Overview
Battery Cell (Small) (ItemBatteryCell) in Stationeers: battery, hash 700133157. With recipe and 3 IC10 logic values.
The Battery Cell (Small) is the battery for everything you carry on your body. It fits every slot of the Battery type: the suit's life support, hand drill, angle grinder, arc welder, labeller, tablet, flashlight and cable gun – and of course the chargers.
It stores 36,000 J. Mode reports the charge state in seven steps, with these limits according to the game code: 0 Empty (completely empty), 1 Critical (below 10 %), 2 VeryLow (from 10 %), 3 Low (from 25 %), 4 Medium (from 50 %), 5 High (from 75 %) and 6 Full (from 99.9 %). For a warning it is enough to check for Mode less than or equal to 2, so below 25 %.
What the cell delivers is shown by the consumption figures from the game code, all in joules per tick of 0.5 s: a tablet (10 J) runs 30 minutes, the flashlight (40 to 50 J) 6 to 7.5 minutes, the hand drill manages 36 deconstruction stages at 1000 J each, the arc welder (2000 J) only 9 seconds. Below 0 °C the cell also loses up to 50 J per tick according to the game code – the colder and denser the surroundings, the more.
Where a device exposes slot values, a chip reads the slot's Charge and ChargeRatio more precisely. The Hardsuit, for example, exposes both for its battery slot.
You recharge the cell in the Battery Charger Small with two slots or the Battery Cell Charger with five.
The next size up is the Battery Cell (Large) with 288,000 J, eight times as much. In the Electronics Printer it needs steel, though, while the small cell only needs iron, gold and copper. Two small cells are enough to start: one in the suit, one as a spare in the backpack.
According to the game data the cell is flammable, but only in great heat – its flash point is 700 °C.
IC10 and logic
3 logic values, 3 readable and 1 writable.
-
ModeRW 3 -
PrefabHashR 84 -
ReferenceIdR 217
This thing is not on the data network itself. Read its values through the slot it sits in, or through db if the chip is inside it.
Academy: devices by name Academy: batch modes IC10 academy IC10 editor
Slots and modes
Modes: 0 = Empty, 1 = Critical, 2 = VeryLow, 3 = Low, 4 = Medium, 5 = High, 6 = Full
Manufacturing
Traders
| Trader | Price | Stock | Only at |
|---|---|---|---|
| Hardware trader in package Cardboard Box |
40 | 1 | all sizes |
| Hardware trader in package Angle Grinder |
15 | 1 | all sizes |
| Hardware trader in package Hand Drill |
15 | 1 | all sizes |
| Hardware trader in package Labeller |
15 | 1 | all sizes |
| Consumables trader | 15 | 1–5 | all sizes |
Traders buy
- Ore trader · 50 (Mining Drill)
- Genetics trader · 50 (Plant Sampler)
Material, fire and recycling
Recycler returns: 1 Iron, 1 Gold, 2.5 Copper
Flammable according to game data: flash point 973.2 K (700 °C); Autoignition 1,473.2 K (1,200 °C); burn time 15 s
Raw values from the game code (1)
Field names as in the game code, untranslated. Useful for mods and exact limits.
BatteryCell.PowerMaximum | 36,000 |
See also
- 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.
- Survival: the first minutesSuit, breathing air, water and power – what matters right after landing, with the values from the game.
- 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.
- 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.