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Hello! This is my first released modification, which adds a part that disables enemy FTL capabilities. I have felt pressure in various places to upload this quickly, so it may or may not contain small issues or unbalances. A few things to note are:

First: The jammer, to avoid lag and issues regarding power usage, will only attempt to jam once every 10 seconds. Though unlikely, this could potentially allow smaller ships to warp away before the jammer has a chance to act.

Second: Because of the boundaries of modding, the jammer will not always function properly when upon a fast-moving ship, and requires blocks to be in front of it to function consistently.

Third: In the same way that the jammer acts slowly, so do FTL drives. The FTL drives can take upwards of 15 seconds to stop being jammed even after the jammer is destroyed.

Please let me know what you think about this mod, and what I can do to improve it!

http://www.mediafire.com/file/dngl1520fuo0slu/Ftl_Jammer.zip

Also, this mod has the capability to easily interact with external FTL drives, if the external FTL drives have two blocks of code, which can be found in the mod.txt

For those wondering what this mod accomplishes, it is both a way to demonstrate how to 'jam' a specific part, and will also be soon put into mods which add ships into bounty hunter mode, for an extra challenge (specifically Varangian equipment).

Also, PLEASE do not copy any of my code without permission!

image https://i.imgur.com/Zy3xg4r.png

image https://i.imgur.com/zv8ZLcD.png

yUS

    why would we need this? AI enemy ships dont even use their FTL drives...

      The_Bloodnaught They can be added to the AI ships which forces you to kill them before moving out of a sector.

        kinny09 Pretty much, with the exception of far away ships. To avoid severe lag, the jammer has about the same range as the default FOV, meaning any ship with the jammer that is attacking you will keep you from leaving, instead of being unable to leave in the first place.

        jbox1
        14 years ? realy ?

        This'll be great for my faction FTL Routes Co!

          Enemy A.I. ships could rip you out of FTL, like a random encounter and you'd have to destroy it to leave.

          If this gets working completely I might have to modify this code to make Gravity Well Projectors for my mod.

          EpicJp21 that would be like a boss battle i guess. Not able to run, getting more money like you usually do , ( since when you kill the last ship you get more money) , and maybe its a more armored ship.

          pingvin What do you mean 14 years?

            Announcement, when I overcome my laziness, I will add a "ftl jammed" icon so you can tell if you can jump or not

            Cool feature!

            ClassicJam #Interdictors OP

              TheMarksman Ok

                I am actually really interested on how you pulled this off

                Very cool, thanks for such mods!

                  That_Angry_Man It is not that difficult actually. I created a new ammo type called "ftl_jammer". The new part creates a projectile with a HUGE aoe 'attack' that fills all parts with this new ammo type. The ftl drive was also given an ammo storage, and converter that converts "ftl_jammer" into negative power at a furious ratio. The only downside is that the projectile, as one would imagine, causes a pretty solid lag spike, and because of this I had to severely increase how often it fires the projectile in order to make it user-friendly, and therefore takes longer to act