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kittensgame's Issues

Issue: Oil wells disappearing

When i run the script, it removes any of my oil wells when i have a calciner running. The strange part, is that despite not having any oil income, i can still sell the ones that i had and get resources back as if they were still there. I have tried using them without the script, and it works fine, so it must be either a bug, or i am doing something wrong on my end.

I don't know what I'm doing

What console do I paste the link into exactly? I have tried pasting it into the save import box and it has not worked. Thanks!

Can't AutoCraft without crafting Parchment

The dropdown for AutoCraft only has options for Parchment, Manuscript, Compendium, and Blueprint. Which means that whenever AutoCraft is own it's going to craft as much of the Fur as it can and the rest of the Fur will be consumed shortly thereafter, causing me to lose the +10% happiness bonus.

There are a lot of times where i'd rather just let the Furs accumulate and handle turning them into Parchment manually, to make sure I keep enough Fur around to boost morale until the next hunt.

There should be a "None" option for the AutoCraft and/or there should be numerical number of Furs that the AutoCraft won't go below.

Ability to set "Time to cap" as resource rate presentation

It'd be really nice to have an option to show time to cap as the value where the rate would normally be displayed (the per tick/per second value). This would help me know how long I could not look at the game, before I need to come back and start spending resources, as well as arrange so that all my resources cap out at approximately the same times.

Autobuild Missing Some Buildings

Some buildings are missing from the autobuild 'Select Buildings' lists:

  • Chronospheres
  • AI Cores
  • Heatsink
  • HR Harvester
  • Entanglement Station

Feature Request: Food Management

  • Calculate and display the annual food surplus/deficit given your current population & number of Farmers, so I can determine how many I need to assign to avoid starvation when I leave the machine for a while
  • Option to have script automatically reassign kitties as farmers in case of a famine

Autoparty will stack festivals infinitely

If you have the Carnivals metaphysics tech, you can start a new Festival before the old one finished, in order to extend the duration of the festival by another year. If you have this tech, the Autoparty function, when on, will constantly trigger a new Festival as long as you have the required resources. This can rapidly lead to having hundreds of years of Festival time stacked up.

Note that stacking Festivals only increases their duration; it does not increase the bonuses provided in any way (according to the wiki).

Secondary Crafting is Highly Suboptimal

Under the current system, autocraft will craft a secondary resource whenever the amount of that resource you have stockpiled is less than X% of the amount of the source resource you have stockpiled, where X is an adjustable percentage common to all secondary resources.

Unfortunately, this results in highly disproportionate crafting of the various secondary resources, because they each require different amounts of their respective primary resource per unit crafted. For instance, in my current game, I have a craft effectiveness of +612%. As a result, 13% of my steal income gets converted into gears, while 66% of it gets converted into alloy - but just over 99% of my slab production gets converted into concrete, because it takes so many slabs to make a single unit of concrete.

A much better way to determine how much of each secondary resource to craft would be this:

  • Check how much of the required primary resource is currently stockpiled
  • Calculate how much of the secondary resource could be manufactured if you converted it all right now. (Be sure to account for the current workshop craft effectiveness as well as the base ration of primary resource to secondary resource.)
  • Multiply this number by the set secondary crafting percentage
  • If the current stockpile of the secondary resource is less than the calculated amount, take the difference and craft that much of the secondary resource

The end result of this new algorithm would be that, over the long run, if you set your secondary craft ratio to X%, then X% of your income of each primary resource will be converted into the secondary resource.

Autotrade Makes Uselss Trades

I was about to build a Moon Base and was waiting for the last of the needed science to be generated. Suddenly, I discovered that I no longer had enough titanium to build it. I checked the log, and found the following entry:

  • You have sent 67 trade caravan(s)
    You've got 6 blueprint!
    You've got 2199.600 spice

Note the absence of a 'You got $X uranium!' entry. As far as I can tell, my Uranium supply was already full.

Forced Tab Switching

If you have autobuild on and have set it to build a building from the space tab which is on a planet you have not yet done the mission for, then every few seconds you will be switched to the Space tab from whatever tab you had open before.

Fur Derivatives Crafting doesn't respect secondary craft limits

Crafting of fur derivative resources - parchment, manuscripts, compendiums, and blueprints - always convert all available resources. This is a problem, since all of these resources except fur itself are used at every stage in the game - parchment is needed for festivals, compendiums increase max science, etc..

Feature Request: Trade Improvements

  • It would be nice if, before trading with the Zebras, the autotrade function would make sure there's enough room in your stocks for any iron that might be returned, and convert exiting iron to plates if necessary to make room
  • It would also be nice if autotrade would wait for the most beneficial season to trade in

Secondary crafting isn't working as expected

The way I think secondary crafting should work is that it'll keep the secondary at the percentage I input of the primary. So if I have 100k beam and I say 1%, it'll make 1k scaffold. For something like concrete, which has two ingredients, I'd expect it to respect the one I have less of. Whenever I try to use this, though, it just makes as many of the secondary as possible, and I'm left with none of the primary. This could be a very useful feature, but it doesn't appear to work.

AutoSpace not defined?

when i run this script i keep getting this error.

Uncaught ReferenceError: programBuild is not defined
at autoSpace (ScriptKitties.js:455)
at ScriptKitties.js:692

To run the script i am using the link in the read me

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