Star Ruler 2

Star Ruler 2

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uni790 Jul 17, 2017 @ 10:55pm
How?
How do I stop my ships from trying to use slip streams and wormholes? I've been playing around with the flux drives, and have been enjoying it, but if there's a wormhole nearby they'll insist on using it, even if they can't actually reach it, or jump to a wormhole instead of the system they were told to causing them to have to wait for their cooldown to jump again, it's very irritating and often game breaking, I need a way to stop it.
Last edited by uni790; Jul 17, 2017 @ 10:56pm
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Showing 1-11 of 11 comments
Nashnir Jul 18, 2017 @ 2:49am 
You can manually set the path they travel.

1. Select the ship/ships
2. Right Click on the first location in the path to destination
3. Hold Shift and right click on the subsequent locations along the path till the destination.

Does this help?
uni790 Jul 18, 2017 @ 3:11am 
Originally posted by Nashnir:
You can manually set the path they travel.

1. Select the ship/ships
2. Right Click on the first location in the path to destination
3. Hold Shift and right click on the subsequent locations along the path till the destination.

Does this help?

not really, I need them to jump stright there, ignoring wormholes, or other "shortcuts" as flux is an instant teleport within my trade borders and has a cooldown, I don't want them making more then one jump, they only need one, it's range is limitless(within my borders), and travel time is instant regardless of range.
Last edited by uni790; Jul 18, 2017 @ 3:12am
FourGreenFields Jul 18, 2017 @ 3:29am 
Originally posted by uni790:
Originally posted by Nashnir:
You can manually set the path they travel.

1. Select the ship/ships
2. Right Click on the first location in the path to destination
3. Hold Shift and right click on the subsequent locations along the path till the destination.

Does this help?

not really, I need them to jump stright there, ignoring wormholes, or other "shortcuts" as flux is an instant teleport within my trade borders and has a cooldown, I don't want them making more then one jump, they only need one, it's range is limitless(within my borders), and travel time is instant regardless of range.
Is that some mod thing? If so, there should be a discussion forum on the workshop page I think.
uni790 Jul 18, 2017 @ 3:38am 
Originally posted by FourGreenFields:
Originally posted by uni790:

not really, I need them to jump stright there, ignoring wormholes, or other "shortcuts" as flux is an instant teleport within my trade borders and has a cooldown, I don't want them making more then one jump, they only need one, it's range is limitless(within my borders), and travel time is instant regardless of range.
Is that some mod thing? If so, there should be a discussion forum on the workshop page I think.

I don't think either of my mods add any gameplay stuff, it's just pictures for custom races as far as I know.
uni790 Jul 18, 2017 @ 3:40am 
Originally posted by FourGreenFields:
Originally posted by uni790:

not really, I need them to jump stright there, ignoring wormholes, or other "shortcuts" as flux is an instant teleport within my trade borders and has a cooldown, I don't want them making more then one jump, they only need one, it's range is limitless(within my borders), and travel time is instant regardless of range.
Is that some mod thing? If so, there should be a discussion forum on the workshop page I think.

ok yea, it does come from a mod, I didn't realise it at all, lol
vaaish Jul 18, 2017 @ 8:31am 
Why don't you just use the FTL shortcut and trigger the jump from the current system to the target system? Your ships shouldn't do anything other than the jump.
IllyiaSvara Jul 18, 2017 @ 8:54am 
Flux is an unfinished ftl type that was activated and slightly modified to be pseudo-usable in the Rising Stars mod.

Ship pathing was never made to take flux ftl into acount in the base game and the pathing code has not been modified by Rising Stars.

The game picks the fastest possible route if there is a faster alternative it will take that. Flux is not fully compatible with every possible game system so you have to use workarounds in such cases as yours.
uni790 Jul 18, 2017 @ 2:39pm 
Originally posted by IllyiaSvara:
Flux is an unfinished ftl type that was activated and slightly modified to be pseudo-usable in the Rising Stars mod.

Ship pathing was never made to take flux ftl into acount in the base game and the pathing code has not been modified by Rising Stars.

The game picks the fastest possible route if there is a faster alternative it will take that. Flux is not fully compatible with every possible game system so you have to use workarounds in such cases as yours.

yea, after realising it was part of a mod, I figured that.



Originally posted by vaaish:
Why don't you just use the FTL shortcut and trigger the jump from the current system to the target system? Your ships shouldn't do anything other than the jump.

FTL shortcut?
vaaish Jul 18, 2017 @ 5:13pm 
if you press F on the keyboard it activates your races FTL drive. It should also appear on the action bar when you select a ship equipped with a drive. If Flux is part of the FTL it should let you activate it and jump as you want.
Dalo Lorn Jul 20, 2017 @ 4:11am 
Originally posted by vaaish:
if you press F on the keyboard it activates your races FTL drive. It should also appear on the action bar when you select a ship equipped with a drive. If Flux is part of the FTL it should let you activate it and jump as you want.

This might be a valid suggestion... if it weren't for the fact that Flux overrides basic movement and can't be manually activated.

Instead of using sublight engines to fly between stars, Flux races teleport from their location in the origin system to the same location (same distance and angle to the center of the system) in the destination system. The basic idea is for it to happen whenever you give a movement order to another star system, but... yeah, not all the kinks were worked out before the devs decided to scrap it.

I think it should be fairly straightforward to prevent Flux navigators from automatically pathing through wormholes/slipstream tears. The downside is, you'll have to manually insert a wormhole jump into the command queue whenever you want to use a wormhole as a shortcut (this is useful because it can drastically reduce the time it takes to charge up for another jump), but I don't see any alternatives right now.



@uni790: Assuming your ships can actually reach the wormhole, it may be advantageous to let them use it. Flux cooldowns depend on how far the ship is jumping, and if you're jumping into a battle you might have to retreat from, you'll want to recover from the jump as quickly as possible.
Last edited by Dalo Lorn; Jul 20, 2017 @ 4:14am
Dalo Lorn Jul 20, 2017 @ 5:22am 
A small patch is going to be on the Workshop sometime within the next 30 minutes, containing the following adjustment to Flux navigation:
  • Flux ships will no longer automatically try to use wormholes or equivalent phenomena (gates, slipstream tears) to reach other star systems.
    • Manually ordering them to travel through the wormhole will still work as before.
    • In-system navigation should not be significantly affected, and they should continue to use wormholes for in-system trips.
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