d386528627
Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item. |
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.github | ||
assets/Steam | ||
css | ||
cypress | ||
dist | ||
doc | ||
electron | ||
input | ||
markdown | ||
netscript_tests | ||
scripts | ||
src | ||
test | ||
tools | ||
.browserslistrc | ||
.dockerignore | ||
.editorconfig | ||
.eslintignore | ||
.eslintrc.js | ||
.gitattributes | ||
.gitignore | ||
.nojekyll | ||
.prettierignore | ||
.prettierrc | ||
api-extractor.json | ||
babel.config.js | ||
BN14.md | ||
CONTRIBUTING.md | ||
cypress.json | ||
editor.main.js | ||
FAQ.md | ||
favicon.ico | ||
index.html | ||
jest.config.js | ||
jest.setup.js | ||
license.txt | ||
main.bundle.js | ||
main.bundle.js.map | ||
main.css | ||
main.css.map | ||
package-lock.json | ||
package.json | ||
package.sh | ||
Quotes.txt | ||
README.md | ||
requirements.txt | ||
steam_api.dll | ||
steam_api.lib | ||
steam_appid.txt | ||
stylelint.config.js | ||
tsconfig.json | ||
tsdoc-metadata.json | ||
webpack.config-test.js | ||
webpack.config.js |
Bitburner
Bitburner is a programming-based incremental game that revolves around hacking and cyberpunk themes. The game can be played at https://danielyxie.github.io/bitburner or installed through Steam.
See the frequently asked questions for more information . To discuss the game or get help, join the official discord server
Documentation
The game's official documentation can be found on Read The Docs. Please note that this is still a work-in-progress.
The in-game documentation is generated from the TypeScript definitions.
Anyone is welcome to contribute to the documentation by editing the source files and then making a pull request with your contributions. For further guidance, please refer to the "As A Documentor" section of CONTRIBUTING.
Contribution
There are many ways to contribute to the game. It can be as simple as fixing a typo, correcting a bug, or improving the UI. For guidance on doing so, please refer to the CONTRIBUTING document.
You will retain all ownership of the Copyright of any contributions you make, and will have the same rights to use or license your contributions. By submitting a pull request you agree to grant me perpetual, worldwide, non-exclusive, transferable, royalty-free, and irrevocable rights to use, publish, and distribute your contributions to the project. A formal Contributor's License Agreement will be drawn up in the future.
If you would like to make significant contributions to the project as a collaborator, please reach out to @danielyxie to help coordinate the effort.