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License: GNU General Public License v2.0
I had wanted to contact the game creator privately but I didn't know the way. So I decide to write it here. Sorry if I have chosen the wrong place.
I noticed that it is possible to get an infinite health and attack by formation switching.
Here are the steps:
When you first unlock a formation, sometimes more than one will be green until you click one. I'm not sure if it always happens, but I have seen it on multiple occasions. I'm guessing that the new formation is just colored wrong on initialization.
For instance, I can have 1.7 million wood workers, but 1.70 million metal workers.
It's something to do with the rounding because if I fire a few thousand metal workers then it changes to 1.7 million
This is not a large issue but it annoys me for reasons I can't explain
For example, when I want to enter a Custom value of 3 million, I click "Custom" then type "3m". Upon pressing 'm', the "Maps" button changes as if I had actually clicked it, or rather, pressed the 'M' hotkey for the 'Maps' button.
Is this intended?
I've seen other settings hidden before their relevant abilities and figure it might be useful to gate this one too?
The values are being calculated correctly in tooltips but not being applied (i.e. I have 3B block after the bonus in tooltip but it only shows 1B, I also take damage as if I had only 1B block).
See screenshots: http://imgur.com/a/eOK2y
It would be nice if I could click "Import" and immediately paste without clicking in the textarea.
It would be nice to know after how long I would reach required resources for building something I cannot yet afford. Maybe it will even make people stick longer in the game knowing it is just a few minutes away :-) Current percentage bubbles are somewhat helpful but over 1000% it gets harder to estimate.
With 999 decay, I can increase my income considerably by closing the window for a while.
On the newest Scientist challenge, you start with 70 science. Scientists become 'unlocked' when you complete it, but you require 100 science to actually unlock the upgrade that unlocks the scientists, thus making it (presumably) overly lengthy and difficult (if not impossible) to reach the point you can Portal again.
I would recommend that across all of the Scientist challenges (or other challenges that lock a job/building/resource), that the relevant job/building/resource is 'auto-purchased' upon completing the challenge.
It would be much easier to chose which Challenge2 to pick up, if the current bonus will be displayed at challenge buttons. Now I have to click through all of them to find out which ones I haven't done yet or haven't done in a long time.
I suggest to write current extra attack/health on the button under the name of the challenge, similarly to buildings and employees.
https://github.com/Trimps/Trimps.github.io/blob/master/main.js#L137
The catch names the variable err
but the handler refers to e
. Probably a bug.
catch(err) {
if(e.name == "NS_ERROR_FILE_CORRUPTED") {
message("Sorry [...]", "Notices");
}
[...]
With 1 minute remaining to having enough resources to buy something the resource timer says "0 secs". Instead it should be one of the following
According to the changelog, "60 secs" should never be shown now, so I presume that would not be considered as an option.
...
Awesome!
I can spread it better after localization!
When hovering over an equipment upgrade, the tooltip always displays "...this will bring your item to level 1", regardless of the level.
Image proof : http://i.imgur.com/MvXoXD6.png
Often, when i looking for new building or upgrade, i calculate in mind price per item for better purchase. So I write small patch, that do it for me:
https://gist.github.com/NugzarGaguliya/316dd1a945ebcb6cb263be7fabcfe6df
It will be cool to see something that in settings:
index.html
indexKong.html
<img attrs.. />
, not <img></img>
at line 65, 227-253updates.js
Previously shrinking the window vertically allowed you to scroll across the page, allowing things such as having trimps open next to a video / whatever app you're working in. With 4.3 and the smart scaling introduced, the trimps window is is shrunk to the point that buttons are unusable, the different tabs in the shop appear vertically, and the bottom of the slider list at the bottom left falls off page, with no way of scrolling down. Although I like the new smart scaling, and would use it, there reaches a window size where it is unfeasible.
Can you add either an option to turn off the window scaling, or have it switch back to scroll once the window reaches a certain width?
Line 4080
if (game.global.generatorMode == 1 || (game.global.generatorMode == 2 && game.global.magmaFuel < getGeneratorFuelCap(false, true)))
needs to check whether the fuel you will end up with will put you above your fuel capacity, not whether your current fuel (before adding what you get from the cell) is above capacity.
