[SBW] Electronic Warfare
[SBW] Electronic Warfare is a major Superb Warfare addon focused on electronic warfare, tactical communications, and remotely controlled combat systems.
The mod introduces stationary and portable jammers, voice-enabled radios, advanced FPV drones, radio and fiber-optic control, EMP weapons, signal interception, anti-drone nets, and a player-controlled guided missile.
Main Features
Electronic Warfare
- Stationary and portable electronic warfare systems.
- Three power modes: Eco, Normal, and Maximum.
- Battery-powered operation with real energy consumption.
- Phased-array upgrade that significantly increases the effective range.
- Multiple suppression zones: weak interference, moderate interference, and critical jamming.
- Disruption of drone controls and radio communications.
- Visible smoke, electrical sparks, and an operating sound while the jammer is active.
- Creative-mode power without a battery; the jammer automatically switches off after its owner returns to Survival mode.
Radio Communications
- Portable and stationary radios.
- Configurable frequencies, operating modes, volume, and transmission range.
- Text and voice distortion caused by weak signals or electronic warfare.
- Integration with Simple Voice Chat and Plasmo Voice.
- Voice mods are optional; the rest of Electronic Warfare works without them.
Advanced FPV Drones
- Full first-person drone control.
- Professional controller interface with power, range, and link status displays.
- Radio control affected by interference and protected fiber-optic control.
- Physical fiber cable with limited length, tension, and breakage.
- Working heat flares against infrared-guided missiles.
- Separate first-person effects for moderate and critical damage.
- Signal loss, EMP interference, and incoming-threat warnings.
- A physical copy of the operator remains in the world during an FPV session.
Anti-Drone Net
- Stretch a net between two selected anchor points.
- Tensioning duration depends on the size of the net.
- Countdown timer to
0.00 swith tensioning audio. - Natural sag that stops at the ground instead of clipping through it.
- Captured drones become visibly tangled, struggle inside the net, and cannot fall through it.
- Instant placement in Creative mode.
EMP and Interception
- The EMP gun temporarily disrupts control and video instead of instantly destroying its target.
- The interceptor can connect to the camera of an enemy radio-controlled drone.
- Operator movement and free camera rotation are locked during interception.
- Fiber-optic control is protected from ordinary radio interception and jamming.
Guided Missile
- A player-controlled missile with 120 HP.
- Professional-controller operation over radio or fiber optics.
- Hold
Spaceto accelerate. - Hold
Shiftfor active braking. - When speed is lost, the missile begins to descend and pitches its nose downward.
- Clean first-person view without the missile model blocking the pilot's camera.
- Press
F5to toggle a GTA-style elevated chase camera. - Heat flares and target-lock warnings.
- Custom thrust, shockwave, and supersonic visual effects.
- Original ignition, jet-engine, and sonic-boom sounds.
- Guided missiles are not captured by anti-drone nets.
Placing an Anti-Drone Net
- Right-click the first anchor point.
- Right-click the second anchor point.
- Keep holding the button until the tensioning timer reaches zero.
- Use
Shift + Right Clicknear the net to remove it.
Compatibility
Minecraft 1.20.1
- Forge 47+
- Superb Warfare 0.8.0+
Minecraft 1.21.1
- NeoForge 21.1.235+
- Superb Warfare 0.8.0+
- Kotlin for Forge 5.8.0+
Optional Integrations
- Simple Voice Chat
- Plasmo Voice
Environment
The mod must be installed on both the client and the server.
Authors and License
- @ViaQuelt — visual design
- Xylos_Official — programming
- haurma228 — models and artwork
- License: MIT
All Versions
+ Add Version- fixs
- fixs
/ewcontrol panel**
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**
[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**
## 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
noPhysicson 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
Yon 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.
/ewcontrol panel**
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**
[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**
## 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
noPhysicson 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
Yon 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.
### Guided Missile
- Added a player-controlled guided missile with 120 HP.
- Added professional-controller operation over radio and fiber optics.
- Added acceleration with \
Space\and active braking with \Shift\. - Added aerodynamic stall behavior: a slow missile begins to descend and pitches its nose downward.
- Added working heat flares.
- Added target-lock and incoming-threat warnings.
- Added a clean first-person view and an elevated GTA-style chase camera toggled with \
F5\. - Added custom thrust, heat, shockwave, and supersonic shaders.
- Generated original ignition, jet-engine, and sonic-boom sounds with Python.
### Anti-Drone Net
- Added two-point net placement.
- Tensioning duration now scales with net size.
- Added a countdown timer to \
0.00 s\. - Added tensioning and final-latching sounds.
- Added natural fabric sag.
- Nets now stop at the ground instead of passing through the surface.
- Captured drones visibly become tangled and struggle inside the net.
- Creative-mode placement is now instant and does not consume the item.
### Electronic Warfare and Communications
- Added Creative-mode power for stationary and portable jammers without a battery.
- Creative power is immediately disabled when the owner returns to Survival mode.
