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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 are installed in batches and autoDoIt restarts afterwards.
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The Red Pillis obtained and installed. -
w0r1d_d43m0nis discovered, rooted, and destroyed once the Hacking 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 forces BN4 until the projected level of Source-File 4 reaches 3. It then discovers missing mechanics in this order:
4 → 5 → 2 → 10 → 6 → 7 → 9 → 3 → 14 → 15 → 13 → 8 → 11 → 1 → 12
Already owned Source-Files are skipped. After the discovery pass, Source-Files are upgraded to level 3 in the same order. Source-File 12 is unlimited; the current open-ended route alternates between BN12 and BN1 after the finite Source-Files have reached level 3.
| 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 a Gang, recruit, train, equip, ascend, and use safe territory warfare. The Gang faction supplies The Red Pill here. |
Gang created and Gang is managed automatically; member count and respect rise. |
Fully automated with SF4. If karma does not change, inspect current work and Singularity access. |
| 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 there. SF15 progressively unlocks Darknet benefits. | Spread RAM-saving seeders and crawlers, use passwords from logs, open servers, run .cache stashes, solve the labyrinth, immediately install its augmentations, and then use The Red Pill. |
Seeder, opened-server, stash, and labyrinth messages; then The Red Pill is queued and World-Daemon progress resumes. | Fully automated. If seeders run but no servers open, inspect Darknet RAM, Navigator availability, and instability. |
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
- Übersicht
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- BitNode goal matrix
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