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Survival and suit

Medicine and injuries: avoiding damage, using healing

Where damage comes from, at which values the game warns and which pills and auto-injectors exist – from the chemistry station to the Survival Belt.

Checked with 0.2.6428.27798 Updated Oct 20, 2026

Healing is possible in Stationeers, but laborious: the only medicine you can make yourself takes ten ferns per pill. The better way is not to take damage in the first place. This article shows where damage comes from, when the game warns and what helps against injuries. All values come from Stationeers 0.2.6428.

Where damage comes from

Causewhen it gets dangerous
lack of oxygenfull breathing efficiency only from 16 kPa oxygen partial pressure; with no oxygen, damage after about 7.5 s
toxic gaseswarning from 0.5 kPa, damage from 1 kPa partial pressure
wrong pressuresafe breathing air between 20 and 607.95 kPa
breathing air too cold or too hotlung damage below −10 °C and above +50 °C
fireburning creatures take damage until the fire is put out
stormsdust, snow and ash storms have a damage factor of 1, solar storms 0
hunger and thirstseparate warning levels for food and water

Toxic gases are Pollutant, Methane (volatiles), hydrazine, silanol and hydrochloric acid. Carbon Dioxide is not a poison, but it displaces the oxygen.

Storms depend on the world. According to the world data Mars has dust storms, Europa snow storms, Venus a dust storm, the Moon solar storms and Vulcan ash and solar storms. They come every 3 to 12 days and last 120 to 600 seconds, solar storms 600 to 900 seconds.

When the display warns

The game data hold fixed warning and critical values for the character. The game code reveals what they refer to:

ValueWarningCriticalScale according to the game code
health (damage)0.250.75share of 200 damage points: warning above 50, critical above 150
stun0.050.75rises with stun damage
oxygen10.75breathing efficiency, 1 = full supply
nutrition155points in the stomach, which holds 50
water21units in the body, 5 units = 1 litre
mood0.500 to 1
hygiene0.2500 to 1

Take the warning seriously: for health, critical means three times the damage of the warning level. Hunger and thirst warn early enough – at 15 points in the stomach you still have about 18 minutes on Normal before starvation damage.

Remedies and syringes

ItemEffect according to the game dataDuration valueSource
Pill (Medical)heals 515Chemistry Station
Auto-Injector (Health)heals 515traders, one in the starting kit
Auto-Injector (Stim)stim value 100030traders only
Pill (Stun)stun 1000120chemistry station
Auto-Injector (Stun)stun 1000120no recipe

Only the medical pill and the health injector heal, both by the same amount. The stun pill and the stun injector are the opposite of a remedy. An older prefab, the heal pill with a duration value of 120, is marked as not spawnable in the game.

How healing works

According to the game code the pill or the injector starts a healing effect that runs for Duration seconds, here 5 seconds or 10 ticks. It only takes hold, however, while your total damage is above 51 %, so above 102 of the 200 points. Then every tick it lowers each individual damage type – wounds, burns, poison, radiation, thirst, hunger and so on – to at most 51 / 5 · 0.5 = 5.1 points. That is almost a complete heal in one go. Every organ that is itself more than 51 % damaged is treated the same way.

In practice: for light injuries the medicine does nothing for the body. Save it for emergencies, when the display is already deep in the warning range. The pill is eaten, so you have to open your helmet (except on Easy and Creative). The injector works with the helmet closed too.

What a pill costs

The chemistry station needs 10 fenoxitone, 1 silver and 1 cobalt for one medical pill. Fenoxitone only comes from the Fern, 1 per fern. A worked example for a small stock of five pills:

  • 5 · 10 = 50 ferns
  • According to the plant data one fern harvest yields at most 2, so at least 25 harvests.
  • Each plant needs 2,401 seconds to mature.

If you want medicine, plant several ferns at once and early. Silver and cobalt come from ore.

Carrying injectors

Auto-injectors have a slot type of their own. Such slots only exist on the Survival Belt (slots 2 and 3) and the Marine Armor (slots 0 to 2). The Survival Belt also has a chip slot (slot 0), a battery slot (slot 1) and reports HealthDamage, StunDamage and EntityState of its wearer through logic. HealthDamage is the damage in points from 0 to 200; without a wearer the belt returns −1.

According to the game code no injector fires on its own. It works as soon as something writes Activate 1 through logic, it sits in an auto-injector slot and you are wearing the item. After that it is used up. On the Survival Belt a chip in the belt takes care of this. It addresses the slots directly as d2 and d3 and costs 2.5 J per tick from the belt battery. The Marine Body Armor has no logic of its own and no chip slot.

# Survival Belt: fire a health injector on heavy damage
define THRESHOLD 110    # damage points out of 200, inject from here
define LOCKOUT 6        # seconds pause after an injection
alias INJECTOR1 d2      # slot 2: first auto-injector
alias INJECTOR2 d3      # slot 3: second auto-injector
alias damage r0
alias occupied r1

start:
yield
l damage db HealthDamage     # total damage of the wearer
blt damage THRESHOLD start   # not enough damage: keep waiting
ls occupied db 2 Occupied    # is there still an injector in slot 2?
beqz occupied second
s INJECTOR1 Activate 1
sleep LOCKOUT
j start
second:
ls occupied db 3 Occupied
beqz occupied start          # both used up
s INJECTOR2 Activate 1
sleep LOCKOUT
j start

What you can adjust: THRESHOLD must be above 102, otherwise the healing fizzles out (see above); 110 leaves some margin. LOCKOUT stops both injectors from firing in quick succession while the first healing is still running. Without a charged battery in the belt the chip does not run. More on define and alias in the IC10 Academy, on slot values in the Slots lesson.

Sleeper cabins such as the Sleeper and the cryo tubes (Cryo Tube Vertical) also expose HealthDamage and StunDamage through logic. That lets you read the condition of a person inside with IC10.

Prevention beats healing

  1. Before every trip: check air, battery and filters – see Breathing air in the suit: canisters, filters and waste tank.
  2. Only open the helmet where oxygen, pressure, toxic gases and temperature are right.
  3. Get inside when a storm is announced.
  4. Keep a Fire Extinguisher (Reusable) at hand; it also puts out burning creatures.
  5. Do not wait for the warning before topping up water and food.

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