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Lights & Lamps – Guide

Flashlights S/M/L, strong helmet lamp, night vision without green tint, work light, searchlight, street lamps and floodlights. Controls, ranges, runtimes, power, glare protection, IC10, console and settings.

Last changed: Oct 14, 2026

v1.0.0 Lights & Lamps

The mod adds five portable lamps and eight fixed lights: flashlights in three sizes, a strong helmet lamp, a low-light night vision device, a work light with battery, a searchlight, two street lamps, a wall lantern, a wall floodlight, a floodlight mast and a high bay light. All have their own models; labels, item names and texts appear in English or German, depending on the game language.

Every lamp has a bright core with a soft edge plus a wide spill light that lights the floor and surroundings in front of you – no round spot in the dark. So that all this light does not get in the way, there is glare protection: when the core hits a display, LED screen or monitor, the lamp only turns the core down. Readouts stay readable, even when you stand right in front of them with the lamp on.

Overview

DeviceRangePowerSupply
Flashlight S20 m3 to 15 Wbattery cell
Flashlight M50 m4 to 30 Wbattery cell
Flashlight L80 m5 to 55 Wbattery cell
Helmet Lamp (strong)6 to 80 m3 to 45 Wbattery cell
Low-Light Night Vision–2 to 5 Wbattery cell
Work Light35 m spot, 22 m flood60 Wgrid or battery
Searchlight120 m narrow, 70 m wide300 Wgrid
Street Lamp / double16 m60 / 120 Wgrid
Wall Lantern (bracket)10 m40 Wgrid
Floodlight (wall)30 m200 Wgrid
Floodlight Mast45 m800 Wgrid
High Bay Light (ceiling)18 m150 Wgrid

Power is given like for the game's devices: watts are the draw per power tick (0.5 s). That way the values compare directly with game devices and generators.

Requirements

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

Portable lamps

Controls

InputEffect
Right click (or O)flashlight in the active hand on/off, as in the game
C + right click (or C + O)flashlight mode: spot, flood, reading
L (helmet light key)helmet lamp on/off – it follows the helmet light
C + Lhelmet lamp: next level (reading, near, medium, far)
C + Lnight vision: off, level 1, 2, 3, off
Battery cell in the other hand onto the lampinserts the battery, like the game flashlight

C is the game's quantity key, L the light key. If you rebound them, your keys apply. The tooltip shows mode, power, battery level and remaining runtime.

The helmet lamp and night vision go into the suit's glasses slot, like the game's night vision goggles. So they fit every helmet, including the space helmet, and the helmet slot stays free. Only one of the two fits at a time. The helmet lamp shines from head height wherever you look.

Range, power and runtime

Any battery cell fits. Runtime with a full cell:

LampModeRangeConePowersmall celllarge cellnuclear cell
Flashlight SSpot20 m50°12 W25 min3.3 h26.7 h
Flood12 m100°15 W20 min2.7 h21.3 h
Reading6 m100°3 W100 min13.3 h106 h
Flashlight MSpot50 m40°25 W12 min96 min12.8 h
Flood28 m95°30 W10 min80 min10.7 h
Reading6 m100°4 W75 min10 h80 h
Flashlight LSpot80 m30°45 W7 min53 min7.1 h
Flood45 m90°55 W5 min44 min5.8 h
Reading6 m100°5 W60 min8 h64 h
Helmet Lamp (strong)Reading6 m100°3 W100 min13.3 h106 h
Near20 m80°12 W25 min3.3 h26.7 h
Medium50 m50°25 W12 min96 min12.8 h
Far80 m36°45 W7 min53 min7.1 h
Night visionLevel 1 (3x)––2 W2.5 h20 h160 h
Level 2 (6x)––3 W100 min13.3 h106 h
Level 3 (12x)––5 W60 min8 h64 h

Cone is the bright core, which fades out softly towards its edge. In every mode except reading there is also a spill light of at least 120° that visibly lights about 8 to 12 m depending on size – so you see the floor right in front of you and the surroundings beside the core. The spill light is already included in the power figure. For comparison: the game flashlight reaches 10 or 20 m. Reading mode is meant for work on consoles, displays and parts: short, wide, very dim, and the battery lasts forever.

