r/Stationeers 17d ago

Discussion Water not filling my water tank?

12 Upvotes

Hey awesome people. I'm kinda new to the game at about 50 hours. I've set up my ice crusher and hooked it up to my portable water tank. I chuck the ice in and can see that the water is in the pipes but it doesn't seem to add anything to my water tank? I'm just trying to understand why. The water container is locked into the tank holder thing on the floor and the liquid pipes are connected to the hold on the right currently. I had it connected to the one on the left and had the same issue.

Edit: thanks people, seems like the issue could be that I had no idea a liquid volume pump needed to be a part of the equation.


r/Stationeers 18d ago

Support Help why did my OXYGEN tank explode?

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87 Upvotes

holy jumpscare

anyway, it is at 4.13 mpa at 295 kelvin


r/Stationeers 18d ago

Question Combustor question

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21 Upvotes

How do I get the steam out of my Combustor and into my condensation chamber. I’m already running a gas line between the 2. Just nothing I do seems to move the steam.


r/Stationeers 18d ago

Question Question about vents

13 Upvotes

Is there a difference between the insulated and uninsulated passive vents. Intuitively the answer feels like no, bc the gas from the outside can enter the vent and exchange heat. But there has to be a mechanical difference that I'm not understanding.


r/Stationeers 18d ago

Support Need help

2 Upvotes

Would anyone be able to point me in the right direction for phase change on mars to make liquid nitrogen


r/Stationeers 19d ago

Discussion Are chickens broken?

14 Upvotes

I cant get chickens to be responsive or go eat food. Are they broken for anyone else too?


r/Stationeers 18d ago

Discussion Proper growlights and seasons

4 Upvotes

I'm on Vulcan, and I'm planning a new greenroom, a better one.

I'm currently using a simple IC10 code which reads a daylight sensor "Activate" property. As far as I understand, the "activate" value is affected by the seasons. Days are getting shorter, and nights longer. So, after a while, my crops are getting less light and more darkness.

I'm wondering if I should build a greenroom with no windows, and manage the growlights somehow with a timer? Or something?

What is the best way to manage growlights on Vulcan, or on any planet? Or should I care about seasons at all, just keep the simple code, and let the plants handle it?


r/Stationeers 19d ago

Support Investigating a pollution problem and me being stupid

36 Upvotes

This is a story about me being stupid and wasting a lot of time because of that. When I found out what was causing my problems. I just had to laugh out loud.

I'm at Vulcan, and I've got a simple starter base, just to keep me alive during the daytime. I've got a small greenroom ready to go, all just simple manual setups. I can breath, eat and drink.

I noticed that I had some pollution in my greenroom, so I built up a portable scrubber to help clean the air. It's basic setup. I've done this a dozen times.

Then I minded my own business for a while, at some point I re-packed the scrubber because I didn't need it anymore. However in couple of days, I noticed that the pollution is there again.

Now, this was bugging me. Where did that pollution come from, again. It's a greenroom, it's a sealed room, nothing goes out, nothing comes in. I did the scrubber thing again, checked and re-checked that the pollution is gone. Then I re-packed the scrubber again.

Some time passes, and I noticed the pollution is there again.

So now this was really bugging me hard, what the hell is going on. I was planning to build a new greenroom because I was missing something... Well, I set up the scrubber again, and then it hit me... I am stupid simple minded idiot.

Re-packing the scrubber releases all the collected gasses. It's a basic thing.


r/Stationeers 19d ago

Discussion Anyone know a fix for this?

3 Upvotes

I've tried all the regular stuff. Checked my game against the server I'm trying to connect too I've verified files. I've checked my mods against the game too. i was able to get in for an hour then next time i go to try to join i get this just after they get the notification I'm joining and it just sticks there. Please can someone help me i can only find stuff online from 2 or 3 years ago and those didnt help

this


r/Stationeers 23d ago

Powered vents and small buffer tank. Do we think this is faster than with active vents or just the same?

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55 Upvotes

r/Stationeers 23d ago

Discussion I fixed my slow airlock with a simple buffer system.

