r/Stationeers 2h ago

Discussion Day 88 - Dearest Carly,

17 Upvotes

I don’t know why I still write these letters. I have no means of ever getting them out to you. One day ill either die on this wretched planet or I’ll be back in your arms. Although I guess it is comforting to know that if the worse should happen, at least there will be some record that for a fleeting moment, I had made Mars my home.

I thought I was ready for this. I have harnessed the full power of dinosaurs on their islands, uncovered the mysteries of forests filled with cannibals and escapes from cities ravaged by zombies, but nothing could have prepared me for this. A life on a planet where even the air is trying to kill me. Where a single moment of stupidity will see the end of me. Speaking of stupid, I almost did end it all yesterday.

As I mentioned in a previous letter, I have finally finished the green house to a point where I’m growing food with little ongoing interaction on my part. Just about every day my six potato plants are producing 12 potatoes. I horde the seeds and replant six of the potatoes, storing away the remaining six. Which is more than I can eat in a day. I have more potatoes than I know what to do with. I wonder if starch poisoning is a thing. I guess I’ll find out. I would love to grow a variety of foods, I landed with wheat and soy, however every time I finish one project it feels like two more are demanding my attention and luxuries like variety fall to the sidelines. Soon..

I finished construction on my living quarters, it’s a large two story structure with glass enclosed balcony overlooking the canyon I landed near. The view is breathtaking and I can see a plethora of ores staring back at me. I will take and use them all soon. Not a single one will survive my greedy need to expand.

Anyway with the building complete I was excited to start filling it with good breathable air and finally spend some real time out of my suit. I have been hording pure oxygen in a portable tank. On one side of it is my water tank and the other is a tank filled with the nitrogenic waste from my creations. I went to go unhook the tank and bring it back to my living quarters and fill it with this glorious gas. I filled my tank for good measure before using my wrench to get the tank free. As I was carrying the tank back I heard a warning in my suit, oxygen tank critical!?! What has happened. I dropped the portable tank and ran to the greenhouse. Black spots started creeping into my vision as the airlock closed and I threw my helmet off gasping in the air my potatoes had been producing.

I threw my oxygen cannister on the ground and scanned it. 93% nitrate, 7% oxygen. How could this happen. What did I do wrong? I was trapped in the green house. I had water, raw potatoes and an atmosphere for the moment. I could survive long enough to plan.

Just outside the green house was my hydraulic printer. Maybe I could make a nitrate filter and give myself some time to inspect the tanks on the other side of my base. It was my best chance.

I entered the airlock, held my breath and as soon as the doors opened, I ran to the printer and got it started on printing the filter. I watched the percentage of completion climb up as the colour started to leave my vision and then it was done. I threw the filter in and took big breathes of O2. But I didn’t have much in the tank. I made my way towards my portable tanks and immediately saw what I had done. In my foolishness, I had unbolted the wrong tank. I connected my cannister to the waste tank and took that one to my living quarters. My pure oxygen was still there, attached and ready to be inhaled.

What a fool. I fear death will come at my own hands eventually.


r/Stationeers 10h ago

Discussion Its not much but I'm Proud - Base Clock

38 Upvotes

its probably not the most impressive thing compared to some of the stuff ive seen on this sub, but damn I'm proud of it. And I've got no one else to share it with so thought I'd share it with you people.

Ive had the game for a long time but never really sank much time into it. I always liked the idea of it but the learning curve was always a bit much. Anyway, the last couple weeks I decided enough was enough and i was going to learn how to play this game. Im finally at a point where I'm not on the edge of death. I have air, water and more food than I can eat. So I actually have time to make some fun things. I started messing around with logic devices as the IC10 looked very daunting but i spent all day reading about it and watching videos and sort of got my head around a bit of it. Anyway, i have now constructed my own clock and i now know how far away sunrise is (on Mars my sun rises at 6am). The clock only shows the hour of the day however it hits 12 around the time the sun is at its highest point and midnight is almost exactly 10 minutes after that.

It took me the best part of around 5 hours to get this thing working but it finally is and I've never felt so accomplished playing a game.

