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Power Engineering – Guide

Gas Generators with 5, 15 and 25 kW, a Power Distributor with 27 MJ storage, and circuit breakers on every output. Setup, operation, IC10 and settings.

Last changed: Oct 9, 2026

v1.1.2 Power Engineering

Power Engineering (Stromtechnik) adds four new devices with their own 3D models: three Gas Generators (5, 15 and 25 kW) and a Power Distributor with Storage. All four fit on one frame. The key feature is the protection: every output has a circuit breaker that never lets through more than the weakest cable in the network can handle. Burnt-out cables are a thing of the past, at least on these devices.

Overview

DeviceOutput / StorageTankOutputsSize (W × D × H)
Gas Generator 5 kW5 kW100 L31.5 × 1 × 0.85 m
Gas Generator 15 kW15 kW200 L31.5 × 1.5 × 1.3 m
Gas Generator 25 kW25 kW300 L31.5 × 1.5 × 1.7 m
Power Distributor with Storage27 MJ (as much as three Station Batteries (Large))–9 (plus 6 inputs)1.5 × 1.5 × 1.75 m

Requirements

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

Building and recipes

All kits come from the Electronics Printer, tier 1, no printer upgrade needed. Each kit has its own icon.

KitCost
Kit (Gas Generator 5 kW)10 iron, 10 copper, 15 steel, 5 constantan
Kit (Gas Generator 15 kW)10 copper, 30 steel, 10 constantan, 5 electrum
Kit (Gas Generator 25 kW)5 gold, 15 copper, 50 steel, 15 constantan, 10 electrum
Kit (Power Distributor)30 gold, 60 copper, 60 steel, 15 electrum, 10 silicon

The costs are in GameData/strom.xml in the mod folder. The distributor doesn't need a frame underneath.

Gas Generator

Connections

  • Bottom rear: fuel pipe and exhaust pipe.
  • Rear, above that: three power outputs marked in red. Each output is its own network; the networks are never connected to each other.
  • Front: green data port and all the controls.

Operation

  1. Press START: the engine starts up (with sound, louder under load). STOP shuts it off.
  2. Set the main power switch to EIN (on): only then do the outputs open.
  3. The three circuit breakers on the front belong to the three outputs. Flipping the lever switches a breaker on or resets a tripped one.
  4. AUTO/MANUELL (auto/manual) controller (button under the rotary knob): AUTO supplies whatever the networks demand, up to full power. MANUELL limits the output, with - and + in 5% steps.

Tank and fuel

The base frame holds a tank (100, 200 or 300 L). A pump refills it from the fuel pipe, up to 20 MPa. The display shows litres, percent and how long the supply will last, from minutes to days.

The generator burns any mixture that burns in the game. 25% of the combustion energy becomes power, the rest heats the exhaust. For comparison: the game's own gas generator manages 17%. It only burns what the networks actually draw, plus 2% idle.

Buffer battery and standby

  • A built-in buffer battery stores one minute of full load. It bridges start-up, faults and sudden load steps.
  • The battery charges first. Distributors and batteries on the outputs only get the surplus after that; normal consumers always get power right away.
  • Standby mode: when the battery is full and the networks need less than the battery can supply, the engine shuts off and saves fuel. At 15% battery (or when more power is needed) it restarts on its own. Blue LED STANDBY.

Room conditions

The generator needs room air for cooling: at least 20 kPa, at most 60 °C. If exhaust backs up in the pipe above 40 MPa, it shuts down before the pipe bursts. After a fault it restarts on its own.

Display and LEDs

The display has four pages, switched with the arrow buttons: Overview, Outputs, Tank, Engine.

LEDMeaning
Betrieb (running)engine running
Standby (blue)engine in standby
Störung (fault)see display text
Tankgreen = full, orange = reserve, red = empty
Akku (battery)state of the buffer battery

Power Distributor with Storage

Connections

  • Rear: 6 inputs. Each input only charges from the surplus of its network. So no consumer there goes dark because the distributor is charging.
  • Top: 9 numbered outputs for 9 separate networks. The cables run up to the ceiling.
  • Front bottom: data port.

