← Назад к ресурсам

VS Shields

Protect your Valkyrien Skies ships with customizable, multi-tiered energy shields powered by FE or Create rotation.

Modrinth game-mechanics technology transportation

Описание

# VS Shields **Energy shield systems for [Valkyrien Skies 2](https://modrinth.com/mod/valkyrien-skies) ships.** Minecraft 1.20.1 · Forge · Requires VS2 + Architectury API + Embeddium --- ![VS Shields Banner](https://i.imgur.com/rBj5gGQ.png) Wrap your VS2 warship in a procedural energy shield that stops projectiles, absorbs explosions, and pulses with an organic reaction-diffusion labyrinth glow. Add a battery multiblock for emergency regen, an electronic warfare jammer to burn out enemy shields on collision, a gravity field generator to grant your crew flight and fall immunity, deploy gravitational mines to send enemy ships into a spin, and cloak your ship with a light-bending invisibility field. --- ## Features at a glance - **Dynamic shield bubble** — automatically conforms to the full size of your ship; grows as you add blocks - **Living labyrinth visual** — animated Gray-Scott reaction-diffusion pattern that continuously restructures itself through erosion and regrowth; shifts from blue → yellow → red as HP drops, with violent flicker at low energy; heavily optimized (distance LOD, Fresnel LUT, reduced mesh, throttled simulation) for minimal FPS impact; shader-compatible depth writing for correct cloud sorting with Iris/Oculus - **Three tiers** — Iron / Diamond / Netherite with escalating HP, recharge, and FE costs - **Capacitors & emitters** — stackable addon blocks for more HP and faster recharge - **Shield Battery multiblock** — 3×3×3 structure that silently absorbs 20% of every hit, then dumps an emergency HP restore when you're near death - **Shield Jammer** — 3×3×3 electronic warfare station that burns out enemy shield energy when your ships collide - **Gravity Field Generator** — grants creative-style flight and fall protection to your crew inside the shield radius - **Ship Analyzer** — handheld scanner that highlights ship systems through walls and shows a tactical HUD - **Tactical Goggles** — wearable headgear (helmet slot or Curios head slot) with night vision, ship analyzer HUD (Y toggle), and 4× zoom (Shift+V) - **Gravitational Mine + Launcher** — deployable space-mines that apply massive physical torque to enemy ships on detonation - **Redstone I/O** — Signal **in** activates/deactivates the shield; signal **out** pulses when struck — combine both sides for fully automated defence logic - **Solid Projection Module** — turns the energy shield into a physical barrier; access controlled by programmable **Frequency ID Cards** (up to 8-char codes, Curios-compatible) - **Cloaking Field Generator** — renders your ship invisible to other players and radar systems. Crew aboard sees a subtle rainbow shimmer shell; external players see only a faint Predator-like heat distortion. Activating the cloak suppresses the shield (auto-restarts with 10-second cooldown when decloaked). **Combat break:** after 3 combat hits (shots from or into the cloaked ship), the cloak automatically breaks with a 30-second recloak cooldown. Compatible with Create Radar — cloaked ships are hidden from radar scans and RWR alerts - **Boarding Pod** — 2-block multiblock assault craft that assembles into a full VS2 physics ship; aim with the mouse, hold **Space** to fire the rocket booster, steer mid-flight by looking where you want to go (crosshair-accurate steering at any ship rotation); breaches a 2×2×4 tunnel into the target hull - **Aetheric Anomaly** — procedurally generated floating islands that spawn periodically as VS2 ships high in the sky; mesa top with rolling hills, stalactite-like bottom, caves with rare ores; 4-phase lifecycle (ACTIVE → EXTRACTION → WARNING → DISSOLVING); anti-gravity hover with slow drift and gentle swaying; hostile guardians (Enderman/Phantom/Shulker) with custom drops and