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cbc-kitten-scientists's Issues

Calciner add button in odd place

When I use the script in IE (since I have no other use for IE, I figured it was a good place for the game), the plus button is in an odd place, on top of the Sell button. I've (hopefully) attached a screenshot of it.
kittensbug

Consider Bitcoin Donations

Consider displaying a bitcoin address to receive donations with. Combined with new plugins like my.protip.is, it could be a decent source of income.

Trading in 1.7.0.0 still broken

Can't reopen the old ticket, but I'm using the latest KS and its still broken:

screenshot 2015-11-19 11 57 07

Which seems to point to this section:

screenshot 2015-11-19 11 56 55

Based on the last PR, I suspect this section needs updating to account for the new/different race labels? I'm not very good with JS unfortunately

Hunting

(Newbie to the script...) Why does it build parchments before a hunt but not after?

Leviathans trade not executing

The leviathan trades seem to be triggering but not actually executing.
I'm getting stuff like "Trade 18x Leviathans" in the log, but the trade doesn't actually execute and provide time crystals.

Broken on 1.1.4.3

ERROR: Execution of script 'Kitten Scientists' failed! gameLog.rederFilters is not a function

add support for some space tab options

I'd like to see some support in the future for managing space options. Specifically, I think the biggest addition would be a way to re-enable the lunar outposts when uranium is full. This would be a handy feature for during the time when uranium production is vastly below the cost to make unobtainium. This is something that prevents advance, because I have to keep re-enabling the outposts when I obtain more unobtanium.

I couldn't think of an easy way to sneak that into the setup now, but I hope this can be something to remember for future enhancements.

Add timer to stop overcrafting of limitless items

When I have autocrafting enabled for an item (such as concrete), it will create too many of the items. I feel this is because there isn't an upper limit to check against.

For the items that do not have an upper limit on their components (concrete, ships, etc), would it be possible to have a timer attached to them so that they are autocrafted (say) just once a season or two?

kittenslimits

(Also, autotrading seems to do something similar with the spiders and nagas and the like. The items they want don't have an upper limit, so it seems like I am sending out several caravans one group right after the other.)

Plates not being crafted?

I'm not sure when it started, but as of right now, plates aren't being crafted from iron, even at max (or above max) iron capacity.

I've tried disabling smelters and calciners to reduce the per second production below the maximum (current capacity is at 12.178M, producton is +20.666M/sec with everything turned on.) I've also tried turning off Steamworks (I have Workshop Automation and Pneumatic Press researched) but this doesn't seem to make a difference. I've also tried disabling/reenabling the related option checkboxes. I've set stock to 0 and consume to 1.00.

Beams and slabs are being produced fine, as is steel, and buildings that require iron.

Trading bug?

I noticed that even when I don't have any trades selected for Autumn, the script auto-trades any race I have selected at all. I also noted that the season is misspelled as "Autunn" under every race. Is this misspelling causing a check to fail somewhere, allowing trading to occur even when not desired? (I'm not skilled enough to read the code myself.)

Resource crafting

I have found that some resources will not auto-craft until you disable it and then enable it again. I'm not doing a normal one, so I have much more limited resources for doing testing.

stocks not taking effect, or being ignored

I'm noticing some strange issues on the current master with stocks for some resources. I haven't figured out why yet, but I have stock set for 10000 scaffold, and I had over 10k scaffold. When I came back I only have 1500.

I'm not trading with spiders, though we should definitely ensure that trading honors stocks.

It might be buildings, but there should already be code in place. I'm filing this for future reference in case we can find some time to dig in to what happened here.

Alloy crafting nukes steel reserves

With my current production & auto trading my titanium is almost always maxed out and this means that alloy crafting is constantly triggering preventing me from building up a steel reserve for crafting any further buildings. Each day half of my steel is consumed for alloy crafting until I have <150 remaining. Other than disabling crafting altogether, which isn't much of a solution either as it's the quickest way to build up that steel in the first place, I don't have a way to prevent every last bit of steel from being converted into alloy.

