That bug of crashing the game when clicking mercury too fast, is still in there. It happened as the max button breaks at a certain point and just shows 0. Got to about 100D or something? I spend way too much time on this.
Ah yeah, levels are being stored as a usize and I neglected to add protections from going over, but that's also why it shows 0 as it cannot figure out the next milestone. I left it as it was beyond normal play, and I didn't want to rebuild a huge amount to swap the usize for BigInt