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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Caymon</id>
	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-04-30T19:24:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2599</id>
		<title>Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Infinity&amp;diff=2599"/>
		<updated>2022-09-20T22:07:35Z</updated>

		<summary type="html">&lt;p&gt;Caymon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Infinity content}}&lt;br /&gt;
[[File:Infinity icon.png|60px]] '''Infinity''' is a phase of the game which opens up at [[Military Tier]] 12. Infinity begins when the player reaches [[Era]] 100B in endless mode on any difficulty of a given [[Regions|region]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Early Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon first entering Infinity, and subsequently being obliterated by the overpowered enemies, you will obtain 2 new [[Modules]] that are vital to progression in Infinity phase, ''Infinity Foundation'' and ''Infinity Attack''. The former prevents your untimely demise to the hands of Infinity enemies, and the latter allows you to meaningfully damage them. Upon Tiering up, you will gain access to the Infinity Tab in the second floor of the Workshop, which just like Era, contains everything you need to start progressing through Infinity.&lt;br /&gt;
&lt;br /&gt;
==Infinity Enemies &amp;amp; Module Fragments==&lt;br /&gt;
[[File:Infinityanalysis.png|200px|thumb|The Analysis tab shows information about the new Infinity enemies.]]&lt;br /&gt;
[[File:Modulefragments.png|200px|thumb|The 4 types of module fragments.]]&lt;br /&gt;
For this section we should understand some new terminology, with information from the Analysis tab. All damage until now can be categorised as Era damage. This includes the damage we do as well as the damage we take. When you progress into Infinity 1, all newly spawned enemies will gain a staggering ''100QiD (1e50)'' resistance to Era damage, and deal Infinity damage, which without Infinity Foundation, will kill you instantly. Enemies get '''dramatically''' increased stats for each Infinity wave, on higher difficulties gain modifiers to make them even more tough, as well as '''mimicking''' your currently equipped modules! Enemies cannot mimic Special modules, but they can mimic any other module, including the new Infinity Tier modules! The number of modules that enemies can mimic is equal to ''1+Log10(Current Infinity)'', meaning every new digit in your current Infinity wave grants the enemies to mimic an additional module. However, killing Infinity enemies will grant you a new resource: '''Module Fragments'''. These are used all over the Infinity Workshop tab, so getting as many as you can is vital to your progress. There are 4 kinds of module fragments, each corresponding to the 4 main types of modules; Offensive, Defensive, Utility, and Ultimate.&lt;br /&gt;
&lt;br /&gt;
Because of how powerful your own modules are against you, the name of the game now is to make a blueprint that can handle your own modules, and actually kill Infinity enemies. Here are some helpful tips to get you started:&lt;br /&gt;
*'''Don't overthink things.''' Infinity enemies are not as strong as they appear to be. While they heavily resist Era damage, they are not ''immune'' to it, so if you get enough damage multipliers, you can still damage Infinity enemies with Era damage. Try out some new combinations of modules to see if you can break through their resistance.&lt;br /&gt;
*'''Try to limit your module usage.''' Since Infinity enemies can mimic any of your non-Special modules, modules that might seem harmless could actually become very dangerous in the hands of enemies, so make sure to think about what you add to your blueprint.&lt;br /&gt;
*'''Don't be afraid to be creative.''' Some specific modules might actually be beneficial for you if enemies copy it! Innovation is key to progressing here, so turning enemies' massive advantage against them is something to consider.&lt;br /&gt;
*And finally, '''Remember it is okay if you are constantly dying at the beginning.''' Much like Era, you'll need to redevelop your entire strategy to combat against the new enemies. Don't get frustrated over this. Dr. Cubical is rooting for you! If you're having trouble, don't be afraid to check out the official [https://discord.gg/fireswordstudios Discord] Server. People are very much willing to help you if you need it.&lt;br /&gt;
&lt;br /&gt;
==Infinity Grid==&lt;br /&gt;
{{See also|Modules#Infinity}}&lt;br /&gt;
[[File:Infinitygridsection.png|200px|thumb|The starting section of the Infinity Grid.]]&lt;br /&gt;
&lt;br /&gt;
The Infinity Grid is where you unlock new Infinity Tier modules. Aside from ''Infinity Foundation'' and ''Infinity Attack'', which are unlocked immediately upon reaching Infinity 1 for the first time, these cost module fragments to unlock. Naturally, these modules are all very powerful, and can help you reach higher and higher Infinities, but be warned that Infinity enemies can mimic them as well.&lt;br /&gt;
&lt;br /&gt;
==Anvil==&lt;br /&gt;
&lt;br /&gt;