Operation

  • Display with three pages (arrow buttons): overview with remaining time, inputs 1–6, outputs 1–9. Plus a charge bar.
  • Main switch and 9 circuit breakers, laid out like the outputs on the roof.
  • Name plate next to each breaker: click it and type a name, e.g. "Lab lights". A single - clears it. The name also shows up on the display and in the tooltip.

Circuit breakers

  • No output supplies more than 95% of the weakest cable (or the weakest fuse) in its network. With normal cable that's 4.75 kW, with heavy cable 95 kW.
  • If the consumers want more for longer than 2 seconds, the breaker trips: sparks, a bang, the LED flashes red. Flip the lever to switch it back on.
  • Batteries, transformers, APCs and distributors don't count as overload.
Breaker LEDMeaning
greensupplying power
yellowready
flashing redtripped
orangenetwork fault (see below)
Tip

For full power on one output of the 25 kW generator, lay heavy cable. Normal cable limits the output to 4.75 kW, and that's on purpose.

IC10

The prefab hashes for lbn/sbn:

DevicePrefabHash
Gas Generator 5 kWStructureStromGenerator572891784
Gas Generator 15 kWStructureStromGenerator1562569861
Gas Generator 25 kWStructureStromGenerator25681045574
Power Distributor with StorageStructureStromVerteiler-1601116900

Generator: LogicTypes

LogicTypeRead/WriteMeaning
OnR/Wmain power switch
ActivateR/Wengine: 1 = START, 0 = STOP
ModeR/Wcontroller: 0 = AUTO, 1 = MANUELL
SettingR/Wpower limit in W; writing switches to MANUELL
PowerGeneration, PowerActualRdelivered power in W
MaximumRrated output in W
RatioRload (delivered / rated output)
ErrorR1 = fault
ChargeRbuffer battery in J
Pressure, Temperature, TotalMolesRtank contents

Generator: memory (get/put)

AddressMeaning
0–11one block of 4 addresses per output, see below
12engine: 0 off, 1 starting, 2 running, 3 waiting, 4 standby
13tank in %
14tank in litres
15remaining runtime in s
16consumption in mol/s
17display page 0–3 (writable)
18operating hours
19idle power in W
20battery in %
21battery in J
22battery charging (+W) or supporting (−W)
23standby mode: 1 on, 0 off (writable)

Distributor: LogicTypes

LogicTypeMeaning
Charge, Maximum, Ratiostored energy in J, capacity, fill level 0–1
PowerPotentialcharging power in W
PowerActualoutput in W
Error1 = short circuit or tripped breaker

Distributor: memory (get/put)

AddressMeaning
0–35outputs 1–9, 4 addresses each
36–59inputs 1–6, 4 addresses each
60display page 0–2 (writable)

Block per connection

The start address of an output is (number − 1) · 4; on the distributor the inputs start at 36. So output 3 sits at 8 to 11.

OffsetMeaningWrite
+0switch: 1 on, 0 off1 also resets a tripped breaker
+1limit in W, 0 = per cableyes
+2current power in Wno
+3state: 0 off, 1 on, 2 tripped, 3 no cable, 4 bridged, 5 short circuitno

clr sets all limits to 0 (i.e. back to "per cable").

Example: load shedding on a low tank

The generator is on pin d0 of the IC housing. If the tank drops below 10%, output 3 is switched off so more fuel is left for the important networks on outputs 1 and 2. Above 30%, output 3 comes back on. The chip only writes when it switches, so it doesn't keep resetting a tripped breaker.

