DeepSeek V4.1 Flash, seed 1
OpenCode · high reasoning effort
Hay 10.8m produced, 7.03 points
Wood 12.4m produced, 7.09 points
Carrot 2.26m produced, 6.35 points
Pumpkin 27.3k produced, 4.44 points
Cactus 166k produced, 5.22 points
Power 84.1k produced, 4.92 points
Bone 12.8k produced, 4.11 points
Weird substance 140k produced, 5.15 points
Gold 59.2k produced, 4.77 points
Water 28.2k produced, 4.45 points
Fertilizer 7.05k produced, 3.85 points
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 57.39orders of magnitude · model mean 46.84
- On seed 1
- #9of 15 models
- Cost
- $0.14API-equivalent estimate
- Real time
- 19m 09swall 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 | 29.5 |
| 2h 00m | 42.8 |
| 3h 00m | 50.6 |
| 4h 00m | 54.8 |
| 5h 00m | 56.4 |
| 6h 00m | 57.4 |
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 1 mean |
|---|---|---|---|
| Resources opened | 11 of 11 | 10 of 11 | 9.6 of 11 |
| Study | 91 | 88 | 47 |
| Action overhead | 12% | 13% | 10% |
| Tool calls | 260 | 278 | 219 |
| Program writes | 36 | 39 | 37 |
| Program stints | 46 | 41 | 40 |
| Median stint | 4m 50s | 4m 02s | 9m 47s |
| Cost per point | $0.0025 | $0.0030 | $0.052 |
Farm idle 3% of samples; longest stint 40m 05s; 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 |
|---|---|---|---|
| 3m 25s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 4m 25s | {"upgrades":["speed","expand"]} | speed 1, expand 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 5m 55s | {"upgrades":["plant"]} | plant 1 | Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. |
| 8m 55s | {"upgrades":["expand"]} | expand 2 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 10m 17s | {"upgrades":["speed","carrots"]} | speed 2, carrots 1 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 13m 37s | {"upgrades":["senses","operators"]} | operators 1 | Could not buy senses: Requires operators first. |
| 13m 47s | {"upgrades":["senses"]} | senses 1 | Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. |
| 14m 57s | {"upgrades":["watering"]} | watering 1 | Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. |
| 17m 47s | {"upgrades":["expand","variables","functions"]} | expand 3, variables 1, functions 1, functions 1 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 22m 17s | {"upgrades":["trees","speed"]} | trees 1, speed 3 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 23m 07s | {"upgrades":["grass","trees"]} | grass 2, trees 2 | Bought grass, now level 2. Paid hay 300. |
| 26m 47s | {"upgrades":["expand","fertilizer","watering","pumpkins"]} | expand 4, fertilizer 1, watering 2, pumpkins 1 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 31m 28s | {"upgrades":["trees","grass","carrots","watering"]} | trees 3, grass 3, carrots 2, watering 3 | Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. |
| 35m 58s | {"upgrades":["speed"]} | speed 4 | Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. |
| 36m 08s | {"upgrades":["watering","fertilizer","grass","carrots"]} | watering 4, fertilizer 2, grass 4, carrots 3 | Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. |
| 40m 58s | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 47m 08s | {"upgrades":["trees","speed","carrots"]} | trees 4, speed 5, carrots 4 | Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. |
| 52m 28s | {"upgrades":["debug","sunflowers"]} | debug 1, sunflowers 1 | Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. |
| 54m 38s | {"upgrades":["mazes"]} | mazes 1 | Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 59m 48s | {"upgrades":["megafarm"]} | megafarm 1 | Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 15m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 25m | {"upgrades":["cactus"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 33m | {"upgrades":["megafarm"]} | — | Could not buy megafarm: Not enough resources. |
| 1h 33m | {"upgrades":["megafarm"]} | megafarm 2 | Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 1h 41m | {"upgrades":["trees","grass","watering","fertilizer","lists","utilities"]} | trees 5, grass 5, watering 5, fertilizer 3, lists 1, utilities 1 | Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 49m | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 1h 49m | {"upgrades":["mazes"]} | mazes 2 | Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. |
| 2h 16m | {"upgrades":["megafarm"]} | megafarm 3 | Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. |
| 2h 19m | {"upgrades":["hats"]} | — | Could not buy hats: Already at maximum level. |
| 3h 00m | {"upgrades":["polyculture"]} | polyculture 1 | Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. |
Programs 37 writes, code as the agent wrote it
grind.py
r12m 40sRan
harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest() harvest()- Write result the agent saw
Saved grind (50 lines). Game time: 2m 50s elapsed, 5h 57m 10s of budget remaining.
- run_program at 2m 50s for 60s (agent saw)
Ran grind for 25s of game time; it finished. Inventory change: hay +50. Game time: 3m 25s elapsed, 5h 56m 35s of budget remaining. Output: (none)
r23m 35sRanFinal
while True: harvest()Changes from the previous revision
- harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() - harvest() + while True: + harvest()
- Write result the agent saw
Saved grind (2 lines). Game time: 3m 45s elapsed, 5h 56m 15s of budget remaining.
- run_program at 3m 45s for 30s (agent saw)
Ran grind for 30s of game time; it is still running. Inventory change: hay +60. Game time: 4m 25s elapsed, 5h 55m 35s of budget remaining. Output: (none)
wood.py
r17m 35sRanFinal
while True: if can_harvest(): harvest() plant(Entities.Bush) move(East)- Write result the agent saw
Saved wood (5 lines). Game time: 7m 45s elapsed, 5h 52m 15s of budget remaining.
- run_program at 7m 45s for 60s (agent saw)
Ran wood for 1m of game time; it is still running. Inventory change: hay +1, wood +21. Game time: 8m 55s elapsed, 5h 51m 5s of budget remaining. Output: (none)
hay.py
r111m 17sRanFinal
while True: if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North)- Write result the agent saw
Saved hay (31 lines). Game time: 11m 27s elapsed, 5h 48m 33s of budget remaining.
- run_program at 11m 27s for 120s (agent saw)
Ran hay for 2m of game time; it is still running. Inventory change: hay +230, wood +3. Game time: 13m 37s elapsed, 5h 46m 23s of budget remaining. Output: (none)
mixed.py
r115m 17sRanFinal
while True: for i in range(get_world_size()): for j in range(get_world_size()): if can_harvest(): harvest() if get_water() < 0.7: use_item(Items.Water) if get_pos_x() == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() == 1: plant(Entities.Bush) move(East) move(North)- Write result the agent saw
Saved mixed (15 lines). Game time: 15m 27s elapsed, 5h 44m 33s of budget remaining.
- run_program at 15m 27s for 120s (agent saw)
Ran mixed for 2m of game time; it is still running. Inventory change: carrot +101, hay +88, water -2, wood +63. Game time: 17m 37s elapsed, 5h 42m 23s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------
farm.py
r119m 47sRanFinal
def tend(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) while True: for i in range(get_world_size()): for j in range(get_world_size()): tend() if get_pos_x() == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() == 1: plant(Entities.Bush) move(East) move(North)- Write result the agent saw
Saved farm (18 lines). Game time: 19m 57s elapsed, 5h 40m 3s of budget remaining.
- run_program at 19m 57s for 120s (agent saw)
Ran farm for 2m of game time; it is still running. Inventory change: carrot +98, hay +108, wood +37. Game time: 22m 7s elapsed, 5h 37m 53s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ --------------------------------------------------------------------
farm2.py
r123m 17sRanFinal
def tend(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) while True: for i in range(get_world_size()): for j in range(get_world_size()): tend() if get_pos_x() == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() >= 2: if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) move(East) move(North)- Write result the agent saw
Saved farm2 (19 lines). Game time: 23m 27s elapsed, 5h 36m 33s of budget remaining.
- run_program at 23m 27s for 180s (agent saw)
Ran farm2 for 3m of game time; it is still running. Inventory change: carrot +198, hay +736, wood +1862. Game time: 26m 37s elapsed, 5h 33m 23s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 27m 28s for 180s (agent saw)
Ran farm2 for 3m of game time; it is still running. Inventory change: carrot +151, fertilizer +18, hay +638, wood +2588. Game time: 30m 38s elapsed, 5h 29m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 41m 08s for 300s (agent saw)
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +1104, fertilizer +60, hay +5752, pumpkin +13, wood +14232. Game time: 46m 18s elapsed, 5h 13m 42s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 47m 18s for 300s (agent saw)
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +3104, fertilizer +60, hay +8088, wood +42808. Game time: 52m 28s elapsed, 5h 7m 32s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ --------------------------------------------------------------------
pumpkin.py
r136m 18sRanFinal
def clear_tile(): if get_ground_type() == Grounds.Grassland: harvest() till() while True: n = get_world_size() for i in range(n): for j in range(n): clear_tile() plant(Entities.Pumpkin) if get_water() < 0.7: use_item(Items.Water) move(East) move(North) ready = False while not ready: ready = True for i in range(n): for j in range(n): if get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) ready = False elif not can_harvest(): ready = False if get_water() < 0.7: use_item(Items.Water) move(East) move(North) for i in range(n): for j in range(n): if can_harvest(): harvest() move(East) move(North)- Write result the agent saw
Saved pumpkin (35 lines). Game time: 36m 28s elapsed, 5h 23m 32s of budget remaining.
- run_program at 36m 28s for 60s (agent saw)
Ran pumpkin for 1m of game time; it is still running. Inventory change: carrot -61, fertilizer +12, hay +208, pumpkin +302, water +1, wood +360. Game time: 37m 38s elapsed, 5h 22m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 37m 38s for 180s (agent saw)
Ran pumpkin for 3m of game time; it is still running. Inventory change: carrot -293, fertilizer +36, pumpkin +1512, water +4. Game time: 40m 48s elapsed, 5h 19m 12s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 1h 00m for 900s (agent saw)
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -2147, fertilizer +180, gold +64, hay +496, pumpkin +9984, water -240. Game time: 1h 15m 38s elapsed, 4h 44m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 1h 15m for 600s (agent saw)
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -1417, fertilizer +120, hay +1152, pumpkin +6048, water -4. Game time: 1h 25m 58s elapsed, 4h 34m 2s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------
weird.py
r153m 18sRanFinal
n = get_world_size() while True: for i in range(n): for j in range(n): if get_entity_type() != None: harvest() if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) use_item(Items.Fertilizer) if get_water() < 0.9: use_item(Items.Water) move(East) move(North) ready = False while not ready: ready = True for i in range(n): for j in range(n): if get_water() < 0.8: use_item(Items.Water) if (get_pos_x() + get_pos_y()) % 2 == 0: if not can_harvest(): ready = False move(East) move(North) for i in range(n): for j in range(n): if (get_pos_x() + get_pos_y()) % 2 == 0: harvest() move(East) move(North)- Write result the agent saw
Saved weird (31 lines). Game time: 53m 28s elapsed, 5h 6m 32s of budget remaining.
- run_program at 53m 28s for 60s (agent saw)
Ran weird for 1m of game time; it is still running. Inventory change: carrot +64, fertilizer -71, hay +1336, weird_substance +2240, wood +3760. Game time: 54m 38s elapsed, 5h 5m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 1h 55m for 40s (agent saw)
Ran weird for 40s of game time; it is still running. Inventory change: cactus +20736, fertilizer -128, power -40.82, water -63, weird_substance +2880, wood +2880. Game time: 1h 56m 4s elapsed, 4h 3m 56s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------
gold.py
r155m 18sRanFinal
def mv(d): if d == 0: return move(North) elif d == 1: return move(East) elif d == 2: return move(South) else: return move(West) def cm(d): if d == 0: return can_move(North) elif d == 1: return can_move(East) elif d == 2: return can_move(South) else: return can_move(West) def solve(): d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 5000: if cm((d + 1) % 4): d = (d + 1) % 4 mv(d) elif cm(d): mv(d) elif cm((d + 3) % 4): d = (d + 3) % 4 mv(d) else: d = (d + 2) % 4 mv(d) steps += 1 if get_entity_type() == Entities.Treasure: harvest() n = get_world_size() while True: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, n) solve()- Write result the agent saw
Saved gold (45 lines). Game time: 55m 28s elapsed, 5h 4m 32s of budget remaining.
- run_program at 55m 28s for 60s (agent saw)
Ran gold for 1m of game time; it is still running. Inventory change: fertilizer +12, gold +576, water +48, weird_substance -80. Game time: 56m 38s elapsed, 5h 3m 22s of budget remaining. Output: (none)
- run_program at 56m 38s for 180s (agent saw)
Ran gold for 3m of game time; it is still running. Inventory change: fertilizer +36, gold +2624, water +144, weird_substance -336. Game time: 59m 48s elapsed, 5h 12s of budget remaining. Output: (none)
- run_program at 1h 26m for 400s (agent saw)
Ran gold for 6m 40s of game time; it is still running. Inventory change: fertilizer +80, gold +5760, water +320, weird_substance -492. Game time: 1h 33m 18s elapsed, 4h 26m 42s of budget remaining. Output: (none)
- run_program at 1h 56m for 1200s (agent saw)
Ran gold for 20m of game time; it is still running. Inventory change: fertilizer +480, gold +43200, power -510.93, water +1920, weird_substance -7212. Game time: 2h 16m 14s elapsed, 3h 43m 46s of budget remaining. Output: (none)
mega.py
r11h 33mRanFinal
def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_pos_x() % 3 == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() % 3 == 1: if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) def worker(ystart): n = get_world_size() band = n // 4 while get_pos_x() != 0: move(East) while get_pos_y() != ystart: move(North) while True: for i in range(band): for j in range(n): do_tile() move(East) move(North) spawn_drone(worker, 3) spawn_drone(worker, 6) spawn_drone(worker, 9) worker(0)- Write result the agent saw
Saved mega (31 lines). Game time: 1h 33m 58s elapsed, 4h 26m 2s of budget remaining.
- run_program at 1h 33m for 180s (agent saw)
Ran mega for 3m of game time; it is still running. Inventory change: fertilizer +36, water +144. Game time: 1h 37m 8s elapsed, 4h 22m 52s of budget remaining. Output: (none)
- run_program at 1h 37m for 180s (agent saw)
Ran mega for 3m of game time; it is still running. Inventory change: carrot +18512, fertilizer +36, hay +15000, water -552, wood +41640. Game time: 1h 41m 8s elapsed, 4h 18m 52s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------
clear.py
r11h 37mRanFinal
harvest()- Write result the agent saw
Saved clear (1 lines). Game time: 1h 37m 38s elapsed, 4h 22m 22s of budget remaining.
- run_program at 1h 37m for 20s (agent saw)
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 1h 37m 48s elapsed, 4h 22m 12s of budget remaining. Output: (none)
- run_program at 2h 17m for 20s (agent saw)
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 2h 17m 54s elapsed, 3h 42m 6s of budget remaining. Output: (none)
sun.py
r11h 41mRanFinal
def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_ground_type() == Grounds.Grassland: till() plant(Entities.Sunflower) def worker(ystart): n = get_world_size() band = n // 4 while get_pos_x() != 0: move(East) while get_pos_y() != ystart: move(North) while True: for i in range(band): for j in range(n): do_tile() move(East) move(North) spawn_drone(worker, 3) spawn_drone(worker, 6) spawn_drone(worker, 9) worker(0)- Write result the agent saw
Saved sun (27 lines). Game time: 1h 42m 3s elapsed, 4h 17m 57s of budget remaining.
- run_program at 1h 42m for 90s (agent saw)
Ran sun for 1m 30s of game time; it is still running. Inventory change: carrot -1306, fertilizer +36, hay +1616, power +2587.49, wood +3040. Game time: 1h 43m 43s elapsed, 4h 16m 17s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------
cactus.py
r11h 43mRanFinal
def goto(x, y): while get_pos_x() != x: move(East) while get_pos_y() != y: move(North) def plant_band(y0, band): n = get_world_size() goto(0, y0) for r in range(band): for c in range(n): if get_entity_type() != None: harvest() if get_ground_type() == Grounds.Grassland: till() plant(Entities.Cactus) if get_water() < 0.6: use_item(Items.Water) move(East) move(North) def wait_band(y0, band): n = get_world_size() ready = False while not ready: ready = True goto(0, y0) for r in range(band): for c in range(n): if not can_harvest(): ready = False if get_water() < 0.6: use_item(Items.Water) move(East) move(North) def sort_rows_band(y0, band): n = get_world_size() for r in range(y0, y0 + band): for p in range(n): goto(0, r) for k in range(n - 1): if measure() > measure(East): swap(East) move(East) def sort_cols_band(x0, band): n = get_world_size() for c in range(x0, x0 + band): for p in range(n): goto(c, 0) for k in range(n - 1): if measure() > measure(North): swap(North) move(North) def harvest_band(y0, band): n = get_world_size() goto(0, y0) for r in range(band): for c in range(n): if can_harvest(): harvest() move(East) move(North) def worker(y0, band): n = get_world_size() while True: plant_band(y0, band) wait_band(y0, band) for rep in range(4): sort_rows_band(y0, band) sort_cols_band(y0, band) harvest_band(y0, band) quick_print(num_items(Items.Cactus)) band = get_world_size() // 4 spawn_drone(worker, 3, band) spawn_drone(worker, 6, band) spawn_drone(worker, 9, band) worker(0, band)- Write result the agent saw
Saved cactus (82 lines). Game time: 1h 43m 53s elapsed, 4h 16m 7s of budget remaining.
- run_program at 1h 43m for 120s (agent saw)
Ran cactus for 2m of game time; it is still running. Inventory change: fertilizer +48, power -316.87, pumpkin -288, water +183. Game time: 1h 46m 3s elapsed, 4h 13m 57s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- plant_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- plant_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- plant_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- plant_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 1h 50m for 300s (agent saw)
Ran cactus for 5m of game time; it is still running. Inventory change: cactus +62208, fertilizer +120, power -1214.89, pumpkin -864, water -109. Game time: 1h 55m 14s elapsed, 4h 4m 46s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -------------------------------------------------------------------- 68944 68944 68944 68944 89680 89680 89680 89680
dino_test.py
r12h 17mRanFinal
change_hat(Hats.Dinosaur_Hat) quick_print("here", get_pos_x(), get_pos_y(), get_entity_type()) quick_print("measure", measure()) move(East) quick_print("after move", get_pos_x(), get_pos_y(), get_entity_type()) quick_print("measure2", measure()) quick_print("cactus", num_items(Items.Cactus), "bone", num_items(Items.Bone)) change_hat(Hats.Green_Hat) quick_print("bones", num_items(Items.Bone))- Write result the agent saw
Saved dino_test (9 lines). Game time: 2h 17m 44s elapsed, 3h 42m 16s of budget remaining.
- run_program at 2h 17m for 30s (agent saw)
Ran dino_test for 0s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: cactus -4, water +1. Game time: 2h 18m 4s elapsed, 3h 41m 56s of budget remaining. Output: here 2 7 Entities.Apple measure (7,1) after move 3 7 Entities.Grass measure2 None cactus 110412 bone 0 Error: Hats.Green_Hat must be unlocked before this can be used. In: change_hat(Hats.Green_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 18m (telemetry; not shown to the agent)
Hats.Green_Hat must be unlocked before this can be used.
hat_test.py
r12h 18mRanFinal
quick_print("hats", num_unlocked(Unlocks.Hats)) change_hat(Hats.Gray_Hat) quick_print("gray ok", num_items(Items.Bone)) change_hat(Hats.Dinosaur_Hat) quick_print("dino ok") change_hat(Hats.Purple_Hat) quick_print("purple ok", num_items(Items.Bone))- Write result the agent saw
Saved hat_test (7 lines). Game time: 2h 18m 44s elapsed, 3h 41m 16s of budget remaining.
- run_program at 2h 18m for 30s (agent saw)
Ran hat_test for 0s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 18m 54s elapsed, 3h 41m 6s of budget remaining. Output: hats 1 Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 18m (telemetry; not shown to the agent)
Hats.Gray_Hat must be unlocked before this can be used.
dino_test2.py
r12h 19mRanFinal
change_hat(Hats.Dinosaur_Hat) move(East) move(East) move(North) move(North) quick_print("end", get_pos_x(), get_pos_y(), get_entity_type())- Write result the agent saw
Saved dino_test2 (6 lines). Game time: 2h 19m 54s elapsed, 3h 40m 6s of budget remaining.
- run_program at 2h 19m for 30s (agent saw)
Ran dino_test2 for 1s of game time; it finished. Inventory change: bone +1, cactus -4, water +1. Game time: 2h 20m 5s elapsed, 3h 39m 55s of budget remaining. Output: end 5 9 Entities.Grass
dino.py
r12h 20mRanFinal
def step(tx, ty): if get_pos_x() < tx: if move(East): return elif get_pos_x() > tx: if move(West): return if get_pos_y() < ty: if move(North): return elif get_pos_y() > ty: if move(South): return if move(North): return if move(East): return if move(South): return move(West) change_hat(Hats.Dinosaur_Hat) eaten = 0 t = measure() while eaten < 150: stuck = 0 while get_entity_type() != Entities.Apple and stuck < 400: step(t[0], t[1]) stuck += 1 if get_entity_type() != Entities.Apple: break t = measure() step(t[0], t[1]) eaten += 1 if eaten % 20 == 0: quick_print("eaten", eaten) quick_print("final", eaten)- Write result the agent saw
Saved dino (37 lines). Game time: 2h 20m 15s elapsed, 3h 39m 45s of budget remaining.
- run_program at 2h 20m for 90s (agent saw)
Ran dino for 26s of game time; it finished. Inventory change: bone +1, cactus -52, fertilizer +11, water +41. Game time: 2h 20m 51s elapsed, 3h 39m 9s of budget remaining. Output: eaten 20 final 25
hat2.py
r12h 20mRanFinal
change_hat(Hats.Purple_Hat) quick_print("purple ok", num_items(Items.Bone))- Write result the agent saw
Saved hat2 (2 lines). Game time: 2h 21m 1s elapsed, 3h 38m 59s of budget remaining.
- run_program at 2h 21m for 20s (agent saw)
Ran hat2 for 0s of game time; it stopped with an error: Hats.Purple_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 21m 11s elapsed, 3h 38m 49s of budget remaining. Output: Error: Hats.Purple_Hat must be unlocked before this can be used. In: change_hat(Hats.Purple_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 21m (telemetry; not shown to the agent)
Hats.Purple_Hat must be unlocked before this can be used.
hat3.py
r12h 21mRanFinal
change_hat(Hats.Dinosaur_Hat) quick_print("bone", num_items(Items.Bone))- Write result the agent saw
Saved hat3 (2 lines). Game time: 2h 21m 21s elapsed, 3h 38m 39s of budget remaining.
- run_program at 2h 21m for 20s (agent saw)
Ran hat3 for 0s of game time; it finished. Inventory change: bone +625, cactus -2, water +1. Game time: 2h 21m 31s elapsed, 3h 38m 29s of budget remaining. Output: bone 627
dino2.py
r12h 21mRanFinal
def do_move(d): if d == 0: return move(North) elif d == 1: return move(East) elif d == 2: return move(South) return move(West) def bfs_step(tx, ty): n = get_world_size() sx = get_pos_x() sy = get_pos_y() blocked = [] L = tail if L > 0: lo = len(path) - 1 - L hi = len(path) - 1 i = lo + 1 while i < hi: blocked.append(path[i]) i += 1 queue = [(sx, sy, -1)] visited = [(sx, sy)] front = 0 while front < len(queue): cx = queue[front][0] cy = queue[front][1] fm = queue[front][2] front += 1 if cx == tx and cy == ty: return fm d = 0 while d < 4: nx = cx ny = cy if d == 0: ny += 1 elif d == 1: nx += 1 elif d == 2: ny -= 1 else: nx -= 1 if nx >= 0 and nx < n and ny >= 0 and ny < n: p = (nx, ny) if p not in blocked and p not in visited: visited.append(p) if fm == -1: queue.append((nx, ny, d)) else: queue.append((nx, ny, fm)) d += 1 return -1 change_hat(Hats.Dinosaur_Hat) path = [(get_pos_x(), get_pos_y())] tail = 0 eaten = 0 target = measure() while True: if get_entity_type() == Entities.Apple: target = measure() if target == None: break d = bfs_step(target[0], target[1]) if d == -1: quick_print("stuck", eaten, num_items(Items.Bone)) if eaten == 0: break change_hat(Hats.Dinosaur_Hat) quick_print("harvested", num_items(Items.Bone)) path = [(get_pos_x(), get_pos_y())] tail = 0 eaten = 0 target = measure() continue on_apple = get_entity_type() == Entities.Apple if not do_move(d): quick_print("movefail", eaten) break path.append((get_pos_x(), get_pos_y())) if on_apple: tail += 1 eaten += 1- Write result the agent saw
Saved dino2 (85 lines). Game time: 2h 21m 41s elapsed, 3h 38m 19s of budget remaining.
- run_program at 2h 21m for 120s (agent saw)
Ran dino2 for 2m of game time; it is still running. Inventory change: cactus -6, fertilizer +48, water +192. Game time: 2h 23m 51s elapsed, 3h 36m 9s of budget remaining. Output: (none)
dino3.py
r12h 23mRanFinal
def step(tx, ty): if get_pos_x() < tx: if move(East): return elif get_pos_x() > tx: if move(West): return if get_pos_y() < ty: if move(North): return elif get_pos_y() > ty: if move(South): return if move(North): return if move(East): return if move(South): return move(West) prev = 0 while True: change_hat(Hats.Dinosaur_Hat) if prev > 0: quick_print("harvested", prev, num_items(Items.Bone)) eaten = 0 stuck = 0 t = measure() while eaten < 140: on = get_entity_type() == Entities.Apple if on: t = measure() if t == None: break bx = get_pos_x() by = get_pos_y() step(t[0], t[1]) moved = get_pos_x() != bx or get_pos_y() != by if not moved: stuck += 1 if stuck > 40: break else: stuck = 0 if on: eaten += 1 prev = eaten if eaten < 3: break- Write result the agent saw
Saved dino3 (50 lines). Game time: 2h 24m 1s elapsed, 3h 35m 59s of budget remaining.
- run_program at 2h 24m for 120s (agent saw)
Ran dino3 for 2m of game time; it is still running. Inventory change: bone +2102, cactus -268, fertilizer +48, water +192. Game time: 2h 26m 11s elapsed, 3h 33m 49s of budget remaining. Output: harvested 18 955 harvested 26 1631 harvested 10 1731 harvested 22 2215 harvested 17 2504 harvested 15 2729
sun8.py
r12h 31mSaved, never runFinal
def goto(x, y): while get_pos_x() != x: move(East) while get_pos_y() != y: move(North) def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_ground_type() == Grounds.Grassland: till() plant(Entities.Sunflower) def worker(y0, cnt): n = get_world_size() while True: goto(0, y0) for i in range(cnt): for j in range(n): do_tile() move(East) move(North) spawn_drone(worker, 2, 2) spawn_drone(worker, 4, 2) spawn_drone(worker, 6, 2) spawn_drone(worker, 8, 1) spawn_drone(worker, 9, 1) spawn_drone(worker, 10, 1) spawn_drone(worker, 11, 1) worker(0, 2)- Write result the agent saw
Saved sun8 (33 lines). Game time: 2h 31m 31s elapsed, 3h 28m 29s of budget remaining.
hat4.py
r12h 31mRanFinal
change_hat(Hats.Dinosaur_Hat) quick_print("bone", num_items(Items.Bone)) while get_pos_x() != 11: move(East) quick_print("at", get_pos_x(), get_pos_y()) move(East) quick_print("after", get_pos_x(), get_pos_y())- Write result the agent saw
Saved hat4 (7 lines). Game time: 2h 31m 41s elapsed, 3h 28m 19s of budget remaining.
- run_program at 2h 31m for 30s (agent saw)
Ran hat4 for 1s of game time; it finished. Inventory change: bone +841, cactus -4. Game time: 2h 31m 51s elapsed, 3h 28m 9s of budget remaining. Output: bone 12821 at 11 1 after 11 1
hat5.py
r12h 31mRanFinal
change_hat(Hats.Brown_Hat) quick_print("brown ok") move(East) quick_print("pos", get_pos_x())- Write result the agent saw
Saved hat5 (4 lines). Game time: 2h 32m 1s elapsed, 3h 27m 59s of budget remaining.
- run_program at 2h 32m for 20s (agent saw)
Ran hat5 for 0s of game time; it stopped with an error: Hats.Brown_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 32m 11s elapsed, 3h 27m 49s of budget remaining. Output: Error: Hats.Brown_Hat must be unlocked before this can be used. In: change_hat(Hats.Brown_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 32m (telemetry; not shown to the agent)
Hats.Brown_Hat must be unlocked before this can be used.
hat6.py
r12h 32mRanFinal
change_hat(None) quick_print("none ok") while get_pos_x() != 11: move(East) move(East) quick_print("pos", get_pos_x())- Write result the agent saw
Saved hat6 (6 lines). Game time: 2h 32m 21s elapsed, 3h 27m 39s of budget remaining.
- run_program at 2h 32m for 20s (agent saw)
Ran hat6 for 0s of game time; it stopped with an error: The 1. argument of change_hat() was None. This is not a valid argument. Inventory change: no change. Game time: 2h 32m 31s elapsed, 3h 27m 29s of budget remaining. Output: Error: The 1. argument of change_hat() was None. This is not a valid argument. In: change_hat(None) ^^ --------------------------------------------------------------------- Runtime error at 2h 32m (telemetry; not shown to the agent)
The 1. argument of change_hat() was None. This is not a valid argument.
speedtest.py
r12h 32mRanFinal
i = 0 while i < 400: move(West) move(East) i += 1- Write result the agent saw
Saved speedtest (5 lines). Game time: 2h 32m 41s elapsed, 3h 27m 19s of budget remaining.
- run_program at 2h 32m for 30s (agent saw)
Ran speedtest for 1s of game time; it finished. Inventory change: water +1. Game time: 2h 32m 52s elapsed, 3h 27m 8s of budget remaining. Output: (none)
mega8.py
r12h 32mRanFinal
def goto(x, y): while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_pos_x() % 3 == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() % 3 == 1: if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) def worker(y0, cnt): n = get_world_size() while True: for i in range(cnt): goto(0, y0 + i) for j in range(n): do_tile() if j < n - 1: move(East) spawn_drone(worker, 2, 2) spawn_drone(worker, 4, 2) spawn_drone(worker, 6, 2) spawn_drone(worker, 8, 1) spawn_drone(worker, 9, 1) spawn_drone(worker, 10, 1) spawn_drone(worker, 11, 1) worker(0, 2)- Write result the agent saw
Saved mega8 (41 lines). Game time: 2h 33m 2s elapsed, 3h 26m 58s of budget remaining.
- run_program at 2h 33m for 120s (agent saw)
Ran mega8 for 2m of game time; it is still running. Inventory change: fertilizer +48, water +192. Game time: 2h 35m 12s elapsed, 3h 24m 48s of budget remaining. Output: (none)
mega8b.py
r12h 35mSaved, never run
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_pos_x() % 3 == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) else: if get_ground_type() == Grounds.Soil: till() if get_pos_x() % 3 == 1: if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) def worker(y0, cnt): n = get_world_size() while True: for i in range(cnt): goto(0, y0 + i) for j in range(n): do_tile() if j < n - 1: move(East) change_hat(Hats.Dinosaur_Hat) goto(0, 0) spawn_drone(worker, 2, 2) spawn_drone(worker, 4, 2) spawn_drone(worker, 6, 2) spawn_drone(worker, 8, 2) spawn_drone(worker, 10, 1) spawn_drone(worker, 11, 1) worker(0, 2)- Write result the agent saw
Saved mega8b (45 lines). Game time: 2h 35m 32s elapsed, 3h 24m 28s of budget remaining.
r22h 35mRanFinal
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_pos_x() % 3 == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) else: if get_ground_type() == Grounds.Soil: till() if get_pos_x() % 3 == 1: if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) def worker(y0, cnt): n = get_world_size() while True: for i in range(cnt): goto(0, y0 + i) for j in range(n): do_tile() if j < n - 1: move(East) change_hat(Hats.Dinosaur_Hat) spawn_drone(worker, 0, 2) spawn_drone(worker, 2, 2) spawn_drone(worker, 4, 2) spawn_drone(worker, 6, 2) spawn_drone(worker, 8, 2) spawn_drone(worker, 10, 1) spawn_drone(worker, 11, 1) goto(0, 0) while True: do_a_flip()Changes from the previous revision
change_hat(Hats.Dinosaur_Hat) - goto(0, 0) + spawn_drone(worker, 0, 2) spawn_drone(worker, 2, 2) spawn_drone(worker, 4, 2) spawn_drone(worker, 10, 1) spawn_drone(worker, 11, 1) - worker(0, 2) + goto(0, 0) + while True: + do_a_flip()
- Write result the agent saw
Saved mega8b (47 lines). Game time: 2h 35m 42s elapsed, 3h 24m 18s of budget remaining.
- run_program at 2h 35m for 120s (agent saw)
Ran mega8b for 2m of game time; it is still running. Inventory change: bone +1, cactus -4, carrot +13480, fertilizer +48, hay +28920, water -543, wood +69176. Game time: 2h 37m 52s elapsed, 3h 22m 8s of budget remaining. Output: (none)
- run_program at 3h 27m for 1800s (agent saw)
Ran mega8b for 30m of game time; it is still running. Inventory change: carrot +517544, fertilizer +720, hay +2422520, power -12756.15, pumpkin +60, wood +2724968. Game time: 3h 57m 22s elapsed, 2h 2m 38s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 4h 09m for 3000s (agent saw)
Ran mega8b for 39m 55s of game time; it is still running. Inventory change: cactus -2, carrot +630744, fertilizer +958, hay +2587960, power -16973.82, pumpkin +190, wood +3044216. Game time: 4h 49m 27s elapsed, 1h 10m 33s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 4h 54m for 1800s (agent saw)
Ran mega8b for 30m of game time; it is still running. Inventory change: carrot +531104, fertilizer +720, hay +2406224, power -12608.66, wood +2704576. Game time: 5h 24m 47s elapsed, 35m 13s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 5h 29m for 1800s (agent saw)
Ran mega8b for 29m 53s of game time; it is still running. Inventory change: carrot +517248, fertilizer +718, hay +2416696, power -12577.90, water +1, wood +2707080. Game time: 6h elapsed, 0s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- The game-time budget is used up. The run is over; stop now.
sun7.py
r12h 37mRanFinal
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_ground_type() == Grounds.Grassland: till() plant(Entities.Sunflower) def worker(y0, cnt): n = get_world_size() while True: for i in range(cnt): goto(0, y0 + i) for j in range(n): do_tile() if j < n - 1: move(East) change_hat(Hats.Dinosaur_Hat) spawn_drone(worker, 0, 2) spawn_drone(worker, 2, 2) spawn_drone(worker, 4, 2) spawn_drone(worker, 6, 2) spawn_drone(worker, 8, 2) spawn_drone(worker, 10, 1) spawn_drone(worker, 11, 1) goto(0, 0) while True: do_a_flip()- Write result the agent saw
Saved sun7 (40 lines). Game time: 2h 38m 2s elapsed, 3h 21m 58s of budget remaining.
- run_program at 2h 38m for 300s (agent saw)
Ran sun7 for 5m of game time; it is still running. Inventory change: bone +1, carrot -13612, fertilizer +120, hay +1440, power +22561.11, water -809, wood +2640. Game time: 2h 43m 12s elapsed, 3h 16m 48s of budget remaining. Output: (none)
- run_program at 3h 57m for 300s (agent saw)
Ran sun7 for 5m of game time; it is still running. Inventory change: carrot -9144, fertilizer +120, hay +2304, power +15027.62, wood +3280. Game time: 4h 2m 32s elapsed, 1h 57m 28s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 4h 49m for 300s (agent saw)
Ran sun7 for 5m of game time; it is still running. Inventory change: bone +1, carrot -9347, fertilizer +120, hay +1776, power +14921.58, wood +1520. Game time: 4h 54m 37s elapsed, 1h 5m 23s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 5h 24m for 300s (agent saw)
Ran sun7 for 5m of game time; it is still running. Inventory change: carrot -9284, fertilizer +120, hay +2288, power +15250.55, wood +1760. Game time: 5h 29m 57s elapsed, 30m 3s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------------------------
pumpkin1.py
r12h 43mRanFinal
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) def clear_tile(): if get_entity_type() != None: harvest() if get_ground_type() == Grounds.Grassland: till() n = get_world_size() while True: for i in range(n): goto(0, i) for j in range(n): clear_tile() plant(Entities.Pumpkin) if get_water() < 0.7: use_item(Items.Water) if j < n - 1: move(East) ready = False while not ready: ready = True for i in range(n): goto(0, i) for j in range(n): if get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) ready = False elif not can_harvest(): ready = False if get_water() < 0.7: use_item(Items.Water) if j < n - 1: move(East) for i in range(n): goto(0, i) for j in range(n): if can_harvest(): harvest() if j < n - 1: move(East)- Write result the agent saw
Saved pumpkin1 (49 lines). Game time: 2h 43m 22s elapsed, 3h 16m 38s of budget remaining.
- run_program at 2h 43m for 180s (agent saw)
Ran pumpkin1 for 3m of game time; it is still running. Inventory change: carrot -337, fertilizer +72, power +51.67, pumpkin +864, water -448. Game time: 2h 46m 32s elapsed, 3h 13m 28s of budget remaining. Output: (none)
- run_program at 3h 18m for 500s (agent saw)
Ran pumpkin1 for 8m 20s of game time; it is still running. Inventory change: cactus +488, carrot -557, fertilizer +200, power -506.82, pumpkin +2592, water -333. Game time: 3h 27m 12s elapsed, 2h 32m 48s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------- run_program at 4h 02m for 400s (agent saw)
Ran pumpkin1 for 6m 40s of game time; it is still running. Inventory change: carrot -698, fertilizer +160, power -180.04, pumpkin +2592. Game time: 4h 9m 22s elapsed, 1h 50m 38s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ --------------------------------------------------------------------
weird2.py
r12h 51mRan
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) n = get_world_size() while True: for i in range(n): goto(0, i) for j in range(n): if get_entity_type() != None: harvest() if get_water() < 0.6: use_item(Items.Water) if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) use_item(Items.Fertilizer) else: if get_ground_type() == Grounds.Soil: till() if j < n - 1: move(East)- Write result the agent saw
Saved weird2 (27 lines). Game time: 2h 51m 52s elapsed, 3h 8m 8s of budget remaining.
- run_program at 2h 51m for 120s (agent saw)
Ran weird2 for 2m of game time; it is still running. Inventory change: fertilizer -224, hay +6736, power -121.50, pumpkin +351, water -188, weird_substance +15520, wood +15520. Game time: 2h 54m 2s elapsed, 3h 5m 58s of budget remaining. Output: (none)
- run_program at 3h 01m for 240s (agent saw)
Ran weird2 for 4m of game time; it is still running. Inventory change: fertilizer +96, power -243.04, water +384. Game time: 3h 5m 22s elapsed, 2h 54m 38s of budget remaining. Output: (none)
—3h 05mRejected
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) harvest() n = get_world_size() while True: for i in range(n): goto(0, i) for j in range(n): if get_entity_type() != None: harvest() if get_water() < 0.6: use_item(Items.Water) if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) use_item(Items.Fertilizer) else: if get_ground_type() == Grounds.Soil: till() if j < n - 1: move(East)- Write result the agent saw
Stop the program before editing it.
r23h 05mRanFinal
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) harvest() n = get_world_size() while True: for i in range(n): goto(0, i) for j in range(n): if get_entity_type() != None: harvest() if get_water() < 0.6: use_item(Items.Water) if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) use_item(Items.Fertilizer) else: if get_ground_type() == Grounds.Soil: till() if j < n - 1: move(East)Changes from the previous revision
move(West) + harvest() n = get_world_size() while True:
- Write result the agent saw
Saved weird2 (28 lines). Game time: 3h 6m 2s elapsed, 2h 53m 58s of budget remaining.
- run_program at 3h 06m for 240s (agent saw)
Ran weird2 for 4m of game time; it is still running. Inventory change: fertilizer -420, hay +26256, power -242.88, water -627, weird_substance +53040, wood +53040. Game time: 3h 10m 12s elapsed, 2h 49m 48s of budget remaining. Output: (none)
gold2.py
r12h 59mRanFinal
def mv(d): if d == 0: return move(North) elif d == 1: return move(East) elif d == 2: return move(South) else: return move(West) def cm(d): if d == 0: return can_move(North) elif d == 1: return can_move(East) elif d == 2: return can_move(South) else: return can_move(West) def solve(): d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 5000: if cm((d + 1) % 4): d = (d + 1) % 4 mv(d) elif cm(d): mv(d) elif cm((d + 3) % 4): d = (d + 3) % 4 mv(d) else: d = (d + 2) % 4 mv(d) steps += 1 if get_entity_type() == Entities.Treasure: harvest() n = get_world_size() amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) while True: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, amt) solve() quick_print("gold", num_items(Items.Gold))- Write result the agent saw
Saved gold2 (47 lines). Game time: 2h 59m 22s elapsed, 3h 38s of budget remaining.
- run_program at 2h 59m for 60s (agent saw)
Ran gold2 for 1m of game time; it is still running. Inventory change: fertilizer +24, gold +1440, power -60.72, water +96, weird_substance +56, wood +200. Game time: 3h 32s elapsed, 2h 59m 28s of budget remaining. Output: gold 14640 gold 14928 gold 15216 gold 15504 gold 15792
cactus2.py
r13h 01mRanFinal
def goto(x, y): while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) def plant_band(y0, band): n = get_world_size() for r in range(band): goto(0, y0 + r) for c in range(n): if get_entity_type() != None: harvest() if get_ground_type() == Grounds.Grassland: till() plant(Entities.Cactus) if get_water() < 0.6: use_item(Items.Water) if c < n - 1: move(East) def wait_band(y0, band): n = get_world_size() ready = False while not ready: ready = True for r in range(band): goto(0, y0 + r) for c in range(n): if not can_harvest(): ready = False if get_water() < 0.6: use_item(Items.Water) if c < n - 1: move(East) def sort_rows_band(y0, band): n = get_world_size() for r in range(y0, y0 + band): for p in range(n): goto(0, r) for k in range(n - 1): if measure() > measure(East): swap(East) move(East) def sort_cols_band(x0, band): n = get_world_size() for c in range(x0, x0 + band): for p in range(n): goto(c, 0) for k in range(n - 1): if measure() > measure(North): swap(North) move(North) def harvest_band(y0, band): n = get_world_size() for r in range(band): goto(0, y0 + r) for c in range(n): if can_harvest(): harvest() if c < n - 1: move(East) def worker(y0, band): while True: plant_band(y0, band) wait_band(y0, band) for rep in range(4): sort_rows_band(y0, band) sort_cols_band(y0, band) harvest_band(y0, band) quick_print(num_items(Items.Cactus)) band = get_world_size() // 4 spawn_drone(worker, 0, band) spawn_drone(worker, 3, band) spawn_drone(worker, 6, band) spawn_drone(worker, 9, band) while True: do_a_flip()- Write result the agent saw
Saved cactus2 (87 lines). Game time: 3h 1m 12s elapsed, 2h 58m 48s of budget remaining.
- run_program at 3h 10m for 500s (agent saw)
Ran cactus2 for 8m 20s of game time; it is still running. Inventory change: cactus +41472, fertilizer +200, hay +2160, power -2024.32, pumpkin -864, water +157, weird_substance +4320, wood +4320. Game time: 3h 18m 42s elapsed, 2h 41m 18s of budget remaining. Output: 130026 130026 130026 130026 150762 150762 150762 150762
log
Step by step
- 0ssaidI'll start by observing the farm and reading the documentation.
- 0s
observeresult
Game time: 20s elapsed, 5h 59m 41s 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…
- 20sthoughtLet me read the getting started and first program docs.
- 20s
docs_readpath="docs/getting_started.md"result
# Getting Started This window contains information about everything in the game. You can move windows around by dragging and dropping the gray part of the window. You can move around by dragging anywhere outside the windows. To get started with programming, go to the [First Program](docs/first_program.md) page by clicking it. Be sure to check out the buttons in the top right corner of the scree…
- 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]…
- 50sthoughtLet me read the key docs: grass, hay, harvest, unlock grass, costs, unlock auto_unlock, loops, expand, speed, plant, etc. Let me batch reads.
- 50s
docs_readpath="unlocks/grass"result
## Grass Increases the yield of grass. 100% => 200% ### Unlock Cost [Current cost: hay=300] Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 50s
docs_readpath="objects/grass"result
## Grass Grows automatically on grassland. Harvest it to obtain Items.Hay. Base growth time between 0.5 and 0.5 seconds. Can grow on soil or grassland. Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 1m 50sthoughtLet me now write a simple program to harvest grass repeatedly. First, the grid is 1x1 with grass at (0,0) and drone there. Let me write program that harvests in a loop... but loops not unlocked. Initially only harvest and do_a_flip. Let me just harvest repeatedly? Grass regrows in 0.5s. harvest takes 200 ticks = ? Need to know ticks per second. Let me look at the unlock tree. Research tool lists upgrades.
- 58s
docs_readpath="items/hay"result
## Hay Obtained by cutting grass. You have `0` Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 1m 00s
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: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 1m 30s
docs_readpath="unlocks/costs"result
## Costs Allows access to the cost of things. cost = get_cost(Entities.Carrot) for item in cost: amount_needed = cost[item] ### Unlock Cost [Current cost: pumpkin=2500] Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 1m 30s
docs_readpath="unlocks/auto_unlock"result
## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) ### Unlock Cost [Current cost: pumpkin=5000] Game time: 1m 50s elapsed, 5h 58m 10s of budget remaining.
- 1m 50s
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…
- 2m 00s
docs_readpath="unlocks/loops"result
## Loops Unlocks a simple while loop. while True: harvest() ### Unlock Cost [Current cost: hay=5] Game time: 2m 20s elapsed, 5h 57m 40s of budget remaining. - 2m 10s
docs_readpath="unlocks/expand"result
## Expand Expands the farm land and unlocks movement. ### Unlock Cost [Current cost: hay=30] Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
- 2m 10s
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) ### Unlock Cost [Current cost: hay=50] Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
- 2m 30s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. ### Unlock Cost [Current cost: hay=20] Game time: 2m 40s elapsed, 5h 57m 20s of budget remaining.
- 2m 40sthoughtPlan: harvest grass to get 5 hay, buy loops. Then harvest to get 20 hay, buy speed, then 30 expand, 50 plant, etc. Let me write a program that harvests repeatedly using while loop only after unlocking. Initially just harvest a bunch of times. How many harvest statements can I write? Let me write e.g. 100 harvest calls. Each harvest takes 200 ticks if entity removed. Grass grows in 0.5s. If harvest is faster than growth, the extra harvests return False (1 tick). Let me estimate ticks per second. Probably 1 tick = 1/100 sec? Actually 200 ticks for harvest. Grass growth 0.5 sec. Let's just write a loopless program of many harvests and run for a while. Actually better: harv 60 times. Let me write program "grind". Let me write 200 harvest() statements? Could be tedious but fine. Actually simpler, use repeated lines generated. Let me write a program with ~300 harvest calls. But program's code length is fine. Actually, I could write: harvest() x many. Let's estimate: each harvest that succeeds takes 200 ticks. If 1 tick = 0.01s, 200 ticks=2s? Hmm. Grass grows in 0.5s so likely harvest 200 ticks corresponds maybe to the time. Let me check docs on timing/senses. Actually let's just run and observe. First write program with 50 harvests, run 60s and see hay.
- 2m 40s
write_programname="grind" · evidenceresult
Saved grind (50 lines). Game time: 2m 50s elapsed, 5h 57m 10s of budget remaining.
- 2m 50s
run_programname="grind" seconds=60result
Ran grind for 25s of game time; it finished. Inventory change: hay +50. Game time: 3m 25s elapsed, 5h 56m 35s of budget remaining. Output: (none)
- 3m 25sthoughtInteresting: 50 harvests yielded 50 hay in 25s. So each successful harvest takes ~0.5s? Actually all 50 succeeded, so grass regrew each time (0.5s growth). 25s/50 = 0.5s per harvest. So harvest takes 200 ticks = 0.5s => 400 ticks/sec? Hmm actually maybe grass growth aligned. Anyway. Now buy loops (5 hay). Then write while True: harvest().
- 3m 25s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 3m 35s elapsed, 5h 56m 25s of budget remaining.
- 3m 35s
write_programname="grind" · evidenceresult
Saved grind (2 lines). Game time: 3m 45s elapsed, 5h 56m 15s of budget remaining.
- 3m 45s
run_programname="grind" seconds=30result
Ran grind for 30s of game time; it is still running. Inventory change: hay +60. Game time: 4m 25s elapsed, 5h 55m 35s of budget remaining. Output: (none)
- 4m 25sthought60 hay per 30s. Now buy speed (20), expand (30), plant (50). We already have enough (60). Buy speed and expand. Note speed increases yield? No, speed increases drone/code speed. Grass upgrade increases yield. Let me buy speed, expand, plant. Actually order matters for costs: expand requires speed; plant requires speed. Buy speed 20 then expand 30. Total 50, we have 60.
- 4m 25s
buy_upgradeupgrades=["speed","expand"] · 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. Game time: 4m 35s elapsed, 5h 55m 25s of budget remaining.
- 4m 35s
observeresult
Game time: 4m 45s elapsed, 5h 55m 15s of budget remaining. Program: grind (running). Inventory: hay 75. 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)
- 4m 45s
docs_readpath="unlocks/expand_1.md"result
No accessible documentation page unlocks/expand_1.md. Use docs_list.
- 4m 55s
docs_readpath="docs/scripting/while.md"result
# While Loop You have unlocked the `while` loop and the values `True` and `False`. The `while` loop keeps executing the loop body as long as the condition is `True`. `while condition: #loop body` Don't worry about creating infinite loops. The delays in the execution will prevent the program from freezing. ## For Beginners Perhaps you have already tried to put several `harvest()` calls in a row…
- 5m 05sthoughtFarm is 1x3 now, drone at (0,0). Program grind is running harvesting under drone only at (0,0)? Wait harvest harvests entity under drone. But now 3 tiles all grass. The drone stays at (0,0). To harvest all we need movement — expand unlocks movement. Let me check movement docs. Movement probably move(Direction). Let me read senses maybe. Expand levels add tiles. Let me stop program, read docs on movement. Let me search docs for move.
- 5m 05s
docs_searchquery="move(Direction)"result
functions/move: …move(direction) Moves the drone into the specified direction by one tile. If the drone moves over the edge of the farm it wraps back to the other side of the farm. East = right West = left Nort… Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining.
- 5m 15s
stop_programresult
Program stopped. Game time: 5m 25s elapsed, 5h 54m 35s of budget remaining.
- 5m 25s
docs_readpath="functions/move"result
move(direction) Moves the drone into the specified direction by one tile. If the drone moves over the edge of the farm it wraps back to the other side of the farm. East = right West = left North = up South = down returns True if the drone has moved, False otherwise. takes 200 ticks to execute if the drone has moved, 1 tick otherwise. example: move(North) For more related information…
- 5m 35s
docs_readpath="unlocks/expand"result
## Expand Expands the farm. This also clears the farm. 1x3 => 3x3 ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/expand_1.md) Game time: 5m 55s elapsed, 5h 54m 5s of budget remaining.
- 5m 45s
docs_readpath="unlocks/senses"result
## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_items(Items.Wood) < 200: plant(Entities.Bush) ### Unlock Cost [Current cost: hay=100] Game time: 5m 55s elapsed, 5h 54m 5s of budget remaining. - 5m 55sthoughtExpand level 2 costs wood 20 — requires trees/carrots to get wood. Hmm. First expand gave 1x3. Next expand needs wood 20 which requires planting bushes/trees. Let's check plant unlock (hay 50) and operators (hay 150 + wood 10). Wait plant costs hay 50. Then we can plant bushes which produce wood. Let's buy plant. Currently hay 75. Buy plant (50). Then need wood. Bush gives wood? Let's read entities/bush/tree docs. Not listed but objects/... Let me read unlocks/plant etc. Let's check docs_list didn't include bush but there may be objects/bush. Let me try. Also speed more levels? speed level 0/5, cost increases. Grass upgrade increases yield 100%=>200%, cost hay 300. That's valuable long term. Plan: buy plant, farm hay, buy grass upgrade, operators, senses. Then plant bushes for wood, expand. Let me buy plant.
- 5m 55s
buy_upgradeupgrades=["plant"] · evidenceresult
Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 6m 5s elapsed, 5h 53m 55s of budget remaining.
- 6m 05s
docs_readpath="unlocks/plant.md"result
No accessible documentation page unlocks/plant.md. Use docs_list.
- 6m 15s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. 150% => 225% ### Unlock Cost [Current cost: wood=20] [Tutorial](docs/unlocks/speed.md) Game time: 6m 25s elapsed, 5h 53m 35s of budget remaining.
- 6m 25s
docs_readpath="objects/bush"result
## Bush A small bush that drops Items.Wood. Base growth time between 3.2 and 4.8 seconds. Can grow on grassland or soil. For more related information see: [Plant](docs/unlocks/plant.md) Game time: 6m 45s elapsed, 5h 53m 15s of budget remaining.
- 6m 45sthoughtNow we need wood. We can plant bush on grass? plant(Entities.Bush). Then harvest after 3.2-4.8s gives wood. Need to know how to plant entity constants. Let me write a program: while True: plant(Entities.Bush) ... Actually planting on existing grass? plant replaces? Let's test. Better: harvest grass gives hay; but to get wood plant bushes. Let me write program that plants bush and harvests. On 1x3 farm, we can move. But with only 1x3, drone at (0,0). We can get wood from one tile. Let me write: while True: if can_harvest(): harvest() plant(Entities.Bush) But can_harvest not unlocked (senses). Hmm. Without senses, harvest() returns True/False. We can do: while True: harvest() plant(Entities.Bush) harvest takes 200 ticks if entity removed else 1 tick. Grass grows every 0.5s. This loop harvest then plant bush: plant might take 200 ticks. Bush grows 3.2-4.8s. But next iteration harvests immediately (bush not grown) -> False (destroys nothing?), then plant bush on existing bush? Might fail. Hmm. Need conditional. Operators unlock hay 150+wood 10. Chicken-and-egg: need wood for operators. So we need a way to get wood without conditionals. We can plant bush then wait. Wait? There's no wait function maybe. Actually harvest on non-grown bush destroys it (harvest destroys unharvestable entity). Alternative: write a long loop where we plant bush and do many no-op harvests? Hmm but harvest on bush before growth destroys it. Actually docs: "If you harvest an entity that can't be harvested, it will be destroyed." So harvesting an immature bush destroys it. Bad. Could do: plant bush, then move around other tiles (200 ticks each) and return, giving time. With 1x3, move East, move East, move West... each 200 ticks=0.5s, 3 moves=1.5s. Not enough for 3.2s. Could move back and forth 8 times. Actually simpler: expand first to 3x3 needs wood 20 too. Hmm. Let's think: We can get wood by planting bush and waiting via movement/actions that take time. With 1x3, move East (0.5s), move East (0.5s), move West (0.5s), move West (0.5s)... 8 moves = 4s. Then harvest bush -> wood. But that's only 1 wood per ~5s. Need 10-20 wood. ~100s. Acceptable. But wait, can we plant bush where grass is? plant on grass tile: plant likely tills? Grass is an entity. plant(Entities.Bush) on grass might replace grass? Let's just test with a quick program. Actually a cleaner approach: harvest grass for hay, unlock grass upgrade cost hay 300 (doubles hay). Then hay production doubles. But still need wood for expand/speed/operators. So have to do bush farming. Let me first check: what's plant's timing and does it require empty tile. Let me read plant tutorial via docs_list path? docs/unlocks/plant_... let's search.
- 6m 35s
docs_readpath="objects/tree"result
No accessible documentation page objects/tree. Use docs_list.
- 6m 45s
docs_searchquery="plant(Entities.Bush)"result
unlocks/plant: …## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md)… docs/unlocks/plant.md: … 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 that if you…
- 6m 55s
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 05sthoughtInteresting — speed tutorial unlocks if and can_harvest. Wait speed level 1 already bought, did it unlock can_harvest? The research says speed level 0/5; we bought level 1. The docs mention "To deal with this if branches and the can_harvest function are now unlocked." So we have can_harvest and if now! Let me read docs/unlocks/speed.md and docs/scripting/if.md.
- 7m 05s
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…
- 7m 15s
docs_readpath="functions/can_harvest"result
can_harvest() Used to find out if plants are fully grown. returns True if there is an entity under the drone that is ready to be harvested, False otherwise. takes 1 tick to execute. example: if can_harvest(): harvest() For more related information see: [Speed](docs/unlocks/speed.md) Game time: 7m 35s elapsed, 5h 52m 25s of budget remaining. - 7m 25s
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…
- 7m 35sthoughtNow I have if and can_harvest. Let me write a bush farming program across 3 tiles. Program: while True: for? no loops for range not unlocked maybe. Use while loops. Simple: while True: if can_harvest(): harvest() plant(Entities.Bush) move(East) ... Actually with 1x3, we want each tile planted with bush, then cycle harvesting when ready. Since bush growth 3.2-4.8s, and each action 0.5s (at 150% speed maybe faster), we can cycle through 3 tiles. Let me write: while True: if can_harvest(): harvest() else: plant(Entities.Bush) # but if bush already growing, plant fails? move(East) Problem: if tile has growing bush, plant(Bush) returns False (does nothing?) Probably fails without destroying. That might be fine. But it costs 1 tick when fails. Actually better: while True: if can_harvest(): harvest() plant(Entities.Bush) move(East) This plants right after harvest. Then move. Cycle over 3 tiles. Each loop 3 moves*0.5=1.5s plus harvest/plant ~1s, total ~2.5-3s per full cycle, and each bush grows 3.2-4.8s, so it'll take maybe 2 cycles. Fine. But if a tile has grass initially, can_harvest true -> harvest grass (hay) then plant bush. Good. Let me test this. But wait, does plant require grass/soil? yes bush can grow on grassland. Good. Let me write wood program. Also note the drone may wrap movement. Let me write and run 60s.
- 7m 35s
write_programname="wood" · evidenceresult
Saved wood (5 lines). Game time: 7m 45s elapsed, 5h 52m 15s of budget remaining.
- 7m 45s
run_programname="wood" seconds=60result
Ran wood for 1m of game time; it is still running. Inventory change: hay +1, wood +21. Game time: 8m 55s elapsed, 5h 51m 5s of budget remaining. Output: (none)
- 8m 55sthought21 wood in 60s = ~3 tiles. Now let's buy expand level 2 (wood 20), which clears farm to 3x3. Also operators needs hay 150+wood 10. Let's prioritize expand to 3x3 for more tiles -> more resources. Buy expand (wood 20). Then we get 3x3. Then need more wood for speed lvl2 (wood 20), operators (hay150+wood10), plant... Let's buy expand.
- 8m 55s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 9m 5s elapsed, 5h 50m 55s of budget remaining.
- 9m 05s
observeresult
Game time: 9m 15s elapsed, 5h 50m 45s of budget remaining. Program: wood (running). Inventory: hay 29, wood 19. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Bu2* _Bu3 _Bu2 Recent output: (no…
- 9m 15s
docs_readpath="docs/unlocks/expand_1.md"result
# Expand 1 Also see [Expand_2](docs/unlocks/expand_2.md) Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one squ…
- 9m 25sthoughtProgram wood is running and now on 3x3 farm with bushes. It will keep going. Good. Now I want a more efficient full-farm program. We should build a program that harvests/plants the whole 3x3 farm. But long-term, better to unlock senses (hay 100) to know position and size, then write efficient traversal. Also operators (hay 150 + wood 10) unlocks arithmetic. Then variables (carrot 35) requires carrots... Actually carrots requires plant (done) and cost wood 50. Hmm. Let me think about the tech tree progression and economy: Key goals for diversity: hay, wood, carrots, pumpkins, cactus, sunflower (power), gold?, bone?, weird_substance? Resources likely: hay, wood, carrot, pumpkin, cactus, sunflower/power, gold, bone, weird_substance, fertilizer. Let me plan progression: 1. Grass hay farm -> hay, buy grass upgrade (300 hay) doubles yield. 2. Bush wood farm -> wood. Wood used for many upgrades. 3. Expand levels (need increasing resources). 4. Carrots: till() + plant(Entities.Carrot), unlock cost wood 50. Then carrots cost? carrots unlock 10 levels. 5. Trees: wood 50 + carrot 70 -> plant trees for wood maybe bigger. 6. Pumpkins: wood 500 + carrot 200. 7. Watering: wood 50 -> water for faster growth. 8. Fertilizer: wood 500. 9. Sunflowers: carrot 500 -> power. 10. Cactus: pumpkin 5000 -> cactus. 11. Mazes: weird_substance 1000 -> gold? 12. Megafarm, dinosaurs... The budget is 6h = 21600s. We've used ~570s. So lots of time. The scoring is "total amount of each resource your farm produces" — quantity and variety. So we want to produce large amounts of many resources. Likely final resources: hay, wood, carrot, pumpkin, cactus, power, gold, bone, weird_substance. Need to maximize. Focus efficiency: use bigger farms via expand, upgrades speed/grass, and automate. Let me be systematic. First prioritize unlocks that enable automation and bigger farms, then scale. Right now: - hay 29, wood 19. - Need senses (hay 100) to get position/size, enabling robust full-farm traversal. Also operators (hay150+wood10). Actually operators unlocks arithmetic and comparison; useful. Let me accumulate hay via a hay program then buy. But the wood program is running on 3x3 now producing ~? Let me let it run to get wood, while I plan. Actually each tool call 10s lets it run. Let me run wood for 120s to get ~40 wood. Actually better switch to a combined program that harvests hay/wood across all 9 tiles. But wood program already does that (harvest whatever is ready, plant bush). It plants bush everywhere, converting grass to bush, so hay production stops. We need both. We can designate some tiles to grass and some to bush. Hmm, without senses we can't get pos. But we can write deterministic patterns. E.g., use a loop over 9 tiles: if can_harvest(): harvest(); then plant bush on some tiles and leave grass on others. But after harvesting grass, planting bush converts. To keep grass tiles, don't plant there. Let me just get senses soon. Need hay 100. Let me write a hay program: keep grass, harvest when ready, move. On 9 tiles all grass yields 9 grass per cycle (each 0.5s growth, 9 moves*0.25s?). At 150% speed, move maybe 0.33s. ~? Let's measure. Actually simplest: run wood program for a while to accumulate wood, then switch to hay. But wood needed for many upgrades. Let's get wood to ~100 maybe. But upgrades need wood 20, 50, 500... Let me look at what to do with current wood: speed lvl2 costs wood 20. Speed helps everything. Buy speed lvl2 after we get 20 wood (we have 19). The wood program is running and will get more. Let me check wait 20s. Actually let me use wait to accumulate, then buy. Let me wait until wood >= 60 (for speed20 + carrots50? no carrots needs plant already done, cost wood 50). Hmm carrots unlock cost wood 50. Carrots are a new resource and needed for many upgrades. So wood 20 speed + wood 50 carrots = 70. Let me wait for wood 80 while wood program runs.
- 9m 25s
waitseconds=180 until_resources={"wood":90}result
Waited 42s (wood reached 92). Program: wood running. Inventory change: wood +45. Game time: 10m 17s elapsed, 5h 49m 43s of budget remaining.
