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Release notes for Evolve Idle game script
Release notes for the Evolve idle game automation script which can be found here:
https://gist.github.com/TMVictor/3f24e27a21215414ddc68842057482da/raw/evolve_automation.user.js
Automation script is for the Evolve Idle game:
https://tmvictor.github.io/Evolve-Scripting-Edition/ (scripting edition of the game forked from the original and best version of the game at: https://pmotschmann.github.io/Evolve/)
NOTE: Updated update:
I've forked the Evolve project to: https://github.com/TMVictor/Evolve-Scripting-Edition/
This unsupported, use at your own risk version is available to be played at: https://tmvictor.github.io/Evolve-Scripting-Edition/
The ONLY change is that I've exposed all of the data that this script now requires to run. This means that save games should be compatible as long as versions are the same.
Changes to to original game will be merged in whenever I get the time so it might be a few days after Demagorddon has updated the actual game.
For more information about why I've done this please see: https://github.com/TMVictor/Evolve-Scripting-Edition/blob/master/README.md
For a script that works with the original game please see HLXII's script at https://github.com/HLXII/Evolve-Autoscript/
3.3.2 - 23 February 2021
1. Fix: Added support for Evolve 1.0.28 which changed id's of evolution actions.
3.3.1 - 17 January 2021
1. Update: Added support for basic magic universe features. Crystal miners to job settings and pylons to buildings.
2. Update: Added support for smouldering trait. Chrysotile gathering and resource support.
3. Update: Added several new buildings including exotic zoo, guard posts, hell forge and hell gates.
4. Update: Updated happiness calculations to include exotic zoo.
5. Update: Updated smelter calculations to include stellar forge and hell forge.
6. Update: Excluded Demonic Infusion and Dark Bomb from being automatically researched.
7. Update: Added Archaeologist job settings.
8. Fix: Sacrificial Alter should now work with races that do not have lumber as a resource.
3.2.1 - 08 November 2020
1. Fix: Fix error with new resource used on monument project.
3.2.0 - 08 November 2020
NOTE: While I have tested this with the new Evolve 1.0.0 content there will likely be some bugs as this was a massive game update from Demagorddon. It will probably take a while to integrate it into the script.
1. Update: Various fixes for changes in the core game with the release of Evolve 1.0.0.
2. Update: Added Pinguicula race to race selection.
3. Update: Added Cataclysm challenge to challenge selection.
4. Update: Added Space Casino and Orichalcum Sphere buildings.
5. Update: Updated morale calculations for space casino.
6. Fix: Fixed custom race selection when using Giant as the base race type.
7. Fix: No longer research "Dial it to 11" or "Limit Collider". Leave these for the player to select. Who would accidentally trigger a cataclysm? Me. That's who.
3.1.2 - 26 August 2020
1. Fix: Job set as default was not correctly assigning the default job and was flickering between available jobs as the default. Fixed to correctly set in order of Quarry worker -> Lumberjack -> Scavenger -> Farmer
3.1.1 - 26 August 2020
1. Fix: Disabling an individual minor trait was not stopping it being automated and would still purchase the minor trait with genes. Disabling will now correctly stop the minor trait being purchased.
3.1.0 - 25 August 2020
1. Update: Added autoMinorTraits which will purchase minor traits with genes only according to the weightings specified in settings. The weightings are based on the cost of the trait, not on the level of the trait.
2. Update: Added a setting in job settings to allow automatic setting of the default job in the order Quarry worker -> Lumberjack -> Scavenger -> Farmer. Will only set as default if they are unlocked and have one or more workers assigned to them.
3. Update: Added basic universe selection to evolution settings. Choose either none (default) or a specific universe. This finally allows up to the whitehole reset to be fully automated.
4. Update: Added hell setting to allow turning off hell patrol and surveyor log messages by default.
5. Update: Added a market setting to allow a minimum percentage of money per second to be used on trade routes. The higher of the absolute value and the percentage value will be used in the calculations.
6. Fix: Changed the way that Ent jobs are handled so they won't always default to farmers any more. Still not perfect but a lot better.
