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License: MIT License
Antimatter Dimensions
License: MIT License
I have pressed F multiple times and it is still not showing the achievement has been completed. Not too important
Linspatz - Today at 10:48 PM
You have played for 1 days, 24 hours, 52 minutes and 7 seconds.
When start challenge
Shows allert message "You will start over with just your Infinity upgrades, and achievements. You need to reach infinity with special conditions. The 4th Infinity upgrade column doesn't work on challenges."
Time before closing this alert included into challenge time.
I long time try to got "End me" achievement, until i understand this nuance.
Hello,
I'm having a few issues while playing on mobile (980px width * 1850px height), the main ones that I keep coming back to are:
All of that seems to be adressed by setting min-width: 1200px
on the html body
and using the browser scroll - would you consider such a change?
Thanks
it would really help, if you would add a display of the production rate of every dimension and not just the first dimension
When I attempt to click “Login with Google to Enable Cloud Saving”, it will act as clicking “Import save from file” (or other lower y-axis with x-axis between the button “Import save from file”), resulting Cloud save is impossible to be enabled in mobile.
Both UI can happen but only on mobile.
Hovered Lime button: The button that is hovering/clicking.
Red dot: Where I am clicking for attempt to Cloud Save.
Yellow dot: Where I am clicking at y-axis on near bottom.
The Achivement->Secret Achievement subtab is twitching horizontally. Like, alot. This happened in the Kongregate window size.
My save
it would be great if you make dark theme, as the bright white is really hard on the eyes
The 'You start with 8th dimension and a Galaxy' 500 IP purchase makes it impossible to get the 'Zero Deaths' achievement.
While it is still possible to get it within a challenge, I don't believe the intent of this achievement is to get infinity with only dimensions 1-4.
It seems like it was closed in preparation for the Reality update, but that has since come and gone, yet https://github.com/IvarK/AntimatterDimensions is still not public.
Is this a permanent change?
I am using other notations, such as letter notation, to display the values. The whole ui changes accordingly (including the achievements), however autobuyers remain just showing scientific notation values.
I understand it might not be possible to input values in some notations, but perhaps you could support entering values in scientific notation, but displaying it in the chosen notation. There could be a setting to enable/disable it too...
Infinity break's "Passively generate Infinites based on your fastest Infinity" ignores Infinity's "Multiply Infinity from all sources by 2x"
As you can see on the image, all infinity sources multiplied by 128, fastest infinity 101ms, passive generation at 1 infinity every 202ms, which makes it a near worthless upgrade for the 2e7 infinity it cost at this stage of the game.
If the multiplier applied it'd increase from 297 infinity/minute to 3.8e4 infinity/minute, making it around 40% of my current infinity/minute.
add i18n to support localization
It's weird because it works on my home computer but doesn't work on my computer in work. No matter what I put in there, it always dimboosts. I'm using Chrome 67.0.3396.99. I tried to export save, cleared cache and cookies, imported save but no dice, it still doesn't work.
I playing antimatter dimensions aarex modifier.
I playing to quantum challenge 6,tied 2 days.
I offline with 0 second eternity,after turn on matter increase to very huge,but no fail popup.
as I manually offline back,offline progress popup disappear.
So just reached the point where the game beaks as my antimatter count went to NaN
Double time dilation gain(but source is dilated time not time dilation),
should is Double dilated time production(=2x DT/s)
If you do Dimensional Boosts Challenge with enough eternities:
(Should I sign up for the discord and post these there? The issues section looks rather empty, and I don't want to create a lot of noise.)
IvarK.github.io/javascripts/game.js
Line 6403 in b5d7361
Function maxBuyDimBoosts() has an off-by-one error. First, it adjusts players.resets directly to perform these soft resets, and does so to the correct value. It then calls softReset(0), which autoconverts the parameter to 1, triggering an additional dim boost.
Easiest fix is calling softReset(r), rather than adjusting player.resets.
