Overview
Not really good anymore, best not read it…
Attention:
The Literal Basics
Honestly if you don’t know this stuff then maybe play the tutorial.
This is what your computer monitor could look like if you are in a game of Barotrauma
You can move the player character left by pressing “A”
You can move the player character right by pressing “D”
You can move the player character up ladders and stairs by pressing “W”
You can move the player character down ladders and stairs by pressing “S”
You can move faster by holding the “Shift” key
You can Interact with most objects by pressing the “Left mouse button” which is the left most button on the top of the mouse.
here is an object you can interact with:
by pressing the “left mouse button” you can open the objects “UI” (“user interface”)
Some objects like doors or buttons instead of opening the “UI” it may activate the object. In this case it opens/closes the door.
You can use some items but you need to hold them. You can hold them by pressing the button above them or double clicking them (pressing the left mouse button twice very fast). To use most items hold the “right mouse button” (the right most button on the top of the mouse) down and press or hold the “left mouse button”.
A picture of me holding a gun.
A picture of me shooting the gun by holding the “right mouse button” and pressing the “left mouse button”.
You can put items into your inventory or into other inventories by holding the “Left Mouse Button” and moving the item into a inventory spot.
You can also wear some items by moving the item into one of the body spots.
Jobs
This section is about the jobs in Barotrauma.
Assistant
An assistant does jobs people need help with ex: fixing junction boxes or fighting creatures, and praising the honk mother.
- Weapons: 15 – 25
- Mechanical Engineering: 15 – 25
- Electrical Engineering: 15 – 25
- Initiative: 65 – 100
- Medical: 15 – 25
- Helm: 12 – 15
- Assistant Clothes
- Wrench
- Screwdriver
Captain
A captain pilots the submarine and commands their crew
- Helm: 40 – 50
- Initiative: 50 – 100
- Weapons: 25 – 35
- Mechanical Engineering: 15 – 25
- Electrical Engineering: 15 – 25
- Medical: 5 – 10
- Veteran
- Veteran’s Cap
- Veteran’s Uniform
- Revolver
- Revolver Round x6
- Captain’s Pipe
Renegade
- Renegade’s Hat
- Renegade’s Jacket
- Revolver
- Revolver Round x6
Admiral
- Admiral’s Hat
- Admiral’s Uniform
- Stun Baton
- Battery Cell
- Harmonica
Engineer
An engineer fixes electrical systems and manages the reactor
- Electrical Engineering: 40 – 50
- Initiative: 50 – 100
- Mechanical Engineering: 25 – 35
- Weapons: 15 – 25
- Medical: 15 – 25
- Helm: 5 – 10
- Nuclear Engineer
- Toolbox
- Wrench
- Screwdriver
- Fuel Rod
- Hazmat Suit
Electrical Engineer
- Tool Box
- Screwdriver
- Red Wire
- Blue Wire
- Orange Wire
- Button
- FPGA Circuit
- Relay Component
- Engineers Jumpsuit
Mechanic
The mechanics job is to keep mechanical devices repaired and to fabricate things.
- Mechanical Engineering: 40 – 50
- Initiative: 50 – 100
- Electrical Engineering: 25 – 35
- Weapons: 15 – 25
- Medical: 15 – 25
- Helm: 5 – 10
- Welder
- Toolbox
- Wrench
- Welding Tool
- Welding Fuel Tank
- Plasma Cutter
- Screwdriver
- Baseball Cap
- Boiler Suit
Fabricator
- Toolbox
- Wrench
- Screwdriver
- Welding Tool
- Welding Fuel
- Plastic
- Steel Bar
- Aluminium
- Crowbar
- Baseball Cap
- Mechanics Jumpsuit
Medical Doctor
The medic main job is to keep the crew in good heath. And to help people in need of medical assistance.
- Medical: 40 – 50
- Initiative: 70 – 100
- Weapons: 15 – 25
- Mechanical Engineering: 15 – 25
- Electrical Engineering: 15 – 25
- Helm: 5 – 10
- First Responder
- Medics Fatigues
- Health Scanner HUD
- Blood Pack
- Syringe Gun
- Bandage
- Broad Spectrum Antibiotics
- Morphine
Pharmacologist
- Doctors Uniform
- Saline
- Blood Pack
- Naloxlone
- Medical Scanner HUD
- Syringe Gun
- Blood Pack
- Morphine
- Tonic Liquid
Security Officer
A security officer attacks intruders, detains traitors, and uses the coil-guns and rail-guns to defend the submarine.