Night vision without green tint

The game's night vision goggles put a green filter over the picture. This device works differently:

  • It boosts the world's ambient light (sky, planet, reflections) by 3, 6 or 12, with part of the factor.
  • It adds a faint, neutral base light, so outlines are visible even in total darkness.
  • An own image filter lifts dark areas smoothly while bright ones stay as they are. Lamps, the sun and displays therefore do not blow out.
  • Colours are kept; only a little noise and darker edges show that the device is running.
  • When you stand close to a display, the device turns the gain down.

Only the wearer sees the effect, not other players and not the server. Gain, base light, noise and vignette can be set in the settings.

Fixed lights

DeviceMountingSize (W × D × H)LightPan / tiltKits
Work Lightfloor, tripod0.45 × 0.44 × 1.65 mspot 35 m / 45°, flood 22 m / 105°, neutral whitefull circle / −45 to 60°1 × Work Light
Searchlightfloor or roof0.44 × 0.44 × 1.47 mnarrow 120 m / 7°, wide 70 m / 20°, cool whitefull circle / −30 to 85°2 × Searchlight
Street Lampfloor0.28 × 0.99 × 3.5 m16 m / 150°, warm white–1 × Lamps and Floodlight Mast
Street Lamp (double)floor0.28 × 1.47 × 3.5 m2 × 16 m / 150°, warm white–2 × Lamps and Floodlight Mast
Wall Lantern (bracket)wall0.20 × 0.75 × 0.47 m10 m / 140°, warm white–1 × Wall and Ceiling Lights
Floodlight (wall)wall0.50 × 0.34 × 0.45 m30 m / 110°, neutral white– / −45 to 30°2 × Wall and Ceiling Lights
Floodlight Mastfloor1.49 × 0.44 × 5.5 m4 heads, 45 m / 70°, neutral whitefull circle / −45 to 30°4 × Lamps and Floodlight Mast
High Bay Light (ceiling)ceiling0.47 × 0.47 × 0.56 m18 m / 120°, neutral white–2 × Wall and Ceiling Lights

Work light, searchlight and floodlight mast also have a ground light pointing straight down: the work light lights the ground all around for about 6 m (flood a bit wider), the mast its foot, the searchlight its base. On top, the work light has a wide spill light to the front and the searchlight a halo around the beam – so the near range is lit too. Street lamps, wall lantern, wall floodlight and high bay light light the area below them anyway with their wide cones (110° to 150°).

All fixed lights need a power and data cable. Floor devices connect at the back of the base, wall and ceiling devices at the bottom of the mounting surface. While building, rotate floor devices with C + mouse wheel or the game's rotation keys. Housings and masts can be painted with the spray can, light surfaces cannot.

Controls on the device

On floor devices the buttons sit on the control panel at 0.5 to 0.9 m height, easy to reach without crouching. A click steps forward, C + click steps back.

ButtonEffect
On/Off (red rocker switch)device on/off; on the high bay light click the lamp itself
ModeWork light: spot/flood. Searchlight: narrow/wide. Street lamps, wall lantern and floodlight mast: always on, dusk, light sensor
Pan15° further (work light, searchlight, floodlight mast)
Tilt10° further (also on the wall floodlight)
SweepSearchlight: sweep ±60° on or off
Battery bayWork light: insert or remove a battery cell

The status LED shows the state: green on the grid, orange on battery, blue switched on and waiting for darkness, red flashing fault (should be lit but has no power). When switched off the LED stays dark.

Operating modes

Operating modeModeLit when …
Always on0switched on
Dusk1the sun is below the threshold (default 2° above the horizon, Setting), with 1° hysteresis; also during eclipses
Light sensor2no direct sunlight falls on the device, e.g. under a roof or in shade

Street lamps, wall lantern and floodlight mast come set to dusk, wall floodlight and high bay light to always on. Work light and searchlight are lit as long as they are switched on; their mode picks the beam shape.

Work light with battery

The work light has a battery bay for one battery cell. On the cable it runs from the grid and charges the cell with up to 200 W; without grid power it keeps running from the battery.

