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	<updated>2026-04-04T05:38:45Z</updated>
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	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Air_Conditioner&amp;diff=16743</id>
		<title>Air Conditioner</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Air_Conditioner&amp;diff=16743"/>
		<updated>2023-08-19T06:41:52Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Add section for cooling on hot planets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Atmospherics]]&lt;br /&gt;
&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Air Conditioner&lt;br /&gt;
 | image            = [[File:Atmospherics front.jpg]]&lt;br /&gt;
 | power_usage      = 10 W when idle 355 W when running&lt;br /&gt;
 | placed_with_item = [[Kit (Atmospherics)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Atmospherics)]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
Used to lower or raise the temperature of [[Gas]] in a [[Pipes|pipe]] network. It has a range of -270 through 999 Celsius for the temperature output. [[Guide (Air Conditioning)]] provides additional information regarding the function, construction, and operation of an Air Conditioner.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Once you have placed the Air Conditioner Unit in your desired location, there are 3 separate connections that will need to be made:&lt;br /&gt;
# &#039;&#039;&#039;Input&#039;&#039;&#039; - The starting gas that is desired to be cooled or heated&lt;br /&gt;
# &#039;&#039;&#039;Output&#039;&#039;&#039; - The exhausted gas after energy has been transferred to or from the [[Coolant]] in the waste pipe network&lt;br /&gt;
# &#039;&#039;&#039;Waste&#039;&#039;&#039; -  Connection where energy is transferred to the [[Coolant]] in the pipe network&lt;br /&gt;
&lt;br /&gt;
===Cooling===&lt;br /&gt;
The Air Conditioner will take the excess heat from the input gas and transfer it to the [[Coolant]] stored in the waste pipe network. Attached to the waste pipe network should be either [[Pipe Radiator|Pipe Radiators]] or [[Medium Radiator|Medium Radiators]] to either convect heat in a pressurized environment or radiate heat in a vacuum environment. Make the pipe network loop on back to the waste port after the radiators for slightly better efficiency.&lt;br /&gt;
&lt;br /&gt;
==== Cooling on Hot Planets ====&lt;br /&gt;
Cooling down to room temperatures (&amp;lt;30°C) on hot planets can be challenging due to the significant temperature difference, which can lead to a decrease in efficiency.&lt;br /&gt;
&lt;br /&gt;
For better cooling results, set up multiple air conditioners in a series. Each air conditioner cools the waste of the previous one, until the last unit expels heat into the environment. This prevents efficiency drops due to high temperature differences.&lt;br /&gt;
&lt;br /&gt;
Use insulated pipes for the of the middle air conditioners for higher efficiency. As a rule, aim for one air conditioner per every 50°C difference in temperature. This keeps cooling effective on hot planets.&lt;br /&gt;
&lt;br /&gt;
On planet Vulcan, consider using high pressure and/or volume for the last pipe network to store cold from the night for the day. An extra room that you can open at night will also help improve efficiency.&lt;br /&gt;
===Heating===&lt;br /&gt;
Ensuring the temperature of the [[coolant]] is higher than the temperature of the gas you want attempting to heat will allow the Air Conditioner Unit to heat the gas being run through the input port. Attaching a [[Pipe Heater]] is a quick method of raising the temperature of the coolant in the waste pipe network.&lt;br /&gt;
&lt;br /&gt;
===Waste Pipe Network===&lt;br /&gt;
A connected gas [[Pipes|pipe]] network containing any desired [[Coolant]]. The Air Conditioner Unit will draw or expel heat from/to the coolant to adjust the input gas temperature to match the selected output temperature.&lt;br /&gt;
&lt;br /&gt;
If the waste pipe network is below 100kPa pressure upon starting the Air Conditioning Unit, it will divert inputted gas from the output port to the waste port until the minimum 100kPa pressure threshold is met within the waste pipe network.&lt;br /&gt;
&lt;br /&gt;
[[File:Coolant Example.png|frameless|Example A/C Setup]]&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
* It has a manual power switch.&lt;br /&gt;
* It consumes 10W of [[Power]] per [[Tick]] when idle.&lt;br /&gt;
* It consumes 350W of [[Power]] per [[Tick]] when active.&lt;br /&gt;
* Basically, both speed and true efficiency is best at small temperature differences. For large temperature differences, more airco units need to be put in series.&lt;br /&gt;
* It has a separate [[Power Port]] and [[Data Port]].&lt;br /&gt;
* It has a touchpad that provides manual temperature control.&lt;br /&gt;
* It has a pipe port (labelled &amp;quot;Input&amp;quot;) for the gases that &#039;&#039;&#039;will be&#039;&#039;&#039; heated or cooled to the designated temperature.&lt;br /&gt;
* It has a pipe port (labelled &amp;quot;Output&amp;quot;) for the gases that &#039;&#039;&#039;have been&#039;&#039;&#039; heated or cooled to the designated temperature.&lt;br /&gt;
* It has a pipe port (labelled &amp;quot;Waste&amp;quot;) for gases to or from which heat will be transferred to raise or lower the input gases&#039; temperature.&lt;br /&gt;
* Performance drops significantly if the temperature difference becomes too great. Chaining multiple systems, where each airco cooling/heating the waste pipe of the previous, seems the best way to reach large temperature differences.&lt;br /&gt;
* Efficiency changes the effective cooling or heating speed. If it is due to decreasing the volume per tick or J per tick, I do not know.&lt;br /&gt;
Efficiency is lost if:&lt;br /&gt;
* you want to cool and the waste temp is higher than the input temp (and vice versa)&lt;br /&gt;
* Input temperature is outside optimal working temperature from -50 to 100 C.&lt;br /&gt;
* input temperature at 400°C ~ 33% efficency&lt;br /&gt;
* input temperature at 600°C ~ 10% efficency&lt;br /&gt;
* input temperature at 1000°C ~ 0% efficiency&lt;br /&gt;
* Efficiency drop due to temperature difference between input and waste is not linear. From 0 difference, efficiency ramps down, after goes straight, and finally levels around T diff ~= 100 (asymptote?) reaching 0% efficiency beyond. Treating it linear anyway, roughly speaking, the efficiency drops 1% per unit temperature difference.&lt;br /&gt;
* Efficiency drop due to temperature difference can be negative (&amp;gt;100%), if heat flow is in the working direction, but is low.&lt;br /&gt;
Below, I do not know if is still true after the atmospherics update.&lt;br /&gt;
* The amount of gas processed in each tick depends on 2 variables: input temperature and the number of input pipe segments&lt;br /&gt;
** The formula used appears to be: n x T x S x R = 10123&lt;br /&gt;
*** n = the number of moles of gas processed&lt;br /&gt;
*** T = input pipe temperature&lt;br /&gt;
*** S = number of input pipe segments (this is an analog for input pipe volume)&lt;br /&gt;
*** R = 8.3144&lt;br /&gt;
* Once the amount of processed gas is known, the output temperature can be calculated&lt;br /&gt;
** T2 = T1 - 6000 / (n x H)&lt;br /&gt;
*** T2 = output processed gas temperature&lt;br /&gt;
*** T1 = input pipe temperature&lt;br /&gt;
*** n = number of moles of processed gas, see above&lt;br /&gt;
*** H = heat capacity of the gas in J/(mol x K), i.e. for CO2 it&#039;s 28.2 J/mol*K&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
==User Interface==&lt;br /&gt;
An Air Conditioner provides the following user interface:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Type !! Function&lt;br /&gt;
|-&lt;br /&gt;
| Temperature || Display || Displays the current output temperature setting&lt;br /&gt;
|-&lt;br /&gt;
| + || Touchkey || Increase the current output temperature setting by 10°C and by 1°C with the Quantity Modifier key pressed.&lt;br /&gt;
|-&lt;br /&gt;
| - || Touchkey || Decrease the current output temperature setting by 10°C and by 1°C with the Quantity Modifier key pressed.&lt;br /&gt;
|-&lt;br /&gt;
| Start || Touchkey || Switches Air Conditioner between idle and active.&lt;br /&gt;
|-&lt;br /&gt;
| On/Off|| Switch || Switches Air Conditioner between turned on or turned off.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Open || Boolean || Opens the front IC Slot cover when set to 1. CLoses when set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || Activates the Air Conditioner when set to 1. Idles it when set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Locks the Air Conditioner when set to 1. Unlocks it when set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Powers on the Air Conditioner on when set to 1. Powers off when set to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Power || Boolean || Returns whether the Air Conditioner is turned on and receives power. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Open || Boolean || Returns whether the Air Conditioner&#039;s IC Slot cover is open or closed. (0 for closed, 1 for open)&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || Returns whether the Air Conditioner is active or idle. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean || Returns whether the Air Conditioner is flashing an error. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Returns whether the Air Conditioner is locked. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Setting || Float || Target temperature setpoint in kelvin&lt;br /&gt;
|-&lt;br /&gt;
| Maximum || Float || Maximum temperature in kelvin&lt;br /&gt;
|-&lt;br /&gt;
| Ratio|| Float || &lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Returns whether the Air Conditioner is turned on. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || Returns the current amount of power in Watts required by the Air Conditioner.&lt;br /&gt;
|-&lt;br /&gt;
| PressureInput|| Float || Input pressure in kilopascals&lt;br /&gt;
|-&lt;br /&gt;
| TemperatureInput || Float || Input temperature in kelvin&lt;br /&gt;
|-&lt;br /&gt;
| RatioOxygenInput || Float || Percentage of Oxygen in input as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioCarbonDioxidenInput || Float || Percentage of Carbon Dioxide in input as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioNitrogenInput || Float || Percentage of Nitrogen in input as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioPollutantInput || Float || Percentage of Pollutant in input as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioVolatilesInput || Float || Percentage of Volatiles in input as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioWaterInput || Float || Percentage of Water in input as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioNitrousOxideInput || Float || Percentage of Nitrous Oxide in input as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| TotalMolesInput|| Float || Total quantity of gas in input measured in moles&lt;br /&gt;
|-&lt;br /&gt;
| PressureOutput|| Float || Output pressure in kilopascals&lt;br /&gt;
|-&lt;br /&gt;
| TemperatureOutput || Float || Output temperature in kelvin&lt;br /&gt;
|-&lt;br /&gt;
| RatioOxygenOutput || Float || Percentage of Oxygen in output as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioCarbonDioxidenOutput || Float || Percentage of Carbon Dioxide in output as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioNitrogenOutput || Float || Percentage of Nitrogen in output as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioPollutantOutput || Float || Percentage of Pollutant in output as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioVolatilesOutput || Float || Percentage of Volatiles in output as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioWaterOutput || Float || Percentage of Water in output as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioNitrousOxideOutput || Float || Percentage of Nitrous Oxide in output as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| TotalMolesOutput|| Float || Total quantity of gas in output measured in moles&lt;br /&gt;
|-&lt;br /&gt;
| PressureOutput2|| Float || Waste pressure in kilopascals&lt;br /&gt;
|-&lt;br /&gt;
| TemperatureOutput2 || Float || Waste temperature in kelvin&lt;br /&gt;
|-&lt;br /&gt;
| RatioOxygenOutput2 || Float || Percentage of Oxygen in waste as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioCarbonDioxidenOutput2 || Float || Percentage of Carbon Dioxide in waste as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioNitrogenOutput2 || Float || Percentage of Nitrogen in waste as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioPollutantOutput2 || Float || Percentage of Pollutant in waste as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioVolatilesOutput2 || Float || Percentage of Volatiles in waste as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioWaterOutput2 || Float || Percentage of Water in waste as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| RatioNitrousOxideOutput2 || Float || Percentage of Nitrous Oxide in waste as ratio between 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| TotalMolesOutput2 || Float || Total quantity of gas in waste measured in moles&lt;br /&gt;
|-&lt;br /&gt;
| OperationalTemperatureEfficiency || Float || Ratio between 0 and 1 indicating that the unit is operating within its optimal temperature range&lt;br /&gt;
|-&lt;br /&gt;
| TemperatureDifferentialEfficiency || Float || Ratio between 0 and 1 that approaches 0 as the difference in temperature between the input and waste is too high&lt;br /&gt;
|-&lt;br /&gt;
| PressureEfficiency || Float || Ratio between 0 and 1 with efficiency reaching 1 when both input and waste pressure &amp;gt; 111.4575 kPa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Guide (Air Conditioner)]]&lt;br /&gt;
&lt;br /&gt;
* [[Kit (Atmospherics)]]&lt;br /&gt;
* [[Kit (Portable Air Conditioner) Portable Air Conditioner|Portable Air Conditioner]]&lt;br /&gt;
* [[Kit (Radiator) Radiator|Radiator]]&lt;br /&gt;
* [[Kit (Wall Cooler) Wall Cooler|Wall Cooler]]&lt;br /&gt;
* [[Kit (Wall Heater) Wall Heater|Wall Heater]]&lt;br /&gt;
* [https://youtu.be/q6639FX__c4 Stationeers Experiment - Air Conditioner]&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=IC10&amp;diff=16255</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=IC10&amp;diff=16255"/>
		<updated>2023-07-30T21:05:22Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Made the start much more clear. Needs further rewrite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:MIPS Programming]]&lt;br /&gt;
=MIPS scripting language for IC10 housings / chips=&lt;br /&gt;
MIPS is [[Stationeers]]&#039; in-game scripting language. It runs on [[Integrated Circuit (IC10)|IC10 chips]] crafted at the [[Electronics Printer]]. &lt;br /&gt;
&lt;br /&gt;
==Registers==&lt;br /&gt;
Internal registers &#039;&#039;&#039;r?&#039;&#039;&#039;: The IC contains 16 CPU registers, numbered &#039;&#039;&#039;r0&#039;&#039;&#039; to &#039;&#039;&#039;r15&#039;&#039;&#039;. From now on referred to as &#039;&#039;&#039;r?&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Device registers &#039;&#039;&#039;d? logicType&#039;&#039;&#039;: Device registers are written to and from the IC. A device register is numbered &#039;&#039;&#039;d0&#039;&#039;&#039; to &#039;&#039;&#039;d6&#039;&#039;&#039; (select via screw), or &#039;&#039;&#039;db&#039;&#039;&#039; (connected device). From now on referred to as &#039;&#039;&#039;d?&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Logic and algoritmic with &#039;&#039;&#039;Internal registers&#039;&#039;&#039; ===&lt;br /&gt;
All calculations are exclusively performed to and from &#039;&#039;&#039;r?&#039;&#039;&#039; registers, or generally more understood as variables in programming. You can use aliases to give convinent names with the &amp;lt;code&amp;gt;alias string r?|d?&amp;lt;/code&amp;gt;command (see below). &lt;br /&gt;
&lt;br /&gt;
Internal registers can be manipulated in various ways. &lt;br /&gt;
* Write constant values &amp;lt;code&amp;gt;move r? (r?|num)&amp;lt;/code&amp;gt;: Example: &amp;lt;code&amp;gt;move r0 2&amp;lt;/code&amp;gt; sets r0 to the number 2.&lt;br /&gt;
* Calculate: Calculations are done to- and from these registers, like &amp;lt;code&amp;gt;add r? a(r?|num) b(r?|num)&amp;lt;/code&amp;gt;. Example: &amp;lt;code&amp;gt;add r1 r0 3&amp;lt;/code&amp;gt; adds 3 to r0, and writes to r1.&lt;br /&gt;
&lt;br /&gt;
Note, for any kind of if statements or loop behaviours, knowing about labels, branching, and jumps is essential knowledge. See below.&lt;br /&gt;
&lt;br /&gt;
=== IO to &#039;&#039;&#039;Device registers&#039;&#039;&#039; ===&lt;br /&gt;
Acronym &#039;&#039;&#039;d?&#039;&#039;&#039; stands for device, where ? is a number corresponding to the screw device selector on the socket.&lt;br /&gt;
You can also read/write to the device where the IC is planted in using device &#039;&#039;&#039;db&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Generally, there are up to 6 devices which can be set using the screwdriver &#039;&#039;&#039;d0&#039;&#039;&#039; to &#039;&#039;&#039;d5&#039;&#039;&#039;. A specical decice register &#039;&#039;&#039;db&#039;&#039;&#039; is the device wherever the IC is mounted upon. Very convinent for atmospheric devices where no seperate IC socket is reguired.&lt;br /&gt;
&lt;br /&gt;
Note, the IC is completely unaware where d? is actually connected to. So if you get a logicType error, check d? number, or check if the screw has been set opn the socket. An allias is only convinent to convey what is expected to be set on the d? screw, it does not actually set or program the screq.&lt;br /&gt;
&lt;br /&gt;
* Read from devive (load) &amp;lt;code&amp;gt;l d? logicType r?&amp;lt;/code&amp;gt;: Reads logicType, like Pressure from a [[Sensors|gas sensor]], from device d? to register r?. Values can be read from connected devices and put into the register using the &#039;&#039;&#039;l&#039;&#039;&#039; (load) command. For example, if you want to load the state of a door. &amp;lt;br&amp;gt; Example: &amp;lt;code&amp;gt;l r0 Door Open&amp;lt;/code&amp;gt; reads the &#039;Open&#039; field of an object named &#039;Door&#039;, that would be connected to the IC housing of the chip.&lt;br /&gt;
* Write to a divice (set) &amp;lt;code&amp;gt;s d? logicType r?&amp;lt;/code&amp;gt;: Write a value from a register back to a device using the command &amp;lt;code&amp;gt;s d? logicType r?&amp;lt;/code&amp;gt;. For example, if d0 is set to a door using the screwdriver, &amp;lt;code&amp;gt;s d0 Open 0&amp;lt;/code&amp;gt; sets the &#039;Open&#039; status of the d0 (a door) to 0, effectively closing the door.&lt;br /&gt;
&lt;br /&gt;
=== batch IO to - &#039;&#039;&#039;Device registers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Batch writing&#039;&#039;&#039; needs to be done to a specific &#039;&#039;&#039;deviceHash&#039;&#039;&#039; instead of d?. Is unique per device type, which you can find in the [[Stationpedia]] entries.&lt;br /&gt;
* &amp;lt;code&amp;gt;lb deviceHash logicType r?&amp;lt;/code&amp;gt; &lt;br /&gt;
* &amp;lt;code&amp;gt;sb deviceHash logicType r?&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some examples demonstrating all three operations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Sets register r0 to the value 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 r1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Copies the value of register r1 to register r0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;l r0 d0 Temperature&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Reads the Temperature parameter from device d0 and places the value in register r0.&lt;br /&gt;
Note: not all devices have a Temperature parameter, check the in-game stationpedia.&lt;br /&gt;
&lt;br /&gt;
To set a device specific value (like &amp;quot;On&amp;quot;), you can write into this value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;s d0 On r0&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Writes the value from register &#039;&#039;&#039;r0&#039;&#039;&#039; out to &#039;&#039;&#039;On&#039;&#039;&#039; parameter of device &#039;&#039;&#039;d0&#039;&#039;&#039;. In this example the device will be turned On, if valve of register r0 equals 1, otherwise (register r0 equals 0) it will turned off. See section [[MIPS#Device_Variables|Device Variables]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s recommended to use labels (like: &#039;&#039;someVariable&#039;&#039;) instead of a direct reference to the register. See &#039;&#039;&#039;alias&#039;&#039;&#039; in section [[MIPS#Instructions|Instructions]].&lt;br /&gt;
&lt;br /&gt;
=== Special registers ===&lt;br /&gt;
There are two more registers. One called &#039;&#039;&#039;ra&#039;&#039;&#039; (return address) and one called &#039;&#039;&#039;sp&#039;&#039;&#039; (stack pointer). The &#039;&#039;&#039;ra&#039;&#039;&#039; is used by certain jump and branching instructions (those ending with &#039;&#039;&#039;-al&#039;&#039;&#039;) to remember which line in the script it should return to. The &#039;&#039;&#039;sp&#039;&#039;&#039; tracks the next index within the stack (a memory that can store up to 512 values) to be pushed (written) to or popped (read) from. Neither &#039;&#039;&#039;ra&#039;&#039;&#039; or &#039;&#039;&#039;sp&#039;&#039;&#039; is protected, their values can be changed by instructions like any other register.&lt;br /&gt;
&lt;br /&gt;
==Device Ports==&lt;br /&gt;
ICs can interact with up to 6 other devices via d0 - d5, as well as the device it&#039;s attached to via db. To change or set a device, use a screwdriver and adjust the device in the IC housing. You can read or set any of the device&#039;s properties, so it is possible to do things like read the pressure or oxygen content of a room on the same Device port. &lt;br /&gt;
&lt;br /&gt;
Additionally, is possible to set other IC housings as devices, allowing you to create programs that run across multiple ICs together. For example, an Gas Mixing IC could check the &#039;&#039;&#039; Setting&#039;&#039;&#039;  field of a Atmosphere Sensor IC and act based on the value of the sensor chip.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;l&#039;&#039;&#039; (load) or &#039;&#039;&#039;s&#039;&#039;&#039; (set) instructions you have to read or set these values to your device. Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;l r0 d0 Temperature&amp;lt;/code&amp;gt; #Reads the &#039;&#039;&#039;Temperature&#039;&#039;&#039; from an atmosphere sensor at device port &#039;&#039;&#039;d0&#039;&#039;&#039; into register &#039;&#039;&#039;r0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;s d1 Setting r0 &amp;lt;/code&amp;gt; # Writes the value of the register &#039;&#039;&#039;r0&#039;&#039;&#039; to the device on port &#039;&#039;&#039;d1&#039;&#039;&#039; into the variable &#039;&#039;&#039;Setting&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Labels==&lt;br /&gt;
Labels are used to make it easier to jump between lines in the script. The label will have a numerical value that is the same as its line number. Even though it&#039;s possible to use a labels value for calculations, doing so is a bad idea since any changes to the code can change the line numbers of the labels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;main:&amp;lt;/code&amp;gt; # define a jump mark with label &#039;&#039;&#039;main&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;j main&amp;lt;/code&amp;gt; # jumps back to &#039;&#039;&#039;main&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Constants==&lt;br /&gt;
Instead of using a register to store a fixed value, a constant can be made. Using this name will refer to the assigned value. With the help of Constants you can save register places.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;define pi 3.14159&amp;lt;/code&amp;gt; # defines a Constant with name &#039;&#039;&#039;pi&#039;&#039;&#039; and set it&#039;s value to 3.14159&lt;br /&gt;
&lt;br /&gt;
You can use these constants like any other variables (see: alias in section [[MIPS#Instructions|Instructions]]). Example:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;move r0 pi&amp;lt;/code&amp;gt; # set the value of register &#039;&#039;&#039;r0&#039;&#039;&#039; to the value of constant named &#039;&#039;&#039;pi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Indirect referencing==&lt;br /&gt;
This is a way of accessing a register by using another register as a pointer. Adding an additional r infront of the register turns on this behaviour. The value stored in the register being used as the pointer must be between 0 to 15, this will then point to a register from r0 to r15, higher or lower values will cause an error.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 5&amp;lt;/code&amp;gt; stores the value 5 in r0&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;move rr0 10&amp;lt;/code&amp;gt; is now the same as &amp;lt;code&amp;gt;move r5 10&amp;lt;/code&amp;gt; since r0 has the value 5, rr0 points at the register r5&lt;br /&gt;
&lt;br /&gt;
Additional r&#039;s can be added to do indirect referencing multiple times in a row.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;move r1 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;move r2 3&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;move rrr1 4&amp;lt;/code&amp;gt; is now the same as &amp;lt;code&amp;gt;move r3 4&amp;lt;/code&amp;gt; since r1 points at r2 which points at r3&lt;br /&gt;
&lt;br /&gt;
This also works with devices&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;move r0 2&amp;lt;/code&amp;gt; stores the value 2 in r0&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;s dr0 On 1&amp;lt;/code&amp;gt; is now the same as &amp;lt;code&amp;gt;s d2 On 1&amp;lt;/code&amp;gt;, r0 has the value 2 so dr0 points at d2&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
Comments can be placed using a &#039;&#039;&#039;#&#039;&#039;&#039; symbol. All comments are ignored by the game when it reads commands. Below is an example of valid code with two comments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; alias MyAlias r0 # Text after the hash tag will be ignored to the end of the line. &amp;lt;/code&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt; # You can also write comments on their own lines, like this. &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Debugging advices==&lt;br /&gt;
The value stored in a register or variable can easily be displayed by writing it to the Setting parameter of the IC housing. This has no side effects. To see the value, just stand close to the IC housing and look directly at the housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;s db Setting r0&amp;lt;/code&amp;gt;. # sets/writes the value of register &#039;&#039;&#039;r0&#039;&#039;&#039; into the parameter &#039;&#039;&#039;Setting&#039;&#039;&#039; of the IC Housing(&#039;&#039;&#039;db&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
To check if a certain block of code is executed, use the above trick but with a random number that you choose, like the line number.&amp;lt;br&amp;gt; This example will display the number 137 on the IC housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;s db Setting 137&amp;lt;/code&amp;gt;  # sets/writes the number 137 into the parameter &#039;&#039;&#039;Setting&#039;&#039;&#039; of the IC Housing(&#039;&#039;&#039;db&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Always use unique names for labels. When a label is named after a MIPS keyword like &amp;quot;Temperature:&amp;quot; or &amp;quot;Setting:&amp;quot; the original meaning of the keyword is overwritten, so when an instruction tries to use it an error will occur.&lt;br /&gt;
&lt;br /&gt;
A [[Cartridge#Configuration|configuration cartridge]] installed in a [[Handheld_Tablet|tablet]]  can be used to see all available values and configuration parameter for all devices you focus on.&lt;br /&gt;
&lt;br /&gt;
==Learning MIPS==&lt;br /&gt;
MIPS can be difficult to get started with. So here is a list of instructions that are useful for beginners. These can be used to write many different scripts.&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
* &amp;lt;code&amp;gt;alias&amp;lt;/code&amp;gt; make the script easier to read by assigning a name to a register or device, example: &amp;lt;code&amp;gt;alias rTemperature r15&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;label:&amp;lt;/code&amp;gt; where &amp;quot;label&amp;quot; can be replaced with almost any word, jump and branch instructions can use these in place of line numbers, example: &amp;lt;code&amp;gt;start:&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;yield&amp;lt;/code&amp;gt; pause for 1-tick and then resume, if not used the script will automatically pause for 1-tick after 128 lines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Jumps:&lt;br /&gt;
*&amp;lt;code&amp;gt;j someLabelName&amp;lt;/code&amp;gt; jump to line with &#039;&#039;&#039;someLabelName&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;code&amp;gt;jal someLabelName&amp;lt;/code&amp;gt; stores the next line number into the register ra (return address) and then jump to &#039;&#039;&#039;someLabelName&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;code&amp;gt;j ra&amp;lt;/code&amp;gt; jump to register ra (return address)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Branching (jump-if):&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;beq a(r?|num) b(r?|num) c(r?|num)&amp;lt;/code&amp;gt; branch to (label or linenumber) &#039;&#039;&#039;a&#039;&#039;&#039; if &#039;&#039;&#039;b&#039;&#039;&#039; equal &#039;&#039;&#039;c&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bne a(r?|num) b(r?|num) c(r?|num)&amp;lt;/code&amp;gt; branch to (label or linenumber) &#039;&#039;&#039;a&#039;&#039;&#039; if &#039;&#039;&#039;b&#039;&#039;&#039; not-equal &#039;&#039;&#039;c&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bgt a(r?|num) b(r?|num) c(r?|num)&amp;lt;/code&amp;gt; branch to (label or linenumber) &#039;&#039;&#039;a&#039;&#039;&#039; if &#039;&#039;&#039;b&#039;&#039;&#039; greater than &#039;&#039;&#039;c&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;blt a(r?|num) b(r?|num) c(r?|num)&amp;lt;/code&amp;gt; branch to (label or linenumber) &#039;&#039;&#039;a&#039;&#039;&#039; if &#039;&#039;&#039;b&#039;&#039;&#039; less than &#039;&#039;&#039;c&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The suffix -al can be added to each of these (example: beqal) to save the &#039;&#039;&#039;next&#039;&#039;&#039; line number into the &amp;quot;return address&amp;quot; register&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Device interactions:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
l (load)&lt;br /&gt;
lb (load batch, requires one of the following: 0(Average) / 1(Sum) / 2(Minimum) / 3(Maximum))&lt;br /&gt;
ls (load slot)&lt;br /&gt;
s (store)&lt;br /&gt;
sb (store batch)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Logic and Math:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
seqz (common NOT-gate: turns 0 into 1, and all other values into 0)&lt;br /&gt;
move&lt;br /&gt;
add (addition)&lt;br /&gt;
sub (subtraction)&lt;br /&gt;
mul (multiplication)&lt;br /&gt;
div (division)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Common device variables:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
On (1 is on, 0 is off)&lt;br /&gt;
Open (1 is open, 0 is closed)&lt;br /&gt;
Setting (meaning varies between devices, example: a LED display(console) will show this value)&lt;br /&gt;
Activate (1 usually means running, example: a Daylight sensor is 1 when the sun shines on it)&lt;br /&gt;
Temperature (in Kelvin, Celsius - 273.15)&lt;br /&gt;
Pressure (in kPa)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Notes:&lt;br /&gt;
&amp;lt;br&amp;gt;-All instructions and variables can be seen in-game in the MIPS editor window by clicking the &amp;quot;f&amp;quot;, &amp;quot;x&amp;quot; and &amp;quot;s(x)&amp;quot; buttons on the top right.&lt;br /&gt;
&amp;lt;br&amp;gt;-The stationpedia is the best source to see which variables are available to each device.&lt;br /&gt;
&amp;lt;br&amp;gt;-Most scripts are loops, they end with a jump instruction that leads back up to the start. Otherwise they will just run once and then stop.&lt;br /&gt;
&lt;br /&gt;
Two practice scripts:&lt;br /&gt;
&amp;lt;br&amp;gt;Automatic Night Light: Load &amp;quot;Activate&amp;quot; from a Daylight sensor, flip the value with a NOT-gate, store the value to the &amp;quot;On&amp;quot; variable of one or more lights.&lt;br /&gt;
&amp;lt;br&amp;gt;Automatic Wall Cooler: Read &amp;quot;Temperature&amp;quot; from a Gas Sensor. Branch if the value is greater than X, turn on the cooler. Branch if the value is less than Y, turn off the cooler. (Wall coolers need a minumum of 12.5 kPa pressure in the connected pipe)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Instructions=&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? # labels register or device reference with name.  When alias is applied to a device, it will affect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     # stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;l&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;load&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;l (load)&lt;br /&gt;
:l r# d# parameter&lt;br /&gt;
Reads from a device (d#) and stores the value in a register (r#)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;l r0 d0 Setting&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Read from the device on d0 into register 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;l r1 d5 Pressure&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Read the pressure from a sensor&lt;br /&gt;
&lt;br /&gt;
This also works with aliases. For example:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
alias Sensor d0 &amp;lt;br/&amp;gt;&lt;br /&gt;
