Space Engineers

Space Engineers

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Shaostoul's: Force Fields
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
3.894 MB
5 Apr, 2015 @ 2:58pm
26 Jul, 2018 @ 11:50pm
28 Change Notes ( view )

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Shaostoul's: Force Fields

In 1 collection by Shaostoul
Shaostoul's: Complete Subpack
26 items
Description
Shaostoul's: Force Fields
Expanding your universe since May 2014!
Confirmed working on PC + Xbox on (Yet to be confirmed)

This mod is available on mod.io![spaceengineers.mod.io]

Mod details:
- Caution: May not be scaled to vanilla balance.
- Large & small grid variants.
- All blocks are in a "Shaostoul" tab.

Available blocks:
3 - Different Styles
19 - Force Field Blocks Total

-Ease of destructibility is tricky. I want to use few components for the force-field, cause the fill areas are just the field however, health of an object is directly related to components. I plan on adding a special component that's semi-low cost, but high health, specific for these, but that comes with more issues. I'll try to figure it out, it's a delicate balancing act.

IMPORTANT: PLEASE READ
In case of bugs, glitches, or other issues
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Popular Discussions View All (2)
5
29 Mar, 2017 @ 12:51pm
Block as Force Field Slant Offset
Boutinsb
0
10 Feb, 2018 @ 7:40pm
1 X 3 Pyramid?
Salmonela
760 Comments
Saint Mater 22 Nov, 2023 @ 1:50pm 
I suppose a custom component would give you more control over the final block weight. In my specific case, I am not really all that concerned with the block weight. I typically use these for hangar bays large enough to make depressurization a chore for 40+ air vents. For example, my current in process build is a fleet carrier. I'm using these for the main hangar, and I'm considering them for the auxiliary hangar. I suppose if I were to use them on smaller builds that have better thrust to weight ratios, less weight would be desirable. But, at the same time, the added weight makes for a greater design challenge. I have more thoughts on the matter but they spiral off into some kind of balance between both options. My final opinion, dealers choice.
Shaostoul  [author] 21 Nov, 2023 @ 6:03pm 
How would you guys feel about a custom component for adding health? If I recall correctly block health is tied to the components used to construct it. Unless you'd be okay with just increasing current components to heavy armor values or whatever.
Saint Mater 21 Nov, 2023 @ 5:37pm 
I would tend to agree with Vokun. Having HP no lower than a light armor block, up to that of heavy armor would balance excellently with the mods I tend to find myself using. In using this mod, I have not noticed any thruster damage occurring to the fields. But that doesn't mean much because I treat them like closed hangar doors and park at a distance that thrusters can not damage them.
Shaostoul  [author] 25 Jul, 2023 @ 1:01pm 
I don't know. I don't have the programming knowledge to do so. Last I recall there are issues with recoloring transparent materials, cause they function differently than normal block textures. I've not seen a slider system done for transparent materials specifically (like glass.) Thruster and lights are different. Do you know of a mod with color changing transparent materials? The only method I'd know of is adding multiple colors is by creating a bunch of different colored blocks like I had to for this mod: https://steamproxy.net/sharedfiles/filedetails/?id=307175879 I don't have the source blend files for the force fields, so I'd have to recreate the 3D models, which I'm disinclined to do.
azfalt 25 Jul, 2023 @ 3:46am 
Would be nice if it were made possible to change the colour of the forcefield, in some builds it would even be perfect if no colour at all.

Don't know if you can add a slider system for selecting colour, like done for thrusters(mod) and lights ?
Shaostoul  [author] 15 May, 2023 @ 3:31pm 
That's a fair assessment! Thank you for sharing.
Vokun Vulon 15 May, 2023 @ 2:53pm 
I cant say I've recently had any issues with thruster damage to the field, although i do remember from my last playthru that if you park a ship too close then fire the thrusters it can destroy it, but I dont even see my nano repair system kicking in when i fly thru it, so I'll assume its fine for a short traversal, which is how I use them anyway, if your ship is parked close enough to the field to cause thrust damage to it then its parked too close to the field, imo
Shaostoul  [author] 15 May, 2023 @ 10:56am 
You're one of the few actually saying anything, so as far as I'm concerned you have the stage. If anyone else had any recommendation I'd be happy to hear them. You're justification for heavy armor level health is sound. Do ship thrusters melt the force fields? If so that further reinforces the heavy armor level health.
Vokun Vulon 14 May, 2023 @ 7:15am 
We do intend on running a reinforcement mod, as we use weaponcore and some of that s*** hits HARD, although currently our only option is x5hp for anything vanilla, im hoping for a x2 version of it, then this would be at vanilla heavy armor values ideally for me, so it'd still take some work to get into but not as much as the reinforced hull, but I'm looking at all of this with slight personal bias based on my groups run/modlist.
Vokun Vulon 14 May, 2023 @ 7:15am 
So I've done some fresh testing today, as its been a while since i was in a proper fight.
I honestly think that they should have about the same HP as heavy armor.
Logically, this is most used for hangars, hangars should be at least floored in heavy armor to take the thrust of ships landing on it, at the very least it needs to be as strong as light armor, or maybe somewhere between the 2.

Gatling guns alone will shred the shield apart faster than you can sneeze with their current health, it needs to be raised one way or another, if you want to be conservative then go for light armor health, if you want these to be a viable "wall" without having to put hangar doors or blast doors over it or something then go for heavy armor, tho I'll still be doing this anyway regardless of how much more hp you give it, good habit to have