Gyroscope (StructureGyroscope): empty stub, not buildable¶
Gyroscope is the C# type behind the vanilla prefab StructureGyroscope. It is a leftover / placeholder prefab with no implementation: the class body is completely empty, there is no construction path (no kit, no BuildStates code reference, no Stationpedia data), and it carries only a lore flavor-text Stationpedia entry. A player cannot build it or place it through any normal or creative game flow. Skip it for anything that operates on real player-facing structures (for example, deciding what is worth making spray-paintable).
Class definition (empty)¶
The entire class body is empty. It declares no fields, no properties, no methods, and overrides nothing:
(.work/decomp/0.2.6228.27061/Assembly-CSharp.decompiled.cs, lines 376045-376047.)
Because the body is empty, all behavior is inherited from Electrical. There is no per-tick logic, no attitude/rotation code, no rocket interaction, no custom logic types, nothing gyroscope-specific anywhere in the assembly. The class name is the only thing that ties it to the "gyroscope" concept; functionally it is a bare powered device shell.
Base class: Electrical¶
Electrical is itself a thin base, a smart-rotatable powered Device:
public class Electrical : Device, ISmartRotatable, IPowered, IDensePoolable, IReferencable, IEvaluable
{
[Header("ISmartRotation")]
public SmartRotate.ConnectionType ConnectionType = SmartRotate.ConnectionType.Exhaustive;
public int[] OpenEndsPermutation = new int[6] { 0, 1, 2, 3, 4, 5 };
// GetConnectionType / SetOpenEndsPermutation / SetConnectionType / GetOpenEndsPermutation
}
(.work/decomp/0.2.6228.27061/Assembly-CSharp.decompiled.cs, lines 373728-373754.) Electrical adds only smart-rotation connection plumbing on top of Device; it is the generic "a powered device that snaps to a cable network" base, not anything rocket- or attitude-specific. So whatever Gyroscope would have been, the inherited surface gives it nothing beyond a generic powered device. (Electrical is distinct from ElectricalInputOutput at line 373755, which is the pass-through power-bridge base; Gyroscope derives from plain Electrical.)
Not buildable: no kit, no BuildStates code reference, no Stationpedia data¶
Across the entire decompiled Assembly-CSharp, the strings Gyroscope and StructureGyroscope appear in exactly one place: the class definition itself (line 376045). There is:
- No construction-kit reference. No
ItemKit*orConstructor/MultiConstructorlistsGyroscopeamong its constructed prefabs. The Stationpedia build-info pipeline derives "Constructed By Kits" from each construction kit'sGetConstructedPrefabs()(AddBuildStates/ kit loop around lines 231419-231432); nothing feedsStructureGyroscopeinto that list. A leftoverItemKitGyroscope("Kit (Gyroscope)") entry exists inenglish.xml(line 1466), butItemKitGyroscopeis itself absent fromAssembly-CSharpand from everyStreamingAssets/Datafabricator recipe (it appears only as a bare name inpaints.xml's prefab-name registry list), so it is a dangling localization string, not a working construction kit. - No code reference to
Gyroscope.BuildStates. TheBuildStatesmachinery (structure.BuildStates,UpdateBuildStateAndVisualizer, the StationpediaAddBuildStates) is generic and never names this prefab. Whether the prefab asset itself carriesBuildStatescannot be confirmed from the decompile alone (build states are authored on the Unity prefab), but with no kit pointing at it, even a populatedBuildStateslist would be unreachable in normal play. - No Stationpedia record. The community Stationpedia dump (Emilgardis Stationeers-Wiki-Page-Helper
third_party/Stationpedia.json, version 0.2.5906.26015) has noStructureGyroscopeentry; therefore noConstructedByKitsfor it. (The WebFetch of that file truncates the large JSON, so this is corroborating, not primary, evidence; the decompile is the primary evidence.)
In Stationeers, a structure is player-buildable only if a construction kit's GetConstructedPrefabs() includes it (kit places the first build state, the multitool advances states). With no kit referencing StructureGyroscope, there is no build path. It would only be reachable via a developer / debug raw-prefab spawn, not the normal build menu and not the standard creative menu DynamicThing flow.
