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Cargo Lift – Guide

Cargo lift in 2x2, 3x3 and 4x4 for players, crates, rovers and vehicles – drive, stackable shaft segments, barriers with call boxes. Setup, controls, safety, power, IC10, console and settings.

Last changed: Oct 14, 2026

v1.0.1 Cargo Lift

The Cargo Lift is a large freight elevator with its own 3D models in three sizes: 2x2, 3x3 and 4x4 large grid – 4, 6 and 8 m along each side. At the very bottom stands the drive with platform, console and control cabinet; on top of it you stack shaft segments: each is 2 m high and one level. Wherever a piece has a barrier, there is a stop with a call box. The platform carries everything standing on it – players, loose items, crates, the rover and vehicles from other mods – smoothly and without bouncing, also in low gravity. Model labels, displays, buttons and device names appear in German or English – depending on the game language.

Overview

SizeShaftUsable platformBarrier openingLoad limit
2x24 × 4 m3.82 × 3.82 m3.34 m2000 kg
3x36 × 6 m5.82 × 5.82 m5.34 m5000 kg
4x48 × 8 m7.82 × 7.82 m7.34 m10000 kg

The load limit refers to the game's physics mass: a rover weighs 20 kg there, a crate 1 to 5 kg. The Rover Mk I (2.72 × 3.58 × 1.80 m) already fits the 2x2 – drive in lengthwise through the barrier.

PartPurpose
Drivebottom shaft piece (level 0): four lattice columns with guide rails and racks, platform with console, railing and beacon, control cabinet with main switch, display and LEDs; connection for power and data
Shaft segment2 m of guide frame = one level, no power and no cables
Barrier with call boxselectable on drive and segment: none, one (front) or two (front and back, drive-through)

Every size has drive and segment in all three barrier variants, 18 variants from 6 kits in total.

Requirements

  • Stationeers 0.2.6428, BepInEx 5.4.23.5, StationeersLaunchPad 1.0, see Installation
  • Mod in the active mod pack
  • Multiplayer: server and all players

Building and recipes

KitMachineCost
Kit (Cargo Lift Drive 2x2)Electronics printer, tier 130 steel, 10 iron, 20 copper, 6 gold, 6 silicon
Kit (Cargo Lift Drive 3x3)Electronics printer, tier 145 steel, 15 iron, 25 copper, 8 gold, 8 silicon
Kit (Cargo Lift Drive 4x4)Electronics printer, tier 160 steel, 20 iron, 30 copper, 10 gold, 10 invar
Kit (Cargo Lift Shaft 2x2)Autolathe, tier 18 steel, 5 iron, 2 copper, 1 gold
Kit (Cargo Lift Shaft 3x3)Autolathe, tier 112 steel, 8 iron, 3 copper, 1 gold
Kit (Cargo Lift Shaft 4x4)Autolathe, tier 116 steel, 10 iron, 4 copper, 2 gold

The mouse wheel on the kit picks the variant: with one barrier, with two barriers or without. A drive always takes one kit and brings its barriers along. A shaft segment takes 1 kit without a barrier, 2 with one and 3 with two barriers. The costs are in GameData/frachtaufzug.xml in the mod folder.

Setup

  1. Place the drive on level ground. It snaps to the 2 m grid, so the shaft faces lie on wall and floor planes. The drive goes at the very bottom – it cannot be placed on top of a shaft.
  2. Run the cable to the control cabinet (see Power and data).
  3. Place shaft segments of the same size exactly on top of the drive or the topmost segment. Up to 32 segments above the drive are allowed (setting MaxSegmente), that is 33 levels and 64 m of lift.
  4. Close it off at the top: ceilings, floor plates and frames can be built normally above the top segment – aim at the top edge of the shaft. A ceiling is the upper end.

Rotating: C + mouse wheel or the game's rotate keys. The drive can face any direction. Segments face the same way as the drive or turned by 180°, because the racks sit on two diagonally opposite columns and have to line up. Turned by 180°, a segment's barrier is at the back. A segment turned by 90° cannot be placed.

Build walls around the shaft from the outside. A wall inside the shaft stops the platform. The shaft only occupies the small grid cells inside its footprint. On the shaft faces there is room for cables and pipes running along the shaft, except where the barrier, call box and control cabinet sit.

Deconstruct only from the top down, not while the lift is moving and not while the platform is inside the segment. The drive comes last. An unfinished segment ends the shaft – the levels above it only count once it is complete.

