<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://stationeers-wiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Legolegs</id>
	<title>Stationeers Community Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://stationeers-wiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Legolegs"/>
	<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/Special:Contributions/Legolegs"/>
	<updated>2026-05-20T17:47:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:LizardFish&amp;diff=27732</id>
		<title>User talk:LizardFish</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:LizardFish&amp;diff=27732"/>
		<updated>2026-05-16T18:40:44Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 18:40, 16 May 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:Ghstride&amp;diff=27714</id>
		<title>User talk:Ghstride</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:Ghstride&amp;diff=27714"/>
		<updated>2026-05-03T17:34:36Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 17:34, 3 May 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:StarCatcher&amp;diff=27709</id>
		<title>User talk:StarCatcher</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:StarCatcher&amp;diff=27709"/>
		<updated>2026-04-29T15:16:21Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 15:16, 29 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:HereticHazel&amp;diff=27708</id>
		<title>User talk:HereticHazel</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:HereticHazel&amp;diff=27708"/>
		<updated>2026-04-29T15:15:56Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 15:15, 29 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27701</id>
		<title>Kit (Autominer Small)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27701"/>
		<updated>2026-04-27T15:02:04Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Layout and head obstruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Import/Export]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Autominer Small)&lt;br /&gt;
 | image       = &lt;br /&gt;
 | createdwith = [[Electronics Printer]] &#039;&#039;&#039;Mk2&#039;&#039;&#039;&lt;br /&gt;
 | cost        = 15g [[Copper]], 100g [[Steel]], 50g [[Electrum]], 15g [[Invar]]&lt;br /&gt;
 | stacks      = No&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Autominer (Small)&lt;br /&gt;
 | image            = &lt;br /&gt;
 | power_usage      = 200W&lt;br /&gt;
 | placed_with_item = [[Kit (Autominer Small)]]&lt;br /&gt;
 | placed_on_grid   = &lt;br /&gt;
 | decon_with_tool1 = [[Wrench]]&lt;br /&gt;
 | item_rec1        = [[Kit (Autominer Small)]]&lt;br /&gt;
 | prefab_hash      = 7274344&lt;br /&gt;
 | slot_1           = Import (nonexistent)&lt;br /&gt;
 | slot_2           = Export&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The [[Recurso]] SquareDig autominer is a structure that when built will mine a vertical 2x2 shaft until it hits bedrock. The autominer can be connected with a chute system, and is controllable by a logic network. Note that the autominer outputs more [[Ore|ore]] than than a conventional [[Mining Drill]] over the same area.&lt;br /&gt;
&lt;br /&gt;
== Building States ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! State # !! Tool !! Material&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Welding Torch]] || 3 x [[Electronic Parts]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Welding Torch]] || 3 x [[Iron Sheets]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Welding Torch]] || 4 x [[Steel Sheets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The unit is a platform with no power source and it is simply going to dump it&#039;s output. You will likely need a few completed frames, a power generator, wire to connect it and something like a hole to catch the ore.&lt;br /&gt;
&lt;br /&gt;
When the head was requested up by the button the miner will flash an error upon head arrival, that&#039;s normal&amp;lt;ref&amp;gt;Basically the rule is that whenever the head is docked then Error state will be set. The only exception is the freshly built Autominer that was never ran.&amp;lt;/ref&amp;gt;. After reactivating the mining will proceeded as a fresh start — with grinding all the volume of now non-existent ground. If you need to pause the miner use the on-off switch or &#039;&#039;&#039;on&#039;&#039;&#039; logic variable.&lt;br /&gt;
&lt;br /&gt;
When the head is returning automatically to dump the ore, it then goes back down the fastest route.&lt;br /&gt;
&lt;br /&gt;
If the head gets stuck at welded frames on its way up the Autominer will lock it the error state forever and has be rebuilt.&lt;br /&gt;
&lt;br /&gt;
== Layout and head obstruction==&lt;br /&gt;
[[File:Autominer layout.jpg|thumb|center|The autominer (small) surrounded by frames. Green frames are allowed and do not obstruct the head movement, red frames if welded will make the autominer stuck.]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The Autominer extracts more ore from the veins than other means of mining (such as digging with the [[Mining Drill]]). According to the research, the rate is 200% for ores and 150% for ices&amp;lt;ref&amp;gt;the ore being gold and the ice being volatiles in the test patch&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Autominer digs 2x2 area in 36 ticks per level. On its way up the head travels at 5 ticks per level.&lt;br /&gt;
&lt;br /&gt;
Ices mined this way will melt upon ejected if the atmosphere around the miner is warm. [[Volatiles]] will catch fire on [[Mars]] during the day but won&#039;t on [[Europa]] because of the temperature difference.&lt;br /&gt;
It would be best to redirect the miner&#039;s output with chutes to an enclosed space with negative temperature or zero pressure. Alternatively an [[SDB Silo]] or [[Loader]] with stockpile of belts can be used.&lt;br /&gt;
&lt;br /&gt;
The mining head does not damage entities on its way, however a player can still be hurt if gets pressed by the head against a wall. The mining head does not pickup loose ore pieces if you throw some.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s graphic settings may prevent them from seeing the mining head deep enough even looking up close.&lt;br /&gt;
&lt;br /&gt;
The lowest depth limit is Y=2 as the tracker&#039;s GPS shows.&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters|&lt;br /&gt;
{{Data Parameters/row|Power|Boolean|w=0|Can be read to return if the device is correctly powered or not, set via the power system, return 1 if powered and 0 if not|multiple=2|0|Off|1|On}}&lt;br /&gt;
{{Data Parameters/row|Open|Boolean|w=1|Unused or meaning unknown}}&lt;br /&gt;
{{Data Parameters/row|Error|Boolean|w=0|State|multiple=2|0|Ok|1|Finished, recalled or stuck}}&lt;br /&gt;
{{Data Parameters/row|Activate|Boolean|w=1|1 if device is activated by the square button on the observation platform, otherwise 0|multiple=2|0|The head is ordered to return to the receiver, the mining position is reset.|1|The device is mining, returning ore or returning the head to the mining place}}&lt;br /&gt;
{{Data Parameters/row|On|Integer|w=1|The current state of the Miner. When off it retains its activated state and current mining position.|multiple=2|0|On|1|Off}}&lt;br /&gt;
{{Data Parameters/row|RequiredPower|Integer|w=0|Power consumption|multiple=2|0|Off|200|On}}&lt;br /&gt;
{{Data Parameters/row|ClearMemory|Integer|r=0|When set to 1, clears the counter memory (ExportCount)}} &lt;br /&gt;
{{Data Parameters/row|ExportCount|Integer|w=0|How many items (stacks of ore) were exported.}}&lt;br /&gt;
{{Data Parameters/row|ImportCount|Integer|w=0|Unused}}&lt;br /&gt;
{{Data Parameters/row|PrefabHash|Integer|w=0|The hash of the structure|7274344}}&lt;br /&gt;
{{Data Parameters/row|ReferenceId|Integer|w=0|Unique Reference Identifier for this object}}&lt;br /&gt;
{{Data Parameters/row|NameHash|Integer|w=0|Provides the hash value for the name of the object as a 32 bit integer.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Error logic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Logic states&lt;br /&gt;
|-&lt;br /&gt;
! On !! Error !! Activate !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || Autominer was just built and switched on. It&#039;ll never reach such state again.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || normal operation&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || head was returned sucessfuly either by button or by depth limit reached&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || head stuck at an obstacle&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || miner is off, head is hanging half way, will proceed normally when turned on&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27700</id>
		<title>Kit (Autominer Small)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27700"/>
		<updated>2026-04-27T15:01:24Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Layout and obstruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Import/Export]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Autominer Small)&lt;br /&gt;
 | image       = &lt;br /&gt;
 | createdwith = [[Electronics Printer]] &#039;&#039;&#039;Mk2&#039;&#039;&#039;&lt;br /&gt;
 | cost        = 15g [[Copper]], 100g [[Steel]], 50g [[Electrum]], 15g [[Invar]]&lt;br /&gt;
 | stacks      = No&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Autominer (Small)&lt;br /&gt;
 | image            = &lt;br /&gt;
 | power_usage      = 200W&lt;br /&gt;
 | placed_with_item = [[Kit (Autominer Small)]]&lt;br /&gt;
 | placed_on_grid   = &lt;br /&gt;
 | decon_with_tool1 = [[Wrench]]&lt;br /&gt;
 | item_rec1        = [[Kit (Autominer Small)]]&lt;br /&gt;
 | prefab_hash      = 7274344&lt;br /&gt;
 | slot_1           = Import (nonexistent)&lt;br /&gt;
 | slot_2           = Export&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The [[Recurso]] SquareDig autominer is a structure that when built will mine a vertical 2x2 shaft until it hits bedrock. The autominer can be connected with a chute system, and is controllable by a logic network. Note that the autominer outputs more [[Ore|ore]] than than a conventional [[Mining Drill]] over the same area.&lt;br /&gt;
&lt;br /&gt;
== Building States ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! State # !! Tool !! Material&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Welding Torch]] || 3 x [[Electronic Parts]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Welding Torch]] || 3 x [[Iron Sheets]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Welding Torch]] || 4 x [[Steel Sheets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The unit is a platform with no power source and it is simply going to dump it&#039;s output. You will likely need a few completed frames, a power generator, wire to connect it and something like a hole to catch the ore.&lt;br /&gt;
&lt;br /&gt;
When the head was requested up by the button the miner will flash an error upon head arrival, that&#039;s normal&amp;lt;ref&amp;gt;Basically the rule is that whenever the head is docked then Error state will be set. The only exception is the freshly built Autominer that was never ran.&amp;lt;/ref&amp;gt;. After reactivating the mining will proceeded as a fresh start — with grinding all the volume of now non-existent ground. If you need to pause the miner use the on-off switch or &#039;&#039;&#039;on&#039;&#039;&#039; logic variable.&lt;br /&gt;
&lt;br /&gt;
When the head is returning automatically to dump the ore, it then goes back down the fastest route.&lt;br /&gt;
&lt;br /&gt;
If the head gets stuck at welded frames on its way up the Autominer will lock it the error state forever and has be rebuilt.&lt;br /&gt;
&lt;br /&gt;
== Layout and head obstruction==&lt;br /&gt;
[[File:Autominer layout.jpg|thumb|right|The autominer (small) surrounded by frames. Green frames are allowed and do not obstruct the head movement, red frames if welded will make the autominer stuck.]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The Autominer extracts more ore from the veins than other means of mining (such as digging with the [[Mining Drill]]). According to the research, the rate is 200% for ores and 150% for ices&amp;lt;ref&amp;gt;the ore being gold and the ice being volatiles in the test patch&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Autominer digs 2x2 area in 36 ticks per level. On its way up the head travels at 5 ticks per level.&lt;br /&gt;
&lt;br /&gt;
Ices mined this way will melt upon ejected if the atmosphere around the miner is warm. [[Volatiles]] will catch fire on [[Mars]] during the day but won&#039;t on [[Europa]] because of the temperature difference.&lt;br /&gt;
It would be best to redirect the miner&#039;s output with chutes to an enclosed space with negative temperature or zero pressure. Alternatively an [[SDB Silo]] or [[Loader]] with stockpile of belts can be used.&lt;br /&gt;
&lt;br /&gt;
The mining head does not damage entities on its way, however a player can still be hurt if gets pressed by the head against a wall. The mining head does not pickup loose ore pieces if you throw some.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s graphic settings may prevent them from seeing the mining head deep enough even looking up close.&lt;br /&gt;
&lt;br /&gt;
The lowest depth limit is Y=2 as the tracker&#039;s GPS shows.&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters|&lt;br /&gt;
{{Data Parameters/row|Power|Boolean|w=0|Can be read to return if the device is correctly powered or not, set via the power system, return 1 if powered and 0 if not|multiple=2|0|Off|1|On}}&lt;br /&gt;
{{Data Parameters/row|Open|Boolean|w=1|Unused or meaning unknown}}&lt;br /&gt;
{{Data Parameters/row|Error|Boolean|w=0|State|multiple=2|0|Ok|1|Finished, recalled or stuck}}&lt;br /&gt;
{{Data Parameters/row|Activate|Boolean|w=1|1 if device is activated by the square button on the observation platform, otherwise 0|multiple=2|0|The head is ordered to return to the receiver, the mining position is reset.|1|The device is mining, returning ore or returning the head to the mining place}}&lt;br /&gt;
{{Data Parameters/row|On|Integer|w=1|The current state of the Miner. When off it retains its activated state and current mining position.|multiple=2|0|On|1|Off}}&lt;br /&gt;
{{Data Parameters/row|RequiredPower|Integer|w=0|Power consumption|multiple=2|0|Off|200|On}}&lt;br /&gt;
{{Data Parameters/row|ClearMemory|Integer|r=0|When set to 1, clears the counter memory (ExportCount)}} &lt;br /&gt;
{{Data Parameters/row|ExportCount|Integer|w=0|How many items (stacks of ore) were exported.}}&lt;br /&gt;
{{Data Parameters/row|ImportCount|Integer|w=0|Unused}}&lt;br /&gt;
{{Data Parameters/row|PrefabHash|Integer|w=0|The hash of the structure|7274344}}&lt;br /&gt;
{{Data Parameters/row|ReferenceId|Integer|w=0|Unique Reference Identifier for this object}}&lt;br /&gt;
{{Data Parameters/row|NameHash|Integer|w=0|Provides the hash value for the name of the object as a 32 bit integer.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Error logic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Logic states&lt;br /&gt;
|-&lt;br /&gt;
! On !! Error !! Activate !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || Autominer was just built and switched on. It&#039;ll never reach such state again.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || normal operation&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || head was returned sucessfuly either by button or by depth limit reached&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || head stuck at an obstacle&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || miner is off, head is hanging half way, will proceed normally when turned on&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=File:Autominer_layout.jpg&amp;diff=27699</id>
		<title>File:Autominer layout.jpg</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=File:Autominer_layout.jpg&amp;diff=27699"/>
		<updated>2026-04-27T14:56:26Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Autominer layout with surrounding frames&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27698</id>
		<title>Kit (Autominer Small)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27698"/>
		<updated>2026-04-27T14:52:42Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Notes */ increased ore yield, mining speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Import/Export]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Autominer Small)&lt;br /&gt;
 | image       = &lt;br /&gt;
 | createdwith = [[Electronics Printer]] &#039;&#039;&#039;Mk2&#039;&#039;&#039;&lt;br /&gt;
 | cost        = 15g [[Copper]], 100g [[Steel]], 50g [[Electrum]], 15g [[Invar]]&lt;br /&gt;
 | stacks      = No&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Autominer (Small)&lt;br /&gt;
 | image            = &lt;br /&gt;
 | power_usage      = 200W&lt;br /&gt;
 | placed_with_item = [[Kit (Autominer Small)]]&lt;br /&gt;
 | placed_on_grid   = &lt;br /&gt;
 | decon_with_tool1 = [[Wrench]]&lt;br /&gt;
 | item_rec1        = [[Kit (Autominer Small)]]&lt;br /&gt;
 | prefab_hash      = 7274344&lt;br /&gt;
 | slot_1           = Import (nonexistent)&lt;br /&gt;
 | slot_2           = Export&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The [[Recurso]] SquareDig autominer is a structure that when built will mine a vertical 2x2 shaft until it hits bedrock. The autominer can be connected with a chute system, and is controllable by a logic network. Note that the autominer outputs more [[Ore|ore]] than than a conventional [[Mining Drill]] over the same area.&lt;br /&gt;
&lt;br /&gt;
== Building States ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! State # !! Tool !! Material&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Welding Torch]] || 3 x [[Electronic Parts]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Welding Torch]] || 3 x [[Iron Sheets]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Welding Torch]] || 4 x [[Steel Sheets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The unit is a platform with no power source and it is simply going to dump it&#039;s output. You will likely need a few completed frames, a power generator, wire to connect it and something like a hole to catch the ore.&lt;br /&gt;
&lt;br /&gt;
When the head was requested up by the button the miner will flash an error upon head arrival, that&#039;s normal&amp;lt;ref&amp;gt;Basically the rule is that whenever the head is docked then Error state will be set. The only exception is the freshly built Autominer that was never ran.&amp;lt;/ref&amp;gt;. After reactivating the mining will proceeded as a fresh start — with grinding all the volume of now non-existent ground. If you need to pause the miner use the on-off switch or &#039;&#039;&#039;on&#039;&#039;&#039; logic variable.&lt;br /&gt;
&lt;br /&gt;
When the head is returning automatically to dump the ore, it then goes back down the fastest route.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The Autominer extracts more ore from the veins than other means of mining (such as digging with the [[Mining Drill]]). According to the research, the rate is 200% for ores and 150% for ices&amp;lt;ref&amp;gt;the ore being gold and the ice being volatiles in the test patch&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Autominer digs 2x2 area in 36 ticks per level. On its way up the head travels at 5 ticks per level.&lt;br /&gt;
&lt;br /&gt;
Ices mined this way will melt upon ejected if the atmosphere around the miner is warm. [[Volatiles]] will catch fire on [[Mars]] during the day but won&#039;t on [[Europa]] because of the temperature difference.&lt;br /&gt;
It would be best to redirect the miner&#039;s output with chutes to an enclosed space with negative temperature or zero pressure. Alternatively an [[SDB Silo]] or [[Loader]] with stockpile of belts can be used.&lt;br /&gt;
&lt;br /&gt;
The mining head does not damage entities on its way, however a player can still be hurt if gets pressed by the head against a wall. The mining head does not pickup loose ore pieces if you throw some.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s graphic settings may prevent them from seeing the mining head deep enough even looking up close.&lt;br /&gt;
&lt;br /&gt;
The lowest depth limit is Y=2 as the tracker&#039;s GPS shows.&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters|&lt;br /&gt;
{{Data Parameters/row|Power|Boolean|w=0|Can be read to return if the device is correctly powered or not, set via the power system, return 1 if powered and 0 if not|multiple=2|0|Off|1|On}}&lt;br /&gt;
{{Data Parameters/row|Open|Boolean|w=1|Unused or meaning unknown}}&lt;br /&gt;
{{Data Parameters/row|Error|Boolean|w=0|State|multiple=2|0|Ok|1|Finished, recalled or stuck}}&lt;br /&gt;
{{Data Parameters/row|Activate|Boolean|w=1|1 if device is activated by the square button on the observation platform, otherwise 0|multiple=2|0|The head is ordered to return to the receiver, the mining position is reset.|1|The device is mining, returning ore or returning the head to the mining place}}&lt;br /&gt;
{{Data Parameters/row|On|Integer|w=1|The current state of the Miner. When off it retains its activated state and current mining position.|multiple=2|0|On|1|Off}}&lt;br /&gt;
{{Data Parameters/row|RequiredPower|Integer|w=0|Power consumption|multiple=2|0|Off|200|On}}&lt;br /&gt;
{{Data Parameters/row|ClearMemory|Integer|r=0|When set to 1, clears the counter memory (ExportCount)}} &lt;br /&gt;
{{Data Parameters/row|ExportCount|Integer|w=0|How many items (stacks of ore) were exported.}}&lt;br /&gt;
{{Data Parameters/row|ImportCount|Integer|w=0|Unused}}&lt;br /&gt;
{{Data Parameters/row|PrefabHash|Integer|w=0|The hash of the structure|7274344}}&lt;br /&gt;
{{Data Parameters/row|ReferenceId|Integer|w=0|Unique Reference Identifier for this object}}&lt;br /&gt;
{{Data Parameters/row|NameHash|Integer|w=0|Provides the hash value for the name of the object as a 32 bit integer.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Error logic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Logic states&lt;br /&gt;
|-&lt;br /&gt;
! On !! Error !! Activate !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || Autominer was just built and switched on. It&#039;ll never reach such state again.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || normal operation&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || head was returned sucessfuly either by button or by depth limit reached&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || head stuck at an obstacle&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || miner is off, head is hanging half way, will proceed normally when turned on&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Mining_Charge&amp;diff=27697</id>
		<title>Mining Charge</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Mining_Charge&amp;diff=27697"/>
		<updated>2026-04-27T14:41:11Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Notes */ explosion does not destroy the ore items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Mining Charge&lt;br /&gt;
 | image       = [[File:Mining charge.png]]&lt;br /&gt;
 | stacks      = 3&lt;br /&gt;
 | recipe_machine1 = Security Printer&lt;br /&gt;
 | recipe_cost1 = 1g [[Iron]], 1g [[Gold]], 3g [[Silicon]]&lt;br /&gt;
 | recipe_machine2 = Tool Manufactory&lt;br /&gt;
 | recipe_cost2 = 1g [[Iron]], 1g [[Gold]], 5g [[Silicon]]&lt;br /&gt;
 | prefabhash = 15829510&lt;br /&gt;
 | prefabname = ItemMiningCharge&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
The Mining Charge is a timed explosive that can be used to destroy terrain or mine ores.&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
Hold the Mining Charge and activate it to arm and drop the charge. It will explode after 10 seconds. Picking up the charge or activating the lever will reset the fuse.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The explosion power/radius seems to be the same as the [[Demolition Charge]], just with a timed explosion instead of remotely triggered detonation.&lt;br /&gt;
* The mining charge will explode immediately if destroyed while armed (such as by fire).&lt;br /&gt;
* The explosion does not destroy the ore items nor the constructions.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27696</id>
		<title>Guide (Mining)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27696"/>
		<updated>2026-04-27T14:32:31Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Preparing to the mining trip */ rearranged the mining checklist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining overview ==&lt;br /&gt;
To construct your station you need metal [[ingots]] and [[Gases_and_Liquids|gases]], which are made from [[ores]] and [[Ores#Frozen_Ores|ice]]s, which are to be extracted from the ground with the means of mining.&lt;br /&gt;
&lt;br /&gt;
== Basic mining guide ==&lt;br /&gt;
=== Preparing to the mining trip ===&lt;br /&gt;
* Have your primary equipment:&lt;br /&gt;
** [[Mining Drill]], [[Mining Drill (Heavy)]] or [[Pneumatic Mining Drill]] charged.&lt;br /&gt;
** [[Mining Belt]] or [[Mining Backpack]] worn to automatically catch ores and ices. Bring a few extra if you can.&lt;br /&gt;
* Have your secondary/optional equipment&lt;br /&gt;
** [[Ore Detector]] or [[Sensor Lenses]]. Optional. Ores can be spotted visually well enough.&lt;br /&gt;
** [[Tablet]] with [[Tracker]] cartridge AND a working [[Tracking Beacon]] at home. It will help you get home at night, in storm or if you get lost.&lt;br /&gt;
** Light source: [[Road Flares]]/[[Flare Gun]] or [[Portable Light]]. The [[Helmet|helmet]] light is  weak and power hungry.&lt;br /&gt;
* Make your life support okay:&lt;br /&gt;
** Suit battery, [[Oxygen|breathing air]] [[Gas Canister|canister]] and [[Basic Jetpack|jetpack]] canister.&lt;br /&gt;
** Character&#039;s [[Food|Nutrition]] and [[Thirst|Hydration]].&lt;br /&gt;
** [[Food]] and [[Water Bottle|Water]].&lt;br /&gt;
* Be ready for accidents&lt;br /&gt;
** Have [[Duct Tape|duct tape]] on you in case you fall in a hole and damage your suit&lt;br /&gt;
** A [[Storm]] will hinder your vision greatly and prevent flying.&lt;br /&gt;
*** It will also blow away (steal and destroy) items you left by your base. Tidy up and fasten your [[Kit (Crate)|crates]] and [[Portable Gas Tank|tanks]] before you leave.&lt;br /&gt;
*** You can mine during the storm if you already are at vein, but finding a new ore patch may be difficult.&lt;br /&gt;
** Before you leave your base make sure that nothing is going to overheat, overflow, overpressurize or explode for some other reasons.&lt;br /&gt;
&lt;br /&gt;
=== How to dig ===&lt;br /&gt;
# Spot a surface node of the vein of desired ore or ice and approach it.&lt;br /&gt;
# If you&#039;re unsure what the ore is (e.g. silicone and ice are particular hard to distinguish sometimes) aim at it with your [[drill]] in hand. A note will appear on the screen.&lt;br /&gt;
# Look around. Note and remember where your base is.&lt;br /&gt;
# Activate your [[Mining Drill]] (right click).&lt;br /&gt;
# Aim at the ore and hold left mouse button. The ground start deforming and the ore node will vibrate and eventually disappear into your mining belt.&lt;br /&gt;
# Keep removing dull ground roughly 1m around the spot until you find an another node revealed.&lt;br /&gt;
# Repeat until you done or the vein is mined out.&lt;br /&gt;
# Fly out the hole you made using jetpack (&#039;&#039;&#039;j&#039;&#039;&#039;) or dig a walkable ramp up.&lt;br /&gt;
# Turn off the drill to save its battery.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
Before leaving a partially mined vein make the topmost ore node intact and exposed so you can find it later and distinguish it from an exhausted vein.&lt;br /&gt;
&lt;br /&gt;
You can relocate your ores from the mining belt into your regular inventory (jetpack, [[backpack]], uniform, cardboard boxes, etc), but ices stored not in the special &#039;&#039;ore&#039;&#039; slots will begin to melt and evaporate as soon as outside temperature reaches above zero.&lt;br /&gt;
&lt;br /&gt;
== Means of mining ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tools !! Notes !! Yield !! Automation&lt;br /&gt;
|-&lt;br /&gt;
| 0 || [[Pickaxe]] || Useless. If you have no batteries you&#039;re dead anyway. || 100% || Manual labor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill]] || Basic tool || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill (Heavy)]] and [[Pneumatic Mining Drill]] || Advanced tool. Digs faster. || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Charge]] and [[Demolition Charge]] || Explosives || 100% || No.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[O.G.R.E.]] || Stationary device || 100% || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Kit (Autominer Small)|Autominer Small]] || Stationary device || 200% ores, 150% ices || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Deep Miner]] || Stationary device || infinite resources || Can be automated to work forever, needs supporting machinery&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[AIMEe]] || Wandering robot || 100%? || Requires programing&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Rocket Miner]] || Autonomous shuttle || infinite resources || Needs supporting machinery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
=== Iron age ===&lt;br /&gt;
At the start game you will need [[Ore_(Iron)|iron]],  [[Ore_(Copper)|copper]] and [[Ore_(Silicon)|silicon]]. Even a stack or two of each will do good. If your [[Game_Settings|difficulty]] settings disallow eating and drinking with a helmet on, very very soon you&#039;ll need at least 4 [[Ice_(Oxite)|oxite]] pieces to fill a 1x1x1 closet with minimally breathable mix (drop in the [[room]] and melt it with your [[Welding Torch]]).&lt;br /&gt;
&lt;br /&gt;
=== Steel age ===&lt;br /&gt;
To operate your [[Furnace]] for the first [[time]], you&#039;ll need 150 [[Ore_(Iron)|iron]], 50 [[Ore_(Coal)|coal]], 1 [[Ice_(Oxite)|oxite]] and 2 [[Ice_(Volatiles)|volatiles]] (or 2 and 4 if you&#039;re kinda slow or the weather is cold like on [[Europa]]). Of course, you can make less than 200 [[Ingot (Steel)|steel]] in your first batch, but why would you? From now on you&#039;d better grab all the [[iron]] ore you can lay your hand on, not forgetting a corresponding amount of [[coal]]. Your demand for [[Ore_(Copper)|copper]] will gradually rise up from now on.&lt;br /&gt;
&lt;br /&gt;
If you stumble at [[Ore_(Gold)|gold]], [[Ore_(Silver)|silver]] or [[Ore_(Lead)|lead]] — have a stack or two.&lt;br /&gt;
&lt;br /&gt;
Since the [[steel]] lets you build the [[Station Battery]] and a few pieces of [[gold]] and [[copper]] let you hook it up with a [[Cable Coil (Heavy)]] to the [[Solid Fuel Generator]], you now can utilize [[Ore_(Coal)|coal]] for [[energy]] generation if you prefer it over [[Solar Panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== Golden age ===&lt;br /&gt;
Further advancement will be impossible without the moderately difficult alloy smelting. Your fist batches of [[Ingot (Solder)|solder]] ([[Ore_(Lead)|lead]]+[[Ore_(Iron)|iron]]) and [[Ingot (Electrum)|electrum]] ([[Ore_(Gold)|gold]]+[[Ore_(Silver)|silver]]) will widen your construction capabilities. Do not overdo it, a stack of each ore will give you enough alloys to play with. Do not forget that [[Ore_(Gold)|gold]] and [[Ore_(Silver)|silver]] are also used in raw non-alloy form, especially the gold.&lt;br /&gt;
&lt;br /&gt;
Also mine [[Ore_(Copper)|copper]], you&#039;ll need a lot of it. Less so for the [[Ore_(Silicon)|silicon]], but still.&lt;br /&gt;
&lt;br /&gt;
As your facility grows, you&#039;ll need to supply it with gases. Have a stack of [[Ice_(Volatiles)|volatiles]] for your smelting operations. It is up to you which breathable [[air]] mix to use on your station, but if you aim at the realistic (but not strictly required by the game mechanic) composition of 25% [[oxygen]] and 75% [[nitrogen]], then you&#039;ll need to mine roughly 4 pieces of [[Ice_(Oxite)|oxite]] and 10 pieces of [[Ice_(Nitrice)|nitrice]]&amp;lt;ref&amp;gt;Warning: raw nitrice ice contains [[Nitrous_Oxide]] which is harmful and needs to be filtered out&amp;lt;/ref&amp;gt; per frame of pressurized volume.&lt;br /&gt;
&lt;br /&gt;
For the life support purposes each player character (of human specie) consumes about 1 [[Ice_(Oxite)|oxite]] ice piece worth of oxygen and 4 [[Ice_(Water)|ice]] pieces worth of [[thirst|water]] per game day.&lt;br /&gt;
