Space Engineers

Space Engineers

Heat Sink Imitator
102 Comments
S.S.Mogeko 31 May, 2019 @ 3:55pm 
Any update this script?
CaptPatrick01 9 Oct, 2018 @ 10:33pm 
We have a heatsink dependant on the ship's power consumption (this one), a heatsink based on the ship's current thrust output, and a heatsink dependent on the number of weapons in use. Soon, I want to see a heatsink based on the ship's Jump Drive charge level.
Cyberjasse 23 Mar, 2018 @ 7:04pm 
It doesn't work in my case. But it reacts: lighs shut down when the required power is more than power that can be delivered. else, they keep a constant intensity.
Its a static station.
[5СМ] DeerWithBeer  [author] 10 Feb, 2018 @ 4:05am 
@Golden Dragon, i don't know answer on your question, because the script owner not responding on my messages about update script version)
Golden Dragon 9 Feb, 2018 @ 12:28pm 
Hello! Can you update this (nice) script to remove timer requiment?
SubQuest 4 Dec, 2017 @ 12:55am 
nvm
it works on small ship but why not big ship?
SubQuest 4 Dec, 2017 @ 12:51am 
for some reason it always says percent is declared but never used and my lights dont work
Minus 9 Nov, 2017 @ 5:06pm 
Great little Script.
Played over an hour with it and I will not miss it anytime from now on.
Hemza 25 Oct, 2017 @ 1:28pm 
And I just tested this script works flawlessly
Hemza 25 Oct, 2017 @ 12:11pm 
Wow that was kinda rude, Fxx it. Didn't even explain what was wrong with it. How blunt.
[5СМ] DeerWithBeer  [author] 11 Oct, 2017 @ 2:45pm 
@Inq, what happened?
Inq182 11 Oct, 2017 @ 1:40pm 
Fxx it
[5СМ] DeerWithBeer  [author] 3 Oct, 2017 @ 1:42pm 
CaptPatrick01 , In Percent (in decimal)
CaptPatrick01 30 Sep, 2017 @ 7:51pm 
Is the output values in Watts or Percentage of maximum power?
Copycat80 27 Sep, 2017 @ 2:14pm 
can this work with lcds' brightness too? If not can you consider adding it
SievertChaser 4 Apr, 2017 @ 2:01pm 
Hi guys, only really got around to trying the script now. It may work marvelously... but am I correc that the newer lighting system makes the glow rather difficult to notice, even at max intensity?
Jizzmonkey 2 Apr, 2017 @ 3:42pm 
@Riverey - My bad it dopes work, just not for ships with lots of lights!
Jizzmonkey 2 Apr, 2017 @ 3:03pm 
@Riverey are you going to update this script? I love using it but i cant because it doesnt work anymore... :(
Divine 13 Dec, 2016 @ 5:45pm 
not working with last updates
Inq182 27 Aug, 2016 @ 5:40pm 
FIX PLS
Inq182 3 Aug, 2016 @ 3:53pm 
Hey Rivery. I was wondering if at all possible that you could ask Deer with Beer if he could make a version able to spin rotors faster. I'm working on some ship builds with spinning reactors and I'd like them to spin faster if the consumption is higher. Thanks

- Inquisitor
Bartholomew Marmalade 30 Jul, 2016 @ 4:29pm 
Is there anyway to exagerate the effects? Some of my ships that I use this script on seem to very small differences. Can I make the lights grow a lot brighter and more instense for a certain amount of the reactor's usage?
Spoon 15 Jul, 2016 @ 3:33pm 
@ Audio Queen
Is there a way you can set a timerblock and a different programable block up for certian conditions?
SimplyBenjamen 11 Feb, 2016 @ 10:22am 
Is there a script like this but can toggle on and off groups. I want to use steam thrusters like heat vents when the power is overloaded.
Riverey  [author] 24 Jan, 2016 @ 1:39pm 
I use structures like (ship) (piston) (piston) (part). When I merge part and ship (leaving construction made of pistons between them) and unmerge again, it erases all groups.
Howewer, maybe it's good idea to ask Deer with beer to make it so it check for the group first and if it doesn't found it, when it just pick all lights.
Chip Patton 24 Jan, 2016 @ 6:36am 
Not unless both ship names are the same.... :P
Chip Patton 24 Jan, 2016 @ 6:34am 
The only problem is if there is a huge amount of lights on a ship, the getblock builds a query of every block of that type and if it is too many, "script terminated" lol. However, get block by group narrows down the internal query a bit allowing the game to do its own filtering which I don't believe counts against complexity.

As a suggestion with the grouping issues, name the groups to the grid-name of the ship such as "My Ship Lights" and you should never lose that group. This happens when a group is identical on both grids that merge, so when they un-merge only one takes that group with them. Naming the group unique to the grid is like a prenump :P
Riverey  [author] 24 Jan, 2016 @ 5:53am 
@Chip Patton I prefer to use prefixes since in my ships groups constantly dissapears because of some game bug with merging part of the grid mounted on two pistons with the grid itself.
Prefixes, at the same time, stay in place since they are just parts of the block names.

