The Control Station is a control room for the whole base. It finds every logic device on the data network by itself – also behind the data bridges of the Power Regulator and the Substation –, shows their values on large screens and controls them through a terminal. On top come an IC10 editor and slots for real IC10 chips right in the control desk. All models are original designs. Labels, screens and device names appear in German or English, depending on the game language.
Overview
| Device | Size | Screens | IC10 chip slots | Power | POWER + DATA port |
|---|---|---|---|---|---|
| Control Desk | 2.5 × 1 m, 1.64 m high, desk top 0.55 m | 3 large ones in an arc at eye level (centre 1.14 m), 2 desk screens | 4 (IC10 chip 1–4) | 250 W | back |
| Wall Monitor | wall, 1 × 1 m | 1 | – | 40 W | bottom left |
| Wide Wall Monitor | wall, 2 × 1 m | 1 | – | 80 W | bottom |
| Terminal (Wall) | wall, 0.5 × 0.5 m | 1 | 1 | 30 W | bottom |
| Terminal Stand | floor, 0.5 × 0.5 m, desk 35° from 0.55 to 0.83 m | 1, sloped | 1 | 30 W | back of the base |
Every running IC10 chip needs 10 W extra. The control desk also has a main switch, an ACK button and an alarm bar. Wall monitors and terminals have PAGE buttons and a main switch.
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
| Kit | Machine | Cost | builds |
|---|---|---|---|
| Kit (Control Desk) | Electronics printer, tier 2 | 20 steel, 20 copper, 10 gold, 15 silicon, 5 electrum | Control Desk |
| Kit (Wall Monitor) | Electronics printer, tier 1 | 8 iron, 6 copper, 2 gold, 6 silicon | Wall Monitor or Wide Wall Monitor (mouse wheel) |
| Kit (Terminal) | Electronics printer, tier 1 | 6 iron, 6 copper, 2 gold, 3 silicon | Terminal (Wall) or Terminal Stand (mouse wheel) |
The character sees from a height of about 1 m, and all sizes follow from that. The wall terminal is best placed in the wall cell 1 m above the floor (0.75 to 1.25 m); the screen is then at eye level. Several wall monitors side by side make a monitor wall. The costs are in GameData/kontrollstation.xml in the mod folder.
First steps
- Connect a control desk or terminal with power and data to the base's data network, main switch ON. After a few seconds every device appears.
- Put wall monitors on the same data line. They show overview, power, rooms and alarms right away. Set up your own pages in the terminal, tab Monitors.
- Networks behind a Power Regulator or Substation: switch on the data bridge there, then the station sees those devices too.
- Clicking a screen opens the terminal.
All stations on one data line form one system: the same devices, shared groups, scenes, alarms and monitor pages. The setup is saved with the game, in the two stations with the lowest ids.
Screens
Every page is made of large tiles with colour status, readable while standing. Alarms flash.
| Page | Content |
|---|---|
| Overview | the essentials of the system |
| Power | generation, demand, batteries, cable load per network |
| Rooms | pressure, temperature, oxygen, gas mix |
| Tanks | pressure, temperature and gas mix of the tanks |
| Doors | doors and airlocks |
| Alarms | open alarms, flashing until acknowledged |
| History | curves of any values |
| Favourites | devices marked as favourite |
| Custom tiles | device or group with value, unit, bar, warning and alarm limit |
| Device list | devices of one category |
| IC10 chips | state of the inserted chips |
Which pages a screen shows and in which order is set in the Monitors tab. Pages change with the PAGE buttons, automatically every n seconds or by IC10. Screens are only drawn within sight (default 35 m), further away the last picture stays.