&lt;br /&gt;
=== Nickel age ===&lt;br /&gt;
[[Ingot (Invar)|Invar]] and [[Ingot (Constantan)|constantan]] are the rest of alloys you can make with the basic furnace. They both need [[Ore_(Nickel)|nickel]] ore.&lt;br /&gt;
&lt;br /&gt;
=== Cobalt age ===&lt;br /&gt;
Not all of the [[Advanced Furnace]]&#039;s exclusive smelting recipes require [[Ore_(Cobalt)|cobalt]], but beforehand you had no use for it at all.&lt;br /&gt;
&lt;br /&gt;
Note that so far the [[Ore_(Uranium)|uranium]] has no use in the game.&lt;br /&gt;
&lt;br /&gt;
=== Space age ===&lt;br /&gt;
There are ways both to prospect ore veins under the planet surface and to mine asteroids (off screen) using rockets. This guide does not cover that yet.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27695</id>
		<title>Guide (Mining)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27695"/>
		<updated>2026-04-27T14:21:51Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Means of mining */ mining yield research reselts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining overview ==&lt;br /&gt;
To construct your station you need metal [[ingots]] and [[Gases_and_Liquids|gases]], which are made from [[ores]] and [[Ores#Frozen_Ores|ice]]s, which are to be extracted from the ground with the means of mining.&lt;br /&gt;
&lt;br /&gt;
== Basic mining guide ==&lt;br /&gt;
=== Preparing to the mining trip ===&lt;br /&gt;
* Have your life support okay:&lt;br /&gt;
** Suit [[battery]], [[Oxygen|breathing air]] [[Gas Canister|canister]] and [[Basic Jetpack|jetpack]] [[canister]].&lt;br /&gt;
** Character&#039;s [[Food|Nutrition]] and [[Thirst|Hydration]] taken care off.&lt;br /&gt;
* Have your primary [[equipment]]&lt;br /&gt;
** [[Mining Drill]], [[Mining Drill (Heavy)]] or [[Pneumatic Mining Drill]] charged.&lt;br /&gt;
** [[Mining Belt]] or [[Mining Backpack]] worn to automatically catch ores and ices. Bring a few extra if you can.&lt;br /&gt;
* Have your secondary/optional equipment&lt;br /&gt;
** [[Tablet]] with [[Tracker]] [[cartridge]] AND a working [[Tracking Beacon]] at home. It will help you get home at night, in storm or if you get lost.&lt;br /&gt;
** [[Light]] source: [[Road Flares]]/[[Flare Gun]] or [[Portable Light]]. The [[Helmet|helmet]] light is kinda weak and [[power]] hungry.&lt;br /&gt;
** [[Ore Detector]] or [[Sensor Lenses]]. Optional. Ores can be spotted visually well enough.&lt;br /&gt;
** [[Food]] and [[Water Bottle|Water]]. While it is unadvised to open the [[helmet]] outside to eat, it won&#039;t immediately kill you. &lt;br /&gt;
* Be ready for accidents&lt;br /&gt;
** Have [[Duct Tape|duct tape]] on you in case you fall in a hole and damage your suit&lt;br /&gt;
** A [[Storm]] will hinder your vision greatly and prevent flying.&lt;br /&gt;
*** It will also blow away (steal and destroy) items you left by your base. Tidy up and fasten your [[Kit (Crate)|crates]] and [[Portable Gas Tank|tanks]] before you leave.&lt;br /&gt;
*** You can mine during the storm if you already are at vein, but finding a new ore patch may be difficult.&lt;br /&gt;
** Before you leave your base make sure that nothing is going to overheat, overflow, overpressurize or explode for some other reasons.&lt;br /&gt;
&lt;br /&gt;
=== How to dig ===&lt;br /&gt;
# Spot a surface node of the vein of desired ore or ice and approach it.&lt;br /&gt;
# If you&#039;re unsure what the ore is (e.g. silicone and ice are particular hard to distinguish sometimes) aim at it with your [[drill]] in hand. A note will appear on the screen.&lt;br /&gt;
# Look around. Note and remember where your base is.&lt;br /&gt;
# Activate your [[Mining Drill]] (right click).&lt;br /&gt;
# Aim at the ore and hold left mouse button. The ground start deforming and the ore node will vibrate and eventually disappear into your mining belt.&lt;br /&gt;
# Keep removing dull ground roughly 1m around the spot until you find an another node revealed.&lt;br /&gt;
# Repeat until you done or the vein is mined out.&lt;br /&gt;
# Fly out the hole you made using jetpack (&#039;&#039;&#039;j&#039;&#039;&#039;) or dig a walkable ramp up.&lt;br /&gt;
# Turn off the drill to save its battery.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
Before leaving a partially mined vein make the topmost ore node intact and exposed so you can find it later and distinguish it from an exhausted vein.&lt;br /&gt;
&lt;br /&gt;
You can relocate your ores from the mining belt into your regular inventory (jetpack, [[backpack]], uniform, cardboard boxes, etc), but ices stored not in the special &#039;&#039;ore&#039;&#039; slots will begin to melt and evaporate as soon as outside temperature reaches above zero.&lt;br /&gt;
&lt;br /&gt;
== Means of mining ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tools !! Notes !! Yield !! Automation&lt;br /&gt;
|-&lt;br /&gt;
| 0 || [[Pickaxe]] || Useless. If you have no batteries you&#039;re dead anyway. || 100% || Manual labor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill]] || Basic tool || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill (Heavy)]] and [[Pneumatic Mining Drill]] || Advanced tool. Digs faster. || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Charge]] and [[Demolition Charge]] || Explosives || 100% || No.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[O.G.R.E.]] || Stationary device || 100% || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Kit (Autominer Small)|Autominer Small]] || Stationary device || 200% ores, 150% ices || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Deep Miner]] || Stationary device || infinite resources || Can be automated to work forever, needs supporting machinery&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[AIMEe]] || Wandering robot || 100%? || Requires programing&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Rocket Miner]] || Autonomous shuttle || infinite resources || Needs supporting machinery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
=== Iron age ===&lt;br /&gt;
At the start game you will need [[Ore_(Iron)|iron]],  [[Ore_(Copper)|copper]] and [[Ore_(Silicon)|silicon]]. Even a stack or two of each will do good. If your [[Game_Settings|difficulty]] settings disallow eating and drinking with a helmet on, very very soon you&#039;ll need at least 4 [[Ice_(Oxite)|oxite]] pieces to fill a 1x1x1 closet with minimally breathable mix (drop in the [[room]] and melt it with your [[Welding Torch]]).&lt;br /&gt;
&lt;br /&gt;
=== Steel age ===&lt;br /&gt;
To operate your [[Furnace]] for the first [[time]], you&#039;ll need 150 [[Ore_(Iron)|iron]], 50 [[Ore_(Coal)|coal]], 1 [[Ice_(Oxite)|oxite]] and 2 [[Ice_(Volatiles)|volatiles]] (or 2 and 4 if you&#039;re kinda slow or the weather is cold like on [[Europa]]). Of course, you can make less than 200 [[Ingot (Steel)|steel]] in your first batch, but why would you? From now on you&#039;d better grab all the [[iron]] ore you can lay your hand on, not forgetting a corresponding amount of [[coal]]. Your demand for [[Ore_(Copper)|copper]] will gradually rise up from now on.&lt;br /&gt;
&lt;br /&gt;
If you stumble at [[Ore_(Gold)|gold]], [[Ore_(Silver)|silver]] or [[Ore_(Lead)|lead]] — have a stack or two.&lt;br /&gt;
&lt;br /&gt;
Since the [[steel]] lets you build the [[Station Battery]] and a few pieces of [[gold]] and [[copper]] let you hook it up with a [[Cable Coil (Heavy)]] to the [[Solid Fuel Generator]], you now can utilize [[Ore_(Coal)|coal]] for [[energy]] generation if you prefer it over [[Solar Panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== Golden age ===&lt;br /&gt;
Further advancement will be impossible without the moderately difficult alloy smelting. Your fist batches of [[Ingot (Solder)|solder]] ([[Ore_(Lead)|lead]]+[[Ore_(Iron)|iron]]) and [[Ingot (Electrum)|electrum]] ([[Ore_(Gold)|gold]]+[[Ore_(Silver)|silver]]) will widen your construction capabilities. Do not overdo it, a stack of each ore will give you enough alloys to play with. Do not forget that [[Ore_(Gold)|gold]] and [[Ore_(Silver)|silver]] are also used in raw non-alloy form, especially the gold.&lt;br /&gt;
&lt;br /&gt;
Also mine [[Ore_(Copper)|copper]], you&#039;ll need a lot of it. Less so for the [[Ore_(Silicon)|silicon]], but still.&lt;br /&gt;
&lt;br /&gt;
As your facility grows, you&#039;ll need to supply it with gases. Have a stack of [[Ice_(Volatiles)|volatiles]] for your smelting operations. It is up to you which breathable [[air]] mix to use on your station, but if you aim at the realistic (but not strictly required by the game mechanic) composition of 25% [[oxygen]] and 75% [[nitrogen]], then you&#039;ll need to mine roughly 4 pieces of [[Ice_(Oxite)|oxite]] and 10 pieces of [[Ice_(Nitrice)|nitrice]]&amp;lt;ref&amp;gt;Warning: raw nitrice ice contains [[Nitrous_Oxide]] which is harmful and needs to be filtered out&amp;lt;/ref&amp;gt; per frame of pressurized volume.&lt;br /&gt;
&lt;br /&gt;
For the life support purposes each player character (of human specie) consumes about 1 [[Ice_(Oxite)|oxite]] ice piece worth of oxygen and 4 [[Ice_(Water)|ice]] pieces worth of [[thirst|water]] per game day.&lt;br /&gt;
&lt;br /&gt;
=== Nickel age ===&lt;br /&gt;
[[Ingot (Invar)|Invar]] and [[Ingot (Constantan)|constantan]] are the rest of alloys you can make with the basic furnace. They both need [[Ore_(Nickel)|nickel]] ore.&lt;br /&gt;
&lt;br /&gt;
=== Cobalt age ===&lt;br /&gt;
Not all of the [[Advanced Furnace]]&#039;s exclusive smelting recipes require [[Ore_(Cobalt)|cobalt]], but beforehand you had no use for it at all.&lt;br /&gt;
&lt;br /&gt;
Note that so far the [[Ore_(Uranium)|uranium]] has no use in the game.&lt;br /&gt;
&lt;br /&gt;
=== Space age ===&lt;br /&gt;
There are ways both to prospect ore veins under the planet surface and to mine asteroids (off screen) using rockets. This guide does not cover that yet.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:TK421&amp;diff=27679</id>
		<title>User talk:TK421</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:TK421&amp;diff=27679"/>
		<updated>2026-04-25T22:53:01Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Do not bother much with the cleaning up the silly links, it is the website plugin that adds it automatically.  We&#039;ve asked the site admin to turn it off (see https://stationeers-wiki.com/User_talk:JacksonTheMaster) but the adjustment is not done yet. Until the plugin gets disabled the links will reappear even in your own edits. We&#039;ll clean it up together later. [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 10:18, 25 April 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Done! ~ [[User:JacksonTheMaster|JacksonTheMaster]] ([[User talk:JacksonTheMaster|talk]])&lt;br /&gt;
: Amazing! Thank you! Now it&#039;s time to lead the world for logic!   [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 22:53, 25 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:TK421&amp;diff=27650</id>
		<title>User talk:TK421</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:TK421&amp;diff=27650"/>
		<updated>2026-04-25T10:18:03Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Created page with &amp;quot;Hi! Do not bother much with the cleaning up the silly links, it is the website plugin that adds it automatically.  We&amp;#039;ve asked the site admin to turn it off (see https://stationeers-wiki.com/User_talk:JacksonTheMaster) but the adjustment is not done yet. Until the plugin gets disabled the links will reappear even in your own edits. We&amp;#039;ll clean it up together later. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Do not bother much with the cleaning up the silly links, it is the website plugin that adds it automatically.  We&#039;ve asked the site admin to turn it off (see https://stationeers-wiki.com/User_talk:JacksonTheMaster) but the adjustment is not done yet. Until the plugin gets disabled the links will reappear even in your own edits. We&#039;ll clean it up together later. [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 10:18, 25 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Elevator&amp;diff=27630</id>
		<title>Elevator</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Elevator&amp;diff=27630"/>
		<updated>2026-04-18T15:54:26Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: added possible game crash, speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itembox&lt;br /&gt;
 | name        = Kit (Elevator)&lt;br /&gt;
 | image       = [[File:{{#setmainimage:ItemKitElevator.png}}]]&lt;br /&gt;
 | stacks      = 5&lt;br /&gt;
 | constructs  = Elevator Shaft, Elevator Level, Elevator Shaft (Cable), Elevator Level (Cable)&lt;br /&gt;
 | createdwith = [[Electronics Printer]], [[Fabricator]]&lt;br /&gt;
 | cost        = 2g [[Copper]], 4g [[Gold]], 2g [[Steel]], 2g [[Solder]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
The elevator allows easy travel to other floors.&lt;br /&gt;
&lt;br /&gt;
= Use =&lt;br /&gt;
Elevators provide convenient access between floors and consist of two placement types: Elevator Level, used on floors where the elevator stops, and Elevator Shaft, used on intermediate floors.&lt;br /&gt;
&lt;br /&gt;
[[Logic]] and numbering are automatically applied, and an elevator car is generated when a level is built.&lt;br /&gt;
&lt;br /&gt;
All levels must face the same direction so that their spines align.&lt;br /&gt;
&lt;br /&gt;
Note: All elevator-placements need to be connected. Otherwise it seems like one elevator, but in reality you build several stacked and won&#039;t be able to travel from level to level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: To deconstruct the elevator shaft  begin from the top or bottom, because dismantling a middle section may [[lead]] to game crash.&lt;br /&gt;
&lt;br /&gt;
= Speed =&lt;br /&gt;
Using logic [[circuits]] it is possible to alter the elevator speed, the setting has to be applied only once to any elevator piece. The values 8-10 are &#039;&#039;mostly&#039;&#039; safe and are much faster than default 1.5 for long travels. Upon approaching the elevator level the car automatically gradually slows down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Elevator Shaft =&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Elevator Shaft&lt;br /&gt;
 | image            = [[File:Elevator Shaft front.png]]&lt;br /&gt;
 | power_usage      = 5W&lt;br /&gt;
 | placed_with_item = [[Kit (Elevator)]]&lt;br /&gt;
 | placed_on_grid   = Large Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Elevator)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The shaft section to build on floors it should not open like floor frames etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently does not require [[power]].&amp;lt;br&amp;gt;&lt;br /&gt;
The elevator has two variants: an older cable version and a newer non-cable version. Despite the visible wiring and the &amp;quot;cable&amp;quot; designation, the shaft does not transmit power along its spine in either model. Both variants can function without being directly connected to a power source.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&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;
| On || Boolean || Turns the device on, when set &amp;gt;= 1. Turns it off, when set to &amp;lt;1.&lt;br /&gt;
|-&lt;br /&gt;
| ElevatorSpeed || Integer || Sets the desired speed of the elevator. (0.5 - 20)&lt;br /&gt;
|-&lt;br /&gt;
| ElevatorLevel || Integer || When written to, makes the carriage go to that level. &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;
| Power || Boolean || Returns whether the device is turned on and receives power. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Returns whether the device is turned on. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || Returns the current amount of power, required by the device, in watts.&lt;br /&gt;
|-&lt;br /&gt;
| ElevatorSpeed || Integer || Returns the current speed setting. (0.5 - 20)&lt;br /&gt;
|-&lt;br /&gt;
| ElevatorLevel || Integer || Returns current level carriage is on&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
= Elevator Level =&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Elevator Level&lt;br /&gt;
 | image            = [[File:Elevator Level front.png]]&lt;br /&gt;
 | power_usage      = 5W&lt;br /&gt;
 | placed_with_item = [[Kit (Elevator)]]&lt;br /&gt;
 | placed_on_grid   = Large Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Elevator)]]&lt;br /&gt;
}}&lt;br /&gt;
The elevator level provides an entrance/exit stop for the elevator car.&amp;lt;br&amp;gt;&lt;br /&gt;
Requires power to open the [[door]] automatically and use the call button. &amp;lt;br&amp;gt;&lt;br /&gt;
Note: The default variant (without the cable suffix) lacks a power and data port, making it nonfunctional on its own. The &amp;quot;Elevator Level (Cable)&amp;quot; version includes the necessary port for power connection. The elevator system operates as long as at least one &amp;quot;Elevator Level (Cable)&amp;quot; module is powered, allowing movement between floors. However, any unpowered &amp;quot;Elevator Level (Cable)&amp;quot; units will have nonfunctional call buttons, although players can still enter the elevator and travel between floors.&lt;br /&gt;
{{Data Network Header}}&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;
| Open || Boolean || Opens the device , when set &amp;gt;= 1. Closes it, when set to &amp;lt; 1.&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Locks the device , when set &amp;gt;= 1. Unlocks it, when set to &amp;lt;1.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Turns the device on, when set &amp;gt;= 1. Turns it off, when set to &amp;lt;1.&lt;br /&gt;
|-&lt;br /&gt;
| ElevatorSpeed || Integer || Sets the desired speed of the elevator. (0.5 - 20)&lt;br /&gt;
|-&lt;br /&gt;
| Elevatorlevel || Integer || When written to, makes the carriage go to that level. &lt;br /&gt;
|}&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;
| Power || Boolean || Returns whether the device is turned on and receives power. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Open || Boolean || Returns whether the device is open. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean || Returns whether the device is flashing an error. (0 for no, 1 for yes) &lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Returns whether the device is locked. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Returns whether the device is turned on. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || Returns the current amount of power, required by the [[Glass Door]], in watts.&lt;br /&gt;
|-&lt;br /&gt;
| ElevatorSpeed || Integer || Returns the current speed setting. (0.5 - 20)&lt;br /&gt;
|-&lt;br /&gt;
| ElevatorLevel || Integer || Returns current level carriage is on&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27605</id>
		<title>Guide (Mining)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27605"/>
		<updated>2026-04-13T14:23:52Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: undo autolinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining overview ==&lt;br /&gt;
To construct your station you need metal [[ingots]] and [[Gases_and_Liquids|gases]], which are made from [[ores]] and [[Ores#Frozen_Ores|ice]]s, which are to be extracted from the ground with the means of mining.&lt;br /&gt;
&lt;br /&gt;
== Basic mining guide ==&lt;br /&gt;
=== Preparing to the mining trip ===&lt;br /&gt;
* Have your life support okay:&lt;br /&gt;
** Suit [[battery]], [[Oxygen|breathing air]] [[Gas Canister|canister]] and [[Basic Jetpack|jetpack]] [[canister]].&lt;br /&gt;
** Character&#039;s [[Food|Nutrition]] and [[Thirst|Hydration]] taken care off.&lt;br /&gt;
* Have your primary [[equipment]]&lt;br /&gt;
** [[Mining Drill]], [[Mining Drill (Heavy)]] or [[Pneumatic Mining Drill]] charged.&lt;br /&gt;
** [[Mining Belt]] or [[Mining Backpack]] worn to automatically catch ores and ices. Bring a few extra if you can.&lt;br /&gt;
* Have your secondary/optional equipment&lt;br /&gt;
** [[Tablet]] with [[Tracker]] [[cartridge]] AND a working [[Tracking Beacon]] at home. It will help you get home at night, in storm or if you get lost.&lt;br /&gt;
** [[Light]] source: [[Road Flares]]/[[Flare Gun]] or [[Portable Light]]. The [[Helmet|helmet]] light is kinda weak and [[power]] hungry.&lt;br /&gt;
** [[Ore Detector]] or [[Sensor Lenses]]. Optional. Ores can be spotted visually well enough.&lt;br /&gt;
** [[Food]] and [[Water Bottle|Water]]. While it is unadvised to open the [[helmet]] outside to eat, it won&#039;t immediately kill you. &lt;br /&gt;
* Be ready for accidents&lt;br /&gt;
** Have [[Duct Tape|duct tape]] on you in case you fall in a hole and damage your suit&lt;br /&gt;
** A [[Storm]] will hinder your vision greatly and prevent flying.&lt;br /&gt;
*** It will also blow away (steal and destroy) items you left by your base. Tidy up and fasten your [[Kit (Crate)|crates]] and [[Portable Gas Tank|tanks]] before you leave.&lt;br /&gt;
*** You can mine during the storm if you already are at vein, but finding a new ore patch may be difficult.&lt;br /&gt;
** Before you leave your base make sure that nothing is going to overheat, overflow, overpressurize or explode for some other reasons.&lt;br /&gt;
&lt;br /&gt;
=== How to dig ===&lt;br /&gt;
# Spot a surface node of the vein of desired ore or ice and approach it.&lt;br /&gt;
# If you&#039;re unsure what the ore is (e.g. silicone and ice are particular hard to distinguish sometimes) aim at it with your [[drill]] in hand. A note will appear on the screen.&lt;br /&gt;
# Look around. Note and remember where your base is.&lt;br /&gt;
# Activate your [[Mining Drill]] (right click).&lt;br /&gt;
# Aim at the ore and hold left mouse button. The ground start deforming and the ore node will vibrate and eventually disappear into your mining belt.&lt;br /&gt;
# Keep removing dull ground roughly 1m around the spot until you find an another node revealed.&lt;br /&gt;
# Repeat until you done or the vein is mined out.&lt;br /&gt;
# Fly out the hole you made using jetpack (&#039;&#039;&#039;j&#039;&#039;&#039;) or dig a walkable ramp up.&lt;br /&gt;
# Turn off the drill to save its battery.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
Before leaving a partially mined vein make the topmost ore node intact and exposed so you can find it later and distinguish it from an exhausted vein.&lt;br /&gt;
&lt;br /&gt;
You can relocate your ores from the mining belt into your regular inventory (jetpack, [[backpack]], uniform, cardboard boxes, etc), but ices stored not in the special &#039;&#039;ore&#039;&#039; slots will begin to melt and evaporate as soon as outside temperature reaches above zero.&lt;br /&gt;
&lt;br /&gt;
== Means of mining ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tools !! Notes !! Yield !! Automation&lt;br /&gt;
|-&lt;br /&gt;
| 0 || [[Pickaxe]] || Useless. If you have no batteries you&#039;re dead anyway. || 100% || Manual labor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill]] || Basic tool || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill (Heavy)]] and [[Pneumatic Mining Drill]] || Advanced tool. Digs faster. || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Charge]] and [[Demolition Charge]] || Explosives || ??? || No.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Kit (Autominer Small)|Autominer Small]], [[O.G.R.E.]] || Stationary device || 150%&amp;lt;ref&amp;gt;https://steamcommunity.com/app/544550/discussions/0/592912124322349502/#c663844088187021834&amp;lt;/ref&amp;gt;(needs verifying) || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Deep Miner]] || Stationary device || infinite resources || Can be automated to work forever, needs supporting machinery&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[AIMEe]] || Wandering robot || 100%? || Requires programing&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Rocket Miner]] || Autonomous shuttle || infinite resources || Needs supporting machinery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
=== Iron age ===&lt;br /&gt;
At the start game you will need [[Ore_(Iron)|iron]],  [[Ore_(Copper)|copper]] and [[Ore_(Silicon)|silicon]]. Even a stack or two of each will do good. If your [[Game_Settings|difficulty]] settings disallow eating and drinking with a helmet on, very very soon you&#039;ll need at least 4 [[Ice_(Oxite)|oxite]] pieces to fill a 1x1x1 closet with minimally breathable mix (drop in the [[room]] and melt it with your [[Welding Torch]]).&lt;br /&gt;
&lt;br /&gt;
=== Steel age ===&lt;br /&gt;
To operate your [[Furnace]] for the first [[time]], you&#039;ll need 150 [[Ore_(Iron)|iron]], 50 [[Ore_(Coal)|coal]], 1 [[Ice_(Oxite)|oxite]] and 2 [[Ice_(Volatiles)|volatiles]] (or 2 and 4 if you&#039;re kinda slow or the weather is cold like on [[Europa]]). Of course, you can make less than 200 [[Ingot (Steel)|steel]] in your first batch, but why would you? From now on you&#039;d better grab all the [[iron]] ore you can lay your hand on, not forgetting a corresponding amount of [[coal]]. Your demand for [[Ore_(Copper)|copper]] will gradually rise up from now on.&lt;br /&gt;
&lt;br /&gt;
If you stumble at [[Ore_(Gold)|gold]], [[Ore_(Silver)|silver]] or [[Ore_(Lead)|lead]] — have a stack or two.&lt;br /&gt;
&lt;br /&gt;
Since the [[steel]] lets you build the [[Station Battery]] and a few pieces of [[gold]] and [[copper]] let you hook it up with a [[Cable Coil (Heavy)]] to the [[Solid Fuel Generator]], you now can utilize [[Ore_(Coal)|coal]] for [[energy]] generation if you prefer it over [[Solar Panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== Golden age ===&lt;br /&gt;
Further advancement will be impossible without the moderately difficult alloy smelting. Your fist batches of [[Ingot (Solder)|solder]] ([[Ore_(Lead)|lead]]+[[Ore_(Iron)|iron]]) and [[Ingot (Electrum)|electrum]] ([[Ore_(Gold)|gold]]+[[Ore_(Silver)|silver]]) will widen your construction capabilities. Do not overdo it, a stack of each ore will give you enough alloys to play with. Do not forget that [[Ore_(Gold)|gold]] and [[Ore_(Silver)|silver]] are also used in raw non-alloy form, especially the gold.&lt;br /&gt;
&lt;br /&gt;
Also mine [[Ore_(Copper)|copper]], you&#039;ll need a lot of it. Less so for the [[Ore_(Silicon)|silicon]], but still.&lt;br /&gt;
&lt;br /&gt;
As your facility grows, you&#039;ll need to supply it with gases. Have a stack of [[Ice_(Volatiles)|volatiles]] for your smelting operations. It is up to you which breathable [[air]] mix to use on your station, but if you aim at the realistic (but not strictly required by the game mechanic) composition of 25% [[oxygen]] and 75% [[nitrogen]], then you&#039;ll need to mine roughly 4 pieces of [[Ice_(Oxite)|oxite]] and 10 pieces of [[Ice_(Nitrice)|nitrice]]&amp;lt;ref&amp;gt;Warning: raw nitrice ice contains [[Nitrous_Oxide]] which is harmful and needs to be filtered out&amp;lt;/ref&amp;gt; per frame of pressurized volume.&lt;br /&gt;
&lt;br /&gt;
For the life support purposes each player character (of human specie) consumes about 1 [[Ice_(Oxite)|oxite]] ice piece worth of oxygen and 4 [[Ice_(Water)|ice]] pieces worth of [[thirst|water]] per game day.&lt;br /&gt;
&lt;br /&gt;
=== Nickel age ===&lt;br /&gt;
[[Ingot (Invar)|Invar]] and [[Ingot (Constantan)|constantan]] are the rest of alloys you can make with the basic furnace. They both need [[Ore_(Nickel)|nickel]] ore.&lt;br /&gt;
&lt;br /&gt;
=== Cobalt age ===&lt;br /&gt;
Not all of the [[Advanced Furnace]]&#039;s exclusive smelting recipes require [[Ore_(Cobalt)|cobalt]], but beforehand you had no use for it at all.&lt;br /&gt;
&lt;br /&gt;
Note that so far the [[Ore_(Uranium)|uranium]] has no use in the game.&lt;br /&gt;
&lt;br /&gt;
=== Space age ===&lt;br /&gt;
There are ways both to prospect ore veins under the planet surface and to mine asteroids (off screen) using rockets. This guide does not cover that yet.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27604</id>
		<title>Guide (Mining)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27604"/>
		<updated>2026-04-13T14:21:20Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Means of mining */  added explosives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining overview ==&lt;br /&gt;
To construct your station you need metal [[ingots]] and [[Gases_and_Liquids|gases]], which are made from [[ores]] and [[Ores#Frozen_Ores|ice]]s, which are to be extracted from the ground with the means of mining.&lt;br /&gt;
&lt;br /&gt;
== Basic mining guide ==&lt;br /&gt;
=== Preparing to the mining trip ===&lt;br /&gt;
* Have your life support okay:&lt;br /&gt;
** Suit [[battery]], [[Oxygen|breathing air]] [[Gas Canister|canister]] and [[Basic Jetpack|jetpack]] [[canister]].&lt;br /&gt;
** Character&#039;s [[Food|Nutrition]] and [[Thirst|Hydration]] taken care off.&lt;br /&gt;
* Have your primary [[equipment]]&lt;br /&gt;
** [[Mining Drill]], [[Mining Drill (Heavy)]] or [[Pneumatic Mining Drill]] charged.&lt;br /&gt;
** [[Mining Belt]] or [[Mining Backpack]] worn to automatically catch ores and ices. Bring a few extra if you can.&lt;br /&gt;
* Have your secondary/optional equipment&lt;br /&gt;
** [[Tablet]] with [[Tracker]] [[cartridge]] AND a working [[Tracking Beacon]] at home. It will help you get home at night, in storm or if you get lost.&lt;br /&gt;
** [[Light]] source: [[Road Flares]]/[[Flare Gun]] or [[Portable Light]]. The [[Helmet|helmet]] light is kinda weak and [[power]] hungry.&lt;br /&gt;
** [[Ore Detector]] or [[Sensor Lenses]]. Optional. Ores can be spotted visually well enough.&lt;br /&gt;
** [[Food]] and [[Water Bottle|Water]]. While it is unadvised to open the [[helmet]] outside to eat, it won&#039;t immediately kill you. &lt;br /&gt;
* Be ready for accidents&lt;br /&gt;
** Have [[Duct Tape|duct tape]] on you in case you fall in a hole and damage your suit&lt;br /&gt;
** A [[Storm]] will hinder your vision greatly and prevent flying.&lt;br /&gt;
*** It will also blow away (steal and destroy) items you left by your base. Tidy up and fasten your [[Kit (Crate)|crates]] and [[Portable Gas Tank|tanks]] before you leave.&lt;br /&gt;
*** You can mine during the storm if you already are at vein, but finding a new ore patch may be difficult.&lt;br /&gt;
** Before you leave your base make sure that nothing is going to overheat, overflow, overpressurize or explode for some other reasons.&lt;br /&gt;
&lt;br /&gt;
=== How to dig ===&lt;br /&gt;
# Spot a surface node of the vein of desired ore or ice and approach it.&lt;br /&gt;
# If you&#039;re unsure what the ore is (e.g. silicone and ice are particular hard to distinguish sometimes) aim at it with your [[drill]] in hand. A note will appear on the screen.&lt;br /&gt;
# Look around. Note and remember where your base is.&lt;br /&gt;
# Activate your [[Mining Drill]] (right click).&lt;br /&gt;
# Aim at the ore and hold left mouse button. The ground start deforming and the ore node will vibrate and eventually disappear into your mining belt.&lt;br /&gt;
# Keep removing dull ground roughly 1m around the spot until you find an another node revealed.&lt;br /&gt;
# Repeat until you done or the vein is mined out.&lt;br /&gt;
# Fly out the hole you made using jetpack (&#039;&#039;&#039;j&#039;&#039;&#039;) or dig a walkable ramp up.&lt;br /&gt;
# Turn off the drill to save its battery.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
Before leaving a partially mined vein make the topmost ore node intact and exposed so you can find it later and distinguish it from an exhausted vein.&lt;br /&gt;
&lt;br /&gt;
You can relocate your ores from the mining belt into your regular inventory (jetpack, [[backpack]], uniform, cardboard boxes, etc), but ices stored not in the special &#039;&#039;ore&#039;&#039; slots will begin to melt and evaporate as soon as outside temperature reaches above zero.&lt;br /&gt;
&lt;br /&gt;
== Means of mining ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tools !! Notes !! Yield !! Automation&lt;br /&gt;
|-&lt;br /&gt;
