Poncho's commands
The full list, with costs and unlocks, is on the Commands reference.
"Takes time" commands make him actually do something (and wait for it). Sensors are instant.
Always available
| Command | Does | Returns |
|---|---|---|
move(dir) | Roll one tile North / East / South / West | False if blocked |
move_by(dx, dy) | Roll dx across (+ = right), dy down (+ = down) | False if blocked |
wait(seconds) | Idle and cool down (3× cooling) | |
till() | Till the soil under him | True/False |
plant(Potato) | Plant a seed on tilled soil (uses 1 seed) | True/False |
water() | Water the tile (crops need water to grow) | True/False |
harvest() | Pick a ripe crop → potatoes in the bag | True/False |
is_tilled() | Is the tile under him tilled? | True/False |
is_ripe() | Is the crop under him ripe? | True/False |
get_crop() | What's planted under him | Potato, Radish, Beans, Corn, Duskberry, AetherLily or None |
clear(dir) | Hit the brush/tree/boulder next to him (your land only); weeds, wood or stone go in the bag | True when it's gone |
look(dir) | What's next to him: Tree, Boulder, Brush, a crop, something built (WoodenFence, Bench...) | that, or None |
deposit(what, dir) | Put all of something from the bag into the storage next to him | how many went in |
deposit_all(dir) | Put everything that storage accepts into it (never potatoes) | how many went in |
withdraw(what, count, dir) | Take up to count of something out of the storage next to him | how many he got |
stored(what, dir) | How many of something are in the storage next to him | number |
scan_structures() | Everything built in sensor range | list of [dx, dy, Thing] |
build(dir) | Work on the construction site next to him | True when it's finished |
dock() | Plug into a charging dock next to him: big cool-down, better mood | True/False |
read_sign(dir) | The text on the sign or banner next to him | text ('' if none) |
spread(what) | Spread a bag of Compost, Urea, Lime, Sulfur, Phosphate or Potash on the tile | True/False |
attack(dir) | (ruins) Zap whatever is next to him | True if it hit |
open_crate(dir) | (ruins) Pry open an adjacent crate; loot goes to the bag | True if there was one |
danger() | (boss room) Is the tile under him marked by the Loop Warden? | True/False |
scan_danger() | (boss room) Every marked tile in sensor range | list of [dx, dy] |
boss_open() | (boss room) Is the Warden venting (shield down)? | True/False |
Unlocked by Syntax Manuals
Using a locked command stops the program and Poncho tells you which manual teaches it.
| Manual | Where | Teaches |
|---|---|---|
| Sensors | Your first ruins crate always has it | scan() → list of [dx, dy] enemies · scan_crates() → list of [dx, dy] crates · nearest_enemy() → [dx, dy] or None · enemy_in_range() → True/False |
| Horticulture | Shop, 40 | is_watered() · fertilize() (uses 1 fertilizer; crops ripen ~25% faster) |
| Navigation | Shop, 25 | get_x() · get_y() (his grid column / row) |
| Agronomy | Shop, 60 (notebook ch. 4) | get_soil() → rough soil health 0–100 · get_neighbors() → [North, East, South, West] crops · get_ripeness() → 0–100 |
| Memory | Notebook ch. 8 reward, or the Mendwell trader (Trusted) | dictionaries · remember(name, value) keeps a value even after the program stops (and in saves; up to 32 things) · recall(name) → it back, or None · forget(name) |
Unlocked by perks
| Perk | Teaches | |
|---|---|---|
| Soil Science | take_sample() (sample the tile into Poncho's case) · get_lab() → [pH, N, P, K] from the last lab test, or None | |
| Field Probe | probe() → live [pH, N, P, K] | |
| Subroutines | run_script("name") runs one of your saved scripts, then carries on (see Saved scripts) | |
| Functions | Shop 150, or a rare crate drop | the def keyword (def, return, global) |