EMP Generator System

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daemon47
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Joined: Sun Mar 02, 2025 8:23 pm

EMP Generator System

Post by daemon47 »

Requires Hyperspace and ftlman.
Made for Hyperspace 1.20.0, though other versions may work

System Details
Adds a system to the game: the EMP Generator, which creates an EMP at cursor location, destroying projectiles, stunning drones and crew, and forcefully opening doors within its radius.
Base cooldown of 20s, base diameter of 96px, base cost of 100 scrap.
The EMP can also be dynamically configured to have an increased radius at the cost of increased system cooldown, and vice versa.

You will be given a preview of what the EMP will do before you fire it, with each target being marked.
There is a button placed near the top of the screen, right of the jump button labeled "EMP", where you can access the keybinding menu for the system (by default, no keys are assigned).

Ships
The mod comes with 3 ships equipped with the system by default, balanced for vanilla.
I've had instances where some ships were not able to install the system, though possibly I ironed out this issue already. Regardless, it is definitely possible to run into issues. The main issue that I am aware of is that the EMP Generator system can be installed in the same room as another system (this is just a problem that will exist on ships without enough rooms to otherwise fit it properly). In such instances, I have implemented a solution where both systems in the stack will automatically repair themselves over time so that one of them won't be destroyed for the rest of the run upon taking damage one time.

Enemy ships can properly use the system, but I haven't added the system to enemy blueprints so you will never encounter this unless if you add it to them yourself.

Issues and Compatibility
This mod supports Vanilla Hyperspace, INS+ and Multiverse. The system might not show up in shops with other Hyperspace-based mods.

Adding support for specific mods is often not very difficult to do, so report any mod conflict issues you get.
Reporting any issue is best done by raising an issue on the github page: https://github.com/daemon251/FasterThanLight-EMPSystem. You can alternatively message me on discord, #daemon8363. I will not respond to posts on this forum in a timely manner, so please don't post anything important here.
Feel free to use this system, any code, or any idea in any of your mods if you want if you are a developer.

Download
Last update: v1.2.1, 11/16 - https://drive.google.com/file/d/1AmVlzg ... sp=sharing

or

https://github.com/daemon251/FasterThan ... m/releases

Place this near the bottom, below any mod that adds player ships

Demonstrations

Image

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Code: Select all

Change Log
v1.0.0
  Released
  
v1.1.0
  EMP System now gives blue options for any Ion Weapon or Defense Drone blue option, the name of the blue option corresponding
  No longer overwrites the jump beacon, so MV which relies on it heavily now works properly
  Exposed some stuff on the developer side
  Fixed issue with offset being potentially incorrect

v1.1.1
  Fixed the mod not working at all due to a silly mistake
  Fixed the offset, it was correct, I'm just stupid
  
v1.1.2
  Hacking drones are no longer stunned while on ships. They will be destroyed if actively hacking, else not a valid target.
  Stun duration is now customizable

v1.2.0
  mods.EMPGenerator.systemId is now set on game start instead of first time EMP system appears
  EMP vfx now uses a higher-resolution file, hardly makes a difference though because only anisotropic filtering was applied to the image
  changed the way the EMP slider works, works similar to before but now on linear scale
  fixed EMP button being needlessly added again after save-quit loading, for real this time.
  Can now right click the slider to set it to 50%
  Fixed some behavior of when the system is not powered (this caused error spam
  Mouse cursor now changes when aimed
  system image now reacts to system power being changed by bind
  fixed lanius ships in vanilla from not being able to install the system, because for some reason AE's ship blueprints are split into two files for some reason
  fixed the empgen B variant ship from crashing the game if stealth_3.txt was not given an extra room by another mod (it now works in MV and vanilla)

  System tooltips have been fixed
  Crew and doors cannot be stunned through super shield anymore without a bypass
  Battery and zoltan power now work with the system correctly

v1.2.1
  MV should be properly supported now. The ships that come with this mod are fixed for MV, and the system itself now has an entry in the internal upgrades panel.
  The system can no longer be aimed during events
  The system will not fire if no targets are found in its radius.
  Interiors images have been redone

Credits
slowriderxcorps - Interior ship images
Arc - xml append scripts
jtq - lua rebind scripts
Captain's Edition by SleeperService and others: viewtopic.php?f=11&t=15663 - Pulse effect
Captain's Edition is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/3.0/.
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