New Content Grey Goo

Has a whole bunch of new monsters. No detailed stats, but here's the Manuel dump:

Code:
a massive prism of grey goo	2193	goo_prism.gif	Atk: 10 Def: 10 HP: 999999 Init: -10000 P: construct
goo bone	2194	goo_bone1.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
goo clown	2188	goo_clown1.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
goo grid	2195	goo_grid1.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
goo-covered beanstalk segment	2191	goo_stalk1.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
goog	2192	goog1.gif	Atk: 50 Def: 50 HP: 50 Init: -10000 P: construct
grey goo bat	2190	goo_bat1.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo cross	2182	goo_plus.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo heart	2183	goo_heart.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo hexagon	2180	goo_hexagon.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo hourglass	2184	goo_hourglass.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo octagon	2185	goo_octagon.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo orb	2177	goo_orb.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo square	2181	goo_bigsquare.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo squiggle	2186	goo_s.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo star	2187	goo_star.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo torus	2178	goo_torus.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey goo triangle	2179	goo_triangle.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct
grey gooblin	2189	goo_blin1.gif	Atk: 0 Def: 0 HP: 0 Init: -10000 P: construct

Many have special formulae that involves scaling to things like sleaze resistance or monster level. No solid details yet.
 

Magus_Prime

Active member
With r20313:

Code:
--------------------
10602	inert grey goo ring	613175985	greygooring.gif	accessory	t	0
inert grey goo ring	0	none
# Item inert grey goo ring: Definitely Safe
Item	inert grey goo ring	Maximum HP: +10, Maximum MP: +10
--------------------
 
Last edited:

ckb

Member
Do the monsters have Manuel factoids?

Yes - new factoids abound!

Code:
Manuel says that 'a massive prism of grey goo' (2193) has attack 10, but     KoLmafia says it is 0
Manuel says that 'a massive prism of grey goo'     (2193) has defense 10, but KoLmafia says it is 0
Manuel says that 'a     massive prism of grey goo' (2193) has HP 1000, but KoLmafia says it is 0
Manuel     says that 'a massive prism of grey goo' (2193) 'Never wins initiative',     but KoLmafia says it is 0
Manuel says that 'a massive prism of grey     goo' (2193) has phylum construct, but KoLmafia says it is none
Monster     #2194 has name '92-centimeter goo bone' but Manuel calls it 'goo bone'
Manuel     says that 'goo bone' (2194) has unrecognized image 'goo_bone1.gif'
Manuel     says that 'goo bone' (2194) 'Never wins initiative', but KoLmafia says it     is 0
Manuel says that 'goo bone' (2194) has phylum construct, but     KoLmafia says it is none
Monster #2188 has name '46-foot-tall goo     clown' but Manuel calls it 'goo clown'
Manuel says that 'goo clown'     (2188) 'Never wins initiative', but KoLmafia says it is 0
Manuel says     that 'goo clown' (2188) has phylum construct, but KoLmafia says it is none
Monster     #2195 has name '51-cube goo grid' but Manuel calls it 'goo grid'
Manuel     says that 'goo grid' (2195) has unrecognized image 'goo_grid1.gif'
Manuel     says that 'goo grid' (2195) 'Never wins initiative', but KoLmafia says it     is 0
Manuel says that 'goo grid' (2195) has phylum construct, but     KoLmafia says it is none
Monster #2191 has name '373 odd foot of stalk'     but Manuel calls it 'goo-covered beanstalk segment'
Manuel says that     'goo-covered beanstalk segment' (2191) has unrecognized image     'goo_stalk1.gif'
Manuel says that 'goo-covered beanstalk segment'     (2191) 'Never wins initiative', but KoLmafia says it is 0
Manuel says     that 'goo-covered beanstalk segment' (2191) has phylum construct, but     KoLmafia says it is none
Monster #2192 has name     'gooooooooooooooooooooooooooooooooooooooooooog' but Manuel calls it 'goog'
Manuel     says that 'goog' (2192) has unrecognized image 'goog1.gif'
Manuel says     that 'goog' (2192) has attack 50, but KoLmafia says it is 0
Manuel says     that 'goog' (2192) has defense 50, but KoLmafia says it is 0
Manuel     says that 'goog' (2192) has HP 50, but KoLmafia says it is 0
Manuel     says that 'goog' (2192) 'Never wins initiative', but KoLmafia says it is 0
Manuel     says that 'goog' (2192) has phylum construct, but KoLmafia says it is none
Monster     #2190 has name 'goo bat (95-cubit wingspan)' but Manuel calls it 'grey goo     bat'
Manuel says that 'grey goo bat' (2190) has unrecognized image     'goo_bat1.gif'
Manuel says that 'grey goo bat' (2190) 'Never wins     initiative', but KoLmafia says it is 0
Manuel says that 'grey goo bat'     (2190) has phylum construct, but KoLmafia says it is none
Manuel says     that 'grey goo cross' (2182) 'Never wins initiative', but KoLmafia says it     is 0
Manuel says that 'grey goo cross' (2182) has phylum construct, but     KoLmafia says it is none
Manuel says that 'grey goo heart' (2183)     'Never wins initiative', but KoLmafia says it is 0
Manuel says that     'grey goo heart' (2183) has phylum construct, but KoLmafia says it is none
Manuel     says that 'grey goo hexagon' (2180) 'Never wins initiative', but KoLmafia     says it is 0
Manuel says that 'grey goo hexagon' (2180) has phylum     construct, but KoLmafia says it is none
Manuel says that 'grey goo     hourglass' (2184) 'Never wins initiative', but KoLmafia says it is 0
Manuel     says that 'grey goo hourglass' (2184) has phylum construct, but KoLmafia     says it is none
Manuel says that 'grey goo octagon' (2185) 'Never wins     initiative', but KoLmafia says it is 0
Manuel says that 'grey goo     octagon' (2185) has phylum construct, but KoLmafia says it is none
Manuel     says that 'grey goo orb' (2177) 'Never wins initiative', but KoLmafia says     it is 0
Manuel says that 'grey goo orb' (2177) has phylum construct,     but KoLmafia says it is none
New monster #2181 found in Manuel with     name 'grey goo square' image 'goo_bigsquare.gif' attributes ='Atk: 0 Def:     0 HP: 0 Init: -10000 P: construct'
Manuel says that 'grey goo squiggle'     (2186) 'Never wins initiative', but KoLmafia says it is 0
Manuel says     that 'grey goo squiggle' (2186) has phylum construct, but KoLmafia says it     is none
Manuel says that 'grey goo star' (2187) 'Never wins     initiative', but KoLmafia says it is 0
Manuel says that 'grey goo star'     (2187) has phylum construct, but KoLmafia says it is none
Manuel says     that 'grey goo torus' (2178) 'Never wins initiative', but KoLmafia says it     is 0
Manuel says that 'grey goo torus' (2178) has phylum construct, but     KoLmafia says it is none
Manuel says that 'grey goo triangle' (2179)     'Never wins initiative', but KoLmafia says it is 0
Manuel says that     'grey goo triangle' (2179) has phylum construct, but KoLmafia says it is     none
Monster #2189 has name '69-ton goo goblin' but Manuel calls it     'grey gooblin'
Manuel says that 'grey gooblin' (2189) has unrecognized     image 'goo_blin1.gif'
Manuel says that 'grey gooblin' (2189) 'Never     wins initiative', but KoLmafia says it is 0
Manuel says that 'grey     gooblin' (2189) has phylum construct, but KoLmafia says it is none
 
