Four drivable machines and a construction site kit. All vehicles are built from the game's rover: boarding, driving, camera, batteries, damage, repair with duct tape and flipping with the crowbar work like the rover. Only the server changes terrain and ore – with the same functions the game's tools use. So every hole is seen by all players and saved with the game.
Requirements
- BepInEx 5.4.23.5 and StationeersLaunchPad (as for all code mods).
- The server and all players need the mod in the same version.
- Game version 0.2.6428 or newer.
Quick start
- Print a vehicle kit in the electronics printer (mining drill, bulldozer, tunnel boring machine or motorbike – tier 2).
- Hold the kit and keep right click pressed: the vehicle then stands on the ground with its rear 1.3 m in front of you (if there is no room, it tells you).
- Insert battery cells: take a cell in hand and click a battery slot on the side (drill, bulldozer and tunnel boring machine three, motorbike one).
- Get in: click the cab on the left (yellow grab handle; on the motorbike and tunnel boring machine the seat), drive with WASD and mouse. The exit key (the game's drop key) is shown in the HUD as soon as you get on.
- Ctrl+O switches the tool on (drill, blade, cutter). The HUD at the bottom shows everything else.
The vehicles
Mining drill vehicle
- Cross cutter on an arm, 2.5 m wide. Tilt the arm with PgUp / PgDn from −35° (low) to +30° (high).
- The cutter removes rock in a horizontal cylinder around the drum (radius 1.2 m, configurable). Exposed ore goes into the ore box with the same yield as the hand drill (12 slots, equal ores stack). When the box is full, new ore drops behind the vehicle and the HUD says "Ore box full".
- Rock fills a game soil canister that you put into the slot next to the box – like the mining tools.
- Unload (Ctrl+E): into an open chute bin or chute inlet up to 3.5 m behind the box (stack by stack, waits for space), otherwise into a crate next to it, otherwise onto the ground.
- Path: while drilling it also cuts whatever would reach into the vehicle body (plus 25 cm, also in curves) and levels bumps under the wheels – it always fits into its own passage. With the arm lowered it digs a trench of constant, level depth.
- 14 km/h, 5 km/h while drilling; 1500 W while drilling.
Bulldozer
- Blade 3 m wide, height with PgUp / PgDn (cutting edge relative to the tracks).
- Mode (Ctrl+G): transport → cut (horizontal plane at the edge height when switched on, everything above goes; PgUp/PgDn moves it) → level (the same plane rounded to the 0.5 m build grid so frames and foundations sit flush: cut highs, fill dips with soil from the store; PgUp/PgDn = 0.5 m up/down; the HUD shows plane and track height) → ramp (the plane rises or falls 15 % per metre in driving direction).
- The plane stays level however the bulldozer rocks. Per pass the blade works at most 0.4 m below and 0.3 m above the tracks – high hills and deep hollows in several passes back and forth, so it never tips into its own pit. In front of a high slope it creeps until the blade is through.
- Straight, parallel passes: hold heading (Ctrl+V) – the bulldozer holds the nearest grid axis, steering yourself overrides.
- Soil store 200 (one full voxel = 1). When full, it keeps cutting (the surplus is lost); when empty, it fills nothing.
- It only fills on solid ground and never where a structure, a player, an item or another vehicle is.
- Small ore box (6 slots) for ore exposed while cutting. 11 km/h, 6 km/h while working.
Tunnel boring machine
- Cutter wheel in front, driver platform with console and display at the back. Ctrl+O starts the cutter, then drive forward slowly (2 km/h).
- Profile (Ctrl+G): square 2×2, square 3×3, round Ø 3, square 4×4, round Ø 4 m.
- Gradient (PgUp / PgDn): in 5 % steps up to ±40 % – for ramps up and down. The floor continues without a step.
- Ore into the ore box (12 slots), rock into the soil canister, advance in metres on the display.
- Safety: if a structure, an item or a device is in the cutting area, it removes nothing, reports "Obstacle ahead of cutter" and does not drive forward. It never destroys anything else.
- The game terrain is made of 1 m cubes, edges and corners get bevelled. So the borer fits through its own tunnel, it digs 0.3 m wider at the sides and top (round 0.25 m) and keeps its own path clear in curves too (vehicle plus 25 cm). It only advances as fast as the cutter cuts. The floor is exactly at the planned height.
- Reverse out with the cutter running: the path stays clear.
Motorbike
- 54 km/h, headlight (Ctrl+L), horn (Ctrl+H), one battery cell.
- A self-balancing control keeps it upright and leans it up to 25° in curves. Standing still, it stays upright.
Charging
- Batteries: the game's battery cells. The ignition (switch on the dashboard) turns the vehicle off completely.
- Charging post: kit from the electronics printer, connect to a cable: the cable socket is at the back, low down (opposite the main switch, marked red/green) – lay the cable in the cell directly behind it. The charging plug hangs in its holder on the side: take it in hand and click the vehicle's charging socket – the vehicle charges with up to 2 kW. The cable is 6 m long (configurable): if you walk further or the vehicle drives off, the plug snaps back into the holder. To hang it back: click the holder. The LED shows ready, charging or full; every player sees the cable.
- You can of course also take the cells out and charge them in the battery charger.
