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Frequently asked questions

Answers to what is asked most often. For everything in depth there is the wiki.

General

What is stationeers.de?

The workshop of Dominik1199: all my Stationeers mods with detailed guides, plus tools like the IC10 coder, gas and power calculators, support for bug reports and a place for mod wishes. This is not an official RocketWerkz site.

Do the mods cost anything?

No. All mods are free on the Steam Workshop. You only need the game itself.

Which game version do the mods run on?

They are tested with Stationeers 0.2.6428.27798, BepInEx 5.4.23.5 and StationeersLaunchPad 1.0. After a bigger game update a mod may need an adjustment. Until then, test on a backed-up save, see Backing up saves.

What is the difference between an XML mod and a code mod?

An XML mod only changes data such as recipes or stack sizes. The game loads it by itself; subscribing is enough. A code mod brings its own program logic and new devices. That needs BepInEx and StationeersLaunchPad. Of my mods only the Furnace Mod is an XML mod, all others are code mods.

Do I really need a backup before every mod?

Yes. Before every new mod and before every mod update. If a mod whose devices are in your world goes missing later, the save no longer loads. A backup takes a minute. How to do it: Backing up saves.

My save no longer loads and the log says "The specified type was not recognized". What now?

A mod whose devices are in the save is not loaded. The name in the message tells you which one; stromgeneratorsavedata, for example, belongs to Power Engineering. Add the mod back to the active pack and restart the game. Details: Mod packs.

Installation

What do I need for the code mods?

BepInEx 5.4.23.5 in the game folder and StationeersLaunchPad 1.0 in BepInEx\plugins. Both are installed once by hand; after that you just subscribe and add mods to your pack. Step by step: Installation.

I subscribed to a mod but nothing shows up in game.

Since LaunchPad 1.0 new subscriptions are not added to the active mod pack automatically. Tick the box at the start of the mod's row in the LaunchPad window at game start, then it loads. More under Mod packs.

Where is the game folder?

In Steam: Library → right-click Stationeers → Manage → Browse local files. The default is C:\Program Files (x86)\Steam\steamapps\common\Stationeers, where rocketstation.exe lives.

The LaunchPad window does not show up. Why?

Usually BepInEx sits one folder level too deep. winhttp.dll must be right next to rocketstation.exe. If there is no BepInEx\LogOutput.log after the first start, BepInEx did not start. If it exists but there is no LaunchPad, LaunchPad is missing from BepInEx\plugins.

How do I get mod updates?

Steam updates subscribed mods on its own, usually on the next start. If a mod is stuck on an old version: unsubscribe, wait a moment, subscribe again and add it to the pack again. Always make a backup first.

Where do I configure the mods?

In the LaunchPad mod settings or directly in the file BepInEx\config\<ModID>.cfg, for example dominik1199.stromtechnik.cfg. Every key with its default is listed in the mod's guide in the wiki.

The log says "TargetException: Object does not match target type".

The same mod is active twice, usually a local copy from Documents\My Games\Stationeers\mods\ plus the Workshop version. Remove one of them from the mod pack.

Multiplayer & servers

Do the other players need the mods too?

For every mod with new devices, yes: the server and all players, in the same version. Exceptions are the IC10 Editor Tablet (just you), Deep Miner Ice (server only) and the World Map (players without it can still join). The full table is under Multiplayer.

I get rejected when connecting.

Almost always a mod version does not match. LaunchPadBooster checks on connect that server and player run the same mods in exactly the same version. Have everyone restart Steam, then compare the versions in the LaunchPad mod list.

Do the mods run on a dedicated server?

Yes, all mods are tested on a dedicated server. BepInEx and LaunchPad need to be installed there as well. A dedicated server has no packs. Instead LaunchPad builds a server package with the mods and a modconfig.xml that you extract next to rocketstation_DedicatedServer.exe; in the console that is slp modpkg. Mods with windows need at least these versions: Control Station 1.0.2, Modular Consoles 1.0.2, Signs & Decals 1.0.1, World Map 1.0.1 and IC10 Editor Tablet 1.3.2. The windows themselves only exist for the players, the server calculates and saves.

Why do the console commands not work for me?

The test commands of Power Engineering, Steam Power, Electric Smelter and BMA change the world and therefore only run on the host or server, or in single player. The status commands work everywhere.

About specific mods

Why does an output only deliver 4.75 kW?

There is normal cable in that output's network. The circuit breaker never lets more than 95 % of the weakest cable through, so nothing burns. For more power, run the whole network in heavy cable; then up to 95 kW are possible.

Power Engineering

My gas generator keeps stopping and starting. Is that a bug?

No, that is the standby mode: when the buffer battery is full and demand is low, the engine stops to save fuel. At 15 % battery it restarts; the blue LED shows STANDBY. You can turn it off per generator via IC10 (put 0 to address 23) or for all of them with StandbyAutomatik in the settings.

Power Engineering

The steam drill produces nothing on Mars.

It only works on hot planets: night temperature of at least 100 °C, or lava, so Vulcan, Venus and hot modded planets. The LED "Kalter Planet" (cold planet) shows this. If you want it anyway, add the world ID to ErlaubtePlaneten; for Mars that is Mars2.

