Space Engineers

Space Engineers

Jump Drive Inhibitor
74 Comments
Ren 31 Jul @ 10:07pm 
Can a version of this mod be made without needing to be stationary for it to work?
Turret problems 3 Apr, 2022 @ 4:29pm 
Does this still work?
Bobothemonk 2 Dec, 2019 @ 9:35pm 
Can this mod be setup/edited to work on moving ships? Can the area of effect max range be reduced to 5km?
fntc  [author] 1 Sep, 2019 @ 10:23am 
If you like you may do that
Danilka Dadapad 18 Aug, 2019 @ 3:46am 
Can i mod this block to adjust max range?
Wraith 28 Sep, 2018 @ 7:58pm 
Just tested working as it describes uses laser antenna model now though
B1487E 30 Apr, 2018 @ 6:06pm 
Corsin, did you take a welder to your jump drives? That fixed it for me.
MagnusEffect 10 May, 2017 @ 5:55am 
confirmed today it still works fine. does exactly what it says on the box.
MagnusEffect 7 May, 2017 @ 7:34pm 
so is this working or no?
Corsin 22 Feb, 2017 @ 1:58pm 
So, when i use this, it EMP's the jump drives in all the local ships...

Now when i turn the inhibitor off... all the local jump drives are stuck on red, and never come back online...
Dig 17 Feb, 2017 @ 11:45am 
http://pastebin.com/BtYjgeVY

Running 1.172 Stable DS
Daegan Jukes 3 Jan, 2017 @ 8:32pm 
this works on the sektan compact jump drive as well ....
DaveyBones 3 Jan, 2017 @ 7:18pm 
This...could be terribly deadly...I love it
Daegan Jukes 3 Jan, 2017 @ 7:17pm 
oh man i have been searching for this for so long! hope it still works!
Foogs(▰˘◡˘▰) 20 Aug, 2016 @ 6:01am 
@fntc nice mod, thx )
gornyakmaniac 19 Aug, 2016 @ 3:09pm 
Thanks
fntc  [author] 19 Aug, 2016 @ 10:27am 
Fixed it
gornyakmaniac 18 Aug, 2016 @ 12:48pm 
Doesn't work after update
fntc  [author] 28 Jul, 2016 @ 11:31am 
Thanks, fixed it!
Foogs(▰˘◡˘▰) 27 Jul, 2016 @ 11:47am 
@fntc
I have fix for your mod
nn JumpDriveInhibitorBlock.cs
replace [MyEntityComponentDescriptor(typeof(Sandbox.Common.ObjectBuilders.MyObjectBuilder_Beacon))]
to
[MyEntityComponentDescriptor(typeof(MyObjectBuilder_Beacon), new string[] { "Beacon", "JumpInhibitor" })]
:steammocking:
venator2070 19 Jun, 2016 @ 11:23am 
Is there a possiblility to make jumping ships pull out of the jump in the area covered by that inhibitor? Like the planetary gravity does?
fntc  [author] 18 Jun, 2016 @ 1:58pm 
fntc  [author] 18 Jun, 2016 @ 8:29am 
Fixed the all beacons are inhibitor bug!
From now on jump drives will get damaged if somebody tries to keep them online with a loop-triggering timer.