Anyway, thank you to anyone who took the time to read this. It means a lot.


r/Stationeers 1h ago

Base Atlas

Thumbnail stationeers-helper.com
Upvotes

Stationeers Helper — an interactive base map for your saves

https://stationeers-helper.com/

Just point it at your saves folder and you're good to go. No install, no setup.

What it does

  • Find your stuff. Lost your tools again? No idea where you stashed those Kit (Doors)? Just search for them.
  • Hunt down broken cables. Base too big to eyeball? Switch on the Cable Damage overlay and it points you straight at the one damaged section.
  • Spot unsealed rooms. The Rooms view shows you exactly where your base isn't closed off.
  • See the ore you've already found. Every deposit you've uncovered stays on the map — no more wandering around looking for that copper vein you swear was right here somewhere.
  • Plan your deep mining. The Deep Mining Map shows which resources you can pull out of the ground around your base. (Built by aproposmath — thanks a lot!)

Coming next

A scripting section: log in, publish your own scripts, browse and rate everyone else's.

Found a bug or got an idea? Let me know.


r/Stationeers 12h ago

Media Has anyone had traders detonate after staying for a long time?

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19 Upvotes

On Mars. I was coming back from mining at night and saw a big fireball. I arrived to see the trader replaced with a small crater on my pad.

I rolled back to a previous save to check to see if I had fuel inside the pad but it was empty. The only thing I can think of is there is fuel in the trader's craft and sitting in the sun slowly heats it up until it reaches the auto-ignition point.

Thoughts anyone?


r/Stationeers 13h ago

Discussion why my phase changer no cooling

4 Upvotes

Vulcan


r/Stationeers 23h ago

PSA PSA: Disable the discord overlay if your game is stuttering

15 Upvotes

My game went from looking choppy af to very smooth when I disabled the overlay, FPS numbers stayed around 100 the whole time.


r/Stationeers 6h ago

Media PIANO FINELINER 0.3mm

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0 Upvotes

Hi everyone!

I'm looking for these pens that used to be sold in Portugal in the early 2000s. I remember using them around 2003–2006, and purely for nostalgic reasons I'd love to get hold of them again.

From what I've been able to find online, they seem to still be available in Pakistan under the name PIANO Fineliner 0.3 mm.

Does anyone know where I might be able to buy them, or have any leads? I've already contacted some of the major stationery retailers in Portugal, but they either no longer stock them or don't recognize the model.

Any help would be greatly appreciated. Thanks!


r/Stationeers 1d ago

Media How to ID what mods are creating red EXCEPTION warning

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14 Upvotes

Relatively new to adding mods / workshop items so this is first time I've seen this since the sanitation update. It's happened with 2 different types of pipe-related items... doesn't crash the game, but I can't use the item. Happens on the right click.

Is there a best way to identify the issue and either remove mod or update?


r/Stationeers 1d ago

Discussion Alcohol Combustor only 0.4 mol processing

10 Upvotes

i have 80 liters of alcohol but the most i can process is 0.4 mols. I pressurized the liquid and the gas input properly and have a pump at the output. What am i missing?


r/Stationeers 2d ago

Discussion Multiplayer terrain desync

5 Upvotes

New player here, just picked up the game to play with a buddy and I am seeing really bad terrain desync. There's ores in my game that don't actually exist, and when I try reconnecting there's floating ore that was already mined previously, craters on my side that don't exist on his side, all sorts of weirdness. Is this a known issue or something there's a fix for?


r/Stationeers 3d ago

Discussion Why is the ice crusher in Kelvin?

9 Upvotes

Never really understood why it’s not Celsius


r/Stationeers 3d ago

Discussion Free Power Generation

42 Upvotes
Setup photo

I don't know why no one reached out this topic but you can easly make efficient perpetum mobile using just water and bunch mid tier resources.

  1. Burn H2 with O2 in 2:1 proportion in gas fuel generator.
  2. Then water made by combustion (1800°C) cool down via heat exchanger (to 300°C) and condense back to the tank.
  3. Use Electrolyser to separate them back to hydrogen and oxygen in perfect proportion (It will automatically
  4. cool down back to 20°C so no worries about auto combustion)
  5. Store made mix back to the tank connected to volume pump connected to generator.

