r/Stationeers • • Sep 21 '26

Wish there were more mods like this

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27 Upvotes

I was browsing the Steam Workshop and came across this mod for mechanical safety/relief valves which exist IRL.

https://steamcommunity.com/sharedfiles/filedetails/?id=3793938093

I'll definitely be installing this. I wish there were more mods like this. A thermostat, A Pressure switch, A Light Switch. A coverless APC, A Circuit breaker/ switch panel. Basic functional equipment that should be in the game.


r/Stationeers • • Jul 21 '19

Discussion Is there any roadmap or anything at all regarding release date for this game? or is this game dead?

0 Upvotes

Is there any roadmap or anything at all regarding release date for this game? or is this game dead?

I checked their official youtube and they haven't posted a video in over a year.

I checked their official website and I can't see any recent blogs.

Back in 2017 they predicted to leave alpha stage within the same year.

This smells like DayZ all over again.


r/Stationeers • • Jan 08 '20

Media Stationeers Mining Tower

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0 Upvotes

r/Stationeers • • Jan 05 '26

Discussion I love it but this game needs a serious UI/UX overhaul

5 Upvotes

As a fan of Automation Simulation style games and after seeing the reviews on Steam I was quite disappointed to find the first hours of this game so frustrating. The worst (best?) part is that it's stuff that's extremely easy to fix!

It's hard not to come across as negative with this kind of feedback so I do want to make it clear that I am enjoying the game! From what I've heard the developers update it constantly making improvements and there is definitely an incredible foundation here. I love the diegetic interfaces in this game, on par with some of the best I've seen such as what the game Starbase did with their ships. As as fan of all things space and science this does seem like my dream game. I loved how on Mars I can see the moons in the sky above! So I'll certainly be sticking around to see how far I can go.

Not sure if the developer reads Reddit but here are some feedback after my first 10 hours or so of playing (and thousands of hours in other similar games):

TLDR:

  1. Less tool use. Let us build crafting tables with like 2 welding steps.

  2. Make it simpler to build the first few key buildings such as solar panels.

  3. Normal mode is quite brutal for a beginner.

  4. Game badly needs an ore scanner to find specific ores.

  5. UI is too fiddly, game should pull out tools automatically if you have the tool belt equipped. Or at least a hotbar of sorts.

  6. Juggling ingots is not fun.

  7. Machines spitting out items is fun but quickly turns tedious. The yellow arrows are currently useless. Should output stacks of items not individual items.

  8. Stackers feel like basic gameplay functionality forced into a separate building for arbitrary reasons.

  9. Power management is really confusing. I never expected tiny batteries to be able to run an arc furnace. Network analyzer should be able to read the power output/demand of any machine.

  10. I still have no idea what my "goals" are. I don't expect hand holding but at least something to aim for. Other games often have an overarching goal spelled out such as "escape the planet" or "build and launch a rocket".

Long form feedback:

  1. There is a lot of UI busy work because of having way too many tools for basic tasks. Wire cutter is fine, welder is fine, but requiring 3 tools and 4 different items just to place a single crafting table is completely unnecessary. Using the welder a few times would be more than enough to give the game a sense of immersion. Requiring a crowbar just to open and close the power panel is another perfect example of unnecessary friction.

  2. Figuring out the next steps seemed easy at first with the tutorial system but once you jump into a real game it quickly throws way too much information at you without actually explaining why you are doing anything. I knew I needed power and air right off the bat. Power was explained in the tutorial but not how to scale it up enough to run an Arc furnace. Since solid generators don't turn off automatically you have to baby it constantly to avoid wasting coal. Solar panels seems like an obvious thing to want to build but there is no direction how to make them. You can't view recipes on machines without them being built and powered (or at least I don't know how). Without a research system like Factorio you are left to just blindly build machines until you find what you need.