@Some Call Me J: Will implement this as another mod
StoicJ 17 Jun, 2016 @ 3:48pm 
Would it be possible for one to modify the functions of this mod to disable Weapons instead? I am attempting to Enforce No-Combat areas for public trade and having turrets disabled near the station would be an amazing help.
fntc  [author] 7 Jun, 2016 @ 12:04pm 
@venator2070: speed of grid =0
@gornyakmaniac: will look into that bug
venator2070 5 Jun, 2016 @ 9:46am 
does only works when standing still mean that it only works on stations or does it mean the speed of the grid?
gornyakmaniac 4 Jun, 2016 @ 1:46am 
@fntc
Can you please make this mod compatible with other mods using beacon class? For now, when I use your mod Jump Drives disable in broadcasting radius of any beacon, not Inhibitor only
Bones 21 May, 2016 @ 1:16pm 
What would be nice if there was a way for this to work as an interdicter, if AoE is between point A and B of someones jump it would override the co-ords of the jump, forcing someone into a trap where they would need to escape the infuence zone to jump out.
Alex Blues! Pesquisando O.V.N.I. 23 Apr, 2016 @ 1:28pm 
Wow! Nice! I will take a look (Brasil)
cacti_shammon 28 Feb, 2016 @ 11:29pm 
If you made this project a very weak (.01) natural atmosphere, or would in hint ships from jumping into the area. The same as how you can't jump into a planets atmosphere.
fntc  [author] 11 Feb, 2016 @ 1:23pm 
fixed it, thanks for the notification
gornyakmaniac 10 Feb, 2016 @ 1:49pm 
Sorry, I thougth you just... got bored of this game, you know :) Because last update was 4 months ago.
Yeah, it doesn't work, fix will be fine :)
fntc  [author] 10 Feb, 2016 @ 1:04pm 
If it does not work I will fix it as soon as I find the time to do so. May take a few days if I'm busy
gornyakmaniac 9 Feb, 2016 @ 4:34pm 
@fntc Will you work on updates for this mod, or it's abandoned?
VikkelEekhorn 29 Jan, 2016 @ 3:21pm 
What's it's max range? And is the inhibition field smaller than the detectable field?
tom147528 1 Oct, 2015 @ 6:30pm 
Thank you sir! I like this mod. I think the vanilla game should have this.
fntc  [author] 1 Oct, 2015 @ 1:09pm 
Fixed it today.
tom147528 30 Sep, 2015 @ 12:12pm 
The mod doesn't work anymore after v01.101 of Space Engineers. Players are unable to build Jump Drive Inhibitor on ships.
Jack BeFlippen 1 Sep, 2015 @ 12:56pm 
HAhaha! time to build a heavy Interdictor! woooo
Aster*sk 31 Aug, 2015 @ 12:11pm 
DX11 or not?
Nioreux 24 Aug, 2015 @ 2:15pm 
so if you go to a enemy ship turn this on and he cant escape is immenent doom... cool
Jazaen 29 Jul, 2015 @ 3:03pm 
Sooo... We can now replicate the famous Immobilizer 418?
zachiyo123 26 Jul, 2015 @ 8:09pm 
this kind of thing would be cool for invading somewhere with something like a battleship that they can't really destroy but you run away from
Braxus 21 Jul, 2015 @ 2:36pm 
We needed this, thank you!
Johnald P. Redham 21 Jul, 2015 @ 4:22am 
Exactly what I needed for certain missions where long range transport is required, crossinf dangerous space.

Otherwise they could just jump to it and jump away. Adds a great mechanic for realism/storyline.

Thank you, sir.
The Erubian Warlord 16 Jul, 2015 @ 3:45am 
can someone please make a microwave power transmitter block using this type of block as a base?
PhoenixTheSage 15 Jul, 2015 @ 10:33pm 
Should see if Phoenix84 (Stargate/FTL Mod) will let you use his inhibitor assets. I'm inclined to wait till this has a non-vanilla model.
fntc  [author] 14 Jul, 2015 @ 9:51pm 
Wrote the text when i was tired :( my brain obviously didn't manage to finish the sentence
KilledJoy 13 Jul, 2015 @ 8:00pm 
First off
"For balancing reasons the Inhibitor is only preventing ships from jumping if the ship it is attached to does not work."
you mean... " if the ship it is attached to is not moving" or do you mean " if the ship it is attached to is blown up and inacctive.(which the way you put it sounds like this now)

second...

EW VANILLA MODEL this model already has a pourpace
Blands 13 Jul, 2015 @ 7:47pm 
Very creative. also a very good Counter-Measure.