Grok 4.7, seed 1

Cursor · medium reasoning effort

ValidCounts toward the meanGame-time budget used

  • Hay 3.64m produced, 6.56 points
  • Wood 33.1m produced, 7.52 points
  • Carrot 4.04m produced, 6.61 points
  • Pumpkin 193k produced, 5.29 points
  • Cactus 95.2k produced, 4.98 points
  • Power 83.1k produced, 4.92 points
  • Bone 109k produced, 5.04 points
  • Weird substance 808k produced, 5.91 points
  • Gold 50.4k produced, 4.70 points
  • Water 17.8k produced, 4.25 points
  • Fertilizer 10.1k produced, 4.00 points

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

Score · economy-v1
59.78orders of magnitude · model mean 58.38
On seed 1
#5of 8 models
Cost
$13.92API-equivalent estimate
Real time
1h 10mwall clock, not scored
timelineeconomy-v1 · sampled every 10 game-seconds

Score and what the agent did, over game time

Ticks under the axis: upgrade purchases.

Data table
Game timeScore
0s0.00
1h 00m27.2
2h 00m35.7
3h 00m45.9
4h 00m51.2
5h 00m57.5
6h 00m59.8
thought0s · I am starting The Farmer Was Replaced. I will automate the farm to maximize resource production within the 6-hour game-time budget. I will discover the farmerb0s · I will observe the farm and read the documentation in parallel.20s · I've identified the game as "The Farmer Was Replaced". Recalling the core mechanics: a 1x1 grassland farm starts with grass that yields hay. The goal is to max50s · I know this game well. I am planning an efficient progression. I am mapping the early game sequence. Harvesting comes first, then loops, then speed upgrades. T1m 50s · The documentation paths from docs_list may need a different format. docs/getting_started.md works, but unlocks/loops.md and unlocks/costs.md fail. I'll try the2m 30s · Harvesting takes 200 ticks if the entity is removed, or 1 tick otherwise. Grass grows in 0.5 seconds. I need to determine the tick-to-second conversion and how3m 20s · A while loop was saved without being unlocked, which may cause a runtime error. Running the program for 30 seconds to test whether the while loop works or erro3m 30s · Calculating how many unrolled harvests are needed to collect 5 hay. Realized that harvesting grass before it fully grows destroys the entity. Grass regrows aut4m 10s · do_a_flip takes 1 second. Grass grows instantly. A naive `while True: harvest()` loop would destroy grass before it regrows. The first harvest clears the field4m 20s · Running the program now. It should finish quickly.4m 33s · Six harvests in three seconds produced six hay. Harvest timing is confirmed at 0.5 seconds per cycle. I will buy loops for 5 hay, then write an infinite harves4m 53s · Starting the drone program and reading the in-game documentation while it runs. Running the program for 5 seconds to verify it works, then batch-reading docume5m 18s · Hay production is 2 units per second. Hay totals 31. Speed costs 20 and could break the loop, so it is deferred. Expand costs 30 and unlocks movement, but with6m 18s · The farm continued running while I read the documentation. I will observe the farm to check the exact hay inventory. If it reaches 150 or more, I will buy a pl6m 28s · Hay stock is 171. Buying a plant costs 50 hay, leaving 121. Operators cost 150 hay and 10 wood. I need to buy a plant first. Then I must learn how to plant bus6m 48s · Planting requires speed first. Some upgrades require plant, but plant itself requires speed. Speed will be bought next. The current loop must survive the speed6m 58s · Reading speed.md and waiting 20 seconds to measure production.7m 38s · Speed upgrades double the drone's movement rate. Harvesting destroys grass. The speed upgrade unlocked `if` and `can_harvest`. Production is currently zero. A 8m 08s · The running program must be stopped before editing.8m 18s · Planning to write and start a program, then buy expansion and plant upgrades. Hay is sufficient to buy both upgrades. I will write and start the program first,8m 38s · Starting the farm and reading the plant, expand, and move tutorials.9m 13s · Hay production is confirmed at 2 units per second. The can_harvest check works correctly. Speed does not increase single-tile grass production. The farm has ex9m 53s · The farm is 1x3. I am checking whether expanding increases the Y dimension. The farm is 1x3. I suspect each expand adds 2 to one dimension, following a pattern10m 23s · Speed level 1 increases efficiency from 150% to 225%. This is not a simple doubling. The tutorial claims the first upgrade doubled speed, but the upgrade descr11m 03s · Bushes grow in about 4 seconds on average. A 1x3 bush farm could yield roughly 0.75 wood per second. I'm drafting a program to harvest and replant bushes in a 11m 13s · Hay production is at 421. I will wait until 550 hay to build a buffer, then switch to wood. I am weighing whether to buy grass now for 300 hay. That would drop11m 23s · Verifying doubled yield. Waiting 10 seconds to check hay production. Expecting 40 hay after 10 seconds at doubled yield. Will check inventory and research next11m 53s · Hay yield doubled to 2 per harvest. Production is now 4 hay per second. The next grass upgrade costs 500 wood. That is roughly 11 minutes at current rates. I w12m 03s · Hay is at 300. Reconstructing the timeline: 11 minutes and 13 seconds equals 421. Hay production averaged roughly 179 units over the 50 seconds from 11:13 to 113m 43s · Unlock pages lack detailed mechanics. Tutorials provide those details after unlock. Hay production has reached roughly 700. Next step is building a 1x3 bush fa13m 53s · I will write and run a wood program. A hybrid approach may also be useful. The farm will focus entirely on wood production.14m 03s · Running a 40-second test to measure wood production. The first cycle will harvest grass and plant bushes, then wait roughly four seconds for growth.14m 53s · Initial resources include 22 wood and 6 hay from the starting grass tiles. Wood production averages roughly 0.6 per second. I will wait about 40 seconds to acc17m 00s · Wood production is 72. Starting stock was 22. Total wood is 94. Wood total is roughly 100. The next step is to buy speed, then expand the farm. A new 3x3 trave17m 20s · I need to read the expand_2 and speed tutorials. The old program is still running on a cleared 3x3 grid and will only plant bushes in one column. I should stop17m 50s · For loops and get_world_size() are now available. The farm is 3x3 with 121 wood and 744 hay. I'm writing a grid traverser to harvest and plant bushes across th18m 00s · I will write and start a grid program, then buy upgrades.18m 10s · Running a program and buying upgrades in parallel would stop the old program during the buy, causing a farming gap. The timing of these two actions needs carefu18m 40s · Hay production is being calculated from grass tiles that yield 2 units when planted over. Wood production is roughly 1.25 per second, yielding about 25 units i18m 50s · I reviewed the tutorials on carrots, senses, operators, and objects. I also reviewed the till, get_entity_type, num_items, and get_pos tools. I noted the next 19m 40s · Watering costs 50 wood. It can be purchased immediately. Speed upgrades scale by 1.5x per level, reaching 759% at level 5. Variables cost 35 carrots. Trees nee20m 10s · Water production is zero. The farm currently has no water tanks. Clarified the water production math. One tank equals 0.25 water units, so 0.1 water per second20m 20s · Writing a mixed program.20m 30s · Running the program for 25 seconds to check for errors and see if carrots appear.21m 05s · The carrot crop produced 23 units in 25 seconds. Carrot production reached 0.92 per second, far exceeding the 0.5 estimate. Water was applied with five tanks a22m 22s · Carrot production is extremely efficient, yielding 68 carrots per 67 seconds. Wood production is roughly 1.2 per second net. Hay is being lost at -27 per cycle22m 32s · The farm is now a 4x4 grid and fully cleared. The current program only plants carrots. I will expand it to cover half the farm and add a helper function for ef22m 42s · I am writing an improved program.22m 52s · Running for 20 seconds to verify the setup. Then waiting for carrots to grow on trees and speed upgrades. Calculated roughly 120 carrots and 50 wood from trees23m 22s · Carrots yield 0.95 per second. Wood is negative at startup because the half farm is slightly unprofitable before bushes mature or water slows production. Hay p25m 43s · Carrots produced 122 units at 2 minutes and 12 seconds. Wood production is slow but positive. Carrots total roughly 161. The next purchases are trees and speed26m 03s · Current inventory: 405 hay, 300 wood, and 169 carrots. Upgrades are being evaluated. Watering and trees are the top priorities. Speed and expand are secondary.26m 23s · The tree page does not specify yield amounts. I need to check the trees tutorial to compare wood and bush yields.26m 43s · Trees yield 5 wood each and grow between 5.6 and 8 units. Isolated trees produce 0.71 wood per second per tile, roughly 2.8 times faster than bushes at 0.25. E27m 03s · Tree yield is now 200%, producing 10 wood per tree. Bushes now yield 2 wood each. I am writing a checkerboard program using Entities.Tree.27m 13s · Running the program for 30 seconds to verify the tree entity name and yields.27m 53s · Wood production is 6.7 units per second. Carrots did not appear in the resource changes. Hay increased by 16 from grass tiles. Trees are working correctly. Car28m 13s · The farm layout is messy. Trees are on soil, and some bushes are misplaced. The grid runs west to east and north to south. The checkerboard pattern shows that 28m 23s · Updating the program to handle hay bursts and trees. Planning the 6x6 farm layout. Hay will be stockpiled until 2000 units before switching to trees on a check28m 33s · Writing the first program.28m 43s · The farm will till all grass into hay until the stock reaches 150. Then it will plant trees. Hay will be farmed to 250 before switching to trees. Carrots and w29m 13s · The 20-second startup phase offers good rates. Carrots yield 1.4 per second, hay 3/s, and wood 8.7/s. Pumpkin production needs 200 carrots and 500 wood. I will30m 43s · Wood production reached 21.7 units per second over an 80-second period. Carrot production is 1.46 units per second. Hay production is 176 units. Pumpkins and f31m 13s · Pumpkin yield scales cubically with plot size, up to 5x5. Larger plots are therefore far more efficient. Beyond 5x5, pumpkin yield scales linearly with area at31m 53s · Pumpkin growth is very fast, reaching maturity in just 0.2 to 3 game hours. Pumpkin growth averages about 2 seconds per plant, or faster with water. A 6x6 patc32m 13s · The farm economy currently holds 571 hay, 2995 wood, 136 carrots, and 7 fertilizer. An 8x8 farm needs 1000 pumpkins. The tree upgrade costs 1200 hay. That is a32m 33s · Confirmed the dead pumpkin entity. Planning the advanced farm layout. The logic will prioritize pumpkin fields when pumpkins are below 1500 and carrots exceed 32m 43s · Writing the main automation program.32m 53s · Running the program for 45 seconds to test if pumpkins work. Carrot stock exceeds 80, so the program will switch to pumpkin mode.33m 48s · Pumpkin production is zero. Carrot consumption indicates 37 pumpkins were planted, roughly one full field. Hay and wood gains confirm the first pass also harve35m 58s · Pumpkin production reached 278 in 120 seconds. A weird substance produced 350. Fertilizer had a net loss. Wood produced 580, hay 110, and carrots dropped by 5141m 08s · Pumpkin production is projected at 396 units over five minutes, bringing the total to roughly 674. Carrots are the bottleneck. The program needs more to grow p41m 18s · Current inventory: 1,546 hay, 4,269 wood, 72 carrots, 951 pumpkins, 1,105 weird items, and 6 fertilizer. Carrots are at 72, below the 80 threshold, so tree mod41m 48s · A 6x6 maze produces 36 gold. Each weird substance costs 6 gold. With roughly 105 left, building 17 mazes would yield about 612 gold. That is far below the 200042m 28s · The maze upgrade costs 12,000 cactus. It is too expensive to pursue right now. The tree upgrade costs 4,800 hay and doubles hay income. It is worth pursuing ev42m 38s · Waiting for pumpkins to reach 1000 and carrots to grow. Carrot planting is now viable. Hay is sufficient. Waiting 120 seconds to observe.44m 15s · Pumpkin totals 1230. The until value is 1294. Carrots are now ~88. Hay is +128 and wood is +1274. The next step is expanding to 8x8 for 1000 pumpkins, leaving 44m 25s · I am stopping to write a comprehensive program. Research confirmed that expanding from 6x6 to 8x8 costs 100 resources. I will check the next expansion cost qui44m 35s · I am writing a comprehensive program that avoids bugs. I will be careful with the maze solver. The farm expands to 8x8 grass. I am adding a fast grass-only swe44m 45s · A bug in pumpkin mode is being traced. The generic harvest logic was destroying pumpkins before they reached maturity. The fix skips pumpkin harvesting in mode44m 55s · Running a 40-second test in carrot mode to verify functionality.45m 45s · Carrots produce 0.85 per second, yielding 2 each. That equals roughly 17 plants. Weird production looks solid. Wood is down because half of it converts to weir47m 35s · Carrots are producing 4.24 per second. Weird and wood are now producing 8.6 and 13.4 per second. The farm has 558 carrots. Speed upgrades will be bought next t47m 45s · Speed is now 506%. The next upgrade level may cost more. Carrots are at 58. I will wait until they reach 900 before switching to gold mazes. That should take a50m 15s · Carrots reached 900. The program is now entering the maze phase because gold is below 15,000 and weird resources are at least 8. I will wait 90 seconds to chec51m 55s · Maze farming works. Gold production is +768. Weird resource drops by -96. Gold production is 8.5 per second. The megafarm upgrade costs 2000 gold, so I will wa55m 02s · Gold is at 2560, but something is still consuming it. Gold production is about 9.8 per second. I'll buy the megafarm upgrade and read the tutorial and spawn_dr55m 22s · Megafarm level 1 is active. max_drones() reveals the drone limit. Checking unlock details and max_drones() to confirm the drone limit. Multiple drones will far55m 52s · The farm currently supports 2 drones at Megafarm level 1. The next upgrade increases capacity to 4. Megafarm level 2 costs 8000 gold. The current production ra56m 02s · I have 12,540 wood. I will spend 9,000 on fertilizer to double the fertilizer rate. I will let the mazes run until gold reaches 15,000. That requires roughly 256m 12s · Waiting for 9000 gold to accumulate.1h 11m · Gold balance is 9008. Purchasing the megafarm upgrade for 8000. About 1000 gold remains. Fertilizer stockpiled at +362. The next megafarm level will be checked1h 11m · Writing a multi-drone program to automate the farm. The program will run pumpkins and farm work in parallel while keeping mazes single-threaded. Carrot product1h 11m · Writing a multi-drone program. A safe placeholder for power and sunflowers will be included.1h 11m · Testing for 30 seconds. Carrot stock is around 450, below the 2500 target, so parallel maintenance should keep production steady.1h 12m · Carrots are producing 10.9 per second. Hay is producing 39 per second. Weird is producing 14 per second. Four drones are running without errors. Hay production1h 14m · Carrots produced 2202. Hay production increased by 1654. Hay production is now roughly 3400. I will buy the speed upgrade and sunflowers. I need to check wood 1h 14m · Hay stock reached 4922, exceeding the 4800 needed for a tree upgrade. Wood is at 2056 and carrots at 2336. I will buy trees, speed, and sunflowers. The remaini1h 14m · Speed is already maxed at level 5 (759%). Reviewed the sunflower tutorial and hints. The farm continues running.1h 15m · Power doubles drone speed. Power costs 1 per 30 actions. Sunflowers must be harvested one at a time, starting with the highest petal count, to maintain the 8x 1h 15m · Writing an updated program that includes sunflowers.1h 15m · A closure bug was spotted: `pick()` captures the variable `best` from its enclosing scope. The closure over `best` likely fails because drone arguments are cop1h 15m · Running a 50-second test to check sunflower production. Hay may be low, so grass might be prioritized first.1h 16m · Power production is roughly 2 per second. Hay mode likely reduced output, since hay production dropped from 96. Power is confirmed active at 102. Carrots and w1h 17m · Power generation is only 0.77 per second. Power farming is consuming more than it produces. The 8x bonus may not be applying correctly, or growth and harvest t1h 17m · Many sunflowers are fully grown but remain unharvested. The sunflower harvester is failing to collect fully grown flowers. I am checking for bugs in the scan l1h 18m · I'll write a more compact program. Multi-drone will handle maintenance and pumpkins. Single-drone sunflowers will be kept reliable. The power goal is lowered t1h 18m · The megafarm documentation suggested using the global keyword, but it might not work. Testing the global keyword now. If it fails, I'll switch to a different a1h 19m · Power production remains minimal after 45 seconds. The drone likely spends most of its time walking. A full traversal covers 128 tiles, taking roughly 38 secon1h 19m · The program appears to still be running despite the earlier stop command. The stop command was issued before the previous write. The program was then started a1h 19m · I will write a new program.1h 19m · Running a 60-second test to measure power output.1h 20m · Power production is 7.35 per second. Carrots are at -321. High-to-low harvest ordering works. Reaching 4000 power needs about 7.6 minutes, but that would likel1h 30m · Power is at 4014. The program will switch to carrots since power meets the threshold and carrots may be below 12000. Hay, wood, and weird resources are produci1h 30m · Upgrading the megafarm to 8 drones costs 32000 gold. The 8-drone megafarm upgrade is the top priority. It doubles throughput and leaves leftover gold. Several 1h 30m · I'll write a shorter version with the same functions but a new main loop.1h 31m · Starting the farm and waiting for 36,000 gold. This may take 15 to 40 minutes. Running a 60-second test to measure gold production and power drain.1h 32m · Gold production reached 21.3 per second. Gold production is 8 per second. We have enough weird to reach the gold target before the time limit.1h 53m · Gold has reached 36,016. Power dropped by 1,274 but remains near 2,800. The megafarm upgrade costs 32,000 gold. After purchase, roughly 4,000 gold will remain.1h 53m · Checking the next megafarm cost and current mode. Eight drones are now farming carrots. I will read the unlock status and wait to check the production rate.1h 53m · 128,000 gold at 21 gold per second equals 6,000 seconds, or 100 minutes. Eight drones are better than sixteen. The 16-drone path needs 24 drone-hours, while th1h 55m · The farm is still generating mazes. Gold production reached 3776, but weird resources dropped by 472. Gold dropped below the 36000 threshold after spending, so1h 56m · Updating the while loop by writing the same functions. Importing would cost 80 carrots, so I'll rewrite the while loop directly. I'll plant pumpkins first and 1h 56m · Running a program to measure the carrot production rate. Will buy a pumpkin upgrade if possible.1h 57m · Eight drones are producing 1,700 carrots in 45 seconds. That is roughly 37 per second. Hay production is 184 per second. Weird resource is 42.7 per second. Woo1h 57m · Hay production reached 19,464. This covers the 19,200 cost for tree upgrade 1. Carrot production reached 3,479. This covers the 1,000 cost for pumpkin upgrade 1h 58m · Hay stock is roughly 264. Carrot stock is roughly 2,479. Hay is below 800, so the program will rebuild it first. After that, power becomes the priority once it1h 58m · Rewriting the program with new priorities. Only the loop will change.1h 58m · Starting the farm and waiting for 25,000 power or a long time. Testing a 60-second power rate with 8 drones and sunflowers. Hay may be low initially, so sunflo2h 00m · Power generation is 5.9 per second net. Carrots are at -448. Hay production is too low to continue. Power generation will run for about an hour to reach 25000,2h 00m · Writing a hysteresis version of the program while keeping the existing functions.2h 00m · Running the program and waiting for power generation and pumpkin growth to begin. Waiting 600 seconds to check power and pumpkin progress. Will buy upgrades if2h 01m · Power output improved to 9.3 per second. Carrot production will interrupt the power build. I'll wait 20 minutes to reach 15000 power, then check inventory. The2h 16m · Power production reached 4882 at the 15-minute mark, bringing total power to roughly 8660. Power is still below the 15000 target. Wood and weird resources are 2h 36m · Power totals 13,950. Wood is at 14,680. Carrots and hay are nearly flat. I will wait a few more minutes to check if pumpkins have started.2h 41m · Power output is now roughly 15,250. The farm still produces carrots instead of pumpkins because the pumpkin line is not yet active. The pumpkins branch is bloc2h 41m · Power is 14,522 and carrots are 1,980. Both remain just below their thresholds. The program oscillates around the 2,000-carrot and 15,000-power thresholds. Mai2h 41m · Waiting for pumpkins to start flowing.2h 45m · Pumpkin production reached 4,860 in 188 seconds, yielding 25.8 per second. I have 5,160 pumpkins. I will buy cactus first for variety, then wait to accumulate 2h 47m · Pumpkin production reached 12,380. Power dropped by 564 during the pumpkin phase. Planning to buy cactus, polyculture, dictionaries, and utilities for 11,500. 2h 48m · Polyculture yields 5 before upgrades and doubles with each upgrade. Companion planting multiplies yields for trees, carrots, grass, and bushes. Pumpkins and su2h 48m · Polyculture is currently at 1000% and will reach 2000% with the next upgrade. Cactus grows in one second and yields 4096 items per plant. Sorting requires roug2h 48m · Writing a cactus program with pumpkin and sunflower fallbacks to keep production running if cactus stalls.2h 49m · Running a 120-second test to verify whether cactus works. Sorting an 8x8 grid requires roughly 1,800 moves. The test will be extended to 180 seconds.2h 52m · Cacti produced 8192 in 180 seconds, yielding two full harvests. Pumpkin costs about 92 per cycle. I will buy dinosaurs now and read the tutorial. Then I will c2h 52m · Tail length scales quadratically with bone count. An 8x8 farm yields 4096 bones. Polyculture costs 10,000 bones. I need to read the apple cost first. The plan 2h 53m · An 8x8 snake farm needs 64 apples, costing 128 cactus for 4096 bones. Forty-eight snakes would yield roughly 196,000 bones in about sixteen minutes. The polycu2h 53m · Writing a bone farmer program.2h 53m · Running a 90-second program.2h 55m · Only 245 bones and 186 cactus have been spent so far. The snake program produced only about three short runs of length nine. Grass growth likely blocked apple 2h 55m · The bone farm program may still be running. I need to stop it before editing.2h 55m · Writing a debug version that runs once.2h 55m · Running the program now. It should finish.2h 56m · A path completed 63 steps and ended at (0,7). Only 5 apples were collected across 63 moves because grass blocks apple spawns. The next step is to till all tile2h 56m · Mowers are infinite. farm_bones only runs once. Main program termination stops all drones. One test will verify this.2h 57m · The current program produced only four bones after 63 steps. Mowers produced 1440 hay from grass, but apples still fail to spawn. The plan is to shrink the wor2h 57m · The tutorial path appears to be docs/unlocks/debug2.md. The previous program likely never finished because mowers run infinitely. I will stop it and write a si2h 57m · Testing a 3x3 world size with a quick snake program to measure bone gains and time spent. Realized get_time is unavailable without the timing unlock, so only b2h 58m · Starting the farm automation program.2h 58m · A size 2 farm requires 63 steps. The snake logic for a size 2 farm should finish in 3 moves, not 63. The extra steps likely stem from world wrapping or an inco2h 58m · Starting the farm automation program.2h 58m · set_world_size works correctly. The snake took 63 steps on size 2, which is puzzling. clear() likely resets the world size. The snake ended at (0,7), which is 2h 58m · Beginning the farm automation program.2h 59m · The world size command unexpectedly printed world 8. Size 2 was likely ignored, so the world defaulted to 8. Size 3 produced 25 bones per full traversal. Size 2h 59m · Running the program for 30 seconds. Mowers may keep it running.3h 00m · The farm still only has 9 bones on a size-3 plot with mowers. Mowers are failing to harvest grass. Only 3 of 8 steps produced apples, and hay inventory is unch3h 00m · Writing an apple chaser program with size 8. The mow program will harvest grass and chase apple targets. It limits apple consumption to 60 to avoid getting stu3h 00m · Running a 45-second program.3h 01m · The drone is stuck at (7,7) trying to reach (5,0). 100 bones equal a length of 10. Greedy pathing fails when the tail blocks the path. The farm now has 2496 ha3h 01m · Writing the main program loop.3h 01m · Running a 120-second test to measure bone production rates. A long wait will follow if the results look good.3h 03m · The farm is producing 55 bones per second. The farm currently holds roughly 5,500 bones. It will reach the 30,000 target in about nine minutes. The next step i3h 10m · Bones reached 30320. Power dropped by 3220. Power is critically low. I will buy the polyculture upgrade for 10000 bones to get a 20x multiplier. I still have s3h 10m · The current production multiplier is 2000%, or 20 times the base rate. The 40x multiplier is worth the wait. It requires 30,000 more bones, about nine minutes 3h 10m · Updating the bone cap to 70,000 and restarting.3h 10m · Starting the game and waiting until bone 55000. Waiting 800 seconds to accumulate the remaining 35000 bones.3h 11m · The farm is producing 56.7 bones per second, which is still a solid rate. About 580 more seconds are needed to reach 55,000. I will wait for 650 seconds.3h 20m · Bought the polyculture upgrade for 50,000 bones. Power dropped sharply. I will check if it remains positive for 2x speed. I have about 6,000 bones left and rou3h 21m · Power is at 2976 and draining. Resources are heavily skewed toward bones and wood. The dino program is still running toward its 70000 cap and will waste more t3h 21m · Planning a polyculture test with eight drones, each handling the field in a simpler way. A single-drone test will verify yield accuracy first. The eight-drone 3h 21m · Power is 2976, below the 12000 threshold. Sunflowers will be planted first. The power threshold is being lowered to 2000 so the farm switches to poly immediate3h 21m · Running the program for 60 seconds.3h 22m · Production is almost nonexistent. Wood and hay are both negative eight. Carrots are zero. The drone is powered and moving, but the first pass likely only plant3h 24m · The farm still shows no wood, carrots, or hay after another 90 seconds. The drone appears stuck. An infinite goto loop is suspected. The dinosaur hat may still3h 24m · Adding a hat reset and clear at the start. Adding a 20-step guard to the goto function to prevent infinite loops.3h 24m · Running a 90-second program to observe the farm.3h 26m · Wood production hit 612 units per second, totaling over 55,000 in the first 90 seconds. Weird, hay, and carrot production also hit strong rates. The 40x compan3h 26m · A multi-drone version is being written. Each drone will run the full poly loop but start at an offset. The multi-drone plan is being revised. Eight drones woul3h 26m · Running the program for 60 seconds.3h 27m · A 60-second multi-drone test produced 95,688 wood. That equals roughly 1,595 wood per second. The single-drone baseline was only about 612 per second. Multi-dr3h 28m · The poly program is still running. Stopping the poly program.3h 28m · I will write a new program.3h 28m · Starting the farm program and letting it run for an extended period. Running a 30-second verification check first. Then waiting 20 minutes before buying upgrad3h 29m · Power production is minimal at +171. Wood and carrots are far more productive, yielding +19440 and +2113. The low power output and wood bump suggest the farm i3h 49m · Power generation produced 7,762 units. Pumpkins added 3,072. Carrots lost 8,633. Power production averaged 6.5 per second, confirming the first 20 minutes were4h 14m · Pumpkin production reached 76 per second. Pumpkin production is near 121,000. The farm will switch to cactus once pumpkins are sufficient. Power is dropping be4h 14m · Hay stock is 82,742. Trees cost 76,800 hay. That is a 2x yield advantage. Wood stock is 247,692. Carrots cost 31,200 hay. Grass costs 62,500. Fertilizer costs 4h 15m · The pumpkin upgrade failed, possibly because carrots were spent. The farm is now 12x12. Tree, carrot, grass, fertilizer, and cactus yields are all doubled. Cac4h 35m · A cactus farm produced 82,944 units in 20 minutes. Two 12x12 harvests at double yield generated 41,472 each. Cactus total is now 85,704. The phase target was 64h 45m · POLY produced 8,124 wood per second. That is an insane rate. Hay, carrots, and weird also produce heavily. Power drains at 5.9 per second. The farm will last a5h 35m · After 50 minutes, the farm produced 16.6 million wood. Carrots produced 1.95 million, hay 1.58 million, and pumpkins 36 thousand. Power netted 750 and fertiliz5h 35m · Hay production is projected at roughly 1.58 million units plus prior stock. Upgrades are being evaluated against remaining time. Tree, carrot, and grass upgrad5h 35m · Tree yield doubled. The plan is to run the poly program for about 12 minutes, then plant sunflowers. The program auto-switches to power when energy drops below5h 48m · Wood production reached 10.5 million in 12 minutes, or roughly 14,590 per second. The tree upgrade succeeded. Power is low at roughly 2,300, so I will switch t5h 48m · Writing a bone farmer program to run for about six minutes, then planning to plant sunflowers.5h 48m · The first phase will run 360 seconds of bone production. Sunflowers will follow with the remaining time.5h 54m · The 2x yield upgrade produced 39,824 bones. Power fell to -2751. The next program will farm sunflowers for 280 seconds.5h 54m · Writing a sunflower program and running it for 280 seconds.5h 54m · The game has run for 280 seconds. The remaining budget is 314 seconds. I will run the program for 290 seconds. This leaves about 14 seconds of budget after too5h 59m · Power is at 1800. Twenty-four seconds remain. A short sunflower run would consume twenty seconds. I'll run the program for eight seconds to squeeze out a bit m5h 59m · Only 14 seconds remain. A 4-second wait would let the program keep running. The final inventory is roughly 2.8 million hay, 32 million wood, 3.9 million carrot6h 00m · The game budget has been exhausted. I am preparing the final summary of the farm's resource production. Final resource totals: - Wood: 32,029,176 - Hay: 2,839thought: 212 entries, first at 0s
read10s · docs_list 20s · docs_read docs/getting_started.md30s · docs_read unlocks/costs.md40s · research 50s · docs_read docs/first_program.md1m 00s · docs_read unlocks/loops.md1m 10s · docs_read functions/harvest.md1m 20s · docs_read unlocks/speed.md1m 30s · docs_read unlocks/expand.md1m 40s · docs_read items/hay.md1m 50s · docs_read unlocks/loops2m 00s · docs_read objects/grass2m 10s · docs_read functions/harvest2m 20s · docs_read unlocks/grass2m 40s · docs_read unlocks/speed2m 50s · docs_read unlocks/expand3m 00s · docs_read unlocks/plant3m 10s · docs_read objects/grassland3m 30s · docs_read functions/do_a_flip3m 40s · docs_read functions/pet_the_piggy3m 50s · docs_read functions/tap4m 00s · docs_read docs/scripting/comments.md5m 18s · docs_read docs/scripting/while.md5m 28s · docs_read unlocks/operators5m 38s · docs_read unlocks/senses5m 48s · docs_read unlocks/carrots5m 58s · docs_read unlocks/variables6m 08s · docs_read unlocks/functions6m 58s · docs_read docs/unlocks/speed.md7m 48s · docs_read functions/can_harvest7m 58s · docs_read docs/scripting/if.md8m 53s · docs_read docs/unlocks/plant.md9m 03s · docs_read docs/unlocks/expand_1.md9m 23s · docs_read functions/move9m 33s · docs_read functions/plant9m 43s · docs_read functions/clear10m 13s · research 10m 23s · docs_read objects/bush10m 33s · docs_read items/wood10m 43s · docs_read objects/soil10m 53s · docs_read functions/till11m 43s · docs_read unlocks/grass12m 03s · docs_read unlocks/trees12m 13s · docs_read unlocks/pumpkins12m 23s · docs_read unlocks/watering12m 33s · docs_read unlocks/sunflowers12m 43s · docs_read unlocks/fertilizer12m 53s · docs_read unlocks/mazes13m 03s · docs_read unlocks/cactus13m 13s · docs_read unlocks/dinosaurs13m 23s · docs_read unlocks/polyculture13m 33s · docs_read unlocks/megafarm17m 10s · docs_read docs/unlocks/expand_1.md17m 20s · docs_read docs/unlocks/expand_2.md17m 30s · docs_read docs/unlocks/speed.md18m 50s · docs_read docs/unlocks/carrots.md19m 00s · docs_read docs/unlocks/senses.md19m 10s · docs_read objects/carrot19m 20s · docs_read docs/scripting/for.md19m 30s · research 19m 50s · docs_read docs/unlocks/watering.md25m 53s · research 26m 13s · docs_read objects/tree26m 23s · docs_read docs/unlocks/trees.md26m 33s · docs_read unlocks/trees28m 03s · docs_read unlocks/trees30m 53s · docs_read docs/unlocks/pumpkins.md31m 03s · docs_read docs/unlocks/fertilizer.md31m 13s · docs_read objects/pumpkin31m 23s · docs_read unlocks/fertilizer31m 33s · docs_read unlocks/pumpkins32m 03s · research 41m 28s · docs_read docs/unlocks/mazes.md41m 38s · docs_read objects/dead_pumpkin41m 48s · docs_read functions/can_move41m 58s · docs_read functions/measure42m 08s · docs_read unlocks/mazes42m 18s · docs_read unlocks/trees50m 05s · research 55m 12s · docs_read docs/unlocks/megafarm.md55m 22s · docs_read unlocks/megafarm55m 32s · docs_read functions/spawn_drone55m 42s · docs_read functions/max_drones1h 14m · docs_read unlocks/sunflowers1h 14m · docs_read docs/unlocks/sunflowers.md1h 14m · docs_read objects/sunflower1h 30m · research 1h 53m · docs_read unlocks/megafarm2h 47m · docs_read docs/unlocks/cactus.md2h 47m · docs_read docs/unlocks/polyculture.md2h 48m · docs_read objects/cactus2h 48m · docs_read unlocks/polyculture2h 48m · docs_read functions/swap2h 48m · docs_read functions/get_companion2h 52m · docs_read docs/unlocks/dinosaurs.md2h 52m · docs_read unlocks/cactus2h 52m · docs_read objects/apple2h 52m · docs_read unlocks/dinosaurs2h 57m · docs_read docs/unlocks/debug_2.md3h 10m · docs_read unlocks/polyculture4h 14m · research 5h 35m · research read: 102 entries, first at 10s
runningrunning: 37 entries, first at 3m 30s
errorserrors: 1 entry, first at 3m 30s

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

how-it-playedcompared with Grok 4.7's 3 valid seeds and the 8 models on seed 1

How it played

MeasureThis runModel meanSeed 1 meanWhat it counts
Resources opened11 of 1111 of 119.4 of 11scored resources produced at least once
Study1028340docs and research reads
Action overhead14%12%9%game time spent looking, reading and typing (10 s per call)
Tool calls305257186every action the agent took
Program writes403533accepted saves of a program
Program stints363330times a program was started and left running
Median stint2m 35s2m 52s13m 58show long a program usually ran before the next change
Cost per point$0.233$0.195$0.069API-equivalent estimate ÷ score

Farm idle 5% of samples; longest stint 2h 19m; 3 rejected writes.

production11 of 11 resources produced

Production and holdings

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

  • Produced (cumulative, what the score counts)
  • Held (after spending)
Vertical scale
Wood33.1M produced · 7.52 pts
Wood33.1M produced · 7.52 pts
Carrot4M produced · 6.61 pts
Carrot4M produced · 6.61 pts
Hay3.6M produced · 6.56 pts
Hay3.6M produced · 6.56 pts
Weird substance808K produced · 5.91 pts
Weird substance808K produced · 5.91 pts
Pumpkin193.4K produced · 5.29 pts
Pumpkin193.4K produced · 5.29 pts
Bone109.5K produced · 5.04 pts
Bone109.5K produced · 5.04 pts
Cactus95.2K produced · 4.98 pts
Cactus95.2K produced · 4.98 pts
Power83.1K produced · 4.92 pts
Power83.1K produced · 4.92 pts
Gold50.4K produced · 4.70 pts
Gold50.4K produced · 4.70 pts
Water17.8K produced · 4.25 pts
Water17.8K produced · 4.25 pts
Fertilizer10.1K produced · 4.00 pts
Fertilizer10.1K produced · 4.00 pts
upgrades67 levels across 26 upgrades

Upgrade timeline

loopsloops: 1 entry, first at 4m 43s
speedspeed: 5 entries, first at 6m 58s
plantplant: 1 entry, first at 8m 38s
expandexpand: 6 entries, first at 8m 38s
grassgrass: 6 entries, first at 11m 23s
operatorsoperators: 1 entry, first at 18m 50s
sensessenses: 1 entry, first at 18m 50s
carrotscarrots: 6 entries, first at 18m 50s
wateringwatering: 5 entries, first at 19m 50s
variablesvariables: 1 entry, first at 22m 32s
functionsfunctions: 2 entries, first at 22m 32s
treestrees: 7 entries, first at 26m 13s
pumpkinspumpkins: 2 entries, first at 30m 53s
fertilizerfertilizer: 4 entries, first at 30m 53s
mazesmazes: 1 entry, first at 41m 28s
megafarmmegafarm: 3 entries, first at 55m 12s
listslists: 1 entry, first at 1h 11m
sunflowerssunflowers: 1 entry, first at 1h 14m
cactuscactus: 2 entries, first at 2h 47m
polyculturepolyculture: 3 entries, first at 2h 47m
dictionariesdictionaries: 1 entry, first at 2h 47m
utilitiesutilities: 1 entry, first at 2h 47m
dinosaursdinosaurs: 2 entries, first at 2h 52m
hatshats: 2 entries, first at 2h 52m
debugdebug: 1 entry, first at 2h 55m
debug_2debug_2: 1 entry, first at 2h 57m
Every purchase, with what the agent was told
Game timeCallUnlockedResult the agent saw
4m 33s{"upgrades":["loops"]}loops 1Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
6m 28s{"upgrades":["plant"]}—Could not buy plant: Requires speed first.
6m 48s{"upgrades":["speed"]}speed 1Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
8m 28s{"upgrades":["plant","expand"]}plant 1, expand 1Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md.
11m 13s{"upgrades":["grass"]}grass 2Bought grass, now level 2. Paid hay 300.
17m 00s{"upgrades":["speed","expand"]}speed 2, expand 2Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
18m 40s{"upgrades":["operators","senses","carrots"]}operators 1, senses 1, carrots 1Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
19m 40s{"upgrades":["watering"]}watering 1Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
22m 22s{"upgrades":["variables","functions","expand"]}variables 1, functions 1, functions 1, expand 3Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
26m 03s{"upgrades":["watering","trees"]}watering 2, trees 1Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
26m 43s{"upgrades":["trees"]}trees 2Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
28m 13s{"upgrades":["speed","expand"]}speed 3, expand 4Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md.
30m 43s{"upgrades":["pumpkins","fertilizer"]}pumpkins 1, fertilizer 1Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
32m 13s{"upgrades":["grass","fertilizer","watering"]}grass 3, fertilizer 2, watering 3Bought grass, now level 3. Paid wood 500.
41m 18s{"upgrades":["trees","mazes"]}trees 3, mazes 1Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
42m 28s{"upgrades":["carrots"]}carrots 2Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
44m 15s{"upgrades":["expand"]}expand 5Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
47m 35s{"upgrades":["speed"]}speed 4Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
55m 02s{"upgrades":["megafarm"]}megafarm 1Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
56m 02s{"upgrades":["fertilizer","grass"]}fertilizer 3, grass 4Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
1h 11m{"upgrades":["megafarm","lists"]}megafarm 2, lists 1Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 14m{"upgrades":["trees","speed","sunflowers","carrots"]}trees 4, speed 5, sunflowers 1, carrots 3Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
1h 53m{"upgrades":["megafarm"]}megafarm 3Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
1h 57m{"upgrades":["trees","pumpkins"]}trees 5, pumpkins 2Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md.
2h 41m{"upgrades":["grass","watering","carrots"]}grass 5, watering 4, carrots 4Bought grass, now level 5. Paid wood 12500.
2h 47m{"upgrades":["cactus","polyculture","dictionaries","utilities"]}cactus 1, polyculture 1, dictionaries 1, utilities 1Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
2h 52m{"upgrades":["dinosaurs"]}dinosaurs 1, hats 1Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
2h 55m{"upgrades":["debug"]}debug 1Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md.
2h 57m{"upgrades":["debug_2"]}debug_2 1Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md.
3h 10m{"upgrades":["polyculture"]}polyculture 2Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
3h 20m{"upgrades":["polyculture"]}polyculture 3Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
4h 14m{"upgrades":["trees","carrots","grass","fertilizer","watering","cactus","expand","pumpkins"]}trees 6, carrots 5, grass 6, fertilizer 4, watering 5, cactus 2, expand 6Bought trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md.
5h 35m{"upgrades":["trees","carrots","grass"]}trees 7, carrots 6, grass 7Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
5h 48m{"upgrades":["dinosaurs"]}dinosaurs 2, hats 1Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.

Programs 43 writes, code as the agent wrote it

farm.py43 writes · 37 ran · first at 2m 30s
  1. r12m 30sRan2 lines · 1 runtime error
    while True:
        harvest()
    Write result the agent saw
    Saved farm (2 lines).
    Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
    run_program at 3m 20s for 40s (agent saw)
    Ran farm for 0s of game time; it stopped with an error: Unlocks.Loops must be unlocked before this can be used.
    Inventory change: no change.
    Game time: 3m 30s elapsed, 5h 56m 30s of budget remaining.
    Output:
    Error: Unlocks.Loops must be unlocked before this can be used.
    In: 
    while True:
    ^^^^^^     
    --------------------------------------------------------------------
    Runtime error at 3m 30s (telemetry; not shown to the agent)
    Unlocks.Loops must be unlocked before this can be used.
  2. r24m 10sRan6 lines · +6 −2 · ran 3s
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    harvest()
    Changes from the previous revision
    - while True:
    -     harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    + harvest()
    
    Write result the agent saw
    Saved farm (6 lines).
    Game time: 4m 20s elapsed, 5h 55m 40s of budget remaining.
    run_program at 4m 20s for 30s (agent saw)
    Ran farm for 3s of game time; it finished.
    Inventory change: hay +6.
    Game time: 4m 33s elapsed, 5h 55m 27s of budget remaining.
    Output:
    (none)
  3. r34m 43sRan2 lines · +2 −6 · ran 3m 15s
    while True:
        harvest()
    Changes from the previous revision
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    - harvest()
    + while True:
    +     harvest()
    
    Write result the agent saw
    Saved farm (2 lines).
    Game time: 4m 53s elapsed, 5h 55m 7s of budget remaining.
    run_program at 4m 53s for 15s (agent saw)
    Ran farm for 15s of game time; it is still running.
    Inventory change: hay +30.
    Game time: 5m 18s elapsed, 5h 54m 42s of budget remaining.
    Output:
    (none)
  4. —7m 38sRejected
    while True:
        if can_harvest():
            harvest()
    Write result the agent saw
    Stop the program before editing it.
  5. r48m 18sRan3 lines · +2 −1 · ran 5m 05s
    while True:
        if can_harvest():
            harvest()
    Changes from the previous revision
      while True:
    -     harvest()
    +     if can_harvest():
    +         harvest()
    
    Write result the agent saw
    Saved farm (3 lines).
    Game time: 8m 28s elapsed, 5h 51m 32s of budget remaining.
    run_program at 8m 38s for 5s (agent saw)
    Ran farm for 5s of game time; it is still running.
    Inventory change: hay +10.
    Game time: 8m 53s elapsed, 5h 51m 7s of budget remaining.
    Output:
    (none)
  6. r513m 53sRan5 lines · +2 −0 · ran 3m 47s
    while True:
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        move(North)
    Changes from the previous revision
          if can_harvest():
              harvest()
    +     plant(Entities.Bush)
    +     move(North)
    
    Write result the agent saw
    Saved farm (5 lines).
    Game time: 14m 3s elapsed, 5h 45m 57s of budget remaining.
    run_program at 14m 03s for 40s (agent saw)
    Ran farm for 40s of game time; it is still running.
    Inventory change: hay +6, wood +22.
    Game time: 14m 53s elapsed, 5h 45m 7s of budget remaining.
    Output:
    (none)
  7. r618m 00sRan8 lines · +7 −4 · ran 2m 00s
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                if can_harvest():
                    harvest()
                plant(Entities.Bush)
                move(North)
            move(East)
    Changes from the previous revision
      while True:
    -     if can_harvest():
    -         harvest()
    -     plant(Entities.Bush)
    -     move(North)
    +     for i in range(get_world_size()):
    +         for j in range(get_world_size()):
    +             if can_harvest():
    +                 harvest()
    +             plant(Entities.Bush)
    +             move(North)
    +         move(East)
    
    Write result the agent saw
    Saved farm (8 lines).
    Game time: 18m 10s elapsed, 5h 41m 50s of budget remaining.
    run_program at 18m 10s for 20s (agent saw)
    Ran farm for 20s of game time; it is still running.
    Inventory change: hay +20, wood +25.
    Game time: 18m 40s elapsed, 5h 41m 20s of budget remaining.
    Output:
    (none)
  8. r720m 20sRan15 lines · +8 −1 · ran 2m 02s
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                if can_harvest():
                    harvest()
                if get_water() < 0.5:
                    use_item(Items.Water)
                if get_pos_x() == 0 and num_items(Items.Wood) > 20 and num_items(Items.Hay) > 50:
                    if get_ground_type() != Grounds.Soil:
                        till()
                    plant(Entities.Carrot)
                else:
                    plant(Entities.Bush)
                move(North)
            move(East)
    Changes from the previous revision
                  if can_harvest():
                      harvest()
    -             plant(Entities.Bush)
    +             if get_water() < 0.5:
    +                 use_item(Items.Water)
    +             if get_pos_x() == 0 and num_items(Items.Wood) > 20 and num_items(Items.Hay) > 50:
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +                 plant(Entities.Carrot)
    +             else:
    +                 plant(Entities.Bush)
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved farm (15 lines).
    Game time: 20m 30s elapsed, 5h 39m 30s of budget remaining.
    run_program at 20m 30s for 25s (agent saw)
    Ran farm for 25s of game time; it is still running.
    Inventory change: carrot +23, hay -9, water -5, wood +19.
    Game time: 21m 5s elapsed, 5h 38m 55s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  9. r822m 42sRan18 lines · +13 −10 · ran 4m 02s
    def work():
        if can_harvest():
            harvest()
        if num_items(Items.Water) > 0 and get_water() < 0.8:
            use_item(Items.Water)
        if get_pos_x() < get_world_size() // 2 and num_items(Items.Wood) > 40 and num_items(Items.Hay) > 80:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
        else:
            plant(Entities.Bush)
    
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                work()
                move(North)
            move(East)
    Changes from the previous revision
    + def work():
    +     if can_harvest():
    +         harvest()
    +     if num_items(Items.Water) > 0 and get_water() < 0.8:
    +         use_item(Items.Water)
    +     if get_pos_x() < get_world_size() // 2 and num_items(Items.Wood) > 40 and num_items(Items.Hay) > 80:
    +         if get_ground_type() != Grounds.Soil:
    +             till()
    +         plant(Entities.Carrot)
    +     else:
    +         plant(Entities.Bush)
    + 
      while True:
          for i in range(get_world_size()):
              for j in range(get_world_size()):
    -             if can_harvest():
    -                 harvest()
    -             if get_water() < 0.5:
    -                 use_item(Items.Water)
    -             if get_pos_x() == 0 and num_items(Items.Wood) > 20 and num_items(Items.Hay) > 50:
    -                 if get_ground_type() != Grounds.Soil:
    -                     till()
    -                 plant(Entities.Carrot)
    -             else:
    -                 plant(Entities.Bush)
    +             work()
                  move(North)
              move(East)
    
    Write result the agent saw
    Saved farm (18 lines).
    Game time: 22m 52s elapsed, 5h 37m 8s of budget remaining.
    run_program at 22m 52s for 20s (agent saw)
    Ran farm for 20s of game time; it is still running.
    Inventory change: carrot +19, hay +6, water -2, wood -1.
    Game time: 23m 22s elapsed, 5h 36m 38s of budget remaining.
    Output:
    (none)
  10. r927m 03sRan30 lines · +13 −1 · ran 1m 10s
    def work():
        if can_harvest():
            harvest()
        if num_items(Items.Water) > 0 and get_water() < 0.8:
            use_item(Items.Water)
        x = get_pos_x()
        y = get_pos_y()
        hay = num_items(Items.Hay)
        wood = num_items(Items.Wood)
        if x == 0 and y == 0:
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if (x + y) % 2 == 0:
            plant(Entities.Tree)
        elif hay > 80 and wood > 30:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
        else:
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
    
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                work()
                move(North)
            move(East)
    Changes from the previous revision
          if num_items(Items.Water) > 0 and get_water() < 0.8:
              use_item(Items.Water)
    -     if get_pos_x() < get_world_size() // 2 and num_items(Items.Wood) > 40 and num_items(Items.Hay) > 80:
    +     x = get_pos_x()
    +     y = get_pos_y()
    +     hay = num_items(Items.Hay)
    +     wood = num_items(Items.Wood)
    +     if x == 0 and y == 0:
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +         return
    +     if (x + y) % 2 == 0:
    +         plant(Entities.Tree)
    +     elif hay > 80 and wood > 30:
              if get_ground_type() != Grounds.Soil:
                  till()
              plant(Entities.Carrot)
          else:
    +         if get_ground_type() == Grounds.Soil:
    +             till()
              plant(Entities.Bush)
      
    
    Write result the agent saw
    Saved farm (30 lines).
    Game time: 27m 13s elapsed, 5h 32m 47s of budget remaining.
    run_program at 27m 13s for 30s (agent saw)
    Ran farm for 30s of game time; it is still running.
    Inventory change: hay +16, water -4, wood +200.
    Game time: 27m 53s elapsed, 5h 32m 7s of budget remaining.
    Output:
    (none)
  11. r1028m 33sRan29 lines · +2 −3 · ran 3m 50s
    def work():
        if can_harvest():
            harvest()
        if num_items(Items.Water) > 0 and get_water() < 0.8:
            use_item(Items.Water)
        x = get_pos_x()
        y = get_pos_y()
        hay = num_items(Items.Hay)
        if hay < 150 or (x == 0 and y == 0) or ((x + y) % 2 == 1 and y % 2 == 0):
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if (x + y) % 2 == 0:
            plant(Entities.Tree)
        elif hay > 80 and num_items(Items.Wood) > 20:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
        else:
            if get_ground_type() == Grounds.Soil:
                till()
            plant(Entities.Bush)
    
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                work()
                move(North)
            move(East)
    Changes from the previous revision
          y = get_pos_y()
          hay = num_items(Items.Hay)
    -     wood = num_items(Items.Wood)
    -     if x == 0 and y == 0:
    +     if hay < 150 or (x == 0 and y == 0) or ((x + y) % 2 == 1 and y % 2 == 0):
              if get_ground_type() == Grounds.Soil:
                  till()
          if (x + y) % 2 == 0:
              plant(Entities.Tree)
    -     elif hay > 80 and wood > 30:
    +     elif hay > 80 and num_items(Items.Wood) > 20:
              if get_ground_type() != Grounds.Soil:
                  till()
    
    Write result the agent saw
    Saved farm (29 lines).
    Game time: 28m 43s elapsed, 5h 31m 17s of budget remaining.
    run_program at 28m 43s for 20s (agent saw)
    Ran farm for 20s of game time; it is still running.
    Inventory change: carrot +28, hay +61, water -4, wood +173.
    Game time: 29m 13s elapsed, 5h 30m 47s of budget remaining.
    Output:
    (none)
  12. r1132m 43sRan67 lines · +62 −24 · ran 11m 32s
    def water():
        if num_items(Items.Water) > 0 and get_water() < 0.8:
            use_item(Items.Water)
    
    def infect():
        if num_items(Items.Weird_Substance) < 3000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def soil():
        if get_ground_type() != Grounds.Soil:
            till()
    
    def grassland():
        if get_ground_type() == Grounds.Soil:
            till()
    
    def sweep_trees():
        size = get_world_size()
        for i in range(size):
            for j in range(size):
                x = get_pos_x()
                y = get_pos_y()
                entity = get_entity_type()
                if can_harvest():
                    if entity == Entities.Tree:
                        infect()
                    harvest()
                water()
                hay = num_items(Items.Hay)
                if hay < 200 or ((x + y) % 2 == 1 and y % 2 == 0):
                    grassland()
                elif (x + y) % 2 == 0:
                    plant(Entities.Tree)
                elif hay > 120 and num_items(Items.Carrot) < 2500:
                    soil()
                    plant(Entities.Carrot)
                else:
                    grassland()
                move(North)
            move(East)
    
    def sweep_pumpkins():
        size = get_world_size()
        ready = True
        for i in range(size):
            for j in range(size):
                entity = get_entity_type()
                if entity != Entities.Pumpkin:
                    if can_harvest():
                        harvest()
                    soil()
                    if not plant(Entities.Pumpkin):
                        ready = False
                    ready = False
                elif not can_harvest():
                    ready = False
                water()
                move(North)
            move(East)
        if ready:
            harvest()
    
    while True:
        if num_items(Items.Pumpkin) < 20000 and num_items(Items.Carrot) > 80:
            sweep_pumpkins()
        else:
            sweep_trees()
    Changes from the previous revision
    - def work():
    -     if can_harvest():
    -         harvest()
    + def water():
          if num_items(Items.Water) > 0 and get_water() < 0.8:
              use_item(Items.Water)
    -     x = get_pos_x()
    -     y = get_pos_y()
    -     hay = num_items(Items.Hay)
    -     if hay < 150 or (x == 0 and y == 0) or ((x + y) % 2 == 1 and y % 2 == 0):
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    -         return
    -     if (x + y) % 2 == 0:
    -         plant(Entities.Tree)
    -     elif hay > 80 and num_items(Items.Wood) > 20:
    -         if get_ground_type() != Grounds.Soil:
    -             till()
    -         plant(Entities.Carrot)
    -     else:
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    -         plant(Entities.Bush)
      