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Here's the Thwaitgold:

Code:
--------------------
10601	Thwaitgold slug statuette	655416395	thwaitslug.gif	none		0
# Item Thwaitgold slug statuette
--------------------
 

Magus_Prime

Active member
In this path there is no prism to break. As a result: any King Liberated scrips do not run.

Code:
Whoa! Don't run this until you break the prism!

There are also, no required quests to complete. On the third day of the run the Astral Gash is accessible.
 
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Veracity

Developer
Revision 20318 adds the monsters and the items.

When you free the king, Ronin ends. As I understand it, Ronin is 10000 turns in this path.
What wold be benefit of running a King Liberated script?
Or is your issue that we don't know the Astral Gash is accessible?
What bad (or incorrect) effects does that have?
 

Magus_Prime

Active member
There's no king to liberate in this path and aftercore isn't really an option. I'm sure that someone will stick it out for 10K turns simply to see what happens but that someone will not be me. :eek:

Regarding the kingliberated script...I was simply reporting the error message. There's no point to running one as it's likely almost everything in such a script is inaccessible and/or unusable.
 

Veracity

Developer
Having been through this once, successfully collecting all the factoids, I think I'm done with this path, unless there is some benefit, to be revealed later, of getting more than one inert grey goo ring, in which case, time to do it some more.

All the goo monsters have strange scaling formulae. The scaling affects the displayed name of the monster (which we don't care about, considering MONSTERID), the amount of goo you clear from defeating the monster (which people who are competing on the leaderboards care about), and the attack/defense/HP (which people who do not have Manuel care about).

Since I don't compete, have Manuel, and don't intend to do this path again, anyway, I am not the person to do this work, I think.
 

Veracity

Developer
A fun observation: Manuel says the prism has 1,000 HP. If you do less than 1,000 damage, it immediately heals it all. If you do more than 1,000 (exactly 1000?), it does NOT heal - but the Manuel-displayed HP counts down below zero. I have no idea if you can actually kill it, like people used to be able to do with tower monsters, but I assume not, since the amount of goo cleared depends on the total damage you inflict over the fixed number of rounds the fight lasts.
 

