Space Engineers

Space Engineers

43 ratings
EMP Module
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block
File Size
Posted
Updated
4.915 MB
27 Mar, 2017 @ 3:44am
31 Mar, 2017 @ 10:47pm
2 Change Notes ( view )

Subscribe to download
EMP Module

Description
UPDATED - Configurable EMP resistance... see below :)

This block is an approximation of a electromagnetic pulse weapon, designed to damage enemy computer systems by hitting them with radiation surges. Just turn it on, get it within range of any enemy Terminal block - one containing Computers as a component - and away you go.

LARGE BLOCK: 50m range
SMALL BLOCK: 20m range

Effect: any powered and turned-on terminal block will sustain damage from the EMP Module - the closer the blocks, the faster the damage will occur. The target block may also "short-out" i.e. turn off, at which point damage will cease (unless it's turned back on...)

EMP blocks will of course affect each other, so countermeasures could include PBs to turn all your gear back on, your own EMPs at grid edges, etc.

Place 'em around your base to disable anyone approaching too close, build one into a missile to fire near AI... post any super-creative ideas in the comments as I'd like to hear what you can do with it.

The block is colourable and has build progress models, as well as some pretty emissive effects to make sure you know it's on. There's a terminal control in the nosecone.

This is a remake of my previous EMP block which looked like something Wile E. Coyote would use to disable vehicles driven by Roadrunner.

CONFIGURABLE EMP RESISTANCE: I found the EMP was disconcertingly effective; I could fly my shielded attack ship past AI at 100m/s and instantly disable them, so I thought... let's make target blocks resist the effect!
So the next time an EMP module is created/loaded in your world, a config.cfg file will be written (%Appdata%/Space Engineers/Storage/892508397.sbm_IndustrialAutomaton_EMP on SP worlds.) This will contain a list of the following target block types, with default resistance values:
RadioAntenna: 50
LaserAntenna: 75
Battery: 50
SmallGenerator: 50
LargeGenerator: 75
Cockpit: 50
Gyro: 50
RemoteControl: 50
GatlingTurret: 50
MissileTurret: 50
Launcher: 75
Just modify these numbers for higher or lower EMP resistance. The number is a percentage, so setting anything to 100 will mean EMP modules don't affect it at all. If you want a default type to be non-resistant, change the number to zero, don't delete the entry or the mod will reset it to default. You can also add any extra subtypeIDs and resistance values for any other block types you'd like to resist the effect. If you mess up the file or something, the mod should also regenerate it.
EMP pulses occur 6 times per second and do roughly 1-10% damage to blocks, depending on (a) how many components the target has, (b) proximity to the EMP module, and (c) a random factor. I set a large block cockpit to 90% resistance, and placed an EMP right next to it, and it took about 45 seconds for the cockpit to become disabled.

MAINTENANCE NOTE: The 1.181 update which brought multithreaded physics to the game, also brought massive performance drops on my systems. The continuous stream of minor updates and hotfixes since has done nothing to improve performance over 1.180.600, and have solved less issues than they have caused. My own server has been reverted (via subscribing to the 1.180 Beta) to the stable, smooth and enjoyable experience SE gave me back then, and as this mod works well with this reversion I have no plans to keep it maintained for broken later versions.
Please don't use comments below to engage in criticism of the game, and the best of luck to the Keen developers who hopefully will eventually give us the SE experience we all hope for. I'll continue to read comments and respond when I can.
Apologies if this decision affects your enjoyment of the game.
45 Comments
kinngrimm 12 Jan @ 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