escalating waves; ship repulsion, projectile absorption, explosion suppression; hold-RMB void deposit extraction with progress HUD; periodic aetheric pulse (knockback + shield damage); resource mining (Raw Aether Crystal, Resonance Fragment, Void Essence); fully configurable timers, sizes, and physics; admin commands for spawning/despawning/info - **Aetheric Compass** — handheld item that detects anomaly islands: slow spin (no anomaly), points toward island (>500 blocks), wild erratic spin (≤500 blocks — interference); animated 32-texture needle like a vanilla compass - **Resonance Beacon** — scan block that reveals exact anomaly coordinates; requires 500k FE + 1 Refined Aether Crystal per scan; displays position and remaining TTL - **Aetheric Energy Cell** — consumable: right-click a Shield Generator to inject 75,000 FE (configurable) - **Attuned Void Shard** / **Calibrated Oscillator** — crafting ingredients for future tier-4 recipes - **Anomaly particle effects** — spawn beam (vertical light column), ambient motes, pulse shockwave, warning shimmer, dissolution smoke - **Extraction Timer HUD** — shown to all players within 100 blocks of an active anomaly; color-coded countdown - **Crafting component system** — 13 custom intermediate items (Charged Redstone Crystal, Copper Coil, Void Shard, etc.) form a three-tier progression (Base → Mid → Advanced); netherite is gated behind Hardened Casing, generators upgrade Iron → Diamond → Netherite - **Energy Cell** — consumable item that instantly charges a Shield Generator with 25,000 FE on right-click - **Void Shard** — rare drop from Endermen (5%) and Ender Dragon (4–8); required for endgame Void Capacitor - **Forge Energy & Create SU** — power from any FE cable, or directly from Create rotation shafts - **Mod compatibility** — full damage tables for Create: Big Cannons (all shell types including Nuke Shell) and Create: Gunsmithing (projectile + hitscan weapons) - **JSON config** — every damage value, energy cost, recharge rate, and visual option is configurable in `config/vs_shields.json` --- ## Blocks & Systems ### Shield Generator The core block. Place one on your VS2 ship, supply FE, and right-click to activate. The shield wraps the ship's bounding box with a 10-block padding on all sides. | Tier | Max HP | Regen | FE/tick | FE Capacity | |------|--------|-------|---------|-------------| | **Iron** | 200 | 1.0/tick | 20 | 50,000 | | **Diamond** | 500 | 2.0/tick | 50 | 200,000 | | **Netherite** | 1000 | 4.0/tick | 100 | 500,000 | - One generator per ship — a second shows a **Duplicate** warning - HP scales with energy level (50% HP at 0% FE, 100% at full charge) - Recharge starts after a cooldown (5–10 sec depending on tier); if the shield is fully depleted, a longer cooldown applies - **Redstone input** — signal HIGH activates the shield; signal LOW deactivates it (rising/falling edge detection) - **Redstone output** — pulses a signal when struck; wire a comparator to trigger alarm systems or backup logic ### Shield Capacitor Adds **+100 max HP** to the ship's shield. Stacks: four capacitors = +400 HP. ### Shield Emitter Adds **+1.0 HP/tick** recharge. Stacks. Each emitter costs **+50 FE/tick** while the shield is recharging. --- ### Shield Battery — 3×3×3 Multiblock A massive energy buffer that automatically restores shield HP in two modes. **Building:** 1. Place a **Shield Battery Controller** facing outward — it becomes the center of one face 2. Fill the remaining 26 positions with **Battery Cell** and/or **Battery Input** blocks 3. Use **Input** blocks where you want to connect FE cables (each has its own 50k FE buffer) | Mode | Trigger | Effect | Cost | |------|---------|--------|------| | **Passive Absorption** | Every hit, silently | Restores 20% of absorbed damage | 1,500 FE / HP | | **Emergency Regen** | HP drops below 20% | Dumps all stored energy: `HP = FE ÷ 250` | 250 FE / HP, 30 sec cooldown | > One battery per ship. Passive absorption