| 0 || [[Pickaxe]] || Useless. If you have no batteries you&#039;re dead anyway. || 100% || Manual labor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill]] || Basic tool || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill (Heavy)]] and [[Pneumatic Mining Drill]] || Advanced tool. Digs faster. || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Charge]] and [[Demolition Charge]] || Explosives || ??? || No.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Kit (Autominer Small)|Autominer Small]], [[O.G.R.E.]] || Stationary device || 150%&amp;lt;ref&amp;gt;https://steamcommunity.com/app/544550/discussions/0/592912124322349502/#c663844088187021834&amp;lt;/ref&amp;gt;(needs verifying) || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Deep Miner]] || Stationary device || infinite resources || Can be automated to work forever, needs supporting machinery&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[AIMEe]] || Wandering [[robot]] || 100%? || Requires programing&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Rocket Miner]] || Autonomous [[shuttle]] || infinite resources || Needs supporting machinery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
=== Iron age ===&lt;br /&gt;
At the start game you will need [[Ore_(Iron)|iron]],  [[Ore_(Copper)|copper]] and [[Ore_(Silicon)|silicon]]. Even a stack or two of each will do good. If your [[Game_Settings|difficulty]] settings disallow eating and drinking with a helmet on, very very soon you&#039;ll need at least 4 [[Ice_(Oxite)|oxite]] pieces to fill a 1x1x1 closet with minimally breathable mix (drop in the [[room]] and melt it with your [[Welding Torch]]).&lt;br /&gt;
&lt;br /&gt;
=== Steel age ===&lt;br /&gt;
To operate your [[Furnace]] for the first [[time]], you&#039;ll need 150 [[Ore_(Iron)|iron]], 50 [[Ore_(Coal)|coal]], 1 [[Ice_(Oxite)|oxite]] and 2 [[Ice_(Volatiles)|volatiles]] (or 2 and 4 if you&#039;re kinda slow or the weather is cold like on [[Europa]]). Of course, you can make less than 200 [[Ingot (Steel)|steel]] in your first batch, but why would you? From now on you&#039;d better grab all the [[iron]] ore you can lay your hand on, not forgetting a corresponding amount of [[coal]]. Your demand for [[Ore_(Copper)|copper]] will gradually rise up from now on.&lt;br /&gt;
&lt;br /&gt;
If you stumble at [[Ore_(Gold)|gold]], [[Ore_(Silver)|silver]] or [[Ore_(Lead)|lead]] — have a stack or two.&lt;br /&gt;
&lt;br /&gt;
Since the [[steel]] lets you build the [[Station Battery]] and a few pieces of [[gold]] and [[copper]] let you hook it up with a [[Cable Coil (Heavy)]] to the [[Solid Fuel Generator]], you now can utilize [[Ore_(Coal)|coal]] for [[energy]] generation if you prefer it over [[Solar Panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== Golden age ===&lt;br /&gt;
Further advancement will be impossible without the moderately difficult alloy smelting. Your fist batches of [[Ingot (Solder)|solder]] ([[Ore_(Lead)|lead]]+[[Ore_(Iron)|iron]]) and [[Ingot (Electrum)|electrum]] ([[Ore_(Gold)|gold]]+[[Ore_(Silver)|silver]]) will widen your construction capabilities. Do not overdo it, a stack of each ore will give you enough alloys to play with. Do not forget that [[Ore_(Gold)|gold]] and [[Ore_(Silver)|silver]] are also used in raw non-alloy form, especially the gold.&lt;br /&gt;
&lt;br /&gt;
Also mine [[Ore_(Copper)|copper]], you&#039;ll need a lot of it. Less so for the [[Ore_(Silicon)|silicon]], but still.&lt;br /&gt;
&lt;br /&gt;
As your facility grows, you&#039;ll need to supply it with gases. Have a stack of [[Ice_(Volatiles)|volatiles]] for your smelting operations. It is up to you which breathable [[air]] mix to use on your station, but if you aim at the realistic (but not strictly required by the game mechanic) composition of 25% [[oxygen]] and 75% [[nitrogen]], then you&#039;ll need to mine roughly 4 pieces of [[Ice_(Oxite)|oxite]] and 10 pieces of [[Ice_(Nitrice)|nitrice]]&amp;lt;ref&amp;gt;Warning: raw [[nitrice]] ice contains [[Nitrous_Oxide]] which is harmful and needs to be filtered out&amp;lt;/ref&amp;gt; per frame of pressurized volume.&lt;br /&gt;
&lt;br /&gt;
For the life support purposes each player character (of human specie) consumes about 1 [[Ice_(Oxite)|oxite]] ice piece worth of oxygen and 4 [[Ice_(Water)|ice]] pieces worth of [[thirst|water]] per game day.&lt;br /&gt;
&lt;br /&gt;
=== Nickel age ===&lt;br /&gt;
[[Ingot (Invar)|Invar]] and [[Ingot (Constantan)|constantan]] are the rest of alloys you can make with the basic furnace. They both need [[Ore_(Nickel)|nickel]] ore.&lt;br /&gt;
&lt;br /&gt;
=== Cobalt age ===&lt;br /&gt;
Not all of the [[Advanced Furnace]]&#039;s exclusive smelting recipes require [[Ore_(Cobalt)|cobalt]], but beforehand you had no use for it at all.&lt;br /&gt;
&lt;br /&gt;
Note that so far the [[Ore_(Uranium)|uranium]] has no use in the game.&lt;br /&gt;
&lt;br /&gt;
=== Space age ===&lt;br /&gt;
There are ways both to prospect ore veins under the planet surface and to mine asteroids (off screen) using rockets. This guide does not cover that yet.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Liquid_Vacuum&amp;diff=27573</id>
		<title>Liquid Vacuum</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Liquid_Vacuum&amp;diff=27573"/>
		<updated>2026-04-12T08:35:10Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: cleaned the most silly autolinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itembox&lt;br /&gt;
 |            name = Liquid Vacuum&lt;br /&gt;
 |           image = [[File:ItemLiquidVacuum.png]]&lt;br /&gt;
 |          stacks = 1&lt;br /&gt;
 |       paintable = yes&lt;br /&gt;
 | recipe_machine1 = Tool Manufactory&lt;br /&gt;
 |    recipe_cost1 = 5g [[Electrum]], 10g [[Invar]], 10g [[Solder]], 10g [[Steel]]&lt;br /&gt;
 | recipe_tier1    = TierTwo&lt;br /&gt;
 |      prefabhash = -1152751269&lt;br /&gt;
 |      prefabname = ItemLiquidVacuum&lt;br /&gt;
 |      slot_class = SlotClass.Tool&lt;br /&gt;
 |    sorting_class = SortingClass.Tools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stationpedia|When set to Inwards mode the [[Liquid Vacuum]] removes liquid from the world and into its internal tank. When set to outwards mode it empties its internal tank back into the world. Empty it over [[Passive Liquid Inlet]] to get your liquid back into a pipe.}}&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
The Liquid Vacuum is a [[battery]]-powered handheld tool for collecting and dispensing liquids directly from and into the game world. It holds up to 500 liters internally and transfers up to 5 liters per atmospheric [[tick]]. It is useful for cleaning up liquid spills or moving liquids to locations not easily reached by piping.&lt;br /&gt;
&lt;br /&gt;
= Usage =&lt;br /&gt;
Insert a battery cell into the battery slot to [[power]] the device. Toggle the mode using the interact menu — Inward mode draws liquid from the world [[atmosphere]] into the internal tank, Outward mode releases it back into the world. Hold the primary use button to operate the vacuum while it is switched on.&lt;br /&gt;
&lt;br /&gt;
When the internal tank is full (≥99%), Inward mode will stop and show an error state. When the tank is empty, Outward mode will similarly stop. To transfer collected liquid into a [[pipe]] network, switch to Outward mode and hold the vacuum over a [[Passive Liquid Inlet]].&lt;br /&gt;
&lt;br /&gt;
= Slots =&lt;br /&gt;
{{Slots&lt;br /&gt;
| Battery;Battery&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:JacksonTheMaster&amp;diff=27565</id>
		<title>User talk:JacksonTheMaster</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:JacksonTheMaster&amp;diff=27565"/>
		<updated>2026-04-09T19:46:38Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: in regards to automatic wiki links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Annoying automatic wiki links=&lt;br /&gt;
Dear wiki admin! Thank you for your hard work! It is a huge boon to have such well maintained game-related wiki which is not hosted on some bloated ad-ridden monstrosity like the fandom is.&lt;br /&gt;
&lt;br /&gt;
However I have a little complain: more often than not when I edit a page after submitting it and checking how it looks I find out that my edit not only has my words in it, but also some random words got changed into wiki links. Those changes were not present in the preview mode, nor it was shown at &#039;&#039;show changes&#039;&#039; before final submit, but they do show in the history afterwards as attributed to me. Sometimes those automated links are legitimate (but redundant and make a page noisy), sometimes they are outright silly, like the word &amp;quot;time&amp;quot; in this page [[https://stationeers-wiki.com/index.php?title=WikiUpdate&amp;amp;oldid=26731#New_Admin]]. Anyways it is uncomfortable to have my edits cluttered with some unprompted and unrelated alterations even if it were of a good quality (but it is not).&lt;br /&gt;
&lt;br /&gt;
Can this feature be turned off please? I looked trough my settings but didn&#039;t found anything about it. [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 19:46, 9 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:Aendur&amp;diff=27563</id>
		<title>User talk:Aendur</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:Aendur&amp;diff=27563"/>
		<updated>2026-04-09T19:30:49Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 19:30, 9 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Integrated_Circuit_(IC10)&amp;diff=27562</id>
		<title>Integrated Circuit (IC10)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Integrated_Circuit_(IC10)&amp;diff=27562"/>
		<updated>2026-04-09T19:28:51Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Equipment with IC slots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Circuits]][[Category:Electronic]]&lt;br /&gt;
[[Category:IC10 Programming]]&lt;br /&gt;
&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Integrated Circuit (IC10)&lt;br /&gt;
 | image       = [[File:IC 10.png|thumb|IC Housing and IC10 disassembled]]&lt;br /&gt;
 | createdwith = [[Electronics Printer]]&lt;br /&gt;
 | cost        = 10 [[Gold]], 4 [[Steel]], 5 [[Electrum]], 2 [[Solder]]&lt;br /&gt;
 | stacks      = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A chip that is programmed with a computer. Place the circuit in a [[Kit (IC Housing)|IC Housing]] or directly into the programmable slot of certain devices, e.g. [[Kit (Atmospherics)|Atmospherics]].  The [[IC10]] language is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Where to get programs =&lt;br /&gt;
* Write one by yourself using the [[Computer]] or [[Laptop]].&lt;br /&gt;
* Paste whatever you have found on the internet into your computer.&lt;br /&gt;
* Load from your private library program you have saved previously (even from different savegame).&lt;br /&gt;
* Get one from Steam Workshop (first subscribe in steam, then in game it will be available in &amp;quot;library&amp;quot; on computer).&lt;br /&gt;
&lt;br /&gt;
= How to create programs =&lt;br /&gt;
== You&#039;ll need ==&lt;br /&gt;
# Basic knowledge about math and [[logic]]&lt;br /&gt;
# Whatever you&#039;re intending to program (e.g.: cycling [[airlock]]) you must learn to do manually (e.g.: close doors, turn on vents, etc.)&lt;br /&gt;
# (Optional) Learn some of the basics of the [[MIPS]] programming language. MIPS is real [[world]] low-level (i.e. close to hardware) programming language. IC10 is MIPS with some [[Stationeers]] flavor added. It is fairly simple and compact. Due to its simplicity MIPS is not suitable for big programs but you&#039;re really not going to develop those in the game anyways.&lt;br /&gt;
&lt;br /&gt;
== How to start getting in IC10 programing ==&lt;br /&gt;
Get some simple program (even 10 lines will do), run it in Stationeers to see what it does and then read the text. Look into ingame editor help pages to decrypt keywords. IC10 keywords are abbreviations of English words and mostly make sense, eg. &amp;lt;code&amp;gt;beqz r0 foobar&amp;lt;/code&amp;gt; means &amp;quot;&#039;&#039;&#039;B&#039;&#039;&#039;ranch (jump) to line labeled foobar if r0 &#039;&#039;&#039;EQ&#039;&#039;&#039;uals to &#039;&#039;&#039;Z&#039;&#039;&#039;ero&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= How to flash program onto the IC chip =&lt;br /&gt;
# Setup a [[Computer]], wire it to [[power]].&lt;br /&gt;
# Insert a [[Motherboard (IC Editor)]] in it.&lt;br /&gt;
# Place [[Kit (IC Housing)|IC Housing]].&lt;br /&gt;
# Wire DATA (green, right) port of the computer to DATA (green, bottom) port on the [[IC Housing]].&lt;br /&gt;
## Unless you&#039;re going to actually use/test your program in this particular IC Housing you do not need to power it.&lt;br /&gt;
# Insert [[Integrated Circuit (IC10)]] into [[Kit (IC Housing)|IC Housing]].&lt;br /&gt;
# Turn on the Computer, look at its screen and see if your IC Housing is listed and selected in the drop-down selector. You can have several IC Housings on the same data network, in that case better be renaming them using [[Labeller]]. The IC10 Integrated Circuit itself can also be labeled (and painted).&lt;br /&gt;
## Optional: click &amp;quot;Import&amp;quot; to retrieve a program from the [[Integrated Circuit (IC10)]] into the computer.&lt;br /&gt;
# Click &amp;quot;Edit&amp;quot; to open the code editor. Write/load from &amp;quot;Library&amp;quot;/paste your program, click &amp;quot;Confirm&amp;quot;.&lt;br /&gt;
# Now Computer contains the new program and Integrated Circuit still contains old one (or empty program). Click &amp;quot;Export&amp;quot; on the computer to copy the program into the Circuit. If the IC housing is powered the program will immediately run. You can repeat &amp;quot;Export&amp;quot; as many times as you want and reuse old [[Circuits]].&lt;br /&gt;
# When Circuit is picked up size of the stored program in bytes is shown.&lt;br /&gt;
&lt;br /&gt;
Note: Steps 1-6 can be used with a [[Laptop]] now as well.  The laptop includes an IC housing so you don&#039;t have to place your own and wire it to edit chips.  This is limited to editing chips that are in the laptop (1 at a [[time]]) and cannot be used to edit chips already on the network.&lt;br /&gt;
&lt;br /&gt;
= How to make use of programmed IC Integrated Circuit =&lt;br /&gt;
# Place [[Kit (IC Housing)|IC Housing]], wire it to power, insert the Circuit&lt;br /&gt;
# Connect DATA (green, bottom) port on the IC Housing to machines you want to control. Some machines like an [[Autolathe]] have a DATA port, you need to use it (or both DATA and POWER). Some machines like a [[Stacker]] only have &amp;quot;universal&amp;quot; port.&lt;br /&gt;
# Unless you&#039;re going to modify/debug your program on place you do not require a [[Computer]] here.&lt;br /&gt;
# Using [[Screwdriver]] adjust six (or less) screws according to program description/purpose. Many programs do assign labels to screws using &amp;lt;code&amp;gt;alias&amp;lt;/code&amp;gt; command (that&#039;s considered good style), to take benefit of it you can turn on IC Housing for a short time (that way it will blink yellow, it&#039;s okay). If all screws are set to &amp;quot;None&amp;quot; a misconfigured program can do no harm.&lt;br /&gt;
# Turn on the IC Housing.&lt;br /&gt;
&lt;br /&gt;
= How large a program can be =&lt;br /&gt;
There are 128 lines each being 90 characters long. Each character takes 1 byte. Line breaks take 2 bytes. The Maximum size an IC chip can be is limited to 4096 bytes.&lt;br /&gt;
&lt;br /&gt;
= What is kept and what resets =&lt;br /&gt;
&lt;br /&gt;
Contrary to what maybe some players expect, the internal states of a Integrated Circuit do not get reset upon various events; furthermore, turning it off and on again does not always helps to resolve issues. The table below explains what and when is reset if ever:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Circuit state&lt;br /&gt;
|-&lt;br /&gt;
!  !! Program code !! Current line&amp;lt;ref name=note1&amp;gt;Technically the current line and error state belong to the IC housing and can be read from it via the data parameters.&amp;lt;/ref&amp;gt; !! Registers !! Stack !! Error state&amp;lt;ref name=note1/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| On insertion || kept || &#039;&#039;resets to 0&#039;&#039; || kept || kept || &#039;&#039;cleared&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On power switched or external power regained || kept || kept || kept || kept || &#039;&#039;cleared&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On error || kept || kept || kept || kept || &#039;&#039;error state raised, execution paused&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On program flashed from computer || &#039;&#039;new&#039;&#039; || &#039;&#039;resets to 0&#039;&#039; || kept || kept || &#039;&#039;cleared&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On program end || kept || &#039;&#039;current (last) line held forever&#039;&#039; || kept || kept || kept&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As one can see, the chip&#039;s stack and registers are never cleared automatically. A chip that was used and repurposed multiple times might have stored all kinds of data in its memory instead of some nice and comfortable initial zeroes. If a program in its working loop relies on the certain registers being initially zeroed it might not be the case which leads to program displaying a confusing behavior. Never use initialized variables, unless you know what you&#039;re doing (which might be some high order digital wizardry like initializing the registers and stack once with some &#039;&#039;program1&#039;&#039; and then utilizing it by the &#039;&#039;program2&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The IC Housing&#039;s screw names set via &amp;lt;code&amp;gt;alias&amp;lt;/code&amp;gt; and the  &amp;lt;code&amp;gt;Setting&amp;lt;/code&amp;gt; parameter are also kept in all cases unless the IC Housing gets disassembled.&lt;br /&gt;
&lt;br /&gt;
= Equipment with IC slots =&lt;br /&gt;
* [[Kit (IC Housing)|IC Housing]]&lt;br /&gt;
* [[Laptop]]&lt;br /&gt;
* [[Hardsuit]] and [[ HARM Suit]]&lt;br /&gt;
* [[Filtration]]&lt;br /&gt;
* [[Combustor]]&lt;br /&gt;
* [[Fermenter]]&lt;br /&gt;
* [[AIMEe]]&lt;br /&gt;
* [[Combustion Centrifuge]]&lt;br /&gt;
&#039;&#039;To be expanded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[IC10]] — basic info and command reference&lt;br /&gt;
* [[Advanced IC10 Programming]]&lt;br /&gt;
* [[WebEditor]] - Various web simulators and editors for IC10. Support partially simulating presence of different devices.&lt;br /&gt;
** [https://stationeering.com/tools/ic stationeering.com] by Melair - IC simulator and a web version of the in-game guidebook&lt;br /&gt;
** [https://ic10.dev/ ic10.dev] by Traineratwot&lt;br /&gt;
** [https://ic10emu.dev ic10emu.dev] by Ryex&lt;br /&gt;
* Syntax highlighting plugins for various editors&lt;br /&gt;
** [https://marketplace.visualstudio.com/items?itemName=Traineratwot.stationeers-ic10 Visual Studio Code] - (Dec 12th 2023)&lt;br /&gt;
** [https://pastebin.com/6Uw1KSRN KDE kwrite/kate text editor] - (Oct 5th 2020)&lt;br /&gt;
** [https://pastebin.com/3kmGy0NN Notepad++] - (Mar 23rd 2024)&lt;br /&gt;
** [https://drive.google.com/file/d/1Xrv5U0ZI5jDcPv7yX7EAAxaGk5hKP0xO/view?usp=sharing Notepad++] - (Aug 11th 2022)&lt;br /&gt;
** [https://drive.google.com/file/d/1yEsJ-u94OkuMQ8K6fY7Ja1HNpLcAdjo_/view Notepad++] - (Dec 1st 2018)&lt;br /&gt;
* [https://github.com/jtwm-0677/Basic-10-Download BasIC-10 Download] A modernized BASIC to IC-10 compiler released in late 2025, for Stationeers MIPS Programming, Open Source, Developed in C#, no unity dependencies, By Dog Tired Studios&lt;br /&gt;
* [https://github.com/exca/Stationeers-IC10-Automation/tree/main/Basic-IC10 BASIC compiler] A BASIC compiler for Stationeers MIPS IC10 code, developed in C#, in Unity, by Exca&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Integrated_Circuit_(IC10)&amp;diff=27561</id>
		<title>Integrated Circuit (IC10)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Integrated_Circuit_(IC10)&amp;diff=27561"/>
		<updated>2026-04-09T19:21:38Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: What is kept and what resets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Circuits]][[Category:Electronic]]&lt;br /&gt;
[[Category:IC10 Programming]]&lt;br /&gt;
&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Integrated Circuit (IC10)&lt;br /&gt;
 | image       = [[File:IC 10.png|thumb|IC Housing and IC10 disassembled]]&lt;br /&gt;
 | createdwith = [[Electronics Printer]]&lt;br /&gt;
 | cost        = 10 [[Gold]], 4 [[Steel]], 5 [[Electrum]], 2 [[Solder]]&lt;br /&gt;
 | stacks      = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A chip that is programmed with a [[computer]]. Place the circuit in a [[Kit (IC Housing)|IC Housing]] or directly into the programmable slot of certain devices, e.g. [[Kit (Atmospherics)|Atmospherics]].  The [[IC10]] language is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Where to get programs =&lt;br /&gt;
* Write one by yourself using the [[computer]] or [[Laptop]].&lt;br /&gt;
* Paste whatever you have found on the internet into your [[computer]].&lt;br /&gt;
* Load from your private library program you have saved previously (even from different savegame).&lt;br /&gt;
* Get one from Steam Workshop (first subscribe in steam, then in game it will be available in &amp;quot;library&amp;quot; on computer).&lt;br /&gt;
&lt;br /&gt;
= How to create programs =&lt;br /&gt;
== You&#039;ll need ==&lt;br /&gt;
# Basic knowledge about math and [[logic]]&lt;br /&gt;
# Whatever you&#039;re intending to program (e.g.: cycling [[airlock]]) you must learn to do manually (e.g.: close doors, turn on vents, etc.)&lt;br /&gt;
# (Optional) Learn some of the basics of the [[MIPS]] programming language. MIPS is real [[world]] low-level (i.e. close to hardware) programming language. IC10 is MIPS with some [[Stationeers]] flavor added. It is fairly simple and compact. Due to its simplicity MIPS is not suitable for big programs but you&#039;re really not going to develop those in the game anyways.&lt;br /&gt;
&lt;br /&gt;
== How to start getting in IC10 programing ==&lt;br /&gt;
Get some simple program (even 10 lines will do), run it in Stationeers to see what it does and then read the text. Look into ingame editor help pages to decrypt keywords. IC10 keywords are abbreviations of English words and mostly make sense, eg. &amp;lt;code&amp;gt;beqz r0 foobar&amp;lt;/code&amp;gt; means &amp;quot;&#039;&#039;&#039;B&#039;&#039;&#039;ranch (jump) to line labeled foobar if r0 &#039;&#039;&#039;EQ&#039;&#039;&#039;uals to &#039;&#039;&#039;Z&#039;&#039;&#039;ero&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= How to flash program onto the IC chip =&lt;br /&gt;
# Setup a [[Computer]], wire it to [[power]].&lt;br /&gt;
# Insert a [[Motherboard (IC Editor)]] in it.&lt;br /&gt;
# Place [[Kit (IC Housing)|IC Housing]].&lt;br /&gt;
# Wire DATA (green, right) port of the computer to DATA (green, bottom) port on the [[IC Housing]].&lt;br /&gt;
## Unless you&#039;re going to actually use/test your program in this particular IC Housing you do not need to power it.&lt;br /&gt;
# Insert [[Integrated Circuit (IC10)]] into [[Kit (IC Housing)|IC Housing]].&lt;br /&gt;
# Turn on the Computer, look at its screen and see if your IC Housing is listed and selected in the drop-down selector. You can have several IC Housings on the same data network, in that case better be renaming them using [[Labeller]]. The IC10 Integrated Circuit itself can also be labeled (and painted).&lt;br /&gt;
## Optional: click &amp;quot;Import&amp;quot; to retrieve a program from the [[Integrated Circuit (IC10)]] into the computer.&lt;br /&gt;
# Click &amp;quot;Edit&amp;quot; to open the code editor. Write/load from &amp;quot;Library&amp;quot;/paste your program, click &amp;quot;Confirm&amp;quot;.&lt;br /&gt;
# Now Computer contains the new program and Integrated Circuit still contains old one (or empty program). Click &amp;quot;Export&amp;quot; on the computer to copy the program into the Circuit. If the IC housing is powered the program will immediately run. You can repeat &amp;quot;Export&amp;quot; as many times as you want and reuse old [[Circuits]].&lt;br /&gt;
# When Circuit is picked up size of the stored program in bytes is shown.&lt;br /&gt;
&lt;br /&gt;
Note: Steps 1-6 can be used with a [[Laptop]] now as well.  The laptop includes an IC housing so you don&#039;t have to place your own and wire it to edit chips.  This is limited to editing chips that are in the laptop (1 at a [[time]]) and cannot be used to edit chips already on the network.&lt;br /&gt;
&lt;br /&gt;
= How to make use of programmed IC Integrated Circuit =&lt;br /&gt;
# Place [[Kit (IC Housing)|IC Housing]], wire it to power, insert the Circuit&lt;br /&gt;
# Connect DATA (green, bottom) port on the IC Housing to machines you want to control. Some machines like an [[Autolathe]] have a DATA port, you need to use it (or both DATA and POWER). Some machines like a [[Stacker]] only have &amp;quot;universal&amp;quot; port.&lt;br /&gt;
# Unless you&#039;re going to modify/debug your program on place you do not require a [[Computer]] here.&lt;br /&gt;
# Using [[Screwdriver]] adjust six (or less) screws according to program description/purpose. Many programs do assign labels to screws using &amp;lt;code&amp;gt;alias&amp;lt;/code&amp;gt; command (that&#039;s considered good style), to take benefit of it you can turn on IC Housing for a short time (that way it will blink yellow, it&#039;s okay). If all screws are set to &amp;quot;None&amp;quot; a misconfigured program can do no harm.&lt;br /&gt;
# Turn on the IC Housing.&lt;br /&gt;
&lt;br /&gt;
= How large a program can be =&lt;br /&gt;
There are 128 lines each being 90 characters long. Each character takes 1 byte. Line breaks take 2 bytes. The Maximum size an IC chip can be is limited to 4096 bytes.&lt;br /&gt;
&lt;br /&gt;
= What is kept and what resets =&lt;br /&gt;
&lt;br /&gt;
Contrary to what maybe some players expect, the internal states of a Integrated Circuit do not get reset upon various events; furthermore, turning it off and on again does not always helps to resolve issues. The table below explains what and when is reset if ever:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Circuit state&lt;br /&gt;
|-&lt;br /&gt;
!  !! Program code !! Current line&amp;lt;ref name=note1&amp;gt;Technically the current line and error state belong to the IC housing and can be read from it via the data parameters.&amp;lt;/ref&amp;gt; !! Registers !! Stack !! Error state&amp;lt;ref name=note1/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| On insertion || kept || &#039;&#039;resets to 0&#039;&#039; || kept || kept || &#039;&#039;cleared&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On power switched or external power regained || kept || kept || kept || kept || &#039;&#039;cleared&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On error || kept || kept || kept || kept || &#039;&#039;error state raised, execution paused&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On program flashed from computer || &#039;&#039;new&#039;&#039; || &#039;&#039;resets to 0&#039;&#039; || kept || kept || &#039;&#039;cleared&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| On program end || kept || &#039;&#039;current (last) line held forever&#039;&#039; || kept || kept || kept&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As one can see, the chip&#039;s stack and registers are never cleared automatically. A chip that was used and repurposed multiple times might have stored all kinds of data in its memory instead of some nice and comfortable initial zeroes. If a program in its working loop relies on the certain registers being initially zeroed it might not be the case which leads to program displaying a confusing behavior. Never use initialized variables, unless you know what you&#039;re doing (which might be some high order digital wizardry like initializing the registers and stack once with some `program1` and then utilizing it by the `program2`).&lt;br /&gt;
&lt;br /&gt;
The IC Housing&#039;s screw names set via &amp;lt;code&amp;gt;alias&amp;lt;/code&amp;gt; and the  &amp;lt;code&amp;gt;Setting&amp;lt;/code&amp;gt; parameter are also kept in all cases unless the IC Housing gets disassembled.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[IC10]] — basic info and command reference&lt;br /&gt;
* [[Advanced IC10 Programming]]&lt;br /&gt;
* [[WebEditor]] - Various web simulators and editors for IC10. Support partially simulating presence of different devices.&lt;br /&gt;
** [https://stationeering.com/tools/ic stationeering.com] by Melair - IC simulator and a web version of the in-game guidebook&lt;br /&gt;
** [https://ic10.dev/ ic10.dev] by Traineratwot&lt;br /&gt;
** [https://ic10emu.dev ic10emu.dev] by Ryex&lt;br /&gt;
* Syntax highlighting plugins for various editors&lt;br /&gt;
** [https://marketplace.visualstudio.com/items?itemName=Traineratwot.stationeers-ic10 Visual Studio Code] - (Dec 12th 2023)&lt;br /&gt;
** [https://pastebin.com/6Uw1KSRN KDE kwrite/kate text editor] - (Oct 5th 2020)&lt;br /&gt;
** [https://pastebin.com/3kmGy0NN Notepad++] - (Mar 23rd 2024)&lt;br /&gt;
** [https://drive.google.com/file/d/1Xrv5U0ZI5jDcPv7yX7EAAxaGk5hKP0xO/view?usp=sharing Notepad++] - (Aug 11th 2022)&lt;br /&gt;
** [https://drive.google.com/file/d/1yEsJ-u94OkuMQ8K6fY7Ja1HNpLcAdjo_/view Notepad++] - (Dec 1st 2018)&lt;br /&gt;
* [https://github.com/jtwm-0677/Basic-10-Download BasIC-10 Download] A modernized BASIC to IC-10 compiler released in late 2025, for Stationeers MIPS Programming, Open Source, Developed in C#, no unity dependencies, By Dog Tired Studios&lt;br /&gt;
* [https://github.com/exca/Stationeers-IC10-Automation/tree/main/Basic-IC10 BASIC compiler] A BASIC compiler for Stationeers MIPS IC10 code, developed in C#, in Unity, by Exca&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Motherboards&amp;diff=27539</id>
		<title>Motherboards</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Motherboards&amp;diff=27539"/>
		<updated>2026-04-09T13:47:21Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: tixed formatting issues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Electronic]]&lt;br /&gt;
[[Category:IC10_Programming]]&lt;br /&gt;
Motherboards are used in [[Computer|Computers]]. Their functionality changes depending on the inserted motherboard.&lt;br /&gt;
&lt;br /&gt;
Logic and Manufacturing motherboards cost 5g [[Gold]] and 5g [[Copper]], and some of them use also [[Silver]] and [[Electrum]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warning - Motherboard (Logic) is being phased out. It is horribly glitchy. Discretion is advised &lt;br /&gt;
&lt;br /&gt;
=== List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (Communications)]]&lt;br /&gt;
| For trading with suppliers, additionally with connected Landing Pad, Satellite Dish, Vending Machine.&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (IC Editor)]]&lt;br /&gt;
| Can be used to edit the script on in [[Integrated Circuit (IC10)]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (Logic)]]&lt;br /&gt;
| Can be used to set variables and actions based on inputs (ex: if solar angle &amp;lt; 1, set solar panel vertical to 0)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;You have to set this for individual items, so mass configuration is very time-consuming.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rocket Control Motherboard]]&lt;br /&gt;
| For Rocket Control UI.&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (Sorter)]]&lt;br /&gt;
| Allows to set the whitelist for the sorters to let through&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Computer.jpg|alt1=Computer with Logic Motherboard |Computer with [[Motherboard (Logic)]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Motherboards&amp;diff=27538</id>
		<title>Motherboards</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Motherboards&amp;diff=27538"/>
		<updated>2026-04-09T13:45:08Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: changed category from MIPS to IC10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Electronic]]&lt;br /&gt;
[[Category:IC10_Programming]]&lt;br /&gt;
Motherboards are used in [[Computer|Computers]]. Their functionality changes depending on the inserted motherboard.&lt;br /&gt;
&lt;br /&gt;
Logic and Manufacturing motherboards cost 5g [[Gold]] and 5g [[Copper]], and some of them use also [[Silver]] and [[Electrum]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warning - Motherboard (Logic) is being phased out. It is horribly glitchy. Discretion is advised &lt;br /&gt;
&lt;br /&gt;
=== List ===&lt;br /&gt;
{|&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (Communications)]]&lt;br /&gt;
