Thermal System

Since 0.1.0-beta.1, heat is a full thermal model, not just a per-machine counter. Every machine still carries a heat value (the red gauge on the right of its GUI, and the colour of its glow in-world), but that value now responds to the machine's neighbours, its environment, and its settings — so where you build matters as much as what you build.

How a machine heats and cools

Each machine's heat is the balance of four flows:

  • Work generates heat. Generators heat while burning, processors heat each working tick (heatPerOperation). The overclock preset scales this: Eco halves it, Overdrive doubles it.
  • Adjacent machines conduct heat to each other. A fraction of the heat difference between two touching machines is exchanged on a regular interval (thermalConductivityPermille, thermalExchangeIntervalTicks) — a hot fusion reactor warms the machines packed against it, and a wall of processors run back-to-back shares one heat budget. Spacing machines out keeps them independent.
  • Everything relaxes toward the local ambient. Machines shed (or absorb!) heat toward their surroundings each tick (thermalEnvLossPermille). Ambient comes from the dimension — the Nether runs hot by default, and servers can tune any dimension via thermalAmbientByDimension — plus a biome flavour term (thermalBiomeScale): deserts run warm, snowy biomes run cold. On worlds with Nerospace installed, planet traits set the ambient directly.
  • Coolant blocks vent heat faster. Water, ice, packed/blue ice, snow blocks and powder snow placed against a machine each add extra dissipation (heatDissipationPerTick).
  • Radiators are purpose-built coolant. A Radiator placed against a machine counts as four natural coolant blocks — and, unlike ice, it never melts.
  • Coolant Pumps cool actively. A Coolant Pump spends NE to pull heat out of every adjacent machine, scaled by how many Radiators feed it. This is how you keep a Fusion Reactor or Particle Accelerator running flat out without a wall of ice.

Throttling

Nothing has changed about the consequence: when a processing machine's heat reaches heatThrottleThreshold it stalls until it cools back down. The Analytics tab names this state explicitly (Throttled) and its heat sparkline shows the sawtooth of a machine riding its limit.

The practical upshot of the full model: a snowy mountain base genuinely out-cools a Nether workshop, cramming machines together is a real trade-off, and cooling is now a base-layout puzzle rather than just "put water next to it".

Performance

The model is deliberately cheap: neighbour and coolant links are cached and only rebuilt when an adjacent block actually changes, and exchange runs on a phase-spread interval — there is no per-tick neighbour scanning anywhere.

Config keys

heatCapacity, heatPerOperation, heatDissipationPerTick, heatThrottleThreshold, thermalConductivityPermille, thermalEnvLossPermille, thermalExchangeIntervalTicks, thermalAmbientDefault, thermalAmbientByDimension, thermalBiomeScale — all in config/nerotech.properties, server-authoritative.

See also

Search across every Nero mod wiki.