l r0 Sensor Temperature&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;ls&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;load slot&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ls (load slot)&lt;br /&gt;
:ls r# d# slotNum parameter&lt;br /&gt;
Reads from a slot (slotNum) of a device (d#)  and stores the value in a register (r#)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;ls r0 d0 2 Occupied&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Read from the second slot of device on d0, stores 1 in r0 if it&#039;s occupied, 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
And here is the code to read the charge of an AIMeE:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
alias robot d0 &amp;lt;br/&amp;gt;&lt;br /&gt;
alias charge r0 &amp;lt;br/&amp;gt;&lt;br /&gt;
ls charge robot 0 Charge &lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;s&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;set&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;s (set)&lt;br /&gt;
:s d# parameter r#&lt;br /&gt;
Writes a setting to a device. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;s d0 Setting r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   # calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   # calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   # calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   # calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::# calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::# doesn&#039;t behave like the % operator - the result will be &lt;br /&gt;
::# positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   # stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     # calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     # finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     # finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     # calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     # calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   # calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   # calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     # calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     # calculates the natural logarithm of s and stores the result&lt;br /&gt;
::# in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     # calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       # selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::# inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::# boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::# value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   # stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::# 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   # stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::# 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   # stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::# 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   # stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
::# Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a # jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a # jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a # jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a # jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a # jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a # jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a # jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) # Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	# ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;lb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;lb&lt;br /&gt;
:      r? typeHash var batchMode # Loads var from all output network devices with provided typeHash  using provided batchMode: Average(0), Sum (1), Minimum (2), Maximum (3). Can be used word or number. Result store into r?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sb&lt;br /&gt;
:      typeHash var r? # Store register r? to var on all output network devices with provided typeHash&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     # The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
[https://www.cs.tufts.edu/comp/140/lectures/Day_3/mips_summary.pdf Other examples]&lt;br /&gt;
&lt;br /&gt;
== Conditional functions cheatsheet ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! suffix !! description !! branch to line !! branch and store return address !! relative jump to line !! set register&lt;br /&gt;
|-&lt;br /&gt;
| prefix: ||  || b- || b-al || br- || s-&lt;br /&gt;
|-&lt;br /&gt;
|  || unconditional || j    || jal    || jr    || &lt;br /&gt;
|-&lt;br /&gt;
| -eq  || if a == b || beq  || beqal  || breq  || seq&lt;br /&gt;
|-&lt;br /&gt;
| -eqz || if a == 0 || beqz || beqzal || breqz || seqz&lt;br /&gt;
|-&lt;br /&gt;
| -ge  || if a &amp;gt;= b || bge  || bgeal  || brge  || sge&lt;br /&gt;
|-&lt;br /&gt;
| -gez || if a &amp;gt;= 0 || bgez || bgezal || brgez || sgez&lt;br /&gt;
|-&lt;br /&gt;
| -gt  || if a &amp;gt; b  || bgt  || bgtal  || brgt  || sgt&lt;br /&gt;
|-&lt;br /&gt;
| -gtz || if a &amp;gt; 0  || bgtz || bgtzal || brgtz || sgtz&lt;br /&gt;
|-&lt;br /&gt;
| -le  || if a &amp;lt;= b || ble  || bleal  || brle  || sle&lt;br /&gt;
|-&lt;br /&gt;
| -lez || if a &amp;lt;= 0 || blez || blezal || brlez || slez&lt;br /&gt;
|-&lt;br /&gt;
| -lt  || if a &amp;lt; b  || blt  || bltal  || brlt  || slt&lt;br /&gt;
|-&lt;br /&gt;
| -ltz || if a &amp;lt; 0  || bltz || bltzal || brltz || sltz&lt;br /&gt;
|-&lt;br /&gt;
| -ne  || if a != b || bne  || bneal  || brne  || sne&lt;br /&gt;
|-&lt;br /&gt;
| -nez || if a != 0 || bnez || bnezal || brnez || snez&lt;br /&gt;
|-&lt;br /&gt;
| -dns || if device d is not set          || bdns || bdnsal || brdns || sdns&lt;br /&gt;
|-&lt;br /&gt;
| -dse || if device d is set              || bdse || bdseal || brdse || sdse&lt;br /&gt;
|-&lt;br /&gt;
| -ap  || if a approximately equals b     || bap  || bapal  || brap  || sap&lt;br /&gt;
|-&lt;br /&gt;
| -apz || if a approximately equals 0     || bapz || bapzal || brapz || sapz&lt;br /&gt;
|-&lt;br /&gt;
| -na  || if a not approximately equals b || bna  || bnaal  || brna  || sna&lt;br /&gt;
|-&lt;br /&gt;
| -naz || if a not approximately equals 0 || bnaz || bnazal || brnaz || snaz&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All &amp;lt;code&amp;gt;b-&amp;lt;/code&amp;gt; commands require target line as last argument, all &amp;lt;code&amp;gt;s-&amp;lt;/code&amp;gt; commands require register to store result as first argument. All &amp;lt;code&amp;gt;br-&amp;lt;/code&amp;gt; commands require number to jump relatively as last argument. e.g. &amp;lt;code&amp;gt;breq a b 3&amp;lt;/code&amp;gt; means if a=b then jump to 3 lines after.&lt;br /&gt;
&lt;br /&gt;
All approximate functions require additional argument denoting how close two numbers need to be considered equal. E.g.: &amp;lt;code&amp;gt;sap r0 100 101 0.01&amp;lt;/code&amp;gt; will consider 100 and 101 almost equal (not more than 1%=0.01 different) and will set r0 to 1. The exact formula is &amp;lt;code&amp;gt;if abs(a - b) &amp;lt;= max(c * max(abs(a), abs(b)), float.epsilon * 8)&amp;lt;/code&amp;gt; for &amp;lt;code&amp;gt;-ap&amp;lt;/code&amp;gt; and is similar for other approximate functions.&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Machine_epsilon&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
  FLT_EPSILON = 2^(−23) ≈ 1.19e−07;        &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;float (32 bit)&amp;lt;/span&amp;gt;&lt;br /&gt;
  DBL_EPSILON = 2^(−52) ≈ 2.20e−16;        &amp;lt;span style=&amp;quot;color:#4c9700;&amp;quot;&amp;gt;double (64 bit)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
  &amp;lt;code&amp;gt;if abs(100 - 101) &amp;lt;= max(0.01 * max(abs(100), abs(101)), float.epsilon * 8)&amp;lt;/code&amp;gt;&lt;br /&gt;
  &amp;lt;code&amp;gt;if abs(-1) &amp;lt;= max(0.01 * 101), float.epsilon * 8)&amp;lt;/code&amp;gt;&lt;br /&gt;
  &amp;lt;code&amp;gt;if 1 &amp;lt;= max(0.01 * 101, float.epsilon * 8)&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
  if 1 &amp;lt;= max(1.01, FLT_EPSILON * 8)&lt;br /&gt;
  if 1 &amp;lt;= max(1.01, DBL_EPSILON * 8)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
  &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;if 1 &amp;lt;= max(1.01, 1.19e−07 * 8)&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span style=&amp;quot;color:#4c9700;&amp;quot;&amp;gt;if 1 &amp;lt;= max(1.01, 2.20e−16 * 8)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
  &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;if 1 &amp;lt;= max(1.01, 0.000000952)&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span style=&amp;quot;color:#4c9700;&amp;quot;&amp;gt;if 1 &amp;lt;= max(1.01, 0.00000000000000176)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
  &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;if 1 &amp;lt;= 1.01   TRUE   1&amp;lt;/span&amp;gt;&lt;br /&gt;
  &amp;lt;span style=&amp;quot;color:#4c9700;&amp;quot;&amp;gt;if 1 &amp;lt;= 1.01   TRUE   1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 if off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ClearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp; 0 (or lower) = Blue&lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:grey;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;1 = Grey &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;2 = Green &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;3 = Orange &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;4 = Red &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;5 = Yellow &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;6 = White &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;7 = Black &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:brown;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;8 = Brown &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:khaki;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;9 = Khaki &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:pink;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;10 = Pink &lt;br /&gt;
:    &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;▇▇▇&amp;lt;/span&amp;gt;&amp;amp;nbsp;11 (or higher) = Purple &lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
In general (always?) slots are assigned as follows.&lt;br /&gt;
:Slot 0: Import&lt;br /&gt;
:Slot 1: Export&lt;br /&gt;
:Slot 2: Inside Machine&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=Examples=&lt;br /&gt;
Previous examples were obsolete due to game changes, or confusing, they have been moved into the Discussions section&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Harvie automation===&lt;br /&gt;
This script uses the batch instruction &amp;lt;code&amp;gt;sb ...&amp;lt;/code&amp;gt; to control all Harvie devices on the network. But only one Harvie and one Tray will be the &#039;&#039;master&#039;&#039; and have their values read, the rest of the Harvies will repeat exactly what this unit does. Some problems with this design is that different types of crops mature at different speeds, and if seeds were manually planted and the master unit recieved the first seed, the harvesting action will be performed too early on all the other plants since they are growing a few seconds slower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand, Automated Harvie Script}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse, Automated Harvie Script}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
alias dHarvie d0&lt;br /&gt;
alias dTray d1&lt;br /&gt;
&lt;br /&gt;
alias rHarvieHash r8&lt;br /&gt;
alias rTrayHash r9&lt;br /&gt;
l rHarvieHash dHarvie PrefabHash&lt;br /&gt;
l rTrayHash dTray PrefabHash&lt;br /&gt;
&lt;br /&gt;
main:&lt;br /&gt;
yield&lt;br /&gt;
 #read plant data from the Tray&lt;br /&gt;
ls r0 dTray 0 Mature&lt;br /&gt;
 #harvestable plants return 1, young plants return 0&lt;br /&gt;
 #nothing planted returns -1&lt;br /&gt;
beq r0 -1 plantCrop&lt;br /&gt;
beq r0 1 harvestCrop&lt;br /&gt;
ls r0 dTray 0 Seeding&lt;br /&gt;
 #seeds available returns 1, all seeds picked returns 0&lt;br /&gt;
 #plants too young or old for seeds returns -1&lt;br /&gt;
beq r0 1 harvestCrop&lt;br /&gt;
j main&lt;br /&gt;
&lt;br /&gt;
plantCrop:&lt;br /&gt;
 #stop the planting if no seeds available&lt;br /&gt;
 #otherwise it will plant nothing repeatedly&lt;br /&gt;
ls r0 dHarvie 0 Occupied&lt;br /&gt;
beq r0 0 main&lt;br /&gt;
sb rHarvieHash Plant 1&lt;br /&gt;
j main&lt;br /&gt;
&lt;br /&gt;
harvestCrop:&lt;br /&gt;
sb rHarvieHash Harvest 1&lt;br /&gt;
j main&lt;br /&gt;
&lt;br /&gt;
### End Script ###&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Solar Panel 2-axis tracking===&lt;br /&gt;
This script was copied from the [[Solar_Logic_Circuits_Guide]] (code provided by bti, comments and readability changes by Fudd79)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand, Solar Panel 2-axis tracking}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse, Solar Panel 2-axis tracking}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This code assumes the following:&lt;br /&gt;
# Daylight Sensor data-port points north&lt;br /&gt;
# Solar Panel data-port points east&lt;br /&gt;
&lt;br /&gt;
alias sensor d0&lt;br /&gt;
alias v_angle r0&lt;br /&gt;
alias h_angle r1&lt;br /&gt;
alias sun_up r2&lt;br /&gt;
&lt;br /&gt;
define solar_panel_hash -539224550&lt;br /&gt;
define heavy_solar_panel_hash -1545574413&lt;br /&gt;
&lt;br /&gt;
start:&lt;br /&gt;
# Check to see if sun is up&lt;br /&gt;
l sun_up sensor Activate&lt;br /&gt;
# Go to reset if it&#039;s not&lt;br /&gt;
beqz sun_up reset&lt;br /&gt;
&lt;br /&gt;
# Calculate vertical angle&lt;br /&gt;
l v_angle sensor Vertical&lt;br /&gt;
div v_angle v_angle 1.5&lt;br /&gt;
sub v_angle 50 v_angle&lt;br /&gt;
&lt;br /&gt;
# Write vertical angle to all solar panels&lt;br /&gt;
sb solar_panel_hash Vertical v_angle&lt;br /&gt;
sb heavy_solar_panel_hash Vertical v_angle&lt;br /&gt;
&lt;br /&gt;
# Obtain horizontal angle&lt;br /&gt;
l h_angle sensor Horizontal&lt;br /&gt;
&lt;br /&gt;
# Write vertical angle to all solar panels&lt;br /&gt;
sb solar_panel_hash Horizontal h_angle&lt;br /&gt;
sb heavy_solar_panel_hash Horizontal h_angle&lt;br /&gt;
&lt;br /&gt;
# Go to start again&lt;br /&gt;
yield&lt;br /&gt;
j start&lt;br /&gt;
&lt;br /&gt;
reset:&lt;br /&gt;
# Park solar panels vertically facing sunrise&lt;br /&gt;
sb solar_panel_hash Vertical 0&lt;br /&gt;
sb heavy_solar_panel_hash Vertical 0&lt;br /&gt;
# Park solar panels horizontally facing sunrise&lt;br /&gt;
sb solar_panel_hash Horizontal -90&lt;br /&gt;
sb heavy_solar_panel_hash Horizontal -90&lt;br /&gt;
# Wait 10 seconds&lt;br /&gt;
sleep 10&lt;br /&gt;
# Go to start again&lt;br /&gt;
j start&lt;br /&gt;
&lt;br /&gt;
### End Script ###&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Example experiment: how many lines of code are executed each tick?===&lt;br /&gt;
To determine this, a script without &amp;lt;code&amp;gt;yield&amp;lt;/code&amp;gt; will be used. It should have as few lines as possible (so no labels are used, but a reset value at the top will be needed) and count the number of lines, the IC Housing will be used to display the result.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 1   #the first line has number 0&lt;br /&gt;
add r0 r0 3&lt;br /&gt;
s db Setting r0&lt;br /&gt;
j 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Result (the numbers appears every 0.5 seconds):&lt;br /&gt;
&amp;lt;br&amp;gt;127&lt;br /&gt;
&amp;lt;br&amp;gt;256 (+129)&lt;br /&gt;
&amp;lt;br&amp;gt;385 (+129)&lt;br /&gt;
&amp;lt;br&amp;gt;511 (+126)&lt;br /&gt;
&amp;lt;br&amp;gt;640 (+129)&lt;br /&gt;
&amp;lt;br&amp;gt;769 (+129)&lt;br /&gt;
&amp;lt;br&amp;gt;895 (+126)&lt;br /&gt;
&amp;lt;br&amp;gt;1024 (+129)&lt;br /&gt;
&amp;lt;br&amp;gt;1153 (+129)&lt;br /&gt;
&lt;br /&gt;
There is a repeating +129, +129, +126 sequence, a hint that the real value is 128. Which also happens to be the number of lines in a script, which makes sense. A variation of this experiment will show that empty rows are also counted towards this number.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=Links=&lt;br /&gt;
----&lt;br /&gt;
* [https://stationeering.com/tools/ic] Stationeering.com offers a programmable circuits simulator so you can develop your code without repeatedly dying in game!&lt;br /&gt;
* [http://www.easy68k.com/] EASy68K is a 68000 Structured Assembly Language IDE.&lt;br /&gt;
* [https://marketplace.visualstudio.com/items?itemName=Traineratwot.stationeers-ic10] syntax highlighting for IC10 MIPS for Visual Studio Code (updated Feb 10th 2022)&lt;br /&gt;
* [https://pastebin.com/6Uw1KSRN] syntax highlighting for IC10 MIPS for KDE kwrite/kate text editor&lt;br /&gt;
* [https://drive.google.com/file/d/1yEsJ-u94OkuMQ8K6fY7Ja1HNpLcAdjo_/view] syntax highlighting for IC10 MIPS for Notepad++&lt;br /&gt;
* [https://pastebin.com/3kmGy0NN] syntax highlighting for IC10 MIPS for Notepad++ (updated: 05/05/2021)&lt;br /&gt;
* [https://drive.google.com/file/d/1Xrv5U0ZI5jDcPv7yX7EAAxaGk5hKP0xO/view?usp=sharing] syntax highlighting for IC10 MIPS for Notepad++ (updated: 11/08/2022)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Index=&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Data_Port&amp;diff=16252</id>
		<title>Data Port</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Data_Port&amp;diff=16252"/>
		<updated>2023-07-30T19:57:13Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Created page with &amp;quot;A data port can be connected to the network, which allows control with Logic I/O or programming using the Integrated Circuit (IC10).&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A data port can be connected to the network, which allows control with [[Kit (Logic I/O)|Logic I/O]] or programming using the [[Integrated Circuit (IC10)]].&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Air_Conditioner&amp;diff=16027</id>
		<title>Air Conditioner</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Air_Conditioner&amp;diff=16027"/>
		<updated>2023-07-07T21:38:22Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Update power and efficiency remarks for new update. Add tip to chain them to reach large temperature differences.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Atmospherics]]&lt;br /&gt;
&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Air Conditioner&lt;br /&gt;
 | image            = [[File:Atmospherics front.jpg]]&lt;br /&gt;
 | power_usage      = 10 W when idle 355 W when running&lt;br /&gt;
 | placed_with_item = [[Kit (Atmospherics)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Atmospherics)]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
Used to lower or raise the temperature of [[Gas]] in a [[Pipes|pipe]] network. It has a range of -200 through 200 Celsius for the temperature output. [[Guide (Air Conditioning)]] provides additional information regarding the function, construction, and operation of an Air Conditioner.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Once you have placed the Air Conditioner Unit in your desired location, there are 3 separate connections that will need to be made:&lt;br /&gt;
# &#039;&#039;&#039;Input&#039;&#039;&#039; - The starting gas that is desired to be cooled or heated&lt;br /&gt;
# &#039;&#039;&#039;Output&#039;&#039;&#039; - The exhausted gas after energy has been transferred to or from the [[Coolant]] in the waste pipe network&lt;br /&gt;
# &#039;&#039;&#039;Waste&#039;&#039;&#039; -  Connection where energy is transferred to the [[Coolant]] in the pipe network&lt;br /&gt;
&lt;br /&gt;
===Cooling===&lt;br /&gt;
The Air Conditioner will take the excess heat from the input gas and transfer it to the [[Coolant]] stored in the waste pipe network. Attached to the waste pipe network should be either [[Pipe Radiator|Pipe Radiators]] or [[Medium Radiator|Medium Radiators]] to either convect heat in a pressurized environment or radiate heat in a vacuum environment. Make the pipe network loop on back to the waste port after the radiators for slightly better efficiency.&lt;br /&gt;
&lt;br /&gt;
===Heating===&lt;br /&gt;
Ensuring the temperature of the [[coolant]] is higher than the temperature of the gas you want attempting to heat will allow the Air Conditioner Unit to heat the gas being run through the input port. Attaching a [[Pipe Heater]] is a quick method of raising the temperature of the coolant in the waste pipe network.&lt;br /&gt;
&lt;br /&gt;
===Waste Pipe Network===&lt;br /&gt;
A connected gas [[Pipes|pipe]] network containing any desired [[Coolant]]. The Air Conditioner Unit will draw or expel heat from/to the coolant to adjust the input gas temperature to match the selected output temperature.&lt;br /&gt;
&lt;br /&gt;
If the waste pipe network is below 100kPa pressure upon starting the Air Conditioning Unit, it will divert inputted gas from the output port to the waste port until the minimum 100kPa pressure threshold is met within the waste pipe network.&lt;br /&gt;
&lt;br /&gt;
[[File:Coolant Example.png|frameless|Example A/C Setup]]&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
* It has a manual power switch.&lt;br /&gt;
* It consumes 10W of [[Power]] per [[Tick]] when idle.&lt;br /&gt;
* It consumes 350W of [[Power]] per [[Tick]] when active.&lt;br /&gt;
* Basically, both speed and true efficiency is best at small temperature differences. For large temperature differences, more airco units need to be put in series.&lt;br /&gt;
* It has a separate [[Power Port]] and [[Data Port]].&lt;br /&gt;
* It has a touchpad that provides manual temperature control.&lt;br /&gt;
* It has a pipe port (labelled &amp;quot;Input&amp;quot;) for the gases that &#039;&#039;&#039;will be&#039;&#039;&#039; heated or cooled to the designated temperature.&lt;br /&gt;
* It has a pipe port (labelled &amp;quot;Output&amp;quot;) for the gases that &#039;&#039;&#039;have been&#039;&#039;&#039; heated or cooled to the designated temperature.&lt;br /&gt;
* It has a pipe port (labelled &amp;quot;Waste&amp;quot;) for gases to or from which heat will be transferred to raise or lower the input gases&#039; temperature.&lt;br /&gt;
* Performance drops significantly if the temperature difference becomes too great. Chaining multiple systems, where each airco cooling/heating the waste pipe of the previous, seems the best way to reach large temperature differences.&lt;br /&gt;
* Efficiency changes the effective cooling or heating speed. If it is due to decreasing the volume per tick or J per tick, I do not know.&lt;br /&gt;
Efficiency is lost if:&lt;br /&gt;
* you want to cool and the waste temp is higher than the input temp (and vice versa)&lt;br /&gt;
* Input temperature is outside optimal working temperature from -50 to 100 C.&lt;br /&gt;
* input temperature at 400°C ~ 33% efficency&lt;br /&gt;
* input temperature at 600°C ~ 10% efficency&lt;br /&gt;
* input temperature at 1000°C ~ 0% efficiency&lt;br /&gt;
* Efficiency drop due to temperature difference between input and waste is not linear. From 0 difference, efficiency ramps down, after goes straight, and finally levels around T diff ~= 100 (asymptote?) reaching 0% efficiency beyond. Treating it linear anyway, roughly speaking, the efficiency drops 1% per unit temperature difference.&lt;br /&gt;
* Efficiency drop due to temperature difference can be negative (&amp;gt;100%), if heat flow is in the working direction, but is low.&lt;br /&gt;
Below, I do not know if is still true after the atmospherics update.&lt;br /&gt;
* The amount of gas processed in each tick depends on 2 variables: input temperature and the number of input pipe segments&lt;br /&gt;
** The formula used appears to be: n x T x S x R = 10123&lt;br /&gt;
*** n = the number of moles of gas processed&lt;br /&gt;
*** T = input pipe temperature&lt;br /&gt;
*** S = number of input pipe segments (this is an analog for input pipe volume)&lt;br /&gt;
*** R = 8.3144&lt;br /&gt;
* Once the amount of processed gas is known, the output temperature can be calculated&lt;br /&gt;
** T2 = T1 - 6000 / (n x H)&lt;br /&gt;
*** T2 = output processed gas temperature&lt;br /&gt;
*** T1 = input pipe temperature&lt;br /&gt;
*** n = number of moles of processed gas, see above&lt;br /&gt;
*** H = heat capacity of the gas in J/(mol x K), i.e. for CO2 it&#039;s 28.2 J/mol*K&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
==User Interface==&lt;br /&gt;
An Air Conditioner provides the following user interface:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name || Type !! Function&lt;br /&gt;
|-&lt;br /&gt;
| Temperature || Display || Displays the current output temperature setting&lt;br /&gt;
|-&lt;br /&gt;
| + || Touchkey || Increase the current output temperature setting by 10°C and by 1°C with the Quantity Modifier key pressed.&lt;br /&gt;
|-&lt;br /&gt;
| - || Touchkey || Decrease the current output temperature setting by 10°C and by 1°C with the Quantity Modifier key pressed.&lt;br /&gt;
|-&lt;br /&gt;
| Start || Touchkey || Switches Air Conditioner between idle and active.&lt;br /&gt;
|-&lt;br /&gt;
| On/Off|| Switch || Switches Air Conditioner between turned on or turned off.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Open || Boolean || Opens the front IC Slot cover when set to 1. CLoses when set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || Activates the Air Conditioner when set to 1. Idles it when set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Locks the Air Conditioner when set to 1. Unlocks it when set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Powers on the Air Conditioner on when set to 1. Powers off when set to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Power || Boolean || Returns whether the Air Conditioner is turned on and receives power. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Open || Boolean || Returns whether the Air Conditioner&#039;s IC Slot cover is open or closed. (0 for closed, 1 for open)&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || Returns whether the Air Conditioner is active or idle. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean || Returns whether the Air Conditioner is flashing an error. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Returns whether the Air Conditioner is locked. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Returns whether the Air Conditioner is turned on. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || Returns the current amount of power in Watts required by the Air Conditioner.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Guide (Air Conditioner)]]&lt;br /&gt;
&lt;br /&gt;
* [[Kit (Atmospherics)]]&lt;br /&gt;
* [[Kit (Portable Air Conditioner) Portable Air Conditioner|Portable Air Conditioner]]&lt;br /&gt;
* [[Kit (Radiator) Radiator|Radiator]]&lt;br /&gt;
* [[Kit (Wall Cooler) Wall Cooler|Wall Cooler]]&lt;br /&gt;
* [[Kit (Wall Heater) Wall Heater|Wall Heater]]&lt;br /&gt;
* [https://youtu.be/q6639FX__c4 Stationeers Experiment - Air Conditioner]&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Station_Battery&amp;diff=16013</id>
		<title>Station Battery</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Station_Battery&amp;diff=16013"/>
		<updated>2023-07-02T18:15:29Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Made energy slightly more clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Battery)&lt;br /&gt;
 | image       = [[File:{{#setmainimage:ItemKitBattery.png}}]]&lt;br /&gt;
 | createdwith = [[Electronics Printer]], [[Fabricator]]&lt;br /&gt;
 | cost        = 20g [[Gold Ingot|Gold]], 20g [[Copper Ingot|Copper]], 20g [[Steel Ingot|Steel]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Stationary Battery&lt;br /&gt;
 | image            = [[File:Kit (Battery) installed.png]]&lt;br /&gt;
 | placed_with_item = [[Kit (Battery)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Battery)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Kit (Battery)]] is used to create stationary battery cells, which can provide big and stable energy storage or energy buffer for your power needs. Its energy storage is 3 600 000 J or 1kWh. Any battery loses stored power, if is in a cold atmosphere.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
As a battery&#039;s power throughput is only limited by the power demanded and supplied, it can take any amount of power and supply any amount of power. This means that it can exceed the ratings of even [[Cables|heavy cables]]. Due to their unlimited throughput,&#039;&#039;&#039; connecting a battery&#039;s output to another battery&#039;s input will act like a short circuit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally it is advised to follow these rules:&lt;br /&gt;
# &#039;&#039;&#039;Never shortcut any battery&#039;&#039;&#039; - no loops!&lt;br /&gt;
# To build a cascade of batteries (e.g. a stationary battery near solar panels and an APC at base power input), separate networks with transformers. &lt;br /&gt;
# Prefer a tree-like (or star-like) scheme of power supply over chain (cascades). It is better to have a battery on each of separate subnets (ex. production floor and gas processing floor), even if you will not use its full potential.&lt;br /&gt;
# Always separate electrical networks with power generation (solid generators, solar panels, etc.) and power consumers. Do it with batteries and APCs. Rule of a thumb: input - generators only, output - consumers only.&lt;br /&gt;
# Never connect a solid fuel generator to a battery using standard cables - only use heavy cables. A battery will make a generator produce full power - 20 000 W which is 4 times greater of that standard wire can pass through.&lt;br /&gt;
# When making major changes of a power network (especially a very spread one), always take out batteries from APCs or just cut the cables connecting the batteries with that network (input and output) - it can save a lot of cables from burning.&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
=== Mode Values ===&lt;br /&gt;
This shows the values of the &amp;quot;Mode&amp;quot; property, mapped to what the display will show.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Display&lt;br /&gt;
|-&lt;br /&gt;
| 0 || no blocks&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 block, red, blinking&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 block, red&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 blocks, orange&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 blocks, yellow&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 blocks, green&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 blocks, blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || Expects values 0-6. Setting this, will let the charge display of the Battery show the according charge value for about a second. Afterwards it will switch back to showing the actual charge value. This influences the &amp;quot;Mode&amp;quot; output as well. (See [[#Mode_Values|Mode Values]].)&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Locks the Battery, when set to 1. Unlocks it, when set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Turns the Battery on, when set to 1. Turns it off, when set to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || Returns the current charge display value as a value in the range 0-6. (See [[#Mode_Values|Mode Values]].)&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean || Returns whether the Battery is flashing an error. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Returns whether the Battery is locked. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Integer || Returns the current charge of the Battery in watt*tic.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum || Integer || Returns the maximum charge of the Battery in watt*tic.&lt;br /&gt;
|-&lt;br /&gt;
| Ratio || Float ||  Returns a range from 0.0 to 1.0. Returns the current charge percentage of the battery.&lt;br /&gt;
|-&lt;br /&gt;
| PowerPotential || Integer || Returns the current power potential at the input of the Battery in watts.&lt;br /&gt;
|-&lt;br /&gt;
| PowerActual || Integer || Returns the amount of power, currently being output by the Battery in watts.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Returns whether the Battery is currently on. (0 for no, 1 for yes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*  The Data Network properties are accessible from all cable connectors.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Power&amp;diff=16012</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Power&amp;diff=16012"/>
		<updated>2023-07-02T18:15:02Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Add power to energy discrepency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Power is one of the main resources, and is exchanged and used for every [[Tick]].&lt;br /&gt;
&lt;br /&gt;
Note, power in Watts [W] and energy in Joule [J] terminology are mistakenly mixed by the developers.&lt;br /&gt;
Power storage should be expressed in Joule, but is expressed in Watts instead.&lt;br /&gt;
To bypass this confusion, just think of Watts as a piece of energy, which is transferred or used every tick.&lt;br /&gt;
In the case some actual power is mentioned (flow of energy), like for cables, this is expressed as energy per [[Tick]], which is (also) expressed as Watts.&lt;br /&gt;
&lt;br /&gt;
So in summary, the energy contained in batteries, as energy being transferred, are both in-game mentioned as Watts.&lt;br /&gt;
We try to make the distinction in this Wiki by using Juoles for the energy contained instead.&lt;br /&gt;
&lt;br /&gt;
==Actual Power, and Power Potential==&lt;br /&gt;
A power network is a series of connected Cables and the individual machines connected to it.&lt;br /&gt;
Each network has two main metrics - Actual Power, and Power Potential. &lt;br /&gt;
*Actual power is the active draw, or usage, of power from machines on the network. &lt;br /&gt;
