus, now level 2. Paid pumpkin 20000. Its tutorial is docs page docs/unlocks/cactus.md. Bought cactus, now level 3. Paid pumpkin 120000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 2h 55m 9s elapsed, 3h 4m 51s of budget remaining.
- 2h 55msaidFour drones now run the core economy, producing hundreds of thousands of carrots and millions of wood. The farm has reached 16×16. I’m expanding further while building cactus, gold, and bone production.
- 2h 55m
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 3/6; cost pumpkin 720000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 400% => 800% carrots (Carrots) level 7/10; cost wood 3910000; available, not affordable; …
- 2h 55m
waitseconds=1200result
Waited 20m (time up). Program: pumpkin running. Inventory change: carrot -98624, fertilizer +960, power -1214.98, pumpkin +466944. Game time: 3h 15m 29s elapsed, 2h 44m 31s of budget remaining.
- 3h 15m
buy_upgradeupgrades=["expand","cactus","pumpkins"] · evidenceresult
Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. Could not buy cactus: Not enough resources. Could not buy pumpkins: Not enough resources. Game time: 3h 15m 39s elapsed, 2h 44m 21s of budget remaining.
- 3h 15mthoughtOptimizing harvest strategy I'm considering using parallel pumpkin plots in a 6x6 setup rather than the entire larger one, as the huge cactus approach is quite time-consuming, taking around 20 minutes for a single n^3 sort. It looks like sorting parallel columns is easier, so I can spawn column functions and then wait for the results. A 22x22 setup could yield about 234k times 4 per harvest, but I need gold for drones first. The cactus yields could take about 15 minutes for maybe a million!
- 3h 15m
run_programname="cactus2" seconds=900result
Ran cactus2 for 15m of game time; it is still running. Inventory change: fertilizer +720, power -911.22, pumpkin -3872, water +1440. Game time: 3h 30m 49s elapsed, 2h 29m 11s of budget remaining. Output: (none)
- 3h 30m
buy_upgradeupgrades=["dinosaurs","dinosaurs","mazes","mazes","mazes"] · evidenceresult
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. 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. Cou…
- 3h 30m
observeresult
Game time: 3h 31m 9s elapsed, 2h 28m 51s of budget remaining. Program: cactus2 (running). Inventory: hay 955407, wood 2942512, carrot 232983, pumpkin 141632, cactus 359600, weird_substance 461260, gold 636, water 1472, fertilizer 2456, power 14992.21. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, …
- 3h 31m
write_programname="gold_fast" · evidenceresult
Saved gold_fast (6 lines). Game time: 3h 31m 19s elapsed, 2h 28m 41s of budget remaining.
- 3h 31m
run_programname="gold_fast" seconds=600result
Ran gold_fast for 10m of game time; it is still running. Inventory change: fertilizer +480, gold +48192, power -607.52, water +960, weird_substance -48192. Game time: 3h 41m 29s elapsed, 2h 18m 31s of budget remaining. Output: (none)
- 3h 41m
buy_upgradeupgrades=["megafarm","megafarm","megafarm"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Could not buy megafarm: Not enough resources. Could not buy megafarm: Not enough resources. Game time: 3h 41m 39s elapsed, 2h 18m 21s of budget remaining.
- 3h 41mthoughtMaximizing drone efficiency I need to think about maximizing my remaining economic resources, especially with the eight drones available. It could be a huge advantage if I focus on optimizing their use. I’m considering restoring the world size using set_world_size(0). I’ll need to check the documentation to confirm that this is the right approach to restore it effectively. Let’s make sure I read through everything thoroughly to get this right!
- 3h 41m
docs_readpath="functions/set_world_size"result
set_world_size(size) Limits the size of the farm to better see what's happening. Also clears the farm and resets the drone position. Sets the farm to a size x size grid. The smallest size possible is 3. A size smaller than 3 will change the grid back to its full size. The effect will also stop when the execution stops. returns None takes 200 ticks to execute. example: set_world_size(5) For mor…
- 3h 41m
write_programname="restore" · evidenceresult
Saved restore (2 lines). Game time: 3h 41m 59s elapsed, 2h 18m 1s of budget remaining.
