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Modular Consoles – Guide

Wall panels, desks and cabinets with a module field on a 10 cm grid and 20 modules, each an IC10 device of its own. Setup, mounting, settings, IC10, console and configuration.

Last changed: Oct 13, 2026

v1.0.2 Modular Consoles

With the Modular Consoles you build your own control rooms: wall panels, desks and cabinets with a module field on a 10 cm grid, fitted with 20 modules – buttons, switches, knobs, keypad, LEDs, annunciators, text displays, 7-segment displays, gauges, bar graphs, signal lights, buzzers and labels. Every module is a logic device of its own for IC10. All models are original designs in an industrial look, anthracite with a green accent strip. Labels and device names appear in German or English, depending on the game language.

Overview

Housings

HousingSizeModule fieldKitsConnector
Console Wall Panel 0.5 × 0.5 m20 cm deep, wall or frame4 × 4 grid1bottom
Console Wall Panel 1 × 0.5 m20 cm deep9 × 42bottom
Console Wall Panel 0.5 × 1 m20 cm deep4 × 92bottom
Console Wall Panel 1 × 1 m20 cm deep9 × 94bottom
Console Desk Flat 0.5 / 1 / 1.5 mdesk surface tilted 12°, front 0.55 m, back 0.65 m4 / 9 / 14 × 42 / 4 / 6back, at floor level
Console Desk Sloped 0.5 / 1 / 1.5 m35° slope from 0.55 m (front edge) to 0.87 m (top edge)4 / 9 / 14 × 52 / 4 / 6back, at floor level
Console Cabinet 0.5 / 1 m1.75 m high, vertical field from 0.34 to 1.54 m4 / 9 × 124 / 8back, at floor level

The character sees from a height of about 1 m, and since 1.0.1 desks and cabinet are sized for that. Modules from older saves are kept and move along. The wall panels stand clear of a finished wall too. Desks and cabinets have a title plate. One connector for power and data supplies all modules on the housing.

Modules

ModuleGridPowerOperation
Console Illuminated Button1 × 11 Wclick to press; momentary or latching, cap in 12 colours
Console Toggle Switch1 × 10.5 Wclick the top or bottom half, 2 or 3 positions
Console Selector Switch2 × 20.5 Wclick the left or right half, 2 to 5 positions, free labels
Console Key Switch1 × 10.5 Wturns only with an access card in hand, optionally one card colour only; click turns on, with Alt back
Console Emergency Stop2 × 20.5 Wmushroom button, latches when pressed, another click releases it
Console Fader1 × 30.5 Wclick on the track sets the slider, mouse wheel ± one step
Console Rotary Knob2 × 20.5 W270° scale, left or right half ± one step, with Alt 10 steps
Console Keypad2 × 33 Wdigits, OK hands the code over, the arrow key deletes the last digit
Console LED1 × 10.5 Woff, on, blinking, fast blinking; 12 colours or any RGB colour
Console LED Bar1 × 32 W10 segments as bar, dot or bit pattern
Console Annunciator2 × 12 Wlight field with two lines of text, a new alert flashes, click acknowledges
Console Text Display Small2 × 13 W2 lines with placeholders for values and texts
Console Text Display Large4 × 28 W4 lines, each at least 25 mm high
Console 7-Segment Display3 × 13 W6 digits: decimal, integer, hex, mm.ss, hh.mm, text
Console Analogue Gauge2 × 21 W270° scale with title, unit and red zone, the needle settles with damping
Console Bar Graph2 × 32 Wvertical light bar with scale
Console Signal Light1 × 22 Wred, yellow, green, optionally blinking
Console Buzzer1 × 15 Wevery sound of the klaxon, click switches it on or off for testing
Console Label Small2 × 10.5 Wtwo lines of your own text, optionally backlit
Console Label Wide4 × 11 W40 cm wide, for headings

One grid unit is 10 × 10 cm. Labels are at least 15 mm high, display lines at least 25 mm – readable while standing.

Requirements

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

Building and recipes

KitMachineCostbuilds
Kit (Console Wall Panels)Autolathe, tier 14 iron, 2 copperwall panels in four sizes
Kit (Console Desks)Autolathe, tier 16 iron, 2 steel, 2 copperflat and sloped desks in three widths
Kit (Console Cabinets)Autolathe, tier 16 iron, 3 steel, 2 coppercabinets 0.5 and 1 m
Kit (Console Controls)Electronics printer, tier 11 iron, 2 copper, 1 goldilluminated button, toggle switch, selector switch, key switch, emergency stop, fader, rotary knob, keypad
Kit (Console Displays)Electronics printer, tier 11 iron, 2 copper, 1 gold, 1 siliconLED, LED bar, annunciator, text displays, 7-segment display, gauge, bar graph, signal light, buzzer, labels

With every kit the mouse wheel picks the size or module. Large housings use several kits, see the "Kits" column above. A module uses one kit. The costs are in GameData/konsolen.xml in the mod folder.

