Space Engineers

Space Engineers

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Thermal Mechanics (see desc)
   
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Type: Mod
Mod category: Script, Modpack, Other
File Size
Posted
Updated
22.733 MB
28 Jun, 2018 @ 12:32pm
8 Dec, 2019 @ 8:19pm
21 Change Notes ( view )

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Thermal Mechanics (see desc)

Description
UPDATED VERSION
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2496040401

(I lost my access token to upload to this page, if someone knows a fix, I'd love to hear it)

Ensou has so graciously allowed me to assist him in the development of this mod. Currently we are working as a team on this mod, and for now, updating on this page.

Here are some general hints: More mass = harder to change temperature; More radiators = more cooling power over time; Radiators use less power when closer to target temperature;

*Annoucement*
******
Update 12/08/19
- No more safety turn off for batteries under cold damage
- Fixed emmisives (kinda)
- Added new heat exchanger, small and med for small and large grids
- Balanced blocks to work better with eachother
- Start with radiator inlines and panels, move towards exchangers and cooler towers
- Heatsinks have been added, although they don't appear to be functioning, so don't expect anything from them.

********

Update 08/13/19
- Revisions to cold damage mechanics
- Batteries get turned off, and damaged if charging/discharging.
- Engines get disabled if not already running (WIP)
- Text panels get disabled
- Oxygen Farms are damaged and disabled
- Thrusters are damaged if being used
- Gyros and wheels are disabled


Update 08/11/19
- When getting too cold (<-15C) batteries, oxygen farms, reactors (not anymore), and text panels will being turning off and be damaged in the cold. Use inline radiators and heat production to keep temperatures up.

Update 07/28/19
- Fixed inline radiators to no longer require cobalt to be built (not more metal grids)
- Added thermal components to basic assembler


- Special thanks Tugspacehall for donating the XL Cooling Tower models.


Join the Kinesi Discord: https://discord.gg/47uWVAn
Ask to be a member if you want.

The point of this mod is to introduce a new mechanic, heat management. Like all other mechanics it should be balanced. The best thing you can do is design and operate creations with heat generation in mind. This mod will challenge the user in both their design and operation of ships. You cannot just slap some radiators into your ships. You need to only be running the blocks you need, use thrusters sparingly. Ultimately remember that a ships operational ability reflects its OVERALL design.

Description below is written by Ensou:


Description: Thermal Mechanics adds a new game mechanic involving Heat. Ships now contains Core Temperature that you need to manage. Leaving your Ship in an Overheating state will cause its parts to get stressed and accumulate Damage. Reaching Critical Temperatures will cause a Catastrophic and Deadly Disaster.

Survival Mechanics, what changed?
Space is Hard Again
Heat management in space is very hard specially when you first start out. You'll have to plan your jumps and plan out your breaking maneuvers to go to your desired destination.

Goodbye bad Ship Designs, Welcome Engineering!
This mod encourages you to design your ships around heat. A poorly designed overpowered ship will overheat just as fast as it is overpowered. A Good well balanced ship design will reward you of easier Heat Management, so engineer smart!

Pretty Looking Damage And Explosions
If you are going to fail, fail in style as you watch your ship slowly burn and turns into a procedural derelict.

Core Temperature
Core Temperature is the Temperature of your ship. you can see this while being seated on any Control block (Passenger Seats, Remote, Cockpits) or via PB Ingame-Scripting (more details below). Beside the Core Temperatures is the rate of change in Temperature, a Positive number means its accumulating heat, a negative number means its loosing heat.

Temperature Flux
There are many ways your ship can accumulate or loose heat, Terminal blocks generate heat and adds to your ship's core temperatures. Atmospheric Planets also influences this. While Cooling blocks takes away heat. Ships can also loose heat through Radiation in Space, but its slow.

Heat Management
There are a lot of factors that influences how your Ship handles heat. from its Design to what materials are the blocks made off, this is called your Ship's Heat Capacity (kilojoules/kilogram Kelvins). The Higher the Heat Capacity is, the harder it is to change in temperature. Your goal is to find the most efficient design together with Cooling blocks to find the perfect Equilibrium where the overall cooling is cancelling out your heat production.

