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Control Station – Guide

Control desk with five screens and four slots for IC10 chips, wall monitors and terminals for the whole base. Setup, screens, terminal, IC10, console and settings.

Last changed: Oct 13, 2026

v1.0.2 Control Station

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

DeviceSizeScreensIC10 chip slotsPowerPOWER + DATA port
Control Desk2.5 × 1 m, 1.64 m high, desk top 0.55 m3 large ones in an arc at eye level (centre 1.14 m), 2 desk screens4 (IC10 chip 1–4)250 Wback
Wall Monitorwall, 1 × 1 m1–40 Wbottom left
Wide Wall Monitorwall, 2 × 1 m1–80 Wbottom
Terminal (Wall)wall, 0.5 × 0.5 m1130 Wbottom
Terminal Standfloor, 0.5 × 0.5 m, desk 35° from 0.55 to 0.83 m1, sloped130 Wback 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

KitMachineCostbuilds
Kit (Control Desk)Electronics printer, tier 220 steel, 20 copper, 10 gold, 15 silicon, 5 electrumControl Desk
Kit (Wall Monitor)Electronics printer, tier 18 iron, 6 copper, 2 gold, 6 siliconWall Monitor or Wide Wall Monitor (mouse wheel)
Kit (Terminal)Electronics printer, tier 16 iron, 6 copper, 2 gold, 3 siliconTerminal (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

  1. 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.
  2. 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.
  3. Networks behind a Power Regulator or Substation: switch on the data bridge there, then the station sees those devices too.
  4. 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.

PageContent
Overviewthe essentials of the system
Powergeneration, demand, batteries, cable load per network
Roomspressure, temperature, oxygen, gas mix
Tankspressure, temperature and gas mix of the tanks
Doorsdoors and airlocks
Alarmsopen alarms, flashing until acknowledged
Historycurves of any values
Favouritesdevices marked as favourite
Custom tilesdevice or group with value, unit, bar, warning and alarm limit
Device listdevices of one category
IC10 chipsstate 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.

TabContent
Overviewsummary of the system
Devicesevery 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 & scenesmany devices with one click; scenes as a sequence of steps with waiting times
Alarmsopen alarms, acknowledge, own rules, automatic alarms, log
Monitorspages and tiles per screen
Historycurves of any values, saved with the game
IC10editor with checker, instruction help, simulator, pins and station memory
Settingsname, 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 quitt acknowledges all.

Permissions

In multiplayer every player has one permission level at all control stations:

Permissionmay
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.

  1. Insert an Integrated Circuit (IC10) from the electronics printer into a slot.
  2. Click a screen and open the IC10 tab in the terminal.
  3. Write the code and click Write to chip.
  4. Under Pins d0–d5 pick any devices of the system, without cables or screwdriver.
  5. Start.
LED at the slotMeaning
greenchip running
orangeerror or hcf
offempty or halted
  • The chips run on the game's original interpreter, 128 instructions per tick.
  • db is the station itself. Batch instructions such as lbn and sbn reach the whole data network, also behind data bridges.
  • hcf halts 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 ProzessorenAktiv off 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

DevicePrefabHash
Control DeskStructureKontrollstationLeitstand1656607069
Wall MonitorStructureKontrollstationMonitor647456991
Wide Wall MonitorStructureKontrollstationMonitorBreit1188684310
Terminal (Wall)StructureKontrollstationTerminal67252058
Terminal StandStructureKontrollstationTerminalPult-2069257461
LogicTypeMeaning
Onmain switch
Errorerror of an IC10 chip
Settingcontrol desk and terminals: free to use; wall monitors: page, 0 = first (read and write)
Maximumwall monitors only: number of pages
Modescreens 0 normal, 1 dimmed, 2 off (read and write)
Lock1 = terminal view only (read and write)
Activateread: 1 = open alarm; write 1 = acknowledge all
Stresshighest open alarm level 0 to 3
Quantitydevices on the network
Ratiocharge of all batteries 0 to 1
PowerGenerationgeneration in W
RequiredPowerdemand 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.