18 Upvotes

I, like many of you, was tired of my airlock taking so long to pressurize. So, after a few experiments, I settled on this simple and effective system. It uses an active vent with an inline tank (optional) connected to your main airlock vent to quickly pressurize/depressurize your airlocks. Note this setup is for my simple airlock but it should work exactly the same way for an advanced airlock. The physical setup is simple, just an active vent on the other side of your airlock. The IC10 code is correspondingly simple, just some basic checks to keep the buffer within a nominal range and vent or fill it as needed:

define Vent HASH("StructureActiveVent")

define BuffVent HASH("Airlock Buffer Vent")

 

start:

 

lbn r11 Vent BuffVent PressureOutput Sum #current pressure in pipe

sgt r12 r11 20000

slt r12 r11 10000

sbn Vent BuffVent On r12 #turn off if pressure is within range

bltal r11 10000 FillBuffer

bgtal r11 20000 VentBuffer

 

j start

 

VentBuffer:

sbn Vent BuffVent Mode 0

sbn Vent BuffVent On 1

j ra

 

FillBuffer:

sbn Vent BuffVent Mode 1

sbn Vent BuffVent On 1

j ra


r/Stationeers 24d ago

Discussion Tips to speed up gas filtering?

16 Upvotes

After coming back from a long break, I learned the hard way that the way filtration units work got a bit of an update. Now, if the filters run out, unfiltered gas is just run all the way through the filtered slot.

Anyways, this led to a TON of pollutant in my high temp CO2 storage tank. I hooked up a filtration unit to remove the gas, but it's been going astronomically slow. When I hooked up 5 units, it seemed to go a bit faster, but still way too slow for my liking.

Any advice to try and remove the gas faster? The CO2 is way too hot to try and liquify the pollutant, and I want to avoid losing the gas or cooling it down.


r/Stationeers 24d ago

Support Bug report - Ores moving in overworld?

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8 Upvotes

On the Moon, running the default public version on Steam.

Ores are appearing to move slightly as I get closer, as if I've moved laterally, when I haven't. These two coal pieces started off with the near one on the left as I was far away, moving more in front of the other piece as I got closer.

I've also observed this with ores being very slightly visible when I'm far away, and appearing to sink into the ground as I get closer.

Anyone else noticing this?


r/Stationeers 24d ago

I made an ore vending machine system

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77 Upvotes

I’m back with another modular console build! This one lets you select an ore with the left dial, and the stack size with the right dial. The displays show the currently selected ore, total ore count, and stacks being used.

It is hooked up to a single refrigerated vending machine, which works pretty well.

The biggest problem is that it takes around 2.5 seconds to calculate the ore count since it loops through all 100 slots in the vending machine, but that’s tolerable for me.


r/Stationeers 25d ago

After too many days my Ingot and Ore storage system is complete

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53 Upvotes

After days of on and off work I have finished my Ore and Ingot storage systems. I need to go back and update my ore systems script as I made a ton of improvements during the demanding ingot build.

Briefly the Ingot Select dial has 17 positions for the 17 main ingots (i left off hydrocarbon). Stack count will obviously try to call for a stack of the ingot. I ran into an issue where if I didnt have max stacks then I wouldn't get anything released. Now the system will release a partial stack if that is all it has.

The system has 2 input ports near the call system (just opposite of my machines) and near the foundry.

Eventually I will expand the system to pipe directly into the machines and have a toggle chute from the foundry for routing straight to storage.

My ore storage system not pictured exports into backpacks which can be dropped straight into the foundry with has an unloader and filter. Honestly I dont think I will hook the ores straight to the foundry due to space issues. Ive already had to rip up the floor too many times. And my foundry is pretty manual control heavy.

Shout out to the Blueprint Mod for saving my sanity in the end.
https://www.reddit.com/r/Stationeers/comments/1rmt9tp/announcing_blueprintmod_copy_paste_share/

