Space Engineers

Space Engineers

EMP Module
45 Comments
kinngrimm 12 Jan, 2024 @ 12:44pm 
judging by the comments it doesn't work anymore, right?
Anyone know of any replacement mod?
C_D_R 2 Feb, 2023 @ 7:52am 
Thargoid Energy surge module technology would be really dope ! ( Sample )
ThePropheticWarrior 15 Aug, 2022 @ 12:22pm 
I'd like to know, too!
Deine Momdrian 11 Aug, 2020 @ 1:05pm 
Soooo... It doesn't work anymore right?
DEADPOO 11 Jul, 2020 @ 8:44am 
Probably needs an update?

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!**
ORBI304 4 Apr, 2020 @ 1:42pm 
how can i make it work
Kham 26 Feb, 2020 @ 6:03am 
@Freudman they didn't steal the economy system from the modder, they hired the modder to make the economy system for the game...
Freudman 26 Feb, 2020 @ 4:19am 
could not use for disabling power on other facrion base... i have to buy deluxe economy (another polished shit wich is even badly stolen from original modmaker)
RandomGuy0400 29 Jan, 2020 @ 6:20am 
I think defense sheilds should block the EMP effect.
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.
Rhgzx7 30 Aug, 2019 @ 8:42am 
HI, i love this mod. is there anyway of changing the range? thanks
eboregelna 12 Jul, 2019 @ 3:56pm 
can you make it into a vanilla script?
It'sMatt 7 Jul, 2019 @ 5:27pm 
super cool, but its really ugly
jonn19  [author] 30 Jun, 2019 @ 8:27pm 
Hi cancer352. It takes regular components so should work fine, but the blockgroups class which the assembler parts screen uses, has changed since I made it I think. Just use G build menu to see what you need. Am out of town for another few weeks with work, will try to remember to tweak mod to add into that list once I'm back.
cancer352 29 Jun, 2019 @ 9:13pm 
It doesn't appear inside the assembler's part building screen. How can I get this running or is it broken ??
VelxraTV 15 Mar, 2019 @ 10:20pm 
Congrats the idea has been added to the base game in the warhead settings.
Nippelmoe 21 Jan, 2019 @ 3:22pm 
It's sad be because there isn't realy a nother EMP Mod and this is just an awesome weapon. Compinet with hacking pcs you can easy take over NPC's and extent your fleet :(
I hope you'r fine and have fun with SE. ;)
MrEvan312 20 Jun, 2018 @ 3:43pm 
Read the maintenance note.
Pharoah of Bass Pro Shop 31 Dec, 2017 @ 10:52am 
going to create a ship that has a large sphere with an opening, combined with the tractor beam mod, the sphere will be lined with these EMP blocks...hehehe
Tyo Atrosa 10 Sep, 2017 @ 8:56am 
Really, EMP weapons shouldn't be terribly effective against spaceships that are already shielded against solar wind and radiation since you would never include unprotected computers in that type of construction. though i love the idea of having a weapion that can disable an enemy ship without severely damaging it or destroying blocks. would it be possible to make a contact charge that when activated damages every block containing computers and ruins all of the computers on the grid? not like a warhead, more like a small capacitor that has to be actively welded on to the effected ship, similar to the hacking computer mod but faster and more destructive since it renders the entire ship unusable until you repair it.
Starry 6 Sep, 2017 @ 4:59pm 
dosent work right
Myst Leissa 3 Sep, 2017 @ 6:14pm 
Soz If i'm reaading this right - this isn't supported at modern versions; is that what the maintence note refers to? Wouldn't that usually warrant a [Discontinued] Added to the Mod Name?
Kham 5 Jul, 2017 @ 2:30pm 
Just built one of these to test it on my creative world and it fried my own ship as soon as I placed it haha. Wishing I had a script to turn all the blocks back on now...
BrGuardian 16 Jun, 2017 @ 2:52pm 
man have a way to creat another tipe of EMP.....like a bomb or with other skin?
Lord Helios 7 Jun, 2017 @ 1:07pm 
Fair enough point.
jonn19  [author] 7 Jun, 2017 @ 4:46am 
Thanks all for your comments.
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.
Lord Helios 6 Jun, 2017 @ 10:29am 
hmm, the problem (realistic speaking) Emp should instantly fry ALL electronics, unless they are covered in a faraday cage. But this is pretty neat.
Caecaltus Dusk Onatvite Albia 26 May, 2017 @ 12:00pm 
I suggest you make it capable of shutting down reactors as well, or make a seperate version which can do that.
Nogrim Stoneson 19 Apr, 2017 @ 3:56pm 
the reason i like the warhead approach is that if the EMP is actually going to damage blocks that need to be manually repaired it should be in a pulse where you can tie the impact with a larger visual effect. (jump drive particle?) and you could respond with repair crews rather than try to hunt down the generator stuck to your hull.