CellRuntime at full brightnessat half brightness (Ratio 0.5)Charging empty to full
small5 min8 min1.5 min
large40 min64 min12 min
nuclear5.3 h8.5 h96 min

Brightness and power

Ratio (IC10) sets the brightness between 0.1 and 1. The power draw drops with it: power × (0.25 + 0.75 × Ratio). A floodlight mast at 0.6 thus needs 560 W instead of 800 W. On standby all fixed lights need 2 W.

Glare protection

In Stationeers, displays, LED screens and device housings sit on the same render layer. A lamp that lights the housing therefore also lights the display, and a strong lamp up close washes out the digits. Excluding layers does not work without the lamp no longer lighting the devices either. The mod solves it like this:

  • Only in front of readouts: the lamp checks with a ray what it is lighting (portable lamps ten times, fixed lights four times per second). Only if that is a device with a readout (console, LED display, screen, terminal) does glare protection kick in. Walls, floor and rocks are not dimmed.
  • Only the core: up to 6 m the lamp turns its bright core down so far that core and spill together put at most a strength of 0.4 on the display. The spill light stays, you still see the device and its surroundings. Between 6 and 8 m the core fades back to full strength.
  • Soft cones: core and spill fade out gently towards the edge, there is no hard rim.
  • Reading mode: flashlights have their own mode with 6 m and very little light, the helmet lamp has the reading level.

Measured on an LED display, lit from eye height with Flashlight L on spot, the strongest hand lamp (contrast digit to background):

Distancewithout glare protectionwith glare protectionreading modeno lamp
0.5 m1.5 : 1 (barely readable)7.1 : 17.3 : 1310 : 1
1.0 m1.5 : 1 (barely readable)7.3 : 110 : 1310 : 1

With glare protection all flashlights and the helmet lamp stay at about 7 : 1 up to 6 m. About 4.5 : 1 counts as well readable. Self-lit screens stay practically as readable as without a lamp. licht display shows you in game how much the core of your lamp is dimmed right now and whether the spill light is on.

Crafting

ItemMachineTierCost
Flashlight STool Manufactory12 iron, 2 copper, 2 gold
Flashlight MTool Manufactory13 steel, 3 copper, 3 gold, 1 silicon
Flashlight LTool Manufactory25 steel, 4 copper, 4 gold, 2 silicon, 2 electrum
Helmet Lamp (strong)Tool Manufactory13 steel, 3 copper, 3 gold, 2 electrum
Low-Light Night VisionTool Manufactory110 hastelloy, 5 silicon, 5 steel, 2 gold
Kit (Work Light)Autolathe14 iron, 3 copper, 1 gold, 1 silicon
Kit (Lamps and Floodlight Mast)Autolathe14 iron, 2 copper, 1 silicon
Kit (Wall and Ceiling Lights)Autolathe12 iron, 2 copper, 1 gold, 1 silicon
Kit (Searchlight)Electronics Printer13 steel, 3 copper, 1 gold, 1 silicon, 1 electrum

How many kits a device needs is listed in the fixed lights table. Battery cells are not included.

IC10

All fixed lights are logic devices and can be addressed by name with lbn/sbn.

LogicTypeMeaningRead / write
Onon/offboth
ModeLamps, floodlights, high bay light: 0 always on, 1 dusk, 2 light sensor. Work light: 0 spot, 1 flood. Searchlight: 0 narrow, 1 wideboth
Ratiobrightness 0.1 to 1, also lowers the power drawboth
Settingdusk threshold in degrees of sun elevation (−15 to 30, default 2). Searchlight: sweep width ± degrees (0 to 180, 0 = off)both
Activate1 = currently litread
Horizontalpan in degrees, −180 to 180 (work light, searchlight, floodlight mast); centre of the sweepboth
Verticaltilt in degrees (work light −45 to 60, searchlight −30 to 85, floodlight wall and mast −45 to 30)both
Charge, MaximumWork light: battery charge and capacity in J, 0 without batteryread
Power1 = power from the gridread
Error1 = should be lit but has no powerread
RequiredPowercurrent power demand in Wread
Locklocks the buttons on the deviceboth

The hashes are in the Stationpedia and listed by licht typen in the console: Work Light -620017112, Searchlight -1864122806, Street Lamp 420335503, Street Lamp (double) -583401133, Wall Lantern -1580763398, Floodlight (wall) -62125865, Floodlight Mast 557040468, High Bay Light 1111894105.