Steam Power

How much steam does the generator need for 10 kW?

About 4 mol per second on Vulcan and about 2.3 on Venus, because the steam is hotter there. One drill delivers up to 5 mol/s at full speed.

Steam Power

How is it different from the Electric Furnace?

The Electric Smelter is built for large amounts of pure ingots: whole stacks, a buffer per type, cast amount at the push of a button. It cannot make alloys. The Electric Furnace T1 and T2 replaces the furnace and advanced furnace and also casts alloys.

Electric Smelter

The smelter smelts but puts out no ingots.

In the default mode MANUELL (manual) it only casts when you press the red GIESSEN (cast) button, and only once the cast amount is reached. Lower the cast amount, press GIESSEN or switch to AUTO.

Electric Smelter

Where is the minimap?

It is off by default because the game shows its messages in the top right corner. Ctrl+Shift+M shows it. Corner, size and range can be changed in the settings.

World Map

Why can the other players not see my markers?

Either "Visible to all players" is not ticked for that marker, or the host does not run the World Map. The server manages shared markers; without the mod on the host there are only private markers.

World Map

Why does the fire alarm not release CO2 on heat?

On purpose. CO2 is only released when something is actually burning in the room of a triggered detector. Heat, smoke gas, a flare or the call point only raise the alarm. On heat without fire the panel switches on the wall coolers in that room instead.

BMA Fire Alarm System

The sounder is silent.

In a vacuum all sounds in the game are muted. The room has to be sealed and filled with air. bma luft in the console fills a closed room with breathable air.

BMA Fire Alarm System

How do I open the IC10 Editor Tablet?

With the IC10 button above the helmet slot, holding Alt while clicking, or with F8. If you hold a chip or look at an IC housing, the tablet loads its code.

IC10 Editor Tablet

Do the server and other players need the tablet?

No, it only runs on your side. In LaunchPad you can mark it as a client-side mod; then it also loads on servers that do not have it.

IC10 Editor Tablet

The Electric Furnace draws no power.

A cable piece has to sit directly at the port. On the T1 that is the former data port, which now carries power and data; on the T2 it is the power port. Without a cable the window says "No power cable".

Electric Furnace T1 & T2

Which cable does the Electric Furnace need?

The T1 draws 50 kW and needs heavy cable, the T2 draws 250 kW and needs super-heavy cable. The auto-throttle goes easy on the network, but it does not protect an undersized cable from burning.

Electric Furnace T1 & T2

What happens if I remove Barren Stacks?

On the next load every stack above 500 shrinks to 500 and the rest is gone. The same happens when you lower the value. Split big stacks first and make a backup.

Ingot Stacks

Why no more than 16,777,216 per stack?

The game stores amounts as floating point numbers. Above that it can no longer count down by exactly 1, and a furnace would duplicate ingots. So that is the limit.

Ingot Stacks

How do I set the ice type on the Ice Generator?

Put one piece of the ice you want into the input as a sample; it is not consumed. Or set Setting via IC10 to the number 0 to 30 or to the prefab hash. The list of all numbers is in the guide.

Ice Generator

Which connection on the Gas Freezer is which?

Gas on top, liquid at the bottom. The original machine labels both as outputs; on the Gas Freezer they are the inputs.

Gas Freezer

I entered "Mars" as planet filter and now no ice comes out at all.

NurPlaneten expects the game's world ID, which is Mars2 for Mars and Europa3 for Europa. A plain Mars matches no world. All IDs are listed in the guide.

Deep Miner Ice

Do other players need Deep Miner Ice?

No. The mod only runs on the host or server, because that is where it is decided what comes out of the deep miner.

Deep Miner Ice

Do I need BepInEx for the Furnace Mod?

No. The Furnace Mod is a pure XML mod that the game loads by itself. If you use LaunchPad 1.0, add it to your active pack anyway.

Furnace Mod

What do I fill the refrigerant pipe of the split air conditioner with?

With a gas, ideally nitrogen at 500 to 2000 kPa. Any other gas works too. More gas and more pipe buffer better. Use insulated pipe outside, otherwise the sun heats the line. Several indoor units may share one pipe network.

Air Conditioning

The outdoor unit shows NO AIR and does not cool.

It releases the heat to the outside air and needs an outside atmosphere of at least 6.3 kPa (Armstrong limit) for that. In vacuum this does not work. There the air conditioners 3, 6 and 12 kW help: they release the heat into the waste pipe. More in the guide.

Air Conditioning

How do I connect normal pipes and cables to a bundle?

The neighbouring cell only has one pipe slot, so only one game line fits at the end of a bundle. For all three, place a Fluix Splitter: the bundle comes in from the back, one line each goes straight on, left and right. Devices with gas, power or liquid ports, on the other hand, connect directly to the bundle.

Fluix Line

What happens when the Fluix Line is overloaded?

Above 500 kW only the cable in the bundle burns out. Gas and liquid stay in the pipes, and the casing itself does not burn. Take the bundle down with the wrench and build a new one. You get no kit back, unless the setting BausatzBeiSchaden is on. The Fluix Line Unlimited never burns out. If a game cable or a fuse sits in the same network, though, its limit applies.