| For trading with suppliers, additionally with connected Landing Pad, Satellite Dish, Vending Machine.&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (IC Editor)]]&lt;br /&gt;
| Can be used to edit the script on in [[Integrated Circuit (IC10)]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (Logic)]]&lt;br /&gt;
| Can be used to set variables and actions based on inputs (ex: if solar angle &amp;lt; 1, set solar panel vertical to 0)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;You have to set this for individual items, so mass configuration is very time-consuming.&lt;br /&gt;
|-&lt;br /&gt;
| [[Rocket Control Motherboard]]&lt;br /&gt;
| For Rocket Control UI.&lt;br /&gt;
|-&lt;br /&gt;
| [[Motherboard (Sorter)]]&lt;br /&gt;
| Allows to set the whitelist for the sorters to let through&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Computer.jpg|alt1=Computer with Logic Motherboard |Computer with [[Motherboard (Logic)]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guides_and_Tutorials&amp;diff=27537</id>
		<title>Guides and Tutorials</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guides_and_Tutorials&amp;diff=27537"/>
		<updated>2026-04-09T13:34:28Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: added link to the mining guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;small-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;small-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-book fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Ingame Tutorials&amp;lt;/h4&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;Stationeers provides a few basic tutorials when you are in the starting menu. For those who are completely new in the game this is very advisable.&amp;lt;br&amp;gt;It should be noted that those tutorials only teach you a bare minimum of this game and there is always much more to learn. Do not expect to be good in only a few hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;quot;Tutorial 1: Inventory and Interactions&amp;quot;&lt;br /&gt;
* &amp;quot;Tutorial 2: Connections&amp;quot;&lt;br /&gt;
* &amp;quot;Tutorial 3: [[Atmospherics]]&amp;quot;&lt;br /&gt;
* &amp;quot;Community Walkthrough: Airlocks&amp;quot;&lt;br /&gt;
* &amp;quot;Community Walkthrough: [[Furnace]] Basics&amp;quot;&lt;br /&gt;
* &amp;quot;Community Walkthrough: Manufacturing&amp;quot;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;small-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-book fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Ingame Guides&amp;lt;/h4&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;While being ingame you can always look up the standard ingame guides in the Stationpedia.&amp;lt;/p&amp;gt;&lt;br /&gt;
* [[Ingame_Guides_-_Construction|&amp;quot;Construction&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Making_Music|&amp;quot;Making Music&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Temperature_Control|&amp;quot;Temperature Control&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Weather|&amp;quot;Weather&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Hunger_and_Nutrition|&amp;quot;Hunger and nutrition&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Growing_Food|&amp;quot;Growing Food&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Food_Decay|&amp;quot;Food Decay&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Thirst_and_Hydration|&amp;quot;Thirst + hydration&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_EVA_Suits|&amp;quot;EVA Suits&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Smelting|&amp;quot;Smelting&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Mining|&amp;quot;Mining&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Trading|&amp;quot;Trading&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Rockets|&amp;quot;Rockets&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Genetics|&amp;quot;Genetics&amp;quot;]]&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-tasks fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Guides&amp;lt;/h4&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;&#039;&#039;&#039;[[Beginner&#039;s Guide|Beginner&#039;s Guide]]&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Guide (Airlock)|Guide (Airlock)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Guide (Farming)|Guide (Farming)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Technical Standards |Technical Standards]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Phase_Change_Mechanics|Phase Change Mechanics]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Furnace#Ice_only_recipes|Making alloys in the basic furnace using ice only]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Advanced_Furnace#Ice_only_smelting|Making alloys in the advanced furnace using ice only]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Fuel#Collecting_gases|Collecting gases and making fuel]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Furnace#Gaseous_Fuel_Recipes|Making ores with gaseous fuel in the furnace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Advanced_Furnace#Gaseous_Fueling|Making super alloys with gaseous fuel in the advanced furnace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Guide (Mining)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Air_Filtration_System|Air Filtration System]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Craftable items|List of all craftable items]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Constructing and Deconstructing Walls|Constructing and Deconstructing Walls]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Dedicated_Server_Guide|Dedicated server guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[SystemD_Server_Guide|Setting up a Linux dedicated server using SystemD]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Starting Gear|Starting Gear]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Guide_(Modding)|Modding the Game]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Power_Tips_and_Tricks|Power Tips and Tricks for early game]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Making_the_most_of_smelting|Making the most of smelting (Early game alloys)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-book fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;User Made Guides&amp;lt;/h4&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Cheat Sheets&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Research Tree]] (Wiki Page)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://goo.gl/TsdqfM Silent1&#039;s Cheat Sheet] by silent1 (Reference sheet)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Atmospheric Components Quick Reference]]&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Energy Storage Reference]]&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Gas Storage Reference]]&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Thermal Convection and Radiation Values]] (Wiki Page)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Tutorial&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1230358763 Building your first base] by Sunspots (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1230373894 Hardly&#039;s List of Lamentable Mistakes] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1253687517 Tutorial Video Series] by Rhadamant (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://www.youtube.com/watch?v=tws-kvGIT-w&amp;amp;list=PLI3obvEEdTGA08fNWVX2270nDKarf17MJ&amp;amp;index=2&amp;amp;ab_channel=PanicAndDieGaming Tutorial Series For New Players] by Panic And Die Gaming (YouTube Playlist)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Modding&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Adding new worlds]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Automation&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Auto_Night_Lights|Auto Night Lights circuit]] by DocRabbit (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Simple_Arc_Furnace_Automation|Simple Arc Furnace Automation]] by itsjusty0gurt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Automated_Arc_Furnace|Automated Arc Furnace]] by JavaSkeptre (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Automated_Coal_Generator|Automated Coal Generator]] by JavaSkeptre (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1251261186 Simple Stacker Automatisation] by Arran Chace (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1232888907 Super Simple Autocycling Airlock] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1231660909 Super Simple Steel Smelting] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Semi-Automatic_Autolathe|Semi-Automatic Autolathe]] by Korbah (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Satellite_Tracking|Automatic Satellite Tracking]] by JedBolt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Easy_Auto_Arc_Furnace|Easy Automated Arc Furnace]] by Sarstan (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Solar_Logic_Circuits_Guide|Solar Panel Control using Logic Gates]] (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[grow_light_automation|Simple logic automation of grow-light]] by Fuddnir (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Simple_Daylight_Light_Switch|Simple daylight light switch]] by Nihilinius (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Automated_Room_Light|Simple Automated Room Light]] by Azdle (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Atmospherics&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=1283505695 25 Watt Passive Cooling Solution] By Amallore (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Automated Temperature Regulation]] by Jaffa (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Basic Canister Mixing Setup]] by Viperel (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Temperature independent fuel mixing]] by Wark (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1271148797 Canister handling made easy] by Gears (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1232718432 HELP! My welder fuel is gone!] by Moomanji (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1256512507 Logic Thermostat 20-25C] by Gears (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1248037824 Pipe Regulators 101] by NugunsKnight (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1245663146 Simple Gas Filtration System] by Wesir (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=1293043168 Thermostat or Filtration with Buffer] By Amallore (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Custom_Airlock_IC10|Custom Airlock with IC10]] by JedBolt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://www.youtube.com/playlist?list=PLDWYhd0VJDBhF62eKrOGKPJx6XOrdl-Uf Stationeers Atmospherics] By Shadowdrake082 (Video Series)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Logic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=2407406977 2 chip battery charge Display] by trucksarenoisy (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Always-on circuit guide|Always-On- / Auto-Restart- Circuit]] by Raumfahrtdoc (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Advanced IC10 Programming]] by JedBolt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Dead Simple Light Switch]] by Evie Codes (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/workshop/filedetails/discussion/1517633472/1735465524705571551/ How to use IC scripts from the workshop] By DirtyRat (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Logic Pulse Former]] by Evie Codes (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Timing Circuit|Timer circuit]] by MrBigras (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1236169037 Slightly-Less-Simple Logic Units] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=1536155985 The ultimate power display] by adamkk03 (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=2356339571 Weather Station Guide] by Applesauce (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Solar_Logic_Circuits_Guide|Solar logic circuits guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Logic_Monostable_Multivibrator|Logic Monostable Multivibrator]] by illiux#5291 &amp;amp; grilled_salmon#1537 (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Logic_Toggle|Logic Toggle]] by Patistar#8335 (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Math&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Pressure, Volume, Quantity, and Temperature]] by Micro&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Furnace temperature and pressure math]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Phase Changes&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Phase Change guide|Phase Change guide]] by Wark (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Flare_Gun&amp;diff=27536</id>
		<title>Flare Gun</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Flare_Gun&amp;diff=27536"/>
		<updated>2026-04-09T13:32:02Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: typo in tips section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itembox&lt;br /&gt;
 |            name = Flare Gun&lt;br /&gt;
 |           image = [[File:FlareGun.png]]&lt;br /&gt;
 |       paintable = yes&lt;br /&gt;
 | recipe_machine1 = Tool Manufactory&lt;br /&gt;
 |    recipe_cost1 = 10g Iron, 10g Silicon&lt;br /&gt;
 |      prefabhash = 118685786&lt;br /&gt;
 |      prefabname = FlareGun&lt;br /&gt;
 |      slot_class = SlotClass.Tool&lt;br /&gt;
 |    sorting_class = SortingClass.Tools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
The Flare Gun is a single-shot launcher that fires [[Road Flare|road flares]] as aerial illumination rounds. Unlike a flare held in the hand, a fired flare deploys a parachute and descends slowly, providing sustained overhead lighting across a wide area.&lt;br /&gt;
&lt;br /&gt;
= Usage =&lt;br /&gt;
Load a stack of [[Road Flares|road flares]] into the Magazine slot, then fire to launch one into the air. The gun has a short cooldown between shots. Each shot consumes one flare from the magazine. The launched flare deploys a parachute and illuminates the area below as it descends.&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
Unlike the flares themselves, the Flare Gun counts as a tool and can be placed inside the [[Mining Belt]] in the slot that was previously occupied by the [[Pickaxe]].&lt;br /&gt;
&lt;br /&gt;
= Slots =&lt;br /&gt;
{{Slots&lt;br /&gt;
| Magazine;Flare&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Flare_Gun&amp;diff=27535</id>
		<title>Flare Gun</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Flare_Gun&amp;diff=27535"/>
		<updated>2026-04-09T13:30:57Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itembox&lt;br /&gt;
 |            name = Flare Gun&lt;br /&gt;
 |           image = [[File:FlareGun.png]]&lt;br /&gt;
 |       paintable = yes&lt;br /&gt;
 | recipe_machine1 = Tool Manufactory&lt;br /&gt;
 |    recipe_cost1 = 10g Iron, 10g Silicon&lt;br /&gt;
 |      prefabhash = 118685786&lt;br /&gt;
 |      prefabname = FlareGun&lt;br /&gt;
 |      slot_class = SlotClass.Tool&lt;br /&gt;
 |    sorting_class = SortingClass.Tools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
The Flare Gun is a single-shot launcher that fires [[Road Flare|road flares]] as aerial illumination rounds. Unlike a flare held in the hand, a fired flare deploys a parachute and descends slowly, providing sustained overhead lighting across a wide area.&lt;br /&gt;
&lt;br /&gt;
= Usage =&lt;br /&gt;
Load a stack of [[Road Flares|road flares]] into the Magazine slot, then fire to launch one into the air. The gun has a short cooldown between shots. Each shot consumes one flare from the magazine. The launched flare deploys a parachute and illuminates the area below as it descends.&lt;br /&gt;
&lt;br /&gt;
= Tops =&lt;br /&gt;
Unlike the flares themselves, the Flare Gun counts as a tool and can be placed inside the [[Mining Belt]] in the slot that was previously occupied by the [[Pickaxe]].&lt;br /&gt;
&lt;br /&gt;
= Slots =&lt;br /&gt;
{{Slots&lt;br /&gt;
| Magazine;Flare&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:Azera/Template:Navbox&amp;diff=27444</id>
		<title>User talk:Azera/Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:Azera/Template:Navbox&amp;diff=27444"/>
		<updated>2026-04-05T21:40:54Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow that&#039;s awesome! Very handy. I guess it is supposed to be attached to every significant page? Also, the ices, plants and the machines are to be listed too, right? [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 08:44, 5 April 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! This is still very much a work in progress and I put this together as a proof of concept of how the layout might work for categories and subcategories. The real challenge that remains is classifying what categories all 1000ish items/structures in the game belong to. I&#039;ve been chewing on an offline copy of the extracted in-game Stationpedia and writing some heuristics to try to organize everything but ultimately a lot of the categories are coming down to &amp;quot;you know it when you see it.&amp;quot; On the plus side, this is also acting as an audit of what pages are missing from the wiki currently as I&#039;m including objects in the navbox that don&#039;t exist as wiki pages yet. [[User:Azera|Azera]] ([[User talk:Azera|talk]]) 18:04, 5 April 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: In regards to the gases section, personally I see the way the ingame stationpedia distinguishes gaseous, liquid and solid forms of each fluid silly and cluttering. I&#039;d prefer this wiki to have only one page for each chemical. If a reader wants to know about gaseous CO2 they will likely find useful to know how and when it liquefies, so it is more handy to have all the info on one page. I thing the extraneous phases do not even deserve their redirect pages (except of Steam). [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 21:40, 5 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:Azera/Template:Navbox&amp;diff=27440</id>
		<title>User talk:Azera/Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:Azera/Template:Navbox&amp;diff=27440"/>
		<updated>2026-04-05T08:44:14Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Created page with &amp;quot;Wow that&amp;#039;s awesome! Very handy. I guess it is supposed to be attached to every significant page? Also, the ices, plants and the machines are to be listed too, right? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow that&#039;s awesome! Very handy. I guess it is supposed to be attached to every significant page? Also, the ices, plants and the machines are to be listed too, right? [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 08:44, 5 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:Xebec&amp;diff=27416</id>
		<title>User talk:Xebec</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:Xebec&amp;diff=27416"/>
		<updated>2026-04-04T22:04:08Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 22:04, 4 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Autolathe/Internal_Memory&amp;diff=27408</id>
		<title>Autolathe/Internal Memory</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Autolathe/Internal_Memory&amp;diff=27408"/>
		<updated>2026-04-02T18:35:22Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: +ic10 category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
These are all of the [[Autolathe]] Internal Memory descriptions in the game.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:IC10 Programming]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:auto; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
=== Internal Memory ===&lt;br /&gt;
These are all valid instructions, that can be written or read with IC10, on Autolathe&#039;s stack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Op_code&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Valid Address&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Bits&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Bits Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | StackPointer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | The current address the stack pointer is pointing to. It cycles through the available addresses (0 through 53) in a single tick, making it look like it is decreasing for external observer.&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-23&lt;br /&gt;
| Index&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 24-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 2&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ExecuteRecipe&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | This instruction will set the device to the specified prefabhash, and then begin manufacturing it. The final element of the payload is the quantity. So you can ask the device to make 200 ItemSteelSheets and it will do that. The quantity is a byte - so the maximum you can request is 255.&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 0-53&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-15&lt;br /&gt;
| Quantity&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 16-47&lt;br /&gt;
| Prefab_hash&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 48-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | WaitUntilNextValid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | This is a flag that if there is an ExecuteRecipe in the next address, then it will wait until it can be completed. So if you put this before an ExecuteRecipe, the device will sit there till the order can be completed because it is waiting for ingredients.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0-53&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | JumpIfNextValid&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | This is another flag that applies to the next address (if it is ExecuteRecipe). If the recipe cannot be completed, then the Fabricator will jump to the specified address.&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0-53&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-23&lt;br /&gt;
| Stack_Address&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 24-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | JumpToAddress&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | This will jump to a specific address. This will set the stack pointer to the address you specify.&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0-53&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-23&lt;br /&gt;
| Stack_Address&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 24-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | DeviceSetLock&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | This will set the lock state of the device (true 1, false 0), similar to the &amp;quot;L&amp;quot; IC instruction. Useful if you want to lock the device, do something, then unlock it.&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0-53&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-15&lt;br /&gt;
| Lock_State&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 16-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | EjectReagent&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | This allows you to specity the reagent you want to eject. All reagents of that type will be ejected. The stack will not advance until this is complete&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0-53&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-39&lt;br /&gt;
| [[Reagents|Reagent_Hash]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | 8&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | EjectAllReagents&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | This instruction will eject all its reagents and pause execution till this is finished.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 0-53&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | 9&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | MissingRecipeReagent&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Contains information about missing reagents for current executing recipe. Appears only when autolathe is trying to execute instruction ExecuteRecipe when flag WaitUntilNextValid is present. The reagent hash returned may be either signed or unsigned 32-bit integer. If using rmap, you need to check and convert the value to signed by subtracting 2&amp;lt;sup&amp;gt;32&amp;lt;/sup&amp;gt;.&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | 54-62&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0-7&lt;br /&gt;
| Op_code&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8-15&lt;br /&gt;
| Quantity_Ceil&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 16-47&lt;br /&gt;
| [[Reagents|Reagent_Hash]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 48-63&lt;br /&gt;
| Unused&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | &amp;lt;i&amp;gt;Update 0.2.5025.22811 - Fri 02/07/2024&amp;lt;/i&amp;gt; &amp;lt;span class=&amp;quot;right&amp;quot;&amp;gt;[[Autolathe/Internal Memory|/Internal Memory]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Logic_Sorter&amp;diff=27407</id>
		<title>Logic Sorter</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Logic_Sorter&amp;diff=27407"/>
		<updated>2026-04-02T18:28:24Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: added to IC10  category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Machines]]&lt;br /&gt;
[[Category:Import/Export]]&lt;br /&gt;
[[Category:IC10 Programming]]&lt;br /&gt;
{{Structurebox&lt;br /&gt;
| name = Logic Sorter&lt;br /&gt;
| image = [[File:StructureLogicSorter.png]]&lt;br /&gt;
| prefab_hash = 873418029&lt;br /&gt;
| prefab_name = StructureLogicSorter&lt;br /&gt;
| power_usage = 5W&lt;br /&gt;
| placed_on_grid = Small Grid&lt;br /&gt;
| decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
| placed_with_item = [[Kit (Sorter)]]&lt;br /&gt;
| item_rec1 = [[Kit (Sorter)]]&lt;br /&gt;
}}&lt;br /&gt;
{{Distinguish|Sorter}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;Contains an Internal Memory which is assessed to check whether something should be sorted. When an item is in the Import slot Slot, the stack is checked and if result is true the thing is moved to the Export2 slot slot, otherwise it is moved to the Export slot slot. The Mode is used in how the stack is assessed, by default the mode is ALL, so every instruction in the stack would need to return true.&amp;lt;/q&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;- Stationpedia&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Logic sorter is similar in almost every way to the previous sorter but has a internal memory that can be configured with logic and bit shifting to sort items passing through. When an item enters the import slot, it is checked against the filters in memory.  If the Mode is 0(All) then every filter must return true for the item to be sent to the export 2 slot.  If the mode is 1(Any) then as long as one of the filters returns true, the item matches and will be sent to the export 2 slot.&lt;br /&gt;
&lt;br /&gt;
==Filter Instructions==&lt;br /&gt;
Check the in game Stationpedia [F1 on your keyboard] for formatting and instruction sizes to determine how to populate the memory.  Be warned that the stationpedia fails to document the endianness (bit 0 is the least significant bit).  While the stationpedia does document that the Logic Sorter has 256 bytes of memory, it is addressed as 32 x 8-byte (64-bit) numbers.&lt;br /&gt;
&lt;br /&gt;
If you wish your sorter to send [[Steel Ingot]]s to the second output you should place the value 0xd8f8af8d_01 ( = 931885190401 decimal ) into memory 0.  More complicated programs will have to consider whether they want to use Mode 0 (match All), Mode 1 (match Any), or Mode 2 (match None).&lt;br /&gt;
&lt;br /&gt;
It is more readable to calculate the instructions using [[IC10]] like this:&lt;br /&gt;
&lt;br /&gt;
{{ICCode|&lt;br /&gt;
alias sorter d0&lt;br /&gt;
define steel HASH(&amp;quot;ItemSteelIngot&amp;quot;)&lt;br /&gt;
s sorter Mode 1 # Any&lt;br /&gt;
clr sorter # erase any stale instructions in RAM&lt;br /&gt;
sll r0 steel 8&lt;br /&gt;
or r0 r0 SorterInstruction.FilterPrefabHashEquals&lt;br /&gt;
put sorter 0 r0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sorter Instruction !! OP Code !! Description&lt;br /&gt;
|-&lt;br /&gt;
| FilterPrefabHashEquals || 1 || Compares Hash of item in import slot to the set hash and returns true if equal.&lt;br /&gt;
|-&lt;br /&gt;
| FilterPrefabHashNotEquals || 2 || Compares Hash of item in import slot to the set hash and returns true if not equal.&lt;br /&gt;
|-&lt;br /&gt;
| FilterSortingClassCompare || 3 || Compares the sorting class of an object in input slot. Example would be all ores. &lt;br /&gt;
|-&lt;br /&gt;
| FilterSlotTypeCompare || 4 || Compares the item type of an object in the input slot. See slot type table below for item comparisons.&lt;br /&gt;
|-&lt;br /&gt;
| FilterQuantityCompare || 5 || Compares the stack size of the items in the import slot. &lt;br /&gt;
|-&lt;br /&gt;
|LimitNextExecutionByCount || 6 || Ensures the next executable instruction will only return true a specified number of times. Each time it returns true, it decrements by one. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conditional Operation (CONDOP) !! Value !! Pre-shifted&lt;br /&gt;
|-&lt;br /&gt;
| Equals || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Greater || 1 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Less || 2 || 512&lt;br /&gt;
|-&lt;br /&gt;
| NotEquals || 3 || 768&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MSB                                                          LSB&lt;br /&gt;
6666555555555544444444443333333333222222222211111111110000000000&lt;br /&gt;
3210987654321098765432109876543210987654321098765432109876543210&lt;br /&gt;
FilterPrefabHashEquals&lt;br /&gt;
########################(                   PREFAB_HASH)(     1)&lt;br /&gt;
FilterPrefabHashNotEquals&lt;br /&gt;
########################(                   PREFAB_HASH)(     2)&lt;br /&gt;
FilterSortingClassCompare&lt;br /&gt;
################################( SORTING_CLASS)(CONDOP)(     3)&lt;br /&gt;
FilterSlotTypeCompare&lt;br /&gt;
################################(     SLOT_TYPE)(CONDOP)(     4)&lt;br /&gt;
FilterQuantityCompare&lt;br /&gt;
################################(      QUANTITY)(CONDOP)(     5)&lt;br /&gt;
LimitNextExecutionByCount&lt;br /&gt;
########################(                         COUNT)(     6)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters|&lt;br /&gt;
{{Data Parameters/row|Power|Boolean|w=0|Can be read to return if the Logic Sorter is correctly powered or not, set via the power system, return 1 if powered and 0 if not|multiple=2|0|Unpowered|1|Powered}}&lt;br /&gt;
{{Data Parameters/row|Mode|Integer|The mode of the Logic Sorter.|multiple=3|0|All|1|Any|2|None}}&lt;br /&gt;
{{Data Parameters/row|Error|Boolean|w=0|1 if device is in error state, otherwise 0|multiple=2|0|&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;|1|Error}}&lt;br /&gt;
{{Data Parameters/row|Lock|Boolean|Disable manual operation of the Logic Sorter.|multiple=2|0|Unlocked|1|Locked}}&lt;br /&gt;
{{Data Parameters/row|On|Boolean|The current state of the Logic Sorter.|multiple=2|0|Off|1|On}}&lt;br /&gt;
{{Data Parameters/row|RequiredPower|Integer|w=0|Idle operating power quantity, does not necessarily include extra demand power}}&lt;br /&gt;
{{Data Parameters/row|ClearMemory|Integer|r=0|When set to 1, clears the counter memory (e.g. ExportCount). Will set itself back to 0 when actioned}}&lt;br /&gt;
{{Data Parameters/row|ExportCount|Integer|w=0|How many items exported since last ClearMemory}}&lt;br /&gt;
{{Data Parameters/row|ImportCount|Integer|w=0|How many items imported since last ClearMemory}}&lt;br /&gt;
{{Data Parameters/row|PrefabHash|Integer|w=0|The hash of the structure}}&lt;br /&gt;
{{Data Parameters/row|ReferenceId|Integer|w=0|Unique Reference Identifier for this object}}&lt;br /&gt;
{{Data Parameters/row|NameHash|Integer|w=0|Provides the hash value for the name of the object as a 32 bit integer.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Data Slots ===&lt;br /&gt;