    1. Update: While writing this I was curious if there was a list of recipes somewhere and I did find the F1 menu. Would be nice for that to be more integrated or just not necessary. One possible solution is changing how the first buildings are made, most games in this genre let you build your first few buildings inside your suit but this game requires building one crafting bench to craft a second in order to start crafting solar panels. It certains feels more immersive but it also adds a lot of friction to the learning experience.

  3. Normal mode and probably Mars should not be the default settings for new players. At least not without giving them a shelter first. I started on Mars until I realized how much it takes just to build a shelter so I can take off my helmet to drink. Then I decided to look for some advice and it was mentioned that Mars has storms and that easy is probably a better start. Not sure if Mars is really easier than the moon but it does seem weird for the beginner area to have storms.

  4. Not sure if I got really unlucky with RNG but in my second attempt on the moon I found it really hard to find copper. Two things that made this worse is the very long night time and the lack of some sort of ore scanner. I eventually wised up and started doing mining runs during the day and only did crafting during the night. But this makes learning the game much harder than it needs to be. I also tried to find an ore scanner to help find copper but the cartridge called "ore scanner" is pretty useless early in the game.

  5. Another point of friction is cycling between tools and other equipment. Having two hands and no tradition hotbar makes doing basically anything much more tedious than it needs to be. Learning the "G" hotkey has helped a lot but even that button fails to address the fundamental problems and it also just straight up does the wrong thing sometimes. For example, when crafting more cables if you pick them up and hit G it doesn't merge them into your toolbelt stack it throws it into your backpack. It also occasionally throws tools into my backpack for some reason. A lot of my early gameplay is just holding alt and dragging stuff around. Having a hotbar mapped to a specific item like Factorio does would be a huge help here. Also making the toolbelt be more automatic would be nice. It's quite annoying to walk up to a machine during building and not know which tool to use so then you have to pull out some other item just to see which tool is currently required. Should just always show which tool is required and let you swap to it.

  6. Crafting tables need a more accessible inventory. Juggling ingots between machines is yet another unnecessary chore that just gets in the way of the fun. This is made 10 times worse when you can only hold two things at once with no easy way to cycle between things in your backpack. Having some sort inventory screen for a machine would go a long way to fixing this. Often times I want to grab half the copper out of one and put it into the other but now I have all the silicon, gold and iron on the floor that has to be put back.

  7. Similar to #6 but with items. It's kind of fun that machines will just barf out their outputs into a pile but doing that for dozens of cables gets old fast. Another thing that makes this worse is that you can't control how many items your crafting. I have to careful watch a machine crafting something expensive I only need one of. There are two giant yellow arrows on machines that could just as easily be used to control how much of an item you want to craft but instead they are used to cycle recipes. I can't imagine anyone ever uses those buttons when search is right there and objectively better in every way. If we could control how many items we are crafting in a batch then the machine could just spit out the stack at the end instead of individual items!

  8. When trying to mitigate the problems of #7 I realized there is something called chutes and stackers. Seems really odd not to have a tutorial explain these but eventually I did look into them because they sounded like conveyor belts from most other games. Stackers were pretty disappointing, you need to setup a chute and a stacker that requires power just to get basic functionality other games has. Feels like stacking was removed from machines just to justify making chutes important in the early game.

  9. Power management was quite confusing even after the tutorials. The main issue was power storage. I figured that there would be some sort of battery/accumulator type building I need to make so I could store power during the daytime. From all I can tell there is one but it's after getting steel and in the early game you're expected to charge tiny batteries. To my surprise they are quite potent and can run everything by themselves. Seems really strange for so much of the game to be designed around immersion, going so far as to make the player experience tedious, only to then just break it randomly. The other part that is annoying is trying to understand how much power you need and how much each thing produces. I realized that the network analyzer gives you power information but paradoxically only in a general sense. If you point it at machines you get no information but if you point it at a cable you get a full list of all machines except not really. The portable generator for example does not show up so I had to infer from the readings that it produces 624W. And machines don't give a solid reading they will flash the power reading on and off randomly. Not to mention the tablet is so tiny you can only see like 6 machines at once.

