API additions needed for Shield Mods.

Shane Stixrud shared this feedback 3 months ago
In Progress

Keen, I am the author of the DefenseShields mod and having spent the better part of a year working on this mod I have learned a lot about the limitations of the API for making a mod like mine. My original request, which received 521 votes (in the top 5) on the old feedback site can be found here: https://feedback.keenswh.com/idea/expose-myprojectiles-bullets-via-modapi-5a7a771402499


I estimate that over 25% of my mod's code is dedicated to working around 3 missing API features (MyMissiles, MyProjectiles and GridResourceDistributor/GridSystems) and many of these workarounds lead to various unexpected behaviors, many of which I simply cannot fully fix without additional access.

Not having access to MyProjectiles is particularly problematic as a whole cascade of issues occur due to bullets hitting the grid vs the shield. This causes visual issues of bullet decals on hull, delayed and missing shield impact indicators, grid shaking and improper sounds on hits, shield taking no damage when projectiles pass through shield but do not hit grid. Players who take damage also taking large physics forces that cannot fully be prevented, entities inside shields trigger a cascade of events that must be dealt with, functional block particle effects kicking off AFTER damage handler and having to be suppressed after they are already visible, plus many many other issues.

A large number of your users and modders would benefit from having these 3 additions added to the API. I hope you can spare the time to add them in the near future.

Thank you for your consideration!

Shane.

Comments (31)

photo
5

Functionality of all shield mods would be greatly improved with these additions, in addition to performance improvements.

You got a like from me.

photo
3

I started to write code for exposing grid systems, but the further I progressed, the less likely it appeared it was going to be accepted. I also ran into a lot of issues.

So I stopped.

photo
3

While there is a lot in gridsystems that would be useful, my main needs are in the power code. In particular access to the computed available and max grid power.

photo
2

yeah noticed the bullet decal, big visibility issue when it hits the glass of the cockpit this has been an issue since the first bubble shield mod "moon prism"

photo
photo
2

Love the mod, can't play without it anymore. Hope this gets approved.

photo
2

this would help to add in all of my "issues" with the mod, knowing it was never yalls fault, i hope it gets added so that this can be the best shield mod out there and one of the best ever. hope keen sees it. good luck in your adventures

photo
1

I support this wholly, this mod is one of genre definers of the SE modding world, doing things in SE I never thought could work without massive effort and janky results.

photo
4

If such an API were to be implemented it would make creating shield mods way easier so we might see more of them. So please implement these APIs

photo
1

Let's do this people this needs to be done asap

photo
1

I hope the SE devs take notice and at least provide a response to this. While I understand why a mod like this would never be vanilla, I love using it despite the issues. If those issues were fixed, modders could do some awesome things and users like myself would have a few less things to get annoyed with. I wish you luck and hope this mod stays alive and active.

photo
1

Yes Please! If it helps with this and other mods - please consider doing this for the mod authors!

photo
2

This. We. Need.


Common, Dont force modders to work around API's Keen.

photo
2

Awesome mod! Hope those changes gets approved and coded by Keen soon.

photo
2

If it makes mods better and more stable, I'm all for it!

photo
1

#MakeShieldsGreat

photo
2

I hope that there would be a vanilla shield mod in space engineers one day. Preferably the one you made!Lore-wise I think in a game that has FTL (Jump Drive) we should have shields as well. Shields should be more easier to invent compared to Jump Drives lol.

photo
1

I do not play without shields, it saves a lot of blocks AKA pcu used for defense and avoid the excessive number of debris. So better shields = less physics calculations = less interference of CLANG.

photo
1

Anything that helps make mods is a good thing.

photo
2

I wish Modding API suggestions had it's own section as I feel this is too easily missed with normal ideas.

photo
1

I agree Kane, it really should be it's own section.

photo
photo
1

Do it Keen SWH.

photo
3

Yes Keen Make the shields great, it is your destiny.

photo
1

Actually I think shields should definitely be in the base game. They're really needed for balancing reasons. Without them it's just so damn easy to access everything and cause insane damages and grief with very little investment.

photo
1

yeah though I've found that with projectors nanite build and repair and the hacking block mods that re appropriating ships is insanely difficult.

photo
1

And to rip a piece off by bumping into something.

photo
photo
10

Hi guys, thank you for the feedback, we are already working on that.

photo
4

"Shane Stixrud shared this idea 2 months ago"


"already"


Well... maybe a different choice of words would be prudent.

photo
2

Awesome! :D

photo
2

That's awesome! Thanks for letting us know.

photo
photo
3

Glad to see a Keen response! Hope yall Deliver without taking 69 steps backwards!

photo
1

>-------- Оригинално писмо --------

>От: support@support.keenswh.com

>Относно: New Comment in "API additions needed for Shield Mods."

>До: Станислав Славов <stani83@abv.bg>

>Изпратено на: 02.11.2018 19:28

New Comment in "API additions needed for Shield Mods."