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Create: Electronic Warfare
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Jammers and EMPs for Create. Shut down enemy power grids, machines and targeting computers. Only shields can stop it, and operators decide where it’s allowed.
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⚡ Create Electronic Warfare
**Cut the power. Win the fight.**
Every modern Create base runs on electricity. Generators hum, batteries charge, electric motors spin the factory, lights keep the mobs out, and targeting computers lay the cannons on anything that comes close. It's the beating heart of the base, and right now there's no way to fight it.
**Create Electronic Warfare** changes that. It adds jammers, EMP weapons and the tools to control them, all built and powered the Create way. Park a humming jammer outside an enemy's walls and watch their lights die and their motors grind to a halt. Fire an EMP bolt across the valley and knock an airship's systems out mid-flight. Lob a grenade into a factory, or plant a charge and walk away.
Nothing gets destroyed. Electronic warfare doesn't break blocks, hurt players or delete items. It switches things **off**, and when the jamming stops everything powers back up on its own. That makes it a weapon for raids, sieges and naval battles that won't grief anyone's base.
And there's a counter. Raise a **shield** and everything inside it stays powered.
---
## 📦 What's inside
| | Block / Item | What it does |
| --- | --- | --- |
| 📡 | **EW Jammer** | A Create-powered block that holds a sphere of dead electronics around itself for as long as it turns. |
| ⚡ | **EMP Projector** | Charges up from rotation and fires EMP bolts up to 128 blocks. It can be aimed by a Ballistic Computer. |
| 💣 | **EMP Charge** | A one-shot bomb with a fuse. Knocks out everything electric in a 16-block radius for a full minute. |
| 🧨 | **EMP Grenade** | Throw it like a snowball for a small, quick EMP where it lands. |
| 🌀 | **EMP Coil** | The crafting part every EW device is built from. |
---
## 🔌 What it knocks out
Electronic warfare works on anything that runs on electricity, whatever mod it comes from.
| Mod | What happens while it's knocked out |
| --- | --- |
| **Create: Power Grid** | Every device drops off its circuit: generators, batteries, electric motors, lights, heaters, fans, pumps, electromagnets and the rest. It stops drawing and supplying power, while wires through it stay connected. |
| **Forge Energy machines** (Create Crafts & Additions and any other FE mod) | Internal buffers are drained, and no energy flows in or out. Electric motors stop turning, alternators stop supplying, and accumulators can't be charged or used. |
| **Create: Better Targeting** | Ballistic Computers lose every contact on their sensors and hold fire. The guns stay where they are and don't fall back to Create Radars' own aiming. |
**What it doesn't touch:** plain Create rotation (water wheels, windmills, steam engines, shafts and belts), players and mobs, and the world itself.
**Recovery:** a device recovers as soon as it leaves a jammer's field or the EMP wears off. No reset or rewiring is needed.
---
## 📡 The EW Jammer
The jammer is the heart of the mod. It's a gunmetal tower with four antennas and a glowing core, and it runs on **Create rotation** from a shaft into its bottom.
**How it works**
- While it turns, every electric device inside its field is dead.
- The field is a **sphere**, and it goes **through walls, floors and the ground**. Electromagnetic noise doesn't care about stone. Only a shield stops it.
- The **radius scales with speed**: 24 blocks at 128 RPM, 12 at 64 RPM, 6 at 32 RPM. Below 16 RPM it won't start.
- It uses **16 stress units per RPM**, so a full-power jammer needs a real power supply behind it.
- A **redstone signal switches it off**. Wire it to a lever, a clock or a Create redstone link.
**What you'll see**
- Cyan rings trace the edge of the field: a ring on the ground and two slowly turning rings that outline the sphere.
- Jammed devices crackle with sparks every few seconds.
- The jammer hums while it runs.