Terminal
Clicking a screen with an empty hand opens a large window for the system of that station. With TerminalTaste you can also assign a key that opens the terminal of the nearest station within 4 m.
| Tab | Content |
|---|---|
| Overview | summary of the system |
| Devices | every logic device in categories (Power, Atmosphere & rooms, Tanks & pipes, Doors & airlocks, Lights, Production, Sensors & logic, Control system, Mods, Other). Read every value, set every writable one, rename, mark as favourite or critical |
| Groups & scenes | many devices with one click; scenes as a sequence of steps with waiting times |
| Alarms | open alarms, acknowledge, own rules, automatic alarms, log |
| Monitors | pages and tiles per screen |
| History | curves of any values, saved with the game |
| IC10 | editor with checker, instruction help, simulator, pins and station memory |
| Settings | name, lock, screen mode, permissions, backup |
Safety prompt: before critical actions the terminal asks first: power off, opening an airlock, groups of 5 or more devices, devices and scenes marked critical, overwriting code. Can be switched off with Sicherheitsabfrage.
Alarms
- Own rules: device or group, value, limit, hysteresis, delay and level.
- Automatic: pressure, temperature, oxygen and CO2 in rooms, battery level, cable load and device faults.
- Levels: 1 notice, 2 warning, 3 alarm.
- Open alarms sound at the stations, hearing distance 20 m. ACK on the control desk, in the terminal, by IC10 or
ks quittacknowledges all.
Permissions
In multiplayer every player has one permission level at all control stations:
| Permission | may |
|---|---|
| Ansehen (view) | look only |
| Bedienen (operate) | switch, acknowledge, start scenes |
| Einrichten (set up) | plus groups, alarms, monitors and IC10 code |
| Verwalten (manage) | plus assign permissions |
New players get the level from RechtMitspieler (default: Einrichten). It can be changed per player in the terminal. The server and single player may do everything.
IC10 chips in the control desk and terminal
The control desk has four slots IC10 chip 1–4, every terminal one. The chip symbol "IC10" is printed at each slot.
- Insert an Integrated Circuit (IC10) from the electronics printer into a slot.
- Click a screen and open the IC10 tab in the terminal.
- Write the code and click Write to chip.
- Under Pins d0–d5 pick any devices of the system, without cables or screwdriver.
- Start.
| LED at the slot | Meaning |
|---|---|
| green | chip running |
| orange | error or hcf |
| off | empty or halted |
- The chips run on the game's original interpreter, 128 instructions per tick.
dbis the station itself. Batch instructions such aslbnandsbnreach the whole data network, also behind data bridges.hcfhalts the chip and shows an error; the station is not damaged.- All chips of a station share the station memory
get/put db 0–511. System values start at address 512 (below). - The code lives on the chip. The Editor Tablet and the game's computer can read and write it. From the terminal, code can also be written to any IC housing on the network.
- With
ProzessorenAktivoff the slots only store chips.
In the editor, "25C" becomes 298.15 when you type space or enter, optionally with the comment # 25 C. The checker also shows style hints such as registers without alias or raw hash numbers.
IC10 of the station
| Device | Prefab | Hash |
|---|---|---|
| Control Desk | StructureKontrollstationLeitstand | 1656607069 |
| Wall Monitor | StructureKontrollstationMonitor | 647456991 |
| Wide Wall Monitor | StructureKontrollstationMonitorBreit | 1188684310 |
| Terminal (Wall) | StructureKontrollstationTerminal | 67252058 |
| Terminal Stand | StructureKontrollstationTerminalPult | -2069257461 |
| LogicType | Meaning |
|---|---|
On | main switch |
Error | error of an IC10 chip |
Setting | control desk and terminals: free to use; wall monitors: page, 0 = first (read and write) |
Maximum | wall monitors only: number of pages |
Mode | screens 0 normal, 1 dimmed, 2 off (read and write) |
Lock | 1 = terminal view only (read and write) |
Activate | read: 1 = open alarm; write 1 = acknowledge all |
Stress | highest open alarm level 0 to 3 |
Quantity | devices on the network |
Ratio | charge of all batteries 0 to 1 |
PowerGeneration | generation in W |
RequiredPower | demand of the station in W |
get and put access the station memory and the system values. Writable addresses are marked (W). clr clears the station memory.
