ShieldBubble
Configurable shield generator radius (meters). Changes both the math and the visual dome effect.Changelog
Kept in sync with the Changelog section of README.md. Thunderstore stores it
as its own field (it is read from CHANGELOG.md inside the package zip), which is what feeds
the package's Changelog tab and the "what's new" text in mod managers.
1.1.1
- The server no longer re-sends the config on a timer. It used to push it to every connected client every 10 s, changed or not; a client now receives it once when it joins and the server speaks again only when its own config actually changes (delivered with a short 3-packet retry, then silence). A server with an untouched config now sends nothing at all, and its log stops repeating itself.
- A client that misses its first config push recovers in about 1 s instead of up to 10 s.
- Live config changes still reach clients in under a second; nothing else about the sync changed, and 1.1.0 clients keep working against a 1.1.1 server (same protocol).
1.1.0
- Multiplayer sync fixed on dedicated servers: clients now really do receive the server's config, and the "mod required" check actually runs. The handshake used to travel on the player character's network channel, which the game silently drops when that character is outside the server's simulation distance — the normal case on a dedicated server, so clients kept their own local radius and no client was ever checked. It now runs on the game's peer-level RPC channel (the one the game uses to spawn objects), which does not depend on the character being nearby.
- Enforcement: with
Enabled = truea client without the mod is disconnected after ~10 s and the server log names the player; withEnabled = falsethere is neither sync nor enforcement. - Rejoining after a dropped connection no longer gets a legitimate client kicked.
- Step-by-step logging on both sides, so a sync issue can be read directly from the logs.
1.0.0
- First release: pins the shield generator radius to a fixed value in meters (
Shield/Radius, 1–500 m), withShield/Enabledto switch the mod on and off. - The value is applied to the radius math and to both visual layers (dome mesh scale plus the image effect's draw distance), so the dome you see always matches the real radius.
- Live editing: save the
.cfgand the change applies in under a second, the dome growing or shrinking in place — no world reload. - Fuel keeps controlling on/off, colour and particles; at 0 fuel the shield is off, as in vanilla.
- Introduced the server-authoritative config and the "mod required on clients" rule, both of which were finished and fixed in 1.1.0.
Note: an internal 1.0.1 build existed during development (build/test tooling and package icon only, no behaviour change); it was never published and its number was folded back into 1.0.0.
