We are currently experiencing issues with email delivery; this is being resolved as quickly as possible.

stationeers.de Mod workshop · Dominik1199
DE Sign in
  1. Home
  2. Wiki
  3. Mod manuals
  4. BMA Fire Alarm System – Guide

Mod manuals

BMA Fire Alarm System – Guide

Fire alarm panel, smoke detectors, manual call points, sounders, monitored CO2 fire extinguishers, fire doors and shutters, an overview monitor with site plan and a CO2 extinguishing system that only floods on a real fire. Setup, operation, fire doors, IC10, console and settings.

Last changed: Oct 14, 2026

v0.7.0 BMA Fire Alarm System

A fire alarm system like in a real building, with its own 3D models: a panel with a plain-text display, smoke and heat detectors, manual call points, a siren with strobe light and a CO2 extinguishing system that only floods on a real fire. Everything hangs off the same cable network, and the panel finds its devices by itself. Since 0.6.0 CO2 fire extinguishers with monitored holders are part of it, see Fire extinguishers and holders. Since 0.7.0 fire doors and shutters close by themselves in a fire, and an overview monitor shows the system as a site plan, see Fire doors and fire shutters and Overview monitor.

Note

Version 0.7.0, status beta. The system is tested and in use, but details may still change in upcoming versions. Before every update: backup.

The devices

DeviceMountingConnectionsPurpose
Fire Alarm Panelwallpower + datadisplay, lamps, controls, backup battery
Fire Detectorceiling or wallpower/datadetects flames, heat, smoke gas, burning items and flares
Manual Call Pointwallpower/datapress = alarm, latches until RESET
Fire Sounderwallpower/datasiren with red double flash
CO2 Extinguishing Nozzleceiling or wallgas pipe + power/datablows cold CO2 with white extinguishing mist
CO2 Extinguishing Tankfloor2 gas pipes50,000 L, insulated, up to 150 MPa, for large rooms
CO2 Cylinder Bankfloor2 gas pipesthree cylinders in a rack, 6000 L, for small rooms
CO2 Fire Extinguisheritem–works like the game's extinguisher, with a safety valve
Fire Extinguisher Wall Bracketwall, 2 cells highCO2 pipe below, power + data on the rightopen bracket with strap and sign
Fire Extinguisher Cabinetwall, 2 cells highCO2 pipe below, power + data on the rightglass door, opening it already reports
Fire Extinguisher Floor Standfloor, 1.4 m highCO2 pipe at the back, power + data on the rightdouble-sided sign, for halls
FAS Fire Door (single or double)wall opening, 2 × 2 m2 × power + data at the bottom of the frameheld open, closes airtight on an alarm
FAS Fire Shutter 2 m / 4 mwall opening, 2 × 2 m or 4 × 4 m2 × power + data at the bottom of the framelike the door, for halls
FAS Overview Monitor (small / large)walldatasite plan, list and control desk

Sounder and manual call point sit far enough out from the wall: labels, LEDs and button stay in front of any finished wall, even if the wall is finished afterwards (since 0.5.1). The click box of all wall and ceiling devices ends at the wall plane, so they cannot be clicked from the other side of the wall.

Requirements

  • Stationeers 0.2.6428, BepInEx 5.4.23.5, StationeersLaunchPad 1.0, see Installation
  • Mod in the active mod pack
  • A sealed room with air. In a vacuum the game mutes all sounds, sirens included.

Building and recipes

KitMachineCostBuilds
Kit (Fire Alarm)Electronics Printer3 iron, 2 copper, 1 goldpanel, detector, manual call point, sounder, nozzle
Kit (CO2 Storage)Hydraulic Pipe Bender40 steel, 30 silicon, 10 copper, 5 goldextinguishing tank or cylinder bank
CO2 Fire ExtinguisherTool Manufactory5 steel, 5 ironextinguisher with a filled CO2 canister
Kit (Fire Extinguisher Holder)Electronics Printer3 steel, 2 copper, 1 gold, 1 siliconwall bracket (1 kit), cabinet or floor stand (2 kits each)
Kit (FAS Fire Doors)Electronics Printer4 steel, 2 iron, 2 copper, 1 goldfire door (1 kit), double door and shutter 2 m (2 each), shutter 4 m (4)
Kit (FAS Monitor)Electronics Printer2 iron, 3 copper, 2 gold, 3 siliconoverview monitor (1 kit), large (2 kits)

One kit builds several devices: cycle through them in the build menu, each part has its own picture. The costs are in GameData/bma.xml in the mod folder.

