Overview
Battery Cell (Nuclear) (ItemBatteryCellNuclear) in Stationeers: battery, hash 544617306. With recipe and 3 IC10 logic values.
The Battery Cell (Nuclear) stores 2,304,000 J. That is 64 times the Battery Cell (Small) and eight times the Battery Cell (Large). It fits the same slots and also reports its charge via Mode from 0 (Empty) to 6 (Full).
Making it takes effort. The Electronics Printer needs tier 2 plus steel, Inconel and Astroloy, and the recipe runs 180 seconds with 360,000 J of printing energy. That is about 16 % of what the cell stores later. So it pays off mainly where swapping cells is a nuisance: in the suit on long trips, or in the arc welder during big building projects.
One property you should know: according to the game data its flash point is only 50 °C and its autoignition 100 °C. The small and large cells sit at 700 °C and 1,200 °C. If there is a fire nearby, the nuclear cell can catch fire from 50 °C according to the game code (at normal pressure). For autoignition without a flame, the gas cell must also contain more than 10 MJ of heat energy.
So do not store it next to heat sources, and on Venus or Vulcan keep it out of rooms where something could burn.
It is recharged like the other cells in the Battery Cell Charger or the Battery Charger Small.
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 |
|---|---|---|---|
| Rare items trader in package Cardboard Box |
400 | 1 | all sizes |
Material, fire and recycling
Recycler returns: 2.5 Steel, 2.5 Inconel, 5 Astroloy
Flammable according to game data: flash point 323.2 K (50 °C); Autoignition 373.2 K (100 °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 | 2,304,000 |
See also
- 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.
- 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.
- 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.