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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.
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.
- 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
https://support.keenswh.com/spaceengineers/pc/topic/48101-shielding-upvote-if-you-want-se2-to-have-new-technologies
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.
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.
... 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.
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.
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.
- 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).
sounds like a file got corruptet, if that is the case then it should be fixable by checking for file corruption.
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 :)
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.
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.
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
if you dont understand something ask about it so that atleast an attempt can be startet in explaining it.
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.
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.
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.
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.
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.
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.
- 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).
try a WC Vanilla weapons replacer
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.
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.
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.
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
anyway, the real cause was just RSS, almost likely it's weird interactions
i'll see if it's fixable on Ech's side
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
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