The Anvil is one of the main features of the Infinity Workshop. It provides a large number of boosts that are very helpful for progressing through Infinity, and can be accessed by clicking on the Anvil icon at the bottom right of any tab. Each node corresponds to a specific boost, and they can be activated and improved by spending your hard earned module fragments. The positions of the nodes change slowly, moving constantly, but their positions are universal for every player. You can only upgrade nodes in a circle that you can move around via your cursor or by the sliders on the left. Permanent upgrades are done by the hammer icon, and will permanently increase all bonuses in the selection circle. Locking is done via the lock icon, and will grant you a large boost on top of the permanent bonus, but will prevent upgrading until it is unlocked by either moving the circle or pressing the lock button again. '''Note: Locked bonuses will remain even if the node moves outside the circle afterwards.'''&lt;br /&gt;
[[File:Anvil.png|300px|thumb|The main Anvil menu. Permanent and Temporary bonuses are shown for the nodes in the circle.]]&lt;br /&gt;
There are 4 categories of bonuses. Fragments that are of a different type than the bonus are less effective at upgrading it, so prioritise the same type of fragment as the bonuses.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Offensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Neutral)&lt;br /&gt;
* Damage Factor (Fire)&lt;br /&gt;
* Damage Factor (Water)&lt;br /&gt;
* Damage Factor (Earth)&lt;br /&gt;
* Damage Factor (Air)&lt;br /&gt;
* Damage Factor (Nature)&lt;br /&gt;
* Damage Factor (Light)&lt;br /&gt;
* Damage Factor (Darkness)&lt;br /&gt;
* Damage Factor (Electricity)&lt;br /&gt;
* Damage Factor (Universal)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Defensive Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resistance (vs. Neutral)&lt;br /&gt;
* Resistance (vs. Fire)&lt;br /&gt;
* Resistance (vs. Water)&lt;br /&gt;
* Resistance (vs. Earth)&lt;br /&gt;
* Resistance (vs. Air)&lt;br /&gt;
* Resistance (vs. Nature)&lt;br /&gt;
* Resistance (vs. Light)&lt;br /&gt;
* Resistance (vs. Darkness)&lt;br /&gt;
* Resistance (vs. Electricity)&lt;br /&gt;
* Resistance (vs. Universal)&lt;br /&gt;
* Max. Health (Tower)&lt;br /&gt;
* Max. Shield (Tower)&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Utility Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Resource Drops (Enemies)&lt;br /&gt;
* Cooldown (Active Modules)&lt;br /&gt;
* Tower Testing XP Factor&lt;br /&gt;
* Town XP Factor&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Ultimate Bonuses&lt;br /&gt;
|&lt;br /&gt;
* Damage Factor (Tower)&lt;br /&gt;
* Basic Resistance (Tower)&lt;br /&gt;
* Attack Range (Tower)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Progressing==&lt;br /&gt;
&lt;br /&gt;
Once you've made a blueprint able to consistently defeat Infinity enemies, you should start considering getting more Infinities, both on different regions and pushing higher on Forest Easy, since this is required to get higher Military Tiers. It is highly recommended at this time to get as many regions and difficulties as you can to a highscore of Era 1, to boost the software Wave Horizon, which will speed up getting different regions to Infinity 1. After this, make your way up to MT15, so you can get powerful softwares along the way to make your runs even faster than ever before. &lt;br /&gt;
&lt;br /&gt;
=Late Infinity=&lt;br /&gt;
&lt;br /&gt;
Upon reaching MT15, you might notice that you didn't get access to the final boss just yet. This will be explained further down the page. You might have also noticed you gained other Infinity Stones from your time gaining Infinity 1s. These are very important to furthering your power and progress at this stage.&lt;br /&gt;
&lt;br /&gt;
==Infinity Stones==&lt;br /&gt;
&lt;br /&gt;
The Infinity Stones are a set of extremely powerful stones that provide game-changing effects, and are the main focus of this stage. Your main objective is to charge each infinity stone, which simply takes time. When first accessing one of the stones, the times to charge it will be so large it is essentially impossible. However, these progress bars can be sped up in two ways: Increasing your Infinity high scores for the provided regions, which will give the corresponding amount of Infinity Power, and purchasing Exotic Refinements (unlocked at MT13). Both are equally important, and Exotic Refinements are much more noticeable at lower infinities. They are permanent upgrades, meaning they are both worthwhile investments.&lt;br /&gt;
&lt;br /&gt;
==Collecting and Unlocking Stones== &lt;br /&gt;
&lt;br /&gt;
With the exception of Neutral being unlocked at Era 1M, Infinity stones are collected by going to its respective region and killing a disabled enemy of that element while being at Infinity 1 or higher. The region where each element is found is very intuitive and I recommend guessing yourself. See [[Regions]] for more information.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Locations to find Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
* Earth: Underground (R4)&lt;br /&gt;
* Fire: Volcano (R5)&lt;br /&gt;
* Air: High Mountain (R6)&lt;br /&gt;
* Nature: Jungle (R7)&lt;br /&gt;
* Electric: Metallic Ruins (R8)&lt;br /&gt;
* Water: Ocean (R10)&lt;br /&gt;
* Darkness: Dark Realm (R12)&lt;br /&gt;
* Light: Heaven (R13)&lt;br /&gt;
* Universal: Universe (R14)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once they're collected they will show up in the infinity board with some conditions before you can upgrade them, these conditions only need to be met once and the stones unlocked forever. All stones have the conditions of prestiging their respective laboratory experiments 3 times and have 50 essence in the 3rd tab of the Era Workshop.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Unique Condition to Unlock Infinity Stones&lt;br /&gt;