3.0.0 - 01 August 2020
1. Update: Added AutoHell settings contributed by Galefury.
2.9.5 - 31 July 2020
1. Update: Add furs to production settings for factories.
2. Fix: Fix for renaming of Ogre in evolve 0.9.10.
2.9.4 - 20 July 2020
1. Fix: Fix for slave pens now only holding 4 slaves instead of 5.
2.9.3 - 20 July 2020
1. Fix: IMPORTANT! Updated space dock modal building ids for original game id changes. You'll have to turn on those items again or they will not build.
2.9.2 - 19 July 2020
1. Fix: IMPORTANT! Updated basic housing id for original game id change. You'll have to turn on housing again or it will not build.
2.9.1 - 01 June 2020
1. Fix: Added missing creative trait variable causing triggers to error.
2.9.0 - 31 May 2020
1. Update: Add new Moldling race.
2. Update: Add new Compost Heap building.
3. Update: Updated morale calculations to include new modifiers from joyless and resorts.
4. Update: Updated tax calculations to include new oligarchy modifiers.
5. Update: Triggers now only block an action if the costs of the two actions conflict and resource requirements are not met for the trigger action.
6. Update: Triggers now only block Knowledge spending on an action if all other resource requirements have already been met.
2.8.1 - 04 May 2020
1. Update: Added priest job to job settings.
2. Bug: Fixed issue with checking population for custom races.
2.8.0 - 04 May 2020
1. Update: Added new andromeda resources including storage and crafting. No freighter trading yet.
2. Update: Added interstellar buildings from the andromeda update. No andromeda buildings yet.
3. Update: Added new attack mechanics courtesy of user Galefury. Set percentages of living / wounded soldiers allowed before attacking.
4. Update: Removed inbuilt script mythril cap as it is no longer required as there are more actions that can be taken with mythril.
5. Update: Added federation government to government settings.
6. Update: Added custom race to race selection and achievement settings. No race creation; just allowing the script to automatically select it on prestige.
7. Update: Added Steelen and EM Field challenges to challenge settings. Not sure how well the script will go with them but we'll see.
8. Update: Added stellar forge to smelter calcuations.
9. Update: Added mega factory to factory calculations.
10. Update: Remove inbuilt script early stage building halts. When crafting used to occur only monthly the script would save resources. This should no longer be required.
11. Bug: Removed smelter fuel calculations for races that have the 'forge' trait; they don't require smelter fuel. eg. Salamanders.
12. Bug: Fixed intelligent check only checking if race is Cyclops instead of checking for the intelligent trait.
2.7.4 - 27 February 2020
1. Update: Autobuy now uses the user entered multiplier to buy resources in the market. Note that this defaults to 10 whenever the game is reset. I'll look at doing something better here in future.
2.7.3 - 26 February 2020
1. Fix: Added a fix for population growing so fast that the script would stop gathering resources before the first rock quarry was built which then stalled stone production and stopped all progress.
2.7.2 - 03 January 2020
1. Update: Moved elerium and infernite to the top of the list of atomic mass for ejecting. Even though they have a lower atomic mass than some others they are exotic materials which are worth more for the dark energy formula.
2. Update: Updated auto market selling to sell as much as possible over the specified sell ratio. This will sell up to 5x the maximum researched market volume to reach the specified sell ratio. Buying currently remains unchanged.
3. Fix: Fixed an isse with the monument A.R.P.A. project building when it shouldn't have been. This was caused by caching which has now been removed.
2.7.1 - 27 December 2019
1. Fix: Fixed a possible infinite loop in the mercenary hiring function if the allowed mercenary cost was set high and minimum money percentage was set low.
2.7.0 - 27 December 2019
1. Update: Consolidated existing prestige settings into one section on both main settings and in the quick settings on the left of the game screen.
2. Update: Added new bioseeding prestige settings. You'll have to turn on constructing the bioseeder if you want the script to do that!
3. Update: Added new whitehole prestige settings including when to prestige and whether to stabilise the blackhole until a minimum solar mass is met.
4. Update: Added mass ejector settings to the whitehole prestige settings. Limited options for now. If enabled will eject when resource storage is capped and if eject all count is met then it will eject... everything.
