Defense Shields - v1.9(66) для Space Engineers
Version: DefenseShields - v1.9(66)
Check out my new weapon/combat system which replaces keens:
https://steamcommunity.com/sharedfiles/filedetails/?id=1918681825
https://www.patreon.com/user?u=14228932
https://steamcommunity.com/sharedfiles/filedetails/?id=715757295
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/general/topic/api-additions-needed-for-shield-mods
1) Keen bug (laser antenna), vote here: https://support.keenswh.com/spaceengineers/general/topic/mylaserantennas-faulty-lostest.
2) Keen bug (O2 pressurizer), vote here: https://support.keenswh.com/spaceengineers/general/topic/room-airtightness-does-not-respect-imyoxygenprovider
3) Creative Mode is not fully compatible with this mod due to how power is managed in creative mode (unlimited power)! This is not a bug and I cannot "fix" it.
LOCATION: C:\PathToSpaceEngineers\Storage\DefenseShields.cfg
HeatScaler - This value controls how much damage is required to generate heat. Larger values will require progressively more damage to hit each heat stage.
HpsEfficiency - This value controls how efficient the shield is at converting grid output power (per second) into recharge hps.
CapScaler - Limits the Max Shield HP relative to the Grid's Max HP. A value of 1 will limit Shield Max to Grid Max. A value of 0.5 will set Max Shield HP to half that of Grid, where as 2 will set it to twice the grids value.
BaseScaler - This affects the max number of hit points the shield can hold per power point spent. 30 is the default value (whole numbers only), this value scales from 1 to some very large number =).
MaintenanceCost - Determines how much power the shield will use to the maintain shield once it is fully charged (smaller values use less power, larger use more, default value is 0.5).
Station/LargeShip/SmallShip Ratios - These values determine how effective each shield type is at converting power to field hp/charge. Higher numbers mean less efficient. These values must be whole numbers i.e. 1,2,3 4,5 and 5 being 5 times less efficient vs 1.
(THYA) Shield HUD graphic pack is fully compatible with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=540003236
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.
Mods:
https://github.com/sstixrud/DefenseShields/blob/Production/Data/Scripts/DefenseShields/API/ApiClient.cs
or
https://github.com/sstixrud/DefenseShields/blob/Production/Data/Scripts/DefenseShields/API/ModTermWrapper.cs
Programblocks: https://github.com/sstixrud/DefenseShields/blob/Production/Data/Scripts/DefenseShields/API/PbApiWrapper.cs
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!
Thumbnail made by Adaline Industries https://steamcommunity.com/sharedfiles/filedetails/?id=1708781387
Equinox, Digi and Rexxar for putting up with all of my questions and providing awsome suggestions and examples.
New Mod
Check out my new weapon/combat system which replaces keens:
https://steamcommunity.com/sharedfiles/filedetails/?id=1918681825
If you appreciate DefenseShields and/or WeaponCore please consider contributing:
https://www.patreon.com/user?u=14228932
[Howto/Guide]
https://steamcommunity.com/sharedfiles/filedetails/?id=715757295
[*** IMPORTANT NOTE ****]
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/general/topic/api-additions-needed-for-shield-mods
Current Issues
1) Keen bug (laser antenna), vote here: https://support.keenswh.com/spaceengineers/general/topic/mylaserantennas-faulty-lostest.
2) Keen bug (O2 pressurizer), vote here: https://support.keenswh.com/spaceengineers/general/topic/room-airtightness-does-not-respect-imyoxygenprovider
3) Creative Mode is not fully compatible with this mod due to how power is managed in creative mode (unlimited power)! This is not a bug and I cannot "fix" it.
[Config File HOWTO]
LOCATION: C:\PathToSpaceEngineers\Storage\DefenseShields.cfg
HeatScaler - This value controls how much damage is required to generate heat. Larger values will require progressively more damage to hit each heat stage.
HpsEfficiency - This value controls how efficient the shield is at converting grid output power (per second) into recharge hps.
CapScaler - Limits the Max Shield HP relative to the Grid's Max HP. A value of 1 will limit Shield Max to Grid Max. A value of 0.5 will set Max Shield HP to half that of Grid, where as 2 will set it to twice the grids value.
BaseScaler - This affects the max number of hit points the shield can hold per power point spent. 30 is the default value (whole numbers only), this value scales from 1 to some very large number =).
MaintenanceCost - Determines how much power the shield will use to the maintain shield once it is fully charged (smaller values use less power, larger use more, default value is 0.5).
Station/LargeShip/SmallShip Ratios - These values determine how effective each shield type is at converting power to field hp/charge. Higher numbers mean less efficient. These values must be whole numbers i.e. 1,2,3 4,5 and 5 being 5 times less efficient vs 1.
[Mod Support]
(THYA) Shield HUD graphic pack is fully compatible with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=540003236
APIs
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.
Mods:
https://github.com/sstixrud/DefenseShields/blob/Production/Data/Scripts/DefenseShields/API/ApiClient.cs
or
https://github.com/sstixrud/DefenseShields/blob/Production/Data/Scripts/DefenseShields/API/ModTermWrapper.cs
Programblocks: https://github.com/sstixrud/DefenseShields/blob/Production/Data/Scripts/DefenseShields/API/PbApiWrapper.cs
[Contributors]
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!
Thumbnail made by Adaline Industries https://steamcommunity.com/sharedfiles/filedetails/?id=1708781387
[Special Thanks]
Equinox, Digi and Rexxar for putting up with all of my questions and providing awsome suggestions and examples.