Construction site
Lights
| Light | Power | Modes |
|---|---|---|
| Warning light (yellow) | 15 W | steady, flashing, rotating |
| Floodlight on tripod | 120 W | full, half |
| Beacon light | 8 W | steady, flashing |
Each light has a power/data socket and a slot for one battery cell. On a cable it runs from the network and recharges the cell (20 W). Without a cable or during a power cut it keeps running from the cell. The Mode button changes the light pattern (floodlight: brightness), the main switch turns it off.
Signs
Construction Site, Caution: Works Ahead, No Entry, Detour, Hard Hat Area and Fall Hazard. Each sign has a symbol and a text panel. Clicking the panel changes the language: game language → German → English → no text.
Barriers
Delineator and traffic cone (one cell), barrier (1.5 m) and construction fence (2.5 m). All site parts rotate with C + mouse wheel, all are paintable with the spray can.
Keys and HUD
| Key | Action |
|---|---|
| Ctrl+O | tool on/off (drill, blade, cutter) |
| PgUp / PgDn | arm, blade, level or gradient up / down (hold = continue) |
| Ctrl+G | mode (bulldozer) or profile (tunnel boring machine) |
| Ctrl+E | unload the ore box |
| Ctrl+H | horn |
| Ctrl+L | lights |
| Ctrl+V | hold heading on/off (nearest grid axis) |
| Ctrl+X | free the vehicle: set upright, move to the nearest free spot |
The bindings do not clash with any of my other mods (Admin Interface, Space Travel, Skills, World Map, Editor Tablet, Roleplay, Drag Build). Keys follow the labels of your keyboard and can be changed in the LaunchPad (mod configuration). They do nothing while you type text. All commands are also buttons on the dashboard. The HUD shows speed, battery, tool, box, soil and messages. It never covers the game HUD; position (bottom centre, left, right, top, free) and size are configurable.
IC10
Read vehicles like the rover through a logic transmitter. The charging post, lights and signs are devices on the data cable (lbn/sbn with the name from the labeller).
| Device | Read | Write |
|---|---|---|
| All vehicles | Charge, Maximum, Ratio, On, Power, VelocityMagnitude, PositionX/Y/Z | On (ignition) |
| Drill, bulldozer, tunnel boring machine | Activate (tool), Setting (arm °, blade m, gradient %), Quantity (ore), Open (lid) | Activate |
| Bulldozer | Mode: 0 transport, 1 cut, 2 level, 3 ramp | – |
| Tunnel boring machine | Mode: profile 0–4 | – |
| Charging post | Setting (W), Mode (0 ready, 1 charging, 2 full), PowerActual, Charge/Maximum/Ratio and Quantity (ore) of the docked vehicle | Setting |
| Lights | On, Mode (pattern), Activate (lit), Charge/Ratio of the cell | On, Mode |
| Signs | Mode: 0 game language, 1 German, 2 English, 3 no text | Mode |
Kits
| Kit | Machine | Contents |
|---|---|---|
| Mining drill, bulldozer, tunnel boring machine, motorbike | Electronics printer (tier 2) | one vehicle each |
| Charging post, construction lights | Electronics printer | charging post or three lights (mouse wheel selects) |
| Construction signs, barriers | Autolathe | six signs or four barrier parts (mouse wheel selects) |
Console
vehicle (or fahrzeug) in the console (F3):
vehicle list [n]– the nearest vehicles, charging posts and lights with statevehicle info– game values and IC10 overviewvehicle help– short guide with keysvehicle selftest– test bench 40 m next to you (host/single player only; changes the terrain there)
Settings
In the LaunchPad (configuration "Fahrzeuge"): speed per vehicle, power while driving and working, removal rate, cutter radius, soil store, ramp gradient, motorbike lean, charging power and distance, maximum voxels changed per tick, HUD (on/off, position, size), sounds, horn sound and all keys. In multiplayer the server's game values apply.
Multiplayer and saves
- The driver steers the vehicle, the others see it glide – like the rover. The server rejects impossible jumps.
- Tool, mode, unload, horn: the server checks the command comes from the driver (lid and unload also from outside up to 6 m).
- Terrain, ore, box, battery and settings are saved with the game.
Limits (honest)
- The driving feel is the rover's with other values – tracks are wheel colliders, not real track physics.
- The motorbike is arcade-like: the self-balancing prevents tipping over.
- The terrain is a 1 m cube grid: edges and corners get bevelled, very shallow ramps become slightly stepped.
- Nothing is removed below bedrock.
Troubleshooting
- Tool does not start: ignition on? Battery empty (HUD "Battery empty")? Only the driver can switch it on.
- Drill removes nothing: lower the arm (PgDn) – the cutter must touch the rock.
- Bulldozer does not fill: soil store empty, or something is in the way (structure, player, item).
- Tunnel boring machine stops: "Obstacle ahead of cutter" – clear the part in front of the machine.
- Charging post does not charge: powered cable at the socket at the back, low down (cell directly behind it)? Without power the post's tooltip says so. Is the charging plug in the charging socket? If the vehicle is further than 6 m away, the plug snaps back.
- Vehicle stuck: Ctrl+X (free) sets it upright and moves it to the nearest free spot (first where it is, then 1–3 m back, sideways, forward). Keep the tool running while digging – it then keeps its path clear.
- Levelled area not quite flat: drive several passes back and forth – at most 0.4 m cut or 0.3 m fill per pass; the HUD shows the track height above the plane.
- Keys do nothing: check in the LaunchPad whether they clash with another binding.