Kimi K3.1 Pro, seed 2
Kimi Code · high reasoning effort
Hay 2.63m produced, 6.42 points
Wood 10.4m produced, 7.02 points
Carrot 966k produced, 5.98 points
Pumpkin 634k produced, 5.80 points
Cactus 4.1k produced, 3.61 points
Power 7.87k produced, 3.90 points
Bone 29 produced, 1.48 points
Weird substance 791k produced, 5.90 points
Gold 12.9k produced, 4.11 points
Water 34.3k produced, 4.54 points
Fertilizer 10.8k produced, 4.03 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 52.79orders of magnitude · model mean 48.11
- On seed 2
- #10of 15 models
- Cost
- $3.02API-equivalent estimate
- Real time
- 18m 44swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 15.5 |
| 2h 00m | 28.6 |
| 3h 00m | 39.2 |
| 4h 00m | 45.9 |
| 5h 00m | 50.2 |
| 6h 00m | 52.8 |
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-played
How it played
| Measure | This run | Model mean | Seed 2 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 11 of 11 | 9.6 of 11 |
| Study | 43 | 34 | 49 |
| Action overhead | 12% | 10% | 11% |
| Tool calls | 255 | 211 | 228 |
| Program writes | 43 | 39 | 35 |
| Program stints | 84 | 63 | 42 |
| Median stint | 3m 15s | 5m 05s | 5m 28s |
| Cost per point | $0.057 | $0.046 | $0.058 |
Farm idle 4% of samples; longest stint 20m 10s; 1 rejected write.
production
Production and holdings
Each resource on its own scale. Ticks: purchases of the upgrade that feeds it. On the log scale each tenfold rise is one point.
upgrades
Upgrade timeline
Every purchase, with what the agent was told
| Game time | Call | Unlocked | Result the agent saw |
|---|---|---|---|
| 1m 45s | {"upgrades":["loops","speed","expand"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 3m 15s | {"upgrades":["speed","expand","plant"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 9m 35s | {"upgrades":["speed","expand"]} | speed 2, expand 2 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 11m 35s | {"upgrades":["carrots"]} | carrots 1 | Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. |
| 14m 05s | {"upgrades":["operators","senses"]} | operators 1, senses 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 17m 15s | {"upgrades":["variables","watering"]} | variables 1, watering 1 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 19m 45s | {"upgrades":["functions"]} | functions 1, functions 1 | Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. |
| 23m 10s | {"upgrades":["trees","expand"]} | trees 1, expand 3 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 28m 45s | {"upgrades":["pumpkins","speed"]} | pumpkins 1 | Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 29m 35s | {"upgrades":["expand"]} | expand 4 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 33m 25s | {"upgrades":["speed","debug"]} | speed 3, debug 1 | Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. |
| 57m 55s | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 03m | {"upgrades":["carrots","trees","watering"]} | carrots 2, trees 2, watering 2 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 08m | {"upgrades":["lists","import"]} | lists 1, import 1 | Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. |
| 1h 27m | {"upgrades":["grass","watering","fertilizer"]} | grass 2, watering 3, fertilizer 1 | Bought grass, now level 2. Paid hay 300. |
| 1h 29m | {"upgrades":["speed"]} | speed 4 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 35m | {"upgrades":["fertilizer","fertilizer","grass","trees"]} | fertilizer 2, grass 3, trees 3 | Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. |
| 1h 42m | {"upgrades":["pumpkins"]} | pumpkins 2 | Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 1h 46m | {"upgrades":["mazes"]} | mazes 1 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 1h 47m | {"upgrades":["sunflowers","fertilizer","watering","grass"]} | sunflowers 1, fertilizer 3, watering 4, grass 4 | Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. |
| 1h 56m | {"upgrades":["megafarm"]} | megafarm 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 02m | {"upgrades":["speed"]} | speed 5 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 2h 19m | {"upgrades":["cactus"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 2h 21m | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 2h 22m | {"upgrades":["hats"]} | — | Could not buy hats: Already at maximum level. |
| 2h 43m | {"upgrades":["megafarm"]} | megafarm 2 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 49m | {"upgrades":["pumpkins","fertilizer","trees"]} | pumpkins 3, fertilizer 4, trees 4 | Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 2h 49m | {"upgrades":["carrots"]} | carrots 3 | Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 2h 56m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 3h 02m | {"upgrades":["polyculture","grass","trees","watering","carrots"]} | polyculture 1, grass 5, trees 5, watering 5, carrots 4 | Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. |
| 3h 06m | {"upgrades":["pumpkins"]} | pumpkins 4 | Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 3h 25m | {"upgrades":["expand"]} | expand 7 | Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 4h 26m | {"upgrades":["carrots","grass","trees","watering"]} | carrots 5, grass 6, trees 6, watering 6 | Bought carrots, now level 5. Paid wood 31200. Its tutorial is docs page docs/unlocks/carrots.md. |
| 4h 31m | {"upgrades":["pumpkins"]} | pumpkins 5 | Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. |
| 5h 29m | {"upgrades":["expand"]} | expand 8 | Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 5h 40m | {"upgrades":["carrots","grass","trees","watering"]} | carrots 6, grass 7, trees 7, watering 7 | Bought carrots, now level 6. Paid wood 156000. Its tutorial is docs page docs/unlocks/carrots.md. |
Programs 44 writes, code as the agent wrote it
boot.py
r11m 20sRanFinal
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved boot (10 lines). Game time: 1m 30s elapsed, 5h 58m 30s of budget remaining.
- run_program at 1m 30s for 60s (agent saw)
Ran boot for 5s of game time; it finished. Inventory change: hay +10. Game time: 1m 45s elapsed, 5h 58m 15s of budget remaining. Output: (none)
grass.py
r11m 55sRan
while True: harvest()- Write result the agent saw
Saved grass (2 lines). Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
- run_program at 2m 05s for 60s (agent saw)
Ran grass for 1m of game time; it is still running. Inventory change: hay +120. Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining. Output: (none)
bush.py
r14m 05sRan
while True: harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved bush (4 lines). Game time: 4m 15s elapsed, 5h 55m 45s of budget remaining.
- run_program at 4m 15s for 60s (agent saw)
Ran bush for 1m of game time; it is still running. Inventory change: hay +2. Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining. Output: (none)
- run_program at 5m 35s for 90s (agent saw)
Ran bush for 1m 30s of game time; it is still running. Inventory change: no change. Game time: 7m 15s elapsed, 5h 52m 45s of budget remaining. Output: (none)
—7m 55sRejected
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Stop the program before editing it.
r28m 15sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)Changes from the previous revision
while True: - harvest() - plant(Entities.Bush) + if can_harvest(): + harvest() + plant(Entities.Bush) move(North)
- Write result the agent saw
Saved bush (5 lines). Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
- run_program at 8m 25s for 60s (agent saw)
Ran bush for 1m of game time; it is still running. Inventory change: wood +37. Game time: 9m 35s elapsed, 5h 50m 25s of budget remaining. Output: (none)
farm3.py
r19m 45sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) if can_harvest(): harvest() plant(Entities.Bush) move(North) move(East)- Write result the agent saw
Saved farm3 (40 lines). Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining.
- run_program at 9m 55s for 60s (agent saw)
Ran farm3 for 1m of game time; it is still running. Inventory change: hay +6, wood +75. Game time: 11m 5s elapsed, 5h 48m 55s of budget remaining. Output: (none)
hay3.py
r112m 05sRan
clear() while True: if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) move(East) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) move(East) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) if can_harvest(): harvest() move(North) move(East)- Write result the agent saw
Saved hay3 (32 lines). Game time: 12m 15s elapsed, 5h 47m 45s of budget remaining.
- run_program at 12m 15s for 45s (agent saw)
Ran hay3 for 45s of game time; it is still running. Inventory change: hay +85. Game time: 13m 10s elapsed, 5h 46m 50s of budget remaining. Output: (none)
- run_program at 13m 10s for 45s (agent saw)
Ran hay3 for 45s of game time; it is still running. Inventory change: hay +85. Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining. Output: (none)
mixed3.py
r114m 45sRan
while True: if can_harvest(): harvest() if get_pos_x() == 1: plant(Entities.Bush) elif get_pos_x() == 2: till() plant(Entities.Carrot) move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved mixed3 (11 lines). Game time: 14m 55s elapsed, 5h 45m 5s of budget remaining.
- run_program at 14m 55s for 90s (agent saw)
Ran mixed3 for 1m 30s of game time; it is still running. Inventory change: carrot +28, hay +124, wood +63. Game time: 16m 35s elapsed, 5h 43m 25s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------- run_program at 16m 35s for 30s (agent saw)
Ran mixed3 for 30s of game time; it is still running. Inventory change: carrot +10, hay +47, wood +34. Game time: 17m 15s elapsed, 5h 42m 45s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------- run_program at 17m 25s for 90s (agent saw)
Ran mixed3 for 1m 30s of game time; it is still running. Inventory change: carrot +36, hay +77, water +9, wood +75. Game time: 19m 5s elapsed, 5h 40m 55s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------- run_program at 19m 05s for 30s (agent saw)
Ran mixed3 for 30s of game time; it is still running. Inventory change: carrot +10, hay +28, water +3, wood +23. Game time: 19m 45s elapsed, 5h 40m 15s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------- run_program at 19m 55s for 75s (agent saw)
Ran mixed3 for 1m 15s of game time; it is still running. Inventory change: carrot +26, hay +119, water +8, wood +63. Game time: 21m 20s elapsed, 5h 38m 40s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------- run_program at 21m 20s for 100s (agent saw)
Ran mixed3 for 1m 40s of game time; it is still running. Inventory change: carrot +69, hay +78, water +10, wood +68. Game time: 23m 10s elapsed, 5h 36m 50s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ --------------------------------------------------------------------
mixed4.py
r124m 00sRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x == 1 or (x == 3 and y % 2 == 1): plant(Entities.Bush) elif x == 2: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) elif x == 3: plant(Entities.Tree) if x != 0 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved mixed4 (21 lines). Game time: 24m 10s elapsed, 5h 35m 50s of budget remaining.
- run_program at 24m 10s for 180s (agent saw)
Ran mixed4 for 3m of game time; it is still running. Inventory change: carrot +98, hay +47, water -30, wood +438. Game time: 27m 20s elapsed, 5h 32m 40s of budget remaining. Output: (none)
- run_program at 27m 20s for 75s (agent saw)
Ran mixed4 for 1m 15s of game time; it is still running. Inventory change: carrot +50, hay +30, water -1, wood +214. Game time: 28m 45s elapsed, 5h 31m 15s of budget remaining. Output: (none)
mixed6.py
r129m 55sRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x == 1: plant(Entities.Bush) elif x == 2 or x == 4: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) elif x == 3 or x == 5: if y % 2 == 0: plant(Entities.Tree) else: plant(Entities.Bush) if x != 0 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved mixed6 (24 lines). Game time: 30m 5s elapsed, 5h 29m 55s of budget remaining.
- run_program at 30m 05s for 180s (agent saw)
Ran mixed6 for 3m of game time; it is still running. Inventory change: carrot +123, hay +31, water -2, wood +515. Game time: 33m 15s elapsed, 5h 26m 45s of budget remaining. Output: (none)
- run_program at 37m 05s for 300s (agent saw)
Ran mixed6 for 5m of game time; it is still running. Inventory change: water +30. Game time: 42m 15s elapsed, 5h 17m 45s of budget remaining. Output: (none)
r242m 35sRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() target = None if x == 1: target = Entities.Bush elif x == 2 or x == 4: target = Entities.Carrot elif x == 3 or x == 5: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x != 0 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
if can_harvest(): harvest() - x = get_pos_x() - y = get_pos_y() - if x == 1: - plant(Entities.Bush) - elif x == 2 or x == 4: - if get_ground_type() != Grounds.Soil: - till() - plant(Entities.Carrot) - elif x == 3 or x == 5: - if y % 2 == 0: - plant(Entities.Tree) - else: - plant(Entities.Bush) - if x != 0 and get_water() < 0.5 and num_items(Items.Water) > 10: - use_item(Items.Water) + x = get_pos_x() + y = get_pos_y() + target = None + if x == 1: + target = Entities.Bush + elif x == 2 or x == 4: + target = Entities.Carrot + elif x == 3 or x == 5: + if y % 2 == 0: + target = Entities.Tree + else: + target = Entities.Bush + if target != None and get_entity_type() != target: + if target == Entities.Carrot and get_ground_type() != Grounds.Soil: + till() + plant(target) + if x != 0 and get_water() < 0.5 and num_items(Items.Water) > 10: + use_item(Items.Water) while True:
- Write result the agent saw
Saved mixed6 (27 lines). Game time: 42m 45s elapsed, 5h 17m 15s of budget remaining.
- run_program at 42m 45s for 240s (agent saw)
Ran mixed6 for 4m of game time; it is still running. Inventory change: carrot +296, hay -180, water -29, wood +1001. Game time: 46m 55s elapsed, 5h 13m 5s of budget remaining. Output: (none)
- run_program at 46m 55s for 180s (agent saw)
Ran mixed6 for 3m of game time; it is still running. Inventory change: carrot +237, hay -133, wood +725. Game time: 50m 5s elapsed, 5h 9m 55s of budget remaining. Output: (none)
- run_program at 55m 20s for 60s (agent saw)
Ran mixed6 for 1m of game time; it is still running. Inventory change: carrot +36, hay -48, water +5, wood +136. Game time: 56m 30s elapsed, 5h 3m 30s of budget remaining. Output: (none)
pumpkin6.py
r133m 45sRan
def tend(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved pumpkin6 (15 lines). Game time: 33m 55s elapsed, 5h 26m 5s of budget remaining.
- run_program at 33m 55s for 180s (agent saw)
Ran pumpkin6 for 3m of game time; it is still running. Inventory change: carrot -108, hay +10, pumpkin +196, water -7, wood +46. Game time: 37m 5s elapsed, 5h 22m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 50m 05s for 120s (agent saw)
Ran pumpkin6 for 2m of game time; it is still running. Inventory change: carrot -271, pumpkin +370, water -5, wood +50. Game time: 52m 15s elapsed, 5h 7m 45s of budget remaining. Output: (none)
- run_program at 52m 15s for 120s (agent saw)
Ran pumpkin6 for 2m of game time; it is still running. Inventory change: carrot -264, pumpkin +417. Game time: 54m 25s elapsed, 5h 5m 35s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 54m 25s for 45s (agent saw)
Ran pumpkin6 for 45s of game time; it is still running. Inventory change: no change. Game time: 55m 20s elapsed, 5h 4m 40s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 56m 30s for 75s (agent saw)
Ran pumpkin6 for 1m 15s of game time; it is still running. Inventory change: carrot -58, pumpkin +86, water -6, wood +70. Game time: 57m 55s elapsed, 5h 2m 5s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
mixed8.py
r158m 15sRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x != 0: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x != 0 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved mixed8 (27 lines). Game time: 58m 25s elapsed, 5h 1m 35s of budget remaining.
- run_program at 58m 25s for 300s (agent saw)
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +280, hay +31, water +3, wood +1042. Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining. Output: (none)
- run_program at 1h 03m for 300s (agent saw)
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +664, hay -152, wood +2082. Game time: 1h 8m 55s elapsed, 4h 51m 5s of budget remaining. Output: (none)
r21h 14mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
else: target = Entities.Bush - elif x != 0: + elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: till() plant(target) - if x != 0 and get_water() < 0.5 and num_items(Items.Water) > 10: + if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water)
- Write result the agent saw
Saved mixed8 (27 lines). Game time: 1h 14m 55s elapsed, 4h 45m 5s of budget remaining.
- run_program at 1h 14m for 300s (agent saw)
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +48, hay -12, pumpkin +43, water +1, wood +2326. Game time: 1h 20m 5s elapsed, 4h 39m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: tend plant(target) ^^ --------------------------------------------------------------------
r31h 20mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 2 and get_ground_type() != Grounds.Grassland: till() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
x = get_pos_x() y = get_pos_y() + if x < 2 and get_ground_type() != Grounds.Grassland: + till() target = None if x == 2 or x == 5:
- Write result the agent saw
Saved mixed8 (29 lines). Game time: 1h 20m 25s elapsed, 4h 39m 35s of budget remaining.
- run_program at 1h 20m for 240s (agent saw)
Ran mixed8 for 4m of game time; it is still running. Inventory change: carrot +356, hay +8, water -5, wood +1942. Game time: 1h 24m 35s elapsed, 4h 35m 25s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: tend plant(target) ^^ --------------------------------------------------------------------- run_program at 1h 27m for 90s (agent saw)
Ran mixed8 for 1m 30s of game time; it is still running. Inventory change: carrot +152, fertilizer +9, hay +88, water -43, wood +450. Game time: 1h 29m 25s elapsed, 4h 30m 35s of budget remaining. Output: (none)
r41h 35mRan
def tend(): x = get_pos_x() y = get_pos_y() if x > 1 and x != 2 and x != 5 and not can_harvest() and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if can_harvest(): harvest() if x < 2 and get_ground_type() != Grounds.Grassland: till() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
def tend(): - if can_harvest(): - harvest() x = get_pos_x() y = get_pos_y() + if x > 1 and x != 2 and x != 5 and not can_harvest() and num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) + if can_harvest(): + harvest() if x < 2 and get_ground_type() != Grounds.Grassland: till()
- Write result the agent saw
Saved mixed8 (31 lines). Game time: 1h 35m 45s elapsed, 4h 24m 15s of budget remaining.
- run_program at 1h 35m for 300s (agent saw)
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +900, fertilizer +60, hay +1152, pumpkin +16, water -4, wood +6732. Game time: 1h 40m 55s elapsed, 4h 19m 5s of budget remaining. Output: (none)
- run_program at 1h 40m for 60s (agent saw)
Ran mixed8 for 1m of game time; it is still running. Inventory change: carrot +180, fertilizer +12, hay +212, water +1, wood +1604. Game time: 1h 42m 5s elapsed, 4h 17m 55s of budget remaining. Output: (none)
r51h 42mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 2 and get_ground_type() != Grounds.Grassland: till() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x > 1 and x != 2 and x != 5 and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
def tend(): - x = get_pos_x() - y = get_pos_y() - if x > 1 and x != 2 and x != 5 and not can_harvest() and num_items(Items.Fertilizer) > 0: - use_item(Items.Fertilizer) if can_harvest(): harvest() + x = get_pos_x() + y = get_pos_y() if x < 2 and get_ground_type() != Grounds.Grassland: till() till() plant(target) + if x > 1 and x != 2 and x != 5 and num_items(Items.Fertilizer) > 0: + use_item(Items.Fertilizer) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water)
- Write result the agent saw
Saved mixed8 (31 lines). Game time: 1h 42m 35s elapsed, 4h 17m 25s of budget remaining.
- run_program at 1h 42m for 240s (agent saw)
Ran mixed8 for 4m of game time; it is still running. Inventory change: carrot +638, fertilizer -136, hay +902, water -8, weird_substance +1552, wood +3762. Game time: 1h 46m 45s elapsed, 4h 13m 15s of budget remaining. Output: (none)
pumpkin_mix8.py
r11h 09mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() if x < 6: if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) elif x == 6: if get_entity_type() != Entities.Carrot: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) if x != 7 and get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)- Write result the agent saw
Saved pumpkin_mix8 (22 lines). Game time: 1h 9m 25s elapsed, 4h 50m 35s of budget remaining.
- run_program at 1h 09m for 300s (agent saw)
Ran pumpkin_mix8 for 5m of game time; it is still running. Inventory change: carrot -345, hay -12, pumpkin +631, water -9, wood +126. Game time: 1h 14m 35s elapsed, 4h 45m 25s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: tend plant(Entities.Carrot) ^^ --------------------------------------------------------------------
r21h 29mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() if x < 6: if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) elif x == 6: if get_entity_type() != Entities.Carrot: if get_ground_type() != Grounds.Soil: till() plant(Entities.Carrot) elif get_ground_type() != Grounds.Grassland: till() if x != 7 and get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) while True: tend() move(North) if get_pos_y() == 0: move(East)Changes from the previous revision
till() plant(Entities.Carrot) + elif get_ground_type() != Grounds.Grassland: + till() if x != 7 and get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water)
- Write result the agent saw
Saved pumpkin_mix8 (24 lines). Game time: 1h 29m 55s elapsed, 4h 30m 5s of budget remaining.
- run_program at 1h 29m for 300s (agent saw)
Ran pumpkin_mix8 for 5m of game time; it is still running. Inventory change: carrot -160, fertilizer +30, hay +136, pumpkin +706, water -14, wood -122. Game time: 1h 35m 5s elapsed, 4h 24m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
hay8.py
r11h 24mRan
while True: if can_harvest(): harvest() if get_ground_type() != Grounds.Grassland: till() move(North) if get_pos_y() == 0: if get_pos_x() == 0: move(East) else: move(West)- Write result the agent saw
Saved hay8 (11 lines). Game time: 1h 24m 45s elapsed, 4h 35m 15s of budget remaining.
- run_program at 1h 24m for 120s (agent saw)
Ran hay8 for 2m of game time; it is still running. Inventory change: hay +706, water +24. Game time: 1h 26m 55s elapsed, 4h 33m 5s of budget remaining. Output: (none)
maze8.py
r11h 47mRan
def solve_maze(): plant(Entities.Bush) use_item(Items.Weird_Substance, 8) visited = [] path = [] while get_entity_type() != Entities.Treasure: x = get_pos_x() y = get_pos_y() pos = (x, y) if pos not in visited: visited.append(pos) moved = False for direction in [North, East, South, West]: nx = x ny = y if direction == North: ny += 1 elif direction == South: ny -= 1 elif direction == East: nx += 1 else: nx -= 1 if (nx, ny) not in visited and can_move(direction): move(direction) path.append(pos) moved = True break if not moved and len(path) > 0: back = path.pop() bx = back[0] by = back[1] if bx > x: move(East) elif bx < x: move(West) elif by > y: move(North) else: move(South) harvest() while num_items(Items.Weird_Substance) >= 8: solve_maze()- Write result the agent saw
Saved maze8 (44 lines). Game time: 1h 47m 55s elapsed, 4h 12m 5s of budget remaining.