*The Power Potential of the network is the currently accessible potential of power that could be drawn from the network. As such, the Actual Power can never exceed the Power Potential, if more power is needed by machines, you effectively have a shortage, and a cable will fry resulting in burned cables. Sometimes the Power Potential is buffered in batteries, in which case it is saved for later, but in the case of power generation - Power Potential that isn&#039;t used will be effectively lost.&lt;br /&gt;
&lt;br /&gt;
This [https://www.reddit.com/r/Stationeers/comments/hoku8r/really_useful_cheat_sheet_of_stats_and_figures/ reddit post by u/Chribitz] details power usage rates of most, if not all, machines/components/tools that use it.&lt;br /&gt;
&lt;br /&gt;
==Cables and Fuses==&lt;br /&gt;
Individual types of cable have a maximum Actual Power limit (Normal: 5kW, Heavy: 100kW), the Potential Power can be as high as you want, but if the Actual Power draw from the network exceeds the capacity of the cable, one or more cables on the network will blow. In order to avoid random cables blowing, you can add a [[Fuse]] to the power network. Once the power limit is exceeded, the fuse on the network will blow instead of random pieces of cable on the network making it a very easy problem to fix instead of having to hunt around large networks trying to find the issue.&lt;br /&gt;
&lt;br /&gt;
==Limiting Power==&lt;br /&gt;
You can also limit the amount of power in a circuit by using a [[Transformer]].  The Small Transformer is perfect for protecting basic cables because it can limit up to 5 kW.  The power draw cannot exceed the limit set on the transformer, so the cable will never blow.  It&#039;s a good idea to use a transformer any time you switch from heavy to standard cables.&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Tick&amp;diff=16011</id>
		<title>Tick</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Tick&amp;diff=16011"/>
		<updated>2023-07-02T17:51:54Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Definition of Tick, and also highlighted the Joule to Power controversy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tick =&lt;br /&gt;
A tick is a cycle or unit of time in a game where information is processed. In Stationeers, &#039;&#039;&#039;the tick happens approximately every 0.5 seconds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, when a pipe element or a pipe radiator convects, it releases energy, measured in Joules, to the atmosphere during each tick. The values for these convective actions are updated roughly every two seconds.&lt;br /&gt;
&lt;br /&gt;
== Power &amp;amp; tick relationship ==&lt;br /&gt;
In this game, power is measured in Watts, which represents energy per tick, &#039;&#039;&#039;not per second&#039;&#039;&#039;. This can be confusing because the game sometimes refers to energy as Watts. For instance, in the [[Station Battery]] entry in [[Stationpedia]], energy is expressed as 3 600 000 Watts, which actually means 3 600 000 Joules, representing the maximum charge it can hold. If 3 600 Watts are drawn from the [[Station Battery]], it will run out of power in 1,000 seconds or approximately 27 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Definition of power in real life ===&lt;br /&gt;
In real life, a Watt (W) is a measurement of energy per second (Joules per second or J/s), which is simpler to understand.&lt;br /&gt;
[https://simple.wikipedia.org/wiki/Power_(physics) See Wikipedia]&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Trader&amp;diff=16010</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Trader&amp;diff=16010"/>
		<updated>2023-07-02T14:27:11Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Slight update with mention of the center in the requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
{{Warning|This page currently contains outdated information.}}&lt;br /&gt;
== About == &amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
[[File:Trader Preview.png|800x494px|A Trader]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Traders]] are NPCs that can be called via a [[Computer]] with a [[Motherboard (Communication)]] installed. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;They will buy and sell any kind of object with the player:&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:TraderPanelView.png|400x471px|Trading with a trader]]&lt;br /&gt;
&amp;lt;br&amp;gt;After the player interacts with a [[Trader]], the game will open a GUI where the player will select the item to buy or to sell.&lt;br /&gt;
&amp;lt;br&amp;gt;The same interface is used to tell to the [[Trader]] to depart.&lt;br /&gt;
&lt;br /&gt;
=== Update ===&lt;br /&gt;
Since trading update 5, Landing Pads in Stationeers have changed to give you more choices. Now you can place them on different tiles with different options. The smallest Landing Pad that works is a 3x3 square, and it needs a centerpiece in the middle. When a Trader shuttle arrives, it lands right in the middle of the centerpiece. The [[Landingpad center]] has an arrow showing which way the shuttles come and go. It&#039;s really important to make sure nothing blocks the arrow&#039;s path. That way, the shuttles can move smoothly without any problems. The shuttles usually land and take off at an angle of about 30 degrees.&lt;br /&gt;
&lt;br /&gt;
Once your Landing Pad is ready, you can check the computer terminal to see what size landing pad each available shuttle needs.&lt;br /&gt;
&lt;br /&gt;
There are six types of shuttles, including small, medium, and large ones, with normal and gas options. Shuttles can either use a runway or make a vertical descent to land. Small shuttles need a 3x3 pad, medium shuttles need a 5x5 pad, and large shuttles need a 6x6 pad. Having different pad sizes lets you trade with more Traders who visit your station.&lt;br /&gt;
&lt;br /&gt;
If you want to trade with human Traders, you&#039;ll need to create a hangar with air they can breathe. Large shuttles and planes sometimes have human Traders inside. These Traders won&#039;t come out and trade unless there&#039;s air in the hangar. So, make sure you build a pressurized hangar to accommodate them. &lt;br /&gt;
&lt;br /&gt;
== Requirements == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
To call a [[Trader]] the following things are necessary:&lt;br /&gt;
* A [[Landing Pad]] area at least of size 3x3. Bigger landing pad = bigger suttles up to 6x6.&lt;br /&gt;
* With a [[Landingpad center]]. Mind the arrow for the shuttle approach/departure direction. They tend to approach at a 45-degree angle towards the pad.&lt;br /&gt;
Directly in touch with a:&lt;br /&gt;
* A [[landingpad Data and Power]]&lt;br /&gt;
Which has a data- and power port. This must be connected with [[cables]] to a cable network with the following attached.&lt;br /&gt;
* A [[Computer]] with a [[Motherboard (Communication)]] installed (to call the [[Trader]]). &lt;br /&gt;
* A [[Satellite Dish]] (for tracking the [[Trader]])&lt;br /&gt;
* A [[Vending Machine]] or [[Vending Machine Refrigerated]].&lt;br /&gt;
Then do the following:&lt;br /&gt;
* Power everything up, and connect on the same network. When using the [[Computer]], you can select which pad and [[Satellite Dish]] you want to utilize. If there is one of each, there is not much to choose from :).&lt;br /&gt;
* Track a [[Trader]] signal with the [[Satellite Dish]]. There are buttons on the [[Satellite Dish]]. If you want to go pro, you can automate it using another computer :D!&lt;br /&gt;
&lt;br /&gt;
== Gas and liquid ==&lt;br /&gt;
If you want to trade gas or liquid, you can use:&lt;br /&gt;
* [[landingpad gas storage]]&lt;br /&gt;
With an appropriate:&lt;br /&gt;
* [[landingpad gas input]]&lt;br /&gt;
* [[landingpad gas output]]&lt;br /&gt;
* [[landingpad liquid input]]&lt;br /&gt;
* [[landingpad liquid output]]&lt;br /&gt;
Input and output modules have pipe connections with their own volume pump (button) to pump in and out gases.&lt;br /&gt;
Buying and selling is done &#039;&#039;&#039;per 100 moles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;landingpad liquid storage&#039;&#039; does not exist, so probably the landingpad gas storage is used for liquid storage? Please correct this for those who found out.&lt;br /&gt;
&lt;br /&gt;
Do not forget to &#039;&#039;&#039;flush&#039;&#039;&#039; your [[landingpad gas storage]] using [[landingpad gas output]] or [[landingpad liquid output]] if you want to export a different kind of gas.&lt;br /&gt;
&lt;br /&gt;
Make sure the &#039;&#039;&#039;gas temperature&#039;&#039;&#039; in the [[landingpad gas storage]] has a comfy temperature between (something please correct) C and ~30 C.&lt;br /&gt;
&lt;br /&gt;
== Notes == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
* For trade a player should have [[Credit Card]] in any slot of his character inventory (isn&#039;t necessary that is placed in the [[Credit Card]] slot of his suit), otherwise any attempt to trade will return an error message with &amp;quot;You do not have enough money to complete this transaction!&amp;quot;.&lt;br /&gt;
* If a character has &#039;&#039;&#039;more than one&#039;&#039;&#039; [[Credit Card]], the trade will use the last in the inventory order.&lt;br /&gt;
* The [[Traders]] will buy any item that is placed in a connected [[Vending Machine]] or [[Vending Machine Refrigerated]] in the same network of the [[Landing Pad]].&lt;br /&gt;
* You can connect more than one [[Vending Machine]] or [[Vending Machine Refrigerated]] connected to the same [[Landing Pad]].&lt;br /&gt;
* [[Traders]] will &#039;&#039;&#039;refuse&#039;&#039;&#039; to land if there isn&#039;t any [[Vending Machine]] or [[Vending Machine Refrigerated]] connected to the [[Landing Pad]], or if no one is powered.&lt;br /&gt;
* Sell prices are always less than the buy value.&lt;br /&gt;
* Because [[Traders]] buy anything from the player, some items are exploitable to gain big amount of money, like food, or [[Motherboard (Sorter)]] (seems to be worth &#039;&#039;&#039;1500€/$&#039;&#039;&#039; or more, that is an evident bug).&lt;br /&gt;
* Prices of any item depend on the kind of trader.&lt;br /&gt;
* Selling a [[Credit Card]] to a [[Trader]] will &#039;&#039;&#039;ignore&#039;&#039;&#039; the balance within the card. This means that selling a [[Credit Card]] with a balance greater than 0 will cause the player to lose money.&lt;br /&gt;
* During a &#039;&#039;&#039;storm&#039;&#039;&#039;, [[Traders]] can&#039;t land or depart.&lt;br /&gt;
&amp;lt;br&amp;gt; [[Satellite_Tracking|This]] is an example of tracking setup with a [[Integrated Circuit (IC10)]] code for automate the process.&lt;br /&gt;
&amp;lt;br&amp;gt; Alternatively on this [https://www.youtube.com/watch?v=zLMuhO9CLZc Youtube Video] there is a good explanation by Saddamo De Beers. (outdated)&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
== Bugs == &lt;br /&gt;
* The [[trader]] will lock and go into a bugged state if you add things to the vending machine after a trader is requested to land. The bug can be seen by the trading GUI not opening (throws a NullReferenceException), save and reload or dismount the [[Landing Pad]] (that will make the [[trader]] depart) will fix the bug.&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Trader&amp;diff=16009</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Trader&amp;diff=16009"/>
		<updated>2023-07-02T14:16:09Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Update for the last game version to the best of my knowledge. Images not updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
{{Warning|This page currently contains outdated information.}}&lt;br /&gt;
== About == &amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
[[File:Trader Preview.png|800x494px|A Trader]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Traders]] are NPCs that can be called via a [[Computer]] with a [[Motherboard (Communication)]] installed. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;They will buy and sell any kind of object with the player:&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:TraderPanelView.png|400x471px|Trading with a trader]]&lt;br /&gt;
&amp;lt;br&amp;gt;After the player interacts with a [[Trader]], the game will open a GUI where the player will select the item to buy or to sell.&lt;br /&gt;
&amp;lt;br&amp;gt;The same interface is used to tell to the [[Trader]] to depart.&lt;br /&gt;
&lt;br /&gt;
=== Update ===&lt;br /&gt;
Since trading update 5, Landing Pads in Stationeers have changed to give you more choices. Now you can place them on different tiles with different options. The smallest Landing Pad that works is a 3x3 square, and it needs a centrepiece in the middle. When a Trader shuttle arrives, it lands right in the middle of the centrepiece. The centrepiece has an arrow showing which way the shuttles come and go. It&#039;s really important to make sure nothing blocks the arrow&#039;s path. That way, the shuttles can move smoothly without any problems. The shuttles usually land and take off at an angle of about 30 degrees.&lt;br /&gt;
&lt;br /&gt;
Once your Landing Pad is ready, you can check the computer terminal to see what size landing pad each available shuttle needs.&lt;br /&gt;
&lt;br /&gt;
There are six types of shuttles, including small, medium, and large ones, with normal and gas options. Shuttles can either use a runway or make a vertical descent to land. Small shuttles need a 3x3 pad, medium shuttles need a 5x5 pad, and large shuttles need a 6x6 pad. Having different pad sizes lets you trade with more Traders who visit your station.&lt;br /&gt;
&lt;br /&gt;
If you want to trade with human Traders, you&#039;ll need to create a hangar with air they can breathe. Large shuttles and planes sometimes have human Traders inside. These Traders won&#039;t come out and trade unless there&#039;s air in the hangar. So, make sure you build a pressurized hangar to accommodate them. &lt;br /&gt;
&lt;br /&gt;
== Requirements == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
To call a [[Trader]] the following things are necessary:&lt;br /&gt;
* A [[Landing Pad]] area at least of size 3x3. Bigger landing pad = bigger suttles up to 6x6.&lt;br /&gt;
Directly in touch with a:&lt;br /&gt;
* A [[landingpad Data and Power]]&lt;br /&gt;
Which has a data- and power port. This must be connected with [[cables]] to a cable network with the following attached.&lt;br /&gt;
* A [[Computer]] with a [[Motherboard (Communication)]] installed (to call the [[Trader]]). &lt;br /&gt;
* A [[Satellite Dish]] (for tracking the [[Trader]])&lt;br /&gt;
* A [[Vending Machine]] or [[Vending Machine Refrigerated]].&lt;br /&gt;
Then do the following:&lt;br /&gt;
* Power everything up, and connect on the same network. When using the [[Computer]], you can select which pad and [[Satellite Dish]] you want to utilize. If there is one of each, there is not much to choose from :).&lt;br /&gt;
* Track a [[Trader]] signal with the [[Satellite Dish]]. There are buttons on the [[Satellite Dish]]. If you want to go pro, you can automate it using another computer :D!&lt;br /&gt;
&lt;br /&gt;
== Gas and liquid ==&lt;br /&gt;
If you want to trade gas or liquid, you can use:&lt;br /&gt;
* [[landingpad gas storage]]&lt;br /&gt;
With an appropriate:&lt;br /&gt;
* [[landingpad gas input]]&lt;br /&gt;
* [[landingpad gas output]]&lt;br /&gt;
* [[landingpad liquid input]]&lt;br /&gt;
* [[landingpad liquid output]]&lt;br /&gt;
Input and output modules have pipe connections with their own volume pump (button) to pump in and out gases.&lt;br /&gt;
Buying and selling is done &#039;&#039;&#039;per 100 moles&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;landingpad liquid storage&#039;&#039; does not exist, so probably the landingpad gas storage is used for liquid storage? Please correct this for those who found out.&lt;br /&gt;
&lt;br /&gt;
Do not forget to &#039;&#039;&#039;flush&#039;&#039;&#039; your [[landingpad gas storage]] using [[landingpad gas output]] or [[landingpad liquid output]] if you want to export a different kind of gas.&lt;br /&gt;
&lt;br /&gt;
Make sure the &#039;&#039;&#039;gas temperature&#039;&#039;&#039; in the [[landingpad gas storage]] has a comfy temperature between (something please correct) C and ~30 C.&lt;br /&gt;
&lt;br /&gt;
== Notes == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
* For trade a player should have [[Credit Card]] in any slot of his character inventory (isn&#039;t necessary that is placed in the [[Credit Card]] slot of his suit), otherwise any attempt to trade will return an error message with &amp;quot;You do not have enough money to complete this transaction!&amp;quot;.&lt;br /&gt;
* If a character has &#039;&#039;&#039;more than one&#039;&#039;&#039; [[Credit Card]], the trade will use the last in the inventory order.&lt;br /&gt;
* The [[Traders]] will buy any item that is placed in a connected [[Vending Machine]] or [[Vending Machine Refrigerated]] in the same network of the [[Landing Pad]].&lt;br /&gt;
* You can connect more than one [[Vending Machine]] or [[Vending Machine Refrigerated]] connected to the same [[Landing Pad]].&lt;br /&gt;
* [[Traders]] will &#039;&#039;&#039;refuse&#039;&#039;&#039; to land if there isn&#039;t any [[Vending Machine]] or [[Vending Machine Refrigerated]] connected to the [[Landing Pad]], or if no one is powered.&lt;br /&gt;
* Sell prices are always less than the buy value.&lt;br /&gt;
* Because [[Traders]] buy anything from the player, some items are exploitable to gain big amount of money, like food, or [[Motherboard (Sorter)]] (seems to be worth &#039;&#039;&#039;1500€/$&#039;&#039;&#039; or more, that is an evident bug).&lt;br /&gt;
* Prices of any item depend on the kind of trader.&lt;br /&gt;
* Selling a [[Credit Card]] to a [[Trader]] will &#039;&#039;&#039;ignore&#039;&#039;&#039; the balance within the card. This means that selling a [[Credit Card]] with a balance greater than 0 will cause the player to lose money.&lt;br /&gt;
* During a &#039;&#039;&#039;storm&#039;&#039;&#039;, [[Traders]] can&#039;t land or depart.&lt;br /&gt;
&amp;lt;br&amp;gt; [[Satellite_Tracking|This]] is an example of tracking setup with a [[Integrated Circuit (IC10)]] code for automate the process.&lt;br /&gt;
&amp;lt;br&amp;gt; Alternatively on this [https://www.youtube.com/watch?v=zLMuhO9CLZc Youtube Video] there is a good explanation by Saddamo De Beers. (outdated)&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
== Bugs == &lt;br /&gt;
* The [[trader]] will lock and go into a bugged state if you add things to the vending machine after a trader is requested to land. The bug can be seen by the trading GUI not opening (throws a NullReferenceException), save and reload or dismount the [[Landing Pad]] (that will make the [[trader]] depart) will fix the bug.&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Kit_(Landing_Pad)&amp;diff=16008</id>
		<title>Kit (Landing Pad)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Kit_(Landing_Pad)&amp;diff=16008"/>
		<updated>2023-07-02T13:06:26Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Add information to inform the required landing pad since update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
[[Category:Machines]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Landing Pad)&lt;br /&gt;
 | image       = [[File:ItemKitLandingPad.png]]&lt;br /&gt;
 | createdwith = [[Electronics Printer]]&lt;br /&gt;
 | cost        = 5g [[Gold]], 10g [[Copper]], 40g [[Steel]]&lt;br /&gt;
 | constructs  = [[Landing Pad]]&lt;br /&gt;
 | stacks      = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Landing Pad&lt;br /&gt;
 | image            = [[File:ItemLandingPad.png]]&lt;br /&gt;
 | power_usage      = 100W&lt;br /&gt;
 | placed_with_item = [[Kit (Landing Pad)]]&lt;br /&gt;
 | placed_on_grid   = Large Grid 3x3&lt;br /&gt;
 | const_with_item1 = [[Kit (Landing Pad)]]&lt;br /&gt;
 | decon_with_tool1 = [[Angle Grinder]]&lt;br /&gt;
 | item_rec1        = [[Kit (Landing Pad)]]&lt;br /&gt;
 | decon_with_tool2 = [[Hand Drill]]&lt;br /&gt;
 | item_rec2        = 2x [[Steel Sheets|Steel Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
==Purpose==&lt;br /&gt;
The [[Landing Pad]] provides a place for [[Trader]] shuttles to land.  It can be placed on any support structures and must be outside.&lt;br /&gt;
&#039;&#039;&#039;If a character stays near the centre of the [[Landing Pad]] during a landing, the character suit will be broken and will be unable to move until the [[Trader]] leaves the planet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
Since trading update 5, Landing Pads in Stationeers have changed to give you more choices. Now you can place them on different tiles with different options. The smallest Landing Pad that works is a 3x3 square, and it needs a centrepiece in the middle. When a Trader shuttle arrives, it lands right in the middle of the centrepiece. The centrepiece has an arrow showing which way the shuttles come and go. It&#039;s really important to make sure nothing blocks the arrow&#039;s path. That way, the shuttles can move smoothly without any problems. The shuttles usually land and take off at an angle of about 30 degrees.&lt;br /&gt;
&lt;br /&gt;
Once your Landing Pad is ready, you can check the computer terminal to see what size landing pad each available shuttle needs.&lt;br /&gt;
&lt;br /&gt;
There are six types of shuttles, including small, medium, and large ones, with normal and gas options. Shuttles can either use a runway or make a vertical descent to land. Small shuttles need a 3x3 pad, medium shuttles need a 5x5 pad, and large shuttles need a 6x6 pad. Having different pad sizes lets you trade with more Traders who visit your station.&lt;br /&gt;
&lt;br /&gt;
If you want to trade with human Traders, you&#039;ll need to create a hangar with air they can breathe. Large shuttles and planes sometimes have human Traders inside. These Traders won&#039;t come out and trade unless there&#039;s air in the hangar. So, make sure you build a pressurized hangar to accommodate them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Activate || Boolean || Activates the Landing Pad when set to 1.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Turns the Landing Pad on when set to 1. Turns the Landing Pad off when set to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Power || Boolean || Returns whether the Landing Pad is turned on and receiving power. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Returns whether the Landing Pad is turned on. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || Returns the current watts of power required by the Landing Pad.&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean || Returns whether the Landing Pad is currently flashing an error.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Beginner%27s_Guide&amp;diff=16007</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Beginner%27s_Guide&amp;diff=16007"/>
		<updated>2023-06-30T17:44:06Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Spelling fixes and stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; This page is a work-in-progress, add Tips to the bottom 😎 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
This should be a crash-course primer to getting started in Stationeers. You can find more guides in the Steam community, several of which are linked from the front page of this wiki.&lt;br /&gt;
&lt;br /&gt;
While reading through this guide, remember that Stationeers is a game about surviving in an inhospitable world. It&#039;s extremely common for new players to take too long and run out of time before solving their power, water, air, and food needs. Try not to take your first few games seriously, and feel free to restart an unsalvageable world until you get a feel for things.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
Stationeers has a selection of tutorials accessible from the main menu to explain the basic concepts of the game. It is recommended to do the tutorials progressively as you encounter new mechanics in your game instead of tackling them all at once. To start in Stationeers, the &#039;&#039;&#039;Basic Skills&#039;&#039;&#039;, &#039;&#039;&#039;Construction&#039;&#039;&#039;, and &#039;&#039;&#039;Mining + Fabrication&#039;&#039;&#039; tutorials will give you a solid foundation for the start of the game.&lt;br /&gt;
&lt;br /&gt;
=== Basic Controls === &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
This is a cheatsheet of the content covered in the &#039;&#039;&#039;Basic Skills&#039;&#039;&#039; tutorial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
* Players interact with the world, items, and structures in Stationeers with an active hand system.&lt;br /&gt;
* Your left and right hands are represented in the bottom middle of the screen. &lt;br /&gt;
** &#039;&#039;&#039;WASD&#039;&#039;&#039; movement&lt;br /&gt;
** &#039;&#039;&#039;Left Click&#039;&#039;&#039; interacts with the world using the current hand or tool in the current hand (ex: you can&#039;t interact with buttons while holding an item)&lt;br /&gt;
** &#039;&#039;&#039;Right Click&#039;&#039;&#039; starts placement mode when holding a structure (ex: [[Iron Frames]] or [[Autolathe]]) or toggles the power switch on handheld devices&lt;br /&gt;
** Holding &#039;&#039;&#039;Alt&#039;&#039;&#039; enables the cursor for interacting with the UI&lt;br /&gt;
** &#039;&#039;&#039;F1&#039;&#039;&#039; opens the &amp;quot;Stationpedia&amp;quot; for in-game recipes and guides&lt;br /&gt;
** &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039;&lt;br /&gt;
*** With an open inventory - changes active slot&lt;br /&gt;
*** When placing a structure - changes the mode for an item in placement mode (use this with [[Cables]] to change their shape)&lt;br /&gt;
*** When using some consoles or computers - scrolls the active menu&lt;br /&gt;
** &#039;&#039;&#039;E&#039;&#039;&#039; swaps current active hand&lt;br /&gt;
** &#039;&#039;&#039;R&#039;&#039;&#039; opens the item in the current hand, or goes to its options&lt;br /&gt;
** &#039;&#039;&#039;F&#039;&#039;&#039; swaps between held items and items in your inventory on the side (accessed through the number keys)&lt;br /&gt;
** &#039;&#039;&#039;Q&#039;&#039;&#039; drops the currently held item in the active hand, holding &#039;&#039;&#039;Q&#039;&#039;&#039; will cause you to throw the item&lt;br /&gt;
** &#039;&#039;&#039;1-6&#039;&#039;&#039; will open menus for worn items similar to pressing R, holding 1-6 will cause it to swap with the item in the current hand, or simply go in the current hand - &#039;&#039;don&#039;t do this with the helmet or suit in a vacuum&#039;&#039;&lt;br /&gt;
*** You can swap the [[Toolbelt|Tool Belt]] and the [[Mining Belt]] by holding a belt in your hand and then holding &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Delete, End, Insert, Home, Page Up, Page Down&#039;&#039;&#039; rotate the item in placement mode. &#039;&#039;&#039;C&#039;&#039;&#039; is useful for autorotate when placing cables or pipes.&lt;br /&gt;
** &#039;&#039;&#039;G&#039;&#039;&#039; grab - not the same as drag, which is triggered by clicking on a portable item&#039;s handle with an empty hand&lt;br /&gt;
** &#039;&#039;&#039;I&#039;&#039;&#039; quick open the helmet - &#039;&#039;don&#039;t do this in a vacuum&#039;&#039;.  You can lock the helmet in its menu to avoid this.&lt;br /&gt;
** &#039;&#039;&#039;O&#039;&#039;&#039; or &#039;&#039;&#039;Right Click&#039;&#039;&#039; turn held item on or off&lt;br /&gt;
** &#039;&#039;&#039;J&#039;&#039;&#039; turn jet pack on or off.  The propulsion tank will last for many hours use, use it freely for building or mining.  Still, make &#039;&#039;&#039;sure&#039;&#039;&#039; you turn off the jet pack when not using it, as the jet pack will continue to drain the propulsion tank.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a World === &amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The first decision you have to make is where to set up a new colony. From the main menu, select the &#039;&#039;&#039;New Game&#039;&#039;&#039; option to come to the world select screen.&lt;br /&gt;
&lt;br /&gt;
For a burgeoning stationeer, there are two main worlds to choose from: the Moon, and Mars. The other worlds have unique challenges which are beyond the scope of this guide. Although either choice is suitable for this guide, it&#039;s important to consider the differences between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Moon&#039;&#039;&#039;&lt;br /&gt;
** Pros&lt;br /&gt;
*** The Sun is closer to the Moon than Mars, so solar panels work more effectively here&lt;br /&gt;
*** The solar angle on the Moon is 0°, which means that solar panels are easier to set up&lt;br /&gt;
*** The Moon has lower gravity, which can make it easier to navigate without burning through your jetpack fuel&lt;br /&gt;
** Cons&lt;br /&gt;
*** The Moon has no atmosphere, so all gas must be collected by hand and can easily be lost in the environment. This demands more knowledge of Stationeers atmospheric systems to thrive on the Moon&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;&lt;br /&gt;
** Pros&lt;br /&gt;
*** Mars has an unlimited atmosphere ripe with CO2, making it easy to set up hydroponics&lt;br /&gt;
*** Mars has an Earth-like atmospheric temperature during the day&lt;br /&gt;
** Cons&lt;br /&gt;
*** Mars has storms that can ravage the surface, placing higher importance on shelter&lt;br /&gt;
*** The Sun is weaker on Mars and is at a slight angle. This requires more complicated solar panel arrays or a loss in efficiency&lt;br /&gt;
&lt;br /&gt;
Ultimately, both planets are good for beginners. Pick one and adjust the guide to match the specifics of your environment.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a Difficulty ===&lt;br /&gt;
&lt;br /&gt;
For the purpose of learning the game, make sure that you select the &#039;&#039;&#039;Easy&#039;&#039;&#039; difficulty. The main differences between the &#039;&#039;&#039;Easy&#039;&#039;&#039;, &#039;&#039;&#039;Normal&#039;&#039;&#039;, and &#039;&#039;&#039;Stationeer&#039;&#039;&#039; difficulties are the resource usage rates. Higher difficulties mean that you run through food, water, and oxygen more quickly. Furthermore, the easier difficulties are more forgiving when respawning. If you die in the harder difficulties, you only spawn back in with emergency tools, or with no tools or suit at all. To survive these difficulties you need a safe zone to spawn back into along with backup suits and tools. Critically, the last difference of note is that on &#039;&#039;&#039;Easy&#039;&#039;&#039; difficulty you can eat and drink through your suit, while in the harder difficulties, you must open your suit to the atmosphere around you to eat and drink. This demands that you must have a working base before you get too thirsty or hungry, or else you will asphyxiate while having a snack.&lt;br /&gt;
&lt;br /&gt;
Although these harder difficulties are a fun challenge once you learn the game, the ability to eat and drink through the suit gives us significantly more leeway when starting out.&lt;br /&gt;
&lt;br /&gt;
== Your First World ==&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference: Priorities ===&lt;br /&gt;
&lt;br /&gt;
This is a quick reference sheet of what you should focus on in order to survive indefinitely. If you&#039;re ever not sure what you should be doing, see if there&#039;s anything on this list that you don&#039;t have a reliable source for yet.&lt;br /&gt;
&lt;br /&gt;
# Power&lt;br /&gt;
# Shelter (on Mars)&lt;br /&gt;
# Water&lt;br /&gt;
# Air&lt;br /&gt;
# Food&lt;br /&gt;
&lt;br /&gt;
=== Power === &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
&#039;&#039; See also: [[Starting Gear]] and [[Constructing and Deconstructing Walls]] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
When you spawn into the world you appear outside of your [[lander]]. There&#039;s a lot to do to ensure your visit is not a short one, but you have some time to get things set up. Your first priority is setting up a starting platform to set up your machines. You&#039;ve landed with a variety of crates and a portable oxygen tank. You can use your [[wrench]] in your tool belt to disconnect them from the lander so you can drag them around. The supplies you need on your first day are in the two yellow construction supply crates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Find a suitable spot to build your starting platform. We&#039;re looking for a relatively flat area near the lander, away from any hills that might block our solar panels. Find your [[Iron Frames|iron frames]] in your construction crate and build a 4x3 platform. Swap your iron frames with the [[Iron Sheets|iron sheets]] and pull out your [[Welding Torch|welding torch]] in your other hand. Construct your frames with your welder until they reach their second of three stages in the construction process. This makes them walkable, but not airtight.&lt;br /&gt;
&lt;br /&gt;
Next, we&#039;ll set up the [[Solar Panel|solar panel]], [[Area Power Controller|area power controller]] (APC), [[Arc Furnace|arc furnace]], and [[Autolathe|autolathe]]. Place the solar panel on the platform with the power port facing towards where you want your machines to go. Complete it with the [[Glass Sheets|glass sheets]] found in the crate. Place the APC down next to the solar panel at least a cable&#039;s length away and with the power arrows facing away from the solar panel. Connect the two with the [[Cables|cables]] found in your [[Toolbelt|toolbelt]]. Open the APC with your crowbar to expose the internals. Grab one of the [[Battery Cell|large batteries]] from the crates and insert it into the APC. Make sure to flip the power switch to turn the APC on: you should see the LED on the APC start blinking blue to show that the solar panel is charging the battery.&lt;br /&gt;
&lt;br /&gt;
Finally, we&#039;ll set up the arc furnace and autolathe. Place them on the platform, complete the construction stages for the autolathe using the resources in the chest, and finally connect them to the other power port of the APC using your cables. &#039;&#039;Note: you can splice in new connections to old cables by holding the [[Wire Cutters|wire cutters]] in your off-hand. This allows you to add a junction in an already existing wire, for example.&#039;&#039; You should now be able to turn on the autolathe and arc furnace to check your setup, but make sure to turn them off when you&#039;re not using them to save power!&lt;br /&gt;
