Space Engineers

Space Engineers

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Heat Management System
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
1.787 MB
Jul 1, 2025 @ 5:27am
Mar 23 @ 10:38pm
38 Change Notes ( view )

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Heat Management System

Description
Heat Management System 🚀🔥
Batteries too chill? Thrusters running a fever? Vents just blowing hot air?
This mod brings a whole new layer of engineering challenge to your grids: HEAT!




Mod evolution histroy & plan




Attention! If you run into issues, follow the steps below ↙️
If your batteries/heat networks behave weird and you're getting a lot of messages with Infinity in them, just load the savegame without the mod, save it, and then load with the mod back.
That will flush all the heat on the blocks and should solve the problem.



Heat Mods Family - for even more immersive realism
- Heat Management System - the core, you're on its page currently
- H2Real - the mod-satellite that covers the realism of hydrogen and oxygen with heat management.



🔥 What Does This Mod Do?
- Adds heat simulation to batteries, thrusters, and vents
- Blocks generate, transfer, and lose heat based on activity and environment
- Overheating batteries? Watch out—they might just go out with a bang! 💥
- Vents and thrusters help cool things down, but managing thermal balance is up to you
- Neighboring blocks exchange heat, so ship design really matters
- Fully configurable per save — tune it to your liking
- Extensible API – other mods can now interact with or override heat logic
- Event Controller integration – trigger automation from heat-related events

Player's Guide is here: https://steamcommunity.com/workshop/filedetails/discussion/3513670949/591780152569065758/




⚙️ Features
- Realistic(ish) heat transfer between blocks and the environment
- Visual feedback: glowing lights and smoke effects for hot blocks
- Per-save config file to tweak thresholds and rates
- Exploding batteries if you push them too far
- Pipe-based heat networks (⚡NEW in 1.1.0!)
- Extensible API for 3rd-party mods (⚡NEW in 1.2.0!)
- Event Controller events:
BlockTemperatureChanged
,
GridMaxTemperatureChanged
(⚡NEW in 1.2.0!)
- Turbo mode for Vents (⚡NEW in 1.2.3!). Use your O2 to cool vents down fast and easily. Note that this method does not increase the heat exchange with the environment but rather cools the vents down directly.

Perfect for engineers, survivalists, and heat-loving masochists 😈



🚩Commands:
- /HMS.refreshNetworks - causes a full rebuild of all the heat networks. Only available for local games.




🧰 How to Use
1. Subscribe to the mod
2. Load a world (new or existing)
3. A config file will appear in your save's Storage folder:
TSUT_HeatManagement_Config.xml
4. Edit it to adjust thresholds, rates, etc.
5. Save the file and reload the world to apply changes




📦Which blocks affected
Heat sources:
- Batteries
Heat sinks:
- Vents, Heat Vents, Exhausts, Atmo Thrusters
Radiators:
- Any non-deformable blocks adjacent to heat sources or heat sinks
Heat pipe networks:
- All sorts of conveyors, Pipe blocks, Willis ducts for large grids
- All sorts of conveyors, Neon tubes for small grids

Build, overclock, and try not to melt your ship 🔧🔥

Configuration guide with all the config options explained, hiding here: https://github.com/TheScrewUpTeam/SE-Heat-Management/blob/main/CONFIGURATION.md

🔧 Configuration
- Located at:
%AppData%\SpaceEngineers\Saves[YourWorld]\Storage\TSUT_HeatManagement_Config.xml
- Customize per-world:
• Heat generation and transfer rates
• Environmental influence
• Critical/explosion temperatures
• Pipe conductivity via
HEATPIPE_CONDUCTIVITY
• Event controller thresholds and triggers (⚡NEW in 1.2.0!)




🐞 Known Issues

Your ship may unexpectedly become a fireball.
This is a feature, not a bug. 🔥💥




👷 Credits
- Mod by TSUT (The Screw-Up Team)
- Inspired by all the engineers who ever said:
"What if batteries could explode?"