- smoke;
- electrical sparks;
- antenna operating sound.
- Restored the volume and audibility of jamming sounds.
- Improved jammer interaction with radios, FPV systems, and voice integrations.
### FPV and Visual Effects
- Added separate camera effects for moderate and critical damage.
- Added custom interference, EMP, thrust, shockwave, and damage shaders.
- Added heat flares for the advanced drone and guided missile.
- Improved the physical operator copy used during remote-control sessions.
- Updated warnings for jamming, EMP, interception, missiles, and target locks.
## Improved
- Reworked the portable-jammer interface with a larger panel, improved spacing, better contrast, and corrected slot positions.
- Restored the familiar positions of the special-actions panel and distance indicator.
- Moved warning banners above the center of the screen so they no longer obstruct the crosshair.
- Improved the geometry of the MANPADS protective shield.
- The shield now blocks pistol and assault-rifle hits that physically strike the shield model.
- Sniper and heavier ammunition can still penetrate it.
- Improved player-decoy behavior and compatibility with other entity mechanics.
- Optimized guided-missile explosions without removing gameplay or visual features.
- Reduced the server load caused by expensive particle bursts during large explosions.
- Improved Russian and English localization and restored missing names and tooltips.
## Fixed
### Guided Missile
- The missile now detonates immediately after a valid impact with terrain or an obstacle.
- Fixed delayed detonation after ground contact.
- Fixed freezes and control jitter during missile destruction.
- Fixed the player being unable to move after an explosion until the controller was removed from their hand.
- FPV state, camera, invisibility, gravity, and collision settings are now restored before the explosion is processed.
- In first person, the missile model is hidden only for its pilot; other players can still see it normally.
- Fixed third-person camera placement: it is now positioned above and behind the missile and aims directly at it.
- Guided missiles are excluded from anti-drone net capture.
- Replaced the inappropriate metallic sonic-boom sound.
### Drones and FPV
- Fixed player movement jitter after leaving drone control.
- Fixed the player occasionally being unable to move after an emergency FPV exit.
- Fixed invisibility, disabled gravity, and zero-sized collision remaining active after leaving FPV.
- Fixed the camera remaining at the last position of a destroyed drone or missile.
- Fixed the anti-drone-net warning being inherited by a newly linked drone.
- Removed dirty brown campfire particles from drone destruction effects.
### Anti-Drone Net
- Fixed drones falling or endlessly sinking through the net.
- Collision is now checked against the center and corners of the drone hitbox, including high-speed edge impacts.
- Captured drones now receive a hard server-side position lock with gravity disabled.
- Fixed premature release caused by hitbox synchronization drift.
- Fixed captured drones falling or returning home after becoming visually tangled.
- Fixed trapped-state data leaking from an old drone to a newly linked drone.
### Interception and Controls
- Interception now correctly takes control of the target camera only.
- Disabled free mouse camera rotation while intercepting.
- Disabled independent operator movement during interception.
- Camera and movement controls are restored correctly when interception ends.
### Electronic Warfare, Audio, and Interface
- Fixed missing audio and visual effects on active jammers.
- Fixed jamming sounds becoming nearly inaudible because their volume was reduced twice.
- Restored smoke and electrical sparks around an operating antenna.
- Fixed misaligned labels, buttons, and slots in the jammer interface.
- Fixed missing translations and raw localization IDs appearing in the interface.
## Compatibility
- Forge 1.20.1
- NeoForge 1.21.1
- Superb Warfare 0.8.0+
- Optional Simple Voice Chat and Plasmo Voice integration
- Kotlin for Forge 5.8.0+ is required on NeoForge
## Technical
- Updated the mod version to \*\*1.0.3\*\*.
- Synchronized functionality between Forge 1.20.1 and NeoForge 1.21.1.
- Both builds must be installed on the client and server.
### Guided Missile
- Added a player-controlled guided missile with 120 HP.
- Added professional-controller operation over radio and fiber optics.
- Added acceleration with \
Space\and active braking with \Shift\. - Added aerodynamic stall behavior: a slow missile begins to descend and pitches its nose downward.
- Added working heat flares.
- Added target-lock and incoming-threat warnings.
- Added a clean first-person view and an elevated GTA-style chase camera toggled with \
F5\. - Added custom thrust, heat, shockwave, and supersonic shaders.
- Generated original ignition, jet-engine, and sonic-boom sounds with Python.
### Anti-Drone Net
- Added two-point net placement.
- Tensioning duration now scales with net size.
- Added a countdown timer to \
0.00 s\. - Added tensioning and final-latching sounds.
- Added natural fabric sag.
- Nets now stop at the ground instead of passing through the surface.
- Captured drones visibly become tangled and struggle inside the net.
- Creative-mode placement is now instant and does not consume the item.
### Electronic Warfare and Communications
- Added Creative-mode power for stationary and portable jammers without a battery.
- Creative power is immediately disabled when the owner returns to Survival mode.