- 10m 17sthoughtNow wood 92, hay 29. Buy speed lvl2 (20 wood) and carrots (50 wood). But carrots requires plant (have). Let's buy both.
- 10m 17s
buy_upgradeupgrades=["speed","carrots"] · evidenceresult
Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 10m 27s elapsed, 5h 49m 33s of budget remaining.
- 10m 27s
docs_readpath="unlocks/carrots"result
## Carrots Increases the yield and cost of carrots. 100% => 200% ### Unlock Cost [Current cost: wood=250] [Tutorial](docs/unlocks/carrots.md) Game time: 10m 37s elapsed, 5h 49m 23s of budget remaining.
- 10m 37s
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…
- 10m 47s
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: 10m 57s elapsed, 5h 49m 3s of budget remaining.
- 10m 57s
docs_readpath="unlocks/watering"result
## Watering Water the plants to make them grow faster. use_item(Items.Water) ### Unlock Cost [Current cost: wood=50] Game time: 11m 7s elapsed, 5h 48m 53s of budget remaining.
- 11m 07sthoughtCarrot plant costs hay1+wood1. Growth 4.8-7.2s. Carrot yield base? probably 1 carrot. Carrots upgrade increases yield and cost. Now we have hay 29, wood ~22. Need senses (hay100) and watering (wood50). Let's build a carrot farm? We need wood and hay as inputs. Better keep a mixed farm. Let me think about efficient strategy. Key insight: the scoring counts production of each resource. To maximize, we want high-throughput farms for each resource. For now, let's get the automation infrastructure: - senses (hay 100): get_pos_x/y, maybe get_world_size? Let's read docs/unlocks/senses page? It was shown. Let me read it fully. Also operators (hay150+wood10). - functions (carrot 40) for helper functions. - lists (carrot 500), dictionaries (pumpkin 2500) later. Actually to write robust programs we need arithmetic (operators) and variables. Operators require hay 150 + wood 10. Variables require carrot 35. Functions require carrot 40. Lists require carrot 500. I think we should unlock senses + operators next. Need hay 100 and hay 150 = 250 total, plus wood 10. We can produce hay by a grass program. Let me write a mixed program: on 3x3, harvest everything when ready; replant bush on tiles with something? Hmm we want to keep grass tiles for hay. Currently all 9 tiles likely bush (wood program converted). Let me check observe.
- 11m 07s
observeresult
Game time: 11m 17s elapsed, 5h 48m 43s of budget remaining. Program: wood (running). Inventory: hay 29, wood 84. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Bu=bush. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Bu2 _Bu1 _Bu2* Recent output: (…
- 11m 17sthoughtInteresting, most tiles are grass, only bottom row bush. Because when drone passes, it plants bush only where it harvested. Wait, after planting bush, then harvest it later and replant bush -> should stay bush. But observe shows grass in most tiles. Hmm maybe can_harvest returns True for grass, harvest gives hay, plant bush, but then... Actually wood grew 84, so lots of wood. Maybe the pattern is that bushes matured and were harvested, and then... plant(Bush) but tile shows grass? Odd. Wait maybe plant(Entities.Bush) after harvesting grass: harvest removes grass, then plant bush. The tile should be bush. But observe shows Gr. Unless grass regrows instantly on grassland? No, bush occupies. Hmm, maybe size: Bu1/Bu2 indicates bush growth. Grass elsewhere. Maybe the drone only visits bottom row? No, move(East) wraps x: 0,1,2 then wraps to 0 same row. It never moves north! So the drone stays on y=0 (bottom row), harvesting/planting bushes there, and y=1,2 remain grass untouched. That explains wood from bottom row only. Right, move(East) only. Need nested loops for full farm. Without senses, hardcode 3x3 traversal. Let me write a full traversal: while True: harvest if ready, replant based on position. But we don't know pos. We can use structure: row loop 3 times, col loop 3 times. For a mixed farm: I'll design tiles as: - Keep some grass for hay (don't plant). - Plant bush on some for wood. - Plant carrots on soil for carrots. But carrots need till and cost hay/wood per plant. For now, let's create a program that harvests grass on all tiles for hay, and plants bush on a few. Actually maybe easiest: two separate programs: hay (harvest all tiles, no planting) and wood (harvest and plant bush all tiles). Run hay until we have enough hay for unlocks, then wood for wood. But we can also do a mixed program hardcoded. Let me prioritize unlocks by projected value: 1. senses (hay100) — enables dynamic programming (world size, position). Very valuable. 2. operators (hay150+wood10) — arithmetic. 3. watering (wood50) — faster growth, big throughput. 4. functions (carrot40). 5. trees (wood50+carrot70) — tree yields wood; maybe high. 6. pumpkins (wood500+carrot200). 7. grass upgrade (hay300) doubles hay. 8. carrots upgrade (wood250) doubles carrot yield. Given hay is only 29, need hay. Let me write hay program over full 3x3. Hardcoded full traversal without senses: while True: harvest() ... but only when can_harvest. if can_harvest(): harvest() move(East) ... need to also move North each row. Use a loop counting? Without variables/operators we can't count, but we can nest fixed loops: while True: move(North)? no. We can do: while True: if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) if can_harvest(): harvest() move(East) move(North) ... repeated 3 times. That covers 3x3 (since after 3 East moves wraps to x0, then move north). Repeat 3 rows then after 3 North wraps to y0. Good — a cycle of 9 tiles. Let me write that hay program. Actually this same skeleton can replant bush/carrot on specific tiles if I want. But for now grass: just harvest, don't plant. Since all tiles are grass except bottom row bush. Harvesting bush gives wood too (bonus). Not planting means bottom row reverts to grass after harvest. Great, eventually all grass. But wait at speed 2 (225%), grass growth time 0.5s and move ~? Could harvest too early and the if prevents. Each tile cycle: if not ready, skip (1 tick) then move. It will keep looping until ready. Fine. Let me write hay program with 3x3 traversal.
- 11m 17s
write_programname="hay" · evidenceresult
Saved hay (31 lines). Game time: 11m 27s elapsed, 5h 48m 33s of budget remaining.
- 11m 27s
run_programname="hay" seconds=120result
Ran hay for 2m of game time; it is still running. Inventory change: hay +230, wood +3. Game time: 13m 37s elapsed, 5h 46m 23s of budget remaining. Output: (none)
- 13m 37sthoughtHay +230 in 120s => ~115/s... wait 230/120 ≈ 1.9 hay/s. With 9 tiles. Now hay 259. Buy senses (100 hay) and operators (150 hay + 10 wood). Wood currently ~25. Buy senses + operators. Then variables needs carrot 35 (no carrots yet). Plant carrots. Let's buy senses and operators.
- 13m 37s
buy_upgradeupgrades=["senses","operators"] · evidenceresult
Could not buy senses: Requires operators first. Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Game time: 13m 47s elapsed, 5h 46m 13s of budget remaining.
- 13m 47s
buy_upgradeupgrades=["senses"] · evidenceresult
Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Game time: 14m 7s elapsed, 5h 45m 53s of budget remaining.
- 14m 07sthoughtNow senses unlocked. Let me read senses tutorial and function docs (get_pos_x, get_world_size, get_entity_type, num_items maybe unlocked with senses?). Let me read docs/unlocks/senses.md.
- 13m 57s
docs_readpath="docs/scripting/operators.md"result
# Operators arithmetic operators: `+, -, *, /, //, %, **` comparison operators: `==, !=, <=, >=, <, >` boolean operators: `not, and, or` Note: All numbers in the game are floating point numbers. So all arithmetic operators are floating point operators. `//` is defined to just floor the number after the division. For assignment operators you need to unlock the "Variables" unlock. ## Introduction…
- 14m 07s
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 17s
docs_searchquery="get_world_size"result
docs/home.md: …ound_type](functions/get_ground_type) [get_pos_x](functions/get_pos_x) [get_pos_y](functions/get_pos_y) [get_world_size](functions/get_world_size) [harvest](functions/harvest) [move](functions/move) [num_items](functions/num_items) [num_unlocked](functions/num_unlocked) [pet_the_… functions/get_world_size: …get_world_size() Get the current size of the farm. returns the side length o…
- 14m 27s
docs_searchquery="num_items"result
docs/home.md: …_y) [get_world_size](functions/get_world_size) [harvest](functions/harvest) [move](functions/move) [num_items](functions/num_items) [num_unlocked](functions/num_unlocked) [pet_the_piggy](functions/pet_the_piggy) [plant](functions/plant) [range](functions/range) [tap](functio… unlocks/senses: …## Senses The drone can see what's under it and where it is. if get_pos_x() < 5 and num_ite…
- 14m 37sthoughtGreat. Also `for i in range(...)` is unlocked (docs/unlocks/expand_2.md mentions). So for loops available. Variables not yet; can't assign. But can use for loops and function args. Let me now write a robust full-farm hay program using get_world_size. while True: for i in range(get_world_size()): for j in range(get_world_size()): if can_harvest(): harvest() move(East) move(North) Wait loops nested: after inner loop moves East world_size times, wraps to x0. Then move North. Outer repeats. Good. But moving extra—fine. Now we want to plan a comprehensive strategy. Let me use time wisely: the budget is huge (5h45m). We can take actions to research. Immediate: Need carrots (plant costs hay1+wood1). We have hay large, wood ~15. Let's get wood to plant carrots. Need watering (wood50) too. And carrot upgrade (wood250) later. Let me think about the biggest efficiency: increasing farm size. Expand levels: - expand 3: ? costs. Let's check research for expand cost now. Also speed lvl3 cost. Let me check current costs via research.
- 14m 37s
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 47sthoughtWe have hay ~? let's check: had 259, spent 250 => 9 hay? Actually hay 259, operators 150, senses 100 => 9. Wood: was 84 +3 =87, spent 10 => 77. Wait observe needed. Actually earlier wood 92 then... Let me observe. We can buy watering (wood 50) and debug (hay50+wood50) maybe not needed. Let's prioritize watering (faster growth) and speed lvl3 (wood50+carrot50). Need carrots for speed. Carrots need till+plant with cost hay1+wood1 each. Plan: 1. Buy watering (wood50). 2. Write carrot program: on some soil tiles plant carrots, harvest. Need hay/wood input. We have hay 9 only. Hmm hay low. Let's run hay first to accumulate hay, plus get wood simultaneously? We need wood too. Let me write a mixed program that: - All tiles: if can_harvest harvest. - On a subset of tiles (say where get_pos_y() == 0) plant bush for wood. - Else grass for hay. But this converts bottom row to bush and others grass. That yields wood ~ and hay. Actually let me write a proper multi-resource program with variables? Not unlocked. But can use pos conditions directly. Simplest: hay program already gives ~1.9 hay/s over 9 tiles. Let's run hay for ~60s to get ~110 hay, then we have enough for carrot planting inputs. Also wood: currently ~77, enough for watering (50) and some plants. Let's buy watering now (wood50) since it speeds growth. Then run hay to accumulate. Actually, think about priorities: We eventually want all resources. Key bottleneck is unlocking watering, fertilizer, trees, pumpkins, sunflowers, cactus. Those require escalating resources. Growth speed upgrades (watering) help throughput massively for long growth plants (carrots 4.8-7.2s, pumpkins, etc.). So watering is good now. Buy watering. Then write carrot program. Let me observe first.
- 14m 47s
observeresult
Game time: 14m 57s elapsed, 5h 45m 3s of budget remaining. Program: hay (running). Inventory: hay 163, wood 97. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y= 2 _Gr3* _Gr3 _Gr2 y= 1 _Gr3 _Gr3 _Gr3 y= 0 _Gr3 _Gr3 _Gr3 Recent output: (none)
- 14m 57sthoughtHay 163, wood 97 (the hay program kept running and produced more hay; wood stayed 97 from earlier? Actually bush bottom row converted to grass now, so no more wood). Good. Buy watering (wood50). Then we have wood47, hay163. Let's also consider buying grass upgrade (hay300) doubles hay yield — but we need hay for carrots. Actually grass upgrade is a strong investment. Cost 300 hay. But we need hay to plant carrots (1 each). We have 163, can run hay more. Let me prioritize: - watering (wood50) now. - Then carrots planting automation to get carrots. Need carrot 35 (variables), 40 (functions), 70 (trees), 200 (pumpkins), 500 (sunflowers). That's a lot. Carrot farm needs hay+wood per plant. Each carrot plant costs 1 hay+1 wood and yields 1 carrot (base). So to get 500 carrots need 500 hay + 500 wood. Substantial but doable. Hmm, but the carrot upgrade (wood250) doubles yield (and cost). Probably worth eventually. Actually maybe trees give wood more efficiently at scale. And pumpkins cost wood500+carrot200. Let me not over-plan; iterate. Buy watering. Then design a combined program that grows grass (hay) on most tiles and carrots on some soil tiles. Carrot planting requires till() to make soil. If we till, tile becomes soil; grass can grow on soil too. Carrot grows on soil. So: For each tile: - if can_harvest(): harvest() - decide plant: if get_pos_x() == 0: till? Actually tilling every time flips soil<->grassland! "Calling till() again will change it back". So need to check get_ground_type() and only till if grassland. Without variables, we can use if get_ground_type() == Grounds.Grassland: till(). Then plant carrot on soil. But after harvesting carrot, ground stays soil, so plant carrot again. But we want some tiles grass for hay (grass grows on soil too, harvest gives hay). If we plant carrot on soil, we get carrot not hay. We need a mix. Design: tiles where x == 0 -> carrot (soil); others grass. On carrot tile: if can_harvest harvest; if ground grassland till; plant carrot. On grass tiles: if can_harvest harvest (grass regrows automatically, no plant needed). But planting carrot costs hay+wood each time. Let's see: 3 carrot tiles * ~1 per 6s = 0.5 carrot/s, consuming 0.5 hay/s and 0.5 wood/s. Meanwhile 6 grass tiles produce ~1.3 hay/s. Net hay positive. Wood negative (no wood production). So we need wood farm too. Let me make x==0 carrot, x==1 bush (wood), x==2 grass (hay). That's 3 each. Bush gives wood but consumes nothing. Carrot consumes hay+wood. Balanced? Bush growth 3.2-4.8s -> 3 tiles * ~1/4s = 0.75 wood/s. Carrot consumes ~0.5 wood/s. Net positive wood. Grass 3 tiles ~0.65 hay/s, carrot consumes 0.5 hay/s. Net positive hay. But harvesting bush gives wood only, losing grass hay. Fine. Actually better to maximize each resource later with dedicated farms once we have bigger farm and functions. But now this mixed program is decent. Let me write it. Need Grounds.Soil / Grounds.Grassland constants. Yes. Program "mixed": while True: for i in range(get_world_size()): for j in range(get_world_size()): if get_pos_x() == 0: if can_harvest(): harvest() if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() == 1: if can_harvest(): harvest() plant(Entities.Bush) else: if can_harvest(): harvest() move(East) move(North) Hmm but plant(Entities.Bush) when tile already has growing bush: plant returns False. Does it destroy? plant on occupied tile likely fails (returns False) without harm. Good. But for carrot: if tile has growing carrot, plant fails; fine. If tile has grass (harvestable), we harvest then till then plant. But if grass not grown (can_harvest false) and ground grassland, we'd till the grass (destroy?) then plant carrot. Tilling grassland with immature grass may destroy grass. That's fine. Wait: after first harvest of carrot, ground is soil, carrot not ready -> can_harvest false; ground soil so no till; plant carrot tries but existing immature carrot -> fails. Fine. Issue: plant carrot consumes hay+wood only if success. Good. Also, on x==0 tile initially grassland with grass. First pass: can_harvest maybe true -> harvest hay, till (grassland->soil), plant carrot (cost). Good. Let me consider whether planting carrot on soil where a growing carrot exists wastes nothing. fine. Also should we keep more hay tiles at start to fund carrots. 3/3/3 should be net positive. Let me buy watering first, then write and test mixed for 120s and observe. Actually watering is use_item(Items.Water) — need water item, obtained how? Watering tutorial? Let me read docs/unlocks/watering.md. It might give water for free? use_item(Items.Water) requires water in inventory; how to get water? Possibly rainwater? Let me check.
- 14m 57s
buy_upgradeupgrades=["watering"] · evidenceresult
Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. Game time: 15m 7s elapsed, 5h 44m 53s of budget remaining.
- 15m 07s
docs_readpath="unlocks/watering"result
## Watering Receive more water. 0.1/s => 0.2/s ### Unlock Cost [Current cost: wood=200] [Tutorial](docs/unlocks/watering.md) Game time: 15m 17s elapsed, 5h 44m 43s of budget remaining.
- 15m 07s
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…
- 15m 17sthoughtWatering: water tank 0.25, 1 tank per 10s (=0.025 water/s). Growth scales 1x..5x with water level. To maintain high water, need lots of water. Level 1 gives 0.1/s water per upgrade? Actually says 0.1/s => 0.2/s. So water generated 0.1/s at level1, 0.2/s at level2. Each tank 0.25. So 0.4 tanks/s. We should use water on growing tiles to speed. But automation: watering every tile with use_item each visit would consume water. Since water production is limited 0.1/s, at 0.25 per tank, that's 0.4 tanks/s. We could use water on the carrot tiles maybe. Watering maintenance: high water evaporates ~1%/s of current; to keep at level 1, you need to add ~0.01 water/s per tile... Actually 1% of current per second: if water=1, lose 0.01/s. That's tiny! Wait "loses 1% of its current water per second" so at water 1 loses 0.01/s. To maintain, add 0.01/s per tile. With 9 tiles = 0.09/s, and water generation 0.1/s. So we can keep all 9 tiles near full water! Great. Each use_item adds a full tank 0.25? Or adds up to? use_item(Items.Water) "water the ground". One tank = 0.25 water added. So each use adds 0.25, capping at 1. So strategy: visit each tile, if get_water() < some threshold, use_item(Items.Water). That maintains ~high water => up to 5x growth. But water generation 0.1/s means 0.4 tanks/s. If we top up each tile to 1, then over time each tile loses 0.01/s. Total 0.09/s. Fine, with wrap-around loops, we'll water as needed. But note use_item when no water available returns False, harmless. Let's include watering in program: on each tile, if get_water() < 0.5: use_item(Items.Water). This greatly speeds growth. Great. Now write mixed program with watering. Actually careful: use_item(Items.Water) on a tile with nothing? fine. Let me write: while True: for i in range(get_world_size()): for j in range(get_world_size()): if can_harvest(): harvest() if get_water() < 0.5: use_item(Items.Water) if get_pos_x() == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() == 1: plant(Entities.Bush) move(East) move(North) Wait ordering: on x==0 we need to till before plant; but if ground already soil, just plant. However if tile has grass growing and can_harvest false, we'd till -> destroy grass, become soil? Actually till on grassland with grass -> soil, destroys entity maybe. Fine but we lose immature grass. Acceptable. But issue: after harvest carrot, ground soil, plant carrot. Good. For x==1 bush: if ground is soil? We tilled only x==0, others grassland. Bush grows on grassland/soil. fine. Let me also think: watering all tiles uses water for grass too, speeding hay. Good. Water threshold 0.5 means we add 0.25 each time only if below 0.5 -> rises to 0.75. Growth multiplier 1+4*water = up to 3x. Fine. Could use threshold 0.8 for 4.2x but water scarce. Let's use 0.6. Actually water gen 0.1/s total. If we water to 1 on all 9 tiles initially costs 9 tanks = 2.25 water = 22.5s of production. Then maintenance 0.09/s. So actually we can afford near-full. But evaporation 1% of current per second per tile, so each tile at 1 loses 0.01/s. 9 tiles 0.09/s. Gen 0.1/s. So sustainable at full! Let's target get_water() < 0.9 then use. But the "some random variance" could increase. Use threshold 0.7 to be safe. Let's write it. Also speed lvl2 = 225% growth? No speed increases drone+code execution, not plant growth. Water affects plant growth. Let me write and test.
- 15m 17s
write_programname="mixed" · evidenceresult
Saved mixed (15 lines). Game time: 15m 27s elapsed, 5h 44m 33s of budget remaining.
- 15m 27s
run_programname="mixed" seconds=120result
Ran mixed for 2m of game time; it is still running. Inventory change: carrot +101, hay +88, water -2, wood +63. Game time: 17m 37s elapsed, 5h 42m 23s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- - 17m 37sthoughtGreat: +101 carrot, +88 hay, +63 wood in 120s. Water went -2? Started 0? Hmm it says water -2 but warns not enough. Whatever. Now we have carrots ~101. Let's check inventory and buy upgrades: - variables (carrot 35) - functions (carrot 40) - trees (wood50+carrot70) - expand (wood30+carrot20) -> 4x4 - speed lvl3 (wood50+carrot50) - sunflowers (carrot500) - carrots upgrade (wood250) Priorities: expand to 4x4 (wood30+carrot20) increases farm. variables + functions enable better programs (functions let define helper; variables allow counters). Let's buy expand, variables, functions. Total carrot 20+35+40=95, wood 30. We have ~101 carrots. Good but then carrots nearly 0. Let's do it. Actually expand clears farm, so no big loss. Let me observe inventory.
- 17m 37s
observeresult
Game time: 17m 47s elapsed, 5h 42m 13s of budget remaining. Program: mixed (running). Inventory: hay 342, wood 123, carrot 114. 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: Ca=carrot, Bu=bush, Gr=grass. y= 2 #Ca3 _Bu3 _Gr3 y= 1 #--* _Bu3 _Gr3 y= 0 #Ca2 _B…
- 17m 47sthoughtCarrot tile at (0,1) shows "#--" meaning soil empty, maybe just harvested/planting failed due to insufficient hay/wood? We have plenty. Hmm maybe plant carrot failed because ground not soil? It's soil (#). Or because can_harvest false and existing? Actually empty. Maybe timing. Anyway. Now buy expand (wood30+carrot20), variables (carrot35), functions (carrot40). Let's buy all.
- 17m 47s
buy_upgradeupgrades=["expand","variables","functions"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Game time: 17m 57s elapsed, 5h 42m 3s of budget remaining.
- 17m 57sthoughtFarm now 4x4, cleared (all grass). Program mixed still running. It will operate with get_world_size()=4 now, and x==0 carrots, x==1 bush, x==2,3 grass. Now we have variables and functions. Let me read the docs quickly to know syntax (esp. for-loop and variables, functions). Then design efficient multi-resource farm. Let me also read docs/unlocks/expand_2.md (for loop, get_world_size). And maybe docs/scripting/if.md, for.md, break.md, continue.md. Let me batch read some.
- 17m 57s
docs_readpath="docs/unlocks/expand_2.md"result
# Expand 2 Your farm has expanded again! Now the tiles are no longer in a nice row, so you need to find a way to traverse a square grid. With the `while` loop this is not possible until you unlock senses and operators. It is time to introduce the `for` loop. You can read all about the `for` loop on the [For Loop](docs/scripting/for.md) page, but for now you will only need it to repeat code a fix…
- 18m 07s
docs_readpath="docs/scripting/functions.md"result
# Functions Use the `def` keyword to define a new function: `def f(arg1, arg2 = False): #function code` You can use the call operator `()` to call the function: `f(42)` Also see [Scopes](docs/scripting/scopes.md) to learn about local and global variables in functions. ## Introduction You've already seen built-in functions like `harvest()`. You can also define your own functions which allows st…
- 18m 17s
docs_readpath="docs/scripting/variables.md"result
# Variables Variables can be thought of as named containers that can hold a value. The `=` operator is used to declare a variable and store a value in it. `variable_name = value` The left hand side of the operator is the variable name. You can give it any name you want. The right hand side is an expression whose resulting value will be stored in the variable. Declare a variable named `a` and st…
- 18m 27sthoughtNow we have functions and variables. Let me design a robust and scalable farm program. Current farm 4x4, all grass, cleared by expand at 17:57 (program mixed continues running, might have started planting). Let me design new program. Strategy for maximizing total production of all resources: we eventually want to dedicate tiles to each crop at high density, and use all upgrades. But first unlock more crops. Immediate next unlocks: - trees: wood50 + carrot70 → new resource wood (tree). Tree growth? Need doc. Probably wood yield higher. - speed lvl3: wood50+carrot50. - carrots upgrade: wood250 (doubles carrot yield & cost). - sunflowers: carrot500 (power). - pumpkins: wood500+carrot200 (requires trees). - fertilizer: wood500 (instant growth). - watering lvl2: wood200. - grass upgrade: hay300. Given current inventory ~ hay342, wood~93, carrot~19 after purchases. Hmm carrot low. Let me prioritize: expand increases land. expand lvl4 cost? Let's check research later. More land = more production. Costs might be wood + carrot increasing. But first, let me build a better farm program that is parameterized: dedicate columns to different crops. Actually with 4x4 = 16 tiles, we want a mix. But to unlock new crops we need large quantities. Focus on wood & carrots & hay. Let me think about trees: need to read doc. Let me search objects/tree? not accessible, but maybe docs/unlocks/trees.md. Let me read unlocks/trees and objects/tree? Earlier objects/tree not accessible. Try docs/unlocks/trees.md.
- 18m 27s
docs_readpath="docs/unlocks/trees.md"result
No accessible documentation page docs/unlocks/trees.md. Use docs_list.
- 18m 37s
docs_searchquery="Tree"result
unlocks/lists: …## Lists Use lists to store lots of values. plants = [Entities.Grass, Entities.Bush, Entities.Tree] for p in plants: plant(p) move(North) ### Unlock Cost [Current cost: carrot=500]… unlocks/trees: …## Trees Unlocks trees. plant(Entities.Trees) ### Unlock Cost [Current cost: wood=50, carrot=70]… items/wood: …## Wood Obtained from bushes and trees. You have `101` For more related inf…
- 18m 47s
docs_searchquery="Sunflower"result
unlocks/sunflowers: …## Sunflowers Sunflowers and Power. plant(Entities.Sunflowers) ### Unlock Cost [Current cost: carrot=500]… Game time: 19m 7s elapsed, 5h 40m 53s of budget remaining.
- 18m 48s
docs_searchquery="Pumpkin"result
unlocks/auto_unlock: …## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) ### Unlock Cost [Current cost: pumpkin=5000]… unlocks/cactus: …## Cactus Cactus! plant(Entities.Cactus) ### Unlock Cost [Current cost: pumpkin=5000]… unlocks/costs: …things. cost = get_cost(Entities.Carrot) for item in cost: amount_needed = cost[item] ### Unlock Cost [Current cost: pumpkin=2500]… unlocks/dic…
- 19m 07sthoughtLet me check docs_list again after unlocks; it may include tree/pumpkin/etc pages now? docs_list showed many earlier even locked. Let me check for objects/pumpkin etc. Actually earlier list included unlocks pages for everything. So I can read objects docs? Let me try objects/pumpkin, objects/sunflower, objects/tree maybe named differently. Let me try a few paths.
- 19m 07s
docs_readpath="objects/pumpkin"result
No accessible documentation page objects/pumpkin. Use docs_list.
- 19m 17s
docs_readpath="objects/sunflower"result
No accessible documentation page objects/sunflower. Use docs_list.
- 19m 27s
docs_readpath="objects/trees"result
No accessible documentation page objects/trees. Use docs_list.
- 19m 37s
docs_readpath="docs/unlocks/trees"result
No accessible documentation page docs/unlocks/trees. Use docs_list.
- 19m 47sthoughtOnly some object pages accessible (grass, bush, carrot). Others will unlock later. Let me now think about economy numbers. Current: 4x4 = 16 tiles. Let's build a program that dedicates columns: - Column 0: carrot (soil) - Column 1: bush (wood) - Columns 2,3: grass (hay) But with watering all tiles, growth up to 5x when water high. Actually to unlock trees/pumpkins/etc we need lots of wood & carrots. Let's scale mixed but maybe adjust ratio. Wood needed heavily (trees 50, pumpkins 500, fertilizer 500, watering 200, speed). Carrots needed 500 for sunflowers + upgrade costs. Let me compute production rates from the 3x3 test: 120s gave carrot101, hay88, wood63 with 3 carrot tiles, 3 bush tiles, 3 grass tiles, but water limited (warning). Now with 4x4 and better watering maybe more. Let me improve watering: use water threshold logic; water generation 0.1/s. Actually warning means we tried when inventory 0. That's fine. But we can be smarter: use water only on carrot/bush tiles that are still growing? Hard to know. Just water all when visiting. Let me write new program "farm" with functions: def tend(): if can_harvest(): harvest() if get_water() < 0.7: use_item(Items.Water) But plant logic depends on x. Actually a cleaner approach: use while loops per column? Let's just write nested loops. I want to allocate: - carrot columns: x % 4 == 0 (x=0) - bush: x==1 - grass: x==2,3 For 4x4, that's 4 carrot, 4 bush, 8 grass. But maybe more carrots needed. Carrots are used for many unlocks; wood too. Hay used for carrot planting and upgrades. Let me instead make it tunable: carrot on x==0 or x==1? Hmm. Actually a big realization: to maximize total resources at the end, we'd want dedicated programs and possibly expand a lot. But unlocks consume. Let's do balanced first to reach trees/pumpkins, then specialize. Let me write farm program with 1/4 carrot, 1/4 bush, 1/2 grass. Also, we can plant trees once unlocked on some tiles yielding more wood. Let me code: def tend(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) while True: for i in range(get_world_size()): for j in range(get_world_size()): tend() if get_pos_x() == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() == 1: plant(Entities.Bush) move(East) move(North) Wait scope: functions use globals? get_pos_x is global builtin fine. One issue: after expand, all ground is grassland and empty? Cells show all grass earlier. After clear/expand "clears the farm" meaning reset to grass. So each tile has grass entity. First tend harvests if grown. Let me run this for a bit and check rates. Actually before that, consider buying speed lvl3 (wood50+carrot50) soon. And expand lvl4. Let me check expand lvl4 cost via research after we have resources. Let me start the farm program and let it run while doing tool calls. But careful: buying expand clears farm; program keeps running; fine. Let's write and run 120s.
- 19m 47s
write_programname="farm" · evidenceresult
Saved farm (18 lines). Game time: 19m 57s elapsed, 5h 40m 3s of budget remaining.
- 19m 57s
run_programname="farm" seconds=120result
Ran farm for 2m of game time; it is still running. Inventory change: carrot +98, hay +108, wood +37. Game time: 22m 7s elapsed, 5h 37m 53s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ -------------------------------------------------------------------- - 22m 07sthoughtRates: carrot 0.82/s, hay 0.9/s, wood 0.31/s. Wood low because only 4 bush tiles and bush slow (3.2-4.8s). Carrot 4 tiles. Total production is somewhat low. Watering not fully utilized maybe because water limited. Let's check inventory and then decide purchases. We need wood. Could shift to more bush tiles. Or unlock trees. Let me observe inventory.
- 22m 07s
observeresult
Game time: 22m 17s elapsed, 5h 37m 43s of budget remaining. Program: farm (running). Inventory: hay 591, wood 153, carrot 240. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Bu=bush, Gr=grass. y= 3 #Ca2 _Bu3 _Gr3 _Gr3 y= 2 #Ca3 _Bu3 _Gr3 _Gr3 y= …
- 22m 17sthoughtNow hay 591, wood 153, carrot 240. We can buy: - trees (wood50+carrot70) - speed lvl3 (wood50+carrot50) → but speed level 2 already, cost wood50+carrot50 - expand lvl4 (need check cost) - carrots upgrade (wood250) - not yet. Buy trees + speed. Then we can plant trees for wood. Trees growth? Let me read the item page for wood? Not helpful. Once trees purchased, objects/tree may become readable. Let me buy trees and speed.
- 22m 17s
buy_upgradeupgrades=["trees","speed"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Game time: 22m 27s elapsed, 5h 37m 33s of budget remaining.
- 22m 27s
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…
- 22m 27s
docs_readpath="objects/tree"result
## Tree Trees drop more wood than bushes. They take longer to grow if other trees grow next to them. Base growth time between 5.6 and 8.4 seconds. Can grow on soil or grassland. For more related information see: [Trees](docs/unlocks/trees.md) Game time: 22m 57s elapsed, 5h 37m 3s of budget remaining.
- 22m 38s
docs_readpath="unlocks/trees"result
## Trees Increases the yield of bushes and trees. 100% => 200% ### Unlock Cost [Current cost: hay=300] [Tutorial](docs/unlocks/trees.md) Game time: 22m 57s elapsed, 5h 37m 3s of budget remaining.
- 22m 57sthoughtTrees give 5 wood each, base growth 5.6-8.4s (2.5x bush time, but 5 wood → 2x bush efficiency minus adjacency). Best planted with spacing (checkerboard) to avoid doubling growth. So alternate tiles for trees and something else? Interesting: trees adjacent slow growth. With checkerboard, each tree has no orthogonal tree neighbor. On a 4x4, trees at (x+y)%2==0 (8 tiles) with others? But then contiguous. Actually checkerboard means diagonal trees, no shared edge. Good. But trees occupy tile; adjacent non-tree tiles could be grass/carrot. So design: trees on (x+y)%2==0, and other tiles grass for hay. But then no carrot/wood bush. Hmm. Alternatively dedicate a region: plant trees on checkerboard within a 2xN block. Given we need wood for many upgrades (pumpkins 500, fertilizer 500, watering 200, expand), better use trees. Let me reconsider the whole farm layout. Since production of all resources matters at the end, a diverse farm is ideal. But upgrades need resources now. Let me plan unlock order and required resources: - pumpkins: wood500 + carrot200 (requires trees) → new resource pumpkin. - fertilizer: wood500 (requires watering) → instant growth. - watering lvl2: wood200 - expand lvl4: ? (probably wood + carrot) - grass upgrade: hay300 - carrots upgrade: wood250 - sunflowers: carrot500 - trees upgrade: hay300 (doubles wood yield) - cactus: pumpkin5000 - polyculture: pumpkin3000 - mazes: weird_substance1000 (need pumpkins first? requires fertilizer) - ... gold via mazes? treasure. Big gate: pumpkins 500 wood + 200 carrot; then cactus needs 5000 pumpkin. Pumpkins likely big yield. Let's get wood production up with trees. Design new farm for 4x4: - Trees on a checkerboard? Let's test growth adjacency. If we plant trees on half the tiles (checkerboard), each tree has no orthogonal neighbor. 8 trees * 5 wood per ~7s (base) but with watering up to 5x => ~1.4s. That's ~28 wood/s potential? Wait 8 trees * 5 wood / 7s = 5.7 wood/s at 1x, /5 with full water = 28/s. But watering limited. Realistically maybe ~5-10 wood/s. That's way more than 0.31/s. Hmm but we also need hay and carrots. Let's allocate: - Trees checkerboard on columns x=2,3 (i.e., (x+y)%2==0 among x>=2) → 4 trees. - Carrots on x=0. - Grass on x=1. Trees on 4 of 8 tiles in x=2,3 checkerboard. Actually need to ensure trees not adjacent across. If trees only in x>=2 and checkerboard, no adjacency with each other. Also x=1 grass next to tree at x=2 — fine, grass doesn't slow tree (only trees do). Wait does the adjacency penalty count trees only? "for each tree directly adjacent" yes only trees. So grass neighbors fine. Let's compute: 4 trees, checkerboard. yield 4*5=20 wood per cycle. At water 5x, cycle 7/5=1.4s → 14 wood/s theoretical. Even at 2x → 5.7/s. Great. Carrots 4 tiles, hay 4+4=8? Actually x=0 carrots (4), x=1 grass (4), x=2,3 includes trees (4) and grass (4). Total grass 8. But carrot planting consumes hay1+wood1 each. 4 carrot tiles at ~1/6s=0.67/s → consumes 0.67 wood/s, fine. Let me write farm2: while True: for i in range(get_world_size()): for j in range(get_world_size()): tend() if get_pos_x() == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() >= 2: if (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) move(East) move(North) Note: trees planted on grass; after harvest, tile reverts to grass, and we replant. Good. On tiles that get tree, grass is destroyed (we harvested then plant? Actually tend harvests only when can_harvest; then plant tree regardless). If there's immature grass, plant tree may fail because tile occupied. Hmm plant on occupied tile fails. So need to ensure tile is empty before planting. After harvest we plant. But if grass immature and not harvestable, plant tree fails, and next cycle it's grass again... The tile would eventually be harvestable, harvest, then plant tree. So it converges. But might oscillate? After tree planted, tree grows; next visit can_harvest false, plant tree fails (occupied), fine until tree ready; harvest tree then plant tree. Good. Similarly carrot: plant fails if occupied; converges. One concern: on tree tiles, grass might regrow? No, tree occupies. Once tree harvested, tile empty? Does harvesting leave ground bare (grassland) with no entity? Grass regrows automatically after 0.5s. If we plant tree immediately after harvest, fine. If plant fails due to timing? likely not. Actually important: after harvesting carrot, tile is soil bare, grass doesn't auto-grow on soil. Good. Let me also improve: use water more efficiently. Watering all tiles at threshold 0.6. With many growth, water may be limiting. But it's fine. Actually let me reconsider water: total water gen 0.1/s = 0.4 tanks/s. Each use adds 0.25. Evaporation: 1% of current per second. If we keep 16 tiles at 0.6, loss = 16*0.006=0.096/s ≈ gen 0.1/s. So sustainable roughly, good. At full 1.0, loss 0.16/s > 0.1, so not sustainable; equilibrium ~0.625. So threshold 0.6 is near optimal. Good. Let me write farm2 and run. Also should we worry about "yield increases" upgrades (grass/trees/carrots) — they double yield AND cost? For carrots, "increases yield and cost". So doubling yield doubles plant cost (hay1→2, wood1→2) but output 2x; net same profit but faster use. Might be worth for throughput. For trees/grass, yield doubles presumably no cost (planting trees costs nothing). So grass/trees upgrades very strong. Trees upgrade cost hay300, grass upgrade hay300. We have hay 591 → can buy both? Actually now hay maybe ~600. Let's buy grass upgrade (hay300) and trees upgrade (hay300) → hay 0. But that doubles hay and wood yield permanently. Strong. But we also need hay for carrot planting and future upgrades. Hmm. Grass upgrade doubles grass hay yield: 100%→200%. Very strong early. Trees upgrade doubles bush/tree wood. Since wood is the big bottleneck, trees upgrade is great. Let's buy both upgrades (hay600). Check hay.
- 22m 57s
observeresult
Game time: 23m 7s elapsed, 5h 36m 53s of budget remaining. Program: farm (running). Inventory: hay 657, wood 79, carrot 170. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Bu=bush, Gr=grass. y= 3 #Ca1 _Bu3 _Gr3 _Gr3 y= 2 #Ca3 _Bu3 _Gr3 _Gr3 y= 1 …
- 23m 07sthoughtInteresting x=1 now shows grass at y=1,3 because bush harvested and program still old "farm" (plant bush) should replant bush... maybe program is still farm? It shows Bu at y=0,2 and Gr at y=1,3. Because plant bush fails? Hmm whatever, we'll replace. Hay 657, wood 79, carrot 170. Buy grass upgrade (hay300) and trees upgrade (hay300). Total 600 hay. Leaves 57. Then wood 79. Then we'd want to rebuild. Actually maybe better to buy trees (wood doubling) and grass. Both. Do it.
- 23m 07s
buy_upgradeupgrades=["grass","trees"] · evidenceresult
Bought grass, now level 2. Paid hay 300. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Game time: 23m 17s elapsed, 5h 36m 43s of budget remaining.
- 23m 17sthoughtNow grass and trees upgrades lvl2 (grass 1/10 -> 2/10? Actually research said grass level 1/10, meaning one upgrade already from... wait initial was level 1/10 because we bought? No, grass starts level 1? Earlier research: "grass (Grass) level 1/10; cost hay 300" after buying loops etc. Hmm originally "grass (Grass) level 0/10"? The first research showed grass level 1/10. Actually it said level 1/10 initially. Then buying made level 2/10? It says "now level 2". But doc says 100%=>200%. Maybe level1 is base 100%, level2 = 200%. So now at 200%. Next upgrade cost more. Similarly trees level 2. Now write farm2 with trees. Let me do it. Actually, reconsider: Trees yield 5 wood each at level 2 → 10 wood each? "Increases yield of bushes and trees 100%=>200%" so tree 10 wood. Nice. Let me write farm2.
- 23m 17s
write_programname="farm2" · evidenceresult
Saved farm2 (19 lines). Game time: 23m 27s elapsed, 5h 36m 33s of budget remaining.
- 23m 27s
run_programname="farm2" seconds=180result
Ran farm2 for 3m of game time; it is still running. Inventory change: carrot +198, hay +736, wood +1862. Game time: 26m 37s elapsed, 5h 33m 23s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ -------------------------------------------------------------------- - 26m 37sthoughtExcellent! Wood +1862 in 180s = 10.3 wood/s! Hay +736 = 4.1/s, carrot 1.1/s. Trees are great. Now inventory: wood ~1900+, hay ~790, carrot ~370. Let's buy upgrades: - pumpkins: wood500+carrot200 → new resource! - fertilizer: wood500 → instant growth (huge for later) - watering lvl2: wood200 - expand lvl4: check cost - carrots upgrade: wood250 - sunflowers: carrot500 - trees upgrade next: cost hay? check - speed lvl4: cost? Let me check research to see costs.
- 26m 37s
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; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots. 100% =…
- 26m 47sthoughtGreat options. Inventory ~wood 1900+, carrot ~370, hay ~790. Buy: - Pumpkins (wood500 + carrot200) → new resource pumpkin. - Fertilizer (wood500) → instant growth, huge. - expand lvl4 (wood100 + carrot50) → 6x6 (big jump!). - watering lvl2 (wood200) → double water. - carrots upgrade (wood250) → double carrot yield. - sunflowers (carrot500) → need 500 carrots, currently ~370. Not yet. - grass upgrade lvl3 (wood500) → 400% hay. - speed lvl4 (carrot500) not yet. Let's prioritize expand (more land), fertilizer, watering, pumpkins. Also carrots upgrade? Excluding carrots upgrade for now maybe; it doubles cost too so net neutral-ish. Total wood: 500(pumpkins)+500(fertilizer)+100(expand)+200(watering)=1300. Carrot: 200+50=250. We have wood ~1900, carrot ~370. Good. Should I also buy carrots upgrade (wood250)? It doubles carrot yield and cost. Carrot output 1→2, cost hay1→2 &wood1→2. Net wood: costs 2 wood for 2 carrots = same ratio. So no gain in carrot/wood ratio but doubles throughput per tile (useful). Hmm it's a long-term throughput gain. Skip for now. Buy those four. Note expand clears farm, so farm2 program will re-plant from scratch. Fine. Let's buy in order: expand, fertilizer, watering, pumpkins. Actually order: fertilizer is independent; buying expand clears. Doesn't matter since we buy all at once. After buying, farm becomes 6x6 = 36 tiles. Program farm2 uses get_world_size so adapts. Layout: x==0 carrots (6 tiles), x>=2 checkerboard trees. For 6x6: x=2,3,4,5 → 24 tiles, half checkerboard=12 trees. Trees yield 10 each = 120 wood per cycle. Good. But wait, carrots 6 tiles need hay+wood: 6 * ~1/1.4s = 4.3/s carrot, consuming 4.3 wood/s and hay/s. Wood production huge so fine; hay production ~? 6x6 grass tiles: x=1 (6 tiles) + non-tree x>=2 (12 tiles) = 18 grass tiles. Hay at 200% ~2 per harvest? Grass yield doubled. Growth 0.5s with water 3x. Could be ~10+/s. Fine. Let's buy.
- 26m 47s
buy_upgradeupgrades=["expand","fertilizer","watering","pumpkins"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Bought fertilizer, now level 1. Paid wood 500. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Bought pumpkins, now level 1. Paid wood 500, carrot 200. Its tutorial is docs page docs/unlocks/…
- 26m 57s
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…
- 27m 07s
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…
- 27m 17s
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: 27m 28s elapsed, 5h 32m 32s of budget remaining.
- 27m 17s
docs_readpath="items/fertilizer"result
## Fertilizer Call use_item(Items.Fertilizer) to instantly remove 2s from the plants remaining grow time. You have `3` Game time: 27m 28s elapsed, 5h 32m 32s of budget remaining.
- 27m 28sthoughtPumpkins: giant pumpkins require full n×n square merged. 20% die. To get 6x6, need replant dead ones. This requires coordination. Big yield: n*n*6 for n>=6. A 6x6 gives 216 pumpkins from 36 plants (cost 36 carrots). That's 6 pumpkins per carrot! Very good. But needs a full 6x6 square, so entire farm must be pumpkins. Hmm. Could do a dedicated pumpkin run: clear farm to pumpkin 6x6, manage deaths, harvest 216 pumpkins. Then switch back. Since 6x6 is the whole farm, we'd forgo other production during that. But pumpkin yield is huge and needed for cactus (5000) and other unlocks (dictionaries 2500, polyculture 3000, costs 2500, timing 1000, utilities 1000). So we need thousands of pumpkins. Doing repeated 6x6 pumpkin cycles is efficient: 216 per cycle, ~ maybe 5-10s each + replanting deaths. Need ~5000+2500+3000+2500+1000+1000+5000(auto unlock)+2000 cactus... total >20000 pumpkins. So many cycles. Alternatively use larger farm later (expand to 8x8 etc) for bigger pumpkins. But note: pumpkin yield gives pumpkins, a scored resource. So farming pumpkins a lot is good for score too. Also weird_substance comes from harvesting infected plants (fertilizer). Needed for mazes (1000 weird_substance). We can produce weird_substance by fertilizing and harvesting, or use weird substance to infect. Let me think about a good plan for the mid-game: 1. Use current mixed farm (farm2) to accumulate wood/hay/carrot. 2. Expand further (8x8?) as resources allow. Expand lvl5 cost? Let's check later. 3. Dedicate a pumpkin phase to generate thousands of pumpkins, unlocking cactus, dictionaries, polyculture, costs, timing, utilities. 4. Unlock sunflowers for power (carrot500). Sunflowers produce power, needed possibly for megafarm? Power is a resource. Let me first see how farm2 performs at 6x6 and accumulate. Then check expand lvl5 cost. But note: expand clears the farm, and our carrot soil resets to grassland. Fine. Let me run farm2 for 180s at 6x6. Wait, farm2 plants trees on x>=2 checkerboard. At 6x6, 12 trees. That's fine. Let me run and observe.
- 27m 28s
run_programname="farm2" seconds=180result
Ran farm2 for 3m of game time; it is still running. Inventory change: carrot +151, fertilizer +18, hay +638, wood +2588. Game time: 30m 38s elapsed, 5h 29m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ -------------------------------------------------------------------- - 30m 38sthoughtWood +2588 in 180s = 14.4/s. Hay +638 = 3.5/s. Carrot 0.84/s (hmm lower than expected; limited by hay? no). Carrot tiles=6, growth 4.8-7.2s / water factor. Maybe water limited. We also got fertilizer +18 (auto 1 per 10s, lvl1). Not using it. Let me observe inventory. Then decide. Actually carrot rate surprisingly low vs wood. Carrot growth base 4.8-7.2s vs tree 5.6-8.4s. 6 carrot vs 12 trees. So carrot should be ~ half of trees count. Trees produce 10 wood each; carrots 1 each. So carrot 6*1 vs tree 12*10. Ratio 6:120 ≈ 0.05; observed 151:2588 = 0.058. Consistent. So carrots fine. Hay 638 in 180 = 3.5/s. Hmm 18 grass tiles at 0.5s growth would be way more. But water limited reduces to ~1x, and grass yield 2 each → 18 tiles/0.5s*2=72/s theoretical if all ready. Clearly not harvested that often because drone cycles 36 tiles with each action ~0.33s (speed 337%) → cycle ~12s? Actually moves 36 * 0.33 = 12s, so each tile visited every 12s; grass ready quickly but waits. So throughput limited by drone traversal speed. That's key! Speed matters a lot. Speed lvl3 = 337.5% and cost carrot500 next. Speed lvl4 gives 506%. worth. Need carrot500. Also, we could reduce traversal time by not watering/not moving extra. But main limit is number of actions per tile. Using fertilizer could instantly grow but during harvest phase. Hmm, actually the drone visits 36 tiles per cycle ~12s. For fast-growing grass (0.5s), we could harvest much more often if we spent more time per tile... but we can't be everywhere. The total number of actions is fixed by traversal. A better strategy: dedicate whole farm to one crop and cycle it, so the drone doesn't waste time moving between heterogeneous tiles? Movement is required regardless. Actually to maximize production per time, we want crops whose growth time matches the revisit interval, and high value per harvest. Trees with 12 tiles: each tree yields 10 wood, cycles every ~12s. So ~10 wood/12s per tree. Fine. We could increase speed to reduce cycle time → more harvests. Speed is very valuable. Also water: with watering lvl2 = 0.2/s = 0.8 tanks/s = 0.2 water/s. Evaporation for 36 tiles at 0.6 = 36*0.006=0.216/s ≈ 0.2, so borderline. Fine. Let me now think bigger: we might want to expand to larger farms and use a single crop at a time, with high speed. But diversity matters for final score. We can do phases for each resource near the end. Given we have ~5h29m left, plenty. Let's unlock all tech and scale. Check current inventory.
- 30m 38s
observeresult
Game time: 30m 48s elapsed, 5h 29m 12s of budget remaining. Program: farm2 (running). Inventory: hay 1785, wood 4140, carrot 352, fertilizer 23. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Gr=grass, Tr=tree. y= 5 #Ca3 _Gr3 _Gr3 _Tr3 _Gr3 _Tr3 y=…
- 30m 48sthoughtHay 1785, wood 4140, carrot 352, fertilizer 23. Now let's buy more upgrades: - expand lvl5 cost? Let's check research. Probably wood + carrot + maybe pumpkin. - trees upgrade lvl3: hay1200 → doubles to 400%. Strong. We have hay1785. - grass upgrade lvl3: wood500 → 400%. Strong. - carrots upgrade: wood250 → 200%. - speed lvl4: carrot500 (not enough). - sunflowers: carrot500 (not enough). - watering lvl3: cost? - fertilizer lvl2: cost? Let me buy trees lvl3 (hay1200) and grass lvl3 (wood500) and carrots (wood250). That's hay1200, wood750. Then research. Actually maybe hold hay for expansions. But yield upgrades compound. Trees upgrade doubles wood again → huge. Buy trees lvl3. Let me also check expand lvl5 cost and watering/fertilizer costs via research before spending. Let me research now.
- 30m 48s
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…
- 30m 58sthoughtExpand lvl5 costs pumpkin 1000 → need pumpkins. So we need a pumpkin phase before further expansion. Currently we can buy: - trees lvl3 (hay1200) - grass lvl3 (wood500) - carrots lvl2 (wood250) - watering lvl3 (wood800) - fertilizer lvl2 (wood1500) Let's prioritize yield upgrades and water. Buying trees lvl3 (hay1200): wood yield 400% → tree gives 20 wood → wood production doubles. Very strong. Grass lvl3 (wood500): hay 400%. Watering lvl3 (wood800): 0.4/s water → sustainable full water on 36 tiles → 5x growth. That's very strong for growth. Total wood 500+250+800=1550 + maybe fertilizer. We have 4140 wood. Hay 1785 → trees 1200 leaves 585. Let's buy trees, grass, carrots, watering. That's hay1200, wood1550. Then wood ~2590, hay ~585. Then we need pumpkin 1000 for expand and also unlock cactus etc. Let's do a pumpkin run. But first, think about how to manage pumpkin 6x6. Pumpkin mechanics: plant on tilled soil, cost 1 carrot each. Growth 0.2-3.8s. When all pumpkins in a square fully grown, they merge into giant pumpkin. 20% die. Dead pumpkins show can_harvest false; planting new plant in their place removes dead one. So algorithm: plant pumpkin on all tiles (till soil first). Wait for all grown, replant dead ones until all alive → they merge into NxN giant. Then harvest giant → yields n^3 pumpkins (for n<6) or n*n*6 for n>=6. For 6x6, yield 6*6*6? No, n>=6 yields n*n*6 = 216. Wait doc: "n x n pumpkin yields n*n*6 for n>=6". Actually it says 1x1=1, 2x2=8, 3x3=27, 4x4=64, 5x5=125, n>=6 → n*n*6 = 216 for 6. Hmm 6*6*6=216 too, same formula n^3 for n=6. For n>6, n*n*6 grows slower than n^3. Anyway. Algorithm for 6x6: - Till all to soil. - Plant pumpkins on all 36. - Loop: check each tile: if can_harvest? Hmm after merge it becomes giant pumpkin maybe can_harvest true. While growing, can_harvest false for unready. Dead pumpkins can_harvest false. To detect dead vs growing we need get_entity_type(). Let me check what a dead pumpkin is (Entities.Dead_Pumpkin maybe). We can read docs once pumpkins unlocked — objects/dead_pumpkin? Let me check. Also get_entity_type. Simplest robust approach: loop over all tiles: if get_entity_type() != Entities.Pumpkin: # empty or dead plant(Entities.Pumpkin) # removes dead, costs carrot But careful: if a giant pumpkin formed (entity type maybe Entities.Pumpkin too, but full-sized). Actually merging: when all in square fully grown, they merge into a single giant pumpkin occupying all tiles? get_entity_type would be Pumpkin? Hmm. Let me search docs for dead pumpkin / giant.
- 30m 58s
docs_searchquery="Dead_Pumpkin"result
docs/home.md: …/water) [Fertilizer](items/fertilizer) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Tree](objects/tree) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)… objects/dead_pumpkin: …## Dead_Pumpkin One in five pumpkins dies when it grows up, leaving behind a dead pumpkin. De…
- 31m 08s
docs_searchquery="get_entity_type"result
docs/home.md: …unctions [can_harvest](functions/can_harvest) [clear](functions/clear) [do_a_flip](functions/do_a_flip) [get_entity_type](functions/get_entity_type) [get_ground_type](functions/get_ground_type) [get_pos_x](functions/get_pos_x) [get_pos_y](functions/get_pos_y) [get_water](functions/get… unlocks/mazes: …## Mazes A maze with a treasure in the middle. if get_entity_type() == Entities.Tr…
- 31m 18s
docs_readpath="functions/get_entity_type"result
get_entity_type() Find out what kind of entity is under the drone. returns None if the tile is empty, otherwise returns the type of the entity under the drone. takes 1 tick to execute. example: if get_entity_type() == Entities.Grass: harvest() For more related information see: [Senses](docs/unlocks/senses.md) Game time: 31m 28s elapsed, 5h 28m 32s of budget remaining. - 31m 28sthoughtEntities.Dead_Pumpkin exists. Good. Pumpkin algorithm details: When pumpkins are fully grown and adjacent, they merge into a giant pumpkin. The giant pumpkin: what entity type? Probably Entities.Pumpkin and size reflects. Harvesting any tile of the giant yields total? Docs say yield depends on size. Likely harvesting the giant gives yield. Simplest reliable 6x6 strategy: 1. Ensure all tiles soil. 2. Plant pumpkin on all. 3. Loop until can_harvest()? But if some dead, they stay dead forever (can_harvest false) and no merge. Need replace dead. Loop over tiles: if get_entity_type() == Entities.Dead_Pumpkin or None: plant(Pumpkin). But how to know when done? When the giant forms, get_entity_type() might become Entities.Pumpkin and can_harvest true everywhere? Then harvest. Actually maybe simpler: pumpkins that are fully grown but not all: get_entity_type()==Pumpkin. Dead: Dead_Pumpkin. So loop: for all tiles, if type == Dead_Pumpkin: plant(Pumpkin). Continue. Eventually all alive grown → merge. Then can_harvest true → harvest. Could be that after merge, each tile is a giant pumpkin with can_harvest true and harvesting one gives whole yield. Let's test with a smaller scale? We can just try 6x6. But running pumpkin farm means no wood/hay income. We need maybe multiple cycles. Each cycle: plant 36, wait ~4s (with water maybe <1s), replace dead (20% → ~7 dead), wait again, etc. Expect a few rounds ~ maybe 10s. Harvest 216 pumpkins per cycle, cost 36 carrots. Net 6 pumpkins/carrot. To accumulate ~15000 pumpkins need ~70 cycles * ~10s = 700s + travel. Doable. Actually we need lots of pumpkins for: - expand lvl5: 1000 - cactus: 5000 (unlock) then cactus upgrades 2000/..., dinosaurs 2000 - dictionaries: 2500 - polyculture: 3000 (and upgrades) - costs: 2500 - timing: 1000 - utilities: 1000 - auto_unlock: 5000 - pumpkins upgrade: carrot 1000 not pumpkin - expand lvl6+ maybe pumpkin/other. That's ~23,000 pumpkins just for unlocks. Plus final score wants pumpkin quantity. So we might farm pumpkins extensively. But as farm expands, pumpkin yield grows: 8x8 → 64*6=384 per cycle. Larger farms better. But expand costs pumpkin 1000, then next maybe 2000?, etc. Alternatively, we could unlock "costs" and "auto_unlock" to auto-buy, but not necessary. Let me also consider other crops: cactus (from pumpkins) yields cactus. Sunflowers produce power. Mazes yield gold. Then megafarm → more drones → huge parallel production. Drones are key to scale beyond single-drone traversal limits! Megafarm costs gold 2000, requires mazes. So the high-level path: pumpkins → cactus, dictionaries/polyculture/costs/utilities/timing, expand → bigger, sunflowers (power) → mazes (weird_substance from fertilizer) → gold → megafarm (drones) → massive scaling → final diverse production. We have 5h28m. Let's move efficiently. First, buy the yield upgrades now (trees, grass, carrots, watering). Then run farm2 a bit to build resources while I plan pumpkin. Actually let's buy now.
- 31m 28s
buy_upgradeupgrades=["trees","grass","carrots","watering"] · evidenceresult
Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 3. Paid wood 500. Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Bought watering, now level 3. Paid wood 800. Its tutorial is docs page docs/unlocks/watering.md. Game time: 31m 38s elapsed, 5h 28m 22s of budget remaining.
- 31m 38sthoughtNow trees gives 20 wood each (400%), grass 4 hay each (400%), carrots 2 per plant costing 2 hay+2 wood, watering 0.4/s. Now let's run farm2 a bit to build resources for pumpkin phase (carrots needed for planting pumpkins; each pumpkin costs 1 carrot, 36 per cycle). We have carrot 352 currently. Enough for ~9 cycles. And wood/hay big. Actually let's just start pumpkin farming now to get expand lvl5 and unlocks. But we also need carrot supply for continuous pumpkin cycles. 216 pumpkin yield per 36 carrot cost → if we harvest and keep pumpkins, carrots deplete. We have 352 carrots; 9 cycles = 324 carrots → 1944 pumpkins. Enough for expand1000 + timing1000? Let's also get dictionaries maybe. But we'll need way more carrots. So alternate: pumpkin phase to get some pumpkins, then mixed to get carrots, etc. Better: expand to 8x8 requires pumpkin1000. Once 8x8, pumpkin yield 384/cycle at 64 carrot cost. And mixed farm gives more carrots. Let me first run farm2 for maybe 240s to build carrots (we have 0.84/s * 240 ≈ 200 more → ~550) and wood. Actually with upgraded yields, rates change. Let me just run 240s. Wait, farm2 currently running since we never stopped. Buying upgrades doesn't stop it. It's been running. Let me check output after waiting. Use wait 240s.
- 31m 38s
waitseconds=240result
Waited 4m (time up). Program: farm2 running. Inventory change: carrot +416, fertilizer +24, hay +1708, wood +7036. Game time: 35m 48s elapsed, 5h 24m 12s of budget remaining.
- 35m 48sthoughtWow: carrot +416 (1.73/s), hay +1708 (7.1/s), wood +7036 (29.3/s). Upgrades huge. Inventory: need observe. Probably hay ~2300, wood ~9600, carrot ~770, fertilizer ~47. Now let's do pumpkin phase. But first unlock things with current resources: - watering lvl4 cost? likely wood 3200. - fertilizer lvl2 wood1500. - speed lvl4 carrot500 (we have ~770) → speed 506%. - sunflowers carrot500 → power! - lists carrot500 → but then carrot gone. - expand lvl5 pumpkin1000 (need pumpkins). Priorities: sunflowers (new resource power, and likely needed for something) and speed. Speed greatly increases throughput. Let's check what power is used for. Search docs for Items.Power. Let me buy speed lvl4 (carrot500) and sunflowers (carrot500) → 1000 carrot, but we have ~770. Not enough for both. Maybe first do pumpkin phase then buy. Actually we can buy speed now (500 carrot), leaving ~270. Then run farm2 more. Sunflowers next. Let me observe inventory first.
- 35m 48s
observeresult
Game time: 35m 58s elapsed, 5h 24m 2s of budget remaining. Program: farm2 (running). Inventory: hay 2637, wood 10980, carrot 864, water 1, fertilizer 54. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ca=carrot, Gr=grass, Tr=tree. y= 5 #Ca3 _Gr3 _Gr3 _Tr3 _Gr3…
- 35m 58sthoughthay 2637, wood 10980, carrot 864. Buy speed lvl4 (carrot500). Then carrot 364. Then we can run farm2 more for carrots, then buy sunflowers (carrot500). Actually let's buy speed now. Then run farm2 120s to get carrots ~200 more → enough for sunflowers. But during that time wood grows. Let me buy speed. Also buy watering lvl4? cost likely wood 3200. Could check. Wood abundant (10980). Watering lvl4 = 0.8/s, more than enough for full water. Growth 5x already achievable with 0.4/s? For 36 tiles at full water needs 0.36/s, so 0.4 borderline. lvl4 gives 0.8 comfortable. Good for fast crops like pumpkin. Buy watering lvl4 if affordable (wood ~3200 likely). Let's research to confirm costs of watering/fertilizer/grass/trees next levels. But research costs 10s, fine. Let me batch: buy speed, and research.
- 35m 58s
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Game time: 36m 8s elapsed, 5h 23m 52s of budget remaining.
- 35m 58s
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…
- 36m 08sthoughtPurchase plan with wood 10980: - watering lvl4: wood3200 → 0.8/s - fertilizer lvl2: wood1500 → more fertilizer (weird substance) - grass lvl4: wood2500 → 800% hay - carrots lvl3: wood1250 → 400% Total wood 8450. Leaves ~2500. That leaves hay ~2637 for trees lvl4 (4800) not affordable. Should I buy carrots lvl3? Each upgrade doubles yield AND cost. For carrots, base plant cost hay1+wood1, yield 1. Level2: yield2, cost 2 hay+2 wood (we bought at level1→2? Actually we bought carrots lvl2 which says 200%). Level3 → 400%: yield4 cost 4 hay+4 wood. Ratio constant. It increases throughput per tile but consumes more resources. Since wood/hay abundant, good. But carrot requirement for pumpkin planting is 1 per pumpkin regardless (pumpkin plant cost carrot=1). So higher carrot yield means more pumpkins per wood. Good. Buy watering, fertilizer, grass, carrots. Actually fertilizer lvl2 gives more fertilizer = more weird substance ability. We need weird_substance 1000 for mazes. Fertilizer: 0.1/s → 0.2/s (1 per 10s → 2 per 10s). To get weird_substance, use fertilizer on plants to infect, harvest → half yield becomes weird substance. We have 54 fertilizer; each use reduces 2s growth, and infected plant yields half as weird_substance. We can produce weird substance later. Let me buy watering, fertilizer, grass, carrots now.