Levels and stops

  • Level 0 is the drive, every segment above it adds one level.
  • Wherever there is a barrier, there is a stop with a call box. If no piece has a barrier, every level is a stop.
  • If any segment has a barrier but the drive does not, level 0 is not a stop. The console and call boxes then never go there, IC10 and the command console still can.
  • The platform stops flush with the floor. The drive measures the floor next to the first barrier of each level up to 20 cm above the grid plane, on level 0 also under the drive, and stops 3 mm above it. While standing it measures again every 5 seconds. If a floor changes, the platform slowly follows at 0.1 m/s.
  • On sides with a barrier the platform has its own lifting barrier, on the other sides a railing. Both barriers of a stop open and close together.

Power and data

One cable carries power and data at once. The control cabinet sits outside at the front right corner of the drive (seen from the front, facing the barrier); the cable comes in at floor level from the right to its side. The socket is labelled POWER + DATA. Segments need no connection.

SizeStandbyTravel with empty platformMaximum
2x240 W1.5 kW4.5 kW
3x360 W2.5 kW9 kW
4x480 W4 kW18 kW
  • While travelling, the lifting power is added: mass × gravity × speed / 0.8, going down 30 % of that. The local gravity is used.
  • Travel and lifting power together stay below the maximum. If that is not enough, the drive travels slower instead of drawing more. The tooltip then shows "power: … m/s".
  • While the barriers move, 100 W are added. Switched off, the drive draws nothing.
  • The travel demand applies as soon as a target is pending and stays during a power shortage – so it does not flicker back and forth on tight networks.
  • Cable: the 2x2 always works with a normal cable (5 kW), the 3x3 and 4x4 with an empty platform too. For heavy loads on 3x3 and 4x4, lay heavy cable.

The same cable connects the drive to the data network. The DATA LED on the control cabinet shows whether a data cable is connected.

Controls

Call box

Every barrier has a call box outside at its left corner (seen from outside) with the buttons CALL and GATE, a display and the LEDs HERE, MOVING and FAULT.

  • CALL brings the platform to this level. If it is already here, the barrier opens.
  • Several calls are served one after another, up to 8 can wait. After each arrival the platform waits 4 seconds before the next call is served.
  • GATE opens or closes the barrier – only while the platform stands at this level.
  • The display shows the level, where the platform is, its state and below that ON ITS WAY, "Press CALL", "Barrier open/closed" or the fault.

Console on the platform

  • UP / DOWN goes to the next stop above or below. If a target is already set, the next stop beyond the target counts – so each further press goes one stop further. Console commands take priority over waiting calls.
  • GATE opens or closes the barrier, only at a stop.
  • E-STOP brakes at once and holds; target and calls are cleared. While it is pressed the button flashes and all other buttons are locked. To release: press it again, switch the main switch off and on again, or cargolift reset.
  • The display shows the level and the top level, state, load and item count, while travelling speed and power. Plus the LEDs READY and FAULT.
  • The beacon flashes while travelling and while the barriers close.

Control cabinet

Main switch ON/OFF – switching on resets E-STOP and faults. The display shows state, level, power and load; the LEDs are RUN, MOVING, FAULT and DATA.

Course of a trip

Ready → open barriers close (2.5 s) → travel at 0.75 m/s with smooth start and stop (0.5 m/s²) → barriers open → ready. A warning tone sounds while closing, plus a running sound and a chime on arrival. In MANUAL mode (IC10 Mode = 1) the barrier does not open by itself on arrival – press GATE or CALL.

What rides along

Everything with physics on the platform rides along: players, loose items, crates, the rover and vehicles from other mods. The platform passes its movement on to everything standing on it. The load therefore stays still, does not bounce when going down and does not fall through – in low gravity too. In multiplayer each machine moves what it simulates itself: the server items, crates and empty rovers, each player themselves and the rover they are driving.

The load has to stay inside the railing (usable area, see overview). Anything sticking out over the edge prevents the trip. Players count as load too, both for mass and for item count.

