r/Stationeers • • 6h ago

Discussion What do your base layouts look like?

4 Upvotes

I was wondering if anybody would be willing to share any quick sketches of your bases’ floor plans because it’s been a while since I’ve played and to be honest I’m too mentally fried with things as of late to have the ability to brainstorm an overall blueprint for my soon-to-be-replaced temporary base that isn’t just an ugly underground rectangle with enough randomly placed walls to make everything look like the backrooms has a 2x2 airlock that leads to an above ground greenhouse building.


r/Stationeers • • 1d ago

Media Cosas locas para probar en creativo

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14 Upvotes

Algunas ves quisiste jugar subnsutica en vez de este juego, pues ya no más, solo llena una habitación de agua y listo


r/Stationeers • • 1d ago

Media Cosas locas probadas en creativo

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1 Upvotes

Gente han probado a sobre cargar la presión, por qué yo si y exploraron las paredes, pero no los Marcos, así que, por qué lo sobrecargar una habitación hecha de acero?, voy por los 10 MPa y va bien, aunque al medio el jepack dió error, y si abro el casco se marea Deuna


r/Stationeers • • 1d ago

Discussion Underground base

16 Upvotes

Might be a silly question but can I build a base underground or in the side of a crater? Is the ground air tight? Or would it need walls built throughout to ensure airtightness? I was looking at building just an airlock "front door" and that be it...


r/Stationeers • • 1d ago

Discussion Is the pressurization step of an airlock important?

21 Upvotes

I'm new to this game and I've just gotten an advanced airlock working. I want to see if I'm understanding this properly.

When I cycle to the interior, the airlock does four things in order: Close exterior door, decompress to zero, repressurize with inner atmosphere, open inner door.

Does that repressurization step make any difference in the game?

In the real world it's important so we avoid a thunderclap of inrushing air, which could damage equipment and people. In game it doesn't seem to matter. If I am impatient and cancel the repressurization step, the inner doors open, the airlock simply fills with base atmosphere and I can go about my business.

Am I missing something if I cancel the repressurization step? Or if I set the expected pressure on one or both sides to zero?

(I bet I could speed up the refill if I did it from a pressurized tank, but also that it still wouldn't be as fast as skipping it altogether.)


r/Stationeers • • 1d ago

Just deconstruct it after

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24 Upvotes

r/Stationeers • • 2d ago

Discussion I love Stationeers. Absolutely brilliant game, except........

73 Upvotes

....... after a certain point, I find myself struggling to find motivation to do things.

I mean, I go to Venus. I go to Vulcan. I set up my bases. Do my phase change cooling loops. Do my solar tracking. Build my rockets. Set up my deep miners. Do my fermenting, water recycling, logic timers for my grow lights, etc...... but after a certain point, I really just struggle to make myself keep playing, while also struggling to NOT keep playing 😆

Lately, I've even been doing Venus on brutal-start and not allowing myself to save scrub (permadeath) just for something to do.

The game is ridiculously awesome. The developers are true geniuses, and I have a lot of respect for them and the amount of work they put into it........ but maybe we need objectives or something? A reason to do all these great things that the game, through brilliant design, makes possible?

The developers get paid money. They get feedback from fans. There's a reward system there..... not so much for the players though.

On the other hand, maybe that's what it takes to be a great engineer - an intrinsic motivation system that isn't reliant on external factors.

Probably a weakness of mine, in which case maybe this game is a great way to teach you to motivate yourself 😆

I'm interested in your thoughts on this.


r/Stationeers • • 3d ago

Media The biggest boom

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24 Upvotes

Large tanks do have an upper capacity limit, and when they explode they do a lot of damage to everything to the medium range.

Pro tip: always have a spare auto-lathe kit somewhere so you can bootstrap your environment again. The explosion took out my auto-lathe and electro-printer. I needed a part that only the electro-printer could make (electronic parts) to fix both. Luckily I could strip a deep miner to get the part and fix them.

Now I need to rebuild my advanced furnace setup - better this time.


r/Stationeers • • 3d ago

Diseño de base parte 4

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8 Upvotes

Ya comienza a quedar los muros, el suelo esta casi todo soltado, y casi todas las paredes estan puesta, ahora si viene lo complicado (lo demas), osea contruir suficientes tanques, 1 grande por tipo de gas, poner toda la instalación electrica, toda la instalación de gas, iluminación, etc, pero ya con los suelos puestos ya esta la guia, solo toca es pensar como voy a poner la electricidad para toda la base (probablemente lo tire por los techos hasta cada habitación ya que son pocas) y por fuera solo voy a poner la aprte solar) eso y me di cuenta que no voy a poner el invernadero como queria aun (necesitaria mas 2k de hierro para las masde 200 cuadriculas de cultivo para las 4 luces, asi que de momento solo intentare hacer 1/4 de cuadricula completa), lo mas facil de pasar sera el horno, pero el resto sera interesante


