Space Engineers

Space Engineers

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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://steamhost.cn/steamcommunity_com/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://steamhost.cn/steamcommunity_com/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://steamhost.cn/steamcommunity_com/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
501 Comments
@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://steamhost.cn/steamcommunity_com/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 88B 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.