- 36m 08s
buy_upgradeupgrades=["watering","fertilizer","grass","carrots"] · evidenceresult
Bought watering, now level 4. Paid wood 3200. Its tutorial is docs page docs/unlocks/watering.md. Bought fertilizer, now level 2. Paid wood 1500. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought grass, now level 4. Paid wood 2500. Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 36m 18s elapsed, 5h 23m 42s of budget remaining.
- 36m 18sthoughtNow let's do pumpkin phase. But first need to check current carrot count: ~364 before, plus some from running farm2. Program still running. Let me stop and write pumpkin program. Pumpkin program design (6x6, but use get_world_size): def harvest_all(): for ... harvest if can_harvest Need to plant pumpkins: till all tiles to soil first, then plant. Algorithm: while True: # ensure soil and plant for i in range(n): for j in range(n): if get_ground_type() == Grounds.Grassland: till() # plant pumpkin (removes dead) plant(Entities.Pumpkin) move(East) move(North) # wait/repair loop # keep replanting dead until all merged while not all_ready(): for ...: if get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) move... # harvest for ...: if can_harvest(): harvest() move... But "all_ready" — how to detect giant formed? Maybe get_entity_type() == Entities.Pumpkin and can_harvest? Actually giant pumpkin might have a different entity? Let me think: Merged giant pumpkin likely still Entities.Pumpkin but size scales. can_harvest() on giant returns true when fully grown. Hmm. Simplest: after initial planting, loop repairing dead pumpkins for a fixed number of passes until hopefully all grown and merged, then harvest everything. But without knowing completion, we can just attempt: - plant all - repeatedly: for each tile, if get_entity_type()==Dead_Pumpkin: plant(Pumpkin); also if tile empty: plant. Then move. - Use a completion check: if can_harvest() on current tile? When giant is formed and fully grown, can_harvest true on all its tiles. But if giant merged only when all fully grown, then at that point every tile is part of giant and can_harvest true everywhere. So we could check num of harvestable... but simpler: loop while not can_harvest() on current tile? Current tile might be part of giant only after full. Let's do: Wait for readiness by checking can_harvest() at first tile repeatedly? But dead pumpkin can_harvest false. Need repair dead ones across all tiles, not just one. Robust approach: ``` n = get_world_size() # plant for ...: till if needed plant(Pumpkin) move # repair until all tiles report Pumpkin and can_harvest (i.e., merged) while True: ready = True for ...: if get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) ready = False elif not can_harvest(): ready = False move(East) move(North) if ready: break # harvest all for ...: harvest() move ``` But `ready` set in loops... variables work. However `not can_harvest()` for a growing pumpkin means not ready. After all grown, they merge; can_harvest true. Dead ones we replant. So loop continues until a full pass where every tile is harvestable and none dead. But here's the catch: when we plant a new pumpkin replacing dead, it grows; meanwhile others ready. On next passes, that tile not harvestable until grown. Eventually all grown simultaneously → merge → harvestable. Should work. But merged giant: once merged, are all tiles can_harvest true? I think yes (the giant occupies all). Let's test. But each repair loop pass costs time; with water 0.8/s and 5x growth, pumpkin base 0.2-3.8s → at 5x ~0.04-0.76s. So fast. Repair passes quick. Potential issue: When we harvest the giant, does harvesting one tile harvest the whole giant and yield all? The doc says yield depends on size. Likely harvest() on any tile of giant yields n^3 and removes whole giant. But then subsequent harvests on other tiles return false. Fine. Alternatively, harvesting might need to harvest each tile? Ambiguous. Let's just try and observe inventory. Also, planting pumpkins requires soil; till changes grassland→soil. Good. But note till on soil toggles back to grassland! We must only till if grassland. Use get_ground_type(). But here's a subtlety: after harvesting giant pumpkin, ground remains soil? Probably yes. Then next cycle no till needed. Also plant(Pumpkin) on dead pumpkin removes it and plants; cost carrot. Good. One more: the initial planting when a tile has grass entity: plant(Pumpkin) fails because grass occupies. Need harvest/clear first. On soil, grass doesn't grow. But before tilling, grassland may have grass. We should harvest first if can_harvest, or tilling might remove entity. Does till remove entity? Not sure. Safer: if can_harvest(): harvest() before till. But immature grass not harvestable and till might fail/keep. Let's do: if get_entity_type() != None and get_entity_type() != Entities.Pumpkin: harvest() (destroys even if not ready). Actually harvest destroys unharvestable entity. So: if get_ground_type()==Grassland: if get_entity_type() != None: harvest() till() Then plant. But careful: if get_entity_type() is Dead_Pumpkin on soil we plant directly. Let me write a cleaning approach: ``` def prep(): if get_ground_type() == Grounds.Grassland: harvest() # destroys grass or nothing till() else: if get_entity_type() == Entities.Dead_Pumpkin: harvest() # destructive? Dead pumpkin harvest returns nothing? Actually "won't drop anything when harvested" ``` Hmm planting on dead removes it automatically, so no need harvest. Let me simplify: ``` def prep(): if get_ground_type() == Grounds.Grassland: harvest() till() plant(Entities.Pumpkin) ``` On grassland with immature grass, harvest destroys it (harvest returns... destroys entity if not harvestable). Then till. Good. But after tilling, plant pumpkin. Costs carrot. Now the repair loop: on soil tiles, dead pumpkins -> plant. Empty -> plant. Let me write it and test on 6x6 for maybe 60s, observe pumpkin count and whether cycle works. Actually I worry about merging logic. Let me just test. Also note farm2 is still running; we need to stop before running pumpkin (running a new program stops previous automatically per tool description: "Start a program (stopping any running one)"). So just run. Let me write pumpkin program. ``` def clear_tile(): if get_ground_type() == Grounds.Grassland: harvest() till() while True: n = get_world_size() for i in range(n): for j in range(n): clear_tile() plant(Entities.Pumpkin) if get_water() < 0.7: use_item(Items.Water) move(East) move(North) ready = False while not ready: ready = True for i in range(n): for j in range(n): if get_entity_type() == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) ready = False elif not can_harvest(): ready = False move(East) move(North) for i in range(n): for j in range(n): if can_harvest(): harvest() move(East) move(North) ``` Wait: after planting, `ready` loop: if a tile is empty (plant failed due to no carrot) it's not Dead_Pumpkin and not can_harvest → ready stays True incorrectly. But if no carrot, plant fails; but we have carrots. Also empty tile after harvest? within cycle no. Also `n = get_world_size()` each outer while; fine. Potential infinite loop if something never becomes harvestable (e.g., pumpkin died and our repair plants but keeps dying? eventually succeeds). Should terminate. But there's risk: if merging never happens because the giant requires exactly full square and dead removal works. Should. Let me test for 90s and observe. Concern: `clear_tile` calls harvest() on grassland even if no entity → harvest returns false, 1 tick. Fine. But harvest on grassland with grass destroys grass (no hay), then till. Okay. Wait but after a pumpkin cycle, ground is soil, so clear_tile does nothing and we plant directly. Good. Let me run.
- 36m 18s
write_programname="pumpkin" · evidenceresult
Saved pumpkin (35 lines). Game time: 36m 28s elapsed, 5h 23m 32s of budget remaining.
- 36m 28s
run_programname="pumpkin" seconds=60result
Ran pumpkin for 1m of game time; it is still running. Inventory change: carrot -61, fertilizer +12, hay +208, pumpkin +302, water +1, wood +360. Game time: 37m 38s elapsed, 5h 22m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warni… - 37m 38sthoughtIt's producing pumpkins: +302 in 60s but carrot -61, plus hay+208 wood+360 (from initial harvest of grass/trees). So it ran maybe ~2 cycles. Speed of pumpkin: 302 pumpkin / 60s ≈ 5/s. But consumption 61 carrots for 302 pumpkins ≈ 5 pumpkins/carrot — good (some tiles lost). Expected 6. But wait, it also shows water +1 and wood +360 (initial clearing harvested trees). Good. Let me run longer, e.g., 180s, and observe pumpkin accumulation. But carrot supply: we had ~? Let me check inventory. After speed buy, carrot 364, then farm2 ran ~? Actually after buying speed, program farm2 continued 10s only. So carrot maybe ~380. Then pumpkin -61 → ~320. Enough for more cycles. Actually we want pumpkins for expand (1000) and unlocks. Let me run pumpkin for 180s. But note: pumpkin program converts whole farm to pumpkin; no wood/hay/carrot income. Carrot will deplete. ~5 pumpkins per carrot. With 320 carrots → 1600 pumpkins. Enough for expand 1000 + timing 1000? no, only 1600. Let me run until pumpkin ~1000 to buy expand, then we can switch back to mixed to rebuild carrots, etc. Actually better: buy expand as soon as pumpkin≥1000 (it clears farm anyway). Let me run 180s and check.
- 37m 38s
run_programname="pumpkin" seconds=180result
Ran pumpkin for 3m of game time; it is still running. Inventory change: carrot -293, fertilizer +36, pumpkin +1512, water +4. Game time: 40m 48s elapsed, 5h 19m 12s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tried to use It… - 40m 48sthought+1512 pumpkin in 180s = 8.4/s, carrot -293 → ~5.16 pumpkin/carrot. Good. Now pumpkin total likely ~1814. Carrot now maybe ~30. Let me observe. Then buy expand (pumpkin1000) → 8x8, and maybe timing (pumpkin1000) requires debug though. Not needed. Cactus requires pumpkin5000. Dictionaries 2500. Polyculture 3000. Costs 2500. Utilities 1000. Auto_unlock 5000. We have ~1814. Expand costs 1000 → leaves 814. Then 8x8 pumpkin gives 384/cycle at 64 carrot cost → 6/carrot. But carrots depleting. Need mixed farm for carrots. Let me plan: buy expand now (1000), then run farm2 on 8x8 to rebuild carrots/wood/hay. 8x8=64 tiles, x==0 carrots (8), x==1 grass (8), x>=2 checkerboard trees among 48 tiles = 24 trees. Good. But wait — buying expand clears farm (to grass). Then farm2 works. Also with 8x8, watering needs: 64 tiles * 0.006 = 0.384/s, water gen 0.8/s, fine. Let me observe then buy expand.
- 40m 48s
observeresult
Game time: 40m 58s elapsed, 5h 19m 2s of budget remaining. Program: pumpkin (running). Inventory: hay 3349, wood 4226, carrot 91, pumpkin 1814, water 1, fertilizer 112. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Pu=pumpkin, De=dead_pumpkin. y= 5 #Pu3 #Pu3 #P…
- 40m 58sthoughtInteresting: at observe, farm shows pumpkins (not merged yet) with one dead at (4,0). Program running. It seems giant merges, then after harvest the tiles still show pumpkins? Actually the cycle. Fine. Carrot 91, pumpkin 1814. Let's buy expand lvl5 (pumpkin1000) → 8x8. Then switch to farm2 to rebuild carrots. Expand clears farm. Actually wait: maybe better to first accumulate pumpkins to unlock cactus (5000) and expand. But expand now increases everything. Expand cost 1000, leaving 814. Then farm2 on 8x8 produces carrots ~? At 6x6 carrots 1.73/s. 8x8 maybe 2.3/s. In 300s ~700 carrots. Then pumpkin cycles. Alternatively, before spending, consider: cactus costs pumpkin5000 and gives new resource cactus. Cactus growth? Unknown. Probably valuable. But 5000 pumpkins is a lot; expand first. Buy expand.
- 40m 58s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 41m 8s elapsed, 5h 18m 52s of budget remaining.
- 41m 08sthoughtNow farm 8x8. Let's run farm2 for a while (300s) to build carrots and other resources. But farm2 currently is not running (pumpkin program is running? Actually buying expand doesn't stop program; pumpkin program still running on new 8x8, converting all to pumpkin). Oops. Let me switch to farm2 immediately. Actually running farm2 will stop pumpkin program. Let me run farm2 300s. But wait: farm2's carrot tiles use plant(Carrot) which requires cost hay+wood with current carrot upgrade lvl3 = 400%: carrot yield 4, cost 4 hay + 4 wood per plant. On 8x8, x==0 → 8 carrot tiles. With water 0.8/s and speed 506%, growth 4.8-7.2s / 5 ~ 1-1.4s. Revisit interval 64 tiles * ~0.22s? At speed 506%, move is faster: base 200 ticks at 100% = 0.5s; at 506% maybe 0.099s? Hmm speed scaling. Actually earlier at speed3 (337%) with 36 tiles cycle seemed ~12s => 0.33s/tile. At speed4 (506%) maybe 0.22s/tile → 64 tiles ~14s. So carrot tiles revisited every 14s, but growth ~1.4s → they sit ready. So carrot rate limited by traversal: 8 carrots per 14s * 4 = 32/14 ≈ 2.3/s. Costs 8*4=32 hay/wood per cycle = 2.3/s each. Fine. Wood from trees: 24 trees * 20 wood = 480 per 14s cycle = 34/s but each tile visited once per cycle and tree grows 5.6-8.4/5 ≈1.5s, ready. So ~34 wood/s. Trees also need no input. Hay from grass: 8 + non-tree x>=2 tiles (24 of 48) = 32 grass tiles * 4 hay? grass 800% = 8 hay each? Wait grass level 4: 800%. Base grass yield presumably 1 hay, upgraded 8? "Grass increases yield 400%=>800%" so maybe 8 hay per harvest. 32 tiles *8 /14s ≈ 18/s. Nice. Let me run farm2 for 300s and observe. Actually, we could improve traversal and layout later. Run now.
- 41m 08s
run_programname="farm2" seconds=300result
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +1104, fertilizer +60, hay +5752, pumpkin +13, wood +14232. Game time: 46m 18s elapsed, 5h 13m 42s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ -------------------------------------------------------------------- - 46m 18sthoughtRates at 8x8: carrot 3.68/s, hay 19.2/s, wood 47.4/s. Inventory: hay ~9100, wood ~18400, carrot ~1195, pumpkin ~827, fertilizer ~172. Now with lots of resources, buy more upgrades: - watering lvl5 cost? probably wood 12800. - fertilizer lvl3 cost? maybe wood 4500. - grass lvl5 cost? wood 12500? - carrots lvl4 cost? wood 6250. - trees lvl4 cost hay 4800 (doubles wood to 800%). - speed lvl5 cost carrot 1000 → 759%. - sunflowers carrot 500. - pumpkins upgrade carrot 1000. - lists carrot 500. - expand lvl6 cost? probably pumpkin 2000 + something. - cactus pumpkin 5000. - dictionaries pumpkin 2500. - polyculture pumpkin 3000. - costs pumpkin 2500. - utilities pumpkin 1000. - timing pumpkin 1000 (requires debug). - auto_unlock pumpkin 5000. Let me check research for exact costs. Then decide. We have 5h13m left. Let's unlock breadth: sunflowers (power), cactus, lists, dictionaries, etc. But first get speed lvl5 and trees lvl4 for throughput. Let me research.
- 46m 18s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrot…
- 46m 28sthoughtCosts are escalating a lot. Let's be selective. We have hay~9100, wood~18400, carrot~1195, pumpkin~827. Cheap/high-value now: - trees lvl4: hay4800 → wood 800% (double). Very strong. - speed lvl5: carrot1000 → 759% (max). Strong. - sunflowers: carrot500 → new resource power + likely needed. But carrot total 1195; speed1000 + sunflower500 = 1500 > 1195. Prioritize speed (throughput) then sunflowers later. - carrots lvl4: wood6250 → 800% carrots. Strong for carrot/pumpkin throughput. But costs hay/wood per plant 8 each; wood abundant. - lists: carrot500 → enables lists/dicts (unlock costs more). Not urgent. - pumpkins lvl2: carrot1000 → yield 200% (and cost 2 carrot per plant). Doubles pumpkin yield per plant but doubles carrot cost. Net same ratio, throughput doubles. Later. - utilities: pumpkin1000. - dictionaries: pumpkin2500 (requires lists). - cactus: pumpkin5000. Let me prioritize: 1. trees lvl4 (hay4800) - doubles wood. 2. speed lvl5 (carrot1000) - max speed. 3. carrots lvl4 (wood6250) - doubles carrot. Leaves hay ~4300, wood ~12150, carrot ~195. Then run farm2 to rebuild, then pumpkin for unlocks. Actually think about the endgame: We want drones (megafarm) to multiply production. Path: mazes need weird_substance1000 → gold? Actually mazes: "A maze with a treasure in the middle" - likely you enter maze with weird_substance and get gold. Then megafarm gold2000. Gold is a scored resource too. We can produce weird_substance via fertilizer. We have 172 fertilizer. Each use on a plant makes it infected; harvesting gives half yield as weird_substance. To get 1000 weird substance efficiently: infect high-yield plants. E.g., trees yield 20 wood at 800%, infected → 10 weird substance? Half of yield turned into weird substance. So harvesting an infected tree gives 10 wood +10 weird substance maybe. We could intentionally infect trees by using fertilizer (which also speeds growth). Actually using fertilizer infects the plant. So if we fertilize trees before harvest, harvest yields weird substance. Interesting. But mazes requires fertilizer unlocked (yes). Let me read docs/unlocks/mazes.md and sunflowers to understand. Let me read.
- 46m 28s
docs_readpath="docs/unlocks/mazes.md"result
No accessible documentation page docs/unlocks/mazes.md. Use docs_list.
- 46m 38s
docs_readpath="docs/unlocks/sunflowers.md"result
No accessible documentation page docs/unlocks/sunflowers.md. Use docs_list.
- 46m 48s
docs_readpath="docs/unlocks/lists.md"result
No accessible documentation page docs/unlocks/lists.md. Use docs_list.
- 46m 58s
docs_readpath="docs/unlocks/polyculture.md"result
No accessible documentation page docs/unlocks/polyculture.md. Use docs_list.
- 47m 08sthoughtDocs not yet accessible until unlock. Let's buy things. First buy trees lvl4 and speed lvl5. Wood 18400, hay 9100, carrot 1195. Buy trees (hay4800) and speed (carrot1000). Then carrot 195. Then buy carrots lvl4 (wood6250) → wood 12150. Then run farm2 to rebuild. Actually before spending all, consider expanding lvl6 costs pumpkin8000. We have 827. Need pumpkin farming. And cactus 5000. So pumpkin phase is coming. Expand to 12x12 would give pumpkin yield 12*12*6=864 per cycle at 144 carrot cost. Good but expensive 8000 pumpkins. We might instead unlock cactus/unlocks first. Let me think about what gives highest final score. Score = total amount of each resource produced within budget. Unclear how aggregated (maybe sum across resources or list). Goal says "total amount of each resource your farm produces, so both quantity and variety count." Probably each resource counted; maybe sum of amounts (with variety bonus). We should aim to produce large quantities of many resources: hay, wood, carrot, pumpkin, cactus, power, gold, bone, weird_substance, fertilizer, water?, etc. So we should unlock as many resource types as possible and then run big farms. Resources I know: Hay, Wood, Carrot, Pumpkin, Cactus, Power (sunflower), Gold (maze treasure), Weird_Substance (fertilizer/infected), Bone (dinosaurs?), Fertilizer (item), Water. Plan: unlock sunflowers (power), cactus, mazes→gold, megafarm→drones. Also dinosaurs (bone). Then set up parallel drones to farm everything. Megafarm with drones is the key to scale. Gold needed 2000 for megafarm; mazes produce gold. Let's target that. Let me buy trees lvl4 + speed lvl5 + carrots lvl4 now. Then build farm for resources. Then pumpkin phase to unlock cactus, utilities, etc. Then weird_substance/mazes. Actually, maybe prioritize lists+dictionaries+costs+utilities to write better code? Not essential; we can code without lists. Dictionaries needed for "costs"/auto_unlock but those are convenience. Skip for now, save pumpkins for expand/cactus which give more score. Let's buy.
- 47m 08s
buy_upgradeupgrades=["trees","speed","carrots"] · evidenceresult
Bought trees, now level 4. Paid hay 4800. Its tutorial is docs page docs/unlocks/trees.md. Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Bought carrots, now level 4. Paid wood 6250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 47m 18s elapsed, 5h 12m 42s of budget remaining.
- 47m 18sthoughtNow: trees 800% wood (tree yields 40?), speed 759%, carrots 800% (8 per plant costing 8 hay + 8 wood). Wait, carrot lvl4 might be too costly: each carrot plant costs 8 hay + 8 wood and yields 8 carrots. So per carrot cost 1 hay+1 wood. Fine ratio. But "yield 800%" maybe cost 8x. Yes. Now let me improve farm program to be more efficient at 8x8. Current farm2 does 1/8 carrots, 1/8 grass column, rest checkerboard trees. Carrot planting cost is now 8 hay+8 wood each, that's a lot but fine. Actually maybe better to dedicate more tiles to trees since wood is bottleneck for lots? But carrots needed for pumpkin unlock etc. Let's keep. However, at 8x8 with speed max, cycle time short. Let me check production with upgraded yields over 300s. But first, maybe unlock sunflowers for power. Need carrot500. We have ~195. Not enough. Run farm2 first. Let me run farm2 300s and observe rates.
- 47m 18s
run_programname="farm2" seconds=300result
Ran farm2 for 5m of game time; it is still running. Inventory change: carrot +3104, fertilizer +60, hay +8088, wood +42808. Game time: 52m 28s elapsed, 5h 7m 32s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: tend use_item(Items.Water) ^^ -------------------------------------------------------------------- - 52m 28sthoughtRates: carrot 10.3/s, hay 27/s, wood 142.7/s! Huge. Inventory now: hay ~17100, wood ~61000, carrot ~3300, pumpkin ~827, fertilizer ~232. Now we can buy a lot. Let's consider: - sunflowers carrot500 → power. - lists carrot500 → then dictionaries pumpkin2500. - expand lvl6 pumpkin8000 (need pumpkin). - cactus pumpkin5000. - watering lvl5 wood12800 → 1.6/s (not needed much, but growth 5x needs 0.384/s for 64 tiles; 0.8 is enough. skip). - grass lvl5 wood12500 → 1600% hay (double). Strong. - carrots lvl5 cost wood? likely 31250. Not yet. - trees lvl5 cost hay? 19200? maybe. - fertilizer lvl3 wood9000 → 0.4/s. More weird substance. - pumpkins lvl2 carrot1000. - speed max done. Let me check exact costs of trees lvl5, grass lvl5, carrots lvl5, fertilizer lvl3, pumpkins lvl2, watering lvl5. Actually research shows current costs. Let me research again quickly. But strategic: We need to unlock breadth. Sunflowers (power) now. Lists→dictionaries→costs→auto_unlock are convenience/pumpkin sinks; maybe skip costs/auto (not resource). Utilities adds function (convenience). Expand lvl6 (pumpkin8000) requires pumpkin farming. We have 827. Need ~7200 more. Could run pumpkin on 8x8: yield 384/cycle * ~6 per carrot? Actually yield for 8x8 = 8*8*6=384 from 64 plants (64 carrots). So 6 pumpkins per carrot. We have 3300 carrots → 19,800 pumpkins theoretically. But cycles take time. At 8x8 ~? earlier 6x6 gave 8.4 pumpkins/s. 8x8 maybe ~14/s. To get 7200 → ~500s. Hmm. Alternatively unlock cactus (5000 pumpkin) first, which creates a new resource. Cactus might be slow-growing but valuable and uses no inputs? Let's unlock cactus. But also expand gives more land → bigger everything. Expand 8x8→12x12 is 2.25x land. Cost 8000 pumpkins. If pumpkin farming yields 384/cycle, 8000/384 ≈ 21 cycles. Each cycle maybe ~15s? ~315s. Then 12x12 doubles production. Priority: probably expand first, then cactus, because land multiplies all. But expand clears farm and costs 8000 pumpkins which could instead unlock cactus 5000 + utilities1000 + dictionaries2500 = 8500. Hmm. Let me think about megafarm path: mazes need weird_substance 1000 (we can produce from fertilizer). Megafarm gold2000 (from mazes). Drones would massively increase production by parallelizing—probably the single biggest scaling factor. So prioritize unlocking mazes + getting gold + megafarm ASAP. To unlock mazes: weird_substance 1000. We have 232 fertilizer. Using fertilizer infects a plant. Each infected plant on harvest yields half yield as weird substance. If we infect trees (yield 40 wood at 800%), half = 20 weird substance per harvest. So ~50 infected tree harvests → 1000 weird substance. That's cheap! But using fertilizer also needed? Each fertilizer use reduces 2s growth and infects. We have 232 fertilizer, enough. Wait, does using fertilizer on a plant make it infected; harvest then gives half yield as weird substance instead of wood. So we can target trees. But our farm2 harvests automatically; need a program that fertilizes then harvests. Alternatively, plant trees and douse with fertilizer then harvest → weird substance. But easier: use weird_substance itself? We need to first produce weird substance. Use fertilizer. Let me design a weird_substance program: - On a dedicated farm of trees (high yield), for each tile: use_item(Items.Fertilizer) then harvest when ready. But fertilizing reduces growth time by 2s each use; with many fertilizers can instantly grow. Then harvest yields half weird substance. - Actually simpler: use fertilizer on fully grown tree then harvest. Does fertilizing a fully grown plant do anything? It says reduces remaining growing time by 2s; if already grown maybe no effect but may still infect? Unclear. Might need use before grown. We can use fertilizer multiple times on a growing tree to speed it, then harvest infected. Hmm, but each fertilizer use infects (already infected). To get weird substance we need infected at harvest. Let me test: write program on current farm? Current farm2 running. Let me instead create a dedicated "weird" program that: for each tile, plant tree, use fertilizer once, then harvest when ready. But we only have 232 fertilizer; each tree harvest might yield 20 weird. We need 1000 → 50 trees. With 64 tiles, one pass giving ~20 each = 1280 weird! Great, if each infected tree yields 20 weird substance (half of 40 wood). But wait, trees need to grow. With fertilizer one use -2s; water 5x already. Should be quick. Actually, does harvesting an infected plant give weird substance equal to half of *yield*? "half of its yield is turned into Items.Weird_Substance when it is harvested." So tree yield 40 wood → 20 wood + 20 weird? or 20 weird instead of? Probably half turned into weird: 20 wood and 20 weird. Either way 20 weird. Let me make a weird program using the current 8x8: - Clear tiles to grass? Trees can grow on grass/soil. Plant tree on every tile? adjacent trees slow growth 16x, but with water 5x + fertilizer maybe still okay, but better checkerboard to avoid. Use checkerboard, other tiles grass. - For tree tiles: if get_entity_type()==Tree and can_harvest: use_item(Fertilizer) then harvest? No—fertilizer on fully grown may not infect. Let's use fertilizer when tree is NOT ready, then wait, then harvest. Simplify: ``` while True: for ...: if get_pos is tree tile: if get_entity_type() == Entities.Tree: if can_harvest(): harvest() else: use_item(Items.Fertilizer) # speed+infect else: # empty or grass harvest() if entity else nothing plant(Entities.Tree) use_item(Items.Fertilizer) move ``` This fertilizes immature trees (infecting them) and harvests when ready. Each cycle uses 1 fertilizer per tree tile per visit — wasteful. We only have 232. Limit: use fertilizer only once per tree. Hard to track without per-tile state. Could use the fact that infection persists; we can just use until infected but get_entity doesn't tell infection status. Hmm. Alternative approach: Do a one-time weird harvest pass: 1. Plant trees on all checkerboard tiles (and maybe all tiles). 2. Water them and let grow. 3. Use fertilizer on each once (speeds 2s and infects). 4. Wait until harvestable. 5. Harvest → weird substance. But infection: using fertilizer once infects. Then harvest gives weird. But if we use fertilizer on a fully grown tree, does it still "infect"? The fert effect is reducing growth; if already grown, maybe nothing but the plant may still be infected? Uncertain. Better to fertilize right after planting. Let me write a dedicated program "weird" for 8x8: ``` n=get_world_size() # plant trees on checkerboard (say (x+y)%2==0) for ...: if (x+y)%2==0: # clear existing harvest() # destroys any entity plant(Entities.Tree) use_item(Items.Fertilizer) move # wait for growth, watering while not all_ready... # harvest all trees -> weird ``` But "all_ready" variable. Then harvest loop. This consumes ~32 fertilizer per pass (half of 64). 232 fertilizer budget → 7 passes giving 32 trees * 20 weird = 640/pass → 4480 weird over 7 passes. Enough for mazes and level-ups. But wait, we also need to keep carrots etc. Maybe do this after current mixed. Alternatively, use fertilizer on high-yield carrots? Carrots yield 8 (800%) → infected gives 4 weird per harvest. Less. Trees are best. Let's do a weird pass now, since mazes is key. Actually first let me verify fertility mechanic with a quick small test? No debug print unlocked? We have debug available cost hay50+wood50. Could buy debug to print. Might be useful. Let's buy debug (hay50+wood50) and use print to inspect. Cheap. Let me buy debug. Actually print output appears in program output. Useful for building. Buy debug. Let me also buy sunflowers (power) and lists? Let's first do weird/maze path. Let me buy debug + sunflowers (carrot500). Sunflowers for power (new resource). But need to know how sunflowers work (needs watering). Let me read after unlock. Buy debug and sunflowers.
- 52m 28s
buy_upgradeupgrades=["debug","sunflowers"] · evidenceresult
Bought debug, now level 1. Paid hay 50, wood 50. Its tutorial is docs page docs/scripting/debug.md. Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Game time: 52m 38s elapsed, 5h 7m 22s of budget remaining.
- 52m 38s
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…
- 52m 48s
docs_readpath="docs/unlocks/mazes.md"result
No accessible documentation page docs/unlocks/mazes.md. Use docs_list.
- 52m 48s
docs_readpath="docs/scripting/debug.md"result
# Debug Sometimes your code just doesn't work and you need to find out why. There are a couple of tools to help you do that. The first is to execute the program step by step. You can go into step-by-step mode with the button next to the Execute button or by setting a breakpoint. Breakpoints can be added by clicking on the breakpoint panel to the left of the code.  When execut…
- 53m 18sthoughtSunflowers: yield power, 8x bonus if harvest max-petal one when >=10 sunflowers. Power doubles drone speed, consumes 1 per 30 actions. Great for late game. Mazes doc not accessible? It says mazes available not affordable. Maybe docs unlock after buying. Let's buy mazes? Cost weird_substance1000. Need weird substance first. Let me design weird substance production. We'll dedicate farm2? Better create dedicated program. Actually, let's test mechanics with debug print on a small program. But time matters. Let's just write weird program and observe item counts. Design weird program on 8x8: - Use all tiles for trees in checkerboard? To get weird, more trees = more weird. But adjacent trees slow. With water max and fertilizer, even 16x slower might be okay. But let's do checkerboard = 32 trees. - Plant trees and fertilize each once at planting. - Wait for all harvestable, watering. - Harvest all → weird substance. But planting trees requires tile empty. First clear current farm: current farm2 has carrots/trees/grass. Program should harvest/destroy existing entities then plant. Implementation: ``` n = get_world_size() while True: for i in range(n): for j in range(n): # clear whatever is there if get_entity_type() != None: harvest() if (get_pos_x()+get_pos_y()) % 2 == 0: plant(Entities.Tree) use_item(Items.Fertilizer) if get_water() < 0.9: use_item(Items.Water) move(East) move(North) # wait until all trees harvestable ready = False while not ready: ready = True for i in range(n): for j in range(n): if get_water() < 0.8: use_item(Items.Water) if (get_pos_x()+get_pos_y()) % 2 == 0: if not can_harvest(): ready = False move(East) move(North) for i in range(n): for j in range(n): if (get_pos_x()+get_pos_y()) % 2 == 0: harvest() move(East) move(North) ``` Harvest all infected trees → weird. Repeat. But careful: harvest() on grass tiles (non-tree) would harvest grass giving hay—fine. But we check position parity. Issue: fertilizing at plant time consumes 32 fertilizer per cycle and infects. Good. 232 fertilizer → 7 cycles → weird ~32*20=640/cycle? Let's verify yield per tree: trees lvl4 = 800% → base 5 wood *8 = 40 wood. Half → 20 weird. 32 trees → 640 weird/cycle. 2 cycles enough for 1000. Great. But wait: does fertilizing reduce growth by 2s once; tree growth 5.6-8.4s /5 (water) ≈ 1.1-1.7s, minus 2s → instant. So trees grow instantly when fertilized! Then "wait" loop finishes immediately. Nice. Actually if instant, we could harvest right away. But the harvest loop after wait works. Concern: using fertilizer on freshly planted tree when water high → grows instantly to full, then harvest gives weird. But if fully grown, does it still merge? trees don't merge. Fine. Let me also print some values to confirm. Use quick_print after a cycle: print(num_items(Items.Weird_Substance))? Actually quick_print in loop would spam. Just observe inventory. Let me write and run 60s. But we should not waste too much fertilizer. 32/cycle. Let's run 40s. Actually, hold on: weird substance may be needed also for cactus? No, cactus needs pumpkins. For mazes upgrade yes. Let me write "weird".
- 52m 48s
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: 53m 18s elapsed, 5h 6m 42s…
- 53m 18s
write_programname="weird" · evidenceresult
Saved weird (31 lines). Game time: 53m 28s elapsed, 5h 6m 32s of budget remaining.
- 53m 28s
run_programname="weird" seconds=60result
Ran weird for 1m of game time; it is still running. Inventory change: carrot +64, fertilizer -71, hay +1336, weird_substance +2240, wood +3760. Game time: 54m 38s elapsed, 5h 5m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning… - 54m 38sthoughtWeird substance +2240 in 60s, fertilizer -71 (only ~71 used? expected 32/cycle). 2240 weird from maybe 112 trees. Trees yield 20 weird each → 112 trees. So 3.5 cycles, using ~32*3.5=112 fertilizer but only 71 consumed? Hmm maybe some plant calls failed. Anyway huge success. Now we have weird_substance 2240. Buy mazes (1000 weird). Also buy fertilizer upgrade maybe. Let's buy mazes. Also we should stop weird program after. Let's buy mazes.
- 54m 38s
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 1. Paid weird_substance 1000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 54m 48s elapsed, 5h 5m 12s of budget remaining.
- 54m 48s
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…
- 54m 48s
docs_readpath="unlocks/mazes"result
## Mazes Increases the gold in treasure chests and the amount of weird substance needed to spawn a maze. 100% => 200% ### Unlock Cost [Current cost: cactus=12000] [Tutorial](docs/unlocks/mazes.md) Game time: 55m 8s elapsed, 5h 4m 52s of budget remaining.
- 54m 58s
docs_searchquery="Treasure"result
docs/home.md: …s](objects/grass) [Hedge](objects/hedge) [Pumpkin](objects/pumpkin) [Sunflower](objects/sunflower) [Treasure](objects/treasure) [Tree](objects/tree) ## Grounds [Grassland](objects/grassland) [Soil](objects/soil)… unlocks/mazes: …## Mazes Increases the gold in treasure chests and the amount of weird substance needed to spawn a maze. 100% => 200% ### Unlock Cost [Current cost: cactus=…
- 55m 08sthoughtMazes: use weird_substance on a bush to create n×n maze, treasure yields gold = area (n×n)? It says "gold equal to the area of the maze" e.g. 5x5 → 25 gold. And treasure doc says "gold equal to the side length" contradictory; likely area (n^2). With maze upgrade doubling treasure. To create full-field maze on 8x8: plant bush, substance = get_world_size() * 2**(mazes_level-1) = 8*1 = 8. Wait "using n substance results in n×n maze". For full field 8x8 need 8 substance. Formula: substance = world_size * 2^(level-1) = 8 * 1 = 8. Then maze 8x8, treasure gold area 64. With maze level 2, need 16 substance, treasure 128? Hmm. Megafarm needs gold 2000. 64 gold per maze → ~31 mazes. Each needs 8 weird substance + 1 bush + solving maze. We have 1240 weird substance → 155 mazes worth of substance. So gold is feasible if we can solve mazes automatically. Solving maze: We can implement a wall-following algorithm (right-hand rule) or BFS. Docs hint. `measure()` returns treasure position! "Using measure() anywhere in the maze returns the position of the treasure." Oh nice—measure gives treasure coordinates directly. Then we can navigate toward it avoiding walls. But maze has no loops; we can use DFS/wall-follow. Simpler: use measure() to know target, then try moves toward target; if blocked, try alternate. Might get stuck in dead ends but no loops, so we can backtrack. Better implement a robust maze solver: DFS with backtracking (since no loops, a simple wall-following works). Right-hand rule: keep right hand on wall, will reach treasure eventually in a simply-connected maze. But if we don't know orientation/start, right-hand rule works for simply connected mazes (no loops) - it will traverse all walls and reach treasure. However full-field maze: is the maze whole 8x8? Yes. The drone starts somewhere (center? at bush position). Use right-hand rule. Alternatively use measure() to get treasure position and do DFS with known target and a visited set? No lists maybe. Could implement wall-following without state. Let me think about right-hand rule: ``` while get_entity_type() != Entities.Treasure: # try right, then forward, then left, then back ``` Need orientation direction variable. Directions are constants; can map via dict (not unlocked) or if-chain. Use variables dir as int 0-3 (N,E,S,W) and functions to convert. Simpler: implement recursive DFS? Recursion depth could be large (64). Might be okay. But language maybe supports recursion? Possibly. But no visited tracking needed for no-loop maze: DFS without revisiting requires marking. Hmm. Right-hand rule is simplest and needs only current direction. Let's implement: Represent direction as integer 0=North,1=East,2=South,3=West. Function dir_const? We need to call move(dir) where dir is constant. We can use if-chains. ``` def move_dir(d): if d == 0: return move(North) if d == 1: return move(East) if d == 2: return move(South) return move(West) ``` Right-hand rule: Current facing d. The right direction is (d+1)%4. Algorithm: - If can move right: turn right (d=(d+1)%4) and move forward. - elif can move forward: move forward. - elif can move left: turn left (d=(d-1)%4) move. - else: turn around (d=(d+2)%4) move. Repeat until get_entity_type()==Treasure. But careful with boundary: full-field maze no outside. can_move checks walls. At edges, walls exist. Should be fine. Actually right-hand rule on simply-connected maze from any start reaches treasure. Good. But `can_move(direction)` requires direction constant. Use if-chain to call can_move in each direction. We can write helper can_move_dir(d) similarly with if. Alternatively use measure() to guide: get target (tx,ty), then move greedily; if blocked, follow wall. Right-hand rule alone is fine. Wait, but does right-hand rule guarantee reaching treasure? Yes for simply connected mazes, standard wall follower reaches goal if goal is reachable (treasure is within maze, connected). It might take long path but fine. Actually if start tile is part of maze interior open, right-hand rule works. Implementation plan for gold farm: ``` def dir_const(d): ... ``` But functions can't easily map int to constant for move? We'll write branches. Let me write: ``` def mv(d): if d == 0: return move(North) elif d == 1: return move(East) elif d == 2: return move(South) else: return move(West) def cm(d): if d == 0: return can_move(North) elif d == 1: return can_move(East) elif d == 2: return can_move(South) else: return can_move(West) ``` Then: ``` def solve(): d = 0 while get_entity_type() != Entities.Treasure: if cm((d+1)%4): d = (d+1)%4 mv(d) elif cm(d): mv(d) elif cm((d+3)%4): d = (d+3)%4 mv(d) else: d = (d+2)%4 mv(d) harvest() ``` Wait `%` on floats returns float; d becomes float. Comparisons with ints fine. `d+1` etc. Should be okay. But `Entities.Treasure` harvest gives gold. Hmm the loop could infinite if some bug. Add safety counter maybe using variable count. But if maze solvable, fine. Could also use measure() to verify. Let's trust right-hand. Gold maze program: ``` while True: # plant bush at current position harvest() # clear plant(Entities.Bush) use_item(Items.Weird_Substance, get_world_size() * 2 ** (num_unlocked(Unlocks.Mazes) - 1)) solve() ``` But after harvesting treasure, maze disappears, back to normal farm. Then repeat. Issue: after maze harvested, entity under drone is treasure removed → empty? Then plant bush again. But the rest of the farm is now normal (whatever was there before maze creation? maze replaces whole farm with hedges). After maze disappears, farm returns to original? Probably the maze overwrote tiles; after harvest treasure, maze disappears leaving... grass? Let's just do gold farming as a dedicated phase. Note: Creating a maze uses weird_substance = world_size * 2^(level-1) = 8. Each maze yields gold = area = 64 (maybe). We have ~1244 weird_substance; that's 155 mazes. Gold needed: megafarm 2000, debug_2 500, simulation 5000, leaderboard huge. For drones, 2000 gold → ~32 mazes. 32*8=256 weird substance. Fine. Let's first make sure gold production works with a small test (1-2 mazes) and observe gold. But before that, we need to make sure weird_substance count. Let's observe inventory. Actually let's write and run gold program for 30s and see gold increase. But solving could be long. Let's use a safety: while loop with max iterations? Use count variable up to e.g. 1000, then break. But break keyword unlocked? docs/scripting/break.md exists so yes. Let me write gold program carefully. One more consideration: `use_item(Items.Weird_Substance, amount)` on bush creates maze. If farm size 8, amount=8. num_unlocked(Unlocks.Mazes) is 1 → 2^0=1 → 8. Good. Let me also make the program only run one maze then stop? We can just run and observe. I'll include print of gold occasionally? Use quick_print after each maze. Let me write.
- 55m 08s
observeresult
Game time: 55m 18s elapsed, 5h 4m 42s of budget remaining. Program: weird (running). Inventory: hay 17671, wood 75898, carrot 3944, pumpkin 1043, weird_substance 3080, water 4, fertilizer 156. 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, Tr=tree. y= 7 …
- 55m 18sthoughtInventory: hay 17671, wood 75898, carrot 3944, pumpkin 1043, weird_substance 3080, fertilizer 156. Now write gold program. Let me stop weird (running new program stops it). Let me write "gold". Potential issue: `%` on floats and `2 ** (num_unlocked(Unlocks.Mazes) - 1)`. Fine. Also after `harvest()` clearing current tile, we need all farm tiles as bush? The maze generation uses current tile only. It generates a full field maze of size n×n. But our farm currently has trees/grass; does maze replace entire farm? "the bush will grow into a maze of hedges" — likely covers whole field. Should work. Let me write and test one maze with print. I'll structure: ``` def mv(d): ... def cm(d): ... def solve(): d = 0 steps = 0 while get_entity_type() != Entities.Treasure and steps < 2000: ... steps += 1 harvest() n = get_world_size() while True: harvest() plant(Entities.Bush) use_item(Items.Weird_Substance, n) solve() ``` Wait: after harvest treasure, need to ensure we're on a tile that can plant bush. The maze disappears after harvest; ground under us maybe grass? Possibly soil from earlier? Should be fine; bush grows on grass or soil. But initial: at current position there might be tree; harvest() destroys it. Then plant bush. Also after solve, drone is at treasure position. Then loop: harvest() (nothing), plant bush, use substance. Good. Let me include quick_print after each maze to see gold. Actually observe will show gold. Let's just run 60s. Note amount n uses current world size. But careful: `use_item(Items.Weird_Substance, n)` where n float 8.0. Fine. Let me write.
- 55m 18s
write_programname="gold" · evidenceresult
Saved gold (45 lines). Game time: 55m 28s elapsed, 5h 4m 32s of budget remaining.
- 55m 28s
run_programname="gold" seconds=60result
Ran gold for 1m of game time; it is still running. Inventory change: fertilizer +12, gold +576, water +48, weird_substance -80. Game time: 56m 38s elapsed, 5h 3m 22s of budget remaining. Output: (none)
- 56m 38sthoughtGold +576 in 60s = 9.6 gold/s. Each maze gave 64? 576/64 = 9 mazes in 60s. Weird_substance -80 = 10 mazes *8. Close. Great! Now buy megafarm (gold 2000) once we have enough. Gold 576. Need ~2000. Run gold another ~150s. Actually before that, consider buying mazes upgrade? costs cactus12000, no. Let's run gold for 180s to accumulate ~1700 more → ~2300 gold total, then buy megafarm (gold2000). But maybe also need gold for other things: debug_2 (500), timing (pumpkin1000 → debug_2), simulation (gold5000), leaderboard. Megafarm is priority. Run gold 180s.
- 56m 38s
run_programname="gold" seconds=180result
Ran gold for 3m of game time; it is still running. Inventory change: fertilizer +36, gold +2624, water +144, weird_substance -336. Game time: 59m 48s elapsed, 5h 12s of budget remaining. Output: (none)
- 59m 48sthoughtGold now ~3200. Buy megafarm (gold 2000). Also maybe buy timing (pumpkin1000 requires debug, and debug_2 gold500) for get_time — useful but not necessary. Megafarm is key: more drones. Let me buy megafarm first. Then read docs.
- 59m 48s
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 1. Paid gold 2000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 59m 58s elapsed, 5h 2s of budget remaining.
- 59m 58s
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 00m
docs_readpath="unlocks/megafarm"result
## Megafarm Increase drone count further. 2 => 4 ### Unlock Cost [Current cost: gold=8000] [Tutorial](docs/unlocks/megafarm.md) Game time: 1h 28s elapsed, 4h 59m 32s of budget remaining.
- 1h 00m
docs_searchquery="spawn_drone"result
docs/home.md: …ions/plant) [print](functions/print) [quick_print](functions/quick_print) [range](functions/range) [spawn_drone](functions/spawn_drone) [str](functions/str) [tap](functions/tap) [till](functions/till) [use_item](functions/use_item) [wait_for](functions/wait_for) ## It… docs/unlocks/megafarm.md: … disappear after the program terminates. Each drone runs its own separate program. New d…
- 1h 00mthoughtMegafarm gives 2 drones max. Next level costs gold 8000 (4 drones). Drones can parallelize. Big question: how to best use multiple drones and maximize final production. With 2 drones (level1), we could run two farms simultaneously. But each drone has its own program and can't share memory. We can spawn a drone to run a task, e.g., one drone farms trees/wood while main farms carrots. But they share the same farm tiles! They'd interfere. Need to partition by region (e.g., drone A handles x<4, drone B x>=4). Each drone function can use get_pos. Alternatively spawn drone per crop with dedicated area. But the main score benefits from diverse resources. However, another approach: use drones to farm the same crop faster (parallel harvest across tiles). With 2 drones, throughput ~2x. Given megafarm lvl2 costs 8000 gold, and gold rate ~9.6/s currently, 8000 gold takes ~830s (~14 min). With expansion to 12x12, gold rate would be higher (maze area 144 per maze, but substance cost 12). Actually gold per maze = area = n^2 = 144, cost n=12 substance. Gold/substance ratio = n. So bigger farm → more efficient. 8x8: gold 64 per 8 substance = 8/substance. 12x12: 144/12=12/substance. Good. But gold rate currently 9.6/s limited by maze solving time (drone). With more drones, could solve mazes in parallel? Only one maze exists at a time? Actually maze occupies whole farm; multiple drones could each... no, one maze. But multiple drones spawned inside maze could help explore. Complex. Alternative gold generation: increase maze level (needs cactus 12000) doubles treasure but doubles substance. Not more efficient per substance, just fewer mazes. Simplest: run gold program longer to get 8000 gold for megafarm lvl2 (4 drones), then more. Gold is also a scored resource, so accumulating it is good anyway. But wait, spending gold on megafarm reduces gold count! Score counts "total amount of each resource your farm produces" — presumably cumulative produced, not current inventory? It says "total amount of each resource your farm produces within the game-time budget". Likely cumulative production (maybe tracked). If so spending doesn't reduce score. Usually in this benchmark, they track total resources produced (maybe via inventory increase deltas?). Hmm ambiguous. Likely cumulative harvested amounts. So spending is fine. Let's assume cumulative production. Then use gold for megafarm. Given 5h left, let's invest in scaling: more drones, bigger farm, more crops. Priority now: 1. Expand to 12x12 (pumpkin 8000) — more land for everything. We have pumpkin ~1043. Need 7000 more. Pumpkin farm on 8x8 yields 384/cycle *? carrot cost 64. We have carrot ~3944 → enough for many cycles. Pumpkin rate ~14/s → 7000 in ~500s. But expand clears farm and costs 8000 pumpkins. Then 12x12. 2. Meanwhile produce gold for megafarm upgrades (8000). Gold program uses whole farm though. 3. Unlock cactus (pumpkin5000) for diversity. Hmm decisions. With 5h, we can do a lot. Let me think about what maximizes final total across resources. Likely the benchmark sums resource amounts produced (maybe each resource independently tracked). If sum, then resources with huge yields (wood 142/s!) dominate. But "largest and most diverse" suggests maybe geometric mean or list. Hard to know. I'll aim to produce large amounts of all unlockable resources. Let me enumerate resources obtainable: - Hay (grass) - Wood (bush/tree) - Carrot - Pumpkin - Cactus (unlock 5000 pumpkin) - Power (sunflower) - Gold (maze) - Weird_Substance (fertilized harvest) - Fertilizer (item auto) - Water (auto) - Bone (dinosaurs, unlock cactus2000) - Maybe "Oil"? unknown. Diversity: ensure we have at least some of each. Sunflowers/power not yet produced. Cactus, bone not unlocked. Plan: A. Do pumpkin phase → 8000 pumpkins for expand + maybe cactus 5000. Total 13000. At 14/s ~ 930s = 15.5 min. But we also need carrots; carrots 3944 / 64 per 384 cycle → yield 3944*6=23,664 pumpkins theoretically, plenty. Good. B. Buy expand (8000) → 12x12. C. Buy cactus (5000). Then grow cactus (need docs). D. Use gold to buy megafarm upgrades (8000, then more?) to get 4+ drones. E. Later, set up multi-drone farms and produce everything. Actually maybe better order: get megafarm lvl2 (4 drones) first with gold, then expand. But expand increases land for gold and pumpkins. Hmm. Let me reconsider: Gold at 9.6/s. To get 8000 → 833s. That's a lot of wall-clock game time but we can run it. If we expand to 12x12 first, gold rate ~ solves 144 per maze with substance 12; number of mazes per second similar? Solving time similar (maze 12x12 larger, right-hand path longer ~ maybe 2x). So gold rate maybe 144/ (solve time ~? ). Currently 64 per ~6.7s (9 mazes/60s) → solve ~6.7s. At 12x12 path longer maybe 12s → 144/12=12/s. Slight improvement. Alternatively, use megafarm lvl2 (4 drones) to accelerate gold? Only one maze at a time but multiple drones could explore; not straightforward. I think expanding is valuable but costs time to produce 8000 pumpkins. Let's estimate pumpkin program rate at 8x8 with current everything: earlier 6x6 gave 8.4/s. 8x8 should yield ~1.8x → ~15/s. 8000/15 ≈ 533s ≈ 9 min. Acceptable. But we also want cactus 5000 → another 333s. And perhaps expand lvl7+ later. Given 5h, fine. Let's do pumpkin phase to get ~9000 pumpkins (expand+cactus would need 13000). Hmm expand 8000 + cactus 5000 = 13000. Let's produce ~13000 pumpkins. But wait, buying expand clears farm including pumpkins? No, buying is separate from farm state. Pumpkin inventory persists. Expand clears farm tiles but not inventory. Carrot supply: 3944. 13000 pumpkins needs 13000/6 ≈ 2167 carrots. We have enough. But after that carrots ~1700. Still fine; we can rebuild. Let me run pumpkin for 900s to get ~13000 pumpkins. Actually run with until_resources pumpkin maybe 14000. The wait tool can stop at resource threshold. Use run_program with seconds=900; it returns after 900s or finishes (never). Then check. Actually better: run pumpkin until pumpkin reaches 14000 using wait with until_resources. But run_program starts and we can then wait? wait uses current program. We can run_program for a short time then wait until resource. Simpler: run_program pumpkin seconds=900. Let me be mindful of game-time budget: 4h59m remaining (~17970s). Plenty. One concern: pumpkin program's `ready` loop uses n=get_world_size() computed once per outer cycle; fine. Let me run pumpkin 900s. Actually, we should also consider using fertilizer to speed pumpkins? We have 156 fertilizer; using it infects pumpkins → half yield becomes weird substance. That would reduce pumpkin yield but add weird substance. Not needed now. Let me run.
- 1h 00m
run_programname="pumpkin" seconds=900result
Ran pumpkin for 15m of game time; it is still running. Inventory change: carrot -2147, fertilizer +180, gold +64, hay +496, pumpkin +9984, water -240. Game time: 1h 15m 38s elapsed, 4h 44m 22s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -----------------------------------------------------------------… - 1h 15mthoughtPumpkin +9984 in 900s = 11.1/s, carrot -2147. So pumpkin now ~11027? plus gold+64 (some leftover?). Let's observe. We have ~11000 pumpkins. Buy expand (8000) and cactus (5000)? Total 13000 > 11000. Need a bit more. Let me run a bit more or buy expand first then cactus later. Actually expand first (8000) leaves ~3000, then run pumpkin on 12x12 to get cactus 5000 quickly. Let's do expand. But before that, maybe get megafarm lvl2 with gold? Gold ~3200+64=3264. Need 8000. Later. Let's buy expand lvl6 (8000 pumpkin) → 12x12. Then run pumpkin on 12x12 to accumulate. 12x12 pumpkin yields 12*12*6=864 per cycle, cost 144 carrots. Carrot now ~3944-2147=1797. Enough for 12 cycles → ~10368 pumpkins. Good. Buy expand.
- 1h 15m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 15m 48s elapsed, 4h 44m 12s of budget remaining.
- 1h 15mthoughtNow 12x12. Let's run pumpkin to get cactus (5000) and more. But 12x12 pumpkin: our program uses get_world_size()=12. But water: 144 tiles, water gen 0.8/s, evaporation at 0.7 threshold ~144*0.007=1.0/s > gen. So water limited, growth slower. Still fine. Also speed 759% drone; 144 tiles cycle ~ maybe 25s. Pumpkin merges need all tiles, repair loops. Let me run pumpkin 600s and see. Then buy cactus (5000) and maybe expand lvl7 cost? Let's check later. Actually, let me reconsider: Is expanding to 12x12 worth the huge pumpkin cost when we could buy megafarm lvl2 (4 drones) with gold? Land 2.25x vs drones 2x. Similar. But drones enable parallelism and eventually more levels. Megafarm lvl2 = 8000 gold; gold rate ~10/s. I think both. Let's continue pumpkin to get cactus (diversity) and then switch to gold for megafarm. Run pumpkin 600s.
- 1h 15m
run_programname="pumpkin" seconds=600result
Ran pumpkin for 10m of game time; it is still running. Inventory change: carrot -1417, fertilizer +120, hay +1152, pumpkin +6048, water -4. Game time: 1h 25m 58s elapsed, 4h 34m 2s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning:… - 1h 25mthought12x12 pumpkin only +6048 in 600s = 10/s, similar (water limited and larger maze needing full merge). Carrot -1417, so pumpkin now ~9075? Let's compute: after expand we had ~11027-8000=3027; +6048=9075. Plus gold+64 earlier etc. Now buy cactus (pumpkin5000). Leaves ~4075. Then read cactus docs, grow cactus. Or produce more pumpkins for expand lvl7. Let's buy cactus (new resource) and read docs.
- 1h 25m
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 1h 26m 8s elapsed, 4h 33m 52s of budget remaining.
- 1h 26m
docs_readpath="docs/unlocks/cactus.md"result
# Cactus Like other plants, [cacti](objects/cactus) can be grown on soil and harvested as usual. However, they come in various sizes and have a strange sense of order. If you harvest a fully-grown cactus and all neighboring cacti are in sorted order, it will also harvest all neighboring cacti recursively. A cactus is considered to be in sorted order if all neighboring cacti to the `North` and `…
- 1h 26m
docs_readpath="objects/cactus"result
## Cactus Cacti come in 10 different sizes. When harvested adjacent cacti that are "sorted" will also be harvested. Base growth time between 1 and 1 seconds. Can grow on soil. ### Plant Cost [Current cost: pumpkin=2] Game time: 1h 26m 28s elapsed, 4h 33m 32s of budget remaining.
- 1h 26mthoughtCactus: grows on soil, cost 2 pumpkins per plant! Growth 1s. Harvest n cacti simultaneously yields n^2 cactus. So a full sorted field of N cacti harvested at once yields N^2 cactus. On 12x12=144 cacti → 144^2 = 20736 cactus per harvest! Cost: 144 plants * 2 pumpkins = 288 pumpkins per cycle. Huge efficiency (72 cactus per pumpkin). But requires sorting all cacti by size. Sorting a 12x12 grid by swapping is complex but doable with a sorting algorithm (like bubble/insertion sort using measure and swap). Alternatively, plant and repeatedly swap until sorted. But sorting 144 items each cycle is expensive in drone actions (single drone). With speed 759%, still many actions. Maybe sort once, then harvest and replant? Sizes change on replant, so must re-sort each cycle. But the payoff is enormous: 20736 cactus per cycle, and cactus is needed for dinosaurs (2000) and maze upgrade (12000), cactus upgrades, and score. However, implementing a correct sort across grid is nontrivial but feasible: sort rows and columns. The condition is a "sorted" grid where values increase North and East? Let's define: neighbor North and East must be >= current; South and West <= current. So values increase toward North and East (top-right largest). A matrix where each row increases eastward and each column increases northward. That's a standard sorted matrix. We can achieve by sorting all values and arranging ascending in order: position value = sorted ascending, with South-West smallest, North-East largest. Any monotone arrangement works. Simplest: gather? We can't easily read all values and sort with lists (lists not unlocked, but could unlock carrot500). Actually we could implement bubble sort on grid using measure and swap adjacent, e.g., compare east neighbor and swap if out of order, repeated until stable. This sorts rows; then columns; repeat until fully sorted (like odd-even transposition sort). But swapping must be done by drone: swap(East) swaps current with east neighbor. measure(East) gives neighbor size. Bubble sort along rows: for each row, for each adjacent pair, if left > right, swap. Repeat n times. Then columns similarly. Repeating row+column passes until sorted yields sorted matrix. But standard "shear sort" or just repeated bubble passes will converge. Number of actions: n rows * n pairs * passes. For 12x12: 144 comparisons per row pass + moves. Need maybe n passes → thousands of actions. At ~0.13s per action (speed 759% of base 200 ticks=0.5s → 0.066s? plus code) maybe 0.1s. 3000 actions = 300s per cycle. And yield 20736 cactus. That's 69/s! Very good. But once sorted, harvesting all yields instantly, then replant all (144 plants, cost 288 pumpkins), re-sort. Alternatively sort using a global sorted assignment: Since we just need a monotone arrangement, we could compute the sorted order by reading all 144 values and then writing them back in order. But selecting/swapping still needs sorting. Maybe simpler: use "odd-even transposition sort" on the whole grid flattened row-major, but swaps only adjacent in row-major which at row ends requires moving. Eh. Given complexity, maybe do cactus at smaller scale (e.g., sort rows only? no, need full order to spread). Hold on: "harvest will only spread if all adjacent cacti are fully grown and in sorted order." Does it require global sorted or local? It's a local condition (each neighbor relationship). If every adjacent pair satisfies ordering, the whole grid is monotone and harvest spreads recursively. So we need all adjacent pairs ordered (a monotone matrix). We can produce monotone by sorting rows ascending east-to-... wait condition: East neighbor >= current, North neighbor >= current. So both East and North are larger. So values increase East and North. So top-right is largest, bottom-left smallest. If we arrange each row increasing East, and each column increasing North, we get it. Actually sorting rows increasing East makes row monotone in x. Sorting columns increasing North makes column monotone in y. Doing both repeatedly yields sorted matrix. Good. Let me think about implementation with swap. Row sort (ascending East): for each row: for pass in range(n): move to x=0 for i in range(n-1): if measure() > measure(East): swap(East) move(East) Hmm swapping then moving. This is bubble sort one direction. Repeating n times sorts. Column sort (ascending North): for each column: for pass in range(n): move to y=0 for i in range(n-1): if measure() > measure(North): swap(North) move(North) But careful with positions and measuring after swap: swap(North) swaps current and north tile but drone stays; then move(North) moves to the tile that now holds the smaller value. Fine. Repeating row+column passes overall maybe 2-3 times enough? Odd-even sort guarantee: alternating row and column bubble sorts converge in O(n) passes; but maybe a few passes suffice probabilistically. To be safe, repeat row+col passes n times. Expensive. Alternative: Use insertion sort with targeted placement using measure list (requires lists). We can unlock lists (carrot500) and utilities maybe. Actually, a cleaner approach: compute the sorted sequence by repeatedly finding min? That's O(n^2) too. Hmm, maybe cactus at 12x12 is too heavy per cycle. But payoff huge. Let's estimate: Doing n=12, row sort: n rows * n passes * (n-1 moves + comparisons). roughly 12*12*12 = 1728 actions per axis, 3456 both, times maybe 2 rounds = 7000 actions. At speed 759%, an action ~ 200 ticks / 7.59 ≈ 26 ticks. If tick rate is 100/s? Then 0.26s per action?? Earlier 8x8 with 64 tiles and ~1 action each: cycle maybe? wood rate 142/s with 64 tiles cycle ~ (64 tiles * 0.2s=12.8s) → per tile visited 12.8s, 24 trees*40 wood=960/12.8=75/s, but observed 142/s. So maybe cycle ~6.8s → 0.106s/action. So 7000 actions ≈ 740s to sort, yielding 20736 cactus → 28/s. Plus replanting 144 plants ~ maybe 30s. Still ~27/s. And per pumpkin spent: 288 pumpkins per 20736 cactus. Alternatively, maybe there's a better way: plant cacti, sort only once, then harvest (spreads) and the replanted cacti are new random sizes requiring re-sort. So each cycle sorting dominates. Could we avoid full sort by using the fact that a sorted square can be any monotone matrix; we can create monotone matrix by sorting and then assign? We need to physically arrange. Maybe use `swap` cleverly: Since values are 0-9, we could bucket/sort via counting sort storing to positions. But still movement. Given time budget ~4h33m, we can afford a cactus phase later. Let's first unlock breadth and scale drones. Actually, maybe simpler: cactus yield n^2 where n = number harvested simultaneously. Even without full-field sorting, we could sort in smaller blocks? No, spread is recursive across adjacent sorted. A full monotone grid is needed for full field. Alternatively, harvest sorted sub-squares: e.g., partition field into k×k blocks each sorted independently, harvest each block → sum of k^4? For 12x12 as 4x4 blocks of 3x3: each 3x3 yields 9 cactus, 16 blocks → 144 cactus total, much worse than 20736. So full field best. OK let's plan a big cactus phase later when we have good sorting code. Now, what about using multiple drones to sort in parallel? With 4+ drones, each sorts different rows/columns? Could partition rows among drones. Drones can't share memory but can operate disjoint rows. That could speed cactus sorting. But first get more drones: megafarm lvl2 (4 drones) costs gold8000. Let's produce gold. Gold also scored. Current gold ~3264. Need 4736 more. At ~10/s → ~470s. Actually maybe expand further helps gold: expand lvl7 cost? let's check research later. Likely pumpkin 20000+. Let me now focus: make gold for megafarm lvl2. Run gold program on 12x12. Maze on 12x12 with right-hand solving; gold per maze 144, substance cost 12. We have weird_substance? Earlier 3080 - mazes(1000) - gold usage(80+336) = ~1664. Plus none from pumpkin (pumpkin didn't produce weird since no fertilizer used). So ~1664 weird → 138 mazes *144 gold = ~19872 gold potential. Run gold 400s to get ~5000+ gold. But note: gold program uses farm-wide maze, overwriting the pumpkin tiles. Fine. Let me run gold 400s.
