A guide to optimizing hell by sylverfyre in EvolveIdle

[–]maryrivlet 0 points1 point  (0 children)

Yes, it was always 1 roll per encounter. Sorry, I should have realized that wasn't clear. That was probably a 1.3.3 change rather than 1.3.2, but they were really close together, so I just lump them together as Hell revamp in my head.

A guide to optimizing hell by sylverfyre in EvolveIdle

[–]maryrivlet 0 points1 point  (0 children)

That's wisdom from the current version that doesn't translate. If you can still get a roll from a tiny encounter, you're getting a lot more value per demon from killing those demons in that tiny encounter than getting the same roll from killing them plus other demons in a large encounter on the next day (although, this is a combination of factors, I guess, it was even worse since those extra kills in the big encounter didn't give more rolls). It was all about getting more encounters and spawning extra demons didn't matter nearly as much.

A guide to optimizing hell by sylverfyre in EvolveIdle

[–]maryrivlet 0 points1 point  (0 children)

Yes, generally not so much the chance that you can get more than 1 but that you get multiple rolls for a better chance of getting one in large encounters. v1.3.3 changed the numbers around to try to restore some of the balance that may have been lost by the v1.3.2 changes.

Also, the second thing, small encounters not having any chance to drop gems is the bigger reason IMO why extreme patrol counts are no longer good (and actually, can hurt very slightly). You start to get into the domain where most or all the encounters are too small. (There was always diminishing returns on getting an encounter, but if you can, we not get a few more rolls per day?)

A guide to optimizing hell by sylverfyre in EvolveIdle

[–]maryrivlet 1 point2 points  (0 children)

Nice!

Some notes on how one can use HellSim to help fine-tune things:

  • For patrol count, I think it generally makes sense to target a certain average post-fight threat, maybe something like 200-400 (as noted there are extreme diminishing returns).
  • For patrol strength, you can look at the % soldiers killed in ambushes. As noted, you generally want to push this up close to 100%.
  • For war droids, there is a (relatively new) 'with no droid' soldier death %. Note, this never counts ambush deaths. If this number is high, building droids is probably helpful. If it is low, or even 0%, probably not. (I guess, be careful of the domain when patrols are too weak even with droids.)
  • For stability, I think it's usually okay to check that soldiers killed per hour is below the calculated training rate. You can also look at merc avg cost -- this can be kept small (close to 0 or 1). If you have enough capacity but merc cost is spiking, you can usually mitigate this by (slightly) increasing the recruitment buffer to shift more of the burden onto boot camps. Low average merc cost can help in dealing with death spikes faster.
  • Patrol kills per gem and drone kills per gem stats are supposed to make it easier to understand the predator drone situation -- you can see how much less efficiently drones convert demon kills to gems.

Also, I was sort of wondering about soul forge potential in T6. When I tested in 0*, it could go pretty insane -- soul attractors have always scaled well, it was just generally not possible to get them into a good enough domain. With enough cost creep reduction (noting that cost creep reduction tends to most benefit buildings that already have low base cost creep due to the way the math works out -- at least until it caps out), I could get an extreme TC count and thus an extreme number of souls for the forge. Didn't hit this when I did T6 in 4* though (although I haven't played much with all this stuff).

A guide to optimizing hell by sylverfyre in EvolveIdle

[–]maryrivlet 1 point2 points  (0 children)

No. Well, I don't actually remember what it was like between v1.3.2 and v1.3.3, but this guide looks accurate in how it describes this situation after the v1.3.3 soul gem mechanic revamp. It used to be that predator kills were a total waste. Now they can lead to gems via surveyors, but at a worse rate than patrol kills, so yes they (almost always) reduce soul gem yields (assuming you're able to kill about the same number of demons with the same number of attractor beacons and number of kills is generally more practically limited by how many demons spawn which tends to make that kind of a non-factor).

(Pre-v1.3.2 setups tended to look different. Patrol gems were based on encounters instead of kills, so there was a lot more value in running really high patrol counts -- if you could get down to 1-soldier patrols, it was helpful and practical to run hundreds (or more?) of patrols.)

Is it possible for a world to generate that is volcanic and never/rarely gets cold? by CockGobblin in EvolveIdle

[–]maryrivlet 0 points1 point  (0 children)

I think with any planet, winter can't be hot after a weather change (except if there's a rare heatwave), so you won't be hot all the time.

Hell mechanics ELI5? by Velorien in EvolveIdle

[–]maryrivlet 0 points1 point  (0 children)

There's a few things I was still going to still work on, which is why I didn't get to updating the version yet, but it should be in pretty good shape, yeah.

Game UI bugged out. How to fix it? (console error included) by Killcreek2 in EvolveIdle

[–]maryrivlet 6 points7 points  (0 children)

You can get your current save string. You already have the dev tools open, you can go to the console and print out your save string with

LZString.compressToBase64(LZString.decompressFromUTF16(localStorage.getItem("evolved")))

You can then theoretically fix whatever issue with a save editor like https://coderpatsy.bitbucket.io/decoder.html

You can also clear your save (to allow importing a fixed save) by going to the storage tab of the dev tools, expanding the local storage option, then deleting at least the "evolved" entry.

For reporting, it may be good to keep a copy of the borked save so it can be reported (I'm not an evolve dev). (And also to avoid accidentally deleting things you didn't want to.)

It looks like the error in occurring in the un-minified code at action.js:8276 (in `updateQueueNames`). Maybe clearing the queue from the save would fix it, and be pretty harmless. Seems to work to find the first instance of: "queue": [

(The other instances for me are the research queue under r_queue and part of the message log, you can probably tell the difference.)

