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
14 Thg11 @ 11:47am
16 Thg11 @ 1:55pm
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Ooyoroi Effort (Shield Mod)

Mô tả
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.
Thảo luận nổi bật Xem tất cả (2)
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18 Thg11 @ 12:53pm
Performance
IBlack_jk
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14 Thg11 @ 11:59am
ĐÁNH DẤU: (Known) Bugs/Issues [Last Updated: Nov. 14, 2025]
TheRebornAce
27 bình luận
Mincio 21 phút trước 
Apologies if this has been mentioned already, but does this mod work with the base vanilla game? Or do you need the Vanilla+ mod for it to be any use? Great work putting it together, it looks really impressive!
TheRebornAce  [tác giả] 8 giờ trước 
@Vas i haven't use Defense Shields myself as i use Vanilla+. so can't be of much help there, sorry lolol. cut out of curiosity, it's possible the shields uses a certain ratio of available power to recharge instead of a fixed value? maybe that's why it uses 3GW? just a guess

do note this mod was primarily balanced/designed based on the base game power system. so a modded power block might either give you too much or too little power to properly operate this mod for a balanced gameplay. just a little heads up if you do plan to use it in your world. :)
Vas 9 giờ trước 
The more I have issues with Defense Shields, the more I wanna use this mod instead. xD I tried to set the defense shields to max at 4MW, and it decided to use 3GW and drain my batteries to zero rapidly. :P

I'm hoping this mod allows weak shielding for basic defense. I disabled magic things in the game like reactors, so the only sources of power are full sized mega reactors only really feasible on stations, and batteries for smaller ships.
TheRebornAce  [tác giả] 9 giờ trước 
@Raven that sounds like a power issue. These blocks require a good chunk of power to function. Please read the block descriptions for power requirement values. I provided that for a reason :)
Raven 10 giờ trước 
I cannot get it to work for some reason, When I run the mod and put on a shield generator, It turns off lights & LCDs on the grid and says shield block nonfuctional at the top of the HUD. When turning it off everything goes back to normal(with the shield still not working) and the shield HUD says offline

Did I do anything wrong? I started on the star system world, And put only this shield mod and nerds shield framework in the world?
Vas 18 giờ trước 
This looks to be interesting. I might actually enjoy it over the current shield mod. I'll have to try this sometime.
TheRebornAce  [tác giả] 18 Thg11 @ 7:48pm 
Thank you! :)
an egg cultist 18 Thg11 @ 6:36pm 
Absolutely killed it again, love your work <3
Eisenwulf 17 Thg11 @ 10:31pm 
Thank you for the explanation.
TheRebornAce  [tác giả] 17 Thg11 @ 7:58am 
@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.