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Survival and suit
4- Survival: the first minutesSuit, breathing air, water and power – what matters right after landing, with the values from the game.
- Suit and equipment: what you wear on your bodyEva Suit, Hardsuit and HARM suit, helmets, backpacks, jetpacks and belts compared – slots, volume, printer tier and what pays off when.
- Breathing air in the suit: canisters, filters and waste tankHow the suit works with air canister, waste tank and filters, how to fill canisters safely and how a chip in the Hardsuit warns before the air runs out.
- Medicine and injuries: avoiding damage, using healingWhere damage comes from, at which values the game warns and which pills and auto-injectors exist – from the chemistry station to the Survival Belt.
Food
2- Water and thirst: melting ice, filling bottles, purifying waterHow much you drink, where the water comes from, how you melt, move and bottle it – with the material values of water from the game.
- Food and cooking: nutrition, mood and shelf lifeRaw, cooked or canned – which form pays off for which vegetable, how to set up the kitchen and how long food keeps, with the values from the game.
Atmosphere and gases
4- Atmosphere and pressureHow Stationeers calculates gases: pressure, amount, partial pressure, limits of walls and pipes, and when gases turn liquid.
- Gases and mixtures: breathing air, gas mixer, partial pressureWhich gases exist, how partial pressure decides about breathing and poisoning, how to mix breathing air and how the temperature of a mixture comes about – with calculations and IC10.
- Building an airlock: layout, control, common mistakesWhich parts an airlock is made of, how much air a cycle moves, a complete IC10 program with a lever and the mistakes airlocks usually fail on.
- Electrolysis and water: winning oxygen and hydrogenWhere the water comes from, how the electrolyzer turns it into oxygen and hydrogen, how to separate the two, why the mixture is dangerous and an IC10 program that runs the plant safely.
Pressure, temperature and heat
3- Heating and cooling: wall heater, wall cooler, air conditioner, radiatorsWhich device moves heat where, how much energy a room needs, what each planet demands and a thermostat program with heater and cooler.
- Heat exchangers and heat transport: pipe to pipe, gas to liquidHow heat passes between two loops without the substances mixing, why liquid carries so much more heat and how to finally get rid of it to the surroundings.
- Evaporating, condensing, freezing: using phases on purposeWhen a substance is liquid, gaseous or solid in the game, where that surprises you in pipes and how to use phase changes for storage and cooling – with the values of all important substances.
Power
6- Power grid basicsCables, fuses, generators and batteries – how Stationeers calculates a power network, why cables burn out and how a chip switches backup power.
- Solar arrays: alignment, tracking, day and nightHow much a solar panel delivers on each world, why tracking multiplies the yield, how long the night lasts and how a chip makes the array follow the daylight sensor.
- Batteries and storage: sizes, charging, discharging, a transformer in betweenWhat station batteries and battery cells hold, how long they carry a load, why battery to battery burns the cable and how a chip shows the remaining runtime.
- Generators compared: solid fuel, gas, Stirling, wind, RTGWhich power source works on which world – with output, fuel, limits and a worked example for a Mars base with a constant 3,000 W load.
- Sizing cables, fuses and transformers correctlyWhich cable carries how much, when it burns out, where fuses belong and how a transformer protects a branch – with a worked example and a chip that shows the load.
- Backup power and load shedding: separating networks, priorities, IC10How to split the base into groups by importance, protect the control chip against outages with an area power control and switch off comfort first and then the workshop when the battery runs low.
Mining and ores
3- Mining: finding and extracting oreWhere each ore lies, how much battery each drill draws, how the ore detector and mining charges help, and how much ore fits into belt and backpack.
- Ores and what they containWhat every ore and ice contains, which gases melting releases, why the furnace therefore needs a gas outlet, and which ores have no ingot of their own.
- Deep miner and automatic miningHow the deep miner produces dirty ore, what it costs in power and parts, how you pass the ore on through chute and centrifuge, and which other automatic miners exist.
Furnaces and alloys
4- Furnaces and alloysThe three furnaces compared, how a temperature and pressure window works and which mix every alloy needs.
- The arc furnace: ore to ingots with electricityWhat the arc furnace can and cannot do, how long and how much energy it needs per ingot, where the ore gas goes, how to feed it with chutes and how IC10 starts it automatically.
- Making steel: step by step in the furnaceMix, temperature and pressure for steel, how much gas has to be in the furnace, why iron ingots beat iron ore and how a chip watches the window.
- Super alloys in the advanced furnaceThe five super alloys with mix, temperature and pressure window, how you get to the advanced furnace, how much gas the high pressures demand and how a chip holds the window.
Manufacturing and printers
2- Manufacturing: which machine prints whatThe five fabricators at a glance, what tier 2 and the printer mods bring, in which order to upgrade, and how to read progress and material with IC10.
- Recycling and centrifuge: getting material backWhat the recycler returns from old parts, how the centrifuge separates mixtures back into pure ores, what the combustion centrifuge does differently and what a recycling line looks like.
Pipes and pumps
3- Pipes and lines: gas, liquid, insulatedHow pipe networks work, which line suits what, where the limits are, why liquid lines are filled by fill level and how to track down vanishing gas.
- Pumps, valves and pressure regulators: which part for whatPump, regulator, valve or vent – what each part does between two networks, how much it manages per tick, typical layouts and an IC10 program with protection on both sides.