Safety

CheckWhenMessageResult
Load sticks out over the edgebefore the trip and every 0.2 s while travellingLOAD OVERHANGSdoes not start or stops
Mass above the load limitbefore the tripOVERLOADdoes not start
Something solid above the platform (wall, floor, terrain, device), checked up to 1.40 m or up to the top of the loadbefore the tripOBSTACLE ABOVEdoes not start
Something in the barrier, at the landing or at the platform edgebefore the barriers closeBARRIER BLOCKEDbarrier stays open
Obstacle in the braking distance: above the console or load, below the platform, a person tooconstantly while travellingOBSTACLE ABOVE / BELOWbraking at 2.5 m/s² and stop
Power lossany timeNO POWERbrakes and holds, continues to the target once power is back
E-STOP or main switch OFFany timeE-STOP / OFFbrakes and holds, target and calls are cleared

The lift never falls. While a target is pending, it checks again every second (every 2 seconds for a blocked barrier) and carries on by itself as soon as the cause is gone. What triggers the fault – for example which item sticks out – is shown in the tooltip on the shaft under "Cause". After E-STOP or OFF the platform may stand between two levels. UP/DOWN or CALL gets it moving again.

IC10

Only the drive is on the data network, the segments have no connection. Every variant has its own prefab hash (table below): for lbn/sbn use the hash of the drive variant you actually built.

LogicTypeReadWrite
Settingtarget level, without a target the current leveltarget level – goes there at once, priority over waiting calls
ElevatorLevellevel the platform stands at, or the nearest onesame as Setting
ElevatorSpeedtravel speed in m/s0.1 to 1.5 m/s (HoechstGeschwindigkeitMs), kept in the save
Activate1 = travelling or closing the barriers0 = stop at the next stop before the target (never beyond it); if the platform is still at the level, the trip is cancelled. 1 = continue to the target last set with Setting/ElevatorLevel, e.g. after Activate = 0 or E-STOP. Without a remembered target, 1 does nothing.
Open1 = barrier at the stop is open1/0 = open/close the barrier, only while standing at a stop
Mode0 AUTO, 1 MANUALsame; MANUAL does not open the barrier on arrival
Lock1 = locked1 = console, all call boxes and the main switch locked, displays show LOCKED (IC10). E-STOP always stays usable, IC10 and the command console keep working. Stored in the save.
Onmain switchoff and on again resets E-STOP and faults
Ratioheight 0 to 1 (0 bottom, 1 top level)–
Maximumnumber of levels (drive + segments)–
Massload in kg (physics mass)–
Quantitythings on the platform, players included–
Idle1 = ready, no target, no waiting calls–
Error1 = fault (not when merely switched off)–
Power1 = power available–
RequiredPowercurrent power demand in W–

IC10 can send the lift to any level, also one without a barrier – nothing opens there. Values outside the range are limited to 0 up to the top level; the top level is Maximum − 1.

get

With get you read further values from the drive's memory. Writing with put is not possible.

AddressContent
0fault code: 0 none, 1 no power, 2 E-STOP, 3 obstacle above, 4 obstacle below, 5 load overhangs, 6 barrier blocked, 7 overload, 8 off
1state: 0 ready, 1 barrier closing, 2 moving, 3 barrier opening, 4 stopped
2height of the platform above the drive in m
3target level, −1 = none
4speed in m/s, upwards positive
5load in kg
6things on the platform
7power demand in W
8number of levels
9stops as a bit mask (bit 0 = level 0)
10sides with a barrier as a bit mask: 1 front, 4 back
11waiting calls
12E-STOP pressed (1)
13remembered IC10 target for Activate = 1, −1 = none (since 1.0.1)

Example: empty platform returns to its home level

The drive (2x2 with barrier) is named "Lastenaufzug", a small LED display "Aufzugetage", a flashing light "Aufzugstoerung". If the platform stands empty and ready at another level for 60 seconds, the chip sends it down. The display shows the level, the flashing light signals faults. The comments are in German, as usual in these examples.

# Frachtaufzug: leere Plattform nach Wartezeit zur Heimetage holen
# Geräte: Frachtaufzug-Antrieb 2x2 mit Schranke "Lastenaufzug",
#         LED-Anzeige klein "Aufzugetage", Blinklicht "Aufzugstoerung"
define ANTRIEB 1785258439  # Frachtaufzug-Antrieb 2x2 mit Schranke
define ANZEIGE -815193061  # LED-Anzeige klein
define LICHT -1535893860   # Blinklicht
define HEIM 0              # Heimetage (0 = Antrieb unten)
define WARTEN 60           # Sekunden leer und bereit bis zur Heimfahrt
define TAKT 0.5            # Sekunden je Durchlauf (ein yield = ein Tick)
alias etage r0
alias bereit r1
alias dinge r2
alias fehler r3
alias zeit r4
alias ok r5
alias tmp r6
start:
yield
# --- 1. Antrieb lesen ---
lbn etage ANTRIEB HASH("Lastenaufzug") ElevatorLevel 0
bnan etage start
lbn bereit ANTRIEB HASH("Lastenaufzug") Idle 0
lbn dinge ANTRIEB HASH("Lastenaufzug") Quantity 0
lbn fehler ANTRIEB HASH("Lastenaufzug") Error 0
# --- 2. Etage anzeigen, Störung melden ---
sbn ANZEIGE HASH("Aufzugetage") Setting etage
sbn LICHT HASH("Aufzugstoerung") On fehler
# --- 3. Leer, bereit und nicht daheim? Dann Zeit zählen ---
seqz ok dinge
and ok ok bereit
sne tmp etage HEIM
and ok ok tmp
bnez ok zaehlen
move zeit 0
j start
zaehlen:
add zeit zeit TAKT
blt zeit WARTEN start
# --- 4. Heimfahrt auslösen ---
sbn ANTRIEB HASH("Lastenaufzug") Setting HEIM
move zeit 0
j start

