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English BitNode Goal Matrix
This page describes what autoDoIt should visibly do in every BitNode. It is an observation and troubleshooting guide: using a BitNode's special mechanic does not by itself complete the BitNode. The Source-File is awarded only after the BitNode has actually been destroyed.
- Fully automated: autoDoIt operates the central mechanic and completion path.
- Supporting automation: a dedicated module uses the mechanic, while the World Daemon remains the most reliable completion path.
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Standard path: no dedicated BitNode module; networking, money, factions,
augmentations, The Red Pill, and
w0r1d_d43m0nprovide progression. - Partially automated: a named gap may require manual input or extra runtime.
Regardless of the current BitNode, the following chain should be observable:
- Home RAM, Hacknet, and purchased servers grow within their budgets.
- Port programs are created or bought and progressively more servers gain root.
- Hacking workers produce money and train Hacking.
- Faction invitations, jobs, reputation, and the cheapest faction-specific augmentations receive priority.
- Augmentations install at a time- and node-aware threshold and autoDoIt restarts afterwards.
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The Red Pillis obtained and installed. - At 75% of the final Hacking target, the network switches to a pure Hacking-XP
sprint.
w0r1d_d43m0nis discovered, rooted, and then destroyed once the level is sufficient. In BN6/7 the final Black Operation is an additional route. - autoDoIt selects the next BitNode and starts again there.
Before Source-File 4, the final part may still appear as a MANUAL ACTION.
A new save begins in BN1. Afterwards autoDoIt repeats BN4 until projected Source-File 4 reaches level 3. It then follows this original milestone route instead of a simple discovery pass:
SF4.3 → SF1.2 → SF5.1 → SF2.1 → SF10.1 → SF9.1 → SF8.1
→ SF13.1 → SF7.1 → SF14.2
→ SF1.3 → SF2.3 → SF5.3 → SF11.3 → SF9.3 → SF10.3
→ SF13.3 → SF14.3 → SF6.3 → SF7.3 → SF8.3 → SF3.3 → SF15.3
→ SF12.1 → further BN12 levels
Completed milestones are skipped. The order unlocks Singularity, global multipliers, and parallel workers first, strengthens the most useful economic systems next, and leaves slow specialist nodes until later. Source-File 12 is unlimited and forms the open-ended route.
Once the detected Daedalus augmentation requirement is met, autoDoIt reserves
the money requirement returned by the v3 API. Home RAM, cores, purchased
servers, Hacknet, Gang/Sleeve equipment, and stocks may only spend the surplus.
Existing stock positions are liquidated if necessary. After joining, The Red Pill overrides cheaper augmentation targets. During daedalus-hacking and
world-daemon-hacking, the player's work slot automatically takes the v3
Algorithms course instead of faction, job, or Charisma work. At 75% of the
remaining level, all free workers additionally use the fastest valid weaken
target for Hacking XP. The state expires after 30 seconds if the progression
manager stops, so a stale reserve cannot permanently lock the save.
| BN | Goal and Source-File | Expected autoDoIt behaviour | Visible success signals | Status / warning signals |
|---|---|---|---|---|
| 1 – Source Genesis | Standard BitNode; SF1 provides starting RAM and global multipliers. | Follow the normal network, hacking, faction, and augmentation path to the World Daemon. | Root coverage rises, The Red Pill is installed, and the route changes to BN4. | Standard path. The final transition is still manual before SF4. |
| 2 – Rise of the Underworld | Build a Gang; SF2 unlocks Gangs outside BN2. | Build karma through Homicide, join an eligible faction, create and fully recruit the Gang, then unlock its specific augmentations through respect/reputation. Productive members switch to money afterwards while wanted level and territory remain controlled. The Gang faction supplies The Red Pill here. |
Gang created, Gang is earning reputation for an augmentation, and later money assignments; member count, respect, and Gang-faction reputation rise. |
Fully automated with SF4. If reputation stalls, inspect Gang tasks/wanted level and the faction manager's target state. |
| 3 – Corporatocracy | Operate a Corporation; SF3 permits Corporations and level 3 unlocks the full API. | Create the Corporation and manage cities, offices, warehouses, materials, research, products, investments, going public, and dividends through RAM-saving phases. |
Corporation is managed in phases; six cities, rising product revenue, and later investment/public phases. |
Supporting automation. If one phase repeats without growth, inspect the Corporation budget and worker errors. |
| 4 – The Singularity | Automation foundation; SF4 unlocks Singularity elsewhere and reduces its RAM multiplier to 1× at level 3. | Automate programs, travel, jobs, factions, backdoors, augmentations, resets, and BitNode transitions. Repeat BN4 until SF4.3. | Manual notices disappear; Switching to BitNode 4 repeats until SF4.3, then the first missing target follows. |
Fully automated. This is intentionally the first priority after BN1. |
| 5 – Artificial Intelligence | SF5 unlocks Intelligence, BitNode multipliers, and Formulas.exe. | Rush Hacking, augmentations, and the World Daemon through the standard path; Intelligence rises permanently through applicable actions. | Intelligence appears in Stats; multiplier/API information is available after completion. | Standard path. No separate AI minigame or manager is required. |