- smoke;
- electrical sparks;
- antenna operating sound.
- Restored the volume and audibility of jamming sounds.
- Improved jammer interaction with radios, FPV systems, and voice integrations.
### FPV and Visual Effects
- Added separate camera effects for moderate and critical damage.
- Added custom interference, EMP, thrust, shockwave, and damage shaders.
- Added heat flares for the advanced drone and guided missile.
- Improved the physical operator copy used during remote-control sessions.
- Updated warnings for jamming, EMP, interception, missiles, and target locks.
## Improved
- Reworked the portable-jammer interface with a larger panel, improved spacing, better contrast, and corrected slot positions.
- Restored the familiar positions of the special-actions panel and distance indicator.
- Moved warning banners above the center of the screen so they no longer obstruct the crosshair.
- Improved the geometry of the MANPADS protective shield.
- The shield now blocks pistol and assault-rifle hits that physically strike the shield model.
- Sniper and heavier ammunition can still penetrate it.
- Improved player-decoy behavior and compatibility with other entity mechanics.
- Optimized guided-missile explosions without removing gameplay or visual features.
- Reduced the server load caused by expensive particle bursts during large explosions.
- Improved Russian and English localization and restored missing names and tooltips.
## Fixed
### Guided Missile
- The missile now detonates immediately after a valid impact with terrain or an obstacle.
- Fixed delayed detonation after ground contact.
- Fixed freezes and control jitter during missile destruction.
- Fixed the player being unable to move after an explosion until the controller was removed from their hand.
- FPV state, camera, invisibility, gravity, and collision settings are now restored before the explosion is processed.
- In first person, the missile model is hidden only for its pilot; other players can still see it normally.
- Fixed third-person camera placement: it is now positioned above and behind the missile and aims directly at it.
- Guided missiles are excluded from anti-drone net capture.
- Replaced the inappropriate metallic sonic-boom sound.
### Drones and FPV
- Fixed player movement jitter after leaving drone control.
- Fixed the player occasionally being unable to move after an emergency FPV exit.
- Fixed invisibility, disabled gravity, and zero-sized collision remaining active after leaving FPV.
- Fixed the camera remaining at the last position of a destroyed drone or missile.
- Fixed the anti-drone-net warning being inherited by a newly linked drone.
- Removed dirty brown campfire particles from drone destruction effects.
### Anti-Drone Net
- Fixed drones falling or endlessly sinking through the net.
- Collision is now checked against the center and corners of the drone hitbox, including high-speed edge impacts.
- Captured drones now receive a hard server-side position lock with gravity disabled.
- Fixed premature release caused by hitbox synchronization drift.
- Fixed captured drones falling or returning home after becoming visually tangled.
- Fixed trapped-state data leaking from an old drone to a newly linked drone.
### Interception and Controls
- Interception now correctly takes control of the target camera only.
- Disabled free mouse camera rotation while intercepting.
- Disabled independent operator movement during interception.
- Camera and movement controls are restored correctly when interception ends.
### Electronic Warfare, Audio, and Interface
- Fixed missing audio and visual effects on active jammers.
- Fixed jamming sounds becoming nearly inaudible because their volume was reduced twice.
- Restored smoke and electrical sparks around an operating antenna.
- Fixed misaligned labels, buttons, and slots in the jammer interface.
- Fixed missing translations and raw localization IDs appearing in the interface.
## Compatibility
- Forge 1.20.1
- NeoForge 1.21.1
- Superb Warfare 0.8.0+
- Optional Simple Voice Chat and Plasmo Voice integration
- Kotlin for Forge 5.8.0+ is required on NeoForge
## Technical
- Updated the mod version to **1.0.3**.
- Synchronized functionality between Forge 1.20.1 and NeoForge 1.21.1.
- Both builds must be installed on the client and server.
- Phased Array Module for stationary / portable REBs: ×3 jam radius, ×2 energy use (slot in jammer GUI)
- Stretchable anti-drone net: place between two block faces at any angle; entangles drones, freezes flight/rotors, FPV top banner
- Net drops as an item if an anchor block is destroyed; Shift+RMB removes a nearby net
- New 3D model/texture for the Phased Array Module
- Fiber / FPV stability and HUD polish from the 1.0.1 line carried forward
- CurseForge: https://www.curseforge.com/minecraft/mc-mods/sbw-electronic-warfare
- Custom sonic-boom shader FX for maneuvering AA missiles (launch shock + Mach barrier break / air wrapping)
- Radio voice warnings above the hotbar when Plasmo Voice / Simple Voice Chat is missing or mismatched (client vs server)
- /sbw-ew panel config UI for tips, HUD, shaders, particle density, and server optimization toggles
- Lighter server path via optional jammer/monitor caches (same gameplay by default)
- Same jar for client and dedicated server; voice backend status synced on join
- CurseForge: https://www.curseforge.com/minecraft/mc-mods/sbw-electronic-warfare