Space Engineers

Space Engineers

Defense Shields - v2.2(8)
256 Comments
ReNaStuNo 6 hours ago 
Can we get or i get version for me to remove shunt system with HP per side and automatic clean heat ? maybe to add simply in config the possibility to allow system with hp per side and automatic clean? thanks you
Abisius 3 Oct @ 8:49am 
@eaglegundam
as long as the vanilla weapons dont provide the neccesary informations you will need to use a weaponframework that provides the neccessary informations.
the only one i know of atm would be weaponcore but as someone could make another one could make a new weaponframework designed to provide the neccesary informations or make a weaponframeworkaddon for vanilla to provide the neccessry informations as is not set as ahrd requirement.

known weaponframeworks that work with it are listet inside the moddescription.
eaglegundam 3 Oct @ 5:20am 
so can i use this with vanilla weapons or do they have to be WC weapons
Abisius 1 Oct @ 2:19pm 
@VS-lockon
can the grid you have the power limit set to 500gw provide these 500gw for the shield? if not it will only support the shield up to the amount you can provide and calculate i nthe power of grids that dock once they dock.

you could also run a check for modconflict and file corruption.
if you have run that check and made sure that the power limit you set on that grid can be fulfilled by that grid i would suggest putting together logs and example world and make a full blown report on either the discord (preferred) or github.
VS-lockon 1 Oct @ 1:29pm 
@ oh there is a power limit i set it at 500.00 gw and as soon as i docked a small grid it shoot up and when i un dock the grid the shield gose down and i have to turn the controler of and on again just for the shield turn back on it use not do that
Abisius 29 Sep @ 11:56am 
@VS-lockon
sounds like the known stuff that is based on how keen calculates power.
if you didnt set a power limit the shield calculates with all avaible unused power, this includes docked grids.
i allways recommend setting a power limit inside the shield controler/-table with a power value you can allways provide regardless of what is docked or running for the shield to work with.
VS-lockon 29 Sep @ 10:05am 
ash i like report a bug so i have a station shield when i add my tank and fighter to the grid there power get add to the shield so my 40 million be come 90 million it ant like the power is part of the same grid when there not
Morthwyl 28 Sep @ 8:57am 
Ah that makes sense, thank you for answering my questions!
Abisius 28 Sep @ 4:47am 
@Morthwyl
there once was but as it could be setup so that it would never get depleted unless you would basically throw a deathstar at it and also would not overheat for hours with the correct setup it was removed to avoid that beeing exploited.
while you can still make a shield that is basically undestroyable you will need hundreds of gw of power input for that nowadays adn that resulsts in millions or more of shield hp.
Morthwyl 27 Sep @ 2:31pm 
Ah, so is there no way to shift the shield between capacity/recharge? Having a shield that takes 800 seconds to charge feels weird.
Abisius 27 Sep @ 1:55pm 
@Morthwyl
if you did not set a power limit the shield is calculating with the avaible unused power on the grid and that can result in some fluctuations in case something changes the pwoer usage of the grid, for example firing up a thruster.
the shield hp and the chargerate are linked to the power input into the shield, so to increase the amount of hp it charges you will need to put in more power but that also means the shield gets more hp.
i always suggest to set a power limit with an amount of power you can provide regardless of what else is running on that grid.

you did write you have 300mw power generation but the shield only take 50mw of power in so you either did set a pwoer limit to 50mw or the rest or the power is used up by other blocks on the grid.
Morthwyl 27 Sep @ 12:41pm 
My small grid has about 300mw of generation but the shield is only taking in 50mw and the shield is taking 800 seconds to recharge? How do I increase the charge rate?
Abisius 26 Sep @ 10:30pm 
@orthaluminox
as far as my understanding goes that is something that needs to be adressed on end of the mod that does the spawning if it is even possible.
orthaluminox 26 Sep @ 10:28pm 
Love it but what would be nice is if you made it so that other mods that spawn enemies like crew enabled wouldnt spawn in the shield that is all
Abisius 20 Sep @ 4:25pm 
@InterstellarHaggis
logs are findeable under %appdata%\spaceengineers though my knowledge on what to look at inside the logs is quite limited as i mostly go through logs to find out why something didnt load or help to sort through the modlists in them to find known conflicts or agedamaged ones.
dont know if plugin related stuff is shown in there too as that atleast seems to be handled differently from mods.
InterstellarHaggis 20 Sep @ 3:44pm 
I was kinda hoping for some log files specifically i could look through for clues. We have a number of mods on the server, but this is the only shield mod. Most are weapon core related with a few others such as tiered blocks i'm consolidating into a my own mod. No scripts involved.