- 3h 41m
run_programname="restore" seconds=1result
Ran restore for 0s of game time; it finished. Inventory change: fertilizer +1, water +1. Game time: 3h 42m 9s elapsed, 2h 17m 51s of budget remaining. Output: (none)
- 3h 42m
run_programname="multi_econ" seconds=1200result
Ran multi_econ for 20m of game time; it is still running. Inventory change: carrot +2166490, fertilizer -2993, hay +3472448, power +19967.36, water -2545, weird_substance +1567840, wood +11506272. Game time: 4h 2m 19s elapsed, 1h 57m 41s of budget remaining. Output: … -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough…
- 4h 02m
buy_upgradeupgrades=["trees","trees","carrots","grass","watering","watering"] · evidenceresult
Bought trees, now level 8. Paid hay 1230000. Its tutorial is docs page docs/unlocks/trees.md. Could not buy trees: Not enough resources. Bought carrots, now level 8. Paid wood 3910000. Its tutorial is docs page docs/unlocks/carrots.md. Bought grass, now level 8. Paid wood 1560000. Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md. Bought watering, no…
- 4h 02m
write_programname="bones" · evidenceresult
Saved bones (28 lines). Game time: 4h 2m 39s elapsed, 1h 57m 21s of budget remaining.
- 4h 02m
run_programname="bones" seconds=900result
Ran bones for 15m of game time; it is still running. Inventory change: bone +933156, cactus -4296, fertilizer +720, power -912.60, water +5760. Game time: 4h 17m 49s elapsed, 1h 42m 11s of budget remaining. Output: (none)
- 4h 17m
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: 4h 17m 59s elapsed, 1h 42m 1s of budget remaining.
- 4h 17m
write_programname="pumpkin_parallel" · evidenceresult
Saved pumpkin_parallel (32 lines). Game time: 4h 18m 9s elapsed, 1h 41m 51s of budget remaining.
- 4h 18m
run_programname="pumpkin_parallel" seconds=600result
Ran pumpkin_parallel for 10m of game time; it is still running. Inventory change: bone +17956, carrot -253936, fertilizer +480, power -4857.55, pumpkin +1195776, water -1010. Game time: 4h 28m 19s elapsed, 1h 31m 41s of budget remaining. Output: (none)
- 4h 28m
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 28m 29s elapsed, 1h 31m 31s of budget remaining.
- 4h 28mthoughtEvaluating expansion costs I need to expand to level 4 for 35 minutes. I'm wondering if pumpkin can be upgraded to produce 6 doubles, costing 256k each. Carrots are at 2m now, which is sufficient for 7, costing 1m each, which doubles the output to 4x for scaling. I need to assess the benefits of this upgrade while keeping an eye on costs and making sure the scaling is consistent. Let's dig deeper into this!
- 4h 28m
buy_upgradeupgrades=["pumpkins","pumpkins"] · evidenceresult
Bought pumpkins, now level 6. Paid carrot 256000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought pumpkins, now level 7. Paid carrot 1020000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 4h 28m 39s elapsed, 1h 31m 21s of budget remaining.
- 4h 28m
waitseconds=900 until_affordable="expand"result
Waited 6m 45s (expand is affordable). Program: pumpkin_parallel running. Inventory change: carrot -693120, fertilizer +324, power -3283.77, pumpkin +3386880, water -255. Game time: 4h 35m 34s elapsed, 1h 24m 26s of budget remaining.
- 4h 35m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 9. Paid pumpkin 4100000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 4h 35m 44s elapsed, 1h 24m 16s of budget remaining.
- 4h 35m
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 35msaidThe farm has reached the maximum 32×32 size, and all major resource types are producing, including bones. With about 84 minutes left, I’ll focus on larger harvests and stockpiles.