These are all parameters, that can be read with a [[Kit_(Logic_I/O)#Slots_Reader|Slots Reader]]. The outputs are listed in the order a Slots Reader&#039;s &amp;quot;VAR&amp;quot; setting cycles through them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number || Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Import || Import slot.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Export (reject) || Export slot.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Export (accept) || Export slot.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Data Disk || Diskslot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| MaxQuantity || Integer || Returns maximum stacksize.&lt;br /&gt;
|-&lt;br /&gt;
| Damage || Integer || Item durability in percent.&lt;br /&gt;
|-&lt;br /&gt;
| Class || Integer || Item class ID for slot type comparison.&lt;br /&gt;
|-&lt;br /&gt;
| SortingClass || Integer || Class group of items. &lt;br /&gt;
|-&lt;br /&gt;
| Quantity || Integer || Size of item stack.&lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || Integer || Returns [[ItemHash]] of item in slot.&lt;br /&gt;
|-&lt;br /&gt;
| Occupied || Boolean || Returns whether the slot occupied. (0 for no, 1 for yes).&lt;br /&gt;
|-&lt;br /&gt;
| OccupantHash || Integer || Returns [[ItemHash]] of item in slot.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Slot Classes / Types ==&lt;br /&gt;
&lt;br /&gt;
Reading the &#039;&#039;class&#039;&#039; attribute of the input slot will give one of the following values:&lt;br /&gt;
&lt;br /&gt;
Note that you can use &amp;lt;pre style=&amp;quot;display: inline&amp;quot;&amp;gt;SlotClass.&amp;lt;Item&amp;gt;&amp;lt;/pre&amp;gt; directly in IC code instead of the numeric value&lt;br /&gt;
*NOTE The classes listed in this section are FilterSlotTypeCompare and NOT sorting class.  eg: SortingClass.Ores vs SlotClass.Ore&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item values and descriptions&lt;br /&gt;
! Item !! Value !! Description !! Item !! Value !! Description !! Item !! Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || || Helmet || 1 || || Suit || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Back || 3 || || GasFilter || 4 || || GasCanister || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Motherboard || 6 || || Circuitboard || 7 || || DataDisk || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| Organ || 9 || || Ore || 10 || Includes reagent mixes from recycler and ices || Plant || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| Uniform || 12 || || Entity || 13 || || Battery || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Egg || 15 || || Belt || 16 || || Tool || 17 ||&lt;br /&gt;
|-&lt;br /&gt;
| Appliance || 18 || || Ingot || 19 || || Torpedo || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
| Cartridge || 21 || || AccessCard || 22 || || Magazine || 23 ||&lt;br /&gt;
|-&lt;br /&gt;
| Circuit || 24 || || Bottle || 25 || || ProgrammableChip || 26 ||&lt;br /&gt;
|-&lt;br /&gt;
| Glasses || 27 || || CreditCard || 28 || || DirtCanister || 29 ||&lt;br /&gt;
|-&lt;br /&gt;
| SensorProcessingUnit || 30 || || LiquidCanister || 31 || || LiquidBottle || 32 ||&lt;br /&gt;
|-&lt;br /&gt;
| Wreckage || 33 || || SoundCartridge || 34 || || DrillHead || 35 ||&lt;br /&gt;
|-&lt;br /&gt;
| ScanningHead || 36 || || Flare || 37 || || Blocked || 38 ||&lt;br /&gt;
|-&lt;br /&gt;
| SuitMod || 39 || || Crate || 40 || || Portables || 41 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27391</id>
		<title>Kit (Autominer Small)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27391"/>
		<updated>2026-04-01T07:49:20Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: the autolinks are annoying and often off place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Import/Export]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Autominer Small)&lt;br /&gt;
 | image       = &lt;br /&gt;
 | createdwith = [[Electronics Printer]] &#039;&#039;&#039;Mk2&#039;&#039;&#039;&lt;br /&gt;
 | cost        = 15g [[Copper]], 100g [[Steel]], 50g [[Electrum]], 15g [[Invar]]&lt;br /&gt;
 | stacks      = No&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Autominer (Small)&lt;br /&gt;
 | image            = &lt;br /&gt;
 | power_usage      = 200W&lt;br /&gt;
 | placed_with_item = [[Kit (Autominer Small)]]&lt;br /&gt;
 | placed_on_grid   = &lt;br /&gt;
 | decon_with_tool1 = [[Wrench]]&lt;br /&gt;
 | item_rec1        = [[Kit (Autominer Small)]]&lt;br /&gt;
 | prefab_hash      = 7274344&lt;br /&gt;
 | slot_1           = Import (nonexistent)&lt;br /&gt;
 | slot_2           = Export&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The [[Recurso]] SquareDig autominer is a structure that when built will mine a vertical 2x2 shaft until it hits bedrock. The autominer can be connected with a chute system, and is controllable by a logic network. Note that the autominer outputs more [[Ore|ore]] than than a conventional [[Mining Drill]] over the same area.&lt;br /&gt;
&lt;br /&gt;
== Building States ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! State # !! Tool !! Material&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Welding Torch]] || 3 x [[Electronic Parts]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Welding Torch]] || 3 x [[Iron Sheets]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Welding Torch]] || 4 x [[Steel Sheets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The unit is a platform with no power source and it is simply going to dump it&#039;s output. You will likely need a few completed frames, a power generator, wire to connect it and something like a hole to catch the ore.&lt;br /&gt;
&lt;br /&gt;
When the head was requested up by the button the miner will flash an error upon head arrival, that&#039;s normal&amp;lt;ref&amp;gt;Basically the rule is that whenever the head is docked then Error state will be set. The only exception is the freshly built Autominer that was never ran.&amp;lt;/ref&amp;gt;. After reactivating the mining will proceeded as a fresh start — with grinding all the volume of now non-existent ground. If you need to pause the miner use the on-off switch or &#039;&#039;&#039;on&#039;&#039;&#039; logic variable.&lt;br /&gt;
&lt;br /&gt;
When the head is returning automatically to dump the ore, it then goes back down the fastest route.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Ices mined this way will melt if the atmosphere around the miner is warm. [[Volatiles]] will catch fire on [[Mars]] during the day but won&#039;t on [[Europa]] because of the temperature difference.&lt;br /&gt;
It would be best to redirect the miner&#039;s output with chutes to an enclosed space with negative temperature or zero pressure. Alternatively an [[SDB Silo]] or [[Loader]] with stockpile of belts can be used.&lt;br /&gt;
&lt;br /&gt;
The mining head does not damage entities on its way, however a player can still be hurt if gets pressed by the head against a wall. The mining head does not pickup loose ore pieces if you throw some.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s graphic settings may prevent them from seeing the mining head deep enough even looking up close.&lt;br /&gt;
&lt;br /&gt;
The lowest depth limit is Y=2 as the tracker&#039;s GPS shows.&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters|&lt;br /&gt;
{{Data Parameters/row|Power|Boolean|w=0|Can be read to return if the device is correctly powered or not, set via the power system, return 1 if powered and 0 if not|multiple=2|0|Off|1|On}}&lt;br /&gt;
{{Data Parameters/row|Open|Boolean|w=1|Unused or meaning unknown}}&lt;br /&gt;
{{Data Parameters/row|Error|Boolean|w=0|State|multiple=2|0|Ok|1|Finished, recalled or stuck}}&lt;br /&gt;
{{Data Parameters/row|Activate|Boolean|w=1|1 if device is activated by the square button on the observation platform, otherwise 0|multiple=2|0|The head is ordered to return to the receiver, the mining position is reset.|1|The device is mining, returning ore or returning the head to the mining place}}&lt;br /&gt;
{{Data Parameters/row|On|Integer|w=1|The current state of the Miner. When off it retains its activated state and current mining position.|multiple=2|0|On|1|Off}}&lt;br /&gt;
{{Data Parameters/row|RequiredPower|Integer|w=0|Power consumption|multiple=2|0|Off|200|On}}&lt;br /&gt;
{{Data Parameters/row|ClearMemory|Integer|r=0|When set to 1, clears the counter memory (ExportCount)}} &lt;br /&gt;
{{Data Parameters/row|ExportCount|Integer|w=0|How many items (stacks of ore) were exported.}}&lt;br /&gt;
{{Data Parameters/row|ImportCount|Integer|w=0|Unused}}&lt;br /&gt;
{{Data Parameters/row|PrefabHash|Integer|w=0|The hash of the structure|7274344}}&lt;br /&gt;
{{Data Parameters/row|ReferenceId|Integer|w=0|Unique Reference Identifier for this object}}&lt;br /&gt;
{{Data Parameters/row|NameHash|Integer|w=0|Provides the hash value for the name of the object as a 32 bit integer.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Error logic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Logic states&lt;br /&gt;
|-&lt;br /&gt;
! On !! Error !! Activate !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || Autominer was just built and switched on. It&#039;ll never reach such state again.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || normal operation&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || head was returned sucessfuly either by button or by depth limit reached&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || head stuck at an obstacle&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || miner is off, head is hanging half way, will proceed normally when turned on&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27390</id>
		<title>Kit (Autominer Small)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Kit_(Autominer_Small)&amp;diff=27390"/>
		<updated>2026-04-01T07:46:09Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: logic variables and ins behavior explained&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Import/Export]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Autominer Small)&lt;br /&gt;
 | image       = &lt;br /&gt;
 | createdwith = [[Electronics Printer]] &#039;&#039;&#039;Mk2&#039;&#039;&#039;&lt;br /&gt;
 | cost        = 15g [[Copper]], 100g [[Steel]], 50g [[Electrum]], 15g [[Invar]]&lt;br /&gt;
 | stacks      = No&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Autominer (Small)&lt;br /&gt;
 | image            = &lt;br /&gt;
 | power_usage      = 200W&lt;br /&gt;
 | placed_with_item = [[Kit (Autominer Small)]]&lt;br /&gt;
 | placed_on_grid   = &lt;br /&gt;
 | decon_with_tool1 = [[Wrench]]&lt;br /&gt;
 | item_rec1        = [[Kit (Autominer Small)]]&lt;br /&gt;
 | prefab_hash      = 7274344&lt;br /&gt;
 | slot_1           = Import (nonexistent)&lt;br /&gt;
 | slot_2           = Export&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The [[Recurso]] SquareDig autominer is a structure that when built will mine a vertical 2x2 shaft until it hits bedrock. The autominer can be connected with a [[chute]] system, and is controllable by a [[logic]] network. Note that the autominer outputs more [[Ore|ore]] than than a conventional [[Mining Drill]] over the same area.&lt;br /&gt;
&lt;br /&gt;
== Building States ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! State # !! Tool !! Material&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Welding Torch]] || 3 x [[Electronic Parts]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Welding Torch]] || 3 x [[Iron Sheets]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Welding Torch]] || 4 x [[Steel Sheets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The unit is a platform with no [[power]] source and it is simply going to dump it&#039;s output. You will likely need a few completed frames, a power generator, wire to connect it and something like a hole to catch the ore.&lt;br /&gt;
&lt;br /&gt;
When the head was requested up by the button the miner will flash an error upon head arrival, that&#039;s normal&amp;lt;ref&amp;gt;Basically the rule is that whenever the head is docked then Error state will be set. The only exception is the freshly built Autominer that was never ran.&amp;lt;/ref&amp;gt;. After reactivating the mining will proceeded as a fresh start — with grinding all the volume of now non-existent ground. If you need to pause the miner use the on-off [[switch]] or &#039;&#039;&#039;on&#039;&#039;&#039; logic variable.&lt;br /&gt;
&lt;br /&gt;
When the head is returning automatically to dump the ore, it then goes back down the fastest route.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Ices mined this way will melt if the [[atmosphere]] around the miner is warm. [[Volatiles]] will catch fire on [[Mars]] during the day but won&#039;t on [[Europa]] because of the temperature difference.&lt;br /&gt;
It would be best to redirect the miner&#039;s output with [[chutes]] to an enclosed space with negative temperature or zero [[pressure]]. Alternatively an [[SDB Silo]] or [[Loader]] with stockpile of belts can be used.&lt;br /&gt;
&lt;br /&gt;
The mining head does not damage entities on its way, however a player can still be hurt if gets pressed by the head against a wall. The mining head does not pickup loose ore pieces if you throw some.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s graphic settings may prevent them from seeing the mining head deep enough even looking up close.&lt;br /&gt;
&lt;br /&gt;
The lowest depth limit is Y=2 as the [[tracker]]&#039;s GPS shows.&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters|&lt;br /&gt;
{{Data Parameters/row|Power|Boolean|w=0|Can be read to return if the device is correctly powered or not, set via the power system, return 1 if powered and 0 if not|multiple=2|0|Off|1|On}}&lt;br /&gt;
{{Data Parameters/row|Open|Boolean|w=1|Unused or meaning unknown}}&lt;br /&gt;
{{Data Parameters/row|Error|Boolean|w=0|State|multiple=2|0|Ok|1|Finished, recalled or stuck}}&lt;br /&gt;
{{Data Parameters/row|Activate|Boolean|w=1|1 if device is activated by the square button on the observation platform, otherwise 0|multiple=2|0|The head is ordered to return to the receiver, the mining position is reset.|1|The device is mining, returning ore or returning the head to the mining place}}&lt;br /&gt;
{{Data Parameters/row|On|Integer|w=1|The current state of the Miner. When off it retains its activated state and current mining position.|multiple=2|0|On|1|Off}}&lt;br /&gt;
{{Data Parameters/row|RequiredPower|Integer|w=0|Power consumption|multiple=2|0|Off|200|On}}&lt;br /&gt;
{{Data Parameters/row|ClearMemory|Integer|r=0|When set to 1, clears the counter memory (ExportCount)}} &lt;br /&gt;
{{Data Parameters/row|ExportCount|Integer|w=0|How many items (stacks of ore) were exported.}}&lt;br /&gt;
{{Data Parameters/row|ImportCount|Integer|w=0|Unused}}&lt;br /&gt;
{{Data Parameters/row|PrefabHash|Integer|w=0|The hash of the structure|7274344}}&lt;br /&gt;
{{Data Parameters/row|ReferenceId|Integer|w=0|Unique Reference Identifier for this object}}&lt;br /&gt;
{{Data Parameters/row|NameHash|Integer|w=0|Provides the hash value for the name of the object as a 32 bit integer.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Error logic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Logic states&lt;br /&gt;
|-&lt;br /&gt;
! On !! Error !! Activate !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || Autominer was just built and switched on. It&#039;ll never reach such state again.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || normal operation&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || head was returned sucessfuly either by button or by depth limit reached&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || head stuck at an obstacle&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || miner is off, head is hanging half way, will proceed normally when turned on&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27384</id>
		<title>Guide (Mining)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27384"/>
		<updated>2026-03-31T12:10:31Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: the engine inserts bogus wiki links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining overview ==&lt;br /&gt;
To construct your station you need metal [[ingots]] and [[Gases_and_Liquids|gases]], which are made from [[ores]] and [[Ores#Frozen_Ores|ice]]s, which are to be extracted from the ground with the means of mining.&lt;br /&gt;
&lt;br /&gt;
== Basic mining guide ==&lt;br /&gt;
=== Preparing to the mining trip ===&lt;br /&gt;
* Have your life support okay:&lt;br /&gt;
** Suit [[battery]], [[Oxygen|breathing air]] [[Gas Canister|canister]] and [[Basic Jetpack|jetpack]] [[canister]].&lt;br /&gt;
** Character&#039;s [[Food|Nutrition]] and [[Thirst|Hydration]] taken care off.&lt;br /&gt;
* Have your primary [[equipment]]&lt;br /&gt;
** [[Mining Drill]], [[Mining Drill (Heavy)]] or [[Pneumatic Mining Drill]] charged.&lt;br /&gt;
** [[Mining Belt]] or [[Mining Backpack]] worn to automatically catch ores and ices. Bring a few extra if you can.&lt;br /&gt;
* Have your secondary/optional equipment&lt;br /&gt;
** [[Tablet]] with [[Tracker]] [[cartridge]] AND a working [[Tracking Beacon]] at home. It will help you get home at night, in storm or if you get lost.&lt;br /&gt;
** [[Light]] source: [[Road Flares]]/[[Flare Gun]] or [[Portable Light]]. The [[Helmet|helmet]] light is kinda weak and [[power]] hungry.&lt;br /&gt;
** [[Ore Detector]] or [[Sensor Lenses]]. Optional. Ores can be spotted visually well enough.&lt;br /&gt;
** [[Food]] and [[Water Bottle|Water]]. While it is unadvised to open the [[helmet]] outside to eat, it won&#039;t immediately kill you. &lt;br /&gt;
* Be ready for accidents&lt;br /&gt;
** Have [[Duct Tape|duct tape]] on you in case you fall in a hole and damage your suit&lt;br /&gt;
** A [[Storm]] will hinder your vision greatly and prevent flying.&lt;br /&gt;
*** It will also blow away (steal and destroy) items you left by your base. Tidy up and fasten your [[Kit (Crate)|crates]] and [[Portable Gas Tank|tanks]] before you leave.&lt;br /&gt;
*** You can mine during the storm if you already are at vein, but finding a new ore patch may be difficult.&lt;br /&gt;
** Before you leave your base make sure that nothing is going to overheat, overflow, overpressurize or explode for some other reasons.&lt;br /&gt;
&lt;br /&gt;
=== How to dig ===&lt;br /&gt;
# Spot a surface node of the vein of desired ore or ice and approach it.&lt;br /&gt;
# If you&#039;re unsure what the ore is (e.g. silicone and ice are particular hard to distinguish sometimes) aim at it with your [[drill]] in hand. A note will appear on the screen.&lt;br /&gt;
# Look around. Note and remember where your base is.&lt;br /&gt;
# Activate your [[Mining Drill]] (right click).&lt;br /&gt;
# Aim at the ore and hold left mouse button. The ground start deforming and the ore node will vibrate and eventually disappear into your mining belt.&lt;br /&gt;
# Keep removing dull ground roughly 1m around the spot until you find an another node revealed.&lt;br /&gt;
# Repeat until you done or the vein is mined out.&lt;br /&gt;
# Fly out the hole you made using jetpack (&#039;&#039;&#039;j&#039;&#039;&#039;) or dig a walkable ramp up.&lt;br /&gt;
# Turn off the drill to save its battery.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
Before leaving a partially mined vein make the topmost ore node intact and exposed so you can find it later and distinguish it from an exhausted vein.&lt;br /&gt;
&lt;br /&gt;
You can relocate your ores from the mining belt into your regular inventory (jetpack, [[backpack]], uniform, cardboard boxes, etc), but ices stored not in the special &#039;&#039;ore&#039;&#039; slots will begin to melt and evaporate as soon as outside temperature reaches above zero.&lt;br /&gt;
&lt;br /&gt;
== Means of mining ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tools !! Notes !! Yield !! Automation&lt;br /&gt;
|-&lt;br /&gt;
| 0 || [[Pickaxe]] || Useless. If you have no batteries you&#039;re dead anyway. || 100% || Manual labor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill]] || Basic tool || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill (Heavy)]] and [[Pneumatic Mining Drill]] || Advanced tool. Digs faster. || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Kit (Autominer Small)|Autominer Small]], [[O.G.R.E.]] || Stationary device || 150%&amp;lt;ref&amp;gt;https://steamcommunity.com/app/544550/discussions/0/592912124322349502/#c663844088187021834&amp;lt;/ref&amp;gt;(needs verifying) || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Deep Miner]] || Stationary device || infinite resources || Can be automated to work forever, needs supporting machinery&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[AIMEe]] || Wandering robot || 100%? || Requires programing&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Rocket Miner]] || Autonomous shuttle || infinite resources || Needs supporting machinery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
=== Iron age ===&lt;br /&gt;
At the start game you will need [[Ore_(Iron)|iron]],  [[Ore_(Copper)|copper]] and [[Ore_(Silicon)|silicon]]. Even a stack or two of each will do good. If your [[Game_Settings|difficulty]] settings disallow eating and drinking with a helmet on, very very soon you&#039;ll need at least 4 [[Ice_(Oxite)|oxite]] pieces to fill a 1x1x1 closet with minimally breathable mix (drop in the [[room]] and melt it with your [[Welding Torch]]).&lt;br /&gt;
&lt;br /&gt;
=== Steel age ===&lt;br /&gt;
To operate your [[Furnace]] for the first [[time]], you&#039;ll need 150 [[Ore_(Iron)|iron]], 50 [[Ore_(Coal)|coal]], 1 [[Ice_(Oxite)|oxite]] and 2 [[Ice_(Volatiles)|volatiles]] (or 2 and 4 if you&#039;re kinda slow or the weather is cold like on [[Europa]]). Of course, you can make less than 200 [[Ingot (Steel)|steel]] in your first batch, but why would you? From now on you&#039;d better grab all the [[iron]] ore you can lay your hand on, not forgetting a corresponding amount of [[coal]]. Your demand for [[Ore_(Copper)|copper]] will gradually rise up from now on.&lt;br /&gt;
&lt;br /&gt;
If you stumble at [[Ore_(Gold)|gold]], [[Ore_(Silver)|silver]] or [[Ore_(Lead)|lead]] — have a stack or two.&lt;br /&gt;
&lt;br /&gt;
Since the [[steel]] lets you build the [[Station Battery]] and a few pieces of [[gold]] and [[copper]] let you hook it up with a [[Cable Coil (Heavy)]] to the [[Solid Fuel Generator]], you now can utilize [[Ore_(Coal)|coal]] for [[energy]] generation if you prefer it over [[Solar Panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== Golden age ===&lt;br /&gt;
Further advancement will be impossible without the moderately difficult alloy smelting. Your fist batches of [[Ingot (Solder)|solder]] ([[Ore_(Lead)|lead]]+[[Ore_(Iron)|iron]]) and [[Ingot (Electrum)|electrum]] ([[Ore_(Gold)|gold]]+[[Ore_(Silver)|silver]]) will widen your construction capabilities. Do not overdo it, a stack of each ore will give you enough alloys to play with. Do not forget that [[Ore_(Gold)|gold]] and [[Ore_(Silver)|silver]] are also used in raw non-alloy form, especially the gold.&lt;br /&gt;
&lt;br /&gt;
Also mine [[Ore_(Copper)|copper]], you&#039;ll need a lot of it. Less so for the [[Ore_(Silicon)|silicon]], but still.&lt;br /&gt;
&lt;br /&gt;
As your facility grows, you&#039;ll need to supply it with gases. Have a stack of [[Ice_(Volatiles)|volatiles]] for your smelting operations. It is up to you which breathable [[air]] mix to use on your station, but if you aim at the realistic (but not strictly required by the game mechanic) composition of 25% [[oxygen]] and 75% [[nitrogen]], then you&#039;ll need to mine roughly 4 pieces of [[Ice_(Oxite)|oxite]] and 10 pieces of [[Ice_(Nitrice)|nitrice]]&amp;lt;ref&amp;gt;Warning: raw nitrice ice contains [[Nitrous_Oxide]] which is harmful and needs to be filtered out&amp;lt;/ref&amp;gt; per frame of pressurized volume.&lt;br /&gt;
&lt;br /&gt;
For the life support purposes each player character (of human specie) consumes about 1 [[Ice_(Oxite)|oxite]] ice piece worth of oxygen and 4 [[Ice_(Water)|ice]] pieces worth of [[thirst|water]] per game day.&lt;br /&gt;
&lt;br /&gt;
=== Nickel age ===&lt;br /&gt;
[[Ingot (Invar)|Invar]] and [[Ingot (Constantan)|constantan]] are the rest of alloys you can make with the basic furnace. They both need [[Ore_(Nickel)|nickel]] ore.&lt;br /&gt;
&lt;br /&gt;
=== Cobalt age ===&lt;br /&gt;
Not all of the [[Advanced Furnace]]&#039;s exclusive smelting recipes require [[Ore_(Cobalt)|cobalt]], but beforehand you had no use for it at all.&lt;br /&gt;
&lt;br /&gt;
Note that so far the [[Ore_(Uranium)|uranium]] has no use in the game.&lt;br /&gt;
&lt;br /&gt;
=== Space age ===&lt;br /&gt;
There are ways both to prospect ore veins under the planet surface and to mine asteroids (off screen) using rockets. This guide does not cover that yet.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27382</id>
		<title>Guide (Mining)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guide_(Mining)&amp;diff=27382"/>
		<updated>2026-03-31T12:03:14Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Created page with &amp;quot;== Mining overview == To construct your station you need metal ingots and gases, which are made from ores and ices, which are to be extracted from the ground with the means of mining.  == Basic mining guide == === Preparing to the mining trip === * Have your life support okay: ** Suit battery, breathing air canister and jetpack canister. ** Character&amp;#039;s Nutrition...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mining overview ==&lt;br /&gt;
To construct your station you need metal [[ingots]] and [[Gases_and_Liquids|gases]], which are made from [[ores]] and [[Ores#Frozen_Ores|ice]]s, which are to be extracted from the ground with the means of mining.&lt;br /&gt;
&lt;br /&gt;
== Basic mining guide ==&lt;br /&gt;
=== Preparing to the mining trip ===&lt;br /&gt;
* Have your life support okay:&lt;br /&gt;
** Suit [[battery]], [[Oxygen|breathing air]] [[Gas Canister|canister]] and [[Basic Jetpack|jetpack]] [[canister]].&lt;br /&gt;
** Character&#039;s [[Food|Nutrition]] and [[Thirst|Hydration]] taken acre off.&lt;br /&gt;
* Have your primary [[equipment]]&lt;br /&gt;
** [[Mining Drill]], [[Mining Drill (Heavy)]] or [[Pneumatic Mining Drill]] charged.&lt;br /&gt;
** [[Mining Belt]] or [[Mining Backpack]] worn to automatically catch ores and ices. Bring a few extra if you can.&lt;br /&gt;
* Have your secondary/optional equipment&lt;br /&gt;
** [[Tablet]] with [[Tracker]] [[cartridge]] AND a working [[Tracking Beacon]] at home. It will help you get home at night, in storm or if you get lost.&lt;br /&gt;
** [[Light]] source: [[Road Flares]]/[[Flare Gun]] or [[Portable Light]]. The [[Helmet|helmet]] light is kinda weak and [[power]] hungry.&lt;br /&gt;
** [[Ore Detector]] or [[Sensor Lenses]]. Optional. Ores can be spotted visually well enough.&lt;br /&gt;
** [[Food]] and [[Water Bottle|Water]]. While it is unadvised to open the [[helmet]] outside to eat, it won&#039;t immediately kill you. &lt;br /&gt;
* Be ready for accidents&lt;br /&gt;
** Have [[Duct Tape|duct tape]] on you in case you fall in a hole and damage your suit&lt;br /&gt;
** A [[Storm]] will hinder your vision greatly and prevent flying.&lt;br /&gt;
*** It will also blow away (steal and destroy) items you left by your base. Tidy up and fasten your [[Kit (Crate)|crates]] and [[Portable Gas Tank|tanks]] before you leave.&lt;br /&gt;
*** You can mine during the storm if you already are at vein, but finding a new ore patch may be difficult.&lt;br /&gt;
** Before you leave your base make sure that nothing is going to overheat, overflow, overpressurize or explode for some other reasons.&lt;br /&gt;
&lt;br /&gt;
=== How to dig ===&lt;br /&gt;
# Spot a surface node of the vein of desired ore or ice and approach it.&lt;br /&gt;
# If you&#039;re unsure what the ore is (e.g. silicone and ice are particular hard to distinguish sometimes) aim at it with your [[drill]] in hand. A note will appear on the screen.&lt;br /&gt;
# Look around. Note and remember where your base is.&lt;br /&gt;
# Activate your [[Mining Drill]] (right click).&lt;br /&gt;
# Aim at the ore and hold left mouse button. The ground start deforming and the ore node will vibrate and eventually disappear into your mining belt.&lt;br /&gt;
# Keep removing dull ground roughly 1m around the spot until you find an another node revealed.&lt;br /&gt;
# Repeat until you done or the vein is mined out.&lt;br /&gt;
# Fly out the hole you made using jetpack (&#039;&#039;&#039;j&#039;&#039;&#039;) or dig a walkable ramp up.&lt;br /&gt;
# Turn off the drill to save its battery.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
Before leaving a partially mined vein make the topmost ore node intact and exposed so you can find it later and distinguish it from an exhausted vein.&lt;br /&gt;
&lt;br /&gt;
You can relocate your ores from the mining belt into your regular inventory (jetpack, [[backpack]], uniform, cardboard boxes, etc), but ices stored not in the special &#039;&#039;ore&#039;&#039; slots will begin to melt and evaporate as soon as outside temperature reaches above zero.&lt;br /&gt;
&lt;br /&gt;
== Means of mining ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tools !! Notes !! Yield !! Automation&lt;br /&gt;
|-&lt;br /&gt;
| 0 || [[Pickaxe]] || Useless. If you have no batteries you&#039;re dead anyway. || 100% || Manual labor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill]] || Basic tool || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Mining Drill (Heavy)]] and [[Pneumatic Mining Drill]] || Advanced tool. Digs faster. || 100% || No. Auto [[Stacker#Unloader|unloading]] belts at best&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Kit (Autominer Small)|Autominer Small]], [[O.G.R.E.]] || Stationary device || 150%&amp;lt;ref&amp;gt;https://steamcommunity.com/app/544550/discussions/0/592912124322349502/#c663844088187021834&amp;lt;/ref&amp;gt;(needs verifying) || Can be automated, needs to be reconstructed and relocated upon exhausting the reachable area.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Deep Miner]] || Stationary device || infinite resources || Can be automated to work forever, needs supporting machinery&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[AIMEe]] || Wandering [[robot]] || 100%? || Requires programing&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Rocket Miner]] || Autonomous [[shuttle]] || infinite resources || Needs supporting machinery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
=== Iron age ===&lt;br /&gt;
At the start game you will need [[Ore_(Iron)|iron]],  [[Ore_(Copper)|copper]] and [[Ore_(Silicon)|silicon]]. Even a stack or two of each will do good. If your [[Game_Settings|difficulty]] settings disallow eating and drinking with a helmet on, very very soon you&#039;ll need at least 4 [[Ice_(Oxite)|oxite]] pieces to fill a 1x1x1 closet with minimally breathable mix (drop in the [[room]] and melt it with your [[Welding Torch]]).&lt;br /&gt;
&lt;br /&gt;
=== Steel age ===&lt;br /&gt;
To operate your [[Furnace]] for the first [[time]], you&#039;ll need 150 [[Ore_(Iron)|iron]], 50 [[Ore_(Coal)|coal]], 1 [[Ice_(Oxite)|oxite]] and 2 [[Ice_(Volatiles)|volatiles]] (or 2 and 4 if you&#039;re kinda slow or the weather is cold like on [[Europa]]). Of course, you can make less than 200 [[Ingot (Steel)|steel]] in your first batch, but why would you? From now on you&#039;d better grab all the [[iron]] ore you can lay your hand on, not forgetting a corresponding amount of [[coal]]. Your demand for [[Ore_(Copper)|copper]] will gradually rise up from now on.&lt;br /&gt;
&lt;br /&gt;
If you stumble at [[Ore_(Gold)|gold]], [[Ore_(Silver)|silver]] or [[Ore_(Lead)|lead]] — have a stack or two.&lt;br /&gt;
&lt;br /&gt;
Since the [[steel]] lets you build the [[Station Battery]] and a few pieces of [[gold]] and [[copper]] let you hook it up with a [[Cable Coil (Heavy)]] to the [[Solid Fuel Generator]], you now can utilize [[Ore_(Coal)|coal]] for [[energy]] generation if you prefer it over [[Solar Panel]]s.&lt;br /&gt;
&lt;br /&gt;
=== Golden age ===&lt;br /&gt;
Further advancement will be impossible without the moderately difficult alloy smelting. Your fist batches of [[Ingot (Solder)|solder]] ([[Ore_(Lead)|lead]]+[[Ore_(Iron)|iron]]) and [[Ingot (Electrum)|electrum]] ([[Ore_(Gold)|gold]]+[[Ore_(Silver)|silver]]) will widen your construction capabilities. Do not overdo it, a stack of each ore will give you enough alloys to play with. Do not forget that [[Ore_(Gold)|gold]] and [[Ore_(Silver)|silver]] are also used in raw non-alloy form, especially the gold.&lt;br /&gt;
&lt;br /&gt;
