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Does anybody have a video they can link that explains the Mini/Maxi CpS multiplier(or the mod as a whole, I can skip around until I find the part about the CpS multiplier)? I think I got the rest of what the mod does without reading that part of the guide.
Just the drop rate next to each seed in the seed list. Might be helpful.
For instance: 8 Queenbeets are growing, 5 Fast Grow, 3 Slow Grow
The 5 are harvest way before the others and are then replanted which makes it so you get even less ticks for mutation since the Queenbeets are now getting like 3 ticks to grow while the other ones are still fully mature and not even harvested yet.
I believe what was happening is the conflict of:
Auto harvest:
young >> remove weeds ON
&
Auto plant:
with plot saved of all meddleweed to try and get brown mold.
it looked like autoharvest was constantly removing the whole plot at the same time auto plant was constantly replacing it lol.. so perhaps just an extra note or reminder that shows at the seed list that when a mutation combo requires a weed that the REMOVE WEEDS button needs to be set to OFF as the SAVED PLOT will not override the setting.
simple option may be to put an Asterisk at the end of each plant on the list and a matching asterisk for the note on REMOVE WEEDS button* (turn this off when attempting to grow any plots with the weeds*)
i finally got a new seed to pop so i swapped to fertilizer manually and turned off auto-plant so everything else would just die off and let the new thing grow faster but then realized it keeps swapping back and then i have another 10min timer for changing back.
The only other thing id suggest is maybe showing some of the alternative mutation options; ie i got golden clover seed way faster by using the wiki combo of wheat + gildmillet and since people usually avoid that combo because it requires maintenance.. seemed perfect for this mod because i could stop baby sitting it.
I'm finally working on the (dreaded) "Juicy Queen Beet" and while I've set it to use the optimal garden layout, I'm wondering what the optimal mod settings would be to finally get it to mutate.
https://github.com/yannprada/cookie-garden-helper
Here's how you turn a steam mod into a tampermonkey userscript.
Mods can be found in \Steam\steamapps\common\Cookie Clicker\resources\app\mods\workshop.
Note you will have to manually update the user script when a new mod version is published.
Step 0: On the Cookie Clicker addon page under Tapermonkey there is a header. Start the userscript with that. All the appropriate values can be found in info.txt.
Step 1: Copy-paste the entirety of main.js into the userscrpit.
Step 2: Find Game.registerMod and copy the first argument which will basically be the name of the mod in quotes.
Step 3: Add the following code to the bottom of the user script with the string copied in step 2 pasted into the indicated bracket. The setTimeout pit makes sure it doesn't run too early you might have to make the number at the end larger if your computer is slow.
function mod() {
Game.LoadMod(Game.mods[ ***PASTE HERE*** ])
}
setTimeout(function(){mod();}, 600);
One question: how the "Avoid buff" option is supposed to work? I put it on but the auto-plant works during the golden cookie buff, is that normal?