The button outline (not the text) for the replicanti galaxy auto toggle has a tendancy to move back and forth rapidly. It eventually stops once things slow down in longer runs. I've only tested on the dark theme, but it happens every time I start a new infinity so it should be easy to reproduce.
I'm in the first infinity and noticed some issues with my multipliers. For one thing, when I got my first galaxy, my first dimension multiplier is 3x, not 1.5x like it should be (from achievements). This seems to be due to the game determining dimension multipliers after galaxy or crunch with one more reset than it should (first dimension multiplier is (dimension boost power)^(resets + 1), not (dimension boost power)^resets).
Also , after my second galaxy I noticed that most of my dimension multipliers were a bit lower than they should be; second dimension multiplier was 1.4x, not 1.5x. This seems to be due to the line
if (player.achievements.includes("r35")) mult = mult.times(Math.pow(player.totalTimePlayed / (600*60*48), 0.05));
which gives the "One for each dimension" bonus. However, for a long time "One for each dimension" has been r76, not r35 (r35 is "Don't you dare sleep"). Since most people get "Don't you dare sleep" rather early, this means that production will be a little lower before eight days have passed.
Neither of these issues is really that big of a deal, but both seem fairly easy to fix and so I'll probably make a PR.
Due to it being possible to sacrifice even after reaching the challenge target and player.chall11Bonus being a normal number (not a Decimal), it is possible to get e900000000000000 antimatter in Challenge 8.
How to replicate the issue:
Suggested fix: don't allow sacrificing, boosting, or getting galaxies (boosting and getting galaxies are included since they also seem like things you shouldn't be able to do in this type of situation) when antimatter is above the challenge target. I might try to make and test a PR for this, but from what I've seen of the source it can probably be fixed by adding
function playerOverTarget () {
return player.money.gte(player.challengeTarget) && !(player.currentChallenge === '' && player.break);
}
somewhere, adding
if (playerOverTarget()) {
return false;
}
at the start of a few functions (those for sacrificing, boosting, or getting (normal or replicanti) galaxies, both with and without an autobuyer:
document.getElementById("softReset").onclick
maxBuyDimBoosts
maxBuyGalaxies
replicantiGalaxy
document.getElementById("secondSoftReset").onclick
sacrifice
) and adding
&& !playerOverTarget()
to the if conditions:
player.autobuyers[10].ticks*100 >= player.autobuyers[10].interval && (player.currentChallenge == "challenge4" ? player.sixthAmount >= getGalaxyRequirement() : player.eightAmount >= getGalaxyRequirement())
(galaxy autobuyer)
player.autobuyers[9].isOn && dimBoolean()
(shift/boost autobuyer)
player[name + "Amount"] >= getShiftRequirement(0).amount
('press D' code)
I'm actually not sure that this issue is that bad, since if you have too many bonuses it seems impossible to exploit (you get to Infinity so quickly that first dimensions for sacrifice can't build up). One possible way to exploit the issue is to get the time study that gives you 1% of your crunch IP every second, since that time study doesn't seem to take into account being in a challenge. But I'm not sure if you can get that time study without getting too many bonuses from other time studies along the way. Of course it gives you Infinite total antimatter, but I'm not sure how bad this is, although it does seem to give you a powerful bonus when you break infinity (total antimatter bonus). If the issue doesn't turn out to be exploitable, I suggest not fixing it and adding an achievement for getting that much antimatter.
http://ivark.github.io/javascripts/game.js:80
Uncaught SyntaxError: Unexpected token >
var c_value = escape(btoa(JSON.stringify(value, (k, v) => (v === Infinity) ? "Infinity" : v))) +
Seems to be a lack of support for JavaScript's arrow notation. Ideally we should use a transpiler, however we can rewrite functions using the older notation as a quick fix. For example:
function(k, v) {
return (v === Infinity) ? "Infinity" : v;
}
This isn't exactly a huge problem, but it's hard to grind out achievements when you don't know they exist.