- 1h 26m
run_programname="gold" seconds=400result
Ran gold for 6m 40s of game time; it is still running. Inventory change: fertilizer +80, gold +5760, water +320, weird_substance -492. Game time: 1h 33m 18s elapsed, 4h 26m 42s of budget remaining. Output: (none)
- 1h 33mthoughtGold +5760 in 400s = 14.4/s (144/maze, 4s each? 5760/144=40 mazes in 400s = 10s/maze). Weird -492 = 41 mazes*12. Good. Gold total ~3264+5760=9024. Buy megafarm lvl2 (gold8000) → 4 drones. Leaves ~1024. Let's buy and read next megafarm cost.
- 1h 33m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Could not buy megafarm: Not enough resources.
- 1h 33m
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…
- 1h 33mthoughtNot enough resources for megafarm lvl2 (needs 8000 gold). Gold total = 3264+5760=9024? But maybe earlier gold was 3264, and the "gold +5760" from run includes... Actually let me observe actual gold. Maybe some gold was spent? No. Hmm "Could not buy megafarm: Not enough resources." Maybe gold < 8000. Let me observe. Also notes: expand lvl7 costs 64000 pumpkin (huge). Cactus upgrade 20000 pumpkin. mazes upgrade 12000 cactus. Let me observe inventory.
- 1h 33m
observeresult
Game time: 1h 33m 38s elapsed, 4h 26m 22s of budget remaining. Program: gold (running). Inventory: hay 20119, wood 76298, carrot 341, pumpkin 4939, weird_substance 2428, gold 8272, water 336, fertilizer 584. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: He=hedge…
- 1h 33mthoughtGold is 8272, not enough for 8000? Wait 8272 > 8000. But maybe megafarm cost increased? Research said cost gold 8000 for lvl1→2. Hmm "Could not buy megafarm: Not enough resources." Maybe because the base cost is gold8000 but at time of check we had exactly? Actually we had 8272 now; when we tried, maybe less. The 400s run gave +5760; before that gold ~? Earlier we had gold 3200ish, plus the 60s run +576, plus 180s +2624, = maybe 3200+576+2624=6400, then 400s +5760 = 12160? But observe says 8272. Hmm maybe I mis-track. Let's not worry; now 8272 >8000, buy megafarm. Wait but note gold program still running; we should stop it or buy while running (buying doesn't stop it). Buying megafarm: cost gold8000 leaves 272. Let me buy.
- 1h 33m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 2. Paid gold 8000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 1h 33m 48s elapsed, 4h 26m 12s of budget remaining.
- 1h 33mthoughtNow 4 drones max. Let me design a multi-drone farm that produces everything. But first, let's think about the overall endgame and time budget: 4h26m left (~15972s). We have: - hay 20119, wood 76298, carrot 341, pumpkin 4939, weird 2428, gold 272, fertilizer 584. - Unlocks: cactus (lvl1), mazes, megafarm lvl2, sunflowers, watering4, fertilizer2, speed5, etc. Still missing diversity: power (sunflower), cactus production (0 cactus yet), bone (dinosaurs unlock 2000 cactus). Also could unlock: lists (carrot500), dictionaries, costs, utilities, timing, polyculture, auto_unlock, pumpkins upgrade, fertilizer lvl3, trees lvl5, watering lvl5, expand lvl7 (64000 pumpkin!), cactus upgrade. Given time, I think the best plan for a high score: 1. Build a general multi-drone farm program that dedicates regions: - trees (wood) — high yield - grass (hay) - carrots - sunflowers (power) with max-petal harvesting - pumpkins? pumpkins need full square to merge, tricky in partition. Could dedicate whole-farm phases. - cactus (huge but needs sorting) 2. Do dedicated phases for pumpkin/cactus to mass produce. But final score counts total produced; if we produce during phases, it's counted. Let me consider using 4 drones to massively parallelize a single-crop farm: e.g., spawn 3 workers each handling a stripe of rows, all doing the same task (harvest/plant). This could ~4x throughput. But for diverse output, partition crops by region. Simplest high-value: a program where drones each handle a 3-row horizontal stripe (12x12, 4 drones → 3 rows each) and do a mixed crop pattern within their stripe. But crops need consistent handling. Alternatively, dedicate each drone to a crop region: - Drone A: trees on x in [0..5]?? but the whole farm is shared; partition columns. Let me define regions by x: - x 0-2: carrots (and sunflowers alternating) - x 3-5: grass - x 6-11: trees checkerboard? But drones operate independently; each drone could sweep its region. Actually we can just have each drone run a task over its own horizontal band of rows (y range), doing all crops in a fixed column pattern. That's easy: each drone handles rows [k*3, k*3+3). With crop pattern by x. Then 4 drones cover whole farm without overlap. This multiplies traversal throughput 4x. That's a good general farm. For each drone: ``` def worker(ystart): for iteration in infinite: for y in range(ystart, ystart+band): for x in range(n): tend() assign crop by x move(East) move(North)?? ``` Careful movement: easier to do nested loops starting from a known position. But each drone starts at same position (where spawn called). Movement is global in absolute coords. We can navigate with while loops. Simpler: each drone handles a contiguous band of rows. Use for loops with `move(North)` and `move(East)`; but need to position. We can have each drone navigate to its band start using move_dir. E.g., main drone at (0,0). spawn worker A on rows 0-2, B rows 3-5, etc. Each worker function: move South? positions. Actually since coordinates wrap, a drone can navigate: move East until get_pos_x()==0 (already at spawn x maybe 0), move North ystart times. But the main drone that spawns others also needs to farm. We have max 4 drones including main. So main + 3 workers = 4. Each handles 3 rows. Alternatively, main could also spawn 3 workers and then run its own band. Let me design: ``` def crop_action(): # based on get_pos_x() ``` Bands: 12 rows / 4 = 3 rows each. Worker(ystart): ``` # move to (0, ystart) while get_pos_x() != 0: move(East) while get_pos_y() != ystart: move(North) n = get_world_size() while True: for i in range(3): # band height for j in range(n): do_tile() move(East) move(North) ``` do_tile behavior by x: - We want a mix. Let's define: x % 4 == 0: carrot x % 4 == 1: sunflower (needs soil, plant cost carrot1) x % 4 == 2: tree (checkerboard? trees adjacent slow). For simplicity plant trees on x%4==2 only, so trees are 3 columns apart → no adjacency issues. Actually trees in same column vertical neighbors ARE adjacent (North/South) → penalty. So plant tree only if (x+y)%2==0 among x%4==2. That leaves half grass. x % 4 == 3: grass (hay) - All other tiles grass. Hmm sunflowers need max-petal harvesting for 8x bonus: need >=10 sunflowers on farm and harvest max-petal one. With 4 drones, many sunflowers. Implementing max-petal harvest requires scanning all sunflowers to find max, or maintain. Complex with multiple drones. Could just harvest normally (1 power each) for baseline power. Better: dedicate one drone to sunflowers and have it scan for max petals then harvest. But scanning costs. Given power's main use is speed boost (2x drone speed) and score. Producing some power is fine, and 8x bonus significant. Let's implement a sunflower-specific approach later. Actually, maybe simpler and highly effective: use drones for gold! Gold = 144 per maze at 12x12, and mazes are independent? No, a maze occupies whole farm. Can't run multiple mazes. Hmm. Multiple drones can't each have different crops if crops need specific ground (soil) and patterns, but they can operate disjoint rows. That works. But a subtlety: pumpkins need whole-field merge, incompatible with partition. We'll do pumpkins as a separate whole-farm phase with all drones cooperating? Pumpkin merge requires full field; we could have all 4 drones plant/repair concurrently, but race conditions risk. Could do single drone for pumpkins but pumpkin rate ~10/s, not multiplied. For diverse score, maybe dedicate phases: - Phase pumpkin: mass pumpkins (already have ~5000). - Phase cactus: mass cactus (needs sorting). - Phase sunflower: mass power (max-petal). - Phase gold: mass gold. - Phase mixed: wood/hay/carrot continuously. Since score is cumulative production, we can alternate phases to build each resource, using all drones where possible. Time check: 4h26m. Let's allocate roughly: - Build a strong mixed farm with 4 drones for ~30 min to accumulate wood/hay/carrot (and unlock remaining cheap upgrades). - Cactus phase (with drones sorting in parallel?) — complex but huge. - Sunflower phase for power. - More gold for megafarm upgrades (more drones) if beneficial. Let me first implement the 4-drone mixed farm. Then while it runs, plan cactus. Design details for mixed farm with 4 drones: - Main drone spawns 3 workers with band starts 3,6,9? and itself handles 0-2. But spawn_drone spawns at same position; each worker navigates. - Worker functions need to know band start (passed arg). - Each worker loops its band. But if we later change world size (expand), bands recalc? max_drones stays 4, world size 12 → band 3. Fine. Crop pattern: Let's maximize valuable outputs. We need carrots for pumpkin/cactus costs, and wood/hay are plentiful. Let's do: - x % 4 == 0 → carrot (soil) - x % 4 == 1 → sunflower (soil) — but need soil and plant cost carrot1 each. - x % 4 == 2 → tree if (x+y)%2==0 else grass - x % 4 == 3 → grass Wait sunflower plant cost carrot 1 (current). Carrots yield 8 each plant costing 8 hay+8 wood. Sunflower yields power. Hmm carrots are also consumed to plant sunflowers/pumpkins/cactus. Maybe simpler: skip sunflowers in mixed; do a dedicated sunflower phase later for max-petal bonus. Mixed farm: carrots + trees + grass. Let me define: - x % 3 == 0 → carrot - x % 3 == 1 → tree if (x+y)%2==0 else grass - x % 3 == 2 → grass That's 1/3 carrot (48 tiles), trees on 1/6 (24 tiles), grass rest. Actually 12 columns: x%3==0: 4 cols → 48 carrot tiles. That's a lot of carrot, consuming hay/wood 8 each per plant. Carrot rate maybe high. Fine, carrots needed. But maybe more trees for wood. We have 76k wood; wood is not scarce now. Carrots needed for pumpkin/cactus. Hay also fine. Actually, for scoring, all resources count. Balanced. Let me write the 4-drone program: ``` def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_pos_x() % 3 == 0: if get_ground_type() == Grounds.Grassland: till() plant(Entities.Carrot) elif get_pos_x() % 3 == 1 and (get_pos_x() + get_pos_y()) % 2 == 0: plant(Entities.Tree) def worker(ystart): n = get_world_size() band = n // 4 while get_pos_x() != 0: move(East) while get_pos_y() != ystart: move(North) while True: for i in range(band): for j in range(n): do_tile() move(East) move(North) # spawn 3 workers for bands 3,6,9 and main does band 0 spawn_drone(worker, 3) spawn_drone(worker, 6) spawn_drone(worker, 9) worker(0) ``` Wait band = 12//4 = 3. ystart 0,3,6,9. Good. Concern: while get_pos_y() != ystart: move(North) — starting at arbitrary y. Fine, moves north until equal. But `worker(0)` runs in main thread after spawning; but spawn_drone might be slow. Fine. Potential issue: functions `do_tile` uses globals; each drone has own globals but functions defined in same file are fine. Potential race: workers operate disjoint rows, no overlap. Except at boundaries? Band 0 rows0-2, band3 rows3-5 etc. Good. Water: each tile watered by its own worker. Fine. Carrot planting: on x%3==0 tiles, ground becomes soil and stays. Other tiles grassland. But note when a tree is at x%3==1 and (x+y)%2==0, if the tile currently has grass, plant(Tree) fails until grass harvested. Since do_tile harvests if can_harvest; immature grass not harvested → plant fails that visit. It may take a couple visits but eventually tree planted. Fine. Also trees adjacent only vertical within same column x%3==1: (x+y)%2 ensures vertical spacing, so no adjacent trees. Good. Now, is `%` with floats okay and `get_pos_x()` returns float? Should be. One concern: `spawn_drone(worker, 3)` — worker defined to accept ystart. Good. Also max_drones is 4. Spawning 3 workers + main = 4. Let me implement and test. First stop gold program automatically by running new. Let me write "mega". Also we might want to set crop mix better. Let's start. After this, measure rates.
- 1h 33m
write_programname="mega" · evidenceresult
Saved mega (31 lines). Game time: 1h 33m 58s elapsed, 4h 26m 2s of budget remaining.
- 1h 33m
run_programname="mega" seconds=180result
Ran mega for 3m of game time; it is still running. Inventory change: fertilizer +36, water +144. Game time: 1h 37m 8s elapsed, 4h 22m 52s of budget remaining. Output: (none)
- 1h 37mthoughtNo hay/wood/carrot change? That's suspicious. Maybe workers got stuck? Or the program just spawned drones that are doing nothing due to errors? Output empty. Let me observe.
- 1h 37m
observeresult
Game time: 1h 37m 18s elapsed, 4h 22m 42s of budget remaining. Program: mega (running). Inventory: hay 20119, wood 76298, carrot 341, pumpkin 4939, weird_substance 2380, gold 848, water 512, fertilizer 628. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: He=hedge,…
- 1h 37mthoughtThe farm is still a maze from the gold program! When we ran "mega", it started but the farm is full of hedges because the previous gold program left a maze. The mega workers are on hedge tiles; they can't move properly (walls) and can't plant. So they're stuck. We need to clear the maze: harvest a hedge anywhere destroys the maze ("If you use harvest() anywhere else the maze will simply disappear"). So first step in mega program should clear any maze. Or simply run a quick program to harvest once. Let me run a one-liner program harvest() to clear maze. But then mega program? The maze clears leaving farm? Let's just stop and run a clear program. Actually the mega program is running and stuck. Let me stop it, then write/run a tiny "clear" that harvests once (destroy maze), then run mega again. But also gold program's maze might have treasure. The gold program was running before mega; when we started mega, the gold program stopped mid-maze, leaving hedges. Our workers can't handle hedges. Better: add at start of mega: if get_entity_type() == Entities.Hedge: harvest() to clear maze. Actually harvesting hedge anywhere destroys whole maze. So in do_tile, if entity is Hedge or Treasure, harvest it. But initially drones are at (0,6) etc. and hedge around. Let me just make a cleanup program. Simplest: stop, write program "clear" with `harvest()` and run 10s (harvest once destroys maze). Then run mega. But note: after clearing, the farm tiles revert to what? Possibly all grass/soil. Let's do.
- 1h 37m
stop_programresult
Program stopped. Game time: 1h 37m 28s elapsed, 4h 22m 32s of budget remaining.
- 1h 37m
write_programname="clear" · evidenceresult
Saved clear (1 lines). Game time: 1h 37m 38s elapsed, 4h 22m 22s of budget remaining.
- 1h 37m
run_programname="clear" seconds=20result
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 1h 37m 48s elapsed, 4h 22m 12s of budget remaining. Output: (none)
- 1h 37mthoughtNo change inventory and program finished in 0s. Did it clear the maze? harvest on hedge destroys maze but maybe no item. Let me observe.
- 1h 37m
observeresult
Game time: 1h 37m 58s elapsed, 4h 22m 2s of budget remaining. Program: none running. Inventory: hay 20119, wood 76298, carrot 341, pumpkin 4939, weird_substance 2380, gold 848, water 544, fertilizer 636. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass. y=…
- 1h 37mthoughtMaze cleared, farm all grass, drone at (0,6). Now run mega. But drone spawn position is (0,6), workers navigate to ystart. Fine. Also note: mega program's worker band calc n//4=3. Good. Run mega 180s and check.
- 1h 37m
run_programname="mega" seconds=180result
Ran mega for 3m of game time; it is still running. Inventory change: carrot +18512, fertilizer +36, hay +15000, water -552, wood +41640. Game time: 1h 41m 8s elapsed, 4h 18m 52s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ ---------------------------------------------------------------… - 1h 41mthought4 drones: carrot +18512 in 180s = 102.8/s! hay 15000 = 83/s, wood 41640 = 231/s. That's massive. Wait carrot +18512? With carrot lvl4 (800%), each plant yields 8 carrots, cost 8 hay+8 wood. 48 carrot tiles across bands. Rate 102/s = ~13 plants/s. Plausible with 4 drones. Now we have tons. Let's check inventory: carrot ~18853, hay ~35119, wood ~117938, pumpkin 4939, weird 2380, gold 848, fertilizer ~672. Now we can buy many upgrades: - lists carrot500 - dictionaries pumpkin2500 (requires lists) - costs pumpkin2500 (requires dictionaries) - polyculture pumpkin3000 - utilities pumpkin1000 - timing pumpkin1000 (requires debug_2 gold500) - pumpkins upgrade carrot1000 - fertilizer lvl3 wood9000 - grass lvl5 wood12500 - trees lvl5 hay19200 - watering lvl5 wood12800 - carrots lvl5 wood31200 - cactus upgrade pumpkin20000 (too much) - expand lvl7 pumpkin64000 (too much) - mazes upgrade cactus12000 (need cactus) - dinosaurs cactus2000 (need cactus) For breadth and score, let's unlock polyculture, utilities, dictionaries, costs, timing, auto_unlock? auto_unlock pumpkin5000 needs costs. These consume pumpkins (~5000+5000+2500+2500+3000+1000+1000 = 20000) but we only have 4939 pumpkins. Hmm. We should prioritize: 1. Cheap high-value yield upgrades with abundant hay/wood: trees lvl5 (hay19200) doubles wood to 1600%; grass lvl5 (wood12500) doubles hay; watering lvl5 (wood12800) more water (helps sustain 144 tiles; currently water deficit warnings). fertilizer lvl3 (wood9000). 2. carrots lvl5 (wood31200) doubles carrot yield/cost. Total wood: 12500+12800+9000+31200 = 75500. We have ~117938. OK. Hay 19200. We have ~35k. Let's buy trees lvl5, grass lvl5, watering lvl5, fertilizer lvl3, carrots lvl5. That's a lot but boosts production massively. But note carrot upgrade doubles cost (16 hay+16 wood per plant) and yield 16. With 13 plants/s that's 208 hay/s, 208 wood/s consumption! Our hay production 83/s would be insufficient. Hmm. Actually carrot plants at 13/s currently consume 8*13=104 hay/s and 104 wood/s, but hay production was only 83/s... yet hay increased +15000 in 180 = 83/s net positive? Wait hay started 20119 and +15000 → meaning production exceeded consumption. So grass tiles produce more than 83+104=187/s? The reported "+15000" is net. So gross hay maybe 200+/s. OK. If carrot upgrade to 1600%, each plant yields 16, cost 16 hay+16 wood, same ratio, but per plant output doubles so plants/s may halve (since tile ready less often? carrot growth time same; plant rate same). Actually plant rate is limited by growth/traversal, not by yield. So plant/s stays ~13/s, cost doubles to 208 hay/s → likely hay deficit. Better not upgrade carrots now unless hay production increases. Grass lvl5 doubles hay though. Maybe skip carrots lvl5 for now. Instead increase hay/wood and water. Water: currently warnings; 144 tiles at 0.6 threshold with gen 0.8/s. Evap ~144*0.006=0.86/s. Slight deficit. watering lvl5 →1.6/s solves it, boosting growth (more throughput). Let's buy trees lvl5 (hay19200), grass lvl5 (wood12500), watering lvl5 (wood12800), fertilizer lvl3 (wood9000). Total wood 34300, hay 19200. Also unlock lists (carrot500) cheap, utilities (pumpkin1000) adds random etc. Not necessary. Also timing requires debug_2 gold500. get_time useful for scheduling. Maybe. Let's also consider unlocking pumpkins upgrade (carrot1000) to double pumpkin yield; cost doubles carrots per plant, net same, but throughput per tile doubles. Pumpkin yield matters for score and cactus costs. But pumpkin planting rate limited by merge cycles. Eh. Now, bigger picture: cactus is a huge resource opportunity (n^2). We should implement cactus farming with drones. Let's plan that seriously. Cactus farm 12x12: plant all 144 on soil (cost 2 pumpkin each = 288 pumpkin/cycle). Sort all 144 into monotone order. Harvest → 20736 cactus. Also each plant/harvest action. Sorting is the hard part. Could use multiple drones each sorting a set of rows then columns? Coordination without shared memory is hard, but we can statically partition work: e.g., row sort by each worker on its 3 rows (independent). Then column sort requires all rows, but columns span all rows; we can partition columns among drones (each handles 3 columns) but to sort a column you need to move along y across all rows—fine, columns independent too! Row sort and column sort are independent per line (row or column). So: - Phase 1 (row sort): each drone sorts its 3 rows. - Phase 2 (column sort): each drone sorts its 3 columns. But phases must be synchronized across drones (all finish row sort before column sort). Without shared memory, we can rely on deterministic equal-time? Rows and columns same length, so each drone's row-sort takes same number of actions; if they start together they'll finish roughly together. But drift could cause a drone to start column sort while others still row sorting—column sort on its columns could conflict with others' row sorting on overlapping tiles. Race conditions could corrupt sortedness but repeated passes might still converge. Alternative: Just do row sort and column sort alternating multiple times with a single drone? Slow but simpler. With 4 drones partition lines, ~4x faster. Actually, even better: sort using a global "diagonal" ordering like "snake" and bubble sort along a Hamiltonian path? A monotone matrix requires both. Hmm. Maybe simplest robust: Use a single drone to sort the whole 12x12 using an efficient algorithm and accept ~20736 cactus per maybe 60s? Let's estimate action count. Bubble sort a row of 12: n passes * (n-1) comparisons + moves. Each comparison: measure() + measure(East) + maybe swap + move. ~4 actions * 12 * 12 = ~576 per row → 12 rows = 6912 actions for one full row-sort round. Column similar 6912. One row+col round = ~13824 actions. At 0.1s/action = 1382s per round! Too slow. Even 4 drones → 345s per round. And need multiple rounds. Not feasible. Need a better sorting algorithm with fewer actions. Alternative approach: counting sort / direct placement using known sorted distribution? Cactus sizes are random 0-9. We could compute the sorted matrix by reading all values into a list, sorting, and then writing back. Reading 144 values (measure each) = 144 actions. Sorting in memory (lists) = free (code). Writing back: we need to move the cacti to correct positions. But we can't create cacti with specific sizes; we can only swap. However, if we know the target value for each position and the current values, we can perform a cycle-following permutation sort with swaps. Number of swaps ≤ n-1 per cycle ≈ 144 swaps. Each swap requires navigating to the pair's position (potentially far). Hmm navigation cost. But we can read all values into a 2D list, compute a permutation that sorts them, then execute swaps using cycle sort with navigation. Navigating to specific positions costs Manhattan distance per swap (~12*2=24 actions) → 144 swaps * 24 = 3456 actions + overhead. Better than 13824. With 4 drones partitioning by cycles? Complex. Alternatively, exploit that we only need A monotone arrangement, and sizes are 0-9. Use "bucket" placement: We can craft target matrix = sorted list arranged in row-major ascending from (0,0) to (n-1,n-1) with x fastest? Condition: East and North larger. Let's define order key = x + y*n? If we fill ascending with x fastest (row-major from bottom), then East neighbor has higher key (good), but North neighbor has key +n (higher) good. So row-major ascending with x fastest works: position (x,y) gets the (y*n+x)-th smallest? Check: East (x+1) has key +1 > current. North (y+1) has key +n > current. South/West smaller. Yes! Great, so target is simply sorted ascending in row-major order (x fastest, y slowest). So we need to transform current matrix into sorted row-major. That's a permutation. We can do selection sort: for pos k from 0..N-1, find the cactus with the k-th smallest size (any of them) and move it to position k via swaps. But swapping moves other values; we can do standard in-place selection sort using swaps: For k in 0..N-1: find index j of minimum value among positions k..N-1. swap positions k and j. But "minimum among remaining" requires scanning, and then swap needs bringing drone to j and swapping with k which may be far. Also after swap, value at k is correct. This is O(N^2) scans = 144*144 = 20736 measurements, too many but measurements are 1 tick each (cheap!). The expensive part is movement and swaps. Measurements are 1 tick (very cheap). Movement 200 ticks (expensive). So minimize movement. Alternative: Since we can measure neighbors with measure(direction), a bubble sort uses comparisons cheaply but moves a lot. Hmm. Maybe clever: Cactus harvest doesn't require sorting the *entire* field if we can arrange a monotone pattern easily. What if we plant cacti and then sort by simply swapping adjacent using odd-even transposition, but the number of swaps needed from random is large. Alternative resource strategy: Is cactus worth it? Harvest n^2 requires full sort. But even a 1x1 cactus harvest gives 1 cactus per 2 pumpkins (bad). Sorting 12x12 for 20736 per cycle is amazing but sorting cost huge. Maybe moderate size sorted squares: e.g., sort each 4x4 block (16 cacti) → 256 cactus per block, 9 blocks = 2304 cactus per cycle. Sorting 4x4: bubble sort 4 rows+4 cols with ~4*4*4=64*? Much cheaper: per block ~ maybe 200 actions. 9 blocks = 1800 actions. 2304 cactus/cycle. vs full 20736 with ~13824 actions. Ratio cactus/action: 4x4: 1.28; full: 1.5. Similar! But 4x4 blocks can be done by 4 drones in parallel → ~450 actions each → ~45s per cycle → 51 cactus/s. Hmm. Actually with block approach, blocks are independent, so 4 drones can each handle blocks (9 blocks / 4 ≈ 2-3 blocks each) fully in parallel. Much simpler (no cross-drone sync). Let's compute more carefully. Actually sorting small block 4x4 with selection sort: For k in 0..15: find min j>=k (scanning with measure, but need move to measure non-adjacent). measure(direction) only adjacent. To read all 16 values, we must traverse the block (16 moves). Then sort in memory, then rearrange. Rearranging via swaps with navigation. This is getting complicated. Maybe a simpler block sorting: use bubble sort along rows and columns of the block, repeated. For 4x4, bubble row sort: 4 rows * 4 passes * (3 compares + 3 moves) ≈ 96 actions. Column sort similar 96. Repeat 2-3 rounds → ~500 actions. Then harvest block → 256 cactus. Ratio 0.5 cactus/action. With 4 drones and 9 blocks: each drone handles ~2-3 blocks per cycle → ~1200-1500 actions → at 0.1s = 120-150s → 2304 cactus → ~17/s. Not amazing but decent, and cost 36 pumpkins/cycle. Full field with 4 drones: 13824/4 = 3456 actions per round, multiple rounds → maybe 700-1000s → 20736 → ~25/s. Slightly better but complex sync. Hmm. Is there a smarter sort? Use counting/bucket placement: Since values 0-9, and target is sorted row-major, we can place each value into its final position by scanning. Algorithm: - Read whole grid into a list `vals` with positions. - Compute target sorted list -> know for each position target value. - For each position k in row-major order, find a tile j>=k with value == target[k] (or just the min remaining), swap it into k. Swapping from j to k requires moving drone to j and performing swap with k? swap(direction) only swaps adjacent. To swap non-adjacent we'd need to bring value along a path of adjacent swaps → many moves. Better: perform an in-place sort using adjacent swaps but along a Hamiltonian path that covers grid such that... Actually if we bubble sort along row-major order using adjacent row swaps, at row boundaries need vertical move (South/North) which is adjacent too. Define a snake path visiting all cells; bubble sort along the path (odd-even transposition) would sort values along that path, but does that yield a monotone matrix? No—sorted along snake path doesn't satisfy East/North ordering at row boundaries. E.g., snake row 0 left→right increasing, row 1 right→left increasing, so at the boundary between rows, values jump. Not monotone (North neighbor at same x would be larger? For snake, row1 right end is larger, row0 right end also larger; at x=11, row1 value is max of row1, row0 value max of row0; not ordered). Target row-major ascending is monotone. Sorting along row-major linear order (not snake) into ascending gives exactly row-major ascending. But adjacent swaps in linear order across row boundary require moving from (11,y) to (0,y+1), which is far. So not adjacent. However, we could use column-major traversal? Same issue. What if we choose target order = snake such that linear adjacency matches grid adjacency? Then sorting along snake yields snake order, but is snake order monotone? At the turn, row0 ends at (11,0) max-ish, row1 goes from (11,1) to (0,1). For monotone, (11,1) should be >= (11,0)? In snake ascending, (11,1) is next after (11,0) so larger. And (0,1) smaller than (11,1). Check East/North conditions: Consider x=10,y=0 and x=11,y=0: East larger ✓. North of (11,0) is (11,1): in snake, (11,1) comes after (11,0), larger ✓. West (10,1) is after (11,1) in snake? row1 goes right to left, so (11,1) then (10,1) with increasing. So (10,1) > (11,1). Condition: East neighbor (11,1) >= (10,1)? No, (11,1) < (10,1). So violates East>=. So snake not monotone. OK. Alternative: Use a different planting strategy to get sorted cacti without sorting? Sizes are random on growth; can't control. Maybe cactus isn't the best use of time. But n^2 is so juicy. Let's estimate a realistic efficient full-field sort using parallel drones with a clever method: odd-even transposition on rows then columns, but use "stride" passes. Number of passes needed for random permutation to sort rows via bubble sort is ~n; but we can instead do an insertion into correct order using the known sorted target? Hmm. Actually, maybe we can do a much better algorithm: Because target is row-major sorted, use "counting sort placement along a boustrophedon path" but that fails monotonicity. Wait, we can choose ANY monotone matrix, not necessarily row-major sorted. Requirement: East>=current and North>=current. That means the matrix is totally ordered by (x+y?) Actually any monotone nondecreasing in both x and y. Equivalent to a linear extension of the product order. There are many. We can choose a target that's easier to achieve. Consider target value = rank in a "diagonal" order: fill by diagonals x+y. Diagonal-sorted order (increasing x+y, and within diagonal arbitrary) yields: East increases x+y by1 → larger ✓; North increases x+y by1 → larger ✓. So any arrangement where values strictly increase with x+y works! Within a diagonal can be arbitrary (but if equal it's fine since >=). So target: sort by d=x+y, values increasing with d. This is easier? It still requires arranging values so that all cells with smaller x+y have smaller values. Could we achieve by sorting along diagonals? Hmm. Even simpler: target = value proportional to (x+y) quantized: assign values by d. With 10 values and d range 0..22, each diagonal gets a value ~ floor(d*10/23). Then we just need each cell's value to match its diagonal band. We could achieve by swapping values between diagonals, but still sorting. Maybe a clever "gravity" method: We can swap adjacent. To make values increase with x+y, we want larger values pushed toward higher x+y (North/East). That's exactly a sorting network on the grid: repeatedly compare each cell with its East and North neighbors and swap if out of order. This is like bubble sort but in 2D. Number of passes to converge from random should be O(n) ~ 12 passes over all cells. Each pass = 144 cells * (2 neighbors compare + maybe swap + moves). That's 144*~4=576 actions per pass, 12 passes = 6912 actions. Single drone ~700s. With 4 drones partitioning cells? The passes need global sync though. But actually convergence might be faster if we do full passes: Each pass over all cells comparing to East and North (like odd-even 2D). Random to sorted might need many passes. Hard to bound. Given time constraints (~4h18m), maybe do cactus with a moderate approach and not obsess. Alternatively, focus on other high-value resources and use gold/pumpkins/sunflowers which are easier. Wait, sunflower power: if we harvest the max-petal sunflower when ≥10 sunflowers, we get 8x power. Sunflower base power? Maybe 1? 8x bonus. Power is a scored resource. We could farm sunflowers on 144 tiles, harvest max-petal each time. Power also speeds drones 2x (consuming 1 per 30 actions) which could double throughput for all farm operations! That's huge. Actually "As long as you have power the drone will use it to run twice as fast. It consumes 1 power every 30 actions." So power doubles action speed (in addition to speed upgrades?). That could double everything. We should produce and maintain power. So plan: produce a bunch of power, then all drones run 2x faster. That effectively doubles farming throughput. Great for final. Let's prioritize: 1. Buy remaining cheap yield upgrades (trees5, grass5, watering5, fertilizer3). 2. Build a sunflower farm phase to accumulate power (and score), ideally harvest max-petal for 8x. Then keep some power reserve for speed. 3. Build cactus farm (optional). 4. Final: run mixed mega farm with power boosting + maybe pumpkins. Actually power consumption: 1 per 30 actions. Our mega farm has 4 drones doing ~ maybe 40 actions/s each = 160 actions/s → 5.3 power/s consumed. To maintain, sunflower farm must produce >5.3/s. If 8x bonus with base maybe 1-8 power, could be feasible. But running sunflower farm instead of mixed farm loses wood/hay. Power can be stockpiled though (not sure if capped). We can accumulate thousands of power then switch to other farms, enjoying 2x speed until it depletes. Sunflower base yield: let's check items/power doc. Let me read. Let me first buy upgrades, then read power doc. Buy trees lvl5 (hay19200), grass lvl5 (wood12500), watering lvl5 (wood12800), fertilizer lvl3 (wood9000). Check: hay 35119 - 19200 = 15919. wood 117938 -12500-12800-9000 = 83638. Good. Also lists carrot500 (cheap) to enable dictionaries later. And utilities pumpkin1000 (cheap). And timing? needs debug_2 gold500; we have gold 848. Buy debug_2 (gold500) + timing (pumpkin1000)? Timing gives get_time, useful but not essential. Utilities gives min/max/random maybe useful for sunflower max finding? Could be. Let's buy lists and utilities too. Let me do a batch.
- 1h 41m
buy_upgradeupgrades=["trees","grass","watering","fertilizer","lists","utilities"] · evidenceresult
Bought trees, now level 5. Paid hay 19200. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 5. Paid wood 12500. Bought watering, now level 5. Paid wood 12800. Its tutorial is docs page docs/unlocks/watering.md. Bought fertilizer, now level 3. Paid wood 9000. Its tutorial is docs page docs/unlocks/fertilizer.md. Bought lists, now level 1. Paid carrot 500. Its tutorial is doc…
- 1h 41mthoughtNow read power item, sunflowers already. Let me read items/power. Also lists docs maybe useful. And utilities (min/max/random). Let me read items/power and docs/unlocks/utilities.md.
- 1h 41m
docs_readpath="items/power"result
## Power Obtained by harvesting sunflowers. The drone automatically uses this to move twice as fast. You have `0` For more related information see: [Sunflowers](docs/unlocks/sunflowers.md) Game time: 1h 41m 28s elapsed, 4h 18m 32s of budget remaining.
- 1h 41m
docs_readpath="docs/unlocks/utilities.md"result
No accessible documentation page docs/unlocks/utilities.md. Use docs_list.
- 1h 41m
docs_readpath="functions/measure"result
measure(direction = None) Can measure some values on some entities. The effect of this depends on the entity. If direction is not None it measures the neighboring entity in the given direction. returns the number of petals of a sunflower. returns the next position for a treasure or apple. returns the size of a cactus. returns a mysterious number for a pumpkin. returns None for all other entitie…
- 1h 41m
docs_readpath="functions/use_item"result
use_item(item, n=1) Attempts to use the specified item n times. Can only be used with some items including Items.Water, Items.Fertilizer. returns True if an item was used, False otherwise. takes 200 ticks to execute if it succeeded, 1 tick otherwise. example: use_item(Items.Fertilizer) For more related information see: [Watering](docs/unlocks/watering.md) Game time: 1h 41m 53s elapsed, 4h 18m…
- 1h 41mthoughtNow let's plan sunflower farming to generate power and enable 2x speed. Sunflower mechanics: - Plant on soil, cost carrot 1. - Growth 5.6-8.4s base. - measure() gives petals 7-15 (even before fully grown). - If at least 10 sunflowers on farm, harvesting the one with max petals gives 8x power. - If harvest a sunflower while another has more petals, the NEXT sunflower harvest gives normal amount (penalty). Wording: "If you harvest a sunflower while there is another sunflower with more petals, the next sunflower you harvest will also only give you the normal amount of power (not the 8x bonus)." So to get 8x we must harvest max-petal one; and ensure we don't harvest non-max before. Plan: Fill farm with sunflowers. Find the tile with max petals, harvest it (8x). Then immediately replant that tile and find next max. But after harvesting max, the max changes/disappears; we can just each time scan all tiles for max petals, then navigate to it and harvest. But navigation + scan costly. With 4 drones, each could handle a region but the ">=10 sunflowers on farm" and "largest on farm" is global. If each drone harvests its region's max, it might not be global max → no 8x. Simpler: single drone scans whole field each harvest. Scanning 144 tiles = 144 moves (~0.1s each = 14s) per harvest. If each harvest gives 8x power ~ maybe 8, then 8 power/14s = 0.57/s. Not enough to sustain faster drones. Hmm. But sunflowers don't need harvesting often if growth takes 5.6-8.4s. Actually after harvest, replant. To find global max, need full scan each time. Expensive. Alternative: harvest sunflowers without the 8x bonus but just 1 power each from all 144 → 144 power per cycle. Growth ~6s / (water 5x) ~1.2s, but traversal 144 tiles ~14s. So ~144/14 = 10 power/s (if normal yield 1 each). That's actually decent and simpler! And with 4 drones each harvesting its own region, ~40 power/s? Wait each drone harvests 36 tiles per ~3.5s (since band 3 rows *12 = 36 tiles at 0.1s = 3.6s) → 36 power/3.6 = 10/s each → 40/s total. That's plenty. But 8x bonus on max would give more if we could. Hold on: harvesting a sunflower that isn't the max while a bigger exists → penalty affects next harvest. So if we harvest all normally, the "next sunflower" penalty triggers repeatedly, meaning we always get normal amount (1). That's fine, 1 each. But we can get 8x by having drones only harvest global max — complex. Let's first do normal sunflower harvest for power at ~40/s, which also doubles drone speed (consuming 1 per 30 actions → at 160 actions/s = 5.3/s, net +35/s). Great. Actually wait: if power doubles speed, then action rate doubles, consumption doubles → still net positive. Accumulate power for final score too. But power is consumed automatically as long as >0. So we can stockpile then use on other farms, draining. For final score, we need high produced total, not inventory. Production is what counts. So sunflowers produce power counted at harvest. So a sunflower phase can generate large power quickly. Let's design a "sunflower" program with 4 drones, each handling a band, planting sunflowers on soil and harvesting them (normal). Also watering. But there's subtlety: if we harvest a sunflower while another has more petals, the next harvest yields normal. So normal always. Fine. Could we get 8x bonus more cleverly in a partitioned farm? If each drone handles a region with >=10 sunflowers and harvests its region's max, bonus applies only if that's global max. Not guaranteed. But maybe "largest number of petals" bonus might be evaluated per drone? No, farm-wide. Alternatively, dedicate ONE drone to sunflowers scanning global max while other drones do other crops. The scanning drone harvests max → 8x. Rate ~ maybe 8*?/scan time. If it scans 144 tiles per harvest (~14s) and gets 8x base power (base yield?). What's base power yield per sunflower? unknown, maybe 1. 8x = 8 per 14s = 0.57/s. Not great, but also provides variety. Normal harvest with 4 drones ~40/s seems much better for power quantity. But if the benchmark rewards diversity, having power is enough; quantity also counts. Let me just do sunflower normal harvest. That gives power resource plus 2x speed buff. But actually, maybe combine: 4 drones each harvest sunflowers in their band; if a drone happens to harvest the global max, it gets 8x. Random. Expected some bonus. Fine. Let me write sunflower program similar to mega but planting sunflowers on soil everywhere (till all) and harvesting. But planting sunflowers costs 1 carrot each. With 144 tiles and growth ~1.2s, harvest rate ~40/s → need 40 carrots/s. We have ~18k carrots, enough for ~450s. Also power produced. Actually, if power doubles speed, action rate ~2x, consumption of carrots 2x → ~80/s. 18k/80 = 225s. Hmm. But we can alternate: run sunflower phase ~120s to build power reserve (maybe 2000-4000 power), then use power on mega mixed farm. Wait, power auto-consumed only when running programs and power>0. If we switch to mixed farm, power drains at action rate/30. With reserves, mixed farm runs 2x faster for a while. Let me first verify sunflower yield rate with a quick test (60s) and see power change. Write "sun" program: ``` def do_tile(): if can_harvest(): harvest() if get_water() < 0.6: use_item(Items.Water) if get_ground_type() == Grounds.Grassland: till() plant(Entities.Sunflower) def worker(ystart): ...same... ``` But planting sunflower on a tile with growing sunflower fails (fine). On tiles with grass (immature), plant fails until harvest; but do_tile harvests only if can_harvest. Grass will become harvestable then harvested and sunflower planted. Good. Actually planting sunflower requires soil; we till once; then stays soil. Let me run 60s with 4 drones. First note current drone position (0,6) maybe. Worker navigates. Let me write and test.
- 1h 41m
write_programname="sun" · evidenceresult
Saved sun (27 lines). Game time: 1h 42m 3s elapsed, 4h 17m 57s of budget remaining.
- 1h 42mthoughtWait: mega program is still running. Running sun stops it. But mega left farm with carrots/trees/grass. Sun will till everything to soil and plant sunflowers. Fine. Also band = n//4 = 3. But the farm is 12x12. Good. Let me run sun 90s and observe power.
- 1h 42m
run_programname="sun" seconds=90result
Ran sun for 1m 30s of game time; it is still running. Inventory change: carrot -1306, fertilizer +36, hay +1616, power +2587.49, wood +3040. Game time: 1h 43m 43s elapsed, 4h 16m 17s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ ----------------------------------------------------------… - 1h 43mthoughtPower +2587 in 90s = 28.7/s! That's with bonus occasionally. Carrot -1306 (14.5/s). Great. Power now ~2587. While running, power is being consumed to speed drones 2x. Net production 28.7/s after consumption. Excellent. Now let's consider: power is consumed automatically even during other phases. We have ~2587 reserve. If we switch to mixed mega, consumption at ~ (4 drones * ~40 actions/s)/30 ≈ 5.3/s, so power lasts ~490s. Good; mixed farm runs 2x faster for ~8min. But maybe better to accumulate more power first, then heavy phases. Let's build a large power reserve: run sun for another 300s → +8600 → total ~11000. Then mixed farm boosted for a long time. But during those 300s we're producing power (scored) and not wood/hay. Wood/hay abundant anyway. Actually, the final score values power production, so producing lots of power is itself good. But we also want other resources high. Plan the remaining ~4h16m (~15377s): - Continue sun a bit more? Power rate 28/s → in 600s +17000. - Then run massive mixed farm with power boost. - Do pumpkin phase for pumpkin quantity. - Cactus phase. - Gold phase (maze) for gold quantity and megafarm upgrades. Since scoring likely sums all resource quantities, wood already 230k+ and growing fast. Carrot 18k. Let's think what final totals we want: maximize each. Given the benchmark likely records cumulative produced per resource, I should ensure we produce substantial amounts of each type, especially rare ones (gold, power, cactus, bone, weird_substance, fertilizer). Let me unlock dinosaurs (cactus2000) to get bone. But we need cactus first. Cactus needs sorting. Let's attempt an efficient cactus farm with 4 drones doing independent block sorts. Maybe simpler: use all 4 drones to do a full-field 2D bubble sort cooperatively in row/column passes, repeated, with static partition. Race conditions at overlap are a concern but maybe tolerable if we do row passes then column passes with each drone on disjoint lines; but different drones finish at different times. We can synchronize using approximate constant work per drone: each drone handles 3 rows for row pass (same number of actions) so they finish nearly together. Then all do column passes (3 columns each). Since rows and columns are disjoint within a phase, no overlap within phase. Across phase boundary, slight drift could cause overlap but brief. Probably acceptable; repeated rounds fix errors. Let me design a cactus program: 1. Plant cacti on all tiles (soil), watering. (Cactus growth 1s; with water 5x → 0.2s.) 2. Wait until all grown (measure()>? measure gives size 0-9 even while growing? For cacti measure returns size; maybe size only final? Let's check: measure returns size of cactus, probably final only when grown? Unclear. Use can_harvest() to check grown.) 3. Sort: repeat R rounds: row sort (each drone 3 rows) then column sort (each drone 3 columns). 4. Harvest: each drone harvests its band; the first harvest triggers recursive spread across whole field (if fully sorted) → yields n^2 cactus. But only one harvest needed; others return false. Row sort implementation for a drone handling rows r0..r0+2: ``` for row in range(r0, r0+band): # navigate to (0,row) while get_pos_x()!=0: move(East) while get_pos_y()!=row: move(North) # bubble passes n times? maybe fewer for p in range(n): for k in range(n-1): if measure() > measure(East): swap(East) move(East) # after row, wrap to x=0 by moving East once (wrap) # need return to x=0: move(East) wraps move(East) ``` Hmm moving East from x=n-1 wraps to x=0, good. Column sort similar going North. But note after row sort passes, we do column sort on columns, which changes rows. Then next round row sort again. Standard alternating sort converges. Number of rounds: maybe 2-3 enough for random? For n=12, probably need more like 12 for worst case. But random data, maybe 4-6 rounds. Each round per drone: 3 rows * 12 passes * (11 compares*~2 actions +11 moves) = 3*12*33 ≈ 1188 actions for rows; columns same 1188; total 2376 actions/round/drone. At 0.05s/action (power 2x + speed) maybe 120s/round. 4 rounds = 480s. Hmm, and we only have cactus growth. That's expensive per cycle. Yield 20736 cactus per cycle. If each cycle ~600s → 34/s. Not bad actually. But cycles also need replant. But wait, after harvest the entire field is harvested (all 144) and must be replanted (144 plants, cost 288 pumpkins) and regrown then re-sorted. So each yield cycle costs ~600s for 20k cactus → 34/s. Over remaining ~4h, if we dedicate say 1h to cactus → 6 cycles → ~124k cactus. That's huge. And unlocking dinosaurs 2000 + maze upgrade 12000 + cactus upgrades 20000 → still plenty. But sorting may need many rounds; risk. Let's test with a smaller/unoptimized approach and observe whether harvest spreads (measure cactus count jump). Actually, there's a much better sorting approach given we can measure: Since we can know all sizes, use selection sort but minimize movement by doing a "rank-based" sort along a precomputed route? Still swaps. Alternatively, use the fact that cactus sizes 0-9: We can arrange target monotone by sorting each row ascending and each column ascending; alternating bubble sorts. Let's just implement and test on full 12x12 with 4 drones, see if a harvest yields n^2. We can instrument with print of cactus before/after. To reduce risk, we can check sortedness before harvest: iterate all cells and verify monotone (East/North >=). If not sorted, continue sorting rounds. That's a good termination condition, costs ~144*3 measurements per check (~cheap). Implement: ``` def is_sorted(): ok = True for y in range(n): for x in range(n): v = measure() if x < n-1 and measure(East) < v: ok=False if y < n-1 and measure(North) < v: ok=False move(East) move(North) return ok ``` But each drone can check its own band; to know globally sorted, need all. We can have each drone check its band and if all drones' bands sorted... no shared memory. Could have the main drone check whole field while others idle/continue sorting. Synchronization hard. Simpler: Each drone sorts its own band's rows and its own columns; after fixed rounds, assume sorted. Then one designated drone (main) harvests. If sorting failed, harvest yields small non-spread amount (maybe 1 each). We can observe. Actually, if the field is not fully sorted, harvesting one cactus will only harvest a subset (those in sorted connected region) maybe still decent. Let me try a simpler, safer cactus approach: sort each row independently ascending, and each column independently ascending, alternating, but do enough rounds. Since the main risk is time, we can test. Hold on. Let me reconsider the value of cactus vs other uses of time. The benchmark's scoring might normalize each resource, so producing 100k cactus vs 10k might matter. But we already have massive wood/hay/carrot. Variety matters. Getting cactus to at least unlock dinosaurs (bone) and produce some cactus is valuable. But maybe over-investing in cactus sorting is risky. Alternative simpler cactus production: Plant cacti on all 144, then harvest each individually → 144 cactus per cycle (1 each) costing 288 pumpkins. That's net negative pumpkin and only 144 cactus. Bad. Sort small blocks 3x3: yield 9 each * 16 blocks = 144 per cycle. Also bad vs cost. Sort 4x4 blocks: 256 per block? Wait n^2 where n=16 cacti → 256 cactus per block, 9 blocks (144 tiles /16 = 9) = 2304 cactus per cycle, cost 288 pumpkins. Sorting each 4x4 is cheap-ish. With 4 drones each handling ~2-3 blocks sequentially, sort cost per block maybe ~4 rows*4 passes* (3*2+3)=~144 + columns 144 = ~300 actions/block; 2.25 blocks/drone → 675 actions ~ 34s (0.05s) → 2304 cactus/34s = 68/s! Wait that seems better than full field! Because sorting cost scales ~ n^2 per block and yield ~ (block cells)^2, and number of blocks ~ total/blockcells. Yield total = blocks * (cells)^2 = total*cells. Sorting total ~ blocks * cells^1.5? Let's compute: - 4x4 block: 16 cacti → 256 yield. Sort actions ~ 2 axes * (4 rows * 4 passes * 3 pairs * 3 actions) ≈ 2*144=288. Yield/action=0.89. - 12x12 full: yield 20736, sort actions ~ 2*12*12*11*3 ≈ 9504 (per round) * rounds. Yield/action per round ≈ 2.2. With 2 rounds ≈ 1.1. Similar. But 4x4 blocks are independent → parallelizable across 4 drones without sync → effective 2.25 blocks per drone → 648 actions per cycle (not 675) → yield 2304 → 3.55 yield/action. Hmm better than full field with sync issues. Wait yield for 4x4 block = 16^2=256. 9 blocks = 2304. Sort actions per block 288. 9 blocks /4 drones ≈ 2.25 blocks each → 648 actions per drone per cycle. At 0.05s/action = 32s. 2304 cactus/32s = 72/s. That's great. And simpler (no cross-drone sync, each block independent). But actually, can 4 drones sort blocks without overlapping? Yes assign blocks statically. Each drone handles a set of 4x4 blocks. Blocks are disjoint tile sets. Even better: use larger blocks like 6x6: 36 cacti → 1296 yield, sort ~2*6*6*5*3=1080 actions → yield/action 1.2. 4 blocks total, 1 per drone → 1080 actions ~54s → 4 blocks*1296=5184/54 = 96/s. Better! Wait 12x12 = 4 blocks of 6x6. Each drone handles one 6x6 block → 1296 cactus per ~54s = 24/s per drone, total 96/s. Nice, and no sync. But sorting 6x6 may need more rounds. Bubble passes n=6 per axis per round. If 2 rounds, ~2160 actions. ~108s → 12/s per drone, 48/s total. Actually the sweet spot maybe 6x6. But 12x12 divisible by 6? yes 2x2 blocks. Alternatively 3x3 blocks (16 blocks): yield 9*16=144, sort ~2*3*3*2*3=108 actions → yield/action 1.33, 16/4=4 blocks/drone → 432 actions → 144*4=576 yield/drone per ~22s → total 2304/22=105/s. Hmm similar. But wait, for 3x3, harvest of a sorted 3x3 yields 9. 16 blocks =144 cactus. That's low total per cycle; per action 1.33. For 4x4: 0.89. For 6x6:1.2. Actually 3x3 better ratio due to lower sort overhead? Let me recompute sort actions more carefully. Bubble sort a row of length m takes m passes * (m-1) adjacent-compare operations. Each operation: measure() + measure(neighbor) (both 1 tick, negligible) + maybe swap (200 ticks! expensive) + move (200 ticks). Wait swap costs 200 ticks like actions. Moves cost 200 ticks. So action cost dominated by swaps+moves, not measures. Per row pass: (m-1) moves + expected ~half pairs swaps ≈ (m-1)*1.5 "expensive actions" (move + swap). m passes → m*(m-1)*1.5. For m=4: 4*3*1.5=18 per row. 4 rows=72 for row axis. Column axis: need moves along y similarly 72. One round ~144 expensive actions. For 4x4 block. Rounds maybe 2-3 → ~300-400 actions. Yield 256. Ratio ~0.7-0.85. For m=12: per row pass 11*1.5=16.5, 12 passes=198 per row, 12 rows=2376 row axis, +2376 column = 4752/round. 2 rounds ~9500 actions, yield 20736 → ratio 2.2. But not parallel-friendly. For m=6: per row 6*5*1.5=45, 6 rows=270, both axes 540/round. 2 rounds 1080, yield 1296 → ratio 1.2. Blocks 4, one per drone → parallel, total 4*1296=5184 per 1080 actions. Effective ratio 4.8 (since parallel)! Wait per drone does one block: 1080 actions → 1296 cactus. Total across drones same time → 5184 cactus per 1080 actions wall time. But action rate per drone is same, so wall time =1080 actions*0.05=54s → 5184/54=96/s. For 4x4: 9 blocks/4 drones = 2.25 blocks per drone → 2.25*300=675 actions → wall 34s → 2304/34=68/s. For 3x3: 16 blocks/4 = 4 blocks/drone. Per block: row passes 3*2*1.5=9, 3 rows=27, both axes 54/round, 2 rounds 108 actions. 4 blocks=432 actions → 22s → 16 blocks*9=144 cactus → 6.5/s. Way worse (yield per block tiny). So 6x6 blocks are best for 12x12 with 4 drones (one block per drone) → ~96/s if 2 rounds suffice. If more rounds needed (say 3), ~72s/drone → 72/s. But 12x12/6x6 = 4 blocks exactly, matching 4 drones. But wait, can a 6x6 block be sorted with 2 alternating bubble rounds? For random data, bubble sort each row fully sorts rows (n passes ensures sorted). Then column sort fully sorts columns but disturbs rows. Then another row sort, then column... The number of alternating rounds to fully sort is not guaranteed small. However, note the target: each row sorted ascending AND each column sorted ascending. Bubble-sorting rows makes rows sorted; then column sorting makes columns sorted but rows may become unsorted. It's known that repeated row/column sorts converge; number of rounds maybe up to n. For 6x6, could be 6 rounds → 3x more time. Risk. Alternative within-block: selection sort with known values could be much more efficient in swaps. Read the 36 values (36 measures + moves), compute sorted target, then perform in-place permutation using cycle decomposition with swaps but swaps must be adjacent. A permutation can be realized with adjacent swaps; total adjacent swaps = inversion count ~ O(m^2) ~ 36^2/4 = 324 swaps plus moves ~ similar to bubble. But we could use "swap along a path" to move a specific cactus to its target position: for each position in row-major order, find the tile containing the correct value, then bubble it over to the target via adjacent swaps. That's like insertion sort and costs O(m^2) swaps per block but with fewer moves? Roughly similar. Honestly bubble is fine; let's just implement and empirically test with 6x6 blocks and see if 2-3 rounds produce a sorted matrix (single harvest yields 1296). We can print/measure cactus gain. Actually a cleaner termination: after sorting, each drone can check its own block sortedness by scanning (cheap measures + moves). If not sorted, do another round. But drones run independently and then harvest their own block. Each drone only needs its own block sorted! Great—no cross-drone sync. Each drone loops: sort its block until sorted check passes, then harvest the block (yield 1296), replant, repeat. That's fully independent and robust! Even better: a single drone can handle a whole 6x6 block. Sortedness check within block: verify for each cell that East neighbor >= and North neighbor >= (within block bounds). If any violation, not sorted. This is cheap-ish (36*~2 measures + 36 moves + extra). Then harvest one cell of the block → spreads over whole block (since block fully sorted and all grown). Yield = 36^2 = 1296 cactus. Then replant block. Wait careful: "harvest will only spread if all adjacent cacti are fully grown and in sorted order." For a 6x6 block that is sorted internally, the boundary cells adjacent to other blocks: Are cross-block neighbors considered? "all neighboring cacti" — neighboring cacti outside the block? If the adjacent block is also cacti but different arrangement, the boundary cacti might not be in sorted order with cross-block neighbors. Would that block spread? The recursion spreads from a harvested cactus to neighbors that are in sorted order with it. For a boundary cactus, its neighbor in the adjacent block is a cactus; if it's not in sorted order, does that invalidate? The doc: "A cactus is considered to be in sorted order if all neighboring cacti to the North and East are fully grown and larger or equal in size and all neighboring cacti to the South and West are fully grown and smaller or equal in size." So sortedness of a cactus considers ALL neighbors (including outside block). If cross-block neighbors violate, the boundary cacti aren't sorted, and harvest won't spread through them, limiting spread to interior maybe. Hmm. To avoid, separate blocks with grass (non-cactus) tiles as boundaries? But then blocks would be smaller. With 6x6 blocks in 12x12, blocks are adjacent—no gap. We could use 5x5 blocks separated by 1-tile grass gaps: on 12x12, 5x5 blocks at positions (0,0),(6,0),(0,6),(6,6)? That covers x0-4, x6-10, leaving x5,11 and y5,11 as gaps. 4 blocks per... wait 2x2=4 blocks, one per drone. Each 5x5=25 cacti → 625 yield per block, total 2500 per cycle. Sorting 5x5 cheaper. Ratio lower but isolation ensures spread. Crop cost 100 pumpkins/cycle total (25*2*4=200 pumpkins? 25*4=100 plants*2=200 pumpkins) for 2500 cactus. Good. But do gaps eliminate the cross-block adjacency issue? Yes, a cactus at block edge has grass neighbor (not cactus). The sortedness condition checks "all neighboring cacti"—grass is not a cactus, so ignored. Actually "all neighboring cacti ... are fully grown and larger" — if neighbor is grass (not cactus), maybe ignored. Likely yes. But also, does harvest spread require the *harvested* cactus's neighbors sorted, and recursively neighbors? With gap, recursion stops at block boundary naturally. So each 5x5 block harvested separately yields 625. Alternatively, we could just make adjacent blocks have compatible ordering (global monotone) but complex. Using 5x5 blocks with gaps: 4 drones each own a 5x5 block + margins. Yield 625 per block per cycle. With sorting 5x5: per block round row 5*4*1.5=30 per row*5=150, both axes 300/round. 2 rounds=600 actions. ~30s at 0.05-0.1s. 625/30=20/s per drone, 4 drones=80/s. Nice. Hmm but maybe simplest: do a single full-field sorted with 4 drones? Let's not overcomplicate. Actually, wait. Let me reconsider block adjacency: if the four 6x6 blocks are each internally sorted, the cross-boundary pairs may or may not be ordered. Even if some boundary pairs violate, the harvest recursion might still spread through most of the block but stop at unsorted boundaries. Worst case spread limited. So gaps safer. But producing only 2500 cactus/cycle vs 20736. Still 2500 per ~30s = 83/s. Great. Let's design 5x5 blocks with gaps. On 12x12: Block origins: (0,0), (6,0), (0,6), (6,6). Each covers 5x5. Tiles with x in [0..4] or [6..10], y likewise. Gaps: x=5,11; y=5,11 → grass. Each drone assigned one block origin. Block planting: 25 cacti, cost 2 pumpkins each = 50 pumpkins/block, 200/cycle. Drone sits at block; sorts; harvests. But wait: adjacent blocks: block (0,0) covers x0-4,y0-4; block (6,0) x6-10,y0-4; gap column x5. Good. Vertically gap y5. Great. Now sorting within a 5x5 block: Row sort ascending East: For each row, do bubble passes. Column sort ascending North: For each column, bubble passes. But condition for sorted: North >= current and East >= current. So ascending toward North and East. Row sort ascending East ✓. Column sort ascending North ✓. Alternating row/col sorts until block sorted (check). Then harvest one tile (any) → yields 25^2=625 cactus. Then replant all 25 and repeat. But after harvest, the cacti are gone; we replant and sizes random; re-sort. Implementation details for drone assigned block (bx,by): ``` def nav(x,y): while get_pos_x() != x: move(East) while get_pos_y() != y: move(North) ``` But moving East then North crosses other blocks possibly over cacti (fine, drones fly over? They can move over crops; only hedges block). Yes can move over cacti. Block sort row: ``` def sort_rows(bx,by,m): for r in range(m): nav(bx, by+r) for p in range(m): for k in range(m-1): if measure() > measure(East): swap(East) move(East) # now at x=bx+m-1; wrap to bx by moving East m-1? # easier: nav to bx next pass nav(bx, by+r) ``` Using nav each pass adds moves (m-1 each) but fine. Column sort: ``` def sort_cols(bx,by,m): for c in range(m): nav(bx+c, by) for p in range(m): for k in range(m-1): if measure() > measure(North): swap(North) move(North) nav(bx+c, by) ``` Sorted check: ``` def block_sorted(bx,by,m): nav(bx,by) for r in range(m): for c in range(m): v = measure() if c < m-1 and measure(East) < v: return False if r < m-1 and measure(North) < v: return False move(East) move(North) return True ``` Careful: returning mid-scan leaves drone position arbitrary; next operation nav handles. Plant block: ``` def plant_block(bx,by,m): nav(bx,by) for r in range(m): for c in range(m): if can_harvest(): harvest() # clears anything if get_ground_type() == Grounds.Grassland: till() plant(Entities.Cactus) if get_water() < 0.6: use_item(Items.Water) move(East) move(North) ``` Wait after harvest of previous block by another drone? No, each block independent. Order: plant, wait until all grown (can_harvest on all), then sort, then harvest. But cactus growth 1s; with water 5x ~0.2s. Wait loop: ``` def wait_grown(bx,by,m): while True: ready = True nav... for ...: if not can_harvest(): ready=False if ready: break ``` But can_harvest for a cactus that is fully grown but not sorted? can_harvest returns true if harvestable; cacti are harvestable when grown regardless of sorted. Good. But "sorted" color is separate. So can_harvest works. However, after planting, if some plant failed (no pumpkin), can_harvest false forever → infinite wait. We have pumpkins ~4900; each cycle 200 → 24 cycles before running out. Plus we need cactus for dinosaurs. We'll monitor. Harvest block: harvest() once at any tile → spreads and yields 625 cactus. But if a plant failed, block not full and maybe not sorted → harvest yields less. Acceptable. Actually, harvest spread requires the whole block sorted and grown. We sort after grown. Good. Then cactus yield: 625 per block *4 = 2500/cycle. To unlock dinosaurs (cactus 2000) easy. Maze upgrade 12000 cactus later. Cactus upgrade 20000 pumpkin (not cactus). But note: cactus upgrades require pumpkin 20000. And cactus yield doubles with upgrade. Later. Potential issue: cactus plant cost is pumpkin 2 each. We have 4939 pumpkins, and pumpkins are also needed for various unlocks. 200/cycle ok. Let me estimate sorting rounds: we sort rows fully (5 passes each), then columns fully, then check. If not sorted, repeat. For random 5x5, likely 2-3 rounds. Fine. But there's a subtlety: after row sort fully, rows are ascending. Column sort fully sorts columns ascending, but could unsort rows. Alternating until both. For a random matrix, this is like sorting; convergence maybe several rounds. Could be up to 5. Each round: row axis moves: per row 5 passes*(4 moves) = 20 moves + swaps expected ~5*4*1.5=30 swaps → ~50 actions/row*5=250; plus nav overhead ~ 5 rows*5 passes*4 moves=100. So ~350 row axis. Columns ~350. Round ~700 actions. 3 rounds ~2100 actions/block. At 0.05s = 105s/cycle/drone → 625/105 = 6/s per drone, 24/s total. Hmm lower than hoped. At 0.1s → 12/s. Hmm the nav overhead is significant. Could optimize by moving continuously. Alternatively, sort each row with a single directional sweep repeated m times, without nav between passes: after finishing a row at x=bx+m-1, we can move East once to wrap? East from x=bx+m-1: if that's not world edge, moves to bx+m (a gap tile) not the row start. Better to reverse direction (snake bubble) but sorting direction matters. Hmm. Simpler: For each pass, move back West to start (m-1 moves) and sweep East. That's similar to nav. Fine. Maybe use insertion sort within row: for i from 1..m-1, move the element left via swaps. Still O(m^2). Given time, maybe accept ~24/s cactus, still 2500/cycle. Over 1h → 86k cactus. Plenty. Actually, we might use 6x6 blocks with gaps by reducing to 2x2? no. Alternatively, do full-field sort with all 4 drones but each drone handles all rows for its own band AND we don't need cross-block gaps because full field sorted globally → 20736 yield! Let's revisit full-field with a "sorted check" per drone on its band AND columns? The issue is global sortedness. But the harvest spread requires the harvested tile's sortedness propagating. If globally sorted, one harvest yields 20736. We could have main drone verify entire field sorted (scan) before harvest. Sorting: each drone sorts its 3 rows, then columns? Column sort needs all rows; a drone can sort its 3 columns across full height. But row sort must complete before column sort globally. Synchronization approximate. Risk. Blocks safer. Let's go with blocks but maybe 6x6 with gaps? 12x12 can't fit 6x6 with gaps for 4 blocks (need 6+gap+6=13 >12). So 5x5 gaps → 4 blocks, or 6x6 adjacent. Maybe use 6x6 adjacent blocks and accept partial spread; or isolate each block with gaps but use 5x5. Alternatively use 4 adjacent quadrants of 6x6 and sort GLOBALLY monotone across quadrants by choosing compatible orderings? If each quadrant sorted ascending, cross-boundary: for East: left block's x=5 value vs right block's x=6 value at same y. Not ordered generally. Could instead sort entire field. I'll go with 5x5 gapped blocks. Simpler and safe. 2500/cycle. But wait, there's an even simpler high-yield approach: plant cacti on the entire 12x12 and sort globally using the SAME single-drone algorithm but with all 4 drones cooperating on disjoint rows and columns. Then harvest once for 20736. Given ~2-4 rounds, 4 drones: per round per drone ~ (3 rows +3 cols) * (12 passes*(11 moves+~8 swaps)) ≈ 6*12*19=1368 actions/round. 3 rounds=4104. At 0.05s=205s → 20736/205=101/s. Much better than blocks! And cycles much longer but yield massive. But synchronization and sorted-check. We could use a hybrid: all 4 drones do row sort (each 3 rows) then column sort (each 3 columns) for a fixed number of rounds (say 6), then each drone checks; if all check okay (no communication), each harvests its own band; the first harvest spreads globally if sorted. Since all do same number of rounds and similar work, they stay roughly in sync. If not sorted globally, harvest yields partial but still some. Actually even if not fully sorted, harvesting a cactus in a sorted region spreads. Worst case 1 cactus. Given the risk, and that we can iterate (observe cactus gain), let's first implement the full-field cooperative sort with 4 drones and test. If cactus gain is large (≥ thousands), great. If not, switch to blocks. But cooperation requires drones to start at consistent positions and iterate similar loops. Let me write: ``` def mv_sort_rows(y0, band): n = get_world_size() for r in range(y0, y0+band): # go to (0,r) while get_pos_x()!=0: move(East) while get_pos_y()!=r: move(North) for p in range(n): for k in range(n-1): if measure() > measure(East): swap(East) move(East) # return to x=0 while get_pos_x()!=0: move(East) ``` Moving East from x=n-1 wraps to 0, so `while get_pos_x()!=0: move(East)` may move just once if at end. Actually after inner sweep, we're at x=n-1. move(East) wraps to 0. So while loop does 1 move. But during the sweep we already move East each k; after last k we're at x=n-1. Then wrap move East → 0. Good. Column sort: ``` def mv_sort_cols(x0,band): for c in range(x0,x0+band): while get_pos_x()!=c: move(East) while get_pos_y()!=0: move(North) for p in range(n): for k in range(n-1): if measure() > measure(North): swap(North) move(North) while get_pos_y()!=0: move(North) ``` Moving North from y=n-1 wraps to 0. Main program: ``` def worker(y0, x0, band): n = get_world_size() # plant all? Each drone plants its band's rows. ... ``` Hmm planting also partition by rows. Then wait grown: each drone waits its band. Sorting rows partition y; sorting cols partition x. Same worker can do both sequentially. But all drones must finish row sort before any starts column sort. Without sync, drift. Could add a barrier via a shared quantity? No shared memory. But drones could synchronize by doing fixed identical work; starting positions same time (spawned together) and same action counts per phase, so they should stay aligned within a few actions. Row sort cost same for each (band rows). Column sort same. So drift minimal. Good. Actually each worker handles band rows for row-sort (3 rows) and band columns for col-sort (3 columns). Equal. Planting: each worker plants its 3 rows (36 tiles). Equal. Wait grown: loop until its 36 grown; timing similar. Let me write and test. But the harvest at the end: which drone harvests? If all 4 harvest, first successful harvest spreads whole field, others fail (no cacti on their tile). But if spread only partial, each drone harvesting its band could collect partial regions. Fine. But after spread, replant all. Actually harvesting: each drone harvest its own band's tiles (36) → if globally sorted, first harvest spreads all 144, subsequent harvest returns false. Cactus yield 20736. Good. Let me also include a sorted check per drone? Skip; use fixed rounds. We can tune by observing. Number of rounds: let's do maybe 8 rounds? That's a lot of time. Start with 4 and test yield. We can print cactus count before/after? Use quick_print after harvest: quick_print(num_items(Items.Cactus)). But program loops forever; prints accumulate in output. We can observe inventory change over run. Let me estimate cycle time: per round, row sort per drone 3 rows*12 passes*(11 moves + ~5 swaps) ≈3*12*16=576 actions; columns same 576 → 1152 actions/round. 4 rounds=4608 actions. At base action 200 ticks; speed max 759% → 200/7.59 ≈26 ticks. If 1 tick = 1/60 s? Hmm earlier 4-drone mega: 231 wood/s with 24 tree tiles... Let's infer action time. In mega, 4 drones each visiting 36 tiles, harvest trees. Roughly cycle time if 0.05s/action*36=1.8s → 24 trees*? Anyway. Let's empirically test. I'll write "cactus" program with planting on whole field (all soil), 4 rounds sorting, harvest, repeat. Include watering. Note: planting cacti on all tiles requires clearing existing crops (sunflowers currently). We'll harvest/destroy then till (ground already soil from sun). plant cactus. Wait current ground is soil everywhere from sun program. Good. Let me write. Actually careful: the `worker` function does plant, wait, sort rows, sort cols, then harvest. But all four drones run the same function with different y0/x0. They all do planting concurrently in different rows. Then wait. Then row sort. Then column sort. Then harvest. Since spawning order and start positions may differ slightly, but each drone starts at spawn position (where main was). We navigate to its area. Let me define worker(y0, band): - plant rows y0..y0+band-1 all x. - wait grown same band. - row sort rows y0..y0+band-1. - column sort columns y0..y0+band-1? Wait band=3 columns for 3 drones? We have 4 drones and n=12 → band=3. x0 should equal y0 (both 0,3,6,9). Good, same partition. - harvest rows y0..y0+band-1. But column sort partitions columns 0-2,3-5,6-8,9-11 — each drone sorts 3 columns over all 12 rows. Good. Let me write functions with n global. Potential bug: `while get_pos_x() != 0: move(East)` if at x=0 stays. Good. Floating equality with ints fine. Let me write it. Also, after harvest spread, all cacti gone; next outer loop replants all. Good. Add water during plant and waits. Let me write program "cactus".
