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|This article is about submarines themselves. For the submarines that come with the game, see Default submarines.|
Submarines are the vehicles that players use to traverse the dangerous oceans of Europa in Barotrauma.
Rooms, Installations & Parts[edit | edit source]
The following is a list of common rooms and installations found on most submarines.
Command Room[edit | edit source]
Typically consisting of a Navigation Terminal, Status Monitor and at least a single Window, the control room is usually located at the front of the submarine and is utilized by the Captain to navigate the vessel as well as remotely control some parts of it with a single press of a button.
Reactor Room[edit | edit source]
The reactor room houses the Nuclear Reactor and usually a Steel Cabinet containing Fuel Rods and Heat Absorbers. Maintaining the reactor is vital to the survival of the crew, as without it the ship will lose power and soon enough run out of oxygen. It is not uncommon for reactor rooms to contain an Oxygen Generator.
Engine Room[edit | edit source]
An engine room, as the name implies, houses the vessel's Engine or Shuttle Engine. It requires power from the reactor room and a direct link to the Navigation Terminal to function. engine rooms are sometimes merged with reactor rooms or storage rooms to save space.
Ballast[edit | edit source]
A ballast is a room with one or multiple pumps which constantly pump water in or out of a submarine in order for the vessel to descend or ascend, respectively. They are the primary method of vertical movement for submarines and as such are considered critical for any submarine to have.
Airlock[edit | edit source]
Airlocks are a vital part of any submarine. They usually consist of two doors, a pump, one or more Diving Suits and a Steel Cabinet containing various diving gear. Aside from the docking bay, they are usually the only direct way to leave a submarine, which is necessary for exploring Alien Ruins and fixing outer hull breaches.
Docking Bay[edit | edit source]
A feature only present on large submarines, docking bays allow for shuttles to dock with submarines and in doing so attach themselves to the larger vehicle. This allows shuttles to be used as personnel carriers, scouting vehicles or even escape pods in dire scenarios.
Storage Room[edit | edit source]
The Storage Room is a simple section of the submarine, usually empty or fitted with some Steel cabinets, it provides space to carry extra equipment or valuable cargo, usually in missions or previous trade with an outpost. In conventional submarines this area is usually open for all crew members in the submarine which can be dangerous especially if the cargo involves explosives - Nitroglycerin; pathogenic agents - Velonaceps Calyx Eggs; or a Clown Ensemble (Praise the Honkmother).
Medical Bay[edit | edit source]
The medical bay is the area where Medical Doctors spawn. It cointains most of the medical supplies on the submarine as well as the toxins usually in a medical cabinet or a toxin cabinet. It may also contain medical fabricator useful in creating better medical supplies from weaker ones. Due to the room cotaining toxins and sometimes Velonaceps Calyx Eggs it is advised to keep the rest of the crew from gaining acess to the medical bay.
Crew Quarters[edit | edit source]
The Crew Quarters is a section of the submarine with the function of housing the crew, it is usually where assistants, mechanics and engineers have their Spawnpoints located, the reason being that unlike other crew members like security officers or medical doctors they don't spawn with such important/dangerous objects and tools like harpoon guns or neurotoxins: Morbusine. This room usually has one or two bunk beds with some Steel Cabinets where you will usually find Welding tools and Diving masks (not to mention other essential objects and tools like Flashlights, battery cells, Oxygen tanks and others).
Armory[edit | edit source]
The Armory is usually small section of the submarine where sercurity officers may spawn. It contains extra ammo for coilguns and railguns as well as weapons for Sercurity, (SMGs, grenades, shotguns, and revolvers) usually inside a steel cabinet or sercure steel cabinet. It usually locked for everyone except for the captain and sercurity, and anyone who isn't should be kept out.
Railgun Room[edit | edit source]
The Railgun room is an essential section of the submarine, it houses machinery and equipment necessary for the usage of railguns, these include: The Railgun Controller, a periscope like device with the function of operating the Railgun (Note that the Railgun Controller should always be installed inside of a room adjacent to the railgun itself to facilitate handling); Railgun Loader, a rack like machine with a similar function of torpedo tubes in conventional submarines but instead of launching the ordinance, it loads them directly to the Railgun; Steel cabinets filled with other equipment to aid on operating the Railgun, these can be: C-4, IC-4 or other types of explosives (Note, these should always be guarded or kept safe, especially if they have detonators included); Railgun shells, a conventional torpedo modified to serve as the main type of ammunition used by submarines in Europa, but with a stronger variant being the Nuclear shell, also with the appearance of a conventional torpedo, except with the obvious nuclear hazard symbol and darker colors; It carries a small yet powerful nuclear warhead which is enough take on strong xenomorphic life in Europa, but strangely it is similar to the Railgun shell when it comes to damaging submarines. At last we have the Ancient weapon, a powerful ordinance with similar damage to the Nuclear shell against creatures, but increased structural damage capability, perfect for taking on rogue submarines.
Depth Charge[edit | edit source]