This mod gives you a reason to take the rover out: all over the map lie abandoned landers, wrecks and ruins with a little loot. Usually it is half a crate, sometimes there is a portable tank whose contents you cannot get as a ready-made tank in the game. There is no tracker and no map marker. You find the sites by eye, by the beeping emergency beacon up close and by the flashing lamp at night. Model labels, tooltips and device names appear in German or English, depending on the game language.
Overview
| Site | Look | Loot | Tanks |
|---|---|---|---|
| Supply Pod | opened drop pod with drogue chute | provisions, trader goods, electronics | – |
| Cargo Lander | four-legged lander, crate in the cargo well | building materials, electronics, raw materials | up to 2 (60 % each) |
| Lander Wreck | crashed, burnt, one leg torn off | ingots and ore, electronics, tools | 1 (55 %), more often dangerous |
| Outpost Ruin | collapsed walls, slipped roof panel | tools, building materials, electronics | 1 (45 %) |
| Station Debris | torn-open habitat module (MODULE C) | electronics and most trader goods | 1 (50 %) |
Every site has an emergency beacon at eye level and an orange-and-white signal mast with a pennant and a red flashing lamp.
Requirements
- Stationeers 0.2.6428, BepInEx 5.4.23.5, StationeersLaunchPad 1.0, see Installation
- Mod in the active mod pack
- In multiplayer: server and all players
There is nothing to build. Sites appear by themselves once a world is running – existing saves included.
Finding sites
- Look: a site is drawn up to 300 m away (
SichtweiteM). The signal mast is 3–4 m tall and sticks out over hilltops. - Listen: the beacon beeps twice every 2.5 seconds. You hear it up to 50 m away (
HoerweiteM), spatially – from its direction. It is a radio signal in your helmet, so you hear it in vacuum too. - At night and in storms the red lamp on the mast flashes. You see the flashing up to 400 m away (
BlinklichtWeiteM). - Once a site is looted, the beacon goes quiet and the lamp stays dark.
Sites spread over the whole map, at least 350 m apart and 300 m away from your base. A rover trip pays off.
Loot
Every site holds a game crate (10 slots) with on average 5 different stacks (MittlereGegenstaende). Pods hold a little less (×0.7), cargo landers a little more (×1.3). What goes in depends on the type:
| Group | Pod | Cargo lander | Wreck | Outpost | Station |
|---|---|---|---|---|---|
| Provisions (bars, cans, medicine, flares) | 35 % | 10 % | 8 % | 14 % | 8 % |
| Trader goods | 25 % | 13 % | 7 % | 10 % | 24 % |
| Electronics (batteries, kits, chips, filters) | 15 % | 18 % | 20 % | 18 % | 28 % |
| Tools | 10 % | 8 % | 18 % | 24 % | 10 % |
| Building materials (sheets, frames, cable) | 8 % | 25 % | 14 % | 24 % | 8 % |
| Raw materials (ingots, rare ore) | 3 % | 18 % | 25 % | 4 % | 12 % |
| Canisters with a rare filling | 4 % | 8 % | 8 % | 6 % | 10 % |
Trader goods normally only come from traders: seeds (seeds that are not in your planet's start crate are three times as common), Hades and Winterspawn plants, alien mushroom, tropical lily, Darga fern, catalytic filters, nuclear battery, superalloys (Astroloy, Waspaloy, Hastelloy, Inconel, Stellite) and cheese, milk, flour, sugar, soy oil and cocoa.
Tanks and canisters hold fillings you cannot get as a ready-made tank:
| Filling | Kind | Contents |
|---|---|---|
| Ozone | gas tank | 1500–3500 kPa O3 |
| Helium | gas tank | 3000–6500 kPa He |
| Heliox | gas tank | 79 % He, 21 % O2 – breathable |
| Hydrogen | gas tank | 3000–6500 kPa H2 |
| Polluted water | liquid tank | 25–60 % full |
| Alcohol | liquid tank | 20–45 % full |
All fillings are at 20 °C. At the site the crate and tanks are shielded (see below). Only once you take them away do the game's rules for heat and pressure apply.
