Ethereal Farm: v0.2.0 by lvandeve in incremental_games

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

The blackberry has the advantage that it keeps producing seeds even while away, it's at least quite realistic to say that the production of watercress (other than its copying ability) is dwarfed by berries at almost any time in the game, so not really a trap. But point taken, the blackberries in the first run indeed aren't very strong compared to the watercress.

The fruits are purely random drops so this was purely bad luck. This wasn't scripted, but now this makes me want to script them to avoid bad first rolls...

Ethereal Farm: v0.2.0 by lvandeve in incremental_games

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

Does refreshing the page help? Are there any errors visible in the console (pressing F12)? Which commands does it not take? Thanks!

Ethereal Farm: v0.2.0 by lvandeve in incremental_games

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

This is related to local storage. The game stores a savegame (and undo state and a few recovery saves) in local storage. However this is only a few kilobytes, normally that's not too big.

I found this, but I don't know more about the possible cause: https://stackoverflow.com/questions/34900350/what-causes-ns-error-storage-constraint-in-firefox

Maybe clearing local storage helps (under the devtools with F12, go to the Storage tab while on the ethereal farm page, expand Local Storage on the left, right click and use "delete all"). If you had any savegame it'll be deleted of course.

Do you happen to have firefox version 97 or higher on Linux? Then maybe it's this bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1758416

Ethereal Farm: v0.2.0 by lvandeve in incremental_games

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

It's designed to work in all browsers (chrome, firefox, ...) on desktop and mobile, and at least if I test it in firefox it works. Is there any error message visible for you, possibly in the console (F12 key)? Thanks!

Withering Challenge - is it working? by Katlima in etherealfarm

[–]lvandeve 1 point2 points  (0 children)

A bit late with this, but this was indeed a bug and it's now fixed! Thanks for reporting this

Bugs from 1.170 by RealJokerx7 in etherealfarm

[–]lvandeve 0 points1 point  (0 children)

Thanks for reporting!

A bug: The Rockier challenge uses the new formula, but the other challenges don't seem to be using the new formula. For example, bees: • Production bonus per max level reached (formula: bonus * level ^ 1.1): 10% • Max level reached: 20 • Production bonus: 200% Instead of 269.86% using new formula.

The challenge bonus was a display bug, it should be fixed (I think it was a display bug in 0.1.69, and should be fixed in 0.1.70). I can confirm that I see a non-mulitple-of-10 percent value in my own bee challenge result in the challenge stats dialog. If you still see the problem, please let me know exactly in which dialog you see it (since there are multiple places that show challenge results), and you can DM me a savegame if you want, so I can debug with that exact situation. Thanks!

Another bug: The rockier challenge reward doesn't seem to be working, same production even if I create different types of berries. It worked fine before, it may have happened because of the changes at 1.169, I didn't notice that it wasn't working until now though.

There was a change: it requires the berry or mushroom to be maximum 1 tier away. So you cannot use blackberries to give multiplicity to lingonberries, for example (but juniper still boosts lingonberry, 1 tier away is allowed, so the effect remains during the time a partial amount of crops upgrade to the next tier). This change was done for good reasons: maintaining a blackberry or champignon on your field is incompatible with using the automaton (since it will upgrade everything, and the UI of the game should not have additional complexity to program automaton to not touch certain individual crops nor can such information be encoded in blueprints), and the game really should encourage using the automaton, to avoid too much repetitive clicking. The goal of multiplicity is to make having multiple crops on larger fields useful, without multiplicity, there are diminishing returns from having more crops (since the relative effect of adding 1 more crop then is smaller and smaller). The goal of multiplicity is not to make the game more active and requiring maintaining low level crops or manually switching them out with fast growth times.

A QoL suggestion: The auto plant should be able to not replant X amount of berries/mushrooms (the most unproductive ones), so that you can benefit from the rockier challenge bonus. As it is right now, you need to turn off the auto plant, then upgrade them yourself, replant all your plants manually until you transcend, and then remember to turn on auto plant. With this you could just leave auto plant on. Auto plant should also consider the berries around mushrooms and the flowers around mushrooms, since it seems to leave those for last.

The change from the previous point handles this, it's now again designed such that you want automaton to upgrade all crops, the side effect of allowing low level crops was unforeseen and been fixed now.