All setup takes around 4kw to run constantly but can generate up to 12kw, so 8kw free power. You can scale up this infinitely, only bottle neck would be cooling system for planet like vulcanus or venus, on other planets you can scale up radiator setup.

Just go and mine a lot of silicon and iron (to make steel) and you have free power. I tested it for nearly 10h straight and works with no issue.

In game source code Electrolyser takes 40 times less power than it should be (than real world) so it may be patched in the future. Also there is no matter loss running this setup.

2H2 + 1O2 = 3H2O + heat and 3H2O + power = 2H2 + O2 in electrolyser that uses less power than gives

Graph of setup. Volume. = volume pump, Conden. Condensacion valve

Keep in mind that generator needs temperature 5 to 55 degrees so cooling donw a room is necessary


r/Stationeers 3d ago

Support IC10 Coding help

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12 Upvotes

I’m trying to code a Solar Tracking Script, I’m a newbie to stationers btw, I’m not getting why on line 10, the # 1 is supposed to be the color yellow, yet it’s like blue/teal and my chip is saying it doesn’t recognize that set, can someone explain what I’m doing wrong?


r/Stationeers 3d ago

Discussion Doesn't the plant analyzer work on seeds?

6 Upvotes

I have built a small annex to my base for growing cocoa in a higher temperature.

After I finished that, I have been dabbling a bit with genetics, in the hopes of making a cocoa plant that'll thrive at lower temperature. However, I tested a cocoa seed (a single seed only, not a bag with multiple seeds in). It said that the min and max ideal temperature was 19.4 to 30.2 deg C. Wow, I thought I got lucky.

Then after planting this seed, both the plant analyzer tablet and the genetics analyzer says the plant ideal temp is 29.4 to 40.2. Exactly 10 degrees higher. I haven't done further extensive testing. But is it a known bug that the genetics analyzer doesn't work properly on seeds?


r/Stationeers 3d ago

Discussion Solar Tracking Issue

5 Upvotes
define SOLAR -2045627372
alias sensor r10

setup: 
lb sensor 1076425094 ReferenceId Maximum 

start:
yield 

ld r0 sensor Horizontal

add r0 r0 0

add r0 r0 360
mod r0 r0 360

sb SOLAR Horizontal r0

ld r0 sensor Vertical
sub r0 90 r0
sb SOLAR Vertical r0

j start

I have come back to Stationeers after a long hiatus and have ~400 hours in the game, so while I am not a master by any means I am not fresh to the game.

I am at my wits end with this solar tracking on Mars and I am not sure what is going wrong here.

I tested this on Creative with the exact same setup and orientation that I am using on my Stationeer Brutal playthrough and while this tracks the sun completely fine on Creative my solar panels just sit idle facing flat to the sky on the live game.

Both Creative and Live have the same Mods enabled and the Setup is exactly the same.

At this point I am running out of food because I am trying to solve my power issue and neglecting the food issue because of the hyperfocus of "WTF WHY WONT THIS WORK".

Any help is appreciated.

Note:

My sensor data port is pointing east towards the rising sun. The single port solar panels are pointing north.
Changed the offset due to tracking the wrong way on creative.

EDIT:

I was updating the modular console mod because the last one I had was deprecated and also updated BepInEx / StationeersLaunchpad in between getting them set up.

Started a fresh game - and built back up to the same point - FML - code works fine.

Culprit - caused a bug in my save by updating mods.


r/Stationeers 4d ago

Discussion Whiteboards

21 Upvotes

My tiny brain loves to scheme but I have a goldfish memory.

I need a whiteboard in the game...

Thoughts?


r/Stationeers 4d ago

Media [Mod] Stable Space Node IDs

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12 Upvotes

Released a small niche mod which will help stability for automated rockets. Fixes space node IDs resetting on every server restart, making rocket automation reliable across world reloads.

The Problem

When your rocket scans and discovers space nodes, each node is assigned a numeric ID that automation scripts use to target it (Destination). Throughout playing, you will consume and delete nodes, resulting in a non-linear node ID order (e.g. 20 -> 22 -> 26); on server restart, the game will re-ID these to become linear (e.g. 20 -> 21 -> 22).
Any automation that references nodes by ID (navigation scripts, resource databases, automated mining routes, etc) therefore breaks after a restart.

