Space Engineers

Space Engineers

761 arvostelua
Defense Shields - v2.2(8)
8
3
2
3
2
   
Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Type: Mod
Mod category: Block, Script, Modpack
Tunnisteet: ServerScripts
Tiedostokoko
Julkaistu
Päivitetty
290.015 MB
4.2.2024 klo 19.35
24.11. klo 9.08
12 muutosilmoitusta ( näytä )

Tilaa ladataksesi
Defense Shields - v2.2(8)

Kuvaus
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://steamcommunity.yuanyoumao.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://steamcommunity.yuanyoumao.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://steamcommunity.yuanyoumao.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
Suositut keskustelut Näytä kaikki (4)
7
1.11. klo 23.36
Can you use Defense Shields without Weaponcore?
Davidenico
1
17.3. klo 16.32
Base batteries drop to near zero if I'm away for a longer period (12 hours)
MrSnow
1
1.12.2024 klo 13.40
Shield operation error
Mopnex
591 kommenttia
Toxic_Fenrir46033 7 tuntia sitten 
I made it work by raising the emitter above the lunar grid by 10 - 20 blocks, waited for it to come online then setting the height offset as high as it will go, Dismantling the Emitter and tower of blocks then placing the emitter on the station and readjustments of the shield once it reactivates. If possible it have Video and Screenshots of the method i had to use. i will do the first aid now
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
@Toxic_Fenrir46033
no this is not normal.
the station shield emitter is made for station type grids and by itself alsway ignoring voxel while the shield emitter and compact shield emitter that are made for ship type grids and need to be told to ignore voxel via a shield modualtor.

make sure you have the station shield emitter actually on a station type grid and on the same grid it is one of the 2 shield controllers (so no subgruid via rotor or so for either of them) and that the emitter has clear los (so no blox or voxel in the way) to the shield area on atleast one side and isnt by itself inside the voxel.

if that doesnt help please go ver the "standard first aid list" and if that also doens thelp please report in on the discord with logs and an example world (a world with no mor mods than absolutly necessary for problem reproduction and a premade situation for that reproduction)
Toxic_Fenrir46033 17 tuntia sitten 
I am running into an issue with the station emitter not wanting to engage on my moon base due to it being built to close to voxels. Is this normal?
TeadyBear161 20.11. klo 11.33 
what about weapon effectivness how to make bombers more effective etc or prevent
tthem
Creamy Sheev 20.11. klo 8.36 
If anyone else has issues with station shields not connecting properly. I found that unloading and reloading the world tend to solve some of the connectivity issues.
@Creamy Sheev
there is no station controller but there is a "station shield emitter" which you will need to use on a station.
you take the stationshield emitter and place it on the outside of the station with clear los to the shield area and then you alos place either a shield controller or a shield controller table anywhere on the same grid, putting either emitter or controller on a subgrid for the maingrid wont work.
Creamy Sheev 11.11. klo 19.23 
Hi, just a quick notice, I'm trying to create a station shield but it keeps saying no valid controller. I saw a few posts down it said to use the station controller but that block does not appear on my G menu. Is there something I'm missing?
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
@Piolew55
if all that fits and the shots still go through please go over the "standard first aid list" and if that one doesnt help please report in on the discord with logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for a reliable reproduction) so that it can be looked at.