# Load shedding: output 3 off when the tank runs low
# Generator on pin d0 of the IC housing
define TANK_LEER 10         # below 10% output 3 off
define TANK_OK 30           # above 30% back on
define ADR_TANK 13          # get: tank in %
define ADR_AUS3 8           # put: switch for output 3
alias tank r0
alias abgeworfen r1
move abgeworfen 0
start:
yield
get tank d0 ADR_TANK
beqz abgeworfen pruefen
bgt tank TANK_OK zuschalten
j start
pruefen:
blt tank TANK_LEER abwerfen
j start
abwerfen:
put d0 ADR_AUS3 0
move abgeworfen 1
j start
zuschalten:
put d0 ADR_AUS3 1
move abgeworfen 0
j start

Console commands

Open the console with F3. Except for status, all commands only run on the host or server, or in single player.

CommandEffect
strom statusoverview of all generators and distributors
strom tanken 100fill the nearest generator's tank to the given percentage
strom brennstoff 10000fill the nearest generator's fuel pipe to the given pressure in kPa (methane and oxygen 2:1)
strom start / strom stopstart or stop all generators
strom laden 50set the storage of all distributors to the given percentage
strom resetreset all tripped breakers
strom schild 3 Lichtname output 3 of the nearest distributor, - clears it
strom eingangall inputs of the nearest distributor in detail: state, demand, received, cable limit, generators and demand in the network – helps with bug reports

Configuration

File: BepInEx\config\dominik1199.stromtechnik.cfg, or more conveniently through the mod settings in LaunchPad.

KeyDefaultMeaning
WirkungsgradProzent25share of the combustion energy that becomes power
MindestRaumdruckKPa20below this the generator won't run (0 = runs in vacuum too)
MaxRaumTemperaturC60hotter room: the generator overheats and stops
AbgasHoechstdruckKPa40000exhaust pressure at which it shuts down
LeerlaufProzent2fuel use without load, in % of rated output
TankHoechstdruckKPa20000the pump fills the tank up to this pressure
PumpeMolJeTakt2pump rate in mol per tick (0.5 s)
AkkuSekunden60size of the buffer battery in seconds of full load (0 = none)
AkkuLadeProzent20at most this % of rated output goes into charging the battery
StandbyAutomatikonstandby when the battery is full and demand is low
StandbyAbProzent100standby from this battery level
StandbyBisProzent15the engine restarts at this battery level
SpeicherMJ27storage of the distributor, applies after a restart
KabelReserveProzent95an output supplies at most this % of the weakest cable
AusloeseZeitS2how long an overload may last before the breaker trips
AutomatischAusloesenonoff = the output only limits, consumers then shut off as usual in the game

Multiplayer

New devices: the server and all players need the mod in the same version. See Multiplayer.

Known limitations

  • The outputs of a device are always separate networks. Put two outputs on the same network and you get the "bridged" state.
  • If the same network is connected to an input and an output of the distributor, it reports a short circuit.
  • Changes to SpeicherMJ only take effect after a restart.

Troubleshooting

Display text / symptomCauseFix
Engine off – press STARTengine stoppedpress START or set Activate = 1
Distributor: input takes no power, storage does not charge (Power Cable+ or Fluix Unlimited on the input)bug up to version 1.1.0update to 1.1.1
Connect the exhaust pipe (back)no exhaust pipeconnect a pipe at the bottom rear
TANK EMPTY – refuelno fuelfill the fuel pipe, the pump tops up the tank
Mixture does not burnfuel without oxygen or nitrous oxidefeed in a combustible mixture
Not enough room air for coolingroom below 20 kPafill the room with air or lower MindestRaumdruckKPa
Room too hot – generator overheatsabove 60 °Ccool the room
EXHAUST BLOCKED – empty exhaust pipeexhaust pipe fullcarry the exhaust away, empty the pipe
OVERLOADthe networks want more than it suppliesspread the consumers or use a bigger generator
Breaker keeps trippingconsumers need more than 95% of the cableheavier cable or split up the consumers
Output only supplies 4.75 kWnormal cable in the networkrun heavy cable all the way
SHORT CIRCUIT on the distributornetwork is on both an input and an outputseparate the networks
STORAGE EMPTYdistributor emptycheck the inputs, create surplus in the networks
Save won't load (stromgeneratorsavedata)mod missing from the packsee Mod Packs
Found a mistake? Let us know. Support
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