&lt;br /&gt;
Optionally, you can set up the [[Solid Fuel Generator|solid fuel generator]] too, which burns [[Coal|coal]] to produce a considerable amount of energy in a pinch. Connect the power cable from the solid fuel generator to the solar panel side of the APC to fill up its battery. Remember that the generator will burn all of the coal that you put in it regardless of if your battery is full or not - only place the fuel that you need into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
You&#039;ve now tackled your first priority: power. With this setup, you&#039;ve extended your lifespan from around one day to around five. Congratulations! Although one basic solar panel will not be enough to sustain anything more than our starting base, this will power a spare battery to keep your life support going as you tackle the other tasks at hand.&lt;br /&gt;
&lt;br /&gt;
=== Water === &amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next thing you&#039;ll run out of is [[Water|water]]. You start with a water bottle in your suit, a few spare bottles in the crates, and a small [[Liquid Canister|liquid canister]] of water. Altogether, you&#039;ll run through these supplies in about a week. Our next goal is to set up an [[Ice Crusher|ice crusher]] and a [[Water Bottle Filler|water bottle filler]], but to do this we need to set up some more infrastructure. Our next direct tasks are to create an [[Electronics Printer|electronics printer]] and a [[Hydraulic Pipe Bender|hydraulic pipe bender]]. Together, your autolathe, electronics printer, and hydraulic pipe bender form your fabrication bread and butter: they can produce everything your need to tackle your starting priorities.&lt;br /&gt;
&lt;br /&gt;
Note, you need to open your helmet to eat and drink. In hostile planets where breathing in the atmosphere, even briefly, is dangerous, like [[Venus]] or [[Vulcan]], note that you can survive for a short time in a vacuum without a helmet. In the early game, you can use an [[Guide (Airlock)|Airlock]] to create a temporary vacuum in order to eat and drink.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
&lt;br /&gt;
From here, split your time between day and night to take advantage of the sunlight. During the day, we can collect resources for our base through mining, and at night we can work on improving our base. The sunlight makes it much easier to find ores in the world, but if you do need to go out at night, consider setting up the [[Tracking Beacon|tracking beacon]] at home to find your way back with your [[Tablet|tablet]] with the [[Cartridge|tracking cartridge]]. Alternatively, you can create the [[Catridge|GPS cartridge]] and write down the coordinates of your base so you don&#039;t need to remember to turn on the beacon before you leave. We are aiming to collect at least 3 stacks (150g) of [[Ore (Iron)|iron ore]], 3 stacks (150g) of [[Ore (Copper)| copper ore]], and 1 stack (50g) of [[Ore (Gold)|gold ore]]. Smelt all of these in your arc furnace. After we set up our machines, we&#039;ll also need a stack or two of [[Ice (Water)|water ice]] (&#039;&#039;Note: not [[Ice (Volatiles)]], [[Ice (Oxite)]] or [[Ice (Nitrice)]]!&#039;&#039;), and at least 8g of [[Ore (Silicon)|silicon]] to construct our water setup.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
Once you have the supplies, use the autolathe to build your electronics printer and hydraulic pipe bender. The electronics printer can print out extra cables as you need them, extra batteries to add a buffer to your power setup, extra solar panels for power generation, and a variety of other tools and supplies. The pipe bender allows us to handle atmospherics and liquids. We can now partly build our water setup. At this point, it will be useful to complete the in-game &#039;&#039;&#039;Hydroponics, Hydration + Food&#039;&#039;&#039; tutorial to understand our next steps.&lt;br /&gt;
&lt;br /&gt;
After our prep work, we can print an ice crusher, a [[Portable Tank|portable tank]](Liquid), a [[Tank Connector|tank connector]], a [[Water Bottle Filler|water bottle filler]] and the [[Kit (Liquid Pipe)|liquid pipes]] needed to plumb it all together. Go ahead and set these up on your base, connecting the bottom pipe on the back of the ice crusher with liquid pipes to your tank connector. Afterwards, hook up your water bottle filler to the pipe network, though note that you might need to place the filler on the side of a constructed iron frame (known as a structural wall as opposed to a normal iron wall). Finally, we can place a water bottle onto our filler, place ice into our ice crusher, turn on the crusher, and refill our old water bottles!  &lt;br /&gt;
&lt;br /&gt;
If the bottles are not filling, it&#039;s usually one of two issues: either the water is too cold, or the water bottle filler is not turned on. For the latter, make sure that the water bottle filler is connected to power and that the power switch on the filler itself has been flipped on. For the former, hover the cursor over the filler. You may get an error in red text, something like &amp;quot;Water must be 0-100&amp;quot;. This is because ice generally struggles to flow through pipes. To dramatically lower the viscosity of your water, hook up a liquid heater over one of the pipes, hook it up to power, and turn it on. You can use your tablet with the [[Cartridge|atmos analyzer cartridge]] on the pipe to measure the current temperature of the water. Be careful, because the pipe heater draws a significant amount of power!  Once you have the temp of the pipe over 0 degrees your water bottles should now fill with water.&lt;br /&gt;
&lt;br /&gt;
By this point, we have extended our lifespan to multiple weeks.&lt;br /&gt;
&lt;br /&gt;
=== Shelter ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This section only applies to players on Mars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although you landed in a safe weather window, storms can start on planets with the atmosphere after seven days. The storms can damage some items in the game like solar panels, reduce visibility to anything in front of you, and blow anything not bolted down hundreds of meters away. This includes your starting crates. To prevent losing your progress, it&#039;s critical that you prepare for upcoming storms. At a minimum, your starting gear should be secured. This can be done by creating [[Container Mount|container mounts]] to attach your crates to the wrench. Better yet though, you can create a [[Locker|large locker]] and empty your crates inside of them. &lt;br /&gt;
&lt;br /&gt;
Additionally, consider making your base airtight at this point. This will prevent the inside of your base from being affected by the storms. You can add an extra iron sheet to your iron frames to make them airtight, and use the [[Kit (Iron Wall)|iron walls]] (which can also be constructed into windows by cycling with the &#039;&#039;&#039;C&#039;&#039;&#039; key) in your construction crates to build the sides. Finish it off with a door that you can open and close during storms or even a full airlock if desired. See the [[Guide (Airlock)|Airlocks]] &lt;br /&gt;
tutorial for an example, but note that on Mars an [[Guide (Airlock) Atmosphere to Atmosphere|advanced airlock]] must be used to avoid contaminating your base with the Martian atmosphere.&lt;br /&gt;
&lt;br /&gt;
Finally, consider walling in your solar panels with glass windows to protect them from storms. You will lose a slight amount of efficiency from the sunlight being blocked by the iron edges, but you will not need to repair your solar panels anymore.&lt;br /&gt;
&lt;br /&gt;
=== Air and Food ===&lt;br /&gt;
The last two resources that we need to have stable sources are food and air. However, around this time is when a myriad of other problems also start occurring that may need to be taken care of. For this section, you can either tackle side-projects first or come around to the side-projects as they come up.&lt;br /&gt;
&lt;br /&gt;
==== Side Projects ====&lt;br /&gt;
These are projects that won&#039;t threaten your survival if not completed but can make your time in the solar system much more comfortable.&lt;br /&gt;
&lt;br /&gt;
===== Steel =====&lt;br /&gt;
&#039;&#039;See the  in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Alloy Smelting&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the first [[Alloys|alloy]] that most stationeers need to make. Alloys are resources made from a combination of the more basic resources in the game such as coal, iron, or gold. Alloys are usually made in the [[Furnace|furnace]] once the base resources are inserted and the furnace reaches a specific temperature and pressure range. Using values found in the in-game stationpedia, the recipe for steel is 3 units of iron to 1 unit of coal, placed into the furnace when the furnace is between 1 MPa and 100 MPa, and the temperature is between 900K to 100kK.&lt;br /&gt;
&lt;br /&gt;
Steel can be used in a variety of more complex machines. This includes [[Stationary Battery|stationary batteries]] which hold 12.5 times the energy of [[Battery Cell|large battery cells]], or the [[Solar Panel|orientatable solar panel]] which can track the sun to provide near 100% efficiency while the Sun is up. The process for creating steel is similar to the process of creating [[Solder|solder]], used in creating new APCs. Or, more advanced, creating [[Ingot (Constantan)|constantan]], [[Ingot (Invar)|invar]], or [[Ingot (Electrum)|electrum]], which are used for mid to late game parts and structures.&lt;br /&gt;
&lt;br /&gt;
To start, create a [[Furnace|furnace]] using the [[Autolathe|autolathe]], along with a [[Pipe Valve|pipe valve]] and a [[Passive Vent|passive vent]] using the hydraulic pipe bender. Place it somewhere outside of your base with the large input/output arrows to the left and right, this will orient the input/output pipes towards the back away from the player. Complete the furnace using the tooltips. Finally, on the backside of the furnace, add a pipe and a valve to both the grey output/input ports. The output port is your gas output port, which can be used to purge the furnace of waste gases after use. Continue the pipe to a wall or floor where you can place the passive vent. When set up correctly, you can open the output valve to off-gas the furnace to the passive vent, and safely vent the waste gas to the atmosphere. The input port allows for fuel intake in more advanced furnace setups, but we&#039;ll be manually fueling our furnace for now. In the future, it might also be worth collecting the off-gases into a [[Tank|tank]] for use in pressurizing your base. This is especially important on the Moon where no ambient atmosphere exists.&lt;br /&gt;
&lt;br /&gt;
As listed in the stationpedia, there are two types of fuels: one is a 2:1 mix of volatiles to oxygen (volatiles is essentially hydrogen in Stationeers, so you can remember this by remembering H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O), and the other is a 1:1 mix of nitrous oxide to volatiles. The nitrous oxide-based fuel is more efficient (the same amount of nitrous oxide burns hotter than the same amount of regular fuel), but it&#039;s usually harder to source nitrous oxide than oxygen. The main source is [[Ice (Nitrice)|nitrice]], which also contains large amounts of [[Nitrogen|nitrogen]] which must be filtered off first before combustion can take place as opposed to the pure [[Ice (Oxite)]] and [[Ice (Volatiles)]]. Although using nitrous oxide fuel can be advantageous later in the game once you have more infrastructure set up, we will be using the simpler oxygen and volatile mix of fuel throughout this guide.&lt;br /&gt;
&lt;br /&gt;
You can manually fuel the furnace by placing a ratio of 1:2 [[Ice (Oxite)|oxite]] to [[Ice (Volatiles)|volatiles]] into the furnace. Note that any form of ice will melt at and above 0 degrees Celsius, so it may be necessary to fuel your furnace at night to avoid the ice evaporating into the air. You can check the external temperature using the &amp;quot;External&amp;quot; section of your HUD in the bottom right. On planets without an atmosphere like the Moon, the sunshine itself can also melt the ice, even if there is no listed external temperature. The amount of ice that you need is relatively small. Around 3 oxite and 6 volatiles will raise the temperature of the furnace to nearly 2000K, well above the temperature needed for steel. Place iron and coal into the furnace in a 3:1 ratio after the furnace has heated up to produce steel. Right now, 200g of steel (made with 3 stacks of iron and 1 stack of coal) will last you for quite a while. Once you have your steel, consider using steel frames and sheets instead of iron frames and sheets. Not only are they stronger, but they use less resources overall too.&lt;br /&gt;
&lt;br /&gt;
===== Refrigeration and Spoiled Food =====&lt;br /&gt;
&lt;br /&gt;
Unpreserved food slowly spoils and decays in Stationeers. By this point, depending on how fast you&#039;ve completed the rest of the guide, items like your starting [[Egg|chicken eggs]] may have already decayed into spoiled food. Seeds and preserved (canned) foods do not decay, so the rest of your starting seeds and food should still be safe. Decay is accelerated by warm temperatures, harmful atmospheres, and improper storage. These can be resolved by lowering the temperature (down to around -140 Celsius: colder than that and the decay rate increases again), replacing the atmosphere with nitrogen or carbon dioxide, and making sure the kPa is above 101 as food needs atmosphere equal to Earth&#039;s pressure or the effect of the preservation will be de-buffed by the low pressure, and placing food in a [[Fridge (Large)|large fridge]]. For a beginner setup, simply use some steel to create a large fridge, power it with the power switch, and place any unpreserved food inside. You should see the time to decay increase by several hours, sometimes triple or more than the original time limit. Large fridges attempt to keep the food at a low temperature, and also automatically remove 70% of the decay rate of anything inside of a powered fridge. This will become especially important once our greenhouse starts producing perishable food.&lt;br /&gt;
&lt;br /&gt;
===== Station Batteries =====&lt;br /&gt;
&lt;br /&gt;
One constant issue that a stationeer faces is power shortages. As you add more machines, your power needs will grow. While the problem can be ignored during the day by simply adding more solar panels, [[Kit (Turbine Generator)|turbines]], or generators, a reliable way of storing energy is critical to uninterrupted power through the night. Up until this point, we&#039;ve been storing excess energy in a large battery cell in the APC. However, this can only hold a small amount of power: a single, constantly powered [[Wall Heater|wall heater]] will only be powered for a few minutes before drawing all of the power in our large battery.&lt;br /&gt;
&lt;br /&gt;
To resolve our power storage needs, consider making a [[Station Battery|station battery]] in the electronics printer. The regular station battery can hold 12.5 times the amount of power as the large battery cell we&#039;ve been using, and the more expensive large stationary battery can hold over 30 times the amount. The large station batteries require advanced alloys, so for now we&#039;ll be focusing on the regular station batteries. Both the regular and the large station batteries require steel to make, so ensure you have a furnace set up and a batch of steel made.&lt;br /&gt;
&lt;br /&gt;
Once your kit is constructed in the electronics printer, place it somewhere in or near your base. Connect cables from your power generators to the front power port of the battery. Use more cables to connect the back of the battery to your APC. Make sure that you do not connect the front of the battery with the back of the battery to avoid short-circuiting your electrical supply: you will need to disconnect your generators from your APC to ensure that there is a clean flow of energy from the generators to the battery to the APC to your equipment. &lt;br /&gt;
&lt;br /&gt;
As your start to scale up your power usage, be mindful of the amount of energy that you are generating. Normal [[Cable Coil|cables]] can only handle 5 kW of energy at any given time before they burn out. As your power production starts to scale up, you run the risk of burning out normal cables between your power generators and your battery. Consider replacing these cables with the more expensive, but more robust, [[Cable Coil|heavy cables]]. These heavy cables can sustain 100 kW before frying. Similarly, as you scale up your power usage, you might fry your cables on the output side of your battery or APC. As batteries and APCs do not have a maximum output if there is a large draw of energy they can put out more capacity than your cables can handle. Consider using a heavy cable between your battery and APC, and possibly a [[Transformer|small transformer]] after your APC to limit usage to 5 kW. You can analyze your power usage by using your tablet with the [[Cartridge|network analyzer cartridge]] by pointing your tablet at a cable in your network. Note that APCs, batteries, and transformers isolate networks from one another, so analyzing the cables before your battery will only show your power generation.&lt;br /&gt;
&lt;br /&gt;
===== Automated Solar Panels =====&lt;br /&gt;
&lt;br /&gt;
Although a couple of basic solar panels can sustain a small base for a while, as power needs grow stationary solar panels become grossly inefficient. To resolve this, we can switch to programmable solar panels which track the sun. With this setup, solar panels can have nearly 100% efficiency throughout the day. To begin, construct some regular [[Solar Panel|solar panels]] (as opposed to basic solar panels) in the electronics printer. These new solar panels require steel. Three or so will be sufficient. Place them in a line in an open area on some frames, away from any nearby buildings to avoid shadows with power and data ports facing east and west as opposed to north and south. Note that these solar panels have both a power and a data port. Complete the solar panels with glass, and run cables from the power port of the panels back to your battery to collect the energy they generate.&lt;br /&gt;
&lt;br /&gt;
On the support column of solar panels are a series of grips. You can manually tilt and rotate the solar panel using your wrench to track the sun. The more that the solar panel is facing the sun the more power it produces. We can use the data port of the panels to automate the process. Connect all of the data ports of the solar panels together using more cables, taking care to not connect the power side with the data side. At this point, we need to set up the logic to automate the orientation of the solar panels. Although not yet complete, the in-game &#039;&#039;&#039;Logic&#039;&#039;&#039; tutorial will cover the basics of this process. We will be following the guides listed in [[Solar Logic Circuits Guide]] to do this automation. Reference the [[Solar Logic Circuits Guide#Six-chip dual-axis tracking|six-chip dual-axis tracking]] design for construction on any planet in the solar system, or the simpler [[Solar Logic Circuits Guide#Two-chip single-axis tracking|two-chip single-axis tracking]] design for planets with 0° solar angle like the Moon. &lt;br /&gt;
&lt;br /&gt;
Construct the chips listed in the &#039;&#039;What you need&#039;&#039; section of the respective guide on the electronics printer, and find a suitable place near your solar panels to set up your logic. Place the chips as listed in the guide, cycling through the different options using &#039;&#039;&#039;C&#039;&#039;&#039; to select the right chip. For example, the [[Sensors|sensor kit]] contains the daylight, motion, and gas sensor. Take note of the orientation of the daylight sensor as this impacts the output. Connect your chip network to the data port of the solar panels, and connect the power output of the solar panels to the power ports of the chips to keep them powered. Consider making a new APC (using [[Solder|solder]] as described in the steel guide) to keep your circuits running even when the Sun is down. &lt;br /&gt;
&lt;br /&gt;
Use the [[Labeller|labeler]] found in your starting crates to rename the chips to make them easier to use. Additionally, you can set the value of the memory chips directly by using the labeler on the screw terminals of the memory chip. Then use your screwdriver on the screw terminals of the chips to configure them as shown in the guide. Finally, double-check your configuration, and turn on all of the chips (save the memory chips which are always on) by pressing the red LED to turn it green. Ensure that your setup is correct by making sure that your solar panels track the sun effectively. If anything is off, make sure that your daylight sensor is oriented in the right direction, your solar panels data port is oriented in the right direction for your chip setup as detailed in the guide, that the individual chips are connected properly, and that everything is powered.&lt;br /&gt;
&lt;br /&gt;
===== Welding Fuel =====&lt;br /&gt;
&#039;&#039;See the in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Gas Mixing&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your [[Welding Torch|welding torch]] runs on a pressurized fuel canister consisting of either 1 part oxygen to 2 parts volatiles or 1 part nitrous oxide to 1 part volatiles (just like the furnace fuel). As stated above, nitrous oxide fuel is slightly harder to produce, so we will focus on the standard fuel in this guide. Usually, welding torch fuel will start to run out for the first time around this stage of the game, so it&#039;s important to be able to create more fuel soon. If you run out of fuel before creating a steady supply of more fuel, it can be difficult to recover.&lt;br /&gt;
&lt;br /&gt;
In general, we need the following:&lt;br /&gt;
# Someplace to produce the gases&lt;br /&gt;
# Someplace to store produced gases&lt;br /&gt;
# A gas mixer&lt;br /&gt;
# A pressure regulator&lt;br /&gt;
# A canister storage slot to be able to place our fuel tank&lt;br /&gt;
&lt;br /&gt;
Find a place to set up your fuel creation station. In general, a 2x3 or 3x3 platform outside works well. Also, take care to make sure that your creation station does not get too hot if you do build it indoors. Fuel can explode over around 32 degrees Celsius. We can collect volatile gas from [[Ice (Volatiles)|volatiles]] in an ice crusher, and oxygen from [[Ice (Oxite)|oxite]] in an ice crusher as well. Alternatively, on Mars, there is a small amount of oxygen in the atmosphere. There, we can use only one ice crusher for volatiles and use a [[Kit (Atmospherics) Filtration|filtration]] system to filter oxygen from the air using a small amount of power.&lt;br /&gt;
&lt;br /&gt;
For the ice crusher, set up a new ice crusher on the platform and connect a gas pipe to the top output pipe to collect the gases from the ice. This is very similar to the water setup except using the top output instead of the bottom output. When the ice crusher is turned on and ice is inserted into the input slot, the ice crusher will convert the ice to gas and pump it into the connected pipes. If using the filter approach, create an atmospherics kit, two passive vents, and two small oxygen filters in the hydraulic pipe bender. Cycle the atmospherics kit to the filtration unit, and place it down on the platform. The filtration unit has five slots, an input pipe, a filtered output pipe, an unfiltered output pipe, and two filter inserts. Add a passive vent to the input pipe and to the unfiltered output pipe - you may have to space them a pipe&#039;s length away from the filtration system for them to fit. Connect a  pipe to the filtered output pipe and place your two oxygen filters into the filter slots. When powered on, the filtration unit will suck atmosphere through the passive vent, pass it through the filters, and continue oxygen down the pipe while releasing all of the other gases like carbon dioxide back into the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Now that we have a method of producing our gases, we can store them permanently inside some tanks. Create either a [[Portable Tank|portable tank]] with a [[Tank Connector|tank connector]] or a [[Tank|small tank]] for each gas to store your gases. The amount of gas that can be stored in either tank is several times larger than what we need for our fuel, so either size will do. If using the portable tanks, place the connector down, then drag the portable tank onto the connector, and use your wrench to attach them. If using the regular tanks, simply place them down on the platform. In either case, connect the pipes from your gas creation systems to the tanks, making sure not to connect the two pipe networks. The tanks will equalize pressure with the piping system, allowing for several MPa of storage.&lt;br /&gt;
&lt;br /&gt;
Next, create a [[Pipe Gas Mixer|gas mixer]], [[Pressure Regulator|pressure regulator]], and [[Gas Tank Storage|canister storage]] in the hydraulic pipe bender. Place the gas mixer on the platform and connect the oxygen and volatile gas pipe networks to the two input slots. Without powering it on, click on different parts of the wheel to adjust the ratio of the gas mixer to 34% oxygen and 66% volatiles. Input 1 is in line with the output pipe while input 2 is to the side of the mixer. Next, build a pipe off the output pipe of the gas mixer into a pressure regulator. Again, use the wheel to adjust the desired pressure to 1950 kPa. Finally, connect the pressure regulator to the canister storage. Now, when we turn on all of the machines, oxygen and volatiles will flow from their respective storage tanks, through the gas mixer to produce a fuel mix, and then be pumped into an awaiting canister until it reaches 1950 kPa.&lt;br /&gt;
&lt;br /&gt;
Whenever more fuel is needed, ensure that you have enough oxygen and volatiles to produce 1950 kPa of fuel, then remove your fuel canister from the welding torch and place it into the storage receptacle. Turn on the gas mixer and pressure regulator, and wait until your canister is full. Then turn everything off, and you can remove your canister and insert it back into the welding torch. You can use your tablet with the atmospherics chip to ensure that your canister is at the right pressure, and that the mix is at the correct ratios.&lt;br /&gt;
&lt;br /&gt;
Note that the gas mixer is volume-based, therefore they rely on the two gases being at the same temperature. If you have your oxygen much colder than your volatiles, for example, you&#039;ll find that the output ratio is not the same as what you set on your gas mixer. Practically, this just means that you should wait until your gas tanks are at the same temperature before mixing so you don&#039;t have an incorrect fuel mix. However, your welding torch will still operate with an improper ratio, just less effectively. As a last consideration, even though 1950 kPa is well below the maximum limit of how much fuel your welding torch canister can hold, consider the downsides of carrying several atmospheres of explosive fuel around everywhere you go before increasing the pressure.&lt;br /&gt;
&lt;br /&gt;
==== Air ====&lt;br /&gt;
&lt;br /&gt;
A stable source of air is one of our last concerns and is solved similarly to our water setup. Oxygen is found ambiently in the atmosphere of Mars, or can be created from [[Ice (Oxite)|oxite ice]] in an ice crusher. The setup mirrors our setup for the welding fuel. &lt;br /&gt;
&lt;br /&gt;
If on the Moon, use an ice crusher with a pipe connected to the top output of the ice crusher, and place oxite into the crusher to produce oxygen in your pipe network. Note that Oxite partially contains nitrogen. This is fine for breathing in a room (Earth air is approx. 78% nitrogen), but if you put it in your personal air tank, your helmet will eventually fill up with nitrogen and you will take lung damage. To prevent this, you have two options: 1) build a Nitrogen Filter in the [[Hydraulic Pipe Bender|hydraulic pipe bender]] and put it in one of your filter slots alongside the CO2 filter(s); or 2) use the [[Kit (Atmospherics) Filtration|filtration kit]] in a similar setup for the welding fuel described above to get pure oxygen into a pipe.&lt;br /&gt;
&lt;br /&gt;
If on Mars, since a small amount of oxygen is in the atmosphere, you can place a [[Kit (Atmospherics) Filtration|filtration kit]] down outside, with a passive vent or pipe cowl on both the input and unfiltered output ports. Place two, small oxygen filters into the filtration unit, and connect a pipe to the filtered output port. When powered on, the filtration unit will suck in the atmosphere through the passive side, pass oxygen into the filtered output pipe, and release all other gases into the atmosphere. &lt;br /&gt;
&lt;br /&gt;
Now that we are producing oxygen, connect your oxygen producer to a tank to store excess oxygen. Your lander came with a white, portable tank of oxygen that we can use for this purpose. If you have not already done so, disconnect it from the lander using a wrench, and drag it over to your production setup. Create a [[Tank Connector|tank connector]] using the hydraulic pipe bender, place the connector near your production, drag the portable tank on top of the connector, and use your wrench to connect the two. Connect your production machines to your tank with pipes to store excess oxygen. Finally, create a [[Pressure Regulator|pressure regulator]], a [[Gas Tank Storage|canister storage]], and also a new [[Canister|gas canister]] so that you don&#039;t run out of air while waiting for your canister to fill. Hook up the pressure regulator to your pipe network, and use the wheel to set around 5000 kPa of output pressure. Connect the other side of the pressure regulator to the canister storage, and place your new canister inside.&lt;br /&gt;
&lt;br /&gt;
When you need to replace your suit&#039;s oxygen tank, you can use the ice crusher or filtration unit to produce more oxygen, turn on the pressure regulator until your spare tank is around 5000 kPa of oxygen, and then quickly switch your suit&#039;s canister with the spare. To take care of your waste canister, a simple way is to simply vent it into the atmosphere. When you get a warning that your waste tank is too full, simply click on your waste tank in your suit, and hit &#039;&#039;&#039;Open&#039;&#039;&#039; to vent it into your surroundings. Alternatively, you can swap your waste canister with your propellant container in your jetpack. Despite its name, the jetpack does not actually burn fuel: it uses pressurized gases to propel you around the world. As you use more propellant in your jetpack, you are replenishing it in your waste tank. Note that since the Moon has no atmosphere, it can be advantageous to vent your waste tank into your pressurized base for use later; e.g. plants will consume your CO2 output.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See the in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Hydroponics, Hydration + Food&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Farming =====&lt;br /&gt;
&#039;&#039;See the [[Guide (Farming)|farming guide]] on the wiki for basic plant needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to survive on the planet for any length of time, any extraterrestrial base needs a greenhouse to grow new food and a kitchen to prepare meals. Plants in Stationeers are demanding, and require adequate water, light, and atmosphere to grow healthily. Furthermore, plants can take several real-life hours to grow. Because of this, it&#039;s usually easiest to jump straight to some light automation to ensure that you&#039;re not babysitting your plants for hours at a time. Specifically, we need to make sure our plants have:&lt;br /&gt;
&lt;br /&gt;
# A place to grow ([[Hydroponics Tray]])&lt;br /&gt;
# A connected supply of (melted) water&lt;br /&gt;
# A temperate atmosphere, somewhere around 20 degrees Celcius and around 100kPa of pressure&lt;br /&gt;
# Carbon dioxide present in the atmosphere&lt;br /&gt;
# &#039;&#039;&#039;No&#039;&#039;&#039; Volatiles and Nitrous Oxide in the atmosphere&lt;br /&gt;
# 10+ minutes of light a day (days are 20 minutes by default)&lt;br /&gt;
# 5+ minutes of darkness a day to rest&lt;br /&gt;
&lt;br /&gt;
For some needs, just hovering your mouse over a plant will tell you whether or not the plant is struggling or thriving. The tooltip on the plant may even mention that the atmosphere is not correct, or that the plant has no water. However, some needs, like darkness, are a bit harder to keep track of. Thankfully, the [[Cartridge|plant analyzer cartridge]] allows us to see all of the plant&#039;s needs right on our tablet. By printing one on the Electronics Printer, we can make sure that we are adequately taking care of our plants.&lt;br /&gt;
&lt;br /&gt;
Different plants have different pros and cons. Some plants, like tomatoes, take a long time to grow initially, but they continually produce fruit that can be harvested again and again without replanting. Other plants, like wheat, need extra processing in a [[Reagent Processor|reagent processor]]. The plant we&#039;ll be focusing on is the Potato plant. Potato plants grow the quickest of all the plants, but in exchange are not as filling as the other plants.&lt;br /&gt;
&lt;br /&gt;
====== Water ======&lt;br /&gt;
&lt;br /&gt;