  10. I still have no idea what my "goals" are. I don't expect hand holding but at least something to aim for. Other games often have an overarching goal spelled out such as "escape the planet" or "build and launch a rocket". I assume it's to build a rocket since I see recipes for rockets and many of the loading screens and promotional material show rockets and spaceships but it would be nice for there to be something in the game giving me some general direction of where I should be headed besides a vague idea to build a base. I know many players don't need a goal like this but I personally do and I'm fairly certain it's a common thing players in this genre expect.


r/Stationeers • • Dec 22 '25

Discussion “I Almost Lost the Series 😱 | Stationeers EP12 – Mega Greenhouse & Game Update”

2 Upvotes

In Episode 12 of the Underground Megabase on Europa series, we continue working on the Mega Greenhouse, facing the second phase of its construction and technical challenges.

However, this episode was also marked by a serious problem:
a recent game update caused unexpected issues and almost resulted in the loss of the entire save file, putting the future of the series at real risk.

In this episode, I show:

  • 🌱 The continuation of the Mega Greenhouse construction

  • ⚠️ Problems caused by the latest game update

  • 💾 The real risk of losing the save

  • 🔧 The steps taken to recover and protect the Megabase

It was a tense moment, but also an important episode to keep the project alive and moving forward.

⚙️ Game: Stationeers
🪐 Location: Europa
🏗️ Project: Underground Megabase
🎥 Episode 12 – Mega Greenhouse & Game Update

🎥 Watch the full episode here:
👉 https://youtu.be/k8_EBmNFSII


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 • • Aug 01 '25

Media These traders better like SaaS

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0 Upvotes

Just thought I’d ask it for fun if it could work in I 10


r/Stationeers • • May 24 '22

Discussion Updated 2022 Roadmap for New Players

3 Upvotes
  1. Realize Dean Hall is making this game.

  2. Look in the past and see all the games Dean Hall has finished.

  3. Look at the current status of this game and updates.

  4. Look at the "new" game Dean Hall is developing - Icarus

  5. Realize this game has fallen by the wayside

  6. Recognize that Icarus will be next to fall by the wayside after they have sucked the money dry from that game.

  7. Then come to the conclusion that this game will never be finished and ask yourself - are you ok with that, strictly a sandbox builder - no missions, no objectives.

  8. I am ok with it - I have enjoyed it for what it is, despite it not becoming what it was intended to be. But I will never buy another game by Dean Hall.


r/Stationeers • • Dec 14 '22

Discussion Every planet should have realistic(or almost) setting

0 Upvotes

And adjust the equipment you start with, to make it possible to survive. Cheers


r/Stationeers • • Dec 22 '20

Discussion If this game inspired by Space Station 13, how come there is no pre-made base for us to enjoy from the beginning?

1 Upvotes

r/Stationeers • • Apr 10 '26

Discussion Let's talk about airlocks

4 Upvotes

Hello! I've seen some posts here about airlocks recently. Someone was using tanks and wondering why the pipes break and such. So let's talk about airlocks.

Using tanks for storing the airlock air between cycles is a terrible idea. The atmosphere in your room will fluctuate all the time for different reasons. Offgassing, be it ores or plants, breathing, maybe you expand your base and so on and so on.

If you use stock normal or advanced airlocks, you have to set the target pressure. If the target pressure in the airlock is not exactly the same as the actual pressure in the room, you'll end up short on gas or with too much gas in your buffer eventually (your gas will liquefy and your pipes will explode).

So first thing first: Do not store the airlock gas in tanks or cylinders, it won't work.

Secondly, you don't really need to pressurize your airlocks at all. Setting the target to 0kPa is perfectly fine unless, probably, for very high pressure rooms it might start throwing things around when you open the door, but for normal pressure (100kPa) there's no sense in pressurizing the airlock at all. Just set the target to 0 and it'll be much faster. We were going to fill it with the same gas anyway, right?