disables itself at ≤1% HP so the shield can shatter normally. --- ### Shield Jammer — Electronic Warfare Station A 3×3×3 EW station that punishes enemy ships for getting close. **How it works:** When ship bounding boxes overlap, the Jammer activates — it burns **50,000 FE/tick** from the enemy shield while consuming **5,000 FE/tick** from its own reserves. If the enemy shield runs dry, the Jammer deals 3 HP/tick directly to their generator. Sonic boom particles fill the air. - Capacity scales with the number of Jammer Frame blocks used (up to **3,900,000 FE**) - When the Jammer's own reserves hit 0, it hard-locks and reboots until it reaches 2,500,000 FE - **Disable/Enable** button in the GUI for manual power management - **Reload** button for a clean 60-second cooldown dump - One jammer per ship --- ### Gravity Field Generator Creates a ship-wide artificial gravity zone covering the same area as the shield bubble. | Effect | Extra Cost | Description | |--------|-----------|-------------| | Base activation | 100 FE/tick | Device running | | **Flight** | +400 FE/tick | Grants creative-style `mayfly` to all players inside the field | | **Fall Protection** | +100 FE/tick | Cancels all fall damage inside the field | - 1,000,000 FE buffer; accepts up to 50,000 FE/tick - Auto-shuts off when empty; immediately removes flight from players who leave the field - One generator per ship --- ## Tools & Equipment ### Ship Analyzer Hold right-click to scan ships in front of you. A tactical HUD appears showing shield HP, energy, crew count, turret positions, and detected gravitational mines. Scanned blocks glow through walls. ### Tactical Goggles Wearable headgear that fits in the regular **helmet armor slot** or the **Curios head slot**. Three abilities: - **Night Vision** — passive effect applied automatically while worn - **Ship Analyzer HUD** — press **Y** to toggle the same analyzer overlay as the handheld Ship Analyzer - **Zoom** — hold **Shift+V** for 4× zoom Custom 3D goggles model renders on the player's head. Recipe: Resonance Lens × 4, Void Capacitor × 4, Ship Analyzer × 1. ### Gravitational Mine A deployable space-mine that hangs in midair after arming and applies massive physical torque to any ship it touches — sending it spinning and drifting. - **Phases:** Flight → Pre-Armed (3 sec clicking sound) → Armed (hovers, slowly rotates) - **Detonation:** Collision with a ship or shield applies a large force impulse (configurable) - **Fragile:** Can be destroyed mid-flight by projectiles; mines that strike a ship during the Flight phase break without detonating - WAILA-style name tag shows arming progress and status - Explosion effects: portal vortex, electric sparks, smoke, and a custom detonation sound ### Gravitational Mine Launcher Heavy-duty launcher that fires Gravitational Mines. - **Cooldown:** 5 seconds between shots - **Variable Range:** Shift+Scroll to cycle deployment distance (15 / 30 / 50 / 70 blocks); the mine arms at exactly that distance from the launch point - Consumes one mine from the inventory per shot (free in Creative) --- ### Aetheric Anomaly Procedurally generated floating islands that periodically appear high in the sky as VS2 ships. - **Appearance:** Mesa-shaped top with rolling hills, tapered stalactite bottom, noise-carved caves with ore veins - **6 unique blocks:** Aetheric Stone, Cracked Aetheric Stone, Void Moss, Aether Crystal Ore (light 8, sparkle particles), Resonance Cluster (light 12, energy arcs), Concentrated Void Deposit (light 10, corona + void drip particles) - **Hovering physics:** Anti-gravity + spring force + velocity damping; slow Lissajous drift around spawn point; gentle sine-wave swaying - **Lifecycle:** ACTIVE (spawns, hovers) → EXTRACTION (player detected nearby, timer starts) → WARNING (violent shaking, 60s) → DISSOLVING (blocks vanish edge-inward over 45s) - **Protection:** Ship repulsion pushes VS2 ships away; all projectiles absorbed; all explosions