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Details
All versions
0.1.0
Release
VS Shields 0.1.0 | Cloaked in Aether6 months ago 1,375
Compatibility
Minecraft: Java Edition
1.20.1
Platform
Forge
Supported environments
Client and server
Required content
Changes
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
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Maven coordinates:
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build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:5n1NccI3:fOxVrMR0"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:5n1NccI3:fOxVrMR0"
}




