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Edit: Same goes for with Duketaters.
Duketaters is the best method because it generates from ANY duketater, not just mature ones, and it's the highest mutation chance by far. Plant them in rows with woodchips before you're gonna be busy/away for over an hour. Elderworts might be immortal but the mutation chance is abysmal.
They don't live terribly long, so you might even consider using pebbles if you're gonna be doing it while gone for 10 hours. (work/sleep) You'll probably have the seed when you're back.
I thought it was that there had to be five EW or DT in the 8 squares surrounding where you want the Shriekbulb to spawn? That means that in a 3x3 plot, you can only have at most two spawnable plots at a time.* Is SB different that it just requires the correct number of parent plants, and not the correct placement?
*
XoX ................ XXX
XXX ......or...... oXo
XoX ................ XXX
3 5 3
5 8 5
3 5 3
08619-69569
56318-03154
After several elder harvests, I can already ascend for 5x my production, just waiting to harvest my juicy queenbeets tomorrow night first. But I can only wonder how many times I can loop this before it takes more than a few days to double plus my heavenly chips. It's, uh, it's gonna be a lot, I'm pretty sure. Last run I ascended at 1 quattuordecillion, now I'm making ~40 in one harvest, and next run I'll easily hit 1 quindecillion baked for the last of the progress-based achievements.
edit:With the best building frenzy types (which you can save and reload for), an elder combo queenbeet harvest grants roughly 8 billion times your CPS. Welp! To be fair, this is with ~700 of my best buildings, so it's a little lower before then, but uh, still. Considering more cookies means more buildings so stronger frenzies, this strat might take a VERY long time to tick down in power...
*Juicy Queenbeet isn't maturing right, but Elderwort is and was growing fine.
*Have Christmas Season going on for extra cookie Reindeer, so wondering if Winter season somehow affects garden growth?
Some help would be nice figuring this out.
This seems to be true, because if you watch, you'll notice that under 24 hours, each visible advancement on their timer will cut off slightly over half an hour of growth. So you cannot see their growth until it's advanced by about 12 ticks.
Beyond that, growth RNG means sometimes they will grow very, very little. According to some people, they can get nothing at all, but I don't know the code enough to say if that's truly accurate, or just seemingly so from low growth rolls. I assume it's the latter.
So, it's not bugged, and it is growing, but if your luck is bad it can take awhile. If you open multiple tabs you can check every 15+ minutes for which one grows faster, save that one, and reopen new tabs from there to "tunnel" for the best result. Doesn't work well when you're farming multiple for lumps, works great on a single plant.
Also, holy crap at managing to apparently unlock almost every seed with only a lv3 garden. That's painful. It's so, so much easier at higher garden levels. Kudos to you, though. Now that I'm aware the Sound Selector changes Hand of Fate's effect seed, I can test the result for both of them. So, it'll take half the average time to find a cast with Building Frenzy. It ruined attempts before, because I was testing HoF casts with the sound off, and then trying to use it in real play when the sound was on and the result wasn't right... so frustrating!
Now I'm getting massssssive cookies by chaining it with Frenzy+Elder Frenzy base, and harvesting my queenbeets with shift+ctrl click on the seed before elder wears off. It's truly insane amounts of cookies.
The maturation time is not an exact amount. It's an estimate, based on how much the plant still has to grow. If you're lucky, it goes faster than the estimated time. If you're unlucky, it takes longer. And if you're a savescummer, you make your own luck.
I have 2 JQBs with one space inbetween them (for easy checking), reloaded until they both grew on the same tick, then reloaded the next tick about 50 times- with two JQBs that got me 100 results of them never growing. Meanwhile they'd been growing easily on the first time; it took less than 10 attempts to make them both grow at once.
That's a pretty clear sign there's growth going on that we can't see. The system just doesn't seem to update their life estimates until it passes the next 1% total lifespan mark, explaining why it updates in 12 tick chunks. Of course, their growth is still pretty random, so you can scum it a lot faster, preferrably via multiple open tabs due to the unseen growth factor. While I can understand wanting even-level buildings, I'll still make at least a token mention that it's massively antiproductive; all but the top 3 buildings and wizards/farms have practically NO effect from leveling them up, until they reach lv10 and give an achievement. You're basically throwing sugar lumps away for nothing :S Meanwhile a lv9 farm can grant insane amounts of cookies and/or lots of sugar lumps to help level things.
...I mean, I guess I could be wrong, but I'm pretty sure they're not? They only increase the cps output of that specific building, so your mines won't boost any other buildings any better with lump investment.
- Clot/Rust/Cursed Finger
- Unslotting a good deity like Mokalsium
- Slotting Dotjeiess (-30%)
- Slotting Cyclius at the right moment (up to -15%)
- Naming yourself
Orteil (-1%)Ortiel (-2%)- Elder Covenant (-5%)
- Selling buildings
- Backfiring Conjure Baked Goods
- Planting Brown Mold/Nursetulip (particularly useful to plant these first if you want them anyway)
I've done most of these myself, although not all.
There is no synergy benefit from sugar lump levels. It's just that Mines actually have more cps than portals after their boosts. It's still practically nothing, tho', to where you'd be vastly better off getting from 99 to 100 lumps for Sugar Baking than getting a mine to even lv1.
Still, if you have farms/wizards and the top 4 buildings to lv10 already and 100 lumps, mines is the next target. :V
Notes:
1) The times are for my local time zone, but to figure your own, the starting point is midnight GMT. Adjust accordingly.
2) I didn't meticulously track the progression; it's not quite a parabola, it's more of a bell curve, but this is close enough for most purposes.
3) The red x's are where you'd want to swap slots to keep him at as high of a level as possible. Otherwise, swapping slots at the zero line works.
4) You want to pull him completely at the equivalent of 1:30 pm GMT in your time zone. He drops below the zero point then on all three slots.