How routing works

The router finds the best path between two systems across a single graph that combines three kinds of links:

  • Stargates — the static New Eden gate network.
  • Your map's wormhole connections — the chain you've scanned.
  • EVE Scout connections — optional public Thera/Turnur holes (see EVE Scout).

It runs a weighted shortest-path search (Dijkstra). Every link is an edge, and each edge has a cost. The router returns the path with the lowest total cost — which, depending on your settings, means the fewest jumps or the safest trip.

Two things you control

  1. Wormhole filters decide which wormholes the router is allowed to use at all — anything too far gone is removed from the graph before the search runs. Stargates are always allowed.
  2. Route preference decides which allowed path is best, by changing how each edge's cost is calculated.

Settings are yours alone

All routing settings are stored per map, per user. Tuning your own filters or preference never changes how the chain or routes look for anyone else.

The one thing that is shared is the map's ignore list: systems a manager has taken out of every route on the map. The router treats them as if they were not there, on top of anything you have ignored yourself from a route.

Defaults

Out of the box, routing is tuned to "just get me there":

Setting Default
Route preference Shorter (fewest jumps)
Wormhole lifetime filter Critical (allow all)
Wormhole mass filter Reduced (allow fresh + reduced)
Use chain connections On
Use EVE Scout Off
Security penalty 50

The special system Zarzakh is never routed through.