- 4h 35m
run_programname="multi_econ" seconds=900result
Ran multi_econ for 15m of game time; it is still running. Inventory change: carrot +14695083, fertilizer -1597, hay +17532032, power +19879.77, water -4663, weird_substance +6516480, wood +87977728. Game time: 4h 51m 4s elapsed, 1h 8m 56s of budget remaining. Output: … ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but di…
- 4h 51m
buy_upgradeupgrades=["trees","grass","carrots","watering","watering"] · evidenceresult
Bought trees, now level 9. Paid hay 4920000. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 9. Paid wood 7810000. Bought carrots, now level 9. Paid wood 19500000. Its tutorial is docs page docs/unlocks/carrots.md. Bought watering, now level 8. Paid wood 819000. Its tutorial is docs page docs/unlocks/watering.md. Bought watering, now level 9. Paid wood 3280000. Its tutoria…
- 4h 51m
waitseconds=600result
Waited 10m (time up). Program: multi_econ running. Inventory change: carrot +19415611, hay +22638336, power +13077.07, water +5161, weird_substance +2528640, wood +123230592. Game time: 5h 1m 24s elapsed, 58m 36s of budget remaining.
- 5h 01m
buy_upgradeupgrades=["trees","grass","carrots"] · evidenceresult
Bought trees, now level 10. Paid hay 19700000. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 10. Paid wood 39100000. Bought carrots, now level 10. Paid wood 97700000. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 5h 1m 34s elapsed, 58m 26s of budget remaining.
- 5h 01mthoughtAnalyzing resource upgrades I’m focusing on the diversity in upgrading resources like cacti, gold, bones, and pumpkins. It looks like pumpkins get an upgrade to 8 for 4.1 million, doubling to 9 for 16.4 million. I’m also considering a spending limit of 20 million carrots with leaves valued at 14 million. All of this should happen within a 10-minute timeframe, requiring about 4 million. There's a lot of factors to keep in mind here!
- 5h 01m
buy_upgradeupgrades=["pumpkins","pumpkins"] · evidenceresult
Bought pumpkins, now level 8. Paid carrot 4100000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought pumpkins, now level 9. Paid carrot 16400000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 5h 1m 44s elapsed, 58m 16s of budget remaining.
- 5h 01m
run_programname="pumpkin_parallel" seconds=600result
Ran pumpkin_parallel for 10m of game time; it is still running. Inventory change: carrot -4087040, fertilizer +480, power -4858.96, pumpkin +19243008, water +10910. Game time: 5h 11m 54s elapsed, 48m 6s of budget remaining. Output: (none)
- 5h 11m
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 12m 4s elapsed, 47m 56s of budget remaining.
- 5h 12m
write_programname="cactus_parallel" · evidenceresult
Saved cactus_parallel (51 lines). Game time: 5h 12m 14s elapsed, 47m 46s of budget remaining.
- 5h 12m
run_programname="cactus_parallel" seconds=600result
Ran cactus_parallel for 10m of game time; it is still running. Inventory change: cactus +16777216, fertilizer +480, power -4293.77, pumpkin -65536, water +15360. Game time: 5h 22m 24s elapsed, 37m 36s of budget remaining. Output: (none)
- 5h 22m
buy_upgradeupgrades=["mazes","dinosaurs","dinosaurs"] · evidenceresult
Bought mazes, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/mazes.md. Bought dinosaurs, now level 4. Paid cactus 432000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Bought dinosaurs, now level 5. Paid cactus 2590000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 5h 22m 34s elapsed, 37m 26s of budget remaining.
- 5h 22m
waitseconds=400result
Waited 6m 40s (time up). Program: cactus_parallel running. Inventory change: cactus +33554432, fertilizer +320, power -2830.43, pumpkin -40960, water +10240. Game time: 5h 29m 24s elapsed, 30m 36s of budget remaining.
