<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://legacy.stationeers-wiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Droxlar</id>
		<title>Unofficial Stationeers Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://legacy.stationeers-wiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Droxlar"/>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/Special:Contributions/Droxlar"/>
		<updated>2026-04-06T08:09:40Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=8609</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=8609"/>
				<updated>2019-07-11T23:30:00Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Replaced // comment notations with #.  // no longer appears to function for commenting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Text after a # will be ignored to the end of the line. The amount of white&lt;br /&gt;
# space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? # labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     # stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   # calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   # calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   # calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   # calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::# calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::# doesn't behave like the % operator - the result will be &lt;br /&gt;
::# positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   # stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     # calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     # finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     # finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     # calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     # calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   # calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   # calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     # calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     # calculates the natural logarithm of s and stores the result&lt;br /&gt;
::# in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     # calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       # selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::# inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::# boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::# value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   # stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::# 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   # stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::# 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   # stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::# 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   # stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a # jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a # jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a # jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a # jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a # jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a # jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a # jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) # Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	# ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     # The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 of off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CLearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
In general (always?) slots are assigned as follows.&lt;br /&gt;
:Slot 0: Import&lt;br /&gt;
:Slot 1: Export&lt;br /&gt;
:Slot 2: Inside Machine&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====This example script automates autohydro units and powers the lights off during the day when they're not needed.  (Hit Expand)====&lt;br /&gt;
Uses aliases, sub-routines and comments to minimize lines of code and adaptability.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand Sample AutoHydro Script}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse Sample AutoHydro Script}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
alias vMature r0​&lt;br /&gt;
alias vOccupied r1​&lt;br /&gt;
alias isDayLight r2​&lt;br /&gt;
alias isOccupied r3​&lt;br /&gt;
alias dSensor d5​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
#start of Program Loop​&lt;br /&gt;
start:​&lt;br /&gt;
l isDayLight dSensor Activate​  #Check if it's daytime or not.&lt;br /&gt;
​&lt;br /&gt;
# For each device, harvest, plant, powerdown, then power on depending on conditions.&lt;br /&gt;
alias dThisVictim d0​  #Begin processing device 0&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d1​  #Begin processing device 1&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d2​  #Begin processing device 2&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d3​  #Begin processing device 3&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d4​  #Begin processing device 4&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
#Can't do a D5 because that's our sensor.​&lt;br /&gt;
​&lt;br /&gt;
j start​ #Return to the beginning of the program loop.  (Yields here may save processing power)&lt;br /&gt;
​&lt;br /&gt;
​​&lt;br /&gt;
HarvestCrop:​&lt;br /&gt;
ls vMature dThisVictim 0 Mature​&lt;br /&gt;
blez vMature ra​  #If the crop is not mature, return&lt;br /&gt;
s dThisVictim Harvest 1​ #If the crop is mature, harvest it (one).&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
PlantCrop:​&lt;br /&gt;
ls vOccupied dThisVictim 2 Occupied #seeds to plant​&lt;br /&gt;
blez vOccupied ra​ #If the machine has no seeds to plant, return.&lt;br /&gt;
ls vOccupied dThisVictim 0 Occupied #something growin​g&lt;br /&gt;
bgtz vOccupied ra​  # If the crop plot is occupied, return.&lt;br /&gt;
s dThisVictim Plant 1​  # if we made it this far, plant the crop&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
PowerDown:​&lt;br /&gt;
s dThisVictim On 0​ #Power the machine down.&lt;br /&gt;
​&lt;br /&gt;
j ra #Jump to line we came from​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
TurnitOn:​&lt;br /&gt;
s dThisVictim On 1​ #Power the machine up&lt;br /&gt;
j ra&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		# Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		# Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		# Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		# Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		# Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		# Line 5: increment r0 by 1&lt;br /&gt;
yield			# Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			# Line 7: jump back to line 1	&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
-----&lt;br /&gt;
* [https://stationeering.com/tools/ic] Stationeering.com offers a programmable circuits simulator so you can develop your code without repeatedly dying in game!&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;br /&gt;
&lt;br /&gt;
==Index==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=8608</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=8608"/>
				<updated>2019-07-11T23:17:14Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: /* Slot Variables */  added slot identification information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 of off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CLearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
In general (always?) slots are assigned as follows.&lt;br /&gt;
:Slot 0: Import&lt;br /&gt;
:Slot 1: Export&lt;br /&gt;
:Slot 2: Inside Machine&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====This example script automates autohydro units and powers the lights off during the day when they're not needed.  (Hit Expand)====&lt;br /&gt;
Uses aliases, sub-routines and comments to minimize lines of code and adaptability.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand Sample AutoHydro Script}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse Sample AutoHydro Script}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
alias vMature r0​&lt;br /&gt;
alias vOccupied r1​&lt;br /&gt;
alias isDayLight r2​&lt;br /&gt;
alias isOccupied r3​&lt;br /&gt;
alias dSensor d5​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
#start of Program Loop​&lt;br /&gt;
start:​&lt;br /&gt;
l isDayLight dSensor Activate​  #Check if it's daytime or not.&lt;br /&gt;
​&lt;br /&gt;
# For each device, harvest, plant, powerdown, then power on depending on conditions.&lt;br /&gt;
alias dThisVictim d0​  #Begin processing device 0&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d1​  #Begin processing device 1&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d2​  #Begin processing device 2&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d3​  #Begin processing device 3&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d4​  #Begin processing device 4&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
#Can't do a D5 because that's our sensor.​&lt;br /&gt;
​&lt;br /&gt;
j start​ #Return to the beginning of the program loop.  (Yields here may save processing power)&lt;br /&gt;
​&lt;br /&gt;
​​&lt;br /&gt;
HarvestCrop:​&lt;br /&gt;
ls vMature dThisVictim 0 Mature​&lt;br /&gt;
blez vMature ra​  #If the crop is not mature, return&lt;br /&gt;
s dThisVictim Harvest 1​ #If the crop is mature, harvest it (one).&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
PlantCrop:​&lt;br /&gt;
ls vOccupied dThisVictim 2 Occupied #seeds to plant​&lt;br /&gt;
blez vOccupied ra​ #If the machine has no seeds to plant, return.&lt;br /&gt;
ls vOccupied dThisVictim 0 Occupied #something growin​g&lt;br /&gt;
bgtz vOccupied ra​  # If the crop plot is occupied, return.&lt;br /&gt;
s dThisVictim Plant 1​  # if we made it this far, plant the crop&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
PowerDown:​&lt;br /&gt;
s dThisVictim On 0​ #Power the machine down.&lt;br /&gt;
​&lt;br /&gt;
j ra #Jump to line we came from​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
TurnitOn:​&lt;br /&gt;
s dThisVictim On 1​ #Power the machine up&lt;br /&gt;
j ra&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
-----&lt;br /&gt;
* [https://stationeering.com/tools/ic] Stationeering.com offers a programmable circuits simulator so you can develop your code without repeatedly dying in game!&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;br /&gt;
&lt;br /&gt;
==Index==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Gold)&amp;diff=8607</id>
		<title>Ore (Gold)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Gold)&amp;diff=8607"/>
				<updated>2019-07-08T08:54:51Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Gold)&lt;br /&gt;
 | image       =  [[File:ItemGoldOre.png]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = &lt;br /&gt;
*[[Arc Furnace]]&lt;br /&gt;
*[[Furnace]]&lt;br /&gt;
 | hashid      = 502280180&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ore (Gold)&lt;br /&gt;
 | image =  [[File:Gold_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ore (Gold)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]].&lt;br /&gt;
&lt;br /&gt;
== Processing == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Gold Ore can be turned into [[Gold Ingot]] by smelting it in a [[Furnace]] or [[Arc Furnace]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
Gold Ore can also be combined with equal amounts of [[Silver Ore]] in the [[Furnace]] to create [[Electrum Ingot]].&lt;br /&gt;
&lt;br /&gt;
Smelting one Gold Ore produces the following gases:&lt;br /&gt;
{|&lt;br /&gt;
|2 mol&lt;br /&gt;
|[[Pollutant]]&lt;br /&gt;
|-&lt;br /&gt;
|0.5 mol&lt;br /&gt;
|[[Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
|0.2 mol&lt;br /&gt;
|[[Carbon Dioxide]]&lt;br /&gt;
|-&lt;br /&gt;
|0.2 mol&lt;br /&gt;
|[[Oxygen]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ice_(Water)&amp;diff=8606</id>
		<title>Ice (Water)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ice_(Water)&amp;diff=8606"/>
				<updated>2019-07-07T22:03:32Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ice (Water)&lt;br /&gt;
 | image       =  [[File:{{#setmainimage:ItemIce.png}}]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | hashid      = 1217489948&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ice (Water)&lt;br /&gt;
 | image = [[File:Ice_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ice (Water)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]] or [[Pickaxe]]. It is recommended to equip the Mining Belt before mining, to collect the ore automatically without melting. &lt;br /&gt;
&lt;br /&gt;
== Processing == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Ice is extremely sensitive to temperature and will sublimate to gas even at the slightest exposure to heat at 0 degrees Celcius or above, including being held in hands. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
