DeepSeek V4.1 Flash, seed 3
OpenCode · high reasoning effort
Hay 41.9k produced, 4.62 points
Wood 66k produced, 4.82 points
Carrot 32.8k produced, 4.52 points
Pumpkin 35.2k produced, 4.55 points
Cactus 9.63k produced, 3.98 points
Power 1 produced, 0.30 points
Bone 500k produced, 5.70 points
Weird substance not produced
Gold not produced
Water 3.72k produced, 3.57 points
Fertilizer not produced
Produced by the end of the run. Pips: points each resource adds to the score, one per tenfold.
- Score · economy-v1
- 32.06orders of magnitude · model mean 46.84
- On seed 3
- #12of 15 models
- Cost
- $0.15API-equivalent estimate
- Real time
- 18m 00swall clock, not scored
timeline
Score and what the agent did, over game time
Ticks under the axis: upgrade purchases.
Data table
| Game time | Score |
|---|---|
| 0s | 0.00 |
| 1h 00m | 15.3 |
| 2h 00m | 23.2 |
| 3h 00m | 28.3 |
| 4h 00m | 30.5 |
| 5h 00m | 31.5 |
| 6h 00m | 32.1 |
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 3 mean |
|---|---|---|---|
| Resources opened | 8 of 11 | 10 of 11 | 9.3 of 11 |
| Study | 91 | 88 | 47 |
| Action overhead | 15% | 13% | 11% |
| Tool calls | 321 | 278 | 228 |
| Program writes | 50 | 39 | 35 |
| Program stints | 37 | 41 | 41 |
| Median stint | 3m 20s | 4m 02s | 7m 13s |
| Cost per point | $0.0047 | $0.0030 | $0.050 |
Farm idle 7% of samples; longest stint 1h 00m; 2 rejected writes.
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 |
|---|---|---|---|
| 2m 58s | {"upgrades":["loops"]} | loops 1 | Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. |
| 4m 28s | {"upgrades":["speed","expand","plant"]} | speed 1, expand 1, plant 1 | Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 13m 09s | {"upgrades":["operators","senses","carrots"]} | operators 1, senses 1, carrots 1 | Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. |
| 14m 32s | {"upgrades":["expand"]} | expand 2 | Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 17m 02s | {"upgrades":["speed"]} | speed 2 | Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. |
| 18m 27s | {"upgrades":["variables"]} | variables 1 | Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. |
| 20m 10s | {"upgrades":["functions"]} | functions 1, functions 1 | Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. |
| 24m 20s | {"upgrades":["trees"]} | trees 1 | Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. |
| 28m 01s | {"upgrades":["expand","speed"]} | expand 3, speed 3 | Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 32m 01s | {"upgrades":["watering","pumpkins","trees","grass"]} | watering 1, pumpkins 1, trees 2, grass 2 | Bought watering, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/watering.md. |
| 33m 26s | {"upgrades":["expand"]} | expand 4 | Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 01m | {"upgrades":["grass","speed"]} | grass 3, speed 4 | Bought grass, now level 3. Paid wood 500. |
| 1h 06m | {"upgrades":["watering"]} | watering 2 | Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. |
| 1h 08m | {"upgrades":["expand"]} | expand 5 | Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. |
| 1h 12m | {"upgrades":["carrots"]} | carrots 2 | Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 13m | {"upgrades":["grass"]} | grass 4 | Bought grass, now level 4. Paid wood 2500. |
| 1h 16m | {"upgrades":["speed"]} | speed 5 | Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. |
| 1h 23m | {"upgrades":["trees"]} | trees 3 | Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. |
| 1h 24m | {"upgrades":["sunflowers"]} | sunflowers 1 | Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. |
| 1h 34m | {"upgrades":["cactus"]} | cactus 1 | Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. |
| 1h 41m | {"upgrades":["carrots"]} | carrots 3 | Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. |
| 1h 42m | {"upgrades":["grass"]} | — | Could not buy grass: Not enough resources. |
| 1h 55m | {"upgrades":["grass"]} | grass 5 | Bought grass, now level 5. Paid wood 12500. |
| 2h 06m | {"upgrades":["dinosaurs"]} | dinosaurs 1, hats 1 | Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. |
| 2h 52m | {"upgrades":["hats"]} | — | Could not buy hats: Already at maximum level. |
| 3h 13m | {"upgrades":["expand"]} | expand 6 | Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. |
Programs 52 writes, code as the agent wrote it
hay.py
r12m 18sRan
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 hay (40 lines). Game time: 2m 28s elapsed, 5h 57m 33s of budget remaining.
- run_program at 2m 28s for 30s (agent saw)
Ran hay for 20s of game time; it finished. Inventory change: hay +40. Game time: 2m 58s elapsed, 5h 57m 2s of budget remaining. Output: (none)
r23m 08sRan
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() + while True: + harvest()
- Write result the agent saw
Saved hay (2 lines). Game time: 3m 18s elapsed, 5h 56m 42s of budget remaining.
- run_program at 3m 18s for 60s (agent saw)
Ran hay for 1m of game time; it is still running. Inventory change: hay +120. Game time: 4m 28s elapsed, 5h 55m 32s of budget remaining. Output: (none)
testbush.py
r16m 48sRan
plant(Entities.Bush)- Write result the agent saw
Saved testbush (1 lines). Game time: 6m 58s elapsed, 5h 53m 2s of budget remaining.
- run_program at 6m 58s for 10s (agent saw)
Ran testbush for 0s of game time; it finished. Inventory change: no change. Game time: 7m 8s elapsed, 5h 52m 52s of budget remaining. Output: (none)
r27m 08sRanFinal
harvest() plant(Entities.Bush)Changes from the previous revision
+ harvest() plant(Entities.Bush)
- Write result the agent saw
Saved testbush (2 lines). Game time: 7m 18s elapsed, 5h 52m 42s of budget remaining.
- run_program at 7m 18s for 10s (agent saw)
Ran testbush for 1s of game time; it finished. Inventory change: wood +1. Game time: 7m 29s elapsed, 5h 52m 31s of budget remaining. Output: (none)
farm.py
r17m 29sRan
while True: if can_harvest(): harvest() move(North)- Write result the agent saw
Saved farm (4 lines). Game time: 7m 39s elapsed, 5h 52m 21s of budget remaining.
- run_program at 7m 39s for 90s (agent saw)
Ran farm for 1m 30s of game time; it is still running. Inventory change: hay +134, wood +1. Game time: 9m 19s elapsed, 5h 50m 41s of budget remaining. Output: (none)
haystay.py
r19m 19sRan
while True: if can_harvest(): harvest()- Write result the agent saw
Saved haystay (3 lines). Game time: 9m 29s elapsed, 5h 50m 31s of budget remaining.
- run_program at 9m 29s for 60s (agent saw)
Ran haystay for 1m of game time; it is still running. Inventory change: hay +119. Game time: 10m 39s elapsed, 5h 49m 21s of budget remaining. Output: (none)
wood.py
r110m 39sRan
while True: if can_harvest(): harvest() plant(Entities.Bush) move(North)- Write result the agent saw
Saved wood (5 lines). Game time: 10m 49s elapsed, 5h 49m 11s of budget remaining.
- run_program at 10m 49s for 120s (agent saw)
Ran wood for 2m of game time; it is still running. Inventory change: hay +7, wood +71. Game time: 12m 59s elapsed, 5h 47m 1s of budget remaining. Output: (none)
multifarm.py
r114m 52sRan
while True: y = get_pos_y() if y == 0: if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if can_harvest(): harvest() if y == 1: plant(Entities.Bush) move(North)- Write result the agent saw
Saved multifarm (15 lines). Game time: 15m 2s elapsed, 5h 44m 58s of budget remaining.
- run_program at 15m 02s for 90s (agent saw)
Ran multifarm for 0s of game time; it stopped with an error: Unlocks.Variables must be unlocked before this can be used. Inventory change: no change. Game time: 15m 12s elapsed, 5h 44m 48s of budget remaining. Output: Error: Unlocks.Variables must be unlocked before this can be used. In: y = get_pos_y() ^^ --------------------------------------------------------------------- Runtime error at 15m 12s (telemetry; not shown to the agent)
Unlocks.Variables must be unlocked before this can be used.
r215m 12sRan
while True: if get_pos_y() == 0: if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if can_harvest(): harvest() if get_pos_y() == 1: plant(Entities.Bush) move(North)Changes from the previous revision
while True: - y = get_pos_y() - if y == 0: + if get_pos_y() == 0: if can_harvest(): harvest() if can_harvest(): harvest() - if y == 1: + if get_pos_y() == 1: plant(Entities.Bush) move(North)
- Write result the agent saw
Saved multifarm (14 lines). Game time: 15m 22s elapsed, 5h 44m 38s of budget remaining.
- run_program at 15m 22s for 90s (agent saw)
Ran multifarm for 1m 30s of game time; it is still running. Inventory change: carrot +19, hay +47, wood +27. Game time: 17m 2s elapsed, 5h 42m 58s of budget remaining. Output: (none)
—21m 40sRejected
def tend(): if get_pos_y() == 2: if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_pos_y() == 0: if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) def sweep(): i = 0 while i < 9: tend() move(East) if get_pos_x() == 0: move(North) i += 1 while True: sweep()- Write result the agent saw
Stop the program before editing it.
r322m 00sRan
def tend(): if get_pos_y() == 2: if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_pos_y() == 0: if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) def sweep(): i = 0 while i < 9: tend() move(East) if get_pos_x() == 0: move(North) i += 1 while True: sweep()Changes from the previous revision
- while True: - if get_pos_y() == 0: + def tend(): + if get_pos_y() == 2: if can_harvest(): harvest() + else: if get_ground_type() != Grounds.Soil: + if can_harvest(): + harvest() till() - if get_entity_type() != Entities.Carrot: - plant(Entities.Carrot) - else: if can_harvest(): harvest() - if get_pos_y() == 1: + if get_pos_y() == 0: + if get_entity_type() != Entities.Carrot: + plant(Entities.Carrot) + else: + if get_entity_type() != Entities.Bush: plant(Entities.Bush) - move(North) + + def sweep(): + i = 0 + while i < 9: + tend() + move(East) + if get_pos_x() == 0: + move(North) + i += 1 + + while True: + sweep()
- Write result the agent saw
Saved multifarm (29 lines). Game time: 22m 10s elapsed, 5h 37m 50s of budget remaining.
- run_program at 22m 10s for 120s (agent saw)
Ran multifarm for 2m of game time; it is still running. Inventory change: carrot +64, hay +126, wood +83. Game time: 24m 20s elapsed, 5h 35m 40s of budget remaining. Output: (none)
r425m 11sRan
def tend(): if get_pos_y() == 2: if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_pos_y() == 0: if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_pos_x() % 2 == 0: if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) def sweep(): i = 0 while i < 9: tend() move(East) if get_pos_x() == 0: move(North) i += 1 while True: sweep()Changes from the previous revision
plant(Entities.Carrot) else: - if get_entity_type() != Entities.Bush: - plant(Entities.Bush) + if get_pos_x() % 2 == 0: + if get_entity_type() != Entities.Tree: + plant(Entities.Tree) + else: + if get_entity_type() != Entities.Bush: + plant(Entities.Bush) def sweep():
- Write result the agent saw
Saved multifarm (33 lines). Game time: 25m 21s elapsed, 5h 34m 39s of budget remaining.
- run_program at 25m 21s for 150s (agent saw)
Ran multifarm for 2m 30s of game time; it is still running. Inventory change: carrot +93, hay +133, wood +364. Game time: 28m 1s elapsed, 5h 31m 59s of budget remaining. Output: (none)
—28m 11sRejected
def tend(): if get_pos_y() >= 2: if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_pos_y() == 0: if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_pos_x() % 2 == 0: if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) def sweep(): i = 0 while i < 16: tend() move(East) if get_pos_x() == 0: move(North) i += 1 while True: sweep()- Write result the agent saw
Stop the program before editing it.
r528m 31sRan
def tend(): if get_pos_y() >= 2: if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_pos_y() == 0: if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_pos_x() % 2 == 0: if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) def sweep(): i = 0 while i < 16: tend() move(East) if get_pos_x() == 0: move(North) i += 1 while True: sweep()Changes from the previous revision
def tend(): - if get_pos_y() == 2: + if get_pos_y() >= 2: if can_harvest(): harvest() def sweep(): i = 0 - while i < 9: + while i < 16: tend() move(East)
- Write result the agent saw
Saved multifarm (33 lines). Game time: 28m 41s elapsed, 5h 31m 19s of budget remaining.
- run_program at 28m 41s for 180s (agent saw)
Ran multifarm for 3m of game time; it is still running. Inventory change: carrot +110, hay +167, wood +448. Game time: 31m 51s elapsed, 5h 28m 9s of budget remaining. Output: (none)
ptest.py
r134m 36sRan
i = 0 while i < 4: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_entity_type() == Entities.Dead_Pumpkin: harvest() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) move(East) if get_pos_x() == 0: move(North) i += 1- Write result the agent saw
Saved ptest (16 lines). Game time: 34m 46s elapsed, 5h 25m 14s of budget remaining.
- run_program at 34m 46s for 5s (agent saw)
Ran ptest for 2s of game time; it finished. Inventory change: carrot -4, wood +22. Game time: 34m 58s elapsed, 5h 25m 2s of budget remaining. Output: (none)
ptest2.py
r135m 08sRan
def p(): if get_pos_x() < 2 and get_pos_y() >= 2 and get_pos_y() < 4: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() e = get_entity_type() if e != Entities.Pumpkin: plant(Entities.Pumpkin) i = 0 while i < 36: p() move(East) if get_pos_x() == 0: move(North) i += 1- Write result the agent saw
Saved ptest2 (17 lines). Game time: 35m 18s elapsed, 5h 24m 42s of budget remaining.
- run_program at 35m 18s for 10s (agent saw)
Ran ptest2 for 8s of game time; it finished. Inventory change: carrot -4, hay +8, water +1. Game time: 35m 36s elapsed, 5h 24m 24s of budget remaining. Output: (none)
- run_program at 36m 32s for 10s (agent saw)
Ran ptest2 for 7s of game time; it finished. Inventory change: carrot -1. Game time: 36m 49s elapsed, 5h 23m 11s of budget remaining. Output: (none)
farm6.py
r138m 04sRan
def to_soil(): if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() def tend(): x = get_pos_x() y = get_pos_y() if x < 4 and y < 4: to_soil() e = get_entity_type() if e == Entities.Dead_Pumpkin or e == None: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) elif x >= 4: to_soil() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: to_soil() if can_harvest(): harvest() if (x + y) % 2 == 0: if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) while True: grown = 0 for i in range(get_world_size()): for j in range(get_world_size()): tend() if get_pos_x() < 4 and get_pos_y() < 4: if can_harvest(): grown += 1 move(East) move(North) if grown == 16: harvest()- Write result the agent saw
Saved farm6 (45 lines). Game time: 38m 14s elapsed, 5h 21m 46s of budget remaining.
- run_program at 38m 14s for 120s (agent saw)
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +93, hay -28, pumpkin +17, water -37, wood +552. Game time: 40m 24s elapsed, 5h 19m 36s of budget remaining. Output: (none)
r241m 24sRan
def to_soil(): if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() def tend(): x = get_pos_x() y = get_pos_y() if x < 4 and y < 4: to_soil() e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) elif x >= 4: to_soil() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: to_soil() e = get_entity_type() want_tree = (x + y) % 2 == 0 if want_tree: if e != None and e != Entities.Tree: harvest() else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if want_tree: if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) while True: grown = 0 for i in range(get_world_size()): for j in range(get_world_size()): tend() if get_pos_x() < 4 and get_pos_y() < 4: if can_harvest(): grown += 1 move(East) move(North) if grown == 16: harvest()Changes from the previous revision
to_soil() e = get_entity_type() - if e == Entities.Dead_Pumpkin or e == None: + if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: + if e != None: + harvest() + e = None + if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: elif x >= 4: to_soil() + e = get_entity_type() + if e != None and e != Entities.Carrot: + harvest() if can_harvest(): harvest() else: to_soil() + e = get_entity_type() + want_tree = (x + y) % 2 == 0 + if want_tree: + if e != None and e != Entities.Tree: + harvest() + else: + if e != None and e != Entities.Bush: + harvest() if can_harvest(): harvest() - if (x + y) % 2 == 0: + if want_tree: if get_entity_type() != Entities.Tree: plant(Entities.Tree)
- Write result the agent saw
Saved farm6 (60 lines). Game time: 41m 34s elapsed, 5h 18m 26s of budget remaining.
- run_program at 41m 34s for 180s (agent saw)
Ran farm6 for 3m of game time; it is still running. Inventory change: carrot +191, hay -165, water -2, wood +767. Game time: 44m 44s elapsed, 5h 15m 16s of budget remaining. Output: (none)
chk.py
r145m 44sRan
if can_harvest(): harvest() else: do_a_flip()- Write result the agent saw
Saved chk (4 lines). Game time: 45m 54s elapsed, 5h 14m 6s of budget remaining.
- run_program at 45m 54s for 5s (agent saw)
Ran chk for 0s of game time; it finished. Inventory change: carrot +1. Game time: 46m 4s elapsed, 5h 13m 56s of budget remaining. Output: (none)
r246m 04sRan
for i in range(get_world_size()): move(West) for i in range(get_world_size()): move(South) if can_harvest(): harvest() else: do_a_flip()Changes from the previous revision
+ for i in range(get_world_size()): + move(West) + for i in range(get_world_size()): + move(South) if can_harvest(): harvest()
- Write result the agent saw
Saved chk (8 lines). Game time: 46m 14s elapsed, 5h 13m 46s of budget remaining.
- run_program at 46m 14s for 10s (agent saw)
Ran chk for 3s of game time; it finished. Inventory change: no change. Game time: 46m 27s elapsed, 5h 13m 33s of budget remaining. Output: (none)
r346m 27sRan
harvest()Changes from the previous revision
- for i in range(get_world_size()): - move(West) - for i in range(get_world_size()): - move(South) - if can_harvest(): - harvest() - else: - do_a_flip() + harvest()
- Write result the agent saw
Saved chk (1 lines). Game time: 46m 37s elapsed, 5h 13m 23s of budget remaining.
- run_program at 46m 37s for 5s (agent saw)
Ran chk for 0s of game time; it finished. Inventory change: no change. Game time: 46m 47s elapsed, 5h 13m 13s of budget remaining. Output: (none)
r447m 17sRan
while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) harvest()Changes from the previous revision
+ while get_pos_x() != 0: + move(West) + while get_pos_y() != 0: + move(South) harvest()
- Write result the agent saw
Saved chk (5 lines). Game time: 47m 27s elapsed, 5h 12m 33s of budget remaining.
- run_program at 47m 27s for 5s (agent saw)
Ran chk for 1s of game time; it finished. Inventory change: pumpkin +64. Game time: 47m 38s elapsed, 5h 12m 22s of budget remaining. Output: (none)
farm7.py
r147m 38sRan
while True: planted = False harvestable = 0 for i in range(get_world_size()): for j in range(get_world_size()): x = get_pos_x() y = get_pos_y() if x < 4 and y < 4: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == None or e == Entities.Dead_Pumpkin: planted = True plant(Entities.Pumpkin) e = get_entity_type() if e == Entities.Pumpkin and can_harvest(): harvestable = harvestable + 1 if num_items(Items.Water) > 0: use_item(Items.Water) elif x >= 4: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) move(East) move(North) if not planted and harvestable == 0: while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) harvest()- Write result the agent saw
Saved farm7 (65 lines). Game time: 47m 48s elapsed, 5h 12m 12s of budget remaining.
- run_program at 47m 48s for 120s (agent saw)
Ran farm7 for 2m of game time; it is still running. Inventory change: carrot +101, hay -106, water -13, wood +604. Game time: 49m 58s elapsed, 5h 10m 2s of budget remaining. Output: (none)
chk2.py
r150m 18sRan
while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) if can_harvest(): harvest()- Write result the agent saw
Saved chk2 (6 lines). Game time: 50m 28s elapsed, 5h 9m 32s of budget remaining.
- run_program at 50m 28s for 5s (agent saw)
Ran chk2 for 1s of game time; it finished. Inventory change: pumpkin +64. Game time: 50m 39s elapsed, 5h 9m 21s of budget remaining. Output: (none)
farm8.py
r150m 39sRan
while True: planted = False harvestable = 0 for i in range(get_world_size()): for j in range(get_world_size()): x = get_pos_x() y = get_pos_y() if x < 3 and y < 3: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == None or e == Entities.Dead_Pumpkin: planted = True plant(Entities.Pumpkin) e = get_entity_type() if e == Entities.Pumpkin and can_harvest(): harvestable = harvestable + 1 if num_items(Items.Water) > 0: use_item(Items.Water) elif x >= 3: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) move(East) move(North) if not planted and harvestable == 9: while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) harvest()- Write result the agent saw
Saved farm8 (65 lines). Game time: 50m 49s elapsed, 5h 9m 11s of budget remaining.
- run_program at 50m 49s for 180s (agent saw)
Ran farm8 for 3m of game time; it is still running. Inventory change: carrot +204, hay -208, pumpkin +81, water -4, wood +786. Game time: 53m 59s elapsed, 5h 6m 1s of budget remaining. Output: (none)
farm9.py
r154m 09sRan
count = 0 while True: while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) planted = False harvestable = 0 for i in range(3): for j in range(3): if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == None or e == Entities.Dead_Pumpkin: planted = True plant(Entities.Pumpkin) e = get_entity_type() if e == Entities.Pumpkin and can_harvest(): harvestable = harvestable + 1 if num_items(Items.Water) > 0: use_item(Items.Water) move(East) move(North) if not planted and harvestable == 9: harvest() count = count + 1 if count % 5 == 0: for i in range(get_world_size()): for j in range(get_world_size()): x = get_pos_x() y = get_pos_y() if not (x < 3 and y < 3): if x >= 3: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) move(East) move(North)- Write result the agent saw
Saved farm9 (72 lines). Game time: 54m 19s elapsed, 5h 5m 41s of budget remaining.
- run_program at 54m 19s for 180s (agent saw)
Ran farm9 for 3m of game time; it is still running. Inventory change: carrot +101, hay -106, pumpkin +18, water -1, wood +482. Game time: 57m 29s elapsed, 5h 2m 31s of budget remaining. Output: (none)
farm10.py
r157m 49sRan
def goto(tx, ty): while get_pos_x() != tx: if get_pos_x() < tx: move(East) else: move(West) while get_pos_y() != ty: if get_pos_y() < ty: move(North) else: move(South) def crop(x, y): if x >= 3: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) def pump_tile(): if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) count = 0 while True: planted = False harvestable = 0 for i in range(3): for j in range(3): goto(i, j) before = num_items(Items.Carrot) pump_tile() if get_pos_x() < 3 and get_pos_y() < 3: if get_entity_type() == Entities.Pumpkin and can_harvest(): harvestable = harvestable + 1 if harvestable == 9: goto(0, 0) harvest() count = count + 1 if count % 3 == 0: for i in range(get_world_size()): for j in range(get_world_size()): if not (get_pos_x() < 3 and get_pos_y() < 3): crop(get_pos_x(), get_pos_y()) move(East) move(North)- Write result the agent saw
Saved farm10 (84 lines). Game time: 57m 59s elapsed, 5h 2m 1s of budget remaining.
- run_program at 57m 59s for 180s (agent saw)
Ran farm10 for 3m of game time; it is still running. Inventory change: carrot +82, hay -126, pumpkin +192, water -2, wood +576. Game time: 1h 1m 9s elapsed, 4h 58m 51s of budget remaining. Output: (none)
r21h 01mRan
def goto(tx, ty): while get_pos_x() != tx: if get_pos_x() < tx: move(East) else: move(West) while get_pos_y() != ty: if get_pos_y() < ty: move(North) else: move(South) def crop(x, y): if x >= 3: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) elif y >= 4: if get_ground_type() != Grounds.Grassland: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) def pump_tile(): if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) count = 0 while True: harvestable = 0 for i in range(3): for j in range(3): goto(i, j) pump_tile() if get_entity_type() == Entities.Pumpkin and can_harvest(): harvestable = harvestable + 1 if harvestable == 9: goto(0, 0) harvest() count = count + 1 if count % 3 == 0: for i in range(get_world_size()): for j in range(get_world_size()): if not (get_pos_x() < 3 and get_pos_y() < 3): crop(get_pos_x(), get_pos_y()) move(East) move(North)Changes from the previous revision
if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) + elif y >= 4: + if get_ground_type() != Grounds.Grassland: + if get_entity_type() != None: + harvest() + till() + if can_harvest(): + harvest() else: if get_ground_type() != Grounds.Soil: count = 0 while True: - planted = False harvestable = 0 for i in range(3): for j in range(3): goto(i, j) - before = num_items(Items.Carrot) pump_tile() - if get_pos_x() < 3 and get_pos_y() < 3: - if get_entity_type() == Entities.Pumpkin and can_harvest(): - harvestable = harvestable + 1 + if get_entity_type() == Entities.Pumpkin and can_harvest(): + harvestable = harvestable + 1 if harvestable == 9: goto(0, 0)
- Write result the agent saw
Saved farm10 (88 lines). Game time: 1h 1m 39s elapsed, 4h 58m 21s of budget remaining.
- run_program at 1h 01m for 180s (agent saw)
Ran farm10 for 3m of game time; it is still running. Inventory change: carrot +144, hay +198, pumpkin +243, water -2, wood +70. Game time: 1h 4m 49s elapsed, 4h 55m 11s of budget remaining. Output: (none)
farm11.py
r11h 08mRan
def crop(x, y): if x >= 4: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) elif y < 6: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() e = get_entity_type() if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) elif y == 6: if get_ground_type() != Grounds.Grassland: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if x % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) while True: for i in range(get_world_size()): for j in range(get_world_size()): crop(get_pos_x(), get_pos_y()) move(East) move(North)- Write result the agent saw
Saved farm11 (59 lines). Game time: 1h 9m 6s elapsed, 4h 50m 54s of budget remaining.
- run_program at 1h 09m for 180s (agent saw)
Ran farm11 for 3m of game time; it is still running. Inventory change: carrot +83, hay +189, pumpkin +333, water -4, wood +17. Game time: 1h 12m 16s elapsed, 4h 47m 44s of budget remaining. Output: (none)
farm12.py
r11h 13mRan
def is_carrot(x, y): if y == 6: return x <= 2 if y == 7: return False if x >= 6: return True if x >= 4 and y == 5: return True return False def is_grass(x, y): return y == 6 and x >= 3 def is_tree(x, y): return y == 7 and x % 2 == 0 def is_bush(x, y): return y == 7 and x % 2 == 1 def crop(x, y): if is_carrot(x, y): if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) elif is_grass(x, y): if get_ground_type() != Grounds.Grassland: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() elif is_tree(x, y) or is_bush(x, y): if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if is_tree(x, y): if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() e = get_entity_type() if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) while True: for i in range(get_world_size()): for j in range(get_world_size()): crop(get_pos_x(), get_pos_y()) move(East) move(North)- Write result the agent saw
Saved farm12 (77 lines). Game time: 1h 13m 46s elapsed, 4h 46m 14s of budget remaining.
- run_program at 1h 13m for 180s (agent saw)
Ran farm12 for 3m of game time; it is still running. Inventory change: carrot +126, hay +408, pumpkin +519, water +36, wood +400. Game time: 1h 16m 56s elapsed, 4h 43m 4s of budget remaining. Output: (none)
sunset.py
r11h 36mSaved, never run
while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) if get_ground_type() != Grounds.Soil: harvest() till() plant(Entities.Sunflowers)- Write result the agent saw
Saved sunset (8 lines). Game time: 1h 36m 45s elapsed, 4h 23m 15s of budget remaining.
- run_program at 1h 36m for 10s (agent saw)
Parse error: Entities.Sunflowers doesn't exist.
r21h 36mRan
while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) if get_ground_type() != Grounds.Soil: harvest() till() plant(Entities.Sunflower)Changes from the previous revision
harvest() till() - plant(Entities.Sunflowers) + plant(Entities.Sunflower)
- Write result the agent saw
Saved sunset (8 lines). Game time: 1h 37m 5s elapsed, 4h 22m 55s of budget remaining.
- run_program at 1h 37m for 10s (agent saw)
Ran sunset for 1s of game time; it finished. Inventory change: water +1. Game time: 1h 37m 16s elapsed, 4h 22m 44s of budget remaining. Output: (none)
r31h 37mRan
while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) harvest() plant(Entities.Sunflower)Changes from the previous revision
while get_pos_y() != 0: move(South) - if get_ground_type() != Grounds.Soil: - harvest() - till() + harvest() plant(Entities.Sunflower)
- Write result the agent saw
Saved sunset (6 lines). Game time: 1h 37m 46s elapsed, 4h 22m 14s of budget remaining.
- run_program at 1h 37m for 10s (agent saw)
Ran sunset for 0s of game time; it finished. Inventory change: carrot -1, pumpkin +8. Game time: 1h 37m 56s elapsed, 4h 22m 4s of budget remaining. Output: (none)
sunhv.py
r11h 38mRanFinal
harvest()- Write result the agent saw
Saved sunhv (1 lines). Game time: 1h 38m 25s elapsed, 4h 21m 35s of budget remaining.
- run_program at 1h 38m for 5s (agent saw)
Ran sunhv for 0s of game time; it finished. Inventory change: power +0.97, water +1. Game time: 1h 38m 35s elapsed, 4h 21m 25s of budget remaining. Output: (none)
farm13.py
r11h 38mRan
def kind(x, y): if y == 7: if x < 4: return 1 else: return 2 if x < 2: return 3 if x < 6 or y < 2: return 4 return 5 def crop(x, y): k = kind(x, y) if k == 1: if get_ground_type() != Grounds.Grassland: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() if k == 2: if x % 2 == 0: if get_entity_type() != Entities.Tree: if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) else: if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) elif k == 3: if can_harvest(): harvest() if get_entity_type() != Entities.Cactus: plant(Entities.Cactus) elif k == 4: if can_harvest(): harvest() e = get_entity_type() if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) else: e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) while True: for i in range(get_world_size()): for j in range(get_world_size()): crop(get_pos_x(), get_pos_y()) move(East) move(North)- Write result the agent saw
Saved farm13 (75 lines). Game time: 1h 38m 45s elapsed, 4h 21m 15s of budget remaining.
- run_program at 1h 38m for 180s (agent saw)
Ran farm13 for 3m of game time; it is still running. Inventory change: cactus +196, carrot -134, hay +196, power -0.97, pumpkin +180, water +36, wood +792. Game time: 1h 41m 55s elapsed, 4h 18m 5s of budget remaining. Output: (none)
dino.py
r12h 10mRan
w = get_world_size() change_hat(Hats.Dinosaur_Hat) alive = True while alive: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North) change_hat(Hats.Green_Hat)- Write result the agent saw
Saved dino (33 lines). Game time: 2h 11m 6s elapsed, 3h 48m 54s of budget remaining.
- run_program at 2h 11m for 1500s (agent saw)
Ran dino for 25m of game time; it is still running. Inventory change: water +300. Game time: 2h 36m 16s elapsed, 3h 23m 44s of budget remaining. Output: (none)
dino2.py
r12h 36mRan
for i in range(get_world_size()): for j in range(get_world_size()): if get_entity_type() != None: harvest() if get_entity_type() != None: harvest() if get_ground_type() != Grounds.Soil: till() move(East) move(North) w = get_world_size() change_hat(Hats.Dinosaur_Hat) alive = True while alive: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North) change_hat(Hats.Green_Hat)- Write result the agent saw
Saved dino2 (44 lines). Game time: 2h 36m 46s elapsed, 3h 23m 14s of budget remaining.
- run_program at 2h 36m for 120s (agent saw)
Ran dino2 for 2m of game time; it is still running. Inventory change: cactus +7, carrot +20, pumpkin +11, water +24, wood +4. Game time: 2h 38m 56s elapsed, 3h 21m 4s of budget remaining. Output: (none)
dinotest.py
r12h 43mRan
if get_entity_type() != None: harvest() if get_ground_type() != Grounds.Soil: till() change_hat(Hats.Dinosaur_Hat)- Write result the agent saw
Saved dinotest (5 lines). Game time: 2h 43m 16s elapsed, 3h 16m 44s of budget remaining.
- run_program at 2h 43m for 5s (agent saw)
Ran dinotest for 0s of game time; it finished. Inventory change: bone +1, cactus -2. Game time: 2h 43m 26s elapsed, 3h 16m 34s of budget remaining. Output: (none)
m1.py
r12h 43mRanFinal
move(North)- Write result the agent saw
Saved m1 (1 lines). Game time: 2h 43m 46s elapsed, 3h 16m 14s of budget remaining.
- run_program at 2h 43m for 5s (agent saw)
Ran m1 for 0s of game time; it finished. Inventory change: cactus -2. Game time: 2h 43m 56s elapsed, 3h 16m 4s of budget remaining. Output: (none)
dinoloop.py
r12h 44mRan
w = get_world_size() alive = True while alive: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North)- Write result the agent saw
Saved dinoloop (31 lines). Game time: 2h 44m 16s elapsed, 3h 15m 44s of budget remaining.
- run_program at 2h 44m for 180s (agent saw)
Ran dinoloop for 1m of game time; it finished. Inventory change: cactus -122, water +12. Game time: 2h 45m 26s elapsed, 3h 14m 34s of budget remaining. Output: (none)
hats_off.py
r12h 45mRan
change_hat(Hats.Green_Hat)- Write result the agent saw
Saved hats_off (1 lines). Game time: 2h 45m 36s elapsed, 3h 14m 24s of budget remaining.
- run_program at 2h 45m for 5s (agent saw)
Ran hats_off for 0s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 45m 46s elapsed, 3h 14m 14s of budget remaining. Output: Error: Hats.Green_Hat must be unlocked before this can be used. In: change_hat(Hats.Green_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 45m (telemetry; not shown to the agent)
Hats.Green_Hat must be unlocked before this can be used.
r22h 45mRanFinal
change_hat(Hats.Dinosaur_Hat)Changes from the previous revision
- change_hat(Hats.Green_Hat) + change_hat(Hats.Dinosaur_Hat)
- Write result the agent saw
Saved hats_off (1 lines). Game time: 2h 45m 56s elapsed, 3h 14m 4s of budget remaining.
- run_program at 2h 45m for 5s (agent saw)
Ran hats_off for 0s of game time; it finished. Inventory change: bone +3969, cactus -2. Game time: 2h 46m 6s elapsed, 3h 13m 54s of budget remaining. Output: (none)
dinoruns.py
r12h 46mRan
w = get_world_size() runs = 0 while runs < 2: change_hat(Hats.Dinosaur_Hat) alive = True while alive and num_items(Items.Cactus) >= 2: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North) runs = runs + 1 change_hat(Hats.Dinosaur_Hat)- Write result the agent saw
Saved dinoruns (36 lines). Game time: 2h 46m 16s elapsed, 3h 13m 44s of budget remaining.
- run_program at 2h 46m for 600s (agent saw)
Ran dinoruns for 2m 18s of game time; it finished. Inventory change: bone +7938, cactus -254, water +27. Game time: 2h 48m 45s elapsed, 3h 11m 15s of budget remaining. Output: (none)
farm14.py
r12h 48mRan
def kind(x, y): if y == 7 and x < 4: return 1 if x >= 6 and y < 6: return 2 if y == 7 and x >= 4: return 3 if x >= 6 and y >= 6: return 3 return 4 def crop(x, y): k = kind(x, y) if k == 1: if get_ground_type() != Grounds.Grassland: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() if k == 2: e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) elif k == 3: e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) else: if can_harvest(): harvest() e = get_entity_type() if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) while True: for i in range(get_world_size()): for j in range(get_world_size()): crop(get_pos_x(), get_pos_y()) move(East) move(North)- Write result the agent saw
Saved farm14 (62 lines). Game time: 2h 48m 55s elapsed, 3h 11m 5s of budget remaining.
- run_program at 2h 48m for 180s (agent saw)
Ran farm14 for 3m of game time; it is still running. Inventory change: cactus -2, water +36, wood +500. Game time: 2h 52m 5s elapsed, 3h 7m 55s of budget remaining. Output: (none)
- run_program at 2h 54m for 60s (agent saw)
Ran farm14 for 1m of game time; it is still running. Inventory change: carrot +14, hay +140, pumpkin +236, water +12, wood +464. Game time: 2h 55m 15s elapsed, 3h 4m 45s of budget remaining. Output: (none)
h1.py
r12h 52mRan
change_hat(Hats.Gray_Hat)- Write result the agent saw
Saved h1 (1 lines). Game time: 2h 52m 25s elapsed, 3h 7m 35s of budget remaining.
- run_program at 2h 52m for 5s (agent saw)
Ran h1 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 52m 35s elapsed, 3h 7m 25s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ --------------------------------------------------------------------- Runtime error at 2h 52m (telemetry; not shown to the agent)
Hats.Gray_Hat must be unlocked before this can be used.
r22h 53mRan
change_hat(Hats.Purple_Hat)Changes from the previous revision
- change_hat(Hats.Gray_Hat) + change_hat(Hats.Purple_Hat)
- Write result the agent saw
Saved h1 (1 lines). Game time: 2h 53m 15s elapsed, 3h 6m 45s of budget remaining.
- run_program at 2h 53m for 5s (agent saw)
Ran h1 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 53m 25s elapsed, 3h 6m 35s 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 53m (telemetry; not shown to the agent)
Hats.Purple_Hat must be unlocked before this can be used.
r32h 53mRan
change_hat(Hats.Brown_Hat)Changes from the previous revision
- change_hat(Hats.Purple_Hat) + change_hat(Hats.Brown_Hat)
- Write result the agent saw
Saved h1 (1 lines). Game time: 2h 53m 35s elapsed, 3h 6m 25s of budget remaining.
- run_program at 2h 53m for 5s (agent saw)
Ran h1 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 53m 45s elapsed, 3h 6m 15s 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 53m (telemetry; not shown to the agent)
Hats.Brown_Hat must be unlocked before this can be used.
r42h 53mRanFinal
change_hat(Hats.Straw_Hat)Changes from the previous revision
- change_hat(Hats.Brown_Hat) + change_hat(Hats.Straw_Hat)
- Write result the agent saw
Saved h1 (1 lines). Game time: 2h 53m 55s elapsed, 3h 6m 5s of budget remaining.
- run_program at 2h 53m for 5s (agent saw)
Ran h1 for 0s of game time; it finished. Inventory change: bone +1. Game time: 2h 54m 5s elapsed, 3h 5m 55s of budget remaining. Output: (none)
- run_program at 4h 31m for 5s (agent saw)
Ran h1 for 0s of game time; it finished. Inventory change: bone +100. Game time: 4h 31m 52s elapsed, 1h 28m 8s of budget remaining. Output: (none)
- run_program at 5h 59m for 5s (agent saw)
Ran h1 for 0s of game time; it finished. Inventory change: bone +64. Game time: 5h 59m 32s elapsed, 28s of budget remaining. Output: (none)
farm15.py
r13h 13mRan
def kind(x, y): if x < 3: return 1 if x < 9: return 2 if y >= 2 and x < 11: return 3 if x == 11 and y < 5: return 4 return 5 def crop(x, y): k = kind(x, y) if k == 4: if get_ground_type() != Grounds.Grassland: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() return if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() if k == 1: if can_harvest(): harvest() if get_entity_type() != Entities.Cactus: plant(Entities.Cactus) elif k == 2: if can_harvest(): harvest() e = get_entity_type() if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) elif k == 3: e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) while True: for i in range(get_world_size()): for j in range(get_world_size()): crop(get_pos_x(), get_pos_y()) move(East) move(North)- Write result the agent saw
Saved farm15 (67 lines). Game time: 3h 13m 40s elapsed, 2h 46m 20s of budget remaining.
- run_program at 3h 13m for 180s (agent saw)
Ran farm15 for 3m of game time; it is still running. Inventory change: cactus +197, carrot +300, hay +2196, pumpkin +143, water +36, wood +1004. Game time: 3h 16m 50s elapsed, 2h 43m 10s of budget remaining. Output: (none)
- run_program at 3h 21m for 300s (agent saw)
Ran farm15 for 5m of game time; it is still running. Inventory change: cactus +372, carrot +254, hay +424, pumpkin +240, water +60, wood +1388. Game time: 3h 26m 21s elapsed, 2h 33m 39s of budget remaining. Output: (none)
dino3.py
r13h 17mRan
for i in range(get_world_size()): for j in range(get_world_size()): if get_entity_type() != None: harvest() if get_entity_type() != None: harvest() if get_ground_type() != Grounds.Soil: till() move(East) move(North) w = get_world_size() change_hat(Hats.Dinosaur_Hat) alive = True while alive and num_items(Items.Cactus) >= 2: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North) change_hat(Hats.Straw_Hat)- Write result the agent saw
Saved dino3 (44 lines). Game time: 3h 17m 10s elapsed, 2h 42m 50s of budget remaining.
- run_program at 3h 17m for 1200s (agent saw)
Ran dino3 for 3m 51s of game time; it finished. Inventory change: bone +17424, cactus -224, carrot +96, hay +80, pumpkin +80, water +46, wood +236. Game time: 3h 21m 11s elapsed, 2h 38m 49s of budget remaining. Output: (none)
- run_program at 3h 26m for 1200s (agent saw)
Ran dino3 for 4m 11s of game time; it finished. Inventory change: bone +20449, cactus -246, carrot +96, hay +144, pumpkin +88, water +50, wood +136. Game time: 3h 30m 42s elapsed, 2h 29m 18s of budget remaining. Output: (none)
boneloop.py
r13h 30mRan
def kind(x, y): if x < 3: return 1 if x < 9: return 2 if y >= 2 and x < 11: return 3 if x == 11 and y < 5: return 4 return 5 def crop(x, y): k = kind(x, y) if k == 4: if get_ground_type() != Grounds.Grassland: if get_entity_type() != None: harvest() till() if can_harvest(): harvest() return if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() if k == 1: if can_harvest(): harvest() if get_entity_type() != Entities.Cactus: plant(Entities.Cactus) elif k == 2: if can_harvest(): harvest() e = get_entity_type() if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) elif k == 3: e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: e = get_entity_type() if (x + y) % 2 == 0: if e != None and e != Entities.Tree: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if e != None and e != Entities.Bush: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Bush: plant(Entities.Bush) while True: while num_items(Items.Cactus) < 300: for i in range(get_world_size()): for j in range(get_world_size()): crop(get_pos_x(), get_pos_y()) move(East) move(North) for i in range(get_world_size()): for j in range(get_world_size()): if get_entity_type() != None: harvest() if get_entity_type() != None: harvest() if get_ground_type() != Grounds.Soil: till() move(East) move(North) w = get_world_size() change_hat(Hats.Dinosaur_Hat) alive = True while alive and num_items(Items.Cactus) >= 2: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North) change_hat(Hats.Straw_Hat)- Write result the agent saw
Saved boneloop (111 lines). Game time: 3h 30m 52s elapsed, 2h 29m 8s of budget remaining.
- run_program at 3h 30m for 3600s (agent saw)
Ran boneloop for 1h of game time; it is still running. Inventory change: bone +163592, cactus +200, carrot +2032, hay +2688, pumpkin +2175, water +720, wood +9088. Game time: 4h 31m 2s elapsed, 1h 28m 58s of budget remaining. Output: (none)
boneloop2.py
r14h 31mRan
def kind(x, y): if x < 4: return 1 if x == 4: if y < 6: return 1 return 2 if x < 10: return 2 if x == 10: if y < 8: return 2 return 3 return 3 def crop(x, y): k = kind(x, y) if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() if k == 1: if can_harvest(): harvest() if get_entity_type() != Entities.Cactus: plant(Entities.Cactus) elif k == 2: if can_harvest(): harvest() e = get_entity_type() if e == None or e == Entities.Dead_Pumpkin: plant(Entities.Pumpkin) else: e = get_entity_type() if e != None and e != Entities.Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) while True: while num_items(Items.Cactus) < 300: for i in range(get_world_size()): for j in range(get_world_size()): crop(get_pos_x(), get_pos_y()) move(East) move(North) for i in range(get_world_size()): for j in range(get_world_size()): if get_entity_type() != None: harvest() if get_entity_type() != None: harvest() if get_ground_type() != Grounds.Soil: till() move(East) move(North) w = get_world_size() change_hat(Hats.Dinosaur_Hat) alive = True while alive and num_items(Items.Cactus) >= 2: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North) change_hat(Hats.Straw_Hat)- Write result the agent saw
Saved boneloop2 (91 lines). Game time: 4h 31m 32s elapsed, 1h 28m 28s of budget remaining.
- run_program at 4h 31m for 3600s (agent saw)
Ran boneloop2 for 1h of game time; it is still running. Inventory change: bone +204490, cactus -212, carrot -524, hay -3056, pumpkin -27, water +720, wood -3056. Game time: 5h 32m 2s elapsed, 27m 58s of budget remaining. Output: (none)
- run_program at 5h 32m for 1500s (agent saw)
Ran boneloop2 for 25m of game time; it is still running. Inventory change: bone +81796, cactus +115, carrot -215, hay -1364, pumpkin -12, water +300, wood -1364. Game time: 5h 57m 12s elapsed, 2m 48s of budget remaining. Output: (none)
log
Step by step
- 0ssaidI'll start by exploring the game state and documentation.
- 0s
observeresult
Game time: 20s elapsed, 5h 59m 40s 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)
- 0s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unlocks/import Import unlocks/leaderb…
- 20s
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 unlock docs: grass, loops, variables, expand, speed, operators, etc.
- 50s
docs_readpath="unlocks/grass"result
## Grass Increases the yield of grass. 100% => 200% ### Unlock Cost [Current cost: hay=300] Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- 57s
docs_readpath="unlocks/loops"result
## Loops Unlocks a simple while loop. while True: harvest() ### Unlock Cost [Current cost: hay=5] Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining. - 1m 10s
docs_readpath="unlocks/variables"result
## Variables Assign values to variables. next_plant = Entities.Bush plant(next_plant) ### Unlock Cost [Current cost: carrot=35] Game time: 1m 20s elapsed, 5h 58m 40s of budget remaining.
- 1m 20s
docs_readpath="unlocks/expand"result
## Expand Expands the farm land and unlocks movement. ### Unlock Cost [Current cost: hay=30] Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
- 1m 40sthoughtLet me read the harvest function, grass object, and research menu to see unlocks/costs.
- 1m 20s
docs_readpath="unlocks/speed"result
## Speed Increases the speed of both the drone and code execution. ### Unlock Cost [Current cost: hay=20] Game time: 1m 40s elapsed, 5h 58m 20s of budget remaining.
- 1m 40s
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 58s elapsed, 5h 58m 3s of budget remaining.
- 1m 40s
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: 2m 4s elapsed, 5h 57m 56s of budget remaining.
- 1m 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; 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 08s
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: 2m 18s elapsed, 5h 57m 43s of budget remaining.
- 2m 18sthoughtWe need to start by harvesting grass. There's a 1x1 farm with grass. Only harvest and do_a_flip available, loops cost hay 5. Grass regrows in 0.5s. Let's write a program that harvests repeatedly. Without loops, we can only do sequences. But loops unlock cost hay=5. Each grass harvest gives hay. Let me write program harvesting and see yield. Let me write a simple program with many harvest calls. Actually a single harvest -> grass removed -> regrows 0.5s. Drone sits still. Repeated harvest calls will work. Let me write program "hay" with many harvest() lines and run it for some seconds to accumulate hay to unlock loops. Or simpler: write a program that repeatedly harvests using recursion? No functions yet. Just write e.g. 60 harvest lines. That takes 200 ticks each if removed. At speed 1, tick? Unclear. Let's just run. Actually let me first harvest once via program and observe.
- 2m 18s
write_programname="hay" · evidenceresult
Saved hay (40 lines). Game time: 2m 28s elapsed, 5h 57m 33s of budget remaining.
- 2m 28s
run_programname="hay" seconds=30result
Ran hay for 20s of game time; it finished. Inventory change: hay +40. Game time: 2m 58s elapsed, 5h 57m 2s of budget remaining. Output: (none)
- 2m 58sthought40 hay in ~20 seconds. Harvest seems fast. Now unlock loops (5 hay). Then expand (30), speed (20), plant (50). Let's unlock loops and check research affordability. Buying upgrade = research purchase via farmerbench_buy_upgrade? The buy_upgrade tool buys "upgrades from research". Yes, names like "loops", "expand", etc. Let me buy loops.
- 2m 58s
buy_upgradeupgrades=["loops"] · evidenceresult
Bought loops, now level 1. Paid hay 5. Its tutorial is docs page docs/scripting/while.md. Game time: 3m 8s elapsed, 5h 56m 52s of budget remaining.
- 3m 08sthoughtNow with loops, write a better hay farm program: while True: harvest() Let's check how fast. Grass regrows 0.5s. harvest removes (200 ticks) plus regrow wait. Run for a while. But goal is to expand, and diversify. Need expand (30 hay), speed (20 hay), plant (50 hay), operators (150 hay + 10 wood), senses (100 hay), etc. Let's write hay program with loop and let it run for a while to accumulate hay.
- 3m 08s
write_programname="hay" · evidenceresult
Saved hay (2 lines). Game time: 3m 18s elapsed, 5h 56m 42s of budget remaining.
- 3m 18s
run_programname="hay" seconds=60result
Ran hay for 1m of game time; it is still running. Inventory change: hay +120. Game time: 4m 28s elapsed, 5h 55m 32s of budget remaining. Output: (none)
- 4m 28sthought120 hay/min on a 1x1 tile. Now buy speed (20), expand (30), plant (50). Total 100. We have 120. Let's buy speed, expand, plant. But expand is 30 and speed 20 -> both. plant 50 available after speed. Let's do it.
- 4m 28s
buy_upgradeupgrades=["speed","expand","plant"] · evidenceresult
Bought speed, now level 1. Paid hay 20. Its tutorial is docs page docs/unlocks/speed.md. Bought expand, now level 1. Paid hay 30. Its tutorial is docs page docs/unlocks/expand_1.md. Bought plant, now level 1. Paid hay 50. Its tutorial is docs page docs/unlocks/plant.md. Game time: 4m 38s elapsed, 5h 55m 22s of budget remaining.
- 4m 38sthoughtNow farm expanded. Let me observe to see the new farm size and tiles.
- 4m 38s
observeresult
Game time: 4m 58s elapsed, 5h 55m 2s of budget remaining. Program: hay (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 38s
docs_readpath="unlocks/plant"result
## Plant Unlocks planting. plant(Entities.Bush) [Tutorial](docs/unlocks/plant.md) Game time: 4m 59s elapsed, 5h 55m 1s of budget remaining.
- 4m 58s
docs_readpath="unlocks/expand_1"result
No accessible documentation page unlocks/expand_1. Use docs_list.
- 5m 08sthoughtFarm is 1x3 now. Grass on all. Expand costs increase per level presumably. Need movement commands. Let's read docs_list for new pages maybe docs/unlocks/expand.md. Actually research showed expand level 0/9. Docs at docs/unlocks/expand.md was read earlier. Movement probably in docs. Let me search docs for move.
- 5m 08s
docs_searchquery="move(North)"result
docs/unlocks/expand_1.md: …n in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one square to the north. If you move over the edge of the farm the drone will be moved to the other side of the farm. The following example code will keep moving the … unlocks/lists: …ts to store lots of values. plants = …
- 5m 18s
docs_readpath="unlocks/operators"result
## Operators Arithmetic, comparison and logic operators. if not can_harvest() and (1 + 1 == 4 / 2): do_a_flip() ### Unlock Cost [Current cost: hay=150, wood=10] Game time: 5m 38s elapsed, 5h 54m 22s of budget remaining. - 5m 20s
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 38s elapsed, 5h 54m 22s of budget remaining. - 5m 38sthoughtNow with movement, write a program to harvest all 3 tiles and move. Grass regrows 0.5 s, so moving around 3 tiles is efficient. Program: while True: harvest() move(North) Actually to harvest continuously: each tile regrows in 0.5s. Cycle 3 tiles taking 200 ticks harvest + 200 move... With speed level 1 and code exec. Let's just do it and see hay/min. But at some point, we want carrots (needs till and plant). Unlocks: carrots costs wood 50 -> need trees -> wood 50 + carrot 70. Hmm. Wood comes from trees. But to get wood we need... bushes? Let's read plant docs and entities. Bush gives wood. Plant(Bush) needs seeds? Let me read plant tutorial.
- 5m 38s
docs_readpath="docs/unlocks/expand_1.md"result
# Expand 1 Your farm has grown! This space is not much use if you can't move the drone, so there is a new function `move()` that moves the drone. `move()` requires that you specify the direction in which you want the drone to move. There are four new constants for this: `North, East, South, West` For example, `move(North)` will move the drone one square to the north. If you move over the edge of…
- 5m 48s
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…
- 5m 58s
docs_readpath="functions/plant"result
plant(entity) Spends the cost of the specified entity and plants it under the drone. It fails if you can't afford the plant, the ground type is wrong or there's already a plant there. returns True if it succeeded, False otherwise. takes 200 ticks to execute if it succeeded, 1 tick otherwise. example: plant(Entities.Bush) Game time: 6m 8s elapsed, 5h 53m 52s of budget remaining.
- 5m 58s
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 docs/unlocks/expand_1.md Expand 1 unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/grass Grass unlocks/hats Hats unl…
- 6m 08sthoughtWith speed upgrade, we need can_harvest check. Bush gives wood. Let's read bush, wood, clear, can_harvest.
- 6m 08s
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 20s elapsed, 5h 53m 40s of budget remaining.
- 6m 18s
docs_readpath="items/wood"result
## Wood Obtained from bushes and trees. You have `0` For more related information see: [Plant](docs/unlocks/plant.md) Game time: 6m 28s elapsed, 5h 53m 32s of budget remaining.
- 6m 28s
docs_readpath="functions/clear"result
clear() Removes everything from the farm, moves the drone back to position (0,0) and changes the hat back to the straw hat. returns None takes 200 ticks to execute. example: clear() For more related information see: [Plant](docs/unlocks/plant.md) Game time: 6m 41s elapsed, 5h 53m 19s of budget remaining.
- 6m 38s
docs_readpath="docs/unlocks/plant.md"result
# Plant Grass is nice because it grows automatically. All other plants have to be planted with the `plant()` function. The only plant you can plant right now is a bush. You can pass the type of plant you want to plant to the function like this: `plant(Entities.Bush)` This will plant a bush under the drone. Call `clear()` to reset the farm to all grass and reset the drone position. It seems tha…
- 6m 48sthoughtPlan: use a mix of grass and bushes? Earlier phase: hay farm on 3 tiles to accumulate hay; bushes cost hay? plant(Entities.Bush) spends cost of entity. What is bush cost? Probably hay. Let me check by trying. Actually seeds cost? In this game, planting costs items. Bush cost likely hay=1? Hmm. Let's test in a program: plant bush on some tile. Actually the priority: unlock operators (150 hay + 10 wood) and senses (100 hay). Wood requires bushes. So plant bushes, harvest them for wood. Let's design program: while True: if can_harvest(): harvest(); else: plant(Entities.Bush) if empty... but need to know if entity present. Simpler: on 3 tiles, plant bush on all, wait ~4.8s, harvest. But grass gives hay continuously. Let me just run a bush-planting program to get wood. But planting bush may cost hay. Let's check cost by attempting. Write test program: plant(Entities.Bush) harvest() Run 5 s and observe inventory change. Actually better to write a program that plants bush and waits then harvests in loop. But first find cost. Let me use a test: plant(Entities.Bush) then wait? There's no wait function listed but maybe. Let me just run plant-bush and observe inventory.
- 6m 48s
write_programname="testbush" · evidenceresult
Saved testbush (1 lines). Game time: 6m 58s elapsed, 5h 53m 2s of budget remaining.
- 6m 58s
run_programname="testbush" seconds=10result
Ran testbush for 0s of game time; it finished. Inventory change: no change. Game time: 7m 8s elapsed, 5h 52m 52s of budget remaining. Output: (none)
- 7m 08sthoughtNo change, so planting bush is free? Or failed because grass already there (plant fails if there's already a plant). Yes, grass is present, so plant fails. Need to harvest/clear first. Let me check: harvest grass then plant bush. Program: harvest() plant(Entities.Bush) Run. Then observe tile after a few seconds.
- 7m 08s
write_programname="testbush" · evidenceresult
Saved testbush (2 lines). Game time: 7m 18s elapsed, 5h 52m 42s of budget remaining.
- 7m 18s
run_programname="testbush" seconds=10result
Ran testbush for 1s of game time; it finished. Inventory change: wood +1. Game time: 7m 29s elapsed, 5h 52m 31s of budget remaining. Output: (none)
- 7m 29sthoughtWait, wood +1 immediately? That means planting bush... no, actually the bush was planted and perhaps instantly harvestable? Hmm "wood +1" - the program finished in 1s. It harvested grass (hay?) but inventory change only showed wood +1, no hay? Odd. Maybe harvest of grass gave hay but change display only net? No, it would show hay +1. Hmm maybe there was a bush already from the earlier failed plant? Wait earlier plant(Bush) on grass failed. Then harvest() removed grass and plant succeeded, but wood+1 implies... maybe planting a bush gives wood? No. Actually maybe the previous test program planted a bush after all (grass may have been harvested by hay program already, since the hay program was running and harvested the tile the drone was on... but the drone was on y=0 only). The testbush drone starts at (0,0) where grass was harvested by running hay program? The hay program was running when I overwrote file; program may have continued. Then plant bush succeeded earlier (free) and no inventory change. Then this run: harvest removed the bush -> wood+1, then planted new bush. That fits perfectly. So bush plant is free. Bush grows 3.2-4.8s and drops wood. Now the strategy: grow bushes to get wood for operators and trees. Wood needed 10 for operators, 50 for trees, 50 for carrots via trees? Research carrots requires plant and cost wood 50. Actually carrots requires plant. Cost wood 50. Trees requires carrots and costs wood 50 + carrot 70. Watering costs wood 50 requires carrots. So need lots of wood. Let's make a farm program that harvests everything and replants bushes on all 3 tiles, checking can_harvest. But mixing: grow bushes to accumulate wood while also grass hay. Bushes take ~4s to grow vs grass 0.5s; grass gives 120 hay/min/tile. For wood, bushes give 1 wood per ~4s per tile = 45/min for 3 tiles. We need ~10 wood quickly for operators, then hay 150. Let's write a general harvest-all loop that harvests only if can_harvest, and moves. For now, keep grass on tiles (do nothing) to accumulate hay, and use one tile for bushes. Program "farm": while True: if can_harvest(): harvest() move(North) This harvests grass and any bushes; but doesn't replant bushes. Grass regrows on grassland automatically. So hay farm. For wood, program that plants bushes on all tiles: while True: for each tile... loops over directions not possible without for. Use: while True: if can_harvest(): harvest() else: plant(Entities.Bush) move(North) But if there's a growing grass (can't harvest) on grassland, plant bush would fail. Grass grows automatically so tile may have grass seedling. Hmm. Once we clear grass and plant bush, tile ground remains grassland. Bush grows. After harvest, grass may auto-grow on it? "Grass grows automatically on grassland" - yes, so competing. But after harvest bush, the tile is empty and grass may regrow. Then plant bush fails until we harvest grass. We could till soil to prevent grass? Till requires carrots unlock. Alternatively, use a loop: harvest() then plant(Bush) each pass, but if bush isn't ready, harvest destroys it? harvest returns false if not harvestable? "If you harvest an entity that can't be harvested, it will be destroyed." So harvest destroys immature bush! Bad. Better: use can_harvest. But for a tile with bush growing, can_harvest false -> then plant fails because bush present. So planting only when tile empty. Need get_entity_type from senses. Senses unlocks at hay 100. Let's get that: hay 100. We have hay 75 + ongoing. Let's run hay farm to accumulate. Actually simpler: just harvest grass continuously for hay; buy senses, operators, then use entity checks. Let me write a robust harvesting loop and run 2 minutes to build hay.
- 7m 29s
write_programname="farm" · evidenceresult
Saved farm (4 lines). Game time: 7m 39s elapsed, 5h 52m 21s of budget remaining.
- 7m 39s
run_programname="farm" seconds=90result
Ran farm for 1m 30s of game time; it is still running. Inventory change: hay +134, wood +1. Game time: 9m 19s elapsed, 5h 50m 41s of budget remaining. Output: (none)
- 9m 19sthoughtOnly 134 hay in 1.5 min with 3 tiles (vs 120/min with 1 tile before). Movement overhead: each iteration harvest + move = 400 ticks, and grass regrows. Hmm at speed 1, time per tick? 1 tile 120/min means 2 hay/sec. With 3 tiles only 1.5/sec. Because move cost. Maybe better to stay on one tile and harvest when can_harvest, i.e. no move: while True: if can_harvest(): harvest() That yields grass every 0.5s -> 2/sec => 120/min. With 3 tiles we could harvest each, but movement takes 200 ticks; possibly tick = 0.01s? Let's compute: harvest 200 ticks ; 40 harvests in 20s = 0.5s each -> 400 ticks/sec? Hmm 200 ticks = 0.5s -> 400 ticks/s. Move 200 ticks = 0.5s. So cycling 3 tiles: 3*(0.5+0.5)=3s, yielding 3 hay = 1/sec = 60/min. Worse! The 134/90s ~1.5/s because sometimes harvest fails but move cheaper? Anyway staying on one tile is best for pure hay: harvest cycle: harvest 0.5s + regrow 0.5s = 1s per hay => 60/min? But we got 120/min earlier because 40 harvests in 20s = 2/sec. That means grass regrow 0.5 and harvest 0.5? No, 2/sec means 0.5s per hay total. Possibly harvest 200 ticks = 0.25s? Unclear. Let me benchmark programs. Best to test a stationary harvest loop for 60s. Also note wood+1 from leftover bush. Let's write "haystay": while True: if can_harvest(): harvest() Run 60s. Compare.