- Tanks and gas storage: sizes, insulation, safe fillingWhich stores exist, why tanks are now part of the pipe network, how to measure them, why you fill by moles instead of pressure and when insulation pays off – with an IC10 program.
Filtration
1- Filtration: separating gases, changing filters, getting rid of waste gasesHow the filtration unit splits gas mixtures, which filters exist, how a chip watches the filter reserve and where to put pollutant, carbon dioxide and methane.
Farming
3- Farming: light, water, temperature and air for plantsWhat a plant in Stationeers needs – light and darkness, water, carbon dioxide, temperature and pressure – with the values from the game and worked examples for your own greenhouse.
- Hydroponics and planters: setup and automationWhich beds exist, how to plan water, light and power for them, and how an IC10 chip times the lamps and harvests with Harvie – with consumption values from the game.
- Compost, fertiliser and getting seedsHow to turn crop leftovers and decayed food into fertiliser, when your plants carry seeds, what seed costs at the trader and which gases are released by fermentation.
Logistics and sorters
2- Chutes and logistics: basics, inputs and outputsHow chutes move items from machine to machine, which parts exist, what they cost and how to arrange inputs, outputs, branches and storage sensibly.
- Sorters, stackers and chute valves with logicHow the sorter, logic sorter, stacker, unloader and digital chute parts work and how an IC10 chip separates ore by type – with modes, logic values and a finished program.
Space flight and traders
2- Rockets: structure, fuel, launchWhat the game data reveals about rockets: launch mount, fuselage, engines with thrust values, tanks, avionics and payload – and how to calculate with thrust and gravity.
- Trading: satellite dish, trader classes, landing padWhich dish reaches which trader, how long traders stay, who stocks what and which parts a landing pad needs – with the values from the game data.
Planets
6- Mars: starting world with thin CO2 airThe beginner world in detail: 2.1 to 2.7 kPa of carbon dioxide air, nights down to −52 °C, all ores and ice types, dust storms – with worked examples for your first rooms.
- Moon: vacuum, full sun and solar stormsThe Moon in detail: no air, tidally locked with a 1,297 s day, strong sun up to 1,407 W/m², solar storms and rich ore deposits – and what vacuum means for building.
- Mimas: vacuum, low gravityMimas in detail: vacuum, only 0.97 m/s² of gravity, the weakest sun in the game and no water ice – how to get water and power here.
- Europa: cold and oxygenEuropa in detail: pure oxygen at 44 to 47 kPa, but −149 to −140 °C, very weak sun, good wind and snow storms – with a worked example of why the outside air is useful anyway.
- Venus: heat and acidVenus in detail: 239 kPa outside pressure, 464 °C day and night, almost a third hydrochloric acid in the air, no ice – but the strongest sun in the game. With worked examples for walls and air.
- Vulcan: lava and methane airVulcan in detail: methane, pollutant, CO₂ and hydrogen without oxygen, 127 °C at night and over 1,100 °C at noon, lava, ash and solar storms, rich ores on the surface.
Hazards
2- Fire and explosions: ignition, autoignition, extinguishingWhen gas burns, why items catch fire without a flame, how a fire turns into a pressure blast and what really puts it out – with a worked example and an IC10 fire alarm.
- Heat, cold and radiation: damage, protection and hot worldsWhich temperatures your lungs can take, how much heat each suit exchanges, how hot and cold the worlds get and what sun and storms add – with the values from the game.
Building
3- Building: frames, walls, windows, floors, gridLarge and small grid, frames, walls and windows with their pressure limits, ladder and stairs – what you need for what, in which order you build and how much material a room costs.
- Controlling doors, gates and airlock doorsWhich door holds how much pressure, how much power it needs and how to open, lock and interlock doors with logic – with a worked example and an airlock program.
- Light and alarm: lamps, flashing light, klaxonWhich lamps exist, what they cost in power, how to switch them with logic and how an alarm with flashing light and klaxon speaker makes the right announcement.
Tools
2- Tools at a glance: which one you need for whatWhich tools the game asks for when building and deconstructing, how often, what the battery tools consume and which substitute tools exist – counted from the build steps.
- Tablet and cartridges: portable meters for air, networks and plantsWhat the two tablets can do, which ten cartridges exist, what to watch when measuring atmosphere, power network and plants, and when a fixed sensor is the better choice.
Vehicles
1- Rovers, landers and portable devicesThe Rover MkI in detail, what lander and shuttle are in the game data, and which portable devices – gas tank, generator, scrubber, crates – keep you supplied on the move.
IC10
5- IC10: your first chipBuild the housing, insert the chip, lay cable, upload the code – the way to your first running IC10 program, with the limits and traps you should know from day one.
- IC10: control a device by nameWith lbn and sbn you address any number of devices by their name – no pin limit. How it works and what to watch out for.
- Logic without a chip: reader, writer, memory, compare, mathWith logic readers, writers, compare, math and memory units you build simple controls with no program at all. What each part does, what it costs and when the chip is the better choice.
- Displays and consoles: LED displays, consoles, circuit boardsLED displays show numbers with unit, colour and even short words, consoles become control panels with a circuit board. What each display can do, where the traps are and a program with colour and status.
- Sensors: gas, daylight, motion, occupancyWhich sensor measures what, which logic values it delivers and how to combine several sensors cleanly – with a worked example on oxygen partial pressure and two programs.
Devices in depth
1- The volume pump in depthHow the volume pump pushes gas from one pipe network into another, what the turbo version does differently and how a chip fills a tank up to a target pressure.