Incorrect beacon graph generation: unreachable beacons

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grayfragments
Posts: 3
Joined: Wed Sep 19, 2012 10:23 am

Incorrect beacon graph generation: unreachable beacons

Post by grayfragments »

Sometimes there are unreachable beacons / groups of beacons in sector graph. I saw this problem on https://getsatisfaction.com/ftlgame/top ... th_to_exit, but there was no response since release. Are you planning on fixing this?

P.S. can't attach .sav file for some reason :) oddly enough i started seeing this bug more often now, when i'm trying to beat game with DA-SR 12 ship, but i guess it's because i pay more attention to beacons in first sectors now.
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Incorrect beacon graph generation: unreachable beacons

Post by UltraMantis »

Are you using the latest version? If so, there's an option to display beacon paths when you hover your mouse over them. That should help detect possible problems with long distances between beacons.

In general i dont trust beacons that look like they may be too far apart. I haven't had a case of unreachable exit, but i have gotten stuck in a dead end a few times. Having to go back to the 'right' path to exit can be painfull since it usually leads through the advanced Rebel Fleet. Running out of fuel while doing this is also hillarious. For the Rebels.
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grayfragments
Posts: 3
Joined: Wed Sep 19, 2012 10:23 am

Re: Incorrect beacon graph generation: unreachable beacons

Post by grayfragments »

i'm using last version and yes, i'm using 'beacon paths on hover'. that's exactly why i know there is unreachable beacon. it's not a game-breaking issue, it's just unexpected behavior. however i think if there are unreachable beacons it could became problem, for example i can spawn in it. just letting developers know :)
boa13
Posts: 808
Joined: Mon Sep 17, 2012 11:42 pm

Re: Incorrect beacon graph generation: unreachable beacons

Post by boa13 »

It is possible that there are unreachable beacons, the developers know about that possibility, and they have said they are fine with it. According to them, it gives a sense of greater depth to the FTL universe.

What should not happen, however, are game-breaking unreachable beacons. So, the exit beacon should always be accessible, and quest beacons should always be accessible. If you find a map where one of those is unreachable, then report it as a bug. In that particular case, the best course of action is to take a screenshot of the incorrect map, but also Save&Quit, and send the save game (continue.sav) to the developers, so they can analyze what went wrong.
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nikto
Posts: 21
Joined: Sat Dec 15, 2012 5:35 pm

Re: Incorrect beacon graph generation: unreachable beacons

Post by nikto »

I can confirm this issue. I saw this twice - on a second run i had spare scrap, so i decided to upgrade my engine to jump to that distant beacon, but i failed (engines were almost on max, 2 bars left to max, iirc). :?
Number43
Posts: 176
Joined: Thu Oct 25, 2012 11:40 pm

Re: Incorrect beacon graph generation: unreachable beacons

Post by Number43 »

Upgrading engines doesn't change how far you can jump. It only increases how fast the ftl charges (and increases evasion).
nikto
Posts: 21
Joined: Sat Dec 15, 2012 5:35 pm

Re: Incorrect beacon graph generation: unreachable beacons

Post by nikto »

Number43 wrote:Upgrading engines doesn't change how far you can jump. It only increases how fast the ftl charges (and increases evasion).
Yes, but i thought "what the hell, i should try anyway". :mrgreen:
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