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Anyone know of any replacement mod?
EMP Module, in file:
**WARNING!**
Script for MyObjectBuilder_UpgradeModule is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING!**
Or you should add a block that protects things on the opposite side of it from the EMP, like a radiation sheilds, that blocks adds 5% resistance to blocks behind it, and the resistance would increase an additional 5% for every radiation sheild between the EMP and the target. Or you could just make it so the affected blocks reactivate after a few seconds.
I hope you'r fine and have fun with SE. ;)
Lord Halo, when designing the effect I tried to put myself in the "victim" position... it would be great for the block to burn out everything if you're the one with the EMP, less so if you're not! Similarly to my Ion Cannon mod, I sacrificed some cool factor (or realism) for balance.
The senate [PnCt]E it does affect all "functional" blocks (those with computers as a component.) Although they're named reactors their names inside the code are SmallGenerator and LargeGenerator. Once all the reactors and batteries go down, damage to all blocks ceases of course, because they're all no longer functioning.
The massive but temporary knockout effect I went for with the Ion Cannon, also handy because you can range the target to an extent. Recent updates have made it a little unreliable, so it's on my list to revisit when I get some time.
the AOE jammer is a cool idea too for sneaky boarding parties or mines but i still want a functional EMP bomb. as anubis has said that mods pretty far out of date and i highly doubt it will work with out problems or black/purple models.
Nogrim, check out Wayland's mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=326873844 , it's a modified warhead that disables functional blocks for a while.
The mitigation and shield "blocking" ideas are also good. I will have to look into how it interacts with Cython's mod; ideally yes the shield should take damage but the shielded grid should be impervious (to both damage and "burn-out" effect) until the shield's down. I'll have to see how Cython hooks into the damage handler, if mine triggers after his it will ignore shields.
I have also thought about making a version whose EMP affects ALL nearby functional blocks, i.e. even those on its own grid, with a slower (less frequent) but more powerful effect. To me that's probably more realistic. Anyone have feedback on that idea?
(i watch too much sci fi and some of those EMP's are directional and others are omnidirectional
Thanks trickey, wow I never expected anyone to make a showcase of one of my mods!
I've just added the ability to configure target block types to resist the effect, so if your EMPs suddenly seem less effective that's 'cos they are (kinda, by default!) Just set the numbers to zero if you want the full awesome power back.
@KidTaz1, if you would like it to explode when within range I'd suggest you tack on a warhead and a sensor to activate it, that'll do what you want.
And thanks @Aquila lovis, glad you like it!