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Shipyard

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Versioning - Up-to-date

Current game version: 0.10.5.1

Main article: Campaign


The Shipyard introduces Submarine customization and progression, which is available in every Outpost.

Submarine[edit | edit source]


The one in charge of selling Submarines wears the Boiler Suit and an unpowered Headset with the Sub icon above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank, and 1 Aluminum. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall.

When interacting with them, an interface similar to the Outpost Terminal appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch (This function is identical to the Switch option in the Outpost Terminal). There are 10 vanilla subs available for sale, plus any up to date modded subs the player/host may have installed.

Sub Class Description Price
Azimuth Scout Superior speed, sleek design, and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement. 10,000 mk
Dugong Scout Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. They're lacking firepower and speed, so smart maneuvering is key. 6,000 mk
Orca Scout With a relatively high top speed and fantastic ascent and descent characteristics due to her 3 large ballast tanks, Orca class subs are agile vessels, let down only by their small compliment of weapons, unreliable engine and reactors with a greater than average hunger for fuel. 9,000 mk
Humpback Attack A former military vessel, WH4-L3 'Humpback' has been outfitted to withstand most of the dangers in deep Europa. Her relatively high velocity is offset by low maneuverability. As she's still boasting an older model reactor, power needs to be supplemented by a backup battery array or the crew will find themselves unable to run all of the new equipment. 7,800 mk
Kastrull Attack The Kastrull is a dependable attack sub class bringing plenty of firepower to any fight, and although it's not very nimble, it does sport a drone gunship as standard. Keep in mind that with its experimental open ballast tanks, low tolerance to flooding and numerous crew stations, a large, experienced crew will get the most out of this sub. 21,000 mk
Typhon Attack Typhon class subs are known for their brutish appearance, reasonable array of light and heavy firepower, and their general dependability. Any captain should be aware of their poor rate of descent and unimpressive top speed. 11,500 mk
Typhon 2 Attack Typhon 2 is an overhauled version of the venerable Typhon class of sub. Serving as a heavy gunship, the Typhon 2 class subs remain slow and ugly, but with the benefits of better survivability for their crews. 20,000 mk
Berilia Transport Berilia is one of the biggest cargo ships on Europa. Its two engines and three ballasts require a copious amount of power to operate, and keeping the machinery in good working condition is a handful for even a moderately large crew. 15,000 mk
R-29 "Big Rig" Transport R-29 is a heavyweight transport ship. While not terribly well armed against Europa's underwater denizens, it has been retrofitted with two powerful electric discharge coils. Original design by rav2n. 14,500 mk
Remora Deep diver A range of customization options are available for Remora. In this model, some of the main hull space has been replaced by a detachable ballast and a remote-controlled drone. A large crew is needed to operate this submarine. 16,000 mk

Improvement[edit | edit source]

Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver, and a Toolbox containing the same items as their sub selling partner.

The crew chief offers multiple Upgrades per Upgrade category to further improve them, but each additional Upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The crew chief also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.

When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the crew chief isn't able to work on any of the crew's newly purchased subs until they have been delivered.

The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.

Upgrades[edit | edit source]

There are 13 parts of a standard sub, each with different types of Upgrades and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a percentage. Each Upgrade has a different initial and maximum percentage spike in price and depending on the number of levels, the percentage price spike of 2 consecutive levels is different between all Upgrades.


HOW TO CALCULATE:

An Upgrade has Y levels in total and its first level costs X1 marks, then X2, X3,... then pre-final level costs XPre-Max and final level costs XMax. Its initial cost increase is A%, maximum cost increase for the last level is B% and Z% = (B% - A%) / Y is the cost increase between each level. Therefore:

After paying X1 money for the first level, the second one will cost X2 = X1 + (A% + Z%).
The third level will then cost X3 = X2 + [A% + (Z% * 2)].
Then the fourth level is X4 = X3 + [A% + (Z% * 3)], and so on...
Until the final level is XMax = XPre-Max + (B% - Z%).
NOTE: Some prices after adding the level's cost increase become decimal numbers. However, the game doesn't take the decimal part into account, but only the whole number part as the actual price, which is then used to add the next level's cost increase. So for instance, even after doing the calculation and the price of a level is X.99 mk (decimal part being 0.99), the actual price that is also displayed in game is just X mk.


The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.

Hulls[edit | edit source]

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Tougher Hulls.png Tougher Hulls Increase submarine hull durability. 5% 10 15% 25% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,320 mk
3 15% 2,714 mk
4 20% 3,202 mk
5 25% 3,810 mk
6 30% 4,572 mk
7 35% 5,532 mk
8 40% 6,749 mk
9 45% 8,301 mk
10 50% 10,293 mk

Junction Boxes[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Fire Resistance.png Fire Resistance Decrease the probability of fires occurring. -3% 5 15% 20% 1,000 mk
Level values
Level Effect Price
1 -3% 1,000 mk
2 -6% 1,160 mk
3 -9% 1,357 mk
4 -12% 1,601 mk
5 -15% 1,905 mk
Upgrade Enhanced Resistors.png Enhanced Resistors Resist damage from excessive voltage. 2% 10 10% 15% 1,500 mk
Level values
Level Effect Price
1 2% 1,500 mk
2 4% 1,657 mk
3 6% 1,839 mk
4 8% 2,050 mk
5 10% 2,296 mk
6 12% 2,583 mk
7 14% 2,918 mk
8 16% 3,311 mk
9 18% 3,774 mk
10 20% 4,321 mk

