Space Engineers

Space Engineers

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Skiittz's Thermal Mechanics
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
706.368 KB
May 13, 2024 @ 5:43am
May 7 @ 5:48am
65 Change Notes ( view )

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Skiittz's Thermal Mechanics

Description
Try this mod out on my server!
174.175.47.104:27016
(unseenskiittz.duckdns.org:27016)

Reactors, Batteries, H2 Engines, and H2 Thrusters will produce heat proportional to their output. Once enough heat has built up they will begin to take damage.

Damage can be delayed by building a heat sink on the grid. All excess heat will be stored in the heat sink until it is full (be careful! if a hot heat sink is destroyed, all that stored heat has to go somewhere!)

To cool your heat sink, build one or more radiators. These will ramp up over time, and at full efficiency can dissipate up 50MW of heat (5MW for small grid) per cycle. But this dissipated heat will manifest as a signal that can be seen by other players. The more heat dissipated, the further the signal can be detected.

Heavily Inspired by Kinesi's Thermal Mechanics Mod, but written from scratch with my own spin https://steamcommunity.com/sharedfiles/filedetails/?id=2496040401&searchtext=thermal+mechanics

Weather now impacts radiator efficiency as well.

Heat Ratios are available as script hooks. See the source code on github for an example script.

https://github.com/skiittz/SkiittzsThermalMechanics
https://github.com/sponsors/skiittz


a lot of people are requesting the dlc heat vents to work - they do! in the menu there are two variants of each radiator (well 4 if you count the makeshift ones, those are inefficient radiators that are cheap to make)

one uses the spotlight model. this is for people who do not own the DLC. If you own the DLC, there absolutely is a variant of the radiator that uses the Keen heat vent model.

Note that creative mode may not really work. It was not built with creative in mind, and is untested. I've fixed a couple bug reports that might make creative unstable, but creative is not supported in any official capacity, this is meant for survival mode.
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94 Comments
skiittz  [author] 2 hours ago 
I find that it pairs well with the revers from modular encounters, as they can detect heat signatures
skiittz  [author] May 20 @ 3:33pm 
You can adjust many parameters in the settings.xml file that gets created to make it as dangerous or harmless as you like.
luizhf2 May 15 @ 5:22pm 
I'm looking for space difficulty, is heat dangerous on planets or i can mostly ignore it in atmo?
skiittz  [author] May 7 @ 6:26pm 
Some updates released today. Mostly minor tweaks and things for my own debugging purposes, some bug fixes for a condition that could cause radiators to get stuck and be unable to ramp up their dissipation, and the ability to enable small grid heatsinks to send their heat to a large grid sink when docked (enabled by default, can be disabled in settings file)
skiittz  [author] Mar 24 @ 7:20am 
@silver.talon that's good to know!
silver.talon Mar 23 @ 9:45am 
rofl Skiittz! It total works with critical reactor explosions, but its a little too harsh for the players. Maybe if there were a damage threshold to set, it would be more manageable.
PanDevas Mar 9 @ 12:58am 
Thx man, works as a charm
skiittz  [author] Mar 5 @ 2:47pm 
Thanks for the report! I believe this is fixed now. Please get the latest version and let me know if you continue to have issues.
PanDevas Mar 5 @ 1:42pm 
@skittz thx for the mod.

I've left you an "issue report" on github about a problem I've encountered.

Cheers m8
skiittz  [author] Feb 13 @ 12:05pm 
@lunar_eclipse it's back up again. I really need to script an auto start for when windows foes os updates....sorry!