Overriding the planetary shield to provide radiation protection will introduce incompatibilities with other mods that make changes to it, so I want to avoid doing this. I will look into adding a separate structure using the planetary shield art assets to provide radiation protection. It might not be feasible, so no promises yet!
I've taken a look and it seems you can only have a single planetary shield texture active at one time. If I implement a radiation shield, it will be incompatible with the existing planetary shield or any other mods that make use of the shield texture feature. I don't have a good sprite to create a radiation shield entity, and even if I did it might create too much clutter around planets with stellar reflectors and orbital stations.
if I knew how to upload images i could show you.
If your on/in hyperspace the button is grayed out. However if your mouse cursor crosses the button it crashes to desktop.
btw i really like your mods. and thanks for adding support for fds!
I've figured out what's causing the crash and I'll update my gate construction mod soon to fix it. Thank you for letting me know about this, and I'm glad you're enjoying my mods!
Yeah, I'm looking at what perhaps could better be described as a skill bar as opposed to specials, the bar with things like Distress Call. Still, I don't see anything. I suspect maybe the Hyperjump mod I have installed may be overriding it?
Currently I've added the euteck condition via the addcondition command to a planet to see what happens as a workaround.
Your skill bar has a little button that says "lock" near it in the button right corner. Make sure that button is deactivated, then right click on any ability in your skill bar (ex. transponder enable/disable, or any other one). You will see a menu pop up with all your skills. Mouse over them until you see the "Active Miller-Urey Device" ability and then click it to add it to your bar. Now you can use it!