- Weapons: 50 – 60
- Initiative: 50 – 100
- Medical: 30 – 40
- Mechanical Engineering: 10 – 20
- Electrical Engineering: 10 – 20
- Helm: 10 – 20
- Commando
- Commando’s Uniform
- SMG
- SMG Magazine
- Diving Knife
- Anabolic Steroids
- Bandages
- Body Armor
- Ballistic Helmet
Peace Keeper
- Stun Gun
- Stun Gun Dart x2
- Stun Baton
- Battery
- Hand Cuffs
- Bandages
- Body Armor
- Riot Helmet
Gunner
- Gunners Uniform
- Revolver
- Revolver Round
- Wrench
- Bandages
- Body Armor
- Gunner’s Helmet
Tools
Screwdriver:
The screwdriver is used to fix electrical devices and rewire some objects.
Wrench:
The wrench is used to fix mechanical devices and remove some items from walls.
Crowbar:
The crowbar is used to pry open or close doors, hatches, and ducts.
Toolbox:
The toolbox is the most robust tool. It is used to store up to 12 items at once. or to beat the clown to death
Welding Tool:
The welding tool is used to repair damage to walls, floors, and doors/hatches/ducts. If a door/hatch/duct is not damaged the door/hatch/duct will start to be welded so that it cant be opened or closed. The welding tool uses welding fuel to work, attempting to use oxygen tanks will cause an explosion.
Plasma Cutter:
The plasma cutter is used to damage walls, floors, and doors/hatches/ducts. It will also un-weld doors/hatches/ducts. The plasma cutter uses oxygen tanks to work, attempting to use welding fuel will cause an explosion.
Item capacity
item ‘capacity’ is how ‘full’ or how many uses something has. In game some items such as oxygen tanks and fuel rods will have a meter at the bottom that measures how full it is.
Containers: some items like toolboxes can contain other items.
Empty containers will have a black capacity meter. As the container fills up the capacity meter will turn red then to green and fill up to the right. once the container is completely full the meter will be completely green and fully filled.
‘consumables’: some items like oxygen tanks, medicine, and batteries, can be ‘consumed’. Consumable items will decrease in capacity as they are used.
An example of this is using an oxygen tank in a dive mask to breath, or using morphine to heal. Consumables with full capacity won’t display a meter, but once they are used they will display a meter. As the capacity decreases the meter will go from green to red and empty to the left, then once its completely empty it will have a black meter. Try not to confuse full items with empty items as they look similar.
special meters: some containers, like guns and diving masks, have special meters. These meters are similar to the previous meters, but will look different and will always display.
Items like diving masks and headsets, the meter displays how much capacity is left in the consumable it is using. For items like revolvers and syringe guns, the meter displays how much ammo is left, similar to container meters.
Preparation And Things to know
In this section I will go over preparation and what to know.
Preparing Yourself Before Departure
tip: carry things in tool boxes to save space)
- screwdriver
- wrench
- crowbar
- breathing mask
- plasma cutter
- welder
- water scooter
- sonar beacon
- handheld sonar
- flashlight
- oxygen tank
- battery
- 2 morphine or fentinol
- 2 blood packs or saline
- 2 plastiseal, bandages, or antibiotic glue
- extra diving mask
- anabolic steroids
- naloxone
- stun baton
- extra battery
- handcuffs
- a ranged weapon
- 2 morphine
- 2 bandages
- Saline
- anabolic steroids
Sub Preparations Before You Can Go
Make sure harmful cargo is in a safe spot
- Turn On reactor
- Charge Batterys
- Charge Capacitors
- Load Coilguns
- Load Railgun shells with explosive
- Load The Rail gun with the shells
- Fix Any Damage if there is any
- Put Empty Oxygen tanks In Oxygen Generator
- Turn on sonar
Mining for dummies
- plasma cutter
- extra oxygen about 3
- a handheld sonar
- extra batteries about 2
- a weapon
- water scooter thingy
- a tool box to hold oxygen/batteries
- a tool box for ore and plants
- step one: have a crew that knows you’re mining.
- step two: make sure the submarine is parked so it does not move.
- step three: go out the airlock, find the ground, and start looking for ore and medical supplies
- step four: mine it with your plasma cutter or pick it.
- step five: now that your inventory is full of loot come back to the sub and drop it off.
- step seven: if you’ve gotten what you want you can deconstruct it or go get more.
The Ruins And Artifacts
- extra oxygen x3
- extra batterys x3
- underwater scooter
- plasma cutter (if you dont have one)
- welder (if you dont have one) If you use a shuttle
- morphine
- bandages
- meth
- blood packs
- hand held sonar (not a sonar beacon)
- a weapon
- sonar beacon
- First you need to have the submarine parked on auto pilot before you go out of the sub.
- Second you need to locate the infrasonic signal on your hand held sonar and head to in on the outside of the ruins.
- Third find the wall where the door to the artifact is and cut it open. (the one that is smooth not bumpy)
- Fourth head back to the sub.
- Fifth leave the artifact in the airlock OR put it in the artifact containment if there is one. Not anywhere else but the airlock/containment. You can NOT put it in the ballast, or ANYWHERE ELSE BUT THE AIRLOCK/CONTAINMENT. no matter how much you think you can you can’t.
The Submarines systems
- Reactor: the main power source on most subs this is a necessity to fix if damaged
- Batteries: the backup power on most subs but is way more important than the reactor in emergencies
- Bilge pumps: these are here to drain the submarine of water
- Oxygen generator: This gives you oxygen
- Fabricator/Deconstructor: these fabricate and deconstruct things
- Engine: this makes you move left and right
- ballast: this makes you move up and down
- navigation terminals: this controls the subs movements
- Status terminals: this shows you where the sub is flooded where oxygen is, and where there are hull breaches
- medical fabricator: is used to make medicine, poisons and compound N
- Coilguns, railguns, and super capacitors: used to kill creatures and enemy subs.
Bad Situations
(this is best to worst situation)
1. you have damaged minor equipment.
2. you have broken minor equipment.
3. you have damaged major equipment.
4.you have broken equipment.
5.you have hull damage.
6. you have major flooding.
7. 2,3,4,5,6 have occured.
8.the reactor is out of fuel.
9. the batterys and reactor are gone.
10. a crew that doesn’t know how to play.
Fixing Submarine Related Screw Ups
(tip: Assess the source of damage and stop it first!)
(for 1,2,3,4,5 just go about repairing them with the tools necessary.)
- major flooding: you need to drain out the water via pumps. opening doors and hatches can help to drain faster. remember to fix hulls and pumps to make the draining faster.
- Fires:you have 3 ways to put out a fire 1. fire extinguisher 2. water 3. remove the oxygen. Only water can put out thermal artifact fires.
- you’re going into the abyss:drain all the water out, before the depth meter hits 2000m.
- The reactor is out of fuel:
FIRST VERY IMPORTANT THING: unwire the all the batteries output power, this is very important as some submarines (the default ones) have batteries wired to the main power grid and they will run out very fast!.
Secondly wire a battery to the deconstructor and deconstruct empty fuel rods to get lead and steel. Then unwire the deconstructor.
Third mine or find uranium ore, thorium ore, or fulgerium from some alien items.
Fourth rewire the deconstructor and deconstruct the ore to get uranium, thorium, or fulgerium. Then unwire again.
Fifth wire one battery to the fabricator and put steel, lead, and uranium, thorium, or fulgerium. Then craft the respective fuel rod.CONGRATULATIONS YOU DID SOMETHING I’VE NEVER WITNESSED BUT HAVE DONE MY SELF! Until the admin spawned fuel rods
Fixing Creature Related Screw Ups (small creatures)
- Crawlers: Crawlers have low heath and low damage but in large groups they can be very deadly
Weak points: none
Health: 50
Damage: 10, stuns, causes bleeding
Structure Damage: 3
- mudraptors: mudraptors have relatively high health and damage. they can also break hulls and doors with ease so be careful. a stun stick and/or gun is strongly recommended.
Weak points: belly
Health: 120
Damage: 20, stuns, causes bleeding
Structure Damage, 5
- For Mantis[es]?: While not seen in standard game play they still exist. they are over twice as strong as a mudraptor and are faster. it is necessary you have a strong gun and a stun stick to kill these.
Weak points: belly
Health: 200
Damage: 50, stuns, causes bleeding
Structure Damage: 20
- husk outbreak: a heath scanner is very helpful. you’re going to need to kill the husks or contain them. if you’re bit there is a chance to survive without a proper cure. you’ll need to get broad spectrum antibiotics and inject them into yourself. if there is a dead husk (a proper one not a player) you can salvage the husk eggs off of it and mix it with stabilizine to make the husk cure. if it is player caused there is a chance that the player still has the husk eggs on them.
Weak points: none
Health: 100
Damage: 10, stuns, causes bleeding, causes husk infection
Structure Damage: 30
- fractal guardians: Only spawning in ruins they almost are never seen attacking sub. but they are still very dangerous to players exploring ruins. a stun stick is recommended to deal with them as guns and harpoon guns are not very effective against them.
Weak points: none
Health: 800 – 500
Damage: 50 – 30, Stuns
Force: 10 – 0
- Hammerhead Spawn: Hammerhead spawn are rather harmless to subs and more deadly to divers. Comes from dead hammerhead matriarchs .
Weakpoints: none
Health: 5
Damage: 10, stuns
- Leucocyte: Leucocytes spawn in wrecks infected with a thalamus. they can overwhelm players very fast and cause paralysis.
Weak points: none
Health: 25
Damage: unknown
- Terminal Cell: From further tests terminal cells spawn from thalamus harpoons. When killing them it is advised to use ranged weapons due to them exploding on death and paralysis.
Weak points: none
Health: 10
Structure damage: 100?
Force: 5?
Fixing Creature Related Screw Ups (medium creatures)
These are the more formidable creatures of the deep and coilguns/railguns are basically required to kill them
Tiger Thresher: these are the most common medium creature. they do damage to hulls and can kill a player very quick. its best to use a coilgun to kill these but a harpoon gun can kill them to if required.