Example: yard lighting

The street lamps switch themselves at dusk. The chip uses them as a dusk switch: when they are lit, it adds the floodlight mast dimmed to 60 % and the searchlight sweeping ±45° around the gate. It also shows the work light's battery in percent on an LED display (red below 10 %) and switches the work light off when the battery is nearly empty and there is no grid power.

Devices and names (set with the labeller): street lamps "Hoflaterne", floodlight mast "Hofmast", searchlight "Torstrahler", work light "Baulicht", small LED display "Akkuanzeige". Everything on the same data network as the IC housing.

# Lights & Lamps: yard lighting
# Street lamps switch themselves at dusk. At night the chip adds
# the floodlight mast (dimmed) and the searchlight (sweep), shows
# the work light battery and switches it off when the battery is
# low and there is no grid power.
# --- 1. Devices (names set with the labeller) ---
define LATERNE 420335503     # Street Lamp          (Hoflaterne)
define MAST 557040468        # Floodlight Mast      (Hofmast)
define SUCHER -1864122806    # Searchlight          (Torstrahler)
define BAU -620017112        # Work Light           (Baulicht)
define LED -815193061        # LED display small    (Akkuanzeige)
define N_LATERNE HASH("Hoflaterne")
define N_MAST HASH("Hofmast")
define N_SUCHER HASH("Torstrahler")
define N_BAU HASH("Baulicht")
define N_LED HASH("Akkuanzeige")
# --- 2. Settings ---
define DAEMMERUNG 1          # operating mode 1 = dusk (sun elevation)
define SCHWELLE 2            # lamps on below 2 degrees sun elevation
define MASTHELL 0.6          # floodlight mast at 60 percent at night
define SUCHBREITE 45         # sweep +-45 degrees around the gate
define TORRICHTUNG 30        # searchlight 30 degrees to the right
define TORNEIGUNG -5         # and 5 degrees down
define AKKUMIN 0.1           # below 10 percent without grid: work light off
define PROZENT 100
alias nacht r0
alias akku r1
alias maxi r2
alias netz r3
alias an r4
alias farbe r5
alias anteil r6
# --- 3. Set up the street lamps ---
sbn LATERNE N_LATERNE Mode DAEMMERUNG
sbn LATERNE N_LATERNE Setting SCHWELLE
sbn LATERNE N_LATERNE On 1
start:
# --- 4. Detect night: are the street lamps lit? ---
lbn nacht LATERNE N_LATERNE Activate 0
sgtz nacht nacht             # no street lamp found (NaN) = day
# --- 5. Floodlight mast and searchlight only at night ---
sbn MAST N_MAST On nacht
sbn MAST N_MAST Ratio MASTHELL
sbn SUCHER N_SUCHER Horizontal TORRICHTUNG
sbn SUCHER N_SUCHER Vertical TORNEIGUNG
mul an nacht SUCHBREITE
sbn SUCHER N_SUCHER Setting an
sbn SUCHER N_SUCHER On nacht
# --- 6. Work light: show and protect the battery ---
lbn akku BAU N_BAU Charge 0
lbn maxi BAU N_BAU Maximum 0
blez maxi keinakku           # no battery inserted
div akku akku maxi
j weiter
keinakku:
move akku 0
weiter:
lbn netz BAU N_BAU Power 0
sgtz netz netz
sge an akku AKKUMIN
or an an netz
and an an nacht
sbn BAU N_BAU On an
mul anteil akku PROZENT
round anteil anteil
sbn LED N_LED Setting anteil
slt farbe akku AKKUMIN
select farbe farbe Color.Red Color.Green
sbn LED N_LED Color farbe
yield
j start

You may adjust: SCHWELLE (switch on earlier or later), MASTHELL (0.1 to 1), SUCHBREITE (0 = no sweep), TORRICHTUNG and TORNEIGUNG (degrees), AKKUMIN (fraction 0 to 1).

