Space Engineers

Space Engineers

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Energy Shields
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
109.749 MB
Jul 19, 2015 @ 11:55am
Aug 23, 2019 @ 9:10am
88 Change Notes ( view )

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Energy Shields

Description
NEWS:
All new models have been contributed by Shaostoul!

Description:

This mod adds fully functional shield generators to the game that protect the whole grid from incoming damage! You can also upgrade them with special modules to boost their stats, or change their stats through the config file to your taste.

The mod now offers two seperate recharge modes:

The default mechanics are similar to Eve Online, they have their recharge rate peak at 25%, and below or above that it is slowly reduced.

The alternative mode, activatable through the config file, works like in many popular games like Halo. The shields will recharge quite fast after taking no damage for a certain amount of time (four seconds / 240 ticks by default).

Following are the default values for all blocks, you can change most of them in the config file:

Small Shield Generator (large ship):

Size: 1x2x1
Power: 4.5MW
Base Shield Strength: 10,000 points
Base Recharge Rate: 1 points per tick

Small Shield Generator (small ship):

Size: 1x1x1
Power: 200kW
Base Shield Strength: 350 points
Base Recharge Rate: 0.1 points per tick

Large Shield Generator (large ship):

Size: 2x4x2
Power: 85MW
Base Shield Strength: 200,000 points
Base Recharge Rate: 100 points per tick
Upgrade Slots: 16

Large Shield Generator (small ship):

Size: 3x3x3
Power: 4.5MW
Base Shield Strength: 10,000 points
Base Recharge Rate: 3 points per tick

Shield Capacitor (large ship):

Size: 1x1x1
Power: +100% of base power consumption
Shield Strength Increase: +100% of base points

Shield Flux Coil (large ship):

Size: 1x1x1
Power: +100% of base power consumption
Shield Recharge Increase: +500% of base recharge

To read out the current shield strength of the grid, write ":" behind the name of a Shield Generator, the shield strength will be updated automatically from there.

You can also write "/shield ShowOnHud add" into the chat while sitting in a cockpit to show the ships shield status on your HUD. To remove the output type "/shield ShowOnHud remove".

Config File

In your AppData/Roaming/SpaceEngineers/Storage/EnergyShields_EnergyShields/ folder you can find the configuration file EnergyShieldsRelease.cfg that is generated if you have started the mod once. There you can change the values of the generators and upgrade modules to your taste.

All config values are explained below. Each time value is measured in ticks, and the game runs with 60 ticks per second. If you don't find some of the options in your config file, remove it and let it regenerate automatically with the next mod startup.

For shield generators:

"basePoints": The number of shield points one generator of that type adds to the grid. It accepts floating point numbers.
"baseRechargePeak": The number of shield points per tick that the shield regenerates at 25% strength. For the alternative mode, it is this value flat. It accepts floating point numbers.
"basePowerConsumption": (Currently out of use, might change in the future again) Regulates the power consumption of the generator in MegaWatts. It accepts floating point numbers.

For upgrade modules:

"basePointsPercentage:" Defines how much shield points a Capacitor adds to the shield generator. By default, it adds worth an additional shield generator of that type. It accepts floating point numbers.
"baseRechargePeakPercentage": Defines how much the shield generation is boosted by one modules. By default the generators current recharge is multiplied by five and added to the generator. It accepts floating point numbers.
"basepowerConsumption": (Currently out of use, might change in the future again) Regulates the power consumption of the upgrade module in relation to the generator it is attached to. It accepts floating point numbers.

Alternative recharge mode:

"AlternativeRechargeMode": Enables or disables the alternative recharge mode that behave like described above. Accepts "true" or "false".
"AlternativeRechargeDelay": Defines the delay in ticks until the shield starts regenerating again after taking damage. By default it is 240 ticks, or 4 seconds. Accepts integers.
"AlternativeRechargeMultiplier": Defines how much the baseRechargePeak value is being multiplied when regenerating, to make the shields feel different and load faster then in default mode. It accepts floating point numbers.

Miscellaneous:

"BlockGrinding": Defines if it is possible to grind blocks, even though they are protected by a shield. Accepts "true" or "false".
"collisionAndGrindDamageModifier": Multiplies the amount of damage the shield takes from collisions and grinders/drills. It accepts floating point numbers.
"directDamageModifier": Multiplies the amount of damage the shields take from explosives and weapon projectiles. It accepts floating point numbers.
"StatusUpdateInterval": The interval in ticks it takes for a shield generator to update its strength status :(XXXXX/YYYYY) in its name. By default it is set to 100 ticks. A ChangeNameMessage is send to ALL clients when it happens, so don't go overboard with it. I personally prefer 10 ticks. Accepts integers.

KNOW BUGS:

- The new decal system disrespects the damage system

Recommended Addons:

(THYA) Shield HUD Script: An advanced script to easily display your shield status on an LCD with all sorts of fancy graphics!


Special Thanks to:
- Shaostoul contributing new, awesome models!

BUILDING A COMMUNITY
Shaostoul is building a community focused on working together, helping one another out, and generally being a swell bunch of nerds. Everyone is invited to join the community to encourage jolly collaboration and shenanigans in a mostly pleasant environment.
DISCORD[discord.gg] - The hub of it all. Dank memez encouraged.
PATREON[www.patreon.com] - Helps me help you and create mods/content. <3
YOUTUBE - Mostly just modding tutorials right now.
TWITTER - Trying to be active here but, it's a weird platform.
TWITCH[www.twitch.tv] - For when I livestream modding and other nonsense.
Popular Discussions View All (50)
221
Jul 8 @ 1:58am
Bugs
Cython
169
May 24 @ 3:37pm
PINNED: Suggestions
Richard Conway
73
Apr 14, 2018 @ 1:06pm
PINNED: Visual Effects
Cython
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4,101 Comments
BinaryKiller1337 Jul 11 @ 12:57pm 
Ah okay, I havent been able to check since I have been super busy
azamoroz44 Jul 11 @ 12:00pm 
@BinaryKiller1337 I beleive the models are updated now
BinaryKiller1337 Jul 10 @ 4:57am 
Is the models updated yet? I am wondering because the bulky model doesn't fit with the new style of SE
8vantor8 Jul 10 @ 4:54am 
@cpt macmillan When i used them they did
8vantor8 Jul 10 @ 4:52am 
@niel the answer is no, it's all or nothing
Spartan Jul 7 @ 5:09pm 
Any way to add this shield to npc ships ?
Cpt MacMillan (Gaz) Jul 6 @ 12:49pm 
if you have enough power to sufficiently supply your shields, and if you have it set up correctly ect, would the shield actually prevent damage to your ship if when you collide into terrain/crash onto a planet (say you didnt break early or have enough thrusters) or asteroid if you have the power supply to keep it up and charged?
Dorimanx Jul 4 @ 2:51pm 
No damage from Warheads to shields.
Niel Jul 2 @ 5:26am 
Is it possible to have a part of the grid not covered in shield? I want to make heavy armor nose to ram enemies ships withour losing shield points. Any help/idea?
Furykuiku'l Jun 26 @ 6:08pm 
ddredar the issue your having is due to creative mode as energy is not used the same way as normal in that you always have unlimited power so no matter the power draw your system has it wont fail to power everything for ever for example one of mys main ships on my server has over 50 high power reactors and the shield will only stay up for at most 18 mins under constant fire thats with more than one shield system on the ship