suppressed; block placement prevented - **Guardian mobs:** Enderman (50%), Phantom (35%), Shulker (15%) spawn in escalating waves with custom drops (Void Essence, Raw Aether Crystal, Resonance Fragment); Endermen are teleport-clamped to the island; Phantoms orbit around it - **Resource mining:** Aether Crystal Ore drops 1–3 Raw Aether Crystal (Fortune-affected); Resonance Cluster drops 1–2 Resonance Fragment; Raw Aether Crystal smelts into Refined Aether Crystal - **Void Deposit extraction:** Hold RMB on the Concentrated Void Deposit for a timed extraction (progress bar HUD); exhaustion triggers destabilisation - **Periodic aetheric pulse:** Every 30 seconds when players are near, a knockback + shield-damage pulse fires - **Destabilisation:** Right-clicking or destroying a Concentrated Void Deposit immediately triggers the WARNING phase - **Auto-spawn:** Configurable interval (default 60 min), random position within radius around world spawn, Y 200–250 - **Admin commands:** `/vs_shields anomaly spawn [x y z]`, `despawn`, `info`, `timer set `, `reload` - **Persistence:** Survives server restarts; deferred ship verification (5s after boot) prevents false cleanup | Config Key | Default | Description | |-----------|---------|-------------| | `anomaly.enabled` | `true` | Enable/disable the entire system | | `anomaly.spawnIntervalTicks` | `72000` (60 min) | Time between auto-spawns | | `anomaly.globalLifetimeTicks` | `24000` (20 min) | Max lifetime if no player approaches | | `anomaly.extractionTimerTicks` | `8400` (7 min) | Timer once a player is detected nearby | | `anomaly.dissolutionPhaseTicks` | `900` (45 sec) | Duration of block dissolution | | `anomaly.pulseCooldownTicks` | `600` (30 sec) | Interval between periodic aetheric pulses | | `anomaly.minIslandSize` / `maxIslandSize` | `40` / `80` | Island diameter range (blocks) | | `anomaly.antiGravityMultiplier` | `1.05` | Force multiplier (1.0 = exact hover) | | `anomaly.compassChaosRadius` | `500` | Distance at which compass enters interference mode | | `anomaly.beaconMaxEnergy` | `1000000` | Resonance Beacon FE buffer capacity | | `anomaly.beaconEnergyInput` | `50000` | Resonance Beacon max FE/tick input | | `anomaly.beaconScanCost` | `500000` | FE consumed per beacon scan | | `anomaly.beaconScanTicks` | `200` | Scan duration (10 seconds) | | `general.aethericEnergyCellFE` | `75000` | FE injected by Aetheric Energy Cell | --- ### Solid Projection Module A peripheral block (one per ship) that turns the energy shield into a physical wall. - Connect FE or Create rotation shaft (**1,000,000 FE** buffer, **500 FE/tick** while active) - Right-click to open GUI; enter an **ACCESS CODE** (up to 8 chars, case-sensitive), then Activate - While active: unauthorised entities are pushed back at the shield boundary; foreign ships are repelled by a force-based AABB collision system — ships feel a solid wall with no tumbling or rotation lock - Players carrying a **Frequency ID Card** with a matching code (inventory, offhand, or Curios Charm slot) pass through freely - A foreign ship whose generator holds a matching card in its **MASTER KEY** slot is also not repelled | GUI Status | Meaning | |------------|---------| | ACTIVE | Barrier on, consuming energy | | OFFLINE | Manually disabled | | GROUNDED | Not on a ship | | DUPLICATE | Second module on same ship | | NO ENERGY | Buffer empty | ### Frequency ID Card A programmable access card. Shift+Right-click to open the programming screen and enter a code. Stacks up to 8 when codes match. Wearable in a Curios **Charm** slot. **Master Key Slot:** The Shield Generator GUI has a dedicated MASTER KEY slot — insert your card there so allied ships with matching cards can pass through your barrier without being repelled. --- ### Boarding Pod — 2×1×1 Multiblock A two-block assault craft for boarding enemy ships. **Setup:** 1. Craft exactly **one Boarding Pod Cockpit** and **one Boarding Pod Engine** 2. Place them side-by-side (engine adjacent to cockpit in any horizontal direction) — extra cockpits or engines in the connected group, or any other VS Shields block touching the structure, will block assembly 3. Right-click the cockpit to board — you mount the pod 4. Aim with the mouse, then press the **Fire** key (unbound by default — set in Controls → VS Shields) 5. Sneak to dismount and cancel **Flight phases:** | Phase | Duration | Description | |-------|----------|-------------| | **Aiming** | Until fire | Stationary (VS2 frozen); aim with the mouse | | **Boost** | Up to 80 ticks (4 sec) | Hold **Space** to thrust; pod ramps to 40 m/s and steers toward your look direction | | **Coast** | Until impact | Ballistic arc; continue steering with the mouse | | **Drilling** | 40 ticks (2 sec) | VS2 FixedJoint to hull; follows target if it moves | **Mouse Steering:** The pod turns up to **3°/tick** toward where the player is looking during Boost and Coast — no separate keybinds needed. The HUD shows current speed (m/s) and remaining boost fuel. **On impact with a VS2 ship:** 1. **Drilling phase** — pod locks rigidly to the hull for 2 seconds with metal-grinding sound, sparks, and camera shake; follows the ship if it moves or rotates 2. **Breach** — drills a clean **2×2×4** tunnel into the hull at the exact angle of approach 3. Deals **100 HP** to any active Solid Projection Module barrier on the target 4. Passenger receives **200 ticks (10 sec)** of trusted status — bypasses solid barriers briefly **Countermeasures:** - The pod has **10 HP** during Boost/Coast — arrows, shells, and melee can destroy it mid-air - Passenger falls freely if the pod is shot down; pod cannot be damaged during Drilling --- ## Mod Compatibility ### Create: Big Cannons All CBC shell types are intercepted at the shield boundary: | Projectile | Shield Damage | |------------|--------------| | Autocannon / Machine Gun | 8 HP | | Smoke Shell | 10 HP | | Mortar Stone | 20 HP | | Bag of Grapeshot | 30 HP | | Drop Mortar Shell | 40 HP | | Solid Shot | 50 HP | | Shrapnel / Fluid Shell | 55 HP | | HE Shell | 60 HP | | AP Shell | 80 HP | | **Nuke Shell** *(CBC Nukes addon)* | **500 HP** + nuclear flash at impact | ### Create: Gunsmithing **Projectile weapons** intercepted at the shield boundary: | Projectile | Shield Damage | |------------|--------------| | Nail / Steel Nail | 6 / 8 HP | | Blaze Ball | 8 HP | | Incendiary | 12 HP | | Spear | 20 HP | | Rocket | 40 HP | **Hitscan weapons** intercepted server-side (raycast cancelled at shield surface): | Weapon | Shield Damage | |--------|--------------| | Gatling | 4 HP/bullet | | Revolver | 8 HP | | Flintlock | 15 HP | | Shotgun burst | 16 HP | ### Create Radar Cloaked ships are fully hidden from Create Radar scans — they do not appear on radar displays and do not trigger RWR (Radar Warning Receiver) alerts. Implemented via Mixin into `RadarScanningBlockBehavior`. ### Alex's Caves Nuclear bomb and torpedo are fully intercepted (500 HP and 80 HP respectively). > All damage values are configurable in `config/vs_shields.json`. --- ## Configuration All settings live in `config/vs_shields.json`. The file is auto-generated on first launch and updated automatically when new keys are added by a mod update. ### `general` section — visual & gameplay | Key | Default | Description | |-----|---------|-------------| | `shieldPadding` | `10.0` | Extra blocks added to each side of the ship AABB when sizing the shield sphere | | `showShieldBubble` | `true` | `false` hides the hex bubble completely for all players (client-only; no effect on damage) | | `hideShieldBubbleInside` | `false` | `true` hides the bubble for crew standing inside the shield; outside view is unaffected | | `syncIntervalTicks` | `10` | How often (ticks) the server pushes shield HP/state to clients | --- ## Energy Sources ### Forge Energy (FE) Connect any FE-producing mod to a generator or battery input: Thermal Expansion, Mekanism, Flux Networks, or