It is composed of the following components:&lt;br /&gt;
{|&lt;br /&gt;
|20 mol (80%)&lt;br /&gt;
|[[Water]]&lt;br /&gt;
|-&lt;br /&gt;
|5 mol (20%)&lt;br /&gt;
|[[Nitrogen gas|N2]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Silver)&amp;diff=8605</id>
		<title>Ore (Silver)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Silver)&amp;diff=8605"/>
				<updated>2019-07-07T21:59:23Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Silver)&lt;br /&gt;
 | image       =  [[File:ItemSilverOre.png]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = &lt;br /&gt;
*[[Arc Furnace]]&lt;br /&gt;
*[[Furnace]]&lt;br /&gt;
 | hashid      = -916518678&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ore (Silver)&lt;br /&gt;
 | image = [[File:Silver_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ore (Silver)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]].&lt;br /&gt;
&lt;br /&gt;
== Processed == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
It can be turned into [[Silver Ingot]] by smelting it in the [[Furnace]] or [[Arc Furnace]]. [[Silver Ore]] can also be combined with equal amounts [[Gold Ore]] in the [[Furnace]] to create [[Electrum Ingot]].&lt;br /&gt;
&lt;br /&gt;
Smelting one Silver Ore produces the following gases:&lt;br /&gt;
{|&lt;br /&gt;
|1 mol&lt;br /&gt;
|[[Pollutant]]&lt;br /&gt;
|-&lt;br /&gt;
|1 mol&lt;br /&gt;
|[[Carbon Dioxide]]&lt;br /&gt;
|-&lt;br /&gt;
|0.4 mol&lt;br /&gt;
|[[Nitrogen]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ice_(Volatiles)&amp;diff=8604</id>
		<title>Ice (Volatiles)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ice_(Volatiles)&amp;diff=8604"/>
				<updated>2019-07-07T21:57:10Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ice (Volatiles)&lt;br /&gt;
 | image       =  [[File:{{#setmainimage:ItemVolatiles.png}}]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | hashid      = 1253102035&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ice (Volatiles)&lt;br /&gt;
 | image = [[File:Volatiles_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ice (Volatiles)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]] or [[Pickaxe]]. It is recommended to equip the Mining Belt before mining, to collect the ore automatically without melting. &lt;br /&gt;
&lt;br /&gt;
== Processing == &amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Volatile ice is extremely sensitive to temperature and will sublimate to gas even at the slightest exposure to heat - such as being held in hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
It is composed of the following gases:&lt;br /&gt;
{|&lt;br /&gt;
|22 mol (100%)&lt;br /&gt;
|[[Hydrogen|H2 (Hydrogen)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Lead)&amp;diff=8603</id>
		<title>Ore (Lead)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Lead)&amp;diff=8603"/>
				<updated>2019-07-07T21:55:16Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Lead)&lt;br /&gt;
 | image       =  [[File:ItemLeadOre.png]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = &lt;br /&gt;
*[[Arc Furnace]]&lt;br /&gt;
*[[Furnace]]&lt;br /&gt;
 | hashid      = -190236170&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ore (Lead)&lt;br /&gt;
 | image = [[File:Lead_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ore (Lead)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]].&lt;br /&gt;
&lt;br /&gt;
== Processed == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Lead Ore can be smelted into [[Lead Ingot]]s by placing it in a [[Arc Furnace]] or [[Furnace]]. It can also be combined with equal amounts [[Iron Ore]] in the [[Furnace]] to create [[Solder Ingot]]s.&lt;br /&gt;
&lt;br /&gt;
Smelting one Lead Ore produces the following gases:&lt;br /&gt;
{|&lt;br /&gt;
| 2 mol&lt;br /&gt;
| [[Pollutant]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 mol&lt;br /&gt;
| [[Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
| 0.1 mol&lt;br /&gt;
| [[Carbon Dioxide]]&lt;br /&gt;
|-&lt;br /&gt;
| 0.1 mol&lt;br /&gt;
| [[Oxygen]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Copper)&amp;diff=8602</id>
		<title>Ore (Copper)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Copper)&amp;diff=8602"/>
				<updated>2019-07-07T21:53:43Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Copper)&lt;br /&gt;
 | image       =  [[File:{{#setmainimage:ItemCopperOre.png}}]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = &lt;br /&gt;
*[[Arc Furnace]]&lt;br /&gt;
*[[Furnace]]&lt;br /&gt;
 | hashid      = -707307845&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ore (Copper)&lt;br /&gt;
 | image = [[File:Copper_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ore (Copper)]] is mined throughout the surface and and underground of a planet or an asteroid using a [[Mining Drill]].&lt;br /&gt;
&lt;br /&gt;
== Processing == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Copper ore can be turned into [[Copper Ingot]] by smelting it in an [[Arc Furnace]] or [[Furnace]]. Copper Ore can also be combined with equal amounts [[Nickel Ore]] in the [[Furnace]] to create [[Constantan Ingot]].&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ice_(Oxite)&amp;diff=8601</id>
		<title>Ice (Oxite)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ice_(Oxite)&amp;diff=8601"/>
				<updated>2019-07-07T21:52:40Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ice (Oxite)&lt;br /&gt;
 | image       =  [[File:{{#setmainimage:ItemOxite.png}}]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | hashid      = -1805394113&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ice (Oxite)&lt;br /&gt;
 | image = [[File:Oxite_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ice (Oxite)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]] or [[Pickaxe]]. It is recommended to equip the [[Mining Belt]] before mining, to collect the ore automatically without melting.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Ice is extremely sensitive to temperature and will sublimate to gas even with minimal exposure to heat - such as being held in hand. Melting in a furnace will release [[Oxygen Gas|O2]] and [[Nitrogen Gas|N2]].&lt;br /&gt;
&lt;br /&gt;
It is composed of the following gases:&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|22.5 mol (90%)&lt;br /&gt;
|[[Oxygen Gas|O2]]&lt;br /&gt;
|-&lt;br /&gt;
|2.5 mol (10%)&lt;br /&gt;
|[[Nitrogen gas|N2]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Iron)&amp;diff=8600</id>
		<title>Ore (Iron)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Iron)&amp;diff=8600"/>
				<updated>2019-07-07T21:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Iron)&lt;br /&gt;
 | image       =  [[File:ItemIronOre.png]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = [[Arc Furnace]], [[Furnace]]&lt;br /&gt;
 | hashid      = 1758427767&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Iron Ore&lt;br /&gt;
 | image = [[File:Iron_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Iron Ore is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]]. Iron Ore is the most basic ore type in Stationeers and most used.&lt;br /&gt;
&lt;br /&gt;
== Processing == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Iron ore can be turned into an [[Iron Ingot]] by smelting it in an [[Arc Furnace]] or [[Furnace]]. It can be smelted into [[Steel Ingot]] using [[Coal Ore|Coal]] and [[Iron Ore]] in a Furnace (not Arc Furnace) that has [[Ice (Oxite)|Oxygen]] and gas from [[Ice (Volatiles)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Smelting one Iron Ore produces the following gases:&lt;br /&gt;
{|&lt;br /&gt;
|2 mol&lt;br /&gt;
|[[Pollutant]]&lt;br /&gt;
|-&lt;br /&gt;
|0.5 mol&lt;br /&gt;
|[[Carbon Dioxide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Coal)&amp;diff=8599</id>
		<title>Ore (Coal)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Coal)&amp;diff=8599"/>
				<updated>2019-07-07T21:50:28Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Coal)&lt;br /&gt;
 | image       =  [[File:{{#setmainimage:ItemCoalOre.png}}]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = &lt;br /&gt;
*[[Special:MyLanguage/Kit (Solid Generator)|Solid Fuel Generator]]&lt;br /&gt;
*[[Special:MyLanguage/Furnace|Furnace]]&lt;br /&gt;
*[[Special:MyLanguage/Reagent Processor|Reagent Processor]]&lt;br /&gt;
 | hashid      = 1724793494&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ore (Coal)&lt;br /&gt;
 | image = [[File:Coal_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Obtaining == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
[[Special:MyLanguage/Ore (Coal)|Ore (Coal)]] is mined throughout the surface of the moon, or asteroids using a [[Special:MyLanguage/Mining Drill|Mining Drill]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Processing == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Coal can be used as low-level fuel to generate power in the [[Special:MyLanguage/Kit (Solid Generator)|Solid Fuel Generator]]. Coal can be combined with [[Special:MyLanguage/Iron Ore|Iron Ore]] in the [[Special:MyLanguage/Furnace|Furnace]] to create [[Special:MyLanguage/Steel Ingot|Steel Ingot]]. Using coal as fuel is not best idea, as it generates pollution, which can be bad for [[Special:MyLanguage/Player|Player's]] health, even if it provides good boost of power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
It can also be placed in the [[Special:MyLanguage/Reagent Processor|Reagent Processor]] to make [[Special:MyLanguage/Carbon Powder|Carbon Powder]], an item needed for black [[Special:MyLanguage/Spray Paint|Spray Paint]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Silicon)&amp;diff=8598</id>
		<title>Ore (Silicon)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Silicon)&amp;diff=8598"/>
				<updated>2019-07-07T21:49:13Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Silicon)&lt;br /&gt;
 | image       =  [[File:ItemSiliconOre.png]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = &lt;br /&gt;
*[[Arc Furnace]]&lt;br /&gt;
*[[Furnace]]&lt;br /&gt;
 | hashid      = 1103972403&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ore (Silicon)&lt;br /&gt;
 | image = [[File:Silicon_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ore (Silicon)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]].&lt;br /&gt;
&lt;br /&gt;
== Processed == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Silicon Ore can be turn into [[Silicon Ingot]] using an [[Arc Furnace]] or [[Furnace]].&lt;br /&gt;
&lt;br /&gt;
Smelting one Silicon Ore produces the following gases:&lt;br /&gt;
{|&lt;br /&gt;
| 1 mol&lt;br /&gt;
| [[Pollutant]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 mol&lt;br /&gt;
| [[Nitrogen]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 mol&lt;br /&gt;
| [[Carbon Dioxide]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ingot_(Copper)&amp;diff=8597</id>
		<title>Ingot (Copper)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ingot_(Copper)&amp;diff=8597"/>
				<updated>2019-07-07T20:09:58Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ingot]]&lt;br /&gt;
&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ingot (Copper)&lt;br /&gt;
 | image       =  [[File:{{#setmainimage:ItemCopperIngot.png}}]]&lt;br /&gt;
 | stacks      = {{Icon|Copper|50}}&lt;br /&gt;
 | createdwith = {{Icon|Arc Furnace}} {{Icon|Furnace}}&lt;br /&gt;
 | cost        = {{Icon|Copper Ore|1}}&lt;br /&gt;
 | hashid      = -404336834&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[File:Copper_ingot.jpg|right|thumb]]&lt;br /&gt;
[[Ingot (Copper)]] is created by smelting [[Copper Ore]] in a [[Furnace]] or [[Arc Furnace]]. It is used as the basic ingredient in creating items from various [[:Category:Machines|machines]] .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wiki_table&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Machine: || Furnace, Arc Furnace&lt;br /&gt;
|-&lt;br /&gt;
| Pressure: || 100.0kPa to 100.00MPa&lt;br /&gt;
|-&lt;br /&gt;
| Temperature: || 600K to 100.0kK&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ingot_(Gold)&amp;diff=8596</id>
		<title>Ingot (Gold)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ingot_(Gold)&amp;diff=8596"/>
				<updated>2019-07-07T20:08:58Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ingot]]&lt;br /&gt;
&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ingot (Gold)&lt;br /&gt;
 | image       =  [[File:{{#setmainimage:ItemGoldIngot.png}}]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | createdwith = [[Arc Furnace]], [[Furnace]]&lt;br /&gt;
 | cost        = 1g [[Gold Ore]]&lt;br /&gt;
 | hashid      = 226410516&lt;br /&gt;
}}&lt;br /&gt;
[[File:Gold_ingot.jpg|right|thumb]]&lt;br /&gt;
== Description == &amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
