Space Engineers

Space Engineers

Thermal Mechanics (Functional* No longer maintained)
182 Comments
ExCaedibus 17 Jun, 2024 @ 12:49pm 
I really would like a feature that replaces a (configurable) percentage of weapons on NPC grids with radiator panels! Or is there a separate mod that allows to replace with a specific block?
Annnnd... Is the Discord gone?
slipcasedrock2 31 May, 2024 @ 10:15pm 
Sweet!
Kinesi  [author] 12 Mar, 2024 @ 4:46pm 
@Frosty yessir i friended you
Frosty 7 Mar, 2024 @ 10:28pm 
Hi, Kinesi
I think this mod is great and if its okay with you I'd like to develop it further. Would you be open to me taking over its development?
QualityPen 12 Sep, 2023 @ 1:09am 
Right, space isn't really anything. Hot or cold is the amount of energy in matter, and the thing about a vacuum is that it really doesn't have any matter in it. Well, technically space has extremely sparse atoms throughout it, and they are 2.7 K (almost as cold as it gets), but there are so few of them that it makes no meaningful difference.

On the other hand, the fact that there is no atmosphere to maintain heat means that eventually all the heat is radiated away from an object, unless that object is being radiated on (ie, by sunlight) or is generating heat locally (ie, body heat) and has sufficient insulation.
Darian Stephens 29 Aug, 2023 @ 11:11am 
It's actually a misconception that space is cold!
In fact, things overheating is a big problem because the only way to shed heat is by radiating it away, because there's no air or anything for it to equalise through.
You technically also have the option of directing your heat in to some object and then ejecting it, which I believe this mod provides, but in the real world that would be prohibitively expensive, unless you live on an asteroid or something where material is abundant.
jarhead 28 Aug, 2023 @ 11:34pm 
does this mod also make you have to warm the ship in space/cold areas?
if not then can that be added so your "balancing" the heat?
Austris 23 Jan, 2023 @ 4:07am 
this mod cause just problems on servers
Delta4Phoenix 19 Nov, 2022 @ 6:26am 
How are things going on the rewrite? I'd love to use this mod on my DS, but read of issues?
Skargard 21 Oct, 2022 @ 9:41am 
hello we run a server and we had problems with the MOD. sometimes it got extremely cold and sometimes warm. then i built the heat exchanger and it hadn't changed so i wanted to ask if you have any advice for me. songs we had to take out the mods because. although each player had an exchanger on his ship or several. bug report best regards sepih
Parker Posey's Mouth 19 Oct, 2022 @ 5:05pm 
Do the warfare heat vent blocks do anything with this? I use a lot of them, and it'd be cool if they do.
Bizarro 10 Oct, 2022 @ 7:28am 
Any chance you could make a version of this mod where heat is only generated by firing weapons and nothing else? I feel like gun bricks are a major issue in the combat meta and it would be easy to fix by having weapons overheat.
Kinesi  [author] 1 Oct, 2022 @ 11:07am 
I can tweak variables, add and remove blocks. I have a difficult time understanding server replication code and saving/loading functions. If there's anybody who wants to assist on that I would gladly appreciate it.
ABitCrazy 30 Sep, 2022 @ 8:40pm 
Current version: Cooling Tower is broken, SG Medium Exchanger is broken, DS will break in few hours due to calculation error. Looking forward to a complete revamp version soon as those current codes are just too fragile at them moment. Have to uninstall it at the moment after using it for a month and I received tons of player complaints since it's not working or break after running a few hours. Keep your good work and thanks @Kinsel for his original design of this mod. Looking forward to a new version soon.
CasualMochi 6 Sep, 2022 @ 3:37am 
Can I give a small suggestion:

maybe a block that disables the heat mechanic for that grid.
Based upon the Grid Admin mod that makes grid damage disabled, I would love to make a central respawn station that doesn't care about heat mechanic
Kinesi  [author] 1 Sep, 2022 @ 6:13pm 
As fun as this discussion is lets keep it to the discord or personal messaging please.
Fenrir 1 Sep, 2022 @ 6:12am 
Finally Brought it down to a mere 9 heat exchangers with a build and plan to fly to the alien planet and go about 3500KM to a distant part of the map to place Helgan.
I would share a link to the images, but, apparently steam doesn't have the brain to because the link is the same for both images.
Fenrir 30 Aug, 2022 @ 3:40pm 
You have to watch the values given to you like a hawk to try and understand. I can run all reactors and get a 1.2 increase a second and then just let it fall after charging some. It does work, not well but works. Right now though, I think I am understanding it a bit more. I have successfully gotten it down to about 30 heat exchangers (rough round about figure) from the 50+ from the last time, so I am getting somewhere. The problem though is each one uses about 1KW minimum so.... yeah.
Infinity 29 Aug, 2022 @ 3:01pm 
Holy cow… that’s a lot of cooling needed, no wonder why my reactors and jump drives keeps blowing up… it’d be really cool if I can get a concrete number on the heat removed (not necessarily the temperature) using the cooling blocks, and amount of heat produced from each block.

