The game should already autosave every time your cooler runs out. More than likely you lost the data because flash crashed, and wasn't exited properly.
is it possible to sort items on base-strength in the forge? at the moment its slightly random which makes it hard to figure out which to forge for an upgrade. (a 110 +0 sword between a 13 +3 sword and a 70 +4 sword is not what i consider a proper sorting)
request: could you add an indication of the auto-income difference between the selected stone and the next higher one? (something to give one a crude impression of how long until the next higher one is more profitable on idling)
one natural incentive for using lower level seeds would be to include a supply/demand system. E.G. "we already have 20 years worth of corn, we want potatoes!"
I think I've found the new-weapon-bug.
when I buy a new weapon when i can just afford it. scraps is reduced to weaponprice*-9.
this means you're subtracting weaponprice*10 from scraps instead of just weaponprice.
maybe it's just a stray zero in the code.
X+NAN=X is just a simplification of the end-result.
The simplest way I can think of is to create a function that checks the value of a variable and when it's NAN it will return 0 and otherwise its value. I know little of Flash but a quick search has shown me a function/method called "isNaN()" which you could use as a basis.
I have an idea to fix the NAN problems, have the game treat it as 0.
instead of X+NAN=NAN, you'd get X+NAN=X.
this way a NAN can't propagate and thus ruin the rest of the game. (and you'll know the cause of one is near)
it's really annoying that response delay is allowed to reach more than 1 second without adjusting the frame-rate to match (has ruined 12 runs for me so far)
The game should already autosave every time your cooler runs out. More than likely you lost the data because flash crashed, and wasn't exited properly.