5. Fix: Fixed check in autoBuild code that was checking for conflicting buildings. This was not working since a few updates ago.
2.6.1 - 26 December 2019
1. Fix: Project automation was not correctly checking requirements. It was using the full 100% cost instead of 1% increments.
2. Fix: Project automation was not correctly checking if resource storage was full for the monument since it can be made from different materials. eg. it would check if stone storage was full when monument was being constructed from cement.
2.6.0 - 24 December 2019
1. Update: Added logging settings including a master toggle and individual settings for each type of logging message (special, construction, multi-part construction, research, spying, attack, mercenary).
2. Update: Script now uses multiplier keys to reduce processing in certain situations. eg. Adding 300 trade routes is now only 3 calls instead of 300. Honestly, most of the time you wouldn't notice anyway; but always nice to be precise. Also allows for better processing in future with game mechanics that modify in the thousands (eg. Mass ejector and crafting).
3. Update: Updated attack calculations to be quicker. Will now switch to the best campaign, adjust soldiers to send and attack within the same script loop.
4. Update: When hiring multiple mercenaries within a script loop these will now be combined into a single log message. eg. "Hired 6 mercenaries to join the garrison". They're still a bit spammy but there is less of them.
2.5.5 - 23 December 2019
1. Update: Added an option for each A.R.P.A. project to allow ignoring of the global minimum money setting.
2. Fix: Fixed an issue where the minimum money for an A.R.P.A. project was calculating as the cost of the entire project instead of just 1% so the projects weren't being built.
3. Fix: Fixed an issue when unmanaging Mythril workers when you have large amounts of Mythril that would then leave workers unemployed (the same number as were assigned to the unmanaged Mythril worker job).
2.5.3 - 23 December 2019
1. Fix: Final lumberjack, quarry worker and scavenger weightings were not being correctly applied and would leave scavengers with more than required.
2. Fix: Fixed issue with game actions (buildings) being defined as requiring power in the game's action definition but then not actually requiring power in the game's power calculations. (Affected VR Center, Tourist Center and about 20 other space buildings).
3. Fix: Fixed an issue that would cause triggers to duplicate and cause local storage issues.
2.5.2 - 23 December 2019
1. Fix: Fixed an issue with A.R.P.A. project level calculation that could cause the script not to run early game.
2. Fix: Fixed an issue with automated power management when there aren't enough resources for a power producing building to function so we have to turn it off but it wasn't then removing its power from the calculations.
3. Fix: Fixed an issue in Firefox where the new script settings modals weren't being closed when clicking outside the modal window area.
2.5.1 - 23 December 2019
1. Update: Added logging for changes of government.
2. Fix: Fixed an issue with updating resource costs for buildings, research and A.R.P.A. projects not working. Not sure how long they haven't been working for.
3. Fix: Fixed an issue with the check for whether the foundry is unlocked. This would cause automatic assignment of jobs to not work until the foundry was actually unlocked.
4. Fix: Fixed market multiplier not working since the change to a direct value.
5. Fix: Fixed mercenaries not being purchased accoreding to settings once unification is achieved.
6. Fix: Fixed Firefox only issue with foreign power names not being determined correctly.
2.5.0 - 22 December 2019
1. Update: Added a master script toggle to turn off all functions of the script. This stops the script performing any actions on behalf of the player.
2. Update: Moved tax and morale settings to new Government section.
3. Update: Added government management with interim and final government settings. Interim government allows you to transition to an earlier government type so you can get out of anarchy before your final higher tier government type is researched. It will switch as soon as the government type is researched. If you only want one of the lower tier governments then just set them both to the same low tier government type.
4. Update: Added government settings options to the government panel of the civics tab in the "+" to the left of the government panel name when it becomes available. Will look at doing the same for other settings and will improve this over time.
5. Update: Renamed war settings to be foreign affairs settings.
6. Update: Added foreign affairs settings options to the foreign panel of the civics tab in the "+" to the left of the foreign panel name when it becomes available.