[[Ingot (Gold)]] is created by smelting [[Gold Ore]] in a [[Furnace]] or [[Arc Furnace]]. It is used as the basic ingredient in creating items from various [[:Category:Machines|machines]] .&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Ore_(Nickel)&amp;diff=8595</id>
		<title>Ore (Nickel)</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Ore_(Nickel)&amp;diff=8595"/>
				<updated>2019-07-07T19:53:07Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added hashid for MIPS coding and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages /&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Ore (Nickel)&lt;br /&gt;
 | image       =  [[File:ItemNickelOre.png]]&lt;br /&gt;
 | stacks      = 50x&lt;br /&gt;
 | usedwith    = &lt;br /&gt;
*[[Arc Furnace]]&lt;br /&gt;
*[[Furnace]]&lt;br /&gt;
 | hashid      = 1830218956&lt;br /&gt;
}}&lt;br /&gt;
{{Orebox&lt;br /&gt;
 | name  = Ore (Nickel)&lt;br /&gt;
 | image = [[File:Nickel_ore.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
[[Ore (Nickel)]] is mined throughout the surface and underground of a planet or an asteroid using a [[Mining Drill]].&lt;br /&gt;
&lt;br /&gt;
== Processed == &amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Nickel Ore is one of ingame [https://stationeers-wiki.com/Main_Page#Ores Ores]. It can be turned into [[Nickel Ingot]] by smelting it in the [[Furnace]] or [[Arc Furnace]]. [[Nickel Ore]] can also be combined with equal amounts of [[Copper Ore]] in the [[Furnace]] to create [[Constantan Ingot]].&lt;br /&gt;
&lt;br /&gt;
Smelting one Nickel Ore produces the following gases:&lt;br /&gt;
{|&lt;br /&gt;
|1 mol&lt;br /&gt;
|[[Pollutant]]&lt;br /&gt;
|-&lt;br /&gt;
|1 mol&lt;br /&gt;
|[[Carbon Dioxide]]&lt;br /&gt;
|-&lt;br /&gt;
|0.5 mol&lt;br /&gt;
|[[Nitrogen]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Stacker&amp;diff=8594</id>
		<title>Stacker</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Stacker&amp;diff=8594"/>
				<updated>2019-07-07T02:57:30Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: fixed formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Machines]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Stacker)&lt;br /&gt;
 | image       = [[File:ItemKitStacker.png]]&lt;br /&gt;
 | createdwith = [[Autolathe]], [[Fabricator]]&lt;br /&gt;
| cost        = 10g [[Ingot_(Iron)|Iron]], 2g [[Ingot_(Copper)|Copper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The kit has 3 variations : 2 are the Stacker, with the power/data port on one side or the other. The last variant is the Unloader&lt;br /&gt;
&lt;br /&gt;
=Stacker=&lt;br /&gt;
&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Stacker&lt;br /&gt;
 | power_usage      = 5W&lt;br /&gt;
 | placed_with_item = [[Kit (Stacker)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Stacker)]]&lt;br /&gt;
 | slot_0           = Import&lt;br /&gt;
 | slot_1           = Export&lt;br /&gt;
 | slot_2           = Inside Machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used to stack items in a chosen quantity. The stacker holds back the input until the configured quantity can be stacked _or_ until the input item type changes. If the input is bigger than the chosen quantity, the stacker (despite it's name) splits it.&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || &lt;br /&gt;
|-&lt;br /&gt;
| Activate || Boolean || If set to 1, the Stacker will clear its content via its Export Slot&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || Default is 1.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| ClearMemory || Integer? || Writing on this Parameter will reset the ExportCount and ImportCount values to zero.&lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. SInce there is only one export slot, this param do nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| ImportCount || Integer || Incremented each time an item stack enter by the Import slot &lt;br /&gt;
|-&lt;br /&gt;
| ExportCount || Integer || Incremented each time an item stack exit by the Export Slot&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Activate || Boolean || 1 if empty, 0 if something is inside the Stacker. When set to 0 The player can use the lever to clear the Stacker&lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || Default is 1.&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || In watts. The Stacker require 5W to operate.&lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || Float || Hash ID of the Stacker.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. SInce there is only one export slot, this param do nothing.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The stacker can only stack things up to the stacking limit of the given item:&lt;br /&gt;
*Ingots can be stacked up to 500.&lt;br /&gt;
*Ore will not stack over 50.&lt;br /&gt;
&lt;br /&gt;
=Unloader=&lt;br /&gt;
&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Unloader&lt;br /&gt;
 | power_usage      = 50W&lt;br /&gt;
 | placed_with_item = [[Kit (Stacker)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Stacker)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The unloader variant will empty the content of a belt/container. It will output everything that is inside, followed by belt/container itself.&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || &lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| ClearMemory || Integer? || Writing on this Parameter will reset the ExportCount and ImportCount values to zero.&lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. SInce there is only one export slot, this param do nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Power || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || In watts. The Unloader require 50W to operate.&lt;br /&gt;
|-&lt;br /&gt;
| ExportCount || Integer || Incremented each time an item stack exit by the Export Slot&lt;br /&gt;
|-&lt;br /&gt;
| ImportCount || Integer || Incremented each time an item stack enter by the Import slot &lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. As there is only one export slot, this param does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8593</id>
		<title>Template:Structurebox</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8593"/>
				<updated>2019-07-07T02:27:06Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Undo revision 8592 by Droxlar (talk) reset formatting.. will need to do more research to figure out why text is showing in red.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
 | name     = Structurebox&lt;br /&gt;
&lt;br /&gt;
 | title    = {{{name}}}&lt;br /&gt;
 | image1   = {{{image|}}}&lt;br /&gt;
 | data2    = {{{other|}}}&lt;br /&gt;
&lt;br /&gt;
 | header10 = {{ #if: {{{power_usage|}}}{{{burst_pressure|}}} | Operation }}&lt;br /&gt;
 |  label11 = Power Usage&lt;br /&gt;
 |  data11  = {{{power_usage|}}}&lt;br /&gt;
 |  label12 = Burst Pressure&lt;br /&gt;
 |  data12  = {{{burst_pressure|}}}&lt;br /&gt;
&lt;br /&gt;
 | header20 = Construction&lt;br /&gt;
 |  label21 = Placed with&lt;br /&gt;
 |  data21  = {{{placed_with_item}}}&lt;br /&gt;
 |  label22 = Placed on&lt;br /&gt;
 |  data22  = {{{placed_on_grid}}}&lt;br /&gt;
&lt;br /&gt;
 | header30 = {{ #if: {{{slot_1|}}}{{{slot_2|}}} | Slots }}&lt;br /&gt;
 |  label31 = Slot 0&lt;br /&gt;
 |  data31 = {{{slot_0|}}}&lt;br /&gt;
 |  label32 = Slot 1&lt;br /&gt;
 |  data32 = {{{slot_1|}}}&lt;br /&gt;
 |  label33 = Slot 2&lt;br /&gt;
 |  data33 = {{{slot_2|}}}&lt;br /&gt;
 |  label34 = Slot 3&lt;br /&gt;
 | data34 = {{{slot_3|}}}&lt;br /&gt;
&lt;br /&gt;
 | header40 = {{ #if: {{{stage_image1|}}}{{{const_with_tool1|}}}{{{const_with_item1|}}}{{{decon_with_tool1|}}}{{{item_rec1|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 1&lt;br /&gt;
                  | image           = {{{stage_image1|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool1|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item1|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool1|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec1|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header50 = {{ #if: {{{stage_image2|}}}{{{const_with_tool2|}}}{{{const_with_item2|}}}{{{decon_with_tool2|}}}{{{item_rec2|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 2&lt;br /&gt;
                  | image           = {{{stage_image2|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool2|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item2|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool2|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec2|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header60 = {{ #if: {{{stage_image3|}}}{{{const_with_tool3|}}}{{{const_with_item3|}}}{{{decon_with_tool3|}}}{{{item_rec3|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 3&lt;br /&gt;
                  | image           = {{{stage_image3|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool3|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item3|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool3|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec3|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Structures]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8592</id>
		<title>Template:Structurebox</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8592"/>
				<updated>2019-07-07T02:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: formatting adjustment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
 | name     = Structurebox&lt;br /&gt;
&lt;br /&gt;
 | title    = {{{name}}}&lt;br /&gt;
 | image1   = {{{image|}}}&lt;br /&gt;
 | data2    = {{{other|}}}&lt;br /&gt;
&lt;br /&gt;
 | header10 = {{ #if: {{{power_usage|}}}{{{burst_pressure|}}} | Operation }}&lt;br /&gt;
 |  label11 = Power Usage&lt;br /&gt;
 |  data11  = {{{power_usage|}}}&lt;br /&gt;
 |  label12 = Burst Pressure&lt;br /&gt;
 |  data12  = {{{burst_pressure|}}}&lt;br /&gt;
&lt;br /&gt;
 | header20 = Construction&lt;br /&gt;
 |  label21 = Placed with&lt;br /&gt;
 |  data21  = {{{placed_with_item}}}&lt;br /&gt;
 |  label22 = Placed on&lt;br /&gt;
 |  data22  = {{{placed_on_grid}}}&lt;br /&gt;
&lt;br /&gt;
 | header30 = {{ #if: {{{slot_1|}}}{{{slot_2|}}} | Slots }}&lt;br /&gt;
 |  label31 = Slot 0&lt;br /&gt;
 |  data31 = {{{slot_0}}}&lt;br /&gt;
 |  label32 = Slot 1&lt;br /&gt;
 |  data32 = {{{slot_1}}}&lt;br /&gt;
 |  label33 = Slot 2&lt;br /&gt;
 |  data33 = {{{slot_2}}}&lt;br /&gt;
 |  label34 = Slot 3&lt;br /&gt;
 | data34 = {{{slot_3}}}&lt;br /&gt;
&lt;br /&gt;
 | header40 = {{ #if: {{{stage_image1|}}}{{{const_with_tool1|}}}{{{const_with_item1|}}}{{{decon_with_tool1|}}}{{{item_rec1|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 1&lt;br /&gt;
                  | image           = {{{stage_image1|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool1|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item1|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool1|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec1|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header50 = {{ #if: {{{stage_image2|}}}{{{const_with_tool2|}}}{{{const_with_item2|}}}{{{decon_with_tool2|}}}{{{item_rec2|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 2&lt;br /&gt;
                  | image           = {{{stage_image2|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool2|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item2|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool2|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec2|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header60 = {{ #if: {{{stage_image3|}}}{{{const_with_tool3|}}}{{{const_with_item3|}}}{{{decon_with_tool3|}}}{{{item_rec3|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 3&lt;br /&gt;
                  | image           = {{{stage_image3|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool3|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item3|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool3|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec3|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Structures]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Stacker&amp;diff=8591</id>
		<title>Stacker</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Stacker&amp;diff=8591"/>
				<updated>2019-07-07T02:22:09Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added slot information, minor grammatical corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Machines]]&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (Stacker)&lt;br /&gt;
 | image       = [[File:ItemKitStacker.png]]&lt;br /&gt;
 | createdwith = [[Autolathe]], [[Fabricator]]&lt;br /&gt;
| cost        = 10g [[Ingot_(Iron)|Iron]], 2g [[Ingot_(Copper)|Copper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The kit has 3 variations : 2 are the Stacker, with the power/data port on one side or the other. The last variant is the Unloader&lt;br /&gt;
&lt;br /&gt;
=Stacker=&lt;br /&gt;
