Space Engineers

Space Engineers

Defense Shields - v2.2(8)
485 Comments
@Piolew55
that you write that the shield doesnt show up when beeing shot at while beeing set to "display when hit" points towards using either the vanilla framework or another incompatible weaponframework, a mod conflict or a case of file corruption.
there is a point inside the moddescription stating that it doesnt work with the vanilla weaponframework (this includes weaponframeworkaddons like vanilla+ or rearths advanced combat system), that is due to missing informations from it.

if you already use weaponcore or another weaponframework made to work with defense shields and a check for mod conflict and file corruption also turns out negative 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 for problem reproduction and a premade situations for that reproduction) so that a proper look at it can be taken.
@Piolew55
defense shields is made to work in survival and due to stuff it relies on for working in survival beeing different in creative it isnt working as intended in creative worlds.

as for the weapons not damaging the shield and ignoring it that can be due to different things:
- a weaponframework not compatible with defense shields is used (for example the vanilla weaponframework)
- weapons based on weaponcore with the capability to penetrate shields on a percentual chance are firing at the shield
- the shields hp are low enough that it can no longer reliably protect and thus the shots fired upon it have a percentual chance to penetrate it
- the shield has been switched to structural integrety mode and thus is no longer protecting against weaponfire to instead harden the blocks against collision inpacts on the blocks

the color change is jsut a slight one and the ambient light of the area reflecting on the shield does in my experience outshine it.
Piolew55 Jun 7 @ 7:47am 
there are some weird bugs I have been getting with this mod:
- weapons just sometimes ignore the shield (sometimes they also do 0 damage)
- the shield doesn't appear when hit (I have "display when hit")
- the shields can't change color when i set a different one
- on creative every shield regenerates all of its health every second, which makes larger ones indestructible

still a great mod and it works amazingly outside of these few bugs
Abisius Xarvenius Carbensius May 26 @ 10:40pm 
@Rogueredemption9
could you maybee a bit more precise about what the problem is, atm there is either something lost in translation or something got forgotten when writing the comment.
Abisius Xarvenius Carbensius May 26 @ 10:38pm 
@Firefli
i tried to reproduce it and couldnt so it is something specific that is going on and you will need to provide logs and an example world so that a look can be taken on what is going on either via the discord (preferred) or github which are both linked inside the moddescription.
Rogueredemption9 May 26 @ 1:13pm 
im having shield issues with that no matter what i do, it just wont to the controller, tried every possible way, any ideas what it could be?
Firefli May 24 @ 11:35pm 
yes this is a grid that i built block by block station and my ship, and no other faction member was near, but twice ships poofed.. no explanation, had a shield up on the station 800 out, with 80 mill health, so pretty sure nothing came in.. just poof bot ships were not docked to station, making sure i do this now. one was ready to connect when it just vanished. this also isnt a server setting about a grid i dont own. as i built them .. renamed them.
@Firefli
... damn letter limit . . .

if you put together logs and an example world (a world with no more mods than absolutly needed for problem reproduction and a premade situation for problem reproduction) and report in with that and an as good as possible explanation about what is happening a deeper look on it can be taken.
@Firefli
due to se limitations the shields dont stay up while the grid isnt loaded, so if the world is no longer loaded the shields need to recharge when you load the world again.

as for grid just disappering that is something i couldnt find in my notes about stuff beeing reportet and also didnt experience myself.
make sure you or your factionmembers own every block of the grids or the shield shreds them if not told to ignore every grid (definitly not recommended from my side as then also enemys can pass the shield) or you set a shield frequency in the shield controller and give out this frequency to thrusted ones to put it into a shield modulator on the grid they want to pass the shield with (no shield needed on the passing grid for that).
also possible would be that the cleanup got them if they did fit the rules to be cleaned up.
Firefli May 24 @ 5:39pm 
ok thanks for the explanation ill get on that, also at this point ive had 2 ships randomly disappear, both undocked and inside of a bigger station shield any known reason for this? ive got like 5k hrs in se and ive never had a ship just go poof? unless somehow while offline the shield doesnt stay up?
@Firefli
ok, time to get more detailed.

if the "standard first aid list" i post seperatly doesnt help please take logs, make an example world (a world with no more mods needed than to reproduce the problem and a premade situation for problem reproduction) and report in on the discord.

as for ds and mes together i can only say that i have it running on my end with no probs.