- 1h 43m
write_programname="cactus" · evidenceresult
Saved cactus (82 lines). Game time: 1h 43m 53s elapsed, 4h 16m 7s of budget remaining.
- 1h 43mthoughtWait: `band = get_world_size() // 4` computed in main; passed to workers. Good. But n=12, band=3. Concern: workers 3,6,9 but main do worker(0). Each worker's sort_cols_band(x0=0,3,6,9). Since worker args: worker(y0, band) used for both rows and columns with same y0 as x0. Good. However, there's a subtle issue: the four drones run concurrently but row sorting partition y0 0,3,6,9 and column partition x0 0,3,6,9. A drone does row sort then column sort. If they start col sort at slightly different times, a drone might column-sort while another still row-sorting its columns? They use disjoint row sets vs column sets but a column sort touches all rows, including rows another drone is row-sorting. Race possible. But likely minor drift; and repeated rounds. Let me test with a short run: 60s may not complete a cycle. Let me run 120s and observe. If cactus count grows significantly, good. But one concern: `quick_print(num_items(Items.Cactus))` prints after each cycle; output should show numbers. Also the harvest_band might not spread if unsorted; each drone harvests its band, potentially each cactus 1 → 36 cactus per drone max. We'll see. Run 120s.
- 1h 43m
run_programname="cactus" seconds=120result
Ran cactus for 2m of game time; it is still running. Inventory change: fertilizer +48, power -316.87, pumpkin -288, water +183. Game time: 1h 46m 3s elapsed, 4h 13m 57s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- plant_band use_item(Items.Water) ^^ -------------------------------------------------------------------- … - 1h 46mthoughtPumpkin -288 indicates one planting cycle (144 plants *2). No cactus produced yet after 120s — still sorting. Power -316 means 2x speed active (consumed ~317 power over 120s; ~2.6/s). Good. Let me wait more, maybe 180s, to see if a harvest happens.
- 1h 46m
waitseconds=180result
Waited 3m (time up). Program: cactus running. Inventory change: cactus +41472, fertilizer +72, power -728.93, pumpkin -576, water -139. Game time: 1h 49m 13s elapsed, 4h 10m 47s of budget remaining.
- 1h 49mthoughtCactus +41472! That means harvest yield was 20736 per cycle × 2 cycles = 41472. So full field sorted worked! Great. Two cycles in 300s → ~150s/cycle. 20736/150 ≈ 138 cactus/s! Excellent. Power consumed ~2.5/s, we had ~2270 left, now ~1540. Pumpkin -576 = 288*2 (two cycles). Cactus 41k. This is great. Let's run cactus more to accumulate a lot (score) and unlock dinosaurs (2000) and mazes upgrade (12000). But maybe we should also use time for other resources. Cactus rate ~138/s is huge. Over 1 hour → 500k cactus. Likely dominates. Let's run cactus for a while to build a big stock and unlock stuff. But first, buy dinosaurs (cactus2000) to get bone, and mazes upgrade (cactus12000) doubles gold per maze but also doubles substance. Let's do dinosaurs first (new resource bone). Then read bone docs. Also cactus upgrade costs pumpkin 20000 — too many pumpkins now (~4900-576=4300). Could farm pumpkins later. Let me buy dinosaurs (cactus2000) now. Also maybe mazes upgrade (cactus12000) — boosts gold. Let's check dinosaur docs. Buy dinosaurs.
- 1h 49m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 1h 49m 23s elapsed, 4h 10m 37s of budget remaining.
- 1h 49m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 1h 49m
docs_readpath="items/bone"result
## Bone The bones of an ancient creature. You have `0` For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md) Game time: 1h 49m 43s elapsed, 4h 10m 17s of budget remaining.
- 1h 49mthoughtDinosaurs: Apple mini-game. Equip Dinosaur_Hat, apples auto-purchased with cactus (cost?), drone eats apples to grow tail; when unequip, bones = tail_length^2. Tail max = number of tiles (144), so bones up to 20736 per run. But growing tail to 144 requires eating 143 apples, each purchased with cactus. Cost per apple? Probably increases? This is like snake. The apple spawns random; we navigate to it via measure() (returns next apple position). But tail blocks movement; need path planning. Bones: 20736 max per run. To get high bones, need length near 144. But tail filling farm means can't move, and last segment moves aside. Actually can reach full? "if the snake fills out the whole farm, you will not be able to move anymore." So max usable maybe 143. Bones ~ (n)^2. Cost per apple in cactus? Need to know. Let me search objects/apple and items/cactus. Also the dinosaur hat might be very slow (400 ticks). But bones production could be significant for score, and "the_farmers_remains" requires bone 100000000 (huge, impossible). Leaderboard needs bone 2M. Probably won't get there. Bones are a scored resource; one full snake run gives ~20k bone, comparable to one cactus harvest. But implementing a snake solver is complex (apple positions known via measure, tail collision). Maybe simpler: just eat a bunch of apples greedily with BFS avoiding tail. But we don't track tail occupancy except movement failures. We can attempt moves and backtrack. Given time constraints and other opportunities, maybe do a simpler dinosaur run: equip hat, repeatedly move toward the apple using measure() coordinates, using Manhattan path, and if a move fails try alternate. If stuck, unequip to harvest bones and restart. Even a tail of ~50 yields 2500 bones. Could be worth. But let's not get sidetracked. We have lots of time (4h10m). Let's continue cactus for a while to accumulate cactus (score + unlock mazes upgrade 12000 cactus, cactus upgrade 20000 pumpkin). Also we need pumpkins. Actually, let's evaluate resource production rates to decide allocation: - Cactus: ~138/s (with power 2x; will drop when power runs out → ~69/s). - Wood/hay/carrot: ~231/83/103 with 4 drones at power 2x? Earlier mega 180s INCREASED hay 15000 (83/s), wood 231/s, carrot 103/s, but power was ~0 then? Actually mega ran before sun, power 0, so base rates. With power 2x they'd ~double. - Gold: ~14/s. - Power: ~29/s (with power already giving 2x). - Pumpkin: ~11/s at 12x12 (single drone). Could be much higher with 4 drones cooperating on planting/repair but merge requires full field; 4 drones could speed planting/repair. Score likely sums/lists. Cactus 138/s is highest absolute. But the benchmark may scale each resource relative to expected max, so variety matters. Let me think about what the benchmark likely does. "Your result is the total amount of each resource your farm produces within the game-time budget, so both quantity and variety count." Possibly they compute a score like sum over resources of production (maybe log-scaled) or a vector. To be safe, produce substantial amounts of every resource. Efficient plan for remaining ~4h: 1. Cactus: run ~20-30 min to build cactus to maybe 200k, unlock mazes upgrade (12000) & cactus upgrade? (pumpkin 20000). Keep some. 2. Pumpkin: run ~20 min with 4 drones to build pumpkins (need 20k for cactus upgrade, 64k for expand lvl7, plus score). 4 drones could speed merges. 3. Sunflower: run ~15 min to build power (score + buff). 4. Gold: run ~15 min to build gold (score + megafarm upgrades for more drones). 5. Mixed mega (wood/hay/carrot): run ~20 min at end. 6. Dinosaur bones: attempt ~10 min. 7. Expand lvl7 (pumpkin 64000) maybe? 16x16 would increase all yields 1.78x. But cost 64k pumpkin. If pumpkin production with 4 drones ~40/s, 64k takes 1600s (27min). Then 16x16 for remaining time. Might be worth if remaining >2h. We have 4h10m. Could expand after building pumpkins. Also megafarm lvl3 costs gold? Let's check: research earlier megafarm lvl2→? Not shown. Let's research later. More drones (6 or 8) would help. Let me first check current research for costs of key things (megafarm next, expand next, etc.) and inventory. Actually, let me continue cactus a bit to get cactus for mazes upgrade (12000) and see. But we already have ~39k cactus (41472 -2000 spent). Wait observe. Let me observe inventory now.
- 1h 49m
observeresult
Game time: 1h 49m 53s elapsed, 4h 10m 7s of budget remaining. Program: cactus (running). Inventory: hay 31183, wood 122390, carrot 23872, pumpkin 3075, cactus 39472, weird_substance 2380, gold 848, water 124, fertilizer 882, power 1898.21. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * m…
- 1h 49mthoughtThe details show the cactus grid is perfectly sorted (monotone values) and quick_print outputs 20736 per drone (4 drones each printed their local num_items but each shows cumulative 20736 after harvest). Great—full field sorted; yield 20736 per cycle. Wait outputs: 4x 20736 then 4x 41472. So each drone prints after its harvest_band; the first harvest spread whole field giving +20736, then all four print 20736. Next cycle +20736 → 41472. Consistent. Inventory now: cactus 39472 (some spent 2000 on dinosaurs), pumpkin 3075, power 1898, hay 31183, wood 122390, carrot 23872, gold 848, weird 2380. Great. Let's continue cactus longer, but power will deplete (~2.5/s consumption). Power 1898 → ~760s of 2x speed. After that rate halves. Let's run cactus for 600s. This yields ~2x cycles: with power ~ maybe 4 cycles ×20736 = 83k. Actually observed earlier 2 cycles/300s = 150s/cycle. With power, 600s → 4 cycles → 83k. Power may run out partway. But we should also consider unlocking cactus upgrade (pumpkin 20000) — too few pumpkins. And mazes upgrade (cactus 12000) → doubles gold per maze but doubles substance. Could be nice for gold score. Let me buy mazes upgrade now (cactus 12000) since we have 39k. Then gold yield doubles per maze (at 12x12: base gold 144 → 288 per maze, substance cost 24). Gold/substance same ratio but fewer mazes → less time per gold? Actually solving time similar per maze, gold per maze doubles → gold rate roughly doubles (if substance available). We have weird 2380 → 2380/24 ≈ 99 mazes * 288 = 28k gold potential. Good. Let me buy mazes upgrade. Then maybe cactus upgrade later. Also expand lvl7 requires pumpkin 64000 — need pumpkin farming. Let's buy mazes upgrade (cactus 12000). Then continue cactus ~400s. Actually, better: use remaining time wisely. Let me quickly buy mazes upgrade, then run cactus for 400s to build cactus, then switch to pumpkin. Also megafarm lvl3 cost maybe gold? Let's check research after. More drones would accelerate everything. If megafarm lvl3 costs e.g., gold 20000, we could get 6 drones. Let's research now (10s).
- 1h 49m
buy_upgradeupgrades=["mazes"] · evidenceresult
Bought mazes, now level 2. Paid cactus 12000. Its tutorial is docs page docs/unlocks/mazes.md. Game time: 1h 50m 4s elapsed, 4h 9m 56s of budget remaining.
- 1h 49m
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…
- 1h 50mthoughtKey costs: - megafarm lvl3: gold 32000 → 8 drones. Expensive but doubles drone count. With gold rate up to ~28/s (mazes lvl2) maybe 1140s = 19min. Could be worth for massive parallelism. But 8 drones might be overkill for 12x12 (144 tiles) — 8 drones each 18 tiles. More drones = faster coverage, yes. - mazes upgrade lvl3: cactus 72000 → gold per maze 4x. - expand lvl7: pumpkin 64000. - cactus upgrade lvl2: pumpkin 20000 (doubles cactus yield/cost; with full field sorted, yield 2*20736? cost 4 pumpkins/plant → 576 pumpkins/cycle, yield 41472. Carrot/pumpkin ratio improves? n^2 yield*2. Good if we have pumpkins.) - trees lvl6: hay 76800 (doubles wood to 3200%). - grass lvl6: wood 62500. - watering lvl6: wood 51200. - fertilizer lvl4: wood 54000. - carrots lvl5: wood 31200. We have wood 122k, hay 31k, cactus ~27k after spending 12000, pumpkin 3075, gold 848. We could buy carrots lvl5 (wood31200) but hay cost doubles. Maybe not. Purchases worth: - dictionaries (pumpkin2500) → then costs (2500) → auto_unlock (5000) — convenience, not score. Skip. - polyculture (pumpkin3000) → companion planting yield boost! Polyculture could significantly increase yields. Let's read its mechanic. It says "Use companion planting to increase the yield." Could give bonus. Cost pumpkin3000. Might be worth. But we need pumpkins. - pumpkins upgrade (carrot1000) → doubles pumpkin yield/cost. Good for pumpkin farming efficiency maybe. - timing (pumpkin1000) low value. Let's focus on maximizing production. Given cactus current rate ~138/s with power, and we have ~27k cactus. Let's run cactus for a while longer to reach maybe 150k for score and to afford mazes lvl3 (72k) maybe. But time allocation: ~4h10m. Cactus is highest-throughput resource. But benchmark may reward diversity; we have variety already except bone (and limited pumpkin/gold/power). Let me estimate final potential: - Cactus 138/s * e.g., 3600s = ~500k. - Other resources much lower. If score is sum of resources, cactus dominates. If per-resource normalized, still good. Let me think about the scoring more. The prompt: "Your result is the total amount of each resource your farm produces within the game-time budget, so both quantity and variety count." This suggests they look at total amount of each resource; maybe each resource contributes. Could be sum of all resource quantities (then huge cactus/wood dominates) or a Pareto-ish measure. Producing at least some of each is important for variety. Resources we haven't produced: bone (dinosaur), and possibly others (oil?). We should do a dinosaur run for bone. Also produce power (done), gold (done), weird_substance (done), fertilizer (auto). Let's ensure each resource has decent production. Currently: - hay 31k, wood 122k, carrot 24k, pumpkin 3k, cactus 27k, gold 848, power produced ~ (2587+ earlier) ~ maybe 5k, weird 2380, fertilizer 882 (auto, accumulated), water. Bone 0. Let's do a dinosaur run later. Maybe better to prioritize: 1. Run cactus ~10 more min (accumulate ~80k more). 2. Pumpkin phase with 4 drones to get ~50k pumpkins (for cactus upgrade, expand, polyculture, score). 3. Gold phase for megafarm lvl3 (32000) → 8 drones (big boost for rest). 4. Sunflower phase for power (score + buff). 5. Dinosaur run for bones. 6. Final mixed farm for hay/wood/carrot with 8 drones. Time: 4h10m. Rough allocation: cactus 600s, pumpkin 1200s, gold 1200s, sun 600s, dino 600s, mixed 2000s. Total 6200s (~1.7h). Plenty of slack; can do more. Actually with 8 drones, everything speeds up. Prioritize megafarm lvl3 early. Need 32000 gold. Gold at mazes lvl2 rate ~28/s? Let's estimate: maze 12x12, gold per maze = 144*2 = 288, substance 24. Solving time ~? Earlier lvl1: 10s/maze for 144 gold → 14.4/s. lvl2: substance 24 per maze but gold 288; solving time same ~10s → 28.8/s. Need 32000 → ~1110s (18.5min). Weird substance needed: 32000/288*24 ≈ 2667. We have weird 2380 → slightly short. Could produce more weird via fertilizer (we have 882 fertilizer!). Using fertilizer on trees yields weird. We can generate more weird quickly. Alternatively buy megafarm lvl3 with gold earned from ~2400 weird: 2380/24=99 mazes *288=28512 gold < 32000. Need ~300 more weird. Easy: a weird run using fertilizer. Actually, is 8 drones worth it? Going from 4 to 8 doubles throughput. The gold cost is high but gold is also a scored resource (producing it counts). And we can spend ~20min. I think yes, because it accelerates all subsequent phases (pumpkin, sun, mixed) ~2x. With ~4h left, doubling is significant. But also consider expand lvl7 (16x16) for 1.78x land. Costs 64000 pumpkin. Pumpkin production with 4-8 drones maybe 40-80/s → ~800-1600s. Then 16x16 increases everything. Could be worth late. Let me sequence: A. Cactus 300s more (to ~70k cactus). B. Weird run 60s to get +~2000 weird. C. Gold run until gold ≥ 32000 (~1100s), buy megafarm lvl3 (8 drones). D. Pumpkin run with 8 drones to accumulate ≥64000 pumpkin for expand + maybe cactus upgrade 20000 → 84000. With 8 drones, pumpkin repair faster; but merge requires full field. Rate maybe 20-30/s. ~3000-4000s (50-70min). Hmm long. Alternatively skip expand; use pumpkins for cactus upgrade (20000) and polyculture(3000), pumpkins upgrade, and score. E. Sun run ~300s for power. F. Dino run ~600s for bones. G. Mixed mega final ~ remainder. Given ~4h10m = 15000s, this is feasible. But maybe expanding to 16x16 dramatically boosts cactus (256^2=65536 per harvest) and pumpkins (16x16=256*6=1536/cycle). But sorting 16x16 with 8 drones: more time per cycle but yield 65536. Ratio: full field cactus yield scales n^2, sort cost ~n^3 per drone? For n=16 with 8 drones each 2 rows/cols, per round per drone 2*16*(15 moves+~7 swaps)*2 axes ≈ 1400 actions; 4 rounds=5600; yield 65536 → 11.7/action. For n=12 with 4 drones: per drone 3*12*(11+5)*2=1152/round*4=4608, yield 20736 → 4.5/action. So 16x16 with 8 drones is ~2.6x more efficient per action AND more drones → huge. So expanding is very valuable for cactus specifically. But expand costs 64000 pumpkins, which requires pumpkin farming. Pumpkin at 16x16 becomes 1536/cycle. Hmm, the investment could pay off. Let's estimate pumpkin production needed: 64000 at current 12x12 with, say, 8 drones. Actually pumpkin cycle yield 864 per 12x12. Need 64000/864 ≈ 74 cycles. Each cycle with 8 drones faster (planting 144, repair, harvest). Maybe ~10-15s/cycle → 740-1110s (12-18min). doable. But pumpkin planting costs 144 carrots/cycle; 74*144=10656 carrots. We have 24k carrots (and can regenerate). OK. Then 16x16 gives more of everything for the remaining ~2.5h. This seems like a good investment. But risk: pumpkin merge with multiple drones—should work if we adapt program: 8 drones partition repair/plant? For merging, all 256 tiles must be planted and repaired. We can have each drone responsible for a band and plant/repair/harvest its band. Merge detection: the "ready" phase requires all grown; each drone waits its own band. But merge occurs only when ALL field grown; if each drone repairs its band and waits, they'll converge. Then harvest. However, after a drone's band all grown, other bands might still have dead ones. The drone might harvest prematurely, destroying the giant? If not all merged, harvesting a fully grown pumpkin in its band just harvests individually (yield small) and disrupts. Bad. So pumpkin needs a global barrier. Without shared memory, hard. We could use a single drone for pumpkins (slow but safe). At 12x12, single-drone pumpkin ~11/s. 64000 → 5800s (97min) too slow. Alternative: synchronized rounds: all drones do fixed number of repair passes (same count) then all plant; then all harvest after a fixed wait. Since growth times random, fixed count may not ensure all grown. Hmm. Could use majority: plant all, then do e.g. 50 repair passes, then harvest. With water 5x and growth ~0.2-0.8s, and each pass over band ~ #tiles*0.05=... 50 passes over 32 tiles = 1600 actions ~80s; growth definitely done. Dead pumpkins replanted each pass until eventually all alive & grown (each pass replants any dead). Statistically after several passes all alive. Then all grown and merge. Then harvest. If all drones do 50 passes with same action counts (bands equal size), they finish together, then all harvest. Good enough. But "50" overkill; maybe 15 passes. Actually the merge condition: all pumpkins in the square fully grown → giant. Dead ones replanted each pass; new ones grow within pass time. After enough passes all alive grown → merged. Then harvest. But a drone could harvest its band while another band still has a dead pumpkin if counts differ (e.g., number of repairs differs). Different numbers of dead pumpkins → different action counts (plant costs 200 ticks when succeeds, 1 tick when fails; if tile occupied, plant fails fast). In repair pass, for each tile we check type; if dead, plant (200 ticks) else maybe nothing. So drones with more dead tiles take longer. Drift. Could cause premature harvest. To mitigate: use pass count and add a long dummy wait of equal actions at the end (e.g., all drones do extra idle passes after repairs to let slow ones catch up). E.g., after N repair passes, do M "wait" passes (move across band) that are harmless, giving time. Then harvest. Total actions equal-ish (repairs vary). Hmm. Simpler: Do pumpkin with a single drone but at 16x16? yield 1536/cycle and single drone time bigger. Still. Alternative: don't expand; use 12x12 and single-drone pumpkin for unlocking cactus upgrade etc. But we need 64000 pumpkins only for expand. Hmm. Maybe expanding isn't worth the complexity/time. Let's instead focus on 8 drones + cactus + other phases at 12x12. Actually, we could improve cactus by using 8 drones at 12x12: bands of 12/8 = 1.5 not integer. Could use 8 drones with each handling 12 rows? overlap. Or partition into 8 regions of 3 rows? 12/8 not integer. We could spawn 7 workers + main = 8, partition rows into 8 bands of sizes 2,2,2,2,1,1,1,1 (not equal). Drift but cactus doesn't need barriers (each drone independently sorts its row and column sets... but global sort requires all). With 8 drones and uneven bands, row/col sort still global cooperation. Hmm. Cactus at 12x12 with 4 drones works great (138/s). Maybe keep 4 drones for cactus? More drones would help mixed farm. Let me step back. We have ~4h9m (14960s). The current cactus farm yields ~138/s → if we just ran it for 4h, ~2,000,000 cactus. That alone might be a huge score. But diversity suffers (only cactus). We already have decent amounts of others. I think a balanced approach: allocate time across phases, ensuring each resource has good production, with cactus as a heavy hitter. Given uncertainty in scoring, I'll aim for large amounts in all: continue cactus ~500s, then gold to get 8 drones, then pumpkin, sun, dino, mixed. Let me proceed: cactus 300s more (power may run out ~1898/2.5=760s, so still active). Actually let me reconsider buying carrots lvl5 with wood 31200 (we have 122k). It doubles carrot yield/cost. Carrot is used to plant pumpkin/sunflower/cactus. Higher carrot yield per plant means we spend more hay/wood but get more carrots per tile visit, improving carrot throughput. But our concern is hay/wood consumption. Wood production can be raised. I'll skip for now; not needed. Let me also consider buying trees lvl6 (hay 76800) — we have 31k hay, not enough. Grass lvl6 (wood 62500) doubles hay to 3200%. We have wood 122k → could buy grass lvl6 (wood62500) then hay production doubles → helps buy trees lvl6 later. But do we need more hay/wood? For score yes. But carrot planting consumes hay/wood, and mixed farm will produce them. I think the most impactful purchases now: - polyculture (pumpkin3000) — maybe boosts yield via companion planting. Let me read the docs to see if worth. It's "Use companion planting to increase the yield." Could be significant (like +% per companion). Let me read after buying? Can't read until unlock. Could buy (3000 pumpkin) and read. We have 3075 pumpkin. Might be worth. But pumpkins are needed for expand later... Let me not buy yet; inspect docs via search maybe accessible? docs/unlocks/polyculture.md not accessible earlier. Could search "companion". Let me instead continue cactus and accumulate. But first, note power consumption: cactus program uses power; power 1898 remaining, ~2.5/s → 760s. Continuing cactus 300s leaves ~1148. Run cactus 300s.
- 1h 50m
run_programname="cactus" seconds=300result
Ran cactus for 5m of game time; it is still running. Inventory change: cactus +62208, fertilizer +120, power -1214.89, pumpkin -864, water -109. Game time: 1h 55m 14s elapsed, 4h 4m 46s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- wait_band use_item(Items.Water) ^^ -----------------------------------------------------… - 1h 55mthought3 cycles in 300s = 100s/cycle now! Yield 62208 = 3*20736. Cactus total 89680. Pumpkin -864 = 3*288. Power -1215 (4/s). Power remaining ~683. Cactus rate 207/s! Great. But power will run out in ~170s. Now let's do weird production to prepare for gold/megafarm. But maybe first run gold to get megafarm lvl3. We have gold 848, need 32000. At mazes lvl2, gold/maze 288, weird/maze 24. Weird 2380 → 99 mazes → 28512 gold. Not enough; need more weird (~300). Plus we have fertilizer 1002 (accumulating 0.4/s). Weird program yields ~2240 per 60s using fertilizer on trees (but that was at 8x8). At 12x12 with 4 drones? We can make it much faster. Weird rate ~37/s. 60s gives ~2200 weird → enough. Actually simpler: modify a tree farm to fertilize once per tree and harvest. Let me reuse "weird" program which on 12x12 does checkerboard trees (72 trees) with one fertilizer each. That yields maybe ~20 weird per tree → 1440/cycle, fertilizer cost 72. We have 1002 fertilizer → 13 cycles → ~18720 weird. But each cycle time ~? tree growth instant with fertilizer, plus moves over 144 tiles. Could be ~15s/cycle → ~96/s weird. Let's run weird ~120s to get ~5000-10000 weird. But wait, weird program uses a single drone (main) traverses whole 12x12. Rate maybe 144 tiles*0.05=7s per pass + planting, so ~15s/cycle, 1440 weird/15s=96/s. Good. 120s → ~11000 weird, fertilizer -~864? We have 1002, might deplete. Let's run 90s. Then gold: weird ~ maybe 10000+2380=12000 → /24 = 500 mazes *288 = 144k gold potential. Way more than 32000. Good. But we also want weird_substance as a resource (score). Producing it is good. Let's run weird 90s. But first note current program cactus running; running weird stops it. Cactus is huge rate though (~207/s with power). Weigh: 90s cactus = 18k cactus vs 90s weird = ~9000 weird + enables 8 drones. 8 drones will boost everything later. I think 8 drones worth it. Actually, do we even need more weird? We have 2380 weird. Need ~300 more for megafarm. Could produce quickly with a short weird run ~30s (using fertilizer). Let's do 40s weird. Let me run weird 40s, then gold until 32000. Actually, gold production itself needs ~ (32000-848)/288 = 108 mazes *24 weird = 2592 weird. We have 2380, so need ~212 more. Short weird run 30s suffices. Run weird 40s.
- 1h 55m
run_programname="weird" seconds=40result
Ran weird for 40s of game time; it is still running. Inventory change: cactus +20736, fertilizer -128, power -40.82, water -63, weird_substance +2880, wood +2880. Game time: 1h 56m 4s elapsed, 4h 3m 56s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------… - 1h 56mthoughtInteresting: cactus +20736 during the transition (the cactus program completed a cycle before stopping). Weird +2880 in 40s = 72/s. Fertilizer -128. Weird total ~5260. Now run gold until gold ~32000. Gold program lvl2 mazes uses substance = n * 2^(level-1) = 12*2=24 per maze; gold per maze = 144*2=288. Starting gold 848. Need 32000, ~108 mazes → 2592 weird. We have 5260 weird, enough. Gold rate ~28/s. Time needed ~ (32000-848)/28 ≈ 1112s. Let's run gold 1200s and then buy megafarm lvl3. But note: gold program's solve() uses right-hand rule; the maze same size. Should run. Run gold 1200s. That's 20 min game time but acceptable. During that, gold accumulates. Then buy 8 drones. Actually, we could buy megafarm lvl3 before finishing? Need 32000 at once. Just run. Let me run gold 1200s.
- 1h 56m
run_programname="gold" seconds=1200result
Ran gold for 20m of game time; it is still running. Inventory change: fertilizer +480, gold +43200, power -510.93, water +1920, weird_substance -7212. Game time: 2h 16m 14s elapsed, 3h 43m 46s of budget remaining. Output: (none)
- 2h 16mthoughtGold +43200 in 1200s = 36/s. Weird -7212 (so ~300 mazes *24). Weird now maybe 5260-7212 = negative? Hmm weird_substance can't go negative. Wait we had 5260 but -7212? Maybe we had more from cactus/other? Let me observe. Actually weird was 2380+2880=5260; minus 7212 impossible. Maybe some weird was produced? No. Maybe inventory weird was higher (~7000?) from before: earlier after sun/cactus, weird 2380, then +2880=5260. Hmm. Unless gold use_item on bush uses weird but the "amount" n passes... Maybe use_item used 24 but returned... Anyway let's observe. Gold now ~44048. Power ~683-511=172 remaining (power ran out partway, so gold rate maybe lower). Buy megafarm lvl3 (gold32000) → 8 drones. Leaves ~12000 gold. Let's buy and observe.
- 2h 16m
buy_upgradeupgrades=["megafarm"] · evidenceresult
Bought megafarm, now level 3. Paid gold 32000. Its tutorial is docs page docs/unlocks/megafarm.md. Game time: 2h 16m 24s elapsed, 3h 43m 36s of budget remaining.
- 2h 16m
observeresult
Game time: 2h 16m 24s elapsed, 3h 43m 36s of budget remaining. Program: gold (running). Inventory: hay 31183, wood 127870, carrot 23872, pumpkin 2211, cactus 110416, weird_substance 588, gold 12408, water 1947, fertilizer 1374. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone…
- 2h 16mthoughtNow 8 drones max. Gold 12408, cactus 110416, wood 127870, hay 31183, carrot 23872, pumpkin 2211, weird 588, fertilizer 1374, water 1947. Interesting: weird went from 5260 → -7212?? Actually weird 588 now: 5260 - 7212 would be negative; maybe weird was actually ~7800 at gold start? Wait after weird run weird was 2880 added to prior 2380 = 5260. But maybe cactus program produced weird? No. Hmm maybe I misread; anyway weird is low (588) now, so for more gold we'd need weird production. Current program gold still running with only 588 weird → 24 mazes → ~7000 gold. Let's stop it and move on to other phases, or let it use up weird. We'll switch. Now with 8 drones, we can do much more. Let's plan. Priorities for remaining 3h43m (13416s): 1. Power phase (sunflowers) with 8 drones for power (score + 2x buff). Rate maybe ~60/s. Run ~300s → +18k power. 2. Pumpkin phase with 8 drones — need to handle global merge. Could do single-drone pumpkin but 8x slower; or synchronized 8-drone approach. Alternatively skip pumpkin expansion and just produce pumpkins with a single drone for score (~11/s) or 4 drones with synchronized passes. 3. Cactus with 8 drones at 12x12: partition rows into 8 uneven bands? Our current cactus program assumes band = n//4 and 4 drones. With 8 drones we could either keep 4 (no gain) or adapt to 8 bands of 1-2 rows. Since row partition and column partition with 8 drones: bands sizes for n=12: could use 6 drones handling 2 rows each (6*2=12) and 2 drones idle? Or partition into 12 individual rows with 12 drones but max 8. Better: use 8 drones with band assignment: rows partition into 8 chunks sized [2,2,2,2,2,2,1,1]? sum 14 no. 12 = 2+2+2+2+1+1+1+1 (8 chunks). Column same. Uneven work → drift, but cactus sort is cooperative across drones and needs global sync. Uneven bands cause drift. Could still work with enough rounds, but risky. Alternative for cactus with 8 drones: keep 4 drones for cactus sorting (works), and the other 4 do... can't do different crops on same farm. Hmm. Since cactus already produced 110k, maybe we should shift to other resources and only run cactus again at the end if beneficial. Actually, the biggest constraint might be that multiple drones can only parallelize within the same task on the same farm. For clean scaling, we want tasks that partition nicely (mixed farm by bands, sunflower, pumpkin repair). Let me prioritize a mixed mega farm with 8 drones producing hay/wood/carrot (and maybe sunflowers) at ~2x current, for a long final stretch. Also run sunflower phase for power. But first, let's exploit 8 drones for a big power phase: sunflower program with 8 bands of 1-2 rows? Simpler to do 4 drones as before but with 8 drones we can split into 8 bands. Band = n//8 = 1 (integer division) → bands of 1 row for workers 0..7 only covers y0..7, missing rows 8-11. Need custom band assignment. I can write a general partition function: distribute n rows among D drones with contiguous chunks. Pass ystart and yend. For D=8,n=12: starts computed. Let me just compute starts: base=n//D=1, extra=n%D=4. First `extra` drones get base+1=2 rows, rest get 1. starts cumulative: [0,2,4,6,8,9,10,11]. So 8 drones cover 0-11. Good. I'll write programs using a helper to spawn with (start, end) ranges. For mixed farm, do_tile per x pattern. Rate should ~2x with 8 drones (maybe more). Let's design a strong mixed farm for 8 drones: - Crops by x: we want hay, wood, carrot, maybe sunflower. - Current carrot demand: for pumpkins/sunflowers/cactus. We have 23k carrots. Carrot planting costs hay/wood; carrots accumulate. - Trees yield 40 wood each (lvl5 1600%: base tree 5 → 80? Wait lvl2=200% → tree 10; lvl3 400% →20; lvl4 800%→40; lvl5 1600%→80 wood!). Let me recompute: base tree 5 wood. level1 100%=5. lvl2 200%=10, lvl3 400%=20, lvl4 800%=40, lvl5 1600%=80. So tree gives 80 wood! Great. - Grass lvl5 1600% → base 1 hay → 16 hay per harvest. - Carrots lvl4 800% → 8 carrots per plant cost 8 hay+8 wood. So mixed farm with x%3==0 carrots (48 tiles), trees on 24 tiles, grass on 72 tiles. With 8 drones, action rate doubles → wood ~460/s, hay ~166/s, carrot ~200/s? But carrot consumes 8 hay+8 wood each, 48 tiles / (?) plants/s. Wood/hay production might be exceeded. Let's see earlier 4-drone mega: wood +231/s, hay +83/s, carrot +103/s. With 8 drones roughly double: wood 460, hay 166, carrot 206. Carrot consumes 206*8=1648 hay/s? Wait each plant yields 8 carrots and costs 8 hay+8 wood. Carrot +206/s = 25.75 plants/s → consumes 206 hay/s and 206 wood/s. Hay net 166-206 = -40/s → deficit! Earlier 4-drone: carrot 103 → consumes 103 hay/s; hay +83/s reported is NET? The inventory change "hay +15000" over 180s = 83/s net. If gross hay was 186/s and consumption 103/s → net 83. So with 8 drones gross hay ~372/s? Hmm scaling: grass tiles 72, 8 drones. Earlier 4 drones had 64 tiles? Wait at 8x8 mega earlier: 8x8 with 4 drones gave hay 27/s. Now 12x12 with 4 drones gave hay net +83/s. With 8 drones grass 72 tiles + 8 more? Actually pattern x%3: in 12 columns, x%3==0 → x=0,3,6,9 (4 cols→48 tiles) carrots; x%3==1 → x=1,4,7,10 (4 cols) trees if checkerboard (24 trees) and grass on other 24; x%3==2 → x=2,5,8,11 (4 cols→48 tiles) grass. Total grass = 24 (non-tree x%3==1) + 48 = 72 tiles. So gross hay = 72 tiles*16 hay per cycle. Cycle time with 8 drones ~ (144 tiles/8)/rate. If action ~0.05s, each drone covers 18 tiles → 0.9s cycle → gross hay 72*16/0.9 = 1280/s! Massive. Wait that seems too high. With 4 drones cycle ~1.8s → 640/s gross, but observed net +83/s. So my action time estimate is off; actual cycle longer. Let's not overthink; empirically 8 drones ~2x. Anyway, carrot may not be bottleneck; we can adjust crop mix to ensure hay/wood positive. Since wood is enormous, carrots fine. But maybe better final farm: focus on resources by score importance. Since we don't know, balanced. Let me also consider producing pumpkins with 8 drones for score and to upgrade cactus/expand. And power. Given time, let's do these phases: Phase 1: Power (sun) with 8 drones ~300s → maybe +20k power. Then power buff for subsequent phases (~2x speed) — very valuable. Phase 2: Mixed mega with 8 drones ~600s → big hay/wood/carrot (with power buff, ~2x). Phase 3: Pumpkin with 8 drones ~600s (synchronized) → maybe +30k pumpkins. Phase 4: Cactus with 8 drones? risky; alternatively revert to 4-drone cactus for remaining time (very productive) while others? can't split. Phase 5: Dinosaur bones ~400s. Phase 6: Gold with remaining weird (588) → ~7000 gold; or produce more weird then gold. Hmm, we need to decide where the bulk of remaining time goes for max score. Cactus at 207/s (with power) is by far the highest. Without power ~100/s. If we spend 2h on cactus → ~500k cactus. Other resources max ~50-100k. If score sums raw amounts, cactus dominates → spend most time on cactus. But if score is normalized per resource, then we need balance. "total amount of each resource your farm produces" — I think they record each resource's total; the result might be a list. The evaluation might sum normalized amounts or count distinct resources with amounts. To hedge, produce substantial amounts of everything (>= some threshold) and then pour remaining time into cactus (highest raw). We already have: hay 31k, wood 128k, carrot 24k, pumpkin 2k, cactus 110k, gold 12k, power ~ (produced ~ maybe 5k), weird ~several k, fertilizer 1374, bone 0, water 1947. Big gaps: bone (0), pumpkin (2k), power (low now). So next: dinosaur run for bones, sunflower for power, pumpkin for pumpkin. Then final cactus or mixed. Let me do dinosaur bones now. Need to understand apple cost and mechanics. Let me search apple doc. Actually, first stop gold program (running). We'll run dino. Let me read objects/apple and items/cactus cost.
- 2h 16m
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 16m 44s elapsed, 3h 43m 16s of budget remaining.
- 2h 16m
docs_readpath="items/cactus"result
## Cactus Obtained by harvesting sorted cacti. You have `110416` Game time: 2h 16m 54s elapsed, 3h 43m 6s of budget remaining.
- 2h 16m
docs_readpath="objects/hedge"result
## Hedge Part of the maze. ### Plant Cost [Current cost: weird_substance=2] For more related information see: [Mazes](docs/unlocks/mazes.md) Game time: 2h 17m 4s elapsed, 3h 42m 56s of budget remaining.
- 2h 16m
docs_readpath="functions/change_hat"result
change_hat(hat) Changes the hat of the drone to hat. returns None takes 200 ticks to execute. example: change_hat(Hats.Dinosaur_Hat) Game time: 2h 17m 4s elapsed, 3h 42m 56s of budget remaining.
- 2h 17mthoughtApple costs cactus 2 each. We have 110k cactus → plenty of apples (55k apples). Dinosaur run: equip hat, apples auto-purchased. Move to apple, eat, tail grows. Need to grow tail long without self-trapping. The apple position available via measure() when on apple? "Using measure() on an apple will return the position of the next apple as a tuple." So when on apple tile, measure() returns next apple position. But we need to navigate to apple; after eating, a new apple is placed at random location; measure on the new apple? Actually measure() on apple returns next apple position—maybe the current apple's position? Confusing: "returns the next position for a treasure or apple." For apple, probably measure() on the apple gives where the NEXT apple will be? Or maybe measure() anywhere? Doc says "Using measure() on an apple will return the position of the next apple as a tuple." Hmm. Let's think simpler: We can implement a snake that wanders and eats apples greedily: - If get_entity_type()==Entities.Apple: eat by moving (move in some direction) → grows tail, new apple spawned. - To find apple: probably apples are visible as Entities.Apple on tiles; we can scan the grid to locate an apple (get_entity_type). Then navigate toward it. - Avoid tail: tail tiles are Entities.Tail? Let's check entities list: maybe Entities.Tail. But we can just attempt moves; move returns False if blocked. A robust simple approach: scan grid to find apple position by checking get_entity_type() on tiles? But scanning moves the drone and grows/changes tail? Moving over non-apple tiles while wearing hat: tail drags behind (fills previous tiles). Wait, tail is created by moving! "The tail of the dinosaur will be dragged behind the drone filling the previous tiles the drone moved over." So every move (without apple?) extends tail? Actually "When the drone is over an apple and moves again, it will eat the apple and grow its tail by one." And "The tail will be dragged behind the drone filling the previous tiles the drone moved over." Hmm, maybe the tail only grows when eating apples; otherwise the tail just follows. Let me re-read: "If you equip the dinosaur hat and have enough cactus, an apple will automatically be purchased and placed under the drone. When the drone is over an apple and moves again, it will eat the apple and grow its tail by one. If you can afford it, a new apple will be purchased and placed in a random location." "The tail of the dinosaur will be dragged behind the drone filling the previous tiles the drone moved over." So tail length = number of apples eaten. The tail occupies the last n tiles the drone moved over. So moving without eating doesn't grow tail but the tail follows. So to grow: reach apple, then move off it (any direction) → tail grows by 1 and new apple spawns. Strategy: navigate to apple; since tail occupies previous path, need to avoid it. With a long tail, careful pathing. Simplest: always move toward the apple using BFS avoiding tail (tail cells can be detected: maybe get_entity_type() == Entities.Tail? Let's read entities list from home docs: Entities listed included Hedge, Treasure, Apple maybe, Tail? Let me search. Let me search "Tail".
- 2h 17m
docs_searchquery="Tail"result
docs/unlocks/dinosaurs.md: …rchased and placed under the drone. When the drone is over an apple and moves again, it will eat the apple and grow its tail by one. If you can afford it, a new apple will be purchased and placed in a random location. The apple cannot spawn if something else is planted where it wants to be. The tail of the dinosaur wi… objects/dinosaur: …## Dinosaur A piece of the tail …
- 2h 17m
docs_searchquery="Dinosaur_Hat"result
docs/unlocks/dinosaurs.md: …sing 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 the dinosaur hat and have enough cactus, an [apple](objects/apple) will automatically be purchased and pl… functions/change_hat: …ange_hat(hat) Changes the hat …
- 2h 17m
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) [Output](docs/output.md) [Stats](docs/stats.md) [Credits](docs/credits.md) ## Programming [Break](docs/scripting/break.md) [Debug](docs/scripting/debug.md) [Comments](docs/script…
- 2h 17mthoughtResources list (Items): Hay, Wood, Carrot, Pumpkin, Cactus, Bone, Weird_Substance, Gold, Water, Fertilizer, Power. So 11 resources. We have produced all except Bone. Good—variety nearly complete. Dinosaur tail tiles are Entities.Dinosaur. So we can detect tail via get_entity_type()==Entities.Dinosaur (and apple=Entities.Apple). So we can plan. Simple dinosaur strategy to get a decent tail length: - Equip hat. - Loop: - Find apple: scan grid (move around) until get_entity_type()==Entities.Apple. But scanning itself drags tail (tail follows, not grows) — moving doesn't grow tail, only eating does. Tail occupies previous tiles; scanning around may collide with own tail? The tail occupies last n tiles; as we move, tail moves. If tail length small, fine. As tail grows, scanning becomes dangerous (can't move onto tail). Better: use measure() to get apple position. When over an apple, measure() returns next position. But to find initial apple, it's placed under drone on equip. So at start, drone is over the apple (apple placed under drone). Then measure() returns next apple position. So: - equip hat → apple under drone - loop: eat by moving (grow tail), new apple placed; measure() (now where?) Hmm after moving off apple, we're on tail. To find next apple we need measure() on... maybe measure() on any tile returns next apple position? "Using measure() on an apple will return the position of the next apple." So only on apple. After eating we're not on apple. Alternative: the new apple is purchased and placed at random location; we can find it by scanning with get_entity_type. But scanning with tail. Simplest robust approach: greedy snake using BFS to the apple, avoiding tail cells and using wrap-around? With hat, border can't wrap ("While wearing the dinosaur hat, the drone can't move over the farm border to get to the other side."). So grid edges are walls. Implement BFS each step to reach apple avoiding tail. We can read the grid state: tail cells (Entities.Dinosaur) and apple tile. But reading requires visiting/measuring; we know tail cells only if we track path. Easier: maintain a list of positions we've visited (tail). With lists unlocked, we can track. Tail length = number eaten, and tail occupies last len tiles. But when tail length exceeds path, it may wrap? It's just last n positions. We can track our movement history list. Then BFS on 12x12 avoiding history tail cells (except the oldest which will move) and avoiding apple? The apple tile is target. But BFS code with lists/queue is doable. However, running this in the game language may be slow (interpreted) but fine. Simpler heuristic that usually works for snake: move toward apple greedily; if blocked by tail, take detour. Could get stuck eventually. For a decent score, we can just grow until stuck then unequip to harvest bones, then restart. Even tail ~40 → 1600 bones per run. Multiple runs. Given bones are one of 11 resources and likely normalized, maybe getting e.g. 10k-20k bones is enough. Let's do a moderate snake run. Alternative clever: After equipping hat, apples spawn under drone. We can eat an apple by moving back and forth between two adjacent tiles! Wait: apple placed under drone. Move East (eats apple, tail grows). New apple placed at random location, not under drone. So no. Hmm. Maybe easier: apples random; we can scan relatively safely if we move in a pattern but tail grows and occupies path, making a Hamiltonian path approach ideal: Move along a Hamiltonian cycle (snake pattern) covering the grid. If we follow a fixed Hamiltonian path, the tail won't block if tail length < path length? Actually following a Hamiltonian path, moving forward never steps on tail as long as tail < path length because tail is behind. And when we pass over an apple, we eat it (tail grows). Apples are placed randomly on tiles; if we traverse a Hamiltonian path repeatedly, we'll eventually hit apples. But after completing a cycle, we'd step onto the tail start? If tail length L, after N moves the tail is N-L behind. On a cycle of length N, moving onto a tile that is part of tail → blocked. So can't loop. But we could do a Hamiltonian path that covers the whole grid once (N moves) eating apples along the way; any apple spawned ahead gets eaten when we reach it. Since apples spawn at random, some may be behind. A single sweep might eat apples at random positions on remaining path; expected ~half of spawned apples? Actually after each apple eaten, a new apple spawns at a random tile. The drone continues along the path; if the new apple is ahead, it'll eat it; if behind, missed (but will be eaten next pass? can't loop). Simpler: do a Hamiltonian path sweep; at each move we might eat apple. Tail grows up to number eaten. Since path never revisits, tail won't block. At the end, unequip → bones = tail_len^2. With 144 tiles path, could eat many apples. Expected number eaten: apples spawn uniformly on 144 tiles; as we sweep, each spawn has probability proportional to remaining path. This is a coupon-ish process; likely eat quite a few (maybe 30-60). Bones 900-3600. Multiple sweeps? Can't continue after end because tail fills path behind; but we could move back? blocked. Actually after reaching end, most tiles are tail; can't move anywhere. We must unequip then. But we can choose a path and also the apple can spawn under a tail tile? "The apple cannot spawn if something else is planted where it wants to be." Tail occupies tiles (Entities.Dinosaur) so apple won't spawn on tail. Good: as tail grows, free tiles shrink, increasing chance apple spawns ahead in remaining path! If tail can fill all but one tile, then apples must spawn in the remaining free tiles ahead → we eat many. Actually if apple cannot spawn on tail, and only path-unvisited tiles are free (plus current?), then apple spawns ahead. This means along a Hamiltonian path, every new apple spawns on an unvisited tile (since visited tiles are tail), so the drone will eventually reach and eat it! Thus along a Hamiltonian path, we should eat an apple at almost every step after the first, because the apple is placed on a free tile (unvisited) and we traverse all unvisited tiles in order, and when we reach the apple tile we eat it. But careful: apple spawns somewhere ahead; while traversing, we move onto it and eat, spawning another ahead. So yes, each step after the first might eat an apple, growing tail each move. Eventually tail length = number of moves, and unvisited tiles = N - moves. When only 1 free tile ahead, apple spawns there, we eat it, tail grows, now 0 free tiles but we're at the last tile; then no more moves. Tail length ~ N or N-1. Bones = (N)^2 ≈ 20736 for 12x12! But can a move occur if the apple spawns not on the immediate next tile? We move along path; if apple is ahead at some tile, we pass over it, eating. But if tail grows each time we eat, and we eat at some tile, then continuing along path is fine as long as next path tile isn't tail. Since path is unvisited ahead, it's free. The tail only occupies behind. So we can complete the Hamiltonian path while eating apples, reaching tail length ~143. Then bones ~20449. Wait, but does the drone eat the apple only when moving off the apple tile? "When the drone is over an apple and moves again, it will eat the apple and grow its tail by one." So yes, when we move off an apple tile (which we arrived on), tail grows. If we land on apple at step k, we then move to k+1 and grow. Fine. But there's a catch: if the apple spawned on a tile already visited (tail), it cannot (blocked). What about the current tile? We're on it while moving, not available. So apple spawns on some unvisited tile. But what if the only unvisited tile is the current destination? still ahead. Good. However, if multiple apples accumulate (we don't eat some because they spawn behind? impossible since behind is tail). So each apple spawns ahead and will be eaten. But there can be at most one apple at a time? "If you can afford it, a new apple will be purchased and placed" presumably only one apple exists. So exactly one apple at a time, always ahead → each step? Let's simulate: Start: apple at start tile. Move step1 to next tile: eat apple at start (since leaving), tail grows to 1, new apple spawns somewhere unvisited (among remaining 142 tiles). Continue step2... We may not eat until we reach the apple tile. When we arrive at apple tile at step j (we're standing on it). Then next move step j+1: eat, tail grows. So eating happens at most once per move, and exactly when the tile we just left had an apple. Since apple is always ahead (unvisited), we will eventually step on it before path end. But if the apple spawns at the very last tile, we'd reach it at the end and could not "move again" to eat it (no free tile to move to). Then it's not eaten. So tail length ≈ N-1. Still huge. But wait: during the steps before reaching the new apple, we may step on other tiles (no apple) so tail doesn't grow—the tail follows. Tail length stays same. When we reach apple, next move grows. So number of eats can be much less than number of moves, but each spawn ensures one eventual eat before path end. So number of eats ≈ number of apples spawned ≈ number of times we eat. Each eat spawns a new apple. So it's a chain: each eat spawns one new apple ahead, which we'll eat later, spawning another... So the number of eats equals the number of spawns, which continues until path end. Starting apple counts as one. So eats ≈ min(path remaining, ...) Actually each eat happens at distinct times; after eating, new apple spawns at a random unvisited tile. We continue; eat again when reach it. Since spawn is at a random remaining tile, the number of eats could be limited: expected position of the apple among remaining is uniform, so on average it's halfway ahead, meaning we "waste" moves not eating. But those wasted moves still consume path without growing tail. So the tail length might end up ~? Let's model: at each eat, remaining path length R, new apple uniform in R. Expected distance to it ~R/2. We move that many steps then eat (if it's not the last). Then R decreases by distance. This recurrence: R_{k+1} = R_k - U_k where U~Uniform(1..R_k). Expected total eats until R small. This is like random recursive; expected number of eats ~ log(R)? Actually R_{k+1}=R_k(1-U/R) ≈ R_k*0.5. So R halves each eat → ~log2(144)≈7 eats. That gives bones 49! Bad. Hmm. Because the apple spawns uniformly ahead, we skip many tiles. So Hamiltonian path only yields ~7-8 apples. Bones ~64. Not great. We need to actively navigate to the apple each time, minimizing path cost. If we can go directly to the apple (shortest path avoiding tail), we eat apples frequently. With tail growing, navigation constrained. Greedy BFS to apple avoiding tail: each eat, new apple uniform over free tiles (not tail). Distance ~O(n). Tail length grows; free tiles shrink. As tail fills, apple spawns in shrinking free region, and BFS can still reach. Eventually free tiles small. This could grow tail near N. The concern is tail blocking creating separated regions. If the tail cuts the free space into disconnected pieces and apple spawns in a different piece, BFS fails → stuck; then unequip and harvest bones (maybe decent). Implementing BFS in this language with lists/queues is complex but doable. Alternative simpler: a "lawnmower" with tail avoidance is hard. Could we use the Hamiltonian path but with a smarter order? The apple position is known via measure()? Wait, measure() on an apple returns next apple position. But we don't know current apple position unless we're on it. Is the apple's location discoverable via get_entity_type by scanning? Yes, tiles have Entities.Apple. But scanning requires moving, dragging tail (not growing). With tail length small, scanning is safe-ish. Actually here's a neat trick: while wearing hat, apple is under drone at equip. measure() returns next apple position. But we can measure() at any tile? Maybe measure() returns None unless on apple. Hmm. Could we avoid the hat complexity and just get bones from a different source? Leaderboard needs bone; the_farmers_remains needs bone. Bone only from dinosaurs. So we must do dino for bone diversity. Given efforts, maybe settle for moderate bones (~1000-5000) via multiple simple runs: equip, do a Hamiltonian path, harvest ~50 bones, repeat? Each run requires re-equipping (200 ticks) and costs apples (2 cactus each). Cheap. If each sweep gives ~50-100 bones, we could run many sweeps to accumulate. But is it worth vs other resources? Bone is one of 11; having some nonzero and decent might matter. Alternatively implement greedy apples with direct Manhattan movement and if blocked, try alternate directions (like wall following), allowing tail collisions but move returns False. Simple algorithm: ``` equip hat while True: # find apple by scanning neighbors? ``` We can find apple direction using measure()? measure(direction) returns next position for treasure or apple? "If direction is not None it measures the neighboring entity." For apple, maybe measure on adjacent apple returns its position. Not helpful. Actually we can determine apple location by scanning the whole grid once per apple using get_entity_type. But scanning enough to find it, then move there greedily. The drift/tail issues. Simpler: Since apple spawns on a free (non-tail) tile, and tail is behind us, we can do a systematic DFS-like exploration to find apple. Equivalent to moving to every free tile; the first apple found gets eaten. Hmm, time. Let me consider the value: bone might be a small part of score. Could get a few thousand bones with modest effort, enough for variety. Let me implement a straightforward greedy: - Find apple position by scanning rows while avoiding tail using get_entity_type (we can see tail as Entities.Dinosaur). But scanning moves the drone along; if we traverse we might eat apples incidentally. - Actually simplest: do a "random walk toward apple using BFS". Let me implement BFS. We need lists (have), tuples (measure returns tuple). Implementation: - Represent position as (x,y) or encode as x*100+y integer. - Tail tracking: maintain list of visited positions since equip (history). Tail occupies last L tiles, where L = apples eaten. But we may not know L exactly; we can compute tail length as history length? No—history includes non-eating moves; tail only last L tiles of history where L = #eats. We can track eats count and know tail = history[-L:] (excluding current). Initially L=0. - But when tail length grows, the tail cells = last L positions in history. We can maintain history list and L. Then BFS on grid avoiding tail cells and using 4-neighbors (no wrap due to hat). Target = apple position. We need apple position. We can find it by measuring? We don't have global knowledge. But after equip, apple is under drone, so target = current position; we just move? Wait apple under drone: to eat it we need to move off it (any direction). Then new apple spawns randomly; we need its position. We can't know without scanning. However, maybe measure() returns next apple position when standing on tail? Let's test empirically: write a small program: change_hat(Dinosaur), print(measure()), move(East), print(measure()), etc. Let's test to learn mechanics. Use a short program and run 20s. This will tell us measure behavior and tail. Let me do a quick experiment. Program: ``` change_hat(Hats.Dinosaur_Hat) quick_print(get_entity_type()) quick_print(measure()) move(East) quick_print(get_entity_type()) quick_print(measure()) quick_print(num_items(Items.Bone)) ``` But moving East from current position; apples maybe. Print output. Actually current gold program running. Stop it? Running new stops it. Let me write dino_test and run 20s.
- 2h 17m
write_programname="dino_test" · evidenceresult
Saved dino_test (9 lines). Game time: 2h 17m 44s elapsed, 3h 42m 16s of budget remaining.
- 2h 17mthoughtWait, current farm is still a maze (gold program running left maze). If we equip hat amid maze, apple can't spawn on hedge? The maze is currently active (hedge). Let me first clear the maze with clear program, then run dino_test. Actually the gold program is still running; when we run dino_test it stops and leaves maze. Need clear. Let me run clear then dino_test. But clear run once harvest destroys maze. Then run dino_test. Let me do clear then dino_test in sequence (two tool calls sequential).
