Space Engineers

Space Engineers

3,508 ratings
Defense Shields - v2.0(19)
Type: Mod
Mod category: Block, Script, Modpack, Other
File Size
239.450 MB
Apr 19, 2018 @ 10:30pm
Jun 15 @ 6:53pm
342 Change Notes ( view )

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Defense Shields - v2.0(19)

Version: DefenseShields - v2.0(19)

If you appreciate DefenseShields and/or WeaponCore please consider contributing:

New Mod
Check out my new weapon/combat system which replaces keens:

Discord Server


Before reporting an issue please rename the problem shield controller to "DEBUG". Reproduce the issue with debugging enabled.

Create a screenshot of the output on the client and get a copy of the log from the admin (if multiplayer, file location is listed below), then post link to the files here.

In addition I ask that you always try to reproduce the issue in single player and create a steam workshop collection of the worldsave along with all the mods you are using and either make it public or add me on steam and grant me access. In many cases this is the only way I will be able to reproduce and fix the problem. See here for instructions:

The config and debug files can be found here:

Rename your block when done debugging, otherwise it will autodisable on the next restart.

Please vote here, it is important to the future of this mod:

Current Issues
1) Particle issue, vote here:
2) Keen bug (laser antenna), vote here:
2) Keen bug (O2 pressurizer), vote here:

[Config File HOWTO]
LOCATION: C:\PathToSpaceEngineers\Storage\DefenseShields.cfg

HeatScaler - This value controls how much damage is required to generate heat. Larger values will require progressively more damage to hit each heat stage.

HpsEfficiency - This value controls how efficient the shield is at converting grid output power (per second) into recharge hps.

CapScaler - Limits the Max Shield HP relative to the Ship. A value of 1 is default. A value of 0.5 will set Max Shield HP to half that , where as 2 will set it to twice the default value.

BaseScaler - This affects the max number of hit points the shield can hold per power point spent. 175 is the default value (whole numbers only), this value scales from 1 to some very large number =).

MaintenanceCost - Determines how much power the shield will use to the maintain shield once it is fully charged (smaller values use less power, larger use more, default value is 0.5).

Station/LargeShip/SmallShip Ratios - These values determine how effective each shield type is at converting power to field hp/charge. Higher numbers mean less efficient. These values must be whole numbers i.e. 1,2,3 4,5 and 5 being 5 times less efficient vs 1.

[Mod Support]
(THYA) Shield HUD graphic pack is fully compatible with this mod:

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.



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

[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!
Popular Discussions View All (22)
Jun 15 @ 1:50am
Shield hp
Jun 4 @ 1:53am
May 17 @ 4:25am
< >
why does the shield air pressuriszer have module slots which module can I put on them speed doesnt work how about yield and power effiency?
DarkStar  [author] Jun 15 @ 1:28am 
just pushed a possible fix let me know. If it doesn't fix the issue delete the DefenseShields.cfg file and let it recreate itself.
DarkStar  [author] Jun 15 @ 1:18am 
@wormxwood and Mikail that is definitely not expected behavior. Its not clear why some people are having this problem.
Abisius Jun 14 @ 3:18pm 
hmmm, if you did already delete all modrelated data from the workshop folder and the storage folder on both your and the server end as well as the power setting not helping, then i would suggest a test in singleplayer if it also happens with the same settngs as on the server as wlel as a test if it happens with the torch manager in case you use the keen based manager or vise versa depending on which manager you actually use.
if it also happens in singleplayer go for a mod conflict run, if it also happens with only the defense shield mod in a world it is time for a bug report in my eyes following the bug reports steps in the tagged bug reports post.
wormxwood Jun 14 @ 2:23pm 
@Abisius Yeah I've cleared all the storage locations for the mod on the server and client, fresh download ect like DarkStar suggested in other places in the thread. Tried setting various amounts of max power using the power scale.

Adding additional blocks that generate or store power seems to dramatically affect the numbers shown in the GUI, but not in any way that makes sense. If you add another reactor, for instance, the shield controller GUI will increase both the max and HP you'll get at 50%, but never go above 50% charged.
Mikail C. Jun 14 @ 2:09pm 
Yea I'm having the same issues as a few other people here, none of the shields on any of my ships will charge past 30-50% depending on the ship. Shields will change HP constantly with no input and they will draw power inconsistently.
Abisius Jun 14 @ 12:17pm 
did you make a check for corrupt moddata and modconflict?
did you set a max amount of power for the shield or not?
wormxwood Jun 14 @ 12:06pm 
The new changes to this mod have made it unusable on my server. Shields will draw power and charge until 50% full, then stop gaining HP - while still pulling full power.

The GUI on the shield controller is seriously confusing now, with both shield max HP and current HP changing constantly while you watch for no apparent reason. The power draw is accompanied by another value in paraphrases, which has a tentative relationship (at best) to the settings you can set under the "power scale."

Options which show up when you drag a shield block to the hotbar fail to show up under the GUI. Enabling either fortress or fortify mode will cause the shield to charge past it's max HP, then refuse to charge at all once that mode has been turned off - even when their HP has been reduced back under the old "max" HP.

God forbid you place the Shield Enhancer block, because all bets are fully off then, and your ship is screwed until you pick up and replace all of the other shield blocks.
DarkStar  [author] Jun 12 @ 11:10pm 
@DeceiverSr delete the DefenseShields.cfg in the se storage folder while game is closed, then restart game and it should generate a new file.
Skallabjorn Jun 12 @ 8:35am