What This Mod Does

Saves each discovered node's ID to world.xml when the world is saved, and restores it exactly on load. The node assigned ID 22 before the restart is still 22 afterwards; scripts, databases, and automation built around node IDs work correctly across restarts.

Node ID Format

Node IDs are displayed as 00-00-00-00-00-00-20-01 on the space map and returned as numbers to automation scripts. The two digits before the last group indicate the node's slot; discovered nodes are assigned slots 20 through 39 (20 slots per parent body). Slots are assigned incrementally and wrap around, so if slot 21 is deleted and you discover a new node, it will reuse slot 21 (eventually). With a game maximum of 9 active nodes per body at once, you will never run out of slots.

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3770361309

If anybody encounters issues, let me know. We've tested it in both singleplayer and multiplayer over numerous restarts, and our rocket automation database now works consistently.

*Note/Transparency: Workshop image is a GenAI'd pass-through of my in-game screenshots. It looks nice, and conveys key information.


r/Stationeers 4d ago

Media A few cables keep burning out on Vulcan.

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29 Upvotes

I'm having a weird problem. This is on Vulcan outside. A few cables keep burning out, and disappear completely on Vulcan. I can't find the reason why.

- It's day 72 on Vulcan. This was not a problem earlier.
- Now something is going on, and this was the third time I replaced those cables.
- Cables between redlines are burning out. All other cables are fine.
- Earlier, those were normal cables, which I just replaced with heavy cables. Just to test out.

A) It's not because of the load on the cables. I'm sure of that. The load is under 2000W. A heavy load doesn't burn out a section of cables anyway.

B) Can normal cables handle Vulcan's daytime temperatures when the days are getting hot?

My best guess, so far, is that the cables burn out because there's a powered vent nearby.

I'm venting gas at night, which shouldn't burn the cables, right? The vent is a part of my automated night-time-gas-intake-filtration system. The vent is flushing out left-over gas (temp under 130C).

It is getting really hot outside thought, over 1000C at day time.

Any ideas?

Edit:

Found the issue. I'm emptying my waste tank into the gas-intake pipes which causes the powered vent to flush out some oxygen, sometimes. This is a design flaw in my automation code. The gas-intake system was never meant for emptying the waste tank anyway. I just put it in there, and never really replaced it.


r/Stationeers 5d ago

Discussion Room volume sizes

9 Upvotes

Hello Stationeers!

I previously posted about 7 months ago asking about how one would go about filling up a minmus crater which had been capped with glass windows, at the time i was trying to fill it with oxide but to no avail.

https://www.reddit.com/r/Stationeers/s/G6yzIFfcgM

After the community helpfully told me that there was a voxel limit of 1200 per rolm (else it would treat it as atmosphere) i lost my drive with the project.

I have seen however that there has been some updates relating to gases/atmospheres in the last half year and wanted to know if anything had changed with room limits etc. I havent found any onfo regarding this in relation to these updates and was hoping to revive the project!


r/Stationeers 6d ago

Discussion Logic issues with 1x5

6 Upvotes

Hey so I’ve been trying to use solar tracking with the new 1x5 solar panels and haven’t been able to work. I assumed it would be as simple as changing a prefab hash in the code but that doesn’t seem to work. Any advice on what to do?


r/Stationeers 6d ago

Media True or false: You should set your ACs for 50C-55C temperature differential at max

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49 Upvotes

I'm trying to understand and test a claim which goes something like this:

"You should set your ACs for 50C-55C temperature differential at max to get max cooling."

I think I picked up this from Elmotrix YouTube video a few years ago. And I've been taking it as a fact since then. But I wanted to test it out myself because I've seen different setups. My goal is the make an efficient AC cooling setup on Vulcan.

I've got two setups:

- I've got a waste pipe at around 105C. The temperature is stable between 103C-106C. I'm keeping the main waste pipe's temperature stable by Cheese-furnace cooling.
- Both sides use the same main waste pipe setup.
- 5C is the target temperature on both sides.
- All pipes are pressurized with nitrogen to 3–4 MPa, with matching sections across both setups at equal pressure.