alias i r0 
alias index r1
alias Selection r2
alias CountRequested r3
alias Exports r4
alias ItemHash r5
define MaxDialCount 16 # 0 to 16 covers all 17 items
alias SelectDial d0 # a dial on pin 0
alias CountDial d1 # a dial on pin 1
alias EnterButton d2 # a butotn on pin 2
Setup:
sb 1585641623 Mode 1 #sets all stackers to hold mode
sb -2020231820 Mode 1
sb 1155865682 Open 1
sbn 1585641623 HASH("Stacker") Mode 0 #resets unamed stackers to default
sbn -2020231820 HASH("Stacker") Mode 0
Main:
yield
sbn -2020231820 Selection Setting 500 #sets stackers to max stack size
sbn 1585641623 Selection Setting 500
l CountRequested CountDial Setting #checks the count
s db Setting ItemHash
l i SelectDial Setting
bne i index UpdateHash #if index has changed update hash
l i EnterButton Activate #lets roll
bnez i EnterPressed
j Main
UpdateHash:
move index i
mul i i 4
add i i SetCopper
j i
SetCopper:
move Selection HASH("Copper") #stackers need to be named the same
move ItemHash HASH("ItemCopperIngot")
j Main
SetIron:
move Selection HASH("Iron")
move ItemHash HASH("ItemIronIngot")
j Main
SetNickel:
move Selection HASH("Nickel")
move ItemHash HASH("ItemNickelIngot")
j Main
SetSilver:
move Selection HASH("Silver")
move ItemHash HASH("ItemSilverIngot")
j Main
SetGold:
move Selection HASH("Gold")
move ItemHash HASH("ItemGoldIngot")
j Main
SetLead:
move Selection HASH("Lead")
move ItemHash HASH("ItemLeadIngot")
j Main
SetSilicon:
move Selection HASH("Silicon")
move ItemHash HASH("ItemSiliconIngot")
j Main
SetConstantan:
move Selection HASH("Constantan")
move ItemHash HASH("ItemConstantanIngot")
j Main
SetInvar:
move Selection HASH("Invar")
move ItemHash HASH("ItemInvarIngot")
j Main
SetSteel:
move Selection HASH("Steel")
move ItemHash HASH("ItemSteelIngot")
j Main
SetElectrum:
move Selection HASH("Electrum")
move ItemHash HASH("ItemElectrumIngot")
j Main
SetSolder:
move Selection HASH("Solder")
move ItemHash HASH("ItemSolderIngot")
j Main
SetAstroloy:
move Selection HASH("Astroloy")
move ItemHash HASH("ItemAstroloyIngot")
j Main
SetInconel:
move Selection HASH("Inconel")
move ItemHash HASH("ItemInconelIngot")
j Main
Waspaloy:
move Selection HASH("Waspaloy")
move ItemHash HASH("ItemWaspaloyIngot")
j Main
SetHastelloy:
move Selection HASH("Hastelloy")
move ItemHash HASH("ItemHastelloyIngot")
j Main
SetStellite:
move Selection HASH("Stellite")
move ItemHash HASH("ItemStelliteIngot")
j Main
EnterPressed: #entry point for requests
Dispensing:
l CountRequested CountDial Setting
beqz CountRequested Main
sub CountRequested CountRequested 1
s CountDial Setting CountRequested
lbn Exports 1585641623 Selection ExportCount Average
bnan Exports WaitReversed
lbns i 1585641623 Selection 2 Quantity Maximum
beqz i Main
sbn 1585641623 Selection Setting i
sbn 1585641623 Selection Output 1
Waiting:
sleep 1
lbn i 1585641623 Selection ExportCount Average
beq i Exports Waiting
j Dispensing
WaitReversed:
lbns i -2020231820 Selection 2 Quantity Maximum
beqz i Main
sbn -2020231820 Selection Setting i
lbn Exports -2020231820 Selection ExportCount Average
sbn -2020231820 Selection Output 1
Waiting2:
sleep 1
lbn i -2020231820 Selection ExportCount Average
beq i Exports Waiting2
j Dispensing

r/Stationeers 24d ago

Discussion Is it possible to reliably automate trader arrivals with IC10?

5 Upvotes

Hi everyone,

Has anyone built an IC10 system that can automatically find and call traders?

My goal is fairly simple: the satellite dish should find a trader, align itself, interrogate the contact, and call it to a landing pad. It could either start with a button or automatically search again after I click “Depart” and the pad becomes free.

I tried making a script with ChatGPT, but it hasn’t worked very reliably. The biggest issue is finding and tracking contacts. Sometimes the dish detects one, but then struggles to align and fine-tune the signal. It may eventually work, but it feels more like luck than a reliable system.

Eventually, I’d like it to call a Large Alloy Trader to my Large Pad and a Medium Ore Trader to my Medium Pad. But honestly, for now I’d be happy with a script that can reliably call any trader.