Absence Report Feat. Request

Would love to see an absence report functionality that would give a summary of what happened while I was away. Having a simple button that triggers the report and pulls up a pop-over that shows a summary of the number of buildings built, special events, etc would be awesome as the log is fairly short and even a short absence can leave items off screen.

Update Ver 1.0.7.3 renders autobuild function useless

Essentially, whenever scientists tries to auto-build, I get this error in my console:
TypeError: event is undefined
http://bloodrizer.ru/games/kittens/buildings.js?v=1.0.7.3b
Line 1552

Though it is within the main game's own javascript, this error only pops up when scientists is active, as I can build fine without errors with/without scientists. I think it will start working again if the auto-build function also implemented the shift key as well.

feature branch trading

Trading does not honor catpower/gold resource limits in the feature branch. This causes issues because as long as the resource we are obtaining isn't capped we will spend all of our gold and catpower on trading. Maybe this isn't bad, except:

we only craft luxury resources if we're hunting, so we never ever hunt if we trade (and the resources we are trading for are not capped). Since luxury goods take such items as science and culture, we can't craft them later. (since we need to craft them as the cap fills).

ideally:

  1. we wouldn't trade unless we also have enough stocked resources as well as catpower and gold.

  2. once we have enough control over resource stocks, we should move luxury crafting out as a step that takes place prior to hunting, and honors stock limits to ensure we maintain enough of each resource. This way we continue to craft things like compendiums, manuscripts and blueprints as their c constrained resource allows instead of only ever crafting these when we have resources to hunt. Especially since hunting costs a lot of catpower and won't occur as fast as we accumulate culture and science, etc.

Toggle to enable/disable all options

I would like to see a toggle to enable/disable all items in a list. For instance, I currently want to just build all buildings, and it would be nice to have a toggle all button to enable them all. The saving update would also help remedy the need to reset all options after a game update, as that is usually when I reload the page.

Not auto hunting when crafting is enabled

I refreshed Kittens game and Kitten Scientists today and was surprised to see that auto hunting stopped working. I managed to get it work but only if crafting is disabled. Crafting works (if enabled) regardless of the hunting checkbox state.
The same bug(?) applies to trading. Trading only works with crafting disabled.
I tried clearing the cache, cookies, etc. and reconfiguring Kitten Scientists but this did not solve the problem.
Auto crafting is triggered every 1-2 second in my current game, this may have something to do with not executing the hunts and trades.

EDIT: getting this error in the console:
TypeError: this.getCraft(...) is null kitten-scientists.js:532:22
Failed to get craft for id 'kerosene'
Obviously KS can't get the kerosene info because I'm not playing the beta. Could this be connected to why auto hunting and trading don't trigger?

EDIT2: It seems that Eludium crafting isn't working. I suppose Eludium is crafted after Kerosene in the code so the addition of Kerosene could cause these troubles.

Kittens dying...

It looks like the latest version of the code has a bug in it that is converting enough catnip that it goes into the negatives. This kills all of the kittens instantly, plus several thousand in the countryside around the city. (I had 32k die in a town that had 83 kittens, for example.)

Doesn't build pastures

I noticed this for a while, pastures are not being built. I reset the game last night and let it run all night to confirm. Not a single pasture was built.

Log entries are missing

About a day or so ago, I noticed that the log entries for automated activity, which used to appear in purple, have disappeared. Now, I only get the entries for astronomical events, which are in grey text. It also tells me (in blue) about blueprints and titanium when I trade. If I click "show activity," it gives me a summary (in purple) of everything the script has done since the last time I clicked it, but the line entries are gone.

how to create pop-up dialogs?

I'm interested in adding cap/stock popups via on-click actions from the labels. I don't know how to create pop-up dialogs though.

I assume that there is some way as the game does this in various ways. I think it's probably the cleanest way to ask for user input on stock and max values.

I'd like to be able to make these configurable so that we can more easily support various game states. Maybe then we can also have some preset defaults for stages of the game.

