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So how it works currently:
-Wait for the next tick clock to reach about 10 secs
-Freeze garden
-Save your game
-Quick Refresh
-Unfreeze garden
-No luck?? -> Quick Refresh and unfreeze garden again
Now every "unfreeze" counts as a new tick
If you wouldn't mind, could you explain in more detail how to successfully savescum?
Will I reroll a tick everytime I refresh even if the garden timer continues to march on?
But weirdly enough, I don't believe the garden has been behaving like this previously? Whenever I would refresh, the garden would return to the state it was at the time of saving (including time until next tick) but it appears that now the garden timer continues to count down.
i wonder what has caused this change in behavior with the game?
It's entirely possible that I just haven't been observant, lol.
P.S. If you truly want to stop the Garden Tick Timer before closing the game so even 1 tick doesn't elapse, freeze the garden. An alternative method to save scum is to freeze at 5 seconds before a tick, save, unfreeze, wait 5 seconds, check results, and refresh without saving. Repeat the last 4 steps until a desired outcome occurs.
If you reload with this mod (or any other method of refreshing the game without saving), every time you reload, you can retry a Garden Tick if the clock has rolled over.
For example, if you save when the garden is at 5 seconds remaining and then refresh (without saving) before the game autosaves again, every refresh will roll a new Garden Tick when the game reloads. Every time you reload, the garden will say that you have 5 minutes until the next tick (again, for default soil), and if you see this, then you know a Garden Tick has occured. (cont.)
This is so strange
You can use the refresh for re-simulating Garden Ticks. IIRC, you manual save the game right before a garden tick occurs, and after the tick happens, refresh if you didn't get a desirable outcome. Every time you reload, the game rolls a new tick. Of course, mutation chances can still be low, so it can take some time.
Game.registerMod("refresh",{
init:function(){
Game.Notify(`Quick Refresh loaded!`,'',[16,5]);
addEventListener("keydown", function(event) {
if (event.keyCode == 82 && event.ctrlKey)
location.reload();
});
},
load:function(str){
},
});
I get the message "Quick refresh loaded!" but ctrl + r and F5 do nothing.
Follow the instructions in the "Manual Installation" portion, except in the main.js portion, delete this specific line: Game.Notify(`Quick Refresh loaded!`,'',[16,5]);
Otherwise, you can keep everything else the same (feel free to update the game version in info.txt to 2.048). Let me know if you need additional help!
The message "Quick Refresh Loaded!" pops up when I open CC. I disabled all other mods, yet the issue persists.
Hope this helps.