Fluix Line

Why does the creative RTG only supply 4.75 kW?

There is normal cable in the network. The RTG never offers more than 95 % of the weakest cable, so nothing burns out. Heavy cable allows 95 kW, super heavy cable 475 kW, Extreme Cable 9.5 MW. A network made entirely of Power Cable+ has no limit.

RTG – Isotope Generator

Where do I get the creative RTG?

Only from the spawn menu; the Kit (Isotope Generator Creative) has no recipe on purpose. The normal Isotope Generator with 800 W comes from the electronics printer, tier 2. Its output can be set between 100 and 5000 W with SurvivalLeistungW.

RTG – Isotope Generator

The pipe cooler shows NO AIR and does not cool.

Its radiator releases the heat to the air and needs at least 6.3 kPa of outside pressure for that. In vacuum it does not cool. Put it in a room with an atmosphere or outside on a planet with air. The limit can be changed with MinAussendruckKPa in the settings.

Pipe Cooler

Why does the room with my pipe cooler get warmer?

The heat does not disappear. The cooler releases the removed heat plus its power to the air at the device, about 2000 W at full power. In a closed room it therefore heats the room. Put the cooler outside or cool the room with Air Conditioning.

Pipe Cooler

Why does my network burn out at 500 kW despite the extreme cable?

There is still a game cable or a fuse in the network. The game checks every cable and every fuse in a network, and any part that is too weak can burn out – a super heavy cable from 500 kW. Look at an extreme cable: the tooltip names the weakest part in orange. Replace that piece with extreme cable or move the consumers into a network of their own behind a transformer. More in the guide.

Extreme Cable

Can I change the 10 MW limit?

Yes, with GrenzeMW in the LaunchPad mod settings, from 1 to 1000 MW. The value applies after a restart. In multiplayer the server decides when a cable burns out. Players should enter the same value, otherwise their tooltip and Stationpedia show their own value. For no limit at all there is Power Cable+.

Extreme Cable

Does Power Cable+ really never burn out?

Never from overload; only a welding torch destroys it. The network can still burn out: if there is a game cable, an Extreme Cable or a fuse in it, that part burns out at its own limit. A network is only unlimited if it consists entirely of Power Cable+. Looking at a power cable+ shows the weakest part in orange.

Power Cable+

Can I connect Power Cable+ to game cables?

Yes, end to end it connects to every cable into one network. Only one kind of cable fits in one cell, though, so Power Cable+ and game cables cannot be merged. The connected game cable then limits the whole network. To supply consumers on thin cables, separate them into a network of their own with a transformer. More in the guide.

Power Cable+

Can I switch off the meltdown?

Yes. With KernschmelzeAktiv off the core takes no damage any more; alarm and scram still happen. With ExplosionAktiv off the meltdown happens without an explosion. If the core has already melted, akw reset restores the nearest reactor and akw zone entfernen clears the contaminated zone – both on the host only. If you like it harder, switch Hardcore on: then there is no automatic scram. More in the guide.

Nuclear Power Plant

How do I protect myself against the radiation?

With distance, walls and gear. Double the distance gives a quarter of the radiation, and every wall keeps out half. A normal space suit with a closed helmet keeps out 50 %, the radiation suit and radiation helmet together 95 %. In the contaminated zone, next to nuclear waste barrels and at an open bunker there is dust in the air: without a closed helmet or a gas mask the dose doubles there. Spent rods belong in the nuclear waste bunker right away. Up to 250 mSv of accumulated dose nothing happens, above that you take radiation damage. The Geiger counter shows your dose and your protection level.

Nuclear Power Plant

Why does the turbine not deliver the full 1 MW?

In AUTO the turbine only supplies what the network is asking for. If it stays below that despite demand, check the cables first: the turbine never offers more than 95 % of the weakest cable or fuse, so nothing burns out – 4.75 kW with normal cable, 95 kW with heavy cable, 475 kW with super heavy cable. For the full 1 MW you need a network made of Extreme Cable or Power Cable+. Separate consumers on thin cables with a transformer. The CABLE LED on the turbine shows whether the cable limit is holding it back. If it is not lit, look at the condenser: if cooling water is missing or the cooling tower cools poorly, the efficiency drops.

Nuclear Power Plant

Why use the Power Regulator instead of a transformer?

The regulator is small, has four outputs and works out the limit by itself: no connection ever carries more than 95 % of the weakest cable in its network. It works in both directions – SUPPLY from the main line or FEED IN into the main line – and with the data bridge IC10 still sees the devices behind the regulator. A transformer separates the data too. More in the guide.

Power Regulator

Why is an output orange and my devices switch off?

The consumers in that sub-network want more than the cable carries. The regulator then supplies exactly the limit – 4.75 kW with normal cable – and, as usual in the game, consumers switch off when there is not enough power. The cable does not burn out. Fix: lay the sub-network with heavy cable or split the consumers over two outputs.

Power Regulator

Why does my Deep Well deliver ice instead of water?

The planet's ground temperature decides: from 3 °C the well delivers water, below that ice. On Mars, Europa, the Moon and Mimas the ground is frozen, on Venus and Vulcan it is not. brunnen planet in the console shows the reason. With the setting Modus you can force water or ice everywhere. More in the guide.

