[Request] Galaxy Idle Clicker

Ask about cheats/tables for single player games here
Raborius
What is cheating?
What is cheating?
Posts: 4
Joined: Fri Oct 12, 2018 9:40 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Raborius »

aWake wrote:
Tue Dec 17, 2024 6:29 pm
Raborius wrote:
Tue Dec 17, 2024 11:47 am
For me the only working codes are 13 and 7.
None of the other ones worked. Always the same white screen and won´t load.
There were several points during my testing in which i forgot one step or another in the process - I'd update the json, save it, but not add it to the archive, stuff like that, so I had to go back and re-test a bunch of things. Took way longer than it should have, which is also why I didn't test so many of the code changes.
All that to say, are you absolutely certain the code you thought you'd replaced was indeed replaced? Because if it's a larger issue then you might have to just restart your save, which sounds a bit absolutely awful as far as solutions go.
I tried it several times, even with a new save.
The Code was replaced, i kept the original file and compared it everytime again after it didn´t work. Took me quite a while.
For me those are the only 2 codes that worked.
Also redownloaded the whole game again to see if that changes anything but sadly not.
Did something else change or could you dm me your code so that i can compare it ?

aWake
Novice Cheater
Novice Cheater
Posts: 15
Joined: Fri Sep 30, 2022 12:01 pm
Reputation: 2

Re: [Request] Galaxy Idle Clicker

Post by aWake »

Raborius wrote:
Tue Dec 17, 2024 7:27 pm
aWake wrote:
Tue Dec 17, 2024 6:29 pm
Raborius wrote:
Tue Dec 17, 2024 11:47 am
For me the only working codes are 13 and 7.
None of the other ones worked. Always the same white screen and won´t load.
There were several points during my testing in which i forgot one step or another in the process - I'd update the json, save it, but not add it to the archive, stuff like that, so I had to go back and re-test a bunch of things. Took way longer than it should have, which is also why I didn't test so many of the code changes.
All that to say, are you absolutely certain the code you thought you'd replaced was indeed replaced? Because if it's a larger issue then you might have to just restart your save, which sounds a bit absolutely awful as far as solutions go.
I tried it several times, even with a new save.
The Code was replaced, i kept the original file and compared it everytime again after it didn´t work. Took me quite a while.
For me those are the only 2 codes that worked.
Also redownloaded the whole game again to see if that changes anything but sadly not.
Did something else change or could you dm me your code so that i can compare it ?
I literally just did the find and replace thing the way the post instructs you to, there is no reason I can think of the results would be different unless it's like a hardware issue on your end or something. The fact that you found the code to be replaced means you have the right file, and are searching with the right settings (reg expression mode enabled, etc.) The fact that the changes affect the game means you're adding the json back in correctly. The fact a fresh save also didn't work means it's not a save-based issue either. The only thing I can imagine is that you're not getting the entire code when you copy it over. That's the only point of failure that would let you do everything I mentioned previously, but get a different result. Otherwise we're copying the same text over and getting different results for no reason.

We started from the exact same base, and we made some of the same edits (unless the problem is what I described above), from the exact same source. Unless you've somehow missed a step, it must be an environment/hardware problem (like, our machines literally run the code differently somehow), which I also struggle to think of a reason for.

ameeelia
Cheater
Cheater
Posts: 37
Joined: Sat Oct 21, 2017 8:26 am
Reputation: 4

Re: [Request] Galaxy Idle Clicker

Post by ameeelia »

Increment Prisoners pity cap by 10 instead of 1:
Mineral Upgrades do not consume mineral:
Radiation Upgrades do not consume radiation:
Meteorite Upgrades do not consume meteorite:

Can confirm that those DO work!
Did not try the others.

Quackmoor
Noobzor
Noobzor
Posts: 5
Joined: Tue Apr 27, 2021 5:55 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Quackmoor »

Do your combo counters in meteorite minigame reset at 80 too?

aWake
Novice Cheater
Novice Cheater
Posts: 15
Joined: Fri Sep 30, 2022 12:01 pm
Reputation: 2

Re: [Request] Galaxy Idle Clicker

Post by aWake »

Quackmoor wrote:
Wed Dec 18, 2024 7:03 pm
Do your combo counters in meteorite minigame reset at 80 too?
Yeah, that's intended behaviour. At 80 it guarantees an amethyst meteorite, which is the point of getting your combo that high in the first place. Combo doesn't multiply score or anything - it's literally just to get guaranteed rare meteor spawns.

cckilla1337
Expert Cheater
Expert Cheater
Posts: 175
Joined: Sat May 01, 2021 9:41 pm
Reputation: 5

Re: [Request] Galaxy Idle Clicker

Post by cckilla1337 »

Don't suppose there's a code that can give me 150 quintillion light years right away? Black hole #28 I don't think anything will happen at 150 quint light years. I'm officially done with this game, and all I had to do was the simple change your clock one day in advance trick, I have over 1b cosmic dust, spent close to 200 days in Hell Mode, there's nothing left for me to do, completed all mechs, all supernovas. I'm guessing Nightmare Mode is just a filler difficulty seeing as how there's no achieves tied to it, other than the first Galaxy.

Quackmoor
Noobzor
Noobzor
Posts: 5
Joined: Tue Apr 27, 2021 5:55 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Quackmoor »

I used this code:
Time Bonus in LY tab raise 10 time faster:

(const [a-zA-Z0-9$_]+=\([a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+\)\/6e4\/60)

to

\1*10
(2 matches)
but instead of 1*10 i typed 1*1000000 or some ridiculous number so the LY timer is almost instand at 25x. you just have to click travel back in time a few times.

thibeut
What is cheating?
What is cheating?
Posts: 3
Joined: Tue Mar 26, 2024 12:18 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by thibeut »

Hello,
does anyone have a video of how to do this?

cckilla1337
Expert Cheater
Expert Cheater
Posts: 175
Joined: Sat May 01, 2021 9:41 pm
Reputation: 5

Re: [Request] Galaxy Idle Clicker

Post by cckilla1337 »

Doing the advance one day ahead trick breaks certain aspects of the game if you do it for over 62 days (2 months), I no longer get any enemy kills counted for my light year travels, not sure why this is but after the most recent update this started happening.

Quackmoor
Noobzor
Noobzor
Posts: 5
Joined: Tue Apr 27, 2021 5:55 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Quackmoor »

Currently Working

Remove timer limit for antimatter "protto" code:
Antimatter Upgrades do not consume antimatter:
Junk Upgrades do not consume junk:
Plasma Upgrades do not consume plasma:
Energy Upgrades do not consume energy:
Scrap Upgrades do not consume scrap:
Garbage Upgrades do not consume garbage:
Level Upgrades do not consume skill point:
LightYear Upgrades do not consume lightyear point:
Blackhole Upgrades do not consume blackhole point:
Army Upgrades do not consume army:
Meteorite Upgrades do not consume meteorite:
Radiation Upgrades do not consume radiation:
Mineral Upgrades do not consume mineral:
Increment Prisoners pity cap by 10 instead of 1:
Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
Infinite Meteorite mini game's Combo Shield:
In Radiation mini game, make all bars (once unlocked) overlap:
Enemies Killed count *100:
Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time): except for c.
In Radiation mini game, only have emerald radiation spawing:
In Mineral, divide by 10 the mining amount required:
In Mineral, only have amethyst node:
In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):
Potions Timer set to 1 year:

Currently not Working
Prisoners & Citizens Upgrades do not consume prisoners or citizen:

exterminator1245
What is cheating?
What is cheating?
Posts: 2
Joined: Sat Oct 12, 2024 1:33 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by exterminator1245 »

whenever i launch my save that ive done the protto no time and changed antimatter amount to 10k, was working perfectly until suddenly now everytime i launch the game i get a white screen and i cant play. id rather not reset my save seeing i have 500 hours invested in it. ive gotten quite far. ive returned all the code to the original games and im still getting the white screen, what do i do?

ameeelia
Cheater
Cheater
Posts: 37
Joined: Sat Oct 21, 2017 8:26 am
Reputation: 4

Re: [Request] Galaxy Idle Clicker

Post by ameeelia »

exterminator1245 wrote:
Tue Dec 31, 2024 9:40 am
whenever i launch my save that ive done the protto no time and changed antimatter amount to 10k, was working perfectly until suddenly now everytime i launch the game i get a white screen and i cant play. id rather not reset my save seeing i have 500 hours invested in it. ive gotten quite far. ive returned all the code to the original games and im still getting the white screen, what do i do?
Verify game files

Deathmashine
Novice Cheater
Novice Cheater
Posts: 18
Joined: Fri Aug 18, 2023 5:14 am
Reputation: 1

Re: [Request] Galaxy Idle Clicker

Post by Deathmashine »

Kazuki wrote:
Wed Nov 27, 2024 3:59 pm
UPDATED 27/11 (version 0.1.31)
Spoiler
You need to use notepad++ and "Regular expression" as "Search Mode" (mandatory)
  1. Remove timer limit for antimatter "protto" code:

    Code: Select all

    if\(([a-zA-Z0-9$_]+)&&([a-zA-Z0-9$_]+)-([a-zA-Z0-9$_]+)<20\*60\*60\){
    to

    Code: Select all

    if\(\1&&\2-\3<0\){
    (1 match)
  2. Antimatter Upgrades do not consume antimatter:

    Code: Select all

    \.\.\.([a-zA-Z0-9$_]+),antimatterCount:([a-zA-Z0-9$_]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z0-9$_]+)
    to

    Code: Select all

    ...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
    (1 match)
  3. Junk Upgrades do not consume junk:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),junkCount:([a-zA-Z0-9$_]+)\.junkCount}
    to

    Code: Select all

    {...\1,junkCount:\2.junkCount>\1.junkCount?\2.junkCount:\1.junkCount}
    (1 match)
  4. Plasma Upgrades do not consume plasma:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),plasmaCount:([a-zA-Z0-9$_]+)\.plasmaCount}
    to

    Code: Select all

    {...\1,plasmaCount:\2.plasmaCount>\1.plasmaCount?\2.plasmaCount:\1.plasmaCount}
    (1 match)
  5. Energy Upgrades do not consume energy:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),energyCount:([a-zA-Z0-9$_]+)\.energyCount}
    to

    Code: Select all

    {...\1,energyCount:\2.energyCount>\1.energyCount?\2.energyCount:\1.energyCount}
    (1 match)
  6. Scrap Upgrades do not consume scrap:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),scrapCount:([a-zA-Z0-9$_]+)\.scrapCount}
    to

    Code: Select all

    {...\1,scrapCount:\2.scrapCount>\1.scrapCount?\2.scrapCount:\1.scrapCount}
    (1 match)
  7. Garbage Upgrades do not consume garbage:

    Code: Select all

    -[a-zA-Z0-9$_]+\.totalCost,
    to

    Code: Select all

    ,
    (1 match)
  8. Level Upgrades do not consume skill point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),skillPoints:([a-zA-Z0-9$_]+)\.skillPoints}
    to

    Code: Select all

    {...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
    (1 match)
  9. LightYear Upgrades do not consume lightyear point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),lightTravelPoints:([a-zA-Z0-9$_]+)\.lightTravelPoints}
    to

    Code: Select all

    {...\1,lightTravelPoints:\2.lightTravelPoints>\1.lightTravelPoints?\2.lightTravelPoints:\1.lightTravelPoints}
    (1 match)
  10. Blackhole Upgrades do not consume blackhole point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),blackHoleTravelPoints:([a-zA-Z0-9$_]+)\.blackHoleTravelPoints}
    to

    Code: Select all

    {...\1,blackHoleTravelPoints:\2.blackHoleTravelPoints>\1.blackHoleTravelPoints?\2.blackHoleTravelPoints:\1.blackHoleTravelPoints}
    (1 match)
  11. Prisoners & Citizens Upgrades do not consume prisoners or citizen:

    Code: Select all

    \.\.\.([a-zA-Z0-9$_]+)\.([a-zA-Z0-9$_]+),\[([a-zA-Z0-9$_]+)\.payload\.race\]:[a-zA-Z0-9$_]+\.payload\.count
    to

    Code: Select all

    ...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
    (3 matchs)
  12. Army Upgrades do not consume army:

    Code: Select all

    (armyCount:[a-zA-Z0-9$_]+\.armyCount)-[a-zA-Z0-9$_]+\.decrement
    to

    Code: Select all

    \1
    (1 match)
  13. Meteorite Upgrades do not consume meteorite:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),meteoriteCount:([a-zA-Z0-9$_]+)\.meteoriteCount}
    to

    Code: Select all

    {...\1,meteoriteCount:\2.meteoriteCount>\1.meteoriteCount?\2.meteoriteCount:\1.meteoriteCount}
    (1 match)
  14. Radiation Upgrades do not consume radiation:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),radiationCount:([a-zA-Z0-9$_]+)\.radiationCount}
    to

    Code: Select all

    {...\1,radiationCount:\2.radiationCount>\1.radiationCount?\2.radiationCount:\1.radiationCount}
    (1 match)
  15. Mineral Upgrades do not consume mineral:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),mineralsCount:([a-zA-Z0-9$_]+)\.mineralsCount}
    to

    Code: Select all

    {...\1,mineralsCount:\2.mineralsCount>\1.mineralsCount?\2.mineralsCount:\1.mineralsCount}
    (1 match)
  16. Increment Prisoners pity cap by 10 instead of 1:

    Code: Select all

    prisonersPityCap\+1
    to

    Code: Select all

    prisonersPityCap+10
    (1 match)
  17. Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
    1. Code: Select all

      (case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$_]+)(.*)savedArmy:[a-zA-Z0-9$_]+\.savedArmy,
      to

      Code: Select all

      \1return{...\2\3savedArmy:\2.savedArmy,
      (1 matchs)
    2. Code: Select all

      \.\.\.([a-zA-Z0-9$_]+),totalRunArmy:[a-zA-Z0-9$_]+\.totalRunArmy\+([a-zA-Z0-9$_]+).increment
      to

      Code: Select all

      ...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
      (1 matchs)
  18. Infinite Meteorite mini game's Combo Shield:

    Code: Select all

    ([a-zA-Z0-9$_]+\.comboHp)-1
    to

    Code: Select all

    \1
    (1 match)
  19. In Radiation mini game, make all bars (once unlocked) overlap:

    Code: Select all

    2\*Math\.PI/\(36-[a-zA-Z0-9$_]+\)
    to

    Code: Select all

    2*Math.PI/3
    (4 matchs)
  20. Enemies Killed count *100:
    1. Code: Select all

      (return [a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\]\+=[a-zA-Z0-9]+),{
      to

      Code: Select all

      \1*100,{
      (2 matchs)
    2. Code: Select all

      (enemyShipsKilled\+[a-zA-Z0-9$_]+\.enemyShipsKilled)
      to

      Code: Select all

      \1*100
      (1 matchs)
    3. Code: Select all

      (totalEnemyShipsKilledCountEver\+[a-zA-Z0-9$_]+\.payload)
      to

      Code: Select all

      \1*100
      (1 matchs)
    4. Code: Select all

      (\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z0-9$_]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z0-9$_]+\.totalEnemyShipsKilledCountEver\+1)
      to

      Code: Select all

      \1*100,\2*100
      (1 matchs)
    5. Code: Select all

      (\.\.\.t,\[[a-zA-Z0-9$_]+\.payload\]:[a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\.payload\]\+1)
      to

      Code: Select all

      \1*100
      (1 matchs)
    6. Code: Select all

      (\.\.\.t,\[[a-zA-Z0-9$_]+\.payload\.key\]:[a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\.payload\.key\]\+[a-zA-Z0-9$_]+\.payload\.amount)
      to