Restarted the server again, didn't change anything but this time fixed the issue, shields are now working. I'l gather what i can for a bug submission but appreciate its hard to resolve if its not reliably replicable.
Abisius 20 Sep @ 3:35pm 
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).
Abisius 20 Sep @ 3:34pm 
@InterstellarHaggis
besides going over the steps to sort out mod conflict and file corruption which sorts out the most common stuff its usually something that needs some hunting down.
i will post the "standard first aid list" which has steps to sort that in a seperate post due to its size.
the only part not in it is plugin stuff and there are some plugins out there that conflict with some mods, for example the concealment plugin usually doesnt play nice with mods that have theyre own concealment features.
Abisius 20 Sep @ 3:29pm 
@ReNaStuNo
that we have multiple shieldsides is now inside the mod since before the switch to maintiance mode by darkstart and thus far before the takeover by ash like snow which would mean its years in the past.
you could i theory put in a request for changes or as its nowadays allowed make an adapted version of the mod an upload it.
InterstellarHaggis 20 Sep @ 3:21pm 
@Abisuis, Will do, trying to gather as much useful information as possible at the moment. had the issue occur again not long ago, this time deleting the cfg made no difference, any other common resolutions your familiar? Might as well gather as much info as possible before submitting the report, especially if i can reproduce any of the behaviour consistantly.
ReNaStuNo 20 Sep @ 2:47pm 
@Abisius
Yes but we cant remove that system i remember old ver we can remove side now we cant?
Abisius 20 Sep @ 11:49am 
@InterstellarHaggis
from past cases negative shield hp where usually caused by a messed up defenseshields.cfg either due to file corruption or due to making an error while changing stuff inside it.

if you are having it coming up again and have sorted out a mod conflict and file coruption on game and modside please put together logs, exampleworld, explanation of what happens and as much information as you can provide for a full blown report on the discord.
InterstellarHaggis 20 Sep @ 11:46am 
Didn't have to wait long, logged in and happening again. Deleted the defenseshields.cfg file and it did fix the issue. However, i also saved the original file before deletion and ran a byte by byte comparison to the new file and they are identical. So whatever it causing the issue, seems to be a bit more complex. I'll keep an eye on it and see if I can replicate the recovery next time around.
Abisius 20 Sep @ 11:42am 
@ReNaStuNo
thats cause besides your overall shieldhp you have also 6 shield sides with an individual hp pool, so if you get hits on just one side and nothing on the other sides you will end up with that side having less hp than the rest of the shield.
the overall shows you the averaged hp of your shield and shows in your cuttet screenshot (also missing some parts of the defense shields hud) quite a bunch of hp missing.
if a side is blinking it would mean that one is shuted away to reinforce the other sides, though that would also be a far brighter red too.

if you loose shieldhp on a side while out of combat you probably have something bumping into it.
InterstellarHaggis 20 Sep @ 11:34am 
@Abisius I have not no, next time it happens I'll delete defenseshields.cfg and report back with the results.
ReNaStuNo 20 Sep @ 9:12am 
@Abisius
I wanted remove that : https://goopics.net/i/jacmzy
My F become red and sometime purple (complete disabled) but i still have Mid life HP shield???
Its useless
Abisius 19 Sep @ 11:34pm 
@ReNaStuNo
the only known case for every shot going through a shield that is up and where no user error ahs been made is if wepaons from a non defense shields compatible wepaonframework (for example the vanilla weapon framework) are used as these miss the informations needed for the shield to work properly.

so if you use defense shields in conjunction with wepaoncore or another weaponframework made to work with it it should work fine, as logn as no file corruption or mod conflict is interfering or a user error has been made.

taht is atleast to my knowledge as moduser and if you have a deeper problem going on please put together logs and an exampleworld and present it together with an as good as possibel description of the problem and as much information as you can give about it on the discord.
Abisius 19 Sep @ 11:32pm 
@ReNaStuNo
shunting and shield penetration are related to each other but kidna different.

shield penetration can be achieved with weapons that are made specifically to penetrate shields and thus have a shieldpenetration percentage.
the other way is when the shield hp go too low the shield itself will have a percentual chance for shots fired at it to go through.

shield shunting is a countermeasure against it and with it you can harden one or more sides agaisnt shield penetration by giving up the shield on one ore more sides.
the push sides are no longer there and the pull isdes are hardened against shield penetration but its also a percentual hardening as it is a percentual chance of shield penetration.
Abisius 19 Sep @ 11:25pm 
@InterstellarHaggis
did you try just removing the "defenseshields.cfg" instead of makigna full redownload of the mod?
InterstellarHaggis 19 Sep @ 3:05pm 
There are some serious issues with shields giving negative HP on Multiplayer. Kicks in randomly several times a week, no updates ran on the server, not even restarts. Just kicks in, then the only way to fix it is to do a complete removal and reinstall of the mod.

