But for some reason the Player object seems to return a wrong value from within the game as opposed to from within Bitburner. I don't think there's a mistake in your code and I've even traced back the factor "5" to the Bitburner source representing "CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle". Now the funny thing is that I cannot figure out where the wrong value comes from. If you calculate the diff between the actual reputation and divide it by the seconds that have passed according to the log timestamp, you can see that the valus is off as well. In the screenshot you can see that the value changes and is off from the Bitburner value. Obviously the calculation of the remaining time is off as well. For me, the number is way off most of the time and on occasional updates jumps back to the real value that Bitburner shows in the actual work window. Having said that, one thing that bugs me is the display of the reputation per second in the work-for-faction.js logs. Great work here, I appreciate you making your work public because although I could probably write (some of) the scripts myself, I'm in a place in life where I don't want to invest that kind of time in a programming game anymore but still tremendously enjoy watching Bitburner do it's thing and tinkering with your scripts ) With a reasonable set of targets laid out, we can reduce min security on the strongest one and increase max money on the biggest one that hasn't exceeded 10T (where the diminishing returns kick in).Ĭouple of minor errors popping up, nothing big This will give us a decent estimate of which servers will be accessible before the level plateaus too hard, and we can of course update once the player passes that point. If we take the formula for hack level, apply all the multipliers, and scale XP based on RAM, we can take the derivative and solve where it equals some threshold. This then allows any Corporation or Bladeburner scripts we add in the future to tack on their respective boosts as soon as they're relevant. Make the arrays for enabled purchase options into global variables, and rework the script start and args so that we can run new instances that just enable purchase options for an existing instance before self-terminating.The money option only waits for us to be near capacity if there are other purchase options enabled and we're above a money threshold.Ability for one instance to spend on multiple options, grabbing the non-money options ASAP, and thus naturally sorting purchases by cost while saving RAM.Forkers schmee001 l0kt33n pwntheon raziel420 asandanima tokumeiko aaronransley kaimatter kedearian jackznyu lebibin belelusat charmedpop lisbreak jackdatbody notingelseavailable knapp-kyle zapadee shawnpatton ttdulf snapz deflektor elliona hyrotos malaclypse2 rosinantegit chrissye crazy-daddy mr-j-walker bastianh rindula hutchisont mpcomplete saxadef digitalbarrito happyrelease primalderp jonasbvs corto-72 jnishwanth thejessebanks kgosciniak rdelassus mcilhargey vicrwei lone-dancer arunj18 mendenj85 goldenfalcone syt-ha noahfriendo mpiekunk outlawed1788 mannil aj-fair zazzoo valmere simon-bueler jiribicik ekips smilyborg zephreo mundolicki djkidd jbeaumont1010 minn0x colesw orphiex taserian minjaec wbird0606 hasibryan sdmanson hanneskuettner codemanmiller heartpolik aggelitus nassiq xerain-house yazug arokon00 oliver-assenmacher dacrunkporcupine cale-torino-the-2nd jerryli0516 durden-t aazev cjohnson714 driderr nephilim-au 2coder ropeadope62 celebane axlmcc nadir-yttrium louga31 juangardea25 matthewjuliusscott satrixiv abraxascsharpĪs I get into new mechanics and find more and more value from the hash options, I'm starting to see a few avenues for better automation.
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