Giter Site home page Giter Site logo

nguinjector's People

Contributors

altizar avatar copypasta1 avatar ingwarsw avatar natemccloud avatar rvazarkar avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

nguinjector's Issues

Boost Recycling does not work with auto-recycle off

Boost recycling does not seem to work when Manage Inventory is enabled.

First I expected to see the lower-tier boost appear in the inventory to be managed on the next pass. This never happens.

Then I watched the values of my items that were next in line to be boosted, and I never see the value go up by more than the original boost item - that is, it's not applying recycled boosts instantaneously.

I have 60% boost recycling. When I disable Inventory Management and manually boost, I get recycled boosts fairly often.

Suggestion: Auto-buy diggers

settings:
{
"_autobuyDiggersPriority": [
0, ..., 11
],
"_autobuyDiggersBalance": true,
"_autobuyDiggersLeaveMoneypitThreshold": true,
...
}
_autobuyDiggersPriority - array of digger offsets to autobuy
_autobuyDiggersBalance - keep digger levels (based on priority) the same
_autobuyDiggersLeaveMoneypitThreshold - leave enough money to maintain money pit threshold

Loot Log not showing boosts dropping?

Not sure if this was an intentional change in code or something broke, but it's no longer logging when the boosts drop in ITOPOD.... or anywhere else it seems.

Suggestion: Recover HP breakpoint

I dont know if " Recover HP " as now working optimally (wasting time little maybe?).
For example If I get hit by stronger enemy and auto recoverHP is not fast enough for healing me to 100%, then I get to safe zone for healing even 1% of missing HP.
Maybe is good to set some breakpoints like dont get to safe zone if health is not under 80-90%? after enemy.

this is only to consider whether this hp recovery feature working optimally

Ignore switch to titan if same titan is set as AK in settings

Sorry, just realized this is a very minor issue. If script has highest AK titan set to Beast, but is also set to adventure zone beast in the settings you don't really need to swap to fight it. Unsure if it'll swap when "ITOPOD" is checked, but i'll check that next time the beast spawns.

Can't Open Settings

Since i don't have a numpad, i can't open the settings page. Perhaps something in settings to change menu keybind?

XP EM management

A way to setup a ratio to auto buy Energy and Magic stats with available xp:

  • Setup the ratio for each stat using the custom purchases (base game mechanic)
  • Setup EM ratio in settings (i.e: 10E/1M)
  • if enough XP, check if buying all custom purchases for energy / magic brings the stats ratio closer to expected EM Ratio:
    • if better ratio: buy energy/magic custom purchase
    • else if already at best ratio: buy cheapest of two

Problems with "Use Gold Loadout"

Initial Gold Zone on rebirth as of 2.6.0 does not use Gold Loadout.

Also, "Use Gold Loadout" checkbox in "Gold" section unchecks every time the menu is opened and needs to be rechecked.

Suggestion: tweaks

  • if you turn off master switch and forget to change combat from manual to idle =stuck with no progress and eventually you get killed
  • top left overlay injector info could display which allocation profile is currently active (useful if injector is hidden)
    plus maybe adding shadow to font for better readability

Manage NGU / Manage Wandoos has an issue with swapping.

I've witnessed it once with NGU after rebirth, not swapping to the correct NGU. Now I've witnessed it again, at 500seconds, not swapping to the correct Wandoos OS. Simply resaving the allocations.json without editing anything makes it immediately update the ngu/wandoos os.

"Wandoos": [ { "Time": 0, "OS": 0 }, { "Time": 500, "OS": 1 } ],

11/6/2020-4:05 PM (85351s): Loaded Custom Allocation from profile 'allocation' 7 Energy Breakpoints 15 Magic Breakpoints 2 R3 Breakpoints 5 Gear Breakpoints 17 Digger Breakpoints 2 Wandoos Breakpoints 4 NGU Difficulty Breakpoints Rebirth at 3700 seconds

Here is what happened ~500 seconds in log:

11/6/2020-6:47 PM (430s): Buying 4 magic purchases 11/6/2020-6:48 PM (480s): Buying 4 magic purchases 11/6/2020-6:48 PM (490s): Boosts Needed to Green: 0 Power, 0 Toughness, 7519950 Special 11/6/2020-6:48 PM (490s): Last Minute: -640990. Average Per Minute: 292859. ETA: 26 minutes. 11/6/2020-6:48 PM (500s): Received New Gear: 138,101,447,244,263,248,256,448,271,270,218,249,446,194,164,268,259,267,262 11/6/2020-6:48 PM (500s): Finished equipping gear 11/6/2020-6:49 PM (520s): Buying 6 magic purchases 11/6/2020-6:49 PM (550s): Boosts Needed to Green: 0 Power, 0 Toughness, 7062180 Special 11/6/2020-6:49 PM (550s): Last Minute: -457770. Average Per Minute: 300489. ETA: 24 minutes. 11/6/2020-6:50 PM (570s): Buying 6 magic purchases

I don't have a log from when NGU messed up, I seemed to "fix" it by adding redundancy, so it changes at 0 seconds and 1 second.

Wish Magic Allocation seems to be incorrect.

"Priorities": ["CAPWAN", "NGU-0", "NGU-1", "WISH-0", "WISH-1", "NGU-6", "NGU-4", "NGU-3", "NGU-5", "NGU-2", "CAPALLNGU", "BR-71930", "CAPTM"]

Most of my magic gets dumped into 'CAPTM'

"Priorities": ["CAPWAN", "NGU-0", "NGU-1", "WISH-0", "WISH-1", "NGU-6", "NGU-4", "NGU-3", "NGU-5", "NGU-2", "CAPALLNGU", "BR-71930"]

Most of my Magic is left unused.

I have 75.468B magic, and 46.371T gets either allocation to "CAPTM" or left unused.

Suggestions from OJ

Must-Haves
Money Pit/Daily Spin
- Loadout swapping for money pit, before and after
- Post T8 spoiler: After money pit wish, there is a money pit for iron pill, you need to cap Blood Rituals and digger to take full advantage of it
- (optional) Moving a item from daycare to equipment when its equipment shockwave, item stays in daycare during daycare shockwave
Custom Rebirth Times

Nice-To-Haves
T7 Spoiler: Hack cap using allocation.txt
T8 Spoiler: Wish allocation, allocation.txt will likely be easiest method, a smart system would be ideal
Wandoos OS implementation in allocation.txt
Not sure if this is how it works, but putting e/m into something while still capping e/m (instead of a one time cap, it will continuously allocate)

I dont know the scope you are aiming for with this script, so these suggestions will be beyond the current scope as i see it, but may not be totally out of scope
Basic Training allocation (only needed if you are doing troll challenge scripting)
Challenge Scripts for Troll mainly, most other challenges should be able to be scripted using your current methods
Itopod Sniping (Pushing Floors)
Itopod Manual (Instead of idling Itopod)

Suggestion: Rebirth Breakpoints by Number -optimization

Hello,
Rebirth by Number is great, but needs some tweaking... for example if You starting from zero for Challenges purposes, then You quite a long time doing 3m rebirths and paradoxically the progress is much slower. Setting higher target (multiplier) is not solution because needs manual lowering after some time.
I believe it is necessary to add a condition for not rebirthing under specified minimal time and after that Number>Target take priority.

something like:
"Rebirth": {"Type": "Number", "Target": 10, "Time": 600, "Challenges": []},

Question: auto cap BR?

Hello,
its autoCAPped BR so good choice? I don't know if further it is a necessity, but If you remember you stay lots of weeks or months with low level E/M and CAP always means ALL = you cant use BR with anything else because always sucks all magic.

thanks

Minor tweaks & features pre-T7

  • Add CAPAUG functionality, rather than AUG-X, should function identically to CAPTM. As augs become very cheap, its impractical to use the AUG-X syntax in any meaningful way.

  • Add Blood Magic cutoffs for rituals to stop at certain values, i.e. stop casting DC at 40% bonus

  • Add an option to manual minor quests in addition to just manualling majors (later game players will use this).

Take time to yourself and don't be too pressured!

3.1 RC new hack system issue -- using divisor for hacks at target

Once reaching target and moving to a new hack it's divisoring between the old hacks + new hacks.

So in the following case:

"HACK-13", "HACK-12", "HACK-11", "HACK-10", "HACK-9", "HCK-8", "HACK-7", "HACK-6", "HACK-5","HACK-4","HACK-3","HACK-2","HACK-1","HACK-0"

If Hack 13, 12, and 11, have reached their target, it puts 25% of the resource into hack 10, and the remainder of the resource sit idle.