Step by step

  1. Build the housing.
  2. Connect a cable with power and data to the connector.
  3. Hold a module kit (controls or displays) and pick the module with the mouse wheel.
  4. Aim at the module field. The slot under the crosshair is outlined green, occupied slots are reported.
  5. Click: the module snaps in and takes power and data from the housing.
  6. Click the module with the screwdriver: set name, label, colours, scales.
  7. In IC10 address the module with lbn/sbn, the prefab hash and HASH("name").

While the field is empty it shows MODULE FIELD with short instructions.

Mounting

On a housing: modules snap to the 10 cm grid, on the sloped desk field too. They take power and data from the housing and appear on the data network as perfectly normal devices. IC10, the labeller, the Control Station and the data bridges of the Power Regulator and the Substation find them.

Free: like the game's console modules, every module can also be placed freely on a wall, frame, floor or ceiling. It then sits on a 19 cm deep surface box that also stands clear of a finished wall. The cable with power and data goes into the cell below.

Taking down: modules and housings are taken down with the hand drill. A housing can only be taken down once no modules are left on it (setting GehaeuseAbbauSperren). If a housing is destroyed, its modules drop out as kits.

Operation

  • Click buttons, switch halves, the fader track or keys.
  • The mouse wheel over switches and knobs adjusts them. The inventory does not scroll then.
  • Alt turns the key switch back. On the rotary knob a click with Alt makes 10 steps.
  • Lock blocks manual operation. IC10 may still switch as long as SperreNurVonHand is on.
  • The emergency stop latches when pressed, even with Lock. It can only be released by hand and not while locked; IC10 can only read it.

Settings window

A click with the screwdriver opens the settings window.

  • Module: device name (the name for HASH("…")), label (device name, own text or none), colours, positions and their texts, scale with range, step, decimals, unit, title and red zone, display lines, value formats, sound, pulse time and an IC10 quick reference with HASH lines to copy.
  • Housing: name, title, brightness, grid lines on or off, list of modules.

The default label of a module is its device name. If you name a button "Pumpe Start", that text appears on the module.

Text displays

The lines of the text displays are templates with placeholders: {1} to {8} are values, {T1} to {T4} texts from IC10. {1} is also Setting. For every value you set decimals, unit, factor and k/M/G in the window. Newly built displays show {T1} to {T4}.

IC10

DevicePrefabHash
Console Illuminated ButtonStructureKonsoleLeuchttaster-1849650245
Console Toggle SwitchStructureKonsoleKippschalter1675646743
Console Selector SwitchStructureKonsoleDrehschalter1245454636
Console Key SwitchStructureKonsoleSchluesselschalter-1584783676
Console Emergency StopStructureKonsoleNotAus1891705350
Console FaderStructureKonsoleSchieberegler-1777367042
Console Rotary KnobStructureKonsoleDrehregler-1367089666
Console KeypadStructureKonsoleTastenfeld-38617740
Console LEDStructureKonsoleLed1642510011
Console LED BarStructureKonsoleLedBalken-2055648753
Console AnnunciatorStructureKonsoleLeuchtmelder1422230161
Console Text Display SmallStructureKonsoleTextdisplayKlein-475739772
Console Text Display LargeStructureKonsoleTextdisplayGross1210980349
Console 7-Segment DisplayStructureKonsoleSiebensegment302359426
Console Analogue GaugeStructureKonsoleZeigerinstrument-1650540271
Console Bar GraphStructureKonsoleBargraph-1282929460
Console Signal LightStructureKonsoleAmpel510609328
Console BuzzerStructureKonsoleSummer-1000720074
Console Label SmallStructureKonsoleSchild21424950868
Console Label WideStructureKonsoleSchild4-1114856607
Console Wall Panel 0.5 × 0.5 mStructureKonsoleWand1x1-1957159115
Console Wall Panel 1 × 0.5 mStructureKonsoleWand2x1-1994481300
Console Wall Panel 0.5 × 1 mStructureKonsoleWand1x2307318415
Console Wall Panel 1 × 1 mStructureKonsoleWand2x2270004438
Console Desk Flat 0.5 / 1 / 1.5 mStructureKonsolePultFlach1 / 2 / 3-1121899144 / 606633154 / 1395608660
Console Desk Sloped 0.5 / 1 / 1.5 mStructureKonsolePultSchraeg1 / 2 / 3916690101 / -1347762929 / -659688039
Console Cabinet 0.5 / 1 mStructureKonsoleSchrank1 / 21815775449 / -181151389

Every module also has On, Power and Error, the controls Lock as well. Colours are colour numbers such as Color.Red.

