Space Engineers

Space Engineers

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Midnight Shield Systems
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
5.845 MB
Jul 24, 2024 @ 3:24am
Nov 7, 2025 @ 7:06pm
51 Change Notes ( view )

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Midnight Shield Systems

Description

We here at Midnight Corporation are pleased to announce our latest in defense technologies - shields! Don't question how they work, we don't know either.

Trusted by both navies and civilians, our shielding will weather enough fire for you to run away or shoot back. Your choice!

Just make sure you got enough power before you start throwing these things into your hull, and you're all set.
Just a small note: due to various inconvenient laws of physics, these shields will start to let energy through as their field strength weakens. Doesn't matter how many R&D people we fire, they can't fix it.

Note: Warranty void if any "remove before use" sticker is removed from any componentry, or if any replaceable fuses are replaced.
*™ does not actually demarkate a registered trademark and is only here for flavor text.


This mod adds two types of blocks:
- Main shield blocks, and shield upgrade blocks. Main shield blocks provide the grid with a skintight shield that can be enhanced through shield upgrade blocks. They are however, limited to 1 per grid, with any more exploding.
- Main shield blocks suffixed with ':' will display current sHP/total sHP in their name.
- Shield upgrade blocks can only modify a ship's shield, not produce it, but have no limit and can be placed anywhere on the grid to modify the shield.
- Blocks will automatically work, so long as they are on. No user setup or maintenance is required beyond placing them.



Shields have various stats and damage multipliers, but the most important ones are the following:
- Shield HP (sHP): The strength of your shield
- Shield Regen (sHP/sec): How fast your shield HP regenerates
- Regen Cooldown: How long the shield takes to start regenerating after sustaining damage,
- Shield Bleedthrough: How much damage does the shield let through depending on the shield HP percent, with different shields having different bleedthrough curves.
- Shield damage type resistances - how much each damage type will damage your shield.



The mod automatically provides a shield HUD which displays critical information like shield HP, regen, and bleedthrough in an extremely easy to read manner (text).

The HUD can be toggled through the "/toggleshieldhud" command
The HUD can be moved through the "/setshieldpos <x pos> <y pos>" command, where X and Y range from -1 to 1 each, with (0, 0) being the center. Default is (0, 0.8). (1,1) is top right.



Utilizes a shield framework mod made so that other modders can implement their own shield systems.


LG Main Shield Block
- provides 100k sHP
- provides 1000 sHP/sec regen
- requires 45 seconds after being hit to start regenning HP
- 40% pen and gatling weapon damage modifier
- 200% explosive damage modifier
- Bleedthrough curve is the quartic curve, found on desmos[www.desmos.com]
- Also an air vent for pressurizing spaces

SG Main Shield Block
- provides 10k sHP
- provides 100 sHP/sec regen
- requires 45 seconds after being hit to start regenning HP
- 40% pen and gatling weapon damage modifier
- 200% explosive damage modifier
- Bleedthrough curve is the quartic curve, found on desmos[www.desmos.com]
- Also an air vent for pressurizing spaces

NPC Main Shield Block (LG only)
- provides 100k sHP
- provides 1000 sHP/sec regen
- requires 45 seconds after being hit to start regenning HP
- 4% pen and gatling weapon damage modifier
- 20% explosive damage modifier
- No damage bleedthrough
- Also an air vent for pressurizing spaces
- Not intended for use by players. This mod does NOT automatically provide NPC grids with shield blocks.

LG Shield HP Upgrade Block
- provides 100k sHP

SG Shield HP Upgrade Block
- provides 10k sHP

LG Shield HP Regen Upgrade Block
- provides 750 sHP/sec regen

SG Shield HP Regen Upgrade Block
- provides 75 sHP/sec regen

LG/SG Shield Alt Upgrade Block
- converts the damage bleedthrough curve to the alt damage curve, found on desmos[www.desmos.com]
- Functionality is not able to be turned off through terminal on/off



FAQ:
Does this work with weaponcore?
- Yes, although most WC mods are balanced around the Defense Shields mod, which has orders of magnitude more HP than this mod would realistically provide without stat changes.

Mod.io?
- No, this mod uses clientside scripts, which are not allowed on consoles.

Does this mod add anything to NPC ships?
- No; I don't feel learning the various NPC mod APIs to make this possible either.

This mod is not balanced with <insert mod here>. Can you buff/nerf it please?
- No.

Where can I find the ship and weapons featured in the screenshot and gif?
- The ship is a battleship of Nerd e1's and up_grayedd's make that I have no intention of making public, while the weapons are from an unreleased weapon mod by retrograde_orbit. As such, neither are findable.

How can I configure this mod for my own purposes?
- You will need to upload a separate mod modifying this mod's stats, using the framework's Definition Priority system. Don't worry, its not that hard. I will recommend looking at the SE Wiki's intro to modding[spaceengineers.wiki.gg]. Afterwards, take a look at the Shield Framework's example mod, as well as how this mod sets up its definitions, and ModAdjusterV2 if you intend to modify the blocks themselves.
Alternatively:
1. Download this mod.
2. Copy the folder `C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\3295760795` to `%appdata%\SpaceEngineers\Mods` and rename it.
3. Within that copied folder (this mod), delete the modinfo.sbmi file, the Texture and Models folders, and all .sbc files in the Data folder.
4. Navigate to inside the folder at `ModFilePath\Data\Scripts` and open the .cs file there. Set DefinitionPriority = 1 for all definitions, and then modify the stats to your liking.
5. Upload the mod (upload button is present when selecting any local mod in the SE mod selector), and set this mod as a dependency on steam.
6. Add this mod as a dependency & link this mod on the WS description of your mod to provide adequate credit.



Have an issue?
Discord Link: https://discord.gg/dxfxcnvXeh
Please report issues here. I do not check workshop comments very often.



CREDITS
All models by retrograde_orbit.
All scripts by Nerd e1.

REUPLOAD POLICY
You cannot reupload this mod. If you wish to make stat changes, use ModAdjuster and the Shield Framework's priority system, and have this mod as a dependency to achieve desired results.
Popular Discussions View All (1)
0
Aug 21, 2025 @ 5:04am
Some Ideas I thought of
DeftNerd
53 Comments
TheRebornAce Apr 8 @ 8:12am 
@Bastard that explains nothing and gives no hint on how to assist
Bastard Mar 4 @ 4:42am 
not working.
DMMWolf Mar 2 @ 4:43pm 
just as an Aside how well does this work side by side other Nerd Framework Shields, like O-Yaroi
TheRebornAce Jan 29 @ 3:19pm 
@Merlin8326 recent framework update has fix this. Should be able to hide them in your inventory now
Merlin8326 Jan 26 @ 9:56pm 
I dont know if this has been brought up or suggested. Can there be a hide inventory toggle be added to the upgrade blocks for them to be ignored in the inventory system. When you have alot of them it is difficult to scroll through them all to find your empty cargo or other inventory needs.
bigbabybull Jan 25 @ 5:15pm 
limit to 1 per grid or it will blow up? the main shield or the upgrade or both together?
julia.k.hutt Jan 10 @ 1:48pm 
i wish there was a shield mod that protected you from heat from the aerodynamics mod
mick Jan 7 @ 7:53am 
NOT A SCRIPT
King DaMuncha Oct 21, 2025 @ 1:04am 
This still drains as much battery life before, during, and after charge. On a large grid ship with 4 batteries, battery life is reduced to 28 mins
Roycewhal Oct 13, 2025 @ 1:34pm 
Been absolutely loving this for added lightning protection on my Pertam small grids builds. Thanks!