    - while True:
    -     for i in range(get_world_size()):
    -         for j in range(get_world_size()):
    -             work()
    + def infect():
    +     if num_items(Items.Weird_Substance) < 3000 and num_items(Items.Fertilizer) > 0:
    +         use_item(Items.Fertilizer)
    + 
    + def soil():
    +     if get_ground_type() != Grounds.Soil:
    +         till()
    + 
    + def grassland():
    +     if get_ground_type() == Grounds.Soil:
    +         till()
    + 
    + def sweep_trees():
    +     size = get_world_size()
    +     for i in range(size):
    +         for j in range(size):
    +             x = get_pos_x()
    +             y = get_pos_y()
    +             entity = get_entity_type()
    +             if can_harvest():
    +                 if entity == Entities.Tree:
    +                     infect()
    +                 harvest()
    +             water()
    +             hay = num_items(Items.Hay)
    +             if hay < 200 or ((x + y) % 2 == 1 and y % 2 == 0):
    +                 grassland()
    +             elif (x + y) % 2 == 0:
    +                 plant(Entities.Tree)
    +             elif hay > 120 and num_items(Items.Carrot) < 2500:
    +                 soil()
    +                 plant(Entities.Carrot)
    +             else:
    +                 grassland()
                  move(North)
              move(East)
    + 
    + def sweep_pumpkins():
    +     size = get_world_size()
    +     ready = True
    +     for i in range(size):
    +         for j in range(size):
    +             entity = get_entity_type()
    +             if entity != Entities.Pumpkin:
    +                 if can_harvest():
    +                     harvest()
    +                 soil()
    +                 if not plant(Entities.Pumpkin):
    +                     ready = False
    +                 ready = False
    +             elif not can_harvest():
    +                 ready = False
    +             water()
    +             move(North)
    +         move(East)
    +     if ready:
    +         harvest()
    + 
    + while True:
    +     if num_items(Items.Pumpkin) < 20000 and num_items(Items.Carrot) > 80:
    +         sweep_pumpkins()
    +     else:
    +         sweep_trees()
    
    Write result the agent saw
    Saved farm (67 lines).
    Game time: 32m 53s elapsed, 5h 27m 7s of budget remaining.
    run_program at 32m 53s for 45s (agent saw)
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot -37, fertilizer +9, hay +72, water -8, wood +250.
    Game time: 33m 48s elapsed, 5h 26m 12s of budget remaining.
    Output:
    (none)
  13. r1244m 35sSaved, never run120 lines · +102 −49
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def turn_around(direction):
        return turn_right(turn_right(direction))
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 4000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def sweep(mode):
        size = get_world_size()
        ready = True
        for i in range(size):
            for j in range(size):
                entity = get_entity_type()
                if can_harvest():
                    if entity == Entities.Tree:
                        maybe_infect()
                    harvest()
                x = get_pos_x()
                y = get_pos_y()
                if mode == 1:
                    slot = (x + y) % 4
                    hay = num_items(Items.Hay)
                    if hay < 300 or (slot == 0 and hay < 2000):
                        if get_ground_type() == Grounds.Soil:
                            till()
                    elif slot == 1:
                        plant(Entities.Tree)
                    else:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        plant(Entities.Carrot)
                elif mode == 2:
                    if entity != Entities.Pumpkin or not can_harvest():
                        if get_entity_type() != Entities.Pumpkin:
                            if get_ground_type() != Grounds.Soil:
                                till()
                            if not plant(Entities.Pumpkin):
                                ready = False
                            ready = False
                        else:
                            ready = False
                move(North)
            move(East)
        if mode == 2 and ready:
            harvest()
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 600:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_around(direction)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        cost = get_world_size()
        level = num_unlocked(Unlocks.Mazes)
        if level == 2:
            cost = cost * 2
        elif level == 3:
            cost = cost * 4
        elif level >= 4:
            cost = cost * 8
        if num_items(Items.Weird_Substance) < cost:
            return
        if use_item(Items.Weird_Substance, cost):
            solve_maze()
    
    while True:
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        pumpkins = num_items(Items.Pumpkin)
        weird = num_items(Items.Weird_Substance)
        gold = num_items(Items.Gold)
        size = get_world_size()
        if hay < 200:
            sweep(0)
        elif carrots < 800:
            sweep(1)
        elif gold < 12000 and weird >= size:
            run_maze()
        elif pumpkins < 10000 and carrots > 400:
            sweep(2)
        else:
            sweep(1)
    Changes from the previous revision
    - def water():
    -     if num_items(Items.Water) > 0 and get_water() < 0.8:
    -         use_item(Items.Water)
    + def turn_right(direction):
    +     if direction == North:
    +         return East
    +     if direction == East:
    +         return South
    +     if direction == South:
    +         return West
    +     return North
      
    - def infect():
    -     if num_items(Items.Weird_Substance) < 3000 and num_items(Items.Fertilizer) > 0:
    -         use_item(Items.Fertilizer)
    + def turn_left(direction):
    +     if direction == North:
    +         return West
    +     if direction == West:
    +         return South
    +     if direction == South:
    +         return East
    +     return North
      
    - def soil():
    -     if get_ground_type() != Grounds.Soil:
    -         till()
    + def turn_around(direction):
    +     return turn_right(turn_right(direction))
      
    - def grassland():
    -     if get_ground_type() == Grounds.Soil:
    -         till()
    + def maybe_infect():
    +     if num_items(Items.Weird_Substance) < 4000 and num_items(Items.Fertilizer) > 0:
    +         use_item(Items.Fertilizer)
      
    - def sweep_trees():
    + def sweep(mode):
          size = get_world_size()
    +     ready = True
          for i in range(size):
              for j in range(size):
    -             x = get_pos_x()
    -             y = get_pos_y()
                  entity = get_entity_type()
                  if can_harvest():
                      if entity == Entities.Tree:
    -                     infect()
    +                     maybe_infect()
                      harvest()
    -             water()
    -             hay = num_items(Items.Hay)
    -             if hay < 200 or ((x + y) % 2 == 1 and y % 2 == 0):
    -                 grassland()
    -             elif (x + y) % 2 == 0:
    -                 plant(Entities.Tree)
    -             elif hay > 120 and num_items(Items.Carrot) < 2500:
    -                 soil()
    -                 plant(Entities.Carrot)
    -             else:
    -                 grassland()
    +             x = get_pos_x()
    +             y = get_pos_y()
    +             if mode == 1:
    +                 slot = (x + y) % 4
    +                 hay = num_items(Items.Hay)
    +                 if hay < 300 or (slot == 0 and hay < 2000):
    +                     if get_ground_type() == Grounds.Soil:
    +                         till()
    +                 elif slot == 1:
    +                     plant(Entities.Tree)
    +                 else:
    +                     if get_ground_type() != Grounds.Soil:
    +                         till()
    +                     plant(Entities.Carrot)
    +             elif mode == 2:
    +                 if entity != Entities.Pumpkin or not can_harvest():
    +                     if get_entity_type() != Entities.Pumpkin:
    +                         if get_ground_type() != Grounds.Soil:
    +                             till()
    +                         if not plant(Entities.Pumpkin):
    +                             ready = False
    +                         ready = False
    +                     else:
    +                         ready = False
                  move(North)
              move(East)
    +     if mode == 2 and ready:
    +         harvest()
      
    - def sweep_pumpkins():
    -     size = get_world_size()
    -     ready = True
    -     for i in range(size):
    -         for j in range(size):
    -             entity = get_entity_type()
    -             if entity != Entities.Pumpkin:
    -                 if can_harvest():
    -                     harvest()
    -                 soil()
    -                 if not plant(Entities.Pumpkin):
    -                     ready = False
    -                 ready = False
    -             elif not can_harvest():
    -                 ready = False
    -             water()
    -             move(North)
    -         move(East)
    -     if ready:
    + def solve_maze():
    +     direction = North
    +     steps = 0
    +     while get_entity_type() != Entities.Treasure and steps < 600:
    +         steps = steps + 1
    +         right = turn_right(direction)
    +         left = turn_left(direction)
    +         if can_move(right):
    +             direction = right
    +             move(direction)
    +         elif can_move(direction):
    +             move(direction)
    +         elif can_move(left):
    +             direction = left
    +             move(direction)
    +         else:
    +             direction = turn_around(direction)
    +             move(direction)
    +     if get_entity_type() == Entities.Treasure:
              harvest()
      
    + def run_maze():
    +     clear()
    +     if can_harvest():
    +         harvest()
    +     plant(Entities.Bush)
    +     cost = get_world_size()
    +     level = num_unlocked(Unlocks.Mazes)
    +     if level == 2:
    +         cost = cost * 2
    +     elif level == 3:
    +         cost = cost * 4
    +     elif level >= 4:
    +         cost = cost * 8
    +     if num_items(Items.Weird_Substance) < cost:
    +         return
    +     if use_item(Items.Weird_Substance, cost):
    +         solve_maze()
    + 
      while True:
    -     if num_items(Items.Pumpkin) < 20000 and num_items(Items.Carrot) > 80:
    -         sweep_pumpkins()
    +     carrots = num_items(Items.Carrot)
    +     hay = num_items(Items.Hay)
    +     pumpkins = num_items(Items.Pumpkin)
    +     weird = num_items(Items.Weird_Substance)
    +     gold = num_items(Items.Gold)
    +     size = get_world_size()
    +     if hay < 200:
    +         sweep(0)
    +     elif carrots < 800:
    +         sweep(1)
    +     elif gold < 12000 and weird >= size:
    +         run_maze()
    +     elif pumpkins < 10000 and carrots > 400:
    +         sweep(2)
          else:
    -         sweep_trees()
    +         sweep(1)
    
    Write result the agent saw
    Saved farm (120 lines).
    Game time: 44m 45s elapsed, 5h 15m 15s of budget remaining.
  14. r1344m 45sRan115 lines · +15 −20 · ran 26m 40s
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def turn_around(direction):
        return turn_right(turn_right(direction))
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 4000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def sweep(mode):
        size = get_world_size()
        ready = True
        for i in range(size):
            for j in range(size):
                entity = get_entity_type()
                if can_harvest() and not (mode == 2 and entity == Entities.Pumpkin):
                    if entity == Entities.Tree:
                        maybe_infect()
                    harvest()
                    entity = get_entity_type()
                x = get_pos_x()
                if mode == 1:
                    slot = (x + get_pos_y()) % 4
                    hay = num_items(Items.Hay)
                    if hay < 300 or (slot == 0 and hay < 2500):
                        if get_ground_type() == Grounds.Soil:
                            till()
                    elif slot == 1:
                        plant(Entities.Tree)
                    else:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        plant(Entities.Carrot)
                elif mode == 2:
                    if entity != Entities.Pumpkin:
                        if get_ground_type() != Grounds.Soil:
                            till()
                        if not plant(Entities.Pumpkin):
                            ready = False
                        ready = False
                    elif not can_harvest():
                        ready = False
                move(North)
            move(East)
        if mode == 2 and ready:
            harvest()
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_around(direction)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        cost = get_world_size()
        level = num_unlocked(Unlocks.Mazes)
        if level == 2:
            cost = cost * 2
        elif level == 3:
            cost = cost * 4
        elif level >= 4:
            cost = cost * 8
        if num_items(Items.Weird_Substance) < cost:
            return
        if use_item(Items.Weird_Substance, cost):
            solve_maze()
    
    while True:
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        if hay < 200:
            sweep(0)
        elif carrots < 900:
            sweep(1)
        elif num_items(Items.Gold) < 15000 and num_items(Items.Weird_Substance) >= get_world_size():
            run_maze()
        elif num_items(Items.Pumpkin) < 12000 and carrots > 500:
            sweep(2)
        else:
            sweep(1)
    Changes from the previous revision
              for j in range(size):
                  entity = get_entity_type()
    -             if can_harvest():
    +             if can_harvest() and not (mode == 2 and entity == Entities.Pumpkin):
                      if entity == Entities.Tree:
                          maybe_infect()
                      harvest()
    +                 entity = get_entity_type()
                  x = get_pos_x()
    -             y = get_pos_y()
                  if mode == 1:
    -                 slot = (x + y) % 4
    +                 slot = (x + get_pos_y()) % 4
                      hay = num_items(Items.Hay)
    -                 if hay < 300 or (slot == 0 and hay < 2000):
    +                 if hay < 300 or (slot == 0 and hay < 2500):
                          if get_ground_type() == Grounds.Soil:
                              till()
                          plant(Entities.Carrot)
                  elif mode == 2:
    -                 if entity != Entities.Pumpkin or not can_harvest():
    -                     if get_entity_type() != Entities.Pumpkin:
    -                         if get_ground_type() != Grounds.Soil:
    -                             till()
    -                         if not plant(Entities.Pumpkin):
    -                             ready = False
    -                         ready = False
    -                     else:
    +                 if entity != Entities.Pumpkin:
    +                     if get_ground_type() != Grounds.Soil:
    +                         till()
    +                     if not plant(Entities.Pumpkin):
                              ready = False
    +                     ready = False
    +                 elif not can_harvest():
    +                     ready = False
                  move(North)
              move(East)
          direction = North
          steps = 0
    -     while get_entity_type() != Entities.Treasure and steps < 600:
    +     while get_entity_type() != Entities.Treasure and steps < 800:
              steps = steps + 1
              right = turn_right(direction)
          carrots = num_items(Items.Carrot)
          hay = num_items(Items.Hay)
    -     pumpkins = num_items(Items.Pumpkin)
    -     weird = num_items(Items.Weird_Substance)
    -     gold = num_items(Items.Gold)
    -     size = get_world_size()
          if hay < 200:
              sweep(0)
    -     elif carrots < 800:
    +     elif carrots < 900:
              sweep(1)
    -     elif gold < 12000 and weird >= size:
    +     elif num_items(Items.Gold) < 15000 and num_items(Items.Weird_Substance) >= get_world_size():
              run_maze()
    -     elif pumpkins < 10000 and carrots > 400:
    +     elif num_items(Items.Pumpkin) < 12000 and carrots > 500:
              sweep(2)
          else:
    
    Write result the agent saw
    Saved farm (115 lines).
    Game time: 44m 55s elapsed, 5h 15m 5s of budget remaining.
    run_program at 44m 55s for 40s (agent saw)
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +34, fertilizer -1, hay +214, pumpkin +6, water +16, weird_substance +130, wood +52.
    Game time: 45m 45s elapsed, 5h 14m 15s of budget remaining.
    Output:
    (none)
  15. r141h 11mRan141 lines · +73 −47 · ran 3m 08s
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 12000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 400 or (slot == 1 and hay < 6000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        cost = get_world_size()
        level = num_unlocked(Unlocks.Mazes)
        if level == 2:
            cost = cost * 2
        elif level == 3:
            cost = cost * 4
        elif level >= 4:
            cost = cost * 8
        if num_items(Items.Weird_Substance) < cost:
            return
        if use_item(Items.Weird_Substance, cost):
            solve_maze()
    
    while True:
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        gold = num_items(Items.Gold)
        weird = num_items(Items.Weird_Substance)
        pumpkins = num_items(Items.Pumpkin)
        if hay < 300:
            parallel_maintain()
        elif carrots < 2500:
            parallel_maintain()
        elif gold < 40000 and weird >= get_world_size():
            run_maze()
        elif pumpkins < 30000 and carrots > 1200:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
          return North
      
    - def turn_around(direction):
    -     return turn_right(turn_right(direction))
    - 
      def maybe_infect():
    -     if num_items(Items.Weird_Substance) < 4000 and num_items(Items.Fertilizer) > 0:
    +     if num_items(Items.Weird_Substance) < 12000 and num_items(Items.Fertilizer) > 0:
              use_item(Items.Fertilizer)
      
    - def sweep(mode):
    -     size = get_world_size()
    + def maintain():
    +     entity = get_entity_type()
    +     if can_harvest():
    +         if entity == Entities.Tree:
    +             maybe_infect()
    +         harvest()
    +     slot = (get_pos_x() + get_pos_y()) % 8
    +     hay = num_items(Items.Hay)
    +     if slot == 0:
    +         plant(Entities.Tree)
    +     elif hay < 400 or (slot == 1 and hay < 6000):
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +     else:
    +         if get_ground_type() != Grounds.Soil:
    +             till()
    +         plant(Entities.Carrot)
    + 
    + def farm_column():
    +     for _ in range(get_world_size()):
    +         maintain()
    +         move(North)
    + 
    + def parallel_maintain():
    +     for _ in range(get_world_size()):
    +         if not spawn_drone(farm_column):
    +             farm_column()
    +         move(East)
    + 
    + def column_pumpkins():
          ready = True
    -     for i in range(size):
    -         for j in range(size):
    -             entity = get_entity_type()
    -             if can_harvest() and not (mode == 2 and entity == Entities.Pumpkin):
    -                 if entity == Entities.Tree:
    -                     maybe_infect()
    -                 harvest()
    -                 entity = get_entity_type()
    -             x = get_pos_x()
    -             if mode == 1:
    -                 slot = (x + get_pos_y()) % 4
    -                 hay = num_items(Items.Hay)
    -                 if hay < 300 or (slot == 0 and hay < 2500):
    -                     if get_ground_type() == Grounds.Soil:
    -                         till()
    -                 elif slot == 1:
    -                     plant(Entities.Tree)
    -                 else:
    -                     if get_ground_type() != Grounds.Soil:
    -                         till()
    -                     plant(Entities.Carrot)
    -             elif mode == 2:
    -                 if entity != Entities.Pumpkin:
    -                     if get_ground_type() != Grounds.Soil:
    -                         till()
    -                     if not plant(Entities.Pumpkin):
    -                         ready = False
    -                     ready = False
    -                 elif not can_harvest():
    -                     ready = False
    -             move(North)
    +     for _ in range(get_world_size()):
    +         entity = get_entity_type()
    +         if can_harvest() and entity != Entities.Pumpkin:
    +             harvest()
    +             entity = None
    +         if entity != Entities.Pumpkin:
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             if not plant(Entities.Pumpkin):
    +                 ready = False
    +             ready = False
    +         elif not can_harvest():
    +             ready = False
    +         move(North)
    +     return ready
    + 
    + def parallel_pumpkins():
    +     handles = []
    +     all_ready = True
    +     for _ in range(get_world_size()):
    +         drone = spawn_drone(column_pumpkins)
    +         if drone:
    +             handles.append(drone)
    +         else:
    +             if not column_pumpkins():
    +                 all_ready = False
              move(East)
    -     if mode == 2 and ready:
    +     for drone in handles:
    +         if not wait_for(drone):
    +             all_ready = False
    +     if all_ready:
              harvest()
      
                  move(direction)
              else:
    -             direction = turn_around(direction)
    +             direction = turn_right(right)
                  move(direction)
          if get_entity_type() == Entities.Treasure:
          carrots = num_items(Items.Carrot)
          hay = num_items(Items.Hay)
    -     if hay < 200:
    -         sweep(0)
    -     elif carrots < 900:
    -         sweep(1)
    -     elif num_items(Items.Gold) < 15000 and num_items(Items.Weird_Substance) >= get_world_size():
    +     gold = num_items(Items.Gold)
    +     weird = num_items(Items.Weird_Substance)
    +     pumpkins = num_items(Items.Pumpkin)
    +     if hay < 300:
    +         parallel_maintain()
    +     elif carrots < 2500:
    +         parallel_maintain()
    +     elif gold < 40000 and weird >= get_world_size():
              run_maze()
    -     elif num_items(Items.Pumpkin) < 12000 and carrots > 500:
    -         sweep(2)
    +     elif pumpkins < 30000 and carrots > 1200:
    +         parallel_pumpkins()
          else:
    -         sweep(1)
    +         parallel_maintain()
    
    Write result the agent saw
    Saved farm (141 lines).
    Game time: 1h 11m 55s elapsed, 4h 48m 5s of budget remaining.
    run_program at 1h 11m for 30s (agent saw)
    Ran farm for 30s of game time; it is still running.
    Inventory change: carrot +326, fertilizer -6, hay +1172, water +12, weird_substance +420, wood +88.
    Game time: 1h 12m 35s elapsed, 4h 47m 25s of budget remaining.
    Output:
    (none)
  16. r151h 15mSaved, never run194 lines · +70 −17
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 800 or (slot == 1 and hay < 20000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_columns(worker):
        handles = []
        own = None
        for _ in range(get_world_size()):
            drone = spawn_drone(worker)
            if drone:
                handles.append(drone)
            else:
                own = worker()
            move(East)
        return [own, handles]
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        pair = parallel_columns(column_pumpkins)
        all_ready = pair[0] != False
        for drone in pair[1]:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def sunflower_scan():
        best = 0
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest():
                    petals = measure()
                    if petals > best:
                        best = petals
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
        return best
    
    def sunflower_pick(target):
        for _ in range(get_world_size()):
            if get_entity_type() == Entities.Sunflower and can_harvest() and measure() == target:
                harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def parallel_sunflowers():
        pair = parallel_columns(sunflower_scan)
        best = 0
        if pair[0] != None and pair[0] > best:
            best = pair[0]
        for drone in pair[1]:
            result = wait_for(drone)
            if result != None and result > best:
                best = result
        if best < 7:
            return
        def pick():
            sunflower_pick(best)
        pair2 = parallel_columns(pick)
        if pair2[0] != None:
            pass
        for drone in pair2[1]:
            wait_for(drone)
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        cost = get_world_size()
        level = num_unlocked(Unlocks.Mazes)
        if level == 2:
            cost = cost * 2
        elif level == 3:
            cost = cost * 4
        elif level >= 4:
            cost = cost * 8
        if num_items(Items.Weird_Substance) < cost:
            return
        if use_item(Items.Weird_Substance, cost):
            solve_maze()
    
    while True:
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        power = num_items(Items.Power)
        gold = num_items(Items.Gold)
        weird = num_items(Items.Weird_Substance)
        pumpkins = num_items(Items.Pumpkin)
        if hay < 500:
            parallel_maintain()
        elif power < 30000 and carrots > 300:
            parallel_sunflowers()
        elif carrots < 6000:
            parallel_maintain()
        elif gold < 80000 and weird >= get_world_size():
            run_maze()
        elif pumpkins < 50000 and carrots > 2500:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
      
      def maybe_infect():
    -     if num_items(Items.Weird_Substance) < 12000 and num_items(Items.Fertilizer) > 0:
    +     if num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > 0:
              use_item(Items.Fertilizer)
      
          if slot == 0:
              plant(Entities.Tree)
    -     elif hay < 400 or (slot == 1 and hay < 6000):
    +     elif hay < 800 or (slot == 1 and hay < 20000):
              if get_ground_type() == Grounds.Soil:
                  till()
              move(North)
      
    + def parallel_columns(worker):
    +     handles = []
    +     own = None
    +     for _ in range(get_world_size()):
    +         drone = spawn_drone(worker)
    +         if drone:
    +             handles.append(drone)
    +         else:
    +             own = worker()
    +         move(East)
    +     return [own, handles]
    + 
      def parallel_maintain():
          for _ in range(get_world_size()):
      
      def parallel_pumpkins():
    -     handles = []
    -     all_ready = True
    -     for _ in range(get_world_size()):
    -         drone = spawn_drone(column_pumpkins)
    -         if drone:
    -             handles.append(drone)
    -         else:
    -             if not column_pumpkins():
    -                 all_ready = False
    -         move(East)
    -     for drone in handles:
    +     pair = parallel_columns(column_pumpkins)
    +     all_ready = pair[0] != False
    +     for drone in pair[1]:
              if not wait_for(drone):
                  all_ready = False
              harvest()
      
    + def sunflower_scan():
    +     best = 0
    +     for _ in range(get_world_size()):
    +         entity = get_entity_type()
    +         if entity == Entities.Sunflower:
    +             if can_harvest():
    +                 petals = measure()
    +                 if petals > best:
    +                     best = petals
    +         else:
    +             if can_harvest():
    +                 harvest()
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             plant(Entities.Sunflower)
    +         move(North)
    +     return best
    + 
    + def sunflower_pick(target):
    +     for _ in range(get_world_size()):
    +         if get_entity_type() == Entities.Sunflower and can_harvest() and measure() == target:
    +             harvest()
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             plant(Entities.Sunflower)
    +         move(North)
    + 
    + def parallel_sunflowers():
    +     pair = parallel_columns(sunflower_scan)
    +     best = 0
    +     if pair[0] != None and pair[0] > best:
    +         best = pair[0]
    +     for drone in pair[1]:
    +         result = wait_for(drone)
    +         if result != None and result > best:
    +             best = result
    +     if best < 7:
    +         return
    +     def pick():
    +         sunflower_pick(best)
    +     pair2 = parallel_columns(pick)
    +     if pair2[0] != None:
    +         pass
    +     for drone in pair2[1]:
    +         wait_for(drone)
    + 
      def solve_maze():
          direction = North
          carrots = num_items(Items.Carrot)
          hay = num_items(Items.Hay)
    +     power = num_items(Items.Power)
          gold = num_items(Items.Gold)
          weird = num_items(Items.Weird_Substance)
          pumpkins = num_items(Items.Pumpkin)
    -     if hay < 300:
    +     if hay < 500:
              parallel_maintain()
    -     elif carrots < 2500:
    +     elif power < 30000 and carrots > 300:
    +         parallel_sunflowers()
    +     elif carrots < 6000:
              parallel_maintain()
    -     elif gold < 40000 and weird >= get_world_size():
    +     elif gold < 80000 and weird >= get_world_size():
              run_maze()
    -     elif pumpkins < 30000 and carrots > 1200:
    +     elif pumpkins < 50000 and carrots > 2500:
              parallel_pumpkins()
          else:
    
    Write result the agent saw
    Saved farm (194 lines).
    Game time: 1h 15m 23s elapsed, 4h 44m 37s of budget remaining.
  17. r161h 15mRan197 lines · +35 −32 · ran 2m 20s
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 800 or (slot == 1 and hay < 20000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def sunflower_scan():
        best = 0
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest():
                    petals = measure()
                    if petals > best:
                        best = petals
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
        return best
    
    def sunflower_pick(target):
        for _ in range(get_world_size()):
            if get_entity_type() == Entities.Sunflower and can_harvest() and measure() == target:
                harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def parallel_sunflowers():
        handles = []
        best = 0
        for _ in range(get_world_size()):
            drone = spawn_drone(sunflower_scan)
            if drone:
                handles.append(drone)
            else:
                result = sunflower_scan()
                if result > best:
                    best = result
            move(East)
        for drone in handles:
            result = wait_for(drone)
            if result != None and result > best:
                best = result
        if best < 7:
            return
        handles = []
        for _ in range(get_world_size()):
            drone = spawn_drone(sunflower_pick, best)
            if drone:
                handles.append(drone)
            else:
                sunflower_pick(best)
            move(East)
        for drone in handles:
            wait_for(drone)
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        cost = get_world_size()
        level = num_unlocked(Unlocks.Mazes)
        if level == 2:
            cost = cost * 2
        elif level == 3:
            cost = cost * 4
        elif level >= 4:
            cost = cost * 8
        if num_items(Items.Weird_Substance) < cost:
            return
        if use_item(Items.Weird_Substance, cost):
            solve_maze()
    
    while True:
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        power = num_items(Items.Power)
        if hay < 500:
            parallel_maintain()
        elif power < 50000 and carrots > 200:
            parallel_sunflowers()
        elif carrots < 8000:
            parallel_maintain()
        elif num_items(Items.Gold) < 100000 and num_items(Items.Weird_Substance) >= get_world_size():
            run_maze()
        elif num_items(Items.Pumpkin) < 80000 and carrots > 3000:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
              move(North)
      
    - def parallel_columns(worker):
    -     handles = []
    -     own = None
    -     for _ in range(get_world_size()):
    -         drone = spawn_drone(worker)
    -         if drone:
    -             handles.append(drone)
    -         else:
    -             own = worker()
    -         move(East)
    -     return [own, handles]
    - 
      def parallel_maintain():
          for _ in range(get_world_size()):
      
      def parallel_pumpkins():
    -     pair = parallel_columns(column_pumpkins)
    -     all_ready = pair[0] != False
    -     for drone in pair[1]:
    +     handles = []
    +     all_ready = True
    +     for _ in range(get_world_size()):
    +         drone = spawn_drone(column_pumpkins)
    +         if drone:
    +             handles.append(drone)
    +         else:
    +             if not column_pumpkins():
    +                 all_ready = False
    +         move(East)
    +     for drone in handles:
              if not wait_for(drone):
                  all_ready = False
      
      def parallel_sunflowers():
    -     pair = parallel_columns(sunflower_scan)
    +     handles = []
          best = 0
    -     if pair[0] != None and pair[0] > best:
    -         best = pair[0]
    -     for drone in pair[1]:
    +     for _ in range(get_world_size()):
    +         drone = spawn_drone(sunflower_scan)
    +         if drone:
    +             handles.append(drone)
    +         else:
    +             result = sunflower_scan()
    +             if result > best:
    +                 best = result
    +         move(East)
    +     for drone in handles:
              result = wait_for(drone)
              if result != None and result > best:
          if best < 7:
              return
    -     def pick():
    -         sunflower_pick(best)
    -     pair2 = parallel_columns(pick)
    -     if pair2[0] != None:
    -         pass
    -     for drone in pair2[1]:
    +     handles = []
    +     for _ in range(get_world_size()):
    +         drone = spawn_drone(sunflower_pick, best)
    +         if drone:
    +             handles.append(drone)
    +         else:
    +             sunflower_pick(best)
    +         move(East)
    +     for drone in handles:
              wait_for(drone)
      
          hay = num_items(Items.Hay)
          power = num_items(Items.Power)
    -     gold = num_items(Items.Gold)
    -     weird = num_items(Items.Weird_Substance)
    -     pumpkins = num_items(Items.Pumpkin)
          if hay < 500:
              parallel_maintain()
    -     elif power < 30000 and carrots > 300:
    +     elif power < 50000 and carrots > 200:
              parallel_sunflowers()
    -     elif carrots < 6000:
    +     elif carrots < 8000:
              parallel_maintain()
    -     elif gold < 80000 and weird >= get_world_size():
    +     elif num_items(Items.Gold) < 100000 and num_items(Items.Weird_Substance) >= get_world_size():
              run_maze()
    -     elif pumpkins < 50000 and carrots > 2500:
    +     elif num_items(Items.Pumpkin) < 80000 and carrots > 3000:
              parallel_pumpkins()
          else:
    
    Write result the agent saw
    Saved farm (197 lines).
    Game time: 1h 15m 33s elapsed, 4h 44m 27s of budget remaining.
    run_program at 1h 15m for 50s (agent saw)
    Ran farm for 50s of game time; it is still running.
    Inventory change: carrot +99, fertilizer +20, hay +96, power +102.63, water +20, wood +320.
    Game time: 1h 16m 33s elapsed, 4h 43m 27s of budget remaining.
    Output:
    (none)
  18. r171h 18mRan168 lines · +41 −70 · ran 1m 05s
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 30000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 1000 or (slot == 1 and hay < 30000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def walk(action):
        size = get_world_size()
        for i in range(size):
            for j in range(size):
                action()
                move(North)
            move(East)
    
    def scan_flower():
        global best_petals
        if get_entity_type() == Entities.Sunflower and can_harvest():
            petals = measure()
            if petals > best_petals:
                best_petals = petals
        elif get_entity_type() != Entities.Sunflower:
            if can_harvest():
                harvest()
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Sunflower)
    
    def pick_flower():
        if get_entity_type() == Entities.Sunflower and can_harvest() and measure() == best_petals:
            harvest()
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Sunflower)
    
    def do_sunflowers():
        global best_petals
        best_petals = 0
        walk(scan_flower)
        if best_petals >= 7:
            walk(pick_flower)
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        cost = get_world_size()
        if num_items(Items.Weird_Substance) < cost:
            return
        if use_item(Items.Weird_Substance, cost):
            solve_maze()
    
    best_petals = 0
    
    while True:
        if num_items(Items.Hay) < 800:
            parallel_maintain()
        elif num_items(Items.Power) < 8000 and num_items(Items.Carrot) > 200:
            do_sunflowers()
        elif num_items(Items.Carrot) < 10000:
            parallel_maintain()
        elif num_items(Items.Gold) < 60000 and num_items(Items.Weird_Substance) >= get_world_size():
            run_maze()
        elif num_items(Items.Pumpkin) < 60000 and num_items(Items.Carrot) > 4000:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
      
      def maybe_infect():
    -     if num_items(Items.Weird_Substance) < 20000 and num_items(Items.Fertilizer) > 0:
    +     if num_items(Items.Weird_Substance) < 30000 and num_items(Items.Fertilizer) > 0:
              use_item(Items.Fertilizer)
      
          if slot == 0:
              plant(Entities.Tree)
    -     elif hay < 800 or (slot == 1 and hay < 20000):
    +     elif hay < 1000 or (slot == 1 and hay < 30000):
              if get_ground_type() == Grounds.Soil:
                  till()
              harvest()
      
    - def sunflower_scan():
    -     best = 0
    -     for _ in range(get_world_size()):
    -         entity = get_entity_type()
    -         if entity == Entities.Sunflower:
    -             if can_harvest():
    -                 petals = measure()
    -                 if petals > best:
    -                     best = petals
    -         else:
    -             if can_harvest():
    -                 harvest()
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             plant(Entities.Sunflower)
    -         move(North)
    -     return best
    + def walk(action):
    +     size = get_world_size()
    +     for i in range(size):
    +         for j in range(size):
    +             action()
    +             move(North)
    +         move(East)
      
    - def sunflower_pick(target):
    -     for _ in range(get_world_size()):
    -         if get_entity_type() == Entities.Sunflower and can_harvest() and measure() == target:
    + def scan_flower():
    +     global best_petals
    +     if get_entity_type() == Entities.Sunflower and can_harvest():
    +         petals = measure()
    +         if petals > best_petals:
    +             best_petals = petals
    +     elif get_entity_type() != Entities.Sunflower:
    +         if can_harvest():
                  harvest()
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             plant(Entities.Sunflower)
    -         move(North)
    +         if get_ground_type() != Grounds.Soil:
    +             till()
    +         plant(Entities.Sunflower)
      
    - def parallel_sunflowers():
    -     handles = []
    -     best = 0
    -     for _ in range(get_world_size()):
    -         drone = spawn_drone(sunflower_scan)
    -         if drone:
    -             handles.append(drone)
    -         else:
    -             result = sunflower_scan()
    -             if result > best:
    -                 best = result
    -         move(East)
    -     for drone in handles:
    -         result = wait_for(drone)
    -         if result != None and result > best:
    -             best = result
    -     if best < 7:
    -         return
    -     handles = []
    -     for _ in range(get_world_size()):
    -         drone = spawn_drone(sunflower_pick, best)
    -         if drone:
    -             handles.append(drone)
    -         else:
    -             sunflower_pick(best)
    -         move(East)
    -     for drone in handles:
    -         wait_for(drone)
    + def pick_flower():
    +     if get_entity_type() == Entities.Sunflower and can_harvest() and measure() == best_petals:
    +         harvest()
    +         if get_ground_type() != Grounds.Soil:
    +             till()
    +         plant(Entities.Sunflower)
      
    + def do_sunflowers():
    +     global best_petals
    +     best_petals = 0
    +     walk(scan_flower)
    +     if best_petals >= 7:
    +         walk(pick_flower)
    + 
      def solve_maze():
          direction = North
          plant(Entities.Bush)
          cost = get_world_size()
    -     level = num_unlocked(Unlocks.Mazes)
    -     if level == 2:
    -         cost = cost * 2
    -     elif level == 3:
    -         cost = cost * 4
    -     elif level >= 4:
    -         cost = cost * 8
          if num_items(Items.Weird_Substance) < cost:
              return
              solve_maze()
      
    + best_petals = 0
    + 
      while True:
    -     carrots = num_items(Items.Carrot)
    -     hay = num_items(Items.Hay)
    -     power = num_items(Items.Power)
    -     if hay < 500:
    +     if num_items(Items.Hay) < 800:
              parallel_maintain()
    -     elif power < 50000 and carrots > 200:
    -         parallel_sunflowers()
    -     elif carrots < 8000:
    +     elif num_items(Items.Power) < 8000 and num_items(Items.Carrot) > 200:
    +         do_sunflowers()
    +     elif num_items(Items.Carrot) < 10000:
              parallel_maintain()
    -     elif num_items(Items.Gold) < 100000 and num_items(Items.Weird_Substance) >= get_world_size():
    +     elif num_items(Items.Gold) < 60000 and num_items(Items.Weird_Substance) >= get_world_size():
              run_maze()
    -     elif num_items(Items.Pumpkin) < 80000 and carrots > 3000:
    +     elif num_items(Items.Pumpkin) < 60000 and num_items(Items.Carrot) > 4000:
              parallel_pumpkins()
          else:
    
    Write result the agent saw
    Saved farm (168 lines).
    Game time: 1h 18m 13s elapsed, 4h 41m 47s of budget remaining.
    run_program at 1h 18m for 45s (agent saw)
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot -28, fertilizer +18, power +38.51, water +18.
    Game time: 1h 19m 8s elapsed, 4h 40m 52s of budget remaining.
    Output:
    (none)
  19. —1h 19mRejected
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 30000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 1000 or (slot == 1 and hay < 40000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def parallel_flowers(target):
        for _ in range(get_world_size()):
            if not spawn_drone(flower_column, target):
                flower_column(target)
            move(East)
    
    def do_sunflowers():
        parallel_flowers(15)
        parallel_flowers(14)
        parallel_flowers(13)
        parallel_flowers(12)
        parallel_flowers(11)
        parallel_flowers(10)
        parallel_flowers(9)
        parallel_flowers(8)
        parallel_flowers(7)
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        if num_items(Items.Weird_Substance) < get_world_size():
            return
        if use_item(Items.Weird_Substance, get_world_size()):
            solve_maze()
    
    while True:
        if num_items(Items.Hay) < 800:
            parallel_maintain()
        elif num_items(Items.Power) < 4000 and num_items(Items.Carrot) > 150:
            do_sunflowers()
        elif num_items(Items.Carrot) < 12000:
            parallel_maintain()
        elif num_items(Items.Gold) < 80000 and num_items(Items.Weird_Substance) >= get_world_size():
            run_maze()
        elif num_items(Items.Pumpkin) < 80000 and num_items(Items.Carrot) > 4000:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Write result the agent saw
    Stop the program before editing it.
  20. r181h 19mRan162 lines · +35 −41 · ran 11m 04s
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 30000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 1000 or (slot == 1 and hay < 40000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def parallel_flowers(target):
        for _ in range(get_world_size()):
            if not spawn_drone(flower_column, target):
                flower_column(target)
            move(East)
    
    def do_sunflowers():
        parallel_flowers(15)
        parallel_flowers(14)
        parallel_flowers(13)
        parallel_flowers(12)
        parallel_flowers(11)
        parallel_flowers(10)
        parallel_flowers(9)
        parallel_flowers(8)
        parallel_flowers(7)
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        if num_items(Items.Weird_Substance) < get_world_size():
            return
        if use_item(Items.Weird_Substance, get_world_size()):
            solve_maze()
    
    while True:
        if num_items(Items.Hay) < 800:
            parallel_maintain()
        elif num_items(Items.Power) < 4000 and num_items(Items.Carrot) > 150:
            do_sunflowers()
        elif num_items(Items.Carrot) < 12000:
            parallel_maintain()
        elif num_items(Items.Gold) < 80000 and num_items(Items.Weird_Substance) >= get_world_size():
            run_maze()
        elif num_items(Items.Pumpkin) < 80000 and num_items(Items.Carrot) > 4000:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
          if slot == 0:
              plant(Entities.Tree)
    -     elif hay < 1000 or (slot == 1 and hay < 30000):
    +     elif hay < 1000 or (slot == 1 and hay < 40000):
              if get_ground_type() == Grounds.Soil:
                  till()
              harvest()
      
    - def walk(action):
    -     size = get_world_size()
    -     for i in range(size):
    -         for j in range(size):
    -             action()
    -             move(North)
    -         move(East)
    - 
    - def scan_flower():
    -     global best_petals
    -     if get_entity_type() == Entities.Sunflower and can_harvest():
    -         petals = measure()
    -         if petals > best_petals:
    -             best_petals = petals
    -     elif get_entity_type() != Entities.Sunflower:
    -         if can_harvest():
    -             harvest()
    -         if get_ground_type() != Grounds.Soil:
    -             till()
    -         plant(Entities.Sunflower)
    + def flower_column(target):
    +     for _ in range(get_world_size()):
    +         entity = get_entity_type()
    +         if entity == Entities.Sunflower:
    +             if can_harvest() and measure() == target:
    +                 harvest()
    +                 plant(Entities.Sunflower)
    +         else:
    +             if can_harvest():
    +                 harvest()
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             plant(Entities.Sunflower)
    +         move(North)
      
    - def pick_flower():
    -     if get_entity_type() == Entities.Sunflower and can_harvest() and measure() == best_petals:
    -         harvest()
    -         if get_ground_type() != Grounds.Soil:
    -             till()
    -         plant(Entities.Sunflower)
    + def parallel_flowers(target):
    +     for _ in range(get_world_size()):
    +         if not spawn_drone(flower_column, target):
    +             flower_column(target)
    +         move(East)
      
      def do_sunflowers():
    -     global best_petals
    -     best_petals = 0
    -     walk(scan_flower)
    -     if best_petals >= 7:
    -         walk(pick_flower)
    +     parallel_flowers(15)
    +     parallel_flowers(14)
    +     parallel_flowers(13)
    +     parallel_flowers(12)
    +     parallel_flowers(11)
    +     parallel_flowers(10)
    +     parallel_flowers(9)
    +     parallel_flowers(8)
    +     parallel_flowers(7)
      
      def solve_maze():
              harvest()
          plant(Entities.Bush)
    -     cost = get_world_size()
    -     if num_items(Items.Weird_Substance) < cost:
    +     if num_items(Items.Weird_Substance) < get_world_size():
              return
    -     if use_item(Items.Weird_Substance, cost):
    +     if use_item(Items.Weird_Substance, get_world_size()):
              solve_maze()
      
    - best_petals = 0
    - 
      while True:
          if num_items(Items.Hay) < 800:
              parallel_maintain()
    -     elif num_items(Items.Power) < 8000 and num_items(Items.Carrot) > 200:
    +     elif num_items(Items.Power) < 4000 and num_items(Items.Carrot) > 150:
              do_sunflowers()
    -     elif num_items(Items.Carrot) < 10000:
    +     elif num_items(Items.Carrot) < 12000:
              parallel_maintain()
    -     elif num_items(Items.Gold) < 60000 and num_items(Items.Weird_Substance) >= get_world_size():
    +     elif num_items(Items.Gold) < 80000 and num_items(Items.Weird_Substance) >= get_world_size():
              run_maze()
    -     elif num_items(Items.Pumpkin) < 60000 and num_items(Items.Carrot) > 4000:
    +     elif num_items(Items.Pumpkin) < 80000 and num_items(Items.Carrot) > 4000:
              parallel_pumpkins()
          else:
    
    Write result the agent saw
    Saved farm (162 lines).
    Game time: 1h 19m 38s elapsed, 4h 40m 22s of budget remaining.
    run_program at 1h 19m for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot -321, fertilizer +24, power +440.92, water +24.
    Game time: 1h 20m 48s elapsed, 4h 39m 12s of budget remaining.
    Output:
    (none)
  21. r191h 30mRan168 lines · +13 −7 · ran 24m 48s
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 30000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 1000 or (slot == 1 and hay < 40000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def parallel_flowers(target):
        for _ in range(get_world_size()):
            if not spawn_drone(flower_column, target):
                flower_column(target)
            move(East)
    
    def do_sunflowers():
        parallel_flowers(15)
        parallel_flowers(14)
        parallel_flowers(13)
        parallel_flowers(12)
        parallel_flowers(11)
        parallel_flowers(10)
        parallel_flowers(9)
        parallel_flowers(8)
        parallel_flowers(7)
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        if num_items(Items.Weird_Substance) < get_world_size():
            return
        if use_item(Items.Weird_Substance, get_world_size()):
            solve_maze()
    
    while True:
        weird = num_items(Items.Weird_Substance)
        gold = num_items(Items.Gold)
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        power = num_items(Items.Power)
        pumpkins = num_items(Items.Pumpkin)
        if gold < 36000 and weird >= get_world_size():
            run_maze()
        elif hay < 600:
            parallel_maintain()
        elif carrots < 5000:
            parallel_maintain()
        elif power < 20000:
            do_sunflowers()
        elif pumpkins < 100000:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
      
      while True:
    -     if num_items(Items.Hay) < 800:
    +     weird = num_items(Items.Weird_Substance)
    +     gold = num_items(Items.Gold)
    +     carrots = num_items(Items.Carrot)
    +     hay = num_items(Items.Hay)
    +     power = num_items(Items.Power)
    +     pumpkins = num_items(Items.Pumpkin)
    +     if gold < 36000 and weird >= get_world_size():
    +         run_maze()
    +     elif hay < 600:
              parallel_maintain()
    -     elif num_items(Items.Power) < 4000 and num_items(Items.Carrot) > 150:
    -         do_sunflowers()
    -     elif num_items(Items.Carrot) < 12000:
    +     elif carrots < 5000:
              parallel_maintain()
    -     elif num_items(Items.Gold) < 80000 and num_items(Items.Weird_Substance) >= get_world_size():
    -         run_maze()
    -     elif num_items(Items.Pumpkin) < 80000 and num_items(Items.Carrot) > 4000:
    +     elif power < 20000:
    +         do_sunflowers()
    +     elif pumpkins < 100000:
              parallel_pumpkins()
          else:
    
    Write result the agent saw
    Saved farm (168 lines).
    Game time: 1h 31m 3s elapsed, 4h 28m 57s of budget remaining.
    run_program at 1h 31m for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: fertilizer +24, gold +1280, power -60.66, water +24, weird_substance -168.
    Game time: 1h 32m 13s elapsed, 4h 27m 47s of budget remaining.
    Output:
    (none)
  22. r201h 56mRan158 lines · +15 −25 · ran 1m 55s
    def turn_right(direction):
        if direction == North:
            return East
        if direction == East:
            return South
        if direction == South:
            return West
        return North
    
    def turn_left(direction):
        if direction == North:
            return West
        if direction == West:
            return South
        if direction == South:
            return East
        return North
    
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 40000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 1500 or (slot == 1 and hay < 25000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def do_sunflowers():
        for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
            for _ in range(get_world_size()):
                if not spawn_drone(flower_column, target):
                    flower_column(target)
                move(East)
    
    def solve_maze():
        direction = North
        steps = 0
        while get_entity_type() != Entities.Treasure and steps < 800:
            steps = steps + 1
            right = turn_right(direction)
            left = turn_left(direction)
            if can_move(right):
                direction = right
                move(direction)
            elif can_move(direction):
                move(direction)
            elif can_move(left):
                direction = left
                move(direction)
            else:
                direction = turn_right(right)
                move(direction)
        if get_entity_type() == Entities.Treasure:
            harvest()
    
    def run_maze():
        clear()
        if can_harvest():
            harvest()
        plant(Entities.Bush)
        if num_items(Items.Weird_Substance) < get_world_size():
            return
        if use_item(Items.Weird_Substance, get_world_size()):
            solve_maze()
    
    while True:
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        power = num_items(Items.Power)
        pumpkins = num_items(Items.Pumpkin)
        gold = num_items(Items.Gold)
        weird = num_items(Items.Weird_Substance)
        if hay < 800:
            parallel_maintain()
        elif carrots < 8000:
            parallel_maintain()
        elif power < 12000:
            do_sunflowers()
        elif pumpkins < 120000 and carrots > 2000:
            parallel_pumpkins()
        elif gold < 20000 and weird >= get_world_size():
            run_maze()
        else:
            parallel_maintain()
    Changes from the previous revision
      
      def maybe_infect():
    -     if num_items(Items.Weird_Substance) < 30000 and num_items(Items.Fertilizer) > 0:
    +     if num_items(Items.Weird_Substance) < 40000 and num_items(Items.Fertilizer) > 0:
              use_item(Items.Fertilizer)
      
          if slot == 0:
              plant(Entities.Tree)
    -     elif hay < 1000 or (slot == 1 and hay < 40000):
    +     elif hay < 1500 or (slot == 1 and hay < 25000):
              if get_ground_type() == Grounds.Soil:
                  till()
              move(North)
      
    - def parallel_flowers(target):
    -     for _ in range(get_world_size()):
    -         if not spawn_drone(flower_column, target):
    -             flower_column(target)
    -         move(East)
    - 
      def do_sunflowers():
    -     parallel_flowers(15)
    -     parallel_flowers(14)
    -     parallel_flowers(13)
    -     parallel_flowers(12)
    -     parallel_flowers(11)
    -     parallel_flowers(10)
    -     parallel_flowers(9)
    -     parallel_flowers(8)
    -     parallel_flowers(7)
    +     for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
    +         for _ in range(get_world_size()):
    +             if not spawn_drone(flower_column, target):
    +                 flower_column(target)
    +             move(East)
      
      def solve_maze():
      
      while True:
    -     weird = num_items(Items.Weird_Substance)
    -     gold = num_items(Items.Gold)
          carrots = num_items(Items.Carrot)
          hay = num_items(Items.Hay)
          power = num_items(Items.Power)
          pumpkins = num_items(Items.Pumpkin)
    -     if gold < 36000 and weird >= get_world_size():
    -         run_maze()
    -     elif hay < 600:
    +     gold = num_items(Items.Gold)
    +     weird = num_items(Items.Weird_Substance)
    +     if hay < 800:
              parallel_maintain()
    -     elif carrots < 5000:
    +     elif carrots < 8000:
              parallel_maintain()
    -     elif power < 20000:
    +     elif power < 12000:
              do_sunflowers()
    -     elif pumpkins < 100000:
    +     elif pumpkins < 120000 and carrots > 2000:
              parallel_pumpkins()
    +     elif gold < 20000 and weird >= get_world_size():
    +         run_maze()
          else:
              parallel_maintain()
    
    Write result the agent saw
    Saved farm (158 lines).
    Game time: 1h 56m 11s elapsed, 4h 3m 49s of budget remaining.
    run_program at 1h 56m for 45s (agent saw)
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot +1700, fertilizer -26, hay +8260, power -237.76, water +18, weird_substance +1920, wood +524.
    Game time: 1h 57m 6s elapsed, 4h 2m 54s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: farm_column <- maintain
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: farm_column <- maintain
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  23. r211h 58mRan105 lines · +8 −61 · ran 1m 40s
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 50000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 2000 or (slot == 1 and hay < 40000):
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def do_sunflowers():
        for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
            for _ in range(get_world_size()):
                if not spawn_drone(flower_column, target):
                    flower_column(target)
                move(East)
    
    while True:
        hay = num_items(Items.Hay)
        carrots = num_items(Items.Carrot)
        power = num_items(Items.Power)
        pumpkins = num_items(Items.Pumpkin)
        if hay < 1500:
            parallel_maintain()
        elif power < 25000 and carrots > 400:
            do_sunflowers()
        elif carrots < 20000:
            parallel_maintain()
        elif pumpkins < 300000:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
    - def turn_right(direction):
    -     if direction == North:
    -         return East
    -     if direction == East:
    -         return South
    -     if direction == South:
    -         return West
    -     return North
    - 
    - def turn_left(direction):
    -     if direction == North:
    -         return West
    -     if direction == West:
    -         return South
    -     if direction == South:
    -         return East
    -     return North
    - 
      def maybe_infect():
    -     if num_items(Items.Weird_Substance) < 40000 and num_items(Items.Fertilizer) > 0:
    +     if num_items(Items.Weird_Substance) < 50000 and num_items(Items.Fertilizer) > 0:
              use_item(Items.Fertilizer)
      
          if slot == 0:
              plant(Entities.Tree)
    -     elif hay < 1500 or (slot == 1 and hay < 25000):
    +     elif hay < 2000 or (slot == 1 and hay < 40000):
              if get_ground_type() == Grounds.Soil:
                  till()
                  move(East)
      
    - def solve_maze():
    -     direction = North
    -     steps = 0
    -     while get_entity_type() != Entities.Treasure and steps < 800:
    -         steps = steps + 1
    -         right = turn_right(direction)
    -         left = turn_left(direction)
    -         if can_move(right):
    -             direction = right
    -             move(direction)
    -         elif can_move(direction):
    -             move(direction)
    -         elif can_move(left):
    -             direction = left
    -             move(direction)
    -         else:
    -             direction = turn_right(right)
    -             move(direction)
    -     if get_entity_type() == Entities.Treasure:
    -         harvest()
    - 
    - def run_maze():
    -     clear()
    -     if can_harvest():
    -         harvest()
    -     plant(Entities.Bush)
    -     if num_items(Items.Weird_Substance) < get_world_size():
    -         return
    -     if use_item(Items.Weird_Substance, get_world_size()):
    -         solve_maze()
    - 
      while True:
    -     carrots = num_items(Items.Carrot)
          hay = num_items(Items.Hay)
    +     carrots = num_items(Items.Carrot)
          power = num_items(Items.Power)
          pumpkins = num_items(Items.Pumpkin)
    -     gold = num_items(Items.Gold)
    -     weird = num_items(Items.Weird_Substance)
    -     if hay < 800:
    -         parallel_maintain()
    -     elif carrots < 8000:
    +     if hay < 1500:
              parallel_maintain()
    -     elif power < 12000:
    +     elif power < 25000 and carrots > 400:
              do_sunflowers()
    -     elif pumpkins < 120000 and carrots > 2000:
    +     elif carrots < 20000:
    +         parallel_maintain()
    +     elif pumpkins < 300000:
              parallel_pumpkins()
    -     elif gold < 20000 and weird >= get_world_size():
    -         run_maze()
          else:
              parallel_maintain()
    
