Sleeve multi-work is implemented!#47
Conversation
…eeded. Option for first sleeve to always mimic the player's work, per previous versions.
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Thanks for the contribution. For the sake of those who blindly run my scripts without reading the source code, I won't merge anything along these lines until danielyxie/bitburner#2832 is fixed |
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UPDATE on danielyxie/bitburner#2832: This is not harmless. It appears to cause some form of save corruption on an individual sleeve, breaking any use of getSleevePurchasableAugs on them as well as whatever equivalent the UI uses. The Sleeves tab will not show their purchasable augs, but they can be bought via script if the name is hardcoded or retrieved from somewhere else. Currently digging for the root cause of both prongs of the issue, and/or some kind of save edit that will fix it. Not sure if finishing the bitnode will fix it. |
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This was fixed on danielyxie/bitburner#3070 |
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I've got an uncommitted tweak for ignoring some other invalid faction names. I'll try to get the cleaned up final version ready, when I have time. |
It's a bit messier than I would like, and doesn't do any of the fancy augment logic from work-for-factions.js, but I'm already seeing massive gains early in my current run. The options for the stochastic balancing of work/crime were a late patch I added just now, but should prevent us from delaying gangs too much when we've got lots of factions.