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
---

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)