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Documentation Index

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The donkey’s starting state is fully controlled by four top-level fields in the constellation JSON. Changing these values lets you tune difficulty — a donkey with low starting energy or grass will exhaust its reserves quickly on a long path, while generous starting values allow exploration of the entire graph. All four fields are read once at initialization time by ViewDonkey._initialize_donkey(), and sensible defaults are applied if any field is missing.

Parameter Reference

ParameterTypeDefaultDescription
burroenergiaInicialnumber100Starting energy on a 0–100 scale. Drained by travel and research.
estadoSaludstring"Excellent"Starting health state. Maps to an internal percentage (see below).
pastonumber300Starting grass supply in kg. Consumed during travel and eating.
startAgenumber12Starting age in years. Modified by ageImpact on stars during research.

Health State Values

The estadoSalud string is converted to a numeric percentage by ViewDonkey._health_text_to_percent() before being passed to the Donkey constructor. The complete mapping is:
estadoSalud stringInternal health %
"Excellent"100 %
"Good"75 %
"Bad"50 %
"Dying"25 %
"Dead"0 %
Any unrecognised string falls back to 100 (Excellent). These thresholds also determine which HealthType enum variant the donkey is assigned at runtime:
  • > 75 %HealthType.EXCELLENT
  • > 50 % and ≤ 75 %HealthType.GOOD
  • > 25 % and ≤ 50 %HealthType.BAD
  • > 0 % and ≤ 25 %HealthType.DYING
  • = 0 %HealthType.DEAD

Resource Consumption During Travel

Every time the donkey moves along an edge, Donkey.travel() deducts resources proportional to the edge’s distance value. The active cost formulas from Donkey.get_travel_cost() are:
energy_cost    = distance        # energy points deducted
health_cost    = distance        # health percentage points deducted
grass_required = distance        # kg of grass consumed
This means that on a path whose edges sum to a total weight W, the donkey needs at minimum:
  • W energy points remaining
  • W health percentage headroom (enough health not to reach 0 %)
  • W kg of grass in storage
Plan your starting values and route lengths accordingly. If any resource reaches zero mid-path, the donkey dies and the run ends.

Tuning for Difficulty

Use these starting configurations as a baseline and adjust from there: Easy run — comfortable reserves that survive most graph layouts:
{
  "burroenergiaInicial": 100,
  "estadoSalud": "Excellent",
  "pasto": 500,
  "startAge": 12
}
Hard run — tight resources that demand careful path planning:
{
  "burroenergiaInicial": 40,
  "estadoSalud": "Good",
  "pasto": 50,
  "startAge": 12
}
On a hard run, every edge choice matters. Prioritise routes through hypergiant stars (which grant +10 health when the donkey eats there, and double grass plus 1.5× energy on teleportation) and stars with positive healthImpact research bonuses to offset the accelerated drain.
If estadoSalud is set to "Dead" (0 % health), Donkey.is_dead() returns true immediately on initialization — the donkey is dead before traversal begins. The first travel attempt will return an error and no path will be executed. Always start with a health state of at least "Dying" to allow the simulation to run.

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