it does it is near the top right of the dev tools window, on firefox i have no idea about proc id
If firefox still allows it you can launch it in non electrolysis mode ( e10s ) which basically launches it in single process mode so it should be easy in theory.
The game is quite performant so the usual heuristic most memory / most cpu usage wont probably work but you could try.
As a last attempt you can just use your newlyfound knowledge about context selector and modify cow which is how the player is stored but i would not advice that, the game is rather nice and there is a good feeling of progression
function incrementGame() { cow.gameplayClock++; if (cow.gameplayClock % 60){} else { autoSave(); cow.minutesPlayed++; cow.gameplayClock = 0 } // If remainder is 0, do this if (cow.minutesPlayed % 5 == 0 && cow.gameplayClock == 1) { updateConsole ("Game saved.."); } if (cow.minutesPlayed >= 60) { cow.hoursPlayed++; cow.minutesPlayed = 0 } id = setTimeout(game, 1000) } function rerollWorldMapRNGifMasterGameTimerIsUp() { if (cow.masterGamestateVariable == "refreshRNGNow") { cow.worldMapRNG = Math.floor(Math.random()*99); cow.itemDropRNG = Math.floor(Math.random()*33); cow.itemClassRNG = Math.floor(Math.random()*99); cow.masterGamestateVariable = "startingAnEvent"; } } function grind (grindSpeed, itemDropChance, itemDropVariableName, skillLevelRequirementToEnter, skillRequiredToEnter, skill, text, lockedText) { // Check if the player can enter the grinding zone.. if (skillRequiredToEnter == "") { var enter = true; } if (cow[skillRequiredToEnter] >= skillLevelRequirementToEnter) { var enter = true; } // If yes, then grind.. if (enter == true) { writeConsole (text); if (cow.itemDropRNG < itemDropChance && itemDropVariableName != "") { addItemDropToInventory (itemDropVariableName); } cow[skill+'XP'] += grindSpeed*3; cow.currentImprovingSkill = skill; } else { // Otherwise, activate the skillgate lock .. writeConsole (lockedText); cow.currentImprovingSkill = "invis"; } // And then refresh the RNG cow.masterGamestateVariable = "refreshRNGNow"; } i
function incrementGame() {
cow.gameplayClock++;
if (cow.gameplayClock % 60){} else { autoSave(); cow.minutesPlayed++; cow.gameplayClock = 0 } // If remainder is 0, do this if (cow.minutesPlayed % 5 == 0 && cow.gameplayClock == 1) { updateConsole ("Game saved.."); } if (cow.minutesPlayed >= 60) { cow.hoursPlayed++; cow.minutesPlayed = 0 } id = setTimeout(game, 1000) }
function rerollWorldMapRNGifMasterGameTimerIsUp() { if (cow.masterGamestateVariable == "refreshRNGNow") { cow.worldMapRNG = Math.floor(Math.random()*99); cow.itemDropRNG = Math.floor(Math.random()*33); cow.itemClassRNG = Math.floor(Math.random()*99); cow.masterGamestateVariable = "startingAnEvent"; } }
function grind (grindSpeed, itemDropChance, itemDropVariableName, skillLevelRequirementToEnter, skillRequiredToEnter, skill, text, lockedText) { // Check if the player can enter the grinding zone.. if (skillRequiredToEnter == "") { var enter = true; } if (cow[skillRequiredToEnter] >= skillLevelRequirementToEnter) { var enter = true; } // If yes, then grind.. if (enter == true) { writeConsole (text); if (cow.itemDropRNG < itemDropChance && itemDropVariableName != "") { addItemDropToInventory (itemDropVariableName); } cow[skill+'XP'] += grindSpeed*3; cow.currentImprovingSkill = skill; } else { // Otherwise, activate the skillgate lock .. writeConsole (lockedText); cow.currentImprovingSkill = "invis"; } // And then refresh the RNG cow.masterGamestateVariable = "refreshRNGNow"; }
f you use that you get 3x faster game progression 3x drop rate 3x grind speed
Keep in mind that if the game is supposed to last 9 hours with that you will be done in one hour or less so you may just want to use incrementGame. Once you are done there is no point on playing anymore and those days the enjoyable experiences are few and far between. Have fun sir