Space Engineers

Space Engineers

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O-yoroi Effort (Shield Mod)
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Type: Mod
Mod category: Block
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21.084 MB
14 listopada o 11:47
22 listopada o 14:52
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O-yoroi Effort (Shield Mod)

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

Ō-yoroi, 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 Ō-yoroi 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. See the following discussion for a detailed explanation.

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.
Video showcase by TheXPGamers (Captain Shack). Linked here for ease of access in case others want to see the mod before subscribing.

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.
And finally, thank you to Captain Shack for doing a showcase of my mod. Was quite a surprise to see on my Youtube homepage.
Popularne dyskusje Zobacz wszystkie (3)
2
20 listopada o 17:39
Performance
IBlack_jk
0
3 godz. temu
PRZYPIĘTE: Protection, Management, and Absorption Factor Matrix Explained
TheRebornAce
0
14 listopada o 11:59
PRZYPIĘTE: (Known) Bugs/Issues [Last Updated: Nov. 14, 2025]
TheRebornAce
Komentarzy: 42
TheRebornAce  [autor] 8 godz. temu 
@DoctorJ no, that will not be changed as 1) that is hardcoded in the framework which is something i cannot change. And 2) the capacitors are there to do this exact feature for that very reason.

If you need a lot more shield capacity, then please feel free to make your own edits by using modadjuster and the priority system provided by the framework.
DoctorJ 9 godz. temu 
@TheRebornAce sorry I missed that. Any chance you could change it to multiple per grid? That would allow greater capacity in a small package.
TheRebornAce  [autor] 18 godz. temu 
@DoctorJ as stated in the mod description, only one generator may be placed on a single grid, including those with sub-grids.
DoctorJ 21 godz. temu 
Are they additive, meaning can a I place more than one on a grid? When I place the second one it explodes.
Fallenq 23 godz. temu 
Well it was preety simple, it had a main shield block, shield hp upgrade, shield damage curve change upgrade, hp recovery upgrade.. Each upgrade costs 10mw-ish
TheRebornAce  [autor] 21 listopada o 15:07 
@PT-Eclipse Unfortunately, not at the moment. Still awaiting an API to be made available by the framework author. Once that happens, shield scripts, like THYA, should then work and display onto LCDs. At the moment, if you put a ":" in the shield block name, it will display the shield's health in the block's name. So if you know a bit of scripting, you might be able to pull that info and put it on an LCD. Just don't know how to do that myself...

@Fallenq i have not use MSS myself so i do not know the details. all i can explain to you about my mod is that it provides various shield block sizes based on grid size needs. and that it heavily emphasizes on managing your shield usage (power and resource burn). i do not know MSS's main quirks and so it's best to test out both and see which one works best for you.
Fallenq 21 listopada o 14:22 
What is the difference between the midnight shield systems and that? I mean which use cases is this better than midnight
PT-Eclipse 21 listopada o 12:46 
Is there a way to display the shield status and details on an LCD?
Vas 20 listopada o 8:25 
Hah, I came here so fast the comment was awaiting content checks. xD

I have two batteries, they are large so they are worth about 9 batteries each. That only gave the medium one 30 minutes of power though.

Its a shame though we can't get some of the other features. I much prefer shields where you have multiple emitters placed and stuff. Like Stargate Destiny, where you could shift shields from one side to the other side by adjusting the individual emitters.

Defense Shields, uses a single emitter and magically does all its code internally leading to easy breakage with no way to diagnose the problem. :/ Currently I have no shield mod as a result cause none can do what I need really.

Disabling magic reactors and magic thrusters in the game severely limited it as people build mods and ships revolved around the magic items.
TheRebornAce  [autor] 20 listopada o 8:21 
As mentioned before, this mod was designed around the vanilla power system. So the shields are meant to be closer for mid- to late-game usage and assumed you have a good amount of batteries or even a reactor on your ship or base. Also, to be frank, 6 batteries is not a lot to use the small generator. So it is definitely possible to use it on ships. But to each of their own I guess...