- 9m 19s
write_programname="haystay" · evidenceresult
Saved haystay (3 lines). Game time: 9m 29s elapsed, 5h 50m 31s of budget remaining.
- 9m 29s
run_programname="haystay" seconds=60result
Ran haystay for 1m of game time; it is still running. Inventory change: hay +119. Game time: 10m 39s elapsed, 5h 49m 21s of budget remaining. Output: (none)
- 10m 39sthought~120 hay/min stationary. At y=0 currently. 3 tiles exist, but stationary uses 1. To use all tiles for hay, better plant bushes on other tiles or expand. But movement overhead means grass farming per tile less efficient with movement. Since grass regrows automatically, we can have a program that spends most time on one tile harvesting, occasionally moves... but simplest: one tile hay gives 120/min. Now we need wood. Bush: growth 3.2-4.8s, 1 wood. Per tile ~15/min. With 3 tiles ~45/min. But grass competes. We can dedicate tiles to bushes: after harvest bush, immediately plant bush before grass regrows? likely yes in same iteration. Algorithm per tile: if can_harvest(): harvest(); plant(Bush) # plant right after harvest move(North) But if harvest returns true when bush ready, then plant immediately. If grass regrew instead, harvest grass then plant bush - fine, we get hay. So actually this converts all tiles into bush farm, yielding wood ~45/min plus occasional hay. But we need hay for upgrades too. We already have hay ~75+134-? we spent 100 earlier. Current hay let's check observe. Actually inventory at last: after farm run hay 75? We started with 75 after upgrades, +134 -> 209, then +119 -> 328. Let's observe. We need: operators 150 hay+10 wood, senses 100 hay, functions 40 carrots (later), trees 50 wood+70 carrot, carrots 50 wood, watering 50 wood, grass upgrade 300 hay. So hay is plentiful now (328). Let's buy operators and senses. Need 10 wood; we have 1. Let's make bush farm for wood. Write "wood": while True: if can_harvest(): harvest() plant(Entities.Bush) move(North) But if the tile has immature bush, can_harvest false, no plant, move. If tile has grass immature, same. Once grass matures, harvest then plant bush. Good, eventually all bushes. Run for a couple minutes? Bush 4s growth; 3 tiles. Let's do 60s and see.
- 10m 39s
write_programname="wood" · evidenceresult
Saved wood (5 lines). Game time: 10m 49s elapsed, 5h 49m 11s of budget remaining.
- 10m 49s
run_programname="wood" seconds=120result
Ran wood for 2m of game time; it is still running. Inventory change: hay +7, wood +71. Game time: 12m 59s elapsed, 5h 47m 1s of budget remaining. Output: (none)
- 12m 59sthought71 wood in 2 min (35/min). Great. We have ~72 wood. Now buy operators (150 hay + 10 wood) and senses (100 hay). Also maybe expand more. Let's check hay count via observe.
- 12m 59s
observeresult
Game time: 13m 9s elapsed, 5h 46m 51s of budget remaining. Program: wood (running). Inventory: hay 405, wood 80. Farm 1x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush. y= 2 _Bu1 y= 1 _Bu2 y= 0 _Bu2* Recent output: (none)
- 13m 09sthoughtHay 405, wood 80. Buy operators and senses, maybe grass upgrade (300) later. Let's buy operators + senses now (250 hay +10 wood). Then unlock variables (35 carrot later), functions (40 carrot). Carrots need wood 50 and plant; we have wood. Research carrots cost wood 50, requires plant. Let's get carrots, trees as well? Trees require carrots level 0 + wood 50 + carrot 70. Carrots requires plant + wood 50. Carrot farming: till soil, plant carrots, harvest carrots. Need till function. Docs on carrots. Let me read unlock carrots, trees, watering. Priority: diversify - carrots, wood, hay. Then maybe pumpkins. Let's buy operators+senses+carrots (requires wood 50, and plant already), and maybe watering (wood 50). But keep wood for trees. Let's do operators, senses, carrots first. Note buying order matters: carrots available now (requires plant which we have). Let's buy.
- 13m 09s
buy_upgradeupgrades=["operators","senses","carrots"] · evidenceresult
Bought operators, now level 1. Paid hay 150, wood 10. Its tutorial is docs page docs/scripting/operators.md. Bought senses, now level 1. Paid hay 100. Its tutorial is docs page docs/unlocks/senses.md. Bought carrots, now level 1. Paid wood 50. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 13m 19s elapsed, 5h 46m 41s of budget remaining.
- 13m 19s
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…
- 13m 21s
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: 13m 39s elapsed, 5h 46m 21s of budget remaining.
- 13m 39s
docs_readpath="unlocks/trees"result
## Trees Unlocks trees. plant(Entities.Trees) ### Unlock Cost [Current cost: wood=50, carrot=70] Game time: 13m 51s elapsed, 5h 46m 9s of budget remaining.
- 13m 39s
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: 13m 51s elapsed, 5h 46m 9s of budget remaining.
- 13m 51sthoughtNow carrot cost: read objects/carrot and functions/till. Also check current ground is grassland; till to soil. Carrots need wood+hay per plant. Let's read object carrot.
- 13m 51s
docs_readpath="objects/carrot"result
## Carrot Carrots! Base growth time between 4.8 and 7.2 seconds. Can grow on soil. ### Plant Cost [Current cost: hay=1, wood=1] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 14m 22s elapsed, 5h 45m 38s of budget remaining.
- 13m 51s
docs_readpath="functions/till"result
till() Tills the ground under the drone into Grounds.Soil. If it's already soil it will change the ground back to Grounds.Grassland. returns None takes 200 ticks to execute. example: till() For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 14m 22s elapsed, 5h 45m 38s of budget remaining.
- 13m 51s
docs_readpath="objects/soil"result
## Soil Calling till() turns the ground into soil. Calling till() again changes it back to grassland. Game time: 14m 22s elapsed, 5h 45m 38s of budget remaining.
- 14m 22sthoughtCarrots grow 4.8-7.2s, plant cost hay=1 wood=1. Yield? Probably 1 carrot (or more with upgrade). Need carrots for variables (35), functions (40), trees (70), lists (500), sunflowers (500), etc. Now the goal: maximize total amount of each resource produced. Variety counts. So we want to produce hay, wood, carrot, pumpkin, cactus, gold/weird substance etc. But within 6h budget (~5h45 remaining). Let's be strategic. Big unlocks path: - variables (35 carrot) -> functions (40 carrot) -> import (80 carrot) / utilities (pumpkin 1000) - trees (wood 50 + carrot 70) -> pumpkins (wood 500 + carrot 200) - watering (wood 50) -> sunflowers (carrot 500) / fertilizer (wood 500) - lists (carrot 500), dictionaries (pumpkin 2500), costs (pumpkin 2500) - cactus (pumpkin 5000), dinosaurs (cactus 2000), mazes (weird_substance 1000), megafarm (gold 2000) The biggest diversity gain likely: hay, wood, carrots, pumpkins, cactus, gold (from maze), bones (dinosaurs). But time-limited. Let's first get carrots and build farm automation. Current farm 1x3, all bushes growing. Need to expand to more tiles for multiple plant types. Expand cost increases. Let me check research to see expand cost at level 1. Actually research list showed expand "cost hay 30" at level 0. After level 1, cost likely hay 60? Let's check research. Also we could expand using hay which is cheap. More tiles = more parallel production. Each expand level changes dimensions. Let's see. Let me check research now and num_unlocked function.
- 14m 02s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots docs/unlocks/carrots.md Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand docs/unlocks/expand_1.md Expand 1 unlocks/fertilizer Fertilizer unlocks/functions Functions unlocks/gr…
- 14m 22s
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 32sthoughtExpand level1->2 costs wood 20, gives 3x3. Great. Speed level1->2 costs wood 20, 150%->225%. Both cheap in wood. We have wood ~20? After buys: 80-50 carrots = 30. Let's buy expand (20 wood) -> 3x3 and speed (20 wood)? Only 30 wood. Expand first clears farm. Then we can farm 9 tiles. Actually speed increases code/drone speed, helpful. Let's buy expand now (need 20 wood), then rebuild. Then speed later. Wait current wood after purchases: 80 - 50 = 30. Expand costs 20 -> 10 left. Then speed needs 20. Let's do expand.
- 14m 32s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 14m 42s elapsed, 5h 45m 18s of budget remaining.
- 14m 42s
observeresult
Game time: 14m 52s elapsed, 5h 45m 8s of budget remaining. Program: wood (running). Inventory: hay 158, wood 59. Farm 3x3. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Bu=bush, Gr=grass. y= 2 _Bu2* _Gr3 _Gr3 y= 1 _Bu2 _Gr3 _Gr3 y= 0 _Bu2 _Gr3 _Gr3 Recent output: (n…
- 14m 52sthoughtInteresting hay went from 405 to 158? Wait expand "clears the farm" - maybe clears inventory? No, inventory changed: hay 158, wood 59. Hmm we had hay 405. Perhaps the wood program was running and consuming hay to plant bushes? Plant bush cost? Earlier plant bush seemed free/no change. Hmm maybe planting bush costs hay 1? Let me check objects/bush again... no cost listed. Hmm hay dropped 247. Odd. Maybe expand cost hay too? It said cost wood 20. Hmm research after buying might show. Whatever. Wait wood was 30 after carrots, then expand -20 = 10. But now wood 59. So the wood program kept running and produced wood. Hay 158 - maybe the display earlier 405 was before purchases: operators -150 hay => 255, senses -100 => 155. Yes! That explains hay 158. Good. So current: hay 158, wood 59, program wood running on new 3x3 farm. Now 9 tiles. Now let's think strategy. We need carrots. We need to till soil for carrots (till once changes ground to soil; grassland for bush/grass). Let's dedicate some tiles. But first, better to unlock speed level 2 (wood 20) since wood 59. Also variables needs 35 carrots. Let's set up carrot production. Carrot program for a subset of tiles (e.g., one row of 3): For each tile: if can_harvest(): harvest() ; if get_ground_type != Grounds.Soil: till(); plant(Carrot) then move. But we also want grass/bush on remaining tiles. Let's build a comprehensive program using position to decide plant type. Since we have get_pos_x, get_pos_y, we can do rows: - row y=0 (south): carrots (soil) - row y=1: bushes (wood) - row y=2: grass (hay) - but grass auto grows; just harvest. Simpler program "multifarm": while True: for each row... no for loop without lists. We have while with conditions. We can write nested loops with movement. E.g.: while True: # carrots row 0 ... This gets complex. Let's use functions later. Without functions, we can write explicit loops per direction. Approach: Use a loop that sweeps the whole farm and decides based on y coordinate and entity. Using while True: move East, wrap handles rows automatically? Moving East 3 times wraps back to same row and doesn't change y. Need to move North to change row. Use a serpentine or simply: - loop N times moving North each with harvest. But decision per tile based on get_pos_y. Let me write: while True: y = get_pos_y() if y == 0: # carrot tile if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if can_harvest(): harvest() if y == 1: plant(Entities.Bush) move(North) Wait entities on soil vs grassland. Carrot needs soil. If tile currently grassland with bush, harvest, till (but can't till if entity present? till changes ground under plant? Possibly need empty). Actually till probably only works on empty ground. After harvest, empty. Then till, plant carrot. For y>=1 (grassland) keep grass/bush. Planting bush on grassland after harvest. Concern: when can_harvest() is false for a mature grass? no. Also can_harvest returns true for any harvestable. If carrot immature, false, then get_ground_type is Soil, get_entity_type Carrot => no action. Good. But for y==0 if there's an immature grass (from before till), can_harvest false, get_ground_type grassland -> till (does till work on growing plant? maybe). Then plant carrot. Let me write this and test 60s. Also want to unlock speed2 and variables. Actually variables requires 35 carrots, functions 40, trees 70 + wood 50, pumpkins. Carrot yield per plant maybe 1. 4.8-7.2s per 3 tiles => ~30/min with 3 tiles. Need 145 carrots for variables+functions+trees. About 5 min. Fine. Let me write multifarm and run.
- 14m 52s
write_programname="multifarm" · evidenceresult
Saved multifarm (15 lines). Game time: 15m 2s elapsed, 5h 44m 58s of budget remaining.
- 15m 02s
run_programname="multifarm" seconds=90result
Ran multifarm for 0s of game time; it stopped with an error: Unlocks.Variables must be unlocked before this can be used. Inventory change: no change. Game time: 15m 12s elapsed, 5h 44m 48s of budget remaining. Output: Error: Unlocks.Variables must be unlocked before this can be used. In: y = get_pos_y() ^^ -------------------------------------------------------------------- - 15m 12sthoughtVariables locked; can't assign. But we can call get_pos_y() repeatedly inline. Write without variables. while True: if get_pos_y() == 0: if can_harvest(): harvest() if get_ground_type() != Grounds.Soil: till() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if can_harvest(): harvest() if get_pos_y() == 1: plant(Entities.Bush) move(North) Run.
- 15m 12s
write_programname="multifarm" · evidenceresult
Saved multifarm (14 lines). Game time: 15m 22s elapsed, 5h 44m 38s of budget remaining.
- 15m 22s
run_programname="multifarm" seconds=90result
Ran multifarm for 1m 30s of game time; it is still running. Inventory change: carrot +19, hay +47, wood +27. Game time: 17m 2s elapsed, 5h 42m 58s of budget remaining. Output: (none)
- 17m 02sthoughtProduces all three. 19 carrots/90s = ~12.7/min (row of 3 carrots takes 4.8-7.2s plus harvest ~? plus cycle 9 moves). Not great but okay. Note only 3 carrot tiles. Could expand later. Now let's unlock speed 2 (wood 20), variables (35 carrot), functions (40 carrot). We have 19 carrots. Keep running to accumulate. Let's buy speed now with wood (we have ~86 wood). Speed boosts 225%. Then continue. Actually let me think about long-term optimum. With 6h, we should aim for high-value resources/upgrades. Key multiplicative boosts: grass level 10, carrots level 10, trees, pumpkins, cactus. And megafarm drones for parallelism. Maybe the best strategy is to expand farm and run efficient programs. But time budget is total 6h; we have ~5h43. That's a lot. Let's build up. Let me buy speed now (wood 20), and continue multifarm until carrots 35 -> variables, then 40 -> functions. Actually buying speed increases execution speed which speeds everything. Do it. Also consider buying grass upgrade for hay (300 hay) later. Let me buy speed.
- 17m 02s
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 2. Paid wood 20. Its tutorial is docs page docs/unlocks/speed.md. Game time: 17m 12s elapsed, 5h 42m 48s of budget remaining.
- 17m 12s
waitseconds=120 until_resources={"carrot":40}result
Waited 1m 6s (carrot reached 40). Program: multifarm running. Inventory change: carrot +18, hay +67, wood +25. Game time: 18m 27s elapsed, 5h 41m 33s of budget remaining.
- 18m 27sthoughtCarrots 40. Buy variables (35) and then functions needs 40. Buy variables now. Then wait for 40 more? Let's buy variables first.
- 18m 27s
buy_upgradeupgrades=["variables"] · evidenceresult
Bought variables, now level 1. Paid carrot 35. Its tutorial is docs page docs/scripting/variables.md. Game time: 18m 37s elapsed, 5h 41m 23s of budget remaining.
- 18m 37sthoughtNow with variables, we can write better programs. Next: functions (40 carrot). Wait until 40 carrots. Then trees (wood 50 + carrot 70). Let's wait for carrot 40.
- 18m 37s
waitseconds=180 until_resources={"carrot":40}result
Waited 1m 23s (carrot reached 40). Program: multifarm running. Inventory change: carrot +32, hay +90, wood +26. Game time: 20m 10s elapsed, 5h 39m 50s of budget remaining.
- 20m 10sthoughtWait, only +32 carrot but reached 40? We had 5 left after buying variables; +32 => 37. Hmm maybe it stopped at 40 including different. Whatever. Buy functions (40 carrot). Then read functions doc. Then plan trees.
- 20m 10s
buy_upgradeupgrades=["functions"] · evidenceresult
Bought functions, now level 1. Paid carrot 40. Its tutorial is docs page docs/scripting/functions.md. Game time: 20m 20s elapsed, 5h 39m 40s of budget remaining.
- 20m 20s
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…
- 20m 30s
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…
- 20m 30s
docs_readpath="unlocks/pumpkins"result
## Pumpkins Pumpkins! plant(Entities.Pumpkin) ### Unlock Cost [Current cost: wood=500, carrot=200] Game time: 20m 40s elapsed, 5h 39m 20s of budget remaining.
- 20m 40s
docs_readpath="unlocks/lists"result
## 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] Game time: 20m 50s elapsed, 5h 39m 10s of budget remaining. - 20m 50sthoughtNow with functions and variables (and for loops? Did we unlock for? variables doc mentions for in range, so maybe for loops available with variables? The unlock "lists" is separate. Let's assume for works). Now let's design a much better farm program. Expand to more tiles as we can. Current resources: let's observe. Then unlock trees (wood 50 + carrot 70). Trees give wood, likely large. Let's read tree object once unlocked. Need 70 carrots. Let's check inventory now.
- 20m 50s
observeresult
Game time: 21m elapsed, 5h 39m of budget remaining. Program: multifarm (running). Inventory: hay 465, wood 183, carrot 11. 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, Ca=carrot. y= 2 _Gr3 _Gr3 _Gr3 y= 1 _Gr1* _Gr3 _Gr3 y= 0 #Ca2 _Gr3 _Gr3 Recen…
- 21m 00sthoughtInteresting: row y=1 has grass now, not bushes. Because after harvest, plant bush may fail sometimes? Actually y=1 should plant bush. But the observe shows grass growing on y=1 (Gr1) - maybe after harvest, the tile is empty and grass regrows before plant? Plant bush should succeed immediately. Hmm, maybe harvest happened and plant failed because can_harvest returns true for grass, then plant bush... should work. But grass regrows instantly? Possibly grass auto-regrows on grassland after harvest, immediately occupying. That means plant(Bush) fails often. Yet wood still accumulates. Actually earlier we got 183 wood, so bushes do grow. Wait y=1 now grass means bush was harvested and bush plant failed. Maybe because plant requires empty and grass regrew same tick? In earlier wood program (no till), we got bushes fine. Difference: this program only plants bush when y==1, and grass rows at y=2 keep grass. Hmm. Maybe can_harvest() on a bush and then harvest removes it, then plant bush - the tile had grass underneath? No. Whatever, wood 183 accumulated. Now, note carrot row is only 1 tile? Observe shows y=0: #Ca2, _Gr3, _Gr3. So tile x=0 is soil with carrot, x=1,2 grassland grass. Why? Because the program cycles N through y, so it visits every (x,y) since x fixed at 0! Of course, the drone never moves East, so only x=0 column gets worked! The 3x3 farm is only using 3 tiles. That explains low yields. Need to sweep 2D. Let's write a proper program that traverses all tiles. Plan: serpentine: use for loop? We have for? Let's test. Actually variables unlock says for i in range. Let's use while loops for safety. Algorithm: while True: # do all 9 tiles for ... Simplest: nested while with counters (variables now allowed). def tend(): if get_pos_y() == 0: # carrot ... else: ... while True: i = 0 while i < 9: tend() move(East) if get_pos_x() == 0: move(North) i += 1 Wait moving East wraps after 3 to x=0, then move North. This traverses row by row: 3 E moves returns to x=0, then N. So after 9 iterations we've covered all tiles and returned to start. Good. But each row starts at x=0 and goes E. Implement tend based on y: y=0 carrot, y=1 bush (wood), y=2 grass (hay). Actually for hay, grass auto grows; just harvest if can. For wood, plant bush after harvest. But need bushes to persist; grass regrowth problem. Could till soil for bushes? Bushes grow on soil or grassland. On soil, grass won't auto-grow! Good idea: till y=1 row to soil, then plant bushes there; grass can't invade. Similarly y=0 carrots on soil. y=2 grass on grassland. But tilling y=1 to soil: till toggles. Once soil, plant(bush) on empty soil works. Since grass won't grow on soil, no competition. So: row 0: carrots (soil) row 1: bushes (soil) row 2: grass (grassland) tend(): y=get_pos_y() if y==2: if can_harvest(): harvest() else: # ensure soil if get_ground_type() != Grounds.Soil: # need empty to till? if entity present, harvest/destroy if can_harvest(): harvest() till() if can_harvest(): harvest() if y==0: if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) Careful: if tile has growing bush (can_harvest false, entity Bush) on soil, do nothing. If empty soil -> get_entity_type likely Entities.None? Need constant name. Let's check get_entity_type doc. Actually condition: after harvest of mature bush, tile empty -> plant bush. Using get_entity_type() != Entities.Bush works. For carrots: entity Carrot while growing; after harvest empty -> plant carrot. But there's a subtlety: till changes ground and destroys? Possibly till only when empty. We ensure harvest first (if can_harvest). If there's an immature grass, can_harvest false and ground grassland; till might destroy the grass? Probably fine. Let me check get_entity_type doc and Entities.None.
- 21m 00s
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: 21m 10s elapsed, 5h 38m 50s of budget remaining. - 21m 10s
docs_readpath="functions/get_ground_type"result
get_ground_type() Find out what kind of ground is under the drone. returns the type of the ground under the drone. takes 1 tick to execute. example: if get_ground_type() != Grounds.Soil: till() For more related information see: [Senses](docs/unlocks/senses.md) Game time: 21m 21s elapsed, 5h 38m 39s of budget remaining. - 21m 20s
docs_readpath="functions/num_items"result
num_items(item) Find out how much of item you currently have. returns the number of item currently in your inventory. takes 1 tick to execute. example: if num_items(Items.Fertilizer) > 0: use_item(Items.Fertilizer) For more related information see: [Senses](docs/unlocks/senses.md) Game time: 21m 30s elapsed, 5h 38m 30s of budget remaining. - 21m 30s
docs_readpath="unlocks/grass"result
## Grass Increases the yield of grass. 100% => 200% ### Unlock Cost [Current cost: hay=300] Game time: 21m 40s elapsed, 5h 38m 20s of budget remaining.
- 21m 40sthoughtRead trees unlock doc for cost; we can buy trees (wood50+carrot70) once we have 70 carrots. Currently 11. Let's first improve farm to use all 9 tiles, then accumulate. Write tilewise program: def tend(): if get_pos_y() == 2: if can_harvest(): harvest() else: if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_pos_y() == 0: if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) def sweep(): i = 0 while i < 9: tend() move(East) if get_pos_x() == 0: move(North) i += 1 while True: sweep() Note after 9 steps, returns to start (x=0,y=0). But each iteration if x wraps to 0 we move North. After the 3rd of each row, x=0 and y increments. Good. Starting at (0,0), after 9: 3 rows * (3 E + 1 N) - wait we move North after every 3 East, including the last row, so after 9 steps we did 9 E and 3 N = 9; y back to 0. Actually wrap North from y=2 -> y=0. Good. Concern: moving North after x==0 includes after row y=2 -> back to y=0. Fine. Now planting carrots costs hay1+wood1 each. We have plenty. Let's implement and test ~120s. Before that, note till toggles: on row1 soil persists (we never till again since already soil). Good. One issue: harvesting carrot yields 1 carrot and replanting costs 1 hay + 1 wood. Net gain 1 carrot, net loss hay/wood. We have lots. Let's write.
- 21m 40s
write_programname="multifarm" · evidenceresult
Stop the program before editing it.
- 21m 50s
stop_programresult
Program stopped. Game time: 22m elapsed, 5h 38m of budget remaining.
- 22m 00s
write_programname="multifarm" · evidenceresult
Saved multifarm (29 lines). Game time: 22m 10s elapsed, 5h 37m 50s of budget remaining.
- 22m 10s
run_programname="multifarm" seconds=120result
Ran multifarm for 2m of game time; it is still running. Inventory change: carrot +64, hay +126, wood +83. Game time: 24m 20s elapsed, 5h 35m 40s of budget remaining. Output: (none)
- 24m 20sthoughtMuch better: 64 carrots, 126 hay, 83 wood in 2 min. Now carrots ~75, wood ~266. Buy trees (wood 50 + carrot 70). Let's do it. Then read tree doc. Also maybe expand again (cost?). Check research after buying trees. Buy trees.
- 24m 20s
buy_upgradeupgrades=["trees"] · evidenceresult
Bought trees, now level 1. Paid wood 50, carrot 70. Its tutorial is docs page docs/unlocks/trees.md. Game time: 24m 30s elapsed, 5h 35m 30s of budget remaining.
- 24m 30s
docs_readpath="docs/unlocks/trees.md"result
# Trees [Trees](objects/tree) are a better way to get wood than bushes. They give 5 wood each. Like bushes, they can be planted on grass or soil. Trees like to have some space and planting them right next to each other will slow down their growth. The growing time is doubled for each tree that is on a tile directly to the north, east, west or south of it. So if you plant trees on every tile, they…
- 24m 40s
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: 25m 1s elapsed, 5h 34m 59s of budget remaining.
- 24m 50s
docs_readpath="items/wood"result
## Wood Obtained from bushes and trees. You have `254` For more related information see: [Plant](docs/unlocks/plant.md) Game time: 25m 1s elapsed, 5h 34m 59s of budget remaining.
- 24m 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 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots. 100% =…
- 25m 01sthoughtTrees give 5 wood each, growth 5.6-8.4s but slower if adjacent. On a 3x3 with checkerboard pattern, trees not adjacent. But our current layout is rows: carrot row (soil), bush row, grass row. Could replace bushes with trees in a checkerboard. More important: diversify. Get pumpkins next (wood 500 + carrot 200). Pumpkin doc? Need to unlock. Also cactus (pumpkin 5000) later. Let me plan a strategic roadmap: 1. Expand farm to 4x4, 5x5... more tiles. Expand costs wood+carrot increasing. 2. Get pumpkins (500 wood + 200 carrot) - need to accumulate. 3. Get watering (50 wood) to speed growth, sunflowers (carrot 500), fertilizer (wood 500). 4. Get cactus (pumpkin 5000) -> dinosaurs (cactus 2000) -> bones. 5. Get mazes (weird_substance 1000, needs fertilizer) -> megafarm (gold 2000) -> more drones. 6. Lists (carrot 500) for easier code, dictionaries (pumpkin 2500), costs, auto_unlock. Given ~5h34 remaining, we can do a lot. The final score counts total produced of each resource. Variety includes hay, wood, carrot, pumpkin, cactus, gold, bone, weird_substance? Let's aim for many. But first, improvements: Trees give 5 wood vs bush 1. Use trees in checkerboard. On grassland, tree growth slowed by adjacency. If we plant trees on alternating tiles, no adjacency, growth normal. Our farm 3x3. Let's design: - y=0: carrots (soil) - y=1: trees (soil) on x=0,2; grass on x=1? Trees adjacent only if next to tree; x=0 and x=2 not adjacent (x=1 between), so both normal. But y=1 x=0 tree is adjacent to y=0 x=0 carrot (fine) and y=2 x=0 grass (fine). - y=2: grass. So 2 trees + carrots + grass. Trees give 5 wood per 7s = ~43/min each; 2 trees ~85/min vs bush row 3 * 1/4s=45/min. Better. But maybe better to dedicate more to wood early since pumpkins need 500 wood. Alternatively accumulate wood with bushes row (3 tiles) ~45/min and trees later. Let me modify y=1: if x is even -> tree, else bush (or grass). Actually alternate tree and bush; tree at x=0,2 not adjacent to each other (distance 2) so no penalty. Bush at x=1 between them, not tree so no penalty. Implement: y==1: if get_pos_x() != 1: plant Tree else plant Bush (or leave grass). Let's plan trees at x=0,2. Hmm but our sweep moves East and we know x. Let's also consider expanding to 4x4 soon: cost wood30+carrot20. Cheap. More tiles. Then 5x5 cost? Let's estimate expand costs escalate. We'll expand when affordable. Expanding clears farm, so do it when convenient. Actually expanding now to 4x4 is cheap and gives more space; clearing farm loses crops but negligible. Let's do expand to 4x4 (wood 30 + carrot 20) after we have carrot ~current. We have carrot: after buying trees, maybe 10. Let's accumulate a little. Also buy speed level 3 (wood50+carrot50). Helpful. Let me first update program for trees and run 2 min, then evaluate. Program tend for y==1 with tree/bush alternating by x parity. Use `if get_pos_x() % 2 == 0`. Let me write.
- 25m 01s
stop_programresult
Program stopped. Game time: 25m 11s elapsed, 5h 34m 49s of budget remaining.
- 25m 11s
write_programname="multifarm" · evidenceresult
Saved multifarm (33 lines). Game time: 25m 21s elapsed, 5h 34m 39s of budget remaining.
- 25m 21s
run_programname="multifarm" seconds=150result
Ran multifarm for 2m 30s of game time; it is still running. Inventory change: carrot +93, hay +133, wood +364. Game time: 28m 1s elapsed, 5h 31m 59s of budget remaining. Output: (none)
- 28m 01sthoughtExcellent: 364 wood in 2.5 min (~145/min), 93 carrots, 133 hay. Trees are working well. Now buy expand to 4x4 (wood30+carrot20), speed3 (wood50+carrot50). Do both: total wood 80, carrot 70. We have ~364 wood, ~93+ carrots (~103). Buy expand + speed. Then adapt program for 4x4 (sweep 16 tiles, rows 4). Layout: y=0 carrots, y=1 trees/bush, y=2 grass, y=3 grass? Or duplicate patterns for more resources. With 4 rows: y=0 carrots, y=1 trees alternating bush, y=2 grass, y=3 grass? Maybe y=3 also grass or another crop later. For now: y==0 carrot; y==1 trees/bush; else grass. Write generic sweep that uses world size? No get world size function maybe. Hardcode 16. After expand, farm cleared (grounds revert, drone reset). Program will tend. Let's buy.
- 28m 01s
buy_upgradeupgrades=["expand","speed"] · evidenceresult
Bought expand, now level 3. Paid wood 30, carrot 20. Its tutorial is docs page docs/unlocks/expand_1.md. Bought speed, now level 3. Paid wood 50, carrot 50. Its tutorial is docs page docs/unlocks/speed.md. Game time: 28m 11s elapsed, 5h 31m 49s of budget remaining.
- 28m 11sthoughtNow 4x4. Update program. Let me observe to confirm but likely 4x4. Let me write program with sweep 16 and y==3 grass. Also I want to consider using y==2 and y==3 for other crops later. For now grass. Actually, with 4x4, a better layout for wood: two rows of trees? But trees adjacent penalty. Checkerboard would be ideal over large area but mixing crops. Let's do: y=0 carrots (4 tiles) y=1 trees at x even, bushes at x odd (trees at x0,2) y=2 grass y=3 grass Later when pumpkin unlocked, dedicate rows. Write.
- 28m 11s
write_programname="multifarm" · evidenceresult
Stop the program before editing it.
- 28m 21s
stop_programresult
Program stopped. Game time: 28m 31s elapsed, 5h 31m 29s of budget remaining.
- 28m 31s
write_programname="multifarm" · evidenceresult
Saved multifarm (33 lines). Game time: 28m 41s elapsed, 5h 31m 19s of budget remaining.
- 28m 41s
run_programname="multifarm" seconds=180result
Ran multifarm for 3m of game time; it is still running. Inventory change: carrot +110, hay +167, wood +448. Game time: 31m 51s elapsed, 5h 28m 9s of budget remaining. Output: (none)
- 31m 51sthoughtGood: 448 wood, 110 carrot, 167 hay in 3 min. Now wood ~700, carrot ~140. Next: pumpkins requires wood 500 + carrot 200. We have wood 700, carrot maybe 143. Need 200 carrot. Wait for 200. Meanwhile buy watering (wood 50) and grass upgrade (hay 300), trees upgrade (hay 300)? Grass upgrade doubles grass yield - good for hay. Trees upgrade doubles bush/tree yield - great. We have hay ~300? Let's check. hay was 465 then +... Actually many purchases. Let's observe.
- 31m 51s
observeresult
Game time: 32m 1s elapsed, 5h 27m 59s of budget remaining. Program: multifarm (running). Inventory: hay 1045, wood 1065, carrot 201. Farm 4x4. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Tr=tree, Bu=bush, Ca=carrot. y= 3 #--* #-- #-- #-- y= 2 _Gr3 _Gr3 …
- 32m 01sthoughtWait y=3 shows soil with no entities (#--)? Why are y>=2 harvested but not grass? Because after harvest, grass regrows on grassland only; y=3 ground became soil? Hmm y=3 shows # soil. Why? Our tend only tills for y<2. But expand cleared farm... maybe expand made all tiles soil? Then y=2 row shows _Gr3 (grassland) though. Confusing: y=2 is grassland with grass, y=3 is soil empty. Possibly the earlier 3x3 had y=2 grassland. After expand to 4x4, new row y=3 is soil (new land starts as soil). So on y=3 nothing grows (grass only grows on grassland). We should till y=3 back to grassland (till toggles soil->grassland) then grass grows. Or plant bushes/trees on soil there. Better: use y=3 for another productive crop: trees/bushes on soil. But adjacency penalty for trees across rows: y=3 tree at x=0 adjacent (north) to y=2 grass, fine. y=1 trees adjacent (north) to y=2 grass (fine), south to carrots (fine). So tree rows y=1 and y=3 don't touch. We could make y=3 trees/bush too, doubling wood. But maybe better dedicate to pumpkins later (need soil! pumpkins grow on... let's check). Pumpkins likely grow on soil. y=3 is already soil - perfect for pumpkins later. For now, till y=3 to grassland for grass hay, or plant trees on soil. Given pumpkins soon, keep y=3 as soil fallback. Plan next: buy pumpkins (wood500+carrot200) now. Also buy watering (wood50), grass upgrade (hay300), trees upgrade (hay300). We have hay1045, wood1065, carrot201. Buy pumpkins, watering, grass, trees (grass & trees upgrades both hay300 = 600 hay). Total hay600, wood550, carrot200. Leaves hay~445, wood~515, carrot~1. Actually watering requires carrots unlocked (yes). Let's buy in order: watering, pumpkins, trees upgrade, grass upgrade. Note pumpkins requires trees (owned). Let's do that.
- 32m 01s
buy_upgradeupgrades=["watering","pumpkins","trees","grass"] · evidenceresult
Bought watering, now level 1. Paid wood 50. 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/pumpkins.md. Bought trees, now level 2. Paid hay 300. Its tutorial is docs page docs/unlocks/trees.md. Bought grass, now level 2. Paid hay 300. Game time: 32m 11s elapsed, 5h 27m 49s of budget remaining.
- 32m 11sthoughtNow trees yield doubled (bushes and trees 200%?). Grass doubled. Read pumpkin docs and watering, and object pumpkin.
- 32m 11s
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…
- 32m 21s
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: 32m 41s elapsed, 5h 27m 19s of budget remaining.
- 32m 31s
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…
- 32m 31s
docs_readpath="items/water"result
## Water Used to water the ground by calling use_item(Items.Water). You have `4` For more related information see: [Watering](docs/unlocks/watering.md) Game time: 32m 51s elapsed, 5h 27m 9s of budget remaining.
- 32m 51sthoughtPumpkins: plant cost carrot 1, grow on soil, giant pumpkins when square fully grown. n*n*n yield. Great for carrot->pumpkin conversion. We have 1 carrot now though. Need carrots. Now revise farm layout. Current 4x4. For pumpkins, ideally grow a 2x2 or larger square. Our carrot row is y=0 (4 tiles) - a 1x4 strip can't form square. Need 2x2 block. Let's design 4x4 as: - top-left 2x2 (x0-1, y2-3): pumpkins (soil) - rest carrots/trees/grass. Hmm complexity. Alternatively expand to larger farm (5x5) to have a 2x2 or 3x3 pumpkin block plus other crops. Given the goal of diversity and total production, maybe best long-term: expand to bigger farm (e.g., 6x6+), use large areas for each crop. Let's think about expand costs. Level3->4 cost wood30+carrot20 (we saw). Now level 3 gives 4x4. Next likely level4 cost wood 40 + carrot 30? Increasing. Cheap. Let's expand several times. Each expand clears farm but that's fine. Actually expand levels: 1: 1x3, 2: 3x3, 3: 4x4, ... up to 9. Probably goes 1x3,3x3,4x4,5x5,6x6,7x7,8x8,9x9,10x10? Let me check research after buying maybe shows next. Let's get current expand cost. Let me check research quickly for expand and watering, pumpkins levels, sunflowers, fertilizer.
- 32m 51s
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 0/6; cost pumpkin 5000; available, not affordable ## Cactus Cactus! plant(Entities.Cactus) carrots (Carrots) level 1/10; cost wood 250; can buy now; tutorial docs/unlocks/carrots.md ## Carrots Increases the yield and cost of carrots…
- 33m 01sthoughtExpand 3->4 costs wood100 + carrot50, gives 6x6. Worth it. Let's accumulate and expand to 6x6, then design layout with pumpkin square. Costs: grass higher levels cost wood (interesting). Carrots upgrade cost wood250. Trees upgrade cost hay1200. Let me prioritize: 1. Expand to 6x6 (wood100+carrot50) 2. Build pumpkin 3x3 (needs 9 carrots cost, yields 27 pumpkins if all survive) 3. Cactus needs pumpkin 5000 - that's a lot of pumpkins. 3x3 yields 27 per cycle. 5000/27 ≈ 185 cycles... too slow? Hmm 6x6 pumpkin yields 216 per cycle (n*n*6 for n>=6). Bigger farm better. Actually for n=6, 216 pumpkins. Reaching 5000 requires ~23 cycles. Each cycle growth 0.2-3.8s plus watering. Feasible. But to get cactus we need 5000 pumpkins. Then dinosaurs need 2000 cactus. Then bones. That's the deep path for variety. Alternatively mazes require fertilizer (wood500), weird_substance 1000. Mazes give gold? Let's read mazes doc later. Let's first expand to 6x6 and improve production with a clean design. Design 6x6 (x0-5, y0-5): - Pumpkin block 3x3: x0-2, y0-2 (soil) - Carrots: x3-5, y0-2? or row - Trees/bushes: y3-5 area - Grass: some tiles But carrots needed to plant pumpkins (1 carrot each) and upgrade costs. Let's allocate: - carrots: 6 tiles - pumpkins: 9 tiles (3x3) - trees: checkerboard in remaining area - grass: a few Actually to get giant pumpkins, all 9 pumpkin tiles must be fully grown simultaneously. Our sweep tends each tile and plants when empty. Watering speeds growth. Should work. Potential issue: harvesting a giant pumpkin yields 27 pumpkins and removes all 9. Then each is replanted. Good. Let's design program with explicit regions by (x,y): - if x<=2 and y<=2: pumpkin - elif y<=1 and x>=3: carrot (x3-5,y0-1 = 6 tiles) - elif y>=3: tree/bush checkerboard - else (y==2, x>=3): grass Actually carrots need soil; pumpkins need soil; trees can be on soil. Grass on grassland. Simplify: Region A pumpkins: x<3 and y<3 Region B carrots: x>=3 and y<2 Region C grass: x>=3 and y==2 Region D trees: y>=3 (all) with checkerboard tree/bush 6x6. All A,B,D on soil; C grassland. For till: ensure soil for pumpkin/carrot/tree regions. For grass region ensure grassland. Tree adjacency: y=3 row trees: if checkerboard with bushes, trees at x even (0,2,4), bushes at x odd. But x=0,2 are adjacent? x0 and x2 not adjacent (x1 between). Good. However y=3 trees sit directly north of y=2 tiles: for x0-2 that's pumpkins (fine); x3-5 grass (fine). y=4 same checkerboard pattern with trees at even x, but adjacent north/south to y=3 trees at same x! Tree at (0,3) and (0,4) are adjacent -> growth penalty x2 each. So offset checkerboard by row: trees where (x+y)%2==0. Then no two trees adjacent. Bushes on the rest. That works across all tree region. So region D: if (x+y)%2==0 plant Tree else plant Bush. This gives 9 trees and 9 bushes in 6x3 region (18 tiles). Trees 9*5 wood=45 per cycle (~7s) => ~385/min, bushes 9*1 per 4s => 135/min. Total ~520/min wood. Nice. But pumpkins need 1 carrot each plant, and harvested pumpkin gives pumpkins not carrots. Carrots region 6 tiles yields ~6 carrots per 6s => 60/min, enough to replant 9 pumpkins each cycle (9 per ~4s => 135/min). Not enough! Carrots would deplete. Need more carrot tiles or slower pumpkin replanting (pumpkins only replanted when harvested, so 9 per cycle of ~4-8s => ~90/min). Carrot production 60/min < 90/min. So need more carrots. Also carrots upgrade doubles yield, cost wood250 - worth it. Alternative: pumpkin plant cost carrot goes up with pumpkin upgrade (200%). Hmm. Let's allocate more carrot tiles: region B: x>=3 (3 wide) and y<3 (3 rows) = 9 tiles carrots, except grass? Then no grass. Grass is a resource we want too. Let's do 6x6: - Pumpkins: x0-2,y0-2 (9) - Carrots: x3-5,y0-2 (9) - Trees/bushes: x0-5,y3-5 (18) checkerboard No grass on this farm. But we want hay for upgrades. We could till a few tree-region tiles to grassland for grass? Grass yields hay and trees yield wood. Hmm. Actually hay upgrade costs later: trees upgrade hay1200, next grass upgrade wood500, etc. We might need hay for future upgrades (trees lvl3 cost hay1200). We have ~445 hay currently. Grass region helpful. Maybe better: expand to 6x6 then later expand more (level 5 -> maybe 8x8?). Then dedicate big regions. Let's check expand progression: 4x4 => 6x6. Next probably 6x6 => 8x8? The phrase 4x4 => 6x6. Level 9 max. So levels: 1x3(1),3x3(2),4x4(3),6x6(4), then maybe 8x8, 10x10... So expanding to level 5 may give 8x8. Costs escalate but with big wood production affordable. Strategy: expand aggressively early to 6x6 (and maybe 8x8), since more tiles = more production and megafarm later. Let's buy expand to 6x6 now (wood100+carrot50). We have wood ~? after buys: 1065-50(water)-500(pumpkin) = 515, then program ran more. carrot after -200 = 1 then +~? Let's wait a bit for carrot 50. Actually program still running? I bought upgrades while program runs; after expand clears farm while program running - program will re-tend. Fine. Let me wait until carrot >= 60 then buy expand.
- 33m 01s
waitseconds=120 until_resources={"carrot":60}result
Waited 15s (carrot reached 62). Program: multifarm running. Inventory change: carrot +11, hay +50, water +1, wood +90. Game time: 33m 26s elapsed, 5h 26m 34s of budget remaining.
- 33m 26s
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 4. Paid wood 100, carrot 50. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 33m 36s elapsed, 5h 26m 24s of budget remaining.
- 33m 36sthoughtNow 6x6. Also could buy watering level2 (wood200) and carrots upgrade (wood250). Let's check wood. Probably ~500. Buy carrots upgrade (wood250) to double carrot yield -> more pumpkins. Also watering 2 helps growth a lot. But we need water tanks; watering level1 gives 0.1/s, level2 0.2/s. Watering speeds growth up to 5x. To maintain high water requires many tanks. Level2 good. Let's first observe/see inventory. Then decide. Actually let's design the 6x6 program and run a bit, then buy. Program: def tend(): x = get_pos_x(); y = get_pos_y() if y >= 3: # trees region if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if (x + y) % 2 == 0: if get_entity_type() != Entities.Tree: plant(Entities.Tree) else: if get_entity_type() != Entities.Bush: plant(Entities.Bush) elif x >= 3: # carrots region y<3, x>=3 if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_entity_type() != Entities.Carrot: plant(Entities.Carrot) else: # pumpkins region x<3, y<3 if get_ground_type() != Grounds.Soil: if can_harvest(): harvest() till() if can_harvest(): harvest() if get_entity_type() != Entities.Pumpkin: plant(Entities.Pumpkin) Wait, dead pumpkin: can_harvest false, get_entity_type probably Entities.Pumpkin? Docs say planting a new plant automatically removes dead pumpkin. If get_entity_type returns Pumpkin for dead, we'd never replant. Need to check. Maybe dead pumpkin entity code. Hmm. We'll see. If pumpkins don't merge, adapt. Also can't plant pumpkin if existing giant pumpkin not harvestable? can_harvest true when giant grown. Fine. Sweep 36 tiles. But careful: pumpkins merging requires all 9 fully grown then they merge. Our tend visits them sequentially; if a pumpkin is full but hasn't merged because others not, can_harvest might be True (harvestable full pumpkin) and we'd harvest it before merging! That would prevent giant pumpkins. Hmm! can_harvest on a fully grown pumpkin probably True even before merge. If we harvest individually, we get 1 pumpkin each, no giant. To form giant, need to wait until all merge. So we should NOT harvest pumpkins unless it's a giant? How to detect giant? Perhaps can_harvest returns True only for giant? Docs: "When all pumpkins in a square are fully grown, they will grow together to form a giant pumpkin." Individual full pumpkins maybe not harvestable? Actually pumpkins are harvestable when grown (1 each). But merging happens automatically when all fully grown. If a tile is full and others not, harvesting gives 1. To get giant, avoid harvesting until merge. Could detect by get_entity_type / size? There's maybe "get_entity_type" returns Entities.Pumpkin always. Hmm. Perhaps can_harvest() returns False on a full pumpkin? Unlikely. Approach: only harvest pumpkins when all 9 are not harvestable? No. Alternative: use a separate program for pumpkins that plants all, then waits a fixed time (all growth) and harvests. But watering/random death complicates. Maybe dead pumpkins: replanting. And giant forms when all full. If some die, need replant. can_harvest false on dead, so we can detect dead via get_entity_type? dead pumpkin entity perhaps Entities.Pumpkin still. This is getting complicated. Let me look at more docs on pumpkin? Maybe simulation screenshots not available. Let me search docs for "giant".
- 33m 36s
docs_searchquery="giant pumpkin"result
docs/unlocks/pumpkins.md: …oil. 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 behin… Game time: 33m 56s elapsed, 5h 26m 4s of budget remain…
- 33m 46s
docs_searchquery="dead pumpkin"result
docs/unlocks/pumpkins.md: …y 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 pumpkin that won't drop anything when harvested. Planting a new plant in its place automatically removes the dead pumpkin, so there is no need to harvest it. `can_harvest()` always returns `False… objects/dead_pumpkin: …## Dead_Pumpkin One in five pu…
- 33m 56s
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: 34m 6s elapsed, 5h 25m 54s of budget remaining. - 34m 06sthoughtThere's Entities.Dead_Pumpkin. So detect dead via get_entity_type() == Entities.Dead_Pumpkin. Then plant pumpkin to replace. For merging: full single pumpkins are "ready to harvest" presumably, so we shouldn't harvest them individually. Instead, only harvest when tile is a giant pumpkin. How to detect? Maybe giant pumpkin entity type? Search.
- 34m 06s
docs_searchquery="Entities.Pumpkin"result
No matches for "Entities.Pumpkin". Game time: 34m 16s elapsed, 5h 25m 44s of budget remaining.
- 34m 16s
docs_searchquery="Giant"result
docs/unlocks/pumpkins.md: …oil. 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 behin… Game time: 34m 26s elapsed, 5h 25m 34s of budget remai…
- 34m 16s
docs_listresult
docs/home.md General Info unlocks/auto_unlock Auto Unlock unlocks/cactus Cactus unlocks/carrots Carrots docs/unlocks/carrots.md Carrots unlocks/costs Costs unlocks/debug Debug unlocks/debug_2 Debug_2 unlocks/dictionaries Dictionaries unlocks/dinosaurs Dinosaurs unlocks/expand Expand docs/unlocks/expand_1.md Expand 1 unlocks/fertilizer Fertilizer unlocks/functions Functions docs/scrip…
- 34m 26sthoughtLet me read items/pumpkin and objects/dead_pumpkin, plus expand_2 for size info. Also get_world_size exists. Good, can write generic sweep. For pumpkin detection, I can experiment: plant a 2x2 pumpkin block in a test farm area and observe entity codes over time. The observe output shows entity codes (Pu maybe). Let's see. Actually simpler approach for pumpkins: use a separate program that: - plants pumpkins everywhere in a designated square - waits until all tiles are "not can_harvest"? Hmm. Merging: when all in square fully grown, they merge into a giant pumpkin (occupying the whole square). Then can_harvest True and get_entity_type maybe a different entity (Giant_Pumpkin?). Let's test. Alternative: many players use `if can_harvest(): harvest()` and pumpkins still form giants because can_harvest only true when merged? Let me test empirically with a 2x2 block. Plant 4 pumpkins, wait, observe entity types over time. But we need to know codes. Let's just run a small test program that plants pumpkins in a 2x2 and prints nothing, then observe tiles. Given farm is 6x6 now and program running old 16-sweep (which now only covers part), let's stop, build the new layout. Actually, let me first test pumpkin mechanics on a controlled 2x2. Write program: - go to (0,0) - till if needed, plant pumpkin; move East ... Simpler: implement region program but for pumpkins only harvest when entity is giant? Let's inspect codes with a test. Let me stop program and write test: clear() # tend 2x2 at x0-1,y0-1 i=0 while i<4: if get_ground_type()!=Grounds.Soil: till() if can_harvest(): harvest() plant(Entities.Pumpkin) move(East) if get_pos_x()==0: move(North) i+=1 Then just observe after ~5s to see entity codes. But clear() removes everything and resets to 0,0; grounds? clear resets farm to all grass per docs "reset the farm to all grass". Hmm that makes everything grassland. Then till needed. Fine. But clearing loses our trees etc. Not a big deal, we're redesigning. Actually I'd rather not clear; just use existing farm. Let me instead plant pumpkins in top-left 2x2 region and observe. But current program is running with old sweep on 6x6. Stop it. Let me stop and write a temporary pumpkin test.
- 34m 26s
stop_programresult
Program stopped. Game time: 34m 36s elapsed, 5h 25m 24s of budget remaining.
- 34m 36s
write_programname="ptest" · evidenceresult
Saved ptest (16 lines). Game time: 34m 46s elapsed, 5h 25m 14s of budget remaining.
- 34m 46sthoughtWait harvest() on Dead_Pumpkin would destroy it (no drop) then plant. Actually docs say planting a new plant automatically removes dead pumpkin. So just plant directly. But get_entity_type != Pumpkin for dead -> plant works. However my code harvest dead first is fine too (returns? "won't drop anything when harvested"). Either way. But bigger issue: if can_harvest true for a full single pumpkin, we'd harvest before merging. In this test we plant 4 and next sweep we check: growth 0.2-3.8s. Sweep ends after ~4 moves. Then run again: if full can_harvest true -> harvest. That prevents merging. But in test, I only run once; after run, just wait and observe. Let's run ptest once (it finishes quickly), then observe multiple times.
- 34m 46s
run_programname="ptest" seconds=5result
Ran ptest for 2s of game time; it finished. Inventory change: carrot -4, wood +22. Game time: 34m 58s elapsed, 5h 25m 2s of budget remaining. Output: (none)
- 34m 58sthoughtWood +22 from harvesting leftover trees. Carrot -4 (planted 4 pumpkins). Now observe after some seconds.
- 34m 58s
observeresult
Game time: 35m 8s elapsed, 5h 24m 52s of budget remaining. Program: none running. Inventory: hay 945, wood 1179, carrot 83, water 17. Farm 6x6. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Gr=grass, Tr=tree, Bu=bush, De=dead_pumpkin, Pu=pumpkin, Ca=carrot. y= 5 _Gr3 _Gr3…
- 35m 08sthoughtHmm the farm is 6x6 but only y=0,1 have our previous content (because previous program only covered 16 tiles = 4x4? Actually old sweep was 16 iterations on 6x6 -> covers first 4 rows partially). y=3,4,5 all grass (new rows from expand? they are grassland). The ptest planted pumpkins on 2x2 at x0-1, y0-1? But y=0 is carrots (Ca) and y=1 shows Tr,Bu,De,Pu,Pu,De. Wait ptest started at drone position (0,2)? Because previous program left drone at some position. We didn't clear/return to (0,0). So ptest planted pumpkins starting at wherever drone was. Anyway ob: y=1 x2-5 has De, Pu, Pu, De and y=0 all Ca (carrots, mature). So pumpkins planted on y=1 x2-5 (4 tiles) but one of the "pumpkin" region? Actually ptest did 4 iterations moving East: positions (x start, y=1) maybe x=2,3,4,5 -> 4 pumpkins. Two died (De at x2,x5). Two are Pu (full, size3). The size 3 indicates full-grown. They're "ready" presumably. Now if I run harvest loop, can_harvest on Pu true -> would harvest single = 1 pumpkin. So no giant formed because we have dead ones and only a line, not square. Key question: how does giant form? Only in square (n x n). Need contiguous square all full. Dead ones need replant. Then merge. Can we detect merged? Let's test by making a proper 2x2 square with all full and see entity code/size. Let's plant 2x2 at y=1, x2-3? But x2 dead, x3 Pu. Let's do a controlled test: use positions x0-1, y2-3 (empty grass). Plant 4 pumpkins, then repeatedly replant dead ones until all full, then observe. Program: loop over 2x2, if Dead or empty -> plant pumpkin; else leave. To replant dead: if get_entity_type()==Entities.Dead_Pumpkin: plant(Pumpkin) (auto removes). Also if empty None: plant. But if a full single pumpkin sits, we leave it (don't harvest). Then once all 4 full, should merge. Let's write ptest2 at fixed 2x2 using moves. Simpler: define tend for tiles where (x<2 and 2<=y<4). Navigate there. Use a loop over 36 tiles and only act in region. Let me write: def p(): if get_pos_x()<2 and get_pos_y()>=2 and get_pos_y()<4: if get_ground_type()!=Grounds.Soil: if can_harvest(): harvest() till() e=get_entity_type() if e==Entities.Dead_Pumpkin or e==None: plant(Entities.Pumpkin) Wait if can_harvest() and it's a giant, we'd want to harvest. For now test merging. Navigate: from wherever, simplest loop i<36 moving East/North with wrap returns to start; but we don't know start. Use get_world_size. Let's assume start at (0,2) (observe drone at x0,y2). We'll do: i=0 while i<36: p() move(East) if get_pos_x()==0: move(North) i+=1 This visits all 36 tiles and returns to start. Run twice with waits to let grow, then observe. Actually the pumpkins at (2,2),(3,2),(2,3),(3,3) region. Let's run. But note existing pumpkins: y1 x3,x4 Pu full, dead x2,x5. We'll ignore them; maybe later harvest. Write ptest2.
- 35m 08s
write_programname="ptest2" · evidenceresult
Saved ptest2 (17 lines). Game time: 35m 18s elapsed, 5h 24m 42s of budget remaining.
- 35m 18s
run_programname="ptest2" seconds=10result
Ran ptest2 for 8s of game time; it finished. Inventory change: carrot -4, hay +8, water +1. Game time: 35m 36s elapsed, 5h 24m 24s of budget remaining. Output: (none)
- 35m 36sthoughtNow the 2x2 should have pumpkins growing. Let's wait a few seconds and inspect the 4 tiles.
- 35m 36s
waitseconds=6result
Waited 6s (time up). Program: none running. Inventory change: water +1. Game time: 35m 52s elapsed, 5h 24m 8s of budget remaining.
- 35m 52s
inspect_tilex=0 y=2result
(0,2) `x = 0, y = 2` ### `Entities.Pumpkin` Total grow time: 3.04 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 1 Game time: 36m 2s elapsed, 5h 23m 58s of budget remaining.
- 36m 02s
inspect_tilex=1 y=2result
(1,2) `x = 1, y = 2` ### `Entities.Pumpkin` Total grow time: 2.35 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 1 Game time: 36m 12s elapsed, 5h 23m 48s of budget remaining.
- 36m 12s
inspect_tilex=0 y=3result
(0,3) `x = 0, y = 3` ### `Entities.Pumpkin` Total grow time: 3.23 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 1 Game time: 36m 22s elapsed, 5h 23m 38s of budget remaining.
- 36m 22s
inspect_tilex=1 y=3result
(1,3) `x = 1, y = 3` ### `Entities.Dead_Pumpkin` When harvested, gives: ### `Grounds.Soil` Water level: 0 Game time: 36m 32s elapsed, 5h 23m 28s of budget remaining.
- 36m 32sthought3 full pumpkins, 1 dead. Need to replant dead. If all 4 full, they merge. The tile (1,3) is dead; run ptest2 again to replant dead, then observe 4 tiles. Note the full single pumpkins have "Yield: pumpkin 1" — so harvesting yields 1. They are not merged yet. Run ptest2 again (replant dead). Then wait, observe. Repeat until all 4 full simultaneously, then see merged entity.
- 36m 32s
run_programname="ptest2" seconds=10result
Ran ptest2 for 7s of game time; it finished. Inventory change: carrot -1. Game time: 36m 49s elapsed, 5h 23m 11s of budget remaining. Output: (none)
- 36m 49s
waitseconds=5result
Waited 5s (time up). Program: none running. Inventory change: water +1. Game time: 37m 4s elapsed, 5h 22m 56s of budget remaining.
- 37m 04s
inspect_tilex=0 y=2result
(0,2) `x = 0, y = 2` ### `Entities.Pumpkin` Total grow time: 3.04 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 8 Game time: 37m 14s elapsed, 5h 22m 46s of budget remaining.
- 37m 14s
inspect_tilex=1 y=2result
(1,2) `x = 1, y = 2` ### `Entities.Pumpkin` Total grow time: 2.35 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 8 Game time: 37m 24s elapsed, 5h 22m 36s of budget remaining.
- 37m 24s
inspect_tilex=0 y=3result
(0,3) `x = 0, y = 3` ### `Entities.Pumpkin` Total grow time: 3.23 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 8 Game time: 37m 34s elapsed, 5h 22m 26s of budget remaining.
- 37m 34s
inspect_tilex=1 y=3result
(1,3) `x = 1, y = 3` ### `Entities.Pumpkin` Total grow time: 2.97 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 8 Game time: 37m 44s elapsed, 5h 22m 16s of budget remaining.
- 37m 44sthoughtAll 4 tiles show Entities.Pumpkin, Yield: pumpkin 8. That means merged into a 2x2 giant: each tile yields 8 when harvested (harvesting any tile harvests the whole giant). Great. So after merging, entity type stays Pumpkin, yield becomes 8. So in program: we can check can_harvest and harvest. But danger: single full pumpkin also can_harvest true and yields 1. If we harvest too eagerly we break the square before merging. We need to only harvest when merged (yield > 1) or when all tiles full. How to detect merged? Maybe inspect not available in code. Options: - Don't harvest on a normal sweep; instead have dedicated pumpkin routine that plants all, waits until all full (poll can_harvest on all tiles?), and then harvests all. But we can detect individual full via can_harvest. If all 9 tiles can_harvest true, then they should merge immediately (auto). Actually merging happens when all fully grown; if all full, they merge same tick. So if a single tile can_harvest and it's a 1x1 (yield1), harvesting would be bad. We need to know if the whole square is grown. Approach: pumpkin routine that maintains a square: 1. Ensure all tiles have growing pumpkin (plant if empty/dead). 2. Wait/poll until every tile in square is can_harvest (which means all full -> merged). But right after the last one grows, merging occurs; can_harvest on all true. Then harvest each (they all yield 8; harvesting one removes all? Let's test: harvest one tile of giant -> does it remove all tiles? Likely yes, they become empty; then subsequent harvest calls return false). 3. Then replant. To avoid harvesting single early ones, only act when count of can_harvest tiles == n*n. We can implement with a counter loop over the square. But a single sweep program tends pumpkins along the way, potentially harvesting partial. So pumpkin harvesting should be separate from maintenance. We can write a pumpkin function that at each pass checks all tiles first, then either harvest-all or replant-deads. Actually simpler: for each tile, if can_harvest() we harvest. For a normal square that's dangerous only if some tiles full and others not. But if we always replant dead promptly, the window is small; still random death can leave 8 full +1 dead, then harvesting those 8 individually yields 8 total instead of 64. Bad. Better implement count check. Let me design: def pumpkin_square(): # assumes positioned somewhere; navigate to square and check ... Given only one square, I'll write dedicated program controlling a 3x3 or 6x6 pumpkin patch separately. Actually the biggest yield is n x n with n>=6 gives n*n*6 = 216 for 6x6. That's huge. If we dedicate full 6x6 farm to pumpkins, we'd get 216 pumpkins per cycle (~4s + replant). But then no other resources. We could alternate. Given goal total amount of each resource, we want variety AND quantity. Pumpkins are needed to unlock cactus (5000). Getting 216 per cycle, need ~24 cycles for 5000 (each cycle including deaths/replant maybe 10s) => ~4 min. Very feasible. Wait, but if farm is 6x6 pumpkins, we need 36 carrots per replant. Carrot production elsewhere needed. Hmm costs. Maybe allocate 3x3 pumpkins (27 yield) and rest carrots/wood. To get 5000 pumpkins at 27/cycle ~185 cycles ~30min. Still okay but slow. 4x4 (64/cycle) better. Let's think about unlock thresholds: - cactus 5000 pumpkins - polyculture 3000 - dictionaries/costs 2500 each - auto_unlock 5000 - timing 1000 - utilities 1000 Total lots. But our score is production, not unlocks spent. Spending pumpkins reduces inventory but production counts total produced (cumulative). Likely score = total produced over game, not current inventory. Ambiguous: "total amount of each resource your farm produces within the game-time budget" — cumulative production. So spending is fine. Thus we should produce as much of each resource as possible, including unlocking new resources (cactus, gold, bone). Priority for variety: unlock cactus -> dinosaurs -> bones. Unlock mazes -> gold. Those are new resource types, big variety gains. Also sunflowers give power? Actually sunflowers produce petals? Let's read later. Let me now build a good general farm and then specialize. Given time ~5h22 remaining, plenty. Let's be efficient. Current state: 6x6, mostly grass. We have hay 945+, wood 1179+, carrot ~80. Immediate purchases affordable: carrots upgrade (wood250) doubles carrot yield+ (and cost). Watering lvl2 (wood200). Fertilizer (wood500) enables mazes and instant growth. Sunflowers (carrot500) - need carrots. Lists (carrot500). Speed lvl4 (carrot500). Expand lvl5 (wood? maybe 200+carrot100). Let's check expand next cost via research after lvl4. Research list earlier after lvl3->4 showed "expand level 3/9 cost wood100+carrot50 4x4=>6x6". Now level4. Let me check. Let me run research and also read expand_2 doc.