Side or rear/top connection

Every wall and ceiling device comes in two variants:

  • Side (default): cable and pipe run along the surface.
  • Rear/top: the cable goes into the wall or through the ceiling and sits 0.5 m behind the surface, for example in a shaft or a false ceiling. On the nozzle only the gas pipe goes to the back.

You pick the variant with the mouse wheel while building.

Setup step by step

  1. Panel on the wall, cable from above.
  2. Detectors, manual call points, sounders and nozzles on the same cable network as the panel.
  3. Name the detectors with the Labeller, for example "Lager Süd" (south storage). During an alarm the panel then shows "FIRE / Lager Süd / flames".
  4. Extinguishing tank or cylinder bank: feed CO2 in at the front (the compressor only draws in CO2), and at the back run the pipe to the nozzles. The panel finds the storage via the nozzle pipe or a data cable.
  5. Turn the key on the panel to EIN (on).
Tip

If you want to look at the system in peace first: bma testraum in the console builds a ready-made test room in front of you, with air, a glass door, power, all devices wired and a CO2 tank.

Operating the panel

ElementEffect
Displayoperation, alarm with detector name, faults, extinguishing, in plain text
4 lampsstatus at a glance, below them the LÖSCHUNG (extinguishing) lamp
RESETresets the system, triggered detectors go back to green
STOPsilences the audible alarm; a new alarm turns it back on. Without an alarm, STOP acknowledges a fault
Key EIN/AUS (on/off)switches the system on and off
Key LÖSCHUNG SPERREN (block extinguishing)prevents or stops any flooding

A built-in battery keeps the whole fire alarm system running during a power failure, roughly one hour for the panel and ten detectors.

LÖSCHUNG lamp

ColourMeaning
greenready
yellowblocked
orangeCO2 empty
redpre-warning or flooding

Detectors

Detector LEDMeaning
offno power on the cable
greenready
orangefault
red flashingalarm; stays red until RESET

The smoke detector triggers on:

  • flames in the room,
  • heat from 58 °C air temperature,
  • smoke gas (pollutant) from 2 kPa partial pressure,
  • burning items in the room,
  • burning road flares, even in your hand.

A condition has to be present for 3 seconds before the detector triggers. Triggered detectors beep until STOP is pressed on the panel. Outdoors or in very large halls a detector notices fire sources up to 6 m away.

Faults (power failure, battery low or empty, CO2 empty …) are shown on the display and double-beep every 4 seconds until acknowledged with STOP.

CO2 extinguishing: only on a real fire

The extinguishing system is deliberately cautious:

  • It only floods if something is actually burning in the room of a triggered detector, gas or item.
  • Heat, smoke gas, a flare or the manual call point only raise an alarm, no CO2.
  • Before that, a 10-second pre-warning runs with an evacuation tone ("FLOODING in 8 s – GET OUT!"). If the fire goes out in the meantime, it is aborted.
  • Only the nozzles in the fire room blow, up to at most 150 kPa room pressure. Iron walls hold a 200 kPa difference, so no room gets burst.
  • At 30 % CO2 in the room air the fire suffocates. Once it has been out for a while, nozzles and tank close by themselves. The display shows "EXTINGUISHED – vent, RESET".
  • The LÖSCHUNG SPERREN key prevents or stops any flooding. If the power fails, the pre-warning starts over afterwards.
Warning

30 % CO2 isn't breathable for you either. Get out during the pre-warning, and after extinguishing vent first, only then go in without a helmet.