|&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Neutral&lt;br /&gt;
| 1000 or greater % Neutral boost in the Museum&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Earth&lt;br /&gt;
| 100k depth or greater in the Mine&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Fire&lt;br /&gt;
| T8 Boiler or Higher obtained in Factory&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Air&lt;br /&gt;
| 1e10 or more Crates in the Trading Post&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Nature&lt;br /&gt;
| 100 or Greater total Beacon tier in the Construction Firm&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Electric&lt;br /&gt;
| 100M or more Maximum Power in Power Plant&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Water&lt;br /&gt;
| 100 or more Shipments made in the Shipyard&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Darkness&lt;br /&gt;
| 12 or more Maximized servers in the Headquarters&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Light&lt;br /&gt;
| 10000 or more Arcade Coins in the Arcade&lt;br /&gt;
}}&lt;br /&gt;
{{collapsible&lt;br /&gt;
| Universal&lt;br /&gt;
| Tier 3 Cylindro defeated in Statue of Cubos&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Charging Stones==&lt;br /&gt;
[[File:Inf Stone Boost Location.png|thumb|Image showing which regions boost which stones. Letters on stones means it boost [E]xtraction, [S]peed, or [A]mount bar.]]&lt;br /&gt;
[[File:Stone Charge Menu.png|200px|thumb|This is the Charging menu shows the bonuses, charge times, infinity power and amount charged.]]&lt;br /&gt;
[[File:Infstonepower.png|200px|thumb|The formulas for increased Infinity Power on higher difficulties.]]&lt;br /&gt;
To charge a stone you will need to get a base value of 1 trillion (1e12) elemental energy, which can be reduced by purchasing the &amp;quot;Charge Required&amp;quot; exotic refinement. To get energy you have to wait for the top bar (charge) of the chosen stone to fill up, each time it fills you will get an amount of elemental energy which can be boosted by the bottom bar (production), the time it takes to charge can be reduced by the middle bar (speed) the base time it takes for a bar to fill is equal to 8760 hours/Infinity Power on the specific region for that bar, region depends on the stone and the bar. '''Higher Difficulties give much more Infinity Power per Infinity''', so be sure to try higher difficulties to make your stones even faster.&lt;br /&gt;
&lt;br /&gt;
There are 7 exotic refinements:&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Exotic Refinements&lt;br /&gt;
|&lt;br /&gt;
* Charge Required - Reduces the amount of energy needed to fully charge the stone&lt;br /&gt;
* Speed Bonus - Increases the amount of speed that is gained per bar completion&lt;br /&gt;
* Production Bonus - Increases the amount of energy that is gained per bar completion&lt;br /&gt;
* Charge Duration - Decreases the time it takes for the charge bar to fill&lt;br /&gt;
* Speed Tick Duration - Decreases the time it takes for the speed bar to fill&lt;br /&gt;
* Production Tick Duration - Decreases the time it takes for the production bar to fill&lt;br /&gt;
* Extraction / Infinity - Increases the amount of energy gained by the Infinity Power of the charge bar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Speed bonus and production bonus increase how much each fill of production and speed bar boosts the charge bar, but are linear in their scaling which makes them really bad beyond the first 10-20 levels. The duration exotic refinements reduce the base fill time of each bar by a multiplier. These are the exotic refinements you should actually focus on. You should get at least 20 levels in everything else and then upgrade based on necessity and available exotic gems until at most level 40. Wondering how you can afford them? Make sure to have the Condense module while Infinity pushing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Stone Charging Regions&lt;br /&gt;
! Stone !! Extraction Region !! Speed Region !! Amount Region&lt;br /&gt;
|-&lt;br /&gt;
|Neutral||Neutral||Heaven||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Light||Heaven||Metallic Ruins||Desert&lt;br /&gt;
|-&lt;br /&gt;
|Darkness||Dark Realm||Ocean||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Nature||Jungle||Desert||Forest&lt;br /&gt;
|-&lt;br /&gt;
|Water||Ocean||Beach||Winter&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Volcano||Dark Realm||Underground&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Underground||Universe||High Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Air||High Mountain||Heaven||Beach&lt;br /&gt;
|-&lt;br /&gt;
|Electricity||Metallic Ruins||Universe||Volcano&lt;br /&gt;
|-&lt;br /&gt;
|Universal||Universe||Chaos||Neutral&lt;br /&gt;
|}&lt;br /&gt;
=Infinity Perks=&lt;br /&gt;
&lt;br /&gt;
Once a stone is fully charged it can be used on an infinity perk and then need to be charged again. After being used the speed and amount bonus that were stockpiled get reset. The ones that are in '''bold''' are highly recommended. The last perk in the list is the only way to first access the Final Boss.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Infinity Perks|&lt;br /&gt;
