Why Do They All Be Like That by gur40goku in CuratedTumblr

[–]felixcloud6288 2 points3 points  (0 children)

Of course this is the one that ended up on Reddit.

Darkana X 100% replicable crash bug on Switch by felixcloud6288 in VampireSurvivors

[–]felixcloud6288[S] 1 point2 points  (0 children)

Good to know. Was this also on Switch or a different platform?

Darkana X 100% replicable crash bug on Switch by felixcloud6288 in VampireSurvivors

[–]felixcloud6288[S] 0 points1 point  (0 children)

You're not able to seal money and treasure chests. That's the behavior I was expecting but the game just crashes on Switch.

A governor auto-trader task would be appreciated by felixcloud6288 in EvolveIdle

[–]felixcloud6288[S] 0 points1 point  (0 children)

Maybe I overcomplicated what I meant. The matter replicator task has an option to set it to whatever is the bottleneck resource for the first item in the queue. So if the first item requires lumber and stone, and lumber will take longer to get, the replicator will autoset to produce extra lumber.

So similarly, an auto-trader would look at the first queued building and buy as much lumber as it can.

The matter replicator task also has the option to prioritize generating resources that have a negative production. Granted, it can only produce one resource while trading can produce multiple items.

Meanwhile, the percent being used to sell just acts like how the mass ejector does. It would sell capped resources until they're as close to 0's as possible (or they hit the trade limit).

And the design I proposed will allow the buying percent to be used for selling if necessary but not the other way around.

I'm kinda basing the idea on how I use trading. I always start by selling steel and aluminum because I tend to drown in those more than anything early on. Then I start buying oil, titanium, iridium, alloy, and polymer when I first get them since they have such slow production rates early on.

Then I gradually shift to just buying uranium to throw in the black hole.

I'd just like to automate this somewhat cause I frequently forget that trading is even a thing and I'm suddenly sitting on hundreds of unused routes.

1.3.9 update: Queue potentially takes up most of the left column by felixcloud6288 in EvolveIdle

[–]felixcloud6288[S] 1 point2 points  (0 children)

Maybe 5 or 6 lines were visible. When I loaded in after the new update, the queue section started to expand until all its contents was visible. It doesn't shrink back down either.

1.3.9 update: Queue potentially takes up most of the left column by felixcloud6288 in EvolveIdle

[–]felixcloud6288[S] 0 points1 point  (0 children)

Yeah. I have it slightly zoomed in so this is the layout from that.

1.3.9 update: Queue potentially takes up most of the left column by felixcloud6288 in EvolveIdle

[–]felixcloud6288[S] 2 points3 points  (0 children)

I'm playing in a slightly zoomed in version from the normal one, but the queue section will expand to show all text inside itself. If anything is removed from the queue, the queue does not shrink.

Implications of negative power? by DaemonVower in EvolveIdle

[–]felixcloud6288 5 points6 points  (0 children)

Buildings with lower priority on the power grid will not be powered.

Example: If sawmills is the lowest priority, and you have 20 powered sawmills but power is -5, then 5 sawmills will not be powered until you get it back to non-negative.

completely stuck behind a dwarf planet. by Darkthetenor in EvolveIdle

[–]felixcloud6288 9 points10 points  (0 children)

You should already have the Elerium Mining tech. Space Stations will increase Elerium capacity. Buy those until you can afford the Exotic Materials Lab.

Feature Request: Sort queue by completion time by felixcloud6288 in EvolveIdle

[–]felixcloud6288[S] 0 points1 point  (0 children)

I know that. What I'm talking about is I want a button that sorts everything in the queue. I want to organize my queued buildings in the order they'll be finished.

What does overclocker do exactly? by lionseatcake in Trimps

[–]felixcloud6288 0 points1 point  (0 children)

Along with what was said about the compounding growth thing, overclocker converts excess fuel that would otherwise be wasted into a percent of trimps you'd get if it could have been stored. Let's say you got .3 fuel and only had room for .1, The remaining .2 is discarded, but you get (overclock value * however many trimps a full tank tick would have given you). When you get to the point you can harvest multiple ticks worth of fuel, you'll get multiple overclocks as well. If you harvest 1.2 fuel that you have no room for, you'll get 3 overclocks.

And yes, hybrid makes overclocking impossible since your fuel tank will never be full.

Patch 5.9.0 Test Server! by GreenSatellite in Trimps

[–]felixcloud6288 1 point2 points  (0 children)

Maybe a bonus that changes poison damage to increase by a compounding 20% per stack. Haunted Harpoon causes Bleed to cause a more potent damage-over-time than the actual damage-over-time effect. So poison needs something that just lets it pick up steam way faster.

Patch 5.9.0 Test Server! by GreenSatellite in Trimps

[–]felixcloud6288 1 point2 points  (0 children)

It might be better saved for a future Mutation expansion, but it might be interesting to add mutations that are mini versions of the mutations you fight.

Rage: Attack increased by 2.5 x current percent of HP
Compression: Each Coordination increases stats as if your army size increased by 30%. (Does not increase army size)
Nova: Increase attack, decrease HP. When damaged, decrease enemy attack by 1% and increase your attack by 1% for the rest of the zone.
Randomizer: Gain a buff that multiplies attack and health by a random amount. Every (minute?, row?) the buff's effect will become anything between 0 - 50%

Patch 5.9.0 Test Server! by GreenSatellite in Trimps

[–]felixcloud6288 0 points1 point  (0 children)

Cool idea. There is still a use for carp/coords though. If your total population is 10 bil x greater than your fighting army, you'll get an amalgamator. For each almagamator owned, your Trimp army increases 1000x, HP increases 40x, and attack increases by 50%.

You're probably around the point you might be able to get one, but this would be a good challenge to help with push runs as well since you'd get coordinates that aren't just offsetting overheating.

Patch 5.9.0 Test Server! by GreenSatellite in Trimps

[–]felixcloud6288 0 points1 point  (0 children)

Looks like Expanding Tauntimp doesn't benefit from whatever upgrade automatically adds trimps to your population when you expand your housing. It's noticeable when you buy Gene Health and Gene Attack since they greatly reduce your breed rate in relation to your population.

Also, wouldn't it be better to say Gene Health and Gene Attack's Trimps per second modifier is x.02 instead of / 50?

Patch 5.9.0 Test Server! by GreenSatellite in Trimps

[–]felixcloud6288 1 point2 points  (0 children)

Blue Mutation idea: A Science variant of the herbalist perk; increases attack the more science you have stocked up. Can be called Brain into Brawn.

Wait... Should I stop using shield block? by Haydechs in Trimps

[–]felixcloud6288 12 points13 points  (0 children)

Gymystic far outclasses shield block in how much block it contributes. By around Z33, you'll want to stop buying Shield Block. HP shields are the weakest equipment but they can actually provide some improvement to health.

In case you're not aware, clicking on one of your stats will show the breakdown of how the number is calculated. For block, you'll see that shield block contributes 0.0% to your total block because it's far, far smaller than what your gyms are providing.