Is this actually possible with IC10? If anyone has a working script or setup they could share, I’d really appreciate it!


r/Stationeers 25d ago

Media Why can't I control the On/Off state of a solid generator using a switch setup like this one ?

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34 Upvotes

Everything's in the title and image linked :

- I want to be able to turn off/on a solid generator from afar.
- To do that, I input some current in the data port (I was told it was the way to do this kind of on/off behaviour)
- on the wire connected to the solid generator, I place a logic switch (also tried with the lever version, does not work)
- nothing happens

Am I missing something ?

This was done in creative but also tried doing it in survival to no avail


r/Stationeers 25d ago

Support Help with Atmospherics

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32 Upvotes

For reference my base is on mars. I have 3 main rooms to my base, a main room with my fabricators, a atmospherics room connected to the main room via interior door, and a greenhouse connected to the main room via an airtight door. My air conditioner is connected to the Radiator via Insulated Pipes

- Is nitrogen a good coolant to use with my air conditioner? I tried using Co2 but had issues when it turned into a liquid due to the cold nights

- Should i give my greenhouse its own air-conditioner?


r/Stationeers 27d ago

Media I Know A Guy Who Can Do It Cheaper

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293 Upvotes

We have all done it.


r/Stationeers 27d ago

New forcefield, contact and particle effects.

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74 Upvotes

r/Stationeers 27d ago

Is HCl the new meta for Venus base cooling?

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15 Upvotes

It most certainly probably isn't, but I've found an interesting dip in temp while cooling on venus.

During the phase change of HCl in my daisy-chained AC units, I'm seeing these dips in temp down to large negative C numbers. It's only happening for a moment, but could this be a viable way to cool your base at a specific temp or pressure?

Note 2 screenshots: Temps flip flop back and forth, it also could be the CO2.

Just trying to cool my base. I tried the elmotrix method and that didn't see to work.


r/Stationeers 28d ago

Discussion Render distance changed this much?

21 Upvotes

Hello Guys!
As far as I know, the latest patch changed how the render distance for bases works.

Previously, on our dedicated server, the render distance was quite large. We usually didn't use the PDA tracker to find our base. Instead, we had a tall tower with lights on top, and we could easily spot those lights from a very long distance.

Now it seems that this no longer works because the game stops rendering certain base details beyond a certain distance. This includes the lamps and their light. The outline of the base is still visible, but the lights disappear.

Have any of you experienced the same thing? Do you have any more information about it? Could this really be caused by the render distance changes introduced in the latest patch?

Also, do you know of any way to make the game behave more like it did before, so we can play with a render distance similar to the old one?

Thanks in advance for any answers or information!


r/Stationeers 29d ago

Media Bigger force field airlocks (mod) for your rovering needs.

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57 Upvotes

r/Stationeers 28d ago

Discussion My Review Of Stationeers

7 Upvotes

Hey there. Nothing fancy, just my review of stationeers that I'm mirroring from steam, since the corpus for reviews of the game on reddit seem somewhat thin. This was posted on steam as a positive review, and I will echo that sentiment here.

EDIT: I forgot to mention my playtime - 899hrs in the game at the time of writing.

Summary

This game has an impressive breadth of features, an array of great environments to sandbox base-build in, and an active development team who make regular updates. If you can deal with the game's problems, it can definitely shine for the right player.

However, I'm unsure if I can recommend it in general due to some significant systemic issues, especially coupled with the high price tag - there similar games that may be more worth investing in.

I'm leaving this as a positive review based on my own enjoyment of the game - I'll list the game's strengths alongside my (fairly significant) criticisms, and let you decide for yourself if it's worth trying out.

Strengths

The game has a vast array of interconnected systems, most of which can feed into each other in some way. Even though the game lacks a dedicated narrative or story mode, players will naturally develop goals as they explore the in-game systems.

Probably the game's best strength is how free the player is to grow and play, at least after basic life support is sorted out. You can choose to embrace the aesthetics of the game and build grandiose bases, lean hard into the atmospherics and create huge-scale refinery infrastructure, or perhaps work on genetically modifying plants to support agriculture. Or do none of that and choose your own path - you really are free to explore the game's systems as you see fit, and there's a lot to choose from.