| Address | Meaning |
|---|---|
| 0–511 | station memory, free (W) |
| 512 | devices on the network |
| 513 | active alarms |
| 514 | open alarms; any write acknowledges all (W) |
| 515 | highest open level |
| 516 | generation in W |
| 517 | demand in W |
| 518, 519 | batteries in J, batteries maximum in J |
| 520 | batteries 0 to 1 |
| 521 | highest cable load 0 to 1 |
| 522 | room sensors |
| 523 | rooms out of range |
| 524 | open doors |
| 525 | devices with a fault |
| 526 | write n = start scene n; read = last started (W) |
| 527 | write n = group n ON, -n = OFF (W) |
| 528 | page of all screens of this station (W) |
| 529 | IC10 chips with an error |
| 530 | running IC10 chips |
Scenes and groups count from 1 in the order of the terminal. 526 to 528 only trigger on a changed value, so a chip may write them in every loop. To start the same scene again, write 0 first.
Example: power saving by battery level
This chip sits in a slot of the control desk. Two scenes are set up in the terminal: scene 1 "power saving" switches consumers off, scene 2 "normal" switches them back on. If the batteries fall below 20 %, the chip starts scene 1, above 50 % scene 2. In between nothing happens.
# Control Station: chip in the desk, scene by battery level
define AKKU 520 # system value: batteries 0 to 1
define SZENE 526 # put n = start scene n
define SPAREN 1 # scene 1: power saving
define NORMAL 2 # scene 2: normal operation
define UNTEN 0.2 # below 20 % save power
define OBEN 0.5 # above 50 % back to normal
alias akku r0
alias szene r1
alias test r2
move szene 0
start:
yield
get akku db AKKU
slt test akku UNTEN
select szene test SPAREN szene
sgt test akku OBEN
select szene test NORMAL szene
put db SZENE szene
j start
If there are no batteries on the network, 520 returns 0 – power saving then starts.
Example: horn and flashing light on alarm
This chip runs in any IC housing on the same data network. The control desk is named "Leitstand", a klaxon speaker and a flashing light are named "Alarm". As soon as an alarm of level 3 is open, both switch on. After acknowledging they switch off again.
# Control Station: horn and flashing light at alarm level 3
define LEITSTAND 1656607069 # Control Desk
define HUPE -828056979 # Klaxon Speaker
define LICHT -1535893860 # Flashing Light
define ALARM 3 # highest alarm level
alias stufe r0
alias an r1
start:
yield
lbn stufe LEITSTAND HASH("Leitstand") Stress 0
bnan stufe start
sge an stufe ALARM
sbn HUPE HASH("Alarm") On an
sbn LICHT HASH("Alarm") On an
j start
Give the desk the name "Leitstand" with the labeller; the default name depends on the game language.
Console commands
Console with F3, as ks or kontrollstation. The commands act on the nearest station within 30 m, on a server without players on the first one. Switching goes through the server, as in the terminal.
| Command | Effect |
|---|---|
ks status | stations, systems, generation, demand, batteries, alarms, setup |
ks devices | devices of the nearest system, at most 80 |
ks devices power | filter by category or name |
ks alarms | alarms of the system |
ks ack | acknowledge all alarms |
ks scene 1 | start a scene by name or number |
ks group Licht off | switch a group by name or number on or off |
ks set 1234 On 0 | set a value: device by name or id, LogicType, value |
ks memory | show the station memory; ks memory 5 reads address 5, ks memory 5 42 writes |
ks chips | every IC10 chip slot with its state |
ks terminal | open the terminal |
ks backup base | save the setup to a file |
ks restore base | load a saved setup |
ks hilfe | list of commands |
Backups are stored in BepInEx\config\Kontrollstation\<name>.json. The German words work too: geraete, alarme, quitt, szene, gruppe, setze, speicher, sichern, laden.