- run_program at 1h 47m for 300s (agent saw)
Ran maze8 for 5m of game time; it is still running. Inventory change: fertilizer +120, gold +1408, water +240, weird_substance -184. Game time: 1h 53m 5s elapsed, 4h 6m 55s of budget remaining. Output: (none)
- run_program at 1h 53m for 150s (agent saw)
Ran maze8 for 2m 30s of game time; it is still running. Inventory change: fertilizer +60, gold +576, water +120, weird_substance -72. Game time: 1h 55m 45s elapsed, 4h 4m 15s of budget remaining. Output: (none)
- run_program at 1h 55m for 30s (agent saw)
Ran maze8 for 30s of game time; it is still running. Inventory change: fertilizer +12, gold +192, water +24, weird_substance -24. Game time: 1h 56m 25s elapsed, 4h 3m 35s of budget remaining. Output: (none)
r22h 24mRan
def solve_maze(): plant(Entities.Bush) use_item(Items.Weird_Substance, 8) visited = [] path = [] while get_entity_type() != Entities.Treasure: x = get_pos_x() y = get_pos_y() pos = (x, y) if pos not in visited: visited.append(pos) moved = False for direction in [North, East, South, West]: nx = x ny = y if direction == North: ny += 1 elif direction == South: ny -= 1 elif direction == East: nx += 1 else: nx -= 1 if (nx, ny) not in visited and can_move(direction): move(direction) path.append(pos) moved = True break if not moved and len(path) > 0: back = path.pop() bx = back[0] by = back[1] if bx > x: move(East) elif bx < x: move(West) elif by > y: move(North) else: move(South) harvest() clear() while num_items(Items.Weird_Substance) >= 8: solve_maze()Changes from the previous revision
harvest() + clear() while num_items(Items.Weird_Substance) >= 8: solve_maze()
- Write result the agent saw
Saved maze8 (45 lines). Game time: 2h 24m 17s elapsed, 3h 35m 43s of budget remaining.
- run_program at 2h 24m for 600s (agent saw)
Ran maze8 for 10m of game time; it is still running. Inventory change: bone +25, fertilizer +240, gold +4224, water +480, weird_substance -536. Game time: 2h 34m 27s elapsed, 3h 25m 33s of budget remaining. Output: (none)
- run_program at 2h 34m for 480s (agent saw)
Ran maze8 for 8m of game time; it is still running. Inventory change: fertilizer +192, gold +3264, water +384, weird_substance -416. Game time: 2h 42m 37s elapsed, 3h 17m 23s of budget remaining. Output: (none)
- run_program at 2h 42m for 20s (agent saw)
Ran maze8 for 20s of game time; it is still running. Inventory change: fertilizer +8, gold +64, water +16, weird_substance -16. Game time: 2h 43m 7s elapsed, 3h 16m 53s of budget remaining. Output: (none)
mega_mixed8.py
r11h 57mSaved, never run
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 2 and get_ground_type() != Grounds.Grassland: till() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x > 1 and x != 2 and x != 5 and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 4, 8) worker(0, 4)- Write result the agent saw
Saved mega_mixed8 (41 lines). Game time: 1h 57m 25s elapsed, 4h 2m 35s of budget remaining.
r21h 57mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 2 and get_ground_type() != Grounds.Grassland: till() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x > 1 and x != 2 and x != 5 and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) clear() spawn_drone(worker, 4, 8) worker(0, 4)Changes from the previous revision
if get_pos_y() == 0: move(East) - if get_pos_x() == end: - for i in range(end - start): - move(West) + if get_pos_x() == 0: + for i in range(start): + move(East) clear()
- Write result the agent saw
Saved mega_mixed8 (41 lines). Game time: 1h 57m 35s elapsed, 4h 2m 25s of budget remaining.
- run_program at 1h 57m for 300s (agent saw)
Ran mega_mixed8 for 5m of game time; it is still running. Inventory change: carrot +1424, fertilizer -240, hay +2904, water -186, weird_substance +2526, wood +9774. Game time: 2h 2m 45s elapsed, 3h 57m 15s of budget remaining. Output: (none)
- run_program at 2h 08m for 150s (agent saw)
Ran mega_mixed8 for 2m 30s of game time; it is still running. Inventory change: carrot +1044, fertilizer -137, hay +2548, water -7, weird_substance +1844, wood +7540. Game time: 2h 11m 15s elapsed, 3h 48m 45s of budget remaining. Output: (none)
- run_program at 2h 15m for 90s (agent saw)
Ran mega_mixed8 for 1m 30s of game time; it is still running. Inventory change: carrot +560, fertilizer -101, hay +1656, water +5, weird_substance +1086, wood +4054. Game time: 2h 17m 5s elapsed, 3h 42m 55s of budget remaining. Output: (none)
r32h 43mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 2 and get_ground_type() != Grounds.Grassland: till() target = None if x == 2 or x == 5: target = Entities.Carrot elif x == 3 or x == 6: if y % 2 == 0: target = Entities.Tree else: target = Entities.Bush elif x > 1: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if x > 1 and x != 2 and x != 5 and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 1 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 2, 4) spawn_drone(worker, 4, 6) spawn_drone(worker, 6, 8) worker(0, 2)Changes from the previous revision
for i in range(start): move(East) + elif get_pos_x() == end: + for i in range(end - start): + move(West) clear() - spawn_drone(worker, 4, 8) - worker(0, 4) + spawn_drone(worker, 2, 4) + spawn_drone(worker, 4, 6) + spawn_drone(worker, 6, 8) + worker(0, 2)
- Write result the agent saw
Saved mega_mixed8 (46 lines). Game time: 2h 43m 47s elapsed, 3h 16m 13s of budget remaining.
- run_program at 2h 43m for 300s (agent saw)
Ran mega_mixed8 for 5m of game time; it is still running. Inventory change: carrot +4688, fertilizer -645, hay +23960, water -217, weird_substance +6352, wood +29564. Game time: 2h 49m 7s elapsed, 3h 10m 53s of budget remaining. Output: (none)
- run_program at 2h 49m for 180s (agent saw)
Ran mega_mixed8 for 3m of game time; it is still running. Inventory change: carrot +5888, hay +13088, water -63, weird_substance +2212, wood +39932. Game time: 2h 52m 37s elapsed, 3h 7m 23s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
mega_pumpkin8.py
r12h 03mSaved, never run
def tend(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) def worker(start): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) clear() spawn_drone(worker, 4) worker(0)- Write result the agent saw
Saved mega_pumpkin8 (25 lines). Game time: 2h 3m 15s elapsed, 3h 56m 45s of budget remaining.
r22h 03mRan
def tend(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 4, 8) worker(0, 4)Changes from the previous revision
use_item(Items.Water) - def worker(start): + def worker(start, end): for i in range(start): move(East) for i in range(start): move(East) + elif get_pos_x() == end: + for i in range(end - start): + move(West) clear() - spawn_drone(worker, 4) - worker(0) + spawn_drone(worker, 4, 8) + worker(0, 4)
- Write result the agent saw
Saved mega_pumpkin8 (28 lines). Game time: 2h 3m 25s elapsed, 3h 56m 35s of budget remaining.
- run_program at 2h 03m for 300s (agent saw)
Ran mega_pumpkin8 for 5m of game time; it is still running. Inventory change: carrot -1040, fertilizer +120, hay +496, pumpkin +1374, water -295. Game time: 2h 8m 35s elapsed, 3h 51m 25s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 2h 11m for 240s (agent saw)
Ran mega_pumpkin8 for 4m of game time; it is still running. Inventory change: carrot -1086, fertilizer +96, hay +504, pumpkin +1616, water -6. Game time: 2h 15m 25s elapsed, 3h 44m 35s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 2h 17m for 120s (agent saw)
Ran mega_pumpkin8 for 2m of game time; it is still running. Inventory change: carrot -648, fertilizer +48, hay +504, pumpkin +948, water -5. Game time: 2h 19m 15s elapsed, 3h 40m 45s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
r32h 43mRan
def tend(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 2, 4) spawn_drone(worker, 4, 6) spawn_drone(worker, 6, 8) worker(0, 2)Changes from the previous revision
clear() - spawn_drone(worker, 4, 8) - worker(0, 4) + spawn_drone(worker, 2, 4) + spawn_drone(worker, 4, 6) + spawn_drone(worker, 6, 8) + worker(0, 2)
- Write result the agent saw
Saved mega_pumpkin8 (30 lines). Game time: 2h 43m 57s elapsed, 3h 16m 3s of budget remaining.
- run_program at 2h 52m for 240s (agent saw)
Ran mega_pumpkin8 for 4m of game time; it is still running. Inventory change: carrot -7536, fertilizer +192, hay +504, pumpkin +11032, water -223. Game time: 2h 56m 47s elapsed, 3h 3m 13s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
cactus8.py
r12h 20mRan
clear() for x in range(8): for y in range(8): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) while True: swaps = 0 for x in range(8): for y in range(8): if x < 7 and measure() > measure(East): swap(East) swaps += 1 if y < 7 and measure() > measure(North): swap(North) swaps += 1 move(North) move(East) if swaps == 0: break harvest()- Write result the agent saw
Saved cactus8 (24 lines). Game time: 2h 20m 25s elapsed, 3h 39m 35s of budget remaining.
- run_program at 2h 20m for 300s (agent saw)
Ran cactus8 for 1m 16s of game time; it finished. Inventory change: cactus +4096, fertilizer +30, pumpkin -128, water +60. Game time: 2h 21m 51s elapsed, 3h 38m 9s of budget remaining. Output: (none)
dino8.py
r12h 22mRan
clear() change_hat(Hats.Dinosaur_Hat) for y in range(8): if y % 2 == 0: for x in range(7): move(East) else: for x in range(7): move(West) if y < 7: move(North) change_hat(Hats.Green_Hat)- Write result the agent saw
Saved dino8 (12 lines). Game time: 2h 22m 41s elapsed, 3h 37m 19s of budget remaining.
- run_program at 2h 22m for 180s (agent saw)
Ran dino8 for 8s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: cactus -6, fertilizer +3, water +7. Game time: 2h 22m 59s elapsed, 3h 37m 1s of budget remaining. Output: Error: Hats.Green_Hat must be unlocked before this can be used. In: change_hat(Hats.Green_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 22m (telemetry; not shown to the agent)
Hats.Green_Hat must be unlocked before this can be used.
r22h 23mRan
clear() change_hat(Hats.Dinosaur_Hat) for y in range(8): if y % 2 == 0: for x in range(7): move(East) else: for x in range(7): move(West) if y < 7: move(North) move(South) change_hat(Hats.Gray_Hat)Changes from the previous revision
if y < 7: move(North) - change_hat(Hats.Green_Hat) + move(South) + change_hat(Hats.Gray_Hat)
- Write result the agent saw
Saved dino8 (13 lines). Game time: 2h 23m 39s elapsed, 3h 36m 21s of budget remaining.
- run_program at 2h 23m for 60s (agent saw)
Ran dino8 for 8s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: bone +4, cactus -12, fertilizer +3, water +6. Game time: 2h 23m 57s elapsed, 3h 36m 3s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 23m (telemetry; not shown to the agent)
Hats.Gray_Hat must be unlocked before this can be used.
mega_mixed12.py
r12h 57mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 3 and get_ground_type() != Grounds.Grassland: till() target = None if x == 3 or x == 6 or x == 9: target = Entities.Carrot elif x > 2: if x % 2 == 0 and y % 2 == 0: target = Entities.Tree else: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if target != Entities.Carrot and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 2 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 3, 6) spawn_drone(worker, 6, 9) spawn_drone(worker, 9, 12) worker(0, 3)- Write result the agent saw
Saved mega_mixed12 (44 lines). Game time: 2h 57m 17s elapsed, 3h 2m 43s of budget remaining.
- run_program at 2h 57m for 300s (agent saw)
Ran mega_mixed12 for 5m of game time; it is still running. Inventory change: carrot +9268, fertilizer -232, hay +20388, water -546, weird_substance +8468, wood +63272. Game time: 3h 2m 37s elapsed, 2h 57m 23s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 3h 03m for 180s (agent saw)
Ran mega_mixed12 for 3m of game time; it is still running. Inventory change: carrot +16904, hay +36904, water +1, weird_substance +8992, wood +130584. Game time: 3h 6m 17s elapsed, 2h 53m 43s of budget remaining. Output: (none)
- run_program at 3h 11m for 180s (agent saw)
Ran mega_mixed12 for 3m of game time; it is still running. Inventory change: carrot +17544, fertilizer -248, hay +37216, water +6, weird_substance +24568, wood +132200. Game time: 3h 14m 47s elapsed, 2h 45m 13s of budget remaining. Output: (none)
- run_program at 3h 19m for 120s (agent saw)
Ran mega_mixed12 for 2m of game time; it is still running. Inventory change: carrot +10992, fertilizer -248, hay +24560, water +5, weird_substance +17128, wood +66856. Game time: 3h 22m 7s elapsed, 2h 37m 53s of budget remaining. Output: (none)
mega_pumpkin12.py
r12h 57mRan
def tend(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 3, 6) spawn_drone(worker, 6, 9) spawn_drone(worker, 9, 12) worker(0, 3)- Write result the agent saw
Saved mega_pumpkin12 (30 lines). Game time: 2h 57m 27s elapsed, 3h 2m 33s of budget remaining.
- run_program at 3h 06m for 300s (agent saw)
Ran mega_pumpkin12 for 5m of game time; it is still running. Inventory change: carrot -15160, fertilizer +240, hay +2288, pumpkin +22432, water -5. Game time: 3h 11m 37s elapsed, 2h 48m 23s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 3h 14m for 300s (agent saw)
Ran mega_pumpkin12 for 5m of game time; it is still running. Inventory change: carrot -18552, fertilizer +240, hay +2272, pumpkin +27560, water -5. Game time: 3h 19m 57s elapsed, 2h 40m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 3h 22m for 180s (agent saw)
Ran mega_pumpkin12 for 3m of game time; it is still running. Inventory change: carrot -11928, fertilizer +144, hay +2288, pumpkin +18328, water -6. Game time: 3h 25m 17s elapsed, 2h 34m 43s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
mega_mixed16.py
r13h 25mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 4 and get_ground_type() != Grounds.Grassland: till() target = None if x == 4 or x == 8 or x == 12: target = Entities.Carrot elif x > 3: if x % 2 == 0 and y % 2 == 0: target = Entities.Tree else: target = Entities.Bush if target != None and get_entity_type() != target: if target == Entities.Carrot and get_ground_type() != Grounds.Soil: till() plant(target) if target != Entities.Carrot and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 3 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 4, 8) spawn_drone(worker, 8, 12) spawn_drone(worker, 12, 16) worker(0, 4)- Write result the agent saw
Saved mega_mixed16 (44 lines). Game time: 3h 25m 47s elapsed, 2h 34m 13s of budget remaining.
- run_program at 3h 25m for 180s (agent saw)
Ran mega_mixed16 for 3m of game time; it is still running. Inventory change: carrot +13512, fertilizer -184, hay +35216, water -42, weird_substance +10664, wood +98072. Game time: 3h 29m 7s elapsed, 2h 30m 53s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------
r23h 29mSaved, never run
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 4 and get_ground_type() != Grounds.Grassland: till() target = None if x == 4 or x == 8 or x == 12 or x == 15: if x == 15: target = Entities.Sunflowers else: target = Entities.Carrot elif x > 3: if x % 2 == 0 and y % 2 == 0: target = Entities.Tree else: target = Entities.Bush if target != None and get_entity_type() != target: if (target == Entities.Carrot or target == Entities.Sunflowers) and get_ground_type() != Grounds.Soil: till() plant(target) if target != Entities.Carrot and target != Entities.Sunflowers and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 3 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 4, 8) spawn_drone(worker, 8, 12) spawn_drone(worker, 12, 16) worker(0, 4)Changes from the previous revision
till() target = None - if x == 4 or x == 8 or x == 12: - target = Entities.Carrot + if x == 4 or x == 8 or x == 12 or x == 15: + if x == 15: + target = Entities.Sunflowers + else: + target = Entities.Carrot elif x > 3: if x % 2 == 0 and y % 2 == 0: target = Entities.Bush if target != None and get_entity_type() != target: - if target == Entities.Carrot and get_ground_type() != Grounds.Soil: + if (target == Entities.Carrot or target == Entities.Sunflowers) and get_ground_type() != Grounds.Soil: till() plant(target) - if target != Entities.Carrot and num_items(Items.Fertilizer) > 0: + if target != Entities.Carrot and target != Entities.Sunflowers and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 3 and get_water() < 0.5 and num_items(Items.Water) > 10:
- Write result the agent saw
Saved mega_mixed16 (47 lines). Game time: 3h 29m 27s elapsed, 2h 30m 33s of budget remaining.
- run_program at 3h 29m for 120s (agent saw)
Parse error: Entities.Sunflowers doesn't exist.
r33h 29mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 4 and get_ground_type() != Grounds.Grassland: till() target = None if x == 4 or x == 8 or x == 12 or x == 15: if x == 15: target = Entities.Sunflower else: target = Entities.Carrot elif x > 3: if x % 2 == 0 and y % 2 == 0: target = Entities.Tree else: target = Entities.Bush if target != None and get_entity_type() != target: if (target == Entities.Carrot or target == Entities.Sunflower) and get_ground_type() != Grounds.Soil: till() plant(target) if target != Entities.Carrot and target != Entities.Sunflower and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 3 and get_water() < 0.5 and num_items(Items.Water) > 10: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 4, 8) spawn_drone(worker, 8, 12) spawn_drone(worker, 12, 16) worker(0, 4)Changes from the previous revision
if x == 4 or x == 8 or x == 12 or x == 15: if x == 15: - target = Entities.Sunflowers + target = Entities.Sunflower else: target = Entities.Carrot target = Entities.Bush if target != None and get_entity_type() != target: - if (target == Entities.Carrot or target == Entities.Sunflowers) and get_ground_type() != Grounds.Soil: + if (target == Entities.Carrot or target == Entities.Sunflower) and get_ground_type() != Grounds.Soil: till() plant(target) - if target != Entities.Carrot and target != Entities.Sunflowers and num_items(Items.Fertilizer) > 0: + if target != Entities.Carrot and target != Entities.Sunflower and num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) if x > 3 and get_water() < 0.5 and num_items(Items.Water) > 10:
- Write result the agent saw
Saved mega_mixed16 (47 lines). Game time: 3h 29m 57s elapsed, 2h 30m 3s of budget remaining.
- run_program at 3h 29m for 120s (agent saw)
Ran mega_mixed16 for 2m of game time; it is still running. Inventory change: carrot +15679, fertilizer -40, hay +35120, power +12.85, water -80, weird_substance +4144, wood +123648. Game time: 3h 32m 7s elapsed, 2h 27m 53s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 4h 26m for 300s (agent saw)
Ran mega_mixed16 for 5m of game time; it is still running. Inventory change: carrot +63328, fertilizer -2609, hay +168656, power +12.12, water -746, weird_substance +235184, wood +343360. Game time: 4h 31m 38s elapsed, 1h 28m 22s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 4h 36m for 300s (agent saw)
Ran mega_mixed16 for 5m of game time; it is still running. Inventory change: carrot +81055, fertilizer -248, hay +174976, power +26.62, water -405, weird_substance +38656, wood +653024. Game time: 4h 42m 8s elapsed, 1h 17m 52s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker <- tend plant(target) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 4h 52m for 600s (agent saw)
Ran mega_mixed16 for 10m of game time; it is still running. Inventory change: carrot +173808, fertilizer -488, hay +332208, power +56.48, water -817, weird_substance +78768, wood +1394784. Game time: 5h 2m 28s elapsed, 57m 32s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker <- tend plant(target) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------------------------------------------------------- run_program at 5h 22m for 180s (agent saw)
Ran mega_mixed16 for 3m of game time; it is still running. Inventory change: carrot +42125, fertilizer -968, hay +102656, power +48.98, water +4, weird_substance +98528, wood +252288. Game time: 5h 25m 48s elapsed, 34m 12s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker <- tend plant(target) ^^ --------------------------------------------------------------------
mega_pumpkin16.py
r13h 25mRan
def tend(): if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: if get_ground_type() != Grounds.Soil: till() plant(Entities.Pumpkin) if get_water() < 0.5 and num_items(Items.Water) > 5: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 4, 8) spawn_drone(worker, 8, 12) spawn_drone(worker, 12, 16) worker(0, 4)- Write result the agent saw
Saved mega_pumpkin16 (30 lines). Game time: 3h 25m 57s elapsed, 2h 34m 3s of budget remaining.
- run_program at 4h 31m for 300s (agent saw)
Ran mega_pumpkin16 for 5m of game time; it is still running. Inventory change: carrot -34880, fertilizer +240, hay +8096, power -12.96, pumpkin +55872, water -1010. Game time: 4h 36m 58s elapsed, 1h 23m 2s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 4h 42m for 600s (agent saw)
Ran mega_pumpkin16 for 10m of game time; it is still running. Inventory change: carrot -86720, fertilizer +480, hay +8096, power -17.13, pumpkin +139840, water -1858. Game time: 4h 52m 18s elapsed, 1h 7m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 5h 02m for 1200s (agent saw)
Ran mega_pumpkin16 for 20m of game time; it is still running. Inventory change: carrot -176976, fertilizer +960, hay +8096, power -52.94, pumpkin +284000, water -307. Game time: 5h 22m 38s elapsed, 37m 22s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------- run_program at 5h 25m for 240s (agent saw)
Ran mega_pumpkin16 for 4m of game time; it is still running. Inventory change: carrot -44960, fertilizer +192, hay +8128, power -31.45, pumpkin +68800, water -5. Game time: 5h 29m 58s elapsed, 30m 2s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------------------------
maze16.py
r13h 32mRan
def solve_maze(): plant(Entities.Bush) use_item(Items.Weird_Substance, 16) visited = [] path = [] while get_entity_type() != Entities.Treasure: x = get_pos_x() y = get_pos_y() pos = (x, y) if pos not in visited: visited.append(pos) moved = False for direction in [North, East, South, West]: nx = x ny = y if direction == North: ny += 1 elif direction == South: ny -= 1 elif direction == East: nx += 1 else: nx -= 1 if (nx, ny) not in visited and can_move(direction): move(direction) path.append(pos) moved = True break if not moved and len(path) > 0: back = path.pop() bx = back[0] by = back[1] if bx > x: move(East) elif bx < x: move(West) elif by > y: move(North) else: move(South) harvest() clear() while num_items(Items.Weird_Substance) >= 16: solve_maze()- Write result the agent saw
Saved maze16 (45 lines). Game time: 3h 32m 27s elapsed, 2h 27m 33s of budget remaining.