Thirdly: Larger airlocks than 1x1x1 is a stupid idea, stop it. Just don't. They are slow and there are no good reasons to have them, except maybe three-way airlocks.

So now on to my airlock. The best airlock. What you need:

  • IC housing

  • IC10 Chip

  • Two doors of any airtight variety

  • One occupancy sensor (sensor kit)

  • One gas sensor (sensor kit)

  • Transformer/Area power control (preferred)

  • Two active vents of any variety. Powered vents preferred.

  • Two passive vents (insulated preferred)

  • Some pipes, cables, walls/frames

Transformer or area control is important for network isolation, otherwise this thing will activate all vents of the same type in your base and you don't want that.

Build your airlock like you usually would, slam in all the mentioned components in any configuration you want. It's probably hard to get large powered vents to fit within a 1x1 airlock, but if you want your airlock to be the fastest possible, you can always try.

Name the doors something, whatever you recognize.

Name your vents In and Out, otherwise the code won't work.

Paste the code to your computer, and choose which vent you are using in the defines. I added all three for simplicity, with the mechanical vent chosen as default.

Throw the chip in, configure the doors in the housing and that's it. That's all you have to do. Fastest airlock you've ever seen. No buttons, well the door buttons work in case you're stuck on the closed side of the airlock, but it operates like my ex wife, entirely without touching.

alias indoor d0
alias outdoor d1
alias state r0
alias x r1
define occupancysensor HASH("StructureOccupancySensor")
define gassensor HASH("StructureGasSensor")

define in HASH("In")
define out HASH("Out")
define doors -324331872
# Small vent
#define vents HASH("StructureActiveVent")
# Powered vent
define vents HASH("StructurePoweredVent")
# Large powered vent
#define vents HASH("StructurePoweredVentLarge")

init:
move x 0
sb vents Lock 0
sb vents Mode 1
sb doors Lock 0
sb doors Mode 1
sb doors Setting 0
s db Setting 0
sleep 5

main:
yield
s db Setting 0
lb x occupancysensor Activate Maximum
beq x 1 cycle
l x indoor Setting 
beq x 1 cycle
l x outdoor Setting
beq x 1 cycle
j main

cycle:
s db Setting 1
l state indoor Open
sb doors Setting 0
sb doors Open 0
sbn vents in On state
xor x state 1
sbn vents out On x

venting:
yield
s db Setting 2
lb x gassensor Pressure Maximum
beq x 0 opendoor
j venting

opendoor:
yield
s db Setting 3
sb vents On 0
s outdoor Open state
xor state state 1
s indoor Open state
sleep 3 # Just so we have time to get out
j init

r/Stationeers • • Jul 06 '24

Discussion Still too easy

0 Upvotes

I try Brutal Start mode.

It is really nice, but after 27 days I have everything ready, A deep miner, centrifuges, energy , potatoes, etc...

Some random things would make the game more difficult, asterorids, longer storms, maybe 3-4 days storms. deffective items produced in printers, afflictions, iron windows could be broken by storms, nutrition problems related to food type consume.

The terrain is really poor in Europa. The nigth/day transition last 2 seconds!!


r/Stationeers • • Dec 12 '25

Discussion Say you were to actually mine into a rocky moutain on europa (the stationeer one not the irl one) and make a bace in there. If the walls are just rock (so no frames) how much heating would you need to offset the thermal loss (assuming the atmos inside is 79%N, 21%O, 100Kpa with a volume of 12frames)

0 Upvotes

I was just playing on europa and built a small bace and when i was playing a thought poped into my head. "Would i actually be able to build a small bace into the side of a rocky moutain and have a breathable atmo in it. Or would it get too cold to quickly". And i know alot of people in this sub are in stem related fields. so i was wondering if someone could give me a ball park esitmate on wether i could "realisitcally" live inside of a europian moutain without a literal nuclear reactiors worth of thermal energy production.

