
daemon.ts: calculates what is best to do with a target, between weaken, grow or hack.buy-srv.ts: auto buy/upgrade personal servers.auto: a collection of scripts based on the moriakaice repo:.server-info.ts: returns some info about a target host.
GITHUB BITBURNER SCRIPTS SOFTWARE
current-open-port-software.ts: returns the current number of software to open ports.calc-threads.ts: calculate the needed threads to run a script.auto-nuke.ts: Uses all the programs to open ports and nuke the target.

Notice: since there is no directory structure inside the game the wget-all.js script will replace / for - so in game the file will be something like this: scripts/starter/noob-hack.js -> scripts-starter-noob-hack.js Directory Structure and Files

GITHUB BITBURNER SCRIPTS DOWNLOAD
# Download only one of the scripts (updates it) It would be more efficient to split pirate.js into its components and only call the one that s needed at the moment.# Download only the wget-all (updates it) It gets only worse when the server size increases. In that scenario you would loose up to 15% of actual workpower, depending on which skript you run. On that server you could run one of the following:ġ170 x weaken.js (or grow.js) for 99.98% load. Let's say you have one server with 2048GB RAM and three scripts hack.js, weaken.js and grow.js that each only contain their respective command. Is it tricky to allocate some of our Home Server ram into the Auto-Starter.js?Ĭomment from InfiniteTrial: Its true that your servers are under 100% but a lot of it is just dead weight. I feel like it should be possible to factor some of our Home Server computing power in the start up, since that gives us a clear advantage, especially when we have a good amount of ram after our first augmentation reset (or subsequent resets). I wanted to ask if there is a way to alter or allow for the auto-starter.js to utilize some of the Home Server ram. I'm doing my best to follow your scripting but I'm a novice in all things javascript still. Invalid relative url or base scheme isn't hierarchical." an im not understanding why it is having an issue with the refference file.Ĭomment from Sivade Hi CS, you're doing great work with these videos and tutorials. TypeError: Failed to resolve module specifier "./find-targets.js". Invalid relative url or base scheme isn't hierarchical. Supporting comments Comment from Brandon Keith When trying to utilize the launch-fleets.js script im running into a runtime error "Īrgs: įailed to resolve module specifier "./find-targets.js". Individual hacking components are split into their own scripts to maximise resources.Launch fleets can be used with an optional parameter to utilise some or all the home server's RAM.Launch fleets can be copied across the game without having to copy other dependencies.pirate.js can be maximised by splitting into individual components.The launch fleets script doesn't include the home server's RAM.Dependencies can change and may unintentionally affect the launch-fleets script.

| community | Contains folders that were created by other players and references to other Github repositories that can be used as references | documentation | episodes | Contains folders containing scripts that were created at the creation of the episodes. Contains bug fixes for issues raised by the community | | _stable | Contains stable version of the scripts I use in my videos. The folders will be shuffled into the following structure root Software development is a collaborative activity after all. I want to encourage anyone that's watching my videos to contribute in this repository and share their scripts for the benefit of everyone else playing that game. I decided that it might be valuable to make this repository as a "one stop shop" for all scripts created by myself and other players. There's a lot of players posting their Github links on Reddit, Discord or Steam, but I couldn't find a place that's dedicated to compile all of these resources together. Since we're all playing the same game and solving the same problems, then it makes sense for Bitburner players to have a central place to refer to for scripts. The more that I create videos and answer problems within the comment section, the more I realise that there's a gap in the amount of support provided for the game. Never have I anticipated for it to gain the amount of views and engagement it currently has, or expected myself to be explaining intricate details of the code.
GITHUB BITBURNER SCRIPTS SERIES
I initially started the Bitburner Youtube series to help people get started with the game quickly.