- run_program at 3h 32m for 900s (agent saw)
Ran maze16 for 15m of game time; it is still running. Inventory change: fertilizer +720, gold +1792, power -35.64, water +1440, weird_substance -128. Game time: 3h 47m 37s elapsed, 2h 12m 23s of budget remaining. Output: (none)
r23h 47mRan
def solve_maze(): plant(Entities.Bush) use_item(Items.Weird_Substance, 16) target = measure() tx = target[0] ty = target[1] visited = [] path = [] while get_entity_type() != Entities.Treasure: x = get_pos_x() y = get_pos_y() pos = (x, y) if pos not in visited: visited.append(pos) best_dir = None best_pos = None best_score = 10000 for direction in [North, East, South, West]: nx = x ny = y if direction == North: ny += 1 elif direction == South: ny -= 1 elif direction == East: nx += 1 else: nx -= 1 score = (nx - tx) * (nx - tx) + (ny - ty) * (ny - ty) if (nx, ny) not in visited and can_move(direction) and score < best_score: best_dir = direction best_pos = pos best_score = score if best_dir != None: move(best_dir) path.append(best_pos) elif len(path) > 0: back = path.pop() bx = back[0] by = back[1] if bx > x: move(East) elif bx < x: move(West) elif by > y: move(North) else: move(South) harvest() clear() while num_items(Items.Weird_Substance) >= 16: solve_maze()Changes from the previous revision
plant(Entities.Bush) use_item(Items.Weird_Substance, 16) + target = measure() + tx = target[0] + ty = target[1] visited = [] path = [] if pos not in visited: visited.append(pos) - moved = False + best_dir = None + best_pos = None + best_score = 10000 for direction in [North, East, South, West]: nx = x else: nx -= 1 - if (nx, ny) not in visited and can_move(direction): - move(direction) - path.append(pos) - moved = True - break - if not moved and len(path) > 0: + score = (nx - tx) * (nx - tx) + (ny - ty) * (ny - ty) + if (nx, ny) not in visited and can_move(direction) and score < best_score: + best_dir = direction + best_pos = pos + best_score = score + if best_dir != None: + move(best_dir) + path.append(best_pos) + elif len(path) > 0: back = path.pop() bx = back[0]
- Write result the agent saw
Saved maze16 (53 lines). Game time: 3h 47m 57s elapsed, 2h 12m 3s of budget remaining.
- run_program at 3h 47m for 300s (agent saw)
Ran maze16 for 5m of game time; it is still running. Inventory change: fertilizer +240, gold +256, water +480, weird_substance -32. Game time: 3h 53m 7s elapsed, 2h 6m 53s of budget remaining. Output: (none)
cactus16.py
r13h 53mRan
clear() for x in range(16): for y in range(16): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) while True: swaps = 0 for x in range(16): for y in range(16): if x < 15 and measure() > measure(East): swap(East) swaps += 1 if y < 15 and measure() > measure(North): swap(North) swaps += 1 move(North) move(East) if swaps == 0: break harvest()- Write result the agent saw
Saved cactus16 (24 lines). Game time: 3h 53m 27s elapsed, 2h 6m 33s of budget remaining.
- run_program at 3h 53m for 300s (agent saw)
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 3h 58m 37s elapsed, 2h 1m 23s of budget remaining. Output: (none)
- run_program at 3h 58m for 300s (agent saw)
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 4h 3m 47s elapsed, 1h 56m 13s of budget remaining. Output: (none)
- run_program at 4h 03m for 300s (agent saw)
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 4h 8m 57s elapsed, 1h 51m 3s of budget remaining. Output: (none)
- run_program at 4h 08m for 300s (agent saw)
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 4h 14m 7s elapsed, 1h 45m 53s of budget remaining. Output: (none)
cactus12.py
r14h 14mSaved, never run
clear() for x in range(12): for y in range(12): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) while True: swaps = 0 for x in range(12): for y in range(12): if x < 11 and measure() > measure(East): swap(East) swaps += 1 if y < 11 and measure() > measure(North): swap(North) swaps += 1 move(North) move(East) if swaps == 0: break harvest()- Write result the agent saw
Saved cactus12 (24 lines). Game time: 4h 14m 27s elapsed, 1h 45m 33s of budget remaining.
r24h 14mRan
clear() for x in range(12): for y in range(12): if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) for i in range(4): move(East) while True: swaps = 0 for x in range(12): for y in range(12): if x < 11 and measure() > measure(East): swap(East) swaps += 1 if y < 11 and measure() > measure(North): swap(North) swaps += 1 move(North) move(East) for i in range(4): move(East) if swaps == 0: break harvest()Changes from the previous revision
move(North) move(East) + for i in range(4): + move(East) while True: move(North) move(East) + for i in range(4): + move(East) if swaps == 0: break
- Write result the agent saw
Saved cactus12 (28 lines). Game time: 4h 14m 37s elapsed, 1h 45m 23s of budget remaining.
- run_program at 4h 14m for 300s (agent saw)
Ran cactus12 for 31s of game time; it stopped with an error: The operator > cannot be used on the operands 7 and None. Inventory change: fertilizer +25, pumpkin -288, water +49. Game time: 4h 15m 18s elapsed, 1h 44m 42s of budget remaining. Output: Error: The operator > cannot be used on the operands 7 and None. In: if x < 11 and measure() > measure(East): ^^^^^^^^^^^^^^^^^^^^ --------------------------------------------------------------------- Runtime error at 4h 15m (telemetry; not shown to the agent)
The operator > cannot be used on the operands 7 and None.
r34h 15mRan
clear() for x in range(16): for y in range(16): if x < 12 and y < 12: if get_ground_type() != Grounds.Soil: till() plant(Entities.Cactus) move(North) move(East) while True: swaps = 0 for x in range(16): for y in range(16): if x < 12 and y < 12: if x < 11 and measure() > measure(East): swap(East) swaps += 1 if y < 11 and measure() > measure(North): swap(North) swaps += 1 move(North) move(East) if swaps == 0: break harvest()Changes from the previous revision
clear() - for x in range(12): - for y in range(12): - if get_ground_type() != Grounds.Soil: - till() - plant(Entities.Cactus) + for x in range(16): + for y in range(16): + if x < 12 and y < 12: + if get_ground_type() != Grounds.Soil: + till() + plant(Entities.Cactus) move(North) move(East) - for i in range(4): - move(East) while True: swaps = 0 - for x in range(12): - for y in range(12): - if x < 11 and measure() > measure(East): - swap(East) - swaps += 1 - if y < 11 and measure() > measure(North): - swap(North) - swaps += 1 + for x in range(16): + for y in range(16): + if x < 12 and y < 12: + if x < 11 and measure() > measure(East): + swap(East) + swaps += 1 + if y < 11 and measure() > measure(North): + swap(North) + swaps += 1 move(North) move(East) - for i in range(4): - move(East) if swaps == 0: break
- Write result the agent saw
Saved cactus12 (26 lines). Game time: 4h 15m 38s elapsed, 1h 44m 22s of budget remaining.
- run_program at 4h 15m for 300s (agent saw)
Ran cactus12 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -288, water +480. Game time: 4h 20m 48s elapsed, 1h 39m 12s of budget remaining. Output: (none)
- run_program at 4h 20m for 300s (agent saw)
Ran cactus12 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -288, water +480. Game time: 4h 25m 58s elapsed, 1h 34m 2s of budget remaining. Output: (none)
mega_mixed22.py
r15h 30mRan
def tend(): if can_harvest(): harvest() x = get_pos_x() y = get_pos_y() if x < 6 and get_ground_type() != Grounds.Grassland: till() target = None if x == 6 or x == 11 or x == 16: target = Entities.Carrot elif x == 21: target = Entities.Sunflower elif x > 5: if x % 2 == 0 and y % 2 == 0: target = Entities.Tree else: target = Entities.Bush if target != None and get_entity_type() != target: if (target == Entities.Carrot or target == Entities.Sunflower) and get_ground_type() != Grounds.Soil: till() plant(target) if target != Entities.Carrot and target != Entities.Sunflower and num_items(Items.Fertilizer) > 4: use_item(Items.Fertilizer) if x > 5 and get_water() < 0.5 and num_items(Items.Water) > 20: use_item(Items.Water) def worker(start, end): for i in range(start): move(East) while True: tend() move(North) if get_pos_y() == 0: move(East) if get_pos_x() == 0: for i in range(start): move(East) elif get_pos_x() == end: for i in range(end - start): move(West) clear() spawn_drone(worker, 6, 11) spawn_drone(worker, 11, 16) spawn_drone(worker, 16, 22) worker(0, 6)- Write result the agent saw
Saved mega_mixed22 (46 lines). Game time: 5h 30m 28s elapsed, 29m 32s of budget remaining.
- run_program at 5h 30m for 600s (agent saw)
Ran mega_mixed22 for 10m of game time; it is still running. Inventory change: carrot +98932, fertilizer -220, hay +251552, water -49, weird_substance +65184, wood +1417248. Game time: 5h 40m 38s elapsed, 19m 22s of budget remaining. Output: (none)
- run_program at 5h 40m for 900s (agent saw)
Ran mega_mixed22 for 15m of game time; it is still running. Inventory change: carrot +299666, hay +721408, water +1, weird_substance +146848, wood +4118368. Game time: 5h 55m 58s elapsed, 4m 2s of budget remaining. Output: (none)
- run_program at 5h 55m for 180s (agent saw)
Ran mega_mixed22 for 3m of game time; it is still running. Inventory change: carrot +49628, hay +164416, power -20.02, weird_substance +15840, wood +635552. Game time: 5h 59m 8s elapsed, 52s of budget remaining. Output: (none)
log
Step by step
- 0sthoughtI need play game 6h. Should have tools game. Should inspect docs initial observe parallel docs. Should make autonomous strong economy. Should track time carefully. I can make lots calls. Should understand game language docs. Start observe docs_list research perhaps parallel.
- 0ssaidI’ll start by inspecting the farm and available documentation, then build a self-sustaining automation loop and expand into higher-tier resources as upgrades unlock.
- 0s
observeresult
Game time: 10s elapsed, 5h 59m 50s of budget remaining. Program: none running. Inventory: empty. Farm 1x1. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 0 _Gr3* Recent output: (none)
- 10s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; requires plant ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs (Costs) le…
- 30sthoughtShould bootstrap hay. Read first program home harvest grass etc loops speed.
- 30s
docs_readpath="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.  You c…
- 40s
docs_readpath="docs/home.md"result
## General Info [External Editor](docs/external_editor.md) [First Program](docs/first_program.md) [Getting Started](docs/getting_started.md) [Loading Backups](docs/backup.md) [Credits](docs/credits.md) ## Programming [Comments](docs/scripting/comments.md) ## Unlocks [Grass](unlocks/grass) ## Built-in Functions [do_a_flip](functions/do_a_flip) [harvest]…
- 50s
docs_readpath="unlocks/expand"result
## Expand Expands the farm land and unlocks movement. ### Unlock Cost [Current cost: hay=30] Game time: 1m elapsed, 5h 59m of budget remaining.
- 1m 00s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. ### Unlock Cost [Current cost: hay=20] Game time: 1m 10s elapsed, 5h 58m 50s of budget remaining.
- 1m 10s
docs_readpath="unlocks/loops"result
## Loops Unlocks a simple while loop. while True: harvest() ### Unlock Cost [Current cost: hay=5] Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining. - 1m 20sthoughtShould harvest manually program repeat no loops. 5 hay grass. write harvest calls and run.
- 1m 20s
write_programname="boot" · evidenceresult
Saved boot (10 lines). Game time: 1m 30s elapsed, 5h 58m 30s of budget remaining.
- 1m 30s
run_programname="boot" seconds=60result
Ran boot for 5s of game time; it finished. Inventory change: hay +10. Game time: 1m 45s elapsed, 5h 58m 15s of budget remaining. Output: (none)
- 1m 45sthoughtEach grass 1? harvest 10 all perhaps no growth after first yields 1? +10 enough loops speed perhaps loops first.
- 1m 45s
buy_upgradeupgrades=["loops","speed","expand"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Could not buy speed: Not enough resources. Could not buy expand: Requires speed first. Game time: 1m 55s elapsed, 5h 58m 5s of budget remaining.
- 1m 55sthoughtI'll farm loop.
- 1m 55ssaidThe first harvest funded loops. I’m switching to continuous grass production so the farm can earn resources while I unlock planting and expansion.
- 1m 55s
write_programname="grass" · evidenceresult
Saved grass (2 lines). Game time: 2m 5s elapsed, 5h 57m 55s of budget remaining.
- 2m 05s
run_programname="grass" seconds=60result
Ran grass for 1m of game time; it is still running. Inventory change: hay +120. Game time: 3m 15s elapsed, 5h 56m 45s of budget remaining. Output: (none)
- 3m 15sthought120 per minute. Buy speed expand plant operators senses perhaps speed upgrades grass. Initial expansion 30, plant50, speed20, senses100 + op150 etc. Start speed expand plant.
- 3m 15s
buy_upgradeupgrades=["speed","expand","plant"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 3m 25s elapsed, 5h 56m 35s of budget remaining.
- 3m 25sthoughtFarm now2x2 grass program harvest only current. Should have new program traverse plant bushes to wood while hay. Read docs movement etc and research.
- 3m 25s
docs_readpath="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…
- 3m 35s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 3m 45s
observeresult
Game time: 3m 55s elapsed, 5h 56m 5s of budget remaining. Program: grass (running). Inventory: hay 45. 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)
- 3m 55s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 0/10; cost wood 50; available, not affordable ## Carrots Till the soil and plant carrots. till() plant(Entities.Carrot) costs…
- 4m 05sthoughtShould wood produce bush row. Write bush traversal 1x3 while plant then move North harvest perhaps if can_harvest not unlocked. harvest bushes if not ready fails? Can harvest returns false but harvest no effect. plant/harvest/move cycle growth 7? Good. Alternate grass? all bushes means hay stops but enough. Bush 5 wood. Should have 50. program plant move harvest etc.
- 4m 05s
write_programname="bush" · evidenceresult
Saved bush (4 lines). Game time: 4m 15s elapsed, 5h 55m 45s of budget remaining.
- 4m 15s
run_programname="bush" seconds=60result
Ran bush for 1m of game time; it is still running. Inventory change: hay +2. Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining. Output: (none)
- 5m 25sthoughtNo wood? bush growth takes 7 sec and loop ~? after 60 should. Inventory no wood implies harvest while not mature and plant fails if entity exists. Program stuck bushes? observe.
- 5m 25s
observeresult
Game time: 5m 35s elapsed, 5h 54m 25s of budget remaining. Program: bush (running). Inventory: hay 47. 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: Bu=bush. y= 2 _Bu2 y= 1 _Bu2* y= 0 _Bu1 Recent output: (none)
- 5m 35sthoughtGrowth stages perhaps takes ~30 sec. Loop currently move speed. Should wait until mature. run 60.
- 5m 35s
run_programname="bush" seconds=90result
Ran bush for 1m 30s of game time; it is still running. Inventory change: no change. Game time: 7m 15s elapsed, 5h 52m 45s of budget remaining. Output: (none)
- 7m 15sthoughtWhy no wood? harvest removes immature bush? On first iteration harvested grass then plant; second harvest premature destroys bush? Usually harvest only if can harvest false no. plant perhaps fails because bush. sizes changing. At 7m perhaps size3?
- 7m 15s
observeresult
Game time: 7m 25s elapsed, 5h 52m 35s of budget remaining. Program: bush (running). Inventory: hay 47. 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: Bu=bush. y= 2 _Bu1 y= 1 _Bu2 y= 0 _Bu2* Recent output: (none)
- 7m 25sthoughtPerhaps harvest immature kills it? Should can_harvest requires operators? can_harvest perhaps base senses? docs only functions available initial no. But functions can_harvest not unlocked. Should program wait enough via do_a_flip? Could just no harvest for time then repeated harvest. Current bush cycling due plant call resets? Standard TFWR harvest only mature and plant existing does nothing. Growth takes ~8 sec. Why size2 after 3m suggests bushes only grow when drone elsewhere? Could tick growth slow? Should inspect tile docs.
- 7m 25s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Bush` Total grow time: 4.17 seconds Grown 15.93% When harvested, gives: ### `Grounds.Grassland` Water level: 0 Yield: wood 1 Game time: 7m 35s elapsed, 5h 52m 25s of budget remaining.
- 7m 35s
docs_searchquery="can_harvest"result
docs/home.md: …ripting/while.md) [Plant](docs/unlocks/plant.md) [Speed](docs/unlocks/speed.md) ## Built-in Functions [can_harvest](functions/can_harvest) [clear](functions/clear) [do_a_flip](functions/do_a_flip) [harvest](functions/harvest) [move](functions/move) [pet_the_piggy](functions/pet… unlocks/operators: …## Operators Arithmetic, comparison and logic operators. if not can_harvest() and (1 …
- 7m 45s
docs_readpath="functions/harvest"result
harvest() Harvests the entity under the drone. If you harvest an entity that can't be harvested, it will be destroyed. returns True if an entity was removed, False otherwise. takes 200 ticks to execute if an entity was removed, 1 tick otherwise. example: harvest() Game time: 7m 55s elapsed, 5h 52m 5s of budget remaining.
- 7m 55sthoughtYes destroys. Should if unlocked speed already. Use if can_harvest harvest plant.
- 7m 55ssaidThe bush loop was destroying immature plants. I’ve confirmed the behavior in the docs and am correcting it to harvest only mature entities.
- 7m 55s
write_programname="bush" · evidenceresult
Stop the program before editing it.
- 8m 05s
stop_programresult
Program stopped. Game time: 8m 15s elapsed, 5h 51m 45s of budget remaining.
- 8m 15s
write_programname="bush" · evidenceresult
Saved bush (5 lines). Game time: 8m 25s elapsed, 5h 51m 35s of budget remaining.
- 8m 25s
run_programname="bush" seconds=60result
Ran bush for 1m of game time; it is still running. Inventory change: wood +37. Game time: 9m 35s elapsed, 5h 50m 25s of budget remaining. Output: (none)
- 9m 35sthoughtGood. Buy expand 20 speed20 perhaps carrots50 impossible after. expansion first gives 3x3 and clears. Buy speed expand perhaps 40 leaving44.
- 9m 35s
buy_upgradeupgrades=["speed","expand"] · evidenceresult
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: 9m 45s elapsed, 5h 50m 15s of budget remaining.
- 9m 45sthoughtProgram still running bush only north 1 col. Should traverse serpentine all 3x3 with loops no variables yet. Can use for loops? lists not unlocked. While with get_pos needs senses. Could pattern 3 North cycles, then East repeated. Simple while True inner for unavailable? For unlocked lists. Can write explicit moves/harvest repeating 3 lines per column and move east each col. helper code repetition. while: 3 cells each if... move N; after third move N returns, move E. That traverses 3 columns. Do 3x explicit. I'll write.
- 9m 45s
write_programname="farm3" · evidenceresult
Saved farm3 (40 lines). Game time: 9m 55s elapsed, 5h 50m 5s of budget remaining.
- 9m 55s
run_programname="farm3" seconds=60result
Ran farm3 for 1m of game time; it is still running. Inventory change: hay +6, wood +75. Game time: 11m 5s elapsed, 5h 48m 55s of budget remaining. Output: (none)
- 11m 05sthoughtWood 79, hay53. Should have operators 150 hay10 wood, senses100, carrots50. Should hay and wood. Could allocate grass perhaps current bushes enough wood and hay 0. Should have 150 hay currently 53 and wood. Buy carrots now, perhaps switch half grass to hay. Should have carrots costs hay+wood? Read.
- 11m 05s
docs_readpath="docs/unlocks/carrots.md"result
No accessible documentation page docs/unlocks/carrots.md. Use docs_list.
- 11m 15s
docs_readpath="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…
- 11m 25s
observeresult
Game time: 11m 35s elapsed, 5h 48m 25s of budget remaining. Program: farm3 (running). Inventory: hay 60, wood 136. 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. y= 2 _Bu2 _Bu3* _Bu3 y= 1 _Bu2 _Bu1 _Bu3 y= 0 _Bu2 _Bu1 _Bu3 Recent output: (none)
- 11m 35sthoughtBuy carrots now then hay production needs operators. Could run grass across farm until hay 150, but lose wood generation temporarily. Better buy carrots and clear farm then grass program full traversal plant grass? after harvest auto grass. Use farm3 but plant Bush currently. new hay3 all harvest no plant. run30 gives enough.
- 11m 35s
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 11m 45s elapsed, 5h 48m 15s of budget remaining.
- 11m 45s
docs_readpath="docs/unlocks/carrots.md"result
# Carrots Before you can plant carrots with `plant(Entities.Carrot)`, you have to till the soil. This will change the ground to `Grounds.Soil`. To till the soil, simply call `till()`. Calling `till()` again will change it back to `Grounds.Grassland`. Planting carrots costs wood and hay. These items will be automatically removed when calling `plant(Entities.Carrot)`. You can see the cost of any p…
- 11m 55sthoughtShould hay. Stop write hay3 could generate based same no plant.
- 11m 55s
stop_programresult
Program stopped. Game time: 12m 5s elapsed, 5h 47m 55s of budget remaining.
- 12m 05sthoughtCould use clear() then grass run farm code with no plant. create hay3 40 lines compact perhaps each cell if harvest move. Since grass destroyed bushes becomes grassland. Write program clear at start then traverse all 9 with repeated.
- 12m 05s
write_programname="hay3" · evidenceresult
Saved hay3 (32 lines). Game time: 12m 15s elapsed, 5h 47m 45s of budget remaining.
- 12m 15s
run_programname="hay3" seconds=45result
Ran hay3 for 45s of game time; it is still running. Inventory change: hay +85. Game time: 13m 10s elapsed, 5h 46m 50s of budget remaining. Output: (none)
- 13m 10sthoughtHay145 need150 plus senses later100. run30.
- 13m 10s
run_programname="hay3" seconds=45result
Ran hay3 for 45s of game time; it is still running. Inventory change: hay +85. Game time: 14m 5s elapsed, 5h 45m 55s of budget remaining. Output: (none)
- 14m 05sthoughtBuy operators senses variables functions perhaps carrots35 etc have hay230 wood86. Buy operators150+wood10 senses100 variables carrot unavailable functions. Should produce carrots. Buy op senses.
- 14m 05ssaidCarrots are unlocked. I’m adding position sensing next, which will let one general program manage mixed crops instead of relying on fixed farm dimensions.
- 14m 05s
buy_upgradeupgrades=["operators","senses"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Game time: 14m 15s elapsed, 5h 45m 45s of budget remaining.
- 14m 15sthoughtNow variables needs carrot. Should mixed farm: perhaps 1 column grass, 1 bush, 1 carrot to self sustain. costs carrot? docs object.
- 14m 15s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 14m 25s elapsed, 5h 45m 35s of budget remaining.
- 14m 25s
docs_readpath="docs/unlocks/senses.md"result
# Senses The drone can see now! The functions `get_pos_x()` and `get_pos_y()` return the current x and y position of the drone. At the start position they are both `0`. The x position increases by `1` every tile towards `East` and the y position increases by `1` every tile towards `North`. `num_items(item)` returns how many of an item you have. For example `num_items(Items.Hay)` returns how muc…
- 14m 35s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; requires pumpkins ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; available, not affordable; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of c…
- 14m 45sthoughtCan use variables? Not unlocked assignment prohibited. Should have generic using get_pos_x and if. Should have current hay low ~60 wood76. Plant 1 column carrots uses3 each, others grass/bush. Mixed gives enough. Program traverse x: if x==0 grass harvest, x==1 bush, x==2 carrot. On harvest: if x==0 harvest only elif x==1 harvest plant bush else harvest till plant carrot. Can use elif likely operators. move North and if get_pos_y()==0 move East after processing? At start y0, after process move N y1 etc, when y2 process moveN y0 then if y0 moveE. Concise. Write mixed3.
- 14m 45s
write_programname="mixed3" · evidenceresult
Saved mixed3 (11 lines). Game time: 14m 55s elapsed, 5h 45m 5s of budget remaining.