Let me start a discussion on some things that I would really love to see for this mod.
Fenrir 28 Aug, 2022 @ 12:03am 
I really dont know what the diffrence is in this but with it I found a balance so I am happy. What I was dealing with is a quick jump and cutoff of power quickly.
Fenrir 27 Aug, 2022 @ 11:59pm 
I have mods up the back end running. A few mods are reactors, Night owl reactors and batteries. Another few mods are Modular Thruster and thruster multiplier and MOOOREEE BLOCKS (is that is how it is spelt) and I have edited the XML / CBS file to increase it on both ends.

<ConvectionMult>30</ConvectionMult>
<RadiationMult>10</RadiationMult>
Abisius Xarvenius Carbensius 27 Aug, 2022 @ 11:06pm 
@Kinesi
well a single x100 arc reactor https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=301830183 is enough that you needs basically a whole base to just cool that one down.
so with the use of modded reactors with a high power output as well as high power users you are very quickly at constructions that are more cooling that other stuff.
and yeah i know that i am not the best designer for stuff :/
Kinesi  [author] 27 Aug, 2022 @ 10:13pm 
Bro Fenrir what are you running to produce such a massive demand at 55 heat exchangers. Also heatsinks do nothing. Also, in the picture you sent me you were at like 800 degrees.
Fenrir 27 Aug, 2022 @ 8:59pm 
@Infinity, I have noticed it is all about balance, and there is a very fine line between balanced and unbalanced. If your used to building big like me, then, there is no balance and your best off spending you Space Engineering Career in cold climates unless you put A LOT of them on your vessel. I have like 55 Heat exchangers and 10 heatsinks on my vessel and have found a balance. And no, the vacuum of space does not count. The mod says to build efficiency into the plan, so, best to experiment. Heat producers are that like reactors, Ion/thrusters, engines, spotlights, but the biggest ones are reactors. This is what I have noticed so far at least. Basiclly anything that outputs, it creates heat. Batteries are not included unless it's charging.
Infinity 27 Aug, 2022 @ 8:15pm 
is there a efficiency table for each block and how much waste heat they generate per unit energy consumed? going by power seems like a easier way to manage this.
Kinesi  [author] 26 Aug, 2022 @ 5:04pm 
Can you PM me on steam or on discord of the exact script so I can troubleshoot?
Fenrir 24 Aug, 2022 @ 10:39am 
How would I make use of the "Ingame-Scripting Support" as upon implimenting it into script it errors out?
Baboo85 8 Aug, 2022 @ 6:18am 
Queston: there is an "overload" button in thrusters (for example) to generate more thrust with more heat?
I was thinking about that it would be nice to have an overload button in certain modules to boost them but with a price (damage after some seconds), if you already have this in your mod I'll use it :)
DlriumTrgger 30 Jul, 2022 @ 7:53pm 
i sure you can get integration for the aero mod eventually. i built a small grid rover with a large engine and im thinking all i need now is a huge radiator to complete it.
Kinesi  [author] 14 Jul, 2022 @ 9:39am 
@Lighted Shadows

Thank you for the heads up. And as for the token, I may have found it, but if it doesnt work that is also a great solution.
Lighted Shadows 13 Jul, 2022 @ 1:19pm 
[WARN] Keen: BlockVariants are obsolete. Use block groups instead for block: MyObjectBuilder_UpgradeModule/HeatSinkL_Small

You have several of these on DS load.
It does not break the mod but would be great if you updated it.

Also API token lost?
If you need to update a mod and lost the original but have access to the OG account that uploaded it you only need to copy a modinfo.sbmi and replace lines.