Weak point: none
Health: 150
Damage: 20, causes bleeding
Structure Damage: 20
Bone Thresher: these are the second most common medium creature. they spawn with tiger threshers and can to major damage to hulls. they are also alot stronger and take around 3 railgun shells to kill. coilguns or railguns are strongly advised as a player will be almost killed instantly.
Weak point: belly
Health: 300
Damage: 25, causes bleeding
Structure Damage: 20
Hammer head: these are the third most common medium creature. hammer heads can quickly damage a sub and are fast. the hammer head also can kill players very fast to. railguns or coilguns are recommended to kill them. they also have a buff/weakness they are completely deaf relying on sight alone so turning off lights outside the sub can help avoid them, but this also means decoys also don’t work on them so don’t use them.
Weak points: Body
Health: 250
Damage: 50, stuns
Structure Damage: 20 – 10
Watcher: personally I’ve NEVER seen one (because they don’t spawn). the watcher is a special case where shooting it is worse than ignoring it. this is because they don’t attack subs and players unless they are attacked. Instead of attacking they watch the sub just floating around looking through windows. but if they are attacked oh boy are you screwed railguns are basically required to kill this creature.
Weak points: tentacles
Health: 1000
Damage: 200
Force: 20
Carrier: only being seen in salvaging a derelict missions. they are not much of a problem for most people. but rare does not mean weak. it seems to be a nibbler infected with Velonaceps Calyx. a rail gun is strongly recommended as it has lots of heath and armor.
Weak points: limbs? the weird black spikes i think :/
Health: 1000
Damage: 100
Force: 20
Golden Hammerhead: the golden hammer head is a rare varient of hammer head. Being the fastest and doing structure damage. But having lower health than a regular hammerhead.
Weakpoints: body
Health: 200
Damage: 50 – 0, stuns, causes bleeding
Structure Damage: 75 – 10
Creature Related Screw Ups (large creatures)
these are the strongest creatures and railguns are required for the stronger ones.
Moloch: one of the most common of the large creatures. The molochs travel usually travel in groups and emit loud groans. They can inflict very heavy damage to submarines and cause huge breaches, but they are quite slow and most subs can out run them. If a moloch attacks your sub and you can’t run aim for the belly the thick armor makes it almost impossible to damage. usually one railgun shell can kill a moloch.
weakpoint: belly
Health: 850 – 1,000
Damage: 200
Force: 400
Black Molich: Like a molich but black and causes emps, i really dont know much besides this so yeah.
Health: 1000
Baby Molich: THE SCREAMS THE SCREAMS THERE IN MY HEAD AAAAAAAAAAAAA. KILL THE PINK ♥♥♥♥♥ THEY JUST SCREAM AND SCREAM AAAAAAAAAAAAAAAA.
Health: 100
Just imagine this sound but hundreds of time at once:
Coelanth: one of the harder to find creatures in Europa… because it does not spawn. the coelanth is the (second) fastest creature in the sea and will always target players over a sub. while not inflicting as much damage as most creatures the damage it can do can still destroy a sub in the abyss. The main weakness is its low heath, it only takes a couple harpoon shots.
weakpoint: none
Health: 100
Damage: 200, causes bleeding
Structure Damage: 150
Charybdis: the strongest in my opinion. The Charybdis is faster, has more health, and does more dps than a Moloch. there is no reason to fight a Charybdis unless its for survival. if you encounter this monster turn off sonar and drop a decoy. Railguns are really the only thing going to kill a Charybdis.
weakpoint: none
Health: 1,000
Damage: 0-30, causes bleeding
Structure Damage: 10 – 30
Force: 30
Endworm: the Endworm is the biggest and does the most damage out of all the creatures, but is the slowest and can’t spawn in the wild. There is no killing it besides like 5 nuke shells.
weakpoint: none
Health: 10,000
Damage: 30, stuns
Structure Damage: 500
Hammerhead Matriarch: The hammerhead matriarch is one of the “easiest” to kill of the large creatures as it can be killed by a coil gun. when it dies it releases a bunch of hammerhead spawn.
weakpoint: head
Health: 400
Damage: ?
Thalamus: The thalamus is not a standard creature as it infects wrecked submarines. When a submarine or player approaches the thalamus infected sub it will release luecocytes, and fire the submarines guns. If a submarine gets close enough the thalamus will shoot grappling hooks and bring the sub down to its harpoon. The only way to make the thalamus release its grip is the kill it or plasma cut the tentacles. Then the harpoon will pierce the submarines hull and release terminal cells. Inside the infected sub there will be 3 things: the thalamus brain, the thalamus organs, and luecocyte spawner thingys, and the thalamus ammo sac. If the brain is killed the thalamus will die along with any luecocytes. Organ sacs can be broken to get some loot.
A thalamus grappling an un-lucky sub:
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Thalamus parts:
Engineering Basics
This section will go over engineering
Running The Reactor, or ”The big spicy death box that gives us power”
As you can see it is a nuclear reactor.
In this section i will go over how not to turn your submarine into ‘Chernobyl 2 Nuclear Fire Boogaloo’.
This is the reactor display:
.
On the reactor display there is:
- Power Button,
- Automatic Control Toggle,
- Fuel Rod Container,
- Critical warnings,
- other warnings,
- Fission rate meter,
- Fission rate controls,
- Turbine output meter,
- Turbine output controls,
- Reactor temperature,
- Reactor Output,
- Power Load,
- And Output vs Load Graph.
Yeah I know it is A LOT of things to take in, but do not worry! Running the reactor is as easy as pressing a button!
The easiest way to start up the reactor:
- Step one: Turn on the power
- Step two: Turn on automatic control
- Step three: insert a fuel rod
See easy
Now the faster way to start up the reactor:
- Step one: Turn on the power
- Step two: raise the turbine output so it is in the green
- Step three: insert a fuel rod
- Step four: turn on automatic control
See also very easy!
Getting good at manual reactor control is when engi-children become engi-adults. The main advantage of manual control is more efficient power, and faster reaction time to power surges.
Now to run the reactor manually.
First off tell EVERYONE that you are going to run the reactor manually!
Now to start off put in one fuel rod into the reactor. Then turn it on, make sure to turn off automatic controls. Use the ‘W’ and ‘S’ keys to raise the turbine output into the green. Then use the ‘A’ and ‘D’ keys to SLOWLY raise the fission rate until the reactor temperature is between the arrows (preferably on top of the bottom arrows).
The reactor should now be generating power! keep adjusting the fission rate, so that the temperature does not to high or low. And keep adjusting the turbine output so that it is in the green, make sure that it does not go double or half the load.
In the case that the load is changing a lot, put it in the yellow close the middle of the fluctuation.
DO NOT LEAVE THE REACTOR! IF YOU MUST TURN ON AUTOMATIC CONTROL!
The best way to run the reactor is with 4 fuel rods on manual.
Having 4 fuel rods is more efficient. This is because more fuel rods means more heat for the same fission rate. So you can get away with way less fission rate for the same temperature. And the smaller the fission rate the less the fuel rods are consumed.
Manual control is required because automatic control gets very funky when it comes to controlling the heat, but also because you can keep the fission rate lower.
now to start the reactor this way:
MAKE SURE TO TELL EVERYONE THAT YOU ARE GOING TO DO THIS!
Make sure that automatic controls are off. Then put 4 rods into the reactor, and turn the power on. Then adjust the turbine output so that it is in the green. Now S L O W L Y turn up the fission rate and watch the temperature carefully because it will rise quickly.
The reactor should now be generating power. Keep adjusting the fission rate, so that the temperature is on top of the bottom arrow. Make sure to also adjust the turbine output so that it is on the lower side of the green.
In the case that the load is changing a lot, put it in the yellow close the middle of the fluctuation.
DO NOT EVER LEAVE THE REACTOR! IF YOU REALLY NEED TO TURN ON AUTOMATIC CONTROL AND TRY TO GET BACK TO IT VERY SOON!
Crafting
This is the fabricator:
The fabricator is where most items are crafted. Some items require enough skill points to craft at max speed.
Iron:
Iron is one of the more common materials used in crafting. It is mostly used to craft steel and tools. It is most commonly acquired from iron ore.
carbon:
Carbon is one of more common materials used in crafting. It is mostly used to craft steel and plastic. It is most commonly acquired from diamond.
Aluminum:
Aluminum is mostly used to craft tanks, and coil-gun ammo. It is acquired from some minerals like chamosite.
Lead:
Lead is mostly used to craft fuel rods. It is mostly acquired from galena.
Silicon:
Silicon is mostly used to craft plastic. It is mostly acquired from quartz.
Steel Bar:
Steel Bars are used in most crafting recipes.
Recipe:
1 Iron
1 Carbon
Time: 4 seconds
Skill: 20 Mechanical Engineering
Plastic:
Plastic is used in most crafting recipes.
Recipe:
1 Carbon
1 Silicon
Time: 4 seconds
Skill: 20 Mechanical Engineering
Medical Basics
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Secondly if they are unconscious and especially if they are underwater you should put a diving mask on them as it will prevent oxygen low from getting worse. Then get them away from water, fires, creatures, or anything dangerous if possible. You may need to preform CPR, see the CPR section.
Treat the afflictions they have in order of worst affliction to best affliction, OR the fastest growing source of damage! It will overrule anything above in treatment order (ex. heavy bleeding and blood loss will kill faster than oxygen low) a health scanner HUD can really help with this.
TIP: Anabolic steroids are a huge help when dealing with patients that are very damaged! Since they decrease the amount of damage required to go unconscious and die by a LOT! Even patients with almost no health left can go back to conscious! Just keep in mind that they give psychosis!
