![]() in the time I had available to work on them. The comments are as accurate as practical I have tried to describe everything it does and why more as an example for less experienced NetScript programmers than as a might be appropriate for this forum and type of script. ("annoying computers since 1977"), so I'm sort of clueless about what 'Public domain' has fallen out of favor, but I'm an ancient programmer Does Creative Commons with no attribution required work? Formatted with the built-in Bitburner 'nano' editor, so the tabs vs. Tested with Bitburner v1.4.0 (Steam and Github) has a much higher RAM footprint, but so long as there are the prerequisites are are available to the player (SF4 or in BitNode 4). Post reset unattended start-up script that requires that the Singularity functions I don't believe that most readers will find the script itself useful for their game-play, but I have included more than a few detailed comments that might better illustrate how these functions work together in a "real-world" script. I had some trouble finding good information on the Singularity functions, so I am posting this in the hopes that other programmers new to NetScript might find it useful as an example of using some of those functions in a Bitburner script. I don't have SF4 yet at any level, so I don't know the RAM footprint in other bitnodes. It takes 11.50GiB of RAM on BN4, so it's not useful the first time through a level, and it does require that the Singularity functions are enabled (either in BN4 or with SF4). Awesome.I have written a "small" Bitburner script to automate the post-soft-reset (Install Augmentations, entering after having destroyed a bitnode, etc.) that lets me fire it off at the beginning and lets me ignore the Bitburner game window for a while and/or do other things (like creating programs, working for factions or corporations, joining factions/corporations to work for, working out at the Gym, writing scripts, hacking, etc.). I could avoid that if I could read the respect values.ĭon't get me wrong: This. If the script crashes or restarts, I lose that timing and do redundant jobs. Right now, I could only keep timing on agents building respect before switching them to money-crimes like trafficking. But either way, providing a separate API call for performance stats could help keep things clean and tidy.Īnd with perf stats, a script could make some "smart" decisions on the task for member X. I don't know how badly it would influence running time (I guess not much, because it's "vanilla" JS, not JS interpreted within JS. If you add those, maybe add another API interface for the member stats. chance to clash with other gangs (only your chance to win IF you clash) current hitpoints (to retire injured agents from territory warfare) Hi, I can't find a way to query the following stats from gang members: If it encounters a member with (hacking/combat) stats )? Or is the whole gang aspect a one-shot feature of BN #2 and inaccessible outside?īTW, what unlocks the "corporation" features in BN #3? A high job rank inside a corporation, or reputation? And do only the 9 mega-corporations (B-and-A, NWO, eCorp etc) count? Then it moves them back and forth as needed between crimes and wanted-lowering tasks, cycling through all members and keeping wanted level between 1+(#members) and 5*(#members). ![]() As soon as wanted level rises, move them to the ethical hacking or vigilante duty to get wanted rating back down.įor the "wanted management", I have a script that basically tries recruiting a new member and setting it to train hacking/combat. ![]() Then, you recruit gang members (as many as possible, as soon as possible, they have a Respect req but are free otherwise), and set them on the basic crime task. First you become a member of just about any criminal faction, or Nitesec / Black Hand - those two are "hacking gangs". By now, I've pretty much hacked (pun intended) the gang mechanics inside bitnode #2.
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