Space Engineers

Space Engineers

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Defense Shields - v2.2(8)
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Type: Mod
Mod category: Block, Script, Modpack
File Size
Posted
Updated
290.994 MB
Feb 4 @ 7:35pm
May 13 @ 11:15am
4 Change Notes ( view )

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Defense Shields - v2.2(8)

Description
Version: DefenseShields - v2.2(8)

Major Update!
2.2 brings a major update to defense shields. You will notice a new shield HUD ui which represents some new functionality that is critical to getting the most out of your shields.

*UPDATE* Shield side/face health pools have been added. Also added an "Automatic Management" mode (on by default in the controller), this mode self manages heat, shunting, modulation etc.. but comes at a recharge cost and is not nearly as effective as skilled manual control.

Two new core concepts have been added in this version, shield vulnerability and heat sinking. As your shield becomes more vulnerable you will notice a new icon show up on the left of your shield hud this value represents how likely a projectile is to penetrate your shield. The more heat your shield builds up and the lower its HP the higher the chance of penetration. This leads into the second new feature heatsinking, using the heat sink action will rapidly redirect heat from the shield to the emitter, which will both decrease the shields heat but also temporarily decrease your shields max (icon on the right) possible hp, both of which will greatly reduce the chance for penetration. In addition the existing shunting feature also has a very powerful counter penetration effect, so be sure to deploy this existing feature to avoid penetrations.

The other big change in this update is with modulation. Previously modulating would be very punishing when the enemy used the opposite damage and it was near impossible to find a good balance. With this update you now get rewarded for modulating into the predominate damage type you are taking, which will show up as the color of the shield planet on the hud icon. If the color is more orange you want to increase energy protection until its white, if its more blue you increase kinetic protection until its more white. If the icon is white you are receiving optimal protection.

*NOTE* Hud icon can be resized and moved, type /ds in game to see commands.

If you appreciate DefenseShields or WeaponCore please consider contributing:
https://www.patreon.com/user?u=14228932

[*** IMPORTANT NOTE ****]
This mod does not work with the Vanilla combat system, see WeaponCore below.

WeaponCore
These shields are designed to work with my combat framework which you can find here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3154371364

And the mods listed here:
https://github.com/Ash-LikeSnow/WeaponCore/wiki/Current-WeaponCore-ModList

Discord Server
For question or help join the discord:
https://discord.gg/crcBuacDgy

[Howto/Guide]
https://steamcommunity.com/sharedfiles/filedetails/?id=715757295
https://www.youtube.com/watch?v=xKRUwfNj9Pc

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

APIs
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.

Mods:
https://github.com/Ash-LikeSnow/DefenseShields/blob/master/Data/Scripts/DefenseShields/API/ApiClient.cs

Programblocks:
https://github.com/Ash-LikeSnow/DefenseShields/blob/master/Data/Scripts/DefenseShields/API/PbApiWrapper.cs


[Contributors]
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 https://steamcommunity.com/sharedfiles/filedetails/?id=1708781387

[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!

License
https://github.com/Ash-LikeSnow/WeaponCore/blob/master/License
187 Comments
Abisius Jul 22 @ 2:16pm 
@Northac
yeah the percentual penetration from ds side depends on the amount of hp in relation to its maximum hp you have and if you use the shunting system with which you can give up a single side up to all but one side to strengthen the other sides against penetring shots.
if the shieldhp are low enough for it to become penetrable due to low enough hp you will see a number that shows the penetration percentage on the ds hud part.

there is also on the side of wc based wepaons a percentual chance a weapon can have that a shot if able to penetrate a shield regardless of tghe shields hp, though to my knowledge the basic replacer inside wc doesnt add that stuff to the vanilla weapons as it just makes them wc compatible while keeping them as close to vanilla as possible.
Northac Jul 22 @ 12:51pm 
I'll double check the world and mod conflicts. But I was reading through the info for the shields and noticed a section about penetration percentages. I need to look at that again, if those are high on the test beds then that would be my answer. I missed that the 1st time around
Abisius Jul 22 @ 3:10am 
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
Abisius Jul 22 @ 3:10am 
@Northac
that can be due to file corruption, a mod conflict or some stuff havin changed that in wc that need to have some changes in ds to compensate for it.
please go over the standard first aid list (if not already done) and if that didnt help provide an example worl with just ds and wc loaded and the logs where the probs happens with a report what happens on the discord for investigation.
Northac Jul 21 @ 10:52pm 
I have noticed that the shields are not stopping damage from coming through, WC is installed, as is the WC weapon replacer, but grids are still being damaged from things like gattling turrets.
The animation for the shields is working (the ripple looks cool btw) so am i missing something that will fix this?
Abisius Jul 19 @ 1:18pm 
@Jhopmemes (1/2)
jep there is, mostly in relegation to controls and possible functions that could be utilised and some stuff that works different or has not been fully taken over to wc.

for example:
- most wc wepaons are based on sorters and thus you will need to tag them for inventory managementscripts so that they dont get emptied by them
- scripts for weapon control need to be written specific for wc or they wont work
- the ctc ha been completly rewritten from ground up to be able to be used with wc weapons and thus some functions are different or not there
- ai control blocks (defense, offense . .) functions related to weapons might not function
- usually higher combat distances
Abisius Jul 19 @ 1:16pm 
@Jhopmemes (2/2)

- no weapon idle movement
- tools based on vanilla weapons that arent whitelistet as well as all nonwc wepaons are removed by wc if the unsupported mode of wc isnt turned on 8its off by default) but that exist to avoind incompatibility problems between wc and nonwc weapons
- direct control of weapons usually isnt done from the control menu but from toolbar functions (its recommended to go over all the how to links on the wc workshoppage for the controls prior to using it)
- there are quite a few weapons that can use multiple different munitions (ap, he, flak . . .) that can be changed through in the weapon options
- it has less of a performanceimpact in bigger battles than the vanilla system

and that are just the most noticeable.
Jhopmemes Jul 19 @ 1:01pm 
Is there any noticeable change from vanilla to WeaponCore player side?
Abisius Jul 19 @ 10:11am 
@Jhopmemes
as it doesnt work with the vanilla weaponframework due to missing informations from it you will need a weaponframework which is made to work with defense shields.
the only weaponframework atm i know of that it does would be weaponcore.
ATF_Coldblooded Carebear || Jul 19 @ 9:46am 
@Jhopmemes the shield mod is mainly design to counter Weaponcore weapon mod and register the hits while vanilla weapon will have negligible or won't even register damage.