Cooling on heat without fire

If a room gets hot without anything burning, the panel switches the Wall Coolers in that room on (from 45 °C) and off again (below 35 °C). For this the Wall Coolers have to be on the data cable.

Fire extinguishers and holders

Since 0.6.0 the system includes a CO2 fire extinguisher and three monitored holders: wall bracket, glass-door cabinet and floor stand. Taking an extinguisher out raises the building alarm at the panel, like a manual call point. Removing one never triggers CO2 flooding, because whoever grabs the extinguisher is often standing in the fire room.

The extinguisher works like the game's fire extinguisher and takes gas and liquid canisters. It comes out of the Tool Manufactory with a filled CO2 canister.

Removal and alarm

  1. Insert the extinguisher (extinguisher in hand, click the holder): monitoring is on.
  2. Take it out (on the cabinet opening the door is enough): after 1 s the panel shows "FIRE / name of the holder / Extinguisher removed" and the sounders go off. STOP silences them.
  3. Put it back or close the door: the holder is back to normal, its LED is steady red. The panel keeps the event, as with every detector.
  4. RESET at the panel: everything is ready again. If the extinguisher is still missing, the holder reports again at once.

Without a running panel only the LED shows the state. After putting the extinguisher back it then turns green by itself.

Tip

Name the holders with the labeller, e.g. "Extinguisher Workshop", then the location shows on the display. To take an extinguisher out without an alarm, turn the service key on the sign. Inserting it again switches monitoring back on by itself.

Holder LEDMeaning
offno power on the cable (the valve still fills if the pipe pressure is enough)
greenready
flashing greenrefilling (valve or compressor)
yellownot full: no pipe, no CO2 in the pipe or refilling off
yellow double flashpipe pressure too low and the compressor has no mains power (e.g. the system runs on the panel battery)
slow flashing yellowmonitoring off (service)
orangefault: extinguisher without a canister or canister broken
orange/red alternatingoverpressure, the safety valve is venting
flashing redremoved or door open
redput back, press RESET at the panel

The holder's tooltip always names the exact reason: "refilling (valve)", "waiting: NO POWER", "waiting: NO CO2 in the pipe", "full", "extinguisher WITHOUT gas canister" and so on.

Refilling

Connect a CO2 pipe to the holder and insert the extinguisher. The holder fills by amount (moles), not by pressure, so gaseous and liquid CO2 count the same.

  • Valve, no power: while the CO2 pressure in the pipe is higher than in the canister, CO2 flows in by itself.
  • Compressor, with power: a small compressor tops it up to the target pressure. The holder then draws 105 W instead of 5 W.
  • CO2 only: only CO2 is taken from the pipe, gaseous and liquid. Other gases stay in the pipe, so Mars air (95 % CO2) works too. Below 99 % CO2 in the pipe the tooltip says "other gases stay in the pipe", but it still fills.
  • Speed: at most 200 kPa per tick, empty to full in about 20 s.

The target pressure is 75 % of the burst pressure of the inserted canister, measured at 20 °C. If the canister warms up afterwards, the pressure rises but stays below the safety valve.

CanisterBurst pressure (game)Target at 20 °CSafety valve (90 %)
Canister, Liquid Canister10,133 kPa7,599 kPa9,119 kPa
Gas Canister (Smart), Liquid Canister (Smart)20,265 kPa15,199 kPa18,239 kPa
High-volume gas canister25,331 kPa18,998 kPa22,798 kPa

Safety valve

In the game a gas canister bursts once its pressure reaches the burst pressure (after about 5 ticks of damage). Extinguisher and holder therefore have a safety valve: from 90 % of the burst pressure it vents CO2 until the pressure is below that again.

  • Extinguisher in a holder with a pipe: the gas goes back into the pipe.
  • Extinguisher in your hand, in the inventory, on the floor: the gas goes into the room.

So even a full extinguisher heated in a fire does not burst. The extinguisher's tooltip shows charge, pressure, target and valve pressure, and in red "OVERPRESSURE – safety valve venting".

Fire doors and fire shutters

Since 0.7.0 the system closes fire doors and fire shutters in a fire. Normally they are held open (hold-open system); on a fire alarm they warn with tone and flashing light and then close. Once shut they are airtight like the game's doors and separate the rooms.

PartSizeKitsClosing / openingMotor
FAS Fire Door1 wall face (2 × 2 m), one leaf14 s / 3 s60 W
FAS Double Fire Door1 wall face (2 × 2 m), two leaves24.5 s / 3.5 s80 W
FAS Fire Shutter 2 m1 wall face (2 × 2 m)29 s / 6 s150 W
FAS Fire Shutter 4 m4 wall faces (4 × 4 m)414 s / 10 s300 W

Build them like a game door into a wall opening; both connections at the bottom of the frame take power and data. At rest they draw 5 W, the motor only while moving. Kit (FAS Fire Doors): electronics printer, 4 steel, 2 iron, 2 copper, 1 gold.

What happens in a fire

  1. A smoke detector or manual call point goes off.
  2. The doors next to the detector's room close (area 0 = automatic), or all doors of the same area as the detector. With AlleToreBeiAlarm every alarm closes all doors on the panel's network.
  3. Pre-warning (default 5 s): warning tone and amber flashing light, then the door closes.
  4. Obstacle in the closing area (players, animals, rovers): the door stops, keeps warning and reports "blocked" to panel and monitor. Once the area is clear for 3 s it warns for 2 s and closes again.
  5. Emergency opening: clicking the leaf or the button opens the door even during a fire. After 15 s it closes again; every further click extends the time.
  6. RESET at the panel: doors that were open before open by themselves (NachResetOeffnen), otherwise by hand, at the monitor or via IC10.

Without power and without the panel battery, held-open doors close after 3 s without warning, like a real hold-open magnet (SchliessenBeiStromausfall). Swing doors can be pushed open by hand without power, shutters only with power or a crowbar. Access cards and the game's Lock apply as on every door.

Tip

Name them with the labeller, e.g. "Hall shutter". The name shows up at the panel, the monitor and in the log. Set the area at the monitor (Areas tab), via IC10 (Setting) or with bma bereich.

Overview monitor and FAS control desk

The FAS Overview Monitor (1.00 × 0.72 m, 20 W) and the large monitor (2.00 × 1.24 m, 40 W) hang on the wall on the panel's data network. Rotate like any wall device: hold C and use the mouse wheel. Kit (FAS Monitor): electronics printer, 2 iron, 3 copper, 2 gold, 3 silicon; large = 2 kits.

The screen shows a site plan from above: rooms as calm floor-plan surfaces, every device as a small symbol with a number at its real position. Symbols that are too close move apart, a thin line points to the real spot. Names and states are not on the plan but in the list next to it ("3 Rauchmelder Werkstatt · ready", most urgent first). Devices without a room (vacuum, outside) sit on dashed surfaces. The view is at least 12 × 12 m, so a small setup is not blown up.

Colour on the planMeaning
red flashingfire in the room or area (detector) or CO2 release
orange flashingfault (e.g. door blocked, detector without power)
yellowservice (extinguisher holder switched off)
dashed borderdevices without a room
dark tealall fine

On the right are the status tile (first alarm, fault, doors, extinguishing) and the device list, at most four lines per tile. All text has the same size (line height at least 25 mm); the large monitor does not use bigger text but shows more: a larger plan, the latest events and more list lines. If the list does not fit it pages every 6 s. The list view uses the full width. IC10 Mode switches between plan, list and alternating. The LED bottom left: off = no power, red flashing = fire or release, orange = fault, yellow = control locked, green = running.

Clicking the screen opens the FAS control desk with seven tabs: Site plan, List, Extinguish, Doors, Log, Statistics, Areas.

  • Manual release: pick the extinguishing area, press EXTINGUISH, then hold CONFIRM for 2 s (within 15 s). The same pre-warning as the automatic release follows, ABORT stops it until flooding starts.
  • Doors: open and close one or all, test the fire control.
  • Lock: the key at the monitor locks the controls, viewing still works. Operating only works within 6 m.

Log and statistics

Every panel keeps the last 500 events in the save, with game time (day and time of day): alarms, RESET, faults, releases with the CO2 used in kg, doors with the reason (fire, hand, IC10, power loss, emergency opening, monitor) and who operated them. The statistics count alarms, releases and faults per area and period, plus the total CO2.

IC10

DeviceLogicTypeMeaning
doorOpen1 open (write: open/close, during a fire = emergency opening)
doorSettingarea 0–32 (read and write, 0 = automatic)
doorActivate1 fire mode (write: test or end the fire control)
doorMode0 open, 1 pre-warning, 2 closing, 3 shut, 4 blocked, 5 opening, 6 emergency open
doorRatio, Error, Idleopening 0–1, 1 = obstacle, 1 = not moving
panelOpen, Maximumdoors fully open, doors in total
panelSettingfirst area in alarm
panelModeextinguishing: 0 none, 1 ready, 2 blocked, 3 pre-warning, 4 flooding, 5 extinguished, 6 no CO2, 7 aborted
panelLock1 extinguishing blocked
panelIndex, Outputnumber and type of the latest log entry
monitorLock, Modecontrol locked; view 0 plan, 1 list, 2 alternating

Hashes: door -811576762, double door -2052719878, shutter 2 m -94702816, shutter 4 m 322524693, monitor -2043904897, large monitor 1706521998, panel -1641266227.

Example: fire door board

An LED display "Tore zu" shows how many doors are not open. The flashing light "Tor Warnung" turns on when a hall shutter is in fire mode or blocked. The button "Tore oeffnen" opens the hall shutters, but only while the panel has no alarm. The script is the same as on the German page (German comments, device names as in the script).

# BMA-Feuerschutz-Tafel (BMA 0.7.0)
# Zentrale "BMA Zentrale", Rolltore "Tor Halle", LED-Anzeige "Tore zu",
# Blinkleuchte "Tor Warnung", Taster "Tore oeffnen".
# Zeigt, wie viele Tore nicht offen sind, warnt bei Brandfall/Hindernis,
# oeffnet die Hallentore per Taster - nur ohne Alarm an der Zentrale
# (sonst waere es eine Notoeffnung, die nach kurzer Zeit wieder schliesst).
define ZENTRALE -1641266227 # BMA-Zentrale
define ROLLTOR -94702816    # BMA-Feuerschutz-Rolltor 2 m
define ANZEIGE -815193061   # LED-Anzeige klein
define BLINK -1535893860    # Blinkleuchte
define TASTER 491845673     # Logik-Taster
define N_ZENTRALE HASH("BMA Zentrale") # Name der Zentrale
define N_TOR HASH("Tor Halle")         # Name der Hallentore
define N_ANZEIGE HASH("Tore zu")       # Name der LED-Anzeige
define N_BLINK HASH("Tor Warnung")     # Name der Blinkleuchte
define N_TASTER HASH("Tore oeffnen")   # Name des Tasters
alias offen r0
alias alle r1
alias zu r2
alias brand r3
alias blockiert r4
alias warnung r5
alias alarm r6
alias taste r7
# --- 1. Hauptschleife ---
start:
yield
# --- 2. Tore zaehlen (Zentrale: Open = ganz offen, Maximum = alle) ---
lbn offen ZENTRALE N_ZENTRALE Open 0
bnan offen start
lbn alle ZENTRALE N_ZENTRALE Maximum 0
sub zu alle offen
sbn ANZEIGE N_ANZEIGE Setting zu
# --- 3. Warnung: Brandfall oder Hindernis an einem Hallentor ---
lbn brand ROLLTOR N_TOR Activate 0
lbn blockiert ROLLTOR N_TOR Error 0
add warnung brand blockiert
sgtz warnung warnung
sbn BLINK N_BLINK On warnung
# --- 4. Taster: Tore oeffnen, wenn kein Alarm ansteht ---
lbn taste TASTER N_TASTER Setting 0
beqz taste start
lbn alarm ZENTRALE N_ZENTRALE Activate 0
bnez alarm start
sbn ROLLTOR N_TOR Open 1
j start

Console and settings

bma tore lists all doors with state and area. bma tor <name|alle> <zu|auf|brand|frei> switches them (shut, open, fire, release), bma bereich <name|alle> <0-32> assigns devices to an area, bma bereich name <1-32> <text> names it. bma protokoll [count] and bma statistik show log and numbers, bma monitor [sperren|frei] locks or unlocks the monitors, bma loeschen [stopp] starts a manual release in your room or aborts it. bma testraum tor builds a test room with a fire door. English aliases: doors, door, area, log, stats, release, testroom.

KeyDefaultMeaning
VorwarnzeitS5warning before closing (0–60 s)
HindernisWarteS3closing area must be clear this long (1–30 s)
NotoeffnungOffenS15open time after an emergency opening during a fire (3–120 s)
NachResetOeffnenonafter RESET, doors that were open open by themselves
AlleToreBeiAlarmoffevery alarm closes all doors on the network
BeiLoescherEntnahmeoffremoving an extinguisher closes doors too
SchliessenBeiStromausfallonheld-open doors close without power
ProtokollEintraege500events per panel in the save (50–2000)
BedienAbstandM6maximum distance to the monitor for operating (2–30 m)
HandLoeschungErlaubtonmanual CO2 release at the monitor

In multiplayer the server decides: every command from a monitor is checked there for lock, distance and network. Old saves load unchanged, existing detectors are set to area 0 (automatic).

IC10

DevicePrefabHashRear/top variant
Fire Alarm PanelStructureBmaZentrale-16412662271395000592
Fire DetectorStructureBmaRauchmelder1230162709805016603
Manual Call PointStructureBmaHandmelder1769101990-943975746
Fire SounderStructureBmaAlarmgeber-11699944371943816220
CO2 Extinguishing NozzleStructureBmaLoeschduese-1487746566290820998
CO2 Extinguishing TankStructureBmaLoeschtank-2127825399–
CO2 Cylinder BankStructureBmaLoeschtankKlein1883596933–
Fire Extinguisher Wall BracketStructureBmaLoescherHalter-132014206–
Fire Extinguisher CabinetStructureBmaLoescherSchrank313061740–
Fire Extinguisher Floor StandStructureBmaLoescherStaender-1260488181–

The variants with rear/top connection have their own hash. If you build both variants, query both.

Panel

LogicTypeMeaning
Activate1 = alarm
Quantitynumber of triggered detectors
Ratiobattery, 0–1
Chargebattery in J
Error1 = fault

Detectors (smoke detector, manual call point)

LogicTypeMeaning
Activate1 = triggered
Mode0 off, 1 ready, 2 fault, 3 alarm
Gas valuesthe smoke detector also provides all gas values of its room

Extinguishing tank and cylinder bank

LogicTypeMeaning
Ratiofill level
Pressurepressure in the storage
PressureInput, PressureOutputpressure at the feed pipe or nozzle pipe
Openvalve

Extinguisher holders

LogicTypeMeaning
Quantity1 = extinguisher present
Activate1 = reported, stays until RESET
Mode0 off, 1 ready, 2 fault (no panel), 3 alarm
Ratio, Pressurecharge 0–1 (by amount), canister pressure in kPa
Setpointtarget pressure of the inserted canister in kPa (at 20 °C)
Maximumsafety valve pressure in kPa
Outputrefill code, see below
PressureInput, RatioCarbonDioxideInputpressure and CO2 share in the pipe
Opencabinet door (read and write)
Settingmonitoring: 1 on, 0 off (read and write)
Error0 ok, 1 extinguisher without canister or canister broken, 2 overpressure
Onrefilling on/off
OutputMeaning
0full
1refilling with the compressor
2refilling through the valve (no power)
3waiting: no power, pipe pressure too low
4waiting: no CO2 in the pipe
5waiting: no pipe connected
6refilling off (On = 0)
7extinguisher without gas canister
8gas canister broken
9no extinguisher
10overpressure, safety valve venting

Example: emergency lighting on alarm

All Flashing Lights named "Notlicht" (emergency light) turn on while the panel named "BMA" is in alarm.