    Write result the agent saw
    Saved farm (105 lines).
    Game time: 1h 58m 26s elapsed, 4h 1m 34s of budget remaining.
    run_program at 1h 58m for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot -448, fertilizer +36, hay +160, power +527.71, water +36, wood +960.
    Game time: 2h 6s elapsed, 3h 59m 54s of budget remaining.
    Output:
    (none)
  24. r222h 00mRan109 lines · +13 −9 · ran 48m 22s
    def maybe_infect():
        if num_items(Items.Weird_Substance) < 80000 and num_items(Items.Fertilizer) > 0:
            use_item(Items.Fertilizer)
    
    def maintain():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree:
                maybe_infect()
            harvest()
        slot = (get_pos_x() + get_pos_y()) % 8
        hay = num_items(Items.Hay)
        if slot == 0:
            plant(Entities.Tree)
        elif hay < 3000:
            if get_ground_type() == Grounds.Soil:
                till()
        else:
            if get_ground_type() != Grounds.Soil:
                till()
            plant(Entities.Carrot)
    
    def farm_column():
        for _ in range(get_world_size()):
            maintain()
            move(North)
    
    def parallel_maintain():
        for _ in range(get_world_size()):
            if not spawn_drone(farm_column):
                farm_column()
            move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def do_sunflowers():
        for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
            for _ in range(get_world_size()):
                if not spawn_drone(flower_column, target):
                    flower_column(target)
                move(East)
    
    phase = "power"
    
    while True:
        power = num_items(Items.Power)
        carrots = num_items(Items.Carrot)
        hay = num_items(Items.Hay)
        pumpkins = num_items(Items.Pumpkin)
        if phase == "power" and power > 15000:
            phase = "pumpkins"
        if phase == "pumpkins" and power < 5000:
            phase = "power"
        if hay < 2000 or carrots < 2000:
            parallel_maintain()
        elif phase == "power":
            do_sunflowers()
        elif pumpkins < 500000:
            parallel_pumpkins()
        else:
            parallel_maintain()
    Changes from the previous revision
      def maybe_infect():
    -     if num_items(Items.Weird_Substance) < 50000 and num_items(Items.Fertilizer) > 0:
    +     if num_items(Items.Weird_Substance) < 80000 and num_items(Items.Fertilizer) > 0:
              use_item(Items.Fertilizer)
      
          if slot == 0:
              plant(Entities.Tree)
    -     elif hay < 2000 or (slot == 1 and hay < 40000):
    +     elif hay < 3000:
              if get_ground_type() == Grounds.Soil:
                  till()
                  move(East)
      
    + phase = "power"
    + 
      while True:
    -     hay = num_items(Items.Hay)
    -     carrots = num_items(Items.Carrot)
          power = num_items(Items.Power)
    +     carrots = num_items(Items.Carrot)
    +     hay = num_items(Items.Hay)
          pumpkins = num_items(Items.Pumpkin)
    -     if hay < 1500:
    +     if phase == "power" and power > 15000:
    +         phase = "pumpkins"
    +     if phase == "pumpkins" and power < 5000:
    +         phase = "power"
    +     if hay < 2000 or carrots < 2000:
              parallel_maintain()
    -     elif power < 25000 and carrots > 400:
    +     elif phase == "power":
              do_sunflowers()
    -     elif carrots < 20000:
    -         parallel_maintain()
    -     elif pumpkins < 300000:
    +     elif pumpkins < 500000:
              parallel_pumpkins()
          else:
    
    Write result the agent saw
    Saved farm (109 lines).
    Game time: 2h 26s elapsed, 3h 59m 34s of budget remaining.
    run_program at 2h 00m for 30s (agent saw)
    Ran farm for 30s of game time; it is still running.
    Inventory change: carrot -217, fertilizer +12, power +280.15, water +12.
    Game time: 2h 1m 6s elapsed, 3h 58m 54s of budget remaining.
    Output:
    (none)
  25. r232h 48mRan100 lines · +58 −67 · ran 4m 00s
    def plant_cactus_field():
        size = get_world_size()
        ready = True
        for i in range(size):
            for j in range(size):
                entity = get_entity_type()
                if entity != Entities.Cactus:
                    if can_harvest():
                        harvest()
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if not plant(Entities.Cactus):
                        ready = False
                    ready = False
                elif not can_harvest():
                    ready = False
                move(North)
            move(East)
        return ready
    
    def goto(x, y):
        while get_pos_x() != x:
            if get_pos_x() < x:
                move(East)
            else:
                move(West)
        while get_pos_y() != y:
            if get_pos_y() < y:
                move(North)
            else:
                move(South)
    
    def sort_cactus():
        size = get_world_size()
        for y in range(size):
            goto(0, y)
            for pass_i in range(size):
                for x in range(size - 1):
                    if measure() > measure(East):
                        swap(East)
                    move(East)
                for x in range(size - 1):
                    move(West)
        for x in range(size):
            goto(x, 0)
            for pass_i in range(size):
                for y in range(size - 1):
                    if measure() > measure(North):
                        swap(North)
                    move(North)
                for y in range(size - 1):
                    move(South)
    
    def do_cactus():
        if plant_cactus_field():
            sort_cactus()
            harvest()
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    while True:
        if num_items(Items.Pumpkin) < 1000:
            parallel_pumpkins()
        elif num_items(Items.Cactus) < 20000:
            do_cactus()
        else:
            parallel_pumpkins()
    Changes from the previous revision
    - def maybe_infect():
    -     if num_items(Items.Weird_Substance) < 80000 and num_items(Items.Fertilizer) > 0:
    -         use_item(Items.Fertilizer)
    + def plant_cactus_field():
    +     size = get_world_size()
    +     ready = True
    +     for i in range(size):
    +         for j in range(size):
    +             entity = get_entity_type()
    +             if entity != Entities.Cactus:
    +                 if can_harvest():
    +                     harvest()
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +                 if not plant(Entities.Cactus):
    +                     ready = False
    +                 ready = False
    +             elif not can_harvest():
    +                 ready = False
    +             move(North)
    +         move(East)
    +     return ready
      
    - def maintain():
    -     entity = get_entity_type()
    -     if can_harvest():
    -         if entity == Entities.Tree:
    -             maybe_infect()
    -         harvest()
    -     slot = (get_pos_x() + get_pos_y()) % 8
    -     hay = num_items(Items.Hay)
    -     if slot == 0:
    -         plant(Entities.Tree)
    -     elif hay < 3000:
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    -     else:
    -         if get_ground_type() != Grounds.Soil:
    -             till()
    -         plant(Entities.Carrot)
    + def goto(x, y):
    +     while get_pos_x() != x:
    +         if get_pos_x() < x:
    +             move(East)
    +         else:
    +             move(West)
    +     while get_pos_y() != y:
    +         if get_pos_y() < y:
    +             move(North)
    +         else:
    +             move(South)
      
    - def farm_column():
    -     for _ in range(get_world_size()):
    -         maintain()
    -         move(North)
    + def sort_cactus():
    +     size = get_world_size()
    +     for y in range(size):
    +         goto(0, y)
    +         for pass_i in range(size):
    +             for x in range(size - 1):
    +                 if measure() > measure(East):
    +                     swap(East)
    +                 move(East)
    +             for x in range(size - 1):
    +                 move(West)
    +     for x in range(size):
    +         goto(x, 0)
    +         for pass_i in range(size):
    +             for y in range(size - 1):
    +                 if measure() > measure(North):
    +                     swap(North)
    +                 move(North)
    +             for y in range(size - 1):
    +                 move(South)
      
    - def parallel_maintain():
    -     for _ in range(get_world_size()):
    -         if not spawn_drone(farm_column):
    -             farm_column()
    -         move(East)
    + def do_cactus():
    +     if plant_cactus_field():
    +         sort_cactus()
    +         harvest()
      
      def column_pumpkins():
              harvest()
      
    - def flower_column(target):
    -     for _ in range(get_world_size()):
    -         entity = get_entity_type()
    -         if entity == Entities.Sunflower:
    -             if can_harvest() and measure() == target:
    -                 harvest()
    -                 plant(Entities.Sunflower)
    -         else:
    -             if can_harvest():
    -                 harvest()
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             plant(Entities.Sunflower)
    -         move(North)
    - 
    - def do_sunflowers():
    -     for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
    -         for _ in range(get_world_size()):
    -             if not spawn_drone(flower_column, target):
    -                 flower_column(target)
    -             move(East)
    - 
    - phase = "power"
    - 
      while True:
    -     power = num_items(Items.Power)
    -     carrots = num_items(Items.Carrot)
    -     hay = num_items(Items.Hay)
    -     pumpkins = num_items(Items.Pumpkin)
    -     if phase == "power" and power > 15000:
    -         phase = "pumpkins"
    -     if phase == "pumpkins" and power < 5000:
    -         phase = "power"
    -     if hay < 2000 or carrots < 2000:
    -         parallel_maintain()
    -     elif phase == "power":
    -         do_sunflowers()
    -     elif pumpkins < 500000:
    +     if num_items(Items.Pumpkin) < 1000:
              parallel_pumpkins()
    +     elif num_items(Items.Cactus) < 20000:
    +         do_cactus()
          else:
    -         parallel_maintain()
    +         parallel_pumpkins()
    
    Write result the agent saw
    Saved farm (100 lines).
    Game time: 2h 49m 8s elapsed, 3h 10m 52s of budget remaining.
    run_program at 2h 49m for 180s (agent saw)
    Ran farm for 3m of game time; it is still running.
    Inventory change: cactus +8192, fertilizer +72, power -182.15, pumpkin -184, water +144.
    Game time: 2h 52m 18s elapsed, 3h 7m 42s of budget remaining.
    Output:
    (none)
  26. r242h 53mRan19 lines · +17 −98 · ran 1m 50s
    def farm_bones():
        clear()
        change_hat(Hats.Dinosaur_Hat)
        going_east = True
        while True:
            if going_east:
                if not move(East):
                    if not move(North):
                        break
                    going_east = False
            else:
                if not move(West):
                    if not move(North):
                        break
                    going_east = True
        change_hat(Hats.Straw_Hat)
    
    while num_items(Items.Cactus) > 300:
        farm_bones()
    Changes from the previous revision
    - def plant_cactus_field():
    -     size = get_world_size()
    -     ready = True
    -     for i in range(size):
    -         for j in range(size):
    -             entity = get_entity_type()
    -             if entity != Entities.Cactus:
    -                 if can_harvest():
    -                     harvest()
    -                 if get_ground_type() != Grounds.Soil:
    -                     till()
    -                 if not plant(Entities.Cactus):
    -                     ready = False
    -                 ready = False
    -             elif not can_harvest():
    -                 ready = False
    -             move(North)
    -         move(East)
    -     return ready
    - 
    - def goto(x, y):
    -     while get_pos_x() != x:
    -         if get_pos_x() < x:
    -             move(East)
    -         else:
    -             move(West)
    -     while get_pos_y() != y:
    -         if get_pos_y() < y:
    -             move(North)
    -         else:
    -             move(South)
    - 
    - def sort_cactus():
    -     size = get_world_size()
    -     for y in range(size):
    -         goto(0, y)
    -         for pass_i in range(size):
    -             for x in range(size - 1):
    -                 if measure() > measure(East):
    -                     swap(East)
    -                 move(East)
    -             for x in range(size - 1):
    -                 move(West)
    -     for x in range(size):
    -         goto(x, 0)
    -         for pass_i in range(size):
    -             for y in range(size - 1):
    -                 if measure() > measure(North):
    -                     swap(North)
    -                 move(North)
    -             for y in range(size - 1):
    -                 move(South)
    - 
    - def do_cactus():
    -     if plant_cactus_field():
    -         sort_cactus()
    -         harvest()
    - 
    - def column_pumpkins():
    -     ready = True
    -     for _ in range(get_world_size()):
    -         entity = get_entity_type()
    -         if can_harvest() and entity != Entities.Pumpkin:
    -             harvest()
    -             entity = None
    -         if entity != Entities.Pumpkin:
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             if not plant(Entities.Pumpkin):
    -                 ready = False
    -             ready = False
    -         elif not can_harvest():
    -             ready = False
    -         move(North)
    -     return ready
    - 
    - def parallel_pumpkins():
    -     handles = []
    -     all_ready = True
    -     for _ in range(get_world_size()):
    -         drone = spawn_drone(column_pumpkins)
    -         if drone:
    -             handles.append(drone)
    + def farm_bones():
    +     clear()
    +     change_hat(Hats.Dinosaur_Hat)
    +     going_east = True
    +     while True:
    +         if going_east:
    +             if not move(East):
    +                 if not move(North):
    +                     break
    +                 going_east = False
              else:
    -             if not column_pumpkins():
    -                 all_ready = False
    -         move(East)
    -     for drone in handles:
    -         if not wait_for(drone):
    -             all_ready = False
    -     if all_ready:
    -         harvest()
    +             if not move(West):
    +                 if not move(North):
    +                     break
    +                 going_east = True
    +     change_hat(Hats.Straw_Hat)
      
    - while True:
    -     if num_items(Items.Pumpkin) < 1000:
    -         parallel_pumpkins()
    -     elif num_items(Items.Cactus) < 20000:
    -         do_cactus()
    -     else:
    -         parallel_pumpkins()
    + while num_items(Items.Cactus) > 300:
    +     farm_bones()
    
    Write result the agent saw
    Saved farm (19 lines).
    Game time: 2h 53m 28s elapsed, 3h 6m 32s of budget remaining.
    run_program at 2h 53m for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: bone +245, cactus -186, fertilizer +36, power -91.02, water +72.
    Game time: 2h 55m 8s elapsed, 3h 4m 52s of budget remaining.
    Output:
    (none)
  27. r252h 55mRan26 lines · +26 −19 · ran 15s
    clear()
    change_hat(Hats.Dinosaur_Hat)
    print("start", get_pos_x(), get_pos_y(), get_world_size())
    going_east = True
    steps = 0
    while steps < 80:
        if going_east:
            ok = move(East)
            if not ok:
                ok2 = move(North)
                print("E fail", get_pos_x(), get_pos_y(), ok2, steps)
                if not ok2:
                    break
                going_east = False
        else:
            ok = move(West)
            if not ok:
                ok2 = move(North)
                print("W fail", get_pos_x(), get_pos_y(), ok2, steps)
                if not ok2:
                    break
                going_east = True
        steps = steps + 1
    print("done", steps, get_pos_x(), get_pos_y())
    change_hat(Hats.Straw_Hat)
    print("bones", num_items(Items.Bone))
    Changes from the previous revision
    - def farm_bones():
    -     clear()
    -     change_hat(Hats.Dinosaur_Hat)
    -     going_east = True
    -     while True:
    -         if going_east:
    -             if not move(East):
    -                 if not move(North):
    -                     break
    -                 going_east = False
    -         else:
    -             if not move(West):
    -                 if not move(North):
    -                     break
    -                 going_east = True
    -     change_hat(Hats.Straw_Hat)
    - 
    - while num_items(Items.Cactus) > 300:
    -     farm_bones()
    + clear()
    + change_hat(Hats.Dinosaur_Hat)
    + print("start", get_pos_x(), get_pos_y(), get_world_size())
    + going_east = True
    + steps = 0
    + while steps < 80:
    +     if going_east:
    +         ok = move(East)
    +         if not ok:
    +             ok2 = move(North)
    +             print("E fail", get_pos_x(), get_pos_y(), ok2, steps)
    +             if not ok2:
    +                 break
    +             going_east = False
    +     else:
    +         ok = move(West)
    +         if not ok:
    +             ok2 = move(North)
    +             print("W fail", get_pos_x(), get_pos_y(), ok2, steps)
    +             if not ok2:
    +                 break
    +             going_east = True
    +     steps = steps + 1
    + print("done", steps, get_pos_x(), get_pos_y())
    + change_hat(Hats.Straw_Hat)
    + print("bones", num_items(Items.Bone))
    
    Write result the agent saw
    Saved farm (26 lines).
    Game time: 2h 55m 38s elapsed, 3h 4m 22s of budget remaining.
    run_program at 2h 55m for 60s (agent saw)
    Ran farm for 15s of game time; it finished.
    Inventory change: bone +25, cactus -10, fertilizer +6, power -4.09, water +12.
    Game time: 2h 56m 3s elapsed, 3h 3m 57s of budget remaining.
    Output:
    start 0 0 8
    E fail 7 1 True 7
    W fail 0 2 True 15
    E fail 7 3 True 23
    W fail 0 4 True 31
    E fail 7 5 True 39
    W fail 0 6 True 47
    E fail 7 7 True 55
    W fail 0 7 False 63
    done 63 0 7
    bones 336
  28. r262h 56mRan34 lines · +34 −26 · ran 1m 30s
    def mow():
        while True:
            if get_entity_type() == Entities.Grass:
                harvest()
            move(North)
    
    def farm_bones():
        clear()
        for i in range(max_drones() - 1):
            spawn_drone(mow)
            move(East)
        while get_pos_x() != 0:
            move(West)
        change_hat(Hats.Dinosaur_Hat)
        going_east = True
        steps = 0
        while steps < 80:
            if going_east:
                if not move(East):
                    if not move(North):
                        break
                    going_east = False
            else:
                if not move(West):
                    if not move(North):
                        break
                    going_east = True
            steps = steps + 1
        print("steps", steps, "pos", get_pos_x(), get_pos_y())
        change_hat(Hats.Straw_Hat)
    
    before = num_items(Items.Bone)
    farm_bones()
    print("gained", num_items(Items.Bone) - before)
    Changes from the previous revision
    - clear()
    - change_hat(Hats.Dinosaur_Hat)
    - print("start", get_pos_x(), get_pos_y(), get_world_size())
    - going_east = True
    - steps = 0
    - while steps < 80:
    -     if going_east:
    -         ok = move(East)
    -         if not ok:
    -             ok2 = move(North)
    -             print("E fail", get_pos_x(), get_pos_y(), ok2, steps)
    -             if not ok2:
    -                 break
    -             going_east = False
    -     else:
    -         ok = move(West)
    -         if not ok:
    -             ok2 = move(North)
    -             print("W fail", get_pos_x(), get_pos_y(), ok2, steps)
    -             if not ok2:
    -                 break
    -             going_east = True
    -     steps = steps + 1
    - print("done", steps, get_pos_x(), get_pos_y())
    - change_hat(Hats.Straw_Hat)
    - print("bones", num_items(Items.Bone))
    + def mow():
    +     while True:
    +         if get_entity_type() == Entities.Grass:
    +             harvest()
    +         move(North)
    + 
    + def farm_bones():
    +     clear()
    +     for i in range(max_drones() - 1):
    +         spawn_drone(mow)
    +         move(East)
    +     while get_pos_x() != 0:
    +         move(West)
    +     change_hat(Hats.Dinosaur_Hat)
    +     going_east = True
    +     steps = 0
    +     while steps < 80:
    +         if going_east:
    +             if not move(East):
    +                 if not move(North):
    +                     break
    +                 going_east = False
    +         else:
    +             if not move(West):
    +                 if not move(North):
    +                     break
    +                 going_east = True
    +         steps = steps + 1
    +     print("steps", steps, "pos", get_pos_x(), get_pos_y())
    +     change_hat(Hats.Straw_Hat)
    + 
    + before = num_items(Items.Bone)
    + farm_bones()
    + print("gained", num_items(Items.Bone) - before)
    
    Write result the agent saw
    Saved farm (34 lines).
    Game time: 2h 56m 13s elapsed, 3h 3m 47s of budget remaining.
    run_program at 2h 56m for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: bone +4, cactus -6, fertilizer +24, hay +1440, power -427.21, water +48.
    Game time: 2h 57m 23s elapsed, 3h 2m 37s of budget remaining.
    Output:
    steps 63 pos 0 7
    gained 4
  29. r272h 57mRan26 lines · +9 −17 · ran 11s
    def snake():
        clear()
        change_hat(Hats.Dinosaur_Hat)
        going_east = True
        steps = 0
        while steps < 200:
            if going_east:
                if not move(East):
                    if not move(North):
                        break
                    going_east = False
            else:
                if not move(West):
                    if not move(North):
                        break
                    going_east = True
            steps = steps + 1
        change_hat(Hats.Straw_Hat)
        return steps
    
    for size in [2, 3, 4, 5]:
        set_world_size(size)
        before = num_items(Items.Bone)
        steps = snake()
        print(size, steps, num_items(Items.Bone) - before)
    set_world_size(8)
    Changes from the previous revision
    - def mow():
    -     while True:
    -         if get_entity_type() == Entities.Grass:
    -             harvest()
    -         move(North)
    - 
    - def farm_bones():
    + def snake():
          clear()
    -     for i in range(max_drones() - 1):
    -         spawn_drone(mow)
    -         move(East)
    -     while get_pos_x() != 0:
    -         move(West)
          change_hat(Hats.Dinosaur_Hat)
          going_east = True
          steps = 0
    -     while steps < 80:
    +     while steps < 200:
              if going_east:
                  if not move(East):
                      going_east = True
              steps = steps + 1
    -     print("steps", steps, "pos", get_pos_x(), get_pos_y())
          change_hat(Hats.Straw_Hat)
    +     return steps
      
    - before = num_items(Items.Bone)
    - farm_bones()
    - print("gained", num_items(Items.Bone) - before)
    + for size in [2, 3, 4, 5]:
    +     set_world_size(size)
    +     before = num_items(Items.Bone)
    +     steps = snake()
    +     print(size, steps, num_items(Items.Bone) - before)
    + set_world_size(8)
    
    Write result the agent saw
    Saved farm (26 lines).
    Game time: 2h 58m 3s elapsed, 3h 1m 57s of budget remaining.
    run_program at 2h 58m for 90s (agent saw)
    Ran farm for 11s of game time; it finished.
    Inventory change: bone +52, cactus -36, fertilizer +4, power -7.47, water +9.
    Game time: 2h 58m 24s elapsed, 3h 1m 36s of budget remaining.
    Output:
    2 63 16
    3 8 4
    4 15 16
    5 24 16
  30. r282h 58mRan4 lines · +3 −25 · ran 2s
    set_world_size(3)
    print("size", get_world_size())
    set_world_size(8)
    print("size", get_world_size())
    Changes from the previous revision
    - def snake():
    -     clear()
    -     change_hat(Hats.Dinosaur_Hat)
    -     going_east = True
    -     steps = 0
    -     while steps < 200:
    -         if going_east:
    -             if not move(East):
    -                 if not move(North):
    -                     break
    -                 going_east = False
    -         else:
    -             if not move(West):
    -                 if not move(North):
    -                     break
    -                 going_east = True
    -         steps = steps + 1
    -     change_hat(Hats.Straw_Hat)
    -     return steps
    - 
    - for size in [2, 3, 4, 5]:
    -     set_world_size(size)
    -     before = num_items(Items.Bone)
    -     steps = snake()
    -     print(size, steps, num_items(Items.Bone) - before)
    + set_world_size(3)
    + print("size", get_world_size())
      set_world_size(8)
    + print("size", get_world_size())
    
    Write result the agent saw
    Saved farm (4 lines).
    Game time: 2h 58m 34s elapsed, 3h 1m 26s of budget remaining.
    run_program at 2h 58m for 20s (agent saw)
    Ran farm for 2s of game time; it finished.
    Inventory change: fertilizer +1, power -0.07, water +2.
    Game time: 2h 58m 46s elapsed, 3h 1m 14s of budget remaining.
    Output:
    size 3
    size 8
  31. r292h 58mRan35 lines · +34 −3 · ran 15s
    def snake(size):
        clear()
        set_world_size(size)
        print("world", get_world_size())
        change_hat(Hats.Dinosaur_Hat)
        going_east = True
        steps = 0
        while steps < 200:
            moved = False
            if going_east:
                if move(East):
                    moved = True
                elif move(North):
                    moved = True
                    going_east = False
                else:
                    break
            else:
                if move(West):
                    moved = True
                elif move(North):
                    moved = True
                    going_east = True
                else:
                    break
            if moved:
                steps = steps + 1
        change_hat(Hats.Straw_Hat)
        print("size", size, "steps", steps, "pos", get_pos_x(), get_pos_y())
    
    for size in [2, 3, 4]:
        before = num_items(Items.Bone)
        snake(size)
        print("bones", num_items(Items.Bone) - before)
    set_world_size(8)
    Changes from the previous revision
    - set_world_size(3)
    - print("size", get_world_size())
    + def snake(size):
    +     clear()
    +     set_world_size(size)
    +     print("world", get_world_size())
    +     change_hat(Hats.Dinosaur_Hat)
    +     going_east = True
    +     steps = 0
    +     while steps < 200:
    +         moved = False
    +         if going_east:
    +             if move(East):
    +                 moved = True
    +             elif move(North):
    +                 moved = True
    +                 going_east = False
    +             else:
    +                 break
    +         else:
    +             if move(West):
    +                 moved = True
    +             elif move(North):
    +                 moved = True
    +                 going_east = True
    +             else:
    +                 break
    +         if moved:
    +             steps = steps + 1
    +     change_hat(Hats.Straw_Hat)
    +     print("size", size, "steps", steps, "pos", get_pos_x(), get_pos_y())
    + 
    + for size in [2, 3, 4]:
    +     before = num_items(Items.Bone)
    +     snake(size)
    +     print("bones", num_items(Items.Bone) - before)
      set_world_size(8)
    - print("size", get_world_size())
    
    Write result the agent saw
    Saved farm (35 lines).
    Game time: 2h 58m 56s elapsed, 3h 1m 4s of budget remaining.
    run_program at 2h 58m for 40s (agent saw)
    Ran farm for 15s of game time; it finished.
    Inventory change: bone +38, cactus -26, fertilizer +6, power -5.98, water +11.
    Game time: 2h 59m 21s elapsed, 3h 39s of budget remaining.
    Output:
    world 8
    size 2 steps 63 pos 0 7
    bones 9
    world 3
    size 3 steps 8 pos 2 2
    bones 25
    world 4
    size 4 steps 15 pos 0 3
    bones 4
  32. r302h 59mRan41 lines · +40 −34 · ran 35s
    def mow():
        while True:
            if get_entity_type() == Entities.Grass:
                harvest()
            move(North)
    
    set_world_size(3)
    clear()
    for i in range(max_drones() - 1):
        spawn_drone(mow)
        move(East)
    while get_pos_x() != 0:
        move(West)
    while get_pos_y() != 0:
        move(South)
    before = num_items(Items.Bone)
    change_hat(Hats.Dinosaur_Hat)
    going_east = True
    steps = 0
    while steps < 30:
        moved = False
        if going_east:
            if move(East):
                moved = True
            elif move(North):
                moved = True
                going_east = False
            else:
                break
        else:
            if move(West):
                moved = True
            elif move(North):
                moved = True
                going_east = True
            else:
                break
        if moved:
            steps = steps + 1
    change_hat(Hats.Straw_Hat)
    print("steps", steps, "bones", num_items(Items.Bone) - before, "world", get_world_size())
    Changes from the previous revision
    - def snake(size):
    -     clear()
    -     set_world_size(size)
    -     print("world", get_world_size())
    -     change_hat(Hats.Dinosaur_Hat)
    -     going_east = True
    -     steps = 0
    -     while steps < 200:
    -         moved = False
    -         if going_east:
    -             if move(East):
    -                 moved = True
    -             elif move(North):
    -                 moved = True
    -                 going_east = False
    -             else:
    -                 break
    -         else:
    -             if move(West):
    -                 moved = True
    -             elif move(North):
    -                 moved = True
    -                 going_east = True
    -             else:
    -                 break
    -         if moved:
    -             steps = steps + 1
    -     change_hat(Hats.Straw_Hat)
    -     print("size", size, "steps", steps, "pos", get_pos_x(), get_pos_y())
    + def mow():
    +     while True:
    +         if get_entity_type() == Entities.Grass:
    +             harvest()
    +         move(North)
      
    - for size in [2, 3, 4]:
    -     before = num_items(Items.Bone)
    -     snake(size)
    -     print("bones", num_items(Items.Bone) - before)
    - set_world_size(8)
    + set_world_size(3)
    + clear()
    + for i in range(max_drones() - 1):
    +     spawn_drone(mow)
    +     move(East)
    + while get_pos_x() != 0:
    +     move(West)
    + while get_pos_y() != 0:
    +     move(South)
    + before = num_items(Items.Bone)
    + change_hat(Hats.Dinosaur_Hat)
    + going_east = True
    + steps = 0
    + while steps < 30:
    +     moved = False
    +     if going_east:
    +         if move(East):
    +             moved = True
    +         elif move(North):
    +             moved = True
    +             going_east = False
    +         else:
    +             break
    +     else:
    +         if move(West):
    +             moved = True
    +         elif move(North):
    +             moved = True
    +             going_east = True
    +         else:
    +             break
    +     if moved:
    +         steps = steps + 1
    + change_hat(Hats.Straw_Hat)
    + print("steps", steps, "bones", num_items(Items.Bone) - before, "world", get_world_size())
    
    Write result the agent saw
    Saved farm (41 lines).
    Game time: 2h 59m 31s elapsed, 3h 29s of budget remaining.
    run_program at 2h 59m for 25s (agent saw)
    Ran farm for 25s of game time; it is still running.
    Inventory change: bone +9, cactus -8, fertilizer +10, power -176.15, water +20.
    Game time: 3h 6s elapsed, 2h 59m 54s of budget remaining.
    Output:
    steps 8 bones 9 world 3
  33. r313h 00mRan49 lines · +33 −25 · ran 55s
    def mow():
        while True:
            if get_entity_type() == Entities.Grass:
                harvest()
            move(North)
    
    set_world_size(8)
    clear()
    for i in range(max_drones() - 1):
        if not spawn_drone(mow):
            break
        move(East)
    while get_pos_x() != 0:
        move(West)
    while get_pos_y() != 0:
        move(South)
    before = num_items(Items.Bone)
    change_hat(Hats.Dinosaur_Hat)
    eaten = 0
    while eaten < 50:
        pos = measure()
        if pos == None:
            print("no apple", get_entity_type())
            break
        tx, ty = pos
        guard = 0
        while (get_pos_x() != tx or get_pos_y() != ty) and guard < 40:
            guard = guard + 1
            moved = False
            if get_pos_x() < tx:
                moved = move(East)
            elif get_pos_x() > tx:
                moved = move(West)
            elif get_pos_y() < ty:
                moved = move(North)
            elif get_pos_y() > ty:
                moved = move(South)
            if not moved:
                if move(North) or move(East) or move(South) or move(West):
                    moved = True
                else:
                    print("stuck", get_pos_x(), get_pos_y(), tx, ty)
                    eaten = 1000
                    break
        if eaten >= 1000:
            break
        eaten = eaten + 1
    change_hat(Hats.Straw_Hat)
    print("eaten", eaten, "bones", num_items(Items.Bone) - before)
    Changes from the previous revision
              move(North)
      
    - set_world_size(3)
    + set_world_size(8)
      clear()
      for i in range(max_drones() - 1):
    -     spawn_drone(mow)
    +     if not spawn_drone(mow):
    +         break
          move(East)
      while get_pos_x() != 0:
      before = num_items(Items.Bone)
      change_hat(Hats.Dinosaur_Hat)
    - going_east = True
    - steps = 0
    - while steps < 30:
    -     moved = False
    -     if going_east:
    -         if move(East):
    -             moved = True
    -         elif move(North):
    -             moved = True
    -             going_east = False
    -         else:
    -             break
    -     else:
    -         if move(West):
    -             moved = True
    -         elif move(North):
    -             moved = True
    -             going_east = True
    -         else:
    -             break
    -     if moved:
    -         steps = steps + 1
    + eaten = 0
    + while eaten < 50:
    +     pos = measure()
    +     if pos == None:
    +         print("no apple", get_entity_type())
    +         break
    +     tx, ty = pos
    +     guard = 0
    +     while (get_pos_x() != tx or get_pos_y() != ty) and guard < 40:
    +         guard = guard + 1
    +         moved = False
    +         if get_pos_x() < tx:
    +             moved = move(East)
    +         elif get_pos_x() > tx:
    +             moved = move(West)
    +         elif get_pos_y() < ty:
    +             moved = move(North)
    +         elif get_pos_y() > ty:
    +             moved = move(South)
    +         if not moved:
    +             if move(North) or move(East) or move(South) or move(West):
    +                 moved = True
    +             else:
    +                 print("stuck", get_pos_x(), get_pos_y(), tx, ty)
    +                 eaten = 1000
    +                 break
    +     if eaten >= 1000:
    +         break
    +     eaten = eaten + 1
      change_hat(Hats.Straw_Hat)
    - print("steps", steps, "bones", num_items(Items.Bone) - before, "world", get_world_size())
    + print("eaten", eaten, "bones", num_items(Items.Bone) - before)
    
    Write result the agent saw
    Saved farm (49 lines).
    Game time: 3h 26s elapsed, 2h 59m 34s of budget remaining.
    run_program at 3h 00m for 45s (agent saw)
    Ran farm for 45s of game time; it is still running.
    Inventory change: bone +100, cactus -22, fertilizer +18, hay +2496, power -320.14, water +36.
    Game time: 3h 1m 21s elapsed, 2h 58m 39s of budget remaining.
    Output:
    stuck 7 7 5 0
    eaten 1000 bones 100
  34. r323h 01mRan53 lines · +39 −35 · ran 8m 48s
    def mow():
        while True:
            if get_entity_type() == Entities.Grass:
                harvest()
            move(North)
    
    def step_toward(tx, ty):
        if get_pos_x() < tx and move(East):
            return True
        if get_pos_x() > tx and move(West):
            return True
        if get_pos_y() < ty and move(North):
            return True
        if get_pos_y() > ty and move(South):
            return True
        if move(North):
            return True
        if move(East):
            return True
        if move(South):
            return True
        if move(West):
            return True
        return False
    
    def one_dinosaur():
        change_hat(Hats.Dinosaur_Hat)
        eaten = 0
        while eaten < 40:
            pos = measure()
            if pos == None:
                break
            tx, ty = pos
            guard = 0
            while (get_pos_x() != tx or get_pos_y() != ty) and guard < 25:
                guard = guard + 1
                if not step_toward(tx, ty):
                    guard = 25
            if get_pos_x() != tx or get_pos_y() != ty:
                break
            eaten = eaten + 1
        change_hat(Hats.Straw_Hat)
    
    set_world_size(8)
    clear()
    for i in range(max_drones() - 1):
        if not spawn_drone(mow):
            break
        move(East)
    while get_pos_x() != 0:
        move(West)
    while num_items(Items.Cactus) > 200 and num_items(Items.Bone) < 30000:
        one_dinosaur()
    Changes from the previous revision
              move(North)
      
    + def step_toward(tx, ty):
    +     if get_pos_x() < tx and move(East):
    +         return True
    +     if get_pos_x() > tx and move(West):
    +         return True
    +     if get_pos_y() < ty and move(North):
    +         return True
    +     if get_pos_y() > ty and move(South):
    +         return True
    +     if move(North):
    +         return True
    +     if move(East):
    +         return True
    +     if move(South):
    +         return True
    +     if move(West):
    +         return True
    +     return False
    + 
    + def one_dinosaur():
    +     change_hat(Hats.Dinosaur_Hat)
    +     eaten = 0
    +     while eaten < 40:
    +         pos = measure()
    +         if pos == None:
    +             break
    +         tx, ty = pos
    +         guard = 0
    +         while (get_pos_x() != tx or get_pos_y() != ty) and guard < 25:
    +             guard = guard + 1
    +             if not step_toward(tx, ty):
    +                 guard = 25
    +         if get_pos_x() != tx or get_pos_y() != ty:
    +             break
    +         eaten = eaten + 1
    +     change_hat(Hats.Straw_Hat)
    + 
      set_world_size(8)
      clear()
      while get_pos_x() != 0:
          move(West)
    - while get_pos_y() != 0:
    -     move(South)
    - before = num_items(Items.Bone)
    - change_hat(Hats.Dinosaur_Hat)
    - eaten = 0
    - while eaten < 50:
    -     pos = measure()
    -     if pos == None:
    -         print("no apple", get_entity_type())
    -         break
    -     tx, ty = pos
    -     guard = 0
    -     while (get_pos_x() != tx or get_pos_y() != ty) and guard < 40:
    -         guard = guard + 1
    -         moved = False
    -         if get_pos_x() < tx:
    -             moved = move(East)
    -         elif get_pos_x() > tx:
    -             moved = move(West)
    -         elif get_pos_y() < ty:
    -             moved = move(North)
    -         elif get_pos_y() > ty:
    -             moved = move(South)
    -         if not moved:
    -             if move(North) or move(East) or move(South) or move(West):
    -                 moved = True
    -             else:
    -                 print("stuck", get_pos_x(), get_pos_y(), tx, ty)
    -                 eaten = 1000
    -                 break
    -     if eaten >= 1000:
    -         break
    -     eaten = eaten + 1
    - change_hat(Hats.Straw_Hat)
    - print("eaten", eaten, "bones", num_items(Items.Bone) - before)
    + while num_items(Items.Cactus) > 200 and num_items(Items.Bone) < 30000:
    +     one_dinosaur()
    
    Write result the agent saw
    Saved farm (53 lines).
    Game time: 3h 1m 41s elapsed, 2h 58m 19s of budget remaining.
    run_program at 3h 01m for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: bone +4942, cactus -566, fertilizer +36, hay +2096, power -726.64, water +72.
    Game time: 3h 3m 21s elapsed, 2h 56m 39s of budget remaining.
    Output:
    (none)
  35. r333h 10mRan47 lines · +3 −9 · ran 10m 17s
    def mow():
        while True:
            if get_entity_type() == Entities.Grass:
                harvest()
            move(North)
    
    def step_toward(tx, ty):
        if get_pos_x() < tx and move(East):
            return True
        if get_pos_x() > tx and move(West):
            return True
        if get_pos_y() < ty and move(North):
            return True
        if get_pos_y() > ty and move(South):
            return True
        if move(North) or move(East) or move(South) or move(West):
            return True
        return False
    
    def one_dinosaur():
        change_hat(Hats.Dinosaur_Hat)
        eaten = 0
        while eaten < 40:
            pos = measure()
            if pos == None:
                break
            tx, ty = pos
            guard = 0
            while (get_pos_x() != tx or get_pos_y() != ty) and guard < 25:
                guard = guard + 1
                if not step_toward(tx, ty):
                    break
            if get_pos_x() != tx or get_pos_y() != ty:
                break
            eaten = eaten + 1
        change_hat(Hats.Straw_Hat)
    
    set_world_size(8)
    clear()
    for i in range(max_drones() - 1):
        if not spawn_drone(mow):
            break
        move(East)
    while get_pos_x() != 0:
        move(West)
    while num_items(Items.Cactus) > 400 and num_items(Items.Bone) < 70000:
        one_dinosaur()
    Changes from the previous revision
          if get_pos_y() > ty and move(South):
              return True
    -     if move(North):
    -         return True
    -     if move(East):
    -         return True
    -     if move(South):
    -         return True
    -     if move(West):
    +     if move(North) or move(East) or move(South) or move(West):
              return True
          return False
                  guard = guard + 1
                  if not step_toward(tx, ty):
    -                 guard = 25
    +                 break
              if get_pos_x() != tx or get_pos_y() != ty:
                  break
      while get_pos_x() != 0:
          move(West)
    - while num_items(Items.Cactus) > 200 and num_items(Items.Bone) < 30000:
    + while num_items(Items.Cactus) > 400 and num_items(Items.Bone) < 70000:
          one_dinosaur()
    
    Write result the agent saw
    Saved farm (47 lines).
    Game time: 3h 10m 49s elapsed, 2h 49m 11s of budget remaining.
    run_program at 3h 10m for 30s (agent saw)
    Ran farm for 30s of game time; it is still running.
    Inventory change: bone +1702, cactus -192, fertilizer +12, hay +2208, power -240.81, water +24.
    Game time: 3h 11m 29s elapsed, 2h 48m 31s of budget remaining.
    Output:
    (none)
  36. r343h 21mSaved, never run90 lines · +86 −43
    def goto(x, y):
        while get_pos_x() != x:
            if get_pos_x() < x:
                move(East)
            else:
                move(West)
        while get_pos_y() != y:
            if get_pos_y() < y:
                move(North)
            else:
                move(South)
    
    def plant_type(wanted):
        if wanted == Entities.Grass:
            if get_entity_type() != None and get_entity_type() != Entities.Grass:
                if can_harvest():
                    harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if get_entity_type() == wanted:
            return
        if can_harvest():
            harvest()
        if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
            till()
        plant(wanted)
    
    def do_tile():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 200000:
                use_item(Items.Fertilizer)
            harvest()
            entity = None
        if entity == None or entity == Entities.Grass:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                plant(Entities.Tree)
            else:
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Carrot)
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        sx = get_pos_x()
        sy = get_pos_y()
        goto(x, y)
        if get_entity_type() != wanted:
            plant_type(wanted)
        goto(sx, sy)
    
    def poly_pass():
        size = get_world_size()
        for i in range(size):
            for j in range(size):
                do_tile()
                move(North)
            move(East)
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def do_sunflowers():
        for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
            for _ in range(get_world_size()):
                if not spawn_drone(flower_column, target):
                    flower_column(target)
                move(East)
    
    set_world_size(8)
    while True:
        if num_items(Items.Power) < 12000 and num_items(Items.Carrot) > 400:
            do_sunflowers()
        else:
            poly_pass()
    Changes from the previous revision
    - def mow():
    -     while True:
    -         if get_entity_type() == Entities.Grass:
    -             harvest()
    -         move(North)
    + def goto(x, y):
    +     while get_pos_x() != x:
    +         if get_pos_x() < x:
    +             move(East)
    +         else:
    +             move(West)
    +     while get_pos_y() != y:
    +         if get_pos_y() < y:
    +             move(North)
    +         else:
    +             move(South)
      
    - def step_toward(tx, ty):
    -     if get_pos_x() < tx and move(East):
    -         return True
    -     if get_pos_x() > tx and move(West):
    -         return True
    -     if get_pos_y() < ty and move(North):
    -         return True
    -     if get_pos_y() > ty and move(South):
    -         return True
    -     if move(North) or move(East) or move(South) or move(West):
    -         return True
    -     return False
    + def plant_type(wanted):
    +     if wanted == Entities.Grass:
    +         if get_entity_type() != None and get_entity_type() != Entities.Grass:
    +             if can_harvest():
    +                 harvest()
    +         if get_ground_type() == Grounds.Soil:
    +             till()
    +         return
    +     if get_entity_type() == wanted:
    +         return
    +     if can_harvest():
    +         harvest()
    +     if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
    +         till()
    +     plant(wanted)
      
    - def one_dinosaur():
    -     change_hat(Hats.Dinosaur_Hat)
    -     eaten = 0
    -     while eaten < 40:
    -         pos = measure()
    -         if pos == None:
    -             break
    -         tx, ty = pos
    -         guard = 0
    -         while (get_pos_x() != tx or get_pos_y() != ty) and guard < 25:
    -             guard = guard + 1
    -             if not step_toward(tx, ty):
    -                 break
    -         if get_pos_x() != tx or get_pos_y() != ty:
    -             break
    -         eaten = eaten + 1
    -     change_hat(Hats.Straw_Hat)
    + def do_tile():
    +     entity = get_entity_type()
    +     if can_harvest():
    +         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 200000:
    +             use_item(Items.Fertilizer)
    +         harvest()
    +         entity = None
    +     if entity == None or entity == Entities.Grass:
    +         if (get_pos_x() + get_pos_y()) % 2 == 0:
    +             plant(Entities.Tree)
    +         else:
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             plant(Entities.Carrot)
    +     comp = get_companion()
    +     if comp == None:
    +         return
    +     wanted, pos = comp
    +     x, y = pos
    +     sx = get_pos_x()
    +     sy = get_pos_y()
    +     goto(x, y)
    +     if get_entity_type() != wanted:
    +         plant_type(wanted)
    +     goto(sx, sy)
      
    + def poly_pass():
    +     size = get_world_size()
    +     for i in range(size):
    +         for j in range(size):
    +             do_tile()
    +             move(North)
    +         move(East)
    + 
    + def flower_column(target):
    +     for _ in range(get_world_size()):
    +         entity = get_entity_type()
    +         if entity == Entities.Sunflower:
    +             if can_harvest() and measure() == target:
    +                 harvest()
    +                 plant(Entities.Sunflower)
    +         else:
    +             if can_harvest():
    +                 harvest()
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             plant(Entities.Sunflower)
    +         move(North)
    + 
    + def do_sunflowers():
    +     for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
    +         for _ in range(get_world_size()):
    +             if not spawn_drone(flower_column, target):
    +                 flower_column(target)
    +             move(East)
    + 
      set_world_size(8)
    - clear()
    - for i in range(max_drones() - 1):
    -     if not spawn_drone(mow):
    -         break
    -     move(East)
    - while get_pos_x() != 0:
    -     move(West)
    - while num_items(Items.Cactus) > 400 and num_items(Items.Bone) < 70000:
    -     one_dinosaur()
    + while True:
    +     if num_items(Items.Power) < 12000 and num_items(Items.Carrot) > 400:
    +         do_sunflowers()
    +     else:
    +         poly_pass()
    
    Write result the agent saw
    Saved farm (90 lines).
    Game time: 3h 21m 26s elapsed, 2h 38m 34s of budget remaining.
  37. r353h 21mRan60 lines · +9 −39 · ran 2m 50s
    def goto(x, y):
        while get_pos_x() != x:
            if get_pos_x() < x:
                move(East)
            else:
                move(West)
        while get_pos_y() != y:
            if get_pos_y() < y:
                move(North)
            else:
                move(South)
    
    def plant_wanted(wanted):
        if wanted == Entities.Grass:
            if get_entity_type() != Entities.Grass and can_harvest():
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if get_entity_type() == wanted:
            return
        if can_harvest():
            harvest()
        if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
            till()
        plant(wanted)
    
    def do_tile():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree and num_items(Items.Fertilizer) > 0:
                use_item(Items.Fertilizer)
            harvest()
            entity = None
        if entity == None or entity == Entities.Grass:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                plant(Entities.Tree)
            else:
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Carrot)
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        sx = get_pos_x()
        sy = get_pos_y()
        goto(x, y)
        if get_entity_type() != wanted:
            plant_wanted(wanted)
        goto(sx, sy)
    
    set_world_size(8)
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                do_tile()
                move(North)
            move(East)
    Changes from the previous revision
                  move(South)
      
    - def plant_type(wanted):
    + def plant_wanted(wanted):
          if wanted == Entities.Grass:
    -         if get_entity_type() != None and get_entity_type() != Entities.Grass:
    -             if can_harvest():
    -                 harvest()
    +         if get_entity_type() != Entities.Grass and can_harvest():
    +             harvest()
              if get_ground_type() == Grounds.Soil:
                  till()
          entity = get_entity_type()
          if can_harvest():
    -         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 200000:
    +         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0:
                  use_item(Items.Fertilizer)
              harvest()
          goto(x, y)
          if get_entity_type() != wanted:
    -         plant_type(wanted)
    +         plant_wanted(wanted)
          goto(sx, sy)
      
    - def poly_pass():
    -     size = get_world_size()
    -     for i in range(size):
    -         for j in range(size):
    + set_world_size(8)
    + while True:
    +     for i in range(get_world_size()):
    +         for j in range(get_world_size()):
                  do_tile()
                  move(North)
              move(East)
    - 
    - def flower_column(target):
    -     for _ in range(get_world_size()):
    -         entity = get_entity_type()
    -         if entity == Entities.Sunflower:
    -             if can_harvest() and measure() == target:
    -                 harvest()
    -                 plant(Entities.Sunflower)
    -         else:
    -             if can_harvest():
    -                 harvest()
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             plant(Entities.Sunflower)
    -         move(North)
    - 
    - def do_sunflowers():
    -     for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
    -         for _ in range(get_world_size()):
    -             if not spawn_drone(flower_column, target):
    -                 flower_column(target)
    -             move(East)
    - 
    - set_world_size(8)
    - while True:
    -     if num_items(Items.Power) < 12000 and num_items(Items.Carrot) > 400:
    -         do_sunflowers()
    -     else:
    -         poly_pass()
    
    Write result the agent saw
    Saved farm (60 lines).
    Game time: 3h 21m 36s elapsed, 2h 38m 24s of budget remaining.
    run_program at 3h 21m for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: cactus -2, fertilizer +24, hay -8, power -60.67, water +48, wood -8.
    Game time: 3h 22m 46s elapsed, 2h 37m 14s of budget remaining.
    Output:
    (none)
  38. r363h 24mRan63 lines · +8 −5 · ran 1m 40s
    def goto(x, y):
        guard = 0
        while (get_pos_x() != x or get_pos_y() != y) and guard < 24:
            guard = guard + 1
            if get_pos_x() < x:
                move(East)
            elif get_pos_x() > x:
                move(West)
            elif get_pos_y() < y:
                move(North)
            else:
                move(South)
    
    def plant_wanted(wanted):
        if wanted == Entities.Grass:
            if get_entity_type() != Entities.Grass and can_harvest():
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if get_entity_type() == wanted:
            return
        if can_harvest():
            harvest()
        if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
            till()
        plant(wanted)
    
    def do_tile():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 250000:
                use_item(Items.Fertilizer)
            harvest()
            entity = None
        if entity == None or entity == Entities.Grass:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                plant(Entities.Tree)
            else:
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Carrot)
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        sx = get_pos_x()
        sy = get_pos_y()
        goto(x, y)
        if get_entity_type() != wanted:
            plant_wanted(wanted)
        goto(sx, sy)
    
    change_hat(Hats.Straw_Hat)
    set_world_size(8)
    clear()
    while True:
        for i in range(get_world_size()):
            for j in range(get_world_size()):
                do_tile()
                move(North)
            move(East)
    Changes from the previous revision
      def goto(x, y):
    -     while get_pos_x() != x:
    +     guard = 0
    +     while (get_pos_x() != x or get_pos_y() != y) and guard < 24:
    +         guard = guard + 1
              if get_pos_x() < x:
                  move(East)
    -         else:
    +         elif get_pos_x() > x:
                  move(West)
    -     while get_pos_y() != y:
    -         if get_pos_y() < y:
    +         elif get_pos_y() < y:
                  move(North)
              else:
          entity = get_entity_type()
          if can_harvest():
    -         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0:
    +         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 250000:
                  use_item(Items.Fertilizer)
              harvest()
          goto(sx, sy)
      
    + change_hat(Hats.Straw_Hat)
      set_world_size(8)
    + clear()
      while True:
          for i in range(get_world_size()):
    
    Write result the agent saw
    Saved farm (63 lines).
    Game time: 3h 24m 46s elapsed, 2h 35m 14s of budget remaining.
    run_program at 3h 24m for 90s (agent saw)
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: bone +169, carrot +9344, fertilizer -10, hay +17472, power -91.06, water +72, weird_substance +23680, wood +55120.
    Game time: 3h 26m 26s elapsed, 2h 33m 34s of budget remaining.
    Output:
    (none)
  39. r373h 26mRan67 lines · +11 −7 · ran 1m 20s
    def goto(x, y):
        guard = 0
        while (get_pos_x() != x or get_pos_y() != y) and guard < 24:
            guard = guard + 1
            if get_pos_x() < x:
                move(East)
            elif get_pos_x() > x:
                move(West)
            elif get_pos_y() < y:
                move(North)
            else:
                move(South)
    
    def plant_wanted(wanted):
        if wanted == Entities.Grass:
            if get_entity_type() != Entities.Grass and can_harvest():
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if get_entity_type() == wanted:
            return
        if can_harvest():
            harvest()
        if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
            till()
        plant(wanted)
    
    def do_tile():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 500000:
                use_item(Items.Fertilizer)
            harvest()
            entity = None
        if entity == None or entity == Entities.Grass:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                plant(Entities.Tree)
            else:
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Carrot)
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        sx = get_pos_x()
        sy = get_pos_y()
        goto(x, y)
        if get_entity_type() != wanted:
            plant_wanted(wanted)
        goto(sx, sy)
    
    def poly_column():
        while True:
            for j in range(get_world_size()):
                do_tile()
                move(North)
    
    change_hat(Hats.Straw_Hat)
    set_world_size(8)
    clear()
    for i in range(get_world_size()):
        if not spawn_drone(poly_column):
            poly_column()
        move(East)
    Changes from the previous revision
          entity = get_entity_type()
          if can_harvest():
    -         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 250000:
    +         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 500000:
                  use_item(Items.Fertilizer)
              harvest()
          goto(sx, sy)
      
    - change_hat(Hats.Straw_Hat)
    - set_world_size(8)
    - clear()
    - while True:
    -     for i in range(get_world_size()):
    + def poly_column():
    +     while True:
              for j in range(get_world_size()):
                  do_tile()
                  move(North)
    -         move(East)
    + 
    + change_hat(Hats.Straw_Hat)
    + set_world_size(8)
    + clear()
    + for i in range(get_world_size()):
    +     if not spawn_drone(poly_column):
    +         poly_column()
    +     move(East)
    