<SteamIDOwner>123456789012</SteamIDOwner>

and

<WorkshopId>
<Id>1234567890</Id>
Rhasmoth 6 Jul, 2022 @ 8:19pm 
Tested this mod on a planet with "inferno" temperatures. Set up some thrusters on a static grid. Gone in about 2 minutes. 10/10, would explode again. :D
Bueno 1 Jun, 2022 @ 5:13pm 
Great mod and very big improvement from when I last tried it awhile back. Would recommend to anyone looking for a more hardcore vanillaish survival game.
Fair warning to anyone playing a heavily modded game like me though: you are gonna need loooooots of coolers to power stuff like shields. Like 500ish medium cooling blocks to cool a station shield (can't seem to get the large cooling towers to regulate above 1000 or so, while the medium heat sinks can do 6000). It's cool in a way that stations need big cooling rooms, but you can forget about making compact shielded craft.
If we could have a way to adjust the settings so we can kinda "cheat" and have our OP things (in fairness the NPCs are just as armed) without needing hundreds of cooling blocks that would be awesome!
Also are there any plans (unless I totally missed this as a feature) to involve conveyors in the system that could act as vents?
Kinesi  [author] 22 May, 2022 @ 3:28pm 
I have no intention of adding functionality to the DLC block, although that would be rather interesting.
Deapri 21 May, 2022 @ 1:18pm 
The DLC Warfare 2 had a heat vent block, can/will/have you take/taken that block into account so it could be utilized for this purpose? it's a good 1x1x1 sized block and for a large ship it's easy to plug into place.
Vortek Gamer 15 May, 2022 @ 5:28pm 
Hay Kinesi I just notice but are you able to make a skip (able to select from LCD Scrips). It would be nice to check the station temp without using PB or going into a seat.
KilledJoy 22 Apr, 2022 @ 8:34pm 
Settings in game with mod menu (texthudapi) ??
TitaniumPlanck 16 Apr, 2022 @ 6:33am 
I could upload it but its really not tested at this stage properly as the start is very very slow and im still on SG rover using heat exchangers. I guess the feedback could be useful.
Sasha Fox #SaveTF2 15 Apr, 2022 @ 7:06am 
Could this be made compatible with custom blocks?
Set heat amount by ID of blocks or something?
Also anyway this could be intergrated with things like while a warp drive is active it generates a ton of heat and charging creates a fair bit of heat too?
Frame Shift Drive mod would be a great addition by the sounds of what this mod does as FSD mod has overheat but no consequences besides a wait time.
Would be nice to give FSD more realism and less safety haha
Kinesi  [author] 2 Apr, 2022 @ 1:05pm 
Did you upload an altered version of the mod? If so, it may be good to share a link so others with Industrial overhaul can use it.
TitaniumPlanck 30 Mar, 2022 @ 2:17am 
Made a merge of this to IO and used on Pertam. Certainly adds to the challenge. Using in a non-rover could be interesting, esp with aerodynamics as well
d_valroth 24 Mar, 2022 @ 2:19pm 
I don't think that's being caused by this mod. Not only do I not see anything like that, the script doesn't even run on NPC grids. Are you sure it's not Draygo's Aerodynamics mod?
Cronyx 23 Mar, 2022 @ 11:25am 
This seems really neat so far but one thing that's preventing me to committing to it is that "unknown signals", the type that spawn and fall from parachutes, they overheat and completely explode. Can anything be done about that?
Kinesi  [author] 9 Mar, 2022 @ 7:37pm 
Different blocks actually already do have different multipliers for heat efficiency. Engines are less efficient than batteries, batteries and reactors are more efficient.

I will not be adding any features relating to pressurization, or direct mod compatibility. Other people are free to.
Gryphorim 9 Mar, 2022 @ 6:20pm 
Not sure if how this works, but if not, maybe this can help?

Any block that generates or consumes power, or any block that provides thrust, has an "efficiency" tag. This is used to determine the heat generated by that block, for example, a generator block provides 100 kW of power, but is 80% efficient. That block's power output is divided by 0.8, to give it's "total power output", in this case 125 kW. The difference between total power and electrical power is the thermal output.
Radiators can be like solar panels with negative thermal output, and efficiency scaled to illumination.
Atmospheric heat exchangers could do the same thing, but scaling based on atmospheric density and temperature.
That said, grid mass used to determine thermal inertia is a nice touch.
Perhaps passive heat radiation in vacuum could be scaled by polling the grid for unpressurised block faces?
condottiere 7 Mar, 2022 @ 11:16pm 
The less mass totally makes sense. Thanks for your time and work! I'll give it a test whirl again.
Kinesi  [author] 7 Mar, 2022 @ 7:42am 
There, update made. I even tested heat generation with 0 regulation blocks and it was manageable. Raised the upper limit for heat damage. its closer to 426C now instead of around 250.
Kinesi  [author] 7 Mar, 2022 @ 6:38am 
its not the terminal blocks that just generate heat by existing. its their usage. heat is generated by powerin/powerout on those blocks, generally speaking. the less mass your grid has, the faster it'll heat up. i understand that in the current moment the mod is very difficult. I dont even play with it anymore.

I have some extra time this morning. I'll see what I can do to at least hotfix some of these settings to be easier
condottiere 6 Mar, 2022 @ 3:53pm 
Similar to Nieea lamp. I love the idea, but can't make it work. I'm in creative, designing some blueprints to use in realisitic survival later (EDSR, Awwscrap, Aerodynamic, Real Orbit, NOT using Industrial Overhaul). I've got a 129-block 900 PCU small grid in creative that's still in mid-construction, and the components are hitting 250 C, burning faster than I can place medium heat exchangers. 24 of those blocks are medium exchangers. :P It has batteries, 12 atmo thrusters (2 each dir, except 4 downward), cockpit, 2 gyros, connector, and vanilla light armor for Aerodynamic lifting wing surfaces . I've had other brick-like designs where I didn't even notice heat buildup.

Just to clarify, "terminal blocks" mean any block exposed on the surface of a grid? i.e. if I try to build a small grid ship with nearly ALL terminal blocks in order to maximize Aerodynamic Mod wing/lift surface, this would mean undesirably maximizing my heat generation?
niɐɐa lamp 5 Mar, 2022 @ 5:51am 
The idea of this mod is really great. But it's really impossible to play with it on harder difficulty. (all settings set to realistic. DNSK. AwwScrap. No JetPacks on Planets)