AddressMeaning
0–511station memory, free (W)
512devices on the network
513active alarms
514open alarms; any write acknowledges all (W)
515highest open level
516generation in W
517demand in W
518, 519batteries in J, batteries maximum in J
520batteries 0 to 1
521highest cable load 0 to 1
522room sensors
523rooms out of range
524open doors
525devices with a fault
526write n = start scene n; read = last started (W)
527write n = group n ON, -n = OFF (W)
528page of all screens of this station (W)
529IC10 chips with an error
530running 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.

CommandEffect
ks statusstations, systems, generation, demand, batteries, alarms, setup
ks devicesdevices of the nearest system, at most 80
ks devices powerfilter by category or name
ks alarmsalarms of the system
ks ackacknowledge all alarms
ks scene 1start a scene by name or number
ks group Licht offswitch a group by name or number on or off
ks set 1234 On 0set a value: device by name or id, LogicType, value
ks memoryshow the station memory; ks memory 5 reads address 5, ks memory 5 42 writes
ks chipsevery IC10 chip slot with its state
ks terminalopen the terminal
ks backup basesave the setup to a file
ks restore baseload a saved setup
ks hilfelist 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.

KeyDefaultMeaning
TerminalTasteemptykey that opens the terminal of the nearest station within 4 m; empty = by click only
Schriftgroesse1font size in the terminal, 0.6 to 2.5
Sicherheitsabfrageonask before critical actions
UmlauteUmschreibenoffshow ä, ö, ü as ae, oe, ue in the terminal
Bilderondevice pictures in the terminal
CelsiusUmrechnenon"25C" in the IC10 editor becomes Kelvin
CelsiusKommentaronadd "# 25 C" at the end of the line when converting
StilHinweiseonthe IC10 checker also shows style hints
SichtweiteM35up to this distance the screens are drawn live, 8 to 120 m
BilderJeSekunde2how often per second a screen is redrawn, 0.5 to 10
Helligkeit1brightness of the screens, 0.3 to 1.6
PixelJeMeter640resolution of the screen graphics, 320 to 1280
AbfrageSekunden1server: how often all values are read and alarms checked, 0.5 to 10 s
VerlaufSekunden10interval between history points in s
VerlaufPunkte360points per channel (360 × 10 s = 1 hour), 30 to 2000
MaxGeraete800maximum number of devices read per system, 50 to 5000
AlarmTononbeep at the stations while alarms are open
HoerweiteM20hearing distance of the alarm sound, 3 to 80 m
RechtMitspielerEinrichtenpermission of new players: Ansehen, Bedienen, Einrichten or Verwalten
LeitstandW250power draw of the control desk in W
MonitorW40power draw of a 1 × 1 m wall monitor in W, the wide one double
TerminalW30power draw of a terminal in W
ProzessorW10extra power per running IC10 chip in W
ProzessorenAktivonrun 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

SymptomCauseFix
No devicesno data cable, station off or without powercheck the POWER + DATA port, main switch ON
Devices behind a Power Regulator or Substation missingdata bridge offswitch on the data bridge there
Screen frozenout of sight distancemove closer or raise SichtweiteM
Terminal view onlystation locked (Lock) or permission Ansehenrelease the lock; in multiplayer check the permission
Slot LED orangeerror in the code or hcfIC10 tab: check the error line, restart
Slot LED off with a chip insertedchip halted, station off or ProzessorenAktiv offstart it in the IC10 tab, switch the station on
Scene starts only once via IC10526 only triggers on a changed valuewrite 0 first, then the number again
Alarm sound not audibletoo far away, AlarmTon off or vacuummove closer, check the setting
Player cannot switch anythingpermission Ansehenraise the permission in the terminal, Settings tab
Found a mistake? Let us know. Support
Esc
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