- 2h 17m
run_programname="clear" seconds=20result
Ran clear for 0s of game time; it finished. Inventory change: no change. Game time: 2h 17m 54s elapsed, 3h 42m 6s of budget remaining. Output: (none)
- 2h 17m
run_programname="dino_test" seconds=30result
Ran dino_test for 0s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: cactus -4, water +1. Game time: 2h 18m 4s elapsed, 3h 41m 56s of budget remaining. Output: here 2 7 Entities.Apple measure (7,1) after move 3 7 Entities.Grass measure2 None cactus 110412 bone 0 Error: Hats.Green_Hat must be unlocked before this can be used. In: c…
- 2h 18mthoughtFindings: - Hats.Green_Hat not unlocked (hats unlock was just the ability; specific hats? We bought hats unlock earlier? Actually research said hats level1/1 maxed, but Green_Hat must be unlocked separately? Maybe need to buy hats? Hmm "Hats.Green_Hat must be unlocked before this can be used." Maybe only Dinosaur_Hat available (from dinosaurs). To unequip, equip another hat—but Green_Hat locked. We need a way to unequip. Maybe hats upgrade gives Green_Hat but we need to unlock Hats? research said hats maxed. Odd. Maybe there's a separate "hats" unlock at hay50 that we didn't buy? Wait research earlier: "hats (Hats) level 0/1; cost hay 50; can buy now" then later "hats level 1/1; maxed" — we must have bought it? Did we? I don't recall buying hats. Maybe buying dinosaurs gave hats? Actually research after buying debug showed hats level 1/1 maxed? Let me check: at 2h16 research, hats (Hats) level 1/1; maxed. Hmm maybe it auto-unlocked when we bought something. But Green_Hat still locked. Maybe hats unlock provides the Dinosaur_Hat and none else? Or maybe need `change_hat(Hats.Dinosaur_Hat)` then to unequip use `change_hat(Hats.Dinosaur_Hat)` again? No. - measure() on apple returned (7,1) — appears to be the position of the apple itself? We were at (2,7) on an apple, measure returned (7,1). Could be next apple position or the apple's own position? We are ON the apple, its position is (2,7), so (7,1) is likely the position of the NEXT apple? But we haven't eaten yet. Hmm maybe when apple is under drone, measure returns the position of the next apple (the one that will spawn after eating). If so, we know where the next apple will be before eating! That's useful. But test aborted at change_hat Green causing error, so we didn't harvest bones. Tail grew 1 (ate apple when moved). We have no bones yet because hat still equipped? The program ended with error; does the hat remain equipped and tail persist? Possibly. We need to unequip to collect bones, but Green_Hat locked. Maybe we need to buy a hat via... Search docs/hats.md and objects? Let me read docs/unlocks/hats.md. Also maybe Hats.Green_Hat requires "Hats" unlock which we have but maybe Green_Hat is a different item requiring purchase? Let me read. Also note cactus -4 (two apples? 2 cactus each) — 2 apples purchased. Let me read hats doc.
- 2h 18m
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 18m 14s elapsed, 3h 41m 46s of budget remaining.
- 2h 18m
docs_readpath="unlocks/hats"result
## Hats Hats for your drone. change_hat(Hats.Green_Hat) [Tutorial](docs/unlocks/hats.md) Game time: 2h 18m 34s elapsed, 3h 41m 26s of budget remaining.
- 2h 18m
docs_readpath="objects/dinosaur"result
## Dinosaur A piece of the tail of the dinosaur hat. Base growth time between 0.18 and 0.22 seconds. Can grow on soil or grassland. For more related information see: [Dinosaurs](docs/unlocks/dinosaurs.md) Game time: 2h 18m 34s elapsed, 3h 41m 26s of budget remaining.
- 2h 18mthoughtHats doc mentions Gray_Hat, Purple_Hat, Green_Hat, Brown_Hat. Green_Hat "must be unlocked before this can be used" — maybe hats unlock didn't happen; our research said hats maxed but maybe that's because hats requires something? Actually we never explicitly bought hats. Let me check current research for hats. Or maybe the error means we need to buy Hats unlock (hay50) which is still level 0. Earlier research at 2h16 showed "hats (Hats) level 1/1; maxed". Hmm. But maybe maxed refers to something else? Let me re-read: at 2h16 research output: "hats (Hats) level 1/1; maxed; tutorial docs/unlocks/hats.md". So it is unlocked. Yet Green_Hat locked. Strange. Wait, maybe the error is because the program ended before change_hat? No, error says Green_Hat must be unlocked. Perhaps hats are unlocked individually via some other mechanism? Or maybe hats unlock gives only the ability, and colors need `unlock(Unlocks...)`? No. Maybe the specific hat colors require buying the "Hats" unlock multiple times or they correspond to toggling. Hmm. Alternatively, to unequip the dinosaur hat, maybe we can use `change_hat(Hats.Dinosaur_Hat)` again? Or perhaps the tail harvests when the program terminates? The doc says "When the hat is unequipped again by equipping a different hat, the tail will be harvested." Since our program errored, hat may still be on. But maybe on program end the drone disappears? Drones persist? The main drone continues? Actually when a program stops, the drone still exists on the farm. Let me check current state: observe. If hat is dinosaur and apple present, maybe we can still use it. But we need a different hat. Maybe there's a Hats.Gray_Hat etc but only if hats unlocked. Our hats unlock is level1/1, so should work. Unless the error is literal and we need to unlock `Hats.Green_Hat` via `unlock(Unlocks.Hats)`? Confusing. Let me test by running a tiny program that just tries change_hat(Hats.Gray_Hat) and prints. Or check research for hats again. Actually, maybe when we bought "dinosaurs", it consumed the hats unlock? No. Let me just try `change_hat(Hats.Dinosaur_Hat)` to see if that errors. And try Gray. Write test2 with quick_print of num_unlocked(Unlocks.Hats) and try hats. But careful: if hat currently dinosaur, equipping gray is what we want. Let me write test2: ``` quick_print(num_unlocked(Unlocks.Hats)) change_hat(Hats.Gray_Hat) quick_print("gray ok") change_hat(Hats.Purple_Hat) quick_print("purple ok") ... ``` Run 20s. But if the dinosaur hat is equipped with a tail and we change to gray, bones collected. Fine. Let me write.
- 2h 18m
write_programname="hat_test" · evidenceresult
Saved hat_test (7 lines). Game time: 2h 18m 44s elapsed, 3h 41m 16s of budget remaining.
- 2h 18m
run_programname="hat_test" seconds=30result
Ran hat_test for 0s of game time; it stopped with an error: Hats.Gray_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 18m 54s elapsed, 3h 41m 6s of budget remaining. Output: hats 1 Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ ----------------------------------------------------------… - 2h 18mthoughtnum_unlocked(Unlocks.Hats)=1 but Gray_Hat must be unlocked. Confusing. Maybe hat colors are separate unlocks named Hats.* but need to be "unlocked" by buying Hats multiple times? Or maybe num_unlocked counts only level1 and each hat color requires... Hmm. Wait—maybe "Hats" unlock is a specific hat (the default one) and colors are separate purchases in research that we haven't seen because research only shows Unlocks not Hats. Let me check research again for hats entries maybe "gray_hat" etc. Perhaps the unlock menu has "Gray Hat" items. Let me search docs for Gray_Hat.
- 2h 18m
docs_searchquery="Gray_Hat"result
docs/unlocks/hats.md: …# 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 19m 14s elapsed, 3h 40m 46s of budget remaining.
- 2h 19mthoughtMaybe we need to actually buy the Hats unlock (hay50) which is distinct. num_unlocked(Unlocks.Hats)=1 though. Hmm maybe the hats unlock happens only when hay50 spent, but perhaps it got auto-marked? Let me check research menu exactly now. Earlier research at 2h16 said hats level1/1 maxed. So it's unlocked. Maybe hat colors are unlocked by "unlocking" them as individual things via the unlock menu that we haven't looked at (the API research lists only upgrades and some). Could be Hats.Gray_Hat corresponds to some unlock not shown because already? Hmm. Wait—maybe the issue is that we need to buy hats while in the actual tech tree; the research list is a convenience. Perhaps `hats` upgrade at hay50 gives the default hat only, and the colors require the "Hats" research which we did. Alternatively, maybe the Dinosaur_Hat is the only hat and trying Gray fails because we haven't unlocked colors due to the hats unlock not actually purchased. But num_unlocked says 1. Weird. Let me just try `change_hat(Hats.Dinosaur_Hat)`. Maybe it works (it did earlier: dino_test equipped it fine). To unequip, maybe equip Dinosaur_Hat again? Or perhaps the tail is harvested when program ends? In dino_test, after error, did bones appear? Inventory change only cactus -4, water +1, no bone. Hat may remain dinosaur. Maybe the correct way to unequip is `change_hat(Hats.Dinosaur_Hat)`? no. Alternative: maybe there are unlockable hats via research we need: let me list programs? No. Let me use `unlock(Unlocks.Hats)`? no. Hmm, perhaps the hats colors are unlocked through the "Hats" upgrade which we HAVEN'T bought because it's not in research anymore? Let me look at research output again: "hats (Hats) level 1/1; maxed". Maybe maxed means we own it. So Gray should be allowed. Unless "Hats" upgrade gives only the *ability to change hats*, and specific hat types must be unlocked by... buying them from the tech tree with resources? Maybe they're separate tech tree nodes not exposed in `farmerbench_research`. Could be "Gray Hat" etc as distinct unlocks. Hmm. Let me try reading unlock docs for hats differently. There might be items in unlocks list like unlocks/gray_hat? The docs_list earlier only listed hats. Let me re-run docs_list now to see if new pages appeared. Actually, maybe simpler: to unequip, we can `change_hat(Hats.Dinosaur_Hat)` then `change_hat(Hats.Green_Hat)` fails. Perhaps `Hats.Dinosaur_Hat` is in the Hats enum and equipping it again doesn't unequip. Could we harvest the tail by calling `harvest()` on the tail? No. Let me test equipping Dinosaur_Hat then maybe "change_hat(Hats.Dinosaur_Hat)" no. Wait, maybe the default hat on the drone is some hat; perhaps `Hats.Green_Hat` is unlocked only after buying the hats upgrade *for hay50*, which maybe we didn't actually buy because it's still level 0 and research earlier "maxed" was a misread? Let me verify current research for hats. Let me call research.
- 2h 19m
docs_searchquery="Dinosaur_Hat must be unlocked"result
No matches for "Dinosaur_Hat must be unlocked". Game time: 2h 19m 14s elapsed, 3h 40m 46s of budget remaining.
- 2h 19m
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…
- 2h 19m
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus docs/unlocks/cactus.md Cactus unlocks/carrots Carrots docs/unlocks/carrots.md Carrots unlocks/costs Costs unlocks/debug Debug docs/scripting/debug.md Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs docs/unlocks/dinosaurs.md Dinosaurs unlocks/expand Expand docs/u…
- 2h 19mthoughtHats unlock level 1/1 maxed, but Gray_Hat locked. So perhaps the hats color unlocks are separate and only Dinosaur_Hat is equipped/available? Maybe the Hats unlock at level1 only gives the *green* hat? But it says must be unlocked. Odd. Maybe the issue: change_hat requires the hat to be unlocked via `Unlocks.Hats` level corresponding to hat index? Like Grey needs level2, Purple level3, Green level1? Hmm. Alternatively, maybe the game's default hat is already something; and `change_hat(Hats.Dinosaur_Hat)` works because dinosaurs unlocked it. To unequip, maybe there is a "Hats.None"? Or maybe simply `change_hat(Hats.Green_Hat)` fails because hats unlock wasn't actually purchased (level1 might be the initial state like other 1/10 upgrades). Wait yes! For upgrades like grass, level 1/10 was the initial base level (100%). "level 1/1 maxed" for hats means it's maxed—but maybe base is 0? Hmm. Look: loops level 1/1 maxed (we bought). functions level 1/1 maxed (bought). hats level 1/1 maxed—did we buy it? We never explicitly did. But maybe buying dinosaurs auto-included hats? Unclear. Could be a bug/quirky. Let's try to find another way to unequip: maybe `change_hat(Hats.Dinosaur_Hat)` toggles off? Or maybe just `change_hat(None)`? Let's test a few in one program with error handling? No try/except. Since each error stops program, test one at a time. Try `change_hat(Hats.Dinosaur_Hat)` then `change_hat(Hats.Dinosaur_Hat)`? Hmm. Actually maybe hat colors are unlocked via the unlock menu (tech tree) but not via research list. The research list may omit hats because they're not "upgrades". Perhaps there are separate unlockables "Unlocks.Green_Hat"? Hmm. Wait, the docs say hats unlock gives "a few new hat colors". Our hats level is 1/1 maxed, so colors should be unlocked. Unless "num_unlocked(Unlocks.Hats)=1" means one level of hats, and the unlock cost hay50 was NOT paid because we never bought it; the level being 1 could be the default (like all unlocks start at level 1 when "unlocked" flag false?). Hmm no; for locked things research shows level 0. Maybe we bought hats inadvertently when buying "utilities"? No. Let me check the game state: maybe the current hat is still Dinosaur_Hat with tail, and we should try to complete a dino run and see if bones are awarded when program stops? In dino_test, program errored at change_hat; bones 0. If hat remains, tail maybe persists. Perhaps when the drone's program terminates, the hat is removed and tail harvested automatically? The dino_test ended with error but maybe tail harvested after? Inventory change showed no bone. So no. Maybe the hats unlock is actually "Hats" research but the colors require resources too? Let me try buying the "hats" upgrade (cost maybe hay50) to see if it becomes available. Research says maxed, so buy_upgrade might fail "maxed". Let's try `buy_upgrade(["hats"])`. If it's already maxed it'll say could not buy. Possibly it's not maxed and research is showing weird. Let's attempt.
- 2h 19m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 2h 19mthoughtHats maxed but Gray locked. Maybe the four hats are unlocked by having hats upgrade plus something else. Let me test `change_hat(Hats.Dinosaur_Hat)` then maybe the Dinosaur hat is considered a hat and we can "unequip" by `change_hat(Hats.Green_Hat)` only if unlocked. What colors are actually unlocked? Could inspect via trying each. But each failed attempt is a program stop, quick. Maybe the trick: Hats are individual unlockable items in the tech tree that are NOT shown because we need to scroll? The research tool lists every upgrade though. It doesn't list hat colors. Alternatively, maybe the hat colors ARE unlocked but the enum names are different, e.g., Hats.Gray_Hat not valid? The error "Hats.Gray_Hat must be unlocked before this can be used" indicates it's a valid enum but locked. Hmm. Could it be that hats unlock needs `num_unlocked(Unlocks.Hats)` but we have 1/1; maybe the game requires `Unlocks.Hats` AND a specific hat color unlock via achievements? This is odd. Let me try `change_hat(Hats.Dinosaur_Hat)` again (should work) and then `change_hat(Hats.Dinosaur_Hat)` immediately—maybe re-equipping unequips and harvests? Unlikely. Alternatively, maybe we can harvest bones by having the program end? Let's test: equip dino hat, move a few times to eat apples, then just end program (no unequip) and observe bone. In dino_test, after error we had eaten 1 apple (tail 1). If termination harvested, bone would be 1. We saw bone 0. But maybe the error prevented clean termination. Let's test a clean program that equips, moves a few steps to eat apples, then ends. Check bones. Write dino_test2: ``` change_hat(Hats.Dinosaur_Hat) move(East) move(East) move(North) ``` Then observe bone. If bone >0 after termination, then termination harvests tail. Let's test. But current pose: after hat_test program, did it equip anything? hat_test errored at Gray before changing, so hat unchanged (Dinosaur from dino_test may still be equipped!). Actually dino_test equipped Dinosaur then errored at Green. hat_test tried Gray (errored) leaving Dinosaur. So hat is Dinosaur still, and there may be an apple and tail. If we equip Dinosaur again, fine. Let me write dino_test2 with equipping Dinosaur and moving. Actually if hat already Dinosaur, change_hat(Dinosaur) should be fine. Let me run.
- 2h 19m
write_programname="dino_test2" · evidenceresult
Saved dino_test2 (6 lines). Game time: 2h 19m 54s elapsed, 3h 40m 6s of budget remaining.
- 2h 19m
run_programname="dino_test2" seconds=30result
Ran dino_test2 for 1s of game time; it finished. Inventory change: bone +1, cactus -4, water +1. Game time: 2h 20m 5s elapsed, 3h 39m 55s of budget remaining. Output: end 5 9 Entities.Grass
- 2h 20mthoughtBone +1! So when the program terminates (or when equipping the dino hat fresh?), the tail is harvested. Actually we equipped Dinosaur_Hat again (it was already equipped?) and tail maybe harvested then re-equipped? The bone +1 suggests tail of length 1 harvested at some point. And cactus -4 (2 apples). Hmm. Maybe re-equipping Dinosaur_Hat while already wearing it unequips+harvests? Or when program ends, tail auto-harvested. Either way, bones can be collected by ending the program! Great. So we can do dino runs: equip, eat apples, then simply end program (or change hat) to harvest bones = tail_len^2. Now we need a good strategy to grow tail. Key insight: measure() gave next apple position when standing on apple. Let's exploit: When we're on an apple, measure() returns the position of the NEXT apple (where new apple will spawn after eating). Wait in dino_test, standing on apple at (2,7), measure returned (7,1). If that's the next apple's spawn location, then after we eat, the apple will be at (7,1). Then we can navigate to (7,1) directly; upon arriving, measure() returns the next-next apple position. That would make growing easy! But is measure() returning the apple's own position or next? We were on apple (2,7); returned (7,1) ≠ (2,7), so it's likely the next apple position. Great. So algorithm: 1. equip hat (apple under drone). 2. Standing on apple, p = measure() gives next apple position. 3. Move off current tile (eat apple) in any direction, tail grows. 4. Navigate to p (avoid tail? tail is behind, short). On arriving at p, measure() gives next position. 5. Repeat, navigating to successive predicted positions. But navigation to p may cross tail; need path. Early tail short, fine. Later tail long → BFS needed. Also note new apple is placed at p; if p is occupied by something (crop/tail), apple can't spawn! "The apple cannot spawn if something else is planted where it wants to be." Our farm currently has grass and maybe tail. If p has grass (planted entity?), grass is "something else planted"? Grass is an entity; apple can't spawn on grass? Hmm in dino_test the farm was clear/grass and apples spawned. Grass may count as ground cover but apples did spawn on grass tiles (we moved and ate). Actually the apple was under drone; measure returned a position; we didn't go there. Maybe apples can spawn on grass (grass is entity though). Wait the farm currently is mostly grass after clear. In dino_test, apples spawned (2 apples) on grass presumably. So grass doesn't block? Or "something else planted" means crops like bushes/trees/hedges. Grass might be fine. Currently farm is grass (after clear) plus maybe cactus? No, after gold clear, all grass. Good, apples can spawn. Let me verify the "measure returns next apple position" hypothesis with a test: equip, p=measure(), move off apple, navigate to p, check get_entity_type at p is Apple, and measure there gives q; print. Let's write a test that does one apple. But maybe simpler: trust and build. However, navigation must avoid tail. For early game, tail short. We can grow tail to maybe 20-30 easily with naive Manhattan path. Let's implement a reasonable navigator: We know target (tx,ty). Move toward target: while x<tx move East; while x>tx move West; while y<ty move North; while y>ty move South. But border doesn't wrap with hat; if target coords are absolute. Avoid stepping onto tail by checking get_entity_type() of the tile we're about to move to? We can't see neighbor except move attempt. move returns False if blocked (tail or border). If blocked, we need a detour. We could use measure(direction)?? measure(direction) returns next position for treasure/apple; not tail. We can check tail by attempting move; if False, try another direction. A simple greedy with fallback: ``` def step_toward(tx,ty): # try preferred direction, then others if get_pos_x() < tx: if move(East): return elif get_pos_x() > tx: if move(West): return if get_pos_y() < ty: if move(North): return elif get_pos_y() > ty: if move(South): return # blocked; try alternatives for d in [North,East,South,West]: move(d) ``` But moving extra changes coordinate. This greedy can get stuck oscillating if tail blocks. Given tail behind, moving toward target generally away from tail. Should be okay until tail long. Actually, bigger issue: moving toward target in x then y might circle around; fine. The apple target updates each time we eat (measure on apple). We can just loop: ``` change_hat(Dinosaur_Hat) while True: t = measure() # current apple's next position? only valid if on apple # if not on apple, we need approach ``` At start we're on apple. Let's structure: ``` change_hat(Hats.Dinosaur_Hat) target = measure() # next apple pos # eat current apple by moving toward target one step move toward target (first step eats apple, tail+1) while True: # navigate until on apple while get_entity_type() != Entities.Apple: step_toward(target) target = measure() # now on apple; get next # move one step toward target to eat step_toward(target) ``` But careful: when on apple and we call measure() then step_toward(target): the first move lands on next tile (not apple) and eats the apple (tail grows), new apple spawns at target (which is where we're heading). Good. Then loop navigates to target. But if target position is where we currently are? unlikely. Also, while navigating, we might step on the new apple earlier than expected if path crosses it — then get_entity_type becomes Apple at a different tile than target; measure there gives a new next target. Our loop checks get_entity_type != Apple and navigates to stale target; if we happen to land on apple early, check loop exits and we measure() → new target. Good. Potential problem: tail occupies tiles and move() returns False; step_toward tries alternatives possibly moving away. Could still progress. For a first attempt, grow until move fails repeatedly or a fixed number of apples, then end program → harvest bones. We can add a max moves counter to end. Actually we can run and observe bone. Let's first test with 30s and see how many apples eaten (bone after termination). But bone only harvested at end; we can also use quick_print tail length? Not directly. We can count eats in code and print. Let's include a counter and print every 10. Let me write dino program: ``` def step(tx, ty): if get_pos_x() < tx: if move(East): return elif get_pos_x() > tx: if move(West): return if get_pos_y() < ty: if move(North): return elif get_pos_y() > ty: if move(South): return if move(North): return if move(East): return if move(South): return move(West) change_hat(Hats.Dinosaur_Hat) eaten = 0 t = measure() while eaten < 150: stuck = 0 while get_entity_type() != Entities.Apple and stuck < 500: step(t[0], t[1]) stuck += 1 if get_entity_type() == Entities.Apple: t = measure() step(t[0], t[1]) eaten += 1 if eaten % 10 == 0: quick_print("eaten", eaten) else: break quick_print("final", eaten) ``` But `t` is tuple; indexing t[0], t[1] works? Tuples accessible by index likely. Docs tuples. Let's check quickly maybe t[0]. Should be fine. Issue: `measure()` when not on apple returns None. In the while loop we don't call measure unless on apple. After eating, we step toward next tile but we already moved (the step_toward call that eats). Then loop navigates to t (the next apple position). Good. But at the very start, we equip and are on apple, t=measure() returns next. Good. Border: hat prevents wrap; step must avoid moving off edge. If at x=11 and target x=11, no x move; if target x<11 move West etc. If at edge and formula wants East beyond? target coords within 0..11; if x<tx move East; fine. Fallback moves could attempt border and return false; then next fallback. At border, move(North) from y=11 returns False. Fine. One more: after eating, the apple spawns at t. But t might be occupied by tail? The next apple position returned by measure was computed when we were on the previous apple, before eating; it's the intended spawn. If tail later occupies it, spawn fails and no apple → we'd loop stuck. Could happen when tail long. Then break and harvest. Let's implement and run 60s, see eaten count and bone. Because program ends at break or eaten=150, then terminates → tail harvested (bones). Actually does program termination harvest? In dino_test2 we saw bone+1 after program finished with hat equipped. So yes, on termination tail harvested. Good. But wait: if we run via run_program with seconds=60 and it's still running, we don't get bones until it finishes. We can set eaten limit lower or run until it breaks. Let's set 60 apples and run 120s; if tail ~60 bones 3600. If it can reach 150 → 22500 bones. Let's try limit 150 and run 180s. Let me write. But hold on: is the tail really harvested on program end, or did bone+1 come from re-equipping Dinosaur_Hat? In dino_test2 we called change_hat(Dinosaur_Hat) at start while already wearing it; maybe that re-equip harvested prior tail (length1) giving bone1, then tail reset. The program then ate maybe apples but at end bone showed only +1 (inventory change after run includes end). If end harvested, tail might be >1. We moved 4 times, possibly ate some apples. The output end tile is Grass. Bone +1 only. Hmm ambiguous. cactus -4 = 2 apples purchased (initial + one more eaten). If we ate 1 apple, tail length 1 → bone 1 at end. Or the re-equip harvested the previous tail of length1 and we ate more after, but bone would be >1 if end harvested. Let's determine with a test: equip dino, eat 3 apples, then end program, see bone. If bone=3 (9?) then end harvests. Let's just run the dino program with a small limit and observe. We can set limit 5 and print, run 60s, see bones. Let me write dino with max_eat parameter? simpler fixed 8. Actually let's just write the full and run 60s; if it finishes/breaks we'll see bones and can infer. Let me write.
- 2h 20m
write_programname="dino" · evidenceresult
Saved dino (37 lines). Game time: 2h 20m 15s elapsed, 3h 39m 45s of budget remaining.
- 2h 20m
run_programname="dino" seconds=90result
Ran dino for 26s of game time; it finished. Inventory change: bone +1, cactus -52, fertilizer +11, water +41. Game time: 2h 20m 51s elapsed, 3h 39m 9s of budget remaining. Output: eaten 20 final 25
- 2h 20mthoughtIt ate 25 apples but bone only +1?! So the tail length at end wasn't 25. Something's wrong: maybe each `step(t[0],t[1])` after measuring eats the apple, but the "eaten" counter counts measures not actual eats. Bone +1 indicates tail length 1 at harvest, meaning the tail isn't growing per eat? Or the tail isn't what I think. Wait cactus -52 = 26 apples purchased (2 cactus each), matching 25 eats + initial. So apples were eaten. But bone +1. Hmm maybe tail grows only... Actually maybe the dinosaur tail length equals the number of *consecutive moves over apples*? No. Maybe the bone is only harvested when unequipping with a different hat, and program termination gives bone = tail length? It gave 1. Alternatively, maybe the tail is the trail of the drone and its length equals something else. Let me reconsider: "When the drone is over an apple and moves again, it will eat the apple and grow its tail by one." So each eat grows tail by 1. After 25 eats, tail 25 → bones 625. But got 1. Unless the tail gets "harvested" only at change_hat, and program end doesn't harvest; the bone+1 came from... hmm but inventory change after run shows bone+1. If program end doesn't harvest, where did 1 come from? Maybe re-equipping Dinosaur_Hat at start: the hat from previous run was still Dinosaur with tail 1 (from dino_test2 which ended with...). Equipping Dinosaur again maybe harvested old tail (1 bone) and then grew 25, but at program end tail not harvested. Then bone 1 is the old tail. That fits! So program end does NOT harvest; re-equip harvested the prior tail of length1. So the tail is persistent across program runs while hat equipped. To collect bones we must equip a different hat. But other hats are locked! Dead end? Hmm. Wait, in dino_test2, the hat was Dinosaur from before (tail 0? after dino_test ate 1 apple → tail1). Then change_hat(Dinosaur_Hat) might harvest tail1 → bone1. So yes. So we need a non-Dinosaur hat to unequip. Gray/Purple/Green/Brown all locked. But hats upgrade maxed... maybe the hat colors are unlocked only when you have the "Hats" unlock *purchased in the unlock menu*, which we somehow have but colors not. Let me try other hat names: Hats.Green_Hat failed, Gray failed. Try Purple, Brown? Might also fail. Maybe one of them is unlocked (the "few new hat colors" might be a subset). Our hats level1/1. Let's test Purple and Brown individually. Also maybe Hats.Blue_Hat etc. Let's do a program that tries Purple first; if error, try Brown next. But an error stops program, so test one per run. Quick. Actually maybe the issue: We never bought "hats" because it requires hay50 and research says maxed due to a bug? Let me try `change_hat(Hats.Purple_Hat)`. Let me write hat2.
- 2h 20m
write_programname="hat2" · evidenceresult
Saved hat2 (2 lines). Game time: 2h 21m 1s elapsed, 3h 38m 59s of budget remaining.
- 2h 21m
run_programname="hat2" seconds=20result
Ran hat2 for 0s of game time; it stopped with an error: Hats.Purple_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 21m 11s elapsed, 3h 38m 49s of budget remaining. Output: Error: Hats.Purple_Hat must be unlocked before this can be used. In: change_hat(Hats.Purple_Hat) ^^ ------------------------------------------------------------… - 2h 21mthoughtPurple locked too. So hats unlock level 1/1 but no colored hats unlocked. Maybe hats level1 = only the default hat "None"? Perhaps there are more levels normally but tool says 1/1. Strange. Maybe the dinosaur hat doesn't need unequipping if we can harvest tail another way. Perhaps harvesting the tail? Tail tiles are Entities.Dinosaur; maybe `harvest()` on a tail tile gives bones? The doc says bones when unequipped. But maybe harvesting dinosaur entity yields bone? Let's test: currently hat is Dinosaur with tail length 25 (presumably). If we run a program that harvests at current tile (which is on tail?) Actually drone is on a non-tail tile (the head). Tail behind. Harvesting a tail tile requires moving onto it, but tail blocks. Could harvest current tile if it's tail? no. Alternatively, maybe the tail length is computed and harvested when the drone's program *ends* only if the hat is removed automatically? We saw not. Maybe `change_hat(Hats.Dinosaur_Hat)` when already wearing it *unequips* it but then immediately re-equips, harvesting tail? Wait our dino program began with change_hat(Dinosaur) while already Dinosaur (from previous). The bone +1 could be from that toggling: maybe equipping the same hat removes it (harvest) then equips again. If so, if we run `change_hat(Hats.Dinosaur_Hat)` twice in one program, the second call would harvest the tail grown during the first? No, tail doesn't change between calls. Hmm, but if change_hat(same) toggles off and on, then it would harvest the existing tail each time. Our dino program at start harvested a tail of length 1 (leftover), then grew to 25 but never unequipped. So to harvest the current tail (25), we could run `change_hat(Hats.Dinosaur_Hat)` once at start of a new program! That might harvest the 25-tail → 625 bones, then reset. Then if we grow again and repeat, each new program's initial change_hat harvests the previous tail. That could work! But is that what happened? The initial hat was Dinosaur with tail 1 from dino_test2. Then dino program's change_hat(Dinosaur) yielded +1. Consistent with "equipping Dinosaur hat harvests any existing tail then re-equips"? Actually if you're already wearing it, re-equipping is a no-op normally. But the bone +1 suggests it harvested previous tail. Alternatively, maybe program termination DID harvest but tail length was 1 due to a bug where tail only grows on moves immediately after eating without intervening moves? No, 25 apples eaten. Let's test directly: current tail should be 25. Run a program that does `change_hat(Hats.Dinosaur_Hat)` then quick_print bone. If bone jumps by 625, hypothesis confirmed. Let's test. But wait, hat2 tried Purple and errored at line 1, so no hat change; hat remains Dinosaur with tail 25. Now run a program with change_hat(Dinosaur) then print bone. Let me do that.
- 2h 21m
write_programname="hat3" · evidenceresult
Saved hat3 (2 lines). Game time: 2h 21m 21s elapsed, 3h 38m 39s of budget remaining.
- 2h 21m
run_programname="hat3" seconds=20result
Ran hat3 for 0s of game time; it finished. Inventory change: bone +625, cactus -2, water +1. Game time: 2h 21m 31s elapsed, 3h 38m 29s of budget remaining. Output: bone 627
- 2h 21mthoughtConfirmed! `change_hat(Hats.Dinosaur_Hat)` while already wearing it harvests the existing tail (625 = 25^2) and re-equips (cactus -2 for a new apple). Also bone now 627 (1+625+1?). Great. So we can farm bones by: - Run dino program that eats many apples. - Then run a "collect" that does change_hat(Dinosaur) to harvest tail. Or incorporate at the START of the dino program: change_hat(Dinosaur) collects previous tail, then grow another. But better: within the program, we can grow tail, then call change_hat(Dinosaur) again to harvest and restart, looping! Since change_hat(same) harvests. Let's verify: after growing, calling change_hat(Dinosaur) harvests tail and re-equips with fresh apple. Then repeat. So we can loop dino runs indefinitely, collecting bones each cycle. Our dino program grew to 25 in 26s. If we can repeatedly grow to ~100+ before getting stuck, bones per cycle big. We should improve navigation to grow longer. Tail is the path of drone; as tail grows, movement constraints increase. Our naive step worked to 25. Let's see if it can go further; it broke at 25 due to stuck (stuck>=400 or no apple). Actually final 25 means it reached eaten 25 then broke (couldn't reach apple within 400 stuck moves). So tail 25 caused blockage. We can improve with BFS pathfinding avoiding tail. Tail cells are detectable via get_entity_type() == Entities.Dinosaur while traversing? We can query adjacent tiles? get_entity_type only current. But we could build a map by scanning? Alternatively track history in a list. Maybe simpler: increase robustness of step by allowing detours. Current step tries preferred direction, then North/East/South/West in fixed order. Could get stuck. A BFS would help. Let's implement BFS using the fact we can read tail occupancy from history. Maintain `path` list of visited positions since hat equip (the drone's path). Tail length = number of eats, say L. Tail occupies the last L positions of path excluding current head. Actually tail is the previous tiles the drone moved over, length = eats. If a move doesn't eat, tail still follows: the tail occupies last L tiles of the trajectory. So tail cells = path[-L:] (the most recent L positions before current). When we move to a new tile, append; tail = last L. Wait, but if L grows on eat, tail length increases. The tail occupies the L most recently vacated tiles. So cells = path[len(path)-L : len(path)] where path is sequence of head positions (current is last). Use that to mark blocked. BFS to target across 12x12 avoiding blocked tail cells (and border). But note: the oldest tail segment moves away when the head moves, so moving onto the *last* tail cell is allowed per doc: "The last segment of the tail will move out of the way during the move, so you can move onto it." So the oldest tail tile (path[-L]) is actually allowed as a destination (it vacates). Hmm, makes pathing slightly easier. We can treat it as blocked to be safe (may restrict). Also apple target known (next apple position) from measure(). But we might not be on apple currently; target is where apple is. When we reach it, we eat by moving off. BFS to target. Let's implement BFS: - Grid n=12 (no wrap with hat). - Blocked = set of tail cells (excluding current head) maybe excluding oldest. - Start = current pos, target = (tx,ty). - Standard BFS returning first move direction. - Then execute that move. - If target unreachable, break. Need lists and maybe sets (dictionaries unlocked? sets require dictionaries). We can use list of tuples and helper membership via list `in` (supported?). Use list of positions; `if p not in visited` should work with lists. Performance: BFS 144 nodes, fine. Represent positions as tuples (x,y). Lists of tuples. Python-like `append` available (functions/append in docs). Good. Track path list of tuples. Implementation: ``` def bfs_step(tx, ty): # build blocked from path tail blocked = [] if len(path) >= tail and tail > 0: # last tail cells excluding current startidx = len(path) - tail for i in range(startidx, len(path)): blocked.append(path[i]) # BFS visited = [(get_pos_x(), get_pos_y())] queue = [(get_pos_x(), get_pos_y(), -1)] # x,y,first_move front = 0 while front < len(queue): cx, cy, fm = queue[front] front += 1 if cx == tx and cy == ty: return fm for d in range(4): nx = cx; ny = cy if d==0: ny += 1 elif d==1: nx += 1 elif d==2: ny -= 1 else: nx -= 1 if nx < 0 or nx >= n or ny < 0 or ny >= n: continue p = (nx, ny) if p in blocked: continue if p in visited: continue visited.append(p) nfm = d if fm == -1 else fm queue.append((nx, ny, nfm)) return -1 ``` Then map d to move. But generating tuples and lists each step is heavy code; fine. However, "tail" variable = number eaten. path grows unbounded; but tail only last L. Also path should include all moves for tail tracking; but if L large, tail = last L cells. We can trim path to last L? We need path[-L:] only; maintain a list and when len> L+something trim front. Simpler: keep full path (max ~ few thousand). Fine. BFS blocked should include tail cells. Note the current head is path[-1] (last), which is not blocked. L=tail. blocked = path[len(path)-L-1 : len(path)-1]? Let's define: path contains positions in order, current head = path[-1]. The tail occupies the L positions before the head: path[-1-L : -1]? Actually when tail length L, tail tiles are the last L positions the drone occupied before current, i.e., path[len(path)-1-L : len(path)-1]. If L=1, tail = path[-2] (the tile just behind). Yes. So blocked indices from len-1-L to len-2. But careful: when we move, the tail updates; the oldest tail cell is allowed. Ignoring that nuance, treating all L as blocked might make target unreachable in tight situations. We can drop the oldest (index len-1-L) from blocked to allow stepping onto it. Let's allow it: blocked from len-L to len-2 (i.e., exclude oldest). Hmm if L=1, len-1-L = len-2 is the only tail cell; excluding it means no blocked → could step back onto tail safely (doc allows moving onto last segment). Actually that lets us backtrack along tail indefinitely, which might be fine and could cause issues? Moving onto the last segment is allowed, so it's legitimate. But if we allow stepping onto the oldest tail tile, then path may revisit; fine. To be safe, block all tail except the oldest. That allows some mobility. Also apple target might be on a tail tile? Apple can't spawn on tail, so no. When target reached, we're on apple; then measure() gives next target; then we must move off apple to eat. We can choose a step (any valid move, e.g., toward next target). So: ``` while: d = bfs_step(t[0], t[1]) if d == -1: break do_move(d) path.append(newpos) if get_entity_type()==Entities.Apple: # we arrived on apple; now eat by moving toward next target t = measure() # choose a move toward t (maybe BFS with current path) ; first move eats d2 = bfs_step(t[0], t[1]) ... ``` Hmm complexity: when we step onto apple, we haven't eaten. Eating happens on the NEXT move. So we must not treat arrival as eat. Simpler loop: - target = next apple position (from measure when on apple). - Navigate to target using BFS repeatedly (each move appended). - Once at target (which is an apple), call measure() to get new target, then continue: the next BFS move will eat the apple (since we're on it) and grow tail. Then navigate to new target. So each cycle: while not at target: move toward target. When at target: target = measure(); (don't move yet) → loop continues and next move eats. But we need to increment tail count when the eat happens: an eat occurs whenever we move off an apple. We can detect: before moving, if get_entity_type()==Entities.Apple, then this move will eat → tail+=1 after the move. Actually careful: if we're on apple and we move, eat happens (tail grows). So in the move execution, record was_on_apple = (get_entity_type()==Entities.Apple); after move, if was_on_apple: tail += 1 and maybe target needs update (measure was already called when we arrived? but target was set before moving). Let me restructure cleanly: ``` change_hat(Dinosaur) path=[(x,y)] tail=0 target=measure() # standing on initial apple eaten=0 while True: # if standing on apple, measure to set target (next apple) if get_entity_type()==Entities.Apple: target = measure() d = bfs_step(target) if d==-1: break on_apple = (get_entity_type()==Entities.Apple) if not do_move(d): break path.append(newpos) if on_apple: tail += 1 eaten += 1 ``` Wait: when on apple and we call measure() and then move, we set target to next apple and move one step (not necessarily toward it? bfs_step is computed toward target, so the move is toward next apple, good). The tail grows. Then next iteration we're not on apple (we moved off), so we navigate toward target. When we reach target (apple), loop top sees Apple → measure next target, then moves off (eat). Good. So each loop iteration where on_apple => one eat. Initial: on apple, set target=measure, move → eat (eaten1). Good. But there's subtlety: after moving off apple, new apple spawns at target. Suppose target is adjacent; then after moving we might already be at target? We moved *toward* target, possibly onto it (if adjacent). Then get_entity_type()==Apple, and next iteration measures next. Fine. If bfs_step returns -1 (unreachable), break. Then call change_hat(Dinosaur) to harvest tail? But we're inside program; calling change_hat same hat harvests and resets tail, re-equips with apple under drone. But then we'd need reset path/tail, measure initial apple, continue. Could loop forever growing/harvesting. Let's add after break: ``` change_hat(Hats.Dinosaur_Hat) # harvest tail, reset quick_print("harvested", eaten, num_items(Items.Bone)) eaten=0; tail=0; path=[(x,y)]; target=measure() ``` But after change_hat same hat, does it reset tail AND place a new apple under drone? hat3 test showed cactus -2 (new apple) and bone +625. Yes. So we can loop. However, we should confirm change_hat same hat resets tail to 0 and allows growing again. Likely yes. So the dino program can farm bones continuously: grow until stuck, harvest, repeat. That's great—bones can scale. Let me implement with BFS. Need direction constants mapping: ``` def do_move(d): if d==0: return move(North) if d==1: return move(East) if d==2: return move(South) return move(West) ``` BFS uses n=get_world_size() (12). Border no wrap. Path list maintenance: append tuples. `path.append((x,y))` — can we create tuple literal? Docs tuples: probably `(a,b)` works. measure returns tuple. List append supported. Performance: BFS with lists each move; ~144 nodes * per step, and thousands of steps. Might be slow but okay. Memory: path could grow large across many cycles; reset each harvest. Let me also consider: apple target returned by measure might be outside 0..11? no. Potential issue: BFS blocked includes tail except oldest; but when tail length approaches 143, free space tiny; fine. Let me implement and test for 60s and observe bones. We'll reset path after harvest. Also note: cactus cost 2 per apple; we have 110k cactus, so apples ~55k, no issue. Let me write "dino2". One concern: `if p in blocked` uses list of tuples; fine. `visited` list. Also need to avoid target being blocked? Apple can't be on tail. Fine. Let me write. Also, careful with `measure()` returning None when not on apple: we only call when on apple. But at the very start after change_hat, apple is under drone → on apple. Good. After change_hat same hat harvest, apple under drone → on apple; path reset. Let me code: ``` def do_move(d): ... def bfs_step(tx, ty): n = get_world_size() start = (get_pos_x(), get_pos_y()) blocked = [] L = tail if L > 0: lo = len(path) - 1 - L hi = len(path) - 1 i = lo + 1 # exclude oldest while i < hi: blocked.append(path[i]) i += 1 queue = [(start[0], start[1], -1)] visited = [start] front = 0 while front < len(queue): cx, cy, fm = queue[front] front += 1 if cx == tx and cy == ty: return fm d = 0 while d < 4: nx = cx ny = cy if d == 0: ny += 1 elif d == 1: nx += 1 elif d == 2: ny -= 1 else: nx -= 1 if nx >= 0 and nx < n and ny >= 0 and ny < n: p = (nx, ny) if p not in blocked and p not in visited: visited.append(p) if fm == -1: queue.append((nx, ny, d)) else: queue.append((nx, ny, fm)) d += 1 return -1 ``` Blocked: path indices lo+1..hi-1 where lo=len-1-L, hi=len-1. Tail occupies indices lo..hi-1 (L cells before head at index len-1). Let's verify: head index = len-1. tail cells are the L before head → indices len-1-L .. len-2. So lo=len-1-L, hi=len-2 inclusive. My hi=len-1, loop i=lo+1..hi-1 = lo+1..len-2 excludes oldest (lo). Good. If L=0, no blocked. If L >= len-1 (tail extends beyond recorded path?), path length should be >= L+1 always because each eat adds one tail but path grows at least one per move (each move appends). Actually tail grows only when on apple and moving; each eat coincides with a move that appends, so path length >= eats+1. Good. Main: ``` change_hat(Hats.Dinosaur_Hat) path = [(get_pos_x(), get_pos_y())] tail = 0 target = measure() eaten = 0 while True: if get_entity_type() == Entities.Apple: target = measure() if target == None: break d = bfs_step(target[0], target[1]) if d == -1: quick_print("stuck at", eaten) change_hat(Hats.Dinosaur_Hat) quick_print("bones", num_items(Items.Bone)) path = [(get_pos_x(), get_pos_y())] tail = 0 target = measure() eaten = 0 continue on_apple = get_entity_type() == Entities.Apple ok = do_move(d) if not ok: # treat as stuck quick_print("movefail", eaten) change_hat(Hats.Dinosaur_Hat) ... continue path.append((get_pos_x(), get_pos_y())) if on_apple: tail += 1 eaten += 1 ``` But target may be a tuple; `target == None` works. Infinite loop intended; run for a while. Each stuck cycle harvest bones. We can observe bone growth. Potential issue: after change_hat same hat, does it place apple under drone? hat3 showed cactus -2, so yes. Good. But careful: change_hat same hat harvest might not reset if tail length 0? But stuck implies some tail. If eaten=0 (stuck immediately), change hat harvests 0 then re-equips; could loop forever with 0. Add safety: if eaten==0, break to avoid infinite. Let me include: if eaten == 0: break (after stuck). Also, `quick_print` inside loops fine. Let me write and run 60s, observe bones.
- 2h 21m
write_programname="dino2" · evidenceresult
Saved dino2 (85 lines). Game time: 2h 21m 41s elapsed, 3h 38m 19s of budget remaining.
- 2h 21m
run_programname="dino2" seconds=120result
Ran dino2 for 2m of game time; it is still running. Inventory change: cactus -6, fertilizer +48, water +192. Game time: 2h 23m 51s elapsed, 3h 36m 9s of budget remaining. Output: (none)
- 2h 23mthoughtOnly cactus -6 (3 apples) in 120s, no output. So the dino2 program is very slow (BFS computations consuming real time? Code execution counts toward game time). It's stuck in code taking long. Only 3 apples eaten in 120s → too slow. The BFS with lists and tuples is expensive per step, and the program processes slowly. Maybe the interpreter is slow and BFS over 144 nodes each step is heavy. Also game time passes while code executes. 120s for 3 apples is bad. Could optimize: avoid BFS, use simpler greedy; our earlier dino ate 25 apples in 26s (fast). It got stuck at 25. Maybe just do multiple greedy runs: grow to ~25 quickly, harvest (via change_hat), repeat. Bones per run 625. Each run ~26s → 24 bone/s. That's decent! And simple. Actually earlier dino run took 26s for 25 apples including lots of stuck attempts before break. Bones 625. If we harvest at 25 each run, ~625/26 ≈ 24 bones/s. Could improve by harvesting sooner (e.g., 15 apples) if stuck phase dominates. Let's see: dino run: eaten 25, final printed; time 26s. The stuck loop had 400 iterations of step before break, which cost time. If we stop at a chosen count (say 20), we'd avoid the stuck search. Then harvest via change_hat, repeat. 20 apples → 400 bones; time to eat 20 maybe ~10s? Let's estimate: each apple requires traversal ~ avg distance maybe 5-8 moves at 400 ticks each? Wait with dinosaur hat move takes 400 ticks (slower). At speed 759%, move ~400/7.59≈53 ticks. Hmm ticks/sec? If ~60 ticks/s? unclear. 25 apples in 26s → ~1 apple/s. Bones: 625/26 = 24/s with max 25. If we do 20 apples in ~20s → 400/20=20/s. Worse. The marginal apples are worth it (bones quadratic). So grow to max possible (25) then harvest. Could we improve beyond 25 with a better greedy (no BFS)? Maybe the naive greedy got stuck at 25 because of tail. We can enhance greedy with a simple rule: if preferred direction blocked, try perpendicular; if all blocked, reverse. Our step already does some. Maybe a wall-following toward target could do better. But 25 is fine. Actually, maybe we can avoid the "stuck" time by detecting no progress: if repeated moves don't change position for a while, break. Our step returns None; we can count consecutive failures. In dino, the stuck loop was 400 steps before break; each step attempts moves (200/400 ticks). That's a lot of wasted time. We can reduce stuck limit to e.g. 60. Then harvest earlier. Better: since we know tail length (eaten), and free tiles = 144 - eaten, if eaten near 144 we'd stop. But stuck at 25 suggests navigation failure, not space. Idea: use measure() target and move greedily; the tail may block. But we could allow moving onto tail via the "oldest segment" rule; our step tries moves and move() returns False if blocked. Perhaps a smarter approach: since the apple target is known, and only tail blocks, we can just use a "try to reduce Manhattan distance, and if blocked, move perpendicular consistently (wall follow)". Our step tries East/West then North/South then fallbacks. It got 25. 25 apples → 625 bones per ~26s → 24/s. Over, say, 15 min → 21,600 bones. Not huge but okay. Alternatively, maybe a much better strategy: eat apples while moving along a Hamiltonian cycle doesn't work. But what about this: Since measure() gives next apple position before eating, we can choose the *direction we move off the apple* to approach the next apple. But we already do. Hmm, maybe we can grow tail longer by choosing a better global path: the apple spawns at the measured position; we can't change it. But we could deliberately take a path that keeps the tail compact (e.g., spiral), so navigation to arbitrary apple is easier. A "space-filling" tail arrangement would let us reach the apple. But controlling tail shape is hard. Let me reconsider: maybe simplest is to accept ~625 bones per 26s and run it in the background when we don't need the farm? But it uses the whole farm. 24/s bone is decent. Could do multiple harvest cycles in one program: after growing to 25, harvest (change_hat) and repeat. Each cycle 625 bones. Let's modify greedy dino to loop: grow until stuck (with modest stuck limit), then change_hat harvest, reset, repeat. Run for e.g. 600s → ~23 cycles *625 ≈ 14k bones. Actually we can do better: the initial dino run ate 25 but the program counted 25 then broke; maybe with better stuck handling it might continue beyond 25? It broke because couldn't find apple within 400 steps. Possibly the apple spawned unreachable due to tail cutting the grid. Harvest resets. Let's just do repeated greedy cycles. Modify dino program to loop with change_hat harvest and reset. Remove BFS. Use step() greedy. Add stuck limit ~120. After stuck, if eaten > 2, harvest and reset; else break. But careful: after change_hat harvest, path/tail reset and apple under drone; measure gives next target. Good. Let me write dino3: ``` def step(tx,ty): ... (greedy) while True: change_hat(Hats.Dinosaur_Hat) eaten=0 t=measure() stuck=0 while eaten < 140: if get_entity_type()==Entities.Apple: t=measure() # move toward next apple to eat step(t[0],t[1]) eaten+=1 stuck=0 continue before=(get_pos_x(),get_pos_y()) step(t[0],t[1]) if (get_pos_x(),get_pos_y())==before: stuck+=1 if stuck>40: break else: stuck=0 quick_print("run", eaten, num_items(Items.Bone)) if eaten < 3: break ``` Wait careful: eating happens when we move off an apple. In this loop, when on apple we call step toward next target → that moves off and eats, eaten++. Good. When not on apple, step toward t (current apple target); when we land on apple, next iteration sees Apple, sets t=next, and moves (eats). Good. Same as before. But we should count the eat only if the move succeeds. step returns nothing. If the move off apple fails (blocked), eaten incorrectly increments. Minor. To detect success, capture position before/after step. Let me restructure: ``` while eaten<140: on = get_entity_type()==Entities.Apple if on: t=measure() bx,by=get_pos_x(),get_pos_y() step(t[0],t[1]) moved = (get_pos_x()!=bx or get_pos_y()!=by) if not moved: stuck+=1 if stuck>40: break else: stuck=0 if on: eaten+=1 ``` Good. This avoids the long 400 loop. After inner loop, change_hat harvests (next outer iteration calls change_hat at top). But we need to print bones before/after. The change_hat at loop start harvests previous tail. So first iteration change_hat harvests leftover tail (0 currently). Then grows. At next outer iteration, change_hat harvests. Good. But there's no cap on outer loop; run for time. Include eaten<3 break to avoid infinite zero cycles. Also `quick_print("run", eaten, num_items(Items.Bone))` after inner loop; but bones not yet harvested until next change_hat. So print after change_hat? Order: inner loop ends; then loop top change_hat harvests, then print? Let's put print right after change_hat at top with previous eaten stored. Simpler: ``` prev=0 while True: change_hat(Hats.Dinosaur_Hat) if prev>0: quick_print("harvested", prev, num_items(Items.Bone)) ... grow ... prev=eaten if eaten<3: break ``` Good enough. Let me write dino3 and run 120s, observe bones.
- 2h 23m
write_programname="dino3" · evidenceresult
Saved dino3 (50 lines). Game time: 2h 24m 1s elapsed, 3h 35m 59s of budget remaining.
- 2h 24m
run_programname="dino3" seconds=120result
Ran dino3 for 2m of game time; it is still running. Inventory change: bone +2102, cactus -268, fertilizer +48, water +192. Game time: 2h 26m 11s elapsed, 3h 33m 49s of budget remaining. Output: harvested 18 955 harvested 26 1631 harvested 10 1731 harvested 22 2215 harvested 17 2504 harvested 15 2729
- 2h 26mthoughtBone +2102 in 120s = 17.5/s. Runs of 10-26 apples. Output shows cumulative. Not bad. It's still running. Let's let it run longer to accumulate bones, but 17.5/s is lower than cactus 207/s. However it's a missing resource. Maybe run 300s more to get ~5000-7000 bones total. Actually, could improve by making the tail growth better, but not worth it. Let's run dino3 for 300s more → +5250 bones. Then switch to other things. Total bone ~7000. Actually, we should be strategic about time. Remaining 3h33m (12790s). Let's allocate: - Dino 300s (bones ~7k). - Sunflower power phase ~400s. - Pumpkin ~600s. - Final mixed ~ rest. Also gold could use more (we have 12k gold, 588 weird). Gold is a resource; maybe produce more via weird+gold phases later. And megafarm lvl4 costs gold128000 (16 drones) — probably not worth. Could also buy cactus upgrade (pumpkin20000) to double cactus yield; but needs 20k pumpkins. Pumpkin farming expensive. Let me let dino run 300s.
- 2h 26m
waitseconds=300result
Waited 5m (time up). Program: dino3 running. Inventory change: bone +8575, cactus -688, fertilizer +120, water +480. Game time: 2h 31m 21s elapsed, 3h 28m 39s of budget remaining.
- 2h 31mthoughtBone +8575 in 300s (28.6/s, improving as more cycles). Total bone ~10,677. Let's check observe later. Now switch to sunflower/power phase. Actually, maybe continue dino a bit more since rate improved? 28/s. But power is more valuable (2x speed buff). Let's do sun with 8 drones. Need sunflower program with 8 drones covering 12 rows. Band distribution: uneven. Let me write generic spawner computing starts: n=12, D=8 → base=1, extra=4, first 4 drones get 2 rows, rest 1: starts [0,2,4,6,8,9,10,11]. Worker(start, size): ``` def worker(y0, cnt): n=get_world_size() goto(0,y0) while True: for i in range(cnt): for j in range(n): do_tile() move(East) move(North) ``` But after a full cycle, drone y position: starts at y0, moves cnt rows up; if y0+cnt may exceed n? For y0=11,cnt=1 → moves North to 12 which wraps to 0 (no hat now), so it ends at 0. Then next cycle starts from 0, not y0! Bug: worker loops need to navigate back to y0 each cycle. Add goto(0,y0) at the start of each while iteration. Let me write sun8 with that. do_tile: harvest if can_harvest, water, till if grassland, plant sunflower. But note: sunflower harvest for max-petal bonus—ignore, just normal. However, harvesting sunflowers normally while a bigger one exists triggers the penalty, so always normal (1 power). Actually if by chance we harvest the max, we get 8x. Fine. Wait, there's a catch: The penalty says "If you harvest a sunflower while there is another sunflower with more petals, the next sunflower you harvest will also only give you the normal amount." So normal anyway. Fine. Let me write and run 300s; expect power +~ (8 drones * maybe 10/s) 80/s? Earlier 4 drones gave 28.7/s net. With 8 → ~60/s. 300s → 18k power. Then power buff active for subsequent phases. Let me write.
- 2h 31m
write_programname="sun8" · evidenceresult
Saved sun8 (33 lines). Game time: 2h 31m 31s elapsed, 3h 28m 29s of budget remaining.
- 2h 31mthoughtWait careful: starts for 8 drones with first 4 getting 2 rows: [0,2,4,6,8,9,10,11]. I spawned workers for 2,4,6 (three 2-row), and 8,9,10,11 (four 1-row), plus main worker(0,2). That's 4 two-row + 4 one-row = 8 drones, rows covered: 0-1,2-3,4-5,6-7,8,9,10,11 = 12 rows. Good. But main worker(0,2) plus 7 spawns = 8 drones (max). Good. Run sun8 for 300s. But current dino3 running; new program stops it. Note: dino3 stops mid-run leaving hat Dinosaur equipped with a tail! We must harvest it (bones) by running change_hat(Dinosaur) — but sun8 doesn't do that. The tail would persist while farming sunflowers? The hat remains Dinosaur, which slows moves 400 ticks and restricts movement (no wrap!). That would break everything. Important: harvest/unequip the dino hat first. We can't equip another hat. But we can call change_hat(Dinosaur) to harvest+reset; the hat remains equipped though! hat3 test: change_hat(Dinosaur) harvested tail and re-equipped, hat still Dinosaur. So the drone keeps the dinosaur hat permanently? That would slow moves and prevent wrapping. We need to remove the hat. Wait, maybe after change_hat same hat, tail resets to 0 but hat stays. With tail 0, does the hat still restrict movement? "While wearing the dinosaur hat, the drone can't move over the farm border" and move takes 400 ticks. That would slow everything and break wrapping loops (our goto uses move(East) expecting wrap!). If hat stays, our other programs break. Need to unequip. Hats locked. Hmm. Maybe the dragon hat is removed automatically when bound? Or maybe `change_hat(Hats.Dinosaur_Hat)` actually unequips if already wearing? But hat3 gave bone+625 and cactus-2 (new apple) → suggests it re-equipped. But maybe the new apple is purchased because the hat is still on. We urgently need a way to remove the hat. Maybe hats unlock colors are locked because the "Hats" unlock requires something else; perhaps we should buy an unlock with hay? Let me investigate the unlock menu more. Maybe there are hat unlocks in the tech tree that research tool doesn't show because they're not "upgrades". Possibly `Unlocks.Gray_Hat`? Hmm. Actually, maybe the reason hats colors are locked: The "Hats" upgrade at hay50 needs to be *unlocked*; research shows level1/1 because... wait maybe research shows "level 1/1" for all maxed including things we own. Did we ever buy hats? Let me scroll: we bought "hats"? Looking back at buys: loops, speed, expand, plant, operators, senses, expand, speed, carrots, watering, trees, speed, grass, trees, expand, pumpkins, expand, fertilizer, watering, pumpkins, speed, watering, fertilizer, grass, carrots, speed, trees, grass, watering, fertilizer, lists, utilities, ... I don't see hats. Yet research at some point listed "hats (Hats) level 1/1; maxed". Maybe hats was auto-unlocked by buying dinosaurs? Actually "dinosaurs" gave the Dinosaur hat; maybe it also grants Hats upgrade. But colors still locked because "Hats" upgrade gives colors only if bought separately at hay50? Research says maxed though. Maybe the hat colors are not unlocked by the Hats upgrade but by a separate "Hats" purchase that has 1 level and it's currently level 1 because dinosaurs grant it? This is confusing. Let's try `change_hat(Hats.Green_Hat)` once more? Already failed. Try Hats.Brown_Hat. Maybe one is unlocked. But if none, we're stuck with the dino hat? Perhaps we can still run programs: the hat remains but tail 0. Movement takes 400 ticks (2x slower) and no border wrap. Our band workers use goto that relies on wrap when moving East from x=n-1! `while get_pos_x() != x: move(East)` — with no wrap, if target x is less than current, moving East won't wrap and will hit border → move false → infinite loop! Dangerous. But maybe after program ends and no hat change, does the hat reset? In dino_test2 program, at end the hat was Dinosaur (we didn't change). Subsequent hat2/hat3 tried change_hat and bones. Then dino3 ran, ended mid-run when we ran sun8 (program stopped). The hat from dino3 would remain Dinosaur with a tail. If we now run sun8, first spawn moves with hat constraints. Bad. So we need to fix the hat situation. Let's test if we can use `change_hat(Hats.Brown_Hat)` or maybe the hats are unlocked through purchasing "Hats" but the buy didn't register. Since buy_upgrade says maxed, maybe the hat colors require the unlock to be purchased in a different way: perhaps `unlock(Unlocks.Green_Hat)`? Hmm, `unlock` only for Unlocks and auto_unlock. Maybe there are `Unlocks.Green_Hat` constants. We can test with a program that tries change_hat(Hats.Brown_Hat). Let me try Brown. Also maybe equipping the "Dinosaur_Hat" isn't a "hat" to unequip but when you change to any hat it harvests. If all colors locked, maybe we can use the dino hat's own change to rotate? Wait, maybe the hats unlock is a separate tech that we need to buy with hay50, and research shows level 1/1 because it's displayed as maxed even when not bought? Unlikely. Let me try buy_upgrade(["hats"]) again: it said maxed. So hats purchased. Hmm, perhaps the hats colors are unlocked when you have `num_unlocked(Unlocks.Hats) >= 1` AND they're not all available—maybe only Grey? But Grey failed. Maybe there are more hat names: Hats.Blue_Hat, Hats.Pink_Hat, Hats.Yellow_Hat? The doc lists Gray, Purple, Green, Brown. Maybe the error is because the game requires *unlocking hats via the unlock menu* which costs resources but our research tool lists them under a different name that we haven't seen because it only lists "upgrades". Could be there are unlock items like "hats_green". Hmm. Alternative: maybe `change_hat(Hats.Dinosaur_Hat)` again will actually remove it if the tail is empty? Let's test by running change_hat(Dinosaur) then checking `get_entity_type`/move speed? We can compare move timing? Hard. Wait, hat3 showed bone+625 and cactus-2. If change_hat(same) harvested tail and *removed* the hat, then the cactus-2 (apple) wouldn't be purchased (apple only purchased when wearing dino hat). So hat must remain. Unless the apple was purchased before removal. Ambiguous. Let me test after hat3 (hat Dinosaur, tail 0 after harvest?). Actually hat3 left hat Dinosaur with tail 0 and an apple under drone. Then dino3 ran and ended mid-run, so tail>0 and hat Dinosaur. Let's first run a "collect" program: change_hat(Dinosaur) to harvest tail (bones) and see. Then test movement wrap behavior: program that prints get_pos and tries move(East) from x=11? Hard. Better test: write a program: ``` change_hat(Hats.Dinosaur_Hat) quick_print(num_items(Items.Bone)) # test wrap: goto x=11 then move East once, print pos goto(11,5) move(East) quick_print(get_pos_x(),get_pos_y()) ``` If hat is Dinosaur, move East from x=11 should fail (no wrap) and stay 11. If hat removed, wraps to 0. This tells us if hat persists after change_hat(same). But goto uses wrap assumption; navigating to x=11: from current x maybe 5, move East to 11 fine (no wrap needed). Then move East from 11. Let me write hat4 test. Also try Brown hat in a separate program if needed. Actually, if hat persists and can't be removed, we're in trouble for final phases. Let's investigate now. Program hat4: ``` change_hat(Hats.Dinosaur_Hat) quick_print("stone", num_items(Items.Bone)) while get_pos_x() != 11: move(East) while get_pos_y() != 5: move(North) # careful if y>5 with no wrap; use South if >? ``` For simplicity move to (11,5) assuming wrap? Current pos unknown from prior (dino3 ended somewhere). Let's just test wrap with minimal: navigate East until x==11 by moving East (works if current x<=11 and no wrap needed), then move(East) and print x. But if current y arbitrary, fine. Let me do: ``` change_hat(Hats.Dinosaur_Hat) quick_print("bone", num_items(Items.Bone)) while get_pos_x() != 11: move(East) quick_print("at", get_pos_x()) move(East) quick_print("after", get_pos_x()) ``` If hat Dinosaur, after should be 11 (blocked). If removed, 0. Let me run.
- 2h 31m
write_programname="hat4" · evidenceresult
Saved hat4 (7 lines). Game time: 2h 31m 41s elapsed, 3h 28m 19s of budget remaining.
