Space Engineers

Space Engineers

Defense Shields - v2.2(8)
566 Comments
@gachd
possible he got caught up in some of the cleanup mentioned in the changelog
gachd 25 Oct @ 8:20am 
What happened to the shield pressurizer?
@King DaMuncha
that would require the vanilla weaponframework to provide the neccessary informations and it was tried for years to get it working properly with the vanilla framework but the attempt was dropped when railguns came it as changes that came with the same update did break most of what was barely working (dmg was in most cases stopped but the shots did go through, delivered the full intertia to what they hit after the shield instead of to the shield and could still deform blocks) with it and it was at that point decided to drop the attempts to make it work with vanilla until the neccessary informations are avaible.

atm the vanilla weaponframework and all weaponframeworkaddons based on it (for example vanilla+, rearths advanced combat systems) are affectet by this lack of informations from the weaponframeworkside.
King DaMuncha 21 Oct @ 1:23am 
Can you make this work with vanilla weapons?
@Racial Ghoul
from experience the usual cause for that is the wrong emitter in use.

you need a station shield emitter and not a shield emitter or compact shield emitter on a station as the shield emitter and compact shield emitter are made to work on ship type grids and the station shield emitter to work on station type grids.

if that all isnt helping i postet the "standard first aid list" a few posts down and that one should help to sort the most common stuff out and if that one also doesnt help please report in on the discord linked inside the moddescription with logs and an example world (a world with no more mods than absolutly neccessary to reporduce a problem and a premade situation for problem reproduction) so that it can be investigated.
Racial Ghoul 13 Oct @ 12:59pm 
how do I make my station shield work? Its Always no valid controller and "something about being in contact with the soil or something. The emitter is already outside I have the controller in place, what am I not doin? I just want to put a barrier on my asteroid . Please help.
@FinnerDragoon
it shouldnt and usually its caused by a failed download of the modfiles, did you already sort that out?
FinnerDragoon 5 Oct @ 3:00pm 
i love this mod but it make my world fail to load when its enable now plz fix
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).
@Mr7Slug
that the weapons dont fire on the missiles is usually due to using wc weapons together with nonwc weapons in the world cause one cant see the other.
also neccessary is to have a non console world (ds and wc arent console compatible) and make sure steam itself (not the steam friend system) is in online mode.

if that isnt the case on your end and you have only wc based weapons in use please go over the "standard first aid list" and if that doesnt help report in on the discord linked above with logs and an example world (world with no more mods than absolutly neccessary for problem reproduction and a premade situation for problem reproduction).
Mr7Slug 4 Oct @ 7:54am 
Im running MES and Assert and all those extra factions, along with this and weaponcore, and it seems like with 1.8 mil shields, they are effectively doing nothing. Am I doing something wrong? It looks like the shield is getting hit, the HUD shows it taking BARELY any heat or damage, but my ship is getting absolutely shredded and I can see missiles just whizzing right through the shield without issue. my point defense is also not targeting these missiles, so I have no idea whats going on with it.
@Квант
check if you maybee set it to "structural integrety" as that would remove protection from enemy fire.
also possible could be a mod conflict or file corruption which should be possible to sort out with the "standard first aid list" (postet a few comments earlier by me) and if that all doesnt help the discord linked inside the moddescription is the usual place for deeper assists.
Квант 26 Sep @ 7:30am 
Hey guys, I'm having a problem with my shields. They just stopped working. I have a green circle indicating they're working, but for some reason it's different from the circles shown in the guide. And when I attack enemy units, the shield doesn't activate. It's like it doesn't exist. Where can I send a picture?
GermanGinger 20 Sep @ 7:07pm 
Is there any chance for a separate radiation shield for stations? The safe zone shield doesn't stop radiation
@Xenophile30
choose the measuring unit you want to use and then move the slider wher you want it. in my experience that slider can move in full number increments, think you could also rmb on it as with any slider that is present on vanilla blocks to directly input a number.
Xenophile30 19 Sep @ 10:54pm 
How do i fine tune shield power usage. I choose gigawatts but i cant enter a value. 1 and 2 gigawatts is alot less than what i would like to use but the slider only hits 1, 2 and 6.42, but 6.42 gigawatts is more than i can generate. I specifically want the shield to use 4 or 5 gigawatts but the sliders are sooo annoying on this!
Benthedaddy 18 Sep @ 1:56pm 
@Abisius Xarvenius Carbensius
Same happens in survival. Will try joining the discord tomorrow or i might just leave it. Seems fine on ship grids and im almost ready to build a capital ship anyways.
Abisius Xarvenius Carbensius 18 Sep @ 12:48pm 
@Benthedaddy
ds is designed to work in survival and due to some things working differently in creative (for example the power supply on which the shields functions atleast partially rely) has unintended sideeffects, so please repaet the test in survival and if you can get the same results there please report in on the discord linked in the moddescription with logs and example world.

