Space Engineers

Space Engineers

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Energy Shields
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
115.072 MB
19 Jul, 2015 @ 11:55am
18 Feb, 2023 @ 2:17pm
97 Change Notes ( view )

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Energy Shields

Description
NEWS:
All new models have been contributed by Shaostoul!

Description:

This mod adds fully functional shield generators to the game that protect the whole grid from incoming damage! You can also upgrade them with special modules to boost their stats, or change their stats through the config file to your taste.

The mod now offers two seperate recharge modes:

The default mechanics are similar to Eve Online, they have their recharge rate peak at 25%, and below or above that it is slowly reduced.

The alternative mode, activatable through the config file, works like in many popular games like Halo. The shields will recharge quite fast after taking no damage for a certain amount of time (four seconds / 240 ticks by default).

Following are the default values for all blocks, you can change most of them in the config file:

Small Shield Generator (large ship):

Size: 1x2x1
Power: 4.5MW
Base Shield Strength: 10,000 points
Base Recharge Rate: 1 points per tick

Small Shield Generator (small ship):

Size: 1x1x1
Power: 200kW
Base Shield Strength: 350 points
Base Recharge Rate: 0.1 points per tick

Large Shield Generator (large ship):

Size: 2x4x2
Power: 85MW
Base Shield Strength: 200,000 points
Base Recharge Rate: 100 points per tick
Upgrade Slots: 16

Large Shield Generator (small ship):

Size: 3x3x3
Power: 4.5MW
Base Shield Strength: 10,000 points
Base Recharge Rate: 3 points per tick

Shield Capacitor (large ship):

Size: 1x1x1
Power: +100% of base power consumption
Shield Strength Increase: +100% of base points

Shield Flux Coil (large ship):

Size: 1x1x1
Power: +100% of base power consumption
Shield Recharge Increase: +500% of base recharge

To read out the current shield strength of the grid, write ":" behind the name of a Shield Generator, the shield strength will be updated automatically from there.

You can also write "/shield ShowOnHud add" into the chat while sitting in a cockpit to show the ships shield status on your HUD. To remove the output type "/shield ShowOnHud remove".

Config File

In your AppData/Roaming/SpaceEngineers/Storage/EnergyShields_EnergyShields/ folder you can find the configuration file EnergyShieldsRelease.cfg that is generated if you have started the mod once. There you can change the values of the generators and upgrade modules to your taste.

All config values are explained below. Each time value is measured in ticks, and the game runs with 60 ticks per second. If you don't find some of the options in your config file, remove it and let it regenerate automatically with the next mod startup.

For shield generators:

"basePoints": The number of shield points one generator of that type adds to the grid. It accepts floating point numbers.
"baseRechargePeak": The number of shield points per tick that the shield regenerates at 25% strength. For the alternative mode, it is this value flat. It accepts floating point numbers.
"basePowerConsumption": (Currently out of use, might change in the future again) Regulates the power consumption of the generator in MegaWatts. It accepts floating point numbers.

For upgrade modules:

"basePointsPercentage:" Defines how much shield points a Capacitor adds to the shield generator. By default, it adds worth an additional shield generator of that type. It accepts floating point numbers.
"baseRechargePeakPercentage": Defines how much the shield generation is boosted by one modules. By default the generators current recharge is multiplied by five and added to the generator. It accepts floating point numbers.
"basepowerConsumption": (Currently out of use, might change in the future again) Regulates the power consumption of the upgrade module in relation to the generator it is attached to. It accepts floating point numbers.

Alternative recharge mode:

"AlternativeRechargeMode": Enables or disables the alternative recharge mode that behave like described above. Accepts "true" or "false".
"AlternativeRechargeDelay": Defines the delay in ticks until the shield starts regenerating again after taking damage. By default it is 240 ticks, or 4 seconds. Accepts integers.
"AlternativeRechargeMultiplier": Defines how much the baseRechargePeak value is being multiplied when regenerating, to make the shields feel different and load faster then in default mode. It accepts floating point numbers.

Miscellaneous:

"BlockGrinding": Defines if it is possible to grind blocks, even though they are protected by a shield. Accepts "true" or "false".
"collisionAndGrindDamageModifier": Multiplies the amount of damage the shield takes from collisions and grinders/drills. It accepts floating point numbers.
"directDamageModifier": Multiplies the amount of damage the shields take from explosives and weapon projectiles. It accepts floating point numbers.
"StatusUpdateInterval": The interval in ticks it takes for a shield generator to update its strength status :(XXXXX/YYYYY) in its name. By default it is set to 100 ticks. A ChangeNameMessage is send to ALL clients when it happens, so don't go overboard with it. I personally prefer 10 ticks. Accepts integers.