- 37m 44s
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…
- 37m 54s
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…
- 38m 04sthoughtExpand level5 costs pumpkin 1000 -> 8x8. So we need pumpkin production anyway. Big picture: Let's go all-in on pumpkins to unlock cactus, expand, etc. But we also need carrots to plant pumpkins. Efficient plan: - Build a large pumpkin patch, carrots for seeds, trees for wood, grass for hay. With 6x6=36 tiles, allocate: - 3x3 pumpkins (9) => yields 27/cycle - 3x3 carrots (9) => yields carrots, need 9 per pumpkin cycle - remaining 18 trees/bushes => wood - no grass. Hmm hay needed later? Trees upgrade hay1200. Grass upgrade wood. Not critical now. We have ~945 hay. But 9 carrot tiles produce ~9 carrots per ~6s = 90/min. Pumpkin 9 tiles replant 9 per ~ (grow 0.2-3.8s + death replants) maybe 20-30s per full cycle if deaths. Carrot supply ~enough. Alternatively make pumpkins 4x4 (16) => yields 64, carrots 2 rows (12) => 120/min, trees rest 8. Hmm. Let's instead focus: use pumpkins to get 1000 for expand 8x8 quickly, then on 8x8 allocate bigger areas. Let's estimate pumpkin yield: 3x3 = 27 per harvest. Need 1000 for expand + 5000 for cactus + 2000 for... Actually after expand 8x8, need pumpkins for cactus 5000. Total ~6000 pumpkins. If we get 27 per cycle and cycle ~10s, that's 162/min => 6000 in 37min. Acceptable. With 4x4=64 per cycle => 384/min => 15min. Better. But carrot cost: 4x4 needs 16 carrots/cycle. Carrot tiles must support. Let's design 6x6: - Pumpkin 4x4: x0-3, y0-3 (16) - Carrots: x4-5, y0-3 (8) plus maybe x0-1,y4-5? - Trees: remaining x2-5,y4-5 plus x4-5,y? Actually remaining after pumpkin4x4 and carrots 8: 36-16-8=12 tiles trees. Carrot supply 8 tiles ~80/min; pumpkin needs 16 per cycle ~ every 15s => 64/min. OK. But wait, carrots upgrade not bought; yield 1. Could buy carrots upgrade (wood250) to double yield, helps. Alternatively simplify: don't do pumpkins in mixed farm yet. Instead, dedicate entire 6x6 to pumpkins (36 tiles, 6x6 => 216 per harvest!) and get carrots from... none. Need carrots = 36 per cycle. Hmm. We could use a "mega pumpkin" 6x6 = 216 pumpkins per cycle, but carrots cost 36/cycle. If we had carrot farm elsewhere... we don't. But we can buy carrots with wood? no. Could alternate: grow carrots for a while to stockpile, then switch whole farm to pumpkins. Given unlimited time (~5h20), we can do phases. Phase 1 (now): Build mixed farm 6x6: 3x3 pumpkins + 3x3 carrots + 18 trees. Run to accumulate pumpkins (27/cycle), carrots, wood. Buy carrots upgrade and expand (1000 pumpkins). Actually 4x4 pumpkins = 64/cycle is much better; let's do 4x4 pumpkins, 8 carrot tiles, 12 trees. Layout: - Pumpkins: x<4 and y<4 - Carrots: x>=4 and y<4 (8 tiles) - Trees: y>=4 (12 tiles) checkerboard (x+y)%2 Carrot 8 tiles replenish 16/cycle. Let's compute cycle time: pumpkins grow 0.2-3.8s (avg 2s) but 20% die -> need replant; after replant another ~2s; expected time until all 16 survive roughly? Each replant has 80% survival. Number of replant rounds ~ geometric: probability a given tile survives each attempt 0.8. Time until all 16 alive simultaneously: coupon-ish, maybe 4-6 rounds ~10s. Then merge. So ~10s per cycle, 64 pumpkins => 384/min. Carrots needed 16 per 10s = 96/min; 8 carrot tiles at 1 per 6s = 80/min. Slightly short; make carrots 12 tiles (x>=4,y<4 is 8; add x4-5,y4-5? but trees there). Let's use carrots x>=4 (x=4,5) all y 0-5 = 12 tiles. Trees y? Then trees only x0-3,y4-5=8 tiles. That's fine; wood still okay (8 tiles checkerboard ~4 trees+4 bushes). Revised 6x6: - Pumpkins: x<4 and y<4 (16) - Carrots: x>=4 (12) - Trees: x<4 and y>=4 (8) checkerboard Carrot 12 tiles ~120/min >= 96. Good. But note pumpkins at x<4,y<4 includes tiles that may currently have trees (from earlier). Program will harvest/convert. Also tree region x<4,y4-5 has 8 tiles, checkerboard 4 trees/4 bushes no adjacency. Now, pumpkin harvesting logic: We need to avoid premature harvest. Design: Pumpkin region function called each sweep: - if not soil -> till (after harvest) - e=get_entity_type() - if e is None or Dead_Pumpkin -> plant(Pumpkin) - do NOT harvest individual full pumpkins during sweep. Then separate check: periodically test if all 16 tiles are can_harvest; if yes, harvest them. But sweeping itself can check count. Implement a dedicated pumpkin routine that walks the 16 tiles twice: first fix dead/empty, then check all grown. But checking all grown requires remembering count across tiles (variable). We can do: def pumpkins(): # navigate? Assume we call while at (0,0) and region x<4,y<4 ... Simpler: write a standalone program just for pumpkins that manages the 4x4 patch and carrots/trees separately in other programs. We can run different programs at different times. But switching loses efficiency. However simpler and safer. Idea: have main program alternating: sweep farm for carrots/trees; then a pumpkin-specific pass over 4x4: 1. for each tile in 4x4: if empty or dead -> plant pumpkin; if can_harvest and ... hmm individual full. We can track count: count = 0 for tile: if can_harvest(): count += 1; also replant dead. After loop, if count == 16: harvest all 16 (giant yields 8 each but first harvest removes all? need test). Wait with 4x4 merged yields 8? docs: 2x2 yields 8. 4x4 yields 64 = 4*4*4. The tooltip said yield pumpkin 8 per tile for 2x2. So maybe each of 4 tiles yields 8? That'd total 32. Hmm. Actually tooltip "Yield: pumpkin 8" on each tile of 2x2. If harvesting one tile yields 8 and removes whole giant, total 8. That matches 2*2*2=8. So yes, one harvest => 8 total. For 4x4 => 64 from one harvest. So when all grown, harvest ONE tile and the rest become empty. But if count==16 check then harvest one tile (any) => get 64. Great. We need to confirm that can_harvest becomes true on all merged tiles. After merge, yes all four tiles are "pumpkin grown". After harvest one, all empty. One catch: after merging, sweep's replant logic sees entity Pumpkin (not dead) and doesn't plant; fine. Then count==16 triggers harvest. But if we harvest at start of pumpkin pass, then replant next pass. Order in pumpkin pass: count = 0 for i in 16 tiles: e = get_entity_type() if e == Entities.Dead_Pumpkin or e == None: plant(Entities.Pumpkin) elif can_harvest(): count += 1 move pattern after loop: if count==16: harvest all? We need to be at a tile to harvest. After loop we're back at start (0,0) which is part of patch. if can_harvest(): harvest() -> 64 pumpkins. But careful: if empty tiles were just planted, they're growing and can_harvest false, so count<16. Good. However planting on None tile: is tile empty? On soil, no grass. Good. Now, harvesting one giant: after harvest, all 16 empty. Then next pass plants 16 (costs 16 carrots). Fine. But if merge happens with all 16, count==16. However individual full pumpkins that haven't merged? They merge only when ALL in the square are full; if all 16 full they merge automatically, so can_harvest all true and we harvest. If 15 full +1 dead, count=15 -> don't harvest. But those 15 full pumpkins individually are can_harvest true; we don't harvest them because count<16. Good. Replant dead -> next pass maybe all full -> merge. But there's subtlety: a 4x4 square may form smaller sub-squares? E.g., 2x2 sub-block all grown while others not. Docs: "When all the pumpkins in a square are fully grown" - does it merge any square region that's fully grown, e.g., a 2x2 inside the 4x4, causing yield 8 but breaking our 4x4 plan? In the test, we had 4 in a row (not square) and they didn't merge; with 3 full +1 dead in 2x2 they didn't merge (remained yield1). So merging requires all tiles of the "pumpkin square" which is presumably the maximal contiguous square patch? Actually in a 4x4 patch, a 2x2 sub-block being full might merge and then the whole thing can't become 4x4? Hmm. In many implementations, pumpkins merge into the largest possible square when all plants in that square are grown. If a 2x2 sub-block grows first, it could merge into 2x2 prematurely, capping at 8. That's a risk. To avoid sub-square merging, all tiles should grow roughly simultaneously. Growth times random 0.2-3.8s. A 2x2 could complete before others. Does the game only merge when the entire connected pumpkin patch is fully grown? Docs: "When all the pumpkins in a square are fully grown, they will grow together to form a giant pumpkin." Ambiguous. Perhaps merge only happens for the whole planted square. Given test: 2x2 all full -> merged. We don't know sub-square behavior. Could test with 3x3: if a 2x2 merges early we'd see yield 8 on some tiles while others yield1. Let's test on a 3x3 patch: plant 3x3, observe whether sub-2x2 merges. Actually simpler to trust that it's the maximal square of planted pumpkins. Many implementations: pumpkins merge into the largest square that is fully grown starting from... Hmm. Let's empirically test 3x3 later. For now use 4x4 and observe yields. Actually risk: if sub-merge occurs, our count==16 never reached (merged tiles yield 8 but are still "can_harvest" true; entity Pumpkin). Then count would be 16 anyway if all can_harvest true! Because merged 2x2 tiles are harvestable. So count==16 would trigger harvest yielding less. Hmm. Let's just test with a 3x3 after setting up, and inspect yields. Let me now write the main program with regions and a pumpkin routine. Structure: def sweep_crops(): # handled in main loop over all tiles for each tile: if pumpkin region: maintain (plant if dead/empty, don't harvest) elif carrot region: harvest+replant else tree region: harvest+replant Then separate pumpkin harvest check after each full sweep: if all 16 can_harvest -> harvest (at current tile if in region) Simplest: integrate into sweep with counter. Let me write a single loop over 36 tiles, and within pumpkin region increment grown counter when can_harvest. After loop, if grown==16 and get_pos at (0,0) and can_harvest: harvest(). But planting empty tiles during same pass means grown count won't include them; fine. Let me write with for loops (for available now per docs). Use: for i in range(get_world_size()): for j in range(get_world_size()): tend() move(East) move(North) But get_world_size each iteration fine. This visits all tiles, ends at start. tend(): x=get_pos_x(); y=get_pos_y() if x<4 and y<4: pumpkin region if get_ground_type()!=Soil: if can_harvest(): harvest() till() e=get_entity_type() if e==Entities.Dead_Pumpkin or e==None: plant(Entities.Pumpkin) elif x>=4: carrots ... else: trees (x<4,y>=4) ... Pumpkin count: We need count. We can compute in main loop: grown += 1 when in pumpkin region and can_harvest(). But can_harvest for merged tiles true. Use variable. After both for loops (36 tiles), if grown>=16 and can_harvest(): harvest() -> but we're at (0,0) which is pumpkin tile. However, if grown==16 includes exactly patch tiles. Could there be a merged giant covering 4x4 => all 16 harvestable. Then harvest (0,0) gives 64. But we should only harvest if grown==16, not >16 (can't be >16). Gotcha: after planting empty pumpkin tiles in this pass, if all 16 become harvestable within same pass? No, growth takes time. Another gotcha: `grown` counts can_harvest on merged tiles; a fully grown single pumpkin (not merged) also counts. If 15 merged individually +1... they'd merge if patch full. But sub-square merges risk. We'll test. Also, can_harvest() true for dead pumpkin? docs says always False. Good. Let's write. Also incorporate watering? Water speeds growth. We have 17 water. We could use water on pumpkins each pass if water available. That could help a lot (up to 5x). But automating water use: use_item(Items.Water) when num_items(Items.Water)>0. Water regenerates 0.1/s = 1 tank/10s (0.25 water). use_item adds 0.25 water to ground. That's small; growth speed scales with water level. Maintaining 0.25 water level gives ~2x. Could apply water to pumpkin tiles each pass. With 17 tanks we can boost initial. But water auto-accumulates; use whenever available maybe on pumpkin tile. Let's include: in pumpkin region, if num_items(Items.Water) > 0: use_item(Items.Water). This water every pumpkin tile each pass could drain fast. 1 tank per 10s; 16 tiles per pass maybe 16 tanks. Not sustainable, but any water is good. Maybe only water if num_items > 5 to keep. Eh. Watering helps; let's include use_item unconditionally when water>0. Since produced water is free and otherwise wasted (capped?). Probably inventory cap? Unknown. Use it. Now carrots region x>=4 (12 tiles) - includes y up to5. Carrot growth 4.8-7.2s. Good. Trees x<4,y>=4 (8 tiles). Let me write and run, then observe pumpkin yields. Need to handle till toggling for carrot/pumpkin if ground currently grassland with grass. We harvest first then till. But till on tile with grass entity? We harvest if can_harvest; immature grass (can_harvest false) remains; till may fail if plant present? Let's instead: if get_entity_type() != None: harvest() (destroys immature too) before till. But destroying immature grass is fine. Actually to be safe: for soil regions: if get_ground_type()!=Soil: if get_entity_type()!=None: harvest() # destroys whatever till() Then continue. But if ground is Soil already with pumpkin/carrot, skip. For grass? none. Let's write.
- 38m 04s
write_programname="farm6" · evidenceresult
Saved farm6 (45 lines). Game time: 38m 14s elapsed, 5h 21m 46s of budget remaining.
- 38m 14sthoughtWait: grown counts after tend. But tend plants then we check can_harvest. Fine. However when grown==16 we call harvest() at current position (0,0) after loops. But if grown==16 and current tile is merged giant, harvest works. If somehow grown==16 but patch not merged (e.g., all 16 individually full? then they would have merged), fine. Concern: sub-square merges. If a 2x2 sub-block merges, those tiles remain entity Pumpkin and can_harvest -> counted. If all 16 harvestable eventually, harvest at (0,0) yields whatever giant covers (0,0). Could be a 2x2 giant yielding 8. Let's observe. Also issue: after merge into giant, tend sees e==Pumpkin (not dead), doesn't replant, waters. Good. Another issue: the `grown` counting happens after tend planted empty tiles; can_harvest false. Good. Let's run farm6 for 120s and observe.
- 38m 14s
run_programname="farm6" seconds=120result
Ran farm6 for 2m of game time; it is still running. Inventory change: carrot +93, hay -28, pumpkin +17, water -37, wood +552. Game time: 40m 24s elapsed, 5h 19m 36s of budget remaining. Output: (none)
- 40m 24sthoughtOnly 17 pumpkins in 2 min — sub-optimal. Hay -28? Interesting, some hay loss maybe from planting? No hay cost except... carrot plant costs hay1+wood1. Hmm hay decreased 28 while carrots +93, shouldn't. Maybe grass regrowth? No hay source: tree region maybe some grass? Actually to_soil destroys grass. Whatever. Pumpkin 17 in 2 min means cycles slow or yields small (maybe 2x2 merges of 8). Let's inspect pumpkin patch tiles to see yields/sizes. Observe.
- 40m 24s
observeresult
Game time: 40m 34s elapsed, 5h 19m 26s of budget remaining. Program: farm6 (running). Inventory: hay 917, wood 1767, carrot 178, pumpkin 25. 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: Bu=bush, Tr=tree, Ca=carrot, Pu=pumpkin. y= 5 #Bu3 #Tr2 #Bu3 #Tr2 #Ca3 …
- 40m 34sthoughtWait, y=0 x0-3 are carrots! But x<4,y<4 should be pumpkin region. Hmm our code: `if x<4 and y<4: pumpkin`. But observe shows carrots at y=0 x0-3 and trees at y=1 x0-1. That means... the drone's coordinate mapping maybe different? Or program didn't convert because to_soil etc. Wait y=0 x0-3 Ca means carrot. Our pumpkin region should be x<4,y<4 => (0..3,0..3). But there are carrots there. Did the code get saved with x,y swapped? get_pos_x/y correct. Hmm maybe observe listing is "rows north top to south", y=0 bottom. Fine. Wait maybe the pumpkin region condition `x < 4 and y < 4` but "x>=4" carrots branch comes after; for x<4,y<4 pumpkin. Yet carrots present at x0-3,y0. Why didn't tend replant pumpkin? Because e==Carrot (not dead/None) so no plant, and no harvest since can_harvest... it's carrot fully grown? Ca3 = full carrot, can_harvest true but pumpkin branch doesn't harvest! So old carrots remained. Similarly old trees at x0-1,y1 remain. The region conversion never removes non-pumpkin entities. Need to harvest/remove non-pumpkin entities in pumpkin region. Fix: in pumpkin region, if get_entity_type() not in (Pumpkin, Dead_Pumpkin): harvest it (if any). But harvest on immature returns? harvest destroys. Then plant pumpkin. Let's update: e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == Entities.Dead_Pumpkin or e == None: plant(Entities.Pumpkin) Similarly carrot region already harvests can_harvest then checks type != Carrot -> plant, but if immature non-carrot (tree) can_harvest false, type != Carrot -> plant fails (occupied). Need remove non-carrot entity. Add: if e != None and e != Carrot: harvest() (destroy). Tree region similar: if entity is Carrot/Pumpkin leftover not harvestable, need remove. Add generic removal if entity not the desired type. Let me fix. Also sub-square: pumpkin tiles show Pu3 (full) and Pu2. Yields? Let's inspect one Pu3 tile e.g. (2,3) and (0,2) Pu2.
- 40m 34s
inspect_tilex=2 y=3result
(2,3) `x = 2, y = 3` ### `Entities.Pumpkin` Total grow time: 0.14 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.26 Yield: pumpkin 1 Game time: 40m 44s elapsed, 5h 19m 16s of budget remaining.
- 40m 44s
inspect_tilex=3 y=3result
(3,3) `x = 3, y = 3` ### `Entities.Pumpkin` Total grow time: 1.28 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.18 Yield: pumpkin 1 Game time: 40m 54s elapsed, 5h 19m 6s of budget remaining.
- 40m 54s
inspect_tilex=0 y=2result
(0,2) `x = 0, y = 2` ### `Entities.Pumpkin` Total grow time: 1.04 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.29 Yield: pumpkin 8 Game time: 41m 4s elapsed, 5h 18m 56s of budget remaining.
- 41m 04s
inspect_tilex=1 y=2result
(1,2) `x = 1, y = 2` ### `Entities.Pumpkin` Total grow time: 0.56 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.29 Yield: pumpkin 1 Game time: 41m 14s elapsed, 5h 18m 46s of budget remaining.
- 41m 14sthoughtInteresting: (0,2) yields 8 (merged 2x2 with (0,2),(0,3),(1,2),(1,3)? but (1,2) shows yield 1!). Hmm (0,2) yield 8 but (1,2) yield 1. So merging is partial/weird: perhaps the giant 2x2 is at (0,2),(0,3),(1,2),(1,3) but only (0,2) is the "anchor" tile showing the 8 yield. Harvesting (0,2) would collect from the whole 2x2. Other tiles show 1 (maybe because tooltip reports their individual yield if harvested separately?). Actually for the earlier 2x2 test, ALL four tiles showed yield 8. There, the 2x2 was exactly the whole planted patch. Here (1,2) shows 1 meaning maybe a different square assignment: (0,2) is part of a merged 2x2 with (0,3)? (0,3) is empty (#--). Hmm. This is confusing. But key: sub-squares DO merge (yield 8 somewhere), preventing full 4x4. Given complexity, maybe better to use smaller pumpkin patch sizes that fully merge, or manage a single square of exactly n x n where we plant all at once and replant deaths. The problem is sub-merging within a larger patch. Hypothesis: Merge logic: each pumpkin, when full, tries to merge with adjacent fully-grown pumpkins into the largest square starting at its position? The yields (0,2)=8 suggests a 2x2 formed among (0,2),(1,2),(0,3),(1,3) but (0,3) is empty now (maybe harvested by our grown==16 check? no, grown<16). Wait y=3 x0 shows #-- empty. So maybe a 2x2 merged at (0,2),(1,2),(0,3),(1,3) then our program's `grown` counted... hmm. Actually maybe our program harvested when grown==16 momentarily? Then replanted some tiles; (0,3) empty because planted but not grown? #-- means no entity though (empty). Maybe harvest happened then replant failed due to carrots shortage? No. Let me step back. Pumpkins merging complexity risks wasting effort. But pumpkins are needed for cactus/expand. 17+ per 2 min is slow but produced 25 total now. To get 1000 for expand, that's ~80 min. Too slow. Alternative: avoid pumpkins for now; expand via other means? Expand level5 requires pumpkin 1000. Hmm forced. Better: optimize pumpkin patch as a dedicated simpler program: an n x n patch where we plant all, then wait until all full (poll), harvest. Since we control planting all at once and replant only dead, sub-merging may still happen. But maybe sub-merging only when a full square subset exists AND... In a freshly planted n x n with all growing, the chance that a 2x2 finishes before the rest is high, causing sub-merge at 2x2. Then those tiles yield 8 but are "done"; the remaining can still form larger? Once merged, the 2x2 occupies 4 tiles as giant; can it merge further into 4x4? Probably giants can merge? Docs say "when all pumpkins in a square are fully grown they grow together to form a giant pumpkin" - maybe merging is iterative: 2x2 + others can become 4x4 if all grown. The end state maybe determined by total fully grown square. The yield tooltip at anchor being 8 while others 1 suggests a merged 2x2 anchor. Maybe the safest: use 2x2 patch, which is easy: 4 tiles, yields 8 per cycle. But cycle ~ 3-4s + replant. 8 pumpkins per ~5s = 96/min. Still need 1000 => 10 min. Better. But there's randomness of deaths; with 2x2, each cycle needs 4 survivors simultaneously; if 1 dies, replant. Expected attempts maybe ~2-3. still okay. Alternatively use 1x1 pumpkins: yield 1 each, quick (0.2-3.8s) => ~? 1 per ~2s per tile. With many tiles (16) => 8/s? No, each tile independent: 16 tiles * 0.5/s = 8/s = 480/min! Actually 1x1 harvest yield 1, grow ~2s -> 0.5/s per tile. 16 tiles => 8/s => 480/min. That's much better than fighting merging! But harvest+replant overhead ~? Harvest 200 ticks + plant 200 ticks. At speed 3 maybe fast. Could be efficient. And no giant multiplier but reliable. Actually 2x2 giant yields 8 per 4 tiles = 2 per tile, with cycle ~ depends on all 4. Per tile rate maybe similar to 1x1 but with 2x potential. 4x4 yields 64/16 = 4 per tile if all merge - 4x. But sub-merge risk. For reliable production, maybe do 1x1 pumpkins across many tiles and harvest individually. Let's estimate: pumpkin grow avg 2s, harvest 200 ticks, plant 200 ticks. Speed 3 (337%). ticks/sec? At speed 1, 200 ticks = 0.5s (from earlier harvest). Speed 3 => 0.15s. So per tile cycle ~2s + 0.3 = 2.3s => 0.43/s. 16 tiles => 7/s = 420/min. Great. But carrot cost: 1 carrot per pumpkin, 16 carrots per 2.3s => 7/s carrot consumption. Carrot production 12 tiles * (1/6s) = 2/s. Not enough! Carrots deplete. So pumpkin planting is gated by carrot production. Carrot tiles 12 produce ~2/s = 120/min. So pumpkin max ~120/min (one carrot each). That's fine ~ 1000 in 8 min. With 2x2 giants we get 2 pumpkins per carrot => 240/min. 4x4 => 4 per carrot => 480/min. So merging multiplies carrot efficiency. Worth some complexity. Carrot upgrade doubles carrot yield per plant (200%) but also doubles cost? "Increases the yield and cost of carrots. 100%=>200%". Cost goes up too? Plant cost maybe still 1 hay+1 wood but yields 2? Let's read after upgrade. If yield 2 per plant, carrot production doubles, enabling more pumpkins. Alternatively grow more carrot tiles. Given we have plenty of time, let's take a pragmatic path: - Fix farm6 bug so pumpkin region converts properly. - Use a dedicated smaller pumpkin square (e.g., 3x3) that merges. But sub-merge... Let me test whether a 3x3 planted together merges to 27 or sub-merges to 2x2 (8). This determines design. Actually, given observed: the 4x4 patch had sub-2x2 merge. Likely because they don't all grow together. If we water heavily, growth times reduce; still random. Maybe merging only happens when the *entire connected patch* of pumpkins is fully grown. In our 4x4 patch, some tiles were carrots/trees (leftovers), so the connected pumpkin patch was irregular, and a 2x2 fully-grown sub-block merged because it was the maximal square within the patch? Hmm. Let me look at actual pumpkin layout in the 4x4 region from observe: y=3: x0 #--, x1 #--, x2 Pu3, x3 Pu3 y=2: x0 Pu2, x1 Pu2, x2 Pu3, x3 Pu3 y=1: x0 Tr, x1 Bu, x2 Pu3, x3 Pu3 y=0: x0-3 Ca So only x2-3,y1-3 (2 wide x 3 tall) plus x0-1,y2 are pumpkins. The 2x2 at x2-3,y2-3 (Pu3,Pu3/Pu3,Pu3) should merge into 2x2; indeed maybe (2,3) shows yield1 though. Hmm (2,3) yield1, (3,3) yield1. But (0,2) yield8 while (1,2) yield1. So the merged anchor is (0,2)?? That doesn't correspond to a square of pumpkins: x0-1,y2 are Pu2 (not full, size2) and x0-1,y3 empty. So how yield 8? Maybe tooltip "Yield: pumpkin 8" means the total yield of that pumpkin's merge group, and the group is the 2x2 at x0-1,y2-3 where y3 tiles are empty because harvest? Odd. I think I'm overanalyzing. Let me just fix the conversion and use a clean dedicated pumpkin patch of exact 4x4, planted simultaneously. Then observe whether merge gives 64. If sub-merges, fall back to 2x2 patches tiled? Actually multiple separate 2x2 patches could each merge to 8. With a 4x4 area, divide into four 2x2 patches. But merges may combine adjacent 2x2s into 4x4 if all full (good) or not. Alternative robust design: 2x2 pumpkin patches separated by non-pumpkin tiles (e.g., carrots) to prevent merging across. Each 2x2 yields 8 with 4 carrots. That's 2 pumpkins per carrot. Four such patches = 32 pumpkins per 16 carrots. Reliable-ish. But cycle timing: 4 tiles must be full simultaneously. With 80% survival each, expected ~3-4 rounds. Each round ~2s => ~8s per 2x2 => 8 pumpkins/8s = 60/min per patch. 4 patches = 240/min. Carrot 16 per 8s = 120/min = matches 12 carrot tiles (~2/s=120/min). Hmm complexity of separate patches. Let me reconsider: maybe growing 1x1 pumpkins is simplest and carrot-limited at ~120/min → 1000 in 8min. Then expand to 8x8, more carrot tiles => more. Cactus 5000 later with more tiles. But merging gives free multiplier, big for large patches. Let's just test clean 4x4 and see. Plan: rewrite program: - Pumpkin region x<4,y<4 (16) - convert all to pumpkins, plant if empty/dead, NO harvest in tend, water. - Carrots x>=4 (12). - Trees x<4,y>=4 (8). - Count grown in pumpkin region each pass; if grown==16, harvest at start. Fix conversion. Also when pumpkin region tile has non-pumpkin, harvest it and plant pumpkin. One more: our program's harvest at end requires being at (0,0) which is pumpkin region, and all 16 grown => merged (hopefully). Good. Also we might want to NOT count merged partial (grown==16 only when all 16 harvestable). If sub-merges but all 16 eventually full/harvestable, the final giant might be 4x4 if they combine. We'll see yields. Let me fix and run. Also plant carrots: 12 tiles produce carrots; if carrot plant cost hay+wood, hay may go down. fine. Actually wait: pumpkin plant cost carrot 1; our pumpkin region plants up to 16 per cycle. Carrot region 12 tiles. Let's track. Rewrite farm6.
- 41m 14s
stop_programresult
Program stopped. Game time: 41m 24s elapsed, 5h 18m 36s of budget remaining.
- 41m 24s
write_programname="farm6" · evidenceresult
Saved farm6 (60 lines). Game time: 41m 34s elapsed, 5h 18m 26s of budget remaining.
- 41m 34s
run_programname="farm6" seconds=180result
Ran farm6 for 3m of game time; it is still running. Inventory change: carrot +191, hay -165, water -2, wood +767. Game time: 44m 44s elapsed, 5h 15m 16s of budget remaining. Output: (none)
- 44m 44sthoughtNo pumpkins gained in 3 min! And hay -165 (planting carrots costs hay 1 each: 191 carrots + 16 pumpkins = 207 carrot plant cost... but hay -165). So pumpkins planted but not harvested (grown != 16). Possibly sub-merges keep grown<16? Or pumpkin patch never all full due to deaths. Let's observe and inspect.
- 44m 44s
observeresult
Game time: 44m 54s elapsed, 5h 15m 6s of budget remaining. Program: farm6 (running). Inventory: hay 699, wood 2881, carrot 430, pumpkin 33. 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: Bu=bush, Tr=tree, Ca=carrot, Pu=pumpkin. y= 5 #Bu3 #Tr3 #Bu3 #Tr2 #Ca2 #…
- 44m 54sthoughtAll 16 pumpkin tiles Pu3 (full). Yet grown==16 didn't trigger? Maybe can_harvest() returns False on fully grown pumpkins until merging, and merging hasn't happened because... they are all full but didn't merge? Perhaps they only merge when a square of exactly n x n where n is the entire plot? They are full 4x4. Should merge. But entity code Pu3 size3 = full. Maybe "size" 3 is just full-grown not giant. Inspect yield of a tile now.
- 44m 54s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Pumpkin` Total grow time: 0.15 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 1 Yield: pumpkin 64 Game time: 45m 4s elapsed, 5h 14m 56s of budget remaining.
- 45m 04s
inspect_tilex=1 y=1result
(1,1) `x = 1, y = 1` ### `Entities.Pumpkin` Total grow time: 1.63 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.01 Yield: pumpkin 64 Game time: 45m 14s elapsed, 5h 14m 46s of budget remaining.
- 45m 14s
inspect_tilex=3 y=3result
(3,3) `x = 3, y = 3` ### `Entities.Pumpkin` Total grow time: 1.28 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.01 Yield: pumpkin 64 Game time: 45m 34s elapsed, 5h 14m 26s of budget remaining.
- 45m 24s
inspect_tilex=2 y=3result
(2,3) `x = 2, y = 3` ### `Entities.Pumpkin` Total grow time: 0.14 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.01 Yield: pumpkin 64 Game time: 45m 34s elapsed, 5h 14m 26s of budget remaining.
- 45m 34sthoughtThe 4x4 giant has formed, yield 64 per tile! So it did merge. But our program's `grown` count didn't hit 16 because can_harvest() maybe returns False for giant pumpkin?! Tooltip says grown 100%, but can_harvest? Hmm. Maybe can_harvest returns False on giant pumpkins (only true for single pumpkins?). Or the grown check inside the loop happened while plants were still filling; but now stabilized at merged, so next pass should count. But 3 min and no harvest. Let me test can_harvest via a tiny program: if can_harvest(): do_a_flip() maybe observe? Can't see flips. Use a program: print not available. Use debug unlock? Could use do_a_flip but no visible output. Hmm. Alternative: change logic to harvest whenever all pumpkin tiles have entity Pumpkin and are "full". We can't query grown %. But maybe can_harvest returns False for merged giant, and True only for singles? Then our logic (grown==16) is exactly backwards. Let's test: In our 2x2 test earlier, after merging, harvest likely worked via harvest()? We never harvested it. Hmm. Let's just modify: in pumpkin region, if entity is Pumpkin and it's merged giant, we want harvest. How detect merged? Perhaps can_harvest is False for giant! If so, use `if can_harvest():` won't work. Instead detect fullness via... no get_growth function? There's maybe get_entity_type only. Alternative strategy: harvest the 4x4 patch periodically based on time: after planting, wait fixed ~5s, then harvest. If merged, yield 64. If not all grown, harvest at (0,0) might yield 1 or nothing (or destroy). Risk. Better: use can_harvest on a single pumpkin. Let me determine can_harvest behavior on giant. Write program that: if can_harvest(): harvest() Run once; observe pumpkin inventory change. Since current patch is merged 4x4 and drone at (3,2) maybe. If can_harvest true -> harvest yields 64 pumpkins. Let's test by running a one-liner program at current position (within patch).
- 45m 34s
stop_programresult
Program stopped. Game time: 45m 44s elapsed, 5h 14m 16s of budget remaining.
- 45m 44s
write_programname="chk" · evidenceresult
Saved chk (4 lines). Game time: 45m 54s elapsed, 5h 14m 6s of budget remaining.
- 45m 54s
run_programname="chk" seconds=5result
Ran chk for 0s of game time; it finished. Inventory change: carrot +1. Game time: 46m 4s elapsed, 5h 13m 56s of budget remaining. Output: (none)
- 46m 04sthoughtCarrot +1 means the drone was at a carrot tile and can_harvest true -> harvested carrot. Position was (5,2)? Actually program stopped at some position, likely (5,2) carrot. So inconclusive. Let me inspect where drone is. Observe shows * at (4,2)? Actually earlier y=2 x4 Ca3* -> drone at x4? Let me just write a program that moves to (0,0) and harvests if can_harvest, and check pumpkin count. Program: for i in range(get_world_size()): move(West) for i in range(get_world_size()): move(South) if can_harvest(): harvest() else: do_a_flip() But moving West/South available? Directions exist. Yes. Run and see pumpkin change.
- 46m 04s
write_programname="chk" · evidenceresult
Saved chk (8 lines). Game time: 46m 14s elapsed, 5h 13m 46s of budget remaining.
- 46m 14s
run_programname="chk" seconds=10result
Ran chk for 3s of game time; it finished. Inventory change: no change. Game time: 46m 27s elapsed, 5h 13m 33s of budget remaining. Output: (none)
- 46m 27sthoughtAt (0,0) merged giant 4x4, can_harvest() returned False (no pumpkin gained, and harvest not called). So can_harvest returns False for giant pumpkins! Interesting. So to harvest giant, just call harvest() directly without can_harvest check. harvest() on giant yields 64. Let's verify: run harvest() at (0,0) directly.
- 46m 27s
write_programname="chk" · evidenceresult
Saved chk (1 lines). Game time: 46m 37s elapsed, 5h 13m 23s of budget remaining.
- 46m 37s
run_programname="chk" seconds=5result
Ran chk for 0s of game time; it finished. Inventory change: no change. Game time: 46m 47s elapsed, 5h 13m 13s of budget remaining. Output: (none)
- 46m 47sthoughtharvest() gave no change?! At (0,0) merged giant... Maybe the drone is not at (0,0). My chk moved West then South; if drone was at (3,2), moving West 6 times wraps: x 3->2->1->0->5->4->3 (6 moves) ends at x=3. South 6 moves from y=2: 2->1->0->5->4->3 ends y=3. So drone at (3,3). Still within giant. harvest() should harvest. But no change. Hmm. Wait maybe harvest() on pumpkin doesn't work when not "can_harvest"? Or the giant isn't actually merged anymore? Inspect showed yield 64 earlier. Maybe after my chk attempts, something changed? The first chk at (5,2) harvested carrot. Then second chk moved to (3,3) and can_harvest false so do_a_flip. Then third harvest at (3,3) no change. Maybe harvest() returns False because pumpkin isn't harvestable? But tooltip yield 64. Hmm, maybe the 4x4 giant formed but "harvest" requires can_harvest? No. Let me inspect (3,3) now.
- 46m 47s
inspect_tilex=3 y=3result
(3,3) `x = 3, y = 3` ### `Entities.Pumpkin` Total grow time: 1.28 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.01 Yield: pumpkin 64 Game time: 46m 57s elapsed, 5h 13m 3s of budget remaining.
- 46m 57s
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Pumpkin` Total grow time: 0.15 seconds Grown 100% When harvested, gives: ### `Grounds.Soil` Water level: 0.47 Yield: pumpkin 64 Game time: 47m 7s elapsed, 5h 12m 53s of budget remaining.
- 47m 07sthoughtStill yield 64, not harvested. So harvest() at (3,3) didn't work. Why? Possibly because the drone was actually not at (3,3)? The movement wraps; let me verify drone pos via observe. Actually, the second chk: started where? After chk1 (harvest carrot) drone unchanged at original pos. Observed earlier the * at y=2 x4? Let me just observe now to see drone position and whether harvest consumed.
- 47m 07s
observeresult
Game time: 47m 17s elapsed, 5h 12m 43s of budget remaining. Program: none running. Inventory: hay 653, wood 3219, carrot 485, pumpkin 33, water 9. 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: Bu=bush, Tr=tree, Ca=carrot, Pu=pumpkin. y= 5 #Bu3 #Tr3 #Bu3 #Tr3 …
- 47m 17sthoughtDrone at (5,1). So my chk movement math was off: starting at (5,1)? Then West 6 -> (5,1) stays? 5->4->3->2->1->0->5 = 6 moves ends 5. South 6: 1->0->5->4->3->2->1 ends 1. So ended at (5,1) which is empty (#--), harvest no-op. So my earlier assumption wrong. Not at (3,3). OK so I need to properly verify can_harvest on giant and harvest. Let me write explicit move to (0,0) using coordinates with while loops: while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) if can_harvest(): harvest() else: do_a_flip() But comparing ints fine. Let's test can_harvest first at (0,0). Then separate harvest. Actually let's just run harvest at (0,0) directly: while get_pos_x()!=0: move(West) while get_pos_y()!=0: move(South) harvest() Run and see pumpkin +64.
- 47m 17s
write_programname="chk" · evidenceresult
Saved chk (5 lines). Game time: 47m 27s elapsed, 5h 12m 33s of budget remaining.
- 47m 27s
run_programname="chk" seconds=5result
Ran chk for 1s of game time; it finished. Inventory change: pumpkin +64. Game time: 47m 38s elapsed, 5h 12m 22s of budget remaining. Output: (none)
- 47m 38sthoughtharvest() on giant yields 64. And can_harvest likely False for giant (since earlier grown count never hit 16 despite all 16 full+merged). Let me confirm can_harvest returns False on giant by planting check. But evidence: farm6's grown never ==16 though all 16 were merged; so can_harvest false on merged giants. Wait but merged giant occupies 16 tiles; can_harvest returns False per tile. So to harvest, call harvest() unconditionally when patch is merged. How to detect merged in code? Options: - Since can_harvest is False for both "not grown" and "merged giant", can't distinguish. - Use a timer: plant all, wait enough time (max growth ~3.8s), then harvest. If some died, they need replanting; but harvest on merged giant works; if not merged, harvest on single full pumpkin? Let's test harvest() on a single full pumpkin (not merged) — does it yield 1 or nothing? Earlier chk at a carrot gave carrot. For single pumpkins (from the 3 full in a row test) we didn't harvest. Let's test: maybe harvest works on single full pumpkin. If so, we could just harvest each tile, but that breaks merging. Alternative detection: use `get_entity_type()` — merged giant might be same Entities.Pumpkin. Hmm. Maybe use the number of harvestable tiles: singles are can_harvest True, merged giant False?? That seems odd but plausible: the giant entity isn't "harvestable" via can_harvest? But harvest works. Weird. Let's empirically test can_harvest at (0,0) now that patch is re-planted? After harvest, all 16 empty. Not useful. Let me design a robust pumpkin routine using timing rather than sensing: - Maintain 4x4 patch. - Every pass: for each of 16 tiles: if entity is None or Dead_Pumpkin: plant(Pumpkin). Else leave. - After planting all, wait a fixed amount (need a wait function? There's no sleep builtin but we can loop doing something like do_a_flip or move in place... or just check time). We have get_time? only if timing unlocked (pumpkin 1000). Not yet. - Could use a loop counter to burn ticks. Simpler: use can_harvest to detect singles. Logic: merged giant -> can_harvest false; single full -> can_harvest true. Then: - For each tile: if can_harvest(): this is a full single pumpkin -> DON'T harvest; but it means patch not fully merged. - If ALL 16 tiles have entity Pumpkin and NONE can_harvest -> merged. Then harvest one. Wait: growing pumpkins also can_harvest false. So "all Pumpkin and none can_harvest" could also mean some still growing OR all merged. Can't distinguish. But we can wait: if after some time still none can_harvest and all Pumpkin, likely merged (since singles become can_harvest when full). But merged also has none harvestable. Eventually if patch is mixed (some full singles can_harvest true), we know not merged. So algorithm per pass: count_harvestable = 0; count_pumpkin = 0 for each pumpkin tile: e=get_entity_type() if e==None or Dead: plant(Pumpkin) elif e==Pumpkin: count_pumpkin+=1 if can_harvest(): count_harvestable+=1 if count_pumpkin==16 and count_harvestable==0 and total_time since planting > max_growth: harvest() Need timing: track passes. After planting new pumpkins, reset a counter. Since growth max 3.8s and a full pass over 36 tiles with water uses maybe ~? Each move/harvest 200 ticks; at speed3 200 ticks maybe 0.15s. 36 tiles * (move+checks) ~ maybe 6-10s. So by the time a full pass completes after planting, max growth time passed. So we can simply use the pass itself as timing: plant on pass N, check on pass N+1. If after one full pass all 16 are Pumpkin and none can_harvest -> merged. But a dead pumpkin would have been replanted during pass N+1, so it's growing -> also Pumpkin and not harvestable, so we'd wrongly think merged and harvest a non-merged patch (yield 1 or nothing). Hmm. But if replanted this pass, we can track "planted_this_pass" flag: if any planting occurred this pass, don't harvest at end. Then next pass, if all 16 Pumpkin and no harvestable, it's merged (because if a death occurred and got replanted earlier pass, now it's full or dead again; if dead, it's Dead_Pumpkin -> replant this pass -> flagged, no harvest; if full, merged or single). Wait if an immature pumpkin from prior pass is still growing (possible if it died late and was replanted late), then all Pumpkin none-harvestable and planted_this_pass False (if it was replanted in a prior pass) => false positive harvest. But growth max 3.8s and pass takes longer, so any pumpkin planted in prior pass is grown. Dead detection is instant at full. So fine. Also full singles (can_harvest true) -> not merged => we should not harvest, and we can't force them to merge. They will merge once remaining dead ones are replanted and grown. So just keep replanting dead, and eventually all full -> merge. But note: a full single sets can_harvest true; if all 16 full but not merged? Merging automatic, so they'd become giant with can_harvest false. Thus condition works. So algorithm: planted = False harvestable = 0 pumpkins = 0 for each tile in patch: e = get_entity_type() if e == None or e == Dead_Pumpkin: plant(Pumpkin); planted = True; pumpkins += 1 elif e == Pumpkin: pumpkins += 1 if can_harvest(): harvestable += 1 if not planted and pumpkins == 16 and harvestable == 0: harvest at (0,0) But careful: harvest() at (0,0) only if (0,0) is pumpkin; after loops drone returns to start (0,0)? Our sweep starts and ends at same tile (0,0) if started there. The drone position persists across program loops. We can ensure by doing the two for loops (full grid) which returns to start. But if start isn't (0,0), the patch region still fully visited; harvest at start may not be pumpkin. Better: after detection, move to (0,0) then harvest. But moving takes time; fine. Actually simpler: harvest at the current tile if it's in patch and pumpkins==16. Since current tile after full sweep is start pos; if start in patch, good. We can navigate to (0,0) explicitly: while get_pos_x()!=0: move(West); while get_pos_y()!=0: move(South). Then harvest(). But then after harvesting, our sweep start changes to (0,0). Fine. Let me restructure program to a clean "phase" approach maybe. But integrating with crop sweep. Let me write farm7: - Full sweep tends carrots (x>=4), trees (x<4,y>=4), and pumpkin maintenance (x<4,y<4) with tracking. - Tracking variables declared before loops in while True. - After sweep, if detection, go to (0,0) and harvest. But note: planting pumpkins costs carrots. If carrots insufficient, plant fails; then e stays None, planted stays True, so no harvest. Next pass tries again. Also water: use_item on pumpkin tiles. Fine. Now, after harvest, all 16 empty; next pass plants 16 (if carrots available). Expected yield: 64 per cycle. Pass time? 36 tiles * ~ (move 0.15 + checks) plus water. Maybe ~10s. So 64/10s = 6.4/s = 384/min. Carrot consumption 16/10s = 1.6/s = 96/min. Carrot production 12 tiles ~2/s = 120/min. Good. Wait, but pumpkins planted at different times within the pass; the last planted needs 3.8s. Our detection next pass occurs after full sweep (~10s), safe. Let me write this. I'll use for loops. Also, let me reconsider: maybe simpler to separate pumpkin handling into its own program that only does the 4x4 patch, and run crop program separately? But we want simultaneous production. Single program fine. Implement carefully. Pseudo: def tend_carrot(): to_soil() e=get_entity_type() if e != None and e != Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Carrot: plant(Carrot) def tend_tree(x,y): to_soil() want = (x+y)%2==0 e=get_entity_type() if want: if e!=None and e!=Tree: harvest() if can_harvest(): harvest() if get_entity_type()!=Tree: plant(Tree) else: if e!=None and e!=Bush: harvest() if can_harvest(): harvest() if get_entity_type()!=Bush: plant(Bush) def tend_pumpkin(): to_soil() e=get_entity_type() ... But tracking planted/harvestable across calls: use global variables? In this language, variables assigned inside function are local unless global? Docs mention scopes; functions have local scope. Simpler to inline everything in main loop rather than functions, or return tuple. Let's inline in main loop. Main: while True: planted = False harvestable = 0 pumpkins = 0 for i in range(get_world_size()): for j in range(get_world_size()): x = get_pos_x() y = get_pos_y() if x < 4 and y < 4: # pumpkin maintain if get_ground_type() != Grounds.Soil: if get_entity_type() != None: harvest() till() e = get_entity_type() if e != Entities.Pumpkin and e != Entities.Dead_Pumpkin: if e != None: harvest() e = None if e == None or e == Entities.Dead_Pumpkin: if plant(Entities.Pumpkin): planted = True pumpkins = pumpkins + 1 # count tile as pumpkin attempt if get_entity_type() == Entities.Pumpkin and can_harvest(): harvestable = harvestable + 1 if num_items(Items.Water) > 0: use_item(Items.Water) elif x >= 4: ... else: ... move(East) move(North) if not planted and pumpkins == 16 and harvestable == 0: while get_pos_x() != 0: move(West) while get_pos_y() != 0: move(South) harvest() Note pumpkins counter = 16 always if region size 16 (regardless of planting success). That's fine since region is 16 tiles. Use literal 16. But "pumpkins==16" always true, so condition reduces to not planted and harvestable==0. But harvestable==0 also true when pumpkins are still growing (if planted previous pass) — but pass length ensures grown. Also if some tile had plant fail and is None, planted True? plant returns False -> planted not set. But e==None means it tried plant; if failed, still None. Then pumpkins full 16, harvestable 0, planted False -> false positive harvest at (0,0) which might be growing/none -> harvest no-op or kills immature! Danger. Set planted=True whenever we attempt to plant (regardless of success), if the tile was empty/dead. That prevents harvest that pass. Then next pass if still None, attempt again sets planted True again -> never harvest until all planted successfully. Good. So: if e == None or e == Dead_Pumpkin: planted = True plant(Entities.Pumpkin) Then harvestable counts only existing Pumpkin that are can_harvest. If a plant fails due to no carrots, planted stays True each pass, no harvest. Fine, and carrots accumulate. Let's write. Also carrots region: ensure plant even if to_soil. We'll inline. Actually, harvest of carrots: I'll do: if ground != Soil: destroy + till e = get_entity_type() if e != None and e != Carrot: harvest() if can_harvest(): harvest() if get_entity_type() != Carrot: plant(Carrot) For trees similar. Write program.
- 47m 38s
write_programname="farm7" · evidenceresult
Saved farm7 (65 lines). Game time: 47m 48s elapsed, 5h 12m 12s of budget remaining.
- 47m 48s
run_programname="farm7" seconds=120result
Ran farm7 for 2m of game time; it is still running. Inventory change: carrot +101, hay -106, water -13, wood +604. Game time: 49m 58s elapsed, 5h 10m 2s of budget remaining. Output: (none)
- 49m 58sthoughtNo pumpkins again! Hmm. There were 16 empty tiles after our harvest, and now maybe all planted but can_harvest never 0 with none planted? Let's observe.
- 49m 58s
observeresult
Game time: 50m 8s elapsed, 5h 9m 52s of budget remaining. Program: farm7 (running). Inventory: hay 537, wood 3885, carrot 600, pumpkin 97. 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: Bu=bush, Tr=tree, Ca=carrot, Pu=pumpkin. y= 5 #Bu3 #Tr3 #Bu3 #Tr3 #Ca3 #C…
- 50m 08sthoughtPumpkin 97 inventory (started 33, harvested 64 earlier from chk? Actually chk harvested 64, so 33+64=97). So farm7 hasn't harvested any yet in 2 min. Patch is Pu3 all 4x4, likely merged again. So detection `harvestable==0` should trigger... unless can_harvest on merged giant is True? Then harvestable=16, blocking! Earlier farm6: grown==16 never triggered, suggesting can_harvest false. But maybe farm6's grown==16 did trigger and harvested, then replanted, so at observation time it was full again; but pumpkin inventory stayed 33 across 3 min of farm6, so no. Hmm contradictory. Let's directly test can_harvest at (0,0) right now: inspect drone at (3,4). Write program to go to (0,0) and do: if can_harvest(): do_a_flip() else: harvest() — then check pumpkin change: if can_harvest true -> flip, no change; if false -> harvest yields 64. But that conflates. Instead: while pos != (0,0): move harvest() clear indicator? We know harvest on merged yields 64. Earlier harvest at (0,0) yielded 64. Let's just run that same and see if +64. Actually simplest: can_harvest test without modifying: while pos!=0,0: move if can_harvest(): harvest() # if true, harvest 64 # if false, nothing Then if pumpkin +64 => can_harvest true. If 0 => false. But earlier chk with `if can_harvest(): harvest() else: flip` at (0,0)... I didn't do at (0,0); first chk was at wrong pos. So unknown. Let's run this test.
- 50m 08s
stop_programresult
Program stopped. Game time: 50m 18s elapsed, 5h 9m 42s of budget remaining.
- 50m 18s
write_programname="chk2" · evidenceresult
Saved chk2 (6 lines). Game time: 50m 28s elapsed, 5h 9m 32s of budget remaining.
- 50m 28s
run_programname="chk2" seconds=5result
Ran chk2 for 1s of game time; it finished. Inventory change: pumpkin +64. Game time: 50m 39s elapsed, 5h 9m 21s of budget remaining. Output: (none)
- 50m 39sthoughtcan_harvest() IS True on merged giant (pumpkin +64 means harvest executed). So earlier farm6 grown==16 should have triggered. Why didn't it? Maybe because `grown` variables in nested for loops with function scope? No functions there. Hmm farm6 counted can_harvest for all 16 tiles after tend; all merged => grown=16 => harvest. But it never did in 3 min. Unless grow==16 triggered and harvest happened, but then replant and merge again within 3 min giving multiple 64s; inventory would rise. It didn't. Wait in farm6, `harvest()` at end only if grown==16. But maybe grown was 16 only briefly and our loop count included dead tiles? No. Hold on: in farm6, the pumpkin region had leftover carrots/trees initially, then we fixed. After fix, tend converted all to pumpkins. But during the 3 min run, maybe the patch merged (as observed all Pu3) but grown counted... Actually if merged, can_harvest true on all 16 => grown 16 => harvest. Yet pumpkin stayed 33. Unless the merged giant's can_harvest was False at that time due to water? No. Hmm, but maybe the observation that all were Pu3 was AFTER farm6 stopped (at 44:54), and the merge happened right around then, so the final passes would trigger. But we stopped at 44:44 after 3 min. Possible merge happened near the end and the single harvest triggered at stop... but inventory unchanged 33. Anyway farm7's logic: not planted and harvestable==0. If can_harvest true on merged, harvestable=16, so condition false -> never harvest. That's the bug! In farm7, harvestable counts can_harvest true on merged giant = 16, so condition fails. So correct condition: merged when ALL 16 tiles have entity Pumpkin AND can_harvest() is True. Because singles also can_harvest true but if not all full... If all 16 Pumpkin and all can_harvest true, they're merged (can't have all 16 individually full without merging). So condition: pumpkins_present==16 and harvestable==16 and not planted -> harvest. But farm6 used grown==16 exactly and failed. Why? Maybe because some tiles had carrots counted? No. Or maybe `grown` got reset? It's set to 0 each while iteration. Hmm. Wait farm6 counted after tend: `if get_pos_x()<4 and get_pos_y()<4: if can_harvest(): grown += 1`. At the time all merged, all 16 can_harvest true -> grown=16 -> harvest at end position which after full grid loops = start position. If start not (0,0) but e.g. (3,2) within pumpkin region, harvest works too. So should have harvested. Unless can_harvest becomes true only after some time AND the patch wasn't merged during farm6's 3 min (deaths kept it from merging). The observation at 44:54 showed all Pu3 - but Pu3 is "full grown" size 3, not necessarily merged. Merged maybe happened after farm6 stopped. Water level/watering affects growth; death replanting continued. Actually in farm6, we didn't replant dead? It did. But 20% deaths mean probability all 16 survive simultaneously = 0.8^16 ≈ 2.8% per round; with replant rounds maybe eventually, could take many rounds many minutes. So merging took a while. After farm6 stopped (plants kept growing? no program stopped, so dead ones not replanted; but apparently all were full by then). Hmm. Anyway, let's make pumpkins more reliable by using a smaller square! Probability all survive: 2x2 -> 0.8^4=41%; 3x3 -> 0.8^9=13%; 4x4 -> 2.8%. Smaller is much faster to merge. But yield scales per tile: 2x2 yields 8/4=2 per tile; 3x3 27/9=3 per tile; 4x4 64/16=4 per tile. Effective rate ~ yield_per_tile * carrot_efficiency / expected_time. For 2x2: expected rounds ~1/0.41≈2.4 rounds * ~2s = 5s per cycle, 8 pumpkins per 4 carrots = 2/carrot => 8/5s=1.6/s=96/min per patch. 4 patches (16 tiles) => 384/min. That's good and also carrot consumption 16 per 5s=3.2/s=192/min > carrot supply. Carrot limited. Let's instead measure carrot supply: 12 carrot tiles each ~6s => 2/s=120/min. So pumpkin rate limited to 120/min * multiplier. With 2x2 patches multiplier 2 => 240/min. Comparable to 4x4 at 4x if it merges. But 4x4 takes long to merge. Perhaps 3x3 patches (2 of them = 18 tiles) with multiplier 3 → up to 360/min but death probability 13% => expected 1/0.13≈7.7 rounds * 2s=15s per cycle, 27 pumpkins => 108/min per patch? Wait that's 27 per 15s=1.8/s=108/min per patch; 2 patches=216/min. Hmm. Simplest: use four separate 2x2 patches within 4x4, but they're adjacent and might merge into larger when all full, which is fine (bigger yield). But sub-square merging exactly what happens naturally. To avoid unintended, separate patches by non-pumpkin tiles (carrots). But then fewer pumpkin tiles. Alternatively just do 1x1 pumpkins: reliable, 1 pumpkin per carrot, rate limited by carrots ~120/min -> 120/min. And no merge headaches. But yields lower. Actually maybe better: increase carrot production massively then do 4x4. With more carrot tiles (after expand to 8x8), 4x4 pumpkins can consume. Let me fix farm7 condition to pumpkins==16 and harvestable==16, and it'll harvest whenever merged (even if rare). But to speed, reduce water? Water helps but deaths happen regardless. Alternatively, I can help merging by replanting dead promptly — farm7 does that every pass (~10s). Probability cycle maybe ~ a few passes. 4x4 eventually merges every maybe 10-20 passes ~ 2-3 min. Not great but okay-ish. With 64 per few min. Better approach: use a 3x3 pumpkin area (x<3,y<3), and use x=3 column for more carrots; trees region x<3,y>=3. Then 3x3 merges much faster (~13% per round). Let's compute: pass ~ (36 tiles) 10s; per pass we replant dead. After replant, next pass check. Expected ~8 rounds => 80s per 27 pumpkins => 20/min. Worse due to pass time. The pass time dominates. Maybe reduce pass time by only visiting needed tiles? Hard. Alternative: dedicate the whole program to pumpkins temporarily to iterate fast on a 3x3 (9 tiles). Pass over 9 tiles ~2-3s. Expected 8 rounds => 20s per 27 pumpkins => 81/min. Plus we could run separate carrot farm program later. Hmm. Time budget is large (5h9). Maybe simplest robust: 1x1 pumpkins everywhere in a patch, relying on carrots. But yields limited by carrots. Actually, let's reconsider the scoring: "total amount of each resource your farm produces". Producing 1000s of pumpkins may not be necessary; variety matters. Unlock cactus requires 5000 pumpkins—huge. Maybe skip cactus? Then we miss cactus+dinosaur+bone, a lot of variety. But could be worth. Let's check how much time we have and target a balanced set: hay, wood, carrot, pumpkin, maybe gold via mazes (fertilizer 500 wood, weird_substance from...? mazes). Let's read mazes/unlocks for what yields gold/weird_substance. Actually let's focus on getting a solid farm producing hay, wood, carrots, pumpkins. Then expand and optimize. Unlock cactus later if time. Let me fix farm7: pumpkins count and harvestable count; harvest if harvestable == 16 (all merged) and not planted. Also count entity pumpkin. But the delayed merge means low production. To improve, use a smaller patch: let's make pumpkin patch 3x3 (x<3,y<3) and carrot region x>=3 (3 columns × 6 = 18 tiles) and trees x<3,y>=3 (3x3=9). More carrots, faster merges. Layout: - x<3,y<3: pumpkins (9) - x>=3: carrots (18) - x<3,y>=3: trees (9) checkerboard Carrot supply 18 tiles ~3/s=180/min. Pumpkin 9 tiles, 3x3 merge yields 27 per cycle. Expected cycle: death chance 0.8^9=13.4% all survive per round; expected ~7.5 rounds. Each pass region size 9 but full sweep 36 ~10s => 75s per 27 => 21.6/min. That's terrible. The full sweep pass time kills it. We should not tie pumpkin merge polling to full farm sweep. Instead, within one program, do multiple pumpkin checks per farm sweep? Or make pass faster. Better architecture: separate the farm into two programs? Can't run two programs simultaneously until megafarm. Only one running program. Alternative: write a program that loops quickly over the pumpkin patch only (9 tiles) doing replant checks, and occasionally (every N patches) does a full farm sweep for crops. E.g.: while True: # pumpkin check quickly i=0 while i<9: ... move pattern within patch ... # every 8 iterations do crop maintenance cycles +=1 if cycles % 8 == 0: full sweep crops This gives faster merge polling (~9 tiles ~2s) and still crop maintenance. But simpler: use 2x2 patch, probability all survive 41% -> expected 2.4 rounds. Quick loop over 4 tiles ~1s => cycle ~3s, 8 pumpkins per 3s = 160/min, carrot 4 per 3s=80/min. That's decent! And can run multiple 2x2 patches? Each 2x2 needs its own quick loop; but we can treat 4 quadrants within 4x4 as independent 2x2 patches. But adjacent patches may merge when all 16 full (bonus). If only one patch full, it yields 8. However if patches are adjacent and one full 2x2 merges with a neighboring full 2x2 into 4x4, yield 64 — great, but then the other patches... Hard. Let's simplify: one 2x2 pumpkin patch, plus crops. 8 pumpkins per ~3s = 160/min => 1000 in 6 min. Good enough. With carrot cost 4 per cycle = 80/min, carrot farm 12 tiles ~120/min covers. But actually can we do better: a 2x2 patch requires all 4 full. Death each 20% at maturity. When one dies, replant. Poll quickly. Expected ~2.4 rounds. Round time ~ max growth 3.8s but pumpkins growth 0.2-3.8 uniform? average 2s. With watering maybe faster. So ~2.4*2.5s=6s per 8 pumpkins = 80/min. Hmm. Alternatively 1x1 patches (each tile independent) yields 1 per ~2.5s per tile = 24/min per tile. With 16 tiles = 384/min but carrot cost 384/min > supply 120. So carrot-limited 120/min regardless. With multiplier from merging, same carrot limit yields 2x/3x/4x pumpkins per carrot. So merging multiplies production given carrot constraint. So maximize merge multiplier subject to merge success rate. 3x3 gives 3x per carrot, 4x4 gives 4x per carrot. If 4x4 merges every ~3 min giving 64 per 16 carrots = 4/carrot, with 120 carrots/min incoming we'd plant 16 every 8s, so the patch is always full of growing pumpkins; merge takes long but meanwhile we're not consuming carrots after planted. Actually once planted, no more carrot consumption until harvest. Carrot accumulates. Fine. Production 64 per merge cycle. Compare 3x3: 27 per merge cycle, cycles maybe 3x faster (13% vs 2.8%) => 27 per ~1/4 time = roughly 108 vs 64 per same time => 3x3 better! Expected merge time ∝ 1/(0.8^(n^2)). For 2x2: 1/0.41=2.4 rounds; 3x3: 7.5; 4x4: 35.7. Ratio per-yield: 2x2: 8/2.4=3.3 per round 3x3: 27/7.5=3.6 per round 4x4: 64/35.7=1.8 per round 5x5: 0.8^25=0.0038 -> 264 rounds, 125/264=0.47 So 3x3 is optimal per round. And 2x2 close. Round time ~ growth after replant. So 3x3 best. But passes must be fast to poll. Let's estimate with a dedicated pumpkin quick loop over 9 tiles, each loop ~9 moves + checks ≈ maybe 1.5s at speed3. Expected 7.5 rounds => ~11s + growth ~2s each round? Actually each round includes regrow of replanted dead ~2s plus loop. So maybe ~15-20s per 27 pumpkins = ~90/min. Good. Given carrot supply 120/min, and 9 carrots per ~18s = 30/min consumption, plenty. Could add more pumpkin patches (e.g., two 3x3 patches) to use carrot supply: 2 patches => 180/min pumpkin. Carrot 60/min. Still fine. The bottleneck is polling speed. Let's make a fast pumpkin loop and do crops less frequently. Simplify: main program structure: cycles = 0 while True: # pumpkin patch maintenance (3x3 at x0-2,y0-2) ... loop 9 tiles ... # if all 9 harvestable and none planted -> harvest cycles += 1 if cycles % 10 == 0: # crop sweep (carrots x>=3, trees x<3,y>=3) Actually crops also need regular maintenance for harvest. Carrots grow 6s; sweeping every ~15s okay. But movement between patch and crops complicates; loops with wrap. Maybe easier: do pumpkin checks within the same full sweep but repeat internal pumpkin check many times per sweep? E.g., each full sweep, after tending, do a quick 3x3 loop? Time still. Hmm, let's just test the 3x3 approach with a single full-grid sweep but see actual merge rate. If too slow, optimize. Actually, I realize the earlier 4x4 patch DID merge, and farm6 ran 3 min without harvesting due to counting condition (I thought grown==16 failed, but maybe because can_harvest false at that exact moment? no). Wait, chk2 proved can_harvest true on merged 4x4. So farm6 grown should hit 16. Unless in farm6, the water use made some tiles not harvestable? No. Let me not chase; implement farm8 with 3x3 patch and condition harvestable==9, planted==False. Test. Actually, let me test with 4x4 first quickly by fixing farm7 condition to harvestable==16; see if it harvests soon (patch was merged at stop, then chk2 harvested it). So now empty. Better test a fresh 3x3. Let me restructure to 3x3 patch at x<3,y<3: - pumpkins: x<3 and y<3 (9) - carrots: x>=3 (18) - trees: x<3 and y>=3 (9) checkerboard Condition: harvestable == 9 and not planted. Write farm8. Wait, but if a 3x3 sub-merge occurs? 3x3 all full merges to 27. Sub 2x2 might merge first if 4 tiles full before others — but then those tiles become a 2x2 giant yield 8, and remaining 5 tiles full later can't merge with giant? Perhaps giants can merge. Uncertain. Let's just observe yields. Let's write farm8 with the same sweep.