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To heal people you can press [H] on them. this will open a menu that will show: The patients name and profession, a body, limbs with afflictions, a list with all the afflictions on a limb, the patients health, a heart rate monitor, a CPR button, suitable treatment methods, and the damage an affliction is doing and the severity along with a description. To treat an affliction just click the limb its effecting, and double click a medicine in your hot bar. I go over this in a little depth in the afflictions section.
CPR
CPR is used to keep someone from dying if they are no longer breathing. This will only work in some cases though!
The CPR button and someone doing CPR
An easy way to know if CPR will be an effective treatment is to follow these steps.
- The patient has low oxygen
- The patient is unconscious
- There is no better way to treat low oxygen
If you can answer yes to all of those questions than CPR can help! (yes even if you are not a doctor)
‘Reviving’ a patient will bring there oxygen level back to normal (usually so they become conscious again).
Every time your character pumps during CPR the game roles a chance to ‘revive’ the patient. The higher the medical skill you have the higher the ‘revive’ chance is.
‘stabilizing’ a patient will raise their oxygen levels, but not back to normal levels.
Every time your character pumps during CPR the game roles a chance to stabilize the patient. Higher medical skills increase the chance on stabilizing a patient, BUT only medical skills higher than 50 can fully negate oxygen loss. Lower skill levels will only increase the time it takes before a patient dies of low oxygen.
Doing CPR with a medical skill lower than 38 will cause internal damage to the patient. The lower the skill the more damage the patient take.
Things CPR can:
- prevent low oxygen from killing a patient
- increase oxygen levels in a patient enough to revive them
- make more time for other treatments
Thing CPR can’t:
- fix any other afflictions other than low oxygen
- revive dead patients
- be worse than not doing CPR
Health Scanner HUD
The health scanner HUD will help a lot in telling who need treatment first! It also will help with knowing what is wrong with them, and can detect the state they are in.
By mousing over a player you can see their real name at the top. Below that you can see the state of the player. Below that you can see what afflictions they have and severity from 0% – 400%.
Medicine
This section will go over the medicine you will use
Opiates
- Opium
Medical Level: 25.Internal Damage: -4/s,
Burn: -4/s, Opiate Addiction: +2/s,
Opiate Overdose: +3.5/s,
Opiate Withdraw: -3/s,
Oxygen Low: +3/s.Duration 5s
Uses 2
- Morphine
Medical Level: 30Internal Damage: -5/s
Burn: -5/s
Opiate Addiction: +0.3/s
Opiate Overdose: +0.3/s
Opiate Withdraw: -3/s
Oxygen Low: +3/sDuration: 10s
Uses: 2
- Fetinol
Medical Level: 30Internal Damage: -15/s
Burn: -15/s
Opiate Addiction: +3/s
Opiate Overdose: +8/s
Opiate Withdraw: -20/sDuration: 5s
Uses: 2
Bandages and Blood
- Bandage:
Medical Level: 15
Bleeding: -25/s
Burn: -45/sDuration: 1s
Uses: 1
- Plastiseal:
Medical Level: 20
Bleeding: -7/s
Burn: -7sDuration: 5s
Uses: 4
- Antibiotic Glue:
Medical Level: 50
Bleeding: -2/s
Burn: -2/sDuration: 20s
Uses: 5
- Alien Blood:
- Saline:
Medical Level: 20
Bloodloss: -6/s
Duration: 5/s
Uses: 4
- Blood Pack
Medical Level: 23
Bloodloss: -8/s
Duration: 15s
Uses: 2
Cures
- Calyxanide:
Medical Level: 60
Husk Infection: -4/s
Internal Damage: -3/s [Infected Human] / -4/s [ Natural Husk]Duration: 10s
Uses: 2
- Deliriumine Antidote:
Medical Level: 30
Deliriumine Poisioning: -100/s
Phychosis: -5/sDuration: 20/s
Uses: 2
- Morbusine Antidote:
Medical Level: 60
Morbusine Poisoning: -100/s
Duration: 1
Uses: 2
Afflictions
Afflictions negatively or positively effect the status of the player, and are caused by various things. The afflictions that you have are displayed above the health bar. By pressing H on you or another player you can check to see what afflictions there are in more depth.
Limbs that are afflicted will show a indicator in the menu with the affliction. The color of the limb can show you how bad it is effected by an affliction, red is the worst and Yellow is the best. Keep in mind that some afflictions can effect the whole body.
When you click on a limb it will show all the afflictions on it and by clicking the afflictions it will show them in more detail. Afflictions will have a indicator of how severe it is (light, medium, or heavy), and how much damage they are doing.
Using the health scanner HUD can show the strength of afflictions in more depth and any afflictions that do not display.
- Internal Damage:
Internal damage is just raw damage and directly reduces health. Its The most common damage type and caused by most damage sources.
Internal damage is a special case as it contains sub-categories that can tell you what the damage came from:
- Internal damage: “There are signs of burst blood vessels and of organ damage.”
caused by explosions, coilguns, railguns, and sulphuric acid. - Blunt force trauma: “The area is an ugly shade of purple, and apparently very painful to touch. You suspect a bone might be broken.”
caused by blunt weapons like wrenches, and stun batons. - Lacerations: “The skin is pierced and there are deep, bleeding wounds.”
caused by sharp weapons like harpoons and diving knifes. - Bite wounds: “There is extensive damage to soft tissue in the area and there are asymmetrical, bleeding wounds.”
caused by creature attacks like crawlers and husks.
- Internal damage: “There are signs of burst blood vessels and of organ damage.”
- Bleeding: “Blood pours freely from this ragged and particularly nasty open wound.”
Bleeding is caused by most things like sharp weapons and creatures. Bleeding causes blood loss overtime and also does some damage.
- Burn: “The area is blistered and red, and skin is already beginning to peel away in sheets. The patient is in a great deal of pain.”
Burns are caused by heat sources like fire and welding tools. Burns directly affect player health.
- Oxygen Low: “The skin is pale and clammy, and the lips turning blue.”
Oxygen low is caused by a lack of oxygen usually from being underwater. Oxygen low directly affect player health.
- Blood Loss: “The patient is pale and cold. Their heart beats in an alarmingly rapid fashion.”
Blood loss is caused by bleeding and accumulates over time. Blood loss directly affect player health.
- Stun: “The patient is dazed and unresponsive.”
Stun is caused by most damage sources but is most commonly caused by stun batons and choral hydrate. It does not affect player health instead it disables player input and forces ragdoll. Does not display in health menu or above the health bar.
- Barotrauma / Pressure: “There is obvious massive organ damage and the blood vessels of the eye have burst, creating an unnerving red gaze.”
Barotrauma is caused by high pressure water from Europa’s ocean. Barotrauma is only displayed by people that have died from pressure. Pressure is displayed above the players health bar but not in the health menu. It does not kill instantly but after a certain amount of time, depending on the waters pressure, the player will implode and be killed.
- Husk Infection: “Something dark and unpleasant moves in the mouth. They are rendered completely mute, save for occasional clicking sounds apparently emanating from deep within the throat.”
Husk infection or Velonaceps Calyx is caused by being bit by a husk or injected with Velonaceps Calyx eggs. It its split into stages with worse and worse symptoms.
- Stage 1: The player is prompted: “Your throat feels sore,” and “Your muscles ache,”. There is no side effects as of now but it will get worse if left untreated.
- Stage 2: Starts around 2 minutes after firsts signs of infection. The player is now unable to talk, and can not die from pressure or oxygen low. This is the last stage before the player is unable to be cured.
- Stage 3: Starts around 5 minutes after first signs of infection. The player is able to attack with a stinger that comes from their throat to spread the infection. The player will eventually die from the infection. Once they die from the infection or are killed, the players body will revive as a husk npc. It can be killed again but will not revive.
- Psychosis: “The patient rants and mutters in an agitated fashion, a steady commentary of unseen events.”
Psychosis is caused by delerumine poisoning, psychosis artifacts, alien blood, and possibly hyperzine or anabolic steroids. It does not affect health rather the player will start seeing things that are not happening such as creature attacks, flooding, fires, and the submarine will start shaking.
- Drunk: “The smell of alcohol rises from them like a vapor, their speech slurs a little, and their eyes fail to focus.”
Drunk is caused by drinking ethanol. It lowers player health overtime, causes oxygen low, slows movement, distorts vision, and forces ragdoll randomly. The player can die from being drunk if the effect is prolonged, but the affliction will usually decay before death.
- Opiate Withdraw: “Agitation and a tremor are obvious, as are the signs of nausea.”
Opiate withdraw is caused by opiate addiction if they do not get enough opiates. It will lower heath and kill if left untreated, it will also lower speed, distort the players screen, and cause random color distortion.
- Opiate Overdose : “The patient has pinpoint pupils and icy cold skin. They struggle to breathe and swallow.”
Opiate overdose is caused by taking to many opiates or taking opiates without proper medical skills. It will lower the players health, and distort the screen. If severe enough it will kill the player almost instantly or leave them in critical condition if left untreated.
- Opiate Addiction: “The patient is happy enough… so long as they get what they need.”
Opiate addiction is caused by overuse of opiates. It will eventually cause opiate withdraw if left untreated. It does effect player health directly.
continued in part two…
Afflictions Part Two
part two of afflictions:
- Gunshot Wound: “The entry site is a small, dark, bruised hole oozing a little blood. The exit wound however is a large ragged mess of exposed tissue and pouring blood.”
Gunshot wounds are caused by being hit by a bullet from a gun. It is like bleeding but causes more damage, and more blood loss overtime, and it does not decay.