💬 Suggestions / Feedback
Got ideas? Found an issue? Want a variant version?
Leave a comment or start a discussion — this mod is actively maintained!
If you want to watch progress on this and other mods, join the Discord: https://discord.gg/zn3k8fP5Dz




Updates

v1.3.2: O2 Distribution System
- New O2 Distribution System: automatically manages oxygen across conveyor-connected blocks
- O2 producers: Oxygen Farms now generate O2 for the network
- O2 storage: O2 Tanks track and store available oxygen
- Third-party mod support for O2 consumption
- The new property is accessible for scripts. It's called HeatTemperature and is available on all affected blocks

v1.3.1: Heat transfer through connectors
- One more method to transfer heat to other grids - through connectors.

v1.3.0: Heat transfer to subgrids
- Heat transfer between subgrids through Rotos, Pistons, and Hinges.
- Heat conductivity is on the HeatPipes level for all of those but regular rotors.

Stay cool, engineers! 😎
Popular Discussions View All (1)
13
Feb 13 @ 3:29am
PINNED: Player's Guide
The Screw-Up Team
143 Comments
The Screw-Up Team  [author] Apr 15 @ 5:07am 
Dear @dDave and @fortnox3331255, I'll take a look into this conflict soon. Thanks for letting me know.
The Screw-Up Team  [author] Apr 15 @ 5:06am 
That's unfortunately a known issue, @Nomad. But the good news is that the fix is in the testing stage already. Hopefully, the tests will be successful, and it'll be released this weekend.
Nomad Apr 11 @ 9:23am 
There is a very weird bug that causes only rovers to be in 0 Gravity. Maybe there is a incompatibility issue with another mod but it is definitely linked to this mod. Kind of annoying because I was really enjoying this mod too.
dDave Mar 23 @ 8:57am 
incompatible with production quota :( thats a must have mod for me, what a shame
fortnox3331255 Mar 19 @ 12:49pm 
for some reason production quota conflicted with it
fortnox3331255 Mar 19 @ 12:45pm 
Can i ask with what kind of mods it might conflict it crashes my game and im struggling to pinpoint which mod causes the crash
The Screw-Up Team  [author] Mar 18 @ 8:48am 
I'm sorry, @Jowi, but what you're asking isn't how this mod pack is designed. The idea here is to provide a very basic set in a core mod, leaving all other aspects completely unaffected, while mod extensions cover other areas. It helps players construct exactly the experience they are seeking without tying them to my personal decisions. It also helps a lot to avoid mod conflicts.
If H2Real is way too hard for you, you can try O2Link (just don't use them together) or join my Discord and let's discuss a simplified version of H2Real together.
The Screw-Up Team  [author] Mar 18 @ 8:43am 
Hey folks, the new version for you is here.
@Zeropol, the property you requested is in place. Check docs for more info: https://github.com/TheScrewUpTeam/SE-Heat-Management/blob/main/EXTENSIBILITY.md#7-terminal-property-integration
Jowi Feb 24 @ 1:48pm 
and yes i do like to pretend they are combustion engines instead of the probably more accurate electrolysis ones, why do you ask? ("but then why do they make engine noises, huh? checkmate laws of thermodynamics")
Jowi Feb 24 @ 1:43pm 
you know, i was eager to use this mod when i saw it, to finally build something with actually neccessary cooling for its engines, until i learned that h2engines have their seperate addon with lotsa other stuff.

would it be too much to ask for a basic implementation of h2engine heating in the core mod and only expand it with all those rebalances in the satellite mod? or maybe a "lite" version with only the heat but not the other rebalances? (or a way for engines to take their oxygen in oxygenrich atmospheres automatically?) because i DO actually like the "plug and play" mechanics of hydrogen...

( i tried using vents set to depressurize to circumvent the oxygen need, but apparently i need not only two per engine, but also an o2tank anyway to store it before the engines register it. in theory it seems cool and it probably can lead to interesting scenarios, but its too much for me right now)