Guide/Modules
Missions
The Missions module visits the quest givers, takes the ordinary missions your rules pick, and does them with Kill & Collect. When one is finished it goes straight back to the giver, because the next mission of a chain opens then. Beta
Choosing which missions: the rules
Which missions is a list of rules, like Daily quests. The first rule that matches a mission decides whether it is taken. New configs start with three rules: leave what the bot cannot do, leave the Prometheus Laser missions, and take every other mission. The Starter and Prometheus Laser missions are a new account's, and Missions does not take them unless a rule of yours does.
Two conditions are made for missions:
| Condition | What it means |
|---|---|
| It is in the series | Starter missions (the level 1-4 tutorial chain), Prometheus Laser missions (10, one Prometheus laser each), Blacklight missions (all 79, level 17 and 24, the Prometheus ones included), Epic missions (each level's main mission), 100 Missions, Challenges, or one level's missions (Level 5 to Level 22). |
| Done in the series | How many missions of the series you pick your pilot has completed. A Prometheus Laser mission counts for Blacklight too. |
A goal: "do 100 Blacklight missions, then stop"
Add the example Stop after 100 Blacklight missions and put it above the rule that takes Blacklight missions. Once 100 are done, the Blacklight missions are left, and the module carries on with whatever your other rules take, or farms with Kill & Collect when nothing is left. Change the number in the rule for any other goal.
The count is the bot's own (a mission done twice counts twice), or the giver's list of completed missions when that says more.
What it can do
Missions hunts NPCs, collects ore (selling a full hold first), sells ore, and flies the journeys the story missions are made of: travel to a map, reach a coordinate and wait there until it counts, fly to the Hangar or the headquarters on the home map, and fly back to Mission Control. It also puts an item on your slot bar when a mission asks for it, collects the cargo and bonus boxes a mission counts (even with those boxes switched off in your box table), and flies the Starter missions' Devolarium Attack gate to the end. Missions that ask for PvP or another galaxy gate, or for NPCs that only live in a gate, are left.
A new account, start to finish
To take a fresh account through the tutorial chain, give it a config whose job is Missions and a rule that takes It is in the series: Starter missions (tutorial), below "leave what the bot cannot do". It does the Starter missions in order, Devolarium Attack included, and farms between them while the next one waits for a level.
When a running mission is left alone, the quest window says why under it, and names the step the bot cannot do.
The game lets a pilot run only a few missions at a time. While every slot is taken, Missions works the ones running and goes back to the giver once one is done.
Of the missions that ask for player kills, it holds one at a time: the one that pays the most experience. It changes it for a better one only while the running one is not close to done, and takes more than one only when nothing else is left.
Settings
| Setting | What it does |
|---|---|
| Look at the giver again every (minutes) | With nothing to do, how long before flying back to a giver for missions that have opened since. 30 by default. |
| Avoid a map after dying there (minutes) | After the ship dies on a map, do missions elsewhere for this long. 30 by default; 0 keeps going back. |
| Give a mission up after failing | A "don't die" mission starts over when the ship dies. After this many failures in a day it is left, and an NPC that destroyed the ship this often today is not hunted until tomorrow. 3 by default. |
| When done | With no mission left that can be done now: keep farming with Kill & Collect (the default), or park in a safe zone until the next look at the giver. |
| Ore | What to empty from a full hold so an ore mission can move, and whether to sell a mission's ore afterwards. |
| PET locator | What the PET's enemy locator looks for while hunting: the missions' bosses, any NPC a mission wants, or nothing. Needs the locator gear. |
| Use the battle maps | Count 4-1 to 4-5 as your own maps for missions. |
| Lasers | Which laser ammunition to load and when to fire RSB. How each NPC is fought is its row in your NPC table. |
| Visit the giver while working | Read the giver every "look again" minutes even while a mission can be worked. Off: only after a completion, and when nothing is left. |
| Work the best mission first | Work the first mission in order - a take-first one, then the biggest experience reward - until it is done, wherever it is. Off: the shortest route over every mission. Off by default. |
| Skip missions this many levels below the pilot | A mission on offer this far below the pilot's level is not taken: it pays a fraction of one at the pilot's level. |
| PvP missions / …asking at most this many kills / …hunted on | Take the missions to destroy enemy players and hunt them on the maps you pick; leave the ones asking for more kills than this. |
| Go to the giver below (missions) | With a mission still to work, read the giver for more only while fewer than this many run. Off by default: whenever a slot is free. |
| Drop missions this many levels below the pilot | Cancel, one at a time, a running mission that far below the pilot's level, when the giver offers a higher one - unless it is nearly done or it is the group's. Off by default. |
| …unless done at least | How far done an outgrown mission is kept. 50% by default. |
To set up a group of your accounts to play together, see New pilot.