Also mine [[Ore_(Copper)|copper]], you&#039;ll need a lot of it. Less so for the [[Ore_(Silicon)|silicon]], but still.&lt;br /&gt;
&lt;br /&gt;
As your facility grows, you&#039;ll need to supply it with gases. Have a stack of [[Ice_(Volatiles)|volatiles]] for your smelting operations. It is up to you which breathable [[air]] mix to use on your station, but if you aim at the realistic (but not strictly required by the game mechanic) composition of 25% [[oxygen]] and 75% [[nitrogen]], then you&#039;ll need to mine roughly 4 pieces of [[Ice_(Oxite)|oxite]] and 10 pieces of [[Ice_(Nitrice)|nitrice]]&amp;lt;ref&amp;gt;Warning: raw [[nitrice]] ice contains [[Nitrous_Oxide]] which is harmful and needs to be filtered out&amp;lt;/ref&amp;gt; per frame of pressurized volume.&lt;br /&gt;
&lt;br /&gt;
For the life support purposes each player character (of human specie) consumes about 1 [[Ice_(Oxite)|oxite]] ice piece worth of oxygen and 4 [[Ice_(Water)|ice]] pieces worth of [[thirst|water]] per game day.&lt;br /&gt;
&lt;br /&gt;
=== Nickel age ===&lt;br /&gt;
[[Ingot (Invar)|Invar]] and [[Ingot (Constantan)|constantan]] are the rest of alloys you can make with the basic furnace. They both need [[Ore_(Nickel)|nickel]] ore.&lt;br /&gt;
&lt;br /&gt;
=== Cobalt age ===&lt;br /&gt;
Not all of the [[Advanced Furnace]]&#039;s exclusive smelting recipes require [[Ore_(Cobalt)|cobalt]], but beforehand you had no use for it at all.&lt;br /&gt;
&lt;br /&gt;
Note that so far the [[Ore_(Uranium)|uranium]] has no use in the game.&lt;br /&gt;
&lt;br /&gt;
=== Space age ===&lt;br /&gt;
There are ways both to prospect ore veins under the planet surface and to mine asteroids (off screen) using rockets. This guide does not cover that yet.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Autominer_Small&amp;diff=27381</id>
		<title>Autominer Small</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Autominer_Small&amp;diff=27381"/>
		<updated>2026-03-31T10:23:28Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: REDIRECT Kit_(Autominer_Small)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Kit_(Autominer_Small)]]&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Suit_Storage&amp;diff=27373</id>
		<title>Suit Storage</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Suit_Storage&amp;diff=27373"/>
		<updated>2026-03-29T16:49:02Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: no way to know if a canister is absent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itembox&lt;br /&gt;
 | name        = Kit (Suit Storage)&lt;br /&gt;
 | image       = [[File:ItemKitSuitStorage.png]]&lt;br /&gt;
 | createdwith = [[Hydraulic Pipe Bender]], [[Fabricator]]&lt;br /&gt;
 | cost        = 15g [[Iron]], 5g [[Copper]], 5g [[Silver]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Suit Storage&lt;br /&gt;
 | image            = [[File:SuitStorage front.png]]&lt;br /&gt;
 | placed_with_item = [[Kit (Suit Storage)]]&lt;br /&gt;
 | placed_on_grid   = Free (forced right side up)&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Suit Storage)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Used to store the [[EVA Suit]], [[Helmet]], [[Headlamp]], and [[Spacepack]]. If the suit storage is powered and has [[pipes]] connected with [[Oxygen]] [O2] or Propellant [N2], it will recharge the batteries (1kW charge rate + 50w Standby\Operating cost) and equalize the Air [[Tank]] [[Canister]] and the Propellant Tank [[Canister]] with the pipesystem inside it. The wastetank will be pumped out to the [[pipe]] connected to the waste outlet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;All pipes must be connected or it will error out, it will still charge the [[battery]] in error mode&#039;&#039;.&lt;br /&gt;
It does not have internal [[pressure]] regulators, Must be connected to regulated O2/N2 supply. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caution:&#039;&#039;&#039; the only pumping operation performing by the Suit Storage itself is emptying the [[waste tank]] into the waste pipe. It does so &#039;&#039;instantaneously&#039;&#039; and may blow up the waste pipe.&lt;br /&gt;
&lt;br /&gt;
Inputs/Outputs:&lt;br /&gt;
*Front Input is O2,&amp;lt;br&amp;gt;&lt;br /&gt;
*Back Bottom Input is N2, and&amp;lt;br&amp;gt;&lt;br /&gt;
*Top Back Output is Waste&lt;br /&gt;
&lt;br /&gt;
=== Programmable control ===&lt;br /&gt;
While the Suit Storage exposes the pressure values through its data parameters and slot variables, it provides no way to distinguish whether the breathable or propellant canister inside a suit piece is empty or simply absent, the readings will show &amp;quot;0&amp;quot; in either case.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is no way to detect if a suit piece has a canister that can hold higher pressure, such as the [[Gas Canister (Smart)]].&lt;br /&gt;
&lt;br /&gt;
=== Data Network Properties ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
These are all [[:Category:Data Network|Data Network]] properties of this device.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Data Parameters ====&lt;br /&gt;
These are all parameters, that can be written to with a [[Kit_(Logic_I/O)#Logic_Writer|Logic Writer]] or a [[Kit_(Logic_I/O)#Batch_Writer|Batch Writer]]. The outputs are listed in the order a [[Logic]] Writer&#039;s &amp;quot;VAR&amp;quot; setting cycles through them.&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;
| Setting || Integer || Inherited from pump class.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Turns the device on, when set &amp;gt;= 1. Turns it off, when set to &amp;lt;1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Data Outputs ====&lt;br /&gt;
These are all parameters, that can be read with a [[Kit_(Logic_I/O)#Logic_Reader|Logic Reader]]. The outputs are listed in the order a Logic Reader&#039;s &amp;quot;VAR&amp;quot; setting cycles through them.&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 device is turned on and receives power. (0 for no, 1 for yes).&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean || Returns whether the device is flashing an error. (0 for no, 1 for yes).&lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || Inherited from pump class.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum || Integer || Inherited from pump class.&lt;br /&gt;
|-&lt;br /&gt;
| Ratio || Integer || Inherited from pump class.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || Returns whether the device is turned on. (0 for no, 1 for yes)&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || Returns the current amount of power, required by the device, in watts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Data Slots ====&lt;br /&gt;
These are all parameters, that can be read with a [[Kit_(Logic_I/O)#Slots_Reader|Slots Reader]]. The outputs are listed in the order a Slots Reader&#039;s &amp;quot;VAR&amp;quot; setting cycles through them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number || Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Helmet || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Suit || &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Back|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | All&lt;br /&gt;
|-&lt;br /&gt;
| Occupied || Boolean || Returns whether the slot occupied. (0 for no, 1 for yes).&lt;br /&gt;
|-&lt;br /&gt;
| OccupantHash || Integer || Returns [[ItemHash]] of item in slot.&lt;br /&gt;
|-&lt;br /&gt;
| MaxQuantity || Integer || Size of stack.&lt;br /&gt;
|-&lt;br /&gt;
| Damage || Integer || Item durability in percent.&lt;br /&gt;
|-&lt;br /&gt;
| Class || Integer || Item class ID.&lt;br /&gt;
|-&lt;br /&gt;
| Quantity || Integer || Size of stack.&lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || Integer || Returns [[ItemHash]] of item in slot.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Suit&lt;br /&gt;
|-&lt;br /&gt;
| ChargeRatio || Integer || Percent charge in 0-1.&lt;br /&gt;
|-&lt;br /&gt;
| Charge || Integer || Charge in Joules.&lt;br /&gt;
|-&lt;br /&gt;
| PressureWaste || Integer || Pressure of wastetank.&lt;br /&gt;
|-&lt;br /&gt;
| PressureAir || Integer || Pressure of airtank.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Back&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || Integer || Pressure of Jettank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Kit_(Switch)&amp;diff=27372</id>
		<title>Kit (Switch)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Kit_(Switch)&amp;diff=27372"/>
		<updated>2026-03-29T10:57:38Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Dial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Switch)&lt;br /&gt;
 | createdwith = [[Electronics Printer]], [[Fabricator]]&lt;br /&gt;
 | cost        = 1g [[Gold]], 1g [[Copper]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Switch&lt;br /&gt;
 | prefab_hash      = 321604921&lt;br /&gt;
 | image            = [[File:Switch.jpg]]&lt;br /&gt;
 | power_usage      = 0W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Switch)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Logic Switch)]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Lever&lt;br /&gt;
 | prefab_hash      = 1220484876&lt;br /&gt;
 | image            = [[File:Lever.jpg]]&lt;br /&gt;
 | power_usage      = 0W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Switch)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Logic Switch)]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Button&lt;br /&gt;
 | prefab_hash      = 491845673&lt;br /&gt;
 | image            = [[File:Button.jpg]]&lt;br /&gt;
 | power_usage      = 0W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Switch)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Logic Switch)]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Dial&lt;br /&gt;
 | prefab_hash      = 554524804&lt;br /&gt;
 | image            = [[File:Dial.jpg]]&lt;br /&gt;
 | power_usage      = 0W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Switch)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Logic Switch)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Kit (Switch) provides a range of simple input devices for controlling station machinery. Switches do not require [[power]] to function and lack the associated connection port.&lt;br /&gt;
&lt;br /&gt;
At the minimum, any Switch has to be paired with a [[Logic Writer]] to direct its output signal into desired data variable of a given device or machine.&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
= Switch =&lt;br /&gt;
The [[Logic]] Switch gives players the ability to add controls to control [[circuits]] without requiring tools.&lt;br /&gt;
Toggles output value between 0 and 1.&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;
| Lock || Boolean || Prevents using the switch when set to 1 (not working as of v0.2.2891.14453)&lt;br /&gt;
|-&lt;br /&gt;
| Open || Boolean || Set the current switch state&lt;br /&gt;
|-&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;
| Lock || Boolean || Gets the current lock state&lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || &lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || String || &lt;br /&gt;
|-&lt;br /&gt;
| Open || Boolean || Gets the current state&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connectors ==&lt;br /&gt;
* Top: Data Output&lt;br /&gt;
* Bottom: Data Output&lt;br /&gt;
&lt;br /&gt;
= Lever =&lt;br /&gt;
Toggles output value between 0 and 1.&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;
| Open || Boolean || Sets the lever position&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Locks or unlocks the lever for player interaction (Does not appear to work in v. 0.2.4089.19416)&lt;br /&gt;
|-&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;
| Open || Boolean || What state the lever is in&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || Whether the lever is locked from user interaction&lt;br /&gt;
|-&lt;br /&gt;
| Setting|| Integer(?) || ?&lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || String || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connectors ==&lt;br /&gt;
* Top: Data Output&lt;br /&gt;
* Bottom: Data Output&lt;br /&gt;
&lt;br /&gt;
= Button =&lt;br /&gt;
Sends a pulse of 0.5 seconds long of value 1.&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;
| Activate|| Boolean || Sets the button setting to 1&lt;br /&gt;
|-&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;
| Activate|| Boolean || Returns 1 if the activate state was just set by a write or IC&lt;br /&gt;
|-&lt;br /&gt;
| Setting|| Integer || Gets the current value of the button&lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || String || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connectors ==&lt;br /&gt;
* Top: Data Output&lt;br /&gt;
* Bottom: Data Output&lt;br /&gt;
&lt;br /&gt;
= Dial =&lt;br /&gt;
Allows user to select a value between 0 and the maximum set by use of screws. The dial itself is usable without tools.&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 || Sets the maximum value you can set when using the dial up to 999&lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || Sets the current value of the dial&lt;br /&gt;
|-&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 || Gets the maximum value you can set when using the dial&lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || Get the current value of the dial&lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || String || &lt;br /&gt;
|-&lt;br /&gt;
| Ratio || Integer ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Connectors ==&lt;br /&gt;
* Bottom: Data Output&lt;br /&gt;
&lt;br /&gt;
== Screws ==&lt;br /&gt;
* Bottom Left: Decrease maximum possible value to be set by dial.&lt;br /&gt;
* Bottom Right: Increase maximum possible value to be set by dial.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Talk:Portables_Connector&amp;diff=27371</id>
		<title>Talk:Portables Connector</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Talk:Portables_Connector&amp;diff=27371"/>
		<updated>2026-03-29T10:39:20Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: ty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It appears to me that the Portables Connector has no internal volume. Where that 100L number came from? I&#039;m seeing it for long time everywhere. [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 12:53, 28 March 2026 (UTC)&lt;br /&gt;
-----&lt;br /&gt;
:Not sure, could be an older implementation of it.&lt;br /&gt;
&lt;br /&gt;
:Its code running every atmospherics tick checks if there&#039;s a &#039;&#039;PortableAtmospherics&#039;&#039; implementer in its tank slot.&lt;br /&gt;
&lt;br /&gt;
:If not, it aborts early without doing anything.&lt;br /&gt;
&lt;br /&gt;
:If it does, it checks if there&#039;s a gas pipe connected and not waiting for a blocking atmospheric event to complete. If it passes that :check, it mixes gas contents betwen the gas pipe network and the PortableAtmospherics&#039;s internal atmosphere.&lt;br /&gt;
&lt;br /&gt;
:Then it does the same check, but with the liquid pipe and liquid contents.&lt;br /&gt;
&lt;br /&gt;
:There&#039;s no 100 involved anywhere, not even in the &#039;&#039;StructurePortablesConnector&#039;&#039; prefab. Maybe one of the PortableAtmospherics implementers had a 100L volume at some point.&lt;br /&gt;
&lt;br /&gt;
:I&#039;d say removing references to the portables connector having a 100L volume should be safe now.&lt;br /&gt;
&lt;br /&gt;
:-[[User:RA2lover|RA2lover]] ([[User talk:RA2lover|talk]]) 21:09, 28 March 2026 (UTC)&lt;br /&gt;
-----&lt;br /&gt;
::Thank you for the clarification. I did the edits. [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 10:39, 29 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Portables_Connector&amp;diff=27370</id>
		<title>Portables Connector</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Portables_Connector&amp;diff=27370"/>
		<updated>2026-03-29T10:35:47Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: removed the wrong info about is having a volume&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Portables Connector&lt;br /&gt;
 | image       = [[File:ItemTankConnector.png]]&lt;br /&gt;
 | createdwith = [[Hydraulic Pipe Bender]]&lt;br /&gt;
 | cost        = 5g [[Iron]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Formerly [[Tank]] Connector. Used to attach a [[Portable Tank]], [[Portable Air Scrubber]] or [[Portable Air Conditioner]] to a [[pipe]] network by using the [[Wrench]]. It has two pipe connections, one for liquids and one for gasses. Portables Connector has no internal volume of its own.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* [[Pressure]] per [[tick]] 101.325kPa [202.65kPa per second)&lt;br /&gt;
&lt;br /&gt;
When looking at the gauge, the [[water]] connection is on the front left, with the gas connection back left.&lt;br /&gt;
&lt;br /&gt;
[[Portable Air Scrubber]] or [[Portable Air Conditioner]] can be operated while mounted on the portables connector, but the release lever is locked.&lt;br /&gt;
&lt;br /&gt;
[[File:PortablesConnected.png|thumb|Tank connected on connector]]&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Atmospheric_Components_Quick_Reference&amp;diff=27369</id>
		<title>Atmospheric Components Quick Reference</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Atmospheric_Components_Quick_Reference&amp;diff=27369"/>
		<updated>2026-03-29T10:31:36Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: corrected pipe volume and canister pressure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick reference to the various components of a piped-fluid network.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Kit !! Inputs !! Outputs !! One-way? !! Switched? !! Compressor? !! Volume !! Max. [[Pressure]] !! Max. [[Power]] !! Primary Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipes|Pipe]] (various shapes) || [[Pipes|Kit (Pipe)]], also craftable at [[Autolathe]] || colspan=&amp;quot;2&amp;quot;|2-6 generic || No || No || No || 10 L || 60 MPa || - || Provide a pathway.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Label]] || [[Pipe Label|Kit (Pipe Label)]] || colspan=&amp;quot;2&amp;quot;|clamp-on || - || - || - || - || - || - || Visually label [[pipes]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Valve]] || [[Pipe Valve|Kit (Pipe Valve)]] || colspan=&amp;quot;2&amp;quot;|2 generic || No || Manual only || No|| ? || ? || - || Open/close flow manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Digital Valve]] || [[Pipe Digital Valve|Kit (Digital Valve)]] || colspan=&amp;quot;2&amp;quot;|2 generic || No || Yes || No || ? || ? || 25W || Open/close flow using [[Kit (Logic I/O)|logic circuits]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Volume Pump]] || [[Pipe Volume Pump|Kit (Volume Pump)]] || 1 || 1 || Yes || Yes || Yes, adjustable || varies? || ? || 800W, varies || Pump fluid at adjustable rate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pressure_Regulator#Pressure_Regulator|Pressure Regulator]] || [[Pressure Regulator|Kit (Pressure Regulator)]] || 1 || 1 || Yes || Yes || Yes || ? || 60 MPa&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 100W || Achieve target pressure at output.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pressure_Regulator#Back_Pressure_Regulator|Back Pressure Regulator]] || [[Pressure Regulator|Kit (Pressure Regulator)]] || 1 || 1 || Yes || Yes || Yes || ? || 60 MPa&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || 100W || Achieve target pressure at input.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Meter]] || [[Pipe Meter|Kit (Pipe Meter)]] || colspan=&amp;quot;2&amp;quot;|clamp-on || - || - || - || - || - || - || Visually show [[pipe]]&#039;s pressure.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Analyzer]] || [[Pipe Analyzer|Kit (Pipe Analyzer)]] || colspan=&amp;quot;2&amp;quot;|clamp-on || - || - || - || - || - || 5W || Sense pipe&#039;s pressure, temperature, and composition, for visual display and [[logic]] [[circuits]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Gas Mixer]] || [[Pipe Gas Mixer|Kit (Gas Mixer)]] || 2 || 1 || Yes || Yes || Yes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || ? || ? || 100W || Mix fluids: Combine two input mixes into one output mix, at an adjustable ratio.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kit (Atmospherics) Filtration|Filtration]] || [[Kit (Atmospherics)]] || 1 || 2 || Yes || Yes || Yes || ? || ? || 5W || Sort fluids: Separate an input mix into a pure output and a &amp;quot;leftover&amp;quot; output.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kit (Atmospherics) Electrolyzer|Electrolyzer]] || [[Kit (Atmospherics)]] || 1 || 1 || Yes || Yes || Yes || ? || ? || 1,400W || Create [[fuel]]: From input [[water|H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O]], output mixed [[Oxygen|O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]] and [[Volatiles]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Kit (Atmospherics) Air Conditioner|Air Conditioner]] || [[Kit (Atmospherics)]] || 1 || 2 || Yes || Yes || Yes || ? || ? || 7,000W, varies || Heat or cool a fluid: From input, split heat between right-temperature and wrong-temperature outputs.&lt;br /&gt;
|-&lt;br /&gt;
| [[In-Line Tank Gas]] || [[Kit (Pipe Utility Gas)]] || colspan=&amp;quot;2&amp;quot;| 2 generic || No || No || No || 250 L || 60 MPa || - || A small expansion [[tank]] that increases the volume of a [[Pipe Network]]. You need two [[Kit (Pipe Utility Gas)]] to construct this&lt;br /&gt;
|-&lt;br /&gt;
| [[In-Line Tank Small Gas]] || [[Kit (Pipe Utility Gas)]] || colspan=&amp;quot;2&amp;quot;| 2 generic || No || No || No || 100 L || 60 MPa || - || A small expansion tank that increases the volume of a Pipe Network.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gas Tank Storage]] || [[Kit (Pipe Utility Gas)]] || colspan=&amp;quot;2&amp;quot;| 1 generic || No || No || No || - || - || - || Gas tank storage is a part of piping that allows Gas [[Canister]] filling and storage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wall Cooler]] || [[Wall Cooler|Kit (Wall Cooler)]] || 1 space || 1 || Yes, for heat&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Yes, for heat&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Yes, for heat&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || ? || ? || ? || Cool a space: Actively remove heat from a space into a pipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wall Heater]] || [[Wall Heater|Kit (Wall Heater)]] || colspan=&amp;quot;2&amp;quot;|1 space || - || - || - || - || - || 1010W || Heat a space: Convert electric power into heat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe Radiator]] || [[Pipe Radiator|Kit (Pipe Radiator)]] || colspan=&amp;quot;2&amp;quot;|clamp-on || - || - || - || - || - || - || Heat/cool: Passively exchange heat between a pipe and a space.&lt;br /&gt;
|-&lt;br /&gt;
| [[Active Vent]] || [[Active Vent|Kit (Active Vent)]] || colspan=&amp;quot;2&amp;quot;|1 generic, 1 space || Yes, reversable || Yes || Yes || ? || ?&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 100W || Pump pressure between a space and a pipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Passive Vent]] || [[Passive Vent|Kit (Passive Vent)]] || colspan=&amp;quot;2&amp;quot;|1 generic, 1 space || No || No || No || - || - || - || Equalize pressure between a space and a pipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gas Tank Storage]] || [[Gas Tank Storage|Kit (Canister Storage)]] || colspan=&amp;quot;2&amp;quot;|1 generic || No || No || No || 64 L&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 10.1 MPa&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || - || Small storage: Attach pipes to [[Gas Canister]]s (removable, inventory-portable fluid storage).&lt;br /&gt;
|-&lt;br /&gt;
| [[Tank Connector]] || [[Tank Connector|Kit (Tank Connector)]] || colspan=&amp;quot;2&amp;quot;|1 generic || No || No || No || 790 L&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 10.1 MPa&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || - || Medium storage: Attach pipes to [[Portable Tank]]s (removable, draggable fluid storage), and also to [[Portable Air Scrubber]]s and [[Portable Air Conditioner]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tank|Small Tank]] || [[Tank|Kit (Tank)]] || colspan=&amp;quot;2&amp;quot;|1 generic || No || Logic only? || No || 6 kL || 60 MPa || - || Permanent, high-capacity fluid storage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tank|Large Tank]] || [[Tank|Kit (Tank)]] × 5 || colspan=&amp;quot;2&amp;quot;|1 generic || No || Logic only? || No || 50 kL || 60 MPa || - || Permanent, super-capacity fluid storage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]] || [[Furnace|Kit (Furnace)]], craftable at [[Autolathe]] || 1 || 1 || Yes || No || No || 1 kL || 60 MPa || - || Smelt [[ores]], but can also melt/sublimate Ices directly into a pipe.&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Furnace]] || [[Advanced Furnace|Kit (Advanced Furnace)]], craftable at [[Electronics Printer]] Mk. II || 1 || 1 || Yes || Yes || Yes, adjustable || 1 kL? || ? || ? || Smelt ores and sublimate Ices, with active, adjustable pumping on input and output.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kit:&#039;&#039;&#039; The item used to build the component. These are the names as they appear in fabrication lists, which does not always match the true name of the item. Except where noted, all of these items are manufactured with a [[Hydraulic Pipe Bender]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input/Output:&#039;&#039;&#039; &amp;quot;Generic&amp;quot; connections are pipe fittings that are not explicitly for input or output. &amp;quot;Space&amp;quot; indicates an interface to fluids that are not contained in pipes (e.g., the [[atmosphere]] or the contents of a [[room]]). &amp;quot;Clamp-on&amp;quot; components have no fittings of their own; they clamp onto an existing Straight Pipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One-way:&#039;&#039;&#039; Does the component prevent fluid from flowing the wrong way, from output to input?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Switched:&#039;&#039;&#039; Does it prevent all flow when switched off or unpowered? Except where noted, switched components can be switched either manually or using [[Kit (Logic I/O)|logic circuits]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compressor:&#039;&#039;&#039; Will it actively increase pressure in the output and decrease pressure in the input? If no, the component only allows pressure to change toward equilibrium between input and output, or it does not enable any pressure changes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max. Pressure:&#039;&#039;&#039; The component will begin to fail when pressure exceeds this. More precisely, this is the maximum &#039;&#039;difference&#039;&#039; in pressure between the component&#039;s internal volume and the surrounding space. Some components list &amp;quot;60 MPa&amp;quot; because attached pipes will fail, even if the true limit of the component itself is unknown. Even where a higher limit is known (e.g., canisters), this limitation still holds and places a practical maximum on most setups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; While the Pipe [[Gas Mixer]] will actively compress from output to input, it will stop when either input is empty, to preserve the mix ratio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 2:&#039;&#039;&#039; The Wall Cooler&#039;s one-way, switched, and &amp;quot;compressor&amp;quot; qualities apply only to the heat exchange. It does not directly affect the pressure or flow in its attached pipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 3:&#039;&#039;&#039; The Active Vent will &#039;&#039;fail&#039;&#039; at ? MPa. The pressure at which it will stop pumping is configurable through the data network and defaults to 0 Pa for Inward mode and 101 kPa (1 standard atmosphere) for Outward mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 4:&#039;&#039;&#039; These Volume and Max. Pressure ratings reflect the limits of the removable canisters and tanks. The structure itself has no internal volume nor any rupture threshold. Note that the 10 MPa limit of a Gas Canister and Portable Tank is considerably lower than the 60 MPa overall limit of a pipe network.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 5:&#039;&#039;&#039; Regulators themselves have no inner atmosphere and thus no inner pressure that would break them.&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Talk:Portables_Connector&amp;diff=27359</id>
		<title>Talk:Portables Connector</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Talk:Portables_Connector&amp;diff=27359"/>
		<updated>2026-03-28T12:53:25Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: has is an internal volume?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It appears to me that the Portables Connector has no internal volume. Where that 100L number came from? I&#039;m seeing it for long time everywhere. [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 12:53, 28 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Talk:Ice_(Oxite)&amp;diff=27348</id>
		<title>Talk:Ice (Oxite)</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Talk:Ice_(Oxite)&amp;diff=27348"/>
		<updated>2026-03-27T08:07:01Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Suggestion to combine all ice pages into one */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Fix information about melting. Now it does have specific melting point instead of using applied heat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;q&amp;gt;I can&#039;t move this page, but I think we should move it to [[Oxite]] and just make this a redirect, similar to [[Nitrice]]. Easier to type/cleaner?&amp;lt;/q&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;- dLX 1:36 AM&lt;br /&gt;
&lt;br /&gt;
== Suggestion to combine all ice pages into one ==&lt;br /&gt;
&lt;br /&gt;
All these pages (Oxite, Volatiles, Water, Nitrice) contain mostly identical information about mining and melting. The only unique content is the chemical composition, images and usage tips. I suggest creating a single &amp;quot;Ices&amp;quot; page page and turning the individual ice pages into redirects that point to the relevant sections. The Ices page should include:&lt;br /&gt;
* a table or list of all natural ices,&lt;br /&gt;
* a table/list with every artificial pure ice,&lt;br /&gt;
* complete  information about melting.&lt;br /&gt;
* a link to mining guide&lt;br /&gt;
&lt;br /&gt;
An alternative suggestion if we decide to keep the individual Ice pages is to cut the repeating melting info into a different entity and somehow include it through wiki magic into every ice page, thus avoiding duplication or possible inconsistencies.&lt;br /&gt;
&lt;br /&gt;
The melting info needs to be streamlined and expanded, I am planning to perform some research on the topic.&lt;br /&gt;
&lt;br /&gt;
[[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 08:07, 27 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=IC10&amp;diff=27343</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=IC10&amp;diff=27343"/>
		<updated>2026-03-26T13:56:22Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Debugging advices */ breakpoints trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:IC10 Programming]]&lt;br /&gt;
=Scripting language for IC10 housings / chips=&lt;br /&gt;
MIPS is [[Stationeers]]&#039; inspiration for the in-game scripting language called IC10. 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;d5&#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 algorithmic 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 convenient 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 special device register &#039;&#039;&#039;db&#039;&#039;&#039; is the device wherever the IC is mounted upon. Very convenient for atmospheric devices where no separate IC socket is required.&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 on the socket. An alias is only convenient to convey what is expected to be set on the d? screw, it does not actually set or program the screw.&lt;br /&gt;
&lt;br /&gt;
* Read from device (load) &amp;lt;code&amp;gt;l r? d? logicType&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 device (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;