Deep Well

Where do I connect the chute to the Deep Well?

Right in front of the ice tray on the control cabinet, 1 m above the floor – that is where the ICE / CHUTE sign is. The chute gets batches of 5 chunks. Without a chute the tray collects up to 50 chunks, which you take out with an empty hand. Power, data and polluted water sit below in one row 0.5 m above the floor.

Deep Well

Why does my grid coupling transformer only deliver 9.5 MW?

The cable protection never lets more than 95 % of the weakest cable or fuse in the network through a connection. On Extreme Cable with 10 MW that is 9.5 MW, on super heavy cable 475 kW. The generator and grid coupling transformers only reach full power on unlimited conductors: busbar, Power Cable+ or Fluix Line Unlimited, on both sides. A single game cable in the network limits everything again. The display then shows the cable limit in orange. More in the guide.

Substation

My transformer has tripped and ACK does nothing – what now?

Looking at the transformer shows the reason. Over-temperature: a reset only works below 90 °C. Reduce the load, let it cool down and set the fans to AUTO; in vacuum they do not cool. From 105 °C the transformer already throttles before it trips at 130 °C. Short circuit: PRIMARY and SECONDARY are on the same network. Separate the networks, then ACK. uw ack all in the console resets everything that can already be reset. More in the guide.

Substation

How do I put my own images on a sign?

Put PNG files into BepInEx\config\Schilder\Eigene\ and type schilder reload in the console. They then appear in the gallery under "Own images", the file name becomes the name. Recommended are 1024 pixels on the long side, at most 2048 pixels and 1 MB. Transparent parts stay transparent. In multiplayer the server sends used images to every player automatically; until then they see a placeholder. More in the guide.

Signs & Decals

Can a sign be switched by IC10?

Yes, the Wall Sign (Data). It has two images, and Mode 0 or 1 picks which one is shown – for example "airlock free" and a vacuum warning. On switches the glow, Setting sets the symbol number, Color the tint and Ratio the glow strength, each for the image shown. The data cable comes from below. schilder list shows the symbol numbers. An example chip is in the guide.

Signs & Decals

How do I put modules on a console housing?

Build the housing and connect a cable with power and data. Then hold a module kit (controls or displays), pick the module with the mouse wheel and aim at the module field: the slot under the crosshair is outlined green, a click places the module. It takes power and data from the housing. Settings are made with the screwdriver, taking down works with the hand drill. konsole target shows which slot is free. More in the guide.

Modular Consoles

How do I address a console module with IC10?

Every module is a logic device of its own on the housing's data network. Name it in the settings window (screwdriver) or with the labeller, for example "Pumpe", and address it with lbn/sbn, the prefab hash and HASH("Pumpe"). A toggle switch reports its position in Setting, an LED lights up with Setting 1. The hashes of all modules and an example chip with an emergency stop are in the guide.

Modular Consoles

How do I use the IC10 chips in the control desk?

Insert an Integrated Circuit (IC10) from the electronics printer into one of the slots "IC10 chip 1–4". Then click a screen, open the IC10 tab in the terminal, write the code and click "Write to chip". Under "Pins d0–d5" you pick any devices of the system, without any cables. Then "Start". The LED at the slot is green while the chip runs, orange on an error. db is the control desk itself; with get db 512 to 530 the chip reads alarms, power and batteries. More in the guide.

Control Station

Why are devices missing in the Control Station terminal?

The station only sees devices on its own data network. If a device sits behind a transformer, a Power Regulator or a device of the Substation, switch on the data bridge there (DATA button). Also check that the station has power and is switched on. A system reads at most 800 devices, adjustable with MaxGeraete. ks devices in the console lists what the station sees.

Control Station

The turbine shuts down and shows a trip – what now?

The turbine display and the control room show the reason: condenser too hot (above 90 °C), no cooling water or manual or by IC10. Fix the cause first, so check the cooling tower, the cooling water and the pipes. You can reset with RESET on the turbine or ACK on the control room desk as soon as the condenser is below the warning temperature of 60 °C and cooling water arrives. Pressing too early queues the restart: the turbine then starts again by itself as soon as possible. More in the guide.

Nuclear Power Plant

The fuel rod factory ejects the steel again – why?

Up to version 1.0.1 steel ingots counted as foreign items and ended up in the output slot again. This is fixed from 1.0.2. The factory needs Ingot (Steel), not steel sheets: sheets and everything else are still passed through. Each fuel rod takes 20 uranium ore and 5 steel, the store holds 200 steel. More in the guide.

Nuclear Power Plant

How do I find the sites without a tracker?

With your eyes and ears: a site is drawn up to 300 m away, and its orange-and-white signal mast sticks out over hilltops. From up to 50 m you hear the emergency beacon beep twice, from its direction – in vacuum too, it is a radio signal in your helmet. At night and in storms the red lamp flashes, visible up to 400 m. Sites are at least 300 m away from your base, so a rover round trip pays off. More in the guide.

Exploration – Landers, Wrecks & Ruins

Why did the tank from the wreck explode?

