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Posted
On 5/8/2022 at 4:25 PM, mrhartsclube said:

Nice work, we are waiting for v6.4.2 😄

+1
Thanks in advance

Posted

Thanks for updating!

Also, I digged into log.txt file when playing a level for a test...

What I can say, developers has ton of analytics gathering from you as a player, but the most important part that infinite boosters value didn't record into log files at all, it shows like you have 0 boosters, and you didn't use any booster on level (it counts only real values if you have them legally). So, I assume it's totally safe to play.

But in terms of unlimited moves, at the end of the level game send information about how many moves left when you finished a level (MovesLeft: 16, if initial moves set on level is 16, it can be suspicious, I think).

So, be careful with unlimited moves, huh? You can enable it when it close to 0, to be safe, by the way. 

Maybe, authors of this mod already found out all this, ahaha.

 

And of course, a suggestion to never contact customer support in-game, you know. Better use side account for such things. 

Because in log file injection of mod shows as 

Spoiler

Material with 'depthTestEnabled' set to true is rendered into a surface without a depth buffer! Perfomance penalty may result!

 

If someone interested, that's how information of level completing stores in log file

Spoiler

Swrve track event: Level.Complete | {"ABGroups":"","ActAtt":"4","ActStreak":"4","ActTimeFromLastActivity":"558","ActWins":"4","AdditionalLivesAvailable":"0","AdditionalMoves":"0","AdditionalTime":"0","Attemp":"1","AutoTuneFactor":"-3","AutomatchBonusCount":"8","AutomatchCountMatch3":"50","AutomatchCountMatch4":"4","AutomatchCountMatch5":"4","AutomatchCountMatch6":"0","AutomatchCountMatch7":"0","AutomatchGoalsCollected":"0","AvgAvMatchCount":"0.0000000000000000","BalanceId":"ab_color_reduce/st036","BombCountTotal":"18","BombEndCount":"0","BombsBalance":"2","BoostersActivated":"0","BoostersCanceled":"0","Boosts":"0","BoostsBombs":"0","BoostsDynamiteAndLightning":"0","BoostsHammer":"0","BoostsHand":"0","BoostsLightning":"0","BoostsTorpedo":"0","BriefInfo":"SeahorseShow,SeasonsAdvertisement","BuildVersion":"6.5.2","CashBalance":"44","CashSpent":"0","Coins":"512","CoinsBalance":"219.0000000000000000","Complexity":"0","DropChipsCount":"357","DynamitAndLightningBalance":"2","DynamiteEndCount":"0","EV_Lights":"90","EV_TeamId":"480-1-20-1-3309","EV_TotalLights":"279","EV_WarningsCount":"0","FirecrackerEndCount":"3","FreeCashBalance":"44","GoalsInformationSkipped":"0","GoldTicket":"0","HammerBalance":"3","HandBalance":"3","InfinityDuration":"3631","InfinitySources":"Newspaper,Contest","Influence":"1","IsInfinity":"1","Level":"36","LevelTime":"0","LevelsVersion":"3","LightningBalance":"9","LightningCount":"1","LightningEndCount":"1","LightningUsed":"1","LivesBalance":"-1","MovesLeft":"16","MovesToken":"0","MovesTokenBalance":"0","MovesWin":"0","NextLifeIn":"0","NukeEndCount":"0","OneShot":"false","Payers":"non_payer","RealCashBalance":"0","RecountEffectSkipped":"1","ReshuffleCount":"0","ST_average":"3.3","ST_collected":"25","ST_collected_jackpot":"0","ST_collected_threshold":"0","ST_given":"25","ST_given_jackpot":"0","ST_given_threshold":"0","SeahorseLevelOnStart":"bronze","SeahorseShowLevel":"silver","SeahorseShowStep":"4","SeahorseStepOnStart":"3","SquidSaves":"0","StartDate":"","StartMatchCount":"0","TimeLeft":"0","TimebombSaves":"0","TokenBalance":"0","TorpedoBalance":"0","UnlimitedBoostsBombs":"false","UnlimitedBoostsDynamiteAndLightning":"false","UnlimitedBoostsLightning":"false","UnlimitedBoostsToken":"false","UpdateVersion":"7","days":"12","level_type":"main","whitePieces":"90"}

 

Posted

I am curious how infinite moves work? I am not able to test this version because I get stuck in level one. But the No infinite moves version works perfectly for me.

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