Space Engineers

Space Engineers

Particle Shield V2
36 Comments
Anubis Corporation 6 Jun, 2022 @ 4:24am 
not work
Flonky 14 Apr, 2022 @ 5:23am 
i cant turn it on
SevenofThr4wn 7 Dec, 2020 @ 7:05pm 
Can you modify the shield to fit the ship or is it like that?
jonn19  [author] 23 May, 2019 @ 3:36pm 
Hi Zach. Those are indeed some of the ideas I had... have as usual been ambushed with work opportunities so haven't progressed further. I appreciate the detail and will hopefully one day get onto this project!
zachiyo123 12 May, 2019 @ 3:11am 
could you make multiple variations of shield emitters that connect with others at a certain range and behave differently? e.g. ones that will project in front of and extend perpendicular to the emitter and will extend till a certain range or its own grid or intercepts with another of the same shield or one that acts like a shield fence where each post projects the shield straight to the 1st (and 2nd if wanted emitter closest to it, or pre-existing grids just stop it from connecting) closest of the same emitter and a height of the fence can be made (maybe an additional block that acts as a gate with a much quicker initiation and shutdown time but of course more expensive to prevent spamming could operate alongside it) the balancing could be that no one is able to pass or shoot through it (hence the gate variation with its quicker time and the limited height and the shape unable to be fully enclosed)
dRuPpI 24 Apr, 2019 @ 7:56am 
is there maybe a way to increase the radius of the vanilla safe zones ... I would need 50-100 km
jonn19  [author] 1 Mar, 2019 @ 9:18pm 
Hi there. Yes I have been thinking about a full remake of this mod, with the 5km (default) sync range of the engine in mind. Kinda pointless having a 100km radius shield if the game doesn't support synchronising grids that far apart. Maybe something requiring multiple grids, <5km apart - a segmented shield effectively?

I haven't tested as-is with the full release, am out of town at the moment but will suss it when I get back.
Calistula 1 Mar, 2019 @ 5:29am 
Do you have any plans on updating this mod for the full release?
Capt_Ocean1 2 Jun, 2018 @ 12:49pm 
remember the force field airlock door mod that was populer for a while but then it broke that mod blocked bullets and also let people through the sheild I suggest taking a look at it although it is some what broken its still works on stations
RulerOfDiscord 18 Mar, 2018 @ 1:00pm 
I wonder if it would be possible to add a damage calc to this system that would disable the shield after a certian number of missles/warheads/bullets hit it. Make the damage cumulative and disable the shield for x amount of minutes or seconds.
OCOI 26 Feb, 2018 @ 8:09pm 
Could you please decrease the minimum size of the field. It would make it's use better for both ground bases and ships.
TangerineSpaceRaptor 14 Feb, 2018 @ 3:55pm 
Hey ummm... This is a problem! It needs to be inside the shield or a variant needs to be added with that feature even if it's so expensive that it is creative only.
pablo.barral 28 Jan, 2018 @ 12:09pm 
But in that case shouldn't it be sort of like a semi-sphere like ...

http://www.epicos.com/sites/default/files/styles/ogimage_thumb/public/seagiraffe-radar-coverage-graphic2col.jpg

... radar coverage but with the base not being horizontal and flat, but a very wide cone, like 160º or 170º. That way you can always attack it from the ground or approaching it from a very low angle.
A circle placed that way looks and feels very weird.

