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throughout my time using these scripts i noticed the that its trys to stay in the bitnode a lot longer then it probably needs to. I know that with some bitnodes like BN10 there is a fairly valid reason to stay in the node longer since you can get additional benefits for other nodes, but when its in bitnodes without these benefits it seems to want to ascend a few more times then is actually needed. I also have noticed it does the same thing when it comes to getting the Daedalus. From what I have been able to tell this issue stems from it not knowing how much xp it is can get from switching the daemon over to xp mode.
I feel like this issue can be solved by adding logic into the scripts to figure out how much hacking experience we can get from putting the daemon in xp mode and if the amount we can get us to the needed hacking level for Daedalus or for the world daemon in a feasible amount of time. Is this something that would be worth adding? and if so how easy would it be to add and where would be the best place to start for it?
The text was updated successfully, but these errors were encountered:
Well I gave it a shot and after 10 hours of working on it i finally was able to get the work for faction script to communicate with the daemon to switch it over to xp mode without having to restart it by using ports. seems like this is a great way of controlling and changing scripts and how they behave without having to be destructive and restart them. No idea if this will be useful else where but ill make a fork for this and continue to work on this to add support for rushing world daemon if its viable
I just wanted to say the "mechanism" of using ports to communicate between autopilot and daemon.js is admirable, but also too complex an addition to merge.
That said, the idea you presented here, that we should switch to "XP mode" is totally reasonable and something that autopilot.js can easily orchestrate with its current design.
Not sure if you saw it, but autopilot will already restart daemon.js in "looping-mode" once our hack level gets high enough: . This tends to greatly increase profits and cut down on lag under the assumption that timings are now so tight that we can hack grow and weaken non-stop.
We could add an additional check near here that detects if the only remaining requirement for Daedalus is hack XP, and choose to launch daedalus in "xp-only" mode. I would be curious first what criteria you use to determine when it's a good time to switch to XP-only mode.
alainbryden
changed the title
suggestion: better progression understanding
Autopilot.js: Rush BN by putting daemon.js in "xp-only" mode when hacking level is all that is needed for Daedalus
Oct 3, 2024
throughout my time using these scripts i noticed the that its trys to stay in the bitnode a lot longer then it probably needs to. I know that with some bitnodes like BN10 there is a fairly valid reason to stay in the node longer since you can get additional benefits for other nodes, but when its in bitnodes without these benefits it seems to want to ascend a few more times then is actually needed. I also have noticed it does the same thing when it comes to getting the Daedalus. From what I have been able to tell this issue stems from it not knowing how much xp it is can get from switching the daemon over to xp mode.
I feel like this issue can be solved by adding logic into the scripts to figure out how much hacking experience we can get from putting the daemon in xp mode and if the amount we can get us to the needed hacking level for Daedalus or for the world daemon in a feasible amount of time. Is this something that would be worth adding? and if so how easy would it be to add and where would be the best place to start for it?
The text was updated successfully, but these errors were encountered: