Overview
Wall Light (StructureWallLight) in Stationeers: device, hash -1860064656, 50 W. With build steps, 7 IC10 logic values and connection diagram.
The wall light is the first lamp almost every base gets. It takes one cell in the 0.5 m grid on a wall, floor or ceiling, draws 50 W and has one shared port for power and data. According to the game data it is not flammable.
It is built from the Kit (Lights), which both the Autolathe and the Electronics Printer make. The same kit builds ten lights, among them the Wall Light (Long), the Light Round, an LED and a wall light with a battery that only needs 25 W.
Its logic values: On switches it, Lock locks the manual switch, Power and RequiredPower show the power. Give all lights in a room the same name, and a single sbn switches the whole room.
Light adds up quickly. Twelve wall lights need 12 × 50 W = 600 W – on paper that drains a full Station Battery with 3,600,000 J in 6,000 ticks. Because the game shows joules per 0.5 s tick as “W”, that is 3,000 s, so about 50 minutes. A Motion Sensor that only switches the light on when needed saves the most here.
Programs for light with run-on and for blinking lights are in Sensors: gas, daylight, motion, occupancy and Light and alarm: lamps, flashing light, klaxon.
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.
# Wall Light address by name
define DEVICE -1860064656 # StructureWallLight
define NAME HASH("Wall 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 (Lights)
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
- 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.
- Making steel: step by step in the furnaceMix, temperature and pressure for steel, how much gas has to be in the furnace, why iron ingots beat iron ore and how a chip watches the window.
- 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.
- Super alloys in the advanced furnaceThe five super alloys with mix, temperature and pressure window, how you get to the advanced furnace, how much gas the high pressures demand and how a chip holds the window.