- 14m 55s
run_programname="mixed3" seconds=90result
Ran mixed3 for 1m 30s of game time; it is still running. Inventory change: carrot +28, hay +124, wood +63. Game time: 16m 35s elapsed, 5h 43m 25s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 16m 35sthoughttill after harvest ground grass? If existing carrot harvested soil stays, first when grass harvest then till soil should good. Warning perhaps harvest failed? can harvest grass in col2 then till yes. Why warns? Possibly when no resources plant then ground? But got28. Should have 35 soon. Wait 30.
- 16m 35s
run_programname="mixed3" seconds=30result
Ran mixed3 for 30s of game time; it is still running. Inventory change: carrot +10, hay +47, wood +34. Game time: 17m 15s elapsed, 5h 42m 45s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 17m 15sthought38 carrot. Buy variables functions watering perhaps trees needs70. variables35 leaves3, functions40 need more. buy watering50 wood, variables.
- 17m 15s
buy_upgradeupgrades=["variables","watering"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Game time: 17m 25s elapsed, 5h 42m 35s of budget remaining.
- 17m 25sthoughtShould have functions 40 and trees 70. run mixed 90 gets enough.
- 17m 25s
run_programname="mixed3" seconds=90result
Ran mixed3 for 1m 30s of game time; it is still running. Inventory change: carrot +36, hay +77, water +9, wood +75. Game time: 19m 5s elapsed, 5h 40m 55s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 19m 05sthoughtNow carrot39, functions40 nearly. wait15.
- 19m 05s
run_programname="mixed3" seconds=30result
Ran mixed3 for 30s of game time; it is still running. Inventory change: carrot +10, hay +28, water +3, wood +23. Game time: 19m 45s elapsed, 5h 40m 15s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 19m 45sthought49. functions40 leaves9. buy functions then need trees70. Could buy trees later. Expand needs20 carrot 30 wood perhaps prioritize expand to4x4 then functions? functions necessary scalable loops variables. functions now, run60 trees.
- 19m 45s
buy_upgradeupgrades=["functions"] · evidenceresult
Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Game time: 19m 55s elapsed, 5h 40m 5s of budget remaining.
- 19m 55s
run_programname="mixed3" seconds=75result
Ran mixed3 for 1m 15s of game time; it is still running. Inventory change: carrot +26, hay +119, water +8, wood +63. Game time: 21m 20s elapsed, 5h 38m 40s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 21m 20sthought35 carrot not70. Should have 75 more. Could instead expand20 then production higher but clear and cost. Trees70 unlock needed. Run100.
- 21m 20ssaidThe farm now produces hay, wood, carrots, and water simultaneously. I’m using that surplus to unlock trees and expand the growing area before moving into pumpkins.
- 21m 20s
run_programname="mixed3" seconds=100result
Ran mixed3 for 1m 40s of game time; it is still running. Inventory change: carrot +69, hay +78, water +10, wood +68. Game time: 23m 10s elapsed, 5h 36m 50s of budget remaining. Output: Warning: Cannot plant Entities.Carrot on Grounds.Grassland. In: plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 23m 10sthought104 carrots. Buy trees (50 wood70) expand (30 wood20) leaves14 carrot perhaps speed50 needs. Also import80 later lists500. Buy trees expand.
- 23m 10s
buy_upgradeupgrades=["trees","expand"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 23m 20s elapsed, 5h 36m 40s of budget remaining.
- 23m 20sthought4x4 cleared. Should mixed generic 4 columns: grass col0, bush col1, carrot col2, tree col3. Tree costs? trees doc. Pumpkin unlock500wood200carrot. Should wood high. Could use 2 tree cols and 1 bush 1 carrot no grass hay runs out. Use grass on y0 each col? Generic checkerboard trees high wood, bushes. Should self-sustaining hay. x0 grass, x1 bush, x2 carrot, x3 tree. Trees grow ~? 7 sec and yield5. Fine. Water auto tank generates water based used? watering level generates over time. Use water if get_water<0.5 perhaps costs call but growth speed. Should have docs watering.
- 23m 20s
docs_readpath="docs/unlocks/watering.md"result
# Watering Plants grow faster when they are watered. The ground has a water level ranging from `0` to `1`. The function `get_water()` returns the water level of the ground it is over. The growth speed of a plant scales linearly from 1x speed at water level 0 to 5x speed at water level 1. The ground dries up over time: On average, it loses 1% of its current water per second, but there is some ran…
- 23m 30s
docs_readpath="docs/unlocks/trees.md"result
# Trees [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil. Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
- 23m 40s
observeresult
Game time: 23m 50s elapsed, 5h 36m 10s of budget remaining. Program: mixed3 (running). Inventory: hay 690, wood 370, carrot 47, water 38. 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: Gr=grass, Bu=bush, Ca=carrot. y= 3 _Gr3 _Bu1* #Ca3 _Gr3 y= 2 _Gr3 _Bu1 #Ca…
- 23m 50sthoughtExpansion doesn't clear running existing pattern due drone continues; new tiles grass. Should have stop write mixed4. Use variables function process and main. Water on planting if get_water<0.5 and num_items water >10. Trees column3 adjacent vertical all tree -> 4x slower, still yield5. Better checkerboard x3 y even tree, y odd bush. x1 bushes. Fine.
- 23m 50s
stop_programresult
Program stopped. Game time: 24m elapsed, 5h 36m of budget remaining.
- 24m 00s
write_programname="mixed4" · evidenceresult
Saved mixed4 (21 lines). Game time: 24m 10s elapsed, 5h 35m 50s of budget remaining.
- 24m 10s
run_programname="mixed4" seconds=180result
Ran mixed4 for 3m of game time; it is still running. Inventory change: carrot +98, hay +47, water -30, wood +438. Game time: 27m 20s elapsed, 5h 32m 40s of budget remaining. Output: (none)
- 27m 20sthoughtGreat. Pumpkin unlock available now wood808 carrot145 need200. Run60.
- 27m 20s
run_programname="mixed4" seconds=75result
Ran mixed4 for 1m 15s of game time; it is still running. Inventory change: carrot +50, hay +30, water -1, wood +214. Game time: 28m 45s elapsed, 5h 31m 15s of budget remaining. Output: (none)
- 28m 45sthoughtBuy pumpkin 500+200, speed50+50, perhaps expand next cost? research.
- 28m 45s
buy_upgradeupgrades=["pumpkins","speed"] · evidenceresult
Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/pumpkins.md. Could not buy speed: Not enough resources. Game time: 28m 55s elapsed, 5h 31m 5s of budget remaining.
- 28m 55sthoughtShould pumpkin strategy. Pumpkin costs carrot1 likely. 4x4 giant pumpkin harvest all at once 16? Should read.
- 28m 55ssaidTrees and a 4×4 mixed layout have sharply increased wood output. Pumpkins are now unlocked; I’m checking their growth rules so the next program can harvest full-field pumpkins efficiently.
- 28m 55s
docs_readpath="docs/unlocks/pumpkins.md"result
# Pumpkins [Pumpkins](objects/pumpkin) grow like carrots on tilled soil. Planting them costs carrots. When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin. Unfortunately, pumpkins have a 20% chance of dying once they are fully grown, so you will need to replant the dead ones if you want them to merge. When a pumpkin dies, it leaves behind a dead pum…
- 29m 05s
docs_readpath="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: 29m 15s elapsed, 5h 30m 45s of budget remaining.
- 29m 15s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots…
- 29m 25sthoughtI need optimize progression within5.5h. Should have 6x6 expansion crucial. Currently carrot perhaps -5? after pumpkin unlock 195? run change had195 before, bought200 leaves -5 impossible inventory never negative, perhaps had245? observe eventually. Buy expand now requires50 carrot perhaps enough? after unlock remaining? 145+50=195 -> cannot200 but tool said bought means previous more. I'll observe.
- 29m 25s
observeresult
Game time: 29m 35s elapsed, 5h 30m 25s of budget remaining. Program: mixed4 (running). Inventory: hay 793, wood 689, carrot 50, water 10. 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: Gr=grass, Bu=bush, Ca=carrot, Tr=tree. y= 3 _Gr3 _Bu3 #Ca3 _Bu3 y= 2 _Gr3 …
- 29m 35sthought50 exactly buy expand (100wood50) then 6x6. Also speed50 wood50 carrot need not. Do expand.
- 29m 35s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 29m 45s elapsed, 5h 30m 15s of budget remaining.
- 29m 45sthoughtShould have 6x6 general farm. Want pumpkin production + carrots support. Full6x6 pumpkins yields216 per cycle but carrot cost36. Carrot supply one column6 per~? ~30sec enough. Other resources hay/wood needed upgrades. Can split 6x6: 4x4 pumpkin area? Giant pumpkin requires square. Could use full6 pumpkin then alternate resource phases manually. Early need pumpkin3000 for polyculture etc, 5000 cactus. Best full6 pumpkin, need stock carrot from mixed before. Currently0, so need run mixed6 first with x0 grass x1 bush x2 carrot x3 tree x4 carrot x5 tree/bush. 2 carrot cols yields enough. Accumulate1000 carrot and wood then pumpkin. Also unlock lists500, import80 etc. Should speed upgrades. Expand further cost? after 6 cost perhaps hay+carrot etc. I can do soon. Program generic x based using modulo. I can use x==2 or4 carrots. Water. Write mixed6.
- 29m 45s
stop_programresult
Program stopped. Game time: 29m 55s elapsed, 5h 30m 5s of budget remaining.
- 29m 55s
write_programname="mixed6" · evidenceresult
Saved mixed6 (24 lines). Game time: 30m 5s elapsed, 5h 29m 55s of budget remaining.
- 30m 05s
run_programname="mixed6" seconds=180result
Ran mixed6 for 3m of game time; it is still running. Inventory change: carrot +123, hay +31, water -2, wood +515. Game time: 33m 15s elapsed, 5h 26m 45s of budget remaining. Output: (none)
- 33m 15sthoughtOnly123 carrots /3m low. Why 12 carrot tiles each ~5 sec should hundreds. Drone cycle visits perhaps 36 tiles ~10 sec, yields12*1 ~1/s, 180 expected. okay. Should have 500 lists and speed50. Could buy speed now50 leaving73 then lists needs500. Expansion 6->8 likely resources. Should research.
- 33m 15s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots…
- 33m 25sthoughtShould get pumpkin1000 then expand. Could run full pumpkin at current carrot123. Planting36 cost, yield216. Should have code correct with dead replant. If can_harvest harvest giant on any tile resets all? giant harvesting one yields all and others disappear. Then plant current. If entity None or Dead_Pumpkin then plant. can_harvest false dead. Should have always if get_entity_type()==None or Dead_Pumpkin plant. Ground till when not soil. Also after harvest giant current none and rest none. Traversal repeatedly replant dead. Water. Should start with enough carrots123. Good. Stop write pumpkins6. Should have constants Entities.Dead_Pumpkin likely. Use if can_harvest harvest, then if entity != Entities.Pumpkin: till if necessary plant. This will attempt on grass? after harvest grass if leftover, becomes pumpkin. If immature pumpkin do nothing. Giant type Entities.Pumpkin and can harvest true. Works. Water all. Program no carrots income so finite but net pumpkins can fund expand, then return mixed. Do speed before stop50. Also perhaps debug for later timing. Buy speed debug.
- 33m 25s
buy_upgradeupgrades=["speed","debug"] · evidenceresult
Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. Game time: 33m 35s elapsed, 5h 26m 25s of budget remaining.
- 33m 35sthought73 carrot enough2 cycles.
- 33m 35ssaidThe next expansion costs 1,000 pumpkins. I’m temporarily dedicating the 6×6 field to pumpkins; the program will replant dead plants automatically and harvest only merged, mature pumpkins.
- 33m 35s
stop_programresult
Program stopped. Game time: 33m 45s elapsed, 5h 26m 15s of budget remaining.
- 33m 45s
write_programname="pumpkin6" · evidenceresult
Saved pumpkin6 (15 lines). Game time: 33m 55s elapsed, 5h 26m 5s of budget remaining.
- 33m 55s
run_programname="pumpkin6" seconds=180result
Ran pumpkin6 for 3m of game time; it is still running. Inventory change: carrot -108, hay +10, pumpkin +196, water -7, wood +46. Game time: 37m 5s elapsed, 5h 22m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- - 37m 05sthoughtOnly196, consumed108 > initial73 because ongoing. 3 cycles? Should have carrots. Return mixed6 but pumpkin ground all and current no carrots. Mixed6 will convert columns only and leave pumpkins other cols. Harvesting pumpkin individually if giant? mixed6 only calls harvest can_harvest, giant at non-managed? x1 etc and harvests. Fine. Now accumulate500 carrots, unlock lists/import perhaps speed. Run mixed6 300 secs.
- 37m 05s
run_programname="mixed6" seconds=300result
Ran mixed6 for 5m of game time; it is still running. Inventory change: water +30. Game time: 42m 15s elapsed, 5h 17m 45s of budget remaining. Output: (none)
- 42m 15sthoughtWhy only water? Starting run mixed6 while pumpkin6 running? run_program should stop any and start mixed6 yes. Inventory no carrot means perhaps program error not shown? observe.
- 42m 15s
observeresult
Game time: 42m 25s elapsed, 5h 17m 35s of budget remaining. Program: mixed6 (running). Inventory: hay 807, wood 1183, pumpkin 196, water 36. 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: De=dead_pumpkin. y= 5 #-- #-- #--* #-- #-- #-- y= 4 #-- #-- #-…
- 42m 25sthoughtNo carrots because mixed6 tend only if can_harvest, on empty won't plant. Original started with grass which can harvest. Should handle if entity none/dead plant as well. General mixed should clear or plant regardless after harvest. Use entity management: if can_harvest harvest x... if x0 if none plant grass (grass auto) else if get_entity_type()==None or Dead_Pumpkin or wrong type perhaps plant target; planting on alive other does nothing unless dead. For converting pumpkin live not mature can harvest only mature then plant. Existing empties need planting. condition get_entity_type()!=target perhaps then plant target (on immature other plant might no effect not destroy except dead auto). For grass col harvest. Should have carrots current0 but wood/hay enough. Fix. Stop write mixed6.
- 42m 25ssaidThe pumpkin phase exhausted its carrot seed stock, leaving empty tiles that the mixed-crop program didn’t replant. I’m fixing that edge case so mixed production can restart from an empty field without manual clearing.
- 42m 25s
stop_programresult
Program stopped. Game time: 42m 35s elapsed, 5h 17m 25s of budget remaining.
- 42m 35s
write_programname="mixed6" · evidenceresult
Saved mixed6 (27 lines). Game time: 42m 45s elapsed, 5h 17m 15s of budget remaining.
- 42m 45s
run_programname="mixed6" seconds=240result
Ran mixed6 for 4m of game time; it is still running. Inventory change: carrot +296, hay -180, water -29, wood +1001. Game time: 46m 55s elapsed, 5h 13m 5s of budget remaining. Output: (none)
- 46m 55sthoughtNow296. Should have 500 lists perhaps run150. Also pumpkin seed. Run180 gets ~230.
- 46m 55s
run_programname="mixed6" seconds=180result
Ran mixed6 for 3m of game time; it is still running. Inventory change: carrot +237, hay -133, wood +725. Game time: 50m 5s elapsed, 5h 9m 55s of budget remaining. Output: (none)
- 50m 05sthought533 carrots. Buy lists500, import80 not enough after. Lists key loops. Could defer lists, needed dictionaries eventually 2500 pumpkin. Buy lists now. Then pumpkin full with33 seed insufficient. Better do not lists yet? Should have progression dictionaries requires lists yes eventually but I can use carrot stock for pumpkin expansion first. 533 enough ~14 cycles => 3000 pumpkin. Do pumpkin for180 perhaps yields? Previously196 because carrot limited after108; now 500 enough. Could get1000 in60. Run120.
- 50m 05s
run_programname="pumpkin6" seconds=120result
Ran pumpkin6 for 2m of game time; it is still running. Inventory change: carrot -271, pumpkin +370, water -5, wood +50. Game time: 52m 15s elapsed, 5h 7m 45s of budget remaining. Output: (none)
- 52m 15sthought566 pumpkin. Should have 1000 expand. Run120 uses remaining260, gets perhaps 350. Should have carrots again. This full field pumpkin inefficient because giant merging cycle delays deaths. 216 per perhaps 40sec, 120 should 648 but got370. Should have 1000 in 2 phases. Run120.
- 52m 15s
run_programname="pumpkin6" seconds=120result
Ran pumpkin6 for 2m of game time; it is still running. Inventory change: carrot -264, pumpkin +417. Game time: 54m 25s elapsed, 5h 5m 35s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- - 54m 25sthought983 pumpkin need 17. Carrot0. Can harvest giant requires all planted no seed. Perhaps enough existing full eventually. Run30 perhaps gets216 if all alive.
- 54m 25s
run_programname="pumpkin6" seconds=45result
Ran pumpkin6 for 45s of game time; it is still running. Inventory change: no change. Game time: 55m 20s elapsed, 5h 4m 40s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- - 55m 20sthoughtNow mixed6 produce carrots but will harvest giant perhaps enough. Run mixed6 30 might harvest existing full pumpkins and produce.
- 55m 20s
run_programname="mixed6" seconds=60result
Ran mixed6 for 1m of game time; it is still running. Inventory change: carrot +36, hay -48, water +5, wood +136. Game time: 56m 30s elapsed, 5h 3m 30s of budget remaining. Output: (none)
- 56m 30sthoughtNo pumpkin giant. pumpkin983. Now 36 seeds run60.
- 56m 30ssaidPumpkin output is at 983, just short of the expansion cost. The farm has rebuilt a small carrot reserve, so one more focused pumpkin cycle should complete it.
- 56m 30s
run_programname="pumpkin6" seconds=75result
Ran pumpkin6 for 1m 15s of game time; it is still running. Inventory change: carrot -58, pumpkin +86, water -6, wood +70. Game time: 57m 55s elapsed, 5h 2m 5s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ -------------------------------------------------------------------- - 57m 55sthought1069 enough. Buy expand1000.
- 57m 55s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 58m 5s elapsed, 5h 1m 55s of budget remaining.
- 58m 05sthought8x8. Should have stable economy avoid pumpkin exhausting. Could build mixed8 with carrot x2,5; grass x0; wood others. Perhaps pumpkin patch 4x4 in corner and resources elsewhere impossible square merging with rest plants okay 4x4 yields64 vs full6 216. At8 can full8 gives384 (n*6) per64 seeds, ratio6. Better alternate but ensure reserve >500. Goal cactus5000 etc. Should have lists and import early. Now carrot0 again. Run mixed8 produce. Define dynamic 8 columns: grass x0, carrot x2 or5, trees x3,6 checkerboard, bush x1,4,7. 16 carrot tiles. Run240 produce perhaps400. I'll unlock lists500 then sunflower500. Should have both. I have69 pumpkin. Can upgrade watering to2 wood200 and trees/grass perhaps wood yields. Research speed next etc after. Stop write generic mixed8.
- 58m 05s
stop_programresult
Program stopped. Game time: 58m 15s elapsed, 5h 1m 45s of budget remaining.
- 58m 15s
write_programname="mixed8" · evidenceresult
Saved mixed8 (27 lines). Game time: 58m 25s elapsed, 5h 1m 35s of budget remaining.
- 58m 25s
run_programname="mixed8" seconds=300result
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +280, hay +31, water +3, wood +1042. Game time: 1h 3m 35s elapsed, 4h 56m 25s of budget remaining. Output: (none)
- 1h 03mthoughtOnly280. Perhaps 500, another300. Meanwhile can buy watering upgrades and trees to boost wood but trees cost hay etc. Should not waste. Carrot upgrades costwood250 doubles yield and cost (hay/wood2), net carrot double. Worth. Buy carrots level2, watering2, trees2 hay300 perhaps wood doubles. I have hay ~600, wood~3000. Trees yield upgrade huge. Buy trees perhaps multiple? level3 cost? research costs escalate. Buy carrot, trees, watering perhaps.
- 1h 03msaidThe farm is now 8×8. I’m upgrading crop yields and water generation while the mixed layout rebuilds carrot reserves, then I’ll use controlled pumpkin batches rather than exhausting the seed supply.
- 1h 03m
buy_upgradeupgrades=["carrots","trees","watering"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 3m 45s elapsed, 4h 56m 15s of budget remaining.
- 1h 03mthoughtCarrot now doubled cost, hay dwindling. Grass yield upgrade300. Perhaps grass 2. Current hay? before ~558? after300 258. Could buy grass300 not afford. Run mixed 300 gives perhaps560 carrots and hay.
- 1h 03m
run_programname="mixed8" seconds=300result
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +664, hay -152, wood +2082. Game time: 1h 8m 55s elapsed, 4h 51m 5s of budget remaining. Output: (none)
- 1h 08mthought944 carrots. Great buy lists500 import80 leaves364. Sunflower500 later. Buy lists/import.
- 1h 08m
buy_upgradeupgrades=["lists","import"] · evidenceresult
Bought lists, now level 1. Paid carrot 500. Its tutorial is docs page docs/scripting/lists.md. Bought import, now level 1. Paid carrot 80. Its tutorial is docs page docs/scripting/import.md. Game time: 1h 9m 5s elapsed, 4h 50m 55s of budget remaining.
- 1h 09mthought364 carrot. Should have pumpkin5000 to cactus and3000 polyculture+2500 dict etc huge. Full8 pumpkin yield384/cycle cost64 ~10 cycles per5000 perhaps 6min. I have364 5 cycles ->2k then need carrots. Can integrate 6x6 pumpkin plus 2 columns carrots sustainable? 6x6 pumpkin area x0..5 and carrot columns6,7 gives16 tiles carrot2 yield32 per round; pumpkin36 per round -> near sustainable with carrot upgrade2. Wood/hay no, but stock large. Great use x<6 pumpkin and x>=6 carrot. This ensures sustainable pumpkin. But 6x6 merging needs all; dead replant. Program pumpkin_mixed: for x<6 pumpkin, else carrot. Harvest pumpkin giant, carrot. Water. Should hay/wood stock enough (wood lots, hay perhaps low100). Carrot cost2 hay+2 wood each. 16 per cycle consumes32 hay, production none. Hay perhaps ~100 so only3 cycles then fail. Could set x7 grass instead of carrot, x6 carrot 8 tiles yields16, pumpkin needs36 -> depletes. But hay sustainable, carrot stock eventually depleted. Better use last 2 cols: x6 carrot x7 grass;南瓜 gradual seed use but periods. Could pumpkin 4x4 x0..3 and x4,5 carrot (16 tiles), x6 grass, x7 wood -> sustainable with 32 carrot per visit vs16 pumpkin seed, surplus. Yield64/cycle vs216, slower but continuous. 6x6 pumpkin and x6 carrot x7 grass: carrot16 per cycle vs36, deplete20 each; starting364 gives18 cycles =3888 pumpkin, enough many. Hay grass8 tiles sustainable. Wood stock enough. This best. Implement x<6 pumpkin, x6 carrot, x7 grass. Full 6x6 pumpkin at coords0..5 unaffected others. Should can harvest x7 grass, x6 carrot. target handling. All soil pumpkin, carrot. Water. Run300 perhaps~1000. I'll code.