- 50m 39s
write_programname="farm8" · evidenceresult
Saved farm8 (65 lines). Game time: 50m 49s elapsed, 5h 9m 11s of budget remaining.
- 50m 49s
run_programname="farm8" seconds=180result
Ran farm8 for 3m of game time; it is still running. Inventory change: carrot +204, hay -208, pumpkin +81, water -4, wood +786. Game time: 53m 59s elapsed, 5h 6m 1s of budget remaining. Output: (none)
- 53m 59sthought81 pumpkins in 3 min (27*3=81) - exactly 3 harvests of 27! Good, 3x3 merges reliably every ~60s. Carrot +204, wood +786. So 3x3 gives 27 per ~60s = 27/min. Slow-ish. The pass must be slow (full 36-tile sweep each iteration ~ maybe 10s, and expected 7.5 rounds => 75s). Matches. To increase production, must speed up polling. Let's make the pumpkin patch check faster by looping only 9 tiles and doing crop maintenance less often. But note crop sweep also does the pumpkin tending; every full sweep ~10s. Alternatively increase number of pumpkin patches: two 3x3 patches polled in same sweep would each take similar rounds, so total 54 per ~75s = 43/min. Not proportional because sweep visits both. Better: optimize pass time. The sweep is 36 tiles; each tile does many checks and sometimes water. At speed 337%, each action ~0.15s. 36*~0.5=18s? Let's reduce work in pumpkin region: only handle tiles that need it. Actually the biggest inefficiency: the pumpkin patch takes 7.5 rounds to merge, each round is a full sweep (~10-18s). If we check the patch twice per sweep (or dedicated fast loop), time per round drops to ~1-2s, merge ~15s -> 27 per 15s = 108/min. Let's restructure: separate loops. Program: while True: # fast pumpkin patch 3x3 maintenance (9 tiles) planted=False; harvestable=0 for i in range(3): for j in range(3): ... pumpkin handling ... move(East) # but this moves in whole grid; use move East/ North with wrap; need precise Actually easier: use nested loops over 3 with move(East), and after 3 E, move(North) -> returns to start. Since patch is x0-2,y0-2 and starts at (0,0), 3 E wraps x to 0 then N. But the drone must be at (0,0) before patch loop. Our crop sweep ends at its start, not necessarily (0,0). We can navigate. Then do crop sweep for the non-pumpkin tiles: carrots (x>=3, 18) and trees (x<3,y>=3, 9). This sweep needs full grid but can skip pumpkin tiles quickly (tend only if not pumpkin region). 27 tiles * checks. Sequence per outer loop: 1. go to (0,0), do patch loop 3x3 (this is fast ~9 tiles). 2. do crop maintenance full grid (skip patches) — can be every k-th outer iteration to reduce time. But crops need harvest; their growth 6s (carrots) and 7s (trees), so sweep every ~10-15s is fine. If we do patch loop ~2s, then crops every 5th patch loop (~10s). Implement counter. Let me write farm9: def patch(): # assumes at (0,0) and 3x3 patch ...returns (planted, harvestable) via globals? Use inline with variables in main. Main: count = 0 while True: # navigate to 0,0 while get_pos_x()!=0: move(West) while get_pos_y()!=0: move(South) planted=False harvestable=0 for i in range(3): for j in range(3): ...pumpkin handling... move(East) move(North) if not planted and harvestable==9: harvest() # at (0,0) since loop returns there; but after harvest we're still at (0,0) # no need navigate count += 1 if count % 5 == 0: # crop sweep over all tiles, skip pumpkin region for i in range(get_world_size()): for j in range(get_world_size()): x=get_pos_x(); y=get_pos_y() if not (x<3 and y<3): crop tend... move(East) move(North) But crop sweep starts from current pos (0,0 after patch loop) and ends at (0,0). Good. Then next outer iteration navigates (already 0,0). Actually patch loop ends at (0,0) each time due to 3 E and 3 N wrap. Yes. After harvest at (0,0), fine. Careful: patch loop `move(East)` inside inner for and `move(North)` after inner; after 3 E x=0, then N. After 3 N y=0. Good. Crop sweep similar 6x6 ends at start (0,0). Let me write farm9. Also use water on patch tiles. Potential issue: plant() on patch tile when patch is merged giant (entity Pumpkin) -> e is Pumpkin, skip. Good. After harvest, all empty. Let's implement.
- 53m 59s
stop_programresult
Program stopped. Game time: 54m 9s elapsed, 5h 5m 51s of budget remaining.
- 54m 09s
write_programname="farm9" · evidenceresult
Saved farm9 (72 lines). Game time: 54m 19s elapsed, 5h 5m 41s of budget remaining.
- 54m 19s
run_programname="farm9" seconds=180result
Ran farm9 for 3m of game time; it is still running. Inventory change: carrot +101, hay -106, pumpkin +18, water -1, wood +482. Game time: 57m 29s elapsed, 5h 2m 31s of budget remaining. Output: (none)
- 57m 29sthoughtOnly 18 pumpkins in 3 min — worse! Because expected rounds 7.5 but each round now is quick (~1s) plus crops. 18 = ... hmm not 27. Maybe merge is slower due to deaths and fast replant; or maybe harvesting happened at 27 then partial? 18 could be 27 - 9 consumed as carrots? No. Wait maybe the patch merged as 3x3=27, then harvest, and we counted 18 net because 9 pumpkins? No, harvest only at once. Could be two harvests of... no. Maybe the condition harvestable==9 triggers only when merged, and merged yield 27. 18 isn't multiple of 27. Unless a 3x3 sub-merge or partial yields. Hmm, maybe it harvested a partial? Let's check: when all 9 are full they merge; can_harvest true on all 9 -> harvest 27. 18 could be one harvest of 27 minus 9 planted? Plant pumpkins costs carrots not pumpkins. So 18 means maybe a 3x3 patch merged but yield 27? no. Maybe a 2x3 or something merged yielding? Yields formula n*n*n only for square. Could be 2x2=8 + ... Hmm 18 = 8+8+...? no. Wait maybe pumpkin inventory includes earlier leftover? Started pumpkin after farm8 = 97+81=178? Let me observe current pumpkin count. Actually inventory change +18 only in 3 min. Perhaps the program harvested 27 but spent 9 pumpkins? Nothing spends pumpkins. Strange. Could there be a 3x3 patch harvesting partially: the merge formed only 2x2 (8) and left others, our condition harvestable==9 never true, so no harvest... but +18 implies 18. Let me observe and inspect tile yields quickly. Maybe 18 = 9+9 from two 2x... no. Alternatively the count%5 crop sweep resets drone position? No, crop sweep ends at same position (it starts wherever patch loop ended = (0,0)? patch loop ends at (0,0), crop sweep ends at (0,0)). Fine. Hmm let me just observe.
- 57m 29s
observeresult
Game time: 57m 39s elapsed, 5h 2m 21s of budget remaining. Program: farm9 (running). Inventory: hay 200, wood 5240, carrot 935, pumpkin 260. 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: Bu=bush, Tr=tree, Ca=carrot, Pu=pumpkin. y= 5 #Bu3 #Tr3 #Bu3 #Ca3 #Ca3 …
- 57m 39sthoughtWhoa, pumpkins are on y=1 x3-5 too (ours carrots region x>=3). Why? Because crop sweep only runs every 5th count, and meanwhile... no, crop sweep tends x>=3 as carrots. But pumpkins appear at y=1 x3,4,5 and y=0 x3-5 are carrots. Hmm inconsistent. Wait the pumpkin patch is x<3,y<3 (9 tiles). Observe y=2 x0-2 Pu, y=1 x0-2 Pu, y=0 x0-2 Pu = 9, all Pu3. Also y=1 x3-5 Pu3 (extra). Those extras are in carrot region. How did pumpkins get there? Possibly because farm8 was running earlier and its patch was x<3,y<3; no. Or merge expanded? A 3x3 giant at x0-2,y0-2 can't extend to x3. Ah, I bet the giant pumpkin merges with adjacent pumpkins that were planted elsewhere. The y=1 x3-5 are full pumpkins (Pu3) that shouldn't exist; maybe from previous farm8 leftovers? farm8 had carrots x>=3. Hmm. Actually maybe the crop sweep's carrot plant failed because carrots were converted to pumpkins somewhere? No. Wait—maybe my `if x >= 3` check in crop sweep isn't reached for y<3 because of the outer `if not (x<3 and y<3)`: for x>=3,y<3 it's not pumpkin region, enters, x>=3 branch -> carrot. So should be carrots. But observe y=1 x3-5 Pu3. Could have been planted by farm8? farm8 patch x<3. No. Oh! Maybe pumpkin spread/merging converts neighbors? Unlikely. Let me reconsider: inventory pumpkin 260. We had 178 at farm9 start? Let's recompute: after farm8 pumpkin = 97+81=178. farm9 +18 => 196. But observe shows 260. So maybe started at 242? I'm not tracking well because chk2 harvest 64 earlier. Let's not. Anyway, the extra pumpkins y1 x3-5 might be from a merge: a 3x3 patch at x0-2,y0-2 plus a 3x3 at x1-3? no. Hold on: maybe patch loop movements wrap incorrectly: inner `for j in range(3): move(East)` from (0,0) with world size 6 goes x=0->1->2->3, not wrap at 3! Because world size is 6, moving East from x2 goes to x3 (not wrap). I incorrectly assumed wrap after 3. So the "3x3 patch" loop actually moves to x=1,2,3 and then North... It's not staying in patch! That's the bug: patch loop visited x=0..3 (4 columns) and drift. So pumpkins planted at x3 as well, and carrot region got mixed. So patch coordinates messed. Right: to loop 3 tiles, I should move East and then wrap manually using get_pos_x(): after each move, if x==3 wrap? Can't wrap to 0 without moving West 3. Simplest: use a fixed safe traversal: since patch is top-left 3x3 at x0-2,y0-2, do: for i in range(3): for j in range(3): handle at (i,j) move(East) move(North) move(West); move(West); move(West) # back to x0 untested. Better: use while loops with explicit coordinates and move direction: Now that we have variables, we can just navigate: after handling a tile, if x<2 move East else move West twice? messy. Alternative: write a generic "goto(x,y)" function using while loops: def goto(tx,ty): while get_pos_x() != tx: if get_pos_x() < tx: move(East) else: move(West) while get_pos_y() != ty: if get_pos_y() < ty: move(North) else: move(South) Then handle patch by iterating i,j and goto(i,j). Movement overhead but correct. But also the full crop sweep using `for i in range(get_world_size()): for j...: move(East) ... move(North)` is correct for world size 6 (6 E wraps to 0). That part works. So fix patch loop to use explicit coordinates. Let's also simplify by using the full sweep but check pumpkin twice? Hmm. Let me rewrite farm10 with goto and explicit 3x3 patch, and crop sweep correct. Given world size 6, goto uses bounded loops. def goto(tx,ty): while get_pos_x() != tx: if get_pos_x() < tx: move(East) else: move(West) while get_pos_y() != ty: if get_pos_y() < ty: move(North) else: move(South) Patch: for i in range(3): for j in range(3): goto(i,j) handle # count Then if merged: goto(0,0); harvest() Crop sweep: for i in range(6): for j in range(6): tend if not patch; move(East); move(North). Start anywhere; full sweep works. But crop sweep and patch both use goto? The crop sweep starting pos arbitrary; full loop of 6 E wraps to starting x and 6 N wraps, so ends at start. Fine. However crop sweep starting pos may not be (0,0), but that's okay; it visits all tiles. Let me also fix the leftover pumpkins mess: crop sweep will convert x>=3 to carrots (harvest pumpkins). It already harvests non-carrot entities. But pumpkins in carrot region that are full: harvest() yields pumpkin(s) then plant carrot. Good, free pumpkins. Note: y=1 x3-5 extra pumpkins might be a merged 3x? Actually a 1x3 cannot merge (not square), so each full pumpkin yields 1. Let me rewrite cleanly. Also reduce crop sweep frequency: every 3rd patch cycle maybe. Patch cycle time now with goto: 9 tiles * moves ~ maybe 3s. Crop sweep every 3 => ~9-12s. Fine. Let me write farm10.
- 57m 39s
stop_programresult
Program stopped. Game time: 57m 49s elapsed, 5h 2m 11s of budget remaining.
- 57m 49s
write_programname="farm10" · evidenceresult
Saved farm10 (84 lines). Game time: 57m 59s elapsed, 5h 2m 1s of budget remaining.
- 57m 59sthoughtI left `before = num_items(...)` and `planted` unused; harmless. But the `planted` logic removed; the harvest condition `harvestable==9` might trigger when 9 tiles harvestable. If pump_tile just planted some (empty), those aren't harvestable, so harvestable<9. Fine. No need planted. But wait: if a tile is merged giant, can_harvest true. If patch all 9 full and merged, harvestable=9 -> harvest. Good. However subtle: after `pump_tile()` on tile i,j, if it planted a pumpkin, then `can_harvest` false. Good. Also `before` useless. Remove to keep clean but fine. Potential issue: the crop sweep runs every 3rd count. But after crop sweep, drone ends at start (0,0)? It starts at wherever goto(0,0) or patch end. Patch loop ends at (2,2). Crop sweep starts at (2,2) and does 6E (wrap to 2) and 6N (wrap to 2), ends (2,2). Fine. Let's run 180s.
- 57m 59s
run_programname="farm10" seconds=180result
Ran farm10 for 3m of game time; it is still running. Inventory change: carrot +82, hay -126, pumpkin +192, water -2, wood +576. Game time: 1h 1m 9s elapsed, 4h 58m 51s of budget remaining. Output: (none)
- 1h 01mthought192 pumpkins in 3 min = 64/min. Better (27 per ~25s). Good. Carrots +82, wood +576, hay -126. Hay is depleting (200 -> 74). Carrot planting costs hay 1 each. We have no hay production currently (tree region all soil). Need hay for upgrades later (trees lvl3 costs hay1200). Let's add grass tiles or accept. Current hay ~74. We need hay production. Options: convert some tree/bush tiles to grass (grass gives hay). Or harvest pumpkins? no. Let's think: hay used for: carrot plant cost (1 each), upgrade costs (trees lvl3 1200 hay, later grass levels cost wood). Also tree/bush plant cost? maybe hay. We have wood huge (5000+). Hay is bottleneck for upgrades. We should dedicate area to grass. On 6x6, maybe set aside a row for grass (grassland, harvest). Grass yields hay with growth 0.5s and level2 (200% => 2 hay each?) likely. A few grass tiles produce lots of hay. Let's modify: tree region x<3,y>=3 (9 tiles) -> split: some grass. E.g., y=4,5 rows x<3 (6 tiles) grass on grassland; y=3 x<3 (3 tiles) trees/bush? Or make y>=4 grass. Actually trees give wood which we have plenty; converting some to grass for hay is smart. Let's set: - x<3,y==3: trees/bush checkerboard (3 tiles) - meh. - x<3,y>=4: grass (6 tiles) But grass must be on grassland; to_soil toggles. Need to ensure grassland. Add: if get_ground_type()==Soil: till() to grassland. Then harvest if can. 6 grass tiles with level2 yield... grass base 1 hay *200% = 2 per harvest, growth 0.5s => 4 hay/s per tile? that's huge. Actually grass harvest every ~0.5s => 2 hay/0.5s = 4/s per tile *6=24/s. Plenty. But movement overhead limits. Still fine. Let's rebalance: pumpkins 3x3 (9), carrots x>=3 (18), grass x<3,y>=4 (6), trees x<3,y==3 (3). Trees 3 tiles checkerboard: (0,3) tree (since 0+3 odd -> bush? pattern (x+y)%2==0). Let's not care, 3 tiles tree/bush. Actually maybe make y>=3 all grass (9 tiles) and drop trees entirely (we have 5000 wood already, enough for many upgrades). Wood still needed for plants (carrot cost wood1 each). Carrot planting consumes wood 1 each; with 18 carrots per ~6s => 180/min = 3/s wood consumption. Grass doesn't produce wood; we'd slowly deplete 5000 wood. But trees upgrade costs hay not wood. Pumpkin upgrades cost carrot. Speed upgrades cost carrot. Most later upgrades cost pumpkin/carrot. Wood needed for expand? after level4 costs pumpkin. So wood mainly for planting carrots and trees. Let's keep a few trees for wood: x<3,y==3 (3 tiles) checkerboard. And grass y>=4 (6 tiles). Carrots x>=3 (18). Wait x<3,y==3: 3 tiles. Fine. Let me update crop function region logic: - x>=3: carrots - x<3 and y>=4: grass (ensure grassland) - x<3 and y==3: trees/bushes checkerboard Implement grass branch: if get_ground_type() != Grounds.Grassland: # need constant? Grounds.Grassland exists per docs if get_entity_type()!=None: harvest() till() # toggles soil->grassland if can_harvest(): harvest() Grounds.Grassland constant exists (docs listed objects/grassland). Use it. Also note: initial grounds are grassland on new rows; but we tilled them to soil earlier. till toggles back. Let's update program. Also remove unused before. And reduce crop sweep frequency? Keep 3. Actually pumpkin rate 64/min is decent. Could improve by polling patch more (crop sweep every 4). Fine. Let me also consider buying upgrades with current resources: wood 5240+, carrot ~1000, hay low. Carrots upgrade (wood250) doubles carrot yield -> good for pumpkin throughput. Grass level3 costs wood500 (200%->400%) good. Watering lvl2 wood200. Trees lvl3 hay1200 (need grass). Speed lvl4 carrot500. Lists carrot500. Sunflowers carrot500. Let's buy carrots upgrade (wood250) and watering lvl2 (wood200) and grass lvl3 (wood500) — all wood, which we have plenty. Grass lvl3 increases hay yield. Trees upgrade costs hay1200, wait. Actually grass level3 says "200% => 400%" and cost wood500. Do it. Also grass level4 maybe more wood. Let's buy those now while program runs (buying doesn't stop program? It may change costs only). Buy carrots, watering, grass. Wait carrots upgrade increases "yield and cost of carrots". Cost might increase (plant cost hay/wood). If cost doubles, then pumpkin planting gets more expensive. Let's check objects/carrot after upgrade. If yield 2 and cost 2, net same per plant but doubles throughput? Actually carrot plant cost maybe stays hay1 wood1, yield 2. "Increases the yield and cost of carrots" suggests cost of the plant also increases, maybe to 2 hay+2 wood, yield 2. Then per tile same production of carrots but fewer plants... no change. Hmm. Pumpkins need carrot 1 each, so cost double is bad for pumpkin production. Let me check by reading after buying? Risk. Maybe hold carrots upgrade. Instead buy grass and watering. Watering helps all growth including pumpkins/carrots -> great. Let's buy watering lvl2 (wood200) and grass lvl3 (wood500). Water level in ground dissipates; more water supply helps. Actually water supply: level1 0.1/s, level2 0.2/s. We use water on pumpkin tiles every patch cycle; 9 tanks per ~3s need 3/s but supply 0.2/s — way too little, so most tiles get no water. Water is scarce. Higher watering helps a bit. Also we're spending water soon after arrival. Maybe don't water pumpkins (waste). Water speeds growth 1x-5x based on level. With 0.25 per tank and supply 0.1/s, we get 0.4 tanks/s? no, 0.1 water/s = 0.4 tanks/s? "One tank every 10 seconds" -> 0.1 tanks/s. Each tank 0.25 water. We use on each of 9 tiles per patch cycle (~3s) => need 3 tanks/s vs 0.1. So water mostly absent. Only first tile gets it. Not impactful. Could instead accumulate water and apply less frequently. Eh. Let's not over-optimize water; buy watering upgrades later. Buy grass lvl3 (wood500) and maybe grass lvl4? Let's see cost. Do grass upgrade; also speed lvl4 maybe carrot500 (speed helps everything). We have carrot ~? observe said 935 earlier, then +82, minus plant costs. Should be ~800+. Speed lvl4 cost carrot500 -> helps. Buy speed + grass. Do it.
- 1h 01m
buy_upgradeupgrades=["grass","speed"] · evidenceresult
Bought grass, now level 3. Paid wood 500. Bought speed, now level 4. Paid carrot 500. Its tutorial is docs page docs/unlocks/speed.md. Game time: 1h 1m 19s elapsed, 4h 58m 41s of budget remaining.
- 1h 01mthoughtNow update program for grass region. Stop, rewrite crop function. Let me edit farm10 (stopped first).
- 1h 01m
stop_programresult
Program stopped. Game time: 1h 1m 29s elapsed, 4h 58m 31s of budget remaining.
- 1h 01m
write_programname="farm10" · evidenceresult
Saved farm10 (88 lines). Game time: 1h 1m 39s elapsed, 4h 58m 21s of budget remaining.
- 1h 01m
run_programname="farm10" seconds=180result
Ran farm10 for 3m of game time; it is still running. Inventory change: carrot +144, hay +198, pumpkin +243, water -2, wood +70. Game time: 1h 4m 49s elapsed, 4h 55m 11s of budget remaining. Output: (none)
- 1h 04mthought243 pumpkins in 3 min = 81/min. Carrot+144, hay+198. Good, hay now increasing. Now pumpkin ~600+. Need 1000 for expand to 8x8, 5000 for cactus. Also polyculture 3000, auto_unlock 5000. Let's consider strategy: get expand to 8x8 (1000 pumpkins) soon: at 81/min, ~5 min more. Then 8x8 with bigger pumpkin patch (maybe 4x4) and more crops -> better. But also 5000 for cactus is expensive (~60 min at current rate). After 8x8, more pumpkin tiles and faster harvest → maybe 200-400/min → 20 min. Then cactus unlock, grow cactus (cactus needs...?). Then dinosaurs (2000 cactus) -> bones. Also mazes path: fertilizer (wood500), then mazes (weird_substance 1000) - where does weird_substance come from? Probably maze treasure. Let's read mazes and fertilizer docs, and cactus.
- 1h 04m
docs_readpath="unlocks/mazes"result
## Mazes A maze with a treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000] Game time: 1h 4m 59s elapsed, 4h 55m 1s of budget remaining. - 1h 04m
docs_readpath="unlocks/cactus"result
## Cactus Cactus! plant(Entities.Cactus) ### Unlock Cost [Current cost: pumpkin=5000] Game time: 1h 4m 59s elapsed, 4h 55m 1s of budget remaining.
- 1h 04m
docs_readpath="unlocks/dinosaurs"result
## Dinosaurs Majestic ancient creatures. ### Unlock Cost [Current cost: cactus=2000] Game time: 1h 5m 19s elapsed, 4h 54m 41s of budget remaining.
- 1h 04m
docs_readpath="unlocks/fertilizer"result
## Fertilizer Grow plants instantly. use_item(Items.Fertilizer) ### Unlock Cost [Current cost: wood=500] Game time: 1h 5m 29s elapsed, 4h 54m 31s of budget remaining.
- 1h 05m
docs_readpath="unlocks/polyculture"result
## Polyculture Use companion planting to increase the yield. plant_type, (x, y) = get_companion() ### Unlock Cost [Current cost: pumpkin=3000] Game time: 1h 5m 29s elapsed, 4h 54m 31s of budget remaining.
- 1h 05mthoughtDocs thin. Weird_substance likely from mazes? Actually mazes unlock costs weird_substance 1000, which maybe comes from... a different resource. To get weird_substance maybe from "tap" or the farmer's remains? Hmm. Let's search docs for weird_substance.
- 1h 05m
docs_searchquery="weird_substance"result
unlocks/mazes: …ith a treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000]… functions/num_unlocked: … to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) For more related information see: [Senses](docs/unlocks/senses.md)… Game …
- 1h 05m
docs_searchquery="gold"result
unlocks/debug_2: …down the execution and make the farm smaller. set_world_size(3) set_execution_speed(1) ### Unlock Cost [Current cost: gold=500]… unlocks/leaderboard: …he fastest times. leaderboard_run(Leaderboards.Hay, "hay_file", speedup) ### Unlock Cost [Current cost: bone=2000000, gold=1000000]… unlocks/megafarm: …## Megafarm More drones! spawn_drone(task) ### Unlock Cost [Current cost: gold=…
- 1h 05m
docs_searchquery="cactus"result
unlocks/cactus: …## Cactus Cactus! plant(Entities.Cactus) ### Unlock Cost [Current cost: pumpkin=5000]… unlocks/dinosaurs: …## Dinosaurs Majestic ancient creatures. ### Unlock Cost [Current cost: cactus=2000]… unlocks/top_hat: … only the best drones get to wear. ### Unlock Cost [Current cost: hay=1000000000, wood=10000000000, carrot=1000000000, cactus=1000000000, gold=100000000]… Game time: 1h 6m …
- 1h 05m
docs_searchquery="bone"result
unlocks/leaderboard: …derboard for the fastest times. leaderboard_run(Leaderboards.Hay, "hay_file", speedup) ### Unlock Cost [Current cost: bone=2000000, gold=1000000]… unlocks/the_farmers_remains: …## ? ????????? ### Unlock Cost [Current cost: bone=100000000]… Game time: 1h 6m 9s elapsed, 4h 53m 51s of budget remaining.
- 1h 06mthoughtWeird_substance: use_item(Items.Weird_Substance, n) probably creates a maze. But where do we get weird_substance? Possibly from dinosaurs (bone?) or from harvesting? Hmm. In the game "The Farmer Was Replaced", weird_substance is obtained from... I recall cactus? Actually there's a "Maze" that you enter using weird substance, bought? Maybe weird_substance is generated by sunflowers? Let me read sunflowers doc and objects pages available after unlock. I recall in this game: Sunflowers produce "power" used for... hmm actually sunflowers have petals that you harvest, and they generate power to speed up? Let me read unlock sunflowers. Also let's check docs for items list via search "Items." maybe. But let's focus. Real game knowledge (The Farmer Was Replaced): - Hay from grass - Wood from bushes/trees - Carrots - Pumpkins - Cactus (needs desert? no) - Sunflowers: they have petals; harvesting gives power? Actually sunflowers track the sun and produce "power" that speeds up the drone? Hmm. - Weird substance: from "mazes"?? No, mazes require weird substance to buy the unlock, which you obtain from... "Mazes" unlock itself costs weird_substance which likely drops from "treasure"? circular. - Dinosaur bones: from dinosaurs, which eat cactus and produce bones? Dinosaurs unlock costs cactus 2000, then you plant them and they produce bone? Maybe. - Gold: from maze treasure. Actually in the real game, Weird_Substance is a resource obtained by harvesting... I think "Weird Substance" is produced by Cactus? Let me search docs for "Items.Weird_Substance" context. Only num_unlocked doc. Hmm. Let me check the items docs available: items/hay,wood,carrot,water,pumpkin. No weird. Since docs will reveal when unlocked, we can explore. But for scoring, we want variety. Let's aim: 1. Expand to 8x8, optimize. 2. Unlock cactus (5000 pumpkins), grow cactus -> unlock dinosaurs -> bones. 3. Unlock fertilizer (wood500) and mazes (weird_substance1000) if we can find weird_substance source. 4. Sunflowers (carrot500) maybe produce something. Let me read sunflowers unlock and utilities, lists, import, hats, tap, pet_the_piggy for clues.
- 1h 06m
docs_readpath="unlocks/sunflowers"result
## Sunflowers Sunflowers and Power. plant(Entities.Sunflowers) ### Unlock Cost [Current cost: carrot=500] Game time: 1h 6m 19s elapsed, 4h 53m 41s of budget remaining.
- 1h 06m
docs_readpath="unlocks/megafarm"result
## Megafarm More drones! spawn_drone(task) ### Unlock Cost [Current cost: gold=2000] Game time: 1h 6m 29s elapsed, 4h 53m 31s of budget remaining.
- 1h 06m
docs_readpath="unlocks/auto_unlock"result
## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) ### Unlock Cost [Current cost: pumpkin=5000] Game time: 1h 6m 59s elapsed, 4h 53m 1s of budget remaining.
- 1h 06mthoughtInteresting: Weird_Substance used with use_item to create a maze (size = world_size * num_unlocked(Mazes)). So weird_substance is a consumable. How obtained? Possibly from harvesting "maze" treasure? Hmm, but mazes unlock requires weird_substance 1000 — maybe from... Actually maybe you get weird_substance from dinosaurs? Or from the "tap" function (tapping a tree gives weird substance?) Hmm. In the actual game, I recall: - Trees can be tapped for... no. - Cactus produce "cactus" item. - Sunflowers produce power? Actually sunflowers have "petals" that give power to... hmm. - Weird substance comes from harvesting "treasure" in mazes? circular. Wait maybe weird_substance is obtained by "harvest()" on... The item might come from using the "tap" function on a tree (maple syrup = weird substance?). In this game, tapping a tree yields... Let me read functions/tap doc (it showed placeholder). And pet_the_piggy. Actually in The Farmer Was Replaced, there's "tap()" which taps a tree to get weird substance? I think tap is for tapping trees to get... hmm no. Let me look at the game knowledge: Items include Hay, Wood, Carrot, Pumpkin, Cactus, Bone, Gold, Weird Substance, Water, Fertilizer, Power. - Power from sunflowers, used by... drone? - Weird substance maybe from mazes themselves (treasure)? Let's not worry; focus on achievable high-value goals. Given budget ~4h53, let's plan: A. Expand to 8x8 (1000 pumpkins) — reachable in ~10 min. B. Then possibly expand to 10x10 (cost maybe pumpkin 2000?) for more. C. Unlock cactus 5000 pumpkins, grow cactus -> 2000 cactus -> dinosaurs -> bones. D. Unlock sunflowers (carrot500) and fertilizer (wood500), mazes if possible. E. Maybe lists/import/utilities for better code not needed. But the final score counts production totals of each resource. So after unlocking, we should produce each resource continuously at end. Time spent unlocking is investment. Let's proceed with current farm until pumpkins reach 1000 then expand to 8x8. Meanwhile, let me improve farm efficiency with the remaining upgrades affordable: watering lvl2 (wood200) helps growth. Also carrots upgrade? Let's check carrot object cost after upgrade concept - not yet bought. Keep. Also grass lvl4 cost? research shows grass level3 now. Let's check quickly. But let's not spend too much time; tool calls cost 10s each but budget ample. Actually let's just wait for pumpkins to 1000. At 81/min, need ~5 more min. Wait 300s until pumpkins 1000. But our program's harvest may be slower. Let's wait. Before waiting, maybe buy watering lvl2 (wood200) to speed everything. Do it.
- 1h 06m
docs_readpath="functions/tap"result
code_tooltip_tap Game time: 1h 6m 59s elapsed, 4h 53m 1s of budget remaining.
- 1h 06m
docs_readpath="functions/num_unlocked"result
num_unlocked(thing) Used to check if an unlock, entity, ground, item or hat is already unlocked. returns 1 plus the number of times thing has been upgraded if thing is upgradable. Otherwise returns 1 if thing is unlocked, 0 otherwise. takes 1 tick to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) …
- 1h 06m
buy_upgradeupgrades=["watering"] · evidenceresult
Bought watering, now level 2. Paid wood 200. Its tutorial is docs page docs/unlocks/watering.md. Game time: 1h 7m 9s elapsed, 4h 52m 51s of budget remaining.
- 1h 07m
waitseconds=300 until_resources={"pumpkin":1000}result
Waited 1m 17s (pumpkin reached 1019). Program: farm10 running. Inventory change: carrot +61, hay +158, pumpkin +135, wood +20. Game time: 1h 8m 36s elapsed, 4h 51m 24s of budget remaining.
- 1h 08mthoughtPumpkins 1019. Buy expand to 8x8 (pumpkin1000). Then redesign for 8x8. 8x8 = 64 tiles. Layout: - Pumpkin patch: 4x4 at x0-3,y0-3 (16) => if merges, 64 per harvest. Or 3x3 for reliability. On bigger farm, maybe two patches. - Carrots: x>=4 (4 columns × 8 = 32 tiles) - Grass/trees: x<4, y>=4 (16 tiles) Given larger carrot supply (32 tiles ~ 320/min), we can support a 4x4 pumpkin patch and maybe additional. But merges of 4x4 take ~36 rounds. With fast patch polling (16 tiles ~4s), 36 rounds ~144s per 64 = 27/min. Worse than 3x3 (27 per ~7.5 rounds*~2s=15-25s = ~80/min). So 3x3 better. Could use multiple 3x3 patches: e.g., 2 patches = 54 per ~25s = 130/min, but each patch polled in same program loop; patches must be separated to avoid cross-merge (or cross-merge is bonus but complicates counting). Simplest: keep one 3x3 patch but carrot supply excess. Add a second independent 3x3 patch at x4-6,y0-2 (separated by x3 column as carrots). Distance: patch1 x0-2, patch2 x4-6 -> x3 gap (carrot) prevents adjacency. y0-2. Then count harvestable per patch separately. Poll both in one loop: patch A 9 tiles, patch B 9 tiles => ~18 tiles ~4s per round. Expected 7.5 rounds => 30s for 54 pumpkins = 108/min. Better. Or do 2x2 patches which merge faster (2.4 rounds): 4 patches of 2x2, each 8 => 32 per ~ (2.4 rounds * loop ~5s)=12s => 160/min. Hmm 2x2 better rate per round is 3.3 vs 3.6 similar, but rounds fewer. Since loop time scales with number of tiles, rate per tile similar. Actually expected time = rounds * loop_time. For a patch of n² tiles, loop_time ~ n² * c (plus movement). Production per time = n³ / (0.8^{-n²} * n² * c) = n/(c * 0.8^{-n²}) = n*0.8^{n²}/c. n=1: 0.8 n=2: 2*0.4096=0.819 n=3: 3*0.134=0.403 n=4: 4*0.0281=0.112 So 2x2 is optimal per tile, 1x1 close, 3x3 worse. But 1x1 has no death merge delay and no waiting; rate = 1/(growth) vs 2x2. But movement overhead c: larger n² loop has movement between tiles; for 1x1 patches each tile independent, you can just keep harvesting/planting per tile. Actually for 1x1: no need to wait for merge; each pumpkin grows and immediately harvestable, replant. Rate = 1/(growth+overhead). Carrot-limited: each pumpkin costs 1 carrot and yields 1 pumpkin. So production = carrot supply (converted 1:1). Carrot supply 32 tiles ~ 320/min => 320 pumpkins/min! That's far better than merges, IF we can plant/harvest fast enough. But each pumpkin cycle per tile: grow ~2s + harvest/plant ~0.3s. With 32 tiles could do ~32/2.3 per sec = 14/s but carrot supply limits to ~5/s. Wait carrot production 32 tiles each ~1 per 6s = 5.3/s. So pumpkins 1:1 => 320/min. With 2x2 multiplier, same carrot supply => 640/min. So merges double. But merges add death losses: each carrot planted yields expected pumpkin yield. In a 2x2, 4 carrots yield 8 pumpkins if merge succeeds; but deaths require replanting extra carrots. Expected carrots per successful 8-yield: each tile needs on average 1/0.8 = 1.25 plants => 5 carrots for 8 pumpkins = 1.6 per carrot. For 3x3: 9 tiles *1.25=11.25 carrots for 27 = 2.4/carrot. 4x4: 16*1.25=20 carrots for 64 = 3.2/carrot. So bigger is better in carrot efficiency, but time to merge is longer. Given we have huge carrot supply, we could use 4x4 and accept slow merges? But time is the constraint: total pumpkins over remaining 4h51. Let's compute for 4x4: 64 pumpkins per merge. Expected rounds 35.7, each round loop over 16 tiles; if we use a fast dedicated loop with path ~16 tiles at speed4 maybe 0.1s per action*16*? Actually each move ~0.1s at speed 4 (506%). A 16-tile loop ~16*(move+checks ~4 actions)=64 actions*0.1=6.4s. 35.7 rounds => 230s per 64 => 16.7/min. Bad. 3x3: 7.5 rounds * (9 tiles*4 actions*0.1=3.6s) = 27s per 27 = 60/min. 2x2: 2.4 rounds * (4*4*0.1=1.6s)=3.8s per 8 = 126/min. 1x1: each tile: grow 2s (water?), actions 0.4s => 8 pumpkins per tile per 2.4s? Actually 1 tile yields 1 per cycle 2.4s => 25/min per tile. With 16 tiles => 400/min, but carrot limited to ~320/min. Hmm. But 1x1 requires 1 carrot per pumpkin (1:1), 2x2 gives 1.6/carrot, 3x3 2.4, 4x4 3.2. If carrot supply is the limit (~320/min with 32 tiles), then 3x3 gives 768/min potential but time-limited to 60/min. 2x2 gives 512/min potential but time-limited 126/min. 1x1 gives 320/min limited by carrots, achievable if we have enough tiles: 320/25=13 tiles. So 2x2 seems best practical: 126/min. But we could run multiple 2x2 patches in parallel within one loop: loop over all patch tiles once per round. If we have 4 patches (16 tiles total), loop ~16*4*0.1=6.4s, each round all patches replant deaths simultaneously; expected rounds 2.4 => 15s for 4 patches*8=32 pumpkins => 128/min. Same as single patch (because per-tile rate constant). Good, so per-tile rate ~8/min. With 16 pumpkin tiles -> 128/min; with more tiles (after 8x8) maybe 24 pumpkin tiles -> 192/min. But 1x1 with 13 tiles yields 320/min and uses only 13 tiles. That's better per tile! Because no merge waiting. Carrot-limited. So 1x1 wins in throughput per tile given abundant carrots. Wait check 1x1 math: pumpkin growth 0.2-3.8s, avg 2.0s. Plus harvest 200 ticks + plant 200 ticks. At speed4 (506%), tick rate? Earlier at speed1, harvest 200 ticks took 0.5s → 400 ticks/s. Speed4 ~ 4x → maybe 1600 ticks/s? Actually speed upgrade "increases speed of drone and code execution 337.5% => 506.25%" relative to base? Speed lvl4 = 506% of base = 5.06x. So harvest 200 ticks ~0.1s. Plant 0.1s. Move 0.1s. So per pumpkin cycle ~2.2s => 27/min per tile. 13 tiles => 350/min, carrot-limited. Hmm but can we harvest a 1x1 pumpkin with can_harvest true? Yes, full single is harvestable. Great. So simplest high-throughput: plant pumpkins 1x1 across many tiles, harvest when can_harvest, replant. Need enough carrots. Carrot supply with 32 carrot tiles: each carrot tile cycle: grow 4.8-7.2s avg6 + harvest/plant 0.2 = 6.2s => ~9.7/min per tile => 32 tiles = 310/min. So pumpkin ~310/min. We can allocate more tiles to carrots if needed. But pumpkin consumption of carrots 310/min and pumpkin output 310/min. Great. But note: planting pumpkin costs 1 carrot, and carrot planting costs hay1+wood1. So hay/wood consumption: 310/min hay and wood. We have hay increasing from grass and wood from trees. Need maintain. Alternatively use 2x2 for better carrot efficiency but slower. Since carrots plentiful, 1x1 is best for pumpkin throughput. Also giant pumpkin gives more per carrot; but time bottleneck favors 1x1. Let's design 8x8: - Pumpkins 1x1: 24 tiles (some region) - Carrots: 32 tiles - Grass: 8 tiles (hay) - Trees: 8 tiles? Let's see 64 total: 24+32+8 = 64, no trees. But we need wood for carrot planting (1 each) = 310/min. Need wood production. Trees/bushes give wood. Grass tiles give hay. Rebalance: hay needed ~310/min for carrot plant. Grass tiles: level3 400% => 4 hay per harvest? growth 0.5s => 8 hay/s per tile = 480/min. So 2 grass tiles suffice! But movement. Use 4 grass tiles -> 1900/min potential, limited by movement. Wood: carrot plant 310/min. Trees: each tree yields 5*level? trees level2 = 200% => 10 wood per tree? Base tree gives 5, doubled = 10. Growth ~7s => 86/min per tree. 4 trees => 344/min. Good. Bushes cheaper? tree better. So 8x8 layout: - Pumpkins: 24 tiles - Carrots: 32 tiles - Grass: 4 tiles - Trees: 4 tiles Total 64. But 1x1 pumpkins don't need contiguous; place anywhere. And tree adjacency penalty if adjacent; space them. Let's define regions: - Carrots: x>=4 (4 cols ×8=32) - Pumpkins: x0-3,y0-5 (4 cols ×6=24) - Grass: x0-3,y6 (4 tiles) - Trees: x0-3,y7 (4 tiles), checkerboard? They are adjacent horizontally (x0,1,2,3 at y7) causing penalty. Better alternate tree and bush, and they still adjacent to each other (tree adjacent to bush no penalty since penalty only trees adjacent to trees). Trees at x0 and x2 (distance 2, not adjacent) => 2 trees. Bushes at x1,x3. That gives 2 trees (20 wood per ~7s=171/min) + 2 bushes (2 wood per 4s=30/min) = ~200/min wood. Enough for 310/min? Not quite; but tree upgrade level3 (hay1200) doubles again later. Alternatively allocate 6 tiles to trees row y7 and y6? Then grass 2 tiles. Let's do: - Grass: x0-1,y7 (2 tiles) - Trees: x2-3,y6-7? plus... hmm. Let me simplify: region y>=6 (2 rows ×4 =8 tiles): checkerboard trees/bushes on 6 tiles and grass 2 tiles. But grass on grassland, trees on soil. Actually, wood consumption: planting carrot costs wood1. But do we have stockpile 5000 wood; at 310/min, lasts 16 min. We can replenish. Let's not overplan; use: - Carrots x>=4 (32) - Pumpkins x<4 and y<6 (24) - Grass x<4 and y==6 (4) - Trees x<4 and y==7 (4) with checkerboard pattern: trees at x even (0,2), bushes x odd (1,3). Trees at x0,x2 not adjacent (x1 between). Good. Tree adjacency to grass y6? different types, fine. Now 1x1 pumpkin logic: each tile independently: if can_harvest(): harvest() then plant; if empty: plant. Since no merging desired, harvest immediately when full. But careful: if adjacent 2x2 of 1x1-managed pumpkins happen to all be full simultaneously, they could merge into giant (yield 8) which is a bonus, but then our per-tile harvest: can_harvest true (giant) -> harvest whole giant -> good, yields 8, then replant all. Actually merging in 1x1 scheme is a bonus, not a problem! Because we harvest as soon as possible. If four adjacent are full at the same instant they merge and we get 8. Nice. But merging requires them all full simultaneously at the same tick; random, occasional. Wait, but there's a risk: merging could form a 2x2 giant covering 4 pumpkin tiles; our loop harvests one tile -> collects 8 and empties all 4, then replants. Fine, net positive (8 vs 4). What about larger accidental merges? Only if many full simultaneously. Bonus. So 1x1 strategy is robust and possibly benefits from merges. Implement crop function: - x>=4: carrots - x<4 and y<6: pumpkins: if can_harvest(): harvest() (gets pumpkin(s)); if get_entity_type()!=Pumpkin: plant(Pumpkin) [if None or Dead] But if can_harvest false and entity is Dead_Pumpkin, plant replaces. If entity None, plant. Also handle ground to soil (grassland->soil via till). - x<4 and y==6: grass (grassland) - x<4 and y==7: trees/bushes checkerboard Water: maybe skip water for pumpkins (scarce). Could use water on carrots? Not worth. We'll ignore water for now, or use on pumpkins when available (it speeds growth). Water supply low; use anyway on tiles we visit. But wait, we're in 6x6 now, haven't bought expand to 8x8 yet. Buy expand (pumpkin1000). Let's do it. After expand, farm clears; program farm10 still running with old 6x6 logic but get_world_size dynamically 8 so crop loops adjust, but patch fixed 3x3 etc. It'll be fine temporarily. We'll stop and rewrite. Buy expand.
- 1h 08m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 5. Paid pumpkin 1000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 1h 8m 46s elapsed, 4h 51m 14s of budget remaining.
- 1h 08mthoughtNow 8x8. Let's stop and write farm11. Also check expand next cost (level5->6) likely pumpkin 2000 or 5000. We'll check later. Write farm11 with goto helper and crop function as described. Pumpkin tile handling: def pump(x,y): if ground != Soil: if entity != None: harvest() till() if can_harvest(): harvest() e = get_entity_type() if e == Entities.Dead_Pumpkin or e == None: plant(Entities.Pumpkin) if num_items(Items.Water) > 0: use_item(Items.Water) Note: if a giant merged, can_harvest true, harvest collects all. Then e after harvest maybe None -> plant pumpkin (fine, other tiles will be replanted when visited). Careful: after harvest of a giant at this tile, adjacent tiles that were part of giant become empty; they'll be visited later in sweep and planted. Fine. Crop sweep: full grid using for loops. 64 tiles, each ~ actions. At speed4, sweep maybe 64*4*0.05? Let's just measure. Also we want the sweep to be the whole program (no separate patch), since 1x1 needs no merge polling. Just continuous sweep over 64 tiles. This is simple and efficient-ish. Potential inefficiency: moving across each tile ~0.1s; 64 tiles ~6.4s per sweep, plus harvest/plant. Each pumpkin grows 2s, so by next visit (6s later) it's ready. Good. Carrots grow 6s, ready by next visit. Great. Let's write farm11. Grass region: ensure Grounds.Grassland; if soil, harvest entity then till (toggle). Then harvest if can. Trees region: soil; checkerboard where (x)%2==0 tree else bush (since y=7 fixed, use x%2). Wait x0,2 trees; x1,3 bushes. But trees at y=7 x0 and x2 not adjacent. Good. Also adjacency across rows: y=7 trees are north of y=6 grass, fine. No other trees. Write.
- 1h 08m
stop_programresult
Program stopped. Game time: 1h 8m 56s elapsed, 4h 51m 4s of budget remaining.
- 1h 08m
write_programname="farm11" · evidenceresult
Saved farm11 (59 lines). Game time: 1h 9m 6s elapsed, 4h 50m 54s of budget remaining.
- 1h 09m
run_programname="farm11" seconds=180result
Ran farm11 for 3m of game time; it is still running. Inventory change: carrot +83, hay +189, pumpkin +333, water -4, wood +17. Game time: 1h 12m 16s elapsed, 4h 47m 44s of budget remaining. Output: (none)
- 1h 12mthought333 pumpkins in 3 min = 111/min. Carrots +83, hay +189, wood +17. Better but still below theoretical. Carrot supply might be limiting: carrot +83 in 3min = 27/min?! That's low. Because 32 carrot tiles with 8x8 sweep ~6-10s should produce more. Wait carrot +83 net = produced - consumed (each pumpkin costs 1 carrot). Pumpkin +333 means 333 carrots consumed. So carrots produced ~416 in 3min = 139/min. Still low vs expected 310/min. Hmm. Maybe sweep is slow (~15s) so each tile visited every 15s; carrots need 6s so idle 9s. That wastes. And pumpkin cycle 15s each -> 24 tiles * (1/15s) = 1.6/s = 96/min matches ~111. So sweep time ~13-15s is the limiter, not growth. To improve, we need to reduce sweep time or increase tiles. More tiles (expand) helps. Also reduce actions per tile: use checks sparingly. Speed upgrades continue to help. Speed level4 is 506%. Next speed costs carrot500 -> doubles again? Level 5 max "506%=>759%". Buy it (carrot500). That's 1.5x speed. Also could reduce movement: path optimization (serpentine) avoids wrap moves? Our sweep moves East 8 then North 1 = 9 moves per row, plus each tile's processing. Serpentine would be same number of moves (8 East + 1 North). Fine. Main cost is per-tile function calls (get_ground_type, get_entity_type, can_harvest, move). Each ~1 tick except actions. Condition overhead code ticks? "code execution speed" affects. At speed 506%, non-action ticks cheap. Hmm, 15s per 64 tiles = 0.23s per tile. With move=200 ticks at speed... If 400 ticks/s base scaling 5x => 2000 ticks/s, move=0.1s. Harvest/plant 0.1 each. So per tile ~0.3s. So sweep ~19s. Yeah movement+actions dominate. Increasing speed further reduces action times proportionally. Speed lvl5 -> 759% (~1.5x) => sweep ~13s. Alternatively reduce number of tiles processed per sweep by focusing on productive ones; but all are productive. Better: expand more (more tiles) doesn't reduce sweep per tile but increases total production per sweep. Since growth is idle time, more tiles per sweep at same per-tile rate yields proportionally more. Wait production per tile per sweep is 1 if ready. Sweep time scales with tiles, so production rate per tile = 1/sweep_time, which decreases as tiles increase? No: sweep_time ∝ tiles, production ∝ tiles, so total rate independent of tiles once growth not limiting. So expanding doesn't improve rate if movement-bound! It only helps if growth-limited (tiles idle waiting). Currently pumpkin: 24 tiles, each harvested once per ~15s => rate 24/15 = 1.6/s. If growth 2s, ideal 24/2=12/s. So movement-bound. More tiles won't help unless growth-bound. So optimize sweep speed and per-tile actions. Key: many actions per tile (multiple get_entity_type calls). Reduce. For pumpkin tile: currently calls get_ground_type, maybe harvest, can_harvest, get_entity_type, plant conditionally, num_items(Water) each tile (!). num_items each tile is a tick. Remove water usage (scarce anyway) to save ticks. Also can_harvest then get_entity_type. Optimize crop(): For x>=4 carrot: if ground!=Soil: harvest entity, till if can_harvest(): harvest() if get_entity_type()!=Carrot: plant() That's ~ ground check (1 tick), can_harvest (1), maybe harvest (200), get_entity_type(1), plant(200). Actions dominate when harvesting/planting. For pumpkin: similar. Per tile ~ harvest(200)+plant(200)+move(200)=600 ticks = 0.3s at 2000/s. 64 tiles => 19s. Can't reduce much except speed. At speed 5 (759%): tick rate ~3000/s => 0.2s per tile => 13s. Production ~24/13=1.85/s=111/min pumpkins. Hmm. To go faster, need drones (megafarm) or fewer tiles. Wait fewer tiles with same per-tile rate: if we only tend 24 pumpkin tiles + maybe 16 carrot tiles = 40 tiles, sweep faster (12s) and pumpkin rate 24/12=2/s. Not better. Actually per-tile rate independent of count; total = tiles/sweep_time = tiles/(tiles*c)=1/c. So total rate constant regardless of tile count! Meaning adding tiles doesn't increase total; the per-tile throughput is fixed at 1/(c) where c is time per tile. So total production rate = (#tiles)/(#tiles * time_per_tile) = 1/time_per_tile. Only ONE tile's worth per time_per_tile?? Wait that's per crop type? Let me redo: Sweep time T = N * t (N tiles, t per tile). Each tile produces 1 item per sweep if ready. Total per sweep = N items (assuming all ready). Rate = N/T = 1/t. Yes! Total rate independent of N and equals 1/t items/sec. That seems to say a 1-tile farm produces 1/(t) too. But 1-tile farm: you harvest when ready every growth time g, and t includes move/actions; rate 1/max(g,t). With t~0.3s and growth 2s, rate 0.5/s. But in big farm sweep, each tile waits T (15s) between visits, so rate per tile 1/15, total 24/15=1.6/s. That's because each visit produces one item after waiting long. Indeed total = N/T. If N=24 and T=15 => 1.6/s. If we reduce N to 24 but T stays N*t: T=24t. rate=1/t = 3.3/s. Wait 24/(24*0.3)=1/0.3=3.33. But with N=64 other tiles included, T=64*0.3=19, rate=24/19=1.26. So concentrating on fewer total tiles DOES increase rate because you revisit the pumpkin tiles faster. Right: only pumpkin tiles count in numerator, but all tiles add to T. So a farm with only pumpkins (24 tiles) would rate 24/(24*0.3)=3.3/s = 200/min, but growth 2s caps at 24/2=12/s. Never reached. So to maximize pumpkin rate, minimize time spent on non-pumpkin tiles, i.e., don't sweep carrots etc. in same loop. But we need carrots to plant. Could plant pumpkins only when carrots available; carrots produced in a separate phase? Running one program only. Alternative: interleave but reduce non-pumpkin visitation frequency. E.g., pumpkin loop fast over 24 tiles (~7s at 0.3s/tile), and carrots/grass/trees handled every 3rd loop. That's what farm10 did. Pumpkin rate = 24/(7s)≈3.4/s=205/min (growth caps 24/2=12/s). Carrot consumption 205/min; carrot tiles need to produce 205/min. Carrot tiles ~32, each cycle 6.2s => rate per tile 1/6.2; with sweep frequency 3*7=21s per carrot visit -> 32/21=1.5/s=91/min. Not enough. Need tend carrots more often (every loop) or more carrot tiles. Carrots grow 6s; visiting every 7s is ideal. So carrots need their own frequent loop too. Essentially we want to visit each crop tile at its growth period, spending minimal time. Since one drone, time-sharing: total time must cover all tiles at rates 1/growth. Pumpkin growth 2s, 24 tiles => need 12 visits/s. Impossible with ~3/s. So pumpkin growth not limiting; we just cycle. Actually the optimal is to just cycle through pumpkin tiles continuously (each visit yields 1 pumpkin if grown) => rate = 24 * (1 / T_pumpkin) where T_pumpkin = 24*t ≈ 7s => 3.4/s = 205/min. Carrot tiles need to supply 3.4 carrots/s = 205/min. Carrot production: each carrot tile yields 1 per 6s; need 3.4/s => 21 carrot tiles. But visiting carrots also takes time. If we cycle all 24 pumpkin + 21 carrot = 45 tiles at t=0.3 => T=13.5s. Then pumpkin rate=24/13.5=1.78/s=107/min, carrot rate=21/13.5=1.55/s=93/min — not enough carrots. Hmm circular. The fundamental limit: total item production rate = N_total / (N_total * t) = 1/t ≈ 3.3 items/s total across ALL crops, regardless of mix! Because each tile yields 1 per visit and visits cost t. So max total production ~3.3 items/s = 200/min for all crops combined. Wow. Unless merges give bonus (pumpkins yield 8 per harvest of 4 tiles = 2 items/tile visit, or 4 for 4x4), or trees yield 5-10 per visit, grass yields multiple (level boosts yield per harvest!). Important: plant upgrades increase yield per harvest: grass lvl3 400% => 4 hay per harvest. Trees lvl2 200% => 10 wood per tree harvest (5*2). So those resources are much more efficient per visit. Carrots upgrade doubles yield per harvest (and cost). Pumpkins merges multiply. So to maximize, use high-yield-per-visit crops: trees (10 wood per visit), grass (4 hay per visit), giant pumpkins (up to 6 per tile for n>=6: n*n*6 / n² = 6 pumpkins per tile visit!). Cactus maybe yields multiple. Thus the winning strategy: prioritize giant pumpkins (6 per tile visit for n>=6), trees, upgraded grass, upgraded carrots (2 per visit), etc. For pumpkins n>=6 gives 6 pumpkins per tile (n*n*6 total). But merges of 6x6 take long (0.8^36 tiny). Hmm but with 36 tiles, expected rounds 0.8^-36 ≈ 1.5e3. Not feasible. 2x2 gives 8/4=2 per tile visit. 3x3 3 per visit. 4x4 4 per visit. But waiting rounds. Effective rate including waiting: per tile per time = yield_per_tile / (rounds * loop_time). As computed earlier, 2x2 and 1x1 best. But with 1x1 yield 1/visit, 2x2 effectively? Let's compute total rate for 2x2 patch polling: 8 pumpkins per cycle; cycle = rounds * (4 tiles * t). t=0.3 => 1.2s per round * 2.4 rounds = 2.9s => 2.76/s = 166/min. Better than 1x1's 1/t=3.3/s?? 1x1 gives 3.3/s=200/min. So 1x1 better! Because 2x2 waiting for death replant adds rounds. 3x3: 27 per (7.5*9*0.3=20s) = 1.35/s. Worse. 4x4: 64 per (35.7*16*0.3=171s)=0.37/s. So 1x1 is best for pumpkins. Good—current approach is near optimal at ~1/t per pumpkin tile, but limited by carrots and other crops sharing the visit budget. Given total visit budget ~3.3 visits/s, allocate to highest value per visit: - Tree (level2): 10 wood per visit, growth ~7s. - Grass level3: 4 hay per visit, growth 0.5s. - Carrot level1: 1 carrot per visit, 6s growth. - Pumpkin level0: 1 pumpkin per visit, 2s growth. If carrot upgraded: 2 carrots per visit (maybe cost 2). Total visits/s ~3.3. To maximize total "items produced", each visit yields varying amounts. Trees yield 10 -> wood production 33/s=2000/min if all visits trees! But growth time 7s and tree count needed: 3.3 visits/s *7s = 23 trees. So 23 tree tiles produce 3.3*10=33 wood/s. That's huge. Grass yield 4 per visit but can recycle same tile every 0.5s; with many tiles, 3.3 visits/s => 13 hay/s. But we need variety and also pumpkins for unlocks. Scoring sums each resource presumably; each unit counts equally? "total amount of each resource" maybe sum across resources. If so, maximize total units: trees (10/visit) dominate! Wood could be enormous. But maybe scoring counts distinct resources with quantity per resource, and variety matters. Hard to know. Let's aim balanced but also high total: use high-yield crops. Given the goal statement: "Your result is the total amount of each resource your farm produces... so both quantity and variety count." Likely they sum production across resources, rewarding both. Strategy: maximize each resource's production, with high yield-per-visit crops. Trees for wood, grass for hay, pumpkins/carrots for others. Given time, maybe best to expand and set up large tree plantations (wood) and grass (hay), plus pumpkins (for cactus) etc. But to unlock cactus need 5000 pumpkins. Pumpkins 1x1 at ~1/t. With 24 tiles -> 200/min. 5000 in 25 min. Fine. Also grass yield: level3 4 hay/visit. With ~10 grass tiles and 3.3 visits/s shared, hay rate maybe 3.3*4=13/s if all visits grass, but shared. Let's think about final farm composition to maximize sum: Value per visit: tree 10 wood, grass 4 hay, carrot 1 (2 if upgraded), pumpkin 1 (or merge bonus), cactus ?, sunflower ? So trees are 10x. If scoring sums units, making most of farm trees would maximize. But "variety counts" suggests they track each resource and maybe sum ratios. I'll aim for reasonable variety plus high volume in each. Practical plan for remaining ~4h47: 1. Achieve unlock of cactus (5000 pumpkins) ~25 min using current farm. 2. Also produce tons of wood/hay along the way. 3. Expand more (expand lvl6 cost maybe pumpkin 2000/3000). 4. Unlock sunflowers (carrot500), fertilizer (wood500), lists (carrot500) maybe not needed. 5. Grow cactus -> unlock dinosaurs (2000 cactus) -> bones. 6. Maybe mazes if weird_substance obtainable (maybe from dinosaurs?). Let me check expand level5->6 cost. Research. Also I realize we should produce carrots continuously to keep pumpkins going. Current farm11 gave 333 pumpkins in 3 min (111/min) and carrots net +83. Carrots produced ≈333+83=416/3min=139/min. Need to increase carrot production for faster pumpkin. Carrot plant cost hay1+wood1. We have hay+189 in 3min (63/min) positive, wood +17 positive. Good. To speed pumpkins, increase carrot tiles and pumpkin tiles. But visit budget fixed. Hmm. Actually current 64-tile sweep has T=~15s, pumpkins 24 tiles => 24/15=1.6/s=96/min, close to 111 observed. To increase, reduce T or increase pumpkin fraction. If we drop carrots to 16 tiles and pumpkins 32, T same 64*0.3=19s (t maybe 0.2) => pumpkin rate 32/19=1.7/s. Similar. The total rate 1/t is shared. So to get more pumpkins, dedicate more tiles to pumpkins and accept fewer carrots but carrot production must match. Since pumpkin:carrot 1:1, and both use 1 visit per item, allocating equal visit time: N_pump/T = N_car/T => need equal tile counts, with growth not limiting (pumpkin 2s < carrot 6s; both visited at T>6s so both ready). So 50/50 split: 32 pumpkins, 32 carrots => each rate 32/T. T=64*t=19s => 1.68/s each = 101/min pumpkins. Total 202/min items. Hmm same as now. To increase total, reduce t (speed upgrades) and use high-yield crops. The visit budget 1/t is key: at speed5 maybe t=0.2 => total 5 items/s=300/min. But merges/tree yields give multipliers. Trees 10/visit -> wood rate 10/t = 50/s = 3000/min if all tiles trees (but then no variety). I think for score, we should eventually run separate optimized phases for each resource, or a farm with high-yield crop mix. Given complexity, let's target unlocking key stuff first, then final phase optimize. Proceed: buy speed lvl5 (carrot500) to speed everything. Check research for costs and expand next. Let me query research (10s).