**Engineer's Goggles** show the jammer's status, its current field radius, how many devices it's holding down right now, and who owns it. The status is one of:
| Status | Meaning |
| --- | --- |
| **Jamming** | Running. The field is up. |
| **Not turning** | No rotation. |
| **Too slow to jam** | Under 16 RPM. |
| **Overstressed** | The stress network can't supply it. |
| **Switched off by redstone** | A redstone signal is holding it off. |
| **Electronic warfare is not allowed here** | The server's operators have blocked EW in this spot. |
Your own jammer, projector and charges are never affected by electronic warfare. They run on rotation, not electricity.
---
## ⚡ The EMP Projector
The projector is long-range electronic warfare. Feed it rotation through a shaft into its back and it charges an EMP bolt, about **5 seconds per bolt at 128 RPM** (slower at lower speeds). When it's charged, it holds the charge until it has something to shoot at.
When it's placed, it faces the way you're looking. Sneak while placing to make it face back at you.
Each bolt fires an EMP burst where it lands. Everything electric within **5 blocks** goes dead for **20 seconds**.
EMP hits stick. A device hit by a bolt stays dead for the full 20 seconds even if it moves away, so an airship you hit stays dark while it drifts off.
### 🔴 On its own: redstone fire
Give it a **redstone pulse** and it fires straight ahead. The bolt flies until it hits a block (up to 128 blocks) and bursts there. Each pulse fires one bolt.
### 🎯 With a Ballistic Computer: smart fire
Place a **Ballistic Computer** from **Create: Better Targeting** touching the projector and the computer takes over. The projector stops waiting for redstone and fires at whatever the computer wants hit, **in any direction**, with no need to turn.
The computer chooses a target in this order:
1. **The gunner's mark**, if someone is looking through a Camera Optic in gunner mode.
2. **The battle map's priority target** or **marked spot**.
3. **The next spot in the fire plan**. Each shot moves the plan on.
4. **Its own pick** of enemy contacts: ships, planes, tanks, players, flying mobs, enemy guns and enemy bases.
The computer's target switches, role (anti-air, anti-surface, artillery) and friend-or-foe rules all still apply.
If a target is behind a shield, the bolt splashes on the shield and the computer skips that target for 10 seconds to look for something it can hit.
---
## 💣 The EMP Charge
The charge is a block you plant. Light it with **redstone**, **flint and steel** or a **fire charge**. It sparks and beeps for **3 seconds**, then goes off in a flash and an expanding shockwave. Everything electric within **16 blocks** is knocked out for **60 seconds**.
The charge is used up, but nothing else is damaged. It works on ships too, so you can sneak one aboard.
Unlike the other EW weapons, a charge has **no owner**. It hits everyone's machines, including yours.
---
## 🧨 The EMP Grenade
Right-click to throw it. It bursts where it lands and knocks out everything electric within **5 blocks** for **15 seconds**. It stacks to 16 and has a 1-second cooldown.
It's perfect for shutting down a door, a turret's computer or an enemy's electric motor before you push in.
---
## 🛡️ Shields
With **Shield Generators** installed, an active shield is the one real defence against electronic warfare.
- **Jamming fields, EMP waves and projector bolts coming from outside can't get in.** Devices under the shield keep running even inside an enemy jammer's field.
- **What starts inside goes out.** Like shells, your own jammer or projector inside your shield can still reach the outside. A shield protects what's inside without disarming you.
- A projector bolt that hits a shield splashes against it with sparks and a ringing hum.
- **It only protects while it's up.** A shield that runs out of fuel or loses its redstone signal stops protecting, and everything under it is fair game.
Ship-mounted shields protect the ship carrying them.
So you'll want a shield over your power room and your targeting computers, and the enemy will want it down before they bring a jammer.
---
## 🤝 Friend or foe
With **Create: Better Targeting** installed, jammers, projectors and grenades **leave their owner's side alone**. That means:
- Machines in **your claims**, and your **FTB team's and allies' claims**, are spared.
- **Ships crewed by your side**, or tagged by one of your side's Ballistic Computers, are spared.
You can run a jammer next to your own base and it only hits the enemy. **EMP Charges** have no owner and hit everything.
Without Create: Better Targeting, every jammer, bolt and grenade hits everything in range, its owner's machines included.