Configuration
File: BepInEx\config\dominik1199.kontrollstation.cfg, or via the mod settings in LaunchPad. Reading values, alarms and permissions are handled by the server with its values.
| Key | Default | Meaning |
|---|---|---|
| TerminalTaste | empty | key that opens the terminal of the nearest station within 4 m; empty = by click only |
| Schriftgroesse | 1 | font size in the terminal, 0.6 to 2.5 |
| Sicherheitsabfrage | on | ask before critical actions |
| UmlauteUmschreiben | off | show ä, ö, ü as ae, oe, ue in the terminal |
| Bilder | on | device pictures in the terminal |
| CelsiusUmrechnen | on | "25C" in the IC10 editor becomes Kelvin |
| CelsiusKommentar | on | add "# 25 C" at the end of the line when converting |
| StilHinweise | on | the IC10 checker also shows style hints |
| SichtweiteM | 35 | up to this distance the screens are drawn live, 8 to 120 m |
| BilderJeSekunde | 2 | how often per second a screen is redrawn, 0.5 to 10 |
| Helligkeit | 1 | brightness of the screens, 0.3 to 1.6 |
| PixelJeMeter | 640 | resolution of the screen graphics, 320 to 1280 |
| AbfrageSekunden | 1 | server: how often all values are read and alarms checked, 0.5 to 10 s |
| VerlaufSekunden | 10 | interval between history points in s |
| VerlaufPunkte | 360 | points per channel (360 × 10 s = 1 hour), 30 to 2000 |
| MaxGeraete | 800 | maximum number of devices read per system, 50 to 5000 |
| AlarmTon | on | beep at the stations while alarms are open |
| HoerweiteM | 20 | hearing distance of the alarm sound, 3 to 80 m |
| RechtMitspieler | Einrichten | permission of new players: Ansehen, Bedienen, Einrichten or Verwalten |
| LeitstandW | 250 | power draw of the control desk in W |
| MonitorW | 40 | power draw of a 1 × 1 m wall monitor in W, the wide one double |
| TerminalW | 30 | power draw of a terminal in W |
| ProzessorW | 10 | extra power per running IC10 chip in W |
| ProzessorenAktiv | on | run inserted IC10 chips; off = slots only store chips |
Multiplayer
New devices: the server and all players need the mod. The server reads the values, checks alarms, records history, runs the IC10 chips and switches. Players only receive changes, plus a complete update every two minutes. Actions of players go to the server as a message; the server checks permission, power and lock. See Multiplayer.
Known limitations
- A system reads at most 800 devices (
MaxGeraete). - The station only sees devices on its own data network. Networks behind transformers need a data bridge.
- Values are read once per second. For fast control loops an IC10 chip is better than an alarm rule.
- Screens out of sight show the last picture drawn.
- The data bridge links devices, not the channels Channel0–7.
Troubleshooting
| Symptom | Cause | Fix |
|---|---|---|
| No devices | no data cable, station off or without power | check the POWER + DATA port, main switch ON |
| Devices behind a Power Regulator or Substation missing | data bridge off | switch on the data bridge there |
| Screen frozen | out of sight distance | move closer or raise SichtweiteM |
| Terminal view only | station locked (Lock) or permission Ansehen | release the lock; in multiplayer check the permission |
| Slot LED orange | error in the code or hcf | IC10 tab: check the error line, restart |
| Slot LED off with a chip inserted | chip halted, station off or ProzessorenAktiv off | start it in the IC10 tab, switch the station on |
| Scene starts only once via IC10 | 526 only triggers on a changed value | write 0 first, then the number again |
| Alarm sound not audible | too far away, AlarmTon off or vacuum | move closer, check the setting |
| Player cannot switch anything | permission Ansehen | raise the permission in the terminal, Settings tab |