at least
m
Backpack travel to
Enable Haruka Skill System integration
If Haruka's Skill System mod is installed and this option is enabled, FFTD will take the movement speed multiplier from your Endurance skill into account and adjust travel times accordingly, e.g. a movement multiplier of 1.15 would reduce all fast travel times by approximately 15%.\n\nIf Skill System is not installed, this setting has no effect.
Use fix for disguise system?
Use Anomaly's unmodified distance formula?
Minutes of game time passed per 100 meters traveled
Random delay enabled for travel duration?
If enabled, minimum hours added
If enabled, maximum hours added
If enabled, minimum minutes added
If enabled, maximum minutes added
RU
You can't afford to pay for passage
Hire a guide to
You called up a nearby veteran guide, and paid them %s to bring you to your destination.
No guides are willing to come to this kind of place just to pick you up
Cost in rubles per meter traveled
Pause survival stats during travel?
%s unavailable for another %s
hour
hours
minute
minutes
second
seconds
fast travel
backpack travel
guide travel
Fast Travel System
There are no guides close enough to respond
The only guides around here are enemies of your current faction
No guides are currently answering your messages
If enabled for this travel type, a random delay may be added to each trip according to the settings below. A setting of 0-2 hours and 0-59 minutes will precisely replicate Anomaly's vanilla behavior, if desired.
If enabled, most survival stats (hunger, thirst) will be frozen for the duration of this travel type.
Hire fast travel guides from the PDA map
Fast travel cooldown time
Backpack travel cooldown time
Guide travel cooldown time
You must wait this many realtime seconds between fast travel trips. To disable this feature, set it to zero.
You must wait this many realtime seconds between backpack travel trips. To disable this feature, set it to zero.
You must wait this many realtime seconds between guided travel trips. To disable this feature, set it to zero.
Guides take time to reach you
If enabled, the trip duration will include calculations of how long it takes the guide to travel from their origin point to where the player is.
Guides are local-only
If enabled, guides will only be available if there is one who is based out of the current map.
Guides are loyal to their faction
If enabled, guides will refuse to do business with players who are enemies of their faction. Guides will, however, look the other way if the player is properly disguised.
All travel types share cooldown trigger
If this option is enabled, the cooldowns for all travel types are linked--that is, when one is triggered, they all are. For example, travelling to a backpack will also trigger the cooldowns, if any, for fast travel and guided travel.\n\nWhen disabled, each travel type tracks its cooldown separately, if applicable.
Enable debug logging
Allow travel to debug mapspots
When launched in Debug mode, vanilla Anomaly allows fast travel to stalkers, area markers, and various other debug mapspots that aren't normally valid destinations. This can be undesirable, because these markers can get in the way and cause you to teleport to the wrong place, like behind Barkeep or another trader. By default, FFT filters these out.\n\nEnabling this setting will revert to the vanilla behavior. Unless you are testing something, or stuck in the map and need to get out, it is recommended that you leave this option disabled at all times.
Allow travel to Quick Pin markers? (requires PAW)
If enabled for this type of travel, Quick Pin markers can be used as fast travel destinations. Pin Travel requires the Personal Adjustable Waypoint addon, and this setting has no effect if it is not installed.\n\nThis is only allowed for Quick Pins because they can only be placed in locations that are reachable by the player.
The Pin Travel feature requires the Personal Adjustable Waypoint addon:\nhttps://www.moddb.com/mods/stalker-anomaly/addons/personal-adjustable-waypoint-for-anomaly-151-152-and-gamma
A bug in vanilla Anomaly causes disguises to be blown if you fast travel near NPCs with time passage enabled. This setting fixes the bug by disabling time-based suspicion in the disguise settings until the timeskip is complete. This should never be disabled except for troubleshooting.
In vanilla Anomaly, the distance calculation only works correctly within the same map. When calculating travel to other maps, it often produces bizarreW and nonsensical results. FFT replaces this method with a global distance calculation.\n\nThe vanilla method is bad and you should never enable this--but for compatibility reasons you can if you really, really need to.
By default, only Guide Travel has a cost. You can optionally set the other two travel types to have a cost as well, and if this value is greater than zero, they will use the same calculations as Guide Travel.
Fast travel fare paid: %s
Guides ignore "wounded" and "overweight" status
If enabled, Guide Travel ignores the settings that prevent fast travel if the player is bleeding, irradiated, or overweight. This is to represent that guides are willing to administer first aid or help you carry some of your burden.
NPC combat distance
The maximum distance at which the player is considered to be "in combat" for the purposes of blocking fast travel.
NPC combat timeout
If an enemy has not seen the player for this many seconds, they no longer count for the purposes of blocking fast travel.
Use Warfare Alife Overhaul addon fix
If this is enabled and Warfare Mode is active, FFT will skip trying to add fast travel icons to the map. If map icons or context menus aren't working correctly when the Warfare Alife Overhaul addon is installed, try enabling this.
Allow opening backpacks from the map
Enabling this option will re-enable a vanilla feature that allows you to open a backpack from anywhere on the same map. For balance reasons, this is off by default.
Gear condition damage multiplier
Adjusts the multiplier for the amount of condition damage applied to all of the player's equipped gear when fast traveling. The further you go, the more wear and tear.\n\nValues around 1 or 2 are recommended as a "normal" difficulty setting, while the maximum setting of 11 is probably far beyond overkill for most normal play.\n\nSetting this to zero will disable the feature for this travel type.
Gear condition damage feature
All Gear: condition loss is applied to all equipped gear\n
Random: condition loss is applied to one equipped item at random\n
Armor: condition loss is applied to equipped armor and helmet\n
Weapons: condition loss is applied to equipped weapons\n
Disabled: turns off all equipment condition loss for all travel types, regardless of their individual settings.\n
Disabled
All Gear
Random
Armor
Weapons
Minimum health to travel
If the player would normally be prevented from traveling due to radiation or bleeding, they will also be unable to travel if their health is below this percentage. Setting this to zero effectively disables the feature.
Minimum satiety to travel
If the player would normally be prevented from traveling due to radiation or bleeding, they will also be unable to travel if their "satiety" (hunger/thirst) is below this percentage. Setting this to zero effectively disables the feature.