VS Shields
Energy shield systems for Valkyrien Skies 2 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:
- Place a Shield Battery Controller facing outward — it becomes the center of one face
- Fill the remaining 26 positions with Battery Cell and/or Battery Input blocks
- 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 <seconds>,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:
- Craft exactly one Boarding Pod Cockpit and one Boarding Pod Engine
- 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
- Right-click the cockpit to board — you mount the pod
- Aim with the mouse, then press the Fire key (unbound by default — set in Controls → VS Shields)
- 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:
- 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
- Breach — drills a clean 2×2×4 tunnel into the hull at the exact angle of approach
- Deals 100 HP to any active Solid Projection Module barrier on the target
- 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
- Install Minecraft 1.20.1 with Forge 47.4+
- Install Valkyrien Skies 2 (2.4.0+)
- Install Architectury API (9.1.12+)
- Drop
vs-shields-<version>.jarinto yourmods/folder
Optional but supported
| Mod | Benefit |
|---|---|
| Create | Power generators and batteries with rotation shafts (SU → FE) |
| Create: Big Cannons | Per-shell damage values for all CBC projectiles |
| Create: Big Cannons — Nuke Shell | Nuke Shell intercepted with full nuclear flash |
| Create: Gunsmithing | Per-weapon damage for projectile and hitscan weapons |
| Alex's Caves | Nuclear bomb and torpedo intercepted |
| Curios API | Tactical Goggles in head slot, Frequency ID Card in charm slot |
| Create Radar | Cloaked ships hidden from radar scans and RWR alerts |
| World Border (Serilum) | Anomaly islands respect custom world borders (auto-detected via reflection) |
Authors
LennyPane — programming, design
PaleBeta — 3D models & textures
