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	<title>Guide to Modular Shields - История изменений</title>
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		<summary type="html">&lt;p&gt;typo edit&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== What&amp;#039;s a Modular Shield ==&lt;br /&gt;
Modular Shields are customizable, expandable systems that create big blue walls with various and sundry properties, such as meteor shielding and door-making.&lt;br /&gt;
&lt;br /&gt;
This guide assumes you to be familiar with [[Machine construction|Machine Construction]], and as such will not cover how to construct the individual components.&lt;br /&gt;
&lt;br /&gt;
== Basic Functions ==&lt;br /&gt;
A modular shield system is fundamentally composed of three parts:&lt;br /&gt;
* Console: Remotely controls projectors.&lt;br /&gt;
* Projector: Projects a shield.&lt;br /&gt;
* Modules: Modifies the properties of the shield projected by a connected Projector.&lt;br /&gt;
A Modular Shield has three main statistics you need to keep track of:&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;Integrity:&amp;#039;&amp;#039; ===&lt;br /&gt;
The shield&amp;#039;s current stability and structural integrity. Keeps bad things out and good things in. Reduced by attacks, both melee and projectile, and some other stuff. If this reduced to below 5 points, the shield will &amp;#039;&amp;#039;&amp;#039;{{MODSHIELDCOLLAPSE}}&amp;#039;&amp;#039;&amp;#039;. A shield&amp;#039;s integrity cannot ever go higher than the pre-stated maximum.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;Regeneration:&amp;#039;&amp;#039; ===&lt;br /&gt;
The default rate at which the shield will naturally regain integrity, up to it&amp;#039;s Maximum. This is listed in units of integrity points per second. The actual regeneration speed is almost never equal to the stated regeneration rate, for reasons which will be discussed later.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;Maximum Radius:&amp;#039;&amp;#039; ===&lt;br /&gt;
The maximum range of the shield. How this manifests depends on the projector type.&lt;br /&gt;
&lt;br /&gt;
== The Projector: ==&lt;br /&gt;
The Projector produces the hard-light barrier that forms a modular shielding system. There are two types of Projector.&lt;br /&gt;
&lt;br /&gt;
=== Modular Shield Generator ===&lt;br /&gt;
This projects Shield tiles in a hollow circle, placing a them on all spaces in that circle not containing a solid wall. This circle has a radius equal to the radius set in the Generator&amp;#039;s GUI, up to the Maximum Radius. Can take damage while active. By default, only projects on space tiles.&lt;br /&gt;
&lt;br /&gt;
* Can be set to Internal/External mode in its GUI to allow it to project on non-space tiles. &lt;br /&gt;
* Suffers a 50% reduction in Maximum Radius and 50% reduction in Regeneration, when set to Internal/External. &lt;br /&gt;
* Can be controlled and configured by clicking it, by a Console, or via the singular wire in its wire panel, pulsing which toggles the shield on and off.&lt;br /&gt;
&lt;br /&gt;
=== Modular Shield Gate ===&lt;br /&gt;
Projects Shield Tiles in a single straight line, including the tile on which the Gate is located, until it contacts a solid surface or another Shield tile. Otherwise, extends a number of tiles equal to its Maximum Radius. Cannot take damage while active.&lt;br /&gt;
&lt;br /&gt;
* Has no penalty for indoors projection. &lt;br /&gt;
* Cannot be controlled by clicking it, and must instead be linked to a Console or controlled via wire pulsing.&lt;br /&gt;
&lt;br /&gt;
=== Default Stats: ===&lt;br /&gt;
Both types of projectors take the same Stock Parts: One Laser, One Capacitor, and One Servo. The default stats of a Projector are based on the Stock Parts used in their construction, as listed below:&lt;br /&gt;
&lt;br /&gt;
Maximum Radius: Base of 3, with an extra .25 per tier of laser.&lt;br /&gt;
&lt;br /&gt;
Regeneration: Base of 3, with 2 an extra 2 per tier of servo.&lt;br /&gt;
&lt;br /&gt;
Maximum Integrity: Base of 40, with an extra 20 per tier of capacitor.&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Modules&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