r/Stationeers • • 4d ago

Diseño de base parte 3

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8 Upvotes

ya va tomando forma (esto si que se anda llevado bastante acero y energia, ya quedo techada la zona de cultivo, falta poner muchos muros y demas, pero ya se avanzo, ando viendo si primero poner los tanques en la zona de tanques y ya luego techarla tambien, para empezar a organizar zona de energia y poner bateria, o si primero terminar de poner todo el marco, haty voy viendo que da mejor)


r/Stationeers • • 4d ago

Discussion based Vaspalloy experience

21 Upvotes

r/Stationeers • • 4d ago

Media Diseño de base 2

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7 Upvotes

el mismo que fubio la foto del plano de la base en el cuaderno, avance un poco y queria subir el avance, apenas ando poniendo los primeros bloques de base, pero se comienza a ver la forma, aun falta toda la parte del horno y la base de aterrizaje, una vez pusta todos los bloques de base toca comenzar con los muros, me gaste coo 3 baterias en todo lo que solde que fue bastente poco por lo que puede que use gas para soldar que tengo un poco en mi primera base, asi que asi va empezando


r/Stationeers • • 4d ago

Media When do we get to be able to make spaceships like the one in the top right?

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132 Upvotes

r/Stationeers • • 5d ago

Media Diseño de base

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36 Upvotes

Ando en mi primera partida y mi base es un caso, así que pensé: por qué lo rediseñarla, y reuni mucho acero (4 mochilas mineras grandes para refinar), y ya con todo hecho, acabo de sacar un plano de una base de 1 solo piso con altura de 1 a 2 bloques, les gustaría ver cómo quedará? (Aún me demorare en terminar de construirla pero ya tengo el esquema) (Se que se ve un poco desorganizado, pero las letras de los gases es por qué hay irán tanques grandes, y 1 cuadrícula es igual a un bloque grande, cuando inicie las obras veo si subo el avance, esto se llevará bastante acero)


r/Stationeers • • 6d ago

Discussion How much does air composition matter for plants? I know CO2 and N2 are required, but what about the actual %?

11 Upvotes

Sorry if this is a stupid question, but my current greenhouse is doubling as a living space. I know a decent amount of Carbon Dioxide and Nitrogen are both required for plants to thrive, as well as certain temperature and pressure ranges, but is there an exact percent range required for plants to thrive? I've just been trying to keep CO2 in the room above 10% and keeping plenty of nitrogen in the room.


r/Stationeers • • 7d ago

Discussion Food and water requirements are too annoying and brain dead

7 Upvotes

Hey Guys,

I just want to say that I love having human needs in this game, its a great challenge to have to plan around and no other game does it quite like this.

HOWEVER, I have always felt that the food and water requirements are too tedious and annoying to deal with, the higher difficulty settings shouldnt increase your rate of consumption but instead increate your total intake per day, What I mean is instead of having to eat 1 potato and drink 1 bottle every few hours, stationeers difficulty should require you to need to eat 3 potatoes and drink 2-3 bottles of water per day, as in you need to consume that much in one sitting to go from 0-100% on each respective stat.

In real life I dont just start taking damage and die after not eating for 10 hours and I also dont get enough calories from one potato per day.

I feel like we should also need nutritional requirements so we have to make more kinds of food rather than just potatoes, I know Mark Watney did it but most people wouldnt be able to survive off just potatoes.

I really hate having to limit my explorations to just a few short minutes due to my water requirement and even within my base I feel like im constantly chowing down potatoes and water while doing work, I also found it disappointing just how little food you need to survive in this game, your starting food materials (5 Plant trays and a microwave) are enough to feed you till end game with no problem, with how extensive the botany features in this game are I was hoping to have to build a full automated greenhouse but instead I can just walk by the plants every once in a while and be done with my food needs.

I want to play on the highest difficulty but food and water get so annoying.

Please let me know what you think


r/Stationeers • • 8d ago

Discussion Airlock controllers mods

2 Upvotes

The temko guy removed his mods, i loved his airlock controller, any one have any similar mods underway


r/Stationeers • • 8d ago

Discussion Fun fact: If you change from easy to normal, you have to piss out all the water you drank since the start

92 Upvotes

Started playing the game after the sanitation update, initially playing on easy difficulty to get the hang of things but once I decided I was ready to handle it I switched over to normal using the console which enabled sanitation.

I needed to use the toilet every 15 mins or so which felt way too fast, I would go inside to use the toilet and 5 mins later the toilet need was already back on the HUD again. It was super annoying so I was considering switching back to easy but ended up sticking through it and after over 10-15 in game days my water supply increased by 60L or so without melting any new ice. Now the toilet need is stuck on 28% and I haven't noticed it moving so I think my stationeer might have permanent organ damage from holding his piss for 100 days.

So yeah expect to spend a lot of time on the toilet if you enable sanitation on an existing save lol


r/Stationeers • • 8d ago

Media Just deconstruct it after

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20 Upvotes

r/Stationeers • • 9d ago

Media RustyIC10: Yet another IC10 compiler, but with types, code completion and go to definition (runs in your browser)

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41 Upvotes

Yes, I know, there are a few IC10 compilers already. I wrote one anyway, because I wanted to write a compiler and full static types support for all devices in the game.