any mod implementing `IEnergyStorage`. ### Create (SU → FE) Place a Create **rotation shaft** adjacent to a Shield Generator, Battery Input, Gravity Field Generator, Solid Projection Module, or Resonance Beacon. Rotation is converted at **1 FE/tick per 1 RPM** from all 6 sides. --- ## Crafting Components All recipes use custom intermediate components. Components are organized in three tiers: ### Base Components | Component | Recipe | Yields | |-----------|--------|--------| | **Charged Redstone Crystal** | Shapeless: Redstone Block + Amethyst Shard + Glowstone Dust | 1 | | **Copper Coil** | 8× Copper Ingot around Iron Ingot | 2 | | **Insulated Wire** | 3× Copper Ingot over 3× Leather | 6 | | **Tempered Glass Pane** | Smelt Glass Pane in furnace | 1 | | **Reinforced Plate** | Iron Ingot + Iron Block + Obsidian (3×3) | 2 | ### Mid Components | Component | Key Ingredients | Yields | |-----------|----------------|--------| | **Signal Board** | Insulated Wire, Charged Redstone Crystal, Gold, Redstone Torch, Quartz | 1 | | **Resonance Lens** | 4× Amethyst Shard around Tempered Glass Pane | 1 | | **Energy Cell** | Copper Coil, Charged Redstone Crystal, Redstone Block, Iron Block | 1 | | **Frequency Oscillator** | Signal Board, Copper Coil, Amethyst Shard, Quartz | 1 | ### Advanced Components | Component | Key Ingredients | Yields | Notes | |-----------|----------------|--------|-------| | **Hardened Casing** | Reinforced Plate, Obsidian, **Netherite Ingot** | 1 (stack 4) | Netherite gate for endgame | | **Stabilized Core** | Charged Redstone Crystal, Ender Pearl, Echo Shard, **Nether Star** | 1 (stack 1) | Boss drop required | | **Void Shard** | *Drop only* — Enderman (5%), Ender Dragon (4–8) | — (stack 16) | Configurable rates | | **Void Capacitor** | Void Shard, Energy Cell, Stabilized Core, Echo Shard | 1 (stack 1) | Ultimate component | ### Special Item **Energy Cell** — right-click on a Shield Generator to instantly inject **25,000 FE** (configurable). The item is consumed. --- ## Crafting Recipes ### Shield System **Iron Shield Generator** ``` [Reinforced Plate] [Copper Coil] [Reinforced Plate] [Copper Coil] [Tempered Glass] [Copper Coil] [Reinforced Plate] [Copper Coil] [Reinforced Plate] ``` **Diamond Shield Generator** *(upgrade — requires Iron Generator)* ``` [Diamond] [Resonance Lens] [Diamond] [Energy Cell] [Iron Generator] [Energy Cell] [Diamond] [Resonance Lens] [Diamond] ``` **Netherite Shield Generator** *(upgrade — requires Diamond Generator)* ``` [Void Capacitor] [Hardened Casing] [Void Capacitor] [Hardened Casing] [Diamond Generator] [Hardened Casing] [Void Capacitor] [Hardened Casing] [Void Capacitor] ``` **Shield Capacitor** ``` [Copper Coil] [Charged Redstone] [Copper Coil] [Reinforced Plate] [Reinforced Plate] [Reinforced Plate] [Copper Coil] [Charged Redstone] [Copper Coil] ``` **Shield Emitter** ``` [Copper Coil] [Insulated Wire] [Copper Coil] [Insulated Wire] [Tempered Glass] [Insulated Wire] [Copper Coil] [Insulated Wire] [Copper Coil] ``` ### Shield Battery **Shield Battery Cell** *(yields 4)* ``` [Insulated Wire] [Charged Redstone] [Insulated Wire] [Charged Redstone] [Tempered Glass] [Charged Redstone] [Insulated Wire] [Charged Redstone] [Insulated Wire] ``` **Shield Battery Input** ``` [Energy Cell] [Insulated Wire] [Energy Cell] [Insulated Wire] [Battery Cell] [Insulated Wire] [Energy Cell] [Insulated Wire] [Energy Cell] ``` **Shield Battery Controller** ``` [Echo Shard] [Battery Input] [Echo Shard] [Battery Input] [Hardened Casing] [Battery Input] [Echo Shard] [Battery Input] [Echo Shard] ``` ### Electronic Warfare Station **Shield Jammer Frame** *(yields 4)* ``` [Reinforced Plate] [Obsidian] [Reinforced Plate] [Obsidian] [Reinforced Plate] [Obsidian] [Reinforced Plate] [Obsidian] [Reinforced Plate] ``` **Shield Jammer Input** ``` [ ] [Reinforced Plate] [ ] [Obsidian] [Jammer Frame] [Obsidian] [ ] [Reinforced Plate] [ ] ``` **Shield Jammer Controller** ``` [Hardened