    Write result the agent saw
    Saved farm (67 lines).
    Game time: 3h 26m 46s elapsed, 2h 33m 14s of budget remaining.
    run_program at 3h 26m for 60s (agent saw)
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +13928, fertilizer -50, hay +37936, power -483.12, water +48, weird_substance +45080, wood +95688.
    Game time: 3h 27m 56s elapsed, 2h 32m 4s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: poly_column <- do_tile <- plant_wanted
    plant(wanted)
         ^^      
    --------------------------------------------------------------------
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: poly_column <- do_tile
    plant(Entities.Carrot)
         ^^               
    --------------------------------------------------------------------
  40. —3h 27mRejected
    def goto(x, y):
        guard = 0
        while (get_pos_x() != x or get_pos_y() != y) and guard < 24:
            guard = guard + 1
            if get_pos_x() < x:
                move(East)
            elif get_pos_x() > x:
                move(West)
            elif get_pos_y() < y:
                move(North)
            else:
                move(South)
    
    def plant_wanted(wanted):
        if wanted == Entities.Grass:
            if get_entity_type() != Entities.Grass and can_harvest():
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if get_entity_type() == wanted:
            return
        if can_harvest():
            harvest()
        if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
            till()
        plant(wanted)
    
    def do_tile():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 800000:
                use_item(Items.Fertilizer)
            harvest()
            entity = None
        if entity == None or entity == Entities.Grass:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                plant(Entities.Tree)
            else:
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Carrot)
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        sx = get_pos_x()
        sy = get_pos_y()
        goto(x, y)
        if get_entity_type() != wanted:
            plant_wanted(wanted)
        goto(sx, sy)
    
    def poly_column():
        for j in range(get_world_size()):
            do_tile()
            move(North)
    
    def parallel_poly():
        for i in range(get_world_size()):
            if not spawn_drone(poly_column):
                poly_column()
            move(East)
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def do_sunflowers():
        for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
            for _ in range(get_world_size()):
                if not spawn_drone(flower_column, target):
                    flower_column(target)
                move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def cactus_ready():
        size = get_world_size()
        ready = True
        for i in range(size):
            for j in range(size):
                entity = get_entity_type()
                if entity != Entities.Cactus:
                    if can_harvest():
                        harvest()
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if not plant(Entities.Cactus):
                        ready = False
                    ready = False
                elif not can_harvest():
                    ready = False
                move(North)
            move(East)
        return ready
    
    def sort_cactus():
        size = get_world_size()
        for y in range(size):
            goto(0, y)
            for pass_i in range(size):
                for x in range(size - 1):
                    if measure() > measure(East):
                        swap(East)
                    move(East)
                for x in range(size - 1):
                    move(West)
        for x in range(size):
            goto(x, 0)
            for pass_i in range(size):
                for y in range(size - 1):
                    if measure() > measure(North):
                        swap(North)
                    move(North)
                for y in range(size - 1):
                    move(South)
    
    def do_cactus():
        if cactus_ready():
            sort_cactus()
            harvest()
    
    change_hat(Hats.Straw_Hat)
    set_world_size(8)
    phase = "power"
    while True:
        power = num_items(Items.Power)
        if power < 2500:
            phase = "power"
        elif phase == "power" and power > 10000:
            phase = "pumpkins"
        if phase == "power" and num_items(Items.Carrot) > 200:
            do_sunflowers()
        elif phase == "pumpkins":
            if num_items(Items.Pumpkin) > 150000 or num_items(Items.Carrot) < 500:
                phase = "cactus"
            else:
                parallel_pumpkins()
        elif phase == "cactus":
            if num_items(Items.Cactus) > 50000 or num_items(Items.Pumpkin) < 1000:
                phase = "poly"
            else:
                do_cactus()
        else:
            parallel_poly()
            if num_items(Items.Power) < 4000:
                phase = "power"
    Write result the agent saw
    Stop the program before editing it.
  41. r383h 28mRan193 lines · +135 −9 · ran 2h 19m
    def goto(x, y):
        guard = 0
        while (get_pos_x() != x or get_pos_y() != y) and guard < 24:
            guard = guard + 1
            if get_pos_x() < x:
                move(East)
            elif get_pos_x() > x:
                move(West)
            elif get_pos_y() < y:
                move(North)
            else:
                move(South)
    
    def plant_wanted(wanted):
        if wanted == Entities.Grass:
            if get_entity_type() != Entities.Grass and can_harvest():
                harvest()
            if get_ground_type() == Grounds.Soil:
                till()
            return
        if get_entity_type() == wanted:
            return
        if can_harvest():
            harvest()
        if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
            till()
        plant(wanted)
    
    def do_tile():
        entity = get_entity_type()
        if can_harvest():
            if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 800000:
                use_item(Items.Fertilizer)
            harvest()
            entity = None
        if entity == None or entity == Entities.Grass:
            if (get_pos_x() + get_pos_y()) % 2 == 0:
                plant(Entities.Tree)
            else:
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Carrot)
        comp = get_companion()
        if comp == None:
            return
        wanted, pos = comp
        x, y = pos
        sx = get_pos_x()
        sy = get_pos_y()
        goto(x, y)
        if get_entity_type() != wanted:
            plant_wanted(wanted)
        goto(sx, sy)
    
    def poly_column():
        for j in range(get_world_size()):
            do_tile()
            move(North)
    
    def parallel_poly():
        for i in range(get_world_size()):
            if not spawn_drone(poly_column):
                poly_column()
            move(East)
    
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def do_sunflowers():
        for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
            for _ in range(get_world_size()):
                if not spawn_drone(flower_column, target):
                    flower_column(target)
                move(East)
    
    def column_pumpkins():
        ready = True
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if can_harvest() and entity != Entities.Pumpkin:
                harvest()
                entity = None
            if entity != Entities.Pumpkin:
                if get_ground_type() != Grounds.Soil:
                    till()
                if not plant(Entities.Pumpkin):
                    ready = False
                ready = False
            elif not can_harvest():
                ready = False
            move(North)
        return ready
    
    def parallel_pumpkins():
        handles = []
        all_ready = True
        for _ in range(get_world_size()):
            drone = spawn_drone(column_pumpkins)
            if drone:
                handles.append(drone)
            else:
                if not column_pumpkins():
                    all_ready = False
            move(East)
        for drone in handles:
            if not wait_for(drone):
                all_ready = False
        if all_ready:
            harvest()
    
    def cactus_ready():
        size = get_world_size()
        ready = True
        for i in range(size):
            for j in range(size):
                entity = get_entity_type()
                if entity != Entities.Cactus:
                    if can_harvest():
                        harvest()
                    if get_ground_type() != Grounds.Soil:
                        till()
                    if not plant(Entities.Cactus):
                        ready = False
                    ready = False
                elif not can_harvest():
                    ready = False
                move(North)
            move(East)
        return ready
    
    def sort_cactus():
        size = get_world_size()
        for y in range(size):
            goto(0, y)
            for pass_i in range(size):
                for x in range(size - 1):
                    if measure() > measure(East):
                        swap(East)
                    move(East)
                for x in range(size - 1):
                    move(West)
        for x in range(size):
            goto(x, 0)
            for pass_i in range(size):
                for y in range(size - 1):
                    if measure() > measure(North):
                        swap(North)
                    move(North)
                for y in range(size - 1):
                    move(South)
    
    def do_cactus():
        if cactus_ready():
            sort_cactus()
            harvest()
    
    change_hat(Hats.Straw_Hat)
    set_world_size(8)
    phase = "power"
    while True:
        power = num_items(Items.Power)
        if power < 2500:
            phase = "power"
        elif phase == "power" and power > 10000:
            phase = "pumpkins"
        if phase == "power" and num_items(Items.Carrot) > 200:
            do_sunflowers()
        elif phase == "pumpkins":
            if num_items(Items.Pumpkin) > 150000 or num_items(Items.Carrot) < 800:
                phase = "cactus"
            else:
                parallel_pumpkins()
        elif phase == "cactus":
            if num_items(Items.Cactus) > 60000 or num_items(Items.Pumpkin) < 2000:
                phase = "poly"
            else:
                do_cactus()
        else:
            parallel_poly()
            if num_items(Items.Power) < 4000:
                phase = "power"
    Changes from the previous revision
          entity = get_entity_type()
          if can_harvest():
    -         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 500000:
    +         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 800000:
                  use_item(Items.Fertilizer)
              harvest()
      
      def poly_column():
    -     while True:
    -         for j in range(get_world_size()):
    -             do_tile()
    +     for j in range(get_world_size()):
    +         do_tile()
    +         move(North)
    + 
    + def parallel_poly():
    +     for i in range(get_world_size()):
    +         if not spawn_drone(poly_column):
    +             poly_column()
    +         move(East)
    + 
    + def flower_column(target):
    +     for _ in range(get_world_size()):
    +         entity = get_entity_type()
    +         if entity == Entities.Sunflower:
    +             if can_harvest() and measure() == target:
    +                 harvest()
    +                 plant(Entities.Sunflower)
    +         else:
    +             if can_harvest():
    +                 harvest()
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             plant(Entities.Sunflower)
    +         move(North)
    + 
    + def do_sunflowers():
    +     for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
    +         for _ in range(get_world_size()):
    +             if not spawn_drone(flower_column, target):
    +                 flower_column(target)
    +             move(East)
    + 
    + def column_pumpkins():
    +     ready = True
    +     for _ in range(get_world_size()):
    +         entity = get_entity_type()
    +         if can_harvest() and entity != Entities.Pumpkin:
    +             harvest()
    +             entity = None
    +         if entity != Entities.Pumpkin:
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             if not plant(Entities.Pumpkin):
    +                 ready = False
    +             ready = False
    +         elif not can_harvest():
    +             ready = False
    +         move(North)
    +     return ready
    + 
    + def parallel_pumpkins():
    +     handles = []
    +     all_ready = True
    +     for _ in range(get_world_size()):
    +         drone = spawn_drone(column_pumpkins)
    +         if drone:
    +             handles.append(drone)
    +         else:
    +             if not column_pumpkins():
    +                 all_ready = False
    +         move(East)
    +     for drone in handles:
    +         if not wait_for(drone):
    +             all_ready = False
    +     if all_ready:
    +         harvest()
    + 
    + def cactus_ready():
    +     size = get_world_size()
    +     ready = True
    +     for i in range(size):
    +         for j in range(size):
    +             entity = get_entity_type()
    +             if entity != Entities.Cactus:
    +                 if can_harvest():
    +                     harvest()
    +                 if get_ground_type() != Grounds.Soil:
    +                     till()
    +                 if not plant(Entities.Cactus):
    +                     ready = False
    +                 ready = False
    +             elif not can_harvest():
    +                 ready = False
                  move(North)
    +         move(East)
    +     return ready
      
    + def sort_cactus():
    +     size = get_world_size()
    +     for y in range(size):
    +         goto(0, y)
    +         for pass_i in range(size):
    +             for x in range(size - 1):
    +                 if measure() > measure(East):
    +                     swap(East)
    +                 move(East)
    +             for x in range(size - 1):
    +                 move(West)
    +     for x in range(size):
    +         goto(x, 0)
    +         for pass_i in range(size):
    +             for y in range(size - 1):
    +                 if measure() > measure(North):
    +                     swap(North)
    +                 move(North)
    +             for y in range(size - 1):
    +                 move(South)
    + 
    + def do_cactus():
    +     if cactus_ready():
    +         sort_cactus()
    +         harvest()
    + 
      change_hat(Hats.Straw_Hat)
      set_world_size(8)
    - clear()
    - for i in range(get_world_size()):
    -     if not spawn_drone(poly_column):
    -         poly_column()
    -     move(East)
    + phase = "power"
    + while True:
    +     power = num_items(Items.Power)
    +     if power < 2500:
    +         phase = "power"
    +     elif phase == "power" and power > 10000:
    +         phase = "pumpkins"
    +     if phase == "power" and num_items(Items.Carrot) > 200:
    +         do_sunflowers()
    +     elif phase == "pumpkins":
    +         if num_items(Items.Pumpkin) > 150000 or num_items(Items.Carrot) < 800:
    +             phase = "cactus"
    +         else:
    +             parallel_pumpkins()
    +     elif phase == "cactus":
    +         if num_items(Items.Cactus) > 60000 or num_items(Items.Pumpkin) < 2000:
    +             phase = "poly"
    +         else:
    +             do_cactus()
    +     else:
    +         parallel_poly()
    +         if num_items(Items.Power) < 4000:
    +             phase = "power"
    
    Write result the agent saw
    Saved farm (193 lines).
    Game time: 3h 28m 26s elapsed, 2h 31m 34s of budget remaining.
    run_program at 3h 28m for 40s (agent saw)
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +2113, fertilizer +16, hay +688, power +171.26, water +32, wood +19440.
    Game time: 3h 29m 16s elapsed, 2h 30m 44s of budget remaining.
    Output:
    (none)
  42. r395h 48mRan48 lines · +41 −186 · ran 5m 50s
    def mow():
        while True:
            if get_entity_type() == Entities.Grass:
                harvest()
            move(North)
    
    def step_toward(tx, ty):
        if get_pos_x() < tx and move(East):
            return True
        if get_pos_x() > tx and move(West):
            return True
        if get_pos_y() < ty and move(North):
            return True
        if get_pos_y() > ty and move(South):
            return True
        if move(North) or move(East) or move(South) or move(West):
            return True
        return False
    
    def one_dinosaur():
        change_hat(Hats.Dinosaur_Hat)
        eaten = 0
        while eaten < 40:
            pos = measure()
            if pos == None:
                break
            tx, ty = pos
            guard = 0
            while (get_pos_x() != tx or get_pos_y() != ty) and guard < 25:
                guard = guard + 1
                if not step_toward(tx, ty):
                    break
            if get_pos_x() != tx or get_pos_y() != ty:
                break
            eaten = eaten + 1
        change_hat(Hats.Straw_Hat)
    
    change_hat(Hats.Straw_Hat)
    set_world_size(8)
    clear()
    for i in range(max_drones() - 1):
        if not spawn_drone(mow):
            break
        move(East)
    while get_pos_x() != 0:
        move(West)
    while num_items(Items.Cactus) > 1000:
        one_dinosaur()
    Changes from the previous revision
    - def goto(x, y):
    -     guard = 0
    -     while (get_pos_x() != x or get_pos_y() != y) and guard < 24:
    -         guard = guard + 1
    -         if get_pos_x() < x:
    -             move(East)
    -         elif get_pos_x() > x:
    -             move(West)
    -         elif get_pos_y() < y:
    -             move(North)
    -         else:
    -             move(South)
    - 
    - def plant_wanted(wanted):
    -     if wanted == Entities.Grass:
    -         if get_entity_type() != Entities.Grass and can_harvest():
    -             harvest()
    -         if get_ground_type() == Grounds.Soil:
    -             till()
    -         return
    -     if get_entity_type() == wanted:
    -         return
    -     if can_harvest():
    -         harvest()
    -     if wanted == Entities.Carrot and get_ground_type() != Grounds.Soil:
    -         till()
    -     plant(wanted)
    - 
    - def do_tile():
    -     entity = get_entity_type()
    -     if can_harvest():
    -         if entity == Entities.Tree and num_items(Items.Fertilizer) > 0 and num_items(Items.Weird_Substance) < 800000:
    -             use_item(Items.Fertilizer)
    -         harvest()
    -         entity = None
    -     if entity == None or entity == Entities.Grass:
    -         if (get_pos_x() + get_pos_y()) % 2 == 0:
    -             plant(Entities.Tree)
    -         else:
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             plant(Entities.Carrot)
    -     comp = get_companion()
    -     if comp == None:
    -         return
    -     wanted, pos = comp
    -     x, y = pos
    -     sx = get_pos_x()
    -     sy = get_pos_y()
    -     goto(x, y)
    -     if get_entity_type() != wanted:
    -         plant_wanted(wanted)
    -     goto(sx, sy)
    - 
    - def poly_column():
    -     for j in range(get_world_size()):
    -         do_tile()
    -         move(North)
    - 
    - def parallel_poly():
    -     for i in range(get_world_size()):
    -         if not spawn_drone(poly_column):
    -             poly_column()
    -         move(East)
    - 
    - def flower_column(target):
    -     for _ in range(get_world_size()):
    -         entity = get_entity_type()
    -         if entity == Entities.Sunflower:
    -             if can_harvest() and measure() == target:
    -                 harvest()
    -                 plant(Entities.Sunflower)
    -         else:
    -             if can_harvest():
    -                 harvest()
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             plant(Entities.Sunflower)
    -         move(North)
    - 
    - def do_sunflowers():
    -     for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
    -         for _ in range(get_world_size()):
    -             if not spawn_drone(flower_column, target):
    -                 flower_column(target)
    -             move(East)
    - 
    - def column_pumpkins():
    -     ready = True
    -     for _ in range(get_world_size()):
    -         entity = get_entity_type()
    -         if can_harvest() and entity != Entities.Pumpkin:
    + def mow():
    +     while True:
    +         if get_entity_type() == Entities.Grass:
                  harvest()
    -             entity = None
    -         if entity != Entities.Pumpkin:
    -             if get_ground_type() != Grounds.Soil:
    -                 till()
    -             if not plant(Entities.Pumpkin):
    -                 ready = False
    -             ready = False
    -         elif not can_harvest():
    -             ready = False
              move(North)
    -     return ready
      
    - def parallel_pumpkins():
    -     handles = []
    -     all_ready = True
    -     for _ in range(get_world_size()):
    -         drone = spawn_drone(column_pumpkins)
    -         if drone:
    -             handles.append(drone)
    -         else:
    -             if not column_pumpkins():
    -                 all_ready = False
    -         move(East)
    -     for drone in handles:
    -         if not wait_for(drone):
    -             all_ready = False
    -     if all_ready:
    -         harvest()
    - 
    - def cactus_ready():
    -     size = get_world_size()
    -     ready = True
    -     for i in range(size):
    -         for j in range(size):
    -             entity = get_entity_type()
    -             if entity != Entities.Cactus:
    -                 if can_harvest():
    -                     harvest()
    -                 if get_ground_type() != Grounds.Soil:
    -                     till()
    -                 if not plant(Entities.Cactus):
    -                     ready = False
    -                 ready = False
    -             elif not can_harvest():
    -                 ready = False
    -             move(North)
    -         move(East)
    -     return ready
    - 
    - def sort_cactus():
    -     size = get_world_size()
    -     for y in range(size):
    -         goto(0, y)
    -         for pass_i in range(size):
    -             for x in range(size - 1):
    -                 if measure() > measure(East):
    -                     swap(East)
    -                 move(East)
    -             for x in range(size - 1):
    -                 move(West)
    -     for x in range(size):
    -         goto(x, 0)
    -         for pass_i in range(size):
    -             for y in range(size - 1):
    -                 if measure() > measure(North):
    -                     swap(North)
    -                 move(North)
    -             for y in range(size - 1):
    -                 move(South)
    + def step_toward(tx, ty):
    +     if get_pos_x() < tx and move(East):
    +         return True
    +     if get_pos_x() > tx and move(West):
    +         return True
    +     if get_pos_y() < ty and move(North):
    +         return True
    +     if get_pos_y() > ty and move(South):
    +         return True
    +     if move(North) or move(East) or move(South) or move(West):
    +         return True
    +     return False
      
    - def do_cactus():
    -     if cactus_ready():
    -         sort_cactus()
    -         harvest()
    + def one_dinosaur():
    +     change_hat(Hats.Dinosaur_Hat)
    +     eaten = 0
    +     while eaten < 40:
    +         pos = measure()
    +         if pos == None:
    +             break
    +         tx, ty = pos
    +         guard = 0
    +         while (get_pos_x() != tx or get_pos_y() != ty) and guard < 25:
    +             guard = guard + 1
    +             if not step_toward(tx, ty):
    +                 break
    +         if get_pos_x() != tx or get_pos_y() != ty:
    +             break
    +         eaten = eaten + 1
    +     change_hat(Hats.Straw_Hat)
      
      change_hat(Hats.Straw_Hat)
      set_world_size(8)
    - phase = "power"
    - while True:
    -     power = num_items(Items.Power)
    -     if power < 2500:
    -         phase = "power"
    -     elif phase == "power" and power > 10000:
    -         phase = "pumpkins"
    -     if phase == "power" and num_items(Items.Carrot) > 200:
    -         do_sunflowers()
    -     elif phase == "pumpkins":
    -         if num_items(Items.Pumpkin) > 150000 or num_items(Items.Carrot) < 800:
    -             phase = "cactus"
    -         else:
    -             parallel_pumpkins()
    -     elif phase == "cactus":
    -         if num_items(Items.Cactus) > 60000 or num_items(Items.Pumpkin) < 2000:
    -             phase = "poly"
    -         else:
    -             do_cactus()
    -     else:
    -         parallel_poly()
    -         if num_items(Items.Power) < 4000:
    -             phase = "power"
    + clear()
    + for i in range(max_drones() - 1):
    +     if not spawn_drone(mow):
    +         break
    +     move(East)
    + while get_pos_x() != 0:
    +     move(West)
    + while num_items(Items.Cactus) > 1000:
    +     one_dinosaur()
    
    Write result the agent saw
    Saved farm (48 lines).
    Game time: 5h 48m 36s elapsed, 11m 24s of budget remaining.
    run_program at 5h 48m for 340s (agent saw)
    Ran farm for 5m 40s of game time; it is still running.
    Inventory change: bone +39824, cactus -4348, fertilizer +272, hay +8448, power -2751.08, water +544.
    Game time: 5h 54m 26s elapsed, 5m 34s of budget remaining.
    Output:
    (none)
  43. r405h 54mRan26 lines · +21 −43 · ran 5m 04s
    def flower_column(target):
        for _ in range(get_world_size()):
            entity = get_entity_type()
            if entity == Entities.Sunflower:
                if can_harvest() and measure() == target:
                    harvest()
                    plant(Entities.Sunflower)
            else:
                if can_harvest():
                    harvest()
                if get_ground_type() != Grounds.Soil:
                    till()
                plant(Entities.Sunflower)
            move(North)
    
    def do_sunflowers():
        for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
            for _ in range(get_world_size()):
                if not spawn_drone(flower_column, target):
                    flower_column(target)
                move(East)
    
    change_hat(Hats.Straw_Hat)
    set_world_size(8)
    while True:
        do_sunflowers()
    Changes from the previous revision
    - def mow():
    -     while True:
    -         if get_entity_type() == Entities.Grass:
    -             harvest()
    + def flower_column(target):
    +     for _ in range(get_world_size()):
    +         entity = get_entity_type()
    +         if entity == Entities.Sunflower:
    +             if can_harvest() and measure() == target:
    +                 harvest()
    +                 plant(Entities.Sunflower)
    +         else:
    +             if can_harvest():
    +                 harvest()
    +             if get_ground_type() != Grounds.Soil:
    +                 till()
    +             plant(Entities.Sunflower)
              move(North)
      
    - def step_toward(tx, ty):
    -     if get_pos_x() < tx and move(East):
    -         return True
    -     if get_pos_x() > tx and move(West):
    -         return True
    -     if get_pos_y() < ty and move(North):
    -         return True
    -     if get_pos_y() > ty and move(South):
    -         return True
    -     if move(North) or move(East) or move(South) or move(West):
    -         return True
    -     return False
    - 
    - def one_dinosaur():
    -     change_hat(Hats.Dinosaur_Hat)
    -     eaten = 0
    -     while eaten < 40:
    -         pos = measure()
    -         if pos == None:
    -             break
    -         tx, ty = pos
    -         guard = 0
    -         while (get_pos_x() != tx or get_pos_y() != ty) and guard < 25:
    -             guard = guard + 1
    -             if not step_toward(tx, ty):
    -                 break
    -         if get_pos_x() != tx or get_pos_y() != ty:
    -             break
    -         eaten = eaten + 1
    -     change_hat(Hats.Straw_Hat)
    + def do_sunflowers():
    +     for target in [15, 14, 13, 12, 11, 10, 9, 8, 7]:
    +         for _ in range(get_world_size()):
    +             if not spawn_drone(flower_column, target):
    +                 flower_column(target)
    +             move(East)
      
      change_hat(Hats.Straw_Hat)
      set_world_size(8)
    - clear()
    - for i in range(max_drones() - 1):
    -     if not spawn_drone(mow):
    -         break
    -     move(East)
    - while get_pos_x() != 0:
    -     move(West)
    - while num_items(Items.Cactus) > 1000:
    -     one_dinosaur()
    + while True:
    +     do_sunflowers()
    
    Write result the agent saw
    Saved farm (26 lines).
    Game time: 5h 54m 46s elapsed, 5m 14s of budget remaining.
    run_program at 5h 54m for 280s (agent saw)
    Ran farm for 4m 40s of game time; it is still running.
    Inventory change: carrot -1924, fertilizer +224, hay +2752, power +1800.68, water +448.
    Game time: 5h 59m 36s elapsed, 24s of budget remaining.
    Output:
    (none)
log2 said · 212 thought · 305 tool calls

Step by step

  1. 0sthoughtI am starting The Farmer Was Replaced. I will automate the farm to maximize resource production within the 6-hour game-time budget. I will discover the farmerbench MCP tools and read the game documentation. Then I will observe the farm.
  2. 0ssaidI'll start by learning the game tools and the current farm state so I can plan a diverse economy before the time budget runs down.
  3. 0sthoughtI will observe the farm and read the documentation in parallel.
  4. 0sobserve
    result
    Game time: 10s elapsed, 5h 59m 50s of budget remaining.
    Program: none running.
    Inventory: empty.
    Farm 1x1. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 0  _Gr3*
    Recent output:
    (none)
  5. 10sdocs_list
    result
    docs/home.md  General Info
    unlocks/auto_unlock  Auto Unlock
    unlocks/cactus  Cactus
    unlocks/carrots  Carrots
    unlocks/costs  Costs
    unlocks/debug  Debug
    unlocks/debug_2  Debug_2
    unlocks/dictionaries  Dictionaries
    unlocks/dinosaurs  Dinosaurs
    unlocks/expand  Expand
    unlocks/fertilizer  Fertilizer
    unlocks/functions  Functions
    unlocks/grass  Grass
    unlocks/hats  Hats
    unlocks/import  Import
    unlocks/leaderb…
  6. 20sthoughtI've identified the game as "The Farmer Was Replaced". Recalling the core mechanics: a 1x1 grassland farm starts with grass that yields hay. The goal is to maximize total resource production within the 6-hour budget, so I need to determine whether scoring uses inventory totals or raw production rates. I've mapped the available resources: hay, wood, carrots, pumpkins, power, gold, cactus, bones, and fertilizer. I'll read the documentation to understand costs and progression before building. The 6-hour budget equals 21600 seconds, with each tool call consuming 10 seconds. I'm pulling up the getting started guide, first program tutorial, and cost tables for grass, plant, speed, expand, and research. The early game loop is simply harvest() since grass regrows on a 1x1 plot. I'm also verifying unlock costs from memory against the docs. The drone language uses move(), harvest(), plant(), till(), and get_pos_x()/get_pos_y(). I'm also checking whether the score reflects final inventory or cumulative production. If it's inventory, spending resources on upgrades reduces totals; if it's cumulative output, upgrades are worthwhile. The word "produces" suggests the score reflects cumulative output rather than remaining inventory. To maximize both quantity and variety, the plan is to unlock as many crop types as possible. Speed upgrades multiply drone speed dramatically. At high speed the drone can harvest thousands of tiles per second, so early investment pays off massively over six hours. I'm now reading the upgrade costs and unlock pages to map the progression tree.
  7. 20sdocs_read path="docs/getting_started.md"
    result
    # Getting Started
    This window contains information about everything in the game.
    
    You can move windows around by dragging and dropping the gray part of the window.
    You can move around by dragging anywhere outside the windows.
    
    To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it.
    
    Be sure to check out the buttons in the top right corner of the scree…
  8. 30sdocs_read path="unlocks/costs.md"
    result
    No accessible documentation page unlocks/costs.md. Use docs_list.
  9. 40sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; requires plant
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs (Costs) le…
  10. 50sthoughtI know this game well. I am planning an efficient progression. I am mapping the early game sequence. Harvesting comes first, then loops, then speed upgrades. The drone moves slowly at first, so speed is critical for efficiency. I am checking the exact costs and farm size mechanics. Loops cost 5 hay. Speed upgrades cost 20 and more. Expand costs 30 hay and may only reach 10x10 in this save. I am reading the expand, speed, grass, and plant documentation. The full strategy is now clear: harvest grass for hay first, then plant bushes for wood and carrots for food. Trees mixed with grass will provide wood, followed by watering, pumpkins for massive yields, sunflowers for power, fertilizer, mazes for gold, cactus, dinosaurs for bones, and finally megafarm for multiple drones. The research menu caps speed upgrades at level 5. That is far fewer levels than the full game normally has, so I will need to maximize efficiency within this limited early speed tier. I am weighing whether the truncated speed and expand tiers are temporary or permanent. The benchmark rewards total resource inventory, so upgrades must be purchased early to enable production, then the farm should stockpile at the end of the six-hour window. I am listing every resource type to produce, including power, gold, cactus, bone, weird substance, and fertilizer. I will write a simple harvest loop first, run it continuously, wait for hay to accumulate, then buy upgrades in batches as soon as possible. I also need to review the language limitations before coding. I am checking which language features are available before their unlocks. Lists, functions, variables, and operators are all gated behind research. The first program can simply be a bare `while True: harvest()` loop because grass regrows automatically on the small farm. I also need to verify whether `harvest()` works on partially grown crops or if `can_harvest()` is required. I confirmed that calling harvest() on an immature plant does nothing, so the infinite loop will simply retry until grass regrows. Movement is locked until expand, meaning I must stay on one tile for now. I am now checking the exact speed multiplier per level to calculate total production. I cannot read `get_cost` until pumpkins unlock, so I will infer upgrade costs from `research()` after each purchase. Before loops are available, I will write a program with many unrolled `harvest()` calls instead of a loop. I am checking whether `do_a_flip` is available and how many unrolled `harvest()` calls fit in the program size limit. I will read the first program and functions documentation next.
  11. 50sdocs_read path="docs/first_program.md"
    result
    # First Program
    ## Text editor
    All programming is done in code windows. Each code window corresponds to a text file containing code. 
    You can rename the file by clicking on its name at the top of the window.
    
    The code can be edited like in any text editor as long as it's not running.
    You can execute the program directly by pressing the green play button in the code window.
    ![](PlayButton50)
    
    You c…
  12. 1m 00sdocs_read path="unlocks/loops.md"
    result
    No accessible documentation page unlocks/loops.md. Use docs_list.
  13. 1m 10sdocs_read path="functions/harvest.md"
    result
    No accessible documentation page functions/harvest.md. Use docs_list.
  14. 1m 20sdocs_read path="unlocks/speed.md"
    result
    No accessible documentation page unlocks/speed.md. Use docs_list.
  15. 1m 30sdocs_read path="unlocks/expand.md"
    result
    No accessible documentation page unlocks/expand.md. Use docs_list.
  16. 1m 40sdocs_read path="items/hay.md"
    result
    No accessible documentation page items/hay.md. Use docs_list.
  17. 1m 50sthoughtThe documentation paths from docs_list may need a different format. docs/getting_started.md works, but unlocks/loops.md and unlocks/costs.md fail. I'll try the paths without .md extensions and check objects/grass.
  18. 1m 50sdocs_read path="unlocks/loops"
    result
    ## Loops
    Unlocks a simple while loop.
    
    while True:
        harvest()
    
    ### Unlock Cost [Current cost: hay=5]
    Game time: 2m elapsed, 5h 58m of budget remaining.
  19. 2m 00sdocs_read path="objects/grass"
    result
    ## Grass
    Grows automatically on grassland. Harvest it to obtain Items.Hay.
    
    Base growth time between 0.5 and 0.5 seconds.
    Can grow on soil or grassland.
    Game time: 2m 10s elapsed, 5h 57m 50s of budget remaining.
  20. 2m 10sdocs_read path="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: 2m 20s elapsed, 5h 57m 40s of budget remaining.
  21. 2m 20sdocs_read path="unlocks/grass"
    result
    ## Grass
    Increases the yield of grass.
    100% => 200%
    
    ### Unlock Cost [Current cost: hay=300]
    Game time: 2m 30s elapsed, 5h 57m 30s of budget remaining.
  22. 2m 30sthoughtHarvesting takes 200 ticks if the entity is removed, or 1 tick otherwise. Grass grows in 0.5 seconds. I need to determine the tick-to-second conversion and how speed upgrades affect execution rate. I am checking community knowledge for the base tick rate. Harvesting too early wastes ticks on failed attempts. I will write a program to harvest repeatedly. Base grass yield is 1 hay, rising to 2 with the first upgrade. The current grass patch is fully grown. I will write a program with many sequential harvest calls to gather resources, then check speed documentation. I will test whether `while True` works before loops are unlocked. If it errors, I will unroll the harvest calls instead. I will write the harvest loop and read the speed, expand, plant, and grass documentation in parallel. The program must be written before it can run. I will batch the write and documentation reads together to save wall-clock time, though each tool call still consumes 10 seconds of game time. I will prepare a single harvest loop program rather than maintaining both a loop and an unrolled fallback. I am recalling the speed upgrade costs from memory. The farm starts at a 1x1 grid, so expansion is needed to grow the world. Bushes provide wood and grow on grassland or soil. I will research these mechanics after making purchases. I am recalling the crop mechanics. Bushes grow on grassland or soil and yield wood. Carrots require soil only. Trees can be planted on either surface but grow slower when adjacent to other trees, and they yield more wood than bushes. Pumpkins also require soil and may produce a cubic yield if grown in a square formation. Pumpkin yield scales with the square of the farm size cubed. A 32 by 32 patch yields 32768 pumpkins. Sunflowers generate power based on their petal count, so only the tallest plant matters. Water reduces plant growth time but is finite; it refills slowly and use_item consumes it. Fertilizer instantly grows crops but requires crafting from other resources. Fertilizer may be purchased or produced, and its exact source is unclear. Mazes are built by turning bushes into maze structures with weird substance to harvest gold. Weird substance might be produced during fertilization or companion planting. Cacti must be sorted by size and swapped into rows and columns before harvest to maximize yield. Dinosaurs are collected through an apple game for bones. Megafarm unlocks parallel drone spawning. The farm likely caps at a 10x10 grid with only nine expansion levels and five speed upgrades, suggesting a shortened version of the game. I will read the expand documentation to confirm the exact size formula. I will run a short harvest loop for 30 seconds to gather hay before buying loops. I will also check the tick rate by observing grass growth. I will minimize tool calls to save game time. Each call costs ten seconds, so hundreds of calls would waste over two hours of budget. I will batch operations and avoid redundant or parallel requests. I will batch the program write, speed, expand, plant, and operator documentation reads into a single operation. The first upgrades cost 5 hay for loops, 20 for speed, 30 for expansion, and 50 for plant. I need roughly 100 hay to afford several upgrades.
  23. 2m 30swrite_program name="farm" · evidence
    result
    Saved farm (2 lines).
    Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
  24. 2m 40sdocs_read path="unlocks/speed"
    result
    ## Speed
    Increases the speed of both the drone and code execution.
    
    ### Unlock Cost [Current cost: hay=20]
    Game time: 2m 50s elapsed, 5h 57m 10s of budget remaining.
  25. 2m 50sdocs_read path="unlocks/expand"
    result
    ## Expand
    Expands the farm land and unlocks movement.
    
    ### Unlock Cost [Current cost: hay=30]
    Game time: 3m elapsed, 5h 57m of budget remaining.
  26. 3m 00sdocs_read path="unlocks/plant"
    result
    ## Plant
    Unlocks planting.
    
    plant(Entities.Bush)
    
    ### Unlock Cost [Current cost: hay=50]
    Game time: 3m 10s elapsed, 5h 56m 50s of budget remaining.
  27. 3m 10sdocs_read path="objects/grassland"
    result
    ## Grassland
    The default ground. Grass will automatically grow on it.
    Game time: 3m 20s elapsed, 5h 56m 40s of budget remaining.
  28. 3m 20sthoughtA while loop was saved without being unlocked, which may cause a runtime error. Running the program for 30 seconds to test whether the while loop works or errors.
  29. 3m 20srun_program name="farm" seconds=40
    result
    Ran farm for 0s of game time; it stopped with an error: Unlocks.Loops must be unlocked before this can be used.
    Inventory change: no change.
    Game time: 3m 30s elapsed, 5h 56m 30s of budget remaining.
    Output:
    Error: Unlocks.Loops must be unlocked before this can be used.
    In: 
    while True:
    ^^^^^^     
    --------------------------------------------------------------------
  30. 3m 30sthoughtCalculating how many unrolled harvests are needed to collect 5 hay. Realized that harvesting grass before it fully grows destroys the entity. Grass regrows automatically, so the program must wait for readiness between harvests. Early harvests destroy grass and yield nothing. The can_harvest() check requires the senses unlock, which needs operators, which requires a plant. Timing tools like get_time() also require unlocks. Without these tools, the only option is to harvest once per program run, wait for regrowth, then rerun. That approach wastes too much time. Checking whether do_a_flip or pet_the_piggy can act as delays between harvests. Lists and loops are unavailable, so only sequential statements are possible. Need to verify if a sleep function exists.
  31. 3m 30sdocs_read path="functions/do_a_flip"
    result
    do_a_flip() 
    Makes the drone do a flip! This action is not affected by speed upgrades.
    
    returns None
    
    takes 1s to execute.
    
    example:
    while True:
        do_a_flip()
    Game time: 3m 40s elapsed, 5h 56m 20s of budget remaining.
  32. 3m 40sdocs_read path="functions/pet_the_piggy"
    result
    pet_the_piggy() 
    Pets the piggy! This action is not affected by speed upgrades.
    
    returns None
    
    takes 1s to execute.
    
    example:
    while True:
        pet_the_piggy()
    Game time: 3m 50s elapsed, 5h 56m 10s of budget remaining.
  33. 3m 50sdocs_read path="functions/tap"
    result
    code_tooltip_tap
    Game time: 4m elapsed, 5h 56m of budget remaining.
  34. 4m 00sdocs_read path="docs/scripting/comments.md"
    result
    # Comments
    Comments are parts of the code that are ignored during execution.
    Comments can be added using `#`. Anything on the same line after the `#` is a comment and will be ignored.
    
    `#this is a comment`
    
    This can be useful to add notes to the code, and also to temporarily disable parts of the code without deleting them.
    
    Any comment on the line before a function definition will be part of the p…
  35. 4m 10sthoughtdo_a_flip takes 1 second. Grass grows instantly. A naive `while True: harvest()` loop would destroy grass before it regrows. The first harvest clears the field, but the next call hits the growing grass and gets nothing. A wait between harvests is essential. Reconsidering whether growing grass is actually harvestable. If `can_harvest()` returns false for it, the naive loop would not destroy the field and could run safely. Confirmed: `can_harvest()` is false while grass is growing, so a naive loop would destroy the field and yield nothing. The early strategy must alternate `harvest()` with `do_a_flip()` to wait for regrowth. However, `do_a_flip()` takes one second of real time regardless of speed upgrades, which becomes a severe bottleneck once speed is unlocked. Speed upgrades shrink 200-tick harvests to well under half a second. The 1-second flip wait becomes wasteful at low speed and catastrophic at high speed, since grass regrows in only 0.5 seconds. Once movement is available, the farm can be traversed by snake to ensure grass is ready upon return. At base speed, the cycle must last at least 0.5 seconds. Recalled the game's tick mechanics: every action costs 200 ticks at base speed, and speed upgrades scale by a power-of-two multiplier. This confirms the exact timing constraints for the harvest loop. The base tick rate is 400 ticks per second. At speed level zero, a 200-tick harvest lasts exactly 0.5 seconds, perfectly matching the 0.5-second grass growth. This means the drone can harvest every half-second without destroying the field. A precise timing race condition exists. If the drone harvests exactly when grass is fully grown, the next harvest may destroy the field before it regrows. The 200-tick harvest lasts exactly 0.5 seconds at base speed, so the drone must wait slightly longer than that to avoid destroying the grass. The drone needs five hay to buy the loops upgrade. Eight unrolled harvest-flip cycles will provide a safe buffer. After that, it can buy speed, expand the farm, and unlock operators and senses. Once those are available, `can_harvest()` will prevent destroying growing grass. Ten unrolled harvest-flip cycles will run for roughly twenty seconds to accumulate hay. The loops upgrade costs five hay, while speed, expansion, and planting cost twenty, thirty, and fifty respectively. After buying loops, the drone can switch to a continuous harvest loop. Thirty cycles would yield thirty hay, enough for loops and speed but not expansion or planting. Eighty cycles would cover all four upgrades. A six-cycle test run is preferable to guessing the exact yield and timing. A six-harvest spam test will reveal whether the drone can safely collect grass repeatedly or if it destroys the field. If only one hay is produced, the drone must alternate harvests with flips. If six hay are collected, the simple loop works and the flip wait can be skipped.
  36. 4m 10swrite_program name="farm" · evidence
    result
    Saved farm (6 lines).
    Game time: 4m 20s elapsed, 5h 55m 40s of budget remaining.
  37. 4m 20sthoughtRunning the program now. It should finish quickly.
  38. 4m 20srun_program name="farm" seconds=30
    result
    Ran farm for 3s of game time; it finished.
    Inventory change: hay +6.
    Game time: 4m 33s elapsed, 5h 55m 27s of budget remaining.
    Output:
    (none)
  39. 4m 33sthoughtSix harvests in three seconds produced six hay. Harvest timing is confirmed at 0.5 seconds per cycle. I will buy loops for 5 hay, then write an infinite harvest loop to automate production. The grass upgrade is too expensive right now. I will wait for the farm to accumulate hay. I noticed that doubling speed would make harvests faster than grass growth, destroying the crop. The current 0.5-second cycle is safe. I will use can_harvest() before each harvest to prevent destroying crops at higher speeds. The do_a_flip action is unaffected by speed and remains safe for small farms. I will buy loops now and hold off on speed until can_harvest is unlocked. I am mapping the remaining upgrades: expand costs 30 hay, plant costs 50 hay, and operators need 150 hay plus 10 wood. Wood must come from bushes first. I still need to check the bush growth time in the documentation. I will read the bush, carrot, tree, and watering documentation next. I need to verify the exact speed multiplier before buying it. The tool calls must be sequenced carefully: buy loops, write the program, then run it. While a program is running, no other tools can be used. I realized run_program returns immediately after its requested time while the program keeps running in the background. I will start the infinite harvest loop for just one second, then use the remaining tool calls to read documentation and plan upgrades while the farm continues producing hay. I confirmed that buy_upgrade accepts a list of items, so multiple upgrades can be purchased in one call. I will check whether the game allows buying exactly the required cost, and research cost scaling after making some initial purchases. I will read documentation for bushes, trees, carrots, pumpkins, sunflowers, polyculture, fertilizer, mazes, cacti, dinosaurs, and megafarms while the farm runs. I also need to check how upgrade costs scale.
  40. 4m 33sbuy_upgrade upgrades=["loops"] · evidence
    result
    Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md.
    Game time: 4m 43s elapsed, 5h 55m 17s of budget remaining.
  41. 4m 43swrite_program name="farm" · evidence
    result
    Saved farm (2 lines).
    Game time: 4m 53s elapsed, 5h 55m 7s of budget remaining.
  42. 4m 53sthoughtStarting the drone program and reading the in-game documentation while it runs. Running the program for 5 seconds to verify it works, then batch-reading documentation to maximize hay production. Running the program for 20 seconds to accumulate hay while reading documentation in parallel. The next targets are while.md and the bush, tree, carrot, pumpkin, and sunflower object files. The documentation batch now includes mechanics like watering, fertilizer, mazes, cactus, dinosaurs, polyculture, and megafarm. It also covers variables, functions, operators, senses, and items. The plan is to run the program for 15 seconds first to verify it works, then read all the docs in parallel.
  43. 4m 53srun_program name="farm" seconds=15
    result
    Ran farm for 15s of game time; it is still running.
    Inventory change: hay +30.
    Game time: 5m 18s elapsed, 5h 54m 42s of budget remaining.
    Output:
    (none)
  44. 5m 18sthoughtHay production is 2 units per second. Hay totals 31. Speed costs 20 and could break the loop, so it is deferred. Expand costs 30 and unlocks movement, but without movement commands the farm stays at one tile. The next step is to check if movement commands are available after expansion. Movement is confirmed after expansion. The farm wraps around at edges, so repeated moves cycle through columns. A snake pattern could cover the entire field with loops alone. A single-column harvest loop is viable. Each tile regenerates in 0.5 seconds, and the cycle completes in one second per tile. The drone returns to each patch before it grows back, so the farm can be fully farmed without movement. Moving between tiles wastes time. A single-column loop costs one second per tile, so yield is only one hay per second. That is slower than the two-hay-per-second rate on a fixed tile. The optimal strategy is to stay put and harvest continuously. At 2x speed, a single tile is destroyed because harvest finishes in 0.25 seconds while grass regenerates in 0.5 seconds. A two-tile loop at that speed yields two hay per second, matching the fixed-tile rate. At 4x speed, four tiles cycle in one second and produce four hay per second. The yield formula is now clear. At speed multiplier S, each tile regenerates in 0.5/S seconds. A loop covering n tiles completes in n/S seconds. The drone must visit at least half the speed level to avoid destroying grass before it grows back. The total hay production equals the speed level itself, regardless of how many tiles are farmed. Grass yield is fundamentally capped at two units per second per tile. Speed only improves production when the drone moves between tiles or performs other actions. A single fixed tile cannot benefit from speed upgrades. Grass yield upgrades are being evaluated. The first level appears to double the base rate, though the exact progression is unclear. A ten-by-ten farm would produce two hundred hay per second before any multiplier. Harvesting every tile requires either moving between them or waiting for the can_harvest signal. At 32x speed, a full loop of one hundred tiles takes about three seconds. Grass regenerates in only half a second, so the drone would destroy crops without a can_harvest check. The immediate priority is to buy plant and operators next. Senses will be bought next to enable can_harvest checks. Speed and expand are deferred until then. The exact timing of the run is being verified. The inventory increased by thirty hay units, which matches exactly fifteen seconds at two units per second. This suggests the ten-second tool overhead may not count as active program time. The ten-second tool overhead does not count as active program time. The farm only ran for fifteen seconds, which matches the thirty hay units gained. Plant costs fifty hay, so nineteen more are needed. A single documentation read takes ten seconds and yields twenty hay, which is enough to cover both the plant upgrade and the remaining cost. I will batch-read the essential documents now while the farm continues running. The next batch of documents to read includes the plant unlock guide, scripting while loops, and the operators, senses, variables, functions, carrots, trees, and watering sections. The move function may only appear after expansion.
  45. 5m 18sdocs_read path="docs/scripting/while.md"
    result
    # While Loop
    You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`.
    
    `while condition:
    	#loop body`
    
    Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing.
    
    ## For Beginners
    Perhaps you have already tried to put several `harvest()` calls in a row…
  46. 5m 28sdocs_read path="unlocks/operators"
    result
    ## Operators
    Arithmetic, comparison and logic operators.
    
    if not can_harvest() and (1 + 1 == 4 / 2):
        do_a_flip()
    
    ### Unlock Cost [Current cost: hay=150, wood=10]
    Game time: 5m 38s elapsed, 5h 54m 22s of budget remaining.
  47. 5m 38sdocs_read path="unlocks/senses"
    result
    ## Senses
    The drone can see what's under it and where it is.
    
    if get_pos_x() < 5 and num_items(Items.Wood) < 200:
        plant(Entities.Bush)
    
    ### Unlock Cost [Current cost: hay=100]
    Game time: 5m 48s elapsed, 5h 54m 12s of budget remaining.
  48. 5m 48sdocs_read path="unlocks/carrots"
    result
    ## Carrots
    Till the soil and plant carrots.
    
    till()
    plant(Entities.Carrot)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 5m 58s elapsed, 5h 54m 2s of budget remaining.
  49. 5m 58sdocs_read path="unlocks/variables"
    result
    ## Variables
    Assign values to variables.
    
    next_plant = Entities.Bush
    plant(next_plant)
    
    ### Unlock Cost [Current cost: carrot=35]
    Game time: 6m 8s elapsed, 5h 53m 52s of budget remaining.
  50. 6m 08sdocs_read path="unlocks/functions"
    result
    ## Functions
    Define your own functions.
    
    def do_two_flips():
        do_a_flip()
        do_a_flip()
    
    do_two_flips()
    
    ### Unlock Cost [Current cost: carrot=40]
    Game time: 6m 18s elapsed, 5h 53m 42s of budget remaining.
  51. 6m 18sthoughtThe farm continued running while I read the documentation. I will observe the farm to check the exact hay inventory. If it reaches 150 or more, I will buy a plant to start wood production.
  52. 6m 18sobserve
    result
    Game time: 6m 28s elapsed, 5h 53m 32s of budget remaining.
    Program: farm (running).
    Inventory: hay 171.
    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)
  53. 6m 28sthoughtHay stock is 171. Buying a plant costs 50 hay, leaving 121. Operators cost 150 hay and 10 wood. I need to buy a plant first. Then I must learn how to plant bushes. Bushes replace grass and yield wood, but they stop hay production. I need both crops on this small farm. Hay will be stockpiled before switching to wood. The early tree costs 150 hay, and grass upgrades and expansions scale up quickly. A target of 1000 hay seems necessary. Recalling the game's unlock costs from memory. Speed appears to scale with hay, likely doubling per level. I will buy the plant and keep harvesting grass until I have a solid hay buffer. While waiting, I plan to read all mechanic documentation to prepare a strong program. I am also reviewing standard fast progression strategies for optimal speedrun timing. The standard progression runs hay, then bush wood, then carrots, trees mixed with grass, watering, pumpkins, sunflowers, fertilizer and mazes for gold, cactus, bones, and finally multiple drones. For this scoring, total produced equals total harvested, not remaining inventory. I am weighing whether the score reflects cumulative production or final inventory. If it is final inventory, hoarding resources at the end matters and cosmetic upgrades should be avoided. The goal remains maximizing all resource types. Leaderboard, top hat, and hats are too expensive to buy. Auto unlock will be skipped to avoid wasting resources on useless upgrades. I will buy the plant now and keep reading documentation in parallel while hay accumulates.
  54. 6m 28sbuy_upgrade upgrades=["plant"] · evidence
    result
    Could not buy plant: Requires speed first.
  55. 6m 38sdocs_search query="growth"
    result
    objects/grass: …## 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: 6m 48s elapsed, 5h 53m 12s of budget remaining.
  56. 6m 48sthoughtPlanting requires speed first. Some upgrades require plant, but plant itself requires speed. Speed will be bought next. The current loop must survive the speed boost. If hay production stalls, a one-second flip will bridge the gap. The running program will be tested immediately after purchase. Speed costs 20 hay, which is affordable. I will buy one level and wait 20 seconds to check if hay production continues. If it stalls, I will add a flip to bridge the gap.
  57. 6m 48sbuy_upgrade upgrades=["speed"] · evidence
    result
    Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 6m 58s elapsed, 5h 53m 2s of budget remaining.
  58. 6m 58sthoughtReading speed.md and waiting 20 seconds to measure production.
  59. 6m 58sdocs_read path="docs/unlocks/speed.md"
    result
    # Speed Upgrade
    The execution speed has been doubled. The problem is that the drone now harvests faster than the grass can grow resulting in no harvest at all. To deal with this [if](docs/scripting/if.md) branches and the [can_harvest](functions/can_harvest) function are now unlocked.
    
    ## Checking Before Harvesting
    So far we only had `True` and `False` as conditions, which is of course not very us…
  60. 7m 08swait seconds=20
    result
    Waited 20s (time up). Program: farm running.
    Inventory change: no change.
    Game time: 7m 38s elapsed, 5h 52m 22s of budget remaining.
  61. 7m 38sthoughtSpeed upgrades double the drone's movement rate. Harvesting destroys grass. The speed upgrade unlocked `if` and `can_harvest`. Production is currently zero. A polling loop will harvest grass as soon as it is ready. Yield should return to two hay per second. Speed does not increase hay yield on a single tile. The limit is two hay per second per tile. I need to expand to acquire more land and move the drone between tiles. I will read the documentation for `can_harvest`, `if`, and `move` to fix the program. Production stopped at 171 hay. Hay inventory is roughly 211. Plant costs 50 and expand costs 30. I will fix the program first, then buy plant and expand. I need to know how much expand increases world size. A generic snake navigation loop needs `get_world_size()` and variables. Unlocking those requires more upgrades. Hardcoding a fixed-size program avoids extra tool calls. I will check what the speed upgrade unlocked.
  62. 7m 38swrite_program name="farm" · evidence
    result
    Stop the program before editing it.
  63. 7m 48sdocs_read path="functions/can_harvest"
    result
    can_harvest()
    Used to find out if plants are fully grown.
    
    returns True if there is an entity under the drone that is ready to be harvested, False otherwise.
    
    takes 1 tick to execute.
    
    example:
    if can_harvest():
        harvest()
    
    For more related information see: [Speed](docs/unlocks/speed.md)
    Game time: 7m 58s elapsed, 5h 52m 2s of budget remaining.
  64. 7m 58sdocs_read path="docs/scripting/if.md"
    result
    # If
    You can use if, elif and else to run code conditionally.
    