&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Stacker&lt;br /&gt;
 | power_usage      = 5W&lt;br /&gt;
 | placed_with_item = [[Kit (Stacker)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Stacker)]]&lt;br /&gt;
 | slot_0           = [[Import]]&lt;br /&gt;
 | slot_1           = [[Export]]&lt;br /&gt;
 | slot_2           = [[Inside Machine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used to stack items in a chosen quantity. The stacker holds back the input until the configured quantity can be stacked _or_ until the input item type changes. If the input is bigger than the chosen quantity, the stacker (despite it's name) splits it.&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || &lt;br /&gt;
|-&lt;br /&gt;
| Activate || Boolean || If set to 1, the Stacker will clear its content via its Export Slot&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || Default is 1.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| ClearMemory || Integer? || Writing on this Parameter will reset the ExportCount and ImportCount values to zero.&lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. SInce there is only one export slot, this param do nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| ImportCount || Integer || Incremented each time an item stack enter by the Import slot &lt;br /&gt;
|-&lt;br /&gt;
| ExportCount || Integer || Incremented each time an item stack exit by the Export Slot&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Activate || Boolean || 1 if empty, 0 if something is inside the Stacker. When set to 0 The player can use the lever to clear the Stacker&lt;br /&gt;
|-&lt;br /&gt;
| Setting || Integer || Default is 1.&lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || In watts. The Stacker require 5W to operate.&lt;br /&gt;
|-&lt;br /&gt;
| PrefabHash || Float || Hash ID of the Stacker.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. SInce there is only one export slot, this param do nothing.&lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The stacker can only stack things up to the stacking limit of the given item:&lt;br /&gt;
*Ingots can be stacked up to 500.&lt;br /&gt;
*Ore will not stack over 50.&lt;br /&gt;
&lt;br /&gt;
=Unloader=&lt;br /&gt;
&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Unloader&lt;br /&gt;
 | power_usage      = 50W&lt;br /&gt;
 | placed_with_item = [[Kit (Stacker)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
 | item_rec1        = [[Kit (Stacker)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The unloader variant will empty the content of a belt/container. It will output everything that is inside, followed by belt/container itself.&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Integer || &lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| ClearMemory || Integer? || Writing on this Parameter will reset the ExportCount and ImportCount values to zero.&lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. SInce there is only one export slot, this param do nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Power || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Mode || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Error || Boolean ||&lt;br /&gt;
|-&lt;br /&gt;
| Lock || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| On || Boolean || &lt;br /&gt;
|-&lt;br /&gt;
| RequiredPower || Integer || In watts. The Unloader require 50W to operate.&lt;br /&gt;
|-&lt;br /&gt;
| ExportCount || Integer || Incremented each time an item stack exit by the Export Slot&lt;br /&gt;
|-&lt;br /&gt;
| ImportCount || Integer || Incremented each time an item stack enter by the Import slot &lt;br /&gt;
|-&lt;br /&gt;
| Output || Integer || value of 0 by default. As there is only one export slot, this param does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8590</id>
		<title>Template:Structurebox</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8590"/>
				<updated>2019-07-07T02:19:04Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Adjusted numbering to accommodate start from 0.   Maybe slots are the same on all items and this should be under MIPS instead?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
 | name     = Structurebox&lt;br /&gt;
&lt;br /&gt;
 | title    = {{{name}}}&lt;br /&gt;
 | image1   = {{{image|}}}&lt;br /&gt;
 | data2    = {{{other|}}}&lt;br /&gt;
&lt;br /&gt;
 | header10 = {{ #if: {{{power_usage|}}}{{{burst_pressure|}}} | Operation }}&lt;br /&gt;
 |  label11 = Power Usage&lt;br /&gt;
 |  data11  = {{{power_usage|}}}&lt;br /&gt;
 |  label12 = Burst Pressure&lt;br /&gt;
 |  data12  = {{{burst_pressure|}}}&lt;br /&gt;
&lt;br /&gt;
 | header20 = Construction&lt;br /&gt;
 |  label21 = Placed with&lt;br /&gt;
 |  data21  = {{{placed_with_item}}}&lt;br /&gt;
 |  label22 = Placed on&lt;br /&gt;
 |  data22  = {{{placed_on_grid}}}&lt;br /&gt;
&lt;br /&gt;
 | header30 = {{ #if: {{{slot_1|}}}{{{slot_2|}}} | Slots }}&lt;br /&gt;
 |  label31 = Slot 0&lt;br /&gt;
 |  data31 = {{{slot_0|}}}&lt;br /&gt;
 |  label32 = Slot 1&lt;br /&gt;
 |  data32 = {{{slot_1|}}}&lt;br /&gt;
 |  label33 = Slot 2&lt;br /&gt;
 |  data33 = {{{slot_2|}}}&lt;br /&gt;
 |  label34 = Slot 3&lt;br /&gt;
 | data34 = {{{slot_3|}}}&lt;br /&gt;
&lt;br /&gt;
 | header40 = {{ #if: {{{stage_image1|}}}{{{const_with_tool1|}}}{{{const_with_item1|}}}{{{decon_with_tool1|}}}{{{item_rec1|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 1&lt;br /&gt;
                  | image           = {{{stage_image1|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool1|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item1|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool1|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec1|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header50 = {{ #if: {{{stage_image2|}}}{{{const_with_tool2|}}}{{{const_with_item2|}}}{{{decon_with_tool2|}}}{{{item_rec2|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 2&lt;br /&gt;
                  | image           = {{{stage_image2|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool2|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item2|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool2|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec2|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header60 = {{ #if: {{{stage_image3|}}}{{{const_with_tool3|}}}{{{const_with_item3|}}}{{{decon_with_tool3|}}}{{{item_rec3|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 3&lt;br /&gt;
                  | image           = {{{stage_image3|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool3|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item3|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool3|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec3|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Structures]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8589</id>
		<title>Template:Structurebox</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8589"/>
				<updated>2019-07-07T01:38:30Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Trouble-shooting data not hiding when empty.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
 | name     = Structurebox&lt;br /&gt;
&lt;br /&gt;
 | title    = {{{name}}}&lt;br /&gt;
 | image1   = {{{image|}}}&lt;br /&gt;
 | data2    = {{{other|}}}&lt;br /&gt;
&lt;br /&gt;
 | header10 = {{ #if: {{{power_usage|}}}{{{burst_pressure|}}} | Operation }}&lt;br /&gt;
 |  label11 = Power Usage&lt;br /&gt;
 |  data11  = {{{power_usage|}}}&lt;br /&gt;
 |  label12 = Burst Pressure&lt;br /&gt;
 |  data12  = {{{burst_pressure|}}}&lt;br /&gt;
&lt;br /&gt;
 | header20 = Construction&lt;br /&gt;
 |  label21 = Placed with&lt;br /&gt;
 |  data21  = {{{placed_with_item}}}&lt;br /&gt;
 |  label22 = Placed on&lt;br /&gt;
 |  data22  = {{{placed_on_grid}}}&lt;br /&gt;
&lt;br /&gt;
 | header30 = {{ #if: {{{slot_1|}}}{{{slot_2|}}} | Slots }}&lt;br /&gt;
 |  label31 = Slot 1&lt;br /&gt;
 |  data31 = {{{slot_1|}}}&lt;br /&gt;
 |  label32 = Slot 2&lt;br /&gt;
 |  data32 = {{{slot_2|}}}&lt;br /&gt;
 |  label33 = Slot 3&lt;br /&gt;
 |  data33 = {{{slot_3|}}}&lt;br /&gt;
 |  label34 = Slot 4&lt;br /&gt;
 | data34 = {{{slot_4|}}}&lt;br /&gt;
&lt;br /&gt;
 | header40 = {{ #if: {{{stage_image1|}}}{{{const_with_tool1|}}}{{{const_with_item1|}}}{{{decon_with_tool1|}}}{{{item_rec1|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 1&lt;br /&gt;
                  | image           = {{{stage_image1|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool1|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item1|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool1|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec1|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header50 = {{ #if: {{{stage_image2|}}}{{{const_with_tool2|}}}{{{const_with_item2|}}}{{{decon_with_tool2|}}}{{{item_rec2|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 2&lt;br /&gt;
                  | image           = {{{stage_image2|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool2|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item2|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool2|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec2|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header60 = {{ #if: {{{stage_image3|}}}{{{const_with_tool3|}}}{{{const_with_item3|}}}{{{decon_with_tool3|}}}{{{item_rec3|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 3&lt;br /&gt;
                  | image           = {{{stage_image3|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool3|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item3|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool3|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec3|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Structures]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8588</id>
		<title>Template:Structurebox</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8588"/>
				<updated>2019-07-07T01:34:32Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: formatting adjustment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
 | name     = Structurebox&lt;br /&gt;
&lt;br /&gt;
 | title    = {{{name}}}&lt;br /&gt;
 | image1   = {{{image|}}}&lt;br /&gt;
 | data2    = {{{other|}}}&lt;br /&gt;
&lt;br /&gt;
 | header10 = {{ #if: {{{power_usage|}}}{{{burst_pressure|}}} | Operation }}&lt;br /&gt;
 |  label11 = Power Usage&lt;br /&gt;
 |  data11  = {{{power_usage|}}}&lt;br /&gt;
 |  label12 = Burst Pressure&lt;br /&gt;
 |  data12  = {{{burst_pressure|}}}&lt;br /&gt;
&lt;br /&gt;
 | header20 = Construction&lt;br /&gt;
 |  label21 = Placed with&lt;br /&gt;
 |  data21  = {{{placed_with_item}}}&lt;br /&gt;
 |  label22 = Placed on&lt;br /&gt;
 |  data22  = {{{placed_on_grid}}}&lt;br /&gt;
&lt;br /&gt;
 | header30 = {{ #if: {{{slot_1|}}} | Slots }}&lt;br /&gt;
 |  label31 = Slot 1&lt;br /&gt;
 |  data31 = {{{slot_1|}}}&lt;br /&gt;
 |  label32 = Slot 2&lt;br /&gt;
 |  data32 = {{{slot_2|}}}&lt;br /&gt;
 |  label33 = Slot 3&lt;br /&gt;
 |  data33 = {{{slot_3|}}}&lt;br /&gt;
 |  label34 = Slot 4&lt;br /&gt;
 | data34 = {{{slot_4|}}}&lt;br /&gt;
&lt;br /&gt;
 | header40 = {{ #if: {{{stage_image1|}}}{{{const_with_tool1|}}}{{{const_with_item1|}}}{{{decon_with_tool1|}}}{{{item_rec1|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 1&lt;br /&gt;
                  | image           = {{{stage_image1|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool1|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item1|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool1|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec1|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header50 = {{ #if: {{{stage_image2|}}}{{{const_with_tool2|}}}{{{const_with_item2|}}}{{{decon_with_tool2|}}}{{{item_rec2|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 2&lt;br /&gt;
                  | image           = {{{stage_image2|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool2|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item2|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool2|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec2|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header60 = {{ #if: {{{stage_image3|}}}{{{const_with_tool3|}}}{{{const_with_item3|}}}{{{decon_with_tool3|}}}{{{item_rec3|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 3&lt;br /&gt;
                  | image           = {{{stage_image3|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool3|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item3|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool3|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec3|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Structures]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8587</id>
		<title>Template:Structurebox</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Template:Structurebox&amp;diff=8587"/>
