X4: Foundations

X4: Foundations

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Emergency Jump
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8 Jul, 2023 @ 7:44pm
21 Jul, 2023 @ 2:49pm
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Emergency Jump

In 1 collection by Chillmatica
Chill X4 Mods
16 items
Description
UPDATE FOR 7.0+: You must install Kuertee's UI Extensions and HUD mod (the 7.0 beta one) until SirNuke's MOD API is updated or else no menu options will appear and the Map won't open among other issues. https://www.nexusmods.com/x4foundations/mods/552?tab=files

Overview:
Damaged ships will attempt to emergency jump away from danger. This is not automatically enabled. Open comms with an individual ship to enable Emergency Jump Drive or open comms with a fleet commander to enable for all ships in their fleet at once.

The little details:
  • Only medium, large and extra large ships have jump drives. Small boys are S.O.L.
  • When hull reaches 25% (default), the jump drive takes 5 seconds to spool and fire before jumping. This means capital ships will be relatively safe and medium ships under heavy fire are probably toast.
  • There is a 5-minute recharge before another emergency jump can occur.
  • Since it's an emergency jump, plotting isn't exactly accurate. Emergency jump points are random. Sometimes you might be unlucky and jump to a worse spot.
  • Jumps are within the same sector only.
  • After a successful jump, the ship will automatically repair at the closest available option if possible before returning to orders.
  • Adding a subordinate to a fleet or ship that has Emergency Jump Drive enabled will automatically enable it for that subordinate. I lied in the Overview.

Having Mod Support API mod installed enables two new options: Enable player-piloted ship to emergency jump, and set the hull damage threshold to a custom value.
41 Comments
Chillmatica  [author] 30 Sep, 2024 @ 7:02am 
That would be cool/funny if the NPCs could also do it. It would be maddening to some though, so I could imagine a bunch of complaints as well :)
knightphantom420 9 Sep, 2024 @ 6:43pm 
awesome mod ! just wish the npc had it also..make it more difficult to kill the enemy and it seems unfair ,,, but glade i have it ;p saved my ars/ship so many times...
bonesbro 19 Mar, 2024 @ 11:25pm 
I wish there was a toggle to enable this automatically. Being able to tell a fleet commander to enable for the fleet is great, but you can't do that for ships assigned to stations. Maybe just automatically for ships assigned to stations if you don't want a single global toggle?
GTAVC16 8 Nov, 2023 @ 6:49am 
I'm having a compatibility issue with this mod and Player Restock Subordinates.
Both mods use the same place to initiate the conversation, making it impossible to use the other mod on ships.
SigmaSquadron 20 Oct, 2023 @ 4:17pm 
Egosoft added options for global orders long ago. You can even get them to drop laser towers now, like the rest of the AI. Should be trivial to go into your empire settings and setting the trader reaction to pirates to "ignore".
Readtext 20 Oct, 2023 @ 8:25am 
By default they drop the load.
Which reduces profits + the construction of stations takes more than 2 hours of real time due to a shortage of 10-30 components.
This problem is only at the beginning and middle of the game, when there are no means of defense and patrols.
But for many years there have been no changes from the developers.
Chillmatica  [author] 20 Oct, 2023 @ 8:10am 
There's a default global order that does that.
Readtext 21 Sep, 2023 @ 4:01pm 
Please make a mod to ignore pirates.
So that traders do not react to their demands.
The lack of this option has been annoying for years.
Chillmatica  [author] 8 Sep, 2023 @ 5:31am 
No plans as it's someone else's mod. When I come back to playing x4 maybe I'll take a look. When version 7.0 comes out.
Grandsome 5 Sep, 2023 @ 6:21pm 
Any plan on reviving the Jumpdrive Research mod, the original author seems to have abandonned it, and it's getting buggy.