{{MODSHIELDMODULE}}s allow for a {{MODSHIELDPROJECTOR}}&amp;#039;s characteristics to be enhanced. {{MODSHIELDMODULE}}s must be connected to a {{MODSHIELDPROJECTOR}} to have an effect. Multiple {{MODSHIELDMODULE}}s can be connected to one {{MODSHIELDPROJECTOR}}, but any one {{MODSHIELDMODULE}} can only ever connect to one {{MODSHIELDPROJECTOR}} at a time. Some {{MODSHIELDMODULE}}s act as connection points for other {{MODSHIELDMODULE}}s and others provide statistical improvements. All {{MODSHIELDMODULE}}s can be directly connected to a {{MODSHIELDPROJECTOR}}, but most {{MODSHIELDMODULE}}s cannot connect to each other, with two vital exceptions. To connect a {{MODSHIELDMODULE}} to another {{MODSHIELDMODULE}} or to a {{MODSHIELDPROJECTOR}}, rotate the output port of the {{MODSHIELDMODULE}} towards the input port or ports of the component you wish to connect it to.&lt;br /&gt;
&lt;br /&gt;
=== Modular Shield Node: ===&lt;br /&gt;
The Node has 3 inputs and 1 output, allowing it to be chained. The Node is able to connect to all other {{MODSHIELDMODULE}}s, and to {{MODSHIELDPROJECTOR}}s.&lt;br /&gt;
&lt;br /&gt;
=== Modular Shield Cable: ===&lt;br /&gt;
The Cable has 3 inputs and 1 output, allowing it to be chained. The Cable is only capable of connecting to {{MODSHIELDPROJECTOR}}s, Nodes, and Cables. The Cable, unlike other {{MODSHIELDMODULE}}s, can be walked, thrown, and shot over.&lt;br /&gt;
&lt;br /&gt;
=== Modular Shield Charger: ===&lt;br /&gt;
The Charger has 1 output. The Charger accepts 3 Servos at construction and adds 2 * {{PARTTIER}} {{MODSHIELDBASEREGEN}} per installed Servo.&lt;br /&gt;
&lt;br /&gt;
=== Modular Shield Well: ===&lt;br /&gt;
The Well has 1 output. The Well accepts 3 Capacitors at construction and adds 20 * {{PARTTIER}} Maximum {{MODSHIELDINTEGRITY}} per installed Capacitor.&lt;br /&gt;
&lt;br /&gt;
=== Modular Shield Relay: ===&lt;br /&gt;
The Relay has 1 output. The Relay accepts 3 Lasers at construction and adds 0.25 * {{PARTTIER}} Maximum Radius per installed Laser.&lt;br /&gt;
&lt;br /&gt;
== Regeneration Mechanics ==&lt;br /&gt;
A Modular Shield will regenerate some number of {{MODSHIELDINTEGRITY}} points each second. This regeneration may not always take place every second on the dot, but the overall rate is constant, as the {{MODSHIELDPROJECTOR}} compensates for lag. This property &amp;#039;&amp;#039;does&amp;#039;&amp;#039; mean that you might need more Maximum {{MODSHIELDINTEGRITY}} than you think you do lest your shield take too much damage in too short a period of time despite being theoretically able to regenerate that damage fast enough. The regeneration speed of an active {{MODSHIELDPROJECTOR}} is partially proportional to the ratio of the Maximum Radius of the projected shield compared to the Radius actually in use. &lt;br /&gt;
&lt;br /&gt;
=== Active Shields: ===&lt;br /&gt;
The formula is as follows: &lt;br /&gt;
&lt;br /&gt;
Where &amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt; is the Maximum Radius, &amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;used&amp;lt;/sub&amp;gt; is the range to which the shield is being projected (this is the GUI set Radius for Generators and the length of the shield for Gates), &amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; is the {{MODSHIELDBASEREGEN}} and &amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;actual&amp;lt;/sub&amp;gt; is the {{MODSHIELDINTEGRITY}} regeneration rate per second:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;actual&amp;lt;/sub&amp;gt; &amp;#039;&amp;#039;=&amp;#039;&amp;#039; (&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;base&amp;lt;/sub&amp;gt; /  (0.5 + (&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;used&amp;lt;/sub&amp;gt; * 2) / &amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;))&lt;br /&gt;
&lt;br /&gt;
If the {{MODSHIELDPROJECTOR}} is a Generator on Internal/External mode, divide by two.&lt;br /&gt;
&lt;br /&gt;
=== Inactive Shields: ===&lt;br /&gt;
For an inactive {{MODSHIELDPROJECTOR}}, the math is simpler:&lt;br /&gt;
&lt;br /&gt;
An inactive {{MODSHIELDPROJECTOR}} regenerates at a rate of {{MODSHIELDBASEREGEN}} points of {{MODSHIELDINTEGRITY}} per second, unless it is {{MODSHIELDCOLLAPSE}}d, in which case it regenerates at 1/4th of that. Inactive Generators are not affected by Internal/External penalties.&lt;br /&gt;
&lt;br /&gt;
== {{MODSHIELDTILE}}s ==&lt;br /&gt;
A Modular Shield&amp;#039;s main purpose is to absorb various kinds of harm directed at or through the shield&amp;#039;s projected {{MODSHIELDTILE}}s, consuming the {{MODSHIELDPROJECTOR}}&amp;#039;s {{MODSHIELDINTEGRITY}} in the process.&lt;br /&gt;
&lt;br /&gt;