7. Update: Added foreign affairs settings including attacking, occupation and spy shenanigans for each available foreign power. Spying will only perform an operation if it will have an effect. ie. it won't perform a sabotage if enemy military strength is already at its minimum of 50 as it can't go lower. Round robin spying mode will loop through the spy operations until all are at maximum effect. This only uses the information that your spies have available.
8. Update: Added two settings to control hiring of mercenaries (garrison only for now, sorry!). Hire when money storage greater than X percentage AND when cost of hiring is less than Y amount. The two settings work in combination and both must be satisfied before a mercenary will be hired.
9. Update: Attacking a foreign power now accounts for their military strength and will send more or less soldiers on the attack based on that military strength. The accuracy will depend on how much information your spies have gathered about the military strength of the target.
10. Update: Added Neutron Citadel Station to building list.
11. Update: Added some actions to the in game message queue. Will assess how this goes and either add more, remove them or find another way to display logging.
12. Fix: Fixed building and/or launching bioseeder ship after last major game update.
13. Fix: Fixed attacking when it is first unlocked (without having to reload the page).
14. Fix: Script Settings sections would not fully load triggers during the evolution stage of the game as technology names need a race to get the technology name. During evolution now use the technology id until the correct name becomes available then swith to that.
15. Fix: Fixed duplicated triggers when importing script settings.
16. Fix: Fixed trigger section not expanding to show newly added triggers unless user refreshed the page. Fixed same with removing triggers not shrinking the content section as well.
17. Fix: Only attempt unification when each of their specific conditions are met. No longer adds unification option to research queue when conditions aren't met. As long as "Occupy when possible" is enabled for foreign powers then conquest unification can be performed by the script. Financial unifciation should always be possible eventually. Morale unification is possible via the script with default spy settings causing unrest and increasing relations with foreign powers.
18. Fix: Updated tax and morale calculations for game changes since they were first written including governments, extreme tax, and terrifying and noble races.
2.3.2 - 24 November 2019
1. Fix: Fixed research triggers stopping conflicting production when the research is not yet available to be researched.
2.3.1 - 23 November 2019
1. Fix: Fixed an issue with specifically Greasemonkey not working at all.
2.3.0 - 22 November 2019
1. Update: Updated to work with latest underlying code. Have tested it for a while but there may still be issues as it was a big update by Dema!
2. Update: Added railway A.R.P.A. project.
3. Update: Don't open production modals if industry tab is available.
4. Fix: Fixed issue with smelter fuels not reducing correctly which then also prevented switching to higher priority fuels.
2.2.2 - 17 November 2019
1. Update: autoAchievements for MAD now works in all universes.
2. Fix: autoJobs now works for evil universe.
3. Fix: Aerogel now displays in job list and user can update settings.
2.2.1 - 31 Oct 2019
1. Fix: Triggers weren't working when new items became unlocked (eg. when research first became available). Which is kind of the point of them... So, fixed.
2.2.0 - 29 Oct 2019
1. Update: Added beginnings of a trigger system. When "X" occurs, perform "Y". Only prioritising research at the moment but will extend it over time.
eg. if you specify when Kroll Process is unlocked then research Kroll Process then it will not spend resources on conflicting researches, buildings or ARPA projects until Kroll Process is researched.
This is a pretty big change so may be a few bugs.
2. Update: Speed up evolution part of the game. Just get through it so we can start playing the good stuff!
3. Fix: Fix auto gene assembly. Wasn't working. Now it is.
4. Fix: If unification setting is "auto" then script will now pick the first unification option where the requirements are met (other than "reject").
2.1.3 - 18 Oct 2019
1. Update: Added Scavenger priority, breakpoints and final weighting to Job Settings section.
2. Fix: Fixed bug with detection of whether a race needs lumber or not.
2.1.2 - 17 Oct 2019
1. Update: Added final lumberjack and quarry worker weightings. This will still allocate their breakpoints but then any remaining workers will be split in this weighting.
2. Update: Added preferred smelter fuels to the Production Settings section.
2.1.1 - 16 Oct 2019
1. Update: Added Seraph and Unicorn races.
2. Update: Added Shrine.
2.1.0 - 16 Oct 2019
1. Update: Added a maximum attack rating to send during battle to allow limiting soldiers that are sent on a campaign.
2. Update: Added a minimum morale setting to the General Settings section. This used ot default to be 115% in the script.