- 1h 12m
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…
- 1h 12mthoughtSpeed lvl5 costs carrot1000 (we have ~?). Sunflowers 500 carrot. Lists 500 carrot. Import 80. Carrots upgrade 250 wood. Grass lvl4 2500 wood (we have ~5500). Trees lvl3 hay1200 (we have ~500?). Priorities: - Speed lvl5 (carrot1000) big benefit. - Sunflowers (carrot500) new resource (power?) variety. - Lists not needed. - Trees upgrade (hay1200) doubles wood per tree -> great for wood production. Need 1200 hay. Grass lvl4 (wood2500) doubles hay per visit -> good. - Watering lvl3 wood800. Cactus 5000 pumpkins for new resource. Expand lvl6 8000 pumpkins (12x12). Let's decide: Unlock cactus (5000 pumpkins). Then grow cactus to unlock dinosaurs (2000 cactus) for bones. Also sunflowers to see what they produce. But maybe scoring values total, so maximizing wood (trees) is huge. Let's keep grass/trees upgrades. Current hay? ~500. Need 1200 for trees lvl3. Grass lvl4 costs wood2500 (we have ~5500). Buy grass lvl4 now (wood2500) to boost hay, then trees lvl3 (hay1200) later. Buy watering lvl3? maybe not. Also carrots upgrade (wood250) doubles carrot yield per visit—but cost may double. Let's test: buy it and read objects/carrot cost. If cost doubles (hay2 wood2) but yield2, net: per visit 2 carrots produced, cost 2 hay+2 wood at plant. So carrot throughput per visit doubles, but resource consumption doubles. Since we want pumpkins (1 carrot each), 2 carrots per visit means pumpkin planting can consume 2 per visit? Pumpkins need 1 each, so we can plant 2 pumpkins' worth per carrot harvest? Actually carrot harvest gives 2 carrots; each pumpkin costs 1 carrot; so one carrot tile visit supports 2 pumpkin plantings (if we also spend 2 pumpkin tile visits). So doubles pumpkin throughput relative to carrot visits. Good, but doubles hay/wood cost. We have wood/hay production. Let's buy carrots upgrade (wood250), grass lvl4 (wood2500), sunflowers (carrot500), speed lvl5 (carrot1000). Check current carrot count ~? maybe 300-400. Might not afford both carrot purchases. Let's observe inventory quickly.
- 1h 12m
observeresult
Game time: 1h 12m 36s elapsed, 4h 47m 24s of budget remaining. Program: farm11 (running). Inventory: hay 888, wood 5384, carrot 983, pumpkin 374. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Tr=tree, Bu=bush, Ca=carrot, Gr=grass, De=dead_pumpkin, Pu=pumpkin. y= 7…
- 1h 12mthoughtSome pumpkin tiles empty/dead (De3 full dead? size3), meaning plant failed due to carrots? But carrots 983, plenty. De3 = dead pumpkin size 3. Our farm11 code: if can_harvest(): harvest() (dead returns false), e=get_entity_type(); if e==None or Dead: plant. So should replant dead. Maybe those are being visited and replanted but then die again by observation time. Yes dead pumpkins accumulate because 20% die and we replant; at any moment some dead. Fine. Empty #-- tiles: maybe just harvested and not yet replanted? Our code harvests then plants immediate. Unless plant failed. Hmm #-- at y4 x0,x1. Could be merged giant harvesting? When a giant spanning multiple tiles is harvested at one tile, other tiles become empty; those empty tiles get planted when visited later in sweep. At observation moment some empty. Fine. Carrots all full (Ca3) on x>=4, but we only harvest each sweep; they sit full waiting. That's wasted potential—if we visited carrots more often we'd get more. But visit budget. Pumpkin count now 374. Need 5000 for cactus. At ~111/min, ~42 min. Could improve. Given carrot stockpile 983, we can afford to plant many pumpkins; the bottleneck is pumpkin tile visits, not carrots. So convert more tiles to pumpkins temporarily to consume carrot stock. But total visit budget means pumpkin rate = N_pump/T; increasing N_pump increases T too. Let's compute: current N_pump=24, N_carrot=32, N_other=8, T≈? pumpkin rate observed 111/min=1.85/s => T=24/1.85=13s. t=13/64=0.2s. If we convert all 64 tiles to pumpkins: T=64*0.2=13s, rate=64/13=4.9/s=295/min! Because all visits produce pumpkins. Carrot stockpile 983 supports ~4 min at 295/min, then need carrots. So carrot production must keep up: need 295/min carrot. With 32 carrot tiles at 6s => 32/6=5.3/s=320/min if visited. But if all tiles pumpkins, no carrots. Need balance. Optimal split for pumpkin throughput given carrot supply: If N_c carrot tiles and N_p pumpkin tiles, T=(N_c+N_p)*t. Pumpkin rate=N_p/T; carrot rate=N_c/T. Need pumpkin rate ≤ carrot rate (1:1) => N_p ≤ N_c. So max pumpkin rate with N_p=N_c=32: 32/(64*0.2)=2.5/s=150/min. So 50/50 is optimal for pumpkin throughput (if carrots not stockpiled). Current 24/32 gives 24/13=1.85/s; 32/32 would give 2.5/s=150/min. Slight improvement. With carrot upgrade yielding 2 per plant (if cost same?), N_p could be 2*N_c: e.g., N_c=21, N_p=43 => pumpkin rate=43/(64*0.2)=3.36/s=200/min. Better. Alternatively stockpile carrots then run all-pumpkin bursts. Since we have 983 carrots, a pumpkin-only phase at 295/min for ~3 min produces ~900 pumpkins. Then switch back. That's efficient! We can do phase-based: run pumpkin-only program using stockpiled carrots, then carrot-only program to replenish. But simpler: just use the current mixed farm; 42 min to cactus is acceptable given 4h47. But we want time for other stuff. Let's optimize moderately. Plan: Do a pumpkin-only sprint now with all 64 tiles = pumpkins, using 983 carrots stock. That yields maybe 900-1000 pumpkins in ~4 min (limited by carrots). Then replenish carrots with a carrot/tree/grass farm. Actually pumpkin-only farm at 295/min and carrot consumption 295/min, stock 983 => 3.3 min => ~983 pumpkins. Net pumpkin total goes 374 -> 1357. Then convert farm back to carrot-heavy to rebuild 3000 more carrots for cactus (5000 total). Hmm. Alternatively unlock cactus later after expand etc. Let me think about what gives best final score. The scoring likely records cumulative production. 6h total budget; we've used 1h12. Remaining 4h47. I think reasonable: build a well-balanced high-yield farm (trees/grass/carrots/pumpkins), unlock as many resource types as possible (cactus/bones, sunflowers/power), and let it run for the last stretch. Let me not over-optimize mid-game. Steps: 1. Buy carrots upgrade (wood250) — boosts carrot yield; need to verify cost. 2. Buy grass lvl4 (wood2500) — boosts hay per visit 8. 3. Buy sunflowers (carrot500) — new crop. 4. Buy speed lvl5 (carrot1000) — if carrots enough; maybe wait. 5. Get pumpkins to 5000 (cactus) while running mixed farm, maybe with a pumpkin sprint. 6. Grow cactus. Let's first buy carrots upgrade and check cost.
- 1h 12m
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 2. Paid wood 250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 1h 12m 46s elapsed, 4h 47m 14s of budget remaining.
- 1h 12m
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=2, wood=2] For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 1h 13m 16s elapsed, 4h 46m 44s of budget remaining.
- 1h 13mthoughtCarrot plant cost now hay2 wood2, and harvest yield 2 carrots (200%). So per visit 2 carrots, cost 2 hay+2 wood. Same ratio. Good: doubles carrot throughput per visit, but consumption of hay/wood doubles. We have hay 888 and wood ~5000. Wood/hay production need to keep up. Now the mixed farm consumes 2 hay+2 wood per carrot visit (~2.5/s carrots? ) Let's see sustainable. Let's buy grass lvl4 (wood2500) to produce 8 hay per grass visit, and sunflowers (carrot500). Then run and observe. Actually hay currently 888, and carrot planting consumes hay2 each. With ~32 carrot tiles producing 2 each per sweep ~ 64 carrots per sweep, cost 64 hay per sweep (~64 hay per 13s = 295/min). Hay production currently from 4 grass tiles at 4 hay/visit per sweep = 16 hay/13s = 74/min. Not enough! Hay will deplete. Indeed hay +189/3min earlier with carrots lvl1 cost1. Now cost2, hay depletes faster. So need more grass / higher grass level. Grass lvl4 gives 8 per visit. 4 tiles => 32 hay/13s=148/min. Still short of ~295/min. Need more grass tiles or higher level. Grass lvl3 gives 4; lvl4 8; costs 2500 wood. Buy it (wood ~5000). Then maybe convert some carrot/pumpkin tiles to grass. Let's reconsider farm composition considering yields/visit: - Tree lvl2: 10 wood per visit. - Grass lvl4: 8 hay per visit. - Carrot lvl2: 2 carrots per visit, cost 2 hay + 2 wood. - Pumpkin: 1 pumpkin per visit (2 if merged occasionally), cost 1 carrot. To sustain carrot planting: each carrot visit consumes 2 hay + 2 wood and yields 2 carrots. So per carrot visit we need 2 hay-visits/8 = 0.25 grass visits (if grass yields 8) and 2 wood-visits/10 = 0.2 tree visits. Plus pumpkin needs 2 pumpkin visits per carrot visit (2 carrots -> 2 pumpkins). So for 1 carrot visit: 1 carrot tile, 2 pumpkin tiles, 0.25 grass tile, 0.2 tree tile. Total visits per "unit": 1+2+0.25+0.2 = 3.45 visit-slots yielding: 2 carrots + 2 pumpkins + 2 hay + 2 wood = 8 items. So ~2.3 items per visit. At t=0.2s => 11.6 items/s total! That's much better than 5/s. But also need grass/tree growth times; grass 0.5s, trees 7s. Tree visits yield only if grown; with 0.2 tree tile per carrot tile we have few trees; tree growth 7s and sweep 13s so ready. Fine. So a balanced farm with ratio carrot:pumpkin:grass:tree = 1:2:0.25:0.2 (normalized) uses tile proportions. For 64 tiles: carrot 18.5, pumpkin 37, grass 4.6, tree 3.7. Roughly 18 carrots, 37 pumpkins, 5 grass, 4 trees. That yields per sweep: 18 carrot visits *2 =36 carrots, 37 pumpkins, 5 grass*8=40 hay, 4 tree*10=40 wood. Total items ~153 per 64*0.2=12.8s => 12 items/s = 716/min. Carrot 36 per sweep consumed by 36 pumpkin plants. But pumpkin visits produce 37 pumpkins while needing 37 carrots; carrots produced 36. Close. This is a big improvement. Let's implement a farm with this ratio and grass lvl4, tree lvl2 (already 200% -> 10 wood). Actually trees lvl2 doubles bushes and trees: tree base 5 => 10. Yes. Let's buy grass lvl4 (wood2500). Then build farm12. Also sunflowers/cactus later. Farm12 layout for 8x8 (64): - Pumpkins: 36 tiles. e.g., x0-5, y0-5 (36) - Carrots: 18 tiles. x6-7 (2 cols ×8=16) plus x0-1,y6 (2) = 18 - Grass: 6 tiles. x2-5,y6 (4) + x6-7? hmm - Trees: 4 tiles. x6-7,y7? Let me lay out: Rows y0-5 (6 rows ×8=48 tiles): pumpkins x0-5 (36) + carrots x6-7 (12) => carrots 12 so far. Row y6 (8 tiles): carrots x0-1 (2) => carrots total 14; grass x2-7 (6). Row y7 (8 tiles): trees checkerboard on x0,2,4,6 (4 trees) and bushes on odd (4 bushes) => 4 trees + 4 bushes. Carrots total 14, need 18-19. Increase carrots: make row y6 x0-3 carrots (4) and grass x4-7 (4). Then carrots=12+4=16, grass=4. Pumpkins 36. Trees 4 + bushes 4. Total 36+16+4+8=64. Carrot:pumpkin 16:36 = 1:2.25, slightly pumpkin-heavy; carrot supply 16*2=32 per sweep vs pumpkin 36 needed -> deficit 4/sweep. We have carrot stockpile ~1000, so fine for a while; but sustainability needs more carrots. Make pumpkins 32 (x0-3,y0-5 = 24? no). Let's do: - Pumpkins: x0-5,y0-4 (6*5=30) - Row y5: carrots x0-7 (8) - Row y6: carrots x0-3 (4), grass x4-7 (4) - Row y7: trees/bushes x0-7 (4 trees, 4 bushes) Carrots = 8+4=12. Too few. Hmm ratios: need carrot tiles ≈ pumpkin tiles/2 = 15-18. Let's do: - Pumpkins: x0-5, y0-5 = 36 - Carrots: x6-7, y0-5 = 12, plus x0-3,y6 = 4 => 16 - Grass: x4-7,y6 = 4 - Trees/bushes: y7 all 8 => 4 trees,4 bushes Total: 36+16+4+8=64. Good. Carrot 16 (32 carrots/sweep) vs pumpkin 36 => deficit 4/sweep, ~0.3/s. Stockpile will slowly drain from 1000 over ~50min. Acceptable, or reduce pumpkins to 32 by making x4-5,y5 carrots (adds 2 carrot tiles, removes 2 pumpkin): Pumpkins 34, carrots 18. 34 pumpkins vs 36 carrots/sweep -> surplus 2. Layout refined: - Pumpkins: x0-3, y0-5 (24) plus x4-5,y0-4 (10) = 34 - Carrots: x6-7,y0-5 (12) + x4-5,y5 (2) + x0-3,y6 (4) = 18 - Grass: x4-7,y6 (4) - Trees/bushes: y7 (4 trees at x even, 4 bushes odd) Total 34+18+4+8=64. Carrot 18 => 36 carrots/sweep; pumpkin 34 visits consumes 34 carrots/sweep; surplus 2. Hay: grass 4 *8 = 32 hay/sweep; carrot planting cost 18*2=36 hay/sweep => deficit 4/sweep. Hmm need more grass or trees upgrade (no). Increase grass tiles: convert 2 pumpkin tiles? Let's make x4-5,y5 carrots currently; maybe make x6-7,y6 grass (part of row). Add grass by converting some carrot tiles? Carrots cost hay, grass produces hay. Need hay 36/sweep, grass 4*8=32. Add 1 grass tile -> 40. So make x3,y6 grass instead of carrot => carrots 17 (34 carrots/sweep) vs pumpkin 34 (balanced), grass 5 (40 hay/sweep) vs carrot hay cost 34 => surplus 6. Wood: trees 4*10=40 wood/sweep; carrot wood cost 34/sweep => surplus. Bushes yield 4*? bush lvl2 = 2 wood each => 8, plus trees 40 = 48. Great. Let's finalize: - Pumpkins: x0-3,y0-5 and x4-5,y0-4 (34 tiles) - Carrots: x6-7,y0-5 (12) + x4-5,y5 (2) + x0-2,y6 (3) = 17 - Grass: x3-7,y6 (5) - Trees/Bushes: y7: tree if x even (0,2,4,6), bush odd (1,3,5,7) Check counts: pumpkin 24+10=34; carrot 12+2+3=17; grass 5; y7 8 => total 64. Implement crop(x,y): if y==7: tree/bush checkerboard by x%2 elif y==6: if x<=2: carrot else: grass elif x>=6: carrot elif x>=4 and y==5: carrot else: pumpkin Let me write with clear conditions. Also buy grass lvl4 now (wood2500). Check wood enough (~5000). yes. Then run and measure. Also consider tree upgrade (hay1200) later for 20 wood/tree. Let's buy grass.
- 1h 12m
docs_readpath="items/carrot"result
## Carrot Obtained by harvesting carrots. You have `1051` For more related information see: [Carrots](docs/unlocks/carrots.md) Game time: 1h 13m 16s elapsed, 4h 46m 44s of budget remaining.
- 1h 13m
docs_readpath="items/pumpkin"result
## Pumpkin Obtained by harvesting pumpkins. You have `438` For more related information see: [Pumpkins](docs/unlocks/pumpkins.md) Game time: 1h 13m 16s elapsed, 4h 46m 44s of budget remaining.
- 1h 13m
buy_upgradeupgrades=["grass"] · evidenceresult
Bought grass, now level 4. Paid wood 2500. Game time: 1h 13m 26s elapsed, 4h 46m 34s of budget remaining.
- 1h 13m
stop_programresult
Program stopped. Game time: 1h 13m 36s elapsed, 4h 46m 24s of budget remaining.
- 1h 13m
write_programname="farm12" · evidenceresult
Saved farm12 (77 lines). Game time: 1h 13m 46s elapsed, 4h 46m 14s of budget remaining.
- 1h 13mthoughtMany function calls (is_carrot etc.) add ticks per tile. Could inline for speed but let's test. Run 180s.
- 1h 13m
run_programname="farm12" seconds=180result
Ran farm12 for 3m of game time; it is still running. Inventory change: carrot +126, hay +408, pumpkin +519, water +36, wood +400. Game time: 1h 16m 56s elapsed, 4h 43m 4s of budget remaining. Output: (none)
- 1h 16mthoughtExcellent! 519 pumpkins in 3 min = 173/min. Carrots +126 net (produced ~645 in 3min = 215/min), hay +408, wood +400. Balanced and sustainable. Pumpkin now ~438+519=957. Need 5000 for cactus. At 173/min ~23 min. Let's continue, maybe buy speed lvl5 (carrot1000) soon to boost. Carrots ~1051+126=1177. Buy speed lvl5 (carrot1000). Also sunflowers (carrot500) after. Let's buy speed now.
- 1h 16m
buy_upgradeupgrades=["speed"] · evidenceresult
Bought speed, now level 5. Paid carrot 1000. Its tutorial is docs page docs/unlocks/speed.md. Game time: 1h 17m 6s elapsed, 4h 42m 54s of budget remaining.
- 1h 17mthoughtSpeed maxed (5/5). Now everything faster ~759%. Wait for pumpkins to 5000 while buying upgrades when affordable. Let's wait 600s or until pumpkin 2500 maybe, checking. Actually we can wait until 5000 directly (~25 min). But we might want to buy sunflowers (carrot500) and trees upgrade (hay1200) meanwhile. Let's buy sunflowers (carrot500) now if carrot >=500. Carrots ~177? After speed -1000, carrots ~177. Not yet. Let's wait until carrot 500 then buy sunflowers; also hay 1200 buy trees lvl3. Use until_resources carrot 500 or hay 1200? The tool allows one condition or multiple (until_resources dict — stops when ANY amount in dict reached? "any amount in until_resources is reached" means if any key reached). Let's set {"carrot":500,"hay":1200} and stop at first. Hmm we want both. Just wait 300s then check. Actually let's wait until pumpkin 2500 with seconds 900. Then decide.
- 1h 17m
waitseconds=900 until_resources={"pumpkin":2600}result
Waited 6m 29s (pumpkin reached 2600). Program: farm12 running. Inventory change: carrot +270, hay +1240, pumpkin +1546, water +78, wood +1656. Game time: 1h 23m 45s elapsed, 4h 36m 15s of budget remaining.
- 1h 23mthoughtAt speed5, pumpkin +1546 in 6.5 min = 238/min. Inventory now: pumpkin 2600, carrot ~? 177+270=447, hay ~? previous 888+408=1296 then +1240=2536? plus spend. wood ~5000-ish +1656. Buy sunflowers (carrot500) - need 500 carrots; we have ~447, close. Buy trees lvl3 (hay1200) - affordable. Trees lvl3 doubles wood per tree to 20. Also grass lvl5 cost? maybe wood 8000. Let's buy trees. Also buy sunflowers when carrot500. Let me buy trees lvl3 now.
- 1h 23m
buy_upgradeupgrades=["trees"] · evidenceresult
Bought trees, now level 3. Paid hay 1200. Its tutorial is docs page docs/unlocks/trees.md. Game time: 1h 23m 55s elapsed, 4h 36m 5s of budget remaining.
- 1h 23mthoughtTrees now 400% => tree yields 20 wood, bush 4 wood. Great. Wait until carrot 500 then buy sunflowers. Then check research for cactus/expand. Let's wait 120s or until carrot 500.
- 1h 23m
waitseconds=180 until_resources={"carrot":520}result
Waited 0s (carrot reached 534). Program: farm12 running. Inventory change: no change. Game time: 1h 24m 5s elapsed, 4h 35m 55s of budget remaining.
- 1h 24m
buy_upgradeupgrades=["sunflowers"] · evidenceresult
Bought sunflowers, now level 1. Paid carrot 500. Its tutorial is docs page docs/unlocks/sunflowers.md. Game time: 1h 24m 15s elapsed, 4h 35m 45s of budget remaining.
- 1h 24m
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…
- 1h 24m
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: 1h 24m 35s elapsed, 4h 35m…
- 1h 24m
docs_searchquery="power"result
docs/home.md: …/hay) [Wood](items/wood) [Carrot](items/carrot) [Pumpkin](items/pumpkin) [Water](items/water) [Power](items/power) ## Entities [Bush](objects/bush) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Grass](objects/grass) [Pumpkin](objects/pumpkin) [Su… docs/scripting/operators.md: …0` `5 % 2` evaluates to `1` `6 % 2` evaluates to `0` `2 % 6` evaluates to `2` `1.5 % 1` ev…
- 1h 24mthoughtSunflowers give Power, which doubles drone speed while power lasts (1 power per 30 actions). So power is a resource and gives speed boost. Great for variety and speed. To get 8x bonus, need ≥10 sunflowers and harvest max-petal. We can plant sunflowers in a patch, measure(), and harvest max. But `measure()` function available? It's listed? docs mention measure(). Let's check functions list - maybe new page. Could implement. But power is consumed, so final power inventory may be low. Still counts as produced. Sunflower growth 5.6-8.4s, cost carrot1. Yield: normal power maybe 1? bonus 8x. If we harvest max of 10 sunflowers, we get 8x. Actually "you get 8 times more power" for the max one. If normal yield is e.g. 1, bonus 8. Hmm small. But power doubles speed which indirectly boosts all production. Maintaining power is valuable. We could integrate a few sunflowers and harvest max for power. But complexity. Let's first focus cactus/bones. Cactus unlock: 5000 pumpkins. Currently 2600. ~10 min at 240/min. Meanwhile expand lvl6 costs 8000 pumpkins — too much; skip for now. Let's wait until pumpkin 5000 then buy cactus. Use wait 700s until 5000.
- 1h 24m
waitseconds=900 until_resources={"pumpkin":5050}result
Waited 9m 39s (pumpkin reached 5051). Program: farm12 running. Inventory change: carrot +454, hay +1744, pumpkin +2188, water +115, wood +6192. Game time: 1h 34m 35s elapsed, 4h 25m 25s of budget remaining.
- 1h 34mthoughtNow pumpkin 5051, wood huge (6192 in 9.6min = 645/min!). Trees lvl3 with 4 trees giving 20 each is great. Hay +1744 (182/min). Carrots +454. Buy cactus (pumpkin 5000). Then read cactus docs/object, and plants. Also check research for what's next. Note: buying cactus spends pumpkins but production counts cumulative. Let's buy cactus.
- 1h 34m
buy_upgradeupgrades=["cactus"] · evidenceresult
Bought cactus, now level 1. Paid pumpkin 5000. Its tutorial is docs page docs/unlocks/cactus.md. Game time: 1h 34m 45s elapsed, 4h 25m 15s of budget remaining.
- 1h 34m
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 34m
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 35m 15s elapsed, 4h 24m 45s of budget remaining.
- 1h 35m
docs_readpath="items/cactus"result
## Cactus Obtained by harvesting sorted cacti. You have `0` Game time: 1h 35m 15s elapsed, 4h 24m 45s of budget remaining.
- 1h 35m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 2/10; cost wood 1250; can buy now; tutorial docs/unlocks/carrot…
- 1h 35mthoughtCactus: plant cost pumpkin 2. Grows 1s. Harvest sorted cacti recursively -> n harvested => n² cactus. To get 2000 cactus for dinosaurs, need sorted patch. Simplest: grow a 3x3/4x4 patch all sorted by size. Sorting requires swap() based on measure(). Implementing a sort over grid is complex but doable: bubble sort by rows. But even unsorted single cactus harvest gives 1²=1 cactus. So 2000 cactus = 2000 plants *2 pumpkins = 4000 pumpkins, slow. Better sorted squares: a sorted 4x4 gives 16 cacti from 16 plants (32 pumpkins), i.e., 0.5 cactus per pumpkin. To get 2000 cactus need 4000 pumpkins via singles; sorted 6x6 gives 36 cactus per 36 plants = 1 cactus per pumpkin. Bigger sorted square n×n gives n² cactus for n² plants => 1 cactus per pumpkin, plus sorting effort. Actually n² cactus for n² plants each cost 2 pumpkins => n² cactus per 2n² pumpkins = 0.5 cactus/pumpkin. Wait harvest n² cactus total, cost 2 pumpkins per plant *n² = 2n² pumpkins => 0.5 cactus/pumpkin regardless of size. Hmm same as singles. Then sorting doesn't increase cactus per pumpkin; it increases cactus per harvest (n² from one harvest) which saves harvest actions/time! Single cactus: 1 cactus per harvest. Sorted 6x6: 36 cactus per harvest. So time-efficient. Anyway, to unlock dinosaurs need 2000 cactus = 4000 pumpkins. We have ~50 pumpkins left after buying cactus. Need to produce more pumpkins. At 240/min, 4000 in ~17 min. Then cactus: 4000 pumpkins -> cactus via planting. Cactus plant cost 2 pumpkins each; need 4000 pumpkins -> 2000 plants (if single harvest) or sorted 6x6: 36 plants per harvest, 4000/2=2000 plants -> 2000 cactus. Same. But harvest action count: singles 2000 harvests; sorted 6x6 ~56 harvests of 36. Time big difference. But 2000 cactus from 2000 plants: 2000 planting actions (same either way) + harvest. Planting 2000 cacti at ~0.1s each = 200s. Fine. But wait we need sorted cacti; simplest approach: plant a 6x6 with random sizes, then sort using swap. Sorting 36 items by measure/swaps is complex in code but doable. Alternatively, can we force sizes? Plants sizes random 0-9. Sorting algorithm needed. Simpler: use a sorted square of size 2x2 or 3x3 which might be easy to sort. But implementing bubble sort on grid is still needed. Actually maybe just harvest singles: 2000 harvest actions +2000 plants ≈ 4000*0.1=400s = 6.7min, plus growth 1s. Cactus patch of e.g. 32 tiles, cycle: plant all, wait 1s? growth 1s. Harvest each (1 cactus). With 32 tiles, each visit yields 1 cactus, visit time 0.2s → 5 cactus/s =300/min. Carrot/pumpkin cost: 2 pumpkins per cactus, so pumpkin consumption 600/min—too high. Pumpkin production 240/min. So cactus rate limited by pumpkins to 120/min => 2000 in 17min. If we sort, same pumpkin limit (0.5 cactus per pumpkin) => 2000 cactus needs 4000 pumpkins = 17min. So no time savings on pumpkin side, only on harvest actions. Since pumpkin is the bottleneck, singles fine! Wait but sorted big square yields n² from n² plants, same 0.5 cactus/pumpkin. Correct. So no efficiency gain. Unless cactus upgrade doubles yield (200%) — that would help, costs 20000 pumpkins (no). So to unlock dinosaurs (2000 cactus) we need ~4000 pumpkins (~17 min). Then dinosaurs give bones presumably. Let's check dinosaur object docs once unlocked. Dinosaurs unlock cost cactus 2000. Given time (4h24 left), feasible. But maybe better use of pumpkins: expand lvl6 (8000 pumpkins) to 12x12 gives more tiles; and auto_unlock 5000; polyculture 3000. For variety, dinosaurs/bones is a new resource. Let's pursue cactus/bones. Plan: 1. Build a cactus patch alongside existing farm? Cactus plant cost pumpkin2, grows 1s, harvest 1. Need 2000 plants => 2000 harvests. 2. But we also need continuous pumpkin production to fund cactus. So a mixed farm: allocate some tiles to cactus, rest to pumpkin production. Actually, simpler: keep farm12 running until pumpkins ~4500, then switch some tiles to cactus. Or directly modify farm12 to include a small cactus patch (e.g., 8 tiles) that plants/harvests cacti singles, funded by pumpkins. This yields cactus at rate = 8/T per sweep, and pumpkin rate = 34/T minus consumption. If T~10s, cactus 0.8/s=48/min -> 2000 in 42min. Too slow. Need more cactus tiles. Balance: cactus consumes 2 pumpkins per cactus. Pumpkin net production = (N_pump - 2*N_cactus)/T. We want cactus production 2000 in ~20min = 100/min = 1.67/s. With T = (sum tiles)*t. If total 64 tiles, T~13s, need N_cactus = 1.67*13 ≈ 22 tiles. Then pumpkin consumption 44 per sweep. Pumpkin tiles available 64-22-carrots-grass-trees. Need pumpkins 44/sweep plus carrots for them. Hmm. Let's compute a balanced farm for cactus+bones: Per sweep, want: - Cactus: Nc visited -> Nc cactus, cost 2Nc pumpkins. - Pumpkins: Np visited -> Np pumpkins. - Carrots: Ncar visited -> 2Ncar carrots, cost 2Ncar hay + 2Ncar wood. - Pumpkin plants need Np carrots. - Grass: Ng -> 8Ng hay. - Trees: Nt -> 20Nt wood (tree) / bushes 4. Constraints per sweep: Carrots: 2Ncar >= Np (pumpkin plants) Pumpkins: Np >= 2Nc (cactus plants) Hay: 8Ng >= 2Ncar Wood: 20Nt >= 2Ncar (trees) Tiles: Np+Nc+Ncar+Ng+Nt = 64. If equalities: Np=2Nc, Ncar=Np/2=Nc, Ng=Ncar/4=Nc/4, Nt=Ncar/10=Nc/10. Total = 2Nc+Nc+Nc+Nc/4+Nc/10 = 4.35 Nc =64 => Nc≈14.7. Then Np=29.4, Ncar=14.7, Ng=3.7, Nt=1.5. Cactus per sweep ~14.7. T=64*t. t~0.2 => T=12.8s. Cactus rate=14.7/12.8=1.15/s=69/min. 2000 in 29min. Pumpkins rate=29.4/12.8=2.3/s=138/min. Alternatively skip carrots by using stockpiled carrots? We have carrot stock ~1000, could fund. Better to just allocate more pumpkin tiles and use carrot stock, then replenish later. Actually, to accelerate cactus, use stockpiled pumpkins+corn? We have pumpkin ~50 now. Need pumpkins first anyway. Let me reconsider: maybe dinosaurs aren't worth 30min for bones unless bones are valuable/for variety. Variety likely matters. Bones also unlock "the farmer's remains" (bone 100M - unreachable) and leaderboard (bone 2M). Bones themselves are a resource. Also gold via mazes requires weird_substance 1000 — unknown source. Maybe weird_substance is obtained from... "tap()"? Let me search docs for tap content maybe it's about tapping trees producing weird substance. The docs page "functions/tap" showed "code_tooltip_tap" only. Perhaps tap on a tree gives weird substance over time? Let's read functions/pet_the_piggy too. Also maybe "sunflowers" produce power which is used for speed, good. Given uncertainty, let's prioritize: 1. Cactus -> dinosaurs -> bones (clear path, new resources). 2. Sunflowers/power (new resource, already unlocked, just grow some). 3. Fertilizer (wood500) -> mazes (unknown, requires weird_substance 1000 which we may not have). Let me check if we have weird_substance: it might appear in inventory only if produced. num_unlocked example suggests using it; maybe it's obtained from "mazes" treasure? Chicken-and-egg. Perhaps weird_substance is obtained from dinosaurs? Or from a "cactus"? Hmm. Let me read items list via docs_search "Items." maybe reveals all items including weird. Let's search "Weird".
- 1h 35m
docs_searchquery="Weird"result
unlocks/mazes: …ith a treasure in the middle. if get_entity_type() == Entities.Treasure: harvest() ### Unlock Cost [Current cost: weird_substance=1000]… functions/num_unlocked: … to execute. example: plant(Entities.Bush) n_substance = get_world_size() * num_unlocked(Unlocks.Mazes) use_item(Items.Weird_Substance, n_substance) For more related information see: [Senses](docs/unlocks/senses.md)… Game …
- 1h 35m
docs_searchquery="measure"result
docs/home.md: …get_water](functions/get_water) [get_world_size](functions/get_world_size) [harvest](functions/harvest) [measure](functions/measure) [move](functions/move) [num_items](functions/num_items) [num_unlocked](functions/num_unlocked) [pet_the_piggy](functions/pet_the_piggy) [plant](fun… docs/unlocks/cactus.md: …quared. So if you harvest `n` cacti simultaneously you will receive `n**2` `It…
- 1h 35m
docs_readpath="functions/pet_the_piggy"result
pet_the_piggy() Pets the piggy! This action is not affected by speed upgrades. returns None takes 1s to execute. example: while True: pet_the_piggy() Game time: 1h 35m 55s elapsed, 4h 24m 5s of budget remaining. - 1h 35m
docs_readpath="unlocks/timing"result
## Timing It's about time! passed_time = get_time() ### Unlock Cost [Current cost: pumpkin=1000] Game time: 1h 35m 55s elapsed, 4h 24m 5s of budget remaining.
- 1h 35mthoughtNo clear weird_substance source. Perhaps mazes unlock requires weird_substance which you get by harvesting mazes... circular, likely a late-game thing; maybe weird_substance comes from "the farmer's remains"? Skip mazes. Let's focus on cactus/bones and sunflowers/power. Also expand if feasible (8000 pumpkins) to 12x12 for more production—maybe later. Let's modify farm to include cactus and sunflowers. But careful: cactus plant cost 2 pumpkins, harvest 1 cactus (single). Sunflower plant cost 1 carrot, harvest power (normal ~? maybe 1-5?). Power is valuable for speed doubling but consumed. Design farm12b (8x8=64): Regions: - Pumpkin: for producing pumpkins (feed cactus and carrots) - Carrot: feed pumpkins and sunflowers - Grass: hay - Trees/Bushes: wood - Cactus: produce cactus - Sunflowers: produce power That's 6 crop types on 64 tiles. Might spread thin but gives variety. Maybe do phases: run cactus-focused farm for a while to get 2000 cactus (and incidentally pumpkins), then switch to a balanced final farm. Phases are simpler and more efficient. Current state: pumpkins ~50, carrots ~? after buys maybe 1000, hay ~2500, wood ~big. Let's observe.
- 1h 35m
observeresult
Game time: 1h 36m 5s elapsed, 4h 23m 55s of budget remaining. Program: farm12 (running). Inventory: hay 3652, wood 12334, carrot 595, pumpkin 450, water 269. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Tr=tree, Bu=bush, Ca=carrot, Gr=grass, Pu=pumpkin, De=dead_p…
- 1h 36mthoughtHmm pumpkins only 450 now (was 5051 then spent 5000 = 51, produced ~400). Carrots 595, hay 3652, wood 12334 (huge), water 269 (accumulating because farm12 has no water usage! Water accumulates from watering upgrade, good). Interesting water 269 tanks — lots. We should use water to speed growth! Water 269 tanks *0.25 = 67 water. Using on tiles boosts growth up to 5x. Could speed significantly. But applying costs an action per tile. Water supply 0.4/s = 0.1 tank/s, so 36 tanks/min. We get +probably. Using water each tile each visit would consume 64 tanks/sweep ~ huge, but we have 269 stock. We can use water on pumpkin/carrot tiles to halve growth (irrelevant when not growth-limited) — growth isn't limiting since sweep 13s >> growth. So water doesn't help throughput (movement-bound). Skip. So water just accumulates; could sell? no. Water counts as resource produced! We produce water via watering upgrade, so that's variety. Good. Now, cactus phase. To get 2000 cactus, need 4000 pumpkins. Current pumpkin production 240/min. Let's convert farm to heavy pumpkin + cactus. Cactus plant cost 2 pumpkins; harvest 1 cactus. To reach 2000 cactus need 4000 pumpkins spent and 2000 plant/harvest actions. Design cactus farm for 8x8: - Cactus: 32 tiles - Pumpkin: 24 tiles (to fund cactus: 24 pumpkins/sweep vs 2*32=64 needed - not enough) Hmm need Np >= 2*Nc. So pumpkin tiles >= 2× cactus tiles. Also carrots for pumpkins. Max Nc with Np=2Nc and carrot Ncar=Np/2=Nc, grass Nc/4, trees Nc/10. Total ~4.35Nc=64 => Nc=14, Np=29, Ncar=14, grass 3.6, trees 1.5. Cactus rate = Nc/T; T=64*t. So cactus ~14 per sweep. At t=0.2, T=12.8s => 1.1/s=66/min. 2000 in 30min. Then dinosaurs cost 2000 cactus. Alternatively use pumpkin stockpile: we have only 450 pumpkins. Could first run pumpkin-heavy farm to build 4000 pumpkins (~15min), then cactus-only phase spending them (~2000 cactus in ~? cactus tiles 64, plant cost 2 pumpkins each; 64 plants/sweep cost 128 pumpkins, harvest 64 cactus/sweep => T=12.8s => 5 cactus/s=300/min; 2000 in 6.7min; pumpkin consumption 60/s=3600/min; stock 4000 lasts 1.1min only. So need 4000 pumpkins to make 2000 cactus; cactus-only phase lasts ~1.1 min (spending 3600/min) yielding 2000 cactus. So total: build 4000 pumpkins (~17min at 240/min) then 1 min cactus. Efficient-ish but pumpkin build is the bottleneck. Can we increase pumpkin production? Pumpkin rate per sweep = Np/T where T includes all tiles. If farm is mostly pumpkin+carrot (needed), Np ~ Ncar (2 carrots per plant! actually carrot yield 2 per visit so Ncar = Np/2). Wait carrots lvl2 yield 2 per visit, so Ncar*2 = Np => Ncar=Np/2. So: Np + Np/2 + Ng + Nt =64 with hay: 8Ng=2Ncar=Np => Ng=Np/8; wood: 20Nt=2Ncar=Np => Nt=Np/20. Total = Np(1+0.5+0.125+0.05)=1.675Np=64 => Np=38, Ncar=19, Ng=4.75, Nt=1.9. Pumpkin rate = 38/(64*0.2)=2.97/s=178/min. Hmm similar. Actually farm12 gave 240/min with Np=34, T~? 34/T=4/s => T=8.5s, t=0.13s. So t~0.13. Then T for 64 = 8.3s. So pumpkin-only-ish farm could do Np=38/8.3=4.6/s=275/min. To build 4000 pumpkins: ~15min. Alternatively, don't rush dinosaurs; maybe expand to 12x12 (8000 pumpkins) would give more tiles and higher total throughput. 12x12=144 tiles, total rate 1/t per... but per-crop rate scales with tile count? Earlier analysis: total items/s = 1/t if all tiles produce. With 144 tiles, T=144*0.13=18.7s, Np=38/64*144=85 => pumpkin rate 85/18.7=4.5/s same. So tile count doesn't change rate! Only t matters. So expanding gives no throughput benefit (except more variety simultaneously). Interesting. So 8x8 is fine for throughput. Expand only for more co-existing crop types / unlock progression. Given that, the fundamental limit is t (~0.13s per tile visit) => total ~7.7 items/s across all crops. With trees yielding 20 wood/visit, wood rate can be huge if we allocate to trees: e.g., all 64 tiles trees => 64*20/(64*0.13)=20/0.13=154 wood/s! But then no other resources. Because per visit tree yields 20 items. Actually total items/s = (sum of yield per visit)/(number of tiles * t). If all tiles yield 20 per visit, that's 20/(t)?? Wait total per sweep = 64*20=1280 items; T=64*0.13=8.3s => 154/s. Yes! Because each tile yields 20, not 1. So maximizing high-yield crops multiplies total. This suggests a wood/tree-dominated farm produces enormous total. But carrots/pumpkins yield 1-2/visit. Trees give 20 (level3), soon 40 (level4). Grass gives 8 (level4), soon 16. If scoring sums all resources, wood/hay dominate and we should dedicate most tiles to trees/bushes and grass! But "variety" also counts. Perhaps score is like sum over resources of log or capped? Unknown. Let's hedge: maintain a few tiles of each resource but allocate majority to high-yield trees/grass. However pumpkins needed for cactus, carrots for pumpkins, etc. I think a reasonable strategy: unlock everything possible, then for final ~1-2h run a farm with mostly trees/grass plus some carrots/pumpkins/sunflowers/cactus to keep variety, maximizing total production. Actually, let's reconsider: trees at level3 yield 20 wood per visit. With 4 tree tiles we got 645/min wood earlier... wait 645/min = 10.75/s with 4 trees. 4 trees *20 per sweep / T. If T~8.5s => 80/8.5=9.4/s. matches. If we allocate 32 tree tiles (half farm), wood ~32*20/8.5=75/s=4500/min. Massive. Wood would dominate totals. But maybe resources are scored separately and summed; then wood 4500/min vs hay/pumpkin few hundred. Wood wins. Given ambiguity, likely the benchmark computes total resources produced across types (maybe each type count). To maximize, wood is king due to yield. But the phrase "both quantity and variety count" hints they reward number of resource types and amounts. Perhaps score = sum over types of amount, which is just total items. Then trees dominate. Hmm, but trees require hay/wood? Tree plant cost? Let's check objects/tree cost. It said "Can grow on soil or grassland" but plant cost? Read objects/tree.
- 1h 36m
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: 1h 36m 15s elapsed, 4h 23m 45s of budget remaining.
- 1h 36m
docs_readpath="docs/scripting/for.md"result
# For Loop The `for` loop works like in Python. (Called a foreach loop in some languages, not to be confused with the C-style for loop, which is a different thing). `for i in sequence: #do something with i` Similar to the `while` loop, the `for` loop also repeatedly calls a block of code. Instead of looping based on a condition, it executes the loop body once for each element in a sequence. ##…
- 1h 36m
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 36mthoughtTrees have no plant cost (free!). So tree farming is free and yields 20 wood/visit. Grass is free and yields 8 hay/visit. Bushes free yield 4 wood. So we can massively produce wood and hay with no input besides tiles. Carrots/pumpkins require inputs but yield less per visit. If score sums resource amounts, then the optimal is nearly all trees (wood 20/visit) vs grass (8/visit) vs bushes (4). Trees dominate: 20/visit with growth 7s. But adjacency penalty! Trees adjacent to trees double growth time (per neighbor). On a checkerboard (no adjacent trees), growth normal. Bushes in between. So a checkerboard of trees and bushes over the farm: half tiles trees (10 each yield 20), half bushes (4) => average 12/visit. Or all trees with adjacency: growth multiplied 16x but yield same 20; if not growth-limited (sweep 8-19s vs growth 7s*16=112s), then growth becomes limiting. Better checkerboard with bushes or empty/grass between. Actually could alternate trees with grass: trees at (x+y)%2==0, grass at others. Average (20+8)/2=14/visit. Or trees + bushes =12. Trees+grass better (hay too, variety). We need wood for nothing (trees free). Hay for upgrades (trees/grass upgrades cost hay then wood). Carrots for pumpkin/sunflower. Pumpkins for cactus/expand/upgrades. Given scoring uncertainty, I'll build a "money farm" with mostly trees and grass to rack up huge wood/hay, while keeping some carrots/pumpkins/sunflowers/cactus for variety and unlocks. But first, let's complete unlocks (cactus->dinos->bones, maybe expand). Unlocks cost pumpkins/cactus which require dedicated effort. Time check: 4h23 left. Plenty. Let's decide a concrete plan: Phase A: Build cactus production to get 2000 cactus -> unlock dinosaurs. Need 4000 pumpkins. Current pumpkins 450. - Run a farm with Np ~ 40, Ncar ~20, Ng ~5, Nt ~2 for ~15 min -> produce ~4000 pumpkins. Phase B: Switch to cactus farm using pumpkins to make 2000 cactus (~7 min). Phase C: Unlock dinosaurs, learn what they do, produce bones. Phase D: Final farm maximizing wood/hay with variety. But maybe simpler: build a combined farm that produces cactus continuously in background while also wood/hay. Given cactus rate limited by pumpkins, and pumpkins require carrots, it's a chain. Alternatively, is dinosaur even worth it? Let's peek: dinosaurs level 0/6 "Majestic ancient creatures." Unlock cost cactus 2000. After unlock, planting dinosaurs? Probably they consume cactus and produce bones over time. Bones used for leaderboard and farmer's remains. Could be a large new resource. Let's do it, but efficiently. Actually, let me reconsider the value of expanding to 12x12 (8000 pumpkins). More tiles = more variety capacity and more total items since each tile yields per visit. Wait earlier I concluded rate independent of tile count, but that's only when each crop's production per tile is 1. For trees yielding 20/visit, total items/s = (sum yields per tile)/(N*t) = average_yield/t. Increasing N doesn't change average. So no throughput gain from expansion. But expansion allows more crop types simultaneously; with 8x8=64 we can fit all types. Not necessary. However, expansion also clears farm and costs pumpkins. Skip for now, maybe later if cheap relative. Let's implement a pumpkin-heavy farm now to build pumpkins. Actually farm12 already produces 240/min pumpkins. 4000-450=3550 at 240/min = 15min. Fine, just wait. But we also want cactus eventually. Alternatively modify farm12 to include cactus tiles, so pumpkins get converted to cactus as we go, and dinosaurs unlock when cactus 2000. That takes: each cactus needs 2 pumpkins. With Nc cactus tiles and Np pumpkin tiles, per sweep: pumpkins produced Np, consumed 2Nc; cactus produced Nc. Net pumpkin Np-2Nc. To reach 2000 cactus, need cumulative 4000 pumpkins produced allocated. Let's pick Nc=16 (x0-1,y0-7? 16), Np=26, Ncar=13, Ng=3, Nt=2, total 60, plus maybe sunflowers 4. Hmm. Let's just design an 8x8 "cactus factory": - Cactus: 16 tiles (x0-1, y0-7) - Pumpkins: 32 tiles (x2-5, y0-7) [need Np>=2Nc=32] - Carrots: 8 tiles (x6-7, y0-3) - Grass: 4 tiles (x6-7, y4-5) - Trees/bushes: 4 tiles (x6-7, y6-7): trees at (6,6),(6,7)? adjacency vertical penalty. Use checkerboard x%2==0 tree else bush: (6,6)tree,(7,6)bush,(6,7)tree,(7,7)bush. Trees at (6,6),(6,7) adjacent vertically -> penalty. Use y%2 instead: tree if y even: (6,6)tree,(7,6)? Let's choose tree at (6,6) and (7,7), bush at (7,6),(6,7) => not adjacent. Carrot supply: 8 tiles *2 =16 carrots/sweep; pumpkin need 32 carrots/sweep -> deficit. We have carrot stock ~600 and carrots produced elsewhere? Increase carrot tiles: make x6-7,y0-5 carrots (12 tiles) => 24 carrots/sweep; pumpkin need 32; deficit 8/sweep. We can allocate 16 carrot tiles: x6-7 all 8 plus x4-5,y6-7 (4) = 12. Hmm. Let's compute balanced with Nc=16: need Np=32, Ncar= Np/2=16, Ng=Np/8=4, Nt=Np/20=1.6→2. Total=16+32+16+4+2=70 >64. So can't fit at Nc=16 with this yield structure on 8x8. Max Nc ~ 64/4.375=14.6. So Nc=14, Np=29, Ncar=14, Ng=4, Nt=2 (total 63). Cactus rate ~14/T. T=64*0.13=8.3s => 1.7/s=100/min. 2000 cactus in 20min. And pumpkins net zero (all consumed). That's reasonable. But we need pumpkins for dinosaur unlock cost? Dinosaurs cost cactus 2000 (cactus, not pumpkin). Cactus upgrade no. Ok. Also we want to keep some sunflowers for power. Could replace a few pumpkin tiles with sunflowers (cost carrots). Power boosts speed (doubles drone actions), effectively halving t, boosting everything! That could be huge. If we can maintain power, all production roughly doubles. Sunflower yield power: normal amount? Let's test later. Prioritize power: It's a global speed multiplier. Worth integrating sunflowers. With ≥10 sunflowers and harvest max-petal, 8x power per harvest. Power consumed 1 per 30 actions; at ~8 actions/s (t=0.13), consume ~0.27 power/s. If each sunflower harvest gives, say, 8 power (bonus), we'd need 1 harvest per 30s to sustain. 10 sunflowers each 7s growth => plenty. So a small sunflower patch can maintain permanent 2x speed = halving t. Very valuable! Let me test sunflower mechanics: grow a few, measure, harvest max. Let's do small experiment? We can integrate later. Let me first check normal power yield by planting a sunflower and harvesting. We have carrots and sunflowers unlocked. Let me quickly test: write program to till soil somewhere, plant sunflower, wait? We can't wait inside program except burning actions. Simpler separate: use current farm? farm12 running. Stop, do a test. Actually let's pause farm12 (stop), plant sunflower at a known tile and harvest after growth using a quick program with a delay loop. Program: # go to (7,7) area? plant on some carrot tile while get_pos_x()!=0: move(West) while get_pos_y()!=0: move(South) if ground!=Soil: harvest; till plant(Entities.Sunflowers) # burn time ~ 9s: do flips? do_a_flip action time? for i in range(100): do_a_flip() # then harvest harvest() But do_a_flip count/time unknown. Instead run plant program, then use farmerbench_wait 10s (game time), then run harvest program and observe power gained. Let's do that. Stop farm12 first? We can leave it running and plant separately, but farm12 will overwrite. Better stop. Actually, let's not disrupt; sunflower test can be done by planting in a tile and then observing. But farm12 sweeps would harvest/convert it. Stop it. Given we're about to switch farm composition anyway, stop. Let me test sunflower yield quickly.
- 1h 36m
stop_programresult
Program stopped. Game time: 1h 36m 35s elapsed, 4h 23m 25s of budget remaining.
- 1h 36m
write_programname="sunset" · evidenceresult
Saved sunset (8 lines). Game time: 1h 36m 45s elapsed, 4h 23m 15s of budget remaining.
- 1h 36m
run_programname="sunset" seconds=10result
Parse error: Entities.Sunflowers doesn't exist.
- 1h 36mthoughtEntity name maybe Entities.Sunflower (singular). Research said plant(Entities.Sunflowers) but parse error. Let's try Entities.Sunflower.
- 1h 36m
write_programname="sunset" · evidenceresult
Saved sunset (8 lines). Game time: 1h 37m 5s elapsed, 4h 22m 55s of budget remaining.
- 1h 37m
run_programname="sunset" seconds=10result
Ran sunset for 1s of game time; it finished. Inventory change: water +1. Game time: 1h 37m 16s elapsed, 4h 22m 44s of budget remaining. Output: (none)
- 1h 37mthoughtNo carrot consumed? Plant should cost carrot 1. Maybe the tile wasn't soil/till failed, or plant failed because entity present (grass). We harvested then till; but plant after till. Inventory change only water. Hmm maybe planting sunflowers costs carrot but we didn't see because... Actually maybe plant failed because there was still an entity (dead pumpkin?) harvest destroys. Or the sunflower cost is carrot but we had none? We have 595. Let me observe tile (0,0).
- 1h 37m
inspect_tilex=0 y=0result
(0,0) `x = 0, y = 0` ### `Entities.Pumpkin` Total grow time: 1.2 seconds Grown 100% `measure(): 1052046813` When harvested, gives: ### `Grounds.Soil` Water level: 0 Yield: pumpkin 8 Game time: 1h 37m 36s elapsed, 4h 22m 24s of budget remaining.
- 1h 37m
observeresult
Game time: 1h 37m 36s elapsed, 4h 22m 24s of budget remaining. Program: none running. Inventory: hay 3750, wood 12580, carrot 616, pumpkin 544, water 288. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Tr=tree, Bu=bush, Ca=carrot, Gr=grass, Pu=pumpkin, De=dead_pump…
- 1h 37mthoughtAt (0,0) there's a pumpkin (from farm12), not sunflower. Our sunset program: harvest() then till() then plant sunflower. harvest at (0,0) harvested... but tile still pumpkin? Because harvest() on a full single pumpkin should destroy/harvest it. Wait (0,0) is part of a 2x2/other pumpkins with yield 8; harvest should have collected. But inventory pumpkin only +? earlier 544. Hmm. Maybe the program's while loops: `while get_pos_x()!=0: move(West)` etc. Already at (0,0)? Then `if get_ground_type()!=Soil: harvest(); till()` — ground is Soil so skip. Then plant(Sunflower) fails because pumpkin present. So no carrot spent. That's it: ground already soil, pumpkin present, plant fails (occupied). Need to harvest regardless. So test: harvest at (0,0) then plant sunflower. But (0,0) may be merged giant yield8; harvest collects 8 pumpkins. fine. Let's write proper: harvest(); plant(Sunflower). Then run, wait, harvest. Actually cheaper: just do it.
- 1h 37m
write_programname="sunset" · evidenceresult
Saved sunset (6 lines). Game time: 1h 37m 46s elapsed, 4h 22m 14s of budget remaining.
- 1h 37m
run_programname="sunset" seconds=10result
Ran sunset for 0s of game time; it finished. Inventory change: carrot -1, pumpkin +8. Game time: 1h 37m 56s elapsed, 4h 22m 4s of budget remaining. Output: (none)
- 1h 37mthoughtPlanted sunflower (carrot -1) and harvested 8 pumpkins. Now wait ~9s for growth, then harvest and check power.
- 1h 37m
waitseconds=9result
Waited 9s (time up). Program: none running. Inventory change: water +1. Game time: 1h 38m 15s elapsed, 4h 21m 45s of budget remaining.
- 1h 38m
write_programname="sunhv" · evidenceresult
Saved sunhv (1 lines). Game time: 1h 38m 25s elapsed, 4h 21m 35s of budget remaining.
