Space Engineers

Space Engineers

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Cythons Energy Shields Better Hitsound
   
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
3.563 MB
16 May, 2017 @ 7:27am
15 Sep, 2017 @ 4:52am
2 Change Notes ( view )

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Cythons Energy Shields Better Hitsound

Description
updated to newest version of cythons energy shields 15.09.2017

README: I take no credit for this mod. All work was done by Cython, I just reworked the hitsound to make it sound more like a shield and less like a large hollow metal block hitting the another one.

I might add a video as soon as i find the time.
Here is a soundcloud link to the raw sound instead:
https://soundcloud.com/attaxofficial/sounddesign-space-engineers-cython-energy-shields-hitsound-overhaul

Unload any other "energy shields" mod before using this!!!!!

Original Script: http://steamproxy.net/sharedfiles/filedetails/?id=484504816

ToDo:
- make sound beefier
- optimize volume
- different sounds for small and large impacts (this one is up to Cython)







Original Description:

NEWS:
Now works on both branches!

Description:

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 (power change in config has no use for now):

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".

Config File

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.

Miscellaneous:

"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.

KNOW BUGS:

- The new decal system disrespects the damage system


NEXT UP:

- Shield scanner to read enemy shield status

- Personal shields for astronauts

- New modules

- New models

(In that order.)

Please report any bug you may find in the discussion section!

Recommended Addons:

(THYA) Shield HUD Script: An advanced script to easily display your shield status on an LCD with all sorts of fancy graphics!

20 Comments
aTTaX420  [author] 27 Sep, 2021 @ 5:45am 
@DragonMaster23
Unfortunately not. But you can get cythons original mod and my soundeffect from soundcloud and modify it yourself. Links for his mod and my soundeffect are in the description.
DragonMaster23 26 Sep, 2021 @ 9:02am 
Does this still work as of today?
aTTaX420  [author] 28 Sep, 2018 @ 1:32am 
sorry, but i have to tell you, that i didnt had the time to update this to cythons newest version yet...
you have to use his version (link in description)
K17F0X 26 Sep, 2018 @ 7:43pm 
Built a large generator on a station, powered and all..does not work. Can I get a brief tut on how to set this up?
aTTaX420  [author] 1 Aug, 2018 @ 2:05pm 
i have not updated it in a long time. i might do an update next week if i find some time.
morgymomo 30 Jul, 2018 @ 9:10pm 
Also how do i use this?
morgymomo 29 Jul, 2018 @ 8:57pm 
Just getting this straight the sheild mod is a block like the Nuclear Generator and creates a sheild AROUND the ship that protects it but not from head on colisions with other ships and objects
aTTaX420  [author] 15 Sep, 2017 @ 4:55am 
even though the game doesnt run anymore on my system since 5 updates, i updated the mod to the newest version of "cythons energy shields" so it should work as intended now.
ZeroAlpha-2487 14 Sep, 2017 @ 4:18pm 
You may want to fix this quick, It caused the game to crash and this sound is beautiful to me
aTTaX420  [author] 12 Jun, 2017 @ 5:49am 
you need an DAW (Ableton, Cubase, FL studio, etc.) any snythesizer plugin for that DAW, and/or some samples. The rest is synthpatching/samplemodulation and effects, which unfortuantely i cannot explain here, since it would exceed any limits of the commentary function. when you have done your sound, you need to extract the original mod file located in "%appdata%/SpaceEngineers/Mods/<steamid of the mod>" with WinRAR, 7Zip or similiar. inside the mod package theres an audio folder, where you can replace the sounds. you need to convert the wav files to xwm format using MultiXWM (http://www.nexusmods.com/skyrim/mods/3159/?) . if you have any more questions, feel free to add me on steam.