- 1h 09m
stop_programresult
Program stopped. Game time: 1h 9m 15s elapsed, 4h 50m 45s of budget remaining.
- 1h 09m
write_programname="pumpkin_mix8" · evidenceresult
Saved pumpkin_mix8 (22 lines). Game time: 1h 9m 25s elapsed, 4h 50m 35s of budget remaining.
- 1h 09m
run_programname="pumpkin_mix8" seconds=300result
Ran pumpkin_mix8 for 5m of game time; it is still running. Inventory change: carrot -345, hay -12, pumpkin +631, water -9, wood +126. Game time: 1h 14m 35s elapsed, 4h 45m 25s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: tend plant(Entities.Carrot) ^^ -------------------------------------------------------------------- - 1h 14mthoughtOnly631 and carrot19, hay0 causing carrot fail. Unsustainable due low hay. Should mixed8 recover hay and carrots. Pumpkin700. Should have strategy boost grass yield and watering. Mixed8 x0 grass 8 tiles perhaps hay production barely meets carrot 16*2. Should have two grass cols. Change mixed8 x0,x1 grass, carrots x2,x5, wood rest. Fewer wood but plenty. This gives hay positive. Also grass upgrade 300 once hay. Run300.
- 1h 14msaidThe mixed pumpkin field produced steadily but depleted hay, which carrots need for planting. I’m rebalancing to two grass columns so carrot production remains self-sustaining instead of relying on stored hay.
- 1h 14m
stop_programresult
Program stopped. Game time: 1h 14m 45s elapsed, 4h 45m 15s of budget remaining.
- 1h 14m
write_programname="mixed8" · evidenceresult
Saved mixed8 (27 lines). Game time: 1h 14m 55s elapsed, 4h 45m 5s of budget remaining.
- 1h 14m
run_programname="mixed8" seconds=300result
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +48, hay -12, pumpkin +43, water +1, wood +2326. Game time: 1h 20m 5s elapsed, 4h 39m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: tend plant(target) ^^ -------------------------------------------------------------------- - 1h 20mthoughtHay -12 only, why grass low? Upgrade speed makes visits fast, grass growth 2 sec, harvest only maturity so should eventually. Perhaps ground x0/x1 soil from pumpkins, grass cannot grow on soil! Yes grass only grassland. Should have till x0,x1 if soil to grassland. Current code x0 no target and doesn't till. So grass no production on soil. Fix for x<2 if ground soil till, then grass auto grows. This explains prior hay failure. Do modify. Also leftover pumpkin harvesting +43.
- 1h 20m
stop_programresult
Program stopped. Game time: 1h 20m 15s elapsed, 4h 39m 45s of budget remaining.
- 1h 20m
write_programname="mixed8" · evidenceresult
Saved mixed8 (29 lines). Game time: 1h 20m 25s elapsed, 4h 39m 35s of budget remaining.
- 1h 20m
run_programname="mixed8" seconds=240result
Ran mixed8 for 4m of game time; it is still running. Inventory change: carrot +356, hay +8, water -5, wood +1942. Game time: 1h 24m 35s elapsed, 4h 35m 25s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Carrot. In: tend plant(target) ^^ -------------------------------------------------------------------- - 1h 24mthoughtHay still only+8 from near0, not positive much. Grass base yield perhaps1 every growth, 16 tiles ~8/sec theoretically. But program visiting perhaps x0 soil conversion delayed. Now hay8. Should dedicated hay run to300. I have lots resources. Use hay8 program clear? Can't clear would lose crops but okay wood huge, pumpkin743. Better hay8 traverse x<2 only: moveNorth, at y0 moveEast if x0 else moveWest? For 2 cols loop. Tend harvest, till if soil. Others untouched. run60 perhaps400 hay. Write hay8.
- 1h 24msaidThe remaining hay bottleneck came from grass trying to grow on old pumpkin soil. The mixed program now restores those tiles to grassland; I’m also running a short grass-only cycle to rebuild the planting buffer.
- 1h 24m
write_programname="hay8" · evidenceresult
Saved hay8 (11 lines). Game time: 1h 24m 45s elapsed, 4h 35m 15s of budget remaining.
- 1h 24m
run_programname="hay8" seconds=120result
Ran hay8 for 2m of game time; it is still running. Inventory change: hay +706, water +24. Game time: 1h 26m 55s elapsed, 4h 33m 5s of budget remaining. Output: (none)
- 1h 26mthoughtGood714. Buy grass2 300, perhaps grass3 cost? research or buy repeat can afford414. do grass once, watering perhaps3 wood? speed4 needs carrot? Check research.
- 1h 26m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 1h 27mthoughtPerhaps prioritize sunflower500 and speed500; carrot currently423. Can run mixed240 yields~350 then buy both leaving0. Sunflowers power useful later not essential but variety resource? Sunflowers produce power not resource perhaps quantity not counted? Goal resource variety includes power? inventory power perhaps. Should unlock eventually. First grass and watering3, perhaps fertilizer unlock then mazes requires weird substance from fertilizer. Fertilizer created from? I need maze gold path. Unlock fertilizer500wood, but to get weird substance use fertilizer on plants yields? read after buy. I have wood huge. Buy grass,watering,fertilizer.
- 1h 27m
buy_upgradeupgrades=["grass","watering","fertilizer"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Game time: 1h 27m 15s elapsed, 4h 32m 45s of budget remaining.
- 1h 27mthoughtShould have pumpkins efficient. I have743, carrots423,hay414. Mixed8 for120 get carrots perhaps180 and hay. Then pumpkin_mix8 but x7 grass soil fix and x6 carrots. Hay grass yield2 8 tiles enough perhaps. Pumpkin 6x6. Modify pumpkin_mix8 x7 till grass. Run300 with carrots~600, likely pumpkin2k. Could unlock utilities1000/timing1000 first then dict2500 etc. Cactus5000 high. Should polyculture3000 perhaps significantly yields but complicates. I should get cactus then dinosaurs2000 cactus. Should have mazes weird substance and gold for megafarm. Diversify all. I'll read fertilizer now and sunflower docs perhaps docs locked.
- 1h 27m
docs_readpath="docs/unlocks/fertilizer.md"result
# Fertilizer At some point, waiting for the plants to grow is just not efficient enough anymore. Similar to water, you will automatically receive 1 fertilizer every 10 seconds, doubling with each upgrade. Fertilizer can make plants grow instantly. `use_item(Items.Fertilizer)` reduces the remaining growing time of the plant under the drone by 2 seconds. This has some side effects. Plants grown w…
- 1h 27m
docs_readpath="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: 1h 27m 35s elapsed, 4h 32m 25s of budget remaining. - 1h 27m
observeresult
Game time: 1h 27m 45s elapsed, 4h 32m 15s of budget remaining. Program: hay8 (running). Inventory: hay 863, wood 9579, carrot 484, pumpkin 831, water 50, fertilizer 3. 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: Gr=grass, Ca=carrot, Bu=bush, Tr=tree. y= 7 _Gr3 …
- 1h 27mthoughtInteresting hay increased from414 to863 while hay8 running parallel tools. carrot484. Good. Buy speed500 and sunflower perhaps cannot both. Speed most. Buy speed500 leaves-16 impossible current484 <500. Wait30 hay8 won't carrots. Mixed60 to get >500.
- 1h 27m
run_programname="mixed8" seconds=90result
Ran mixed8 for 1m 30s of game time; it is still running. Inventory change: carrot +152, fertilizer +9, hay +88, water -43, wood +450. Game time: 1h 29m 25s elapsed, 4h 30m 35s of budget remaining. Output: (none)
- 1h 29mthought636. Buy speed500 then leftover136, sunflower later. Perhaps speed4 code execution faster good. Do.
- 1h 29m
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Game time: 1h 29m 35s elapsed, 4h 30m 25s of budget remaining.
- 1h 29mthoughtNow pumpkin_mix8 modify x7 grass. Should have full 6x6 pumpkin starting current mixed. Run300 may consume seed but can sustain some.
- 1h 29m
stop_programresult
Program stopped. Game time: 1h 29m 45s elapsed, 4h 30m 15s of budget remaining.
- 1h 29m
write_programname="pumpkin_mix8" · evidenceresult
Saved pumpkin_mix8 (24 lines). Game time: 1h 29m 55s elapsed, 4h 30m 5s of budget remaining.
- 1h 29m
run_programname="pumpkin_mix8" seconds=300result
Ran pumpkin_mix8 for 5m of game time; it is still running. Inventory change: carrot -160, fertilizer +30, hay +136, pumpkin +706, water -14, wood -122. Game time: 1h 35m 5s elapsed, 4h 24m 55s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: tend plant(Entities.Pumpkin) ^^ ------------------------------------------------------… - 1h 35mthoughtOnly706, carrot -160 meaning had136 + produced ~?? depleted. Pumpkin1537. Enough utilities1000/timing1000 choose utilities and leave537. Utilities min random not vital. Timing1000 useful but not needed. Dictionaries2500 and cactus5000. Should expand12 8000 perhaps too. I need improve pumpkin yield via pumpkin upgrades cost1000 carrot doubles yield and cost, efficient same ratio but harvest more per cycle and speed. Good once carrot stock. Polyculture3000 gives boosted yields but coding companions. Cactus requires5000. Perhaps focus pumpkin harvest more efficiently. Current6x6 output706/5min low 2.35/s. Should have 5000 ~30min. Fine 4.4h. Can alternate mixed and pumpkin. Should fertilizer weird substance1000 for maze. I can produce while doing mixed by use fertilizer on trees then harvest yields half weird. Fertilizer auto 30 per5min. Should have 1000 would 2h+ unless upgrades. Fertilizer upgrades cost? next perhaps wood1000 etc, double gen. Buy upgrades to4 quickly wood. Research.
- 1h 35msaidPumpkin reserves are growing, and the farm is also accumulating fertilizer automatically. I’m checking the next upgrade costs to balance pumpkin progression against unlocking mazes and multi-drone farming.
- 1h 35m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 1h 35mthoughtBuy fertilizer levels2&3 costs1500 then? 3000 likely. wood10k. grass3 wood500 improves hay, trees3 hay1200 doubles wood. Carrot3 wood1250 doubles carrot but costs double hay/wood4. Good yield but net more hay demand. I have wood huge. Buy fertilizer twice perhaps third cost? One action sequential can buy repeated 3 levels max4; costs1500,3000,6000 =10500, wood10029 + ongoing perhaps not all. Do 2 levels (to3) cost4500, grass, trees,watering4 perhaps3200 leaving low. I need maze1000 weird. Fertilizer level3 gen0.4/s, each fertilized harvest yields half wood to weird perhaps one fertilizer gives5-10 weird. 1000 manageable 100 fertil uses 4min gen. Actually fertilizer inventory30, use on trees gives tree10 wood =>5 weird each. Need200 fert ~500 sec. Good. Buy fertilizer2,3 and grass3. Perhaps trees3 for wood.
- 1h 35m
buy_upgradeupgrades=["fertilizer","fertilizer","grass","trees"] · evidenceresult
Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Could not buy fertilizer: Not enough resources. Bought grass, now level 3. Paid wood 500. Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Game time: 1h 35m 25s elapsed, 4h 24m 35s of budget remaining.
- 1h 35mthoughtSecond failed cost perhaps4500? I have wood after. Should weird farm program dedicated bush/tree and fertilizer. Grass hay currently? 136 from pumpkin plus prior950 => ~1086 then1200 might zero. Should have carrots0. I must recover mixed. Use fertilizer in mixed on trees/bush to produce weird while produce. In tend before harvest use_item fertilizer if target wood and can_harvest? Fertilizer only reduces growth if immature, infection at harvest. Use when not can_harvest and entity Tree/Bush and fert>0. But repeated passes may use many on same plant until grown; okay. Add to mixed8. Should have carrots currently0 but hay perhaps0; mixed will produce hay then carrots after. Run300 gets~500. I can modify program to use fert on wood plants only. Stop write.
- 1h 35m
stop_programresult
Program stopped. Game time: 1h 35m 35s elapsed, 4h 24m 25s of budget remaining.
- 1h 35m
write_programname="mixed8" · evidenceresult
Saved mixed8 (31 lines). Game time: 1h 35m 45s elapsed, 4h 24m 15s of budget remaining.
- 1h 35m
run_programname="mixed8" seconds=300result
Ran mixed8 for 5m of game time; it is still running. Inventory change: carrot +900, fertilizer +60, hay +1152, pumpkin +16, water -4, wood +6732. Game time: 1h 40m 55s elapsed, 4h 19m 5s of budget remaining. Output: (none)
- 1h 40mthoughtNo weird substance! Fertilizer use may not happen because plants mature whenever visited and not can harvest rarely. Now force fertilize before harvest even mature perhaps use_item on mature does it infect? Docs says reduces remaining growth and plants grown with fertilizer infected. If mature perhaps no effect. Now use right after plant then next visit harvest infected. Current condition before harvest not can harvest; at new planted after, next visit mature -> no use. Change after plant use_item Fert on wood target immediately. That ensures. I have fertilizer90. Do mixed with after plant use. Could consume60 and produce weird. Should pumpkin upgrades etc now900 carrot. Buy sunflower500, perhaps pumpkin upgrade1000 not enough after. Speed1000. Should choose pumpkin upgrade for output; more valuable. Could run pumpkin_mix to earn, then pumpkin upgrade. But carrot900 can buy pumpkin level2 and none seed. Better pumpkin upgrade cost1000, run mixed30 get100. Then upgrade, mixed produce seed again. Also sunflower later. Do run60 perhaps>1000 then buy pumpkin upgrade.
- 1h 40msaidThe mixed farm is now strongly self-sustaining and produced 900 carrots in five minutes. I’m upgrading pumpkin yield next; fertilizer use will also be moved to planting time so harvested wood actually generates weird substance for mazes.
- 1h 40m
run_programname="mixed8" seconds=60result
Ran mixed8 for 1m of game time; it is still running. Inventory change: carrot +180, fertilizer +12, hay +212, water +1, wood +1604. Game time: 1h 42m 5s elapsed, 4h 17m 55s of budget remaining. Output: (none)
- 1h 42mthought1080. Buy pumpkin upgrade1000.
- 1h 42m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 2. Paid carrot 1000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 1h 42m 15s elapsed, 4h 17m 45s of budget remaining.
- 1h 42mthoughtNow80 carrot. Run mixed180 seeds~540, with fert fixed. Now modify first.
- 1h 42m
stop_programresult
Program stopped. Game time: 1h 42m 25s elapsed, 4h 17m 35s of budget remaining.
- 1h 42m
write_programname="mixed8" · evidenceresult
Saved mixed8 (31 lines). Game time: 1h 42m 35s elapsed, 4h 17m 25s of budget remaining.
- 1h 42m
run_programname="mixed8" seconds=240result
Ran mixed8 for 4m of game time; it is still running. Inventory change: carrot +638, fertilizer -136, hay +902, water -8, weird_substance +1552, wood +3762. Game time: 1h 46m 45s elapsed, 4h 13m 15s of budget remaining. Output: (none)
- 1h 46mthoughtGreat weird1552 unlock mazes1000. Do now.
- 1h 46m
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 1h 46m 55s elapsed, 4h 13m 5s of budget remaining.
- 1h 46mthoughtShould have gold2000 for megafarm. Mazes generate gold perhaps 8x8 maze yields? Read docs.
- 1h 46m
docs_readpath="docs/unlocks/mazes.md"result
# Mazes `Items.Weird_Substance`, which is obtained by [fertilizing](docs/unlocks/fertilizer.md) plants, has a strange effect on bushes. If the drone is over a bush and you call `use_item(Items.Weird_Substance, amount)` the bush will grow into a maze of hedges. The size of the maze depends on the amount of `Items.Weird_Substance` used (the second argument of the `use_item()` call). Without maze upg…
- 1h 47m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 1h 47m
observeresult
Game time: 1h 47m 25s elapsed, 4h 12m 35s of budget remaining. Program: mixed8 (running). Inventory: hay 2579, wood 21345, carrot 942, pumpkin 1606, weird_substance 632, water 11, fertilizer 1. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Ca=carrot, Bu=…
- 1h 47mthoughtGreat. Now buy sunflowers500, speed1000 (942 not enough after), fertilizer3 9000, watering4 3200 perhaps grass4 2500. Wood21k. Fertilizer gen key, watering yields. Buy sunflower500, fert3,water4,grass4. Leaves442 carrot. Good.
- 1h 47m
buy_upgradeupgrades=["sunflowers","fertilizer","watering","grass"] · evidenceresult
Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Bought grass, now level 4. Paid wood 2500. Game time: 1h 47m 35s elapsed, 4h 12m 25s of budget re…
- 1h 47mthoughtNow maze. I have632 substance enough 8x8 cost8, gold64 each, need32 mazes for2000. Could reuse same maze and measure direct navigate yields64 each cost8 for relocate. 32*8=256 substance, enough. Should solve movement to target using measure and can_move simple Manhattan may walls. Better DFS wall follower or direct measure with DFS. Since measure gives coords, can navigate maze using right-hand wall follower to target? Maze no loops initial, wall follower works. Reuse loops may complicate. Create new maze each time at0,0 after harvest; direct target measure then DFS stack requires lists/dictionaries unlocked lists yes, no sets but lists. I can implement recursive? functions. Simpler hunt using measure coords then greedy with backtracking DFS using visited list and stack. Should drone starting at0,0, plant bush use8 substance. It transforms full farm hedges. measure returns treasure coords. DFS iterative with path list and visited coordinate tuples; movement each step; if at target harvest, replant bush at current? Maze harvested all, drone at treasure pos not0,0. Plant bush there use8, new maze. Fine. Explore from current. Use directions list [North,East,South,West], deltas. To DFS: path=[]; visited=[]; while entity!=Treasure: append current if not visited find unvisited neighbor can_move. if found move, path.append((x,y)) previous else if path: back=path.pop(); move direction toward back (must succeed) else break. At treasure harvest gold. Repeat while num_items weird>=8. Should can_move available. tuples lists yes. Maze starts new after harvest, current ground soil maybe plant bush works any. Use item8. Program runs continuously until insufficient substance then perhaps error use; while num_items>=8. After finish can switch. Should get ~2000 gold within minutes. 32 mazes each path average perhaps50 moves at speed5 ~0.1s =5sec =>160sec. Good. Write maze8.
- 1h 47msaidFertilized wood produced enough weird substance to unlock mazes. I’m now automating full-field mazes with direct treasure sensing and depth-first navigation; this will provide the gold needed for additional drones.
- 1h 47m
stop_programresult
Program stopped. Game time: 1h 47m 45s elapsed, 4h 12m 15s of budget remaining.
- 1h 47m
write_programname="maze8" · evidenceresult
Saved maze8 (44 lines). Game time: 1h 47m 55s elapsed, 4h 12m 5s of budget remaining.
- 1h 47m
run_programname="maze8" seconds=300result
Ran maze8 for 5m of game time; it is still running. Inventory change: fertilizer +120, gold +1408, water +240, weird_substance -184. Game time: 1h 53m 5s elapsed, 4h 6m 55s of budget remaining. Output: (none)
- 1h 53mthoughtGreat gold1408, 22 mazes, weird448. Now 8 more ~120 sec. Run150.
- 1h 53m
run_programname="maze8" seconds=150result
Ran maze8 for 2m 30s of game time; it is still running. Inventory change: fertilizer +60, gold +576, water +120, weird_substance -72. Game time: 1h 55m 45s elapsed, 4h 4m 15s of budget remaining. Output: (none)
- 1h 55mthought1984 need16 one maze. Run20.
- 1h 55m
run_programname="maze8" seconds=30result
Ran maze8 for 30s of game time; it is still running. Inventory change: fertilizer +12, gold +192, water +24, weird_substance -24. Game time: 1h 56m 25s elapsed, 4h 3m 35s of budget remaining. Output: (none)
- 1h 56mthought2176. Buy megafarm2000.
- 1h 56m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 56m 35s elapsed, 4h 3m 25s of budget remaining.
- 1h 56mthoughtGreat multi drones huge. Read.
- 1h 56msaidMazes yielded over 2,000 gold, and multi-drone farming is now unlocked. I’m reading the drone API next so I can parallelize crop production and accelerate the remaining cactus, dinosaur, and expansion unlocks.
- 1h 56m
docs_readpath="docs/unlocks/megafarm.md"result
# Mega Farm This incredibly powerful unlock gives you access to multiple drones. As before, you still start with just one drone. Additional drones must first be spawned and will disappear after the program terminates. Each drone runs its own separate program. New drones can be spawned using the `spawn_drone(function)` function. `def drone_function(): move(North) do_a_flip() spawn_drone… - 1h 56m
observeresult
Game time: 1h 56m 55s elapsed, 4h 3m 5s of budget remaining. Program: maze8 (running). Inventory: hay 2595, wood 7245, carrot 490, pumpkin 1606, weird_substance 352, gold 368, water 451, fertilizer 221. 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: Tr=treasure, He…
- 1h 56m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 1h 57mthoughtmax drones currently2. Parallelize columns 2 drones 4 each. Mixed program multi: main tend own column then move East? Could spawn drone for cols4-7 and main0-3. Function farm_range(start,end): position initial main currently0,4; need go to (0,0) using while pos move South; spawn at same position so child starts0,0 then moveEast4. Main loops x0..3 serpentine wrap: after each col move East, if x==4 move West4 to0. Child x4..7 wrap similarly. Generic worker(start,end): move to start x from0. while True: tend current based x global patterns. moveNorth; if y0 moveEast; if x==end moveWest(end-start) but move accepts only one step, loop for. Main spawn drone(worker,4,8), then worker(0,4). Should spawned function args supported. After maze all hedges must clear() first. clear resets0,0 and grass. Use clear at main start before spawn. Great. Tend same mixed8 but no fertilizing? Yes wood fertilizer generates weird for mazes/drone upgrades. Use after plant. Water. 2 drones double. Should spawn drone remains infinite, main infinite. run_program continues. Write mega_mixed.
- 1h 57m
stop_programresult
Program stopped. Game time: 1h 57m 15s elapsed, 4h 2m 45s of budget remaining.
- 1h 57m
write_programname="mega_mixed8" · evidenceresult
Saved mega_mixed8 (41 lines). Game time: 1h 57m 25s elapsed, 4h 2m 35s of budget remaining.
- 1h 57mthoughtBug wrap: after x3 moveEast x4=end, loop range4 movesWest -> x0 good. worker4 end8 afterx7 moveEast x0 due wrap! get_pos_x()==0 not8, so condition fails and next moves from0 not4. World wrap prevents x==8. Should check before move if x==end-1 then for range(end-start) moveEast? At x7 to wrap to0 then need moveEast4 to4. Could after moveEast if get_pos_x()==0: for i in range(start): moveEast. For main start0 end4 afterx3 ->x4 not0, no. child x7 ->0 then 4 East. Condition==0 works. Current ==end child never, then proceeds 0..3 interfering main. Fix.