    `if condition1:
    	do_a_flip()
    elif condition2:
    	harvest()
    else:
    	do_a_flip()
    	harvest()`
    
    ## Syntax
    `if`s allow you to run code only if some condition is `True`. They are like a `while` loop that doesn't loop.
    The `if` takes a condition just like the `while` loop and executes the if code block if the condition evaluates to `True`:
    
    `#do…
  65. 8m 08sthoughtThe running program must be stopped before editing.
  66. 8m 08sstop_program
    result
    Program stopped.
    Game time: 8m 18s elapsed, 5h 51m 42s of budget remaining.
  67. 8m 18sthoughtPlanning to write and start a program, then buy expansion and plant upgrades. Hay is sufficient to buy both upgrades. I will write and start the program first, then purchase plant and expand together. Movement will wait until after expansion unlocks it. Grass yield upgrade is too expensive now. I will check the move function in the documentation next.
  68. 8m 18swrite_program name="farm" · evidence
    result
    Saved farm (3 lines).
    Game time: 8m 28s elapsed, 5h 51m 32s of budget remaining.
  69. 8m 28sbuy_upgrade upgrades=["plant","expand"] · evidence
    result
    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: 8m 38s elapsed, 5h 51m 22s of budget remaining.
  70. 8m 38sthoughtStarting the farm and reading the plant, expand, and move tutorials.
  71. 8m 38srun_program name="farm" seconds=5
    result
    Ran farm for 5s of game time; it is still running.
    Inventory change: hay +10.
    Game time: 8m 53s elapsed, 5h 51m 7s of budget remaining.
    Output:
    (none)
  72. 8m 53sdocs_read path="docs/unlocks/plant.md"
    result
    # Plant
    Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush.
    You can pass the type of plant you want to plant to the function like this:
    
    `plant(Entities.Bush)`
    
    This will plant a bush under the drone.
    
    Call `clear()` to reset the farm to all grass and reset the drone position.
    
    It seems tha…
  73. 9m 03sdocs_read path="docs/unlocks/expand_1.md"
    result
    # Expand 1
    Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West`
    
    For example, `move(North)` will move the drone one square to the north.
    
    If you move over the edge of…
  74. 9m 13sthoughtHay production is confirmed at 2 units per second. The can_harvest check works correctly. Speed does not increase single-tile grass production. The farm has expanded, so I need to observe the new size. I will check world dimensions and read the move, plant, and clear functions. A simple column-by-column harvest loop is insufficient; a spiral or snake pattern is required to cover all tiles. I need to check whether `range` and `for` loops are available in this language. If they require unlocks, I will unroll the harvest loop manually for the observed world size.
  75. 9m 13sobserve
    result
    Game time: 9m 23s elapsed, 5h 50m 37s of budget remaining.
    Program: farm (running).
    Inventory: hay 202.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr2*
    Recent output:
    (none)
  76. 9m 23sdocs_read path="functions/move"
    result
    move(direction)
    Moves the drone into the specified direction by one tile.
    If the drone moves over the edge of the farm it wraps back to the other side of the farm.
    
    East   =  right
    West   =  left
    North  =  up
    South  =  down
    
    returns True if the drone has moved, False otherwise.
    
    takes 200 ticks to execute if the drone has moved, 1 tick otherwise.
    
    example:
    move(North)
    
    For more related information…
  77. 9m 33sdocs_read path="functions/plant"
    result
    plant(entity) 
    Spends the cost of the specified entity and plants it under the drone.
    It fails if you can't afford the plant, the ground type is wrong or there's already a plant there.
    
    returns True if it succeeded, False otherwise.
    
    takes 200 ticks to execute if it succeeded, 1 tick otherwise.
    
    example:
    plant(Entities.Bush)
    Game time: 9m 43s elapsed, 5h 50m 17s of budget remaining.
  78. 9m 43sdocs_read path="functions/clear"
    result
    clear() 
    Removes everything from the farm, moves the drone back to position (0,0) and changes the hat back to the straw hat.
    
    returns None
    
    takes 200 ticks to execute.
    
    example:
    clear()
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 9m 53s elapsed, 5h 50m 7s of budget remaining.
  79. 9m 53sthoughtThe farm is 1x3. I am checking whether expanding increases the Y dimension. The farm is 1x3. I suspect each expand adds 2 to one dimension, following a pattern like 1x1 → 1x3 → 3x3. I am drafting a program to harvest all three tiles in the 1x3 farm. It will cycle north and harvest when possible. I am also reconsidering whether the custom world size differs from the original game. At 2x speed, each tile takes 0.5 seconds to cycle through. Grass regrows in 0.5 seconds, so the extra tiles do not increase yield. The farm produces 2 hay per second. The bottleneck is movement time, not grass growth. The exact yield formula is speed_multiplier hay per second. At 2x speed the farm produces 2 hay per second. The cycle time must exceed 0.5 seconds to keep grass ready. Speed level 2 doubles the yield to 4 hay per second. Level 3 would require 4 tiles, but the farm only has 3. At that speed the cycle time drops below 0.5 seconds, so the drone would spin moving without ever harvesting. The effective rate stays at 2 hay per second. The 3-tile farm can actually produce about 6 hay per second. At level 3 speed the cycle time is only 0.375 seconds, which is shorter than the 0.5 second grass growth period. The drone visits each tile before it ripens, so it harvests every blade. The yield scales linearly with tile count. The true processing cost is 401 ticks per tile when grass is ready. At level 5 speed the drone can process about 32 tiles per second, so the yield is now limited by how many tiles the farm contains. The drone can process about 32 tiles per second at level 5 speed. The farm currently has only 3 tiles, so the yield is capped at roughly 32 hay per second. Grass upgrades multiply the amount produced per harvest, which raises the ceiling significantly. I will buy grass upgrades when affordable and continue expanding the farm. The 3-tile farm is drone-limited at 2 hay per second. I will update the program to sweep the column and buy speed and expand aggressively. I also need to research bush costs and growth, and check the cost of the next speed and expand upgrades. I am checking whether get_world_size and get_pos_x are available. If not, I will hardcode the farm size or write a spiral that wraps around to cover any rectangle. Wrapping complicates fixed movement patterns. A snake pattern requires knowing the farm bounds, but I cannot read coordinates without the Senses upgrade. That upgrade costs 100 hay and 10 wood, which I likely lack. I will try calling get_pos_x anyway or check the documentation to see if it is already available.
  80. 9m 53sdocs_search query="get_world_size"
    result
    No matches for "get_world_size".
    Game time: 10m 3s elapsed, 5h 49m 57s of budget remaining.
  81. 10m 03sdocs_search query="Bush"
    result
    docs/home.md: …functions/plant) [tap](functions/tap) ## Items [Hay](items/hay) [Wood](items/wood) ## Entities [Bush](objects/bush) [Grass](objects/grass) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)…
    unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cos…
  82. 10m 13sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 0/10; cost wood 50; available, not affordable
      ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot)
    costs…
  83. 10m 23sthoughtSpeed level 1 increases efficiency from 150% to 225%. This is not a simple doubling. The tutorial claims the first upgrade doubled speed, but the upgrade description shows 150% to 225%. This suggests level 1 may actually be 150% rather than 200%. The tutorial explicitly states the first speed upgrade doubled execution speed. This conflicts with the UI showing 150% to 225%. The upgrade may instead provide a 1.5x multiplier. Wood is the main bottleneck. Next upgrades cost 20 wood, not hay. Grass upgrade costs 300 hay and would double yield from 2 to 4 hay per second. Bush planting seed costs still need checking. Replacing grass with bushes would sacrifice hay income. A hay buffer is needed first, or the two should be interleaved. Operators and senses require 150 hay and 10 wood, and roughly 250 hay is available now. The next step is to read bush growth time and yield.
  84. 10m 23sdocs_read path="objects/bush"
    result
    ## Bush
    A small bush that drops Items.Wood.
    
    Base growth time between 3.2 and 4.8 seconds.
    Can grow on grassland or soil.
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 10m 33s elapsed, 5h 49m 27s of budget remaining.
  85. 10m 33sdocs_read path="items/wood"
    result
    ## Wood
    Obtained from bushes and trees.
    
    You have `0`
    
    For more related information see: [Plant](docs/unlocks/plant.md)
    Game time: 10m 43s elapsed, 5h 49m 17s of budget remaining.
  86. 10m 43sdocs_read path="objects/soil"
    result
    ## Soil
    Calling till() turns the ground into soil. Calling till() again changes it back to grassland.
    Game time: 10m 53s elapsed, 5h 49m 7s of budget remaining.
  87. 10m 53sdocs_read path="functions/till"
    result
    No accessible documentation page functions/till. Use docs_list.
  88. 11m 03sthoughtBushes grow in about 4 seconds on average. A 1x3 bush farm could yield roughly 0.75 wood per second. I'm drafting a program to harvest and replant bushes in a loop. Hay is needed for operators, senses, and upgrades. I will check the current inventory before converting the farm to bushes. The current program only harvests one tile, so hay production is still low. I will observe the inventory next. If hay exceeds 400, I will switch all three tiles to wood farming. I am also considering a grass upgrade for doubled hay production. Wood is the immediate bottleneck. I will prioritize wood production first. I need to verify the exact bush yield, since it may exceed one unit. Watering can accelerate growth. Three tiles at speed 1 allow a full harvest and replant cycle every 2.25 seconds, which easily outpaces the 4-second average growth time. The speed upgrade requires 20 wood and expansion requires another 20, plus 10 for operators. That totals roughly 53 seconds of wood production. I am also beginning to plan the long-term economy. Speed can be upgraded to level 5. Expansion can reach size 9, likely following a pattern of alternating square and rectangular layouts. A navigation program must handle both shapes. I will hardcode a 3x3 farm once that size is reached. The current 1x3 column works for now. I also need to check whether the num_items function exists before using it. I will keep a small patch of grass as a buffer while the rest of the farm converts to bushes. I am weighing whether to buy the grass upgrade now or wait, since 300 hay is a large upfront cost that could be better spent on other upgrades later. I will check the exact costs for each upgrade after every purchase. The grass upgrade likely doubles hay production at each level. Ten levels would multiply yield by over a thousand, but the cost probably scales with other resources. I will wait for hay to exceed 500 before buying the grass upgrade, leaving a buffer of 200. The wood program will harvest and replant bushes in a loop, but I must stop the running program first to edit it. I am also considering whether a plant() call could fail if the entity remains on the tile. The wood program must plant a bush unconditionally after each harvest, since an empty tile would otherwise skip replanting. Planting on an existing bush fails instantly. Grass must be harvested before planting, which the loop already handles. I will observe the farm, stop the current program, and write the wood farmer. I also plan to read the documentation for carrot and tree growth while the wood farm runs. Once operators, variables, functions, and senses are available, I will build a generic farm loop that adapts to any world size. I need to verify whether `range()` is unlocked before writing generic farm loops. I am also reviewing the megafarm drone upgrade and how fertilizer works, since both are needed for late-game scaling. I am recalling the exact mechanics of water and fertilizer. Water refills in small increments when the tank is low, and it reduces growth time. Fertilizer likely requires a specific resource to craft or obtain. I am reviewing the documentation for pumpkins and sunflowers. Pumpkins require a full square field, and dead ones must be replanted. Sunflowers yield random petals, and the highest petal count determines power. Sunflower power depends on petal count, so the drone must measure every plant and harvest the largest. Cacti require sorting by size before harvest to maximize yield. Dinosaurs use a snake-shaped drone that collects apples while avoiding self-collision; tail length determines bone rewards. Polyculture companion planting can boost yields through get_companion(). Companion planting can multiply yields by five or more per level. The six-hour budget is real game time, not simulated time, so maximum speed and multiple drones are essential. Pumpkins scale cubically with farm size, making large fields extremely profitable. Polyculture, mazes for gold, cacti, and dinosaurs will provide the remaining variety. With roughly 20,000 seconds remaining, the goal is to reach 100 items per second and produce millions of resources. The strategy is to rush the tech tree, then mass-produce the highest-volume crops while still maintaining large stocks of every resource type for maximum variety. I will prioritize wood production over further theory. I will buy the grass upgrade once hay exceeds 600, since that covers the next batch of hay-based costs. The remaining upgrades require wood instead. I will keep the grass upgrade off for now. Buying it would cost 300 hay and delay wood production, which is needed for operators and later upgrades. I will instead run a mixed 1x3 farm with two grass tiles and one bush tile to produce both hay and wood in parallel. A mixed crop layout is too fragile without position detection. The drone could start on any tile, so a fixed pattern would misalign and break. I will stockpile hay to roughly 500 before converting the entire farm to wood production.
  89. 11m 03sobserve
    result
    Game time: 11m 13s elapsed, 5h 48m 47s of budget remaining.
    Program: farm (running).
    Inventory: hay 421.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr1*
    Recent output:
    (none)
  90. 11m 13sthoughtHay production is at 421. I will wait until 550 hay to build a buffer, then switch to wood. I am weighing whether to buy grass now for 300 hay. That would drop production to 4 per second and delay reaching the 550 hay buffer by roughly 107 seconds. The permanent 2x multiplier is strong, but the immediate wood costs may make this too slow. I will calculate the grass upgrade ROI. I will buy the grass upgrade now. The 300 hay cost saves only about 28 seconds compared to waiting, but the permanent 2x multiplier compounds across the remaining 5.8 hours. That yield boost is worth more than the immediate time loss. I will buy the grass upgrade now. After paying 300 hay, I will wait until hay reaches 400 and read the documentation for carrots, trees, and pumpkins.
  91. 11m 13sbuy_upgrade upgrades=["grass"] · evidence
    result
    Bought grass, now level 2. Paid hay 300.
    Game time: 11m 23s elapsed, 5h 48m 37s of budget remaining.
  92. 11m 23sthoughtVerifying doubled yield. Waiting 10 seconds to check hay production. Expecting 40 hay after 10 seconds at doubled yield. Will check inventory and research next grass cost and percentage.
  93. 11m 23swait seconds=10
    result
    Waited 10s (time up). Program: farm running.
    Inventory change: hay +40.
    Game time: 11m 43s elapsed, 5h 48m 17s of budget remaining.
  94. 11m 43sdocs_read path="unlocks/grass"
    result
    ## Grass
    Increases the yield of grass.
    200% => 400%
    
    ### Unlock Cost [Current cost: wood=500]
    Game time: 11m 53s elapsed, 5h 48m 7s of budget remaining.
  95. 11m 53sthoughtHay yield doubled to 2 per harvest. Production is now 4 hay per second. The next grass upgrade costs 500 wood. That is roughly 11 minutes at current rates. I will wait for the hay to accumulate before buying it. The wait tool appears to run only the waited portion, not its overhead. The 10-second wait produced 40 hay, so the 20-second game time included 10 seconds of overhead with no extra production. The user's description says tool calls let the program keep running. The wait tool produced only 40 hay, matching exactly the 10 seconds of actual waiting. The extra 10 seconds of game time may be pure overhead with no production. The first run_program call also produced only 30 hay, confirming the program does not execute during tool overhead. The user's description that the program keeps running during tool calls appears to be incorrect. I am calculating exact hay balances to test whether tool overhead produces crops. If the 10-second overhead does not farm, the inventory should read 181 after the purchase and wait. If it does farm, it should read 221. I will check the next observation to resolve this.
  96. 11m 53sobserve
    result
    Game time: 12m 3s elapsed, 5h 47m 57s of budget remaining.
    Program: farm (running).
    Inventory: hay 300.
    Farm 1x3. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Gr=grass.
    y= 2  _Gr3
    y= 1  _Gr3
    y= 0  _Gr1*
    Recent output:
    (none)
  97. 12m 03sthoughtHay is at 300. Reconstructing the timeline: 11 minutes and 13 seconds equals 421. Hay production averaged roughly 179 units over the 50 seconds from 11:13 to 12:03. Hay production rate doubled from 2 to 4 per second after the purchase. The current buffer of 300 hay covers all planned upgrades. I will wait 30 seconds to reach 420 hay before switching to wood. I will batch-read eight documentation pages to learn about unlocks and objects. This costs 40 hay per read, raising the total to roughly 620. I also need to define helper functions for inventory checks, entity queries, and drone control.
  98. 12m 03sdocs_read path="unlocks/trees"
    result
    ## Trees
    Unlocks trees.
    
    plant(Entities.Trees)
    
    ### Unlock Cost [Current cost: wood=50, carrot=70]
    Game time: 12m 13s elapsed, 5h 47m 47s of budget remaining.
  99. 12m 13sdocs_read path="unlocks/pumpkins"
    result
    ## Pumpkins
    Pumpkins!
    
    plant(Entities.Pumpkin)
    
    ### Unlock Cost [Current cost: wood=500, carrot=200]
    Game time: 12m 23s elapsed, 5h 47m 37s of budget remaining.
  100. 12m 23sdocs_read path="unlocks/watering"
    result
    ## Watering
    Water the plants to make them grow faster.
    
    use_item(Items.Water)
    
    ### Unlock Cost [Current cost: wood=50]
    Game time: 12m 33s elapsed, 5h 47m 27s of budget remaining.
  101. 12m 33sdocs_read path="unlocks/sunflowers"
    result
    ## Sunflowers
    Sunflowers and Power.
    
    plant(Entities.Sunflowers)
    
    ### Unlock Cost [Current cost: carrot=500]
    Game time: 12m 43s elapsed, 5h 47m 17s of budget remaining.
  102. 12m 43sdocs_read path="unlocks/fertilizer"
    result
    ## Fertilizer
    Grow plants instantly.
    
    use_item(Items.Fertilizer)
    
    ### Unlock Cost [Current cost: wood=500]
    Game time: 12m 53s elapsed, 5h 47m 7s of budget remaining.
  103. 12m 53sdocs_read path="unlocks/mazes"
    result
    ## Mazes
    A maze with a treasure in the middle.
    
    if get_entity_type() == Entities.Treasure:
        harvest()
    
    ### Unlock Cost [Current cost: weird_substance=1000]
    Game time: 13m 3s elapsed, 5h 46m 57s of budget remaining.
  104. 13m 03sdocs_read path="unlocks/cactus"
    result
    ## Cactus
    Cactus!
    
    plant(Entities.Cactus)
    
    ### Unlock Cost [Current cost: pumpkin=5000]
    Game time: 13m 13s elapsed, 5h 46m 47s of budget remaining.
  105. 13m 13sdocs_read path="unlocks/dinosaurs"
    result
    ## Dinosaurs
    Majestic ancient creatures.
    
    ### Unlock Cost [Current cost: cactus=2000]
    Game time: 13m 23s elapsed, 5h 46m 37s of budget remaining.
  106. 13m 23sdocs_read path="unlocks/polyculture"
    result
    ## Polyculture
    Use companion planting to increase the yield.
    
    plant_type, (x, y) = get_companion()
    
    ### Unlock Cost [Current cost: pumpkin=3000]
    Game time: 13m 33s elapsed, 5h 46m 27s of budget remaining.
  107. 13m 33sdocs_read path="unlocks/megafarm"
    result
    ## Megafarm
    More drones!
    
    spawn_drone(task)
    
    ### Unlock Cost [Current cost: gold=2000]
    Game time: 13m 43s elapsed, 5h 46m 17s of budget remaining.
  108. 13m 43sthoughtUnlock pages lack detailed mechanics. Tutorials provide those details after unlock. Hay production has reached roughly 700. Next step is building a 1x3 bush farm to gather wood. Wood will be needed for speed upgrades, expansion, operators, and crops. The bush farm yields about 0.75 wood per second. Hay production will pause while wood is gathered. The first goal is 80 wood for speed and expansion upgrades. A 3x3 farm requires a hardcoded snake traversal pattern. Carrots may be added once the farm expands. The drone must be reset to (0,0) with clear() before each program runs. Expansion also resets the farm to grass and the drone position. The 1x3 wood farm will start by clearing the field and then repeatedly harvest. The 1x3 wood farm will plant a bush, harvest the tile, and move north. Clear() removes existing grass without requiring prior harvest. The program will run for about sixty seconds to measure wood production before scaling up. Entity names are being verified against the unlock documentation. The exact cost of planting carrots is still unknown and will be checked after the unlock tutorial. A reusable harvest-and-plant helper function is being drafted for the future snake traversal loop. The snake traversal assumes a square farm. A 1x3 field is rectangular, so the loop may not wrap correctly. The game might provide separate width and height functions for non-square grids. The 1x3 wood farmer will skip clear() and harvest any existing grass before planting a bush. Moving north repeatedly covers the entire narrow field regardless of starting position. The program will run for forty-five seconds to observe wood production.
  109. 13m 43sstop_program
    result
    Program stopped.
    Game time: 13m 53s elapsed, 5h 46m 7s of budget remaining.
  110. 13m 53sthoughtI will write and run a wood program. A hybrid approach may also be useful. The farm will focus entirely on wood production.
  111. 13m 53swrite_program name="farm" · evidence
    result
    Saved farm (5 lines).
    Game time: 14m 3s elapsed, 5h 45m 57s of budget remaining.
  112. 14m 03sthoughtRunning a 40-second test to measure wood production. The first cycle will harvest grass and plant bushes, then wait roughly four seconds for growth.
  113. 14m 03srun_program name="farm" seconds=40
    result
    Ran farm for 40s of game time; it is still running.
    Inventory change: hay +6, wood +22.
    Game time: 14m 53s elapsed, 5h 45m 7s of budget remaining.
    Output:
    (none)
  114. 14m 53sthoughtInitial resources include 22 wood and 6 hay from the starting grass tiles. Wood production averages roughly 0.6 per second. I will wait about 40 seconds to accumulate enough wood for both the speed and expand upgrades. Operators require 10 wood and 150 hay, while carrots need 50 wood. I will wait 150 seconds to accumulate about 112 wood. Then I will buy speed and expand. Expand clears the farm to grass and increases it to a 3x3 grid. The current program only covers one column of the 3x3 grid. I will stop it before buying expand, rewrite it for the full farm, then purchase both upgrades and restart. I am drafting the unrolled 3x3 snake program. It will harvest and plant a bush three times in each column, then move east to the next column. The drafted 3x3 snake program works on the current 1x3 farm too. The extra east move wraps back to the same column, so the existing program can run unchanged until expand clears the grid. The drafted program covers every tile on a 3x3 grid regardless of the drone's starting position. It will only reach three rows on a future 3x5 farm, so it will need updating then. I will wait until wood reaches 100 before buying the upgrades. I will not stop the current program to rewrite it first, since that would waste time while production is already running.
  115. 14m 53swait seconds=180 until_resources={"wood":100}
    result
    Waited 1m 57s (wood reached 100). Program: farm running.
    Inventory change: wood +72.
    Game time: 17m elapsed, 5h 43m of budget remaining.
  116. 17m 00sthoughtWood production is 72. Starting stock was 22. Total wood is 94. Wood total is roughly 100. The next step is to buy speed, then expand the farm. A new 3x3 traversal program will be written before running it. Hay stock is estimated at 700. Speed and expand cost 30 wood total. Carrots and watering need 50 wood each. Operators need 10 wood plus 150 hay. A 3x3 bush farm would yield roughly 135 wood in 60 seconds. Tree wood is slower and requires carrots and spacing, so it will be deferred. Carrots may be purchased if 50 wood remains after speed and expand. Next steps are to buy both upgrades, read the relevant tutorials, and observe the farm.
  117. 17m 00sbuy_upgrade upgrades=["speed","expand"] · evidence
    result
    Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md.
    Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 17m 10s elapsed, 5h 42m 50s of budget remaining.
  118. 17m 10sdocs_read path="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…
  119. 17m 20sthoughtI need to read the expand_2 and speed tutorials. The old program is still running on a cleared 3x3 grid and will only plant bushes in one column. I should stop it and fix the program after reading the tutorials.
  120. 17m 20sdocs_read path="docs/unlocks/expand_2.md"
    result
    # Expand 2
    Your farm has expanded again! Now the tiles are no longer in a nice row, so you need to find a way to traverse a square grid.
    
    With the `while` loop this is not possible until you unlock senses and operators.
    It is time to introduce the `for` loop.
    
    You can read all about the `for` loop on the [For Loop](docs/scripting/for.md) page, but for now you will only need it to repeat code a fix…
  121. 17m 30sdocs_read path="docs/unlocks/speed.md"
    result
    # Speed Upgrade
    The execution speed has been doubled. The problem is that the drone now harvests faster than the grass can grow resulting in no harvest at all. To deal with this [if](docs/scripting/if.md) branches and the [can_harvest](functions/can_harvest) function are now unlocked.
    
    ## Checking Before Harvesting
    So far we only had `True` and `False` as conditions, which is of course not very us…
  122. 17m 40sobserve
    result
    Game time: 17m 50s elapsed, 5h 42m 10s of budget remaining.
    Program: farm (running).
    Inventory: hay 744, wood 121.
    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: Bu=bush, Gr=grass.
    y= 2  _Bu2  _Gr3  _Gr3
    y= 1  _Bu2  _Gr3  _Gr3
    y= 0  _Bu1* _Gr3  _Gr3
    Recent output:
    …
  123. 17m 50sthoughtFor loops and get_world_size() are now available. The farm is 3x3 with 121 wood and 744 hay. I'm writing a grid traverser to harvest and plant bushes across the entire field. I'm checking the documentation to confirm the traversal pattern. I noticed conflicting speed upgrade information in the tutorial and will verify the actual multiplier later. Carrots cost 50 wood. Operators cost 10 wood and 150 hay. I'll buy operators now since we have both resources. Carrots need to be unlocked first for variables. Senses require 100 hay after that. I'm checking whether equality comparisons work before the operators upgrade unlocks. I'll test this by writing a bush grid program that avoids == checks for now. I'll buy operators, senses, and carrots while the current program runs. I need to check whether till() is required for carrot planting. I'll review the for loop and carrots documentation after purchasing. The new grid traverser will cover the entire field once the previous column of bushes finishes growing. The grid traverser will generate roughly 270 wood in two minutes. Grass for hay is too expensive at 500 wood, so I'll prioritize wood and carrots instead. Debug tools are unnecessary right now, and I'll skip the for loop hint to save a tool call. Watering costs 50 wood and will be bought after carrots to speed up growth. I'll stop the current program, write a short grid traverser, run it, and purchase operators, senses, and carrots in one batch while the farm continues running.
  124. 17m 50sstop_program
    result
    Program stopped.
    Game time: 18m elapsed, 5h 42m of budget remaining.
  125. 18m 00sthoughtI will write and start a grid program, then buy upgrades.
  126. 18m 00swrite_program name="farm" · evidence
    result
    Saved farm (8 lines).
    Game time: 18m 10s elapsed, 5h 41m 50s of budget remaining.
  127. 18m 10sthoughtRunning a program and buying upgrades in parallel would stop the old program during the buy, causing a farming gap. The timing of these two actions needs careful planning. I will run the program first to verify it works, then buy upgrades. This avoids a race condition.
  128. 18m 10srun_program name="farm" seconds=20
    result
    Ran farm for 20s of game time; it is still running.
    Inventory change: hay +20, wood +25.
    Game time: 18m 40s elapsed, 5h 41m 20s of budget remaining.
    Output:
    (none)
  129. 18m 40sthoughtHay production is being calculated from grass tiles that yield 2 units when planted over. Wood production is roughly 1.25 per second, yielding about 25 units in 20 seconds. The full rate should be 2.25 per second once all grass is planted. The farm currently has 121 wood. One column of bushes will yield roughly 37 wood over 50 seconds. After buying operators and carrots, about 123 wood remains. Hay totals approximately 764 units. Operators cost 150 and senses cost 100, leaving around 514 resources.
  130. 18m 40sbuy_upgrade upgrades=["operators","senses","carrots"] · evidence
    result
    Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md.
    Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md.
    Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 18m 50s elapsed, 5h 41m 10s of budget remaining.
  131. 18m 50sthoughtI reviewed the tutorials on carrots, senses, operators, and objects. I also reviewed the till, get_entity_type, num_items, and get_pos tools. I noted the next research costs. The wood farm is still running.
  132. 18m 50sdocs_read path="docs/unlocks/carrots.md"
    result
    # Carrots
    Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`.
    
    Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`.
    
    You can see the cost of any p…
  133. 19m 00sdocs_read path="docs/unlocks/senses.md"
    result
    # Senses
    The drone can see now! 
    
    The functions `get_pos_x()` and `get_pos_y()` return the current x and y position of the drone. At the start position they are both `0`. The x position increases by `1` every tile towards `East` and the y position increases by `1` every tile towards `North`.
    
    `num_items(item)` returns how many of an item you have.
    For example `num_items(Items.Hay)` returns how muc…
  134. 19m 10sdocs_read path="objects/carrot"
    result
    ## Carrot
    Carrots!
    
    Base growth time between 4.8 and 7.2 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: hay=1, wood=1]
    
    For more related information see: [Carrots](docs/unlocks/carrots.md)
    Game time: 19m 20s elapsed, 5h 40m 40s of budget remaining.
  135. 19m 20sdocs_read path="docs/scripting/for.md"
    result
    # For Loop
    The `for` loop works like in Python. (Called a foreach loop in some languages, not to be confused with the C-style for loop, which is a different thing).
    
    `for i in sequence:
    	#do something with i`
    
    Similar to the `while` loop, the `for` loop also repeatedly calls a block of code. Instead of looping based on a condition, it executes the loop body once for each element in a sequence.
    
    ##…
  136. 19m 30sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of c…
  137. 19m 40sthoughtWatering costs 50 wood. It can be purchased immediately. Speed upgrades scale by 1.5x per level, reaching 759% at level 5. Variables cost 35 carrots. Trees need 50 wood and 70 carrots. Expansion costs 30 wood and 20 carrots for a 4x4 plot. The tutorial's "doubled" speed text is misleading. The actual multiplier is 1.5x per level, so level 2 equals 225% speed. Carrot level 2 costs 250 wood and doubles both yield and planting cost. Grass costs 500 wood for a 4x hay yield. Carrots cost 1 hay and 1 wood each to plant, grow in about 6 seconds, and yield 1. At full capacity, that is roughly 1.5 carrots per second, but it also consumes 1.5 wood and 1.5 hay per second. Bushes produce 2.25 wood per second with no seed cost. Carrots consume wood, so a full-carrot farm needs a stockpile. Variables cost 35 wood and 35 hay, which we already have. Trees yield more wood than bushes but grow slower when adjacent to other trees. They can be planted on grassland or soil. The first batch of upgrades needs roughly 215 carrots and 215 wood. I will buy watering now, read its mechanics, and then write a carrot farm program. Watering mechanics are now clearer. Each use adds 0.25 to the water level, and growth time is multiplied by `1 - water_level * 0.25`. A fully watered tank could theoretically quadruple growth speed, though the exact formula needs verification in the documentation. The watering upgrade also increases the tank capacity. Using water on every tile risks emptying the tank if supplies are low. Wood production has been roughly 25 wood per minute, so the 50 wood needed for watering is already available. The tree object remains locked, and the exact mechanics of use_item and get_water still need verification.
  138. 19m 40sbuy_upgrade upgrades=["watering"] · evidence
    result
    Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md.
    Game time: 19m 50s elapsed, 5h 40m 10s of budget remaining.
  139. 19m 50sdocs_read path="docs/unlocks/watering.md"
    result
    # Watering
    Plants grow faster when they are watered. The ground has a water level ranging from `0` to `1`.
    The function `get_water()` returns the water level of the ground it is over.
    
    The growth speed of a plant scales linearly from 1x speed at water level 0 to 5x speed at water level 1.
    
    The ground dries up over time: On average, it loses 1% of its current water per second, but there is some ran…
  140. 20m 00sdocs_search query="water"
    result
    docs/home.md: …md) [Plant](docs/unlocks/plant.md) [Senses](docs/unlocks/senses.md) [Speed](docs/unlocks/speed.md) [Watering](docs/unlocks/watering.md) ## Built-in Functions [can_harvest](functions/can_harvest) [clear](functions/clear) [do_a_flip](functions/do_a_flip) [get_entity_type](functio…
    unlocks/watering: …## Watering Receive more water. 0.1/s => 0.2/s ### Unlock Cost [Current cost: wood=200…
  141. 20m 10sthoughtWater production is zero. The farm currently has no water tanks. Clarified the water production math. One tank equals 0.25 water units, so 0.1 water per second matches one tank every ten seconds. Upgrading doubles this to two tanks per ten seconds. The next upgrade costs 200 wood. Water growth speed scales linearly from 1x to 5x as water level rises. Drying removes 1% of water per second. The farm needs 0.09 water per second to keep all nine tiles fully watered, but current income is only 0.025 per second. Only about two and a half full water tiles can be supported. Evenly distributing water yields an equilibrium average of roughly 0.278 per tile. That gives a growth multiplier near 2.11x. Concentrating water on fewer tiles does not increase total production. The linear speed formula means total output depends only on the sum of all water levels, which is capped by available income regardless of how it is spread. Water is capped at one unit per tile. Concentrating water on fewer tiles wastes excess above that cap. Spreading water evenly across all nine tiles prevents waste and maximizes total production. The watering strategy will only add water when the tank is low. An empty tank causes use_item to fail instantly, so the program avoids wasting time on failed attempts. Carrots consume wood and hay, so a purely carrot farm would eventually exhaust the wood supply. The plan is to split the farm between free wood bushes and carrot plots. Another option is alternating between wood production and carrot production in separate time periods. A checkerboard layout is being considered: five bushes and four carrots on a 3x3 grid. Wood production from half the tiles would be roughly 1.1 units per second, while four carrot tiles consume about 0.67 wood per second, leaving a net positive wood balance. Bushes grow in about two seconds each, and carrots in about three seconds. The farm will split by tile parity using modulo arithmetic, or by x-coordinate if modulo is unavailable. The farm will use a simple column split: one column of carrots and six columns of bushes. This avoids modulo arithmetic entirely. With the current water boost, the net result is roughly one wood per second and half a carrot per second. The initial 35-carrot requirement takes about seven minutes at the base rate, but the doubled growth speed could cut that to around four minutes. Wood from the bush rows will accumulate while the program runs, supporting future upgrades such as trees, expansion, speed, and watering. The tree unlock requires 70 carrots and 50 wood. I am checking the exact entity name in the documentation. Trees yield wood and grow faster when surrounded by empty or grassy space. A checkerboard layout with trees and bushes may optimize this bonus. Pumpkin yields scale as n³, so a fully grown 4×4 patch produces 64 pumpkins, 5×5 yields 125, and 10×10 yields 1000. Growth time is similar to carrots, but about 20% of pumpkins die and must be replanted. The farm can expand up to nine levels. A 10×10 field would yield 1000 pumpkins per harvest, and one drone could harvest the entire patch at once. Replanting is the main bottleneck. At 8× speed, replanting 100 tiles takes about six seconds, while growth with water may only take one or two. A single drone can harvest a 10×10 pumpkin patch every eight seconds, yielding roughly 125 pumpkins per second. Multiple drones would accelerate this further. The polyculture companion bonus might multiply yields by a large factor. The polyculture companion bonus is still unclear; it may be a flat bonus or a yield multiplier. The next program will traverse the grid, water tiles below 0.5, plant carrots on the first column and bushes elsewhere, and harvest when ready. Till only works on grassland, so the drone must till before planting carrots. The program will use nested loops to traverse the grid, harvest ready crops, water low tiles, and plant carrots on the first column or bushes elsewhere. It will till only when the ground is not already soil. The exact names for Grounds.Soil and Grounds.Grassland still need verification. The tutorial confirms the ground type names are Grounds.Soil and Grounds.Grassland. The != operator is available for comparisons. For-loop variables work without the variables unlock, so the program will use simple loop-based code. The program will skip the debug upgrade to conserve wood and hay. Watering level two doubles the water budget, raising the farm-wide growth multiplier from 2.11x to 3.22x. The mixed farm program will be written and run immediately. Variables will be purchased at 35 carrots, then functions at 40, using wait_until_affordable to save time. The plan continues toward trees, expansion, and speed upgrades. I will wait until the farm has 80 carrots before buying upgrades. Variables costs 35 and functions costs 40, so both can be purchased in one call. The remaining wood will be saved for the tree unlock, which requires 50 wood. At the current growth rate, reaching 80 carrots takes roughly 80 to 100 seconds. I will wait 180 seconds for the farm to accumulate 80 carrots. Hay consumption is only 0.5 per second, so the current stock of roughly 600 is sufficient. I am writing the program now and will verify ground type constants if needed. Bushes grow on soil, so only the first column needs tilling. The program will till grassland to soil for carrots, then plant bushes on any ground type without tilling back. Two columns of carrots would drain wood faster than bushes could replace it, so the farm will keep only one column. The program is being finalized and will be run immediately. The wood balance is being recalculated. At doubled growth, bushes yield wood every two seconds while carrots consume it every three. The net wood gain is roughly two units per second. The ratio of bush tiles to carrot tiles must exceed two-thirds to remain sustainable, but nine tiles cannot support that split. The program will check wood and hay stock before planting. If either resource is low, it plants bushes instead of carrots to recover. The grid traversal logic is confirmed correct.
  142. 20m 10sstop_program
    result
    Program stopped.
    Game time: 20m 20s elapsed, 5h 39m 40s of budget remaining.
  143. 20m 20sthoughtWriting a mixed program.
  144. 20m 20swrite_program name="farm" · evidence
    result
    Saved farm (15 lines).
    Game time: 20m 30s elapsed, 5h 39m 30s of budget remaining.
  145. 20m 30sthoughtRunning the program for 25 seconds to check for errors and see if carrots appear.
  146. 20m 30srun_program name="farm" seconds=25
    result
    Ran farm for 25s of game time; it is still running.
    Inventory change: carrot +23, hay -9, water -5, wood +19.
    Game time: 21m 5s elapsed, 5h 38m 55s of budget remaining.
    Output:
    Warning: Tried to use Items.Water but didn't have enough of it.
    In: 
    use_item(Items.Water)
            ^^           
    --------------------------------------------------------------------
  147. 21m 05sthoughtThe carrot crop produced 23 units in 25 seconds. Carrot production reached 0.92 per second, far exceeding the 0.5 estimate. Water was applied with five tanks and ran out, but the program continued. Wood produced 19 net units while hay lost 9. The farm currently holds 23 carrots and needs 57 more to reach 80. At the current rate that would take roughly 62 seconds, but water may run out and slow production. I will wait for 120 seconds to ensure the target is met. The program continues despite the water warning. I will wait 150 seconds to reach 100 carrots instead of 80, adding a safety buffer. After that I plan to buy variables and functions, then expand the farm and upgrade speed and trees.
  148. 21m 05swait seconds=180 until_resources={"carrot":100}
    result
    Waited 1m 7s (carrot reached 100). Program: farm running.
    Inventory change: carrot +68, hay -27, wood +79.
    Game time: 22m 22s elapsed, 5h 37m 38s of budget remaining.
  149. 22m 22sthoughtCarrot production is extremely efficient, yielding 68 carrots per 67 seconds. Wood production is roughly 1.2 per second net. Hay is being lost at -27 per cycle. Variables and functions will be bought first, followed by expand to clear the farm and create a 4x4 grid. Trees are deferred until more carrots accumulate. The program will adapt automatically to the new 4x4 grid. The layout offers four carrot tiles and twelve bush tiles, keeping wood production positive while maintaining a similar carrot rate. Watering two crops costs 200 wood, so the inventory must be checked before purchasing expand. Speed and debug upgrades are skipped for now. A two-column carrot layout on the 4x4 grid would double production while keeping wood positive, since eight bushes exceed two-thirds of eight carrots. A dynamic planting rule using `get_pos_x() < get_world_size() // 2` will replace the fixed column check. This automatically scales to produce eight carrots and eight bushes on a 4x4 grid, while keeping three carrots and six bushes on the current 3x3 layout. The 5x5 layout would yield ten carrots and fifteen bushes, which is very wood-positive. Integer division with `//` might not be available yet, so the upgrades will be purchased first and the code updated afterward. The functions tutorial should also be checked for restrictions like recursion.
  150. 22m 22sbuy_upgrade upgrades=["variables","functions","expand"] · evidence
    result
    Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md.
    Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md.
    Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 22m 32s elapsed, 5h 37m 28s of budget remaining.
  151. 22m 32sthoughtThe farm is now a 4x4 grid and fully cleared. The current program only plants carrots. I will expand it to cover half the farm and add a helper function for efficiency. I need to farm more to afford trees, which cost 70 carrots. I will also research the next expansion cost. The new program uses a `work()` helper to harvest, water, till, and plant. It plants carrots on the left half of the farm and bushes on the right. The drone will move through every square in a grid pattern. I will edit the program quickly to avoid losing production time. I also need to check whether expand_3 is available.
  152. 22m 32sstop_program
    result
    Program stopped.
    Game time: 22m 42s elapsed, 5h 37m 18s of budget remaining.
  153. 22m 42sthoughtI am writing an improved program.
  154. 22m 42swrite_program name="farm" · evidence
    result
    Saved farm (18 lines).
    Game time: 22m 52s elapsed, 5h 37m 8s of budget remaining.
  155. 22m 52sthoughtRunning for 20 seconds to verify the setup. Then waiting for carrots to grow on trees and speed upgrades. Calculated roughly 120 carrots and 50 wood from trees and speed upgrades. Only about 5 carrots are currently available. Wood is needed for trees, speed, and watering.
  156. 22m 52srun_program name="farm" seconds=20
    result
    Ran farm for 20s of game time; it is still running.
    Inventory change: carrot +19, hay +6, water -2, wood -1.
    Game time: 23m 22s elapsed, 5h 36m 38s of budget remaining.
    Output:
    (none)
  157. 23m 22sthoughtCarrots yield 0.95 per second. Wood is negative at startup because the half farm is slightly unprofitable before bushes mature or water slows production. Hay production is unexpectedly high. Wood remains negative because planting carrots consumes wood, but future cycles should recover it. I will wait 90 seconds to verify steady-state rates and adjust the carrot ratio if wood keeps declining. The goal is 150 carrots and 300 wood before making major purchases. The wait command only triggers when any single resource target is met, not when all are reached. I will wait 180 seconds for 160 carrots and then check wood levels.
  158. 23m 22swait seconds=200 until_resources={"carrot":160}
    result
    Waited 2m 12s (carrot reached 161). Program: farm running.
    Inventory change: carrot +122, hay -85, wood +43.
    Game time: 25m 43s elapsed, 5h 34m 17s of budget remaining.
  159. 25m 43sthoughtCarrots produced 122 units at 2 minutes and 12 seconds. Wood production is slow but positive. Carrots total roughly 161. The next purchases are trees and speed upgrades, which will leave about 40 carrots remaining. After that, the farm needs to integrate trees for better wood generation. Trees are not yet unlocked. I will observe the farm and research first, then buy trees and speed if affordable. I need to check the absolute wood count before making purchases.
  160. 25m 43sobserve
    result
    Game time: 25m 53s elapsed, 5h 34m 7s of budget remaining.
    Program: farm (running).
    Inventory: hay 405, wood 300, carrot 169.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=carrot, Bu=bush.
    y= 3  #Ca3  #Ca3  _Bu3  _Bu2
    y= 2  #Ca3* #Ca3  _Bu3  _Bu3
    y= 1  #Ca3  #C…
  161. 25m 53sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots. 100% =…
  162. 26m 03sthoughtCurrent inventory: 405 hay, 300 wood, and 169 carrots. Upgrades are being evaluated. Watering and trees are the top priorities. Speed and expand are secondary. The 300 wood budget cannot cover all upgrades. The drone is already keeping up with growth, so speed is not a bottleneck. The plan is to buy watering, trees, and expand. This totals 350 wood, which exceeds the available 300. The best immediate move is expand plus watering. This uses all 300 wood and leaves 119 carrots. The farm will grow to 36 tiles with doubled water. Trees will be bought after farming more resources. The 6x6 layout satisfies the sustainability rule with 18 bushes and 12 carrots. Watering will raise the base rate to 0.05 units per second. Average water levels on the expanded farm will be slightly lower than on the current 4x4 grid, which may reduce growth speed. The 6x6 expansion alone would still increase production by roughly 1.78 times. Watering plus expand is the stronger choice, using all 300 wood and leaving 50 carrots for trees. A carrot upgrade is also being considered: it costs 250 wood but doubles both yield and cost. The carrot upgrade is being skipped. Plants are already full size, so growth is the bottleneck rather than drone capacity. Hay consumption is being tracked. On the current 4x4 grid, hay is being lost at roughly 0.64 units per second while carrots are gained at 0.92 units per second. Hay is being consumed faster than it is produced. The current 405-unit stock will last only about 160 seconds on the expanded farm, which would stall carrot production. Some tiles must be reserved for grass to sustain hay production. Grass tiles produce 4 hay per second, far faster than the 4.5 hay needed to sustain 18 carrot tiles. Two grass tiles would cover all hay demand. Bushes generate 7 wood per second, more than enough for the 4.5 wood required. The farm can remain half grass and half bushes without running out of hay. The last two tiles of the rightmost column will be reserved for grass. A program will plant grass on those tiles and leave them untouched after harvest. If hay drops below 200 units, those tiles will stay as grass to prevent running out. The hay safety threshold is being raised to 300 units. When hay drops below that level, every tile switches to grass for rapid recovery; once it rises above, the farm returns to crops. This prevents oscillation between crop and grass states. A global boolean flag will replace the simple hay threshold. Hay below 250 triggers grassland mode, and above 800 returns to crops. This hysteresis prevents oscillation around the target level. Fixed grass tiles are being reconsidered. Two tiles produce 8 hay per second, which covers the 4.5 hay needed on a 6x6 farm, but would fail at larger sizes like 10x10 where demand reaches 12.5 hay per second. The better approach is to scale the number of grass tiles dynamically: divide the total carrot production rate by 4 hay per second per tile. The exact formula for grass tiles is size squared divided by 32. On a 6x6 farm that equals roughly one tile, and on a 10x10 farm about three. The global hysteresis flag will be the primary switch between crops and grass. If that fails, a fallback plan will be used. After expanding and watering, the next step is to buy trees and read the tree tutorial. Once unlocked, trees will replace bushes to increase wood production. The program must be updated before buying expand, because expansion clears the grid. Hay safety logic and a tree-ready structure will be added now while trees remain locked. On a 6x6 farm, longer cycle times risk plants waiting for growth and losing efficiency. The 6x6 cycle time is estimated at roughly 24 seconds. That exceeds the 4-second bush growth and 6-second carrot growth, so the drone would be severely limited. More speed upgrades are now essential. At maximum speed, the 6x6 cycle time drops to about 7.1 seconds. That is still slightly longer than the 6-second carrot growth period, so the drone remains borderline limited. Extra tiles only help once the cycle time falls below the growth duration. Reconsidering the drone bottleneck: if crops are always ready when visited, harvest rate is fixed by drone speed alone and does not scale with farm size. Extra tiles only help once multiple drones are available. This raises doubt about whether expanding the farm is worthwhile. Pumpkin yield scales with the cube of farm size, so expansion is far more valuable than it first appeared. Multiple drones can each work a separate region on a larger grid. Grass tiles are only useful if the drone visits them every half-second; otherwise extra tiles do not increase hay production beyond the drone's fixed harvest rate. Sunflowers might also provide power scaling with their count. The 4x4 farm was growth-limited, not drone-limited. Plants reached full size before the drone returned. Watering therefore does not increase throughput here. The priority order is yield per harvest first, then more drones and speed. The 16-tile cycle time is actually under 4 seconds, so the drone is faster than initially assumed. On a 6x6 farm the cycle would be about 9 seconds, which still exceeds the 4-second bush growth period. This means the harvest rate would remain unchanged at roughly 4 per second regardless of farm size. The previous concern that expansion would help was incorrect. The 6x6 cycle time is estimated at roughly 4.5 seconds, nearly matching the 4-second bush growth period. This leaves little margin for error, so expansion is still worthwhile for pumpkins and other future crops. The total cost of expand, watering, and speed would be 350 wood, leaving a 50-unit shortfall against the current 300. Watering is now the clear priority. The farm is growth-limited, so it directly multiplies yield rather than improving drone throughput. Expand and speed are deferred. Tree wood yield is typically five units per harvest, far above the one-unit bush yield. Even if growth-limited, this higher per-harvest output makes trees preferable to bushes. The plan is to buy watering and trees for 250 wood and 70 carrots, leaving 50 wood and 99 carrots. After reading the tree tutorial, the farm will switch from bushes to trees. The next step is to unlock trees and review their documentation.
  163. 26m 03sbuy_upgrade upgrades=["watering","trees"] · evidence
    result
    Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md.
    Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 26m 13s elapsed, 5h 33m 47s of budget remaining.
  164. 26m 13sdocs_read path="objects/tree"
    result
    ## Tree
    Trees drop more wood than bushes. They take longer to grow if other trees grow next to them.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil or grassland.
    
    For more related information see: [Trees](docs/unlocks/trees.md)
    Game time: 26m 23s elapsed, 5h 33m 37s of budget remaining.
  165. 26m 23sthoughtThe tree page does not specify yield amounts. I need to check the trees tutorial to compare wood and bush yields.
  166. 26m 23sdocs_read path="docs/unlocks/trees.md"
    result
    # Trees
    [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil.
    
    Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
  167. 26m 33sdocs_read path="unlocks/trees"
    result
    ## Trees
    Increases the yield of bushes and trees.
    100% => 200%
    
    ### Unlock Cost [Current cost: hay=300]
    
    [Tutorial](docs/unlocks/trees.md)
    Game time: 26m 43s elapsed, 5h 33m 17s of budget remaining.
  168. 26m 43sthoughtTrees yield 5 wood each and grow between 5.6 and 8 units. Isolated trees produce 0.71 wood per second per tile, roughly 2.8 times faster than bushes at 0.25. Each additional adjacent tree halves the yield because of doubled growth time. A checkerboard layout with one tree per tile yields 0.36 wood per second per farm tile. A checkerboard layout of trees and carrots would produce roughly 4.4 wood per second on a 4x4 farm, far above the current 0.33. Carrots cost wood and hay to plant. Water would double tree yields to about 11 wood per second. Hay stock is 405. Eight carrots need about two to four hay per second, so grass tiles will be needed for hay. The tree yield upgrade costs 300 hay and doubles both tree and bush production. That leaves 105 hay, which is tight but recoverable once grass starts producing. The plan is to buy one tree yield upgrade and add grass tiles for hay. Grass will be placed on two soil tiles at the origin. The program will harvest when ready, use water if the tank drops below 80 percent, and check inventory levels. The program will plant trees on even tiles and carrots on odd tiles, provided wood and hay are sufficient. If hay drops below 100, odd tiles switch to grass instead. The origin tile is sacrificed for a grass patch. After buying the tree yield upgrade, expansion will follow once resources allow. The 7-second tree growth time keeps the farm growth-limited, so the checkerboard layout remains viable. The correct entity name is `Entities.Tree`, not `Entities.Trees`. Grass will produce 4 hay per second, more than enough to cover the 2 hay per second needed for carrots. The 105 hay left after the upgrade is sufficient to plant the first batch of carrots immediately. Watering yields 0.05 water per second, and with the current farm average it doubles tree production to about 2.24 times. The long-term plan is to eventually grow pumpkins for fertilizer and mazes, but the immediate priority is the tree farm and carrots. Imports cost 80 carrots and lists cost 500, neither of which is needed right now. The grass upgrade is being skipped because wood is more critical than hay at this stage. Lists will be acquired only when surplus resources allow. The plan is to implement the checkerboard tree and carrot program now.
  169. 26m 43sbuy_upgrade upgrades=["trees"] · evidence
    result
    Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md.
    Game time: 26m 53s elapsed, 5h 33m 7s of budget remaining.
  170. 26m 53sstop_program
    result
    Program stopped.
    Game time: 27m 3s elapsed, 5h 32m 57s of budget remaining.
  171. 27m 03sthoughtTree yield is now 200%, producing 10 wood per tree. Bushes now yield 2 wood each. I am writing a checkerboard program using Entities.Tree.
  172. 27m 03swrite_program name="farm" · evidence
    result
    Saved farm (30 lines).
    Game time: 27m 13s elapsed, 5h 32m 47s of budget remaining.
  173. 27m 13sthoughtRunning the program for 30 seconds to verify the tree entity name and yields.
  174. 27m 13srun_program name="farm" seconds=30
    result
    Ran farm for 30s of game time; it is still running.
    Inventory change: hay +16, water -4, wood +200.
    Game time: 27m 53s elapsed, 5h 32m 7s of budget remaining.
    Output:
    (none)
  175. 27m 53sthoughtWood production is 6.7 units per second. Carrots did not appear in the resource changes. Hay increased by 16 from grass tiles. Trees are working correctly. Carrots likely disappeared because the old half-tiles were harvested during replanting, and planting costs wood and hay rather than carrots. The missing carrots likely occurred because the old tiles were not yet ready for harvest, so the replanting failed. Those tiles will eventually be cleared and replaced. The 200 wood gain likely includes bushes yielding 2 wood each. I will observe the farm to verify what is planted and check the carrot count. I am also preparing to buy expansion, speed, and tree upgrades.
  176. 27m 53sobserve
    result
    Game time: 28m 3s elapsed, 5h 31m 57s of budget remaining.
    Program: farm (running).
    Inventory: hay 80, wood 430, carrot 193.
    Farm 4x4. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Bu=bush, Tr=tree, Ca=carrot, Gr=grass.
    y= 3  _Bu3  #Tr1  #Ca3  _Tr3
    y= 2  #Tr3  #Ca2  _Tr3  #…
  177. 28m 03sdocs_read path="unlocks/trees"
    result
    ## Trees
    Increases the yield of bushes and trees.
    200% => 400%
    
    ### Unlock Cost [Current cost: hay=1200]
    
    [Tutorial](docs/unlocks/trees.md)
    Game time: 28m 13s elapsed, 5h 31m 47s of budget remaining.
  178. 28m 13sthoughtThe farm layout is messy. Trees are on soil, and some bushes are misplaced. The grid runs west to east and north to south. The checkerboard pattern shows that some cells marked for trees are instead bushes. The misplaced bushes are a fallback. When hay dropped to 80, the program switched those tiles to bushes instead of carrots. Hay is now stuck at 80, so some tiles keep flipping between grass and bushes. Hay is declining because the drone visits grass tiles too infrequently. Harvesting every 3 seconds yields only about 0.67 hay per second, which cannot keep up with the 2 hay per second consumed by carrots. The hay threshold should also be lowered so the farm keeps planting carrots instead of switching to bushes. Grass yields 2 hay per visit while carrots cost 1 hay each. The drone must harvest grass at least half as often as it plants carrots to break even. The current schedule is too sparse. A better layout would place trees on even tiles and grass on odd tiles, with four of each. Grass yields two hay per visit while carrots cost one, so the farm would produce a surplus. Another option is to keep grass on all odd tiles until hay reaches five hundred, then switch to carrots. Wood is now the surplus resource, with 430 on hand. The plan is to lower the hay threshold for carrots, add more grass tiles, and buy both the expand and speed upgrades. After expanding to a 6x6 grid, the layout will be redone with eighteen trees in a checkerboard pattern. Wood production is currently about 6.7 per second, which may not scale if the drone cycle stays fixed. The upgrade costs total 150 wood and 100 carrots, leaving 280 wood and 93 carrots. A hay emergency mode is planned: if hay drops below 400, the farm will plant grass on every tile to produce about ten hay per second and recover the 1200-hay tree yield in roughly two minutes. The hay emergency mode will use hysteresis to prevent oscillation. A global flag will trigger grass planting when hay drops below 200, and it will turn off once hay rises above 1500. The global flag for hay mode may not work in this Python subset. If it fails, I will try a different approach. After the expand upgrade clears the farm, the program must be rewritten before running again. The hay emergency target is 1200 hay, so the boost should last until 1300. I also need to check the carrot upgrade: it costs 250 wood and doubles both yield and cost. The carrot upgrade is skipped for now because its doubled hay cost worsens the hay shortage. The farm will instead use a burst strategy: spend two minutes producing wood from trees, then thirty seconds recovering hay with grass, repeating this cycle. Pumpkin, sunflower, and list upgrades are deferred until more carrots are available. The hay emergency threshold is raised to 1600 so the farm can keep producing wood while recovering hay. Expand and speed will be bought before hay mode starts, because the larger grid and faster drone will make hay recovery much quicker.
  179. 28m 13sbuy_upgrade upgrades=["speed","expand"] · evidence
    result
    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.
    Game time: 28m 23s elapsed, 5h 31m 37s of budget remaining.
  180. 28m 23sthoughtUpdating the program to handle hay bursts and trees. Planning the 6x6 farm layout. Hay will be stockpiled until 2000 units before switching to trees on a checkerboard pattern and carrots on odd tiles. The tree upgrade will be purchased manually once hay is high enough. Pumpkin planting is deferred until the economy stabilizes. The program will be stopped and rewritten quickly so research can proceed while the drone keeps running. A global variable approach is being considered, but a simpler strategy may work better: always reserve enough grass tiles and visit all tiles equally. In a 6x6 grid, there are 18 even and 18 odd tiles for trees. Refining the 6x6 layout to avoid fragile balance. The plan now uses a strict parity rule: even tiles become trees, even-y odd-x tiles become grass, and odd-y even-x tiles become carrots. This yields 9 grass and 9 carrots, with hay production covering their costs. The exact balance assumes every visit successfully harvests grass. Immature grass during startup will create a temporary deficit before the farm reaches equilibrium. One extra grass tile will be added to create a small hay surplus. A hay threshold will switch all non-tree tiles to grass when hay drops below 100, preventing oscillation without global variables. Wood and carrots will be prioritized next, followed by pumpkins and fertilizer. Checking how to obtain fertilizer and weird substance. Fertilizer instantly grows plants, but its source is unclear. It might come from a watering tank or gold trade. The megafarm requires gold from mazes, which needs fertilizer and weird substance first. Carrots are at 93 and need 200 to unlock pumpkins; at the current rate that takes about 60 seconds. The immediate priority is starting the 6x6 tree farm and farming until pumpkins unlock. Wood is not the bottleneck; 220 more units will arrive in about seven seconds. Carrots remain the main delay for pumpkins. The plan to buy a double-carrot yield upgrade is deferred because it would raise hay costs too much. The farm program is now starting.
  181. 28m 23sstop_program
    result
    Program stopped.
    Game time: 28m 33s elapsed, 5h 31m 27s of budget remaining.
  182. 28m 33sthoughtWriting the first program.
  183. 28m 33swrite_program name="farm" · evidence
    result
    Saved farm (29 lines).
    Game time: 28m 43s elapsed, 5h 31m 17s of budget remaining.
  184. 28m 43sthoughtThe farm will till all grass into hay until the stock reaches 150. Then it will plant trees. Hay will be farmed to 250 before switching to trees. Carrots and wood are needed for pumpkins.
  185. 28m 43srun_program name="farm" seconds=20
    result
    Ran farm for 20s of game time; it is still running.
    Inventory change: carrot +28, hay +61, water -4, wood +173.
    Game time: 29m 13s elapsed, 5h 30m 47s of budget remaining.
    Output:
    (none)
  186. 29m 13sthoughtThe 20-second startup phase offers good rates. Carrots yield 1.4 per second, hay 3/s, and wood 8.7/s. Pumpkin production needs 200 carrots and 500 wood. I will wait 120 seconds to accumulate 250 carrots and 800 wood.
  187. 29m 13swait seconds=150 until_resources={"carrot":250}
    result
    Waited 1m 20s (carrot reached 254). Program: farm running.
    Inventory change: carrot +117, hay +176, wood +1736.
    Game time: 30m 43s elapsed, 5h 29m 17s of budget remaining.
  188. 30m 43sthoughtWood production reached 21.7 units per second over an 80-second period. Carrot production is 1.46 units per second. Hay production is 176 units. Pumpkins and fertilizer are affordable with current resources. The tree upgrade requires 1200 hay, which is still far out of reach. I will buy pumpkins and read the tutorial. I need to verify the mega pumpkin mechanic: if all pumpkins in a square are fully grown, they merge into a giant pumpkin and harvest yields the cube of the side length. Some pumpkins die and require replanting. I cannot afford the list upgrade yet because I only have 254 carrots. I will buy pumpkins and fertilizer together, since fertilizer only requires watering. Next I will read the tutorials for both items.
  189. 30m 43sbuy_upgrade upgrades=["pumpkins","fertilizer"] · evidence
    result
    Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md.
    Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Game time: 30m 53s elapsed, 5h 29m 7s of budget remaining.
  190. 30m 53sdocs_read path="docs/unlocks/pumpkins.md"
    result
    # Pumpkins
    [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots.
    
    When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. 
    
    When a pumpkin dies, it leaves behind a dead pum…
  191. 31m 03sdocs_read path="docs/unlocks/fertilizer.md"
    result
    # Fertilizer
    At some point, waiting for the plants to grow is just not efficient enough anymore. 
    Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade.
    
    Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds.
    
    This has some side effects.
    Plants grown w…
  192. 31m 13sthoughtPumpkin yield scales cubically with plot size, up to 5x5. Larger plots are therefore far more efficient. Beyond 5x5, pumpkin yield scales linearly with area at six per square. A 6x6 plot yields 216 pumpkins, while a 7x7 yields 294 and a 10x10 yields 600. Expansion remains worthwhile but far less dramatic than the cubic phase. About twenty percent of pumpkins die. Pumpkin planting costs carrots. Fertilizer cuts two seconds from growth time, so multiple applications can finish a crop. Infected plants produce weird substance instead of pumpkins, so avoiding fertilizer or curing the disease is essential for maximizing pumpkin yield. Weird substance is still needed for maze production. Fertilizing crops or infecting trees converts half their yield into weird substance. The first maze costs 1000 weird substance, which at current rates would take roughly 33 minutes to accumulate. Faster production is possible with fertilizer upgrades. The exact mechanics still need re-reading. Mazes are created by applying weird substance to bushes, not by fertilizer. The reward is gold proportional to the bush size or the amount of weird substance used. Next I will check pumpkin planting costs and growth time to design a dedicated pumpkin farmer. A 6x6 pumpkin plot costs about fifty carrots and yields roughly one hundred sixty-six pumpkins after accounting for the twenty percent death rate. The first step is to plant and harvest a small patch to verify exact yield and cost. The giant pumpkin formation mechanics are too complex to analyze right now, so that will be tested later. Pumpkin farming is highly profitable once a carrot buffer exists, yielding roughly seven pumpkins per second. The main obstacle is the initial seed capital: each cycle costs thirty-six carrots, so the farm must interleave carrot production with pumpkin cycles to avoid running out of seeds. Several upgrades require pumpkins, including polyculture, cactus, costs, dictionaries, timing, and auto_unlock. A pure pumpkin farm would exhaust the remaining fifty-four carrots after one cycle. The current farm produces about one and a half carrots per second, so stockpiling roughly five hundred before switching to pumpkins is the safer path. I will read the pumpkin object page, the next research costs, and the weird substance and maze documentation. The fertilizer upgrade that doubles the rate is especially important for accumulating weird substance. I can do this reading while the current tree farm continues producing carrots, wood, and hay.
  193. 31m 13sdocs_read path="objects/pumpkin"
    result
    ## Pumpkin
    Pumpkins grow together when they are next to other fully grown pumpkins. About 1 in 5 pumpkins dies when it grows up.
    
    Base growth time between 0.2 and 3.8 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 31m 23s elapsed, 5h 28m 37s of budget remaining.
  194. 31m 23sdocs_read path="unlocks/fertilizer"
    result
    ## Fertilizer
    Receive more fertilizer.
    0.1/s => 0.2/s
    
    ### Unlock Cost [Current cost: wood=1500]
    
    [Tutorial](docs/unlocks/fertilizer.md)
    Game time: 31m 33s elapsed, 5h 28m 27s of budget remaining.
  195. 31m 33sdocs_read path="unlocks/pumpkins"
    result
    ## Pumpkins
    Increases the yield and cost of pumpkins.
    100% => 200%
    
    ### Unlock Cost [Current cost: carrot=1000]
    
    [Tutorial](docs/unlocks/pumpkins.md)
    Game time: 31m 43s elapsed, 5h 28m 17s of budget remaining.
  196. 31m 43sdocs_search query="maze"
    result
    unlocks/mazes: …## Mazes A maze with a treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000]…
    functions/num_unlocked: …herwise. takes 1 tick to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) For more related information see: […
  197. 31m 53sthoughtPumpkin growth is very fast, reaching maturity in just 0.2 to 3 game hours. Pumpkin growth averages about 2 seconds per plant, or faster with water. A 6x6 patch yields 216 pumpkins per harvest at a cost of one carrot each. The fertilizer upgrade costs 1500 wood, which is easily affordable given the current wood production rate. The pumpkin upgrade costs 1000 carrots, which is currently unavailable. The plan is to build weird substance by fertilizing trees or pumpkins, then unlock mazes. Gold from mazes unlocks multiple drones, the biggest production multiplier. Fertilizer is too slow to produce weird substance. At one application every ten seconds, it yields roughly half a unit per second. Reaching the thousand-unit target would take about thirty-three minutes. This pace is far too slow for the available time budget. The exact yield split from fertilizing a giant pumpkin is unclear. It is unknown whether the entire 216-unit harvest becomes weird substance or only the single infected plant contributes. The fertilizer upgrade can be maxed at four levels. This raises the rate to 0.8 applications per second. At max fertilizer speed, roughly four applications per second would yield about 20 weird substance units per minute. That is fast enough to reach the thousand-unit target in under four minutes. The next step is to read the full documentation for weird substance and mazes, then test fertilizer on a tree to confirm the exact yield split. A dedicated program will fertilize trees before harvest to collect weird substance while continuing to grow carrots and hay. Trees mature in about seven seconds, so each application cuts that by two. Fertilizer is too scarce to instantly grow a tree, so the plan shifts to applying one dose per almost-ready plant. This maximizes weird substance yield per application. Whether fully grown plants still become infected remains unclear. Fully grown plants may still be infected by fertilizer. A single dose on a tree would yield five weird substance units. Giant pumpkins are the highest-yield target for maximum weird production. A separate strategy is needed to satisfy both the pumpkin and weird substance goals. Clean harvests will stockpile pumpkins for unlocks, while infected harvests will produce weird substance. About twenty-four clean cycles are required to reach five thousand pumpkins, costing roughly nine hundred carrots and taking about six minutes. The two objectives must be balanced within the available time budget. The carrot upgrade would double yield but also double wood and hay costs, which would break the balanced hay supply. The grass upgrade is the better choice: it doubles hay production and costs only 500 wood, which is already available. I will buy that upgrade first, then purchase the fertilizer upgrade, and scale the farm economy from there. Speed and expand upgrades are next in the research queue. The megafarm unlock is critical because multiple drones multiply output. A dedicated tree farm could produce one weird substance unit per second by fertilizing trees immediately before harvest, though this would halve wood yield. That pace still reaches the thousand-unit target in about sixteen minutes. The main farm program will be updated to apply fertilizer automatically whenever a harvest is ready and the weird substance stock is below 1200 units. This converts half of each tree harvest into weird substance. The wood supply will be capped if this conversion slows production too much. The remaining time budget is five hours and twenty-eight minutes. This is sufficient to scale the farm economy. The exact gold reward for mazes is unclear. It may depend on maze size or weird substance usage. The first megafarm level yields two thousand gold. I will unlock mazes next and read the tutorial. I also need to review the spawn_drone documentation. The drone spawn pattern runs a column function in an infinite loop. The maximum drone count is likely one per column, or world_size total. Lists unlock at 500 carrots and dictionaries at 2500 pumpkins. Polyculture is a powerful upgrade. Companion planting multiplies yield when the companion plant is present at the same position. Polyculture is best suited for trees and carrots, not pumpkins. A giant pumpkin patch must be pure pumpkins, so companion planting cannot occur inside it. The immediate plan is to add fertilizer infection to the tree farm, then purchase the fertilizer and grass upgrades. The next steps are to observe the farm and research. After that, the plan is to burst pumpkins, unlock mazes for gold, scale megafarm drones, grow sunflowers for power, plant cacti, hunt dinosaurs for bones, and max out yield upgrades.
  198. 31m 53sobserve
    result
    Game time: 32m 3s elapsed, 5h 27m 57s of budget remaining.
    Program: farm (running).
    Inventory: hay 571, wood 2995, carrot 136, fertilizer 7.
    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: Ca=carrot, Tr=tree, Gr=grass.
    y= 5  #Ca3  _Tr3  #Ca3  _Tr3  #Ca2  _Tr3*
    y= 4 …
  199. 32m 03sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrots…
  200. 32m 13sthoughtThe farm economy currently holds 571 hay, 2995 wood, 136 carrots, and 7 fertilizer. An 8x8 farm needs 1000 pumpkins. The tree upgrade costs 1200 hay. That is about 5 minutes at the current rate. Fertilizer and grass upgrades are available now. Watering and carrot yield upgrades are also options. Grass and fertilizer upgrades will be purchased first. They provide the most immediate benefit for the tree upgrade and overall resource balance. Watering and carrot yield upgrades are deferred because wood is slightly short. The tree upgrade doubles wood production again. That makes it critical. Pumpkin expansion needs 1000 pumpkins. The current 136 carrots only cover about two cycles. More carrots are needed before the farm can grow to 8x8. A phase-based algorithm is being drafted to alternate between growing pumpkins and growing carrots. The phase logic is now concrete. Pumpkins are planted only when the farm has fewer than 1000 pumpkins and more than 80 carrots. Carrots are grown when the stock drops below 400. The algorithm will switch between these two modes. Dead pumpkins will be detected by checking for the `Dead_Pumpkin` entity type. Harvesting a single tile would break the giant pumpkin square. The plan is to scan every tile for dead or empty pumpkins, replant them, and only harvest once the entire field is fully grown. The pumpkin maintenance loop will move through every tile, plant seeds on empty or dead squares, and water them. It will only harvest once the entire field is fully grown. Planting on a dead pumpkin automatically removes it. The farm will become a state machine with three modes. It will grow pumpkins when the farm has fewer than 2000 pumpkins and more than 100 carrots. Otherwise it will focus on trees, carrots, and grass. Fertilizer will be applied to harvestable trees or pumpkins. Fertilizing the giant pumpkin before harvest could split its yield, so pumpkins will remain clean until the farm has thousands of them. The tree upgrade will be purchased once hay reaches 1200. The pumpkin entity is `Entities.Pumpkin`. Dinosaur and cactus crops will require large quantities of pumpkins and cactus. The in-game maze tutorial is being reviewed to prepare a solver: after applying the weird substance to a bush, the farm becomes a maze with walls that block movement, and the treasure entity yields gold. A right-hand wall-following algorithm is being drafted for the maze solver. Lists are unavailable because they require 500 carrots, and only 136 are currently held. The turn logic will be hardcoded instead. The wall follower will use hardcoded direction variables instead of lists. A gold farming loop is being planned: create a maze, solve it, harvest the treasure, and repeat. The weird substance cost formula `world_size * num_unlocked` might yield zero at level zero, so the minimum requirement for unlocking mazes is uncertain. The first maze will likely cost a fixed amount of weird substance. The exact formula for treasure gold and substance reuse is still unclear. The plan is to generate 1000 weird substance before unlocking mazes, then read the tutorial. An infection script is also being drafted. Fertilizer will be applied to harvestable crops before they are picked, converting half the yield into weird substance. The current program is being updated with this step alongside a new pumpkin mode. A till_soil helper is being drafted for that mode. The `try_infect` helper is being drafted to apply fertilizer when weird substance is below 2000 and fertilizer is available. The tree work function will harvest trees, use fertilizer if ready, and water if the tank drops below 80 percent. A `pumpkin_pass` loop is being written to scan every tile for ready pumpkins. The main loop is being refined. It will switch to a tree sweep whenever pumpkins reach 1200 or carrots fall below 60. The pumpkin pass is also being hardened against edge cases: it skips growing pumpkins, replants dead ones, and harvests grass before seeding. The pumpkin pass will abort if planting fails from low carrots. Harvesting the giant pumpkin can occur from any tile. The entire farm forms one square, so all pumpkins grow together automatically. Pumpkin plants die 20% of the time after reaching full growth. The program will scan the entire field and harvest only when every pumpkin is ready, looping if any die before collection. The current 136 carrots allow roughly one to two pumpkin cycles before the farm must switch to growing carrots. The automatic mode swap will handle this transition. Fertilizer will be applied only to trees, not pumpkins, so the giant pumpkin yield remains untouched. The plan is to buy grass, fertilizer, and watering upgrades first. Then the current program will be stopped so the new code can be written and run. The tree upgrade will be purchased once hay reaches 1200. A debug kit of 50 hay and 50 wood was considered but skipped for now. The plan is to wait until pumpkins reach 1000 before buying the expand upgrade, since clearing the farm mid-pumpkin is acceptable. The tree upgrade will be purchased once hay is sufficient. The exact entity name for dead pumpkins still needs verification.
  201. 32m 13sbuy_upgrade upgrades=["grass","fertilizer","watering"] · evidence
    result
    Bought grass, now level 3. Paid wood 500.
    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.
    Game time: 32m 23s elapsed, 5h 27m 37s of budget remaining.
  202. 32m 23sdocs_search query="Dead_Pumpkin"
    result
    docs/home.md: …/water) [Fertilizer](items/fertilizer) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Tree](objects/tree) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)…
    objects/dead_pumpkin: …## Dead_Pumpkin One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. De…
  203. 32m 33sthoughtConfirmed the dead pumpkin entity. Planning the advanced farm layout. The logic will prioritize pumpkin fields when pumpkins are below 1500 and carrots exceed 80. Otherwise it will focus on trees, grass, and fertilized carrots. Hay production is expected to rise quickly from the doubled grass yield. Hay and wood production will not be blocked by pumpkin fields. The program will alternate between short pumpkin cycles and other crops to maintain balance. A hay push is considered if hay drops below 1200 while pumpkins reach 1500. Helper functions for watering, applying fertilizer, and soil management are being drafted. Drafting the sweep_trees function. It will harvest trees and apply fertilizer to them. Watering is included in the loop. Hay production triggers when hay drops below 200 or on specific coordinate patterns. The sweep_trees function now includes conditional planting logic. It will plant trees on even coordinates, grow carrots when hay and wood are available but carrot supply is low, and otherwise till the ground. A new sweep_pumpkins function is being drafted to harvest ready pumpkins across the field. The sweep_pumpkins function is now complete. It harvests ready pumpkins, tills the ground, plants new ones, and only harvests the entire field when every tile is fully mature. The main loop alternates between pumpkins and trees based on resource thresholds. I also noticed a potential operator precedence issue in the hay trigger condition. The hay trigger condition is confirmed correct due to operator precedence. The carrot cap is being raised from 800 to 2000 to stockpile resources for upgrades. The pumpkin production goal will be increased from 1500 to 8000 to unlock cactus, polyculture, and dictionary upgrades. The pumpkin production goal is raised to 20,000. The program will keep making pumpkins as long as carrot supply stays above 70. Purchases are handled outside the program, so a high target allows the farm to stockpile resources and resume automatically after each purchase. Verified the pumpkins loop handles edge cases correctly. Carrot depletion mid-pass triggers an automatic switch to trees. Dead pumpkins are treated as empty tiles and replanted over. Fully mature pumpkins are only harvested at the end of each sweep. Grass grows on soil as well as grassland, so the farm does not need to till back between crops. The program is ready to be written and run.
  204. 32m 33sstop_program
    result
    Program stopped.
    Game time: 32m 43s elapsed, 5h 27m 17s of budget remaining.
  205. 32m 43sthoughtWriting the main automation program.
  206. 32m 43swrite_program name="farm" · evidence
    result
    Saved farm (67 lines).
    Game time: 32m 53s elapsed, 5h 27m 7s of budget remaining.
  207. 32m 53sthoughtRunning the program for 45 seconds to test if pumpkins work. Carrot stock exceeds 80, so the program will switch to pumpkin mode.
  208. 32m 53srun_program name="farm" seconds=45
    result
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot -37, fertilizer +9, hay +72, water -8, wood +250.
    Game time: 33m 48s elapsed, 5h 26m 12s of budget remaining.
    Output:
    (none)
  209. 33m 48sthoughtPumpkin production is zero. Carrot consumption indicates 37 pumpkins were planted, roughly one full field. Hay and wood gains confirm the first pass also harvested existing crops. Only one pass completed in 45 seconds. The program likely stalled replanting or hit a logic bug. Each tile takes roughly 1.25 seconds. The first pass spent most of the 45-second window cutting trees and planting pumpkins, leaving no time for a second pass. The 45-second window may have captured a partial second pass rather than a completed one. The drone's base tick rate is roughly 237 ticks per second. Pumpkin growth is slow. It takes two to four passes before the first giant is ready. The cycle yields 216 pumpkins per 90 seconds but costs about 50 carrots. Carrot income must exceed 0.55 per second to sustain this. Tree mode already produces 1.5 per second, so alternating strategies should work. Only 99 carrots remain before the program switches to trees. Speed upgrades are unavailable because they cost 500 carrots, so the current plan is to keep farming pumpkins and wait for a harvest.
  210. 33m 48swait seconds=120
    result
    Waited 2m (time up). Program: farm running.
    Inventory change: carrot -51, fertilizer -2, hay +110, pumpkin +278, weird_substance +350, wood +580.
    Game time: 35m 58s elapsed, 5h 24m 2s of budget remaining.
  211. 35m 58sthoughtPumpkin production reached 278 in 120 seconds. A weird substance produced 350. Fertilizer had a net loss. Wood produced 580, hay 110, and carrots dropped by 51. The weird substance likely came from infected pumpkins or trees. At this rate it yields about 2.9 per second. The weird substance is roughly 350, about a third of the 1000 needed for mazes. The net -2 fertilizer loss means 26 units were used to produce it, yielding about 13.5 weird per unit. That rate is far higher than a single tree's output. Pumpkin production is about 2.3 per second, so reaching 1000 will take roughly five minutes. The weird substance should hit 1000 in about four minutes at the current rate. I will wait for pumpkins to reach 1200 with a 400-second timeout, then check the weird supply. Hay is climbing toward 800 and should hit the 1200 threshold for the tree upgrade soon. The program will wait 300 seconds for pumpkins to reach 1500. Its goal is 20000, so it will keep running.
  212. 35m 58swait seconds=300 until_resources={"pumpkin":1500}
    result
    Waited 5m (time up). Program: farm running.
    Inventory change: carrot -15, fertilizer -14, hay +609, pumpkin +396, weird_substance +710, wood +2529.
    Game time: 41m 8s elapsed, 5h 18m 52s of budget remaining.
  213. 41m 08sthoughtPumpkin production is projected at 396 units over five minutes, bringing the total to roughly 674. Carrots are the bottleneck. The program needs more to grow pumpkins. I will check inventory and buy mazes if weird reaches 1000. I will buy the tree upgrade if hay reaches 1200. I will adjust the farm to produce more carrots. Then I will observe inventory and buy whatever is affordable.
  214. 41m 08sobserve
    result
    Game time: 41m 18s elapsed, 5h 18m 42s of budget remaining.
    Program: farm (running).
    Inventory: hay 1546, wood 4269, carrot 72, pumpkin 951, weird_substance 1105, fertilizer 6.
    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: Tr=tree, Ca=carrot, Gr=grass, Pu=pumpkin.…
  215. 41m 18sthoughtCurrent inventory: 1,546 hay, 4,269 wood, 72 carrots, 951 pumpkins, 1,105 weird items, and 6 fertilizer. Carrots are at 72, below the 80 threshold, so tree mode is active. I will buy trees and mazes now. The tree upgrade doubles wood yield to 20 wood per tree. After that, I will read the maze tutorial and write a solver.
  216. 41m 18sbuy_upgrade upgrades=["trees","mazes"] · evidence
    result
    Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md.
    Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md.
    Game time: 41m 28s elapsed, 5h 18m 32s of budget remaining.
  217. 41m 28sdocs_read path="docs/unlocks/mazes.md" show_hints=true
    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…
  218. 41m 38sdocs_read path="objects/dead_pumpkin"
    result
    ## Dead_Pumpkin
    One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. Dead pumpkins are useless and disappear when something new is planted.
    
    For more related information see: [Pumpkins](docs/unlocks/pumpkins.md)
    Game time: 41m 48s elapsed, 5h 18m 12s of budget remaining.
  219. 41m 48sthoughtA 6x6 maze produces 36 gold. Each weird substance costs 6 gold. With roughly 105 left, building 17 mazes would yield about 612 gold. That is far below the 2000 gold needed for a megafarm. The cost formula scales with both world size and level, so higher-level mazes require more resources. The exact formula is `substance = world_size * 2^(num_unlocked - 1)`. At level one, six weird substance yields a six-by-six maze. A full-field maze uses the entire farm size. Expanding the farm to eight-by-eight would raise the gold-per-weird ratio to eight. The cost of one thousand pumpkins is just slightly above the ninety-five-one-pumpkin balance. Upgrading the maze further does not improve efficiency, since doubling the area and the required substance keeps the same ratio. Expanding the farm to ten-by-ten would raise the gold-per-weird ratio to ten. The megafarm requires roughly three hundred thirty-four weird substance, which takes about three minutes to produce at the current rate. The current program already produces carrots while the farm is below the eighty-pumpkin threshold. The next step is to gather fifty more pumpkins and two thousand carrots to unlock upgrades. Megafarm drone efficiency still needs checking. Tree mode may be too slow for rapid carrot production. The tree layout will be adjusted to plant carrots on more tiles whenever the stock drops below five hundred. The measure() function reveals treasure positions inside mazes, but hedges still block movement so pathfinding remains necessary. A wall-following algorithm is the right choice because it requires no lists and first-generation mazes contain no loops. A right-hand wall follower is being drafted without lists. Helper functions will rotate the drone's heading by returning the next direction in a hardcoded North-to-West cycle. The right-hand wall follower will try moving right first, then straight, then left, and finally back. The `can_move` function must be verified in the documentation before the program can use it. The power operator is confirmed for the maze cost formula. The next step is to research upgrade costs for mazes and the megafarm. Carrot production will be optimized to unlock speed, lists, sunflowers, and the pumpkin expansion upgrade. Carrot production will be raised to a sixty-hundred threshold. Pumpkins will be stockpiled once carrots are secure. Weird substance will keep generating through tree infection. The expand upgrade is targeted for one thousand pumpkins. The next step is to verify can_move and the next maze cost before deciding between immediate maze farming or more weird stockpiling. Stockpiling roughly four hundred weird substance would yield about two thousand three hundred seventy-six gold, enough for the megafarm with a small remainder. The current program will continue running while the documentation is reviewed. A combined program will be written next. Tree growth has doubled, so wood will now produce faster. Hay stock is recovering from its recent drop.
  220. 41m 48sdocs_read path="functions/can_move"
    result
    can_move(direction)
    Checks if the drone can move in the specified direction.
    
    returns True if the drone can move, False otherwise.
    
    takes 1 tick to execute.
    
    example:
    if can_move(North):
        move(North)
    
    For more related information see: [Mazes](docs/unlocks/mazes.md)
    Game time: 41m 58s elapsed, 5h 18m 2s of budget remaining.
  221. 41m 58sdocs_read path="functions/measure"
    result
    measure(direction = None) 
    Can measure some values on some entities. The effect of this depends on the entity.
    
    If direction is not None it measures the neighboring entity in the given direction.
    
    returns the number of petals of a sunflower.
    returns the next position for a treasure or apple.
    returns the size of a cactus.
    returns a mysterious number for a pumpkin.
    returns None for all other entitie…
  222. 42m 08sdocs_read path="unlocks/mazes"
    result
    ## Mazes
    Increases the gold in treasure chests and the amount of weird substance needed to spawn a maze.
    100% => 200%
    
    ### Unlock Cost [Current cost: cactus=12000]
    
    [Tutorial](docs/unlocks/mazes.md)
    Game time: 42m 18s elapsed, 5h 17m 42s of budget remaining.
  223. 42m 18sdocs_read path="unlocks/trees"
    result
    ## Trees
    Increases the yield of bushes and trees.
    400% => 800%
    
    ### Unlock Cost [Current cost: hay=4800]
    
    [Tutorial](docs/unlocks/trees.md)
    Game time: 42m 28s elapsed, 5h 17m 32s of budget remaining.
  224. 42m 28sthoughtThe maze upgrade costs 12,000 cactus. It is too expensive to pursue right now. The tree upgrade costs 4,800 hay and doubles hay income. It is worth pursuing eventually. Maze solving with a wall follower avoids lists. Each solved maze yields 36 gold after planting a bush, solving the puzzle, and harvesting treasure. A 6x6 maze takes roughly 36 to 100 moves. That is about one second per move. Maze solving is the bottleneck. At roughly 24 seconds per puzzle, gold income is about 1.5 per second. Weird generation is not limiting. An 8x8 maze would yield 64 gold but take longer to solve. Expanding the maze does not increase gold per move. The wall follower still visits every cell, so total gold scales with size but gold per second stays nearly constant. measure() reveals the treasure coordinates, yet hedges block direct paths. Without a stored map, BFS is impossible. Lists cost 500 carrots. They would let me build a map and solve mazes faster. That would pay off for both cactus sorting and mazes. Recursion via the call stack could solve mazes without lists. The maze layout is tree-like, so a simple DFS that avoids immediately reversing direction should not loop back to visited cells. A recursive DFS without a visited set still requires two moves per cell in the worst case. It does not outperform the wall follower. A greedy solver using measure() could head straight for the treasure. It might hit walls and backtrack, but without loops that is still efficient enough. I will write a maze solver that uses the treasure coordinates to guide movement. A recursive DFS will solve mazes by heading toward the treasure and halting once found. Each run requires clearing the entire farm, which destroys crops and resets the field. That makes frequent maze runs expensive in terms of lost production. The megafarm upgrade costs 2,000 gold for the first level. Each additional drone roughly doubles productivity. The speed upgrade costs 500 carrots and provides a 1.5x boost. That makes it very valuable for maze solving and general farming. A phased strategy is taking shape. Carrots come first, then speed upgrades and lists, then mazes for gold, then the megafarm. The layout currently wastes too many tiles on low-yield crops. A 6x6 field will be dedicated almost entirely to carrots, with only a few grass tiles kept for hay and a few trees for wood. The 45-second cycle time is the real bottleneck. Even with 400% grass, eight grass tiles and twenty-eight carrot tiles barely balance hay costs. That yields only about 0.62 carrots per second, so reaching six hundred takes roughly sixteen minutes. The cycle duration itself must be reduced. The 45-second cycle is actually one full sweep of 36 tiles, or about 1.25 seconds per tile. The speed upgrade is the real fix. At level 4 it reaches 5.06x and drops the sweep to roughly 30 seconds. Level 5 would be 7.59x and about 20 seconds. Only five speed levels exist total, so this upgrade is the most urgent priority. The remaining speed upgrade is only about 2.25 times faster, so it will not solve the bottleneck alone. Drones are the real multiplier. Six drones could make the farm six times faster. The megafarm upgrade likely sets the maximum drone count equal to its level. Each drone runs a separate program via spawn_drone. The megafarm upgrade is the top priority. Four extra drones would multiply throughput fivefold, and 2000 gold for that level costs roughly twenty-eight minutes at current rates. A greedy solver using measure() could cut that time further. A greedy solver could slash the 2000-gold megafarm target from roughly twenty-eight minutes down to about eleven. At current speed, each move takes about 0.25 seconds, so a forty-move maze plus planting and use_item adds up to roughly twelve seconds per puzzle. That yields about three gold per second, or about six hundred sixty-seven seconds total. Maze solving consumes weird faster than it produces, so the current stock of 105 weird only covers about 17 puzzles. After that, the farm must stockpile weird again. The plan is to alternate between tree infection and maze runs rather than doing either alone. A program is being drafted to manage this rotation. The rotation logic now has five explicit phases: tree infection when weird is low, mazes when weird is sufficient and gold is below eight thousand, carrot farming when below four hundred, pumpkin farming when below eight thousand, and balanced high-yield production otherwise. The carrot upgrade will be purchased immediately. It costs two hundred fifty wood and doubles both carrot yield and hay cost, which should help the farm stockpile hay faster. The carrot upgrade is safe to buy. Hay consumption per sweep doubles, but the farm already has a surplus and can afford the extra cost. The program will be rewritten to combine maze solving with smarter priority logic. I am also checking whether hedges and treasures can be identified by entity type. The wall follower now uses explicit turn functions. It checks the right side first, then ahead, then left, and turns around only when all directions are blocked. The `run_maze()` function is being drafted. It clears the farm, plants a bush, and deducts the weird cost for the current maze level. A problem was spotted: grass is classified as a plant entity, so `plant(Bush)` will fail if grass remains on the tile after clearing. The drone must first harvest any existing grass before planting. The wall follower is confirmed correct for the right-hand rule. First mazes have no loops, so it will find the treasure safely. I will test one puzzle with a timeout to catch any hang before running many. The weird cost formula `2 ** (num_unlocked(Unlocks.Mazes) - 1)` is being hardcoded to `get_world_size()` for safety. The farm will stockpile weird to roughly four hundred before running mazes, since the current stock of one hundred five is too low. The existing program will be updated to prioritize weird substance by infecting trees, which now yield twenty wood and half that is ten weird. Fertilizer production is only 0.2 per second, so the drone can still produce roughly two weird per second. This keeps the stockpile growing while the farm waits for the next phase. Pumpkin stock is ninety-five one, just one cycle away from unlocking the farm expansion. An eight-by-eight field would raise pumpkin yield to three hundred eighty-four and improve the gold-to-weird ratio for mazes. The plan is to expand the farm before running mass mazes. The program will now target two hundred carrots and then pumpkins until one thousand, triggering the farm expansion automatically. Hay stock is roughly three hundred forty-six after the tree purchase, so the doubled hay cost from the carrot upgrade must be watched carefully. The drone may skip water checks to save time when drone capacity is the limiting factor. Watering is being removed from the drone hot loop. The 45-second sweep cycle is already faster than plant growth, so the drone arrives before crops are ready and watering wastes time. Dropping it saves roughly 200 ticks per tile. Tilling is only done when necessary, and the drone skips it if the tile is already soil. The pumpkin and carrot loops are being tightened to remove redundant checks. The program will use `get_world_size()` for both farm expansion and maze costs so it adapts automatically. A gold-farming phase is being considered once pumpkins exceed one thousand, weird stock reaches the world size, and gold is below ten thousand. The risk is that the program might attempt mazes before the manual expand upgrade clears the farm. Mazes will be added only after the farm expansion is purchased, so the first version stays focused on carrots and pumpkins. The program is already close to the one-thousand-pumpkin threshold, needing just forty-nine more. Once the expansion clears the field, the drone can then run mazes on the larger grid. The running program will continue producing carrots while the upgrade is purchased. Existing crops will keep yielding at the old rate until the upgrade takes effect.
  225. 42m 28sbuy_upgrade upgrades=["carrots"] · evidence
    result
    Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 42m 38s elapsed, 5h 17m 22s of budget remaining.
  226. 42m 38sthoughtWaiting for pumpkins to reach 1000 and carrots to grow. Carrot planting is now viable. Hay is sufficient. Waiting 120 seconds to observe.
  227. 42m 38swait seconds=120 until_resources={"pumpkin":1100}
    result
    Waited 1m 27s (pumpkin reached 1294). Program: farm running.
    Inventory change: carrot +16, fertilizer +7, hay +128, pumpkin +279, water +1, weird_substance +150, wood +1274.
    Game time: 44m 15s elapsed, 5h 15m 45s of budget remaining.
  228. 44m 15sthoughtPumpkin totals 1230. The until value is 1294. Carrots are now ~88. Hay is +128 and wood is +1274. The next step is expanding to 8x8 for 1000 pumpkins, leaving about 294. A larger farm needs slower sweeps and more tiles. Pumpkin harvests yield 384 per full cycle, which is higher than the 216 from a standard field. Expanding to 8x8 will not improve pumpkin efficiency. The yield per plant action is fixed at six regardless of field size, so the drone remains limited by planting work rather than harvest yield. Expanding to 8x8 does not improve pumpkin efficiency. It does improve mazes: gold per weird increases by about a third, though total gold per unit time stays flat. The extra gold from the weird supply is worth the 1000 pumpkins. Expanding to 8x8 is the chosen path. The farm will be cleared now. A new program will focus heavily on carrots to reach the 500-carrot threshold for speed upgrades. At the current drone rate, about 7.5 minutes are needed for a full field of carrots. Grass yields four per harvest. A 25/25/50 split of grass, trees, and carrots will keep hay production at least half as fast as carrot planting. The program will use x % 4 to assign tiles: 1/4 grass, 1/4 tree, and 1/2 carrot. Dynamic tile switching will adjust the grass-carrot ratio based on hay levels. If hay exceeds 2000, grass converts to carrots; if hay drops below 300, carrots convert to grass. Pumpkin planting will activate once carrots reach 400 and pumpkins remain under 6000. Maze solving will start when weird supply hits 50 and gold stays below 15000. The plan is to buy expand first, stop the current program, rewrite it with these rules, and run it. Gold will be tracked via num_items(Items.Gold). Sunflower upgrades are deferred until the carrot threshold is met. Sunflowers require 500 carrots to unlock and will be read up on once available. An 8x8 maze yields 64 gold and takes about 25 seconds, giving roughly 2.5 gold per second. The program will cap gold at 20000 to fund megafarm upgrades. The program will use a priority state machine to balance resources. It checks hay first, then carrots, then pumpkins, then weird supply, then gold. This sequence prevents any resource from starving while the farm grows. The program will wait until carrots reach 500 before manually buying the speed upgrade. The maze solver will use a 400-step limit to avoid infinite loops; if it exits early, the next iteration can clear the farm and retry. The program will verify that can_move exists before using it. After each maze harvest, the farm is cleared at the start of the next iteration. The weird substance check will be skipped if use_item fails. The run_maze function now calculates cost based on the number of unlocked maze upgrades. The wall-follower solver now uses a 500-step limit to avoid infinite loops. It turns right and left relative to its current direction, which is North at the start. The wall-follower solver will be simplified with helper functions. A generic sweep_carrots function is being drafted to handle any world size. The sweep_carrots function now uses a position-based slot system. It checks hay levels and the current tile to decide whether to till, plant a tree, or plant a carrot. If a carrot cannot be planted, it falls back to a bush. When hay exceeds 1500, the first tile slot will plant carrots instead of grass. A dedicated tree-only sweep is being considered to maximize weird substance generation, since the drone can harvest trees fast enough to keep up with fertilizer usage. The drone will keep solving mazes until the weird supply drops below 5000. Sunflowers, cactus, and dinosaurs are deferred for later. With roughly five hours left, the next step is to buy expand, rewrite the program, and test it immediately. The state machine now has a concrete priority order. It checks hay first, then carrots, then pumpkins, then gold against weird supply, and finally defaults to a balanced sweep that also generates weird substance through trees. The state machine will prioritize carrot farming until the 400-carrot threshold is reached, then switch to pumpkins. Once pumpkins are sufficient, the drone will resume mazes to rebuild weird supply if it runs low. The state machine priority is being reordered. Carrots will be raised to 600 first, then pumpkins, then mazes. This speeds up the megafarm upgrade. The state machine priority is now set: hay first, then carrots, then pumpkins, then mazes, then production. To reach the 3000-gold threshold for speed upgrades, the drone must first generate roughly 150 more weird substance so it can solve mazes immediately after expansion. The state machine is now set to a four-tier priority: carrot farming until 700, then mazes when gold is below 6000 and weird supply meets size, then pumpkins until 8000, with a fallback to balanced carrot sweeps. The speed upgrade will be purchased as soon as the drone reaches 500 carrots.
  229. 44m 15sbuy_upgrade upgrades=["expand"] · evidence
    result
    Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md.
    Game time: 44m 25s elapsed, 5h 15m 35s of budget remaining.
  230. 44m 25sthoughtI am stopping to write a comprehensive program. Research confirmed that expanding from 6x6 to 8x8 costs 100 resources. I will check the next expansion cost quickly before writing the program.
  231. 44m 25sstop_program
    result
    Program stopped.
    Game time: 44m 35s elapsed, 5h 15m 25s of budget remaining.
  232. 44m 35sthoughtI am writing a comprehensive program that avoids bugs. I will be careful with the maze solver. The farm expands to 8x8 grass. I am adding a fast grass-only sweep for hay emergencies. Now I am writing the file.
  233. 44m 35swrite_program name="farm" · evidence
    result
    Saved farm (120 lines).
    Game time: 44m 45s elapsed, 5h 15m 15s of budget remaining.
  234. 44m 45sthoughtA bug in pumpkin mode is being traced. The generic harvest logic was destroying pumpkins before they reached maturity. The fix skips pumpkin harvesting in mode 2 unless all pumpkins are fully grown. The old code already handled pumpkins correctly by waiting for full maturity. The new version broke this behavior. I will fix the bug now before running.
  235. 44m 45swrite_program name="farm" · evidence
    result
    Saved farm (115 lines).
    Game time: 44m 55s elapsed, 5h 15m 5s of budget remaining.
  236. 44m 55sthoughtRunning a 40-second test in carrot mode to verify functionality.
  237. 44m 55srun_program name="farm" seconds=40
    result
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +34, fertilizer -1, hay +214, pumpkin +6, water +16, weird_substance +130, wood +52.
    Game time: 45m 45s elapsed, 5h 14m 15s of budget remaining.
    Output:
    (none)
  238. 45m 45sthoughtCarrots produce 0.85 per second, yielding 2 each. That equals roughly 17 plants. Weird production looks solid. Wood is down because half of it converts to weird. Carrots need about 16 minutes to reach 900. Hay is surplusing by over 500 per 40 seconds. The current slot mix wastes that surplus with too much grass and trees. I will shift the layout to almost all carrots, using only a small fraction for grass and trees. Slot 0 will become carrots whenever hay exceeds 600. Slot 1 stays trees for weird production. Grass returns only when hay drops below 400. I will let the current program run until it reaches 500 carrots. That takes about 7.5 minutes at the present rate. Then I will buy speed and switch to the new layout. Hay will stay high enough for the tree upgrade. Hay will reach only about 3100 by the time carrots hit 500. That is below the 4800 needed for the tree upgrade. I will wait until carrots reach 550 instead.
  239. 45m 45swait seconds=500 until_resources={"carrot":550}
    result
    Waited 1m 40s (carrot reached 558). Program: farm running.
    Inventory change: carrot +424, fertilizer -14, hay +190, water +40, weird_substance +860, wood +1346.
    Game time: 47m 35s elapsed, 5h 12m 25s of budget remaining.
  240. 47m 35sthoughtCarrots are producing 4.24 per second. Weird and wood are now producing 8.6 and 13.4 per second. The farm has 558 carrots. Speed upgrades will be bought next to accelerate production further. Once the 900-carrot threshold is reached, mazes can be started for gold. Speed will be purchased first to avoid draining the remaining 58 carrots. The tree upgrade costs 4800 hay, which is not yet sufficient.
  241. 47m 35sbuy_upgrade upgrades=["speed"] · evidence
    result
    Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md.
    Game time: 47m 45s elapsed, 5h 12m 15s of budget remaining.
  242. 47m 45sthoughtSpeed is now 506%. The next upgrade level may cost more. Carrots are at 58. I will wait until they reach 900 before switching to gold mazes. That should take about 132 seconds. Then I plan to build roughly 150 mazes for about 9,600 gold. Building 150 mazes would take about 50 minutes. I will wait until gold reaches 2,500 instead. Before committing to that long run, I will test a single maze to verify the solver works and avoid burning weird resources if it is broken.
  243. 47m 45swait seconds=240 until_resources={"carrot":900}
    result
    Waited 2m 10s (carrot reached 900). Program: farm running.
    Inventory change: carrot +756, hay +438, water +52, weird_substance +380, wood +3334.
    Game time: 50m 5s elapsed, 5h 9m 55s of budget remaining.
  244. 50m 05sresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and cost of carrot…
  245. 50m 15sthoughtCarrots reached 900. The program is now entering the maze phase because gold is below 15,000 and weird resources are at least 8. I will wait 90 seconds to check if the maze is running and whether gold and weird resources are dropping. I am also weighing upgrades: grass, watering, and fertilizer. Fertilizer could double weird and gold fuel production. A carrot upgrade would double yield but also double hay costs. I will wait to verify the maze is running before buying anything, so I can see how inventory changes without interruptions.
  246. 50m 15swait seconds=90
    result
    Waited 1m 30s (time up). Program: farm running.
    Inventory change: fertilizer +18, gold +768, water +36, weird_substance -96.
    Game time: 51m 55s elapsed, 5h 8m 5s of budget remaining.
  247. 51m 55sthoughtMaze farming works. Gold production is +768. Weird resource drops by -96. Gold production is 8.5 per second. The megafarm upgrade costs 2000 gold, so I will wait until I reach 2500 gold before buying it.
  248. 51m 55swait seconds=200 until_resources={"gold":2500}
    result
    Waited 2m 56s (gold reached 2560). Program: farm running.
    Inventory change: fertilizer +35, gold +1728, water +70, weird_substance -208.
    Game time: 55m 2s elapsed, 5h 4m 58s of budget remaining.
  249. 55m 02sthoughtGold is at 2560, but something is still consuming it. Gold production is about 9.8 per second. I'll buy the megafarm upgrade and read the tutorial and spawn_drone documentation next.
  250. 55m 02sbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 55m 12s elapsed, 5h 4m 48s of budget remaining.
  251. 55m 12sdocs_read path="docs/unlocks/megafarm.md" show_hints=true
    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…
  252. 55m 22sthoughtMegafarm level 1 is active. max_drones() reveals the drone limit. Checking unlock details and max_drones() to confirm the drone limit. Multiple drones will farm pumpkins, carrots, and trees in parallel columns. The single drone will handle gold farming. Parallel maze exploration is too complex without shared memory. The plan is to farm pumpkins, carrots, trees, and sunflowers with all drones for linear scaling. Next step is checking the drone limit and whether megafarm level 2 is affordable with roughly 560 gold. Gold is now 2560. After spending 2000, roughly 600 remains. That likely cannot afford megafarm level 2. I will check the unlock cost.
  253. 55m 22sdocs_read path="unlocks/megafarm"
    result
    ## Megafarm
    Increase drone count further.
    2 => 4
    
    ### Unlock Cost [Current cost: gold=8000]
    
    [Tutorial](docs/unlocks/megafarm.md)
    Game time: 55m 32s elapsed, 5h 4m 28s of budget remaining.
  254. 55m 32sdocs_read path="functions/spawn_drone"
    result
    spawn_drone(function, *args)
    Spawns a new drone in the same position as the drone that ran the spawn_drone(function, *args) command. The new drone then begins executing the specified function. The rest of the arguments are copied and passed into the specified function. After the drone is done, it will disappear automatically.
    
    returns the handle of the new drone or None if all drones are already s…
  255. 55m 42sdocs_read path="functions/max_drones"
    result
    max_drones()
    
    returns the maximum number of drones that you can have in the farm.
    
    takes 1 tick to execute.
    
    example:
    while num_drones() < max_drones():
        spawn_drone(task)
        move(East)
    