- 2h 31m
run_programname="hat4" seconds=30result
Ran hat4 for 1s of game time; it finished. Inventory change: bone +841, cactus -4. Game time: 2h 31m 51s elapsed, 3h 28m 9s of budget remaining. Output: bone 12821 at 11 1 after 11 1
- 2h 31mthoughtConfirmed: after change_hat(Dinosaur), the hat remains equipped (move East from x=11 did not wrap, stayed 11). Bone +841 (tail harvested) → total 12821 bone. So the drone is permanently wearing the dinosaur hat, blocking wrap and slowing moves. That's bad. Need to remove it. Maybe `change_hat(Hats.Dinosaur_Hat)` doesn't remove. What about `change_hat(None)`? Let's try `change_hat(None)`. Or maybe there's a default hat constant we haven't tried. Hats might include `Hats.None`? Or `Hats.Default_Hat`? Let me think about why Green/Gray locked. The "Hats" unlock gives colors, but maybe it wasn't actually purchased; the research "maxed" might be a display inconsistency because the hats upgrade is a prerequisite represented as level 0/1? Wait, earlier at 2h16 "hats level 1/1 maxed". Hmm. Maybe the issue: hats upgrade gives colors only after ALREADY wearing no hat, and the colors were never unlocked because we need to buy `Unlocks.Hats` at hay=50 but the research tool says maxed due to a bug where buying dinosaurs set hats? Let's try to purchase hats via a different unlock name? `Unlocks.Hats` is what we have. Alternatively, maybe the colors require `Hats` unlock level 2? but max 1. Hmm, maybe there's a "hats" tech tree node that costs hay50 and is separate from `Unlocks.Hats`? No. Let's try `change_hat(Hats.Brown_Hat)` and `change_hat(Hats.Green_Hat)` we did green (failed). Try Brown. If Brown works, we can unequip. Also maybe `Hats.Gray_Hat` failed because... hmm. Let me test Brown quickly with a program that also checks wrap after. Actually just change_hat(Brown) and quick_print. I'll try Brown first.
- 2h 31m
write_programname="hat5" · evidenceresult
Saved hat5 (4 lines). Game time: 2h 32m 1s elapsed, 3h 27m 59s of budget remaining.
- 2h 32m
run_programname="hat5" seconds=20result
Ran hat5 for 0s of game time; it stopped with an error: Hats.Brown_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 32m 11s elapsed, 3h 27m 49s of budget remaining. Output: Error: Hats.Brown_Hat must be unlocked before this can be used. In: change_hat(Hats.Brown_Hat) ^^ ----------------------------------------------------------------… - 2h 32mthoughtAll colors locked. Hmm. Maybe the Hats unlock wasn't actually bought; let me try buying it via `buy_upgrade(["hats"])` again (said maxed). Could it be that hats is maxed but colors need a different unlock like "hats_2"? no. Perhaps I should look at the tech tree via research: it lists only upgrades. Hmm. Wait, maybe the issue is that "Hats" unlock gives hat colors, but the game requires you to have `num_unlocked(Unlocks.Hats)` >= 1 AND the hat must be "purchased" for hay 50 each? The docs say "You have unlocked a few new hat colors." Maybe there's an unlock named "hats" with cost hay50 that we haven't bought because it's not in the research list anymore? But buy says maxed. Maybe the game version gates hats behind having bought the specific "Hats" unlock, and the tool's research says maxed because `Unlocks.Hats` is already 1 from some other source (like a default). Could be a bug in this scenario where hats aren't actually available. If so, the dinosaur hat is a trap: once equipped, can't remove? That seems harsh but maybe intended: the dinosaur hat is removed when the program that equipped it ends? But our test shows it persists across programs (hat4 saw no wrap, so persists). Hmm. Wait, maybe the hat is removed when we stop the program (not when it finishes naturally)? hat4 finished naturally and hat remained. Maybe there's a special: `change_hat(Hats.Dinosaur_Hat)` toggles: first call equips, second call removes? But hat3/had bone harvest and then hat remained (no wrap test then). hat4 called change_hat(Dinosaur) while already wearing → maybe it toggled OFF? But wrap test showed x=11->move East stayed 11, which means hat still on (or border behavior). If hat were off, move East should wrap to 0. So still on. Unless the border behavior for the drone without hat... normally wraps. So hat on. Could the "move East from 11" have failed for another reason (e.g., entity/tail at 0,0)? Without hat, move wraps to x=0 same y. If tile (0,1) has a dinosaur tail? Tail was harvested at change_hat, so tail gone. Could there be something blocking? Normal farm entities don't block movement. So only hat. So we're stuck with dino hat. That severely impacts programs that rely on wrap (our goto moves East expecting wrap, and band workers). We can rewrite programs to avoid relying on wraparound and account for slower moves. Also no wrap means we must navigate with direction based on relative coords (East/West), not just East. Also movement speed 400 ticks vs 200 → 2x slower. But power can still double. Slight loss. We could still do everything with careful navigation (goto using min of East/West based on coords, moving in the correct direction, no wrap). Let me rewrite helper goto: ``` def goto(x,y): while get_pos_x() < x: move(East) while get_pos_x() > x: move(West) while get_pos_y() < y: move(North) while get_pos_y() > y: move(South) ``` This works without wrap. And band workers must navigate back after finishing rows rather than relying on wrap: ``` def worker(y0,cnt): while True: goto(0,y0) for i in range(cnt): for j in range(n): do_tile() move(East) # from x=0..n-1, fine, no wrap needed if loop exactly n times ends at n-1 # now at x=n-1; move to next row then goto x=0 move(North) # after cnt rows ends at y0+cnt; next while goto(0,y0) ``` But if y0+cnt = 12 for the last band (y0=11,cnt=1), move(North) from y=11 fails (no wrap). Then next goto(0,y0=11): x from n-1 to 0 via West, y already 11. Fine. The failed North is harmless (1 tick? maybe 200? move fails returns false 1 tick? Actually move takes 200 ticks if moved, 1 tick otherwise). Fine. Also finishing row at x=n-1: next iteration of inner for? No, inner for ends. Then move(North). Good. For the `for j in range(n): ... move(East)` loop: starting x=0, doing move East after each tile; last tile at x=n-1 then move(East) fails (no wrap) → stays at n-1. So we do n moves but last fails. Then move(North) to next row, but x=n-1, not 0. Next row inner loop starts at x=n-1 and moves East (fails) repeatedly → stuck! Bug. So need to restructure: for each row, goto(0,y) then traverse East n-1 times (or n times with last failing). Let's do: ``` for j in range(n): do_tile() if j < n-1: move(East) ``` Then move(North) to next row; but x=n-1. Next row need x=0: goto(0,y) using West moves. Add goto(0, current y) after each row. Simpler: ``` for i in range(cnt): goto(0, y0+i) for j in range(n): do_tile() if j < n-1: move(East) ``` This works. This adds navigation cost but okay. Alternatively, do snake traversal (alternate direction) to avoid returning x each row, but do_tile pattern depends on x only, so fine either way. Given the hat limitation, let me reconsider whether we're better off restarting? No—we've built a lot (12821 bone, 110k cactus, etc.). Continue. Actually, is there really no way to remove the hat? Let me think about the "hats" unlock more. Maybe hats colors are unlocked via buying the "Hats" unlock which costs hay50; our research shows maxed but maybe that's because the unlock menu's Hats is a one-time unlock we got from a tutorial? Hmm. Could try `num_unlocked(Unlocks.Hats)` = 1. Maybe the colors need `Unlocks.Hats` value >=2? Max1. Maybe the hats are unlocked by the "Top Hat" unlock? No. Let me try `change_hat(Hats.Green_Hat)` after buying something? no. Maybe there is a hat "Hats.None" or "Hats.No_Hat". Let me test `change_hat(Hats.None)`. Constant None exists. change_hat(None)? Might work to remove. Let's try change_hat(None). If it errors, we learn. Actually, maybe we can just not worry: the slower movement and no-wrap can be handled. The hat doesn't consume anything and tail is reset each change_hat. We'll just keep it. But wait: with the hat, "the drone can't move over the farm border to get to the other side." Our maze solver used can_move and right-hand; borders are walls—fine (maze walls anyway). Our cactus sort used goto with wrap assumptions (goto while x!=0 move East; after reaching x=11, move East would fail → infinite loop!). We need to rewrite goto for all programs. Also pumpkin program used clear_tile and traversals with move East + wrap. And collect. Given the hat is permanent (apparently), rewrite helpers. Actually maybe there's a simpler removal: the hat might be removed when you run out of cactus (can't buy apples)? Probably hat stays. Let me quickly test `change_hat(None)` with a program. If it works, great. Write hat6: change_hat(None); quick_print; then test wrap. But if change_hat(None) errors, program stops, hat unchanged. Fine. Let me test.
- 2h 32m
write_programname="hat6" · evidenceresult
Saved hat6 (6 lines). Game time: 2h 32m 21s elapsed, 3h 27m 39s of budget remaining.
- 2h 32m
run_programname="hat6" seconds=20result
Ran hat6 for 0s of game time; it stopped with an error: The 1. argument of change_hat() was None. This is not a valid argument. Inventory change: no change. Game time: 2h 32m 31s elapsed, 3h 27m 29s of budget remaining. Output: Error: The 1. argument of change_hat() was None. This is not a valid argument. In: change_hat(None) ^^ ------------------------------------------------------… - 2h 32mthoughtNo. Try maybe `change_hat(Hats.Dinosaur_Hat)` is the only hat. Could there be Hats.Wizard_Hat etc. from top_hat unlock? Top hat requires huge resources. The "Top Hat" unlock costs 1e9 hay etc. Not feasible. Maybe the hats colors ARE unlocked but require the game's unlock menu purchase that our `buy_upgrade` treats as maxed incorrectly because `Unlocks.Hats` is the parent. Hmm. We could try buying "hats" via an alternate name like "gray_hat"? buy_upgrade takes upgrade names; could try ["hats"] only. Maybe try ["gray_hat"], ["green_hat"]? The research tool wouldn't list them but maybe they exist as upgrades. Let's test buy_upgrade(["gray_hat"])? It might error unknown. Worth a try. If it buys, then colors unlock. Actually if hats colors were upgrades, research would list them. It doesn't. Alternatively, maybe the game requires you to UNLOCK hats through the tech tree which we did (level1). Then colors should work. Why error? Could be that the hats unlock's effect is to give hats but our save's hats unlock was auto-granted by dinosaurs incorrectly. This might be a scenario bug where hats are unavailable. Given that, accept the dino hat. We can still farm effectively with adjusted navigation. The move speed 400 vs 200 is a 2x slowdown, significant but we have power 2x to compensate (net normal). Actually with power, move ticks halved → 200, same as no-hat with power 2x? Wait base move 200; hat makes 400; power doubles speed (halve ticks) → 200. So with power active, we're at no-hat no-power speed. Without power, we're 2x slower. We should maintain power for speed. Sunflower phase becomes more valuable. Also, the hat reduces move ticks by 3% per apple eaten (rounded down), cumulative from 400. After many apples, move ticks decrease. But tail is reset each harvest via change_hat; does the tick reduction persist? "each time you pick up an apple, the number of ticks used by move() is reduced by 3%" — likely persists as long as hat worn, maybe across resets. Our dino runs ate thousands of apples cumulatively, so move ticks may already be much lower! 0.97^k: after 100 apples → 0.97^100 ≈ 0.0476 → 400*0.0476 ≈ 19 ticks! Wow, if the reduction persists across hat harvests, movement is now super fast. Let's check: we ate maybe 12821 bone worth = tail lengths; total apples eaten ~ sum of run lengths. Many hundreds/thousands. If reduction persists, moves are ~1 tick. That would be great. Actually the ticks after many apples: 400*(0.97)^k floored each time (integer floor each step). After ~150 apples, ticks <1? floor may reach 0? Let's compute recurrence ticks -= ticks*0.03//1 (floor). It decreases multiplicatively but floors, could reach 0 quickly. Let's estimate: t=400; each step t -= floor(0.03 t). This is ~t*0.97, but floor of small. After ~150 steps t≈400*0.97^150=400*0.0104=4.2. After ~200 steps ≈ 400*0.0023=0.9 → floor operations may stall at 1? Could reach 1 tick minimum. Anyway movement might be near-instant now. That changes everything: the hat might actually be advantageous (fast moves) except no wrap. Let's test move speed by measuring game time for a program that does many moves. But game time only updates per tool call; we can compare e.g. run program moving 100 times and see elapsed (tool returns game time consumed). Actually run_program reports "Ran X for Ys of game time" — Y includes program execution. Let's test: a program that does 1000 moves in a line? No wrap so can't; do back-and-forth moves: move East/West alternately 1000 times. Time tells speed. But we don't strictly need to know; just proceed. The no-wrap limitation is the main issue: need goto that uses correct directions. Let me rewrite the farm programs accordingly. Also test whether the hat is still Dinosaur: yes. Let me implement a general "mega8" mixed farm with 8 drones, no-wrap-safe navigation, and run. Then sun8, cactus, pumpkin adapted. Actually, let me reconsider the apple tick reduction: it's per apple eaten, and the value may be stored on the hat/drone globally (not reset). We've eaten many apples, so moves likely very fast. Let's measure with a quick program: count how many moves in 10s? run_program returns game time. Program: 200 back-and-forth moves; then finish. If 200 moves take ~1s, ticks ~ small. Let me test: ``` i=0 while i<400: move(East) move(West) i+=1 ``` Run 30s; see elapsed. If elapsed ~ small, moves fast. Let's do it. But note moving East then West from x maybe 11: East fails, West works, etc. Starting pos could be 11; then East fails. Better do move(West) then move(East) and start not at 0. Current pos after hat6: program errored at change_hat(None) before moving, so pos is whatever from hat4? hat4 ended at x=11,y=1. hat5 error no move. hat6 error no move. So current (11,1). Do move(West) [works], move(East) [works back to 11]. 400 iterations = 800 successful moves. Let me run speed test.
- 2h 32m
write_programname="speedtest" · evidenceresult
Saved speedtest (5 lines). Game time: 2h 32m 41s elapsed, 3h 27m 19s of budget remaining.
- 2h 32m
run_programname="speedtest" seconds=30result
Ran speedtest for 1s of game time; it finished. Inventory change: water +1. Game time: 2h 32m 52s elapsed, 3h 27m 8s of budget remaining. Output: (none)
- 2h 32mthought800 moves took ~1s of game time! So move ticks are tiny now (~1 tick each). The hat's apple reduction persists and is huge. This is actually a massive speed advantage (moves essentially free). Wait, but run_program time is rounded ("Ran speedtest for 1s"). 800 moves in ≤1s → ≤1.25ms per move. So ticks per move ~ tiny. Great! But also the program used power? Power was ~? maybe 0; power consumption 1 per 30 actions, 800 moves = 27 power if available. Power maybe some left. This is excellent: with the dino hat, moves are nearly instant after eating many apples. That means traversal is cheap; the bottleneck becomes harvest/plant/swap actions (200 ticks each) which are not reduced by apples? The reduction applies to move() only. Harvest/plant still 200 ticks (halved by power). But movement is free now, so farm throughput may already be much higher than before! Our 8x8/12x12 rates were measured before? Actually the apple tick reduction had already accumulated during dino3. Let's re-measure. Wait, the dino hat might make moving across the farm free, so multi-drone farm workers spend most time on actions. Great. But no wrap: need careful goto. Let me now rewrite the mixed mega farm (8 drones) with no-wrap-safe traversal and measure rates. This is likely the best use of time: with cheap moves, each drone can do many harvest/plant operations quickly. But drone action rate for harvest/plant is still ~200 ticks each. Actually, with hat, our cactus sort's swap/move: moves free, measures cheap, swaps 200 ticks. Could be very fast now. Let me first write a robust band worker with no-wrap goto. Design mega8: partition rows among 8 drones (2,2,2,2,1,1,1,1). Crops by x as before (x%3). do_tile. Worker: ``` def worker(y0, cnt): n=get_world_size() while True: for i in range(cnt): goto(0, y0+i) for j in range(n): do_tile() if j < n-1: move(East) ``` goto uses direction based on comparison, no wrap. Spawn 7 workers + main. But note: after finishing inner row at x=n-1, next row goto moves West (n-1 times, fast now). Fine. do_tile: harvest if can_harvest; water if <0.6; carrot on x%3==0 (till if grassland); tree on x%3==1 and (x+y)%2==0. Let me also include sunflowers somewhere? For now mixed hay/wood/carrot. Run 120s measure. Let me write "mega8".
- 2h 32m
write_programname="mega8" · evidenceresult
Saved mega8 (41 lines). Game time: 2h 33m 2s elapsed, 3h 26m 58s of budget remaining.
- 2h 33m
run_programname="mega8" seconds=120result
Ran mega8 for 2m of game time; it is still running. Inventory change: fertilizer +48, water +192. Game time: 2h 35m 12s elapsed, 3h 24m 48s of budget remaining. Output: (none)
- 2h 35mthoughtNo resource change in 120s! Something's wrong. Maybe the workers are stuck because the farm currently has odd state (from dino: apples? grass? maybe the farm has apples and no crops; do_tile should harvest/plant). Or the goto loops infinite due to hat no-wrap and get_pos equality with floats? Let's observe. Also maybe the dino hat still on and move works, but harvest/plant... Let me observe farm.
- 2h 35m
observeresult
Game time: 2h 35m 22s elapsed, 3h 24m 38s of budget remaining. Program: mega8 (running). Inventory: hay 31183, wood 127870, carrot 23872, pumpkin 2211, cactus 109294, bone 12821, weird_substance 264, gold 14352, water 3768, fertilizer 1829. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * …
- 2h 35mthoughtThe farm is all soil (#) empty, with an apple at (3,5) and a dinosaur tail at (10,1) with drone at (11,1). The mega8 program didn't run? It says running but no changes. The drone is at (11,1) and there's a tail at (10,1)! So the hat is still Dinosaur and the tail persisted? Wait we harvested tail in hat4 (bone+841), which reset tail to 0. But now there's a Di tail at (10,1). The speedtest program moved West/East 400 times; with the dino hat, each move... Wait moving doesn't grow tail. But maybe the tail appears as we move? "The tail of the dinosaur will be dragged behind the drone filling the previous tiles the drone moved over." So the tail is always present, length = number of apples eaten (cumulative on current hat session). After hat4's change_hat reset (harvest), tail=0. Then speedtest moved around; tail should be 0. But observe shows Di at (10,1) meaning tail length 1. Hmm maybe change_hat reset didn't reset the tail length? Or hat4's change_hat gave bone for previous tail but then a new apple under drone; the apple remains at (3,5)? And tail length maybe 1 because we ate an apple at some point. Anyway, the farm is all soil empty, and mega8 workers should till? Ground is soil (#), so do_tile: can_harvest false (empty), water maybe, x%3==0 → ground is soil so plant carrot (cost). But inventory carrot unchanged (23872) and no crops. So workers are NOT executing do_tile. Maybe they're stuck in goto loops. Why? goto(0, y0+i). Current positions of drones after spawn: all spawn at (11,1). Worker 0 should goto(0,0): while get_pos_x()>0 move West → should work (fast). Unless the dino hat blocks moving West due to tail? Tail at (10,1) is in the way! Worker at (11,1) wants to move West to (10,1) which is tail → move fails. goto loops forever (move West fails, x stays 11). That's the problem: the dinosaur tail blocks the drones! All 8 drones spawn at (11,1), but there's a tail at (10,1) blocking westward. They're stuck. We need to remove the dinosaur hat/tail. This is now critical. The tail persists and blocks movement. And we can't unequip (hats locked). Hmm. But change_hat(Dinosaur) harvests the tail and resets it? In hat4 we did change_hat(Dinosaur) which gave bone+841 and then moved to x=11. If it reset the tail to 0, there'd be no tail. But observe now shows a Di at (10,1). The speedtest program moved West/East 400 times while wearing the hat; if tail length was 0, no tail cells. Unless the tail length isn't reset by change_hat: change_hat harvested the *accumulated* tail (bone) but the hat keeps a "tail length" maybe reset? Possibly not reset? Actually the observe after speedtest would show tail of length L if L>0. The speedtest moved 400 West/East steps; if L was large, it would have blocked quickly. Since it completed 800 moves, L must have been 0 or tiny. Then why Di at (10,1)? Maybe because at the end of speedtest, position ended at (11,1) after moving East; the tail follows as one segment (length 1?) Hmm. Wait maybe after change_hat(Dinosaur) with 0 tail, the hat still puts a 1-length tail? Or the tail is the last moved-from tile if any apple eaten. In any case, there's a Di tail cell at (10,1) and the drones are stuck. But drone at (11,1) can move North/South/East maybe, just not West. We can navigate around by moving North first then West. The tail is only 1 cell. Our goto does x first then y, hitting the tail. Solution: goto should handle blocked moves by trying another axis. But the tail moves with each drone! Each drone has its own tail? "You only have one dinosaur hat, so only one drone can wear it." So only the main drone? Spawned drones may not wear hat? Hmm, the hat is on the drone (main). Spawned drones perhaps inherit? Only one can wear; others maybe without hat, so they wrap and normal speed. But all spawn at same position (11,1) with the main's tail blocking. Actually the spawned drones don't wear the hat (only one drone can), so they have normal movement and can wrap — good for them. The main wears hat. But the main drone's tail blocking could interfere with spawn point. Let's modify worker goto to be robust: if x move fails, try y move. Or simpler: at program start, don't rely on spawn position; use a goto that first moves in y to a "clear" area then x. The tail cell (10,1) is only one cell; moving North (to y=2) then West works. So goto should do y first, then x. But main drone's tail follows it; as it moves, old tail cell vacates? Tail length 1; when main moves North from (11,1) to (11,2), tail moves to (11,1). Then moving West from (11,2) to (10,2) fine. So y-first goto avoids the immediate tail at (10,1). But as main moves West across row y=2, the tail (length1) is behind at previous tile, which is fine (we move forward). Let's change goto to do y first then x. For all drones. Also, if a drone (non-hat) spawns at (11,1), tail blocking is the main's tail at (10,1); y-first avoids. But when main later traverses, its own tail length = number of apples eaten since... unclear. If tail becomes long during mega8? Mega8 do_tile plants carrots/trees, no apples (apples only when wearing hat and auto-purchased if cactus). Wearing hat, an apple is automatically purchased and placed under drone when? "If you equip the dinosaur hat and have enough cactus, an apple will automatically be purchased and placed under the drone." Possibly continuously: whenever apple is eaten, a new one spawns. But in mega8, we never eat apples (we move off tiles; if an apple is under us, moving off eats it → tail grows! And that apple spawns randomly, possibly under our path). So while farming with the dino hat, whenever the drone steps onto an apple tile and then moves off, it eats → tail grows and new apple spawns. This could cause tail growth and random apples on the farm, interfering (apple can't spawn on planted crop). This is messy but maybe manageable: our do_tile would see Entities.Apple under drone; can_harvest? maybe false; then plant fails (occupied). Apple would block that tile's crop forever until eaten. Also tail cells block movement and occupy tiles. This is a serious problem: the dinosaur hat makes normal farming messy. We need to remove the hat! Let me think harder about hats. Maybe the hats unlock colors are available in the tech tree but require buying with resources through a different mechanism: perhaps `unlock(Unlocks.Hats)`? No. Could `num_unlocked(Unlocks.Hats)` = 1 mean the unlock is at level1 (max), but the colors are unlocked based on some other unlock like `Unlocks.Top_Hat`? no. Wait, maybe the hats unlock we have is from the tutorial? Let me reconsider: Maybe the Hats unlock gives you "hats" in the shop, but each color must be purchased in the tech tree as separate nodes that the research tool doesn't list because they're not "upgrades" but "unlocks"? But research tool lists "unlocks". Hmm. Perhaps the names are `Hats.Green_Hat` etc but they must be unlocked by first buying the hats upgrade at hay50 *that we skipped*. But buy says maxed because the hats upgrade is maxed at level1, which may be a default state meaning "not purchased"? That seems contradictory. Let me try `buy_upgrade(["hats"])` gave "Already at maximum level." Maybe the hats upgrade is a different index. What if there are multiple "hats" style upgrades not shown? Let's try buying "green_hat" or "hats_green" as upgrade names to see errors. Alternatively, maybe we can use `unlock(Unlocks.Hats)` to toggle? no. Could there be a way to "clear" the hat by calling `change_hat` with a hat constant that exists but is locked yet perhaps `Hats.Dinosaur_Hat` isn't the only unlocked one: maybe `Hats.Green_Hat` is locked because we haven't bought the hats upgrade; but maybe `Hats.Dinosaur_Hat` is the ONLY hat we can wear. Then removing it may be impossible by design in this game? But then the dino hat would permanently sabotage the farm after first use, which can't be intended. There must be a way. Perhaps the intended flow: buy Hats unlock (hay50) which gives default hat colors, allowing unequip. Our hats unlock showing maxed might be a bug in the tool's representation of a prerequisite we haven't actually purchased? Let me try to buy `hats` with hay50 manually... the tool says maxed. Maybe the hats unlock costs hay50 but is a *different* unlock from `Unlocks.Hats`? No. Hold on: maybe the "Hats" unlock is maxed because the game grants it automatically when you unlock *any* hat (dinosaurs), and the colored hats need to be purchased individually with cash in the tech tree, which the research tool lists as... not present. Hmm. Let me look at the tech tree via research output: it lists every upgrade with level and cost. If hats colors were purchasable, they'd appear. They don't. So colors aren't separately purchasable. Perhaps the game's hat colors are enabled only if `num_unlocked(Unlocks.Hats) > 0` AND hats unlock was purchased legitimately, but there's a bug where dinosaurs unlock sets hats counter to 1 bypassing color unlock. This scenario might be buggy. Alternative escape: die/restart? No. Could we reset the farm? `clear()` resets farm but not hat. Maybe the drone can be replaced? `spawn_drone` new drones don't wear hat; but the main continues. If the main drone's program ends, does the drone disappear? In this game, when a program ends the main drone remains (we observed). But if we spawn other drones and then the main's program ends (or errors), do other drones continue? Yes, spawned drones keep running. Could we abandon the main drone and let a non-hat drone do the farming? The main drone persists wearing hat, but if it's idle/stopped, its tail blocks one tile and its apple may spawn. Other drones (no hat) can farm around it. That could work! But the hat drone sits somewhere; its tail (length maybe 1) blocks a tile. Also an apple may sit under it. But our programs run on the main drone by default (run_program starts the program on the main? or on a new drone?). When we run a program, it executes on the drone that... likely the main/selected drone, which wears the hat. Spawned drones run worker functions. If we design programs where the main only spawns workers and then does nothing (or a worker without hat?), all spawned drones are hatless. But the main itself is one of the 8 max drones, occupying a slot and idle. We'd have 7 productive drones. Fine. However, spawned drones inherit the hat? "Only one drone can wear the dinosaur hat" → others can't. Good. But the main's tail might block; also when main is idle, no new apple? Apple spawns under drone only when wearing hat; if an apple is under it and it doesn't move, apple stays. Not a big issue. But wait: the main's program could simply spawn 7 workers and then move away to a corner and idle. Its tail length likely 1, blocking a tile. Acceptable. But the 8th slot (main) idle. We could have main also work, but its tail/apples cause issues. Better idle. Alternatively, can we spawn 8 workers if max_drones=8 including main? max 8, so 7 workers + main. Use 7 productive drones. Actually, is the "main" drone the one wearing the hat or could the program run on a spawned drone? The run_program presumably runs on the initial drone (hat). So yes. But wait, maybe when a program terminates, the hat is removed? We saw no-wrap after hat4 finished → hat persists. So no. Alternatively, we could make the main drone do the dino/bone work (with hat) while 7 hatless drones farm? But main is the one executing run_program; it can spawn workers then do dino tasks? It would still have hat. Could have main focus on dino (bones) while 7 workers do other things. But bones already decent; main could just idle. The bigger issue: the main's hat causes apples to appear possibly under it; fine. Let me test whether spawned drones are hatless/no tail by writing a program: main spawns worker that navigates and does something; verify production. In mega8, workers likely got stuck due to main's tail at (10,1) blocking, but if goto does y first, they can escape. But also workers spawn at main's position which may be on an apple/tail. They should move y first. Let me redesign programs with y-first goto and main idling. Also, the farm is all soil empty with an apple at (3,5). Workers planting carrots on x%3==0 will leave tiles x%3==1,2 empty (weeds? no). That's fine but we want grass on non-carrot tiles for hay; currently soil empty doesn't grow grass. We need grass tiles. Our mixed farm previously relied on existing grassland for grass. After dino, ground is soil everywhere (from previous cactus planting? cactus requires soil; we tilled all). So non-carrot tiles are soil empty → no grass → no hay! We need to plant grass? There's no plant(Entities.Grass)? Grass grows automatically on grassland, not soil. We could till soil back to grassland via till() (toggles). So for non-carrot tiles that are soil, call till() to convert to grassland; then grass grows automatically. In do_tile, for x%3!=0 tiles, if ground is soil, till() to make grassland. Then grass auto-grows. But careful: tilling soil→grassland; grass grows. For carrot tiles, ensure soil (if grassland, till). Also trees plant on grassland/soil; fine. Let me update do_tile: ``` if x%3==0: if get_ground_type()==Grassland: till() # make soil plant(Carrot) else: if get_ground_type()==Soil: till() # make grassland if x%3==1 and (x+y)%2==0: plant(Tree) ``` But harvest should happen before tilling. And water. Also apple/tail entities: if get_entity_type()==Entities.Apple, our drone will eat it when moving; fine. Tail blocks but workers (hatless) won't have tails. Wait, spawned drones don't wear hat so they can't see apples? Apples are just entities. They might harvest apples? harvest on apple maybe destroys? Not sure. We can ignore. Now, the main drone idling: after spawning 7 workers, main should move to a corner and stop (or just stop). If main's program ends, workers continue? The docs: "Additional drones must first be spawned and will disappear after the program terminates." "All drones disappear when they terminate." Hmm "will disappear after the program terminates" — does that mean when the main program ends, all spawned drones disappear? Possibly yes! Then main must keep running (e.g., infinite loop doing nothing or dino work) to keep workers alive. So main should idle in an infinite loop (e.g., while True: pass? maybe pass executes fast consuming cycles but game time? It would spin). Better: main does a slow harmless loop, e.g., while True: do_a_flip()? That costs actions/time but fine. Or main continues to farm? But hat issues. Actually maybe main can just `while True: move(North)` in a small area? Hat no-wrap. Or `do_a_flip()` repeatedly. That consumes game time but keeps program alive. The game's main loop yields between statements. Fine. But note: main idle at a corner with tail length maybe 1. Also wearing hat means it might eat apples if it moves; it won't move if just flipping. Let me restructure worker spawning: spawn 7 workers covering rows; main then enters `while True: do_a_flip()`. 7 workers for 12 rows: distribute [2,2,2,2,2,1,1] = 12. Good. But wait, max_drones=8, main + 7 = 8. Good. Let me write mega8b. Also main should first do change_hat(Dinosaur) at program start to harvest any accumulated tail (bones) and reset tail? That would add bones, but more importantly reset tail to 0 so main's tail doesn't block. Actually if change_hat resets tail to 0, great. Let's call change_hat(Dinosaur) at start (harvests tail, resets, still hat). Then main idles. It may auto-buy an apple under it (cactus cost). That apple sits under main. But earlier hat4 change_hat produced an apple and bone. If tail resets to 0, main no tail. Good. Let me verify change_hat resets tail: after hat4, speedtest could move 800 times; if tail had remained large it would've blocked. So likely reset to 0 (or small). And observe showed 1 Di tail at (10,1) after speedtest: because speedtest itself? Moving 800 times shouldn't create tail if 0. Unless tail length =1 always when hat worn? Hmm. Maybe change_hat sets tail to 0 but the last position becomes a tail segment after moving? The tail is "dragged behind"; with length 0 there's no tail. But observe showed Di at (10,1) while drone at (11,1) after speedtest: that's exactly a length-1 tail. So tail length might be 1 after moving, maybe because apples eaten? Speedtest may have moved over the apple at (3,5)? It moved West/East on row 1, apple at (3,5) row5, no. So no eat. Why tail 1? Maybe the hat always shows a tail of length 1 (the previous tile) once you move. Regardless, length 1. OK let's proceed with workaround. Actually, maybe better: instead of main idling with hat, we could make the MAIN drone do the dino bone farming (which is its specialty) while 7 hatless workers farm? But main must both keep workers alive (program alive) and can do dino moves. It could run dino3-like loop; but its apples/tails would appear on the farm and interfere with workers (random apples on tiles block crops, tail blocks movement). The earlier dino3 filled the farm with tail (it reset each harvest but during growth tail up to 26 tiles). That would conflict with workers. Better main idles. Let me write mega8b with 7 workers and main idle, no-wrap-safe goto (y-first), and ground conversion. One more concern: workers traverse rows and might collide with main's single tail tile or apple. goto y-first handles tail; an apple tile: moving over it is fine (workers don't eat? Actually any drone moving off an apple might eat it? The apple mechanic is tied to hat; hatless drones just move. Probably apple remains. Fine). But a planted apple on a tile prevents planting there; that tile yields nothing. Only one apple typically under main. Workers also move in rows; main idle at wherever run_program started. Let's have main move to a corner (x=0,y=0) then idle, using goto which handles tail. But moving to corner may drag tail; fine, length1. Let me write mega8b: ``` def goto(x,y): y-first then x def do_tile(): ... def worker(y0,cnt): ... change_hat(Hats.Dinosaur_Hat) goto(0,0) spawn_drone(worker,2,2) x? ``` Wait worker args: rows. Let me distribute: starts [0,2,4,6,8,10,11] with counts [2,2,2,2,2,1,1]. 7 workers cover rows0-11. Main idle. But if main is at (0,0) and worker for rows0-1 spawns at (0,0) (same as main), then navigates. Fine. Main's tail at (0,0)? After goto(0,0), tail behind somewhere. Worker spawns at (0,0) which might be main's head; workers can share tiles (drones don't collide). Fine. Main then does `while True: do_a_flip()`. Actually do_a_flip might consume time and power; okay. Let me implement. do_tile needs to handle grass regrowth: for non-carrot tiles on soil, till() to grassland. But till toggles; if tile is soil with a tree planted? Trees on grassland ideally. If tree tile ground soil, we till to grassland—does tilling destroy the tree? Possibly. Better only till if no entity? Hmm. For simplicity, at program start the farm is all empty soil; do_tile will till non-carrot tiles to grassland once; then grass grows. Trees planted on grassland. Subsequent visits ground is grassland for those tiles, no till. For carrot tiles, ground soil. Good. But after expand/clear ground resets to grassland; our carrot tiles need till to soil. For tree tiles ground grassland, plant tree; after harvest, ground stays grassland. Good. So: ``` if x%3==0: if get_ground_type()==Grassland: till() plant(Carrot) else: if get_ground_type()==Soil: till() # only if empty? if tree growing on soil, tilling would... if x%3==1 and (x+y)%2==0: plant(Tree) ``` If a tree is growing on soil (from initial), tilling might destroy. But initial all soil empty; first pass tills to grassland. Trees planted after. Fine. Harvest first: if can_harvest harvest (grass/tree/carrot). Then ground checks. For carrot tiles, after harvest ground soil, plant carrot. Let me write. Then run 120s and measure. Watch for stuck. Also, since main idle, 7 drones produce. Earlier 4 drones gave huge rates; 7 should be ~1.75x plus fast moves (hat has no effect on workers; workers hatless normal 200 ticks moves). Hmm workers hatless don't get the apple speed reduction! Only the hat wearer benefits. So workers move at normal 200 ticks. Earlier with 4 drones moves normal too. So 7 drones ~1.75x throughput. Plus power 2x if available (power ~?). Currently power maybe ~0? We had ~1898 then consumed; let's check later. Actually could we give the hat to a worker? "only one drone can wear it" and main has it. Workers can't. Alternatively, if main does farming with fast moves and 7 workers... main has fast moves but tail issues. Could let main farm a band too, with hat on, eating apples occasionally. Might be okay: main's tail length small (apples eaten rarely) and its moves fast. The random apples could cause minor issues. But main is the fastest drone potentially (if apple tick reduction persists), so let it farm! But if it eats an apple, tail grows by 1; over time tail could grow and block. And apple spawn under it/blocks tiles. Risky but maybe fine for a while. Actually apple auto-purchase: whenever apple eaten, new apple spawns. Main farming may eat many apples over time, tail growing unbounded → eventually blocks. Not good. So main idle. 7 workers. Let's write and test.
- 2h 35m
write_programname="mega8b" · evidenceresult
Saved mega8b (45 lines). Game time: 2h 35m 32s elapsed, 3h 24m 28s of budget remaining.
- 2h 35mthoughtWait, I spawned 6 workers: 2,4,6,8 (2 each = 8 rows: 2-9), 10 (1 row), 11 (1 row) = rows 2-11 (10 rows) plus main worker(0,2) covers 0-1. But main worker(0,2) means main farms, not idle. And spawns: 6 spawn_drones + main = 7 drones total (max 8, one spare). But main farming with hat → apples/tail. Also main's worker(0,2) uses goto and moves; it will eat apples if stepped on. Hmm. Actually I wrote worker(0,2) as main, so main farms rows 0-1. That's 7 drones farming (6 spawns + main). But the main hat issue. Let me instead have main idle and spawn 7 workers. But I already spawned 6; let me add a 7th for rows 0-1 and main idle. Let me rewrite: spawn workers for starts [0,2,4,6,8,10,11]; main idles. That's 7 workers + main = 8. But main idle with change_hat at start and goto(0,0). Let me modify. Also I want to test quickly. Let me rewrite program.
- 2h 35m
write_programname="mega8b" · evidenceresult
Saved mega8b (47 lines). Game time: 2h 35m 42s elapsed, 3h 24m 18s of budget remaining.
- 2h 35m
run_programname="mega8b" seconds=120result
Ran mega8b for 2m of game time; it is still running. Inventory change: bone +1, cactus -4, carrot +13480, fertilizer +48, hay +28920, water -543, wood +69176. Game time: 2h 37m 52s elapsed, 3h 22m 8s of budget remaining. Output: (none)
- 2h 37mthoughtExcellent! 7 workers: carrot +13480 (112/s), hay +28920 (241/s), wood +69176 (576/s). Huge! And bone+1 (tail harvest at change_hat). So it works. The workers are effectively producing. Wood 576/s! Hay 241/s. Carrot 112/s. Great. Now power: we didn't use sun8 yet. Power likely low; these rates are without power buff (workers hatless normal). If we produce power, rates could double. Let's do a sunflower phase with 7 workers similarly (main idle) to produce power. But sunflower planting costs carrots (1 each) and needs soil. Then harvest power. With 7 workers, rate ~ maybe 60-100/s. Let's do sun with 7 workers for 300s. But note: mega8b currently running; switching to sun program stops it, main hat remains. Sun program should also call change_hat(Dinosaur) at start to harvest tail (bones) and reset, then spawn workers, then main idle. Let me adapt sun workers with the same partition and no-wrap goto, whole farm sunflowers (till all to soil). do_tile_sun: ``` if can_harvest(): harvest() if get_water()<0.6: use_item(Water) if get_ground_type()==Grassland: till() plant(Sunflower) ``` Sunflowers need soil. Good. Workers partition rows [0,2,4,6,8,10,11] with counts [2,2,2,2,2,1,1]. Main idle. Run 300s → power. Then switch back to mega8b with power buff to double rates. Let me write "sun7". One concern: with power generated, drones consume power to move 2x; also plants' power? fine. Let me write and run 300s.
- 2h 37m
write_programname="sun7" · evidenceresult
Saved sun7 (40 lines). Game time: 2h 38m 2s elapsed, 3h 21m 58s of budget remaining.
- 2h 38m
run_programname="sun7" seconds=300result
Ran sun7 for 5m of game time; it is still running. Inventory change: bone +1, carrot -13612, fertilizer +120, hay +1440, power +22561.11, water -809, wood +2640. Game time: 2h 43m 12s elapsed, 3h 16m 48s of budget remaining. Output: (none)
- 2h 43mthoughtPower +22561 in 300s = 75/s! Carrot -13612 (~45/s). Great. Power now ~22561 (minus consumed ~). Now switch back to mega8b with power active. Power 22561; consumption at double speed with 7 workers ~ maybe 7*?/30. Earlier power consumption in cactus 4 drones was ~2.5/s at normal? At double speed maybe 10/s. 22561 lasts ~2250s (~37min) of 2x speed. Good. Now, with power, mega8b rates may double: wood ~1150/s, hay ~480/s, carrot ~224/s. Over remaining 3h16m, if we run mixed for 30min → wood 2M, hay 864k, carrot 400k. That's a lot. But we also want pumpkin, gold, cactus more. Let's decide final allocation. Remaining 3h16m = 11760s. Options: - Mixed mega: huge hay/wood/carrot, continuous. - Cactus: ~200/s (with power maybe 400/s?) Actually cactus sort swaps are 200 ticks and benefit from power 2x; moves are free for hat drone but workers hatless. With 7 workers vs 4 earlier, cactus full-field cooperative sort is harder to partition with 7. Could do 4-worker cactus (mega8b style but only 4 workers) for ~200-400/s cactus. But 7 workers could each handle a 12-row/7 partition for row/col sorts with drift; risky. - Pumpkin: merge needs whole field; with 7 workers and sync issues, risky; could use single drone (hat, fast moves!) Actually the main drone with hat has nearly free moves, so a single-drone pumpkin farm could be fast now! Movement free means only plant/repair actions cost. 12x12 pumpkin: plant 144 (each 200 ticks), repair passes, harvest. With fast moves, cycle time maybe ~ 144*200ticks/rate. Earlier single-drone pumpkin at 12x12 got ~10/s due to move costs; now with free moves, maybe much faster. But the hat drone eating apples could interfere. We could still run pumpkin on main with hat; apples may spawn and block some tiles. Hmm. - Gold: mazes with hat drone (fast moves) could be much faster! Gold rate could be huge now: solve maze with free moves, gold per maze 288 (lvl2). If solving is limited by moves (now free) + measurements, maybe many mazes/s? Actually can_move and move are ticks; moves ~1 tick now. A maze solve ~ few hundred moves → ~seconds. Could get high gold/s. And weird_substance needed. We have weird 264 (low). Could produce weird with fertilizer (1829) via weird program (hat drone, fast moves!) → huge weird rate. - Bone: dino3 with hat drone now fast? It already uses hat and fast moves; rate 28/s. - Sunflowers: 75/s power. Given the hat's fast moves, the main drone is super fast. But the hat conflicts with farming due to apples/tail. However, for pure move-heavy tasks (maze solving, dino), it's great. For pumpkin, plant/harvest actions dominate, moves free — good. Apples might spawn though because hat auto-buys apple when... Actually apple is purchased/placed under drone when hat equipped, and after each eat. If the drone in pumpkin farm moves over an apple, it eats and tail grows. Tail of length L could block. With frequent movement over 144 tiles, it may eat apples often? There's only one apple at a time; it spawns at ~random free tile (not on crops? "apple cannot spawn if something else is planted where it wants to be" — pumpkin tiles are planted, so apple spawns only on empty tiles). In a full pumpkin farm, all tiles have pumpkins, so apple cannot spawn! So during pumpkin farming, after the initial apple is eaten, no new apple can spawn (no empty tile) → no tail growth, no interference. That's great! So main can farm pumpkins without apple issues (except initial apple under drone; moving eats it, tail 1, then no more apples). Tail length 1 might block one tile but fine. Similarly during cactus full-field (all tiles cacti), apples can't spawn. During mixed farm, there are empty/grass tiles where apples could spawn, but main is idle there. So plan: use MAIN drone (with hat, fast moves) for pumpkin/cactus/gold/weird tasks, while possibly workers help? But workers (hatless) are normal speed. For pumpkin, main alone with fast moves might be fast enough. Let me estimate main's move speed: speedtest 800 moves in ~1s game time → ~1.25ms/move. That's insanely fast (maybe 800 ticks total). So moves essentially free. Actions (harvest/plant/swap) 200 ticks each; with power 2x → 100 ticks. If tick rate ~ maybe 1000 ticks/s? Earlier 50 harvests took 25s at start (200 ticks each = 10000 ticks → 25s → 400 ticks/s). So harvest/plant ~0.5s each at base, 0.25s with power. Then pumpkin cycle: 144 plants * 0.25s = 36s just planting; repair maybe. Harvest spread 1 action. So ~40s/cycle → 864 pumpkin/40s = 21/s single drone. Hmm not amazing but okay. Mixed farm with 7 drones gives more. Actually wait, with power 2x, harvest/plant halves. Without power 0.5s each. 144 plants = 72s. Plus repairs ~. So ~100s/cycle → 8.6/s. Similar to before. Because planting/repair actions dominate, not moves. So main's fast moves help less for pumpkin. For cactus sorting, swaps dominate (200 ticks) and moves are free for main but workers normal. Hmm. Given 7 hatless workers can do mixed farm very well, maybe best to just run mixed mega with power for the remaining time, occasionally switching to other phases. But diversity/balance: we have decent amounts of everything. Current inventory estimated: hay ~60k, wood ~197k, carrot ~35k, pumpkin 2211, cactus 109k, bone 12822, weird 264, gold 14352, power 22561, water, fertilizer ~2000. Pumpkin is lowest (2211). We should produce more pumpkins for balance and because pumpkin is a scored resource. Cost: 1 carrot per plant. Carrots abundant. Gold 14k okay. Weird 264 low. Weird is a scored resource; we should produce more (we had produced ~10k but spent on mazes). Producing weird via fertilized trees with the fast main or workers could be high. Bone 12.8k okay. Let me plan the remaining ~3h16m: 1. Pumpkin phase: run main-drone pumpkin for ~1200s (20 min) → maybe +10-25k pumpkins. Could also use 7 workers with synchronized planting/repair to speed, but merge barrier. Simpler: single main with fast moves. Actually we can have workers assist by planting/repairing disjoint bands but need barrier. Let's just use main alone; it's simpler and safe. Expected ~10/s → 12k pumpkins in 1200s. Also carrot consumption 144/cycle. Alternatively use 7 workers each planting/repairing its band for a fixed number of passes then all harvest? Drift risk. Skip. 2. Weird phase: use main (hat, fast moves) with checkerboard trees + fertilizer. Single drone weird rate earlier 72/s at 12x12 with normal moves! With fast moves, much higher. Run ~300s → maybe +20k weird. 3. Gold phase: run gold with main (fast moves). Need weird. Gold rate could be high now (moves free). Run ~600s → maybe lots of gold. But gold isn't used for anything else (megafarm lvl4 128k gold for 16 drones — maybe worth? 16 drones max but 12x12 only 144 tiles; more drones diminishing. Skip.) 4. Mixed mega with all workers for the rest to rack up hay/wood/carrot. Actually, is it worth doing gold if not for upgrades? Gold is a scored resource. We have 14k. Maybe produce more for balance. Weird is also scored. Both low-ish. Let me prioritize: pumpkin (lowest), weird (low), then mixed. Also, maybe unlock polyculture (pumpkin3000) and pumpkins upgrade (carrot1000) to boost pumpkin yield. Polyculture might boost all yields via companion planting. Let me read polyculture doc after buying (3000 pumpkins—we have 2211, not enough). Need pumpkin farm first. Also cactus upgrade (pumpkin20000) doubles cactus yield/cost. If we get 20k pumpkins, buying could double future cactus. But maybe not worth congestion. Let me first run pumpkin on main. Need a program that uses main only, no spawning workers (so main executes). The pumpkin program from earlier uses goto with wrap assumptions; rewrite no-wrap, and ensure it handles the hat (move East with no wrap; loop structure). Also the dino hat: when moving off apples, eats; but as discussed, once all tiles planted, apples can't spawn. Initially there's an apple somewhere; ignore. Pumpkin program for main with no-wrap: ``` def goto(x,y): y-first then x def clear_tile(): # harvest/destroy entity if get_entity_type() != None: harvest() # ensure soil if get_ground_type()==Grassland: till() n=12 while True: for i in range(n): goto(0,i) for j in range(n): clear_tile() plant(Pumpkin) if get_water()<0.7: use_item(Water) if j<n-1: move(East) ready=False while not ready: ready=True for i in range(n): goto(0,i) for j in range(n): if get_entity_type()==Dead_Pumpkin: plant(Pumpkin); ready=False elif not can_harvest(): ready=False if get_water()<0.7: use_item(Water) if j<n-1: move(East) # harvest all for i in range(n): goto(0,i) for j in range(n): if can_harvest(): harvest() if j<n-1: move(East) ``` But `goto(0,i)` after each row costs moves (now free for main), fine. Note: clear_tile harvests any entity even if not harvestable (destroys). If there's a dinosaur tail (Entities.Dinosaur) on the farm from main's movement? Main's tail length maybe 1, moving drags it; goto moves; tail follows. When planting, tiles under tail? The tail is behind, so not on current tile. Fine. Also apple under main initially: clear_tile harvests it? Entity Apple harvest may give nothing/destroy. Then no apple? Actually while wearing hat, an apple auto-purchased if you have cactus and maybe none exists. It spawns under drone; if we harvest/destroy it, a new one may spawn. Could cause repeated apples. Hmm. But once all tiles planted, apple can't spawn. During initial planting, apple might appear; clear_tile might harvest it (maybe eats? harvest on apple?). Minor. Let me test pumpkin main for 120s and observe pumpkin rate. If good, run longer. Note: power 22561 will be consumed by main (double speed). Good. Let me write "pumpkin1". One concern: harvesting a giant pumpkin: harvest() on any tile yields total and removes giant. After harvest, all tiles empty soil. Next outer loop replants all. Good. Repair loop: when all grown, they merge into giant; can_harvest true. Dead ones replanted. But if merged, get_entity_type might be Entities.Pumpkin and can_harvest true on all tiles? We'll see. Let me run 120s.
- 2h 43m
write_programname="pumpkin1" · evidenceresult
Saved pumpkin1 (49 lines). Game time: 2h 43m 22s elapsed, 3h 16m 38s of budget remaining.
- 2h 43m
run_programname="pumpkin1" seconds=180result
Ran pumpkin1 for 3m of game time; it is still running. Inventory change: carrot -337, fertilizer +72, power +51.67, pumpkin +864, water -448. Game time: 2h 46m 32s elapsed, 3h 13m 28s of budget remaining. Output: (none)
- 2h 46mthoughtPumpkin +864 in 180s = 4.8/s only, carrot -337 (odd). Power +51 (net positive? because sunflowers? no—power increased, meaning it wasn't consuming? Actually power +51 odd; maybe power generation? No. Maybe the inventory delta includes something else. Whatever.) 4.8/s pumpkin is worse than earlier 11/s. Because clear_tile harvesting + tilling each cycle costs extra, and only one drone. Also maybe cycles slower due to repair. Given main is fast-moving, the bottleneck is plant actions. 864 per 180s = 1 cycle (864). So ~180s/cycle, much slower than hoped. Because 144 plants * ~0.5s = 72s, repair passes etc. Hmm 180s/cycle. With 7 workers assisting, could be much faster. Pumpkin merge needs global sync. But maybe we can use a different approach: use 7 workers to plant/repair in their bands for a fixed number of passes, then one harvest. Drift risk but maybe okay. Alternatively use workers to plant and repair, and have main (hat, fast) do the harvest/check at the end after workers finish a fixed number of passes. But main doesn't know when they finish. Simplest: optimize single-drone pumpkin. Why 180s/cycle? Planting 144 with clear_tile: clear_tile harvest (1 action, 200 ticks if entity), till, plant (200 ticks). ~3 actions/tile = 432 actions *0.5s=216s alone! With power 2x maybe 108s. Plus repair. So ~180s plausible. Optimization: Since all tiles are already soil after first cycle, clear_tile can skip harvest if empty and skip till. Also planting: plant(Pumpkin) on an existing dead pumpkin replaces it (no need harvest). For initial cycle, tiles have crops from previous phase (sunflowers) → need clear. After first cycle, tiles empty soil; clear_tile's get_entity_type None → no harvest; ground soil → no till; just plant. So subsequent cycles should be faster: 144 plants *0.5s = 72s + repair. Repair loop: multiple passes over 144 tiles; each pass checks type/can_harvest, replants dead. If 3 passes ~ each pass 144*~1 action (plant dead ~7 tiles) ≈ maybe 20s. Total maybe ~100s/cycle → 8.6/s. Still modest. Could use 7 workers for planting/repair to cut to ~20s/cycle → 43/s pumpkin! Worth attempting with synchronization via fixed passes. Design pumpkin_multi: - 7 workers, each handles a band of rows (whole width). - All workers plant their band simultaneously (disjoint rows). Takes ~ (band tiles)*0.5s, similar per drone. - Then repair: fixed number of passes, say 6, over its band. During each pass, replant any Dead_Pumpkin. After 6 passes, assume all merged. But a worker finishing earlier might proceed to harvest while others still repairing → premature harvest of giant? If giant formed only when all tiles grown. If a worker harvests its band's tile before global merge, it harvests individual pumpkins (destroying them), ruining merge. Bad. So need a barrier. Could the main (idle) coordinate via a shared signal? No shared memory. Could use the farm state as signal: e.g., workers plant a "flag" crop? Complex. Alternative: Use a fixed number of passes large enough that by the time any drone finishes, all are merged; then all harvest. But a drone's repair passes count is fixed; if it finishes before merge (because its band had fewer dead), it might harvest early. To prevent, make the harvest phase also a fixed number of "wait" passes after a generous repair count, so all drones likely in sync. Drift comes from number of plant actions (dead replants) differing. We can equalize by making each repair pass always do the same number of moves (band size) plus variable plants. Differences maybe ~a few plants *0.5s. If all do 10 passes, total time ~ band tiles*10*~0.05s moves? Moves for hatless workers 200 ticks=0.5s! Wait workers move at 200 ticks (~0.5s) each, not free. So each pass over 24 tiles costs ~24*0.5=12s. Repair passes expensive. Hmm workers hatless moves 0.5s. 7 workers each band ~24 tiles → pass 12s. Planting ~12s. Repair 4 passes ~50s. Harvest ~12s. Cycle ~75s → 864/75=11.5/s total, similar to single. Not much gain because movement dominates for workers, while main has free moves but single. So pumpkin farming is ~10/s regardless. Not great. Perhaps use main (free moves) for a single-drone pumpkin with optimized code: moves free, plant actions 0.5s(each). 144 plants=72s + repairs replant ~7*0.5=3.5 per pass; repair passes: each pass moves free, checks cheap, replant ~7 → ~a few seconds per pass. So cycle ~80s → 864/80=10.8/s. Better than 4.8. My pumpkin1 got 4.8/s maybe because power wasn't applied? Power +51 suggests power is being generated? Hmm. Wait power was 22561 before; during pumpkin1, power should be consumed (drones use power for speed). But delta shows +51 power—maybe because pumpkin harvest? no. Actually maybe power is not consumed when... The main drone with dino hat, moves free; power consumption 1 per 30 actions. Harvest/plant count. It may consume ~ but delta +51 means something generated power. Did leftover sunflowers get harvested during clear? Yes! The farm was sunflowers from sun7; pumpkin1's clear_tile harvested remaining sunflowers → power +! That explains. Good. After first cycle, no sunflowers. So rate ~? Let's run longer: pumpkin1 for another 300s and see. It's still running. Let's wait 300s to get a better average.
- 2h 46m
waitseconds=300result
Waited 5m (time up). Program: pumpkin1 running. Inventory change: carrot -360, fertilizer +120, power -303.74, pumpkin +1728, water -759. Game time: 2h 51m 42s elapsed, 3h 8m 18s of budget remaining.
- 2h 51mthought1728 pumpkin over 300s = 5.76/s, 2 cycles (864 each). So cycle ~150s. Power -304 (consumed). Pumpkin farming ~5.8/s. Over the remaining 3h8m (11298s), if we did only pumpkin → 65k pumpkins. That's substantial. But mixed farm gives way more value in hay/wood/carrot. Given scoring uncertainty, pumpkin is one of 11 resources and currently low (2211+864+1728 ≈ 4800). We could bring it to ~20-30k with ~1 hour. Let me think about the marginal value: If score is sum of raw amounts, wood already ~200k and growing at 500+/s; pumpkin at 6/s is negligible. If score is per-resource normalized (e.g., each resource contributes equally regardless of amount, or log), then ensuring decent pumpkin matters. "total amount of each resource ... both quantity and variety" suggests they may compute a score like sum over resources (perhaps log to balance). To hedge, get each resource to a solid level. Current rough: hay 60k, wood 197k, carrot 35k, pumpkin 4.8k, cactus 109k, bone 12.8k, weird 264, gold 14.3k, power ~22k, fertilizer 2k, water. Weird is very low (264) because we spent it. Weird is easy to produce with the fast main drone using fertilizer. Let's produce weird to at least ~20k. Weird program single main with checkerboard trees and fertilizer: moves free, plant actions 0.5s, use_item fertilizer 0.5s each. Per cycle: 12x12, 72 trees, plant 72*0.5=36s + fertilize 72*0.5=36s + harvest 72*0.5=36s ≈ 108s/cycle. Yield weird per cycle: 72 trees * weird per tree. Tree yield at lvl5 = 80 wood; infected → half = 40 weird per tree? Earlier weird run at 8x8 gave 2240 weird from ~112 trees → 20 each. At 12x12 maybe tree yield 80 → 40 weird each. 72*40=2880/cycle → 26/s. Hmm slower than earlier 72/s? Earlier single drone 12x12 weird gave 2880 in 40s = 72/s (with normal moves). Because it didn't plant each cycle? The weird program planted trees and fertilized, harvested; moves normal. It got 2880/40s. That suggests cycle ~40s. With fertilizer, trees grow instantly; harvest loop and plant loop; moves now free (hat) → should be faster. Good, maybe 100+/s weird. Let me run weird program (the original one) — but it assumed wrap? It used get_pos and move(East) with wrap in nested loops (while True: for i in range(n): for j in range(n): ... move(East)). With hat no-wrap, move(East) from x=11 fails, then stays 11 for rest → bug. Need adapt weird to no-wrap with goto. Also original weird harvested ALL entities including grass; with hat, apples might spawn but most tiles tree/grass, apple can't spawn on planted entities? grass counts as entity so maybe apples spawn only on empty. Fine. Let me write weird2 (single main, no wrap) using checkerboard trees with fertilizer: ``` def goto... def do_tile(): if get_entity_type()!=None: harvest() if (x+y)%2==0: plant(Tree) use_item(Fertilizer) else: # leave grass? ground may be soil; till to grassland if get_ground_type()==Soil: till() water... ``` Then wait for trees grown? With fertilizer, trees grow instantly-ish; but if plant fails (no fertilizer), tree grows normally. We can just harvest next pass. Since we loop continuously, trees get harvested when grown. But we want the one-time fertilizer to infect; then harvest gives weird. If we also harvest non-tree grass, fine. The harvest of infected tree yields weird. If we replant immediately and fertilize each cycle, we use fertilizer 72/cycle. We have ~2000 fertilizer; fertilizer generation 0.4/s = 24/min. Each cycle uses 72 → need ~5min to regen. So fertilizer-limited: 2000/72 ≈ 27 cycles. At ~40s/cycle → 18min, yielding ~27*2880=77k weird. Then fertilizer gone; weird rate stops (harvesting uninfected trees gives wood only). So weird production ~limited. But we can run weird for ~600s using ~1000 fertilizer → ~40k weird. Good. Actually, does fertilizing a fully-grown tree infect it? We plant then immediately fertilize (immature) → infects and speeds. Good. Let me write weird2 and test 120s, see weird rate and fertilizer use. But note: the main drone wears hat; planting/harvesting actions 0.5s; moves free. Apples: tiles all have tree/grass entities, so apple may fail to spawn; fine. Actually we harvest trees then plant; there's a moment tiles empty, apple could spawn but rare. If an apple spawns, our do_tile harvests it (entity != None) — destroying apple; then a new one may spawn each time? Could waste. Minor. Also tail: moves free but if drone steps on apple it eats → tail grows. Rare. Let me write weird2.
- 2h 51m
write_programname="weird2" · evidenceresult
Saved weird2 (27 lines). Game time: 2h 51m 52s elapsed, 3h 8m 8s of budget remaining.
- 2h 51m
run_programname="weird2" seconds=120result
Ran weird2 for 2m of game time; it is still running. Inventory change: fertilizer -224, hay +6736, power -121.50, pumpkin +351, water -188, weird_substance +15520, wood +15520. Game time: 2h 54m 2s elapsed, 3h 5m 58s of budget remaining. Output: (none)
- 2h 54mthoughtWeird +15520 in 120s = 129/s! Fertilizer -224. Wood +15520 (each infected tree gives 20 wood +20 weird? 15520/20=776 trees). Great. Weird now ~15784. We have fertilizer ~2000-224 ≈ 1800 (plus generation). Continue weird ~300s more to get ~+39k weird, fertilizer -560. Let's run 300s. Actually weird and wood both scored; this is great. Let me run weird2 for 400s (fertilizer -~750, weird +~50k). Then we'll have weird ~65k. Then perhaps gold phase using weird (maze lvl2 uses 24 weird per maze, gold 288). 65k weird → 2700 mazes *288 = 777k gold! Gold rate with fast moves could be huge. But gold is a resource; producing 700k gold would dominate. Hmm, gold might be valuable. But gold's only use is megafarm upgrades (lvl4 128k for 16 drones) and leaderboard/simulation. If we want 16 drones, 128k gold feasible via mazes. More drones on 12x12 (16) might help mixed farm (bands of 0.75 rows each — uneven; use 12 workers one per row? +4 extra). More drones could boost farm further. But 12x12=144 tiles, 7 workers already dense; 16 might not help much (each 9 tiles). Could still ~2x? Possibly. Given time, maybe not necessary. But gold as a resource: producing lots might be good for score. Also weird_substance as resource; spending it on mazes converts to gold. We should decide whether to spend weird on mazes to convert to gold. If score sums resources, both produce value; but weird is already counted when produced. Spending it doesn't reduce "produced" (assuming cumulative). So converting weird→gold adds gold production without losing weird score (if cumulative). Good. But if score uses final inventory, spending weird reduces weird count. Ambiguous again. "total amount of each resource your farm produces" strongly implies cumulative production, not final inventory. So spending is fine. Great—then we should convert weird to gold via mazes (produce more gold) and spend gold on drones. But risk: if it's final inventory, then converting weird to gold trades one for another. Hard to know. I'll assume cumulative production (most natural). Then maximizing production across resources is the goal regardless of spending. Under cumulative assumption, we should: - Produce as much of every resource as possible. - Spend freely on upgrades that increase production. Thus: - Weird production 129/s (with fertilizer). Fertilizer also a resource produced automatically (0.4/s) but consumed; cumulative production counts generation. Good. - Gold via mazes from weird: high. - More drones via gold: boosts everything. Let me continue weird2 for ~300s (get weird ~+39k). Then gold phase with ~55k weird → lots of gold. Then buy megafarm lvl4 (gold128000) if reached → 16 drones → boost mixed farm. Then final mixed mega with 16 drones? Partition 12 rows among 16 workers impossible cleanly; use 12 workers (one per row) + main idle = 13 drones. Actually max_drones=16; we can spawn 12 workers covering each row (1 row each) and maybe 3 extra for? Overlap not helpful. 12 workers on 12 rows = same as 7 but more parallelism (each row 12 tiles). Could nearly double since each worker has fewer tiles. Fine. But is megafarm lvl4 worth 128k gold vs producing gold for score? If cumulative, spending gold doesn't reduce score. So yes, buy it if affordable. Let me first run weird2 300s.
- 2h 54m
waitseconds=300result
Waited 5m (time up). Program: weird2 running. Inventory change: fertilizer -540, hay +19968, power -303.76, water -626, weird_substance +48960, wood +48960. Game time: 2h 59m 12s elapsed, 3h 48s of budget remaining.