				<updated>2019-07-07T01:28:14Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Added slot category for slot reader/writers and mips scripting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
 | name     = Structurebox&lt;br /&gt;
&lt;br /&gt;
 | title    = {{{name}}}&lt;br /&gt;
 | image1   = {{{image|}}}&lt;br /&gt;
 | data2    = {{{other|}}}&lt;br /&gt;
&lt;br /&gt;
 | header10 = {{ #if: {{{power_usage|}}}{{{burst_pressure|}}} | Operation }}&lt;br /&gt;
 |  label11 = Power Usage&lt;br /&gt;
 |  data11  = {{{power_usage|}}}&lt;br /&gt;
 |  label12 = Burst Pressure&lt;br /&gt;
 |  data12  = {{{burst_pressure|}}}&lt;br /&gt;
&lt;br /&gt;
 | header20 = Construction&lt;br /&gt;
 |  label21 = Placed with&lt;br /&gt;
 |  data21  = {{{placed_with_item}}}&lt;br /&gt;
 |  label22 = Placed on&lt;br /&gt;
 |  data22  = {{{placed_on_grid}}}&lt;br /&gt;
&lt;br /&gt;
 | header30 = Slots&lt;br /&gt;
 | label31 = Slot 1&lt;br /&gt;
 | data31 = {{{Slot_1}}}&lt;br /&gt;
 | label32 = Slot 2&lt;br /&gt;
 | data32 = {{{Slot_2}}}&lt;br /&gt;
 | label33 = Slot 3&lt;br /&gt;
 | data33 = {{{Slot_3}}}&lt;br /&gt;
 | label34 = Slot 4&lt;br /&gt;
 | data34 = {{{Slot_4}}}&lt;br /&gt;
&lt;br /&gt;
 | header40 = {{ #if: {{{stage_image1|}}}{{{const_with_tool1|}}}{{{const_with_item1|}}}{{{decon_with_tool1|}}}{{{item_rec1|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 1&lt;br /&gt;
                  | image           = {{{stage_image1|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool1|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item1|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool1|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec1|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header50 = {{ #if: {{{stage_image2|}}}{{{const_with_tool2|}}}{{{const_with_item2|}}}{{{decon_with_tool2|}}}{{{item_rec2|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 2&lt;br /&gt;
                  | image           = {{{stage_image2|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool2|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item2|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool2|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec2|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
&lt;br /&gt;
 | header60 = {{ #if: {{{stage_image3|}}}{{{const_with_tool3|}}}{{{const_with_item3|}}}{{{decon_with_tool3|}}}{{{item_rec3|}}}&lt;br /&gt;
               | {{Construction stage&lt;br /&gt;
                  | number          = 3&lt;br /&gt;
                  | image           = {{{stage_image3|}}}&lt;br /&gt;
                  | const_with_tool = {{{const_with_tool3|}}}&lt;br /&gt;
                  | const_with_item = {{{const_with_item3|}}}&lt;br /&gt;
                  | decon_with_tool = {{{decon_with_tool3|}}}&lt;br /&gt;
                  | item_rec        = {{{item_rec3|}}}&lt;br /&gt;
                 }}&lt;br /&gt;
              }}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Structures]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Categories go on the /doc subpage, and interwikis go on Wikidata. --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC_Housing&amp;diff=7725</id>
		<title>IC Housing</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC_Housing&amp;diff=7725"/>
				<updated>2018-10-23T21:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added images, power usage, grid placement, and decon tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Circuits]]&lt;br /&gt;
&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
{{Itembox&lt;br /&gt;
 | name        = Kit (IC Housing)&lt;br /&gt;
 | image       = [[File:Kit(IC10).jpg|thumb|Kit (IC Housing)]]&lt;br /&gt;
 | createdwith = &lt;br /&gt;
 | cost        = &lt;br /&gt;
 | stacks      = &lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = IC Housing&lt;br /&gt;
 | image            = [[File:Integrated Circuit (IC10) Housingb.jpg|thumb|Integrated Circuit (IC10) Housing]]&lt;br /&gt;
 | power_usage      = 50W&lt;br /&gt;
 | placed_with_item = &lt;br /&gt;
 | placed_on_grid   = Small grid, On Frames&lt;br /&gt;
 | const_with_item1 = 	&lt;br /&gt;
 | decon_with_tool1 = 	[[Hand Drill]]&lt;br /&gt;
 | item_rec1        = &lt;br /&gt;
 | const_with_item2 = &lt;br /&gt;
 | item_rec2        = &lt;br /&gt;
 | decon_with_tool3 = &lt;br /&gt;
 | item_rec3        = &lt;br /&gt;
}}&lt;br /&gt;
Holds an [[Integrated_Circuit_(IC10)|integrated circuit]].&lt;br /&gt;
&lt;br /&gt;
{{Data Network Header}}&lt;br /&gt;
&lt;br /&gt;
{{Data Parameters}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter Name !! Data Type !! Description&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Data Outputs}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Output Name !! Data Type !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=File:Kit(IC10).jpg&amp;diff=7724</id>
		<title>File:Kit(IC10).jpg</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=File:Kit(IC10).jpg&amp;diff=7724"/>
				<updated>2018-10-23T21:38:59Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kit to build integrated chip (IC10) housing.&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=File:Integrated_Circuit_(IC10)_Housingb.jpg&amp;diff=7723</id>
		<title>File:Integrated Circuit (IC10) Housingb.jpg</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=File:Integrated_Circuit_(IC10)_Housingb.jpg&amp;diff=7723"/>
				<updated>2018-10-23T21:31:09Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Integrated Circuit (IC10) Housing&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=File:Integrated_Circuit_(IC10)_Housing.jpg&amp;diff=7721</id>
		<title>File:Integrated Circuit (IC10) Housing.jpg</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=File:Integrated_Circuit_(IC10)_Housing.jpg&amp;diff=7721"/>
				<updated>2018-10-23T21:25:33Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An empty IC10 Housing&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=Logic_Processor&amp;diff=7710</id>
		<title>Logic Processor</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=Logic_Processor&amp;diff=7710"/>
				<updated>2018-10-23T20:56:47Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: migrated data toward StructureBox template, added power usage data, re-ordered listing to correspond with in game sequence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Circuits]]&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Math Unit&lt;br /&gt;
 | image            = [[File:MathUnit.png|Logic Processor Variation: Math Unit]]&lt;br /&gt;
 | power_usage      = 25W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Processor)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid, On Frames&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Compare Unit&lt;br /&gt;
 | image            = [[File:CompareUnit.png|Logic Processor Variant: Compare Unit]]&lt;br /&gt;
 | power_usage      = 25W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Processor)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid, On Frames&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Select Unit&lt;br /&gt;
 | image            = [[File:SelectUnit.png|Logic Processor Variant: Select Unit]]&lt;br /&gt;
 | power_usage      = 25W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Processor)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid, On Frames&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Min/Max Unit&lt;br /&gt;
 | image            = [[File:MinMaxUnit.png|Logic Processor Variation: Min/Max Unit]]&lt;br /&gt;
 | power_usage      = 25W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Processor)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid, On Frames&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
}}&lt;br /&gt;
{{Structurebox&lt;br /&gt;
 | name             = Unary Math Unit&lt;br /&gt;
 | image            = [[File:MathUnary.png|Logic Processor Variation: Unary Math Unit]]&lt;br /&gt;
&lt;br /&gt;
 | power_usage      = 25W&lt;br /&gt;
 | placed_with_item = [[Kit (Logic Processor)]]&lt;br /&gt;
 | placed_on_grid   = Small Grid, On Frames&lt;br /&gt;
 | decon_with_tool1 = [[Hand Drill]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Logic Processor is a multi-purpose Logic Circuit unit that has variants, all related to some mathematical operation.&lt;br /&gt;
&lt;br /&gt;
== Math Unit ==&lt;br /&gt;
=== Connectors ===&lt;br /&gt;
&lt;br /&gt;
* Top: Power&lt;br /&gt;
* Left: Input 1&lt;br /&gt;
* Right: Input 2&lt;br /&gt;
* Bottom: Output&lt;br /&gt;
&lt;br /&gt;
=== Screws (options) ===&lt;br /&gt;
&lt;br /&gt;
* Left: Input 1 Selector. Click with screwdriver to select the &amp;quot;left&amp;quot; operand&lt;br /&gt;
* Right: Input 2 Selector. Click with screwdriver to select the &amp;quot;right&amp;quot; operand&lt;br /&gt;
* Bottom: Operation Selector. Click with screwdriver to select what operation to run on the 2 inputs.&lt;br /&gt;
&lt;br /&gt;
=== Available Operations ===&lt;br /&gt;
&lt;br /&gt;
* Add: Adds the two inputs together. (output = i1 + i2)&lt;br /&gt;
* Subtract: Substract the right operand from the left one. (output: i1 - i2)&lt;br /&gt;
* Multiply: Multiplies the two inputs (output = i1 x i2)&lt;br /&gt;
* Divide: Divides the left operand by the right operand (output = i1 / i2)&lt;br /&gt;
* Mod: Runs the modulo function such that output = i1 % i2, where the output is the remainder of the division of the left operand by the right operand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compare Unit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Connectors ===&lt;br /&gt;
&lt;br /&gt;
* Top: Power&lt;br /&gt;
* Left: Input 1&lt;br /&gt;
* Right: Input 2&lt;br /&gt;
* Bottom: Output&lt;br /&gt;
&lt;br /&gt;
=== Screws (options) ===&lt;br /&gt;
&lt;br /&gt;
* Bottom Left: Input 1 Selector. Click with screwdriver to select the &amp;quot;left&amp;quot; operand&lt;br /&gt;
* Bottom Right: Input 2 Selector. Click with screwdriver to select the &amp;quot;right&amp;quot; operand&lt;br /&gt;
* Bottom Center: Operation Selector. Click with screwdriver to select what operation to run on the 2 inputs.&lt;br /&gt;
&lt;br /&gt;
=== Available Operations ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This is a floating point comparison and is very precise!&lt;br /&gt;
&lt;br /&gt;
* Equals: Outputs 1 (true) if Input 1 is exactly equal to Input 2, otherwise outputs 0 (false).&lt;br /&gt;
* NotEquals: Outputs 1 (true) if Input 1 has a different value than Input 2, otherwise outputs 0 (false).&lt;br /&gt;
* Greater: Outputs 1 (true) if Input 1 is greater than Input 2, otherwise outputs 0 (false).&lt;br /&gt;
* Lesser: Outputs 1 (true) if Input 1 is smaller/lesser than Input 2, otherwise outputs 0 (false).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Select Unit == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Connectors ===&lt;br /&gt;
&lt;br /&gt;
* Top: Power and Selector Input&lt;br /&gt;
* Left: Input 1&lt;br /&gt;
* Right: Input 2&lt;br /&gt;
* Bottom: Output&lt;br /&gt;
&lt;br /&gt;
=== Screws (options) ===&lt;br /&gt;
&lt;br /&gt;
* Top: Selector Input. Use Screwdriver to select what input is used to flip the selection. This should usually be a unit that outputs a true/false value (0 for false, 1 for true), such as a Logic Compare unit.&lt;br /&gt;
* Bottom Left: Input 1 Selector. Use Screwdriver to select what value to use when the Selector Input value is 0 (false).&lt;br /&gt;
* Bottom Right: Input 2 Selector. Use Screwdriver to select what value to use when the Selector Input value is 1 (true).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Min/Max Unit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Connectors ===&lt;br /&gt;
&lt;br /&gt;
* Top: Power&lt;br /&gt;
* Left: Input 1&lt;br /&gt;
* Right: Input 2&lt;br /&gt;
* Bottom: Output&lt;br /&gt;
&lt;br /&gt;
=== Screws (options) ===&lt;br /&gt;
&lt;br /&gt;
* Bottom Left: Input 1 Selector. Click with screwdriver to select the &amp;quot;left&amp;quot; operand&lt;br /&gt;
* Bottom Right: Input 2 Selector. Click with screwdriver to select the &amp;quot;right&amp;quot; operand&lt;br /&gt;
* Bottom Center: Operation Selector. Click with screwdriver to select what operation to run on the 2 inputs.&lt;br /&gt;
&lt;br /&gt;
=== Available Operations ===&lt;br /&gt;
&lt;br /&gt;
* Less: '''Outputs Input 1 if Input 1 is less than Input 2, otherwise outputs Input 2'''&lt;br /&gt;
* Greater: '''Outputs Input 1 if Input 1 is greater than Input 2, otherwise outputs Input 2'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unary Math Unit ==&lt;br /&gt;
&lt;br /&gt;
=== Connectors ===&lt;br /&gt;
&lt;br /&gt;
* Top: Power&lt;br /&gt;
* Left: Input&lt;br /&gt;
* Right: Output&lt;br /&gt;
&lt;br /&gt;
=== Screws (options) ===&lt;br /&gt;
&lt;br /&gt;
* Left: Input Selector. Click with the Screwdriver to select the input data.&lt;br /&gt;