3. Update: Added an override to produce luxury goods if we can't produce anything else; even if luxury goods production is disabled or weighted zero.
4. Fix: Slave market was blocking building other buildings. Only click on slave market when money storage ratio > 0.9 and less than max slaves.
5. Fix: Update maximum morale calculation, used for calculating tax rate, for VR Centers and Superstar research.
2.0.1 - 15 Oct 2019
1. Update: Added production settings for factory with weighting of produced goods.
2. Update: Added graveyard.
3. Fix: Fixed evil / hunter races not assigning jobs correctly.
4. Fix: Factory now uses in game resource costs which should reduce switching. Won't produce when the resource's storage ratio is over 99%.
2.0.0 - 14 Oct 2019
!!!WARNING!!!: Experimental. Large changes to core functionality.
1. Update: Massive thanks to NotOats for figuring out how to access the game code directly from GreaseMonkey / TamperMonkey. No longer have to screen scrape to get information. Makes everything better and allows deeper automation in future!
2. Update: Modal windows now only have to be opened once when script first loads or when building first constructed. No more modal window flickering! (Only exception is the Star Dock if autoSeeder is enabled. That one has to be opened 3 times).
3. Update: Added autoMiningDroid to set mining droid to adamantite.
4. Update: Added autoGraphenePlant to enable graphene production with whatever fuel is currently available.
5. Update: Added Sacrificial Alter. Will sacrifice a population if you have over 20 population, population is at maximum and you have less than 24 hours bonus in any category.
6. Update: Added Slave Market. Just buys a slave whenever it can. Will look at making it more efficient later.
7. Update: Added VR Center. Careful! This one costs Soul Gems so don't just turn it on...
8. Update: Challenges are now individual settings in the Evolution Settings section. They are still controlled by autoChallenge as a "master switch".
9. Update: autoCraftsmen no longer affected by whether manual crafting is available. Just turn it on or off to your liking.
10. Fix: Buildings should no longer be added to queue by script.
11. Fix: Should now calculate correct power production for all buildings including the steller engine. Consumption... still working on it!
12. Fix: Should correctly detect Kindling Kindred in all situations now. (Can now directly check istead of checking if lumber is unlocked).
13. Fix: Should correctly detect Evil in all situations now. (Can now directly check istead of checking race name).
14. Fix: Should correctly detect Carnivore in all situations now. (Can now directly check istead of checking race name and unemployed name).
1.1.2
1. Update: Added and "Always assemble genes" button in general settings which will continue assembling genes even after De Novo Sequencing is researched.
2. Fix: Made some changes to the smelter logic to hopefully reduce instances where it can "flicker" and constantly change smelter options then change them back again.
- Please let me know if you notice any changes!
3. Fix: Remove interstellar and portal popups that get stuck at the bottom of the screen.
4. Fix: Don't research either of the blackhole techs! I'll add an option later but for now always let the user decide what to do with blackhole research.
5. Fix: Don't build any containers if "Limit storage pre-MAD is enabled". The script won't assign them as they're not needed so don't build them.
6. Fix: Added confirmation when enabling autoMAD if MAD has already been researched to prevent nuclear accidents.
1.1.1
1. Update: Enabled state management for intersteller and portal buildings.
2. Update: Added Stanene production to factories. Factories will produce as much as possible in the following order Nano-tubes -> Stanene -> Alloy -> Polymer -> Luxury Goods.
3. Update: Limit Promixa Dyson building to 100 segments.
4. Update: Limit Steller Engine building to 100 segments.
5. Update: Added fortress buildings to building settings section.
6. Update: Allow changing evolution target race during the evolution phase of the game. This used to occur a single time at the start of evolution.
7. Fix: Dragging and dropping building priority now works again in Building Settings.
8. Fix: Import / Export Script Settings is now displayed again.
9. Fix: Don't turn off power producing structures if their fuel source storage ratio is over 10%. After that only turn off one at a time.