It had a dangerous filling – shown by the yellow warning sticker, the name and the red paint. By the game's rules H2 + N2O and Volatiles + N2O self-ignite above 50 °C, Volatiles + O3 and H2 + O3 above 150 °C. At the site the tank is shielded. Take it somewhere warm – Venus, Vulcan, next to a furnace – and it warms up, ignites and bursts. Store such tanks somewhere cool or vent them right at the site.

Exploration – Landers, Wrecks & Ruins

Why is the LED on my liquid tank orange although it isn't full yet?

The LED already warns from 95 % fill. Once the whole volume is liquid, the pressure in the tank jumps, and from a 6.08 MPa difference to the surroundings it takes damage and bursts – like the game's liquid tank. The LED also turns orange from 80 % pressure load; on gas tanks that is the only warning. Fill less or put a pressure regulator in front of the tank. Flashing red means: lower the pressure at once. More in the guide.

Square & Cylinder Tanks

How do I address the new tanks with IC10?

Each of the 24 shapes has its own prefab hash, tanks types in the console lists them all, and the table is also in the guide. The data cable goes to the green connection one cell to the right of the pipe. You can read everything as on the game tank, so Pressure, Temperature, TotalMoles and the gas ratios, plus Ratio (fill level), Stress (pressure load in %), Maximum (burst pressure) and Error (warning). Mode sets the display page.

Square & Cylinder Tanks

How do I switch the Multi-Tool's tool and turn on the lamp?

Hold C and turn the mouse wheel to switch tool (wheel up = next), C + right click switches the lamp attachment off, near, far. C is the game's quantity key; if you rebound it, your key applies. There are also buttons in the tool's inventory window (click the hand). In game the key hint is shown above your hand while the Multi-Tool is in the active hand. More in the guide.

Multi-Tool

Does the Multi-Tool really work everywhere like the real tool?

Yes. In each mode it technically is the matching game tool, for example a crowbar or a labeller. So prying doors, configuring logic devices, renaming, deconstructing and mining work as usual. Build steps that ask for a specific tool item recognise it like the game's MK II tools. If a device says "requires hand drill", hold C and turn the mouse wheel to the drill. More in the guide.

Multi-Tool

Why does my drill not work although a battery is inserted?

Check the LED at the top rear: red means all batteries are empty. Mining drill and labeller also need to be switched on (right click). After switching to these tools the Multi-Tool turns them on by itself. Wrench, screwdriver, crowbar and wire cutters need no power; the power tools and the lamp always draw from the fullest battery. multi status shows the charge of the tool in your hand.

Multi-Tool

Is it worth putting catalytic filters into the Filter Washer?

Yes. In the game code catalytic filters have the lifetime "SuperHeavy": they lose 1 % after 11,520 filtering ticks instead of 144 for a standard filter. So they last 80 times longer, about 160 hours of pure filtering, but not forever. The Filter Washer washes them back to 100 % like all others, with the longest cycle (8 L of water, 60 s, 900 W for a fully used filter). In the shredder four catalytic filters of the same gas type make a catalytic filter again – they are never converted into other kinds. More in the guide.

Filter Recycling

Why does the Filter Washer stop washing?

The display and the tooltip show the reason. The washer pauses on NO WATER (not enough liquid water at the left inlet, polluted water does not count), OUTLET FULL (the polluted water pipe on the right is 90 % full or above 3000 kPa – empty it or feed it into a water purifier), PIPE MISSING (both connections need a liquid pipe) and NO POWER. Once the cause is fixed, the cycle continues by itself. If it shows PRESS START, MANUAL mode is set: press START or switch to AUTO with the MODE button.

Filter Recycling

Does Drag Build change normal building?

No. A short click builds exactly one part as always; even the start part of a drag is built by the game itself on press. Dragging only starts when you hold the button and the cursor moves to another cell. On release the remaining parts are added. Right click or Esc cancels, Z changes the shape. More in the guide.

Drag Build

Does the server need Drag Build, and can it be used to cheat?

Players without the mod may join; only whoever wants to drag needs it. If the server has Drag Build, it checks every drag itself: kit in hand, material per part, reach, count and the game's build rules. It does not rely on anything the player claims. Without the server mod, Drag Build sends the game's normal build message per part, so nothing that wouldn't work click by click. Server owners can switch dragging off with MitspielerErlaubt and limit it with MaxTeile and MaxAbstandMeter.

Drag Build

Does Creative Mode+ change anything in my normal world?

No. Like the game itself, the mod checks whether the world runs in creative mode (difficulty "Creative"). In every other world building, deconstruction and the suit behave exactly as without the mod. kreativ status always shows whether it is active. More in the guide.

Creative Mode+

Why do I only get the kit back when deconstructing?

With instant build and no item use, the sheets and parts of the intermediate steps were never installed. Returning them would multiply your stacks every time you rebuild. To get everything back, set AbbauRueckgabe to Alles, for example for structures from an earlier survival world. Nichts just clears them away.

Creative Mode+

My new light sign glows without a cable – why?

It comes with a full backup battery and switches to emergency mode without grid power: dimmed, with the LED orange. After about 30 minutes the battery is empty. Connect a cable in the cell below the sign, and the battery is full again within 60 minutes. If you don't want the emergency light, switch off "Emergency light" in the gallery. More in the guide.

Signs & Decals

How does an IC10 chip notice that a light sign has no power?

The light sign's Error is 1 while it is switched on and no grid power arrives. Power is 1 when grid power is present, and Charge divided by Maximum gives the battery level. An example chip for an airlock warning is in the guide.

Signs & Decals

Why doesn't the BMA flood when someone takes the extinguisher?

Removal is a building alarm like a manual call point. Whoever grabs the extinguisher is often in the fire room, where flooding would be deadly. CO2 is only released when a detector in the room sees a real fire. To take an extinguisher out without an alarm, turn the service key on the sign (LED flashes yellow) or write Setting = 0 via IC10. Inserting an extinguisher switches monitoring back on by itself.

BMA Fire Alarm System

Why doesn't the holder refill my fire extinguisher?

Look at the holder, the tooltip names the reason. "NO POWER": the pipe pressure is not higher than the canister pressure, only the powered compressor can do the rest. "NO CO2 in the pipe" or "no CO2 pipe": fill or connect the pipe. "WITHOUT gas canister" or "canister BROKEN": insert or replace it. "OFF": IC10 set On = 0. Other gases in the pipe do no harm, only the CO2 is taken, liquid included. Without power a valve fills as long as the CO2 pressure in the pipe is higher than in the canister. More in the guide.

BMA Fire Alarm System

Can the canister in the FAS fire extinguisher burst?

No. It is only filled to 75 % of the burst pressure, 7,599 kPa at 20 °C for a gas canister. If the pressure rises above 90 %, for example in a fire, a safety valve vents CO2 – into the pipe in a holder, otherwise into the room. Both are configurable with FuellGrenzeProzent and SicherheitsventilProzent.

BMA Fire Alarm System

Why doesn't my flow wind wheel turn in a closed room?

At equal pressure the air is still. The wheel shows the game's real air flow. It turns in front of a blower (wall heater, duct fan, duct grille), at an open airlock, at a vent or outside in the wind. klima luft shows the value at your position. More in the guide.

Air Conditioning

Can I connect ventilation ducts to normal gas pipes?

No, on purpose. Ducts form their own network and connect only to ducts, duct grilles and duct fans. Game pipes do not fit into a duct cell. A duct fan at one duct end moves air from room to room, at the other end it comes out of a duct grille.

Air Conditioning

How do I switch the helmet lamp and night vision, and where do they go?

Both go into the suit's glasses slot, like the game's night vision goggles, so they fit every helmet. The helmet lamp switches with the helmet light key (L) together with the helmet light; C + L picks the level reading, near, medium or far. On the night vision device C + L cycles off, level 1, 2, 3. Insert a battery cell like on the flashlight: cell in the other hand and onto the device. More in the guide.

Lights & Lamps

Do the lamps blow out my displays and LED screens?

No. Ten times per second every lamp checks what its bright core is hitting. If that is a device with a readout, it turns only the core down up to 6 m so the readout stays readable (contrast about 7 : 1); the wide spill light stays on. Walls, floor and rocks are not dimmed. Without glare protection an LED display would be washed out from 0.5 and 1 m. For work right at the device there is the reading mode (C + right click on the flashlight, level reading on the helmet lamp). licht display shows how much the core is dimmed right now; distance and maximum are set in the settings. More in the guide.

Lights & Lamps

Why does my street lamp not turn on during the day?

Street lamps, wall lantern and floodlight mast come set to dusk: they only light up when the sun is below 2° above the horizon. The LED on the mast is blue then (waiting). Use the mode button to switch to always on or light sensor (lit without direct sunlight, for example under a roof), or via IC10 with Mode 0, 1 or 2; set the threshold in degrees with Setting. If the LED flashes red, power is missing. More in the guide.

Lights & Lamps

Why doesn't the cargo lift move?

Before every trip the drive checks that everything is clear and shows the reason on the console, call box and control cabinet. The most common ones are BARRIER BLOCKED – something stands in the barrier at the landing or at the platform edge –, LOAD OVERHANGS when something reaches beyond the railing, and OBSTACLE ABOVE when a wall or floor sits inside the shaft; so build walls from the outside. The buttons refuse with a hint when the main switch is OFF, power is missing, E-STOP is pressed or the lift is locked via IC10 (Lock). What exactly is in the way is shown in the tooltip on the shaft under "Cause", and cargolift load in the console lists the load. As soon as the cause is gone, it starts by itself. More in the guide.

Cargo Lift

How do I set up levels and stops?

Every shaft segment is 2 m high and one level, the drive at the bottom is level 0; up to 32 segments fit above one drive. Stops are wherever a piece has a barrier – pick the variant with the mouse wheel on the kit: one barrier at the front, two (front and back) or none. If no piece at all has a barrier, every level is a stop. Segments must face the same way as the drive or be turned by 180° (C + mouse wheel); turned by 180°, their barrier is at the back. UP/DOWN on the console and CALL only go to stops, while IC10 (Setting) or cargolift go reach any level. More in the guide.

Cargo Lift

Does the rover fit on the cargo lift?