- 1h 57m
write_programname="mega_mixed8" · evidenceresult
Saved mega_mixed8 (41 lines). Game time: 1h 57m 35s elapsed, 4h 2m 25s of budget remaining.
- 1h 57mthoughtBut main when x7? only0..3, okay. child atx7 moves east0 then 4. Good. Run300.
- 1h 57m
run_programname="mega_mixed8" seconds=300result
Ran mega_mixed8 for 5m of game time; it is still running. Inventory change: carrot +1424, fertilizer -240, hay +2904, water -186, weird_substance +2526, wood +9774. Game time: 2h 2m 45s elapsed, 3h 57m 15s of budget remaining. Output: (none)
- 2h 02mthoughtGreat carrots1914. Buy speed1000 and perhaps pumpkin next4000 no. sunflower done. Cactus requires pumpkin5000. Should mega pumpkin two drones to produce faster and sustainable carrot? I can use main pumpkin full8 both drones each 4 columns; full8 pumpkin yields level2 768 per cycle cost128 carrots. Starting914 after speed, enough7 cycles 5k. Multi two drones should 2x. I'll run 300 gets perhaps4k. Then cactus. But no carrot production, reserve914. Enough. Buy speed1000 now. Also polyculture3000 perhaps not before cactus. Dictionaries2500. Goal diversity cactus/dino. Do speed.
- 2h 02msaidTwo drones nearly tripled effective mixed-crop throughput and generated another 2,526 weird substance. I’m using the carrot surplus for the final speed upgrade, then dedicating both drones to a pumpkin push for cactus.
- 2h 02m
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Game time: 2h 2m 55s elapsed, 3h 57m 5s of budget remaining.
- 2h 02mthoughtI'll write mega_pumpkin8 with 2 drones each 4 cols. clear? Current mixed crops can harvest, target pumpkin conversion. No clear to avoid losing? clear okay inventory unchanged, starts grass. Full8 pumpkin, level2 yield768. Worker start0 or4, tend harvest if can. If entity!=pumpkin plant. Ground till. Water. Fertilizer? Could use fertilizer on pumpkin right after plant; infected yields weird half of pumpkin, not desirable but substance already 2.8k. Don't. Run240.
- 2h 02m
stop_programresult
Program stopped. Game time: 2h 3m 5s elapsed, 3h 56m 55s of budget remaining.
- 2h 03m
write_programname="mega_pumpkin8" · evidenceresult
Saved mega_pumpkin8 (25 lines). Game time: 2h 3m 15s elapsed, 3h 56m 45s of budget remaining.
- 2h 03mthoughtMain worker0 issue atx3 move east4 not wrap, then continues columns4..7 and at7 wrap0 okay all8, while child4..7 wrap4. They overlap4..7. Should partition main end4 similar need end argument and when at end-1 return start via moves. General worker(start,end): after moveEast, if start==0 and get_pos_x()==end: for range(end-start) moveWest. For child when wrap0 moveEast start. Can condition: if get_pos_x()==0: for start moveEast elif get_pos_x()==end: for end-start moveWest Main works, child end8 get_pos never8. Add end.
- 2h 03m
write_programname="mega_pumpkin8" · evidenceresult
Saved mega_pumpkin8 (28 lines). Game time: 2h 3m 25s elapsed, 3h 56m 35s of budget remaining.
- 2h 03mthoughtSimilarly mega_mixed child worked main end check yes included end. Fine. Run300.
- 2h 03m
run_programname="mega_pumpkin8" seconds=300result
Ran mega_pumpkin8 for 5m of game time; it is still running. Inventory change: carrot -1040, fertilizer +120, hay +496, pumpkin +1374, water -295. Game time: 2h 8m 35s elapsed, 3h 51m 25s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ --------------------------------------------------… - 2h 08mthoughtWait carrot initial914 plus mixed running during tools perhaps ~50, consumed1040. Pumpkin +1374 only ~2 cycles, total2980. Should have 5000. Mixed produce seeds, with2 drones ~4.7/s, 5min1400. Should have 4000 upgrade eventually. I should unlock dictionaries at2500 now leaves480, but cactus delayed. Perhaps hold to cactus. Should have 2020 more ~3 cycles, seeds384 level2? Actually full8 pumpkin cost2 each 128 per cycle. Need3 cycles384. Mixed90 gives400. Run mega_mixed120 (it clear reset). Then pumpkin180.
- 2h 08m
run_programname="mega_mixed8" seconds=150result
Ran mega_mixed8 for 2m 30s of game time; it is still running. Inventory change: carrot +1044, fertilizer -137, hay +2548, water -7, weird_substance +1844, wood +7540. Game time: 2h 11m 15s elapsed, 3h 48m 45s of budget remaining. Output: (none)
- 2h 11mthought1044 carrot. Pumpkin240.
- 2h 11m
run_programname="mega_pumpkin8" seconds=240result
Ran mega_pumpkin8 for 4m of game time; it is still running. Inventory change: carrot -1086, fertilizer +96, hay +504, pumpkin +1616, water -6. Game time: 2h 15m 25s elapsed, 3h 44m 35s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ ----------------------------------------------------… - 2h 15mthought4596 pumpkin, need404. Should have one cycle. Mixed60 seeds400 then pumpkin90.
- 2h 15msaidPumpkins are at roughly 4,600, close to the cactus unlock. One short mixed-crop cycle will replenish enough carrots for the final merged-pumpkin harvest.
- 2h 15m
run_programname="mega_mixed8" seconds=90result
Ran mega_mixed8 for 1m 30s of game time; it is still running. Inventory change: carrot +560, fertilizer -101, hay +1656, water +5, weird_substance +1086, wood +4054. Game time: 2h 17m 5s elapsed, 3h 42m 55s of budget remaining. Output: (none)
- 2h 17m
run_programname="mega_pumpkin8" seconds=120result
Ran mega_pumpkin8 for 2m of game time; it is still running. Inventory change: carrot -648, fertilizer +48, hay +504, pumpkin +948, water -5. Game time: 2h 19m 15s elapsed, 3h 40m 45s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ ------------------------------------------------------… - 2h 19mthought5544. Buy cactus5000 leaves544. Should cactus2000 for dinos. Cactus grow and yields? read.
- 2h 19m
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 2h 19m 25s elapsed, 3h 40m 35s of budget remaining.
- 2h 19m
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 2h 19m
docs_readpath="unlocks/dinosaurs"result
## Dinosaurs Majestic ancient creatures. ### Unlock Cost [Current cost: cactus=2000] Game time: 2h 19m 45s elapsed, 3h 40m 15s of budget remaining.
- 2h 19m
observeresult
Game time: 2h 19m 55s elapsed, 3h 40m 5s of budget remaining. Program: mega_pumpkin8 (running). Inventory: hay 11761, wood 31243, pumpkin 544, weird_substance 5884, gold 496, water 5, fertilizer 65. 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: De=dead_pumpkin. y=…
- 2h 19mthoughtCactus sorting challenge. Could harvest individually yields1 each, need2000 =31 cycles full64. Sorting full yields4096 at once. Should implement sorting. Bubble sort 8x8 using measure and swap, single drone perhaps long but 3h40 enough. Plant all cactus, wait mature, sort by rows/columns. Should coordinate order x increasing east and y increasing north sorted. Examples rows top north have higher values, so linear ascending with y. I can bubble sort grid using repeated passes comparing East and North. Standard: nested loops via for range lists. For each tile, compare east if x<7 and measure()>measure(East) swap. Compare north if y<7 and measure()>measure(North) swap. Repeat until no swaps 64 passes. Traversal serpentine or column. Since swapping changes positions not drone. Single drone full sort ~64*64* operations =4096 visits each ~? speed7.6 code fast perhaps60sec per pass? Could 20min. Better selection/insertion with measure values only 0-9 and use sorting cycles. I can use bubble passes until none likely ~15 passes. 2 drones could partition but sorting across boundary tricky. Single drone okay. Should wait until all grown before measure? measure works sizes even grown? Should sort fully grown. Plant all then repeated visits; if can_harvest indicates individual mature but don't harvest. Use initial planting traversal, then do 3 idle traversal perhaps enough growth ~? cactus base growth perhaps? object doc.
- 2h 19m
docs_readpath="objects/cactus"result
## Cactus Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested. Base growth time between 1 and 1 seconds. Can grow on soil. ### Plant Cost [Current cost: pumpkin=2] Game time: 2h 20m 5s elapsed, 3h 39m 55s of budget remaining.
- 2h 20mthoughtOnly544 pumpkin, full64 costs128, enough4 harvest. Sorted harvest4096 enough once. Great. Should have code plant full then sort. clear, plant all traversal then wait perhaps do_a_flip 200 ticks each? Growth1 sec so after planting all all grown. Sorting compare measure east/north. Should traversal return to0 after each pass. Use for y in range(8), for x range8: move east each row then at end move west8? wrap. Snake sorting directional constraints fixed. Simple for x in range8: for y range8: if x<7 compare east if y<7 compare north moveNorth moveEast After full returns0,0 due wraps. Repeat until no swaps with while True. But after sort harvest at0,0 should cascade all if sorted. Then program ends. If not sorted, individual harvest gives1, bad. Could verify by performing pass no swaps then harvest. Condition sorted local ensures global yes. Important after swap, current size changes and compare north using measure current, okay bubble. Repeat. Write cactus8.
- 2h 20msaidCactus is unlocked. A sorted full-field harvest is worth 4,096 cactus—enough for dinosaurs in one pass—so I’m planting and bubble-sorting the entire 8×8 field instead of harvesting individually.
- 2h 20m
stop_programresult
Program stopped. Game time: 2h 20m 15s elapsed, 3h 39m 45s of budget remaining.
- 2h 20m
write_programname="cactus8" · evidenceresult
Saved cactus8 (24 lines). Game time: 2h 20m 25s elapsed, 3h 39m 35s of budget remaining.
- 2h 20m
run_programname="cactus8" seconds=300result
Ran cactus8 for 1m 16s of game time; it finished. Inventory change: cactus +4096, fertilizer +30, pumpkin -128, water +60. Game time: 2h 21m 51s elapsed, 3h 38m 9s of budget remaining. Output: (none)
- 2h 21mthoughtExcellent. Buy dinosaurs2000 leaves2096. Should bone production. Read.
- 2h 21m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 2h 22m 1s elapsed, 3h 37m 59s of budget remaining.
- 2h 22m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 2h 22mthoughtShould have apples cost cactus? object.
- 2h 22m
docs_readpath="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 22m 21s elapsed, 3h 37m 39s of budget remaining.
- 2h 22mthought2096 cactus enough1048 apples but full63 per run. Should bone variety at least. I can snake using measure apple and pathfinding avoiding tail. Should simple full snake cycle traversing rows guarantees no collisions if apple on next cell in Hamiltonian path; if apple elsewhere can't deviate. Common dinosaur algorithm follow fixed snake path and apple spawns along path eventually; move serpentine covering all cells without wrapping (border blocked), when at end path reverse? Snake full path rows back/forth with no wrap: start0,0, move East7 North West7 North etc. At end top right (for8), cannot continue without colliding. Could unequip then harvest tail length63, bones3969. Apples appear random; following Hamiltonian path will encounter all eventually, tail follows but safe. Good. One full field run 63 apples cost126 cactus yields3969. Great. Program clear, change dino, loops y0..6? For each row y: for x range7 move East if even elseWest if y<7 moveNorth. Apples spawn only empty; clear yes. At start auto apple under drone, first move eats. Tail length increments each apple; since path visits all64 cells, gets63 apples, tail length63. At final no move needed, change_hat(Hats.Green_Hat) unlocked hats? I didn't buy hats, but dinosaur hat unlock gives change_hat perhaps Hats.Green_Hat available? Hats unlock0 so Green_Hat may still default? Usually change_hat(Hats.Dinosaur_Hat) then change_hat(Hats.Top_Hat?) To unequip change_hat(Hats.Green_Hat) needs hats unlock. Could buy hats50 now. Do then dino run.
- 2h 22msaidThe sorted cactus harvest succeeded, yielding 4,096 cactus and unlocking dinosaurs. I’m buying the basic hat slot, then running a full-field snake path; a 63-segment tail should yield 3,969 bones.
- 2h 22m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 2h 22mthoughtDino unlock max hats perhaps includes. Fine. write dino8.
- 2h 22m
write_programname="dino8" · evidenceresult
Saved dino8 (12 lines). Game time: 2h 22m 41s elapsed, 3h 37m 19s of budget remaining.
- 2h 22m
run_programname="dino8" seconds=180result
Ran dino8 for 8s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: cactus -6, fertilizer +3, water +7. Game time: 2h 22m 59s elapsed, 3h 37m 1s of budget remaining. Output: Error: Hats.Green_Hat must be unlocked before this can be used. In: change_hat(Hats.Green_Hat) ^^ ---------------------------------------… - 2h 22mthoughtOnly cactus-6 means only3 apples? Program finished moves in8sec (speed fast), random apple spawns perhaps blocked by tail? Wait 63 moves but only3 apples because tail covers previous path, apples can spawn random future cells; expected63 encounters all future eventually, should63. But moves perhaps fail early because apple spawns under drone and path? No error until hat. Inventory -6 implies3 apples. Tail collision early due path pattern: snake tail, moving North at row end safe, next row reverse safe. Should all apples encountered. But clear then change hat auto apple at0,0. Each move eats if apple under current before moving. New apple random. Future cells perhaps occupied by apple? only one. Should encounter each future if spawn there. Expected tail length equals63? Every new apple eventually on future path unless spawn on tail, which blocked cannot spawn because tail entity. At near end fewer future, should still eventually. Why only3? Movement error because hitting border? y loop correct. Dino move can't wrap, x moves good. Could new apple spawn on old tile tail? no. Tail perhaps only last n segments. Hmm perhaps each move failed when tries to move onto tail at row turns? Standard snake path should safe except tail last segment moves out. Should inspect tiles perhaps error output no moves failures. Program ignores false. Could have failed at some point and path subsequent weird but still eventually error. Only 8s indicates 63 moves at0.05 sec plus code, possible. Should unequip requires hats unlock but research says max because dino overrode? Hats list perhaps Gray_Hat etc. docs hats.
- 2h 22m
docs_readpath="docs/unlocks/hats.md"result
# Hats You have unlocked a few new hat colors for your drone. Equip them like this: `change_hat(Hats.Gray_Hat) do_a_flip() change_hat(Hats.Purple_Hat) do_a_flip() change_hat(Hats.Green_Hat) do_a_flip() change_hat(Hats.Brown_Hat) do_a_flip()` Game time: 2h 23m 9s elapsed, 3h 36m 51s of budget remaining.
- 2h 23m
observeresult
Game time: 2h 23m 19s elapsed, 3h 36m 41s of budget remaining. Program: none running. Inventory: hay 11761, wood 31243, pumpkin 416, cactus 2090, weird_substance 5884, gold 496, water 152, fertilizer 146. 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: Ap=apple, Di=…
- 2h 23m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrot…
- 2h 23mthoughtInteresting hats unlocked but Green must unlocked? Perhaps actual hat constants Gray/Purple/Brown unlocked, Green not? Docs lists Green but perhaps starting hat? Error says must unlock. Use Gray_Hat. Tail only2 segments and apple at0,7; path ended0,7 apple not eaten, most moves failed after tail length2? At top current apple. Why path got to0,7 with only3 apples indicates new apples spawn on tiles behind tail impossible and path progressed anyway; each time apple spawned in tail and remains? But only current apple at0,7 means it spawned current perhaps under drone at final. There should been apples on future cells perhaps random chance only3 because apple only spawns if empty and most field soil? empty allowed. Could be move too fast and apple purchase/spawn takes time? Each move0.05 sec, apple placement instant. Wait dinosaur move heavy but speed perhaps0.1. It ate only3 because program moves sequence without waiting? Apple spawns at random, should63. Perhaps tail movement failures? It ended0,7 expected. Current apple there unconsumed means auto apple spawned under drone after move? When eating apple happens when moves again; at final current apple means it was under drone before final move? If final move onto apple doesn't eat until next move, then final unequip attempt errored, so unconsumed final apple. That accounts1, but expected every cell. Actually mechanic: when drone over apple and moves again eats, so need revisit each tile to eat apple that spawned there after leaving? If apple at future tile, moving onto it not eat until moving again next move yes eats. fine. Perhaps random generator repeatedly chooses tail so cannot spawn, so only when chooses future. Early tail small should many. 3 seems suspicious. But full run yields9 bones if unequip. I can rerun and use Gray. I'll change dino program.
- 2h 23m
write_programname="dino8" · evidenceresult
Saved dino8 (13 lines). Game time: 2h 23m 39s elapsed, 3h 36m 21s of budget remaining.
- 2h 23mthoughtAdded moveSouth eats final apple but collision tail? Last tail segment at0,6 moves out, safe. Good. Run60.
- 2h 23m
run_programname="dino8" seconds=60result
Ran dino8 for 8s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: bone +4, cactus -12, fertilizer +3, water +6. Game time: 2h 23m 57s elapsed, 3h 36m 3s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ ---------------------------------… - 2h 23mthoughtBone+4 means previous tail harvested when clear/equip? Previous length2 =>4. Current run still tail active perhaps length6. Should how unequip? Hats unlock but no colors actual due not bought before dino? Research hats level1 but perhaps only dinosaur. Could use change_hat(Hats.Dinosaur_Hat) doesn't unequip. Perhaps change_hat(None) unequip? Standard TFWR change_hat(Hats.Dinosaur_Hat), change_hat(Hats.Top_Hat) etc. Default no hat via change_hat(None) likely. Docs search.
- 2h 23m
docs_searchquery="change_hat(None)"result
No matches for "change_hat(None)". Game time: 2h 24m 7s elapsed, 3h 35m 53s of budget remaining.
- 2h 24mthoughtCould simply program end perhaps tail remains as seen. Running clear harvests previous tail gave4. So each run clear at start harvest previous tail. Bones can earn by repeated runs even error. Current cactus-12 means6 apples. Next run clear harvest36. Perhaps enough variety. Better full snake algorithm requires apple seeking to get length63, fixed path only6 because apples often spawn under tail cannot spawn so no apple? Actually common strategy needs apple measure and path. Could implement A* snake avoiding tail complex. But I can just do repeated 8 sec runs for small bones. Goal quantity eventually big bone hard. Should megafarm upgrades etc more important. I have3h35, farm economy currently resources ~11k hay31k wood0 carrot416pumpkin2090cactus6bone etc. Should have expansion12, more drones4, upgrades. Could generate gold using maze8 and substance5884, enough many. 8000 gold upgrade needs125 mazes ~12min with current2 drones? Maze program single drone, could parallel mazes not same field. Better sequential 125*13sec=27min. I have time. Gold also simulation5000 etc. Should have 4 drones huge benefit. Do maze8 until gold8000 ~15min. Current weird5884 enough. Program while >=8 will run hundreds until substance exhausted ~700 mazes and45k gold, could let10min get8k. Run maze8 600. It clears? solve starts plant bush on current field with dinosaur tail from previous, plant may fail. Should clear before while. Modify maze8 add clear. Also no stop editing needed none running. Use Gray issue irrelevant. Write clear.
- 2h 24msaidThe basic dinosaur path produced bones, but the available hat set doesn’t include a normal unequip hat, so that approach is inefficient. I’m prioritizing a four-drone upgrade now; the farm has ample weird substance to convert into the required 8,000 gold.
- 2h 24m
write_programname="maze8" · evidenceresult
Saved maze8 (45 lines). Game time: 2h 24m 17s elapsed, 3h 35m 43s of budget remaining.
- 2h 24m
run_programname="maze8" seconds=600result
Ran maze8 for 10m of game time; it is still running. Inventory change: bone +25, fertilizer +240, gold +4224, water +480, weird_substance -536. Game time: 2h 34m 27s elapsed, 3h 25m 33s of budget remaining. Output: (none)
- 2h 34mthoughtGold4720 need3280 another480 sec. Run480.
- 2h 34m
run_programname="maze8" seconds=480result
Ran maze8 for 8m of game time; it is still running. Inventory change: fertilizer +192, gold +3264, water +384, weird_substance -416. Game time: 2h 42m 37s elapsed, 3h 17m 23s of budget remaining. Output: (none)
- 2h 42mthought7984 need16. 15 sec.
- 2h 42m
run_programname="maze8" seconds=20result
Ran maze8 for 20s of game time; it is still running. Inventory change: fertilizer +8, gold +64, water +16, weird_substance -16. Game time: 2h 43m 7s elapsed, 3h 16m 53s of budget remaining. Output: (none)
- 2h 43mthought8048 buy megafarm8000 leaves48.
- 2h 43m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 2h 43m 17s elapsed, 3h 16m 43s of budget remaining.
- 2h 43mthought4 drones. Should adapt programs generic4. Mixed8 2 cols each. Pumpkin8 2 each. Cactus perhaps4 drones not sort. Economy boost. Write mega_mixed8 spawn3 workers ranges(2,4),(4,6),(6,8), main0,2. Current worker logic main atx1 move eastx2=end then west2 ->0; child start2 atx3 move east4=end then west2 ->2; last start6 atx7 wrap0 then moveEast6. Works. Spawn calls. Pumpkin similarly. Perhaps expand12 cost8000 pumpkin. With4 drones full8 output faster ~4x; get8000 in perhaps10min alternating seeds. Pumpkin upgrade4000 carrot can double. I should buy pumpkin level3 once carrots4000 via4 drones ~7min. Expansion12 first perhaps8000 pumpkin takes15min. Then full12 yield864 level2 per144 seeds vs768/128 same ratio, bigger cycle. 4 drones. Also unlock dictionaries/polyculture maybe3000 each, but not needed economy quantity. Diversity resource all 8 existing plus power. Should have sunflowers produce power to speed drones. Currently not used. Power can dramatically speed, need integrate sunflower perhaps one column or separate phase. Sunflower docs.
- 2h 43msaidFour drones are unlocked. I’m splitting the field into four independent work zones, which should raise all crop output substantially; next I’ll add sunflower power and work toward the 12×12 expansion.
- 2h 43m
docs_readpath="docs/unlocks/sunflowers.md"result
# Sunflowers [Sunflowers](objects/sunflower) collect the power of the sun. You can harvest that power. Planting them works exactly like planting carrots or pumpkins. Harvesting a grown sunflower yields power. If there are at least 10 sunflowers on the farm and you harvest the one with the largest number of petals you get `8` times more power! If you harvest a sunflower while there is another s…
- 2h 43mthoughtPower nice but sunflower harvest sorting max petals. Can dedicate phase to sunflowers all field, scan max then harvest max repeatedly. Multi drones complexities shared max. Single drone full field enough, yields power perhaps5 base*8=40 each64 =>2560. Costs carrot1 each? object. Could run after mixed carrot stock. Power accelerates all. Worth 2min. Program plant full8, scan all tiles for max, harvest if measure==max and can_harvest. One pass harvest all max, then need replant and repeat. Simpler cyclic: tend if can harvest harvest regardless bonus but normal gives5, enough power. Full64 yields320 no bonus. Better max algorithm with list positions perhaps: clear plant all field while traversal while True: max_petals=0 scan all tiles update max second scan if can_harvest and measure()==max harvest then plant new sunflower immediately. But newly planted petals could ==max and when later visited? measure perhaps new max same, harvest not mature false. Next cycle max resets. 2 passes per generation. At end program infinite. Costs64 carrot/cycle, gives perhaps number max~7 *40=280 power. 10 cycles 2800. Good. But prioritize4 drones mixed. Write programs now.