Water is the simplest need that the plant has. The requirements are the same as the water bottle filter. We simply need some supply of water connected to our hydroponics via pipes, and we need to make sure that the water is above 0 degrees and below 100 degrees. We can easily hook up our existing water bottle filler pipe network to some hydroponics trays to satisfy this requirement. Note that the hydroponics trays can store a very large amount of water. Therefore, a greenhouse with several hydroponics trays can actually be an effective way of storing water without having a tank.&lt;br /&gt;
&lt;br /&gt;
====== Atmosphere ======&lt;br /&gt;
&lt;br /&gt;
In general, you need 4 things for atmosphere management. A way to add atmosphere, a way to remove atmosphere, a way to heat atmosphere, and a way to cool atmosphere.&lt;br /&gt;
&lt;br /&gt;
Plants need somewhere around 100kPa of atmosphere around 20 degrees Celsius. The atmosphere must be at least partly carbon dioxide and must not be contaminated with volatiles, nitrous oxide, or pollutants. If you are sharing an atmosphere between your greenhouse and the rest of your base, you need to set up some form of gas mixing (see the welding fuel section for more information on gas mixing) to ensure that you have both oxygen and carbon dioxide pumping into your base. Otherwise, you can simply pipe carbon dioxide into your greenhouse.&lt;br /&gt;
&lt;br /&gt;
In order to add atmosphere into the greenhouse, use a pressure regulator set to around 110 kPa to add CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; (or CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; and O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) into the room, then use a back pressure regulator on the other side of the room set to 108 kPa to remove atmosphere. The idea is that the pressure regulator will try to pump in CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; until it&#039;s at 110 kPa, and the back pressure regulator will empty the room until it&#039;s 108 kPa. This lets you have a small flow of air through the room so oxygen or pollutants and such don&#039;t get stuck. Pipe the air leaving the room through a filtration unit (from the atmospherics kit) with CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; filters, expelling waste gases into the atmosphere or somewhere else while letting the CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; pass into a storage tank so you have a buffer and then back into your intake pressure regulator. This forms a closed loop to make sure that we&#039;re constantly scrubbing the gases in the greenhouse.&lt;br /&gt;
&lt;br /&gt;
For heating, use 2-3 wall heaters in the room (be careful, they&#039;re extremely power-hungry!). For cooling, use a wall cooler. Feed a pipe from the gas port of the wall cooler to the outside, put a bunch of radiators on it so it can leak heat into the atmosphere, and then fill it with a few hundred kPa of some kind of air, possibly by using an active vent set to inward. The idea is that the wall cooler will heat up the air in the pipe, and then the air in the pipe will radiate the heat away in the radiators.&lt;br /&gt;
&lt;br /&gt;
Wire everything up, and then we&#039;ll use some logic to automate it. The intake and filtration are automated by the pressure regulators so that just leaves us with the heating and cooling. Use a gas sensor in the room to measure temp, a logic reader to read the gas sensor, two logic comparators to compare the gas sensor to your min and max desired temp, two memory chips to hold your min and max desired temps, and then two batch writers to write to your heaters and cooler for when they need to turn on. Basically, use the comparators to check if the temp is below something like 300 Kelvin, and if so, turn the heaters on. If it&#039;s above something like 305 K, turn the coolers on.&lt;br /&gt;
&lt;br /&gt;
====== Light ======&lt;br /&gt;
&lt;br /&gt;
The last need we need to take care of is lighting. Plants differ in their lighting requirements, but in general, they need to be lit for at least half the day, and they need to be in darkness for at least a fourth of the day. The Moon, and to a lesser extent, Mars receive plenty of sunlight during the day, so most plants can simply be planted underneath a window in order to satisfy their light requirements. However, other worlds like Europa or Mimas lack sufficient sunlight to grow plants through a window alone. Additionally, plants may not grow as well under sunlight on planets like Mars as they would with a dedicated lighting system. In these situations, setting up a grow light can help our plants thrive. You can reference the [[Grow light automation|grow light automation]] guide for an example of how to automate your grow lights. The basic principle is to use a daylight sensor to mimic the rise and set of the sun with your [[Kit (Grow Light)|growlight]].&lt;br /&gt;
&lt;br /&gt;
Once all of these needs are taken care of, you can safely plant your potatoes. Use the atmos analyzer cartridge and the plant analyzer cartridge to check up on the health of your plant. Don&#039;t worry if your plant isn&#039;t always thriving. So long as they&#039;re not dying, your plants slowly growing.&lt;br /&gt;
&lt;br /&gt;
===== Cooking =====&lt;br /&gt;
&lt;br /&gt;
The final challenge we need to tackle is cooking your food. While we&#039;re waiting on our potatoes to grow, set up and power a [[Powered bench|powered bench]] using one of the two [[Kit (Tables)]] located in your starting lander. Afterwards, grab the microwave out of the lander and press &#039;&#039;&#039;T&#039;&#039;&#039; to place it onto the powered bench. Finally, plug in the microwave into the powered bench the same way you would in real life: by using the wrench in your toolbelt. Once that&#039;s complete, we simply need to wait for our potatoes to finish growing. All plants have at least three stages. First is the juvenile stage where they are still growing and have produced nothing. Afterwards is the fruiting stage, where their product is ready for harvest. Lastly is their seeding stage, where they make more seeds that can be harvested on top of their produce. For your potatoes, wait for the plants to fully mature and produce seeds. The seeds will make sure that you can always plant more potatoes in the future if there&#039;s ever an issue with your crops. &lt;br /&gt;
&lt;br /&gt;
Once the seeds from your potato plants have been harvested, you can harvest the potatoes themselves to get two potatoes per plant. Stow your seeds for the future, use half of your potatoes to plant another crop, and reserve the final half of the potatoes for food. To start off, we can survive The Martian style on a diet of baked potatoes. Please review the following recipe for a gourmet, baked potato:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baked Potato&#039;&#039;&#039;&lt;br /&gt;
# Place 1 (one) potato in the microwave.&lt;br /&gt;
# Close the microwave and turn it on. Cook until a loud ding is heard.&lt;br /&gt;
# Plate and serve immediately, or refrigerate for later.&lt;br /&gt;
&lt;br /&gt;
Although it&#039;s possible to survive completely off of baked potatoes, we can prepare more food by making more complex recipes and by canning our food. Other plants, like tomatoes or corn, take longer to grow but can immediately be cooked and canned for long-term storage. We can also create more complex foods, such as french fries, which are more filling and can also be canned for long periods of time. To can foods, we need to make a [[Basic packaging machine|basic packaging machine]] in order to can goods. Once the packaging machine has been created, place it on the powered bench the same way as the microwave. To make tomato soup, simply place an empty can along with 5 cooked tomatoes into the top of the machine, close the hatch, and turn the machine on. Note that all ingredients must go into the top of the machine! Cans placed on the bottom portion of the machine will not work. Once the one can and five tomatoes are placed in the input, you can hover your mouse over the input to verify that the recipe &#039;&#039;Tomato Soup&#039;&#039; is listed before continuing. For other canning recipes, use the in-game stationpedia to look up the required ingredients and processing steps.&lt;br /&gt;
&lt;br /&gt;
=== Wrapping Up ===&lt;br /&gt;
Congratulations on making it this far! If you&#039;ve reached this point, you&#039;ve conquered all of the immediate threats on your life in the solar system. From here, you can survive an indefinite, if meek, existence on baked potatoes and recycled oxygen. Usually tackling all of these basic needs marks the end of the early game of Stationeers. From here, the game opens up into several different paths that can attract your attention. Feel free to start a new world and use your newfound knowledge to create a new base, or keep expanding your current base to reach the mid and late-game items. Here are some example goals and projects to continue with, and enjoy your time in the solar system!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Ideas:&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your printers for more items&lt;br /&gt;
* Upgrade your tools, belts, and suit&lt;br /&gt;
* Build deep miners to automatically mine for you&lt;br /&gt;
* Set up chutes and centrifuges to automatically process deep miner &amp;quot;dirty ore&amp;quot;&lt;br /&gt;
* Use stackers and sorters to make an ore stockpile&lt;br /&gt;
* Use stackers and logic to automate batch orders of items, for example, 100 units of cable&lt;br /&gt;
* Create an IC Housing, IC chip, and a computer to learn about the advanced automation in the game [[MIPS]]&lt;br /&gt;
* Create a full atmospherics system that can handle every type of gas&lt;br /&gt;
* Automate the furnace using IC chips and the advanced furnace to make it easy to produce any kind of ore&lt;br /&gt;
* Create a logistics system that connects deep miners, the furnace, and your printers to ensure that you always have a full stock of materials&lt;br /&gt;
* Setup landing pads and satellite dishes to communicate with traders&lt;br /&gt;
* Create a more robust power grid with multiple types of generators to handle failures&lt;br /&gt;
* Automate planting and cooking with harvies and the automatic oven&lt;br /&gt;
* Create the hardsuit and install an IC chip that can give custom warnings, such as for storms&lt;br /&gt;
* Create alarms, graphs, and readouts for critical systems such as oxygen and power&lt;br /&gt;
* Tinker with plant genetics to make different variants&lt;br /&gt;
&lt;br /&gt;
== Multiplayer == &amp;lt;!--T:24--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;tbd - but yeah, Don&#039;t grief!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tips == &amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
* For eating and drinking on dangerous hot planets, use an airlock [[Guide (Airlock)|airlock]] to create a vacuum, which is the next best thing to eat and drink in.&lt;br /&gt;
* Your starting Oxygen will last you for more than a week, so oxygen recovery can wait&lt;br /&gt;
* An [[Area Power Controller]] will effectively &amp;quot;split&amp;quot; a power &amp;amp; data network&amp;lt;br/&amp;gt;&lt;br /&gt;
Power and data are transferred on the same network - no need to run parallel power lines&lt;br /&gt;
* The waste canister can be used to power the jet pack - simply switch the canisters over for an emergency fix&lt;br /&gt;
* A locker holds 30 items and is very useful in the early game&lt;br /&gt;
* Ice will melt in hands, in the world, or in lockers - ice will &#039;&#039;&#039;not&#039;&#039; melt inside of a [[Mining Belt]] or in a cold environment. When playing on Moon, Space or Asteroid Belt, either wait for nighttime or move into the shadow if you want to split stacks or want to handle ice.&lt;br /&gt;
* Help, I can&#039;t deconstruct something! - Check that you are using the correct tool (the popup should inform you on how to proceed construction / deconstruction) and that your tool has power / fuel if it requires it.&lt;br /&gt;
* A battery will charge twice as fast in an [[Power Controller | Area Power Controller]] than in a [[Battery Charger]] (Nuclear is only 73% faster) according to [https://www.reddit.com/r/Stationeers/comments/hoku8r/really_useful_cheat_sheet_of_stats_and_figures/ this helpful Reddit post by u/Chrisbitz]&lt;br /&gt;
* In high temperature environments, your suit will rush the contents of your Oxygen tank through your suit and into your Waste tank to keep your suit at the set temperature. This means that in a pinch, you can swap your Oxygen tank with your Waste tank for a few more minutes of uncomfortably hot and barely breathable air.&lt;br /&gt;
* If you feel you need to stretch your water / food supply; You will lose health when malnourished or dehydrated, but you can fully recover from that. Letting your health go below 50% before eating / drinking can effectively double your rations.&lt;br /&gt;
* Always keep duct-tape on you at all times. Even inside your own station, a sudden change of pressure can smash you into a wall damaging your suit. Also, note that your helmet and your suit have separate damage values, so should you need to fix them, be sure to fix BOTH (use the duct tape twice until the scratches on both icons disappear).&lt;br /&gt;
* As soon as you can make [[Steel|Steel]], consider using some to make [[Pipe Radiator|Pipe Radiator]]s. Without ventilation (and even with), your station will accumulate heat in its environment, just from the machines in there, the sun shining through the windows, etc. A simple setup with a [[Passive Vent|Passive Vent]], a [[Pipe Valve|Pipe Valve]], some [[Pipe|Pipe]]s and some [[Pipe Radiator|Pipe Radiator]]s can help you manage that with ease by periodically opening the [[Pipe Valve|Pipe Valve]].&lt;br /&gt;
* By creating an airlock as described, holding your waste tank in your hand and opening it up and then dropping some Oxite on the ground, the ambient temperature will melt it and give you a breathable atmosphere. On normal and hard difficulties, this allows you to eat / drink since you are required to open your helmet at those difficulties.&lt;br /&gt;
* Pressing the left or right arrow on a printer (like the [[Autolathe]]) usually changes the recipe on the printer. The printer will finish whatever it was last working on and then stops to await the next command. This behaviour is very useful for controlling the number of items printed without babysitting the printer. For example, you could start printing a [[Hydraulic Pipe Bender]], press the right arrow to change the recipe, and then go do something else. Once the printer has finished the pipe bender, it will see that a new recipe has been selected and stop printing, leaving us with our one pipe bender.&lt;br /&gt;
* The [[Road Flare]] produces a small amount of light and heat for a couple of minutes. Although the light is not normally very useful compared to our headlamp, the heat can quickly raise the temperature of an enclosed base. 10 lit road flares can heat a fully pressurized starting base by 100 degrees Celcius. This gives cheap starting heat, and is especially useful on very cold worlds like [[Europa]].&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Beginner%27s_Guide&amp;diff=16006</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Beginner%27s_Guide&amp;diff=16006"/>
		<updated>2023-06-30T17:31:09Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Add tip about eating and drink in the tips section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; This page is a work-in-progress, add Tips to the bottom 😎 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
This should be a crash-course primer to getting started in Stationeers. You can find more guides in the Steam community, several of which are linked from the front page of this wiki.&lt;br /&gt;
&lt;br /&gt;
While reading through this guide, remember that Stationeers is a game about surviving on an inhospitable world. It&#039;s extremely common for new players to take too long and run out of time before solving power, water, air, and food needs. Try not to take your first few games seriously, and feel free to restart an unsalvageable world until you get a feel for things.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
Stationeers has a selection of tutorials accessible from the main menu to explain the basic concepts of the game. It is recommended to do the tutorials progressively as you encounter new mechanics in your game instead of tackling them all at once. To start in Stationeers, the &#039;&#039;&#039;Basic Skills&#039;&#039;&#039;, &#039;&#039;&#039;Construction&#039;&#039;&#039;, and &#039;&#039;&#039;Mining + Fabrication&#039;&#039;&#039; tutorials will give you a solid foundation for the start of the game.&lt;br /&gt;
&lt;br /&gt;
=== Basic Controls === &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
This is a cheatsheet to the content covered in the &#039;&#039;&#039;Basic Skills&#039;&#039;&#039; tutorial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
* Players interact with the world, items, and structures in Stationeers with an active hand system.&lt;br /&gt;
* Your left and right hands are represented in the bottom middle of the screen. &lt;br /&gt;
** &#039;&#039;&#039;WASD&#039;&#039;&#039; movement&lt;br /&gt;
** &#039;&#039;&#039;Left Click&#039;&#039;&#039; interacts with the world using the current hand or tool in the current hand (ex: you can&#039;t interact with buttons while holding an item)&lt;br /&gt;
** &#039;&#039;&#039;Right Click&#039;&#039;&#039; starts placement mode when holding a structure (ex: [[Iron Frames]] or [[Autolathe]]) or toggles the power switch on handheld devices&lt;br /&gt;
** Holding &#039;&#039;&#039;Alt&#039;&#039;&#039; enables the cursor for interacting with the UI&lt;br /&gt;
** &#039;&#039;&#039;F1&#039;&#039;&#039; opens the &amp;quot;Stationpedia&amp;quot; for in-game recipes and guides&lt;br /&gt;
** &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039;&lt;br /&gt;
*** With an open inventory - changes active slot&lt;br /&gt;
*** When placing a structure - changes the mode for an item in placement mode (use this with [[Cables]] to change their shape)&lt;br /&gt;
*** When using some consoles or computers - scrolls the active menu&lt;br /&gt;
** &#039;&#039;&#039;E&#039;&#039;&#039; swaps current active hand&lt;br /&gt;
** &#039;&#039;&#039;R&#039;&#039;&#039; opens the item in the current hand, or goes to its options&lt;br /&gt;
** &#039;&#039;&#039;F&#039;&#039;&#039; swaps between held items and items in your inventory on the side (accessed through the number keys)&lt;br /&gt;
** &#039;&#039;&#039;Q&#039;&#039;&#039; drops the currently held item in the active hand, holding &#039;&#039;&#039;Q&#039;&#039;&#039; will cause you to throw the item&lt;br /&gt;
** &#039;&#039;&#039;1-6&#039;&#039;&#039; will open menus for worn items similar to pressing R, holding 1-6 will cause it to swap with the item in the current hand, or simply go in the current hand - &#039;&#039;don&#039;t do this with the helmet or suit in a vacuum&#039;&#039;&lt;br /&gt;
*** You can swap the [[Toolbelt|Tool Belt]] and the [[Mining Belt]] by holding a belt in your hand and then holding &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Delete, End, Insert, Home, Page Up, Page Down&#039;&#039;&#039; rotate the item in placement mode. &#039;&#039;&#039;C&#039;&#039;&#039; is useful for autorotate when placing cables or pipes.&lt;br /&gt;
** &#039;&#039;&#039;G&#039;&#039;&#039; grab - not the same as drag, which is triggered by clicking on a portable item&#039;s handle with an empty hand&lt;br /&gt;
** &#039;&#039;&#039;I&#039;&#039;&#039; quick open the helmet - &#039;&#039;don&#039;t do this in a vacuum&#039;&#039;.  You can lock the helmet in its menu to avoid this.&lt;br /&gt;
** &#039;&#039;&#039;O&#039;&#039;&#039; or &#039;&#039;&#039;Right Click&#039;&#039;&#039; turn held item on or off&lt;br /&gt;
** &#039;&#039;&#039;J&#039;&#039;&#039; turn jet pack on or off.  The propulsion tank will last for many hours use, use it freely for building or mining.  Still, make &#039;&#039;&#039;sure&#039;&#039;&#039; you turn off the jet pack when not using it, as the jet pack will continue to drain the propulsion tank.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a World === &amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The first decision you have to make is where to set up a new colony. From the main menu, select the &#039;&#039;&#039;New Game&#039;&#039;&#039; option to come to the world select screen.&lt;br /&gt;
&lt;br /&gt;
For a burgeoning stationeer, there are two main worlds to choose from: the Moon, and Mars. The other worlds have unique challenges which are beyond the scope of this guide. Although either choice is suitable for this guide, it&#039;s important to consider the differences between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Moon&#039;&#039;&#039;&lt;br /&gt;
** Pros&lt;br /&gt;
*** The Sun is closer to the Moon than Mars, so solar panels work more effectively here&lt;br /&gt;
*** The solar angle on the Moon is 0°, which means that solar panels are easier to set up&lt;br /&gt;
*** The Moon has lower gravity, which can make it easier to navigate without burning through your jetpack fuel&lt;br /&gt;
** Cons&lt;br /&gt;
*** The Moon has no atmosphere, so all gas must be collected by hand and can easily be lost into the environment. This demands more knowledge of Stationeers atmospherics systems to thrive on the Moon&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;&lt;br /&gt;
** Pros&lt;br /&gt;
*** Mars has an unlimited atmosphere ripe with CO2, making it easy to set up hydroponics&lt;br /&gt;
*** Mars has an Earth-like atmospheric temperature during the day&lt;br /&gt;
** Cons&lt;br /&gt;
*** Mars has storms that can ravage the surface, placing higher importance on shelter&lt;br /&gt;
*** The Sun is weaker on Mars and is at a slight angle. This requires more complicated solar panel arrays or a loss in efficiency&lt;br /&gt;
&lt;br /&gt;
Ultimately, both planets are good for beginners. Pick one and adjust the guide to match the specifics of your environment.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a Difficulty ===&lt;br /&gt;
&lt;br /&gt;
For the purpose of learning the game, make sure that you select the &#039;&#039;&#039;Easy&#039;&#039;&#039; difficulty. The main differences between the &#039;&#039;&#039;Easy&#039;&#039;&#039;, &#039;&#039;&#039;Normal&#039;&#039;&#039;, and &#039;&#039;&#039;Stationeer&#039;&#039;&#039; difficulties are the resource usage rates. Higher difficulties mean that you run through food, water, and oxygen more quickly. Furthermore, the easier difficulties are more forgiving when respawning. If you die in the harder difficulties, you only spawn back in with emergency tools, or with no tools or suit at all. To survive these difficulties you need a safe zone to spawn back into along with backup suits and tools. Critically, the last difference of note is that on &#039;&#039;&#039;Easy&#039;&#039;&#039; difficulty you can eat and drink through your suit, while in the harder difficulties you must open your suit to the atmosphere around you to eat and drink. This demands that you must have a working base before you get too thirsty or hungry, or else you will asphyxiate while having a snack.&lt;br /&gt;
&lt;br /&gt;
Although these harder difficulties are a fun challenge once you learn the game, the ability to eat and drink through the suit gives us significantly more leeway when starting out.&lt;br /&gt;
&lt;br /&gt;
== Your First World ==&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference: Priorities ===&lt;br /&gt;
&lt;br /&gt;
This is a quick reference sheet of what you should focus on in order to survive indefinitely. If you&#039;re ever not sure what you should be doing, see if there&#039;s anything on this list that you don&#039;t have a reliable source for yet.&lt;br /&gt;
&lt;br /&gt;
# Power&lt;br /&gt;
# Shelter (on Mars)&lt;br /&gt;
# Water&lt;br /&gt;
# Air&lt;br /&gt;
# Food&lt;br /&gt;
&lt;br /&gt;
=== Power === &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
&#039;&#039; See also: [[Starting Gear]] and [[Constructing and Deconstructing Walls]] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
When you spawn into the world you appear outside of your [[lander]]. There&#039;s a lot to do to ensure your visit is not a short one, but you have some time to get things set up. Your first priority is setting up a starting platform to set up your machines. You&#039;ve landed with a variety of crates and a portable oxygen tank. You can use your [[wrench]] in your tool belt to disconnect them from the lander so you can drag them around. The supplies you need on your first day are in the two yellow construction supply crates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Find a suitable spot to build your starting platform. We&#039;re looking for a relatively flat area near the lander, away from any hills that might block our solar panels. Find your [[Iron Frames|iron frames]] in your construction crate and build a 4x3 platform. Swap your iron frames with the [[Iron Sheets|iron sheets]] and pull out your [[Welding Torch|welding torch]] in your other hand. Construct your frames with your welder until they reach their second of three stages in the construction process. This makes them walkable, but not airtight.&lt;br /&gt;
&lt;br /&gt;
Next, we&#039;ll set up the [[Solar Panel|solar panel]], [[Area Power Controller|area power controller]] (APC), [[Arc Furnace|arc furnace]], and [[Autolathe|autolathe]]. Place the solar panel on the platform with the power port facing towards where you want your machines to go. Complete it with the [[Glass Sheets|glass sheets]] found in the crate. Place the APC down next to the solar panel at least a cable&#039;s length away and with the power arrows facing away from the solar panel. Connect the two with the [[Cables|cables]] found in your [[Toolbelt|toolbelt]]. Open the APC with your crowbar to expose the internals. Grab one of the [[Battery Cell|large batteries]] from the crates and insert it into the APC. Make sure to flip the power switch to turn the APC on: you should see the LED on the APC start blinking blue to show that the solar panel is charging the battery.&lt;br /&gt;
&lt;br /&gt;
Finally, we&#039;ll set up the arc furnace and autolathe. Place them on the platform, complete the construction stages for the autolathe using the resources in the chest, and finally connect them to the other power port of the APC using your cables. &#039;&#039;Note: you can splice in new connections to old cables by holding the [[Wire Cutters|wire cutters]] in your off-hand. This allows you to add a junction in an already existing wire, for example.&#039;&#039; You should now be able to turn on the autolathe and arc furnace to check your setup, but make sure to turn them off when you&#039;re not using them to save power!&lt;br /&gt;
&lt;br /&gt;
Optionally, you can set up the [[Solid Fuel Generator|solid fuel generator]] too, which burns [[Coal|coal]] to produce a considerable amount of energy in a pinch. Connect the power cable from the solid fuel generator to the solar panel side of the APC to fill up its battery. Remember that the generator will burn all of the coal that you put in it regardless of if your battery is full or not - only place the fuel that you need into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
You&#039;ve now tackled your first priority: power. With this setup, you&#039;ve extended your lifespan from around one day to around five. Congratulations! Although one basic solar panel will not be enough to sustain anything more than our starting base, this will power a spare battery to keep your life support going as you tackle the other tasks at hand.&lt;br /&gt;
&lt;br /&gt;
=== Water === &amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next thing you&#039;ll run out of is [[Water|water]]. You start with a water bottle in your suit, a few spare bottles in the crates, and a small [[Liquid Canister|liquid canister]] of water. Altogether, you&#039;ll run through these supplies in about a week. Our next goal is to set up an [[Ice Crusher|ice crusher]] and a [[Water Bottle Filler|water bottle filler]], but to do this we need to set up some more infrastructure. Our next direct tasks are to create an [[Electronics Printer|electronics printer]] and a [[Hydraulic Pipe Bender|hydraulic pipe bender]]. Together, your autolathe, electronics printer, and hydraulic pipe bender form your fabrication bread and butter: they can produce everything your need to tackle your starting priorities.&lt;br /&gt;
&lt;br /&gt;
Note, you need to open your helmet to eat and drink. In hostile planets where breathing in the atmosphere, even briefly, is dangerous, like [[Venus]] or [[Vulcan]], note that you can survive for a short time in a vacuum without helmet. In the early game, you can use an [[Guide (Airlock)|Airlock]] to create a temporary vacuum in order to eat and drink.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
&lt;br /&gt;
From here, split your time between day and night to take advantage of the sunlight. During the day, we can collect resources for our base through mining, and at night we can work on improving our base. The sunlight makes it much easier to find ores in the world, but if you do need to go out at night, consider setting up the [[Tracking Beacon|tracking beacon]] at home to find your way back with your [[Tablet|tablet]] with the [[Cartridge|tracking cartridge]]. Alternatively, you can create the [[Catridge|GPS cartridge]] and write down the coordinates of your base so you don&#039;t need to remember to turn on the beacon before you leave. We are aiming to collect at least 3 stacks (150g) of [[Ore (Iron)|iron ore]], 3 stacks (150g) of [[Ore (Copper)| copper ore]], and 1 stack (50g) of [[Ore (Gold)|gold ore]]. Smelt all of these in your arc furnace. After we set up our machines, we&#039;ll also need a stack or two of [[Ice (Water)|water ice]] (&#039;&#039;Note: not [[Ice (Volatiles)]], [[Ice (Oxite)]] or [[Ice (Nitrice)]]!&#039;&#039;), and at least 8g of [[Ore (Silicon)|silicon]] to construct our water setup.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
Once you have the supplies, use the autolathe to build your electronics printer and hydraulic pipe bender. The electronics printer can print out extra cables as you need them, extra batteries to add a buffer to your power setup, extra solar panels for power generation, and a variety of other tools and supplies. The pipe bender allows us to handle atmospherics and liquids. We can now partly build our water setup. At this point, it will be useful to complete the in-game &#039;&#039;&#039;Hydroponics, Hydration + Food&#039;&#039;&#039; tutorial to understand our next steps.&lt;br /&gt;
&lt;br /&gt;
After our prep work, we can print an ice crusher, a [[Portable Tank|portable tank]](Liquid), a [[Tank Connector|tank connector]], a [[Water Bottle Filler|water bottle filler]] and the [[Kit (Liquid Pipe)|liquid pipes]] needed to plumb it all together. Go ahead and set these up on your base, connecting the bottom pipe on the back of the ice crusher with liquid pipes to your tank connector. Afterward, hook up your water bottle filler to the pipe network, though note that you might need to place the filler on the side of a constructed iron frame (known as a structural wall as opposed to a normal iron wall). Finally, we can place a water bottle onto our filler, place ice into our ice crusher, turn on the crusher, and refill our old water bottles!  &lt;br /&gt;
&lt;br /&gt;
If the bottles are not filling, it&#039;s usually one of two issues: either the water is too cold, or the water bottle filler is not turned on. For the latter, make sure that the water bottle filler is connected to power and that the power switch on the filler itself has been flipped on. For the former, hover the cursor over the filler. You may get an error in red text, something like &amp;quot;Water must be 0-100&amp;quot;. This is because ice generally struggles to flow through pipes. To dramatically lower the viscosity of your water, hook up a liquid heater over one of the pipes, hook it up to power, and turn it on. You can use your tablet with the [[Cartridge|atmos analyzer cartridge]] on the pipe to measure the current temperature of the water. Be careful, because the pipe heater draws a significant amount of power!  Once you have the temp of the pipe over 0 degrees your water bottles should now fill with water.&lt;br /&gt;
&lt;br /&gt;
By this point, we have extended our lifespan to multiple weeks.&lt;br /&gt;
&lt;br /&gt;
=== Shelter ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This section only applies to players on Mars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although you landed in a safe weather window, storms can start on planets with atmosphere after seven days. The storms can damage some items in the game like solar panels, reduce visibility to anything in front of you, and blow anything not bolted down hundreds of meters away. This includes your starting crates. To prevent losing your progress, it&#039;s critical that you prepare for upcoming storms. At a minimum, your starting gear should be secured. This can be done by creating [[Container Mount|container mounts]] to attach your crates to with the wrench. Better yet though, you can create a [[Locker|large locker]] and empty your crates inside of them. &lt;br /&gt;
&lt;br /&gt;
Additionally, consider making your base airtight at this point. This will prevent the inside of your base from being affected by the storms. You can add an extra iron sheet to your iron frames to make them airtight, and use the [[Kit (Iron Wall)|iron walls]] (which can also be constructed into windows by cycling with the &#039;&#039;&#039;C&#039;&#039;&#039; key) in your construction crates to build the sides. Finish it off with a door that you can open and close during storms or even a full airlock if desired. See the [[Guide (Airlock)|Airlocks]] &lt;br /&gt;
