Comments (24)
I'm not familiar with amortization. Could you give me an example?
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http://cookieclicker.wikia.com/wiki/Buildings
The column "Payoff-Time".
Example: You Buy two Buildings "Cursor" the first cost you 15 and the second 20.
15 + 20 = 35 Cookies payed.
35 Cookies - "cookies baked so far" = Cookies till "payed-off" or till "amortization"
"cookies till pay-off" / "cookies produced per second from this building" = time till "pay-off"
So you can show both... cookies till you make a win from bought buildings and/or time till you make a win from it.
that would be nice.
So you its possible to know if it is really worth it to buy the another building.
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The column Payoff time is price/increase cps. I get that. What I don't get is your example line of
"35 Cookies - "cookies baked so far" = Cookies till "payed-off" or till "amortization""
When you say "cookies baked so far", do you mean cookies in bank? If so, I'm still a bit confused as the next line of
"cookies till pay-off" / "cookies produced per second from this building" = time till "pay-off"
As it is not the same as the column Payoff time. In your example, since Cursor gives 0.1 CPS per building, and since you have two of them, the Payoff time should be
(15+20)/(2 * 0.1) = 175 seconds
With your formula of
"cookies till pay-off" / "cookies produced per second from this building" = time till "pay-off"
That number decreases the more you have in the bank (assuming that's what you meant), with it being at 0 when you can buy the building. I don't see how that is any different than the timer telling you when you can buy a building.
Edit: I should also mention the Payoff time column is basically the same as BCI (base cose per income (price/increase cps)) so I am already doing that currently, and it is known not to be the most efficient way to figure out the order to buy stuff.
from cookiemonster.
Sorry for my confusing description!
I meant:
"Sum of Building cost" - "cookies baked so far" = Cookies till "payed-off"
Example in Building "Cursor" on level 2
(15 + 18 +.....) - ( for Exmaple 3 cookie baked so far) = cookie to go till payed-off
33 - 3 = 30 ---> So 30 Cookie to go till building makes a win.
Sorry i am not the best descriptor...
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Second Formula:
"Result from first calculation" / "Cookies per second" = Time till "Break-Even-Point"
30 / (2* 0.1) = 150 Seconds
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Now I'm starting to get what you mean. I did miss you saying right off the bat that this is only for buildings, no upgrades. Now I get that. So just to make sure we are on the same page. The formula is:
cost of all buildings bought until current number (so if you have 10 Cursors, it be cost of cursor 1 + cost of cursor 2 +...+ cost of cursor 10) - amount of cookies produced by that building alone = cookies left to "break even"
Then your second formula is
cookies left to "break even" / cookies per second just from the building itself = time until "break even"
If I understood this correct, I do have a problem calculating this. As you know there are upgrades that affect the cost of buildings. For example, the upgrade Santa's dominion make buildings 1% cheaper. When we first start, that upgrade isn't available, so most likely the buildings were bought at full price. For example if the buying order was this:
Cursor, Cursor, Santa's dominion, Cursor, Cursor
The first two Cursors was bought at original price, while the other two Cursors was bought with 1% cheaper. So how do I calculate the sum of building cost? I don't have a history to know when Santa's dominion was bought. I could just assuming it was either never bought or was there since the beginning.
from cookiemonster.
Sry for my late answer.
You get all right. But unfortunatly youre right too with the upgrades...
I havent found an answer for the problem yet. Maybee there isnt one.
And there is no way for you to save any variables?
Nevermind, thanks you for hearing me ;)
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I'm not sure why you closed it as it is still a work in progress and it seems like a stat that is interesting.
As for the problem, if you don't care it's not super accurate, I can just add the sum of building prices with the discount, and it just be slightly off. The other option is to store the history, but that would require the add on to be run before any building is ever bought, so if you mistakenly bought a building without the add on running, that information would be lost.
I guess up to you if you want to reopen this =).
from cookiemonster.
Hey, i pushed the wrong button -.-
It should not be closed.
And i dont care if its super accurate or not. But the accuracy can variate very much... if you buy alle the upgrades early... a few quintillion more or less is for small buildings a big period till break-even-point.
But this doesent matter for me. It would be great if you give it a try.
Thanks!
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Okay, now did you want it in the tooltip all the time, or something like warning/caution?
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I think like warning/caution is the right place.
But feel free to do it your way : )
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Now I think I know the answer to this but I'll ask anyway. In the live version, we know Cursors get more powerful the more other buildings there are. Are we counting that extra CPS for Cursors or for the individual buildings? Meaning for the calculation of how many cookies left and time to break even, is the increase CPS from other buildings existing added to it?
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I think this is a special feature of Cursors, so it should increase themselve.
I would take the second row from the picture from above " X cursors producing X cookies per second" for calculating. No matter which update or feature this value increases.
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I figured as much. That makes things easier, indeed, though I do believe that stat is not 100% accurate, but in general you said you didn't care anyway, lol.
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I observed this value and i think it is pretty much accurate except for "Santa's dominion", etc.
And im looking forward for to your first version : D
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Finally making some progress, though I seem to have found a bug in CC. For whatever reason, the amount a building produce so far will reset back to 0 after 1 sextillion cookies. For example, my Prisms in my current save has less made than AMs by a far margin. I think it's a known bug, but that means the amort stat will be incorrect. I also notice that none of my buildings is even close to break even, which means really most of CC income is golden cookies and crap, lol.
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Now that I've implemented it, I don't think it is a useful stat. Some of my buildings that are not affected by the 1 sextillion bug show that it will take more than 9000 days to break even. I'll check my calculations but I don't think it's off.
Edit: The 1 sextillion bug happens because the load function loads the number using parseInt() function which can't understand anything over 1 sextillion.
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Mhhhhhh you probably right. I now that you might never reach the break-even-point, because you exponentially spent more money, than you earn. Can I try it in a dev branch ?
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Sure, there added. Let's see if you can find it =). Just look real closely.
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Found it : )
Looks pretty awesome!
Thank you very much for your effort!
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Thanks, but do you think it should even be there? I don't see it being useful at all meaning I am thinking of removing it. Was the stats useful for you at all? For me Farms and Factories will never reach the break even point.
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It is not a must have for me. If you dont like it than remove it.
It is not that meaningful as a thought on the beginning unfortunately.
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It not be hard to make it an option to turn on and off. How about that?
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Added in Version 1.0465.13
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