* Right: Operation Selector. Click with Screwdriver to select what operation to run on the Input.&lt;br /&gt;
&lt;br /&gt;
=== Available Operations ===&lt;br /&gt;
&lt;br /&gt;
* Ceil: Rounds the input '''Up''' to the closest whole integer.&lt;br /&gt;
* Floor: Rounds the input '''Down''' to the closest whole integer.&lt;br /&gt;
* Abs: Ensures the input is Positive and not Negative (converts -1 to 1, -123.456 to 123.456, etc). Has no effect on positive numbers.&lt;br /&gt;
* Log: The natural logarithm of the input. The natural logarithm of x is the power to which e (Euler's number) would have to be raised to equal x. &lt;br /&gt;
* Exp: The natural exponential function of the input. e raised to the power of the input. &lt;br /&gt;
* Round: Rounds the input to the closest whole integer.&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7603</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7603"/>
				<updated>2018-10-23T08:00:43Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: /* Links */ added link to stationeering.com programmable circuits simulator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 of off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CLearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====This example script automates autohydro units and powers the lights off during the day when they're not needed.  (Hit Expand)====&lt;br /&gt;
Uses aliases, sub-routines and comments to minimize lines of code and adaptability.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand Sample AutoHydro Script}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse Sample AutoHydro Script}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
alias vMature r0​&lt;br /&gt;
alias vOccupied r1​&lt;br /&gt;
alias isDayLight r2​&lt;br /&gt;
alias isOccupied r3​&lt;br /&gt;
alias dSensor d5​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
#start of Program Loop​&lt;br /&gt;
start:​&lt;br /&gt;
l isDayLight dSensor Activate​  #Check if it's daytime or not.&lt;br /&gt;
​&lt;br /&gt;
# For each device, harvest, plant, powerdown, then power on depending on conditions.&lt;br /&gt;
alias dThisVictim d0​  #Begin processing device 0&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d1​  #Begin processing device 1&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d2​  #Begin processing device 2&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d3​  #Begin processing device 3&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d4​  #Begin processing device 4&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
#Can't do a D5 because that's our sensor.​&lt;br /&gt;
​&lt;br /&gt;
j start​ #Return to the beginning of the program loop.  (Yields here may save processing power)&lt;br /&gt;
​&lt;br /&gt;
​​&lt;br /&gt;
HarvestCrop:​&lt;br /&gt;
ls vMature dThisVictim 0 Mature​&lt;br /&gt;
blez vMature ra​  #If the crop is not mature, return&lt;br /&gt;
s dThisVictim Harvest 1​ #If the crop is mature, harvest it (one).&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
PlantCrop:​&lt;br /&gt;
ls vOccupied dThisVictim 2 Occupied #seeds to plant​&lt;br /&gt;
blez vOccupied ra​ #If the machine has no seeds to plant, return.&lt;br /&gt;
ls vOccupied dThisVictim 0 Occupied #something growin​g&lt;br /&gt;
bgtz vOccupied ra​  # If the crop plot is occupied, return.&lt;br /&gt;
s dThisVictim Plant 1​  # if we made it this far, plant the crop&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
PowerDown:​&lt;br /&gt;
s dThisVictim On 0​ #Power the machine down.&lt;br /&gt;
​&lt;br /&gt;
j ra #Jump to line we came from​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
TurnitOn:​&lt;br /&gt;
s dThisVictim On 1​ #Power the machine up&lt;br /&gt;
j ra&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
-----&lt;br /&gt;
* [https://stationeering.com/tools/ic] Stationeering.com offers a programmable circuits simulator so you can develop your code without repeatedly dying in game!&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;br /&gt;
&lt;br /&gt;
==Index==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7602</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7602"/>
				<updated>2018-10-23T07:55:26Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Formatting alterations to improve flow and readability.  Rearranged things so the table of contents is at the top, added a clear and consistent 'end of script' comment in the examples section, and added lines separating examples.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 of off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CLearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====This example script automates autohydro units and powers the lights off during the day when they're not needed.  (Hit Expand)====&lt;br /&gt;
Uses aliases, sub-routines and comments to minimize lines of code and adaptability.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand Sample AutoHydro Script}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse Sample AutoHydro Script}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
alias vMature r0​&lt;br /&gt;
alias vOccupied r1​&lt;br /&gt;
alias isDayLight r2​&lt;br /&gt;
alias isOccupied r3​&lt;br /&gt;
alias dSensor d5​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
#start of Program Loop​&lt;br /&gt;
start:​&lt;br /&gt;
l isDayLight dSensor Activate​  #Check if it's daytime or not.&lt;br /&gt;
​&lt;br /&gt;
# For each device, harvest, plant, powerdown, then power on depending on conditions.&lt;br /&gt;
alias dThisVictim d0​  #Begin processing device 0&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d1​  #Begin processing device 1&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d2​  #Begin processing device 2&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d3​  #Begin processing device 3&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d4​  #Begin processing device 4&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
#Can't do a D5 because that's our sensor.​&lt;br /&gt;
​&lt;br /&gt;
j start​ #Return to the beginning of the program loop.  (Yields here may save processing power)&lt;br /&gt;
​&lt;br /&gt;
​​&lt;br /&gt;
HarvestCrop:​&lt;br /&gt;
ls vMature dThisVictim 0 Mature​&lt;br /&gt;
blez vMature ra​  #If the crop is not mature, return&lt;br /&gt;
s dThisVictim Harvest 1​ #If the crop is mature, harvest it (one).&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
PlantCrop:​&lt;br /&gt;
ls vOccupied dThisVictim 2 Occupied #seeds to plant​&lt;br /&gt;
blez vOccupied ra​ #If the machine has no seeds to plant, return.&lt;br /&gt;
ls vOccupied dThisVictim 0 Occupied #something growin​g&lt;br /&gt;
bgtz vOccupied ra​  # If the crop plot is occupied, return.&lt;br /&gt;
s dThisVictim Plant 1​  # if we made it this far, plant the crop&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
PowerDown:​&lt;br /&gt;
s dThisVictim On 0​ #Power the machine down.&lt;br /&gt;
​&lt;br /&gt;
j ra #Jump to line we came from​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
TurnitOn:​&lt;br /&gt;
s dThisVictim On 1​ #Power the machine up&lt;br /&gt;
j ra&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&lt;br /&gt;
##########&lt;br /&gt;
#### End Script&lt;br /&gt;
##########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
-----&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Index==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7587</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7587"/>
				<updated>2018-10-23T06:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: /* Examples */ added an autohydro script which makes use of the most up to date (at this time) in game compiler.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 of off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CLearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====This example script automates autohydro units and powers the lights off during the day when they're not needed.  (Hit Expand)====&lt;br /&gt;
Uses aliases, sub-routines and comments to minimize lines of code and adaptability.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:Expand Sample AutoHydro Script}}&amp;quot; data-collapsetext=&amp;quot;{{int:Collapse Sample AutoHydro Script}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
alias vMature r0​&lt;br /&gt;
alias vOccupied r1​&lt;br /&gt;
alias isDayLight r2​&lt;br /&gt;
alias isOccupied r3​&lt;br /&gt;
alias dSensor d5​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
#start of Program Loop​&lt;br /&gt;
start:​&lt;br /&gt;
l isDayLight dSensor Activate​  #Check if it's daytime or not.&lt;br /&gt;
​&lt;br /&gt;
# For each device, harvest, plant, powerdown, then power on depending on conditions.&lt;br /&gt;
alias dThisVictim d0​  #Begin processing device 0&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d1​  #Begin processing device 1&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d2​  #Begin processing device 2&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d3​  #Begin processing device 3&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
alias dThisVictim d4​  #Begin processing device 4&lt;br /&gt;
bdseal dThisVictim HarvestCrop​&lt;br /&gt;
bdseal dThisVictim PlantCrop​&lt;br /&gt;
bgtzal isDayLight PowerDown​&lt;br /&gt;
blezal isDayLight TurnitOn​&lt;br /&gt;
#Can't do a D5 because that's our sensor.​&lt;br /&gt;
​&lt;br /&gt;
j start​ #Return to the beginning of the program loop.  (Yields here may save processing power)&lt;br /&gt;
​&lt;br /&gt;
​​&lt;br /&gt;
HarvestCrop:​&lt;br /&gt;
ls vMature dThisVictim 0 Mature​&lt;br /&gt;
blez vMature ra​  #If the crop is not mature, return&lt;br /&gt;
s dThisVictim Harvest 1​ #If the crop is mature, harvest it (one).&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
&lt;br /&gt;
PlantCrop:​&lt;br /&gt;
ls vOccupied dThisVictim 2 Occupied #seeds to plant​&lt;br /&gt;
blez vOccupied ra​ #If the machine has no seeds to plant, return.&lt;br /&gt;
ls vOccupied dThisVictim 0 Occupied #something growin​g&lt;br /&gt;
bgtz vOccupied ra​  # If the crop plot is occupied, return.&lt;br /&gt;
s dThisVictim Plant 1​  # if we made it this far, plant the crop&lt;br /&gt;
j ra​ #return&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
PowerDown:​&lt;br /&gt;
s dThisVictim On 0​ #Power the machine down.&lt;br /&gt;
​&lt;br /&gt;
j ra #Jump to line we came from​&lt;br /&gt;
​&lt;br /&gt;
​&lt;br /&gt;
TurnitOn:​&lt;br /&gt;
s dThisVictim On 1​ #Power the machine up&lt;br /&gt;
j ra&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Index==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7586</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7586"/>
				<updated>2018-10-23T06:13:47Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: removed collapsible sections as that broke internal links, moved index to the end so it wouldn't precede table of contents, and added an 'index' section so it is easily reached from the table of contents.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 of off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CLearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Index==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7585</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7585"/>
				<updated>2018-10-23T06:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Created collapsible sections, added device variables, various definitions and examples.  Minor formatting tweaks.  This is my first wiki post, so hopefully things look OK for the moment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|+Device Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[MIPS:Device Variables#Activate|Activate]]&lt;br /&gt;
*[[#AirRelease|AirRelease]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#CLearMemory|CLearMemory]]&lt;br /&gt;
*[[#Color|Color]]&lt;br /&gt;
*[[#CompletionRatio|CompletionRatio]]&lt;br /&gt;
*[[#ElevatorLevel|ElevatorLevel]]&lt;br /&gt;
*[[#ElevatorSpeed|ElevatorSpeed]]&lt;br /&gt;
*[[#Error|Error]]&lt;br /&gt;
*[[#ExportCount|ExportCount]]&lt;br /&gt;
*[[#Filtration|Filtration]]&lt;br /&gt;
*[[#Harvest|Harvest]]&lt;br /&gt;
*[[#Horizontal|Horizontal]]&lt;br /&gt;
*[[#HorizontalRatio|HorizontalRatio]]&lt;br /&gt;
*[[#Idle|Idle]]&lt;br /&gt;
*[[#ImportCount|ImportCount]]&lt;br /&gt;
*[[#Lock|Lock]]&lt;br /&gt;
*[[#Maximum|Maximum]]&lt;br /&gt;
*[[#Mode|Mode]]&lt;br /&gt;
*[[#On|On]]&lt;br /&gt;
*[[#Open|Open]]&lt;br /&gt;
*[[#Output|Output]]&lt;br /&gt;
*[[#Plant|Plant]]&lt;br /&gt;
*[[#PositionX|PositionX]]&lt;br /&gt;
*[[#PositionY|PositionY]]&lt;br /&gt;
*[[#PositionZ|PositionZ]]&lt;br /&gt;
*[[#Power|Power]]&lt;br /&gt;
*[[#PowerActual|PowerActual]]&lt;br /&gt;
*[[#PowerPotential|PowerPotential]]&lt;br /&gt;
*[[#PowerRequired|PowerRequired]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#PressureExternal|PressureExternal]]&lt;br /&gt;
*[[#PressureInteral|PressureInteral]]&lt;br /&gt;
