Space Engineers

Space Engineers

Heat Management System
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.
Hyomoto 9 月 21 日 上午 6:21 
I'm still seeing newly placed objects not having a heat management section under their info. This is on a server, and logging out and back in fixes the issue. Additionally, batteries will still explode even if you can't see the heat management info so it seems very much like it could be a client syncing issue?
The Screw-Up Team  [作者] 9 月 20 日 下午 12:14 
Thanks for such an explanatory bug report, @Tech Priest. That's the issue I'm working on right now.
Hopefully, we're going to have it fixed in a few days. I'll keep you posted. For a little faster response, you can join my Discord.
Tech Priest 9 月 20 日 上午 10:26 
Sorry for all the comments. Forgot to mention as well that I'm using the Nuclear weapons mod and my world is in creative. I'm making a Nuclear pulse drive using that mod and the crash seems to happen about every 2 hours after I have the drive running IE blowing up mini nukes behind it. The batteries are of course constantly bright red cause I don't have any heat distribution yet but I am in creative. Whenever I see any crash info it's always this one System.ThrowHelper.ThrowInvalidOperationExc9.903 - Thread: 1 -> eption(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at TSUT.HeatManagement.HeatSession.ClientSideUpdates()
at TSUT.HeatManagement.HeatSession.UpdateBeforeSimulation()
Tech Priest 9 月 20 日 上午 10:15 
Also my world is playing with "Enable Share Inertia Tensor, Unsafe Torques, Supergridding, Scripts, Unsafe Piston Impulses and subgrid damage Settings"
Tech Priest 9 月 20 日 上午 7:08 
To note one of the weapon mods Is Weapon Core
Tech Priest 9 月 20 日 上午 7:07 
Im using some weapons mods, MES encounters, your H2 real mod, Atmospheric mod, Water mod , Real Orbits and real solar systems If any of those could be conflicting with this one
Tech Priest 9 月 20 日 上午 7:05 
For some reason every time it creates the crash log It gets wiped before I can load it. I was only able to catch this "MyInitializer.OnCrash
var exception = System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationExc9.903 - Thread: 1 -> eption(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at TSUT.HeatManagement.HeatSession.ClientSideUpdates()
at TSUT.HeatManagement.HeatSession.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
Tech Priest 9 月 20 日 上午 6:58 
Hi, i sent a friend invite if your okay with that so I can send you what I was able to find of the crash
The Screw-Up Team  [作者] 9 月 19 日 下午 10:13 
Thanks for reporting @Tech Priest. The game log would help a lot.
You can find it in %appdata%/SpaceEgnineers folder.
Tech Priest 9 月 19 日 下午 3:55 
Getting a random Exception Crash from Heat managment. Ill post the crash log the next time I am able to catch it
The Screw-Up Team  [作者] 9 月 18 日 上午 11:06 
Thanks for the report, @luizhf2. This should be fixed now.
Could you please verify and confirm that? If the issue persists, please contact me over Discord.
luizhf2 9 月 17 日 下午 1:35 
Huge lag spikes when a lot of conveyors are present (not really a lot, 100 conveyors make it pretty noticeble), tested only with this mod in space. Other players in the server are even more vulnerable to this, getting lag spikes with as little as 30 conveyors or pipes. This started recently (after the apex update)
The Screw-Up Team  [作者] 9 月 17 日 上午 5:18 
@Hyomoto, thanks for the report, fixed in the latest update.
Hyomoto 9 月 16 日 下午 2:31 
I am on the latest update (the refresh command is correct in any event) and I can report: new batteries don't seem to automatically get added to the network, and in some cases batteries are connected to dozens of networks causing the display to basically lag out the GUI so something's amiss here. Like, I assume it's the same network dozens if not hundreds of times so it's hard to say if it's a GUI bug or that the batteries are literally that way but it seems a problem.

