Space Engineers

Space Engineers

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BTWC Heat Management Addon
   
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Type: Mod
File Size
Posted
Updated
1.977 MB
12 Sep, 2021 @ 9:09am
23 Dec, 2022 @ 11:55am
7 Change Notes ( view )

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BTWC Heat Management Addon

Description
this script introduces Battletech style heat management for small (sub)grids, it requires the main mod to work properly. does not include the heatsink block. it is intended for mech on mech pvp combat

how it works:
-every produced power increases the heat value of a subgrid, heatsinks decrease it.
-certain blocks have internal heatsinks (medium reactor and large battery 3 and large reactor 12).
-above 100% of heat capacity the grids functional blocks will continuously take damage.
-power producing blocks will be turned off when heat is critical and turned on again when heat is low

what you can do:
-tag lcds with -Heat to display the current heat level, capacity and warn you when over 80%.
-tag cockpits with -Heat1 / -Heat2 / -Heat3 / -Heat4 to display it on a cockpit display.
-tag sound blocks with -Heat to play an alarm when above 80%.
-tag blocks with -Safe to turn them off when above 100% and reactivate them at under 10%.
-tag power producing blocks with -AutoOn to make the block reactivate automatically after an overheat induced shutdown, add -Override to disable automatic toggling overall, use with caution

-tag lights with -Heat to turn them on when over 80%.

beware:
-only functional heatsinks can dissipate heat.
-heatsinks and power producers must be on the same subgrid
-tags only work on the same subgrid as well

I have reused a small part of this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2496040401
13 Comments
Queen Bee  [author] 5 Oct, 2024 @ 12:45pm 
are you using the weapons from the main mod? only blocks that require power will heat up your grid
Mischief_Master 5 Oct, 2024 @ 10:57am 
I got the mod, it works when taging lights and LCDs but i am noticing no changes in the LCD when i fire a lot or any damage
TK_Over50 18 Sep, 2024 @ 11:29am 
I have not seen that. Thanks for bringing clarity to your script. i need to learn how to write them so I can not have so many problems.
Queen Bee  [author] 18 Sep, 2024 @ 11:18am 
this is intended for mech on mech pvp combat
Queen Bee  [author] 18 Sep, 2024 @ 11:14am 
if youve ever seen battletech
Queen Bee  [author] 18 Sep, 2024 @ 11:13am 
to say it shortly: some weapons rather draw a lot of power like lasers instead of drawing ammunition - its a way to balance the weapons
TK_Over50 18 Sep, 2024 @ 10:53am 
I never thought of overheating weapons. your mod with the throttle mod and the speed mod will first speed up, then shut the entire ship off. Sending it drifting. When you turn the batteries back on, the engines turn back on and speeds you to the max speed of whichever mods you are running (i.e. 300, 500,1000ms). Then, shuts the ship off again. Hence making your ship a missile. That can't be stopped until it hits something. I appreciate your understanding once I came to know what the problem was. What purpose does it serve with your weapons?
Queen Bee  [author] 8 Sep, 2024 @ 2:30am 
its a part of the btwc pack, but optional
Queen Bee  [author] 8 Sep, 2024 @ 2:29am 
this mod was only made with my pvp weapons in mind
TK_Over50 7 Sep, 2024 @ 11:49pm 
I completely apologize!!! Once I figured out the entire problem, I realized that not only was your mod working as intended.Also, another throttle mod was running where the throttle was stuck, much like cruise control. Only, sticking with that theme, if you throttle up the ship over heats (subsequently shutting down- Off.) Once your batteries are turned back on, the throttle comes back on and shuts the ship off again. Hence, don't use these mods at the same time. I didn't see a mod for a heat sink, just a heat vent, I installed (the heat vent) and tested. Test failed. Unsubscribed to both mods.