*[[#PressureSetting|PressureSetting]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Ratio|Ratio]]&lt;br /&gt;
*[[#RatioCarbonDioxide|RatioCarbonDioxide]]&lt;br /&gt;
*[[#RatioNitrogen|RatioNitrogen]]&lt;br /&gt;
*[[#RatioOxygen|RatioOxygen]]&lt;br /&gt;
*[[#RatioPollutant|RatioPollutant]]&lt;br /&gt;
*[[#RatioVolatiles|RatioVolatiles]]&lt;br /&gt;
*[[#RatioWater|RatioWater]]&lt;br /&gt;
*[[#Reagents|Reagents]]&lt;br /&gt;
*[[#RecipeHash|RecipeHash]]&lt;br /&gt;
*[[#RequestHash|RequestHash]]&lt;br /&gt;
*[[#RequiredPower|RequiredPower]]&lt;br /&gt;
*[[#Setting|Setting]]&lt;br /&gt;
*[[#SolarAngle|SolarAngle]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#TemperatureSettings|TemperatureSettings]]&lt;br /&gt;
*[[#TotalMoles|TotalMoles]]&lt;br /&gt;
*[[#VelocityMagnitude|VelocityMagnitude]]&lt;br /&gt;
*[[#VelocityRelativeX|VelocityRelativeX]]&lt;br /&gt;
*[[#VelocityRelativeY|VelocityRelativeY]]&lt;br /&gt;
*[[#VelocityRelativeZ|VelocityRelativeZ]]&lt;br /&gt;
*[[#Vertical|Vertical]]&lt;br /&gt;
*[[#VerticalRatio|VerticalRatio]]&lt;br /&gt;
*[[#Volume|Volume]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Device Variables==&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Activate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Activate&lt;br /&gt;
:1 if device is activated (usually means running), otherwise 0&lt;br /&gt;
:&amp;lt;code&amp;gt;l r0 d0 Activate # sets r0 to 1 if on or 0 of off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;AirRelease&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;AirRelease&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
:    The current charge the device has.&lt;br /&gt;
&amp;lt;div id=&amp;quot;CLearMemory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CLearMemory&lt;br /&gt;
:    When set to 1, clears the counter memory (e.g. ExportCount).  Will set itself back to 0 when triggered.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Color&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Color&lt;br /&gt;
&amp;lt;div id=&amp;quot;CompletionRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;CompletionRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorLevel&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorLevel&lt;br /&gt;
&amp;lt;div id=&amp;quot;ElevatorSpeed&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ElevatorSpeed&lt;br /&gt;
&amp;lt;div id=&amp;quot;Error&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Error&lt;br /&gt;
:	1 if device is in error state, otherwise 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;ExportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ExportCount&lt;br /&gt;
:    How many items exporfted since last ClearMemory.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Filtration&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Filtration&lt;br /&gt;
:	The current state of the filtration system.  For example filtration = 1 for a Hardsuit when filtration is On.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Harvest&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Harvest&lt;br /&gt;
:	Performs the harvesting action for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Harvest 1 # Performs 1 harvest action on device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Horizontal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Horizontal&lt;br /&gt;
&amp;lt;div id=&amp;quot;HorizontalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;HorizontalRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Idle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Idle&lt;br /&gt;
&amp;lt;div id=&amp;quot;ImportCount&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ImportCount&lt;br /&gt;
&amp;lt;div id=&amp;quot;Lock&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Lock&lt;br /&gt;
&amp;lt;div id=&amp;quot;Maximum&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Maximum&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mode&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mode&lt;br /&gt;
&amp;lt;div id=&amp;quot;On&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;On&lt;br /&gt;
&amp;lt;div id=&amp;quot;Open&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Open&lt;br /&gt;
&amp;lt;div id=&amp;quot;Output&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Output&lt;br /&gt;
&amp;lt;div id=&amp;quot;Plant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Plant&lt;br /&gt;
:    Performs the planting operation for any plant based machinery.&lt;br /&gt;
:  &amp;lt;code&amp;gt;s d0 Plant 1 # Plants one crop in device d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionX&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionY&lt;br /&gt;
&amp;lt;div id=&amp;quot;PositionZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PositionZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Power&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Power&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerActual&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerActual&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerPotential&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerPotential&lt;br /&gt;
&amp;lt;div id=&amp;quot;PowerRequired&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PowerRequired&lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureExternal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureExternal&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureInteral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureInteral&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureSetting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureSetting&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
:	Total quantity in the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ratio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Ratio&lt;br /&gt;
:	Context specific value depending on device, 0 to 1 based ratio.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioCarbonDioxide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioCarbonDioxide&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioNitrogen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioNitrogen&lt;br /&gt;
:	The ratio of nitrogen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioOxygen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioOxygen&lt;br /&gt;
:	The ratio of oxygen in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioPollutant&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioPollutant&lt;br /&gt;
:	The ratio of pollutant in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioVolatiles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioVolatiles&lt;br /&gt;
:	The ratio of volatiles in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;RatioWater&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RatioWater&lt;br /&gt;
:	The ratio of water in device atmosphere.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reagents&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Reagents&lt;br /&gt;
&amp;lt;div id=&amp;quot;RecipeHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RecipeHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequestHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequestHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;RequiredPower&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;RequiredPower&lt;br /&gt;
&amp;lt;div id=&amp;quot;Setting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Setting&lt;br /&gt;
&amp;lt;div id=&amp;quot;SolarAngle&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;SolarAngle&lt;br /&gt;
:    Solar angle of the device.&lt;br /&gt;
:  &amp;lt;code&amp;gt;l r0 d0 SolarAngle # Sets r0 to the solar angle of d0.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;TemperatureSettings&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TemperatureSettings&lt;br /&gt;
&amp;lt;div id=&amp;quot;TotalMoles&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;TotalMoles&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityMagnitude&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityMagnitude&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeX&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeX&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeY&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeY&lt;br /&gt;
&amp;lt;div id=&amp;quot;VelocityRelativeZ&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VelocityRelativeZ&lt;br /&gt;
&amp;lt;div id=&amp;quot;Vertical&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vertical&lt;br /&gt;
:	Vertical setting of the device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;VerticalRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;VerticalRatio&lt;br /&gt;
:	Ratio of vertical setting for device.&lt;br /&gt;
&amp;lt;div id=&amp;quot;Volume&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Volume&lt;br /&gt;
:	Returns the device atmosphere volume&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7584</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7584"/>
				<updated>2018-10-23T04:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Added functions, slot variables and examples section headers, added slot variables, and provided examples for various slot variables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MIPS scripting language for IC10 housings / chips&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Functions&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|+Slot Variables &lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*[[#Occupied|Occupied]]&lt;br /&gt;
*[[#OccupantHash|OccupantHash]]&lt;br /&gt;
*[[#Quantity|Quantity]]&lt;br /&gt;
*[[#Damage|Damage]]&lt;br /&gt;
*[[#Efficiency|Efficiency]]&lt;br /&gt;
*[[#Health|Health]]&lt;br /&gt;
*[[#Growth|Growth]]&lt;br /&gt;
*[[#Pressure|Pressure]]&lt;br /&gt;
*[[#Temperature|Temperature]]&lt;br /&gt;
*[[#Charge|Charge]]&lt;br /&gt;
*[[#ChargeRatio|ChargeRatio]]&lt;br /&gt;
*[[#Class|Class]]&lt;br /&gt;
*[[#PressureWaste|PressureWaste]]&lt;br /&gt;
*[[#PressureAir|PressureAir]]&lt;br /&gt;
*[[#MaxQuantity|MaxQuantity]]&lt;br /&gt;
*[[#Mature|Mature]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
&lt;br /&gt;
==Slot Variables==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Occupied&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Occupied&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 2 Occupied #Stores 1 in r0 if d0 has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vOccupied dThisVictim 2 Occupied #stores 1 in vOccupied if dThisVictim has more seeds&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;OccupantHash&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;OccupantHash&lt;br /&gt;
&amp;lt;div id=&amp;quot;Quantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Quantity&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Damage&lt;br /&gt;
&amp;lt;div id=&amp;quot;Efficiency&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Efficiency&lt;br /&gt;
&amp;lt;div id=&amp;quot;Health&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Health&lt;br /&gt;
&amp;lt;div id=&amp;quot;Growth&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Growth&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Growth # Store the numerical growth stage of d0 in r0&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;div id=&amp;quot;Pressure&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Pressure&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temperature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Temperature&lt;br /&gt;
&amp;lt;div id=&amp;quot;Charge&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Charge&lt;br /&gt;
&amp;lt;div id=&amp;quot;ChargeRatio&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ChargeRatio&lt;br /&gt;
&amp;lt;div id=&amp;quot;Class&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Class&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureWaste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureWaste&lt;br /&gt;
&amp;lt;div id=&amp;quot;PressureAir&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;PressureAir&lt;br /&gt;
&amp;lt;div id=&amp;quot;MaxQuantity&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;MaxQuantity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Mature&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Mature&lt;br /&gt;
:&amp;lt;code&amp;gt;ls r0 d0 0 Mature # Store 1 in r0 if d0 has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ls vMature dThisVictim 0 Mature # Store 1 in vMature if dThisVictim has a mature crop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7583</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7583"/>