| 6 – Bladeburners | Bladeburner progression; SF6 opens the division in other nodes. | Train combat stats to 100, join the division and faction, drain skill points, manage stamina/chaos, and select safe Contracts, Operations, and Black Ops. | The Control Center shows the selected action; rank and completed Black Ops increase. | Fully automated. A Black Op starts only at a minimum estimated chance of 95%. |
| 7 – Bladeburners 2079 | Harder Bladeburner run; SF7 improves Bladeburner and later grants The Blade's Simulacrum. | Use the same Bladeburner system as BN6 with safe rank and Black-Op progression. | Skill points are spent promptly; actions rotate through regeneration, diplomacy, analysis, and progression. | Fully automated. Long Field Analysis periods usually mean insufficient chance, rank, or action counts. |
| 8 – Ghost of Wall Street | Stock market; SF8 progressively unlocks TIX, shorts, and order types. | Secure TIX, save for 4S Market Data, then trade long positions using the 4S forecast. |
TIX API purchased, followed by 4S stock trading active; money and positions change. |
Partially automated. The current manager waits rather than speculating before 4S, which may require manual help or alternative income in BN8. Shorts and limit/stop orders are not used yet. |
| 9 – Hacktocracy | Hacknet Servers and hashes; SF9 unlocks Hacknet Servers and additional starting benefits. | Spend the reserved budget on nodes/servers, levels, RAM, cores, and cache while the standard hacking/Daemon path continues. |
Hacknet upgraded faster; server count, production, and capacity increase. |
Supporting automation. Hashes are not yet spent strategically; manual use is helpful when capacity is full. |
| 10 – Digital Carbon | Sleeves and Grafting; SF10 grants the APIs and one Sleeve per level. | Recover Sleeve shock, synchronize, assign Homicide, and purchase affordable Sleeve augmentations. |
Sleeves are managed automatically; shock falls, sync rises, and parallel crimes run. |
Supporting automation. Grafting is not currently a dedicated automatic progression path. |
| 11 – The Big Crash | Harsh economy; SF11 improves company work and reduces augmentation price scaling. | Build income, RAM, and Hacking carefully, then complete through factions, augmentations, and the World Daemon. | Money remains positive despite the weak economy; Home RAM and root coverage rise. | Standard path. A slow start is expected; no income, no workers, or a blocked RAM target indicates a stall. |
| 12 – The Recursion | Every completion raises unlimited SF12 and makes the next run harder. | Repeat the normal rush and allow longer scaling as multipliers become harsher. | SF12 level rises after every completion; RAM, money, and Hacking take progressively longer. | Standard path / open end. There is no fixed 3/3 target. |
| 13 – They're Lunatics | Stanek's Gift; SF13 makes the Church appear elsewhere and enlarges the Gift. | Accept Stanek's Gift before conflicting choices, then continue faction, augmentation, and Daemon progression. |
Stanek's Gift accepted automatically or Stanek's Gift is active. |
Partially automated. Fragment placement and charging are not automated yet, so the Gift is accepted but not optimised. |
| 14 – IPvGO Subnet Takeover | IPvGO; SF14 improves Node Power/favour and unlocks the cheat API at level 2. | Continuously play 9×9 games against the configured opponent rotation and choose legal moves while the standard path continues. |
IPvGO game ... started and periodic IPvGO is playing automatically; Node Power/favour changes. |
Supporting automation. The simple move logic does not guarantee win streaks and does not yet use the cheat API. |
| 15 – The Secrets of the Dark Net | Explore the Darknet; The Red Pill is located in a special labyrinth cache. SF15 progressively unlocks Darknet benefits. | Spread seeders/crawlers, open every local .cache stash even on 16 GiB hosts, solve labyrinth neighbors first, and install each reward immediately. The progression manager then scans the normal network every two seconds, directly roots w0r1d_d43m0n, and completes once Hacking is sufficient. |
Labyrinth prerequisites: x/4, the Charisma target, cache/install events, followed by Daemon search, root, or the exact Hacking target. |
Fully automated. The World Daemon does not move; the Darknet route to the next labyrinth does. A visible cache should trigger the cache collector shortly after updating. |
A special-module message alone does not prove Source-File completion. The reliable indicators are:
- the BitVerse/BitNode transition was triggered,
- autoDoIt restarted in the new BitNode,
- the Source-File count or level increased afterwards.
The Control Center reports Switching to BitNode N immediately beforehand. If
that message never appears despite an installed The Red Pill, root access,
visibility, or the Hacking requirement of w0r1d_d43m0n is usually missing.
Five details are enough for a useful bug report:
- current BitNode and Source-File levels,
- operating mode and Home RAM,
- rooted-server count,
- the last five Control Center activities,
- any visible manual action or endlessly repeated module message.
Official game reference: BitNodes and Source-Files in Bitburner v3.
© ame824 · grz-gamerz.de · Repository · Deutsch · English
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- Overview
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- BitNode goal matrix
- Troubleshooting
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