      Code: Select all

      \1*100
      (1 matchs)
  21. Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
    Spoiler
    1. Code: Select all

      (case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z0-9$_]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    2. Code: Select all

      (case"SOFT_RESET":{.*)([a-zA-Z0-9$_]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$_]+)=Math\.max\(1500-[a-zA-Z0-9$_]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60-\2.prisonersPityCapUpgradeSixthLevel*70,0\)\);
      (1 matchs)
    3. Code: Select all

      (case"HARD_RESET":{.*)([a-zA-Z0-9$_]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$_]+)=Math\.max\(1500-[a-zA-Z0-9$_]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60-\2.prisonersPityCapUpgradeSixthLevel*70,0\)\);
      (1 matchs)
    4. Code: Select all

      (case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z0-9$_]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    5. Code: Select all

      (case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z0-9$_]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    6. Code: Select all

      (case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z0-9$_]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    7. Code: Select all

      (case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z0-9$_]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    8. Code: Select all

      (case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z0-9$_]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    9. Code: Select all

      (case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z0-9$_]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    10. Code: Select all

      (case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z0-9$_]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    11. Code: Select all

      (case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z0-9$_]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    12. Code: Select all

      (case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z0-9$_]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    13. Code: Select all

      (case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z0-9$_]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    14. Code: Select all

      (case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z0-9$_]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    15. Code: Select all

      (case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z0-9$_]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    16. Code: Select all

      (case"HARD_RESET":\{.*)doubleArmyBlackMatter:[a-zA-Z0-9$_]+\.doubleArmyBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    17. Code: Select all

      (case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z0-9$_]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    18. Code: Select all

      (case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z0-9$_]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    19. Code: Select all

      (case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z0-9$_]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    20. Code: Select all

      (case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z0-9$_]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    21. Code: Select all

      (case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z0-9$_]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    22. Code: Select all

      (case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z0-9$_]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    23. Code: Select all

      (case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z0-9$_]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    24. Code: Select all

      (case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z0-9$_]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    25. Code: Select all

      (case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isJunkFree):[a-zA-Z0-9$_]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    26. Code: Select all

      (case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isPlasmaFree):[a-zA-Z0-9$_]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    27. Code: Select all

      (case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isEnergyFree):[a-zA-Z0-9$_]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    28. Code: Select all

      (case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isColonsFree):[a-zA-Z0-9$_]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
      I left the "9 Free time Skips" repurchasable because otherwise it doesn't give the 9 free skip time again if the Upgrade is kept purchased
  22. In Radiation mini game, only have emerald radiation spawing:

    Code: Select all

    const ([a-zA-Z0-9$_]+)=Math\.min\(10\+[a-zA-Z0-9$_]+\*2,70\),([a-zA-Z0-9$_]+)\=Math\.min\(1\+[a-zA-Z0-9$_]+\*\.3,10\),([a-zA-Z0-9$_]+)\=Math\.min\(\.1\+[a-zA-Z0-9$_]+\*\.03,1\)\;
    to

    Code: Select all

    const \1=0,\2=0,\3=100;
    (1 matchs)
  23. In Mineral, divide by 10 the mining amount required:

    Code: Select all

    const ([a-zA-Z0-9$_]+)=\{coal:30,gold:60,diamond:120,amethyst:240\}
    to

    Code: Select all

    const \1={coal:3,gold:6,diamond:12,amethyst:24}
    (1 matchs)
  24. In Mineral, only have amethyst node:

    Code: Select all

    return ([a-zA-Z0-9$_]+)<=[a-zA-Z0-9$_]+\?"amethyst"
    to

    Code: Select all

    return \1<=100?"amethyst"
    (1 matchs)
  25. In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):

    Code: Select all

    ([a-zA-Z0-9$_]+)<[a-zA-Z0-9$_]+(\+[a-zA-Z0-9$_]+\?[a-zA-Z0-9$_]+\(9\*60,"amethyst")
    to