10. Fix: No longer adjusts taxes before they are researched. The magic of scripting!
11. Fix: autoSeeder now also clicks the new "Prep Launch" button before clicking "Launch".
1.1.0
NOTE: I had to reset building settings as there are conflicting names now. You'll have to set them up again. Sorry!
1. Update: Initial support for 0.5.0 Intersteller. Doesn't do much at the moment. Mostly makes sure that the script actually works again for pre-intersteller.
- There are going to be a lot of things that don't work correctly yet. Feel free to post in the scripting channel any issues that you find.
- autoPower currently doesn't work for intersteller. There is an issue with the Alpha Centauri support refreshing and disappearing.
- Not doing anything with Demons at the moment. Will have to look at it later.
2. Fix: Script now correctly builds smelters when you fanatacism with Ent gods. Previously it was waiting until you had 12 lumber per second.
1.0.2
1. Fix: Turned off debug logging feature - Don't turn it on, it will just spam your browsers console and slow everything down.
1.0.1
1. Fix: Instead of not working under 115% current morale, autoTax will now allow tax rates to go up to 26%.
1.0.0
1. Update: Added autostorage for all your crate and container needs. Please Reset Storage Settings from the Settings tab to get the latest updates. You can set weightings for each resource as well as maximum crates / containers.
2. Update: Added autoTax. Settings are available in the General Settings section of the Settings tab. It won't allow you to fall below 115% morale (if possible) to account for season and weather variables.
3. Update: Added import / export script settings buttons to the import / export section of the Settings tab. Now you can share settings that work for you!
4. Update: There is now a Set % button for "Minimum money to keep". Enter a value, eg. "10" and it will keep 10% of your money available.
5. Update: A.R.P.A settings have been expanded to include building projects when your resource storage is full, regardless of your other settings. You can set a maximum percentage of non-crafted resources to use as well as a minimum amount of crafted resources to always leave available.
6. Update: Limited nano-tube production to 250,000 if space dock has not been built yet; 100,000 if Quantum Computing is not yet researched; 12,000 otherwise.
7. Fix: No longer assigns Brick craftsmen if you don't have a Cement Plant yet.
8. Fix: Enabled MAD when you have wounded soldiers. To count for plasmids the soldiers just have to be at home, even if wounded.
9. Fix: Immediately recheck Factories when nano-tubes are first researched instead of waiting until the next factory is built.
10. Fix: No longer randomly assigns a single plywood crafter when manual crafting is allowed. No craftsmen should be assigned if manual crafting is allowed.
11. Fix: Will no longer turn off buildings that consume food if you are not producing enough. It will instead add more farmers.
12. Fix: Fixed A.R.P.A. toggles disappearing when researching a new project.
0.9.18
1. Fix: MAD correctly actions once MAD is researched and all troops are home
0.9.17:
1. Update: AutoMAD and autoSeed no longer check population.
2. Update: Removed tweak low plasmid mills always producing food. Player controlled with settings.
3. Update: Added special races with warnings when choosing them.
4. Update Added a few Mythril tweaks for early space.
5. Fix: Ent no longer fails autoEvolution.
6. Fix: Monument no longer checks minimum money floor.
0.9.16
1. Update: Added market settings for buy, sell, buy ratio, sell ratio, trade minimum money per second, trade in, max trade routes, trade out and trade out minimum resources per second.
2. Update: Moved market trading from trade special resources to market settings.
3. Update: Separated the assigning of crates into autoStorage.
4. Fix: bug with autoJobs when worshiping Cath gods (no food!).
5. Fix: bug with clicking WSC Control even though only 1 can be purchased.
6. Fix: bug with job settings for carnivore and evil races.
@todbr
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todbr commented Sep 13, 2019

Hey, I love your script and I think it's the best one around for evolve. Here are some suggestions for QOL improvements that shoul be easy to implement and would greatly improve the experience. Thanks for your work.

  • review early auto factory development (factories are turned off, I expect them to start producing alloys)
  • review early smelter development (smelters produce zero stell, I need a least a bit)
  • review mid auto factory development (a bit of polymers early on is good, specially if going for space and beyond)
  • hasten autoclick on evolution stage (I use the script plus a 50ms autoclicker)

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