- Radiation Sickness: “Burns and sores can be seen on patient’s skin. They seem to be spreading.”
Radiation sickness is caused by being close to a nuclear meltdown or radiotoxin poison. It causes burns overtime and does not decay rather gets worse. It will kill if not treated.
- Morbusine Poisoning: “The patient can’t breathe at all, and their heartrate is slowing rapidly.”
Morbusine poisoning is caused by being injected with morbusine poison. It will cause slowed movement, screen distortion, and quickly lowering health. It will kill in around 50 seconds if left untreated.
- Sufforin Poisoning:” Without prompt treatment, sufforin poisoning leads to delusions and rapid death.”
Sufforin poisoning is caused by being injected with sufforin poision. It will cause slowed movement, screen distortion, and quickly lowing health. It will kill in around 50 seconds if left untreated.
- Delerumine Poisoning: “Patient is hallucinating and exhibits paranoia.”
Delerumine poisioning is caused by being injected with delerumine poison. It does not do any damage but will cause severe psychosis.
- Cyanide Poisoning: “The patient is confused and has trouble breathing. Their skin is red and they have occasional muscle spasms.”
Cyanide poison is caused by being injected with cyanide. It will cause increasingly worst screen distortion, extremely slowed movement, rapidly decreasing health, and permanent stun after around 70 seconds. It will kill in around 100 seconds if left untreated.
- Slow Metabolism: “Causes chemicals to last longer.”
Slow metabolism is caused by taking tonic liquid. It does not negatively effect the player rather increasing the time of buffs or medicine. It will decay in around 100 seconds.
- Hyperactivity: “Movement speed and reflexes are heightened.”
Hyperactivity is caused by taking methamphetamine or hyperzine. It will increase the players move speed to the fastest it can be without taking damage. It will last around 80 seconds for meth and 100 seconds for hyperzine.
- Husk Infection Resistance: “Patient’s immune system is more attuned to alien parasites.”
Husk infection resistance is caused by taking broad spectrum antibiotics. It protects against husk infection and can possibly cure it in the first and second stages. It will last around 100 seconds
- Psychosis Resistance: “Patient exhibits high mental fortitude.”
Psychosis resistance is caused by drinking ethanol. It protects against psychosis, and can cure it below 75%. Each drink of ethanol gives the player 10 seconds of psychosis resistance.
- Pressure resistance: “Internal organs are more accustomed to high pressures. “
Pressure resistance is unobtainable as of now. It will protect against up to 75% pressure. It will decay 1% per second
- Vigor: “Patient’s pain receptors are numbed.”
Vigor is obtained by using anabolic steroids or hyperzine. It will reduce all damage taken by 75%. It will last around 60 seconds.
- Space Herpes: “The patient’s face is covered with nasty-looking blisters and ulcers.”
Space herpes is caused by having a low karma value, the lower the karma the worse the effects. It causes lowered health, lowered movement speed, blurry and distorted screen, fainting, weaker attacks, and blisters of the face. It will decay overtime if the player increases their karma enough.
Treating Afflictions
- Any Poison: This is main priority over all (unless is delerumine). Treated with their respective cure, stabilozine can be used to slow down the effects. if none is available try to stabilize the person and make a cure asap.
- Opiate Overdose: Treated with naloxone.
- Oxygen Low: Warning: Opiates can increase oxygen low and kill a person if they are at low heath, so use them after oxygen low is dealt with. Treatment very important as it can kill a person that is unconscious. It can be treated with a diving mask, and CPR. It can also be treated with liquid oxygenite but it does do internal damage.
- Pressure / Barotrauma: Barotrauma can not be treated, but can be prevented with a dive suit.
(HIGH PRIORITY) - Blood Loss: Treated with blood packs, saline, or alien blood. Treat this before bleeding or gun shot wounds to buy more time.
- Bleeding: Treated with bandages, plastiseals, or most effectively antibiotic glue.
- Husk Infection: The first and second stages can be cured using calyxanide. If there is no cure, broad spectrum antibiotics can be used.
- Radiation Sickness: Treated with anti-rad.
(MEDIUM PRIORITY) - Opiate Withdraw: Treated with naloxone
- Internal damage (all types): Treated with morphine, fetinol, or opiates.
- Gun Shot Wound: Treated with fentinol, morphine, and opium
- Burns: Treated using bandages, plastiseals, or most effectively antibiotic glue.
- Opiate Addiction: treated with naloxone
(LOW PRIORITY) - Drunk: It cannot be treated, only waited out, BUT anabolic steroids GREATLY reduce the effects of being drunk!
- Psychosis: Treated with haloperidol or ethanol if there is none.
- Stunned: Treated meth or hyperzine, but its mostly pointless unless you are going into a fight.
Dealing With Griefers/Trolls
What to do
These are some things I am working on:
Images
equipment
engineering
mining/ruins exploration
Crafting
medical items