{{ICCode|&lt;br /&gt;
lb r? deviceHash logicType batchMode &lt;br /&gt;
sb deviceHash logicType r?&lt;br /&gt;
}}&lt;br /&gt;
Additionally, using the following batch commands, a &#039;&#039;&#039;nameHash&#039;&#039;&#039; can be provided to only modify devices with a certain name.&lt;br /&gt;
{{ICCode|&lt;br /&gt;
lbn r? deviceHash nameHash logicType batchMode&lt;br /&gt;
sbn deviceHash nameHash logicType r?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All hashes used in the game are CRC-32 checksums computed from the strings they represent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;batchMode&#039;&#039;&#039; is a parameter equal to 0, 1, 2, or 3. These are also defined as the constants &#039;&#039;&#039;Average&#039;&#039;&#039;, &#039;&#039;&#039;Sum&#039;&#039;&#039;, &#039;&#039;&#039;Minimum&#039;&#039;&#039;, and &#039;&#039;&#039;Maximum&#039;&#039;&#039; respectively. The word or number can be used.&lt;br /&gt;
&lt;br /&gt;
Combining one of these functions with the &amp;lt;code&amp;gt;HASH()&amp;lt;/code&amp;gt; function can be advantageous:&lt;br /&gt;
&lt;br /&gt;
{{ICCode|&lt;br /&gt;
lbn r0 HASH(&amp;quot;StructureGasSensor&amp;quot;) &lt;br /&gt;
HASH(&amp;quot;Sensor 1&amp;quot;) Temperature Average&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This code will load the average temperature of all gas [[sensors]] on the network named &amp;quot;[[Sensor]] 1&amp;quot; onto register &#039;&#039;&#039;r0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the batch read (lb/lbn) is done on a network without any matching devices the results will be as specified in the table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Batch read with no devices&lt;br /&gt;
|-&lt;br /&gt;
! Batch Mode !! Result&lt;br /&gt;
|-&lt;br /&gt;
| Average (0) || nan&lt;br /&gt;
|-&lt;br /&gt;
| Sum (1) || 0&lt;br /&gt;
|-&lt;br /&gt;
| Minimum (2) || 0*&lt;br /&gt;
|-&lt;br /&gt;
| Maximum (3) || ninf&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This apparently used to result in pinf, but in version 0.2.6091.26702 both lb and lbn are returning 0.&lt;br /&gt;
&lt;br /&gt;
pinf and ninf are the IC10 constants for &amp;quot;positive infinity&amp;quot; and &amp;quot;negative infinity&amp;quot; respectively, and work much like other numerical constants.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&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 &#039;&#039;&#039;r0&#039;&#039;&#039; 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 &#039;&#039;&#039;r1&#039;&#039;&#039; to register &#039;&#039;&#039;r0&#039;&#039;&#039;&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 &#039;&#039;&#039;d0&#039;&#039;&#039; and places the value in register &#039;&#039;&#039;r0&#039;&#039;&#039;.&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 &#039;&#039;&#039;On&#039;&#039;&#039;), 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 [[IC10#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 [[IC10#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; nor &#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;
==Stack Memory==&lt;br /&gt;
The Stack is a memory that can hold 512 different values. Each IC10 has its own Stack, and some devices (like the Logical [[Sorter]]) also have a Stack.&lt;br /&gt;
;push r?: adds the value  &#039;&#039;&#039;r?&#039;&#039;&#039; and increments the &#039;&#039;&#039;sp&#039;&#039;&#039; by 1.&lt;br /&gt;
;pop r?: loads the value in the stack memory at index &amp;lt;code&amp;gt;sp-1&amp;lt;/code&amp;gt; into register &#039;&#039;&#039;r?&#039;&#039;&#039; and decrements the &#039;&#039;&#039;sp&#039;&#039;&#039; by 1.&lt;br /&gt;
;peek r?: loads the value in the stack memory at index &amp;lt;code&amp;gt;sp-1&amp;lt;/code&amp;gt; into register &#039;&#039;&#039;r?&#039;&#039;&#039;.&lt;br /&gt;
;poke address(r?|num) value(r?|num): Stores the provided value at the provided address in the stack.&lt;br /&gt;
;get r? d? address(r?|num): loads the value in the stack memory at index &amp;lt;code&amp;gt;address&amp;lt;/code&amp;gt; on provided device into register &#039;&#039;&#039;r?&#039;&#039;&#039;.&lt;br /&gt;
;getd r? id(r?|num) address(r?|num): loads the value in the stack memory at index &amp;lt;code&amp;gt;address&amp;lt;/code&amp;gt; on provided device id into register &#039;&#039;&#039;r?&#039;&#039;&#039;.&lt;br /&gt;
;put d? address(r?|num) value(r?|num): adds the value to the stack memory off the provided device at index &amp;lt;code&amp;gt;address&amp;lt;/code&amp;gt;.&lt;br /&gt;
;putd id(r?|num) address(r?|num) value(r?|num) : adds the value to the stack memory off the provided device id at index &amp;lt;code&amp;gt;address&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, &#039;&#039;&#039;sp&#039;&#039;&#039; can be both written to and read from any [[time]]. When reading (&#039;&#039;&#039;peek&#039;&#039;&#039; or &#039;&#039;&#039;pop&#039;&#039;&#039;), &#039;&#039;&#039;sp&#039;&#039;&#039; must be between 1 and 512, inclusive. While writing (&#039;&#039;&#039;push&#039;&#039;&#039;), &#039;&#039;&#039;sp&#039;&#039;&#039; must be between 0 and 511, inclusive.&lt;br /&gt;
&lt;br /&gt;
Stack memory is persistent on [[logic]] chips. This means that if you have a logic chip and push values to the stack, the code that pushes those values can be removed and the stack will retain those values.&lt;br /&gt;
&lt;br /&gt;
Note that this does not carry over to any other logic chips which receive the program of the original; They will need to have their stack memories programmed individually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack Traversing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traversing the stack can be done similarly to how an array would be traversed in some other languages:&lt;br /&gt;
{{ICCode|&lt;br /&gt;
#this will traverse indices {min value} through {max value}-1&lt;br /&gt;
move sp {min value}&lt;br /&gt;
loop:&lt;br /&gt;
add sp sp 1&lt;br /&gt;
peek r0&lt;br /&gt;
&lt;br /&gt;
#do something here with your stack values (loaded into r0)&lt;br /&gt;
&lt;br /&gt;
blt sp {max value} loop&lt;br /&gt;
&lt;br /&gt;
#continue on&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the pop function&#039;s decrementing to make a more efficient loop:&lt;br /&gt;
{{ICCode|&lt;br /&gt;
move sp {max value}&lt;br /&gt;
add sp sp 1&lt;br /&gt;
loop:&lt;br /&gt;
pop r0&lt;br /&gt;
&lt;br /&gt;
#do something here with your stack values (loaded into r0)&lt;br /&gt;
&lt;br /&gt;
bgt sp {min value} loop&lt;br /&gt;
&lt;br /&gt;
#continue on&lt;br /&gt;
&lt;br /&gt;
}}&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;
{{ICCode|&lt;br /&gt;
alias MyAlias r0 # Text after the hash tag will be ignored to the end of the line.&lt;br /&gt;
# You can also write comments on their own lines, like this.&lt;br /&gt;
}}&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, it&#039;s 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;
{{ICCode|&lt;br /&gt;
#Reads the &#039;Temperature&#039; from an atmosphere sensor&lt;br /&gt;
# at device port &#039;d0&#039; into register &#039;r0&#039;.&lt;br /&gt;
l r0 d0 Temperature&lt;br /&gt;
}} &lt;br /&gt;
{{ICCode|&lt;br /&gt;
# Writes the value of the register &#039;r0&#039; to the&lt;br /&gt;
# device on port &#039;d1&#039; into the variable &#039;Setting&#039;.&lt;br /&gt;
s d1 Setting r0&lt;br /&gt;
}}&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;
{{ICCode|&lt;br /&gt;
main: # define a jump mark with label &#039;main&#039;&lt;br /&gt;
j main # jumps back to &#039;main&#039;&lt;br /&gt;
}}&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;
{{ICCode|&lt;br /&gt;
# defines a Constant with name &#039;pi&#039;&lt;br /&gt;
# and set its value to 3.14159&lt;br /&gt;
define pi 3.14159&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
You can use these constants like any other variables (see: alias in section [[IC10#Instructions|Instructions]]). Example:&lt;br /&gt;
{{ICCode|&lt;br /&gt;
# set the value of register &#039;r0&#039; to the value of constant named &#039;pi&#039;.&lt;br /&gt;
move r0 pi &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Numeric values==&lt;br /&gt;
Registers and constants are usually decimal values using double-precision floating point (confirmed?).&lt;br /&gt;
&lt;br /&gt;
Unlike real CPU architectures, integers are not supported as a distinct type, but double FP can represent integers up to about 54 bits before rounding causes problems (the exact number depending what bit patterns you happen to have).&lt;br /&gt;
&lt;br /&gt;
Numbers can be written in hexadecimal by preceding the value with a $ symbol. Values larger than 54 bits might get corrupted. Hex numbers are typically used for ReferenceId values.&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
{{ICCode|&lt;br /&gt;
move r0 12345&lt;br /&gt;
move r1 123.456&lt;br /&gt;
move r2 $E1B2&lt;br /&gt;
}}&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 in front 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;
{{ICCode|&lt;br /&gt;
move r0 5 # stores the value 5 in r0&lt;br /&gt;
move rr0 10 &lt;br /&gt;
# is now the same as &#039;move r5 10&#039; &lt;br /&gt;
# since r0 has the value 5, rr0 points at the register r5&lt;br /&gt;
}}&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;
{{ICCode|&lt;br /&gt;
move r1 2&lt;br /&gt;
move r2 3&lt;br /&gt;
move rrr1 4&lt;br /&gt;
# is now the same as &#039;move r3 4&#039;&lt;br /&gt;
# since r1 points at r2 which points at r3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This also works with devices&lt;br /&gt;
{{ICCode|&lt;br /&gt;
move r0 2 # stores the value 2 in r0&lt;br /&gt;
s dr0 On 1 &lt;br /&gt;
# is now the same as &#039;s d2 On 1&#039;&lt;br /&gt;
# r0 has the value 2 so dr0 points at d2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dynamically changing LogicType when interacting with Device Registers ==&lt;br /&gt;
When the &amp;lt;code&amp;gt;l&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;s&amp;lt;/code&amp;gt; instructions are used to read from or write to a Device Register, the LogicType is the variable that will be interacted with (example: in &amp;lt;code&amp;gt;l r0 myDevice Temperature&amp;lt;/code&amp;gt; the LogicType is the Temperature). In most scripts the LogicType will be hardcoded. But it&#039;s also possible to change the LogicType dynamically. The LogicType is an enum, where each type is identified by a unique integer value. This makes it possible to cycle through them in various ways, either as a list placed on the Stack, or by increasing the LogicType value via addition in each loop.&lt;br /&gt;
{{ICCode|&lt;br /&gt;
#loop through a list of LogicTypes&lt;br /&gt;
push LogicType.RatioOxygen&lt;br /&gt;
push LogicType.RatioVolatiles&lt;br /&gt;
push LogicType.Temperature&lt;br /&gt;
loop:&lt;br /&gt;
pop r1&lt;br /&gt;
l r0 myDevice r1&lt;br /&gt;
...&lt;br /&gt;
bgtz sp loop #loop until the Stack is empty}}&lt;br /&gt;
&lt;br /&gt;
==Network Referencing / Channels==&lt;br /&gt;
&lt;br /&gt;
All cable networks have 8 Channels which can have data loaded from/stored to via a device and connection reference. Connections for each supported device are listed in the stationpedia. All &#039;connections&#039; a device can make are a connection ([[pipe]], [[chute]], cable), but only cable networks have channels.&lt;br /&gt;
&lt;br /&gt;
The 8 channels (Channel0 to Channel7) are however volatile, in that data is destroyed if any part of the cable network is changed, removed, or added to, and also whenever the [[world]] is exited. All these channels default to NaN. Strictly speaking, they default to what we would call &amp;quot;quiet NaN&amp;quot;, in that its not an error it simply means its not a number yet. Recommend you use these channels for reading and writing between networks, rather than as a data store. This effectively means an IC can read all the networks for all devices to connected to it, so not just their own local network, but any networks any device they can reference is connected to.&lt;br /&gt;
{{ICCode|&lt;br /&gt;
# d0 is device zero, and the :0 refers&lt;br /&gt;
# to that device&#039;s 0 connection&lt;br /&gt;
l r0 d0:0 Channel0}}&lt;br /&gt;
&lt;br /&gt;
For example: on an [[IC Housing]], the 0 connection is the data port and 1 is [[power]], so you could write out r0 to Channel0 of the power network of the Housing using &amp;lt;code&amp;gt;s db:1 Channel0 r0&amp;lt;/code&amp;gt;&lt;br /&gt;
{{ICCode|&lt;br /&gt;
#read all 8 channels with a loop and&lt;br /&gt;
#place the values in r0 to r7&lt;br /&gt;
move r15 LogicType.Channel0 #LogicType integer&lt;br /&gt;
move r14 0 #pointer for indirect referencing&lt;br /&gt;
loop:&lt;br /&gt;
l rr14 db:0 r15&lt;br /&gt;
add r15 r15 1 #next channel&lt;br /&gt;
add r14 r14 1 #next register&lt;br /&gt;
ble r15 LogicType.Channel7 loop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Logic gates, Bitwise and Logical==&lt;br /&gt;
&lt;br /&gt;
All logic gates in MIPS have a bitwise behavior. The available gates are NOT, AND, OR, XOR and NOR (XNOR and NAND are missing).&lt;br /&gt;
&lt;br /&gt;
In Bitwise operations, each bit is matched separately, which includes the [[sign]] bit.&lt;br /&gt;
&lt;br /&gt;
To understand what is going on with bitwise operations, a little bit of [[computer]] theory is needed. In Stationeers each register uses 64 bits for integer values (a number without decimals), where the 64th bit is the sign-bit (0 for positive and 1 for negative). Since the number 0 is counted as a positive value, this gives each register a range of (2^63 - 1) to -2^63. Negative numbers also behave according to Two&#039;s complement (https://en.wikipedia.org/wiki/Two%27s_complement). Which means that a number with a sign-bit of 1 will have all of its number bits flipped as well, so that the decimal value of -1 is represented by a binary value of sixtyfour 1&#039;s (this is the smallest possible negative integer since zero counts as a positive integer).&lt;br /&gt;
&lt;br /&gt;
MIPS have binary notation (https://en.wikipedia.org/wiki/Binary_number) that is activated by placing a % in front of the number. The _ characters are ignored and only used for readability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;not r0 0&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# 0 = %00000000_00000000_00000000_00000000_00000000_00000000_00000000_00000000&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# flip all bits&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# -1 = %11111111_11111111_11111111_11111111_11111111_11111111_11111111_11111111&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# r0 equals -1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;and r0 3 6&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# 3 = %011&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# 6 = %110&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# only the bits in the &amp;quot;2&amp;quot; position are matching&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# r0 equals %010 = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Logical operations can still be performed via alternative instructions. But these are not perfect substitutes, they treat negative values differently, and some can produce non-binary outputs. When using these, keep in mind that devices that wants a binary value will treat any non-binary values like this: &amp;gt;= 1 counts as &amp;quot;1&amp;quot; and &amp;lt;1 counts as &amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;# r0 = result&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# r1 = input A&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;# r2 = input B&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Logical NOT = seqz r0 r1&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Logical AND = min r0 r1 r2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Logical OR = max r0 r1 r2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Logical XOR = sne r0 r1 r2 (only for binary inputs)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Logical NAND = not and&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Logical NOR = not or&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Logical XNOR = not xor&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 unless the housing is an [[Air Conditioner]]. 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;
With this trick you can trace your program as if you were using breakpoints:&lt;br /&gt;
{{ICCode|... some code...&lt;br /&gt;
jal debug&lt;br /&gt;
...some more code...&lt;br /&gt;
jal debug&lt;br /&gt;
...rest of the code....&lt;br /&gt;
debug:&lt;br /&gt;
  s db Setting ra # print stored line number&lt;br /&gt;
  s db On 0 # stop execution. Turn the IC housing back manually on to proceed from there&lt;br /&gt;
  j ra # return to normal execution&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Always use unique names for labels. When a label is named after a IC10 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 IC10==&lt;br /&gt;
IC10 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; if &#039;&#039;&#039;a&#039;&#039;&#039; is equal to &#039;&#039;&#039;b&#039;&#039;&#039; goto &#039;&#039;&#039;c&#039;&#039;&#039;  (label or linenumber) &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; if  &#039;&#039;&#039;a&#039;&#039;&#039; not-equal &#039;&#039;&#039;b&#039;&#039;&#039; goto  &#039;&#039;&#039;c&#039;&#039;&#039; (label or linenumber) &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; if  &#039;&#039;&#039;a&#039;&#039;&#039; greater than &#039;&#039;&#039;b&#039;&#039;&#039; goto   &#039;&#039;&#039;c&#039;&#039;&#039; (label or linenumber) &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; if  &#039;&#039;&#039;a&#039;&#039;&#039; less than &#039;&#039;&#039;b&#039;&#039;&#039; goto &#039;&#039;&#039;c&#039;&#039;&#039; (label or linenumber) &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. this is called using &amp;lt;code&amp;gt;j ra&amp;lt;/code&amp;gt;&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 IC 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 minimum of 12.5 kPa pressure in the connected pipe)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Accessing devices via batch or ReferenceId ==&lt;br /&gt;
&lt;br /&gt;
The IC housing has 6 pins you can use to configure the devices it&lt;br /&gt;
uses.  This provides flexibility to let the installer configure which&lt;br /&gt;
devices will be controlled by the IC.&lt;br /&gt;
&lt;br /&gt;
Alternatives for accessing devices include the batch load/store and&lt;br /&gt;
the ReferenceId load/store instructions.&lt;br /&gt;
&lt;br /&gt;
{{ICCode|&lt;br /&gt;
# get the average charge ratio across station batteries&lt;br /&gt;
lb r0 HASH(&amp;quot;StructureBattery&amp;quot;) Ratio Average&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ICCode|&lt;br /&gt;
# get the ReferenceId for the sorter named &amp;quot;Sorter Corn&amp;quot;&lt;br /&gt;
lbn r1 HASH(&amp;quot;StructureLogicSorter&amp;quot;) HASH(&amp;quot;Sorter Corn&amp;quot;) ReferenceId Maximum&lt;br /&gt;
ble r1 ninf ra&lt;br /&gt;
#use the ReferenceId to set that sorter&#039;s mode.&lt;br /&gt;
sd r1 Mode 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Using the 6 configuration pins makes it easy to write reusable MIPS&lt;br /&gt;
scripts where the installer uses the pins to select the devices that&lt;br /&gt;
will be managed.&lt;br /&gt;
&lt;br /&gt;
Using batch-name instructions frees you from the hassle of adjusting&lt;br /&gt;
the pins, but requires you to name the devices via the [[Labeller]].  It&lt;br /&gt;
can also allow you to control more than 6 devices.&lt;br /&gt;
&lt;br /&gt;
=== Batch instructions ===&lt;br /&gt;
&lt;br /&gt;
The batch instructions can address multiple devices only via their &#039;&#039;&#039;PrefabHash&#039;&#039;&#039; generated from the prefab name using the `HASH(&amp;quot;Name&amp;quot;)` macro or copied directly from the [[Stationpedia]]. A prefab [[hash]] is always an integer. All devices that can be read with logic contain the logic value &#039;&#039;&#039;PrefabHash&#039;&#039;&#039; and &#039;&#039;&#039;NameHash&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
See [[#Slot.2FLogic_.2F_Batched|Batched instructions]] for a comprehensive list of all batch instructions.&lt;br /&gt;
&lt;br /&gt;
[[#sb|sb]], [[#sbn|sbn]], [[#sbs|sbs]], (no sbns)&amp;lt;br&amp;gt;&lt;br /&gt;
[[#lb|lb]], [[#lbs|lbs]], [[#lbn|lbn]], [[#lbns|lbns]]&lt;br /&gt;
&lt;br /&gt;
=== Direct reference instructions ===&lt;br /&gt;
&lt;br /&gt;
Direct reference instructions can address a specific device via its &#039;&#039;&#039;ReferenceId&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[#clrd|clrd]], [[#getd|getd]], [[#putd|putd]],&amp;lt;br&amp;gt;&lt;br /&gt;
[[#ld|ld]], [[#sd|sd]], (no slot access via reference ID)&lt;br /&gt;
&lt;br /&gt;
=Instructions=&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See [[IC10/instructions]]&lt;br /&gt;
&lt;br /&gt;
{{:IC10/instructions}}&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;
| -nan || if a == NaN || bnan ||  || brnan || snan&lt;br /&gt;
|-&lt;br /&gt;
| -nanz || if a != NaN ||  ||  || || snanz&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;
  &amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;if 1 &amp;lt;= max(1.01, FLT_EPSILON * 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, DBL_EPSILON * 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, 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;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#212AA5;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;0 (or lower) = Blue&lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#7B7B7B;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;1 = Grey &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#3F9B39;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;2 = Green &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#FF662B;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;3 = Orange &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#E70200;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;4 = Red &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#FFBC1B;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;5 = Yellow &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#E7E7E7;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;6 = White &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#080908;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;7 = Black &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#633C2B;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;8 = Brown &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#63633F;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;9 = Khaki &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#E41C99;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;amp;nbsp;10 = Pink &lt;br /&gt;
:    &amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top; height: 20px; width: 20px; border: 1px solid black; margin-right: 5px; background-color:#732CA7;&amp;quot;&amp;gt;&amp;lt;/div&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;
;ReferenceId&lt;br /&gt;
:    Unique Identifier of a Device, this value is different for every device in a save.&lt;br /&gt;
&amp;lt;div id=&amp;quot;ReferenceId&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 (exceptions exist such as filtration units) 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;FilterType&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;FilterType&lt;br /&gt;
Reports the type of [[filter]] installed in the slot (e.g. in a Filtration unit).&lt;br /&gt;
:Return Values: 1: Oxygen, 2: Nitrogen, 4: [[Carbon Dioxide]], 8: Volatiles, 16: Pollutants, 32: Water, 64: [[Nitrous]] Oxide&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 db 0 FilterType&amp;lt;/code&amp;gt;&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;
;ReferenceId&lt;br /&gt;
:    Unique Identifier of a Device, this value is different for every device in a save.&lt;br /&gt;
&amp;lt;div id=&amp;quot;ReferenceId&amp;quot;&amp;gt;&amp;lt;/div&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;
{{ICCode|&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;
}}&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;
&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;
{{ICCode|&lt;br /&gt;
#2 Axis Solar Tracking adapted from CowsAreEvil.&lt;br /&gt;
#Place all panels in uniform manner.&lt;br /&gt;
#Set one to 15 Vertical(Min value). 0 Horizontal.&lt;br /&gt;
#Take note direction panel faces.&lt;br /&gt;
#Place daylight sensor flat pointing in the direction&lt;br /&gt;
#the panel now faces. (Cable port facing opposite)&lt;br /&gt;
&lt;br /&gt;
#Alias the sensor to d0&lt;br /&gt;
alias sensor d0&lt;br /&gt;
&lt;br /&gt;
# define the Panel variants&lt;br /&gt;
define Heavy -934345724&lt;br /&gt;
define HeavyDual -1545574413&lt;br /&gt;
define Solar -2045627372&lt;br /&gt;
define SolarDual -539224550&lt;br /&gt;
&lt;br /&gt;
start:&lt;br /&gt;
yield&lt;br /&gt;
#Check for daylight.&lt;br /&gt;
l r0 sensor Activate&lt;br /&gt;
beqz r0 reset&lt;br /&gt;
#Read the Horizontal data.&lt;br /&gt;
l r0 sensor Horizontal&lt;br /&gt;
#Set batch to the panels.&lt;br /&gt;
sb Heavy Horizontal r0&lt;br /&gt;
sb HeavyDual Horizontal r0&lt;br /&gt;
sb Solar Horizontal r0&lt;br /&gt;
sb SolarDual Horizontal r0&lt;br /&gt;
#Read the Vertical data and subtract 90&lt;br /&gt;
l r0 sensor Vertical&lt;br /&gt;
sub r0 90 r0&lt;br /&gt;
#Set batch to the panels.&lt;br /&gt;
sb Heavy Vertical r0&lt;br /&gt;
sb HeavyDual Vertical r0&lt;br /&gt;
sb Solar Vertical r0&lt;br /&gt;
sb SolarDual Vertical r0&lt;br /&gt;
j start&lt;br /&gt;
&lt;br /&gt;
reset:&lt;br /&gt;
yield&lt;br /&gt;
sb Heavy Horizontal 270 #Edit this to face sunrise.&lt;br /&gt;
sb HeavyDual Horizontal 270 #Edit this&lt;br /&gt;
sb Solar Horizontal 270 #Edit this&lt;br /&gt;
sb SolarDual Horizontal 270 #Edit this&lt;br /&gt;
sb Heavy Vertical 0&lt;br /&gt;
sb HeavyDual Vertical 0&lt;br /&gt;
sb Solar Vertical 0&lt;br /&gt;
sb SolarDual Vertical 0&lt;br /&gt;
sleep 10&lt;br /&gt;
j start&lt;br /&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;
===IC10 Schmitt Trigger - Sensor Range Based Device Toggle===&lt;br /&gt;
This script demonstrates the IC10 style Schmitt Trigger Pattern in basic examples using the &amp;lt;code&amp;gt;select&amp;lt;/code&amp;gt; instruction with its ternary condition to toggle a device &amp;lt;code&amp;gt;On&amp;lt;/code&amp;gt; state based on a range of sensor readings.  Examples for both styles are provided below, i.e. &#039;cooling&#039; or &#039;heating&#039;, for &#039;below min&#039; or &#039;greater than max&#039; style range-based toggle.  A temperature based control is shown in the examples, but any sensor reading could be used to dynamically toggle a device &amp;lt;code&amp;gt;On&amp;lt;/code&amp;gt; state such pressure, charge ratio, solar angle, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand, IC10 Schmitt Trigger Pattern}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse, IC10 Schmitt Trigger Pattern}}&amp;quot;&amp;gt;&lt;br /&gt;
{{ICCode|&lt;br /&gt;
# ---- IC10 Schmitt Trigger ----&lt;br /&gt;
# -- Standard - i.e. &amp;quot;cooling&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#When the temperature sensor device reports a value&lt;br /&gt;
# higher than TempMax and the valve is not On, the&lt;br /&gt;
# valve will turn On.&lt;br /&gt;
&lt;br /&gt;
#When the valve is On, and the sensor device reports&lt;br /&gt;
# higher than TempMin, the valve will remain on.&lt;br /&gt;
&lt;br /&gt;
#Once that sensor reports a temperature lower than&lt;br /&gt;
# TempMin, the valve will once again shut off and&lt;br /&gt;
# this cycle will continue indefinitely:&lt;br /&gt;
&lt;br /&gt;
define TempMax 296.15 #23C&lt;br /&gt;
define TempMin 283.15 #10C&lt;br /&gt;
&lt;br /&gt;
alias Valve d0&lt;br /&gt;
alias Sensor d1&lt;br /&gt;
&lt;br /&gt;
example1:&lt;br /&gt;
 yield&lt;br /&gt;
 l r0 Valve On&lt;br /&gt;
 select r0 r0 TempMin TempMax&lt;br /&gt;
 l r1 Sensor Temperature&lt;br /&gt;
 sgt r0 r1 r0&lt;br /&gt;
 s Valve On r0&lt;br /&gt;
j example1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# ---- IC10 Schmitt Trigger ----&lt;br /&gt;
# -- Inverted - i.e. &amp;quot;heating&amp;quot;&lt;br /&gt;
#When the temperature sensor device reports a value&lt;br /&gt;
# lower than TempMin and the valve is not On, the&lt;br /&gt;
# valve will turn On.&lt;br /&gt;
&lt;br /&gt;
#When the valve is On, and the sensor device reports&lt;br /&gt;
# lower than TempMax, the valve will remain on.&lt;br /&gt;
&lt;br /&gt;
#Once that sensor reports a temperature higher than&lt;br /&gt;
# TempMax, the valve will once again shut off and&lt;br /&gt;
# this cycle will continue indefinitely:&lt;br /&gt;
&lt;br /&gt;
define TempMax 296.15 #23C&lt;br /&gt;
define TempMin 283.15 #10C&lt;br /&gt;
&lt;br /&gt;
alias Valve d0&lt;br /&gt;
alias Sensor d1&lt;br /&gt;
&lt;br /&gt;
example2:&lt;br /&gt;
 yield&lt;br /&gt;
 l r0 Valve On&lt;br /&gt;
 select r0 r0 TempMax TempMin&lt;br /&gt;
 l r1 Sensor Temperature&lt;br /&gt;
 slt r0 r1 r0&lt;br /&gt;
 s Valve On r0&lt;br /&gt;
j example2&lt;br /&gt;
&lt;br /&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;
{{ICCode|&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;
}}&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;
===Push &amp;amp; Pop return address when calling multiple levels of functions===&lt;br /&gt;
More advanced scripts, or scripts that wish to be more generic, may want to allow calling more than one level of function. Allowing this requires pushing the current &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; register before calling the function, then popping &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; back afterward.&lt;br /&gt;
&lt;br /&gt;
For example, imagine that the main loop of the code wants to call function &amp;lt;code&amp;gt;orientPanelsToStar&amp;lt;/code&amp;gt;, which would calculate the panels&#039; orientations, then place them in &amp;lt;code&amp;gt;r0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;r1&amp;lt;/code&amp;gt;, and then in turn itself call &amp;lt;code&amp;gt;orientPanelsTo&amp;lt;/code&amp;gt;, which would set the orientations of all panels based on the precomputed values of &amp;lt;code&amp;gt;r0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;r1&amp;lt;/code&amp;gt;. Doing so requires &amp;lt;code&amp;gt;orientPanelsToStar&amp;lt;/code&amp;gt; to push &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; before calling &amp;lt;code&amp;gt;orientPanelsTo&amp;lt;/code&amp;gt;, as show in the code below.&lt;br /&gt;
&lt;br /&gt;
{{ICCode|&lt;br /&gt;
orientPanelsToStar:&lt;br /&gt;
# Save return address set by the &#039;jal&#039; instruction&lt;br /&gt;
push ra&lt;br /&gt;
&lt;br /&gt;
# ...Calculate panels&#039; orientation, for example leaving the results in r0 and r1...&lt;br /&gt;
&lt;br /&gt;
# Now call orientPanelsTo to actually set the panels&#039; orientation&lt;br /&gt;
# based on the computed values of r0 and r1.&lt;br /&gt;
jal orientPanelsTo&lt;br /&gt;
&lt;br /&gt;
# ...Call other functions here if desired...&lt;br /&gt;
&lt;br /&gt;
# Restore the return address of orientPanelsToStar itself&lt;br /&gt;
pop ra&lt;br /&gt;
# Return to caller&lt;br /&gt;
j ra&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
&lt;br /&gt;
orientPanelsTo:&lt;br /&gt;
# ...Actually set panels&#039; orientation...&lt;br /&gt;
&lt;br /&gt;
# Return to caller&lt;br /&gt;
j ra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This code would behave incorrectly if &amp;lt;code&amp;gt;push ra&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;pop ra&amp;lt;/code&amp;gt; were not present: within &amp;lt;code&amp;gt;orientPanelsToStar&amp;lt;/code&amp;gt;, doing &amp;lt;code&amp;gt;jal orientPanelsTo&amp;lt;/code&amp;gt; would replace the current value of the &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; register, permanently erasing where &amp;lt;code&amp;gt;orientPanelsToStar&amp;lt;/code&amp;gt; itself should jump back to once done. Pushing and popping &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; effectively saves its value until we need it again.&lt;br /&gt;
&lt;br /&gt;