Yes, the Rover Mk I (2.72 × 3.58 m) already fits the 2x2: the barrier is 3.34 m wide, the platform 3.82 m inside. Drive it in lengthwise through the barrier and park it so that nothing sticks out over the railing – otherwise the lift reports LOAD OVERHANGS and stays put. The rover rides along whether you sit in it or not; in multiplayer it is moved by the machine of whoever is driving it. With 20 kg of physics mass it is far below the 2000 kg load limit. More in the guide.

Cargo Lift

How do I connect two connectors through the utility bus?

Both connectors must sit on straight pieces of the same connected duct network and be of the same type. On the first one press the STRAND button, enter a name such as "O2" and click "Create and connect". On the second one open STRAND as well and click "Connect" next to "O2" in the list – upper and lower case do not matter. While placing, turn the outlet with C + mouse wheel to the side where your pipe or cable is. In the default cost mode the display then shows "MISSING n": put that many pipe kits or cables into the slot. More in the guide.

Utility Bus

Why does nothing arrive at the other connector?

The display tells you: "MISSING n" means pipe or cable is still missing in the slot, "NO PIPE" or "NO CABLE" that nothing is connected at the outlet, "OFF" that the switch has shut the connector off, and "alone" that no second connector is active on the strand. Often the duct pieces are not joined: strands only exist within one duct network, and looking at a duct piece shows its network number. "DUPLICATE" on power means the same cable network is already on the strand via another connector. Power also only flows when one network of the strand has a surplus. More in the guide.

Utility Bus

What does a strand cost, and how do I change it?

The default is the cost mode "Laenge": duct and connectors are cheap, the first connector of a strand is free, and every further one requires as many pipe kits or cables as the path through the duct to the nearest connector of that strand is long in cells. On removal, disconnecting or switching to a shorter path the material comes back as a stack next to the connector. "Pauschal" makes both kits four times as expensive (PauschalFaktor), after that no strand costs anything, and "Gratis" asks for nothing extra at all. Change it with Kostenmodus in the mod settings in LaunchPad or in dominik1199.leitungsbus.cfg, in multiplayer the server's setting applies. The more expensive recipes in mode Pauschal only apply after a restart. More in the guide.

Utility Bus

Why don't my shop compartments open?

The compartments are locked for everyone until the owner opens them with the owner PIN. Click the screen, tab "Owner", choose shop name and PIN the first time, then log in with the PIN and choose "Open compartments". They stay open for you even after you close the window – put the goods in by hand as usual. They only close when you close them in the window, walk more than 8 m away or log out. Other players cannot take anything out meanwhile. For large restocks use a sealed delivery crate through the chute. More in the guide.

Banking System

Can another player empty my account with my stolen bank card?

Not without the PIN. The PIN is not on the card and not stored in plain text, only as a salted PBKDF2 hash, and only the server checks it. After 3 wrong tries the account is locked for 5 minutes. Block the card anyway: log in at an ATM with another card of your account, tab "Cards", block the card. An admin can reset a forgotten PIN with bank pin. The only exception: at the buy-back machine the card works without a PIN – but money is only credited there, never debited.

Banking System

How does a card reader open my door without IC10?

Build the card reader on the wall next to the door and connect door and reader to the same data network. Name the door with the labeller, for example "Lager Tor". Log in at the reader as owner: mode "Access", add the company account under "Access" (all members of the company get through), under "Control & IC10" enter "Lager Tor" for direct control and choose "open", release time for example 8 seconds. After card and PIN the door opens and closes again afterwards. With IC10 you read the reader's Setting instead (1 while granted) – there is an example in the guide.

Banking System

Where does the money for interest and loans come from?

Everything goes through the treasury, account 100000. It receives fees, overdraft interest, reminder fees and loan instalments and pays out savings interest and loans. It may go negative – then the server has paid out more than it took in. With bank treasury an admin sees the balance and can book; in the settings interest and loans can be switched off or adjusted to fit the server's economy.

Banking System

Why can't I build on free land?

On land without a plot only admins and game masters build and dismantle (FreiesLandGesperrt). You may place the plot marker anywhere: click its sign, "Use starter size", "Create starter plot for free" – your first plot (3 × 3 parcels) is free, even without a bank. Dismantling your own parts and digging work on free land too. More in the guide.

Roleplay & Permissions

Who owns everything that was built before the mod?

By default the community: everyone may use, open, modify and dismantle it, but not manage it. With AltbestandGehoert = Server it belongs to the server (players may only use and open), with Erbauer to the player who built it. Existing parts inside a plot belong to the plot owner. The game master transfers ownership at any time with rp owner or in the window.

Roleplay & Permissions

Does Roleplay & Permissions work without the Banking System?

Yes. Ownership, permissions, the free starter plot, ID readers, log, item trades and game master tools work without the bank. Everything that costs or moves money – buying, renting, salaries, taxes, fine payments, money in trades, the marketplace – needs the Banking System and is visibly off in the window without it. Set PreisJeParzelle, AusweisGebuehr, GruendungsKosten and LizenzPreis to 0 and further plots, groups, ID cards and licences work without the bank too.

Roleplay & Permissions

How do I become admin – and how do I test the locks myself?

Add your Steam ID to AdminSteamIds, or set an AdminPassword in the server's setting.xml and log in with rp login PASSWORD. The host is always admin. Admins may do everything and therefore never see the locks; in single player protection is off. With rp testmode on you act like a normal player (in single player protection then applies), "TEST MODE" shows at the top left; rp testmode off ends it. More in the guide.

Roleplay & Permissions

How do I put an escape route marker into the floor?

Since version 1.2.0 you simply build a wall sign or a wall light sign flat on the floor. Newly built it lies flush there, level and walkable. In the gallery pick an escape route symbol: 362 straight on, 363 left, 364 right or 365, the tileable guide strip (mirror it to change the direction). The symbols are read from the bottom edge of the sign; you turn it while building with the roll keys or with C + mouse wheel. As a light sign it becomes an escape route floor light that keeps glowing from its backup battery during a power cut. With the labeller it is quicker: name it @rettung.boden_geradeaus;flush. More in the guide.

Signs & Decals

Can I paint the tanks?

Yes, since version 1.0.1. Use the spray can or spray gun on the tank – the shell takes any game colour, metallic ones too. Display, LED, band and type plate stay as they are, so you still tell gas and liquid tanks apart at a glance. The colour is saved and synced to everyone in multiplayer. Tanks from older saves stay unpainted until you paint them.

Square & Cylinder Tanks

Why doesn't my fire door close on an alarm in the next building?

Area 0 means automatic: only doors next to the room of the triggering detector close. If several rooms should react together, give detectors and doors the same area number at the monitor (Areas tab) or with bma bereich. With AlleToreBeiAlarm every alarm closes all doors on the panel's network. More in the guide.

BMA Fire Alarm System

I'm standing in the shutter while it closes – will I get crushed?

No. Players, animals and rovers in the closing area stop the door at once; it keeps warning and reports "blocked" to panel and monitor. Once the area is clear for 3 s it warns briefly again and closes. If you need to get through during a fire, click the door: it opens (emergency opening) and closes again after 15 s.

BMA Fire Alarm System

Can another player just release CO2 at the monitor?

Only in two steps (EXTINGUISH, then hold CONFIRM for 2 s), only within 6 m of the monitor and only if the controls are not locked with the key. The normal pre-warning follows, which can be stopped at the monitor (ABORT) or with bma loeschen stopp. Every release is logged with the player's name. To switch it off completely: HandLoeschungErlaubt = off.

BMA Fire Alarm System

Where do I connect the fire door and shutter?

At the bottom of the frame on the side with the two connector stubs: lay the cable on the floor in the cell directly in front so it points into the stub. Each of the two connections takes power and data; one cable is enough if it carries power and is linked to the panel. The panel then counts the door ("Doors 0/1 shut") and it appears with a number on the site plan.

BMA Fire Alarm System

My 1.5 MW turbine only delivers about 1 MW and the condenser sits at 90 °C. Why?

At full load the large turbine puts about 2.8 MW of heat into the cooling water, one cooling tower removes at most 2.5 MW. Connect a second cooling tower to the same cooling water loop (the warm and cold water pipes link both towers) – then it runs at the full 1.5 MW and 40 °C. More in the guide.

Nuclear Power Plant

The radiation shield gate won't open any more. Am I locked in?

No. The gate is in lockdown (red beacon, STOP flashing) because the threshold was reached on one side or a radiation monitor on the data network is alarming. From the radiation side the red EMERGENCY OPEN mushroom always opens it for 15 s. From outside, OPEN releases the lockdown once the radiation is below 80 % of the threshold; with the full radiation protection set OPEN works earlier too (the lockdown stays, the gate closes again after 15 s). The display tells you why.

Nuclear Power Plant

How do I move spent rods safely from the reactor to the bunker?

On foot or by rover use the transport cask: 9 rods, 99.99 % shielding when closed, pull it by the handle or wrench it onto the rover. For chutes there is the fuel rod carrier (3 rods, 99.9 %). Only open the lid to load and unload – with the lid open half the radiation escapes. Loose in the inventory, 9 freshly spent rods give more than 70 Sv/h.

Nuclear Power Plant

Website & account

Can I download the mods here?

No. The mods are only on the Steam Workshop; here you find the links to them. That way Steam keeps them updated for you.

Do I need an account to report a bug?

No. You can open a support ticket without an account; you then get a link by email to view and answer it. Do not share that link, it is your key to the ticket. With an account you find all your tickets under "My tickets". What belongs in a good ticket: Reporting bugs.

How do I submit a mod wish?

Under "Mod wishes". Anyone can look, but submitting, voting and commenting need an account. The most popular wishes are also shown on the home page.

Do I need an account for the tools?

No. The IC10 coder, gas calculator and power calculator run right in your browser, no sign-in needed. You only need an account to save IC10 programs under "My scripts".

Does the site load anything from third parties?

None. Fonts, scripts and images all come from stationeers.de itself; there are no ads, no third-party trackers and no embedded third-party content. You only leave the site when you click a link to Steam. Everything else is in the privacy policy.

Is this an official Stationeers site?

No. Stationeers is a game by RocketWerkz, and RocketWerkz is its developer and rights holder. stationeers.de is the private site of a modder who likes the game. Questions about the game itself go to RocketWerkz, questions about my mods go here.

Your question is not listed?

Open a ticket – we will answer, and good questions get added here.

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