[[File:Perk List.png]]&lt;br /&gt;
}}&lt;br /&gt;
==Use Perks==&lt;br /&gt;
&lt;br /&gt;
These use up all the charge and puts the stones on charging to perform a 1 time use function. These perks can be used infinitely with a couple exceptions, they display an &amp;quot;X&amp;quot; on the button if wont do anything, for instance if you want to use the water stone to finish a shipment but you don't have a shipment currently in progress.&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Use perks|&lt;br /&gt;
&lt;br /&gt;
Earth: Refreshes all layers in the Mine&lt;br /&gt;
&lt;br /&gt;
Water: Finishing the current shipment in the Shipyard&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric: skips 400 hours of Factory Refinement&lt;br /&gt;
&lt;br /&gt;
Nature, Light, Darkness: Resets the cooldown of town perk respec&lt;br /&gt;
&lt;br /&gt;
Nature: Gives 250k Rubber in the Factory&lt;br /&gt;
&lt;br /&gt;
'''Universal, Neutral, Darkness: Increases the tier of all Museum power stones by 1 (max of 50).&lt;br /&gt;
&lt;br /&gt;
Neutral: Gives 1e40 town resources.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Air, Water, Universal: Gives 1e50 town resources.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Gives 1e60 town resources.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Toggle Perks==&lt;br /&gt;
When started, Toggle Perks doesn't use up the charge but it makes the stone not be able to be used on anything else. They last until you turn them off and then they will lose the charge and start recharging.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Toggle perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire: Raises anvil fragment effectivity to the power of 1.1.'''&lt;br /&gt;
&lt;br /&gt;
'''Light: Start with max. Era stat dividers.'''&lt;br /&gt;
&lt;br /&gt;
'''Air: Turns the Trading Post trade refresh timer into a button.'''&lt;br /&gt;
&lt;br /&gt;
Neutral: Turns the Museum Offshore Market stock change timer into a button.&lt;br /&gt;
&lt;br /&gt;
Air, Water: Forces good weather, takes around 20 minutes for it to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Electric: Multiplies the Powerplant's power capacity by 1 million'''&lt;br /&gt;
&lt;br /&gt;
Universal: Multiplies Resources dropped from enemies by 10k, does not affect transmute and wave resources.&lt;br /&gt;
&lt;br /&gt;
Universal, Neutral: Multiplies damage of Neutral element by 100 quintillion.&lt;br /&gt;
&lt;br /&gt;
Universal, Other Element(Fire, Earth, Water, Air, Nature, Light, Darkness or Electricity): Multiplies damage of that element by 10 septillion.&lt;br /&gt;
&lt;br /&gt;
Neutral, Fire, Earth, Water, Air, Nature: Temporarily grants access to Infinity Forge.&lt;br /&gt;
&lt;br /&gt;
'''All Stones (Requires Military Tier 15): Craft a boss... (Grants access to the final boss in the [[Statue of Cubos]]. ''Note: Not required after defeating it.'')'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unlock Perks==&lt;br /&gt;
Unlock perks use up the charge and put the stones on charging for a permanent buff.&lt;br /&gt;
{{collapsible&lt;br /&gt;
|List of Unlock perks|&lt;br /&gt;
&lt;br /&gt;
'''Fire, Earth, Electric, Universal, Darkness, Light: Multiplies processing speed of all machines in the factory (including belt) by 10.'''&lt;br /&gt;
&lt;br /&gt;
'''Fire, Electric, Air, Nature, Darkness: Makes you get 2 skill points per level, applies to levels gotten before unlocking this perk.'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral, Light, Nature, Dark, Universal: Reduces the cooldown of respecing town perks to 1 hours instead of 12.'''&lt;br /&gt;
&lt;br /&gt;
Fire, Earth, Electric, Nature, Universal: Reduces the time it takes to generate a Mine layer to 1 minute instead of 3.&lt;br /&gt;
&lt;br /&gt;
'''All stones: Permanently grants access to Infinity Forge.'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Infinity Forge==&lt;br /&gt;
The Infinity Forge is unlocked via the Infinity Stones. It allows you to reduce the cost of modules by spending Gems, and set their modules to any tier and level they like for free! The maximum tier you can set to costs fragments to upgrade, and each type of module is upgraded seperately with their respective fragment type.&lt;br /&gt;
Upon upgrading reforge levels, a new anvil icon will appear on selected modules on floor 1 of the Workshop. Clicking this is what allows setting module tiers and levels to any specific value of your choosing.&lt;br /&gt;
[[File:Infinityforge.png|200px|thumb|left|The Infinity Forge. Price Factor costs Gems, and Reforge Levels cost fragments]]&lt;br /&gt;
[[File:Reforge.png|200px|thumb|The Reforging menu, where you can set module tier and level.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Caymon</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2591</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2591"/>
		<updated>2022-08-29T19:24:54Z</updated>

		<summary type="html">&lt;p&gt;Caymon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Worker Cost Table&lt;br /&gt;