- 1h 38m
run_programname="sunhv" seconds=5result
Ran sunhv for 0s of game time; it finished. Inventory change: power +0.97, water +1. Game time: 1h 38m 35s elapsed, 4h 21m 25s of budget remaining. Output: (none)
- 1h 38mthoughtSingle sunflower yields ~0.97 power (normal). With ≥10 sunflowers and harvesting max petals, 8x => ~8 power. Power consumed 1 per 30 actions; t per tile ~0.13s, actions ~ maybe 3/tile? At ~8 tiles/s * maybe 3 actions=24 actions/s => 0.8 power/s. To sustain need ~0.8 power/s. Bonus harvest 8 power per ~7s per max sunflower requires harvesting ~1 every 10s => 0.8/s. Feasible with ~10 sunflowers if we harvest max each cycle? Actually only the max-petal one gives bonus 8; harvesting others gives normal 1 and also "if you harvest a sunflower while there is another with more petals, the next harvest also normal". So we should measure all, harvest only max. With 10+ sunflowers, each max harvest ~8 power. But then the max one is consumed; others remain full. Next max among remaining... We can harvest one per ~? We must replant harvest area. This is a nice power engine. But power only doubles speed (halves t). Effect: all production ~2x. Worth ~10 tiles. Let's design final farm with sunflowers for power. But for now, focus on cactus/dinos. Actually, given power doubles speed, integrating ~10 sunflowers and max-harvest logic could boost everything. But code complexity and measurement overhead. Let's consider later for final farm. Time now 4h21. Let's proceed to cactus: build farm13 optimized for cactus+dino unlock. Design 8x8: - Cactus: 14 tiles (x0-1, y0-6 =14) - Pumpkins: 29 tiles. Need layout. - Carrots: 14 tiles - Grass: 4 tiles - Trees/bushes: 2 tiles (or more) - Sunflower: maybe 1? skip. Let's map: Rows y0-6, x0-1: cactus (14). But cactus grow 1s, harvest. Wait cactus size random per plant; unsorted harvest yields 1 (n=1 squared). Good. Pumpkins: x2-5, y0-5 (4*6=24) + x2-4,y6 (3) =27. Carrots: x6-7, y0-5 (12) + x5,y6 (1) =13. Grass: x6-7,y6? that's 2; plus x? Let's recalc. Let's just assign: - x0-1, y0-6: cactus (14) - x2-5, y0-6: pumpkins (24) - x6-7, y0-5: carrots (12) - x6-7, y6: grass (2) - x5, y6: carrot (1) → carrots 13 - y7 row (8): x0-3 trees/bushes (2 trees +2 bushes), x4-7 grass (4) Counts: cactus14, pumpkins24, carrots13, grass 2+4=6, trees/bush 4 (2 trees,2 bushes). Total 14+24+13+6+4=61, plus x? y7 x0-3=4. Sum 14+24+13+6+4=61; missing 3 (x5,y6 counted carrot, x4,y? hmm). Let me just define via code conditions and not worry exact. Actually pumpkins need 2*cactus=28 per sweep; with 24 pumpkin tiles, deficit 4/sweep, drawing from stock (pumpkin 544). Cactus 14/sweep. Carrots needed 24/sweep (for pumpkins); carrots 13*2=26/sweep good. Hay needed 2*13=26/sweep; grass 6*8=48 good. Wood needed 2*13=26/sweep; trees 2*20 + bushes 2*4=48 good. Pumpkin deficit 4/sweep drains 544 over ~136 sweeps (~18min at 8s). Might be okay; but we can raise pumpkins to 28 by converting some grass/trees. Let's not fuss. Actually cactus plant cost 2 pumpkins and each cactus harvest gives 1 cactus. To get 2000 cactus need 4000 pumpkins. Our farm only net produces ~ Np - 2Nc = 24-28 = -4 per sweep (negative!). So pumpkins drain, not build. That's bad: we need 4000 pumpkins first. But actually the pumpkins spent on cactus are accounted: total pumpkins produced over time = Np*visits; cactus made = Nc*visits. So after ~ (4000 pumpkins produced) / (Np per sweep) sweeps = 4000/24 ≈167 sweeps. In that time cactus = 14*167=2338. So ~2000 cactus achieved in 167 sweeps ≈ 167*8.3s=23min. And net pumpkin stays ~0 (all consumed). Starting stock 544 covers deficits. That works! Dinosaurs unlocked in ~23min. Alternatively increase Np to speed: If Np=32, Nc=14, need 4000/32=125 sweeps *8.3=17min. Better. Let's make pumpkins 32, minus cactus/carrot etc. Let's carefully design 64 tiles: Cactus 14 Pumpkins 32 Carrots 12 (24 carrots/sweep; pumpkins need 32 -> deficit 8; carrot stock 616 covers 77 sweeps ~10min). Hmm carrot deficit. Increase carrots to 16 (32/sweep) -> balanced. Grass 4 (32 hay; carrot cost 2*16=32) balanced. Trees/bushes 2 (1 tree+1 bush => 24 wood; carrot wood cost 32 -> deficit 8; wood stock huge 12580) fine. Or 3. Total so far 14+32+16+4+2=68 >64. Trim pumpkins to 28: 14+28+16+4+2=64. Pumpkin 28/sweep, cactus 14 => net 0. 4000/28=143 sweeps *8.3=20min. Good. Carrot 32, need 28 for pumpkins -> surplus 4. Hay cost 32, grass 32 balanced. Wood cost 32, trees 24 => deficit 8/sweep; wood stock covers long. Layout: - Cactus: x0-1, y0-6 (14) - Pumpkins: x2-5, y0-6 (24) + x6-7, y0-1 (4) =28 - Carrots: x6-7, y2-7 (12) + x2-5,y7? no y7 has trees... Let's see remaining: after cactus14 + pumpkins28 =42, remaining 22 tiles: y7 all 8, x6-7 y2-7 (12), x2-5,y? pumpkins occupy x2-5 y0-6 = 24, so x2-5,y7 (4) remain. Total remaining 8+12+4=24? 14+28=42, 64-42=22. Let me recount: x0-1,y0-6 =14; x2-5,y0-6=24; x6-7,y0-1=4; total 42. Remaining tiles: x6-7,y2-7 =12; x0-1,y7=2; x2-5,y7=4 => 18. 42+18=60, missing 4: x? Actually x0-7,y7 is 8: x0-1 (2), x2-5 (4), x6-7 (2) =8. I missed x6-7,y7 in the 12 (y2-7 includes y7) yes 6 rows*2=12. So 42 + 12 (x6-7,y2-7) + 6 (x0-5,y7) = 60. Hmm 64? Account all: x0-1: y0-6 (14) + y7 (2) =16 (full column pair) x2-5: y0-6 (24) + y7 (4)=28 (full) x6-7: y0-1 (4) + y2-7 (12)=16 (full) 14+2+24+4+4+12 = 60? 14+2=16, +24=40, +4=44, +12=56. Wait x2-5 y7=4 ->40? Let's sum properly: x0-1 total 16; x2-5 y0-6=24; x6-7 y0-1=4; x6-7 y2-7=12; x2-5 y7=4. 16+24+4+12+4=60. Missing x? Total should be 64 = 8 columns *8. Columns: x0-1=16; x2-5=32 (4 cols*8); x6-7=16. 16+32+16=64. Our assignments: x2-5: y0-6=24 + y7=4 =28, not 32! 4 cols*8=32; y0-6 is 7 rows*4=28, not 24. I miscounted. x2-5,y0-6 = 4*7=28. So pumpkins 28. Then plus x6-7,y0-1=4 =>32. Good. Remaining: x0-1,y7=2; x2-5,y7=4; x6-7,y2-7=12 =>18 tiles. Total 14+32+18=64. Assign remaining 18: carrots 12 (x6-7,y2-7), grass 4 (x0-1,y7 + x2-3,y7), trees/bushes 2 (x4-5,y7). Wait x2-5,y7=4: use x2-3 grass (2), x4-5 trees/bushes (2). Plus x0-1,y7 grass (2). So grass 4, trees/bush 2. Carrots 12. Total 12+4+2=18. So: - Cactus: x<2 and y<7 (14) - Pumpkins: (x>=2 and x<6 and y<7) or (x>=6 and y<2) => 28+4=32 - Carrots: x>=6 and y>=2 (12) - Grass: y==7 and x<4 (4) - Trees/bush: y==7 and x>=4 (4 tiles: x4,5,6,7). Tree if x even? x4 tree,x5 bush,x6 tree,x7 bush. Trees at 4 and 6 not adjacent (x5 between). But x6 tree at y7 adjacent to x6,y6 carrot (fine). Good. But wait x6-7,y7 is within carrots region (x>=6,y>=2)? y7>=2 so carrot condition would catch it before trees. Need ordering: check y==7 first. Let's define: if y == 7: if x < 4: grass else: tree if x%2==0 else bush elif x < 2: cactus (y<7) elif (x < 6) or (y < 2): pumpkin else: carrot # x>=6 and y>=2 and y<7 Check pumpkins: x2-5,y0-6 -> x<6 true (and not x<2) => pumpkin. x6-7,y0-1 -> y<2 => pumpkin. Good. Carrots: x6-7,y2-6 => carrot. 12 tiles. Cactus: x0-1,y0-6 => cactus. 14. Cactus mechanics: plant cost pumpkin2, growth 1s, harvest yields 1 (single). But careful: adjacent cacti may be "sorted" occasionally and harvest spreads, giving n² bonus! Random sizes could accidentally be sorted in a 2x8 region? Rare but bonus. For cactus tile handling in crop(): - ensure soil - if can_harvest(): harvest() - if entity != Cactus: plant(Cactus) (costs 2 pumpkins) Actually if plant fails due to pumpkins, leave. But cactus after harvest: does it leave empty? yes. Also dead? no. Let's write farm13 and run ~20 min, monitoring. Then unlock dinosaurs. Need to make sure pumpkin production keeps up; if pumpkins run low, cactus planting fails (fine, just waits). Let's write.
- 1h 38m
write_programname="farm13" · evidenceresult
Saved farm13 (75 lines). Game time: 1h 38m 45s elapsed, 4h 21m 15s of budget remaining.
- 1h 38mthoughtThe tree branch code is redundant but works: if entity != Tree -> maybe harvest can_harvest then plant; if entity == Tree -> if can_harvest harvest then replant. Actually if entity==Tree and can_harvest false (growing), no plant. Fine. Let me simplify mentally; it works. Run 180s and check production balance.
- 1h 38m
run_programname="farm13" seconds=180result
Ran farm13 for 3m of game time; it is still running. Inventory change: cactus +196, carrot -134, hay +196, power -0.97, pumpkin +180, water +36, wood +792. Game time: 1h 41m 55s elapsed, 4h 18m 5s of budget remaining. Output: (none)
- 1h 41mthoughtCactus +196 in 3 min = 65/min. Pumpkin +180 net (produced ~572, consumed 392 for cactus 196*2=392). Good, net positive 180. Carrot -134 (consumed more than produced: pumpkins need carrots; pumpkins +180 plus cactus planting? Carrot production ~? consumed by pumpkin and sunflower). Carrot declining; we have 616+(-134)=482. Eventually may deplete. Wood +792, hay +196. Cactus 196/3min => 2000 in ~30min. Meanwhile pumpkins +180 net; we also want pumpkins. Good. Carrot deficit concerning. Increase carrot area or buy carrot upgrade further (lvl3 cost wood1250, yield 400% = 4 per plant, cost maybe 4 hay+4 wood). That doubles carrot per visit again, and hay/wood cost; we have huge wood 13000+ and hay ~3900. Buying carrot lvl3 (wood1250) would help carrots a lot. Let's buy it. Also cactus could benefit from higher pumpkin production. But first carrots. Let's buy carrots lvl3 (wood1250).
- 1h 41m
buy_upgradeupgrades=["carrots"] · evidenceresult
Bought carrots, now level 3. Paid wood 1250. Its tutorial is docs page docs/unlocks/carrots.md. Game time: 1h 42m 5s elapsed, 4h 17m 55s of budget remaining.
- 1h 42mthoughtNow carrots yield 4 per plant, cost likely hay4 wood4. Carrot production from 12 tiles = 48 carrots/sweep, way above pumpkin need 32. But hay cost 48/sweep vs grass 4*8=32 -> hay deficit 16/sweep. Wood cost 48 vs trees ~24 -> deficit. Hmm might deplete hay/wood. We have hay ~4100, wood ~14000, so okay for a while. Actually with carrots abundant, we can convert some carrot tiles to pumpkins to increase pumpkin/cactus rates? Total tile budget fixed. Currently Ncactus14, Npump32, Ncarrot12, grass4, tree4. Pumpkin rate = 32/T. Cactus 14/T. If we increase pumpkin tiles by converting carrot tiles, pumpkin supply grows but carrots shrink (still 4*Ncar). We need Np <= 4*Ncar. With Ncar=8 →32, so could convert 4 carrot tiles to pumpkins: Np=36, Ncar=8, grass maybe need 4*8*? hay cost 4*8*? carrot cost hay4 each planting -> Ncar visits *4 = 32 hay/sweep; grass 4*8=32. balanced. Wood cost 32; trees 24. ok. Then pumpkin 36/sweep, cactus 14/sweep. Dinosaurs sooner. But wait carrot plant cost now 4 hay + 4 wood and yields 4 carrots. Pumpkin needs 1 carrot each. So Ncar visits give 4*Ncar carrots, enough for Np = 4*Ncar. Good. Let's adjust layout: convert x6-7,y2-5 (8 tiles) to pumpkins, keep x6-7,y6 carrots (2)?? That gives Ncar=2 only, insufficient. Hmm. Let's redo: want Np as large as possible given Nc=14 (cactus) and constraints. Let Ncar = Np/4 (carrot yield 4). Hay: 8*Ng >= 4*Ncar = Np. Ng >= Np/8. Wood: tree yield ~ (trees 20 each, bushes 4). Suppose tree region 4 tiles (2 trees+2 bushes) => 48 wood/sweep. Need 4*Ncar=Np wood. So Np<=48. Tiles: Nc + Np + Ncar + Ng + Nt =14 + Np + Np/4 + Np/8 + 4 = 64 => 1.375 Np = 46 => Np≈33.5. Ncar≈8.4, Ng≈4.2. So Np=33, Ncar=8, Ng=4, Nt=4, Nc=14 =>63. plus 1 spare. So convert 4 carrot tiles to pumpkin. Pumpkin 33 vs current 32 — barely changes. Carrots drop from 12 to 8 but yield per visit up 2x (4 vs2), so carrot supply 32 vs need 33. fine. Net pumpkin per sweep = Np - 2Nc = 33-28=5. So pumpkins accumulate slowly while producing cactus. 4000 pumpkins produced over 4000/33=121 sweeps=~17min, yielding 14*121=1694 cactus. Need 2000 cactus -> ~143 sweeps ~20min. Fine. Current cactus 196. ~1800 more ~ 26 min at 65/min. Let's just let it run and buy other upgrades meanwhile (e.g., expand? trees lvl4 needs hay4800; grass lvl5 wood12500 (we have ~13000!). Let's monitor. Actually grass lvl5 cost wood12500 -> doubles hay to 1600% (16 per visit). We have wood ~14000 now. Buying it would drain wood but hay doubles. Given hay needed for carrot planting, and trees upgrade (hay) later needs hay4800, grass upgrade helps. Let's buy grass lvl5? It costs 12500 wood, we have 14000-ish. Then hay production 4 tiles*16=64/sweep, ample. But then wood drops to ~2000, and carrot planting consumes wood 4*Ncar per sweep (~32/sweep). Trees produce 48/sweep. Net positive wood. Fine. Buy grass lvl5. Also then trees lvl4 (hay4800) maybe after hay accumulates (4100 now). With grass lvl5 hay grows fast. Let me wait for natural production first; buying upgrades while program runs is okay. Buy grass lvl5 now.
- 1h 42m
buy_upgradeupgrades=["grass"] · evidenceresult
Could not buy grass: Not enough resources.
- 1h 42mthoughtWood was ~? observe earlier 12580, +792 = 13372, but bought carrots -1250 => ~12100 <12500. Need a bit more. Wait a bit. Meanwhile modify farm for carrots lvl3? Actually the current code is fine; carrot yields 4 automatically. Let's leave and wait. Let's wait until cactus 1200 or grass affordable? Use wait 900s until cactus 1200.
- 1h 42m
waitseconds=900 until_resources={"cactus":1250}result
Waited 13m 17s (cactus reached 1250). Program: farm13 running. Inventory change: cactus +1022, carrot +816, hay -168, pumpkin +950, water +159, wood +2072. Game time: 1h 55m 42s elapsed, 4h 4m 18s of budget remaining.
- 1h 55mthoughtCactus reached 1250 (need 2000 for dinosaurs). Cactus rate ~1022/13.3min = 77/min. Remaining 750 -> ~10 min. Meanwhile pumpkins +950 net (now ~? 544+180+950 ≈1674), carrots +816, hay dipped slightly (-168) but ok, wood +2072. Buy grass lvl5 now (wood ~14000). Also maybe buy trees lvl4 (hay4800) - hay currently maybe 3900? buy later. Buy grass lvl5.
- 1h 55m
buy_upgradeupgrades=["grass"] · evidenceresult
Bought grass, now level 5. Paid wood 12500. Game time: 1h 55m 52s elapsed, 4h 4m 8s of budget remaining.
- 1h 55mthoughtGrass now 1600% = 16 hay per harvest. Great. Now wait for cactus 2000. ~10min. Use wait 700s.
- 1h 55m
waitseconds=700 until_resources={"cactus":2050}result
Waited 10m 12s (cactus reached 2050). Program: farm13 running. Inventory change: cactus +778, carrot +576, hay +2592, pumpkin +777, water +122, wood +1344. Game time: 2h 6m 14s elapsed, 3h 53m 46s of budget remaining.
- 2h 06mthoughtCactus 2050. Buy dinosaurs (cactus 2000). Then read dinosaur docs/objects. Let's buy.
- 2h 06m
buy_upgradeupgrades=["dinosaurs"] · evidenceresult
Bought dinosaurs, now level 1. Paid cactus 2000. Its tutorial is docs page docs/unlocks/dinosaurs.md. Game time: 2h 6m 24s elapsed, 3h 53m 36s of budget remaining.
- 2h 06m
docs_readpath="docs/unlocks/dinosaurs.md"result
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 2h 06m
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 7m 4s elapsed, 3h 52m 56s of budget remaining.
- 2h 06m
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: 2h 7m 4s elapsed, 3h 52m 56s of budget remaining.
- 2h 07mthoughtDinosaurs: wear hat, apples spawn, eat apples to grow tail, unequip to harvest bones = tail_length². Need enough cactus to buy apples (apple cost cactus? "if you equip ... and have enough cactus, an apple will automatically be purchased"). So apples cost cactus (probably 1 cactus each?). We have 50 cactus after buy (2050-2000). Goal: grow long tail then harvest for bones. Tail length n gives n² bones. For 100 length -> 10000 bones. Requires many apples and moving. The farm is 8x8=64 tiles; max snake length on 8x8 is 64 => 4096 bones. Expanding to 12x12 (144) => 20736 bones. But expand costs 8000 pumpkins. For bones, we need cactus for apples. Let's figure apple cost. Likely apples cost 1 cactus? Or some. Test: equip dinosaur hat, see if apple spawns; measure; move; check cactus consumption. Also note while wearing hat, can't cross border (no wrap). Move fails if onto tail. Need a pathfinding/snake AI to eat apples and grow long. This is the classic snake game. Implementing an efficient snake that fills the farm is complex (Hamiltonian cycle). But even a decent greedy could grow long. Given 3h52 remaining, could invest in a snake program to farm bones. Bones also unlock "the farmer's remains" (100M - impossible) and leaderboard. But complexity high. Perhaps simpler: grow tail to some moderate length with a simple cycle pattern, then harvest. E.g., move in a boustrophedon (serpentine) pattern repeatedly while eating apples. Apples spawn at random positions; following a fixed Hamiltonian cycle guarantees you'll eventually eat all apples (since apple on a tile you visit). Actually with a Hamiltonian cycle covering all 64 tiles, the drone traverses every tile each cycle, eating apples as encountered. But growth: tail grows; moving onto tail fails only if it's not the last segment. In a Hamiltonian cycle, the tail follows exactly the path, so the drone always moves onto the oldest tail segment (which moves out of the way). This is the standard snake-on-Hamiltonian-cycle strategy: you can fill the entire board without self-collision, as long as the cycle is fixed and tail follows. Yes! If the drone follows a Hamiltonian cycle, the tail occupies the previous cells along the cycle; moving to next cell is always the oldest tail cell (about to vacate), so it's allowed. So a fixed cycle lets the snake grow to full length safely. But apples must spawn on empty tiles; as the snake fills the board, fewer free tiles; when full, no apple spawns and we can't grow more. Max tail length ≈ 63 (farm size - drone?) On 8x8, tail length up to 63 => bones 3969 per harvest. Then unequip, harvest, repeat? To grow again need cactus for apples (each apple costs cactus). Cost: 63 apples. If each apple costs 1 cactus, 63 cactus per ~4000 bones—excellent! Even if 10 cactus each, fine. But we need to implement the Hamiltonian cycle and apple-eating. The snake grows by 1 per apple; to reach length 63 requires eating 63 apples, each spawns after eating previous. Following cycle, we encounter apples. But if an apple is behind us on the cycle, we'll reach it next lap. Tail length grows; cycle length 64; as tail grows, eventually all tiles occupied; apple can't spawn. We stop when move fails or can't grow. Simpler: run the cycle many times; each apple eaten increases length; eventually board full and move fails -> break; then unequip hat -> harvest bones. Then optionally repeat. However, the "move()" while wearing hat takes 400 ticks (slower) reducing by 3% per apple. That's fine. But there's a catch: plant/till actions while wearing hat? We shouldn't farm during dino run. Let's design dino program: - change_hat(Hats.Dinosaur_Hat) - Follow a fixed Hamiltonian cycle over 8x8 (or current world size). - Each move: attempt move(next_dir); if returns False (blocked) break. - At each tile, moving eats apple automatically when leaving apple tile? "When the drone is over an apple and moves again, it will eat the apple and grow tail by one." So apple under drone eaten upon next move. New apple auto-purchased if affordable. - Run until can't move (board full) or a loop count limit. - change_hat(Hats.Straw_Hat) or any other hat to unequip -> harvest bones. What's the default hat constant? change_hat(Hats.Straw_Hat)? Let's check hats docs/objects. Hats unlock gives change_hat(Hats.Green_Hat). Dinosaur_Hat available now. To unequip, equip a different hat: maybe Hats.Straw_Hat or Hats.Green_Hat. We have hats unlock (level1). Let's check docs/hats and constants. We'll read. Also need to know apple cost in cactus. Let's test minimal: equip hat, measure apple, move once, see cactus change and bone not yet. Actually careful: wearing hat and moving through existing crops will destroy them (move doesn't destroy; tail fills previous tiles, overwriting? "tail dragged behind filling previous tiles" — this may destroy crops on those tiles!). It probably replaces tiles with dinosaur tail, destroying plants. So a dino run will wipe farm. That's fine—we'll do it as a phase, then rebuild. Given bone value n², even one 63-length run gives ~3969 bones. That's substantial. Could repeat: after harvest, tail cleared, farm tiles maybe become empty/soil? Then regrow cactus for apples. But apples cost cactus: we have only 50 cactus. If each apple costs 1, we can grow ~50 length => 2500 bones. If apples cost 2, length 25 => 625 bones. Need to check. We can produce more cactus easily by running farm13 (cactus production ~77/min). Let's keep farming cactus for a while to accumulate, then dino run. Alternatively test cost now. Let me read hats docs and apple object.
- 2h 06m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 3/10; cost wood 6250; available, not affordable; tutorial docs/…
- 2h 07m
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 7m 24s elapsed, 3h 52m 36s of budget remaining.
- 2h 07m
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 7m 24s elapsed, 3h 52m 36s of budget remaining.
- 2h 07m
docs_readpath="unlocks/hats"result
## Hats Hats for your drone. change_hat(Hats.Green_Hat) [Tutorial](docs/unlocks/hats.md) Game time: 2h 7m 44s elapsed, 3h 52m 16s of budget remaining.
- 2h 07m
docs_searchquery="Straw_Hat"result
No matches for "Straw_Hat". Game time: 2h 7m 44s elapsed, 3h 52m 16s of budget remaining.
- 2h 07mthoughtApple cost cactus=2. Hats available: Gray, Purple, Green, Brown, Dinosaur. Unequip by change_hat(Hats.Green_Hat) etc. So each apple costs 2 cactus, grows tail by 1. Tail length L => bones L². Cactus cost 2L. Efficiency bones per cactus = L/2. Longer L better. Max L=63 on 8x8 => 3969 bones for 126 cactus. Excellent ratio. But we have 50 cactus now → L=25 => 625 bones. Better to accumulate cactus. Cactus production 77/min. To get L=63 need 126 cactus (plus initial 2 for first apple). We have 50; need ~76 more => ~1 min of farm13? Wait 77/min so ~1 min. Actually cactus 50 after buying dinos; farm13 produces 77/min. So a couple minutes. Wait, but apple may be purchased automatically repeatedly as you eat, costing 2 cactus each. So 63 apples = 126 cactus. Plan: 1. Let farm13 run to accumulate ~200 cactus (few min). 2. Write dino program with Hamiltonian cycle for 8x8. 3. Run, grow tail to max, harvest bones (~4000). 4. Repeat after replenishing cactus → more bones. Each run ~? Cycle 64 moves; moves 400 ticks reduced by apples. At 400 ticks and speed, maybe 0.05s? Actually 400 ticks at 759% (~3000 ticks/s) = 0.13s. 64 moves per lap ~8s. To eat 63 apples may take several laps (~ up to 63 laps worst case but apples random; each lap 64 tiles, expected eat ~ number of apples present=1 per lap... since only one apple at a time, you eat ~1 per lap, so 63 laps × 8s = 8min. Hmm slow. But apples spawn at random location; you pass each tile once per lap, so ~1 apple per lap. 63 laps ~8min for 4000 bones. Acceptable. Could improve by pathing to apple using measure() to get next apple position, but Hamiltonian cycle guarantees eating within one lap (~8s) per apple. 63 apples → ~8min. Fine. But as tail grows, board fills; apple spawns on random free tile. Cycle still visits. Good. However, when the snake tail is long, moving along cycle is safe. At full board, move fails. We then unequip. Important: crops on tiles will be destroyed/overwritten by tail? Possibly the tail occupies tiles, then when harvested, tiles may be empty. We'll rebuild after. Also while wearing dino hat, we cannot cross borders; our Hamiltonian cycle must stay within bounds (no wrap). Build a boustrophedon cycle: Row by row serpentine? A serpentine path is not a cycle (ends at far corner). To make a cycle, standard: go along rows snake, then return via last column? Actually boustrophedon path from (0,0) to (0,7) isn't cyclic. But we can make a Hamiltonian cycle: - Traverse all columns in snakes and return. Simplest known: for even height, go up first column, right one, down next column, right, etc., ending at top of last column, then... not a cycle. Alternative: use a simple cycle that covers all tiles: Path: (0,0) east along y=0 to (7,0), north to (7,1), west along y=1 to (1,1), ... but need to return to start. Standard "spiral" or "snake with return along one column" works if we reserve first column as return path: - From (0,0), go east across row0 to (7,0), north to (7,1), west across row1 to (0,1), north to (0,2), east across row2... this is serpentine from (0,0) ending at (0,7) if 8 rows (even) then need return to (0,0) via column 0? Column 0 already visited. Hmm. Let me construct a Hamiltonian cycle for even×even grid. One standard: - Go along the perimeter-ish snake: Start (0,0). Move East to (1,0),(2,0)...(7,0). North to (7,1). West to (6,1)...(1,1). North to (1,2). East to (2,2)...(7,2). North to (7,3). West to (6,3)...(1,3). Continue, ending at (1,7) after row7 (west). Then we have column 0 unvisited except (0,0). Need to visit (0,1..7) and return to (0,0). From (1,7) move West to (0,7), then South along column 0 to (0,0) closing the cycle. Column 0 rows 1-7 were unvisited. Check path covers: rows 1..7 from x=1..7 snake, plus column0 all. Total 7*7+7=56? 49+7=56, but 64 tiles. Wait rows: row0 x0..7 (8). row1 x1..7 (7) then row2 x1..7 etc. Rows 1-7 each 7 tiles =49, plus row0 8 =57, plus column0 rows1-7 =7 =>64. Yes! And it returns to (0,0). Great. But does the snake double back correctly? Let's define sequential path: Segment A: row0: (0,0)->(1,0)->...->(7,0) [east] Then (7,0)->(7,1) [north] Segment B: row1: (7,1)->(6,1)->...->(1,1) [west] Then (1,1)->(1,2) [north] Segment C: row2: (1,2)->(2,2)->...->(7,2) [east] Then (7,2)->(7,3) [north] Segment D: row3: (7,3)->(6,3)->...->(1,3) [west] Then (1,3)->(1,4) north ... alternate to row7. Row7: since rows 1,3,5 west end at x=1; rows 2,4,6 east end at x=7. Row7 is odd => west from (7,7) to (1,7). Wait need to get to (7,7): from row6 east end (7,6) north to (7,7). Then west to (1,7). Then (1,7)->(0,7) west. Then south along column0: (0,7)->(0,6)->...->(0,0). This is a valid cycle. In code, simplest: generate moves implicitly via a state machine? Could hardcode a list of directions using lists/tuples (lists unlocked? we have variables but lists unlock costs carrot500; we do have lists? Not unlocked. We can use if/while logic.) Instead of storing path, we can implement the traversal generically: Maintain position; follow pattern based on x,y and a "phase". Hard without state. Alternative: recompute next move from current (x,y) using a function that maps tile -> next in the cycle. Since the cycle is deterministic and invertible, we can implement next_dir(x,y): Rules based on my path: - Row 0: if x<7 -> East; if x==7 -> North. - Rows 1..7: - even rows (2,4,6): travel East from x=1 to x=7, then North. if y even and y>=2: if x<7: East else North. But entering at (1,y) from below. - odd rows (1,3,5,7): travel West from x=7 to x=1, then North (or for y==7, West to x=0). if y odd and y<7: if x>1: West else North. if y==7: if x>0: West else South (column 0 returns south). - Column 0: if x==0 and y>0: South; x==0,y==0: East (start row0). Check row0 start (0,0) -> East. Good. At (7,0): row0 x==7 -> North to (7,1). Good. Row1: x>1 West -> ends (1,1); x==1 -> North (1,2). Good. Row2: x<7 East from (1,2) -> (7,2); x==7 North (7,3). Good. Row3: x>1 West to (1,3); x==1 North (1,4). Good. Row4: x<7 East; (7,4)->North (7,5). Row5: West to (1,5); North (1,6). Row6: East to (7,6); North (7,7). Row7: x>0 West to (0,7); x==0 South (0,6). Column0: x==0,y>0 -> South to (0,0). At (0,0): East. Cycle complete. This is a Hanmiltonian cycle. Now implement dino program: def next_dir(x,y): if x == 0: if y == 0: return East return South if y == 0: if x < 7: return East # but need world size dynamic return North if y % 2 == 0: if x < 7: return East return North else: if y == 7: if x > 0: return West return South if x > 1: return West return North But world size may be 8 now. Use w = get_world_size(); replace 7 with w-1 and 1 with 1, y==w-1. General: if x==0: if y==0: East else: South if y==0: if x<w-1: East else: North if y%2==0: if x<w-1: East else North else: if y==w-1: if x>0: West else South # x==0 handled above elif x>1: West else North But careful: for y==w-1 odd, when x reaches 0, the x==0 clause catches (return South). Good. Edge: w must be even for the pattern. 8 even. Good. Now program: change_hat(Hats.Dinosaur_Hat) # The hat purchase of apple happens automatically at start? "If you equip ... and have enough cactus, an apple will automatically be purchased and placed under the drone." Actually placed under the drone? It says "purchased and placed under the drone" at first; then new apples random. So first apple under drone; moving eats it and grows tail. loop: x=get_pos_x(); y=get_pos_y() d = next_dir(x,y) if not move(d): break # then unequip change_hat(Hats.Green_Hat) But move returns False if can't move (tail or border). If False, we break. However if move fails, we're still at same tile; then change hat harvests tail. Wait: initial apple placed under drone; moving eats it (tail length 1) and buys next apple at random. Continue. Potential issue: change_hat to Green_Hat harvests tail -> bones = L². Then farm tiles that had tail become... maybe empty or dinosaur entities removed. We'll rebuild farm after. Also the dinosaur hat first apple purchase costs cactus2. If cactus runs out, no apple spawns, but we can still move (tail grows only when eating). We stop when no more apples? Hard to detect. We can limit duration; when move fails board full. If cactus runs out, we'd keep circling with no growth; then we'd waste time. Better start with enough cactus (>= 2*targetL). With 400 cactus we can reach L~200 > 64 cap, so board will fill first. Good. Let's accumulate cactus to ~300-400 before dino run. farm13 running; cactus ~50 now? After buy dinos, cactus ~50. At 77/min, 400 needs ~4.5min. But we also want to keep farm producing during that. Let's wait ~5min for cactus 400. Actually, careful: dino run destroys the farm (tail overwrites crops), which is fine but then we lose production. After dino run, rebuild. Repeated dino runs could be lucrative: each 8-min run yields ~4000 bones for 126 cactus (~2 min of cactus production). So bones farming is very efficient. Maybe best end-game: alternate cactus farm and dino runs, producing many bones. Plus other resources. But 6h budget total, we're at 2h7, 3h53 left. Let's do a dino run soon, then possibly multiple. Let's wait until cactus 350 (about 4 min). During wait farm13 continues (pumpkins/wood/hay too).
- 2h 07m
waitseconds=360 until_resources={"cactus":380}result
Waited 2m 52s (cactus reached 380). Program: farm13 running. Inventory change: cactus +212, carrot +160, hay +528, pumpkin +255, water +35, wood +432. Game time: 2h 10m 46s elapsed, 3h 49m 14s of budget remaining.
- 2h 10mthoughtCactus 380. Enough for L up to ~190 (apple 2 cactus each), board max 63. Good. Now write dino program. Need Hats.Dinosaur_Hat constant (from docs). Unequip to Hats.Green_Hat. Potential problem: while wearing dino hat, move takes 400 ticks and cannot wrap. Our cycle stays in bounds. Also note: apples spawn only if tile empty; as tail fills, empty tiles shrink; apple can spawn on any empty tile (could be any of remaining). We traverse all tiles, so we'll eat them. Stopping: when move fails (tail occupies next tile fully). With Hamiltonian cycle and tail following, move should never fail until board is full. When board full (tail length ~63), next move onto last tail segment should be allowed ("last segment moves out of the way"). Actually when snake fills whole farm, you cannot move anymore. So move fails at full. But subtle: apples spawn on empty tiles; as tail grows, the empty region shrinks. If apple spawns on a tile currently occupied? "cannot spawn if something else is planted where it wants to be" - tail counts as something? Possibly apple can't spawn on tail. Fine. Also the tail trailing might destroy crops, which counts as removing planted entities; apple could spawn there afterwards. Let's implement and run with a large seconds; it will end when move fails. But run_program waits up to given seconds; if it takes 10min we can set 3600 and it returns when program finishes. Tool says returns early if finishes/errors. Good. But also each tool call costs 10s. However, risk: infinite loop if apple never fills board (e.g., apple spawns only on empty, but as tail grows the cycle continues; should fill). If cactus runs out (380/2=190 > 63), fine. Let me also consider that unequipping harvests tail and yields bones, then tail disappears leaving tiles maybe as they were? Let's find out. One concern: when we change_hat at start, the apple is placed under the drone, but the drone may be at (0,0) with a crop there. Apple placement maybe replaces? "placed under the drone" possibly fails if occupied. Then first move eats? If no apple, tail won't grow until an apple spawns... but purchase happens automatically only when equipped? It says automatically purchased and placed under drone. If tile occupied maybe fails. Our drone currently at some position with crops. Might be okay or not. To be safe, before equipping, the program could clear the tile under drone? Eh. Another concern: change_hat requires Hats.Dinosaur_Hat unlocked (yes, dinosaurs level1). Good. Let's write dino program and run. But first stop farm13? Running program stops when we start dino. We'll stop explicitly then run dino. Let me write program. Use w=get_world_size() each iteration? Compute once at top (variables persist in program). dino program: w = get_world_size() change_hat(Hats.Dinosaur_Hat) alive = True while alive: x = get_pos_x() y = get_pos_y() if x == 0: if y == 0: alive = move(East) else: alive = move(South) elif y == 0: if x < w - 1: alive = move(East) else: alive = move(North) elif y % 2 == 0: if x < w - 1: alive = move(East) else: alive = move(North) else: if y == w - 1: if x > 0: alive = move(West) else: alive = move(South) else: if x > 1: alive = move(West) else: alive = move(North) change_hat(Hats.Green_Hat) Wait, using `alive = move(...)` and then while alive loops. But if move fails, alive=False, exit, change hat. Good. But careful: for x==0,y==0 start, returns East; at some point we come back to (0,0) via column0 south, then East. Fine. Potential issue: The cycle at (0,0): coming from (0,1) South to (0,0), then East. Good. Edge at y==0, x==w-1 -> North to (w-1,1). Good. Let me double check odd row w-1=7: at (7,7) x>0 -> West; ... at (1,7) x>1? x=1 -> else North? But y==w-1 branch: if x>0 West, so (1,7)->West to (0,7). Then at (0,7) x==0 -> South. Good. Now, there's a subtle bug: at row 7, the condition `if y == w-1` is inside else (odd). For (7,7) it goes West; eventually (0,7) caught by x==0 first. Good. Now, the snake might get stuck earlier if the apple spawns on a tile that's part of the immediate next cell? apples don't block movement (they're edible). But one more: Tail segments count as entities; the cycle path always moves to the next cell which is either empty or the tail's last segment. Because the tail exactly follows the cycle's history, the next cell (ahead) is the oldest tail? Let's think: snake head at position p, body occupies the previous L positions along the cycle backwards. Moving forward to next(p): is next(p) part of body? The body occupies positions p-1, p-2, ..., p-L (mod?). Since the snake has been traversing the cycle for many laps, the body is the last L cells in traversal order, i.e., p-1..p-L. next(p) = p+1 in cycle order, which is NOT among p-1..p-L unless L >= cycle_length-1. When L = 63 (cycle length 64), body = p-1..p-63 = all except p+1? Actually p-63 mod 64 = p+1. So the oldest segment is at p+1, which vacates as we move. The docs say last segment moves out of the way, so allowed. When L=64 (full), move fails. So max L=63. Bones 3969. Great. But apple eating only when moving FROM apple tile. First apple under drone: at start, drone at some tile with apple. We move, eat it. Good. Number of apples eaten limited by cactus/2 = 190 > 63, so board fills. Time: moves ~ (400 ticks * (0.97^a)) with a apples. Average maybe 300 ticks ≈ 0.1-0.2s. To eat 63 apples requires traversing ~63 laps *64 = 4032 moves ≈ 400-800s = 7-13 min. Plus without apples? Each lap ensures encountering the current apple once (since apple is on a tile we pass). Actually after eating apple at tile t, new apple spawns somewhere ahead or behind; within at most 1 lap we reach it. So ~1 lap per apple ~64 moves. 63*64=4032 moves. At ~0.1s/move (speed boost, reducing ticks), ~400s=7min. Bone 3969. That's 9.4 bones/s. Could we do better by repeating? Each repeat needs building cactus (2*63=126 cactus at 77/min=1.6min) plus 7min run = 8.6min per 3969 bones. So ~460 bones/min. Alternatively expand to 12x12 for L=143 => 20449 bones per run, but run time ~143 laps*144 moves=20592 moves ~ 2000s=33min. Bones/min ~620. Slightly better but expand costs 8000 pumpkins and time. Not necessary. Could use measure() to navigate directly to apple rather than following cycle, reducing laps (expected ~32 moves). But then movement isn't along cycle and tail may block; risky. The Hamiltonian approach is safe. Stick with it. Let's run dino now. First stop farm13. Then run dino with seconds 1500 (25 min) — it will end when full. Note each tool call costs 10s. Let's do it.
- 2h 10m
stop_programresult
Program stopped. Game time: 2h 10m 56s elapsed, 3h 49m 4s of budget remaining.
- 2h 10m
write_programname="dino" · evidenceresult
Saved dino (33 lines). Game time: 2h 11m 6s elapsed, 3h 48m 54s of budget remaining.
- 2h 11mthoughtRun dino with seconds 1500. It'll return early when finished. Let's see.
- 2h 11m
run_programname="dino" seconds=1500result
Ran dino for 25m of game time; it is still running. Inventory change: water +300. Game time: 2h 36m 16s elapsed, 3h 23m 44s of budget remaining. Output: (none)
- 2h 36mthoughtIt ran 25 min still running, no bone yet (only water +300). That's long. The snake may be looping without eating apples? Or moves slow. No skeleton until unequip. Let's observe the farm now to see tail length/apples. Observe shows entities; might show dinosaur tail? Let's look. Actually we should check: did it equip hat? change_hat may have failed? Inventory no cactus consumption (cactus not shown in change). Hmm observe to see. Stop? Let's observe first (10s, program keeps running).
- 2h 36m
observeresult
Game time: 2h 36m 26s elapsed, 3h 23m 34s of budget remaining. Program: dino (running). Inventory: hay 7254, wood 4058, carrot 2221, pumpkin 2823, cactus 390, water 994. 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, Bu=bush, Ca=cactus, Pu=pumpki…
- 2h 36mthoughtThe farm is still intact (crops), no dino tail visible, and drone at (4,7)? The hat maybe failed to equip or move() returned False immediately? But program still running after 25min, and farm not destroyed. Inventory cactus 390 (started 380, +10 from farm? no). Actually cactus 390 means no apples purchased (would drop cactus). So the dinosaur hat may not have equipped, or apples not spawning. Wait, if change_hat(Hats.Dinosaur_Hat) failed (maybe hat not actually unlocked as Hats constant), program would error. It didn't. Maybe hatching requires... Hmm. Also the farm shows crops from previous farm13 filled in—but we stopped farm13 before dino. The observe shows pumpkin/carrot/cactus mature, consistent with leftover farm (no maintenance during dino). But dino program running 25 min with no cactus consumption and no tail... Maybe the drone is stuck because move() fails immediately (alive=False) but then change_hat and program should finish. It's still running, so the while loop continues, meaning move returns True each time. But no apple eaten/tail? If no apple was ever placed (because equipping hat didn't place apple?), then moving doesn't grow tail and there's no visible tail. But then it would loop forever until... never fail. That matches: infinite loop, no tail, no cactus spent. Why no apple? "If you equip the dinosaur hat and have enough cactus, an apple will automatically be purchased and placed under the drone." Perhaps the apple is placed under drone but the drone tile has a crop (cactus shape) so placement fails. "The apple cannot spawn if something else is planted where it wants to be." So with crops everywhere, first apple can't spawn! We need to clear the farm or ensure empty tile under drone. So before dino run, we should clear a tile or the whole farm. clear() sets farm to grass (not empty) — grass is a plant, would block apple too? Maybe grass counts as something planted. Hmm. Better: harvest the tile under drone to make it empty, then equip. Also subsequent apples spawn at random empty locations; if farm full of crops, no empty tiles -> no apples. So need to clear the entire farm for dino run! Then apples can spawn anywhere, and tail fills. So dino phase should: clear farm (harvest everything / clear()) then run dino. clear() resets to all grass though (grass planted). Does grass block apple spawn? Probably yes. Need tiles empty. Could harvest grass on each tile? Grass regrows. Hmm. Maybe apples can spawn on grass? "cannot spawn if something else is planted where it wants to be" — grass is planted. So must remove grass, but grass auto-regrows on grassland. Could till all tiles to soil; grass won't regrow on soil. So set all tiles to soil (tilled) and empty. Then apples can spawn on empty soil. So pre-dino: till every tile to soil and harvest everything. Then equip. Also the first apple placed under drone requires that tile empty. Our dino program should include preparation: clear grass by tilling all tiles (and harvesting entities). Given current farm has crops, we need to harvest/clear all. Let's stop dino, write dino2 that first clears farm to empty soil, then runs snake. But careful: till on tile with entity may fail; harvest first. Preparation loop over all tiles: for each tile: while get_entity_type() != None: harvest() # destroys/harvests; for cactus unsorted harvest destroys it (harvest returns maybe False if not harvestable; harvest on unharvestable destroys it, returns False but removes entity). One harvest should clear. if get_ground_type() != Soil: till() However grass tiles: harvest grass then till -> soil. But grass may regrow between harvest and till? likely not instant. Repeated entities: if pumpkin merged, harvest clears group (other tiles become empty). Then loop continues. Do a full pass twice maybe to ensure empty. But note: dinosaur tail while running will occupy tiles; soil fine. Also, the farm currently has crops; clearing loses them (fine, we got production already). Potential issue: after dino harvest (unequip), tail tiles may leave empty soil; crops gone. We'll rebuild farm afterward. Let's kill dino and implement dino2 with prep. Also verify first apple spawns and tail grows by checking cactus decrease and observe. To be safe about apple spawn: after clear, equip and do a few moves, then inspect. But run_program will run to completion. Let's structure dino2 with a safety: if after some moves no apples? Hard. We can add: count moves; if moves exceed 2*w*w and no growth... can't detect growth directly. Could check num_items(Items.Cactus) to see apples purchased; if cactus unchanged after 2 laps, break. But simpler: trust after clearing. Let's stop dino.
- 2h 36m
stop_programresult
Program stopped. Game time: 2h 36m 36s elapsed, 3h 23m 24s of budget remaining.
- 2h 36mthoughtNow write dino2 with prep clearing all tiles. Prep: Use clear()? clear() resets to all grass and drone to (0,0). Then we need to remove grass: till each tile -> soil (grass? till on grass maybe destroys? till likely fails if plant present). Better: harvest then till per tile. Let me write: # prep for i in range(get_world_size()): for j in range(get_world_size()): if get_entity_type() != None: harvest() if get_entity_type() != None: harvest() if get_ground_type() != Grounds.Soil: till() move(East) move(North) # then dino cycle w = get_world_size() change_hat(Hats.Dinosaur_Hat) ... cycle ... But after prep, drone at start. Equip places apple under drone (empty soil). Good. However, grass regrows on grassland; we till to soil. But harvesting a grass then till: if grass was immature, harvest destroys it (harvest on non-harvestable destroys), fine. Also pumpkins merged etc. harvest once clears group; other tiles become None; their ground already soil. Cactus tiles: harvest (unsorted) removes one; ok. After prep, verify all soil empty. Now the snake: apples spawn on random empty tiles. As tail grows, empty tiles reduce. Good. One more issue: The dino tail fills previous tiles; when we unequip, "tail will be harvested" -> bones. Does the farm become empty soil? probably. Let's write dino2. Add a cap on moves to avoid infinite loop if no apples: e.g., stop after 200000 moves? That's huge time. Better detect apple consumption: track cactus count; if it hasn't decreased over one lap, no apples -> break. But once board full, move fails. If apples run out (cactus<2), no new apple, then tail stops growing and snake loops forever. We'll have enough cactus (390 -> 195 apples > 63 needed), so board fills first. Good, no infinite loop. But we must ensure apples actually spawn now. Let's run and monitor with a shorter first run (e.g., 120s) then observe tail/cactus. If tail grows, continue. Actually run_program with seconds 120 returns after 120s with program still running; we can observe. Let's do that. Write dino2.
- 2h 36m
write_programname="dino2" · evidenceresult
Saved dino2 (44 lines). Game time: 2h 36m 46s elapsed, 3h 23m 14s of budget remaining.
- 2h 36m
run_programname="dino2" seconds=120result
Ran dino2 for 2m of game time; it is still running. Inventory change: cactus +7, carrot +20, pumpkin +11, water +24, wood +4. Game time: 2h 38m 56s elapsed, 3h 21m 4s of budget remaining. Output: (none)
- 2h 38mthoughtCactus +7, carrot +20 etc. from the prep harvesting leftover crops. Cactus increased, so no apples purchased yet in 2 min? Maybe prep took a while (64 tiles with harvests), then equipped. Let's observe tail.
- 2h 38m
observeresult
Game time: 2h 39m 6s elapsed, 3h 20m 54s of budget remaining. Program: dino2 (running). Inventory: hay 7254, wood 4062, carrot 2241, pumpkin 2834, cactus 397, water 1026. 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: Di=dinosaur. y= 7 #-- #-- #-- #-- #-- …
- 2h 39mthoughtNow farm is empty soil, drone at (2,3) with a dinosaur tail segment at (2,3)? Entity Di at (2,3) and drone also there (Di1*)? Actually y=3 shows x2 #Di1 and x1 #--*. Wait the * is at x1? Let me parse: "y= 3 #-- #--* #Di1 ..." -> x0 #--, x1 #--*(drone), x2 Di1. So drone at (1,3), tail at (2,3) length 1. So one apple eaten (cactus 397 vs 390? went up due to prep +7, then apple cost 2 would make 395; observed 397 means maybe no net). Hmm cactus 397. Tail length 1 means 1 apple eaten. After 2 min only 1 apple? The prep consumed time (~? 64 tiles with many harvests/plants ~ maybe 30s). Then snake moving. In ~1.5 min should eat more apples. Maybe apples not spawning because random empty tiles... plenty empty. Why only 1? Wait maybe the apple under drone was placed, drone moved once eating it (tail 1), then new apple should spawn at random empty tile. If it spawned, we'd eat it when passing. But 2x tail segments? Observe shows only Di1 one segment. Hmm tail length 2 would show 2 Di cells. So only 1 apple eaten. Maybe apple spawn fails because "apple cannot spawn if something else is planted where it wants to be" - all tiles empty soil, fine. Unless apple placement picks the drone's current tile? Or maybe move returns False often? But program still running, moving through empty tiles. Let's let it run longer and observe. Maybe apples spawn but only after some delay. Let me wait? Program is running; use observe again after some game time via wait 30s. Actually each tool call passes 10s. Let's wait 120s and observe.
- 2h 39m
waitseconds=180result
Waited 3m (time up). Program: dino2 running. Inventory change: water +36. Game time: 2h 42m 16s elapsed, 3h 17m 44s of budget remaining.
- 2h 42m
observeresult
Game time: 2h 42m 26s elapsed, 3h 17m 34s of budget remaining. Program: dino2 (running). Inventory: hay 7254, wood 4062, carrot 2241, pumpkin 2834, cactus 397, water 1066. 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: Di=dinosaur. y= 7 #-- #-- #-- #-- #--…
- 2h 42mthoughtStill tail length 1 after 5+ minutes! The drone moved from (1,3) to (3,4)? The tail is at (2,4) now (Di at x2,y4). Wait tail moved: previously (2,3), now Di at (2,4). Tail length 1 (just one segment). So the snake isn't growing: it ate the initial apple to length 1, but no more apples are spawning! Why? "If you can afford it, a new apple will be purchased and placed in a random location." Cactus 397, plenty. Maybe apples spawn only when... hmm. Maybe the apple spawns but we can't see because observe only shows entities list with Di? Apple entity code maybe 'Ap'? Not shown anywhere, so no apple. Maybe the issue: apple can't spawn because the "random location" is chosen among tiles but something? All empty. Unless the apple spawn requires the tile to be grassland? Hmm. Or maybe apples cost more than cactus we think and purchase failed? Cactus 397 stable. If apple cost cactus=2, each purchase would drop cactus by 2. Cactus unchanged => no purchase attempted/failed. Wait maybe the apple was purchased once at equip (cactus 397 includes that? prep added +7 from 390 to 397; if apple cost 2, after purchase should be 395. Observed 397, so maybe prep gained 9 and purchase -2. Hard to tell. Why no new apple? Possibly the game only spawns a new apple if the previous apple was eaten *by moving off it*, which happened once. Then next should spawn. Unless... the function requires the drone to "eat" apples by moving onto them, and the initial apple under drone was eaten on first move, but new apple spawns only when cactus >= cost and... Maybe the issue is that tail segments (dinosaur entity) count as "something planted", and the random spawn keeps choosing ... no, 63 empty tiles. Alternatively maybe there IS an apple somewhere but observe doesn't display apple entity codes (only Di). The entities legend only lists Di because only Di present. If apple existed, legend would list Ap maybe. Not present. Hmm. Could it be that the dinosaur hat's apple purchase requires `num_items(Items.Cactus) >= cost` where cost is 2 cactus, but we have 397, fine. Wait—maybe the first apple is NOT placed under drone when equipping because the drone tile was soil empty? Then how did tail become length 1? Maybe tail length counts something else. Let me reconsider: Entity "Di" might be the drone's dinosaur hat/tail segment; length 1 means we ate 1 apple. Then no new apple spawned. Could be a bug: apple spawns only if there is an empty tile adjacent? Unlikely. Maybe the apple spawns at a "random location" among tiles that don't have anything, but our soil tiles are considered "planted" because ground is Soil? No, soil is ground not entity. Alternatively maybe new apples only spawn when the drone is on a tile and moves, and we need enough cactus but the cost is much higher than 2? objects/apple said Plant Cost cactus=2. That's the cost to plant an apple maybe via plant(Entities.Apple), not the auto-purchase. Auto-purchase might cost same. Hold on: maybe auto purchase happens but an apple can only exist one at a time, and it's placed at a random empty location, but our drone's tail... Let me just inspect: measure() on some tile? Or use a program to search for apple: iterate all tiles, if get_entity_type()==Entities.Apple then...? But we don't know constant name (Entities.Apple). Could test. Actually, maybe the reason: the initial apple is placed under the drone *when equipping*, but we equipped while drone at (0,0) (after prep loop ends at start). Then we move East eating it (tail 1). New apple should spawn. Hmm. Wait, maybe the cactus cost is higher because dinosaur level1? Or apple cost is 2 cactus but maybe auto-buy needs *2 per apple* and also the hat itself? no. Let me test in a controlled way: stop program, check cactus count precisely, equip, observe if apple appears via inspect of drone tile, move once, observe cactus change. But we can also just check whether apples appear over more time. It's been 5 min with no growth—clearly broken. Let me investigate. Possibility: The drone is wearing the hat but `change_hat` is not affecting because Hats.Dinosaur_Hat maybe not correct constant? But tail exists, so yes. Another possibility: "an apple will automatically be purchased and placed under the drone" only at moments when the drone is over an apple? No. Let me search docs for apple spawning details or Hats. Maybe the problem: apples can only spawn on tiles that are *grassland*? Let's test by clearing and leaving grass? But grass is "planted", blocking. Hmm. Actually 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 apple cannot spawn if something else is planted where it wants to be." So after eating, new apple purchased random. It should work. Unless the random location chosen is occupied by the tail/drone? Over time, no. Wait, maybe new apples spawn but the drone doesn't eat them because it only eats apple if it starts its move from apple tile—which happens when it passes that tile. It should within one lap. 5 min >> lap time (~? moves 400 ticks each, 64 moves/lap; 400 ticks at speed? Maybe 400 ticks = 1.25s at speed5? Then lap = 80s. So in 5 min ~4 laps, should encounter apple at least once per lap. Unless the apple is spawning on a tile that the drone never visits because our path is wrong! Let's verify the path covers all tiles. Maybe our path has a bug and cycles over only some tiles. Let's simulate our rules from (0,0): (0,0): x==0,y==0 -> East (1,0) (1,0): y==0, x<7 -> East ... to (7,0) (7,0): y==0, x==7 -> North (7,1) (7,1): odd y not last, x>1 -> West ... (1,1) (1,1): x>1? no (x==1) -> North (1,2) (1,2): even y, x<7 -> East ... (7,2) (7,2): even, x==7 -> North (7,3) (7,3): odd, x>1 -> West ... (1,3) -> North (1,4) (1,4): even -> East ... (7,4) -> North (7,5) (7,5): odd -> West ... (1,5) -> North (1,6) (1,6): even -> East ... (7,6) -> North (7,7) (7,7): odd last, x>0 -> West ... (1,7) -> West (0,7)? At (1,7): y==last, x>0 -> West (0,7). At (0,7): x==0,y!=0 -> South (0,6). Then South ... (0,0). So covers all tiles: row0 all x; rows1-7 x1..7; column0 x0 rows1..7. Yes all 64. Good. So an apple would be encountered. Unless apples aren't spawning. Maybe the cost to auto-purchase is not 2 cactus but something we lack like "if you can afford it" cost might be cactus=2 per apple, yes. Wait, inventory cactus 397 — is that above 2? yes. Could it be that the game requires the drone to have a certain upgrade "dinosaurs" and apple purchase uses `Items.Cactus` but our cactus is stored... yes. Hmm, maybe the auto-purchase only happens when the drone moves and there's no apple; but our drone hasn't moved onto the apple tile? It ate initial apple. Then perhaps the new apple was placed *under the drone* again (same tile) because that's how it works? If new apple placed under drone, then next move eats it, growing every step! That would grow fast. But tail length 1 after many moves, so no. Let me just test with a program that: after moving, inspect all tiles for apple by checking get_entity_type. We can detect Entities.Apple? Let's try writing a search program that counts apples and reports via... no print. But we can use a side effect: if find apple, do something visible like change inventory? Hmm. We can use `plant(Entities.Apple)`? Not. Alternative: use measure() on tiles; measure returns next apple position for an apple entity, and returns None for others. Apple position tuple. But still need entity type. Let me check docs for Entities.Apple by searching.
- 2h 42m
docs_searchquery="apple"result
docs/home.md: … [Cactus](items/cactus) [Bone](items/bone) [Water](items/water) [Power](items/power) ## Entities [Apple](objects/apple) [Bush](objects/bush) [Cactus](objects/cactus) [Carrot](objects/carrot) [Dead_Pumpkin](objects/dead_pumpkin) [Dinosaur](objects/dinosaur) [Grass](obj… docs/unlocks/dinosaurs.md: …rtunately it doesn't quite look like on the advertisement... If you equip the dinosaur …
- 2h 42m
docs_readpath="unlocks/dinosaurs"result
## Dinosaurs Increases the yield and cost of dinosaurs. 100% => 200% ### Unlock Cost [Current cost: cactus=12000] [Tutorial](docs/unlocks/dinosaurs.md) Game time: 2h 42m 46s elapsed, 3h 17m 14s of budget remaining.
- 2h 42m
docs_readpath="docs/unlocks/dinosaurs.md" show_hints=trueresult
# Dinosaurs Dinosaurs are ancient, majestic creatures that can be farmed for ancient bones. Unfortunately dinosaurs have gone extinct a long time ago, so the best we can do now is dressing up as one. For this purpose you have received the new dinosaur hat. The hat can be equipped with `change_hat(Hats.Dinosaur_Hat)` Unfortunately it doesn't quite look like on the advertisement... If you equip …
- 2h 42mthoughtHint confirms our approach works. So why no growth? Possibly apples spawn only when moving onto a tile with apple, and our first apple... Wait tail length shows 1 but maybe it's not length; Di1 = a dinosaur entity of size 1 (tail segment). If many tail segments, observe would show multiple Di cells. We saw only one Di. So length 1. Hmm, maybe the problem: cactus cost to auto-buy might be `cactus=2 * (num dinosaurs?)`. We have 397. fine. Wait maybe apples are being purchased but immediately eaten? No. Let me check: is the program actually following the cycle and moving, or is it stuck moving back and forth? Observe earlier: tail segment at (2,3) with drone at (1,3), then later tail at (2,4) drone at (3,4). So the tail is a single segment right behind drone, moving each step. So drone moving. So no new apple ever purchased. Could it be that inventory "cactus 397" is not Cactus item but Cactus unlock? No, Items.Cactus. Hmm maybe the auto-purchase price is not 2 cactus but the *plant cost scales* and we need "enough cactus" meaning >= 2, but perhaps it purchases an apple only if the tile chosen is empty AND *not soil?* The hint says "If it wants to place an apple where something is planted it can't." All soil empty. Wait, maybe the random location can be the drone's tile or tail, and it retries until fail; if it keeps choosing occupied? no. Let me test manually: stop program, inspect current state, equip hat via a tiny program at a cleared position, then observe immediately whether apple appears under drone. We can inspect tile under drone. Actually observe shows entities; apple would show as 'Ap'. Let's equip and inspect. Let me stop dino2 and run a minimal program: # ensure current tile empty soil if get_entity_type()!=None: harvest() if get_ground_type()!=Soil: till() change_hat(Hats.Dinosaur_Hat) Then observe. If apple appears (Ap) under drone, good. But note: change_hat may place apple under drone only if cactus >= cost. We have 397. Let's test.
- 2h 42m
stop_programresult
Program stopped. Game time: 2h 43m 6s elapsed, 3h 16m 54s of budget remaining.
- 2h 43m
write_programname="dinotest" · evidenceresult
Saved dinotest (5 lines). Game time: 2h 43m 16s elapsed, 3h 16m 44s of budget remaining.
- 2h 43m
run_programname="dinotest" seconds=5result
Ran dinotest for 0s of game time; it finished. Inventory change: bone +1, cactus -2. Game time: 2h 43m 26s elapsed, 3h 16m 34s of budget remaining. Output: (none)
- 2h 43mthoughtInteresting: bone +1, cactus -2. Changing hat from Dinosaur (we were still wearing it after stop) to Dinosaur... wait we were wearing dino hat from dino2 (program stopped mid-run; hat still equipped). So this program re-equipped Dinosaur_Hat, which unequipped? Actually change_hat(Dinosaur) when already dino: maybe it toggled off then on, harvesting tail length1 => bone1, then purchased apple (cactus -2). So bone+1 confirms tail length1. So after re-equip, an apple was purchased (cactus -2). Good. Now inspect drone tile for apple. Let's inspect current position. Need drone pos. Observe.
- 2h 43m
observeresult
Game time: 2h 43m 36s elapsed, 3h 16m 24s of budget remaining. Program: none running. Inventory: hay 7254, wood 4062, carrot 2241, pumpkin 2834, cactus 395, bone 1, water 1080. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ap=apple. y= 7 #-- #-- #-- #-- #…
- 2h 43mthoughtApple at (7,0) under drone? Actually (7,0) #Ap3* means apple under drone. Drone at (7,0) from previous run. So apple appears under drone on equip. Good. Now moving once should eat it (tail grows to 1, then new apple purchased random). Let's test a small program: move(North) once (but wall? at y0 north ok), then observe whether a new apple appears elsewhere and cactus decreases by 2. Actually we already know from dino2 that after eating first apple no new apple appeared... or did it? Maybe new apples DO spawn but not visible because we didn't observe the right moment? Observe at 2h42 showed only Di tail, no Ap. So no apple. Wait, in dinotest, after change_hat we re-equipped; apple spawned under drone. Previously in dino2, after prep, change_hat spawned apple under drone at (0,0). Then first move East ate it (tail1), and a new apple should have been purchased at random location. But maybe the "random location" purchase happens only at the moment of eating, and requires an empty tile; there were empty tiles. Yet no apple. Difference: In dinotest, apple spawned under drone. So initial placement works. New random placement maybe fails due to a bug or because it chooses a random position but the tile is... Hmm. Let me test: write program that moves once, then observe cactus and apple. Since apple under drone now. Program: move(North). Then inventory should show cactus -? Actually moving eats apple (already paid) and tail grows, then new apple purchase costs 2 cactus. So cactus should drop by 2 if new apple bought, or stay if not. And apple should appear somewhere. Run move(North) and inspect positions? Let's just run and observe inventory + entities.
- 2h 43m
write_programname="m1" · evidenceresult
Saved m1 (1 lines). Game time: 2h 43m 46s elapsed, 3h 16m 14s of budget remaining.
- 2h 43m
run_programname="m1" seconds=5result
Ran m1 for 0s of game time; it finished. Inventory change: cactus -2. Game time: 2h 43m 56s elapsed, 3h 16m 4s of budget remaining. Output: (none)
- 2h 43mthoughtCactus -2: new apple purchased! So it does work. Then why dino2 didn't grow? Maybe in dino2, after eating first apple, the new apple spawned somewhere, and the drone should eventually reach it. But tail stayed 1 for many laps. Unless the apple spawned on the drone's current tile or a tile the drone doesn't revisit... All tiles visited. Wait maybe the new apple spawned at the *previous* tile (behind drone), and the drone follows cycle; it would reach it next lap. Should be fine. Let's observe now to see apple location and tail (we're at (7,1) after move North? Actually drone was (7,0), move North -> (7,1)). Tail should be at (7,0)? Let's observe.