An alternative is to be able to serialize and deserialize the options, most probably using json or compressed json format? Javascript has some great ways to read this in I believe. I don't know if we want to store these in settings somehow or maybe some sort of cookie of our own?

It might just be best to store these as text the user can import and export.

Anyways, these are probably the next big enhancement projects that I'd like to try my hand at.

Feature suggestion: Hide Workshop Automation

The following Workshop upgrades are not really useful when using KS (because KS already takes care of all automation):

  • Workshop Automation
  • Advanced Automation
  • Pneumatic Press

I would propose hiding these upgrades (if possible) when KS is enabled.

Page redirect protection

I would like to see a notification pop up warning a user if a link is going to load in the same window. The main reason for this is the interface links will option in the same tab in most cases and will cause the user to need to reload the script and game.

Granular crafting

I would really like to select certain things to start/stop crafting. I have enough plate to last forever, for example.

Remove or make CSS adjustments optional

I had a look at the Sleeky Theme in 1.1.7.8:

It seems like the Scientists CSS adjustments are conflicting with it. Given the issues that are caused by the CSS adjustments in regards to button labels and the potential conflicts with other themes, I would propose that the CSS adjustments should be removed from the script.

Users who want to keep them, should be able to apply them by other means (Like Stylish, Stylebot, or other userstyle extensions).

I could even see adding a button that makes the adjustments on demand, but I think the automation and presentation features should be separated.

KS options menu no longer visible

Unless I'm missing something horribly obvious, the most recent merge has hidden the options menu from the activity log? Can't get the script to restart after a page refresh without using the console.

It was visible on a previous refresh about an hour or two earlier.

Efficiency tweaks to trading and crafting

At the moment, to make sure I use up all my gold I have to deactivate hunting. This means I am also not converting my furs into parchments when I leave the game on for a night, so I have to save up parchment beforehand while my mints could cover most of it. And I'm still losing gold and catpower.

A few tweaks could improve the system:
Trading whenever the gold cap would be close and ignoring the catpower cap would mean that all gold gets used and any overflow would go to hunters. When the hunt triggers and the gold gets capped a few seconds later the trade goes out, using up some gold and whatever catpower has built up in that time. This way no gold or catpower gets lost.

I also noticed that at least zebra trading does not work properly during autumn. I'm assuming this has something to do with the griffin trading. Which I also can't get to work properly, as it seems to only trigger when wood, catpower and gold are all capped. In late game I'm using farmers instead of woodcutters as the biolabs boost it significantly. Because of that, wood is generally never at the cap or gets crafted the moment it is at the cap. Which means that if at that moment catpower, gold and wood are not maxed, it will not trade. Putting the wood requirement for griffin trading to 50% would remedy that problem.

Suggestion: Change default build priority

Originally, I wanted to allow the user to reorder build items to change which are built first, but this turns out to be very complicated.

I wanted to do this because I found the current order not optimal. For example, science and storage buildings are prioritized before housing. This has the effect that academies and barns are built before huts in early stages of the game. This is frustrating, because you need every single kitten to get your game started.

I've changed the order in my fork and have been happily using it ever since and I would like to know if there is interest to adapt this order upstream.

The current order is:

  1. Science
  2. Craft Bonuses
  3. Production
  4. Conversion
  5. Storage
  6. Housing
  7. Other

My proposed order is:

  1. Housing
    Is promoted to the top spot. If there is any possibility to get more kittens, it should be built.
  2. Craft Bonuses
  3. Production
  4. Conversion
  5. Science
    Demoted below all buildings that affect resources. The reasoning is that you would want to max out production within your current science cap before you want to extend the science cap and research new technologies.
  6. Other
  7. Storage
    Demoted to lowest priority. KS should build whatever it can within the current storage cap before it spends resources on extended the storage cap.

I would have sent this within a PR, but creating the PR will be a lot easier if #130 is merged.

Not working in 1.1.1.5

Doesn't seem to be auto-building, hunting, crafting, or anything else after the new versions released in the past few days.

Order of buildings

Would there be interest in merging a change that allows reordering of buildings to affect the priority at which they are built?

I noticed that the scientists will always max out academies and observatories before building, for example, huts and houses, which I consider suboptimal. This is obviously due to the order in which they are defined in the build array.

I would propose adding the ability to affect the order, so that you can prioritize builds. I'd be happy to implement this if there's a chance to have it merged upstream :)

Not Auto Hunting?

Browser: Chrome
OS: Mac OSX 10.10

Replicate:

  1. Hard refresh kittensgame
  2. Click my bookmarklet (copy pasted from github readme)
  3. KS UI loads
  4. Uncheck everything except hunting
  5. Wait until catpower maxes out
  6. Auto hunt never happens

Not sure how else to help further debug the issue. I've a moderate understanding of JS but not enough to go digging myself, but happy to follow instructions.

Other context: I have never used KS before, so its not like this was working and broke at some point for me. I mostly only want auto hunts, but I was gonna try some of the features after trying out auto-hunt

The big To-Do

  • Finish Space support

    I'm working on this right now. See #124

  • Don't apply CSS adjustments on new Sleek theme

    See #125

  • Support later stages of buildings

    Currently, you can't auto-build Solar Frams, Hyrdo Plants, โ€ฆ See #130

  • Grab checkbox labels from game data

    Currently, a Lunar Outpost will appear as MoonOutpost, because that is its ID. The actual button label should be used. See #127

  • Optimize enabled checks

    Currently, some checks (like !options.auto.build.items[name].enabled) will be performed after performance-critical calls have been made. This should be avoided.

  • Store checkbox state of main area in save data

    Currently, when you disable the Building checkbox and reload the page, the Building checkbox is enabled again. I expect to change this by overhauling the complete storage process.

  • Fix the log

    Currently, the log output is not really useful in the endgame, when the log output is huge. Also, the season headers appear way too often, which might be an issue with KS.

I'll try extra-hard to send PRs for all items on this list myself. I just wanted to keep it here :)

Lunar outpost can't be turned off

I don't know when it happened, but recently the +/- buttons for the lunar output building broke.

The moon base, directly beneath the lunar outpost, works correctly.

The lunar outpost + button is all the way to the right of the lunar outpost box, and extends below the box incorrectly. Alas, I don't know enough Javascript to figure out why. :-(

Very little auto building/crafting/hunting/etc after last update

Console error (repeating constantly) is:

Uncaught TypeError: Cannot read property 'consume' of undefined
CraftManager.getValueAvailable @ kitten-scientists.js:552
CraftManager.getLowestCraftAmount @ kitten-scientists.js:483
Engine.craft @ kitten-scientists.js:263
Engine.iterate @ kitten-scientists.js:225

Looks like this issue sneaked in with the latest update. Prevents most auto building/crafting/trading/praising, but not everything oddly enough (once beams are crafted manually, warehouses are built; once steel is available, gears are crafted, etc.)

Leviathans trades not happening

KittenScientists doesn't seem to actually trade with Leviathans even though I have enough unobtanium, and can trigger the trades manually.

Luxury does not craft Manuscripts

I am consistently finding myself at max culture with tons of parchment. The scientists don't seem to like hitting the Manuscript button ;)

One more possible tweak to crafting items with no-limit-capped components

I love that we can now limit crafting items whose components don't have an upper limit cap. However, there are a few items (especially gears and the writing items) whose components grow so slowly that, even limited, the new items quickly outgrow the components

I feel one more check could solve this issue: If the "Limited" box is checked, it does all of the checks it currently does, plus a check to make sure the current component amount is twice that of the current item amount. Using steel and gears as an example, if you have 12k gears, no more would be made until the steel amount is greater than 24k (double the amount of gears). And since the current code only uses 50% of the current stock, it would use 12k of the steel, making (doing the math without any upgrades) 800 gears. That means that the next time gears would be automatically crafted is when steel was at 25.6k.

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