Farmer Against Potatoes Idle

Farmer Against Potatoes Idle

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Jerne Dec 6, 2024 @ 5:36am
expedition tipps?
Hey, can someone give me tipps for expedition?
what animal is good?
how can i see it?
thanks in advance
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Showing 1-11 of 11 comments
adeyke Dec 6, 2024 @ 8:18am 
Obligatory link to Gameplay Planner[gameplayplanner.com].

For me, the most important thing is to fill the expedition teams with the pets I use outside of expeditions. Expeditions will give them pet ranks, which increases the size of their bonuses.
Fly Dec 6, 2024 @ 10:27am 
Send them to 12h, not less.

Rotate expeditions from time to time. I tend to keep 4 for constant expeditions (to get new pets or levels), other 4 change target expeditions once per day or two.

Equip pets that give Card Power + Card Exp at the end of expeditions (when you get bonuses). The same goes with subclasses - use Freeloader one at the end of expeditions.

Level up Pet damage card with charges. You even can focus on getting Pet Damage (and other pet cards) to retrieve from expeditions. more card exp and power from above tip - more charge will give them, more update you have on everything. I usually tend to spend charges when they give x10+ bonus and usually you have a list of those. But in case you can select x100 potatos or x10 pet damage - the later one is a priority.
Tower Dove Dec 6, 2024 @ 11:28am 
First maximize token gains using as many pets with expedition token bonus % as possible and 12h expedition
Second: do as adeyke said, there is a massive synergie between ranks and levels for pets
Third: use the planner for expedition switches but keep in mind that it doesn't take into account pet grinds, few more ranks on the cinamon station 2nd pet go a long way

For cards, ideally you want to grind at least a tiny bit of everything but some are really more important than others
Last edited by Tower Dove; Dec 6, 2024 @ 11:30am
Ming Dec 12, 2024 @ 7:32am 
I thought there was no point doing 12 hour expeditions anymore, now that fractional token gains are remembered 'under the hood', and 1h are best?
adeyke Dec 12, 2024 @ 9:55am 
The longer expeditions are relevant only if you you turn off the expedition auto-restart and want to switch pet teams right before accepting the expedition rewards.
Fly Dec 12, 2024 @ 10:56am 
Doesn't pet teams work with auto-restart?
By switching teams it's like 3-5 times more bonuses for card power/exp. Switching to Freeloader subclass also gives like insane amount of 180e6 card exp comparing to 68e3% from pets on sub-level 280. Not sure how much fractional token gains works and how much it gives by comparing 1h * 24 vs 12h * 2.
adeyke Dec 12, 2024 @ 11:17am 
As I understand it, the reward is calculated when it's accepted, so disabling auto-restart would mean that you have the chance to notice that it's time and switch pet teams. With auto-restart on, you'd have to be sure to have team ready on time.

Personally, I don't bother with all that and just have everything on a 1-hour auto-restart to save the hassle.
Fly Dec 12, 2024 @ 11:48am 
You still do reincarnations several times per day, so entering at a specific time is not a big deal for me. Also, sub-classes now give much more hassle than just switching pet teams before expeditions are over.

Earlier token gain will benefit if you need them in small amounts. On A#25 I need to wait at least a day to get tokens for something to purchase (it's around 1500 tokens per 12h, most things cost 2000-3000).

The main benefit of shorted expeditions would be gaining outposts... but I am not really convinced on the math there.

A longer expedition adds more to your outpost pity counter, but this only happens when a expedition is complete. Splitting a 12 hour one into 1 hour expeditions lets you benefit fromn pity earlier.
Ok, each hour expedition add to pity faster, so the next expedition will increase chances. but it's not like you will get two times more outposts per week when compared to 12h ones. You might have a little more outpost quality with guaranteed drops, but I doubt that it will give more than twice resources.

On the other hand it's not like combining approaches will do any bad. If you have 8 expeditions - you can split them 6-2 or 4-4 to benefit from both ends. Something closer to 4-4 probably would be more optimal.
muljostpho Dec 12, 2024 @ 5:02pm 
I'm at a point in the game right now where it takes all of about 3 seconds for a miner to completely drain all resources from a fresh mine. I have all 8 teams autorunning 1h expeditions nonstop (probably ought to figure out a plan to swap a certain number of them back and forth between certain ones each day or however often to get all of the cards but I'm lazy so usually they just go for days / weeks on all the same things and then I try to be more active for a day by moving 1 of the 8 teams around between several other expeditions for an hour or two on each one to play catch up on the cards that have fallen behind), and if there are new mines available when I happen to check in on the game I throw miner 4 or miner 5 onto each one depending on its hardness rating and all the mines get absolutely destroyed almost as fast as I can assign the next miner to them so they very soon end up all sitting idle again until the next time I notice that there are new mines available.

I want as many separate rolls for new mines as possible, which means 1h runs. Longer runs could only mean fewer rolls which means fewer mines and less resources found.

I'm in A42 and I had picked up an ascension perk that autobuys upgrades for the individual miners, so all 5 miners are currently at lvl 1277 power increase (4163), lvl 977 power multi (725e6%), lvl 594 mine xp (18.9e9%), lvl 437 mine special (437%), and lvl 315 boost to upgrades 1-3 (63%).

General mine upgrades are at lvl 2128 mine power (200e18%, costs 516e6 sweet potato for next lvl), lvl 2082 mine xp (80.5e18%, costs 254001 skull powder for next lvl), lvl 1054 outpost mineral (116e9%, costs 198e184584 whack for next lvl), lvl 779 reduced miner costs (/5.01e6, costs 7.83e180738 poop for next lvl), and lvl 397 outpost level (397, costs 667e38343 milk for next lvl).

Originally posted by Fly:
A longer expedition adds more to your outpost pity counter, but this only happens when a expedition is complete. Splitting a 12 hour one into 1 hour expeditions lets you benefit fromn pity earlier.
Ok, each hour expedition add to pity faster, so the next expedition will increase chances. but it's not like you will get two times more outposts per week when compared to 12h ones. You might have a little more outpost quality with guaranteed drops, but I doubt that it will give more than twice resources.

This is the first that I've heard of this mechanic. I actually always kinda thought that the pity counter was just based on counting the number of individual rolls being made, so a 2.27% chance roll after a 1h run and a 27.24% chance roll after a 12h run would be be +1 to the pity counter if the roll fails. That's how I've had it in my head that it works. But this is saying... what? A 12h run might actually add something like 13 or 14 or 15 or whatever (how big is this boost suppose to be?) to the pity counter? How is it actually going to calculate it after each 12h run if the pity counter goes to 7, then? Would it just grant one pity mine and roll for a second mine on a 5h run's chance, or something?
adeyke Dec 13, 2024 @ 1:15am 
There are two things that could be called a "pity timer".

One is the guaranteed decent outpost. This doesn't change how many outposts you get; it just means that, among the outposts you get, there will regularly be one with 3 minerals, 7 density, and 3 hardness. That one just goes up by one every time you get an outpost. It doesn't matter how long the expedition was that gave that outpost, and an expedition without outpost does nothing to it.

The other is the gradual increase of outpost drop chance. Each time you do an expedition and don't get an outpost, the chance increases by 0.01% per hour spent on that expedition. If you do get an outpost, it resets to the base chance.
GaviJa Dec 25, 2024 @ 3:27am 
Use the planner. Pre Sweet potato, run all PD and gear. Post SWP, all SWP expeds
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