If Hack 13 has reached it's target, it puts 50% of the resource into Hack 12, and the remaining 50% sits idle.

Suggestion: more flexible Loadout presets

Wouldn't it be easier to use loadout presets directly from the game (which can be up to 10) than your own in several sections (titans, gold, ...) which need to be maintained and updated separate?
Next to each Titan can be empty field for the number which loadout to use. For example, I use for some Titans loadout based on Power and for another Drop, so in the end it's not so flexible and I must manually select loadout.

Second thing, I don't know about allocation file, but taking care of those piles of numbers for Gear sections is a pain.

thanks for consideration

Suggestion: Check current diggers before changing them for other features

Just had an instance where my diggers changed for one feature, then another, and then instead of reverting back to the saved digger list for the current breakpoint it reverted back to the first feature (in this case Yggdrisil).

If the call to change diggers is for diggers that are already equipped, unequipping any extra diggers that may be running is pointless (unless it's to achieve a higher potential bonus i guess by freeing up other GPS consumption?)

Splitting priorities seems to leave a lot of leftover resources

Hello,

I've been following the project and decided to give it a try. I'd love to help contribute once I learn more about it.

One issue I've noticed is that I tend to have lots of excess resources even when I am not fully capping, and the resource allocation is not even. For example, I have my priorities set to split between NGU-0 and NGU-1 for mNGUs: https://i.imgur.com/oEiqJv5.png
The split is off by 10% or so, almost all of which is available sitting idle: https://i.imgur.com/d9Zsu5e.png

Any idea what might be causing this and how to fix (or how I could fix)?

I have also tried the CAPNGU-X directives, and it seems to generally attempt to cap the first priority which makes sense.

Cheers

Auto boost for equipped / locked

A toggle to auto boost equipped / locked items instead of voiding every boost in the cube would be nice and simplify a lot _boostID management

"Initial Gold Zone" - "Gold Loadout Zone" conflict?

Adventure > ITOPOD, If I set "Initial Gold Zone" for example to Forest and "Gold Loadout Zone" to 2D zone, then after rebirth I get for moment to Forest (and kill first enemy), BUT after that is "Use Gold Loadout" checkbox automatically unchecked and script continue with ITOPOD adventure as set.
That's means no gold from 2D with loadout, and only what's I get from Initial Gold Zone.

Gold Loadout works fine, only if "Initial Gold Zone" is set to unreachable zone after rebirth.

Is this bug or feature?

thanks

Suggestion: Adventure mode ITOPOD settings

A second set of options to differentiate between itopod fallthrough and main farm area.

For example in itopod it's pretty typical to have beast mode on, fast combat on, recover hp off, precast buff off.
But for titans you want precast buffs, recovery hp, fast combat off, beast mode off.
For sniping it's some variation depending how strong you are.

Suggestion: Allow consumable usage

Being able to have it use consumables, while risky, can be useful for people who want to use pots on a regular rebirth. Would be nice to be able to have it rb, pop consumables that we choose, and not worry about it.

Suggestion: auto ITOPOD Optimal Floor

225K for Lazy Shifter is how much? month of playing? maybe more... and if you want to make things even more easy for new players this is maybe one option. : P

thanks for good work

Suggestion: auto rebirths based on the Number aka FastForward

What about add option for auto rebirth which are not based on specific time, but when the NUMBER is higher (12.100E6 > 12.100E9) than the previous one from last rebirth. (customizable minimal multiplier?)

Fixed rebirth time is OK for harvesting EXP in one place, but for fully unattended play you need something more "maintenance-free".

Bug?: Diggers are not reActivated in Troll Challenges

Hi, I dont know if this is bug or not, but if for example Troll Challenge disable all Diggers, then they are not re-activated.
Without active Diggers Trolls Ch. are quite hard, please make activation status check for Diggers permanent.

thanks

Suggestion: Allow Fallthrough for GOLD

Hello, maybe good idea for even better automatization for player which are not so far in NGU.

=Adding option for something like "Allow Fallthrough" for GOLD.
This option automatically snipe first BOSS in every new zone (highest zone) with gold loadout.

I believe its very useful if you playing from start for example Challenges purposes.

Problems with Boss Rebirth

I have been trying to use the "Bosses" rebirth type, but it doesnt work right, it rebirth before the number of bosses I input, I'm doing it wrong or it's something in the code?.

