Space Engineers

Space Engineers

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Ooyoroi Effort (Shield Mod)
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Type: Mod
Mod category: Block
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21.085 MB
11 月 14 日 上午 11:47
11 月 16 日 下午 1:55
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Ooyoroi Effort (Shield Mod)

描述
Compatible with both WeaponCore AND Vanilla(+) combat gameplay! See below for additional compatibility details.

Ooyoroi, Japanese for “Great Armor,” is a shield mod that greatly increases the survivability and protection of your grids. Mod includes multiple shield generator block size options with the addition of optional upgrade modules to tweak the shield’s capabilities to your desired needs. However, this is not your typical “invincible set-and-forget" shield mod. Not only does building shield blocks require expensive resources but using them also comes at an additional cost: time and power. You will need to decide when and where to activate your shields. Also, shields do not 100% block incoming damage as there are bleed-through effects. Therefore, this still promotes proper grid-building and power management, while timing shield activation and grid-positioning in and out of combat is essential for effective shield use.


It is known that the longer any war prolongs, the more powerful the adversary arsenal becomes, especially in terms of their offensive capability. Knowing this and seeing how the current war is going, Titan-Armament Industries quickly shifted their efforts to improve their defensive efficiency. The Soteria Effort was the first step into defensive research but not enough to keep up the ever-growing threats from the Confederacy of United Systems and its allies. Therefore, a new daring proposal was made and if successful would boost T-A Industries’ defenses exponentially. Thus, this began repulse-shield research, also known as, the Ooyoroi Effort.


Shield Generators:
As the name suggest, these blocks generate shields on the grid it sits on and comes in various sizes providing different protection benefits. Whether it is the main grid or sub-grid, it doesn’t matter; all is protected with a single shield generator. However, only ONE shield generator can be placed at any given time per grid. Any attempt to add another generator will immediately explode in one’s face. Grids connected via connectors do not count and can still own a shield generator of its own.

Also, keep in mind of each shield generator’s absorption factor. Each generator absorbs different damage types at different factors leading to varying drain and bleed-through values. This is denoted by the (Ki)netic-(Exp)losion-(En)ergy matrix. In terms of grid collisions, the shields can only protect up to 40% of the incoming damage. Any more is passed through directly into the grid(s) itself.

Shield Capacitor:
This upgrade module comes in both large and small-grid variants and provides the benefit of increasing the shield generator’s health pool. This, however, comes with the drawback of increasing the cooldown/recharge timer of the shields based on how many are placed down.

Energy Converter:
This upgrade module greatly reduces the cooldown/recharge time of the shield generator at the cost of increased power consumption. There is no limit to how many can be placed on a single grid but be careful not to overdo it. Available for both grid sizes.


Shield Features:
  • Full build stages; survival-ready
  • Fully-colorable blocks
  • Custom sound effects on shield impacts based on instantaneous damage dealt.
  • Custom/color visual effects based on shield HP percentage.
  • Shield HUD automatically available. See Nerd's Shield Framework for details on adjusting your HUD.
  • Exclusive NPC shield blocks provided for NPC/MES use. Cannot be crafted by regular players. See FAQs below for details.

FAQs
Is this Vanilla(+) compatible?
Yes; full compatibility.

Is this WeaponCore compatible?
Yes; full compatibility. However, may not be fully balanced for some WC mods and will require a rebalance of shields. See below for details on reupload policy.

Can this be used for MES NPCs?
Of course! Copy and paste the following chat commands to enable/disable shields when MES is installed.
To enable MES shields: /MES.Settings.Grids.GlobalBlockReplacerProfiles.Add.MES-Replacement-OoyoroiShield
To disable MES shields: /MES.Settings.Grids.GlobalBlockReplacerProfiles.Remove.MES-Replacement-OoyoroiShield

Compatible with other shield mods?
Yes...or at least it should. Shield mods based on the Nerd's Shield Framework (NSF) should be compatible with other popular shield mods such as Defense Shields and Deflector Shields unless otherwise specified by NSF's author.

Mod.io available?
No, as I personally do not use that platform and thus will not create and maintain a mod for a platform I do not plan to use. Also, this mod requires scripts to work, which are not allowed.

Reuploads?
No reuploads allowed. Any reuploads found containing content outside what is described under this notice will be reported to Steam and Keen. A ModAdjuster supplementary mod with the use of the priority system provided by Nerd’s Shield Framework (for balance changes only) is ok and does not require permission; just credit and a link back to the original is good enough.

Credits
Shield hit sound effects are by WOW SOUND on MotionArray.

Thanks
Huge thanks to the official Keen discord server in helping and inspiring me to create my own mods. The best spell-checkers within the SE modding community.
Special thanks to Nerd e1 for creating the Nerd’s Shield Framework; making shield mods more accessible to prospective modders.
热门讨论 查看全部(2)
1
8 小时以前
Performance
IBlack_jk
0
11 月 14 日 上午 11:59
置顶: (Known) Bugs/Issues [Last Updated: Nov. 14, 2025]
TheRebornAce
21 条留言
TheRebornAce  [作者] 1 小时以前 
Thank you! :)
an egg cultist 2 小时以前 
Absolutely killed it again, love your work <3
Eisenwulf 22 小时以前 
Thank you for the explanation.
TheRebornAce  [作者] 11 月 17 日 上午 7:58 
@Eisenwulf oh...if thats the case subbing to this mod and the other has no conflicts. Rich HUD Master isn't really a hud mod but more of a framework for other modders to use to create their own HUD mod. I thought you were using a mod that uses a framework that conflicts with it. But anyways, you can use both mods without issue. :)

@Piesolesy not sure...? Don't really know the difference at least in terms of SE. These shields just protect grids they sit on by reducing incoming damage until it depletes.
thesnowfox84 11 月 17 日 上午 7:29 
Elsenwulf I Sub to both Rich HUD master and HUD - Modern and Fancy and they both don't conflict and unless you open the Rich HUD master you'll never even notice its in
Piesolesy 11 月 17 日 上午 5:42 
shields are more of a deflectors or energy
Eisenwulf 11 月 17 日 上午 3:48 
As to your question, no, it's not a compatibility issue. I use the 'HUD - Modern and Fancy (Color)' mod, and prefer it over the other HUD mods.
Mr Yukari 11 月 16 日 下午 6:36 
I had a few others, yes. id have to grab a list
TheRebornAce  [作者] 11 月 16 日 下午 1:49 
@Mr Yukari gave it a test in a clean world with both mods installed. regardless of load order, blocks in either one explodes as intended when one is place after another. the HUD also shows up properly for both shield block mods. do you by chance have other mods in your world during your test? curious if another is causing a conflict...
Mr Yukari 11 月 16 日 上午 10:57 
Have confirmed. Uninstalled Midnight Shield Systems and this mod now works.