But we're now comlitely rewriting the script to make it spool up gradually as many people requested, so maybe we'll look into this problem as well)
Chip Patton 24 Jan, 2016 @ 5:27am 
Hi Rivery,

I'm getting the same error, script terminated due to complexity. May I request instead of filtering by [tag/prefix] that the script get the lights by group name -- this will cut down on the complexity a bit by narrowing the query of lights (on well lit ships) as I assume this is where the complexity is.
Riverey  [author] 14 Dec, 2015 @ 1:05pm 
@Darth Biomech thanks for the ideas! We'll definetly try to make a smooth spoolup since so many people want it.
About color changing - yeah, but it would be nice to be able to set just to colors (start and final one) and let the script change it according to the current heat level.

May I request a radiator model to you?) Some cube block with a grille and some pipes and warning signs and function of the light will be great!
0111narwhalz 12 Dec, 2015 @ 2:16pm 
@Darth Biomech
Perhaps increment the variable based upon the difference between the variable and reactor output, so if you run your reactor for a very short time, it'll glow a little bit and take a while to cool down.
Darth Biomech 11 Dec, 2015 @ 9:36pm 
Some suggestions:
Make it rise up the heat gradually, not instantly based only on the output of reactors. Maybe some sort of variable that's getting increased by certain amount based on the reactors output (more reactor - faster the increase). And also cooldown with substraction from that variable, but slow?
Make it control color of the lights also, so it would start at dull red, and only after it would go to bright orange or yellow.
Capitan_Ron 9 Dec, 2015 @ 6:19pm 
so i just installed this script on my ship directly according to the tutorial, however it worked for about 30 seconds, then stopped working and i get a message on my hud on the right side saying "script execution terminated, script is too complex. please edit and rebuild script" etc. ive tried everything i can think of to get it to work. copy/past in new world. etc. im not a programmer so i don't know how to troubleshoot scripts.

plz :steamfacepalm: how to fix? i really like this script!
Riverey  [author] 21 Nov, 2015 @ 8:56am 
@Зимний yep, working on it)
Model [sketchfab.com]
JWA 21 Nov, 2015 @ 8:21am 
It would be nice to have the grate itself be the light so it just looks like it's heating up.
Cheetah 21 Nov, 2015 @ 2:43am 
Nice&awesome, adds a bit of realism to these enigmatic self-contained nuclear devices called "reactors". Although it needs a custom block with a model of vertical window (with shutters) or air vent and functionality of Interior Light.
Doge the biologist 20 Nov, 2015 @ 10:25pm 
That is brilliant handsome
JWA 15 Nov, 2015 @ 9:42am 
Holy crap how did I miss this one...
V 13 Nov, 2015 @ 5:58pm 
how do you get it to smoothly transition, mine has a hard transition going intense and dim
aaronlukemarshall 12 Nov, 2015 @ 8:02am 
Ok no worries just have to see what bug fixes come along, have you submitted it to keen?
Riverey  [author] 12 Nov, 2015 @ 3:14am 
@HashtagMC | Babel de-N en-2 yep, that's how it works now in the game.
@Commander Shepard sorry, it seems to be some game bug, related to the new way of calculating power flows. Can't do anything with it right now(
Mx. Amber 12 Nov, 2015 @ 3:02am 
Energy Output = Energy Consumed?
aaronlukemarshall 10 Nov, 2015 @ 10:07am 
Thanks Bro!
Riverey  [author] 10 Nov, 2015 @ 12:03am 
@Commander Shepard Hey! Yeah, I encountered the same problem...
Reported it to our programmer)
aaronlukemarshall 9 Nov, 2015 @ 10:42am 
Hey guys when i load the game the script say index out of bounds and have rebuild the script everythime is there a fix for that?
Riverey  [author] 29 Oct, 2015 @ 2:02am 
@Ninth Prophet hey, is it that what happened to you?
Link [vk.com]
Riverey  [author] 24 Oct, 2015 @ 10:14am 
@venator2070 well, you can just ajust MAX variable in the script to make it more sensitive.

@FLT. ADMIRAL RAVEN yep, long time ago I was inspired with that heat sinks on one of the ships and tryed to implement them in one of my builds)
venator2070 24 Oct, 2015 @ 8:50am 
Can someone help me. I would like to modifie this script so it calculates only the energy cunsumed by engines not by the whole ship. I try to set up fake engines which lights would produce a engine glow matching the output of some modded engines inside my ship. but because my reactors are modded too (and insanely powerfull) i the script ain´t working how i wanted it to work.
Raven 17 Oct, 2015 @ 7:03am 
based on Elite: Dangerous, I'm guessing.
Ninth Prophet 1 Oct, 2015 @ 7:15pm 
Holy shit this script now tears a hole in space that leads to the pixel void. Will send pictures.