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
| Device | Range | Power | Supply |
|---|---|---|---|
| Flashlight S | 20 m | 3 to 15 W | battery cell |
| Flashlight M | 50 m | 4 to 30 W | battery cell |
| Flashlight L | 80 m | 5 to 55 W | battery cell |
| Helmet Lamp (strong) | 6 to 80 m | 3 to 45 W | battery cell |
| Low-Light Night Vision | – | 2 to 5 W | battery cell |
| Work Light | 35 m spot, 22 m flood | 60 W | grid or battery |
| Searchlight | 120 m narrow, 70 m wide | 300 W | grid |
| Street Lamp / double | 16 m | 60 / 120 W | grid |
| Wall Lantern (bracket) | 10 m | 40 W | grid |
| Floodlight (wall) | 30 m | 200 W | grid |
| Floodlight Mast | 45 m | 800 W | grid |
| High Bay Light (ceiling) | 18 m | 150 W | grid |
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
| Input | Effect |
|---|---|
| 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 + L | helmet lamp: next level (reading, near, medium, far) |
| C + L | night vision: off, level 1, 2, 3, off |
| Battery cell in the other hand onto the lamp | inserts 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:
| Lamp | Mode | Range | Cone | Power | small cell | large cell | nuclear cell |
|---|---|---|---|---|---|---|---|
| Flashlight S | Spot | 20 m | 50° | 12 W | 25 min | 3.3 h | 26.7 h |
| Flood | 12 m | 100° | 15 W | 20 min | 2.7 h | 21.3 h | |
| Reading | 6 m | 100° | 3 W | 100 min | 13.3 h | 106 h | |
| Flashlight M | Spot | 50 m | 40° | 25 W | 12 min | 96 min | 12.8 h |
| Flood | 28 m | 95° | 30 W | 10 min | 80 min | 10.7 h | |
| Reading | 6 m | 100° | 4 W | 75 min | 10 h | 80 h | |
| Flashlight L | Spot | 80 m | 30° | 45 W | 7 min | 53 min | 7.1 h |
| Flood | 45 m | 90° | 55 W | 5 min | 44 min | 5.8 h | |
| Reading | 6 m | 100° | 5 W | 60 min | 8 h | 64 h | |
| Helmet Lamp (strong) | Reading | 6 m | 100° | 3 W | 100 min | 13.3 h | 106 h |
| Near | 20 m | 80° | 12 W | 25 min | 3.3 h | 26.7 h | |
| Medium | 50 m | 50° | 25 W | 12 min | 96 min | 12.8 h | |
| Far | 80 m | 36° | 45 W | 7 min | 53 min | 7.1 h | |
| Night vision | Level 1 (3x) | – | – | 2 W | 2.5 h | 20 h | 160 h |
| Level 2 (6x) | – | – | 3 W | 100 min | 13.3 h | 106 h | |
| Level 3 (12x) | – | – | 5 W | 60 min | 8 h | 64 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
| Device | Mounting | Size (W × D × H) | Light | Pan / tilt | Kits |
|---|---|---|---|---|---|
| Work Light | floor, tripod | 0.45 × 0.44 × 1.65 m | spot 35 m / 45°, flood 22 m / 105°, neutral white | full circle / −45 to 60° | 1 × Work Light |
| Searchlight | floor or roof | 0.44 × 0.44 × 1.47 m | narrow 120 m / 7°, wide 70 m / 20°, cool white | full circle / −30 to 85° | 2 × Searchlight |
| Street Lamp | floor | 0.28 × 0.99 × 3.5 m | 16 m / 150°, warm white | – | 1 × Lamps and Floodlight Mast |
| Street Lamp (double) | floor | 0.28 × 1.47 × 3.5 m | 2 × 16 m / 150°, warm white | – | 2 × Lamps and Floodlight Mast |
| Wall Lantern (bracket) | wall | 0.20 × 0.75 × 0.47 m | 10 m / 140°, warm white | – | 1 × Wall and Ceiling Lights |
| Floodlight (wall) | wall | 0.50 × 0.34 × 0.45 m | 30 m / 110°, neutral white | – / −45 to 30° | 2 × Wall and Ceiling Lights |
| Floodlight Mast | floor | 1.49 × 0.44 × 5.5 m | 4 heads, 45 m / 70°, neutral white | full circle / −45 to 30° | 4 × Lamps and Floodlight Mast |
| High Bay Light (ceiling) | ceiling | 0.47 × 0.47 × 0.56 m | 18 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.
| Button | Effect |
|---|---|
| On/Off (red rocker switch) | device on/off; on the high bay light click the lamp itself |
| Mode | Work light: spot/flood. Searchlight: narrow/wide. Street lamps, wall lantern and floodlight mast: always on, dusk, light sensor |
| Pan | 15° further (work light, searchlight, floodlight mast) |
| Tilt | 10° further (also on the wall floodlight) |
| Sweep | Searchlight: sweep ±60° on or off |
| Battery bay | Work 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 mode | Mode | Lit when … |
|---|---|---|
| Always on | 0 | switched on |
| Dusk | 1 | the sun is below the threshold (default 2° above the horizon, Setting), with 1° hysteresis; also during eclipses |
| Light sensor | 2 | no 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.