please also keep in mind that due to se limitations any shield needs to be recharged if the world got unloaded and then loaded again.
a negative shield value though is a clear sign something has gone wrong as the lowest it should be is 0, the usual past case with negative shield values where files that had gone haywire.
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).
Firefli May 24 @ 4:52am 
ok so.. this is draggin out. it was fixed went back to my spacestation and it unfixed itself, i have a dedicated server, so i shut down , steam update, and on my comp, validated files.. load in its still broke.. apparently when i logged the second time i was away from the space station, comming back seems to break it
Firefli May 24 @ 3:42am 
apparenly i relogged and nothing happened, an hr later i did again , and its fixed weird
@Firefli
sounds like a file got corruptet, if that is the case then it should be fixable by checking for file corruption.
Firefli May 24 @ 2:49am 
just loaded this in with mes and all of a sudden my shield has an outside circle of red, controller says its now -3 and the hp is dropped.. how do i make it max again?
Gydan May 22 @ 9:25pm 
@Abisius
I wanted to refer to the creator to compliment this mod, in a hurry I got confused, sorry. But I still want to compliment you for the help you give and have given me :)
@Gydan
my mod?
i dont remember making any mod, i am just a fellow moduser that helps out t he ones making the mod with basic stuff that comes up again and again and has known solutions for it.
Gydan May 22 @ 9:02pm 
@Abisius

Thank you so much, you were very kind to help me! ;)
First of all, sorry if I called it gyroscope but I couldn't give it a definable name ahah :°°°D
and congratulations for your mod, it's fantastic. :steamthumbsup:
@Gydan
while i didnt make the video i think i get what you mean,

thats doesnt look like a gyroscope but a navball.
and if that is the case its from one of these two mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=1769427568
https://steamcommunity.com/sharedfiles/filedetails/?id=1401481091
Gydan May 22 @ 4:22pm 
Sorry for this question. In the first video, what mod did you use to get that gyroscope in the steering wheel?
@Noligeek
if you dont understand something ask about it so that atleast an attempt can be startet in explaining it.
Noligeek May 15 @ 9:45am 
Incomprehensible functioning
@Haushalt Satanismus
outgoing from that test i am atm quite sure its not a problem with ds itself but either a specially scriptshielded grid like some of the mes spawned ones, a modconflict, a case of file corruption or just an f1 error beeing the cause for you experiencing invulnerable grids.

but without having the logs its not possible to tell for sure what is happening.
you can provide them via the inside the moddescription linked discord (prefered) or github.
@Haushalt Satanismus
i did just finish making a testwork and testing and couldnt reproduce any invulnerability.
link to worldupload: https://steamcommunity.com/sharedfiles/filedetails/?id=3479822085
load up that world, wait a few minutes for the shield to charge up and then switch either grid, though i recommend changing the nonshielded grid and beeing on the grid with the shield for better monitoring and beeing able to alter the shields power input as a parameter you can change for testing, to a hostile faction and monitor the shields hp. if you switch the shields power scale to mw instead of gw it drops quickly and you can also actually see dmg on the blocks while keeping it on the gw scaling allows you to monitor dmg done to the shield itself (though it isnt big and quicklly regenerated and thus mostly seen when looking into the ifnos form the shield controller table placed down) and heat building up.
@Haushalt Satanismus
so no weaponcore in the world beside ddefense shields?
if you had neither wc nor anpal providing weapons to hit the shields the weapons would be missing the neccessary informations for ds to work properly as is stated inside the mods description.
though anpal isnt listet there its testet to work and made to bridge between wc and vanilla weaponframework and thus is compatible with both but it wont make the vanilla weaponframework compatible wtih wc or ds.

if you had either wc or anpal providing the weapons that would be something that needs to be looked at.
Haushalt Satanismus May 11 @ 6:22am 
The mod stopped working correctly immediately after the update in the game.
Haushalt Satanismus May 11 @ 6:19am 
@ Abisius Xarvenius Carbensius
I was checking the operation of the field in the "empty" world. Of the mods, there was only Defense Shield - v2.2(8). The effect is still the same. There is a field, but it does not work. This only makes the ship immortal and does not disappear without any damage. I carried out all the procedures to clear the world of old mods and check the integrity of the game files. The result was always the same - an invulnerable ship and a non-functioning field.
@GigaCars
just checked to be sure.
wc itself has nowadays a buildin vanilla weapon replacer that just makes the vanilla wepaons wc compatible but doenst touch them otherwise and the seperate wc vanilla weapon replacer mods are slightly changing the balance of the vanilla weapons by adding higher wc functionalities (for example making the rocket turret a missile turret by making the rockets into missiles, so making the unguided munitions guided), giving them more range and such things.
@Haushalt Satanismus
the weapons you linked wont work as they are based on vanilla+ and thus lack the neccessary informations for ds to work properly.
vanilla+ is a weaponframeworkaddon for the vanillaweaponframework.
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).
if you have probs and already mad esure you use a ds compatible weaponframework (wc and anpal are the only ones known to me atm) and did go over the basic error solving steps, going to post the "standard first aid list" to give some details on that, you will need to provide 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) via the discord (preferable) or the github which are both linked insid ethe moddescription.
Zyrack BloodThorn May 11 @ 2:54am 
I can confirm...Our server is experiencing the same issues. Invulnerable AI grids. Haushalt is correct. WC and SD 2.2(8) updated fully.
GigaCars May 10 @ 1:36pm 
that's a different weapon framework
GigaCars May 10 @ 10:26am 
mod still works, it just needs WC to work correctly