{{MODSHIELDTILE}}s are dense, airtight, transparent, block both ballistic and energy projectiles (including lasers, despite their transparency), and cannot be otherwise destroyed except via the Generator that projected them. {{MODSHIELDTILE}}s will prevent players from clicking on objects underneath them, such as items dropped on their tile, but not objects above them. {{MODSHIELDTILE}}s are non-dense until 2 seconds after the activation of the {{MODSHIELDPROJECTOR}} projecting them. The {{MODSHIELDTILE}} will appear semi-transparent for those 2 seconds.&lt;br /&gt;
&lt;br /&gt;
=== {{MODSHIELDINTEGRITY}} Loss ===&lt;br /&gt;
An active modular shield loses integrity as listed:&lt;br /&gt;
* For every point of {{TGMEDBRUTE}} or {{TGMEDBURN}} that a {{MODSHIELDTILE}} would sustain, such as from projectiles, thrown objects, and melee attacks, the Modular Shield loses one point of {{MODSHIELDINTEGRITY}}.&lt;br /&gt;
* For every {{MODSHIELDTILE}} affected by an EMP, the Modular Shield loses 15 {{MODSHIELDINTEGRITY}} if the EMP was of heavy severity, and 7.5 if it was of light. (Note that, since {{MODSHIELDPROJECTOR}}s can be controlled by wires, if the {{MODSHIELDPROJECTOR}} is directly hit by an EMP there is a 33% chance that its sole wire is pulsed, thereby toggling it. Also note that since Modular Shield components rely on APC power, if the EMP hits the APC supplying power to the shield machinery, it will turn off anyways.)&lt;br /&gt;
* For every {{MODSHIELDTILE}} affected by an explosion, the Modular Shield loses 20 integrity if the explosion was Light, 50 if it was Heavy, and 100 if it was Devastating.&lt;br /&gt;
* For every {{MODSHIELDTILE}} exposed to a tile with an atmosphere above 200 Celsius, the Modular Shield loses 0.0025 {{MODSHIELDINTEGRITY}} per liter of volume of that atmosphere per half-second. For reference, the volume of the atmosphere of a tile is 2.5 Kiloliters.&lt;br /&gt;
* For every {{MODSHIELDTILE}} punched by a hulk, the Modular Shield loses {{MODSHIELDBASEREGEN}} + 30 {{MODSHIELDINTEGRITY}}. This means that hulks are an extremely effective counter to high-regen low-capacity shields, and a single hulk will be able to break through almost any shield given enough time.&lt;br /&gt;
&lt;br /&gt;
=== Blast Resistance ===&lt;br /&gt;
Like in Minecraft! (honestly, this mechanic isn&amp;#039;t &amp;#039;&amp;#039;entirely unlike&amp;#039;&amp;#039; Minecraft blast resistance mechanics, so that joke may hold some truth)&lt;br /&gt;
&lt;br /&gt;
{{MODSHIELDTILE}}s have a blast resistance of 2 points. This means that if an explosion propagates through a {{MODSHIELDTILE}}, the explosion&amp;#039;s devastation range, from that tile onward in the direction away from the explosion&amp;#039;s epicenter, is reduced by 2 tiles, its Heavy range is reduced by 3 tiles, and it&amp;#039;s Light range is reduced by 5 tiles. If this weakens the explosion enough such that the tiles beyond the shield have an effective distance from the explosion&amp;#039;s source longer than any of the explosions ranges, the explosion is entirely deflected by the shield and will not pass through, though it will still reduce the {{MODSHIELDINTEGRITY}} of the Modular Shield (and, because [[Coders|reasons]], may still cause fires to appear if the flame range goes farther than the explosion).&lt;br /&gt;
&lt;br /&gt;
=== {{MODSHIELDPROJECTOR}} {{MODSHIELDCOLLAPSE}}: ===&lt;br /&gt;
If an active {{MODSHIELDPROJECTOR}}&amp;#039;s {{MODSHIELDINTEGRITY}} is reduced to below 5 points, the {{MODSHIELDPROJECTOR}} {{MODSHIELDCOLLAPSE}}s. When a {{MODSHIELDPROJECTOR}} {{MODSHIELDCOLLAPSE}}s, it immediately deactivates, and its {{MODSHIELDINTEGRITY}} is forcibly set to 0.  A {{MODSHIELDCOLLAPSE}}d {{MODSHIELDPROJECTOR}} cannot be re-activated until it regenerates to its Maximum {{MODSHIELDINTEGRITY}}, at which point the {{MODSHIELDPROJECTOR}} will regain full functionality.&lt;br /&gt;
&lt;br /&gt;
== The Console ==&lt;br /&gt;
The Modular Shield Console can be linked to {{MODSHIELDPROJECTOR}}s using a multi tool, and will allow for remote control of those {{MODSHIELDPROJECTOR}}s.&lt;br /&gt;
&lt;br /&gt;
== Coloring ==&lt;br /&gt;
You may customize the color of your {{MODSHIELDPROJECTOR}}&amp;#039;s projected {{MODSHIELDTILE}}s by coloring the {{MODSHIELDPROJECTOR}} with a spray can.&lt;/div&gt;</summary>
		<author><name>imported&gt;KingKuma</name></author>
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