(A tempting but wrong approach to &#039;saving&#039; &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; would be to &amp;lt;code&amp;gt;move&amp;lt;/code&amp;gt; it within a different register (e.g. &amp;lt;code&amp;gt;r15&amp;lt;/code&amp;gt;) before calling &amp;lt;code&amp;gt;orientPanelsTo&amp;lt;/code&amp;gt;, however that only permits two levels of functions, since if &amp;lt;code&amp;gt;orientPanelsTo&amp;lt;/code&amp;gt; itself wants to call another function, it would not be able to use &amp;lt;code&amp;gt;r15&amp;lt;/code&amp;gt; to save its &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; register since &amp;lt;code&amp;gt;r15&amp;lt;/code&amp;gt; already saves &amp;lt;code&amp;gt;orientPanelsToStar&amp;lt;/code&amp;gt;&#039;s return address. Just pushing/popping &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt; fixes all issues, allowing for a ginormous maximum function call depth of 512!)&lt;br /&gt;
&lt;br /&gt;
As a last note, if the script will push/pop values like &amp;lt;code&amp;gt;ra&amp;lt;/code&amp;gt;, starting the script by clearing the stack (which where push/pop move the data to) by running &amp;lt;code&amp;gt;clr db&amp;lt;/code&amp;gt; is advisable, unless the IC10 chip is not inserted inside an IC Housing (e.g. inserted in the slot of an Air Conditioner), since &amp;lt;code&amp;gt;clr db&amp;lt;/code&amp;gt; will cause an error in this case. To do so, run &amp;lt;code&amp;gt;clr db&amp;lt;/code&amp;gt; before the script&#039;s main loop.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
----&lt;br /&gt;
* Stationeers online IC10 Emulators so you can develop your code without repeatedly dying in game&lt;br /&gt;
** [https://ic10.dev/] Stationeers Code Simulator&lt;br /&gt;
** [https://ic10emu.dev] Stationeers IC10 Editor &amp;amp; Emulator - A feature packed code editor for Stationeers IC10 code, paired with a robust debugger and emulator. Edit, [[test]], and share code.&lt;br /&gt;
** [https://stationeering.com/tools/ic] Stationeering provides a simulation of the IC10 chip inside Stationeers. IDE with error checking, full visibility of stack and registers.&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://drive.google.com/file/d/1Xrv5U0ZI5jDcPv7yX7EAAxaGk5hKP0xO/view?usp=sharing] syntax highlighting for IC10 MIPS for Notepad++ (updated: 11/08/2022)&lt;br /&gt;
* [https://pastebin.com/3kmGy0NN] syntax highlighting for IC10 MIPS for Notepad++ (updated: 23/03/2024)&lt;br /&gt;
* [https://github.com/SnorreSelmer/stationeers_ic10/blob/main/README.md] Repo with a lot of code examples&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>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:Jakkle&amp;diff=27305</id>
		<title>User talk:Jakkle</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:Jakkle&amp;diff=27305"/>
		<updated>2026-03-24T20:02:23Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 20:02, 24 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=User_talk:Nargon&amp;diff=27008</id>
		<title>User talk:Nargon</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=User_talk:Nargon&amp;diff=27008"/>
		<updated>2026-03-17T11:12:35Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Welcome to the crew!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to Stationeers Community Wiki, Stationeer!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;re now part of the crew. A few tips to get started:&lt;br /&gt;
* Browse [[Special:RecentChanges|recent changes]] to see what the community is working on&lt;br /&gt;
* Read the [[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents|help pages]] if you&#039;re new to wiki editing&lt;br /&gt;
* Don&#039;t hesitate to jump in, every edit helps [[User:Legolegs|Legolegs]] ([[User talk:Legolegs|talk]]) 11:12, 17 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Guides_and_Tutorials&amp;diff=26881</id>
		<title>Guides and Tutorials</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Guides_and_Tutorials&amp;diff=26881"/>
		<updated>2026-03-14T11:27:57Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: +link to new Gas Storage Reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;small-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;small-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-book fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Ingame Tutorials&amp;lt;/h4&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;Stationeers provides a few basic tutorials when you are in the starting menu. For those who are completely new in the game this is very advisable.&amp;lt;br&amp;gt;It should be noted that those tutorials only teach you a bare minimum of this game and there is always much more to learn. Do not expect to be good in only a few hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
* &amp;quot;Tutorial 1: Inventory and Interactions&amp;quot;&lt;br /&gt;
* &amp;quot;Tutorial 2: Connections&amp;quot;&lt;br /&gt;
* &amp;quot;Tutorial 3: [[Atmospherics]]&amp;quot;&lt;br /&gt;
* &amp;quot;Community Walkthrough: Airlocks&amp;quot;&lt;br /&gt;
* &amp;quot;Community Walkthrough: [[Furnace]] Basics&amp;quot;&lt;br /&gt;
* &amp;quot;Community Walkthrough: Manufacturing&amp;quot;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;small-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-book fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Ingame Guides&amp;lt;/h4&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;While being ingame you can always look up the standard ingame guides in the Stationpedia.&amp;lt;/p&amp;gt;&lt;br /&gt;
* [[Ingame_Guides_-_Construction|&amp;quot;Construction&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Making_Music|&amp;quot;Making Music&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Temperature_Control|&amp;quot;Temperature Control&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Weather|&amp;quot;Weather&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Hunger_and_Nutrition|&amp;quot;Hunger and nutrition&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Growing_Food|&amp;quot;Growing Food&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Food_Decay|&amp;quot;Food Decay&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Thirst_and_Hydration|&amp;quot;Thirst + hydration&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_EVA_Suits|&amp;quot;EVA Suits&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Smelting|&amp;quot;Smelting&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Mining|&amp;quot;Mining&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Trading|&amp;quot;Trading&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Rockets|&amp;quot;Rockets&amp;quot;]]&lt;br /&gt;
* [[Ingame_Guides_-_Genetics|&amp;quot;Genetics&amp;quot;]]&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-tasks fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Guides&amp;lt;/h4&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;&#039;&#039;&#039;[[Beginner&#039;s Guide|Beginner&#039;s Guide]]&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Guide (Airlock)|Guide (Airlock)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Guide (Farming)|Guide (Farming)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Technical Standards |Technical Standards]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Phase_Change_Mechanics|Phase Change Mechanics]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Furnace#Some_example_alloy_recipes|Making alloys in the basic furnace using ice only]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Advanced_Furnace#Ice_only_smelting|Making alloys in the advanced furnace using ice only]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Fuel#Collecting_gases|Collecting gases and making fuel]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Furnace#Gaseous_Fuel_Recipes|Making ores with gaseous fuel in the furnace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Advanced_Furnace#Gaseous_Fueling|Making super alloys with gaseous fuel in the advanced furnace]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Air_Filtration_System|Air Filtration System]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Craftable items|List of all craftable items]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Constructing and Deconstructing Walls|Constructing and Deconstructing Walls]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Dedicated_Server_Guide|Dedicated server guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[SystemD_Server_Guide|Setting up a Linux dedicated server using SystemD]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Starting Gear|Starting Gear]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Guide_(Modding)|Modding the Game]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Power_Tips_and_Tricks|Power Tips and Tricks for early game]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Making_the_most_of_smelting|Making the most of smelting (Early game alloys)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h4 class=&amp;quot;subheader&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;fa fa-book fa-lg&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;User Made Guides&amp;lt;/h4&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Cheat Sheets&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Research Tree]] (Wiki Page)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://goo.gl/TsdqfM Silent1&#039;s Cheat Sheet] by silent1 (Reference sheet)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Atmospheric Components Quick Reference]]&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Energy Storage Reference]]&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Gas Storage Reference]]&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Thermal Convection and Radiation Values]] (Wiki Page)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Tutorial&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1230358763 Building your first base] by Sunspots (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1230373894 Hardly&#039;s List of Lamentable Mistakes] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1253687517 Tutorial Video Series] by Rhadamant (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://www.youtube.com/watch?v=tws-kvGIT-w&amp;amp;list=PLI3obvEEdTGA08fNWVX2270nDKarf17MJ&amp;amp;index=2&amp;amp;ab_channel=PanicAndDieGaming Tutorial Series For New Players] by Panic And Die Gaming (YouTube Playlist)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Modding&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Adding new worlds]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Automation&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Auto_Night_Lights|Auto Night Lights circuit]] by DocRabbit (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Simple_Arc_Furnace_Automation|Simple Arc Furnace Automation]] by itsjusty0gurt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Automated_Arc_Furnace|Automated Arc Furnace]] by JavaSkeptre (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Automated_Coal_Generator|Automated Coal Generator]] by JavaSkeptre (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1251261186 Simple Stacker Automatisation] by Arran Chace (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1232888907 Super Simple Autocycling Airlock] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1231660909 Super Simple Steel Smelting] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Semi-Automatic_Autolathe|Semi-Automatic Autolathe]] by Korbah (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Satellite_Tracking|Automatic Satellite Tracking]] by JedBolt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Easy_Auto_Arc_Furnace|Easy Automated Arc Furnace]] by Sarstan (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Solar_Logic_Circuits_Guide|Solar Panel Control using Logic Gates]] (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[grow_light_automation|Simple logic automation of grow-light]] by Fuddnir (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Simple_Daylight_Light_Switch|Simple daylight light switch]] by Nihilinius (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Automated_Room_Light|Simple Automated Room Light]] by Azdle (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Atmospherics&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=1283505695 25 Watt Passive Cooling Solution] By Amallore (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Automated Temperature Regulation]] by Jaffa (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Basic Canister Mixing Setup]] by Viperel (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Temperature independent fuel mixing]] by Wark (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1271148797 Canister handling made easy] by Gears (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1232718432 HELP! My welder fuel is gone!] by Moomanji (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1256512507 Logic Thermostat 20-25C] by Gears (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1248037824 Pipe Regulators 101] by NugunsKnight (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1245663146 Simple Gas Filtration System] by Wesir (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=1293043168 Thermostat or Filtration with Buffer] By Amallore (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Custom_Airlock_IC10|Custom Airlock with IC10]] by JedBolt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;[[Logic]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=2407406977 2 chip battery charge Display] by trucksarenoisy (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Always-on circuit guide|Always-On- / Auto-Restart- Circuit]] by Raumfahrtdoc (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Advanced IC10 Programming]] by JedBolt (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Dead Simple Light Switch]] by Evie Codes (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/workshop/filedetails/discussion/1517633472/1735465524705571551/ How to use IC scripts from the workshop] By DirtyRat (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Logic Pulse Former]] by Evie Codes (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Timing Circuit|Timer circuit]] by MrBigras (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[http://steamcommunity.com/sharedfiles/filedetails/?id=1236169037 Slightly-Less-Simple Logic Units] by Hardly (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=1536155985 The ultimate power display] by adamkk03 (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[https://steamcommunity.com/sharedfiles/filedetails/?id=2356339571 Weather Station Guide] by Applesauce (Steam Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Solar_Logic_Circuits_Guide|Solar logic circuits guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Logic_Monostable_Multivibrator|Logic Monostable Multivibrator]] by illiux#5291 &amp;amp; grilled_salmon#1537 (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
                                        &amp;lt;li&amp;gt;[[Logic_Toggle|Logic Toggle]] by Patistar#8335 (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Math&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Pressure, Volume, Quantity, and Temperature]] by Micro&amp;lt;/li&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Furnace temperature and pressure math]]&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;Phase Changes&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;ul style=&amp;quot;margin-left:8px;&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;[[Phase Change guide|Phase Change guide]] by Wark (Wiki Guide)&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/ul&amp;gt;&lt;br /&gt;
			&amp;lt;/ul&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Gas_Storage_Reference&amp;diff=26880</id>
		<title>Gas Storage Reference</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Gas_Storage_Reference&amp;diff=26880"/>
		<updated>2026-03-14T11:26:42Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: Created page with &amp;quot;Category:AtmosphericsCategory:Gas {| class=&amp;quot;wikitable&amp;quot; |- !style=&amp;quot;text-align:center&amp;quot;| Gas storage                  !! Volume, liters   !! Max pressure, atm                                                            ! Max pressure, MPa&amp;lt;ref&amp;gt;Ignoring stress from liquefaction of some gases due to high pressure. Be wary.&amp;lt;/ref&amp;gt;                                                                        ! Amount, moles&amp;lt;ref&amp;gt;At 20°C&amp;lt;/ref&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Atmospherics]][[Category:Gas]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center&amp;quot;| Gas storage                  !! Volume, liters   !! Max [[pressure]], atm&lt;br /&gt;
                                                           ! Max pressure, MPa&amp;lt;ref&amp;gt;Ignoring stress from liquefaction of some gases due to high pressure. Be wary.&amp;lt;/ref&amp;gt;&lt;br /&gt;
                                                                       ! Amount, moles&amp;lt;ref&amp;gt;At 20°C&amp;lt;/ref&amp;gt;&lt;br /&gt;
                                                                                    ! Habitable cubes&amp;lt;ref name=cube&amp;gt;Amount of gases enough to pressurise one large grid-sized room up to 1atm&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center&amp;quot; | Tanks&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]                  || style=&amp;quot;text-align:right;&amp;quot; | 1000             || style=&amp;quot;text-align:right;&amp;quot; |600 || style=&amp;quot;text-align:right;&amp;quot; |60,795   || style=&amp;quot;text-align:right;&amp;quot; |24 943    || style=&amp;quot;text-align:right;&amp;quot; |75,0&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe]]                     || style=&amp;quot;text-align:right;&amp;quot; | 10               || style=&amp;quot;text-align:right;&amp;quot; | 600 || style=&amp;quot;text-align:right;&amp;quot; | 60,795   || style=&amp;quot;text-align:right;&amp;quot; | 249       || style=&amp;quot;text-align:right;&amp;quot; | 0,8&lt;br /&gt;
|-&lt;br /&gt;
| [[In-Line Tank Small Gas]]   || style=&amp;quot;text-align:right;&amp;quot; | 100              || style=&amp;quot;text-align:right;&amp;quot; | 600 || style=&amp;quot;text-align:right;&amp;quot; | 60,795   || style=&amp;quot;text-align:right;&amp;quot; | 2 494     || style=&amp;quot;text-align:right;&amp;quot; | 7,5&lt;br /&gt;
|-&lt;br /&gt;
| [[In-Line Tank Gas]]         || style=&amp;quot;text-align:right;&amp;quot; | 250              || style=&amp;quot;text-align:right;&amp;quot; | 600 || style=&amp;quot;text-align:right;&amp;quot; | 60,795   || style=&amp;quot;text-align:right;&amp;quot; | 6 236     || style=&amp;quot;text-align:right;&amp;quot; | 18,8&lt;br /&gt;
|-&lt;br /&gt;
| [[In-Line Tank Large Gas]]   || style=&amp;quot;text-align:right;&amp;quot; | 360              || style=&amp;quot;text-align:right;&amp;quot; | 600 || style=&amp;quot;text-align:right;&amp;quot; | 60,795   || style=&amp;quot;text-align:right;&amp;quot; | 8 979     || style=&amp;quot;text-align:right;&amp;quot; | 27,0&lt;br /&gt;
|-&lt;br /&gt;
| Cube (habitable) &amp;lt;ref name=cube/&amp;gt;&lt;br /&gt;
                                | style=&amp;quot;text-align:right;&amp;quot; | 8000             || style=&amp;quot;text-align:right;&amp;quot; | 1   || style=&amp;quot;text-align:right;&amp;quot; | 0,101325 || style=&amp;quot;text-align:right;&amp;quot; | 333       || style=&amp;quot;text-align:right;&amp;quot; | 1,0&lt;br /&gt;
|-&lt;br /&gt;
| Cube (as gas storage)&amp;lt;ref&amp;gt;Amount of gases pumped into an empty frame surrounded by 6 [[Iron_Frames|frames]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
                                | style=&amp;quot;text-align:right;&amp;quot; | 8000             || style=&amp;quot;text-align:right;&amp;quot; | 600 || style=&amp;quot;text-align:right;&amp;quot; | 60,795   || style=&amp;quot;text-align:right;&amp;quot; | 199 543   || style=&amp;quot;text-align:right;&amp;quot; | 600,0&lt;br /&gt;
|-&lt;br /&gt;
| [[Gas Canister]]             || style=&amp;quot;text-align:right;&amp;quot; | 64               || style=&amp;quot;text-align:right;&amp;quot; | 100 || style=&amp;quot;text-align:right;&amp;quot; | 10,1325  || style=&amp;quot;text-align:right;&amp;quot; | 266       || style=&amp;quot;text-align:right;&amp;quot; | 0,8&lt;br /&gt;
|-&lt;br /&gt;
| [[Gas Canister (Smart)]]     || style=&amp;quot;text-align:right;&amp;quot; | 64               || style=&amp;quot;text-align:right;&amp;quot; | 200 || style=&amp;quot;text-align:right;&amp;quot; | 20,265   || style=&amp;quot;text-align:right;&amp;quot; | 532       || style=&amp;quot;text-align:right;&amp;quot; | 1,6&lt;br /&gt;
|-&lt;br /&gt;
| [[Portable Tank]]            || style=&amp;quot;text-align:right;&amp;quot; | 790              || style=&amp;quot;text-align:right;&amp;quot; | 100 || style=&amp;quot;text-align:right;&amp;quot; | 10,1325  || style=&amp;quot;text-align:right;&amp;quot; | 3 284     || style=&amp;quot;text-align:right;&amp;quot; | 9,9&lt;br /&gt;
|-&lt;br /&gt;
| [[Portable Tank Advanced]]   || style=&amp;quot;text-align:right;&amp;quot; | 790              || style=&amp;quot;text-align:right;&amp;quot; | 200 || style=&amp;quot;text-align:right;&amp;quot; | 20,265   || style=&amp;quot;text-align:right;&amp;quot; | 6 568     || style=&amp;quot;text-align:right;&amp;quot; | 19,8&lt;br /&gt;
|-&lt;br /&gt;
| [[Tank]]                     || style=&amp;quot;text-align:right;&amp;quot; | 6000             || style=&amp;quot;text-align:right;&amp;quot; | 600 || style=&amp;quot;text-align:right;&amp;quot; | 60,795   || style=&amp;quot;text-align:right;&amp;quot; | 149 657   || style=&amp;quot;text-align:right;&amp;quot; | 450,0&lt;br /&gt;
|-&lt;br /&gt;
| Large [[Tank]]               || style=&amp;quot;text-align:right;&amp;quot; | 50000            || style=&amp;quot;text-align:right;&amp;quot; | 600 || style=&amp;quot;text-align:right;&amp;quot; | 60,795   || style=&amp;quot;text-align:right;&amp;quot; | 1 247 145 || style=&amp;quot;text-align:right;&amp;quot; | 3 750,0&lt;br /&gt;
|-&lt;br /&gt;
| [[Portable Air Conditioner]] || style=&amp;quot;text-align:right;&amp;quot; | 250              || style=&amp;quot;text-align:right;&amp;quot; | 80  || style=&amp;quot;text-align:right;&amp;quot; | 8,106    || style=&amp;quot;text-align:right;&amp;quot; | 831       || style=&amp;quot;text-align:right;&amp;quot; | 2,5&lt;br /&gt;
|-&lt;br /&gt;
| [[Portable Air Scrubber]]    || style=&amp;quot;text-align:right;&amp;quot; | 250              || style=&amp;quot;text-align:right;&amp;quot; | 80  || style=&amp;quot;text-align:right;&amp;quot; | 8,106    || style=&amp;quot;text-align:right;&amp;quot; | 831       || style=&amp;quot;text-align:right;&amp;quot; | 2,5&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center&amp;quot; | [[Ores]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Volatiles)]] 1 piece       ||  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 22   || style=&amp;quot;text-align:right;&amp;quot; | 0,1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Volatiles)]] stack of 50   ||  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 1100 || style=&amp;quot;text-align:right;&amp;quot; | 3,3&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Oxite)]] 1 piece           ||  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 25   || style=&amp;quot;text-align:right;&amp;quot; | 0,1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Oxite)]] stack of 50       ||  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 1250 || style=&amp;quot;text-align:right;&amp;quot; | 3,8&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Oxite)]] stack of 13       ||  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 325  || style=&amp;quot;text-align:right;&amp;quot; | 1,0&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Water)]] 1 piece           ||  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 25   || style=&amp;quot;text-align:right;&amp;quot; | 0,1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Water)]] stack of 50       ||  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 1250 || style=&amp;quot;text-align:right;&amp;quot; | 3,8&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center&amp;quot; | Life support per [[Game Settings#Sun Orbit Period (Day cycle time)|game day]] &amp;lt;ref name=difficulty&amp;gt;At Normal difficulty&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Human [[EVA_Suit#Breathing|breathing]] [[Oxygen|O2]]&lt;br /&gt;
                                     |  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 34,56|| style=&amp;quot;text-align:right;&amp;quot; | 0,1&lt;br /&gt;
|-&lt;br /&gt;
| Human [[EVA_Suit#Breathing|exhaling]] [[Carbon Dioxide|CO2]]&lt;br /&gt;
                                     |  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 17,28 || style=&amp;quot;text-align:right;&amp;quot; | 0,1&lt;br /&gt;
|-&lt;br /&gt;
| Human [[thirst|drinking]] [[water]]&lt;br /&gt;
                                     | style=&amp;quot;text-align:right;&amp;quot; | ~1 liter ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 64 ||&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center&amp;quot; | Farmingper [[Game Settings#Sun Orbit Period (Day cycle time)|game day]]&lt;br /&gt;
|-&lt;br /&gt;
| Regular [[Guide (Farming)#Plant consumption and production of gases and water|plants]] converting CO2 to O2&lt;br /&gt;
                                     |  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 2,88 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fern]] converting CO2 to O2&lt;br /&gt;
                                     |  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 5,76 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Darga Fern]] converting CO2 to O2&lt;br /&gt;
                                     |  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 20,4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Regular [[Guide (Farming)#Plant consumption and production of gases and water|plants]] consuming [[water]]&lt;br /&gt;
                                     |  ||  ||  || style=&amp;quot;text-align:right;&amp;quot; | 1,44 ||&lt;br /&gt;
|}&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Water&amp;diff=26854</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Water&amp;diff=26854"/>
		<updated>2026-03-13T15:07:43Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox gas&lt;br /&gt;
| gas_name = Water&lt;br /&gt;
| image = icon-water.png&lt;br /&gt;
| heat = 72 J/mol*K &amp;lt;!-- Atmospherics.Mole::GetSpecificHeat --&amp;gt;&lt;br /&gt;
| latent_heat = 8000 J/mol &amp;lt;!-- Atmospherics.Mole::LatentHeatOfVaporization --&amp;gt;&lt;br /&gt;
| minimum_condensation = 6.3 kPa at 273.15 K &amp;lt;!-- Atmospherics.Mole::FreezingTemperature --&amp;gt;&lt;br /&gt;
| max_liquid = 6000 kPa at 643 K &amp;lt;!-- Atmospherics.Mole::MaxLiquidTemperature --&amp;gt;&lt;br /&gt;
| freezes = 273.15 K&lt;br /&gt;
| liquid_volume = 18 L/kmol&lt;br /&gt;
| molar_mass = 108 g/mol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You can obtain water by smelting or crushing [[Ice (Water)]] using a [[Furnace]] or an [[Ice Crusher]]. Water is critical for [[plants]] to stay alive, and grow [[food]]. &amp;lt;br&amp;gt;It is also an exceptional [[coolant]] with a very high [[specific heat capacity]]. Water will evaporate into Steam if its temperature is raised above its boiling point.&amp;lt;/q&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;- [[Stationpedia]]&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Water needs to be consumed by the player in order to stay alive, see [[thirst]] rates. Water can be consumed from a [[Water Bottle]] or [[Drinking_ Fountain|water fountain]]. The water bottle can be filled using a [[Water Bottle Filler]].&amp;lt;br&amp;gt; Water is used when showering to recover [[Hygiene]]. It is also used to grow plants in a [[Hydroponic Tray]] or a [[Hydroponic Station]]. Water pollution occurs as a byproduct of using specific devices, resulting in [[Polluted Water]].&lt;br /&gt;
&lt;br /&gt;
Water has a specific heat of 72 J/mol*K and a latent heat of 8000 J/mol making it great for [[Coolant|cooling]] applications.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
You can obtain water by smelting [[Ice (Water)]]  using a [[Furnace]] or crushing [[Ice (Water)]] using [[Ice Crusher]], or by combusting [[Volatiles]] and [[Oxygen]] using the [[Kit (Atmospherics) H2 Combustor]]. Filtering is no longer required as the [[Furnace]] and [[Ice Crusher]] now contain separate outputs for liquids and gases.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Water can also be obtained by filtering polluted water. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Water)]] || 20 mol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Water was previously treated as a [[Gas]]. It could be part of the [[atmosphere]], and could be stored in gas tanks and [[pipes]]. However, since with &amp;quot;Go with the flow&amp;quot; update, a new system for liquids has been introduced, including separate pipes, tanks, pumps, etc for liquids.&lt;br /&gt;
{{:Gases and Liquids/Menu}}&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
	<entry>
		<id>https://stationeers-wiki.com/index.php?title=Water&amp;diff=25852</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://stationeers-wiki.com/index.php?title=Water&amp;diff=25852"/>
		<updated>2026-03-06T13:02:28Z</updated>

		<summary type="html">&lt;p&gt;Legolegs: linked Drinking_Fountain&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;
{{Infobox gas&lt;br /&gt;
| gas_name = Water&lt;br /&gt;
| image = icon-water.png&lt;br /&gt;
| heat = 72 J/mol*K &amp;lt;!-- Atmospherics.Mole::GetSpecificHeat --&amp;gt;&lt;br /&gt;
| latent_heat = 8000 J/mol &amp;lt;!-- Atmospherics.Mole::LatentHeatOfVaporization --&amp;gt;&lt;br /&gt;
| minimum_condensation = 6.3 kPa at 273.15 K &amp;lt;!-- Atmospherics.Mole::FreezingTemperature --&amp;gt;&lt;br /&gt;
| max_liquid = 6000 kPa at 643 K &amp;lt;!-- Atmospherics.Mole::MaxLiquidTemperature --&amp;gt;&lt;br /&gt;
| freezes = 273.15 K&lt;br /&gt;
| liquid_volume = 18 L/kmol&lt;br /&gt;
| molar_mass = 18 g/mol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You can obtain water by smelting or crushing [[Ice (Water)]] using a [[Furnace]] or an [[Ice Crusher]]. Water is critical for [[plants]] to stay alive, and grow [[food]]. &amp;lt;br&amp;gt;It is also an exceptional [[coolant]] with a very high specific heat capacity. Water will evaporate into Steam if its temperature is raised above its boiling point.&amp;lt;/q&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;- Stationpedia&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Water needs to be consumed by the player in order to stay alive. Water can be consumed from a [[Water Bottle]] or [[Drinking_ Fountain|water fountain]]. The water bottle can be filled using a [[Water Bottle Filler]].&amp;lt;br&amp;gt; Water is used when showering to recover Hygiene. It is also used to grow plants in a [[Hydroponic Tray]] or a [[Hydroponic Station]]. Water pollution occurs as a byproduct of using specific devices, resulting in [[Polluted Water]].&lt;br /&gt;
&lt;br /&gt;
Water has a specific heat of 72 J/mol*K and a latent heat of 8000 J/mol making it great for [[Coolant|cooling]] applications.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
You can obtain water by smelting [[Ice (Water)]]  using a [[Furnace]] or crushing [[Ice (Water)]] using [[Ice Crusher]], or by combusting [[Volatiles]] and [[Oxygen]] using the [[Kit (Atmospherics) H2 Combustor]]. Filtering is no longer required as the [[Furnace]] and [[Ice Crusher]] now contain separate outputs for liquids and gases.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Water can also be obtained by filtering polluted water. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice (Water)]] || 20 mol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Water was previously treated as a [[Gas]]. It could be part of the atmosphere, and could be stored in gas tanks and pipes. However, since with &amp;quot;Go with the flow&amp;quot; update, a new system for liquids has been introduced, including separate pipes, tanks, pumps, etc for liquids.&lt;br /&gt;
{{:Gases and Liquids/Menu}}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Legolegs</name></author>
	</entry>
</feed>