Space Engineers

Space Engineers

Defense Shields - v2.2(8)
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?
@CrazyCracker
they should be findable if you search for shield and if you cant find them that way one of these might be happening:
- locked behind a progression system that you use (the vanilla one is active on default)
- mod not added to the worlds modlist
- mod conflict
- failed moddownload
- file corruption
CrazyCracker 3 Sep @ 8:36pm 
I cant seem to find the blocks needed for shields in survival
PBstar27 3 Sep @ 11:07am 
@Abisius Xarvenius Carbensius

Thanks that was exactly what i was looking for!
@PBstar27
there is a pinned post on the discord with the formula for the shield and you are able to get a better hold of someone on the code end of it as here in the steam comments.

i for my part are only a moduser and work with what i experienced and what was explained in the past.
PBstar27 3 Sep @ 8:08am 
im looking for the formula the mod uses to calculate shield max HP for a build tool i'm making. Would you be kind enough to provide that so I can put it together?

Im assuming stations vs ships have fundamentally different modifiers given the disparity in max health between each. I'm also hoping to factor in different server configurations for the build tool.

I havent been able to find the formula otherwise and it just seems like a mystery box that i'd rather not interpolate empirically
@V๏เɭɭคђ
make sure you use the correct emitter.
-station shield emitter for station type grids
-shield emitter or compact shield emitter for ship type grids

if that doesnt help please report in with logs and example world on the discord linked inside the moddescription.
V๏เɭɭคђ 1 Sep @ 3:37pm 
I can't seem to set it up, I have an emitter and a controller on my station. The controller says emitter failure. and the emitter says invalid controller. a debug part of the guide would help so much.
@Ratchet the Wusky | Lost
se itself can only handle one weaponframework (for example vanilla, weaponcore) properly at a time but supports multiple weaponframeworkaddons (for example rearths advanced combat system, vanilla+) and thus one always puts the other in some sort of passive mode where you can still manualy use it but the ai wont work and the munitions from one weaponframework cant be seen by another weaponframework and thus they can interact with them (for example for munition interception).

- - - -
damn letterlimit
@Ratchet the Wusky | Lost
it wont work properly without weaponcore or another weaponframework made to work with it, atm there are only weaponcore and anpal (anpal is running either on weaponcore or vanilla end depending on if you have wc in the world or not and still has the informations ds needs to work properly to my informations) known to me that work with it, which is why it doesnt have a hard dependency set as that would then always load weaponcore with it (atleast if everything works as intended) and wont allow for new upcoming weaponframeworks that are made to work with it to be used with it.
Ratchet the Wusky | Lost 22 Aug @ 7:48am 
This mod does not work with the Vanilla combat system, see WeaponCore below. So this won't work properly without the WeaponCore? Why not have it be a dependency?
@Carebear Scrooge
once the frequency in the shield controller is set everyone would need a shield modulater on theyre grids with the same frequenbcy set in it to pass the shield regarldless of theyre relationship to you.

the allied can pass is for members of you faction as far as my experience goes.

though due to se limitations an admin can always pass the shield.
Carebear Scrooge 26 Jul @ 3:03am 
I've set shield frequency all test players do have the same frequency. Also "Allied members can pass" is toggled, still noone can pass shield except myself. What I am doing wrong? Or is "allied" something extra mod for alliances? If so so which one?
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).
@Motorsport71
in that case please go over the "standard first aid list" if not already done and if that doesnt help please report in on the discord with logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem) so that a look and search can be undertaken.
Motorsport71 21 Jul @ 3:10pm 
we noticed that the shields themselves are taking damage properly from gatling turrets but are not taking damage from a railgun. the shield absorbs the entire railgun shot and pushes the ship when hit. tested in single player world with weapon core 2.5
@Sakurai_Reinan
also make sure every grid you want to dock together has its shield blocks individually named (so for example instead of having the shield emitter named shield emitter on both a carrier and its fighters it would be shield emitter carrier and shield emitter fighter fighternumber) to avoid hickups from blocks getting confused for beeing the same block and not different blocks of the same type which can sometimes happen even with no mods in use.
@Sakurai_Reinan
cause only one shield can be up for any given gridcombination.
if you dock a grid via connector or landinggear to another grid the shield will go into shutdown mode where it is intended to keep its charge (atleast as long as the world isnt unloaded on host side but that is due to se limitations not allowing a shield charge beeing save upon world unload) but not recharge or protect.
its a bit hickuppy and in my experience works better if you tell the shield to go into shutdown mode (nope thats not the on/off button but a seperate one, its the one with shield up/down) manually before docking as that works more reliable than the automatic mode.
Sakurai_Reinan 8 Jul @ 6:09am 
Why does my shield on the second ship written, waiting , when docking with the base? As soon as I take off, the shield turns on and starts charging from zero
@xDreadbloodx
its configurable for stuff spawned by mes https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1521905890 and the options for it are inside mes and how to is explained inside the github based mes wiki https://github.com/MeridiusIX/Modular-Encounters-Systems/wiki/Admin-&-Configuration:-Grid-Settings
if you have probs with that option i would say the best place to ask is the discord linked inside the moddescription of mes itself.
xDreadbloodx 28 Jun @ 11:15am 
@Abisius Xarvenius Carbensius
So it is configurable who has them and yes thats what i was asking just not sure how you would find that option, would you know where it is.
Imperialer Offizer 11-B 28 Jun @ 9:53am 
i feel a big crash error coming when the next dlc will drop. radiation..... guess that will be a big attack on this mod. or not ash/BDCarrillo?
@xDreadbloodx
what exactly do you mean with "turn off shields for all enemys"?