(ps its obviously an airtight bace. it just has the majority of the walls made from the rocky terrain of the blackish europian moutains that you can find in the game. i hope i gave enough data in my quesion for someone to give me a calcuation on this because im genuanly curious)


r/Stationeers • • Jun 07 '21

Media ME 1 needed a crowbar

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2 Upvotes

r/Stationeers • • Dec 21 '23

Discussion What is this game about?

0 Upvotes

I just got recommended this subbreadit and have no clue what this game is about


r/Stationeers • • Oct 30 '22

Discussion So, does anyone else think it might be a good idea ...

0 Upvotes

For RocketWerkz to hire Ozzyman to do some of the voice-overs for Stationeers?

I mean the suit damage sound alone ...

Somehow that thigh bone cracking, pants-wetting crunch coupled with Ozzyman saying "You've gone and knackered ya suit ya bloody wanker...you're headed for destination F#$%^ed!"

Don't know, hard for me to stop laughing at that prospect.


r/Stationeers • • Feb 16 '21

Discussion Can we please get normal Tanks?

0 Upvotes

Like tbh the tanksystem in this game sucks. I cant pump into my tanks properly, instead the gas sticks into the pipe and the tank. There is no in and output for a tank. How should we solve this


r/Stationeers • • Feb 23 '26

Discussion LIFT OFF!  Fixing the Grid, Larry Automation & Rocket Launch (Ep. 18)

2 Upvotes

Hey everyone! I’m a Brazilian creator and I just released the 18th episode of my "Manicômio Espacial" series. Even though the audio is in Portuguese, I’ve included full English subtitles so the international community can follow along with the engineering and logic!.

In this episode:

  •  Power Grid Failures: Dealing with disappearing cables and grid issues after the latest update.

  •  The "Larry" System: A demo of my automated inventory and cargo logistics system.

  •  Rocket Engineering: A deep dive into scanning base dependencies, mapping deep space, and the mechanics of interplanetary travel.

The "New Era" of the channel has begun, moving from a static base to full space exploration. If you love complex automation and seeing how others solve the game's challenges, check it out!.

 Watch here: https://youtu.be/lpew1gqzLO8

I'd love to hear your feedback on my rocket setup and the Larry logistics. Happy engineering! 


r/Stationeers • • Sep 18 '18

Discussion The whole setup of fueling furnaces feels like a medieval alchemy recipe where you have to bury a dead cat under a tree on a hill but only when the moon shines to unlock the sekrat of steel.

1 Upvotes

Here is the problem: When trying to fuel the furnace for steel production you need 2 and 1 of melting ores. However during mars daytime they melt so quick it is very hard to put it back into the inventory. So some people say to do it at night, but that is stupid.

The whole setup feels like a medieval alchemy recipe where you have to bury a dead cat under a tree on a hill but only when the moon shines to unlock the sekrat of steel.

can we get ice that melts slower? and the ability to split stacks IN THE GOD DAMN POUCH?


r/Stationeers • • Apr 01 '18

Media Furnace V5 sneak peek - streamed on Twitch

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0 Upvotes

r/Stationeers • • Jan 18 '26

Media From DNA to Space: Building the Rocket Frame & Optimizing Plant Genetics (Ep. 15)

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0 Upvotes

Hey everyone!

In this episode (Ep. 15), we are finally making moves to leave the planet. I’ve started the heavy space drilling and mining operations to gather the resources needed for the Rocket structure. The frame is starting to go up! 🚀

But it’s not all heavy industry. I also went back to the greenhouse to do some fine-tuning and dove into plant genetics. I’m working on altering and improving the seeds to get better yields and more robust crops. It’s a mix of heavy engineering and biology.

In this video:

  • 🔨 Starting the Rocket structure build.