Crowther

Active member
Having been through this once, successfully collecting all the factoids, I think I'm done with this path,
Lucky you. I had to do a second round, because I only got two prism factoids the first time. I spent most of that ascension meat farming.
 

lostcalpolydude

Developer
I was playing 0 turns most days anyway before the path came out. Now I am playing 0 turns and picking up karma while doing so.

I thought I could use mod() in monsters.txt to support the monster stats, copying that code from ModifierExpression to MonsterExpression, but it doesn't work and I don't know why. I don't think I'll look at it any more, unless someone posts a patch, but who knows.
 

ckb

Member
It would be nice to track how many turns (or combats?) have been spent in each zone. An int _goo property for each location would be ideal. Something like this:

Code:
Property	Location
_gooFunHouse	The Goo-Choked Fun House
_gooKnob	The Goo-Covered Knob
_gooBatHole	The Goo-Spewing Bat Hole
_gooBeanstalk	The Goo-Bedecked Beanstalk
_gooPalindome	The Goo-Shrouded Palindome
_gooGarves	The Goo-Girded Garves
_gooTowerRuins	The Goo-Splattered Tower Ruins
_gooPrism	A Prism of Goo
 

lostcalpolydude

Developer
Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.
 

ckb

Member
Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.

I did not think of that... Maybe I can just use .turns_spent vs. (11*my_daycount()). That works for me.
 

taltamir

Member
Mafia does not recognize the location [A Prism of Goo]

on the map it shows up as [A Prism of Goo]

when going there it shows up as
[37] Visiting a Prism of Goo
contrast it to bat hole which shows up as
[34] The Goo-Spewing Bat Hole

I tried accessing it via various names and none of them work.
Code:
[COLOR=olive]> ash print($location[Visiting a Prism of Goo]);[/COLOR]

[COLOR=red]Bad     location value: "Visiting a Prism of Goo" ()[/COLOR]
Returned:     void

[COLOR=olive]> ash print($location[a Prism of Goo]);[/COLOR]

[COLOR=red]Bad     location value: "a Prism of Goo" ()[/COLOR]
Returned: void

[COLOR=olive]> ash print($location[Prism of Goo]);[/COLOR]

[COLOR=red]Bad     location value: "Prism of Goo" ()[/COLOR]
Returned: void
so currently greygoo script cannot try to do anything about a prism of goo due to the location issue


Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.
Are you suggesting that instead of tracking how many were fought per zone we should track whether the zone is complete?
I am fine with either way of tracking, but some tracking would be nice for the purpose of automation
 

lostcalpolydude

Developer
Are you suggesting that instead of tracking how many were fought per zone we should track whether the zone is complete?

Check out
Code:
ash $location[The Goo-Bedecked Beanstalk].turns_spent
This tracking already exists, no effort needed, just due to it being a location. If someone cares about getting all the goo, then that number should be 11, 22, or 33 (depending on day) when things are done.

This tracking could be ineffective if someone doesn't spend all their turns one day. But I don't know why someone would want to automate any goo farming if they aren't trying to get maximum goo, so I don't really have any interest in adding extra support for that type of automation.
 

zarqon

Active member
I don't know why someone would want to automate any goo farming if they aren't trying to get maximum goo

Factoids. Goo monster-fighting script testing. Unable to complete zones before rollover. Outside of automation: a script that notifies users (regardless of playstyle) of available turns left in any of the goo zones. I agree the case for more specific tracking isn't a strong one, but there are multiple cases where someone may find it useful.
 

taltamir

Member
Check out
Code:
ash $location[The Goo-Bedecked Beanstalk].turns_spent
This tracking already exists, no effort needed, just due to it being a location. If someone cares about getting all the goo, then that number should be 11, 22, or 33 (depending on day) when things are done.

This tracking could be ineffective if someone doesn't spend all their turns one day. But I don't know why someone would want to automate any goo farming if they aren't trying to get maximum goo, so I don't really have any interest in adding extra support for that type of automation.
The main answer to the why is because I can. I also am hoping that it turns out to actually do something, like determine effects of your ring based on how many units of goo you destroyed with that account. KoL is well known for its easter eggs and things that do nothing eventually turning out to do something... but it is also well known for such things turning out to really do nothing in the end.

The zone forbids wandering monsters, and instant kills still get counted as a turn spent even if no turn was spent. So that means it is a reliable method of tracking on day 1.

But the value becomes unreliable on day2 and day 3. My script tries to grab all the goo monsters it can, but running out of adv is a problem. especially on day 1. which could result in a value lower than 11 on day 1 and thus making day2 and 3 tracking no possible via this method.