Here is the input Im using:

"Rebirth": {
"Type": bosses,
"Target": {
"10"
}
},

Also few examples of rebirth types could help a lot, Im trying to figure it out how this one works as with the numbers one too.

Suggestion: auto AUG selection

probably mainly for challenges and fast rebirths, but what about:
Allocate energy for AUG from highest to lowest ignoring those you cant afford (or will take more than an hour?)
(like BR works)

thanks

Suggestion: SmartRebirth

"automated things to do before rebirth" should except harvesting fruit do more useful tasks like cast accumulated blood (to Numbers?) and more what to need to be done - I am not so far in game

and what about add something like "rebirth button" for forced rebirth which do this thing also

Suggestion: Manual titan digger checkbox

As i'm pushing through the Titan 6 versions it occurred to me a quick toggle box on the UI would be appreciated to ensure you have Exp, PP, Adv, and DC diggers active while manually fighting a titan (or i guess in ITOPOD for the first 3).

I often forget the DC digger when i go to fight it manually >.>

Suggestion: quick edit profile button

hi,
what about button(?) for quick editing active profile next to profile selection window
...not so important thing to do, but I think convenient for people who often tweaking allocations

Suggestion: Take uncertainty out of gold generation

Something i noticed while working on cblock - There's a random amount of time that can pass between rebirthing and your time machine starting while you sit and wait for a boss to spawn in a zone to snipe. I suggest changing it to after rebirth switching to highest zone available, killing 1 creature and then sniping a boss so at the very least you have money generating in the TM while you wait for optimal gold generation.

Idea of how to implement:
on rebirth if you have TM unlocked - move to highest available zone, and let it fight whatever spawns. Then during the next 10 second cycle you switch to sniping for a boss with gold loadout

CAPALLBT throws error

11/5/2020-10:27 AM (3375s): Loaded Custom Allocation from profile 'cap'
1 Energy Breakpoints
0 Magic Breakpoints
0 R3 Breakpoints
0 Gear Breakpoints
0 Digger Breakpoints
0 Wandoos Breakpoints
0 NGU Difficulty Breakpoints
No auto rebirth.

11/5/2020-10:27 AM (3375s): Array index is out of range.
11/5/2020-10:27 AM (3375s): at NGUInjector.AllocationProfiles.CustomAllocation.ParseIndex (System.String prio) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.b__21_10 (System.String x) [0x00000] in :0
at System.Collections.Generic.List1[System.String].RemoveAll (System.Predicate1 match) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.ValidatePriorities (System.Collections.Generic.List`1 priorities) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.AllocateEnergy () [0x00000] in :0
at NGUInjector.Extensions.DoAllocations (NGUInjector.AllocationProfiles.CustomAllocation allocation) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.ReloadAllocation () [0x00000] in :0

The profile is simply:
{
"Breakpoints": {
"Energy": [
{
"Time": 0,
"Priorities": ["CAPALLBT"]
}
],
"RebirthTime": -1
}
}

Relevant commit seems to be
d72df21#diff-fb31d25adb7fbcfec82e475a1b8cfe36192dbc09ad588d24dc77c0e480b281dd

better allocation setting edition

Could be cool to be able to:

  • change the allocation settings in game
  • be able to set the time using hours, minutes, seconds ex: "time" : { "h":1, "m":30 } or "time":"1h30m"
  • set durations instead of time to start a step, so we can easily just create 1h of x, followed by 2h of Y..

Suggestion: autoConsume

Hello, after some time of idling I have in inventory few 100 levels items like Wandoos 98/MEH/XL, Seeds, and maybe something else in future?... well all this is better consumed.

Suggestion: Add Cube Boost Priority

After boosting all inventory items, boosts will go into cube, right? A suggestion would be the ability to transform the boost into either Power, Toughness, or Special when it goes into cube, allowing for fine tuning of cube stats. This is used extensively later on.

Secondary, possibly prioritizing boosting cube's p/t to softcap (not tier), before going back to above priority list.
Something like: Power Softcap > Toughness Softcap > Post Softcap Power > Post Softcap Toughness > Special

Items missing in Loadout (All after ID 414)

Items after ID 414 are missing from the Loadout Selection, if one was selected in previous Versions, Loadout doesn't work.

edit: After a bit of checking I found out, that the issue wasn't present in Version 3.3.1

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.