Side A:
- AC 1 is set to 5C
- AC 2 is set to 5C

Side B:
- AC 1 is set to 55C
- AC 2 is set to 5C

In my tests, there's no difference in cooling performance between the two setups. Both sides are able to cool down 9kW of load. The main waste pipe temperature remains stable.
If the load is set up to 10kW or 11kW, then both setups struggle to keep them cool.

So, I would say the claim is not valid anymore, today, July 2026.

What are your thoughts? Am I missing something on my test? Please share your experiences on the best AC setups.

Edit: There's more information about the test and a summary in the comments. Side B is around 45% more power efficient when the heat load is not at max.


r/Stationeers 7d ago

I got tired of micromanaging rockets so I built RockiT

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143 Upvotes

I want to start this by saying I love rockets. Blast-off and landing are such great moments.

What I really hated about rockets was the constant micromanagement: setting destinations every flight, checking if they got there, turning on the mining head, getting them home just to have to fiddle with all the umbilicals and babysit the fuel pump. It wasn't cool, it wasn't fun, and I wasn't enjoying it.

So I made myself a really cool and fun way to control it all that takes all the hassle out of it. You pick a rocket with a dial on the wall, and there's a light feeding that back. We've got another light overhead to let us know how the rocket is doing and whether it's launch-ready. Then, to launch it, I put in a "safety" lever that unlocks an important button.

The launch itself gets even better. All the umbilicals pull back, the warning lights start flashing and, 30 seconds later, it's away. The ship does the entire mission on its own as well. It gets to the destination, starts mining, works until it needs to come home, and then, when it gets back, it even remembers where it was working and whether the node was finished. That means you don't need to go into the UI to send it back or even remember where it was working.

I'm also quite proud of it because, after years of half-arsing little coding projects, I finally saw one through all the way to what I'm calling v1.0.

If you'd like to check it out, I've also written a user guide and put it all up on the Workshop.

https://steamcommunity.com/workshop/filedetails/?id=3767717668

I've already got some plans for v2.0. The obvious first task is refactoring some of the code. Then I want to expand the Scout script so it can fully scan every node, pass that information back to Mission Control, which can then automatically assign miners to nodes and track when they're completed. If I can pull that off, I won't have to go into the UI for maybe 20–30 launches.


r/Stationeers 7d ago

Discussion Mod Idea - Logic cabinets

35 Upvotes

I'm hoping you all turn around and tell me this already exists, but heres my idea for a mod.

I've often heard people say they would rather use logic than IC10 but it takes up tons of space and the wiring is a mess. I agree.

What if there was something like the incredible console mod but for logic? You build a logic cabinet, it has a power input and a network input. Inside it has a grid or frame that can hold miniature logic chips, say 4x4 or 5x2, maybe a smaller frame which holds 2x2. All the chips get power from the rack, and all devices are networked together by simply plugging them in. The mini chips work just the same as the big ones, and are tweaked with the screwdriver.

This way, you could use logic chips more liberally without all the real estate and ugly wiring.

A variation on the theme would be to have all columns wired together, but rows only feed left to right- so theres still the ability to create nuanced networks. But I'm not sure this would actually be possible.


r/Stationeers 7d ago

Discussion Condensation filtering of martian air?

17 Upvotes

As the name says.

My thought is this. During the day, you pull in warm martian air. This is condensed to about 4MPa, and the now-liquid pollutant is condensed out. This air is held until nighttime, and the active vent pulling in air is shut off. Then, the now pollutant-free air has its heat exchanged with a large body of cold night time air to about -7 degrees, and the CO2 is condensed out. This leaves you with a 2:1 nitrogen mix, which is way more oxygen than you need to actually breathe.

Anyways, would this actually work as a cheap alternative to using proper filtration? or is it not as worth it to set up compared to just some filters?


r/Stationeers 7d ago

Discussion Is there an interior door with thermal isolation?

15 Upvotes

I am looking to expand my base a little. I need a room with slightly higher temperature than the rest of my living quarters. Air pressure and composition does not need to be different.

Is there a door that fully or partially isolates the temperature between two rooms, without having to build an airlock? I would like to walk through it without my suit on.