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Ultimate Cookie

Ultimate Cookie is an automation suite for the Cookie Clicker game (http://orteil.dashnet.org/cookieclicker/). It is a work in progress for now while I add support for the current game version as it was neglected as a project since the 1.0466 version of the game.

The goal was to play the game as fast and as efficiently as possible while only acting in a manner that a human sitting at the computer could theoretically do (assuming they could click the cookie hundreds of times a second). This primarily means no working around the games internal clicks per second limit of 250 (in practice you won’t really get this anyway).

To load this mod in game bring up a javascript console and enter the command:

There are a bunch of features still missing. I have laid out below a road map of sorts for getting to completion. These are in rough order of priority.

  1. Revamp the update loop so everything is updated in a single loop. Should make it easier to debug occasional click rate drops and see what’s going on.

  2. Treat buffs as modifiers. This should allow for accurate valuation of things liks golden cookie duration and frequency upgrades as well as laying necessary groundwork to correctly value a cookie bank.

  3. Cookie bank. Dynamically determine the optimal number of cookies to bank.

  4. Valuation for buffs that unlock other buffs.

  5. Prestige upgrades. Right now only the baseline Legacy upgrade is supported. It would be easy enough to add support for the upgrades themselves but it relies on being able to accurately value buffs that unlock other buffs.

  6. Building levels and sugar. Decide how to spend sugar and when.

  7. Mini games. Play them passively and efficiently.

  8. GUI for addon. Allow for configuration and information without needing to use the javascript console.

  9. Strategies - let users choose play style, elder pledge on off, preferred season, spells etc.

  10. Legacy strategies. Determine when to legacy and automate the process.

  11. Release.

Release should mean working with every combination of upgrades, buildings etc, in the game. There are however a few other things that will be added on an ongoing basis. Missing these doesn’t interfere with base functionality and for the most part they represent changes that would offer very minor gains in efficiency for a relatively large amount of work. These may or may not ever be implemented as it just might not justify the effort. These are efficiencies small enough that the occasional loss of a click due to the extra calculations involved would probably outway the minor, highly situational benefits they convey. I.e. they might be satisfying from an accuracy perspective but ultimately a loss from a performance perspective.

  1. Farming of achievements that require different play styles. Handle getting those achievements that won’t be acquired in the normal run of play.

  2. Purchase bundles, allow for ranking of a list of purchases vs an individual item. For example if buying two buildings more unlocks a doubling upgrade it is probably higher priority than the next individual purchase would be on its own.

  3. Account for things that unlock achievements as part of purchase bundles.

  4. Performance tweaks. Tweak game settings for better performance, that sort of stuff.

Then of course there are the ongoing changes. - Upgrade support: Currently 318 / 356 supported. - Prestige Upgrade support: Currently 51 / 65 (at least partially) supported. - Whatever other bugfixes and improvements I get sidetracked by in the meantime.

Known issues: - Purchasing stalls during most multiplier golden cookies (except for frenzy). - No support for prestige. - Not all upgrades are supported, there have been a huge number of changes to these over time so I am having to go back. and update them one by one. There are also a lot of new upgrades (150ish) that I need to add support for. - Purchasing an unsupported upgrade disables purchases (this isn’t a bug, its a config option, set Config.failHard to false to change it). - Seasons not supported. - The new frenzy types not supported (they dont do harm but they are not accounted for in calculations).

Time to unlock prestige 1 on new save: - 04-Dec-2017 - 4 hours 17 mins. - 08-Dec-2017 - 2 hours 14 mins.

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