Dependencies can change and may unintentionally affect the launch-fleets script
The launch fleets script doesn't include the home server's RAM.
pirate.js can be maximised by splitting into individual components
Acceptance Criteria
Launch fleets can be copied across the game without having to copy other dependencies
Launch fleets can be used with an optional parameter to utilise some or all the home server's RAM
Individual hacking components are split into their own scripts to maximise resources
Supporting comments
Comment from Brandon Keith
When trying to utilize the launch-fleets.js script im running into a runtime error "
RUNTIME ERROR
pirate.js@pserv-7
Args: ["grow", "omega-net", 31799.604894601012, 0]
Failed to resolve module specifier "./find-targets.js". Invalid relative url or base scheme isn't hierarchical.
stack:
TypeError: Failed to resolve module specifier "./find-targets.js". Invalid relative url or base scheme isn't hierarchical." an im not understanding why it is having an issue with the refference file.
could you help me out on this?
Comment from Sivade
Hi CS, you're doing great work with these videos and tutorials. I'm doing my best to follow your scripting but I'm a novice in all things javascript still.
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 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). Is it tricky to allocate some of our Home Server ram into the Auto-Starter.js?
Comment from InfiniteTrial:
Its true that your servers are under 100% but a lot of it is just dead weight.
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.
pirate.js needs 2GB of RAM
hack.js needs 1.7GB,
weaken.js and grow.js both need 1.75GB
On that server you could run one of the following:
1024 x pirate.js for 100% load,
1204 x hack.js for 99.94% load, or
1170 x weaken.js (or grow.js) for 99.98% load.
In that scenario you would loose up to 15% of actual workpower, depending on which skript you run.
It gets only worse when the server size increases.
It would be more efficient to split pirate.js into its components and only call the one that s needed at the moment.
Problems or enhancements
pirate.js
can be maximised by splitting into individual componentsAcceptance Criteria
Supporting comments
Comment from Brandon Keith
Comment from Sivade
Comment from InfiniteTrial: