Releases: fankserver/vanguard-galaxy-echo
Release list
v0.6.0
Added
-
Auto Crackshot Drone (opt-in) — while autopilot is engaged, auto-fire the Crackshot Drone mining ability at the closest in-range asteroid with surface ore whenever it's off cooldown. Toggle in the VGEcho section of the autopilot side-tab under
Auto Crackshot Drone. Adjustable range via theCrackshot rangeslider (20–500u, default 80u). Config keys:AutoSafeCracker,AutoSafeCrackerRange. -
Auto LB-RTR Bot UI toggle — the previously config-only LB-RTR auto-target now has a visible toggle (
Auto LB-RTR Bot) in the VGEcho section, plus a range slider (LB-RTR range).
Changed
- Both range values (
AutoLbrtrRange,AutoSafeCrackerRange) are now adjustable via proper UI sliders cloned from the vanilla "Ammo Supply" slider row, instead of requiring config-file edits.
Full changelog: v0.5.1...v0.6.0
v0.5.1
Fixed
- Stack-deposit ("fast transfer") works again on game 0.8.1 — the IL transpiler that powers it targeted
IdleManager.FindActivity, but 0.8.1 moved the autopilot cargo-deposit call into a newDropFoundItemmethod, so the patch silently self-disabled. The toggle still showed in-game, but cargo drained one unit per tick. Retargeted the transpiler toDropFoundItem, where the deposit callsite now lives.
Full changelog: v0.5.0...v0.5.1
v0.5.0
New
- "VGEcho" section in the Autopilot panel — the opt-in toggles (Auto-refine on dock, Divert to refinery) are now grouped under their own VGEcho header in Ship → Autopilot, styled to match the vanilla General / Activities / Economy / Crew sections.
Fixed
- Vanguard Galaxy 0.8.1 compatibility — rebuilt for the 0.8.1 Autopilot panel, which became a scroll-view list; the toggles now place correctly under the VGEcho header instead of relying on the old fixed-grid layout.
Full changelog: v0.4.0...v0.5.0
v0.4.0
New
- Auto LB-RTR (opt-in) — while autopilot is engaged, auto-fire the LB-RTR Bot salvage ability at the closest in-range wreck whenever it's off cooldown. Same cooldown, same payload, no manual targeting. Skipped while you're mid-manual-cast. Two new config keys under
[Autopilot]:AutoLbrtr(defaultfalse) — master toggle.AutoLbrtrRange(default80, range20–500) — max scan distance in world units.
Fixed
make deploynow writes intoBepInEx/plugins/VGEcho/instead of the flatBepInEx/plugins/— was producing duplicate DLLs alongside release-zip installs.
Full changelog: v0.3.0...v0.4.0
v0.3.0
Replaces the old FastDeposit / FastFetch features with stack-aware autopilot deposits gated by autopilot mastery — a doctrine-respecting redesign that fixes the per-unit-per-tick architecture artifact in vanilla without bypassing the Prompt Engineering skill tree's intentional cadence costs.
What changed
The old design zeroed the autopilot cycle timer after each transfer, making ECHO drain a full hold in under a second and trivializing the autopilot progression curve. The new design changes what one tick does instead of how often ticks fire:
- IL transpiler on
IdleManager.FindActivityrewrites the singlecargo.Remove(InventoryItemType, int)callsite to a helper that computes the per-tick amount from autopilot mastery level. - Cycle cadence (
400/cargoCapacity) is unchanged. Ship progression remains the vanilla speed lever. - Ammo and currency keep their vanilla per-cycle batch sizes (
max(20, magSize)and20) — those have intentional cadence. - Buying / fetching is untouched because vanilla buying is already atomic per item type.
Tier table (mode = Tiered, default)
| Autopilot mastery | Per-tick deposit |
|---|---|
| 0–9 | 1 unit (vanilla) |
| 10–19 | 25% of stack/tick (min 5 units) |
| 20–29 | 50% of stack/tick (min 10 units) |
| 30–39 | 75% of stack/tick (min 25 units) |
| 40+ | full stack/tick |
Tier breakpoints mirror vanilla's milestonesMastery cadence (every 10 levels) so unlocks line up with vanilla milestone tiers. Per-tick amount is always capped by destination free space.