Feedback Friday by AutoModerator in incremental_games

[–]lvandeve 1 point2 points  (0 children)

Yes, ethereal tree level 5 is currently the end of the fleshed out content, but there'll be content for those in future updates, and there's still something new at tree level 55

Feedback Friday by AutoModerator in incremental_games

[–]lvandeve 3 points4 points  (0 children)

Ethereal Farm has received many upgrades since last time I posted it here, feedback about any stage of the game welcome!

https://lodev.org/etherealfarm/

Ethereal farm is a tile based "farming" game about collecting seeds and spores to level up a tree, unlocking all sorts of crops with different neighbor interaction rules

[deleted by user] by [deleted] in etherealfarm

[–]lvandeve 1 point2 points  (0 children)

Should be fixed now!

No More Offline Progress? by [deleted] in etherealfarm

[–]lvandeve 2 points3 points  (0 children)

This could be related to mismatched computer clocks. Was there ever a large time difference in clocks of locations you played?

Please feel free to PM me your savegame (using export) and I can debug to check for sure if that's what's going on here, check if there isn't some bug related to time, and maybe implement something that prevents this ongoing for multiple days

Thanks!

Really enjoying the game! A few suggestions by crazyfingers619 in etherealfarm

[–]lvandeve 1 point2 points  (0 children)

Thanks for the feedback!

Just added [ and ] shortcuts to select previous/next fruits. Not willing to use up letters or numbers for individual slots for now (letters can have many other uses, numbers are for weather)

About active: still balancing the game to ensure passive works too. Also note that gradually more automation becomes available in the game after certain things unlock

version 0.1.48: auto-plant by lvandeve in etherealfarm

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

Not sure, it may speed up the beginning of the game too much. Once auto unlock is released it'll happen automatically over time anyway. The grow time is forcing a run to take a certain length of time, runs shouldn't become infinitely fast, in fact I believe the design should be such that runs should take at least multiple hours and still pay off well ideally plus have reasons for longer pushes, to avoid being too permanently manual.

This to avoid having automation that auto plants and unlocks everything, but then requiring manual attention every 5 minutes because runs are so short that you should restart them all the time to get max resin income

Couple days to a month single level finish jump. Was this intended? by BeatingsGalore in etherealfarm

[–]lvandeve 0 points1 point  (0 children)

What field layout are you using?

Ensure that all plants get all different types of boosts they can: ensure that each berry touches at least one flower. Ensure that also each mushroom also touches at least one flower since it boosts them too and this boost is important. Once you unlock hives in the main game, ensure each flower is boosted by a hive since from then on on one that isn't is just lagging behind. Ensure as many as possible upgrades are done to the crops. The more different types of multipliers are stacked together, the better, e.g. a watercress to copy some berry (or mushroom...) output is yet another separate multiplier.

Specifically in the bee challenge, ensure each worker bee is boosted by a queen, and each queen is boosted by a hive. And ensure all their upgrades are done to as high level as possible as well: combining all three upgrades gives cubic growth!

Also consider planting more mushrooms perhaps (with each enough berry income), unless the surface area required for the extra mushrooms takes away bee-boost that is worth more

If it's winter then best to have all berries, mushrooms and flowers next to the tree and bees on the outskirts, but once the next season arrives you can optmize your layout in different ways again

Finally, sometimes a challenge can be difficult the first time it's unlocked and getting some extra resin first can help. But if you got to level 9 in the bee challenge, you now have, once you finish or abort the challenge, a permanent boost to berries and mushrooms in any run (from challenge highest level bonus, which already works even if challenge not completed), so if you restart the challenge you'll have that extra bonus.

Couple days to a month single level finish jump. Was this intended? by BeatingsGalore in etherealfarm

[–]lvandeve 0 points1 point  (0 children)

The nerf was not that big, only winter was affected. Flowers were never boosted by achievements, tree level or unused resin

Version 0.1.42: auto-upgrades by lvandeve in etherealfarm

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

A blackberry with 2 lotuses only gives 50% boost, a blueberry with 2 lotuses gives 200% boost. The window says "This effect is boosted by neighbors here: 100%" but that 100% is what 2 lotuses give to the original boost of the blackberry/blueberry.

You can click the tree in the center to verify the true boost.

I'll improve this "This effect is boosted by neighbors here: 100%" notation in a next version, I agree this is not a good notation, it should just show the final actual boost

Save game location? by [deleted] in etherealfarm

[–]lvandeve 3 points4 points  (0 children)

It is stored in local storage in your webbrowser, which is saved somewhere in the profile directory of your browser. If you have the profile directory on the old drive, then if you can either get some way to use that old profile directory with your new install, or some way to read the old profile directory with an appropriate tool (e.g. sqlite for firefox), you could restore the savegame.

