* Fix #18 autoSL + autoRigidel
Seems Auto harvest, and auto rigidel+harvest attempt to harvest a sugar lump just a teensy bit before it's actually ripe, therefore botching the harvest in half the cases. Game.timetoRipe returns a float number in some cases, so adding Math.ceil to the Game.timeToRipe in the equations should give it just enough leeway to make sure it computes the correct millisecond. (It's my theory anyway. The math seemed to have come out ok when I paper tested).
With thnx to @Darkroman
* autoGodzamok Sane & Insane option restored
Attempt to restore the autoGodzamok Sane and Insane options.
Has to be tested to make sure everything behaves as it should.
* Update frozen_cookies.js
* Attempt fix autoGodzamok Sane and Insane
Second try
And some minor changes to make it more efficient.
* safeBuy
safeBuy instead of visually change the buy-sell option.
Changing the variable should be enough.
* Attempt fix autoGodzamok Sane and Insane
Third try
Preventing the sell of cursors and farms while Devastation is active.
* Finalizing autoGodzamok
finalizing autoGodzamok
* Update Version 1.8.1
* Simplifying autoGodzamok
simplified autoGodzamok.
- If AutoGodz is on and a click buff is active, but Devastation is NOT active:
- sell the cursors and farms
- if autoBuy is turned on, the user has already signaled their intent to have things purchased for them, so rebuy what you sold (up to the limit if any limit is set).
- Otherwise, don't rebuy anything.
* Remove unnecessary autoGodzamok preference
Removed Sane and Insane mode from autoGodzamok cause they were removed.
* autoGodzamok Reversed variables
Reversed the variables of buy back
* autoGodzamok wrong parameter
Used the wrong parameter
* autoGodzamok extra check
Extra check if the limit doesn't exceed the current buildings.
* autoGodzamok
Forgot to add -1 to the buyback of farms