About this mod
Damaged ships will attempt to emergency jump away from danger.
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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%, 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 system 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.
- Nobody gave you, the player, jump codes. This only works for AI controlled ships. Womp, womp.
Unzip the file to your /extensions/ folder e.g. /extensions/chillejump/
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.