! Worker # !! Worker Cost !! Total Cost&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 300 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2700 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8100 || 12100&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 24300 || 36400&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 72900 || 109300&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 218700 || 328000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 656100 || 984100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1.968300E+6 || 2.952400E+6&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5.904900E+6 || 8.857300E+6&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1.771470E+7 || 2.657200E+7&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 5.314410E+7 || 7.971610E+7&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1.594323E+8 || 2.391484E+8&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4.782969E+8 || 7.174453E+8&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 1.434891E+9 || 2.152336E+9&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 4.304672E+9 || 6.457008E+9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 1.291402E+10 || 1.937102E+10&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 3.874205E+10 || 5.811307E+10&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1.162261E+11 || 1.743392E+11&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 3.486784E+11 || 5.230177E+11&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 1.046035E+12 || 1.569053E+12&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 3.138106E+12 || 4.707159E+12&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 9.414318E+12 || 1.412148E+13&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 2.824295E+13 || 4.236443E+13&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 8.472886E+13 || 1.270933E+14&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 2.541866E+14 || 3.812799E+14&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 7.625597E+14 || 1.143840E+15&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 2.287679E+15 || 3.431519E+15&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 6.863038E+15 || 1.029456E+16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking '''Medium(2s)''' is 1000 gems, '''Fast(1s)''' is 10000, and '''Very Fast(0.5s)''' is 100000.&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Mine:_Asteroid_Mining|Second Floor of the Mine]].&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the [[Specializations#Asteroids_Tab|asteroid cluster]] at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible [[Specializations#Treasures_Tab|reward]] in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed [[Specializations#Cluster_Tab|clusters]] on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
==Worker Taskid's==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Worker Task Id Table&lt;br /&gt;
! Facility Name !! Taskid !! Description&lt;br /&gt;
|-&lt;br /&gt;
|Tower||task.towertesting.upgrade||Upgrades modules during tower testing ()&lt;br /&gt;
|-&lt;br /&gt;
|Tower||task.towertesting.upgradeE||Upgrades Eradividers during tower testing ()&lt;br /&gt;
|-&lt;br /&gt;
|Powerplant||task.powerplant.replace||Replacing empty power plant resource containers&lt;br /&gt;
|-&lt;br /&gt;
|Powerplant||task.powerplant.restart||Restarting the boosts inside the powerplant whenever they run out&lt;br /&gt;
|-&lt;br /&gt;
|Powerplant||task.dyson.construct||Constructing dyson drones in side the powerplant&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard||shipyard.shipping||Ordering a new shipment and collecting it after it arrives ()&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.prestige||Prestinging [Selection] in the laboratory&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.nature.water||watering plants in the nature experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.neutral.expand||Expanding in the neutral experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.water.freeze||Freezing water in the water expirment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.darkness.search||Searching and collecting particles in the darkness experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.gems.spin||Spinning for gems in the gems experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.gems.stack||Inserting (#) stack(s) in the gems experiment grinder&lt;br /&gt;
|-&lt;br /&gt;
|Construction Firm||task.construct||Constructing buildings ()&lt;br /&gt;
|-&lt;br /&gt;
|Museum||task.museum.buycombine||Buy 3x () Power Stones and do a quick combine&lt;br /&gt;
|-&lt;br /&gt;
|Museum||task.museum.buyoffshore||Buy highest tier () Power Stones and do a quick combine&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.dissolveManagement||Adding items to the dissolve queue of the fabricator&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.oreManagement||Putting ores into the crusher&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.refiningManagement||Restarting ore refining everytime it completes ()&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.mine||Mining and generating layers as long as layers are available (tab)&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.mine.drill||Refilling and restarting the mining drill&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.mine.asteroid||Mining asteroids at list index ()&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.claim.asteroid||Claming asteroid rewards at list index ()&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.scan.asteroid||Scan for asteroids () and dispose completed clusters&lt;br /&gt;
|-&lt;br /&gt;
|Arcade||task.arcade.playLuckyWheel||Spinning the Lucky Wheel in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