Dangerous finds
About 15 % of tank and canister fillings are dangerous (AnteilGefaehrlichProzent), in wrecks 1.6 times and in station debris 1.2 times as often:
| Filling | Hazard |
|---|---|
| H2 + N2O | self-ignites above 50 °C |
| Volatiles + N2O | self-ignites above 50 °C |
| Volatiles + O3 | self-ignites above 150 °C |
| H2 + O3 | self-ignites above 150 °C |
| Silanol | toxic |
| Hydrochloric acid (liquid) | toxic |
| Hydrazine (liquid) | toxic, burns even without oxygen |
The ignition temperatures are the game's own: fuel self-ignites above 300 °C, 250 K earlier with nitrous oxide, 150 K earlier with ozone. Bring such a tank somewhere hot – Venus, Vulcan, next to a furnace – and it slowly warms up, ignites, the pressure rises above 10,132 kPa and the tank bursts with an explosion.
You can tell dangerous tanks by three things:
- a yellow warning sticker on the front (EXPLOSIVE – ABOVE 50 °C, EXPLOSIVE – ABOVE 150 °C or TOXIC – DO NOT INHALE),
- the warning in the name, e.g. "H2+N2O EXPLOSIV/EXPLOSIVE >50°C",
- the paint: red for explosive, purple for toxic.
The tooltip of the site warns you as well.
Salvaging crate and tanks
- The crate and tanks are bolted down like on the start lander. Release them with a wrench.
- You can also open the crate in place and take items out one by one. On the cargo lander it sits in the lowered cargo well for that, in the station it lies crosswise inside the module.
- Crates and tanks fit on the rover.
Protection – indestructible and shielded
- The shell of every site is indestructible. Storms, meteors, heat and explosions do not harm it.
- It cannot be dismantled, not with an angle grinder, crowbar or drill either. Sites are no free source of materials. Only the delete tool in creative mode removes them.
- Cargo inside a site is shielded: it does not warm up, cool down or catch fire – on Venus and Vulcan too. Once you release it, the environment applies again.
Respawn
A site counts as looted when the crate is empty or gone and no tank is left. Then the beacon goes quiet. After 60 minutes of game time (NachschubMinuten) the site disappears – but never while someone is closer than 150 m. Afterwards a new site appears elsewhere. Crates and tanks you took are of course yours to keep.
Where sites appear
Only the server places new sites:
- on level ground – the slope within the footprint is limited per type,
- not in pits or canyons – the terrain around must not be much higher,
- not at cliff edges and not near lava,
- at least 300 m from the start location and player structures (
MindestabstandBasisM), - at least 350 m from other sites (
AbstandFundorteM), - never within sight of a player – they do not pop up in front of you.
Among several suitable spots the server picks the one farthest from the nearest site. Tutorial worlds stay empty.
Multiplayer and servers
The server creates, fills and removes the sites. All players see the same: the game syncs sites, crates and tanks like any other structure. Everything is stored in the save. The server and all players need the mod, and it also runs on dedicated servers. See Multiplayer.
Console
Open the console with F3:
| Command | Effect |
|---|---|
erkundung status | number and state of sites per type, without positions |
erkundung liste | all sites with position, distance, direction and contents – only in creative mode or at the server console, otherwise it would be a tracker |
erkundung neu [type] | test site 14 m in front of you (host/server); type: kapsel, fracht, wrack, aussenposten, station |
erkundung entfernen [alle] | remove the nearest site (up to 30 m) or all sites (host/server) |
erkundung hilfe | command overview |
Settings
In the LaunchPad under "Erkundung":
| Setting | Default | Meaning |
|---|---|---|
AnzahlFundorte | 12 | number of sites at the same time (0 = no new ones) |
MittlereGegenstaende | 5 | average number of different stacks per crate |
NachschubMinuten | 60 | game time until a looted site disappears |
AnteilGefaehrlichProzent | 15 | share of dangerous fillings |
MindestabstandBasisM | 300 | distance of new sites from start and structures |
AbstandFundorteM | 350 | minimum distance between sites |
KeineFundorteInWelten | Airlock, FurnaceBasics, Manufacturing | worlds without sites |
HoerweiteM | 50 | beacon hearing range (applies after restart) |
LautstaerkeProzent | 70 | beep volume |
Blinklicht | on | flashing lamp at night and in storms |
BlinklichtWeiteM | 400 | visibility of the flashing |
SichtweiteM | 300 | a site is drawn up to this distance |
ListeImUeberleben | off | allow erkundung liste outside creative mode |
Count, loot and distances count on the server. Hearing range, volume and flashing lamp are set by each player.
Tips
- Drive at night: you see the flashing lamp from far away, while by day you only spot sites up close.
- Store explosive tanks somewhere cool and never next to furnaces, heaters or generators. On Venus better vent them right at the site or carry them carefully into a cooled room.
- Heliox is breathable – a good find for emergencies.