Overview
Flashing Light (StructureFlashingLight) in Stationeers: device, hash -1535893860, 50 W. With build steps, 7 IC10 logic values and connection diagram.
The flashing light is the lamp for emergencies: too little oxygen, pressure loss, fire, empty batteries. It mounts in the 0.5 m grid on a wall, floor or ceiling, draws 50 W and has one shared port for power and data.
Its logic values are the same as on a lamp: On switches it, Lock locks manual operation, Power and RequiredPower show the power. So a chip only has to switch it on and off.
It is not built from the lamp kit but from its own Kit (Flashing Light) in the Electronics Printer.
Two tips from practice:
- Give all warning lights of an area the same name. A single
sbnthen switches all of them at once. - Think of the safe direction. If the sensor does not answer and
lbnreturns NaN, switch the warning light on – better a false alarm than a silent danger.
Together with the Klaxon Speaker it makes a complete alarm with light and announcement. A program for that is in Light and alarm: lamps, flashing light, klaxon, a breathing air guard with a flashing light in Sensors: gas, daylight, motion, occupancy.
IC10 and logic
7 logic values, 7 readable and 2 writable.
-
PowerR 1 -
LockRW 10 -
OnRW 28 -
RequiredPowerR 33 -
PrefabHashR 84 -
ReferenceIdR 217 -
NameHashR 268
Example: address by name
Reads On, shows the value on the IC housing and writes Lock. Name the device with the labeller first; devices with the same name are addressed together.
# Flashing Light address by name
define DEVICE -1535893860 # StructureFlashingLight
define NAME HASH("Flashing Light") # name in game (labeller)
define TARGET 1 # Lock 1 = locked
alias value r0
start:
yield
lbn value DEVICE NAME On 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 Lock TARGET # set value
j startAcademy: devices by name Academy: batch modes IC10 academy IC10 editor
Connections
- 1Power and data
Building and deconstruction
Grid: small grid (0.5 m) · mounting: on wall or floor
- 1
Total material
Deconstruction returns
Built with: Kit (Flashing Light)
Raw values from the game code (1)
Field names as in the game code, untranslated. Useful for mods and exact limits.
WallLight.ConnectionType | FlatExhaustive |
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.
- 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.
- 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.
- 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.