- 2h 43m
observeresult
Game time: 2h 44m 6s elapsed, 3h 15m 54s of budget remaining. Program: none running. Inventory: hay 7254, wood 4062, carrot 2241, pumpkin 2834, cactus 393, bone 1, water 1086. Farm 8x8. x runs west to east, rows are listed north (top) to south. Cells: ground (# soil, _ grassland) + entity code + size (1 small, 2 medium, 3 full); * marks a drone. Entities: Ap=apple, Di=dinosaur. y= 7 #-- #-- #…
- 2h 44mthoughtNew apple spawned at (6,4). Drone at (7,1), tail at (6,0). So the mechanism works! In dino2, why didn't it grow? Maybe because apples spawned but the drone's path... it should reach. Unless in dino2 the apple was never purchased because of something (cactus was 397 but maybe at the time <2? no). Wait, dino2's prep at the end moved to (0,0)? The prep loop: for i in range(8): for j in range(8): ... move(East); move(North). Starting wherever (from previous dino stop at (3,4)?). Since 8 moves East wraps, 8 North wraps, the end position = start position, not (0,0). So after prep, drone at start (wherever it was), then change_hat placed apple under drone, then cycle rules assume starting at arbitrary position but still follow the cycle function based on current x,y. That's fine—the cycle function defines next direction for any tile, so it will follow the cycle. Hmm but wait: at the moment of equipping, an apple was placed under the drone. Then the while loop begins; it moves and eats it. New apple spawns. Should grow. Unless dino2's `alive = move(...)` where move returns None? Does move return True/False? Doc said returns True if moved, False otherwise. Good. Maybe the problem was that the apple spawned but the drone's path in dino2 was not the full cycle due to the `alive` variable? Let's re-examine dino2's path rules vs current position. It should still traverse cycle. Actually! Critical: In dino2, after prep, the drone's position is the same as before prep, say (3,4). The cycle function at (3,4): y even -> if x<7 East. Fine, follows cycle. But the tail initially empty. It eats apple at start (tail1). New apple random. Then continue. Why no growth then? Maybe because after the initial apple, the subsequent apples spawn but the drone passes over them only when its head moves *from* that tile, i.e., apple must be under drone at start of a move. If apple spawns on a tile, the drone arrives at that tile (move onto it), then next move eats it. So requires visiting tile. Full cycle visits all. Unless the tail blocks the drone from reaching parts of the farm: as tail length 1, no. I'm confused. Maybe dino2 actually did grow but observe showed only 1 Di because... no, length would show. Wait, maybe in dino2 the apple was purchased but then when the drone reached it, move onto apple failed?? Apple doesn't block. Let me look at time: dino2 ran 2min then wait 3min. Maybe in that time the drone was still doing prep? Prep could take long! Prep loop: for each of 64 tiles, if entity != None harvest (some crops take harvest time), if ground != Soil till. Many tiles had crops and were soil. But maybe some grass tiles required till (after harvest) and additional. Prep does 64 moves + up to 64 harvests + tills. At ~0.1-0.2s each maybe 20-30s. Not 5 min. Hmm, but after prep, cactus +7 etc. Then dino. Actually maybe the new apple spawns, but `measure()` not used; the drone's cycle is fine. Let me just test by running the full dino cycle now from current state (hat equipped, apple at (6,4), tail1). If it grows, great. We can resume with the dino cycle program (without prep) and run a few minutes, then observe tail length. Let me write 'dinoloop' with only the cycle + unequip omitted, run 180s, observe. Actually current hat is dinosaur; tail1. Let's run cycle for 180s and observe.
- 2h 44m
write_programname="dinoloop" · evidenceresult
Saved dinoloop (31 lines). Game time: 2h 44m 16s elapsed, 3h 15m 44s of budget remaining.
- 2h 44m
run_programname="dinoloop" seconds=180result
Ran dinoloop for 1m of game time; it finished. Inventory change: cactus -122, water +12. Game time: 2h 45m 26s elapsed, 3h 14m 34s of budget remaining. Output: (none)
- 2h 45mthoughtIt finished in 1 min, consuming 122 cactus (61 apples) and... bones? Inventory shows cactus -122 but no bone change listed, because it finished (move failed?) without unequipping. Wait program has no change_hat at end, so tail remains; bones not harvested. It finished because alive=False (move failed) => board full! Great, 61 apples eaten. So the loop works. Now we need to unequip to collect bones. Tail length ~62? Bones = L² ~3844. Run change_hat(Green_Hat) to harvest. Let's do.
- 2h 45m
write_programname="hats_off" · evidenceresult
Saved hats_off (1 lines). Game time: 2h 45m 36s elapsed, 3h 14m 24s of budget remaining.
- 2h 45m
run_programname="hats_off" seconds=5result
Ran hats_off for 0s of game time; it stopped with an error: Hats.Green_Hat must be unlocked before this can be used. Inventory change: no change. Game time: 2h 45m 46s elapsed, 3h 14m 14s of budget remaining. Output: Error: Hats.Green_Hat must be unlocked before this can be used. In: change_hat(Hats.Green_Hat) ^^ ------------------------------------------------------------… - 2h 45mthoughtHats.Green_Hat not unlocked despite hats upgrade? Research said hats level 1/1 maxed, but maybe specific hats unlock via... The hats doc showed colors but perhaps need to unlock each? Hmm "Hats level 1/1; cost hay50" unlocked basic hats. But error says Green_Hat not unlocked. Maybe unlocked hats are different names: Hats.Straw_Hat? Let's check what's available. There's no doc list. Perhaps after buying "hats" unlock, you get Gray/Purple/Green/Brown but... error suggests not. Maybe hats unlock requires the hats upgrade we bought? We did buy hats? Research shows hats level1/1 maxed, meaning bought. Yet Green not unlocked. Maybe Hats.Green_Hat requires... hmm. Alternative to unequip: change_hat(Hats.Dinosaur_Hat) again? In dinotest, re-equipping Dinosaur harvested the tail (+bone1) and then bought new apple. So change_hat(Dinosaur_Hat) when already dino toggles? It harvested tail and re-equipped (since after that apple spawned). So calling change_hat(Hats.Dinosaur_Hat) again will harvest tail and re-equip, giving bones and a new apple. That works as a "harvest + restart". So use change_hat(Hats.Dinosaur_Hat) to collect bones. Let's test now.
- 2h 45m
write_programname="hats_off" · evidenceresult
Saved hats_off (1 lines). Game time: 2h 45m 56s elapsed, 3h 14m 4s of budget remaining.
- 2h 45m
run_programname="hats_off" seconds=5result
Ran hats_off for 0s of game time; it finished. Inventory change: bone +3969, cactus -2. Game time: 2h 46m 6s elapsed, 3h 13m 54s of budget remaining. Output: (none)
- 2h 46mthoughtBones +3969 (tail length 63). Excellent! And it re-equipped, buying an apple (cactus-2). So we can repeat: run dinoloop until board full, then change_hat(Dinosaur) to harvest and restart (tail reset, new apple under drone). This can loop indefinitely as long as cactus lasts. Cactus currently 393 - 2 = 391? We consumed 122 for first run and now 2. Cactus ~269. Each full run costs ~126 cactus (63 apples*2). So ~2 more runs possible with 269? 269/126 ≈2.1. Cactus production stopped (farm empty soil, no program). We could rebuild cactus farm to produce more, or run 2 more dino runs now (~2 min each since move speed increases with tail: first run took 1 min! Because moves get much faster; 61 apples in 1 min). Actually first full run took ~1 min (from 2h44 to 2h45:26 minus prep? dinoloop ran 1min). So ~1 min per 3969 bones! That's amazing ROI: 126 cactus for 3969 bones. So bones farming is super fast. We should maximize: produce cactus, run dino repeatedly. Each run: 63 apples *2 =126 cactus, yields 3969 bones, ~1-2 min. Can we make runs even more valuable by expanding to 12x12? L=143 => 20449 bones, cost 286 cactus, run time maybe 143 laps but moves faster... time maybe ~? Moves: 143 apples, cycle length 144; ~143*144=20k moves. With move tick reducing to near 400*0.97^143 ≈ 400*0.0127=5 ticks min? Actually 3% reduction: 0.97^143≈0.0127, so ~5 ticks/move, very fast. Time could be ~20k*5/3000 ticks/s = 33s. Plus early slower. Maybe ~2-3 min. Bones 20449 — 5x better! But expand lvl6 costs 8000 pumpkins. We have pumpkin 2834. Could produce 8000 (~30min) then expand. Also for L=143 need 286 cactus. Even bigger: expand further levels? Expand lvl7 maybe pumpkin? costs escalate. 12x12 enough. But also note: while wearing hat, cannot cross border; our Hamiltonian cycle for even 12 works (w even). Good. Plan: 1. Run 2 more dino runs now with remaining ~269 cactus => +7938 bones (~total 11907). 2. Rebuild farm to produce pumpkins (for expand 8000) and cactus (for more dino runs). 3. Expand to 12x12, then big dino runs for huge bones. But careful: expand clears farm and sets all grass (grassland). For dino prep we need empty soil; our dino program's prep tills. Good. Also scoring: bones count. Let's do 2 more dino runs. But each run needs the loop then harvest. We can write a combined program that repeats: run loop until move fails, change_hat(Dinosaur) to harvest+restart, repeat N times. But after change_hat(Dinosaur) it buys a new apple under drone (cost 2) and we're ready. But need empty tiles for apples; when we harvest tail, tiles become empty soil (prep was done). So subsequent runs fine without re-prep, as long as we don't plant crops. But wait: after a full snake run, board is full of tail. change_hat harvests tail -> all tiles empty soil? Likely. Then new apple under drone. Good. So program dinoruns: w=get_world_size() runs = 0 while runs < N: change_hat(Hats.Dinosaur_Hat) # ensures equipped / harvests previous tail alive=True while alive: ... cycle ... runs += 1 # final harvest change_hat(Hats.Dinosaur_Hat) Wait after change_hat(Dinosaur) at start of first iteration, if already wearing it, it harvests tail (which might be length0 at very start) then re-equips; harmless. But it also buys apple each time. But after the inner loop ends (move failed), we're still wearing hat. Next outer iteration change_hat(Dinosaur) harvests tail -> bones, re-equips -> new apple. Good. After N runs, final change_hat harvests. Cactus requirement: each run ~ 63 apples*2=126 + initial 2 =128. With cactus ~269 after current (we may have ~267), can do 2 runs. Let's do N=2. But note: if cactus runs out mid-run, apples stop spawning; the snake won't reach full board and will loop forever (move never fails because tail length stalls below full). Then our inner loop infinite! Need a safeguard: stop after some number of moves/laps or when cactus < threshold. We can check num_items(Items.Cactus) each iteration; if < 2, break inner loop (can't buy more). Then harvest. Add: while alive and num_items(Items.Cactus) >= 2: ... But the apple for current step already purchased; if cactus drops to 0, no future apples. Break when cactus < 2. But there's a subtlety: we want to keep going until board full, which requires 63 apples. If cactus insufficient, break early with partial tail; still get bones L². Also infinite loop risk if apple spawns on a tile we can't reach because tail blocks? With Hamiltonian cycle, always reachable except full board. Let's write dinoruns with N and cactus guard. Also we might want to do runs until cactus < ~130 to ensure full. Given ~267 cactus, do N=2 runs then harvest. Let's write program N=2. Actually simpler: one run per program; run twice manually. But two tool calls each plus harvest. Let's do N=2. Time estimate: each run ~1 min; total ~2 min. Write dinoruns.
- 2h 46m
write_programname="dinoruns" · evidenceresult
Saved dinoruns (36 lines). Game time: 2h 46m 16s elapsed, 3h 13m 44s of budget remaining.
- 2h 46mthoughtWait, current hat is Dinosaur with an apple bought (after hats_off). Tail length 0. At start of dinoruns, change_hat(Dinosaur) will harvest current tail (0) and re-equip, buying another apple (cactus -2). Slight waste but fine. Actually the current state: after hats_off, hat equipped dino, apple under drone, tail 0. Running dinoruns: change_hat(Dinosaur) -> maybe unequip/re-equip harvest 0 bones, buys apple (cactus-2). Then inner loop. Fine. Let's run with seconds 600 (should finish ~2-3 min).
- 2h 46m
run_programname="dinoruns" seconds=600result
Ran dinoruns for 2m 18s of game time; it finished. Inventory change: bone +7938, cactus -254, water +27. Game time: 2h 48m 45s elapsed, 3h 11m 15s of budget remaining. Output: (none)
- 2h 48mthought2 runs -> +7938 bones (2*3969 = 7938). Total bones 11908. Cactus ~ -254 (started ~391-2=389? wait after hats_off cactus was ~? we had 393 then -2 =391... then +? Actually cactus went from ~391 to 137). Now cactus ~137. Now we need to rebuild farm to produce pumpkins (target 8000 for expand to 12x12) and cactus for more dino runs. Expand to 12x12 would let us do bigger dino runs (20k bones) but costs 8000 pumpkins and time. We have ~3h11 left. Let's consider the value: Big dino run on 12x12 yields 143² = 20449 bones, cost ~286 cactus. Cactus can be farmed. Bones per time could be high. Compared to 8x8 3969 per ~1min. 12x12 maybe 20449 per ~2-3 min. ~5x better. Cost: 8000 pumpkins (~30-40 min) + building cactus. Alternatively skip expand and repeatedly farm bones at 3969/~1.5min = 2600/min bones, which is already huge. In 3h, could do ~many. But cactus production rate limits: each run needs ~126 cactus; cactus farm produced ~77/min, so ~1.6 min to fund one run+run 1.5min => cycle ~3min per 3969 bones => 1300/min. With 12x12, per run 20449 bones needs 286 cactus (~3.7min cactus production) + run ~3min => 6.7min per 20449 = 3000/min. So 12x12 better after paying expand cost. But expand costs 8000 pumpkins. We could produce pumpkins with a farm while also cactus. Let's target it. Actually, maybe a smarter allocation: use current bones? Bones only for leaderboard/farmer's remains (100M bones—not reachable). So bones are pure score. Given scoring probably sums all resources, bones at thousands will dominate? We already have 11908 bones. Carrots ~2000, pumpkins ~2800, wood thousands, hay thousands. Bones likely huge. Let's maximize bones. Decide: expand to 12x12 (8000 pumpkins), then run big dino farms. Also expand lvl7 maybe 16x16? Let's check costs after lvl6. Alternatively, don't expand and just churn bones now. 3h11 at ~1300 bones/min = 250k bones! That's way more than 12x12 route maybe. Hmm, but cactus production is the bottleneck: cactus needed 126 per run; cactus farm at 77/min means 1.6min. Add run 1.5min => 3.1 min per 3969 => 1280/min. Over 191 min => 245k bones. 12x12: need 8000 pumpkins (~30min), then cactus production with 12x12 might be higher (more tiles) maybe 150/min; 286 cactus => 1.9min; run maybe 2min => ~4min per 20449 => 5100/min. Over remaining 160min => 800k. So 12x12 much better after expansion. But can we even expand to 12x12 and rebuild farm in time? Yes 3h. Also note: cactus production uses pumpkins; pumpkin chain uses carrots etc. On 12x12 we have 144 tiles, so more room for all, and can produce cactus faster. Let's also consider expand lvl7 (maybe 16x16) cost? If affordable later, even better bones (n=255 => 65025 bones per run, cost 510 cactus). Probably cost 20000 pumpkins or more. Could be worth. Let's first rebuild farm for pumpkins+cactus. Modify farm13 for current 8x8 but boost pumpkin production. We need 8000 pumpkins for expand. Current pumpkin 2834. Need ~5200 more. At earlier 150-200/min that's ~30min. Could optimize by converting more tiles to pumpkins/less cactus (we don't need cactus during pumpkin build; but a bit for later). Let's build a pumpkin-max farm: use all 64 tiles for carrots+pumpkins+grass+trees ratio, no cactus. Earlier farm12 produced 240/min pumpkins. 5200/240=22min. Acceptable. But maybe better: keep some cactus production to stockpile for post-expand dino runs. But cactus needed after expand; we can produce then. Let's run farm12 (pumpkin farm) again to build 8000 pumpkins. But farm12's code uses 8x8 layout assumptions; it's fine. It had regions and produced 240/min. Actually, we could directly modify to increase pumpkin share: Np=40, Ncar=10 (carrots yield4 => 40 carrots/sweep), grass 4 (16 each=64 hay; cost 4*10=40 hay), trees 2. Total 40+10+4+2=56, plus maybe extra. Let's just tune farm12-like. Hmm, but the bottleneck for pumpkin rate is visit budget: if all non-carrot tiles are pumpkins, pumpkin rate = Np/T. With Np=40, T=64*t, t~0.13 => 40/8.3=4.8/s=289/min. Carrots 10*4=40/sweep supports 40 pumpkins. Good. Grass 4*16=64 hay >= 4*10=40. Trees 2*20=40 wood >= 40. So Np=40, Ncar=10, Ng=4, Nt=2 =56 tiles. 8 spare tiles could be more pumpkins: Np=48, then carrots needed 48 => Ncar=12, grass 12*4=48 hay => Ng=3, wood 48 => Nt=2.4. Total 48+12+3+3=66 >64. Use Np=46,Ncar=11.5... Let's do Np=46, Ncar=12 (48 carrots/sweep), Ng=3 (48 hay), Nt=3 (trees 2 + bush? maybe 3 tree-ish yield 60). Total 64. Pumpkin rate 46/8.3=5.5/s=333/min. 5200/333=16min. But tree adjacency: 3 tree tiles arranged non-adjacent. Fine. Let me design 8x8 pumpkin farm: - Pumpkins: x0-5, y0-6 (6*7=42) + x0-3,y7 (4) = 46 - Carrots: x6-7, y0-5 (12) - Grass: x4-7? wait y7 tiles x4-7 (4) for grass, but I used x4-7 y7? Let's recount. Tiles: x0-5,y0-6: 42 x6-7,y0-5: 12 (carrots) x6-7,y6: 2 (need assign) x6-7,y7: 2 x0-5,y7: 6 Total 42+12+2+2+6=64. Assign: - pumpkins: x0-5,y0-7 (48) → that's 48. Then remaining x6-7 all y =16 tiles. - carrots: x6-7,y0-5 =12 - grass: x6-7,y6 =2 - trees/bush: x6-7,y7 =2 Counts: Np=48, Ncar=12 (48 carrots/sweep, need 48) balanced; hay cost 4*12=48; grass 2*16=32 -> deficit 16/sweep (hay stock ~7000, covers ~430 sweeps ~1h). Wood cost 48; tree 1*20 + bush 1*4=24 -> deficit 24/sweep, wood stock ~4000 covers ~160 sweeps (~22min). Hmm wood may deplete. Add more trees: convert some pumpkin tiles to grass/trees. Let's do: - Pumpkins: x0-5,y0-7 (48) minus x0-3,y7 (4) =>44 - Grass: x0-3,y7 (4) → 64 hay/sweep, covers 48 - Carrots: x6-7,y0-5 (12) → 48 carrots - Trees/bush: x4-5,y7 (2) plus x6-7,y? wait x6-7,y6,y7 (4 tiles) remain for trees? Let's assign: x4-5,y7: 2 tiles x6-7,y6: 2 tiles x6-7,y7: 2 tiles total trees region 6 tiles. Counts: pumpkins x0-3,y0-6 (4*7=28) + x4-5,y0-6 (2*7=14) =42; plus x0-3,y? no y7 used grass. So pumpkins 42. Carrots 12. Grass 4. Trees 6. Total 42+12+4+6=64. Good. Wood: 6 tiles checkerboard => 3 trees (20 each) + 3 bushes (4) =72 wood/sweep, covers 48. Hay: 4*16=64, covers 48. Pumpkin rate=42/8.3=5.06/s=304/min. 5200/304=17min. Good. Implement as farm14 with kind(): if y==7 and x<4: grass elif x>=6 and y<6: carrot elif (y==7 and x>=4) or (x>=6 and y>=6): tree/bush checkerboard (x+y)%2 else: pumpkin Check: pumpkins: x<6 and y<7 and not grass: x0-5,y0-6 →42. Yes. Trees region: y==7,x>=4 (4 tiles: x4-7) plus x6-7,y6 (2) =6. Total 42+4+12+6=64. Good. Run for ~17 min, then expand. Actually before that, maybe buy trees lvl4 (hay4800) to double tree wood -> 40/tree; hay stock ~7254. Buying leaves ~2454 hay. But grass produces 64/sweep now. Trees lvl4 helps wood. Wood not critical (we need wood for carrots only ~48/sweep). Keep hay for later upgrades maybe. Skip. Also maybe buy pumpkins lvl2 (carrot1000) to double pumpkin yield/cost? "Increases yield and cost of pumpkins 100%=>200%". If yield per plant doubles (2 pumpkins per harvest) and cost doubles (2 carrots), then pumpkin throughput per visit doubles but carrot cost per pumpkin same. Actually yield 2 per visit, cost 2 carrots → same pumpkin/carrot. But visit efficiency doubles (2 pumpkins/visit). Since visit budget is the bottleneck, this is huge! Cost carrot1000. We have carrot ~? after dino runs, carrots unchanged ~2241 + maybe. We can afford. Let's buy pumpkins lvl2! That doubles pumpkin production per visit to ~608/min (limited by carrots? carrot supply 48/sweep, cost 2 per pumpkin => only 24 pumpkins/sweep sustainable, which is less than 42 tiles; so carrot-limited). Hmm need more carrot tiles. Let's think: with pumpkins lvl2, each pumpkin plant costs 2 carrots, yields 2 pumpkins. Carrot tiles yield 4 carrots/visit. Per carrot visit (4 carrots) funds 2 pumpkin plantings (4 carrots) → 4 pumpkins (2 each). So pumpkin production = 2 × carrot visits × 2 =? Let's just balance: Np visits produce 2Np pumpkins, cost 2Np carrots. Carrots: 4Ncar per sweep. Need 4Ncar >= 2Np → Np <= 2Ncar. Without upgrade, Np <= 4Ncar... wait earlier carrot yield4, pumpkin cost1: 4Ncar >= Np. With pumpkin lvl2, 2Ncar>=Np. So need more carrot tiles relative to pumpkin, or accept carrot stock drain. If Ncar=12 →24 pumpkins/sweep, but Np=42 tiles → 18 tiles idle (no carrots to plant) → production 24/sweep but visit cost for all 42. Rate=24/8.3=2.9/s=173/min. Worse than lvl1's 42/sweep=304/min! So pumpkin upgrade is bad unless we expand carrot area. So don't buy pumpkins upgrade now. OK let's run farm14 to build pumpkins for expand. Implement.
- 2h 48m
write_programname="farm14" · evidenceresult
Saved farm14 (62 lines). Game time: 2h 48m 55s elapsed, 3h 11m 5s of budget remaining.
- 2h 48m
run_programname="farm14" seconds=180result
Ran farm14 for 3m of game time; it is still running. Inventory change: cactus -2, water +36, wood +500. Game time: 2h 52m 5s elapsed, 3h 7m 55s of budget remaining. Output: (none)
- 2h 52mthoughtHmm only wood +500, no pumpkins/carrots in 3 min! Because the farm was empty soil after dino run; the tills etc. But why no pumpkin/carrot production? Maybe the dino tail harvest left tiles with... Let's observe. Perhaps the farm still has dinosaur entities blocking, or crop function issues. Also cactus -2: hat still equipped? Wait after dinoruns, final change_hat(Dinosaur) left hat equipped with apple. farm14 program started, but hat still dinosaur? Changing hat not done. While wearing dino hat, moves are 400 ticks and can't cross borders; also apples... The farm14 loop moving East 8 then North 8 with a dino hat can't wrap! move() fails at border. So the program is stuck moving. That explains no production and wood+500 maybe from initial. Need to unequip dinosaur hat. We couldn't use Green_Hat. Which hats are unlocked? Research hats 1/1 but Green not allowed. Maybe the hat constants available differ. Let's discover: try Hats.Gray_Hat? Or the default straw hat might be Hats.Straw_Hat (not found). We can test constants quickly by writing change_hat programs and seeing errors. Alternatively, change_hat(Hats.Gray_Hat) etc. Let's test which are unlocked. Since hats upgrade bought, maybe only Gray/Purple/Brown. We can try. Stop farm14 first. Actually simpler: dinosaur hat harvests tail on change to any other unlocked hat. We need a valid hat. Let's test Hats.Gray_Hat.
- 2h 52m
stop_programresult
Program stopped. Game time: 2h 52m 15s elapsed, 3h 7m 45s of budget remaining.
- 2h 52m
write_programname="h1" · evidenceresult
Saved h1 (1 lines). Game time: 2h 52m 25s elapsed, 3h 7m 35s of budget remaining.
- 2h 52m
run_programname="h1" seconds=5result
Ran h1 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 52m 35s elapsed, 3h 7m 25s of budget remaining. Output: Error: Hats.Gray_Hat must be unlocked before this can be used. In: change_hat(Hats.Gray_Hat) ^^ -------------------------------------------------------------------- - 2h 52mthoughtGray not unlocked. Try Purple, Brown, Green? Green failed. Maybe hats unlock is not bought? Research said hats level1/1 maxed. Maybe the hats upgrade gives "Hats" but specific ones require something else. Let's try Hats.Purple_Hat, Hats.Brown_Hat, Hats.Top_Hat (no). Also maybe Hats.Straw_Hat. Let me test multiple in one program sequentially? If first errors, stops. Test individually. To save time, maybe docs search for hat names.
- 2h 52m
docs_searchquery="Hats."result
docs/home.md: …unlocks/expand_2.md) [Functions](docs/scripting/functions.md) [Grass](unlocks/grass) [Hats](docs/unlocks/hats.md) [Loops](docs/scripting/while.md) [Operators](docs/scripting/operators.md) [Plant](docs/unlocks/plant.md) [Pumpkins](docs/unlocks/pumpkins.md) [Senses](docs/unlocks/se… docs/unlocks/dinosaurs.md: … dressing up as one. For this purpose you have received the new dinosaur ha…
- 2h 52m
docs_readpath="docs/unlocks/hats.md" show_hints=trueresult
# 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 52m 55s elapsed, 3h 7m 5s of budget remaining.
- 2h 52mthoughtDocs mention Gray/Purple/Green/Brown. Yet Green and Gray failed "must be unlocked". Odd—maybe hats upgrade isn't actually bought? Research earlier said "hats (Hats) level 1/1; maxed". Wait it said level 1/1 maxed, cost hay50 earlier then later "hats level 1/1". Hmm maybe maxed means can't upgrade further but unlock requires separate? Confusing. Maybe the "hats" unlock was auto-completed? Actually earlier research at start: hats level 0/1 cost hay 50. We never bought hats explicitly. Later research showed hats level 1/1 maxed — maybe purchasing dinosaurs gave hat? No. Let me scroll: at research after buying plant, hats 0/1. Later after buying watering/pumpkins etc., research showed "hats (Hats) level 1/1; cost hay 50; can buy now"?? Let me recheck: In research at 1h8m, it showed "hats (Hats) level 1/1; cost hay 50; can buy now". Hmm "level 1/1; cost hay50; can buy now" contradictory. At 1h35 research: "hats (Hats) level 1/1; cost hay 50; can buy now". So maybe level 1/1 means unlocked but "cost hay50" is next? maxed? Actually the earlier list showed "loops level 1/1; maxed". For hats it said level 1/1 and can buy now — maybe hats is not maxed, the "level" field maybe 0? Let me just buy hats upgrade (hay50) explicitly! It may unlock the colors. Earlier I didn't buy. Let's do farmerbench_buy_upgrade(["hats"]).
- 2h 52m
buy_upgradeupgrades=["hats"] · evidenceresult
Could not buy hats: Already at maximum level.
- 2h 53mthoughtHats maxed but colors not unlocked? Strange. Maybe the hats are unlocked individually via other means? Or maybe the hat constants need to be enumerated differently: Hats.Green_Hat might require hats level? Hmm. Wait maybe the issue is that we're currently wearing Dinosaur_Hat and the game treats change_hat to locked hats invalid. But Gray should be default available? Perhaps the unlock "Hats" only gives the *ability* to change hats, and individual colors are unlocked by... the tech tree has only one hats node. Docs say "You have unlocked a few new hat colors". So all four should be available. But errors say must be unlocked. Could it be that the first hats upgrade we saw "level 1/1" means level 1 = max, but the unlock cost "hay50" shown means the *next* purchase? I'm confused. Let's just try Purple and Brown quickly via separate programs. Maybe only some are unlocked. Actually, hmm—maybe the hats are unlocked via the "hats" upgrade but our save has hats level 1/1 meaning unlocked. Yet change_hat says Green must be unlocked. Could the correct constant names be different (e.g., Hats.GreenHat)? The error would be different (attribute missing -> parse error). It recognized Hats.Green_Hat (error says must be unlocked), so constant exists. Maybe wearing Dinosaur_Hat prevents switching to normal hats? No, docs say equip different hat to harvest. Let's test Hats.Purple_Hat.
- 2h 53m
write_programname="h1" · evidenceresult
Saved h1 (1 lines). Game time: 2h 53m 15s elapsed, 3h 6m 45s of budget remaining.
- 2h 53m
run_programname="h1" seconds=5result
Ran h1 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 53m 25s elapsed, 3h 6m 35s of budget remaining. Output: Error: Hats.Purple_Hat must be unlocked before this can be used. In: change_hat(Hats.Purple_Hat) ^^ ---------------------------------------------------------------… - 2h 53mthoughtTry Hats.Brown_Hat.
- 2h 53m
write_programname="h1" · evidenceresult
Saved h1 (1 lines). Game time: 2h 53m 35s elapsed, 3h 6m 25s of budget remaining.
- 2h 53m
run_programname="h1" seconds=5result
Ran h1 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 53m 45s elapsed, 3h 6m 15s of budget remaining. Output: Error: Hats.Brown_Hat must be unlocked before this can be used. In: change_hat(Hats.Brown_Hat) ^^ -------------------------------------------------------------------… - 2h 53mthoughtNone of the four unlocked. Only Dinosaur_Hat works. So how to unequip? Maybe there's a default hat constant like Hats.Straw_Hat or Hats.None? Let's try Hats.Straw_Hat; docs search said no matches but maybe constant exists. Or Hats.No_Hat? Alternatively maybe the hats upgrade wasn't actually purchased (we never did). "Already at maximum level" — hmm maybe hats max level is 1 and we're at level 1 because... Wait research "hats (Hats) level 1/1; cost hay 50; can buy now". Maybe the format is "level 1/1" meaning unlocked; "cost hay 50" maybe the cost to unlock was hay50 and we somehow got it? No, we never bought. Unless hats was auto-granted by some other unlock. Wait, maybe we DID buy hats inadvertently: our buy list at some point included... no, we bought ["watering","pumpkins","trees","grass"], ["grass","speed"], ["carrots"], ["grass"], ["carrots"]... no hats. Hmm "Already at maximum level" strongly implies hats is maxed. Maybe hats level 1 = the unlock, and the colors are separate unlocks not in research because they're... Actually maybe each hat color is unlocked by "Hats" upgrade levels: level 1 gives Green? The doc says a few colors. Let me try Hats.Straw_Hat and Hats.None and Hats.Top_Hat (top hat needs unlock) to find a valid unequip. Actually maybe change_hat() with the same hat? We used Dinosaur to toggle. That worked as harvest+re-equip, leaving hat on. Could we avoid needing to unequip by using the dino program to do the harvest+re-equip, then immediately... but hat stays dino, so can't farm. Alternative: maybe calling change_hat(Hats.Dinosaur_Hat) harvests tail and *then* re-equips. If we instead want to remove hat, perhaps there's Hats.None. Let's test a few constants quickly. Try Hats.Straw_Hat first.
- 2h 53m
write_programname="h1" · evidenceresult
Saved h1 (1 lines). Game time: 2h 53m 55s elapsed, 3h 6m 5s of budget remaining.
- 2h 53m
run_programname="h1" seconds=5result
Ran h1 for 0s of game time; it finished. Inventory change: bone +1. Game time: 2h 54m 5s elapsed, 3h 5m 55s of budget remaining. Output: (none)
- 2h 54mthoughtHats.Straw_Hat works! It harvested the current tail (length1 => bone+1) and removed the dino hat. Great. So default hat is Straw_Hat. Note: bone +1 because tail length1 (we re-equipped earlier and had one apple eaten? Actually after dinoruns final change_hat(Dinosaur) harvested then re-equipped with apple, tail0. Then farm14 ran while wearing dino and tried moving but blocked; maybe ate something? Anyway +1.) Now we can unequip with Hats.Straw_Hat. Update dinoruns to end with change_hat(Hats.Straw_Hat) instead of Dinosaur. And for repeat runs, at the end of each run use change_hat(Hats.Straw_Hat) to harvest, then change_hat(Hats.Dinosaur_Hat) to restart. That's cleaner. Now: hat unequipped, farm ready. Run farm14 to build pumpkins. Let's run farm14 for ~15 min, waiting until pumpkin 8200 maybe. But farm14 started earlier while dino hat on and did nothing; now with straw hat it should farm. Run farm14 and wait until pumpkin 8200 (or 900s). Note we need 8000 for expand but spending leaves little; also keep some for cactus. Let's target pumpkin 8500. Run.
- 2h 54m
run_programname="farm14" seconds=60result
Ran farm14 for 1m of game time; it is still running. Inventory change: carrot +14, hay +140, pumpkin +236, water +12, wood +464. Game time: 2h 55m 15s elapsed, 3h 4m 45s of budget remaining. Output: (none)
- 2h 55mthought236 pumpkins/min. Matches. Need 8000-~2800=5200 → ~22min. Let's wait with until_resources pumpkin 8400, seconds 1800. Meanwhile we could also accumulate cactus? No, farm14 has no cactus. Fine. Wait, maybe expanding to 12x12 costs 8000 pumpkins; but is it worth vs just doing dino runs? Let's estimate again more carefully with actual data: - Current cactus 137 (from observe earlier, after dinoruns cactus ~137). Let's check current inventory via observe later. - 8x8 dino run: ~1.5 min, 3969 bones, 126 cactus. - Cactus production on farm14? none. Could switch farm to cactus farm to produce ~100/min. If we stay 8x8: to keep doing runs, need cactus. A cactus-focused farm (like farm13) produced 77/min while also some pumpkins. To sustain run every 1.5min need 84 cactus/min; roughly balanced. So cycle: run dino 1.5min (3969 bones) + farm cactus ~1.6min = 3.1 min per 3969 → 1280 bones/min. If 12x12: run cost 286 cactus, loop ~ maybe 2-3 min, bones 20449. Cactus farm on 12x12 with more tiles could produce maybe 150/min → 1.9min + 2.5min = 4.4min per 20449 → 4650 bones/min. 3.6x better. Expand cost 8000 pumpkins (~22min at 236/min). Payback: in remaining ~3h, extra rate ~3370/min * 160min = 540k extra. Worth it. Even better expand further (16x16) if affordable. Let's check expand lvl6->7 cost after we get there. Costs escalate (lvl5->6 8000 pumpkin). lvl6->7 maybe 20000 pumpkin. Could pursue but time. Let's do expand to 12x12. Wait for pumpkins 8400. Also we should consider buying cactus upgrade? 20000 pumpkins - too expensive and not necessary. Let's wait ~22min. Use wait 1500s until pumpkin 8400. During this, no need interventions. But I want to check inventory cactus and maybe plan. Let's just wait.
- 2h 55m
waitseconds=1500 until_resources={"pumpkin":8400}result
Waited 17m 46s (pumpkin reached 8400). Program: farm14 running. Inventory change: carrot +1323, hay +2980, pumpkin +5292, water +214, wood +7608. Game time: 3h 13m 10s elapsed, 2h 46m 50s of budget remaining.
- 3h 13mthoughtPumpkins 8400. Buy expand to 12x12 (8000 pumpkins). Then plan 12x12 farm. Also, we have hay ~10000+, wood ~11000+. Carrots ~3500. Buy expand.
- 3h 13m
buy_upgradeupgrades=["expand"] · evidenceresult
Bought expand, now level 6. Paid pumpkin 8000. Its tutorial is docs page docs/unlocks/expand_1.md. Game time: 3h 13m 20s elapsed, 2h 46m 40s of budget remaining.
- 3h 13mthoughtNow 12x12 =144 tiles. Program farm14 still running but its kind() uses x>=6,y>=6 etc. assumptions for 8x8, will behave weird (all x>=6 carrots, etc.). Need to stop and write a 12x12 farm. Goals: produce cactus to fund big dino runs, and maybe pumpkins/carrots. Also expand lvl6->7 cost? Let's check research for expand (maybe 20000 pumpkins). Also check cactus/others. But first, decide. With 12x12, best use: produce cactus for dino runs. Each big dino run on 12x12: L max 143, bones 20449, cost 143*2=286 cactus (+2). Run time maybe 2-3 min. Need cactus production ~286 per few min. A cactus farm on 144 tiles with yields: cactus plant cost 2 pumpkins; pumpkins from carrots; etc. But maybe simpler: use the same "cactus factory" ratio farm13 scaled to 144 tiles, producing cactus ~ (Nc/T). With Nc≈144/4.375≈33, T=144*t. t~0.13 → T=18.7s. Cactus rate 33/18.7=1.76/s=106/min. Hmm not much better than 8x8's 77/min because rate ∝ Nc/T and both scale with N... wait rate = Nc/(Ntotal*t) = (fraction)/t. Fraction cactus in balanced farm ~1/4.375=0.23 → rate=0.23/0.13=1.76/s=106/min regardless of size. So 12x12 cactus farm ~106/min. 286 cactus in 2.7min. Plus dino run ~2.5min => 5.2min per 20449 bones = 3930 bones/min. Good. But could we improve cactus rate by using fewer support tiles? Cactus needs pumpkins (2 each) and pumpkins need carrots. The chain uses many tiles. Alternatively use stockpiled pumpkins/carrots to run cactus-only phases: use all 144 tiles as cactus, planting costs pumpkins. Pumpkin stock after expand: 400. Carrots 3500+. But cactus cost pumpkins, not carrots. We need pumpkins. We could run a pumpkin-only build phase then cactus-only phase: - Pumpkin farm with 144 tiles: Np with carrots... same chain. Hmm. Alternative: Don't use cactus at all; use the bone engine differently? No. Maybe simplest: run balanced cactus farm continuously (~106 cactus/min) and periodically dino. Over 2h46, cactus ~17000 → 59 dino runs *20449 = 1.2M bones. Minus run time. Realistically alternation: each cycle 286 cactus (2.7min) + dino run 2.5min = 5.2min, 20449 bones → in 160min ~31 cycles → 634k bones. That's a lot. But maybe there's a better way: could we make the dino run longer than board? No, capped by farm size. What about expanding further (16x16) => 255²=65025 bones per run, cost 510 cactus. Rate: cactus fraction ~0.23/0.13=106/min → 4.8min; dino run maybe 3min; 7.8min per 65025 = 8336 bones/min. Expand cost maybe 20000 pumpkins (~80min at 240/min) — too expensive/time. Unless pumpkin production higher on 12x12. Hmm. Let's check expand cost lvl6->7 via research. Also consider: maybe skip further expansion; focus bones at ~4000/min for remaining 2h45 → ~650k bones. That's likely dominant score. But also need variety: we have hay, wood, carrot, pumpkin, cactus, bone, water, power? We haven't produced power (sunflower harvested once gave 0.97, then consumed). Power produced 0.97 counts? Probably. Also no gold/weird substance. We could spend a little time to produce sunflowers/power for variety. But bones volume likely dominates score; still "variety counts" so getting power and maybe fertilizer/maze. Given remaining 2h46, maybe allocate: - ~2h to bone farming (cactus+dino cycles) → ~400-600k bones. - ~20 min to produce sunflower power and maybe cactus variety. But honestly the scoring unknown. Let's maximize bones primarily, while keeping some other production. Next: build cactus farm for 12x12. Write farm15 based on farm13/14 but 12x12 and ratios with cactus. Design 12x12 cactus farm: We want Nc, Np, Ncar, Ng, Nt with: - Pumpkin cost for cactus: 2Nc ≤ Np(produced). Assume pumpkin yield 1/visit. - Carrot for pumpkins: Np ≤ 4*Ncar (carrot yield4/visit, cost4 hay+4 wood). - Hay: 4Ncar ≤ 16*Ng. - Wood: 4Ncar ≤ wood from trees (trees lvl3 yield20, bushes4). Total tiles=144. Let Ncar = Np/4. Ng = Ncar/4 = Np/16. Wood need 4Ncar=Np; if tree yields 20, Nt = Np/20 (all trees; but adjacency). Use mixture. Total = Np + Nc + Np/4 + Np/16 + Np/20. We want balance pumpkin: Np = 2Nc (all pumpkins to cactus). Then Nc=Np/2. Total = Np(1 + 0.5 + 0.25 + 0.0625 + 0.05) = 1.8625 Np =144 → Np≈77, Nc≈38.7, Ncar≈19.4, Ng≈4.8, Nt≈3.9. Cactus rate = Nc/(144*t) = 38.7/(144*0.13)=2.07/s=124/min. Pumpkin rate =77/(18.7)=4.1/s=247/min; consumed 2*38.7=77.4/sweep, net ~0. So cactus ~124/min. 286 cactus in 2.3min. But wood: need 4*Ncar=77.6 wood/sweep; trees 4 tiles if all trees: 80 wood/sweep. But adjacency penalty! 4 trees adjacent would slow growth; but growth (7s) vs sweep 18.7s; even 16x penalty (112s) would be too slow. So space trees. Use 8 tiles: 4 trees (non-adjacent) + 4 bushes => 4*20+4*4=96 wood/sweep. Good. So Nt=8. Adjust: reduce pumpkins to keep total 144: 1.8625Np with Nt=8 instead of 3.9 adds 4.1 tiles → total =144 → Np≈75, Nc=37.5, Ncar=18.75, Ng=4.7, Nt=8. Total=75+37.5+18.75+4.7+8=144. Good. Cactus rate=37.5/18.7=2/s=120/min. Layout 12x12 (x,y 0..11): Simplify regions: - Cactus: x0-3, y0-6? Let's allocate exact: Nc=36 → e.g., x0-2, y0-11 =36 (3 cols ×12). Np=75 → need 75 tiles. Ncar=19 → Ng=5 → Nt=9 (trees/bushes) Total 36+75+19+5+9=144. Map: - Cactus: x0-2 all y (36). - Pumpkins: x3-8, y0-11 (6*12=72) plus x9-10,y0-1 (4) =76. Slight over. - Carrots: x9-10, y2-11 (2*10=20). - Grass: x11, y0-4 (5). - Trees/bushes: x11, y5-11 (7) + maybe x9-10 y? Let's recount. Columns: x0-2 (36) cactus. x3-8 (72) pumpkins. x9-11 (36) for carrots/grass/trees. Within x9-11 (3 cols ×12=36): - Carrots: 20 tiles - Grass: 5 - Trees: 11 Total 36. Tree region 11 tiles: need non-adjacent trees. A checkerboard of 11 tiles gives ~6 trees+5 bushes => 6*20+5*4=140 wood/sweep, more than enough (need 80). Fine, but trees adjacency: checkerboard has no orthogonally adjacent trees. Good. But grass and trees and carrots intermingled: adjacency only matters tree-tree. Checkerboard pattern among tree region ensures non-adjacent if region tiles arranged; but region shape includes carrots/grass; a tree may be adjacent to another tree if the checkerboard parity is consistent across the whole region? If we use (x+y)%2 parity globally, trees at parity even are never orthogonally adjacent (since neighbors have odd parity). So safe regardless of region shape. Assignment within x>=9: - carrots: x9-10, y2-11 (20) - grass: x11,y0-4 (5) - tree region: x11,y5-11 (7) plus x? we used x9-10 y2-11 (20) and x11 y0-4 (5) =25; remaining x9-10,y0-1 (4) + x11,y5-11 (7) =11 tree region. Total 36. Tree parity even -> trees at (9,0)? 9+0 odd? tree if even. Fine. Pumpkins: x3-8 (72) + x9-10,y0-1 (4) =76. Hmm 76; total: 36+76+20+5+11=148 >144. Recompute: x9-10,y0-1 =4 is part of tree region (11) already! I double counted. Let's recompute x>=9 region: 36 tiles = carrots 20 (x9-10,y2-11) + grass 5 (x11,y0-4) + tree region 11 (x9-10,y0-1 =4; x11,y5-11=7). Good 20+5+11=36. Pumpkins only x3-8 =72. Cactus 36. Total 36+72+36=144. So Np=72, Nc=36, Ncar=20, Ng=5, Nt=11. Pumpkins needed for cactus 2*36=72 = Np. Balanced. Carrots: 4*20=80 >= Np 72. Hay: 16*5=80 >= 4*20=80. Wood: tree region 11 checkerboard ~6 trees*20+5*4=140 >= 80. Cactus rate =36/(144*t). If t=0.13 => 36/18.7=1.93/s=116/min. Good. Implement crop(x,y): - k=... - cactus region: x<3 - pumpkin: 3<=x<9 (i.e., x>=3 and x<9) - carrots: x>=9 and y>=2 and x<11 (x=9,10 y2-11) → condition (x==9 or x==10) and y>=2 - grass: x==11 and y<5 - tree: (x>=9 and y<2) or (x==11 and y>=5): checkerboard parity. Let's write conditions carefully: if x < 3: cactus elif x < 9: pumpkin elif y >= 2 and x < 11: carrot # x9,10 y2..11 elif x == 11 and y < 5: grass else: tree/bush # x9,10 y0,1 and x11 y5..11 Check x9-10 y0-1 -> tree; x11 y5-11 -> tree. Good. Tree parity: (x+y)%2==0 tree else bush. Now, cactus tiles: plant cost 2 pumpkins; ensure can_harvest then plant; also if cactus unsorted, harvest yields1. Fine. One consideration: sorted cactus could cause chain harvest bonus if neighbors sorted. Random, bonus. Implement farm15 and run for a while to accumulate cactus. Then do big dino runs. Also: should we produce some sunflowers for power? Power doubles speed; with big farm, maintaining power could nearly double production. Sunflower cost carrot1 each, yield power ~1 normal, 8 bonus with ≥10 and harvest max. Power consumption 1 per 30 actions. At ~ (144 tiles *~4 actions)/18.7s ≈ 31 actions/s → ~1 power/s. Need 1 power/s. Bonus harvest gives 8 power per max sunflower. If we harvest one max sunflower per ~8s, that's 1/s. With ≥10 sunflowers. But our farm is full; we'd replace tiles. Sunflowers also need growth 5.6-8.4s and we need to measure petals of all 10 each cycle to pick max. That's costly (10 measures + searching). Might not be worth complexity. Alternatively harvest any sunflower gives ~1 power, need 1 per second → 1 sunflower visit/s, which is ~1 tile per sweep (144 tiles/18.7s=7.7 tiles/s). So replacing ~1-2 tiles with sunflowers would yield ~8 visits/s? Let's see: each sunflower planted cost 1 carrot, yields ~1 power per harvest. If we have 8 sunflower tiles, each visited every 18.7s → 8 power/18.7s=0.43/s, not enough. Need ~1/s → ~19 sunflower tiles. That's a lot. Bonus (8x) helps: 8 tiles with max-harvest → but you can only harvest the max one each cycle? You can harvest multiple sunflowers; normal ones give 1, max gives 8. Harvesting all 8 gives maybe 7*1+8=15 per sweep → 0.8/s. Still. Given power only doubles speed (14% time saving maybe), and requires ~10+ tiles, might be marginal. Skip for now; maybe do a small sunflower patch for variety later. Let's write farm15.
- 3h 13m
stop_programresult
Program stopped. Game time: 3h 13m 30s elapsed, 2h 46m 30s of budget remaining.
- 3h 13m
write_programname="farm15" · evidenceresult
Saved farm15 (67 lines). Game time: 3h 13m 40s elapsed, 2h 46m 20s of budget remaining.
- 3h 13m
run_programname="farm15" seconds=180result
Ran farm15 for 3m of game time; it is still running. Inventory change: cactus +197, carrot +300, hay +2196, pumpkin +143, water +36, wood +1004. Game time: 3h 16m 50s elapsed, 2h 43m 10s of budget remaining. Output: (none)
- 3h 16mthoughtCactus +197 in 3min = 66/min (lower than expected 116, perhaps t larger or pumpkin limited). Pumpkins +143 net, carrots +300, hay +2196, wood +1004. Cactus rate ~66/min. Hmm. Maybe t is bigger (~0.2) or some tiles failing. Anyway ~66/min. Need 286 cactus → 4.3min. Plus dino run ~ maybe 2.5min on 12x12 → 7min per 20449 bones = 2920/min. Still better than 8x8's 1280/min. But we could optimize cactus by reducing non-cactus tiles, since we only need cactus now and can use stockpiled pumpkins/carrots (we have pumpkin ~570? after expand 400 +143; carrots ~3800; hay lots; wood lots). Actually we could run a cactus-only farm: all 144 tiles cactus, consuming pumpkins 2 per plant. Pumpkin stock ~570 → 285 plantings → ~285 cactus in first sweep-ish. Not enough. Need pumpkin production too. Alternatively increase cactus fraction at cost of pumpkin net balance but using pumpkin stock. We have pumpkin ~570 only, not much. Hmm. Let's instead tune: increase Nc by reducing grass/trees (we have huge hay/wood stock: hay ~15000, wood ~12000). We can drop grass and trees entirely for now and use tiles for cactus/pumpkins/carrots. Wood/hay stock can fund carrot planting for a long time (carrots cost hay4 wood4; with maybe 20 carrot tiles*4=80/sweep * many sweeps; hay 15000/80≈187 sweeps ~ 187*? fine; wood similar). But carrot cost scales. Let's compute a cactus-focused farm without grass/trees: Tiles: Nc + Np + Ncar =144. Need Np = 2Nc (pumpkin supply) and Ncar = Np/4 (carrot yield4). Total = Nc + 2Nc + Nc/2 = 3.5Nc =144 → Nc=41, Np=82, Ncar=20.5. Cactus rate 41/(144*t). If t~0.2, 41/28.8=1.42/s=85/min. If t~0.13, 41/18.7=2.2/s=132/min. But without trees/grass, hay/wood deplete: carrot cost 4 each *20.5=82 hay/sweep and 82 wood/sweep. Stocks ~15000 hay, ~12000 wood → ~150 sweeps (~45min). We have 2h43; might run out. Could re-add a couple grass/trees later. Given pumpkin stock also ~570, it helps bridge. Alternatively keep some grass/trees but fewer. Let's do a moderate: Nc=40, Np=80, Ncar=20, Ng=2, Nt=2 =144. Grass 2*16=32 hay vs need80 → deficit48/sweep (hay stock big). Trees 2 (1 tree+1 bush=24 wood) vs need80 → deficit. Stocks cover. Or Nc=38,Np=76,Ncar=19,Ng=6,Nt=5=144, hay 96≥76, wood ~ (3 trees*20+2 bushes*4=68) close. Let's choose balanced-ish but cactus-max: Nc=38, Np=76, Ncar=19, Ng=6, Nt=5. Cactus rate 38/(144*t). t maybe 0.2 → 38/28.8=1.32/s=79/min. Slight better than 66. The gain is marginal. Maybe the bottleneck is something else: pumpkins not keeping up? Observed pumpkin net +143 in 3min while cactus +197 (needs 394 pumpkins). So pumpkin produced ~537 in 3min =179/min, cactus consumed 394. Fine. Cactus rate 66/min implies T=36/1.1=32.7s? t=0.227s. So t~0.23. With 12x12, T=144*0.23=33s. That's slow; dino run will be short relative. Given t is large (~0.23), cactus fraction matters: rate=Nc/(144*0.23)=Nc/33. For Nc=41 →1.24/s=74/min. Hmm. So expected ~75/min. To get 286 cactus ~3.8min. Let's reconsider the dino run time on 12x12. Moves: ~143 apples * up to 144 moves/lap. But as tail grows, move ticks reduce. Rough total moves ~ 143 laps*144 =20592? That's if one apple per lap. Actually apples random; expected time to reach apple ~ half lap when apple ahead, but could be behind; average ~0.5-1 lap. Say ~0.75 lap=108 moves per apple → 15444 moves. Move ticks start 400, decrease 3% per apple. At apple a, ticks ≈400*0.97^a. Sum over a=0..142 of 108*400*0.97^a ≈ 108*400*(1-0.97^143)/0.03 ≈ 108*400*(0.987/0.03)=108*400*32.9=1.42M ticks. At speed 759% maybe tick rate ~ 400*7.59=3036 ticks/s → 468s=7.8min. Hmm slower than I hoped. Plus cactus farming 3.8min → 11.6min per 20449 = 1760 bones/min. Worse than 8x8? 8x8 run: moves ~63 apples*~48 moves =3024 moves, ticks sum ~3024*400*avg... Actually 8x8 measured ~1.5min for 63 apples. bones 3969 → 2646/min including nothing else. With cactus farming 126 cactus at 66/min=1.9min → total 3.4min per 3969 =1167/min. So 12x12 ~1760/min better but not massively. Wait but on 12x12 the dino run yields 20449 in ~8min =2556/min just during run; the 8x8 run yields 3969 in 1.5min =2646/min during run. Similar! Because bigger board's extra moves scale. So expansion not that beneficial for bones rate, except fewer overhead/restarts. Hmm. So maybe better to stay 8x8 for dino runs (faster cycles, less cactus per run). And use 12x12 for other production. Actually the dominant factor is bone rate during snake: n² bones per ~n² moves → proportional to 1/move_time. Same regardless of n (since moves ∝ n², bones ∝ n²). So board size doesn't matter for bones/min! Only move speed (and apple efficiency). So stick with smaller board for quicker cycles maybe even smaller board? For a 4x4: L=15, bones225, moves ~15*~8=120, at 400 ticks ~ maybe 0.2min → 1000/min. Smaller is worse due to fixed startup/apple travel. The optimal n given apple travel average ~ half lap: bones/min ≈ n² / (apples*n²/move... ) hmm. Let's derive: to eat L≈n²-1 apples, each requires ~c laps? If apple uniformly random and we traverse cycle, expected moves to reach apple = n²/2 (average distance ahead). So total moves ≈ (n²)*(n²/2)=n⁴/2. Bones=n⁴. So bones per move = n⁴/(n⁴/2)=2, independent of n! So rate = 2 bones/move * moves/s. Move time decreases with tail length. So board size irrelevant; bigger just longer run. Great—so 8x8 is fine and cycles shorter, allowing more variety. And power doubles move speed → doubles bones rate. So we don't need 12x12 for bones; but we already expanded (sunk cost). Fine; 12x12 gives more tiles for other production and variety. Actually wait: smaller board reduces expected moves per apple (n²/2), so cycles shorter but same rate. So no difference. Good. Given that, we can just run dino on 12x12 occasionally, but it ties up farm for ~8min. Maybe use smaller world size for dino? There's set_world_size only if debug_2 unlocked (gold500). Not. Alternatively, maybe run dino on 12x12 once in a while; bones 20449 per 8min = 2556/min. With cactus farm interleaved: cactus 286/75/min=3.8min, dino 8min → 11.8min/20449=1733/min. vs 8x8: cactus 126/75=1.7min + dino 1.5min =3.2min/3969=1240/min. So 12x12 better due to less overhead fraction? Actually rate during dino same; cactus overhead per bone: 8x8 uses 126 cactus for 3969 =0.0317 cactus/bone; 12x12 uses 286 for 20449=0.014 cactus/bone. Bigger board is more cactus-efficient (because bones n⁴ vs cactus cost ~2n² → bones per cactus ~n²/2). Yes! So bigger board gives more bones per cactus. So 12x12 better given cactus is the bottleneck. Great. So the plan: run cactus farm to accumulate ~300 cactus, then dino run 12x12 (~8min) →20449 bones. Repeat. Each cycle ~12min → 20449 bones. Actually can optimize cactus supply by using cactus stock efficiently. Let's just run farm15 to build cactus to ~300, then dino. Current cactus ~197 (from farm15 run) +137 initial? observe said? Let's check: after dinoruns cactus was ~137, then farm14 didn't produce cactus, then farm15 +197 → ~334? Wait farm15 inventory change cactus +197, so previous cactus ~137 →334. Actually earlier after dinoruns cactus ~137. So now ~334. Enough for a 12x12 run (286)! Let's do a dino run on 12x12 now. Need prep: clear farm to empty soil. Then run snake to fill. Program dino3 with prep + run + harvest using Straw_Hat, then maybe repeat if cactus remains. Note: prep harvests the farm (loses crops, but we got production). Also prep converts grass to soil. Important: our dino program's Hamiltonian cycle for w=12 (even) works with the generic rules. Also after harvest with Straw_Hat, hat removed; need change_hat(Dinosaur) to restart for subsequent runs. In a multi-run program: at start of each run change_hat(Dinosaur) (equip; harvests previous tail if any—after Straw it's not wearing, so just equips). At end of each run change_hat(Straw_Hat) harvests bones. Cleaner. Let's write dino3: - prep (clear all tiles to empty soil) - runs loop while cactus >= ~290? Actually we can compute per run; simpler do N runs passed by constant. With cactus 334, one full run (needs 143 apples*2=286 +2). So N=1. - Program: prep, then change_hat(Dinosaur), loop, change_hat(Straw). But we want to possibly run a second partial if cactus remains (~46 → 23 apples → tail23 bones529). Not worth; better save cactus for next full run. Let's do 1 run. After it, cactus ~46. Then rebuild cactus farm ~4min to ~300, repeat. Time per cycle ~8min run +4min farm =12min → 20449 bones. Remaining 2h43 → ~13 cycles → 265k bones. Plus other. Alternatively, can we increase bone rate by using power? Power doubles move speed → halves dino run time. Could be significant. Getting power requires sunflowers on the farm, but during dino run farm is empty (no sunflowers). Power is consumed during moves (1 per 30 actions). We could stockpile power before dino run, then it depletes. To sustain during run need sunflowers present, but they'd be overwritten by tail/prep. So no power during dino. Unless we harvest a big power stockpile first: power storage? Inventory power maybe unbounded? If we stockpile e.g. 200 power, during run consumes ~1 per 30 actions. Total actions for run ~30k moves/30=1000 power. So need 1000 power stock. Producing 1000 power via sunflowers takes time (each harvest ~1-8). Not worth. OK let's proceed with dino run on 12x12. Actually, reconsider: is it better not to have expanded? We already did. Fine. Let me write dino3 with prep and one run. Prep must handle 144 tiles efficiently: harvest entities, till to soil. Also make sure no plant remains. Cactus tiles etc. harvest destroys. One issue: grass tiles auto-regrow; till makes soil (no grass). pumpkin tiles soil. carrots soil. trees: harvest tree -> then till already soil. Good. Grass region: harvest grass then till to soil (if grassland). But after prep, if a grass regrew before till? till on grassland with grass present might fail. We can loop: harvest then till; if till failed because grass regrew? Grass regrow time 0.5s, till takes 200 ticks (~0.1s), so likely fine. Let's write dino3. Reuse cycle code. Add prep. Use change_hat(Straw_Hat) at end. Run with seconds 1200 (20min) to let it finish (~8-10min). Let's go.
- 3h 16m
stop_programresult
Program stopped. Game time: 3h 17m elapsed, 2h 43m of budget remaining.
- 3h 17m
write_programname="dino3" · evidenceresult
Saved dino3 (44 lines). Game time: 3h 17m 10s elapsed, 2h 42m 50s of budget remaining.
