Space Engineers

Space Engineers

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Heat Management System
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Type: Mod
Mod category: Script, Other
文件大小
发表于
更新日期
1.423 MB
7 月 1 日 上午 5:27
10 月 27 日 上午 11:37
29 项改动说明 ( 查看 )

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Heat Management System

描述
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://psteamcommunity.yuanyoumao.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.com/invite/Zy6GT4nGfC




Updates

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.

v1.2.4: Performance update
- Scaled system for grid updates (based on the size of the grid)
- Segmented heat networks update
- Fine-grain configuration options

v1.2.3.1
- Fix for event controllers after the APEX update
- Fix for heat networks build states
- Fix for blinking vent on/off states

v1.2.3
- Any conveyors, including modded ones, participate in heat networks now.
- Neon tubes can be used as heat pipes on small grids.
- Turbo mode for Vents allows using O2 to cool things down even faster.

v1.2.2
- A lot of core fixes and enhancements for more stable behavior
- Simplified balance
- Auto config update system
- API enhancements for 3rd party modders

Hotfix v1.2.1
Fixed:
- Event Controller network synchronization
- Config synchronization between server<->client
Improved:
- Slight improvements and fixes for HMS API

v1.2.0
- Extensible API – The mod now exposes a robust API (
HmsApiV1.0.cs
) for external mods to interact with the heat system
- Custom Heat Behaviors – 3rd party developers can register their own heat logic for any block type using a simple factory pattern
- Comprehensive Documentation – All public interfaces and abstract classes are fully documented with XML comments
- Enhanced Base Planet Temperature Logic – Improved planetary temperature handling for more realistic heat simulation
- Event Controller Support – Full support for in-game Event Controllers, including
BlockTemperatureChanged
and
GridMaxTemperatureChanged

v1.1.2
- Fixed battery settings display for clients
- Fixed the heat-pipe networks display for clients

v1.1.0
Heat Pipe Networks – Heat can now flow through connected pipe/conveyor networks (air ducts, pipe blocks, etc.)
Dynamic pipe merging/splitting – Networks update automatically as you build or deconstruct
Improved heat distribution logic – Especially in multi-block setups
Battery terminal option: "Show Heat Networks" for visualizing pipe heat links
New config option:
HEATPIPE_CONDUCTIVITY
– Controls how efficiently pipes transfer heat
Bugfixes and optimizations in network formation, block events, and performance

v1.0.3
• The brand new logic of defining whether the grid belongs to the player or the NPC
• New networking layer to ensure that clients see exactly the same interface as the host

v1.0.2
• Option to limit the mod to the player's grids only.
Just set up
LIMIT_TO_PLAYER_GRIDS
to true and enemies will be ready to kick you again.

v1.0.1
• Wind (grid speed included) now helps cool blocks down passively.
See details in the corresponding Changelog.

Stay cool, engineers! 😎
热门讨论 查看全部(1)
8
9 月 16 日 上午 10:07
置顶: Player's Guide
The Screw-Up Team
121 条留言
The Screw-Up Team  [作者] 10 月 27 日 下午 12:12 
This is in plans @Psi.
The Screw-Up Team  [作者] 10 月 27 日 下午 12:11 
Hey @Fine Gentleman, this mod follows a modular approach. The basics are covered in this mod, and H2-related heat mechanics could be added by its satellite H2Real.
Down the road, there are going to be more such satellites. I just published the diagram that shows this mod plans.
Fine Gentleman 10 月 20 日 上午 10:07 
really underwhelming that batteries are literally the only heat source in a "heat management system"
duck the duck 10 月 16 日 上午 8:30 
nice :selike:
racso 10 月 14 日 下午 9:50 
@Toudi by default it does affect NPCs but there's a setting to disable this in the mod's configuration file. Look at the Github link in the mod description - then in the Github page search for the setting "LIMIT_TO_PLAYER_GRIDS".
Toudi 10 月 12 日 上午 2:38 
does the overheat mechanics also affects npc ships and bases like imber etc?
Psi 10 月 6 日 上午 6:08 
would be really nice for weapons to produce heat too. would create natural limiting system, where you won't be able use hundreds of weapons on grid because of the meltdown. also what about reactors and hydrogen engines? 'cause ppl can just switch to other sources of power, to mitigate heat mechanic
Ghery 88 10 月 5 日 上午 1:47 
Would it be possible/worth it to add an explicit liquid coolant system? E.g. using the irrigation system for water cooling and then branching out from the o2/h2 generator to liquid oxygen and hydrogen for more serious solutions. And then running them through air vents as heat exchangers.

Another thought would be a script-like behaviour for batteries to emulate a powermanagement system - if you can't provide cooling you could try to use less of your capacity and slower to prevent explosions.
TruncatedCake 10 月 3 日 上午 6:03 
could you add compatability for the classic Thermal Mechanics mod? the lack of proper radiators and reactor heat is a bit disapointing
The Screw-Up Team  [作者] 9 月 22 日 上午 5:33 
This is likely the client-sync issue. If you can provide your server configuration for the mod, it would help a lot. Feel free to join my Discord, and I'd love to help you.