Mods introducing new content into the game.
Version: 0.6.0
Date: 2025-05-16
Changes:
- (Update by snouz)
- New shield generator graphics, with animations
- New sound
- New distinct icons for each shield generator
- New tooltip icon
- Upscaled entities, adjusted their hitbox and selection box
- Fixed and reworked tech icons in 256px
- Added range visualizer (like beacons) linked to range setting (which is now a startup setting)
- Shield generator radius is no longer runtime global setting but instead startup setting, caution should be used when upgrading mod in worlds where they were non-default value(s)
Version: 0.5.8
Date: 2025-05-12
Fixes:
- Also make mod recognize new building prototypes added by Space Age
Version: 0.5.7
Date: 2025-05-12
Fixes:
- Mod now listens for on_space_platform_built_entity, hence shield generators now work on space platforms
Version: 0.5.6
Date: 2025-05-11
Changes:
- entity -> shield provider table no longer saved into savefile, but instead rebuilt every time savefile is loaded, reducing saves bloat
Fixes:
- Fixed another migration blopper from 0.5.3
Version: 0.5.5
Date: 2025-05-11
Fixes:
- Fixed migration crash introduced in 0.5.3
Version: 0.5.4
Date: 2025-05-11
Changes:
- Mod data structure migration was switched to separate library, Migratus Orchestrus
Version: 0.5.3
Date: 2025-05-09
Features:
- Shield health multiplier is now configurable
Changes:
- Mod data structure migration was greatly improved
- Concentrated Solar reflectors are now blacklisted from having self shield (previously they had shield because they use turret base)
- Shield provider internal data structure was simplified and should generally tick faster
Fixes:
- Fixed re-connected to power grid turrets taking way longer than expected to be "discovered" by script as active
- Saves created in Factorio 1.1 are now properly migrated from
- Disabling shield generator no longer crashes the game
- Cloning shield generators have been slightly improved, it now properly copies its own shield upon clone
- Reversing (unresearching through editor) "turret shield generators" research no longer robs them off provider shields if they have one
- Visuals of shield generators no longer stop updating when shield generator energy drops to zero
Version: 0.4.2
Date: 2024-12-12
Changes:
- Bring back extra "valid" guard on shield bars, this should fix spontaneous crashes
Version: 0.4.1
Date: 2024-10-22
Fixes:
- Added back processing unit tech requirement to shield generators buildings tech
Version: 0.4.0
Date: 2024-10-21
Features:
- Factorio 2.0 support
Version: 0.3.6
Date: 2023-10-09
Changes:
- More assertions for fail-fast behavior of code
Fixes:
- Fixed rendering crash related to turret shields having exactly 0 energy stored while also having fully charged shield (issue first appeared in 0.1.4)
Version: 0.3.5
Date: 2022-07-23
Fixes:
- Add missing event filters for shield providers themselves
Version: 0.3.4
Date: 2022-06-06
Changes:
- Use event filters
Version: 0.3.3
Date: 2022-05-29
Fixes:
- Fix disabling shield had one piece of code thinking it is not connected to any power network (which is incorrect); This fixes crash where you disable and enable shield with no power in it's buffer
Version: 0.3.2
Date: 2021-12-20
Changes:
- same as 0.3.1 but for shield providers
Version: 0.3.1
Date: 2021-12-20
Changes:
- assert() tick argument passed to some functions
- More soft last_damage_bar and last_damage check for validity with this version migration
Version: 0.3.0
Date: 2021-12-17
Features:
- Shield battery recharge control shortcut
Version: 0.2.4
Date: 27. 11. 2021
Additions:
- Added exeperimental per-world option to remove turret shield interfaces when they are idling (for worlds with insane (>>>30k) amount of turrets)
Version: 0.2.3
Date: 27. 11. 2021
Fixes:
- Building new entities inside existing shield provider no longer do hard validation (improved UPS)
- Damaging entities under protection of shield provider no longer do hard validation (improved UPS)
Version: 0.2.2
Date: 24. 11. 2021
Fixes:
- Fix provider using wrong even distribution formula
Version: 0.2.1
Date: 24. 11. 2021
Fixes:
- Fix provider and self shields being stacked wrong, resulting in self shield not properly absorbing damage
Version: 0.2.0
Date: 21. 11. 2021
Balancing:
- Massively buffed shield generators power input
- Buffed shield generators power capacity
- Receiving damage on shielded entity now cripple shield build speed of entire provider
Version: 0.1.13
Date: 18. 11. 2021
Fixes:
- When applying migrations for 0.1.11 and 0.1.12, check data integrity
Version: 0.1.12
Date: 06. 11. 2021
Fixes:
- Fix last_damage tick not being set under certain conditions
Version: 0.1.11
Date: 02. 11. 2021
Fixes:
- Cloning cause a fatal error
Changes:
- Better shield bar damage receive visuals
Version: 0.1.10
Date: 02. 11. 2021
Additions:
- Visual effect on shield bar upon taking damage
Balancing:
- Damage must be at least 1 hitpoint for it to reset shield build speed
Version: 0.1.8
Date: 05. 09. 2021
Fixes:
- Fix crash when getting self shields after getting provider shield (bug appeared in 0.1.4)
Version: 0.1.7
Date: 18. 08. 2021
Fixes:
- Support on_entity_cloned event (fully: turret shields, minimal: shield providers)
- Support above fixes issues with mods such as Space Exploration
Version: 0.1.6
Date: 29. 07. 2021
Fixes:
- Fix crash if shield is removed earlier than on_remove is fired and something else is also removed
Version: 0.1.5
Date: 11. 05. 2021
Fixes:
- Fix crash related to shielded entity destroying
Version: 0.1.4
Date: 11. 05. 2021
Optimisations:
- Destroy shield bar rendering objects when not visible instead of hiding them. https://forums.factorio.com/viewtopic.php?t=98277
Version: 0.1.3
Date: 11. 05. 2021
Fixes:
- Lazy iterated table is now save-aware, bloating save file but fixing multiplayer desync issues
Version: 0.1.2
Date: 05. 05. 2021
Changes:
- Fix recharge speed increase (from 1.5s delay + 6s increase to 1.5s delay + 3s increase)
- Make recharge speed configurable
- Change default recharge speed values
Version: 0.1.1
Date: 04. 05. 2021
Changes:
- Fixed "invalid key to next()"
Version: 0.1.0
Date: 04. 05. 2021
Changes:
- Mark self shields as placeable-off-grid. This might break existing blueprints, so it is marked as 0.1.0
Version: 0.0.15
Date: 04. 05. 2021
Changes:
- Power unconnected self-shields (turrets) are now performance free. Side effect: It might take a while when connecting them to power network