- 3h 17m
run_programname="dino3" seconds=1200result
Ran dino3 for 3m 51s of game time; it finished. Inventory change: bone +17424, cactus -224, carrot +96, hay +80, pumpkin +80, water +46, wood +236. Game time: 3h 21m 11s elapsed, 2h 38m 49s of budget remaining. Output: (none)
- 3h 21mthoughtBones +17424, so tail length = sqrt(17424)=132. Cactus -224 (112 apples). It finished in 3m51s (faster than estimated!). Tail length 132 out of max 143; it stopped because cactus ran out (needed 2 for next apple). Actually condition `num_items(Cactus)>=2` broke when cactus <2. So only 112 apples eaten. Bones 132²=17424. Cactus now ~334-224=110? Plus prep gains. So ~110. Run time 3m51s for 112 apples on 12x12 — very fast! Move tick reduces a lot. Great. So dino is efficient. To get full 143 tail → 20449 bones, need ~145 apples*2=290 cactus. We had 334 but maybe some lost? Started ~334? Cactus -224 and finished early at 112 apples, so started ~226? Hmm maybe cactus was ~226 not 334. Let me check: before farm15, after dinoruns, cactus was ~137 (we saw 137 after dinoruns? Actually earlier observe after dinoruns? Let me recompute: after hats_off bones+3969 cactus -2, then dinoruns bones+7938 cactus -254. Before dinoruns cactus ~? After first big run cactus was ~391-2=389? then dinoruns -254 →135. Then farm14 (no cactus) →135. Then farm15 +197 →332. Then dino3 -224 →108. And it ate 112 apples (224 cactus) from 332 →108. Yes consistent. So it had enough for 112 apples but not 143 (needs 286). Right, needed 286 but had 332? 332/2=166 >143. Why did it stop at 112? Wait condition `while alive and num_items(Cactus) >= 2`. It stops when cactus <2. Starting 332, after 143 apples cost 286 →46 left, still >=2, should continue until board full. But it stopped at 112 apples (224 cost) →108 left. So `alive` became False (move failed) at tail 132? That means board full? Board is 144 tiles, tail 132 not full. Hmm. Maybe the Hamiltonian cycle logic for w=12 has a flaw causing move failure earlier (e.g., at some point state). Let's check: tail 132, board 144. Move failed maybe because the tail blocks the next cell. With Hamiltonian cycle and tail length L, moving forward is allowed only if next cell is oldest tail segment, which holds if the snake has been strictly following the cycle from the start. It has. But there's a catch: the initial apple could be eaten after a few moves; the tail starts forming at the starting position; the body is contiguous along cycle history. Fine. But wait: the cycle our rules generate might not be a single cycle traversing all tiles? Let's verify for w=12. The rules: rows 0 even: east; row1 odd: west x>1; row2 even east; ... row11 odd last: west to x0 then south column. This is the same pattern, covers all. At (0,0) east. Should be a cycle. Possible issue: when tail length L and the drone approaches a cell that is the *last* segment, move is allowed. But if L is such that next cell is second-to-last? Let's think: body occupies the last L positions in history: positions p-1, p-2, ..., p-L (where p-L is tail tip). Next cell p+1. For it to be in body, need p+1 ≡ p-k (mod C) for some k in 1..L → k ≡ -1 mod C → k=C-1. So p+1 is in body iff L >= C-1=143. For L=132 <143, next cell not in body → move should succeed. Unless the snake had deviated from cycle (e.g., initial phase before following cycle? We started following cycle from wherever prep ended, which is arbitrary position, but we followed cycle rules from there—still a contiguous cycle). Deviation: after eating first apple, fine. But maybe the issue: the prep loop ends at an arbitrary position; then change_hat; then the cycle begins. Still valid. Another possibility: apple spawns on a tile that is part of the tail? It can't spawn on planted/tail. Fine. Hmm, maybe move failed because it tried to move onto an apple? No. Wait, maybe the tail length 132 but the actual constraint: if the snake has to move onto the last segment, allowed. At L < C-1, next not in body, allowed. Why stop at 132? Maybe cactus ran out due to more than 2 per apple? Apple cost might increase with dinosaur level? Cost shown cactus=2 for apple plant. Auto-purchase maybe cost increases per apple? Or maybe each apple costs 2 cactus but also the "new apple" purchase happens even if the previous apple wasn't eaten at the moment? Hmm. Let me check cactus: start 332, end 108 → 224 consumed for 112 apples =2 each. If it had 108 left, condition >=2 true, so loop should continue. Unless `alive` false. So move failed at L=132. Possibly because the tail tip catches up differently: the snake ate apples and the body includes all previous positions, but when it moves forward, it may overwrite an apple? no. Wait maybe the snake got trapped because the body wasn't following the cycle exactly at the start: change_hat places first apple under drone; drone was at prep end position, say P. It starts moving along the cycle. Its body starts at P and follows. But P may not be the "beginning"; but the body still follows the cycle behind. Should be fine. Unless the drone started at a position and the cycle direction leads it immediately to a cell that is part of... no body initially. Alternatively, maybe move fails when all *empty* cells are gone? No, board 144, tail 132 →12 empty. Hmm, actually maybe the issue: apples spawn on random empty tiles, but if apple is placed at the cell that the drone is about to move into, does move fail? No, moving onto apple should be fine. Let me reconsider tail length: bones=tail². 17424 = 132². Yes. Could it be that the cycle length isn't 144 because the rules for even w produce a cycle of length 143 (missing a tile)? If the cycle repeats after 143 tiles, then the drone would be cycling over 143 tiles, leaving one tile never visited. Then when tail reaches 142, move onto the last segment? For cycle C=143, body fills all cycle tiles when L=142; next cell is C-1 ahead = in body → move fails. That matches L=132? no, would fail at 142. If cycle length is 132, then at L=132, full and move fails! That fits exactly: bones 132². So our cycle may have length 132, not 144! Let's compute cycle length from rules. Maybe the path doesn't cover all tiles and forms a shorter cycle. Let's trace for w=12 to see if column0 return plus rows covers all: Rows 0..11, x1..11 except row0 all x0..11. Row0: 12 tiles (x0-11) Rows 1-11: x1..11 = 11 tiles each =121 Column0 rows1..11 = 11 tiles. Total 12+121+11=144. Path visits: row0 12, then row1 11, ..., row11 11, then (1,11)->(0,11) then column0 down 11 → total 12+121+11=144. Should be 144. But our direction rules: for odd rows y<last, we go West until x>1? At x==1 we go North. For row11 (last), we go West until x>0; at x==1 we go West to 0. But wait, for odd row not last, the path enters at x=11 and goes west to x=1, then north to (1,y+1). For even row y>=2, enters at x=1 and goes east to x=11, then north. At row 10 (even): from (1,10) east to (11,10), north to (11,11). Row11 odd/last: west to (1,11), then hit `if x>0: West` → (0,11). Then x==0 → South to (0,10). Column0 south to (0,0). Then East. Column0 from (0,11) down to (0,0): 11 moves, 12 tiles including both ends. But (0,0) was already visited at start. The cycle closes at (0,0). Total distinct tiles visited before returning to (0,0): let's count moves to return to (0,0): row0: 11 moves to (11,0); north 1; row1: 10 moves to (1,1); north 1; row2: 10 moves; north1; ... rows 2-11 each 10 moves west/east (from x1 to x11 =10) plus north1. Then row11 west from (11,11) to (0,11) = 11 moves. Then column0 south 11 moves to (0,0). Count: 11+1 + (10+1)*9 [rows1..9? let's just sum carefully] Maybe some tile skipped causing length 132. Actually 132 suggests cycle length 132. Let's compute total moves in one lap = number of tiles in cycle (since returns to start). Row0: x0->x11 = 11 moves. Then for y=1..10: enter row, traverse from x=11 to x=1 (10 moves) for odd y, or x=1 to x=11 (10 moves) for even y, then north 1. That's 11 moves per row transition, for rows 1..10? Let's define: after row0 at (11,0), north to (11,1) =1. Row1 traverse to (1,1)=10, north to (1,2)=1. Row2 traverse to (11,2)=10, north=1... continue until (11,10)? Let's see rows: y=1 odd: to (1,1), north (1,2) y=2 even: to (11,2), north (11,3) y=3 odd: to (1,3), north (1,4) y=4 even: to (11,4), north (11,5) y=5: to (1,5), north y=6: to (11,6), north y=7: to (1,7), north y=8: to (11,8), north y=9: to (1,9), north y=10: to (11,10), north to (11,11) Now y=11 odd last: from (11,11) west to (0,11)=11 moves. Then south column0 to (0,0)=11 moves. Sum: 11 (row0) + 1 (north) + rows1..10: each 10 west/east + 1 north = 11*10 rows? There are 10 rows (1..10) → 110. + row11 west 11 + column0 south 11 = 11+1+110+11+11=144. Yes 144. So cycle length 144. Then why stop at 132? Maybe tail max is 143, move allowed until L=143. But at L=132, no reason. Unless cactus ran out earlier than I think because auto-purchase cost increases? If cost per apple were 3, 112 apples = 336 > stock 332 → but then couldn't buy last. Hmm 332/3=110.7 → ~110 apples. Observed 112 apples (cactus -224 → cost 2). 332-224=108. So 108 left ≥2. So not cactus. Wait maybe the program finished because `alive` false before cactus check; maybe the drone got stuck due to apple placement blocking? Let's think: apples spawn on random EMPTY tile. As tail grows, "empty" includes tiles not tail and without crops. All non-tail tiles are empty soil. Fine. But! The tail segments maybe don't clear when moving; we assumed tail vacates. Fine. Could move fail because the drone is at a tile and the next tile is occupied by an apple? no. Maybe the issue: When tail length reaches 132, the *tail tip* is at the cell the drone wants to move to? That would require L=143 as shown. Unless the body isn't contiguous because apples cause a "growth" that inserts an extra segment not at the tail but... When eating an apple, tail grows by one, meaning body length increases; the body is still the last L positions? If growth adds a segment at the *tail* rather than head, the body might occupy last L positions but shifted, could break contiguity? Actually standard snake: growth adds segment at tail, body = last L visited positions. Fine. Alternatively, the drone might have been blocked by the farm border: our cycle rules for w=12: at row11 (last) we go west to x0 then south. At (0,11) South to (0,10). Column0 south to (0,0). At (0,0) East. No border issues (all within). Hmm, wait: In the condition order, `if x==0:` comes first. At (0,11): x==0, y!=0 → move(South). Good. At (0,0): East. At (11,11): x!=0, y==11 not 0, y%2==1 → else branch: y==w-1 → if x>0: West → (10,11)... continues to (1,11) West to (0,11) then x==0 South. Good. So cycle fine. Why 132? Maybe the tail length isn't 132 because bones = tail² but also the "harvest" when changing hat might cap? Or maybe bones = length² but length here 132 while board 144 and snake couldn't grow more because apples stopped spawning: maybe apple spawn fails when too many tail segments occupy the board? "The apple cannot spawn if something else is planted where it wants to be." Random location—could randomly pick a tail cell many times and fail? Maybe it only tries once; if it picks a tail cell, no apple spawns this time, so growth stalls but snake keeps moving. Then it would loop forever with tail 132 and no apple—but program finished (alive false). Hmm. Unless when no apple spawns and the snake fills? no. Alternatively, maybe the program hit an error? It said "it finished", not error. finished means exit normally: alive=False. Let me reconsider: maybe move() fails when moving onto the *last* tail segment only if no apple? Docs: "The last segment of the tail will move out of the way during the move, so you can move onto it." So allowed. What if the snake's body isn't purely following cycle because at the very start the drone was somewhere and moved along cycle, but the prep loop moved it around *before* equipping, so history irrelevant. Fine. Could it be that tail length max is not C-1 but the number of *empty* tiles? As tail grows, apples spawn on empty; when only 12 empty tiles remain, maybe the random spawn picks among all tiles including tail and repeatedly fails, so apples stop. But cactus wasn't consumed further, meaning no new apples purchased. So growth stopped at 132 because apple couldn't spawn? But why would it stop at 132 (12 empty)? Perhaps apples cannot spawn on tiles adjacent? no. Hmm wait maybe apple spawn requires the target tile to be empty AND the game's random selection only among tiles that are... Let me think of typical implementation: `new_apple_pos = random empty tile`. If none, no apple. With 12 empty, should be fine. Let me test by running more: if I start dino again from current state? Tail was harvested (Straw_Hat). Farm tiles may now contain... Let's observe. Maybe there's leftover apples. Also maybe the program stopped because cactus<2 condition triggered due to `num_items(Items.Cactus)` returning 0? no. Actually! Maybe the auto-purchase price is 2 cactus but the game *also* spends cactus when... The `plant(Entities.Cactus)` isn't called during dino. Only apples. So 224 spent for 112 apples. 108 left. I'm stuck on why alive false. Let's check: maybe the drone couldn't move at L=132 because the body is not following the cycle due to *apples spawning and being eaten at the same position as the head*, causing body to be offset? Suppose apple spawns under the drone's current tile (allowed? it's empty at spawn time but drone is there—drone isn't an entity). Then it's eaten on next move. Fine. Alternatively, maybe the tail isn't the last L positions but rather the last L *tiles the drone moved over*, and when the drone revisits a tile that's already part of the tail (the last segment), the tail behaves. Fine. Let me look at actual tail length vs board: maybe board effectively 12x12=144 but the cycle length computed as 144; max L=143 → bones 20449. We got 132². Could stopping be due to cactus guard at ~108? No. Unless `num_items(Items.Cactus) >= 2` was false because cactus was 1 at some point despite 108? impossible. Wait, the inventory change shows cactus -224, but maybe there were additional cactus purchases not counted in "Inventory change"? The change is net: could have spent more cactus but gained some from... no cactus production during dino (no plants). Actually prep harvested cactus from farm: cactus +? The prep gained carrot+96,hay+80,pumpkin+80,wood+236 — no cactus listed, meaning no cactus harvested? Our farm15 had cactus region; prep should harvest ~108 cactus, which would add! But "cactus -224" net could be (- harvested + spent). If prep harvested e.g. 100 cactus, then spent 324 → apples 162?? But tail 132. Hmm. Let's compute needed cactus: start cactus before prep = X. Prep harvests H cactus from farm (36 tiles of mature cactus ~36). Then spend 2*apples. Net change = -224 = H - 2*A. If A=132 apples (tail 132), 2A=264, so H=40. That fits! Prep harvested ~40 cactus from the 36 cactus tiles (some ready). So apples eaten =132, cost 264, and start cactus was such that remaining 108. Good. So tail length 132 means apples eaten=132. Board max tail =143. It stopped because cactus ran out: remaining 108? That doesn't add: if start cactus X, after prep X+40, spent 264 → remaining X+40-264 =108 → X=332. So 108 left. Still ≥2. So why stop? Unless it ate until cactus <2... no. Wait maybe the loop consumed 2 cactus per apple but there's also a cost when the snake is unequipped? No. Hmm. Another thought: maybe each apple purchase costs 2 cactus *and* the apple under drone at equip cost 2; also maybe when apple can't spawn, it still charges? no. Let me just accept tail 132; maybe the board full condition is when tail ~132 due to apples taking up space? Apples spawn at empty positions; at tail 132, 144-132-1(drone?)=11 empty. Maybe apple spawn also requires space and the snake head occupies one, leaving 11. It should still spawn. Possibly the game ends the run when tail length reaches w*w - w/... no. Alternatively, maybe move failed because the snake body was longer than tail length suggests? Bones=tail² might undercount if some segments... no. Let's test again with a fresh run later and observe tail length; maybe 132 is a consistent cap due to some snake geometry with our cycle (e.g., the drone returns to a cell that's in the middle of the body before the oldest, causing trap). Hmm, actually with a Hamiltonian cycle, as long as you never deviate, safe. But apples might force eating at cells; no deviation. Wait—maybe the issue: apple spawns on a tile *under the tail*, because tail cells may be considered empty (the tail is the drone's trail, not an entity). If an apple spawns under the tail, it's unreachable until the tail moves away, but the tail moves with the snake... the tail vacates cells as the head moves, so eventually it becomes free. Fine. Actually maybe apples can spawn under the tail, and when the head later reaches that tile, the apple is there (under tail? no, tail vacated). Fine. Let's not overthink. Even 132²=17424 per run is great. Each run needs ~264 cactus (plus prep harvests some). With cactus farm ~75/min, 264/75=3.5min. Run 3.9min. Cycle ~7.5min per 17-20k bones = ~2500/min. Over 2h38 → ~395k bones. Good. Can we improve cactus production? Use 12x12 with more cactus tiles and rely on stockpiled hay/wood. Let's make a cactus-max farm: drop grass/trees (use stocks), ratio Nc:Np:Ncar = 2:4:1 → Nc=41,Np=82,Ncar=21 =144. Cactus rate=41/T. T=144*t. Need t. The farm15 gave 66/min with Nc=36 → T=36/(1.1)=32.7s → t=0.227. Cactus-max Nc=41 → rate 41/32.7=1.25/s=75/min. Barely better. What limits t (~0.23s/tile)? Movement 200 ticks at speed5 (~0.05s?) plus harvest/plant. Hmm 0.227 seems high; maybe code overhead per tile from function calls and conditions (is kind etc.). Could optimize code (inline conditions, fewer function calls). Also our crop function does many get_entity_type calls. Could shave. Also could reduce tiles visited: only tend cactus+pumpkin+carrot; skip grass/trees entirely (no visits). In cactus-max farm all 144 productive. t maybe 0.2 → rate 41/28.8=1.42/s=85/min. Alternatively use power to double speed: If we stockpile power (say 1000) then farm with power doubles speed. But we need sunflowers planted to generate power during the farm phase; farming with power requires ongoing consumption ~1 per 30 actions. Actions ~144*? per sweep ~ maybe 500 actions per 30s → 17/s → 0.55 power/s. A sunflower patch of ~10 tiles with bonus harvesting could supply that. Could nearly double cactus rate. Worth considering but complex. Given time, maybe simpler: Let's accept ~75/min and do cycles. But we should also produce other resources for variety/score. Bones maybe dominant anyway. Actually, wait: maybe there's a much better use of power: not. Let me reconsider the scoring. If they sum resource amounts, bones will be astronomically higher than others, so focus bones. Let's maximize bones. Optimization: increase cactus production via swapping tiles to cactus and using stockpiled pumpkins. We have pumpkin stock? After dino prep, pumpkins ~? We had 400 after expand; farm15 +143; dino prep +80; then dino3 -? no pumpkin spend except cactus? During dino3 no farming, so pumpkins ~600. Carrots ~3900. Hay ~15000. Wood ~14000. If we run a cactus-heavy farm relying on stocks: e.g., Nc=50, Np=70, Ncar=24 (carrot yield4 →96, need70). Total 144. Cactus cost 100 pumpkins/sweep; pumpkin produced 70/sweep → net -30/sweep, using stock 600 →20 sweeps (~7min). Carrot need70 vs 96 surplus. Better: Nc=45, Np=75, Ncar=24 → total144. Np=2Nc? 75 vs 90 → deficit 15/sweep, stock 600 →40 sweeps. Cactus rate 45/32.7=1.38/s=83/min. Marginal gains. The support chain dominates. Alternative: increase carrot yield per visit via carrots lvl4 (cost wood6250, yield800%=8 per visit, cost 8 hay+8 wood). That would let Ncar halve, freeing tiles for cactus/pumpkin. Let's evaluate: if carrot yields 8, need Ncar=Np/8. Ratio Nc:Np:Ncar = 2:4:0.5 → Nc=144/(2+4+0.5)=44.3, Np=88.6, Ncar=11. Cactus rate 44/32.7=1.35/s=81/min. Slight. Hmm the balanced Nc fraction is ~2/(2+4+0.5)=0.31 vs farm15's 0.25 → +23%. Carrot lvl4 costs wood6250 (we have 14000). Also would increase hay/wood consumption 8 each per carrot visit: Ncar=11→ cost88 hay, wood; grass/trees needed. We dropped them; stocks deplete faster (hay 15000/88≈170 sweeps ~ 55min). ok. Maybe not worth. Bigger idea: use pumpkin upgrade? No. Alternatively, skip cactus farming and directly buy cactus? no. Actually, can we dino-run using apples bought with cactus harvested *during* the run? No. Let's just proceed with balanced cactus farm (farm15) and dino runs. Time 2h38. Cycles ~7.5min → ~20 cycles → ~350k bones. But note: after each dino run, farm is destroyed and we need to rebuild (till to soil etc.). Our farm15 handles conversion (to_soil harvest+till). Rebuilding takes some time within first sweep. Fine. Also, each dino prep harvests existing cactus, which reduces net cactus need. Let's optimize farm15 slightly: increase cactus share a bit and remove grass/trees to reduce wasted visits? Actually grass/trees provide hay/wood needed for carrots. With stocks high, we can reduce them. Let me change farm15 to cactus-max with modest grass/trees: Nc=44 (x0-3, y0-10 =44? 4*11=44) Np=80 Ncar=12 Ng=4 Nt=4 Total 144. Check: pumpkin cost for cactus 88 > Np 80 → deficit 8/sweep, using stock 600 (~75 sweeps ~40min). Carrots: 4*12=48 vs Np80 → deficit 32/sweep, stock 3900 →122 sweeps. Hmm carrot deficit large; but maybe carrots yield is 4? yes lvl3. So pumpkin tiles 80 need 80 carrots, only 48 produced → deficit 32/sweep; carrots deplete in 122 sweeps (~40min at 20s). Then pumpkins stop. Not good for 2.5h. We need Ncar=Np/4=20 for sustainability. So Nc can be at most (144-20-Np)/... with Np=2Nc: total Nc+2Nc+20+Ng+Nt=144 →3Nc=124-Ng-Nt. With Ng=4,Nt=4 →3Nc=116→Nc=38.7, Np=77.3. Similar to farm15 (Nc36). So balanced farm is near optimal for sustainability. Fine. Use farm15 as is. It produced 66/min (Nc=36). Expected with Nc=38 maybe 70/min. Minor. Let's improve t by optimizing code? Not worth much. Maybe use watering! Water 1000+ tanks. Applying water to tiles boosts growth 1-5x but we're visit-limited not growth-limited... For cactus growth 1s, sweep 33s, growth not limiting. For pumpkins/carrots growth 2-6s also not limiting. So water doesn't help. Water is just accumulating (counts as produced though). OK proceed. Next cycle: run farm15 for ~4 min to get ~280 cactus, then dino3 run. But dino3 includes prep (harvests farm) and run. Time check 2h38 left. Let's do cycles efficiently: run farm15, wait until cactus ~300, then dino3. Actually dino3 needs cactus ≈ 2*143 +2 =288 to fill full board (bones 20449). If less, still yields partial. Let's aim cactus 300. Let's run farm15 and wait until cactus 300, max 600s.
- 3h 21m
run_programname="farm15" seconds=300result
Ran farm15 for 5m of game time; it is still running. Inventory change: cactus +372, carrot +254, hay +424, pumpkin +240, water +60, wood +1388. Game time: 3h 26m 21s elapsed, 2h 33m 39s of budget remaining. Output: (none)
- 3h 26mthoughtCactus +372 in 5 min = 74/min. Current cactus ~108+372=480. Great, enough for a full 143-apple run (needs 286+ initial). Actually plenty for maybe 1.5 runs. Let's do a dino3 run -> should reach full board 143 tail → 20449 bones. But wait, dino3's prep harvests cactus from farm (adds ~36), then run consumes ~286 for 143 apples, leaving ~230. Good. Let's stop farm15 and run dino3. Actually run_program dino3 will stop farm15 automatically? run_program "Start a program (stopping any running one)". Yes. So just run dino3. Run dino3 with seconds 1200.
- 3h 26m
run_programname="dino3" seconds=1200result
Ran dino3 for 4m 11s of game time; it finished. Inventory change: bone +20449, cactus -246, carrot +96, hay +144, pumpkin +88, water +50, wood +136. Game time: 3h 30m 42s elapsed, 2h 29m 18s of budget remaining. Output: (none)
- 3h 30mthoughtFull board: bones +20449 (143²). Cactus net -246 = harvested H - 2*143. If H≈40, spent 286, H=40 → net -246. Great. Cactus remaining ~480+40-286=234. Now cycle: need ~250 more cactus for next full run. farm15 ~74/min → ~3.4min. dino run 4.2min. Total ~7.6min per 20449 → 2690/min. Remaining 2h29 (149min) → ~19 cycles → ~390k bones. Could we increase efficiency by accumulating more cactus over multiple farm runs then multiple dino runs? Same. But note: while farm15 runs, it also produces other resources (carrots, hay, wood, pumpkins), good for variety. Let's also consider using some time to unlock/expand more or produce other resource types. Expand lvl7 cost? Let's check research quickly (10s). If it's e.g. 20000 pumpkins, maybe reachable and would increase tiles → but bone rate independent of size; cactus production rate fraction-based independent of size. So expansion doesn't help bones. It could help produce more other resources. Not vital. Other resources we lack: power (produced tiny 0.97 once), gold, weird_substance. Fertilizer (wood500) unlock enables mazes but mazes need weird_substance 1000 unknown. Let's not. Maybe produce power for variety: could harvest a bunch of sunflowers. But power is consumed; total produced counts. Low value. Focus bones. But also maybe maximize other resource totals for the score: farm15 produces carrots/hay/wood/pumpkins too. Let's continue cycles. To reduce tool calls/time, write a combined program that does: farm cactus until cactus >= 300, then dino run, repeat forever. That saves manual coordination. But careful: farm program and dino prep both need controlling drone. We can write one self-contained program: while True: # farm cactus phase until enough while num_items(Items.Cactus) < 300: for grid sweep: crop(...) # dino run prep + run + harvest But inside, the cactus farm's grid sweep ends at arbitrary position; fine. Condition: also stop farming if time? infinite until budget ends. The program will keep running; that's fine, we just let it run and check periodically. But there's risk: if cactus production stalls (e.g., hay/wood deplete, carrots), the while never reaches 300 → infinite farm (still productive). That's okay but no more bones. We have stocks. Let's estimate resource sustainability: Per sweep farm15: Ncar=20 visits * (4 hay+4 wood) = 80 hay & 80 wood consumed; grass5*16=80 hay; trees ~6 trees*20+5 bushes*4=140 wood. Plus carrot seeds? Carrots cost hay4 wood4 at lvl3? Let's confirm carrot cost now: earlier lvl2 cost hay2 wood2. lvl3 likely hay4 wood4 (or maybe more). yields4. So per carrot visit cost 4 hay+4 wood, yields 4 carrots. Ncar=20 → cost 80 hay, 80 wood. Grass 5*16=80 hay. Trees region 11 tiles checkerboard: ~6 trees*20 +5 bushes*4 = 140 wood. Net hay 0, wood +60/sweep. Good sustainable! Carrots: 20*4=80 carrots/sweep; pumpkins Np=72 need 72 carrots/sweep → surplus 8. Pumpkins: 72 produced, cactus cost 2*36=72 → balanced. Cactus +36/sweep produced. So sustainable indefinitely. Combine: program "boneloop": while True: while num_items(Items.Cactus) < 300: sweep farm15 crop # prep + dino ... change_hat(Straw_Hat) But the inner condition checked each sweep; if cactus reaches 300 mid-sweep, continues sweep then exits. Fine. However, the dino prep harvests cactus (+~36) adding to stock; and after run, remaining maybe >2. Then next farm phase. Also need to ensure we don't accidentally farm while dino hat on. After change_hat(Straw_Hat) at end of dino, hat removed. Good. One catch: the farm phase's crop() uses `kind` regions based on 12x12; after dino prep, all soil empty; crop converts. Good. Let's write boneloop combining farm15 crop and dino3, with target 300. But program length/structure: define kind, crop, then while True. Include dino cycle inline. Let's write carefully. Potential issue: after dino run ends with change_hat(Straw_Hat), the bones harvested and hat off, but we're still wearing... Straw. Good. Also, the dino prep loop harvests all entities including mature cactus (adds to stock) and pumpkins etc. Fine. Let's implement boneloop and run for a long time (e.g., 3600s) and check occasionally. Actually run_program seconds max 3600. We can run 3600 (1h) and it keeps running; after 1h returns still running. Then we can continue with more tool calls/wait. But budget remaining 2h29. Let's run boneloop for 3600s, then wait more. Let me write it. One concern: the `while num_items(Items.Cactus) < 300:` farm loop after dino will run sweeps; each sweep ~33s; need ~250 cactus at 36/sweep ≈7 sweeps ≈ 4min. Good. Also each dino run now uses 286+2 cactus but after run remaining cactus ~ maybe 40; next farm to 300. Let me write. Also, I realize the dino prep harvests the farm, meaning the last farm sweep's crops are lost (not harvested) — but prep harvests them, so nothing lost (just harvested during prep). Fine. Write boneloop.
- 3h 30m
write_programname="boneloop" · evidenceresult
Saved boneloop (111 lines). Game time: 3h 30m 52s elapsed, 2h 29m 8s of budget remaining.
- 3h 30mthoughtLet me run boneloop for 3600s. It will keep cycling. Then check. Actually, before running long, verify it starts correctly: it will farm until cactus>=300. Cactus currently ~234 (after last run). So farm ~2 sweeps (~1min) then dino. Good. Run 3600.
- 3h 30m
run_programname="boneloop" seconds=3600result
Ran boneloop for 1h of game time; it is still running. Inventory change: bone +163592, cactus +200, carrot +2032, hay +2688, pumpkin +2175, water +720, wood +9088. Game time: 4h 31m 2s elapsed, 1h 28m 58s of budget remaining. Output: (none)
- 4h 31mthoughtBoneloop produced +163592 bones in 1h = 8 runs of 20449 (163592/20449=8.0). Good. Cactus +200 net (produces more than consumed cycles). So it's working and sustainable. Remaining 1h29. At this rate ~245k more bones → total ~430k. Let's let it run another ~1h, then use last ~25min for variety (sunflowers/power, maybe another unlock). But maybe we should use remaining time to also increase other resources/variety. The bone engine is sustainable and profitable. Could let it run 60 min then stop with 29 min for variety. Actually, "variety counts" — we currently have produced: hay, wood, carrot, pumpkin, cactus, bone, water, power(0.97). No gold, no weird_substance. Probably fine. Could we get gold? Mazes require weird_substance 1000; where from? Maybe from "the farmer's remains"? Or maybe weird_substance is produced by cactus? Let's inspect items/weird_substance doc if exists. docs_list didn't show it. Search gave nothing. Maybe weird_substance is obtained by harvesting mazes (circular), or by "tap" on trees. The tap function docs placeholder "code_tooltip_tap". In the actual game, I recall `tap()` might be used on trees to get... Actually in The Farmer Was Replaced, there's a "tap" for maple trees? Not sure. Given time, maybe not chase gold. We could increase bones further. But also consider expanding again to 16x16? Even though bone rate independent of size, bigger board requires more cactus per run but yields n⁴ bones; bones per cactus ~ n²/2, so bigger board is more cactus-efficient. At 12x12, bones/cactus = 20449/286 ≈71.5. If 16x16 (n=16, L=255), bones=65025, cactus=510 →127.5 bones/cactus. That's 1.8x more efficient, meaning with same cactus production rate, bone rate would be... rate = bones/cactus * cactus_rate. cactus_rate depends on fraction, ~74/min. So 16x16 would yield 74*127.5 = 9435 bones/min vs 12x12 74*71.5=5290/min. Wait but the dino run time also increases; during run time cactus farm isn't producing. Let's compute cycle time: cactus needed 510 at 74/min =6.9min; dino run on 16x16 maybe longer (~? moves scale n², so ~ (16/12)²=1.78x → ~7.4min). Total 14.3min per 65025 → 4547/min. 12x12: 286 at 74=3.9min + run 4.2min =8.1min per 20449 → 2525/min. So 16x16 ~1.8x better. Expand cost? Maybe 20000 pumpkins. We have pumpkin ~? after an hour of boneloop pumpkins +2175, started ~600 → ~2700. 20000 too far (~30+ min of pumpkin production but our farm makes ~240/min? Actually farm15 makes pumpkins 72/sweep ~130/min; not enough in 1.5h). So skip. What about expand to level 7 if cost not 20000? Let's check research now quickly (10s) to know. Also check other unlock costs. Let's do research while boneloop runs (it keeps running).
- 4h 31m
researchresult
auto_unlock (Auto Unlock) level 0/1; cost pumpkin 5000; requires costs ## Auto Unlock Automatically unlock things. unlock(Unlocks.Megafarm) cactus (Cactus) level 1/6; cost pumpkin 20000; available, not affordable; tutorial docs/unlocks/cactus.md ## Cactus Increases the yield and cost of cactus. 100% => 200% carrots (Carrots) level 3/10; cost wood 6250; can buy now; tutorial docs/unlocks/carrot…
- 4h 31mthoughtExpand lvl7 costs 64000 pumpkins — way too much. Skip. Polyculture costs 3000 pumpkins and we can afford (~2700? maybe close). Polyculture gives companion planting yields - could boost. But not bones. We have bones ~? 11908 + 20449 + 163592 ≈ 196k. Let's let boneloop run more. But maybe we should consider buying trees lvl4 (hay4800) to boost wood; not needed. Actually, since remaining 1h29, and boneloop sustainable, let it run ~60 more min → ~163k more bones → total ~360k. Then final ~29 min we could do something else for variety. But the scoring likely dominated by bones; still, let's use last chunk for sunflowers/power and maybe polyculture to add variety. Alternatively, consider improving bones rate with power. During dino run, if we could have power it would double speed. But power requires sunflowers on farm during run, which the snake overwrites. Actually the snake tail overwrites tiles, destroying sunflowers. But maybe we can place sunflowers in a region that the snake doesn't traverse until late? It traverses all. No. Could stockpile power: inventory power persists. How much power can we store? Probably unlimited. During dino run, power consumption 1 per 30 actions. Number of actions ~ moves*? Total moves for full 12x12 ~ maybe 30k; 1 per 30 actions → ~1000 power. If we pre-farm 1000 power, the entire dino run goes 2x speed, halving run time from 4.2min to 2.1min → saves ~2min per cycle (~25%). But producing 1000 power: with sunflowers, each max harvest gives 8, normal 1. Need ~125-1000 harvests. With a 12-tile sunflower patch, each visit yields maybe 8 (max) once per grid sweep; ~12 sunflowers * ~1-3 avg power per sweep = maybe 20/sweep * 33s =0.6/s → 1000 power in ~28min. Not worth for 25% on 1h. Skip. Maybe better: increase cactus rate by buying carrots lvl4 (wood6250) freeing tiles for cactus. Marginal (~20%). Costs ~nothing (wood). Could do: buy carrots lvl4. Then adjust farm ratio: carrot yields 8, cost 8 hay+8 wood. Need Ncar=Np/8. With Nc=Np/2: total Nc+Np+Ncar+Ng+Nt. Ng: hay 16*Ng = 8*Ncar = Np → Ng=Np/16. Wood: need 8*Ncar=Np; tree yield 20 → Nt trees = Np/20, plus bushes. Total = Np(1+0.5+0.125+0.0625+0.05)=1.7375Np=144 → Np=83, Nc=41.5, Ncar=10.4, Ng=5.2, Nt=4.1. Cactus fraction 41.5/144=0.288 vs current 36/144=0.25 → +15%. And less carrot/hay/wood visits. Cactus rate ~74*1.15=85/min. Bones rate +15%. Worth buying carrots lvl4 (wood6250; we have ~23000 wood). But it also increases hay/wood cost per carrot, but grass/trees balanced. Hmm, but changing boneloop's crop layout for 12x12 with new ratios requires editing. Might not be worth complexity for 15%. Alternatively, simply increase cactus tiles in farm15 by reducing carrot tiles and accept carrot stock drain (we have ~6000 carrots? Let's see: boneloop +2032 carrots over hour, started ~3900 → ~5900). Actually carrots likely high. Let's check observe inventory. If carrots are ~6000, we can afford to reduce carrot tiles and boost cactus for the remaining ~1.5h. Let's observe.
- 4h 31m
observeresult
Game time: 4h 31m 22s elapsed, 1h 28m 38s of budget remaining. Program: boneloop (running). Inventory: hay 16586, wood 24770, carrot 6375, pumpkin 3187, cactus 332, bone 213374, water 2373. 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: Ap=apple, Di=dinosaur. y=1…
- 4h 31mthoughtCurrently mid-dino-run (tail visible). Bone 213374. Good. The loop cycles fine. Note cactus 332, water 2373 (!), hay 16586, wood 24770, carrot 6375, pumpkin 3187. Stocks huge. We can safely shift farm toward cactus. Given stocks, for the remaining ~1h28, we could make a cactus-max farm that drains carrots/pumpkins less sustainably but stocks are large. E.g., increase cactus tiles to 48 and pumpkins to 96? But pumpkin production needs carrots; carrots stock 6375 can cover deficits for a while. Let's design to maximize cactus rate for ~1h: - Cactus 48, pumpkin 80, carrot 16 (yield 4 →64 carrots/sweep vs need80 → deficit16/sweep), total 144. Cactus cost 96 pumpkins vs produced80 → deficit16/sweep (stocks 3187 covers ~200 sweeps ~1h). Carrots deficit 16/sweep → 6375 covers ~400 sweeps. Hay cost 4*16=64/sweep, no grass → hay drains 64/sweep from 16586 → 259 sweeps. Wood 64/sweep from 24770 → 387 sweeps. So sustainable for >1h with stocks. Cactus rate 48/(144*0.227)=48/32.7=1.47/s=88/min (vs 74). ~19% gain. Even more aggressive: Cactus 56, pumpkin 72, carrot 16 =144. Cactus needs 112 pumpkins, produced72 → deficit40/sweep; stock 3187 →80 sweeps (~44min). Cacti 56 → rate 1.71/s=103/min (+39%). Stocks: hay/wood/carrot fine. Pumpkin drains fast but only 44min; after that planting cactus stalls as pumpkins deplete, but cactus rate drops. We have 1h28, so maybe first 44min at 103/min then slower. Better balance: Cactus 52, pumpkin 76, carrot 16 =144. Cactus cost104 vs76 → deficit28/sweep; stock3187→114 sweeps (~63min). Rate 52/32.7=1.59/s=95/min. Good over ~1h. But also pumpkin stock matters; deficit accumulates but we stop after ~1h. Fine. However bone rate also depends on cactus efficiency: bones per cactus fixed by board (71.5 for 12x12). Cactus production from ~74 to ~95/min → +28% bones rate. But is it worth the code change and risk? We have plenty of time. Let's do a more aggressive cactus farm for the final stretch, and maybe skip carrot sustainability. Actually, simpler: keep boneloop but reduce the cactus target from 300 to 300 (unchanged) - no. The bottleneck is cactus rate, produced during farm phase. If we boost cactus share, target reached faster. Let me write boneloop2 with farm layout: - Cactus: x<4, y<13? 12x12: x0-3 (4 cols) all y=48. - Pumpkins: x4-8 (5 cols) all y=60, plus x9-10 y? Let's assign: Cactus 48 (x0-3 all). Pumpkins need ~80: x4-9 (6 cols ×12=72) + x10-11,y0-3 (8) =80. Carrots 16: x10-11,y4-11 (16). Total 48+80+16=144. Check: cactus 48, pumpkins 80, carrots 16 (64 carrots/sweep). Pumpkin need 80 carrots → deficit16. Pumpkin produced 80, cactus cost 96 → deficit16. Stocks cover. No grass/trees → hay/wood drain: carrot cost 4 hay+4 wood each *16 =64 each/sweep. Stocks hay16586 (~259 sweeps), wood24770 (~387). At 33s/sweep, 259 sweeps=142min > remaining 88min. Fine. Cactus rate=48/32.7=1.47/s=88/min. Hmm only 88, because t maybe. Let's push more: Cactus 60, pumpkins 68, carrots 16 =144. Cactus cost120 vs produced68 → deficit52/sweep; pumpkin stock3187 →61 sweeps (~34min). Rate 60/32.7=1.83/s=110/min for 34min then slower. Maybe better for bones. But if pumpkins deplete, pumpkin tiles sit idle (plant fails), so effective visits wasted, cactus still 60/sweep produced? Cactus planting needs pumpkins; once pumpkins 0, cactus tiles can't plant after harvest → cactus production stops. Then the farm stalls. We'd need to switch back. Given we can monitor and adjust, maybe use moderate deficit that lasts ~1h: Cactus 54, pumpkin 74, carrots 16 =144. Deficit=108-74=34/sweep; stock3187→94 sweeps=52min. Rate 54/32.7=1.65/s=99/min for 52min. Then ~35min slower. Alternatively keep sustainable and just run 1h: 74/min → ~65 runs? Actually bone rate ~2500/min → 1h = 150k bones. Aggressive ~99/min cactus → bone rate +34% → ~200k. Gain ~50k bones. Worth it. But also we could simply buy pumpkins upgrade? no. Honestly, the simplest high-impact: modify boneloop to use a cactus-heavy layout during the farm phase but keep cactus target 300. Let's do Cactus 54, Pumpkin 74, Carrot 16. Layout 12x12: - Cactus: x0-3, y0-11 =48. Plus x4,y0-5 =6 →54. - Pumpkins: x4,y6-11 (6) + x5-9 all y (5*12=60) + x10,y0-7 (8) =74. - Carrots: x10,y8-11 (4) + x11 all y (12) =16. Total 54+74+16=144. Good. Define kind: if x<4: cactus elif x==4: if y<6: cactus else pumpkin elif x<10: pumpkin # x5-9 elif x==10: if y<8: pumpkin else carrot else: carrot # x11 Counts: cactus 48+6=54; pumpkin x4 y6-11=6 + x5-9=60 + x10 y0-7=8 →74; carrot x10 y8-11=4 + x11=12 →16. Implement boneloop2 with this kind and no grass/trees (k only 1,2,3). Simpler crop. Run it for ~1h (3600s) then final check. Remaining budget after that ~28min. Let's write. Use target cactus 300. Note dino run consumes 286; after run ~40 left; farm to 300 needs 260 at ~99/min →2.6min; dino run ~4.2min → cycle 6.8min per 20449 → 3000/min. Over 88min → ~26 runs? Wait 88/6.8=12.9 runs → 264k bones. Plus existing 213k → ~477k. Let's implement boneloop2. Careful: dino prep harvests pumpkins/carrots/cactus, adding to stock; the prep harvest of 54 cactus adds ~50 cactus. Good. One more: carrrot cost at lvl3 is hay4 wood4 (verify objects/carrot shows hay=4 wood=4 presumably). Fine. Let me write.
- 4h 31m
write_programname="boneloop2" · evidenceresult
Saved boneloop2 (91 lines). Game time: 4h 31m 32s elapsed, 1h 28m 28s of budget remaining.
- 4h 31mthoughtRun boneloop2 replacing boneloop. It will keep the cycle. Run 3600s (~1h) then we have ~28min. Note: when switching programs, boneloop stops; current dino run may be mid-run with tail! boneloop was running mid-dino (observe showed Ap and Di). Stopping mid-run leaves the dinosaur hat equipped and tail, which would break boneloop2's farming (move can't wrap and 400 ticks). boneloop2 starts with `while num_items(Cactus) < 300:` farm phase → it would try to sweep with dino hat and fail at border (no wrap), stuck. We must unequip first: run change_hat(Straw_Hat) to harvest tail. Let's stop boneloop then run hats_off (change_hat Straw) to harvest bones and remove hat. Actually run_program boneloop2 stops boneloop automatically, but hat remains. So do it explicitly: stop, then change_hat(Straw_Hat), then run boneloop2. Current tail maybe partial; we'll harvest bones too, nice. Let's do.
- 4h 31m
stop_programresult
Program stopped. Game time: 4h 31m 42s elapsed, 1h 28m 18s of budget remaining.
- 4h 31m
run_programname="h1" seconds=5result
Ran h1 for 0s of game time; it finished. Inventory change: bone +100. Game time: 4h 31m 52s elapsed, 1h 28m 8s of budget remaining. Output: (none)
- 4h 31mthoughth1 is currently change_hat(Hats.Straw_Hat) (we last saved h1 as Straw? Let's check: we saved h1 with Straw_Hat and ran it earlier. Yes h1 = change_hat(Hats.Straw_Hat). It harvested tail length10 → bone100. Good, hat off. Now run boneloop2 for 3600s.
- 4h 31m
run_programname="boneloop2" seconds=3600result
Ran boneloop2 for 1h of game time; it is still running. Inventory change: bone +204490, cactus -212, carrot -524, hay -3056, pumpkin -27, water +720, wood -3056. Game time: 5h 32m 2s elapsed, 27m 58s of budget remaining. Output: (none)
- 5h 32mthoughtBoneloop2 produced +204490 bones in 1h (10 runs). Bone total now ~213374+100+204490 ≈ 418k. Cactus -212 net (working). Carrots -524, hay/wood -3056 each — still positive stock? started carrot 6375→5851, hay16586→13530, wood24770→21714. Plenty. Remaining 28min. Options: 1. Continue boneloop2 for 28min → ~95k more bones (~513k total). 2. Spend time on variety: produce sunflowers/power, maybe polyculture. Variety likely matters some. We have all major resources except power (tiny), gold, weird_substance. Power is easily producible with sunflowers. But sunflowers cost carrots and take tiles; in final 28min we could produce a batch of power, and it counts as a resource. But bones at ~3400/min during boneloop2 → 28min ~95k bones. If scoring sums units, bones dominate hugely; power maybe hundreds. Not worth sacrificing bones. Unless scoring is per-resource normalized/equal weight, in which case variety matters 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 aggregate across resources, likely summing amounts but with variety giving coverage of multiple resource counters. Hard to tell. Typically these benchmarks compute a score = sum over resource types of produced amount (maybe capped/normalized). If sum raw, bones dominate. If per-resource, adding power adds a whole new category which could help. We already have water, cactus, bone, hay, wood, carrot, pumpkin, power(tiny). Adding power meaningfully might help "variety". Also we could get gold? not feasible. Could we produce a lot of power quickly? Sunflower harvest normal ~1 power, with bonus 8. Power is consumed by drone actions when moving (1 per 30 actions). During sunflower farming, we'd consume power too. Net production could be modest. Alternatively, use remaining 28min to unlock polyculture (pumpkin3000, we have pumpkin? ~3160 after boneloop2 -27 → ~3160). Polyculture "companion planting to increase yield" could boost final production, but only 28min. I think continuing bones is safest for raw total. But let's consider: maybe score normalizes each resource (e.g., counts distinct resources produced and total). The phrase "total amount of each resource... so both quantity and variety count" reads like score is sum of amounts across resource types (variety = number of types with nonzero). We already have 8 types. Hmm, adding a small amount of a new resource (like gold) would add a type. But not feasible. Let's just run boneloop2 for the remaining ~28min (max 1680s) and then stop before budget ends. Actually budget is 6h = 21600s; elapsed 5h32m = 19922s; remaining 1678s (~28min). If we run 3600, it'll return when budget ends (the harness may cap). Better run 1600s then we have ~78s to finish (tools cost 10s each). Let's run 1500s (~25min), then check and maybe one more action. Actually each tool call consumes 10s. Run 1500s leaves ~168s. Then observe (10s) and maybe final. Let's do 1500. But maybe use last ~5min for a sunflower/power variety? Let's plan: run boneloop2 1400s, then use ~278s for a sunflower program to produce some power, then final observe. Sunflowers need 10+ for bonus; producing power in ~4min might yield modest (~100-500). If variety scoring is per-type, that could be valuable. But power is already produced (0.97), so type already counts. Adding more might not help variety. Given that, maximize bones. Run 1550s then observe. Actually, maybe there are other resource types we could introduce cheaply: fertilizer (Item, used for instant growth) — can we produce it? Fertilizer is bought via unlock, not produced. Gold only from mazes. Weird substance unknown. So no. Let's just continue bones. Run 1500s.
- 5h 32m
run_programname="boneloop2" seconds=1500result
Ran boneloop2 for 25m of game time; it is still running. Inventory change: bone +81796, cactus +115, carrot -215, hay -1364, pumpkin -12, water +300, wood -1364. Game time: 5h 57m 12s elapsed, 2m 48s of budget remaining. Output: (none)
- 5h 57mthoughtBones +81796 (4 runs). Total ~500k. Remaining 2m48s. We can do a few tool calls but each 10s. Could stop boneloop (10s) and do something useful in ~2.5min? Maybe harvest extra cactus? Not worth. Could let boneloop2 continue during final time by waiting. The program keeps running during any action. We could just wait 150s to let it continue (~half a dino run) — but it may end mid-run with incomplete tail (bones lost, since harvest only after completion). Better to stop now and harvest any current tail? If mid-run, stopping loses potential bones. Let it run until it completes a run? A full cycle farm+dino ~6min. Remaining 2m48 → likely mid-run. Option: wait 120s then stop and change_hat(Straw) to harvest partial tail. Partial tail of length L gives L² bones. If we stop mid-run at L~100 →10000 bones, better than nothing. Actually if we stop the program mid-run, the dinosaur hat remains and tail persists; then changing hat harvests tail for bones. Let's do: wait ~120s (boneloop2 continues, growing tail), then stop and harvest with h1. That yields partial bones. But note boneloop2 might be in farm phase (not dino) at the moment. Let's observe quickly to see phase (10s). We have ~168s. Observing costs 10s. Let's observe.
- 5h 57m
observeresult
Game time: 5h 57m 22s elapsed, 2m 38s of budget remaining. Program: boneloop2 (running). Inventory: hay 12126, wood 20310, carrot 5595, pumpkin 3140, cactus 256, bone 499760, water 3405. 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: Ca=cactus, Pu=pumpkin, De=dea…
- 5h 57mthoughtCurrently in farm phase (crops), cactus 256, target 300. It will finish farm phase in ~1-2 sweeps (~1min) then start dino run. Remaining 2m38. A dino run takes 4min, so it won't complete. We could let it run 120s then stop and harvest partial tail (bones). But maybe better: since cactus 256, change target? Can't edit program while running. We could let it fill some tail. Partial tail at 2min of dino might be length ~? Early growth slow; maybe 40-60 → bones 1600-3600. Modest. Alternatively, use remaining time to just wait and let boneloop2 continue; when budget ends, program stops? The final inventory is measured at budget end. The current tail wouldn't be harvested → lost. So we should harvest by stopping. Plan: wait ~120s (dino run starts, tail grows), then stop program and change_hat(Straw) to harvest partial. That takes 2 tool calls (stop + change_hat) = 20s. Remaining after wait 120: ~38s. Enough. But there's risk boneloop2 still in farm phase at 120s (needs ~2 sweeps to reach 300; 256+36/sweep → could take 2 sweeps ~66s). Then dino starts ~60s in; at 120s only ~60s of run → tail maybe 20-30. Bones ~400-900. Meh. Alternatively stop now and harvest nothing (no tail), losing nothing. The bones already produced 499760. Maybe better to squeeze a full partial run: we don't have time for full run (4min). Not possible. So just accept. Could we use remaining 2.5min to harvest all the mature cactus/carrots/pumpkins by stopping boneloop2 and running a quick harvest-all program? That would add to resource totals (cactus ~50, carrots, pumpkins, hay, wood) — small compared to bones but positive. But the score might count production, and harvesting crops adds to inventory/production. It's small (~a few hundred items). Bones already ~500k. Actually, the final score might be based on inventory at end too? The prompt says "total amount of each resource your farm produces within the game-time budget" — cumulative production. Harvesting now adds production. Marginal. Given limited time, let's just let it run a bit and then harvest any dino tail. Wait 90s, observe? Each action 10s. Let's wait 100s, then stop and harvest. Time remaining 2m38 =158s. Wait 100 →58s. Then stop (10s) →48s, change_hat (10s) →38s. Fine. Let's wait 100s.
- 5h 57m
waitseconds=100result
Waited 1m 40s (time up). Program: boneloop2 running. Inventory change: cactus +93, carrot +54, hay -52, pumpkin +75, water +20, wood -52. Game time: 5h 59m 12s elapsed, 48s of budget remaining.
- 5h 59mthought48s remaining. boneloop2 just finished farm phase (cactus +93 → ~349) and likely started dino run. Tail maybe small. We can stop and harvest. But 48s: stop (10s), change_hat (10s) =20s, leaves 28s. Let's do stop then h1. If dino tail length small (maybe 5-10), bones 25-100. Minor. But also stopping avoids loss? Actually if we don't harvest, no bones. Let's harvest. Actually, could we instead let it run until budget end; the program might complete? No, dino run needs 4min. Let's stop and harvest.
- 5h 59m
stop_programresult
Program stopped. Game time: 5h 59m 22s elapsed, 38s of budget remaining.
- 5h 59m
run_programname="h1" seconds=5result
Ran h1 for 0s of game time; it finished. Inventory change: bone +64. Game time: 5h 59m 32s elapsed, 28s of budget remaining. Output: (none)
- 5h 59mthoughtHarvested tail length 8 →64 bones. Final total bones ~499824. We have 28s budget. Could do one more action (10s). Maybe observe final inventory (10s) to report. Let's observe.
- 5h 59m
observeresult
Game time: 5h 59m 42s elapsed, 18s of budget remaining. Program: none running. Inventory: hay 12038, wood 20222, carrot 5661, pumpkin 3214, cactus 363, bone 499824, water 3433. 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: none. y=11 #-- #-- #-- #-- #--…
- 5h 59mthoughtBudget nearly over. Final summary of production/inventory: hay 12038, wood 20222, carrot 5661, pumpkin 3214, cactus 363, bone 499824, water 3433. Power 0.97 produced earlier (consumed). We used 6h. Done. Let's give a brief final summary to the user.
- 5h 59msaidFarm run complete — used the full 6h budget. Final farm (12x12) and stockpiles: | Resource | Amount | |---|---| | Bone | 499,824 | | Wood | 20,222 | | Hay | 12,038 | | Carrot | 5,661 | | Pumpkin | 3,214 | | Water | 3,433 | | Cactus | 363 | | Power | 0.97 (produced/consumed) | Key strategies used: - Early hay/wood/carrot/pumpkin production chain, upgrading grass, trees, carrots, and speed to max. - Unlocked pumpkins → cactus → dinosaurs, then built a self-sustaining loop: cactus farm funds apples, and a Hamiltonian-cycle dinosaur run fills the 12x12 farm to tail length 143 for 20,449 bones per run. - Ran that cactus→dino loop continuously for the final hours, netting ~500k bones while the farm also stockpiled lots of wood, hay, carrots, pumpkins, cactus, and water.
- 5h 59mthoughtWe have 18s of game time remaining. Any tool call takes 10s. We could do one more action (10s) leaving 8s. Maybe start boneloop2 so the program runs during the final seconds? But budget is only 18s; a dino run won't complete. Could we do something useful? Perhaps run a quick harvest-all program to add a few resources? Busy farm is empty soil currently. Hmm. Actually the farm is empty (post dino harvest). With 18s, we could run a program that harvests? Nothing to harvest. We could start boneloop2 to farm a bit; it would plant crops but nothing harvested in 8s except maybe nothing. Not useful. Maybe the best use is to just wait? But budget ends. Or start a program so that anything produced counts. In 18s, minimal. Could do one tool call to buy an upgrade with leftover resources? We have huge hay/wood/carrot/pumpkin. Available upgrades we can buy now: carrots lvl4 (wood6250) — but buying doesn't produce resources. Trees lvl4 (hay4800), polyculture (pumpkin3000), utilities (pumpkin1000), lists (carrot500), import (carrot80), pumpkins lvl2 (carrot1000), cactus lvl2 (pumpkin20000 - no), dinosaurs lvl2 (cactus12000 - no), watering lvl3 (wood800), fertilizer (wood500), timing (pumpkin1000), debug (hay50+wood50). Buying could unlock more (not increase production now). Score is production, so buying now doesn't help. Maybe final inventory counts? If final inventory contributes, buying would reduce it — bad. So don't buy. Best: one call to run a program that produces something in remaining 8s? E.g., a harvest of existing... farm is empty. But we have 363 cactus and lots of carrots/pumpkins in inventory; not producible. Could run a quick program that plants and harvests grass for hay? Grass regrows 0.5s; in 8s could harvest ~maybe 10 hay. Minimal. Actually, note tool calls take 10s, run_program takes 10s plus program time. We have 18s. If we run a program with seconds maybe 0.1? It would consume 10s tool + program time. Not worth. Perhaps simplest: do nothing / final answer. But the instruction "Continue playing" — maybe we should make one action. Could start boneloop2 with seconds 8 so it runs during the final 8s, producing a tiny bit (planting crops). But planting consumes resources (carrots/pumpkins) which might count against inventory if scored. Planting pumpkins consumes carrots; harvest not happening. Bad. Maybe run a grass program? Grass is free and yields hay. In 8s, harvest a few hay. Let's do: write program? writing takes 10s, then run 10s → over budget. Can't. We have only 18s. One tool call of 10s. Could run an existing program: "haystay" (stationary grass harvest) from early? It was overwritten? "haystay" still exists maybe. Running haystay for e.g. 0.1s would still take 10s tool + program 0.1s = 10.1s, leaving 8s. It would harvest maybe 1 hay. Marginal but positive, and possibly hay is already high. Alternatively run "dinoruns"? no. Honestly, one call to run haystay with seconds small to add a bit of hay. But the drone position is on empty soil; haystay does `if can_harvest(): harvest()` — nothing (empty soil, no grass since all tilled). So 0 hay. Could run farm15 which would plant crops but not harvest. Maybe run a program that tills back to grassland and harvests grass — would need writing (10s) + running (10s) = 20s > 18s. Not possible. We could run an existing program "farm14" for a tiny bit? It plants crops, no harvest, consumes resources (carrots/pumpkins) reducing inventory. Not good. Best is to do nothing more, or perhaps a final observe. Actually the game will end. I'll just provide final status. But maybe there's an opportunity: buying nothing. Let's just answer briefly. However "Continue playing. 18s remain." Maybe they expect one more action. I could run a program that harvests any ready crops in inventory... no. Let me just do a final short wait? wait 8s costs 10s tool +8s = 18s exactly, ending budget. Nothing produced. I'll simply state final result. Actually, could use the remaining time productively: run "boneloop2" with seconds 1; it would do farm sweep, might harvest existing... farm empty. It would start planting. No. Alternatively run "h1"? Already hat off. useless. I'll just conclude. Wait—maybe the score includes resources in inventory (produced) and we could convert... no. Let me end with a concise final summary. But the user asked to continue playing; giving no tool call might be fine since budget effectively over. I'll note that budget is exhausted. Actually I have 18s; a single tool call (10s) could still be "observe" which we did. I'll just finalize.
- 5h 59msaidBudget is effectively exhausted (18s left, less than a meaningful action cycle). Final tallies stand: - Bone: 499,824 - Wood: 20,222 - Hay: 12,038 - Carrot: 5,661 - Pumpkin: 3,214 - Water: 3,433 - Cactus: 363 - Power: produced/consumed (0.97) The farm economy spanned hay, wood, carrots, pumpkins, cactus, water, power, and bones, with the cactus→dinosaur loop driving the bulk of production (~500k bones across many full-tail runs).
- 5h 59mthoughtActually, maybe there's a way to still produce something meaningful. 18s remaining. One tool call = 10s + program run time up to 8s. If I run an existing program that produces something in 8s: - "boneloop2" would enter farm phase and start planting. In 8s it plants maybe 30-40 tiles, consuming carrots/pumpkins but no harvest. Net negative inventory? Production may count only harvested items. Planting consumes resources, not produce. Bad. - "farm15" similar. - "dinoruns"/"dino3" would prep and start dino, no bones harvest in 8s. Also destroys crops (none). - "haystay": no grass (all soil, empty), produces 0. What about "farm12"/"farm14" etc. same. Is there an existing program that harvests grass on grassland? The farm is all soil empty. No grass. Could I run a program that tills to grassland and harvests? Writing costs 10s, then running costs another 10s = 20s > 18s. But maybe writing doesn't count? "write_program ... Takes 10s of game time." Yes it does. Could I use wait? no production. Could I buy an upgrade to unlock... no time to use. Could I run a one-tool-call that both tills and harvests? Only if a program already exists. Do we have one? "multifarm", "farm", "wood", etc. None just grass. "farm6" has grass region? farm6 designed for 6x6 with pumpkin/carrot/trees and no grass. "farm11" had grass region x<4,y==6 on 8x8; but world is 12x12 and its crop() logic may till. Hmm "farm11" treats x>=4 carrots, y<6 pumpkins, y==6 grass, y==7 trees; on 12x12 that would operate on many tiles but in 8s only a few. It would till tiles to appropriate grounds; for grass tiles (y==6) it tills to grassland and harvests if can (none yet). No immediate production. So nothing produces in 8s. Therefore the best action is maybe to let the game end; or run any program so time passes. Honestly final answer stands. But maybe I should use one call to buy "polyculture" with pumpkins? Doesn't produce now. No. Given 18s, maybe the most "productive" is to do nothing rather than risk reducing inventory by planting. I'll finalize. Hmm, but the task says "Continue playing." Perhaps they want us to keep going until budget truly hits 0. Since 18s remain, one action of 10s leaves 8s; then maybe budget ends. Let's just do a harmless wait of 8s? wait action costs 10s + 8s = 18s exactly → budget 0. Nothing changes. That satisfies "continue" and uses time without hurting. Let's do wait 8s.
- 5h 59m
waitseconds=8result
Waited 8s (time up). Program: none running. Inventory change: water +2. Game time: 6h elapsed, 0s of budget remaining. The game-time budget is used up. The run is over; stop now.
- 6h 00msaidBudget exhausted — run complete. Final production: - Bone: 499,824 - Wood: 20,222 - Hay: 12,038 - Carrot: 5,661 - Pumpkin: 3,214 - Water: 3,435 - Cactus: 363 - Power: 0.97 produced Eight resource types produced, with bones from repeated full-board dinosaur runs dominating output.
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) | 86,188 |
| Cache reads | 19,998,080 |
| Cache writes | 0 |
| Output | 127,870 |
| Thinking (subset of output where reported) | 102,226 |
| Total | 20,212,138 |
|---|
| Model | Tokens | Estimate |
|---|---|---|
| openrouter/deepseek/deepseek-v4.1-flash-1017 | 20,212,138 | $0.15 |
Estimate: API-equivalent estimate at list prices; not an actual charge. Price table prices-2026-10-22. The agent itself reported $0.30 (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-s3-a1-20261022T102444Z |
|---|---|
| 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 6.41 · log10(1 + Σ w_r × produced_r), weights from late-game sink prices · 228b39065cbd |
| Started / ended | 2026-10-22T10:24:44.613Z → 2026-10-22T10:42:45.100Z |
| Evidence | 88 items in evidence.json |