Notes
Only grids that have player owned blocks are affected by Thermal Mechanics. This means grids that are spawned by the game and are owned by NPCs and their factions will not overheat.

Ingame-Scripting Support
Me.GetValue<float>("GridTemperature") Me.GetValue<float>("GridFlux") Me.GetValue<float>("GridHeatCapacity")

Blocks
Radiator Inline
Radiator Panel
XL Cooling Tower


Upcoming new Blocks / Features
Atmospheric Heat Vents
Heat Sinks

Player heat
Improved LODs


Settings
There are two configs available, WorldSettings.xml is available inside your world's save storage folder. While PlayerSettings.xml is in your local storage folder.

You can change your HUD's units by typing in the command "/thermalhud units k/c/f" Kelvin, Celsius and Farenheit respectively. this is saved in PlayerSettings.xml

Special Thanks to Meridius_IX and Reign for helping me out with ideas, balancing and testing.

I almost forgot this, thanks to reddit user u/Deathslay142 for this thread. Its were the mod idea was based on.

Recommended Mods
Aerodynamic Physics (Deadly Reentry + Drag + Flight)
- No integration yet, but still compliments each other nicely

Known Issues


Disclaimer!
Ensou: I am not a Physicist or a Mechanical Engineer, so my calculations in code might not be entirely accurate, and they are overly simplified for the sake of Gameplay.



Credits:
Ensou - Original Creator
Coggernaut - Tester/Server Admin for Solaris RP
GreysonXMG - Tester and designer
Tugspacehall - XL Cooling Tower models.
Popular Discussions View All (4)
63
14 May, 2021 @ 6:38am
Balancing and Suggestions
Kinesi
16
11 Apr, 2020 @ 2:06pm
Issue with Dedicated Servers
Scroungy
15
31 Dec, 2018 @ 7:03pm
Programing script for getting the temps
McCloud Jr
510 Comments
Kinesi  [author] 8 Sep, 2022 @ 9:57pm 
Check the first lines of the desc. The updated version is there. Its mostly functional, just the heatSINKS don't work. The rest is fine
Ribbons0121R121 8 Sep, 2022 @ 5:04pm 
is this mod ever gonna update
Kinesi  [author] 4 Aug, 2021 @ 6:00pm 
Okay thank you Meridius_IX, i appreciate it
Stargateur 3 Aug, 2021 @ 8:47am 
just generate a new one ? the mod is connected to your steam account, I don't see how you could not create a new one or manage old one. I never work on steam workshop but I don't think any documentation of any token mod so I don't even know what you talk about. Are you sure you understand correctly the error ? Contact steam I guess
Meridius_IX / Lucas 23 May, 2021 @ 3:21pm 
Take the following and paste into notepad and then save it as modinfo.sbmi

<?xml version="1.0"?>
<MyObjectBuilder_ModInfo xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SteamIDOwner>76561198020279829</SteamIDOwner>
<WorkshopId>1425468243</WorkshopId>
</MyObjectBuilder_ModInfo>


That should get ya sorted!
Kinesi  [author] 23 May, 2021 @ 1:47pm 
Heres the problem. I've lost the token file that allows me to upload to this page. If anybody knows how to fix this I'd appreciate it. For now I've uploaded an updated version on my page under the same name
Castle 22 May, 2021 @ 6:33am 
@Kinesi - I would just like to not have my ship blow up at 150 degrees lol - I suggested this to my community and they panicked lol
Kinesi  [author] 21 May, 2021 @ 7:45pm 
I can tell you for a fact that I'm not going to be able to find the time do much more than rebalances and block group fixing. So if anybody else wants to take a stab at intergrating the NPC weapon mod logic, go ahead. I'd get permission from the mod author though before trying to post or intergrate with this one.

As for work on said rebalances and such... Im dedicating some time this Sunday/Monday to get some work done.
Castle 20 May, 2021 @ 11:25am 
his point is the amount of work that would take to do, if you want this done, do it yourself (its easier to create an npc mod WITH the heat efficiency in mind) then to rewrite a mod to make it add these parts
ExCaedibus 18 May, 2021 @ 3:10am 
@Vas The MES NPC Weapon mod proves you can. Also, there is no balancing in danger if you just replace 1 to 3 at max depending on ship size. They are very very rarely undergunned as is.