define values to adjust: HEIM (home level) and WARTEN (seconds). For another size or variant just swap ANTRIEB. While someone or something is on the platform, the time does not count. If the chip cannot find the drive, it reads NaN and waits.

Example: fault code and height with get

Same drive, two small LED displays "Aufzugfehler" and "Aufzughoehe". The chip fetches the drive's ReferenceId and uses get to read the fault code (address 0) and the platform height (address 2). The code shows red as soon as one is present – 8 (off) included –, otherwise green.

# Frachtaufzug: Fehlercode und Plattformhöhe über get anzeigen
# Geräte: Frachtaufzug-Antrieb 2x2 mit Schranke "Lastenaufzug",
#         LED-Anzeigen klein "Aufzugfehler" und "Aufzughoehe"
define ANTRIEB 1785258439  # Frachtaufzug-Antrieb 2x2 mit Schranke
define ANZEIGE -815193061  # LED-Anzeige klein
define ADRFEHLER 0         # get-Adresse 0: Fehlercode (0 = keiner)
define ADRHOEHE 2          # get-Adresse 2: Höhe der Plattform in m
define GRUEN 2             # Farbe Color.Green
define ROT 4               # Farbe Color.Red
alias id r0
alias code r1
alias hoehe r2
alias farbe r3
start:
yield
# --- 1. Antrieb finden (ReferenceId) ---
lbn id ANTRIEB HASH("Lastenaufzug") ReferenceId 0
bnan id start
# --- 2. Speicher des Antriebs lesen ---
get code id ADRFEHLER
get hoehe id ADRHOEHE
# --- 3. Code rot bei Störung, sonst grün; Höhe anzeigen ---
select farbe code ROT GRUEN
sbn ANZEIGE HASH("Aufzugfehler") Setting code
sbn ANZEIGE HASH("Aufzugfehler") Color farbe
sbn ANZEIGE HASH("Aufzughoehe") Setting hoehe
j start

Prefab hashes

Variant2x23x34x4
Drive without barrier13106902061836572734-2056326562
Drive with barrier17852584391987110786574157913
Drive with 2 barriers-357546584-333780815-45110274
Shaft without barrier-1450059361-19633473931658888287
Shaft with barrier-383313178-180413277-1586032776
Shaft with 2 barriers-1504044531-1594837228-1314524069
Kit drive-1734602913-11416112651408071327
Kit shaft21319099821551513342-1268570978

The prefab names follow the pattern StructureFrachtaufzug2x2Antrieb, …AntriebTor (one barrier), …AntriebTore (two barriers), likewise …Schacht, …SchachtTor, …SchachtTore; the kits are ItemKitFrachtaufzug2x2Antrieb and ItemKitFrachtaufzug2x2Schacht.

Console commands

Open the console with F3. The commands act on the nearest lift, status shows all of them. go, reset and measure only work on the host or server or in single player.

CommandEffect
cargolift statusall lifts, nearest first: state, distance, levels with stop height (* = stop)
cargolift infosizes, usable platform, power, load limit, speeds, local gravity
cargolift helpshort guide
cargolift loadwhat stands on the nearest platform: count, mass, highest point, what sticks out
cargolift go 2send the nearest lift to a level (0 = bottom)
cargolift resetrelease the E-STOP of the nearest lift
cargolift measuredetect the shaft and floor heights again

cargolift on its own shows the status. Since 1.0.1 every command exists in English; the German names (frachtaufzug, hilfe, ladung, fahre, nothalt, vermessen) work too, in any game language. The output follows the game language.

Configuration

File: BepInEx\config\dominik1199.frachtaufzug.cfg, or via the mod settings in LaunchPad. Changes take effect at once.