Pumps[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Faster Pumps.png Fast Pumps Increase the speed at which water is pumped in or out of the sub. 2% 10 15% 25% 2,000 mk
Level values
Level Effect Price
1 2% 2,000 mk
2 4% 2,320 mk
3 6% 2,714 mk
4 8% 3,202 mk
5 10% 3,810 mk
6 12% 4,572 mk
7 14% 5,532 mk
8 16% 6,749 mk
9 18% 8,301 mk
10 20% 10,293 mk
Upgrade Energy Efficiency.png Energy Efficiency Decrease power consumption. -1% 10 15% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,155 mk
3 -3% 1,339 mk
4 -4% 1,559 mk
5 -5% 1,824 mk
6 -6% 2,143 mk
7 -7% 2,528 mk
8 -8% 2,995 mk
9 -9% 3,564 mk
10 -10% 4,258 mk

Supercapacitors[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Enhanced Supercapacitor Capacity.png Enhanced Supercapacitor Capacity Increase maximum energy storage capacity. 5% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,420 mk
3 15% 2,952 mk
4 20% 3,630 mk
5 25% 4,501 mk
Upgrade Enhanced Battery Charging.png Enhanced Battery Charging Increase maximum recharge rate. 5% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,420 mk
3 15% 2,952 mk
4 20% 3,630 mk
5 25% 4,501 mk

Batteries[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Enhanced Battery Capacity.png Enhanced Battery Capacity Increase maximum energy storage capacity. 10% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 10% 2,000 mk
2 20% 2,420 mk
3 30% 2,952 mk
4 40% 3,630 mk
5 50% 4,501 mk
Upgrade Enhanced Battery Charging.png Enhanced Battery Charging Increase maximum recharge rate. 5% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,420 mk
3 15% 2,952 mk
4 20% 3,630 mk
5 25% 4,501 mk

Fabricators[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Quicker Fabrication.png Quicker Fabrication Decrease the time needed to fabricate items. 1% 10 10% 15% 1,500 mk
Level values
Level Effect Price
1 1% 1,500 mk
2 2% 1,657 mk
3 3% 1,839 mk
4 4% 2,050 mk
5 5% 2,296 mk
6 6% 2,583 mk
7 7% 2,918 mk
8 8% 3,311 mk
9 9% 3,774 mk
10 10% 4,321 mk
Upgrade Simplified Fabrication.png Simplified Fabrication Lower the skill levels required for item fabrication. -2% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 -2% 2,000 mk
2 -4% 2,420 mk
3 -6% 2,952 mk
4 -8% 3,630 mk
5 -10% 4,501 mk
Upgrade Energy Efficiency.png Energy Efficiency Decrease power consumption. -1% 10 10% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,110 mk
3 -3% 1,243 mk
4 -4% 1,404 mk
5 -5% 1,600 mk
6 -6% 1,840 mk
7 -7% 2,134 mk
8 -8% 2,496 mk
9 -9% 2,945 mk
10 -10% 3,504 mk

Deconstructors[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Quicker Deconstruction.png Quicker Deconstruction Items will be deconstructed faster. 1% 10 10% 15% 1,500 mk
Level values
Level Effect Price
1 1% 1,500 mk
2 2% 1,657 mk
3 3% 1,839 mk
4 4% 2,050 mk
5 5% 2,296 mk
6 6% 2,583 mk
7 7% 2,918 mk
8 8% 3,311 mk
9 9% 3,774 mk
10 10% 4,321 mk
Upgrade Energy Efficiency.png Energy Efficiency Decrease power consumption. -1% 10 10% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,110 mk
3 -3% 1,243 mk
4 -4% 1,404 mk
5 -5% 1,600 mk
6 -6% 1,840 mk
7 -7% 2,134 mk
8 -8% 2,496 mk
9 -9% 2,945 mk
10 -10% 3,504 mk

Weapons[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Energy Efficiency.png Energy Efficiency Decrease power consumption. -5% 5 15% 20% 1,500 mk
Level values
Level Effect Price
1 -5% 1,500 mk
2 -10% 1,740 mk
3 -15% 2,035 mk
4 -20% 2,401 mk
5 -25% 2,857 mk
Upgrade Quicker Guns.png Quicker Guns Increase the rotation rate of all guns when operated by insufficiently skilled crew. 10% 10 20% 25% 1,000 mk
Level values
Level Effect Price
1 10% 1,000 mk
2 20% 1,205 mk
3 30% 1,458 mk
4 40% 1,771 mk
5 50% 2,160 mk
6 60% 2,646 mk
7 70% 3,254 mk
8 80% 4,018 mk
9 90% 4,982 mk
10 100% 6,202 mk
Upgrade Enhanced Periscopes.png Enhanced Periscopes Increase the view range of all weapons. 2% 5 15% 20% 2,000 mk
Level values
Level Effect Price
1 2% 2,000 mk
2 4% 2,320 mk
3 6% 2,714 mk
4 8% 3,202 mk
5 10% 3,810 mk

Loaders[edit | edit source]

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Loaders do not have any unique Upgrades, only general Machine Repairs Upgrades.

