Space Engineers

Space Engineers

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Energy Shields
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Type: Mod
Mod category: Block, Other
文件大小
发表于
更新日期
115.072 MB
2015 年 7 月 19 日 上午 11:55
2023 年 2 月 18 日 下午 2:17
97 项改动说明 ( 查看 )

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Energy Shields

描述
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.
热门讨论 查看全部(60)
255
2024 年 10 月 2 日 上午 10:57
Bugs
Cython
181
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2024 年 3 月 15 日 下午 2:37
置顶: Suggestions
Cadian BlackHammer
73
2018 年 4 月 14 日 下午 1:06
置顶: Visual Effects
Cython
4,562 条留言
Daniel_Nero_Drake 7 小时以前 
@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 20 小时以前 
@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 9 月 24 日 上午 7:52 
Hola no aparecen los generadores en el mod
Daniel_Nero_Drake 9 月 23 日 上午 10:05 
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 9 月 23 日 上午 10:05 
@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
VS-lockon 9 月 22 日 下午 7:11 
@Daniel_Nero_Drake
DHI Systems: Hangar doors & Forcefields & Ramp . i use to use them untill they buged and no longer working like hanger

DHI Extended Vanilla-like one there a mod that all ready dose this for year and still work even add a 5b5 block

also Vanilla Armor is kinda trash since it like paper the Vanilla railgun can go through to 17 layers of heavy armor in a single shot and on top that the PVE corrupt and Lucas's mods lot there ship like hahaha armor what that that why i use shield mods bc the Vanilla Armor is well how you like it if corrupt send way a upon waves at you and you have no way to fight back

Vanilla Armor has all way be paper no matter what mod out there when the Vanilla railgun one hit you dead with shields you can have chance to survive
Daniel_Nero_Drake 9 月 22 日 下午 6:28 
@VS-Iockon me making the mods while testing them in emty world and playing the game are separate things

as when testing and releasing mods you dont use other mods in world and my latest armor mod took over 6 months to make and most of the time was spend in blender as there are over 1K blocks in it.

last time i played in actual world and build something is over a year ago so now let me return this back at you "maybe next time before you run your mouth do some f research"
VS-lockon 9 月 22 日 下午 5:16 
oh and @ McCloud Jr on you post. i can't wait till i stop getting Notifications of reports of Space Engineers bug but that not going happen after all last one i got was 3 day a go saying the meteor shower don't work on atmospheric planet any more please fix like tf didn't some one read the patch notes keen remove atmospheric planet meteor
VS-lockon 9 月 22 日 下午 4:57 
@ Daniel_Nero_Drake im not fail to read" you are but what ever kido and saying you don't know whole situation as you didn't play SE directly for a long time when the Deflector Shields been out since Jan 25, 2024 nd It had that issue since launch of the Deflector Shields mod and you last mod was in April long time my ass buckaroo
Daniel_Nero_Drake 9 月 22 日 下午 3:31 
i do apologise to the side lines but since there is finally a 3rd party may i ask for your opinion bcs i really do feel my explanations are just not getting through ?