ModuleLogicTypes
Illuminated ButtonSetting 1 = pressed; Activate 1 after every press; Mode 0 momentary, 1 latching; Output lamp 0 automatic, 1 off, 2 on, 3 blink, 4 fast; Color
Toggle SwitchSetting position, 0 = down; Open 1 = not down; Mode 0 = 2 positions, 1 = 3
Selector SwitchSetting position from 0; Mode number of positions 2–5; Ratio; Maximum
Key SwitchSetting position; Mode 0 = 2 positions, 1 = 3
Emergency StopSetting 1 = tripped, read only
Fader, Rotary KnobSetting value; Ratio 0–1; Minimum; Maximum
KeypadSetting code after OK, write 0 = handled; Activate 1 for 1 s after OK; Quantity digits entered; Output feedback 0 none, 1 GRANTED, 2 DENIED, 3 PLEASE WAIT; Mode 1 = digits hidden; Color
LEDSetting 0 off, 1 on, 2 blink, 3 fast; Color; Output any colour as $RRGGBB, 0 = Color
LED BarSetting value; Minimum; Maximum; Mode 0 bar, 1 dot, 2 bit pattern; Color; Ratio
AnnunciatorSetting 0 off, 1 on, 2 blink (new), 3 fast; Activate 1 for 1 s after acknowledging; Color
Text Display Small and LargeSetting = value 1; Color; plus get/put (below) and clr
7-Segment DisplaySetting number; Mode 0 decimal, 1 integer, 2 hex, 3 mm.ss, 4 hh.mm, 5 text; Color
Analogue GaugeSetting reading; Ratio; Minimum; Maximum
Bar GraphSetting value; Ratio; Minimum; Maximum; Color
Signal LightSetting bits 1 green, 2 yellow, 4 red; Mode 1 = blink
BuzzerOn 1 = sounding; Mode or SoundAlert sound; Volume 0–100
Label Small and WideOn 1 = backlit; Color background colour
HousingOn all modules; Lock operation lock for all; Mode 1 = lamp test; Ratio brightness 0.1–1; Quantity number of modules

Text display: get and put

AddressMeaning
0–7values {1} to {8}
8–11text {T1}, 6 characters per address as STR("…")
12–15text {T2}
16–19text {T3}
20–23text {T4}

So a text has at most 24 characters. With the display's ReferenceId in r0, put r0 8 STR("PUMP") writes the first 6 characters of {T1}. clr empties all values and texts. In Mode 5 the 7-segment display shows a text stored in Setting with STR("…").

Example: pump with toggle switch, emergency stop and pressure gauge

On the desk there are a toggle switch "Pumpe", an LED "Pumpe", an emergency stop "Not-Aus" and a gauge "Druck". The volume pump and a pipe analyzer behind the pump are named "Pumpe" as well. The toggle switch switches the pump, the LED shows whether it runs. A pressed emergency stop switches it off, and the LED then blinks. Set the gauge's scale range with the screwdriver, for example 0 to 5000 kPa.

# Consoles: pump with toggle switch, LED, emergency stop and gauge
define KIPP 1675646743    # Console Toggle Switch
define LED 1642510011     # Console LED
define NOTAUS 1891705350  # Console Emergency Stop
define ZEIGER -1650540271 # Console Analogue Gauge
define PUMPE -321403609   # Volume Pump
define ANALYSE 435685051  # Pipe Analyzer
define BLINKT 2           # LED setting: blinking
alias schalter r0
alias notaus r1
alias druck r2
alias an r3
alias led r4
alias fehlt r5
start:
yield
lbn druck ANALYSE HASH("Pumpe") Pressure 0
bnan druck schalten
sbn ZEIGER HASH("Druck") Setting druck
schalten:
lbn schalter KIPP HASH("Pumpe") Setting 0
snan fehlt schalter
select schalter fehlt 0 schalter
lbn notaus NOTAUS HASH("Not-Aus") Setting 0
snan fehlt notaus
select notaus fehlt 1 notaus
select an notaus 0 schalter
sbn PUMPE HASH("Pumpe") On an
select led notaus BLINKT an
sbn LED HASH("Pumpe") Setting led
j start

If the toggle switch is missing, it counts as down. If the emergency stop is missing from the network, it counts as pressed – the pump then stays off.

