Space Engineers

Space Engineers

Defense Shields - v2.2(8)
583 Comments
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 of the affected mods 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 of the affected mods 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).
@Piolew55
if all that fits and the shots still go through please go over the "standard first aid list" and if that one doesnt help please report in on the discord with logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for a reliable reproduction) so that it can be looked at.
@Piolew55
the shield can fully stop shot including the bullets.

for the shield to fully stop the shots you need to have the right requirements:
- a ds compatible weaponframework (see moddescription), to me there are atm only weaponcor and anpal known
- a shield not set to structural integrety mode
- the side that gets hit not shunted away
- a weapon that doesnt have a percentual chance for shield penetration or the chance not happening
- enough hp on the shield for not having a percentual shield penetration chance or the chance not happening

in case you use wc the vanilla weapons are internally replaced with a wc compatible version without any balance changes to it.
Piolew55 Nov 8 @ 12:16am 
Is there an option to enable physical shields again (the ones that stop the bullets before they hit the ship and stop grids)? Because I’ve seen some YouTubers using physical shields in their recent videos but for me I can’t get them to work
@MrQuantumGames
what hangar mod?
MrQuantumGames Nov 6 @ 11:47pm 
I've noticed an increase in desync with the Hnagar Mod and the Shield Mod - when you pull a ship out of a hangar, you need to toggle the shield status up/down multiple times before the shields will actually reflect their true value.

Hangaring it whilst the shields are up and at full strength, when unhangaring the HUD and block status show the shield is active but all weapons fire is bypassed and attacks the grid directly.
@Coltonjay14
already possible to do with a station shield, atleast once the shield pressurizer is back in if its not already back in.

dont use that one myself so i dont keep an eye open for it.
you put a shield pressurizer down inside the station shield with los to the shield area and feed it with ice and it will slowly pressurize the shield which takes longer the bigger the shield is, but the pressure is lost upon loss of shield on atleast one side (which includes shunting a side away to strengthen others) and you will need to do the pressurization once again.
Coltonjay14 Nov 5 @ 7:26pm 
Suggestion ; Make it so that the area inside the shield works like a pressurized room, making bases on planets with oxygen around them if there's no such thing on said base location.
Lathy...or is it Nov 1 @ 8:54pm 
JSYK, Shields kinda sorta work with vanilla, just not reliably, and they don't get depleted by incoming fire. It's a kind of at-your-own-risk thing, which, IMO is acceptable, since the mod isn't intended to work without WC
Lathy...or is it Nov 1 @ 8:51pm 
Can we please have the shield pressurizer back? Thanks
@Doruaraebe_
definitly strange.
only explanation for it i can think of would be a loading error as you said you have gone over the "standard first aid list" which should already sort out the other possibility of file corruption of the modfiles that could cause such a behaviour in my experience.
Doruaraebe_ Oct 31 @ 4:12pm 
I have managed to fix the issue after removing and replacing the mod. I cannot find any issues in the logs of the server, but I am just glad it is fixed. Sorry for the hassle
@Doruaraebe_
wc itself has an internal replacer for all vanilla weapons nowadays and as long as you dont use another mod to alter the vanilla weapons that isnt based on wc that one works.
also make sure you are not in structural integrety mode or shunted away the side of the shield thats beeing shot. check you shield sides health as it gets a percentual chance of shots getting through if the hp go down low enough and wc based weapons can be made with a percentual chance of shield penetration, though the internally replaced vanilla weapons dont have that.

if you can provide a world with your shield setup i can take a look for setup errors of the shield itself and if you share your modlist i can look for obvious and already known conflicts. in both cases i would suggest doing it via the discord as there are others that dont check the comments often that then can also take a look at it and might find something.
Doruaraebe_ Oct 31 @ 3:48pm 
@Abisius Xarvenius Carbensius Hi, sorry for being blunt here, but I did in fact have WeponCore and a bunch more other mods that require WeaponCore (custom weapons etc). I am currently experimenting with recreating it and trying to find the root of the issue now, but if I require any further help, I'll pop into the Discord and submit a wee ticket with the issue. I ahve tried the first aid kit already and to no effect, weapons still penetrate through the shield, specifically Vanilla weapons, which is slightly more concerning
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 of the affected mods 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 of the affected mods 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).
@Doruaraebe_
sounds like you didnt read the moddescription properly or didnt understand it.
what you descripte is sounding like you dont use wc or another weaponframework made to work with ds (to me there are atm only wc and anpal known to be compatible with it.) and you will need to use one with it as others lack the neccesary informations tor the shield to work properly.

