X4: Foundations
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About this mod

Adds a researchable Jump Drive system usable by the player faction.

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Adds new Jump Drive research.

Jump Drive Mk1
- Allows capital ships to piggy-back on a Jump Gate's connection, skipping the waiting queue. (This is mostly a bypass for the traffic jam at the gates.)
- Research time : 10 minutes
- Jump requirements : Close proximity (roughly 10km) to the gate. (Pre-4.00 : Also needs 5 Energy Cells.)
*Pre-4.00 : Player's capital ship traders will not attempt to trade Energy Cells once this research is finished.

Jump Drive Mk2
- Allows capital ships to jump to your Jump Beacons in adjacent sectors. Still uses the Jump Gate network as a relay.
- Research time : 30 minutes (reduced to 15 minutes in 3.20)
- Jump requirements : 10 Energy Cells, Jump Beacon in the target adjacent sector and an existing gate connection between the sectors.
*4.00 : Player's capital ship traders will not attempt to trade Energy Cells once this research is finished.
*Also unlocks the Jump Beacon blueprint. You will need to equip your ships yourself.

Jump Drive Mk3
- Allows capital ships to jump to your Jump Beacons anywhere in the galaxy.
- Research time : 1 hour (reduced to 30 minutes in 3.20)
- Jump requirements : 50 Energy Cells, Jump Beacon in the target sector.


Charge up time is 10 seconds for Mk1, 20 for the others. There are no cooldowns between jumps.
The rather low 50 Energy Cell requirement for the Mk3 is so the Builder ships can use them too. (It would have been at least 100 if it weren't for that damn thing.)

The AI will automatically use any researched Jump Drive while moving across sectors.
The AI will use the Mk3 Jump Drive to get to a sector that is cut off, whether through blacklists or Jump Gates being shut down (the latter can only happen through mods right now), but only if there is a Jump Beacon in that exact sector.
The AI will not use the Mk3 Jump Drive on an adjacent sector. (Obviously, it'll use the cheaper Mk2 instead.)
The AI will not use the Mk2 Jump Drive if the Jump Beacon is placed very badly and using the gate would make more sense.
The AI will not use the Mk2 Jump Drive if it is within 10km of the gate to the next sector.

As for how to use the Jump Drive in capital ships that you personally pilot...
1. Set guidance.
2. Engage the autopilot.


Known Issues
- The research doesn't register as "unlocked" until you check the research menu after it finishes.


v4.01
- Fixed several typos caused by mixing up files.
- Fixed regular nav beacons being targeted for jumps. (Hopefully it stays that way.)
- Added a retroactive fix for the "research not showing up" issue caused by the new "basket" system implemented by Egosoft.

v4.00
- Updated for patch 4.00.
- Energy Cell usage of Mk1 Jump Drive removed for all versions.
- Mk1 Jump Drive no longer needs to be researched.
-- Minimal version just replaces Egosoft's insta-jump with this mod's 10 second jump.
- Jump cancel mechanic removed.
- Ships are only aligned to their next destination on a beacon jump, not gate jumps.
- Betty announcements when jumping with autopilot.
- Thanks to JasonX2000 for the warebasket fix.

v3.20
- Fixed some scripting errors and ironed out some quirks. Ships will now be aligned to their destinations more properly after jumping.
- Lite and Minimal versions : Jump drive is canceled if said ship is attacked during charge up. It will revert to base-game gate movement to get out of there.

v3.10a
- Fix for the Lite version.

v3.10
- Minor fix.
- New "Lite" version : No E Cell requirement for Jumps., Mk1 unlocked and usable by everyone by default. Mk2, Mk3 is still player only, and requires research.
- New "Minimal" version : All L/XL ships use Mk1 Jump Drive for free. Mostly for removing traffic jams at gates due to the queue.
* Only use one of these mods at a time. The new variations do not need the Right Click API, since ships no longer need to refuel.

v3.00
- Updated for patch 3.00.
- Research Overhaul is no longer needed for the UI to display ware requirements.
-- As such, there is now only one version of the mod.

v1.10
- Added translations. (Russian provided by alexalsp.)
- Added new "Refuel" order. (Thus, requires Right Click API.)
  - You can order capital ships to buy Energy Cells, in either flat amount or percentage of cargo hold.
  - Flat amount can be set in increments of 500, up to 5000.
  - Percentage can be set in increments of 10%. Trade ships will only acquire 20% of the stated value. For example, they will only fill up 2% when you select 10%. (Minimum fill amount of 100 energy cells.)
  - Ships will find a suitable station that can sell them enough Energy Cells. They will go through them in the following order.
    1. The specific station that you targeted the order on. (Only if you did so, and only if you own it.)
    2. Owned station in the target sector.
    3. Owned station in the ship's local sector.
    4. Any station in the ship's local sector.

v1.00
- Initial release for patch 2.60.


*For the pre-3.00 versions, you will need Research Overhaul for the resource requirements to show up on the research menu, should you use that version.