and yes we already had i nthe past probs that only appeared in creative but werent there in survival and fixing them would have broken the shield in survival, one example would be differences in charging behaviour due to the different power production in ceative in relation to survival.
Benthedaddy 18 Sep @ 12:39pm 
@Abisius Xarvenius Carbensius
Tried all this and still seems to act oddly.
To replicate just start a new world on creative with just defence shields and Weapon core. Go to earth, make a station base and place a station emitter, table controller and reactors.
Seems odd that its only the station shield that is acting poorly. If it works for you then I dont get it.
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).
@Benthedaddy
if going over the "standard first aid list" doesnt help please report in with logs and example world on the discord.
Benthedaddy 17 Sep @ 1:37pm 
Shield charging is broken on stations. Confirmed this with a fresh save with only Defence Shields and Weapon Core. Stations charge to around 50 percent and recharge crawls regardless of how many reactors I add. Ships Shields are working as expected.
@Hikeman
as mentioned in the comment directly before yours you can go into the defenseshields.cfg which is inside the main storage folder and fiddle around with the values in there to adapt the shield to your liking but it will alter all shields on all grids in all worlds hosty by the system the file is on.
Hikeman 17 Sep @ 5:26am 
Hi does anyone know if we are able to increase some sort of multiplier for NPC Shields so they are stronger?
@valeriowar
the shield rechargerate is percentual to the shields hp in relation to the hp already charged.
so if you want to have more shieldhp faster you need to feed it more power or make it smaller with the same power input to give the shield more hp, but it will then probably also charge longer to get to 100% and also take longer get charged up far enough to get above the hp area where shield penetration is possible due to low shield health and thus every wepaon get a percentual chance to penetrate the shield.

you could also go into the defenseshields.cfg inside the main storage folder and alter values there to tailor the shield to what you want, but that will effect all shields in all worlds hosted by the machine the file is on.
valeriowar 16 Sep @ 2:32am 
how can i speed up the charging time of the shield?
@darthvane247
if you can bring the console version of se to a point where it uses userside scripts it could probably be possible but as long as the console devs dont allow se to run client side scripts on the consoles it wouldnt have any use.
@[82DK] wyomingwolf
you mean making the bug on the keen end of things introduced by keen into a feature?
would if it happens probably better be on the optional side of things as i think its more on the niche end of features.
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).
@Leia_furbix
did a small test and outgoing from that what you experience is probably one of the following cases:
- mod conflict
- file corruption
- f1 error

the first 2 are easy to sort out by going over the "standard first aid list" and the last one is a bit more complicatet as that depends on how the shield was setup and the power situation on the grid.
from my experience less that 100kw of power for the shield results ins hickups with it and from helping others many dont tell a ship type shield to ignore voxel with the help of a shield modulator while at the same time landing on voxel which would results in the shield either not forming or overloading.
if you can provide an example world (world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for problem reproduction) after sorting out if its one of the first 2 i can go over your shield setup and look for setup problem.
[82DK] wyomingwolf 15 Sep @ 3:48pm 
Lower shield to jump, in theory that makes it sound lore friendly for some sci fi aspects. Shunting all power to warp away from danger yet in process makes one lose shields

Just random thought
GigaCars 12 Sep @ 7:51pm 
mod.io is not possible with this mod due to scripts
darthvane247 12 Sep @ 6:43pm 
Can you add this to mod.io please
Tronix 12 Sep @ 4:30pm 
Ty! I'm on!
Leia_furbix 12 Sep @ 3:48pm 
anyone else having issues with structural integrity not working, and fortify and shunt just being visual with zero added defenses? Also is heat just like instant full now?
@Tronix
just a few posts lower:
" Abisius Xarvenius Carbensius 9. Sep. um 20:54
anyone that has probs jumping with shields active please poke keen here:
https://support.keenswh.com/spaceengineers/pc/topic/49362-207-entity-checks-by-jumpdrives-returns-entities-parented-to-grid "
Tronix 12 Sep @ 2:07am 
Shield block the Jump Drive :(
GigaCars 11 Sep @ 10:46am 
for lore reasons the shield could absorb external radiation

while emitting radiation itself, but only at a rate slower then the suits radiation washing ability even at the border of it, making the suit outpace the radiation output from shields
the shield emitter could output light(1 radiation gain each 3 sec) radiation nearby it though(like in a 1 LG block radius around it)
@Judge
wouldnt it make more sense if the shield would give you radiation instead of protecting from it as its basically a highly charged particle field?
Judge 11 Sep @ 9:14am 
please add readiation protection =)
@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?