if you want to play with the vanilla weaponframework or a weaponframeworkaddon based on it (for example vanilla+, rearths advanced combat systems) you will need to use another shield mod if you want working shields.

if you are already using wc or another weaponframework made to work with ds please go over the "standard first aid list" and if that one doesnt help please report in on the discord linked inside the moddescription with logs and an example world (a world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for problem reproduction).
Doruaraebe_ Oct 31 @ 1:11pm 
I have a problem with MES where somehow, all of them can shoot through the damn shield and destroy everything...How do I fix this? Is it even fixable?
@gachd
possible he got caught up in some of the cleanup mentioned in the changelog
gachd Oct 25 @ 8:20am 
What happened to the shield pressurizer?
@King DaMuncha
that would require the vanilla weaponframework to provide the neccessary informations and it was tried for years to get it working properly with the vanilla framework but the attempt was dropped when railguns came it as changes that came with the same update did break most of what was barely working (dmg was in most cases stopped but the shots did go through, delivered the full intertia to what they hit after the shield instead of to the shield and could still deform blocks) with it and it was at that point decided to drop the attempts to make it work with vanilla until the neccessary informations are avaible.

atm the vanilla weaponframework and all weaponframeworkaddons based on it (for example vanilla+, rearths advanced combat systems) are affectet by this lack of informations from the weaponframeworkside.
King DaMuncha Oct 21 @ 1:23am 
Can you make this work with vanilla weapons?
@Racial Ghoul
from experience the usual cause for that is the wrong emitter in use.

you need a station shield emitter and not a shield emitter or compact shield emitter on a station as the shield emitter and compact shield emitter are made to work on ship type grids and the station shield emitter to work on station type grids.

if that all isnt helping i postet the "standard first aid list" a few posts down and that one should help to sort the most common stuff out and if that one also doesnt help please report in on the discord linked inside the moddescription with logs and an example world (a world with no more mods than absolutly neccessary to reporduce a problem and a premade situation for problem reproduction) so that it can be investigated.
Racial Ghoul Oct 13 @ 12:59pm 
how do I make my station shield work? Its Always no valid controller and "something about being in contact with the soil or something. The emitter is already outside I have the controller in place, what am I not doin? I just want to put a barrier on my asteroid . Please help.
@FinnerDragoon
it shouldnt and usually its caused by a failed download of the modfiles, did you already sort that out?
FinnerDragoon Oct 5 @ 3:00pm 
i love this mod but it make my world fail to load when its enable now plz fix
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 of the affected mods 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 of the affected mods 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).
@Mr7Slug
that the weapons dont fire on the missiles is usually due to using wc weapons together with nonwc weapons in the world cause one cant see the other.
also neccessary is to have a non console world (ds and wc arent console compatible) and make sure steam itself (not the steam friend system) is in online mode.

if that isnt the case on your end and you have only wc based weapons in use please go over the "standard first aid list" and if that doesnt help report in on the discord linked above with logs and an example world (world with no more mods than absolutly neccessary for problem reproduction and a premade situation for problem reproduction).
Mr7Slug Oct 4 @ 7:54am 
Im running MES and Assert and all those extra factions, along with this and weaponcore, and it seems like with 1.8 mil shields, they are effectively doing nothing. Am I doing something wrong? It looks like the shield is getting hit, the HUD shows it taking BARELY any heat or damage, but my ship is getting absolutely shredded and I can see missiles just whizzing right through the shield without issue. my point defense is also not targeting these missiles, so I have no idea whats going on with it.
@Квант
check if you maybee set it to "structural integrety" as that would remove protection from enemy fire.
also possible could be a mod conflict or file corruption which should be possible to sort out with the "standard first aid list" (postet a few comments earlier by me) and if that all doesnt help the discord linked inside the moddescription is the usual place for deeper assists.
Квант Sep 26 @ 7:30am 
Hey guys, I'm having a problem with my shields. They just stopped working. I have a green circle indicating they're working, but for some reason it's different from the circles shown in the guide. And when I attack enemy units, the shield doesn't activate. It's like it doesn't exist. Where can I send a picture?
GermanGinger Sep 20 @ 7:07pm 
Is there any chance for a separate radiation shield for stations? The safe zone shield doesn't stop radiation
@Xenophile30
choose the measuring unit you want to use and then move the slider wher you want it. in my experience that slider can move in full number increments, think you could also rmb on it as with any slider that is present on vanilla blocks to directly input a number.
Xenophile30 Sep 19 @ 10:54pm 
How do i fine tune shield power usage. I choose gigawatts but i cant enter a value. 1 and 2 gigawatts is alot less than what i would like to use but the slider only hits 1, 2 and 6.42, but 6.42 gigawatts is more than i can generate. I specifically want the shield to use 4 or 5 gigawatts but the sliders are sooo annoying on this!
Benthedaddy Sep 18 @ 1:56pm 
@Abisius Xarvenius Carbensius
Same happens in survival. Will try joining the discord tomorrow or i might just leave it. Seems fine on ship grids and im almost ready to build a capital ship anyways.
Abisius Xarvenius Carbensius Sep 18 @ 12:48pm 
@Benthedaddy
ds is designed to work in survival and due to some things working differently in creative (for example the power supply on which the shields functions atleast partially rely) has unintended sideeffects, so please repaet the test in survival and if you can get the same results there please report in on the discord linked in the moddescription with logs and example world.

