MAJOR BUG :
Exploit found : set an area projector to a frequency on one generator core and start it. Now, using the frequency link, set it to a DIFFERENT frequency. It will drain power from the first generator core until empty but will NOT shut off, and will NOT drain power from the second generator core.
Thus, infinite shields for 0 energy.
Possible fix : disallow changing frequency with frequency link on a projector that is turned on.
SECONDARY BUG :
I tried inhibitors, and found that they usually are broken. The check is the OPPOSITE of what it should be : for a projector inside the boundary of an area shield with an inhibitor, if the frequencies are DIFFERENT the inhibitor works. Inhibiting should only happen if the area projector with the inhibitor and the field block inside the inhibitor field are on the SAME frequency.
I tried putting 2 area projectors on the same frequency, and an inhibitor on one or both of them to link the 2 together. It did not work at all.
On the bright side, I have not found an exploit yet that would let players break into your base if they don't know the frequency your shields are on.
LESSER BUG :
Nukes will not harm a shield projector at point blank range, although you can break the projector with a pick. Probably because the projector has too much explosion resistance.
MINOR BUG :
The console states "INFO : Packet Handler Error Modular Force Field" fairly frequently. Given that all the stuff related to guis and machine states seems to work now, I don't know if this is a big deal.