Let me know if you need me to test it.
I set my bulk dimboost to 100 and " Galaxies required to always Dimboost: " to 50.
I now have >50 galaxies and I could manually click the dim boost button.
I expected that the dim boost (even below the 100 bulk size) would now happen automatically.
If there fields recognized more symbols than + we could enter equations and modulate the auto buys.
Grrrrr
When changing between the tabs ('Dimensions' to 'Options'), the game freezes for a while (about 2-3 seconds). No idea what causes this. Any ideas?
The new Modern UI and Classic UI has a terrible experience on mobile web version.
(Classic)In saving options, if you click on import save, choose save, login or anywhere on that xy axis, you will trigger import save from file, but sometimes you can triger the right button.
(Modern)Click on any of the tab bar will open the subtab list, not directly open the tab.
(All)Click on any button will delay 1-2 second and then trigger the function, I think it’s the browser problem.
tested on Ipad iOS 8th 810x1080, Chrome 105.0.5195.129
See attached image: in the left-hand navigation it shows 9 EP, while in the top header it shows 8 EP. The difference persisted at least until EP started showing in scientific notation (but always as a difference of 1).
I'm using Firefox 105.0 (64-bit) on Ubuntu, please let me know what other information I can usefully provide.
My game's been running for a long time and seems like Kong is leaking in _messageQueue
There are 50 MB of "stat.submit" messages stuck in queue.
I'm playing on https://ivark.github.io/, i.e. I'm not logged in in Kong.
Chrome heap snapshots:
Long run (>24h) https://1drv.ms/u/s!AkSf8539z9wjgdYAa8hLmYJ8GBnBFA
Just launched https://1drv.ms/u/s!AkSf8539z9wjgdV_ihIg4dn2HmLGew
There are also some big memory hogs in first dump, but I think most of them will disappear once you deal somehow with Kong
The code that checks for the achievement is:
if (player.firstAmount == 1 && player.resets == 0 && player.galaxies == 0 && player.currentChallenge == "challenge12") giveAchievement("ERROR 909: Dimension not found")
However I think it should be "player.firstBought" instead of "player.firstAmount".
With the current constraint, it would require the player to go to infinity with just a single first dimension and not buying any other dimension because they would increase "player.firstAmount".
On 2023-02-23, I opened my Prestige Runs stats, and was presented with a new format. The old format was something along the lines of rewards or prestiges mode, but this one is now resources or rates.
The problem with this format is, you can not see how much resource and the rate at the same time. You have to either do the time math in your head yourself, or flip the table mode back and forth and keep it straight in your head as you go.
Since automation often requires you to analyze the rate and then input the amount, this imposes a mental and UI burden on that game-spanning process.
It would be better if you could select which columns you want to see.
Also the table lines make for a harsh aesthetic.
Current formula shows as
Galaxy upgrade cost: 1e(170+25n+5n^2)
which is presumably meant to indicate a price increase that starts at 25 and goes up by 5 each upgrade, but the actual formula for this behavior is
Galaxy upgrade cost: 1e(170+22.5n+2.5n^2)
edit: fixing formatting
In addData you're changing the plotted values based on whether or not the player has notation set to Logarithm mode. But the non-Logarithm values are wrong and make the chart look wavy with a visible transition at each new exponent.
https://github.com/IvarK/IvarK.github.io/blob/master/javascripts/game.js#L524
I'm wondering if this is a bug or a "feature".
I would expect this code to exit, but it keeps getting stuck in the until loop, and the reality wont complete. Full automator speed, 1.5 glyph speed enhancement. No black holes.
auto eternity 5 sec
eternity respec
until eternity {
studies nowait load name aTD
if total TT > 5000 {
eternity
}
}
The reason I believe this is a bug, is because there are two eternities firing repeatedly while this is stuck in a loop waiting to detect one.
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