- 2h 43m
stop_programresult
Program stopped. Game time: 2h 43m 37s elapsed, 3h 16m 23s of budget remaining.
- 2h 43m
write_programname="mega_mixed8" · evidenceresult
Saved mega_mixed8 (46 lines). Game time: 2h 43m 47s elapsed, 3h 16m 13s of budget remaining.
- 2h 43m
write_programname="mega_pumpkin8" · evidenceresult
Saved mega_pumpkin8 (30 lines). Game time: 2h 43m 57s elapsed, 3h 16m 3s of budget remaining.
- 2h 43mthoughtRun mixed300 yields perhaps 2800 carrots.
- 2h 43m
run_programname="mega_mixed8" seconds=300result
Ran mega_mixed8 for 5m of game time; it is still running. Inventory change: carrot +4688, fertilizer -645, hay +23960, water -217, weird_substance +6352, wood +29564. Game time: 2h 49m 7s elapsed, 3h 10m 53s of budget remaining. Output: (none)
- 2h 49mthoughtGreat. Buy pumpkin upgrade4000 leaves688. Also trees4 hay4800, fertilizer4 wood54000 currently60k, watering5 wood12800, grass5 wood12500. Buy all boosts huge. Carrot upgrade3 wood1250 yields4 cost4, perhaps worthwhile production but seed cost pumpkin upgrade uses4 etc. Could buy carrot3, pumpkin3, fert4, watering5, trees4. Leaves wood perhaps -? Inventory wood607? 31k+29=60k. costs54000+12800+1250=68055 >. Buy fert4 54000 leaves6k, watering5 12800 can't. Trees4800 hay24k good. Pumpkin4000. Do pumpkin,fert,trees.
- 2h 49m
buy_upgradeupgrades=["pumpkins","fertilizer","trees"] · evidenceresult
Bought pumpkins, now level 3. Paid carrot 4000. Its tutorial is docs page docs/unlocks/pumpkins.md. Bought fertilizer, now level 4. Paid wood 54000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Game time: 2h 49m 17s elapsed, 3h 10m 43s of budget remaining.
- 2h 49mthoughtNow pumpkin level3 cost4 each full256, yield1536 per full. 688 carrot enough2 cycles =>3072 plus existing416. Should have 8000 expansion. Mixed seed then pumpkin. Could buy carrot3 to increase seeds, wood6k enough cost1250. Yes do carrot3. Watering5 can't.
- 2h 49m
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 2h 49m 27s elapsed, 3h 10m 33s of budget remaining.
- 2h 49mthoughtCarrot yield4 cost4haywood. Grass yield8 16 tiles = plenty. Mixed4 drones produce carrot perhaps18/s. Run180 seeds3000. Then pumpkin240 yields5k. Do.
- 2h 49m
run_programname="mega_mixed8" seconds=180result
Ran mega_mixed8 for 3m of game time; it is still running. Inventory change: carrot +5888, hay +13088, water -63, weird_substance +2212, wood +39932. Game time: 2h 52m 37s elapsed, 3h 7m 23s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ ---------------------------------------… - 2h 52mthought6576 carrot. Great. Pumpkin run240 perhaps enough8000.
- 2h 52m
run_programname="mega_pumpkin8" seconds=240result
Ran mega_pumpkin8 for 4m of game time; it is still running. Inventory change: carrot -7536, fertilizer +192, hay +504, pumpkin +11032, water -223. Game time: 2h 56m 47s elapsed, 3h 3m 13s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------------------… - 2h 56mthought11448 pumpkin. Buy expand8000 leaves3448. Could dictionaries2500 and utilities1000 etc but expansion first.
- 2h 56msaidThe four-drone pumpkin run produced 11,032 pumpkins in four minutes. I’m buying the 12×12 expansion now, then I’ll generalize the workers for the larger field and resume diversified production.
- 2h 56m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 2h 56m 57s elapsed, 3h 3m 3s of budget remaining.
- 2h 56mthought12x12. Next expand16 cost? research later. Should adapt mixed12 with4 drones3 cols each. Crop allocation grass x0,1,2 (3 columns) carrots x3,6,9 (3 columns) wood others6 columns. Four workers start0,3,6,9. Worker end3,6,9,12. At main x2 moveEastx3=end then west3. child9 atx11 wrap0 then moveEast9. Good. Pumpkin12 worker same3 cols. Cactus12 sorted harvest144^2=20736, costs level1 2 each288 pumpkin, existing3448 enough. Dinosaurs upgrade12000 cactus could after. Cactus upgrade20000 pumpkin perhaps later. Cactus12 bubble sort ~144 tiles and up to? 2min. Great. Dino12 full path 143 tail=>20449 bones perhaps fixed path apples~? still small. Could better apple path with Hamiltonian cycles perhaps issue. Later. Write mixed12,pumpkin12.
- 2h 56m
stop_programresult
Program stopped. Game time: 2h 57m 7s elapsed, 3h 2m 53s of budget remaining.
- 2h 57m
write_programname="mega_mixed12" · evidenceresult
Saved mega_mixed12 (44 lines). Game time: 2h 57m 17s elapsed, 3h 2m 43s of budget remaining.
- 2h 57m
write_programname="mega_pumpkin12" · evidenceresult
Saved mega_pumpkin12 (30 lines). Game time: 2h 57m 27s elapsed, 3h 2m 33s of budget remaining.
- 2h 57mthoughtRun mixed300 to accumulate wood/hay/carrot.
- 2h 57m
run_programname="mega_mixed12" seconds=300result
Ran mega_mixed12 for 5m of game time; it is still running. Inventory change: carrot +9268, fertilizer -232, hay +20388, water -546, weird_substance +8468, wood +63272. Game time: 3h 2m 37s elapsed, 2h 57m 23s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ --------------------… - 3h 02mthoughtGreat. Current pumpkin3448,carrot9268,wood100k hay60k. Next research expansion16 perhaps pumpkin24000. upgrades.
- 3h 02m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrot…
- 3h 02mthought64k expand attainable ~20min pumpkin. 8 drones gold32k attainable maze ~? 12x12 maze gold144 each vs64, 32k 222 mazes ~20min? substance16? maze level1 still n=12 substance12 each. I have~20k substance. 8 drones worthwhile. Next16 drones128k gold perhaps too. Should have balance2h57. Do buy dictionaries2500,costs2500 cannot after (948 left), utilities1000/timing1000. They don't improve economy except auto unlock. Polyculture3000 increases yields if used. Could buy polyculture and implement companion planting for mixed crops boosts3x? get_companion desired plant and position, if plant matching yields5x perhaps. But complex and changing layout. Might improve massively. Read docs after buy. Current3448. Buy polyculture3000 leaves448. Dictionaries can later. Should quantity priority. Do polyculture. Also yield upgrades grass5 wood12500, trees5 hay19200, watering5 12800, carrot4 wood6250. These exponential yields huge. Buy all. Carrot4 yield8 cost8; grass16 supports. Tree16. Great.
- 3h 02msaidThe 12×12 mixed farm is producing over 9,000 carrots per five-minute cycle. I’m investing in the next yield tier and polyculture before the larger pumpkin push; these upgrades multiply output rather than just adding field area.
- 3h 02m
buy_upgradeupgrades=["polyculture","grass","trees","watering","carrots"] · evidenceresult
Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Bought grass, now level 5. Paid wood 12500. Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Bought carrots, now level 4. Paid wood 6250. Its tutorial …
- 3h 02m
docs_readpath="docs/unlocks/polyculture.md"result
# Polyculture You may have already noticed that sometimes plants yield more when planted together. Grass, bushes, trees, and carrots yield more when they have the right plant companion. Companion preference is different for each individual plant and cannot be predicted. Fortunately, the companion preference of the plant under the drone can be measured using `get_companion()`. It returns a tuple wh…
- 3h 03mthoughtTo exploit need plant companion at requested coords possibly disrupt layout. Can in tend after planting get companion, move drone to coordinate plant requested, return. Costs actions but5x yield. Multiple plants compete positions. Good. For each harvested target, after plant get_companion returns desired; navigate Manhattan (wrap perhaps positions within3 no wrap), if companion carrot needs soil and cost; grass till etc; planting grass via plant Entities.Grass perhaps allowed. This could massively increase. But companion target may currently other alive plant, plant fails unless harvest/remove. Should harvest at target regardless maturity destroys, then plant companion. This harms target but gives boost to main. Return. Companion position within3, do direct moves x then y. Should have no wrap issues but direct smaller delta. Use while get_pos_x()<cx moveEast etc. At target harvest() to clear even immature, if grass desired ensure grassland till if soil, plant Grass; for bush/tree any, carrot soil. Then return. This extra ~10 actions per plant vs base ~3, slows4x but yield5x roughly neutral. Multi drones races at nearby zones but okay. Could only for trees/carrots high yield. Grass companions also 16x*5 huge hay. I can implement perhaps yields improve. However all current mixed yield already exponential and enough. Focus pumpkin64k. Now run mixed180 seeds perhaps15k due carrot8. Then pumpkin12 5min yields~30k. Another cycle enough64k. 15min. I'll do no poly risk. Run mixed180.
- 3h 03m
run_programname="mega_mixed12" seconds=180result
Ran mega_mixed12 for 3m of game time; it is still running. Inventory change: carrot +16904, hay +36904, water +1, weird_substance +8992, wood +130584. Game time: 3h 6m 17s elapsed, 2h 53m 43s of budget remaining. Output: (none)
- 3h 06mthought26k carrots. Pumpkin level4 upgrade16000 -> yield8 cost8, worth for64k push. Buy pumpkin16000 leaves10k. Then pumpkin12 full cost1152 per cycle yield6912 (n*12*6=864 base*8). Should have ~10 cycles for64k. 4min previously 11k at level3 8x8; now12x12 level4 ~7k/cycle, perhaps4min20k. 10min60k. Enough carrot10k ~8 cycles. Do upgrade.
- 3h 06m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 4. Paid carrot 16000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 3h 6m 27s elapsed, 2h 53m 33s of budget remaining.
- 3h 06mthoughtRun pumpkin12 300.
- 3h 06m
run_programname="mega_pumpkin12" seconds=300result
Ran mega_pumpkin12 for 5m of game time; it is still running. Inventory change: carrot -15160, fertilizer +240, hay +2288, pumpkin +22432, water -5. Game time: 3h 11m 37s elapsed, 2h 48m 23s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -----------------------------------------------… - 3h 11mthoughtPumpkin22880 (had448) need41120. Carrot initial10k plus mixed running tools perhaps? consumed15160 means had15k (yes after upgrade10k + during 5 min? Actually no). Now0. Should mixed seeds ~20k then pumpkin10min. Mixed180 yields~20k. Do mixed180.
- 3h 11m
run_programname="mega_mixed12" seconds=180result
Ran mega_mixed12 for 3m of game time; it is still running. Inventory change: carrot +17544, fertilizer -248, hay +37216, water +6, weird_substance +24568, wood +132200. Game time: 3h 14m 47s elapsed, 2h 45m 13s of budget remaining. Output: (none)
- 3h 14mthoughtPumpkin300 gets22k, need two. Run300.
- 3h 14msaidThe farm is roughly one third of the way to the 64,000-pumpkin expansion cost. Carrot production has recovered another 17,544 seeds, so I’m continuing the same high-throughput pumpkin cycle.
- 3h 14m
run_programname="mega_pumpkin12" seconds=300result
Ran mega_pumpkin12 for 5m of game time; it is still running. Inventory change: carrot -18552, fertilizer +240, hay +2272, pumpkin +27560, water -5. Game time: 3h 19m 57s elapsed, 2h 40m 3s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ ------------------------------------------------… - 3h 19mthought50440 need13560. Mixed90 seeds9k then pumpkin180 perhaps14k. Do90.
- 3h 19m
run_programname="mega_mixed12" seconds=120result
Ran mega_mixed12 for 2m of game time; it is still running. Inventory change: carrot +10992, fertilizer -248, hay +24560, water +5, weird_substance +17128, wood +66856. Game time: 3h 22m 7s elapsed, 2h 37m 53s of budget remaining. Output: (none)
- 3h 22mthoughtRun pumpkin180.
- 3h 22m
run_programname="mega_pumpkin12" seconds=180result
Ran mega_pumpkin12 for 3m of game time; it is still running. Inventory change: carrot -11928, fertilizer +144, hay +2288, pumpkin +18328, water -6. Game time: 3h 25m 17s elapsed, 2h 34m 43s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -----------------------------------------------… - 3h 25mthought68768 buy expand64k leaves4768.
- 3h 25m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 7. Paid pumpkin 64000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 3h 25m 27s elapsed, 2h 34m 33s of budget remaining.
- 3h 25mthought16x16. Should adapt 4 drones4 cols. More production. Next expand22? cost512k pumpkin perhaps possible but2h34, perhaps aim8 drones gold32k and16 field. 8 drones double. Gold currently48, maze16 gold256 each,125 mazes, each perhaps30sec =>1h. Could multi drones each own maze impossible shared field. Could use spawn drones solve separate? full field maze one shared treasure. No. 8 drones ~30min perhaps maze solver faster bigger path perhaps30 sec. 125*15=31min. Worth. I have weird~70k. Could get32k in20min. Do after establishing mixed16 and perhaps power. Should power produce once. Sunflower16 full field scan max. With4 drones could just farm normally no bonus but power large. I can write single drone16 max algorithm and run120; costs carrot256/cycle, I have0 carrot. Should mixed first120 yields15k. Write mixed16,pumpkin16,cactus16. Also gold maze16 parameter substance16 and gold256. Current maze8 hardcoded8 on16 field makes8x8 maze at current area, still64 gold. Modify16. Mixed16 allocation grass x<4, carrot x4,8,12 (3 cols) wood9. workers4 columns. Pumpkin4. Write.
- 3h 25msaidThe farm is now 16×16. I’m scaling the four workers to four columns each, then using the larger maze area to fund eight drones while crop programs continue to build reserves.
- 3h 25m
stop_programresult
Program stopped. Game time: 3h 25m 37s elapsed, 2h 34m 23s of budget remaining.
- 3h 25m
write_programname="mega_mixed16" · evidenceresult
Saved mega_mixed16 (44 lines). Game time: 3h 25m 47s elapsed, 2h 34m 13s of budget remaining.
- 3h 25m
write_programname="mega_pumpkin16" · evidenceresult
Saved mega_pumpkin16 (30 lines). Game time: 3h 25m 57s elapsed, 2h 34m 3s of budget remaining.
- 3h 25mthoughtRun mixed180.
- 3h 25m
run_programname="mega_mixed16" seconds=180result
Ran mega_mixed16 for 3m of game time; it is still running. Inventory change: carrot +13512, fertilizer -184, hay +35216, water -42, weird_substance +10664, wood +98072. Game time: 3h 29m 7s elapsed, 2h 30m 53s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ -------------------… - 3h 29mthoughtShould have sunflower power now. Could simply dedicate one column within mixed by x15 sunflower instead of bush, harvest normally yields5, no bonus. 16 sunflowers *5=80 per round, continuous power. Should not sacrifice much wood. At least10 sunflowers for bonus but normal works. Add target=Entities.Sunflowers x15, soil, no fert. This gives power ongoing variety. Currently no power inventory. Good. Modify mixed16 with x15 sunflower and conditions target carrot or sunflower for soil. Stop write.
- 3h 29m
stop_programresult
Program stopped. Game time: 3h 29m 17s elapsed, 2h 30m 43s of budget remaining.
- 3h 29m
write_programname="mega_mixed16" · evidenceresult
Saved mega_mixed16 (47 lines). Game time: 3h 29m 27s elapsed, 2h 30m 33s of budget remaining.
- 3h 29mthoughtRun120 to get power and resources.
- 3h 29m
run_programname="mega_mixed16" seconds=120result
Parse error: Entities.Sunflowers doesn't exist.
- 3h 29mthoughtEntity singular Sunflower? docs says plant Entities.Sunflowers in research but parse says doesn't exist perhaps Entities.Sunflower. Object docs.
- 3h 29m
docs_readpath="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: 3h 29m 47s elapsed, 2h 30m…
- 3h 29mthoughtUse Entities.Sunflower singular. Replace.
- 3h 29m
write_programname="mega_mixed16" · evidenceresult
Saved mega_mixed16 (47 lines). Game time: 3h 29m 57s elapsed, 2h 30m 3s of budget remaining.
- 3h 29m
run_programname="mega_mixed16" seconds=120result
Ran mega_mixed16 for 2m of game time; it is still running. Inventory change: carrot +15679, fertilizer -40, hay +35120, power +12.85, water -80, weird_substance +4144, wood +123648. Game time: 3h 32m 7s elapsed, 2h 27m 53s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ ------… - 3h 32mthoughtPower 12.85 net, low because consumed speeding actions. Fine variety. Should maze16. Write using world size dynamic substance=get_world_size()*2... but operators available. Use16 constant. Clear. Run600 perhaps gold~? 16 maze average path longer ~15 sec, 40*256=10k. Should have 32k ~30min. I have2h27. Do 900 (15min) see.
- 3h 32msaidSunflowers are now integrated and producing power alongside all other basic resources. I’m switching to 16×16 mazes for the 32,000-gold drone upgrade; each treasure is now worth 256 gold.
- 3h 32m
stop_programresult
Program stopped. Game time: 3h 32m 17s elapsed, 2h 27m 43s of budget remaining.
- 3h 32m
write_programname="maze16" · evidenceresult
Saved maze16 (45 lines). Game time: 3h 32m 27s elapsed, 2h 27m 33s of budget remaining.
- 3h 32m
run_programname="maze16" seconds=900result
Ran maze16 for 15m of game time; it is still running. Inventory change: fertilizer +720, gold +1792, power -35.64, water +1440, weird_substance -128. Game time: 3h 47m 37s elapsed, 2h 12m 23s of budget remaining. Output: (none)
- 3h 47mthoughtOnly7 mazes in15min! DFS extremely slow large due path ~128 sec. 32k impossible ~4h. Should optimize maze using measure direct and smarter path. I used DFS ignores treasure coords. Can A* BFS with maze walls? Should direct greedy with wall following targeted. Since maze no loops, can use right-hand wall follower but still ~ path perhaps. DFS explores whole field. Measure gives target, use greedy navigation with backtracking DFS choose neighbors sorted by Manhattan distance to target. That will find treasure much faster typically. Add target=measure() at start; for directions choose best unvisited neighbor based abs (utilities not unlocked) use squared distance manually. Instead of for fixed order, evaluate 4 and pick minimum distance. loops list best_dir=None,best_score=999. For each direction if can and unvisited compute dx=nx-tx etc absolute via squared. Choose min. Backtrack else. This should dramatically faster ~20 sec. Do stop modify. Current gold1840. Should have 30k ~120 mazes, if10sec20min. Great.
- 3h 47msaidThe larger mazes exposed a navigation bottleneck: depth-first search explores too much of the field. I’m changing it to prioritize moves that reduce distance to the sensed treasure while retaining backtracking, which should sharply reduce each solve time.
- 3h 47m
stop_programresult
Program stopped. Game time: 3h 47m 47s elapsed, 2h 12m 13s of budget remaining.
- 3h 47m
write_programname="maze16" · evidenceresult
Saved maze16 (53 lines). Game time: 3h 47m 57s elapsed, 2h 12m 3s of budget remaining.
- 3h 47m
run_programname="maze16" seconds=300result
Ran maze16 for 5m of game time; it is still running. Inventory change: fertilizer +240, gold +256, water +480, weird_substance -32. Game time: 3h 53m 7s elapsed, 2h 6m 53s of budget remaining. Output: (none)
- 3h 53mthoughtOnly1 maze per5min worse perhaps backtracking bug? Why? Greedy best_pos pos same. Could get stuck? DFS still eventually. Main cost execution at 7.6 speed should moves fast. 1 maze 5min means huge path ~? Perhaps power? No. Now direct treasure measure path via BFS distance mapping could be efficient. I can compute BFS from treasure without moving? can_move only current so no. Could use wall follower with measure perhaps not. Alternative generate small8x8 maze on16 field gives64 but solve13 sec, gold rate~5/s vs256/300=.85/s. Revert maze8 for rate; 32k ~1.7h still possible but not ideal. Could improve maze8 with direct greedy maybe8 was13 sec, now perhaps? Use maze8 greedy maybe5sec. 500 mazes32k ~40min. Better. Full16 DFS bad. Maze8 original ~64/13=5/s. Should have 8 drones not worth 1h+ perhaps skip. I have2h, can enhance crops/cactus and resource quantity instead. 4 drones enough. Could produce gold as variety not upgrade. Should cactus16 full sort gives65536 cactus, dinosaur upgrade12k and maze upgrade12k. Cactus16 sorting perhaps5min. Do now, pumpkin4768 cost512 enough. Cactus16 code adapt. Full16 cactus yield65536. Great. Buy dino2 and maze2 (each12k) leaves41k. Maze2 doubles treasure and cost32, gold512 per16 but substance plenty. Not solve speed. Could do cactus upgrades etc. Write cactus16.
- 3h 53msaidEven guided search is too slow on 16×16 mazes, so I’m abandoning the eight-drone push rather than spending the remaining budget there. A sorted 16×16 cactus harvest can yield 65,536 cactus in one run and is a much better use of time.
- 3h 53m
stop_programresult
Program stopped. Game time: 3h 53m 17s elapsed, 2h 6m 43s of budget remaining.
- 3h 53m
write_programname="cactus16" · evidenceresult
Saved cactus16 (24 lines). Game time: 3h 53m 27s elapsed, 2h 6m 33s of budget remaining.
- 3h 53m
run_programname="cactus16" seconds=300result
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 3h 58m 37s elapsed, 2h 1m 23s of budget remaining. Output: (none)
- 3h 58mthoughtStill sorting. Run300.
- 3h 58m
run_programname="cactus16" seconds=300result
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 4h 3m 47s elapsed, 1h 56m 13s of budget remaining. Output: (none)
- 4h 03mthoughtUh bubble sort slow >10min. Could need ~15 passes *1min=15. Run300.
- 4h 03m
run_programname="cactus16" seconds=300result
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 4h 8m 57s elapsed, 1h 51m 3s of budget remaining. Output: (none)
- 4h 08mthoughtShould not wait blindly; perhaps sorting algorithm extremely inefficient but finish. Could inspect current progress sorted? observe won't show sizes values. run until_program end300 same. New info expected completion or still. I should wait300 perhaps.
