Skip to content

Warp jump checklist

Joey4213 edited this page Aug 9, 2019 · 4 revisions

Before attempting your jump, it's advised to run a few checks to avoid bad surprises:

  • check your ship dimensions: you don't want to leave your tail behind...
  • check your energy level: aborting jump due to low power means you loose control of the warp field. It's bad, really bad.
  • shutdown your cloak: your cloak is merely a 'light' warp field. Overlapping Warp fields tends to create black holes, something you certainly don't want to see in your ship...
  • check your target destination carefully: while weak blocks like gases and leaves will simply be crushed by your ship, hard ones will collide and explosion will happen. Needless to say, bigger errors will cause bigger explosions...
  • retract your bridge or use pure decoration blocks (no TileEntity). Notably Tile entities will snag your ship, being considered as anchors.
  • shutdown your advanced reactors: fluid and gases requires a bit of time to stabilize after the warp.
  • call everyone on-board: you certainly don't want to leave one of your team mates behind, right?
  • secure your weapons: warp field is known to cause temporary side effects to human psyche, including but not limited to dementia, and schizophrenia. You might want to go without a killing spree on arrival...
  • once initiated, do not cancel the warp. Heated cores are quite unstable, if you see what I mean...
  • after the jump, ship core needs a bit of time to cooldown.
Clone this wiki locally