possible alternative layout for museum: 8 'sets' per tier, set 0 is no mutations, set 1 is all flowers with 1 mutation, set 2 is with 2 mutations, etc.
could you please make it remember the setting for the cat-charm when you reload? I don't like having to put it back in coin mode after every restart of the browser.
(same goes for the audio setting)
If 'output' is anything to go by then you are still failing to cap the auto-saving to a sensible rate (you should cap it to no more than .2 auto-saves per second, any faster will bottleneck the hard-drive)
2 tips: A. replace the loops with multiplications where possible, it will save a lot of cpu-power.
clickgain = baseIterations*basegain|
autogain = baseIterations*autoiterations*basegain
B. limit the save() calls to be no more than twice per second. calling it every time income is gained plays havoc on a computers hard-drive.
Idea: allow auto-building of dependencies at a premium (EG: set wooden-bow autobuild to 50 units, each arrow/wood required is bought at 3 times normal price)
helmHammerHand: 12% (or actually 12.5%) is a full core on an eight-core cpu and for system stability none of the plugins ever use more than one core (if it crashes it doesn't take the entire system with it).
request: allow autobuild to be set to the cheapest first. currently it's trying to upgrade something that at the current moment requires 5 days to gather the money for while there are plenty that require only a few minutes.
I had it like this first, but it sometimes lead to production stalls because of missing resources . I've also recognized that it's hard to determine the building order upfront. I hope it improved already with the possibility to set manually the amount of vendors per production unit.
My M.O is to put one seller at minimum on every resource so that I can expand a resource chain from the first stage 'down' to the final stages without having to hassle too much with the surplus. This means that at the moment most red-seller occurrences are false-negatives for me. (Forcing a manual-check every time, which defeats the purpose.)
perhaps you can differentiate between four states(based on gross surplus): A. all selling some of the surplus(black), B. 1 at no surplus to sell(blue), C. 1 at negative surplus (yellow), D 2+ sellers at 1 sellers worth of surplus or less.(red)
Ok I think I got what you mean. I'm not sure if this is a common problem to most players and I fear that this would make players wonder what all the colors mean.
Idea: add the option not to warn when one has 1 seller by zero (or negative) production.
I (for one) am using them as a safety-valve while working deeper down the chain.
I just put that into my mini-update ! thnx for feedback :)