KNOW BUGS:

- The new decal system disrespects the damage system

Recommended Addons:

(THYA) Shield HUD Script: An advanced script to easily display your shield status on an LCD with all sorts of fancy graphics!


Special Thanks to:
- Shaostoul contributing new, awesome models!

BUILDING A COMMUNITY
Shaostoul is building a community focused on working together, helping one another out, and generally being a swell bunch of nerds. Everyone is invited to join the community to encourage jolly collaboration and shenanigans in a mostly pleasant environment.
DISCORD[discord.gg] - The hub of it all. Dank memez encouraged.
PATREON[www.patreon.com] - Helps me help you and create mods/content. <3
YOUTUBE - Mostly just modding tutorials right now.
TWITTER - Trying to be active here but, it's a weird platform.
TWITCH[www.twitch.tv] - For when I livestream modding and other nonsense.
Popular Discussions View All (60)
255
2 Oct, 2024 @ 10:57am
Bugs
Cython
181
1
15 Mar, 2024 @ 2:37pm
PINNED: Suggestions
Cadian BlackHammer
73
14 Apr, 2018 @ 1:06pm
PINNED: Visual Effects
Cython
4,567 Comments
Sampl 23 hours ago 
@Overheadcam, assuming you are placing the shield generator on a base, make sure it does not touch any of the voxels. that is the only thing i can think of.
N0nam21 15 Oct @ 4:52pm 
Why are actual children allowed on steam?
Overheadcam 12 Oct @ 8:16am 
Placing any of the shield generators instantly crashes the game
howardxu23 8 Oct @ 9:45am 
@keatoncampbell as the shields appear to use refinery as a base, it is a limitation(being hard coded into the game) your inventory script would need a way to exclude them manually

with that being said the shields still work after this long, as of this post
keatoncampbell 30 Sep @ 3:42pm 
Just a quick sanity check, are these blocks meant to have inventory space? They don't have conveyors on them, and certainly no way to access the internal inventory, but they are trying to pull platinum and uranium.
I keep getting error messages on my inventory script, though I have disabled them so its not much of a problem. Just wanted to know if they are supposed to have space, and why they do. Cheers!
Daniel_Nero_Drake 27 Sep @ 2:42am 
@VS-Iockon

can you please stop attacking me for misreading when you cant read yourself

what i have written that i know of the bug and that it (the bug in question) came into being with keen update to hangar doors it also happened that at that time i switched pc and lost all original files making ME (the mod author) not able to fix nor update any of my old mods anymore as hangar doors animation is done by definition in game instead of command lines in SBC file like advanced door
VS-lockon 26 Sep @ 2:01pm 
@Daniel_Nero_Drake yes was talking Armor Ramp Compendium and don't care a Armor Ramp Compendium texture since i use one texture any way for my build and plus there same texture as SEModder4 and UncleSte has on there stuff so no skin off mu back ask so fail read whole thing again bc i did not just link you DHI Systems: Hangar doors & Forcefields & Ramp as well i said there a bug in them so that why i had to stop use them you act high and Mighty but you don't read everything it sad and you blame keen for not fix it is sadder since there a modder that had same bug with Hangar doors and he fond what did it and fix it and i told you a bout how fix it under another name and you fail fix it still
ElKirritOo 24 Sep @ 7:52am 
Hola no aparecen los generadores en el mod
Daniel_Nero_Drake 23 Sep @ 10:05am 
the fact that vanilla armor is bad is not by my design if i didnt keep cost of my armor mods
in line otherwise i would have to change costs of every vanilla in game armors to make them tougher to keep the balance

also if you were talking about the Armor Ramp Compendium it have great shapes yes but the texture make them extremely pop up on any build like many other larger ramp mods i tryed to make mine in order to make them blend in better
Daniel_Nero_Drake 23 Sep @ 10:05am 
@VS-Iockon

First of all armor mod i talked about is AtE M.A.R.S. (Modular Armor Ramp System) adds 1x12 split into 4 blocks of 1x3 and many more as total number of blocks when counting LGL LGH SGL SGH is 1296

as for DHI EVA the reason i made that is to get some specific shapes that i didnt find anywhere else and adding other shapes to not need other armor mods
tho the whole design is flawed as i split the blocks into 1x2 which made mirroring not work the game really doesnt like even sides as such its usable but flawed

i changed name to differentiate mods created Before losing files DHI and the new gen AtE

the DHI Systems: Hangar doors & Forcefields & Ramp bugging is not my by my fault the issue was caused by how KEEN changed how by definition hangar door work and it also happened to be time when i changed pc so cant update it bcs as i mentioned i lost the original files but i will make new ones in future i do have a list on stuff to make