Engines[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Engine Power.png Engine Power Increase maximum speed. 5% 5 15% 20% 2,500 mk
Level values
Level Effect Price
1 5% 2,500 mk
2 10% 2,900 mk
3 15% 3,393 mk
4 20% 4,003 mk
5 25% 4,763 mk
Upgrade Energy Efficiency.png Energy Efficiency Decrease power consumption. -1% 10 10% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,110 mk
3 -3% 1,243 mk
4 -4% 1,404 mk
5 -5% 1,600 mk
6 -6% 1,840 mk
7 -7% 2,134 mk
8 -8% 2,496 mk
9 -9% 2,945 mk
10 -10% 3,504 mk

Reactors[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Reactor Efficiency.png Reactor Efficiency Increase reactor power output. 1% 5 15% 20% 2,500 mk
Level values
Level Effect Price
1 1% 2,500 mk
2 2% 2,900 mk
3 3% 3,393 mk
4 4% 4,003 mk
5 5% 4,763 mk
Upgrade Fuel Efficiency.png Fuel Efficiency Decrease fuel consumption rate. -10% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 -10% 2,000 mk
2 -20% 2,420 mk
3 -30% 2,952 mk
4 -40% 3,630 mk
5 -50% 4,501 mk
Upgrade Thermal Tolerance.png Thermal Tolerance Increase the time reactors can stay at critical temperature before meltdown. 10% 10 10% 15% 1,000 mk
Level values
Level Effect Price
1 10% 1,000 mk
2 20% 1,105 mk
3 30% 1,226 mk
4 40% 1,366 mk
5 50% 1,529 mk
6 60% 1,720 mk
7 70% 1,943 mk
8 80% 2,205 mk
9 90% 2,513 mk
10 100% 2,877 mk

Monitors[edit | edit source]

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Monitors do not have any unique Upgrades, only general Machine Repairs Upgrades.

Oxygen Generators[edit | edit source]

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Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Oxygen Generator Efficiency.png Oxygen Generator Efficiency Increase the amount of oxygen generated. 5% 5 10% 15% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,220 mk
3 15% 2,486 mk
4 20% 2,809 mk
5 25% 3,202 mk
Upgrade Energy Efficiency.png Energy Efficiency Decrease power consumption. -1% 10 10% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,110 mk
3 -3% 1,243 mk
4 -4% 1,404 mk
5 -5% 1,600 mk
6 -6% 1,840 mk
7 -7% 2,134 mk
8 -8% 2,496 mk
9 -9% 2,945 mk
10 -10% 3,504 mk

Machine Repairs Upgrades[edit | edit source]

These are available for all Upgrade categories except for Hulls and Weapons.

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Upgrade Enhanced Durability.png Enhanced Durability Equipment will take longer to start deteriorating. 5% 10 10% 20% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,220 mk
3 15% 2,486 mk
4 20% 2,809 mk
5 25% 3,202 mk
6 30% 3,682 mk
7 35% 4,271 mk
8 40% 4,997 mk
9 45% 5,896 mk
10 50% 7,016 mk
Upgrade Enhanced Redundant Systems.png Enhanced Redundant Systems Equipment will deteriorate more slowly. -5% 10 10% 20% 2,000 mk
Level values
Level Effect Price
1 -5% 2,000 mk
2 -10% 2,220 mk
3 -15% 2,486 mk
4 -20% 2,809 mk
5 -25% 3,202 mk
6 -30% 3,682 mk
7 -35% 4,271 mk
8 -40% 4,997 mk
9 -45% 5,896 mk
10 -50% 7,016 mk
Upgrade Quicker Repairs.png Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. -5% 5 10% 15% 1,000 mk
Level values
Level Effect Price
1 -5% 1,000 mk
2 -10% 1,110 mk
3 -15% 1,243 mk
4 -20% 1,404 mk
5 -25% 1,600 mk
Upgrade Simplified Repairs.png Simplified Repairs Decrease the skill level required to repair items. -5% 5 10% 15% 1,500 mk
Level values
Level Effect Price
1 -5% 1,500 mk
2 -10% 1,665 mk
3 -15% 1,864 mk
4 -20% 2,106 mk
5 -25% 2,400 mk

Maintenance[edit | edit source]

Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub Maintenance can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics.

Manually repairing things can be a tedious and difficult task depending on the structure of a sub and the current state of a sub. The quickest way to maintain a sub is to just stop by an Outpost, spend money in Maintenance services, and get everything repaired automatically instead.

However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance.

There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost.

The price of the services is shown below at 0 RP.

Service Price
Maintenance Repair All Walls.png Repair All Walls 500 mk
Maintenance Repair All Items.png Repair All Items 500 mk
Maintenance Replace Lost Shuttles.png Replace Lost Shuttles 1,000 mk