VS Shields

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

File Details

vs-shields-0.1.0-forge.jar

  • R
  • Mar 7, 2026
  • 1.12 MB
  • 841
  • 1.20.1
  • Forge

File Name

vs-shields-0.1.0-forge.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vs-shields-1471795:7724065")
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VS Shields 0.1.0 — Major Update

All changes since the last public release (0.0.6). Versions 0.0.7–0.0.9 were internal builds.

New Content

  • Solid Projection Module — turns the energy shield into a physical wall. Foreign entities and ships are pushed back; access controlled by programmable Frequency ID Cards (inventory, offhand, or Curios charm slot). Master Key slot in the Shield Generator GUI for allied ship access.
  • Cloaking Field Generator — renders your ship invisible. Crew sees a rainbow shimmer; external players see a faint heat distortion. Suppresses shield while active (auto-restarts on decloak). Combat break: 3 hits from/into the cloaked ship → auto-decloak + 30s cooldown. Create Radar compatible — cloaked ships hidden from radar and RWR.
  • Boarding Pod — 2-block assault craft (Cockpit + Engine). Assembles into a VS2 ship; aim with mouse, hold Space to boost, steer mid-flight. Drills a 2×2×4 tunnel into target hull on impact. 10 HP — can be shot down mid-air.
  • Aetheric Anomaly — procedurally generated floating islands that spawn periodically as VS2 ships. 6 unique blocks, caves with ores, 4-phase lifecycle, hostile guardians (Enderman/Phantom/Shulker) with custom drops, void deposit extraction, periodic aetheric pulse, ship repulsion. Admin commands included.
  • Aetheric Compass — detects anomaly islands with 32-frame animated needle (slow spin / pointing / chaotic interference).
  • Resonance Beacon — scan block that reveals exact anomaly coordinates (500k FE + 1 Refined Aether Crystal per scan).
  • Tactical Goggles — helmet/Curios head slot with night vision, Ship Analyzer HUD (Y toggle), and 4× zoom (Shift+V).
  • Crafting component system — 13 intermediate items across 3 tiers. All 21+ recipes overhauled. Netherite gated behind Hardened Casing; generators upgrade Iron → Diamond → Netherite.
  • Energy Cell — consumable: right-click Shield Generator to inject 25,000 FE.
  • Aetheric Energy Cell — consumable: injects 75,000 FE from anomaly resources.
  • Void Shard — rare Enderman (5%) / Ender Dragon (4–8) drop for endgame crafting.
  • Redstone activation — signal HIGH activates shield, LOW deactivates. Combines with existing signal-on-hit output.

Visual Overhaul

  • Shield renderer rewritten — truncated icosahedron mesh with animated Gray-Scott reaction-diffusion pattern. Living labyrinth texture that continuously restructures through erosion and regrowth.
  • ~10-15 FPS recovered — mesh reduced 60%, Fresnel LUT, merged render pass, RD simulation optimized 20×, distance LOD, server-side tick throttling.
  • OBJ models — Cloaking Field Generator, Resonance Beacon, Boarding Pod Cockpit (composite frame + translucent glass).

Balance

  • Shield HP doubled: Iron 200, Diamond 500, Netherite 1000
  • Recharge doubled: Iron 1.0, Diamond 2.0, Netherite 4.0 HP/tick
  • Capacitor +100 HP, Emitter +1.0 HP/tick (both doubled)
  • Battery capacity 400,000 FE (doubled)

Bug Fixes

  • Crew fire no longer absorbed by own shield
  • Solid barrier: force-based AABB repulsion replaces joints (no rotation lock, no tumbling)
  • Cloak break detection fixed for inside-out shots
  • CBC autocannon self-damage fixed
  • Shader cloud sorting corrected (Iris/Oculus)
  • CGS Nail Gun / Blaze Gun projectile interception fixed
  • Boarding Pod camera, steering, and drilling fixes
  • Compass direction calculation corrected

Known Issues

  • CGS Nail Gun projectiles may occasionally pass through shields