- 5h 29m
buy_upgradeupgrades=["mazes","dinosaurs"] · evidenceresult
Bought mazes, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/mazes.md. Bought dinosaurs, now level 6. Paid cactus 15600000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 5h 29m 34s elapsed, 30m 26s of budget remaining.
- 5h 29m
run_programname="gold_fast" seconds=500result
Ran gold_fast for 8m 20s of game time; it is still running. Inventory change: fertilizer +400, gold +160640, power -507.21, water +12800, weird_substance -160640. Game time: 5h 38m 4s elapsed, 21m 56s of budget remaining. Output: (none)
- 5h 38m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 4. Paid gold 128000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 5h 38m 14s elapsed, 21m 46s of budget remaining.
- 5h 38m
write_programname="bones16" · evidenceresult
Saved bones16 (29 lines). Game time: 5h 38m 24s elapsed, 21m 36s of budget remaining.
- 5h 38m
run_programname="bones16" seconds=500result
Ran bones16 for 8m 20s of game time; it is still running. Inventory change: bone +4161600, cactus -33728, fertilizer +400, power -506.26, water +12800. Game time: 5h 46m 54s elapsed, 13m 6s of budget remaining. Output: (none)
- 5h 46mthoughtEvaluating algorithm output I’m working with an algorithm related to economic calculations, and it seems like it's hitting a max column limit. I have to make sure each worker can handle two columns effectively, as we need to evaluate conditions like whether x is greater than or equal to 8. I need to focus on minimizing inventory while maximizing output, avoiding parsing errors with the returned text by splitting the lines correctly. I'll check the final results in about 12 minutes to ensure everything runs smoothly.
- 5h 46msaidThe farm is now 32×32 with 16 drones. Hay, tree, carrot, water, fertilizer, maze, and dinosaur upgrades are maxed. The final stretch will replenish the core crop stockpiles while preserving the pumpkins, cactus, gold, and bones already harvested.
- 5h 46m
run_programname="multi_econ" seconds=740result
Ran multi_econ for 12m 20s of game time; it is still running. Inventory change: bone +9248, carrot +92471802, fertilizer -2168, hay +107045888, power +30994.86, water +5286, weird_substance +29533440, wood +555724032. Game time: 5h 59m 24s elapsed, 36s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker use_item(Items.Fertilizer) ^^ … - 5h 59m
observeresult
Game time: 5h 59m 34s elapsed, 26s of budget remaining. Program: multi_econ (running). Inventory: hay 130224063, wood 629242320, carrot 105406401, pumpkin 16075368, cactus 13840984, bone 5061960, weird_substance 40650460, gold 62316, water 75554, power 77233.58. Farm 32x32. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small,…
- 5h 59m
waitseconds=16result
Waited 16s (time up). Program: multi_econ running. Inventory change: carrot +2161653, fertilizer +1, hay +2435072, power +664.80, water +142, weird_substance +216320, wood +11722496. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00m
observeresult
The game-time budget is used up. The run is over; stop now.
- 6h 00msaidUsed the full 6-hour budget. Built the maximum 32×32 farm with 16 drones. Final stockpiles, rounded: | Resource | Amount | |---|---:| | Wood | 641 million | | Hay | 133 million | | Carrots | 108 million | | Weird substance | 40.9 million | | Pumpkins | 16.1 million | | Cactus | 13.8 million | | Bones | 5.06 million | | Power | 77,898 | | Water | 75,696 | | Gold | 62,316 | Produced every major farm resource and maxed several production upgrades.
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) | 56,122 |
| Cache reads | 1,246,208 |
| Cache writes | 0 |
| Output | 8,539 |
| Thinking (subset of output where reported) | 1,742 |
| Total | 1,310,869 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| gpt-6.1-sol | 1,310,869 | $0.32 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-16b.
- gpt-6.1-sol: 1310869 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: 1310869 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-s3-a1-20261016T141945Z |
|---|---|
| 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 8.68 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-16T14:19:45.073Z → 2026-10-16T14:26:18.808Z |
| Evidence | 65 items in evidence.json |