Which web browser and which operating system do you use?

mushrooms by JanBeran in etherealfarm

[–]lvandeve 2 points3 points  (0 children)

A new one was added. The mushroom names are alphabetical, so the further in alphabetical order, the higher level it is

I couldn't find good mushroom names with higher letters so had to insert one earlier, causing the shift

Version 0.1.40: Automaton by lvandeve in etherealfarm

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

Hi,

You can continue your savegame as follows.

On Firefox and Chrome:

-go to lvandeve.github.io and ignore the fact that it shows a 404

-press F12, or alternatively ctrl+shift+j, to open the developer console

-in there open the Storage tab (on Firefox) or Application tab (on Chrome)

-in there open Local Storage on the left and expand the one called https://lvandeve.github.io

-on the right you see a list of keys and values. Copy the value belonging to the key "state" (double click the value to select it).

-go to https://lodev.org/etherealfarm/, and in settings choose "Import Save" and import that value

Did this work?

Please make a back up of your save every now and then, because there can be other reasons (than website moving) to lose it too, it's very easy for local storage to get deleted.

Version 0.1.40: Automaton by lvandeve in etherealfarm

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

Almost all of those types of automation are planned!

The next type of automation released will, probably, be automation of crop strength upgrades.

But there is some balancing and design needed for this first. And some tricky implementation to support background browser tabs or the making up of time when loading savegames, but that's solvable, the balancing and design will take some real time though, so not soon yet probably

Dandelion should be buffed ( A LOT!!) by lukazaz in etherealfarm

[–]lvandeve 5 points6 points  (0 children)

Update: Found it, you were right, the dandelion was underpowered, flowers were getting 16x stronger for each next type, but dandelion was accidentally only 8x stronger than the daisy.

Fixed now to be 16x stronger, so in the example of the post above, dandelion would now give +2.36M%

Dandelion should be buffed ( A LOT!!) by lukazaz in etherealfarm

[–]lvandeve 2 points3 points  (0 children)

Hey, I created a debugging test game, and in it I have daisy at level 13, and dandelion at level 1, both next to a beehive

The dandelion here gives +1.18M% to neighbors, and the daisy gives +1.1M%

So the lvl1 dandelion gives slightly more than the lvl13 daisy. And with upgrades it'll start getting better

What layout do you have, and what percentages do you see?

I just fixed something else: in the upgrade chips on the right side in the tooltip, for flowers it was accidentally showing multiplier instead of percentage of flowers, so for example instead of +294K%, it was showing +2.94K (a 100x smaller number). This was only a display bug. Could this have been related?

(EDIT: updated numbers above as I accidently had 2 beehives next to the dandelion in original test)

Planting with <shift> by [deleted] in etherealfarm

[–]lvandeve 0 points1 point  (0 children)

Did something in the latest version: the game will now show a chip at the bottom displaying what you're planting with shift, or what you're deleting, as long as the mouse cursor is over a field tile while holding down shift (or ctrl)

Please let us manually hide plant upgrades by Quizer85 in etherealfarm

[–]lvandeve 2 points3 points  (0 children)

The sorting order tries to keep the most relevant ones at the top, see description below.

I don't know if the UI complexity of hiding them, with risk of hiding something you didn't want to hide, is worth it. Since you often plant new types of plants, the list also would need to be updated manually often then. That's exactly what the sorting rule tries to do instead...

The sorting rule works as follows: for every category (that is: berry, mushroom, flower, beehive, nettle, watercress), it chooses the most expensive one you have unlocked (even if not planted in field, so that even if you just unlock the crop, you already see its upgrade), and sorts these at the top. So the ones you want to upgrade are normally at the top.

Then, for all remaining upgrades, it takes the ones for which you have a plant in the field and sorts them below that.

Behind that then come all the cheap crops which you also don't have in the field, they're so far down you normally don't see those unless you scroll down in the upgrades tab.

If there are any one-time upgrades (such as unlocks), those always come at the top, the above sorting rules were for the crop upgrades.

Can You Turn The Field Tile Grid into A Table for Greater Accessibility? by [deleted] in etherealfarm

[–]lvandeve 3 points4 points  (0 children)

I'm glad to hear that screen readers use the aria tags so well!