Jump Gate Mechanics - Angel-125/Blueshift GitHub Wiki
Jumpgates
Part Module: WBIJumpGate
⚙️ Important:
Jumpgate Anomalies must be enabled in your Game Difficulty Settings!You can find this option when starting a new game or adjusting difficulty in an existing save.
Jumpgates offer a mode of FTL travel that revolves around finding and/or building a network of gates to travel through. The concept is simple: approach a gate, select the desired destination, wait for the gate to finish activation, and then move through the portal. In reality, there are nuances. Jumpgates belong to a network, which restricts which destinations you can select. They can have limited range, which further restricts the destination list. And jumpgates can require a resource toll to be paid before they grant access. All of these nuances are optional; a jumpgate could forego a resource toll, have unlimited range, and even belong to any network.
🛸 Quick Jumpgate Checklist
- ✅ Find or build a jumpgate.
- ✅ Approach within physics range.
- ✅ Right-click the gate.
- ✅ Click Select Destination Gate, choose your destination.
- ✅ Click Set Destination.
- ✅ Fly through the center of the portal to jump!
- ✅ (If toll required) Make sure you have enough Graviolium on board.
In Blueshift, jumpgates come in two varieties: space anomalies and player-built.
Space Anomalies

Blueshift offers a number of different space anomalies that can be discovered by the player, and jumpgates are among them. Like asteroids, all a player needs to do is to rendezvous with the space anomaly in order to discover it. There are two types of space anomalies that allow instantaneous transport: Jumpgate Anomalies and Wormhole Anomalies.
Jumpgate Anomalies

Built by an unknown species, jumpgate anomalies are a specialized type of Space Anomaly that can be discovered. If enabled in the Game Difficulty settings (they're off by default), jumpgate anomalies appear in orbit around the last planet in every star system. For the stock game, the gate appears around Eeloo. Once the player approaches within physics range of a jumpgate anomaly, it is automatically added to the network of jumpgates and becomes an available destination. As noted in the image above, simply right-click the jumpgate to open the Part Action Window, tap the "Select Destination Gate" button, select the desired destination from the dialog, and press the "Set Destination" button.
⚙️ Important:
If there are only two jumpgates in the network, then the jumpgate will already be activated, and you won't be able to select a destination gate.If there is only one jumpgate in the network, then you wont' be able to activate the gate, and you won't be able to select a destination gate.
Once you've set the destination gate, simply fly through the glowing center to initiate transportation. If the gate requires a toll, then payment must be received before the gate will allow the vessel to be transported. For Blueshift, the jumpgate anomaly charges Graviolium based upon the destination's location:
| Destination | Cost per metric ton of vessel mass |
|---|---|
| Same SOI | 0.1 |
| Same star system | 1 |
| Interstellar | 5 |
If the Graviolium toll can be paid, then the vessel will be transported next to the destination gate.
WARNING: Do not walk a kerbal through the gate! If the gate is in space, then the kerbal will be stuck in walking mode and will be uncontrollable.
Wormhole Anomalies

Wormhole anomalies are rare, naturally occurring gateways between distant locations that must be discovered before they can be used. Wormholes consist of two endpoints; each endpoint exists as a spherical object that orbits a celestial body, and each end must orbit a different celestial body. Each pair represents a unique gate network, meaning that only two wormhole endpoints can exist in their network.
There are rumors that wormholes are NOT stable, with few exceptions; the location of an endpoint may randomly flit between gravity wells. In game terms, at random, a wormhole endpoint may suddenly change its orbit to a random planet, moon, or star.
In theory, wormholes could be tracked using a Laser Interferometer Gravitational Observatory (LIGO).
Wormhole anomalies are always active and do not require resources to traverse.
Player-Built Jumpgates
There are two jumpgates that a player can build: The Astria Porta and the Miniature Jumpgate
Astria Porta

The Astria Porta is available when the player unlocks the Jump Technologies node. Unlike the Jumpgate Anomaly, which can only be discovered, the Astria Porta can be built by the player by shipping an Astria Porta segment and additional Astria Porta Auxilium segments to the build site. The Astria Porta segment is the control segment of the jumpgate and must be deployed first. After that, the Astria Porta Auxilium segments can be added. To do so, ship an Astria Porta Auxilium segment to the build site. Once on site, right-click the Astria Porta segment and tap the "Install ring segment" button. This will cause the Astria Porta Auxilium segment to disappear and be added to the Astria Porta.
🛠️ Building a Jumpgate:
To build a player-made jumpgate like the Astria Porta, you must launch, transport, and assemble the required parts manually at your chosen location.
You'll need:
- 1 Astria Porta segment
- 9 Astria Porta Auxilium segments
Position the parts and use the Install ring segment button found on the Astria Porta to assemble them into a working gate.
Just like the Jumpgate Anomaly, the Astria Porta requires a Graviolium toll to be paid by the traveling vessel to initiate transport. The costs are as follows:
| Destination | Cost per metric ton of vessel mass |
|---|---|
| Same SOI | 0.25 |
| Same star system | 2.5 |
| Interstellar | 12.5 |
Activating the Astria Porta is done in the same manner as the Jumpgate Anomaly. Astria Portas and Jumpgate Anomalies share the same jumpgate network and can be used interchangeably, with one important difference: the Astria Porta has a max jump range of 1.25 light-years while the range of the Jumpgate Anomaly is unlimited.
Miniature Jumpgate

The Miniature Jumpgate is available when the player unlocks the Miniaturized Jump Tech node. It works just like the larger gates with some significant differences: first, the mini-gate can only transport up to 20 metric tons of vessel mass. Second, the mini-gate has a maximum jump range of 0.25 light-years. Finally, the mini-gate is responsible for paying the Graviolium toll- unless it is out of Graviolium, in which case it will charge the vessel that wants transport. The Graviolium toll is as follows:
| Destination | Cost per metric ton of vessel mass |
|---|---|
| Same SOI | 0.1 |
| Same star system | 1 |
| Interstellar | 5 |
The functionality required to operate the mini-gate is exactly the same as the Jumpgate Anomaly and the Astria Porta.
🔵 Reminder: Miniature Jumpgates may have a shorter maximum range compared to full Astria Portas.