				<updated>2018-10-23T02:41:49Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: added links from script functions in the index to their definitions / examples.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keywords:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MIPS scripting language for IC10 housings / chips&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[#abs|abs]]&lt;br /&gt;
*[[#add|add]]&lt;br /&gt;
*[[#alias|alias]]&lt;br /&gt;
*[[#and|and]]&lt;br /&gt;
*[[#beq|beq]]&lt;br /&gt;
*[[#bgez|bgez]]&lt;br /&gt;
*[[#bgtz|bgtz]]&lt;br /&gt;
*[[#blez|blez]]&lt;br /&gt;
*[[#bltz|bltz]]&lt;br /&gt;
*[[#bne|bne]]&lt;br /&gt;
*[[#breq|breq]]&lt;br /&gt;
*[[#brgez|brgez]]&lt;br /&gt;
*[[#brgtz|brgtz]]&lt;br /&gt;
*[[#brlez|brlez]]&lt;br /&gt;
*[[#brltz|brltz]]&lt;br /&gt;
*[[#brne|brne]]&lt;br /&gt;
*[[#ceil|cell]]&lt;br /&gt;
*[[#div|div]]&lt;br /&gt;
*[[#exp|exp]]&lt;br /&gt;
*[[#floor|floor]]&lt;br /&gt;
*[[#j|j]]&lt;br /&gt;
*[[#jr|jr]]&lt;br /&gt;
*[[#l|l]]&lt;br /&gt;
*[[#log|log]]&lt;br /&gt;
*[[#ls|ls]]&lt;br /&gt;
*[[#max|max]]&lt;br /&gt;
*[[#min|min]]&lt;br /&gt;
*[[#mod|mod]]&lt;br /&gt;
*[[#move|move]]&lt;br /&gt;
*[[#mul|mul]]&lt;br /&gt;
*[[#nor|nor]]&lt;br /&gt;
*[[#or|or]]&lt;br /&gt;
*[[#rand|rand]]&lt;br /&gt;
*[[#round|round]]&lt;br /&gt;
*[[#s|s]]&lt;br /&gt;
*[[#slt|slt]]&lt;br /&gt;
*[[#sqrt|sqrt]]&lt;br /&gt;
*[[#sub|sub]]&lt;br /&gt;
*[[#trunc|trunc]]&lt;br /&gt;
*[[#xor|xor]]xor&lt;br /&gt;
*[[#yield|yield]]&lt;br /&gt;
*[[##|#]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;alias&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;add&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;sub&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mul&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;div&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;mod&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;slt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;sqrt&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;round&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;trunc&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;ceil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;floor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;max&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;min&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;abs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;log&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;exp&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
&amp;lt;div id=&amp;quot;rand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
&amp;lt;div id=&amp;quot;and&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;or&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;xor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
&amp;lt;div id=&amp;quot;nor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
&amp;lt;div id=&amp;quot;j&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
&amp;lt;div id=&amp;quot;bltz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;blez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgez&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
&amp;lt;div id=&amp;quot;bgtz&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
&amp;lt;div id=&amp;quot;beq&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bne&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&amp;lt;div id=&amp;quot;bdseal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;yield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
; #&lt;br /&gt;
:     // The following text will be ignored during compiling; use this to create comments.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7582</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7582"/>
				<updated>2018-10-23T01:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: alphabetized keywords, added infrastructure for in-definition examples and various examples, added bdseal, added alias definition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keywords:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IC10&lt;br /&gt;
abs&lt;br /&gt;
add&lt;br /&gt;
alias&lt;br /&gt;
and&lt;br /&gt;
beq&lt;br /&gt;
bgez&lt;br /&gt;
bgtz&lt;br /&gt;
blez&lt;br /&gt;
bltz&lt;br /&gt;
bne&lt;br /&gt;
breq&lt;br /&gt;
brgez&lt;br /&gt;
brgtz&lt;br /&gt;
brlez&lt;br /&gt;
brltz&lt;br /&gt;
brne&lt;br /&gt;
ceil&lt;br /&gt;
div&lt;br /&gt;
exp&lt;br /&gt;
floor&lt;br /&gt;
j&lt;br /&gt;
jr&lt;br /&gt;
l&lt;br /&gt;
log&lt;br /&gt;
ls&lt;br /&gt;
max&lt;br /&gt;
min&lt;br /&gt;
mod&lt;br /&gt;
move&lt;br /&gt;
mul&lt;br /&gt;
nor&lt;br /&gt;
or&lt;br /&gt;
rand&lt;br /&gt;
round&lt;br /&gt;
s&lt;br /&gt;
slt&lt;br /&gt;
sqrt&lt;br /&gt;
sub&lt;br /&gt;
trunc&lt;br /&gt;
xor&lt;br /&gt;
yield&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;alias&lt;br /&gt;
:alias str r? d? // labels register or device reference with name.  When alias is applied to a device, it will effect what shows on the screws in the IC base.  (housing)&lt;br /&gt;
&amp;lt;code&amp;gt;alias vTemperature r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;alias dAutoHydro1 d0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&amp;lt;code&amp;gt;move r0 42 # Store 42 in register 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r1 1 # add 1 to r1 and store the result as r0&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;add r0 r0 1 # increment r0 by one&amp;lt;/code&amp;gt;&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
;bdseal&lt;br /&gt;
:    d? a(r?|num) // Jump execution to line a and store current line number if device d? is set.&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal d0 32 #Store line number and jump to line 32 if d0 is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;bdseal dThisVictim HarvestCrop #Store line in ra and jump to sub HarvestCrop if device dThisVictim is assigned.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	<entry>
		<id>https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7581</id>
		<title>IC10</title>
		<link rel="alternate" type="text/html" href="https://legacy.stationeers-wiki.com/index.php?title=IC10&amp;diff=7581"/>
				<updated>2018-10-22T23:20:26Z</updated>
		
		<summary type="html">&lt;p&gt;Droxlar: Adjusted formatting to (hopefully) improve readability.  Added IC10 to keywords.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keywords:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IC10&lt;br /&gt;
l&lt;br /&gt;
s&lt;br /&gt;
ls&lt;br /&gt;
alias&lt;br /&gt;
move&lt;br /&gt;
add&lt;br /&gt;
sub&lt;br /&gt;
slt&lt;br /&gt;
and&lt;br /&gt;
or&lt;br /&gt;
xor&lt;br /&gt;
nor&lt;br /&gt;
mul&lt;br /&gt;
div&lt;br /&gt;
mod&lt;br /&gt;
j&lt;br /&gt;
bltz&lt;br /&gt;
bgez&lt;br /&gt;
blez&lt;br /&gt;
bgtz&lt;br /&gt;
beq&lt;br /&gt;
bne&lt;br /&gt;
jr&lt;br /&gt;
brltz&lt;br /&gt;
brgez&lt;br /&gt;
brlez&lt;br /&gt;
brgtz&lt;br /&gt;
breq&lt;br /&gt;
brne&lt;br /&gt;
sqrt&lt;br /&gt;
round&lt;br /&gt;
trunc&lt;br /&gt;
ceil&lt;br /&gt;
floor&lt;br /&gt;
max&lt;br /&gt;
min&lt;br /&gt;
abs&lt;br /&gt;
log&lt;br /&gt;
exp&lt;br /&gt;
rand&lt;br /&gt;
yield&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Text after a // will be ignored to the end of the line. The amount of white&lt;br /&gt;
// space between arguments isn't important, but new lines start a new command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;move    &lt;br /&gt;
:d s     // stores the value of s in d&lt;br /&gt;
&lt;br /&gt;
;add     &lt;br /&gt;
:d s t   // calculates s + t and stores the result in d&lt;br /&gt;
;sub     &lt;br /&gt;
:d s t   // calculates s - t and stores the result in d&lt;br /&gt;
;mul     &lt;br /&gt;
:d s t   // calculates s * t and stores the result in d&lt;br /&gt;
;div     &lt;br /&gt;
:d s t   // calculates s / t and stores the result in d&lt;br /&gt;
;mod     &lt;br /&gt;
:d s t   &lt;br /&gt;
::// calculates s mod t and stores the result in d. Note this&lt;br /&gt;
::// doesn't behave like the % operator - the result will be &lt;br /&gt;
::// positive even if the either of the operands are negative&lt;br /&gt;
&lt;br /&gt;
;slt     &lt;br /&gt;
:d s t   // stores 1 in d if s &amp;lt; t, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
;sqrt    &lt;br /&gt;
:d s     // calculates sqrt(s) and stores the result in d&lt;br /&gt;
;round   &lt;br /&gt;
:d s     // finds the rounded value of s and stores the result in d&lt;br /&gt;
;trunc   &lt;br /&gt;
:d s     // finds the truncated value of s and stores the result in d&lt;br /&gt;
;ceil   &lt;br /&gt;
: d s     // calculates the ceiling of s and stores the result in d&lt;br /&gt;
;floor  &lt;br /&gt;
: d s     // calculates the floor of s and stores the result in d&lt;br /&gt;
&lt;br /&gt;
;max    &lt;br /&gt;
: d s t   // calculates the maximum of s and t and stores the result in d&lt;br /&gt;
;min    &lt;br /&gt;
: d s t   // calculates the minimum of s and t and stores the result in d&lt;br /&gt;
;abs    &lt;br /&gt;
: d s     // calculates the absolute value of s and stores the result in d&lt;br /&gt;
;log    &lt;br /&gt;
: d s     // calculates the natural logarithm of s and stores the result&lt;br /&gt;
::// in d&lt;br /&gt;
;exp    &lt;br /&gt;
: d s     // calculates the exponential of s and stores the result in d&lt;br /&gt;
;rand   &lt;br /&gt;
: d       // selects a random number uniformly at random between 0 and 1&lt;br /&gt;
::// inclusive and stores the result in d&lt;br /&gt;
&lt;br /&gt;
::// boolean arithmetic uses the C convention that 0 is false and any non-zero&lt;br /&gt;
::// value is true.&lt;br /&gt;
;and    &lt;br /&gt;
: d s t   // stores 1 in d if both s and t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
;or     &lt;br /&gt;
: d s t   // stores 1 in d if either s or t have non-zero values,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
;xor    &lt;br /&gt;
: d s t   // stores 1 in d if exactly one of s and t are non-zero,&lt;br /&gt;
::// 0 otherwise&lt;br /&gt;
;nor &lt;br /&gt;
:    d s t   // stores 1 in d if both s and t equal zero, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Lines are numbered starting at zero&lt;br /&gt;
;j&lt;br /&gt;
:             a // jumps to line a.&lt;br /&gt;
;bltz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;lt;  0&lt;br /&gt;
;blez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;lt;= 0&lt;br /&gt;
;bgez &lt;br /&gt;
:     s   a // jumps to line a if s &amp;gt;= 0&lt;br /&gt;
;bgtz&lt;br /&gt;
:      s   a // jumps to line a if s &amp;gt;  0&lt;br /&gt;
;beq &lt;br /&gt;
:      s t a // jumps to line a if s == t&lt;br /&gt;
;bne &lt;br /&gt;
:      s t a // jumps to line a if s != t&lt;br /&gt;
&lt;br /&gt;
;yield           &lt;br /&gt;
: 	// ceases code execution for this power tick&lt;br /&gt;
&lt;br /&gt;
This is a sample timer command set, alternating between 1 for 1 tick (0.5s), then off for 2 ticks (1s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
move r0 0		// Line 0: move the value 0 to register0&lt;br /&gt;
sub r1 r0 3		// Line 1: subtract 3 from the value in r0 and write it to r1&lt;br /&gt;
bltz r1 4		// Line 2: jump to line 4 if r1 &amp;lt; 0 (skip the next line)&lt;br /&gt;
move r0 0		// Line 3: move the value 0 to register0 &lt;br /&gt;
slt o r0 1		// Line 4: if r0 &amp;lt; 1 write 1 to the output, otherwise 0.&lt;br /&gt;
add r0 r0 1		// Line 5: increment r0 by 1&lt;br /&gt;
yield			// Line 6: wait until next power tick (0.5s)&lt;br /&gt;
j 1			// Line 7: jump back to line 1	&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
so you will do l r0 d0 SolarAngle&lt;br /&gt;
Sorry had last args swapped&lt;br /&gt;
That would read in the value&lt;br /&gt;
while,&lt;br /&gt;
s d1 Vertical r0&lt;br /&gt;
Would write the contents of r0 into the devices 1's Vertical property&lt;br /&gt;
additionally you can make some aliases&lt;br /&gt;
alias SolarSensor d0&lt;br /&gt;
l r0 SolarSensor SolarAngle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Now the IC is inserted into the housing. The screws D0-D5 can be adjusted directly to the equipment (sensor, console, solar panel, etc.). The ports 'o' and 'i0-i2' have been removed. Instead, commands that directly read and write hardware parameters are added.&lt;br /&gt;
l &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt;&lt;br /&gt;
 reads the value of the parameter&lt;br /&gt;
s &amp;lt;data_channel&amp;gt; &amp;lt;parameter&amp;gt; &amp;lt;register_or_value&amp;gt;&lt;br /&gt;
 writes the value of the parameter&lt;br /&gt;
ls &amp;lt;register&amp;gt; &amp;lt;data_channel&amp;gt; &amp;lt;slot_number&amp;gt; &amp;lt;parameter&amp;gt; &lt;br /&gt;
 reads the parameter value from the slot&lt;br /&gt;
For example, &lt;br /&gt;
l r0 d0 Horizontal&lt;br /&gt;
 &lt;br /&gt;
s d5 Activate 1&lt;br /&gt;
 &lt;br /&gt;
ls r3 db 0 OccupantHash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://hastebin.com/uwuhidozun.md]&lt;br /&gt;
* [http://www.easy68k.com/]&lt;/div&gt;</summary>
		<author><name>Droxlar</name></author>	</entry>

	</feed>