|Arcade||task.arcade.playJumble||Playing Jumble in the Arcade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Caymon</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=2590</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=2590"/>
		<updated>2022-08-29T18:15:09Z</updated>

		<summary type="html">&lt;p&gt;Caymon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4. It is an extremely versatile tool that allows the user to automate almost any task in the game. As of &amp;quot;v0.8.5 B1 - Workers!&amp;quot; (see [[Version history]]), [[Workers]] were added to the game as a &amp;quot;pre-AI automation system&amp;quot;. According to the developers, Workers &amp;quot;can do exactly one specific task of your choice at a selected speed&amp;quot; so they aren't meant to take place of AI in any way, as AI is still more powerful in its capabilities. &lt;br /&gt;
&lt;br /&gt;
To use the AI you have to create AI scripts in the headquarters, or obtain import codes for scripts that other players have written.  For more information on learning how to create scripts, see [[Using the AI]]. For a list of available scripts, see the [https://github.com/cl1694/AI-Script-Compendium AI Script Compendium].&lt;br /&gt;
&lt;br /&gt;
==AI Scripts==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
===Impulse===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. An AI script can contain 0 - 3 impulses, each of which can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
'''Impulse List:'''&lt;br /&gt;
&lt;br /&gt;
*Wake Up (&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
*New Round (&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
*Open: [[Buildings]] (&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
*Key: 0-9, A-Z (&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Triggers whenever the 0-9 or A-Z key is being pressed (not numpad). (ex: Key: 0)&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any of the specified conditions is not met then the whole script will not be executed once it is triggered by an impulse. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
'''Condition List:'''&lt;br /&gt;
&lt;br /&gt;
*Comparison: Bool (&amp;lt;code&amp;gt;bool comparison.bool(bool: lhs, string: op_comp, bool: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two boolean values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;amp;&amp;amp;&amp;quot;/&amp;quot;&amp;amp;&amp;quot; (Both must be true), &amp;quot;||&amp;quot;/&amp;quot;|&amp;quot; (Either has to be true).&lt;br /&gt;
*Comparison: Int/Double (&amp;lt;code&amp;gt;bool comparison.&amp;amp;lt;type&amp;amp;gt;(type: lhs, string: op_comp, type: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two &amp;amp;lt;type&amp;amp;gt; values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal), &amp;quot;&amp;gt;&amp;quot;, &amp;quot;&amp;gt;=&amp;quot;, &amp;quot;&amp;lt;&amp;quot;, &amp;quot;&amp;lt;=&amp;quot;.&lt;br /&gt;
*Comparison: String (&amp;lt;code&amp;gt;bool comparison.string(string: lhs, string: op_comp, string: rhs&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Compares two string values based on the selected operator. Allowed operators are &amp;quot;==&amp;quot;/&amp;quot;=&amp;quot; (Equals), &amp;quot;!=&amp;quot; (Not Equal).&lt;br /&gt;
*Factory: Is Processing (&amp;lt;code&amp;gt;bool active(string: machine)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the machine with ID [[Machine]] is currently processing items. (ex: Factory: Is Processing (Oven)). Always returns false outside the factory.&lt;br /&gt;
*Mine: Has Layers (&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the current active mining tab can generate at least 1 layer. Always returns false outside the mine.&lt;br /&gt;
*Museum: Fill Inventory (&amp;lt;code&amp;gt;bool isfill()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns the current Fill Inventory state. Always returns false outside the museum.&lt;br /&gt;
*String: Contains (&amp;lt;code&amp;gt;bool contains(string: str, string: substr)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
*Tower: Is Stunned (&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
*Town: Window Open (&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
&lt;br /&gt;
===Action===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, there is no way to execute more than one Action at a time (but by launching multiple copies of a script, this can be achieved).&lt;br /&gt;
&lt;br /&gt;
'''Action List:'''&lt;br /&gt;
&lt;br /&gt;
*Basic: Goto (&amp;lt;code&amp;gt;goto(int: line)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
*Basic: Goto-If (&amp;lt;code&amp;gt;goto(int: line, bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
*Basic: Click (&amp;lt;code&amp;gt;click(vector: pos)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Basic: Slider (&amp;lt;code&amp;gt;slider(vector: where, double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Sets the slider position &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
*Basic: Scrollrect (&amp;lt;code&amp;gt;scrollbar(vector: where, double: horizontal, double: vertical)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Scrolls within a scrollable container at &amp;lt;code&amp;gt;where&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
*Basic: Wait (&amp;lt;code&amp;gt;wait(double: value)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
*Basic: Wait Until (&amp;lt;code&amp;gt;waituntil(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