| Cell | Runtime at full brightness | at half brightness (Ratio 0.5) | Charging empty to full |
|---|---|---|---|
| small | 5 min | 8 min | 1.5 min |
| large | 40 min | 64 min | 12 min |
| nuclear | 5.3 h | 8.5 h | 96 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):
| Distance | without glare protection | with glare protection | reading mode | no lamp |
|---|---|---|---|---|
| 0.5 m | 1.5 : 1 (barely readable) | 7.1 : 1 | 7.3 : 1 | 310 : 1 |
| 1.0 m | 1.5 : 1 (barely readable) | 7.3 : 1 | 10 : 1 | 310 : 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
| Item | Machine | Tier | Cost |
|---|---|---|---|
| Flashlight S | Tool Manufactory | 1 | 2 iron, 2 copper, 2 gold |
| Flashlight M | Tool Manufactory | 1 | 3 steel, 3 copper, 3 gold, 1 silicon |
| Flashlight L | Tool Manufactory | 2 | 5 steel, 4 copper, 4 gold, 2 silicon, 2 electrum |
| Helmet Lamp (strong) | Tool Manufactory | 1 | 3 steel, 3 copper, 3 gold, 2 electrum |
| Low-Light Night Vision | Tool Manufactory | 1 | 10 hastelloy, 5 silicon, 5 steel, 2 gold |
| Kit (Work Light) | Autolathe | 1 | 4 iron, 3 copper, 1 gold, 1 silicon |
| Kit (Lamps and Floodlight Mast) | Autolathe | 1 | 4 iron, 2 copper, 1 silicon |
| Kit (Wall and Ceiling Lights) | Autolathe | 1 | 2 iron, 2 copper, 1 gold, 1 silicon |
| Kit (Searchlight) | Electronics Printer | 1 | 3 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.
| LogicType | Meaning | Read / write |
|---|---|---|
On | on/off | both |
Mode | Lamps, floodlights, high bay light: 0 always on, 1 dusk, 2 light sensor. Work light: 0 spot, 1 flood. Searchlight: 0 narrow, 1 wide | both |
Ratio | brightness 0.1 to 1, also lowers the power draw | both |
Setting | dusk threshold in degrees of sun elevation (−15 to 30, default 2). Searchlight: sweep width ± degrees (0 to 180, 0 = off) | both |
Activate | 1 = currently lit | read |
Horizontal | pan in degrees, −180 to 180 (work light, searchlight, floodlight mast); centre of the sweep | both |
Vertical | tilt in degrees (work light −45 to 60, searchlight −30 to 85, floodlight wall and mast −45 to 30) | both |
Charge, Maximum | Work light: battery charge and capacity in J, 0 without battery | read |
Power | 1 = power from the grid | read |
Error | 1 = should be lit but has no power | read |
RequiredPower | current power demand in W | read |
Lock | locks the buttons on the device | both |
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.
| Command | Effect |
|---|---|
licht status | all light devices nearby with state, sun elevation and your own lamps |
licht info | nearest light device with all IC10 values |
licht types | all lamps with hash, range, power and runtime |
licht display | how strongly glare protection and night vision act right now, spill light on or off |
licht helmet 0 to 4 | helmet lamp off or level 1 to 4 |
licht nv 0 to 3 | night vision off or level 1 to 3 |
licht hand spot, flood, reading | mode of the flashlight in your hand |
licht all on / off | all light devices within 30 m (host or single player) |
licht aim 30 -5 | pan 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.
| Section | Key | Default | Meaning |
|---|---|---|---|
| 1 Handlampen | Nahbereichsdimmung | on | glare protection on or off (also for fixed lights) |
| BlendschutzNurAnzeigen | on | only dim in front of devices with a readout; off = also in front of walls and floor | |
| AnzeigeAbstandM | 6 | up to this distance a display is fully protected, then a 2 m transition | |
| AnzeigeHoechstwert | 0.40 | highest light strength (core + spill) on a display, 0.4 ≈ contrast 7 : 1 | |
| NahbereichAbstandM, NahbereichRestlicht | 2.5 / 0.30 | only if BlendschutzNurAnzeigen is off: dimming in front of walls and floor | |
| Streulicht | on | wide spill light around the core | |
| StreulichtStaerke | 1 | spill light brightness | |
| StreulichtWinkel | 120 | spill light cone angle in degrees | |
| SchattenHandlampen | off | shadows of the portable lamps (costs performance) | |
| CRechtsklickModus | on | C + right click changes the flashlight mode | |
| 2 Nachtsicht | VerstaerkungStufe1/2/3 | 3 / 6 / 12 | gain per level |
| UmgebungslichtAnteil | 0.6 | how much of the gain goes through the ambient light, the rest through the image filter | |
| Grundlicht | 0.06 | neutral base light in total darkness | |
| Rauschen | 0.025 | image noise, 0 = off | |
| Vignette | 0.25 | darker image edges, 0 = off | |
| 3 Strahler | LichtSichtweiteM | 120 | fixed lights only shine up to this distance from the player |
| HelligkeitFaktor | 1 | brightness of all fixed lights | |
| SchattenSuchscheinwerfer | on | soft shadows of the searchlight | |
| SchattenStrahler | off | shadows of all other fixed lights | |
| Streulicht, StreulichtStaerke | on, 1 | spill and ground light of work light, searchlight (halo, base) and floodlight mast (mast foot) | |
| 4 Strom | StromFaktorTragbar | 1 | draw of the portable lamps |
| StromFaktorStrahler | 1 | draw of the fixed lights | |
| BaustrahlerLadenW | 200 | charging 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.