Tried removing all the blocks in case there was something stored with a specific block then rebuilding but nothing. Even a simple restart doesn't fix it, has to be a full removal of the mod then reinstall.. No idea what the actual cause is, but its bloody infuriating.

You fly off to go do some mining, come back to find your base chewed up to hell from a reaver attack and the shield bouncing between full HP and -78 again or whatever number of the day. With the only way to fix it is going through the whole removal and re-add guff yet again.

Oddly, it never goes into -100 territory, its always two digits...
ReNaStuNo 19 Sep @ 1:02pm 
We can remove shunt system because when i hit long time my shield become purple with 80% HP and hit bypass shield.... its useless
Abisius 14 Sep @ 12:22pm 
@t.o.m.b
as for the startup issue: if it happens again and you can reproduce it after making sure its no mod conflict or file coruption that is causing it make an example world with the setup that is causing it including instructions on how to cause it, logs where it was caused and any other information you can give about it and then make a report on the discord.
Abisius 14 Sep @ 12:19pm 
@t.o.m.b
in creative stuff is allways behaving differently thus i startet top use survivalworlds and just activate creative tools via the admin menu if needed to test out stuff.

regarding the toolbar i think that might be related to buildinfo (atleast i think thats the one giving you the different symbols o nthe toolbar and the tool barreadout). try if it is also missing if you have just defense shields and requirements inside the world, while defense shields doesnt have a ahrd requirement weaponcore or another defense shields compatible weaponframework will be needed so that it properly itneracts with weapons as the vanilla weaponframework is missing the needed informations for that.
if it still not shows without any mod altering how stuff is shown on the toolbar please put together as much information as you can provide about it and make a report on the discord, if the status is showing that you need to make a report on the mod in use that alters the toolbarstuff.
Abisius 14 Sep @ 12:18pm 
@t.o.m.b
if you did not set a power limit inside a shield controler or shield controler table it will calculate via unused avaible power and the power system in space engineers doesnt differentiate between grids if you dont tell a connector to not share power but that also will make it impossibel to chare a battery based vehicle via another grid.
i always recommend setting a power limit to avoid changes in the power usage (for exampel when firing up a thruster, producing stuff i nan assembler or a refinery) to change amount of hp a shield can have and thus triggering a possible recharge, just make sure you use the correct power scale (so gw, mw) in relation to the amount of power you want to put into the shield and also choose a amount of power you are allways able to provide on that grid regardless of what alse if running.
t.o.m.b 14 Sep @ 8:54am 
One more thing concerns me - when I'm docking via connector a ship suddenly pumps shield which normally has 4M to 20M using power from connected grid. Powering from other grid is usefull I have myself ships with power module on separate grid via pair of connectors. How I can limit which power sources are considered by sheld generator/controller ?
I had once an issue caused by that - my safezone collapsed because at refresh time a ship was charging its shield. (I can validate that case in creative if you like).
t.o.m.b 14 Sep @ 8:54am 
Thank you. I didn't expected so prompt response. I will test it further in creative world (I'llk switch it to survival for testing) with set of mods. I will try to set debug to some higher value (hmm, will find proper values in doc).
Regarding modulator and taskbar, yes I know I can pull actions and their list is complete. I took a screenshot and marked what I mean on it. Green is OK, red are elements I'm missing:
https://steamproxy.net/sharedfiles/filedetails/?id=3330965660

Regarding shield startup issue - I had shelid controller, emiter and modulator on the grid all powered on, just before docking I set shield "down". That went through restart.
Shield controller was going from Init 3 to Init 4 then powering off. Strange observation - all numbers in info panel (shield size down to power available) were zeroes.
I will make a screenshot when this will happen again.
Abisius 14 Sep @ 4:39am 
@t.o.m.b
just gone ingame and made a screenshot from the option i have avaible fro the modulator when adding it to the toolbar of a cockpit type seat or block in a fresh world with just defense shields and requirements.
https://steamproxy.net/sharedfiles/filedetails/?id=3330832530
it looks like there are all option avaible that re also avaible inside the control menu for the shield modulator.
Abisius 14 Sep @ 4:28am 
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).
Abisius 14 Sep @ 4:28am 
@t.o.m.b
if they where on before leaving the world they should still be on after renenterign the world, if that isnt the case its possibel you cuaght a mod conflict or a case of file corurption on either mod or gameside, the "standard first aid list" usually helps sorting that out and i will post it in a seperate comment due to its size.