tutorial for an example, but note that on Mars an [[Guide (Airlock) Atmosphere to Atmosphere|advanced airlock]] must be used to avoid contaminating your base with the Martian atmosphere.&lt;br /&gt;
&lt;br /&gt;
Finally, consider walling in your solar panels with glass windows to protect them from storms. You will lose a slight amount of efficiency from the sunlight being blocked by the iron edges, but you will not need to repair your solar panels anymore.&lt;br /&gt;
&lt;br /&gt;
=== Air and Food ===&lt;br /&gt;
The last two resources that we need to have stable sources of are food and air. However, around this time is when a myriad of other problems also start occurring that may need to be taken care of. For this section, you can either tackle side-projects first or come around to the side-projects as they come up.&lt;br /&gt;
&lt;br /&gt;
==== Side Projects ====&lt;br /&gt;
These are projects that won&#039;t threaten your survival if not completed but can make your time in the solar system much more comfortable.&lt;br /&gt;
&lt;br /&gt;
===== Steel =====&lt;br /&gt;
&#039;&#039;See the  in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Alloy Smelting&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the first [[Alloys|alloy]] that most stationeers need to make. Alloys are resources made from a combination of the more basic resources in the game such as coal, iron, or gold. Alloys are usually made in the [[Furnace|furnace]] once the base resources are inserted and the furnace reaches a specific temperature and pressure range. Using values found in the in-game stationpedia, the recipe for steel is 3 units of iron to 1 unit of coal, placed into the furnace when the furnace is between 1 MPa and 100 MPa, and the temperature is between 900K to 100kK.&lt;br /&gt;
&lt;br /&gt;
Steel can be used in a variety of more complex machines. This includes [[Stationary Battery|stationary batteries]] which hold 12.5 times the energy of [[Battery Cell|large battery cells]], or the [[Solar Panel|orientatable solar panel]] which can track the sun to provide near 100% efficiency while the Sun is up. The process for creating steel is similar to the process of creating [[Solder|solder]], used in creating new APCs. Or, more advanced, creating [[Ingot (Constantan)|constantan]], [[Ingot (Invar)|invar]], or [[Ingot (Electrum)|electrum]], which are used for mid to late game parts and structures.&lt;br /&gt;
&lt;br /&gt;
To start, create a [[Furnace|furnace]] using the [[Autolathe|autolathe]], along with a [[Pipe Valve|pipe valve]] and a [[Passive Vent|passive vent]] using the hydraulic pipe bender. Place it somewhere outside of your base with the large input/output arrows to the left and right, this will orient the input/output pipes towards the back away from the player. Complete the furnace using the tooltips. Finally, on the backside of the furnace, add a pipe and a valve to both the gray output/input ports. The output port is your gas output port, which can be used to purge the furnace of waste gases after use. Continue the pipe to a wall or floor where you can place the passive vent. When set up correctly, you can open the output valve to off-gas the furnace to the passive vent, and safely vent the waste gas to the atmosphere. The input port allows for fuel intake in more advanced furnace setups, but we&#039;ll be manually fueling our furnace for now. In the future, it might also be worth collecting the off-gases into a [[Tank|tank]] for use in pressurizing your base. This is especially important on the Moon where no ambient atmosphere exists.&lt;br /&gt;
&lt;br /&gt;
As listed in the stationpedia, there are two types of fuels: one is a 2:1 mix of volatiles to oxygen (volatiles is essentially hydrogen in Stationeers, so you can remember this by remembering H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O), and the other is a 1:1 mix of nitrous oxide to volatiles. The nitrous oxide based fuel is more efficient (the same amount of nitrous oxide burns hotter than the same amount of regular fuel), but it&#039;s usually harder to source nitrous oxide than oxygen. The main source is [[Ice (Nitrice)|nitrice]], which also contains large amounts of [[Nitrogen|nitrogen]] which must be filtered off first before combustion can take place as opposed to the pure [[Ice (Oxite)]] and [[Ice (Volatiles)]]. Although using nitrous oxide fuel can be advantageous later in the game once you have more infrastructure set up, we will be using the simpler oxygen and volatile mix of fuel throughout this guide.&lt;br /&gt;
&lt;br /&gt;
You can manually fuel the furnace by placing a ratio of 1:2 [[Ice (Oxite)|oxite]] to [[Ice (Volatiles)|volatiles]] into the furnace. Note that any form of ice will melt at and above 0 degrees Celsius, so it may be necessary to fuel your furnace at night to avoid the ice evaporating into the air. You can check the external temperature using the &amp;quot;External&amp;quot; section of your HUD in the bottom right. On planets without an atmosphere like the Moon, the sunshine itself can also melt the ice, even if there is no listed external temperature. The amount of ice that you need is relatively small. Around 3 oxite and 6 volatiles will raise the temperature of the furnace to nearly 2000K, well above the temperature needed for steel. Place iron and coal into the furnace in a 3:1 ratio after the furnace has heated up to produce steel. Right now, 200g of steel (made with 3 stacks of iron and 1 stack of coal) will last you for quite a while. Once you have your steel, consider using steel frames and sheets instead of iron frames and sheets. Not only are they stronger, but they use less resources overall too.&lt;br /&gt;
&lt;br /&gt;
===== Refrigeration and Spoiled Food =====&lt;br /&gt;
&lt;br /&gt;
Unpreserved food slowly spoils and decays in Stationeers. By this point, depending on how fast you&#039;ve completed the rest of the guide, items like your starting [[Egg|chicken eggs]] may have already decayed into spoiled food. Seeds and preserved (canned) foods do not decay, so the rest of your starting seeds and food should still be safe. Decay is accelerated by warm temperatures, harmful atmospheres, and improper storage. These can be resolved by lowering the temperature (down to around -140 Celsius: colder than that and the decay rate increases again), replacing the atmosphere with nitrogen or carbon dioxide, making sure the kPa is above 101 as food needs atmosphere equal to Earth&#039;s pressure or the effect of the preservation will be de-buffed by the low pressure, and placing food in a [[Fridge (Large)|large fridge]]. For a beginner setup, simply use some steel to create a large fridge, power it with the power switch, and place any unpreserved food inside. You should see the time to decay increase by several hours, sometimes triple or more than the original time limit. Large fridges attempt to keep the food at a low temperature, and also automatically remove 70% of the decay rate of anything inside of a powered fridge. This will become especially important once our greenhouse starts producing perishable food.&lt;br /&gt;
&lt;br /&gt;
===== Station Batteries =====&lt;br /&gt;
&lt;br /&gt;
One constant issue that a stationeer faces is power shortages. As you add more machines, your power needs will grow. While the problem can be ignored during the day by simply adding more solar panels, [[Kit (Turbine Generator)|turbines]], or generators, a reliable way of storing energy is critical to uninterrupted power through the night. Up until this point, we&#039;ve been storing excess energy in a large battery cell in the APC. However, this can only hold a small amount of power: a single, constantly powered [[Wall Heater|wall heater]] will only be powered for a few minutes before drawing all of the power in our large battery.&lt;br /&gt;
&lt;br /&gt;
To resolve our power storage needs, consider making a [[Station Battery|station battery]] in the electronics printer. The regular station battery can hold 12.5 times the amount of power as the large battery cell we&#039;ve been using, and the more expensive large stationary battery can hold over 30 times the amount. The large station batteries require advanced alloys, so for now we&#039;ll be focusing on the regular station batteries. Both the regular and the large station batteries require steel to make, so ensure you have a furnace set up and a batch of steel made.&lt;br /&gt;
&lt;br /&gt;
Once your kit is constructed in the electronics printer, place it somewhere in or near your base. Connect cables from your power generators to the front power port of the battery. Use more cables to connect the back of the battery to your APC. Make sure that you do not connect the front the battery with the back of the battery to avoid short-circuiting your electrical supply: you will need to disconnect your generators from your APC to ensure that there is a clean flow of energy from the generators to the battery to the APC to your equipment. &lt;br /&gt;
&lt;br /&gt;
As your start to scale up your power usage, be mindful of the amount of energy that you are generating. Normal [[Cable Coil|cables]] can only handle 5 kW of energy at any given time before they burn out. As your power production starts to scale up, you run the risk of burning out normal cables between your power generators and your battery. Consider replacing these cables with the more expensive, but more robust, [[Cable Coil|heavy cables]]. These heavy cables can sustain 100 kW before frying. Similarly, as you scale up your power usage, you might fry your cables on the output side of your battery or APC. As batteries and APCs do not have a maximum output if there is a large draw of energy they can put out more capacity than your cables can handle. Consider using a heavy cable between your battery and APC, and possibly a [[Transformer|small transformer]] after your APC to limit usage to 5 kW. You can analyze your power usage by using your tablet with the [[Cartridge|network analyzer cartridge]] by pointing your tablet at a cable in your network. Note that APCs, batteries, and transformers isolate networks from one another, so analyzing the cables before your battery will only show your power generation.&lt;br /&gt;
&lt;br /&gt;
===== Automated Solar Panels =====&lt;br /&gt;
&lt;br /&gt;
Although a couple of basic solar panels can sustain a small base for a while, as power needs grow stationary solar panels become grossly inefficient. To resolve this, we can switch to programmable solar panels which track the sun. With this setup, solar panels can have near 100% efficiency throughout the day. To begin, construct some regular [[Solar Panel|solar panels]] (as opposed to basic solar panels) in the electronics printer. These new solar panels require steel. Three or so will be sufficient. Place them in a line in an open area on some frames, away from any nearby buildings to avoid shadows with power and data ports facing east and west as opposed to north and south. Note that these solar panels have both a power and a data port. Complete the solar panels with glass, and run cables from the power port of the panels back to your battery to collect the energy they generate.&lt;br /&gt;
&lt;br /&gt;
On the support column of solar panels are series of grips. You can manually tilt and rotate the solar panel using your wrench to track the sun. The more that the solar panel is facing the sun the more power it produces. We can use the data port of the panels to automate the process. Connect all of the data ports of the solar panels together using more cables, taking care to not connect the power side with the data side. At this point, we need to set up the logic to automate the orientation of the solar panels. Although not yet complete, the in-game &#039;&#039;&#039;Logic&#039;&#039;&#039; tutorial will cover the basics of this process. We will be following the guides listed in [[Solar Logic Circuits Guide]] to do this automation. Reference the [[Solar Logic Circuits Guide#Six-chip dual-axis tracking|six-chip dual-axis tracking]] design for construction on any planet in the solar system, or the simpler [[Solar Logic Circuits Guide#Two-chip single-axis tracking|two-chip single-axis tracking]] design for planets with 0° solar angle like the Moon. &lt;br /&gt;
&lt;br /&gt;
Construct the chips listed in the &#039;&#039;What you need&#039;&#039; section of the respective guide on the electronics printer, and find a suitable place near your solar panels to set up your logic. Place the chips as listed in the guide, cycling through the different options using &#039;&#039;&#039;C&#039;&#039;&#039; to select the right chip. For example, the [[Sensors|sensor kit]] contains the daylight, motion, and gas sensor. Take note of the orientation of the daylight sensor as this impacts the output. Connect your chip network to the data port of the solar panels, and connect the power output of the solar panels to the power ports of the chips to keep them powered. Consider making a new APC (using [[Solder|solder]] as described in the steel guide) to keep your circuits running even when the Sun is down. &lt;br /&gt;
&lt;br /&gt;
Use the [[Labeller|labeler]] found in your starting crates to rename the chips to make them easier to use. Additionally, you can set the value of the memory chips directly by using the labeler on the screw terminals of the memory chip. Then use your screwdriver on the screw terminals of the chips to configure them as shown in the guide. Finally, double-check your configuration, and turn on all of the chips (save the memory chips which are always on) by pressing the red LED to turn it green. Ensure that your setup is correct by making sure that your solar panels track the sun effectively. If anything is off, make sure that your daylight sensor is oriented in the right direction, your solar panels data port is oriented in the right direction for your chip setup as detailed in the guide, that the individual chips are connected properly, and that everything is powered.&lt;br /&gt;
&lt;br /&gt;
===== Welding Fuel =====&lt;br /&gt;
&#039;&#039;See the in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Gas Mixing&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your [[Welding Torch|welding torch]] runs on a pressurized fuel canister consisting of either 1 part oxygen to 2 parts volatiles or 1 part nitrous oxide to 1 part volatiles (just like the furnace fuel). As stated above, the nitrous oxide fuel is slightly harder to produce, so we will focus on the standard fuel in this guide. Usually, welding torch fuel will start to run out for the first time around this stage of the game, so it&#039;s important to be able to create more fuel soon. If you run out of fuel before creating a steady supply of more fuel, it can be difficult to recover.&lt;br /&gt;
&lt;br /&gt;
In general, we need the following:&lt;br /&gt;
# Someplace to produce the gases&lt;br /&gt;
# Someplace to store produced gases&lt;br /&gt;
# A gas mixer&lt;br /&gt;
# A pressure regulator&lt;br /&gt;
# A canister storage slot to be able to place our fuel tank&lt;br /&gt;
&lt;br /&gt;
Find a place to set up your fuel creation station. In general, a 2x3 or 3x3 platform outside works well. Also, take care to make sure that your creation station does not get too hot if you do build it indoors. Fuel can explode over around 32 degrees Celsius. We can collect volatile gas from [[Ice (Volatiles)|volatiles]] in an ice crusher, and oxygen from [[Ice (Oxite)|oxite]] in an ice crusher as well. Alternatively, on Mars, there is a small amount of oxygen in the atmosphere. There, we can use only one ice crusher for volatiles and use a [[Kit (Atmospherics) Filtration|filtration]] system to filter oxygen from the air using a small amount of power.&lt;br /&gt;
&lt;br /&gt;
For the ice crusher, set up a new ice crusher on the platform and connect a gas pipe to the top output pipe to collect the gases from the ice. This is very similar to the water setup except using the top output instead of the bottom output. When the ice crusher is turned on and ice is inserted into the input slot, the ice crusher will convert the ice to gas and pump it into the connected pipes. If using the filter approach, create an atmospherics kit, two passive vents, and two small oxygen filters in the hydraulic pipe bender. Cycle the atmospherics kit to the filtration unit, and place it down on the platform. The filtration unit has five slots, an input pipe, a filtered output pipe, an unfiltered output pipe, and two filter inserts. Add a passive vent to the input pipe and to the unfiltered output pipe - you may have to space them a pipe&#039;s length away from the filtration system for them to fit. Connect a  pipe to the filtered output pipe and place your two oxygen filters into the filter slots. When powered on, the filtration unit will suck atmosphere through the passive vent, pass it through the filters, and continue oxygen down the pipe while releasing all of the other gases like carbon dioxide back into the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Now that we have a method of producing our gases, we can store them permanently inside of some tanks. Create either a [[Portable Tank|portable tank]] with a [[Tank Connector|tank connector]] or a [[Tank|small tank]] for each gas to store your gases. The amount of gas that can be stored in either tank is several times larger than what we need for our fuel, so either size will do. If using the portable tanks, place the connector down, then drag the portable tank onto the connector, and use your wrench to attach them. If using the regular tanks, simply place them down on the platform. In either case, connect the pipes from your gas creation systems to the tanks, making sure not to connect the two pipe networks. The tanks will equalize pressure with the piping system, allowing for several MPa of storage.&lt;br /&gt;
&lt;br /&gt;
Next, create a [[Pipe Gas Mixer|gas mixer]], [[Pressure Regulator|pressure regulator]], and [[Gas Tank Storage|canister storage]] in the hydraulic pipe bender. Place the gas mixer on the platform and connect the oxygen and volatile gas pipe networks to the two input slots. Without powering it on, click on different parts of the wheel to adjust the ratio of the gas mixer to 34% oxygen and 66% volatiles. Input 1 is in line with the output pipe while input 2 is to the side of the mixer. Next, build a pipe off the output pipe of the gas mixer into a pressure regulator. Again, use the wheel to adjust the desired pressure to 1950 kPa. Finally, connect the pressure regulator to the canister storage. Now, when we turn on all of the machines, oxygen and volatiles will flow from their respective storage tanks, through the gas mixer to produce a fuel mix, and then be pumped into an awaiting canister until it reaches 1950 kPa.&lt;br /&gt;
&lt;br /&gt;
Whenever more fuel is needed, ensure that you have enough oxygen and volatiles to produce 1950 kPa of fuel, then remove your fuel canister from the welding torch and place it into the storage receptacle. Turn on the gas mixer and pressure regulator, and wait until your canister is full. Then turn everything off, and you can remove your canister and insert it back into the welding torch. You can use your tablet with the atmospherics chip to ensure that your canister is at the right pressure, and that the mix is at the correct ratios.&lt;br /&gt;
&lt;br /&gt;
Note that the gas mixer relies on the two gases being the same temperature. If you have your oxygen much colder than your volatiles, for example, you&#039;ll find that the output ratio is not the same as what you set on your gas mixer. Practically, this just means that you should wait until your gas tanks are at the same temperature before mixing so you don&#039;t have an incorrect fuel mix. However, your welding torch will still operate with an improper ratio, just less effectively. As a last consideration, even though 1950 kPa is well below the maximum limit of how much fuel your welding torch canister can hold, consider the downsides of carrying several atmospheres of explosive fuel around everywhere you go before increasing the pressure.&lt;br /&gt;
&lt;br /&gt;
==== Air ====&lt;br /&gt;
&lt;br /&gt;
A stable source of air is one of our last concerns and is solved similarly to our water setup. Oxygen is found ambiently in the atmosphere of Mars, or can be created from [[Ice (Oxite)|oxite ice]] in an ice crusher. The setup mirrors our setup for the welding fuel. &lt;br /&gt;
&lt;br /&gt;
If on the Moon, use an ice crusher with a pipe connected to the top output of the ice crusher, and place oxite into the crusher to produce oxygen in your pipe network. Note that Oxite partially contains nitrogen. This is fine for breathing in a room (Earth air is approx. 78% nitrogen), but if you put it in your personal air tank, your helmet will eventually fill up with nitrogen and you will take lung damage. To prevent this, you have two options: 1) build a Nitrogen Filter in the [[Hydraulic Pipe Bender|hydraulic pipe bender]] and put it in one of your filter slots alongside the CO2 filter(s); or 2) use the [[Kit (Atmospherics) Filtration|filtration kit]] in a similar setup for the welding fuel described above to get pure oxygen into a pipe.&lt;br /&gt;
&lt;br /&gt;
If on Mars, since a small amount of oxygen is in the atmosphere, you can place a [[Kit (Atmospherics) Filtration|filtration kit]] down outside, with a passive vent or pipe cowl on both the input and unfiltered output ports. Place two, small oxygen filters into the filtration unit, and connect a pipe to the filtered output port. When powered on, the filtration unit will suck in atmosphere through the passive side, pass oxygen into the filtered output pipe, and release all other gases into the atmosphere. &lt;br /&gt;
&lt;br /&gt;
Now that we are producing oxygen, connect your oxygen producer to a tank to store excess oxygen. Your lander came with a white, portable tank of oxygen that we can use for this purpose. If you have not already done so, disconnect it from the lander using a wrench, and drag it over to your production setup. Create a [[Tank Connector|tank connector]] using the hydraulic pipe bender, place the connector near your production, drag the portable tank on top of the connector, and use your wrench to connect the two. Connect your production machines to your tank with pipes to store excess oxygen. Finally, create a [[Pressure Regulator|pressure regulator]], a [[Gas Tank Storage|canister storage]], and also a new [[Canister|gas canister]] so that you don&#039;t run out of air while waiting for your canister to fill. Hook up the pressure regulator to your pipe network, and use the wheel to set around 5000 kPa of output pressure. Connect the other side of the pressure regulator to the canister storage, and place your new canister inside.&lt;br /&gt;
&lt;br /&gt;
When you need to replace your suit&#039;s oxygen tank, you can use the ice crusher or filtration unit to produce more oxygen, turn on the pressure regulator until your spare tank is around 5000 kPa of oxygen, and then quickly switch your suit&#039;s canister with the spare. To take care of your waste canister, a simple way is to simply vent it into the atmosphere. When you get a warning that your waste tank is too full, simply click on your waste tank in your suit, and hit &#039;&#039;&#039;Open&#039;&#039;&#039; to vent it into your surroundings. Alternatively, you can swap your waste canister with your propellant container in your jetpack. Despite its name, the jetpack does not actually burn fuel: it uses pressurized gases to propel you around the world. As you use more propellant in your jetpack, you are replenishing it in your waste tank. Note that since the Moon has no atmosphere, it can be advantageous to vent your waste tank into your pressurized base for use later; e.g. plants will consume your CO2 output.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See the in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Hydroponics, Hydration + Food&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Farming =====&lt;br /&gt;
&#039;&#039;See the [[Guide (Farming)|farming guide]] on the wiki for basic plant needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to survive on the planet for any length of time, any extraterrestrial base needs a greenhouse to grow new food and a kitchen to prepare meals. Plants in Stationeers are demanding, and require adequate water, light, and atmosphere to grow healthily. Furthermore, plants can take several real-life hours to grow. Because of this, it&#039;s usually easiest to jump straight to some light automation to ensure that you&#039;re not babysitting your plants for hours at a time. Specifically, we need to make sure our plants have:&lt;br /&gt;
&lt;br /&gt;
# A place to grow ([[Hydroponics Tray]])&lt;br /&gt;
# A connected supply of (melted) water&lt;br /&gt;
# A temperate atmosphere, somewhere around 20 degrees Celcius and around 100kPa of pressure&lt;br /&gt;
# Carbon dioxide present in the atmosphere&lt;br /&gt;
# &#039;&#039;&#039;No&#039;&#039;&#039; Volatiles and Nitrous Oxide in the atmosphere&lt;br /&gt;
# 10+ minutes of light a day (days are 20 minutes by default)&lt;br /&gt;
# 5+ minutes of darkness a day to rest&lt;br /&gt;
&lt;br /&gt;
For some needs, just hovering your mouse over a plant will tell you whether or not the plant is struggling or thriving. The tooltip on the plant may even mention that the atmosphere is not correct, or that the plant has no water. However, some needs, like darkness, are a bit harder to keep track of. Thankfully, the [[Cartridge|plant analyzer cartridge]] allows us to see all of the plant&#039;s needs right on our tablet. By printing one on the Electronics Printer, we can make sure that we are adequately taking care of our plants.&lt;br /&gt;
&lt;br /&gt;
Different plants have different pros and cons. Some plants, like tomatoes, take a long time to grow initially, but they continually produce fruit that can be harvested again and again without replanting. Other plants, like wheat, need extra processing in a [[Reagent Processor|reagent processor]]. The plant we&#039;ll be focusing on is the Potato plant. Potato plants grow the quickest of all the plants, but in exchange are not as filling as the other plants.&lt;br /&gt;
&lt;br /&gt;
====== Water ======&lt;br /&gt;
&lt;br /&gt;
Water is the simplest need that the plant has. The requirements are the same as the water bottle filter. We simply need some supply of water connected to our hydroponics via pipes, and we need to make sure that the water is above 0 degrees and below 100 degrees. We can easily hook up our existing water bottle filler pipe network to some hydroponics trays to satisfy this requirement. Note that the hydroponics trays can store a very large amount of water. Therefore, a greenhouse with several hydroponics trays can actually be an effective way of storing water without having a tank.&lt;br /&gt;
&lt;br /&gt;
====== Atmosphere ======&lt;br /&gt;
&lt;br /&gt;
In general, you need 4 things for atmosphere management. A way to add atmosphere, a way to remove atmosphere, a way to heat atmosphere, and a way to cool atmosphere.&lt;br /&gt;
&lt;br /&gt;
Plants need somewhere around 100kPa of atmosphere around 20 degrees Celsius. The atmosphere must be at least partly carbon dioxide and must not be contaminated with volatiles, nitrous oxide, or pollutants. If you are sharing an atmosphere between your greenhouse and the rest of your base, you need to set up some form of gas mixing (see the welding fuel section for more information on gas mixing) to ensure that you have both oxygen and carbon dioxide pumping into your base. Otherwise, you can simply pipe carbon dioxide into your greenhouse.&lt;br /&gt;
&lt;br /&gt;
In order to add atmosphere into the greenhouse, use a pressure regulator set to around 110 kPa to add CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; (or CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; and O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) into the room, then use a back pressure regulator on the other side of the room set to 108 kPa to remove atmosphere. The idea is that the pressure regulator will try to pump in CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; until it&#039;s at 110 kPa, and the back pressure regulator will empty the room until it&#039;s 108 kPa. This lets you have a small flow of air through the room so oxygen or pollutants and such don&#039;t get stuck. Pipe the air leaving the room through a filtration unit (from the atmospherics kit) with CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; filters, expelling waste gases into the atmosphere or somewhere else while letting the CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; pass into a storage tank so you have a buffer and then back into your intake pressure regulator. This forms a closed loop to make sure that we&#039;re constantly scrubbing the gases in the greenhouse.&lt;br /&gt;
&lt;br /&gt;
For heating, use 2-3 wall heaters in the room (be careful, they&#039;re extremely power-hungry!). For cooling, use a wall cooler. Feed a pipe from the gas port of the wall cooler to outside, put a bunch of radiators on it so it can leak heat into the atmosphere, and then fill it with a few hundred kPa of some kind of air, possibly by using an active vent set to inward. The idea is that the wall cooler will heat up the air in the pipe, then the air in the pipe will radiate the heat away in the radiators.&lt;br /&gt;
&lt;br /&gt;
Wire everything up, and then we&#039;ll use some logic to automate it. The intake and filtration are automated by the pressure regulators, so that just leaves us with the heating and cooling. Use a gas sensor in the room to measure temp, a logic reader to read the gas sensor, two logic comparators to compare the gas sensor to your min and max desired temp, two memory chips to hold your min and max desired temps, and then two batch writers to write to your heaters and cooler for when they need to turn on. Basically, use the comparators to check if the temp is below something like 300 Kelvin, and if so, turn the heaters on. If it&#039;s above something like 305 K, turn the coolers on.&lt;br /&gt;
&lt;br /&gt;
====== Light ======&lt;br /&gt;
&lt;br /&gt;
The last need we need to take care of is lighting. Plants differ in their lighting requirements, but in general, they need to be lit for at least half the day, and they need to be in darkness for at least a fourth of the day. The Moon, and to a lesser extent, Mars receive plenty of sunlight during the day, so most plants can simply be planted underneath a window in order to satisfy their light requirements. However, other worlds like Europa or Mimas lack sufficient sunlight to grow plants through a window alone. Additionally, plants may not grow as well under sunlight on planets like Mars as they would with a dedicated lighting system. In these situations, setting up a grow light can help our plants thrive. You can reference the [[Grow light automation|grow light automation]] guide for an example of how to automate your grow lights. The basic principle is to use a daylight sensor to mimic the rise and set of the sun with your grow light.&lt;br /&gt;
&lt;br /&gt;
Once all of these needs are taken care of, you can safely plant your potatoes. Use the atmos analyzer cartridge and the plant analyzer cartridge to check up on the health of your plant. Don&#039;t worry if your plant isn&#039;t always thriving. So long as they&#039;re not dying, your plants slowly growing.&lt;br /&gt;
&lt;br /&gt;
===== Cooking =====&lt;br /&gt;
&lt;br /&gt;
The final challenge we need to tackle is cooking your food. While we&#039;re waiting on our potatoes to grow, set up and power a [[Powered bench|powered bench]] using one of the two [[Kit (Tables)]] located in your starting lander. Afterward, grab the microwave out of the lander and press &#039;&#039;&#039;T&#039;&#039;&#039; to place it onto the powered bench. Finally, plug in the microwave into the powered bench the same way you would in real life: by using the wrench in your toolbelt. Once that&#039;s complete, we simply need to wait for our potatoes to finish growing. All plants have at least three stages. First is the juvenile stage where they are still growing and have produced nothing. Afterwards is the fruiting stage, where their product is ready for harvest. Lastly is their seeding stage, where they make more seeds that can be harvested on top of their produce. For your potatoes, wait for the plants to fully mature and produce seeds. The seeds will make sure that you can always plant more potatoes in the future if there&#039;s ever an issue with your crops. &lt;br /&gt;
&lt;br /&gt;
Once the seeds from your potato plants have been harvested, you can harvest the potatoes themselves to get two potatoes per plant. Stow your seeds for the future, use half of your potatoes to plant another crop, and reserve the final half of the potatoes for food. To start off, we can survive The Martian style on a diet of baked potatoes. Please review the following recipe for a gourmet, baked potato:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baked Potato&#039;&#039;&#039;&lt;br /&gt;
# Place 1 (one) potato in the microwave.&lt;br /&gt;
# Close the microwave and turn it on. Cook until a loud ding is heard.&lt;br /&gt;
# Plate and serve immediately, or refrigerate for later.&lt;br /&gt;
&lt;br /&gt;
Although it&#039;s possible to survive completely off of baked potatoes, we can prepare more food by making more complex recipes and by canning our food. Other plants, like tomatoes or corn, take longer to grow but can immediately be cooked and canned for long-term storage. We can also create more complex foods, such as french fries, which are more filling and can also be canned for long periods of time. To can foods, we need to make a [[Basic packaging machine|basic packaging machine]] in order to can goods. Once the packaging machine has been created, place it on the powered bench the same way as the microwave. To make tomato soup, simply place an empty can along with 5 cooked tomatoes into the top of the machine, close the hatch, and turn the machine on. Note that all ingredients must go into the top of the machine! Cans placed on the bottom portion of the machine will not work. Once the one can and five tomatoes are placed in the input, you can hover your mouse over the input to verify that the recipe &#039;&#039;Tomato Soup&#039;&#039; is listed before continuing. For other canning recipes, use the in-game stationpedia to look up the required ingredients and processing steps.&lt;br /&gt;