    For more related information see: [Megafarm](docs/unlocks/megafarm.md)
    Game time: 55m 52s elapsed, 5h 4m 8s of budget remaining.
  256. 55m 52sthoughtThe farm currently supports 2 drones at Megafarm level 1. The next upgrade increases capacity to 4. Megafarm level 2 costs 8000 gold. The current production rate of roughly 10 gold per second makes this reachable in about 800 seconds. Weird items cost 8 gold each. The plan is to run the maze program until gold reaches 9000, purchase the upgrade, and continue. Weird stock is roughly 1320. That covers the 8000 gold upgrade and leaves a large buffer. The program will run mazes until weird stock drops below 8. It then falls back to pumpkins or carrots. When pumpkins are low and carrots are high, it sweeps pumpkins. When carrots drop below 900, it sweeps carrots to grow trees and produce more weird. I will wait 600 seconds to reach 9000 gold. Carrot and sunflower upgrades are deferred to avoid interrupting the gold rush. Fertilizer is the priority if wood is available, since it doubles weird production and sustains income. Grass and watering upgrades are also noted.
  257. 55m 52sobserve
    result
    Game time: 56m 2s elapsed, 5h 3m 58s of budget remaining.
    Program: farm (running).
    Inventory: hay 1750, wood 12540, carrot 952, pumpkin 300, weird_substance 1870, gold 1136, water 275, fertilizer 69.
    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: He=hedge, Tr=treas…
  258. 56m 02sthoughtI have 12,540 wood. I will spend 9,000 on fertilizer to double the fertilizer rate. I will let the mazes run until gold reaches 15,000. That requires roughly 29 minutes. I will wait until gold hits 8,500 to fund the next megafarm. I will buy grass seeds for 2,500 wood. That leaves 1,000 wood. Watering can wait. The program keeps running during purchases. The tree upgrade requires 4,800 hay. I only have 1,750. The carrot upgrade needs 1,250 wood. I will skip it too.
  259. 56m 02sbuy_upgrade upgrades=["fertilizer","grass"] · evidence
    result
    Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md.
    Bought grass, now level 4. Paid wood 2500.
    Game time: 56m 12s elapsed, 5h 3m 48s of budget remaining.
  260. 56m 12sthoughtWaiting for 9000 gold to accumulate.
  261. 56m 12swait seconds=1000 until_resources={"gold":9000}
    result
    Waited 15m 3s (gold reached 9008). Program: farm running.
    Inventory change: fertilizer +362, gold +7680, water +362, weird_substance -952.
    Game time: 1h 11m 25s elapsed, 4h 48m 35s of budget remaining.
  262. 1h 11mthoughtGold balance is 9008. Purchasing the megafarm upgrade for 8000. About 1000 gold remains. Fertilizer stockpiled at +362. The next megafarm level will be checked. Four drones will be added to quadruple farm production. Multi-drone maze solving is too complex for now. The for_all drone pattern spawns one drone per row. With four drones available, three can be used for parallel row execution while the fourth handles the remaining rows. Drones disappear after finishing their task, so they can be respawned for the next row. A cleaner multi-drone strategy is emerging. One drone per column would loop forever on its column, since drones disappear when their function returns. This avoids the timing issues of the row-based pattern. The initial multi-drone plan has a flaw. If each drone starts at the same position and moves east before farming, only four columns would be covered on an eight-column farm. The revised approach assigns each drone a specific starting column and has it farm that column indefinitely. The column assignment is refined to a stride pattern: drone i will farm columns i, i+4, and so on. A key realization is that inventory is global game state, not per-drone memory, so every drone can check the same stockpile and choose its own mode. The next step is figuring out how to identify each spawned drone by index. The main drone will act as a spawner. It repeatedly attempts to spawn a worker drone for one column, then moves east. When the drone limit is reached, the main drone itself performs that column. This keeps all four drones occupied without needing per-drone identification. The spawn overhead is only about four percent of total work time, so it is negligible. Each drone will decide what to do on a tile based on the global inventory and its position. For pumpkins, every tile must be pumpkin and all must be ready before any are harvested. Without shared memory between drones, this coordination is difficult. The plan is to have each drone plant pumpkins and replant dead ones. A single drone scanning the entire field for pumpkin readiness would race against others replanting. The simpler plan is to have each drone farm its assigned column, plant pumpkins, and replant dead ones without ever harvesting. A coordinator drone walking the full field periodically is still too racy. The standard multi-drone pumpkin algorithm is now being drafted: each drone loops through its column, tilling and replanting non-pumpkin tiles, and skipping any tile that is not yet ready for harvest. A concrete multi-drone pumpkin strategy is taking shape. Each drone will scan its assigned column and return whether that column is fully ready for harvest. The main drone can then collect these status signals from all four workers to determine when the entire field is ready for a single coordinated harvest. The column-scanning pumpkin function is drafted. It returns whether its assigned column is fully ready for harvest. Storing drone handles requires lists, which cost 500 carrots. With 952 carrots available, lists will be purchased. The concrete pumpkin pass is being drafted. A list will store drone handles. Each column is assigned to a worker or handled by the main drone. The main drone then waits for all workers to finish. If every column reports ready, it harvests once. The loop variable bug is harmless because the closure does not capture changing values. The fallback logic for failed spawns and successful spawns is verified. A race condition remains: the main drone moves east before the new worker moves north. The race condition is resolved because the main drone moves east before the child starts its column. A deadlock risk is avoided by ensuring the main drone never waits for itself. Harvesting the giant pumpkin works from any tile, so the main drone can call it from wherever it stands. For carrot and tree crops, each drone will independently maintain its assigned column without coordination. The main drone will farm all columns in a single pass, spawning up to four workers. Each worker calls `farm_column()` and moves east. A `maintain_tile()` helper checks harvest readiness and uses the tile's position modulo four to decide what to do next. Multi-drone mazes are abandoned because four explorers would duplicate work; one drone remains for maze solving. Lists will be purchased first to enable drone coordination, leaving 452 carrots. Sunflowers and pumpkins are deferred because they require more resources. The megafarm upgrade and multi-drone program will be written next. A 1.5x speed upgrade is also planned. The current single-drone program has not yet used its two available drone slots. Four drones will be deployed immediately after the megafarm and lists upgrades. A full rewrite is planned once those are purchased. With roughly four hours and forty-eight minutes remaining, mass production of all resources is the next priority, followed by sunflowers for power variety. Cactus sorting is planned next. It requires 5000 pumpkins and 2000 cactus to unlock dinosaurs and apples. Polyculture will be considered if it significantly boosts yields. Cactus mechanics are being reviewed while the new farm runs. Cactus sorting can be done in place with swap, so lists may not be needed. Dinosaur mechanics are now clear: a snake drone collects apples to grow its tail, and bones are harvested based on tail length. The multi-drone program will continue solving mazes for gold while the main farm runs. Wood is too low for the carrot upgrade or watering. The megafarm upgrade is also expensive, so only lists and megafarm will be purchased.
  263. 1h 11mbuy_upgrade upgrades=["megafarm","lists"] · evidence
    result
    Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md.
    Game time: 1h 11m 35s elapsed, 4h 48m 25s of budget remaining.
  264. 1h 11mthoughtWriting a multi-drone program to automate the farm. The program will run pumpkins and farm work in parallel while keeping mazes single-threaded. Carrot production is near 452, so the first priority is raising it to 1500. After that, the logic will shift to gold, then pumpkins, then mixed crops. Four drones should produce about 17 carrots per second. That clears the 1500-carrot threshold in under a minute. Weird production outpaces mazes. The current stockpile of 918 weird is worth 7344 gold, plus 1008 already on hand. This could fund the next megafarm upgrade. Fertilizer production is the real bottleneck, not drones. Four drones can only generate about 4.8 weird per second, but each maze consumes roughly 1.07 weird per second. The gold rate stays near 8.5 per second unless multiple drones tackle the same maze. Parallel mazes are unlikely to help because each drone would follow the same wall path. Pathfinding toward the treasure position might be slightly faster than a single drone, but it would not significantly improve throughput. A speed upgrade will raise gold production to 12.8 per second after the carrot threshold is cleared. Drones cannot farm during a maze because hedges replace the entire farm, so the plan alternates between production and mazes. Dictionaries cost 2500 pumpkins, and expanding to 12x12 costs 8000. Expanding the farm would not improve gold production. The larger area increases both maze solve time and gold reward by the same factor, so the gold-per-second rate stays flat. Since weird production already outpaces mazes, expanding is unnecessary unless weird becomes the limiting factor. A balanced duty cycle would spend roughly 82 percent of time on mazes and 18 percent on farming. That yields about 7 gold per second, with weird production barely keeping up with consumption. Reconsidering the 12x12 expansion: it would actually improve the gold rate. The larger area increases the gold reward per maze solve, so the same 8.5 gold-per-second throughput requires fewer weird units. That lowers the weird consumption rate and frees up more time for farming. The 12x12 expansion is skipped. Gold production would only rise by about six percent, which does not justify the eight thousand pumpkins. The immediate focus shifts to four drones, speed upgrades, yield improvements, and crop variety. Sunflower power will be added for diversity once that crop unlocks. Cactus requires 5000 pumpkins. Four drones can harvest one giant pumpkin in about 30 seconds, yielding roughly 12.8 pumpkins per second. That clears the 5000-pumpkin threshold in under six minutes. Carrot costs are minimal because each plant yields two. Carrot costs for pumpkins are only about 5.3 per second, which is sustainable alongside the current 17-carrot rate. The program will stockpile pumpkins up to 15000 to cover the cactus and dictionary upgrades. Code is being drafted with helper functions like `maybe_infect` and `maintain`. The `maintain` function now uses a slot-based rotation to distribute drone work. Every eighth tile plants a tree, low-hay tiles till and plant grass, and the rest plant carrots. A `farm_column` loop is being drafted to run this logic across the entire farm. `parallel_maintain` now spawns a drone for each column, falling back to the main drone if spawning fails. `column_pumpkins` harvests any non-pumpkin plants, tills the ground, and attempts to plant pumpkins. `parallel_pumpkins` now spawns a drone for each column, falling back to the main drone if spawning fails. It waits for all spawned drones to finish before attempting to harvest. Confirmed that `spawn_drone` accepts a function argument and that `.append` is available on lists. The program will use a `while True` loop and reuse the existing maze functions. Sunflower power mode will be added later, but it will only plant sunflowers once that crop is unlocked; otherwise the program will skip them to avoid errors. The running program is currently inside a maze, so it must be stopped before the new code can be written.
  265. 1h 11mstop_program
    result
    Program stopped.
    Game time: 1h 11m 45s elapsed, 4h 48m 15s of budget remaining.
  266. 1h 11mthoughtWriting a multi-drone program. A safe placeholder for power and sunflowers will be included.
  267. 1h 11mwrite_program name="farm" · evidence
    result
    Saved farm (141 lines).
    Game time: 1h 11m 55s elapsed, 4h 48m 5s of budget remaining.
  268. 1h 11mthoughtTesting for 30 seconds. Carrot stock is around 450, below the 2500 target, so parallel maintenance should keep production steady.
  269. 1h 11mrun_program name="farm" seconds=30
    result
    Ran farm for 30s of game time; it is still running.
    Inventory change: carrot +326, fertilizer -6, hay +1172, water +12, weird_substance +420, wood +88.
    Game time: 1h 12m 35s elapsed, 4h 47m 25s of budget remaining.
    Output:
    (none)
  270. 1h 12mthoughtCarrots are producing 10.9 per second. Hay is producing 39 per second. Weird is producing 14 per second. Four drones are running without errors. Hay production is surging because grass yield is at 800%. The tree upgrade costs 4800 hay and will be reached quickly. Carrots are near 776 and need about 158 seconds to hit 2500. After that the farm will spend time on mazes because gold is below 40000. Upgrades to buy include speed, sunflowers, pumpkin yield, and carrot yield. I will wait 160 seconds until carrots reach 2200. Then I will buy speed and sunflowers. I will also check if hay is enough for trees. Watering, dictionaries, polyculture, and cactus are on the list but not urgent.
  271. 1h 12mwait seconds=180 until_resources={"carrot":2200}
    result
    Waited 1m 28s (carrot reached 2202). Program: farm running.
    Inventory change: carrot +1270, fertilizer -41, hay +1654, water +35, weird_substance +1600, wood +694.
    Game time: 1h 14m 13s elapsed, 4h 45m 47s of budget remaining.
  272. 1h 14mthoughtCarrots produced 2202. Hay production increased by 1654. Hay production is now roughly 3400. I will buy the speed upgrade and sunflowers. I need to check wood for the carrot upgrade and watering. Then I will read the sunflower documentation.
  273. 1h 14mobserve
    result
    Game time: 1h 14m 23s elapsed, 4h 45m 37s of budget remaining.
    Program: farm (running).
    Inventory: hay 4922, wood 2056, carrot 2336, pumpkin 300, weird_substance 3338, gold 1072, water 716, fertilizer 397.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone.
    Entities: Ca=carrot, T…
  274. 1h 14mdocs_read path="unlocks/sunflowers"
    result
    ## Sunflowers
    Sunflowers and Power.
    
    plant(Entities.Sunflowers)
    
    ### Unlock Cost [Current cost: carrot=500]
    Game time: 1h 14m 33s elapsed, 4h 45m 27s of budget remaining.
  275. 1h 14mthoughtHay stock reached 4922, exceeding the 4800 needed for a tree upgrade. Wood is at 2056 and carrots at 2336. I will buy trees, speed, and sunflowers. The remaining hay is 122 and carrots are 836. A carrot upgrade would double the cost to 4 but also double yield. This could drain hay faster since grass tiles already produce 8 hay per harvest. The remaining hay will drop below 400, so grass tiles will cover the farm until stock recovers. I will buy the carrot yield upgrade next. Wood should still be sufficient afterward.
  276. 1h 14mbuy_upgrade upgrades=["trees","speed","sunflowers","carrots"] · evidence
    result
    Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md.
    Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md.
    Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md.
    Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 1h 14…
  277. 1h 14mthoughtSpeed is already maxed at level 5 (759%). Reviewed the sunflower tutorial and hints. The farm continues running.
  278. 1h 14mdocs_read path="docs/unlocks/sunflowers.md" show_hints=true
    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…
  279. 1h 14mdocs_read path="objects/sunflower"
    result
    ## Sunflower
    Sunflowers collect the power from the sun. Harvesting them will give you Items.Power.
    If you harvest a sunflower with the maximum number of petals you get bonus power.
    
    Base growth time between 5.6 and 8.4 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: carrot=1]
    
    For more related information see: [Sunflowers](docs/unlocks/sunflowers.md)
    Game time: 1h 15m 3s elapsed, 4h 44m …
  280. 1h 15mthoughtPower doubles drone speed. Power costs 1 per 30 actions. Sunflowers must be harvested one at a time, starting with the highest petal count, to maintain the 8x power bonus. A drone can scan a column for the sunflower with the most petals. It will return the position and petal count so the next drone can harvest it. The column scan also plants sunflowers on bare soil. The main program will find the global maximum petal count across all columns and move to one of those positions to harvest only that single sunflower. After each harvest, the drone must replant a sunflower. The exact power yield from the 8x bonus is unknown. It may scale with petal count or be fixed. Carrot costs for planting sunflowers are also unclear. The upgrade increases both yield and cost, so the price may have risen from one to four. Sunflower planting costs one carrot. The upgrade may not have raised this price. Four drones running at full speed drain power at roughly five units per second. The farm must produce more than that to stockpile energy while moving fast. Scanning all sixty-four sunflowers takes about thirteen seconds. Harvesting one maximum sunflower yields roughly eight power units, or only 0.6 per second. That is far below the five units per second the four drones consume. The true base power yield may instead be one hundred twenty, which would produce nine units per harvest and keep the farm running. A short test run will verify this. Stockpiling power is essential for both speed and score. The program will wait until hay recovers after the tree purchase, then enter sunflower mode once carrots exceed five hundred and power drops below twenty thousand. A forty-second test run will verify the sunflower harvest rate. A `move_to` helper is being added to navigate drones precisely to target coordinates. The plan is to run the sunflower column scan in parallel across all columns using multiple spawned drones, though merging results from the drone that also tracks its own position may be tricky. The mixed drone and result list is too messy. A single drone will test sunflower yield first, then the farm will scan all columns in parallel with four drones. The parallel sunflower scan is now implemented. One drone runs the column scan on its own tile while the rest are spawned across the columns. After all drones finish, the program compares the results to find the highest petal count and moves to that position. The program will only harvest one maximum sunflower per full scan. This may be too low power. The documentation says the 8x bonus applies to any maximum, so multiple maxima can be collected in one pass. The first version will return only one maximum sunflower position. If power is too low, the program will harvest every sunflower with at least fourteen petals or all current maxima instead. A two-pass sunflower strategy is being designed. First, a global maximum petal count will be found across all columns. Then every sunflower matching that maximum will be harvested in a second pass. This maximizes total power collected per scan. Harvesting every sunflower with the current maximum petal count in one pass will still yield the 8x bonus for each one. The penalty only applies when a smaller sunflower is harvested before a larger one, not when all equal maxima are collected together. The farm will run a six-tier priority loop. Hay stays above four hundred. Power stays above fifteen thousand and carrots above four hundred. Carrots stay above four thousand. Gold stays below fifty thousand with enough variety. Pumpkins stay above forty thousand when carrots exceed two thousand. Otherwise the drone maintains the current crop. Power is the top priority because the twox speed bonus accelerates every task. A forty-five second test run will verify sunflower power yields before the full economy is committed. Hay is only 122, so the farm will keep growing grass before switching to sunflowers. The upgrade has raised carrot planting costs by four times, but 800 carrots still cover sixty-four sunflowers. Power is confirmed as a valid item. The current program is being stopped and replaced with the updated sunflower strategy.
  281. 1h 15mstop_program
    result
    Program stopped.
    Game time: 1h 15m 13s elapsed, 4h 44m 47s of budget remaining.
  282. 1h 15mthoughtWriting an updated program that includes sunflowers.
  283. 1h 15mwrite_program name="farm" · evidence
    result
    Saved farm (194 lines).
    Game time: 1h 15m 23s elapsed, 4h 44m 37s of budget remaining.
  284. 1h 15mthoughtA closure bug was spotted: `pick()` captures the variable `best` from its enclosing scope. The closure over `best` likely fails because drone arguments are copied and shared memory is unavailable. I will refactor `pick_target` to accept the target as an argument and use a custom spawn for the pick pass. The pumpkin readiness check is correct. I will rewrite the sunflower function to fix the closure bug and replace the whole file. The program is stored in the game state, so I will use write_program to apply the fix. The updated parallel_sunflowers function removes the closure and instead passes the best target as an argument to each drone. The worker function calls are confirmed to work correctly with no arguments. I will write the updated program and run it for 40 seconds.
  285. 1h 15mwrite_program name="farm" · evidence
    result
    Saved farm (197 lines).
    Game time: 1h 15m 33s elapsed, 4h 44m 27s of budget remaining.
  286. 1h 15mthoughtRunning a 50-second test to check sunflower production. Hay may be low, so grass might be prioritized first.
  287. 1h 15mrun_program name="farm" seconds=50
    result
    Ran farm for 50s of game time; it is still running.
    Inventory change: carrot +99, fertilizer +20, hay +96, power +102.63, water +20, wood +320.
    Game time: 1h 16m 33s elapsed, 4h 43m 27s of budget remaining.
    Output:
    (none)
  288. 1h 16mthoughtPower production is roughly 2 per second. Hay mode likely reduced output, since hay production dropped from 96. Power is confirmed active at 102. Carrots and wood are the main outputs, with no weird resource. The 2x speed boost only requires positive power, so reaching 50k power would take over seven hours and is unnecessary. Power will be capped at 8000. This prevents it from monopolizing the farm for hours. The focus is shifting to pumpkins, gold, and cactus. The initial 50-second power reading likely included planting time. Waiting another 60 seconds to measure the steady-state rate once the field is fully established.
  289. 1h 16mwait seconds=60
    result
    Waited 1m (time up). Program: farm running.
    Inventory change: carrot -95, fertilizer +24, power +46.06, water +24.
    Game time: 1h 17m 43s elapsed, 4h 42m 17s of budget remaining.
  290. 1h 17mthoughtPower generation is only 0.77 per second. Power farming is consuming more than it produces. The 8x bonus may not be applying correctly, or growth and harvest timing are limiting output. Parallel harvests and equal petal counts should not trigger penalties. The 8x bonus might be skipped if most sunflowers are not yet fully grown. Scanning likely happens before sunflowers finish growing, so the best petal count stays zero and the program returns early. Each harvest may only yield 1 to 8 power, which explains the low total. The 8x bonus is likely working correctly. The base yield is probably 1 power per sunflower, so each harvest of the current maximum yields 8. The real bottleneck is that the program only collects the current maximum group and then waits for regrowth. It never gathers all flowers at once when several share the same highest petal count. A full generation should yield 512 power, or about 50 per second. The actual rate is far below that. The sunflower_pick function may be failing to target the correct flowers due to spawn argument issues. The best petal count may be computed correctly, but the pick function cannot reach flowers that are already not harvestable. Parallel replanting might also race with scanning and keep the best count low. I will check if I can afford the debug unlock to add print statements, or simply observe the farm directly to see whether sunflowers are growing and sitting unharvested.
  291. 1h 17mobserve
    result
    Game time: 1h 17m 53s elapsed, 4h 42m 7s of budget remaining.
    Program: farm (running).
    Inventory: hay 1740, wood 1532, carrot 1621, pumpkin 300, weird_substance 4542, gold 1200, water 800, fertilizer 452, power 209.81.
    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:…
  292. 1h 17mthoughtMany sunflowers are fully grown but remain unharvested. The sunflower harvester is failing to collect fully grown flowers. I am checking for bugs in the scan logic, drone target selection, and power mode. The drone scan is likely too slow. Four drones cover sixteen tiles per cycle, and each move takes roughly 0.055 seconds at max speed. This explains why fully grown sunflowers sit unharvested. The scan should finish in about two seconds, so the delay is not the issue. The program is running without errors. A race condition between multiple drones scanning simultaneously may be preventing harvests. The pick drone may be spawning with a None target because the best argument is not passed correctly. If the target is missing, the drone measures nothing and harvests nothing. This would explain why fully grown sunflowers remain unharvested. The 209 power total proves the pick drone did harvest some sunflowers. The previous version generated roughly 148 power before the rewrite, and the current version added another 60 seconds of output. This confirms the pick logic is functional and the stall is not caused by a broken target argument. The pick drone is clearly functional. The real bottleneck is the scan cycle. A full serial scan of 64 tiles takes roughly 12,800 ticks. At maximum speed and power, that equals about 3200 ticks per scan. That is far slower than the estimated two seconds. The math shows a full scan should finish in about 0.9 seconds, so the cycle is fast enough. The real problem is that each cycle only yields roughly 0.77 power, meaning the pick drone is not actually harvesting the flowers it finds. I suspect the pick drone starts before the scan drones have finished clearing the field, so it measures nothing or finds no harvestable targets. The scan waits for completion, so a race condition is ruled out. The field is full because the harvest cycle is far too slow. I am now investigating what is causing the cycle to drag on. Drone spawning takes only about 1600 ticks, so that is not the bottleneck. The scan logic and pick drone appear correct, with no infinite loops or slow entity checks. The real cause of the stalled harvests remains unclear. The drone positions look correct. The real issue may be that the harvester only collects fully grown sunflowers and ignores smaller ones. After each harvest, the field replants and grows new flowers, so the cycle repeatedly targets the highest petal count available. This means the drone is not actually picking up every mature flower. The two 15-petal sunflowers at (5,3) and (6,1) are still standing. This proves the pick drone is not harvesting them. The scan may be failing to recognize them as harvestable, or the pick logic is broken. The farm is clearly in sunflower mode, so the program is not running an old script. The pick drone should target 15-petal flowers correctly. I am now checking whether measure() or wait_for() might be returning a non-numeric value that breaks the harvest logic. I am now checking whether the main drone's own scan columns are being ignored when spawning fails. With four drones including the main unit, only three can be spawned at once. The fourth column is handled by the main drone itself, which may cause the best petal count to stay at zero or fail to update correctly. The most likely cause is that wait_for returns None. If the main drone never sees the 15-petal sunflowers, best stays at 12 and the pick drone only harvests 12-petal flowers. The 15-petal flowers would remain forever. I will test wait_for directly to verify it returns values correctly. I need debug unlock first, so I will buy it with the surplus hay and wood. I also considered letting each drone harvest its own column max, but that would miss the global best. A single drone could scan the entire field and walk to harvest all flowers. This would be slower but avoid the parallel drone issues entirely. A single drone can clear the entire field in roughly 20 seconds. That yields about 512 power per cycle, or roughly 2.8 power per second. This is far faster than the current 0.77 rate. I will rewrite the sunflower harvester to use one drone instead of four, since the parallel coordination is causing the stall. I am drafting a single-drone sunflower harvester that walks the entire field in one pass, tracking the highest petal count while planting and then harvesting all matching flowers. I will test this version without spawning drones to verify the power rate before committing to it. The single-drone harvester will first till and plant sunflowers, then scan the field to find the highest petal count. It will then walk back and harvest every matching flower in one pass. The single-drone harvester logic is confirmed correct. I will now replace the parallel sunflower function with this simpler version and test it for 40 seconds.
  293. 1h 17mstop_program
    result
    Program stopped.
    Game time: 1h 18m 3s elapsed, 4h 41m 57s of budget remaining.
  294. 1h 18mthoughtI'll write a more compact program. Multi-drone will handle maintenance and pumpkins. Single-drone sunflowers will be kept reliable. The power goal is lowered to 5000 first, then other resources. Cactus will be added after pumpkins.
  295. 1h 18mwrite_program name="farm" · evidence
    result
    Saved farm (168 lines).
    Game time: 1h 18m 13s elapsed, 4h 41m 47s of budget remaining.
  296. 1h 18mthoughtThe megafarm documentation suggested using the global keyword, but it might not work. Testing the global keyword now. If it fails, I'll switch to a different approach. Running for 40 seconds.
  297. 1h 18mrun_program name="farm" seconds=45
    result
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot -28, fertilizer +18, power +38.51, water +18.
    Game time: 1h 19m 8s elapsed, 4h 40m 52s of budget remaining.
    Output:
    (none)
  298. 1h 19mthoughtPower production remains minimal after 45 seconds. The drone likely spends most of its time walking. A full traversal covers 128 tiles, taking roughly 38 seconds per cycle. This leaves only about one harvest per 45-second interval. The drone completes one full cycle per 45 seconds. It harvests the highest-petals group for roughly 38 power. Clearing all nine tiers would take about 405 seconds. The walk time is the main bottleneck. Four drones could cut walk time to about 11 seconds per cycle, raising the rate to roughly 3.4 power per second. The earlier parallel run was actually slower because it failed to harvest the true maximum group. I will buy debug tools and test a simple wait_for call to find the bug. I will test whether wait_for returns values correctly by buying debug tools and running a simple drone program. If the output is 5, the return mechanism works and the bug lies elsewhere. I am also designing a parallel strategy where each drone only harvests the absolute maximum petal count, then drops to the next tier if that peak is absent. I will pass each drone a hardcoded petal target via spawn_drone. Every drone then harvests only sunflowers with that exact petal count in its column. The main loop cascades from 15 down to 7, so lower tiers are never touched while higher ones still exist. This removes the need for any scanning logic. The parallel worker will move east after each column, spawning a drone for that column or running locally if spawning fails. The main loop will cascade through petals 15 down to 7. Parallel four-drone sweeps could clear all sunflowers in about 54 seconds. That yields roughly 9.5 power per second, or over 500 total. The main risk is that spawning may not actually accelerate the walk. A single drone cannot harvest all petals in one pass because higher-petaled sunflowers may sit on other columns. Nine global passes remain necessary. I will plant missing sunflowers during each pass. Repeating nine full walks when nothing is ready wastes time, so I should skip empty passes. I will cap the sunflower harvest at 5000 power. That target takes about nine minutes at the current rate, so I will switch to pumpkins, gold, and cactus for variety once reached. Drone actions consume power too, so the net yield may be slightly lower. I will rewrite the sunflower logic more compactly and remove the global scan. The first version targets 3000 power before switching to pumpkins for variety. I will run this for 60 seconds to measure the actual rate.
  299. 1h 19mwrite_program name="farm" · evidence
    result
    Stop the program before editing it.
  300. 1h 19mthoughtThe program appears to still be running despite the earlier stop command. The stop command was issued before the previous write. The program was then started again and needs to be stopped once more.
  301. 1h 19mstop_program
    result
    Program stopped.
    Game time: 1h 19m 28s elapsed, 4h 40m 32s of budget remaining.
  302. 1h 19mthoughtI will write a new program.
  303. 1h 19mwrite_program name="farm" · evidence
    result
    Saved farm (162 lines).
    Game time: 1h 19m 38s elapsed, 4h 40m 22s of budget remaining.
  304. 1h 19mthoughtRunning a 60-second test to measure power output.
  305. 1h 19mrun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot -321, fertilizer +24, power +440.92, water +24.
    Game time: 1h 20m 48s elapsed, 4h 39m 12s of budget remaining.
    Output:
    (none)
  306. 1h 20mthoughtPower production is 7.35 per second. Carrots are at -321. High-to-low harvest ordering works. Reaching 4000 power needs about 7.6 minutes, but that would likely exhaust the 1300-carrot stock. The plan is to stop sunflowers when carrots drop below 150, farm them instead, then resume. A higher target of 20000 power would take roughly 45 minutes, which is a large chunk of the remaining budget, though it also doubles speed. The program will run until it hits the 4000 power cap, then switch to farming carrots. I will read the cactus and dinosaur documentation in parallel while the farm runs. The polyculture tutorial is not yet unlocked. The next upgrade target is pumpkin. Pumpkin production is needed to unlock cactus and polyculture. Dictionaries require 2500 pumpkins, utilities need 1000, and timing needs debugging plus 1000. Waiting for the power farm to reach its target.
  307. 1h 20mwait seconds=700 until_resources={"power":4000}
    result
    Waited 9m 24s (power reached 4014.90). Program: farm running.
    Inventory change: carrot -928, fertilizer +219, hay +3364, power +3287.89, water +226, weird_substance +460, wood +1832.
    Game time: 1h 30m 23s elapsed, 4h 29m 37s of budget remaining.
  308. 1h 30mthoughtPower is at 4014. The program will switch to carrots since power meets the threshold and carrots may be below 12000. Hay, wood, and weird resources are producing well during the carrot recovery phase. I will observe inventory and research to buy upgrades next. Then I will push pumpkins, cactus, bones, and gold. Production targets need raising for the remaining 4.5 hours. I am also checking whether the score reflects cumulative harvest or current inventory. Power drains continuously while farming. Four drones at high speed burn roughly 5 power per 30 actions, so the current 4000 will last only about 13 minutes. Once it hits zero, the 2x multiplier stops and production collapses. I must conserve power carefully or switch to slower, more efficient operations. I will save a large sunflower run for the very end to refill power and keep the 2x multiplier active. This maximizes the final score. I will wait 30 seconds on carrot farming to measure the exact power drain rate. A few hundred power buffer will keep the 2x multiplier active during the middle of the run.
  309. 1h 30mobserve
    result
    Game time: 1h 30m 33s elapsed, 4h 29m 27s of budget remaining.
    Program: farm (running).
    Inventory: hay 5092, wood 3352, carrot 223, pumpkin 300, weird_substance 5002, gold 1200, water 1104, fertilizer 749, power 4081.33.
    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…
  310. 1h 30mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable
      ## Cactus Cactus! plant(Entities.Cactus)
    carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/unlocks/carrots.md
      ## Carrots Increases the yield and …
  311. 1h 30mthoughtUpgrading the megafarm to 8 drones costs 32000 gold. The 8-drone megafarm upgrade is the top priority. It doubles throughput and leaves leftover gold. Several other upgrades are blocked by resource shortages. Carrots must be farmed first to unlock pumpkins. Hay, wood, and pumpkins are also needed for other upgrades. The plan starts with building carrots to 3000 using 4 drones. Mazes will generate roughly 40,000 gold before the 8-drone upgrade. The 78-minute conversion time is acceptable because the remaining 3.2 hours of game time would otherwise be wasted. With speed and power both doubled, each maze now runs about three times faster than the earlier 7.5-second estimate. Maze time is now estimated at roughly 26 minutes. The program loop will be reordered to prioritize gold generation when weird stockpiles are high, ahead of carrot farming. This shift risks draining power during the long maze runs. Power drain during mazes is estimated at roughly 2 to 10 units per second. A 26-minute run would consume about 3,100 power, leaving enough for the doubled production rate. The watering upgrade is skipped because drone capacity is the limiting factor rather than growth speed. The program will now prioritize mazes to reach 35,000 gold before purchasing the 8-drone upgrade.
  312. 1h 30mstop_program
    result
    Program stopped.
    Game time: 1h 30m 53s elapsed, 4h 29m 7s of budget remaining.
  313. 1h 30mthoughtI'll write a shorter version with the same functions but a new main loop.
  314. 1h 30mwrite_program name="farm" · evidence
    result
    Saved farm (168 lines).
    Game time: 1h 31m 3s elapsed, 4h 28m 57s of budget remaining.
  315. 1h 31mthoughtStarting the farm and waiting for 36,000 gold. This may take 15 to 40 minutes. Running a 60-second test to measure gold production and power drain.
  316. 1h 31mrun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: fertilizer +24, gold +1280, power -60.66, water +24, weird_substance -168.
    Game time: 1h 32m 13s elapsed, 4h 27m 47s of budget remaining.
    Output:
    (none)
  317. 1h 32mthoughtGold production reached 21.3 per second. Gold production is 8 per second. We have enough weird to reach the gold target before the time limit.
  318. 1h 32mwait seconds=1800 until_resources={"gold":36000}
    result
    Waited 20m 58s (gold reached 36016). Program: farm running.
    Inventory change: fertilizer +503, gold +33280, power -1273.72, water +503, weird_substance -4152.
    Game time: 1h 53m 21s elapsed, 4h 6m 39s of budget remaining.
  319. 1h 53mthoughtGold has reached 36,016. Power dropped by 1,274 but remains near 2,800. The megafarm upgrade costs 32,000 gold. After purchase, roughly 4,000 gold will remain. Eight drones will spawn automatically on the next parallel task. The program will stop mazes and begin growing carrots. Carrots are still below the 5,000 target. Pumpkins will be built massively once enough resources are accumulated. The next megafarm upgrade may raise capacity from 8 to 16 drones. Cactus and dinosaur crops are planned for later. The current megafarm purchase will be made now, followed by a check of the next upgrade cost.
  320. 1h 53mbuy_upgrade upgrades=["megafarm"] · evidence
    result
    Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md.
    Game time: 1h 53m 31s elapsed, 4h 6m 29s of budget remaining.
  321. 1h 53mthoughtChecking the next megafarm cost and current mode. Eight drones are now farming carrots. I will read the unlock status and wait to check the production rate.
  322. 1h 53mdocs_read path="unlocks/megafarm"
    result
    ## Megafarm
    Increase drone count further.
    8 => 16
    
    ### Unlock Cost [Current cost: gold=128000]
    
    [Tutorial](docs/unlocks/megafarm.md)
    Game time: 1h 53m 41s elapsed, 4h 6m 19s of budget remaining.
  323. 1h 53mthought128,000 gold at 21 gold per second equals 6,000 seconds, or 100 minutes. Eight drones are better than sixteen. The 16-drone path needs 24 drone-hours, while the current path yields 32.8. More production time wins. Mass production is starting. Carrots will feed pumpkins, hay, and wood. Pumpkins are the top priority because they unlock cactus and polyculture. The pumpkin upgrade doubles yield but also doubles plant cost. With 1000 carrots available, the extra pumpkins are worth the doubled input. Carrots are at 223. I will wait 180 seconds to reach 2000 and measure the 8-drone production rate.
  324. 1h 53mwait seconds=120
    result
    Waited 2m (time up). Program: farm running.
    Inventory change: fertilizer +48, gold +3776, power -121.49, water +48, weird_substance -472.
    Game time: 1h 55m 51s elapsed, 4h 4m 9s of budget remaining.
  325. 1h 55mthoughtThe farm is still generating mazes. Gold production reached 3776, but weird resources dropped by 472. Gold dropped below the 36000 threshold after spending, so the program returned to mazes. I will raise the gold target and stop the loop to update the condition. The new loop prioritizes hay, carrots, and sunflowers first. Pumpkins come next once carrots exceed 2000. Gold production is only triggered when weird resources match the farm size. I will rewrite the full program now.
  326. 1h 55mstop_program
    result
    Program stopped.
    Game time: 1h 56m 1s elapsed, 4h 3m 59s of budget remaining.
  327. 1h 56mthoughtUpdating the while loop by writing the same functions. Importing would cost 80 carrots, so I'll rewrite the while loop directly. I'll plant pumpkins first and add cactus farming once that upgrade unlocks. Hay is now prioritized over grass. Grass only gets a slot when hay is below 1500. Once hay reaches 20000, the second slot switches to carrots. Writing the updated file.
  328. 1h 56mwrite_program name="farm" · evidence
    result
    Saved farm (158 lines).
    Game time: 1h 56m 11s elapsed, 4h 3m 49s of budget remaining.
  329. 1h 56mthoughtRunning a program to measure the carrot production rate. Will buy a pumpkin upgrade if possible.
  330. 1h 56mrun_program name="farm" seconds=45
    result
    Ran farm for 45s of game time; it is still running.
    Inventory change: carrot +1700, fertilizer -26, hay +8260, power -237.76, water +18, weird_substance +1920, wood +524.
    Game time: 1h 57m 6s elapsed, 4h 2m 54s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: farm_column <- maintain
    plant(Entities.Carrot)
         ^^               
    --------------------------…
  331. 1h 57mthoughtEight drones are producing 1,700 carrots in 45 seconds. That is roughly 37 per second. Hay production is 184 per second. Weird resource is 42.7 per second. Wood production is low. Power drains at 5.3 per second. The remaining 2,448 power will last about 7.7 minutes. Hay is nearly enough for the tree upgrade. Weird production spiked because the fertilizer stockpile was nearly empty. Sunflowers will be planted next to stop the power drain. The tree upgrade is planned for when hay hits 19,200. The pumpkin upgrade is planned for when carrots hit 1,000. A 40-second wait should cover the remaining hay gap.
  332. 1h 57mwait seconds=40
    result
    Waited 40s (time up). Program: farm running.
    Inventory change: carrot +1556, fertilizer -26, hay +6112, power -214.11, water +16, weird_substance +1640, wood +448.
    Game time: 1h 57m 56s elapsed, 4h 2m 4s of budget remaining.
  333. 1h 57mthoughtHay production reached 19,464. This covers the 19,200 cost for tree upgrade 1. Carrot production reached 3,479. This covers the 1,000 cost for pumpkin upgrade 1. Power is dropping to about 2,200. Both upgrades will be bought now. After that, the program may need to switch to sunflowers if power falls below 8,000.
  334. 1h 57mbuy_upgrade upgrades=["trees","pumpkins"] · evidence
    result
    Bought trees, now level 5. Paid hay 19200. 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: 1h 58m 6s elapsed, 4h 1m 54s of budget remaining.
  335. 1h 58mthoughtHay stock is roughly 264. Carrot stock is roughly 2,479. Hay is below 800, so the program will rebuild it first. After that, power becomes the priority once it drops below 6,000. Carrots and pumpkins follow. The priority loop is being rewritten. Hay will be maintained until it hits 1,000. Power will be the next target at 15,000. Carrots will be maintained until 15,000. Pumpkins will be the final focus until 200,000. Eight drones should produce about 14 power per second net. This gives roughly 18 minutes to reach the power goal. Eight drones should yield about 52 pumpkins per second with the doubled yield upgrade. Reaching 100,000 pumpkins would take roughly 17 minutes. The priority loop is being simplified to power first, then pumpkins. Carrot costs for pumpkin planting will also double under this upgrade. Hay will be maintained until it reaches 1,200. Power will be raised to 20,000 before pumpkins begin. Carrots will be kept at 6,000. Pumpkins will run until 250,000. Sunflowers use carrots, so that resource must be preserved. A safety check will be added to ensure at least 300 carrots remain before sunflower planting begins. The program is being updated now.
  336. 1h 58mstop_program
    result
    Program stopped.
    Game time: 1h 58m 16s elapsed, 4h 1m 44s of budget remaining.
  337. 1h 58mthoughtRewriting the program with new priorities. Only the loop will change.
  338. 1h 58mwrite_program name="farm" · evidence
    result
    Saved farm (105 lines).
    Game time: 1h 58m 26s elapsed, 4h 1m 34s of budget remaining.
  339. 1h 58mthoughtStarting the farm and waiting for 25,000 power or a long time. Testing a 60-second power rate with 8 drones and sunflowers. Hay may be low initially, so sunflowers will be prioritized.
  340. 1h 58mrun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: carrot -448, fertilizer +36, hay +160, power +527.71, water +36, wood +960.
    Game time: 2h 6s elapsed, 3h 59m 54s of budget remaining.
    Output:
    (none)
  341. 2h 00mthoughtPower generation is 5.9 per second net. Carrots are at -448. Hay production is too low to continue. Power generation will run for about an hour to reach 25000, then pumpkins will take over for the remaining three hours. Lowering the power target to 8000 would let pumpkins start sooner. But continuous power drain during other activities could deplete the stock and lose the double bonus before the final push. A burst strategy is better than a single long power phase. The plan is to farm pumpkins in bursts, then immediately return to sunflowers whenever power drops below 8000. This keeps the double bonus active and prevents the stock from running out before the final push. A simple threshold would make the farm flip between modes every loop. Hysteresis is needed instead: power will build to 12000, then pumpkins will run until power drops below 4000, then refill begins again. This keeps the double bonus active and ensures a large power stock at the end. Power will build to 12000 over roughly 25 minutes, then pumpkins will run for about 27 minutes before the cycle repeats. This splits the remaining four hours evenly between both resources. Cactus and bones will be added once pumpkins exceed 8000. The current power loop still needs to reach 25000. The hysteresis loop is being implemented now. A cactus placeholder will be added for when that crop unlocks. Hay costs for the next tree upgrade will be checked after purchase. The hysteresis loop is now fully drafted. It switches to pumpkins once power hits 12000 and returns to sunflowers when power drops below 4000. Parallel maintenance will run if hay or carrots fall too low. The current power stock of roughly 2700 means the refill phase will last about 26 minutes.
  342. 2h 00mstop_program
    result
    Program stopped.
    Game time: 2h 16s elapsed, 3h 59m 44s of budget remaining.
  343. 2h 00mthoughtWriting a hysteresis version of the program while keeping the existing functions.
  344. 2h 00mwrite_program name="farm" · evidence
    result
    Saved farm (109 lines).
    Game time: 2h 26s elapsed, 3h 59m 34s of budget remaining.
  345. 2h 00mthoughtRunning the program and waiting for power generation and pumpkin growth to begin. Waiting 600 seconds to check power and pumpkin progress. Will buy upgrades if pumpkins are high.
  346. 2h 00mrun_program name="farm" seconds=30
    result
    Ran farm for 30s of game time; it is still running.
    Inventory change: carrot -217, fertilizer +12, power +280.15, water +12.
    Game time: 2h 1m 6s elapsed, 3h 58m 54s of budget remaining.
    Output:
    (none)
  347. 2h 01mthoughtPower output improved to 9.3 per second. Carrot production will interrupt the power build. I'll wait 20 minutes to reach 15000 power, then check inventory. The maintain phase can quickly replace any lost carrots.
  348. 2h 01mwait seconds=900
    result
    Waited 15m (time up). Program: farm running.
    Inventory change: carrot -1503, fertilizer +351, hay -3832, power +4882.07, water +360, weird_substance +1000, wood +12528.
    Game time: 2h 16m 16s elapsed, 3h 43m 44s of budget remaining.
  349. 2h 16mthoughtPower production reached 4882 at the 15-minute mark, bringing total power to roughly 8660. Power is still below the 15000 target. Wood and weird resources are accumulating, but hay is being spent on carrots. Waiting another 1200 seconds should push power toward that threshold.
  350. 2h 16mwait seconds=1200
    result
    Waited 20m (time up). Program: farm running.
    Inventory change: carrot -150, fertilizer +454, hay -72, power +5289.55, water +480, weird_substance +2160, wood +14680.
    Game time: 2h 36m 26s elapsed, 3h 23m 34s of budget remaining.
  351. 2h 36mthoughtPower totals 13,950. Wood is at 14,680. Carrots and hay are nearly flat. I will wait a few more minutes to check if pumpkins have started.
  352. 2h 36mwait seconds=300
    result
    Waited 5m (time up). Program: farm running.
    Inventory change: carrot -6, fertilizer +115, hay -284, power +1302.46, water +120, weird_substance +360, wood +6188.
    Game time: 2h 41m 36s elapsed, 3h 18m 24s of budget remaining.
  353. 2h 41mthoughtPower output is now roughly 15,250. The farm still produces carrots instead of pumpkins because the pumpkin line is not yet active. The pumpkins branch is blocked because the program requires at least 2,000 carrots. Sunflowers consume nearly all of them, so the stock never reaches that threshold and the farm remains stuck in maintenance mode. The phase variable may still be stuck on "power" because the starting estimate was too high. If the farm began with a lower power level, it never crossed the 15,000 threshold and never switched to pumpkins. I will observe the actual numbers now.
  354. 2h 41mobserve
    result
    Game time: 2h 41m 46s elapsed, 3h 18m 14s of budget remaining.
    Program: farm (running).
    Inventory: hay 3224, wood 39580, carrot 1980, pumpkin 300, weird_substance 10338, gold 8368, water 2813, fertilizer 2277, power 14522.58.
    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.
    En…
  355. 2h 41mthoughtPower is 14,522 and carrots are 1,980. Both remain just below their thresholds. The program oscillates around the 2,000-carrot and 15,000-power thresholds. Maintaining while below 2,000 carrots drains power below 15,000. Once carrots exceed 2,000, sunflowers run until power clears 15,000 or carrots fall back below 2,000. Sunflowers drain carrots while power rises. The loop check happens at the start of each cycle, so power can clear 15,000 during a long sunflower burst. Once that happens, the next loop switches to pumpkins and the oscillation resolves. Wood has reached 39,580. Grass and watering upgrades are now affordable. The carrot upgrade is also within reach. Hay is still low at 3,224. Grass, watering, and carrot yield upgrades will be purchased next. Hay may tighten once the carrot upgrade doubles plant costs. The farm will wait for pumpkins to begin.
  356. 2h 41mbuy_upgrade upgrades=["grass","watering","carrots"] · evidence
    result
    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.
    Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md.
    Game time: 2h 41m 56s elapsed, 3h 18m 4s of budget remaining.
  357. 2h 41mthoughtWaiting for pumpkins to start flowing.
  358. 2h 41mwait seconds=600 until_resources={"pumpkin":5000}
    result
    Waited 3m 8s (pumpkin reached 5160). Program: farm running.
    Inventory change: carrot -187, fertilizer +71, hay +696, power +271.88, pumpkin +4860, water +150, weird_substance +160, wood +616.
    Game time: 2h 45m 14s elapsed, 3h 14m 46s of budget remaining.
  359. 2h 45mthoughtPumpkin production reached 4,860 in 188 seconds, yielding 25.8 per second. I have 5,160 pumpkins. I will buy cactus first for variety, then wait to accumulate enough for polyculture too. I will wait until 12,000 pumpkins are ready. Then I will buy cactus, polyculture, dictionaries, and utilities in one batch. I also plan to read the cactus documentation and implement cactus farming for the bones path.
  360. 2h 45mwait seconds=400 until_resources={"pumpkin":12000}
    result
    Waited 2m 14s (pumpkin reached 12380). Program: farm running.
    Inventory change: carrot -198, fertilizer +46, hay -16, power -564.15, pumpkin +7124, water +108, weird_substance +320, wood +1392.
    Game time: 2h 47m 38s elapsed, 3h 12m 22s of budget remaining.
  361. 2h 47mthoughtPumpkin production reached 12,380. Power dropped by 564 during the pumpkin phase. Planning to buy cactus, polyculture, dictionaries, and utilities for 11,500. Will read the cactus and polyculture tutorials next.
  362. 2h 47mbuy_upgrade upgrades=["cactus","polyculture","dictionaries","utilities"] · evidence
    result
    Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md.
    Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Bought dictionaries, now level 1. Paid pumpkin 2500. Its tutorial is docs page docs/scripting/dicts.md.
    Bought utilities, now level 1. Paid pumpkin 1000.
    Game time: 2h 47m 48s elapsed, 3h 12m 12s …
  363. 2h 47mdocs_read path="docs/unlocks/cactus.md" show_hints=true
    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 `…
  364. 2h 47mdocs_read path="docs/unlocks/polyculture.md" show_hints=true
    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…
  365. 2h 48mthoughtPolyculture yields 5 before upgrades and doubles with each upgrade. Companion planting multiplies yields for trees, carrots, grass, and bushes. Pumpkins and sunflowers do not receive companions. A tree producing 40 wood at 800% yield would produce 200-400 wood with the companion bonus. The next step is to implement companion planting for trees and carrots. A companion planting strategy is being drafted. The plan plants a crop, fetches its companion, and moves to that exact position to place it. Multiple drones moving away and back would cause chaos, so the approach avoids swaps and relies on precise companion placement. A single drone with a 10x companion multiplier could outperform eight drones without it. The recursive companion logic risks infinite loops. A simpler multi-drone strategy is being considered: each drone plants its tile, then attempts to place the companion at the target location. Partial companion satisfaction still yields 5-10x. Cactus is now the top priority. A full 8x8 field harvests 4096 cactus, nearly enough for dinosaurs. Multiple harvests will generate massive cactus supply. The plan is to sort the entire field and harvest it repeatedly. The plan is now five-tiered: polyculture for wood and carrots, pumpkins for volume, cactus sorting for massive yield, dinosaurs for bones, and power maintenance. A bubble-sort strategy is being drafted for the cactus field: plant all cacti, wait for full growth, then sort rows left-to-right and columns bottom-to-top before harvesting. The cactus sorting strategy is now concrete. Sorting rows left-to-right first prevents columns from unsorting them, so the drone will sort each row ascending west to east, then each column ascending south to north. A bubble-sort swap function is being drafted for this process. The bubble-sort algorithm is now fully specified. Each pass moves east to west, swapping adjacent cacti when the right one is larger, then returns west. This repeats for every row and column until all items are sorted. A question remains about whether swaps can occur while the cacti are still growing. Cactus sizes are fixed at planting, so sorting can begin before full growth. The drone will wait until every cactus is ready for harvest. A concrete `ensure` helper is being drafted for polyculture: it checks the current tile, harvests if possible, handles ground for carrots and grass, and plants the requested entity. The `ensure` helper now includes a till-to-grassland fallback for soil tiles. A concrete `polyculture_pass` is being drafted: it harvests ready trees and carrots, then plants trees on even-positioned squares and grass on odd-positioned squares. The `polyculture_pass` now includes companion logic. After planting a crop, it fetches the companion target position and saves the current coordinates. It then moves east or west to reach that exact tile. The companion placement logic now moves the drone north or south to reach the target tile. If the companion is missing, it harvests the current crop and prepares the ground by tilling soil for grass or handling carrots. The companion placement logic is now fully drafted. It returns to the saved coordinates after each swap. The extra movement per tile is acceptable because the 10x yield multiplier outweighs the slowdown. Multiple drones would fight over tiles. The multi-drone companion strategy is now chosen over a single drone. Drones will race to plant crops on shared tiles, accepting some misses. If the result is too chaotic, the plan falls back to a simpler approach. The remaining time is 3 hours and 12 minutes. The plan is to add polyculture to the main maintenance loop, then run a dedicated cactus sorting phase, and finally unlock dinosaurs. The cactus cost, growth rate, polyculture upgrade cost, and swap mechanics need quick review while the farm runs. Dinosaurs require 2000 cactus to unlock and turn the drone into a snake that eats apples. Dinosaur mechanics are now clear: measure() reveals the next apple, moving extends the tail without self-collision, and bones scale with tail length. The cactus plant cost and polyculture upgrade price still need verification.
  366. 2h 48mdocs_read path="objects/cactus"
    result
    ## Cactus
    Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested.
    
    Base growth time between 1 and 1 seconds.
    Can grow on soil.
    
    ### Plant Cost [Current cost: pumpkin=2]
    Game time: 2h 48m 18s elapsed, 3h 11m 42s of budget remaining.
  367. 2h 48mdocs_read path="unlocks/polyculture"
    result
    ## Polyculture
    Increases the yield multiplier of polyculture.
    1000% => 2000%
    
    ### Unlock Cost [Current cost: bone=10000]
    
    [Tutorial](docs/unlocks/polyculture.md)
    Game time: 2h 48m 28s elapsed, 3h 11m 32s of budget remaining.
  368. 2h 48mdocs_read path="functions/swap"
    result
    swap(direction)
    Swaps the entity under the drone with the entity next to the drone in the specified direction.
    Doesn't work on all entities.
    Also works if one (or both) of the entities are None.
    
    returns True if it succeeded, False otherwise.
    
    takes 200 ticks to execute on success, 1 tick otherwise.
    
    example:
    swap(North)
    
    For more related information see: [Cactus](docs/unlocks/cactus.md)
    Game time…
  369. 2h 48mdocs_read path="functions/get_companion"
    result
    get_companion() 
    Get the preferred companion of the plant under the drone.
    
    returns a tuple of the form (companion_type, (companion_x_position, companion_y_position))
    
    takes 1 tick to execute.
    
    example:
    companion = get_companion()
    if companion != None:
        plant_type, (x, y) = companion
        print("Companion:", plant_type, "at", x, ",", y)
    
    For more related information see: [Polyculture](docs/unloc…
  370. 2h 48mthoughtPolyculture is currently at 1000% and will reach 2000% with the next upgrade. Cactus grows in one second and yields 4096 items per plant. Sorting requires roughly 1000 bubble sort operations. Upgrading to 20x costs 10000 bones. A tiered program will prioritize cactus sorting, then sunflowers, then pumpkins, then polyculture. Cactus yields roughly 4096 items per minute, which may be enough to fund the next upgrade. Drafting the cactus automation program. It plants cacti in columns, waits for growth, and begins implementing row sorting. The row sorting routine is now fully drafted. It moves to each row, performs bubble sort passes, and returns to the origin. Column sorting is next. Column sorting is now fully drafted. A harvest routine is also ready. The plan is to sort the cactus grid once, then harvest from any sorted plant. Sorting will use ascending order: west to east for rows, south to north for columns. The hint confirms that sorting columns after rows will not disturb the row order. Only one drone should handle cactus sorting to avoid conflicts; planting can run in parallel. Each cactus plant costs 2 pumpkins. Pumpkin reserves are ample at 26 per second. Power is 14500 and draining. The cactus program will run until the stock reaches 3000, then dinosaurs will be purchased and the tutorial read. The cactus program will run in a loop with four stages: cactus sorting, sunflowers, pumpkins, and polyculture maintenance. Cactus sorting uses one drone to avoid conflicts. The code checks item counts before each phase and retries if planting fails due to insufficient pumpkins. A helper function will verify that every cactus tile is fully grown before sorting begins. It walks the grid and harvests any ready plants, tills bare ground, and replants missing cacti to ensure the field is completely mature. The cactus automation will run for 90 seconds. It will stop and restart the current program first. The goal is to reach 8000 cacti before purchasing dinosaurs.
  371. 2h 48mstop_program
    result
    Program stopped.
    Game time: 2h 48m 58s elapsed, 3h 11m 2s of budget remaining.
  372. 2h 48mthoughtWriting a cactus program with pumpkin and sunflower fallbacks to keep production running if cactus stalls.
  373. 2h 48mwrite_program name="farm" · evidence
    result
    Saved farm (100 lines).
    Game time: 2h 49m 8s elapsed, 3h 10m 52s of budget remaining.
  374. 2h 49mthoughtRunning a 120-second test to verify whether cactus works. Sorting an 8x8 grid requires roughly 1,800 moves. The test will be extended to 180 seconds.
  375. 2h 49mrun_program name="farm" seconds=180
    result
    Ran farm for 3m of game time; it is still running.
    Inventory change: cactus +8192, fertilizer +72, power -182.15, pumpkin -184, water +144.
    Game time: 2h 52m 18s elapsed, 3h 7m 42s of budget remaining.
    Output:
    (none)
  376. 2h 52mthoughtCacti produced 8192 in 180 seconds, yielding two full harvests. Pumpkin costs about 92 per cycle. I will buy dinosaurs now and read the tutorial. Then I will check if a cactus yield upgrade is worth it.
  377. 2h 52mbuy_upgrade upgrades=["dinosaurs"] · evidence
    result
    Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 2h 52m 28s elapsed, 3h 7m 32s of budget remaining.
  378. 2h 52mdocs_read path="docs/unlocks/dinosaurs.md" show_hints=true
    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 …
  379. 2h 52mdocs_read path="unlocks/cactus"
    result
    ## Cactus
    Increases the yield and cost of cactus.
    100% => 200%
    
    ### Unlock Cost [Current cost: pumpkin=20000]
    
    [Tutorial](docs/unlocks/cactus.md)
    Game time: 2h 52m 48s elapsed, 3h 7m 12s of budget remaining.
  380. 2h 52mthoughtTail length scales quadratically with bone count. An 8x8 farm yields 4096 bones. Polyculture costs 10,000 bones. I need to read the apple cost first. The plan is to clear the farm, equip the dinosaur hat, and traverse the 8x8 grid in a snake pattern without wrapping because the drone cannot cross farm borders. The snake path will alternate east and west rows, turning north when the edge is reached. After finishing, the drone will switch back to the straw hat to harvest its tail. The farm must be cleared first so apples can spawn. I have 6,192 cactus. I will read the apple cost before starting the snake run. The cactus farm is already running.
  381. 2h 52mdocs_read path="objects/apple"
    result
    ## Apple
    Dinosaurs love them apparently.
    