*Basic: Wait While (&amp;lt;code&amp;gt;waitwhile(bool: condition)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
*Basic: Execute (&amp;lt;code&amp;gt;execute(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
*Basic: Execute (Sync) (&amp;lt;code&amp;gt;executesync(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled. '''As of 0.9.2, this has some bugs:''' If the conditions of the script are ''not'' fulfilled, &amp;lt;code&amp;gt;executesync&amp;lt;/code&amp;gt; will wait forever without running anything. Also, if the executed script is killed with &amp;lt;code&amp;gt;stop&amp;lt;/code&amp;gt;, execution will not continue.&lt;br /&gt;
*Basic: Stop (&amp;lt;code&amp;gt;stop(string: script)&amp;lt;/code&amp;gt;)&lt;br /&gt;
**Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
*Global: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the global variable &amp;quot;[EmptyX]&amp;quot; to contain the value [x.0 or if x has a decimal uses that instead] / [x] / string &amp;quot;[EmptyY]&amp;quot;.&lt;br /&gt;
*Global (Unset)&lt;br /&gt;
**Deletes the global variable with the name &amp;quot;Empty&amp;quot;.&lt;br /&gt;
*Local: Set (Double / Int / String)&lt;br /&gt;
**Creates or changes the local variable &amp;quot;[EmptyX]&amp;quot; to contain the value [x.0 or if x has a decimal uses that instead] / [x] / string &amp;quot;[EmptyY]&amp;quot;.&lt;br /&gt;
*Local: (Unset)&lt;br /&gt;
**Deletes the local variable with the name &amp;quot;[Empty]&amp;quot;.&lt;br /&gt;
*Tower: Use (Instantly)&lt;br /&gt;
**Orders the Tower to use the [[Modules]] at slot [x] where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
*Tower: Use (Position)&lt;br /&gt;
**Orders the tower to use the module at slot [x] where slot 1 refers to the module at the very top of the skill menu at an offset of (X:[x], Y:[y])&lt;br /&gt;
*Tower: Restart&lt;br /&gt;
**Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
*Town: Open Window&lt;br /&gt;
**Opens the [[Tower Testing]] window if True is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
*Workers: Assign&lt;br /&gt;
**Assigns Task with ID [id] and optional parameter [0] (0 is the leftmost) to all workers with the same name &amp;quot;[name]&amp;quot;&lt;br /&gt;
**[[Workers#Worker_Taskid.27s|TaskIDs]]&lt;br /&gt;
*Mine: Dig&lt;br /&gt;
**Digs up the tile at X: [x] and Y: [y] of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: New Layer&lt;br /&gt;
**Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
*Mine: Open Tab&lt;br /&gt;
**Opens the mining tab at position [x]. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
*Mine: Delete Cluster&lt;br /&gt;
**Removes the asteroid cluster at list position [x] where 1 represents the first cluster in the list.&lt;br /&gt;
*Factory: Try Craft&lt;br /&gt;
**Tries to craft &amp;quot;[Item]&amp;quot; (T[X]) a total of [y.0 or if y has a decimal uses that instead] times by using only items inside the main inventory. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
*Factory: Try Produce&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into machine Oven. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
*Factory: Trash&lt;br /&gt;
**Tries to put [x.0 or if x has a decimal uses that instead] x [Item] (T[y]) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
*Powerplant: Sell&lt;br /&gt;
**Sells the [[Power Plant]] component at X: [x] and Y: [y] and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
*Tradingpost: Refresh&lt;br /&gt;
**Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
&lt;br /&gt;
*Tradingpost: Trade&lt;br /&gt;
**Trades the offer at position [x] in the list of offers (first offer is at position 0) using [y.0 or if y has a decimal uses that instead] (0.15 = 15%) of the available input resources.&lt;br /&gt;
*Museum: Fill Inventory&lt;br /&gt;
**Sets the Fill Inventory button to the [T/F] state.&lt;br /&gt;
*Museum: Combine&lt;br /&gt;
**Combine [[Power Stones]] with the usual combine rules up to Tier [x] (&amp;lt;1 means no limit).&lt;br /&gt;
*Museum: Transmute&lt;br /&gt;
**Transmute [[Power Stones]]&lt;br /&gt;
*Museum: Buy&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot;&lt;br /&gt;
*Museum: Buy Market&lt;br /&gt;
**Buy [[Power Stones|Power Stone(s)]] with element &amp;quot;[Element]&amp;quot; up to Tier 1.&lt;br /&gt;
*Museum: Move&lt;br /&gt;
**Move a [[Power Stones|Power Stone]] from [place] in slot [x] to [place]&lt;br /&gt;
*Museum: Delete&lt;br /&gt;
**Delete [[Power Stones|Power Stone]] from Inventory in Slot [x].&lt;br /&gt;
*Museum: Delete All&lt;br /&gt;
**Delete all [[Power Stones]] from Inventory.&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a maximum limit of actions per script, also often called &amp;quot;maximum lines.&amp;quot; This is determined by the total amount of RAM installed in all servers. The RAM requirements are &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;actions-7&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;8*conditions-12&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;7.98&amp;lt;sup&amp;gt;11*impulses-15&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; bytes, rounded up. The largest requirement takes effect - they're not added together.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!RAM (bytes)!!Actions!!Conditions!!Impulses&lt;br /&gt;
|-&lt;br /&gt;
|1||7||1||1&lt;br /&gt;
|-&lt;br /&gt;
|8||8||1||1&lt;br /&gt;
|-&lt;br /&gt;
|64||9||1||1&lt;br /&gt;
|-&lt;br /&gt;
|509||10||1||1&lt;br /&gt;
|-&lt;br /&gt;