I think it is the only working shield mod of that type.
Others have collapsed with game changes and have given up maintenance.
Spock The Builder 28 Jan, 2018 @ 9:12am 
It would be cool to have one of each, since some builds just don't work well with the generator at the base
jonn19  [author] 27 Jan, 2018 @ 3:21pm 
Hi Pablo. This is a deliberate feature, as stated in the description. I don't believe any block should make a grid totally invulnerable, so putting the generator outside the area-of-affect means it's not a perfect defence.
pablo.barral 27 Jan, 2018 @ 7:39am 
Field is displaced. Generator is in the base and not in the center.
TheGaminODST 28 Dec, 2017 @ 2:18pm 
do you think you can make the radius smaller, like the minimum is 100 meters, because i would like to use it to protect a relatively small base
Spock The Builder 7 Dec, 2017 @ 10:47pm 
So this is basically the Moon Prism shield mod but with a much less cool visual effect =\
Zeratul 31 Oct, 2017 @ 8:20am 
Is the mod still working with version 1.184 (actual)? I placed a shield generator in a large ship and I can't activate him. I have enough power and the ship isn't moving.
Can anybody give me a advice? Thx
TangerineSpaceRaptor 22 Oct, 2017 @ 4:16pm 
I could weaponize this.
If I put it on a ship and make the field hit something it will destroy it right? (Honest question.)
Rastro 13 Aug, 2017 @ 8:09pm 
It being immobile and at the edge of the shield seems.....limiting, and kinda odd for the later
Metzer Frix 1 Aug, 2017 @ 10:36am 
Just a comment to the below, I have it working on planets and the only times it seems to be crashing is when I try to paste something into the game. Otherwise seems to be working just fine.
alos 29 Jul, 2017 @ 7:39pm 
Now you and all your friends can be fallen empires too!
Nobody here plays Stellaris?
Oh.
duckmartin 22 Jul, 2017 @ 12:07pm 
this mod dosent work on planets can u fix it. it always crashs my game and its the only mod i have active
jonn19  [author] 1 Jun, 2017 @ 7:13pm 
Hi The Guy, yeah that's exactly how it works. There's an area of affect that exists between 90% of the sphere radius and 100% (where the visual effect is) so inside that you're safe. Big shield radii invite enemies to use jump drives to get inside... random factor of jump drives can make this a little dangerous though!
Hi FatMax. Technically it probably is doable, but thinking about how is hurting my brain. The engine lets me "get objects inside sphere" which lets me make two spheres (at 100% and 90% radius) and find those in the area-of-affect. For a cylinder or something it would need a lot of iterations and I don't even know how I'd draw the affect. I will leave it to someone smarter than me to run with that concept haha.
The Guy 1 Jun, 2017 @ 11:42am 
Its cool but would it be possible to make a version which is doesnt do damage to grids inside it?
So that it only stops things from entering but once your inside you can wreak havoc
FatMax1492 31 May, 2017 @ 1:06pm 
It's very Nice!!
Maybe an idea: can you make the shape more Configurable? So it will fit nicely around ST and SW ships?
I am planning to use it on my USS Enterprise JJ-Verse
Masterdude94 30 May, 2017 @ 5:59pm 
Ooh, this mod looks cool!
jonn19  [author] 30 May, 2017 @ 2:56pm 
Hi there. Overwerk yes, if you can get past the shield wall you're sweet, the only area of affect is basically the outer 10% of the shield. GhoulAsh multiple shields would overlap and retain their effectiveness. Hope you have a substantial Uranium mine haha.
overwerk 30 May, 2017 @ 8:26am 
so, technicaly there is the ability to jump inside and destroy enemy ships or will you still be disintegrated?
Nordy 30 May, 2017 @ 2:39am 
Hello! My pc is broken so i have to wait to try this out, but still it seems like an intriguing mod.
If there are two generator, can it project shields over each other or the field also removes/disables friendly generators?
jonn19  [author] 29 May, 2017 @ 3:13pm 
HI Rollenon. Short answer no, this mod ignores damage that's not caused by bullets (and only nullifies that if the projectile has passed through the shield wall from outside.) The generator also turns the shield off if any grid movement is detected.

The linked version 1 mod doesn't prevent movement and does make friendly grids inside immune, but only to projectile and missile damage.

It's possible to create a modded block which nullifies other damage forms - I think the deadly reentry mod uses DamageType.Fire - but these shields don't do that.
rollenonthemoon 29 May, 2017 @ 12:32pm 
how would this work with like atmo re entrie mod like would the ship burn up or would it keep it safe i no the other sheild mods really dont do any thing with that but it would be nice if the two mods played with each other in that way
jonn19  [author] 29 May, 2017 @ 12:50am 
Hi Wet. The shield bubble itself isn't actually an entity which makes it quite tricky to detect "damage" to it, especially with projectiles - as they aren't entities either, therefore they aren't trackable (I cheat a bit by zeroing damage caused by projectiles where the "attacker" is outside the zone but the "target" is inside the zone.) I'd put a generator on an orbital platform, and shield the platform itself with something like Cython's Energy Shields mod, if you want to surround a planet.
Zunkey 28 May, 2017 @ 7:12pm 
Then again, a welder will counter this affect unless the weld time is really "long"
Zunkey 28 May, 2017 @ 7:12pm 
Is it possible for you to just make the genarator block have a shit load of health, and make the shield damage the generator bvlock when shot? I feel like that would be easier and less of a pain to designa huge arm sticking from a planet to attach the generator too.