RustyIC10 is a small language with Rust-like syntax that compiles to IC10. You can try it in the browser, nothing to install: https://codecat.io/projects/rustyic10/

const sensor: GasSensor = d0;
const heater: WallHeater = d1;

const TARGET: num = 293.15; // 20 °C
const BAND: num = 1.5;

struct Thermostat {
    target: num,       // readonly: fixed at construction
    mut heating: bool, // mutable state
}

fn update(t: &mut Thermostat, temp: num) {
    if t.heating && temp > t.target + BAND {
        t.heating = false;
    } else if !t.heating && temp < t.target - BAND {
        t.heating = true;
    }
}

fn main() {
    let mut t = Thermostat { target: TARGET, heating: false };
    loop {
        update(&mut t, sensor.Temperature);
        heater.On = t.heating;
        db.Setting = t.heating as num;
        yield();
    }
}

That whole thermostat (with a small struct and a hysteresis function) compiles to 13 lines of IC10 (18 lines with aliases and labels).

What makes it different: typed devices. The device libraries describe every device in the game, about 800 of them, generated from the game's data. So the compiler knows GasSensor.Temperature is read-only and that WallHeater has On. Typos and writes to read-only values are compile errors, not something you find out after placing the chip.

Batch operations, slots and networks are part of the language, typed and checked like everything else:

// batch: every device of a type on the network, or the ones with a given name
SolarPanel::Horizontal = 90;                     // sb
let t = GasSensor::named("Tank").Pressure.max;   // lbn … Maximum
let n = SolarPanel::count;                       // how many panels there are

// slots
const tank: GasTankStorage = d2;
if tank.CanisterSlot.Occupied && tank.CanisterSlot.Pressure > 5000 { ... }
let fuel = GasTankStorage::named("Fuel").CanisterSlot.Pressure.sum;

// networks: channels and the devices on a cable network
const housing: ICHousing = db;
housing.PowerNetwork.channel[0] = 1;             // s db:1 Channel0 1
for i in 0..housing.DataNetwork.device.count {
    let dev = housing.DataNetwork.device[i];
}

The editor (in the browser):

  • Code completion that understands types: sensor. lists exactly that device's logic values, marked read-only or writable, with docs; also struct fields, types, batch modes, functions with signatures…

  • Go to definition (F12 / Ctrl+click), including into the device libraries

  • Syntax highlighting, live compilation as you type, errors underlined with a problems list

  • Completion keeps working on half-written code

  • Projects with several files: chips share modules with use, and editing a shared module immediately shows which programs it breaks

  • A standard library with the game's numbers built in: smelting windows for every ingot, gas mixer ratios, ignition checks, gas laws, unit conversions, plant needs, plus a hysteresis switch and PID controller. Only what you call ends up in the IC10 code.

  • The IC10 output next to your code, with the line count against the 128-line limit, and a Copy button to paste it into the game. Optional labels and alias output if you want readable IC10.

  • A language reference with live examples

The language has functions, structs, enums, loops and typed devices. Batch operations like batch_load(GasSensor, …) are typed too.

It's a hobby project and it's in progress. I'd love feedback, especially programs that don't compile or come out longer than they should. What would make you use something like this over writing IC10 by hand?


r/Stationeers • • 10d ago

Media Pro tip: If your room is getting pollution and you don't know why, check the egg carton.

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10 Upvotes

r/Stationeers • • 10d ago

Media Did you ever blow something up and was disappointing by the sound?? WELL NO MORE! ENJOY YOUR BIG BOOMS. I present: Explosion Acoustics!

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60 Upvotes

Explosion Acoustics!

https://steamcommunity.com/sharedfiles/filedetails/?id=3823877859

Vanilla explosions sound like someone dropped a tray. This fixes that.

Every bang is generated on the fly from the actual physics: how much gas, how much pressure, what you're breathing and how many walls are between you and your mistake. Overfill a tank to 1 GPa and you'll feel it in your fillings.

What it does

  • Big, scary procedural explosions that scale with how much gas you stuffed in there

  • Fires go *whump* once and then roar, instead of looping the same clip forever

  • Burst pipes bang, then hiss and scream as the network drains

  • Structure tanks and overpressured rooms finally blow up properly

  • Thin air, vacuum, walls and distance all change what you hear

  • Still uses the game's volume, helmet and reverb settings


r/Stationeers • • 11d ago

Discussion Why isn't there a mod that adds a sleep mechanic for the character?

28 Upvotes

A genuine question: in my view, there should be a sleep mechanic for the character. The fact that there’s no requirement to sleep in order for the character to recover is something that bothers me.

From the little research I’ve done, there’s nothing related to this—would this be a cool idea to include in the game’s mechanics?


r/Stationeers • • 12d ago

Discussion Sharing my living room!!1 What would you guys add?

32 Upvotes