Space Engineers

Space Engineers

Shaostoul's: Force Fields
769 Comments
wotkocze 31 Dec, 2024 @ 2:40pm 
Hello my friend, i really love your work and wish to see this job in Space Engineers 2, good luck and happy new year my friend
Shaostoul  [author] 29 Dec, 2024 @ 4:11pm 
I'd love to see pictures of how you're using the mod once you got the thing built.
Shaostoul  [author] 29 Dec, 2024 @ 4:10pm 
You're welcome and thank you for letting me know you were able to get it to work! You should also be able to use an unbuilt armor block in the same way you used the closed hangar door (just gotta grind the armor block away after.) I believe the simple description is you're needing to look at a collision mesh on the grid you're working on. There's another way to do it, but I'm not sure how I'd explain it via text.
Nemesis8inf 28 Dec, 2024 @ 10:32pm 
Thank you for the response but i gave it another try yesterday and found out it works if you lay the fill pieces onto a CLOSED hanger door as it provides a "Surface" to snap to while trying to snap to "empty' space will just not work. Was able to Complete really big "gate that way. and i will now keep using this mode THX for your hard work.
Shaostoul  [author] 13 Dec, 2024 @ 6:00pm 
The difficulty with the fill part stems from the fact it has zero collision mesh, which is what allows people/spaceships to pass through it. I have yet to hear of any way to fix it aside from manually deleting the fill pieces via the in-game admin menu. I don't have sufficient knowledge of the current codebase to create a script that'd work. If anyone knows of a good solution, I'll add the fix to this mod.
Nemesis8inf 12 Dec, 2024 @ 9:10am 
having to remove this MOD due to inability to connect the fill parts---
Nemesis8inf 12 Dec, 2024 @ 8:56am 
Cant delete misplaced pieces either somehow miss aligned a section and it hanging around being an eysore
Nemesis8inf 12 Dec, 2024 @ 8:35am 
having problems getting the Panels to connect to each other "fill" section act like they arent there to align the next panel too. what am i doing wrong?
KarlThorsten89 28 Oct, 2024 @ 11:01am 
This is the only hangar door or forcefield mod that still works. Everything else is broken. They 'work', but visually the force fields and hangar doors appear on the wrong side of the main block when open. It's really aggrivating.
Saint Mater 22 Nov, 2023 @ 1:50pm 
I suppose a custom component would give you more control over the final block weight. In my specific case, I am not really all that concerned with the block weight. I typically use these for hangar bays large enough to make depressurization a chore for 40+ air vents. For example, my current in process build is a fleet carrier. I'm using these for the main hangar, and I'm considering them for the auxiliary hangar. I suppose if I were to use them on smaller builds that have better thrust to weight ratios, less weight would be desirable. But, at the same time, the added weight makes for a greater design challenge. I have more thoughts on the matter but they spiral off into some kind of balance between both options. My final opinion, dealers choice.
Shaostoul  [author] 21 Nov, 2023 @ 6:03pm 
How would you guys feel about a custom component for adding health? If I recall correctly block health is tied to the components used to construct it. Unless you'd be okay with just increasing current components to heavy armor values or whatever.
Saint Mater 21 Nov, 2023 @ 5:37pm 
I would tend to agree with Vokun. Having HP no lower than a light armor block, up to that of heavy armor would balance excellently with the mods I tend to find myself using. In using this mod, I have not noticed any thruster damage occurring to the fields. But that doesn't mean much because I treat them like closed hangar doors and park at a distance that thrusters can not damage them.
Shaostoul  [author] 25 Jul, 2023 @ 1:01pm 
I don't know. I don't have the programming knowledge to do so. Last I recall there are issues with recoloring transparent materials, cause they function differently than normal block textures. I've not seen a slider system done for transparent materials specifically (like glass.) Thruster and lights are different. Do you know of a mod with color changing transparent materials? The only method I'd know of is adding multiple colors is by creating a bunch of different colored blocks like I had to for this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=307175879 I don't have the source blend files for the force fields, so I'd have to recreate the 3D models, which I'm disinclined to do.
azfalt 25 Jul, 2023 @ 3:46am 
Would be nice if it were made possible to change the colour of the forcefield, in some builds it would even be perfect if no colour at all.