In this case the batteries that are exhibiting the trait are connected to more complex cooling solutions, when I did just a bare battery it seemed to not do that. Very narrow test cases but what I know for sure is I've been waiting for my scrolling on the battery to finish so the GUI will respond again the whole time I've been typing this message and it's still going. Whatever it is, it's a problem.
Maeyanie 9 月 16 日 上午 11:17 
Great, thanks. :selike:
The Screw-Up Team  [作者] 9 月 16 日 上午 7:41 
This is a little update for @Maeyanie. The networks are fixed now, but I added a command to update them anyway. Use /HMS.refreshNetworks .
The log you provided has also been analyzed and caused a small fix.
Maeyanie 9 月 15 日 下午 7:41 
While you're at it, got a CTD [cloud.maeyanie.com] for you.
Maeyanie 9 月 15 日 上午 9:36 
Thanks for looking into it. :steamthumbsup:
The Screw-Up Team  [作者] 9 月 15 日 上午 9:28 
Gotcha @Maeyanie, most likely it was broken by the recent update, not by IO. I'll look into this problem ASAP. Thanks for the notification!
Maeyanie 9 月 15 日 上午 9:26 
Correct, the network wasn't updating as blocks are placed, according to both the Show Heat Networks display, and the Pipe networks: section of the info screen on a battery. I was using the Heavy Industry DLC pipe blocks at the time... I just checked with the reinforced conveyors and they're the same.

After a save-reload the network was updated and correct, but when placing down more blocks, it did the same thing.

I'm using Industrial Overhaul at the moment, which does appear to be altering those pipes, but it should only be changing the costs... certainly it's possible that's breaking things though.

Here's a screenshot. [cloud.maeyanie.com]
The Screw-Up Team  [作者] 9 月 15 日 上午 9:13 
No, @Maeyanie, there is no such command. You mean your network is not updated when you're placing new blocks? Does this happen with some particular blocks or with any heat-pipe blocks?
Maeyanie 9 月 15 日 上午 8:43 
Is there a command, or some way other than save-reload (or grid cut-paste) to have a heat pipe network recalculate after you've built some new pipes? Mine seemed to not want to do that by themselves.
Zero_Sum_Outcomes 9 月 14 日 下午 3:30 
Another great mod by a great mod author, thank you
The Screw-Up Team  [作者] 9 月 13 日 上午 6:14 
I hope you've taken a look at the Player's Guide, @Cythisia 😇
For bases, it's typically a pretty simple approach, just pipe the heat out and build a dissipation array. The best block I can recommend for it is flat thrusters; they look slick and dissipate a huge amount of heat when making thrust (use override).
If this isn't working, join my Discord and I'll be happy to learn your situation and provide more advice 🙂
Cythisia 9 月 12 日 下午 4:41 
Can't figure out a good way to cool batteries inside a base.
The Screw-Up Team  [作者] 9 月 12 日 下午 12:56 
For those who are interested. The HMS mods family has just been extended with a new brother who looks after H2 realism and heat.
H2Real: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559400224
Cythisia 9 月 11 日 下午 6:48 
Hey, I'm not sure what originally caused it but redid my list and well, since then no issues.
The Screw-Up Team  [作者] 9 月 11 日 上午 11:30 
Sorry, @Cythisia. I couldn't reproduce that issue. Could you please provide a bit more info by answering the questions below?
1. What blueprint did you try to use? If it is available on the workshop, please share a link.
2. Have you tried to paste it using admin tools or build from projection?
3. If you projected it first, please describe at which moment the game crashed.
Thanks a lot for reporting that! I could've fixed this based on the logs only, but I'd love to test my fix before shipping it. And for that, I need to reproduce the issue first.
Cythisia 9 月 9 日 下午 2:45 
Crash when using blueprints.

https://pastebin.com/HR22qqTG
BigStar 9 月 9 日 上午 11:51 
Планируется ли добавление выделения тепла у реакторов, и т.д.? Если да то добавьте в конфиг, возможность выбрать какие блоки будут греться.
TheVillain 9 月 7 日 下午 2:42 
this is awesome, how have I missed this!

You mention in your comment below that H2 engines will require thermal consideration and O2 management - will this impact any mods that change Hydrodgen Engines? (such as NoMoreFreeEnergy)

For the longest time I've wanted to see hydrogen stuff require BOTH oxygen and hydrogen, so Ice/Water is morel like an source of storing energy.