- 2h 59mthoughtWeird +48960 in 300s = 163/s! Fertilizer -540. Hay +19968 (from grass on non-tree tiles, 20? grass lvl5 16 hay each). Wood +48960 (infected trees half wood). Weird total ~64,744. Fertilizer remaining: was ~1800, -540-224 ≈ 1036, plus generated ~0.4/s*420=168 → ~1200. We could continue weird to produce more but diminishing. Now gold phase. Weird ~64.7k. Maze lvl2: each maze gold 288, weird cost 24. Gold program uses `n` = world_size? Wait gold program's `use_item(Items.Weird_Substance, n)` with n=12, but at mazes level2 the required substance is n * 2^(level-1) = 12*2=24! The tutorial formula: `substance = get_world_size() * 2**(num_unlocked(Unlocks.Mazes) - 1)`. Our gold program uses just `n`, which is wrong at level2 (uses 12 instead of 24). It might create a smaller maze (12 substance → 12x12? Actually without upgrade n substance gives n×n maze; with upgrade each maze level doubles treasure but also doubles needed. Using n substance with level2 might create n×n maze but treasure maybe doubled? Unclear). Earlier gold run after buying mazes lvl2 we used gold program with n=12 (not 24) and got +43200 in 1200s. The weird -7212 for ~? If cost 12, 7212/12=601 mazes *? gold 43200/601=72 gold/maze. Hmm that suggests gold per maze 72, not 288. Because using only n substance with level2 gives a maze of size n but treasure maybe base 144? Not matching. Let me recompute: Before mazes lvl2, gold run 400s gave +5760 gold, weird -492. 5760/144=40 mazes; 492/12=41 mazes. So gold/maze=144, cost 12. Good (level1). After buying mazes lvl2, gold program still uses n=12. Run 1200s gave +43200 gold, -7212 weird. If cost per maze = 12 (not doubled), 7212/12=601 mazes → gold/maze = 43200/601 = 71.9. That's weird: half of 144? Hmm maybe mazes lvl2 doubles the *required substance* to 24 while our program passes 12, creating a maze with less treasure? Possibly treasure scales with actual substance: 12 substance still gives 12x12 maze → but with level2 the treasure formula maybe area * level? The observed 72 gold/maze ≈ 144/2. Suggest using n=12 at level2 gives 72 gold (half), i.e., need 24 for 288? Let's test: maybe gold = area * 2^(level-1) * (substance_used / required)? Confusing. Let's just use the correct formula: substance = n * 2**(mazes_level-1). At level2, 24. Then gold should be base 144 * 2 = 288 per maze. Let's update gold program to compute substance properly and test a short run: measure gold delta per weird. Weird ~64.7k → with 24 per maze = 2695 mazes *288 = 776k gold. That's a lot. At gold rate maybe? Gold solving with fast moves could be ~? Let's test. Update gold program: ``` n=get_world_size() amt = n * 2 ** (num_unlocked(Unlocks.Mazes) - 1) while True: harvest() plant(Bush) use_item(Weird_Substance, amt) solve() ``` Solve uses right-hand with can_move; no wrap needed (maze walls). But our solve used mv/cm with int directions; fine. The drone wears hat; moves free. But hat no-wrap irrelevant in maze (walls). Note: while in maze, can the hat's tail block movement? Tail length possibly >0; if drone eats apples? Apples can't spawn in maze (hedges occupy tiles) so no new apples. Tail from before might persist? change_hat earlier reset; tail maybe 1. Tail tiles are walked over by drone; tail follows; could it block? move() in maze returns False for hedges; tail might also block. With length 1, the tail is the previous tile; moving forward fine. OK. Also maze solving requires no wrapping; ours didn't rely on wrap (can_move checks). Good. Let me update gold program with correct amount and test 60s. Also note: starting a new program stops weird2; main hat remains; fine. But farm currently has trees/grass. Gold program harvests current tile and plants bush; maze generation converts whole farm. Good. Let me write gold2.
- 2h 59m
write_programname="gold2" · evidenceresult
Saved gold2 (47 lines). Game time: 2h 59m 22s elapsed, 3h 38s of budget remaining.
- 2h 59mthoughtWait, budget shows 3h38s remaining after 2h59m elapsed? Total budget 6h; elapsed 2h59m → remaining 3h01m. The tool says "3h 38s" meaning 3 hours 38 seconds. Yes, remaining 3h0m38s. Good. Run gold2 60s and check gold/weird ratio.
- 2h 59m
run_programname="gold2" seconds=60result
Ran gold2 for 1m of game time; it is still running. Inventory change: fertilizer +24, gold +1440, power -60.72, water +96, weird_substance +56, wood +200. Game time: 3h 32s elapsed, 2h 59m 28s of budget remaining. Output: gold 14640 gold 14928 gold 15216 gold 15504 gold 15792
- 3h 00mthoughtWeird +56 (not negative!) meaning maze cost weird but weird also produced? Hmm we used weird but net +56. Maybe harvesting something produced weird? The farm had infected trees from weird2 (fertilized trees are infected!). Harvesting them during maze creation gives weird! So initial harvests yielded weird. Anyway. Gold +1440 in 60s = 24/s. Each maze gives 288 → 5 mazes, cost 5*24=120 weird, plus initial weird from tree harvest. Output shows gold increments of 288 each → 5 mazes. Good, gold2 works, 288/maze. Gold rate 24/s with fast moves limited by maze solving (moves free? maybe not, since hat apple reduction? moves maybe still 200 ticks? Hmm 5 mazes in 60s = 12s/maze). Not super fast. But 24/s. Weird 64k+ → 2695 mazes → at 24/s gold → 776k gold / 24/s ≈ 9 hours. Too slow. Only can produce some gold in remaining ~3h → 24/s * 10800s = 259k gold, consuming 259k/288*24 = 21,600 weird. We have 65k weird, so weird not limiting; time is. So gold at 24/s. Over 1h → 86k gold. Could buy megafarm lvl4 (128k) after ~1.5h. More drones for final 1.5h. But is 16 drones worth it? Final mixed farm with 12 workers vs 7 might gain ~1.7x for 1.5h. Gold production 128k over 1.5h, sacrificing 1.5h of mixed farm. Mixed farm with 7 workers at power 2x maybe wood ~1000/s, hay ~450/s, carrot ~220/s. In 1.5h → wood 5.4M, hay 2.4M, carrot 1.2M. Sacrificing that to gain 1.7x on the remaining 1.5h would give roughly same total? Let's see: if we spend 1.5h gold + 1.5h mixed16, total mixed16 output ~ (1.7x rate *1.5h) vs alternative 3h mixed7 (rate*3h). 1.7*1.5=2.55 vs 3. So worse. Plus gold 128k produced. Since gold is scored, maybe worth, but gold amount 128k is small compared to wood millions. Under cumulative scoring sum, not worth. So skip megafarm lvl4. Better: spend remaining time on high-rate resources: mixed farm (wood/hay/carrot) at high rates, maybe cactus (with power, 4-worker full-field ~200-400/s?), weird (163/s but fertilizer limited), pumpkin (6/s), gold (24/s), power (75/s), bone (28/s). Which resources per second (cumulative value): - wood: ~576/s (mixed 7 no power) → with power maybe 1150/s. - hay: 241/s → ~480. - carrot: 112/s → ~224. - cactus: 207/s earlier with 4 drones and power; with gold? cactus requires pumpkins. With bonus power 2x, maybe 400/s. Highest. - weird: 163/s (fertilizer-limited but ~1000 fertilizer left → 5 minutes more). - power: 75/s. - gold: 24/s. - pumpkin: 6/s. - bone: 28/s. If score sums raw amounts, cactus is best (~400/s) and wood (~1150/s) even better, hay 480. Actually wood highest! Our mixed farm produces wood at huge rates. So running mixed mega is great for sum. But it also produces hay/carrot. However, mixed farm requires the power buff to double rates. Power drains ~? During mega8b 120s (before sun) no power. With power 2x, consumption maybe ~? Let's check: workers 7, actions/s ~ (carrot112 + wood576/80? tree harvest rate etc). Power consumption 1 per 30 actions. Rough actions/s maybe 7 workers * ~2 actions/s = 14/s → power 0.47/s? Actually earlier cactus 4 drones consumed ~2.5/s. Mixed maybe ~2/s. With 22k power, lasts ~3h. So we could just run mega8b for the remaining time with power buff, producing enormous wood/hay/carrot. But variety: pumpkin/gold/weird/bone would stagnate. We have decent amounts of those. Hmm. Let me think about the likely scoring. The phrase "total amount of each resource your farm produces" suggests the benchmark sums resources (maybe each resource's total). If so, maximizing the sum is key, and wood dominates. But "both quantity and variety count" hints variety beyond just total; maybe they score sum of per-resource amounts, where having many nonzero is good but not necessarily equal weight. I'll aim to produce a lot of everything with a final long mixed run, plus maybe some cactus because it's high and we have pumpkins? Cactus costs pumpkins 2/plant; we have ~4800 pumpkins → 2400 plants → ~16 cycles of 144 = ~23 plants/cycle? Actually 144 plants/cycle*2=288 pumpkins/cycle → 4800/288=16 cycles → 16*20736=331k cactus. Good, we can run cactus for ~16 cycles (~16*100s=1600s) and add ~330k cactus. That's valuable. Also pumpkin farming to replenish? We have 4800 pumpkins; using 4608 for cactus leaves ~200. Then no pumpkins for future cactus. But cactus production is huge; we could sell? no. Could buy cactus upgrade (pumpkin20000) no. Alternatively, run cactus with fewer cycles (~8) to preserve pumpkins? Pumpkins are a scored resource too; spending them reduces inventory but not cumulative production. Under cumulative, spend freely. Plan for remaining ~3h: 1. Cactus with 4 workers (full-field) using power: ~207-400/s for ~1500s → ~300-600k cactus. But we need 4-worker cactus program adapted to no-wrap and hat. Our cactus program used goto with wrap assumptions (`while get_pos_x() != 0: move(East)`) — with hat no-wrap breaks. Need rewrite goto. Also it spawned 3 workers and main did worker(0,band) — main wearing hat would farm and possibly eat apples (but all tiles cacti, so apples can't spawn; fine!). Actually during cactus, all tiles planted with cactus → apples can't spawn. So main can farm safely with fast moves! Main's band would be faster than workers. Good. But apply power? yes. However, cactus sorting relies on global sync among 4 drones; using main as one worker with faster moves could desync. But sorts are repeated 4 rounds; maybe fine. Alternatively use 3 workers + main. Let's rewrite cactus with no-wrap goto. 2. Remaining ~1h: mixed mega with 7 workers + power for wood/hay/carrot. Also maybe a short weird run if fertilizer remains (~1200) to add ~20k weird quickly (120s). And gold maybe. Let me estimate time: remaining 3h0m = 10800s. - weird2 for 120s (+~20k weird) — optional. - cactus for 1500s (~25 min) → big cactus. - mixed mega for the rest ~9000s (2.5h) → huge wood/hay/carrot. Actually, given wood is likely the top-scoring resource and mixed also gives hay/carrot, maybe prioritize mixed for most time, with a cactus chunk. But power buff: during cactus, power consumed; power ~22k, cactus 4 drones consumption 2.5/s → lasts 8800s, fine. Let me first handle cactus rewrite. Our cactus program used: - goto(x,y) with `while get_pos_x()!=x: move(East)` (wrap). Need replace with no-wrap goto. - harvest_band etc. use nested loops with move(East) then move(North) relying on wrap. Need rewrite with goto per row. - The sort functions call goto(0,r) and sweep; need no-wrap. Let me rewrite cactus2: ``` def goto(x,y): y-first then x directions def plant_band(y0,band): n=get_world_size() for r in range(band): goto(0,y0+r) for c in range(n): if get_entity_type()!=None: harvest() if get_ground_type()==Grassland: till() plant(Cactus) if get_water()<0.6: use_item(Water) if c<n-1: move(East) ``` wait_band similar. sort_rows_band: ``` def sort_rows_band(y0,band): n=get_world_size() for r in range(y0,y0+band): for p in range(n): goto(0,r) for k in range(n-1): if measure()>measure(East): swap(East) move(East) ``` No wrap issue: after inner k loop ends at x=n-1, next p goto(0,r) moves West. Good. sort_cols_band: ``` for c in range(x0,x0+band): for p in range(n): goto(c,0) for k in range(n-1): if measure()>measure(North): swap(North) move(North) ``` Good. harvest_band: ``` for r in range(band): goto(0,y0+r) for c in range(n): if can_harvest(): harvest() if c<n-1: move(East) ``` worker(y0,band): ``` while True: plant_band; wait_band; for rep in range(4): sort_rows; sort_cols; harvest_band; quick_print(cactus) ``` But partitioning with 4 drones: band=12//4=3; workers y0=0(main),3,6,9. Main wears hat; its moves are fast, but plant/harvest actions same. Main will finish its band faster in terms of moves? Its plant actions still 0.5s; row sorts: swaps/measures + moves (main moves free). So main finishes sorts faster → desync in column phase. Could cause issues. Maybe use main idle and 3 workers? Then coverage band for 3 workers = 4 rows each, and main idle; total 3 workers → slower than 4. Or use 4 hatless workers + main idle: spawn 4 workers (max 8 allows). That gives 4 hatless workers (normal speed) covering 3 rows each, main idle. That's what worked before (4 drones, one was main/hatless then). Good: spawn 4 workers, main idle. But main hat means it might eat apples? All tiles cacti → apples can't spawn. Main idle fine. Actually with 8 drones max, we could use 8 hatless workers for cactus: partition rows into 8 chunks uneven [2,2,2,2,1,1,1,1] for row sort, and columns similarly. Desync due to uneven sizes; but maybe use 6 workers with 2 rows each (12 rows) and 2 idle? Or use 8 workers but each handles... hmm. Simpler and safe: use 4 hatless workers with 3 rows each, as before (worked, 207/s with power? earlier 4 workers (including main hatless) got 207/s with power). Now 4 spawned workers + main idle: same 4 workers. Good. But wait earlier the cactus program's 4 drones did the global sort with equal bands, and it worked. Use exactly that but with spawned hatless workers and main idle. power buff will double swap/plant speed for workers, so maybe ~400/s. Duration: let's run cactus ~1200s (20min). Pumpkins 4800 → cycles 4800/288=16 → 16 cycles; each cycle maybe 100s/2 (power) = 50s? Then 1200s → 24 cycles but limited by pumpkins to 16 cycles → ~330k cactus. After that pumpkins exhausted, so the program will stall (can't plant) and wait forever. Better to run only until pumpkins low. We can't easily stop at threshold via wait until_resources on inventory decreasing. We can use wait with until_resources? It stops when amount is reached (>=). Not for depletion. Hmm. Could run 800s and check. Alternatively, first produce pumpkins (farming with main, 6/s) for a while to get more? That's slow. Let me just run cactus2 for 800s (13 min) and check pumpkin/cactus. Should yield ~200-330k cactus. Then final mixed mega for remaining ~2h20m. Also maybe do a short gold/weird later. Actually, reconsider: is it better to use all remaining time on mixed mega (wood/hay/carrot) rather than cactus? Mixed wood rate ~576/s (no power) or ~1150 with power. Cactus with power ~400/s. Wood likely higher. But mixed also requires no inputs. So mixed may be the single best. Yet variety: cactus is a distinct resource, already 109k. So maybe just run mixed for 2.5h and produce astronomically. Hmm. But mixed farm with 7 workers uses hatless workers; power makes them 2x. Wood at ~1150/s over 9000s = 10M wood. That's enormous. If score sums, wood dominates. If normalized per resource, then producing more wood beyond a point doesn't help much; then cactus/pumpkin/gold matter. To hedge, allocate: mixed ~1.5h, cactus ~30min, gold/weird ~20min, pumpkin ~20min. That balances. Given uncertainty, let's do: - Cactus 800s. - Weird 120s (if fertilizer). - Gold 600s. - Mixed remainder ~7000s. But gold 24/s*600=14k gold; weird cost 14k/288*24=1200 weird; fine. Gold is low compared to others; maybe skip gold, since we have 15k gold and it's slow. Instead use gold time for mixed. But variety—gold already 15k, fine. Similarly pumpkin 6/s is slow; already ~4.8k. Maybe skip. I think best: cactus 800s then mixed for rest. Also do a final short power/sun phase near the end? Power is consumed by mixed at maybe 2-4/s; with 22k reserve lasts ~2h. Fine. Let me also consider unlocking polyculture (pumpkin3000) — we have ~4800 pumpkins; buying it could boost yield of crops via companion planting, potentially increasing mixed farm output. Let's read its mechanics by buying (3000 pumpkins) since pumpkin low priority and it may boost yields. But we need pumpkins for cactus. If polyculture increases yield significantly, worth. Let me buy polyculture (3000) and read doc. We have 4800 pumpkins. Leaves ~1800 → cactus 6 cycles (~124k cactus). Hmm trade-off. Let me read polyculture doc first via search maybe not accessible. Buy it and read. 3000 pumpkins. If misleading, cost is just pumpkins (which we can farm later). Let's do it. Actually, let me check the doc's known text: "Use companion planting to increase the yield. plant_type, (x, y) = get_companion()". get_companion returns the ideal companion plant type and position for the current plant. Planting companion crops adjacent increases yield maybe. Could be a big multiplier for mixed farm. I'll buy polyculture and read.
- 3h 00m
buy_upgradeupgrades=["polyculture"] · evidenceresult
Bought polyculture, now level 1. Paid pumpkin 3000. Its tutorial is docs page docs/unlocks/polyculture.md. Game time: 3h 42s elapsed, 2h 59m 18s of budget remaining.
- 3h 00m
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 00m
docs_readpath="unlocks/polyculture"result
## Polyculture Increases the yield multiplier of polyculture. 1000% => 2000% ### Unlock Cost [Current cost: bone=10000] [Tutorial](docs/unlocks/polyculture.md) Game time: 3h 1m 2s elapsed, 2h 58m 58s of budget remaining.
- 3h 01mthoughtPolyculture: companion planting multiplies yield. "Before polyculture is unlocked, the yield multiplier is 5. It doubles every time you upgrade it." So with polyculture level1, multiplier = 10? "1000% => 2000%" means level1 gives 1000% (10x). Whoa! If we plant the requested companion, the plant's yield multiplies by 10! That's huge. Wait, interpretation: Without polyculture unlocked, yield multiplier is 5? That seems already big—maybe the "yield multiplier" applies to the plant's yield when companion present, and it's 5 base? That would mean we've been missing out on 5x yields all along! Let me re-read: "Before polyculture is unlocked, the yield multiplier is 5. It doubles everytime you upgrade it." Hmm maybe the multiplier applies only when the companion is correctly placed. So by default (even without unlock?) no—companion planting wasn't possible before because get_companion not available. So the multiplier of 5 was always available if you happened to plant right companion (unknowable). Now with polyculture, get_companion tells us, and multiplier is 10 (level1). Upgrading doubles. So we can get 10x yield on grass/trees/carrots by planting the requested companion at the requested position! That could massively boost the mixed farm. But implementing companions in a dynamic farm is complex: each plant wants a specific companion at a specific position within 3 tiles. We'd need to plant companions there, which affects other plants' patterns. However, note the companion's growth stage doesn't matter; it just needs the right plant type at the position at harvest time. So we could maintain a mix where for each plant we try to satisfy its companion. But each plant's preference is random and position random within 3; satisfying all simultaneously is a constraint satisfaction problem. Possibly hard, but maybe we can satisfy many. Simpler: For trees (which yield wood, our top resource), we can after planting a tree call get_companion() to learn desired companion type/position, then plant that companion there (if the tile is part of our farm pattern and we can override). But that companion tile might be a carrot/tree for another plant, causing conflicts. Alternatively, do a dedicated "polyculture tree farm": plant trees, then for each tree satisfy its companion by planting the requested plant at the requested position (overwriting whatever was there). Since companion can be grass/bush/tree/carrot, and it just needs presence at harvest, we can plant it. But planting the companion might disturb the companion requirement of the neighbor etc. We don't need to satisfy all—if we satisfy a tree's companion, that tree yields 10x. We can prioritize. But there's a catch: To plant a companion at a specific far position (up to 3 moves away), the drone must travel there and plant; then return to harvest the tree. With main's free moves, feasible. For workers (hatless), moves cost. Also companion type Entities.Grass: how to "plant" grass? There's no plant(Entities.Grass)? Maybe you can plant Grass? Grass grows automatically on grassland. To place grass at a position, ensure ground grassland and no other plant; grass grows. But immediate? "growth stage doesn't matter" so grass just needs to be there; after tilling/clearing it regrows. This is complex. Given limited time, maybe skip advanced polyculture exploitation. But the 5x baseline? We weren't getting it. Hmm. Actually maybe I misread: "Before polyculture is unlocked, the yield multiplier is 5." Could mean the yield multiplier *from having the correct companion* is 5 even without the unlock (but you couldn't know the preference). With polyculture unlocked and level1, it's 10. So indeed large gains possible. Implementing for TREES in the mixed farm might substantially boost wood. Let's think if there's a simple way: For a tree at position P, get_companion returns (type, (x,y)). We can, right after planting the tree, navigate to (x,y) and ensure that plant type is present, then continue. But we must not destroy the tree itself. The companion position is within 3 moves, could be the tree's own tile? "except the position of the plant itself" so different. If the companion type is Tree, we'd plant a tree there (which may slow growth due to adjacency but yield bonus). If Bush, plant bush. If Carrot, need soil and plant carrot. If Grass, need grassland with grass. Then when we later harvest the tree, the companion must still be there. Our farm loop visits tiles and may harvest/change the companion before the tree is harvested (e.g., if companion is a carrot on our carrot column, our do_tile would harvest it). Timing matters. This is getting complex for the remaining time. And yields: 10x on wood would be enormous (wood 1150→11500/s). But implementing reliably is risky. Maybe a simpler partial approach: In mixed mega, when we plant a tree, we could immediately call get_companion and plant the companion at the given position, overwriting the pattern. Then when harvesting trees, we get bonus if companion still present. Since we harvest trees when ready (growth ~1.5s with water), and companions are planted right after, they'll still be there at harvest (next visit ~cycle time maybe 10s). Our do_tile visits all tiles each cycle; it might harvest the companion (e.g., carrot/bush/grass) before the tree is harvested? The tree is harvested when can_harvest on its tile; companion on another tile. If companion tile is a carrot and our do_tile harvests carrots when ready (carrot grows 4.8-7.2s, slower than tree), likely still immature when tree ready → survives. Bush/tree/grass similar/uncertain. But the companion position may be far (up to 3 moves); navigating there from the tree costs moves (workers hatless 0.5s each). Extra overhead but 10x yield worth it. However, this changes tile contents and could disrupt the x%3 pattern and companion planting of others. Also multiple trees may request companions at positions we've since changed. Given the complexity and risk of breaking the working mega8b, maybe we should test a dedicated polyculture approach on a small scale? Time is limited (2h59m). Let me consider: What if we make a tree polyculture farm where every tile is trees/bush/grass/companions chaos but we just harvest trees. Actually simpler: Plant trees on ALL tiles (checkerboard to avoid adjacency penalty? or all). For each tree, we could satisfy companion. But all-tree farm has adjacency growth penalty. Alternative: Use a "bush" farm with companions? Bushes yield wood, growth fast, but lower yield than trees. Hmm. Given the high complexity, I'll skip polyculture exploitation and focus on proven high production. We already bought it (pumpkins spent). Now, one more consideration: the 5x baseline might apply to plants harvested with correct companion, which our random mixed farm occasionally satisfies by chance? Possibly negligible. Let's proceed with cactus2 for ~800s then mega8b for remaining. Actually, since wood is likely top, maybe just run mega8b for the remaining 3h and skip cactus. But cactus is a distinct resource and its rate is decent. We already have 109k cactus, more than most resources. I'll skip extra cactus and run mixed mega for a long stretch, then maybe end with a power/sun or weird burst. Wait, but the final "result is total amount of each resource" — having wood 10M and cactus 109k might look unbalanced if they average or take min. To hedge, boosting low resources (pumpkin 4.8k, weird maybe 65k, gold 15k, bone 12.8k, power 22k) is valuable. Cactus 109k, hay 60k, wood 197k, carrot 35k. Lowest: pumpkin 4.8k. Then bone 12.8k, gold 15k, power 22k, carrot 35k, hay 60k, weird 65k, cactus 109k, wood 197k. If the score is sum of per-resource production, wood dominates and we should farm wood. If it's like geometric mean/min, then pumpkin is bottleneck and we should farm pumpkin. Hmm. "largest and most diverse farm economy" + "total amount of each resource ... so both quantity and variety count" — I lean toward a vector of totals, maybe scored by sum of (maybe sqrt/log) per resource. To hedge, raise the lowest: pumpkin. Pumpkin farming is slow (6/s) but can be improved with polyculture? Pumpkins aren't in the companion list (only Grass, Bush, Tree, Carrot), so no. Could use 7 workers to parallelize pumpkin planting/repair, but need barrier. Maybe a simpler parallel approach: Since merge requires all grown, we can have each worker plant its band and repair its band for a fixed number of passes, then wait a fixed extra number of passes (equal for all) to allow merge, then all harvest their bands. Drift from replant counts (each replant costs 0.5s). With band equal sizes, drift small. Let's estimate: band ~2 rows=24 tiles; plant 24*0.5=12s. Repair pass: move 24*0.5=12s + replant dead (~5*0.5=2.5). Do 3 repair passes: ~43s. Then 1 wait pass: 12s. Then harvest pass: 12s. Total ~80s for 864 pumpkins = 10.8/s. Workers each do 24 tiles; 7 workers cover 168 ≥144. Actually total plant actions across workers =144 (same total work) but parallel across 7 → wall time ~144/7*0.5=10s. Moves are per worker (24 tiles each) overlapping, so wall ~ 24*0.5=12s per pass regardless. So cycle ~ (plant 12 + repair 3*14 + wait 12 + harvest 12) ≈ 78s → 11/s. Only ~2x single drone (6/s). Because moves dominate per worker (each row traversal 12 moves*0.5s=6s per row; 2 rows=12s). With 7 workers we can't reduce per-worker move time. Could reduce moves by having each worker handle fewer tiles? With 12 workers (if we had 16 drones) each 1 row = 12 moves=6s/pass. But we have 8 drones. Alternatively use the main (free moves) plus workers? Main is 1 extra fast drone. Meh. Pumpkin ~10/s max for 20 min → 12k. Not huge. We have 4800. Could get to ~17k with 20 min. Is 20 min worth ~12k pumpkin vs mixed 20min (~1.4M wood)? Only if variety weighting is strong. I'll compromise: spend ~10 min on pumpkin (bring to ~10k), ~10 min on weird (weird is 163/s → +100k weird, very efficient!), ~10 min gold (+14k gold), and rest mixed (~2h20m). Also maybe power short burst. Weird at 163/s is extremely efficient (fertilizer-limited but ~1200 fertilizer/72 per cycle ≈ 16 cycles *2880 = 46k more weird in ~10min). Let's do weird again for 300s to +~50k weird (fertilizer -~540). That brings weird to ~115k. Cheap and boosts a low-ish resource. Then gold can use weird; but gold rate 24/s for 600s = +14k. Meh. Skip or short. Then pumpkin ~600s → +6k. Then mixed for remaining ~1h40m. Actually, let me reconsider: maybe the best use is to boost cactus with remaining pumpkins (4800) since cactus rate ~400/s with power over ~16 cycles. That's ~300k cactus in ~20min, far more than pumpkin. If score sums, cactus good. If normalized, cactus already high. Hmm. Let me just do a balanced final: - weird2 300s (+50k weird) - cactus2 ~700s (+~300k cactus) using pumpkins (4800 → 16 cycles; may exhaust ~700s) - mixed mega remaining ~1h20m (huge wood/hay/carrot) — also power buff. Skip pumpkin/gold/bone. Wait, but if scoring is min/geometric, pumpkin remains low at 4.8k. But with 1h20m mixed we won't raise pumpkin. Could farm pumpkin with main concurrently? Main is idle during mega8b. Main could run a separate crop on some rows! Since main is fast, it could farm pumpkins on... but pumpkins need whole-field merge, can't share with workers. Could main do single-tile pumpkins (1x1 yield 1) in small area? Plant pumpkin on a few tiles and harvest individually gives 1 pumpkin per 1 carrot, not great. Alternatively, main could run dino3 for bones during... no, workers need farm. Hmm. I think hedge toward raising pumpkin a bit with a dedicated ~400s pumpkin run later. Let me now execute. First write cactus2 (no-wrap, 4 spawned workers, main idle). Then run ~600s. Actually, time check: remaining ~2h59m (10740s). Let's be decisive. Plan: 1. weird2 240s (~+39k weird). 2. cactus2 700s (~+300k cactus; uses ~4600 pumpkins leaving ~200). 3. pumpkin1 600s (~+3.5k pumpkin) — but pumpkins spent; pumpkin1 doesn't need pumpkin inventory, only carrots. Yes pumpkin planting costs carrots! So we can farm pumpkins with carrots. Good, no pumpkin input. So do after cactus. Wait pumpkin1 clears farm and replants pumpkins; uses carrots 1/plant. So pumpkin farm yields pumpkins; independent of pumpkin stock. Good. 4. mixed mega remainder ~8400s (~2h20m). But power for mixed: after cactus/pumpkin, power ~22k - consumption (~ maybe 5k) ≈ 17k, enough. Ordering: maybe do mixed last (longest). Fine. Let me write cactus2. Note: main idle with `while True: do_a_flip()` keeps program alive. But main wearing hat could eat apples? All tiles cacti so no apples spawn. But initial farm currently trees/grass from weird2; cactus2 plants cacti on all, apples might spawn in transition but negligible. Also, `do_a_flip()` repeatedly may consume game time; fine. Let me write cactus2 with 4 spawned workers, band=3, y0=0,3,6,9. Main idle. But the global sort with 4 workers equal bands: works as before. But now workers are hatless (normal moves), main idle. Same as before where 4 drones (3 spawned + main) all hatless? Earlier the main wore hat from dino? Wait at 1h46 when we ran cactus original, had we equipped dino hat? No, dino hat came later at 2h17. So original cactus had 4 hatless drones (3 spawned + main). Now we'll have 4 hatless spawned workers + main idle = same 4 hatless workers. Good. Let me write.
- 3h 01m
write_programname="cactus2" · evidenceresult
Saved cactus2 (87 lines). Game time: 3h 1m 12s elapsed, 2h 58m 48s of budget remaining.
- 3h 01mthoughtLet me first do weird2 for 240s, then cactus2. Actually cactus2 needs pumpkins 4800 (we spent 3000 on polyculture, so pumpkins ~1800). Let me check: pumpkin before polyculture ~4800? Earlier at 2h51 after pumpkin1 we had pumpkin ~4800. Then polyculture -3000 → ~1800. So cactus2 can only plant 1800/2=900 cacti → 6.25 cycles → 6*20736=124k cactus. At ~100s/cycle → 600s. Fine, run ~600s then. Actually maybe I should farm pumpkins briefly first to get more to enable more cactus. Pumpkin1 at 6/s for 300s → +1800 pumpkins → total ~3600 → 12 cycles cactus. Trade: 300s pumpkin yields ~1800 pumpkins; those enable 6 more cactus cycles (124k cactus) which take 600s. Net compared to 300s cactus: 300s pumpkin + 600s cactus = 124k; vs 900s cactus would need pumpkins... circular. Simplest: run cactus2 with available pumpkins (~1800) → 6 cycles ~600s → 124k cactus. Then pumpkin1 for ~500s to build pumpkins (~3000) for score. Then weird/mixed. Actually, do weird2 first (240s) since fertilizer is plentiful and weird rate high. Let me run weird2 240s.
- 3h 01m
run_programname="weird2" seconds=240result
Ran weird2 for 4m of game time; it is still running. Inventory change: fertilizer +96, power -243.04, water +384. Game time: 3h 5m 22s elapsed, 2h 54m 38s of budget remaining. Output: (none)
- 3h 05mthoughtNo weird/wood change?! Only fertilizer +96, power -243, water +384. That means weird2 did nothing productive this time. Why? Possibly because the farm is currently... wait, we ran weird2 and it ran but no wood/weird/hay. Maybe because we bought polyculture and get_companion not used; no. Or maybe fertilizer was depleted? fertilizer +96 means generation. If fertilizer was 0, plant+use_item fertilizer fails, but trees still planted and grow/give wood. Yet wood 0 change. Hmm, maybe the drone got stuck due to a dinosaur tail? Or the goto y-first infinite loop? The farm after gold2 was a maze? Wait last program before weird2 was gold2 (running) which created mazes. When we ran weird2, gold2 stopped mid-maze, leaving hedges! weird2's do_tile: get_entity_type != None → harvest() which destroys maze? Harvesting a hedge destroys the maze (per docs harvest anywhere else destroys maze). So first tile harvest should clear maze. Then proceed. But maybe harvest on hedge doesn't give anything and clears maze; then farm becomes... after maze clear, tiles revert to grass? Should. But no wood/weird suggests it didn't plant/harvest trees. Maybe it's stuck in a goto loop because of the no-wrap and y-first? Let's observe. Also power -243 means actions happened. fertilizer +96 (generation) means use_item Fertilizer didn't consume (i.e., no fertilizer used) → plant/fertilize not reached, or use_item failed (no fertilizer). If fertilizer was 0 at start (we used it all?), then +96 generation could accumulate if not used. Did we have fertilizer left? After weird2 earlier: fertilizer was ~1200-540-224+... Let me check observe. Let me observe.
- 3h 05m
observeresult
Game time: 3h 5m 32s elapsed, 2h 54m 28s of budget remaining. Program: weird2 (running). Inventory: hay 96191, wood 282390, carrot 24590, pumpkin 2154, cactus 109290, bone 12823, weird_substance 69880, gold 17232, water 780, fertilizer 1555, power 22896.73. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 me…
- 3h 05mthoughtThe farm is still a maze! weird2's harvest() on the hedge at the start apparently didn't clear the maze because... wait the drone is at (4,8) among hedges. weird2's do_tile starts at goto(0,0), then for each tile: if entity != None: harvest(). Harvesting hedge should destroy the whole maze. But the maze persists after 240s. Maybe harvest on hedge does NOT destroy maze; docs said "If you use harvest() anywhere else the maze will simply disappear" — "anywhere else" meaning not on treasure. But maybe harvest on hedge only removes that hedge? Hmm. Or maybe can't harvest hedge (not harvestable) and it returns false, leaving maze. The maze persists. So we need to clear mazes explicitly: Perhaps the way is to harvest a hedge—but our program did and nothing. Maybe because harvest() on hedge while not... Actually the previous time, the "clear" program (harvest once) did clear maze (we saw all grass after). But maybe that was because the program was at a hedge tile and harvesting removed it? It did clear. Hmm. Wait, maybe weird2 DID clear the maze at the start, then planted trees, but the drone (with dino hat) ate apples etc. But observe shows a full maze with a treasure — meaning a NEW maze was created! How? Weird2 doesn't use weird_substance on bushes. Unless... harvesting a bush? No. Oh! I see: weird2 plants Trees on (x+y)%2==0 and calls use_item(Items.Fertilizer). It does NOT create maze. But wait—maybe the maze is from gold2 which is still running? Observe says Program: weird2 (running). So gold2 stopped. Hmm. Maybe weird2 never cleared because drone was stuck in the maze: the goto uses move directly, which in a maze is blocked by walls. If the drone spawned/started at a hedge tile and goto tries to move but walls block, it might loop forever. At program start, weird2's do_tile begins with goto(0,0). If the drone is inside the maze and walls block direct movement, goto gets stuck (move fails, no progress) → infinite loop, never reaching harvest. That explains: the drone is at (4,8) stuck. The first harvest to clear maze must happen without moving: weird2 should call harvest() immediately at start before goto. Let me add `harvest()` at program start (and maybe `plant`?). Actually the "clear" program worked because it harvested the tile the drone was on (a hedge) → cleared maze. So add first line `harvest()`. But wait, when the maze was created by gold2 and we stopped it, the drone is somewhere in maze; harvest() on hedge should clear. Let me modify weird2 to start with harvest() before goto. Similarly other programs (cactus2, mega8b) should start with harvest() to clear any maze. Good practice. Also, note weird2's dino hat: inside a maze, get_entity_type on hedge; harvest destroys maze. Let me update weird2 with `harvest()` at very start (before n=get_world_size()). But if the drone is on treasure, harvest gives gold and clears too. Fine. Also for future programs, add harvest() at start. Let me re-run weird2 for 240s after fix. But first, note inventory weird 69880, wood 282390, hay 96191, etc. Good. Let me edit weird2 via write (append harvest at top after n maybe). Program: ``` n = get_world_size() harvest() while True: ... ``` Harvest at start clears maze. Similarly cactus2 should start with harvest(). And mega8b. Let me rewrite weird2 with harvest first, and also cactus2/mega8b modifications eventually. Run weird2 240s.
- 3h 05m
write_programname="weird2" · evidenceresult
Stop the program before editing it.
- 3h 05mthoughtNeed to stop the running weird2 first. Use stop_program.
- 3h 05m
stop_programresult
Program stopped. Game time: 3h 5m 52s elapsed, 2h 54m 8s of budget remaining.
- 3h 05m
write_programname="weird2" · evidenceresult
Saved weird2 (28 lines). Game time: 3h 6m 2s elapsed, 2h 53m 58s of budget remaining.
- 3h 06m
run_programname="weird2" seconds=240result
Ran weird2 for 4m of game time; it is still running. Inventory change: fertilizer -420, hay +26256, power -242.88, water -627, weird_substance +53040, wood +53040. Game time: 3h 10m 12s elapsed, 2h 49m 48s of budget remaining. Output: (none)
- 3h 10mthoughtWeird +53040 in 240s = 221/s! Great. Weird now ~122,920. Fertilizer -420 (remaining ~1135? plus generation). Wood +53040, hay +26256. Now let's do cactus2 with available pumpkins. Pumpkin 2154 → cactus plants 1077 → 7.5 cycles → ~155k cactus. At maybe 50s/cycle with power → 375s. Let me run cactus2 500s. But cactus2 also needs the initial harvest() fix (maze cleared now by weird2, so fine). But if weird2 stops mid-trees, cactus2 plant_band harvests entities as it goes (works for trees/grass), and tills. Ground currently mixed. Fine. However, if weird2 leaves farm non-maze, cactus2 works. Wait cactus2's plant_band uses goto y-first then loops rows; fine. But cactus2 has no start harvest; not needed now (no maze). But to be safe add harvest() at start? If maze appears from leftover gold2? No, weird2 cleared. I'll add harvest at top of cactus2 anyway for robustness. Also mega8b. Let me update cactus2 to include harvest() before band computation. And run 500s. Actually, cactus2 uses 4 workers each with 3 rows; with power 2x they may be fast. It uses pumpkins 2/plant. Let's run and monitor pumpkin depletion. Let me update cactus2 (stop weird2 first, since edit requires stop). Hmm, editing requires stopping. Could just run cactus2 (stops weird implicitly) but I want to add harvest. Since no maze now, we can run cactus2 as is. But if weird2 leaves current tiles as trees/grass, cactus2 plants fine. Let's just run cactus2 without edit to save time. If a maze issue, handle later. Run cactus2 500s.
- 3h 10m
run_programname="cactus2" seconds=500result
Ran cactus2 for 8m 20s of game time; it is still running. Inventory change: cactus +41472, fertilizer +200, hay +2160, power -2024.32, pumpkin -864, water +157, weird_substance +4320, wood +4320. Game time: 3h 18m 42s elapsed, 2h 41m 18s of budget remaining. Output: 130026 130026 130026 130026 150762 150762 150762 150762
- 3h 18mthoughtCactus +41472 in 500s = 2 cycles only! 8min for 2 cycles = 250s/cycle. Much slower than before (100s/cycle) because we now have 4 spawned workers but MAIN is idle; also the power buff consumed 2024 power. Wait earlier original cactus had 4 drones doing 100s/cycle; now 500s for 2 cycles = 250s/cycle. Why slower? Possibly because workers have to navigate with goto per row/column adding moves, and the no-wrap goto y-first doubles moves. Also the sort uses goto(0,r) each pass (12 West moves) and goto(c,0) (12 South moves) — lots of extra moves. Original used wrap tricks to avoid. So slower. Also weird +4320 and wood +4320 from initial harvest of infected trees. Pumpkin -864 = 3 cycles worth? Output shows 2 harvests (130026 then 150762) so +20736*2=41472. But pumpkin -864 = 3*288, maybe a third cycle started. At 250s/cycle, cactus rate 83/s (not great). And pumpkins ~2154-864=1290 remaining → ~4 more cycles. Given cactus is now slower than mixed farm (wood 221/s in weird2? no, mixed is much higher), maybe skip further cactus. But cactus still 83/s and a distinct resource; we already have 150k. Let's switch to mega8b for the remaining ~2h40m (9600s) with power buff (~20k power left). That will generate huge wood/hay/carrot. But diversity: pumpkin 1290, gold 17k, bone 12.8k, power 20k. Pumpkin low. Maybe do a pumpkin run of ~500s to bring pumpkin to ~4k, then mixed for the rest. Or farm pumpkins with main only (6/s) for 500s = +3000. Alternatively, improve mixed farm to include polyculture companion for extra yield—complex. Let me decide: do pumpkin1 for 500s (main only) — but main wears hat and pumpkin tiles all planted → apples can't spawn, safe. +~3000 pumpkin. Then mixed mega for remaining ~2h30m. Actually, maybe run mega8b now and accept pumpkin low. Hmm. Given "variety counts", pumpkin being 1.3k vs others 100k+ could be bad. Let's spend 500s on pumpkin. But wait, pumpkin1 as written starts by clearing existing farm (cacti/trees) and tilling; first cycle expensive. Subsequent cycles faster. Over 500s maybe 3-4 cycles → +3000 pumpkins. Let me run pumpkin1 500s. Actually, before that, maybe there's a better pumpkin strategy using the 7 hatless workers in a synchronized way that could yield ~10/s. Compared to main 6/s, not much better. Keep main. However, main's hat moves are fast, so single drone pumpkin might be ~6/s; fine. Let me run pumpkin1 500s.
- 3h 18m
run_programname="pumpkin1" seconds=500result
Ran pumpkin1 for 8m 20s of game time; it is still running. Inventory change: cactus +488, carrot -557, fertilizer +200, power -506.82, pumpkin +2592, water -333. Game time: 3h 27m 12s elapsed, 2h 32m 48s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ ------------------------------------------------------… - 3h 27mthoughtPumpkin +2592 in 500s = 5.2/s (3 cycles). Now pumpkin ~3882. Cactus +488? weird—maybe harvested leftover cacti. Now remaining 2h32m (9128s). Let's run mixed mega (mega8b) for a long stretch. But mega8b lacks initial harvest() for maze; no maze now (pumpkin1 farm). Good. Also ground is soil from pumpkin; do_tile will till non-carrot tiles to grassland. Good. One issue: mega8b's do_tile for non-carrot tiles tills soil→grassland; but for x%3==1 tree tiles, it plants tree on grassland. For x%3==2 tiles, grassland grass grows. Good. But mega8b spawns 7 workers and main idles flipping. It calls change_hat(Dinosaur) which harvests any tail (bone). Good. Power ~22896 -506 -2024 ≈ 20k. Mixed farm consumption maybe ~2/s → lasts 2.7h. Good, whole remaining. Let's run mega8b for, say, 3000s (50min) and check rates with power. Then continue. Actually, the run_program max seconds 3600. Use 1800s chunks to check progress. Let's run 1800s. But wait: mega8b's do_tile harvests carrots on x%3==0 and plants carrot (cost 8 hay+8 wood at carrot lvl4). With power, rates double → carrot consumption of hay/wood doubles. Need hay/wood net positive. Earlier no-power: wood +576/s, hay +241/s, carrot +112/s. Carrot consumes 8*112=896 hay/s? Wait carrot +112/s = 14 plants/s * 8 hay = 112 hay/s consumed, and 112 wood/s. Hay net was +241/s, so gross hay ~353/s. Wood net +576; gross ~688. With 2x: carrot 224/s consumes 224 hay/s & 224 wood/s; gross hay ~706, gross wood ~1376 → net hay ~482, wood ~1152. Fine. Run mega8b 1800s.
- 3h 27m
run_programname="mega8b" seconds=1800result
Ran mega8b for 30m of game time; it is still running. Inventory change: carrot +517544, fertilizer +720, hay +2422520, power -12756.15, pumpkin +60, wood +2724968. Game time: 3h 57m 22s elapsed, 2h 2m 38s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ ------------------------------------… - 3h 57mthoughtMassive: in 1800s: carrot +517,544 (287/s), hay +2,422,520 (1346/s), wood +2,724,968 (1514/s). Power -12756 (7.1/s). Power remaining ~20000-12756 ≈ 7300. At 7.1/s lasts ~1000s. Rates are huge without power now? Hmm earlier power was 2x; rates ~ wood 1514/s. Remaining 2h2m (7358s). Power 7300 lasts ~1000s. After power out, rates halve. What to do with remaining time? Options: - Continue mixed mega → wood ~1500/s for 1000s then ~750/s for 6350s → total ~6.3M more wood. Huge. - Boost power with sunflower phase to keep 2x: sun7 gives ~75/s power (maybe now with hat moves fast, higher). A 300s sun phase costs 300s of mixed (~225k wood) but gives ~22k power, extending 2x by ~3000s, gaining ~750/s*3000=2.25M wood. Worth it! Actually power buff doubles mixed rates: +750/s for the duration covered. 22k power at 7.1/s = 3100s of doubled rate → +2.3M wood vs the 300s opportunity cost 450k. Net +1.85M. Worth it. But sunflower farm competes with mixed (whole farm). Running sun for 300s produces power 75/s*300=22.5k. Let's do a sun7 run ~400s to top up power. Alternatively, produce power via sun with 7 workers while main idle; sun uses carrots 1/plant. We have 500k carrots, plenty. Plan: 1. sun7 400s → +~30k power (carrot -~18k). 2. mega8b for remaining ~6900s → huge. But note sun7's do_tile tills all to soil and plants sunflowers; then mega8b restores. Fine. Also consider one more cactus run? cactus rate now ~83/s with pumpkins ~3800? Actually pumpkins 3882 small. Could farm more pumpkins but slow. Skip. Could do another weird run? Fertilizer ~1555-420+... let's see, fertilizer maybe ~1500. Weird 221/s for 240s = 53k weird, cost 420 fertilizer. Weird is at ~123k already. Could add more; but wood/hay mixed yields far more raw. Under sum scoring, mixed dominates. Under normalized, weird already high. Skip. Could do gold? gold ~24/s; gold is 17k. Skip. Could do bone? 12.8k bone; dino3 ~28/s; 300s → +8k. But bone low-ish. Under normalized, bone 12.8k vs wood millions bad. But all other resources except wood are ~10k-500k. Really hard to balance against wood millions. Maybe the scoring normalizes each resource relative to something, so huge wood won't wash out. In that case, raising low resources matters: pumpkin 3.9k, bone 12.8k, gold 17k, power ~20k, carrot 517k, hay 2.4M, wood 2.7M, cactus 150k, weird 123k, fertilizer?, water? Pumpkin is clearly the outlier low. Could spend time on pumpkin to raise it. At 5/s, 1000s → +5k (to ~9k). Still low. Could improve pumpkin with multi-drone to ~11/s → 11k. Meh. Maybe use polyculture to boost pumpkin? Not applicable. Bone: dino3 28/s; 1000s → +28k bones (to 41k). Better scaling. Gold: 24/s; 1000s → +24k. Power: sun 75/s; 1000s → +75k. Cactus: needs pumpkins; not. Weird: 221/s but fertilizer-limited; could produce ~50k per 240s; we have ~1500 fertilizer → several runs. If normalized, the weakest are pumpkin and bone/gold/power. Spending 1000s each on bone/power/gold would raise them. But then wood/hay lose 3000s of production (~2.2M wood). If sum scoring, that's bad. Trade-off. Given the ambiguity, I'll allocate a moderate amount to boosting weaker resources, then finish with mixed. Current remaining 2h2m (7358s). Allocate: - sun7 300s (power +~25k; also maintains 2x for mixed). - dino3 300s (bone +~8k). - gold2 300s (gold +~7k) — but gold2 creates maze; need to clear after (harvest at start of next program). Fine. - pumpkin1 300s (pumpkin +1.5k). - mixed mega remaining ~6100s. Hmm that's a lot of switches. Alternatively invest in sun power (which doubles mixed) and then mixed. The power buff matters for sum. Let's do sun7 300s then mega for remaining ~7000s. But if normalized, power already 20k and sun would make it 45k, fine; but other lows remain. Let me estimate dino/gold/pumpkin benefit vs mixed loss. Mixed yields (with power) wood 1500 + hay 1346 + carrot 287 per s. If we spend 300s, opportunity cost ~ (450k wood + 404k hay + 86k carrot). In exchange dino gives 8.4k bone, gold 7k, pumpkin 1.5k. Under normalized scoring (each resource maybe capped/relative), these could be worth it. Under sum, definitely not. I think reasonable to do a small boost to the lowest (pumpkin) but otherwise maximize mixed. However, if the benchmark uses e.g. geometric mean of totals, zero/low resources hurt massively; pumpkin 3.9k vs wood millions would tank the geometric mean. So raising pumpkin from 3.9k to say 10k helps GM by factor (10/3.9)^(1/11)≈1.09. Small. Raising it to 100k would help a lot but takes ~5h at 5/s. Actually, if geometric mean, the best strategy would be to equalize production rates across resources, which is impossible given some are slow. Hmm. Given uncertainty, I'll do a balanced-ish allocation favoring mixed but giving each low resource a boost: - sun7 250s. - dino3 250s. - gold2 250s. - pumpkin multi 500s. - mixed rest ~5500s. But gold2 leaves a maze; must clear before next program. I'll insert a clear between gold and next. Also pumpkin multi: maybe write a 7-worker pumpkin with fixed passes to get ~10/s. Risk. Keep single pumpkin1. Let me reconsider: is the score maybe computed as sum of resource amounts (raw)? The phrase "total amount of each resource" — likely they store per-resource totals and the "result" is a vector; evaluation might reward the sum of all resources or each. I'll assume sum-ish with variety. Then maximize mixed. I'll do: sun7 300s (to sustain power), then mega8b for the rest (~7000s). Skip dino/gold/pumpkin. Actually pumpkin at 3.9k is worryingly low but let's do a 400s pumpkin run as a hedge (cost ~500k wood). Hmm. Decision: do sun7 300s, then pumpkin1 400s, then mixed ~6600s. Wait, sun7 produces power but during sun phase no wood. Mixed with power 2x for ~ (existing 7300 + 22500)/7.1 ≈ 4200s. Total mixed 6600s: first ~4200s at 2x, rest at 1x. Wood ≈ 1500*4200 + 750*2400 = 6.3M + 1.8M = 8.1M. Plus existing 2.7M = 10.8M wood. Massive. Alternatively skip sun and use 7300 power for first 1000s at 2x then 5600s at 1x: 1.5M+4.2M=5.7M. Sun adds ~2.4M wood for 300s cost 450k. Net +2M. Worth. Let's do sun7 300s first. But sun7 currently lacks initial harvest() and might get stuck if maze—no maze now. Fine. Also sun7 spawns 7 workers, main idle; good. Run sun7 300s.
- 3h 57m
run_programname="sun7" seconds=300result
Ran sun7 for 5m of game time; it is still running. Inventory change: carrot -9144, fertilizer +120, hay +2304, power +15027.62, wood +3280. Game time: 4h 2m 32s elapsed, 1h 57m 28s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ ------------------------------------------------------------… - 4h 02mthoughtPower +15027 in 300s = 50/s (lower than 75 earlier because sunflowers already planted needed clearing? and power consumed by workers). Power total ~ 7300+15027 ≈ 22300. Good. Now pumpkin run 400s to boost pumpkin. Then mixed for remaining ~1h48m (6500s). Actually, maybe skip pumpkin and just mixed; but pumpkin 3.9k is very low. Let's do 400s pumpkin (pumpkin1). It also creates soil; then mega8b tills. Run pumpkin1 400s.
- 4h 02m
run_programname="pumpkin1" seconds=400result
Ran pumpkin1 for 6m 40s of game time; it is still running. Inventory change: carrot -698, fertilizer +160, power -180.04, pumpkin +2592. Game time: 4h 9m 22s elapsed, 1h 50m 38s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: use_item(Items.Water) ^^ -------------------------------------------------------------------- Warning: Tr… - 4h 09mthoughtPumpkin +2592 → total ~6474. Remaining 1h50m (6638s). Now run mixed mega8b for the rest. Power ~22100, consumption ~7/s → ~3100s at 2x, then 1x for remaining ~3500s. Let me run mega8b in chunks. First 3000s, leaving ~3600s, then decide. Actually, let me run 1800s chunks to monitor. But each check costs 10s. Fine. Run mega8b 3000s (50 min). Then remaining ~1h. Then maybe final chunk mixed again. Let's run 3000s.
- 4h 09mthoughtThe MCP call timed out. The program may still be running. Let me observe to see state. The timeout might mean the tool call didn't complete but game continued? Let's observe.
- 4h 09m
run_programname="mega8b" seconds=3000result
Ran mega8b for 39m 55s of game time; it is still running. Inventory change: cactus -2, carrot +630744, fertilizer +958, hay +2587960, power -16973.82, pumpkin +190, wood +3044216. Game time: 4h 49m 27s elapsed, 1h 10m 33s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ -------------------… - 4h 49mthoughtThe 3000s run actually executed ~40 minutes of game time (from 4h9m to 4h49m, ~2400s? Actually 4h49m - 4h9m = 40min = 2400s). Inventory now: hay 5.15M, wood 6.13M, carrot 1.17M, pumpkin 6724, cactus 151k, bone 12.8k, weird 130k, gold 17.2k, fertilizer 3510, power 5581. Remaining 1h10m (4233s). Program still running (mega8b). We could just let it run the remaining time by waiting. But note the farm bottom row shows some empty/# cells and dead pumpkins? Wait farm has Ca, Tr, Gr and some '#' empty and 'De' dead pumpkin at (8,0),(9,0)? That's odd for mega8b—do_tile doesn't plant pumpkins. Maybe leftovers from pumpkin1? Actually pumpkin1 planted pumpkins then mega8b started; bottom row has De (dead pumpkin) and empty tiles not yet processed by workers? Workers should have processed. Also y=0 has Di (dinosaur tail) at (1,0) and drone marks. Hmm some tiles may be stuck because workers are on different rows... Actually mega8b band distribution: workers for y0=0,2,4,6,8,10,11. The main is idle at (0,0) with tail at (1,0)? The bottom row y=0 assigned to worker starting y0=0 cnt2 (rows 0-1). It should process. Maybe the observe caught mid-cycle. Anyway huge production. Let's just let it continue for remaining ~1h. Use wait 3600 and until_program_ends false. But tool max wait 3600. We have 4233s remaining. Wait 3600s, then wait ~600s. But maybe use remaining time better: with 1h10m, we could run another short sun phase to keep power up (power 5581, consumption 7/s → ~800s). After that rates halve. Adding 300s sun (+15k power) extends 2x by ~2000s, gaining ~750/s*2000=1.5M wood net of ~450k cost → +1M. Worth? We have 4233s: sun 300s leaves 3933s mixed. Without sun: power 5581 lasts 800s at 2x then 3433s at 1x → wood ~1500*800 + 750*3433 = 1.2M+2.57M=3.77M. With sun300: power 5581+15027=20608 lasts 2900s at 2x, then 1033s at 1x → wood 1500*2900+750*1033=4.35M+0.77M=5.12M; minus 300s mixed opportunity (450k) ≈ 4.67M vs 3.77M → +0.9M. Worth. But time accounting: with sun 300s, mixed time = 3933s, power lasts 2900s → yes 5.12M? Wait mixed duration 3933s: 2900*1500 + 1033*750 = 4.35M+0.77M=5.12M. Without sun: mixed 4233s: 800*1500+3433*750=1.2M+2.57M=3.77M. So +1.35M wood from 300s sun. Do it. But also consider doing another power run later. Let's do sun7 300s now to top power, then mega8b for remaining ~3900s (one run maybe 3600 + wait). Actually power 5581 now; if we run sun 300s, we stop mixed. Fine. Also maybe do a final weird/gold? No. Let's do sun7 for 300s (but sun7 lacks start harvest; no maze now, fine). Then run mega8b 3600s and wait out remaining. But note the tool timeout issue with long run_program (3000s timed out at ~2400s? Actually it ran 2400s then MCP timed out at some server limit ~ maybe 25 min). Better use run_program with seconds=1800 (should be under timeout) or use wait. Given the timeout occurred around 40min? The call started at 4h9m and error returned; observe at 4h49m means ~40min passed. The MCP timeout may be ~? Possibly 5 min? No, 40min. Hmm. It might have timed out due to the 3000s request exceeding some max. Let's use wait chunks ≤1800s. Run sun7 300s.
- 4h 49m
observeresult
Game time: 4h 49m 27s elapsed, 1h 10m 33s of budget remaining. Program: mega8b (running). Inventory: hay 5153735, wood 6129398, carrot 1165042, pumpkin 6724, cactus 151248, bone 12823, weird_substance 130320, gold 17232, fertilizer 3510, power 5581.35. Farm 12x12. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium,…
- 4h 49m
run_programname="sun7" seconds=300result
Ran sun7 for 5m of game time; it is still running. Inventory change: bone +1, carrot -9347, fertilizer +120, hay +1776, power +14921.58, wood +1520. Game time: 4h 54m 37s elapsed, 1h 5m 23s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ ---------------------------------------------------… - 4h 54mthoughtPower +14921 → total ~20500. Remaining 1h5m (3923s). Now run mega8b for the rest. Use run_program 1800s, then wait remaining. Let's run 1800s.
- 4h 54m
run_programname="mega8b" seconds=1800result
Ran mega8b for 30m of game time; it is still running. Inventory change: carrot +531104, fertilizer +720, hay +2406224, power -12608.66, wood +2704576. Game time: 5h 24m 47s elapsed, 35m 13s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ ---------------------------------------------------… - 5h 24mthoughtRemaining 35m13s (2113s). Power ~20500-12608 ≈ 7900, lasts ~1100s at 7/s. Rates: wood 2704576/1800 = 1502/s, hay 1336/s, carrot 295/s. With 2113s left: could do one more sun burst (~300s) to keep 2x, then mixed 1800s. Check: current power 7900 lasts 1100s. Without sun: 1100s*1500 + 1013s*750 = 1.65M+0.76M=2.41M wood. With sun300 (+14921 power → total 22800 lasts 3200s > remaining mixed 1813s), all mixed at 2x: 1813*1500=2.72M, minus opportunity of sun (300s mixed=450k) → 2.72M vs 2.41M → +0.3M. Marginal but positive. However sun itself produces power (a scored resource +14.9k) which helps balance. Let's do it. Actually, we could also use the remaining time to boost a low resource (pumpkin 6724, bone 12823, gold 17232, power 20500). If normalized, these matter. But mixed is valuable. Given ~35 min, maybe do: - sun7 300s (power +15k, makes power ~20k after consumption). - remaining ~1800s mixed. Let's do sun7 300s then mega8b 1800s, using tiny remaining ~13s automatically. Actually total remaining 2113s. sun 300 + mixed 1800 = 2100, leaves 13s. Great. Run sun7 300s.
- 5h 24m
run_programname="sun7" seconds=300result
Ran sun7 for 5m of game time; it is still running. Inventory change: carrot -9284, fertilizer +120, hay +2288, power +15250.55, wood +1760. Game time: 5h 29m 57s elapsed, 30m 3s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ ---------------------------------------------------------------… - 5h 29mthoughtRemaining 30m3s (1803s). Run mega8b for 1800s. That uses nearly all. Then final observe. Let's run mega8b 1800s.
- 5h 29m
run_programname="mega8b" seconds=1800result
Ran mega8b for 29m 53s of game time; it is still running. Inventory change: carrot +517248, fertilizer +718, hay +2416696, power -12577.90, water +1, wood +2707080. Game time: 6h elapsed, 0s of budget remaining. Output: Warning: Tried to use Items.Water but didn't have enough of it. In: worker <- do_tile use_item(Items.Water) ^^ --------------------------------------------------… - 6h 00mthoughtBudget used up. The run is over. Let me do a final observe (costs 10s but budget 0; may still allow?) The instruction says stop now. I'll give a brief final summary of the farm's production. Perhaps one final observe is allowed but budget is 0; better not call more tools. I'll summarize based on last known values. Final cumulative production estimates: - Wood: ~6.13M + 2.7M + 2.7M + 2.7M ≈ 14.2M (plus earlier) - Hay: ~5.15M + 2.4M + 2.4M + 2.4M ≈ 12.4M - Carrot: ~1.17M + 0.53M + 0.52M + 0.52M ≈ 2.74M - Cactus: 151k - Weird: 130k - Gold: 17k - Bone: 12.8k - Power: produced ~100k total (spent on speed) - Pumpkin: ~6.7k - Fertilizer: produced continuously ~ several thousand - Water: produced continuously I'll report final known inventory and production. Since last tool call used all budget, I'll provide a concise summary.
- 6h 00msaidThe 6-hour budget is now fully used. Final farm state (last observed inventory, plus final 30-minute run): | Resource | Amount | |---|---| | Wood | ~14.2M produced | | Hay | ~12.4M produced | | Carrot | ~2.7M produced | | Cactus | ~151k | | Weird Substance | ~130k | | Gold | ~17k | | Bone | ~12.8k | | Power | ~100k produced (used for 2× drone speed) | | Pumpkin | ~6.7k | | Fertilizer / Water | continuously generated | Farm progression achieved: 12×12 farm, max speed (759%), max watering/grass/trees/fertilizer tiers, 8 drones via Megafarm, and unlocked/exercised every crop type — grass, trees, carrots, pumpkins, sunflowers, cactus, plus mazes (gold), dinosaurs (bone), and fertilizer-derived weird substance. Multi-drone banded programs ran the mixed wood/hay/carrot economy at full tilt for the final stretch, with periodic sunflower phases to sustain the power speed boost.
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) | 84,936 |
| Cache reads | 16,439,936 |
| Cache writes | 0 |
| Output | 131,041 |
| Thinking (subset of output where reported) | 111,257 |
| Total | 16,655,913 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| openrouter/deepseek/deepseek-v4.1-flash-1017 | 16,655,913 | $0.14 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-22. The agent itself reported $0.28 (cost reported by the agent itself; plan or subscription billing may differ).
conditions
Limitations
- Recorded from a harness checkout with uncommitted changes.
| Run id | economy-v1-opencode-openrouter_deepseek_deepseek-v4.1-flash-1017-s1-a1-20261022T094839Z |
|---|---|
| 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 1.19.3 (OpenCode) |
| Applied config | {"model":"openrouter/deepseek/deepseek-v4.1-flash-1017","effort":"high"} |
| Models reported | — |
| Tools available | not recorded |
| Harness | 7f58420b160a (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 |
| Rubrics | economy-v1 (headline) · Σ over resources of log10(1 + produced) · 51746c5bec27 economy-weighted-v1 · scores 7.18 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-22T09:48:39.485Z → 2026-10-22T10:07:48.351Z |
| Evidence | 77 items in evidence.json |