and yes we already had i nthe past probs that only appeared in creative but werent there in survival and fixing them would have broken the shield in survival, one example would be differences in charging behaviour due to the different power production in ceative in relation to survival.
Benthedaddy Sep 18 @ 12:39pm 
@Abisius Xarvenius Carbensius
Tried all this and still seems to act oddly.
To replicate just start a new world on creative with just defence shields and Weapon core. Go to earth, make a station base and place a station emitter, table controller and reactors.
Seems odd that its only the station shield that is acting poorly. If it works for you then I dont get it.
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 of the affected mods 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 of the affected mods 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).
@Benthedaddy
if going over the "standard first aid list" doesnt help please report in with logs and example world on the discord.
Benthedaddy Sep 17 @ 1:37pm 
Shield charging is broken on stations. Confirmed this with a fresh save with only Defence Shields and Weapon Core. Stations charge to around 50 percent and recharge crawls regardless of how many reactors I add. Ships Shields are working as expected.
@Hikeman
as mentioned in the comment directly before yours you can go into the defenseshields.cfg which is inside the main storage folder and fiddle around with the values in there to adapt the shield to your liking but it will alter all shields on all grids in all worlds hosty by the system the file is on.
Hikeman Sep 17 @ 5:26am 
Hi does anyone know if we are able to increase some sort of multiplier for NPC Shields so they are stronger?
@valeriowar
the shield rechargerate is percentual to the shields hp in relation to the hp already charged.
so if you want to have more shieldhp faster you need to feed it more power or make it smaller with the same power input to give the shield more hp, but it will then probably also charge longer to get to 100% and also take longer get charged up far enough to get above the hp area where shield penetration is possible due to low shield health and thus every wepaon get a percentual chance to penetrate the shield.

you could also go into the defenseshields.cfg inside the main storage folder and alter values there to tailor the shield to what you want, but that will effect all shields in all worlds hosted by the machine the file is on.
valeriowar Sep 16 @ 2:32am 
how can i speed up the charging time of the shield?
@darthvane247
if you can bring the console version of se to a point where it uses userside scripts it could probably be possible but as long as the console devs dont allow se to run client side scripts on the consoles it wouldnt have any use.
@[82DK] wyomingwolf
you mean making the bug on the keen end of things introduced by keen into a feature?
would if it happens probably better be on the optional side of things as i think its more on the niche end of features.
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 of the affected mods 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 of the affected mods 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).
@Leia_furbix
did a small test and outgoing from that what you experience is probably one of the following cases:
- mod conflict
- file corruption
- f1 error

the first 2 are easy to sort out by going over the "standard first aid list" and the last one is a bit more complicatet as that depends on how the shield was setup and the power situation on the grid.
from my experience less that 100kw of power for the shield results ins hickups with it and from helping others many dont tell a ship type shield to ignore voxel with the help of a shield modulator while at the same time landing on voxel which would results in the shield either not forming or overloading.
if you can provide an example world (world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for problem reproduction) after sorting out if its one of the first 2 i can go over your shield setup and look for setup problem.
[82DK] wyomingwolf Sep 15 @ 3:48pm 
Lower shield to jump, in theory that makes it sound lore friendly for some sci fi aspects. Shunting all power to warp away from danger yet in process makes one lose shields

Just random thought
GigaCars Sep 12 @ 7:51pm 
mod.io is not possible with this mod due to scripts
darthvane247 Sep 12 @ 6:43pm 
Can you add this to mod.io please