Overview
Station Battery (StructureBattery) in Stationeers: device, hash -400115994. With build steps, 13 IC10 logic values and connection diagram.
The station battery buffers power between generators and consumers. It has a power input, a power output and its own data port. That way it also separates two networks: generators on the input side, consumers on the output side.
It stores 3,600,000 J. Read the charge level with Mode – 0 is empty, 6 is full, with Critical, VeryLow, Low, Medium and High in between – or more precisely with Ratio (0 to 1). Charge and Maximum give the content and the size in joules.
Important: batteries offer their whole content and request their whole free capacity. Two batteries connected directly without a Transformer (Large) in between therefore cause a huge flow, and the cable burns out.
It is built in three stages: place the kit, add two steel sheets with the welding torch, finish with the screwdriver. An IC10 example that switches a generator by charge level is in Power grid basics.
IC10 and logic
13 logic values, 13 readable and 2 writable.
-
PowerR 1 -
ModeR 3 -
ErrorR 4 -
LockRW 10 -
ChargeR 11 -
MaximumR 23 -
RatioR 24 -
PowerPotentialR 25 -
PowerActualR 26 -
OnRW 28 -
PrefabHashR 84 -
ReferenceIdR 217 -
NameHashR 268
Example: address by name
Reads Charge, shows the value on the IC housing and writes On. Name the device with the labeller first; devices with the same name are addressed together.
# Station Battery address by name
define DEVICE -400115994 # StructureBattery
define NAME HASH("Station Battery") # name in game (labeller)
define TARGET 1 # On 1 = on
alias value r0
start:
yield
lbn value DEVICE NAME Charge 0 # 0 = average of all with this name
bnan value start # no device with this name
s db Setting value # show on the housing
sbn DEVICE NAME On TARGET # set value
j startAcademy: devices by name Academy: batch modes IC10 academy IC10 editor
Connections
- 1Data
- 2Power · input
- 3Power · output
Slots and modes
Modes: 0 = Empty, 1 = Critical, 2 = VeryLow, 3 = Low, 4 = Medium, 5 = High, 6 = Full
Building and deconstruction
Grid: small grid (0.5 m) · mounting: free in the grid
- 1
- 2
- 3
Total material
Deconstruction returns
Built with: Kit (Battery)
Raw values from the game code (5)
Field names as in the game code, untranslated. Useful for mods and exact limits.
Battery.PowerMaximum | 3,600,000 |
Battery._rocketInternalCellType | None |
Battery._strictlyInternal | false |
Battery.MassOnRocket | 0 |
ElectricalInputOutput.ConnectionType | FlatExhaustive |
See also
- 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.
- 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.
- 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.