Guide/Settings
Staying alive
These settings decide when your ship stops working to repair, where it goes, and what happens after it dies. Find them in your config under General, in the Safety and Revive groups.
Repairing
| Setting | What it does |
|---|---|
| Repair when hurt | Switch on to run for a safe zone when health gets low. Leave it on. |
| Keep health between | Two numbers. Under the low one the ship leaves the fight; it comes back when health is over the high one. 25% and 85% by default. |
| Repair when roaming & hp under | The health to repair at when the ship isn't in the middle of a fight. |
| Repair until shield | How much shield to get back before going back to work. |
| Give up after | Seconds to wait in safety before letting the bot work again anyway. |
| Retry after | Seconds of normal work before safety may interrupt again, so it doesn't bounce in and out. |
| Repair config | Which ship configuration and formation to repair in. |
Ship keeps dying? Raise the low end of Keep health between. Ship repairs all the time? Lower it, or switch off the NPCs that hurt it most in the NPC table.
Where it goes: safe zones
A safe zone is a place the ship can't be attacked: a base, a portal, a station. LeanBot remembers every one it meets. To change how one is used, open the map, then the Zones tab:
Use for: Always, Repair only (repairing and waiting to reconnect), the options for running from players, or Never (to rule out a dangerous one).
Jump (portals only): what to do once the ship has reached this portal to repair.
- Never: repair at the portal.
- When shot at here, then back: if something keeps shooting while it repairs, jump through to shake it off, come straight back and repair at the portal.
- Always when repairing, then back and Always, then back: always jump through and come straight back.
- Always, and repair on the other side: jump through and repair on the next map, then fly back to work. Use it on maps whose portals have no safe zone, like 4-5.
The ship never jumps inside a galaxy gate, and a galaxy gate's portal is never used as a safe zone at all.
After the ship is destroyed
The Revive group:
| Setting | What it does |
|---|---|
| Repair at | Where to come back, when the game offers a choice. |
| Pay to repair | Allow revive options that cost uridium. Off means only the free ones. |
| Wait before revive | Seconds to leave the kill screen up before answering it. |
| Wait after revive | Seconds to stay put after coming back. |
After it revives, the ship flies back to its Working map by itself, if you set one and Return to the working map is on (it is by default).
Rules it always follows on the kill screen:
- It never chooses "log out".
- It never pays uridium unless Pay to repair is on. If your chosen place isn't offered, it takes any free option.
- A normal repair is preferred over a free Phoenix.
- If a repair has a countdown, it waits it out instead of staying dead.
Want to know what killed it? The account's Stats tab → Deaths lists every death with where and by what.
Rules it always follows
- It stops shooting while it runs to repair, and the route goes around obstacles.
- On a map with nowhere safe to go (galaxy gates, arenas, Vortex of Greed) it keeps working instead of parking in open space.
- A station it doesn't recognise is never used as a safe zone until you allow it in the Zones tab.
- A captcha is answered even while the account is paused or resting after a revive. The PET is looked after during the rest after a revive, but not while paused.
Ship modes: which configuration to fly in
Your ship has two configurations (config 1 and config 2) and a drone formation. Ship modes (in General) choose them per job:
- Offensive config: while fighting.
- Roam config: while flying around looking for work. A fast setup here saves time.
- Run config: on the way to a safe zone, whatever sent it there.
- Repair config (in Safety): while repairing, once it has arrived.
Running from players
The Running group (in General) decides what the ship does about hostile players:
| Setting | What it does |
|---|---|
| Run from enemies | Head for a safe zone when an enemy player shoots at the ship, and wait there until they are gone. |
| Run from enemies in sight | Run as soon as an enemy is visible, without waiting to be shot at. |
| Stop running when out of sight | Give up the run once nothing hostile is visible any more. |
| Run from tags | Players with one of these tags are run from on sight, whatever their company. |
| Remember enemies for | How long a player who shot at you still counts as an enemy, even after leaving view. |
| Max sight distance | How far away a player still counts as in sight. |
| Run to a further safety over | When the nearest safe zone is further than this, take one the enemy is not closer to. |
| Circle while running | Keep moving around the safe zone instead of parking in it. |
Modules whose job is fighting players (player hunter, station bomber and guard, follow, the Black Light hunters) don't run from their own fight.