In-game name and description (lore flavor only)¶
From english.xml (lines 2306-2310):
<RecordThing>
<Key>StructureGyroscope</Key>
<Value>Gyroscope</Value>
<Description>An element of an ancient class of spaceship, the gyroscope allowed these vehicles to rotate in at least one of the universe's most popular directions.</Description>
</RecordThing>
- Display name: Gyroscope.
- Description: pure lore/joke flavor text ("an ancient class of spaceship... rotate in at least one of the universe's most popular directions"). It gives no build instructions, no kit name, no usage, and no "work in progress" note. The string in
english.xmlis the only localized content; the other language files match only on the unrelated substring "gyroscope" inside other words, not on aStructureGyroscopekey (confirmed: english.xml is the only language file with aStructureGyroscoperecord).
Model and historical purpose¶
Despite the empty class, the prefab has a finished model. Confirmed in-game on 2026-06-20 by injecting a StructureGyroscope into a save (tools/save-edit: clone a StructureSaveData donor, rename to StructureGyroscope) and viewing it on the dedicated server: it renders as a real structure with a power connector and a separate data port. So it is not a no-mesh stub; it is fully-modeled, connector-equipped cut content whose behaviour was never coded.
The connectors line up with the inherited surface (Device is IPowered + ILogicable): it was set up to be a powered, logic/data-driven device. But there are no gyroscope-specific logic types or behaviour anywhere, so the data port drives nothing.
Historical purpose (community-wiki + Steam-discussion search summaries; the live wiki is Cloudflare-blocked from this network, so not deeply verified): the gyroscope was part of Stationeers' planned mothership system, large player-built spacecraft. A mothership was described as needing "rocket engines, gyroscopes, a command chair, a stellar anchor, a piping network, fuel tanks, electric power, and a cable network," with the Command Chair lighting up correctly-connected systems. The gyroscope's role was attitude/rotation control (turning and stabilising the ship), matching the flavor text ("rotate in at least one of the universe's most popular directions") and the power + data ports (a logic-steerable orientation device). The small-rocket system shipped; the full mothership (gyroscope + command chair + stellar anchor) did not, leaving the gyroscope as modeled-but-empty, uncraftable content. Sources: stationeers-wiki.com/Gyroscope/en, the "Ship Design" Steam discussion, and the long-discontinued "Advanced Gyroscope" Workshop mod (filedetails id 299506613).
Bottom line¶
StructureGyroscope is legacy / cut content, not a real player-facing structure. The class is an empty Electrical shell with zero implementation and no construction kit builds it (only flavor-text localization). It DOES have a finished model with power + data connectors (see "Model and historical purpose"), so it is not a no-mesh stub, but with no recipe a player cannot obtain it in normal play (only via admin spawn or a save edit). Skip it for any feature that targets buildable structures (spray-paint support, etc.).
Verification history¶
- 2026-06-20: page created.
Gyroscope : Electricalconfirmed as an empty class body (decompile lines 376045-376047);Electricalbase read in full (lines 373728-373754); english.xmlStructureGyroscoperecord read (lines 2306-2310); no kit / BuildStates / Stationpedia reference found anywhere inAssembly-CSharp. Conclusion: not buildable, not accessible. Additive page, no prior content contradicted. - 2026-06-20: independently cross-verified during a SprayPaintPlus paintability follow-up (decompile
Gyroscopehit only at line 376045;StructureGyroscopeunpaintable in the scan). Added the danglingItemKitGyroscopenote to "Not buildable" (english.xml line 1466; the kit string is unreferenced inAssembly-CSharpand has no fabricator recipe, only a bare entry inpaints.xml). Conclusion unchanged. - 2026-06-20: added "Model and historical purpose"; resolved the mesh open question. Injected a
StructureGyroscopeinto a save (tools/save-editclone + rename) and viewed it in-game on the dedicated server: it has a finished model with a power connector and a data port. Documented the mothership historical purpose from community-wiki / Steam-discussion search summaries (live wiki Cloudflare-blocked, so flagged as not deeply verified). Refined the Bottom line (modeled but uncraftable, not a no-mesh stub). Core conclusion unchanged: empty class, no implemented function, not normally obtainable.
Open questions¶
- None. The earlier open question (whether the prefab carries a mesh) is resolved: it has a finished model with a power connector and a data port, confirmed by an in-game spawn (see "Model and historical purpose").