|4056||11||2||1&lt;br /&gt;
|-&lt;br /&gt;
|32361||12||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.5823e5||13||2||1&lt;br /&gt;
|-&lt;br /&gt;
|2.0607e6||14||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.6445e7||15||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.3123e8||16||2||2&lt;br /&gt;
|-&lt;br /&gt;
|1.0472e9||17||2||2&lt;br /&gt;
|-&lt;br /&gt;
|8.3566e9||18||2||2&lt;br /&gt;
|-&lt;br /&gt;
|6.6686e10||19||3||2&lt;br /&gt;
|-&lt;br /&gt;
|5.3215e11||20||3||2&lt;br /&gt;
|-&lt;br /&gt;
|4.2466e12||21||3||2&lt;br /&gt;
|-&lt;br /&gt;
|3.3888e13||22||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.7042e14||23||3||2&lt;br /&gt;
|-&lt;br /&gt;
|2.1580e15||24||3||2&lt;br /&gt;
|-&lt;br /&gt;
|1.7221e16||25||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To get all 25 actions requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==Data Types==&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A integer that allows decimal precision. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of approximately 1.797 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false.&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some datatypes can be converted to others by using a function. Check the table below to see which datatypes are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caymon</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2589</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=2589"/>
		<updated>2022-08-29T18:05:53Z</updated>

		<summary type="html">&lt;p&gt;Caymon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of gems, and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your Military tier. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Worker Cost Table&lt;br /&gt;
! Worker # !! Worker Cost !! Total Cost&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 300 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 900 || 1300&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2700 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8100 || 12100&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 24300 || 36400&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 72900 || 109300&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 218700 || 328000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 656100 || 984100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1.968300E+6 || 2.952400E+6&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 5.904900E+6 || 8.857300E+6&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 1.771470E+7 || 2.657200E+7&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 5.314410E+7 || 7.971610E+7&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 1.594323E+8 || 2.391484E+8&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4.782969E+8 || 7.174453E+8&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 1.434891E+9 || 2.152336E+9&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 4.304672E+9 || 6.457008E+9&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 1.291402E+10 || 1.937102E+10&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 3.874205E+10 || 5.811307E+10&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1.162261E+11 || 1.743392E+11&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 3.486784E+11 || 5.230177E+11&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 1.046035E+12 || 1.569053E+12&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 3.138106E+12 || 4.707159E+12&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 9.414318E+12 || 1.412148E+13&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 2.824295E+13 || 4.236443E+13&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 8.472886E+13 || 1.270933E+14&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 2.541866E+14 || 3.812799E+14&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 7.625597E+14 || 1.143840E+15&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 2.287679E+15 || 3.431519E+15&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 6.863038E+15 || 1.029456E+16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking '''Medium(2s)''' is 1000 gems, '''Fast(1s)''' is 10000, and '''Very Fast(0.5s)''' is 100000.&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Mine:_Asteroid_Mining|Second Floor of the Mine]].&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the [[Specializations#Asteroids_Tab|asteroid cluster]] at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible [[Specializations#Treasures_Tab|reward]] in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed [[Specializations#Cluster_Tab|clusters]] on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
==Worker Taskid's==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Worker Task Id Table&lt;br /&gt;
! Facility Name !! Taskid !! Description !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Mine || task.mine || Mines from specified tab in ground floor of mine. || Assign Task task.mine (option Local(tab)) to workers named &amp;quot;Digger Dave&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Mine || task.mine.drill || Reloads the drill fuel tank and restarts drill in ground floor of mine. ||Assign Task task.mine.drill (option 0) to workers named &amp;quot;Miner Mike&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now use that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Caymon</name></author>
		
	</entry>
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