Mastery is granted automatically on every autopilot tick — no skill points required — and is visible in the skill tree UI under the Engineering specialisation.
In-game tooltip
Hovering the mastery badge on the Engineering / Prompt Engineering skill tree appends one line under the existing Bonus list showing the current per-tick amount, e.g.:
Stack deposit: 50% of stack/tick (min 10)
The progression curve is therefore discoverable in-game without a separate UI panel.
Config
A single new knob: StackDepositMode = Off | Tiered | Always, default Tiered.
Off— pure vanilla, 1 unit/tickTiered(default) — mastery-driven progression curve as aboveAlways— full stack from level 0; pure quality-of-life override for players who installed the mod specifically to skip vanilla cargo drain
Removed: FastDeposit, FastFetch, the "Fast transfers" autopilot side-tab toggle.
Install
Unzip into BepInEx/plugins/ — see README for details.
Known limitations
Adds an IL-level method reference to Inventory.Remove(InventoryItemType, int) and the autopilot tree name "PromptEngineering" for mastery lookups, on top of the existing v0.2.0 hook set. The stack-deposit transpiler self-disables with a console warning if the callsite count changes; mastery lookups fall through to "level 0" if the tree name changes.
v0.2.0
New autopilot behaviour toggles (opt-in, default off) and an in-game UI to turn them on/off without editing the config file.

Features
- Divert to refinery (
RefineryRoute) — when cargo contains ore and your home station has no refinery, autopilot diverts to the nearest friendly station withinRefineryMaxHopsthat does. Saves the round-trip when mining far from home. - Auto-refine on dock (
AutoRefine) — when autopilot docks at a station with a refinery, flip that station's Auto-Refine toggle on so pending ore refines passively. - In-game toggles — the Autopilot side-tab now exposes three new checkboxes: "Auto-refine on dock", "Divert to refinery", and "Fast transfers" (a master that mirrors the
FastDeposit+FastFetchtiming toggles). Tooltips use the same#word#yellow-highlight style as the vanilla tooltips.
The four original timing tweaks (EtaSync, ArrivalSnap, FastDeposit, FastFetch) are unchanged and still default-on.
Install
Unzip into BepInEx/plugins/ — see README for details.
Known limitations
Hooks the private IdleManager.IdleTravelToSpaceStation, Autopilot.Awake, and the compiler-generated backing field IdleManager.idleTravelTarget on top of the v0.1.0 hook set. A game update that renames any of these breaks the plugin at load time.
v0.1.0 — first release
First public release of Vanguard Galaxy Echo — a BepInEx plugin that makes the in-game autopilot (ECHO) snappy instead of waiting up to 12 s between actions.
Features
- ETA-sync — while warping, the Autopilot side-tab's green progress circle tracks live distance-based travel progress and completes exactly on drop-out (instead of looping on a fixed 12 s cycle).
- Arrival-snap — on final-waypoint arrival, the next autonomous action fires on the following frame instead of after a 0–12 s residual wait.
- Fast-deposit — cargo deposits and auto-sells fire on the next frame instead of after the vanilla ~1–2 s per-item gap. A full cargo hold drains in a handful of frames.
- Fast-fetch — global-inventory transfers and ammo / warp-fuel shop buys fire on the next frame instead of after ~1–2 s (ammo) or 12 s (warp fuel).
All four feature toggles plus a master TimingEnabled live under [Autopilot] in BepInEx/config/vgecho.cfg — disable any feature without rebuilding.
None of these patches change what the autopilot decides to do — only when.
Install
- Install BepInEx 5.x into your Vanguard Galaxy folder, launch the game once to create the subfolders, then close it.
- Download
VGEcho-v0.1.0.zipbelow and unzip intoBepInEx/plugins/. - Launch the game — the BepInEx console should show
Vanguard Galaxy Echo v0.1.0 loaded (4 patches).
Full instructions: README.
Known limitations
- Game version drift — the plugin hooks private method names and compiler-generated backing-field literals from the game's internal implementation. A patch that renames any of these breaks the plugin on load until a new VGEcho build targets the new names.
- Full-stack transfers not implemented — fast-deposit and fast-fetch zero the delay between per-item cycles, not the per-cycle quantity. Moving a full stack per cycle would require an IL transpiler on
IdleManager.FindActivityand is tracked as future work.