as for the debug option you will need to open up the "DefenseShields.cfg" that you can find inside %appdata%\spaceengineers\storage
i suggest using "notepad++" or another texteditor that is more advanced than the "windows editor" for it as the later one has proven to cause probs from time to time in the past.
t.o.m.b 14 Sep @ 2:01am 
Great mod, when works. I have few notes.
1. Init stage 1 of 4 - could be changed to something like "Init stage: checking block count". Now it tells nothing to user.
2. Modulator module when pulled to taskbar doesn't display status on/of for switcheable settings.
And here a big issue - after relog shields are up but controller down. Easy to loose a ship. Controller doesn't go online with enabled shield regardless of several attempts and various settins. It should tell why it failed. There should be "Reset to factory" button to clean cached data for this shield instance.
How to turn on debug ?
Abisius 7 Sep @ 9:28pm 
@Onewiththedead
well the power to use slider sets the amount of power you want the shield to use calculating with for the shield hp, you will also select the correct power scaling (gw, mw, kw . . .) for ti to rpoperly work and it should never be higher than the amount of power you dont need for other systems when they run or the shield wotn eb able to charge properly.

as an example:
if you set the pwoer scaling to gw and then the power slider to 10 the shield will calculate with 10gw of power avaible but if you than are only able to give the shield 5gw it will only charge up to 50%.

that is atleast to my experience.
Onewiththedead 7 Sep @ 8:17pm 
Could we get an actual how to video or document at some point? Because I feel like there's a lot not explained by the guide or the vid. Like what the power to use slider actually does, or why I can't get my shield to charge over 50% unless I turn it off (in which case it quickly charges up to 100% somehow)
Titan Nya 6 Sep @ 10:44am 
Well I have a suggestion: Being able to "half shunt" shield part or reinforce a shield side and not fully shunt the other side.
My ship will most likely be facing head on incoming damage so I want my front shield to be stronger but not fully shunt down the back nor would I need the full strenght of the side, so I wish there were a possiblility to put the back at 20%, the sides at 70% and the front having the rest aka 300%.
As I'll have the main threat in front, could have some drone/missiles hitting from side or so (so don't want the side to be shunt) and will probably not have anything from the back unless I'm not fast enough with turning myself but still don't want to fully shunt it either...
tbh I don't know if the automatic setting would kinda have the same effect (auto shunting)
Maybe if it's too complex to have fine amount like this having a main shield side that gather power from the other side and a lot more from the opposite side?
Abisius 5 Sep @ 7:25pm 
@TotallyZoe
invalid controller should only happen if you put a station shield emitter on a ship type grid or any of the other emitters on a station type grid or as said a few posts down if some stuff has been captured and not fully taken over., atleast from my experience.

also take ote that if oyu use mes and there are npc shield emitters or npc shield controller than there wont work for players as these ar enp proprietary stuff.

did you already check for a possible mod conflict and file corruption on game and modside?
TotallyZoe 5 Sep @ 3:40pm 
So I am having an issue where I have 4 emitters two of them read a large type the other two as station types even though they are ship emitters and more over 3 read as invalid controller
[PBS]FourWindBadger 29 Aug @ 10:35am 
@Abisius that seems like it was the issue! I was testing it on Redship start and as soon as i deleted the red ship it started up
Abisius 29 Aug @ 10:27am 
@[PBS]FourWindBadger
only when i did capture a grid and still had some enemy blocks on it, when trying to use a station shield emitter on a ship type grid, i did not own all blcoks of the shield system myself due to some of them beeing owned by someone else in the faction while playing together and due to some files having gone haywire.
also possible is that it is caused by a mod conflict or a plugin interfering.
[PBS]FourWindBadger 29 Aug @ 9:25am 
@Abisius Awesome thank you for clearing that up.

Did you ever have issues with putting down a station shield and then a controller just for the shield not to go online and say "No Valid Controller" ?
Abisius 28 Aug @ 2:29pm 
@[PBS]FourWindBadger
the shieldcode inside the modulator and the shieldcode inside the shieldcontroller are only relevant if you want others that arent in your faction to pass into your shield with theyre grids, it does nothign for stuff you own yourself or is owned by someone of your faction.
it is basically a way to allow someone neutral or friendly to come in without allowing every grid, including enemy grids, to pass through your shield.
[PBS]FourWindBadger 28 Aug @ 12:24pm 
First, when I initially tried this, I added a Modulator to the default ship and set it with the same code as the controller. This didn't work. I then added a shield and also gave it the same code, but it still didn't work.

Second, on my next attempt, I followed the same setup: I equipped the ship with a Modulator and used the same code. This time, I was able to pass through the shield, but I could do so even without the code correct code (other ships will get destroyed though). I checked and confirmed that it’s not set to always let entities pass through.

Edite:after testing a little it seems all ships with a modulator (no matter the code) may enter the field