KeyDefaultMeaning
GeschwindigkeitMs0.75travel speed of newly built lifts in m/s, 0.2 to 3; per lift via ElevatorSpeed
HoechstGeschwindigkeitMs1.5upper limit for ElevatorSpeed in m/s, 0.3 to 3
BeschleunigungMs20.5smooth start and stop in m/s², 0.1 to 3
NotHaltMs22.5braking on E-STOP, obstacle or power loss in m/s², 0.5 to 10
SchrankenzeitS2.5time to open or close the barriers in s, 0.5 to 10
MaxSegmente32this many shaft segments above the drive belong to the lift, 1 to 128
BereitschaftW2x2 / 3x3 / 4x440 / 60 / 80standby power in W, 0 to 2000
FahrleistungW2x2 / 3x3 / 4x41500 / 2500 / 4000power while travelling with an empty platform in W, the lifting power is added
HoechstleistungW2x2 / 3x3 / 4x44500 / 9000 / 18000the drive never draws more; with a heavy load it travels slower
Wirkungsgrad0.8efficiency for the lifting power, 0.1 to 1
TraglastKg2x2 / 3x3 / 4x42000 / 5000 / 10000maximum load mass in kg of physics mass, 0 = unlimited
SichtweiteM30displays and LEDs are updated up to this distance, 10 to 200 m

Painting

All parts can be painted with the spray can. Frame and housings take the colour, on the drive also the platform frame, railing and console housing. Displays, LEDs, warning stripes and labels keep their colour. Each segment is painted on its own. The colour is stored in the save and synced to all players.

Multiplayer

New parts: the server and all players need the mod, and it also runs on dedicated servers. The server calculates travel and safety. Players receive state and movement and move the platform on their own machine, so riders stand still. Displays, LEDs, barriers and sounds run on every machine. Height, target, remembered IC10 target, waiting calls, mode, speed, E-STOP, lock (Lock) and barrier are stored in the save – if it was saved between two levels, a pending trip continues after loading. See Multiplayer.

Known limitations

  • Segments can only be placed facing the same way as the drive or turned by 180°, so barriers are always at the front and/or back.
  • At most 32 segments above the drive, configurable up to 128.
  • A floor is only levelled out up to 20 cm above the grid plane.
  • The load limit uses the game's physics mass, not real tonnes. With the default values it is rarely reached.
  • At most 8 calls wait, further ones are dropped.
  • Console and call box only go to stops. Levels without a barrier can only be reached via IC10 or the command console.
  • The drive's memory is read-only (get), put does not work.
  • Lifts further away (setting SichtweiteM) keep their display and LEDs until you come closer.

Troubleshooting

SymptomCauseFix
Buttons report "Drive is OFF"main switch offswitch on the main switch on the control cabinet
NO POWERno cable or network too weakcable from the right at floor level to the control cabinet, check the network
E-STOP, all buttons lockedE-STOP pressedpress it again on the console, switch the main switch off and on, or cargolift reset
"Locked - IC10 control only", displays show LOCKED (IC10)Lock set via IC10, the main switch is locked too – E-STOP still worksset Lock to 0
BARRIER BLOCKEDsomething stands in the barrier, at the landing or at the platform edgeclear it – it tries again every 2 seconds
LOAD OVERHANGSload reaches beyond the railingmove it further to the middle; cargolift load and the tooltip show what sticks out
OVERLOADload above the limitload less or raise TraglastKg… (0 = unlimited)
OBSTACLE ABOVEwall, floor or device in the shaft, or load too tall for the ceilingbuild walls from the outside, remove the obstacle; the cause is in the tooltip
OBSTACLE BELOWsomeone or something under the platformclear the shaft below the platform
Segment cannot be placedturned by 90°, no drive below or more than MaxSegmenterotate with C + mouse wheel, place on a drive or segment of the same size
Drive cannot be placedthere is already a shaft belowthe drive goes at the very bottom
Segment cannot be deconstructedsegment above, platform inside or lift movingdeconstruct from the top down, send the platform down first
DOWN says "already at the bottom stop"level 0 is not a stop because the drive has no barrierbuild a drive with a barrier or reach level 0 via IC10/console
Platform does not stop flushfloor more than 20 cm above the grid plane or just rebuiltadjust the floor, cargolift measure
Ceiling or frame ends up in the wrong placethe build cursor hits the platform or the loadaim at the top edge of the shaft
Travels slower than setmaximum power reached (tooltip "power: …")less load or raise HoechstleistungW…
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