&lt;br /&gt;
=== Wrapping Up ===&lt;br /&gt;
Congratulations on making it this far! If you&#039;ve reached this point, you&#039;ve conquered all of the immediate threats on your life in the solar system. From here, you can survive an indefinite, if meek, existence on baked potatoes and recycled oxygen. Usually tackling all of these basic needs marks the end of the early game of Stationeers. From here, the game opens up into several different paths that can attract your attention. Feel free to start a new world and use your newfound knowledge to create a new base, or keep expanding your current base to reach the mid and late-game items. Here are some example goals and projects to continue with, and enjoy your time in the solar system!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Ideas:&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your printers for more items&lt;br /&gt;
* Upgrade your tools, belts, and suit&lt;br /&gt;
* Build deep miners to automatically mine for you&lt;br /&gt;
* Set up chutes and centrifuges to automatically process deep miner &amp;quot;dirty ore&amp;quot;&lt;br /&gt;
* Use stackers and sorters to make an ore stockpile&lt;br /&gt;
* Use stackers and logic to automate batch orders of items, for example, 100 units of cable&lt;br /&gt;
* Create an IC Housing, IC chip, and a computer to learn about the advanced automation in the game [[MIPS]]&lt;br /&gt;
* Create a full atmospherics system that can handle every type of gas&lt;br /&gt;
* Automate the furnace using IC chips and the advanced furnace to make it easy to produce any kind of ore&lt;br /&gt;
* Create a logistics system that connects deep miners, the furnace, and your printers to ensure that you always have a full stock of materials&lt;br /&gt;
* Setup landing pads and satellite dishes to communicate with traders&lt;br /&gt;
* Create a more robust power grid with multiple types of generators to handle failures&lt;br /&gt;
* Automate planting and cooking with harvies and the automatic oven&lt;br /&gt;
* Create the hardsuit and install an IC chip that can give custom warnings, such as for storms&lt;br /&gt;
* Create alarms, graphs, and readouts for critical systems such as oxygen and power&lt;br /&gt;
* Tinker with plant genetics to make different variants&lt;br /&gt;
&lt;br /&gt;
== Multiplayer == &amp;lt;!--T:24--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;tbd - but yeah, Don&#039;t grief!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tips == &amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
* For eating and drinking on dangerous hot planets, use an airlock [[Guide (Airlock)|airlock]] to create a vacuum, which is the next best thing to eat and drink in.&lt;br /&gt;
* Your starting Oxygen will last you for more than a week, so oxygen recovery can wait&lt;br /&gt;
* An [[Area Power Controller]] will effectively &amp;quot;split&amp;quot; a power &amp;amp; data network&amp;lt;br/&amp;gt;&lt;br /&gt;
Power and data are transferred on the same network - no need to run parallel power lines&lt;br /&gt;
* The waste canister can be used to power the jet pack - simply switch the canisters over for an emergency fix&lt;br /&gt;
* A locker holds 30 items and is very useful in the early game&lt;br /&gt;
* Ice will melt in hands, in the world, or in lockers - ice will &#039;&#039;&#039;not&#039;&#039; melt inside of a [[Mining Belt]] or in a cold environment. When playing on Moon, Space or Asteroid Belt, either wait for nighttime or move into the shadow if you want to split stacks or want to handle ice.&lt;br /&gt;
* Help, I can&#039;t deconstruct something! - Check that you are using the correct tool (the popup should inform you on how to proceed construction / deconstruction) and that your tool has power / fuel if it requires it.&lt;br /&gt;
* A battery will charge twice as fast in an [[Power Controller | Area Power Controller]] than in a [[Battery Charger]] (Nuclear is only 73% faster) according to [https://www.reddit.com/r/Stationeers/comments/hoku8r/really_useful_cheat_sheet_of_stats_and_figures/ this helpful Reddit post by u/Chrisbitz]&lt;br /&gt;
* In high temperature environments, your suit will rush the contents of your Oxygen tank through your suit and into your Waste tank to keep your suit at the set temperature. This means that in a pinch, you can swap your Oxygen tank with your Waste tank for a few more minutes of uncomfortably hot and barely breathable air.&lt;br /&gt;
* If you feel you need to stretch your water / food supply; You will lose health when malnourished or dehydrated, but you can fully recover from that. Letting your health go below 50% before eating / drinking can effectively double your rations.&lt;br /&gt;
* Always keep duct-tape on you at all times. Even inside your own station, a sudden change of pressure can smash you into a wall damaging your suit. Also, note that your helmet and your suit have separate damage values, so should you need to fix them, be sure to fix BOTH (use the duct tape twice until the scratches on both icons disappear).&lt;br /&gt;
* As soon as you can make [[Steel|Steel]], consider using some to make [[Pipe Radiator|Pipe Radiator]]s. Without ventilation (and even with), your station will accumulate heat in its environment, just from the machines in there, the sun shining through the windows, etc. A simple setup with a [[Passive Vent|Passive Vent]], a [[Pipe Valve|Pipe Valve]], some [[Pipe|Pipe]]s and some [[Pipe Radiator|Pipe Radiator]]s can help you manage that with ease by periodically opening the [[Pipe Valve|Pipe Valve]].&lt;br /&gt;
* By creating an airlock as described, holding your waste tank in your hand and opening it up and then dropping some Oxite on the ground, the ambient temperature will melt it and give you a breathable atmosphere. On normal and hard difficulties, this allows you to eat / drink since you are required to open your helmet at those difficulties.&lt;br /&gt;
* Pressing the left or right arrow on a printer (like the [[Autolathe]]) normally changes the recipe on the printer. The printer will finish whatever it was last working on and then stops to await the next command. This behaviour is very useful for controlling the number of items printed without babysitting the printer. For example, you could start printing a [[Hydraulic Pipe Bender]], press the right arrow to change the recipe, and then go do something else. Once the printer has finished the pipe bender, it will see that a new recipe has been selected and stop printing, leaving us with our one pipe bender.&lt;br /&gt;
* The [[Road Flare]] produces a small amount of light and heat for a couple of minutes. Although the light is not normally very useful compared to our head lamp, the heat can quickly raise the temperature of an enclosed base. 10 lit road flares can heat a fully pressurized starting base by 100 degrees Celcius. This gives cheap starting heat, and is especially useful on very cold worlds like [[Europa]].&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Beginner%27s_Guide&amp;diff=16005</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Beginner%27s_Guide&amp;diff=16005"/>
		<updated>2023-06-30T17:26:52Z</updated>

		<summary type="html">&lt;p&gt;Jimmyberg: Mention a tip for eating and drinking early game for dangerous planets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tutorials]]&lt;br /&gt;
&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; This page is a work-in-progress, add Tips to the bottom 😎 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
This should be a crash-course primer to getting started in Stationeers. You can find more guides in the Steam community, several of which are linked from the front page of this wiki.&lt;br /&gt;
&lt;br /&gt;
While reading through this guide, remember that Stationeers is a game about surviving on an inhospitable world. It&#039;s extremely common for new players to take too long and run out of time before solving power, water, air, and food needs. Try not to take your first few games seriously, and feel free to restart an unsalvageable world until you get a feel for things.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
Stationeers has a selection of tutorials accessible from the main menu to explain the basic concepts of the game. It is recommended to do the tutorials progressively as you encounter new mechanics in your game instead of tackling them all at once. To start in Stationeers, the &#039;&#039;&#039;Basic Skills&#039;&#039;&#039;, &#039;&#039;&#039;Construction&#039;&#039;&#039;, and &#039;&#039;&#039;Mining + Fabrication&#039;&#039;&#039; tutorials will give you a solid foundation for the start of the game.&lt;br /&gt;
&lt;br /&gt;
=== Basic Controls === &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
This is a cheatsheet to the content covered in the &#039;&#039;&#039;Basic Skills&#039;&#039;&#039; tutorial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
* Players interact with the world, items, and structures in Stationeers with an active hand system.&lt;br /&gt;
* Your left and right hands are represented in the bottom middle of the screen. &lt;br /&gt;
** &#039;&#039;&#039;WASD&#039;&#039;&#039; movement&lt;br /&gt;
** &#039;&#039;&#039;Left Click&#039;&#039;&#039; interacts with the world using the current hand or tool in the current hand (ex: you can&#039;t interact with buttons while holding an item)&lt;br /&gt;
** &#039;&#039;&#039;Right Click&#039;&#039;&#039; starts placement mode when holding a structure (ex: [[Iron Frames]] or [[Autolathe]]) or toggles the power switch on handheld devices&lt;br /&gt;
** Holding &#039;&#039;&#039;Alt&#039;&#039;&#039; enables the cursor for interacting with the UI&lt;br /&gt;
** &#039;&#039;&#039;F1&#039;&#039;&#039; opens the &amp;quot;Stationpedia&amp;quot; for in-game recipes and guides&lt;br /&gt;
** &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039;&lt;br /&gt;
*** With an open inventory - changes active slot&lt;br /&gt;
*** When placing a structure - changes the mode for an item in placement mode (use this with [[Cables]] to change their shape)&lt;br /&gt;
*** When using some consoles or computers - scrolls the active menu&lt;br /&gt;
** &#039;&#039;&#039;E&#039;&#039;&#039; swaps current active hand&lt;br /&gt;
** &#039;&#039;&#039;R&#039;&#039;&#039; opens the item in the current hand, or goes to its options&lt;br /&gt;
** &#039;&#039;&#039;F&#039;&#039;&#039; swaps between held items and items in your inventory on the side (accessed through the number keys)&lt;br /&gt;
** &#039;&#039;&#039;Q&#039;&#039;&#039; drops the currently held item in the active hand, holding &#039;&#039;&#039;Q&#039;&#039;&#039; will cause you to throw the item&lt;br /&gt;
** &#039;&#039;&#039;1-6&#039;&#039;&#039; will open menus for worn items similar to pressing R, holding 1-6 will cause it to swap with the item in the current hand, or simply go in the current hand - &#039;&#039;don&#039;t do this with the helmet or suit in a vacuum&#039;&#039;&lt;br /&gt;
*** You can swap the [[Toolbelt|Tool Belt]] and the [[Mining Belt]] by holding a belt in your hand and then holding &#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Delete, End, Insert, Home, Page Up, Page Down&#039;&#039;&#039; rotate the item in placement mode. &#039;&#039;&#039;C&#039;&#039;&#039; is useful for autorotate when placing cables or pipes.&lt;br /&gt;
** &#039;&#039;&#039;G&#039;&#039;&#039; grab - not the same as drag, which is triggered by clicking on a portable item&#039;s handle with an empty hand&lt;br /&gt;
** &#039;&#039;&#039;I&#039;&#039;&#039; quick open the helmet - &#039;&#039;don&#039;t do this in a vacuum&#039;&#039;.  You can lock the helmet in its menu to avoid this.&lt;br /&gt;
** &#039;&#039;&#039;O&#039;&#039;&#039; or &#039;&#039;&#039;Right Click&#039;&#039;&#039; turn held item on or off&lt;br /&gt;
** &#039;&#039;&#039;J&#039;&#039;&#039; turn jet pack on or off.  The propulsion tank will last for many hours use, use it freely for building or mining.  Still, make &#039;&#039;&#039;sure&#039;&#039;&#039; you turn off the jet pack when not using it, as the jet pack will continue to drain the propulsion tank.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a World === &amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The first decision you have to make is where to set up a new colony. From the main menu, select the &#039;&#039;&#039;New Game&#039;&#039;&#039; option to come to the world select screen.&lt;br /&gt;
&lt;br /&gt;
For a burgeoning stationeer, there are two main worlds to choose from: the Moon, and Mars. The other worlds have unique challenges which are beyond the scope of this guide. Although either choice is suitable for this guide, it&#039;s important to consider the differences between them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Moon&#039;&#039;&#039;&lt;br /&gt;
** Pros&lt;br /&gt;
*** The Sun is closer to the Moon than Mars, so solar panels work more effectively here&lt;br /&gt;
*** The solar angle on the Moon is 0°, which means that solar panels are easier to set up&lt;br /&gt;
*** The Moon has lower gravity, which can make it easier to navigate without burning through your jetpack fuel&lt;br /&gt;
** Cons&lt;br /&gt;
*** The Moon has no atmosphere, so all gas must be collected by hand and can easily be lost into the environment. This demands more knowledge of Stationeers atmospherics systems to thrive on the Moon&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;&lt;br /&gt;
** Pros&lt;br /&gt;
*** Mars has an unlimited atmosphere ripe with CO2, making it easy to set up hydroponics&lt;br /&gt;
*** Mars has an Earth-like atmospheric temperature during the day&lt;br /&gt;
** Cons&lt;br /&gt;
*** Mars has storms that can ravage the surface, placing higher importance on shelter&lt;br /&gt;
*** The Sun is weaker on Mars and is at a slight angle. This requires more complicated solar panel arrays or a loss in efficiency&lt;br /&gt;
&lt;br /&gt;
Ultimately, both planets are good for beginners. Pick one and adjust the guide to match the specifics of your environment.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a Difficulty ===&lt;br /&gt;
&lt;br /&gt;
For the purpose of learning the game, make sure that you select the &#039;&#039;&#039;Easy&#039;&#039;&#039; difficulty. The main differences between the &#039;&#039;&#039;Easy&#039;&#039;&#039;, &#039;&#039;&#039;Normal&#039;&#039;&#039;, and &#039;&#039;&#039;Stationeer&#039;&#039;&#039; difficulties are the resource usage rates. Higher difficulties mean that you run through food, water, and oxygen more quickly. Furthermore, the easier difficulties are more forgiving when respawning. If you die in the harder difficulties, you only spawn back in with emergency tools, or with no tools or suit at all. To survive these difficulties you need a safe zone to spawn back into along with backup suits and tools. Critically, the last difference of note is that on &#039;&#039;&#039;Easy&#039;&#039;&#039; difficulty you can eat and drink through your suit, while in the harder difficulties you must open your suit to the atmosphere around you to eat and drink. This demands that you must have a working base before you get too thirsty or hungry, or else you will asphyxiate while having a snack.&lt;br /&gt;
&lt;br /&gt;
Although these harder difficulties are a fun challenge once you learn the game, the ability to eat and drink through the suit gives us significantly more leeway when starting out.&lt;br /&gt;
&lt;br /&gt;
== Your First World ==&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference: Priorities ===&lt;br /&gt;
&lt;br /&gt;
This is a quick reference sheet of what you should focus on in order to survive indefinitely. If you&#039;re ever not sure what you should be doing, see if there&#039;s anything on this list that you don&#039;t have a reliable source for yet.&lt;br /&gt;
&lt;br /&gt;
# Power&lt;br /&gt;
# Shelter (on Mars)&lt;br /&gt;
# Water&lt;br /&gt;
# Air&lt;br /&gt;
# Food&lt;br /&gt;
&lt;br /&gt;
=== Power === &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
&#039;&#039; See also: [[Starting Gear]] and [[Constructing and Deconstructing Walls]] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
When you spawn into the world you appear outside of your [[lander]]. There&#039;s a lot to do to ensure your visit is not a short one, but you have some time to get things set up. Your first priority is setting up a starting platform to set up your machines. You&#039;ve landed with a variety of crates and a portable oxygen tank. You can use your [[wrench]] in your tool belt to disconnect them from the lander so you can drag them around. The supplies you need on your first day are in the two yellow construction supply crates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Find a suitable spot to build your starting platform. We&#039;re looking for a relatively flat area near the lander, away from any hills that might block our solar panels. Find your [[Iron Frames|iron frames]] in your construction crate and build a 4x3 platform. Swap your iron frames with the [[Iron Sheets|iron sheets]] and pull out your [[Welding Torch|welding torch]] in your other hand. Construct your frames with your welder until they reach their second of three stages in the construction process. This makes them walkable, but not airtight.&lt;br /&gt;
&lt;br /&gt;
Next, we&#039;ll set up the [[Solar Panel|solar panel]], [[Area Power Controller|area power controller]] (APC), [[Arc Furnace|arc furnace]], and [[Autolathe|autolathe]]. Place the solar panel on the platform with the power port facing towards where you want your machines to go. Complete it with the [[Glass Sheets|glass sheets]] found in the crate. Place the APC down next to the solar panel at least a cable&#039;s length away and with the power arrows facing away from the solar panel. Connect the two with the [[Cables|cables]] found in your [[Toolbelt|toolbelt]]. Open the APC with your crowbar to expose the internals. Grab one of the [[Battery Cell|large batteries]] from the crates and insert it into the APC. Make sure to flip the power switch to turn the APC on: you should see the LED on the APC start blinking blue to show that the solar panel is charging the battery.&lt;br /&gt;
&lt;br /&gt;
Finally, we&#039;ll set up the arc furnace and autolathe. Place them on the platform, complete the construction stages for the autolathe using the resources in the chest, and finally connect them to the other power port of the APC using your cables. &#039;&#039;Note: you can splice in new connections to old cables by holding the [[Wire Cutters|wire cutters]] in your off-hand. This allows you to add a junction in an already existing wire, for example.&#039;&#039; You should now be able to turn on the autolathe and arc furnace to check your setup, but make sure to turn them off when you&#039;re not using them to save power!&lt;br /&gt;
&lt;br /&gt;
Optionally, you can set up the [[Solid Fuel Generator|solid fuel generator]] too, which burns [[Coal|coal]] to produce a considerable amount of energy in a pinch. Connect the power cable from the solid fuel generator to the solar panel side of the APC to fill up its battery. Remember that the generator will burn all of the coal that you put in it regardless of if your battery is full or not - only place the fuel that you need into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
You&#039;ve now tackled your first priority: power. With this setup, you&#039;ve extended your lifespan from around one day to around five. Congratulations! Although one basic solar panel will not be enough to sustain anything more than our starting base, this will power a spare battery to keep your life support going as you tackle the other tasks at hand.&lt;br /&gt;
&lt;br /&gt;
=== Water === &amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next thing you&#039;ll run out of is [[Water|water]]. You start with a water bottle in your suit, a few spare bottles in the crates, and a small [[Liquid Canister|liquid canister]] of water. Altogether, you&#039;ll run through these supplies in about a week. Our next goal is to set up an [[Ice Crusher|ice crusher]] and a [[Water Bottle Filler|water bottle filler]], but to do this we need to set up some more infrastructure. Our next direct tasks are to create an [[Electronics Printer|electronics printer]] and a [[Hydraulic Pipe Bender|hydraulic pipe bender]]. Together, your autolathe, electronics printer, and hydraulic pipe bender form your fabrication bread and butter: they can produce everything your need to tackle your starting priorities.&lt;br /&gt;
&lt;br /&gt;
Note, you need to open your helmet to eat and drink. In hostile planets where breathing in the atmosphere, even briefly, is dangerous, like [[Venus]] or [[Vulcan]], note that you can survive for a short time in a vacuum without helmet. In the early game, you can use an [[Guide (Airlock)|Airlock]] to create a temporary vacuum in order to eat and drink.&lt;br /&gt;
&lt;br /&gt;
==== Mining ====&lt;br /&gt;
&lt;br /&gt;
From here, split your time between day and night to take advantage of the sunlight. During the day, we can collect resources for our base through mining, and at night we can work on improving our base. The sunlight makes it much easier to find ores in the world, but if you do need to go out at night, consider setting up the [[Tracking Beacon|tracking beacon]] at home to find your way back with your [[Tablet|tablet]] with the [[Cartridge|tracking cartridge]]. Alternatively, you can create the [[Catridge|GPS cartridge]] and write down the coordinates of your base so you don&#039;t need to remember to turn on the beacon before you leave. We are aiming to collect at least 3 stacks (150g) of [[Ore (Iron)|iron ore]], 3 stacks (150g) of [[Ore (Copper)| copper ore]], and 1 stack (50g) of [[Ore (Gold)|gold ore]]. Smelt all of these in your arc furnace. After we set up our machines, we&#039;ll also need a stack or two of [[Ice (Water)|water ice]] (&#039;&#039;Note: not [[Ice (Volatiles)]], [[Ice (Oxite)]] or [[Ice (Nitrice)]]!&#039;&#039;), and at least 8g of [[Ore (Silicon)|silicon]] to construct our water setup.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
Once you have the supplies, use the autolathe to build your electronics printer and hydraulic pipe bender. The electronics printer can print out extra cables as you need them, extra batteries to add a buffer to your power setup, extra solar panels for power generation, and a variety of other tools and supplies. The pipe bender allows us to handle atmospherics and liquids. We can now partly build our water setup. At this point, it will be useful to complete the in-game &#039;&#039;&#039;Hydroponics, Hydration + Food&#039;&#039;&#039; tutorial to understand our next steps.&lt;br /&gt;
&lt;br /&gt;
After our prep work, we can print an ice crusher, a [[Portable Tank|portable tank]](Liquid), a [[Tank Connector|tank connector]], a [[Water Bottle Filler|water bottle filler]] and the [[Kit (Liquid Pipe)|liquid pipes]] needed to plumb it all together. Go ahead and set these up on your base, connecting the bottom pipe on the back of the ice crusher with liquid pipes to your tank connector. Afterward, hook up your water bottle filler to the pipe network, though note that you might need to place the filler on the side of a constructed iron frame (known as a structural wall as opposed to a normal iron wall). Finally, we can place a water bottle onto our filler, place ice into our ice crusher, turn on the crusher, and refill our old water bottles!  &lt;br /&gt;
&lt;br /&gt;
If the bottles are not filling, it&#039;s usually one of two issues: either the water is too cold, or the water bottle filler is not turned on. For the latter, make sure that the water bottle filler is connected to power and that the power switch on the filler itself has been flipped on. For the former, hover the cursor over the filler. You may get an error in red text, something like &amp;quot;Water must be 0-100&amp;quot;. This is because ice generally struggles to flow through pipes. To dramatically lower the viscosity of your water, hook up a liquid heater over one of the pipes, hook it up to power, and turn it on. You can use your tablet with the [[Cartridge|atmos analyzer cartridge]] on the pipe to measure the current temperature of the water. Be careful, because the pipe heater draws a significant amount of power!  Once you have the temp of the pipe over 0 degrees your water bottles should now fill with water.&lt;br /&gt;
&lt;br /&gt;
By this point, we have extended our lifespan to multiple weeks.&lt;br /&gt;
&lt;br /&gt;
=== Shelter ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This section only applies to players on Mars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although you landed in a safe weather window, storms can start on planets with atmosphere after seven days. The storms can damage some items in the game like solar panels, reduce visibility to anything in front of you, and blow anything not bolted down hundreds of meters away. This includes your starting crates. To prevent losing your progress, it&#039;s critical that you prepare for upcoming storms. At a minimum, your starting gear should be secured. This can be done by creating [[Container Mount|container mounts]] to attach your crates to with the wrench. Better yet though, you can create a [[Locker|large locker]] and empty your crates inside of them. &lt;br /&gt;
&lt;br /&gt;
Additionally, consider making your base airtight at this point. This will prevent the inside of your base from being affected by the storms. You can add an extra iron sheet to your iron frames to make them airtight, and use the [[Kit (Iron Wall)|iron walls]] (which can also be constructed into windows by cycling with the &#039;&#039;&#039;C&#039;&#039;&#039; key) in your construction crates to build the sides. Finish it off with a door that you can open and close during storms or even a full airlock if desired. See the [[Guide (Airlock)|Airlocks]] &lt;br /&gt;
tutorial for an example, but note that on Mars an [[Guide (Airlock) Atmosphere to Atmosphere|advanced airlock]] must be used to avoid contaminating your base with the Martian atmosphere.&lt;br /&gt;
&lt;br /&gt;
Finally, consider walling in your solar panels with glass windows to protect them from storms. You will lose a slight amount of efficiency from the sunlight being blocked by the iron edges, but you will not need to repair your solar panels anymore.&lt;br /&gt;
&lt;br /&gt;
=== Air and Food ===&lt;br /&gt;
The last two resources that we need to have stable sources of are food and air. However, around this time is when a myriad of other problems also start occurring that may need to be taken care of. For this section, you can either tackle side-projects first or come around to the side-projects as they come up.&lt;br /&gt;
&lt;br /&gt;
==== Side Projects ====&lt;br /&gt;
These are projects that won&#039;t threaten your survival if not completed but can make your time in the solar system much more comfortable.&lt;br /&gt;
&lt;br /&gt;
===== Steel =====&lt;br /&gt;
&#039;&#039;See the  in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Alloy Smelting&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Steel]] is the first [[Alloys|alloy]] that most stationeers need to make. Alloys are resources made from a combination of the more basic resources in the game such as coal, iron, or gold. Alloys are usually made in the [[Furnace|furnace]] once the base resources are inserted and the furnace reaches a specific temperature and pressure range. Using values found in the in-game stationpedia, the recipe for steel is 3 units of iron to 1 unit of coal, placed into the furnace when the furnace is between 1 MPa and 100 MPa, and the temperature is between 900K to 100kK.&lt;br /&gt;
&lt;br /&gt;
Steel can be used in a variety of more complex machines. This includes [[Stationary Battery|stationary batteries]] which hold 12.5 times the energy of [[Battery Cell|large battery cells]], or the [[Solar Panel|orientatable solar panel]] which can track the sun to provide near 100% efficiency while the Sun is up. The process for creating steel is similar to the process of creating [[Solder|solder]], used in creating new APCs. Or, more advanced, creating [[Ingot (Constantan)|constantan]], [[Ingot (Invar)|invar]], or [[Ingot (Electrum)|electrum]], which are used for mid to late game parts and structures.&lt;br /&gt;
&lt;br /&gt;
To start, create a [[Furnace|furnace]] using the [[Autolathe|autolathe]], along with a [[Pipe Valve|pipe valve]] and a [[Passive Vent|passive vent]] using the hydraulic pipe bender. Place it somewhere outside of your base with the large input/output arrows to the left and right, this will orient the input/output pipes towards the back away from the player. Complete the furnace using the tooltips. Finally, on the backside of the furnace, add a pipe and a valve to both the gray output/input ports. The output port is your gas output port, which can be used to purge the furnace of waste gases after use. Continue the pipe to a wall or floor where you can place the passive vent. When set up correctly, you can open the output valve to off-gas the furnace to the passive vent, and safely vent the waste gas to the atmosphere. The input port allows for fuel intake in more advanced furnace setups, but we&#039;ll be manually fueling our furnace for now. In the future, it might also be worth collecting the off-gases into a [[Tank|tank]] for use in pressurizing your base. This is especially important on the Moon where no ambient atmosphere exists.&lt;br /&gt;
&lt;br /&gt;
As listed in the stationpedia, there are two types of fuels: one is a 2:1 mix of volatiles to oxygen (volatiles is essentially hydrogen in Stationeers, so you can remember this by remembering H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O), and the other is a 1:1 mix of nitrous oxide to volatiles. The nitrous oxide based fuel is more efficient (the same amount of nitrous oxide burns hotter than the same amount of regular fuel), but it&#039;s usually harder to source nitrous oxide than oxygen. The main source is [[Ice (Nitrice)|nitrice]], which also contains large amounts of [[Nitrogen|nitrogen]] which must be filtered off first before combustion can take place as opposed to the pure [[Ice (Oxite)]] and [[Ice (Volatiles)]]. Although using nitrous oxide fuel can be advantageous later in the game once you have more infrastructure set up, we will be using the simpler oxygen and volatile mix of fuel throughout this guide.&lt;br /&gt;
&lt;br /&gt;
You can manually fuel the furnace by placing a ratio of 1:2 [[Ice (Oxite)|oxite]] to [[Ice (Volatiles)|volatiles]] into the furnace. Note that any form of ice will melt at and above 0 degrees Celsius, so it may be necessary to fuel your furnace at night to avoid the ice evaporating into the air. You can check the external temperature using the &amp;quot;External&amp;quot; section of your HUD in the bottom right. On planets without an atmosphere like the Moon, the sunshine itself can also melt the ice, even if there is no listed external temperature. The amount of ice that you need is relatively small. Around 3 oxite and 6 volatiles will raise the temperature of the furnace to nearly 2000K, well above the temperature needed for steel. Place iron and coal into the furnace in a 3:1 ratio after the furnace has heated up to produce steel. Right now, 200g of steel (made with 3 stacks of iron and 1 stack of coal) will last you for quite a while. Once you have your steel, consider using steel frames and sheets instead of iron frames and sheets. Not only are they stronger, but they use less resources overall too.&lt;br /&gt;
&lt;br /&gt;
===== Refrigeration and Spoiled Food =====&lt;br /&gt;
&lt;br /&gt;
Unpreserved food slowly spoils and decays in Stationeers. By this point, depending on how fast you&#039;ve completed the rest of the guide, items like your starting [[Egg|chicken eggs]] may have already decayed into spoiled food. Seeds and preserved (canned) foods do not decay, so the rest of your starting seeds and food should still be safe. Decay is accelerated by warm temperatures, harmful atmospheres, and improper storage. These can be resolved by lowering the temperature (down to around -140 Celsius: colder than that and the decay rate increases again), replacing the atmosphere with nitrogen or carbon dioxide, making sure the kPa is above 101 as food needs atmosphere equal to Earth&#039;s pressure or the effect of the preservation will be de-buffed by the low pressure, and placing food in a [[Fridge (Large)|large fridge]]. For a beginner setup, simply use some steel to create a large fridge, power it with the power switch, and place any unpreserved food inside. You should see the time to decay increase by several hours, sometimes triple or more than the original time limit. Large fridges attempt to keep the food at a low temperature, and also automatically remove 70% of the decay rate of anything inside of a powered fridge. This will become especially important once our greenhouse starts producing perishable food.&lt;br /&gt;
&lt;br /&gt;
===== Station Batteries =====&lt;br /&gt;
&lt;br /&gt;
One constant issue that a stationeer faces is power shortages. As you add more machines, your power needs will grow. While the problem can be ignored during the day by simply adding more solar panels, [[Kit (Turbine Generator)|turbines]], or generators, a reliable way of storing energy is critical to uninterrupted power through the night. Up until this point, we&#039;ve been storing excess energy in a large battery cell in the APC. However, this can only hold a small amount of power: a single, constantly powered [[Wall Heater|wall heater]] will only be powered for a few minutes before drawing all of the power in our large battery.&lt;br /&gt;
