What's the ship design in question? That will go a long way to answering your questions.
The design of my very first ship only has 50k space for fuel, this let him survey scan for more than 25 years and safely go back to earth, he is right now on the way to refuel, as I ordered him to do that, if his fuel amount will go below 30% of the initial amount. His amount of fuel is right now 18. 5% and exactly 9261 litres. I remember a whole lot of details about the fuel situation of this ship and don't really need to slow the pace of the game any further that much to just keep informing me about it.
Also, I don't really think that my question "So, is there any way to disable certain kinds of events from stopping the auto-turns?" have a lot to do with the design of my ship, however it is bad or not.
Anyway, I will copy the design of this ship:
Rendili class Geological Survey Vessel 3 700 tons 45 Crew 201. 4 BP TCS 74 TH 5 EM 0
67 km/s Armour 1-21 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 1 PPV 0
MSP 34 Max Repair 100 MSP
Intended Deployment Time: 120 months Spare Berths 0
Kuehn-Friedheim 5 EP Commercial Conventional Engine (1) Power 5 Fuel Use 8. 84% Signature 5 Exp 5%
Fuel Capacity 50 000 Litres Range 27. 3 billion km (4713 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
I think what he's trying to say is that the ship, although low on fuel, has enough to make it back to a colony. However, it is slow such that it keeps bugging him every day and so he cannot advance time much more.
He's worried that in the future, with many more ships, he would have to face this issue on a much larger scale.
By the way, although I don't think you can fix the 'disable. . . ' issue, you might, in System Maps, want to go to Display on the left, and check "Show Events" under "Options". That way the events for the turn will show up on the system maps, and you won't have to accidentally click any of them.
Also, yeah you can't disable events from stopping the auto-turns.
Yes, this is more or less what I am talking about.
Nope. It is very-very easy to make a ship that can cover entire sol system, then go back for refuels. It's not like the fuel tanks are one-use, right?
If you don't want to refuel often, make a design with more fuel.
Logic: ship runs out of fuel? -> not enough fuel -> make ship with more fuel -> enough fuel -> ship doesn't run out of fuel.
If your ship is out of fuel, stop it. Issuing orders to refuel won't move it anywhere. Send the tanker (it's a ship with a lot of fuel tanks), or a tug.
You won't get to the situation where you have hundreds of planets, dozens of systems and thousands of ships if you're bad at managing fuel situation in Sol. Your situation, in fact, can be solved by two simple steps:
1. Making ships with enough range.
2. Not forgetting to refuel them.
Again, get used to it. You'll see a lot of interrupts from now on, be it sensors, combat, or something else. This is how this game works: if it something that requires your (or NPRs) attention, it interrupts the game to let you access situation. Running out of fuel when ship has orders qualifies.
First, I don't remember low fuel causing interrupts, only no fuel, and
Second. Again, the issue can be mitigated by making sure ships have enough fuel in design phase, and making sure they're refueled. Even if low fuel on ships cause interrupts, there'll be no interrupts when there's no low fuel on ships.
I really think that you should re-read my previous reply as it answers the most of the points you mentioned here.
If you really don't get it, I will try to explain in a little bit simplified way. The fuel itself, refueling, fuel situation of the ships, etc. , is just a background story for the problem, so the aspect of the ship design is negligible, as the main theme of it is a question: If I can influence somehow the way interrups appear or not?
About interrupts while on low fuel. I will say it again, I get them, when ship has low fuel and has orders, but the order is to REFUEL at the nearest colony, and the ship will succeed (will have enough fuel to get there). It is a total absurdity to slow the pace of the game for a problem that was already solved and taken care of as soon as my first ship was built. If it would do that once, or once per 10, 20 turns, it would be acceptable. I think that the option to set what will interrupt the game or not, is a must have.
Event updates window, at the bottom you can [filter events]
Isn't that a menu for just disabling the certain events from showing up? It certainly doesn't stop the event from stopping the game.