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.
Anubis 19 Apr, 2017 @ 10:17am 
@jonn19 the EMP warhead mod you linked hasn't been updated for 3 years and last time I checked wasn't working maybe you could add a similar block to this?
jonn19  [author] 19 Apr, 2017 @ 3:49am 
Hey all, thanks for the comments. Some good ideas there.
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?
dragondafender 19 Apr, 2017 @ 12:53am 
instead of being a constant effect I would probably make a device that has a massive charge buildup that get spent in 1 pulse. have a min charge level and as it gets closer to 100% it gets a stronger effect and wider area. would balance it alot more and make it very friendly to the idea of warheads. another way that you could balance the effect is to change the resistances to work as a damaige mitigation, for example say a pulse would normaly do 30% but the device has a resistance of 50 so instead it only does 15% and the random factor is figured after resistance as a percent change. so for example the random factor is -10% to +25%... with the above example that would mean that the actual damage would be between 14.5 to 18.75.
Nogrim Stoneson 18 Apr, 2017 @ 5:34am 
interesting idea, but it seems a bit OP. would you be able to copy the effect on to a warhead? the idea of launching small and large EMP warheads on already designed weapons sounds like an amazing idea.
Anubis 13 Apr, 2017 @ 10:12pm 
@Asgard108 Might be a good idea (if possible) for the weapon to actually check if it is actually doing damage before switching off a block so as shielded ships would actually stand a chance and not just be switched off because a EMP wep is nearby and further more (once again if possible) if the grid is shielded have it do rapid damage to the ship.
PacificAsgard 12 Apr, 2017 @ 11:20pm 
Does this interfere with Cython's Shield Generator?
Chaot1c Thund3r 10 Apr, 2017 @ 4:08am 
thanks for the reply i wasnt sure because the rounded bit had more detail for the motor to generate the emp but rear was pointed as if it was the shot direction

(i watch too much sci fi and some of those EMP's are directional and others are omnidirectional
jonn19  [author] 8 Apr, 2017 @ 4:03pm 
I tried to design it a bit like the kind of module you'd find hanging under a fighter's wing, rounded bit to the front, but it actually makes no difference. Now you've made me think about making it directional :)
Thanks trickey, wow I never expected anyone to make a showcase of one of my mods!
Chaot1c Thund3r 8 Apr, 2017 @ 12:54pm 
silly question is the rounded bit or pointy bit the side you face towards the enemy
username (Rat) 4 Apr, 2017 @ 4:18pm 
dam really good idea ranos also made a mod showcase https://www.youtube.com/watch?v=PYuxJ_vH8lE
jonn19  [author] 31 Mar, 2017 @ 11:02pm 
I like it Kuritho, in fact the first thing I built was a UAV that used its remote to autopilot up close to an enemy that'd been spotted via camera raycast. Worked well if any turrets on the enemy were distracted, not so great otherwise!

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.
Borker 31 Mar, 2017 @ 12:45pm 
Creative Idea: Using a ship made to fire these the use landing gears to latch on thrusters, turrets, ect, effectively removing all functions of the enemy ship allowing you to scrap it.
Xecutor 30 Mar, 2017 @ 7:24pm 
ok thx
jonn19  [author] 28 Mar, 2017 @ 3:26pm 
Hi @ColOddball27. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890660675 will probably do the job for you.
@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!
ColOddball27 28 Mar, 2017 @ 10:04am 
Does it come in this module for and a normal block for? Since the module seems kind of akward to build into missiles
Xecutor 27 Mar, 2017 @ 4:26pm 
is this one a warhead, id would like to see a warhead
aquilaiovis 27 Mar, 2017 @ 8:23am 
I have waited for this. The new model improves the immersion a lot in my opinion. Looks and works great.