Recall and repairs
Last updated: September 20, 2026
A ship that dies costs you more than a slow run. Three settings decide when yours comes home, and they live in the Other tab, under Survival.
Coming home on hull
Recall hull < X % sends the ship back to dock as soon as its hull drops below that level. Set 0 and it never comes home for damage. A damaged miner goes home from the moment it arrives, instead of being sent straight back onto a node.
Waiting for the shield
Engage only at 100% shield stops the ship from chaining one fight into the next on a half shield. It costs a little time and saves hulls.
Repairs
Back at dock, the bot takes the free repair, and only that one. If you turn the speed-up on, it spends tokens, never latinium, and it re-arms by itself if the ship takes real damage later in the run.
Coming home on cargo
The Recall column of the Fleet tab decides the cargo side: when empty, at 25%, at 50%, at OPC, when full, or never. Hull and cargo work together — whichever comes first sends the ship home.
The Mirror Universe is stricter
On the other side, dying loses the whole cargo. There the bot leaves before dying rather than before a timer, and that rule wins over your hull percentage. Nothing to configure: see Mirror Universe.
Quick answers
Where do I set the hull level that recalls a ship?
In the Other tab, under Survival: Recall hull is a percentage, and 0 means never.
Does the bot pay for repairs?
It only ever takes the free finish. Speeding a repair up is optional and spends tokens, never latinium.
Can I stop it from starting a fight on a half shield?
Yes. Tick Engage only at 100% shield in the Other tab: the ship waits for a full shield instead of chaining fights.
Is it different in the Mirror Universe?
Yes. Dying on the other side costs the whole cargo, so the bot leaves before dying rather than following your hull percentage.