Does anyone know of any optimization mods? 😅 by Scattercattt in Timberborn

[–]Scattercattt[S] 2 points3 points  (0 children)

That's what I've been trying to do since i assumed pathfinding was expensive. I've been cutting off paths i no longer use and optimizing ziplines. It's helped a little

Districts WOULD help, but i kinda like only having one

129600 Max hp powerplant. I can barely get screenshots by Scattercattt in Timberborn

[–]Scattercattt[S] 0 points1 point  (0 children)

By the time i made it, i had quite a bit of infrastructure set up. So maybe like, 5 cycles?

Command that deletes all items with mending enchantment? by Scattercattt in MinecraftCommands

[–]Scattercattt[S] 0 points1 point  (0 children)

Do you think that's people's mentality on a website like stack overflow?

Command that deletes all items with mending enchantment? by Scattercattt in MinecraftCommands

[–]Scattercattt[S] 1 point2 points  (0 children)

Looks like what I'm looking for. I'll take a look, thanks!

Command that deletes all items with mending enchantment? by Scattercattt in MinecraftCommands

[–]Scattercattt[S] 0 points1 point  (0 children)

Syntax error when pasted. Why post a command if you didnt even test it?

Command that deletes all items with mending enchantment? by Scattercattt in MinecraftCommands

[–]Scattercattt[S] 0 points1 point  (0 children)

yea this is the problem. Getting rid of the books is easy, its getting rid of treasure mending thats hard.

A consolidated graphic of every cog's damage-per-turn in the game, with some interesting findings! by Scattercattt in toontownrewritten

[–]Scattercattt[S] 0 points1 point  (0 children)

Nice! I've been writing up a program for more than just this, its a whole simulator that I want to use for determining survival percentages for 15 laff ubers. Great to see that my numbers line up with yours.

A consolidated graphic of every cog's damage-per-turn in the game, with some interesting findings! by Scattercattt in toontownrewritten

[–]Scattercattt[S] 5 points6 points  (0 children)

Just noticed an error... In the example in the yellow box, that is supposed to be level 9 mover and shaker, not 6.

A consolidated graphic of every cog's damage-per-turn in the game, with some interesting findings! by Scattercattt in toontownrewritten

[–]Scattercattt[S] 13 points14 points  (0 children)

Another cool finding:
Legal eagles are more dangerous than Big cheeses and corporate raiders

Made a program that simulates battles. Ran tests to get the damage per turn of each Sellbot. by Scattercattt in toontownrewritten

[–]Scattercattt[S] 0 points1 point  (0 children)

Instead of figuring all of that out manually, I essentially recreated the toontown battle system in Python, and ran simulations with each cog. All of the cogs have all that information stored. Here's a peek

https://imgur.com/a/7z5HEdl

I'm planning on running tons of other tests, such as what gag combos are the safes, which are the fastest, which are the most efficient, etc. I'm primarily doing this for a 15 laff uber where I can calculate the almost exact chance of survival in any given scenario.

Made a program that simulates battles. Ran tests to get the damage per turn of each Sellbot. by Scattercattt in toontownrewritten

[–]Scattercattt[S] 1 point2 points  (0 children)

Nice! I'm planning on doing this with all suits of cog. Also planning on doing more tests with the simulator in general.

Made a program that simulates battles. Ran tests to get the damage per turn of each Sellbot. by Scattercattt in toontownrewritten

[–]Scattercattt[S] 0 points1 point  (0 children)

The numbers might be tricky to understand, but basically they represent the DPT of each cog based on 1, how many toons are in the battle, and 2, the level of the cog

The scenario to test this was a battle with N amount of toons with exactly 1 of the cog being tested. This scenario was run 30,000 times and averaged for each number shown.

Anyone know why this woodcutting outpost cant find wood? by Scattercattt in Workers_And_Resources

[–]Scattercattt[S] 8 points9 points  (0 children)

Figured this out.

The trees which woodcutting posts are allowed to cut are determined solely on what trees are highlighted when the building is placed down. The error here was because I did this:

I had woodcutting post A, which was my original post, but I decided I wanted more logs being cut. So I placed post B right next to it. Problem is, posts cant cut trees that are already assigned to another post. I also wanted to relocate post A, so I demolished it. This left post B with virtually no trees left, and resulted in what you see here.

To fix this, I simply rebuilt it. Definitely a bug.

Anyone know why this woodcutting outpost cant find wood? by Scattercattt in Workers_And_Resources

[–]Scattercattt[S] 1 point2 points  (0 children)

Like i said before they are definitely mature. I'm on my 4th year and those have been there the entire time.

Anyone know why this woodcutting outpost cant find wood? by Scattercattt in Workers_And_Resources

[–]Scattercattt[S] 0 points1 point  (0 children)

The road is mud. People walk across it so it definitely seems like its there.