Skip to content
TORNLIFE More

[v7.1.3] Books+Gym, SEs, Flying, $, Halloween

Started by DrChrono [1372430] Committee on in Tools & Userscripts.

148 replies · 15k views · thread synced · 3 days ago · View on torn.com

Posts archived: 149 / 149 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

DrChrono [1372430] Committee Committee

Fix has been pushed to the copy linked in the main post (and right here!), and versioning has been updated to 7.1.2

If you would rather fix this on your own copy, only UserAPI.gs received small changes to lines 37-40:

OLD

  const factionPerks = userData.faction_perks || [];

  const propertyPerks = userData.property_perks || [];

  const educationPerks = userData.education_perks || [];

  const jobPerks = userData.job_perks || [];



can be replaced by

NEW

  const factionPerks = userData.perks?.faction || [];

  const propertyPerks = userData.perks?.property || [];

  const educationPerks = userData.perks?.education || [];

  const jobPerks = userData.perks?.job || [];


Thanks all <3

DrChrono [1372430] Committee Committee

Yet another API change presents itself.

This has been pushed to the copy available in the main post, linked again here.

TornAPI.gs was the lucky recipient for the change today, where if you want to fix your own copy, you'll replace line 12:

OLD

  const bankRates = ['1w', '2w', '1m', '2m', '3m'].map(period => data.bank[period] / 100);


with

NEW

  const bankDays = [7, 14, 30, 60, 90];

  const bankRates = bankDays.map(days => (data.bank.find(b => b.days === days)?.rate ?? 0) / 100);


Versioning updated to 7.1.3 to reflect the update.

Thanks all, sorry for the trouble

Mentions: Upcoming API changes

DrChrono [1372430] Committee Committee

Faction payout is tricky / impossible really, as balance adjustments could be for many different reasons and can't be targeted specifically for RWs or OCs. If OCs are paid out via the native Torn functionality, someone called that out a while back and I have it on the agenda for the next update

City finds are also problematic as you can collect them all at once and severely impact an average. I'll poke at which log they come from and check it out, however it's a pretty flexible (on when you pick them up) and generally low value mechanic to add into the sprawl of the budget sheet. For example, finding an SE (or really, even an FHC) will change your projections when it is more a low chance bonus than something to use for planning forward

Appreciate the asks, I'll take a look but both are broad asks that either can't be implemented easily/at all, or may skew forward budgeting to a degree I don't necessarily agree with, at an admittedly superficial first-thought glance

Unpsofable [2754164]

Hey there! Thanks for the awesome sheet!!

There is something I don't understand, though... 

 

As per Proxima, at a Nightmarish basket level with scary clothing on, an 11% Revit weapon is more profitable than a scary one.

[image: tornstats.com]

But according to your sheet, a scary weapon yields more treats/day than an 11% Revit weapon. For the Revit weapon to become more profitable, it should be at 14% according to your sheet...

Am I missing something?


Edit: typo

 

Unpsofable [2754164]

So Proxima's initial Revit calculations are wrong? A 14% Revit is more profitable, you should ignore all previous Revit levels and use a scary weapon instead?

DrChrono [1372430] Committee Committee

Negative, we believe the revit recursion internal to the sheet is off by a small factor, and it is being refactored at present.