---
## ✈️ Airships, planes and tanks
Electronic warfare works on **Create Aeronautics / Sable** vehicles:
- A jammer, projector or charge **on a ship** works from wherever the ship really is, and moves with it.
- Devices **on a ship** are hit using their real position in the world. Fly an airship through an enemy jammer's field and its electrics cut out until it's clear.
- EMP hits stay with the ship, so a bolt-hit plane stays dark as it falls behind.
---
## 🛠️ Crafting
All recipes use the crafting table and items from Create.
**EMP Coil** (makes 2)
```
Redstone Copper Sheet Redstone
Copper Sheet Electron Tube Copper Sheet
Redstone Copper Sheet Redstone
```
**EW Jammer**
```
Electron Tube EMP Coil Electron Tube
Brass Sheet Precision Mechanism Brass Sheet
Brass Sheet Brass Casing Brass Sheet
```
**EMP Projector**
```
EMP Coil
Electron Tube Andesite Casing Electron Tube
Andesite Alloy Shaft Andesite Alloy
```
**EMP Charge**
```
Iron Sheet EMP Coil Iron Sheet
EMP Coil Block of Redstone EMP Coil
Iron Sheet EMP Coil Iron Sheet
```
**EMP Grenade** (makes 4)
```
Iron Nugget
Iron Nugget EMP Coil Iron Nugget
Iron Nugget
```
All recipes are standard data, so you can change them with KubeJS or a datapack.
---
## 👮 For server operators
Electronic warfare is powerful, and you might not want it everywhere. Operators control exactly where it can be used. Everything is set in game with `/ew`, saved with the world, and applied instantly.
| Command | Who | What it does |
| --- | --- | --- |
| `/ew` or `/ew status` | Anyone | Whether EW is on, and per world how many jammers are running and how many devices are knocked out. |
| `/ew check [pos]` | Anyone | Whether EW is allowed at a spot, whether devices there are protected, which zone it's in, and how many shields are up. |
| `/ew on` / `/ew off` | Operators | Switch electronic warfare on or off for the whole server. Off also ends everything running. |
| `/ew world <world> allow` | Operators | Allow EW in a world. |
| `/ew world <world> deny` | Operators | Block EW in a world. Jammers show "not allowed" and EMPs fizzle. |
| `/ew world <world> default` | Operators | Go back to the config's default for that world. |
| `/ew zone add <name> <from> <to> safe` | Operators | **Safe zone.** Nothing inside can be jammed or EMP'd, even by a jammer outside it, and no EW gear works inside. Ideal for spawn, shops and hubs. |
| `/ew zone add <name> <from> <to> allow` | Operators | **War zone.** EW works inside even in a world where it's denied. Ideal for an arena or a PvP area. |
| `/ew zone remove <name>` | Operators | Delete a zone. |
| `/ew zone list` | Operators | List every zone and world setting. |
| `/ew clear` | Operators | End every jamming field and EMP right now. Devices recover within a second. |
| `/ew pulse <pos> <radius> <seconds>` | Operators | Set off a test EMP anywhere. |
**Example: peaceful by default, war only in the war world**
```
/ew world minecraft:overworld deny
/ew world minecraft:the_nether deny
/ew world minecraft:the_end deny
/ew world multiworld:war allow
/ew zone add spawn -100 -64 -100 100 320 100 safe
```
Want only staff to have EW gear? Turn on `operatorsOnly` in the config. Then only operators can place jammers, projectors and charges or throw grenades.