&lt;br /&gt;
To resolve our power storage needs, consider making a [[Station Battery|station battery]] in the electronics printer. The regular station battery can hold 12.5 times the amount of power as the large battery cell we&#039;ve been using, and the more expensive large stationary battery can hold over 30 times the amount. The large station batteries require advanced alloys, so for now we&#039;ll be focusing on the regular station batteries. Both the regular and the large station batteries require steel to make, so ensure you have a furnace set up and a batch of steel made.&lt;br /&gt;
&lt;br /&gt;
Once your kit is constructed in the electronics printer, place it somewhere in or near your base. Connect cables from your power generators to the front power port of the battery. Use more cables to connect the back of the battery to your APC. Make sure that you do not connect the front the battery with the back of the battery to avoid short-circuiting your electrical supply: you will need to disconnect your generators from your APC to ensure that there is a clean flow of energy from the generators to the battery to the APC to your equipment. &lt;br /&gt;
&lt;br /&gt;
As your start to scale up your power usage, be mindful of the amount of energy that you are generating. Normal [[Cable Coil|cables]] can only handle 5 kW of energy at any given time before they burn out. As your power production starts to scale up, you run the risk of burning out normal cables between your power generators and your battery. Consider replacing these cables with the more expensive, but more robust, [[Cable Coil|heavy cables]]. These heavy cables can sustain 100 kW before frying. Similarly, as you scale up your power usage, you might fry your cables on the output side of your battery or APC. As batteries and APCs do not have a maximum output if there is a large draw of energy they can put out more capacity than your cables can handle. Consider using a heavy cable between your battery and APC, and possibly a [[Transformer|small transformer]] after your APC to limit usage to 5 kW. You can analyze your power usage by using your tablet with the [[Cartridge|network analyzer cartridge]] by pointing your tablet at a cable in your network. Note that APCs, batteries, and transformers isolate networks from one another, so analyzing the cables before your battery will only show your power generation.&lt;br /&gt;
&lt;br /&gt;
===== Automated Solar Panels =====&lt;br /&gt;
&lt;br /&gt;
Although a couple of basic solar panels can sustain a small base for a while, as power needs grow stationary solar panels become grossly inefficient. To resolve this, we can switch to programmable solar panels which track the sun. With this setup, solar panels can have near 100% efficiency throughout the day. To begin, construct some regular [[Solar Panel|solar panels]] (as opposed to basic solar panels) in the electronics printer. These new solar panels require steel. Three or so will be sufficient. Place them in a line in an open area on some frames, away from any nearby buildings to avoid shadows with power and data ports facing east and west as opposed to north and south. Note that these solar panels have both a power and a data port. Complete the solar panels with glass, and run cables from the power port of the panels back to your battery to collect the energy they generate.&lt;br /&gt;
&lt;br /&gt;
On the support column of solar panels are series of grips. You can manually tilt and rotate the solar panel using your wrench to track the sun. The more that the solar panel is facing the sun the more power it produces. We can use the data port of the panels to automate the process. Connect all of the data ports of the solar panels together using more cables, taking care to not connect the power side with the data side. At this point, we need to set up the logic to automate the orientation of the solar panels. Although not yet complete, the in-game &#039;&#039;&#039;Logic&#039;&#039;&#039; tutorial will cover the basics of this process. We will be following the guides listed in [[Solar Logic Circuits Guide]] to do this automation. Reference the [[Solar Logic Circuits Guide#Six-chip dual-axis tracking|six-chip dual-axis tracking]] design for construction on any planet in the solar system, or the simpler [[Solar Logic Circuits Guide#Two-chip single-axis tracking|two-chip single-axis tracking]] design for planets with 0° solar angle like the Moon. &lt;br /&gt;
&lt;br /&gt;
Construct the chips listed in the &#039;&#039;What you need&#039;&#039; section of the respective guide on the electronics printer, and find a suitable place near your solar panels to set up your logic. Place the chips as listed in the guide, cycling through the different options using &#039;&#039;&#039;C&#039;&#039;&#039; to select the right chip. For example, the [[Sensors|sensor kit]] contains the daylight, motion, and gas sensor. Take note of the orientation of the daylight sensor as this impacts the output. Connect your chip network to the data port of the solar panels, and connect the power output of the solar panels to the power ports of the chips to keep them powered. Consider making a new APC (using [[Solder|solder]] as described in the steel guide) to keep your circuits running even when the Sun is down. &lt;br /&gt;
&lt;br /&gt;
Use the [[Labeller|labeler]] found in your starting crates to rename the chips to make them easier to use. Additionally, you can set the value of the memory chips directly by using the labeler on the screw terminals of the memory chip. Then use your screwdriver on the screw terminals of the chips to configure them as shown in the guide. Finally, double-check your configuration, and turn on all of the chips (save the memory chips which are always on) by pressing the red LED to turn it green. Ensure that your setup is correct by making sure that your solar panels track the sun effectively. If anything is off, make sure that your daylight sensor is oriented in the right direction, your solar panels data port is oriented in the right direction for your chip setup as detailed in the guide, that the individual chips are connected properly, and that everything is powered.&lt;br /&gt;
&lt;br /&gt;
===== Welding Fuel =====&lt;br /&gt;
&#039;&#039;See the in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Gas Mixing&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your [[Welding Torch|welding torch]] runs on a pressurized fuel canister consisting of either 1 part oxygen to 2 parts volatiles or 1 part nitrous oxide to 1 part volatiles (just like the furnace fuel). As stated above, the nitrous oxide fuel is slightly harder to produce, so we will focus on the standard fuel in this guide. Usually, welding torch fuel will start to run out for the first time around this stage of the game, so it&#039;s important to be able to create more fuel soon. If you run out of fuel before creating a steady supply of more fuel, it can be difficult to recover.&lt;br /&gt;
&lt;br /&gt;
In general, we need the following:&lt;br /&gt;
# Someplace to produce the gases&lt;br /&gt;
# Someplace to store produced gases&lt;br /&gt;
# A gas mixer&lt;br /&gt;
# A pressure regulator&lt;br /&gt;
# A canister storage slot to be able to place our fuel tank&lt;br /&gt;
&lt;br /&gt;
Find a place to set up your fuel creation station. In general, a 2x3 or 3x3 platform outside works well. Also, take care to make sure that your creation station does not get too hot if you do build it indoors. Fuel can explode over around 32 degrees Celsius. We can collect volatile gas from [[Ice (Volatiles)|volatiles]] in an ice crusher, and oxygen from [[Ice (Oxite)|oxite]] in an ice crusher as well. Alternatively, on Mars, there is a small amount of oxygen in the atmosphere. There, we can use only one ice crusher for volatiles and use a [[Kit (Atmospherics) Filtration|filtration]] system to filter oxygen from the air using a small amount of power.&lt;br /&gt;
&lt;br /&gt;
For the ice crusher, set up a new ice crusher on the platform and connect a gas pipe to the top output pipe to collect the gases from the ice. This is very similar to the water setup except using the top output instead of the bottom output. When the ice crusher is turned on and ice is inserted into the input slot, the ice crusher will convert the ice to gas and pump it into the connected pipes. If using the filter approach, create an atmospherics kit, two passive vents, and two small oxygen filters in the hydraulic pipe bender. Cycle the atmospherics kit to the filtration unit, and place it down on the platform. The filtration unit has five slots, an input pipe, a filtered output pipe, an unfiltered output pipe, and two filter inserts. Add a passive vent to the input pipe and to the unfiltered output pipe - you may have to space them a pipe&#039;s length away from the filtration system for them to fit. Connect a  pipe to the filtered output pipe and place your two oxygen filters into the filter slots. When powered on, the filtration unit will suck atmosphere through the passive vent, pass it through the filters, and continue oxygen down the pipe while releasing all of the other gases like carbon dioxide back into the atmosphere.&lt;br /&gt;
&lt;br /&gt;
Now that we have a method of producing our gases, we can store them permanently inside of some tanks. Create either a [[Portable Tank|portable tank]] with a [[Tank Connector|tank connector]] or a [[Tank|small tank]] for each gas to store your gases. The amount of gas that can be stored in either tank is several times larger than what we need for our fuel, so either size will do. If using the portable tanks, place the connector down, then drag the portable tank onto the connector, and use your wrench to attach them. If using the regular tanks, simply place them down on the platform. In either case, connect the pipes from your gas creation systems to the tanks, making sure not to connect the two pipe networks. The tanks will equalize pressure with the piping system, allowing for several MPa of storage.&lt;br /&gt;
&lt;br /&gt;
Next, create a [[Pipe Gas Mixer|gas mixer]], [[Pressure Regulator|pressure regulator]], and [[Gas Tank Storage|canister storage]] in the hydraulic pipe bender. Place the gas mixer on the platform and connect the oxygen and volatile gas pipe networks to the two input slots. Without powering it on, click on different parts of the wheel to adjust the ratio of the gas mixer to 34% oxygen and 66% volatiles. Input 1 is in line with the output pipe while input 2 is to the side of the mixer. Next, build a pipe off the output pipe of the gas mixer into a pressure regulator. Again, use the wheel to adjust the desired pressure to 1950 kPa. Finally, connect the pressure regulator to the canister storage. Now, when we turn on all of the machines, oxygen and volatiles will flow from their respective storage tanks, through the gas mixer to produce a fuel mix, and then be pumped into an awaiting canister until it reaches 1950 kPa.&lt;br /&gt;
&lt;br /&gt;
Whenever more fuel is needed, ensure that you have enough oxygen and volatiles to produce 1950 kPa of fuel, then remove your fuel canister from the welding torch and place it into the storage receptacle. Turn on the gas mixer and pressure regulator, and wait until your canister is full. Then turn everything off, and you can remove your canister and insert it back into the welding torch. You can use your tablet with the atmospherics chip to ensure that your canister is at the right pressure, and that the mix is at the correct ratios.&lt;br /&gt;
&lt;br /&gt;
Note that the gas mixer relies on the two gases being the same temperature. If you have your oxygen much colder than your volatiles, for example, you&#039;ll find that the output ratio is not the same as what you set on your gas mixer. Practically, this just means that you should wait until your gas tanks are at the same temperature before mixing so you don&#039;t have an incorrect fuel mix. However, your welding torch will still operate with an improper ratio, just less effectively. As a last consideration, even though 1950 kPa is well below the maximum limit of how much fuel your welding torch canister can hold, consider the downsides of carrying several atmospheres of explosive fuel around everywhere you go before increasing the pressure.&lt;br /&gt;
&lt;br /&gt;
==== Air ====&lt;br /&gt;
&lt;br /&gt;
A stable source of air is one of our last concerns and is solved similarly to our water setup. Oxygen is found ambiently in the atmosphere of Mars, or can be created from [[Ice (Oxite)|oxite ice]] in an ice crusher. The setup mirrors our setup for the welding fuel. &lt;br /&gt;
&lt;br /&gt;
If on the Moon, use an ice crusher with a pipe connected to the top output of the ice crusher, and place oxite into the crusher to produce oxygen in your pipe network. Note that Oxite partially contains nitrogen. This is fine for breathing in a room (Earth air is approx. 78% nitrogen), but if you put it in your personal air tank, your helmet will eventually fill up with nitrogen and you will take lung damage. To prevent this, you have two options: 1) build a Nitrogen Filter in the [[Hydraulic Pipe Bender|hydraulic pipe bender]] and put it in one of your filter slots alongside the CO2 filter(s); or 2) use the [[Kit (Atmospherics) Filtration|filtration kit]] in a similar setup for the welding fuel described above to get pure oxygen into a pipe.&lt;br /&gt;
&lt;br /&gt;
If on Mars, since a small amount of oxygen is in the atmosphere, you can place a [[Kit (Atmospherics) Filtration|filtration kit]] down outside, with a passive vent or pipe cowl on both the input and unfiltered output ports. Place two, small oxygen filters into the filtration unit, and connect a pipe to the filtered output port. When powered on, the filtration unit will suck in atmosphere through the passive side, pass oxygen into the filtered output pipe, and release all other gases into the atmosphere. &lt;br /&gt;
&lt;br /&gt;
Now that we are producing oxygen, connect your oxygen producer to a tank to store excess oxygen. Your lander came with a white, portable tank of oxygen that we can use for this purpose. If you have not already done so, disconnect it from the lander using a wrench, and drag it over to your production setup. Create a [[Tank Connector|tank connector]] using the hydraulic pipe bender, place the connector near your production, drag the portable tank on top of the connector, and use your wrench to connect the two. Connect your production machines to your tank with pipes to store excess oxygen. Finally, create a [[Pressure Regulator|pressure regulator]], a [[Gas Tank Storage|canister storage]], and also a new [[Canister|gas canister]] so that you don&#039;t run out of air while waiting for your canister to fill. Hook up the pressure regulator to your pipe network, and use the wheel to set around 5000 kPa of output pressure. Connect the other side of the pressure regulator to the canister storage, and place your new canister inside.&lt;br /&gt;
&lt;br /&gt;
When you need to replace your suit&#039;s oxygen tank, you can use the ice crusher or filtration unit to produce more oxygen, turn on the pressure regulator until your spare tank is around 5000 kPa of oxygen, and then quickly switch your suit&#039;s canister with the spare. To take care of your waste canister, a simple way is to simply vent it into the atmosphere. When you get a warning that your waste tank is too full, simply click on your waste tank in your suit, and hit &#039;&#039;&#039;Open&#039;&#039;&#039; to vent it into your surroundings. Alternatively, you can swap your waste canister with your propellant container in your jetpack. Despite its name, the jetpack does not actually burn fuel: it uses pressurized gases to propel you around the world. As you use more propellant in your jetpack, you are replenishing it in your waste tank. Note that since the Moon has no atmosphere, it can be advantageous to vent your waste tank into your pressurized base for use later; e.g. plants will consume your CO2 output.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See the in-game&#039;&#039; &#039;&#039;&#039;&#039;&#039;Hydroponics, Hydration + Food&#039;&#039;&#039;&#039;&#039; &#039;&#039;tutorial for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Farming =====&lt;br /&gt;
&#039;&#039;See the [[Guide (Farming)|farming guide]] on the wiki for basic plant needs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to survive on the planet for any length of time, any extraterrestrial base needs a greenhouse to grow new food and a kitchen to prepare meals. Plants in Stationeers are demanding, and require adequate water, light, and atmosphere to grow healthily. Furthermore, plants can take several real-life hours to grow. Because of this, it&#039;s usually easiest to jump straight to some light automation to ensure that you&#039;re not babysitting your plants for hours at a time. Specifically, we need to make sure our plants have:&lt;br /&gt;
&lt;br /&gt;
# A place to grow ([[Hydroponics Tray]])&lt;br /&gt;
# A connected supply of (melted) water&lt;br /&gt;
# A temperate atmosphere, somewhere around 20 degrees Celcius and around 100kPa of pressure&lt;br /&gt;
# Carbon dioxide present in the atmosphere&lt;br /&gt;
# &#039;&#039;&#039;No&#039;&#039;&#039; Volatiles and Nitrous Oxide in the atmosphere&lt;br /&gt;
# 10+ minutes of light a day (days are 20 minutes by default)&lt;br /&gt;
# 5+ minutes of darkness a day to rest&lt;br /&gt;
&lt;br /&gt;
For some needs, just hovering your mouse over a plant will tell you whether or not the plant is struggling or thriving. The tooltip on the plant may even mention that the atmosphere is not correct, or that the plant has no water. However, some needs, like darkness, are a bit harder to keep track of. Thankfully, the [[Cartridge|plant analyzer cartridge]] allows us to see all of the plant&#039;s needs right on our tablet. By printing one on the Electronics Printer, we can make sure that we are adequately taking care of our plants.&lt;br /&gt;
&lt;br /&gt;
Different plants have different pros and cons. Some plants, like tomatoes, take a long time to grow initially, but they continually produce fruit that can be harvested again and again without replanting. Other plants, like wheat, need extra processing in a [[Reagent Processor|reagent processor]]. The plant we&#039;ll be focusing on is the Potato plant. Potato plants grow the quickest of all the plants, but in exchange are not as filling as the other plants.&lt;br /&gt;
&lt;br /&gt;
====== Water ======&lt;br /&gt;
&lt;br /&gt;
Water is the simplest need that the plant has. The requirements are the same as the water bottle filter. We simply need some supply of water connected to our hydroponics via pipes, and we need to make sure that the water is above 0 degrees and below 100 degrees. We can easily hook up our existing water bottle filler pipe network to some hydroponics trays to satisfy this requirement. Note that the hydroponics trays can store a very large amount of water. Therefore, a greenhouse with several hydroponics trays can actually be an effective way of storing water without having a tank.&lt;br /&gt;
&lt;br /&gt;
====== Atmosphere ======&lt;br /&gt;
&lt;br /&gt;
In general, you need 4 things for atmosphere management. A way to add atmosphere, a way to remove atmosphere, a way to heat atmosphere, and a way to cool atmosphere.&lt;br /&gt;
&lt;br /&gt;
Plants need somewhere around 100kPa of atmosphere around 20 degrees Celsius. The atmosphere must be at least partly carbon dioxide and must not be contaminated with volatiles, nitrous oxide, or pollutants. If you are sharing an atmosphere between your greenhouse and the rest of your base, you need to set up some form of gas mixing (see the welding fuel section for more information on gas mixing) to ensure that you have both oxygen and carbon dioxide pumping into your base. Otherwise, you can simply pipe carbon dioxide into your greenhouse.&lt;br /&gt;
&lt;br /&gt;
In order to add atmosphere into the greenhouse, use a pressure regulator set to around 110 kPa to add CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; (or CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; and O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) into the room, then use a back pressure regulator on the other side of the room set to 108 kPa to remove atmosphere. The idea is that the pressure regulator will try to pump in CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; until it&#039;s at 110 kPa, and the back pressure regulator will empty the room until it&#039;s 108 kPa. This lets you have a small flow of air through the room so oxygen or pollutants and such don&#039;t get stuck. Pipe the air leaving the room through a filtration unit (from the atmospherics kit) with CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; filters, expelling waste gases into the atmosphere or somewhere else while letting the CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; pass into a storage tank so you have a buffer and then back into your intake pressure regulator. This forms a closed loop to make sure that we&#039;re constantly scrubbing the gases in the greenhouse.&lt;br /&gt;
&lt;br /&gt;
For heating, use 2-3 wall heaters in the room (be careful, they&#039;re extremely power-hungry!). For cooling, use a wall cooler. Feed a pipe from the gas port of the wall cooler to outside, put a bunch of radiators on it so it can leak heat into the atmosphere, and then fill it with a few hundred kPa of some kind of air, possibly by using an active vent set to inward. The idea is that the wall cooler will heat up the air in the pipe, then the air in the pipe will radiate the heat away in the radiators.&lt;br /&gt;
&lt;br /&gt;
Wire everything up, and then we&#039;ll use some logic to automate it. The intake and filtration are automated by the pressure regulators, so that just leaves us with the heating and cooling. Use a gas sensor in the room to measure temp, a logic reader to read the gas sensor, two logic comparators to compare the gas sensor to your min and max desired temp, two memory chips to hold your min and max desired temps, and then two batch writers to write to your heaters and cooler for when they need to turn on. Basically, use the comparators to check if the temp is below something like 300 Kelvin, and if so, turn the heaters on. If it&#039;s above something like 305 K, turn the coolers on.&lt;br /&gt;
&lt;br /&gt;
====== Light ======&lt;br /&gt;
&lt;br /&gt;
The last need we need to take care of is lighting. Plants differ in their lighting requirements, but in general, they need to be lit for at least half the day, and they need to be in darkness for at least a fourth of the day. The Moon, and to a lesser extent, Mars receive plenty of sunlight during the day, so most plants can simply be planted underneath a window in order to satisfy their light requirements. However, other worlds like Europa or Mimas lack sufficient sunlight to grow plants through a window alone. Additionally, plants may not grow as well under sunlight on planets like Mars as they would with a dedicated lighting system. In these situations, setting up a grow light can help our plants thrive. You can reference the [[Grow light automation|grow light automation]] guide for an example of how to automate your grow lights. The basic principle is to use a daylight sensor to mimic the rise and set of the sun with your grow light.&lt;br /&gt;
&lt;br /&gt;
Once all of these needs are taken care of, you can safely plant your potatoes. Use the atmos analyzer cartridge and the plant analyzer cartridge to check up on the health of your plant. Don&#039;t worry if your plant isn&#039;t always thriving. So long as they&#039;re not dying, your plants slowly growing.&lt;br /&gt;
&lt;br /&gt;
===== Cooking =====&lt;br /&gt;
&lt;br /&gt;
The final challenge we need to tackle is cooking your food. While we&#039;re waiting on our potatoes to grow, set up and power a [[Powered bench|powered bench]] using one of the two [[Kit (Tables)]] located in your starting lander. Afterward, grab the microwave out of the lander and press &#039;&#039;&#039;T&#039;&#039;&#039; to place it onto the powered bench. Finally, plug in the microwave into the powered bench the same way you would in real life: by using the wrench in your toolbelt. Once that&#039;s complete, we simply need to wait for our potatoes to finish growing. All plants have at least three stages. First is the juvenile stage where they are still growing and have produced nothing. Afterwards is the fruiting stage, where their product is ready for harvest. Lastly is their seeding stage, where they make more seeds that can be harvested on top of their produce. For your potatoes, wait for the plants to fully mature and produce seeds. The seeds will make sure that you can always plant more potatoes in the future if there&#039;s ever an issue with your crops. &lt;br /&gt;
&lt;br /&gt;
Once the seeds from your potato plants have been harvested, you can harvest the potatoes themselves to get two potatoes per plant. Stow your seeds for the future, use half of your potatoes to plant another crop, and reserve the final half of the potatoes for food. To start off, we can survive The Martian style on a diet of baked potatoes. Please review the following recipe for a gourmet, baked potato:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baked Potato&#039;&#039;&#039;&lt;br /&gt;
# Place 1 (one) potato in the microwave.&lt;br /&gt;
# Close the microwave and turn it on. Cook until a loud ding is heard.&lt;br /&gt;
# Plate and serve immediately, or refrigerate for later.&lt;br /&gt;
&lt;br /&gt;
Although it&#039;s possible to survive completely off of baked potatoes, we can prepare more food by making more complex recipes and by canning our food. Other plants, like tomatoes or corn, take longer to grow but can immediately be cooked and canned for long-term storage. We can also create more complex foods, such as french fries, which are more filling and can also be canned for long periods of time. To can foods, we need to make a [[Basic packaging machine|basic packaging machine]] in order to can goods. Once the packaging machine has been created, place it on the powered bench the same way as the microwave. To make tomato soup, simply place an empty can along with 5 cooked tomatoes into the top of the machine, close the hatch, and turn the machine on. Note that all ingredients must go into the top of the machine! Cans placed on the bottom portion of the machine will not work. Once the one can and five tomatoes are placed in the input, you can hover your mouse over the input to verify that the recipe &#039;&#039;Tomato Soup&#039;&#039; is listed before continuing. For other canning recipes, use the in-game stationpedia to look up the required ingredients and processing steps.&lt;br /&gt;
&lt;br /&gt;
=== Wrapping Up ===&lt;br /&gt;
Congratulations on making it this far! If you&#039;ve reached this point, you&#039;ve conquered all of the immediate threats on your life in the solar system. From here, you can survive an indefinite, if meek, existence on baked potatoes and recycled oxygen. Usually tackling all of these basic needs marks the end of the early game of Stationeers. From here, the game opens up into several different paths that can attract your attention. Feel free to start a new world and use your newfound knowledge to create a new base, or keep expanding your current base to reach the mid and late-game items. Here are some example goals and projects to continue with, and enjoy your time in the solar system!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Ideas:&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your printers for more items&lt;br /&gt;
* Upgrade your tools, belts, and suit&lt;br /&gt;
* Build deep miners to automatically mine for you&lt;br /&gt;
* Set up chutes and centrifuges to automatically process deep miner &amp;quot;dirty ore&amp;quot;&lt;br /&gt;
* Use stackers and sorters to make an ore stockpile&lt;br /&gt;
* Use stackers and logic to automate batch orders of items, for example, 100 units of cable&lt;br /&gt;
* Create an IC Housing, IC chip, and a computer to learn about the advanced automation in the game [[MIPS]]&lt;br /&gt;
* Create a full atmospherics system that can handle every type of gas&lt;br /&gt;
* Automate the furnace using IC chips and the advanced furnace to make it easy to produce any kind of ore&lt;br /&gt;
* Create a logistics system that connects deep miners, the furnace, and your printers to ensure that you always have a full stock of materials&lt;br /&gt;
* Setup landing pads and satellite dishes to communicate with traders&lt;br /&gt;
* Create a more robust power grid with multiple types of generators to handle failures&lt;br /&gt;
* Automate planting and cooking with harvies and the automatic oven&lt;br /&gt;
* Create the hardsuit and install an IC chip that can give custom warnings, such as for storms&lt;br /&gt;
* Create alarms, graphs, and readouts for critical systems such as oxygen and power&lt;br /&gt;
* Tinker with plant genetics to make different variants&lt;br /&gt;
&lt;br /&gt;
== Multiplayer == &amp;lt;!--T:24--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;tbd - but yeah, Don&#039;t grief!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tips == &amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
* Your starting Oxygen will last you for more than a week, so oxygen recovery can wait&lt;br /&gt;
* An [[Area Power Controller]] will effectively &amp;quot;split&amp;quot; a power &amp;amp; data network&amp;lt;br/&amp;gt;&lt;br /&gt;
Power and data are transferred on the same network - no need to run parallel power lines&lt;br /&gt;
* The waste canister can be used to power the jet pack - simply switch the canisters over for an emergency fix&lt;br /&gt;
* A locker holds 30 items and is very useful in the early game&lt;br /&gt;
* Ice will melt in hands, in the world, or in lockers - ice will &#039;&#039;&#039;not&#039;&#039; melt inside of a [[Mining Belt]] or in a cold environment. When playing on Moon, Space or Asteroid Belt, either wait for night time or move into the shadow if you want to split stacks or want to handle ice.&lt;br /&gt;
* Help, I can&#039;t deconstruct something! - Check that you are using the correct tool (the popup should inform you on how to proceed construction / deconstruction) and that your tool has power / fuel if it requires it.&lt;br /&gt;
* A battery will charge twice as fast in an [[Power Controller | Area Power Controller]] than in a [[Battery Charger]] (Nuclear is only 73% faster) according to [https://www.reddit.com/r/Stationeers/comments/hoku8r/really_useful_cheat_sheet_of_stats_and_figures/ this helpful reddit post by u/Chrisbitz]&lt;br /&gt;
* In high temperature environments, your suit will rush the contents of your Oxygen tank through your suit and into your Waste tank to keep your suit at the set temperature. This means that in a pinch, you can swap your Oxygen tank with your Waste tank for a few more minutes of uncomfortably hot and barely breathable air.&lt;br /&gt;
* If you feel you need to stretch your water / food supply; You will lose health when malnourished or dehydrated, but you can fully recover from that. Letting your health go below 50% before eating / drinking can effectively double your rations.&lt;br /&gt;
* Always keep duct-tape on you at all times. Even inside your own station, a sudden change of pressure can smash you into a wall damaging your suit. Also note that your helmet and your suit have seperate damage values, so should you need to fix them, be sure to fix BOTH (use the duct-tape twice until the scratches on both icons disappear).&lt;br /&gt;
* As soon as you can make [[Steel|Steel]], consider using some to make [[Pipe Radiator|Pipe Radiator]]s. Without ventilation (and even with), your station will accumulate heat in its environment, just from the machines in there, the sun shining through the windows, etc. A simple setup with a [[Passive Vent|Passive Vent]], a [[Pipe Valve|Pipe Valve]], some [[Pipe|Pipe]]s and some [[Pipe Radiator|Pipe Radiator]]s can help you manage that with ease by periodically opening the [[Pipe Valve|Pipe Valve]].&lt;br /&gt;
* By creating an airlock as described, holding your waste tank in your hand and opening it up and then dropping some Oxite on the ground, the ambient temperature will melt it and give you a breathable atmosphere. On normal and hard difficulties, this allows you to eat / drink since you are required to open your helmet at those difficulties.&lt;br /&gt;
* Pressing the left or right arrow on a printer (like the [[Autolathe]]) normally changes the recipe on the printer. The printer will finish whatever it was last working on and then stops to await the next command. This behaviour is very useful for controlling the number of items printed without babysitting the printer. For example, you could start printing a [[Hydraulic Pipe Bender]], press the right arrow to change the recipe, and then go do something else. Once the printer has finished the pipe bender, it will see that a new recipe has been selected and stop printing, leaving us with our one pipe bender.&lt;br /&gt;
* The [[Road Flare]] produces a small amount of light and heat for a couple of minutes. Although the light is not normally very useful compared to our head lamp, the heat can quickly raise the temperature of an enclosed base. 10 lit road flares can heat a fully pressurized starting base by 100 degrees Celcius. This gives cheap starting heat, and is especially useful on very cold worlds like [[Europa]].&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jimmyberg</name></author>
	</entry>
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