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Devices

Generator (Solid Fuel)

Generator (Festbrennstoff)

PrefabStructureSolidFuelGenerator Hash813146305in the hash lookup
Power paintable Game 0.2.6428.27798

Overview

Generator (Solid Fuel) (StructureSolidFuelGenerator) in Stationeers: device, hash 813146305. With build steps, 8 IC10 logic values and connection diagram.

The solid fuel generator is the strongest power source you can build early: 20,000 W as long as there is fuel in its "Input" slot. Fuels are Ore (Coal), Charcoal and Solid Fuel (Hydrocarbon). In the game data solid fuel has twice the energy value of coal and ten times that of charcoal.

It has three ports: a chute input through which a chute delivers more fuel, a data port and a power output. Through logic you switch it with On; PowerGeneration shows what it is delivering right now. Through the slot you read Quantity – that way a chip notices when the supply runs low.

20,000 W need heavy cable

Normal cable carries 5,000 W. If an empty battery at the output draws the full generator, it burns at once. Lay Heavy Cable (Straight) from the generator to the battery.

It runs most economically as backup power: it feeds the input side of a Station Battery, and a chip switches it on when the battery is low and off when it is full again. Because a generator simply loses output that is not drawn, this saves fuel. The program is in Power grid basics, a version with load shedding in Backup power and load shedding: separating networks, priorities, IC10.

One piece lasts 5 s for coal, 1 s for charcoal and 10 s for solid fuel (game code: round(energy value ÷ 20,000) · 2 ticks). Every piece burnt releases gas into the surrounding air – coal 3 mol of pollutant and 10 mol of CO2, solid fuel even 20 mol of pollutant. So place it outside or give its room an extraction.

It is built in one step from the Kit (Solid Generator), needs a frame directly below it and occupies 2 × 3 × 3 small cells. Comparison with other sources: Generators compared: solid fuel, gas, Stirling, wind, RTG.

IC10 and logic

8 logic values, 7 readable and 3 writable.

  • Lock RW 10
  • On RW 28
  • ClearMemory W 62
  • ImportCount R 64
  • PowerGeneration R 65
  • PrefabHash R 84
  • ReferenceId R 217
  • NameHash R 268

Values per slot (slot logic)

Slot valuereadable in slotwritable in slotNumber
Occupied0–1
OccupantHash0–2
Quantity0–3
Damage0–4
Class0–12
MaxQuantity0–15
PrefabHash0–17
SortingClass0–24
ReferenceId0–26
FreeSlots0–31
TotalSlots0–32

Example: address by name

Reads PowerGeneration, 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.

# Generator (Solid Fuel) address by name
define DEVICE 813146305  # StructureSolidFuelGenerator
define NAME HASH("Generator (Solid Fuel)")  # name in game (labeller)
define TARGET 1  # On 1 = on
alias value r0

start:
yield
lbn value DEVICE NAME PowerGeneration 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 start

Connections

1Chute3Power2
Schematic: inputs left, outputs right, waste on top, power and data at the bottom. Position and spacing do not match the model.
  1. 1Chute · input
  2. 2Data
  3. 3Power · output

Slots and modes

#SlotTakes
0InputOre

Modes: 0 = Not Generating, 1 = Generating

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 (Solid Generator)

Raw values from the game code (3)

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

PowerGeneratorSlot.PowerGenerated20,000
DeviceImport.ConnectionTypeFlatExhaustive
DeviceImport.ImportConnectionId0

See also

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