591 ratings
Planetary Shields
File Size
0.455 MB
Jun 16, 2017 @ 1:44pm
Feb 27 @ 1:55pm
11 Change Notes ( view )

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Planetary Shields

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This mod is a standalone version of the planetary shields feature of the More Events Mod. Do not use it if you already use MEM.

If you like this feature please show it by rating it up, even if you are using MEM instead of this standalone mod. Given enough presence in the workshop maybe Paradox may pick it up at some point and give us a better officially implemented system to work with than this workaround. Let us show them it does not always have to be Star Wars to be popular ;)

Have you been disappointed by the useless vanilla planetary shield generator tech? If yes, then we are in the same boat. Not only does the building lack any useful stats which means building it is a wasted planetary tile, it does not even have a graphical effect. With this mod this is not the case anymore. As you can see, the stats have been overhauled to make it a useful choice to build. The graphical effects are meant to be seen but still not too intrusive to distract from or disable the view of the planet intself. The effects are animated, which means the screenshots do not really do them justice.

Overwritten Vanilla Files:
  • galactic_features_events.txt

  • Graphical effect for the planetary shield generator
  • changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one)
  • a second tech to get an improved version of the shield generator (only obtainable after surveying an ancient shield world)


How to use?
  • At gamestart a deactivation project is spawned in your sitlog
  • Shields are updated on building completion, upgrade and demolishing as well as ruining. Planetary bombardement automatically ruins the shield generator once the planet health reaches zero which removes the shield effect until the building is repaired again.
  • In case you want to deactivate the mod midgame, you have to fire the deactivation project in your sitlog first in order to get rid of the shield ambient objects
  • The deactivation project is only started with a fresh game. If you activate this mod mid game and decide to deactivate it again you have to select one of your worlds and type "event mem_planetary_shields.15" into your console

Assets done by Space Core
Code done by Malthus
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Malthus  [author] Mar 13 @ 9:30am 
It has to be one of the planets of planet_class pc_shielded that should exist in fallen empire space.
Tal'Raziid Mar 13 @ 9:11am 
Is the shielded planet the Planetary Shielding modifier on FE planets? (that might be a guilli's thing tho, not sure), or does it have to be one of the event planets that are shielded?
Malthus  [author] Mar 13 @ 8:46am 
The new tech becomes only available if you are able to survey a shielded planet anyway, the building stats for the nomal shield generator have been adapted to vanilla values with the latest update. The only difference now in comparison to vanilla is that the ai gets them too, though not sure if they may have changed that too in 2.0 as it wasn't of any concern to me then.

@war-angel the best place to get any informations about what is going on is in the LEX forum post in the stellaris modding forum. If you get any informations before the new version is out, you will get them there.
Would you consider making a version of this that only adds the shield effects and nothing more? I really like the shield effect and would love to have this in my game but without the new tech and tile yields.
war-angel Mar 13 @ 3:10am 
hey Malthus do you know when if ever the lex mod be back Because I need a challenge again :P
Hunterfish | 3D > 2D Mar 10 @ 11:20pm 
Malthus  [author] Mar 10 @ 11:20pm 
Habitats cannot build a shield genarator in vanilla and I do not plan to change this. For Ringworlds I could'nt use the same system I use for normal planets. It would have to be different entities but I am not a 3d artist.
Hunterfish | 3D > 2D Mar 10 @ 2:58pm 
Do you plan to do something with habitats and Ringworlds? A shield effect for them?
Malthus  [author] Feb 27 @ 9:42pm 
It did, but I changed it to match the vanilla building.
@otisjasmodeus I cannot, as I overwrite my working version when updating. I also would not want to upload countless old versions that clutter my workshop. But you should be able to find the old version on . Download it there before they update it. I don't mind if you upload a legacy version yourself, you have my permission if you want to do it.
Tal'Raziid Feb 27 @ 9:06pm 
Whats the changed stats for the shield gen? Doesnt the mod version give unity production?