# Emergency light on fire alarm
define ZENTRALE -1641266227 # Fire Alarm Panel
define BLINK -1535893860    # Flashing Light
alias alarm r0
start:
yield
lbn alarm ZENTRALE HASH("BMA") Activate 0
bnan alarm start
sbn BLINK HASH("Notlicht") On alarm
j start

Example: warning light for the extinguishers

All flashing lights named "Loescherwarnung" switch on when an extinguisher is missing from the holders named "Loescher Lager" or they are below 90 % full on average. Comments are German as in all chips on this site.

# Feuerloescher-Warnung (BMA 0.6.0)
# Blinkleuchte an, wenn ein Loescher fehlt oder im Schnitt
# weniger als 90 % gefuellt ist. Halterungen "Loescher Lager".
define HALTER -132014206    # BMA-Feuerloescher-Wandhalterung
define BLINK -1535893860    # Blinkleuchte (Flashing Light)
define GRENZE 0.9           # 90 % Fuellung = bereit
alias drin r0
alias fuellung r1
alias warnung r2
alias leer r3
# --- 1. Hauptschleife ---
start:
yield
lbn drin HALTER HASH("Loescher Lager") Quantity 0
bnan drin start
lbn fuellung HALTER HASH("Loescher Lager") Ratio 0
slt warnung drin 1
slt leer fuellung GRENZE
or warnung warnung leer
sbn BLINK HASH("Loescherwarnung") On warnung
j start

If a holder fails or none is found, the chip reads NaN and waits. GRENZE can be adjusted; on average Quantity drops below 1 as soon as one of the holders with that name is missing its extinguisher.

Console commands

Console with F3. Except for status, they only work on the host or server, or in single player.

CommandEffect
bma testraumbuilds a ready-made test room in front of you: air, glass door, power, all devices wired, CO2 tank (20 %) with nozzle
bma testraum kleinthe same with a cylinder bank
bma brandsmall real test fire in front of you. Get out afterwards, the pre-warning is running!
bma feuertest alarm at the nearest detector
bma resetresets all panels
bma statusall panels and detectors
bma akku 20sets the battery level of all panels in %
bma co2 50fills the CO2 storage to the given percentage
bma luftfills the sealed room you're standing in with breathable air
bma loescherall extinguisher holders with charge, target pressure, valve, refill state and power
bma loescher fuellen 100fills the extinguishers in all holders to the given percentage
bma loescher neuputs a filled CO2 fire extinguisher in front of you
bma loescher wartung answitches monitoring of all holders off, aus switches it back on

Configuration

File: BepInEx\config\dominik1199.bma.cfg, or via the mod settings in LaunchPad.

KeyDefaultMeaning
HitzeGrenzeC58air temperature at which a detector triggers as a heat detector
RauchGrenzeKPa2smoke gas partial pressure at which it triggers (0 = off)
VerzoegerungS3how long a fire condition has to be present
FackelErkennenonburning road flares trigger
BrennendeGegenstaendeonburning items trigger
MelderPiepenontriggered detectors beep until STOP
ReichweiteOhneRaumM6range of the detectors outside sealed rooms
AkkuKapazitaetKJ72panel battery (72 kJ = 20 Wh)
LadeLeistungW50additional power while the battery is charging
EigenverbrauchW10consumption of the panel
MelderVerbrauchW1consumption per detector in battery mode
AkkuSchwachProzent20below this the panel reports "Battery low"
ZentraleAlarmTonAlarm2alarm tone of the panel
StoerungPiepenondouble beep on a fault until STOP
AlarmTonFireFireFiretone of the sounders
LoeschWarnTonDangerevacuation tone during pre-warning and flooding, cannot be muted
DuesenKPaJeTakt20this much pressure a nozzle blows into its cell per tick (0.5 s)
TankHoechstdruckMPa150the storage compresses up to this pressure
AusgangDruckKPa2000pressure in the nozzle pipe during extinguishing
FuellLiterJeTakt50intake rate of the compressor per tick, CO2 only
VorwarnzeitS10pre-warning before flooding
RaumHoechstdruckKPa150the nozzles stop at this room pressure at the latest
LoeschKonzentrationProzent30at this CO2 share the fire suffocates
NachlaufS10how long the fire has to be out before the nozzles close
AusstroemTemperaturC-20temperature of the CO2 at the nozzle
KuehlStartC45Wall Coolers switch on from this room temperature
KuehlStopC35below this they switch off again
Warning