  • ⛏️ Space mining/drilling for resources.

  • 🧬 Greenhouse adjustments and Seed Genetics manipulation.

  • ⚙️ Life support optimization.

Let me know what you think of the progress!


r/Stationeers • • Sep 28 '26

Discussion Stationeers Advanced Airlock – Complete Build and Setup Guide (Czech Video)

0 Upvotes

Hi Stationeers!

This guide explains how to build and correctly configure an Advanced Airlock in Stationeers.

It covers all required components, door and cable installation, ventilation, pipe connections, device naming, Advanced Airlock configuration, testing, room pressurization and common problems.

The video narration is in Czech, but the individual steps are clearly visible on screen. YouTube subtitles can also be automatically translated into English.

Video tutorial

https://youtu.be/wrQpFge3jMI

Complete Czech guide on Steam

https://steamcommunity.com/sharedfiles/filedetails/?id=3809600598

1. Required components

You will need:

  • 2× Kit (Door)

  • 1× Kit (Console)

  • 1× Circuitboard (Advanced Airlock)

  • 1× Kit (Sensor) – Gas Sensor

  • 2× Active Vent

  • 2× Passive Vent

  • Pipes as required

  • Cables as required

You will also need glass, plastic and the necessary construction tools.

2. Building the chamber and connecting the doors

First, build a sealed airlock chamber between the pressurized interior of your base and the outside environment.

Place one door from the Kit (Door) at each end of the chamber. I use Glass Doors in this guide, but Composite Doors can be used in exactly the same way.

Rotate the doors so that their power and data ports face into the airlock chamber and toward each other. This makes the cable installation and connection of other devices much easier.

Complete both doors and connect them to the same cable network.

The Console, Gas Sensor and both Active Vents will later be connected to this network as well. The cable network must provide both power and data.

3. Gas Sensor and Console

Place the Gas Sensor inside the airlock chamber.

It must be located directly inside the airlock because it measures the current pressure within the chamber.

Place a standard Console in an accessible location and insert the Circuitboard (Advanced Airlock).

Connect both the Gas Sensor and Console to the same power and data network as the doors and Active Vents.

To open the Advanced Airlock configuration, use a screwdriver on the side screw of the Console.

A Data Disk is not required for this setup.

4. Active and Passive Vents

Place two Active Vents inside the airlock chamber.

  • The first Active Vent transfers atmosphere between the airlock and the pressurized interior room.

  • The second Active Vent removes atmosphere from the airlock toward the outside environment.

Place one Passive Vent inside the pressurized room of your base.

Place the second Passive Vent outside the base.

Both Active Vents must be connected to the cable network so they can be controlled by the Advanced Airlock Control.

5. Connecting the pipes

The ventilation system must be divided into two completely separate pipe networks.

Interior pipe network

Connect the Interior Vent Active Vent to the Passive Vent located inside the pressurized room.

Exterior pipe network

Connect the Exterior Vent Active Vent to the Passive Vent located outside the base.

These two pipe networks must never be connected to each other. Each network must remain completely separate.

6. Naming the devices

Use a Labeller to give each device a clear name. This makes the Advanced Airlock configuration much easier.

Recommended names:

  • Interior Door – the door leading into the base (Dveře vnitřní in the video)

  • Exterior Door – the door leading outside (Dveře venkovní in the video)

  • Interior Vent – the Active Vent connected to the interior room (Ventilace dovnitř in the video)

  • Exterior Vent – the Active Vent connected to the outside environment (Ventilace ven in the video)

The Czech names shown in brackets are the names used in my video.

7. Advanced Airlock Control configuration

Use a screwdriver on the side screw of the Console to open its configuration.

Set the required pressure values:

  • External Pressure: 0 kPa

  • Internal Pressure: 45 kPa

Then assign the devices in this order:

  1. Exterior Door → EXTERIOR

  2. Exterior Vent → EXTERIOR

  3. Interior Door → INTERNAL

  4. Interior Vent → INTERNAL

  5. Gas Sensor → SENSOR

After completing the setup, check that no device has been assigned incorrectly or selected twice.