if its related to having shields on npc grid that did get spawned via mes just dont activate the shield randomization and they wont have shields.

if you want to take out the shields on an enemy grid so that they cant get back up you just need to take out all emitters or controllers and they whont be able to raise it back up.

if its something else you mean please be atleast a bit more detailed about what you mean.
xDreadbloodx 27 Jun @ 3:14pm 
can you turn off shields for all enemies and if so how?
@CasualMochi
none i know of.
CasualMochi 15 Jun @ 9:18am 
Any LCD script out there that works with the shunted shields?
All scripts I seem to find just show one global shield HP.
@Piolew55
are you using a weaponframework made to work with defense shields?
the only 2 known to me atm are weaponcore and anpal.
the vanilla weaponframework and weaponframeworkaddons based on it (for example vanill+, rearths advanced combat system) are missing neccessary informations for ds to work as intended and thus are not compatible.
@Zeus
i see neither weaponcore nor anpal in that list and thus you arent using a compatible weaponframework.
take a look at the moddescription.

there is no hardrequirement to allow for multiple possible weaponframeworks to be made that can work with defense shields.
Piolew55 14 Jun @ 8:22am 
also I just limit max energy input when playing on creative so the 900 GW of energy doesn't make everything immortal, so thats also fixed
Piolew55 14 Jun @ 8:21am 
okay most of the issues that I had have suddently either been fixed or I learned why they happened, so thanks for your help (still miss the physical bullet-stopping shields tho, maybe one day)
Zeus 14 Jun @ 7:52am 
Sorry to add to that, I am using the following mods:
Advance welding
Nanobot Build and repair
Build info
Colorful icons
defense shields
NPC Weapon upgrades
MES
MES Zebra monkeys

I am thnking of chaning to ACS Mod for the NPC Stuff
Zeus 14 Jun @ 7:49am 
I have noticed a few times that my survival worlds ships do not seem to be taking any damage at all when the shields are on. Is this a bug with the latest SE updates or a known issue. I only have a handful of mods and do not see any conflicts, Where in the logs should I look for what the problem may be? Thanks in advance
@Piolew55
that you write that the shield doesnt show up when beeing shot at while beeing set to "display when hit" points towards using either the vanilla framework or another incompatible weaponframework, a mod conflict or a case of file corruption.
there is a point inside the moddescription stating that it doesnt work with the vanilla weaponframework (this includes weaponframeworkaddons like vanilla+ or rearths advanced combat system), that is due to missing informations from it.

if you already use weaponcore or another weaponframework made to work with defense shields and a check for mod conflict and file corruption also turns out negative 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 for problem reproduction and a premade situations for that reproduction) so that a proper look at it can be taken.
@Piolew55
defense shields is made to work in survival and due to stuff it relies on for working in survival beeing different in creative it isnt working as intended in creative worlds.

as for the weapons not damaging the shield and ignoring it that can be due to different things:
- a weaponframework not compatible with defense shields is used (for example the vanilla weaponframework)
- weapons based on weaponcore with the capability to penetrate shields on a percentual chance are firing at the shield
- the shields hp are low enough that it can no longer reliably protect and thus the shots fired upon it have a percentual chance to penetrate it
- the shield has been switched to structural integrety mode and thus is no longer protecting against weaponfire to instead harden the blocks against collision inpacts on the blocks

the color change is jsut a slight one and the ambient light of the area reflecting on the shield does in my experience outshine it.
Piolew55 7 Jun @ 7:47am 
there are some weird bugs I have been getting with this mod:
- weapons just sometimes ignore the shield (sometimes they also do 0 damage)
- the shield doesn't appear when hit (I have "display when hit")
- the shields can't change color when i set a different one
- on creative every shield regenerates all of its health every second, which makes larger ones indestructible

still a great mod and it works amazingly outside of these few bugs
Abisius Xarvenius Carbensius 26 May @ 10:40pm 
@Rogueredemption9
could you maybee a bit more precise about what the problem is, atm there is either something lost in translation or something got forgotten when writing the comment.
Abisius Xarvenius Carbensius 26 May @ 10:38pm 
@Firefli
i tried to reproduce it and couldnt so it is something specific that is going on and you will need to provide logs and an example world so that a look can be taken on what is going on either via the discord (preferred) or github which are both linked inside the moddescription.
Rogueredemption9 26 May @ 1:13pm 
im having shield issues with that no matter what i do, it just wont to the controller, tried every possible way, any ideas what it could be?
Firefli 24 May @ 11:35pm 
yes this is a grid that i built block by block station and my ship, and no other faction member was near, but twice ships poofed.. no explanation, had a shield up on the station 800 out, with 80 mill health, so pretty sure nothing came in.. just poof bot ships were not docked to station, making sure i do this now. one was ready to connect when it just vanished. this also isnt a server setting about a grid i dont own. as i built them .. renamed them.
@Firefli
... damn letter limit . . .

if you put together logs and an example world (a world with no more mods than absolutly needed for problem reproduction and a premade situation for problem reproduction) and report in with that and an as good as possible explanation about what is happening a deeper look on it can be taken.