Space Engineers

Space Engineers

719 ratings
Defense Shields - v2.2(8)
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Type: Mod
Mod category: Block, Script, Modpack
File Size
Posted
Updated
289.985 MB
4 Feb, 2024 @ 7:35pm
8 Jul @ 7:00pm
6 Change Notes ( view )

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Defense Shields - v2.2(8)

Description
Version: DefenseShields - v2.2(8)

Major Update!
2.2 brings a major update to defense shields. You will notice a new shield HUD ui which represents some new functionality that is critical to getting the most out of your shields.

*UPDATE* Shield side/face health pools have been added. Also added an "Automatic Management" mode (on by default in the controller), this mode self manages heat, shunting, modulation etc.. but comes at a recharge cost and is not nearly as effective as skilled manual control.

Two new core concepts have been added in this version, shield vulnerability and heat sinking. As your shield becomes more vulnerable you will notice a new icon show up on the left of your shield hud this value represents how likely a projectile is to penetrate your shield. The more heat your shield builds up and the lower its HP the higher the chance of penetration. This leads into the second new feature heatsinking, using the heat sink action will rapidly redirect heat from the shield to the emitter, which will both decrease the shields heat but also temporarily decrease your shields max (icon on the right) possible hp, both of which will greatly reduce the chance for penetration. In addition the existing shunting feature also has a very powerful counter penetration effect, so be sure to deploy this existing feature to avoid penetrations.

The other big change in this update is with modulation. Previously modulating would be very punishing when the enemy used the opposite damage and it was near impossible to find a good balance. With this update you now get rewarded for modulating into the predominate damage type you are taking, which will show up as the color of the shield planet on the hud icon. If the color is more orange you want to increase energy protection until its white, if its more blue you increase kinetic protection until its more white. If the icon is white you are receiving optimal protection.

*NOTE* Hud icon can be resized and moved, type /ds in game to see commands.

If you appreciate DefenseShields or WeaponCore please consider contributing:
https://www.patreon.com/user?u=14228932

[*** IMPORTANT NOTE ****]
This mod does not work with the Vanilla combat system, see WeaponCore below.

WeaponCore
These shields are designed to work with my combat framework which you can find here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3154371364

And the mods listed here:
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Current-WeaponCore-ModList

Discord Server
For question or help join the discord:
https://discord.gg/crcBuacDgy

[Howto/Guide]
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=715757295
https://www.youtube.com/watch?v=xKRUwfNj9Pc

[Config File HOWTO]
'C:\PathToSpaceEngineers\Storage\DefenseShields.cfg

APIs
The following properties can be found on any ImyUpgradeMOdule block or ProgrammableBlock (via MODApi or PB). In addition the ApiClient can be used to init from session.

Mods:
https://github.com/Ash-LikeSnow/DefenseShields/blob/master/Data/Scripts/DefenseShields/API/ApiClient.cs

Programblocks:
https://github.com/Ash-LikeSnow/DefenseShields/blob/master/Data/Scripts/DefenseShields/API/PbApiWrapper.cs


[Contributors]
Thank you Neimoh for the awsome emitter models! Thanks to AutoMcD for the O2 Generator and Control Block. Thanks to Enenra for shield voice warnings. Thanks to Whip for all of the fancy math help... math makes what would otherwise be dull and lifeless beautiful. Last but certainly not least, a big thanks to Nukeguard for the shield models/textures, shield hud icon, Modulator blocks, damage enhancer blocks, armor emitter blocks, block balancing, particles, testing, guide and more!

Thanks to Alysius for reworking the shield hit wave effects!

Thumbnail made by Adaline Industries https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1708781387

[Special Thanks]
Equinox, Digi and Rexxar for putting up with all of my questions and providing awsome suggestions and examples.

Also much thanks to "Abisius" for providing support in the steam comment section! He has answered a ton of peoples questions over the last year or more!

License
https://github.com/Ash-LikeSnow/WeaponCore/blob/master/License
Popular Discussions View All (4)
3
22 Jun @ 5:23am
Can you use Defense Shields without Weaponcore?
Davidenico
1
17 Mar @ 4:32pm
Base batteries drop to near zero if I'm away for a longer period (12 hours)
MrSnow
1
1 Dec, 2024 @ 1:40pm
Shield operation error
Mopnex
526 Comments
@Dirty Harry
we had someone report in with it and files on the discord that worked with bdcarillo to narrow it down resulting in the previously posted report.

for future stuff which logs would be needed and where to find them is inside of a pinned post on the discord besides a bunch of other basic stuff.
Dirty Harry 9 Sep @ 10:14am 
i am sorry i have no data, i am too noob to know which logs where would show anything helpful to you. you can test it on SI if needed. It says obstacle detected, jumpdistance will be truncated, distance to destination: X meters. Where X seems to coincide with distance jumpdrive to shield edge. It varies from ship to ship as shield size varies.
Dirty Harry 9 Sep @ 10:08am 
it is the raycast from jumpdrives that hits the shield. no logs or example worlds available. Visit SI discord if needed. Everyone there has this issue.
@Dirty Harry
in case the "standard first aid list" doesnt help please report in on the discord linked above with as much info about it as you can provide including logs and an example world.
Dirty Harry 9 Sep @ 8:36am 
confirmed from dozens of sources on SI: shields now act as an object in front of ship. Jump only possible if blocks turned off.
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
@Simboulis-PC @Escaped Psycho
please go over the "standard first aid list" and if that one doesnt help provide logs and an example world via the discord linked above so that a look can be taken.
Simboulis-PC 9 Sep @ 2:20am 
Seconding Escaped Psycho
Escaped Psycho 8 Sep @ 8:56pm 
I think the update might have borked something with the mod. I can't use my jump drive now. Truncated error message when I try, but if I drop my shields and turn them off (not just lowered) then I was able to get a blind jump to work. Either that or my game is messed up. Anyone else having issues?