Before reporting an issue please rename the problem shield controller to «DEBUG». Reproduce the issue with debugging enabled.
Create a screenshot of the output on the client and get a copy of the log from the admin (if multiplayer, file location is listed below), then post link to the files here.
In addition I ask that you always try to reproduce the issue in single player and create a steam workshop collection of the worldsave along with all the mods you are using and either make it public or add me on steam and grant me access. In many cases this is the only way I will be able to reproduce and fix the problem. See here for instructions:
https://www.bisecthosting.com/clients/knowledgebase/94/How-to-create-a-Steam-Workshop-collection.html
The config and debug files can be found here:
C:\Users\UserId\AppData\Roaming\SpaceEngineers\Storage.
C:\Users\UserId\AppData\Roaming\SpaceEngineers\Storage\1365616918.sbm_DefenseShields\
Rename your block when done debugging, otherwise it will autodisable on the next restart.
Please vote here, it is important to the future of this mod: https://support.keenswh.com/spaceengineers/pc/topic/api-additions-needed-for-shield-mods
The following properties can be found on any ImyUpgradeMOdule block or ProgrammableBlock (via MODApi or PB). In addition the ApiClient can be used to init from session.
Thank you Neimoh for the awsome emitter models! Thanks to AutoMcD for the O2 Generator and Control Block. Thanks to Enenra for shield voice warnings. Thanks to Whip for all of the fancy math help. math makes what would otherwise be dull and lifeless beautiful. Last but certainly not least, a big thanks to Nukeguard for the shield models/textures, shield hud icon, Modulator blocks, damage enhancer blocks, armor emitter blocks, block balancing, particles, testing, guide and more!
Thanks to Alysius for reworking the shield hit wave effects!
Equinox, Digi and Rexxar for putting up with all of my questions and providing awsome suggestions and examples.
Also much thanks to «Abisius» for providing support in the steam comment section! He has answered a ton of peoples questions over the last year or more!
Space engineers мод на щиты
При наличии ошибок или если хотите, чтобы я добавил что-то в гайд, пишите в комментариях к гайду.
Основы: Какие части делают что.
1) «Контроллер щита» управляет настройками щита щита, поле щита никогда не будет работать без этого блока. На каждом гриде может быть только один активный контрольный блок (у вас может быть более одного в качестве резервных копий, но только один будет работать для управления щитами, с тегом в начале названия, как говорилось выше).
Ползунок «Скорость восстановления» для уровня перезарядки работает следующим образом: сдвиньте вправо, чтобы увеличить скорость перезарядки, сдвиньте влево, чтобы увеличить ХП щита. Чем выше скорость перезарядки, тем ниже будет ХП, и наоборот, для большего ХП более низкая скорость заряда.
Индикаторы тепла щита
7 точек в центре значка щита обозначают тепловыделение:
для каждой заполненной точки это 10% тепла и 50% потерь на перезарядку, поэтому, когда все 7 точек заполнены красным, ваш щит больше не восстанавливается. Они начнут заполняться оранжевым, затем красным, а затем мигают красным, когда щит больше не перезаряжается из-за нанесения урона.
Прочность щита
Чтобы дать вашему щиту больше прочности или скорости зарядки, вам нужно больше энергии. Большая мощность = потенциально более высокая скорость перезарядки и ХП. Кроме того, увеличение размера вашего щита ослабит его, если вы не добавите больше энергии на грид (не относится к станциям с блоками усилителей щита). По умолчанию ваше здоровье щита не может превышать общее количество здоровья вашей станции / корабля (сложите все ХП для всех блоков грида). Скорость перезарядки щита также ограничена в 2 раза уровнем мощности и максимума ХП.
4) «Усилитель щита» является также необязательным блоком, но нужен для обеспечения дополнительной защиты от ЭМИ (если она включена в терминале модулятора), которая уменьшает повреждение ЭМИ в 20 раз (суммируется с защитой энергии модулятора). Для станций эта защита автоматически включается с помощью блока усилителя и за эту защиту не взимается штраф / плата. Однако, для кораблей вы должны включить эту защиту в модуляторе щита (и иметь установленный усилитель), и когда он включен, щит генерирует и отводит тепло в 10 раз быстрее. Если щит достигает максимума нагрева, он будет перегреваться в течение 30 секунд, и в течение этого времени перезарядки не произойдет (каждый уровень нагрева снижает скорость перезарядки вдвое по сравнению с предыдущим значением). Также на станциях блок усилителя удваивает количество энергии, необходимое для поддержания щита, но также уменьшает количество урона, которое он получает от столкновений, и устраняет штраф за масштабирование.
5) «Щитовой генератор-герметик О2» нужен для наполнения всего внутреннего пространства щита кислородом. Работает только на стационарных (статических) гридах, он должен быть подключен к той же сети, в которой включен генератор щита, и подключен к источнику льда. Если щит падает, весь воздух в нем будет потерян.
Щиты, которые отключаются из-за взрыва ЭМИ, остаются в автономном режиме гораздо дольше, чем обычные перегрузки щитов, а именно, от ЭМИ щит выключается на 60 секунд.
Режим защиты: «Усиление структурной целостности».
Может быть доступен на кораблях через модулятор, если установлен усилитель щита. В этом режиме щит обеспечивает прямое усиление корпуса корабля от столкновений с вокселями / землей и другими объектами. Эта функция была в основном добавлена для майнеров.
Подпишитесь, чтобы загрузить
Energy Shields
All new models have been contributed by Shaostoul!
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».
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.
«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.
— The new decal system disrespects the damage system
(THYA) Shield HUD Script: An advanced script to easily display your shield status on an LCD with all sorts of fancy graphics!
— Shaostoul contributing new, awesome models!
Подпишитесь, чтобы загрузить
Energy Shields
All new models have been contributed by Shaostoul!
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».
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.
«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.
— The new decal system disrespects the damage system
(THYA) Shield HUD Script: An advanced script to easily display your shield status on an LCD with all sorts of fancy graphics!
— Shaostoul contributing new, awesome models!
Подпишитесь, чтобы загрузить
Energy Shields
All new models have been contributed by Shaostoul!
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».
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.
«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.
— The new decal system disrespects the damage system
(THYA) Shield HUD Script: An advanced script to easily display your shield status on an LCD with all sorts of fancy graphics!
— Shaostoul contributing new, awesome models!




