Space Engineers

Space Engineers

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Midnight Shield Systems
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
5.811 MB
24 Jul, 2024 @ 3:24am
6 Jul @ 9:56pm
48 Change Notes ( view )

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Midnight Shield Systems

Description

We here at Midnight Corporation are pleased to announce our latest in defense technologies - shields! Don't question how they work, we don't know either.

Trusted by both navies and civilians, our shielding will weather enough fire for you to run away or shoot back. Your choice!

Just make sure you got enough power before you start throwing these things into your hull, and you're all set.
Just a small note: due to various inconvenient laws of physics, these shields will start to let energy through as their field strength weakens. Doesn't matter how many R&D people we fire, they can't fix it.

Note: Warranty void if any "remove before use" sticker is removed from any componentry, or if any replaceable fuses are replaced.
*™ does not actually demarkate a registered trademark and is only here for flavor text.


This mod adds two types of blocks:
- Main shield blocks, and shield upgrade blocks. Main shield blocks provide the grid with a skintight shield that can be enhanced through shield upgrade blocks. They are however, limited to 1 per grid, with any more exploding.
- Shield upgrade blocks can only modify a ship's shield, not produce it, but have no limit and can be placed anywhere on the grid to modify the shield.
- Blocks will automatically work, so long as they are on. No user setup or maintenance is required beyond placing them.



Shields have various stats and damage multipliers, but the most important ones are the following:
- Shield HP (sHP): The strength of your shield
- Shield Regen (sHP/sec): How fast your shield HP regenerates
- Regen Cooldown: How long the shield takes to start regenerating after sustaining damage,
- Shield Bleedthrough: How much damage does the shield let through depending on the shield HP percent, with different shields having different bleedthrough curves.
- Shield damage type resistances - how much each damage type will damage your shield.



The mod automatically provides a shield HUD which displays critical information like shield HP, regen, and bleedthrough in an extremely easy to read manner (text).

The HUD can be toggled through the "/toggleshieldhud" command
The HUD can be moved through the "/setshieldpos <x pos> <y pos>" command, where X and Y range from -1 to 1 each, with (0, 0) being the center. Default is (0, 0.8). (1,1) is top right.



Utilizes a shield framework mod made so that other modders can implement their own shield systems.


LG Main Shield Block
- provides 100k sHP
- provides 1000 sHP/sec regen
- requires 45 seconds after being hit to start regenning HP
- 40% pen and gatling weapon damage modifier
- 200% explosive damage modifier
- Bleedthrough curve is the quartic curve, found on desmos[www.desmos.com]
- Also an air vent for pressurizing spaces

SG Main Shield Block
- provides 10k sHP
- provides 100 sHP/sec regen
- requires 45 seconds after being hit to start regenning HP
- 40% pen and gatling weapon damage modifier
- 200% explosive damage modifier
- Bleedthrough curve is the quartic curve, found on desmos[www.desmos.com]
- Also an air vent for pressurizing spaces

NPC Main Shield Block (LG only)
- provides 100k sHP
- provides 1000 sHP/sec regen
- requires 45 seconds after being hit to start regenning HP
- 4% pen and gatling weapon damage modifier
- 20% explosive damage modifier
- No damage bleedthrough
- Also an air vent for pressurizing spaces
- Not intended for use by players, only NPCs

LG Shield HP Upgrade Block
- provides 100k sHP

SG Shield HP Upgrade Block
- provides 10k sHP

LG Shield HP Regen Upgrade Block
- provides 750 sHP/sec regen

SG Shield HP Regen Upgrade Block
- provides 75 sHP/sec regen

LG/SG Shield Alt Upgrade Block
- converts the damage bleedthrough curve to the alt damage curve, found on desmos[www.desmos.com]
- Functionality is not able to be turned off through terminal on/off



FAQ:
Does this work with weaponcore?
- Yes, although most WC mods are balanced around the Defense Shields mod, which has orders of magnitude more HP than this mod would realistically provide without stat changes.

Mod.io?
- No, this mod uses clientside scripts, which are not allowed on consoles.

Where can I find the ship and weapons featured in the screenshot and gif?
- The ship is a battleship of Nerd e1's and up_grayedd's make that I have no intention of making public, while the weapons are from an unreleased weapon mod by retrograde_orbit. As such, neither are findable.



Have an issue?
Discord Link: https://discord.gg/dxfxcnvXeh
Please report issues here. I do not check workshop comments very often.



CREDITS
All models by retrograde_orbit.
All scripts by Nerd e1.

REUPLOAD POLICY
You cannot reupload this mod. If you wish to make stat changes, use ModAdjuster and the Shield Framework's priority system, and have this mod as a dependency to achieve desired results.
29 Comments
KEJWII 17 Jul @ 1:31am 
interesting interesting
Iceystreeeeet 13 Jul @ 4:02pm 
weapon core or na?
The Atlas Enthusiast 13 Jul @ 12:31pm 
FUCK YES. PLEASE KEEP THIS UPDATED.
I am returning to Space Engineers due to this mod, after nearly a year of haitus.
MartianLeo 12 Jul @ 9:06pm 
@YORBIBLACKDADDY

thats cause they are not indicators to whether or not they are working or not, trust me i know from experience, idk if its a mistake, or something else
YORBIGBLACKDADDY :) 12 Jul @ 8:09am 
shields dont work for me at all on large or small grids. all blocks remain red when placed on both grids despite having an infinite power generator to test them with.
BookBurner 12 Jul @ 4:11am 
is this based on energy shields? or is it completely new system :)

Asking in advance, because someone is going to ask me to add compatibility for this to the NPC Provider :D
MartianLeo 11 Jul @ 2:03pm 
is there any sort of visuals related to shields?
PyroFuzz 11 Jul @ 12:12pm 
uhm.... bad mod.....
retrograde_orbit  [author] 11 Jul @ 11:34am 
The thruster mod is Midnight Drive Systems .
The weapon mod will be released not very soon™.
andersenman 11 Jul @ 11:30am 
Glad to see a modern equivalent to Cython's honorable but dated Energy Shields mod next to the weird Defense Shields mod which for some braindead reason has this mechanic of magically spiriting away tediously charged SP whenever some generator, reactor, or battery is turned off even though the SP aren't even "stored" in those blocks …
Also, while the ship and weapons are non-public, would the thruster effect mod be so, too? If not, which one, and, if applicable, which config, would it be, please?