Casing] [Freq. Oscillator] [Hardened Casing] [Freq. Oscillator] [Stabilized Core] [Freq. Oscillator] [Hardened Casing] [Freq. Oscillator] [Hardened Casing] ``` ### Gravity Field Generator ``` [Copper Coil] [Void Capacitor] [Copper Coil] [Void Capacitor] [Stabilized Core] [Void Capacitor] [Copper Coil] [Void Capacitor] [Copper Coil] ``` ### Tools & Weapons **Ship Analyzer** ``` [Freq. Oscillator] [Resonance Lens] [Freq. Oscillator] [Resonance Lens] [Signal Board] [Resonance Lens] [Freq. Oscillator] [Resonance Lens] [Freq. Oscillator] ``` **Tactical Goggles** ``` [Resonance Lens] [Void Capacitor] [Resonance Lens] [Void Capacitor] [Ship Analyzer] [Void Capacitor] [Resonance Lens] [Void Capacitor] [Resonance Lens] ``` **Gravitational Mine** *(yields 4)* ``` [Charged Redstone] [Freq. Oscillator] [Charged Redstone] [Freq. Oscillator] [Iron Ingot] [Freq. Oscillator] [Charged Redstone] [Freq. Oscillator] [Charged Redstone] ``` **Gravitational Mine Launcher** ``` [Copper Coil] [Reinforced Plate] [Copper Coil] [Reinforced Plate] [Signal Board] [Reinforced Plate] [Copper Coil] [Reinforced Plate] [Copper Coil] ``` **Boarding Pod Cockpit** ``` [Reinforced Plate] [Tempered Glass] [Reinforced Plate] [Copper Coil] [Compass] [Copper Coil] [Reinforced Plate] [Redstone] [Reinforced Plate] ``` **Boarding Pod Engine** ``` [Reinforced Plate] [Copper Coil] [Reinforced Plate] [Copper Coil] [Gunpowder] [Copper Coil] [Reinforced Plate] [Copper Coil] [Reinforced Plate] ``` ### Anomaly Detection **Aetheric Compass** ``` [Resonance Lens] [Void Shard] [Resonance Lens] [Void Shard] [Compass] [Void Shard] [Resonance Lens] [Void Shard] [Resonance Lens] ``` **Resonance Beacon** ``` [Void Capacitor] [Resonance Lens] [Void Capacitor] [Resonance Lens] [Stabilized Core] [Resonance Lens] [Void Capacitor] [Resonance Lens] [Void Capacitor] ``` **Aetheric Energy Cell** *(shapeless)*: Refined Aether Crystal + Energy Cell **Attuned Void Shard** *(shapeless)*: Refined Aether Crystal + Void Shard **Calibrated Oscillator** *(shapeless)*: Resonance Fragment + Frequency Oscillator ### Solid Projection Module & Access Cards **Solid Projection Module** ``` [Obsidian] [Hardened Casing] [Obsidian] [Hardened Casing] [Ender Eye] [Hardened Casing] [Copper Coil] [Redstone Block] [Copper Coil] ``` **Frequency ID Card** *(yields 8)* ``` [ ] [ ] [ ] [Insulated Wire] [Signal Board] [Insulated Wire] [Paper] [Paper] [Paper] ``` --- ## Installation 1. Install **Minecraft 1.20.1** with **Forge 47.4+** 2. Install **[Valkyrien Skies 2](https://modrinth.com/mod/valkyrien-skies)** (2.4.0+) 3. Install **[Architectury API](https://modrinth.com/mod/architectury-api)** (9.1.12+) 4. Drop `vs-shields-.jar` into your `mods/` folder ### Optional but supported | Mod | Benefit | |-----|---------| | **[Create](https://modrinth.com/mod/create)** | Power generators and batteries with rotation shafts (SU → FE) | | **[Create: Big Cannons](https://www.curseforge.com/minecraft/mc-mods/create-big-cannons)** | Per-shell damage values for all CBC projectiles | | **[Create: Big Cannons — Nuke Shell](https://modrinth.com/mod/cbc-nuclear)** | Nuke Shell intercepted with full nuclear flash | | **[Create: Gunsmithing](https://www.curseforge.com/minecraft/mc-mods/create-gunsmithing)** | Per-weapon damage for projectile and hitscan weapons | | **[Alex's Caves](https://modrinth.com/mod/alexs-caves)** | Nuclear bomb and torpedo intercepted | | **[Curios API](https://modrinth.com/mod/curios)** | Tactical Goggles in head slot, Frequency ID Card in charm slot | | **[Create Radar](https://modrinth.com/mod/create-radars)** | Cloaked ships hidden from radar scans and RWR alerts | | **[World Border (Serilum)](https://modrinth.com/mod/world-border)** | Anomaly islands respect custom world borders (auto-detected via reflection) | --- ## Authors **LennyPane** — programming, design **PaleBeta** — 3D models & textures ## License [Custom License](https://github.com/LennyPane/vs-shields/blob/main/LICENSE)