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Devices

Klaxon Speaker

Klaxon Lautsprecher

PrefabStructureKlaxon Hash-828056979in the hash lookup
Power paintable Game 0.2.6428.27798

Overview

Klaxon Speaker (StructureKlaxon) in Stationeers: device, hash -828056979, 40 W. With build steps, 9 IC10 logic values and connection diagram.

The klaxon speaker gives an alarm a voice. It knows 46 sounds: alarm tones, music and spoken announcements such as PressureLow, FireFireFire, PollutantsDetected or AirlockCycling. It draws 40 W and has one shared port for power and data.

Its most important logic values:

  • Mode – which sound plays, from 0 (None) to 45,
  • SoundAlert – the same value as Mode under another name; writing either one changes the sound,
  • On – sound on or off,
  • Volume – the loudness in percent, 50 by default.

By hand you set it up with the Screwdriver. One setting point picks the next sound, with the C key held the previous one. The other raises the volume by 10, with C it lowers it by 10; by hand it ranges from 1 to 100. Through logic, Volume takes whole numbers from 1 to 200; larger values are capped at 200. According to the game code the volume acts as a factor of Volume ÷ 50: 50 is normal, 100 twice as loud, 200 four times as loud. Whether the game makes that boost fully audible is best checked yourself.

In a program it is best to write the sounds by name: define SOUND Sound.PressureLow reads better than the number 40 and is just as valid.

Unlike lamps and sensors the speaker sits in a small cell of its own and can be rotated in any direction. It is built from the Kit (Speaker) in the Electronics Printer. According to the game data it is flammable (auto-ignition from 573 K).

If it stays silent, Mode is usually 0 (None) or On is 0 – both must be set. A new speaker starts switched off and on None. It is best to write Mode and On only when something changes: according to the game code every write triggers the sound events again, and a one-off announcement could then keep starting over. An alarm that picks the right announcement for each cause and also switches a Flashing Light is in Light and alarm: lamps, flashing light, klaxon.

IC10 and logic

9 logic values, 9 readable and 4 writable.

  • Power R 1
  • Mode RW 3
  • On RW 28
  • RequiredPower R 33
  • Volume RW 67
  • PrefabHash R 84
  • SoundAlert RW 175
  • ReferenceId R 217
  • NameHash R 268

Example: address by name

Reads On, shows the value on the IC housing and writes Mode. Name the device with the labeller first; devices with the same name are addressed together.

# Klaxon Speaker address by name
define DEVICE -828056979  # StructureKlaxon
define NAME HASH("Klaxon Speaker")  # name in game (labeller)
define TARGET 0  # Mode mode 0
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 Mode TARGET  # set value
j start

Connections

1
Schematic: inputs left, outputs right, waste on top, power and data at the bottom. Position and spacing do not match the model.
  1. 1Power and data

Slots and modes

Modes: 0 = None, 1 = Alarm2, 2 = Alarm3, 3 = Alarm4, 4 = Alarm5, 5 = Alarm6, 6 = Alarm7, 7 = Music1, 8 = Music2, 9 = Music3, 10 = Alarm8, 11 = Alarm9, 12 = Alarm10, 13 = Alarm11, 14 = Alarm12, 15 = Danger, 16 = Warning, 17 = Alert, 18 = StormIncoming, 19 = IntruderAlert, 20 = Depressurising, 21 = Pressurising, 22 = AirlockCycling, 23 = PowerLow, 24 = SystemFailure, 25 = Welcome, 26 = MalfunctionDetected, 27 = HaltWhoGoesThere, 28 = FireFireFire, 29 = One, 30 = Two, 31 = Three, 32 = Four, 33 = Five, 34 = Floor, 35 = RocketLaunching, 36 = LiftOff, 37 = TraderIncoming, 38 = TraderLanded, 39 = PressureHigh, 40 = PressureLow, 41 = TemperatureHigh, 42 = TemperatureLow, 43 = PollutantsDetected, 44 = HighCarbonDioxide, 45 = Alarm1

Building and deconstruction

Grid: small grid (0.5 m) · mounting: free in the grid

  1. 1

    Place

    Take back with Hand Drill

Total material

Deconstruction returns

Built with: Kit (Speaker)

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 s

Raw values from the game code (3)

Field names as in the game code, untranslated. Useful for mods and exact limits.

LogicUnitBase.ConnectionTypeExhaustive
LogicUnitBase.Input1Index0
LogicUnitBase.OutputIndex1

See also

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