I currently compensate via an internal tracking system. Specifically I am using
Code:
    boolean advResult = false;
    
    switch(get_property("_greygoo_zonesFinished").to_int())
    {
    case 0:
        //fight 11 scaling monsters in [The Goo-Coated Knob].
        //scaling: 3 * (Sleaze Resistance) * (1 + (Food drop% / 100))
        addToMaximize("30 sleaze res,10 food drop");
        
        advResult = greygooAdv($location[The Goo-Coated Knob]);
        if(get_property("lastEncounter") == "Goo-Gone")
        {
            set_property("_greygoo_zonesFinished", "2");
        }
        break;
    case 1:
        //fight 11 scaling monsters in [The Goo-Spewing Bat Hole].
        //scaling: 4 * (Stench Resistance) * (1 + (-Combat Chance%) / 100)
        addToMaximize("40 stench res");
        providePlusNonCombat(30);
        
        advResult = greygooAdv($location[The Goo-Spewing Bat Hole]);
        if(get_property("lastEncounter") == "The Hole Is No Longer a Hole")
        {
            set_property("_greygoo_zonesFinished", "3");
        }
        break;
    case 2:
        //fight 11 scaling monsters in [The Goo-Girded Garves].
        //scaling: 4 * (Spooky Resistance) * (1 + (+Combat Chance%) / 100)
        addToMaximize("40 spooky res");
        providePlusCombat(30);
        
        advResult = greygooAdv($location[The Goo-Girded Garves]);
        if(get_property("lastEncounter") == "Un-Unquiet")
        {
            set_property("_greygoo_zonesFinished", "4");
        }
        break;
    case 3:
        //fight 11 scaling monsters in [The Goo-Shrouded Palindome].
        //scaling: Monster Level
        addToMaximize("10 ml");
        
        advResult = greygooAdv($location[The Goo-Shrouded Palindome]);
        if(get_property("lastEncounter") == "No More Goo, Geromon")
        {
            set_property("_greygoo_zonesFinished", "5");
        }
        break;
    case 4:
        //fight 11 scaling monsters in [The Goo-Splattered Tower Ruins].
        //scaling: sqrt(Maximum MP)
        addToMaximize("10 mp");
        
        advResult = greygooAdv($location[The Goo-Splattered Tower Ruins]);
        if(get_property("lastEncounter") == "Doubly Abandoned")
        {
            set_property("_greygoo_zonesFinished", "6");
        }
        break;
    case 5:
        //fight 11 scaling monsters in [The Goo-Choked Fun House].
        //scaling: sqrt(Maximum HP)
        addToMaximize("10 hp");
        
        advResult = greygooAdv($location[The Goo-Choked Fun House]);
        if(get_property("lastEncounter") == "No More Fun")
        {
            set_property("_greygoo_zonesFinished", "7");
        }
        break;
    case 6:
        //fight 11 scaling monsters in [The Goo-Bedecked Beanstalk].
        //scaling: Combat Initiative / 3
        provideInitiative(200,true);
        
        advResult = greygooAdv($location[The Goo-Bedecked Beanstalk]);
        if(get_property("lastEncounter") == "You Don't Find Jack")
        {
            set_property("_greygoo_zonesFinished", "1");
        }
        break;
    case 7:
        //fight 1 scaling monsters in [Prism of Goo].
        //scaling: Prismatic Damage
        addToMaximize("10 prismatic dmg");
        
        //advResult = greygooAdv($location[Prism of Goo]);
        set_property("_greygoo_zonesFinished", "8");
        abort("Please manually fight A Prism of Goo and then run me again");
        break;
    case 8:
        //fight scaling monsters in [The Goo Fields].
        //scaling: enemies defeated here
        
        advResult = greygooAdv($location[The Goo Fields]);
        break;
    }
    
    return advResult;
=====
Factoids. Goo monster-fighting script testing. Unable to complete zones before rollover. Outside of automation: a script that notifies users (regardless of playstyle) of available turns left in any of the goo zones. I agree the case for more specific tracking isn't a strong one, but there are multiple cases where someone may find it useful.
Yes, factoids are particularly popular and require individual tracking for each zone starting from day 2 of the run to prevent your script entering an infinite loop.

something like
Code:
 advResult = greygooAdv($location[The Goo-Bedecked Beanstalk]);
        if(get_property("lastEncounter") == "You Don't Find Jack")
        {
            set_property("_greygoo_BeanstalkFinished", true);
        }
 
Last edited:

Erosion

Member
Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.

A lot of buffs are only 10 turns instead of 11, it would probably be pretty minor but given how peoples' runs can swing wildly based on crazy horse / mutant glob / etc, there are some tiny edge cases where it may be justified.
idk if that's worth enough to justify putting it in, though, but I also would've benefited from knowing fights remaining per zone for factoids.
 
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