- 4h 08msaidThe cactus program is still sorting after 15 minutes; I’ll give it one final five-minute window to finish, then switch back to production if it remains incomplete.
- 4h 08m
run_programname="cactus16" seconds=300result
Ran cactus16 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -512, water +480. Game time: 4h 14m 7s elapsed, 1h 45m 53s of budget remaining. Output: (none)
- 4h 14mthought20min sorting too long. Should stop would lose potential65k but have1h45. Could let while do other tool calls not run waits. It may finish ~30min. Bubble sort worst 16? Why 8 finished1m16, scale4 size perhaps16x =>20min. Likely finish soon. Give300 final? Already said final then switch. Should switch mixed to not waste. But stopping loses cactus invested512 and20min no yield. Could run cactus while buying upgrades/tool docs, but production halted. Better wait another300 perhaps complete. Yet statement final should honor switch. Stop and produce; cactus already2090 enough variety. Could run cactus12 quicker yields20736 ~4min, enough upgrades. I should have done12. Stop cactus16, run cactus12 after write, but field16 code12 plants subgrid12x12 and sort only12 area, harvest sorted12 square yields20736. Costs288 pumpkin. Existing pumpkin4256. Great. Do cactus12, expected~4min.
- 4h 14msaidThe 16×16 sort did not finish within that window. I’m switching to a 12×12 cactus square, which should complete much faster while still yielding 20,736 cactus.
- 4h 14m
stop_programresult
Program stopped. Game time: 4h 14m 17s elapsed, 1h 45m 43s of budget remaining.
- 4h 14m
write_programname="cactus12" · evidenceresult
Saved cactus12 (24 lines). Game time: 4h 14m 27s elapsed, 1h 45m 33s of budget remaining.
- 4h 14mthoughtPotential traversal after plant x0..11 then moveEast ends x12,y0 not0. Sorting starts atx12 outside patch, for x range12 covers12..11 wrap includes patch and x12; comparisons x<11 based actual drone positions incorrect because loop x variable not actual! Cactus8 ended0 because size==world, cactus12 on16 ends12. Should return to0: after planting, for i range4 moveWest? Atx12, moveWest4 ->8 not0. Should moveEast4 wraps0. Add for i in range(16-12) moveEast =>0. After each sorting pass12 columns from0 endsx12, need return0 via4East. Add before while and before if swaps check? after loops move to0. Good. Write corrected.
- 4h 14m
write_programname="cactus12" · evidenceresult
Saved cactus12 (28 lines). Game time: 4h 14m 37s elapsed, 1h 45m 23s of budget remaining.
- 4h 14m
run_programname="cactus12" seconds=300result
Ran cactus12 for 31s of game time; it stopped with an error: The operator > cannot be used on the operands 7 and None. Inventory change: fertilizer +25, pumpkin -288, water +49. Game time: 4h 15m 18s elapsed, 1h 44m 42s of budget remaining. Output: Error: The operator > cannot be used on the operands 7 and None. In: if x < 11 and measure() > measure(East): ^^^^^^^^^^^^^^^^^^^… - 4h 15mthoughtError measureEast at x11? Condition x variable loop perhaps drone position desync due clear and position? Planting loop after each col moveNorth wraps0, moveEast; endsx12. return4 East->0. Sorting atx0 y0. At x11 compare skip. None implies measureEast on empty at x11? condition x<11 means x10 max compare x11 cactus yes. But measure North None perhaps y10 compare y11 cactus yes. Why None perhaps planting failed some due cost? 288 paid exactly all144. Growth not mature measure should size works immature? In cactus8 worked. Could some cactus not grown yet? measure returns size even immature. None on empty suggests cactus disappeared? Perhaps clear and previous maze? no. Actually after first planting, start clear resets0,0. loops x12, each inner y12 movesNorth; starting y0 after12 ->0. good. Sort loops after each x12 moves East. returns0. Fine. Perhaps swap can swap with neighbor outside cactus? no. Error after31s implies several passes, perhaps harvest cascade accidentally? no harvest until end. Could be measure() returns None on cactus? If cactus dead? no. Perhaps planting all12 with pumpkin inventory not enough? Paid288 exact. Fine. Could add guards to avoid None and use actual get_pos, but then sorted square may incomplete and harvest small. Error likely due measure(North) at y11 condition y<11 uses loop y variable but after moveNorth at y11 wraps y0. correct. Wait program stopped at error after31s perhaps during initial sorting first pass. x/y loops are variables unlocked fine. Could inspect farm to see missing tile.
- 4h 15m
observeresult
Game time: 4h 15m 28s elapsed, 1h 44m 32s of budget remaining. Program: none running. Inventory: hay 245123, wood 714001, carrot 31186, pumpkin 2432, cactus 2078, bone 29, weird_substance 91452, gold 2928, water 4155, fertilizer 2073. Farm 16x16. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks …
- 4h 15mthoughtPattern cactus on columns except every4? Empty x3,7,11 etc some rows, x0 empty y12+. This is previous cactus16 sorted state? Wait clear should reset all grass then plant12 every tile x0..11. Observed weird pattern empties exactly tiles swapped with outside? This indicates move East at end of columns fails? Why? No dino hat. Movement wrap. Pattern from cactus16 sorting interrupted left cacti all16. clear resets. Could spawn drone? no. Wait cactus12 code after planting each column: for y12 move North, starting0 after 12 moves ends y12 not0! Right world16, not12! I mistakenly thought wrap at12. Drone moves y12..15 outside, then next column starts y12, plants rows12..15 and0..7. Misses8..11 each col. Pattern shifted. Sorting loops similar movement not aligned. Should handle world16 with position reset each column or full16 movement but only plant12 using get_pos. Easier full traversal16x16 but plant only x<12,y<12; sorting traversal full16 but compare only coordinates and reposition returns0. For each pass full16, at each tile if x<12,y<12 compare east ifx<11 and north ify<11. Extra16x16 but correct. Plant full traversal only if coords<12. This will sort. No need return custom. Write cactus12 full16 loops. Cost additional288. Existing cactus field clear. Run300 perhaps sorting ~? Full passes slower but 12 sorting ~4min. Do.
- 4h 15msaidThe smaller cactus attempt exposed a coordinate bug: movement still wraps at 16, so the 12-step loops skipped rows. I’ve identified the cause and am correcting the program to traverse the full 16×16 world while planting and sorting only the 12×12 corner.
- 4h 15m
write_programname="cactus12" · evidenceresult
Saved cactus12 (26 lines). Game time: 4h 15m 38s elapsed, 1h 44m 22s of budget remaining.
- 4h 15m
run_programname="cactus12" seconds=300result
Ran cactus12 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -288, water +480. Game time: 4h 20m 48s elapsed, 1h 39m 12s of budget remaining. Output: (none)
- 4h 20mthoughtStill sorting 5m expected. Give300.
- 4h 20m
run_programname="cactus12" seconds=300result
Ran cactus12 for 5m of game time; it is still running. Inventory change: fertilizer +240, pumpkin -288, water +480. Game time: 4h 25m 58s elapsed, 1h 34m 2s of budget remaining. Output: (none)
- 4h 25mthought10m. Perhaps one more300. I have1h34. Cactus not crucial. Could stop now and final production90m. Already wasted30m. Stop. Should maximize final inventories with mixed16. Upgrades yield further exponential. Current wood714k,hay245k carrot31k pumpkin2k. I can upgrade grass6 wood62500, trees6 hay76800, carrot5 wood31250, watering6 wood25600. Costs next research. Yield upgrades huge. Buy grass/tree/carrot/water multiple. Research first while cactus running? stop now.
- 4h 25msaidThe corrected cactus sort is still too slow to justify further waiting. I’m stopping it and dedicating the remaining 94 minutes to high-yield production and upgrades, where the farm has consistently delivered strong returns.
- 4h 25m
stop_programresult
Program stopped. Game time: 4h 26m 8s elapsed, 1h 33m 52s of budget remaining.
- 4h 26m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 4/10; cost wood 31200; can buy now; tutorial docs/unlocks/carro…
- 4h 26mthoughtBuy carrot5,grass6,trees6,watering6. wood total145k leaves568k. hay leaves168k. Then mixed15min huge. Pumpkin upgrade64k carrot can after one run perhaps. Respond perhaps expansion512k pumpkin feasible with upgraded pumpkin16 and4 drones ~100k per5min if seeds. Could get22 field perhaps. But final quantities more important expansion increases output. I have93min. Aim22 expansion then final30min production. Should have pumpkin512k ~30min with pumpkin level5. Good. Buy upgrades.
- 4h 26m
buy_upgradeupgrades=["carrots","grass","trees","watering"] · evidenceresult
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 trees, now level 6. Paid hay 76800. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 6. Paid wood 51200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 4h 26m 28s elapsed, 1h 33m 32s of budget remaining.
- 4h 26mthoughtRun mixed16 300 yields carrots perhaps 60k.
- 4h 26m
run_programname="mega_mixed16" seconds=300result
Ran mega_mixed16 for 5m of game time; it is still running. Inventory change: carrot +63328, fertilizer -2609, hay +168656, power +12.12, water -746, weird_substance +235184, wood +343360. Game time: 4h 31m 38s elapsed, 1h 28m 22s of budget remaining. Output: Warning: Tried to use Items.Fertilizer but didn't have enough of it. In: worker <- tend use_item(Items.Fertilizer) ^^ … - 4h 31mthought94k carrot. Buy pumpkin64k leaves30k. Next pumpkin cost256k. Could buy after more. Level5 yield16 cost16. Full16 cost4096, yield24576 per cycle. 30k seeds7 cycles=>172k. Should have 512k ~21 cycles86k seeds. Run pumpkin600 perhaps150k. Then mixed seeds etc. Could upgrade pumpkin6 at256k before push to double again. Better mixed another300 yields perhaps100k, total after upgrade30+100=130 <256. 10min more. Time88. I can do pumpkin level5 now and produce with30k ~7cycles, 5min ~100k. Then mixed5min seeds100k, pumpkin10min200k, etc. 512k ~25min. Do.
- 4h 31msaidThe latest yield upgrades produced 63,328 carrots and 343,360 wood in five minutes. I’m upgrading pumpkins again and starting a final large-scale push toward the 22×22 expansion, while keeping enough time for end-game diversified production.
- 4h 31m
buy_upgradeupgrades=["pumpkins"] · evidenceresult
Bought pumpkins, now level 5. Paid carrot 64000. Its tutorial is docs page docs/unlocks/pumpkins.md. Game time: 4h 31m 48s elapsed, 1h 28m 12s of budget remaining.
- 4h 31mthoughtRun pumpkin16 300.
- 4h 31m
run_programname="mega_pumpkin16" seconds=300result
Ran mega_pumpkin16 for 5m of game time; it is still running. Inventory change: carrot -34880, fertilizer +240, hay +8096, power -12.96, pumpkin +55872, water -1010. Game time: 4h 36m 58s elapsed, 1h 23m 2s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------… - 4h 36mthought58k pumpkin total. Should have 512. Mixed300 seeds100k.
- 4h 36m
run_programname="mega_mixed16" seconds=300result
Ran mega_mixed16 for 5m of game time; it is still running. Inventory change: carrot +81055, fertilizer -248, hay +174976, power +26.62, water -405, weird_substance +38656, wood +653024. Game time: 4h 42m 8s elapsed, 1h 17m 52s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker <- tend plant(target) ^^ ----------------------------… - 4h 42mthought81k seeds. Pumpkin600 ~110k. Should multiple. Could not aim512 in time? 77min yes. Run600.
- 4h 42m
run_programname="mega_pumpkin16" seconds=600result
Ran mega_pumpkin16 for 10m of game time; it is still running. Inventory change: carrot -86720, fertilizer +480, hay +8096, power -17.13, pumpkin +139840, water -1858. Game time: 4h 52m 18s elapsed, 1h 7m 42s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -----------------------------… - 4h 52mthought198k total need314k. Mixed600 seeds160k then pumpkin1200 230k, another. 67min enough but leaves no22 production. Perhaps upgrade pumpkin6 cost256k seeds improves. I could mixed15min seeds250k then upgrade, remaining52min pumpkin level6 yields2x with seeds same ratio not more total per seed but less cycle overhead. Output per seed constant6*size? Each pumpkin cost scales yield so ratio fixed. Upgrades don't improve total per seed, only per time when seed plentiful. Seeds bottleneck. Should mixed production yields high. Best alternate. Should have 314k pumpkin at~14k/min =22min plus seed production15min =37. Can get22 with30min remaining. Good. Run mixed600 (10min) seeds160k.
- 4h 52msaidPumpkins are at about 198,000 of the 512,000 needed. The limiting factor is carrot seed supply, so I’m running another ten-minute mixed cycle before the next pumpkin batch.
- 4h 52m
run_programname="mega_mixed16" seconds=600result
Ran mega_mixed16 for 10m of game time; it is still running. Inventory change: carrot +173808, fertilizer -488, hay +332208, power +56.48, water -817, weird_substance +78768, wood +1394784. Game time: 5h 2m 28s elapsed, 57m 32s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker <- tend plant(target) ^^ ----------------------------… - 5h 02mthought57min. 173k seeds pumpkin20min yields280k =>478k need34k. Then mixed2min seeds35k pumpkin3min => done with32min. Great. Run pumpkin1200.
- 5h 02m
run_programname="mega_pumpkin16" seconds=1200result
Ran mega_pumpkin16 for 20m of game time; it is still running. Inventory change: carrot -176976, fertilizer +960, hay +8096, power -52.94, pumpkin +284000, water -307. Game time: 5h 22m 38s elapsed, 37m 22s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------… - 5h 22mthought482k need30k. Mixed120 gives34k seeds, pumpkin180 gives25k perhaps need45k. Do mixed180 50k, pumpkin240 40k. Total7.5min,30 left.
- 5h 22m
run_programname="mega_mixed16" seconds=180result
Ran mega_mixed16 for 3m of game time; it is still running. Inventory change: carrot +42125, fertilizer -968, hay +102656, power +48.98, water +4, weird_substance +98528, wood +252288. Game time: 5h 25m 48s elapsed, 34m 12s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Sunflower. In: worker <- tend plant(target) ^^ --------------------------------… - 5h 25mthoughtRun pumpkin240.
- 5h 25m
run_programname="mega_pumpkin16" seconds=240result
Ran mega_pumpkin16 for 4m of game time; it is still running. Inventory change: carrot -44960, fertilizer +192, hay +8128, power -31.45, pumpkin +68800, water -5. Game time: 5h 29m 58s elapsed, 30m 2s of budget remaining. Output: Warning: Didn't have the required items to plant Entities.Pumpkin. In: worker <- tend plant(Entities.Pumpkin) ^^ -------------------------------------… - 5h 29mthought550832 enough. Buy expand512k leaves38832. 30min. 22x22 adapt4 drones columns ~5/6. Final production on22 with upgrades could yield huge. Should write generic22 workers ranges 0-6,6-11,11-16,16-22 sizes6,5,5,6. Allocation grass x<6, carrots x6,11,16, sunflower21, wood other. Four workers. Full22 pumpkin later not needed final variety perhaps mixed. Buy expansion.
- 5h 29msaidThe pumpkin target is complete. I’m buying the 22×22 expansion and using the final 30 minutes for diversified production on the larger farm.
- 5h 29m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 8. Paid pumpkin 512000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 5h 30m 8s elapsed, 29m 52s of budget remaining.
- 5h 30mthoughtI'll write mega_mixed22. Worker logic general. grass x<6. carrot x6,11,16, sunflower21. wood x>5 else. Fertilizer warning race avoid num_items>4 instead>0 to reduce. Water. Power. Stop write.
- 5h 30m
stop_programresult
Program stopped. Game time: 5h 30m 18s elapsed, 29m 42s of budget remaining.
- 5h 30m
write_programname="mega_mixed22" · evidenceresult
Saved mega_mixed22 (46 lines). Game time: 5h 30m 28s elapsed, 29m 32s of budget remaining.
- 5h 30mthoughtRun600 then upgrades and final1200. Current carrot~0? after pumpkin all. Mixed10min gives perhaps50k. Should upgrade trees7 hay307k current ~1M, grass7 wood312k current2M, carrot6 wood156k, watering7 wood204800. Buy after run. Run600.
- 5h 30m
run_programname="mega_mixed22" seconds=600result
Ran mega_mixed22 for 10m of game time; it is still running. Inventory change: carrot +98932, fertilizer -220, hay +251552, water -49, weird_substance +65184, wood +1417248. Game time: 5h 40m 38s elapsed, 19m 22s of budget remaining. Output: (none)
- 5h 40mthoughtNo power change? Sunflower perhaps power used equal. Inventory power0. Fine. 19min. Upgrade yields again and run15min. Research costs known next grass7 312500 wood, trees7 hay307200, carrot6 156000, watering7 204800. All affordable likely wood3m hay1.2m. Buy. Also pumpkin38k can unlock dictionaries2500 costs2500 auto5000 utilities1000 timing1000 polyculture already. These don't quantity. Cactus upgrade20k pumpkin would double future but no cactus production. Don't waste pumpkin inventory if result total resources counts remaining not unlock costs? Goal total amount each resource farm produces likely inventory. Spending pumpkin38k on expansion left38k, don't spend on trivial unlock. Keep. Upgrade crop yields costs resources but returns in15min. Do all.
- 5h 40msaidThe 22×12 worker layout is running correctly and produced about 99,000 carrots and 1.4 million wood in ten minutes. I’m buying one final yield tier, then leaving the diversified farm running for the remainder of the budget.
- 5h 40m
buy_upgradeupgrades=["carrots","grass","trees","watering"] · evidenceresult
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. Bought trees, now level 7. Paid hay 307000. Its tutorial is docs page docs/unlocks/trees.md. Bought watering, now level 7. Paid wood 205000. Its tutorial is docs page docs/unlocks/watering.md. Game time: 5h 40m 48s elapsed, 19m 12s of budget remaining.
- 5h 40mthoughtTypo comment 22x12 not user response no matter. Run program900 leaves4min for observe final perhaps run900 then observe etc. 19m12. Use900=15m then remaining4m.
- 5h 40m
run_programname="mega_mixed22" seconds=900result
Ran mega_mixed22 for 15m of game time; it is still running. Inventory change: carrot +299666, hay +721408, water +1, weird_substance +146848, wood +4118368. Game time: 5h 55m 58s elapsed, 4m 2s of budget remaining. Output: (none)
- 5h 55mthought4m2. Now run210 then observe respond with 10s leaves32. Could run180 then observe and perhaps wait60. I should use full budget. Run180 leaves42s.
- 5h 55m
run_programname="mega_mixed22" seconds=180result
Ran mega_mixed22 for 3m of game time; it is still running. Inventory change: carrot +49628, hay +164416, power -20.02, weird_substance +15840, wood +635552. Game time: 5h 59m 8s elapsed, 52s of budget remaining. Output: (none)
- 5h 59mthought52 sec observe takes10, wait30+10=40 then observe10 total50. Do wait30 then observe.
- 5h 59msaidThe final production cycle is complete. I’m using the remaining seconds to capture the farm’s final inventory and state.
- 5h 59m
waitseconds=30result
Waited 30s (time up). Program: mega_mixed22 running. Inventory change: carrot +12458, hay +21600, power -35.93, water +2, weird_substance +5120, wood +143584. Game time: 5h 59m 48s elapsed, 12s of budget remaining.
- 5h 59mthought12 sec observe10 leaves2.
- 5h 59m
observeresult
Game time: 5h 59m 58s elapsed, 2s of budget remaining. Program: mega_mixed22 (running). Inventory: hay 1898859, wood 9145989, carrot 472007, pumpkin 38368, cactus 2078, bone 29, weird_substance 788188, gold 2928, water 21, fertilizer 4. Farm 22x22. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * mark…
- 5h 59mthoughtNow respond concise summary important. Mention farm22x22,4 drones, final inventories, resources variety. Power 0 not in response but produced consumed. Water21 fert4. Total time used. No need code. User asked play, respond report. Ensure don't say 22x12 typo. Could table resources perhaps shallow. Include all. Perhaps quantities exact. Pumpkin38,368 etc. Gold2928. Cactus2078 bone29. 10 resource types plus power generated. Final running. Note six hours used. Good.
- 5h 59msaidCompleted the full 6-hour budget with a 22×22 farm and 4 automated drones running a diversified crop program. Final inventory: | Resource | Amount | |---|---:| | Wood | 9,145,989 | | Hay | 1,898,859 | | Weird substance | 788,188 | | Carrots | 472,007 | | Pumpkins | 38,368 | | Gold | 2,928 | | Cactus | 2,078 | | Bones | 29 | | Water | 21 | | Fertilizer | 4 | The farm also produces and consumes sunflower power. Final production combines grass, bushes, trees, carrots, and sunflowers, with automated watering and fertilization.
- 5h 59mthoughtOnly2 sec any tool10 budget goes over perhaps can call wait2 max plus10 cost means12. User says continue2s remain likely use final call run_program seconds2 costs10+2 but budget capped. I should use wait 2? It costs10+2 but only2 remaining perhaps tool handles. Best run wait seconds2 until? tool min >0. It will exhaust. No need narration perhaps call wait2.
- 5h 59m
waitseconds=2result
Waited 0s (time up). Program: mega_mixed22 running. Inventory change: no change. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00mthoughtRespond short.
- 6h 00msaidThe 6-hour game-time budget is fully used. Final program `mega_mixed22` remains running on the 22×22 diversified farm.
Thinking is shown as the agent reported it over ACP; some agents report a summary, not the full reasoning. Tool results are cut at 400 characters; program code is in evidence.json.
spent
What it spent
API-equivalent estimate at list prices; not an actual charge
Tokens
| Input (uncached) | 131,847 |
| Cache reads | 12,065,937 |
| Cache writes | 0 |
| Output | 41,277 |
| Thinking (subset of output where reported) | not reported |
| Total | 12,239,061 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| kimi-code/k3.1-pro | 12,239,061 | $3.02 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-23b.
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
| Run id | economy-v1-kimi-kimi-code_k3.1-pro-s2-a1-20261023T165925Z |
|---|---|
| Task | economy-v1 · acb5fb455a43 |
| Budget | 6h 00m game time · 10s per action · caps: 2,000 tool calls, 20 continuations, 4h 00m real time |
| Agent | undefined 2.3.1 (Kimi Code CLI) |
| Applied config | {"model":"kimi-code/k3.1-pro","thinking":"high","mode":"auto"} |
| Models reported | — |
| Tools available | not recorded |
| Harness | 19ac2359b2c8 (uncommitted changes) |
| Bridge / game | 2cb6f7438845 / 953fea25964f |
| Adapters | claude-agent-acp 0.91.0, codex-acp 2.2.2, acp-sdk 1.8.0, mcp-sdk 1.32.1, kimi-code 2.3.1 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 6.68 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-23T16:59:25.435Z → 2026-10-23T17:18:10.614Z |
| Evidence | 88 items in evidence.json |