---
## ⚙️ Config
`createew-server.toml`, in the server's config folder:
| Setting | Default | What it does |
| --- | --- | --- |
| `rules.defaultAllowed` | `true` | EW works in every world not set with `/ew world` and not listed below. |
| `rules.deniedDimensions` | `["multiworld:shop"]` | Worlds where EW never works unless `/ew world` allows it. |
| `rules.operatorsOnly` | `false` | Only operators may place EW blocks or throw grenades. |
| `targets.powerGrid` | `true` | Affect Create: Power Grid devices. |
| `targets.forgeEnergy` | `true` | Affect Forge Energy machines. |
| `targets.fireControl` | `true` | Affect Create: Better Targeting computers. |
| `targets.spareFriendly` | `true` | Spare the owner's side (needs Create: Better Targeting). |
| `jammer.radius` | `24` | Field radius at full speed, in blocks. |
| `jammer.fullSpeed` | `128` | RPM for the full radius. |
| `jammer.minSpeed` | `16` | Below this RPM jammers and projectors don't run. |
| `jammer.stressImpact` | `16` | Stress per RPM. |
| `projector.range` | `128` | How far a bolt reaches. |
| `projector.burstRadius` | `5` | Radius of the burst where it lands. |
| `projector.seconds` | `20` | How long a bolt knocks things out. |
| `projector.chargeTicks` | `100` | Ticks to charge one bolt at full speed. |
| `projector.stressImpact` | `8` | Stress per RPM. |
| `charge.radius` / `charge.seconds` / `charge.fuseTicks` | `16` / `60` / `60` | EMP Charge size, duration and fuse. |
| `grenade.radius` / `grenade.seconds` | `5` / `15` | EMP Grenade size and duration. |
---
## 💡 Tips and tactics
- **Siege:** put a jammer on a fast shaft line just outside an enemy base. Their electric defences go dark and their computers go blind, so their cannons stop firing.
- **Defence:** put your power room and your Ballistic Computers under a shield. A jammer can't get through it.
- **Naval warfare:** mount an EMP Projector with a Ballistic Computer on your flagship. The computer finds enemy ships and the projector knocks them dark one after another.
- **Breaching:** throw a grenade at an electric door or a Power Grid security system, then move in during the 15 seconds before it comes back.
- **Kill switch:** wire your own jammer to a lever behind a shield. Flip it and everything outside the shield goes down at once.
- **Counter-play:** hunt down the enemy jammer. It's a block, so it can be broken, and the field drops the moment it stops turning.
---
## ❓ FAQ
**Does it destroy blocks or hurt players?**
No. Devices stop while they're jammed and come back afterwards. Nothing is broken, dropped or lost.
**Does the field go through walls?**
Yes. Fields, EMP waves and computer-aimed bolts go through blocks. Only an active shield stops them. A redstone-fired bolt flies straight and bursts on the first block it hits.
**What happens to a battery's charge?**
A jammed Power Grid device is taken off its circuit, so it neither charges nor discharges until it recovers. Forge Energy buffers are drained.
**Can I jam my own base by accident?**
With Create: Better Targeting installed, your jammers, bolts and grenades spare your own claims and ships. EMP Charges always hit everything. Without Create: Better Targeting, everything in range is hit.
**Does it work on airships?**
Yes. See the airships section above.
**Do I need Power Grid, Better Targeting or Shield Generators?**
No, they're all optional. Electronic warfare affects whichever of them you have installed. Only Create is required.
**Is it heavy on performance?**
No. When no jammer or EMP is active in a world it does almost nothing, and checks are spread over several ticks.
**Does it work with multithreaded worlds (DimThreads)?**
It's built for it: each world keeps its own electronic warfare state.
**Server, client or both?**
Both. It adds blocks, items, models and visual effects.
---
## 📋 Requirements
- Minecraft **1.21.1** · **NeoForge** · Java 21
- **Create 6.0.x**
- Install on **both the server and the clients**.
**Optional, and supported when installed:**
- **Create: Power Grid**: its devices can be knocked out.
- **Create Crafts & Additions** and other Forge Energy mods: their machines can be knocked out.
- **Shield Generators**: shields block electronic warfare.
- **Create: Better Targeting**: Ballistic Computers aim the EMP Projector, jammed computers go blind, and friendly machines are spared.
- **Create Aeronautics (Sable)**: works on airships, planes and tanks.
---
*Unofficial add-on for Create. Create is made by the Create team, Create: Power Grid by patryk3211, Create Crafts & Additions by MRH0, and Shield Generators by anton.*
**Questions, bugs or ideas? Join the Discord: https://discord.gg/8gFHKMxRGj**
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