I mean, how else is the hydrogen engine making energy from just hydrogen? If it had platinum in there I think there is a reaction that takes place to produce heat but yeah. Science me that Keen.
The Screw-Up Team  [作者] 9 月 6 日 下午 10:33 
So many good ideas @Shurtugalskulblaka! Thanks!
Some sort of your idea is implemented in the mod-satellite that will be on air next week. The only difference is that O2/H2 gen cools down during its regular operation.
As for temperature control in the pressurized rooms, this idea has in air for a while already. The only thing is that it requires thermal control for pressurized rooms. I'll look into this topic when APEX is out.
H2 engines are also covered in next week's mod. For both thermal management and O2 requirement.
Monitoring system for mod, including LCD programs, is in my plans. For now, you can implement some simple version of it using event controllers. There are two heat-related events.
Shurtugalskulblaka 9 月 6 日 上午 9:45 
If possible have the heat affect the player based on room temp like hot or cold affects the room.

a way to control temp output of an airvent like a themometer (not saying it gets to that temp based on setup but that way you dont have an ice cold space compared to a 1000 degree one) have airvents either set up for exhaust when blowing out air and taking in cooling air when on depresurize.

and lastly I a way to display tempature either via sensor or display so you can monitor it if possible.

I love this mod and want to see it grow! I hope this satisfies the masacist in all of us! And im sorry its allot of ideas lol
Shurtugalskulblaka 9 月 6 日 上午 9:45 
Blast armor also acts as a heat sink (more expensive but more efficent heat sink)

Hydrogen engines require cooling, and air, but not as much cooling as reactors who dont need air but allot of cooling. Hydrogen engines can damage themselves until they stop so you have to repair them to get them working that way they dont explode, and reactors do the same that way when Apex comes out the reactor "melts down" and leaks radiation when not cooled
Shurtugalskulblaka 9 月 6 日 上午 9:45 
I left this comment on the youtube but with the new update coming out I was wondering a few things for recomendations.

Air conditioner/Chiller: the idea is you can use the 02 gen as the model or the new irrigation machine and you take in Ice as a coolant and the machine cools down the air further allowing you to build on mars or hot areas at the cost of ice. I would also recomend it as a booster or kinda a more efficency thing if you use your current network for pipes and vents as the output of the machine as it can output cooling water or air to other machines or airvents to further cool a space, or batteries (maybe reactors and engines in the future) I think this will also make you water mod compatable
Arkhlus 9 月 4 日 上午 11:05 
Ah, that might do the trick :) because I don't believe my setup could get any simpler, it's just a battery on top of a basic assembler and a bunch of air vents around it. It still would heat up all the vents, assembler and stil be gaining +0.02C. I'll give it another try with update to see if it made things better.
The Screw-Up Team  [作者] 9 月 4 日 上午 7:40 
To be honest, @Arkhlus, I'm not sure. Vents have had this issue for a while already; it's just a coincidence that it was fixed now. Likely it's something with your setup.
Hopefully, it should be solved with the update I've just posted. It contains the fix for "weird" battery behaviour in vanilla. Y'see, by default, batteries in SE use maximum available output and input that've been producing an enormous amount of heat. Not anymore, from now on, only energy really used to charge/discharge will cause heat.
Arkhlus 9 月 4 日 上午 2:54 
Thanks! Not sure whether it was this issue or my general confusion, but I couldn't keep my batteries cool :( I've tried slapping air vents on every side of the battery and it still kept heating up. Vents going 100C+ and nothing seemed to cool down. In the end, both my batteries exploded and I had to remove the mod. Do you think this could be caused by this latest update before hotfix? I don't remember having troubles with heating when I initially installed the mod.
The Screw-Up Team  [作者] 9 月 3 日 下午 10:38 
Oh @Shurtugalskulblaka, don't tempt me to implement heat calculations for pressurized rooms. That's not going to end up well.
The Screw-Up Team  [作者] 9 月 3 日 下午 10:36 
Thanks for reporting that @Arkhlus. Fixed now.