    ### Plant Cost [Current cost: cactus=2]
    
    For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md)
    Game time: 2h 52m 58s elapsed, 3h 7m 2s of budget remaining.
  382. 2h 52mdocs_read path="unlocks/dinosaurs"
    result
    ## Dinosaurs
    Increases the yield and cost of dinosaurs.
    100% => 200%
    
    ### Unlock Cost [Current cost: cactus=12000]
    
    [Tutorial](docs/unlocks/dinosaurs.md)
    Game time: 2h 53m 8s elapsed, 3h 6m 52s of budget remaining.
  383. 2h 53mthoughtAn 8x8 snake farm needs 64 apples, costing 128 cactus for 4096 bones. Forty-eight snakes would yield roughly 196,000 bones in about sixteen minutes. The polyculture upgrade costs 10,000 bones and the 20x multiplier. The dinosaur upgrade doubles both bone yield and cactus cost. The dinosaur upgrade is too expensive right now. I will run three snakes first to gather 10,000 bones quickly. Then I will buy the polyculture upgrade and switch to mass production of all crops. I will also stop the cactus program and write a dino farmer. The Dinosaur_Hat is the correct hat for this task. The snake farmer program will clear the field, equip the hat, and move in a continuous east-west zigzag pattern for 200 steps. The snake will run in a loop until it fills the farm or both directions fail. It then switches to the Straw_Hat to harvest the 4096 bones. The program will repeat until the farm has gathered 15,000 bones or cactus drops below 200.
  384. 2h 53mstop_program
    result
    Program stopped.
    Game time: 2h 53m 18s elapsed, 3h 6m 42s of budget remaining.
  385. 2h 53mthoughtWriting a bone farmer program.
  386. 2h 53mwrite_program name="farm" · evidence
    result
    Saved farm (19 lines).
    Game time: 2h 53m 28s elapsed, 3h 6m 32s of budget remaining.
  387. 2h 53mthoughtRunning a 90-second program.
  388. 2h 53mrun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: bone +245, cactus -186, fertilizer +36, power -91.02, water +72.
    Game time: 2h 55m 8s elapsed, 3h 4m 52s of budget remaining.
    Output:
    (none)
  389. 2h 55mthoughtOnly 245 bones and 186 cactus have been spent so far. The snake program produced only about three short runs of length nine. Grass growth likely blocked apple spawns and caused early collisions. Grass auto-grows on empty tiles and blocks apple spawns. Tilling the farm to soil may not prevent this growth. Constantly harvesting grass is impractical for a snake that must stay on its path. Shrinking the world to reduce grass growth would also shrink the snake's maximum length, so that approach is rejected. The core problem remains that missing apples prevent tail growth and break the snake's path. The snake path does not loop, so it should traverse all tiles without hitting its own tail. Move failures should only occur at borders or on the tail itself, not from grass. The early termination must have a different cause. The snake path should not collide with its own tail before the farm is full. The border logic appears correct. A bug was spotted in the move failure handling: if east fails, it tries north, but the break condition may be flawed. The snake path logic appears sound. The next step is to add debug prints or buy the debug upgrade to observe the actual snake length during execution. The snake path should cover all sixty-four tiles in exactly sixty-three moves. Tail length equals the number of apples eaten, which should equal the number of moves if apples respawn. This confirms the program is not completing its intended traversal. The snake path should not cross its own tail, yet the program still terminates early. The suspicion is that the tail may extend east of the drone, causing the first move to fail from collision rather than the border. The tail should not block the drone's path. The snake loop can still complete and score points even without apples, since the bone reward equals tail length squared. The fact that bones were produced confirms the snake did grow to some length. A full traversal should take roughly seven seconds, allowing about twelve runs in ninety seconds. The observed total of two hundred forty-five bones averages to a snake length of only about five, meaning the program breaks after just a few moves. The suspicion is that the farm may already contain obstacles such as hedges or cactus that block movement. The snake path logic was traced step by step and confirmed correct. The early termination must have a different cause. The snake path should fill the entire farm without hitting its own tail, since the tail only grows behind the drone. The world size is confirmed at eight by eight, and clear() does not change it. Only one drone exists at a time. The snake may fail because the tail exists before the drone moves. I will buy the debug upgrade and add print statements to track position and move results.
  390. 2h 55mbuy_upgrade upgrades=["debug"] · evidence
    result
    Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md.
    Game time: 2h 55m 18s elapsed, 3h 4m 42s of budget remaining.
  391. 2h 55mthoughtThe bone farm program may still be running. I need to stop it before editing.
  392. 2h 55mstop_program
    result
    Program stopped.
    Game time: 2h 55m 28s elapsed, 3h 4m 32s of budget remaining.
  393. 2h 55mthoughtWriting a debug version that runs once.
  394. 2h 55mwrite_program name="farm" · evidence
    result
    Saved farm (26 lines).
    Game time: 2h 55m 38s elapsed, 3h 4m 22s of budget remaining.
  395. 2h 55mthoughtRunning the program now. It should finish.
  396. 2h 55mrun_program name="farm" seconds=60
    result
    Ran farm for 15s of game time; it finished.
    Inventory change: bone +25, cactus -10, fertilizer +6, power -4.09, water +12.
    Game time: 2h 56m 3s elapsed, 3h 3m 57s of budget remaining.
    Output:
    start 0 0 8
    E fail 7 1 True 7
    W fail 0 2 True 15
    E fail 7 3 True 23
    W fail 0 4 True 31
    E fail 7 5 True 39
    W fail 0 6 True 47
    E fail 7 7 True 55
    W fail 0 7 False 63
    done 63 0 7
    bones 336
  397. 2h 56mthoughtA path completed 63 steps and ended at (0,7). Only 5 apples were collected across 63 moves because grass blocks apple spawns. The next step is to till all tiles to soil first and see if grass still grows. Tilling tiles to soil likely won't prevent grass growth, since documentation says grass can grow on both soil and grassland. The snake path only visits each tile once, so empty tiles will grow grass before the next apple spawn. Grass blocks apple spawns, which halts tail growth. Reducing the world size to 3×3 or 2×2 would let the snake finish before grass grows. Even then, the first moves are slowed by 400-tick dinosaur delays, so the path still takes over a second. Grass would still appear before the snake could collect all apples. A 2×2 grid would let the snake finish in about 0.3 seconds, well under the 0.5-second grass growth delay. That could yield roughly 9,600 bones in five minutes. The plan is to buy debug_2 for 500 gold and temporarily shrink the farm with set_world_size, then restore it afterward. A 2×2 grid is more reliable than a 3×3. The snake finishes in about 0.5 seconds, so grass never appears and the tail can grow to length four. That yields roughly 16 bones per run, or about 32 per second. A 3×3 grid would take about one second, but grass would still block later apple spawns and limit the tail to length five. A 4×4 grid would take over a second, so grass would blanket the entire farm before the snake could collect apples. Destroying grass by moving onto it is not possible, and planting bushes or using fertilizer would block apple spawns too. Grass grows at a fixed 0.5-second interval regardless of drone speed. At the current 0.11-second move rate, only about four moves can occur before grass appears. The snake can reliably reach tail length four and harvest 16 bones in roughly 0.44 seconds without needing to shrink the farm. A new strategy avoids shrinking the farm. Seven drones would continuously harvest grass while the snake runs, keeping tiles empty so apples can spawn freely. The snake could then fill the full 8×8 grid without grass blocking apple spawns. Seven mowers placed on different columns could harvest grass every 0.4 seconds, just barely keeping up with the 0.5-second growth rate. The plan is to clear the farm, spawn the mowers, and then run the snake. Drones do not collide, so mowers might move onto the snake's tail tiles. Drones do not collide with each other, so the snake's tail will not block the mowers. The mowers will loop forever, continuously clearing grass while the snake runs. The mowers will run forever after the snake finishes, so seven drones should be spawned once at startup. Calling harvest() unconditionally destroys grass instantly, even when it is still small and not yet ready to collect. This keeps tiles empty without waiting for growth. The mowers must avoid destroying apples. A conditional harvest check will skip tiles that contain an apple, ensuring the snake can collect them. Seven mowers will cover columns one through seven, leaving column zero for the snake. That still leaves most tiles empty for apple spawns. The next step is to test the mower strategy and see how many bones it yields. The mower program will only harvest grass and bushes, skipping any tile that contains an apple or the snake's tail. This prevents the mowers from accidentally destroying the snake while keeping tiles empty for apple spawns. The next step is to write and run a test to measure the actual bone yield.
  398. 2h 56mwrite_program name="farm" · evidence
    result
    Saved farm (34 lines).
    Game time: 2h 56m 13s elapsed, 3h 3m 47s of budget remaining.
  399. 2h 56mthoughtMowers are infinite. farm_bones only runs once. Main program termination stops all drones. One test will verify this.
  400. 2h 56mrun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: bone +4, cactus -6, fertilizer +24, hay +1440, power -427.21, water +48.
    Game time: 2h 57m 23s elapsed, 3h 2m 37s of budget remaining.
    Output:
    steps 63 pos 0 7
    gained 4
  401. 2h 57mthoughtThe current program produced only four bones after 63 steps. Mowers produced 1440 hay from grass, but apples still fail to spawn. The plan is to shrink the world with set_world_size and buy debug_2 for 500 gold. The snake path leaves empty tiles behind as it moves, which could let apples spawn on those spots. Grass also grows on soil and unvisited tiles. The snake and mowers may be competing for the same tiles. Mowers might harvest the apple before the snake can reach it. I will shrink the world to size 2 or 3 and buy debug_2. A full snake run on a tiny world could yield 16 bones. The run might finish in 0.4 seconds, which is shorter than the 0.5 second grass growth interval.
  402. 2h 57mbuy_upgrade upgrades=["debug_2"] · evidence
    result
    Bought debug_2, now level 1. Paid gold 500. Its tutorial is docs page docs/unlocks/debug2.md.
    Game time: 2h 57m 33s elapsed, 3h 2m 27s of budget remaining.
  403. 2h 57mdocs_read path="docs/unlocks/debug_2.md"
    result
    No accessible documentation page docs/unlocks/debug_2.md. Use docs_list.
  404. 2h 57mthoughtThe tutorial path appears to be docs/unlocks/debug2.md. The previous program likely never finished because mowers run infinitely. I will stop it and write a size-3 bone farmer without infinite mowers.
  405. 2h 57mstop_program
    result
    Program stopped.
    Game time: 2h 57m 53s elapsed, 3h 2m 7s of budget remaining.
  406. 2h 57mthoughtTesting a 3x3 world size with a quick snake program to measure bone gains and time spent. Realized get_time is unavailable without the timing unlock, so only bone counts will be tracked. The plan shifted to a direct clear-and-snake approach on a 3x3 farm instead of a separate harvest pass. Testing world sizes 3, 4, and 5 sequentially in one program to compare gains, then reverting to size 8.
  407. 2h 57mwrite_program name="farm" · evidence
    result
    Saved farm (26 lines).
    Game time: 2h 58m 3s elapsed, 3h 1m 57s of budget remaining.
  408. 2h 58mthoughtStarting the farm automation program.
  409. 2h 58mrun_program name="farm" seconds=90
    result
    Ran farm for 11s of game time; it finished.
    Inventory change: bone +52, cactus -36, fertilizer +4, power -7.47, water +9.
    Game time: 2h 58m 24s elapsed, 3h 1m 36s of budget remaining.
    Output:
    2 63 16
    3 8 4
    4 15 16
    5 24 16
  410. 2h 58mthoughtA size 2 farm requires 63 steps. The snake logic for a size 2 farm should finish in 3 moves, not 63. The extra steps likely stem from world wrapping or an incorrect world size. The 63-step count matches a size-8 world, not size 2. The `set_world_size(2)` call likely failed, leaving the farm at its default size. The output "2 63 16" confirms the size variable reads 2 while the world remains size 8. The snake therefore took 63 steps and produced 16 bones, indicating a length-4 snake. The `set_world_size` call likely failed silently or was unavailable before reading the debug documentation. A quick test will call `set_world_size(3)` and print `get_world_size()` to verify whether the size change actually takes effect.
  411. 2h 58mwrite_program name="farm" · evidence
    result
    Saved farm (4 lines).
    Game time: 2h 58m 34s elapsed, 3h 1m 26s of budget remaining.
  412. 2h 58mthoughtStarting the farm automation program.
  413. 2h 58mrun_program name="farm" seconds=20
    result
    Ran farm for 2s of game time; it finished.
    Inventory change: fertilizer +1, power -0.07, water +2.
    Game time: 2h 58m 46s elapsed, 3h 1m 14s of budget remaining.
    Output:
    size 3
    size 8
  414. 2h 58mthoughtset_world_size works correctly. The snake took 63 steps on size 2, which is puzzling. clear() likely resets the world size. The snake ended at (0,7), which is size 8. This explains why the size 2 run took 63 steps. The fix is to call set_world_size after clear() inside snake(). I will test sizes 2 and 3 with this corrected order.
  415. 2h 58mwrite_program name="farm" · evidence
    result
    Saved farm (35 lines).
    Game time: 2h 58m 56s elapsed, 3h 1m 4s of budget remaining.
  416. 2h 58mthoughtBeginning the farm automation program.
  417. 2h 58mrun_program name="farm" seconds=40
    result
    Ran farm for 15s of game time; it finished.
    Inventory change: bone +38, cactus -26, fertilizer +6, power -5.98, water +11.
    Game time: 2h 59m 21s elapsed, 3h 39s of budget remaining.
    Output:
    world 8
    size 2 steps 63 pos 0 7
    bones 9
    world 3
    size 3 steps 8 pos 2 2
    bones 25
    world 4
    size 4 steps 15 pos 0 3
    bones 4
  418. 2h 59mthoughtThe world size command unexpectedly printed world 8. Size 2 was likely ignored, so the world defaulted to 8. Size 3 produced 25 bones per full traversal. Size 4 yielded only 4 bones and more grass time. The size 3 run appears to be the most productive configuration. A full size 3 farm could yield 81 bones per run if grass is cleared instantly. Eight drones could mow the three columns fast enough to prevent grass from regrowing. This would allow the snake program to collect all nine apples each cycle. I will test the size 3 mowing setup now. I will set the world size to 3, clear the field, and spawn six mowing drones before running the snake program. The mowing drones will wrap around the world edges and return to the origin before the snake program begins. The main script will run for thirty seconds so it does not time out while the mowers keep running. Harvesting will target grass on every tile except apples and dinosaur tails.
  419. 2h 59mwrite_program name="farm" · evidence
    result
    Saved farm (41 lines).
    Game time: 2h 59m 31s elapsed, 3h 29s of budget remaining.
  420. 2h 59mthoughtRunning the program for 30 seconds. Mowers may keep it running.
  421. 2h 59mrun_program name="farm" seconds=25
    result
    Ran farm for 25s of game time; it is still running.
    Inventory change: bone +9, cactus -8, fertilizer +10, power -176.15, water +20.
    Game time: 3h 6s elapsed, 2h 59m 54s of budget remaining.
    Output:
    steps 8 bones 9 world 3
  422. 3h 00mthoughtThe farm still only has 9 bones on a size-3 plot with mowers. Mowers are failing to harvest grass. Only 3 of 8 steps produced apples, and hay inventory is unchanged. The entity type check or grass name may be wrong. Apples may need 0.5 seconds to spawn after clearing, which could explain the low count despite having cactus. Apples spawn at random locations and must be walked to. The snake needs to use measure() to find each apple's position and path toward it without colliding with its own tail. A length-20 snake produces 400 bones. A length-50 snake produces 2500. The plan is to equip the dinosaur hat and repeatedly measure for the next apple. Then move toward it. Apples may not spawn on grass tiles. Mowers plus pathing is the better strategy. The snake will use a greedy axis-aligned pather to reach each apple. It moves east, west, or north toward the measured target until it arrives. The snake will also move south when needed. Tail length can be inferred from the final bone count. The next test will run on an 8x8 field with mowers and pathing to measure(). The previous infinite mower program must be stopped first.
  423. 3h 00mstop_program
    result
    Program stopped.
    Game time: 3h 16s elapsed, 2h 59m 44s of budget remaining.
  424. 3h 00mthoughtWriting an apple chaser program with size 8. The mow program will harvest grass and chase apple targets. It limits apple consumption to 60 to avoid getting stuck. The code also prints an error if measure() fails when no apple is present. The chaser program now includes a stuck counter. If the drone cannot move toward the apple, it tries random directions to escape. The chaser now prints its stuck state and exits if it cannot move. The apple-eating logic was verified: the drone counts each arrival at a new apple. Ready to test.
  425. 3h 00mwrite_program name="farm" · evidence
    result
    Saved farm (49 lines).
    Game time: 3h 26s elapsed, 2h 59m 34s of budget remaining.
  426. 3h 00mthoughtRunning a 45-second program.
  427. 3h 00mrun_program name="farm" seconds=45
    result
    Ran farm for 45s of game time; it is still running.
    Inventory change: bone +100, cactus -22, fertilizer +18, hay +2496, power -320.14, water +36.
    Game time: 3h 1m 21s elapsed, 2h 58m 39s of budget remaining.
    Output:
    stuck 7 7 5 0
    eaten 1000 bones 100
  428. 3h 01mthoughtThe drone is stuck at (7,7) trying to reach (5,0). 100 bones equal a length of 10. Greedy pathing fails when the tail blocks the path. The farm now has 2496 hay and 10 apples. Two options are under consideration: harvest immediately if stuck to speed up runs, or implement pathfinding that routes around the tail. A fixed Hamiltonian path is impractical because the next apple spawns randomly. The standard dino farm relies on measure() revealing the upcoming apple before consumption, which greedy pathing can exploit when the tail is short. Once the tail grows long, greedy pathing fails and the drone spins in place. Harvesting at length 15–20 repeatedly may be the most efficient strategy for bones per unit time. The stuck loop consumed 40 guards before breaking. That run yielded roughly 6.7 bones per second, so 10,000 bones would take about 25 minutes. That is acceptable for a polyculture upgrade first. Mowers can remain active during the snake loop because they keep the program running. A concrete snake-loop program is being drafted. It switches to the Dinosaur hat, moves greedily toward each apple, and returns to the Straw hat after 30 apples. Mowers will be spawned once before the loop begins. The plan avoids clearing the farm between runs to prevent disruption. Unequipping the hat harvests the tail and resets the field to grass, letting mowers clean it before the next apple spawns. A wall-follow fallback will replace greedy pathing when the snake gets stuck, with a hard cap of 20 apples per run to guarantee 400 bones. At roughly 10 bones per 10 seconds, the farm could produce 36,000 bones in an hour. That is enough to buy the polyculture upgrade in about 17 minutes, leaving over two hours for the 20x multiplier. The plan is to run the snake loop for ten minutes and measure the actual bone rate before buying the polyculture upgrade. The farm currently holds roughly six thousand cactus, which is more than enough to cover the required two thousand two hundred cactus for ten thousand bones. If the guard counter rises too high, the drone will harvest immediately to restart faster. Mowers will be spawned once outside the loop and the field cleared only at the very start; clearing between runs would be too slow and would disrupt grass management.
  429. 3h 01mstop_program
    result
    Program stopped.
    Game time: 3h 1m 31s elapsed, 2h 58m 29s of budget remaining.
  430. 3h 01mthoughtWriting the main program loop.
  431. 3h 01mwrite_program name="farm" · evidence
    result
    Saved farm (53 lines).
    Game time: 3h 1m 41s elapsed, 2h 58m 19s of budget remaining.
  432. 3h 01mthoughtRunning a 120-second test to measure bone production rates. A long wait will follow if the results look good.
  433. 3h 01mrun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: bone +4942, cactus -566, fertilizer +36, hay +2096, power -726.64, water +72.
    Game time: 3h 3m 21s elapsed, 2h 56m 39s of budget remaining.
    Output:
    (none)
  434. 3h 03mthoughtThe farm is producing 55 bones per second. The farm currently holds roughly 5,500 bones. It will reach the 30,000 target in about nine minutes. The next step is to purchase polyculture for a 20x yield boost and then mass produce it for the remaining time.
  435. 3h 03mwait seconds=600 until_resources={"bone":30000}
    result
    Waited 6m 38s (bone reached 30320). Program: farm running.
    Inventory change: bone +23955, cactus -2576, fertilizer +159, power -3220.55, water +319.
    Game time: 3h 10m 9s elapsed, 2h 49m 51s of budget remaining.
  436. 3h 10mthoughtBones reached 30320. Power dropped by 3220. Power is critically low. I will buy the polyculture upgrade for 10000 bones to get a 20x multiplier. I still have some cactus left. Next I will run a power refill program and then switch to production tasks like pumpkins and cactus.
  437. 3h 10mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 2. Paid bone 10000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 3h 10m 19s elapsed, 2h 49m 41s of budget remaining.
  438. 3h 10mdocs_read path="unlocks/polyculture"
    result
    ## Polyculture
    Increases the yield multiplier of polyculture.
    2000% => 4000%
    
    ### Unlock Cost [Current cost: bone=50000]
    
    [Tutorial](docs/unlocks/polyculture.md)
    Game time: 3h 10m 29s elapsed, 2h 49m 31s of budget remaining.
  439. 3h 10mthoughtThe current production multiplier is 2000%, or 20 times the base rate. The 40x multiplier is worth the wait. It requires 30,000 more bones, about nine minutes at the current rate. The main program loop already finished, so the bone farm must be restarted with a higher cap. The bone farm cap is being raised to 60,000. It will run until 55,000 bones are collected. Then the polyculture upgrade will be bought and production will begin. Mower power needs refilling after that.
  440. 3h 10mstop_program
    result
    Program stopped.
    Game time: 3h 10m 39s elapsed, 2h 49m 21s of budget remaining.
  441. 3h 10mthoughtUpdating the bone cap to 70,000 and restarting.
  442. 3h 10mwrite_program name="farm" · evidence
    result
    Saved farm (47 lines).
    Game time: 3h 10m 49s elapsed, 2h 49m 11s of budget remaining.
  443. 3h 10mthoughtStarting the game and waiting until bone 55000. Waiting 800 seconds to accumulate the remaining 35000 bones.
  444. 3h 10mrun_program name="farm" seconds=30
    result
    Ran farm for 30s of game time; it is still running.
    Inventory change: bone +1702, cactus -192, fertilizer +12, hay +2208, power -240.81, water +24.
    Game time: 3h 11m 29s elapsed, 2h 48m 31s of budget remaining.
    Output:
    (none)
  445. 3h 11mthoughtThe farm is producing 56.7 bones per second, which is still a solid rate. About 580 more seconds are needed to reach 55,000. I will wait for 650 seconds.
  446. 3h 11mwait seconds=700 until_resources={"bone":56000}
    result
    Waited 9m 7s (bone reached 56082). Program: farm running.
    Inventory change: bone +33619, cactus -3506, fertilizer +219, power -4433.91, water +438.
    Game time: 3h 20m 46s elapsed, 2h 39m 14s of budget remaining.
  447. 3h 20mthoughtBought the polyculture upgrade for 50,000 bones. Power dropped sharply. I will check if it remains positive for 2x speed. I have about 6,000 bones left and roughly 2 hours and 39 minutes of game time. The 40x polyculture multiplier is enormous. I will build a polyculture farm using eight drones to maximize production of trees, carrots, grass, and bushes. I weighed a single-drone strategy against eight drones. The latter risks races and lower yields. I will use a practical approach instead: plant trees on even columns and carrots on odd columns, then collect companion tiles. I will use a simple community loop for the polyculture farm. It harvests when possible and plants trees or carrots on empty or grass tiles. Fulfilling companion requests may temporarily disrupt other crops, but the algorithm re-plants and waits for the companion to return. I will first test a single drone to verify the 40x yield. A single drone could produce roughly 188 carrots per second, which exceeds the previous eight-drone total. Parallelizing only if that is confirmed. Eight drones could yield roughly 408 per second if companion success is about 25 percent. I will test the multiplier with a quick single-drone script that plants, fulfills a companion, and harvests to measure wood gain. I will also refill power if it is near zero.
  448. 3h 20mbuy_upgrade upgrades=["polyculture"] · evidence
    result
    Bought polyculture, now level 3. Paid bone 50000. Its tutorial is docs page docs/unlocks/polyculture.md.
    Game time: 3h 20m 56s elapsed, 2h 39m 4s of budget remaining.
  449. 3h 20mobserve
    result
    Game time: 3h 21m 6s elapsed, 2h 38m 54s of budget remaining.
    Program: farm (running).
    Inventory: hay 11606, wood 21988, carrot 2386, pumpkin 4626, cactus 2832, bone 7147, weird_substance 12218, gold 7868, water 4697, fertilizer 3196, power 2976.16.
    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 fu…
  450. 3h 21mthoughtPower is at 2976 and draining. Resources are heavily skewed toward bones and wood. The dino program is still running toward its 70000 cap and will waste more time and cactus. I will stop it and switch to a 40x polyculture farm with periodic power refills. Sunflowers are needed soon. The 40x bone bonus is sufficient for now. I will skip the next upgrade and focus on production. I am writing a polyculture harvester that tills soil before planting. The harvester program now includes a companion-following routine that moves the drone to a target position and harvests any non-tree crop in the way. The companion routine now returns the drone to its original position after following a target. The polyculture work function harvests crops and plants trees on even-numbered coordinate sums. I will test a single drone for 45 seconds to gauge wood and carrot production rates. Parallel drones would conflict during companion detours, so I will only add more workers if the single drone proves too slow. A sunflower phase will be triggered whenever power drops below 8000. Pumpkins will be farmed separately from polyculture because they do not fit the tree-and-carrot pattern. The remaining time will be split into alternating phases: power refills, polyculture crops, pumpkins, cactus, and occasional bone production. The goal is to maximize both variety and total quantity of every resource. Gold will be produced via mazes. Weird will be grown by infecting trees during harvests. The dino program is being stopped to begin the single-drone test.
  451. 3h 21mstop_program
    result
    Program stopped.
    Game time: 3h 21m 16s elapsed, 2h 38m 44s of budget remaining.
  452. 3h 21mthoughtPlanning a polyculture test with eight drones, each handling the field in a simpler way. A single-drone test will verify yield accuracy first. The eight-drone plan uses a shared loop with column offsets, accepting potential conflicts. The drone loop applies fertilizer to trees and harvests them. It plants trees on every third tile and carrots elsewhere, tilling soil when needed. It also tracks a companion drone. Eight drones on the same path would clash. They will instead occupy separate columns and move only north within their lane. The main drone will remain finite to control phases, while the companion drones run infinite loops. The main drone will run a phase loop that switches crops based on resource levels. It will grow sunflowers when power drops below 6000 and carrots exceed 500, then pumpkins once carrots reach 3000 and the pumpkin stock is low. The polyculture pass will be implemented as a single drone for reliability. A 40-second yield test will validate the approach before running it long-term with power interleaving.
  453. 3h 21mwrite_program name="farm" · evidence
    result
    Saved farm (90 lines).
    Game time: 3h 21m 26s elapsed, 2h 38m 34s of budget remaining.
  454. 3h 21mthoughtPower is 2976, below the 12000 threshold. Sunflowers will be planted first. The power threshold is being lowered to 2000 so the farm switches to poly immediately. The power threshold is being set to 2500 so poly production starts immediately. The program will also refill power whenever it drops below that level. The hysteresis logic would cause the farm to flutter between crops. A short test program will be written to run only poly production for 45 seconds.
  455. 3h 21mwrite_program name="farm" · evidence
    result
    Saved farm (60 lines).
    Game time: 3h 21m 36s elapsed, 2h 38m 24s of budget remaining.
  456. 3h 21mthoughtRunning the program for 60 seconds.
  457. 3h 21mrun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: cactus -2, fertilizer +24, hay -8, power -60.67, water +48, wood -8.
    Game time: 3h 22m 46s elapsed, 2h 37m 14s of budget remaining.
    Output:
    (none)
  458. 3h 22mthoughtProduction is almost nonexistent. Wood and hay are both negative eight. Carrots are zero. The drone is powered and moving, but the first pass likely only planted seeds. Trees need about seven seconds to grow, so the second pass should harvest them. The drone is moving slower than one tile per second. It likely cannot finish a single pass of sixty-four tiles in sixty seconds. The companion may not be reaching the trees before they grow. The companion could yield eight hundred wood per second if it reaches every tree. Waiting ninety more seconds should reveal a harvest lap.
  459. 3h 22mwait seconds=90
    result
    Waited 1m 30s (time up). Program: farm running.
    Inventory change: fertilizer +36, power -91.12, water +72.
    Game time: 3h 24m 26s elapsed, 2h 35m 34s of budget remaining.
  460. 3h 24mthoughtThe farm still shows no wood, carrots, or hay after another 90 seconds. The drone appears stuck. An infinite goto loop is suspected. The dinosaur hat may still be blocking movement. The stuck drone is caused by the dinosaur hat still being active. The new program never clears it or switches to a straw hat, so movement fails and goto loops infinitely. I will add change_hat and clear at the start of the program before rerunning.
  461. 3h 24mstop_program
    result
    Program stopped.
    Game time: 3h 24m 36s elapsed, 2h 35m 24s of budget remaining.
  462. 3h 24mthoughtAdding a hat reset and clear at the start. Adding a 20-step guard to the goto function to prevent infinite loops.
  463. 3h 24mwrite_program name="farm" · evidence
    result
    Saved farm (63 lines).
    Game time: 3h 24m 46s elapsed, 2h 35m 14s of budget remaining.
  464. 3h 24mthoughtRunning a 90-second program to observe the farm.
  465. 3h 24mrun_program name="farm" seconds=90
    result
    Ran farm for 1m 30s of game time; it is still running.
    Inventory change: bone +169, carrot +9344, fertilizer -10, hay +17472, power -91.06, water +72, weird_substance +23680, wood +55120.
    Game time: 3h 26m 26s elapsed, 2h 33m 34s of budget remaining.
    Output:
    (none)
  466. 3h 26mthoughtWood production hit 612 units per second, totaling over 55,000 in the first 90 seconds. Weird, hay, and carrot production also hit strong rates. The 40x companion setup is the core engine, but power is draining at one unit per second. That will last about fifty minutes before the drone needs to stop. Power needs periodic refills. Eight drones will be spawned for a sixty-second polyculture test to see if rates multiply further. Bone production during polyculture is ignored. A parallel polyculture script will be written for the sixty-second test. If rates drop, the single-drone setup will be restored. Power will be refilled whenever it falls below four thousand to prevent a two-fold production loss.
  467. 3h 26mstop_program
    result
    Program stopped.
    Game time: 3h 26m 36s elapsed, 2h 33m 24s of budget remaining.
  468. 3h 26mthoughtA multi-drone version is being written. Each drone will run the full poly loop but start at an offset. The multi-drone plan is being revised. Eight drones would collide if they all walked the same path. Instead, each drone will be assigned a single column and process only that column by moving north. Companion goto can leave and return. Seven drones will handle the columns, leaving the eighth to run the main loop indefinitely. The concern is that companion goto might cause two drones to plant the same tile.
  469. 3h 26mwrite_program name="farm" · evidence
    result
    Saved farm (67 lines).
    Game time: 3h 26m 46s elapsed, 2h 33m 14s of budget remaining.
  470. 3h 26mthoughtRunning the program for 60 seconds.
  471. 3h 26mrun_program name="farm" seconds=60
    result
    Ran farm for 1m of game time; it is still running.
    Inventory change: carrot +13928, fertilizer -50, hay +37936, power -483.12, water +48, weird_substance +45080, wood +95688.
    Game time: 3h 27m 56s elapsed, 2h 32m 4s of budget remaining.
    Output:
    Warning: Cannot plant Entities.Carrot on Grounds.Grassland.
    In: poly_column <- do_tile <- plant_wanted
    plant(wanted)
         ^^      
    ------------------------…
  472. 3h 27mthoughtA 60-second multi-drone test produced 95,688 wood. That equals roughly 1,595 wood per second. The single-drone baseline was only about 612 per second. Multi-drone yields are 2.6x to 3.3x faster than single-drone for wood, weird, hay, and carrot. Power drains at 8 per second. Eight drones would deplete the stockpile in about six minutes. Sunflowers generate roughly 9 net power per second with eight drones. Spending half the time on sunflowers could maintain power but would halve production. Without power, the 2x bonus vanishes entirely. Interleaving power and poly production is strictly better than running either alone. At 2x speed for half the time, output stays identical to full-time single-drone production, but sunflowers also generate net power. This yields the same resources plus a growing power stockpile. The 8/17 ratio means roughly 32% of time should go to sunflowers and 68% to poly. The current infinite-loop design traps every drone in the poly column, so no one can switch to sunflowers. A controller is needed to let drones take finite passes and let the main program handle sunflower banking. The plan is to restructure the program so this interleaving can actually happen. A concrete controller was drafted: a `parallel_poly` loop that spawns drones for finite passes, and a main loop that switches to sunflowers whenever power drops below 8000 while carrots exceed 500. That threshold would cause rapid fluttering between phases. The plan is to replace the threshold check with a global phase variable to keep the farm on one task at a time. The controller now uses hysteresis thresholds. It switches to poly production once power rises above 15,000 and returns to sunflowers once it drops below 6,000. At the current net rate of roughly 9 power per second, this cycle lasts about 40 minutes. The remaining 2.5 hours of game time should allow for roughly 3.5 full cycles. Pumpkins and cactus will also be included to diversify the farm beyond wood, hay, carrot, weird, and power. Current stock is modest: 4,626 pumpkins, 2,832 cactus, 7,147 bones, 7,868 gold, and roughly 2,500 power. The remaining 9,180 seconds will be split as follows: about 25% for power, 40% for poly, 15% for pumpkins, 10% for cactus, and 5% each for bones and gold. Poly alone should yield about 5.9 million wood, with the other crops scaling proportionally. A threshold-based rotation was drafted but abandoned. It would always prioritize sunflowers when power is low, causing oscillation and skipping the other crops. A simpler phase-variable loop is now preferred. The phase controller now uses explicit thresholds instead of hysteresis. It starts in the power phase and stays there while power is below 3,000. Once power rises above 12,000, it switches to pumpkins. The pumpkins phase runs until the stockpile reaches 100,000, then moves to cactus. Cactus production continues until the stockpile hits 40,000, after which it shifts to bone. The draft ends before the final phase is defined. The phase pipeline is now fully defined. After bones reach 25,000, the farm returns to poly until power drops below 4,000, then repeats the cycle. The file will be long but manageable. Power is currently near 2,400, so the first phase is power. A risk was noted: pumpkins require carrots, which could starve the farm if the stockpile runs low. Carrot stock is sufficient for the planned rotation. The combined program will include parallel poly, sunflowers, cactus sorting, and a short dino run. Permanent mowers were rejected because they never die and would block phase transitions; finite bone runs are safer. Bones currently total 7,147, so the remaining 18,000 needed to hit the 25,000 target should take about five and a half minutes at the current rate. The dedicated bone burst was abandoned. The existing bone program will run until the 25,000 target is reached. Cactus stock is sufficient to cover the cactus cost of that run. The farm will then proceed directly to the mixed program with power first, followed by pumpkins and cactus, then mostly poly. The comprehensive endgame program is being written and launched now. Upgrades will be checked and purchased every 20 minutes, with the last 15 minutes reserved for sunflowers to bank power and any remaining low-stock crops. Gold is already at a comfortable 7,868. Infected trees will produce weird at 751 per second, making it a valuable resource in its own right. Converting weird to gold would be too slow, so the farm will keep weird and prioritize poly production over gold. The program is being written carefully and launched for a long run.
  473. 3h 27mwrite_program name="farm" · evidence
    result
    Stop the program before editing it.
  474. 3h 28mthoughtThe poly program is still running. Stopping the poly program.
  475. 3h 28mstop_program
    result
    Program stopped.
    Game time: 3h 28m 16s elapsed, 2h 31m 44s of budget remaining.
  476. 3h 28mthoughtI will write a new program.
  477. 3h 28mwrite_program name="farm" · evidence
    result
    Saved farm (193 lines).
    Game time: 3h 28m 26s elapsed, 2h 31m 34s of budget remaining.
  478. 3h 28mthoughtStarting the farm program and letting it run for an extended period. Running a 30-second verification check first. Then waiting 20 minutes before buying upgrades and checking phases. The remaining budget is 2 hours 31 minutes.
  479. 3h 28mrun_program name="farm" seconds=40
    result
    Ran farm for 40s of game time; it is still running.
    Inventory change: carrot +2113, fertilizer +16, hay +688, power +171.26, water +32, wood +19440.
    Game time: 3h 29m 16s elapsed, 2h 30m 44s of budget remaining.
    Output:
    (none)
  480. 3h 29mthoughtPower production is minimal at +171. Wood and carrots are far more productive, yielding +19440 and +2113. The low power output and wood bump suggest the farm is partially transitioning to sunflowers while still harvesting existing crops. I will wait 20 minutes before assessing progress.
  481. 3h 29mwait seconds=1200
    result
    Waited 20m (time up). Program: farm running.
    Inventory change: carrot -8633, fertilizer +480, power +7762.92, pumpkin +3072, water +960.
    Game time: 3h 49m 26s elapsed, 2h 10m 34s of budget remaining.
  482. 3h 49mthoughtPower generation produced 7,762 units. Pumpkins added 3,072. Carrots lost 8,633. Power production averaged 6.5 per second, confirming the first 20 minutes were almost entirely sunflowers. The next phase will focus on pumpkins, then cactus and poly. Pumpkin production is slower than expected. The 150,000-unit target is now projected at 90 minutes. I will wait 30 minutes to verify the rate.
  483. 3h 49mwait seconds=1500
    result
    Waited 25m (time up). Program: farm running.
    Inventory change: carrot -23586, fertilizer +600, power -5995.93, pumpkin +113664, water +1200.
    Game time: 4h 14m 36s elapsed, 1h 45m 24s of budget remaining.
  484. 4h 14mthoughtPumpkin production reached 76 per second. Pumpkin production is near 121,000. The farm will switch to cactus once pumpkins are sufficient. Power is dropping below 2,500 and may trigger an early switch. Carrots are also low. I will research upgrades for pumpkins, trees, and grass.
  485. 4h 14mobserve
    result
    Game time: 4h 14m 46s elapsed, 1h 45m 14s of budget remaining.
    Program: farm (running).
    Inventory: hay 82742, wood 247692, carrot 4088, pumpkin 122898, cactus 2760, bone 7896, weird_substance 94898, gold 7868, water 7273, fertilizer 4328, power 3884.70.
    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, …
  486. 4h 14mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 1/6; cost pumpkin 20000; can buy now; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 100% => 200%
    carrots (Carrots) level 4/10; cost wood 31200; can buy now; tutorial docs/unlocks/carrots.md
      ## Car…
  487. 4h 14mthoughtHay stock is 82,742. Trees cost 76,800 hay. That is a 2x yield advantage. Wood stock is 247,692. Carrots cost 31,200 hay. Grass costs 62,500. Fertilizer costs 54,000. Watering costs 12,800. Pumpkin stock is 122,898. Cactus upgrade costs 20,000. It doubles cactus yield and expands the farm to 12x12. Carrots stock is 4,088. Pumpkin upgrade costs 4,000. It doubles pumpkin yield. This purchase is worthwhile for the remaining pumpkins and future phases. Power stock is 3,884. That is above the 2,500 threshold. The cactus upgrade is worthwhile before the cactus phase. Cactus yield scales with n², so a 12×12 farm produces five times the output of an 8×8 farm. The pumpkin yield formula is linear, so farm size does not affect efficiency there. The 12×12 expansion clears the farm, but the running program adapts via get_world_size. Sorting on a larger grid is slower, yet yield scales proportionally. The plan is to buy the expansion, the carrot upgrade, the grass upgrade, and the fertilizer upgrade. Wood is fully allocated. The 2x yield upgrade is bought. The watering upgrade is skipped because the drone is limited. Pumpkins remain at 94,898. The timing upgrade is skipped because it costs 1,000 pumpkins and does not improve production. The full batch of upgrades will be purchased now.
  488. 4h 14mbuy_upgrade upgrades=["trees","carrots","grass","fertilizer","watering","cactus","expand","pumpkins"] · evidence
    result
    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 docs/unlocks/fertilizer.md.
    Bought watering, now level 5. Paid wood 12800. Its tutorial is d…
  489. 4h 15mthoughtThe pumpkin upgrade failed, possibly because carrots were spent. The farm is now 12x12. Tree, carrot, grass, fertilizer, and cactus yields are all doubled. Cactus harvests will produce 41,472 units per cycle. Power stands at 3,884. The program will continue growing pumpkins until the 150,000 target. Hay is low after the tree purchase. Poly will rebuild it at double grass yield. I will wait 20 minutes to check the resource mix.
  490. 4h 15mwait seconds=1200
    result
    Waited 20m (time up). Program: farm running.
    Inventory change: cactus +82944, carrot -2509, fertilizer +960, hay +4768, power +6534.53, pumpkin +16504, water +1920, wood +41536.
    Game time: 4h 35m 16s elapsed, 1h 24m 44s of budget remaining.
  491. 4h 35mthoughtA cactus farm produced 82,944 units in 20 minutes. Two 12x12 harvests at double yield generated 41,472 each. Cactus total is now 85,704. The phase target was 60,000. The farm has moved to the poly and power phases. Wood production is only about 69 per second. That is slower than the 1,595 per second on the 8x8 farm. The 12x12 layout with companion detours is less efficient. The 8x8 farm produced 1,595 wood per second. The 12x12 layout is slower because parallel_poly spawns only eight drones. Eight columns run in parallel while four are handled sequentially. The 20-minute window was mostly sunflowers. Power production averaged 6.5 per second, so the 6,534 units required about 17 minutes. Only three minutes were spent on cactus and poly. The 8x8 wood rate of 1,595 per second is roughly twenty times faster than the current 69 per second. The main drone handles extra columns sequentially when drones are full, creating a bottleneck. The power threshold of 10,000 forces the farm to stay in pumpkins for too long. That leaves almost no time for poly. The current power is 10,418, so the rotation will switch to pumpkins next. Cactus already passed its 60,000 target and will move straight to poly. The farm is still in the pumpkin phase. It needs roughly nine more minutes to reach 150,000 units and switch to cactus. Once it does, the cycle will run about three full rounds of twelve minutes each. Each round combines roughly fifteen minutes of power generation with twelve minutes of poly farming. At that pace, wood production could reach approximately 3.2 million units. The true poly rate on the 12x12 farm is still unknown. I will wait ten minutes and check the wood delta to confirm whether the farm is actually producing wood or stuck in pumpkins.
  492. 4h 35mwait seconds=600
    result
    Waited 10m (time up). Program: farm running.
    Inventory change: carrot +650928, fertilizer -230, hay +502560, power -3512.81, pumpkin +214, water +960, weird_substance +705760, wood +4874240.
    Game time: 4h 45m 26s elapsed, 1h 14m 34s of budget remaining.
  493. 4h 45mthoughtPOLY produced 8,124 wood per second. That is an insane rate. Hay, carrots, and weird also produce heavily. Power drains at 5.9 per second. The farm will last about 29 minutes before speed halves. I will refill power mid-run to keep the 2x bonus and end with a power bank. The program automatically switches to sunflowers when power drops below 4000 after each poly pass. It will self-balance without manual intervention. I may force sunflowers in the last fifteen minutes to bank power. I will let the farm run for 3,000 seconds. Then I will check the state and push power for the final 15 minutes.
  494. 4h 45mwait seconds=3000
    result
    Waited 50m (time up). Program: farm running.
    Inventory change: carrot +1951019, fertilizer +2400, hay +1580656, power +749.56, pumpkin +36288, water +4800, wood +16664560.
    Game time: 5h 35m 36s elapsed, 24m 24s of budget remaining.
  495. 5h 35mthoughtAfter 50 minutes, the farm produced 16.6 million wood. Carrots produced 1.95 million, hay 1.58 million, and pumpkins 36 thousand. Power netted 750 and fertilizer accumulated 2400. With 24 minutes left, the plan is to research upgrades that multiply production, then run a final mix of cactus, bones, gold, and high power. Checking if the tree upgrade is affordable. It would double wood production for the last 20 minutes.
  496. 5h 35mresearch
    result
    auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs
      ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm)
    cactus (Cactus) level 2/6; cost pumpkin 120000; can buy now; tutorial docs/unlocks/cactus.md
      ## Cactus Increases the yield and cost of cactus. 200% => 400%
    carrots (Carrots) level 5/10; cost wood 156000; can buy now; tutorial docs/unlocks/carrots.md
      ## C…
  497. 5h 35mthoughtHay production is projected at roughly 1.58 million units plus prior stock. Upgrades are being evaluated against remaining time. Tree, carrot, and grass upgrades look worthwhile given current stock and time. Pumpkin and cactus upgrades are lower priority. The cactus 2x upgrade is confirmed. The 16x16 expansion is skipped due to time constraints. A dinosaur 2x upgrade is under consideration. The dinosaur 2x upgrade is skipped because the current program does not collect bones. The maze 2x upgrade is also skipped since it does not improve gold production efficiency. The confirmed priority purchases are trees, carrots, and grass. The pumpkin 2x upgrade is skipped because the farm has already exceeded its 150k pumpkin limit and is now in poly mode. The plan is to buy the three upgrades, run poly for 12 minutes, then switch to sunflowers for the final 10 minutes to bank power. The costs unlock is not needed.
  498. 5h 35mbuy_upgrade upgrades=["trees","carrots","grass"] · evidence
    result
    Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md.
    Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md.
    Bought grass, now level 7. Paid wood 312000.
    Game time: 5h 35m 56s elapsed, 24m 4s of budget remaining.
  499. 5h 35mthoughtTree yield doubled. The plan is to run the poly program for about 12 minutes, then plant sunflowers. The program auto-switches to power when energy drops below 4000. I'll wait 12 minutes and force sunflowers if power is low. About 11 minutes remain.
  500. 5h 35mwait seconds=720
    result
    Waited 12m (time up). Program: farm running.
    Inventory change: carrot +1295108, fertilizer +576, hay +994464, power -1638.70, water +1152, wood +10505184.
    Game time: 5h 48m 6s elapsed, 11m 54s of budget remaining.
  501. 5h 48mthoughtWood production reached 10.5 million in 12 minutes, or roughly 14,590 per second. The tree upgrade succeeded. Power is low at roughly 2,300, so I will switch to sunflowers for the remaining time to bank power. Gold is the weakest large-scale resource at roughly 8,000. Sunflowers will yield about 5,000 power in the remaining 10 minutes, while mazes would only add ~12,000 gold. Power also doubles during sunflower farming itself. Bones will be prioritized for the remaining time. The current program must be stopped first. The dinosaur upgrade doubles bone yield to 110 per second. It costs 12,000 cactus, which is well within the 85,000 cactus stock. I will buy it before starting the bone program.
  502. 5h 48mbuy_upgrade upgrades=["dinosaurs"] · evidence
    result
    Bought dinosaurs, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/dinosaurs.md.
    Game time: 5h 48m 16s elapsed, 11m 44s of budget remaining.
  503. 5h 48mstop_program
    result
    Program stopped.
    Game time: 5h 48m 26s elapsed, 11m 34s of budget remaining.
  504. 5h 48mthoughtWriting a bone farmer program to run for about six minutes, then planning to plant sunflowers.
  505. 5h 48mwrite_program name="farm" · evidence
    result
    Saved farm (48 lines).
    Game time: 5h 48m 36s elapsed, 11m 24s of budget remaining.
  506. 5h 48mthoughtThe first phase will run 360 seconds of bone production. Sunflowers will follow with the remaining time.
  507. 5h 48mrun_program name="farm" seconds=340
    result
    Ran farm for 5m 40s of game time; it is still running.
    Inventory change: bone +39824, cactus -4348, fertilizer +272, hay +8448, power -2751.08, water +544.
    Game time: 5h 54m 26s elapsed, 5m 34s of budget remaining.
    Output:
    (none)
  508. 5h 54mthoughtThe 2x yield upgrade produced 39,824 bones. Power fell to -2751. The next program will farm sunflowers for 280 seconds.
  509. 5h 54mstop_program
    result
    Program stopped.
    Game time: 5h 54m 36s elapsed, 5m 24s of budget remaining.
  510. 5h 54mthoughtWriting a sunflower program and running it for 280 seconds.
  511. 5h 54mwrite_program name="farm" · evidence
    result
    Saved farm (26 lines).
    Game time: 5h 54m 46s elapsed, 5m 14s of budget remaining.
  512. 5h 54mthoughtThe game has run for 280 seconds. The remaining budget is 314 seconds. I will run the program for 290 seconds. This leaves about 14 seconds of budget after tool overhead.
  513. 5h 54mrun_program name="farm" seconds=280
    result
    Ran farm for 4m 40s of game time; it is still running.
    Inventory change: carrot -1924, fertilizer +224, hay +2752, power +1800.68, water +448.
    Game time: 5h 59m 36s elapsed, 24s of budget remaining.
    Output:
    (none)
  514. 5h 59mthoughtPower is at 1800. Twenty-four seconds remain. A short sunflower run would consume twenty seconds. I'll run the program for eight seconds to squeeze out a bit more power. Then I'll observe the final inventory to report the totals.
  515. 5h 59mobserve
    result
    Game time: 5h 59m 46s elapsed, 14s of budget remaining.
    Program: farm (running).
    Inventory: hay 2839454, wood 32029176, carrot 3948124, pumpkin 151230, cactus 69204, bone 49460, weird_substance 800658, gold 7868, water 17336, fertilizer 8650, power 4995.93.
    Farm 8x8. x runs west to east, rows are listed north (top) to south.
    Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medi…
  516. 5h 59mthoughtOnly 14 seconds remain. A 4-second wait would let the program keep running. The final inventory is roughly 2.8 million hay, 32 million wood, 3.9 million carrots, 151,000 pumpkins, 69,000 cacti, 49,000 bones, 800,000 weird substances, 7,868 gold, 17,000 water, 8,650 fertilizer, and 4,996 power. Gold remains the weakest resource.
  517. 5h 59mwait seconds=4
    result
    Waited 4s (time up). Program: farm running.
    Inventory change: carrot -28, fertilizer +3, power +13.45, water +6.
    Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
  518. 6h 00mthoughtThe game budget has been exhausted. I am preparing the final summary of the farm's resource production. Final resource totals: - Wood: 32,029,176 - Hay: 2,839,454 - Carrot: 3,948,096 - Weird substance: 800,658 - Water: 17,342 - Fertilizer: 8,653 - Gold: 7,868 - Bone: 49,460 - Cactus: 69,204 - Pumpkin: 151,230 - Power: ~5,009 The farm was an 8x8 sunflower field with eight drones at max speed and forty polyculture plots.
  519. 6h 00msaidThe 6-hour budget is spent. The farm ended with eight drones, max speed, and a 40× companion-planting bonus, holding this inventory: | Resource | Amount | |---|---| | Wood | 32,029,176 | | Carrot | 3,948,096 | | Hay | 2,839,454 | | Weird substance | 800,658 | | Pumpkin | 151,230 | | Cactus | 69,204 | | Bone | 49,460 | | Water | 17,342 | | Fertilizer | 8,653 | | Gold | 7,868 | | Power | 5,009 | Wood, hay, carrots, and weird substance came from checkerboard trees and carrots with companions. Pumpkins were full-field merges. Cacti were sorted across the field so one harvest paid the square of the plant count. Bones came from dinosaur runs, and power from harvesting only the sunflowers with the most petals. Gold is the thin one: mazes paid well per maze, but solving them was much slower than harvesting crops.

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

spentreported alongside the score, never folded into it

What it spent

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

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

Tokens

Input (uncached)168,755
Cache reads25,692,544
Cache writes0
Output122,986
Thinking (subset of output where reported)not reported
Total25,984,285
ModelTokensEstimate
grok-4.725,984,285$13.92

Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-18.

  • grok-4.7: 25984285 tokens without per-request detail priced at the base rate; prompts above 199999 tokens would cost more
conditionsprovenance

Limitations

  • Recorded from a harness checkout with uncommitted changes.
  • No agent session log: the token curve has one point per prompt turn.
  • Cost estimate assumption: grok-4.7: 25984285 tokens without per-request detail priced at the base rate; prompts above 199999 tokens would cost more.
Run ideconomy-v1-cursor-grok-4.7-s1-a1-20261018T115851Z
Taskeconomy-v1 · acb5fb455a43
Budget6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time
Agentundefined 2026.10.16-e3cb207 (cursor-agent)
Applied config{"model":"grok-4.7[context=256k,reasoning_effort=medium,fast=false]"}
Models reportedgrok-4.7
Tools availablenot recorded
Harness2d05fa1c9d40 (uncommitted changes)
Bridge / gameae01202f355c / 953fea25964f
Adaptersclaude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1, cursor-agent 2026.10.16-e3cb207
Rubrics
economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27
economy-weighted-v1 · scores 7.08 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd
Started / ended2026-10-18T11:58:52.011Z → 2026-10-18T13:09:19.857Z
Evidence83 items in evidence.json