Overview
Harvie (StructureHarvie) in Stationeers: device, hash 958056199, 10 W. With build steps, 15 IC10 logic values and connection diagram.
Harvie takes the manual work out of the greenhouse. He has three slots: an import slot for planting stock (slot type plant), an export slot for the harvest and a "hand" slot for whatever he is holding. He receives items through a chute input and hands out the harvest through a chute output.
He can only be placed above a hydroponics tray. He is controlled by two commands: Plant and Harvest. Any value above 0 triggers the action, a 0 is ignored. Activate shows what the arm is doing: 0 = free, 1 = planting, 2 = harvesting. Only give new commands at Activate 0.
Planttakes one item from the import slot and puts it into the tray. A seed packet becomes the matching plant. If the import slot is empty, the arm still moves, but nothing is planted.Harvesttakes exactly one item per command: if the plant carries seeds, the seed packet first, then one fruit at a time. Only when everything is harvested does the plant disappear or regrow. On an unripe plant, however,Harvestmeans clearing – it is destroyed.
Through Mode he reports the state of the plant below him: 0 = no plant or off, 1 = healthy, 2 = trouble (lack of water, harmful gas or it cannot heal), 3 = dead. The right moment to harvest comes from the Hydroponics Device: a chip writes Harvest as long as Mature is 1 there. A complete program is in Hydroponics and planters: setup and automation, the basics in the IC10 Academy: Harvie.
Harvie draws only 10 W; power and data share one port. The electronics printer makes the kit from 15 copper, 10 steel, 10 electrum, 5 solder and 5 silicon. He occupies two cells on top of each other and is taken down with the hand drill. The same kit also builds the reversed variant (StructureHarvieReversed).
IC10 and logic
15 logic values, 12 readable and 7 writable.
-
PowerR 1 -
ModeRW 3 -
ErrorR 4 -
ActivateRW 9 -
LockRW 10 -
OnRW 28 -
RequiredPowerR 33 -
ClearMemoryW 62 -
ExportCountR 63 -
ImportCountR 64 -
PlantW 68 -
HarvestW 69 -
PrefabHashR 84 -
ReferenceIdR 217 -
NameHashR 268
Values per slot (slot logic)
| Slot value | readable in slot | writable in slot | Number |
|---|---|---|---|
Occupied | 0, 1, 2 | – | 1 |
OccupantHash | 0, 1, 2 | – | 2 |
Quantity | 0, 1, 2 | – | 3 |
Damage | 0, 1, 2 | – | 4 |
Class | 0, 1, 2 | – | 12 |
MaxQuantity | 0, 1, 2 | – | 15 |
PrefabHash | 0, 1, 2 | – | 17 |
SortingClass | 0, 1, 2 | – | 24 |
ReferenceId | 0, 1, 2 | – | 26 |
FreeSlots | 0, 1, 2 | – | 31 |
TotalSlots | 0, 1, 2 | – | 32 |
Example: address by name
Reads On, shows the value on the IC housing and writes Activate. Name the device with the labeller first; devices with the same name are addressed together.
# Harvie address by name
define DEVICE 958056199 # StructureHarvie
define NAME HASH("Harvie") # name in game (labeller)
define TARGET 1 # Activate 1 = activate
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 Activate TARGET # set value
j startAcademy: devices by name Academy: batch modes IC10 academy IC10 editor
Connections
- 1Chute · input
- 2Chute · output
- 3Power and data
Slots and modes
| # | Slot | Takes |
|---|---|---|
| 0 | Import | Plant |
| 1 | Export | None |
| 2 | Hand | None |
Modes: 0 = Idle, 1 = Happy, 2 = UnHappy, 3 = Dead
Building and deconstruction
Grid: small grid (0.5 m) · mounting: free in the grid
- 1
Total material
Deconstruction returns
Built with: Kit (Harvie)
Material, fire and recycling
Flammable according to game data: flash point 373.2 K (100 °C); Autoignition 573.2 K (300 °C); burn time 5.29 s
Raw values from the game code (3)
Field names as in the game code, untranslated. Useful for mods and exact limits.
DeviceImportExport.ExportConnectionId | 1 |
DeviceImport.ConnectionType | FlatExhaustive |
DeviceImport.ImportConnectionId | 0 |
See also
- Hydroponics and planters: setup and automationWhich beds exist, how to plan water, light and power for them, and how an IC10 chip times the lamps and harvests with Harvie – with consumption values from the game.