Guide/Modules
Galaxy gates
The Galaxy Gate module flies galaxy gates: it gets the ship into the gate, fights every wave, collects what drops and jumps to the next wave. While it runs, it can also build gates with the gate spinner.
Which gates
Alpha, Beta, Gamma, Delta, Epsilon, Zeta, Kappa, Lambda, Kronos and Kuiper. All of them can be flown; all but Kronos can be built with the spinner (Kronos's parts come from finishing other gates).
Eternal Blacklight, the daily gates and the group gates have their own modules: see Eternal Blacklight, Daily gates and Group gates.
Each gate already knows its own NPCs: when one of them first appears in your NPC table, its radius, priority and switches are filled in for you. Rows you already had are left as they are. Ammo is up to you.
Settings
| Setting | What it does |
|---|---|
| Stop at wave | Stop at this wave. 0 flies the gate to the end. |
Fighting
| Setting | What it does |
|---|---|
| Ignore anything further than | While something is closer, don't cross the map for an NPC. |
| Alone if nothing within | With nothing else this close, chase a dying NPC instead of circling. |
| Chase distance | How close to follow a fleeing NPC, in % of the usual distance. |
| Lasers | Which ammo to fire, by NPC size. Lasers and ammo |
Backing off
| Setting | What it does |
|---|---|
| Keep health between | Back away from the wave under the low number; rejoin over the high one. |
| Repair if shield under | Hold a wider ring with the guns off while the shield comes back. |
| Keep away | How far from the wave to stay while backed off. |
Collecting and moving
| Setting | What it does |
|---|---|
| Collect boxes | Pick up what the wave drops. |
| Collect within / Collect range | How far off the fight to go for a box, and how close to get. |
| Jump within | How close to a portal's middle to get before jumping. |
| Wait in the middle | With nothing to fight, wait where the next wave arrives. |
| End gate config | Configuration and formation once nothing has been seen for a few seconds. |
Which gates: the Gate builder table
In the module's settings, the Gate builder table has one row per gate. Every row starts switched off, so with nothing ticked the module neither builds nor flies anything.
| Column | What it does |
|---|---|
| Build | Spend uridium spinning for this gate's parts. |
| Jump in | Fly this gate when it's placed and has lives left. |
| Priority | When several gates are ready, the lowest number goes first. |
| Leave at wave | Jump out after this wave. 0 flies the whole gate. |
Building gates: the gate spinner
The Gate spinner setting spins for the parts of the gates ticked Build. It runs only while Galaxy Gate is the account's module, not alongside other modules.
| Setting | What it does |
|---|---|
| Enable | Spin for gate parts in the background. |
| EE only | Only spin with extra energy, never with uridium. |
| Max spin cost | Stop if one spin costs more than this. |
| Min uri | Stop if uridium drops below this. |
| Spins at a time | How many spins one request buys. |
| Build faster (x5 / x10 / x100) until | Use bigger spins while the gate is less done than this. 0 switches it off. |
| Place when built | Put a finished gate on the map, if it's one you fly. |
| Minimum lives | Don't fly a gate with fewer lives left than this. |
Rules the spinner always follows:
- It never sends a new spin while the last one hasn't been answered.
- It never builds Hades; only the Hades module does.
- A gate whose lives the game hasn't told it yet counts as worth flying.
- When the Galaxy Trek objective needs a gate, nothing more is spun for it while one of those gates is already placed.
- Dying ends the current gate run.
The spinner spends uridium unless EE only is on. Set Min uri first, so it never spends what you're saving.