Since game.generatorUpgrades.Capacity.modifier returns a number slightly larger than your actual capacity if you have exactly your capacity when that check happens you will fall into the fuel gaining check, rather than the MI gaining part. If the check used what fuel you will end up with this wouldn't happen.
If game paused and game imports or game paused and page refreshs
active action (building, researching) doesn't seen at button, button doesn't active
It doesn't active after disabling pause too.
330K traps takes a long time and I decided to upgrade the forge so I have more metal available but it is going to take forever to do that with 10 Foreman and me helping to build maybe a priority crafting system is necessary.
On Firefox/Linux, alt+$num changes to the tab of that number.
It also adjusts the formation your trimps are using.
ctrl+$num doesn't adjust the formation.
It would be great if alt didn't either.
I think keyboard shortcuts Is very usefull to fast runs
var keyCodes = {
'space': 32
};
document.addEventListener("keydown", function (event) {
if (event.keyCode == keyCodes.space) {
toggleSetting('pauseGame')
}
});
or for example Shift+B+M for building mansion
I ran across Trimps a few months ago and love it. Great work!
I haven't really come across any major defects, but I did want to mention that all of the non-clickable elements like text headers are selectable (highlightable). For my play style, this becomes a bit annoying when clicking quickly to purchase upgrades. As I quickly click to purchase all of the upgrades, the Equipment section moves up and I accidentally double click on the Equipment header which highlights the text. I was hoping you could add a little css to make the headers non-selectable (I can't imagine a reason someone would need to highlight a header).
I have been been adding this css to the body in chrome developer tools to avoid the accidental highlight annoyance. Of course, I have to add it back each time I open the page.
body {
user-select: none;
}
A cross-browser solution would be
body {
-webkit-touch-callout: none; /* iOS Safari */
-webkit-user-select: none; /* Chrome/Safari/Opera */
-khtml-user-select: none; /* Konqueror */
-moz-user-select: none; /* Firefox */
-ms-user-select: none; /* Internet Explorer/Edge */
user-select: none; /* Non-prefixed version */
}
This is an easy fix to add to the css, but it is a bit hacky since it still shows the "I" text select cursor when you hover over text. A better, however more time consuming, solution would be to add a label class to all the headers/labels that do not need to be highlighted. The label class would contain user-select: none; and cursor: default;.
.label {
-webkit-touch-callout: none; /* iOS Safari */
-webkit-user-select: none; /* Chrome/Safari/Opera */
-khtml-user-select: none; /* Konqueror */
-moz-user-select: none; /* Firefox */
-ms-user-select: none; /* Internet Explorer/Edge */
user-select: none; /* Non-prefixed version */
cursor: default; /* forces the cursor to be the default arrow icon */
}
I appreciate you listening to my feedback. Great work on the game! I'm really enjoying it.
Nice to have: https://en.wikipedia.org/wiki/Metric_prefix
For example i have 3195 workers
and i whant distributed them equally between 3 positions
fisrt i run 0.33
then 0.5
and others
3196%3=0, so it must be 1065 in each position
but in code we calculate first step by Math.floor(3196*0.33) = 1054
it will be cool to calculate Math.floor(n/3), not Math.floor(n*0.33)
Seems to happen only on my OSX machine, may be related to clicking too fast on an item multiple times.
The secret achievement seems to need 250k Helium spend on wormholes. I already spend more than 320k before patch but got no achievement after update
This affects detection of corrupted cells and is currently affecting everyone
(the patch will make cells harder, the way they were meant to be.)
See:
Pull request #71
main.js:750 && config.js:2810 --- "...From now on, you will receive earn two levels of each prestige...". I've only noticed it on Scientist IV, but it seems to be on all Scientist challenges.
I'd suppose removing word "receive" from config.js:2810, as each Scientist description starts with a verb already. I'm new to gihub (I've registered only to report this ;) ), so I don't know how to fix it myself.
So I don't have to manually trigger it, ;).
https://api.playfab.com/Documentation/Client/method/SendAccountRecoveryEmail
Hi,
I have found one minor issue. On main dashboard i see 1663 He earned, but on portal screen it says 1664. Version 3.3.
Great game, thank you for creating it and all the development.
need to add to here something to stop it from "!"
game.options.menu.masteryTab.enabled == 1 && nextCost <= game.global.essence) ? "!" : "";
I received an ethereal shield without first getting a magnificent shield or staff. It is obviously equipped but the achievement is not unlocking.
When the setting "Showing Tooltips/Shift for Tooltips" is set to "Shift", objects which have tooltips only respond to mouse events. This means that if you've moused over a thing, and want to see its tooltip, pushing the shift key without moving the mouse will not make it show up.
The tooltip will show up predictably if you move the mouse over any edges of the object, or edges of textboxes within. It will not show up if you stay within the empty space inside an object, or within the bounds of a text box inside the object.
Will update if there's any more info I can gather.
Buying portal or heirloom for bones refers to the best run and highest zone achieved. But it ignores current run, if it reached for more Helium or higher level.
Both trades should consider that current run may be the best one.
Description says the increase is 1.5x, but the increase is 0.5x
The code for the dodging corrupt enemies lets them dodge more than the stated 30%.
This code appears on line 4665 of main.js:
if (cell.corrupted == "corruptDodge"){
if (Math.floor(Math.random() * 3) == 0) badDodge = true;
}
The below code would both simplify the code and correct this.
if (cell.corrupted == "corruptDodge"){
if (Math.random() < 0.3) badDodge = true;
}
Normally, the Maps
button will return you to the Maps screen, unless your Trimps are still alive in which case it will change to Abandon Soldiers
and wait until they're dead. However, if you click Maps
, it changes to Abandon Soldiers
and the map ends, the caption returns to Maps
but when clicked again it abandons immediately and returns to the Maps screen.
Minor though, not really game-breaking.
There are already robust tools for manually assigning trimps, EG you can assign 1/8 of your free workers at once if you so choose. It's still a pain to manually maintain a ratio of assignments (EG 2/8 farmers, 1/8 lumber, 5/8 miners) using these rules as your free amount shifts per click. The above ratio can be achieved through clever use of 1/2 but a 1/7 ratio is more challenging.
Proposition: add an advanced option "ratio mode". In this mode, the game will auto-assign workers that become available. Each job may have a constant number assigned or a ratio. Constants are not counted against the ratios, EG if I have 120 trimps and set 20 explorers, a 1:1:1 ratio for farmers:lumberjacks:miners will give 34:33:33. The game will not fire trimps.
Extension: This could be a new job, with each consultimp reducing the time it takes to assign each trimp. This would help mitigate the minor efficiency gain of instant assignment. Unlocking consultimps could require a challenge, maybe based around having a lot of trimps. This would increase the satisfaction from the unlock since players will immediately understand the benefit, though it risks frustrating players if the gate postpones the feature too long.
Add Gigawormholes to help balance the fact that you permanently lose helium when you buy wormholes
I have my web browser configured to block external site data, which causes problems when I play the game on Kongregate, the most obvious of which is an inability to save. (I was also unable to gather food when I first started the game. I don't remember if this was related to local storage or not, though.)
I don't know enough JS to provide a patch, but it may be possible to detect this and suggest changing the relevant browser settings. Alternatively, some general troubleshooting suggestions whenever saving fails might be helpful.
Thanks for the game!
Warpstation: {
message: "Time to colonize the galaxy.",
world: 60,
level: 19,
brokenPlanet: 1,
addClass: "brokenUpgrade",
--> title: "The Galaxy will be your Ocean",
icon: "*rocket4",
--> title: "New Ship",
fire: function () {
unlockBuilding("Warpstation");
}
},
The time remaining that is shown on the trimps population progress bar does not take into account whether the player is currently checking traps or not, resulting in the seconds shown passing faster than one second per real second while trapping, which feels weird.
I looked at the math behind the time remaining calculation and managed to work trapping into the formula, so if I get an ok for fixing this, I will create a pull request
Great game, btw :-)
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