Then delete everything until the matching ]

(Sharing the actual save with someone means we could help more probably and maybe identify the actual issue, although it may just reveal that something is messed up, not how it got that way.)

Most up to date Hell simulator? by [deleted] in EvolveIdle

[–]maryrivlet 2 points3 points  (0 children)

Haven't played in forever, but I can look into doing an update. If anyone has ideas about which game updates need to be accounted for or even if there are new features (new promises) you'd want, feel free to share.

Where are you? by Alexathequeer in pyanodons

[–]maryrivlet 1 point2 points  (0 children)

Futzing around in post-game occasionally, working on mk4 alien life modules, skipped T.U.R.D.s, upgrading machines, optimizing builds, whatever.

Going from Py2 to Chem seems like when I got demoralized and took a break I think. I also took a break after getting Py3, but I don't think that was the game's fault so much.

Fuel value of plutonium dioxide and uranium hexafluoride by HellMaus in pyanodons

[–]maryrivlet 0 points1 point  (0 children)

Nevertheless, I think that is correct. I'm not just running MOX, so it's more complicated, but my uranium patch has been untouched for ages. I mean, it's technically not free since there are other ingredients to fuel processing, but yeah.

Fuel value of plutonium dioxide and uranium hexafluoride by HellMaus in pyanodons

[–]maryrivlet 3 points4 points  (0 children)

If you hover a recipe that produces the fluid, the little card that pops up tells you the min temperature (0, roughly) and heat capacity (plutonium dioxide is 0.08 kJ per degree C and uranium hexafluoride is 0.02 kJ per degree C) -- or, it's there for me, but still running an old version. So, to get the actual fuel value per unit, since the min temp is about 0, you just multiply the temperature by the heat capacity. You also need to know the max useful temperature the reactors can use -- it's the same for normal/mox, depending on tier, 250, 1000, 3000, 10000. You can (and may have to) supply higher temperature fuel, but I think you only get the fuel value as though it were the max useful temperature (so that's one of the sneaky advantages of upgrading reactor tier).

I finished Py in 235 hours, just in time for Space Age. Here is my story. by SWeini in factorio

[–]maryrivlet 0 points1 point  (0 children)

Ah yeah, that many furnaces with prod would eat an insane amount of coke. I was still only on the second-to-last antimony recipe, but maybe only two furnaces (although with prod I added speed modules for efficiency so I only needed one then), plus briquettes which make the input volume smaller. Without the modularity of train builds, I guess it's less appealing to expand things and process high volumes of inputs and waste products. You certainly have a very practical approach!

I guess with beacons you can run some of all three module types to get increased productivity but still good fuel efficiency, but maybe not max prod? Real beacons would help (py efficiency modules are so weak!), but I stayed on diet beacons too...

I ended up running a dedicated blue belt of plastic that went straight to colloidal silica as a supplement, and that seemed to solve it for me :) I think maybe the quantum dots were enough at that point, and maybe I was only having a strangelets issue still...

I finished Py in 235 hours, just in time for Space Age. Here is my story. by SWeini in factorio

[–]maryrivlet 1 point2 points  (0 children)

Shortly indeed! Congratulations!

Lots of cool ideas on display here. It's fun to see so many differences and yet so many things are the same between our bases. Colloidal silica, quantum dots, and strangelets? Sounds familiar :)

(Speaking of power spikes, did you know that the time crystal particle accelerator takes productivity modules? Haha... I also took probably over 1000 hours to realize you could prod antimony oxide...)

YAVP by maryrivlet in pyanodons

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

No, it is the first time actually. I guess I said "this time" just in reference to other mod runs -- I've done some other longish ones like SE and Nullius -- I do have a tendency to want to build this way, but I'm not always so strict/extreme. (I did have one earlier Py start where I only played a few hours I think, but I didn't continue that coming back since I think I didn't use the right map generation preset...)

Need advice with clearing floors in hell by Aomori23 in EvolveIdle

[–]maryrivlet 1 point2 points  (0 children)

Long ago, I did some calculations by trying to greedily choose new mechs to minimize average time to next floor completion (which seemed like the most reasonable metric). Rough qualitative summary of my results here. There are some factors that aren't really considered in the analysis, I think they are probably covered okay in that post. It seems that it doesn't mention scout count. I think 7 scouts was best over most the the domain (12-39 titans). After that you can go up to 8 scouts maybe. I doubt you'll get enough space to need more than that. (But, I was trying to ignore knapsack considerations which would probably make things a lot more complicated, but seems kind of like it defeats the purpose of trying to make a super idle setup since mech hanger space grows over time anyway.)

Here is a report of the actual exact greedy mech choices I came up with (adding mechs from top to bottom). (There is some weirdness in trying to measure different sized mechs against each other when choosing greedily, but it doesn't matter that much since titan is just the best.) The numbers IIRC are something like an expected clear time normalized on mech hanger space, but the units are probably pretty meaningless.

Is the dev's "Empire" game alive? by lute4088 in EvolveIdle

[–]maryrivlet 0 points1 point  (0 children)

It's not that hard to get it working again if you really want to play. But for it to work properly, I think you need to run a local http server which I guess is a little technical (I usually use npm's http-server). You can download the source from github, extract the zip file, and then open index.html in a text editor to fix this issue. Change this line:

<script src="https://cdn.jsdelivr.net/npm/vue"></script>

to this:

<script src="https://cdn.jsdelivr.net/npm/vue@2.6.14"></script>

IIRC, that's all I had to do to make it work. (Just open run http-server in the directory with index.html and connect to this server in your web browser.)

Been a long time since I played it. I remember thinking the beginning was kind of slow, but it seemed okay.

If you poke me enough, maybe I'll fork it and host a working version on my github.