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Sugar Lump Harvesting #18

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MetaNite64 opened this issue Nov 24, 2018 · 1 comment · Fixed by #45
Closed

Sugar Lump Harvesting #18

MetaNite64 opened this issue Nov 24, 2018 · 1 comment · Fixed by #45

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@MetaNite64
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I turned on SL harvesting for a little bit while a bifurcated lump was MATURE, but not ripe. Frozen Cookies immediately botched the harvest.

@Seven-709
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I have running Frozen Cookie now for quite some time and I can confirm that there seems something wrong with the SL harvesting function as well as SL + Rigidel. I suspect, that Frozen Cookie is try to harvest SL too fast, meaning FC is already harvesting while for the game the SL is still mature and not ripe, resulting in a 50% chance of fail. Maybe a short artifical delay or a check if an SL is "really" ripe before triggering the actual harvest would be helpful. Just measuring times might be not accurate enough.

Mtarnuhal added a commit that referenced this issue Oct 21, 2020
Seems Auto harvest, and auto rigidel+harvest attempt to harvest a sugar lump just a teensy bit before it's actually ripe, therefore botching the harvest in half the cases. Game.timetoRipe returns a float number in some cases, so adding Math.ceil to the Game.timeToRipe in the equations should give it just enough leeway to make sure it computes the correct millisecond. (It's my theory anyway. The math seemed to have come out ok when I paper tested).
With thnx to @Darkroman
Mtarnuhal added a commit that referenced this issue Oct 22, 2020
* Fix #18 autoSL + autoRigidel

Seems Auto harvest, and auto rigidel+harvest attempt to harvest a sugar lump just a teensy bit before it's actually ripe, therefore botching the harvest in half the cases. Game.timetoRipe returns a float number in some cases, so adding Math.ceil to the Game.timeToRipe in the equations should give it just enough leeway to make sure it computes the correct millisecond. (It's my theory anyway. The math seemed to have come out ok when I paper tested).
With thnx to @Darkroman

* autoGodzamok Sane & Insane option restored

Attempt to restore the autoGodzamok Sane and Insane options.
Has to be tested to make sure everything behaves as it should.

* Update frozen_cookies.js

* Attempt fix autoGodzamok Sane and Insane

Second try
And some minor changes to make it more efficient.

* safeBuy

safeBuy instead of visually change the buy-sell option.
Changing the variable should be enough.

* Attempt fix autoGodzamok Sane and Insane

Third try
Preventing the sell of cursors and farms while Devastation is active.

* Finalizing autoGodzamok

finalizing autoGodzamok

* Update Version 1.8.1

* Simplifying autoGodzamok

simplified autoGodzamok.
- If AutoGodz is on and a click buff is active, but Devastation is NOT active:
   - sell the cursors and farms
   - if autoBuy is turned on, the user has already signaled their intent to have things purchased for them, so rebuy what you sold (up to the limit if any limit is set). 
   - Otherwise, don't rebuy anything.

* Remove unnecessary autoGodzamok preference 

Removed Sane and Insane mode from autoGodzamok cause they were removed.

* autoGodzamok Reversed variables 

Reversed the variables of buy back

* autoGodzamok wrong parameter

Used the wrong parameter

* autoGodzamok extra check

Extra check if the limit doesn't exceed the current buildings.

* autoGodzamok 

Forgot to add -1 to the buyback of farms
adavidw added a commit to adavidw/FrozenCookies that referenced this issue Oct 23, 2020
* autoGodzamok, autoSL & autoRigidel (Mtarnuhal#45)

* Fix Mtarnuhal#18 autoSL + autoRigidel

Seems Auto harvest, and auto rigidel+harvest attempt to harvest a sugar lump just a teensy bit before it's actually ripe, therefore botching the harvest in half the cases. Game.timetoRipe returns a float number in some cases, so adding Math.ceil to the Game.timeToRipe in the equations should give it just enough leeway to make sure it computes the correct millisecond. (It's my theory anyway. The math seemed to have come out ok when I paper tested).
With thnx to @Darkroman

* autoGodzamok Sane & Insane option restored

Attempt to restore the autoGodzamok Sane and Insane options.
Has to be tested to make sure everything behaves as it should.

* Update frozen_cookies.js

* Attempt fix autoGodzamok Sane and Insane

Second try
And some minor changes to make it more efficient.

* safeBuy

safeBuy instead of visually change the buy-sell option.
Changing the variable should be enough.

* Attempt fix autoGodzamok Sane and Insane

Third try
Preventing the sell of cursors and farms while Devastation is active.

* Finalizing autoGodzamok

finalizing autoGodzamok

* Update Version 1.8.1

* Simplifying autoGodzamok

simplified autoGodzamok.
- If AutoGodz is on and a click buff is active, but Devastation is NOT active:
   - sell the cursors and farms
   - if autoBuy is turned on, the user has already signaled their intent to have things purchased for them, so rebuy what you sold (up to the limit if any limit is set). 
   - Otherwise, don't rebuy anything.

* Remove unnecessary autoGodzamok preference 

Removed Sane and Insane mode from autoGodzamok cause they were removed.

* autoGodzamok Reversed variables 

Reversed the variables of buy back

* autoGodzamok wrong parameter

Used the wrong parameter

* autoGodzamok extra check

Extra check if the limit doesn't exceed the current buildings.

* autoGodzamok 

Forgot to add -1 to the buyback of farms

* show current buff value on Devastation tooltip (Mtarnuhal#46)

Co-authored-by: Mtarnuhal <info@luukdebresser.nl>
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2 participants