If something fails: if the chip finds no street lamp, it counts as day – mast and searchlight stay off, the street lamps still switch themselves. Without a battery in the work light the display shows 0 in red and the work light keeps running on the grid at night. If the chip stops, all devices keep their last state.

The chip has 71 lines and 2507 characters.

Console commands

Open the console with F3.

CommandEffect
licht statusall light devices nearby with state, sun elevation and your own lamps
licht infonearest light device with all IC10 values
licht typesall lamps with hash, range, power and runtime
licht displayhow strongly glare protection and night vision act right now, spill light on or off
licht helmet 0 to 4helmet lamp off or level 1 to 4
licht nv 0 to 3night vision off or level 1 to 3
licht hand spot, flood, readingmode of the flashlight in your hand
licht all on / offall light devices within 30 m (host or single player)
licht aim 30 -5pan and tilt the nearest device in degrees (host or single player)

The German words work too: typen, anzeige, helmlampe, nachtsicht, hand flut/lesen, alle an/aus, ausrichten. Answers appear in the game language.

Settings

File: BepInEx\config\dominik1199.licht.cfg, or via the mod settings in LaunchPad. Light and night vision values apply to each player individually, power values in multiplayer come from the server.

SectionKeyDefaultMeaning
1 HandlampenNahbereichsdimmungonglare protection on or off (also for fixed lights)
BlendschutzNurAnzeigenononly dim in front of devices with a readout; off = also in front of walls and floor
AnzeigeAbstandM6up to this distance a display is fully protected, then a 2 m transition
AnzeigeHoechstwert0.40highest light strength (core + spill) on a display, 0.4 ≈ contrast 7 : 1
NahbereichAbstandM, NahbereichRestlicht2.5 / 0.30only if BlendschutzNurAnzeigen is off: dimming in front of walls and floor
Streulichtonwide spill light around the core
StreulichtStaerke1spill light brightness
StreulichtWinkel120spill light cone angle in degrees
SchattenHandlampenoffshadows of the portable lamps (costs performance)
CRechtsklickModusonC + right click changes the flashlight mode
2 NachtsichtVerstaerkungStufe1/2/33 / 6 / 12gain per level
UmgebungslichtAnteil0.6how much of the gain goes through the ambient light, the rest through the image filter
Grundlicht0.06neutral base light in total darkness
Rauschen0.025image noise, 0 = off
Vignette0.25darker image edges, 0 = off
3 StrahlerLichtSichtweiteM120fixed lights only shine up to this distance from the player
HelligkeitFaktor1brightness of all fixed lights
SchattenSuchscheinwerferonsoft shadows of the searchlight
SchattenStrahleroffshadows of all other fixed lights
Streulicht, StreulichtStaerkeon, 1spill and ground light of work light, searchlight (halo, base) and floodlight mast (mast foot)
4 StromStromFaktorTragbar1draw of the portable lamps
StromFaktorStrahler1draw of the fixed lights
BaustrahlerLadenW200charging power of the work light battery

Performance

Light costs frame rate, so the mod saves wherever it can: lights only exist on the player's screen, not on the server. Fixed lights only shine up to the view distance (default 120 m), far devices are updated less often. Portable lamps cast no shadows; of the fixed lights only the searchlight does. The glare protection ray runs at most ten times per second. The spill light is a second light per lamp, without shadows.

Multiplayer

New items and devices: server and all players need the mod. On/off, mode, level, pan, tilt, brightness, battery level and status are synced and saved with the game. Night vision only acts for the wearer. Also runs on dedicated servers. See Multiplayer.

Good to know

  • The helmet lamp does not replace the helmet light, it shines in addition. L switches both together.
  • The game's night vision goggles and this device both fit the glasses slot, but only one at a time.
  • A flashlight lying on the floor keeps shining forward. On the belt and in the backpack it is off and draws no power.
  • The searchlight sweep swings slowly back and forth; a full swing takes at least 6 s.
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