Example: access code for a door

A keypad "Labor" opens the composite door "Labor" for 5 seconds when the right code is typed and confirmed with OK. The keypad shows GRANTED or DENIED.

# Consoles: keypad opens the lab door with the right code
define TASTEN -38617740   # Console Keypad
define TUER -793837322    # Composite Door
define CODE 4711          # access code
define FREIGABE 1         # feedback GRANTED
define ABGELEHNT 2        # feedback DENIED
define OFFEN 5            # seconds the door stays open
alias eingabe r0
start:
yield
lbn eingabe TASTEN HASH("Labor") Setting 0
bnan eingabe start
beqz eingabe start
sbn TASTEN HASH("Labor") Setting 0
beq eingabe CODE frei
sbn TASTEN HASH("Labor") Output ABGELEHNT
j start
frei:
sbn TASTEN HASH("Labor") Output FREIGABE
sbn TUER HASH("Labor") Open 1
sleep OFFEN
sbn TUER HASH("Labor") Open 0
j start

The code is a number: leading zeros do not count, "0815" arrives as 815. With Mode 1 the keypad hides the digits typed.

Console commands

Console with F3. Without an id, info, test and fenster act on the device you are looking at.

CommandEffect
konsole statusoverview: modules, housings, settings
konsole listall modules with id, slot and Setting
konsole housingsall housings with field size and state
konsole info [id]details and IC10 values
konsole lamptest [id]lamp test on the housing on or off
konsole window [id]open the settings window
konsole targethousing slot under the crosshair: field, slot, free or taken
konsole redrawredraw all labels

The German words work too: module, gehaeuse, test, fenster, ziel, neuzeichnen.

Configuration

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

KeyDefaultMeaning
DruckPixelJeMeter1600resolution of labels and scales, 600 to 2400
SichtweiteM30up to this distance lamps, needles and displays are updated continuously, 10 to 120 m
BlinktaktS0.8length of a blink cycle in s; fast blinking is twice as fast
LampenHelligkeit1base brightness of all lamps and displays, 0.2 to 2
Mausradonthe mouse wheel over selector switches, knobs and faders adjusts them
TasterImpulsS0.6how long a momentary button reports "pressed", 0.5 to 10 s; adjustable per button
FensterSchriftgroesse1font size in the settings window, 0.8 to 2
GehaeuseAbbauSperrenona housing can only be taken down once no modules are left
Klicktononclick sound when operating
SperreNurVonHandonLock only blocks manual operation; off = IC10 cannot change locked modules either
SummerHoerweiteM20how far a buzzer can be heard, 4 to 60 m (after a restart)
SummerLautstaerkeProzent100volume of all buzzers, 0 to 200
GehaeuseGrundlastW5power use of a switched-on housing without modules in W
ModulLeistungFaktor1factor on the power use of all modules, 0 = modules need no power
MitspielerDuerfenEinstellenonserver: players may change modules and housings in the settings window; operating always works

Multiplayer

New devices: the server and all players need the mod. Operation and settings go through the server and are synchronised to everyone. See Multiplayer.

Known limitations

  • A text on a text display has at most 24 characters (4 × 6 characters via STR).
  • IC10 can only read the emergency stop, never release it. That is intended.
  • Display modules have no operation lock, Lock only exists on the controls.
  • Lamps, needles and displays are only updated continuously up to 30 m away (SichtweiteM).
  • In vacuum the buzzer is silent, like every sound in the game.

Troubleshooting

SymptomCauseFix
Module does not snap inslot taken or the module no longer fits on the fieldpick another slot; konsole target shows slot and occupancy
"Finish building the housing first"housing not finishedfinish building the housing
All modules darkhousing off or without powerconnect a cable with power and data, switch the housing on (On)
Housing cannot be taken downmodules still on ittake the modules down with the hand drill first
Switch cannot be operatedLock activerelease Lock on the housing or module
Key switch does not turnno access card or the wrong one in handhold a matching access card
IC10 does not find the modulewrong name or wrong hashcheck the name in the settings window, hash from the table above
Emergency stop cannot be releasedLock activerelease Lock, then click
Mouse wheel scrolls the inventorypointer not over the control or Mausrad offaim directly at the switch or knob
Buzzer cannot be heardtoo far away or vacuummove closer, raise SummerHoerweiteM
Found a mistake? Let us know. Support
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