Don't know if you can add a slider system for selecting colour, like done for thrusters(mod) and lights ?
Shaostoul  [author] 15 May, 2023 @ 3:31pm 
That's a fair assessment! Thank you for sharing.
Vokun Vulon 15 May, 2023 @ 2:53pm 
I cant say I've recently had any issues with thruster damage to the field, although i do remember from my last playthru that if you park a ship too close then fire the thrusters it can destroy it, but I dont even see my nano repair system kicking in when i fly thru it, so I'll assume its fine for a short traversal, which is how I use them anyway, if your ship is parked close enough to the field to cause thrust damage to it then its parked too close to the field, imo
Shaostoul  [author] 15 May, 2023 @ 10:56am 
You're one of the few actually saying anything, so as far as I'm concerned you have the stage. If anyone else had any recommendation I'd be happy to hear them. You're justification for heavy armor level health is sound. Do ship thrusters melt the force fields? If so that further reinforces the heavy armor level health.
Vokun Vulon 14 May, 2023 @ 7:15am 
We do intend on running a reinforcement mod, as we use weaponcore and some of that s*** hits HARD, although currently our only option is x5hp for anything vanilla, im hoping for a x2 version of it, then this would be at vanilla heavy armor values ideally for me, so it'd still take some work to get into but not as much as the reinforced hull, but I'm looking at all of this with slight personal bias based on my groups run/modlist.
Vokun Vulon 14 May, 2023 @ 7:15am 
So I've done some fresh testing today, as its been a while since i was in a proper fight.
I honestly think that they should have about the same HP as heavy armor.
Logically, this is most used for hangars, hangars should be at least floored in heavy armor to take the thrust of ships landing on it, at the very least it needs to be as strong as light armor, or maybe somewhere between the 2.

Gatling guns alone will shred the shield apart faster than you can sneeze with their current health, it needs to be raised one way or another, if you want to be conservative then go for light armor health, if you want these to be a viable "wall" without having to put hangar doors or blast doors over it or something then go for heavy armor, tho I'll still be doing this anyway regardless of how much more hp you give it, good habit to have
Shaostoul  [author] 14 May, 2023 @ 2:41am 
All suggestions welcome. This is more a mod for you guys than it is me. I don't play SE and haven't since 2019.

If I recall correctly the components used to create a block determine the blocks health, so there could be a custom component that gives the "screen" more health. Have you noticed any issues with pieces of the filler getting destroyed?
Vokun Vulon 13 May, 2023 @ 6:12pm 
Afterthought, progression, I would say lock it in the tier after gravity generators, needing them as a requirement first, and go off the whole "gravity field manipulating particles to keep it airtight" forcefield 'lore' or something like that.
You could also go for your idea of the custom item for the filler, say "field containment part" or something, and make it cost some stuff including uranium and platinum, perhaps 1 per filler, also 1 per solid sided block but with a few steel plates thrown in, make logical sense for the model, and means the filler would go just a tad earlier than the emitters
Vokun Vulon 13 May, 2023 @ 5:59pm 
(Following previous comment)

2 steel plate, 1 gravity component, 1 reactor component, 1 crafting component, 2 small tubes

low cost per part, but needing to get to that higher teir resource, and for bigger doors the cost would ramp up fast, as unlike hangar doors where 1 block covers quite the area, this needs all blocks to be filled individually.
This also still allows for cheap use of sealing small tunnels/hallways/doorways and such without too much brunt on resources as you would only need a few of them at most.
Vokun Vulon 13 May, 2023 @ 5:59pm 
see if i were to add more cost to it, from a logical standpoint of the blocks, anything with physical parts to it cost say, 10 plates, 2 gravity component, 1 reactor component, 4 crafting component, 4 small tubes, or something like that, to make sense of the emitters, then the filling would just be 1 plate, given it would logically be emitted from the solid parts, however that does leave open the option of just using the filler and not needing the higher parts, so perhaps for all parts go as follows?:

(split as I apparently hit character limit)
CynicDragon 13 May, 2023 @ 5:35pm 
id say, copy the parts for something vanilla, but then add a few of a part that requires, uranium or platinum, that way its later game tecch, since its pretty sophisticated/luxurious tech, can come up with an actual suggestion if your interested
Shaostoul  [author] 13 May, 2023 @ 3:49pm 
Thanks for the input. Any suggestions for material needs, including numbers of each?
Shaostoul  [author] 10 May, 2023 @ 4:22pm 
Thank you for supporting what I do! I appreciate it more than I can properly express!
Vokun Vulon 10 May, 2023 @ 3:57pm 
Awesome! And as a long time fan of your mods (subbed to this since you released it, and never load a world without it), may I also say it's good to see you back!
Shaostoul  [author] 10 May, 2023 @ 3:53pm 
Consider it on the list of to-dos!
Vokun Vulon 10 May, 2023 @ 3:44pm 
Yes, exactly that, armor block floor and all, would be nice to have a smooth ride over the emitter, would also use a full sided version 1 block large with a ramped base it for any forcefields im using in small doorways and such.
Mainly I'm just after the aesthetic look of it, its not really a major issues, players can just step over it and unless you have tiny wheels the bump going over the emitter bar isnt really a problem, but I like form AND function where available
Shaostoul  [author] 10 May, 2023 @ 3:14pm 
Can you illustrate what you mean? Is the lip on the currently low profile too steep or something? Do you mean a low-profile large block with a slight ramp on both sides as if it's sitting on top of an armor block floor?
Vokun Vulon 9 May, 2023 @ 4:51pm 
Saying that, a 1 side piece that has low profile and a small ramp each side of the field, specifically for rovers and such to drive out, currently using the low profile emitter around the edges but that still has an edge i would have to drive over, and I dont want to just use the filler blocks as I like having the emitter all the way around, makes more sense that way
Shaostoul  [author] 26 Apr, 2023 @ 4:34pm 
I appreciate your feedback! I don't intended to let the mods die. There's just so much to do between developing my own video game, living life, and keeping mods alive. Not enough time in the day to do everything I want to do. Do you have any requests or suggestions for this mod? Feedback is the hardest thing to receive, yet one of the best ways fans can help without donating money.
clevercole98 26 Apr, 2023 @ 12:55pm 
This mod is unique, even if you let all the other mods die, I ask of you to keep this mod alive. All force field hanger mods are way too limited in size, with this, it is technically possible to make 100 by 100 block entry into an oxygen filled environment.
Pong 23 Apr, 2023 @ 4:55pm 
You are my hero, this mod is exactly what I was looking for and it works great. Thanks for your hard work.
Shaostoul  [author] 11 Apr, 2023 @ 12:01am 
Thank you! I'm glad it still works too! It was a fun mod to make! I've thought about revisiting it, but I have no idea how I'd change/improve it.
Crimson Revenant 10 Apr, 2023 @ 3:05pm 
Its pretty amazing that this thing still works. All the other force field mods are just transparent impassible doors.
Shaostoul  [author] 28 Feb, 2023 @ 7:50pm 
You're most welcome!
TresspassersWillBeViolated 28 Feb, 2023 @ 6:28pm 
Awesome! Thank you very much!
Shaostoul  [author] 28 Feb, 2023 @ 6:22pm 
Certainly! You can add me as a contributor so people can see I approved its creation.
TresspassersWillBeViolated 28 Feb, 2023 @ 6:11pm 
Hi Shao,
Is it possible I can tweak the mod a little so a friend and I can use it on our MP server? The server is just us, and I can definitely publish as either Unlisted or Friends Only, whichever works best for you. Thanks,
Tresspassers
Shaostoul  [author] 10 Sep, 2021 @ 9:12pm 
I don't have the time/incentive to work on my SE mods any more. I stopped supporting them in favor of developing my own sci-fi MMORPG with my community. Shaostoul.com
AdAstraWill 9 Sep, 2021 @ 5:11pm 
@White Mist Read my conversation with Shaostul and you'll have your answer ^^
White Mist 9 Sep, 2021 @ 1:13pm 
Why is this mod retired?
KindestSTCR 23 Dec, 2020 @ 9:55am 
This is a really great mod, I've been trying for so long to get the sort of Star Wars style of Hanger Bays and this works just great!
Shaostoul  [author] 2 Nov, 2020 @ 12:58pm 
I'm glad <3 Once Project Universe is fully funded & I have fast enough internet to live-stream I'm considering updating all my SE mods with a large team of paid modders.
Storm 2 Nov, 2020 @ 12:54pm 
I love this mod.
Shaostoul  [author] 14 Sep, 2020 @ 5:05pm 
Thank you very much! If you can get more people involved (they don't have to donate, but if they can, every $1/month helps) it'll help out immensely. Growing the community is the hardest part until I can livestream.

Shaostoul.com always has a link to the Discord.

It's possible as the community grows we'll find a team able to get all my SE mods updated/upgraded.

It's been a hell of a fight, but with such wonderful community support it's a lot easier to keep my chin up! <3
AdAstraWill 10 Sep, 2020 @ 6:36pm 
I'm so sorry to hear that! Well I can't really help much but I've donated to the patreon. Its not much $6/month but its something and i'll maintain it for as long as I can, times being what they are. I'll keep an eye out for the game you're making - sounds quite interesting!

God speed man!
Shaostoul  [author] 8 Sep, 2020 @ 5:35pm 
I won't be returning to modding SE until after the game (Project Universe) I'm developing is generating enough income for me to live off of. I'm currently bedridden (Crohn's disease) and unemployable as a result, I was also denied disability so my only income right now is literally from my Patreon. I tried to grow support for SE modding and teaching others how to mod, but it wasn't getting anywhere.

I'm trying to acquire investors/sponsors, but have no idea when that'll actually happen. My best hope right now is with the gaming community. Raising awareness and growing the community makes it way easier to talk to investors/sponsors. Growing the community enough leads to more Patreon support, enough $1/month subs would provide a livable income and fund the development of Project Universe.
AdAstraWill 8 Sep, 2020 @ 1:17pm 
So the "scaffolding" solution for fill in blocks worked beautifully creating a structure below the block row I was trying to place basically made the problem redundant.

I tried finding the grid for the "floating" grids for the fill ins with admin tools but unfortunately couldn't find anything. Its like they're visually here but just do not exist. I pass through them I can grind them I cannot unsee them lol