Don't crank up AusgangDruckKPa carelessly. In the game CO2 liquefies at 2 MPa below −30 °C, at 6 MPa already below −7 °C, and liquid CO2 damages gas pipes.

Fire extinguishers

Section "6 Feuerloescher" in the same file:

KeyDefaultMeaning
EntnahmeVerzoegerungS1how long the extinguisher has to be missing before it is reported
SchrankTuerMeldetonopening the cabinet door already reports
FuellGrenzeProzent75target pressure in % of the canister's burst pressure (20–85)
NachfuellHoechstdruckKPa0extra cap for the target pressure in kPa, 0 = none
SicherheitsventilProzent90the safety valve opens from this % of the burst pressure (50–98)
AuchStickstoffHeliumoffon = also refill nitrogen and helium from the pipe
NachfuellKPaJeTakt200flow while refilling
NachfuellLeistungW100compressor power while filling (the valve needs none)
BereitAbProzent90from this charge an extinguisher counts as ready
LoescherGefuelltDruckenonnew extinguishers come with a filled CO2 canister

The keys NachfuellDruckKPa and NurCo2 from early test builds are gone and are ignored.

Multiplayer

New devices: the server and all players need the mod. Everything is synced for multiplayer. See Multiplayer.

Known limitations

  • In a vacuum every sound is muted, siren and evacuation tone included. The panel shows this on its display. bma luft fills a sealed room with breathable air.
  • Extinguishing needs a room that the game recognizes as a room. A leaky room with a hole in the wall isn't a room as far as the game is concerned.
  • Version 0.x: setting names and values may still change before 1.0.

Troubleshooting

SymptomCauseFix
No soundsroom in vacuum or leakingseal the room, bma luft
Detector LED offno power on the cablecheck cable and network
Detector stays redtriggered, waiting for RESETRESET on the panel
Alarm, but no CO2no real fire (heat, smoke gas, flare, manual call point)intended
Fire, but no CO2LÖSCHUNG SPERREN key active, CO2 empty or no nozzle in the fire roomcheck the LÖSCHUNG lamp, fill the storage, put a nozzle in the room
LÖSCHUNG lamp orangeCO2 storage emptyfeed CO2 in at the front
Panel doesn't find the storagestorage not on the nozzle piperun the pipe from the back of the storage to the nozzles, or use a data cable
Double beep every 4 secondsfaultread the display, fix the cause, acknowledge with STOP
Room gets hot, but nothing happensno Wall Coolers on the data cableconnect the Wall Coolers to the panel's data network
Alarm "Extinguisher removed"extinguisher taken out of its holder or cabinet door openput it back or close the door, then RESET; to take it out without an alarm use the service key
Holder does not refillthe tooltip names the reason: no power with too little pipe pressure, no CO2 in the pipe, no pipe, canister missing or brokenconnect and fill a CO2 pipe, connect power, insert or replace the canister
Holder LED yellow double flashpipe pressure too low, compressor without mains powerrestore mains power or raise the CO2 pressure in the pipe
Found a mistake? Let us know. Support
Esc
↑ ↓ selectEnter open/ opens search anywhere