try a WC Vanilla weapons replacer
Haushalt Satanismus May 10 @ 7:25am 
I was checking the operation of the field in the "empty" world. Of the mods, there was only Defense Shield - v2.2(8). The effect is still the same. There is a field, but it does not work. It only makes the ship immortal and does not disappear with any damage.
Haushalt Satanismus May 10 @ 4:27am 
Adding to my words, I want to say that the weapon that shoots at me was standard in the game itself. The bots were shooting at me. Moreover, tests have shown that the shield passes any projectiles of any weapon, ignores damage, but makes the ship invulnerable.
Haushalt Satanismus May 10 @ 4:23am 
Hello. Your mod "Defense Shield - v2.2(8)" stopped working after an update in a game called "Space Engineers: Fieldwork Live Now!" This is manifested in the fact that the shield ignores any damage and all projectiles hit the ship's hull. At the same time, no damage is inflicted on the ship itself. It turns out that the ship becomes immortal, and the shield does not lose its margin of safety.
@Wolfpackalpha8
hmm, is it you grid and if that is the case is it yourself or a player in your faction or another player that isnt in your faction shooting at it?

going here for you already using ds compatible weapons (wc and anpal are atm the only ones known to me) which is already pointed towards with mes grids beeing able to damage the shield when shooting at it, though at the same time the bullets just passing through points towards none such weapons beeing used which is a counterindication for it unless either the weapon or shield sided shield penetration possibility is happening.

either way i would say the most clear picture could be given if you would provide an example world (a world with no more mods than needed to reproduce a problem and theyre modrequirements as well as a premade situation to reproduce the problem) and logs from tests in that world and other worlds where it happens either via discrod (preferable) or the linked github.
Wolfpackalpha8 May 9 @ 3:55pm 
i noticed something about the shields that may be a glitch but it wont show that the shield is being hit if it is a player ship and bullets will just pass through the shield but deal no damage to neither the shield or ship but it works just fine when it is spawned in by mods like Modular encounter system. any chance this could be fixed soon its been bugging me for a while as it breaks the immersion im trying to get in one of my worlds
@Dracolich
that is no bug but and year old known se limitation based known issue as the laser antenna needs los and the shield is if you break it down to the barebones a block shoved into the way of enemy fire and thus is breaking los of the laser antenna while sun based stuff can somehow still work fine while they usually also dont work behind a block.
there are a few mods out there which remove the requirement for laser antenna to need los which you can use to allow the laser antenna to work through a shield.

that is atleast to my understanding from using ds for years and from what was explained over the years.
Dracolich May 7 @ 6:07pm 
So I just noticed a weird little bug with this mod. If you use this mod, and your shield emitter block is ON, it will keep LASER antenna from being able to connect outside of the shield bubble.

It does not matter if your shield is down. Laser Antenna cannot work if the shield emitter is powered. If you power that off, laser antenna can connect again. I tried turning the shield controller off and that changed nothing. I added enhancers/modulators and clicked things like "Allow allys/entities access" and the issue persisted. I tried it both with Weaponcore and without, and it persisted.

If the shield emitter has power, connecting to any laser antenna outside of the shield bubble's range does not work. I had my two laser antenna for testing this. One on my base (I had the shields down), and one on a ship. If the two antenna were right next to each other, they could connect, but once I got about 50-ish meters away (the edge of the shield bubble), the connection cut off.
GigaCars May 7 @ 10:21am 
so just weird interactions in a way like i believed before

RSS has a free to use API released by the maker, Echthros, so it would be easy to fix if snow(or Ech if he decides to make it not apart of the main grid to help with defense shields ig) were to try it

there is alternatives to this mod anyway, i'll use those for RSS ig
Deapri May 7 @ 8:03am 
So, what seems to be happening there, those guide highlights are using invisible blocks to render position but they are associated to the grid, the shield is not hooked to them via the api to know to ignore them so as the other mods move things around, the shields are attempting to surround what they think is the whole grid. I would advise collaboration between authors here if there is not a clear path via the API forward to tell the shields to ignore these phantom shapes.
Deapri May 6 @ 6:32pm 
I'll poke at this some tomorrow and see if I can find an assembly conflict between the mods.
GigaCars May 6 @ 2:08pm 
wait i meant narrowed and found no issues with

anyway, the real cause was just RSS, almost likely it's weird interactions

i'll see if it's fixable on Ech's side
GigaCars May 6 @ 12:16pm 
ok so

i narrowed out the following

Real Gas Giants
the mods i added

so it's probably real solar systems, i'll try adding the mod to it and removing the other planets then making a temporary system to test
GigaCars May 6 @ 11:56am 
the first one WAS a full world, it was one with the issue already reproduced, to see if it's not just a me-issue, was not a test world in itself

as for the gas giants, ech has fixed the issue already


anyway, adding mods to see what is causing the conflict, i'll narrow out what is causing the issues eventually