Overview
Rocket Manufactory (StructureRocketManufactory) in Stationeers: device, hash 1781051034, 100 W. With build steps, 17 IC10 logic values and connection diagram.
The rocket manufactory is the printer for spaceflight. Everything that belongs to a rocket is made here: fuselage kits, engines, tanks, avionics, cargo storage, mining and scanner heads, the launch mount, umbilicals and the logic uplink. According to the game data it knows 36 recipes.
Some examples with ingredients and energy:
| Product | Ingredients | Energy |
|---|---|---|
| Fuselage kit | 20 steel | 60,000 J |
| Launch mount | 60 steel | 120,000 J |
| Pressure fed gas engine | 20 steel, 5 electrum, 20 invar, 10 constantan | 60,000 J |
| Pumped gas engine | 5 gold, 10 copper, 15 steel | 60,000 J |
| Gas fuel tank | 5 copper, 10 steel | 5,000 J |
| Avionics | 2 electrum, 3 solder | 2,500 J |
It is operated like the other printers: material goes through the chute input or by hand into the first of its two slots, finished parts land in the second and leave through the chute output. In IC10 you pick the recipe with RecipeHash and follow progress via CompletionRatio; Reagents shows the material loaded.
The kit comes from the autolathe (20 iron, 2 gold, 10 copper). It is built in five stages: kit, 2 steel sheets (welding torch), 4 cable coils, 2 plastic sheets (welding torch), screwdriver. Power and data have separate ports; base draw is 100 W. Continue with Rockets: structure, fuel, launch.
IC10 and logic
17 logic values, 16 readable and 6 writable.
-
PowerR 1 -
OpenRW 2 -
ErrorR 4 -
ActivateRW 9 -
LockRW 10 -
ReagentsR 13 -
OnRW 28 -
RequiredPowerR 33 -
RecipeHashRW 41 -
CompletionRatioR 61 -
ClearMemoryW 62 -
ExportCountR 63 -
ImportCountR 64 -
PrefabHashR 84 -
ReferenceIdR 217 -
NameHashR 268 -
StackSizeR 280
Values per slot (slot logic)
| Slot value | readable in slot | writable in slot | Number |
|---|---|---|---|
Occupied | 0, 1 | – | 1 |
OccupantHash | 0, 1 | – | 2 |
Quantity | 0, 1 | – | 3 |
Damage | 0, 1 | – | 4 |
Class | 0, 1 | – | 12 |
MaxQuantity | 0, 1 | – | 15 |
PrefabHash | 0, 1 | – | 17 |
SortingClass | 0, 1 | – | 24 |
ReferenceId | 0, 1 | – | 26 |
FreeSlots | 0, 1 | – | 31 |
TotalSlots | 0, 1 | – | 32 |
Example: address by name
Reads Open, 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.
# Rocket Manufactory address by name
define DEVICE 1781051034 # StructureRocketManufactory
define NAME HASH("Rocket Manufactory") # name in game (labeller)
define TARGET 1 # On 1 = on
alias value r0
start:
yield
lbn value DEVICE NAME Open 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
- 1Chute · input
- 2Chute · output
- 3Data
- 4Power
Slots and modes
| # | Slot | Takes |
|---|---|---|
| 0 | None | |
| 1 | None |
Manufacturing
There is no manufacturing recipe for this.
Building and deconstruction
Grid: small grid (0.5 m) · mounting: free in the grid
- 1
- 2
- 3
- 4
- 5
Total material
Deconstruction returns
Built with: Kit (Rocket Manufactory)
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 (6)
Field names as in the game code, untranslated. Useful for mods and exact limits.
AnimComponentManufactory.fanSpeed | 2.5 |
SimpleFabricatorBase.QuickFabricate | false |
SimpleFabricatorBase.QuickFabTime | 0 |
DeviceImportExport.ExportConnectionId | 1 |
DeviceImport.ConnectionType | FlatExhaustive |
DeviceImport.ImportConnectionId | 0 |
See also
- Rockets: structure, fuel, launchWhat the game data reveals about rockets: launch mount, fuselage, engines with thrust values, tanks, avionics and payload – and how to calculate with thrust and gravity.