[SBW] Electronic Warfare

[SBW] Electronic Warfare adds EW systems, radios, FPV drones, fiber-optic control, anti-drone nets, EMP weapons, interception, and guided missiles to Superb Warfare.
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Cool Update - 1.1.0 / 1.21.1

File namesbw_ew_addon-1.1.0.jar
Uploaded
Aug 1, 2026
Downloads
23
Size
1.8 MB
Mod Loaders
NeoForge
File ID
8555178
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sbw-electronic-warfare-1608478:8555178"

Learn more about Curse Maven

What's new

## New

**`/ew` control panel**
A fully custom interface: VISUALS / HUD / SOUND / GAMEPLAY / PERFORMANCE / PRESETS tabs, eased scrolling, hand-drawn switches and sliders, and six synthesised interface sounds. Factory reset is a two-step action so a stray click can't wipe your setup. Presets are stored in `config/sbw_ew_addon-presets.json`. The command is operator-only (permission level 2).

The panel also drives interceptor range, takeover window and difficulty, net drag, maximum net span and AA missile speed — all of which used to be hardcoded constants.

**Drone channel takeover**
While intercepting, press `[Y]` to start and LMB to lock the sweeping marker. Ten locks in two minutes; the window shrinks with every success. On success the operator's monitor is unbound with a notification and the airframe drops into a soft landing. The attempt aborts if the target leaves antenna range, is lost, or time runs out.

**Creative tab high-voltage plate**
An animated bus bar in place of the tab label: a travelling charge, arcs, and the title drawn glyph by glyph with its own glow.

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## Anti-drone net

- Entanglement rewritten: instead of a star of triangles, the sheet now forms a pocket that hugs the airframe plus six mesh loops cinched around it.
- Sag is measured against the real surface under the sheet — a net laid on the ground stays flat, a suspended one drapes but never through the floor.
- The whole sheet shakes when a trapped drone thrashes or someone pushes through it.
- Bodies inside the mesh are slowed; the drag is applied symmetrically on client and server, so movement never rubber-bands.
- Maximum span: 48 → 24 blocks.
- New sounds: the catch itself, a looping rustle around a trapped drone, and a brush when you walk through the sheet.

## Radio

- Distance, terrain and enclosure now shape the **audio**, not just the signal meter — a link at the edge of range genuinely falls apart.
- New interference: multipath fading, heterodyne whistle, motorboating, and hiss rushing up between words.
- Signal meters move one bar at a time and no longer live a life of their own.

## Interceptor

- Range 700 → 200 blocks.
- Locks strictly onto the closest airframe in the sky.
- Player movement is frozen during interception and the camera is nailed to the drone optics.
- Stowing the interceptor drops the intercept and any takeover in progress.

## Balance

- Anti-drone missiles fly at half speed.

---

## Fixes

- **Spectator mode.** The mod cleared `noPhysics` on every player every tick, so the server pushed spectators out of any block they entered. Spectators fly through walls again.
- **Trapped drones fell forever.** A frozen entity produces no movement packets, so clients kept running their own physics. The server now re-asserts the position and the client pins the airframe.
- **Players stuck to the ground, invisible and stuttering.** An intercept session left on a stack in the inventory kept the FPV park alive.
- **Nets from a previous world.** The client sheet cache was never cleared on disconnect, so a brand new world came up with someone else's mesh hanging in mid-air.
- The "drone caught in a net" warning is no longer hidden behind other FPV banners.
- Monitor signal bars no longer disappear in batches.
- The takeover key hint reads `Y` on any keyboard layout.
- Interceptor GUI layout fixed — the hint text ran into the battery slot.
- The creative tab plate no longer extends past the item columns.
- "DEMOLITION" → "TARGET LOCK" on target lock-on.

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