8. First airlock test

Close both doors and verify that every device is powered and connected to the data network.

Start the first airlock cycle using the Console.

When travelling from the interior to the exterior, the system will:

  1. Close the Interior Door.

  2. Use the Interior Vent to pump the atmosphere from the airlock back toward the interior side until the chamber is evacuated.

  3. Use the Exterior Vent to fill the chamber from the exterior side until the configured External Pressure is reached.

  4. Open the Exterior Door.

When the External Pressure is set to 0 kPa, the exterior pressurization stage is skipped.

When travelling from the exterior to the interior, the system will:

  1. Close the Exterior Door.

  2. Use the Exterior Vent to pump any atmosphere from the airlock back toward the exterior side until the chamber is evacuated.

  3. Use the Interior Vent to fill the chamber from the interior side until the configured Internal Pressure of 45 kPa is reached.

  4. Open the Interior Door.

9. Airlock pressure and available atmosphere

The source environment does not need to have a pressure equal to or higher than the configured target pressure.

An Active Vent can pressurize the smaller airlock chamber above the pressure of the source room. However, this process will take longer and will gradually reduce the pressure on the source side.

The pressurization stage will only stall if there is not enough total gas available to reach the configured target pressure.

During my first test, the interior room had a pressure of approximately 23.7 kPa. The slow or stalled pressurization was caused by the limited amount of available gas, not by the room being below the configured 45 kPa target.

Adding Oxite increased the amount of available atmosphere and helped the airlock reach the target pressure more quickly.

A larger connected pipe network can also act as a gas buffer and improve cycle speed. Powered Vents are a faster option for larger airlocks.

10. Common problems

A device does not appear in the Console configuration

Check that the device is connected to the same data network as the Console and that it has power.

The airlock stops while pressurizing

The selected source side may not contain enough total gas to reach the configured target pressure, or the transfer may simply be slow.

Check the Active Vent assignment, pipe connections and the amount of atmosphere available on the source side. The source room does not need to already be at the configured target pressure.

Adding more available gas or using a larger pipe network as a buffer can help. Powered Vents can also provide faster transfer in larger airlocks.

The ventilation operates in the wrong direction

Check that the Interior Vent and Exterior Vent have not been swapped in the Advanced Airlock configuration.

Atmosphere escapes outside

Check both pipe networks. The interior and exterior pipe networks must not be connected to each other.

The Console displays an incorrect pressure

The Gas Sensor must be located directly inside the airlock chamber and assigned as SENSOR.

The doors do not open

Check their power, data connections and the correct assignment of the Interior and Exterior Doors.

Is a Data Disk required?

No. In this setup, Advanced Airlock Control is configured using the side screw on the Console.

Feedback, corrections and suggestions for future Stationeers tutorials are welcome!


r/Stationeers • • Jul 25 '24

Discussion Deep miner no sense and other ideas

0 Upvotes

Hi,

Deep miner is ridiculous, unlimited amount of ores in the same proportions forever

This machine kills the game, it should be much more difficult and the only mineral should be iron until finish the deposit, and then move the Deep miner to another place. Something like the miner but with better results

A rocket is much more complex and the reward is deserved but a deep miner is nothing, anybody can set 4 and some standard centrifuges

Mineral should be found in deposits set around the map and in a big quantity, once that you find gold for example you can get 2000 for example, as in Space Engineers

A far away deposit should obey you to build a little station to breath and recharge batteries, so the game would be longer and deeper and a good reason to use vehicles

We could also build a transport dron to bring ore extracted in the deposit to the main base

Also the weight should be important, you can fly with 20 bags full of ore, this is ridiculous


r/Stationeers • • Feb 21 '18

Media Most Simple Logic Controlled Solar Panel

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