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Also, the "Reinforce Fleet" should only pull from the same system. I set the range for it in the defines to super low to prevent fleets taking forever to form up. It's annoying enough in the standard game, let alone when things take forever.
I really like the concept of this mod for early game, but late game, I think I created a 200 fleet cap limit fleet, and waited forever for the fleet to form. Then I spent another decade upgrading the whole fleet as while they were in route I hit like 3-4 tech level upgrades.
It came to the point where I was relying on jump drives to jump to a neighboring system then slowly move into it.
(Also I made the mistake of building the array, so I saw every single ship on the map, which really cluttered late game with fleet icons everywhere.) XD
It only really hurts the early game since, once you get the first level of Sensors you can send a Science Ship and a Construction ship at the same time.
Nothing I know of about sitting directly on top of a system. I've noticed that too. My "solution" is to go into a neighboring system and click the hyperlane arrow to bring me into the system.
I have no idea what could be wrong with Automated Trade. I've only changed some speed defines with Simple STL, so my inclination is to say it might possibly be another mod? It could be that Automated Trade doesn't work well with slow speeds. I've never used it, so I'm not sure. Looking at the description, they self-remove after 5 years, which could mean they might not be able to make it to the next system.
The other thing I noticed (which I don't think you have any control over really) is if a ship is about to enter a system, it's directly on top of that system and doesn't let you click on the system.
The last thing that I noticed is a sort of compatibility issue with Automated Trade. I noticed their ships just... stuck in the middle of the system (not in FTL), where they sat there twitching.
(Next game I end up playing I'll test without other mods to see if I have the same issue. Just wanted to give you a heads up now.)
I'm using 0.001 and 33, warned folks you were seeing some sticking, and asked for bug reports. Crickets so far.
Put these drives live on PreFTL Players main version a few hours ago, so hopefully we get some useful bug reports.
I'll also be putting in an "emergency" event, only triggered via console, that'll give ships a high boost to FTL speed as a "Just in case"
@Pode Great to know. I don't think FTL inhibitors affect actual FTL speed, just possibly windup. I'll have to take a look.
The minimum speeds changed (Going too low made ships not move at all), so what previously worked didn't. 50x works, and allows for other things to affect FTL speed without sticking fleets in places.