    Code: Select all

    \1<1\2
    (1 matchs)
  26. Potions Timer set to 1 year:

    Code: Select all

    (\.\.\.[a-zA-Z0-9$_]+,[a-zA-Z0-9$_]+PotionTimer):[a-zA-Z0-9$_]+\.payload\.[a-zA-Z0-9$_]+PotionTimer
    to

    Code: Select all

    \1:3600*24*365*1e3
    (12 matchs)
  27. Army generated *10:
    1. Code: Select all

      (rmyCount\+[a-zA-Z0-9$_]+.increment)
      to

      Code: Select all

      \1*10
      (2 matchs)
    2. Code: Select all

      (Army\+[a-zA-Z0-9$_]+.increment)
      to

      Code: Select all

      \1*10
      (2 matchs)
  28. Supernova Upgrades do not consume supernova essence:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),supernovaEssenceCount:([a-zA-Z0-9$_]+)\.supernovaEssenceCount}
    to

    Code: Select all

    {...\1,supernovaEssenceCount:\2.supernovaEssenceCount>\1.supernovaEssenceCount?\2.supernovaEssenceCount:\1.supernovaEssenceCount}
    (1 match)
  29. Cosmic Upgrades do not consume cosmic dust:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),cosmicDustCount:([a-zA-Z0-9$_]+)\.cosmicDustCount}
    to

    Code: Select all

    {...\1,cosmicDustCount:\2.cosmicDustCount>\1.cosmicDustCount?\2.cosmicDustCount:\1.cosmicDustCount}
    (1 match)
  30. Time Bonus in LY tab raise 10 time faster:

    Code: Select all

    (const [a-zA-Z0-9$_]+=\([a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+\)\/6e4\/60)
    to

    Code: Select all

    \1*10
    (2 matches)
  31. Disable Cosmic Dust Damage:

    Code: Select all

    \([a-zA-Z0-9$_]+\?[a-zA-Z0-9$_]+>=[0-9]\?[0-9\.]+:[0-9\.]+:[0-9\.]+\)\),([a-zA-Z0-9$_]+)\([a-zA-Z0-9$_]+\?[a-zA-Z0-9$_]+>=[0-9]\?[0-9\.]+:[0-9\.]+:[0-9\.]+\)
    to

    Code: Select all

    0\),\1\(0\)
    (4 matches)

Code: Select all

Change:
27/11
Code changed for Cosmic Dust Damage, so I adapted the regex to the new one
I didn't test everything since my save is far too advanced for some of the regex, I didn't notice anything else so far but let me know if you see other issues.
(Be careful when using the Macro system as it won't tell you if it didn't match something)
First thanks to work this out.
But as for today 03.01.25 it seems that no changes work. I just need to replace them as shown right?

*EDIT*
i did forget to delete the .asar, now im using the app folder and it works :)

Hulm
Noobzor
Noobzor
Posts: 7
Joined: Fri Jun 23, 2017 10:47 am
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Hulm »

Protto time code is still working fine for me on 1.41. Haven't tested others yet
Last edited by Hulm on Sun Jan 05, 2025 4:42 pm, edited 1 time in total.

Hulm
Noobzor
Noobzor
Posts: 7
Joined: Fri Jun 23, 2017 10:47 am
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Hulm »

exterminator1245 wrote:
Tue Dec 31, 2024 9:40 am
whenever i launch my save that ive done the protto no time and changed antimatter amount to 10k, was working perfectly until suddenly now everytime i launch the game i get a white screen and i cant play. id rather not reset my save seeing i have 500 hours invested in it. ive gotten quite far. ive returned all the code to the original games and im still getting the white screen, what do i do?
I had this same issue, make sure to use the "replace" tab in notepad++, don't use "find" and then paste it manually as this caused white screen on boot for me. Using the replace tab instead worked perfectly.

Post Reply

Who is online

Users browsing this forum: skibidiwow, youngthugfan183, YuuEndMe