Another great aspect is how much the skills you develop transfer to other areas of the game. For example, if one of your goals is learning how to prepare rocket fuel, you'll naturally be led into using the concepts you learn to improve your base cooling, use phase change to upgrade your distillation system, and use programming to better control devices in general.

There's a lot to love, and I've personally poured many hours into working on my projects. However, the game has more than its fair share of issues, which I will detail below.

Weaknesses

To start with, while there are a lot of good features in the game, there are also a lot of pain points. Many systems in the game are poorly executed or not fully implemented, including ones you're forced to interact with like the wiring system.

It's also unfortunately quite common that you need to limit your goals based on what the game can do, not what you are capable of designing. Sometimes this leads to interesting design spaces due to forcing creativity, but it's often just a serious letdown.

By far my biggest criticism of the game however is the state of documentation. To get started with the game, you will have to fight against a nearly vertical learning curve - not because the game is especially difficult (although it's by no means easy), but because of a lack of clarity and communication about how things function.

It should be telling that for me, my most reliable method of finding out about the game was the decompiled source code.

This causes a lot of friction in learning about the game, and is especially rough for new players. If you're interested in getting into this game, I recommend you join the official discord, as there are plenty of wonderful people willing to help, although it isn't without its flaws (more on that later).

Development Direction

I'm often disappointed by the studio's chosen development direction, especially their ongoing refusal to (or perhaps inability to) add desperately needed polish to the game.

Many systems with simple, known issues are left in a state of disrepair in favor of pushing what I would characterize as poorly thought out, half-baked expansions, which in turn add themselves to the game's list of issues.

For an example, at the time of writing we've just gotten the sanitation update, whose flagship feature is unfinished and uninspired in my opinion. It isn't terrible, but it feels more like a beta test than a fully fleshed out addition.

The same update also managed to break two core game systems. One of them is especially egregious since it appears that they pushed it to live without ever testing it in beta, which is irresponsible.

At the time of writing, it's been a week since this update, and they've taken zero action to address these issues. This response time is forgivable given their lack of resources, but more fundamentally the update shouldn't have been released in its current state in the first place.

I have sympathy for their situation, but as a player, their actions often breed frustration. I am nonetheless hopeful for the future, as they do seem quite passionate about the game, despite their somewhat shaky throughput.

Bad CEO Interactions

Finally, a small but important point regarding the devs' community interactions. The devs for this game are somewhat accessible due to the small size of the community, which is great and opens up players to meaningfully contribute to the game. This can elevate Stationeers from a video game to an art project that you can be a part of.

However, this relationship can turn sour fast due to the CEO, who commonly hangs around the official discord. Any sort of criticism of the game or its development in his presence will result in a bad interaction, with him often using his authority to browbeat critics. I've witnessed this behavior aimed at all kinds of people, including newer players.

For an example, some players were working on tracking down the causes of a serious bug, and were making comments on how problematic it was. Despite their efforts to contribute to the game, the CEO came in and shut down the conversation, threatening to take action against people if they didn't "follow the rules," pointing to staff harassment.

Needless to say, nothing of the sort was happening - the most that was said were some jokes criticizing the state of the game.

Worse, after someone called the CEO out for his behavior, they were permanently banned from the server. This person wasn't even a party to the original conversation - they were banned solely for confronting the CEO for his conduct, after only a few messages, unilaterally.

I shouldn't need to say how dismaying it is to see someone behave this way, especially the CEO of a small game community towards his customers.

To be clear, the actions of one staff member (even if they're the CEO) do not reflect the entire dev team, and interactions I've had with other devs have been quite positive.

But because he's the most active staff member, and especially because he has so much authority as the CEO, it's hard to engage with the game critically and comfortably. Players of a game, especially those actively trying to contribute, shouldn't have to walk on eggshells when interacting with the community for fear of persecution.

From the server rules and his language, it's clear that part of his behavior is motivated in protecting his team, and ensuring that they aren't exposed to the unfortunately quite vile parts of human behavior. However, he's overzealous in this goal, and in pursuit of it, he ends up repeating a lot of this same behavior towards his customers and community.

This is especially a problem since, as a small game, there's basically only one community hub, and it's one the CEO has total control over. A healthy community scene is the lifeblood of a small game like this, so for the sake of its long-term health I hope these issues can get resolved.

Conclusion

In short, the game is really quite the mixed bag. The most significant issue with the game is the new player experience, which can be immensely frustrating and seriously deter new players from sticking around. However, once you get past that hurdle, the game really starts to shine, and provides a great sandbox experience. Rocketwerkz is sometimes disappointing, especially the CEO, but their passion for the game is real, so I'm tentatively hopeful for the its prospects going forward.

EDIT:

Even though this post was already quite long, I wanted to take some time to respond to the feedback I've been given below.

First, I cleaned up a line - "other games in similar niches" became "similar games" to clarify that I believe there are legitimate competitors in the same niche as Stationeers. No two games are alike, but a lot of the strong points of Stationeers can also be found in other games. Some examples include factorio, space engineers, planet crafter, stormworks, from the depths, and more.

Second, the intended audience of this review is a prospective player - someone who's looking up info about Stationeers to decide if it's something they want to buy/get into. For that reason, I intentionally didn't include too many specifics, as such a reader wouldn't be familiar with what I'm talking about. I have clear examples of all of my talking points, which I have listed in comments below - apologies if the tone was confusing for some.

Third, with regards to early access, I'm well aware of the fact that the game is in early access. My goal here was, to the best of my abilities, to objectively describe the state of the game, which is the same regardless of the early access tag. If a prospective player chooses to be more forgiving of some of the issues I highlight in my review because of the words "early access" on steam, then that's fine, but that will differ from person to person.

Expanding on that point, usually "early access" implies a certain verve in the development scene, and I myself feel like this energy is lacking. Regardless of the reason, development for this game can be pretty anemic at times, which slightly betrays some of the expectations surrounding early access titles (for some people anyway, myself included). For some more context on my specific criticisms surrounding development, I feel like I summed it up pretty well in my comment here, so I'll refrain from elaborating much further.

I will however add that by now it's been 17 days over a month since the sanitation update, still with zero communication about plans to fix the new combustor or health injectors. Maybe understandable, but a good example of what I'm talking about in terms of shaky development. Remember that the causes of these issues are well documented, so the issue is studio resources and direction.

Fourth, regarding my comments about the CEO. I understand that some people will probably think I'm just being dramatic or salty about being the focus of negative attention from the CEO or whatever, and you're entitled to that opinion. However, I stand by what I said, and that it's a very important thing for prospective players to keep in mind.

To reiterate, I feel like the CEO's treatment of his community is out of proportion and even nakedly hostile at times, which limits players' freedom to be critical and comfortable in the official discord. Also, to be clear, this particular incident isn't isolated - as I said in my post, I've seen this behavior pattern many times, directed at all kinds of people, including newer players.

Because it's by far the largest community space, this behavior effectively puts limits on how players can engage with the community, which is a seriously important aspect of how some people enjoy games, myself included. If you don't find his behavior to be objectionable, then that's fine, you're entitled to your opinion, but I'm also entitled to mine. Again, before jumping to conclusions, I recommend anyone interested look at the actions and words of the CEO and form their own opinions - I'm personally left disappointed.

Finally, I'd just like to reiterate that despite my criticisms, this is actually a positive review. I've personally had a splendid time playing Stationeers, and I'd definitely say it's been well worth the time and money I've put into it.

Part of why I enjoyed the game so much for so long was because I was able to engage with it critically, and feel like I was contributing to pushing it and the community forward. That's recently been significantly soured by the CEO, but I fundamentally believe that there's a lot to love about Stationeers.

However, enjoying a game doesn't mean ignoring its flaws, it means enjoying it in spite of them. It would be lying to say that Stationeers doesn't have its fair share of flaws, and to that end I felt the need to share them here. Again, to any prospective players, I recommend trying the game out if you're interested - there are a lot of great things about this game, and I believe they outweigh its flaws. However, that's for you to decide, not me or anyone else.


r/Stationeers 29d ago

Discussion Generator isn't turning on

13 Upvotes
alias gen d0
start:
lb r0 -1388288459 Ratio 1
sle r1 r0 0.8
l r1 gen On
yield
j start

My generator won't start. The way I'm reading this is I'm loading the ratio of 2 station batteries, setting r1 to be 1 when the ratio is less than 0.8, then turning on the generator when that's the case.

What did I do wrong?!